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  1. Class: World.Object
  2.         Level* PersistentLevel;//[Offset: 0x20 , Size: 4]
  3.         NetDriver* NetDriver;//[Offset: 0x24 , Size: 4]
  4.         LineBatchComponent* LineBatcher;//[Offset: 0x28 , Size: 4]
  5.         LineBatchComponent* PersistentLineBatcher;//[Offset: 0x2c , Size: 4]
  6.         LineBatchComponent* ForegroundLineBatcher;//[Offset: 0x30 , Size: 4]
  7.         GameNetworkManager* NetworkManager;//[Offset: 0x34 , Size: 4]
  8.         PhysicsCollisionHandler* PhysicsCollisionHandler;//[Offset: 0x38 , Size: 4]
  9.         Object*[] ExtraReferencedObjects;//[Offset: 0x3c , Size: 12]
  10.         Object*[] PerModuleDataObjects;//[Offset: 0x48 , Size: 12]
  11.         LevelStreaming*[] StreamingLevels;//[Offset: 0x54 , Size: 12]
  12.         FString StreamingLevelsPrefix;//[Offset: 0x60 , Size: 12]
  13.         Level* CurrentLevelPendingVisibility;//[Offset: 0x6c , Size: 4]
  14.         Level* CurrentLevelPendingInvisibility;//[Offset: 0x70 , Size: 4]
  15.         DemoNetDriver* DemoNetDriver;//[Offset: 0x74 , Size: 4]
  16.         ParticleEventManager* MyParticleEventManager;//[Offset: 0x78 , Size: 4]
  17.         ObjectPoolManager ObjectPoolManager;//[Offset: 0x7c , Size: 132]
  18.         PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0x104 , Size: 4]
  19.         NavigationSystem* NavigationSystem;//[Offset: 0x164 , Size: 4]
  20.         GameModeBase* AuthorityGameMode;//[Offset: 0x168 , Size: 4]
  21.         GameStateBase* GameState;//[Offset: 0x16c , Size: 4]
  22.         AISystemBase* AISystem;//[Offset: 0x170 , Size: 4]
  23.         AvoidanceManager* AvoidanceManager;//[Offset: 0x174 , Size: 4]
  24.         Level*[] Levels;//[Offset: 0x178 , Size: 12]
  25.         LevelCollection[] LevelCollections;//[Offset: 0x184 , Size: 12]
  26.         Level* CurrentLevel;//[Offset: 0x194 , Size: 4]
  27.         GameInstance* OwningGameInstance;//[Offset: 0x198 , Size: 4]
  28.         MaterialParameterCollectionInstance*[] ParameterCollectionInstances;//[Offset: 0x19c , Size: 12]
  29.         Canvas* CanvasForRenderingToTarget;//[Offset: 0x1a8 , Size: 4]
  30.         Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x1ac , Size: 4]
  31.         WorldComposition* WorldComposition;//[Offset: 0x704 , Size: 4]
  32.         bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x74a , Size: 1]
  33.  
  34. --------------------------------
  35. Class: Object
  36.         void ExecuteUbergraph(int EntryPoint);// 0x2859eb0
  37.  
  38. --------------------------------
  39. Class: Level.Object
  40.         World* OwningWorld;//[Offset: 0x88 , Size: 4]
  41.         Model* Model;//[Offset: 0x8c , Size: 4]
  42.         ModelComponent*[] ModelComponents;//[Offset: 0x90 , Size: 12]
  43.         LevelActorContainer* ActorCluster;//[Offset: 0x9c , Size: 4]
  44.         int NumTextureStreamingUnbuiltComponents;//[Offset: 0xa0 , Size: 4]
  45.         int NumTextureStreamingDirtyResources;//[Offset: 0xa4 , Size: 4]
  46.         LevelScriptActor* LevelScriptActor;//[Offset: 0xa8 , Size: 4]
  47.         NavigationObjectBase* NavListStart;//[Offset: 0xac , Size: 4]
  48.         NavigationObjectBase* NavListEnd;//[Offset: 0xb0 , Size: 4]
  49.         NavigationDataChunk*[] NavDataChunks;//[Offset: 0xb4 , Size: 12]
  50.         float LightmapTotalSize;//[Offset: 0xc0 , Size: 4]
  51.         float ShadowmapTotalSize;//[Offset: 0xc4 , Size: 4]
  52.         Vector[] StaticNavigableGeometry;//[Offset: 0xc8 , Size: 12]
  53.         Guid[] StreamingTextureGuids;//[Offset: 0xd4 , Size: 12]
  54.         bool bIsLightingScenario;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154 , Size: 1]
  55.         Guid LevelBuildDataId;//[Offset: 0x158 , Size: 16]
  56.         MapBuildDataRegistry* MapBuildData;//[Offset: 0x168 , Size: 4]
  57.         IntVector LightBuildLevelOffset;//[Offset: 0x16c , Size: 12]
  58.         bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x178 , Size: 1]
  59.         bool bIsVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x178 , Size: 1]
  60.         bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x178 , Size: 1]
  61.         WorldSettings* WorldSettings;//[Offset: 0x1c0 , Size: 4]
  62.         AssetUserData*[] AssetUserData;//[Offset: 0x1c8 , Size: 12]
  63.  
  64. --------------------------------
  65. Class: Model.Object
  66.  
  67. --------------------------------
  68. Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  69.         BodySetup* ModelBodySetup;//[Offset: 0x560 , Size: 4]
  70.  
  71. --------------------------------
  72. Class: PrimitiveComponent.SceneComponent.ActorComponent.Object
  73.         float CullingScreenSize;//[Offset: 0x264 , Size: 4]
  74.         float MinDrawDistance;//[Offset: 0x268 , Size: 4]
  75.         float LDMaxDrawDistance;//[Offset: 0x26c , Size: 4]
  76.         float MaxDrawDistanceOffset;//[Offset: 0x270 , Size: 4]
  77.         float CachedMaxDrawDistance;//[Offset: 0x274 , Size: 4]
  78.         byte DepthPriorityGroup;//[Offset: 0x278 , Size: 1]
  79.         byte ViewOwnerDepthPriorityGroup;//[Offset: 0x279 , Size: 1]
  80.         enum LightmapType;//[Offset: 0x27a , Size: 1]
  81.         bool bBulletCanBreakThrough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27b , Size: 1]
  82.         bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27b , Size: 1]
  83.         bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27b , Size: 1]
  84.         bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27b , Size: 1]
  85.         bool bCheckAsyncSceneOnMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27c , Size: 1]
  86.         bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27c , Size: 1]
  87.         bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27c , Size: 1]
  88.         bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27c , Size: 1]
  89.         bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c , Size: 1]
  90.         bool bAllowCullDistanceVolumeMovable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c , Size: 1]
  91.         bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27c , Size: 1]
  92.         bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27c , Size: 1]
  93.         bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27d , Size: 1]
  94.         bool bRenderInMono;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27d , Size: 1]
  95.         bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27d , Size: 1]
  96.         bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27d , Size: 1]
  97.         bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27d , Size: 1]
  98.         bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27d , Size: 1]
  99.         bool bDrawIdeaOutline;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27d , Size: 1]
  100.         bool bOverrideIdeaOutlineColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27d , Size: 1]
  101.         LinearColor IdeaOutlineColor;//[Offset: 0x280 , Size: 16]
  102.         bool bOverrideIdeaOutlineThickness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x290 , Size: 1]
  103.         float IdeaOutlineThickness;//[Offset: 0x294 , Size: 4]
  104.         bool bDrawDyeing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x298 , Size: 1]
  105.         enum DrawDyeingMode;//[Offset: 0x299 , Size: 1]
  106.         LinearColor VisibleDyeingColor;//[Offset: 0x29c , Size: 16]
  107.         LinearColor OccludedDyeingColor;//[Offset: 0x2ac , Size: 16]
  108.         bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bc , Size: 1]
  109.         bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bc , Size: 1]
  110.         bool bUseAsOccluder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bc , Size: 1]
  111.         bool bSelectable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bc , Size: 1]
  112.         bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bc , Size: 1]
  113.         bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bc , Size: 1]
  114.         bool CastShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bc , Size: 1]
  115.         bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bc , Size: 1]
  116.         bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bd , Size: 1]
  117.         bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bd , Size: 1]
  118.         bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bd , Size: 1]
  119.         bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bd , Size: 1]
  120.         bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bd , Size: 1]
  121.         bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bd , Size: 1]
  122.         bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bd , Size: 1]
  123.         bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bd , Size: 1]
  124.         bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2be , Size: 1]
  125.         bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2be , Size: 1]
  126.         bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2be , Size: 1]
  127.         bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2be , Size: 1]
  128.         bool bReceiveCombinedCSMAndStaticShadowsFromStationaryLights;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2be , Size: 1]
  129.         bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2be , Size: 1]
  130.         bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2be , Size: 1]
  131.         bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2be , Size: 1]
  132.         bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bf , Size: 1]
  133.         bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bf , Size: 1]
  134.         bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bf , Size: 1]
  135.         bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bf , Size: 1]
  136.         bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bf , Size: 1]
  137.         byte bHasCustomNavigableGeometry;//[Offset: 0x2c0 , Size: 1]
  138.         byte CanCharacterStepUpOn;//[Offset: 0x2c2 , Size: 1]
  139.         LightingChannels LightingChannels;//[Offset: 0x2c3 , Size: 1]
  140.         enum CustomDepthStencilWriteMask;//[Offset: 0x2c4 , Size: 1]
  141.         int CustomDepthStencilValue;//[Offset: 0x2c8 , Size: 4]
  142.         int TranslucencySortPriority;//[Offset: 0x2cc , Size: 4]
  143.         int VisibilityId;//[Offset: 0x2d0 , Size: 4]
  144.         float OverrideCylinderMaxDrawHeight;//[Offset: 0x2dc , Size: 4]
  145.         float BoundsScale;//[Offset: 0x2e4 , Size: 4]
  146.         float OCBoundsScale;//[Offset: 0x2e8 , Size: 4]
  147.         float LastSubmitTime;//[Offset: 0x2ec , Size: 4]
  148.         float LastRenderTime;//[Offset: 0x2f0 , Size: 4]
  149.         float LastRenderTimeOnScreen;//[Offset: 0x2f4 , Size: 4]
  150.         float ShadowLastRenderTime;//[Offset: 0x2f8 , Size: 4]
  151.         Actor*[] MoveIgnoreActors;//[Offset: 0x2fc , Size: 12]
  152.         PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x308 , Size: 12]
  153.         BodyInstance BodyInstance;//[Offset: 0x320 , Size: 320]
  154.         delegate OnComponentHit;//[Offset: 0x460 , Size: 12]
  155.         delegate OnComponentBeginOverlap;//[Offset: 0x46c , Size: 12]
  156.         delegate OnComponentEndOverlap;//[Offset: 0x478 , Size: 12]
  157.         delegate OnComponentWake;//[Offset: 0x484 , Size: 12]
  158.         delegate OnComponentSleep;//[Offset: 0x490 , Size: 12]
  159.         delegate OnBeginCursorOver;//[Offset: 0x4a8 , Size: 12]
  160.         delegate OnEndCursorOver;//[Offset: 0x4b4 , Size: 12]
  161.         delegate OnClicked;//[Offset: 0x4c0 , Size: 12]
  162.         delegate OnReleased;//[Offset: 0x4cc , Size: 12]
  163.         delegate OnInputTouchBegin;//[Offset: 0x4d8 , Size: 12]
  164.         delegate OnInputTouchEnd;//[Offset: 0x4e4 , Size: 12]
  165.         delegate OnInputTouchEnter;//[Offset: 0x4f0 , Size: 12]
  166.         delegate OnInputTouchLeave;//[Offset: 0x4fc , Size: 12]
  167.         PrimitiveComponent* LODParentPrimitive;//[Offset: 0x514 , Size: 4]
  168.         PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick;//[Offset: 0x518 , Size: 60]
  169.         void WakeRigidBody(FName BoneName);// 0x4049440
  170.         void WakeAllRigidBodies();// 0x1f34be0
  171.         void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);// 0x40493a8
  172.         void SetVisibleDyeingColor(out const LinearColor InColor);// 0x4049324
  173.         void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x40492ac
  174.         void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights);// 0x404922c
  175.         void SetSimulatePhysics(bool bSimulate);// 0x1fda7e8
  176.         void SetRenderInMono(bool bValue);// 0x40491ac
  177.         void SetRenderInMainPass(bool bValue);// 0x404912c
  178.         void SetRenderCustomDepth(bool bValue);// 0x40490ac
  179.         void SetReceivesDecals(bool bNewReceivesDecals);// 0x404902c
  180.         void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x4048fac
  181.         void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4048e98
  182.         void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4048d74
  183.         void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4048d74
  184.         void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName BoneName);// 0x4048c60
  185.         void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4048b4c
  186.         void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4048a14
  187.         void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4048a14
  188.         void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x4048994
  189.         void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x4048914
  190.         void SetOccludedDyeingColor(out const LinearColor InColor);// 0x4048890
  191.         void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);// 0x4048808
  192.         void SetMaterialByNameAsyncCallBack(FName MaterialSlotName, MaterialInterface* AssetPtr);// 0x4048638
  193.         void SetMaterialByNameAsync(FName MaterialSlotName, FString MaterialPath);// 0x404848c
  194.         void SetMaterialByName(FName MaterialSlotName, MaterialInterface* Material);// 0x40483c8
  195.         void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x4048304
  196.         void SetMassScale(FName BoneName, float InMassScale);// 0x4048238
  197.         void SetMassOverrideInKg(FName BoneName, float MassInKg, bool bOverrideMass);// 0x404811c
  198.         void SetLockedAxis(byte LockedAxis);// 0x404809c
  199.         void SetLinearDamping(float InDamping);// 0x404801c
  200.         void SetEnableGravity(bool bGravityEnabled);// 0x4047f94
  201.         void SetDrawIdeaOutline(bool bNewDrawOutline);// 0x4047f14
  202.         void SetDrawDyeingMode(enum InDrawDyeingMode);// 0x4047e9c
  203.         void SetDrawDyeing(bool bNewDrawOutline);// 0x4047e1c
  204.         void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x4047da4
  205.         void SetCustomDepthStencilValue(int Value);// 0x4047d2c
  206.         void SetCullDistance(float NewCullDistance);// 0x4047cb4
  207.         void SetConstraintMode(byte ConstraintMode);// 0x4047c34
  208.         void SetCollisionResponseToChannel(byte Channel, byte NewResponse);// 0x4047b70
  209.         void SetCollisionResponseToAllChannels(byte NewResponse);// 0x4047af0
  210.         void SetCollisionProfileName(FName InCollisionProfileName);// 0x4047a70
  211.         void SetCollisionObjectType(byte Channel);// 0x40479f0
  212.         void SetCollisionEnabled(byte NewType);// 0x4047970
  213.         void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x40478b0
  214.         void SetCastShadow(bool NewCastShadow);// 0x4006d0c
  215.         void SetBoundsScale(float NewBoundsScale);// 0x4047838
  216.         void SetAngularDamping(float InDamping);// 0x1f33670
  217.         void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);// 0x404776c
  218.         void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool bAddToCurrent);// 0x4047690
  219.         void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool bAddToCurrent);// 0x4047588
  220.         void SetAllPhysicsAngularVelocity(out const Vector NewAngVel, bool bAddToCurrent);// 0x40474ac
  221.         void SetAllMassScale(float InMassScale);// 0x404742c
  222.         Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);// 0x4047340
  223.         void PutRigidBodyToSleep(FName BoneName);// 0x40472c8
  224.         void OverrideIdeaOutlineThickness(bool bOverride, const float InThickness);// 0x4047200
  225.         void OverrideIdeaOutlineColor(bool bOverride, out const LinearColor InOutlineColor);// 0x404712c
  226.         bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool bTraceComplex, bool bShowTrace, out Vector HitLocation, out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x4046e3c
  227.         bool K2_IsQueryCollisionEnabled();// 0x4046dfc
  228.         bool K2_IsPhysicsCollisionEnabled();// 0x4046dbc
  229.         bool K2_IsCollisionEnabled();// 0x4046d84
  230.         bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x4046d04
  231.         bool IsOverlappingActor(const Actor* Other);// 0x4046c84
  232.         bool IsGravityEnabled();// 0x3f5760c
  233.         bool IsAnyRigidBodyAwake();// 0x4046c54
  234.         void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool bShouldIgnore);// 0x4046b90
  235.         void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x4046acc
  236.         WalkableSlopeOverride GetWalkableSlopeOverride();// 0x4046a90
  237.         Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);// 0x40469ac
  238.         Vector GetPhysicsLinearVelocity(FName BoneName);// 0x4046918
  239.         Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x4046884
  240.         Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x40467d8
  241.         Vector GetPhysicsAngularVelocity(FName BoneName);// 0x40467d8
  242.         void GetOverlappingComponents(out PrimitiveComponent*[] InOverlappingComponents);// 0x404670c
  243.         void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x40465f8
  244.         int GetNumMaterials();// 0x3f502c4
  245.         MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int SectionIndex);// 0x404651c
  246.         MaterialInterface* GetMaterial(int ElementIndex);// 0x4046494
  247.         float GetMassScale(FName BoneName);// 0x404640c
  248.         float GetMass();// 0x40463dc
  249.         float GetLinearDamping();// 0x40463ac
  250.         Vector GetInertiaTensor(FName BoneName);// 0x4046310
  251.         byte GetCollisionResponseToChannel(byte Channel);// 0x4046288
  252.         FName GetCollisionProfileName();// 0x4046248
  253.         byte GetCollisionObjectType();// 0x1c9ad3c
  254.         byte GetCollisionEnabled();// 0x4046218
  255.         float GetClosestPointOnCollision(out const Vector Point, out Vector OutPointOnBody, FName BoneName);// 0x40460e8
  256.         Vector GetCenterOfMass(FName BoneName);// 0x4046054
  257.         float GetAngularDamping();// 0x4046024
  258.         MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex, MaterialInterface* SourceMaterial);// 0x4045f58
  259.         MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, MaterialInterface* Parent);// 0x4045e8c
  260.         MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int ElementIndex);// 0x4045e04
  261.         PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x4045d44
  262.         Actor*[] CopyArrayOfMoveIgnoreActors();// 0x4045c84
  263.         void ClearMoveIgnoreComponents();// 0x4045c54
  264.         void ClearMoveIgnoreActors();// 0x4045c40
  265.         bool CanCharacterStepUp(Pawn* Pawn);// 0x4045bb8
  266.         void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);// 0x4045974
  267.         void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);// 0x4045a84
  268.         void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x4045974
  269.         void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte Falloff, bool bVelChange);// 0x40457d0
  270.         void AddRadialForce(Vector Origin, float Radius, float Strength, byte Falloff, bool bAccelChange);// 0x404562c
  271.         void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);// 0x4045514
  272.         void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x40453fc
  273.         void AddForceAtLocationLocal(Vector force, Vector Location, FName BoneName);// 0x40452e4
  274.         void AddForceAtLocation(Vector force, Vector Location, FName BoneName);// 0x40451cc
  275.         void AddForce(Vector force, FName BoneName, bool bAccelChange);// 0x40450b4
  276.         void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool bVelChange);// 0x4044f9c
  277.         void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool bVelChange);// 0x4044e60
  278.         void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x4044d48
  279.  
  280. --------------------------------
  281. Class: SceneComponent.ActorComponent.Object
  282.         PhysicsVolume* PhysicsVolume;//[Offset: 0xc0 , Size: 8]
  283.         SceneComponent* AttachParent;//[Offset: 0xc8 , Size: 4]
  284.         FName AttachSocketName;//[Offset: 0xd0 , Size: 8]
  285.         SceneComponent*[] AttachChildren;//[Offset: 0xd8 , Size: 12]
  286.         SceneComponent*[] ClientAttachedChildren;//[Offset: 0xe4 , Size: 12]
  287.         Vector RelativeLocation;//[Offset: 0x118 , Size: 12]
  288.         Rotator RelativeRotation;//[Offset: 0x124 , Size: 12]
  289.         Vector RelativeScale3D;//[Offset: 0x130 , Size: 12]
  290.         Vector ComponentVelocity;//[Offset: 0x1a0 , Size: 12]
  291.         bool bComponentToWorldUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1ac , Size: 1]
  292.         bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1ac , Size: 1]
  293.         int AntiCheatRandValue0;//[Offset: 0x1b0 , Size: 4]
  294.         bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1b4 , Size: 1]
  295.         bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1b4 , Size: 1]
  296.         int AntiCheatRandValue1;//[Offset: 0x1b8 , Size: 4]
  297.         bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1bc , Size: 1]
  298.         bool bHiddenInGame;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1bc , Size: 1]
  299.         int AntiCheatRandValue2;//[Offset: 0x1c0 , Size: 4]
  300.         bool bShouldUpdatePhysicsVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c4 , Size: 1]
  301.         bool bBoundsChangeTriggersStreamingDataRebuild;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c4 , Size: 1]
  302.         bool bUseAttachParentBound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c4 , Size: 1]
  303.         int AntiCheatRandValue3;//[Offset: 0x1c8 , Size: 4]
  304.         bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1cc , Size: 1]
  305.         int AntiCheatRandValue4;//[Offset: 0x1d0 , Size: 4]
  306.         int AntiCheatRandValue5;//[Offset: 0x1d8 , Size: 4]
  307.         bool bAbsoluteTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1dc , Size: 1]
  308.         byte Mobility;//[Offset: 0x1dd , Size: 1]
  309.         int AntiCheatRandValue6;//[Offset: 0x1e0 , Size: 4]
  310.         byte DetailMode;//[Offset: 0x1e4 , Size: 1]
  311.         delegate PhysicsVolumeChangedDelegate;//[Offset: 0x230 , Size: 12]
  312.         void ToggleVisibility(bool bPropagateToChildren);// 0x1de5628
  313.         bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x4059c84
  314.         void SetWorldScale3D(Vector NewScale);// 0x4059c14
  315.         void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);// 0x4059b3c
  316.         void SetRelativeScale3D(Vector NewScale3D);// 0x4059ac4
  317.         void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x40599f0
  318.         void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale);// 0x40598d0
  319.         void ResetRelativeTransform();// 0x40598bc
  320.         void OnRep_Visibility(bool OldValue);// 0x405983c
  321.         void OnRep_Transform();// 0x4059828
  322.         void OnRep_AttachSocketName();// 0x4059814
  323.         void OnRep_AttachParent();// 0x4059814
  324.         void OnRep_AttachChildren();// 0x4059800
  325.         void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4059620
  326.         void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4059498
  327.         void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x40592dc
  328.         void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4059160
  329.         void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058f80
  330.         void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058e04
  331.         void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058c48
  332.         void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058acc
  333.         Transform K2_GetComponentToWorld();// 0x4058a6c
  334.         Vector K2_GetComponentScale();// 0x4058a24
  335.         Rotator K2_GetComponentRotation();// 0x40589dc
  336.         Vector K2_GetComponentLocation();// 0x4058994
  337.         void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum ScaleRule, bool bCallModify);// 0x4058844
  338.         bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x405865c
  339.         bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte AttachType, bool bWeldSimulatedBodies);// 0x4058500
  340.         void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058320
  341.         void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x40581a4
  342.         void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058028
  343.         void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057eac
  344.         void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057d30
  345.         void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057b50
  346.         void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x40579cc
  347.         void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057850
  348.         bool IsVisible();// 0x1c6e00c
  349.         bool IsSimulatingPhysics(FName BoneName);// 0x40577c8
  350.         bool IsAnySimulatingPhysics();// 0x1cd1608
  351.         Vector GetUpVector();// 0x4057780
  352.         Transform GetSocketTransform(FName InSocketName, byte TransformSpace);// 0x4057684
  353.         Rotator GetSocketRotation(FName InSocketName);// 0x40575e8
  354.         Quat GetSocketQuaternion(FName InSocketName);// 0x405754c
  355.         Vector GetSocketLocation(FName InSocketName);// 0x40574b0
  356.         Vector GetRightVector();// 0x4057468
  357.         Transform GetRelativeTransform();// 0x4057408
  358.         PhysicsVolume* GetPhysicsVolume();// 0x40573e0
  359.         void GetParentComponents(out SceneComponent*[] Parents);// 0x4057314
  360.         int GetNumChildrenComponents();// 0x40572ec
  361.         Vector GetForwardVector();// 0x402f23c
  362.         Vector GetComponentVelocity();// 0x405729c
  363.         Transform GetComponentTransformViewTranslatedBP();// 0x4057260
  364.         Transform GetComponentLocal(out const Transform LocalTransform);// 0x4057160
  365.         void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[] Children);// 0x405703c
  366.         SceneComponent* GetChildComponent(int ChildIndex);// 0x4056fbc
  367.         FName GetAttachSocketName();// 0x4056fa0
  368.         SceneComponent* GetAttachParent();// 0x4056f84
  369.         FName[] GetAllSocketNames();// 0x4056ec4
  370.         bool DoesSocketExist(FName InSocketName);// 0x4056e3c
  371.         void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);// 0x4056d64
  372.  
  373. --------------------------------
  374. Class: ActorComponent.Object
  375.         ActorComponentTickFunction PrimaryComponentTick;//[Offset: 0x20 , Size: 60]
  376.         bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  377.         FName[] ComponentTags;//[Offset: 0x60 , Size: 12]
  378.         bool bDestroyIfOnClientNoLocalControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c , Size: 1]
  379.         float NetUpdateFrequency;//[Offset: 0x70 , Size: 4]
  380.         AssetUserData*[] AssetUserData;//[Offset: 0x78 , Size: 12]
  381.         bool bReplicates;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x84 , Size: 1]
  382.         bool bNetAddressable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x84 , Size: 1]
  383.         bool bAutoActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86 , Size: 1]
  384.         bool bIsActive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x86 , Size: 1]
  385.         bool bEditableWhenInherited;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x86 , Size: 1]
  386.         bool bCanEverAffectNavigation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x86 , Size: 1]
  387.         bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x86 , Size: 1]
  388.         bool bIsClientOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x87 , Size: 1]
  389.         enum CreationMethod;//[Offset: 0x89 , Size: 1]
  390.         SimpleMemberReference[] UCSModifiedProperties;//[Offset: 0x8c , Size: 12]
  391.         delegate OnComponentActivated;//[Offset: 0x9c , Size: 12]
  392.         delegate OnComponentDeactivated;//[Offset: 0xa8 , Size: 12]
  393.         void ToggleActive();// 0x1df126c
  394.         void SetTickGroup(byte NewTickGroup);// 0x3f1ddcc
  395.         void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x3f1dd4c
  396.         void SetIsReplicated(bool ShouldReplicate);// 0x3f1dccc
  397.         void SetComponentTickInterval(float TickInterval);// 0x1d5b648
  398.         void SetComponentTickEnabled(bool bEnabled);// 0x3f1dc44
  399.         void SetAutoActivate(bool bNewAutoActivate);// 0x1ca03f8
  400.         void SetActive(bool bNewActive, bool bReset);// 0x3f1db6c
  401.         void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x3f1daec
  402.         void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x3f1da6c
  403.         void ReceiveTick(float DeltaSeconds);// 0x2859eb0
  404.         void ReceiveEndPlay(byte EndPlayReason);// 0x2859eb0
  405.         void ReceiveBeginPlay();// 0x2859eb0
  406.         void OnRep_Replicates();// 0x3f1da58
  407.         void OnRep_IsActive();// 0x3f1da44
  408.         void K2_DestroyComponent(Object* Object);// 0x3f1d9cc
  409.         bool IsComponentTickEnabled();// 0x3f1d9a4
  410.         bool IsBeingDestroyed();// 0x3f1d984
  411.         bool IsActive();// 0x20a08b8
  412.         Actor* GetOwner();// 0x3f1d968
  413.         float GetComponentTickInterval();// 0x1d76298
  414.         void ForceNetUpdate();// 0x1df6eb4
  415.         void Deactivate();// 0x1df1234
  416.         bool ComponentHasTag(FName Tag);// 0x3f1d8e8
  417.         void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x3f1d868
  418.         void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x3f1d7e8
  419.         void Activate(bool bReset);// 0x1ca0370
  420.  
  421. --------------------------------
  422. Class: LinearColor
  423.         float R;//[Offset: 0x0 , Size: 4]
  424.         float G;//[Offset: 0x4 , Size: 4]
  425.         float B;//[Offset: 0x8 , Size: 4]
  426.         float A;//[Offset: 0xc , Size: 4]
  427.  
  428. --------------------------------
  429. Class: ActorComponentTickFunction.TickFunction
  430.  
  431. --------------------------------
  432. Class: TickFunction
  433.         byte TickGroup;//[Offset: 0x4 , Size: 1]
  434.         byte EndTickGroup;//[Offset: 0x5 , Size: 1]
  435.         bool bTickEvenWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
  436.         bool bCanEverTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8 , Size: 1]
  437.         bool bStartWithTickEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8 , Size: 1]
  438.         bool bAllowTickOnDedicatedServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8 , Size: 1]
  439.         float TickInterval;//[Offset: 0x30 , Size: 4]
  440.  
  441. --------------------------------
  442. Class: LightingChannels
  443.         bool bChannel0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  444.         bool bChannel1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  445.         bool bChannel2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  446.  
  447. --------------------------------
  448. Class: Actor.Object
  449.         ActorTickFunction PrimaryActorTick;//[Offset: 0x1c , Size: 60]
  450.         bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  451.         float CustomTimeDilation;//[Offset: 0x5c , Size: 4]
  452.         bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size: 1]
  453.         bool bNetTemporary;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60 , Size: 1]
  454.         bool bNetStartup;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x60 , Size: 1]
  455.         bool bOnlyRelevantToOwner;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x60 , Size: 1]
  456.         bool bOnlyRelevantToConnection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x60 , Size: 1]
  457.         bool bRegionBasedNetConsideration;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x60 , Size: 1]
  458.         bool bFastDistBasedRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x60 , Size: 1]
  459.         bool bFastCustomOwnersRelevancy;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x60 , Size: 1]
  460.         bool bAlwaysRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61 , Size: 1]
  461.         bool bReplicateMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x61 , Size: 1]
  462.         bool bTearOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x61 , Size: 1]
  463.         bool bExchangedRoles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x61 , Size: 1]
  464.         bool bNetLoadOnClient;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x61 , Size: 1]
  465.         bool bNetUseOwnerRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x61 , Size: 1]
  466.         bool bBlockInput;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x61 , Size: 1]
  467.         bool bAllowTickBeforeBeginPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62 , Size: 1]
  468.         bool bActorEnableCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x62 , Size: 1]
  469.         bool bReplicates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x62 , Size: 1]
  470.         byte RemoteRole;//[Offset: 0x63 , Size: 1]
  471.         Actor* Owner;//[Offset: 0x64 , Size: 4]
  472.         byte WorldParallelismID;//[Offset: 0x68 , Size: 1]
  473.         FName NetDriverName;//[Offset: 0x70 , Size: 8]
  474.         RepMovement ReplicatedMovement;//[Offset: 0x78 , Size: 52]
  475.         float InitialLifeSpan;//[Offset: 0xac , Size: 4]
  476.         RepAttachment AttachmentReplication;//[Offset: 0xb0 , Size: 56]
  477.         byte Role;//[Offset: 0xe8 , Size: 1]
  478.         byte NetDormancy;//[Offset: 0xe9 , Size: 1]
  479.         byte AutoReceiveInput;//[Offset: 0xea , Size: 1]
  480.         int InputPriority;//[Offset: 0xec , Size: 4]
  481.         InputComponent* InputComponent;//[Offset: 0xf0 , Size: 4]
  482.         float NetCullDistanceSquared;//[Offset: 0xf4 , Size: 4]
  483.         int NetTag;//[Offset: 0xf8 , Size: 4]
  484.         float NetConsiderFrequency;//[Offset: 0x100 , Size: 4]
  485.         float NetUpdateFrequency;//[Offset: 0x104 , Size: 4]
  486.         float MinNetUpdateFrequency;//[Offset: 0x108 , Size: 4]
  487.         float NetPriority;//[Offset: 0x110 , Size: 4]
  488.         bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x118 , Size: 1]
  489.         bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x118 , Size: 1]
  490.         bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x118 , Size: 1]
  491.         bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x118 , Size: 1]
  492.         bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x118 , Size: 1]
  493.         bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x118 , Size: 1]
  494.         bool bLowUpdateRateForReplay;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x118 , Size: 1]
  495.         bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x118 , Size: 1]
  496.         bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x119 , Size: 1]
  497.         bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x119 , Size: 1]
  498.         bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x119 , Size: 1]
  499.         bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x119 , Size: 1]
  500.         bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x119 , Size: 1]
  501.         enum SpawnCollisionHandlingMethod;//[Offset: 0x11a , Size: 1]
  502.         Pawn* Instigator;//[Offset: 0x128 , Size: 4]
  503.         Actor*[] Children;//[Offset: 0x12c , Size: 12]
  504.         SceneComponent* RootComponent;//[Offset: 0x138 , Size: 4]
  505.         MatineeActor*[] ControllingMatineeActors;//[Offset: 0x13c , Size: 12]
  506.         FName[] Layers;//[Offset: 0x150 , Size: 12]
  507.         ChildActorComponent* ParentComponent;//[Offset: 0x15c , Size: 8]
  508.         FName[] Tags;//[Offset: 0x164 , Size: 12]
  509.         uint64 HiddenEditorViews;//[Offset: 0x170 , Size: 8]
  510.         delegate OnTakeAnyDamage;//[Offset: 0x178 , Size: 12]
  511.         delegate OnTakePointDamage;//[Offset: 0x184 , Size: 12]
  512.         delegate OnActorBeginOverlap;//[Offset: 0x190 , Size: 12]
  513.         delegate OnActorEndOverlap;//[Offset: 0x19c , Size: 12]
  514.         delegate OnBeginCursorOver;//[Offset: 0x1a8 , Size: 12]
  515.         delegate OnEndCursorOver;//[Offset: 0x1b4 , Size: 12]
  516.         delegate OnClicked;//[Offset: 0x1c0 , Size: 12]
  517.         delegate OnReleased;//[Offset: 0x1cc , Size: 12]
  518.         delegate OnInputTouchBegin;//[Offset: 0x1d8 , Size: 12]
  519.         delegate OnInputTouchEnd;//[Offset: 0x1e4 , Size: 12]
  520.         delegate OnInputTouchEnter;//[Offset: 0x1f0 , Size: 12]
  521.         delegate OnInputTouchLeave;//[Offset: 0x1fc , Size: 12]
  522.         delegate OnActorHit;//[Offset: 0x208 , Size: 12]
  523.         delegate OnDestroyed;//[Offset: 0x214 , Size: 12]
  524.         delegate OnEndPlay;//[Offset: 0x220 , Size: 12]
  525.         ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x2a4 , Size: 12]
  526.         ActorComponent*[] InstanceComponents;//[Offset: 0x2b0 , Size: 12]
  527.         bool WasRecentlyRendered(float Tolerance);// 0x3f1aab0
  528.         void UserConstructionScript();// 0x2859eb0
  529.         void TearOff();// 0x1cc7830
  530.         void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);// 0x3f1a9f4
  531.         void SetTickGroup(byte NewTickGroup);// 0x3f1a97c
  532.         void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x3f1a8fc
  533.         void SetReplicates(bool bInReplicates);// 0x3f1a87c
  534.         void SetReplicateMovement(bool bInReplicateMovement);// 0x3f1a7f4
  535.         void SetOwner(Actor* NewOwner);// 0x1cfd64c
  536.         void SetNetDormancy(byte NewDormancy);// 0x3f1a77c
  537.         void SetLifeSpan(float InLifespan);// 0x3f1a6fc
  538.         void SetActorTickInterval(float TickInterval);// 0x1d5b49c
  539.         void SetActorTickEnabled(bool bEnabled);// 0x3f1a67c
  540.         void SetActorScale3D(Vector NewScale3D);// 0x3f1a60c
  541.         void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x3f1a59c
  542.         void SetActorHiddenInGame(bool bNewHidden);// 0x3f1a514
  543.         void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x3f1a494
  544.         void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x1d05650
  545.         void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x1d056d0
  546.         void ReceiveTick(float DeltaSeconds);// 0x2859eb0
  547.         void ReceiveReInitForReplay();// 0x2859eb0
  548.         void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0
  549.         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);// 0x2859eb0
  550.         void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent* OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector NormalImpulse, out const HitResult Hit);// 0x2859eb0
  551.         void ReceiveEndPlay(byte EndPlayReason);// 0x2859eb0
  552.         void ReceiveDestroyed();// 0x2859eb0
  553.         void ReceiveBeginPlay();// 0x2859eb0
  554.         void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0
  555.         void ReceiveActorOnReleased(Key ButtonReleased);// 0x2859eb0
  556.         void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x2859eb0
  557.         void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x2859eb0
  558.         void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x2859eb0
  559.         void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x2859eb0
  560.         void ReceiveActorOnClicked(Key ButtonPressed);// 0x2859eb0
  561.         void ReceiveActorEndOverlap(Actor* OtherActor);// 0x2859eb0
  562.         void ReceiveActorEndCursorOver();// 0x2859eb0
  563.         void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x2859eb0
  564.         void ReceiveActorBeginCursorOver();// 0x2859eb0
  565.         void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups);// 0x3f1a380
  566.         void OnRep_ReplicateMovement();// 0x1dbf5b4
  567.         void OnRep_ReplicatedMovement();// 0x1c7282c
  568.         void OnRep_Owner();// 0x1df126c
  569.         void OnRep_Instigator();// 0x3f1a364
  570.         void OnRep_AttachmentReplication();// 0x1df77cc
  571.         void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation, float MaxRange, FName Tag);// 0x3f1a1c8
  572.         MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);// 0x20a44d8
  573.         bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x3f1a100
  574.         bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19f10
  575.         bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);// 0x3f19e40
  576.         void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19c60
  577.         void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19ae0
  578.         void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19964
  579.         bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19794
  580.         bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19614
  581.         void K2_OnReset();// 0x2859eb0
  582.         void K2_OnEndViewTarget(PlayerController* PC);// 0x2859eb0
  583.         void K2_OnBecomeViewTarget(PlayerController* PC);// 0x2859eb0
  584.         SceneComponent* K2_GetRootComponent();// 0x1d97908
  585.         Rotator K2_GetActorRotation();// 0x3f19520
  586.         Vector K2_GetActorLocation();// 0x3f194e0
  587.         void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum ScaleRule);// 0x3f193e0
  588.         void K2_DestroyComponent(ActorComponent* Component);// 0x3f19368
  589.         void K2_DestroyActor();// 0x1c9cb70
  590.         void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x3f19188
  591.         void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x3f18fa8
  592.         void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x3f18e54
  593.         void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x3f18d00
  594.         void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18b20
  595.         void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f1899c
  596.         void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18820
  597.         void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18640
  598.         void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f184c4
  599.         void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18348
  600.         bool IsOverlappingActor(const Actor* Other);// 0x3f182c8
  601.         bool IsChildActor();// 0x3f182a0
  602.         bool IsActorTickEnabled();// 0x3f18278
  603.         bool IsActorBeingDestroyed();// 0x3f18254
  604.         bool HasAuthority();// 0x3f1822c
  605.         float GetVerticalDistanceTo(const Actor* OtherActor);// 0x3f181ac
  606.         Vector GetVelocity();// 0x3f1815c
  607.         Transform GetTransform();// 0x3f18110
  608.         bool GetTickableWhenPaused();// 0x3f180e8
  609.         float GetSquaredDistanceTo(const Actor* OtherActor);// 0x3f18068
  610.         byte GetRole();// 0x1f4a7d0
  611.         byte GetRemoteRole();// 0x3f1804c
  612.         ChildActorComponent* GetParentComponent();// 0x3f18024
  613.         Actor* GetParentActor();// 0x3f17ffc
  614.         Actor* GetOwner();// 0x3f17fe0
  615.         void GetOverlappingComponents(out PrimitiveComponent*[] OverlappingComponents);// 0x3f17f14
  616.         void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x3f17e00
  617.         float GetLifeSpan();// 0x3f17dd0
  618.         Controller* GetInstigatorController();// 0x3f17da8
  619.         Pawn* GetInstigator();// 0x1fcc978
  620.         Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x3f17aa4
  621.         float GetInputAxisValue(const FName InputAxisName);// 0x3f17a24
  622.         float GetInputAxisKeyValue(const Key InputAxisKey);// 0x3f1772c
  623.         float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x3f176ac
  624.         float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x3f1762c
  625.         float GetGameTimeSinceCreation();// 0x3f17604
  626.         float GetDotProductTo(const Actor* OtherActor);// 0x3f17584
  627.         float GetDistanceTo(const Actor* OtherActor);// 0x3f17504
  628.         ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass, FName Tag);// 0x3f173b0
  629.         ActorComponent*[] GetComponentsByClass(class ActorComponent ComponentClass);// 0x3f172a8
  630.         ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);// 0x3f17228
  631.         FName GetAttachParentSocketName();// 0x3f171e8
  632.         Actor* GetAttachParentActor();// 0x3f171c0
  633.         void GetAttachedActors(out Actor*[] OutActors);// 0x3f170f4
  634.         void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);// 0x3f16fd8
  635.         Vector GetActorUpVector();// 0x3f16f64
  636.         float GetActorTimeDilation();// 0x3f16f3c
  637.         float GetActorTickInterval();// 0x3f16f14
  638.         Vector GetActorScale3D();// 0x3f16ecc
  639.         Vector GetActorRightVector();// 0x3f16e58
  640.         Vector GetActorRelativeScale3D();// 0x3f16e10
  641.         Vector GetActorForwardVector();// 0x3f16d9c
  642.         void GetActorEyesViewPoint(out Vector OutLocation, out Rotator OutRotation);// 0x3f16cbc
  643.         bool GetActorEnableCollision();// 0x3f16c9c
  644.         void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out Vector BoxExtent);// 0x3f16b74
  645.         void ForceNetUpdate();// 0x1df6eb4
  646.         void ForceNetConsider();// 0x1c6ded8
  647.         void FlushNetDormancy();// 0x3f16b60
  648.         void EnableInput(PlayerController* PlayerController);// 0x3f16ae0
  649.         void DisableInput(PlayerController* PlayerController);// 0x3f16a60
  650.         void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x3f169e0
  651.         void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x3f16960
  652.         void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x3f168e0
  653.         ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out const Transform RelativeTransform, const Object* ComponentTemplateContext);// 0x3f16720
  654.         bool ActorHasTag(FName Tag);// 0x3f16698
  655.  
  656. --------------------------------
  657. Class: ActorTickFunction.TickFunction
  658.  
  659. --------------------------------
  660. Class: RepMovement
  661.         Vector LinearVelocity;//[Offset: 0x0 , Size: 12]
  662.         Vector AngularVelocity;//[Offset: 0xc , Size: 12]
  663.         Vector Location;//[Offset: 0x18 , Size: 12]
  664.         Rotator Rotation;//[Offset: 0x24 , Size: 12]
  665.         bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  666.         bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30 , Size: 1]
  667.         enum LocationQuantizationLevel;//[Offset: 0x31 , Size: 1]
  668.         enum VelocityQuantizationLevel;//[Offset: 0x32 , Size: 1]
  669.         enum RotationQuantizationLevel;//[Offset: 0x33 , Size: 1]
  670.  
  671. --------------------------------
  672. Class: Vector
  673.         float X;//[Offset: 0x0 , Size: 4]
  674.         float Y;//[Offset: 0x4 , Size: 4]
  675.         float Z;//[Offset: 0x8 , Size: 4]
  676.  
  677. --------------------------------
  678. Class: Rotator
  679.         float Pitch;//[Offset: 0x0 , Size: 4]
  680.         float Yaw;//[Offset: 0x4 , Size: 4]
  681.         float Roll;//[Offset: 0x8 , Size: 4]
  682.  
  683. --------------------------------
  684. Class: RepAttachment
  685.         Actor* AttachParent;//[Offset: 0x0 , Size: 4]
  686.         Vector_NetQuantize100 LocationOffset;//[Offset: 0x4 , Size: 12]
  687.         Vector_NetQuantize100 RelativeScale3D;//[Offset: 0x10 , Size: 12]
  688.         Rotator RotationOffset;//[Offset: 0x1c , Size: 12]
  689.         FName AttachSocket;//[Offset: 0x28 , Size: 8]
  690.         SceneComponent* AttachComponent;//[Offset: 0x30 , Size: 4]
  691.  
  692. --------------------------------
  693. Class: Vector_NetQuantize100.Vector
  694.  
  695. --------------------------------
  696. Class: InputComponent.ActorComponent.Object
  697.         bool WasControllerKeyJustReleased(Key Key);// 0x3f914e4
  698.         bool WasControllerKeyJustPressed(Key Key);// 0x3f914e4
  699.         bool IsControllerKeyDown(Key Key);// 0x3f914e4
  700.         void GetTouchState(int FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x3f91364
  701.         Vector GetControllerVectorKeyState(Key Key);// 0x3f91060
  702.         void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x3f90f80
  703.         float GetControllerKeyTimeDown(Key Key);// 0x3f90b64
  704.         void GetControllerAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x3f90e5c
  705.         float GetControllerAnalogKeyState(Key Key);// 0x3f90b64
  706.  
  707. --------------------------------
  708. Class: Key
  709.         FName KeyName;//[Offset: 0x0 , Size: 8]
  710.  
  711. --------------------------------
  712. Class: Pawn.Actor.Object
  713.         bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  714.         bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1]
  715.         bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c8 , Size: 1]
  716.         bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c8 , Size: 1]
  717.         bool bUseViewTranslatedTransform;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c8 , Size: 1]
  718.         float BaseEyeHeight;//[Offset: 0x2cc , Size: 4]
  719.         byte AutoPossessPlayer;//[Offset: 0x2d0 , Size: 1]
  720.         enum AutoPossessAI;//[Offset: 0x2d1 , Size: 1]
  721.         class Controller* AIControllerClass;//[Offset: 0x2d4 , Size: 4]
  722.         PlayerState* PlayerState;//[Offset: 0x2d8 , Size: 4]
  723.         byte RemoteViewPitch;//[Offset: 0x2dc , Size: 1]
  724.         Controller* LastHitBy;//[Offset: 0x2e0 , Size: 4]
  725.         Controller* Controller;//[Offset: 0x2e4 , Size: 4]
  726.         Vector ControlInputVector;//[Offset: 0x2f0 , Size: 12]
  727.         Vector LastControlInputVector;//[Offset: 0x2fc , Size: 12]
  728.         void SpawnDefaultController();// 0x4028cc4
  729.         void SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform);// 0x1fefac0
  730.         void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);// 0x4028bf4
  731.         void ReceiveUnpossessed(Controller* OldController);// 0x2859eb0
  732.         void ReceivePossessed(Controller* NewController);// 0x2859eb0
  733.         void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x4028aa0
  734.         void OnRep_PlayerState();// 0x3f577d0
  735.         void OnRep_Controller();// 0x1d28cd8
  736.         void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x402898c
  737.         Vector K2_GetMovementInputVector();// 0x40288bc
  738.         bool IsPlayerControlled();// 0x402895c
  739.         bool IsMoveInputIgnored();// 0x3f5760c
  740.         bool IsLocallyControlled();// 0x402892c
  741.         bool IsControlled();// 0x4028904
  742.         Vector GetPendingMovementInputVector();// 0x40288bc
  743.         Vector GetNavAgentLocation();// 0x3f57578
  744.         PawnMovementComponent* GetMovementComponent();// 0x2009d2c
  745.         static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x4028844
  746.         Vector GetLastMovementInputVector();// 0x40287fc
  747.         Rotator GetControlRotation();// 0x40287ac
  748.         Controller* GetController();// 0x4028790
  749.         Rotator GetBaseAimRotation();// 0x4028740
  750.         void DetachFromControllerPendingDestroy();// 0x1f34ce0
  751.         Vector ConsumeMovementInputVector();// 0x40286f0
  752.         void AddMovementInput(Vector WorldDirection, float ScaleValue, bool bForce);// 0x40285dc
  753.         void AddControllerYawInput(float Val);// 0x1c6e418
  754.         void AddControllerRollInput(float Val);// 0x1cdadcc
  755.         void AddControllerPitchInput(float Val);// 0x1c6ec10
  756.  
  757. --------------------------------
  758. Class: Controller.Actor.Object
  759.         Pawn* Pawn;//[Offset: 0x2c8 , Size: 4]
  760.         Character* Character;//[Offset: 0x2d4 , Size: 4]
  761.         PlayerState* PlayerState;//[Offset: 0x2d8 , Size: 4]
  762.         SceneComponent* TransformComponent;//[Offset: 0x2dc , Size: 4]
  763.         Rotator ControlRotation;//[Offset: 0x2e0 , Size: 12]
  764.         bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2ec , Size: 1]
  765.         bool bIsPlayerController;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2ec , Size: 1]
  766.         FName StateName;//[Offset: 0x2f8 , Size: 8]
  767.         Actor* ObservedActor;//[Offset: 0x300 , Size: 4]
  768.         delegate OnInstigatedAnyDamage;//[Offset: 0x304 , Size: 12]
  769.         void UnPossess();// 0x1d02660
  770.         void StopMovement();// 0x1f34c10
  771.         void SetInitialLocationAndRotation(out const Vector NewLocation, out const Rotator NewRotation);// 0x3f578fc
  772.         void SetIgnoreMoveInput(bool bNewMoveInput);// 0x3f57874
  773.         void SetIgnoreLookInput(bool bNewLookInput);// 0x3f577ec
  774.         void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x1f1d258
  775.         void ResetIgnoreMoveInput();// 0x1f3ca78
  776.         void ResetIgnoreLookInput();// 0x1f34af4
  777.         void ResetIgnoreInputFlags();// 0x1d9cddc
  778.         void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType, Actor* DamagedActor, Actor* DamageCauser);// 0x2859eb0
  779.         void Possess(Pawn* InPawn);// 0x1d0267c
  780.         void OnRep_PlayerState();// 0x3f577d0
  781.         void OnRep_Pawn();// 0x1d28cd8
  782.         bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool bAlternateChecks);// 0x3f576b4
  783.         Pawn* K2_GetPawn();// 0x3f5768c
  784.         bool IsPlayerController();// 0x3f5766c
  785.         bool IsMoveInputIgnored();// 0x3f5763c
  786.         bool IsLookInputIgnored();// 0x3f5760c
  787.         bool IsLocalPlayerController();// 0x3f575c8
  788.         bool IsLocalController();// 0x1d1f0c4
  789.         Actor* GetViewTarget();// 0x3f502f4
  790.         Rotator GetDesiredRotation();// 0x3f57578
  791.         Rotator GetControlRotation();// 0x3f57528
  792.         void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x3f5745c
  793.         void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x3f57394
  794.         PlayerController* CastToPlayerController();// 0x3f5736c
  795.  
  796. --------------------------------
  797. Class: Character.Pawn.Actor.Object
  798.         SkeletalMeshComponent* Mesh;//[Offset: 0x308 , Size: 4]
  799.         CharacterMovementComponent* CharacterMovement;//[Offset: 0x30c , Size: 4]
  800.         CapsuleComponent* CapsuleComponent;//[Offset: 0x310 , Size: 4]
  801.         BasedMovementInfo BasedMovement;//[Offset: 0x318 , Size: 48]
  802.         BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x348 , Size: 48]
  803.         float AnimRootMotionTranslationScale;//[Offset: 0x378 , Size: 4]
  804.         Vector BaseTranslationOffset;//[Offset: 0x37c , Size: 12]
  805.         Quat BaseRotationOffset;//[Offset: 0x390 , Size: 16]
  806.         float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x3a0 , Size: 4]
  807.         byte ReplicatedMovementMode;//[Offset: 0x3b0 , Size: 1]
  808.         bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b1 , Size: 1]
  809.         int MiddleDeviceAllowedParticleNum;//[Offset: 0x3b4 , Size: 4]
  810.         float MiddleDeviceAllowedParticleDistance;//[Offset: 0x3b8 , Size: 4]
  811.         int LowDeviceAllowedParticleNum;//[Offset: 0x3bc , Size: 4]
  812.         float LowDeviceAllowedParticleDistance;//[Offset: 0x3c0 , Size: 4]
  813.         float CrouchedEyeHeight;//[Offset: 0x3c8 , Size: 4]
  814.         bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3cc , Size: 1]
  815.         byte Ping;//[Offset: 0x3cd , Size: 1]
  816.         bool bPressedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ce , Size: 1]
  817.         bool bClientUpdating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3ce , Size: 1]
  818.         bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3ce , Size: 1]
  819.         bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3ce , Size: 1]
  820.         bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3ce , Size: 1]
  821.         bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3ce , Size: 1]
  822.         bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3ce , Size: 1]
  823.         bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3ce , Size: 1]
  824.         float JumpKeyHoldTime;//[Offset: 0x3d0 , Size: 4]
  825.         float JumpMaxHoldTime;//[Offset: 0x3d4 , Size: 4]
  826.         int JumpMaxCount;//[Offset: 0x3d8 , Size: 4]
  827.         int JumpCurrentCount;//[Offset: 0x3dc , Size: 4]
  828.         bool bWasJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3e0 , Size: 1]
  829.         delegate OnReachedJumpApex;//[Offset: 0x3e4 , Size: 12]
  830.         delegate MovementModeChangedDelegate;//[Offset: 0x3fc , Size: 12]
  831.         delegate OnCharacterMovementUpdated;//[Offset: 0x408 , Size: 12]
  832.         RootMotionSourceGroup SavedRootMotion;//[Offset: 0x414 , Size: 144]
  833.         RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x4b0 , Size: 64]
  834.         SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x4f0 , Size: 12]
  835.         RepRootMotionMontage RepRootMotion;//[Offset: 0x500 , Size: 224]
  836.         void UnCrouch(bool bClientSimulation);// 0x3f4dc70
  837.         void StopJumping();// 0x3f4dc54
  838.         void StopAnimMontage(AnimMontage* AnimMontage);// 0x1edd0c4
  839.         void SetReplicateMovement(bool bInReplicateMovement);// 0x3f1a7f4
  840.         void RootMotionDebugClientPrintOnScreen(FString inString);// 0x3f4db90
  841.         float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName);// 0x3f4da78
  842.         void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float TimeDelta);// 0x3f4d8f8
  843.         void OnRep_ServerLastTransformUpdateTimeStamp();// 0x3f4d8e4
  844.         void OnRep_RootMotion();// 0x3f4d8d0
  845.         void OnRep_ReplicatedBasedMovement();// 0x1e74790
  846.         void OnRep_IsCrouched();// 0x3f4d8b4
  847.         void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x2859eb0
  848.         void OnLanded(out const HitResult Hit);// 0x2859eb0
  849.         void OnJumped();// 0x3f4d898
  850.         void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x3f4d77c
  851.         void K2_UpdateCustomMovement(float DeltaTime);// 0x2859eb0
  852.         void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2859eb0
  853.         void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode, byte PrevCustomMode, byte NewCustomMode);// 0x2859eb0
  854.         void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2859eb0
  855.         void Jump();// 0x3f4d760
  856.         bool IsPlayingRootMotion();// 0x3f4d738
  857.         bool IsPlayingNetworkedRootMotionMontage();// 0x3f4d710
  858.         bool IsJumpProvidingForce();// 0x3f4d6e0
  859.         AnimMontage* GetCurrentMontage();// 0x3f4d6b8
  860.         Vector GetBaseTranslationOffset();// 0x3f4d694
  861.         Rotator GetBaseRotationOffsetRotator();// 0x3f4d630
  862.         float GetAnimRootMotionTranslationScale();// 0x3f4d608
  863.         void Crouch(bool bClientSimulation);// 0x3f4d580
  864.         void ClientCheatWalk();// 0x3f4d564
  865.         void ClientCheatGhost();// 0x3f4d548
  866.         void ClientCheatFly();// 0x3f4d52c
  867.         bool CanJumpInternal();// 0x3f4d4fc
  868.         bool CanJump();// 0x3f4d4d4
  869.         void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator MeshRelativeRotation);// 0x3f4d40c
  870.  
  871. --------------------------------
  872. Class: SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  873.         byte AnimationMode;//[Offset: 0x680 , Size: 1]
  874.         class Object* AnimBlueprintGeneratedClass;//[Offset: 0x684 , Size: 4]
  875.         class AnimInstance* AnimClass;//[Offset: 0x688 , Size: 4]
  876.         AnimInstance* AnimScriptInstance;//[Offset: 0x68c , Size: 4]
  877.         AnimInstance*[] SubInstances;//[Offset: 0x690 , Size: 12]
  878.         AnimInstance* PostProcessAnimInstance;//[Offset: 0x69c , Size: 4]
  879.         SingleAnimationPlayData AnimationData;//[Offset: 0x6a0 , Size: 16]
  880.         Transform[] CachedBoneSpaceTransforms;//[Offset: 0x6d4 , Size: 12]
  881.         Transform[] CachedComponentSpaceTransforms;//[Offset: 0x6e0 , Size: 12]
  882.         float GlobalAnimRateScale;//[Offset: 0x700 , Size: 4]
  883.         enum UseAsyncScene;//[Offset: 0x704 , Size: 1]
  884.         bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x705 , Size: 1]
  885.         byte KinematicBonesUpdateType;//[Offset: 0x706 , Size: 1]
  886.         byte PhysicsTransformUpdateMode;//[Offset: 0x707 , Size: 1]
  887.         bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x708 , Size: 1]
  888.         bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x708 , Size: 1]
  889.         bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x708 , Size: 1]
  890.         bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x708 , Size: 1]
  891.         bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x708 , Size: 1]
  892.         bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x708 , Size: 1]
  893.         FName[] DisallowedAnimCurves;//[Offset: 0x70c , Size: 12]
  894.         bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x718 , Size: 1]
  895.         bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x718 , Size: 1]
  896.         bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x718 , Size: 1]
  897.         bool bClothMorphTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x718 , Size: 1]
  898.         bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x718 , Size: 1]
  899.         float ClothBlendWeight;//[Offset: 0x71c , Size: 4]
  900.         Vector RootBoneTranslation;//[Offset: 0x724 , Size: 12]
  901.         bool bDeferMovementFromSceneQueries;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x730 , Size: 1]
  902.         bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x730 , Size: 1]
  903.         bool bPauseAnims;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x730 , Size: 1]
  904.         bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x731 , Size: 1]
  905.         bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x732 , Size: 1]
  906.         BodySetup* BodySetup;//[Offset: 0x734 , Size: 4]
  907.         bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738 , Size: 1]
  908.         bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x739 , Size: 1]
  909.         bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x739 , Size: 1]
  910.         bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x739 , Size: 1]
  911.         bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x739 , Size: 1]
  912.         bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x739 , Size: 1]
  913.         bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x739 , Size: 1]
  914.         bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x739 , Size: 1]
  915.         bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x739 , Size: 1]
  916.         uint16 CachedAnimCurveUidVersion;//[Offset: 0x73a , Size: 2]
  917.         Vector LineCheckBoundsScale;//[Offset: 0x73c , Size: 12]
  918.         delegate OnConstraintBroken;//[Offset: 0x74c , Size: 12]
  919.         class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0x818 , Size: 4]
  920.         float TeleportDistanceThreshold;//[Offset: 0x81c , Size: 4]
  921.         float TeleportRotationThreshold;//[Offset: 0x820 , Size: 4]
  922.         delegate OnAnimInitialized;//[Offset: 0x910 , Size: 12]
  923.         AnimSequence* SequenceToPlay;//[Offset: 0x9a4 , Size: 4]
  924.         AnimationAsset* AnimToPlay;//[Offset: 0x9a8 , Size: 4]
  925.         bool bDefaultLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9ac , Size: 1]
  926.         bool bDefaultPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9ac , Size: 1]
  927.         float DefaultPosition;//[Offset: 0x9b0 , Size: 4]
  928.         float DefaultPlayRate;//[Offset: 0x9b4 , Size: 4]
  929.         uint32 LastPoseTickFrame;//[Offset: 0x9b8 , Size: 4]
  930.         float LastPoseTickTime;//[Offset: 0x9bc , Size: 4]
  931.         bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e8 , Size: 1]
  932.         bool bIsNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9ea , Size: 1]
  933.         void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);// 0x4060c5c
  934.         void SuspendClothingSimulation();// 0x4060c48
  935.         void Stop();// 0x4060c34
  936.         void SnapshotPose(out PoseSnapshot Snapshot);// 0x4060b24
  937.         void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x1d05764
  938.         void SetTeleportRotationThreshold(float Threshold);// 0x4060aac
  939.         void SetTeleportDistanceThreshold(float Threshold);// 0x4060a34
  940.         void SetPosition(float InPos, bool bFireNotifies);// 0x4060970
  941.         void SetPlayRate(float Rate);// 0x40608f8
  942.         void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x4060880
  943.         void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, FName BoneName, bool bIncludeSelf);// 0x406075c
  944.         void SetMorphTarget(FName MorphTargetName, float Value, bool bRemoveZeroWeight);// 0x4060648
  945.         void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x40605c8
  946.         void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName, bool bIncludeSelf);// 0x40604ac
  947.         void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x40603e4
  948.         void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x4060364
  949.         void SetConstraintProfileForAll(FName ProfileName, bool bDefaultIfNotFound);// 0x4060298
  950.         void SetConstraintProfile(FName JointName, FName ProfileName, bool bDefaultIfNotFound);// 0x406017c
  951.         void SetClothMaxDistanceScale(float Scale);// 0x4060104
  952.         void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName BoneName);// 0x4060034
  953.         void SetAnimInstanceClass(class Object NewClass);// 0x405ffbc
  954.         void SetAnimationMode(byte InAnimationMode);// 0x405ff44
  955.         void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x405fecc
  956.         void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle);// 0x405fd78
  957.         void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);// 0x405fc5c
  958.         void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x405fbdc
  959.         void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x405fabc
  960.         void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x405f99c
  961.         void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType);// 0x405f84c
  962.         void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x405f7cc
  963.         void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x405f708
  964.         void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool bNewSimulate, bool bIncludeSelf);// 0x405f5dc
  965.         void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x405f468
  966.         void ResumeClothingSimulation();// 0x405f454
  967.         void ResetClothTeleportMode();// 0x405f440
  968.         void ResetAllowedAnimCurveEvaluation();// 0x405f42c
  969.         void ResetAllBodiesSimulatePhysics();// 0x405f418
  970.         void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x405f354
  971.         void Play(bool bLooping);// 0x405f2d4
  972.         void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate);// 0x405f12c
  973.         bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float Distance);// 0x405ef40
  974.         bool IsPlaying();// 0x405ef18
  975.         bool IsClothingSimulationSuspended();// 0x405eef0
  976.         bool IsBodyGravityEnabled(FName BoneName);// 0x405ee70
  977.         float GetTeleportRotationThreshold();// 0x405ee48
  978.         float GetTeleportDistanceThreshold();// 0x405ee48
  979.         AnimInstance*[] GetSubAnimInstances();// 0x405ed88
  980.         Vector GetSkeletalCenterOfMass();// 0x405ed40
  981.         AnimInstance* GetPostProcessInstance();// 0x405ed18
  982.         float GetPosition();// 0x405ecf0
  983.         float GetPlayRate();// 0x405ecc8
  984.         float GetMorphTarget(FName MorphTargetName);// 0x405ec48
  985.         bool GetDisableAnimCurves();// 0x405ec24
  986.         void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float TwistAngle, out float Swing2Angle);// 0x405eaa4
  987.         float GetClothMaxDistanceScale();// 0x405ea7c
  988.         float GetBoneMass(FName BoneName, bool bScaleMass);// 0x405e9a8
  989.         AnimInstance* GetAnimInstance();// 0x405e980
  990.         byte GetAnimationMode();// 0x1f0d80c
  991.         bool GetAllowedAnimCurveEvaluate();// 0x405e960
  992.         void ForceClothNextUpdateTeleportAndReset();// 0x405e94c
  993.         void ForceClothNextUpdateTeleport();// 0x405e938
  994.         FName FindConstraintBoneName(int ConstraintIndex);// 0x405e8b0
  995.         void ClearMorphTargets();// 0x405e89c
  996.         void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);// 0x405e78c
  997.         void BindClothToMasterPoseComponent();// 0x405e778
  998.         void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x405e6ac
  999.         void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool bVelChange, bool bIncludeSelf);// 0x405e544
  1000.         void AddForceToAllBodiesBelow(Vector force, FName BoneName, bool bAccelChange, bool bIncludeSelf);// 0x405e3dc
  1001.         void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x405e2bc
  1002.  
  1003. --------------------------------
  1004. Class: SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  1005.         SkeletalMesh* SkeletalMesh;//[Offset: 0x574 , Size: 4]
  1006.         SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x578 , Size: 8]
  1007.         bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5c4 , Size: 1]
  1008.         PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x5e0 , Size: 4]
  1009.         int ForcedLodModel;//[Offset: 0x5e4 , Size: 4]
  1010.         int MinLodModel;//[Offset: 0x5e8 , Size: 4]
  1011.         SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x5f8 , Size: 12]
  1012.         float StreamingDistanceMultiplier;//[Offset: 0x604 , Size: 4]
  1013.         Color WireframeColor;//[Offset: 0x608 , Size: 4]
  1014.         bool bForceWireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60c , Size: 1]
  1015.         bool bDisplayBones;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60c , Size: 1]
  1016.         bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x60c , Size: 1]
  1017.         bool bHideSkin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x60c , Size: 1]
  1018.         bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61c , Size: 1]
  1019.         bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x61c , Size: 1]
  1020.         bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x61c , Size: 1]
  1021.         byte MeshComponentUpdateFlag;//[Offset: 0x61d , Size: 1]
  1022.         bool NeedUpdateEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61e , Size: 1]
  1023.         bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61f , Size: 1]
  1024.         bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x62c , Size: 1]
  1025.         bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62c , Size: 1]
  1026.         byte CustomSortAlternateIndexMode;//[Offset: 0x62d , Size: 1]
  1027.         bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x62e , Size: 1]
  1028.         bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62e , Size: 1]
  1029.         float CapsuleIndirectShadowMinVisibility;//[Offset: 0x630 , Size: 4]
  1030.         bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x634 , Size: 1]
  1031.         BoxSphereBounds CachedLocalBounds;//[Offset: 0x64c , Size: 28]
  1032.         bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x668 , Size: 1]
  1033.         bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x669 , Size: 1]
  1034.         bool bEnableUpdateRateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66a , Size: 1]
  1035.         bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66b , Size: 1]
  1036.         void UnloadSkinWeightProfile(FName InProfileName);// 0x4064970
  1037.         void UnHideBoneByName(FName BoneName);// 0x40648f8
  1038.         void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4064734
  1039.         void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4064570
  1040.         void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[] VertexColors);// 0x4064460
  1041.         bool SetSkinWeightProfile(FName InProfileName);// 0x40643e0
  1042.         void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[] SkinWeights);// 0x40642d0
  1043.         void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose);// 0x4064204
  1044.         void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReInit);// 0x4064138
  1045.         void SetMinLOD(int InNewMinLOD);// 0x40640c0
  1046.         void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent);// 0x4064048
  1047.         void SetForcedLOD(int InNewForcedLOD);// 0x4063fd0
  1048.         void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x4063f50
  1049.         void SetCastCapsuleDirectShadow(bool bNewValue);// 0x4063ed0
  1050.         void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x4063e58
  1051.         bool IsUsingSkinWeightProfile();// 0x4063e38
  1052.         bool IsBoneHiddenByName(FName BoneName);// 0x4063db8
  1053.         void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x4063cf4
  1054.         FName GetSocketBoneName(FName InSocketName);// 0x4063c68
  1055.         FName GetParentBone(FName BoneName);// 0x4063bdc
  1056.         int GetNumLODs();// 0x4063bb4
  1057.         int GetNumBones();// 0x4063b8c
  1058.         FName GetCurrentSkinWeightProfileName();// 0x4063b68
  1059.         FName GetBoneName(int BoneIndex);// 0x4063ae0
  1060.         int GetBoneIndex(FName BoneName);// 0x4063a60
  1061.         FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset);// 0x40638e8
  1062.         void ClearVertexColorOverride(int LODIndex);// 0x4063870
  1063.         void ClearSkinWeightProfile();// 0x1c8c854
  1064.         void ClearSkinWeightOverride(int LODIndex);// 0x40637f8
  1065.         bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x406372c
  1066.  
  1067. --------------------------------
  1068. Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  1069.         MaterialInterface*[] OverrideMaterials;//[Offset: 0x554 , Size: 12]
  1070.         void SetVectorParameterValueOnMaterials(const FName ParameterName, const Vector ParameterValue);// 0x40071a0
  1071.         void SetScalarParameterValueOnMaterials(const FName ParameterName, const float ParameterValue);// 0x40070dc
  1072.         void SetLayerVisibilityValue(byte Layer, bool Visible, bool bPropagateToChildren);// 0x4006fc0
  1073.         void SetLayerVisibilityEnable(bool Enable, bool bPropagateToChildren);// 0x4006ee8
  1074.         void SetLayerCastShadowValue(byte Layer, bool NewCastShadow);// 0x4006e1c
  1075.         void SetLayerCastShadowEnable(bool Enable);// 0x4006d94
  1076.         void SetCastShadow(bool NewCastShadow);// 0x4006d0c
  1077.         void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups);// 0x4006bf8
  1078.         bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x4006b70
  1079.         FName[] GetMaterialSlotNames();// 0x4006aa8
  1080.         MaterialInterface*[] GetMaterials();// 0x40069e0
  1081.         int GetMaterialIndex(FName MaterialSlotName);// 0x4006958
  1082.         bool GetLayerVisibilityValue(byte Layer);// 0x40068d0
  1083.         bool GetLayerCastShadowValue(byte Layer);// 0x4006848
  1084.  
  1085. --------------------------------
  1086. Class: SkeletalMesh.Object
  1087.         Skeleton* Skeleton;//[Offset: 0x2c , Size: 4]
  1088.         bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  1089.         BoxSphereBounds ImportedBounds;//[Offset: 0x34 , Size: 28]
  1090.         BoxSphereBounds ExtendedBounds;//[Offset: 0x50 , Size: 28]
  1091.         Vector PositiveBoundsExtension;//[Offset: 0x6c , Size: 12]
  1092.         Vector NegativeBoundsExtension;//[Offset: 0x78 , Size: 12]
  1093.         Vector IndirectLightingCachePositionOffset;//[Offset: 0x84 , Size: 12]
  1094.         SkeletalMaterial[] Materials;//[Offset: 0xb0 , Size: 12]
  1095.         BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xbc , Size: 12]
  1096.         byte SkelMirrorAxis;//[Offset: 0xc8 , Size: 1]
  1097.         byte SkelMirrorFlipAxis;//[Offset: 0xc9 , Size: 1]
  1098.         SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xcc , Size: 12]
  1099.         bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd8 , Size: 1]
  1100.         bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd8 , Size: 1]
  1101.         bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xd8 , Size: 1]
  1102.         bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xd8 , Size: 1]
  1103.         bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xd8 , Size: 1]
  1104.         bool bEnableSelfCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xd8 , Size: 1]
  1105.         BodySetup* BodySetup;//[Offset: 0xdc , Size: 4]
  1106.         PhysicsAsset* PhysicsAsset;//[Offset: 0xe0 , Size: 4]
  1107.         PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0xe4 , Size: 4]
  1108.         NodeMappingContainer*[] NodeMappingData;//[Offset: 0xe8 , Size: 12]
  1109.         MorphTarget*[] MorphTargets;//[Offset: 0xf4 , Size: 12]
  1110.         ClothingAssetData_Legacy[] ClothingAssets;//[Offset: 0x210 , Size: 12]
  1111.         class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x21c , Size: 4]
  1112.         ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x220 , Size: 12]
  1113.         AssetUserData*[] AssetUserData;//[Offset: 0x22c , Size: 12]
  1114.         SkeletalMeshSocket*[] Sockets;//[Offset: 0x23c , Size: 12]
  1115.         SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x254 , Size: 12]
  1116.         int NumSockets();// 0x405cadc
  1117.         bool IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections);// 0x405ca10
  1118.         SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x405c990
  1119.         NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);// 0x405c910
  1120.         BoxSphereBounds GetImportedBounds();// 0x405c8bc
  1121.         BoxSphereBounds GetBounds();// 0x405c868
  1122.         SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int OutIndex);// 0x405c78c
  1123.         SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x405c70c
  1124.  
  1125. --------------------------------
  1126. Class: Skeleton.Object
  1127.         BoneNode[] BoneTree;//[Offset: 0x20 , Size: 12]
  1128.         Transform[] RefLocalPoses;//[Offset: 0x2c , Size: 12]
  1129.         Guid VirtualBoneGuid;//[Offset: 0x108 , Size: 16]
  1130.         VirtualBone[] VirtualBones;//[Offset: 0x118 , Size: 12]
  1131.         SkeletalMeshSocket*[] Sockets;//[Offset: 0x124 , Size: 12]
  1132.         SmartNameContainer SmartNames;//[Offset: 0x16c , Size: 60]
  1133.         BlendProfile*[] BlendProfiles;//[Offset: 0x1b8 , Size: 12]
  1134.         AnimSlotGroup[] SlotGroups;//[Offset: 0x1c4 , Size: 12]
  1135.         AssetUserData*[] AssetUserData;//[Offset: 0x268 , Size: 12]
  1136.  
  1137. --------------------------------
  1138. Class: BoneNode
  1139.         FName Name;//[Offset: 0x0 , Size: 8]
  1140.         int ParentIndex;//[Offset: 0x8 , Size: 4]
  1141.         byte TranslationRetargetingMode;//[Offset: 0xc , Size: 1]
  1142.  
  1143. --------------------------------
  1144. Class: Transform
  1145.         Quat Rotation;//[Offset: 0x0 , Size: 16]
  1146.         Vector Translation;//[Offset: 0x10 , Size: 12]
  1147.         Vector Scale3D;//[Offset: 0x20 , Size: 12]
  1148.  
  1149. --------------------------------
  1150. Class: Quat
  1151.         float X;//[Offset: 0x0 , Size: 4]
  1152.         float Y;//[Offset: 0x4 , Size: 4]
  1153.         float Z;//[Offset: 0x8 , Size: 4]
  1154.         float W;//[Offset: 0xc , Size: 4]
  1155.  
  1156. --------------------------------
  1157. Class: Guid
  1158.         int A;//[Offset: 0x0 , Size: 4]
  1159.         int B;//[Offset: 0x4 , Size: 4]
  1160.         int C;//[Offset: 0x8 , Size: 4]
  1161.         int D;//[Offset: 0xc , Size: 4]
  1162.  
  1163. --------------------------------
  1164. Class: VirtualBone
  1165.         FName SourceBoneName;//[Offset: 0x0 , Size: 8]
  1166.         FName TargetBoneName;//[Offset: 0x8 , Size: 8]
  1167.         FName VirtualBoneName;//[Offset: 0x10 , Size: 8]
  1168.  
  1169. --------------------------------
  1170. Class: SkeletalMeshSocket.Object
  1171.         FName SocketName;//[Offset: 0x20 , Size: 8]
  1172.         FName BoneName;//[Offset: 0x28 , Size: 8]
  1173.         Vector RelativeLocation;//[Offset: 0x30 , Size: 12]
  1174.         Rotator RelativeRotation;//[Offset: 0x3c , Size: 12]
  1175.         Vector RelativeScale;//[Offset: 0x48 , Size: 12]
  1176.         bool bForceAlwaysAnimated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1]
  1177.         void InitializeSocketFromLocation(const SkeletalMeshComponent* SkelComp, Vector WorldLocation, Vector WorldNormal);// 0x4062710
  1178.         Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x4062680
  1179.  
  1180. --------------------------------
  1181. Class: SmartNameContainer
  1182.  
  1183. --------------------------------
  1184. Class: BlendProfile.Object
  1185.         Skeleton* OwningSkeleton;//[Offset: 0x20 , Size: 4]
  1186.         BlendProfileBoneEntry[] ProfileEntries;//[Offset: 0x24 , Size: 12]
  1187.  
  1188. --------------------------------
  1189. Class: BlendProfileBoneEntry
  1190.         BoneReference BoneReference;//[Offset: 0x0 , Size: 24]
  1191.         float BlendScale;//[Offset: 0x18 , Size: 4]
  1192.  
  1193. --------------------------------
  1194. Class: BoneReference
  1195.         FName BoneName;//[Offset: 0x0 , Size: 8]
  1196.  
  1197. --------------------------------
  1198. Class: AnimSlotGroup
  1199.         FName GroupName;//[Offset: 0x0 , Size: 8]
  1200.         FName[] SlotNames;//[Offset: 0x8 , Size: 12]
  1201.  
  1202. --------------------------------
  1203. Class: AssetUserData.Object
  1204.  
  1205. --------------------------------
  1206. Class: BoxSphereBounds
  1207.         Vector Origin;//[Offset: 0x0 , Size: 12]
  1208.         Vector BoxExtent;//[Offset: 0xc , Size: 12]
  1209.         float SphereRadius;//[Offset: 0x18 , Size: 4]
  1210.  
  1211. --------------------------------
  1212. Class: SkeletalMaterial
  1213.         MaterialInterface* MaterialInterface;//[Offset: 0x0 , Size: 4]
  1214.         bool bEnableShadowCasting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  1215.         bool bRecomputeTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  1216.         FName MaterialSlotName;//[Offset: 0x8 , Size: 8]
  1217.         MeshUVChannelInfo UVChannelData;//[Offset: 0x10 , Size: 20]
  1218.         SoftObjectPath MaterialSoftRef;//[Offset: 0x28 , Size: 24]
  1219.  
  1220. --------------------------------
  1221. Class: MaterialInterface.Object
  1222.         SubsurfaceProfile* SubsurfaceProfile;//[Offset: 0x20 , Size: 4]
  1223.         LightmassMaterialInterfaceSettings LightmassSettings;//[Offset: 0x2c , Size: 20]
  1224.         MaterialTextureInfo[] TextureStreamingData;//[Offset: 0x40 , Size: 12]
  1225.         void SetStreamingTextureMipOffset(int NewMipOffset, bool SizeLimited);// 0x40043a4
  1226.         void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups);// 0x400423c
  1227.         PhysicalMaterial* GetPhysicalMaterial();// 0x22dc8e0
  1228.         Material* GetBaseMaterial();// 0x4004214
  1229.  
  1230. --------------------------------
  1231. Class: SubsurfaceProfile.Object
  1232.         SubsurfaceProfileStruct Settings;//[Offset: 0x1c , Size: 36]
  1233.  
  1234. --------------------------------
  1235. Class: SubsurfaceProfileStruct
  1236.         float ScatterRadius;//[Offset: 0x0 , Size: 4]
  1237.         LinearColor SubsurfaceColor;//[Offset: 0x4 , Size: 16]
  1238.         LinearColor FalloffColor;//[Offset: 0x14 , Size: 16]
  1239.  
  1240. --------------------------------
  1241. Class: LightmassMaterialInterfaceSettings
  1242.         bool bCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  1243.         float EmissiveBoost;//[Offset: 0x4 , Size: 4]
  1244.         float DiffuseBoost;//[Offset: 0x8 , Size: 4]
  1245.         float ExportResolutionScale;//[Offset: 0xc , Size: 4]
  1246.         bool bOverrideCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
  1247.         bool bOverrideEmissiveBoost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10 , Size: 1]
  1248.         bool bOverrideDiffuseBoost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10 , Size: 1]
  1249.         bool bOverrideExportResolutionScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10 , Size: 1]
  1250.  
  1251. --------------------------------
  1252. Class: MaterialTextureInfo
  1253.         float SamplingScale;//[Offset: 0x0 , Size: 4]
  1254.         int UVChannelIndex;//[Offset: 0x4 , Size: 4]
  1255.         FName TextureName;//[Offset: 0x8 , Size: 8]
  1256.  
  1257. --------------------------------
  1258. Class: PhysicalMaterial.Object
  1259.         float Friction;//[Offset: 0x1c , Size: 4]
  1260.         byte FrictionCombineMode;//[Offset: 0x20 , Size: 1]
  1261.         bool bOverrideFrictionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1]
  1262.         float Restitution;//[Offset: 0x24 , Size: 4]
  1263.         byte RestitutionCombineMode;//[Offset: 0x28 , Size: 1]
  1264.         bool bOverrideRestitutionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29 , Size: 1]
  1265.         float Density;//[Offset: 0x2c , Size: 4]
  1266.         float RaiseMassToPower;//[Offset: 0x30 , Size: 4]
  1267.         float DestructibleDamageThresholdScale;//[Offset: 0x34 , Size: 4]
  1268.         PhysicalMaterialPropertyBase* PhysicalMaterialProperty;//[Offset: 0x38 , Size: 4]
  1269.         byte SurfaceType;//[Offset: 0x3c , Size: 1]
  1270.         float TireFrictionScale;//[Offset: 0x40 , Size: 4]
  1271.         TireFrictionScalePair[] TireFrictionScales;//[Offset: 0x44 , Size: 12]
  1272.  
  1273. --------------------------------
  1274. Class: PhysicalMaterialPropertyBase.Object
  1275.  
  1276. --------------------------------
  1277. Class: TireFrictionScalePair
  1278.         TireType* TireType;//[Offset: 0x0 , Size: 4]
  1279.         float FrictionScale;//[Offset: 0x4 , Size: 4]
  1280.  
  1281. --------------------------------
  1282. Class: TireType.DataAsset.Object
  1283.         float FrictionScale;//[Offset: 0x20 , Size: 4]
  1284.  
  1285. --------------------------------
  1286. Class: DataAsset.Object
  1287.         class DataAsset* NativeClass;//[Offset: 0x1c , Size: 4]
  1288.  
  1289. --------------------------------
  1290. Class: Material.MaterialInterface.Object
  1291.         PhysicalMaterial* PhysMaterial;//[Offset: 0x50 , Size: 4]
  1292.         ColorMaterialInput DiffuseColor;//[Offset: 0x58 , Size: 56]
  1293.         ColorMaterialInput SpecularColor;//[Offset: 0x90 , Size: 56]
  1294.         ColorMaterialInput BaseColor;//[Offset: 0xc8 , Size: 56]
  1295.         ScalarMaterialInput Metallic;//[Offset: 0x100 , Size: 56]
  1296.         ScalarMaterialInput Specular;//[Offset: 0x138 , Size: 56]
  1297.         ScalarMaterialInput Roughness;//[Offset: 0x170 , Size: 56]
  1298.         VectorMaterialInput Normal;//[Offset: 0x1a8 , Size: 64]
  1299.         ColorMaterialInput EmissiveColor;//[Offset: 0x1e8 , Size: 56]
  1300.         ScalarMaterialInput Opacity;//[Offset: 0x220 , Size: 56]
  1301.         ScalarMaterialInput OpacityMask;//[Offset: 0x258 , Size: 56]
  1302.         byte MaterialDomain;//[Offset: 0x290 , Size: 1]
  1303.         byte BlendMode;//[Offset: 0x291 , Size: 1]
  1304.         byte DecalBlendMode;//[Offset: 0x292 , Size: 1]
  1305.         byte MaterialDecalResponse;//[Offset: 0x293 , Size: 1]
  1306.         byte ShadingModel;//[Offset: 0x294 , Size: 1]
  1307.         float OpacityMaskClipValue;//[Offset: 0x298 , Size: 4]
  1308.         float VertexOffsetAlongNormal;//[Offset: 0x29c , Size: 4]
  1309.         bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a0 , Size: 1]
  1310.         byte OITBlendMode;//[Offset: 0x2a1 , Size: 1]
  1311.         VectorMaterialInput WorldPositionOffset;//[Offset: 0x2a8 , Size: 64]
  1312.         VectorMaterialInput WorldDisplacement;//[Offset: 0x2e8 , Size: 64]
  1313.         ScalarMaterialInput TessellationMultiplier;//[Offset: 0x328 , Size: 56]
  1314.         ColorMaterialInput SubsurfaceColor;//[Offset: 0x360 , Size: 56]
  1315.         ScalarMaterialInput ClearCoat;//[Offset: 0x398 , Size: 56]
  1316.         ScalarMaterialInput ClearCoatRoughness;//[Offset: 0x3d0 , Size: 56]
  1317.         ScalarMaterialInput AmbientOcclusion;//[Offset: 0x408 , Size: 56]
  1318.         ScalarMaterialInput Refraction;//[Offset: 0x440 , Size: 56]
  1319.         Vector2MaterialInput CustomizedUVs;//[Offset: 0x478 , Size: 64]
  1320.         MaterialAttributesInput MaterialAttributes;//[Offset: 0x678 , Size: 56]
  1321.         ScalarMaterialInput PixelDepthOffset;//[Offset: 0x6b0 , Size: 56]
  1322.         Vector4MaterialInput CustomizedVertexColor;//[Offset: 0x6f0 , Size: 80]
  1323.         Vector4MaterialInput PlanarReflectionOffsetScale;//[Offset: 0x740 , Size: 80]
  1324.         bool bEnableSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x790 , Size: 1]
  1325.         bool bEnableMobileSeparateTranslucency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x790 , Size: 1]
  1326.         bool bEnableResponsiveAA;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x790 , Size: 1]
  1327.         bool bScreenSpaceReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x790 , Size: 1]
  1328.         bool TwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x790 , Size: 1]
  1329.         bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x790 , Size: 1]
  1330.         bool DitherOpacityMask;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x790 , Size: 1]
  1331.         bool bAllowNegativeEmissiveColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x790 , Size: 1]
  1332.         int NumCustomizedUVs;//[Offset: 0x794 , Size: 4]
  1333.         byte TranslucencyLightingMode;//[Offset: 0x798 , Size: 1]
  1334.         float TranslucencyDirectionalLightingIntensity;//[Offset: 0x79c , Size: 4]
  1335.         bool AllowTranslucentCustomDepthWrites;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a0 , Size: 1]
  1336.         float TranslucentShadowDensityScale;//[Offset: 0x7a4 , Size: 4]
  1337.         float TranslucentSelfShadowDensityScale;//[Offset: 0x7a8 , Size: 4]
  1338.         float TranslucentSelfShadowSecondDensityScale;//[Offset: 0x7ac , Size: 4]
  1339.         float TranslucentSelfShadowSecondOpacity;//[Offset: 0x7b0 , Size: 4]
  1340.         float TranslucentBackscatteringExponent;//[Offset: 0x7b4 , Size: 4]
  1341.         LinearColor TranslucentMultipleScatteringExtinction;//[Offset: 0x7b8 , Size: 16]
  1342.         float TranslucentShadowStartOffset;//[Offset: 0x7c8 , Size: 4]
  1343.         bool bDisableDepthTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cc , Size: 1]
  1344.         bool bGenerateSphericalParticleNormals;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cc , Size: 1]
  1345.         bool bTangentSpaceNormal;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cc , Size: 1]
  1346.         bool bUseEmissiveForDynamicAreaLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cc , Size: 1]
  1347.         bool bBlockGI;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cc , Size: 1]
  1348.         bool bUsedAsSpecialEngineMaterial;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cc , Size: 1]
  1349.         bool bUsedWithSkeletalMesh;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cc , Size: 1]
  1350.         bool bUsedWithGFur;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cc , Size: 1]
  1351.         bool bUsedWithEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cd , Size: 1]
  1352.         bool bUsedWithParticleSprites;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cd , Size: 1]
  1353.         bool bUsedWithBeamTrails;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cd , Size: 1]
  1354.         bool bUsedWithMeshParticles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cd , Size: 1]
  1355.         bool bUsedWithNiagaraSprites;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cd , Size: 1]
  1356.         bool bUsedWithNiagaraRibbons;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cd , Size: 1]
  1357.         bool bUsedWithNiagaraMeshParticles;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cd , Size: 1]
  1358.         bool bUsedWithIBL;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cd , Size: 1]
  1359.         bool bUsedWithStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ce , Size: 1]
  1360.         bool bUsedWithMorphTargets;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ce , Size: 1]
  1361.         bool bUsedWithSplineMeshes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ce , Size: 1]
  1362.         bool bUsedWithInstancedStaticMeshes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ce , Size: 1]
  1363.         bool bUsedWithInstancedPDSurface;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ce , Size: 1]
  1364.         bool bUsesDistortion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ce , Size: 1]
  1365.         bool bUsedWithClothing;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7ce , Size: 1]
  1366.         bool bUsedWithUI;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7ce , Size: 1]
  1367.         bool bUsedWithPPRBackgroud;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cf , Size: 1]
  1368.         bool bAutomaticallySetUsageInEditor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cf , Size: 1]
  1369.         bool bFullyRough;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cf , Size: 1]
  1370.         bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cf , Size: 1]
  1371.         bool bForceMaterialFloat;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cf , Size: 1]
  1372.         bool bUseLightmapDirectionality;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cf , Size: 1]
  1373.         bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cf , Size: 1]
  1374.         bool bUseSimplestShader;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cf , Size: 1]
  1375.         bool bBypassSystemMaterialQuality;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d0 , Size: 1]
  1376.         bool bBypassMobilePointLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d0 , Size: 1]
  1377.         bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d0 , Size: 1]
  1378.         bool bForceOutputLinearSpace;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d0 , Size: 1]
  1379.         bool bUseAsDrawToRenderTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d0 , Size: 1]
  1380.         bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d0 , Size: 1]
  1381.         bool bUseLightmap;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d0 , Size: 1]
  1382.         bool bUseIndirectLighting;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d0 , Size: 1]
  1383.         bool bShadowOnEmissiveColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d1 , Size: 1]
  1384.         bool bUsedGrassInstnaceColor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d1 , Size: 1]
  1385.         bool bUsedVertexPointLight;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d1 , Size: 1]
  1386.         bool bUsedDynamicObjectVertexLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d1 , Size: 1]
  1387.         byte ShadowOverride;//[Offset: 0x7d2 , Size: 1]
  1388.         byte SimpleVertexNormalSituation;//[Offset: 0x7d3 , Size: 1]
  1389.         bool bZForceFar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d4 , Size: 1]
  1390.         bool bWettable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d4 , Size: 1]
  1391.         bool bUseLegacySpecular;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d4 , Size: 1]
  1392.         bool bCorrectBlendingColorInHDR;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d4 , Size: 1]
  1393.         bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d4 , Size: 1]
  1394.         bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d4 , Size: 1]
  1395.         bool bApplyVertexFog;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d4 , Size: 1]
  1396.         bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d4 , Size: 1]
  1397.         byte D3D11TessellationMode;//[Offset: 0x7d5 , Size: 1]
  1398.         bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d6 , Size: 1]
  1399.         bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d6 , Size: 1]
  1400.         float MaxDisplacement;//[Offset: 0x7d8 , Size: 4]
  1401.         bool Wireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7dc , Size: 1]
  1402.         bool bOutputVelocityOnBasePass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7dc , Size: 1]
  1403.         bool bUnlitOutputAllMTOnBasePass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7dc , Size: 1]
  1404.         int EditorX;//[Offset: 0x7e0 , Size: 4]
  1405.         int EditorY;//[Offset: 0x7e4 , Size: 4]
  1406.         int EditorPitch;//[Offset: 0x7e8 , Size: 4]
  1407.         int EditorYaw;//[Offset: 0x7ec , Size: 4]
  1408.         MaterialExpression*[] Expressions;//[Offset: 0x7f0 , Size: 12]
  1409.         MaterialFunctionInfo[] MaterialFunctionInfos;//[Offset: 0x7fc , Size: 12]
  1410.         MaterialParameterCollectionInfo[] MaterialParameterCollectionInfos;//[Offset: 0x808 , Size: 12]
  1411.         bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x814 , Size: 1]
  1412.         bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x814 , Size: 1]
  1413.         bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x814 , Size: 1]
  1414.         bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x814 , Size: 1]
  1415.         bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x814 , Size: 1]
  1416.         bool bDisableDirectionalLighting;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x814 , Size: 1]
  1417.         bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x814 , Size: 1]
  1418.         bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x814 , Size: 1]
  1419.         bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x815 , Size: 1]
  1420.         bool bUseLandscapeVertexHole;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x815 , Size: 1]
  1421.         uint32 UsageFlagWarnings;//[Offset: 0x818 , Size: 4]
  1422.         byte BlendableLocation;//[Offset: 0x81c , Size: 1]
  1423.         int BlendablePriority;//[Offset: 0x820 , Size: 4]
  1424.         bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824 , Size: 1]
  1425.         byte RefractionMode;//[Offset: 0x825 , Size: 1]
  1426.         float RefractionDepthBias;//[Offset: 0x828 , Size: 4]
  1427.         Guid stateID;//[Offset: 0x82c , Size: 16]
  1428.         Texture*[] ExpressionTextureReferences;//[Offset: 0x8d4 , Size: 12]
  1429.  
  1430. --------------------------------
  1431. Class: ColorMaterialInput.MaterialInput
  1432.         bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  1433.         Color Constant;//[Offset: 0x34 , Size: 4]
  1434.  
  1435. --------------------------------
  1436. Class: MaterialInput
  1437.         int OutputIndex;//[Offset: 0x0 , Size: 4]
  1438.         FString InputName;//[Offset: 0x4 , Size: 12]
  1439.         int Mask;//[Offset: 0x10 , Size: 4]
  1440.         int MaskR;//[Offset: 0x14 , Size: 4]
  1441.         int MaskG;//[Offset: 0x18 , Size: 4]
  1442.         int MaskB;//[Offset: 0x1c , Size: 4]
  1443.         int MaskA;//[Offset: 0x20 , Size: 4]
  1444.         FName ExpressionName;//[Offset: 0x28 , Size: 8]
  1445.  
  1446. --------------------------------
  1447. Class: Color
  1448.         byte B;//[Offset: 0x0 , Size: 1]
  1449.         byte G;//[Offset: 0x1 , Size: 1]
  1450.         byte R;//[Offset: 0x2 , Size: 1]
  1451.         byte A;//[Offset: 0x3 , Size: 1]
  1452.  
  1453. --------------------------------
  1454. Class: ScalarMaterialInput.MaterialInput
  1455.         bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  1456.         float Constant;//[Offset: 0x34 , Size: 4]
  1457.  
  1458. --------------------------------
  1459. Class: VectorMaterialInput.MaterialInput
  1460.         bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  1461.         Vector Constant;//[Offset: 0x34 , Size: 12]
  1462.  
  1463. --------------------------------
  1464. Class: Vector2MaterialInput.MaterialInput
  1465.         bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  1466.         float ConstantX;//[Offset: 0x34 , Size: 4]
  1467.         float ConstantY;//[Offset: 0x38 , Size: 4]
  1468.  
  1469. --------------------------------
  1470. Class: MaterialAttributesInput.ExpressionInput
  1471.         int PropertyConnectedBitmask;//[Offset: 0x30 , Size: 4]
  1472.  
  1473. --------------------------------
  1474. Class: ExpressionInput
  1475.         int OutputIndex;//[Offset: 0x0 , Size: 4]
  1476.         FString InputName;//[Offset: 0x4 , Size: 12]
  1477.         int Mask;//[Offset: 0x10 , Size: 4]
  1478.         int MaskR;//[Offset: 0x14 , Size: 4]
  1479.         int MaskG;//[Offset: 0x18 , Size: 4]
  1480.         int MaskB;//[Offset: 0x1c , Size: 4]
  1481.         int MaskA;//[Offset: 0x20 , Size: 4]
  1482.         FName ExpressionName;//[Offset: 0x28 , Size: 8]
  1483.  
  1484. --------------------------------
  1485. Class: Vector4MaterialInput.MaterialInput
  1486.         bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  1487.         Vector4 Constant;//[Offset: 0x40 , Size: 16]
  1488.  
  1489. --------------------------------
  1490. Class: Vector4
  1491.         float X;//[Offset: 0x0 , Size: 4]
  1492.         float Y;//[Offset: 0x4 , Size: 4]
  1493.         float Z;//[Offset: 0x8 , Size: 4]
  1494.         float W;//[Offset: 0xc , Size: 4]
  1495.  
  1496. --------------------------------
  1497. Class: MaterialExpression.Object
  1498.         Material* Material;//[Offset: 0x1c , Size: 4]
  1499.         MaterialFunction* Function;//[Offset: 0x20 , Size: 4]
  1500.         FString Desc;//[Offset: 0x24 , Size: 12]
  1501.         Color BorderColor;//[Offset: 0x30 , Size: 4]
  1502.         bool bRealtimePreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34 , Size: 1]
  1503.         bool bNeedToUpdatePreview;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34 , Size: 1]
  1504.         bool bIsParameterExpression;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34 , Size: 1]
  1505.         bool bCommentBubbleVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x34 , Size: 1]
  1506.         bool bShowOutputNameOnPin;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x34 , Size: 1]
  1507.         bool bShowMaskColorsOnPin;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x34 , Size: 1]
  1508.         bool bHidePreviewWindow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x34 , Size: 1]
  1509.         bool bCollapsed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x34 , Size: 1]
  1510.         bool bShaderInputData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x35 , Size: 1]
  1511.         bool bShowInputs;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x35 , Size: 1]
  1512.         bool bShowOutputs;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x35 , Size: 1]
  1513.         ExpressionOutput[] Outputs;//[Offset: 0x38 , Size: 12]
  1514.  
  1515. --------------------------------
  1516. Class: MaterialFunction.Object
  1517.         Guid stateID;//[Offset: 0x1c , Size: 16]
  1518.         FString Description;//[Offset: 0x2c , Size: 12]
  1519.         bool bExposeToLibrary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
  1520.         MaterialExpression*[] FunctionExpressions;//[Offset: 0x3c , Size: 12]
  1521.         bool bReentrantFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
  1522.  
  1523. --------------------------------
  1524. Class: ExpressionOutput
  1525.         FString OutputName;//[Offset: 0x0 , Size: 12]
  1526.         int Mask;//[Offset: 0xc , Size: 4]
  1527.         int MaskR;//[Offset: 0x10 , Size: 4]
  1528.         int MaskG;//[Offset: 0x14 , Size: 4]
  1529.         int MaskB;//[Offset: 0x18 , Size: 4]
  1530.         int MaskA;//[Offset: 0x1c , Size: 4]
  1531.  
  1532. --------------------------------
  1533. Class: MaterialFunctionInfo
  1534.         Guid stateID;//[Offset: 0x0 , Size: 16]
  1535.         MaterialFunction* Function;//[Offset: 0x10 , Size: 4]
  1536.  
  1537. --------------------------------
  1538. Class: MaterialParameterCollectionInfo
  1539.         Guid stateID;//[Offset: 0x0 , Size: 16]
  1540.         MaterialParameterCollection* ParameterCollection;//[Offset: 0x10 , Size: 4]
  1541.  
  1542. --------------------------------
  1543. Class: MaterialParameterCollection.Object
  1544.         Guid stateID;//[Offset: 0x1c , Size: 16]
  1545.         CollectionScalarParameter[] ScalarParameters;//[Offset: 0x2c , Size: 12]
  1546.         CollectionVectorParameter[] VectorParameters;//[Offset: 0x38 , Size: 12]
  1547.  
  1548. --------------------------------
  1549. Class: CollectionScalarParameter.CollectionParameterBase
  1550.         float DefaultValue;//[Offset: 0x18 , Size: 4]
  1551.  
  1552. --------------------------------
  1553. Class: CollectionParameterBase
  1554.         FName ParameterName;//[Offset: 0x0 , Size: 8]
  1555.         Guid ID;//[Offset: 0x8 , Size: 16]
  1556.  
  1557. --------------------------------
  1558. Class: CollectionVectorParameter.CollectionParameterBase
  1559.         LinearColor DefaultValue;//[Offset: 0x18 , Size: 16]
  1560.  
  1561. --------------------------------
  1562. Class: Texture.Object
  1563.         Guid LightingGuid;//[Offset: 0x20 , Size: 16]
  1564.         int LODBias;//[Offset: 0x30 , Size: 4]
  1565.         int NumCinematicMipLevels;//[Offset: 0x34 , Size: 4]
  1566.         bool SRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
  1567.         bool bNotUsedInHighQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38 , Size: 1]
  1568.         bool bNotUsedInMediumQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x38 , Size: 1]
  1569.         bool bNotUsedInLowQuality;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x38 , Size: 1]
  1570.         bool NeverStream;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x38 , Size: 1]
  1571.         bool bNoTiling;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x38 , Size: 1]
  1572.         bool bUseCinematicMipLevels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x38 , Size: 1]
  1573.         AssetUserData*[] AssetUserData;//[Offset: 0x3c , Size: 12]
  1574.         int CachedCombinedLODBias;//[Offset: 0x48 , Size: 4]
  1575.         bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c , Size: 1]
  1576.         byte CompressionSettings;//[Offset: 0x4d , Size: 1]
  1577.         byte Filter;//[Offset: 0x4e , Size: 1]
  1578.         byte LODGroup;//[Offset: 0x4f , Size: 1]
  1579.         byte CrunchSetting;//[Offset: 0x50 , Size: 1]
  1580.         bool bOverrideCrunchCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x51 , Size: 1]
  1581.         float CrunchCompressionAmount;//[Offset: 0x54 , Size: 4]
  1582.         bool bDisableBasisCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58 , Size: 1]
  1583.  
  1584. --------------------------------
  1585. Class: MeshUVChannelInfo
  1586.         bool bInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  1587.         bool bOverrideDensities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  1588.         float LocalUVDensities;//[Offset: 0x4 , Size: 4]
  1589.  
  1590. --------------------------------
  1591. Class: SoftObjectPath
  1592.         FName AssetPathName;//[Offset: 0x0 , Size: 8]
  1593.         FString SubPathString;//[Offset: 0x8 , Size: 12]
  1594.  
  1595. --------------------------------
  1596. Class: BoneMirrorInfo
  1597.         int SourceIndex;//[Offset: 0x0 , Size: 4]
  1598.         byte BoneFlipAxis;//[Offset: 0x4 , Size: 1]
  1599.  
  1600. --------------------------------
  1601. Class: SkeletalMeshLODInfo
  1602.         float ScreenSize;//[Offset: 0x0 , Size: 4]
  1603.         float LODHysteresis;//[Offset: 0x4 , Size: 4]
  1604.         int[] LODMaterialMap;//[Offset: 0x8 , Size: 12]
  1605.         bool[] bEnableShadowCasting;//[Offset: 0x14 , Size: 12]
  1606.         TriangleSortSettings[] TriangleSortSettings;//[Offset: 0x20 , Size: 12]
  1607.         bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c , Size: 1]
  1608.         SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x30 , Size: 328]
  1609.         SimplygonRemeshingSettings RemeshingSettings;//[Offset: 0x178 , Size: 140]
  1610.         GroupedSkeletalOptimizationSettings OptimizationSettings;//[Offset: 0x204 , Size: 532]
  1611.         FName[] RemovedBones;//[Offset: 0x418 , Size: 12]
  1612.         BoneReference[] BonesToRemove;//[Offset: 0x424 , Size: 12]
  1613.         AnimSequence* BakePose;//[Offset: 0x430 , Size: 4]
  1614.         FString SourceImportFilename;//[Offset: 0x434 , Size: 12]
  1615.         bool bHasPerLODVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x440 , Size: 1]
  1616.  
  1617. --------------------------------
  1618. Class: TriangleSortSettings
  1619.         byte TriangleSorting;//[Offset: 0x0 , Size: 1]
  1620.         byte CustomLeftRightAxis;//[Offset: 0x1 , Size: 1]
  1621.         FName CustomLeftRightBoneName;//[Offset: 0x8 , Size: 8]
  1622.  
  1623. --------------------------------
  1624. Class: SkeletalMeshOptimizationSettings
  1625.         byte ReductionMethod;//[Offset: 0x0 , Size: 1]
  1626.         float NumOfTrianglesPercentage;//[Offset: 0x4 , Size: 4]
  1627.         float MaxDeviationPercentage;//[Offset: 0x8 , Size: 4]
  1628.         int ScreenSize;//[Offset: 0xc , Size: 4]
  1629.         float WeldingThreshold;//[Offset: 0x10 , Size: 4]
  1630.         bool bRecalcNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
  1631.         float NormalsThreshold;//[Offset: 0x18 , Size: 4]
  1632.         byte SilhouetteImportance;//[Offset: 0x1c , Size: 1]
  1633.         byte TextureImportance;//[Offset: 0x1d , Size: 1]
  1634.         byte ShadingImportance;//[Offset: 0x1e , Size: 1]
  1635.         byte SkinningImportance;//[Offset: 0x1f , Size: 1]
  1636.         float BoneReductionRatio;//[Offset: 0x20 , Size: 4]
  1637.         int MaxBonesPerVertex;//[Offset: 0x24 , Size: 4]
  1638.         bool bTransferMorphTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  1639.         BoneReference[] BonesToRemove;//[Offset: 0x2c , Size: 12]
  1640.         int BaseLOD;//[Offset: 0x38 , Size: 4]
  1641.         int LODChainLastIndex;//[Offset: 0x3c , Size: 4]
  1642.         bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  1643.         bool bUseVertexWeightsForMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1]
  1644.         bool bSimplifyMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42 , Size: 1]
  1645.         SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x44 , Size: 104]
  1646.         MaterialProxySettings MaterialSettings;//[Offset: 0xac , Size: 148]
  1647.         bool bForceRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140 , Size: 1]
  1648.         AnimSequence* BakePose;//[Offset: 0x144 , Size: 4]
  1649.  
  1650. --------------------------------
  1651. Class: SimplygonMaterialLODSettings
  1652.         bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  1653.         byte MaterialLODType;//[Offset: 0x1 , Size: 1]
  1654.         bool bUseAutomaticSizes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  1655.         byte TextureWidth;//[Offset: 0x3 , Size: 1]
  1656.         byte TextureHeight;//[Offset: 0x4 , Size: 1]
  1657.         byte SamplingQuality;//[Offset: 0x5 , Size: 1]
  1658.         int GutterSpace;//[Offset: 0x8 , Size: 4]
  1659.         byte TextureStrech;//[Offset: 0xc , Size: 1]
  1660.         bool bReuseExistingCharts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
  1661.         SimplygonChannelCastingSettings[] ChannelsToCast;//[Offset: 0x10 , Size: 12]
  1662.         bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  1663.         bool bBakeActorData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
  1664.         bool bAllowMultiMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e , Size: 1]
  1665.         bool bPreferTwoSideMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f , Size: 1]
  1666.         bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  1667.         OutputMaterialInfo OutputMaterialInfo;//[Offset: 0x24 , Size: 68]
  1668.  
  1669. --------------------------------
  1670. Class: SimplygonChannelCastingSettings
  1671.         byte MaterialChannel;//[Offset: 0x0 , Size: 1]
  1672.         byte Caster;//[Offset: 0x1 , Size: 1]
  1673.         bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  1674.         byte ColorChannels;//[Offset: 0x3 , Size: 1]
  1675.         int BitsPerChannel;//[Offset: 0x4 , Size: 4]
  1676.         bool bUseSRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  1677.         bool bBakeVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9 , Size: 1]
  1678.         bool bFlipBackfacingNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa , Size: 1]
  1679.         bool bUseTangentSpaceNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb , Size: 1]
  1680.         bool bFlipGreenChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  1681.  
  1682. --------------------------------
  1683. Class: OutputMaterialInfo
  1684.  
  1685. --------------------------------
  1686. Class: MaterialProxySettings
  1687.         IntPoint TextureSize;//[Offset: 0x0 , Size: 8]
  1688.         byte TextureSizingType;//[Offset: 0x8 , Size: 1]
  1689.         float GutterSpace;//[Offset: 0xc , Size: 4]
  1690.         enum SamplingQuality;//[Offset: 0x10 , Size: 1]
  1691.         enum UVStrech;//[Offset: 0x11 , Size: 1]
  1692.         bool bSplitProxyMaterialBasedOnType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1]
  1693.         bool bUseTangentSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13 , Size: 1]
  1694.         bool bNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
  1695.         bool bMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15 , Size: 1]
  1696.         float MetallicConstant;//[Offset: 0x18 , Size: 4]
  1697.         bool bRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  1698.         float RoughnessConstant;//[Offset: 0x20 , Size: 4]
  1699.         bool bSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  1700.         float SpecularConstant;//[Offset: 0x28 , Size: 4]
  1701.         bool bEmissiveMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1]
  1702.         bool bOpacityMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d , Size: 1]
  1703.         float OpacityConstant;//[Offset: 0x30 , Size: 4]
  1704.         float AOConstant;//[Offset: 0x34 , Size: 4]
  1705.         bool bOpacityMaskMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  1706.         float OpacityMaskConstant;//[Offset: 0x3c , Size: 4]
  1707.         bool bAmbientOcclusionMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  1708.         float AmbientOcclusionConstant;//[Offset: 0x44 , Size: 4]
  1709.         IntPoint DiffuseTextureSize;//[Offset: 0x48 , Size: 8]
  1710.         IntPoint NormalTextureSize;//[Offset: 0x50 , Size: 8]
  1711.         IntPoint MetallicTextureSize;//[Offset: 0x58 , Size: 8]
  1712.         IntPoint RoughnessTextureSize;//[Offset: 0x60 , Size: 8]
  1713.         IntPoint SpecularTextureSize;//[Offset: 0x68 , Size: 8]
  1714.         IntPoint EmissiveTextureSize;//[Offset: 0x70 , Size: 8]
  1715.         IntPoint OpacityTextureSize;//[Offset: 0x78 , Size: 8]
  1716.         IntPoint OpacityMaskTextureSize;//[Offset: 0x80 , Size: 8]
  1717.         IntPoint AmbientOcclusionTextureSize;//[Offset: 0x88 , Size: 8]
  1718.         byte MaterialMergeType;//[Offset: 0x90 , Size: 1]
  1719.         byte BlendMode;//[Offset: 0x91 , Size: 1]
  1720.  
  1721. --------------------------------
  1722. Class: IntPoint
  1723.         int X;//[Offset: 0x0 , Size: 4]
  1724.         int Y;//[Offset: 0x4 , Size: 4]
  1725.  
  1726. --------------------------------
  1727. Class: AnimSequence.AnimSequenceBase.AnimationAsset.Object
  1728.         int NumFrames;//[Offset: 0x7c , Size: 4]
  1729.         TrackToSkeletonMap[] TrackToSkeletonMapTable;//[Offset: 0x80 , Size: 12]
  1730.         byte AdditiveAnimType;//[Offset: 0xf0 , Size: 1]
  1731.         byte RefPoseType;//[Offset: 0xf1 , Size: 1]
  1732.         AnimSequence* RefPoseSeq;//[Offset: 0xf4 , Size: 4]
  1733.         int RefFrameIndex;//[Offset: 0xf8 , Size: 4]
  1734.         int EncodingPkgVersion;//[Offset: 0xfc , Size: 4]
  1735.         FName RetargetSource;//[Offset: 0x100 , Size: 8]
  1736.         enum Interpolation;//[Offset: 0x108 , Size: 1]
  1737.         bool bEnableRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109 , Size: 1]
  1738.         byte RootMotionRootLock;//[Offset: 0x10a , Size: 1]
  1739.         bool bForceRootLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10b , Size: 1]
  1740.         bool bRootMotionSettingsCopiedFromMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1]
  1741.         AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x110 , Size: 12]
  1742.  
  1743. --------------------------------
  1744. Class: AnimSequenceBase.AnimationAsset.Object
  1745.         AnimNotifyEvent[] Notifies;//[Offset: 0x5c , Size: 12]
  1746.         float SequenceLength;//[Offset: 0x68 , Size: 4]
  1747.         float RateScale;//[Offset: 0x6c , Size: 4]
  1748.         RawCurveTracks RawCurveData;//[Offset: 0x70 , Size: 12]
  1749.         float GetPlayLength();// 0x3f2e870
  1750.  
  1751. --------------------------------
  1752. Class: AnimationAsset.Object
  1753.         Skeleton* Skeleton;//[Offset: 0x20 , Size: 4]
  1754.         AnimMetaData*[] MetaData;//[Offset: 0x44 , Size: 12]
  1755.         AssetUserData*[] AssetUserData;//[Offset: 0x50 , Size: 12]
  1756.  
  1757. --------------------------------
  1758. Class: AnimNotifyEvent.AnimLinkableElement
  1759.         float DisplayTime;//[Offset: 0x24 , Size: 4]
  1760.         float TriggerTimeOffset;//[Offset: 0x28 , Size: 4]
  1761.         float EndTriggerTimeOffset;//[Offset: 0x2c , Size: 4]
  1762.         float TriggerWeightThreshold;//[Offset: 0x30 , Size: 4]
  1763.         FName NotifyName;//[Offset: 0x38 , Size: 8]
  1764.         AnimNotify* Notify;//[Offset: 0x40 , Size: 4]
  1765.         AnimNotifyState* NotifyStateClass;//[Offset: 0x44 , Size: 4]
  1766.         float Duration;//[Offset: 0x48 , Size: 4]
  1767.         AnimLinkableElement EndLink;//[Offset: 0x4c , Size: 36]
  1768.         bool bConvertedFromBranchingPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70 , Size: 1]
  1769.         byte MontageTickType;//[Offset: 0x71 , Size: 1]
  1770.         float NotifyTriggerChance;//[Offset: 0x74 , Size: 4]
  1771.         byte NotifyFilterType;//[Offset: 0x78 , Size: 1]
  1772.         int NotifyFilterLOD;//[Offset: 0x7c , Size: 4]
  1773.         bool bTriggerOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1]
  1774.         int TrackIndex;//[Offset: 0x84 , Size: 4]
  1775.  
  1776. --------------------------------
  1777. Class: AnimLinkableElement
  1778.         AnimMontage* LinkedMontage;//[Offset: 0x4 , Size: 4]
  1779.         int SlotIndex;//[Offset: 0x8 , Size: 4]
  1780.         int SegmentIndex;//[Offset: 0xc , Size: 4]
  1781.         byte LinkMethod;//[Offset: 0x10 , Size: 1]
  1782.         byte CachedLinkMethod;//[Offset: 0x11 , Size: 1]
  1783.         float SegmentBeginTime;//[Offset: 0x14 , Size: 4]
  1784.         float SegmentLength;//[Offset: 0x18 , Size: 4]
  1785.         float LinkValue;//[Offset: 0x1c , Size: 4]
  1786.         AnimSequenceBase* LinkedSequence;//[Offset: 0x20 , Size: 4]
  1787.  
  1788. --------------------------------
  1789. Class: AnimMontage.AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
  1790.         AlphaBlend BlendIn;//[Offset: 0x7c , Size: 44]
  1791.         float BlendInTime;//[Offset: 0xa8 , Size: 4]
  1792.         AlphaBlend BlendOut;//[Offset: 0xac , Size: 44]
  1793.         float BlendOutTime;//[Offset: 0xd8 , Size: 4]
  1794.         float BlendOutTriggerTime;//[Offset: 0xdc , Size: 4]
  1795.         FName SyncGroup;//[Offset: 0xe0 , Size: 8]
  1796.         int SyncSlotIndex;//[Offset: 0xe8 , Size: 4]
  1797.         MarkerSyncData MarkerData;//[Offset: 0xec , Size: 24]
  1798.         CompositeSection[] CompositeSections;//[Offset: 0x104 , Size: 12]
  1799.         SlotAnimationTrack[] SlotAnimTracks;//[Offset: 0x110 , Size: 12]
  1800.         BranchingPoint[] BranchingPoints;//[Offset: 0x11c , Size: 12]
  1801.         bool bEnableRootMotionTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128 , Size: 1]
  1802.         bool bEnableRootMotionRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x129 , Size: 1]
  1803.         byte RootMotionRootLock;//[Offset: 0x12a , Size: 1]
  1804.         BranchingPointMarker[] BranchingPointMarkers;//[Offset: 0x12c , Size: 12]
  1805.         int[] BranchingPointStateNotifyIndices;//[Offset: 0x138 , Size: 12]
  1806.         TimeStretchCurve TimeStretchCurve;//[Offset: 0x144 , Size: 32]
  1807.         FName TimeStretchCurveName;//[Offset: 0x168 , Size: 8]
  1808.  
  1809. --------------------------------
  1810. Class: AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
  1811.  
  1812. --------------------------------
  1813. Class: AlphaBlend
  1814.         enum BlendOption;//[Offset: 0x0 , Size: 1]
  1815.         CurveFloat* CustomCurve;//[Offset: 0x4 , Size: 4]
  1816.         float blendTime;//[Offset: 0x8 , Size: 4]
  1817.  
  1818. --------------------------------
  1819. Class: CurveFloat.CurveBase.Object
  1820.         RichCurve FloatCurve;//[Offset: 0x20 , Size: 84]
  1821.         bool bIsEventCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74 , Size: 1]
  1822.         float GetFloatValue(float InTime);// 0x3f59c0c
  1823.  
  1824. --------------------------------
  1825. Class: CurveBase.Object
  1826.         void GetValueRange(out float MinValue, out float MaxValue);// 0x3f59648
  1827.         void GetTimeRange(out float MinTime, out float MaxTime);// 0x3f59568
  1828.  
  1829. --------------------------------
  1830. Class: RichCurve.IndexedCurve
  1831.         byte PreInfinityExtrap;//[Offset: 0x40 , Size: 1]
  1832.         byte PostInfinityExtrap;//[Offset: 0x41 , Size: 1]
  1833.         float DefaultValue;//[Offset: 0x44 , Size: 4]
  1834.         RichCurveKey[] Keys;//[Offset: 0x48 , Size: 12]
  1835.  
  1836. --------------------------------
  1837. Class: IndexedCurve
  1838.         KeyHandleMap KeyHandlesToIndices;//[Offset: 0x4 , Size: 60]
  1839.  
  1840. --------------------------------
  1841. Class: KeyHandleMap
  1842.  
  1843. --------------------------------
  1844. Class: RichCurveKey
  1845.         byte InterpMode;//[Offset: 0x0 , Size: 1]
  1846.         byte TangentMode;//[Offset: 0x1 , Size: 1]
  1847.         byte TangentWeightMode;//[Offset: 0x2 , Size: 1]
  1848.         float Time;//[Offset: 0x4 , Size: 4]
  1849.         float Value;//[Offset: 0x8 , Size: 4]
  1850.         float ArriveTangent;//[Offset: 0xc , Size: 4]
  1851.         float ArriveTangentWeight;//[Offset: 0x10 , Size: 4]
  1852.         float LeaveTangent;//[Offset: 0x14 , Size: 4]
  1853.         float LeaveTangentWeight;//[Offset: 0x18 , Size: 4]
  1854.  
  1855. --------------------------------
  1856. Class: MarkerSyncData
  1857.         AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x0 , Size: 12]
  1858.  
  1859. --------------------------------
  1860. Class: AnimSyncMarker
  1861.         FName MarkerName;//[Offset: 0x0 , Size: 8]
  1862.         float Time;//[Offset: 0x8 , Size: 4]
  1863.  
  1864. --------------------------------
  1865. Class: CompositeSection.AnimLinkableElement
  1866.         FName SectionName;//[Offset: 0x28 , Size: 8]
  1867.         float StartTime;//[Offset: 0x30 , Size: 4]
  1868.         FName NextSectionName;//[Offset: 0x38 , Size: 8]
  1869.         AnimMetaData*[] MetaData;//[Offset: 0x40 , Size: 12]
  1870.  
  1871. --------------------------------
  1872. Class: AnimMetaData.Object
  1873.  
  1874. --------------------------------
  1875. Class: SlotAnimationTrack
  1876.         FName SlotName;//[Offset: 0x0 , Size: 8]
  1877.         AnimTrack AnimTrack;//[Offset: 0x8 , Size: 12]
  1878.  
  1879. --------------------------------
  1880. Class: AnimTrack
  1881.         AnimSegment[] AnimSegments;//[Offset: 0x0 , Size: 12]
  1882.  
  1883. --------------------------------
  1884. Class: AnimSegment
  1885.         AnimSequenceBase* AnimReference;//[Offset: 0x0 , Size: 4]
  1886.         float StartPos;//[Offset: 0x4 , Size: 4]
  1887.         float AnimStartTime;//[Offset: 0x8 , Size: 4]
  1888.         float AnimEndTime;//[Offset: 0xc , Size: 4]
  1889.         float AnimPlayRate;//[Offset: 0x10 , Size: 4]
  1890.         int LoopingCount;//[Offset: 0x14 , Size: 4]
  1891.  
  1892. --------------------------------
  1893. Class: BranchingPoint.AnimLinkableElement
  1894.         FName EventName;//[Offset: 0x28 , Size: 8]
  1895.         float DisplayTime;//[Offset: 0x30 , Size: 4]
  1896.         float TriggerTimeOffset;//[Offset: 0x34 , Size: 4]
  1897.  
  1898. --------------------------------
  1899. Class: BranchingPointMarker
  1900.         int NotifyIndex;//[Offset: 0x0 , Size: 4]
  1901.         float TriggerTime;//[Offset: 0x4 , Size: 4]
  1902.         byte NotifyEventType;//[Offset: 0x8 , Size: 1]
  1903.  
  1904. --------------------------------
  1905. Class: TimeStretchCurve
  1906.         float SamplingRate;//[Offset: 0x0 , Size: 4]
  1907.         float CurveValueMinPrecision;//[Offset: 0x4 , Size: 4]
  1908.         TimeStretchCurveMarker[] Markers;//[Offset: 0x8 , Size: 12]
  1909.         float Sum_dT_i_by_C_i;//[Offset: 0x14 , Size: 4]
  1910.  
  1911. --------------------------------
  1912. Class: TimeStretchCurveMarker
  1913.         float Time;//[Offset: 0x0 , Size: 4]
  1914.         float Alpha;//[Offset: 0xc , Size: 4]
  1915.  
  1916. --------------------------------
  1917. Class: AnimNotify.Object
  1918.         bool Received_Notify(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2859eb0
  1919.         FString GetNotifyName();// 0x3f2c8a8
  1920.  
  1921. --------------------------------
  1922. Class: AnimNotifyState.Object
  1923.         bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float FrameDeltaTime);// 0x2859eb0
  1924.         bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2859eb0
  1925.         bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float TotalDuration);// 0x2859eb0
  1926.         FString GetNotifyName();// 0x3f2c8a8
  1927.  
  1928. --------------------------------
  1929. Class: RawCurveTracks
  1930.         FloatCurve[] FloatCurves;//[Offset: 0x0 , Size: 12]
  1931.  
  1932. --------------------------------
  1933. Class: FloatCurve.AnimCurveBase
  1934.         RichCurve FloatCurve;//[Offset: 0x1c , Size: 84]
  1935.  
  1936. --------------------------------
  1937. Class: AnimCurveBase
  1938.         FName LastObservedName;//[Offset: 0x0 , Size: 8]
  1939.         SmartName Name;//[Offset: 0x8 , Size: 16]
  1940.         int CurveTypeFlags;//[Offset: 0x18 , Size: 4]
  1941.  
  1942. --------------------------------
  1943. Class: SmartName
  1944.         FName DisplayName;//[Offset: 0x0 , Size: 8]
  1945.  
  1946. --------------------------------
  1947. Class: TrackToSkeletonMap
  1948.         int BoneTreeIndex;//[Offset: 0x0 , Size: 4]
  1949.  
  1950. --------------------------------
  1951. Class: SimplygonRemeshingSettings
  1952.         bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  1953.         int ScreenSize;//[Offset: 0x4 , Size: 4]
  1954.         bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  1955.         float HardAngleThreshold;//[Offset: 0xc , Size: 4]
  1956.         int MergeDistance;//[Offset: 0x10 , Size: 4]
  1957.         bool bUseClippingPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
  1958.         float ClippingLevel;//[Offset: 0x18 , Size: 4]
  1959.         int AxisIndex;//[Offset: 0x1c , Size: 4]
  1960.         bool bPlaneNegativeHalfspace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  1961.         bool bUseMassiveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1]
  1962.         bool bUseAggregateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22 , Size: 1]
  1963.         SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x24 , Size: 104]
  1964.  
  1965. --------------------------------
  1966. Class: GroupedSkeletalOptimizationSettings
  1967.         bool bAutoComputeLODDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  1968.         enum LevelOfDetailType;//[Offset: 0x1 , Size: 1]
  1969.         SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x4 , Size: 328]
  1970.         MeshProxySettings ProxySettings;//[Offset: 0x14c , Size: 196]
  1971.         bool bForceLODRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210 , Size: 1]
  1972.  
  1973. --------------------------------
  1974. Class: MeshProxySettings
  1975.         int ScreenSize;//[Offset: 0x0 , Size: 4]
  1976.         MaterialProxySettings MaterialSettings;//[Offset: 0x4 , Size: 148]
  1977.         int TextureWidth;//[Offset: 0x98 , Size: 4]
  1978.         int TextureHeight;//[Offset: 0x9c , Size: 4]
  1979.         bool bExportNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0 , Size: 1]
  1980.         bool bExportMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1 , Size: 1]
  1981.         bool bExportRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2 , Size: 1]
  1982.         bool bExportSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa3 , Size: 1]
  1983.         bool bCalculateCorrectLODModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1]
  1984.         float MergeDistance;//[Offset: 0xa8 , Size: 4]
  1985.         float HardAngleThreshold;//[Offset: 0xac , Size: 4]
  1986.         int LightMapResolution;//[Offset: 0xb0 , Size: 4]
  1987.         bool bComputeLightMapResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4 , Size: 1]
  1988.         bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb5 , Size: 1]
  1989.         bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb6 , Size: 1]
  1990.         bool bUseLandscapeCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb7 , Size: 1]
  1991.         byte LandscapeCullingPrecision;//[Offset: 0xb8 , Size: 1]
  1992.         bool bAssignLODGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9 , Size: 1]
  1993.         int LODGroupIndex;//[Offset: 0xbc , Size: 4]
  1994.         bool bAggregateMeshes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1]
  1995.         enum AggregatorMode;//[Offset: 0xc1 , Size: 1]
  1996.         bool bUseCustomHemisphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2 , Size: 1]
  1997.  
  1998. --------------------------------
  1999. Class: BodySetup.Object
  2000.         KAggregateGeom AggGeom;//[Offset: 0x1c , Size: 52]
  2001.         FName BoneName;//[Offset: 0x50 , Size: 8]
  2002.         byte PhysicsType;//[Offset: 0x58 , Size: 1]
  2003.         bool bAlwaysFullAnimWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59 , Size: 1]
  2004.         bool bConsiderForBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x59 , Size: 1]
  2005.         bool bMeshCollideAll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x59 , Size: 1]
  2006.         bool bDoubleSidedGeometry;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x59 , Size: 1]
  2007.         bool bGenerateNonMirroredCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x59 , Size: 1]
  2008.         bool bSharedCookedData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x59 , Size: 1]
  2009.         bool bGenerateMirroredCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x59 , Size: 1]
  2010.         PhysicalMaterial* PhysMaterial;//[Offset: 0x5c , Size: 4]
  2011.         StaticMesh*[] PhysSimpleStaticMeshList;//[Offset: 0x60 , Size: 12]
  2012.         byte CollisionReponse;//[Offset: 0x6c , Size: 1]
  2013.         bool bCollisionPerShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6d , Size: 1]
  2014.         byte[] SphereCollisionEnabledList;//[Offset: 0x70 , Size: 12]
  2015.         byte[] CapsuleCollisionEnabledList;//[Offset: 0x7c , Size: 12]
  2016.         byte[] BoxCollisionEnabledList;//[Offset: 0x88 , Size: 12]
  2017.         byte[] ConvexCollisionEnabledList;//[Offset: 0x94 , Size: 12]
  2018.         byte[] TriMeshesCollisionEnabledList;//[Offset: 0xa0 , Size: 12]
  2019.         byte CollisionTraceFlag;//[Offset: 0xac , Size: 1]
  2020.         BodyInstance DefaultInstance;//[Offset: 0xb0 , Size: 320]
  2021.         WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x1f0 , Size: 16]
  2022.         float BuildScale;//[Offset: 0x200 , Size: 4]
  2023.         Vector BuildScale3D;//[Offset: 0x204 , Size: 12]
  2024.  
  2025. --------------------------------
  2026. Class: KAggregateGeom
  2027.         KSphereElem[] SphereElems;//[Offset: 0x0 , Size: 12]
  2028.         KBoxElem[] BoxElems;//[Offset: 0xc , Size: 12]
  2029.         KSphylElem[] SphylElems;//[Offset: 0x18 , Size: 12]
  2030.         KConvexElem[] ConvexElems;//[Offset: 0x24 , Size: 12]
  2031.  
  2032. --------------------------------
  2033. Class: KSphereElem.KShapeElem
  2034.         Matrix TM;//[Offset: 0x10 , Size: 64]
  2035.         Vector Center;//[Offset: 0x50 , Size: 12]
  2036.         float Radius;//[Offset: 0x5c , Size: 4]
  2037.  
  2038. --------------------------------
  2039. Class: KShapeElem
  2040.  
  2041. --------------------------------
  2042. Class: Matrix
  2043.         Plane XPlane;//[Offset: 0x0 , Size: 16]
  2044.         Plane YPlane;//[Offset: 0x10 , Size: 16]
  2045.         Plane ZPlane;//[Offset: 0x20 , Size: 16]
  2046.         Plane WPlane;//[Offset: 0x30 , Size: 16]
  2047.  
  2048. --------------------------------
  2049. Class: Plane.Vector
  2050.         float W;//[Offset: 0xc , Size: 4]
  2051.  
  2052. --------------------------------
  2053. Class: KBoxElem.KShapeElem
  2054.         Matrix TM;//[Offset: 0x10 , Size: 64]
  2055.         Quat Orientation;//[Offset: 0x50 , Size: 16]
  2056.         Vector Center;//[Offset: 0x60 , Size: 12]
  2057.         Rotator Rotation;//[Offset: 0x6c , Size: 12]
  2058.         float X;//[Offset: 0x78 , Size: 4]
  2059.         float Y;//[Offset: 0x7c , Size: 4]
  2060.         float Z;//[Offset: 0x80 , Size: 4]
  2061.  
  2062. --------------------------------
  2063. Class: KSphylElem.KShapeElem
  2064.         Matrix TM;//[Offset: 0x10 , Size: 64]
  2065.         Quat Orientation;//[Offset: 0x50 , Size: 16]
  2066.         Vector Center;//[Offset: 0x60 , Size: 12]
  2067.         Rotator Rotation;//[Offset: 0x6c , Size: 12]
  2068.         float Radius;//[Offset: 0x78 , Size: 4]
  2069.         float Length;//[Offset: 0x7c , Size: 4]
  2070.  
  2071. --------------------------------
  2072. Class: KConvexElem.KShapeElem
  2073.         Vector[] VertexData;//[Offset: 0x10 , Size: 12]
  2074.         Box ElemBox;//[Offset: 0x1c , Size: 28]
  2075.         Transform Transform;//[Offset: 0x40 , Size: 48]
  2076.  
  2077. --------------------------------
  2078. Class: Box
  2079.         Vector Min;//[Offset: 0x0 , Size: 12]
  2080.         Vector Max;//[Offset: 0xc , Size: 12]
  2081.         byte IsValid;//[Offset: 0x18 , Size: 1]
  2082.  
  2083. --------------------------------
  2084. Class: StaticMesh.Object
  2085.         int MinLOD;//[Offset: 0x28 , Size: 4]
  2086.         MaterialInterface*[] Materials;//[Offset: 0x2c , Size: 12]
  2087.         StaticMaterial[] StaticMaterials;//[Offset: 0x38 , Size: 12]
  2088.         float LightmapUVDensity;//[Offset: 0x44 , Size: 4]
  2089.         int LightMapResolution;//[Offset: 0x48 , Size: 4]
  2090.         int LightMapCoordinateIndex;//[Offset: 0x4c , Size: 4]
  2091.         float DistanceFieldSelfShadowBias;//[Offset: 0x50 , Size: 4]
  2092.         bool bGenerateMeshDistanceField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x54 , Size: 1]
  2093.         BodySetup* BodySetup;//[Offset: 0x58 , Size: 4]
  2094.         int LODForCollision;//[Offset: 0x5c , Size: 4]
  2095.         float CullingScreenSize;//[Offset: 0x60 , Size: 4]
  2096.         bool bUseScreenSizeModifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1]
  2097.         bool bIsGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65 , Size: 1]
  2098.         bool bIsTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66 , Size: 1]
  2099.         bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x67 , Size: 1]
  2100.         bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x67 , Size: 1]
  2101.         bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1]
  2102.         bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1]
  2103.         float LpvBiasMultiplier;//[Offset: 0xa0 , Size: 4]
  2104.         bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1]
  2105.         StaticMeshSocket*[] Sockets;//[Offset: 0xd0 , Size: 12]
  2106.         Vector PositiveBoundsExtension;//[Offset: 0xe4 , Size: 12]
  2107.         Vector NegativeBoundsExtension;//[Offset: 0xf0 , Size: 12]
  2108.         BoxSphereBounds ExtendedBounds;//[Offset: 0xfc , Size: 28]
  2109.         Vector4[] OcclusionCullingVertex;//[Offset: 0x118 , Size: 12]
  2110.         Vector IndirectLightingCachePositionOffset;//[Offset: 0x124 , Size: 12]
  2111.         int ElementToIgnoreForTexFactor;//[Offset: 0x130 , Size: 4]
  2112.         AssetUserData*[] AssetUserData;//[Offset: 0x134 , Size: 12]
  2113.         NavCollision* NavCollision;//[Offset: 0x140 , Size: 4]
  2114.         int GetNumSections(int InLOD);// 0x4076950
  2115.         int GetNumLODs();// 0x4076928
  2116.         int GetMaterialIndex(FName MaterialSlotName);// 0x40768a8
  2117.         MaterialInterface* GetMaterial(int MaterialIndex);// 0x4076828
  2118.         BoxSphereBounds GetBounds();// 0x40767d4
  2119.         Box GetBoundingBox();// 0x4076780
  2120.  
  2121. --------------------------------
  2122. Class: StaticMaterial
  2123.         MaterialInterface* MaterialInterface;//[Offset: 0x0 , Size: 4]
  2124.         FName MaterialSlotName;//[Offset: 0x8 , Size: 8]
  2125.         MeshUVChannelInfo UVChannelData;//[Offset: 0x10 , Size: 20]
  2126.         SoftObjectPath MaterialSoftRef;//[Offset: 0x28 , Size: 24]
  2127.  
  2128. --------------------------------
  2129. Class: StaticMeshSocket.Object
  2130.         FName SocketName;//[Offset: 0x20 , Size: 8]
  2131.         Vector RelativeLocation;//[Offset: 0x28 , Size: 12]
  2132.         Rotator RelativeRotation;//[Offset: 0x34 , Size: 12]
  2133.         Vector RelativeScale;//[Offset: 0x40 , Size: 12]
  2134.         FString Tag;//[Offset: 0x4c , Size: 12]
  2135.  
  2136. --------------------------------
  2137. Class: NavCollision.Object
  2138.         NavCollisionCylinder[] CylinderCollision;//[Offset: 0x58 , Size: 12]
  2139.         NavCollisionBox[] BoxCollision;//[Offset: 0x64 , Size: 12]
  2140.         class NavArea* AreaClass;//[Offset: 0x70 , Size: 4]
  2141.         bool bIsDynamicObstacle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x74 , Size: 1]
  2142.         bool bGatherConvexGeometry;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x74 , Size: 1]
  2143.  
  2144. --------------------------------
  2145. Class: NavCollisionCylinder
  2146.         Vector Offset;//[Offset: 0x0 , Size: 12]
  2147.         float Radius;//[Offset: 0xc , Size: 4]
  2148.         float Height;//[Offset: 0x10 , Size: 4]
  2149.  
  2150. --------------------------------
  2151. Class: NavCollisionBox
  2152.         Vector Offset;//[Offset: 0x0 , Size: 12]
  2153.         Vector Extent;//[Offset: 0xc , Size: 12]
  2154.  
  2155. --------------------------------
  2156. Class: NavArea.Object
  2157.         float DefaultCost;//[Offset: 0x1c , Size: 4]
  2158.         float FixedAreaEnteringCost;//[Offset: 0x20 , Size: 4]
  2159.         Color DrawColor;//[Offset: 0x24 , Size: 4]
  2160.         NavAgentSelector SupportedAgents;//[Offset: 0x28 , Size: 4]
  2161.         bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c , Size: 1]
  2162.         bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c , Size: 1]
  2163.         bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c , Size: 1]
  2164.         bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c , Size: 1]
  2165.         bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c , Size: 1]
  2166.         bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2c , Size: 1]
  2167.         bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2c , Size: 1]
  2168.         bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2c , Size: 1]
  2169.         bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d , Size: 1]
  2170.         bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d , Size: 1]
  2171.         bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d , Size: 1]
  2172.         bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d , Size: 1]
  2173.         bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d , Size: 1]
  2174.         bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d , Size: 1]
  2175.         bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d , Size: 1]
  2176.         bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2d , Size: 1]
  2177.  
  2178. --------------------------------
  2179. Class: NavAgentSelector
  2180.         bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  2181.         bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  2182.         bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  2183.         bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  2184.         bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
  2185.         bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1]
  2186.         bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1]
  2187.         bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1]
  2188.         bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1]
  2189.         bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1]
  2190.         bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1]
  2191.         bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1]
  2192.         bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1]
  2193.         bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1]
  2194.         bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1]
  2195.         bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1]
  2196.  
  2197. --------------------------------
  2198. Class: BodyInstance
  2199.         enum SleepFamily;//[Offset: 0x19 , Size: 1]
  2200.         byte DOFMode;//[Offset: 0x1a , Size: 1]
  2201.         byte CollisionEnabled;//[Offset: 0x1b , Size: 1]
  2202.         FName CollisionProfileName;//[Offset: 0x20 , Size: 8]
  2203.         CollisionResponse CollisionResponses;//[Offset: 0x28 , Size: 44]
  2204.         bool bUseCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55 , Size: 1]
  2205.         bool bNotifyRigidBodyCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55 , Size: 1]
  2206.         bool bSimulatePhysics;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55 , Size: 1]
  2207.         bool bOverrideMass;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55 , Size: 1]
  2208.         bool bEnableGravity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x55 , Size: 1]
  2209.         bool bAutoWeld;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x55 , Size: 1]
  2210.         bool bStartAwake;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x55 , Size: 1]
  2211.         bool bGenerateWakeEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x55 , Size: 1]
  2212.         bool bUpdateMassWhenScaleChanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x56 , Size: 1]
  2213.         bool bLockTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x56 , Size: 1]
  2214.         bool bLockRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x56 , Size: 1]
  2215.         bool bLockXTranslation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x56 , Size: 1]
  2216.         bool bLockYTranslation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x56 , Size: 1]
  2217.         bool bLockZTranslation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x56 , Size: 1]
  2218.         bool bLockXRotation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x56 , Size: 1]
  2219.         bool bLockYRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x56 , Size: 1]
  2220.         bool bLockZRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57 , Size: 1]
  2221.         bool bOverrideMaxAngularVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x57 , Size: 1]
  2222.         bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x57 , Size: 1]
  2223.         bool bOverrideMaxDepenetrationVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x57 , Size: 1]
  2224.         bool bOverrideWalkableSlopeOnInstance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x57 , Size: 1]
  2225.         float MaxDepenetrationVelocity;//[Offset: 0x58 , Size: 4]
  2226.         float MassInKgOverride;//[Offset: 0x64 , Size: 4]
  2227.         float LinearDamping;//[Offset: 0x68 , Size: 4]
  2228.         float AngularDamping;//[Offset: 0x6c , Size: 4]
  2229.         Vector CustomDOFPlaneNormal;//[Offset: 0x70 , Size: 12]
  2230.         Vector COMNudge;//[Offset: 0x7c , Size: 12]
  2231.         float MassScale;//[Offset: 0x88 , Size: 4]
  2232.         Vector InertiaTensorScale;//[Offset: 0x8c , Size: 12]
  2233.         byte ObjectType;//[Offset: 0x98 , Size: 1]
  2234.         WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0xa4 , Size: 16]
  2235.         PhysicalMaterial* PhysMaterialOverride;//[Offset: 0xb4 , Size: 4]
  2236.         float MaxAngularVelocity;//[Offset: 0xb8 , Size: 4]
  2237.         float CustomSleepThresholdMultiplier;//[Offset: 0xbc , Size: 4]
  2238.         float StabilizationThresholdMultiplier;//[Offset: 0xc0 , Size: 4]
  2239.         float PhysicsBlendWeight;//[Offset: 0xc4 , Size: 4]
  2240.         int PositionSolverIterationCount;//[Offset: 0xc8 , Size: 4]
  2241.         uint64 RigidActorSyncId;//[Offset: 0xe0 , Size: 8]
  2242.         uint64 RigidActorAsyncId;//[Offset: 0xe8 , Size: 8]
  2243.         int VelocitySolverIterationCount;//[Offset: 0xf0 , Size: 4]
  2244.  
  2245. --------------------------------
  2246. Class: CollisionResponse
  2247.         CollisionResponseContainer ResponseToChannels;//[Offset: 0x0 , Size: 32]
  2248.         ResponseChannel[] ResponseArray;//[Offset: 0x20 , Size: 12]
  2249.  
  2250. --------------------------------
  2251. Class: CollisionResponseContainer
  2252.         byte WorldStatic;//[Offset: 0x0 , Size: 1]
  2253.         byte WorldDynamic;//[Offset: 0x1 , Size: 1]
  2254.         byte Pawn;//[Offset: 0x2 , Size: 1]
  2255.         byte Visibility;//[Offset: 0x3 , Size: 1]
  2256.         byte Camera;//[Offset: 0x4 , Size: 1]
  2257.         byte PhysicsBody;//[Offset: 0x5 , Size: 1]
  2258.         byte Vehicle;//[Offset: 0x6 , Size: 1]
  2259.         byte Destructible;//[Offset: 0x7 , Size: 1]
  2260.         byte EngineTraceChannel1;//[Offset: 0x8 , Size: 1]
  2261.         byte EngineTraceChannel2;//[Offset: 0x9 , Size: 1]
  2262.         byte EngineTraceChannel3;//[Offset: 0xa , Size: 1]
  2263.         byte EngineTraceChannel4;//[Offset: 0xb , Size: 1]
  2264.         byte EngineTraceChannel5;//[Offset: 0xc , Size: 1]
  2265.         byte EngineTraceChannel6;//[Offset: 0xd , Size: 1]
  2266.         byte GameTraceChannel1;//[Offset: 0xe , Size: 1]
  2267.         byte GameTraceChannel2;//[Offset: 0xf , Size: 1]
  2268.         byte GameTraceChannel3;//[Offset: 0x10 , Size: 1]
  2269.         byte GameTraceChannel4;//[Offset: 0x11 , Size: 1]
  2270.         byte GameTraceChannel5;//[Offset: 0x12 , Size: 1]
  2271.         byte GameTraceChannel6;//[Offset: 0x13 , Size: 1]
  2272.         byte GameTraceChannel7;//[Offset: 0x14 , Size: 1]
  2273.         byte GameTraceChannel8;//[Offset: 0x15 , Size: 1]
  2274.         byte GameTraceChannel9;//[Offset: 0x16 , Size: 1]
  2275.         byte GameTraceChannel10;//[Offset: 0x17 , Size: 1]
  2276.         byte GameTraceChannel11;//[Offset: 0x18 , Size: 1]
  2277.         byte GameTraceChannel12;//[Offset: 0x19 , Size: 1]
  2278.         byte GameTraceChannel13;//[Offset: 0x1a , Size: 1]
  2279.         byte GameTraceChannel14;//[Offset: 0x1b , Size: 1]
  2280.         byte GameTraceChannel15;//[Offset: 0x1c , Size: 1]
  2281.         byte GameTraceChannel16;//[Offset: 0x1d , Size: 1]
  2282.         byte GameTraceChannel17;//[Offset: 0x1e , Size: 1]
  2283.         byte GameTraceChannel18;//[Offset: 0x1f , Size: 1]
  2284.  
  2285. --------------------------------
  2286. Class: ResponseChannel
  2287.         FName Channel;//[Offset: 0x0 , Size: 8]
  2288.         byte Response;//[Offset: 0x8 , Size: 1]
  2289.  
  2290. --------------------------------
  2291. Class: WalkableSlopeOverride
  2292.         byte WalkableSlopeBehavior;//[Offset: 0x0 , Size: 1]
  2293.         float WalkableSlopeAngle;//[Offset: 0x4 , Size: 4]
  2294.  
  2295. --------------------------------
  2296. Class: PhysicsAsset.Object
  2297.         int[] BoundsBodies;//[Offset: 0x1c , Size: 12]
  2298.         SkeletalBodySetup*[] SkeletalBodySetups;//[Offset: 0x28 , Size: 12]
  2299.         PhysicsConstraintTemplate*[] ConstraintSetup;//[Offset: 0x34 , Size: 12]
  2300.         bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 , Size: 1]
  2301.         ThumbnailInfo* ThumbnailInfo;//[Offset: 0xbc , Size: 4]
  2302.         BodySetup*[] BodySetup;//[Offset: 0xc0 , Size: 12]
  2303.  
  2304. --------------------------------
  2305. Class: SkeletalBodySetup.BodySetup.Object
  2306.         PhysicalAnimationProfile[] PhysicalAnimationData;//[Offset: 0x29c , Size: 12]
  2307.  
  2308. --------------------------------
  2309. Class: PhysicalAnimationProfile
  2310.         FName ProfileName;//[Offset: 0x0 , Size: 8]
  2311.         PhysicalAnimationData PhysicalAnimationData;//[Offset: 0x8 , Size: 40]
  2312.  
  2313. --------------------------------
  2314. Class: PhysicalAnimationData
  2315.         FName BodyName;//[Offset: 0x0 , Size: 8]
  2316.         bool bIsLocalSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
  2317.         float OrientationStrength;//[Offset: 0xc , Size: 4]
  2318.         float AngularVelocityStrength;//[Offset: 0x10 , Size: 4]
  2319.         float PositionStrength;//[Offset: 0x14 , Size: 4]
  2320.         float VelocityStrength;//[Offset: 0x18 , Size: 4]
  2321.         float MaxLinearForce;//[Offset: 0x1c , Size: 4]
  2322.         float MaxAngularForce;//[Offset: 0x20 , Size: 4]
  2323.  
  2324. --------------------------------
  2325. Class: PhysicsConstraintTemplate.Object
  2326.         ConstraintInstance DefaultInstance;//[Offset: 0x20 , Size: 416]
  2327.         PhysicsConstraintProfileHandle[] ProfileHandles;//[Offset: 0x1c0 , Size: 12]
  2328.         ConstraintProfileProperties DefaultProfile;//[Offset: 0x1cc , Size: 260]
  2329.  
  2330. --------------------------------
  2331. Class: ConstraintInstance
  2332.         FName JointName;//[Offset: 0x10 , Size: 8]
  2333.         FName ConstraintBone1;//[Offset: 0x18 , Size: 8]
  2334.         FName ConstraintBone2;//[Offset: 0x20 , Size: 8]
  2335.         Vector Pos1;//[Offset: 0x28 , Size: 12]
  2336.         Vector PriAxis1;//[Offset: 0x34 , Size: 12]
  2337.         Vector SecAxis1;//[Offset: 0x40 , Size: 12]
  2338.         Vector Pos2;//[Offset: 0x4c , Size: 12]
  2339.         Vector PriAxis2;//[Offset: 0x58 , Size: 12]
  2340.         Vector SecAxis2;//[Offset: 0x64 , Size: 12]
  2341.         Rotator AngularRotationOffset;//[Offset: 0x70 , Size: 12]
  2342.         bool bScaleLinearLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1]
  2343.         ConstraintProfileProperties ProfileInstance;//[Offset: 0x84 , Size: 260]
  2344.  
  2345. --------------------------------
  2346. Class: ConstraintProfileProperties
  2347.         float ProjectionLinearTolerance;//[Offset: 0x0 , Size: 4]
  2348.         float ProjectionAngularTolerance;//[Offset: 0x4 , Size: 4]
  2349.         float LinearBreakThreshold;//[Offset: 0x8 , Size: 4]
  2350.         float AngularBreakThreshold;//[Offset: 0xc , Size: 4]
  2351.         LinearConstraint LinearLimit;//[Offset: 0x10 , Size: 28]
  2352.         ConeConstraint ConeLimit;//[Offset: 0x2c , Size: 32]
  2353.         TwistConstraint TwistLimit;//[Offset: 0x4c , Size: 28]
  2354.         LinearDriveConstraint LinearDrive;//[Offset: 0x68 , Size: 76]
  2355.         AngularDriveConstraint AngularDrive;//[Offset: 0xb4 , Size: 76]
  2356.         bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x100 , Size: 1]
  2357.         bool bParentDominates;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x100 , Size: 1]
  2358.         bool bEnableProjection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x100 , Size: 1]
  2359.         bool bAngularBreakable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x100 , Size: 1]
  2360.         bool bLinearBreakable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x100 , Size: 1]
  2361.  
  2362. --------------------------------
  2363. Class: LinearConstraint.ConstraintBaseParams
  2364.         float Limit;//[Offset: 0x14 , Size: 4]
  2365.         byte XMotion;//[Offset: 0x18 , Size: 1]
  2366.         byte YMotion;//[Offset: 0x19 , Size: 1]
  2367.         byte ZMotion;//[Offset: 0x1a , Size: 1]
  2368.  
  2369. --------------------------------
  2370. Class: ConstraintBaseParams
  2371.         float Stiffness;//[Offset: 0x0 , Size: 4]
  2372.         float Damping;//[Offset: 0x4 , Size: 4]
  2373.         float Restitution;//[Offset: 0x8 , Size: 4]
  2374.         float ContactDistance;//[Offset: 0xc , Size: 4]
  2375.         bool bSoftConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
  2376.  
  2377. --------------------------------
  2378. Class: ConeConstraint.ConstraintBaseParams
  2379.         float Swing1LimitDegrees;//[Offset: 0x14 , Size: 4]
  2380.         float Swing2LimitDegrees;//[Offset: 0x18 , Size: 4]
  2381.         byte Swing1Motion;//[Offset: 0x1c , Size: 1]
  2382.         byte Swing2Motion;//[Offset: 0x1d , Size: 1]
  2383.  
  2384. --------------------------------
  2385. Class: TwistConstraint.ConstraintBaseParams
  2386.         float TwistLimitDegrees;//[Offset: 0x14 , Size: 4]
  2387.         byte TwistMotion;//[Offset: 0x18 , Size: 1]
  2388.  
  2389. --------------------------------
  2390. Class: LinearDriveConstraint
  2391.         Vector PositionTarget;//[Offset: 0x0 , Size: 12]
  2392.         Vector VelocityTarget;//[Offset: 0xc , Size: 12]
  2393.         ConstraintDrive XDrive;//[Offset: 0x18 , Size: 16]
  2394.         ConstraintDrive YDrive;//[Offset: 0x28 , Size: 16]
  2395.         ConstraintDrive ZDrive;//[Offset: 0x38 , Size: 16]
  2396.         bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
  2397.  
  2398. --------------------------------
  2399. Class: ConstraintDrive
  2400.         float Stiffness;//[Offset: 0x0 , Size: 4]
  2401.         float Damping;//[Offset: 0x4 , Size: 4]
  2402.         float MaxForce;//[Offset: 0x8 , Size: 4]
  2403.         bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
  2404.         bool bEnableVelocityDrive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1]
  2405.  
  2406. --------------------------------
  2407. Class: AngularDriveConstraint
  2408.         ConstraintDrive TwistDrive;//[Offset: 0x0 , Size: 16]
  2409.         ConstraintDrive SwingDrive;//[Offset: 0x10 , Size: 16]
  2410.         ConstraintDrive SlerpDrive;//[Offset: 0x20 , Size: 16]
  2411.         Rotator OrientationTarget;//[Offset: 0x30 , Size: 12]
  2412.         Vector AngularVelocityTarget;//[Offset: 0x3c , Size: 12]
  2413.         byte AngularDriveMode;//[Offset: 0x48 , Size: 1]
  2414.  
  2415. --------------------------------
  2416. Class: PhysicsConstraintProfileHandle
  2417.         ConstraintProfileProperties ProfileProperties;//[Offset: 0x0 , Size: 260]
  2418.         FName ProfileName;//[Offset: 0x108 , Size: 8]
  2419.  
  2420. --------------------------------
  2421. Class: ThumbnailInfo.Object
  2422.  
  2423. --------------------------------
  2424. Class: NodeMappingContainer.Object
  2425.         <FName,NodeMap> NodeMapping;//[Offset: 0x1c , Size: 60]
  2426.         Blueprint* SourceAsset;//[Offset: 0x58 , Size: 40]
  2427.  
  2428. --------------------------------
  2429. Class: NodeMap
  2430.         FName TargetNodeName;//[Offset: 0x0 , Size: 8]
  2431.         Transform SourceToTargetTransform;//[Offset: 0x10 , Size: 48]
  2432.  
  2433. --------------------------------
  2434. Class: Blueprint.BlueprintCore.Object
  2435.         bool bRecompileOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
  2436.         class Object* ParentClass;//[Offset: 0x3c , Size: 4]
  2437.         Object* PRIVATE_InnermostPreviousCDO;//[Offset: 0x40 , Size: 4]
  2438.         bool bHasBeenRegenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
  2439.         bool bIsRegeneratingOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1]
  2440.         SimpleConstructionScript* SimpleConstructionScript;//[Offset: 0x48 , Size: 4]
  2441.         ActorComponent*[] ComponentTemplates;//[Offset: 0x4c , Size: 12]
  2442.         TimelineTemplate*[] Timelines;//[Offset: 0x58 , Size: 12]
  2443.         InheritableComponentHandler* InheritableComponentHandler;//[Offset: 0x64 , Size: 4]
  2444.         byte BlueprintType;//[Offset: 0x68 , Size: 1]
  2445.         int BlueprintSystemVersion;//[Offset: 0x6c , Size: 4]
  2446.         bool bNativize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98 , Size: 1]
  2447.  
  2448. --------------------------------
  2449. Class: BlueprintCore.Object
  2450.         class Object* SkeletonGeneratedClass;//[Offset: 0x1c , Size: 4]
  2451.         class Object* GeneratedClass;//[Offset: 0x20 , Size: 4]
  2452.         bool bLegacyNeedToPurgeSkelRefs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  2453.         bool bLegacyGeneratedClassIsAuthoritative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
  2454.         Guid BlueprintGuid;//[Offset: 0x28 , Size: 16]
  2455.  
  2456. --------------------------------
  2457. Class: SimpleConstructionScript.Object
  2458.         SCS_Node*[] RootNodes;//[Offset: 0x1c , Size: 12]
  2459.         SCS_Node*[] AllNodes;//[Offset: 0x28 , Size: 12]
  2460.         SCS_Node* DefaultSceneRootNode;//[Offset: 0x34 , Size: 4]
  2461.         SCS_Node* RootNode;//[Offset: 0x38 , Size: 4]
  2462.         SCS_Node*[] ActorComponentNodes;//[Offset: 0x3c , Size: 12]
  2463.  
  2464. --------------------------------
  2465. Class: SCS_Node.Object
  2466.         class Object* ComponentClass;//[Offset: 0x1c , Size: 4]
  2467.         ActorComponent* ComponentTemplate;//[Offset: 0x20 , Size: 4]
  2468.         BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28 , Size: 56]
  2469.         FName VariableName;//[Offset: 0x60 , Size: 8]
  2470.         FName AttachToName;//[Offset: 0x68 , Size: 8]
  2471.         FName ParentComponentOrVariableName;//[Offset: 0x70 , Size: 8]
  2472.         FName ParentComponentOwnerClassName;//[Offset: 0x78 , Size: 8]
  2473.         bool bIsParentComponentNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1]
  2474.         SCS_Node*[] ChildNodes;//[Offset: 0x84 , Size: 12]
  2475.         BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x90 , Size: 12]
  2476.         Guid VariableGuid;//[Offset: 0x9c , Size: 16]
  2477.         bool bIsFalseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac , Size: 1]
  2478.         bool bIsNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad , Size: 1]
  2479.         FName NativeComponentName;//[Offset: 0xb0 , Size: 8]
  2480.         bool bVariableNameAutoGenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1]
  2481.         FName InternalVariableName;//[Offset: 0xc0 , Size: 8]
  2482.  
  2483. --------------------------------
  2484. Class: BlueprintCookedComponentInstancingData
  2485.         bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  2486.         BlueprintComponentChangedPropertyInfo[] ChangedPropertyList;//[Offset: 0x4 , Size: 12]
  2487.  
  2488. --------------------------------
  2489. Class: BlueprintComponentChangedPropertyInfo
  2490.         FName PropertyName;//[Offset: 0x0 , Size: 8]
  2491.         int ArrayIndex;//[Offset: 0x8 , Size: 4]
  2492.         Struct* PropertyScope;//[Offset: 0xc , Size: 4]
  2493.  
  2494. --------------------------------
  2495. Class: Struct.Field.Object
  2496.  
  2497. --------------------------------
  2498. Class: Field.Object
  2499.  
  2500. --------------------------------
  2501. Class: BPVariableMetaDataEntry
  2502.         FName DataKey;//[Offset: 0x0 , Size: 8]
  2503.         FString DataValue;//[Offset: 0x8 , Size: 12]
  2504.  
  2505. --------------------------------
  2506. Class: TimelineTemplate.Object
  2507.         float TimelineLength;//[Offset: 0x1c , Size: 4]
  2508.         byte LengthMode;//[Offset: 0x20 , Size: 1]
  2509.         bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21 , Size: 1]
  2510.         bool bLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21 , Size: 1]
  2511.         bool bReplicated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x21 , Size: 1]
  2512.         bool bValidatedAsWired;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x21 , Size: 1]
  2513.         bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x21 , Size: 1]
  2514.         TTEventTrack[] EventTracks;//[Offset: 0x24 , Size: 12]
  2515.         TTFloatTrack[] FloatTracks;//[Offset: 0x30 , Size: 12]
  2516.         TTVectorTrack[] VectorTracks;//[Offset: 0x3c , Size: 12]
  2517.         TTLinearColorTrack[] LinearColorTracks;//[Offset: 0x48 , Size: 12]
  2518.         BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x54 , Size: 12]
  2519.         Guid TimelineGuid;//[Offset: 0x60 , Size: 16]
  2520.  
  2521. --------------------------------
  2522. Class: TTEventTrack.TTTrackBase
  2523.         CurveFloat* CurveKeys;//[Offset: 0xc , Size: 4]
  2524.  
  2525. --------------------------------
  2526. Class: TTTrackBase
  2527.         FName TrackName;//[Offset: 0x0 , Size: 8]
  2528.         bool bIsExternalCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  2529.  
  2530. --------------------------------
  2531. Class: TTFloatTrack.TTTrackBase
  2532.         CurveFloat* CurveFloat;//[Offset: 0xc , Size: 4]
  2533.  
  2534. --------------------------------
  2535. Class: TTVectorTrack.TTTrackBase
  2536.         CurveVector* CurveVector;//[Offset: 0xc , Size: 4]
  2537.  
  2538. --------------------------------
  2539. Class: CurveVector.CurveBase.Object
  2540.         RichCurve FloatCurves;//[Offset: 0x20 , Size: 84]
  2541.         Vector GetVectorValue(float InTime);// 0x3f5ae7c
  2542.  
  2543. --------------------------------
  2544. Class: TTLinearColorTrack.TTTrackBase
  2545.         CurveLinearColor* CurveLinearColor;//[Offset: 0xc , Size: 4]
  2546.  
  2547. --------------------------------
  2548. Class: CurveLinearColor.CurveBase.Object
  2549.         RichCurve FloatCurves;//[Offset: 0x20 , Size: 84]
  2550.         LinearColor GetLinearColorValue(float InTime);// 0x3f59ff4
  2551.  
  2552. --------------------------------
  2553. Class: InheritableComponentHandler.Object
  2554.         ComponentOverrideRecord[] Records;//[Offset: 0x1c , Size: 12]
  2555.         ActorComponent*[] UnnecessaryComponents;//[Offset: 0x28 , Size: 12]
  2556.  
  2557. --------------------------------
  2558. Class: ComponentOverrideRecord
  2559.         class Object* ComponentClass;//[Offset: 0x0 , Size: 4]
  2560.         ActorComponent* ComponentTemplate;//[Offset: 0x4 , Size: 4]
  2561.         ComponentKey ComponentKey;//[Offset: 0x8 , Size: 32]
  2562.         BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28 , Size: 56]
  2563.  
  2564. --------------------------------
  2565. Class: ComponentKey
  2566.         class Object* OwnerClass;//[Offset: 0x0 , Size: 4]
  2567.         FName SCSVariableName;//[Offset: 0x8 , Size: 8]
  2568.         Guid AssociatedGuid;//[Offset: 0x10 , Size: 16]
  2569.  
  2570. --------------------------------
  2571. Class: MorphTarget.Object
  2572.         SkeletalMesh* BaseSkelMesh;//[Offset: 0x1c , Size: 4]
  2573.  
  2574. --------------------------------
  2575. Class: ClothingAssetData_Legacy
  2576.         FName AssetName;//[Offset: 0x0 , Size: 8]
  2577.         FString ApexFileName;//[Offset: 0x8 , Size: 12]
  2578.         bool bClothPropertiesChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
  2579.         ClothPhysicsProperties_Legacy PhysicsProperties;//[Offset: 0x18 , Size: 80]
  2580.  
  2581. --------------------------------
  2582. Class: ClothPhysicsProperties_Legacy
  2583.         float VerticalResistance;//[Offset: 0x0 , Size: 4]
  2584.         float HorizontalResistance;//[Offset: 0x4 , Size: 4]
  2585.         float BendResistance;//[Offset: 0x8 , Size: 4]
  2586.         float ShearResistance;//[Offset: 0xc , Size: 4]
  2587.         float Friction;//[Offset: 0x10 , Size: 4]
  2588.         float Damping;//[Offset: 0x14 , Size: 4]
  2589.         float TetherStiffness;//[Offset: 0x18 , Size: 4]
  2590.         float TetherLimit;//[Offset: 0x1c , Size: 4]
  2591.         float Drag;//[Offset: 0x20 , Size: 4]
  2592.         float StiffnessFrequency;//[Offset: 0x24 , Size: 4]
  2593.         float GravityScale;//[Offset: 0x28 , Size: 4]
  2594.         float MassScale;//[Offset: 0x2c , Size: 4]
  2595.         float InertiaBlend;//[Offset: 0x30 , Size: 4]
  2596.         float SelfCollisionThickness;//[Offset: 0x34 , Size: 4]
  2597.         float SelfCollisionSquashScale;//[Offset: 0x38 , Size: 4]
  2598.         float SelfCollisionStiffness;//[Offset: 0x3c , Size: 4]
  2599.         float SolverFrequency;//[Offset: 0x40 , Size: 4]
  2600.         float FiberCompression;//[Offset: 0x44 , Size: 4]
  2601.         float FiberExpansion;//[Offset: 0x48 , Size: 4]
  2602.         float FiberResistance;//[Offset: 0x4c , Size: 4]
  2603.  
  2604. --------------------------------
  2605. Class: AnimInstance.Object
  2606.         float DeltaTime;//[Offset: 0x1c , Size: 4]
  2607.         Skeleton* CurrentSkeleton;//[Offset: 0x20 , Size: 4]
  2608.         byte RootMotionMode;//[Offset: 0x24 , Size: 1]
  2609.         bool bRunUpdatesInWorkerThreads;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
  2610.         bool bCanUseParallelUpdateAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1]
  2611.         bool bUseMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27 , Size: 1]
  2612.         bool bWarnAboutBlueprintUsage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  2613.         delegate OnMontageBlendingOut;//[Offset: 0x2c , Size: 12]
  2614.         delegate OnMontageStarted;//[Offset: 0x38 , Size: 12]
  2615.         delegate OnMontageEnded;//[Offset: 0x44 , Size: 12]
  2616.         delegate OnAllMontageInstancesEnded;//[Offset: 0x50 , Size: 12]
  2617.         bool bQueueMontageEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1]
  2618.         AnimNotifyEvent[] ActiveAnimNotifyState;//[Offset: 0x118 , Size: 12]
  2619.         void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic);// 0x3f26bc4
  2620.         Pawn* TryGetPawnOwner();// 0x1dc06bc
  2621.         void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x3f26b08
  2622.         void SnapshotPose(out PoseSnapshot Snapshot);// 0x3f269f0
  2623.         void SetRootMotionMode(byte Value);// 0x3f26970
  2624.         void SetMorphTarget(FName MorphTargetName, float Value);// 0x3f268ac
  2625.         void SavePoseSnapshot(FName SnapshotName);// 0x3f2682c
  2626.         AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x3f265b4
  2627.         float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x3f263cc
  2628.         void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);// 0x3f26310
  2629.         void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);// 0x3f26254
  2630.         void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);// 0x3f26198
  2631.         void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, const AnimMontage* Montage);// 0x3f26090
  2632.         void Montage_Resume(const AnimMontage* Montage);// 0x3f26018
  2633.         float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum ReturnValueType, float InTimeToStartMontageAt);// 0x1f53898
  2634.         void Montage_Pause(const AnimMontage* Montage);// 0x3f25fa0
  2635.         void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage* Montage);// 0x3f25ee4
  2636.         void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);// 0x3f25e28
  2637.         bool Montage_IsPlaying(const AnimMontage* Montage);// 0x3f25da8
  2638.         bool Montage_IsActive(const AnimMontage* Montage);// 0x3f25d28
  2639.         float Montage_GetPosition(const AnimMontage* Montage);// 0x3f25ca8
  2640.         float Montage_GetPlayRate(const AnimMontage* Montage);// 0x3f25c28
  2641.         FName Montage_GetNextSection(const AnimMontage* Montage, FName SectionName);// 0x3f25b50
  2642.         bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x3f25ad0
  2643.         FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x3f25a48
  2644.         float Montage_GetBlendTime(const AnimMontage* Montage);// 0x3f259c8
  2645.         void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x3f258f8
  2646.         bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder);// 0x3f25788
  2647.         bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName SlotNodeName);// 0x3f256c4
  2648.         bool IsAnyMontagePlaying();// 0x3f2569c
  2649.         bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);// 0x3f255d0
  2650.         bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float OutMarkerTime);// 0x3f254a0
  2651.         MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);// 0x3f25408
  2652.         float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex);// 0x3f25344
  2653.         float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);// 0x3f25280
  2654.         float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);// 0x3f251bc
  2655.         float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x3f250f8
  2656.         float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x3f25034
  2657.         SkeletalMeshComponent* GetOwningComponent();// 0x3f2500c
  2658.         Actor* GetOwningActor();// 0x3f24fe4
  2659.         float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex);// 0x3f24f20
  2660.         float GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex);// 0x3f24e5c
  2661.         float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex);// 0x3f24d98
  2662.         float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x3f24cd4
  2663.         float GetInstanceMachineWeight(int MachineIndex);// 0x3f24c54
  2664.         float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x3f24bd4
  2665.         float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);// 0x3f24b54
  2666.         float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x3f24ad4
  2667.         float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x3f24a54
  2668.         float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x3f249d4
  2669.         float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x3f24954
  2670.         float GetCurveValue(FName CurveName);// 0x3f248d4
  2671.         FName GetCurrentStateName(int MachineIndex);// 0x3f2484c
  2672.         AnimMontage* GetCurrentActiveMontage();// 0x3f24824
  2673.         void ClearMorphTargets();// 0x3f24810
  2674.         float CalculateDirection(out const Vector Velocity, out const Rotator BaseRotation);// 0x3f24730
  2675.         void BlueprintUpdateAnimation(float DeltaTimeX);// 0x2859eb0
  2676.         void BlueprintPostEvaluateAnimation();// 0x2859eb0
  2677.         void BlueprintInitializeAnimation();// 0x2859eb0
  2678.         void BlueprintBeginPlay();// 0x2859eb0
  2679.  
  2680. --------------------------------
  2681. Class: PoseSnapshot
  2682.         Transform[] LocalTransforms;//[Offset: 0x0 , Size: 12]
  2683.         FName[] BoneNames;//[Offset: 0xc , Size: 12]
  2684.         FName SkeletalMeshName;//[Offset: 0x18 , Size: 8]
  2685.         FName SnapshotName;//[Offset: 0x20 , Size: 8]
  2686.         bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  2687.  
  2688. --------------------------------
  2689. Class: MarkerSyncAnimPosition
  2690.         FName PreviousMarkerName;//[Offset: 0x0 , Size: 8]
  2691.         FName NextMarkerName;//[Offset: 0x8 , Size: 8]
  2692.         float PositionBetweenMarkers;//[Offset: 0x10 , Size: 4]
  2693.  
  2694. --------------------------------
  2695. Class: ClothingAssetBase.Object
  2696.         FString ImportedFilePath;//[Offset: 0x1c , Size: 12]
  2697.         Guid AssetGuid;//[Offset: 0x28 , Size: 16]
  2698.  
  2699. --------------------------------
  2700. Class: SkinWeightProfileInfo
  2701.         FName Name;//[Offset: 0x0 , Size: 8]
  2702.         bool DefaultProfile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  2703.         int DefaultProfileFromLODIndex;//[Offset: 0xc , Size: 4]
  2704.  
  2705. --------------------------------
  2706. Class: SkelMeshComponentLODInfo
  2707.         bool[] HiddenMaterials;//[Offset: 0x0 , Size: 12]
  2708.  
  2709. --------------------------------
  2710. Class: SkelMeshSkinWeightInfo
  2711.         int Bones;//[Offset: 0x0 , Size: 4]
  2712.         byte Weights;//[Offset: 0x20 , Size: 1]
  2713.  
  2714. --------------------------------
  2715. Class: SingleAnimationPlayData
  2716.         AnimationAsset* AnimToPlay;//[Offset: 0x0 , Size: 4]
  2717.         bool bSavedLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1]
  2718.         bool bSavedPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4 , Size: 1]
  2719.         float SavedPosition;//[Offset: 0x8 , Size: 4]
  2720.         float SavedPlayRate;//[Offset: 0xc , Size: 4]
  2721.  
  2722. --------------------------------
  2723. Class: ClothingSimulationFactory.Object
  2724.  
  2725. --------------------------------
  2726. Class: CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  2727.         Character* CharacterOwner;//[Offset: 0x12c , Size: 4]
  2728.         bool bApplyGravityWhileJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x130 , Size: 1]
  2729.         float GravityScale;//[Offset: 0x134 , Size: 4]
  2730.         float MaxStepHeight;//[Offset: 0x138 , Size: 4]
  2731.         float JumpZVelocity;//[Offset: 0x13c , Size: 4]
  2732.         float JumpOffJumpZFactor;//[Offset: 0x140 , Size: 4]
  2733.         float WalkableFloorAngle;//[Offset: 0x144 , Size: 4]
  2734.         float WalkableFloorZ;//[Offset: 0x148 , Size: 4]
  2735.         byte MovementMode;//[Offset: 0x14c , Size: 1]
  2736.         byte CustomMovementMode;//[Offset: 0x14d , Size: 1]
  2737.         float GroundFriction;//[Offset: 0x170 , Size: 4]
  2738.         float MaxWalkSpeed;//[Offset: 0x174 , Size: 4]
  2739.         float MaxWalkSpeedCrouched;//[Offset: 0x178 , Size: 4]
  2740.         float MaxSwimSpeed;//[Offset: 0x17c , Size: 4]
  2741.         float MaxFlySpeed;//[Offset: 0x180 , Size: 4]
  2742.         float MaxCustomMovementSpeed;//[Offset: 0x184 , Size: 4]
  2743.         float MaxAcceleration;//[Offset: 0x188 , Size: 4]
  2744.         float MinAnalogWalkSpeed;//[Offset: 0x18c , Size: 4]
  2745.         float BrakingFrictionFactor;//[Offset: 0x190 , Size: 4]
  2746.         float BrakingFriction;//[Offset: 0x194 , Size: 4]
  2747.         bool bUseSeparateBrakingFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x198 , Size: 1]
  2748.         float BrakingDecelerationWalking;//[Offset: 0x19c , Size: 4]
  2749.         float BrakingDecelerationFalling;//[Offset: 0x1a0 , Size: 4]
  2750.         float BrakingDecelerationSwimming;//[Offset: 0x1a4 , Size: 4]
  2751.         float BrakingDecelerationFlying;//[Offset: 0x1a8 , Size: 4]
  2752.         float AirControl;//[Offset: 0x1ac , Size: 4]
  2753.         float AirControlBoostMultiplier;//[Offset: 0x1b0 , Size: 4]
  2754.         float AirControlBoostVelocityThreshold;//[Offset: 0x1b4 , Size: 4]
  2755.         float FallingLateralFriction;//[Offset: 0x1b8 , Size: 4]
  2756.         float CrouchedHalfHeight;//[Offset: 0x1bc , Size: 4]
  2757.         float Buoyancy;//[Offset: 0x1c0 , Size: 4]
  2758.         float PerchRadiusThreshold;//[Offset: 0x1c4 , Size: 4]
  2759.         float PerchAdditionalHeight;//[Offset: 0x1c8 , Size: 4]
  2760.         Rotator RotationRate;//[Offset: 0x1cc , Size: 12]
  2761.         bool bUseControllerDesiredRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d8 , Size: 1]
  2762.         bool bOrientRotationToMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d8 , Size: 1]
  2763.         bool bSweepWhileNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d8 , Size: 1]
  2764.         bool bMovementInProgress;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1d8 , Size: 1]
  2765.         bool bEnableScopedMovementUpdates;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d8 , Size: 1]
  2766.         bool bForceMaxAccel;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d8 , Size: 1]
  2767.         bool bRunPhysicsWithNoController;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1d8 , Size: 1]
  2768.         bool bForceNextFloorCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d9 , Size: 1]
  2769.         bool bShrinkProxyCapsule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d9 , Size: 1]
  2770.         bool bCanWalkOffLedges;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d9 , Size: 1]
  2771.         bool bCanWalkOffLedgesWhenCrouching;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d9 , Size: 1]
  2772.         bool bNetworkSkipProxyPredictionOnNetUpdate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d9 , Size: 1]
  2773.         bool bDeferUpdateMoveComponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d9 , Size: 1]
  2774.         SceneComponent* DeferredUpdatedMoveComponent;//[Offset: 0x1dc , Size: 4]
  2775.         float MaxOutOfWaterStepHeight;//[Offset: 0x1e0 , Size: 4]
  2776.         float OutofWaterZ;//[Offset: 0x1e4 , Size: 4]
  2777.         float Mass;//[Offset: 0x1e8 , Size: 4]
  2778.         bool bEnablePhysicsInteraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec , Size: 1]
  2779.         bool bTouchForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed , Size: 1]
  2780.         bool bPushForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ee , Size: 1]
  2781.         bool bPushForceUsingZOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef , Size: 1]
  2782.         bool bScalePushForceToVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0 , Size: 1]
  2783.         float StandingDownwardForceScale;//[Offset: 0x1f4 , Size: 4]
  2784.         float InitialPushForceFactor;//[Offset: 0x1f8 , Size: 4]
  2785.         float PushForceFactor;//[Offset: 0x1fc , Size: 4]
  2786.         float PushForcePointZOffsetFactor;//[Offset: 0x200 , Size: 4]
  2787.         float TouchForceFactor;//[Offset: 0x204 , Size: 4]
  2788.         float MinTouchForce;//[Offset: 0x208 , Size: 4]
  2789.         float MaxTouchForce;//[Offset: 0x20c , Size: 4]
  2790.         float RepulsionForce;//[Offset: 0x210 , Size: 4]
  2791.         bool bForceBraking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x214 , Size: 1]
  2792.         float CrouchedSpeedMultiplier;//[Offset: 0x218 , Size: 4]
  2793.         float UpperImpactNormalScale;//[Offset: 0x21c , Size: 4]
  2794.         Vector Acceleration;//[Offset: 0x220 , Size: 12]
  2795.         Vector LastUpdateLocation;//[Offset: 0x22c , Size: 12]
  2796.         Quat LastUpdateRotation;//[Offset: 0x240 , Size: 16]
  2797.         Vector LastUpdateVelocity;//[Offset: 0x250 , Size: 12]
  2798.         float ServerLastTransformUpdateTimeStamp;//[Offset: 0x25c , Size: 4]
  2799.         Vector PendingImpulseToApply;//[Offset: 0x260 , Size: 12]
  2800.         Vector PendingForceToApply;//[Offset: 0x26c , Size: 12]
  2801.         float AnalogInputModifier;//[Offset: 0x278 , Size: 4]
  2802.         float MaxSimulationTimeStep;//[Offset: 0x284 , Size: 4]
  2803.         int MaxSimulationIterations;//[Offset: 0x288 , Size: 4]
  2804.         float MaxDepenetrationWithGeometry;//[Offset: 0x28c , Size: 4]
  2805.         float MaxDepenetrationWithGeometryAsProxy;//[Offset: 0x290 , Size: 4]
  2806.         float MaxDepenetrationWithPawn;//[Offset: 0x294 , Size: 4]
  2807.         float MaxDepenetrationWithPawnAsProxy;//[Offset: 0x298 , Size: 4]
  2808.         float NetworkSimulatedSmoothLocationTime;//[Offset: 0x29c , Size: 4]
  2809.         float NetworkSimulatedSmoothRotationTime;//[Offset: 0x2a0 , Size: 4]
  2810.         float ListenServerNetworkSimulatedSmoothLocationTime;//[Offset: 0x2a4 , Size: 4]
  2811.         float ListenServerNetworkSimulatedSmoothRotationTime;//[Offset: 0x2a8 , Size: 4]
  2812.         float NetProxyShrinkRadius;//[Offset: 0x2ac , Size: 4]
  2813.         float NetProxyShrinkHalfHeight;//[Offset: 0x2b0 , Size: 4]
  2814.         float NetworkMaxSmoothUpdateDistance;//[Offset: 0x2b4 , Size: 4]
  2815.         float NetworkNoSmoothUpdateDistance;//[Offset: 0x2b8 , Size: 4]
  2816.         bool bReplaySmoothUseInterp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc , Size: 1]
  2817.         enum NetworkSmoothingMode;//[Offset: 0x2bd , Size: 1]
  2818.         float LedgeCheckThreshold;//[Offset: 0x2c0 , Size: 4]
  2819.         float JumpOutOfWaterPitch;//[Offset: 0x2c4 , Size: 4]
  2820.         FindFloorResult CurrentFloor;//[Offset: 0x2c8 , Size: 152]
  2821.         byte DefaultLandMovementMode;//[Offset: 0x360 , Size: 1]
  2822.         byte DefaultWaterMovementMode;//[Offset: 0x361 , Size: 1]
  2823.         byte GroundMovementMode;//[Offset: 0x362 , Size: 1]
  2824.         bool bMaintainHorizontalGroundVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x363 , Size: 1]
  2825.         bool bImpartBaseVelocityX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x363 , Size: 1]
  2826.         bool bImpartBaseVelocityY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x363 , Size: 1]
  2827.         bool bImpartBaseVelocityZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x363 , Size: 1]
  2828.         bool bImpartBaseAngularVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x363 , Size: 1]
  2829.         bool bJustTeleported;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x363 , Size: 1]
  2830.         bool bNetworkUpdateReceived;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x363 , Size: 1]
  2831.         bool bNetworkMovementModeChanged;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x363 , Size: 1]
  2832.         bool bIgnoreClientMovementErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x364 , Size: 1]
  2833.         bool bNotifyApex;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x364 , Size: 1]
  2834.         bool bCheatFlying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x364 , Size: 1]
  2835.         bool bWantsToCrouch;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x364 , Size: 1]
  2836.         bool bCrouchMaintainsBaseLocation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x364 , Size: 1]
  2837.         bool bIgnoreBaseRotation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x364 , Size: 1]
  2838.         bool bFastAttachedMove;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x364 , Size: 1]
  2839.         bool bAlwaysCheckFloor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x364 , Size: 1]
  2840.         bool bUseFlatBaseForFloorChecks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x365 , Size: 1]
  2841.         bool bPerformingJumpOff;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x365 , Size: 1]
  2842.         bool bWantsToLeaveNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x365 , Size: 1]
  2843.         bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x365 , Size: 1]
  2844.         bool bRequestedMoveUseAcceleration;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x365 , Size: 1]
  2845.         bool bHasRequestedVelocity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x365 , Size: 1]
  2846.         bool bRequestedMoveWithMaxSpeed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x365 , Size: 1]
  2847.         bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x366 , Size: 1]
  2848.         bool bProjectNavMeshWalking;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x366 , Size: 1]
  2849.         bool bProjectNavMeshOnBothWorldChannels;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x366 , Size: 1]
  2850.         float AvoidanceConsiderationRadius;//[Offset: 0x378 , Size: 4]
  2851.         Vector RequestedVelocity;//[Offset: 0x37c , Size: 12]
  2852.         int AvoidanceUID;//[Offset: 0x388 , Size: 4]
  2853.         NavAvoidanceMask AvoidanceGroup;//[Offset: 0x38c , Size: 4]
  2854.         NavAvoidanceMask GroupsToAvoid;//[Offset: 0x390 , Size: 4]
  2855.         NavAvoidanceMask GroupsToIgnore;//[Offset: 0x394 , Size: 4]
  2856.         float AvoidanceWeight;//[Offset: 0x398 , Size: 4]
  2857.         Vector PendingLaunchVelocity;//[Offset: 0x39c , Size: 12]
  2858.         float NavMeshProjectionInterval;//[Offset: 0x448 , Size: 4]
  2859.         float NavMeshProjectionTimer;//[Offset: 0x44c , Size: 4]
  2860.         float NavMeshProjectionInterpSpeed;//[Offset: 0x450 , Size: 4]
  2861.         float NavMeshProjectionHeightScaleUp;//[Offset: 0x454 , Size: 4]
  2862.         float NavMeshProjectionHeightScaleDown;//[Offset: 0x458 , Size: 4]
  2863.         float NavWalkingFloorDistTolerance;//[Offset: 0x45c , Size: 4]
  2864.         CharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction;//[Offset: 0x460 , Size: 60]
  2865.         float MinTimeBetweenTimeStampResets;//[Offset: 0x4a4 , Size: 4]
  2866.         RootMotionSourceGroup CurrentRootMotion;//[Offset: 0x4a8 , Size: 144]
  2867.         RootMotionMovementParams RootMotionParams;//[Offset: 0x5d0 , Size: 64]
  2868.         Vector AnimRootMotionVelocity;//[Offset: 0x610 , Size: 12]
  2869.         bool bWasSimulatingRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61c , Size: 1]
  2870.         bool bAllowPhysicsRotationDuringAnimRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61d , Size: 1]
  2871.         void SetWalkableFloorZ(float InWalkableFloorZ);// 0x3f51ac4
  2872.         void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x3f51a4c
  2873.         void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x3f51988
  2874.         void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x3f51904
  2875.         void SetGroupsToIgnore(int GroupFlags);// 0x3f5188c
  2876.         void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x3f51808
  2877.         void SetGroupsToAvoid(int GroupFlags);// 0x3f51790
  2878.         void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x3f5170c
  2879.         void SetAvoidanceGroup(int GroupFlags);// 0x3f51694
  2880.         void SetAvoidanceEnabled(bool bEnable);// 0x3f51614
  2881.         void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte OldMoveFlags);// 0x3f514c0
  2882.         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);// 0x3f50f88
  2883.         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);// 0x3f50a50
  2884.         void ServerMove(float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x3f506c4
  2885.         float K2_GetWalkableFloorZ();// 0x3f5069c
  2886.         float K2_GetWalkableFloorAngle();// 0x3f50674
  2887.         float K2_GetModifiedMaxAcceleration();// 0x1f61528
  2888.         void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);// 0x3f5058c
  2889.         void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x3f503cc
  2890.         bool IsWalking();// 0x3f5039c
  2891.         bool IsWalkable(out const HitResult Hit);// 0x1e78cd8
  2892.         float GetValidPerchRadius();// 0x3f50374
  2893.         float GetPerchRadiusThreshold();// 0x3f5034c
  2894.         PrimitiveComponent* GetMovementBase();// 0x3f50324
  2895.         float GetMinAnalogSpeed();// 0x3f502f4
  2896.         float GetMaxJumpHeightWithJumpTime();// 0x1e4e1f0
  2897.         float GetMaxJumpHeight();// 0x3f502c4
  2898.         float GetMaxBrakingDeceleration();// 0x3f50294
  2899.         float GetMaxAcceleration();// 0x1e4dfd4
  2900.         Vector GetImpartedMovementBaseVelocity();// 0x3f50244
  2901.         Vector GetCurrentAcceleration();// 0x3f501fc
  2902.         Character* GetCharacterOwner();// 0x3f501e0
  2903.         float GetAnalogInputModifier();// 0x3f501b8
  2904.         void DisableMovement();// 0x3f5019c
  2905.         void ClientVeryShortAdjustPosition(float TimeStamp, Vector NewLoc, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x3f4ff5c
  2906.         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);// 0x3f4fb54
  2907.         void ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x3f4f830
  2908.         void ClientAdjustPosition(float TimeStamp, Vector NewLoc, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x3f4f588
  2909.         void ClientAckGoodMove(float TimeStamp);// 0x1e9b0c4
  2910.         void ClearAccumulatedForces();// 0x3f4f56c
  2911.         void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x3f4f368
  2912.         void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);// 0x3f4f20c
  2913.         void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x3f4f140
  2914.         void AddForce(Vector force);// 0x3f4f0c8
  2915.  
  2916. --------------------------------
  2917. Class: PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  2918.         Pawn* PawnOwner;//[Offset: 0x120 , Size: 4]
  2919.         Vector K2_GetInputVector();// 0x4029a10
  2920.         bool IsMoveInputIgnored();// 0x4029a58
  2921.         Vector GetPendingInputVector();// 0x4029a10
  2922.         Pawn* GetPawnOwner();// 0x1fcc9a0
  2923.         Vector GetLastInputVector();// 0x40299c8
  2924.         Vector ConsumeInputVector();// 0x4029978
  2925.         void AddInputVector(Vector WorldVector, bool bForce);// 0x1d64ecc
  2926.  
  2927. --------------------------------
  2928. Class: NavMovementComponent.MovementComponent.ActorComponent.Object
  2929.         NavAgentProperties NavAgentProps;//[Offset: 0xf4 , Size: 24]
  2930.         float FixedPathBrakingDistance;//[Offset: 0x10c , Size: 4]
  2931.         bool bUpdateNavAgentWithOwnersCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x110 , Size: 1]
  2932.         bool bUseAccelerationForPaths;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x110 , Size: 1]
  2933.         bool bUseFixedBrakingDistanceForPaths;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x110 , Size: 1]
  2934.         MovementProperties MovementState;//[Offset: 0x114 , Size: 4]
  2935.         void StopMovementKeepPathing();// 0x40129c0
  2936.         void StopActiveMovement();// 0x1d1a450
  2937.         bool IsSwimming();// 0x4012990
  2938.         bool IsMovingOnGround();// 0x3f5039c
  2939.         bool IsFlying();// 0x4012960
  2940.         bool IsFalling();// 0x3f36680
  2941.         bool IsCrouching();// 0x24615c0
  2942.  
  2943. --------------------------------
  2944. Class: MovementComponent.ActorComponent.Object
  2945.         SceneComponent* UpdatedComponent;//[Offset: 0xbc , Size: 4]
  2946.         PrimitiveComponent* UpdatedPrimitive;//[Offset: 0xc0 , Size: 4]
  2947.         Vector Velocity;//[Offset: 0xc8 , Size: 12]
  2948.         bool bConstrainToPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd4 , Size: 1]
  2949.         bool bSnapToPlaneAtStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd4 , Size: 1]
  2950.         enum PlaneConstraintAxisSetting;//[Offset: 0xd5 , Size: 1]
  2951.         Vector PlaneConstraintNormal;//[Offset: 0xd8 , Size: 12]
  2952.         Vector PlaneConstraintOrigin;//[Offset: 0xe4 , Size: 12]
  2953.         bool bUpdateOnlyIfRendered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf0 , Size: 1]
  2954.         bool bAutoUpdateTickRegistration;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf0 , Size: 1]
  2955.         bool bTickBeforeOwner;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf0 , Size: 1]
  2956.         bool bAutoRegisterUpdatedComponent;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf0 , Size: 1]
  2957.         void StopMovementImmediately();// 0x1da26d0
  2958.         void SnapUpdatedComponentToPlane();// 0x4009cec
  2959.         void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x24533a8
  2960.         void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x4009c74
  2961.         void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x4009bfc
  2962.         void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x4009b34
  2963.         void SetPlaneConstraintEnabled(bool bEnabled);// 0x4009aac
  2964.         void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x4009a2c
  2965.         void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x1e44138
  2966.         bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x4009868
  2967.         float K2_GetModifiedMaxSpeed();// 0x4009838
  2968.         float K2_GetMaxSpeedModifier();// 0x4009808
  2969.         bool IsExceedingMaxSpeed(float MaxSpeed);// 0x4009780
  2970.         Vector GetPlaneConstraintOrigin();// 0x400974c
  2971.         Vector GetPlaneConstraintNormal();// 0x4009718
  2972.         enum GetPlaneConstraintAxisSetting();// 0x40096fc
  2973.         PhysicsVolume* GetPhysicsVolume();// 0x1dac844
  2974.         float GetMaxSpeed();// 0x40096cc
  2975.         float GetGravityZ();// 0x400969c
  2976.         Vector ConstrainNormalToPlane(Vector Normal);// 0x4009600
  2977.         Vector ConstrainLocationToPlane(Vector Location);// 0x4009564
  2978.         Vector ConstrainDirectionToPlane(Vector Direction);// 0x40094c8
  2979.  
  2980. --------------------------------
  2981. Class: NavAgentProperties.MovementProperties
  2982.         float AgentRadius;//[Offset: 0x4 , Size: 4]
  2983.         float AgentHeight;//[Offset: 0x8 , Size: 4]
  2984.         float AgentStepHeight;//[Offset: 0xc , Size: 4]
  2985.         float NavWalkingSearchHeightScale;//[Offset: 0x10 , Size: 4]
  2986.         class NavigationData* PreferredNavData;//[Offset: 0x14 , Size: 4]
  2987.  
  2988. --------------------------------
  2989. Class: MovementProperties
  2990.         bool bCanCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  2991.         bool bCanJump;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  2992.         bool bCanWalk;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  2993.         bool bCanSwim;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  2994.         bool bCanFly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
  2995.  
  2996. --------------------------------
  2997. Class: NavigationData.Actor.Object
  2998.         PrimitiveComponent* RenderingComp;//[Offset: 0x2c4 , Size: 4]
  2999.         NavDataConfig NavDataConfig;//[Offset: 0x2c8 , Size: 80]
  3000.         bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x318 , Size: 1]
  3001.         bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x318 , Size: 1]
  3002.         bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x318 , Size: 1]
  3003.         bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x318 , Size: 1]
  3004.         bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x318 , Size: 1]
  3005.         enum RuntimeGeneration;//[Offset: 0x319 , Size: 1]
  3006.         float ObservedPathsTickInterval;//[Offset: 0x31c , Size: 4]
  3007.         uint32 DataVersion;//[Offset: 0x320 , Size: 4]
  3008.         SupportedAreaData[] SupportedAreas;//[Offset: 0x3ac , Size: 12]
  3009.  
  3010. --------------------------------
  3011. Class: NavDataConfig.NavAgentProperties.MovementProperties
  3012.         FName Name;//[Offset: 0x18 , Size: 8]
  3013.         Color Color;//[Offset: 0x20 , Size: 4]
  3014.         Vector DefaultQueryExtent;//[Offset: 0x24 , Size: 12]
  3015.         class NavigationData* NavigationDataClass;//[Offset: 0x30 , Size: 4]
  3016.         SoftClassPath NavigationDataClassName;//[Offset: 0x38 , Size: 24]
  3017.  
  3018. --------------------------------
  3019. Class: SoftClassPath.SoftObjectPath
  3020.  
  3021. --------------------------------
  3022. Class: SupportedAreaData
  3023.         FString AreaClassName;//[Offset: 0x0 , Size: 12]
  3024.         int AreaID;//[Offset: 0xc , Size: 4]
  3025.         class Object* AreaClass;//[Offset: 0x10 , Size: 4]
  3026.  
  3027. --------------------------------
  3028. Class: PhysicsVolume.Volume.Brush.Actor.Object
  3029.         float TerminalVelocity;//[Offset: 0x2ec , Size: 4]
  3030.         int Priority;//[Offset: 0x2f0 , Size: 4]
  3031.         float FluidFriction;//[Offset: 0x2f4 , Size: 4]
  3032.         bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f8 , Size: 1]
  3033.         bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f8 , Size: 1]
  3034.  
  3035. --------------------------------
  3036. Class: Volume.Brush.Actor.Object
  3037.  
  3038. --------------------------------
  3039. Class: Brush.Actor.Object
  3040.         byte BrushType;//[Offset: 0x2c4 , Size: 1]
  3041.         Color BrushColor;//[Offset: 0x2c8 , Size: 4]
  3042.         int PolyFlags;//[Offset: 0x2cc , Size: 4]
  3043.         bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d0 , Size: 1]
  3044.         bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d0 , Size: 1]
  3045.         bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d0 , Size: 1]
  3046.         bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d0 , Size: 1]
  3047.         Model* Brush;//[Offset: 0x2d4 , Size: 4]
  3048.         BrushComponent* BrushComponent;//[Offset: 0x2d8 , Size: 4]
  3049.         bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2dc , Size: 1]
  3050.         GeomSelection[] SavedSelections;//[Offset: 0x2e0 , Size: 12]
  3051.  
  3052. --------------------------------
  3053. Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  3054.         Model* Brush;//[Offset: 0x554 , Size: 4]
  3055.         BodySetup* BrushBodySetup;//[Offset: 0x558 , Size: 4]
  3056.         Vector PrePivot;//[Offset: 0x55c , Size: 12]
  3057.  
  3058. --------------------------------
  3059. Class: GeomSelection
  3060.         int Type;//[Offset: 0x0 , Size: 4]
  3061.         int Index;//[Offset: 0x4 , Size: 4]
  3062.         int SelectionIndex;//[Offset: 0x8 , Size: 4]
  3063.  
  3064. --------------------------------
  3065. Class: HitResult
  3066.         bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  3067.         bool bStartPenetrating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  3068.         float Time;//[Offset: 0x4 , Size: 4]
  3069.         float Distance;//[Offset: 0x8 , Size: 4]
  3070.         Vector_NetQuantize Location;//[Offset: 0xc , Size: 12]
  3071.         Vector_NetQuantize ImpactPoint;//[Offset: 0x18 , Size: 12]
  3072.         Vector_NetQuantizeNormal Normal;//[Offset: 0x24 , Size: 12]
  3073.         Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x30 , Size: 12]
  3074.         Vector_NetQuantize TraceStart;//[Offset: 0x3c , Size: 12]
  3075.         Vector_NetQuantize TraceEnd;//[Offset: 0x48 , Size: 12]
  3076.         float PenetrationDepth;//[Offset: 0x54 , Size: 4]
  3077.         int Item;//[Offset: 0x58 , Size: 4]
  3078.         PhysicalMaterial* PhysMaterial;//[Offset: 0x5c , Size: 8]
  3079.         Actor* Actor;//[Offset: 0x64 , Size: 8]
  3080.         PrimitiveComponent* Component;//[Offset: 0x6c , Size: 8]
  3081.         FName BoneName;//[Offset: 0x78 , Size: 8]
  3082.         int FaceIndex;//[Offset: 0x80 , Size: 4]
  3083.  
  3084. --------------------------------
  3085. Class: Vector_NetQuantize.Vector
  3086.  
  3087. --------------------------------
  3088. Class: Vector_NetQuantizeNormal.Vector
  3089.  
  3090. --------------------------------
  3091. Class: FindFloorResult
  3092.         bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  3093.         bool bWalkableFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  3094.         bool bLineTrace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  3095.         float FloorDist;//[Offset: 0x4 , Size: 4]
  3096.         float LineDist;//[Offset: 0x8 , Size: 4]
  3097.         HitResult HitResult;//[Offset: 0x10 , Size: 136]
  3098.  
  3099. --------------------------------
  3100. Class: NavAvoidanceMask
  3101.         bool bGroup0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  3102.         bool bGroup1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  3103.         bool bGroup2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  3104.         bool bGroup3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  3105.         bool bGroup4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
  3106.         bool bGroup5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1]
  3107.         bool bGroup6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1]
  3108.         bool bGroup7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1]
  3109.         bool bGroup8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1]
  3110.         bool bGroup9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1]
  3111.         bool bGroup10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1]
  3112.         bool bGroup11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1]
  3113.         bool bGroup12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1]
  3114.         bool bGroup13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1]
  3115.         bool bGroup14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1]
  3116.         bool bGroup15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1]
  3117.         bool bGroup16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2 , Size: 1]
  3118.         bool bGroup17;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2 , Size: 1]
  3119.         bool bGroup18;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2 , Size: 1]
  3120.         bool bGroup19;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2 , Size: 1]
  3121.         bool bGroup20;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2 , Size: 1]
  3122.         bool bGroup21;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2 , Size: 1]
  3123.         bool bGroup22;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2 , Size: 1]
  3124.         bool bGroup23;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2 , Size: 1]
  3125.         bool bGroup24;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3 , Size: 1]
  3126.         bool bGroup25;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3 , Size: 1]
  3127.         bool bGroup26;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3 , Size: 1]
  3128.         bool bGroup27;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3 , Size: 1]
  3129.         bool bGroup28;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3 , Size: 1]
  3130.         bool bGroup29;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3 , Size: 1]
  3131.         bool bGroup30;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3 , Size: 1]
  3132.         bool bGroup31;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3 , Size: 1]
  3133.  
  3134. --------------------------------
  3135. Class: CharacterMovementComponentPostPhysicsTickFunction.TickFunction
  3136.  
  3137. --------------------------------
  3138. Class: RootMotionSourceGroup
  3139.         bool bHasAdditiveSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c , Size: 1]
  3140.         bool bHasOverrideSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d , Size: 1]
  3141.         Vector_NetQuantize10 LastPreAdditiveVelocity;//[Offset: 0x80 , Size: 12]
  3142.         bool bIsAdditiveVelocityApplied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c , Size: 1]
  3143.         RootMotionSourceSettings LastAccumulatedSettings;//[Offset: 0x8d , Size: 1]
  3144.  
  3145. --------------------------------
  3146. Class: Vector_NetQuantize10.Vector
  3147.  
  3148. --------------------------------
  3149. Class: RootMotionSourceSettings
  3150.         byte Flags;//[Offset: 0x0 , Size: 1]
  3151.  
  3152. --------------------------------
  3153. Class: RootMotionMovementParams
  3154.         bool bHasRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  3155.         float BlendWeight;//[Offset: 0x4 , Size: 4]
  3156.         Transform RootMotionTransform;//[Offset: 0x10 , Size: 48]
  3157.  
  3158. --------------------------------
  3159. Class: CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  3160.         float CapsuleHalfHeight;//[Offset: 0x564 , Size: 4]
  3161.         float CapsuleRadius;//[Offset: 0x568 , Size: 4]
  3162.         float CapsuleHeight;//[Offset: 0x56c , Size: 4]
  3163.         void SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps);// 0x3f4c3bc
  3164.         void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x3f4c2f4
  3165.         void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);// 0x3f4c22c
  3166.         void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x3f4c140
  3167.         void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x3f4c05c
  3168.         float GetUnscaledCapsuleRadius();// 0x3f4c040
  3169.         float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x3f4c00c
  3170.         float GetUnscaledCapsuleHalfHeight();// 0x3f4bff0
  3171.         float GetShapeScale();// 0x3f4bf80
  3172.         void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x3f4be28
  3173.         void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x3f4bcd8
  3174.         float GetScaledCapsuleRadius();// 0x3f4bc58
  3175.         float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x3f4bbc8
  3176.         float GetScaledCapsuleHalfHeight();// 0x3f4bb48
  3177.  
  3178. --------------------------------
  3179. Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  3180.         Color ShapeColor;//[Offset: 0x554 , Size: 4]
  3181.         BodySetup* ShapeBodySetup;//[Offset: 0x558 , Size: 4]
  3182.         bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55c , Size: 1]
  3183.         bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55c , Size: 1]
  3184.         bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55c , Size: 1]
  3185.         class NavArea* AreaClass;//[Offset: 0x560 , Size: 4]
  3186.  
  3187. --------------------------------
  3188. Class: BasedMovementInfo
  3189.         PrimitiveComponent* MovementBase;//[Offset: 0x0 , Size: 4]
  3190.         FName BoneName;//[Offset: 0x8 , Size: 8]
  3191.         Vector_NetQuantize100 Location;//[Offset: 0x10 , Size: 12]
  3192.         Rotator Rotation;//[Offset: 0x1c , Size: 12]
  3193.         bool bServerHasBaseComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  3194.         bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29 , Size: 1]
  3195.         bool bServerHasVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a , Size: 1]
  3196.  
  3197. --------------------------------
  3198. Class: SimulatedRootMotionReplicatedMove
  3199.         float Time;//[Offset: 0x0 , Size: 4]
  3200.         RepRootMotionMontage RootMotion;//[Offset: 0x8 , Size: 224]
  3201.  
  3202. --------------------------------
  3203. Class: RepRootMotionMontage
  3204.         bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  3205.         AnimMontage* AnimMontage;//[Offset: 0x4 , Size: 4]
  3206.         float Position;//[Offset: 0x8 , Size: 4]
  3207.         Vector_NetQuantize100 Location;//[Offset: 0xc , Size: 12]
  3208.         Rotator Rotation;//[Offset: 0x18 , Size: 12]
  3209.         PrimitiveComponent* MovementBase;//[Offset: 0x24 , Size: 4]
  3210.         FName MovementBaseBoneName;//[Offset: 0x28 , Size: 8]
  3211.         bool bRelativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  3212.         bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31 , Size: 1]
  3213.         RootMotionSourceGroup AuthoritativeRootMotion;//[Offset: 0x34 , Size: 144]
  3214.         Vector_NetQuantize10 Acceleration;//[Offset: 0xc4 , Size: 12]
  3215.         Vector_NetQuantize10 LinearVelocity;//[Offset: 0xd0 , Size: 12]
  3216.  
  3217. --------------------------------
  3218. Class: PlayerState.Info.Actor.Object
  3219.         float Score;//[Offset: 0x2c4 , Size: 4]
  3220.         byte Ping;//[Offset: 0x2c8 , Size: 1]
  3221.         FString PlayerName;//[Offset: 0x2cc , Size: 12]
  3222.         int PlayerID;//[Offset: 0x2e4 , Size: 4]
  3223.         bool bIsSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e8 , Size: 1]
  3224.         bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e8 , Size: 1]
  3225.         bool bIsABot;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e8 , Size: 1]
  3226.         bool bIsInactive;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2e8 , Size: 1]
  3227.         bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2e8 , Size: 1]
  3228.         int StartTime;//[Offset: 0x2ec , Size: 4]
  3229.         class LocalMessage* EngineMessageClass;//[Offset: 0x2f0 , Size: 4]
  3230.         FString SavedNetworkAddress;//[Offset: 0x2f8 , Size: 12]
  3231.         UniqueNetIdRepl UniqueId;//[Offset: 0x304 , Size: 12]
  3232.         void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x2859eb0
  3233.         void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x2859eb0
  3234.         void OnRep_UniqueId();// 0x1ce2b64
  3235.         void OnRep_Score();// 0x1ce1e14
  3236.         void OnRep_PlayerName();// 0x1ce0870
  3237.         void OnRep_bIsInactive();// 0x1c8167c
  3238.  
  3239. --------------------------------
  3240. Class: Info.Actor.Object
  3241.  
  3242. --------------------------------
  3243. Class: LocalMessage.Object
  3244.  
  3245. --------------------------------
  3246. Class: UniqueNetIdRepl.UniqueNetIdWrapper
  3247.  
  3248. --------------------------------
  3249. Class: UniqueNetIdWrapper
  3250.  
  3251. --------------------------------
  3252. Class: DamageType.Object
  3253.         bool bCausedByWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
  3254.         bool bScaleMomentumByMass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
  3255.         bool bRadialDamageVelChange;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1]
  3256.         float DamageImpulse;//[Offset: 0x20 , Size: 4]
  3257.         float DestructibleImpulse;//[Offset: 0x24 , Size: 4]
  3258.         float DestructibleDamageSpreadScale;//[Offset: 0x28 , Size: 4]
  3259.         float DamageFalloff;//[Offset: 0x2c , Size: 4]
  3260.  
  3261. --------------------------------
  3262. Class: PlayerController.Controller.Actor.Object
  3263.         Player* Player;//[Offset: 0x310 , Size: 4]
  3264.         Pawn* AcknowledgedPawn;//[Offset: 0x318 , Size: 4]
  3265.         InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x31c , Size: 4]
  3266.         HUD* MyHUD;//[Offset: 0x324 , Size: 4]
  3267.         PlayerCameraManager* PlayerCameraManager;//[Offset: 0x328 , Size: 4]
  3268.         class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x32c , Size: 4]
  3269.         bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330 , Size: 1]
  3270.         Rotator TargetViewRotation;//[Offset: 0x334 , Size: 12]
  3271.         float SmoothTargetViewRotationSpeed;//[Offset: 0x34c , Size: 4]
  3272.         Actor*[] HiddenActors;//[Offset: 0x350 , Size: 12]
  3273.         PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x35c , Size: 12]
  3274.         float LastSpectatorStateSynchTime;//[Offset: 0x36c , Size: 4]
  3275.         Vector LastSpectatorSyncLocation;//[Offset: 0x370 , Size: 12]
  3276.         Rotator LastSpectatorSyncRotation;//[Offset: 0x37c , Size: 12]
  3277.         int ClientCap;//[Offset: 0x388 , Size: 4]
  3278.         CheatManager* CheatManager;//[Offset: 0x38c , Size: 4]
  3279.         class CheatManager* CheatClass;//[Offset: 0x390 , Size: 4]
  3280.         PlayerInput* PlayerInput;//[Offset: 0x394 , Size: 4]
  3281.         ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x398 , Size: 12]
  3282.         bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x406 , Size: 1]
  3283.         byte NetPlayerIndex;//[Offset: 0x407 , Size: 1]
  3284.         NetConnection* PendingSwapConnection;//[Offset: 0x434 , Size: 4]
  3285.         NetConnection* NetConnection;//[Offset: 0x438 , Size: 4]
  3286.         float InputYawScale;//[Offset: 0x448 , Size: 4]
  3287.         float InputPitchScale;//[Offset: 0x44c , Size: 4]
  3288.         float InputRollScale;//[Offset: 0x450 , Size: 4]
  3289.         bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x454 , Size: 1]
  3290.         bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x454 , Size: 1]
  3291.         bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x454 , Size: 1]
  3292.         bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x454 , Size: 1]
  3293.         bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x454 , Size: 1]
  3294.         bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x454 , Size: 1]
  3295.         float ForceFeedbackScale;//[Offset: 0x458 , Size: 4]
  3296.         Key[] ClickEventKeys;//[Offset: 0x45c , Size: 12]
  3297.         byte DefaultMouseCursor;//[Offset: 0x468 , Size: 1]
  3298.         byte CurrentMouseCursor;//[Offset: 0x469 , Size: 1]
  3299.         byte DefaultClickTraceChannel;//[Offset: 0x46a , Size: 1]
  3300.         byte CurrentClickTraceChannel;//[Offset: 0x46b , Size: 1]
  3301.         float HitResultTraceDistance;//[Offset: 0x46c , Size: 4]
  3302.         bool bPauseUpdateStreamingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x480 , Size: 1]
  3303.         InputComponent* InactiveStateInputComponent;//[Offset: 0x4f0 , Size: 4]
  3304.         bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4f4 , Size: 1]
  3305.         TouchInterface* CurrentTouchInterface;//[Offset: 0x500 , Size: 4]
  3306.         SpectatorPawn* SpectatorPawn;//[Offset: 0x544 , Size: 4]
  3307.         Vector SpawnLocation;//[Offset: 0x548 , Size: 12]
  3308.         bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558 , Size: 1]
  3309.         uint16 SeamlessTravelCount;//[Offset: 0x55a , Size: 2]
  3310.         uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x55c , Size: 2]
  3311.         bool bOpenReconnectViewPointFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x564 , Size: 1]
  3312.         bool WasInputKeyJustReleased(Key Key);// 0x403cbf4
  3313.         bool WasInputKeyJustPressed(Key Key);// 0x403c900
  3314.         void ToggleSpeaking(bool bInSpeaking);// 0x403c878
  3315.         void SwitchLevel(FString URL);// 0x246e38c
  3316.         void StopHapticEffect(enum Hand);// 0x403c800
  3317.         void StartFire(byte FireModeNum);// 0x403c780
  3318.         void SetVirtualJoystickVisibility(bool bVisible);// 0x403c6f8
  3319.         void SetViewTargetWithBlend(Actor* NewViewTarget, float blendTime, byte BlendFunc, float BlendExp, bool bLockOutgoing);// 0x403c558
  3320.         void SetName(FString S);// 0x403c494
  3321.         void SetMouseLocation(const int X, const int Y);// 0x403c3d8
  3322.         void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x403c31c
  3323.         void SetHapticsByValue(const float Frequency, const float Amplitude, enum Hand);// 0x403c21c
  3324.         void SetControllerLightColor(Color Color);// 0x403c1ac
  3325.         void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x403bfe0
  3326.         void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector Location, Rotator Rotation);// 0x403bed4
  3327.         void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x403bdc4
  3328.         void ServerViewPrevPlayer();// 0x403bd68
  3329.         void ServerViewNextPlayer();// 0x403bd0c
  3330.         void ServerVerifyViewTarget();// 0x403bcb0
  3331.         void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible);// 0x403bba4
  3332.         void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);// 0x403baa0
  3333.         void ServerUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x403b584
  3334.         void ServerToggleAILogging();// 0x403b528
  3335.         void ServerShortTimeout();// 0x403b4cc
  3336.         void ServerSetSpectatorWaiting(bool bWaiting);// 0x403b404
  3337.         void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x403b2ec
  3338.         void ServerRestartPlayer();// 0x403b290
  3339.         void ServerPause();// 0x403b234
  3340.         void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x403b190
  3341.         void ServerMutePlayer(UniqueNetIdRepl PlayerID);// 0x403ac74
  3342.         void ServerCheckClientPossessionReliable();// 0x403ac18
  3343.         void ServerCheckClientPossession();// 0x403abbc
  3344.         void ServerChangeName(FString S);// 0x403aac8
  3345.         void ServerCamera(FName NewMode);// 0x403aa14
  3346.         void ServerAcknowledgePossession(Pawn* P);// 0x403a960
  3347.         void SendToConsole(FString Command);// 0x403a89c
  3348.         void RestartLevel();// 0x403a880
  3349.         bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D ScreenLocation, bool bPlayerViewportRelative);// 0x403a760
  3350.         void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand, float Scale, bool bLoop);// 0x403a610
  3351.         void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x403a330
  3352.         void Pause();// 0x403a30c
  3353.         void OnServerStartedVisualLogger(bool bIsLogging);// 0x403a284
  3354.         void LocalTravel(FString URL);// 0x403a1c0
  3355.         bool IsInputKeyDown(Key Key);// 0x4039ecc
  3356.         void GetViewportSize(out int SizeX, out int SizeY);// 0x4039dec
  3357.         SpectatorPawn* GetSpectatorPawn();// 0x4039dd0
  3358.         bool GetMousePosition(out float LocationX, out float LocationY);// 0x4039ce8
  3359.         Vector GetInputVectorKeyState(Key Key);// 0x40399e4
  3360.         void GetInputTouchState(byte FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x4039864
  3361.         void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x4039784
  3362.         void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector Gravity, out Vector Acceleration);// 0x4039600
  3363.         float GetInputKeyTimeDown(Key Key);// 0x4039308
  3364.         void GetInputAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x40391e4
  3365.         float GetInputAnalogKeyState(Key Key);// 0x4038eec
  3366.         HUD* GetHUD();// 0x4038ec4
  3367.         bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x4038cf0
  3368.         bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x4038b74
  3369.         bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x40389f8
  3370.         bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x4038868
  3371.         bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x4038730
  3372.         bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x40385f8
  3373.         Vector GetFocalLocation();// 0x1f0af58
  3374.         void FOV(float NewFOV);// 0x246cd14
  3375.         void EnableCheats();// 0x40385dc
  3376.         bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector WorldLocation, out Vector WorldDirection);// 0x4038470
  3377.         bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector WorldDirection);// 0x4038390
  3378.         void ConsoleKey(Key Key);// 0x403809c
  3379.         void ClientWasKicked(const FText KickReason);// 0x4037f08
  3380.         void ClientVoiceHandshakeComplete();// 0x246f048
  3381.         void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex);// 0x4037d50
  3382.         void ClientUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x40379e4
  3383.         void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x4037834
  3384.         void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x4037694
  3385.         void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type, float MsgLifeTime);// 0x40374f8
  3386.         void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName Tag);// 0x4037434
  3387.         void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);// 0x4037368
  3388.         void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x40372e8
  3389.         void ClientStartOnlineSession();// 0x1ee6e70
  3390.         void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x1e80dcc
  3391.         void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams TransitionParams);// 0x40371e0
  3392.         void ClientSetSpectatorWaiting(bool bWaiting);// 0x4037158
  3393.         void ClientSetHUD(class HUD NewHUDClass);// 0x1cd8a94
  3394.         void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float ForceDuration, int CinematicTextureGroups);// 0x200c364
  3395.         void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD);// 0x4036fdc
  3396.         void ClientSetCameraMode(FName NewCamMode);// 0x4036f5c
  3397.         void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D FadeAlpha, float FadeTime, bool bFadeAudio);// 0x4036db8
  3398.         void ClientSetBlockOnAsyncLoading();// 0x4036d9c
  3399.         void ClientReturnToMainMenu(FString ReturnReason);// 0x4036cd8
  3400.         void ClientRetryClientRestart(Pawn* NewPawn);// 0x4036c58
  3401.         void ClientRestart(Pawn* NewPawn);// 0x4036bd8
  3402.         void ClientReset();// 0x4036bbc
  3403.         void ClientRepObjRef(Object* Object);// 0x4036b3c
  3404.         void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch, PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object* OptionalObject);// 0x40369a4
  3405.         void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups);// 0x4036848
  3406.         void ClientPrepareMapChange(FName levelName, bool bFirst, bool bLast);// 0x4036724
  3407.         void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float VolumeMultiplier, float PitchMultiplier);// 0x40365d0
  3408.         void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);// 0x40364c8
  3409.         void ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, FName Tag);// 0x403635c
  3410.         void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x4036208
  3411.         void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte Space, Rotator CustomPlaySpace);// 0x4035f38
  3412.         void ClientMutePlayer(UniqueNetIdRepl PlayerID);// 0x4035bcc
  3413.         void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x4035a78
  3414.         void ClientIgnoreMoveInput(bool bIgnore);// 0x40359f0
  3415.         void ClientIgnoreLookInput(bool bIgnore);// 0x4035968
  3416.         void ClientGotoState(FName NewState);// 0x40358e8
  3417.         void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x403581c
  3418.         void ClientForceGarbageCollection();// 0x246ccf8
  3419.         void ClientFlushLevelStreaming();// 0x4035808
  3420.         void ClientEndOnlineSession();// 0x1ee6bc4
  3421.         void ClientEnableNetworkVoice(bool bEnable);// 0x4035780
  3422.         void ClientCommitMapChange();// 0x246da1c
  3423.         void ClientClearCameraLensEffects();// 0x4035764
  3424.         void ClientCapBandwidth(int Cap);// 0x246e9e0
  3425.         void ClientCancelPendingMapChange();// 0x4035748
  3426.         void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool bOverrideLocation);// 0x403563c
  3427.         void ClearAudioListenerOverride();// 0x4035628
  3428.         void Camera(FName NewMode);// 0x40355a8
  3429.         void AddYawInput(float Val);// 0x4035528
  3430.         void AddRollInput(float Val);// 0x40354a8
  3431.         void AddPitchInput(float Val);// 0x4035428
  3432.         void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x1f03be0
  3433.  
  3434. --------------------------------
  3435. Class: Player.Object
  3436.         PlayerController* PlayerController;//[Offset: 0x20 , Size: 4]
  3437.         int CurrentNetSpeed;//[Offset: 0x24 , Size: 4]
  3438.         int ConfiguredInternetSpeed;//[Offset: 0x28 , Size: 4]
  3439.         int ConfiguredLanSpeed;//[Offset: 0x2c , Size: 4]
  3440.  
  3441. --------------------------------
  3442. Class: InterpTrackInstDirector.InterpTrackInst.Object
  3443.         Actor* OldViewTarget;//[Offset: 0x1c , Size: 4]
  3444.  
  3445. --------------------------------
  3446. Class: InterpTrackInst.Object
  3447.  
  3448. --------------------------------
  3449. Class: HUD.Actor.Object
  3450.         PlayerController* PlayerOwner;//[Offset: 0x2c4 , Size: 4]
  3451.         bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  3452.         bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1]
  3453.         bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c8 , Size: 1]
  3454.         bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c8 , Size: 1]
  3455.         bool bShowOverlays;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c8 , Size: 1]
  3456.         bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2c8 , Size: 1]
  3457.         bool bDebugInfoUseModifiedActor;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2c8 , Size: 1]
  3458.         Actor*[] PostRenderedActors;//[Offset: 0x2cc , Size: 12]
  3459.         FName[] DebugDisplay;//[Offset: 0x2e0 , Size: 12]
  3460.         FName[] ToggledDebugCategories;//[Offset: 0x2ec , Size: 12]
  3461.         Canvas* Canvas;//[Offset: 0x2f8 , Size: 4]
  3462.         Canvas* DebugCanvas;//[Offset: 0x2fc , Size: 4]
  3463.         DebugTextInfo[] DebugTextList;//[Offset: 0x300 , Size: 12]
  3464.         class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x30c , Size: 4]
  3465.         Actor* ShowDebugTargetActor;//[Offset: 0x310 , Size: 4]
  3466.         Actor* UpdateShowDebugTargetActor();// 0x2859eb0
  3467.         void ShowHUD();// 0x1ce1e14
  3468.         void ShowDebugToggleSubCategory(FName Category);// 0x3f8cd3c
  3469.         void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x3f8ccc4
  3470.         void ShowDebugForMoifiedTargetActor();// 0x3f8ccb0
  3471.         void ShowDebug(FName DebugType);// 0x3f8cc30
  3472.         void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x3f8cb6c
  3473.         void RemoveAllDebugStrings();// 0x3f8cb58
  3474.         void ReceiveHitBoxRelease(const FName BoxName);// 0x2859eb0
  3475.         void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x2859eb0
  3476.         void ReceiveHitBoxClick(const FName BoxName);// 0x2859eb0
  3477.         void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x2859eb0
  3478.         void ReceiveDrawHUD(int SizeX, int SizeY);// 0x2859eb0
  3479.         Vector Project(Vector Location);// 0x3f8cac4
  3480.         void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font* Font, float Scale);// 0x3f8c8c8
  3481.         PlayerController* GetOwningPlayerController();// 0x1cde424
  3482.         Pawn* GetOwningPawn();// 0x3f8c8a0
  3483.         void GetActorsInSelectionRectangle(class Actor ClassFilter, out const Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x3f8c648
  3484.         void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition);// 0x3f8c4b0
  3485.         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);// 0x3f8c038
  3486.         void DrawText(FString Text, LinearColor TextColor, float ScreenX, float ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x3f8bdc0
  3487.         void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH);// 0x3f8bc24
  3488.         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);// 0x3f8b8a0
  3489.         void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);// 0x3f8b678
  3490.         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);// 0x3f8b2a0
  3491.         void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, LinearColor LineColor, float LineThickness);// 0x3f8b0bc
  3492.         void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out Vector WorldDirection);// 0x3f8af58
  3493.         void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool bConsumesInput, int Priority);// 0x3f8adbc
  3494.         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);// 0x3f8a9cc
  3495.  
  3496. --------------------------------
  3497. Class: Canvas.Object
  3498.         float OrgX;//[Offset: 0x1c , Size: 4]
  3499.         float OrgY;//[Offset: 0x20 , Size: 4]
  3500.         float ClipX;//[Offset: 0x24 , Size: 4]
  3501.         float ClipY;//[Offset: 0x28 , Size: 4]
  3502.         Color DrawColor;//[Offset: 0x2c , Size: 4]
  3503.         bool bCenterX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  3504.         bool bCenterY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30 , Size: 1]
  3505.         bool bNoSmooth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x30 , Size: 1]
  3506.         int SizeX;//[Offset: 0x34 , Size: 4]
  3507.         int SizeY;//[Offset: 0x38 , Size: 4]
  3508.         Plane ColorModulate;//[Offset: 0x40 , Size: 16]
  3509.         Texture2D* DefaultTexture;//[Offset: 0x50 , Size: 4]
  3510.         Texture2D* GradientTexture0;//[Offset: 0x54 , Size: 4]
  3511.         ReporterGraph* ReporterGraph;//[Offset: 0x58 , Size: 4]
  3512.         Vector2D K2_TextSize(Font* RenderFont, FString RenderText, Vector2D Scale);// 0x3f4ac1c
  3513.         Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x3f4ab0c
  3514.         Vector K2_Project(Vector WorldLocation);// 0x3f4aa78
  3515.         void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);// 0x3f4a8d4
  3516.         void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x3f4a600
  3517.         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);// 0x3f4a1f8
  3518.         void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D Radius, int NumberOfSides, LinearColor RenderColor);// 0x3f4a064
  3519.         void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[] Triangles);// 0x3f49ec0
  3520.         void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x3f49ca8
  3521.         void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float Thickness, LinearColor RenderColor);// 0x3f49b50
  3522.         void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float Thickness);// 0x3f49a50
  3523.         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);// 0x3f49530
  3524.         void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector WorldDirection);// 0x3f49414
  3525.  
  3526. --------------------------------
  3527. Class: Texture2D.Texture.Object
  3528.         int StreamingIndex;//[Offset: 0x98 , Size: 4]
  3529.         int LevelIndex;//[Offset: 0x9c , Size: 4]
  3530.         int FirstResourceMemMip;//[Offset: 0xa0 , Size: 4]
  3531.         IntPoint ImportedSize;//[Offset: 0xa4 , Size: 8]
  3532.         double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0xb0 , Size: 8]
  3533.         bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1]
  3534.         bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9 , Size: 1]
  3535.         bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xba , Size: 1]
  3536.         bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xba , Size: 1]
  3537.         bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xba , Size: 1]
  3538.         bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xba , Size: 1]
  3539.         byte AddressX;//[Offset: 0xbb , Size: 1]
  3540.         byte AddressY;//[Offset: 0xbc , Size: 1]
  3541.         int Blueprint_GetSizeY();// 0x407b8c4
  3542.         int Blueprint_GetSizeX();// 0x407b89c
  3543.  
  3544. --------------------------------
  3545. Class: ReporterGraph.ReporterBase.Object
  3546.  
  3547. --------------------------------
  3548. Class: ReporterBase.Object
  3549.  
  3550. --------------------------------
  3551. Class: Font.Object
  3552.         enum FontCacheType;//[Offset: 0x20 , Size: 1]
  3553.         FontCharacter[] Characters;//[Offset: 0x24 , Size: 12]
  3554.         Texture2D*[] Textures;//[Offset: 0x30 , Size: 12]
  3555.         int IsRemapped;//[Offset: 0x3c , Size: 4]
  3556.         float EmScale;//[Offset: 0x40 , Size: 4]
  3557.         float Ascent;//[Offset: 0x44 , Size: 4]
  3558.         float Descent;//[Offset: 0x48 , Size: 4]
  3559.         float Leading;//[Offset: 0x4c , Size: 4]
  3560.         int Kerning;//[Offset: 0x50 , Size: 4]
  3561.         FontImportOptionsData ImportOptions;//[Offset: 0x54 , Size: 144]
  3562.         int NumCharacters;//[Offset: 0xe4 , Size: 4]
  3563.         int[] MaxCharHeight;//[Offset: 0xe8 , Size: 12]
  3564.         float ScalingFactor;//[Offset: 0xf4 , Size: 4]
  3565.         int LegacyFontSize;//[Offset: 0xf8 , Size: 4]
  3566.         FName LegacyFontName;//[Offset: 0x100 , Size: 8]
  3567.         CompositeFont CompositeFont;//[Offset: 0x108 , Size: 24]
  3568.  
  3569. --------------------------------
  3570. Class: FontCharacter
  3571.         int StartU;//[Offset: 0x0 , Size: 4]
  3572.         int StartV;//[Offset: 0x4 , Size: 4]
  3573.         int USize;//[Offset: 0x8 , Size: 4]
  3574.         int VSize;//[Offset: 0xc , Size: 4]
  3575.         byte TextureIndex;//[Offset: 0x10 , Size: 1]
  3576.         int VerticalOffset;//[Offset: 0x14 , Size: 4]
  3577.  
  3578. --------------------------------
  3579. Class: FontImportOptionsData
  3580.         FString FontName;//[Offset: 0x0 , Size: 12]
  3581.         float Height;//[Offset: 0xc , Size: 4]
  3582.         bool bEnableAntialiasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
  3583.         bool bEnableBold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10 , Size: 1]
  3584.         bool bEnableItalic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10 , Size: 1]
  3585.         bool bEnableUnderline;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10 , Size: 1]
  3586.         bool bAlphaOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10 , Size: 1]
  3587.         byte CharacterSet;//[Offset: 0x11 , Size: 1]
  3588.         FString Chars;//[Offset: 0x14 , Size: 12]
  3589.         FString UnicodeRange;//[Offset: 0x20 , Size: 12]
  3590.         FString CharsFilePath;//[Offset: 0x2c , Size: 12]
  3591.         FString CharsFileWildcard;//[Offset: 0x38 , Size: 12]
  3592.         bool bCreatePrintableOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
  3593.         bool bIncludeASCIIRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1]
  3594.         LinearColor ForegroundColor;//[Offset: 0x48 , Size: 16]
  3595.         bool bEnableDropShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58 , Size: 1]
  3596.         int TexturePageWidth;//[Offset: 0x5c , Size: 4]
  3597.         int TexturePageMaxHeight;//[Offset: 0x60 , Size: 4]
  3598.         int XPadding;//[Offset: 0x64 , Size: 4]
  3599.         int YPadding;//[Offset: 0x68 , Size: 4]
  3600.         int ExtendBoxTop;//[Offset: 0x6c , Size: 4]
  3601.         int ExtendBoxBottom;//[Offset: 0x70 , Size: 4]
  3602.         int ExtendBoxRight;//[Offset: 0x74 , Size: 4]
  3603.         int ExtendBoxLeft;//[Offset: 0x78 , Size: 4]
  3604.         bool bEnableLegacyMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1]
  3605.         int Kerning;//[Offset: 0x80 , Size: 4]
  3606.         bool bUseDistanceFieldAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x84 , Size: 1]
  3607.         int DistanceFieldScaleFactor;//[Offset: 0x88 , Size: 4]
  3608.         float DistanceFieldScanRadiusScale;//[Offset: 0x8c , Size: 4]
  3609.  
  3610. --------------------------------
  3611. Class: CompositeFont
  3612.         Typeface DefaultTypeface;//[Offset: 0x0 , Size: 12]
  3613.         CompositeSubFont[] SubTypefaces;//[Offset: 0xc , Size: 12]
  3614.  
  3615. --------------------------------
  3616. Class: Typeface
  3617.         TypefaceEntry[] Fonts;//[Offset: 0x0 , Size: 12]
  3618.  
  3619. --------------------------------
  3620. Class: TypefaceEntry
  3621.         FName Name;//[Offset: 0x0 , Size: 8]
  3622.         FontData Font;//[Offset: 0x8 , Size: 20]
  3623.  
  3624. --------------------------------
  3625. Class: FontData
  3626.         FString FontFilename;//[Offset: 0x0 , Size: 12]
  3627.         enum Hinting;//[Offset: 0xc , Size: 1]
  3628.         enum LoadingPolicy;//[Offset: 0xd , Size: 1]
  3629.         Object* FontFaceAsset;//[Offset: 0x10 , Size: 4]
  3630.  
  3631. --------------------------------
  3632. Class: CompositeSubFont
  3633.         Typeface Typeface;//[Offset: 0x0 , Size: 12]
  3634.         Int32Range[] CharacterRanges;//[Offset: 0xc , Size: 12]
  3635.         float ScalingFactor;//[Offset: 0x18 , Size: 4]
  3636.  
  3637. --------------------------------
  3638. Class: Int32Range
  3639.         Int32RangeBound LowerBound;//[Offset: 0x0 , Size: 8]
  3640.         Int32RangeBound UpperBound;//[Offset: 0x8 , Size: 8]
  3641.  
  3642. --------------------------------
  3643. Class: Int32RangeBound
  3644.         byte Type;//[Offset: 0x0 , Size: 1]
  3645.         int Value;//[Offset: 0x4 , Size: 4]
  3646.  
  3647. --------------------------------
  3648. Class: Vector2D
  3649.         float X;//[Offset: 0x0 , Size: 4]
  3650.         float Y;//[Offset: 0x4 , Size: 4]
  3651.  
  3652. --------------------------------
  3653. Class: CanvasUVTri
  3654.         Vector2D V0_Pos;//[Offset: 0x0 , Size: 8]
  3655.         Vector2D V0_UV;//[Offset: 0x8 , Size: 8]
  3656.         LinearColor V0_Color;//[Offset: 0x10 , Size: 16]
  3657.         Vector2D V1_Pos;//[Offset: 0x20 , Size: 8]
  3658.         Vector2D V1_UV;//[Offset: 0x28 , Size: 8]
  3659.         LinearColor V1_Color;//[Offset: 0x30 , Size: 16]
  3660.         Vector2D V2_Pos;//[Offset: 0x40 , Size: 8]
  3661.         Vector2D V2_UV;//[Offset: 0x48 , Size: 8]
  3662.         LinearColor V2_Color;//[Offset: 0x50 , Size: 16]
  3663.  
  3664. --------------------------------
  3665. Class: DebugTextInfo
  3666.         Actor* SrcActor;//[Offset: 0x0 , Size: 4]
  3667.         Vector SrcActorOffset;//[Offset: 0x4 , Size: 12]
  3668.         Vector SrcActorDesiredOffset;//[Offset: 0x10 , Size: 12]
  3669.         FString DebugText;//[Offset: 0x1c , Size: 12]
  3670.         float TimeRemaining;//[Offset: 0x28 , Size: 4]
  3671.         float Duration;//[Offset: 0x2c , Size: 4]
  3672.         Color TextColor;//[Offset: 0x30 , Size: 4]
  3673.         bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34 , Size: 1]
  3674.         bool bKeepAttachedToActor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34 , Size: 1]
  3675.         bool bDrawShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34 , Size: 1]
  3676.         Vector OrigActorLocation;//[Offset: 0x38 , Size: 12]
  3677.         Font* Font;//[Offset: 0x44 , Size: 4]
  3678.         float FontScale;//[Offset: 0x48 , Size: 4]
  3679.  
  3680. --------------------------------
  3681. Class: PlayerCameraManager.Actor.Object
  3682.         PlayerController* PCOwner;//[Offset: 0x2c4 , Size: 4]
  3683.         SceneComponent* TransformComponent;//[Offset: 0x2c8 , Size: 4]
  3684.         float DefaultFOV;//[Offset: 0x2d8 , Size: 4]
  3685.         float DefaultOrthoWidth;//[Offset: 0x2e0 , Size: 4]
  3686.         float DefaultAspectRatio;//[Offset: 0x2e8 , Size: 4]
  3687.         CameraCacheEntry CameraCache;//[Offset: 0x330 , Size: 1424]
  3688.         CameraCacheEntry LastFrameCameraCache;//[Offset: 0x8c0 , Size: 1424]
  3689.         TViewTarget ViewTarget;//[Offset: 0xe50 , Size: 1440]
  3690.         TViewTarget PendingViewTarget;//[Offset: 0x13f0 , Size: 1440]
  3691.         CameraModifier*[] ModifierList;//[Offset: 0x19a4 , Size: 12]
  3692.         class CameraModifier[] DefaultModifiers;//[Offset: 0x19b0 , Size: 12]
  3693.         float FreeCamDistance;//[Offset: 0x19bc , Size: 4]
  3694.         Vector FreeCamOffset;//[Offset: 0x19c0 , Size: 12]
  3695.         Vector ViewTargetOffset;//[Offset: 0x19cc , Size: 12]
  3696.         EmitterCameraLensEffectBase*[] CameraLensEffects;//[Offset: 0x19e8 , Size: 12]
  3697.         CameraModifier_CameraShake* CachedCameraShakeMod;//[Offset: 0x19f4 , Size: 4]
  3698.         CameraAnimInst* AnimInstPool;//[Offset: 0x19f8 , Size: 4]
  3699.         PostProcessSettings[] PostProcessBlendCache;//[Offset: 0x1a18 , Size: 12]
  3700.         CameraAnimInst*[] ActiveAnims;//[Offset: 0x1a30 , Size: 12]
  3701.         CameraAnimInst*[] FreeAnims;//[Offset: 0x1a3c , Size: 12]
  3702.         CameraActor* AnimCameraActor;//[Offset: 0x1a48 , Size: 4]
  3703.         bool bIsOrthographic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a4c , Size: 1]
  3704.         bool bDefaultConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1a4c , Size: 1]
  3705.         bool bUseClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1a4c , Size: 1]
  3706.         bool bGameCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a4d , Size: 1]
  3707.         float ViewPitchMin;//[Offset: 0x1a50 , Size: 4]
  3708.         float ViewPitchMax;//[Offset: 0x1a54 , Size: 4]
  3709.         float ViewYawMin;//[Offset: 0x1a58 , Size: 4]
  3710.         float ViewYawMax;//[Offset: 0x1a5c , Size: 4]
  3711.         float ViewRollMin;//[Offset: 0x1a60 , Size: 4]
  3712.         float ViewRollMax;//[Offset: 0x1a64 , Size: 4]
  3713.         void StopCameraShake(CameraShake* ShakeInstance, bool bImmediately);// 0x4032c90
  3714.         void StopCameraFade();// 0x1f34be0
  3715.         void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);// 0x4032bc4
  3716.         void StopAllInstancesOfCameraShake(class CameraShake Shake, bool bImmediately);// 0x4032af8
  3717.         void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);// 0x4032a2c
  3718.         void StopAllCameraShakes(bool bImmediately);// 0x40329a4
  3719.         void StopAllCameraAnims(bool bImmediate);// 0x403291c
  3720.         void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x4032730
  3721.         void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool bInFadeAudio);// 0x403261c
  3722.         bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x3f7669c
  3723.         void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);// 0x403259c
  3724.         CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x4032440
  3725.         CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x403211c
  3726.         void PhotographyCameraModify(const Vector NewCameraLocation, const Vector PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector ResultCameraLocation);// 0x4031fb4
  3727.         void OnPhotographySessionStart();// 0x1ce2b64
  3728.         void OnPhotographySessionEnd();// 0x1c8167c
  3729.         void OnPhotographyMultiPartCaptureStart();// 0x1ce0870
  3730.         void OnPhotographyMultiPartCaptureEnd();// 0x1ce1e14
  3731.         PlayerController* GetOwningPlayerController();// 0x4031f84
  3732.         float GetFOVAngle();// 0x3f502c4
  3733.         Rotator GetCameraRotation();// 0x4031f3c
  3734.         Vector GetCameraLocation();// 0x4031ef4
  3735.         CameraModifier* FindCameraModifierByClass(class CameraModifier ModifierClass);// 0x4031e6c
  3736.         void ClearCameraLensEffects();// 0x1d0246c
  3737.         bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation, out Rotator NewCameraRotation, out float NewCameraFOV);// 0x2859eb0
  3738.         CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);// 0x4031de4
  3739.         EmitterCameraLensEffectBase* AddCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x4031d5c
  3740.  
  3741. --------------------------------
  3742. Class: CameraCacheEntry
  3743.         float TimeStamp;//[Offset: 0x0 , Size: 4]
  3744.         MinimalViewInfo POV;//[Offset: 0x10 , Size: 1408]
  3745.  
  3746. --------------------------------
  3747. Class: MinimalViewInfo
  3748.         Vector Location;//[Offset: 0x0 , Size: 12]
  3749.         Vector LocationLocalSpace;//[Offset: 0xc , Size: 12]
  3750.         Rotator Rotation;//[Offset: 0x18 , Size: 12]
  3751.         float FOV;//[Offset: 0x24 , Size: 4]
  3752.         float OrthoWidth;//[Offset: 0x28 , Size: 4]
  3753.         float OrthoNearClipPlane;//[Offset: 0x2c , Size: 4]
  3754.         float OrthoFarClipPlane;//[Offset: 0x30 , Size: 4]
  3755.         float AspectRatio;//[Offset: 0x34 , Size: 4]
  3756.         bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
  3757.         bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38 , Size: 1]
  3758.         byte ProjectionMode;//[Offset: 0x39 , Size: 1]
  3759.         float PostProcessBlendWeight;//[Offset: 0x3c , Size: 4]
  3760.         PostProcessSettings PostProcessSettings;//[Offset: 0x40 , Size: 1328]
  3761.         Vector2D OffCenterProjectionOffset;//[Offset: 0x570 , Size: 8]
  3762.  
  3763. --------------------------------
  3764. Class: PostProcessSettings
  3765.         bool bOverride_WhiteTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  3766.         bool bOverride_WhiteTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  3767.         bool bOverride_ColorSaturation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  3768.         bool bOverride_ColorContrast;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  3769.         bool bOverride_ColorGamma;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
  3770.         bool bOverride_ColorGain;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1]
  3771.         bool bOverride_ColorOffset;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1]
  3772.         bool bOverride_ColorSaturationShadows;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1]
  3773.         bool bOverride_ColorContrastShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1]
  3774.         bool bOverride_ColorGammaShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1]
  3775.         bool bOverride_ColorGainShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1]
  3776.         bool bOverride_ColorOffsetShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1]
  3777.         bool bOverride_ColorSaturationMidtones;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1]
  3778.         bool bOverride_ColorContrastMidtones;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1]
  3779.         bool bOverride_ColorGammaMidtones;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1]
  3780.         bool bOverride_ColorGainMidtones;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1]
  3781.         bool bOverride_ColorOffsetMidtones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2 , Size: 1]
  3782.         bool bOverride_ColorSaturationHighlights;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2 , Size: 1]
  3783.         bool bOverride_ColorContrastHighlights;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2 , Size: 1]
  3784.         bool bOverride_ColorGammaHighlights;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2 , Size: 1]
  3785.         bool bOverride_ColorGainHighlights;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2 , Size: 1]
  3786.         bool bOverride_ColorOffsetHighlights;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2 , Size: 1]
  3787.         bool bOverride_ColorCorrectionShadowsMax;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2 , Size: 1]
  3788.         bool bOverride_ColorCorrectionHighlightsMin;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2 , Size: 1]
  3789.         bool bOverride_FilmWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3 , Size: 1]
  3790.         bool bOverride_FilmSaturation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3 , Size: 1]
  3791.         bool bOverride_FilmChannelMixerRed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3 , Size: 1]
  3792.         bool bOverride_FilmChannelMixerGreen;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3 , Size: 1]
  3793.         bool bOverride_FilmChannelMixerBlue;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3 , Size: 1]
  3794.         bool bOverride_FilmContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3 , Size: 1]
  3795.         bool bOverride_FilmDynamicRange;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3 , Size: 1]
  3796.         bool bOverride_FilmHealAmount;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3 , Size: 1]
  3797.         bool bOverride_FilmToeAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1]
  3798.         bool bOverride_FilmShadowTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4 , Size: 1]
  3799.         bool bOverride_FilmShadowTintBlend;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4 , Size: 1]
  3800.         bool bOverride_FilmShadowTintAmount;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4 , Size: 1]
  3801.         bool bOverride_FilmSlope;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x4 , Size: 1]
  3802.         bool bOverride_FilmToe;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x4 , Size: 1]
  3803.         bool bOverride_FilmShoulder;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x4 , Size: 1]
  3804.         bool bOverride_FilmBlackClip;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x4 , Size: 1]
  3805.         bool bOverride_FilmWhiteClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5 , Size: 1]
  3806.         bool bOverride_SceneColorTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5 , Size: 1]
  3807.         bool bOverride_SceneFringeIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5 , Size: 1]
  3808.         bool bOverride_AmbientCubemapTint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5 , Size: 1]
  3809.         bool bOverride_AmbientCubemapIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5 , Size: 1]
  3810.         bool bOverride_BloomMethod;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x5 , Size: 1]
  3811.         bool bOverride_BloomIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x5 , Size: 1]
  3812.         bool bOverride_BloomThreshold;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5 , Size: 1]
  3813.         bool bOverride_Bloom1Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6 , Size: 1]
  3814.         bool bOverride_Bloom1Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6 , Size: 1]
  3815.         bool bOverride_Bloom2Size;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6 , Size: 1]
  3816.         bool bOverride_Bloom2Tint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6 , Size: 1]
  3817.         bool bOverride_Bloom3Tint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x6 , Size: 1]
  3818.         bool bOverride_Bloom3Size;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x6 , Size: 1]
  3819.         bool bOverride_Bloom4Tint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x6 , Size: 1]
  3820.         bool bOverride_Bloom4Size;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x6 , Size: 1]
  3821.         bool bOverride_Bloom5Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7 , Size: 1]
  3822.         bool bOverride_Bloom5Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7 , Size: 1]
  3823.         bool bOverride_Bloom6Tint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7 , Size: 1]
  3824.         bool bOverride_Bloom6Size;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7 , Size: 1]
  3825.         bool bOverride_BloomSizeScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7 , Size: 1]
  3826.         bool bOverride_BloomConvolutionTexture;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7 , Size: 1]
  3827.         bool bOverride_BloomConvolutionSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7 , Size: 1]
  3828.         bool bOverride_BloomConvolutionCenterUV;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7 , Size: 1]
  3829.         bool bOverride_BloomConvolutionPreFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
  3830.         bool bOverride_BloomConvolutionPreFilterMin;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8 , Size: 1]
  3831.         bool bOverride_BloomConvolutionPreFilterMax;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8 , Size: 1]
  3832.         bool bOverride_BloomConvolutionPreFilterMult;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8 , Size: 1]
  3833.         bool bOverride_BloomConvolutionBufferScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x8 , Size: 1]
  3834.         bool bOverride_BloomDirtMaskIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x8 , Size: 1]
  3835.         bool bOverride_BloomDirtMaskTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x8 , Size: 1]
  3836.         bool bOverride_BloomDirtMask;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x8 , Size: 1]
  3837.         bool bOverride_RadialBlurCenterPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9 , Size: 1]
  3838.         bool bOverride_RadialBlurIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9 , Size: 1]
  3839.         bool bOverride_RadialBlurDistance;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9 , Size: 1]
  3840.         bool bOverride_AutoExposureMethod;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9 , Size: 1]
  3841.         bool bOverride_AutoExposureLowPercent;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9 , Size: 1]
  3842.         bool bOverride_AutoExposureHighPercent;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9 , Size: 1]
  3843.         bool bOverride_AutoExposureMinBrightness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x9 , Size: 1]
  3844.         bool bOverride_AutoExposureMaxBrightness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x9 , Size: 1]
  3845.         bool bOverride_AutoExposureSpeedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa , Size: 1]
  3846.         bool bOverride_AutoExposureSpeedDown;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa , Size: 1]
  3847.         bool bOverride_AutoExposureBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa , Size: 1]
  3848.         bool bOverride_HistogramLogMin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa , Size: 1]
  3849.         bool bOverride_HistogramLogMax;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa , Size: 1]
  3850.         bool bOverride_LensFlareIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa , Size: 1]
  3851.         bool bOverride_LensFlareTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa , Size: 1]
  3852.         bool bOverride_LensFlareTints;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xa , Size: 1]
  3853.         bool bOverride_LensFlareBokehSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb , Size: 1]
  3854.         bool bOverride_LensFlareBokehShape;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xb , Size: 1]
  3855.         bool bOverride_LensFlareThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xb , Size: 1]
  3856.         bool bOverride_VignetteIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xb , Size: 1]
  3857.         bool bOverride_GrainIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xb , Size: 1]
  3858.         bool bOverride_GrainJitter;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xb , Size: 1]
  3859.         bool bOverride_AmbientOcclusionIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xb , Size: 1]
  3860.         bool bOverride_AmbientOcclusionStaticFraction;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xb , Size: 1]
  3861.         bool bOverride_AmbientOcclusionRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
  3862.         bool bOverride_AmbientOcclusionFadeDistance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1]
  3863.         bool bOverride_AmbientOcclusionFadeRadius;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc , Size: 1]
  3864.         bool bOverride_AmbientOcclusionDistance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc , Size: 1]
  3865.         bool bOverride_AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xc , Size: 1]
  3866.         bool bOverride_AmbientOcclusionPower;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xc , Size: 1]
  3867.         bool bOverride_AmbientOcclusionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xc , Size: 1]
  3868.         bool bOverride_AmbientOcclusionQuality;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xc , Size: 1]
  3869.         bool bOverride_AmbientOcclusionMipBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd , Size: 1]
  3870.         bool bOverride_AmbientOcclusionMipScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd , Size: 1]
  3871.         bool bOverride_AmbientOcclusionMipThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xd , Size: 1]
  3872.         bool bOverride_LPVIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xd , Size: 1]
  3873.         bool bOverride_LPVDirectionalOcclusionIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xd , Size: 1]
  3874.         bool bOverride_LPVDirectionalOcclusionRadius;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xd , Size: 1]
  3875.         bool bOverride_LPVDiffuseOcclusionExponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xd , Size: 1]
  3876.         bool bOverride_LPVSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xd , Size: 1]
  3877.         bool bOverride_LPVDiffuseOcclusionIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe , Size: 1]
  3878.         bool bOverride_LPVSpecularOcclusionIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe , Size: 1]
  3879.         bool bOverride_LPVSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe , Size: 1]
  3880.         bool bOverride_LPVSecondaryOcclusionIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xe , Size: 1]
  3881.         bool bOverride_LPVSecondaryBounceIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xe , Size: 1]
  3882.         bool bOverride_LPVGeometryVolumeBias;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xe , Size: 1]
  3883.         bool bOverride_LPVVplInjectionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xe , Size: 1]
  3884.         bool bOverride_LPVEmissiveInjectionIntensity;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xe , Size: 1]
  3885.         bool bOverride_LPVFadeRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf , Size: 1]
  3886.         bool bOverride_LPVDirectionalOcclusionFadeRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf , Size: 1]
  3887.         bool bOverride_SRTIndirectLightingColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf , Size: 1]
  3888.         bool bOverride_SRTIndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf , Size: 1]
  3889.         bool bOverride_SRTMaxOcclusionDistance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xf , Size: 1]
  3890.         bool bOverride_SRTOcclusionContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xf , Size: 1]
  3891.         bool bOverride_SRTOcclusionExponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xf , Size: 1]
  3892.         bool bOverride_SRTMinOcclusion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xf , Size: 1]
  3893.         bool bOverride_SRTSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
  3894.         bool bOverride_SRTSpecularMinOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10 , Size: 1]
  3895.         bool bOverride_SRTOcclusionTint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10 , Size: 1]
  3896.         bool bOverride_SRTFilterSmoothness;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10 , Size: 1]
  3897.         bool bOverride_IndirectLightingColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10 , Size: 1]
  3898.         bool bOverride_IndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x10 , Size: 1]
  3899.         bool bOverride_ColorGradingIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x10 , Size: 1]
  3900.         bool bOverride_ColorGradingLUT;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x10 , Size: 1]
  3901.         bool bOverride_DepthOfFieldFocalDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x11 , Size: 1]
  3902.         bool bOverride_DepthOfFieldFstop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x11 , Size: 1]
  3903.         bool bOverride_DepthOfFieldSensorWidth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x11 , Size: 1]
  3904.         bool bOverride_DepthOfFieldDepthBlurRadius;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x11 , Size: 1]
  3905.         bool bOverride_DepthOfFieldDepthBlurAmount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x11 , Size: 1]
  3906.         bool bOverride_DepthOfFieldFocalRegion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x11 , Size: 1]
  3907.         bool bOverride_DepthOfFieldNearTransitionRegion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x11 , Size: 1]
  3908.         bool bOverride_DepthOfFieldFarTransitionRegion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x11 , Size: 1]
  3909.         bool bOverride_DepthOfFieldScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x12 , Size: 1]
  3910.         bool bOverride_DepthOfFieldMaxBokehSize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x12 , Size: 1]
  3911.         bool bOverride_DepthOfFieldNearBlurSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x12 , Size: 1]
  3912.         bool bOverride_DepthOfFieldFarBlurSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x12 , Size: 1]
  3913.         bool bOverride_DepthOfFieldMethod;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x12 , Size: 1]
  3914.         bool bOverride_MobileHQGaussian;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x12 , Size: 1]
  3915.         bool bOverride_DepthOfFieldBokehShape;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x12 , Size: 1]
  3916.         bool bOverride_DepthOfFieldOcclusion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x12 , Size: 1]
  3917.         bool bOverride_DepthOfFieldColorThreshold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13 , Size: 1]
  3918.         bool bOverride_DepthOfFieldSizeThreshold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13 , Size: 1]
  3919.         bool bOverride_DepthOfFieldSkyFocusDistance;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x13 , Size: 1]
  3920.         bool bOverride_DepthOfFieldVignetteSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x13 , Size: 1]
  3921.         bool bOverride_MotionBlurAmount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x13 , Size: 1]
  3922.         bool bOverride_MotionBlurMax;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x13 , Size: 1]
  3923.         bool bOverride_MotionBlurPerObjectSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x13 , Size: 1]
  3924.         bool bOverride_ScreenPercentage;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x13 , Size: 1]
  3925.         bool bOverride_ScreenSpaceReflectionIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14 , Size: 1]
  3926.         bool bOverride_ScreenSpaceReflectionQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14 , Size: 1]
  3927.         bool bOverride_ScreenSpaceReflectionMaxRoughness;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14 , Size: 1]
  3928.         bool bOverride_ScreenSpaceReflectionRoughnessScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x14 , Size: 1]
  3929.         bool bOverride_FxaaConsoleEdgeSharpness;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x14 , Size: 1]
  3930.         bool bOverride_FxaaConsoleEdgeThreshold;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x14 , Size: 1]
  3931.         bool bOverride_FxaaConsoleEdgeThresholdMin;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x14 , Size: 1]
  3932.         float WhiteTemp;//[Offset: 0x18 , Size: 4]
  3933.         float WhiteTint;//[Offset: 0x1c , Size: 4]
  3934.         Vector4 ColorSaturation;//[Offset: 0x20 , Size: 16]
  3935.         Vector4 ColorContrast;//[Offset: 0x30 , Size: 16]
  3936.         Vector4 ColorGamma;//[Offset: 0x40 , Size: 16]
  3937.         Vector4 ColorGain;//[Offset: 0x50 , Size: 16]
  3938.         Vector4 ColorOffset;//[Offset: 0x60 , Size: 16]
  3939.         Vector4 ColorSaturationShadows;//[Offset: 0x70 , Size: 16]
  3940.         Vector4 ColorContrastShadows;//[Offset: 0x80 , Size: 16]
  3941.         Vector4 ColorGammaShadows;//[Offset: 0x90 , Size: 16]
  3942.         Vector4 ColorGainShadows;//[Offset: 0xa0 , Size: 16]
  3943.         Vector4 ColorOffsetShadows;//[Offset: 0xb0 , Size: 16]
  3944.         float ColorCorrectionShadowsMax;//[Offset: 0xc0 , Size: 4]
  3945.         Vector4 ColorSaturationMidtones;//[Offset: 0xd0 , Size: 16]
  3946.         Vector4 ColorContrastMidtones;//[Offset: 0xe0 , Size: 16]
  3947.         Vector4 ColorGammaMidtones;//[Offset: 0xf0 , Size: 16]
  3948.         Vector4 ColorGainMidtones;//[Offset: 0x100 , Size: 16]
  3949.         Vector4 ColorOffsetMidtones;//[Offset: 0x110 , Size: 16]
  3950.         Vector4 ColorSaturationHighlights;//[Offset: 0x120 , Size: 16]
  3951.         Vector4 ColorContrastHighlights;//[Offset: 0x130 , Size: 16]
  3952.         Vector4 ColorGammaHighlights;//[Offset: 0x140 , Size: 16]
  3953.         Vector4 ColorGainHighlights;//[Offset: 0x150 , Size: 16]
  3954.         Vector4 ColorOffsetHighlights;//[Offset: 0x160 , Size: 16]
  3955.         float ColorCorrectionHighlightsMin;//[Offset: 0x170 , Size: 4]
  3956.         float FilmSlope;//[Offset: 0x174 , Size: 4]
  3957.         float FilmToe;//[Offset: 0x178 , Size: 4]
  3958.         float FilmShoulder;//[Offset: 0x17c , Size: 4]
  3959.         float FilmBlackClip;//[Offset: 0x180 , Size: 4]
  3960.         float FilmWhiteClip;//[Offset: 0x184 , Size: 4]
  3961.         LinearColor FilmWhitePoint;//[Offset: 0x188 , Size: 16]
  3962.         LinearColor FilmShadowTint;//[Offset: 0x198 , Size: 16]
  3963.         float FilmShadowTintBlend;//[Offset: 0x1a8 , Size: 4]
  3964.         float FilmShadowTintAmount;//[Offset: 0x1ac , Size: 4]
  3965.         float FilmSaturation;//[Offset: 0x1b0 , Size: 4]
  3966.         LinearColor FilmChannelMixerRed;//[Offset: 0x1b4 , Size: 16]
  3967.         LinearColor FilmChannelMixerGreen;//[Offset: 0x1c4 , Size: 16]
  3968.         LinearColor FilmChannelMixerBlue;//[Offset: 0x1d4 , Size: 16]
  3969.         float FilmContrast;//[Offset: 0x1e4 , Size: 4]
  3970.         float FilmToeAmount;//[Offset: 0x1e8 , Size: 4]
  3971.         float FilmHealAmount;//[Offset: 0x1ec , Size: 4]
  3972.         float FilmDynamicRange;//[Offset: 0x1f0 , Size: 4]
  3973.         LinearColor SceneColorTint;//[Offset: 0x1f4 , Size: 16]
  3974.         float SceneFringeIntensity;//[Offset: 0x204 , Size: 4]
  3975.         byte BloomMethod;//[Offset: 0x208 , Size: 1]
  3976.         float BloomIntensity;//[Offset: 0x20c , Size: 4]
  3977.         float BloomThreshold;//[Offset: 0x210 , Size: 4]
  3978.         float BloomSizeScale;//[Offset: 0x214 , Size: 4]
  3979.         float Bloom1Size;//[Offset: 0x218 , Size: 4]
  3980.         float Bloom2Size;//[Offset: 0x21c , Size: 4]
  3981.         float Bloom3Size;//[Offset: 0x220 , Size: 4]
  3982.         float Bloom4Size;//[Offset: 0x224 , Size: 4]
  3983.         float Bloom5Size;//[Offset: 0x228 , Size: 4]
  3984.         float Bloom6Size;//[Offset: 0x22c , Size: 4]
  3985.         LinearColor Bloom1Tint;//[Offset: 0x230 , Size: 16]
  3986.         LinearColor Bloom2Tint;//[Offset: 0x240 , Size: 16]
  3987.         LinearColor Bloom3Tint;//[Offset: 0x250 , Size: 16]
  3988.         LinearColor Bloom4Tint;//[Offset: 0x260 , Size: 16]
  3989.         LinearColor Bloom5Tint;//[Offset: 0x270 , Size: 16]
  3990.         LinearColor Bloom6Tint;//[Offset: 0x280 , Size: 16]
  3991.         Texture2D* BloomConvolutionTexture;//[Offset: 0x290 , Size: 4]
  3992.         float BloomConvolutionSize;//[Offset: 0x294 , Size: 4]
  3993.         Vector2D BloomConvolutionCenterUV;//[Offset: 0x298 , Size: 8]
  3994.         Vector BloomConvolutionPreFilter;//[Offset: 0x2a0 , Size: 12]
  3995.         float BloomConvolutionPreFilterMin;//[Offset: 0x2ac , Size: 4]
  3996.         float BloomConvolutionPreFilterMax;//[Offset: 0x2b0 , Size: 4]
  3997.         float BloomConvolutionPreFilterMult;//[Offset: 0x2b4 , Size: 4]
  3998.         float BloomConvolutionBufferScale;//[Offset: 0x2b8 , Size: 4]
  3999.         Texture* BloomDirtMask;//[Offset: 0x2bc , Size: 4]
  4000.         float BloomDirtMaskIntensity;//[Offset: 0x2c0 , Size: 4]
  4001.         LinearColor BloomDirtMaskTint;//[Offset: 0x2c4 , Size: 16]
  4002.         Vector2D RadialBlurCenterPos;//[Offset: 0x2d4 , Size: 8]
  4003.         float RadialBlurIntensity;//[Offset: 0x2dc , Size: 4]
  4004.         float RadialBlurDistance;//[Offset: 0x2e0 , Size: 4]
  4005.         LinearColor AmbientCubemapTint;//[Offset: 0x2e4 , Size: 16]
  4006.         float AmbientCubemapIntensity;//[Offset: 0x2f4 , Size: 4]
  4007.         TextureCube* AmbientCubemap;//[Offset: 0x2f8 , Size: 4]
  4008.         byte AutoExposureMethod;//[Offset: 0x2fc , Size: 1]
  4009.         float AutoExposureLowPercent;//[Offset: 0x300 , Size: 4]
  4010.         float AutoExposureHighPercent;//[Offset: 0x304 , Size: 4]
  4011.         float AutoExposureMinBrightness;//[Offset: 0x308 , Size: 4]
  4012.         float AutoExposureMaxBrightness;//[Offset: 0x30c , Size: 4]
  4013.         float AutoExposureSpeedUp;//[Offset: 0x310 , Size: 4]
  4014.         float AutoExposureSpeedDown;//[Offset: 0x314 , Size: 4]
  4015.         float AutoExposureBias;//[Offset: 0x318 , Size: 4]
  4016.         float HistogramLogMin;//[Offset: 0x31c , Size: 4]
  4017.         float HistogramLogMax;//[Offset: 0x320 , Size: 4]
  4018.         float LensFlareIntensity;//[Offset: 0x324 , Size: 4]
  4019.         LinearColor LensFlareTint;//[Offset: 0x328 , Size: 16]
  4020.         float LensFlareBokehSize;//[Offset: 0x338 , Size: 4]
  4021.         int LensFlareCount;//[Offset: 0x33c , Size: 4]
  4022.         float LensFlareThreshold;//[Offset: 0x340 , Size: 4]
  4023.         Texture* LensFlareBokehShape;//[Offset: 0x344 , Size: 4]
  4024.         LinearColor LensFlareTints;//[Offset: 0x348 , Size: 16]
  4025.         float VignetteIntensity;//[Offset: 0x3c8 , Size: 4]
  4026.         float GrainJitter;//[Offset: 0x3cc , Size: 4]
  4027.         float GrainIntensity;//[Offset: 0x3d0 , Size: 4]
  4028.         float AmbientOcclusionIntensity;//[Offset: 0x3d4 , Size: 4]
  4029.         float AmbientOcclusionStaticFraction;//[Offset: 0x3d8 , Size: 4]
  4030.         float AmbientOcclusionRadius;//[Offset: 0x3dc , Size: 4]
  4031.         bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3e0 , Size: 1]
  4032.         float AmbientOcclusionFadeDistance;//[Offset: 0x3e4 , Size: 4]
  4033.         float AmbientOcclusionFadeRadius;//[Offset: 0x3e8 , Size: 4]
  4034.         float AmbientOcclusionDistance;//[Offset: 0x3ec , Size: 4]
  4035.         float AmbientOcclusionPower;//[Offset: 0x3f0 , Size: 4]
  4036.         float AmbientOcclusionBias;//[Offset: 0x3f4 , Size: 4]
  4037.         float AmbientOcclusionQuality;//[Offset: 0x3f8 , Size: 4]
  4038.         float AmbientOcclusionMipBlend;//[Offset: 0x3fc , Size: 4]
  4039.         float AmbientOcclusionMipScale;//[Offset: 0x400 , Size: 4]
  4040.         float AmbientOcclusionMipThreshold;//[Offset: 0x404 , Size: 4]
  4041.         LinearColor SRTIndirectLightingColor;//[Offset: 0x408 , Size: 16]
  4042.         float SRTIndirectLightingIntensity;//[Offset: 0x418 , Size: 4]
  4043.         float SRTMaxOcclusionDistance;//[Offset: 0x41c , Size: 4]
  4044.         float SRTOcclusionContrast;//[Offset: 0x420 , Size: 4]
  4045.         float SRTOcclusionExponent;//[Offset: 0x424 , Size: 4]
  4046.         float SRTMinOcclusion;//[Offset: 0x428 , Size: 4]
  4047.         float SRTSpecularOcclusionExponent;//[Offset: 0x42c , Size: 4]
  4048.         float SRTSpecularMinOcclusion;//[Offset: 0x430 , Size: 4]
  4049.         LinearColor SRTOcclusionTint;//[Offset: 0x434 , Size: 16]
  4050.         float SRTFilterSmoothness;//[Offset: 0x444 , Size: 4]
  4051.         LinearColor IndirectLightingColor;//[Offset: 0x448 , Size: 16]
  4052.         float IndirectLightingIntensity;//[Offset: 0x458 , Size: 4]
  4053.         float ColorGradingIntensity;//[Offset: 0x45c , Size: 4]
  4054.         Texture* ColorGradingLUT;//[Offset: 0x460 , Size: 4]
  4055.         byte DepthOfFieldMethod;//[Offset: 0x464 , Size: 1]
  4056.         bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x465 , Size: 1]
  4057.         float DepthOfFieldFstop;//[Offset: 0x468 , Size: 4]
  4058.         float DepthOfFieldSensorWidth;//[Offset: 0x46c , Size: 4]
  4059.         float DepthOfFieldFocalDistance;//[Offset: 0x470 , Size: 4]
  4060.         float DepthOfFieldDepthBlurAmount;//[Offset: 0x474 , Size: 4]
  4061.         float DepthOfFieldDepthBlurRadius;//[Offset: 0x478 , Size: 4]
  4062.         float DepthOfFieldFocalRegion;//[Offset: 0x47c , Size: 4]
  4063.         float DepthOfFieldNearTransitionRegion;//[Offset: 0x480 , Size: 4]
  4064.         float DepthOfFieldFarTransitionRegion;//[Offset: 0x484 , Size: 4]
  4065.         float DepthOfFieldScale;//[Offset: 0x488 , Size: 4]
  4066.         float DepthOfFieldMaxBokehSize;//[Offset: 0x48c , Size: 4]
  4067.         float DepthOfFieldNearBlurSize;//[Offset: 0x490 , Size: 4]
  4068.         float DepthOfFieldFarBlurSize;//[Offset: 0x494 , Size: 4]
  4069.         Texture* DepthOfFieldBokehShape;//[Offset: 0x498 , Size: 4]
  4070.         float DepthOfFieldOcclusion;//[Offset: 0x49c , Size: 4]
  4071.         float DepthOfFieldColorThreshold;//[Offset: 0x4a0 , Size: 4]
  4072.         float DepthOfFieldSizeThreshold;//[Offset: 0x4a4 , Size: 4]
  4073.         float DepthOfFieldSkyFocusDistance;//[Offset: 0x4a8 , Size: 4]
  4074.         float DepthOfFieldVignetteSize;//[Offset: 0x4ac , Size: 4]
  4075.         float MotionBlurAmount;//[Offset: 0x4b0 , Size: 4]
  4076.         float MotionBlurMax;//[Offset: 0x4b4 , Size: 4]
  4077.         float MotionBlurPerObjectSize;//[Offset: 0x4b8 , Size: 4]
  4078.         float LPVIntensity;//[Offset: 0x4bc , Size: 4]
  4079.         float LPVVplInjectionBias;//[Offset: 0x4c0 , Size: 4]
  4080.         float LPVSize;//[Offset: 0x4c4 , Size: 4]
  4081.         float LPVSecondaryOcclusionIntensity;//[Offset: 0x4c8 , Size: 4]
  4082.         float LPVSecondaryBounceIntensity;//[Offset: 0x4cc , Size: 4]
  4083.         float LPVGeometryVolumeBias;//[Offset: 0x4d0 , Size: 4]
  4084.         float LPVEmissiveInjectionIntensity;//[Offset: 0x4d4 , Size: 4]
  4085.         float LPVDirectionalOcclusionIntensity;//[Offset: 0x4d8 , Size: 4]
  4086.         float LPVDirectionalOcclusionRadius;//[Offset: 0x4dc , Size: 4]
  4087.         float LPVDiffuseOcclusionExponent;//[Offset: 0x4e0 , Size: 4]
  4088.         float LPVSpecularOcclusionExponent;//[Offset: 0x4e4 , Size: 4]
  4089.         float LPVDiffuseOcclusionIntensity;//[Offset: 0x4e8 , Size: 4]
  4090.         float LPVSpecularOcclusionIntensity;//[Offset: 0x4ec , Size: 4]
  4091.         float ScreenSpaceReflectionIntensity;//[Offset: 0x4f0 , Size: 4]
  4092.         float ScreenSpaceReflectionQuality;//[Offset: 0x4f4 , Size: 4]
  4093.         float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x4f8 , Size: 4]
  4094.         float LPVFadeRange;//[Offset: 0x4fc , Size: 4]
  4095.         float LPVDirectionalOcclusionFadeRange;//[Offset: 0x500 , Size: 4]
  4096.         float ScreenPercentage;//[Offset: 0x504 , Size: 4]
  4097.         WeightedBlendables WeightedBlendables;//[Offset: 0x508 , Size: 12]
  4098.         float FxaaConsoleEdgeSharpness;//[Offset: 0x514 , Size: 4]
  4099.         float FxaaConsoleEdgeThreshold;//[Offset: 0x518 , Size: 4]
  4100.         float FxaaConsoleEdgeThresholdMin;//[Offset: 0x51c , Size: 4]
  4101.         Object*[] Blendables;//[Offset: 0x520 , Size: 12]
  4102.  
  4103. --------------------------------
  4104. Class: TextureCube.Texture.Object
  4105.  
  4106. --------------------------------
  4107. Class: WeightedBlendables
  4108.         WeightedBlendable[] Array;//[Offset: 0x0 , Size: 12]
  4109.  
  4110. --------------------------------
  4111. Class: WeightedBlendable
  4112.         float Weight;//[Offset: 0x0 , Size: 4]
  4113.         Object* Object;//[Offset: 0x4 , Size: 4]
  4114.  
  4115. --------------------------------
  4116. Class: TViewTarget
  4117.         Actor* Target;//[Offset: 0x0 , Size: 4]
  4118.         MinimalViewInfo POV;//[Offset: 0x10 , Size: 1408]
  4119.         PlayerState* PlayerState;//[Offset: 0x590 , Size: 4]
  4120.  
  4121. --------------------------------
  4122. Class: CameraModifier.Object
  4123.         bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
  4124.         bool bExclusive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
  4125.         byte Priority;//[Offset: 0x1d , Size: 1]
  4126.         PlayerCameraManager* CameraOwner;//[Offset: 0x20 , Size: 4]
  4127.         float AlphaInTime;//[Offset: 0x24 , Size: 4]
  4128.         float AlphaOutTime;//[Offset: 0x28 , Size: 4]
  4129.         float Alpha;//[Offset: 0x2c , Size: 4]
  4130.         bool IsDisabled();// 0x1d7a3d0
  4131.         Actor* GetViewTarget();// 0x1d944ec
  4132.         void EnableModifier();// 0x1e5ee18
  4133.         void DisableModifier(bool bImmediate);// 0x3f475fc
  4134.         void BlueprintModifyPostProcess(float DeltaTime, out float PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x2859eb0
  4135.         void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation, out float NewFOV);// 0x2859eb0
  4136.  
  4137. --------------------------------
  4138. Class: EmitterCameraLensEffectBase.Emitter.Actor.Object
  4139.         ParticleSystem* PS_CameraEffect;//[Offset: 0x2fc , Size: 4]
  4140.         ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x300 , Size: 4]
  4141.         PlayerCameraManager* BaseCamera;//[Offset: 0x304 , Size: 4]
  4142.         Transform RelativeTransform;//[Offset: 0x310 , Size: 48]
  4143.         float BaseFOV;//[Offset: 0x340 , Size: 4]
  4144.         bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x344 , Size: 1]
  4145.         bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x344 , Size: 1]
  4146.         class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x348 , Size: 12]
  4147.         float DistFromCamera;//[Offset: 0x354 , Size: 4]
  4148.  
  4149. --------------------------------
  4150. Class: Emitter.Actor.Object
  4151.         ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x2c4 , Size: 4]
  4152.         bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  4153.         bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1]
  4154.         bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c8 , Size: 1]
  4155.         delegate OnParticleSpawn;//[Offset: 0x2cc , Size: 12]
  4156.         delegate OnParticleBurst;//[Offset: 0x2d8 , Size: 12]
  4157.         delegate OnParticleDeath;//[Offset: 0x2e4 , Size: 12]
  4158.         delegate OnParticleCollide;//[Offset: 0x2f0 , Size: 12]
  4159.         void ToggleActive();// 0x3f664c4
  4160.         void SetVectorParameter(FName ParameterName, Vector Param);// 0x3f66404
  4161.         void SetTemplate(ParticleSystem* NewTemplate);// 0x1ce0954
  4162.         void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x3f66348
  4163.         void SetFloatParameter(FName ParameterName, float Param);// 0x3f66284
  4164.         void SetColorParameter(FName ParameterName, LinearColor Param);// 0x3f661bc
  4165.         void SetActorParameter(FName ParameterName, Actor* Param);// 0x3f66100
  4166.         void OnRep_bCurrentlyActive();// 0x1ce0870
  4167.         void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);// 0x1c7d100
  4168.         bool IsActive();// 0x3f660d8
  4169.         void Deactivate();// 0x3f660c4
  4170.         void Activate();// 0x3f660b0
  4171.  
  4172. --------------------------------
  4173. Class: ParticleSystem.Object
  4174.         byte SystemUpdateMode;//[Offset: 0x1c , Size: 1]
  4175.         float UpdateTime_FPS;//[Offset: 0x20 , Size: 4]
  4176.         float UpdateTime_Delta;//[Offset: 0x24 , Size: 4]
  4177.         float WarmupTime;//[Offset: 0x28 , Size: 4]
  4178.         float WarmupTickRate;//[Offset: 0x2c , Size: 4]
  4179.         ParticleEmitter*[] Emitters;//[Offset: 0x30 , Size: 12]
  4180.         ParticleSystemComponent* PreviewComponent;//[Offset: 0x3c , Size: 4]
  4181.         InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x40 , Size: 4]
  4182.         bool bOrientZAxisTowardCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
  4183.         float LODDistanceCheckTime;//[Offset: 0x48 , Size: 4]
  4184.         bool bUseDeviceConstBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
  4185.         byte LODMethod;//[Offset: 0x4d , Size: 1]
  4186.         float[] LODDistances;//[Offset: 0x50 , Size: 12]
  4187.         bool bRegenerateLODDuplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c , Size: 1]
  4188.         ParticleSystemLOD[] LODSettings;//[Offset: 0x60 , Size: 12]
  4189.         bool bUseFixedRelativeBoundingBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c , Size: 1]
  4190.         Box FixedRelativeBoundingBox;//[Offset: 0x70 , Size: 28]
  4191.         float SecondsBeforeInactive;//[Offset: 0x8c , Size: 4]
  4192.         bool bShouldResetPeakCounts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90 , Size: 1]
  4193.         bool bHasPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90 , Size: 1]
  4194.         bool bUseRealtimeThumbnail;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x90 , Size: 1]
  4195.         bool ThumbnailImageOutOfDate;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x90 , Size: 1]
  4196.         float Delay;//[Offset: 0x94 , Size: 4]
  4197.         float DelayLow;//[Offset: 0x98 , Size: 4]
  4198.         bool bUseDelayRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1]
  4199.         bool bAutoDeactivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d , Size: 1]
  4200.         uint32 MinTimeBetweenTicks;//[Offset: 0xa0 , Size: 4]
  4201.         enum InsignificantReaction;//[Offset: 0xa4 , Size: 1]
  4202.         float InsignificanceDelay;//[Offset: 0xa8 , Size: 4]
  4203.         enum MaxSignificanceLevel;//[Offset: 0xac , Size: 1]
  4204.         Vector MacroUVPosition;//[Offset: 0xb0 , Size: 12]
  4205.         float MacroUVRadius;//[Offset: 0xbc , Size: 4]
  4206.         byte OcclusionBoundsMethod;//[Offset: 0xc0 , Size: 1]
  4207.         Box CustomOcclusionBounds;//[Offset: 0xc4 , Size: 28]
  4208.         LODSoloTrack[] SoloTracking;//[Offset: 0xe0 , Size: 12]
  4209.         NamedEmitterMaterial[] NamedMaterialSlots;//[Offset: 0xec , Size: 12]
  4210.         bool ContainsEmitterType(class Object TypeData);// 0x40253b8
  4211.  
  4212. --------------------------------
  4213. Class: ParticleEmitter.Object
  4214.         FName EmitterName;//[Offset: 0x20 , Size: 8]
  4215.         int SubUVDataOffset;//[Offset: 0x28 , Size: 4]
  4216.         byte EmitterRenderMode;//[Offset: 0x2c , Size: 1]
  4217.         ParticleLODLevel*[] LODLevels;//[Offset: 0x30 , Size: 12]
  4218.         bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c , Size: 1]
  4219.         int PeakActiveParticles;//[Offset: 0x40 , Size: 4]
  4220.         int InitialAllocationCount;//[Offset: 0x44 , Size: 4]
  4221.         float MediumDetailSpawnRateScale;//[Offset: 0x48 , Size: 4]
  4222.         float QualityLevelSpawnRateScale;//[Offset: 0x4c , Size: 4]
  4223.         byte DetailMode;//[Offset: 0x50 , Size: 1]
  4224.         bool bIsSoloing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x51 , Size: 1]
  4225.         bool bCookedOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x51 , Size: 1]
  4226.         bool bDisabledLODsKeepEmitterAlive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x51 , Size: 1]
  4227.         bool bDisableWhenInsignficant;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x51 , Size: 1]
  4228.         enum SignificanceLevel;//[Offset: 0x52 , Size: 1]
  4229.         bool bSupportParticleDynamicInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x53 , Size: 1]
  4230.  
  4231. --------------------------------
  4232. Class: ParticleLODLevel.Object
  4233.         int Level;//[Offset: 0x1c , Size: 4]
  4234.         bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1]
  4235.         ParticleModuleRequired* RequiredModule;//[Offset: 0x24 , Size: 4]
  4236.         ParticleModule*[] Modules;//[Offset: 0x28 , Size: 12]
  4237.         ParticleModuleTypeDataBase* TypeDataModule;//[Offset: 0x34 , Size: 4]
  4238.         ParticleModuleSpawn* SpawnModule;//[Offset: 0x38 , Size: 4]
  4239.         ParticleModuleEventGenerator* EventGenerator;//[Offset: 0x3c , Size: 4]
  4240.         ParticleModuleSpawnBase*[] SpawningModules;//[Offset: 0x40 , Size: 12]
  4241.         ParticleModule*[] SpawnModules;//[Offset: 0x4c , Size: 12]
  4242.         ParticleModule*[] UpdateModules;//[Offset: 0x58 , Size: 12]
  4243.         ParticleModuleOrbit*[] OrbitModules;//[Offset: 0x64 , Size: 12]
  4244.         ParticleModuleEventReceiverBase*[] EventReceiverModules;//[Offset: 0x70 , Size: 12]
  4245.         bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1]
  4246.         int PeakActiveParticles;//[Offset: 0x80 , Size: 4]
  4247.  
  4248. --------------------------------
  4249. Class: ParticleModuleRequired.ParticleModule.Object
  4250.         MaterialInterface* Material;//[Offset: 0x20 , Size: 4]
  4251.         Vector EmitterOrigin;//[Offset: 0x24 , Size: 12]
  4252.         Rotator EmitterRotation;//[Offset: 0x30 , Size: 12]
  4253.         byte ScreenAlignment;//[Offset: 0x3c , Size: 1]
  4254.         float MinFacingCameraBlendDistance;//[Offset: 0x40 , Size: 4]
  4255.         float MaxFacingCameraBlendDistance;//[Offset: 0x44 , Size: 4]
  4256.         bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
  4257.         bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x48 , Size: 1]
  4258.         bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x48 , Size: 1]
  4259.         byte SortMode;//[Offset: 0x49 , Size: 1]
  4260.         bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a , Size: 1]
  4261.         bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4a , Size: 1]
  4262.         float EmitterDuration;//[Offset: 0x4c , Size: 4]
  4263.         float EmitterDurationLow;//[Offset: 0x50 , Size: 4]
  4264.         bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x54 , Size: 1]
  4265.         bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x54 , Size: 1]
  4266.         int EmitterLoops;//[Offset: 0x58 , Size: 4]
  4267.         RawDistributionFloat SpawnRate;//[Offset: 0x5c , Size: 40]
  4268.         byte ParticleBurstMethod;//[Offset: 0x84 , Size: 1]
  4269.         ParticleBurst[] BurstList;//[Offset: 0x88 , Size: 12]
  4270.         float EmitterDelay;//[Offset: 0x94 , Size: 4]
  4271.         float EmitterDelayLow;//[Offset: 0x98 , Size: 4]
  4272.         bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1]
  4273.         bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9c , Size: 1]
  4274.         byte InterpolationMethod;//[Offset: 0x9d , Size: 1]
  4275.         int SubImages_Horizontal;//[Offset: 0xa0 , Size: 4]
  4276.         int SubImages_Vertical;//[Offset: 0xa4 , Size: 4]
  4277.         bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8 , Size: 1]
  4278.         float RandomImageTime;//[Offset: 0xac , Size: 4]
  4279.         int RandomImageChanges;//[Offset: 0xb0 , Size: 4]
  4280.         bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb4 , Size: 1]
  4281.         Vector MacroUVPosition;//[Offset: 0xb8 , Size: 12]
  4282.         float MacroUVRadius;//[Offset: 0xc4 , Size: 4]
  4283.         bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc8 , Size: 1]
  4284.         int MaxDrawCount;//[Offset: 0xcc , Size: 4]
  4285.         enum UVFlippingMode;//[Offset: 0xd0 , Size: 1]
  4286.         Texture2D* CutoutTexture;//[Offset: 0xd4 , Size: 4]
  4287.         byte BoundingMode;//[Offset: 0xd8 , Size: 1]
  4288.         byte OpacitySourceMode;//[Offset: 0xd9 , Size: 1]
  4289.         float AlphaThreshold;//[Offset: 0xdc , Size: 4]
  4290.         int CutoutSubImagesX;//[Offset: 0xe0 , Size: 4]
  4291.         int CutoutSubImagesY;//[Offset: 0xe4 , Size: 4]
  4292.         byte EmitterNormalsMode;//[Offset: 0xe8 , Size: 1]
  4293.         Vector NormalsSphereCenter;//[Offset: 0xec , Size: 12]
  4294.         Vector NormalsCylinderDirection;//[Offset: 0xf8 , Size: 12]
  4295.         bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x104 , Size: 1]
  4296.         FName[] NamedMaterialOverrides;//[Offset: 0x108 , Size: 12]
  4297.         Vector2D[] UBOBoundingGeometry;//[Offset: 0x114 , Size: 12]
  4298.  
  4299. --------------------------------
  4300. Class: ParticleModule.Object
  4301.         bool bSpawnModule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
  4302.         bool bUpdateModule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
  4303.         bool bFinalUpdateModule;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1]
  4304.         bool bUpdateForGPUEmitter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c , Size: 1]
  4305.         bool bCurvesAsColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c , Size: 1]
  4306.         bool b3DDrawMode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c , Size: 1]
  4307.         bool bSupported3DDrawMode;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c , Size: 1]
  4308.         bool bEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c , Size: 1]
  4309.         bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d , Size: 1]
  4310.         bool LODDuplicate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d , Size: 1]
  4311.         bool bSupportsRandomSeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d , Size: 1]
  4312.         bool bRequiresLoopingNotification;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d , Size: 1]
  4313.         byte LODValidity;//[Offset: 0x1e , Size: 1]
  4314.  
  4315. --------------------------------
  4316. Class: RawDistributionFloat.RawDistribution
  4317.         float MinValue;//[Offset: 0x1c , Size: 4]
  4318.         float MaxValue;//[Offset: 0x20 , Size: 4]
  4319.         DistributionFloat* Distribution;//[Offset: 0x24 , Size: 4]
  4320.  
  4321. --------------------------------
  4322. Class: RawDistribution
  4323.         DistributionLookupTable Table;//[Offset: 0x0 , Size: 28]
  4324.  
  4325. --------------------------------
  4326. Class: DistributionLookupTable
  4327.         byte Op;//[Offset: 0x0 , Size: 1]
  4328.         byte EntryCount;//[Offset: 0x1 , Size: 1]
  4329.         byte EntryStride;//[Offset: 0x2 , Size: 1]
  4330.         byte SubEntryStride;//[Offset: 0x3 , Size: 1]
  4331.         float TimeScale;//[Offset: 0x4 , Size: 4]
  4332.         float TimeBias;//[Offset: 0x8 , Size: 4]
  4333.         float[] Values;//[Offset: 0xc , Size: 12]
  4334.         byte LockFlag;//[Offset: 0x18 , Size: 1]
  4335.  
  4336. --------------------------------
  4337. Class: DistributionFloat.Distribution.Object
  4338.         bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1]
  4339.         bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 , Size: 1]
  4340.  
  4341. --------------------------------
  4342. Class: Distribution.Object
  4343.  
  4344. --------------------------------
  4345. Class: ParticleBurst
  4346.         int Count;//[Offset: 0x0 , Size: 4]
  4347.         int CountLow;//[Offset: 0x4 , Size: 4]
  4348.         float Time;//[Offset: 0x8 , Size: 4]
  4349.  
  4350. --------------------------------
  4351. Class: ParticleModuleTypeDataBase.ParticleModule.Object
  4352.  
  4353. --------------------------------
  4354. Class: ParticleModuleSpawn.ParticleModuleSpawnBase.ParticleModule.Object
  4355.         RawDistributionFloat Rate;//[Offset: 0x20 , Size: 40]
  4356.         RawDistributionFloat RateScale;//[Offset: 0x48 , Size: 40]
  4357.         byte ParticleBurstMethod;//[Offset: 0x70 , Size: 1]
  4358.         ParticleBurst[] BurstList;//[Offset: 0x74 , Size: 12]
  4359.         RawDistributionFloat BurstScale;//[Offset: 0x80 , Size: 40]
  4360.         bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8 , Size: 1]
  4361.  
  4362. --------------------------------
  4363. Class: ParticleModuleSpawnBase.ParticleModule.Object
  4364.         bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f , Size: 1]
  4365.         bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1f , Size: 1]
  4366.  
  4367. --------------------------------
  4368. Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object
  4369.         ParticleEvent_GenerateInfo[] Events;//[Offset: 0x20 , Size: 12]
  4370.  
  4371. --------------------------------
  4372. Class: ParticleModuleEventBase.ParticleModule.Object
  4373.  
  4374. --------------------------------
  4375. Class: ParticleEvent_GenerateInfo
  4376.         byte Type;//[Offset: 0x0 , Size: 1]
  4377.         int Frequency;//[Offset: 0x4 , Size: 4]
  4378.         int ParticleFrequency;//[Offset: 0x8 , Size: 4]
  4379.         bool FirstTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
  4380.         bool LastTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1]
  4381.         bool UseReflectedImpactVector;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc , Size: 1]
  4382.         bool bUseOrbitOffset;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc , Size: 1]
  4383.         FName CustomName;//[Offset: 0x10 , Size: 8]
  4384.         ParticleModuleEventSendToGame*[] ParticleModuleEventsToSendToGame;//[Offset: 0x18 , Size: 12]
  4385.  
  4386. --------------------------------
  4387. Class: ParticleModuleEventSendToGame.Object
  4388.  
  4389. --------------------------------
  4390. Class: ParticleModuleOrbit.ParticleModuleOrbitBase.ParticleModule.Object
  4391.         byte ChainMode;//[Offset: 0x20 , Size: 1]
  4392.         RawDistributionVector OffsetAmount;//[Offset: 0x24 , Size: 64]
  4393.         OrbitOptions OffsetOptions;//[Offset: 0x64 , Size: 4]
  4394.         RawDistributionVector RotationAmount;//[Offset: 0x68 , Size: 64]
  4395.         OrbitOptions RotationOptions;//[Offset: 0xa8 , Size: 4]
  4396.         RawDistributionVector RotationRateAmount;//[Offset: 0xac , Size: 64]
  4397.         OrbitOptions RotationRateOptions;//[Offset: 0xec , Size: 4]
  4398.  
  4399. --------------------------------
  4400. Class: ParticleModuleOrbitBase.ParticleModule.Object
  4401.         bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f , Size: 1]
  4402.  
  4403. --------------------------------
  4404. Class: RawDistributionVector.RawDistribution
  4405.         float MinValue;//[Offset: 0x1c , Size: 4]
  4406.         float MaxValue;//[Offset: 0x20 , Size: 4]
  4407.         Vector MinValueVec;//[Offset: 0x24 , Size: 12]
  4408.         Vector MaxValueVec;//[Offset: 0x30 , Size: 12]
  4409.         DistributionVector* Distribution;//[Offset: 0x3c , Size: 4]
  4410.  
  4411. --------------------------------
  4412. Class: DistributionVector.Distribution.Object
  4413.         bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1]
  4414.         bool bIsDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20 , Size: 1]
  4415.         bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 , Size: 1]
  4416.  
  4417. --------------------------------
  4418. Class: OrbitOptions
  4419.         bool bProcessDuringSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  4420.         bool bProcessDuringUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  4421.         bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  4422.  
  4423. --------------------------------
  4424. Class: ParticleModuleEventReceiverBase.ParticleModuleEventBase.ParticleModule.Object
  4425.         byte EventGeneratorType;//[Offset: 0x1f , Size: 1]
  4426.         FName EventName;//[Offset: 0x20 , Size: 8]
  4427.  
  4428. --------------------------------
  4429. Class: ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  4430.         ParticleSystem* Template;//[Offset: 0x554 , Size: 4]
  4431.         MaterialInterface*[] EmitterMaterials;//[Offset: 0x558 , Size: 12]
  4432.         SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x564 , Size: 12]
  4433.         bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x570 , Size: 1]
  4434.         bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x571 , Size: 1]
  4435.         bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x571 , Size: 1]
  4436.         bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x571 , Size: 1]
  4437.         bool bWarmingUp;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x571 , Size: 1]
  4438.         bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x572 , Size: 1]
  4439.         bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x572 , Size: 1]
  4440.         byte LODMethod;//[Offset: 0x574 , Size: 1]
  4441.         enum RequiredSignificance;//[Offset: 0x575 , Size: 1]
  4442.         ParticleSysParam[] InstanceParameters;//[Offset: 0x578 , Size: 12]
  4443.         delegate OnParticleSpawn;//[Offset: 0x584 , Size: 12]
  4444.         delegate OnParticleBurst;//[Offset: 0x590 , Size: 12]
  4445.         delegate OnParticleDeath;//[Offset: 0x59c , Size: 12]
  4446.         delegate OnParticleCollide;//[Offset: 0x5a8 , Size: 12]
  4447.         Vector OldPosition;//[Offset: 0x5b4 , Size: 12]
  4448.         Vector PartSysVelocity;//[Offset: 0x5c0 , Size: 12]
  4449.         float WarmupTime;//[Offset: 0x5cc , Size: 4]
  4450.         float WarmupTickRate;//[Offset: 0x5d0 , Size: 4]
  4451.         float SecondsBeforeInactive;//[Offset: 0x5d8 , Size: 4]
  4452.         float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x5e0 , Size: 4]
  4453.         ParticleSystemReplay*[] ReplayClips;//[Offset: 0x600 , Size: 12]
  4454.         float CustomTimeDilation;//[Offset: 0x614 , Size: 4]
  4455.         SceneComponent* AutoAttachParent;//[Offset: 0x658 , Size: 8]
  4456.         FName AutoAttachSocketName;//[Offset: 0x660 , Size: 8]
  4457.         enum AutoAttachLocationRule;//[Offset: 0x668 , Size: 1]
  4458.         enum AutoAttachRotationRule;//[Offset: 0x669 , Size: 1]
  4459.         enum AutoAttachScaleRule;//[Offset: 0x66a , Size: 1]
  4460.         delegate OnSystemFinished;//[Offset: 0x694 , Size: 12]
  4461.         void SetVectorParameter(FName ParameterName, Vector Param);// 0x4027674
  4462.         void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x402751c
  4463.         void SetTemplate(ParticleSystem* NewTemplate);// 0x40274a4
  4464.         void SetSocketName(FName InSocketName);// 0x402742c
  4465.         void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x4027370
  4466.         void SetLODLevel(int InLODLevel);// 0x40272f0
  4467.         void SetFloatParameter(FName ParameterName, float Param);// 0x402722c
  4468.         void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x4027158
  4469.         void SetColorParameter(FName ParameterName, LinearColor Param);// 0x4027090
  4470.         void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int TargetIndex);// 0x4026f84
  4471.         void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex);// 0x4026e7c
  4472.         void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int TargetIndex);// 0x4026d70
  4473.         void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int SourceIndex);// 0x4026c64
  4474.         void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex);// 0x4026b5c
  4475.         void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int SourceIndex);// 0x4026a50
  4476.         void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x402698c
  4477.         void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte LocationType);// 0x402685c
  4478.         void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule);// 0x40266b8
  4479.         void SetActorParameter(FName ParameterName, Actor* Param);// 0x40265fc
  4480.         int GetNumActiveParticles();// 0x40265d4
  4481.         MaterialInterface* GetNamedMaterial(FName InName);// 0x402654c
  4482.         int GetLODLevel();// 0x402651c
  4483.         bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector OutTangentPoint);// 0x4026400
  4484.         bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float OutTargetStrength);// 0x40262e0
  4485.         bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector OutTargetPoint);// 0x40261c4
  4486.         bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector OutTangentPoint);// 0x40260a8
  4487.         bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float OutSourceStrength);// 0x4025f88
  4488.         bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector OutSourcePoint);// 0x4025e6c
  4489.         bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x4025d94
  4490.         void GenerateParticleEvent(const FName InEventName, const float InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector InVelocity);// 0x4025bf4
  4491.         void EndTrails();// 0x4025be0
  4492.         MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName, MaterialInterface* SourceMaterial);// 0x4025b14
  4493.         void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x40259bc
  4494.  
  4495. --------------------------------
  4496. Class: ParticleSysParam
  4497.         FName Name;//[Offset: 0x0 , Size: 8]
  4498.         byte ParamType;//[Offset: 0x8 , Size: 1]
  4499.         float Scalar;//[Offset: 0xc , Size: 4]
  4500.         float Scalar_Low;//[Offset: 0x10 , Size: 4]
  4501.         Vector Vector;//[Offset: 0x14 , Size: 12]
  4502.         Vector Vector_Low;//[Offset: 0x20 , Size: 12]
  4503.         Color Color;//[Offset: 0x2c , Size: 4]
  4504.         Actor* Actor;//[Offset: 0x30 , Size: 4]
  4505.         MaterialInterface* Material;//[Offset: 0x34 , Size: 4]
  4506.  
  4507. --------------------------------
  4508. Class: ParticleSystemReplay.Object
  4509.         int ClipIDNumber;//[Offset: 0x1c , Size: 4]
  4510.  
  4511. --------------------------------
  4512. Class: MaterialInstanceDynamic.MaterialInstance.MaterialInterface.Object
  4513.         void SetVectorParameterValue(FName ParameterName, LinearColor Value);// 0x4003ad4
  4514.         void SetTextureParameterValue(FName ParameterName, Texture* Value);// 0x4003a18
  4515.         void SetScalarParameterValue(FName ParameterName, float Value);// 0x4003954
  4516.         void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA, MaterialInstance* SourceB, float Alpha);// 0x4003854
  4517.         LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x40037c4
  4518.         Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x4003744
  4519.         float K2_GetScalarParameterValue(FName ParameterName);// 0x40036c4
  4520.         void K2_CopyMaterialInstanceParameters(MaterialInterface* Source);// 0x400364c
  4521.         void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x40035d4
  4522.         void CopyInterpParameters(MaterialInstance* Source);// 0x400355c
  4523.  
  4524. --------------------------------
  4525. Class: MaterialInstance.MaterialInterface.Object
  4526.         PhysicalMaterial* PhysMaterial;//[Offset: 0x50 , Size: 4]
  4527.         MaterialInterface* Parent;//[Offset: 0x54 , Size: 4]
  4528.         bool bHasStaticPermutationResource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58 , Size: 1]
  4529.         bool bOverrideSubsurfaceProfile;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58 , Size: 1]
  4530.         FontParameterValue[] FontParameterValues;//[Offset: 0x5c , Size: 12]
  4531.         ScalarParameterValue[] ScalarParameterValues;//[Offset: 0x68 , Size: 12]
  4532.         TextureParameterValue[] TextureParameterValues;//[Offset: 0x74 , Size: 12]
  4533.         VectorParameterValue[] VectorParameterValues;//[Offset: 0x80 , Size: 12]
  4534.         <FString,Vector4> DynamicInstancingParameters;//[Offset: 0x8c , Size: 60]
  4535.         bool bOverrideBaseProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1]
  4536.         MaterialInstanceBasePropertyOverrides BasePropertyOverrides;//[Offset: 0xcc , Size: 16]
  4537.         Texture*[] PermutationTextureReferences;//[Offset: 0xf0 , Size: 12]
  4538.  
  4539. --------------------------------
  4540. Class: FontParameterValue
  4541.         FName ParameterName;//[Offset: 0x0 , Size: 8]
  4542.         Font* FontValue;//[Offset: 0x8 , Size: 4]
  4543.         int FontPage;//[Offset: 0xc , Size: 4]
  4544.         Guid ExpressionGUID;//[Offset: 0x10 , Size: 16]
  4545.  
  4546. --------------------------------
  4547. Class: ScalarParameterValue
  4548.         FName ParameterName;//[Offset: 0x0 , Size: 8]
  4549.         float ParameterValue;//[Offset: 0x8 , Size: 4]
  4550.         Guid ExpressionGUID;//[Offset: 0xc , Size: 16]
  4551.  
  4552. --------------------------------
  4553. Class: TextureParameterValue
  4554.         FName ParameterName;//[Offset: 0x0 , Size: 8]
  4555.         Texture* ParameterValue;//[Offset: 0x8 , Size: 4]
  4556.         Guid ExpressionGUID;//[Offset: 0xc , Size: 16]
  4557.  
  4558. --------------------------------
  4559. Class: VectorParameterValue
  4560.         FName ParameterName;//[Offset: 0x0 , Size: 8]
  4561.         LinearColor ParameterValue;//[Offset: 0x8 , Size: 16]
  4562.         Guid ExpressionGUID;//[Offset: 0x18 , Size: 16]
  4563.  
  4564. --------------------------------
  4565. Class: MaterialInstanceBasePropertyOverrides
  4566.         bool bOverride_OpacityMaskClipValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  4567.         bool bOverride_BlendMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  4568.         bool bOverride_ShadingModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  4569.         bool bOverride_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 , Size: 1]
  4570.         bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  4571.         bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  4572.         float OpacityMaskClipValue;//[Offset: 0x8 , Size: 4]
  4573.         byte BlendMode;//[Offset: 0xc , Size: 1]
  4574.         byte ShadingModel;//[Offset: 0xd , Size: 1]
  4575.         bool TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe , Size: 1]
  4576.         bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe , Size: 1]
  4577.         bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe , Size: 1]
  4578.  
  4579. --------------------------------
  4580. Class: InterpCurveEdSetup.Object
  4581.         CurveEdTab[] Tabs;//[Offset: 0x1c , Size: 12]
  4582.         int ActiveTab;//[Offset: 0x28 , Size: 4]
  4583.  
  4584. --------------------------------
  4585. Class: CurveEdTab
  4586.         FString TabName;//[Offset: 0x0 , Size: 12]
  4587.         CurveEdEntry[] Curves;//[Offset: 0xc , Size: 12]
  4588.         float ViewStartInput;//[Offset: 0x18 , Size: 4]
  4589.         float ViewEndInput;//[Offset: 0x1c , Size: 4]
  4590.         float ViewStartOutput;//[Offset: 0x20 , Size: 4]
  4591.         float ViewEndOutput;//[Offset: 0x24 , Size: 4]
  4592.  
  4593. --------------------------------
  4594. Class: CurveEdEntry
  4595.         Object* CurveObject;//[Offset: 0x0 , Size: 4]
  4596.         Color CurveColor;//[Offset: 0x4 , Size: 4]
  4597.         FString CurveName;//[Offset: 0x8 , Size: 12]
  4598.         int bHideCurve;//[Offset: 0x14 , Size: 4]
  4599.         int bColorCurve;//[Offset: 0x18 , Size: 4]
  4600.         int bFloatingPointColorCurve;//[Offset: 0x1c , Size: 4]
  4601.         int bClamp;//[Offset: 0x20 , Size: 4]
  4602.         float ClampLow;//[Offset: 0x24 , Size: 4]
  4603.         float ClampHigh;//[Offset: 0x28 , Size: 4]
  4604.  
  4605. --------------------------------
  4606. Class: ParticleSystemLOD
  4607.  
  4608. --------------------------------
  4609. Class: LODSoloTrack
  4610.         byte[] SoloEnableSetting;//[Offset: 0x0 , Size: 12]
  4611.  
  4612. --------------------------------
  4613. Class: NamedEmitterMaterial
  4614.         FName Name;//[Offset: 0x0 , Size: 8]
  4615.         MaterialInterface* Material;//[Offset: 0x8 , Size: 4]
  4616.  
  4617. --------------------------------
  4618. Class: CameraModifier_CameraShake.CameraModifier.Object
  4619.         CameraShake*[] ActiveShakes;//[Offset: 0x30 , Size: 12]
  4620.         float SplitScreenShakeScale;//[Offset: 0x3c , Size: 4]
  4621.  
  4622. --------------------------------
  4623. Class: CameraShake.Object
  4624.         bool bSingleInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
  4625.         float OscillationDuration;//[Offset: 0x20 , Size: 4]
  4626.         float OscillationBlendInTime;//[Offset: 0x24 , Size: 4]
  4627.         float OscillationBlendOutTime;//[Offset: 0x28 , Size: 4]
  4628.         ROscillator RotOscillation;//[Offset: 0x2c , Size: 36]
  4629.         VOscillator LocOscillation;//[Offset: 0x50 , Size: 36]
  4630.         FOscillator FOVOscillation;//[Offset: 0x74 , Size: 12]
  4631.         float AnimPlayRate;//[Offset: 0x80 , Size: 4]
  4632.         float AnimScale;//[Offset: 0x84 , Size: 4]
  4633.         float AnimBlendInTime;//[Offset: 0x88 , Size: 4]
  4634.         float AnimBlendOutTime;//[Offset: 0x8c , Size: 4]
  4635.         float RandomAnimSegmentDuration;//[Offset: 0x90 , Size: 4]
  4636.         CameraAnim* Anim;//[Offset: 0x94 , Size: 4]
  4637.         bool bRandomAnimSegment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x98 , Size: 1]
  4638.         PlayerCameraManager* CameraOwner;//[Offset: 0xa8 , Size: 4]
  4639.         float ShakeScale;//[Offset: 0x134 , Size: 4]
  4640.         float OscillatorTimeRemaining;//[Offset: 0x138 , Size: 4]
  4641.         CameraAnimInst* AnimInst;//[Offset: 0x13c , Size: 4]
  4642.         void ReceiveStopShake(bool bImmediately);// 0x2859eb0
  4643.         void ReceivePlayShake(float Scale);// 0x2859eb0
  4644.         bool ReceiveIsFinished();// 0x1d15c3c
  4645.         void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x2859eb0
  4646.  
  4647. --------------------------------
  4648. Class: ROscillator
  4649.         FOscillator Pitch;//[Offset: 0x0 , Size: 12]
  4650.         FOscillator Yaw;//[Offset: 0xc , Size: 12]
  4651.         FOscillator Roll;//[Offset: 0x18 , Size: 12]
  4652.  
  4653. --------------------------------
  4654. Class: FOscillator
  4655.         float Amplitude;//[Offset: 0x0 , Size: 4]
  4656.         float Frequency;//[Offset: 0x4 , Size: 4]
  4657.         byte InitialOffset;//[Offset: 0x8 , Size: 1]
  4658.  
  4659. --------------------------------
  4660. Class: VOscillator
  4661.         FOscillator X;//[Offset: 0x0 , Size: 12]
  4662.         FOscillator Y;//[Offset: 0xc , Size: 12]
  4663.         FOscillator Z;//[Offset: 0x18 , Size: 12]
  4664.  
  4665. --------------------------------
  4666. Class: CameraAnim.Object
  4667.         InterpGroup* CameraInterpGroup;//[Offset: 0x1c , Size: 4]
  4668.         float AnimLength;//[Offset: 0x20 , Size: 4]
  4669.         Box BoundingBox;//[Offset: 0x24 , Size: 28]
  4670.         bool bRelativeToInitialTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 , Size: 1]
  4671.         bool bRelativeToInitialFOV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40 , Size: 1]
  4672.         float BaseFOV;//[Offset: 0x44 , Size: 4]
  4673.         PostProcessSettings BasePostProcessSettings;//[Offset: 0x50 , Size: 1328]
  4674.         float BasePostProcessBlendWeight;//[Offset: 0x580 , Size: 4]
  4675.  
  4676. --------------------------------
  4677. Class: InterpGroup.Object
  4678.         InterpTrack*[] InterpTracks;//[Offset: 0x20 , Size: 12]
  4679.         FName GroupName;//[Offset: 0x30 , Size: 8]
  4680.         Color GroupColor;//[Offset: 0x38 , Size: 4]
  4681.         bool bCollapsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c , Size: 1]
  4682.         bool bVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c , Size: 1]
  4683.         bool bIsFolder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c , Size: 1]
  4684.         bool bIsParented;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3c , Size: 1]
  4685.         bool bIsSelected;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3c , Size: 1]
  4686.  
  4687. --------------------------------
  4688. Class: InterpTrack.Object
  4689.         InterpTrack*[] SubTracks;//[Offset: 0x24 , Size: 12]
  4690.         class InterpTrackInst* TrackInstClass;//[Offset: 0x30 , Size: 4]
  4691.         byte ActiveCondition;//[Offset: 0x34 , Size: 1]
  4692.         FString TrackTitle;//[Offset: 0x38 , Size: 12]
  4693.         bool bOnePerGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
  4694.         bool bDirGroupOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1]
  4695.         bool bDisableTrack;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x44 , Size: 1]
  4696.         bool bIsSelected;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x44 , Size: 1]
  4697.         bool bIsAnimControlTrack;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x44 , Size: 1]
  4698.         bool bSubTrackOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x44 , Size: 1]
  4699.         bool bVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x44 , Size: 1]
  4700.         bool bIsRecording;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x44 , Size: 1]
  4701.  
  4702. --------------------------------
  4703. Class: CameraAnimInst.Object
  4704.         CameraAnim* CamAnim;//[Offset: 0x1c , Size: 4]
  4705.         InterpGroupInst* InterpGroupInst;//[Offset: 0x20 , Size: 4]
  4706.         float PlayRate;//[Offset: 0x3c , Size: 4]
  4707.         InterpTrackMove* MoveTrack;//[Offset: 0x50 , Size: 4]
  4708.         InterpTrackInstMove* MoveInst;//[Offset: 0x54 , Size: 4]
  4709.         byte PlaySpace;//[Offset: 0x58 , Size: 1]
  4710.         void Stop(bool bImmediate);// 0x3f460a4
  4711.         void SetScale(float NewDuration);// 0x1dbef68
  4712.         void SetDuration(float NewDuration);// 0x3f4602c
  4713.         void SetCurrentTime(float NewTime);// 0x3f45fb4
  4714.  
  4715. --------------------------------
  4716. Class: InterpGroupInst.Object
  4717.         InterpGroup* Group;//[Offset: 0x1c , Size: 4]
  4718.         Actor* GroupActor;//[Offset: 0x20 , Size: 4]
  4719.         InterpTrackInst*[] TrackInst;//[Offset: 0x24 , Size: 12]
  4720.  
  4721. --------------------------------
  4722. Class: InterpTrackMove.InterpTrack.Object
  4723.         InterpCurveVector PosTrack;//[Offset: 0x48 , Size: 20]
  4724.         InterpCurveVector EulerTrack;//[Offset: 0x5c , Size: 20]
  4725.         InterpLookupTrack LookupTrack;//[Offset: 0x70 , Size: 12]
  4726.         FName LookAtGroupName;//[Offset: 0x80 , Size: 8]
  4727.         float LinCurveTension;//[Offset: 0x88 , Size: 4]
  4728.         float AngCurveTension;//[Offset: 0x8c , Size: 4]
  4729.         bool bUseQuatInterpolation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90 , Size: 1]
  4730.         bool bShowArrowAtKeys;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90 , Size: 1]
  4731.         bool bDisableMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x90 , Size: 1]
  4732.         bool bShowTranslationOnCurveEd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x90 , Size: 1]
  4733.         bool bShowRotationOnCurveEd;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x90 , Size: 1]
  4734.         bool bHide3DTrack;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x90 , Size: 1]
  4735.         byte RotMode;//[Offset: 0x91 , Size: 1]
  4736.  
  4737. --------------------------------
  4738. Class: InterpCurveVector
  4739.         InterpCurvePointVector[] Points;//[Offset: 0x0 , Size: 12]
  4740.         bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  4741.         float LoopKeyOffset;//[Offset: 0x10 , Size: 4]
  4742.  
  4743. --------------------------------
  4744. Class: InterpCurvePointVector
  4745.         float InVal;//[Offset: 0x0 , Size: 4]
  4746.         Vector OutVal;//[Offset: 0x4 , Size: 12]
  4747.         Vector ArriveTangent;//[Offset: 0x10 , Size: 12]
  4748.         Vector LeaveTangent;//[Offset: 0x1c , Size: 12]
  4749.         byte InterpMode;//[Offset: 0x28 , Size: 1]
  4750.  
  4751. --------------------------------
  4752. Class: InterpLookupTrack
  4753.         InterpLookupPoint[] Points;//[Offset: 0x0 , Size: 12]
  4754.  
  4755. --------------------------------
  4756. Class: InterpLookupPoint
  4757.         FName GroupName;//[Offset: 0x0 , Size: 8]
  4758.         float Time;//[Offset: 0x8 , Size: 4]
  4759.  
  4760. --------------------------------
  4761. Class: InterpTrackInstMove.InterpTrackInst.Object
  4762.         Vector ResetLocation;//[Offset: 0x1c , Size: 12]
  4763.         Rotator ResetRotation;//[Offset: 0x28 , Size: 12]
  4764.  
  4765. --------------------------------
  4766. Class: CameraActor.Actor.Object
  4767.         byte AutoActivateForPlayer;//[Offset: 0x2c4 , Size: 1]
  4768.         CameraComponent* CameraComponent;//[Offset: 0x2c8 , Size: 4]
  4769.         SceneComponent* SceneComponent;//[Offset: 0x2cc , Size: 4]
  4770.         bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8 , Size: 1]
  4771.         float AspectRatio;//[Offset: 0x2dc , Size: 4]
  4772.         float FOVAngle;//[Offset: 0x2e0 , Size: 4]
  4773.         float PostProcessBlendWeight;//[Offset: 0x2e4 , Size: 4]
  4774.         PostProcessSettings PostProcessSettings;//[Offset: 0x2f0 , Size: 1328]
  4775.         int GetAutoActivatePlayerIndex();// 0x3f45a04
  4776.  
  4777. --------------------------------
  4778. Class: CameraComponent.SceneComponent.ActorComponent.Object
  4779.         float FieldOfView;//[Offset: 0x260 , Size: 4]
  4780.         float OrthoWidth;//[Offset: 0x264 , Size: 4]
  4781.         float OrthoNearClipPlane;//[Offset: 0x268 , Size: 4]
  4782.         float OrthoFarClipPlane;//[Offset: 0x26c , Size: 4]
  4783.         float AspectRatio;//[Offset: 0x270 , Size: 4]
  4784.         bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274 , Size: 1]
  4785.         bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x274 , Size: 1]
  4786.         bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x274 , Size: 1]
  4787.         bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x274 , Size: 1]
  4788.         byte ProjectionMode;//[Offset: 0x275 , Size: 1]
  4789.         float PostProcessBlendWeight;//[Offset: 0x278 , Size: 4]
  4790.         PostProcessSettings PostProcessSettings;//[Offset: 0x280 , Size: 1328]
  4791.         bool bUseControllerViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7fc , Size: 1]
  4792.         void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD);// 0x3f46aac
  4793.         void SetProjectionMode(byte InProjectionMode);// 0x3f46a38
  4794.         void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x3f469c4
  4795.         void SetOrthoWidth(float InOrthoWidth);// 0x3f46950
  4796.         void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x3f468dc
  4797.         void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x3f46868
  4798.         void SetFieldOfView(float InFieldOfView);// 0x1db46c4
  4799.         void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x3f467e0
  4800.         void SetAspectRatio(float InAspectRatio);// 0x3f4676c
  4801.         void SetActive(bool bNewActive, bool bReset);// 0x3f1db6c
  4802.         void RemoveBlendable(interface classByteProperty InBlendableObject);// 0x3f4667c
  4803.         void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);// 0x1de8460
  4804.         void ApplyDrawDistanceOffset(float InFieldOfView);// 0x3f46604
  4805.         void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x3f464d4
  4806.  
  4807. --------------------------------
  4808. Class: CheatManager.Object
  4809.         DebugCameraController* DebugCameraControllerRef;//[Offset: 0x1c , Size: 4]
  4810.         class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x20 , Size: 4]
  4811.         void Walk();// 0x1e5ee18
  4812.         void ViewSelf();// 0x3f1a364
  4813.         void ViewPlayer(FString S);// 0x3f53e9c
  4814.         void ViewClass(class Actor DesiredClass);// 0x1eee8b4
  4815.         void ViewActor(FName actorName);// 0x1c9cecc
  4816.         void TriggerCrash();// 0x3f53e88
  4817.         void ToggleDebugCamera();// 0x3f53e6c
  4818.         void ToggleAILogging();// 0x1c9c594
  4819.         void TestCollisionDistance();// 0x3f53e50
  4820.         void Teleport();// 0x1df1250
  4821.         void Summon(FString ClassName);// 0x3f53d8c
  4822.         void StreamLevelOut(FName PackageName);// 0x3f53d0c
  4823.         void StreamLevelIn(FName PackageName);// 0x3f53c8c
  4824.         void Slomo(float NewTimeDilation);// 0x3f53c0c
  4825.         void SetWorldOrigin();// 0x3f53bf8
  4826.         void SetNavDrawDistance(float DrawDistance);// 0x3f53b80
  4827.         void SetMouseSensitivityToDefault();// 0x3f53b6c
  4828.         void ServerToggleAILogging();// 0x3f53b10
  4829.         void ReceiveInitCheatManager();// 0x2859eb0
  4830.         void ReceiveEndPlay();// 0x2859eb0
  4831.         void RebuildNavigation();// 0x3f53af4
  4832.         void PlayersOnly();// 0x1ca06d4
  4833.         void OnlyLoadLevel(FName PackageName);// 0x1e852e8
  4834.         void LogLoc();// 0x3f53ad8
  4835.         void InvertMouse();// 0x3f53ac4
  4836.         void God();// 0x1d3c644
  4837.         void Ghost();// 0x1d3d75c
  4838.         void FreezeFrame(float Delay);// 0x1ca26bc
  4839.         void Fly();// 0x1ca06b8
  4840.         void FlushLog();// 0x3f53aa8
  4841.         void EnableDebugCamera();// 0x3f53a8c
  4842.         void DumpVoiceMutingState();// 0x1ff612c
  4843.         void DumpPartyState();// 0x3f53a70
  4844.         void DumpOnlineSessionState();// 0x3f53a54
  4845.         void DumpChatState();// 0x1ff6060
  4846.         void DisableDebugCamera();// 0x3f53a38
  4847.         void DestroyTarget();// 0x1ca0af8
  4848.         void DestroyPawns(class Pawn aClass);// 0x3f539b8
  4849.         void DestroyAllPawnsExceptTarget();// 0x1cc6fa8
  4850.         void DestroyAll(class Actor aClass);// 0x34886bc
  4851.         void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x3f538f4
  4852.         void DebugCapsuleSweepPawn();// 0x3f538d8
  4853.         void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x1e85510
  4854.         void DebugCapsuleSweepClear();// 0x3f538bc
  4855.         void DebugCapsuleSweepChannel(byte Channel);// 0x1e8565c
  4856.         void DebugCapsuleSweepCapture();// 0x3f538a0
  4857.         void DebugCapsuleSweep();// 0x1c9cfe8
  4858.         void DamageTarget(float DamageAmount);// 0x3f53820
  4859.         void CheatScript(FString ScriptName);// 0x3f536c8
  4860.         void ChangeSize(float F);// 0x1e5e4e4
  4861.         void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out FString GoString, out FString LocString);// 0x3f534cc
  4862.         void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll);// 0x3f532ec
  4863.         void BugIt(FString ScreenShotDescription);// 0x3f53228
  4864.  
  4865. --------------------------------
  4866. Class: DebugCameraController.PlayerController.Controller.Actor.Object
  4867.         bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x565 , Size: 1]
  4868.         bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x565 , Size: 1]
  4869.         DrawFrustumComponent* DrawFrustum;//[Offset: 0x568 , Size: 4]
  4870.         float SpeedScale;//[Offset: 0x57c , Size: 4]
  4871.         float InitialMaxSpeed;//[Offset: 0x580 , Size: 4]
  4872.         float InitialAccel;//[Offset: 0x584 , Size: 4]
  4873.         float InitialDecel;//[Offset: 0x588 , Size: 4]
  4874.         void ToggleDisplay();// 0x3f5cc2c
  4875.         void ShowDebugSelectedInfo();// 0x3f5cc10
  4876.         void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x3f5cb98
  4877.         void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x2859eb0
  4878.         void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);// 0x2859eb0
  4879.         void ReceiveOnActivate(PlayerController* OriginalPC);// 0x2859eb0
  4880.         Actor* GetSelectedActor();// 0x3f5cb70
  4881.  
  4882. --------------------------------
  4883. Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  4884.         Color FrustumColor;//[Offset: 0x554 , Size: 4]
  4885.         float FrustumAngle;//[Offset: 0x558 , Size: 4]
  4886.         float FrustumAspectRatio;//[Offset: 0x55c , Size: 4]
  4887.         float FrustumStartDist;//[Offset: 0x560 , Size: 4]
  4888.         float FrustumEndDist;//[Offset: 0x564 , Size: 4]
  4889.         Texture* Texture;//[Offset: 0x568 , Size: 4]
  4890.  
  4891. --------------------------------
  4892. Class: PlayerInput.Object
  4893.         bool bEnableKeyInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15d , Size: 1]
  4894.         KeyBind[] DebugExecBindings;//[Offset: 0x160 , Size: 12]
  4895.         FName[] InvertedAxis;//[Offset: 0x190 , Size: 12]
  4896.         void SetMouseSensitivity(const float Sensitivity);// 0x404055c
  4897.         void SetBind(FName BindName, FString Command);// 0x4040454
  4898.         void InvertAxisKey(const Key AxisKey);// 0x4040168
  4899.         void InvertAxis(const FName AxisName);// 0x40400f0
  4900.         void ClearSmoothing();// 0x40400dc
  4901.  
  4902. --------------------------------
  4903. Class: KeyBind
  4904.         Key Key;//[Offset: 0x0 , Size: 16]
  4905.         FString Command;//[Offset: 0x10 , Size: 12]
  4906.         bool Control;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
  4907.         bool Shift;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
  4908.         bool Alt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1]
  4909.         bool Cmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c , Size: 1]
  4910.         bool bIgnoreCtrl;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c , Size: 1]
  4911.         bool bIgnoreShift;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c , Size: 1]
  4912.         bool bIgnoreAlt;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c , Size: 1]
  4913.         bool bIgnoreCmd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c , Size: 1]
  4914.         bool bDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d , Size: 1]
  4915.  
  4916. --------------------------------
  4917. Class: ActiveForceFeedbackEffect
  4918.         ForceFeedbackEffect* ForceFeedbackEffect;//[Offset: 0x0 , Size: 4]
  4919.  
  4920. --------------------------------
  4921. Class: ForceFeedbackEffect.Object
  4922.         ForceFeedbackChannelDetails[] ChannelDetails;//[Offset: 0x1c , Size: 12]
  4923.         float Duration;//[Offset: 0x28 , Size: 4]
  4924.  
  4925. --------------------------------
  4926. Class: ForceFeedbackChannelDetails
  4927.         bool bAffectsLeftLarge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  4928.         bool bAffectsLeftSmall;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  4929.         bool bAffectsRightLarge;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  4930.         bool bAffectsRightSmall;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  4931.         RuntimeFloatCurve Curve;//[Offset: 0x4 , Size: 88]
  4932.  
  4933. --------------------------------
  4934. Class: RuntimeFloatCurve
  4935.         RichCurve EditorCurveData;//[Offset: 0x0 , Size: 84]
  4936.         CurveFloat* ExternalCurve;//[Offset: 0x54 , Size: 4]
  4937.  
  4938. --------------------------------
  4939. Class: NetConnection.Player.Object
  4940.         ChildConnection*[] Children;//[Offset: 0x30 , Size: 12]
  4941.         NetDriver* Driver;//[Offset: 0x3c , Size: 4]
  4942.         class PackageMap* PackageMapClass;//[Offset: 0x40 , Size: 4]
  4943.         PackageMap* PackageMap;//[Offset: 0x44 , Size: 4]
  4944.         Channel*[] OpenChannels;//[Offset: 0x48 , Size: 12]
  4945.         Actor*[] SentTemporaries;//[Offset: 0x54 , Size: 12]
  4946.         Actor* ViewTarget;//[Offset: 0x60 , Size: 4]
  4947.         Actor* OwningActor;//[Offset: 0x64 , Size: 4]
  4948.         Actor* ObserveTarget;//[Offset: 0x68 , Size: 4]
  4949.         int MaxPacket;//[Offset: 0x6c , Size: 4]
  4950.         bool InternalAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 , Size: 1]
  4951.         UniqueNetIdRepl PlayerID;//[Offset: 0xf0 , Size: 12]
  4952.         double LastReceiveTime;//[Offset: 0x148 , Size: 8]
  4953.         Channel*[] ChannelsToTick;//[Offset: 0x294f0 , Size: 12]
  4954.  
  4955. --------------------------------
  4956. Class: ChildConnection.NetConnection.Player.Object
  4957.         NetConnection* Parent;//[Offset: 0x2952c , Size: 4]
  4958.  
  4959. --------------------------------
  4960. Class: NetDriver.Object
  4961.         FString NetConnectionClassName;//[Offset: 0x20 , Size: 12]
  4962.         int MaxDownloadSize;//[Offset: 0x2c , Size: 4]
  4963.         bool bClampListenServerTickRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  4964.         int NetServerMaxTickRate;//[Offset: 0x34 , Size: 4]
  4965.         int MaxInternetClientRate;//[Offset: 0x38 , Size: 4]
  4966.         int MaxClientRate;//[Offset: 0x3c , Size: 4]
  4967.         float ServerTravelPause;//[Offset: 0x40 , Size: 4]
  4968.         float SpawnPrioritySeconds;//[Offset: 0x44 , Size: 4]
  4969.         float RelevantTimeout;//[Offset: 0x48 , Size: 4]
  4970.         float KeepAliveTime;//[Offset: 0x4c , Size: 4]
  4971.         float InitialConnectTimeout;//[Offset: 0x50 , Size: 4]
  4972.         float ConnectionTimeout;//[Offset: 0x54 , Size: 4]
  4973.         float TimeoutMultiplierForUnoptimizedBuilds;//[Offset: 0x58 , Size: 4]
  4974.         bool bNoTimeouts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  4975.         bool bIgnoreStablyNamed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d , Size: 1]
  4976.         NetConnection* ServerConnection;//[Offset: 0x60 , Size: 4]
  4977.         NetConnection*[] ClientConnections;//[Offset: 0x64 , Size: 12]
  4978.         World* World;//[Offset: 0x7c , Size: 4]
  4979.         class Object* NetConnectionClass;//[Offset: 0x90 , Size: 4]
  4980.         Property* RoleProperty;//[Offset: 0x94 , Size: 4]
  4981.         Property* RemoteRoleProperty;//[Offset: 0x98 , Size: 4]
  4982.         FName NetDriverName;//[Offset: 0xa0 , Size: 8]
  4983.         float Time;//[Offset: 0xcc , Size: 4]
  4984.         <Object*> PendingForceNetUpdateObjectSet;//[Offset: 0x404 , Size: 60]
  4985.  
  4986. --------------------------------
  4987. Class: Property.Field.Object
  4988.  
  4989. --------------------------------
  4990. Class: PackageMap.Object
  4991.  
  4992. --------------------------------
  4993. Class: Channel.Object
  4994.         NetConnection* Connection;//[Offset: 0x1c , Size: 4]
  4995.  
  4996. --------------------------------
  4997. Class: TouchInterface.Object
  4998.         TouchInputControl[] Controls;//[Offset: 0x1c , Size: 12]
  4999.         float ActiveOpacity;//[Offset: 0x28 , Size: 4]
  5000.         float InactiveOpacity;//[Offset: 0x2c , Size: 4]
  5001.         float TimeUntilDeactive;//[Offset: 0x30 , Size: 4]
  5002.         float TimeUntilReset;//[Offset: 0x34 , Size: 4]
  5003.         float ActivationDelay;//[Offset: 0x38 , Size: 4]
  5004.         bool bPreventRecenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1]
  5005.         float StartupDelay;//[Offset: 0x40 , Size: 4]
  5006.  
  5007. --------------------------------
  5008. Class: TouchInputControl
  5009.         Texture2D* Image1;//[Offset: 0x0 , Size: 4]
  5010.         Texture2D* Image2;//[Offset: 0x4 , Size: 4]
  5011.         Vector2D Center;//[Offset: 0x8 , Size: 8]
  5012.         Vector2D VisualSize;//[Offset: 0x10 , Size: 8]
  5013.         Vector2D ThumbSize;//[Offset: 0x18 , Size: 8]
  5014.         Vector2D InteractionSize;//[Offset: 0x20 , Size: 8]
  5015.         Vector2D InputScale;//[Offset: 0x28 , Size: 8]
  5016.         Key MainInputKey;//[Offset: 0x30 , Size: 16]
  5017.         Key AltInputKey;//[Offset: 0x40 , Size: 16]
  5018.  
  5019. --------------------------------
  5020. Class: SpectatorPawn.DefaultPawn.Pawn.Actor.Object
  5021.  
  5022. --------------------------------
  5023. Class: DefaultPawn.Pawn.Actor.Object
  5024.         float BaseTurnRate;//[Offset: 0x308 , Size: 4]
  5025.         float BaseLookUpRate;//[Offset: 0x30c , Size: 4]
  5026.         PawnMovementComponent* MovementComponent;//[Offset: 0x310 , Size: 4]
  5027.         SphereComponent* CollisionComponent;//[Offset: 0x314 , Size: 4]
  5028.         StaticMeshComponent* MeshComponent;//[Offset: 0x318 , Size: 4]
  5029.         bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x31c , Size: 1]
  5030.         void TurnAtRate(float Rate);// 0x3f5f280
  5031.         void MoveUp_World(float Val);// 0x3f5f200
  5032.         void MoveRight(float Val);// 0x1f33670
  5033.         void MoveForward(float Val);// 0x1f334b4
  5034.         void LookUpAtRate(float Rate);// 0x3f5f188
  5035.  
  5036. --------------------------------
  5037. Class: SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  5038.         float SphereRadius;//[Offset: 0x564 , Size: 4]
  5039.         void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x406c8f4
  5040.         float GetUnscaledSphereRadius();// 0x3f4bff0
  5041.         float GetShapeScale();// 0x3f4bf80
  5042.         float GetScaledSphereRadius();// 0x3f4bb48
  5043.  
  5044. --------------------------------
  5045. Class: StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  5046.         int ForcedLodModel;//[Offset: 0x574 , Size: 4]
  5047.         int PreviousLODLevel;//[Offset: 0x578 , Size: 4]
  5048.         int MinLOD;//[Offset: 0x57c , Size: 4]
  5049.         StaticMesh* StaticMesh;//[Offset: 0x580 , Size: 4]
  5050.         bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x584 , Size: 1]
  5051.         bool bOverrideMinLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x584 , Size: 1]
  5052.         bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x584 , Size: 1]
  5053.         bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x584 , Size: 1]
  5054.         bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x584 , Size: 1]
  5055.         bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x584 , Size: 1]
  5056.         bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x584 , Size: 1]
  5057.         bool bOverrideCullingScreenSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x584 , Size: 1]
  5058.         bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x585 , Size: 1]
  5059.         bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x585 , Size: 1]
  5060.         bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x585 , Size: 1]
  5061.         bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x585 , Size: 1]
  5062.         bool bForceNotHzbOccluder;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x585 , Size: 1]
  5063.         bool bUseAsOccluderIgnoreMobility;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x585 , Size: 1]
  5064.         bool bCanBeOccludeed;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x585 , Size: 1]
  5065.         int OverriddenLightMapRes;//[Offset: 0x588 , Size: 4]
  5066.         float StreamingDistanceMultiplier;//[Offset: 0x58c , Size: 4]
  5067.         StaticMeshComponentLODInfo[] LODData;//[Offset: 0x590 , Size: 12]
  5068.         StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x59c , Size: 12]
  5069.         bool IsDynamicInstancingParametersEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a8 , Size: 1]
  5070.         <FString,Vector4> DynamicInstancingParameters;//[Offset: 0x5ac , Size: 60]
  5071.         LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x5e8 , Size: 24]
  5072.         IdeaBakingPrimitiveSettings IdeaBakingSettings;//[Offset: 0x600 , Size: 20]
  5073.         Actor*[] AffectPointLightBPActors;//[Offset: 0x614 , Size: 12]
  5074.         StaticMeshPointLightVertexDataBuffer[] PointLightStaticMeshLODResources;//[Offset: 0x620 , Size: 12]
  5075.         bool SetStaticMesh(StaticMesh* NewMesh);// 0x3657ac4
  5076.         void SetOverrideCullingScreenSizeEnable(bool bEnable);// 0x4077508
  5077.         void SetOverrideCullingScreenSize(float ScreenSize);// 0x4077490
  5078.         void SetForcedLodModel(int NewForcedLodModel);// 0x4077418
  5079.         void SetDistanceFieldSelfShadowBias(float NewValue);// 0x1d3093c
  5080.         void SetDirty();// 0x4077404
  5081.         void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x407738c
  5082.         void GetLocalBounds(out Vector Min, out Vector Max);// 0x40772b4
  5083.  
  5084. --------------------------------
  5085. Class: StaticMeshComponentLODInfo
  5086.         PaintedVertex[] PaintedVertices;//[Offset: 0x18 , Size: 12]
  5087.  
  5088. --------------------------------
  5089. Class: PaintedVertex
  5090.         Vector Position;//[Offset: 0x0 , Size: 12]
  5091.         PackedNormal Normal;//[Offset: 0xc , Size: 4]
  5092.         Color Color;//[Offset: 0x10 , Size: 4]
  5093.  
  5094. --------------------------------
  5095. Class: PackedNormal
  5096.         byte X;//[Offset: 0x0 , Size: 1]
  5097.         byte Y;//[Offset: 0x1 , Size: 1]
  5098.         byte Z;//[Offset: 0x2 , Size: 1]
  5099.         byte W;//[Offset: 0x3 , Size: 1]
  5100.  
  5101. --------------------------------
  5102. Class: StreamingTextureBuildInfo
  5103.         uint32 PackedRelativeBox;//[Offset: 0x0 , Size: 4]
  5104.         int TextureLevelIndex;//[Offset: 0x4 , Size: 4]
  5105.         float TexelFactor;//[Offset: 0x8 , Size: 4]
  5106.  
  5107. --------------------------------
  5108. Class: LightmassPrimitiveSettings
  5109.         bool bUseTwoSidedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  5110.         bool bShadowIndirectOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  5111.         bool bUseEmissiveForStaticLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  5112.         bool bUseVertexNormalForHemisphereGather;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  5113.         float EmissiveLightFalloffExponent;//[Offset: 0x4 , Size: 4]
  5114.         float EmissiveLightExplicitInfluenceRadius;//[Offset: 0x8 , Size: 4]
  5115.         float EmissiveBoost;//[Offset: 0xc , Size: 4]
  5116.         float DiffuseBoost;//[Offset: 0x10 , Size: 4]
  5117.         float FullyOccludedSamplesFraction;//[Offset: 0x14 , Size: 4]
  5118.  
  5119. --------------------------------
  5120. Class: IdeaBakingPrimitiveSettings
  5121.         float IdeaMaterialDiffuse;//[Offset: 0x0 , Size: 4]
  5122.         float LightmapBoost;//[Offset: 0x4 , Size: 4]
  5123.         float DiscardPixelFrontfaceFactor;//[Offset: 0x8 , Size: 4]
  5124.         float SunIntensity;//[Offset: 0xc , Size: 4]
  5125.         float LocalLightsAffectMaxDistance;//[Offset: 0x10 , Size: 4]
  5126.  
  5127. --------------------------------
  5128. Class: StaticMeshPointLightVertexDataBuffer
  5129.         byte[] VertexData;//[Offset: 0x0 , Size: 12]
  5130.  
  5131. --------------------------------
  5132. Class: UserWidget.Widget.Visual.Object
  5133.         LinearColor ColorAndOpacity;//[Offset: 0xd0 , Size: 16]
  5134.         delegate ColorAndOpacityDelegate;//[Offset: 0xe0 , Size: 16]
  5135.         SlateColor ForegroundColor;//[Offset: 0xf0 , Size: 28]
  5136.         delegate ForegroundColorDelegate;//[Offset: 0x110 , Size: 16]
  5137.         Margin Padding;//[Offset: 0x120 , Size: 16]
  5138.         UMGSequencePlayer*[] ActiveSequencePlayers;//[Offset: 0x130 , Size: 12]
  5139.         UMGSequencePlayer*[] StoppedSequencePlayers;//[Offset: 0x13c , Size: 12]
  5140.         NamedSlotBinding[] NamedSlotBindings;//[Offset: 0x148 , Size: 12]
  5141.         WidgetTree* WidgetTree;//[Offset: 0x154 , Size: 4]
  5142.         int Priority;//[Offset: 0x158 , Size: 4]
  5143.         bool bSupportsKeyboardFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x15c , Size: 1]
  5144.         bool bIsFocusable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x15c , Size: 1]
  5145.         bool bStopAction;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x15c , Size: 1]
  5146.         bool bCanEverTick;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x15c , Size: 1]
  5147.         bool bCanEverPaint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x15c , Size: 1]
  5148.         bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x15c , Size: 1]
  5149.         bool bCookedWidgetTree;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x15c , Size: 1]
  5150.         bool needAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15d , Size: 1]
  5151.         bool isAutoLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15e , Size: 1]
  5152.         FName[] autoPlayNameList;//[Offset: 0x160 , Size: 12]
  5153.         InputComponent* InputComponent;//[Offset: 0x16c , Size: 4]
  5154.         void UnregisterInputComponent();// 0x34af7e0
  5155.         void Tick(Geometry MyGeometry, float InDeltaTime);// 0x2859eb0
  5156.         void StopListeningForInputAction(FName ActionName, byte EventType);// 0x34af714
  5157.         void StopListeningForAllInputActions();// 0x34af700
  5158.         void StopAnimation(const WidgetAnimation* InAnimation);// 0x34af688
  5159.         void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);// 0x34af5c8
  5160.         void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float PlaybackSpeed);// 0x34af50c
  5161.         void SetPadding(Margin InPadding);// 0x34af484
  5162.         void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x34af40c
  5163.         void SetOwningLocalPlayer(LocalPlayer* LocalPlayer);// 0x34af394
  5164.         void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int NumLoopsToPlay);// 0x34af2d8
  5165.         void SetInputActionPriority(int NewPriority);// 0x34af260
  5166.         void SetInputActionBlocking(bool bShouldBlock);// 0x34af1e0
  5167.         void SetForegroundColor(SlateColor InForegroundColor);// 0x34aeec0
  5168.         void SetDontPaintWhenChildEmpty(bool Enable);// 0x34aee40
  5169.         void SetDesiredSizeInViewport(Vector2D Size);// 0x34aedd0
  5170.         void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x34aed54
  5171.         void SetAnchorsInViewport(Anchors Anchors);// 0x34aeccc
  5172.         void SetAlignmentInViewport(Vector2D Alignment);// 0x34aec5c
  5173.         void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x34aebe4
  5174.         void RemoveFromViewport();// 0x34aebd0
  5175.         void RegisterInputComponent();// 0x34aebbc
  5176.         void PreConstruct(bool IsDesignTime);// 0x2859eb0
  5177.         void PlaySound(SoundBase* SoundToPlay);// 0x34aeb44
  5178.         void PlayAnimationTo(WidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x34ae970
  5179.         void PlayAnimation(WidgetAnimation* InAnimation, float StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x34ae7e0
  5180.         float PauseAnimation(const WidgetAnimation* InAnimation);// 0x34ae760
  5181.         EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2859eb0
  5182.         EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2859eb0
  5183.         EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent GestureEvent);// 0x2859eb0
  5184.         EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2859eb0
  5185.         void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x2859eb0
  5186.         EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0
  5187.         EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2859eb0
  5188.         void OnPaint(out PaintContext Context);// 0x2859eb0
  5189.         EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0
  5190.         EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0
  5191.         void OnMouseLeave(out const PointerEvent MouseEvent);// 0x2859eb0
  5192.         void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0
  5193.         void OnMouseCaptureLost();// 0x2859eb0
  5194.         EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0
  5195.         EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0
  5196.         EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const PointerEvent InMouseEvent);// 0x2859eb0
  5197.         EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent InMotionEvent);// 0x2859eb0
  5198.         EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2859eb0
  5199.         EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2859eb0
  5200.         EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);// 0x2859eb0
  5201.         EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);// 0x2859eb0
  5202.         void OnFocusLost(FocusEvent InFocusEvent);// 0x2859eb0
  5203.         bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0
  5204.         bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0
  5205.         void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0
  5206.         void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0
  5207.         void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent, out DragDropOperation* Operation);// 0x2859eb0
  5208.         void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0
  5209.         void OnAnimationStarted(const WidgetAnimation* Animation);// 0x34ae6e0
  5210.         void OnAnimationFinished(const WidgetAnimation* Animation);// 0x1c9cb8c
  5211.         EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent InAnalogInputEvent);// 0x2859eb0
  5212.         void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x2859eb0
  5213.         void ListenForInputAction(FName ActionName, byte EventType, bool bConsume, delegate Callback);// 0x34ae550
  5214.         bool IsPlayingAnimation();// 0x34ae528
  5215.         bool IsListeningForInputAction(FName ActionName);// 0x34ae4a8
  5216.         bool IsInViewport();// 0x34ae274
  5217.         bool IsInteractable();// 0x2859eb0
  5218.         bool IsAnyAnimationPlaying();// 0x34ae480
  5219.         bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);// 0x34ae400
  5220.         bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x34ae380
  5221.         Widget* GetWidgetFromName(out const FName Name);// 0x34ae2ec
  5222.         Pawn* GetOwningPlayerPawn();// 0x34ae2c4
  5223.         PlayerController* GetOwningPlayer();// 0x1d944ec
  5224.         LocalPlayer* GetOwningLocalPlayer();// 0x34ae29c
  5225.         bool GetIsVisible();// 0x34ae274
  5226.         bool GetDontPaintWhenChildEmpty();// 0x34ae24c
  5227.         float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);// 0x34ae1cc
  5228.         Anchors GetAnchorsInViewport();// 0x34ae188
  5229.         Vector2D GetAlignmentInViewport();// 0x34ae148
  5230.         void Destruct();// 0x2859eb0
  5231.         void Construct();// 0x2859eb0
  5232.         void AddToViewport(int ZOrder);// 0x34ae0d0
  5233.         bool AddToPlayerScreen(int ZOrder);// 0x34ae050
  5234.  
  5235. --------------------------------
  5236. Class: Widget.Visual.Object
  5237.         PanelSlot* Slot;//[Offset: 0x1c , Size: 4]
  5238.         delegate bIsEnabledDelegate;//[Offset: 0x20 , Size: 16]
  5239.         FText ToolTipText;//[Offset: 0x30 , Size: 12]
  5240.         delegate ToolTipTextDelegate;//[Offset: 0x40 , Size: 16]
  5241.         Widget* ToolTipWidget;//[Offset: 0x50 , Size: 4]
  5242.         delegate ToolTipWidgetDelegate;//[Offset: 0x58 , Size: 16]
  5243.         delegate VisibilityDelegate;//[Offset: 0x68 , Size: 16]
  5244.         WidgetTransform RenderTransform;//[Offset: 0x78 , Size: 28]
  5245.         Vector2D RenderTransformPivot;//[Offset: 0x94 , Size: 8]
  5246.         bool bIsVariable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1]
  5247.         bool bCreatedByConstructionScript;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9c , Size: 1]
  5248.         bool bIsEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9c , Size: 1]
  5249.         bool bOverride_Cursor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9c , Size: 1]
  5250.         bool bIsVolatile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9c , Size: 1]
  5251.         bool bWriteSceneZBuffer;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9c , Size: 1]
  5252.         byte UsedLayerPolicy;//[Offset: 0x9d , Size: 1]
  5253.         byte PreservedLayerNum;//[Offset: 0x9e , Size: 1]
  5254.         byte Cursor;//[Offset: 0x9f , Size: 1]
  5255.         enum Clipping;//[Offset: 0xa0 , Size: 1]
  5256.         enum Visibility;//[Offset: 0xa1 , Size: 1]
  5257.         bool bVisiblePass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2 , Size: 1]
  5258.         WidgetNavigation* Navigation;//[Offset: 0xa4 , Size: 4]
  5259.         PropertyBinding*[] NativeBindings;//[Offset: 0xc0 , Size: 12]
  5260.         void SetVisibility(enum InVisibility);// 0x34b390c
  5261.         void SetUserFocus(PlayerController* PlayerController);// 0x34b3894
  5262.         void SetToolTipText(out const FText InToolTipText);// 0x34b36f0
  5263.         void SetToolTip(Widget* Widget);// 0x34b3678
  5264.         void SetRenderTranslation(Vector2D Translation);// 0x34b3608
  5265.         void SetRenderTransformPivot(Vector2D Pivot);// 0x34b3598
  5266.         void SetRenderTransform(WidgetTransform InTransform);// 0x34b34c0
  5267.         void SetRenderShear(Vector2D Shear);// 0x34b3450
  5268.         void SetRenderScale(Vector2D Scale);// 0x34b33e0
  5269.         void SetRenderAngle(float Angle);// 0x34b3368
  5270.         void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);// 0x34b3260
  5271.         void SetKeyboardFocus();// 0x34b324c
  5272.         void SetIsEnabled(bool bInIsEnabled);// 0x1ca0370
  5273.         void SetCursor(byte InCursor);// 0x34b31d4
  5274.         void SetClipping(enum InClipping);// 0x34b315c
  5275.         void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x34b30a0
  5276.         void ResetCursor();// 0x34b308c
  5277.         void RemoveFromParent();// 0x1df1250
  5278.         EventReply OnReply__DelegateSignature();// 0x2859eb0
  5279.         EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0
  5280.         bool IsVisible();// 0x34b3064
  5281.         bool IsHovered();// 0x34b303c
  5282.         void InvalidateLayoutAndVolatility();// 0x34b3028
  5283.         bool HasUserFocusedDescendants(PlayerController* PlayerController);// 0x34b2fa8
  5284.         bool HasUserFocus(PlayerController* PlayerController);// 0x34b2f28
  5285.         bool HasMouseCapture();// 0x34b2f00
  5286.         bool HasKeyboardFocus();// 0x34b2ed8
  5287.         bool HasFocusedDescendants();// 0x34b2eb0
  5288.         bool HasAnyUserFocus();// 0x34b2e88
  5289.         Widget* GetWidget__DelegateSignature();// 0x2859eb0
  5290.         enum GetVisibility();// 0x34b2e60
  5291.         Widget* GetTheTemplate();// 0x34b2e38
  5292.         FText GetText__DelegateSignature();// 0x2859eb0
  5293.         enum GetSlateVisibility__DelegateSignature();// 0x2859eb0
  5294.         SlateColor GetSlateColor__DelegateSignature();// 0x2859eb0
  5295.         SlateBrush GetSlateBrush__DelegateSignature();// 0x2859eb0
  5296.         PanelWidget* GetParent();// 0x34b2e10
  5297.         PlayerController* GetOwningPlayer();// 0x1d944ec
  5298.         byte GetMouseCursor__DelegateSignature();// 0x2859eb0
  5299.         LinearColor GetLinearColor__DelegateSignature();// 0x2859eb0
  5300.         bool GetIsEnabled();// 0x34b2de8
  5301.         int GetInt32__DelegateSignature();// 0x2859eb0
  5302.         float GetFloat__DelegateSignature();// 0x2859eb0
  5303.         Vector2D GetDesiredSize();// 0x34b2da8
  5304.         enum GetClipping();// 0x34b2d80
  5305.         enum GetCheckBoxState__DelegateSignature();// 0x2859eb0
  5306.         Geometry GetCachedGeometry();// 0x34b2d50
  5307.         Geometry GetCachedAllottedGeometry();// 0x34b2d20
  5308.         bool GetBool__DelegateSignature();// 0x2859eb0
  5309.         Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x2859eb0
  5310.         Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x2859eb0
  5311.         void ForceVolatile(bool bForce);// 0x34b2ca0
  5312.         void ForceLayoutPrepass();// 0x34b2c8c
  5313.         void AdaptationWidgetSlot(out const Margin InOffset);// 0x34b2bfc
  5314.  
  5315. --------------------------------
  5316. Class: Visual.Object
  5317.  
  5318. --------------------------------
  5319. Class: SlateColor
  5320.         LinearColor SpecifiedColor;//[Offset: 0x0 , Size: 16]
  5321.         byte ColorUseRule;//[Offset: 0x10 , Size: 1]
  5322.  
  5323. --------------------------------
  5324. Class: Margin
  5325.         float Left;//[Offset: 0x0 , Size: 4]
  5326.         float Top;//[Offset: 0x4 , Size: 4]
  5327.         float Right;//[Offset: 0x8 , Size: 4]
  5328.         float Bottom;//[Offset: 0xc , Size: 4]
  5329.  
  5330. --------------------------------
  5331. Class: UMGSequencePlayer.Object
  5332.         WidgetAnimation* Animation;//[Offset: 0x2e0 , Size: 4]
  5333.  
  5334. --------------------------------
  5335. Class: WidgetAnimation.MovieSceneSequence.MovieSceneSignedObject.Object
  5336.         delegate OnAnimationStarted;//[Offset: 0x220 , Size: 12]
  5337.         delegate OnAnimationFinished;//[Offset: 0x22c , Size: 12]
  5338.         MovieScene* MovieScene;//[Offset: 0x238 , Size: 4]
  5339.         WidgetAnimationBinding[] AnimationBindings;//[Offset: 0x23c , Size: 12]
  5340.         float GetStartTime();// 0x34b4754
  5341.         float GetEndTime();// 0x34b472c
  5342.  
  5343. --------------------------------
  5344. Class: MovieSceneSequence.MovieSceneSignedObject.Object
  5345.         CachedMovieSceneEvaluationTemplate EvaluationTemplate;//[Offset: 0x40 , Size: 404]
  5346.         MovieSceneTrackCompilationParams TemplateParameters;//[Offset: 0x1d4 , Size: 2]
  5347.         <Object*,CachedMovieSceneEvaluationTemplate> InstancedSubSequenceEvaluationTemplates;//[Offset: 0x1d8 , Size: 60]
  5348.         bool bParentContextsAreSignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214 , Size: 1]
  5349.  
  5350. --------------------------------
  5351. Class: MovieSceneSignedObject.Object
  5352.         Guid Signature;//[Offset: 0x1c , Size: 16]
  5353.  
  5354. --------------------------------
  5355. Class: CachedMovieSceneEvaluationTemplate.MovieSceneEvaluationTemplate
  5356.  
  5357. --------------------------------
  5358. Class: MovieSceneEvaluationTemplate
  5359.         <uint32,MovieSceneEvaluationTrack> Tracks;//[Offset: 0x0 , Size: 60]
  5360.         MovieSceneEvaluationField EvaluationField;//[Offset: 0x78 , Size: 36]
  5361.         MovieSceneSequenceHierarchy Hierarchy;//[Offset: 0x9c , Size: 120]
  5362.         MovieSceneTemplateGenerationLedger TemplateLedger;//[Offset: 0x114 , Size: 124]
  5363.         bool bHasLegacyTrackInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x190 , Size: 1]
  5364.         bool bKeepStaleTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x190 , Size: 1]
  5365.  
  5366. --------------------------------
  5367. Class: MovieSceneEvaluationTrack
  5368.         Guid ObjectBindingId;//[Offset: 0x0 , Size: 16]
  5369.         uint16 EvaluationPriority;//[Offset: 0x10 , Size: 2]
  5370.         enum EvaluationMethod;//[Offset: 0x12 , Size: 1]
  5371.         MovieSceneSegment[] Segments;//[Offset: 0x14 , Size: 12]
  5372.         MovieSceneEvalTemplatePtr[] ChildTemplates;//[Offset: 0x20 , Size: 12]
  5373.         MovieSceneTrackImplementationPtr TrackTemplate;//[Offset: 0x30 , Size: 56]
  5374.         FName EvaluationGroup;//[Offset: 0x68 , Size: 8]
  5375.         bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 , Size: 1]
  5376.         bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70 , Size: 1]
  5377.  
  5378. --------------------------------
  5379. Class: MovieSceneSegment
  5380.  
  5381. --------------------------------
  5382. Class: MovieSceneEvalTemplatePtr
  5383.  
  5384. --------------------------------
  5385. Class: MovieSceneTrackImplementationPtr
  5386.  
  5387. --------------------------------
  5388. Class: MovieSceneEvaluationField
  5389.         FloatRange[] Ranges;//[Offset: 0x0 , Size: 12]
  5390.         MovieSceneEvaluationGroup[] Groups;//[Offset: 0xc , Size: 12]
  5391.         MovieSceneEvaluationMetaData[] MetaData;//[Offset: 0x18 , Size: 12]
  5392.  
  5393. --------------------------------
  5394. Class: FloatRange
  5395.         FloatRangeBound LowerBound;//[Offset: 0x0 , Size: 8]
  5396.         FloatRangeBound UpperBound;//[Offset: 0x8 , Size: 8]
  5397.  
  5398. --------------------------------
  5399. Class: FloatRangeBound
  5400.         byte Type;//[Offset: 0x0 , Size: 1]
  5401.         float Value;//[Offset: 0x4 , Size: 4]
  5402.  
  5403. --------------------------------
  5404. Class: MovieSceneEvaluationGroup
  5405.         MovieSceneEvaluationGroupLUTIndex[] LUTIndices;//[Offset: 0x0 , Size: 12]
  5406.         MovieSceneEvaluationFieldSegmentPtr[] SegmentPtrLUT;//[Offset: 0xc , Size: 12]
  5407.  
  5408. --------------------------------
  5409. Class: MovieSceneEvaluationGroupLUTIndex
  5410.         int LUTOffset;//[Offset: 0x0 , Size: 4]
  5411.         int NumInitPtrs;//[Offset: 0x4 , Size: 4]
  5412.         int NumEvalPtrs;//[Offset: 0x8 , Size: 4]
  5413.  
  5414. --------------------------------
  5415. Class: MovieSceneEvaluationFieldSegmentPtr.MovieSceneEvaluationFieldTrackPtr
  5416.         int SegmentIndex;//[Offset: 0x8 , Size: 4]
  5417.  
  5418. --------------------------------
  5419. Class: MovieSceneEvaluationFieldTrackPtr
  5420.         MovieSceneSequenceID SequenceID;//[Offset: 0x0 , Size: 4]
  5421.         MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4 , Size: 4]
  5422.  
  5423. --------------------------------
  5424. Class: MovieSceneSequenceID
  5425.         uint32 Value;//[Offset: 0x0 , Size: 4]
  5426.  
  5427. --------------------------------
  5428. Class: MovieSceneTrackIdentifier
  5429.         uint32 Value;//[Offset: 0x0 , Size: 4]
  5430.  
  5431. --------------------------------
  5432. Class: MovieSceneEvaluationMetaData
  5433.         MovieSceneSequenceID[] ActiveSequences;//[Offset: 0x0 , Size: 12]
  5434.         MovieSceneOrderedEvaluationKey[] ActiveEntities;//[Offset: 0xc , Size: 12]
  5435.  
  5436. --------------------------------
  5437. Class: MovieSceneOrderedEvaluationKey
  5438.         MovieSceneEvaluationKey Key;//[Offset: 0x0 , Size: 12]
  5439.         uint32 EvaluationIndex;//[Offset: 0xc , Size: 4]
  5440.  
  5441. --------------------------------
  5442. Class: MovieSceneEvaluationKey
  5443.         MovieSceneSequenceID SequenceID;//[Offset: 0x0 , Size: 4]
  5444.         MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4 , Size: 4]
  5445.         uint32 SectionIdentifier;//[Offset: 0x8 , Size: 4]
  5446.  
  5447. --------------------------------
  5448. Class: MovieSceneSequenceHierarchy
  5449.         <uint32,MovieSceneSubSequenceData> SubSequences;//[Offset: 0x0 , Size: 60]
  5450.         <uint32,MovieSceneSequenceHierarchyNode> Hierarchy;//[Offset: 0x3c , Size: 60]
  5451.  
  5452. --------------------------------
  5453. Class: MovieSceneSubSequenceData
  5454.         MovieSceneSequence* Sequence;//[Offset: 0x0 , Size: 4]
  5455.         Object* SequenceKeyObject;//[Offset: 0x4 , Size: 4]
  5456.         MovieSceneSequenceTransform RootToSequenceTransform;//[Offset: 0x8 , Size: 8]
  5457.         Guid SourceSequenceSignature;//[Offset: 0x10 , Size: 16]
  5458.         MovieSceneSequenceID DeterministicSequenceID;//[Offset: 0x20 , Size: 4]
  5459.         FloatRange PreRollRange;//[Offset: 0x24 , Size: 16]
  5460.         FloatRange PostRollRange;//[Offset: 0x34 , Size: 16]
  5461.         int HierarchicalBias;//[Offset: 0x44 , Size: 4]
  5462.  
  5463. --------------------------------
  5464. Class: MovieSceneSequenceTransform
  5465.         float TimeScale;//[Offset: 0x0 , Size: 4]
  5466.         float Offset;//[Offset: 0x4 , Size: 4]
  5467.  
  5468. --------------------------------
  5469. Class: MovieSceneSequenceHierarchyNode
  5470.         MovieSceneSequenceID ParentID;//[Offset: 0x0 , Size: 4]
  5471.         MovieSceneSequenceID[] Children;//[Offset: 0x4 , Size: 12]
  5472.  
  5473. --------------------------------
  5474. Class: MovieSceneTemplateGenerationLedger
  5475.         MovieSceneTrackIdentifier LastTrackIdentifier;//[Offset: 0x0 , Size: 4]
  5476.         <MovieSceneTrackIdentifier,int> TrackReferenceCounts;//[Offset: 0x4 , Size: 60]
  5477.         <Guid,MovieSceneTrackIdentifiers> TrackSignatureToTrackIdentifier;//[Offset: 0x40 , Size: 60]
  5478.  
  5479. --------------------------------
  5480. Class: MovieSceneTrackIdentifiers
  5481.         MovieSceneTrackIdentifier[] Data;//[Offset: 0x0 , Size: 12]
  5482.  
  5483. --------------------------------
  5484. Class: MovieSceneTrackCompilationParams
  5485.         bool bForEditorPreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  5486.         bool bDuringBlueprintCompile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  5487.  
  5488. --------------------------------
  5489. Class: MovieScene.MovieSceneSignedObject.Object
  5490.         MovieSceneSpawnable[] Spawnables;//[Offset: 0x40 , Size: 12]
  5491.         MovieScenePossessable[] Possessables;//[Offset: 0x4c , Size: 12]
  5492.         MovieSceneBinding[] ObjectBindings;//[Offset: 0x58 , Size: 12]
  5493.         MovieSceneTrack*[] MasterTracks;//[Offset: 0x64 , Size: 12]
  5494.         MovieSceneTrack* CameraCutTrack;//[Offset: 0x70 , Size: 4]
  5495.         FloatRange SelectionRange;//[Offset: 0x74 , Size: 16]
  5496.         FloatRange PlaybackRange;//[Offset: 0x84 , Size: 16]
  5497.         bool bForceFixedFrameIntervalPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1]
  5498.         float FixedFrameInterval;//[Offset: 0x98 , Size: 4]
  5499.         float InTime;//[Offset: 0x9c , Size: 4]
  5500.         float OutTime;//[Offset: 0xa0 , Size: 4]
  5501.         float StartTime;//[Offset: 0xa4 , Size: 4]
  5502.         float EndTime;//[Offset: 0xa8 , Size: 4]
  5503.  
  5504. --------------------------------
  5505. Class: MovieSceneSpawnable
  5506.         Guid Guid;//[Offset: 0x0 , Size: 16]
  5507.         FString Name;//[Offset: 0x10 , Size: 12]
  5508.         Object* ObjectTemplate;//[Offset: 0x1c , Size: 4]
  5509.         Guid[] ChildPossessables;//[Offset: 0x20 , Size: 12]
  5510.         enum Ownership;//[Offset: 0x2c , Size: 1]
  5511.  
  5512. --------------------------------
  5513. Class: MovieScenePossessable
  5514.         Guid Guid;//[Offset: 0x0 , Size: 16]
  5515.         FString Name;//[Offset: 0x10 , Size: 12]
  5516.         class Object* PossessedObjectClass;//[Offset: 0x1c , Size: 4]
  5517.         Guid ParentGuid;//[Offset: 0x20 , Size: 16]
  5518.  
  5519. --------------------------------
  5520. Class: MovieSceneBinding
  5521.         Guid ObjectGuid;//[Offset: 0x0 , Size: 16]
  5522.         FString BindingName;//[Offset: 0x10 , Size: 12]
  5523.         MovieSceneTrack*[] Tracks;//[Offset: 0x1c , Size: 12]
  5524.  
  5525. --------------------------------
  5526. Class: MovieSceneTrack.MovieSceneSignedObject.Object
  5527.         MovieSceneTrackEvalOptions EvalOptions;//[Offset: 0x40 , Size: 4]
  5528.  
  5529. --------------------------------
  5530. Class: MovieSceneTrackEvalOptions
  5531.         bool bCanEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  5532.         bool bEvalNearestSection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  5533.         bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  5534.         bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  5535.         bool bEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
  5536.  
  5537. --------------------------------
  5538. Class: WidgetAnimationBinding
  5539.         FName WidgetName;//[Offset: 0x0 , Size: 8]
  5540.         FName SlotWidgetName;//[Offset: 0x8 , Size: 8]
  5541.         Guid AnimationGuid;//[Offset: 0x10 , Size: 16]
  5542.         bool bIsRootWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  5543.  
  5544. --------------------------------
  5545. Class: NamedSlotBinding
  5546.         FName Name;//[Offset: 0x0 , Size: 8]
  5547.         Widget* Content;//[Offset: 0x8 , Size: 4]
  5548.  
  5549. --------------------------------
  5550. Class: WidgetTree.Object
  5551.         Widget* RootWidget;//[Offset: 0x1c , Size: 4]
  5552.         Widget*[] AllWidgets;//[Offset: 0x20 , Size: 12]
  5553.  
  5554. --------------------------------
  5555. Class: Geometry
  5556.  
  5557. --------------------------------
  5558. Class: LocalPlayer.Player.Object
  5559.         GameViewportClient* ViewportClient;//[Offset: 0x38 , Size: 4]
  5560.         byte AspectRatioAxisConstraint;//[Offset: 0x58 , Size: 1]
  5561.         class PlayerController* PendingLevelPlayerControllerClass;//[Offset: 0x5c , Size: 4]
  5562.         bool bSentSplitJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size: 1]
  5563.         int ControllerId;//[Offset: 0xa0 , Size: 4]
  5564.  
  5565. --------------------------------
  5566. Class: GameViewportClient.ScriptViewportClient.Object
  5567.         Console* ViewportConsole;//[Offset: 0x24 , Size: 4]
  5568.         DebugDisplayProperty[] DebugProperties;//[Offset: 0x28 , Size: 12]
  5569.         World* World;//[Offset: 0x58 , Size: 4]
  5570.         GameInstance* GameInstance;//[Offset: 0x5c , Size: 4]
  5571.         void SSSwapControllers();// 0x1dbf5b4
  5572.         void ShowTitleSafeArea();// 0x1cc7830
  5573.         void SetConsoleTarget(int PlayerIndex);// 0x1ca26bc
  5574.  
  5575. --------------------------------
  5576. Class: ScriptViewportClient.Object
  5577.  
  5578. --------------------------------
  5579. Class: Console.Object
  5580.         LocalPlayer* ConsoleTargetPlayer;//[Offset: 0x24 , Size: 4]
  5581.         Texture2D* DefaultTexture_Black;//[Offset: 0x28 , Size: 4]
  5582.         Texture2D* DefaultTexture_White;//[Offset: 0x2c , Size: 4]
  5583.         FString[] HistoryBuffer;//[Offset: 0x44 , Size: 12]
  5584.  
  5585. --------------------------------
  5586. Class: DebugDisplayProperty
  5587.         Object* Obj;//[Offset: 0x0 , Size: 4]
  5588.         class Object* WithinClass;//[Offset: 0x4 , Size: 4]
  5589.  
  5590. --------------------------------
  5591. Class: GameInstance.Object
  5592.         int64[] EncryptedLocalPlayers;//[Offset: 0x24 , Size: 12]
  5593.         LocalPlayer*[] LocalPlayers;//[Offset: 0x30 , Size: 12]
  5594.         OnlineSession* OnlineSession;//[Offset: 0x3c , Size: 4]
  5595.         bool bUseEncryptLocalPlayerPtr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1]
  5596.         void ReceiveShutdown();// 0x2859eb0
  5597.         void ReceiveInit();// 0x2859eb0
  5598.         void HandleTravelError(byte FailureType);// 0x2859eb0
  5599.         void HandleNetworkError(byte FailureType, bool bIsServer);// 0x2859eb0
  5600.         int GetDeviceLevel();// 0x1ccbac0
  5601.         void DebugRemovePlayer(int ControllerId);// 0x3f53c0c
  5602.         void DebugCreatePlayer(int ControllerId);// 0x1e66738
  5603.  
  5604. --------------------------------
  5605. Class: OnlineSession.Object
  5606.  
  5607. --------------------------------
  5608. Class: Anchors
  5609.         Vector2D Minimum;//[Offset: 0x0 , Size: 8]
  5610.         Vector2D Maximum;//[Offset: 0x8 , Size: 8]
  5611.  
  5612. --------------------------------
  5613. Class: SoundBase.Object
  5614.         SoundClass* SoundClassObject;//[Offset: 0x1c , Size: 4]
  5615.         bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1]
  5616.         bool bOverrideConcurrency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20 , Size: 1]
  5617.         bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 , Size: 1]
  5618.         bool bIgnoreFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x20 , Size: 1]
  5619.         SoundConcurrency* SoundConcurrencySettings;//[Offset: 0x24 , Size: 4]
  5620.         SoundConcurrencySettings ConcurrencyOverrides;//[Offset: 0x28 , Size: 12]
  5621.         byte MaxConcurrentResolutionRule;//[Offset: 0x34 , Size: 1]
  5622.         int MaxConcurrentPlayCount;//[Offset: 0x38 , Size: 4]
  5623.         float Duration;//[Offset: 0x3c , Size: 4]
  5624.         SoundAttenuation* AttenuationSettings;//[Offset: 0x40 , Size: 4]
  5625.         float Priority;//[Offset: 0x44 , Size: 4]
  5626.         SoundSubmix* SoundSubmixObject;//[Offset: 0x48 , Size: 4]
  5627.         SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x4c , Size: 12]
  5628.         SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x58 , Size: 4]
  5629.         SoundSourceBusSendInfo[] BusSends;//[Offset: 0x5c , Size: 12]
  5630.  
  5631. --------------------------------
  5632. Class: SoundClass.Object
  5633.         SoundClassProperties Properties;//[Offset: 0x1c , Size: 40]
  5634.         SoundClass*[] ChildClasses;//[Offset: 0x44 , Size: 12]
  5635.         PassiveSoundMixModifier[] PassiveSoundMixModifiers;//[Offset: 0x50 , Size: 12]
  5636.         SoundClass* ParentClass;//[Offset: 0x5c , Size: 4]
  5637.  
  5638. --------------------------------
  5639. Class: SoundClassProperties
  5640.         float Volume;//[Offset: 0x0 , Size: 4]
  5641.         float Pitch;//[Offset: 0x4 , Size: 4]
  5642.         float StereoBleed;//[Offset: 0x8 , Size: 4]
  5643.         float LFEBleed;//[Offset: 0xc , Size: 4]
  5644.         float VoiceCenterChannelVolume;//[Offset: 0x10 , Size: 4]
  5645.         float RadioFilterVolume;//[Offset: 0x14 , Size: 4]
  5646.         float RadioFilterVolumeThreshold;//[Offset: 0x18 , Size: 4]
  5647.         bool bApplyEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
  5648.         bool bAlwaysPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
  5649.         bool bIsUISound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1]
  5650.         bool bIsMusic;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c , Size: 1]
  5651.         bool bReverb;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c , Size: 1]
  5652.         float Default2DReverbSendAmount;//[Offset: 0x20 , Size: 4]
  5653.         bool bCenterChannelOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24 , Size: 1]
  5654.         bool bApplyAmbientVolumes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x24 , Size: 1]
  5655.         byte OutputTarget;//[Offset: 0x25 , Size: 1]
  5656.  
  5657. --------------------------------
  5658. Class: PassiveSoundMixModifier
  5659.         SoundMix* SoundMix;//[Offset: 0x0 , Size: 4]
  5660.         float MinVolumeThreshold;//[Offset: 0x4 , Size: 4]
  5661.         float MaxVolumeThreshold;//[Offset: 0x8 , Size: 4]
  5662.  
  5663. --------------------------------
  5664. Class: SoundMix.Object
  5665.         bool bApplyEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
  5666.         float EQPriority;//[Offset: 0x20 , Size: 4]
  5667.         AudioEQEffect EQSettings;//[Offset: 0x28 , Size: 56]
  5668.         SoundClassAdjuster[] SoundClassEffects;//[Offset: 0x60 , Size: 12]
  5669.         float InitialDelay;//[Offset: 0x6c , Size: 4]
  5670.         float FadeInTime;//[Offset: 0x70 , Size: 4]
  5671.         float Duration;//[Offset: 0x74 , Size: 4]
  5672.         float FadeOutTime;//[Offset: 0x78 , Size: 4]
  5673.  
  5674. --------------------------------
  5675. Class: AudioEQEffect
  5676.         float FrequencyCenter0;//[Offset: 0x8 , Size: 4]
  5677.         float Gain0;//[Offset: 0xc , Size: 4]
  5678.         float Bandwidth0;//[Offset: 0x10 , Size: 4]
  5679.         float FrequencyCenter1;//[Offset: 0x14 , Size: 4]
  5680.         float Gain1;//[Offset: 0x18 , Size: 4]
  5681.         float Bandwidth1;//[Offset: 0x1c , Size: 4]
  5682.         float FrequencyCenter2;//[Offset: 0x20 , Size: 4]
  5683.         float Gain2;//[Offset: 0x24 , Size: 4]
  5684.         float Bandwidth2;//[Offset: 0x28 , Size: 4]
  5685.         float FrequencyCenter3;//[Offset: 0x2c , Size: 4]
  5686.         float Gain3;//[Offset: 0x30 , Size: 4]
  5687.         float Bandwidth3;//[Offset: 0x34 , Size: 4]
  5688.  
  5689. --------------------------------
  5690. Class: SoundClassAdjuster
  5691.         SoundClass* SoundClassObject;//[Offset: 0x0 , Size: 4]
  5692.         float VolumeAdjuster;//[Offset: 0x4 , Size: 4]
  5693.         float PitchAdjuster;//[Offset: 0x8 , Size: 4]
  5694.         bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
  5695.         float VoiceCenterChannelVolumeAdjuster;//[Offset: 0x10 , Size: 4]
  5696.  
  5697. --------------------------------
  5698. Class: SoundConcurrency.Object
  5699.         SoundConcurrencySettings Concurrency;//[Offset: 0x1c , Size: 12]
  5700.  
  5701. --------------------------------
  5702. Class: SoundConcurrencySettings
  5703.         int MaxCount;//[Offset: 0x0 , Size: 4]
  5704.         bool bLimitToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1]
  5705.         byte ResolutionRule;//[Offset: 0x5 , Size: 1]
  5706.         float VolumeScale;//[Offset: 0x8 , Size: 4]
  5707.  
  5708. --------------------------------
  5709. Class: SoundAttenuation.Object
  5710.         SoundAttenuationSettings Attenuation;//[Offset: 0x1c , Size: 532]
  5711.  
  5712. --------------------------------
  5713. Class: SoundAttenuationSettings.BaseAttenuationSettings
  5714.         bool bAttenuate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1]
  5715.         bool bSpatialize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c , Size: 1]
  5716.         bool bAttenuateWithLPF;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c , Size: 1]
  5717.         bool bEnableListenerFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7c , Size: 1]
  5718.         bool bEnableFocusInterpolation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7c , Size: 1]
  5719.         bool bEnableOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7c , Size: 1]
  5720.         bool bUseComplexCollisionForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7c , Size: 1]
  5721.         bool bEnableReverbSend;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7c , Size: 1]
  5722.         bool bApplyNormalizationToStereoSounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d , Size: 1]
  5723.         bool bEnableLogFrequencyScaling;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d , Size: 1]
  5724.         byte DistanceType;//[Offset: 0x7e , Size: 1]
  5725.         float OmniRadius;//[Offset: 0x80 , Size: 4]
  5726.         float StereoSpread;//[Offset: 0x84 , Size: 4]
  5727.         byte SpatializationAlgorithm;//[Offset: 0x88 , Size: 1]
  5728.         SpatializationPluginSourceSettingsBase* SpatializationPluginSettings;//[Offset: 0x8c , Size: 4]
  5729.         float RadiusMin;//[Offset: 0x90 , Size: 4]
  5730.         float RadiusMax;//[Offset: 0x94 , Size: 4]
  5731.         float LPFRadiusMin;//[Offset: 0x98 , Size: 4]
  5732.         float LPFRadiusMax;//[Offset: 0x9c , Size: 4]
  5733.         enum AbsorptionMethod;//[Offset: 0xa0 , Size: 1]
  5734.         RuntimeFloatCurve CustomLowpassAirAbsorptionCurve;//[Offset: 0xa4 , Size: 88]
  5735.         RuntimeFloatCurve CustomHighpassAirAbsorptionCurve;//[Offset: 0xfc , Size: 88]
  5736.         float LPFFrequencyAtMin;//[Offset: 0x154 , Size: 4]
  5737.         float LPFFrequencyAtMax;//[Offset: 0x158 , Size: 4]
  5738.         float HPFFrequencyAtMin;//[Offset: 0x15c , Size: 4]
  5739.         float HPFFrequencyAtMax;//[Offset: 0x160 , Size: 4]
  5740.         float FocusAzimuth;//[Offset: 0x164 , Size: 4]
  5741.         float NonFocusAzimuth;//[Offset: 0x168 , Size: 4]
  5742.         float FocusDistanceScale;//[Offset: 0x16c , Size: 4]
  5743.         float NonFocusDistanceScale;//[Offset: 0x170 , Size: 4]
  5744.         float FocusPriorityScale;//[Offset: 0x174 , Size: 4]
  5745.         float NonFocusPriorityScale;//[Offset: 0x178 , Size: 4]
  5746.         float FocusVolumeAttenuation;//[Offset: 0x17c , Size: 4]
  5747.         float NonFocusVolumeAttenuation;//[Offset: 0x180 , Size: 4]
  5748.         float FocusAttackInterpSpeed;//[Offset: 0x184 , Size: 4]
  5749.         float FocusReleaseInterpSpeed;//[Offset: 0x188 , Size: 4]
  5750.         byte OcclusionTraceChannel;//[Offset: 0x18c , Size: 1]
  5751.         float OcclusionLowPassFilterFrequency;//[Offset: 0x190 , Size: 4]
  5752.         float OcclusionVolumeAttenuation;//[Offset: 0x194 , Size: 4]
  5753.         float OcclusionInterpolationTime;//[Offset: 0x198 , Size: 4]
  5754.         OcclusionPluginSourceSettingsBase* OcclusionPluginSettings;//[Offset: 0x19c , Size: 4]
  5755.         enum ReverbSendMethod;//[Offset: 0x1a0 , Size: 1]
  5756.         ReverbPluginSourceSettingsBase* ReverbPluginSettings;//[Offset: 0x1a4 , Size: 4]
  5757.         float ReverbWetLevelMin;//[Offset: 0x1a8 , Size: 4]
  5758.         float ReverbWetLevelMax;//[Offset: 0x1ac , Size: 4]
  5759.         float ReverbDistanceMin;//[Offset: 0x1b0 , Size: 4]
  5760.         float ReverbDistanceMax;//[Offset: 0x1b4 , Size: 4]
  5761.         RuntimeFloatCurve CustomReverbSendCurve;//[Offset: 0x1b8 , Size: 88]
  5762.         float ManualReverbSendLevel;//[Offset: 0x210 , Size: 4]
  5763.  
  5764. --------------------------------
  5765. Class: BaseAttenuationSettings
  5766.         enum DistanceAlgorithm;//[Offset: 0x4 , Size: 1]
  5767.         RuntimeFloatCurve CustomAttenuationCurve;//[Offset: 0x8 , Size: 88]
  5768.         byte AttenuationShape;//[Offset: 0x60 , Size: 1]
  5769.         float dBAttenuationAtMax;//[Offset: 0x64 , Size: 4]
  5770.         Vector AttenuationShapeExtents;//[Offset: 0x68 , Size: 12]
  5771.         float ConeOffset;//[Offset: 0x74 , Size: 4]
  5772.         float FalloffDistance;//[Offset: 0x78 , Size: 4]
  5773.  
  5774. --------------------------------
  5775. Class: SpatializationPluginSourceSettingsBase.Object
  5776.  
  5777. --------------------------------
  5778. Class: OcclusionPluginSourceSettingsBase.Object
  5779.  
  5780. --------------------------------
  5781. Class: ReverbPluginSourceSettingsBase.Object
  5782.  
  5783. --------------------------------
  5784. Class: SoundSubmix.Object
  5785.         SoundSubmix*[] ChildSubmixes;//[Offset: 0x1c , Size: 12]
  5786.         SoundSubmix* ParentSubmix;//[Offset: 0x28 , Size: 4]
  5787.         SoundEffectSubmixPreset*[] SubmixEffectChain;//[Offset: 0x2c , Size: 12]
  5788.  
  5789. --------------------------------
  5790. Class: SoundEffectSubmixPreset.SoundEffectPreset.Object
  5791.  
  5792. --------------------------------
  5793. Class: SoundEffectPreset.Object
  5794.  
  5795. --------------------------------
  5796. Class: SoundSubmixSendInfo
  5797.         float SendLevel;//[Offset: 0x0 , Size: 4]
  5798.         SoundSubmix* SoundSubmix;//[Offset: 0x4 , Size: 4]
  5799.  
  5800. --------------------------------
  5801. Class: SoundEffectSourcePresetChain.Object
  5802.         SourceEffectChainEntry[] Chain;//[Offset: 0x1c , Size: 12]
  5803.         bool bPlayEffectChainTails;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 , Size: 1]
  5804.  
  5805. --------------------------------
  5806. Class: SourceEffectChainEntry
  5807.         SoundEffectSourcePreset* Preset;//[Offset: 0x0 , Size: 4]
  5808.         bool bBypass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1]
  5809.  
  5810. --------------------------------
  5811. Class: SoundEffectSourcePreset.SoundEffectPreset.Object
  5812.  
  5813. --------------------------------
  5814. Class: SoundSourceBusSendInfo
  5815.         float SendLevel;//[Offset: 0x0 , Size: 4]
  5816.         SoundSourceBus* SoundSourceBus;//[Offset: 0x4 , Size: 4]
  5817.  
  5818. --------------------------------
  5819. Class: SoundSourceBus.SoundWave.SoundBase.Object
  5820.         enum SourceBusChannels;//[Offset: 0x1cc , Size: 1]
  5821.         float SourceBusDuration;//[Offset: 0x1d0 , Size: 4]
  5822.         bool bAutoDeactivateWhenSilent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d4 , Size: 1]
  5823.  
  5824. --------------------------------
  5825. Class: SoundWave.SoundBase.Object
  5826.         int CompressionQuality;//[Offset: 0x6c , Size: 4]
  5827.         bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 , Size: 1]
  5828.         bool bStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70 , Size: 1]
  5829.         int StreamingPriority;//[Offset: 0x74 , Size: 4]
  5830.         bool bMature;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x78 , Size: 1]
  5831.         bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x78 , Size: 1]
  5832.         bool bSingleLine;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x78 , Size: 1]
  5833.         bool bVirtualizeWhenSilent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x78 , Size: 1]
  5834.         byte SoundGroup;//[Offset: 0x7a , Size: 1]
  5835.         FString SpokenText;//[Offset: 0x7c , Size: 12]
  5836.         float SubtitlePriority;//[Offset: 0x88 , Size: 4]
  5837.         float Volume;//[Offset: 0x8c , Size: 4]
  5838.         float Pitch;//[Offset: 0x90 , Size: 4]
  5839.         int NumChannels;//[Offset: 0x94 , Size: 4]
  5840.         int SampleRate;//[Offset: 0x98 , Size: 4]
  5841.         int RawPCMDataSize;//[Offset: 0x9c , Size: 4]
  5842.         SubtitleCue[] Subtitles;//[Offset: 0xa0 , Size: 12]
  5843.         LocalizedSubtitle[] LocalizedSubtitles;//[Offset: 0xac , Size: 12]
  5844.         CurveTable* Curves;//[Offset: 0xb8 , Size: 4]
  5845.         CurveTable* InternalCurves;//[Offset: 0xbc , Size: 4]
  5846.  
  5847. --------------------------------
  5848. Class: SubtitleCue
  5849.         FText Text;//[Offset: 0x0 , Size: 12]
  5850.         float Time;//[Offset: 0xc , Size: 4]
  5851.  
  5852. --------------------------------
  5853. Class: LocalizedSubtitle
  5854.         FString LanguageExt;//[Offset: 0x0 , Size: 12]
  5855.         SubtitleCue[] Subtitles;//[Offset: 0xc , Size: 12]
  5856.         bool bMature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18 , Size: 1]
  5857.         bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x18 , Size: 1]
  5858.         bool bSingleLine;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x18 , Size: 1]
  5859.  
  5860. --------------------------------
  5861. Class: CurveTable.Object
  5862.  
  5863. --------------------------------
  5864. Class: PointerEvent.InputEvent
  5865.  
  5866. --------------------------------
  5867. Class: InputEvent
  5868.  
  5869. --------------------------------
  5870. Class: EventReply
  5871.  
  5872. --------------------------------
  5873. Class: FocusEvent
  5874.  
  5875. --------------------------------
  5876. Class: KeyEvent.InputEvent
  5877.  
  5878. --------------------------------
  5879. Class: PaintContext
  5880.  
  5881. --------------------------------
  5882. Class: MotionEvent.InputEvent
  5883.  
  5884. --------------------------------
  5885. Class: CharacterEvent.InputEvent
  5886.  
  5887. --------------------------------
  5888. Class: DragDropOperation.Object
  5889.         FString Tag;//[Offset: 0x1c , Size: 12]
  5890.         Object* Payload;//[Offset: 0x28 , Size: 4]
  5891.         Widget* DefaultDragVisual;//[Offset: 0x2c , Size: 4]
  5892.         enum Pivot;//[Offset: 0x30 , Size: 1]
  5893.         Vector2D Offset;//[Offset: 0x34 , Size: 8]
  5894.         delegate OnDrop;//[Offset: 0x3c , Size: 12]
  5895.         delegate OnDragCancelled;//[Offset: 0x48 , Size: 12]
  5896.         delegate OnDragged;//[Offset: 0x54 , Size: 12]
  5897.         void Drop(out const PointerEvent PointerEvent);// 0x348ffb0
  5898.         void Dragged(out const PointerEvent PointerEvent);// 0x348fd7c
  5899.         void DragCancelled(out const PointerEvent PointerEvent);// 0x348fb48
  5900.  
  5901. --------------------------------
  5902. Class: AnalogInputEvent.KeyEvent.InputEvent
  5903.  
  5904. --------------------------------
  5905. Class: PanelSlot.Visual.Object
  5906.         PanelWidget* Parent;//[Offset: 0x1c , Size: 4]
  5907.         Widget* Content;//[Offset: 0x20 , Size: 4]
  5908.  
  5909. --------------------------------
  5910. Class: PanelWidget.Widget.Visual.Object
  5911.         PanelSlot*[] Slots;//[Offset: 0xcc , Size: 12]
  5912.         bool RemoveChildAt(int Index);// 0x3499c48
  5913.         bool RemoveChild(Widget* Content);// 0x3499bc8
  5914.         bool HasChild(Widget* Content);// 0x3499b48
  5915.         bool HasAnyChildren();// 0x3499b20
  5916.         int GetChildrenCount();// 0x3499af8
  5917.         int GetChildIndex(Widget* Content);// 0x3499a78
  5918.         Widget* GetChildAt(int Index);// 0x34999f8
  5919.         void ClearChildren();// 0x34999e4
  5920.         PanelSlot* AddChild(Widget* Content);// 0x3499964
  5921.  
  5922. --------------------------------
  5923. Class: WidgetTransform
  5924.         Vector2D Translation;//[Offset: 0x0 , Size: 8]
  5925.         Vector2D Scale;//[Offset: 0x8 , Size: 8]
  5926.         Vector2D Shear;//[Offset: 0x10 , Size: 8]
  5927.         float Angle;//[Offset: 0x18 , Size: 4]
  5928.  
  5929. --------------------------------
  5930. Class: WidgetNavigation.Object
  5931.         WidgetNavigationData Up;//[Offset: 0x20 , Size: 24]
  5932.         WidgetNavigationData Down;//[Offset: 0x38 , Size: 24]
  5933.         WidgetNavigationData Left;//[Offset: 0x50 , Size: 24]
  5934.         WidgetNavigationData Right;//[Offset: 0x68 , Size: 24]
  5935.         WidgetNavigationData Next;//[Offset: 0x80 , Size: 24]
  5936.         WidgetNavigationData Previous;//[Offset: 0x98 , Size: 24]
  5937.  
  5938. --------------------------------
  5939. Class: WidgetNavigationData
  5940.         enum Rule;//[Offset: 0x0 , Size: 1]
  5941.         FName WidgetToFocus;//[Offset: 0x8 , Size: 8]
  5942.         Widget* Widget;//[Offset: 0x10 , Size: 8]
  5943.  
  5944. --------------------------------
  5945. Class: PropertyBinding.Object
  5946.         Object* SourceObject;//[Offset: 0x1c , Size: 8]
  5947.         DynamicPropertyPath SourcePath;//[Offset: 0x24 , Size: 12]
  5948.         FName DestinationProperty;//[Offset: 0x30 , Size: 8]
  5949.  
  5950. --------------------------------
  5951. Class: DynamicPropertyPath
  5952.         PropertyPathSegment[] Segments;//[Offset: 0x0 , Size: 12]
  5953.  
  5954. --------------------------------
  5955. Class: PropertyPathSegment
  5956.         FName Name;//[Offset: 0x0 , Size: 8]
  5957.         int ArrayIndex;//[Offset: 0x8 , Size: 4]
  5958.         Struct* Struct;//[Offset: 0xc , Size: 4]
  5959.         Field* Field;//[Offset: 0x10 , Size: 4]
  5960.  
  5961. --------------------------------
  5962. Class: SlateBrush
  5963.         Vector2D ImageSize;//[Offset: 0x4 , Size: 8]
  5964.         Margin Margin;//[Offset: 0xc , Size: 16]
  5965.         SlateColor TintColor;//[Offset: 0x1c , Size: 28]
  5966.         bool bAsyncEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  5967.         bool bOnlySoftInEditor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1]
  5968.         Object* ResourceObject;//[Offset: 0x3c , Size: 4]
  5969.         Object* SoftResourceObject;//[Offset: 0x40 , Size: 40]
  5970.         FName ResourceName;//[Offset: 0x68 , Size: 8]
  5971.         Box2D UVRegion;//[Offset: 0x70 , Size: 20]
  5972.         byte DrawAs;//[Offset: 0x84 , Size: 1]
  5973.         byte Tiling;//[Offset: 0x85 , Size: 1]
  5974.         byte Mirroring;//[Offset: 0x86 , Size: 1]
  5975.         byte ImageType;//[Offset: 0x87 , Size: 1]
  5976.         bool bIsDynamicallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90 , Size: 1]
  5977.         bool bHasUObject;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90 , Size: 1]
  5978.  
  5979. --------------------------------
  5980. Class: Box2D
  5981.         Vector2D Min;//[Offset: 0x0 , Size: 8]
  5982.         Vector2D Max;//[Offset: 0x8 , Size: 8]
  5983.         byte bIsValid;//[Offset: 0x10 , Size: 1]
  5984.  
  5985. --------------------------------
  5986. Class: ViewTargetTransitionParams
  5987.         float blendTime;//[Offset: 0x0 , Size: 4]
  5988.         byte BlendFunction;//[Offset: 0x4 , Size: 1]
  5989.         float BlendExp;//[Offset: 0x8 , Size: 4]
  5990.         bool bLockOutgoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
  5991.  
  5992. --------------------------------
  5993. Class: HapticFeedbackEffect_Base.Object
  5994.  
  5995. --------------------------------
  5996. Class: LatentActionInfo
  5997.         int Linkage;//[Offset: 0x0 , Size: 4]
  5998.         int UUID;//[Offset: 0x4 , Size: 4]
  5999.         FName ExecutionFunction;//[Offset: 0x8 , Size: 8]
  6000.         Object* CallbackTarget;//[Offset: 0x10 , Size: 4]
  6001.  
  6002. --------------------------------
  6003. Class: MatineeActor.Actor.Object
  6004.         InterpData* MatineeData;//[Offset: 0x2c4 , Size: 4]
  6005.         FName MatineeControllerName;//[Offset: 0x2c8 , Size: 8]
  6006.         float PlayRate;//[Offset: 0x2d0 , Size: 4]
  6007.         bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d4 , Size: 1]
  6008.         bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d4 , Size: 1]
  6009.         float ForceStartPosition;//[Offset: 0x2d8 , Size: 4]
  6010.         bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2dc , Size: 1]
  6011.         bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2dc , Size: 1]
  6012.         bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2dc , Size: 1]
  6013.         bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2dc , Size: 1]
  6014.         bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2dc , Size: 1]
  6015.         bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2dc , Size: 1]
  6016.         bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2dc , Size: 1]
  6017.         bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2dc , Size: 1]
  6018.         int PreferredSplitScreenNum;//[Offset: 0x2e0 , Size: 4]
  6019.         bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e4 , Size: 1]
  6020.         bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e4 , Size: 1]
  6021.         bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e4 , Size: 1]
  6022.         bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2e4 , Size: 1]
  6023.         InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x2e8 , Size: 12]
  6024.         bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f4 , Size: 1]
  6025.         InterpGroupInst*[] GroupInst;//[Offset: 0x2f8 , Size: 12]
  6026.         CameraCutInfo[] CameraCuts;//[Offset: 0x304 , Size: 12]
  6027.         bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310 , Size: 1]
  6028.         bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x310 , Size: 1]
  6029.         bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x310 , Size: 1]
  6030.         bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x310 , Size: 1]
  6031.         float InterpPosition;//[Offset: 0x314 , Size: 4]
  6032.         byte ReplicationForceIsPlaying;//[Offset: 0x31c , Size: 1]
  6033.         delegate OnPlay;//[Offset: 0x320 , Size: 12]
  6034.         delegate OnStop;//[Offset: 0x32c , Size: 12]
  6035.         delegate OnPause;//[Offset: 0x338 , Size: 12]
  6036.         void Stop();// 0x1c8167c
  6037.         void SetPosition(float NewPosition, bool bJump);// 0x4005cf0
  6038.         void SetLoopingState(bool bNewLooping);// 0x4005c68
  6039.         void Reverse();// 0x1ce2b64
  6040.         void Play();// 0x1ce0870
  6041.         void Pause();// 0x1ce00cc
  6042.         void EnableGroupByName(FString GroupName, bool bEnable);// 0x4005ac0
  6043.         void ChangePlaybackDirection();// 0x1ce00b0
  6044.  
  6045. --------------------------------
  6046. Class: InterpData.Object
  6047.         float InterpLength;//[Offset: 0x1c , Size: 4]
  6048.         float PathBuildTime;//[Offset: 0x20 , Size: 4]
  6049.         InterpGroup*[] InterpGroups;//[Offset: 0x24 , Size: 12]
  6050.         InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x30 , Size: 4]
  6051.         float EdSectionStart;//[Offset: 0x34 , Size: 4]
  6052.         float EdSectionEnd;//[Offset: 0x38 , Size: 4]
  6053.         bool bShouldBakeAndPrune;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c , Size: 1]
  6054.         InterpGroupDirector* CachedDirectorGroup;//[Offset: 0x40 , Size: 4]
  6055.         FName[] AllEventNames;//[Offset: 0x44 , Size: 12]
  6056.  
  6057. --------------------------------
  6058. Class: InterpGroupDirector.InterpGroup.Object
  6059.  
  6060. --------------------------------
  6061. Class: InterpGroupActorInfo
  6062.         FName ObjectName;//[Offset: 0x0 , Size: 8]
  6063.         Actor*[] Actors;//[Offset: 0x8 , Size: 12]
  6064.  
  6065. --------------------------------
  6066. Class: CameraCutInfo
  6067.         Vector Location;//[Offset: 0x0 , Size: 12]
  6068.         float TimeStamp;//[Offset: 0xc , Size: 4]
  6069.  
  6070. --------------------------------
  6071. Class: ChildActorComponent.SceneComponent.ActorComponent.Object
  6072.         class Actor* ChildActorClass;//[Offset: 0x260 , Size: 4]
  6073.         Actor* ChildActor;//[Offset: 0x264 , Size: 4]
  6074.         Actor* ChildActorTemplate;//[Offset: 0x268 , Size: 4]
  6075.         void SetChildActorClass(class Actor InClass);// 0x3f552a4
  6076.  
  6077. --------------------------------
  6078. Class: SimpleMemberReference
  6079.         Object* MemberParent;//[Offset: 0x0 , Size: 4]
  6080.         FName MemberName;//[Offset: 0x8 , Size: 8]
  6081.         Guid MemberGuid;//[Offset: 0x10 , Size: 16]
  6082.  
  6083. --------------------------------
  6084. Class: PrimitiveComponentPostPhysicsTickFunction.TickFunction
  6085.  
  6086. --------------------------------
  6087. Class: LevelActorContainer.Object
  6088.         Actor*[] Actors;//[Offset: 0x1c , Size: 12]
  6089.  
  6090. --------------------------------
  6091. Class: LevelScriptActor.Actor.Object
  6092.         bool bInputEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c4 , Size: 1]
  6093.         void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector NewOriginLocation);// 0x2859eb0
  6094.         void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x3fee2f0
  6095.         bool RemoteEvent(FName EventName);// 0x3fee268
  6096.         void LevelReset();// 0x2859eb0
  6097.  
  6098. --------------------------------
  6099. Class: IntVector
  6100.         int X;//[Offset: 0x0 , Size: 4]
  6101.         int Y;//[Offset: 0x4 , Size: 4]
  6102.         int Z;//[Offset: 0x8 , Size: 4]
  6103.  
  6104. --------------------------------
  6105. Class: NavigationObjectBase.Actor.Object
  6106.         CapsuleComponent* CapsuleComponent;//[Offset: 0x2c8 , Size: 4]
  6107.         BillboardComponent* GoodSprite;//[Offset: 0x2cc , Size: 4]
  6108.         BillboardComponent* BadSprite;//[Offset: 0x2d0 , Size: 4]
  6109.         bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d4 , Size: 1]
  6110.  
  6111. --------------------------------
  6112. Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  6113.         Texture2D* Sprite;//[Offset: 0x554 , Size: 4]
  6114.         bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x558 , Size: 1]
  6115.         float ScreenSize;//[Offset: 0x55c , Size: 4]
  6116.         float U;//[Offset: 0x560 , Size: 4]
  6117.         float UL;//[Offset: 0x564 , Size: 4]
  6118.         float V;//[Offset: 0x568 , Size: 4]
  6119.         float VL;//[Offset: 0x56c , Size: 4]
  6120.         void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x3f3a654
  6121.         void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int NewVL);// 0x3f3a4bc
  6122.         void SetSprite(Texture2D* NewSprite);// 0x1e20928
  6123.  
  6124. --------------------------------
  6125. Class: NavigationDataChunk.Object
  6126.         FName NavigationDataName;//[Offset: 0x20 , Size: 8]
  6127.  
  6128. --------------------------------
  6129. Class: MapBuildDataRegistry.Object
  6130.         byte LevelLightingQuality;//[Offset: 0x1c , Size: 1]
  6131.  
  6132. --------------------------------
  6133. Class: WorldSettings.Info.Actor.Object
  6134.         bool bEnableFOVDistanceCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  6135.         Vector2D[] FOVCulling;//[Offset: 0x2cc , Size: 12]
  6136.         bool bWithoutFrontendHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8 , Size: 1]
  6137.         bool bWithoutWidget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d8 , Size: 1]
  6138.         bool bWithoutLobbyWidget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d8 , Size: 1]
  6139.         bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d8 , Size: 1]
  6140.         bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d8 , Size: 1]
  6141.         bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d8 , Size: 1]
  6142.         bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d8 , Size: 1]
  6143.         bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2d8 , Size: 1]
  6144.         bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d9 , Size: 1]
  6145.         bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d9 , Size: 1]
  6146.         bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d9 , Size: 1]
  6147.         float KillZ;//[Offset: 0x2dc , Size: 4]
  6148.         class DamageType* KillZDamageType;//[Offset: 0x2e0 , Size: 4]
  6149.         float WorldGravityZ;//[Offset: 0x2e4 , Size: 4]
  6150.         float GlobalGravityZ;//[Offset: 0x2e8 , Size: 4]
  6151.         class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x2ec , Size: 4]
  6152.         class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x2f0 , Size: 4]
  6153.         class GameModeBase* DefaultGameMode;//[Offset: 0x2f4 , Size: 4]
  6154.         class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x2f8 , Size: 4]
  6155.         int PackedLightAndShadowMapTextureSize;//[Offset: 0x2fc , Size: 4]
  6156.         bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300 , Size: 1]
  6157.         Vector DefaultColorScale;//[Offset: 0x304 , Size: 12]
  6158.         float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x310 , Size: 4]
  6159.         float GlobalDistanceFieldViewDistance;//[Offset: 0x314 , Size: 4]
  6160.         bool bEnableWorldComposition2DLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x318 , Size: 1]
  6161.         float MaxWorldSize;//[Offset: 0x31c , Size: 4]
  6162.         int RegionSizeNear;//[Offset: 0x320 , Size: 4]
  6163.         int RegionSizeFar;//[Offset: 0x324 , Size: 4]
  6164.         bool RegionXAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1]
  6165.         bool RegionYAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x329 , Size: 1]
  6166.         int Graduation;//[Offset: 0x32c , Size: 4]
  6167.         float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x330 , Size: 4]
  6168.         bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x334 , Size: 1]
  6169.         bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x334 , Size: 1]
  6170.         int VisibilityCellSize;//[Offset: 0x338 , Size: 4]
  6171.         byte VisibilityAggressiveness;//[Offset: 0x33c , Size: 1]
  6172.         bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x33d , Size: 1]
  6173.         LightmassWorldInfoSettings LightmassSettings;//[Offset: 0x340 , Size: 80]
  6174.         IdeaBakingWorldInfoSettings IdeaBakingSettings;//[Offset: 0x390 , Size: 100]
  6175.         ReverbSettings DefaultReverbSettings;//[Offset: 0x3f4 , Size: 16]
  6176.         InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x404 , Size: 36]
  6177.         SoundMix* DefaultBaseSoundMix;//[Offset: 0x428 , Size: 4]
  6178.         float WorldToMeters;//[Offset: 0x42c , Size: 4]
  6179.         float MonoCullingDistance;//[Offset: 0x430 , Size: 4]
  6180.         BookMark* BookMarks;//[Offset: 0x434 , Size: 4]
  6181.         float TimeDilation;//[Offset: 0x45c , Size: 4]
  6182.         float MatineeTimeDilation;//[Offset: 0x460 , Size: 4]
  6183.         float DemoPlayTimeDilation;//[Offset: 0x464 , Size: 4]
  6184.         float MinGlobalTimeDilation;//[Offset: 0x468 , Size: 4]
  6185.         float MaxGlobalTimeDilation;//[Offset: 0x46c , Size: 4]
  6186.         float MinUndilatedFrameTime;//[Offset: 0x470 , Size: 4]
  6187.         float MaxUndilatedFrameTime;//[Offset: 0x474 , Size: 4]
  6188.         PlayerState* Pauser;//[Offset: 0x478 , Size: 4]
  6189.         bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x47c , Size: 1]
  6190.         bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x47c , Size: 1]
  6191.         NetViewer[] ReplicationViewers;//[Offset: 0x480 , Size: 12]
  6192.         AssetUserData*[] AssetUserData;//[Offset: 0x48c , Size: 12]
  6193.         float[] LODRelativeDistances;//[Offset: 0x498 , Size: 12]
  6194.         bool bEnablestreamingLevelLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a4 , Size: 1]
  6195.         int WorldCompositionNums;//[Offset: 0x4a8 , Size: 4]
  6196.         int CompositionBlockLength;//[Offset: 0x4ac , Size: 4]
  6197.         void OnRep_WorldGravityZ();// 0x1ce0870
  6198.  
  6199. --------------------------------
  6200. Class: DefaultPhysicsVolume.PhysicsVolume.Volume.Brush.Actor.Object
  6201.  
  6202. --------------------------------
  6203. Class: PhysicsCollisionHandler.Object
  6204.         float ImpactThreshold;//[Offset: 0x1c , Size: 4]
  6205.         float ImpactReFireDelay;//[Offset: 0x20 , Size: 4]
  6206.         SoundBase* DefaultImpactSound;//[Offset: 0x24 , Size: 4]
  6207.         float LastImpactSoundTime;//[Offset: 0x28 , Size: 4]
  6208.  
  6209. --------------------------------
  6210. Class: GameModeBase.Info.Actor.Object
  6211.         FString OptionsString;//[Offset: 0x2c4 , Size: 12]
  6212.         class GameSession* GameSessionClass;//[Offset: 0x2d0 , Size: 4]
  6213.         class GameStateBase* GameStateClass;//[Offset: 0x2d4 , Size: 4]
  6214.         class PlayerController* PlayerControllerClass;//[Offset: 0x2d8 , Size: 4]
  6215.         class PlayerState* PlayerStateClass;//[Offset: 0x2dc , Size: 4]
  6216.         class HUD* HUDClass;//[Offset: 0x2e0 , Size: 4]
  6217.         class Pawn* DefaultPawnClass;//[Offset: 0x2e4 , Size: 4]
  6218.         class SpectatorPawn* SpectatorClass;//[Offset: 0x2e8 , Size: 4]
  6219.         class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset: 0x2ec , Size: 4]
  6220.         GameSession* GameSession;//[Offset: 0x2f0 , Size: 4]
  6221.         GameStateBase* GameState;//[Offset: 0x2f4 , Size: 4]
  6222.         FText DefaultPlayerName;//[Offset: 0x2f8 , Size: 12]
  6223.         bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x304 , Size: 1]
  6224.         bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x304 , Size: 1]
  6225.         bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x304 , Size: 1]
  6226.         void StartPlay();// 0x3f7692c
  6227.         Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);// 0x3f76860
  6228.         Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x3f76730
  6229.         bool ShouldReset(Actor* ActorToReset);// 0x3f7669c
  6230.         void ReturnToMainMenuHost();// 0x3f76680
  6231.         void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x3f76560
  6232.         void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x1e19240
  6233.         void RestartPlayer(Controller* NewPlayer);// 0x1cdadcc
  6234.         void ResetLevel();// 0x3f76538
  6235.         bool PlayerCanRestart(PlayerController* Player);// 0x3f764b0
  6236.         bool MustSpectate(PlayerController* NewPlayerController);// 0x3f76428
  6237.         void K2_PostLogin(PlayerController* NewPlayer);// 0x2859eb0
  6238.         void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController* NewPC);// 0x2859eb0
  6239.         void K2_OnRestartPlayer(Controller* NewPlayer);// 0x2859eb0
  6240.         void K2_OnLogout(Controller* ExitingController);// 0x2859eb0
  6241.         void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);// 0x2859eb0
  6242.         Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);// 0x3f76320
  6243.         void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x1f8b86c
  6244.         void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x1c7d100
  6245.         bool HasMatchStarted();// 0x1d1f0c4
  6246.         void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x3f762a0
  6247.         int GetNumSpectators();// 0x3f502f4
  6248.         int GetNumPlayers();// 0x1e4e1f0
  6249.         class Object GetDefaultPawnClassForController(Controller* InController);// 0x3f76218
  6250.         Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x3f76108
  6251.         Actor* ChoosePlayerStart(Controller* Player);// 0x3f76080
  6252.         void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x246ca3c
  6253.         bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);// 0x3f75fb4
  6254.  
  6255. --------------------------------
  6256. Class: GameSession.Info.Actor.Object
  6257.         int MaxSpectators;//[Offset: 0x2c4 , Size: 4]
  6258.         int MaxPlayers;//[Offset: 0x2c8 , Size: 4]
  6259.         int MaxPartySize;//[Offset: 0x2cc , Size: 4]
  6260.         byte MaxSplitscreensPerConnection;//[Offset: 0x2d0 , Size: 1]
  6261.         bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1 , Size: 1]
  6262.         FName SessionName;//[Offset: 0x2d8 , Size: 8]
  6263.  
  6264. --------------------------------
  6265. Class: GameStateBase.Info.Actor.Object
  6266.         class GameModeBase* GameModeClass;//[Offset: 0x2c4 , Size: 4]
  6267.         GameModeBase* AuthorityGameMode;//[Offset: 0x2c8 , Size: 4]
  6268.         class SpectatorPawn* SpectatorClass;//[Offset: 0x2cc , Size: 4]
  6269.         PlayerState*[] PlayerArray;//[Offset: 0x2d0 , Size: 12]
  6270.         bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dc , Size: 1]
  6271.         float ReplicatedWorldTimeSeconds;//[Offset: 0x2e0 , Size: 4]
  6272.         float ServerWorldTimeSecondsDelta;//[Offset: 0x2e4 , Size: 4]
  6273.         float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x2e8 , Size: 4]
  6274.         void OnRep_SpectatorClass();// 0x1d28cd8
  6275.         void OnRep_ReplicatedWorldTimeSeconds();// 0x1c801f4
  6276.         void OnRep_ReplicatedHasBegunPlay();// 0x3f577d0
  6277.         void OnRep_GameModeClass();// 0x1d36774
  6278.         bool HasMatchStarted();// 0x3f86d78
  6279.         bool HasBegunPlay();// 0x3f86d48
  6280.         float GetServerWorldTimeSeconds();// 0x2009d2c
  6281.         float GetPlayerStartTime(Controller* Controller);// 0x3f86cc0
  6282.         float GetPlayerRespawnDelay(Controller* Controller);// 0x3f86c38
  6283.  
  6284. --------------------------------
  6285. Class: GameNetworkManager.Info.Actor.Object
  6286.         int AdjustedNetSpeed;//[Offset: 0x2c4 , Size: 4]
  6287.         float LastNetSpeedUpdateTime;//[Offset: 0x2c8 , Size: 4]
  6288.         int TotalNetBandwidth;//[Offset: 0x2cc , Size: 4]
  6289.         int MinDynamicBandwidth;//[Offset: 0x2d0 , Size: 4]
  6290.         int MaxDynamicBandwidth;//[Offset: 0x2d4 , Size: 4]
  6291.         bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8 , Size: 1]
  6292.         bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d8 , Size: 1]
  6293.         float StandbyRxCheatTime;//[Offset: 0x2dc , Size: 4]
  6294.         float StandbyTxCheatTime;//[Offset: 0x2e0 , Size: 4]
  6295.         int BadPingThreshold;//[Offset: 0x2e4 , Size: 4]
  6296.         float PercentMissingForRxStandby;//[Offset: 0x2e8 , Size: 4]
  6297.         float PercentMissingForTxStandby;//[Offset: 0x2ec , Size: 4]
  6298.         float PercentForBadPing;//[Offset: 0x2f0 , Size: 4]
  6299.         float JoinInProgressStandbyWaitTime;//[Offset: 0x2f4 , Size: 4]
  6300.         float MoveRepSize;//[Offset: 0x2f8 , Size: 4]
  6301.         float MAXPOSITIONERRORSQUARED;//[Offset: 0x2fc , Size: 4]
  6302.         float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x300 , Size: 4]
  6303.         float CLIENTADJUSTUPDATECOST;//[Offset: 0x304 , Size: 4]
  6304.         float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x308 , Size: 4]
  6305.         float MaxMoveDeltaTime;//[Offset: 0x30c , Size: 4]
  6306.         float ClientNetSendMoveDeltaTime;//[Offset: 0x310 , Size: 4]
  6307.         float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x314 , Size: 4]
  6308.         float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x318 , Size: 4]
  6309.         int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x31c , Size: 4]
  6310.         int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x320 , Size: 4]
  6311.         bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  6312.         float ClientErrorUpdateRateLimit;//[Offset: 0x328 , Size: 4]
  6313.         bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1]
  6314.         bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d , Size: 1]
  6315.         float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x330 , Size: 4]
  6316.         float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x334 , Size: 4]
  6317.         float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x338 , Size: 4]
  6318.         float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x33c , Size: 4]
  6319.         bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1]
  6320.         bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341 , Size: 1]
  6321.  
  6322. --------------------------------
  6323. Class: LightmassWorldInfoSettings
  6324.         float StaticLightingLevelScale;//[Offset: 0x0 , Size: 4]
  6325.         int NumIndirectLightingBounces;//[Offset: 0x4 , Size: 4]
  6326.         int NumSkyLightingBounces;//[Offset: 0x8 , Size: 4]
  6327.         float IndirectLightingQuality;//[Offset: 0xc , Size: 4]
  6328.         float IndirectLightingSmoothness;//[Offset: 0x10 , Size: 4]
  6329.         Color EnvironmentColor;//[Offset: 0x14 , Size: 4]
  6330.         float EnvironmentIntensity;//[Offset: 0x18 , Size: 4]
  6331.         float EmissiveBoost;//[Offset: 0x1c , Size: 4]
  6332.         float DiffuseBoost;//[Offset: 0x20 , Size: 4]
  6333.         byte VolumeLightingMethod;//[Offset: 0x24 , Size: 1]
  6334.         float VolumetricLightmapDetailCellSize;//[Offset: 0x28 , Size: 4]
  6335.         float VolumetricLightmapMaximumBrickMemoryMb;//[Offset: 0x2c , Size: 4]
  6336.         float VolumeLightSamplePlacementScale;//[Offset: 0x30 , Size: 4]
  6337.         bool bUseAmbientOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34 , Size: 1]
  6338.         bool bGenerateAmbientOcclusionMaterialMask;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34 , Size: 1]
  6339.         float DirectIlluminationOcclusionFraction;//[Offset: 0x38 , Size: 4]
  6340.         float IndirectIlluminationOcclusionFraction;//[Offset: 0x3c , Size: 4]
  6341.         float OcclusionExponent;//[Offset: 0x40 , Size: 4]
  6342.         float FullyOccludedSamplesFraction;//[Offset: 0x44 , Size: 4]
  6343.         float MaxOcclusionDistance;//[Offset: 0x48 , Size: 4]
  6344.         bool bVisualizeMaterialDiffuse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c , Size: 1]
  6345.         bool bVisualizeAmbientOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4c , Size: 1]
  6346.         bool bCompressLightmaps;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4c , Size: 1]
  6347.         bool bUseSimpleLightmap;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4c , Size: 1]
  6348.  
  6349. --------------------------------
  6350. Class: IdeaBakingWorldInfoSettings
  6351.         enum BakingLayout;//[Offset: 0x0 , Size: 1]
  6352.         int NumCoarseSamples;//[Offset: 0x4 , Size: 4]
  6353.         int NumSamples;//[Offset: 0x8 , Size: 4]
  6354.         int NumLightingBounces;//[Offset: 0xc , Size: 4]
  6355.         float LightmapBoost;//[Offset: 0x10 , Size: 4]
  6356.         float SunHardness;//[Offset: 0x14 , Size: 4]
  6357.         enum BakingMode;//[Offset: 0x18 , Size: 1]
  6358.         bool bUseParallelBaking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19 , Size: 1]
  6359.         bool bUseConservativeRasterization;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x19 , Size: 1]
  6360.         bool bUseLocalOcclusion;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x19 , Size: 1]
  6361.         float LocalOcclusionRadius;//[Offset: 0x1c , Size: 4]
  6362.         float LocalOcclusionFallOff;//[Offset: 0x20 , Size: 4]
  6363.         float LocalOcclusionDistribution;//[Offset: 0x24 , Size: 4]
  6364.         float LocalOcclusionFadeRatio;//[Offset: 0x28 , Size: 4]
  6365.         int LocalOcclusionRes;//[Offset: 0x2c , Size: 4]
  6366.         int LocalOcclusionMultiple;//[Offset: 0x30 , Size: 4]
  6367.         float LocalOcclusionPower;//[Offset: 0x34 , Size: 4]
  6368.         int LocalOcclusionDenoising;//[Offset: 0x38 , Size: 4]
  6369.         int LocalOcclusionDilation;//[Offset: 0x3c , Size: 4]
  6370.         int NumDenoisingIterators;//[Offset: 0x40 , Size: 4]
  6371.         int NumDilationIterators;//[Offset: 0x44 , Size: 4]
  6372.         int DirectLightDenoising;//[Offset: 0x48 , Size: 4]
  6373.         float RayTraceMaxDistance;//[Offset: 0x4c , Size: 4]
  6374.         float RayTraceBias;//[Offset: 0x50 , Size: 4]
  6375.         float RetraceDistance;//[Offset: 0x54 , Size: 4]
  6376.         float SmallestTexelRadius;//[Offset: 0x58 , Size: 4]
  6377.         uint32 AreaLightSampleCount;//[Offset: 0x5c , Size: 4]
  6378.         bool bWithPortalDirectLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size: 1]
  6379.         bool bWithGrayDiffuse;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60 , Size: 1]
  6380.  
  6381. --------------------------------
  6382. Class: ReverbSettings
  6383.         bool bApplyReverb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  6384.         byte ReverbType;//[Offset: 0x1 , Size: 1]
  6385.         ReverbEffect* ReverbEffect;//[Offset: 0x4 , Size: 4]
  6386.         float Volume;//[Offset: 0x8 , Size: 4]
  6387.         float FadeTime;//[Offset: 0xc , Size: 4]
  6388.  
  6389. --------------------------------
  6390. Class: ReverbEffect.Object
  6391.         float Density;//[Offset: 0x1c , Size: 4]
  6392.         float Diffusion;//[Offset: 0x20 , Size: 4]
  6393.         float Gain;//[Offset: 0x24 , Size: 4]
  6394.         float GainHF;//[Offset: 0x28 , Size: 4]
  6395.         float DecayTime;//[Offset: 0x2c , Size: 4]
  6396.         float DecayHFRatio;//[Offset: 0x30 , Size: 4]
  6397.         float ReflectionsGain;//[Offset: 0x34 , Size: 4]
  6398.         float ReflectionsDelay;//[Offset: 0x38 , Size: 4]
  6399.         float LateGain;//[Offset: 0x3c , Size: 4]
  6400.         float LateDelay;//[Offset: 0x40 , Size: 4]
  6401.         float AirAbsorptionGainHF;//[Offset: 0x44 , Size: 4]
  6402.         float RoomRolloffFactor;//[Offset: 0x48 , Size: 4]
  6403.  
  6404. --------------------------------
  6405. Class: InteriorSettings
  6406.         bool bIsWorldSettings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  6407.         float ExteriorVolume;//[Offset: 0x4 , Size: 4]
  6408.         float ExteriorTime;//[Offset: 0x8 , Size: 4]
  6409.         float ExteriorLPF;//[Offset: 0xc , Size: 4]
  6410.         float ExteriorLPFTime;//[Offset: 0x10 , Size: 4]
  6411.         float InteriorVolume;//[Offset: 0x14 , Size: 4]
  6412.         float InteriorTime;//[Offset: 0x18 , Size: 4]
  6413.         float InteriorLPF;//[Offset: 0x1c , Size: 4]
  6414.         float InteriorLPFTime;//[Offset: 0x20 , Size: 4]
  6415.  
  6416. --------------------------------
  6417. Class: BookMark.Object
  6418.         Vector Location;//[Offset: 0x1c , Size: 12]
  6419.         Rotator Rotation;//[Offset: 0x28 , Size: 12]
  6420.         FString[] HiddenLevels;//[Offset: 0x34 , Size: 12]
  6421.  
  6422. --------------------------------
  6423. Class: NetViewer
  6424.         NetConnection* Connection;//[Offset: 0x0 , Size: 4]
  6425.         Actor* InViewer;//[Offset: 0x4 , Size: 4]
  6426.         Actor* ViewTarget;//[Offset: 0x8 , Size: 4]
  6427.         Vector ViewLocation;//[Offset: 0xc , Size: 12]
  6428.         Vector ViewDir;//[Offset: 0x18 , Size: 12]
  6429.  
  6430. --------------------------------
  6431. Class: LineBatchComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  6432.  
  6433. --------------------------------
  6434. Class: LevelStreaming.Object
  6435.         FName PackageName;//[Offset: 0x20 , Size: 8]
  6436.         World* WorldAsset;//[Offset: 0x28 , Size: 40]
  6437.         FName PackageNameToLoad;//[Offset: 0x50 , Size: 8]
  6438.         FName[] LODPackageNames;//[Offset: 0x58 , Size: 12]
  6439.         Transform LevelTransform;//[Offset: 0x70 , Size: 48]
  6440.         bool bShouldBeVisibleInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa0 , Size: 1]
  6441.         bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa0 , Size: 1]
  6442.         bool bShouldBeLoaded;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa0 , Size: 1]
  6443.         bool bShouldBeVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa0 , Size: 1]
  6444.         bool bIsStatic;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa1 , Size: 1]
  6445.         bool bShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa1 , Size: 1]
  6446.         int LevelLODIndex;//[Offset: 0xa4 , Size: 4]
  6447.         bool bDisableDistanceStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8 , Size: 1]
  6448.         bool bDrawOnLevelStatusMap;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa8 , Size: 1]
  6449.         Color DrawColor;//[Offset: 0xac , Size: 4]
  6450.         LinearColor LevelColor;//[Offset: 0xb0 , Size: 16]
  6451.         LevelStreamingVolume*[] EditorStreamingVolumes;//[Offset: 0xc0 , Size: 12]
  6452.         float MinTimeBetweenVolumeUnloadRequests;//[Offset: 0xcc , Size: 4]
  6453.         FString[] Keywords;//[Offset: 0xd4 , Size: 12]
  6454.         delegate OnLevelLoaded;//[Offset: 0xe0 , Size: 12]
  6455.         delegate OnLevelUnloaded;//[Offset: 0xec , Size: 12]
  6456.         delegate OnLevelShown;//[Offset: 0xf8 , Size: 12]
  6457.         delegate OnLevelHidden;//[Offset: 0x104 , Size: 12]
  6458.         delegate OnStatusChanged;//[Offset: 0x110 , Size: 12]
  6459.         Level* LoadedLevel;//[Offset: 0x11c , Size: 4]
  6460.         Level* PendingUnloadLevel;//[Offset: 0x120 , Size: 4]
  6461.         Level*[] UnloadingLevels;//[Offset: 0x124 , Size: 12]
  6462.         bool IsStreamingStatePending();// 0x3feec54
  6463.         bool IsLevelVisible();// 0x3feec2c
  6464.         bool IsLevelLoaded();// 0x3feec08
  6465.         FName GetWorldAssetPackageFName();// 0x3feebc8
  6466.         LevelScriptActor* GetLevelScriptActor();// 0x3feeba0
  6467.         LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x3feea40
  6468.  
  6469. --------------------------------
  6470. Class: LevelStreamingVolume.Volume.Brush.Actor.Object
  6471.         FName[] StreamingLevelNames;//[Offset: 0x2ec , Size: 12]
  6472.         bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f8 , Size: 1]
  6473.         bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f8 , Size: 1]
  6474.         byte StreamingUsage;//[Offset: 0x2f9 , Size: 1]
  6475.  
  6476. --------------------------------
  6477. Class: DemoNetDriver.NetDriver.Object
  6478.         <FString,RollbackNetStartupActorInfo> RollbackNetStartupActors;//[Offset: 0x52c , Size: 60]
  6479.         float CheckpointSaveMaxMSPerFrame;//[Offset: 0x7ac , Size: 4]
  6480.         bool bIsLocalReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d4 , Size: 1]
  6481.         GameInstance* GameInstance;//[Offset: 0x7e8 , Size: 4]
  6482.  
  6483. --------------------------------
  6484. Class: RollbackNetStartupActorInfo
  6485.         Object* Archetype;//[Offset: 0x8 , Size: 4]
  6486.         Level* Level;//[Offset: 0x24 , Size: 4]
  6487.  
  6488. --------------------------------
  6489. Class: ParticleEventManager.Actor.Object
  6490.  
  6491. --------------------------------
  6492. Class: ObjectPoolManager
  6493.         bool bUseGMCommand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  6494.         bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  6495.         bool bEnabledAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  6496.         bool bEnabledAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 , Size: 1]
  6497.         <class Object,ObjectPool> Pools;//[Offset: 0x4 , Size: 60]
  6498.         int iInitedClassConfigGroup;//[Offset: 0x40 , Size: 4]
  6499.         <FName,ObjectPoolClassConfig> mapClassConfigs;//[Offset: 0x44 , Size: 60]
  6500.         bool bInitedIgnoringProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1]
  6501.  
  6502. --------------------------------
  6503. Class: ObjectPool
  6504.         class Object* ObjectClass;//[Offset: 0x0 , Size: 4]
  6505.         enum AcceptableNetRole;//[Offset: 0x4 , Size: 1]
  6506.         int ObjectLifePeriodTime;//[Offset: 0x8 , Size: 4]
  6507.         Object* pDefaultObject;//[Offset: 0xc , Size: 4]
  6508.         Object*[] Pool;//[Offset: 0x10 , Size: 12]
  6509.         <Object*,uint32> RecycleTime;//[Offset: 0x1c , Size: 60]
  6510.         int Size;//[Offset: 0x58 , Size: 4]
  6511.         bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  6512.         ResetObjectPoolDataInfo[] ResetInfoPool;//[Offset: 0x60 , Size: 12]
  6513.         CachedBlueprintComponentTemplate[] CachedTemplates;//[Offset: 0x6c , Size: 12]
  6514.         bool bAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4 , Size: 1]
  6515.  
  6516. --------------------------------
  6517. Class: ResetObjectPoolDataInfo
  6518.         Struct* pStruct;//[Offset: 0x0 , Size: 4]
  6519.  
  6520. --------------------------------
  6521. Class: CachedBlueprintComponentTemplate
  6522.         Struct* pStruct;//[Offset: 0x0 , Size: 4]
  6523.         FString ComponentName;//[Offset: 0x4 , Size: 12]
  6524.         Object* ComponentTemplate;//[Offset: 0x10 , Size: 4]
  6525.  
  6526. --------------------------------
  6527. Class: ObjectPoolClassConfig
  6528.         int GroupID;//[Offset: 0x0 , Size: 4]
  6529.         FName ObjectClassName;//[Offset: 0x8 , Size: 8]
  6530.         bool ObjectPoolEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  6531.         bool ObjectPoolEnableAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1]
  6532.         int PoolSize;//[Offset: 0x14 , Size: 4]
  6533.         int LifePeriodTime;//[Offset: 0x18 , Size: 4]
  6534.         enum AcceptableNetRole;//[Offset: 0x1c , Size: 1]
  6535.  
  6536. --------------------------------
  6537. Class: NavigationSystem.BlueprintFunctionLibrary.Object
  6538.         NavigationData* MainNavData;//[Offset: 0x1c , Size: 4]
  6539.         NavigationData* AbstractNavData;//[Offset: 0x20 , Size: 4]
  6540.         class CrowdManagerBase* CrowdManagerClass;//[Offset: 0x24 , Size: 4]
  6541.         bool bAutoCreateNavigationData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 , Size: 1]
  6542.         bool bAllowClientSideNavigation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28 , Size: 1]
  6543.         bool bSupportRebuilding;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x28 , Size: 1]
  6544.         bool bInitialBuildingLocked;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x28 , Size: 1]
  6545.         bool bSkipAgentHeightCheckWhenPickingNavData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x28 , Size: 1]
  6546.         enum DataGatheringMode;//[Offset: 0x29 , Size: 1]
  6547.         bool bGenerateNavigationOnlyAroundNavigationInvokers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a , Size: 1]
  6548.         float ActiveTilesUpdateInterval;//[Offset: 0x2c , Size: 4]
  6549.         NavDataConfig[] SupportedAgents;//[Offset: 0x30 , Size: 12]
  6550.         float UpdateInterval;//[Offset: 0x3c , Size: 4]
  6551.         float DirtyAreasUpdateFreq;//[Offset: 0x40 , Size: 4]
  6552.         NavigationData*[] NavDataSet;//[Offset: 0x44 , Size: 12]
  6553.         NavigationData*[] NavDataRegistrationQueue;//[Offset: 0x50 , Size: 12]
  6554.         delegate OnNavDataRegisteredEvent;//[Offset: 0xa4 , Size: 12]
  6555.         delegate OnNavigationGenerationFinishedDelegate;//[Offset: 0xb0 , Size: 12]
  6556.         enum OperationMode;//[Offset: 0x158 , Size: 1]
  6557.         void UpdateDynamicGenerateTargetNav(bool IsAdd, DynamicGenerateTargetNavigation GenerateTargetNav);// 0x400f7dc
  6558.         void UnregisterNavigationInvoker(Actor* Invoker);// 0x400f764
  6559.         static void SimpleMoveToLocation(Controller* Controller, out const Vector Goal);// 0x400f6a4
  6560.         static void SimpleMoveToActor(Controller* Controller, const Actor* Goal);// 0x400f5f0
  6561.         void SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs);// 0x400f578
  6562.         void SetGeometryGatheringMode(enum NewMode);// 0x400f500
  6563.         void ResetMaxSimultaneousTileGenerationJobsCount();// 0x400f4ec
  6564.         void RegisterNavigationInvoker(Actor* Invoker, float TileGenerationRadius, float TileRemovalRadius);// 0x400f3ec
  6565.         static Vector ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x400f240
  6566.         void OnNavigationBoundsUpdated(NavMeshBoundsVolume* NavVolume);// 0x400f1c8
  6567.         static bool NavigationRaycast(Object* WorldContextObject, out const Vector RayStart, out const Vector RayEnd, out Vector HitLocation, class NavigationQueryFilter FilterClass, Controller* Querier);// 0x400efc8
  6568.         static bool K2_ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, out Vector ProjectedLocation, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x400edd8
  6569.         static bool K2_GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400ebe8
  6570.         static bool K2_GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e9f8
  6571.         static bool IsNavigationBeingBuiltOrLocked(Object* WorldContextObject);// 0x400e980
  6572.         static bool IsNavigationBeingBuilt(Object* WorldContextObject);// 0x400e908
  6573.         static Vector GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e75c
  6574.         static Vector GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e5b0
  6575.         static byte GetPathLength(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathLength, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e3ac
  6576.         static byte GetPathCost(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathCost, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e1a8
  6577.         static NavigationSystem* GetNavigationSystem(Object* WorldContextObject);// 0x400e130
  6578.         static NavigationPath* FindPathToLocationSynchronously(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x400df84
  6579.         static NavigationPath* FindPathToActorSynchronously(Object* WorldContextObject, out const Vector PathStart, Actor* GoalActor, float TetherDistance, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x400dda4
  6580.  
  6581. --------------------------------
  6582. Class: BlueprintFunctionLibrary.Object
  6583.  
  6584. --------------------------------
  6585. Class: CrowdManagerBase.Object
  6586.  
  6587. --------------------------------
  6588. Class: DynamicGenerateTargetNavigation
  6589.         Vector TargetLocation;//[Offset: 0x0 , Size: 12]
  6590.         float GenerateRadiusMin;//[Offset: 0xc , Size: 4]
  6591.         float GenerateRadiusMax;//[Offset: 0x10 , Size: 4]
  6592.  
  6593. --------------------------------
  6594. Class: NavigationQueryFilter.Object
  6595.         NavigationFilterArea[] Areas;//[Offset: 0x1c , Size: 12]
  6596.         NavigationFilterFlags IncludeFlags;//[Offset: 0x28 , Size: 4]
  6597.         NavigationFilterFlags ExcludeFlags;//[Offset: 0x2c , Size: 4]
  6598.  
  6599. --------------------------------
  6600. Class: NavigationFilterArea
  6601.         class NavArea* AreaClass;//[Offset: 0x0 , Size: 4]
  6602.         float TravelCostOverride;//[Offset: 0x4 , Size: 4]
  6603.         float EnteringCostOverride;//[Offset: 0x8 , Size: 4]
  6604.         bool bIsExcluded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
  6605.         bool bOverrideTravelCost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1]
  6606.         bool bOverrideEnteringCost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc , Size: 1]
  6607.  
  6608. --------------------------------
  6609. Class: NavigationFilterFlags
  6610.         bool bNavFlag0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  6611.         bool bNavFlag1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  6612.         bool bNavFlag2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
  6613.         bool bNavFlag3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
  6614.         bool bNavFlag4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
  6615.         bool bNavFlag5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1]
  6616.         bool bNavFlag6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1]
  6617.         bool bNavFlag7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1]
  6618.         bool bNavFlag8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1]
  6619.         bool bNavFlag9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1]
  6620.         bool bNavFlag10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1]
  6621.         bool bNavFlag11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1]
  6622.         bool bNavFlag12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1]
  6623.         bool bNavFlag13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1]
  6624.         bool bNavFlag14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1]
  6625.         bool bNavFlag15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1]
  6626.  
  6627. --------------------------------
  6628. Class: NavMeshBoundsVolume.Volume.Brush.Actor.Object
  6629.         NavAgentSelector SupportedAgents;//[Offset: 0x2ec , Size: 4]
  6630.  
  6631. --------------------------------
  6632. Class: NavigationPath.Object
  6633.         delegate PathUpdatedNotifier;//[Offset: 0x1c , Size: 12]
  6634.         Vector[] PathPoints;//[Offset: 0x28 , Size: 12]
  6635.         byte RecalculateOnInvalidation;//[Offset: 0x34 , Size: 1]
  6636.         bool IsValid();// 0x400c99c
  6637.         bool IsStringPulled();// 0x1d999ec
  6638.         bool IsPartial();// 0x400c974
  6639.         float GetPathLength();// 0x400c94c
  6640.         float GetPathCost();// 0x400c924
  6641.         FString GetDebugString();// 0x400c864
  6642.         void EnableRecalculationOnInvalidation(byte DoRecalculation);// 0x400c7e4
  6643.         void EnableDebugDrawing(bool bShouldDrawDebugData, LinearColor PathColor);// 0x400c714
  6644.  
  6645. --------------------------------
  6646. Class: AISystemBase.Object
  6647.         SoftClassPath AISystemClassName;//[Offset: 0x20 , Size: 24]
  6648.         FName AISystemModuleName;//[Offset: 0x38 , Size: 8]
  6649.         bool bInstantiateAISystemOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  6650.  
  6651. --------------------------------
  6652. Class: AvoidanceManager.Object
  6653.         float DefaultTimeToLive;//[Offset: 0x20 , Size: 4]
  6654.         float LockTimeAfterAvoid;//[Offset: 0x24 , Size: 4]
  6655.         float LockTimeAfterClean;//[Offset: 0x28 , Size: 4]
  6656.         float DeltaTimeToPredict;//[Offset: 0x2c , Size: 4]
  6657.         float ArtificialRadiusExpansion;//[Offset: 0x30 , Size: 4]
  6658.         float TestHeightDifference;//[Offset: 0x34 , Size: 4]
  6659.         float HeightCheckMargin;//[Offset: 0x38 , Size: 4]
  6660.         bool RegisterMovementComponent(MovementComponent* MovementComp, float AvoidanceWeight);// 0x3f3a09c
  6661.         int GetObjectCount();// 0x3f3a074
  6662.         int GetNewAvoidanceUID();// 0x3f3a04c
  6663.         Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);// 0x3f39fbc
  6664.  
  6665. --------------------------------
  6666. Class: LevelCollection
  6667.         GameStateBase* GameState;//[Offset: 0x4 , Size: 4]
  6668.         NetDriver* NetDriver;//[Offset: 0x8 , Size: 4]
  6669.         DemoNetDriver* DemoNetDriver;//[Offset: 0xc , Size: 4]
  6670.         Level* PersistentLevel;//[Offset: 0x10 , Size: 4]
  6671.         <Level*> Levels;//[Offset: 0x14 , Size: 60]
  6672.  
  6673. --------------------------------
  6674. Class: MaterialParameterCollectionInstance.Object
  6675.         MaterialParameterCollection* Collection;//[Offset: 0x20 , Size: 4]
  6676.         World* World;//[Offset: 0x24 , Size: 4]
  6677.  
  6678. --------------------------------
  6679. Class: WorldComposition.Object
  6680.         LevelStreaming*[] TilesStreaming;//[Offset: 0x98 , Size: 12]
  6681.         double TilesStreamingTimeThreshold;//[Offset: 0xa8 , Size: 8]
  6682.         bool bLoadAllTilesDuringCinematic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0 , Size: 1]
  6683.         bool bRebaseOriginIn3DSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb1 , Size: 1]
  6684.         float RebaseOriginDistance;//[Offset: 0xb4 , Size: 4]
  6685.         FString PVEBordersName;//[Offset: 0xb8 , Size: 12]
  6686.         FString[] UnloadTileOnServer;//[Offset: 0xc4 , Size: 12]
  6687.         <FString> UnloadTileSet;//[Offset: 0xd0 , Size: 60]
  6688.  
  6689. --------------------------------
  6690. Class: InstancedFoliageActor.Actor.Object
  6691.  
  6692. --------------------------------
  6693. Class: AkAmbientSound.Actor.Object
  6694.         AkAudioEvent* AkAudioEvent;//[Offset: 0x2c4 , Size: 4]
  6695.         AkComponent* AkComponent;//[Offset: 0x2c8 , Size: 4]
  6696.         bool StopWhenOwnerIsDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc , Size: 1]
  6697.         bool AutoPost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cd , Size: 1]
  6698.         void StopAmbientSound();// 0x4a98c38
  6699.         void StartAmbientSound();// 0x4a98c24
  6700.  
  6701. --------------------------------
  6702. Class: AkAudioEvent.Object
  6703.         AkAudioBank* RequiredBank;//[Offset: 0x1c , Size: 4]
  6704.         float MaxAttenuationRadius;//[Offset: 0x20 , Size: 4]
  6705.         bool IsInfinite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  6706.         float MinimumDuration;//[Offset: 0x28 , Size: 4]
  6707.         float MaximumDuration;//[Offset: 0x2c , Size: 4]
  6708.  
  6709. --------------------------------
  6710. Class: AkAudioBank.Object
  6711.         bool AutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  6712.  
  6713. --------------------------------
  6714. Class: AkComponent.SceneComponent.ActorComponent.Object
  6715.         AkAuxBus* EarlyReflectionAuxBus;//[Offset: 0x260 , Size: 4]
  6716.         FString EarlyReflectionAuxBusName;//[Offset: 0x264 , Size: 12]
  6717.         int EarlyReflectionOrder;//[Offset: 0x270 , Size: 4]
  6718.         float EarlyReflectionBusSendGain;//[Offset: 0x274 , Size: 4]
  6719.         float EarlyReflectionMaxPathLength;//[Offset: 0x278 , Size: 4]
  6720.         bool EnableSpotReflectors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x280 , Size: 1]
  6721.         bool DrawFirstOrderReflections;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x280 , Size: 1]
  6722.         bool DrawSecondOrderReflections;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x280 , Size: 1]
  6723.         bool DrawHigherOrderReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x280 , Size: 1]
  6724.         bool StopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x281 , Size: 1]
  6725.         bool bIsUpdateEmmiterTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x282 , Size: 1]
  6726.         bool bAllIsInstanceSound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x282 , Size: 1]
  6727.         float AttenuationScalingFactor;//[Offset: 0x284 , Size: 4]
  6728.         float OcclusionRefreshInterval;//[Offset: 0x288 , Size: 4]
  6729.         AkAudioEvent* AkAudioEvent;//[Offset: 0x28c , Size: 4]
  6730.         FString EventName;//[Offset: 0x290 , Size: 12]
  6731.         void UseReverbVolumes(bool inUseReverbVolumes);// 0x4a9aeb8
  6732.         void UseEarlyReflections(AkAuxBus* AuxBus, bool Left, bool Right, bool floor, bool Ceiling, bool Back, bool Front, bool SpotReflectors, FString AuxBusName);// 0x4a9ab84
  6733.         void Stop();// 0x4a9ab70
  6734.         void SetSwitch(FString SwitchGroup, FString SwitchState);// 0x4a9a900
  6735.         void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed);// 0x4a9a880
  6736.         void SetRTPCValueGlobally(FString RTPC, float Value);// 0x4a9a6e4
  6737.         void SetRTPCValue(FString RTPC, float Value, int InterpolationTimeMs);// 0x4a9a504
  6738.         void SetOutputBusVolume(float BusVolume);// 0x4a9a48c
  6739.         void SetListeners(out const AkComponent*[] Listeners);// 0x4a9a3c0
  6740.         void SetEarlyReflectionOrder(int NewEarlyReflectionOrder);// 0x4a9a348
  6741.         void SetAutoDestroy(bool in_AutoDestroy);// 0x4a9a2cc
  6742.         void SetAttenuationScalingFactor(float Value);// 0x4a9a254
  6743.         void PostTrigger(FString Trigger);// 0x4a9a0fc
  6744.         int PostAssociatedAkEvent();// 0x4a9a0d4
  6745.         int PostAkEventByName(FString in_EventName);// 0x4a9a010
  6746.         int PostAkEvent(AkAudioEvent* AkEvent, FString in_EventName);// 0x4a99f08
  6747.         float GetAttenuationRadius();// 0x4a99ee0
  6748.  
  6749. --------------------------------
  6750. Class: AkAuxBus.Object
  6751.         AkAudioBank* RequiredBank;//[Offset: 0x1c , Size: 4]
  6752.  
  6753. --------------------------------
  6754. Class: PostProcessVolume.Volume.Brush.Actor.Object
  6755.         PostProcessSettings Settings;//[Offset: 0x2f0 , Size: 1328]
  6756.         float Priority;//[Offset: 0x820 , Size: 4]
  6757.         float BlendRadius;//[Offset: 0x824 , Size: 4]
  6758.         float BlendWeight;//[Offset: 0x828 , Size: 4]
  6759.         bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x82c , Size: 1]
  6760.         bool bUnbound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x82c , Size: 1]
  6761.         void RemoveBlendable(interface classByteProperty InBlendableObject);// 0x4043994
  6762.         void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x4043864
  6763.  
  6764. --------------------------------
  6765. Class: PointLight.Light.Actor.Object
  6766.         PointLightComponent* PointLightComponent;//[Offset: 0x2cc , Size: 4]
  6767.         void SetRadius(float NewRadius);// 0x4041364
  6768.         void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x40412ec
  6769.  
  6770. --------------------------------
  6771. Class: Light.Actor.Object
  6772.         LightComponent* LightComponent;//[Offset: 0x2c4 , Size: 4]
  6773.         bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  6774.         void ToggleEnabled();// 0x3fefd48
  6775.         void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x3fefcd8
  6776.         void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x3fefc60
  6777.         void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x3fefbe8
  6778.         void SetLightColor(LinearColor NewLightColor);// 0x3fefb6c
  6779.         void SetEnabled(bool bSetEnabled);// 0x3fefaec
  6780.         void SetCastShadows(bool bNewValue);// 0x3fefa6c
  6781.         void SetBrightness(float NewBrightness);// 0x3fef9f4
  6782.         void SetAffectTranslucentLighting(bool bNewValue);// 0x3fef974
  6783.         void OnRep_bEnabled();// 0x1ce1e14
  6784.         bool IsEnabled();// 0x3fef94c
  6785.         LinearColor GetLightColor();// 0x3fef908
  6786.         float GetBrightness();// 0x3fef8e0
  6787.  
  6788. --------------------------------
  6789. Class: PointLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object
  6790.         float Radius;//[Offset: 0x35c , Size: 4]
  6791.         float AttenuationRadius;//[Offset: 0x360 , Size: 4]
  6792.         bool bUseInverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x364 , Size: 1]
  6793.         float LightFalloffExponent;//[Offset: 0x368 , Size: 4]
  6794.         float SourceRadius;//[Offset: 0x36c , Size: 4]
  6795.         float SoftSourceRadius;//[Offset: 0x370 , Size: 4]
  6796.         float SourceLength;//[Offset: 0x374 , Size: 4]
  6797.         bool bSimulateRectLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x378 , Size: 1]
  6798.         bool bSimulatePortalLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x378 , Size: 1]
  6799.         float RectLightSourceWidth;//[Offset: 0x37c , Size: 4]
  6800.         float RectLightSourceHeight;//[Offset: 0x380 , Size: 4]
  6801.         bool bEnableForVertexPointLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x384 , Size: 1]
  6802.         LightmassPointLightSettings LightmassSettings;//[Offset: 0x388 , Size: 12]
  6803.         void SetSourceRadius(float bNewValue);// 0x4041a78
  6804.         void SetSourceLength(float NewValue);// 0x4041a00
  6805.         void SetSoftSourceRadius(float bNewValue);// 0x4041988
  6806.         void SetSimulateRectLight(bool NewValue);// 0x4041908
  6807.         void SetSimulatePortalLight(bool NewValue);// 0x4041888
  6808.         void SetRectLightSourceWidth(float NewValue);// 0x4041810
  6809.         void SetRectLightSourceHeight(float NewValue);// 0x4041798
  6810.         void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x4041720
  6811.         void SetAttenuationRadius(float NewRadius);// 0x40416a8
  6812.  
  6813. --------------------------------
  6814. Class: LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object
  6815.         float Temperature;//[Offset: 0x288 , Size: 4]
  6816.         float MaxDrawDistance;//[Offset: 0x28c , Size: 4]
  6817.         float MaxDistanceFadeRange;//[Offset: 0x290 , Size: 4]
  6818.         bool bUseTemperature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x294 , Size: 1]
  6819.         int ShadowMapChannel;//[Offset: 0x298 , Size: 4]
  6820.         float MinRoughness;//[Offset: 0x2a0 , Size: 4]
  6821.         float ShadowResolutionScale;//[Offset: 0x2a4 , Size: 4]
  6822.         int LightPriority;//[Offset: 0x2a8 , Size: 4]
  6823.         float ShadowBias;//[Offset: 0x2ac , Size: 4]
  6824.         float ShadowSharpen;//[Offset: 0x2b0 , Size: 4]
  6825.         float ContactShadowLength;//[Offset: 0x2b4 , Size: 4]
  6826.         bool InverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2b8 , Size: 1]
  6827.         bool bCacheStaticShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2b8 , Size: 1]
  6828.         bool CastTranslucentShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2b8 , Size: 1]
  6829.         bool bCastShadowsFromCinematicObjectsOnly;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2b8 , Size: 1]
  6830.         bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2b8 , Size: 1]
  6831.         LightingChannels LightingChannels;//[Offset: 0x2b9 , Size: 1]
  6832.         MaterialInterface* LightFunctionMaterial;//[Offset: 0x2bc , Size: 4]
  6833.         Vector LightFunctionScale;//[Offset: 0x2c0 , Size: 12]
  6834.         TextureLightProfile* IESTexture;//[Offset: 0x2cc , Size: 4]
  6835.         bool bUseIESBrightness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d0 , Size: 1]
  6836.         float IESBrightnessScale;//[Offset: 0x2d4 , Size: 4]
  6837.         float LightFunctionFadeDistance;//[Offset: 0x2d8 , Size: 4]
  6838.         float DisabledBrightness;//[Offset: 0x2dc , Size: 4]
  6839.         bool bEnableLightShaftBloom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e0 , Size: 1]
  6840.         float BloomScale;//[Offset: 0x2e4 , Size: 4]
  6841.         float BloomThreshold;//[Offset: 0x2e8 , Size: 4]
  6842.         Color BloomTint;//[Offset: 0x2ec , Size: 4]
  6843.         bool bUseRayTracedDistanceFieldShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0 , Size: 1]
  6844.         float RayStartOffsetDepthScale;//[Offset: 0x2f4 , Size: 4]
  6845.         void SetVolumetricScatteringIntensity(float NewIntensity);// 0x3ff0c90
  6846.         void SetTemperature(float NewTemperature);// 0x3ff0c18
  6847.         void SetShadowBias(float NewValue);// 0x3ff0ba0
  6848.         void SetLightPriority(int Priority);// 0x3ff0b28
  6849.         void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x3ff0ab8
  6850.         void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x3ff0a40
  6851.         void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x3ff09c8
  6852.         void SetLightFunctionDisabledBrightness(float NewValue);// 0x3ff0950
  6853.         void SetLightColor(LinearColor NewLightColor, bool bSRGB);// 0x3ff0888
  6854.         void SetIntensity(float NewIntensity);// 0x3ff0810
  6855.         void SetIndirectLightingIntensity(float NewIntensity);// 0x3ff0798
  6856.         void SetIESTexture(TextureLightProfile* NewValue);// 0x3ff0720
  6857.         void SetEnableLightShaftBloom(bool bNewValue);// 0x3ff06a0
  6858.         void SetBloomTint(Color NewValue);// 0x3ff0630
  6859.         void SetBloomThreshold(float NewValue);// 0x3ff05b8
  6860.         void SetBloomScale(float NewValue);// 0x3ff0540
  6861.         void SetAffectTranslucentLighting(bool bNewValue);// 0x3ff04c0
  6862.         void SetAffectDynamicIndirectLighting(bool bNewValue);// 0x3ff0440
  6863.         void ForceUpdateShadowState();// 0x3ff042c
  6864.  
  6865. --------------------------------
  6866. Class: LightComponentBase.SceneComponent.ActorComponent.Object
  6867.         Guid LightGuid;//[Offset: 0x260 , Size: 16]
  6868.         float Brightness;//[Offset: 0x270 , Size: 4]
  6869.         float Intensity;//[Offset: 0x274 , Size: 4]
  6870.         Color LightColor;//[Offset: 0x278 , Size: 4]
  6871.         bool bAffectsWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27c , Size: 1]
  6872.         bool CastShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27c , Size: 1]
  6873.         bool CastStaticShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27c , Size: 1]
  6874.         bool CastDynamicShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27c , Size: 1]
  6875.         bool bAffectTranslucentLighting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c , Size: 1]
  6876.         bool bCastVolumetricShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c , Size: 1]
  6877.         float IndirectLightingIntensity;//[Offset: 0x280 , Size: 4]
  6878.         float VolumetricScatteringIntensity;//[Offset: 0x284 , Size: 4]
  6879.         void SetCastVolumetricShadow(bool bNewValue);// 0x3ff1dd8
  6880.         void SetCastShadows(bool bNewValue);// 0x3ff1d58
  6881.         LinearColor GetLightColor();// 0x3ff1d14
  6882.  
  6883. --------------------------------
  6884. Class: LightmassPointLightSettings.LightmassLightSettings
  6885.  
  6886. --------------------------------
  6887. Class: LightmassLightSettings
  6888.         float IndirectLightingSaturation;//[Offset: 0x0 , Size: 4]
  6889.         float ShadowExponent;//[Offset: 0x4 , Size: 4]
  6890.         bool bUseAreaShadowsForStationaryLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  6891.  
  6892. --------------------------------
  6893. Class: TextureLightProfile.Texture2D.Texture.Object
  6894.         float Brightness;//[Offset: 0xd0 , Size: 4]
  6895.         float TextureMultiplier;//[Offset: 0xd4 , Size: 4]
  6896.  
  6897. --------------------------------
  6898. Class: DirectionalLight.Light.Actor.Object
  6899.  
  6900. --------------------------------
  6901. Class: SkyLight.Info.Actor.Object
  6902.         SkyLightComponent* LightComponent;//[Offset: 0x2c4 , Size: 4]
  6903.         bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  6904.         void OnRep_bEnabled();// 0x1ce1e14
  6905.  
  6906. --------------------------------
  6907. Class: SkyLightComponent.LightComponentBase.SceneComponent.ActorComponent.Object
  6908.         byte SourceType;//[Offset: 0x288 , Size: 1]
  6909.         TextureCube* Cubemap;//[Offset: 0x28c , Size: 4]
  6910.         float SourceCubemapAngle;//[Offset: 0x290 , Size: 4]
  6911.         int CubemapResolution;//[Offset: 0x294 , Size: 4]
  6912.         float SkyDistanceThreshold;//[Offset: 0x298 , Size: 4]
  6913.         bool bCaptureEmissiveOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c , Size: 1]
  6914.         bool bLowerHemisphereIsBlack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29d , Size: 1]
  6915.         LinearColor LowerHemisphereColor;//[Offset: 0x2a0 , Size: 16]
  6916.         float OcclusionMaxDistance;//[Offset: 0x2b0 , Size: 4]
  6917.         float Contrast;//[Offset: 0x2b4 , Size: 4]
  6918.         float OcclusionExponent;//[Offset: 0x2b8 , Size: 4]
  6919.         float MinOcclusion;//[Offset: 0x2bc , Size: 4]
  6920.         Color OcclusionTint;//[Offset: 0x2c0 , Size: 4]
  6921.         byte OcclusionCombineMode;//[Offset: 0x2c4 , Size: 1]
  6922.         TextureCube* BlendDestinationCubemap;//[Offset: 0x368 , Size: 4]
  6923.         void SetVolumetricScatteringIntensity(float NewIntensity);// 0x4066270
  6924.         void SetOcclusionTint(out const Color InTint);// 0x40661ec
  6925.         void SetOcclusionExponent(float InOcclusionExponent);// 0x4066174
  6926.         void SetOcclusionContrast(float InOcclusionContrast);// 0x40660fc
  6927.         void SetMinOcclusion(float InMinOcclusion);// 0x4066084
  6928.         void SetLightColor(LinearColor NewLightColor);// 0x4066008
  6929.         void SetIntensity(float NewIntensity);// 0x4065f90
  6930.         void SetIndirectLightingIntensity(float NewIntensity);// 0x4065f18
  6931.         void SetCubemapBlend(TextureCube* SourceCubemap, TextureCube* DestinationCubemap, float InBlendFraction);// 0x4065e18
  6932.         void SetCubemap(TextureCube* NewCubemap);// 0x4065da0
  6933.         void RecaptureSky();// 0x4065d8c
  6934.  
  6935. --------------------------------
  6936. Class: LobbyBgMesh_C.LobbyMatChgActor.Actor.Object
  6937.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8 , Size: 4]
  6938.         void UserConstructionScript();// 0x2859eb0
  6939.         void ReceiveBeginPlay();// 0x2859eb0
  6940.         void ExecuteUbergraph_LobbyBgMesh(int EntryPoint);// 0x2859eb0
  6941.         StaticMeshComponent* StaticMesh;//[Offset: 0x2dc , Size: 4]
  6942.         SceneComponent* DefaultSceneRoot;//[Offset: 0x2e0 , Size: 4]
  6943.  
  6944. --------------------------------
  6945. Class: LobbyMatChgActor.Actor.Object
  6946.         StaticMeshComponent* stMesh;//[Offset: 0x2c4 , Size: 4]
  6947.         LobbyBgMatData[] matWaitToChangeList;//[Offset: 0x2c8 , Size: 12]
  6948.         void ChangeMaterialToIdx(int idx);// 0x1db50a0
  6949.  
  6950. --------------------------------
  6951. Class: PointerToUberGraphFrame
  6952.  
  6953. --------------------------------
  6954. Class: LobbyBgMatData
  6955.         byte matType;//[Offset: 0x0 , Size: 1]
  6956.         MaterialInstance* matPtr;//[Offset: 0x4 , Size: 4]
  6957.  
  6958. --------------------------------
  6959. Class: Halloween_CarPosition_C.Actor.Object
  6960.         void UserConstructionScript();// 0x2859eb0
  6961.         ArrowComponent* Arrow;//[Offset: 0x2c8 , Size: 4]
  6962.         SceneComponent* DefaultSceneRoot;//[Offset: 0x2cc , Size: 4]
  6963.  
  6964. --------------------------------
  6965. Class: ArrowComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  6966.         Color ArrowColor;//[Offset: 0x554 , Size: 4]
  6967.         float ArrowSize;//[Offset: 0x558 , Size: 4]
  6968.         bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c , Size: 1]
  6969.         float ScreenSize;//[Offset: 0x560 , Size: 4]
  6970.         bool bTreatAsASprite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x564 , Size: 1]
  6971.         void SetArrowColor(LinearColor NewColor);// 0x3f311c4
  6972.  
  6973. --------------------------------
  6974. Class: ExponentialHeightFog.Info.Actor.Object
  6975.         ExponentialHeightFogComponent* Component;//[Offset: 0x2c4 , Size: 4]
  6976.         bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  6977.         void OnRep_bEnabled();// 0x1ce1e14
  6978.  
  6979. --------------------------------
  6980. Class: ExponentialHeightFogComponent.SceneComponent.ActorComponent.Object
  6981.         float FogDensity;//[Offset: 0x260 , Size: 4]
  6982.         CustomHeightFog[] CustomHightFogDensity;//[Offset: 0x264 , Size: 12]
  6983.         bool bUseCustomFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1]
  6984.         float CustomFogLow_Height;//[Offset: 0x274 , Size: 4]
  6985.         float CustomFogLow_DensityCoefficient;//[Offset: 0x278 , Size: 4]
  6986.         LinearColor CustomFogLow_Color;//[Offset: 0x27c , Size: 16]
  6987.         float CustomFogHigh_Height;//[Offset: 0x28c , Size: 4]
  6988.         float CustomFogHigh_DensityCoefficient;//[Offset: 0x290 , Size: 4]
  6989.         LinearColor CustomFogHigh_Color;//[Offset: 0x294 , Size: 16]
  6990.         LinearColor FogInscatteringColor;//[Offset: 0x2a4 , Size: 16]
  6991.         TextureCube* InscatteringColorCubemap;//[Offset: 0x2b4 , Size: 4]
  6992.         float InscatteringColorCubemapAngle;//[Offset: 0x2b8 , Size: 4]
  6993.         LinearColor InscatteringTextureTint;//[Offset: 0x2bc , Size: 16]
  6994.         float FullyDirectionalInscatteringColorDistance;//[Offset: 0x2cc , Size: 4]
  6995.         float NonDirectionalInscatteringColorDistance;//[Offset: 0x2d0 , Size: 4]
  6996.         float DirectionalInscatteringExponent;//[Offset: 0x2d4 , Size: 4]
  6997.         float DirectionalInscatteringStartDistance;//[Offset: 0x2d8 , Size: 4]
  6998.         LinearColor DirectionalInscatteringColor;//[Offset: 0x2dc , Size: 16]
  6999.         float FogHeightFalloff;//[Offset: 0x2ec , Size: 4]
  7000.         float FogMaxOpacity;//[Offset: 0x2f0 , Size: 4]
  7001.         float StartDistance;//[Offset: 0x2f4 , Size: 4]
  7002.         float FogCutoffDistance;//[Offset: 0x2f8 , Size: 4]
  7003.         bool bEnableVolumetricFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc , Size: 1]
  7004.         float VolumetricFogScatteringDistribution;//[Offset: 0x300 , Size: 4]
  7005.         Color VolumetricFogAlbedo;//[Offset: 0x304 , Size: 4]
  7006.         LinearColor VolumetricFogEmissive;//[Offset: 0x308 , Size: 16]
  7007.         float VolumetricFogExtinctionScale;//[Offset: 0x318 , Size: 4]
  7008.         float VolumetricFogDistance;//[Offset: 0x31c , Size: 4]
  7009.         float VolumetricFogStaticLightingScatteringIntensity;//[Offset: 0x320 , Size: 4]
  7010.         bool bOverrideLightColorsWithFogInscatteringColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  7011.         float VolumetricFogStartDistance;//[Offset: 0x328 , Size: 4]
  7012.         Texture2D* VolumetricFogNoiseTexture;//[Offset: 0x32c , Size: 4]
  7013.         Transform VolumetricFogNoiseTransform;//[Offset: 0x330 , Size: 48]
  7014.         void SetVolumetricFogStartDistance(float NewValue);// 0x3f71b48
  7015.         void SetVolumetricFogScatteringDistribution(float NewValue);// 0x3f71ad0
  7016.         void SetVolumetricFogNoiseTransform(Transform Transform);// 0x3f719f0
  7017.         void SetVolumetricFogNoiseTexture(Texture2D* NewValue);// 0x3f71970
  7018.         void SetVolumetricFogExtinctionScale(float NewValue);// 0x3f718f8
  7019.         void SetVolumetricFogEmissive(LinearColor NewValue);// 0x3f7187c
  7020.         void SetVolumetricFogDistance(float NewValue);// 0x3f71804
  7021.         void SetVolumetricFogAlbedo(Color NewValue);// 0x3f71794
  7022.         void SetVolumetricFog(bool bNewValue);// 0x3f71714
  7023.         void SetStartDistance(float Value);// 0x3f7169c
  7024.         void SetNonDirectionalInscatteringColorDistance(float Value);// 0x3f71624
  7025.         void SetInscatteringTextureTint(LinearColor Value);// 0x3f715a8
  7026.         void SetInscatteringColorCubemapAngle(float Value);// 0x3f71530
  7027.         void SetInscatteringColorCubemap(TextureCube* Value);// 0x3f714b8
  7028.         void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x3f71440
  7029.         void SetFogMaxOpacity(float Value);// 0x3f713c8
  7030.         void SetFogInscatteringColor(LinearColor Value);// 0x3f7134c
  7031.         void SetFogHeightFalloff(float Value);// 0x3f712d4
  7032.         void SetFogDensity(float Value);// 0x3f358c0
  7033.         void SetFogCutoffDistance(float Value);// 0x3f7125c
  7034.         void SetDirectionalInscatteringStartDistance(float Value);// 0x3f711e4
  7035.         void SetDirectionalInscatteringExponent(float Value);// 0x3f7116c
  7036.         void SetDirectionalInscatteringColor(LinearColor Value);// 0x3f710f0
  7037.         void SetCustomFogInscatteringColor(LinearColor Value, int Index);// 0x3f71030
  7038.         void SetCustomFogDensityCoefficient(float Value, int Index);// 0x3f70f74
  7039.  
  7040. --------------------------------
  7041. Class: CustomHeightFog
  7042.         float Height;//[Offset: 0x0 , Size: 4]
  7043.         float DensityCoefficient;//[Offset: 0x4 , Size: 4]
  7044.         LinearColor CustomFogInscatteringColor;//[Offset: 0x8 , Size: 16]
  7045.  
  7046. --------------------------------
  7047. Class: SpotLight.Light.Actor.Object
  7048.         SpotLightComponent* SpotLightComponent;//[Offset: 0x2cc , Size: 4]
  7049.         void SetOuterConeAngle(float NewOuterConeAngle);// 0x407520c
  7050.         void SetInnerConeAngle(float NewInnerConeAngle);// 0x4075194
  7051.  
  7052. --------------------------------
  7053. Class: SpotLightComponent.PointLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object
  7054.         float InnerConeAngle;//[Offset: 0x394 , Size: 4]
  7055.         float OuterConeAngle;//[Offset: 0x398 , Size: 4]
  7056.         float LightShaftConeAngle;//[Offset: 0x39c , Size: 4]
  7057.         void SetOuterConeAngle(float NewOuterConeAngle);// 0x40756b4
  7058.         void SetInnerConeAngle(float NewInnerConeAngle);// 0x407563c
  7059.  
  7060. --------------------------------
  7061. Class: StaticMeshActor.Actor.Object
  7062.         StaticMeshComponent* StaticMeshComponent;//[Offset: 0x2c4 , Size: 4]
  7063.         bool bStaticMeshReplicateMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c8 , Size: 1]
  7064.         enum NavigationGeometryGatheringMode;//[Offset: 0x2c9 , Size: 1]
  7065.  
  7066. --------------------------------
  7067. Class: SphereReflectionCapture.ReflectionCapture.Actor.Object
  7068.         DrawSphereComponent* DrawCaptureRadius;//[Offset: 0x2c8 , Size: 4]
  7069.  
  7070. --------------------------------
  7071. Class: ReflectionCapture.Actor.Object
  7072.         ReflectionCaptureComponent* CaptureComponent;//[Offset: 0x2c4 , Size: 4]
  7073.  
  7074. --------------------------------
  7075. Class: DrawSphereComponent.SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  7076.  
  7077. --------------------------------
  7078. Class: ReflectionCaptureComponent.SceneComponent.ActorComponent.Object
  7079.         BillboardComponent* CaptureOffsetComponent;//[Offset: 0x260 , Size: 4]
  7080.         enum ReflectionSourceType;//[Offset: 0x264 , Size: 1]
  7081.         TextureCube* Cubemap;//[Offset: 0x268 , Size: 4]
  7082.         float SourceCubemapAngle;//[Offset: 0x26c , Size: 4]
  7083.         float Brightness;//[Offset: 0x270 , Size: 4]
  7084.         Vector CaptureOffset;//[Offset: 0x274 , Size: 12]
  7085.         Guid stateID;//[Offset: 0x294 , Size: 16]
  7086.  
  7087. --------------------------------
  7088. Class: DecalBakingActorMgr.DecalBakingActor.Actor.Object
  7089.         DecalBakingRTCache[] DecalBakingRTCacheList;//[Offset: 0x2fc , Size: 12]
  7090.         DecalBakingRTCache[] DecalBakingRTCacheListII;//[Offset: 0x308 , Size: 12]
  7091.         float RTCacheLifeTime;//[Offset: 0x314 , Size: 4]
  7092.         int MaxRTCacheCount;//[Offset: 0x318 , Size: 4]
  7093.         float RTCacheLifeTimeII;//[Offset: 0x31c , Size: 4]
  7094.         int MaxRTCacheCountII;//[Offset: 0x320 , Size: 4]
  7095.         float TickUpdateCacheInterval;//[Offset: 0x324 , Size: 4]
  7096.         void ResetDecalBakingRTCacheParam();// 0x1d28348
  7097.         static DecalBakingActorMgr* GetWorldInstance(Object* WorldContextObject);// 0x1d282d0
  7098.         Vector GetSpawanDBPActorLocationByDiyData(out const DIYData InDIYData, SceneComponent* InSceneComponent);// 0x1d28190
  7099.         DecalParameter[] GetRelativeDecalParameterFromWorld(SceneComponent* InSceneComponent);// 0x1d28080
  7100.         static DecalBakingActorMgr* GetInstance();// 0x1d28058
  7101.         DecalParameter[] GetDecalParameterFromWorld(Actor* InActor);// 0x1d27f50
  7102.         DecalParameter GetDecalParameter(SceneComponent* InSceneComponent, DecalBakingParameterComponent* InComponent);// 0x1d27e74
  7103.         TextureRenderTarget2D* CreateNewTextureRenderTarget2D(int X, int Y);// 0x1d27db0
  7104.         DecalParameter ConvertDIYDataToDecalParam(out const DIYData InDIYData);// 0x1d27cb0
  7105.         DIYData ConvertDecalParamToDIYData(SceneComponent* InSceneComponent, DecalBakingParameterActor* InDBPActor, bool ZProjection);// 0x1d27b80
  7106.         void ClearDecalBackingRTCacheII(enum InType, FString PlayerUID);// 0x1d279e0
  7107.         void ClearDecalBackingRTCache(enum InType, FString PlayerUID, bool bCacheII);// 0x1d277f0
  7108.  
  7109. --------------------------------
  7110. Class: DecalBakingActor.Actor.Object
  7111.         uint32 MaxDecalProcessPerFame;//[Offset: 0x2c4 , Size: 4]
  7112.         DecalBakingRequest[] DecalBakeRequests;//[Offset: 0x2c8 , Size: 12]
  7113.         void SetMaxDecalProcessPerFame(int InValue);// 0x1e6cfa4
  7114.         int GetMaxDecalProcessPerFame();// 0x1cdf6b0
  7115.         int FindDecalBakingRequestID(TextureRenderTarget2D* RenderTarget);// 0x3f5e038
  7116.         void EndDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x3f5dfc0
  7117.         void CancelDecalBakingRequest(int RequestID);// 0x3f5df48
  7118.         void BeginDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x3f5ded0
  7119.         int BakeDecalForStaticMesh(TextureRenderTarget2D* RenderTarget, StaticMesh* StaticMesh, int UVIndex, out const DecalParameter[] InDecalParams, bool bIntermidiate, int CachedDecalIndex);// 0x3f5dc94
  7120.         int BakeDecalForSkeletalMesh(TextureRenderTarget2D* RenderTarget, SkeletalMesh* SkeletalMesh, int UVIndex, out const DecalParameter[] InDecalParams, bool bIntermidiate, int CachedDecalIndex);// 0x3f5da58
  7121.  
  7122. --------------------------------
  7123. Class: DecalBakingRequest
  7124.         Object* Mesh;//[Offset: 0x4 , Size: 4]
  7125.         DecalParameter[] DecalParams;//[Offset: 0xc , Size: 12]
  7126.         TextureRenderTarget2D* RenderTarget;//[Offset: 0x18 , Size: 4]
  7127.  
  7128. --------------------------------
  7129. Class: DecalParameter
  7130.         Texture2D* DecalTexture;//[Offset: 0x0 , Size: 4]
  7131.  
  7132. --------------------------------
  7133. Class: TextureRenderTarget2D.TextureRenderTarget.Texture.Object
  7134.         int SizeX;//[Offset: 0xa0 , Size: 4]
  7135.         int SizeY;//[Offset: 0xa4 , Size: 4]
  7136.         LinearColor ClearColor;//[Offset: 0xa8 , Size: 16]
  7137.         byte AddressX;//[Offset: 0xb8 , Size: 1]
  7138.         byte AddressY;//[Offset: 0xb9 , Size: 1]
  7139.         bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xba , Size: 1]
  7140.         bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xba , Size: 1]
  7141.         byte RenderTargetFormat;//[Offset: 0xbb , Size: 1]
  7142.         bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xbc , Size: 1]
  7143.         bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xbc , Size: 1]
  7144.         byte OverrideFormat;//[Offset: 0xbd , Size: 1]
  7145.  
  7146. --------------------------------
  7147. Class: TextureRenderTarget.Texture.Object
  7148.         float TargetGamma;//[Offset: 0x98 , Size: 4]
  7149.  
  7150. --------------------------------
  7151. Class: DecalBakingRTCache
  7152.         enum DecalBakingType;//[Offset: 0x0 , Size: 1]
  7153.         FString PlayerUID;//[Offset: 0x4 , Size: 12]
  7154.         int WeaponAvatarID;//[Offset: 0x10 , Size: 4]
  7155.         TextureRenderTarget2D* TextureRenderTarget;//[Offset: 0x14 , Size: 4]
  7156.         float LastActiveTime;//[Offset: 0x18 , Size: 4]
  7157.         bool bMainRoleRT;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  7158.  
  7159. --------------------------------
  7160. Class: DIYData
  7161.         Texture2D* Texture;//[Offset: 0x0 , Size: 4]
  7162.         LinearColor Color;//[Offset: 0x4 , Size: 16]
  7163.         Vector2D Scale;//[Offset: 0x14 , Size: 8]
  7164.         Vector2D Offset;//[Offset: 0x1c , Size: 8]
  7165.         float Rotation;//[Offset: 0x24 , Size: 4]
  7166.         enum Direction;//[Offset: 0x28 , Size: 1]
  7167.         LinearColor UVClip;//[Offset: 0x2c , Size: 16]
  7168.         LinearColor UVInfo;//[Offset: 0x3c , Size: 16]
  7169.  
  7170. --------------------------------
  7171. Class: DecalBakingParameterComponent.SceneComponent.ActorComponent.Object
  7172.         Texture2D* DecalTexture;//[Offset: 0x260 , Size: 4]
  7173.         Vector DecalSize;//[Offset: 0x264 , Size: 12]
  7174.         Vector4 UVScaleBias;//[Offset: 0x270 , Size: 16]
  7175.         LinearColor TintColor;//[Offset: 0x280 , Size: 16]
  7176.         Vector4 CropUVScaleBias;//[Offset: 0x290 , Size: 16]
  7177.         float CropRotation;//[Offset: 0x2a0 , Size: 4]
  7178.         bool bEnableDepthCompare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4 , Size: 1]
  7179.         LinearColor GetUVScaleBias();// 0x3f5e7d4
  7180.         BoxSphereBounds GetDecalBounds();// 0x3f5e780
  7181.         LinearColor GetCropUVScaleBias();// 0x3f5e760
  7182.  
  7183. --------------------------------
  7184. Class: DecalBakingParameterActor.Actor.Object
  7185.         DecalBakingParameterComponent* DecalBakingParam;//[Offset: 0x2c4 , Size: 4]
  7186.  
  7187. --------------------------------
  7188. Class: SceneCaptureCameraActor.CameraActor.Actor.Object
  7189.         WidgetCaptureComponent2D* SceneCaptureComponent;//[Offset: 0x820 , Size: 4]
  7190.  
  7191. --------------------------------
  7192. Class: WidgetCaptureComponent2D.SceneCaptureComponent2D.SceneCaptureComponent.SceneComponent.ActorComponent.Object
  7193.  
  7194. --------------------------------
  7195. Class: SceneCaptureComponent2D.SceneCaptureComponent.SceneComponent.ActorComponent.Object
  7196.         byte ProjectionType;//[Offset: 0x2c4 , Size: 1]
  7197.         float FOVAngle;//[Offset: 0x2c8 , Size: 4]
  7198.         float OrthoWidth;//[Offset: 0x2cc , Size: 4]
  7199.         TextureRenderTarget2D* TextureTarget;//[Offset: 0x2d0 , Size: 4]
  7200.         byte CaptureSource;//[Offset: 0x2d4 , Size: 1]
  7201.         byte CompositeMode;//[Offset: 0x2d5 , Size: 1]
  7202.         PostProcessSettings PostProcessSettings;//[Offset: 0x2e0 , Size: 1328]
  7203.         float PostProcessBlendWeight;//[Offset: 0x810 , Size: 4]
  7204.         bool bUseCustomProjectionMatrix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x814 , Size: 1]
  7205.         Matrix CustomProjectionMatrix;//[Offset: 0x820 , Size: 64]
  7206.         bool bEnableClipPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x860 , Size: 1]
  7207.         Vector ClipPlaneBase;//[Offset: 0x864 , Size: 12]
  7208.         Vector ClipPlaneNormal;//[Offset: 0x870 , Size: 12]
  7209.         bool bCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x87c , Size: 1]
  7210.         void CaptureScene();// 0x40564b4
  7211.         void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x4056384
  7212.  
  7213. --------------------------------
  7214. Class: SceneCaptureComponent.SceneComponent.ActorComponent.Object
  7215.         enum PrimitiveRenderMode;//[Offset: 0x25d , Size: 1]
  7216.         PrimitiveComponent*[] HiddenComponents;//[Offset: 0x260 , Size: 12]
  7217.         Actor*[] HiddenActors;//[Offset: 0x26c , Size: 12]
  7218.         PrimitiveComponent*[] ShowOnlyComponents;//[Offset: 0x278 , Size: 12]
  7219.         Actor*[] ShowOnlyActors;//[Offset: 0x284 , Size: 12]
  7220.         bool bCaptureEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290 , Size: 1]
  7221.         bool bCaptureOnMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x291 , Size: 1]
  7222.         bool bAlwaysPersistRenderingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x292 , Size: 1]
  7223.         float LODDistanceFactor;//[Offset: 0x294 , Size: 4]
  7224.         float MaxViewDistanceOverride;//[Offset: 0x298 , Size: 4]
  7225.         int CaptureSortPriority;//[Offset: 0x29c , Size: 4]
  7226.         EngineShowFlagsSetting[] ShowFlagSettings;//[Offset: 0x2a0 , Size: 12]
  7227.         void ShowOnlyComponent(PrimitiveComponent* InComponent);// 0x4055de8
  7228.         void ShowOnlyActorComponents(Actor* InActor);// 0x4055d70
  7229.         void SetCaptureSortPriority(int NewCaptureSortPriority);// 0x4055cf8
  7230.         void RemoveShowOnlyComponent(PrimitiveComponent* InComponent);// 0x4055c80
  7231.         void RemoveShowOnlyActorComponents(Actor* InActor);// 0x4055c08
  7232.         void HideComponent(PrimitiveComponent* InComponent);// 0x4055b90
  7233.         void HideActorComponents(Actor* InActor);// 0x4055b18
  7234.         void ClearShowOnlyComponents(PrimitiveComponent* InComponent);// 0x4055aa0
  7235.         void ClearHiddenComponents();// 0x4055a8c
  7236.  
  7237. --------------------------------
  7238. Class: EngineShowFlagsSetting
  7239.         FString ShowFlagName;//[Offset: 0x0 , Size: 12]
  7240.         bool Enabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  7241.  
  7242. --------------------------------
  7243. Class: Lobby_Main_int_C.LuaLevelScriptActor.LevelScriptActor.Actor.Object
  7244.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8 , Size: 4]
  7245.         void OnSimulateTestReConnect();// 0x2859eb0
  7246.         void OnAndroidBack();// 0x2859eb0
  7247.         void RegistPersistLevelObjs(FrontendUtils* Utils);// 0x2859eb0
  7248.         void InpActEvt_Android_Back_K2Node_InputKeyEvent(Key Key);// 0x2859eb0
  7249.         void InpActEvt_B_K2Node_InputKeyEvent(Key Key);// 0x2859eb0
  7250.         void InpActEvt_N_K2Node_InputKeyEvent(Key Key);// 0x2859eb0
  7251.         void ReceiveBeginPlay();// 0x2859eb0
  7252.         void ReceiveEndPlay(byte EndPlayReason);// 0x2859eb0
  7253.         void ExecuteUbergraph_Lobby_Main_int(int EntryPoint, Key K2Node_InputKeyEvent_Key, Key K2Node_InputKeyEvent_Key2, Key K2Node_InputKeyEvent_Key3, byte K2Node_Event_EndPlayReason);// 0x2859eb0
  7254.         void Dispatcher_OpenBox__DelegateSignature(SkeletalMeshActor* NewParam);// 0x2859eb0
  7255.         FrontendUtils* frontUtils;//[Offset: 0x2dc , Size: 4]
  7256.         bool blockBackScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1]
  7257.         FName lastSceneCamera;//[Offset: 0x2e8 , Size: 8]
  7258.         SettingConfig_C* SetConfig;//[Offset: 0x2f0 , Size: 4]
  7259.         delegate Dispatcher_OpenBox;//[Offset: 0x2f4 , Size: 12]
  7260.         StaticMeshActor* Background_Weapon_02_EdGraph_8_RefProperty;//[Offset: 0x300 , Size: 4]
  7261.         SkyLight* SkyLight_1_EdGraph_8_RefProperty;//[Offset: 0x304 , Size: 4]
  7262.         LobbyBgMesh_C* LobbyBgMesh_188_EdGraph_8_RefProperty;//[Offset: 0x308 , Size: 4]
  7263.         PointLight* PointLight_0_EdGraph_8_RefProperty;//[Offset: 0x30c , Size: 4]
  7264.         DirectionalLight* DirectionalLight_0_EdGraph_8_RefProperty;//[Offset: 0x310 , Size: 4]
  7265.         CameraActor* LobbySecondCam_EdGraph_8_RefProperty;//[Offset: 0x314 , Size: 4]
  7266.         CameraActor* LobbyFirstCam_EdGraph_8_RefProperty;//[Offset: 0x318 , Size: 4]
  7267.  
  7268. --------------------------------
  7269. Class: LuaLevelScriptActor.LevelScriptActor.Actor.Object
  7270.         FString LuaFilePath;//[Offset: 0x2cc , Size: 12]
  7271.  
  7272. --------------------------------
  7273. Class: FrontendUtils.Object
  7274.         FrontendHUD* OwningFrontendHUD;//[Offset: 0x1c , Size: 4]
  7275.         delegate SceneCameraSwitchedDelegate;//[Offset: 0x20 , Size: 12]
  7276.         FName CurrentSceneCameraName;//[Offset: 0x30 , Size: 8]
  7277.         CameraActor*[] SceneCameraList;//[Offset: 0x38 , Size: 12]
  7278.         <FName,CameraActor*> SceneCameraMap;//[Offset: 0x44 , Size: 60]
  7279.         DirectionalLight*[] SceneDirectionalLightList;//[Offset: 0x80 , Size: 12]
  7280.         <FName,DirectionalLight*> SceneDirectionalLightMap;//[Offset: 0x8c , Size: 60]
  7281.         PointLight*[] ScenePointLightList;//[Offset: 0xc8 , Size: 12]
  7282.         <FName,PointLight*> ScenePointLightMap;//[Offset: 0xd4 , Size: 60]
  7283.         <FName,SkyLight*> SceneSkyLightMap;//[Offset: 0x110 , Size: 60]
  7284.         <FName,Actor*> SceneMatChangeableMeshMap;//[Offset: 0x14c , Size: 60]
  7285.         FString GlobalUIEventDispatcherClassName;//[Offset: 0x1e0 , Size: 12]
  7286.         class Object* GlobalUIEventDispatcherClass;//[Offset: 0x1ec , Size: 4]
  7287.         Object* GlobalUIEventDispatcher;//[Offset: 0x1f0 , Size: 4]
  7288.         FString GlobalUIContainerClassName;//[Offset: 0x1f4 , Size: 12]
  7289.         FName[] GlobalUIContainerNames;//[Offset: 0x200 , Size: 12]
  7290.         <FName,UAEWidgetContainer*> GlobalUIContainers;//[Offset: 0x20c , Size: 60]
  7291.         UAEWidgetContainer*[] GlobalPushUIContainers;//[Offset: 0x248 , Size: 12]
  7292.         void SwitchSceneCameraToTransform(Transform targetTrans, byte ProjectionMode, float FOV, float blendTime, bool bForce);// 0x41c1e80
  7293.         void SwitchSceneCamera(FName SceneCameraName, float blendTime, bool bForce);// 0x41c1d60
  7294.         void SetSceneSkyLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color);// 0x41c1b90
  7295.         void SetScenePointLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, int inverseSquareFalloff, float Radius);// 0x41c1930
  7296.         void SetSceneDirectionalLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, LightingChannels Channel);// 0x41c1710
  7297.         void RegisterSceneSkyLight(FName sceneLightName, SkyLight* Light);// 0x41c164c
  7298.         void RegisterScenePointLight(FName sceneLightName, PointLight* Light);// 0x41c1590
  7299.         void RegisterSceneMatChangeableMesh(FName meshName, Actor* Mesh);// 0x41c14d4
  7300.         void RegisterSceneDirectionalLight(FName sceneLightName, DirectionalLight* Light);// 0x41c1418
  7301.         void RegisterSceneCamera(FName SceneCameraName, CameraActor* SceneCamera);// 0x41c135c
  7302.         void PopAllPushedUI();// 0x41c1348
  7303.         void OnAllSceneCamerasRegistered();// 0x1ca06b8
  7304.         bool IsPushedPanel(out const FName managerName);// 0x41c12b4
  7305.         bool GlobalUIEventDispatcher_GetDelegateIsBound(FString DelegateNum);// 0x41c1154
  7306.         FString GetUIStackTopSrcTag();// 0x41c1094
  7307.         FString GetUIStackTopDstTag();// 0x41c0fd4
  7308.         FString GetUIStackTop();// 0x41c0f14
  7309.         Actor* GetSceneMatChangeableMeshByIdx(FName meshName);// 0x41c0e94
  7310.         CameraActor* GetSceneCamera();// 0x41c0e6c
  7311.         FrontendHUD* GetOwningFrontendHUD();// 0x41c0e44
  7312.         Object* GetGlobalUIEventDispatcher();// 0x41c0e1c
  7313.         UAEWidgetContainer* GetGlobalUIContainer(FName ContainerName);// 0x41c0d9c
  7314.         void EnableLobbyMainLight(bool NewEnable);// 0x41c0d1c
  7315.         void ClearAllSceneCameras();// 0x41c0d08
  7316.  
  7317. --------------------------------
  7318. Class: FrontendHUD.Object
  7319.         GameInstance* GameInstance;//[Offset: 0x2c , Size: 4]
  7320.         FString FrontendUtilsClassName;//[Offset: 0x34 , Size: 12]
  7321.         FrontendUtils* Utils;//[Offset: 0x40 , Size: 4]
  7322.         LogicManagerBase*[] LogicManagerList;//[Offset: 0x44 , Size: 12]
  7323.         <FString,LogicManagerBase*> LogicManagerMap;//[Offset: 0x50 , Size: 60]
  7324.         int UnusedWidgetMinCount;//[Offset: 0x98 , Size: 4]
  7325.         int UnusedWidgetMaxCount;//[Offset: 0x9c , Size: 4]
  7326.         int UnusedWidgetKeepTime;//[Offset: 0xa0 , Size: 4]
  7327.         float MaxLowLevelMemoryLimit;//[Offset: 0xa4 , Size: 4]
  7328.         float MaxMiddleMemoryLimit;//[Offset: 0xa8 , Size: 4]
  7329.         float MaxGCArrayObjectSize;//[Offset: 0xac , Size: 4]
  7330.         FName CurrentGameStatus;//[Offset: 0xb0 , Size: 8]
  7331.         FName LastGameStatus;//[Offset: 0xb8 , Size: 8]
  7332.         bool InComBatStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1]
  7333.         FName PendingGameStatus;//[Offset: 0xc8 , Size: 8]
  7334.         FString LatestGameStatusURL;//[Offset: 0xd0 , Size: 12]
  7335.         delegate OnPostSwitchGameStatusStartEvent;//[Offset: 0xdc , Size: 12]
  7336.         delegate OnPostSwitchGameStatusEvent;//[Offset: 0xe8 , Size: 12]
  7337.         delegate OnPreSwitchGameStatusEvent;//[Offset: 0xf4 , Size: 12]
  7338.         delegate OnGameStatusSwitchTerminate;//[Offset: 0x10c , Size: 12]
  7339.         delegate OnPreSwitchGameStatusEndEvent;//[Offset: 0x118 , Size: 12]
  7340.         delegate OnCreateLogicManagerListEvent;//[Offset: 0x124 , Size: 12]
  7341.         delegate OnSetGameStatusEvent;//[Offset: 0x130 , Size: 12]
  7342.         delegate OnAddLuaLogicManagerEvent;//[Offset: 0x13c , Size: 12]
  7343.         delegate OnRemoveLuaLogicManagerEvent;//[Offset: 0x148 , Size: 12]
  7344.         World* CurrentGameStatusWorld;//[Offset: 0x154 , Size: 4]
  7345.         void SwitchGameStatus(FName GameStatus, FString Options);// 0x41c0388
  7346.         void StandAloneSwitchGameStatus(FName InGameStatus, FString Options);// 0x41c01d4
  7347.         void OnPreLoadMap(FString MapName);// 0x41c0110
  7348.         void OnPostLoadMapWithWorld(World* World);// 0x41c0090
  7349.         void OnGameViewportClientCreated();// 0x1c8c854
  7350.         World* GetWorld();// 0x41c0060
  7351.         FrontendUtils* GetUtils();// 0x41c0038
  7352.         PlayerController* GetPlayerController();// 0x41c0010
  7353.         LogicManagerBase* GetLogicManagerByName(FString LogicManagerTagName);// 0x41bfeb0
  7354.         LogicManagerBase* GetLogicManager(int LogicManagerIndex);// 0x41bfe30
  7355.         GameViewportClient* GetGameViewportClient();// 0x41bfe08
  7356.         GameMode* GetGameMode();// 0x41bfde0
  7357.         GameInstance* GetGameInstance();// 0x3f87b38
  7358.         Object*[] FindRegistedUIFunctionList(FString strMsg, FString moduleMsg);// 0x41bfc18
  7359.         void EnableGuiTest(bool bEnable);// 0x41bfb98
  7360.         void DynamicRegistUIMsgToCache(UAEUserWidget* Widget, FString module);// 0x41bfa98
  7361.         void ClearLogicManagerByName(FString managerName);// 0x41bf940
  7362.  
  7363. --------------------------------
  7364. Class: LogicManagerBase.Object
  7365.         FrontendHUD* OwningFrontendHUD;//[Offset: 0x28 , Size: 4]
  7366.         bool bPersistentUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1]
  7367.         bool bDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1]
  7368.         bool bKeepDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36 , Size: 1]
  7369.         bool bUseNewHandleUIMessage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37 , Size: 1]
  7370.         int iUIControlState;//[Offset: 0x38 , Size: 4]
  7371.         int DefaultSceneCameraIndex;//[Offset: 0x3c , Size: 4]
  7372.         FName[] GameStatusList;//[Offset: 0x4c , Size: 12]
  7373.         class Object[] WidgetUClassList;//[Offset: 0x7c , Size: 12]
  7374.         UAEUserWidget*[] WidgetList;//[Offset: 0x88 , Size: 12]
  7375.         Object*[] DelayMessage_Obj;//[Offset: 0xa4 , Size: 12]
  7376.         void SetEnableRemoveDynamicWidgets(bool bEnable);// 0x41c2df0
  7377.         bool IsEnableRemoveDynamicWidgets();// 0x41c2dc8
  7378.         UAEUserWidget*[] GetWidgetList();// 0x41c2d08
  7379.         UAEUserWidget* GetWidgetByName(FString InName);// 0x41c2c44
  7380.         UAEUserWidget* GetWidgetByClass(class Object InClass);// 0x41c2bc4
  7381.         FrontendHUD* GetOwningFrontendHUD();// 0x3f874d4
  7382.         int GetDefaultSceneCamera();// 0x3f87638
  7383.         void DispatchUIMessage(FString UIMessage, Object* Source, UAEUserWidget* Target);// 0x41c29e4
  7384.  
  7385. --------------------------------
  7386. Class: UAEUserWidget.UserWidget.Widget.Visual.Object
  7387.         FrontendHUD* OwningFrontendHUD;//[Offset: 0x1b8 , Size: 4]
  7388.         LogicManagerBase* OwningLogicManager;//[Offset: 0x1bc , Size: 4]
  7389.         UAEWidgetContainer* OwningWidgetContainer;//[Offset: 0x1c0 , Size: 4]
  7390.         UAEUserWidget* ParentWidget;//[Offset: 0x1c4 , Size: 4]
  7391.         Property*[] Params;//[Offset: 0x240 , Size: 12]
  7392.         delegate widgetSizeNofity;//[Offset: 0x254 , Size: 12]
  7393.         UserWidgetState DefaultUserWidgetState;//[Offset: 0x260 , Size: 32]
  7394.         UserWidgetState CurrentUserWidgetState;//[Offset: 0x280 , Size: 32]
  7395.         float TickRate;//[Offset: 0x2a0 , Size: 4]
  7396.         bool bReceiveOnClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4 , Size: 1]
  7397.         bool bReceiveOnRightClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a5 , Size: 1]
  7398.         bool bReceiveOnDoubleClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a6 , Size: 1]
  7399.         bool bAutoSetScreenPosOnMouseEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a7 , Size: 1]
  7400.         Vector2D ScreenPos;//[Offset: 0x2a8 , Size: 8]
  7401.         Vector2D LastMouseEventScreenPos;//[Offset: 0x2b0 , Size: 8]
  7402.         enum FadingStatus;//[Offset: 0x2c0 , Size: 1]
  7403.         float CurrentOpacity;//[Offset: 0x2c4 , Size: 4]
  7404.         float FadingInTime;//[Offset: 0x2c8 , Size: 4]
  7405.         float FadingOutTime;//[Offset: 0x2cc , Size: 4]
  7406.         bool bNoFadeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0 , Size: 1]
  7407.         bool bNoFadeOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1 , Size: 1]
  7408.         bool bShouldCollapse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d2 , Size: 1]
  7409.         bool bRegistUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d3 , Size: 1]
  7410.         FString UIMsgPrefix;//[Offset: 0x2d4 , Size: 12]
  7411.         FString[] UIMsgFunctionList;//[Offset: 0x2e0 , Size: 12]
  7412.         bool bRegistedUIMsgToMoudle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec , Size: 1]
  7413.         FString MoudleToRegisted;//[Offset: 0x2f0 , Size: 12]
  7414.         bool Visible();// 0x41c5508
  7415.         void UnRegistFromGameFrontendHUD();// 0x41c54f4
  7416.         void SynchronizeBlueprintProperties();// 0x2859eb0
  7417.         void Show();// 0x41c54e0
  7418.         void SetParentWidgetRecursive(UAEUserWidget* InParentWidget);// 0x41c5468
  7419.         void SetParentWidget(UAEUserWidget* InParentWidget);// 0x41c53f0
  7420.         static void SetOnWidgetShow(delegate onShow);// 0x41c5354
  7421.         static void SetOnWidgetHide(delegate OnHide);// 0x41c52b8
  7422.         static void SetOnClearUIStack(delegate onClear);// 0x41c521c
  7423.         void SetAdapation(float Left, float Top, float Right, float Bottom);// 0x41c50d4
  7424.         void RegistToGameFrontendHUD(FrontendHUD* GameFrontHUD);// 0x41c505c
  7425.         void Register(LogicManagerBase* LogicManager, bool bAddToViewport);// 0x41c4f98
  7426.         void ReceiveShow();// 0x2859eb0
  7427.         void ReceiveHide();// 0x2859eb0
  7428.         void ReceivedMountWidget();// 0x1da26d0
  7429.         void ReceivedInitWidget();// 0x2859eb0
  7430.         void ReCachedUIMsgFunction();// 0x41c4f84
  7431.         static void PushOpenedUIStack(FString Name);// 0x41c4ed0
  7432.         static void PopOpenedUIStack(FString curOpen);// 0x41c4e1c
  7433.         void OnWidgetShow__DelegateSignature(FString ClassName);// 0x2859eb0
  7434.         void OnWidgetHide__DelegateSignature(FString ClassName);// 0x2859eb0
  7435.         void OnRightClicked(Vector2D TempScreenPos);// 0x2859eb0
  7436.         void OnFadeOutFinished();// 0x1da24c0
  7437.         void OnFadeInFinished();// 0x1da24a4
  7438.         void OnDoubleClicked(Vector2D TempScreenPos);// 0x2859eb0
  7439.         void OnClicked(Vector2D TempScreenPos);// 0x2859eb0
  7440.         void OnClearUIStack__DelegateSignature();// 0x2859eb0
  7441.         bool IntCompare(int A, int B, enum CompareType);// 0x41c4d14
  7442.         void InitWidget(bool Recursive);// 0x41c4c94
  7443.         void InitCustomWidget(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x1e36890
  7444.         void Hide();// 0x41c4c80
  7445.         void HandleUIMessageBattle(FString UIMessage);// 0x41c4bc4
  7446.         void HandleUIMessage(FString UIMessage);// 0x41c4b08
  7447.         Widget* GetWidgetsByName(FString WidgetName, FString OuterName, bool bUseContains);// 0x41c4974
  7448.         UAEUserWidget* GetParentWidget();// 0x41c494c
  7449.         PlayerController* GetOwningPlayer();// 0x1d944ec
  7450.         LogicManagerBase* GetOwningLogicManager();// 0x41c4924
  7451.         FrontendHUD* GetOwningFrontendHUD();// 0x41c48fc
  7452.         MaterialInstanceDynamic* GetImgDynamicMaterial(Image* ImageMat);// 0x41c487c
  7453.         UserWidget* GetChildWidgetByEqualPolitics(FString ChildName, enum EqualPolitics, int RecursiveDepth);// 0x41c4730
  7454.         UserWidget* GetChildWidget(FString WName);// 0x41c466c
  7455.         Margin GetAdapation();// 0x41c4644
  7456.         bool FloatCompare(float A, float B, enum CompareType);// 0x41c453c
  7457.         void DynamicRegistUIMsgToCache(UAEUserWidget* Widget);// 0x41c44c4
  7458.         void DestroyWidget();// 0x41c44b0
  7459.         static void ClearOpenedUIStack();// 0x41c449c
  7460.         void ClearFunctionCacheByMsgName(FString InUIMsg);// 0x41c43e0
  7461.         void ClearFunctionCache();// 0x41c43cc
  7462.         void ClearClassWidgetTree();// 0x41c43b8
  7463.         void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x1daf920
  7464.  
  7465. --------------------------------
  7466. Class: UAEWidgetContainer.UAEUserWidget.UserWidget.Widget.Visual.Object
  7467.         UserWidget*[] WidgetList;//[Offset: 0x304 , Size: 12]
  7468.         void RemoveWidgetInternal(UserWidget* Widget);// 0x1da1b84
  7469.         void RemoveWidget(UserWidget* Widget);// 0x41c674c
  7470.         void AddWidgetWithZOrderInternal(UserWidget* Widget, int ZOrder);// 0x1ddfea8
  7471.         void AddWidgetWithZOrder(UserWidget* Widget, int ZOrder);// 0x41c6690
  7472.         void AddWidgetInternal(UserWidget* Widget);// 0x1f7751c
  7473.         void AddWidget(UserWidget* Widget);// 0x41c6618
  7474.  
  7475. --------------------------------
  7476. Class: UserWidgetState
  7477.         FString WidgetName;//[Offset: 0x0 , Size: 12]
  7478.         FName ContainerName;//[Offset: 0x10 , Size: 8]
  7479.         int ZOrder;//[Offset: 0x18 , Size: 4]
  7480.         UAEUserWidget* Widget;//[Offset: 0x1c , Size: 4]
  7481.  
  7482. --------------------------------
  7483. Class: WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  7484.         enum Space;//[Offset: 0x571 , Size: 1]
  7485.         enum TimingPolicy;//[Offset: 0x572 , Size: 1]
  7486.         class UserWidget* WidgetClass;//[Offset: 0x574 , Size: 4]
  7487.         IntPoint DrawSize;//[Offset: 0x578 , Size: 8]
  7488.         bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580 , Size: 1]
  7489.         bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581 , Size: 1]
  7490.         float RedrawTime;//[Offset: 0x584 , Size: 4]
  7491.         IntPoint CurrentDrawSize;//[Offset: 0x590 , Size: 8]
  7492.         bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x598 , Size: 1]
  7493.         Vector2D Pivot;//[Offset: 0x59c , Size: 8]
  7494.         bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a4 , Size: 1]
  7495.         bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a5 , Size: 1]
  7496.         LocalPlayer* OwnerPlayer;//[Offset: 0x5a8 , Size: 4]
  7497.         LinearColor BackgroundColor;//[Offset: 0x5ac , Size: 16]
  7498.         LinearColor TintColorAndOpacity;//[Offset: 0x5bc , Size: 16]
  7499.         float OpacityFromTexture;//[Offset: 0x5cc , Size: 4]
  7500.         enum BlendMode;//[Offset: 0x5d0 , Size: 1]
  7501.         bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d1 , Size: 1]
  7502.         bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d2 , Size: 1]
  7503.         UserWidget* Widget;//[Offset: 0x5d4 , Size: 4]
  7504.         BodySetup* BodySetup;//[Offset: 0x5e8 , Size: 4]
  7505.         MaterialInterface* TranslucentMaterial;//[Offset: 0x5ec , Size: 4]
  7506.         MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x5f0 , Size: 4]
  7507.         MaterialInterface* OpaqueMaterial;//[Offset: 0x5f4 , Size: 4]
  7508.         MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x5f8 , Size: 4]
  7509.         MaterialInterface* MaskedMaterial;//[Offset: 0x5fc , Size: 4]
  7510.         MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x600 , Size: 4]
  7511.         TextureRenderTarget2D* RenderTarget;//[Offset: 0x604 , Size: 4]
  7512.         MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x608 , Size: 4]
  7513.         bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60c , Size: 1]
  7514.         bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60d , Size: 1]
  7515.         FName SharedLayerName;//[Offset: 0x610 , Size: 8]
  7516.         int LayerZOrder;//[Offset: 0x618 , Size: 4]
  7517.         enum GeometryMode;//[Offset: 0x61c , Size: 1]
  7518.         float CylinderArcAngle;//[Offset: 0x620 , Size: 4]
  7519.         void SetWidget(UserWidget* Widget);// 0x1e80dcc
  7520.         void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);// 0x34ba95c
  7521.         void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x34ba8e4
  7522.         void SetDrawSize(Vector2D Size);// 0x34ba874
  7523.         void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x34ba7f8
  7524.         void RequestRedraw();// 0x34ba7dc
  7525.         UserWidget* GetUserWidgetObject();// 0x34ba7b4
  7526.         TextureRenderTarget2D* GetRenderTarget();// 0x34ba78c
  7527.         LocalPlayer* GetOwnerPlayer();// 0x34ba764
  7528.         MaterialInstanceDynamic* GetMaterialInstance();// 0x34ba73c
  7529.         Vector2D GetDrawSize();// 0x34ba6fc
  7530.  
  7531. --------------------------------
  7532. Class: Image.Widget.Visual.Object
  7533.         SlateBrush Brush;//[Offset: 0xd0 , Size: 152]
  7534.         delegate BrushDelegate;//[Offset: 0x168 , Size: 16]
  7535.         LinearColor ColorAndOpacity;//[Offset: 0x178 , Size: 16]
  7536.         delegate ColorAndOpacityDelegate;//[Offset: 0x188 , Size: 16]
  7537.         bool bIsUseEnhancedHitTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1]
  7538.         bool bVersionImg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x199 , Size: 1]
  7539.         FString imageSrcPath;//[Offset: 0x19c , Size: 12]
  7540.         float HitTestAreaRadius;//[Offset: 0x1a8 , Size: 4]
  7541.         delegate OnMouseButtonDownEvent;//[Offset: 0x1b0 , Size: 16]
  7542.         bool bDontPaintWhenAlphaZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0 , Size: 1]
  7543.         void SetOpacity(float InOpacity);// 0x34946b4
  7544.         void SetDontPaintWhenAlphaZero(bool Enable);// 0x3494634
  7545.         void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x34945b8
  7546.         void SetBrushFromTextureDynamic(Texture2DDynamic* Texture, bool bMatchSize);// 0x34944f4
  7547.         void SetBrushFromTexture(Texture2D* Texture, bool bMatchSize);// 0x3494430
  7548.         void SetBrushFromPathAsync(FString ResourcePath);// 0x3494374
  7549.         void SetBrushFromMaterial(MaterialInterface* Material);// 0x34942fc
  7550.         void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x3494284
  7551.         void SetBrush(out const SlateBrush InBrush);// 0x349411c
  7552.         MaterialInstanceDynamic* GetDynamicMaterial();// 0x34940f4
  7553.         bool GetDontPaintWhenAlphaZero();// 0x34940cc
  7554.  
  7555. --------------------------------
  7556. Class: Texture2DDynamic.Texture.Object
  7557.         byte Format;//[Offset: 0xa0 , Size: 1]
  7558.  
  7559. --------------------------------
  7560. Class: SlateBrushAsset.Object
  7561.         SlateBrush Brush;//[Offset: 0x20 , Size: 152]
  7562.  
  7563. --------------------------------
  7564. Class: GameMode.GameModeBase.Info.Actor.Object
  7565.         FName MatchState;//[Offset: 0x318 , Size: 8]
  7566.         bool bDelayedStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320 , Size: 1]
  7567.         int NumSpectators;//[Offset: 0x324 , Size: 4]
  7568.         int NumPlayers;//[Offset: 0x328 , Size: 4]
  7569.         int NumBots;//[Offset: 0x32c , Size: 4]
  7570.         float MinRespawnDelay;//[Offset: 0x330 , Size: 4]
  7571.         int NumTravellingPlayers;//[Offset: 0x334 , Size: 4]
  7572.         class LocalMessage* EngineMessageClass;//[Offset: 0x338 , Size: 4]
  7573.         PlayerState*[] InactivePlayerArray;//[Offset: 0x33c , Size: 12]
  7574.         float InactivePlayerStateLifeSpan;//[Offset: 0x348 , Size: 4]
  7575.         bool bHandleDedicatedServerReplays;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34c , Size: 1]
  7576.         void StartMatch();// 0x1ce271c
  7577.         void SetBandwidthLimit(float AsyncIOBandwidthLimit);// 0x3f75168
  7578.         void Say(FString Msg);// 0x3f750a4
  7579.         void RestartGame();// 0x1ce26c8
  7580.         bool ReadyToStartMatch();// 0x1f3cc88
  7581.         bool ReadyToEndMatch();// 0x3f75074
  7582.         void K2_OnSetMatchState(FName NewState);// 0x2859eb0
  7583.         bool IsMatchInProgress();// 0x1f34a44
  7584.         bool HasMatchEnded();// 0x3f75044
  7585.         FName GetMatchState();// 0x3f75020
  7586.         void EndMatch();// 0x1ce26e4
  7587.         void AbortMatch();// 0x1ce2700
  7588.  
  7589. --------------------------------
  7590. Class: SkeletalMeshActor.Actor.Object
  7591.         bool bShouldDoAnimNotifies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
  7592.         bool bWakeOnLevelStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1]
  7593.         SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x2cc , Size: 4]
  7594.         SkeletalMesh* ReplicatedMesh;//[Offset: 0x2d0 , Size: 4]
  7595.         PhysicsAsset* ReplicatedPhysAsset;//[Offset: 0x2d4 , Size: 4]
  7596.         MaterialInterface* ReplicatedMaterial0;//[Offset: 0x2d8 , Size: 4]
  7597.         MaterialInterface* ReplicatedMaterial1;//[Offset: 0x2dc , Size: 4]
  7598.         void OnRep_ReplicatedPhysAsset();// 0x1c8167c
  7599.         void OnRep_ReplicatedMesh();// 0x1ce0870
  7600.         void OnRep_ReplicatedMaterial1();// 0x1ce00cc
  7601.         void OnRep_ReplicatedMaterial0();// 0x1ce2b64
  7602.  
  7603. --------------------------------
  7604. Class: SettingConfig_C.SaveGame.Object
  7605.         int CrossHairColor;//[Offset: 0x20 , Size: 4]
  7606.         bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  7607.         bool HitFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
  7608.         bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1]
  7609.         bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27 , Size: 1]
  7610.         int LeftHandFire;//[Offset: 0x28 , Size: 4]
  7611.         int Gyroscope;//[Offset: 0x2c , Size: 4]
  7612.         int ArtQuality;//[Offset: 0x30 , Size: 4]
  7613.         float ViewPercentage;//[Offset: 0x34 , Size: 4]
  7614.         int FireMode;//[Offset: 0x38 , Size: 4]
  7615.         int VehicleControlMode;//[Offset: 0x3c , Size: 4]
  7616.         bool JoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  7617.         bool ButtonLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1]
  7618.         int CameraLensSensibility;//[Offset: 0x44 , Size: 4]
  7619.         float CamLensSenNoneSniper;//[Offset: 0x48 , Size: 4]
  7620.         float CamLensSenRedDotSniper;//[Offset: 0x4c , Size: 4]
  7621.         float CamLensSen2XSniper;//[Offset: 0x50 , Size: 4]
  7622.         float CamLensSen4XSniper;//[Offset: 0x54 , Size: 4]
  7623.         float CamLensSen8XSniper;//[Offset: 0x58 , Size: 4]
  7624.         int FireCameraLensSensibility;//[Offset: 0x5c , Size: 4]
  7625.         float FireCamLensSenNoneSniper;//[Offset: 0x60 , Size: 4]
  7626.         float FireCamLensSenRedDotSniper;//[Offset: 0x64 , Size: 4]
  7627.         float FireCamLensSen2XSniper;//[Offset: 0x68 , Size: 4]
  7628.         float FireCamLensSen4XSniper;//[Offset: 0x6c , Size: 4]
  7629.         float FireCamLensSen8XSniper;//[Offset: 0x70 , Size: 4]
  7630.         int GyroscopeSensibility;//[Offset: 0x74 , Size: 4]
  7631.         float GyroscopeSenNoneSniper;//[Offset: 0x78 , Size: 4]
  7632.         float GyroscopeSenRedDotSniper;//[Offset: 0x7c , Size: 4]
  7633.         float GyroscopeSen2XSniper;//[Offset: 0x80 , Size: 4]
  7634.         float GyroscopeSen4XSniper;//[Offset: 0x84 , Size: 4]
  7635.         float GyroscopeSen8XSniper;//[Offset: 0x88 , Size: 4]
  7636.         bool MainVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c , Size: 1]
  7637.         float MainVolumValue;//[Offset: 0x90 , Size: 4]
  7638.         bool EffectVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1]
  7639.         float EffectVolumValue;//[Offset: 0x98 , Size: 4]
  7640.         bool UIVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c , Size: 1]
  7641.         float UIVolumValue;//[Offset: 0xa0 , Size: 4]
  7642.         bool BGMVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1]
  7643.         float BGMVolumValue;//[Offset: 0xa8 , Size: 4]
  7644.         bool VoiceSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac , Size: 1]
  7645.         int VoiceChannel;//[Offset: 0xb0 , Size: 4]
  7646.         bool MicphoneVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4 , Size: 1]
  7647.         float MicphoneVolumValue;//[Offset: 0xb8 , Size: 4]
  7648.         bool SpeakerVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  7649.         float SpeakerVolumValue;//[Offset: 0xc0 , Size: 4]
  7650.         bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4 , Size: 1]
  7651.         bool DisableAutoPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5 , Size: 1]
  7652.         bool AkeyPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6 , Size: 1]
  7653.         bool AutoPickupGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc7 , Size: 1]
  7654.         bool AutoPickupBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1]
  7655.         bool AutoPickupPart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9 , Size: 1]
  7656.         bool AutoPickupShieldBag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca , Size: 1]
  7657.         bool AutoPickupDrug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb , Size: 1]
  7658.         bool BandageSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1]
  7659.         bool MedicalSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd , Size: 1]
  7660.         bool AnodyneSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce , Size: 1]
  7661.         bool EnergyDrinksSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf , Size: 1]
  7662.         bool AdrenalineSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1]
  7663.         bool AutoPickupGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1]
  7664.         bool ShouLiuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2 , Size: 1]
  7665.         bool YanWuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3 , Size: 1]
  7666.         bool StunBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1]
  7667.         bool FireBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5 , Size: 1]
  7668.         int LimitBandage;//[Offset: 0xd8 , Size: 4]
  7669.         int LimitMedical;//[Offset: 0xdc , Size: 4]
  7670.         int LimitAnodyne;//[Offset: 0xe0 , Size: 4]
  7671.         int LimitEnergyDrinks;//[Offset: 0xe4 , Size: 4]
  7672.         int LimitAdrenaline;//[Offset: 0xe8 , Size: 4]
  7673.         int LimitShouliudan;//[Offset: 0xec , Size: 4]
  7674.         int LimitYanwudan;//[Offset: 0xf0 , Size: 4]
  7675.         int LimitZhenbaodan;//[Offset: 0xf4 , Size: 4]
  7676.         int LimitRanshaodan;//[Offset: 0xf8 , Size: 4]
  7677.         int LimitBullet9mm;//[Offset: 0xfc , Size: 4]
  7678.         int LimitBullet7_62mm;//[Offset: 0x100 , Size: 4]
  7679.         int Limit12koujing;//[Offset: 0x104 , Size: 4]
  7680.         int Limit45koujing;//[Offset: 0x108 , Size: 4]
  7681.         int Limit300magenandanyao;//[Offset: 0x10c , Size: 4]
  7682.         int Limitbolt;//[Offset: 0x110 , Size: 4]
  7683.         int LimitBullet5;//[Offset: 0x114 , Size: 4]
  7684.         bool 3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1]
  7685.         int FPSLevel;//[Offset: 0x11c , Size: 4]
  7686.         int ArtStyle;//[Offset: 0x120 , Size: 4]
  7687.         int RecordTipShowLastTime;//[Offset: 0x124 , Size: 4]
  7688.         <FString,DateTime> XinyueLastClickTime;//[Offset: 0x128 , Size: 60]
  7689.         <FString,DateTime> HuatiLastClickTime;//[Offset: 0x164 , Size: 60]
  7690.         bool MomentSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0 , Size: 1]
  7691.         bool FreeModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1 , Size: 1]
  7692.         bool HDModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a2 , Size: 1]
  7693.         <FString,DateTime> CollectEquipClickTime;//[Offset: 0x1a4 , Size: 60]
  7694.         bool IsSimulatorFirstStartup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0 , Size: 1]
  7695.         int[] PlayerChatQuickTextIDList;//[Offset: 0x1e4 , Size: 12]
  7696.         int[] ChatOptiongList1;//[Offset: 0x1f0 , Size: 12]
  7697.         int LRShootMode;//[Offset: 0x1fc , Size: 4]
  7698.         bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200 , Size: 1]
  7699.         bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201 , Size: 1]
  7700.         bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x202 , Size: 1]
  7701.         int[] ChatOptiongList2;//[Offset: 0x204 , Size: 12]
  7702.         int[] ChatOptiongList3;//[Offset: 0x210 , Size: 12]
  7703.         bool HaveShowActorHint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c , Size: 1]
  7704.         int NewGetActorID;//[Offset: 0x220 , Size: 4]
  7705.         bool DeviceAutoAdapt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224 , Size: 1]
  7706.         float 3DTouchValue;//[Offset: 0x228 , Size: 4]
  7707.         bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22c , Size: 1]
  7708.         int ShotGunShootMode;//[Offset: 0x230 , Size: 4]
  7709.         int SingleShotWeaponShootMode;//[Offset: 0x234 , Size: 4]
  7710.         int isFirstOpenMicCheck;//[Offset: 0x238 , Size: 4]
  7711.         float VehicleEye;//[Offset: 0x23c , Size: 4]
  7712.         float ParachuteEye;//[Offset: 0x240 , Size: 4]
  7713.         FString ChatPrivacyAcceptedVersion;//[Offset: 0x244 , Size: 12]
  7714.         int RepeatingWeaponShootMode;//[Offset: 0x250 , Size: 4]
  7715.         int DrivingViewMode;//[Offset: 0x254 , Size: 4]
  7716.         bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258 , Size: 1]
  7717.         int FpViewValue;//[Offset: 0x25c , Size: 4]
  7718.         float CamFpFreeEye;//[Offset: 0x260 , Size: 4]
  7719.         float CamLensSenNoneSniperFP;//[Offset: 0x264 , Size: 4]
  7720.         float FireCamLensSenNoneSniperFP;//[Offset: 0x268 , Size: 4]
  7721.         float GyroscopeSenNoneSniperFP;//[Offset: 0x26c , Size: 4]
  7722.         bool FirstTime_FPP_TPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1]
  7723.         bool FirstTime_WarMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1]
  7724.         int DaliyWarmodeInfo;//[Offset: 0x274 , Size: 4]
  7725.         FString currentLanguage;//[Offset: 0x278 , Size: 12]
  7726.         bool redBloodSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x284 , Size: 1]
  7727.         bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x285 , Size: 1]
  7728.         FString lastViewDayTime;//[Offset: 0x288 , Size: 12]
  7729.         FString lastViewWeekTime;//[Offset: 0x294 , Size: 12]
  7730.         bool openNewMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a0 , Size: 1]
  7731.         bool hasOpenedSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a1 , Size: 1]
  7732.         float CamLensSen3XSniper;//[Offset: 0x2a4 , Size: 4]
  7733.         float CamLensSen6XSniper;//[Offset: 0x2a8 , Size: 4]
  7734.         float FireCamLensSen3XSniper;//[Offset: 0x2ac , Size: 4]
  7735.         float FireCamLensSen6XSniper;//[Offset: 0x2b0 , Size: 4]
  7736.         float GyroscopeSen3XSniper;//[Offset: 0x2b4 , Size: 4]
  7737.         float GyroscopeSen6XSniper;//[Offset: 0x2b8 , Size: 4]
  7738.         bool ShadowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc , Size: 1]
  7739.         int RedDotCHColor;//[Offset: 0x2c0 , Size: 4]
  7740.         int RedDotCHType;//[Offset: 0x2c4 , Size: 4]
  7741.         int HolographicCHColor;//[Offset: 0x2c8 , Size: 4]
  7742.         int HolographicCHType;//[Offset: 0x2cc , Size: 4]
  7743.         int Sinper2xCHColor;//[Offset: 0x2d0 , Size: 4]
  7744.         int Sinper2xCHType;//[Offset: 0x2d4 , Size: 4]
  7745.         int Sniper3xCHColor;//[Offset: 0x2d8 , Size: 4]
  7746.         int Sniper3xCHType;//[Offset: 0x2dc , Size: 4]
  7747.         bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1]
  7748.         bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e1 , Size: 1]
  7749.         <int,int> PickUpCountSetting;//[Offset: 0x2e4 , Size: 60]
  7750.         int LimitFirstAidKit;//[Offset: 0x320 , Size: 4]
  7751.         FString XGLanguageTag;//[Offset: 0x324 , Size: 12]
  7752.         FString XGTimezoneTag;//[Offset: 0x330 , Size: 12]
  7753.         FString XGPushNightTag;//[Offset: 0x33c , Size: 12]
  7754.         FString XGPushDayTag;//[Offset: 0x348 , Size: 12]
  7755.         bool DeviceAutoAdaptEX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1]
  7756.         int SelectUIElemIndex1;//[Offset: 0x358 , Size: 4]
  7757.         int SelectUIElemIndex2;//[Offset: 0x35c , Size: 4]
  7758.         int SelectUIElemIndex3;//[Offset: 0x360 , Size: 4]
  7759.         bool VaultBtnSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364 , Size: 1]
  7760.         int LimitSniper2X;//[Offset: 0x368 , Size: 4]
  7761.         int LimitSniper3X;//[Offset: 0x36c , Size: 4]
  7762.         int LimitSniper4X;//[Offset: 0x370 , Size: 4]
  7763.         int LimitSniper6X;//[Offset: 0x374 , Size: 4]
  7764.         int LimitSniper8X;//[Offset: 0x378 , Size: 4]
  7765.         bool LongPressSideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c , Size: 1]
  7766.         bool LongPressSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d , Size: 1]
  7767.         int SidewaysMode;//[Offset: 0x380 , Size: 4]
  7768.         int OpenMirrorMode;//[Offset: 0x384 , Size: 4]
  7769.         bool CarMusicSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388 , Size: 1]
  7770.         bool OBS_TrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389 , Size: 1]
  7771.         bool OBS_Perspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38a , Size: 1]
  7772.         bool OBS_BulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38b , Size: 1]
  7773.         bool QuasiMirrorSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c , Size: 1]
  7774.         int LobbyStyleID;//[Offset: 0x390 , Size: 4]
  7775.         bool LobbyBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394 , Size: 1]
  7776.         bool LobbyHallowma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395 , Size: 1]
  7777.         bool SettingStyleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396 , Size: 1]
  7778.         bool SettingBgmRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x397 , Size: 1]
  7779.         float ScreenLightness;//[Offset: 0x398 , Size: 4]
  7780.         bool BloodStateSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c , Size: 1]
  7781.         bool SettingBigHandOperateRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39d , Size: 1]
  7782.         bool LobbyIsChristmas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39e , Size: 1]
  7783.         bool MallShowGet10Animation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39f , Size: 1]
  7784.         FString FirstChargeVersion;//[Offset: 0x3a0 , Size: 12]
  7785.         FString RechargePosSave;//[Offset: 0x3ac , Size: 12]
  7786.         bool FirstTime_PVEVPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8 , Size: 1]
  7787.         bool IslandBroadCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b9 , Size: 1]
  7788.         bool ResidentEvilNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ba , Size: 1]
  7789.         bool AnniversaryNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bb , Size: 1]
  7790.         <int,int> PvePickUpCountSetting;//[Offset: 0x3bc , Size: 60]
  7791.         int LimitZombieGrenade;//[Offset: 0x3f8 , Size: 4]
  7792.         bool AutoPickUpLevel3Backpack_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc , Size: 1]
  7793.         bool AutoPickUpPistol_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fd , Size: 1]
  7794.         bool VNGMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fe , Size: 1]
  7795.         int IngamePlayerInfo_OpenDate;//[Offset: 0x400 , Size: 4]
  7796.         int SideMirrorMode;//[Offset: 0x404 , Size: 4]
  7797.         int[] PlayerWheelChatQuickTextIDList;//[Offset: 0x408 , Size: 12]
  7798.         bool OpenOthersPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414 , Size: 1]
  7799.         bool OpenMyPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415 , Size: 1]
  7800.         bool LobbyAnniversaryBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x416 , Size: 1]
  7801.         bool FirstTime_SurvivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x417 , Size: 1]
  7802.         int LimitYeDanGrenade;//[Offset: 0x418 , Size: 4]
  7803.         int LimitAntidote;//[Offset: 0x41c , Size: 4]
  7804.         bool QuickThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420 , Size: 1]
  7805.         int[] ChatOptiongList4;//[Offset: 0x424 , Size: 12]
  7806.         bool OpenMyPetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430 , Size: 1]
  7807.         int ScoreTips_TModeCnt;//[Offset: 0x434 , Size: 4]
  7808.         bool FirstTime_TMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x438 , Size: 1]
  7809.         bool TurboEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x439 , Size: 1]
  7810.         int FPPFireMode;//[Offset: 0x43c , Size: 4]
  7811.         int SelectUIElemIndexFPP1;//[Offset: 0x440 , Size: 4]
  7812.         int SelectUIElemIndexFPP2;//[Offset: 0x444 , Size: 4]
  7813.         int SelectUIElemIndexFPP3;//[Offset: 0x448 , Size: 4]
  7814.         byte TurboLastQuality;//[Offset: 0x44c , Size: 1]
  7815.         <FString,FString> PubgPlusGuideRecord;//[Offset: 0x450 , Size: 60]
  7816.         <FString,FString> PubgPlusGuideConfig;//[Offset: 0x48c , Size: 60]
  7817.         int[] UselessWeakGuidIDs;//[Offset: 0x4c8 , Size: 12]
  7818.         bool SettingOperateZombieLayout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d4 , Size: 1]
  7819.         bool HelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d5 , Size: 1]
  7820.         bool HasShowHeavyWeaponFirsttimeTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d6 , Size: 1]
  7821.         int[] ChatOptiongList5;//[Offset: 0x4d8 , Size: 12]
  7822.         int[] ChatOptiongList6;//[Offset: 0x4e4 , Size: 12]
  7823.         bool FirstTime_TMode_Slid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f0 , Size: 1]
  7824.         int TD_FireMode;//[Offset: 0x4f4 , Size: 4]
  7825.         int TD_FPPFireMode;//[Offset: 0x4f8 , Size: 4]
  7826.         bool TD_3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fc , Size: 1]
  7827.         float TD_3DTouchValue;//[Offset: 0x500 , Size: 4]
  7828.         bool FirstTime_TMode_HardPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x504 , Size: 1]
  7829.         bool ShovelSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x505 , Size: 1]
  7830.         int isFirstOpenMicCheckVehicleWar;//[Offset: 0x508 , Size: 4]
  7831.         bool VulkanEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1]
  7832.         int LimitSnowMan;//[Offset: 0x510 , Size: 4]
  7833.         bool UniversalSignSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1]
  7834.         bool OpenChatHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1]
  7835.         int ColorBlindnessType;//[Offset: 0x518 , Size: 4]
  7836.         bool DeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c , Size: 1]
  7837.         bool UAVSingleOperate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51d , Size: 1]
  7838.         bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51e , Size: 1]
  7839.         float UAVSpeedPercent;//[Offset: 0x520 , Size: 4]
  7840.         float UAVScopePercent;//[Offset: 0x524 , Size: 4]
  7841.         bool OpenUAVHelicopter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528 , Size: 1]
  7842.         bool FirstTime_ShowAutoGroupParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x529 , Size: 1]
  7843.         int SideMirrorType;//[Offset: 0x52c , Size: 4]
  7844.         int SideMirrorColor;//[Offset: 0x530 , Size: 4]
  7845.         bool AutoPickUpSideSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x534 , Size: 1]
  7846.         bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x535 , Size: 1]
  7847.         bool isCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x536 , Size: 1]
  7848.         FString CloudSensitivityPlayerId;//[Offset: 0x538 , Size: 12]
  7849.         bool SettingHasOperateQuickSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544 , Size: 1]
  7850.         bool SettingSideSightFunctionRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x545 , Size: 1]
  7851.         bool SettingUploadSensibilityRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x546 , Size: 1]
  7852.         bool SettingClassicCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x547 , Size: 1]
  7853.         bool SettingTDCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x548 , Size: 1]
  7854.         bool SettingQuickSwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x549 , Size: 1]
  7855.         bool SocialIslandCanAcceptDuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54a , Size: 1]
  7856.         bool RotateViewWithSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54b , Size: 1]
  7857.         bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c , Size: 1]
  7858.         int AutoPickClipType;//[Offset: 0x550 , Size: 4]
  7859.         int[] QuickSignIDList;//[Offset: 0x554 , Size: 12]
  7860.         int[] QuickSignWheelIDList;//[Offset: 0x560 , Size: 12]
  7861.         bool RotateViewWithPeekSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c , Size: 1]
  7862.         bool DynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56d , Size: 1]
  7863.         bool SettingEffectRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56e , Size: 1]
  7864.         int HitEffectColor;//[Offset: 0x570 , Size: 4]
  7865.         int HurtEffectColor;//[Offset: 0x574 , Size: 4]
  7866.         bool EnemyLocationMarkSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578 , Size: 1]
  7867.         bool bHasMapCBToES;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x579 , Size: 1]
  7868.         int ProfiledScreenSwitch;//[Offset: 0x57c , Size: 4]
  7869.         bool FirstTime_TMode_ArmsRace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580 , Size: 1]
  7870.         bool bOpenSprHghQltyComparison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581 , Size: 1]
  7871.         int BuildDoubleClick;//[Offset: 0x584 , Size: 4]
  7872.         float BuildDoubleClickDuration;//[Offset: 0x588 , Size: 4]
  7873.         float DoubleClickSpeed;//[Offset: 0x58c , Size: 4]
  7874.         int DoubleClickDistance;//[Offset: 0x590 , Size: 4]
  7875.         bool ChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x594 , Size: 1]
  7876.         int BattleFPS;//[Offset: 0x598 , Size: 4]
  7877.         int BattleRenderStyle;//[Offset: 0x59c , Size: 4]
  7878.         int BattleRenderQuality;//[Offset: 0x5a0 , Size: 4]
  7879.         int LobbyFPS;//[Offset: 0x5a4 , Size: 4]
  7880.         int LobbyRenderStyle;//[Offset: 0x5a8 , Size: 4]
  7881.         int LobbyRenderQuality;//[Offset: 0x5ac , Size: 4]
  7882.         bool HasGraphicsSeparateConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b0 , Size: 1]
  7883.         bool SettingOperateInfect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b1 , Size: 1]
  7884.         bool FirstTime_Infect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b2 , Size: 1]
  7885.         bool OBS_LogoShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b3 , Size: 1]
  7886.         bool OBS_HitFeedback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4 , Size: 1]
  7887.         <int,int> BulletPickUpCountSetting_XT;//[Offset: 0x5b8 , Size: 60]
  7888.         <int,int> Drug_PickUpCountSetting_XT;//[Offset: 0x5f4 , Size: 60]
  7889.         <int,int> NormalInfilling_PickUpCountSetting_XT;//[Offset: 0x630 , Size: 60]
  7890.         <int,int> HalloweenInfilling_PickUpCountSetting_XT;//[Offset: 0x66c , Size: 60]
  7891.         <int,int> ThrowObj_PickUpCountSetting_XT;//[Offset: 0x6a8 , Size: 60]
  7892.         <int,int> MultipleMirror_PickUpCountSetting_XT;//[Offset: 0x6e4 , Size: 60]
  7893.         bool RingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x720 , Size: 1]
  7894.         bool isOtherCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x721 , Size: 1]
  7895.         bool IsCloudAndLocalSame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x722 , Size: 1]
  7896.         bool RingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x723 , Size: 1]
  7897.         bool CarPreciseChangeSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x724 , Size: 1]
  7898.         bool SettingVehicleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x725 , Size: 1]
  7899.         bool LRSwitcherGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x726 , Size: 1]
  7900.         <int,int> PickUpCountSetting_Drug;//[Offset: 0x728 , Size: 60]
  7901.         <int,int> PickUpCountSetting_ThrowObj;//[Offset: 0x764 , Size: 60]
  7902.         <int,int> PickUpCountSetting_MultipleMirror;//[Offset: 0x7a0 , Size: 60]
  7903.         <int,int> PickUpCountSetting_FixConsumeItemMap;//[Offset: 0x7dc , Size: 60]
  7904.         bool bTranslatePickupSettingToMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x818 , Size: 1]
  7905.         bool OBS_CustomKillInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x819 , Size: 1]
  7906.  
  7907. --------------------------------
  7908. Class: SaveGame.Object
  7909.  
  7910. --------------------------------
  7911. Class: DateTime
  7912.  
  7913. --------------------------------
  7914. Class: UAELobbyGamePawnMode_C.UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object
  7915.         void UserConstructionScript();// 0x2859eb0
  7916.         SceneComponent* DefaultSceneRoot;//[Offset: 0x350 , Size: 4]
  7917.  
  7918. --------------------------------
  7919. Class: UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object
  7920.  
  7921. --------------------------------
  7922. Class: UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object
  7923.  
  7924. --------------------------------
  7925. Class: GameState.GameStateBase.Info.Actor.Object
  7926.         FName MatchState;//[Offset: 0x2f8 , Size: 8]
  7927.         FName PreviousMatchState;//[Offset: 0x300 , Size: 8]
  7928.         int ElapsedTime;//[Offset: 0x308 , Size: 4]
  7929.         void OnRep_MatchState();// 0x3f76538
  7930.         void OnRep_ElapsedTime();// 0x3f76680
  7931.  
  7932. --------------------------------
  7933. Class: AbstractNavData.NavigationData.Actor.Object
  7934.  
  7935. --------------------------------
  7936. Class: StatHUD.HUD.Actor.Object
  7937.         void ToggleSlateStat();// 0x1c8c854
  7938.  
  7939. --------------------------------
  7940. Class: BP_PlayerLobbyPawn_C.STExtraLobbyCharacter.Character.Pawn.Actor.Object
  7941.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x720 , Size: 4]
  7942.         void OnAvatarEquippedLua(int SlotType, bool IsEquipped, int ItemID);// 0x2859eb0
  7943.         void SetForceUseDefaultIdle(bool force);// 0x2859eb0
  7944.         void checkCanEquipWeapon(int WeaponId, out bool canEquip, bool originWeaponExist, bool skinWeaponExist, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Conv_BoolToString_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID3, FString CallFunc_Conv_BoolToString_ReturnValue2, bool CallFunc_IsBattleItemHandleExist_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0
  7945.         bool NeedLODOptimize(bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_LessEqual_IntInt_ReturnValue, bool CallFunc_Set_Contains_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_BooleanAND_ReturnValue2);// 0x2859eb0
  7946.         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);// 0x2859eb0
  7947.         void UpdateClothMatParam(float rotateSpeed, int ItemID, int NewLocalVar, float CallFunc_FClamp_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Lerp_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue, bool CallFunc_IsValid_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, MaterialInterface* CallFunc_GetMaterial_ReturnValue, bool CallFunc_Map_Contains_ReturnValue, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, MaterialInstanceDynamic* K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess2, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2);// 0x2859eb0
  7948.         void StopActionCamera();// 0x2859eb0
  7949.         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);// 0x2859eb0
  7950.         void EnableClothAndHairAnimation(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);// 0x2859eb0
  7951.         void GetCurrentActionID(out int ActionID);// 0x2859eb0
  7952.         void SetAvatarLevel(int Level, bool K2Node_SwitchInteger_CmpSuccess);// 0x2859eb0
  7953.         void OnAvatarAllMeshLoaded(FString ___string_Variable, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD);// 0x2859eb0
  7954.         void GetLobbyWeaponClass(int InWeaponAvatarID, out class Object ObjectClass, 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);// 0x2859eb0
  7955.         void TryRotateAvatar(LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, FString ___string_Variable, LuaBPVar ___struct_Variable3, LuaBPVar ___struct_Variable4, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD, bool CallFunc_CanRotateMainCharacter_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x2859eb0
  7956.         void ResetWeaponLoadedStatus(bool DefaultBoolValue);// 0x2859eb0
  7957.         void CheckWeaponAssetsAllLoaded();// 0x2859eb0
  7958.         void OnWeaponAnimLoaded();// 0x2859eb0
  7959.         void OnAsyncLoadWeaponAssetsDone(FString ___string_Variable, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, delegate K2Node_CreateDelegate_OutputDelegate, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, 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);// 0x2859eb0
  7960.         void CheckAndShowWeaponPendant(int WeaponAvatarID, int CallFunc_GetPendantIDByWeaponID_ReturnValue, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_PutOnEquipmentByResID_ReturnValue);// 0x2859eb0
  7961.         void testLoadHandle(ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_ReturnValue, BackpackAvatarHandle* K2Node_DynamicCast_AsBackpack_Avatar_Handle, bool K2Node_DynamicCast_bSuccess, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3);// 0x2859eb0
  7962.         void SetAvatarVisibleForEmote(bool Visible, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  7963.         void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2859eb0
  7964.         void SetEquipingWeaponScale(float Scale, Vector CallFunc_Conv_FloatToVector_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  7965.         void SetWeaponPendantSocketType(enum Type, bool CallFunc_IsValid_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess);// 0x2859eb0
  7966.         void SetIsMVPMotion(bool isMVPMotion);// 0x2859eb0
  7967.         void SyncWeaponMontage(bool CallFunc_IsValid_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, AnimMontage* CallFunc_GetCurrentMontage_ReturnValue, bool CallFunc_IsValid_ReturnValue2, float CallFunc_Montage_GetPosition_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue);// 0x2859eb0
  7968.         void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x2859eb0
  7969.         void SwitchMeshUpdateFlag();// 0x2859eb0
  7970.         void SetClothAnimDyAlphaInst(float Alpha);// 0x2859eb0
  7971.         void SetClothAnimDyAlphaGrad(float Alpha, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x2859eb0
  7972.         void SetClothAnimDyAlpha(float Alpha, FString CallFunc_Conv_FloatToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_EqualEqual_FloatFloat_ReturnValue);// 0x2859eb0
  7973.         void StopEmotionSound();// 0x2859eb0
  7974.         void RotateOnTick(float RotateTime, float TargetRotation, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x2859eb0
  7975.         void SwitchSexAndHeadAndHair(int sex, int headid, int Hair, byte SexType, ItemDefineID CallFunc_GetEquippedItemDefineID2_ItemDefineID, ItemDefineID CallFunc_GetEquippedItemDefineID2_RealShowItemDefineID, bool CallFunc_EqualEqual_IntInt_ReturnValue, byte CallFunc_GetCharSceneType_ReturnValue, byte CallFunc_GetLobbyPosIndex_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue4, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0
  7976.         void OnEndActionHandle(int ActionID, LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, LuaBPVar ___struct_Variable3, FString ___string_Variable, bool CallFunc_EqualEqual_IntInt_ReturnValue, HitResult CallFunc_K2_SetActorLocation_SweepHitResult, bool CallFunc_K2_SetActorLocation_ReturnValue, LuaBPVar CallFunc_IntToLVar_ReturnValue, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD);// 0x2859eb0
  7977.         void OnPlayActionHandle(int ActionID, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2859eb0
  7978.         void CharEquipWeaponByResId_ForceClientMode(int resID, STExtraWeapon* CallFunc_GetExtraWeaponByResID_extraWeaponObj, BattleItemHandleBase* CallFunc_GetExtraWeaponByResID_weaponHandle, bool CallFunc_GetExtraWeaponByResID_playIdleAnim, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4);// 0x2859eb0
  7979.         void GetAllEquipmentListLobby(out FString[] Result, FString[] EquipmentList, int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, int CallFunc_GetEquipmentInfoBySlot_ItemID, int CallFunc_GetEquipmentInfoBySlot_ColorID, int CallFunc_GetEquipmentInfoBySlot_PatternID, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue3, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_IsDefautlAvatarID_ReturnValue, int CallFunc_Array_Add_ReturnValue, int CallFunc_Array_Add_ReturnValue2, int CallFunc_Array_Add_ReturnValue3);// 0x2859eb0
  7980.         void SetConflictRuleEnable(bool bEnableConflictRule);// 0x2859eb0
  7981.         void GetEquipmentInfoBySlot(enum SlotType, out int ItemID, out int ColorID, out int PatternID, AvatarCustom NewLocalVar, int CallFunc_Conv_ByteToInt_ReturnValue, AvatarSlotDesc CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0
  7982.         void IsSlotHasEquipped(enum SlotType, out bool Result, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_IsSlotHasEquipped_ReturnValue);// 0x2859eb0
  7983.         void IsItemHasEquipped(int InItemID, int ColorID, int PatternID, out bool Result, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue2, int ___int_Array_Index_Variable, bool CallFunc_BooleanAND_ReturnValue, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, bool CallFunc_IsItemHasEquipped_ReturnValue, AvatarSlotDesc[] CallFunc_Map_Values_Values, AvatarSlotDesc CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue3);// 0x2859eb0
  7984.         void PutOffEquipmentBySlot(enum SlotType, out bool Result, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_HandleUnequipSlot_ReturnValue);// 0x2859eb0
  7985.         void PlayEmoteLoop(FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponAvatarBattleEffect_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2859eb0
  7986.         void ShouldCurEmoteShowWeapon(out bool ShouldShow, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  7987.         void HandleWeaponDisplayWhenPlayEmote(bool CallFunc_ShouldCurEmoteShowWeapon_ShouldShow, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  7988.         void GetAllEquipmentList(out int[] Result, int[] EquipmentList, int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, int CallFunc_GetEquipmentInfoBySlot_ItemID, int CallFunc_GetEquipmentInfoBySlot_ColorID, int CallFunc_GetEquipmentInfoBySlot_PatternID, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Array_Add_ReturnValue);// 0x2859eb0
  7989.         void IsAnimShowMan(out bool bMan, FString ___string_Variable, LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, LuaBPVar ___struct_Variable3, bool CallFunc_IsValid_ReturnValue, LuaBPVar ___struct_Variable4, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD, int CallFunc_LVarToInt_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, BackpackAvatarHandle* CallFunc_GetLoadedHandle_ReturnValue, BattleItemHandle_AvatarBP_C* K2Node_DynamicCast_AsBattle_Item_Handle_Avatar_BP, bool K2Node_DynamicCast_bSuccess, bool K2Node_SwitchEnum_CmpSuccess);// 0x2859eb0
  7990.         void PlayAnimHit();// 0x2859eb0
  7991.         void SetCanRotate(bool CanRotate);// 0x2859eb0
  7992.         void SetPawnAndClothVisibility(bool Show, int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, bool K2Node_SwitchEnum_CmpSuccess, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue);// 0x2859eb0
  7993.         void RemoveAvatarBySlot(int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, int CallFunc_Conv_ByteToInt_ReturnValue, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, int CallFunc_Conv_ByteToInt_ReturnValue2, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_HandleUnequipSlot_ReturnValue);// 0x2859eb0
  7994.         void PutoffEquipmentByResid(int resID, out bool Result, bool CallFunc_PutOffEquimentByResID_ReturnValue);// 0x2859eb0
  7995.         void PutOnEquipmentByResID(int resID, int ColorID, int PatternID, out bool Result, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, CharacterAvatarComp2_BP_C* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_PutOnCustomEquipmentByID_result);// 0x2859eb0
  7996.         void CharStopEmoteByResId(bool CallFunc_OnStopEmote_ReturnValue, FString CallFunc_Conv_BoolToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2859eb0
  7997.         void AvatarDisplaySceneEquipWeapon(bool ForceClientMode, int resID, STExtraWeapon* CallFunc_GetExtraWeaponByResID_extraWeaponObj, BattleItemHandleBase* CallFunc_GetExtraWeaponByResID_weaponHandle, bool CallFunc_GetExtraWeaponByResID_playIdleAnim, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4);// 0x2859eb0
  7998.         void HideWeapon(bool isHide, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2859eb0
  7999.         void CharPlayEmoteByResId(int resID, FString ExtraInfo);// 0x2859eb0
  8000.         void CharUnEquipWeapon(bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  8001.         void CharEquipWeaponByResId(int resID, bool localPlayIdleAnim, bool CallFunc_NeedLODOptimize_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_checkCanEquipWeapon_canEquip, FString CallFunc_Concat_StrStr_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue2, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_BooleanOR_ReturnValue, STExtraWeapon* CallFunc_GetExtraWeaponByResID_extraWeaponObj, BattleItemHandleBase* CallFunc_GetExtraWeaponByResID_weaponHandle, bool CallFunc_GetExtraWeaponByResID_playIdleAnim, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4);// 0x2859eb0
  8002.         BackpackEmoteHandle* GetEmoteHandle(int ItemID, int ID, int CallFunc_GetBPID_BPID, bool CallFunc_NotEqual_IntInt_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackEmoteHandle K2Node_ClassDynamicCast_AsBackpack_Emote_Handle, bool K2Node_ClassDynamicCast_bSuccess, BackpackEmoteHandle* CallFunc_SpawnObject_ReturnValue, BackpackEmoteHandle* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0
  8003.         void GetExtraWeaponByResID(int WeaponId, out STExtraWeapon* extraWeaponObj, out BattleItemHandleBase* WeaponHandle, out bool PlayIdleAnim, class BattleItemHandleBase tmpBattleItemHBClass, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, int CallFunc_GetBPID_BPID, class Object CallFunc_GetLobbyWeaponClass_ObjectClass, FString CallFunc_Conv_IntToString_ReturnValue, class STExtraWeapon K2Node_ClassDynamicCast_AsSTExtra_Weapon, bool K2Node_ClassDynamicCast_bSuccess, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackWeaponHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Handle, bool K2Node_ClassDynamicCast_bSuccess2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess3, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, 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);// 0x2859eb0
  8004.         BackpackAvatarHandle* GetBattleItemFromResID(int RowName, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, int CallFunc_GetBPID_BPID, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackAvatarHandle K2Node_ClassDynamicCast_AsBackpack_Avatar_Handle, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarHandle* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0
  8005.         void GetBPID(int RowName, out int BPID);// 0x2859eb0
  8006.         void GetHiddenFlags(int resID, out enum[] hiddenFlags, BackpackAvatarHandle* CallFunc_GetBattleItemFromResID_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  8007.         void UserConstructionScript();// 0x2859eb0
  8008.         void Timeline_0__FinishedFunc();// 0x2859eb0
  8009.         void Timeline_0__UpdateFunc();// 0x2859eb0
  8010.         void ReceiveTick(float DeltaSeconds);// 0x2859eb0
  8011.         void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_3_ComponentOnInputTouchBeginSignature__DelegateS(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2859eb0
  8012.         void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchEndSignature__DelegateSig(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2859eb0
  8013.         void ReceiveDestroyed();// 0x2859eb0
  8014.         void OnEmoteFinish(int EmoteIndex);// 0x2859eb0
  8015.         void OnEmoteBegin(int EmoteIndex);// 0x2859eb0
  8016.         void EventPlayHurtAnim();// 0x2859eb0
  8017.         void SetMaleAnimClass();// 0x2859eb0
  8018.         void SetFemaleAnimClass();// 0x2859eb0
  8019.         void OnPutOnEquipByIdFaild(int SlotID, ItemDefineID NewItemID);// 0x2859eb0
  8020.         void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0
  8021.         void TickClothLeten(float from);// 0x2859eb0
  8022.         void CustomBeginPlay();// 0x2859eb0
  8023.         void ExecuteUbergraph_BP_PlayerLobbyPawn(int EntryPoint, LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, LuaBPVar ___struct_Variable3, LuaBPVar ___struct_Variable4, FString ___string_Variable, LuaBPVar ___struct_Variable5, LuaBPVar ___struct_Variable6, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD, LuaBPVar ___struct_Variable7, bool CallFunc_LVarToBool_ReturnValue, LuaBPVar ___struct_Variable8, FString ___string_Variable2, delegate K2Node_CreateDelegate_OutputDelegate, LuaBPVar CallFunc_CallLuaWithArgs_OutA2, LuaBPVar CallFunc_CallLuaWithArgs_OutB2, LuaBPVar CallFunc_CallLuaWithArgs_OutC2, LuaBPVar CallFunc_CallLuaWithArgs_OutD2, int CallFunc_LVarToInt_ReturnValue, float K2Node_Event_DeltaSeconds, byte K2Node_ComponentBoundEvent_FingerIndex2, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent2, byte K2Node_ComponentBoundEvent_FingerIndex, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent, int K2Node_CustomEvent_EmoteIndex2, int K2Node_CustomEvent_EmoteIndex, bool CallFunc_IsValid_ReturnValue, int K2Node_CustomEvent_slotId, ItemDefineID K2Node_CustomEvent_NewItemID, bool CallFunc_Less_IntInt_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyBattleSlotMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, bool CallFunc_PutOffEquipmentBySlot_result, float CallFunc_Add_FloatFloat_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate2, bool CallFunc_PutOnCustomEquipmentByID_result, delegate K2Node_CreateDelegate_OutputDelegate3, delegate K2Node_CreateDelegate_OutputDelegate4, enum K2Node_CustomEvent_SlotType, bool K2Node_CustomEvent_isEquipped, int K2Node_CustomEvent_ItemID, int CallFunc_Conv_ByteToInt_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate5, float K2Node_CustomEvent_From, float CallFunc_Lerp_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue, int CallFunc_TypeToInt_ReturnValue, BackpackAvatarHandle* CallFunc_GetLoadedHandle_ReturnValue);// 0x2859eb0
  8024.         void OnSetForceUseDefaultIdle__DelegateSignature(bool force);// 0x2859eb0
  8025.         void OnEquipClothStateChange__DelegateSignature(BackpackAvatarHandle* AvatarHandle, bool IsEuqiped, int ItemID);// 0x2859eb0
  8026.         void OnChangeWeaopon__DelegateSignature();// 0x2859eb0
  8027.         void OnchangeGender__DelegateSignature();// 0x2859eb0
  8028.         void OnChangeEquipment__DelegateSignature();// 0x2859eb0
  8029.         void OnStopAction__DelegateSignature(int ActionID);// 0x2859eb0
  8030.         void OnPlayAction__DelegateSignature(int ActionID);// 0x2859eb0
  8031.         void OnLogicPuton__DelegateSignature(enum SlotType, ItemDefineID NewItemID, ItemDefineID OldParam, int LuaID);// 0x2859eb0
  8032.         BP_LobbyWeaponManager_C* BP_LobbyWeaponManager;//[Offset: 0x724 , Size: 4]
  8033.         LobbyPlayEmoteComponent_BP_C* LobbyPlayEmoteComponent_BP;//[Offset: 0x728 , Size: 4]
  8034.         LobbyWeaponAnimationComponent_C* LobbyWeaponAnimationComponent;//[Offset: 0x72c , Size: 4]
  8035.         SkeletalMeshComponent* WeaponSkeletalMesh;//[Offset: 0x730 , Size: 4]
  8036.         CharacterAvatarComp2_BP_C* CharacterAvatarComp2_BP;//[Offset: 0x734 , Size: 4]
  8037.         AELobbyCharAnimListComp* AELobbyCharAnimListComp;//[Offset: 0x738 , Size: 4]
  8038.         float Timeline_0_Time_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x73c , Size: 4]
  8039.         byte Timeline_0__Direction_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x740 , Size: 1]
  8040.         TimelineComponent* Timeline;//[Offset: 0x744 , Size: 4]
  8041.         int headid;//[Offset: 0x748 , Size: 4]
  8042.         int resID;//[Offset: 0x74c , Size: 4]
  8043.         bool press;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x750 , Size: 1]
  8044.         float LocationX;//[Offset: 0x754 , Size: 4]
  8045.         Rotator LastRotator;//[Offset: 0x758 , Size: 12]
  8046.         byte FingerIndex;//[Offset: 0x764 , Size: 1]
  8047.         int LobbyPosition;//[Offset: 0x768 , Size: 4]
  8048.         bool IsHoldingWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76c , Size: 1]
  8049.         STExtraWeapon* curEquipingWeapon;//[Offset: 0x770 , Size: 4]
  8050.         <int,BackpackEmoteHandle*> EmoteItemIDToHandleMap;//[Offset: 0x774 , Size: 60]
  8051.         FString PlayerKey;//[Offset: 0x7b0 , Size: 12]
  8052.         bool HeadIsVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7bc , Size: 1]
  8053.         bool CanRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7bd , Size: 1]
  8054.         bool bMan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7be , Size: 1]
  8055.         int LuaID;//[Offset: 0x7c0 , Size: 4]
  8056.         delegate OnLogicPuton;//[Offset: 0x7c4 , Size: 12]
  8057.         bool bHasBeginPlayed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d0 , Size: 1]
  8058.         delegate OnPlayAction;//[Offset: 0x7d4 , Size: 12]
  8059.         delegate OnStopAction;//[Offset: 0x7e0 , Size: 12]
  8060.         delegate OnChangeEquipment;//[Offset: 0x7ec , Size: 12]
  8061.         BackpackEmoteHandle* CurEmoteHandle;//[Offset: 0x7f8 , Size: 4]
  8062.         bool bIsEmoteLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7fc , Size: 1]
  8063.         int CurShowingWeaponSkinID;//[Offset: 0x800 , Size: 4]
  8064.         int CurrentActionID;//[Offset: 0x804 , Size: 4]
  8065.         bool IsChangingHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x808 , Size: 1]
  8066.         int HeadTypeID;//[Offset: 0x80c , Size: 4]
  8067.         int PlayOnChangingHeadAcionID;//[Offset: 0x810 , Size: 4]
  8068.         int CurPlayEmoteId;//[Offset: 0x814 , Size: 4]
  8069.         bool IsPlayingAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x818 , Size: 1]
  8070.         float RotateTime;//[Offset: 0x81c , Size: 4]
  8071.         float TargetRotation;//[Offset: 0x820 , Size: 4]
  8072.         bool StartRotateFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824 , Size: 1]
  8073.         int SubType;//[Offset: 0x828 , Size: 4]
  8074.         int ColorID;//[Offset: 0x82c , Size: 4]
  8075.         int PatternID;//[Offset: 0x830 , Size: 4]
  8076.         float ClothAnimDyAlpha;//[Offset: 0x834 , Size: 4]
  8077.         float CurClothAnimDyAlpha;//[Offset: 0x838 , Size: 4]
  8078.         float ClothAnimDyAlphaDiff;//[Offset: 0x83c , Size: 4]
  8079.         byte UpdateFlag;//[Offset: 0x840 , Size: 1]
  8080.         bool bManInited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x841 , Size: 1]
  8081.         bool isMVPMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x842 , Size: 1]
  8082.         delegate OnchangeGender;//[Offset: 0x844 , Size: 12]
  8083.         delegate OnChangeWeaopon;//[Offset: 0x850 , Size: 12]
  8084.         bool bSyncLoadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c , Size: 1]
  8085.         bool bWeaponAnimLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85d , Size: 1]
  8086.         bool bWeaponMeshAndMatLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85e , Size: 1]
  8087.         bool bPlayIdleAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85f , Size: 1]
  8088.         bool isAutoTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x860 , Size: 1]
  8089.         int ExactDeviceLevel;//[Offset: 0x864 , Size: 4]
  8090.         Vector LocationBeforeEmote;//[Offset: 0x868 , Size: 12]
  8091.         <int> NoneLODModeWeapons;//[Offset: 0x874 , Size: 60]
  8092.         int AvatarLevel;//[Offset: 0x8b0 , Size: 4]
  8093.         <int> DynamicMatClothSet;//[Offset: 0x8b4 , Size: 60]
  8094.         bool ClothDyMatChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8f0 , Size: 1]
  8095.         float Inten;//[Offset: 0x8f4 , Size: 4]
  8096.         delegate OnEquipClothStateChange;//[Offset: 0x8f8 , Size: 12]
  8097.         bool ForceUseDefaultIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x904 , Size: 1]
  8098.         delegate OnSetForceUseDefaultIdle;//[Offset: 0x908 , Size: 12]
  8099.         <int,int> DynamicMatClothMap;//[Offset: 0x914 , Size: 60]
  8100.  
  8101. --------------------------------
  8102. Class: STExtraLobbyCharacter.Character.Pawn.Actor.Object
  8103.         bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e8 , Size: 1]
  8104.         FString LobbyPlayerKey;//[Offset: 0x5ec , Size: 12]
  8105.         bool bWeaponAnimOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f8 , Size: 1]
  8106.         delegate lobbyCharacterSceneTypeChangeEvent;//[Offset: 0x5fc , Size: 12]
  8107.         byte charSceneType;//[Offset: 0x608 , Size: 1]
  8108.         byte lobbyPosIdx;//[Offset: 0x609 , Size: 1]
  8109.         int LocalLobbyPos;//[Offset: 0x60c , Size: 4]
  8110.         delegate lobbyCharGenderChangeDelegate;//[Offset: 0x610 , Size: 12]
  8111.         byte lobbyGender;//[Offset: 0x61c , Size: 1]
  8112.         class AnimInstance* LobbyMaleAnimClass;//[Offset: 0x620 , Size: 40]
  8113.         class AnimInstance* LobbyFemaleAnimClass;//[Offset: 0x648 , Size: 40]
  8114.         STExtraWeapon* curEquipWeapon;//[Offset: 0x670 , Size: 4]
  8115.         WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x674 , Size: 4]
  8116.         int resultAvatarPoseIndex;//[Offset: 0x678 , Size: 4]
  8117.         delegate lobbyAnimWeaponChangeDelegate;//[Offset: 0x67c , Size: 12]
  8118.         delegate lobbyCharPosChangeDelegate;//[Offset: 0x688 , Size: 12]
  8119.         BackpackEmoteHandle* curHandle;//[Offset: 0x694 , Size: 4]
  8120.         delegate EmoteMontageStartEvent;//[Offset: 0x698 , Size: 12]
  8121.         delegate EmoteMontageFinishedEvent;//[Offset: 0x6a4 , Size: 12]
  8122.         AkComponent* emoteSound_Comp;//[Offset: 0x6b0 , Size: 4]
  8123.         delegate SimulateHurtEvent;//[Offset: 0x6b4 , Size: 12]
  8124.         class LobbyGodEffectComponent* GodEffectComponentPath;//[Offset: 0x6c8 , Size: 40]
  8125.         bool IsMale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f4 , Size: 1]
  8126.         delegate LobbyPoseWithFriend;//[Offset: 0x6f8 , Size: 12]
  8127.         delegate LobbyCancelPoseWithFriend;//[Offset: 0x704 , Size: 12]
  8128.         FString LuaFilePath;//[Offset: 0x710 , Size: 12]
  8129.         void UnequipWeapon(STExtraWeapon* Weapon);// 0x1ee7068
  8130.         void SimulateHurt(bool bHurt);// 0x1ee6fe8
  8131.         void SetStatueInfo(out const CharacterStatueInfo Info);// 0x1ee6f04
  8132.         void SetResultAvatarPosIndex(int PosIndex);// 0x1ee6e8c
  8133.         void SetMaleAnimClass();// 0x1ee6e70
  8134.         void SetLobbyPosIndexInAvatarScene(int pos);// 0x1ee6df8
  8135.         void SetLobbyPosIndex(byte pos);// 0x1ee6d78
  8136.         void SetLobbyCharacterProperty(byte sceneType, byte pos, byte gender);// 0x1ee6c60
  8137.         void SetLobbyAnimGender(byte gender);// 0x1ee6be0
  8138.         void SetFemaleAnimClass();// 0x1ee6bc4
  8139.         void SetCharSceneType(byte sceneType);// 0x1ee6b44
  8140.         void PlayGodEffect(int Level);// 0x1ee6acc
  8141.         void PlayEmoteInterruptSound();// 0x1ee6ab8
  8142.         bool OnStopEmote();// 0x1ee6a90
  8143.         bool OnPlayEmote(int EmoteId, FString ExtraInfo);// 0x1ee68e8
  8144.         void HandleOnCharAnimLoadingFinished();// 0x1ee68d4
  8145.         AELobbyCharAnimListComp* GetWeaponAnimComponent();// 0x1ee68ac
  8146.         AnimationAsset* GetWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x1ee67a4
  8147.         int GetPosIndex();// 0x1ee677c
  8148.         byte GetLobbyPosIndex();// 0x1ee6754
  8149.         byte GetLobbyAnimGender();// 0x1ee672c
  8150.         BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x2859eb0
  8151.         STExtraWeapon* GetCurrentWeapon();// 0x1edc090
  8152.         byte GetCharSceneType();// 0x1ee6704
  8153.         AnimationAsset* GetCharacterPlayWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int AnimIndex);// 0x1ee65fc
  8154.         AnimationAsset* GetCharacterAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x1ee64f4
  8155.         void EquipWeapon(STExtraWeapon* Weapon);// 0x1ee647c
  8156.         void CallGlobalLuaFunction(FString FunctionName);// 0x1ee63c0
  8157.  
  8158. --------------------------------
  8159. Class: ItemDefineID
  8160.         int Type;//[Offset: 0x0 , Size: 4]
  8161.         int TypeSpecificID;//[Offset: 0x4 , Size: 4]
  8162.         bool bValidItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  8163.         bool bValidInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9 , Size: 1]
  8164.         uint64 InstanceID;//[Offset: 0x10 , Size: 8]
  8165.  
  8166. --------------------------------
  8167. Class: BP_STRUCT_WeaponSkinMapping_type
  8168.         FString OutputDesc_0_4C755C4055DE81011AC086EE07D9D3D3;//[Offset: 0x0 , Size: 12]
  8169.         int SkinID_1_6AF5A0C03E8D665F2B8E33D5019212C4;//[Offset: 0xc , Size: 4]
  8170.         int WeaponID_2_1D11360041F2AB4A2B54AC9608775314;//[Offset: 0x10 , Size: 4]
  8171.         FString URL_3_276895001829BC3265405AC70F011B5C;//[Offset: 0x14 , Size: 12]
  8172.         FString iconURL_4_1C201F405280621B7F9C0B550EBB3B4C;//[Offset: 0x20 , Size: 12]
  8173.  
  8174. --------------------------------
  8175. Class: STClothAnimInstance.AnimInstance.Object
  8176.         enum AnimInstanceType;//[Offset: 0x2ec , Size: 1]
  8177.         STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2f0 , Size: 4]
  8178.         bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1]
  8179.         bool C_IsSimulatCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5 , Size: 1]
  8180.         float C_BlendFactorInLobby;//[Offset: 0x2f8 , Size: 4]
  8181.         float C_BlendFactorInBattle;//[Offset: 0x2fc , Size: 4]
  8182.         float C_MoveThreshold;//[Offset: 0x300 , Size: 4]
  8183.         float C_BlendScaleThreshold;//[Offset: 0x304 , Size: 4]
  8184.         float C_BlendScale;//[Offset: 0x308 , Size: 4]
  8185.         SkeletalMeshComponent* ParentMesh;//[Offset: 0x310 , Size: 4]
  8186.         Vector LastLocation;//[Offset: 0x314 , Size: 12]
  8187.         SkeletalMeshComponent* TryGetParentMeshComponent();// 0x1ccbdc0
  8188.         bool isCothAnimEnable();// 0x1e7c980
  8189.         void EnableClothAnim();// 0x1e7c96c
  8190.         void DisableClothAnim();// 0x1e7c958
  8191.  
  8192. --------------------------------
  8193. Class: STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
  8194.         delegate OnPlayerTeleport;//[Offset: 0xa90 , Size: 12]
  8195.         delegate OnDeath;//[Offset: 0xa9c , Size: 12]
  8196.         delegate OnBulletChange;//[Offset: 0xaa8 , Size: 12]
  8197.         delegate OnPlayerPoseChange;//[Offset: 0xab4 , Size: 12]
  8198.         delegate OnPlayerEnterRescueingStatus;//[Offset: 0xac0 , Size: 12]
  8199.         delegate OnPlayerEnterCallingForRevivalStatus;//[Offset: 0xacc , Size: 12]
  8200.         delegate OnPlayerPickUp;//[Offset: 0xad8 , Size: 12]
  8201.         delegate OnPlayerWeaponChangeState;//[Offset: 0xae4 , Size: 12]
  8202.         delegate OnWeaponFireModeChangeDelegate;//[Offset: 0xaf0 , Size: 12]
  8203.         delegate OnHideUIAfterPlayerDeadDelegate;//[Offset: 0xafc , Size: 12]
  8204.         delegate OnPlayerHandFoldedChanged;//[Offset: 0xb08 , Size: 12]
  8205.         delegate IsEnterNearDeathDelegate;//[Offset: 0xb14 , Size: 12]
  8206.         delegate OnCharacterAimModeChanged;//[Offset: 0xb40 , Size: 12]
  8207.         delegate OnPerspectiveChanged;//[Offset: 0xb4c , Size: 12]
  8208.         delegate OnDoSomethingDelaySomeFrames;//[Offset: 0xb58 , Size: 12]
  8209.         delegate OnDeathDelegate;//[Offset: 0xb64 , Size: 12]
  8210.         delegate OnPostTakeDamage;//[Offset: 0xb70 , Size: 12]
  8211.         delegate OnReconnectNotifyDelegate;//[Offset: 0xb7c , Size: 12]
  8212.         delegate OnStartInitDelegate;//[Offset: 0xb88 , Size: 12]
  8213.         delegate OnCharacterShootHitServerDelegate;//[Offset: 0xb94 , Size: 12]
  8214.         delegate OnUpdateForSleepComponent;//[Offset: 0xba0 , Size: 12]
  8215.         delegate AnimMontagePlayDelegate;//[Offset: 0xbdc , Size: 12]
  8216.         delegate AnimPlaySlotAnimDelegate;//[Offset: 0xbe8 , Size: 12]
  8217.         delegate OnCharacterStartFillGasDelegate;//[Offset: 0xbf4 , Size: 12]
  8218.         delegate OnCharacterStartFireDelegate;//[Offset: 0xc00 , Size: 12]
  8219.         delegate OnCharacterStopFireDelegate;//[Offset: 0xc0c , Size: 12]
  8220.         delegate OnCharacterShootDelegate;//[Offset: 0xc18 , Size: 12]
  8221.         delegate OnCharacterBecomeViewTarget;//[Offset: 0xc24 , Size: 12]
  8222.         delegate OnCharacterEndViewTarget;//[Offset: 0xc30 , Size: 12]
  8223.         delegate OnCharacterWeaponEquipDelegate;//[Offset: 0xc3c , Size: 12]
  8224.         delegate OnCharacterWeaponUnEquipDelegate;//[Offset: 0xc48 , Size: 12]
  8225.         delegate OnPawnChangeFinishDelegate;//[Offset: 0xc54 , Size: 12]
  8226.         delegate OnPawnRespawnDelegate;//[Offset: 0xc60 , Size: 12]
  8227.         AkAudioEvent* DeathSound;//[Offset: 0xc6c , Size: 4]
  8228.         AkAudioEvent* PickupSound;//[Offset: 0xc70 , Size: 4]
  8229.         AkAudioEvent* ThrowawayWeaponSound;//[Offset: 0xc74 , Size: 4]
  8230.         AkAudioEvent* SwitchFireModeSound;//[Offset: 0xc78 , Size: 4]
  8231.         AkAudioEvent* SwitchSightSound;//[Offset: 0xc7c , Size: 4]
  8232.         AkAudioEvent* MountAccessoriesSound;//[Offset: 0xc80 , Size: 4]
  8233.         bool IsInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc84 , Size: 1]
  8234.         bool bShowName;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc84 , Size: 1]
  8235.         bool bShowDamageToOther;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc84 , Size: 1]
  8236.         float NetDelayMinAniCompensate;//[Offset: 0xc88 , Size: 4]
  8237.         bool bIsFPPOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8c , Size: 1]
  8238.         float Money;//[Offset: 0xc90 , Size: 4]
  8239.         bool bHasHandleDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc94 , Size: 1]
  8240.         bool bDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc95 , Size: 1]
  8241.         bool bIgnoreInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc95 , Size: 1]
  8242.         bool FriendThread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc96 , Size: 1]
  8243.         bool bUseSameTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc97 , Size: 1]
  8244.         float MaxSwimSprintSpeed;//[Offset: 0xc98 , Size: 4]
  8245.         bool IsFiveTimesWalkSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc9c , Size: 1]
  8246.         bool bIsSelfieMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9d , Size: 1]
  8247.         bool bIsDrawLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9e , Size: 1]
  8248.         bool bAllowToggleADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9f , Size: 1]
  8249.         float AllowToggleADSCoolDownLength;//[Offset: 0xca4 , Size: 4]
  8250.         float PreviousValueToSetForHealthPredict;//[Offset: 0xcac , Size: 4]
  8251.         float PreviousValueToSetForEnergyPredict;//[Offset: 0xcb0 , Size: 4]
  8252.         float ValueLimitForHealthPredict;//[Offset: 0xcb4 , Size: 4]
  8253.         float ValueLimitForSignalHPPredict;//[Offset: 0xcb8 , Size: 4]
  8254.         float ValueForSignalHPPredict;//[Offset: 0xcbc , Size: 4]
  8255.         FName HeadSocketName;//[Offset: 0xcc0 , Size: 8]
  8256.         FName LFootSocketName;//[Offset: 0xcc8 , Size: 8]
  8257.         FName RFootSocketName;//[Offset: 0xcd0 , Size: 8]
  8258.         MoveAntiCheatComponent* MoveAntiCheatComponent;//[Offset: 0xcd8 , Size: 4]
  8259.         LagCompensationComponent* LagCompensationComponent;//[Offset: 0xcdc , Size: 4]
  8260.         BaseCharacterEffectCom* EffectComponent;//[Offset: 0xce0 , Size: 4]
  8261.         EffectComponent* NewEffectComponent;//[Offset: 0xce4 , Size: 4]
  8262.         CharacterParachuteComponent* ParachuteComponent;//[Offset: 0xce8 , Size: 4]
  8263.         NavigationInvokerComponent* NavigationInvokerComponent;//[Offset: 0xcec , Size: 4]
  8264.         CapsuleComponent* DeltaRotationTestCapusle;//[Offset: 0xcf0 , Size: 4]
  8265.         bool bIsWeaponFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf4 , Size: 1]
  8266.         Rotator ServerControlRotation;//[Offset: 0xcf8 , Size: 12]
  8267.         byte PoseState;//[Offset: 0xd04 , Size: 1]
  8268.         float LastChangeCapsuleSizeTime;//[Offset: 0xd08 , Size: 4]
  8269.         Actor* ThePlane;//[Offset: 0xd0c , Size: 4]
  8270.         float ReplicatedNowShovelingSpeed;//[Offset: 0xd10 , Size: 4]
  8271.         Rotator ReplicatedShovelingRotation;//[Offset: 0xd14 , Size: 12]
  8272.         bool SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd20 , Size: 1]
  8273.         bool IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd21 , Size: 1]
  8274.         bool bIsHideCrossHairType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd30 , Size: 1]
  8275.         float RadialDamageScale;//[Offset: 0xd38 , Size: 4]
  8276.         byte LastPoseState;//[Offset: 0xd3c , Size: 1]
  8277.         bool bEnablePoseStateChangeOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3d , Size: 1]
  8278.         float ConstPoseStateOptimizeOfflineTime;//[Offset: 0xd40 , Size: 4]
  8279.         bool bUsePoseStateOfflineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48 , Size: 1]
  8280.         bool bUpdateCameraWhenShootInMovePlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd49 , Size: 1]
  8281.         bool bEnableSwoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4a , Size: 1]
  8282.         float AnimDeathLifeSpan;//[Offset: 0xd4c , Size: 4]
  8283.         bool DestroyOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd50 , Size: 1]
  8284.         class STExtraShootWeapon* AutoEquipWeaponTemplate;//[Offset: 0xd54 , Size: 4]
  8285.         WeaponSlotSwitchTimeData[] SwitchSlotTimeDataList;//[Offset: 0xd58 , Size: 12]
  8286.         Actor*[] PlayerSlotData;//[Offset: 0xd64 , Size: 12]
  8287.         Actor*[] InventoryData;//[Offset: 0xd70 , Size: 12]
  8288.         AkComponent* SoundComp;//[Offset: 0xdcc , Size: 4]
  8289.         AkComponent* AmbientSoundComp;//[Offset: 0xdd0 , Size: 4]
  8290.         bool IsAmbientSoundPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd4 , Size: 1]
  8291.         bool bEnableFootSoundOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd5 , Size: 1]
  8292.         AkAudioEvent* FootstepSound;//[Offset: 0xdd8 , Size: 4]
  8293.         AkAudioEvent* AmbientSound;//[Offset: 0xddc , Size: 4]
  8294.         <FString,SpecialAmbientData> SpecialMapAmbientSoundConfig;//[Offset: 0xde0 , Size: 60]
  8295.         SceneComponent* MeshContainer;//[Offset: 0xe1c , Size: 4]
  8296.         int CurrentTaskTriggerAreaID;//[Offset: 0xe20 , Size: 4]
  8297.         float SignalHPBeforeEnterBreath;//[Offset: 0xe24 , Size: 4]
  8298.         float ProduceSoundInterval;//[Offset: 0xe28 , Size: 4]
  8299.         float ProduceSoundVelocitySquared;//[Offset: 0xe2c , Size: 4]
  8300.         float HearRadius;//[Offset: 0xe30 , Size: 4]
  8301.         bool bVaultIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe38 , Size: 1]
  8302.         bool bIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe39 , Size: 1]
  8303.         Actor* WaterObj;//[Offset: 0xe3c , Size: 4]
  8304.         bool UseShootVerifyEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe40 , Size: 1]
  8305.         byte DSHitPartJudgment;//[Offset: 0xe42 , Size: 1]
  8306.         STCharacterNearDeathComp* NearDeatchComponent;//[Offset: 0xe44 , Size: 4]
  8307.         STCharacterRescueOtherComp* RescueOtherComponent;//[Offset: 0xe48 , Size: 4]
  8308.         STCharacterFollowComp* AutoFollowComponent;//[Offset: 0xe4c , Size: 4]
  8309.         bool IsRescueingOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe50 , Size: 1]
  8310.         float ReplciateRestoringDuraion;//[Offset: 0xe54 , Size: 4]
  8311.         float NearDeathBreath;//[Offset: 0xe58 , Size: 4]
  8312.         bool IsBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5c , Size: 1]
  8313.         float EnterNearDeathCDTimeInitValue;//[Offset: 0xe60 , Size: 4]
  8314.         bool bIsCallingForRevival;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe68 , Size: 1]
  8315.         float DistSquaredInterruptRevival;//[Offset: 0xe6c , Size: 4]
  8316.         BodyTypeDef ProneBodyDef;//[Offset: 0xe70 , Size: 8]
  8317.         BodyTypeDef StandBodyDef;//[Offset: 0xe78 , Size: 8]
  8318.         BodyTypeDef CrouchBodyDef;//[Offset: 0xe80 , Size: 8]
  8319.         BodyTypeDef DyingBodyDef;//[Offset: 0xe88 , Size: 8]
  8320.         BodyTypeDef VechicleBodyDef;//[Offset: 0xe90 , Size: 8]
  8321.         <FString,enum> NewHitBodyPosMap;//[Offset: 0xe98 , Size: 60]
  8322.         Vector ScopeNewIdleLoc;//[Offset: 0xed4 , Size: 12]
  8323.         Vector ScopeNewAimLoc;//[Offset: 0xee0 , Size: 12]
  8324.         float ScopeMoveInOutSpeed;//[Offset: 0xeec , Size: 4]
  8325.         Vector ScopeAimShootSpreadDir;//[Offset: 0xef0 , Size: 12]
  8326.         float ScopeAimShootSpreadAddDirValSpeed;//[Offset: 0xefc , Size: 4]
  8327.         float ScopeAimShootSpreadDecDirValSpeed;//[Offset: 0xf00 , Size: 4]
  8328.         float ScopeAimShootSpreadDirValMax;//[Offset: 0xf04 , Size: 4]
  8329.         Rotator ScopeAimShootSpreadRot;//[Offset: 0xf0c , Size: 12]
  8330.         float ScopeAimShootSpreadAddRotValSpeed;//[Offset: 0xf18 , Size: 4]
  8331.         float ScopeAimShootSpreadDecRotValSpeed;//[Offset: 0xf1c , Size: 4]
  8332.         float ScopeAimShootSpreadRotValMax;//[Offset: 0xf20 , Size: 4]
  8333.         float ScopeLagScale;//[Offset: 0xf28 , Size: 4]
  8334.         float ScopeAimCrosshairUIScale;//[Offset: 0xf2c , Size: 4]
  8335.         float ScopeFov;//[Offset: 0xf30 , Size: 4]
  8336.         bool bIsUseDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf34 , Size: 1]
  8337.         class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0xf38 , Size: 4]
  8338.         class PlayerTombBox* DefaultDeadInventoryBoxTemplate;//[Offset: 0xf3c , Size: 4]
  8339.         float DeadInventoryBoxOverrideFindPutDownPointZThreshold;//[Offset: 0xf40 , Size: 4]
  8340.         int FirstDamageTypeSpesificID;//[Offset: 0xf44 , Size: 4]
  8341.         float RefreshUITimeAfterSpawn;//[Offset: 0xf48 , Size: 4]
  8342.         float RefreshUITimeAfterSpawnInterval;//[Offset: 0xf4c , Size: 4]
  8343.         Vector ScopeNewTargetLoc;//[Offset: 0xf58 , Size: 12]
  8344.         bool bMarkScopeLocDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf64 , Size: 1]
  8345.         CustomSpringArmComponent* SpringArmComp;//[Offset: 0xf68 , Size: 4]
  8346.         CameraComponent* ThirdPersonCameraComponent;//[Offset: 0xf6c , Size: 4]
  8347.         SpringArmComponent* FPPSpringArmComp;//[Offset: 0xf70 , Size: 4]
  8348.         CameraComponent* FPPCameraComp;//[Offset: 0xf74 , Size: 4]
  8349.         SpringArmComponent* ScopeSpringArmComp;//[Offset: 0xf78 , Size: 4]
  8350.         CameraComponent* ScopeCameraComp;//[Offset: 0xf7c , Size: 4]
  8351.         SceneComponent* ShoulderCameraRoot;//[Offset: 0xf80 , Size: 4]
  8352.         bool bHasStuckOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf84 , Size: 1]
  8353.         SyncAKEvent SyncAKEvent;//[Offset: 0xf88 , Size: 16]
  8354.         delegate OnJoyStickInteruptDelegate;//[Offset: 0xf98 , Size: 12]
  8355.         delegate OnPlayerAttrChangeDelegate;//[Offset: 0xfa4 , Size: 12]
  8356.         delegate OnCharacterAttrChangedWithDetail;//[Offset: 0xfb0 , Size: 12]
  8357.         delegate OnMovementBaseChanged;//[Offset: 0xfbc , Size: 12]
  8358.         bool bIsDelayingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc8 , Size: 1]
  8359.         bool bDebugNewWeaponSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc9 , Size: 1]
  8360.         bool bDebugPVEShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfca , Size: 1]
  8361.         BoxComponent* ProneBoxComponent;//[Offset: 0xfcc , Size: 4]
  8362.         Vector ProneBoxRelativeLocation;//[Offset: 0xfd0 , Size: 12]
  8363.         DamageCauserRecordData[] DamageCauserRecords;//[Offset: 0xfdc , Size: 12]
  8364.         DamageCauserRecordData[] DamageRecords;//[Offset: 0xfe8 , Size: 12]
  8365.         STCharacterMovementComponent* STCharacterMovement;//[Offset: 0xff4 , Size: 4]
  8366.         float PickUpRadius;//[Offset: 0xff8 , Size: 4]
  8367.         SimViewData SimulateViewData;//[Offset: 0xffc , Size: 6]
  8368.         AnchorPlatData AnchorPlat;//[Offset: 0x1004 , Size: 8]
  8369.         class TrailMarkActor* ProneTrailMarkClass;//[Offset: 0x1010 , Size: 40]
  8370.         TrailMarkActor* WeakProneTrailMarkActor;//[Offset: 0x1038 , Size: 8]
  8371.         delegate OnMoveBlockDelegate;//[Offset: 0x104c , Size: 12]
  8372.         PickUpItemData[] CacheDropItemDataList;//[Offset: 0x1058 , Size: 12]
  8373.         float MaxDispalyFootprintDistance;//[Offset: 0x1068 , Size: 4]
  8374.         Rotator DefaultMeshRot;//[Offset: 0x106c , Size: 12]
  8375.         KilledTipsBlock BlockData;//[Offset: 0x1078 , Size: 40]
  8376.         class AnimInstance* MainCharAnimClass;//[Offset: 0x10a0 , Size: 4]
  8377.         class AnimInstance* MainCharFPPAnimClass;//[Offset: 0x10a4 , Size: 4]
  8378.         bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ac , Size: 1]
  8379.         int CurrentEmoteIndex;//[Offset: 0x10b0 , Size: 4]
  8380.         delegate EmoteMontageFinishedEvent;//[Offset: 0x10b8 , Size: 12]
  8381.         delegate OnLoadAndStartPlayEmoteAnimEvent;//[Offset: 0x10c4 , Size: 12]
  8382.         delegate ReadyToPlayEmoteMontageFailedDelegate;//[Offset: 0x10d0 , Size: 12]
  8383.         AnimationAsset* TempEmoteResource;//[Offset: 0x10e0 , Size: 40]
  8384.         AnimSequenceBase* CurrentLoadedEmoteSequence;//[Offset: 0x1108 , Size: 4]
  8385.         float CurrentLoadedEmoteBlendTime;//[Offset: 0x110c , Size: 4]
  8386.         float AIThrowPitch;//[Offset: 0x1114 , Size: 4]
  8387.         Vector2D AISpeedScale;//[Offset: 0x1118 , Size: 8]
  8388.         <FName,enum> PawnStateRelatedBuffMap;//[Offset: 0x1120 , Size: 60]
  8389.         int[] ToRemoveBuffSkillIdListWhenOnPlane;//[Offset: 0x115c , Size: 12]
  8390.         bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1168 , Size: 1]
  8391.         bool IsAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1169 , Size: 1]
  8392.         STExtraBaseCharacter* WhoFollowMe;//[Offset: 0x116c , Size: 4]
  8393.         Vector CurInputVector;//[Offset: 0x1170 , Size: 12]
  8394.         StaticMeshComponent* ScopComp;//[Offset: 0x117c , Size: 4]
  8395.         PhysicsAsset* PhysicsAssetOverride_Dead;//[Offset: 0x118c , Size: 4]
  8396.         float voiceCheckCD;//[Offset: 0x1190 , Size: 4]
  8397.         float voiceCheckShowCD;//[Offset: 0x1194 , Size: 4]
  8398.         float VoiceCheckDis;//[Offset: 0x1198 , Size: 4]
  8399.         int voiceBeginCheckDisWhenUAV;//[Offset: 0x119c , Size: 4]
  8400.         <byte> DanyinCompletedIDSet;//[Offset: 0x11b8 , Size: 60]
  8401.         PlayerGunCollosionComp* PlayerGunCollosionComp;//[Offset: 0x11f4 , Size: 4]
  8402.         STExtraPlayerState* STExtraPlayerState;//[Offset: 0x1204 , Size: 4]
  8403.         byte MovementModeBeforeNearDeath;//[Offset: 0x1208 , Size: 1]
  8404.         float MoveableSwitchPoseTime;//[Offset: 0x120c , Size: 4]
  8405.         STExtraPlayerState* WhoKillMeRecord;//[Offset: 0x1210 , Size: 4]
  8406.         int HandFolderRatio;//[Offset: 0x1214 , Size: 4]
  8407.         float SwimUpRate;//[Offset: 0x1218 , Size: 4]
  8408.         PlayerSwimComponent* swimComponet;//[Offset: 0x121c , Size: 4]
  8409.         bool bEnableWorldPawnCollisionDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1220 , Size: 1]
  8410.         bool bEnableWorldPawnCollisionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1221 , Size: 1]
  8411.         Vector MoveInputState;//[Offset: 0x1254 , Size: 12]
  8412.         float SwitchPoseCD;//[Offset: 0x1280 , Size: 4]
  8413.         bool hHasCallGameModeKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12a0 , Size: 1]
  8414.         float CollideByTeammateCDConfig;//[Offset: 0x12bc , Size: 4]
  8415.         PoseChangeTime SwitchPoseTime;//[Offset: 0x12c4 , Size: 16]
  8416.         Transform HitBoxLeanTransL;//[Offset: 0x12e0 , Size: 48]
  8417.         Transform HitBoxLeanTransR;//[Offset: 0x1310 , Size: 48]
  8418.         BaseCharacterPickupProxy* PickupProxy;//[Offset: 0x1358 , Size: 4]
  8419.         CharacterWeaponManagerComponent* WeaponManagerComponent;//[Offset: 0x135c , Size: 4]
  8420.         float DelayHideDuration;//[Offset: 0x1360 , Size: 4]
  8421.         float DelayResetStandDuration;//[Offset: 0x1364 , Size: 4]
  8422.         float DelayHideDuration_SimulatePhysicsDead;//[Offset: 0x1368 , Size: 4]
  8423.         bool bEnableRagdollAfterDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x136c , Size: 1]
  8424.         float MaxRagdollActiveDuration;//[Offset: 0x1370 , Size: 4]
  8425.         bool bEnableAnimFrameCounter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x137c , Size: 1]
  8426.         PlayerAnimList CurPlayerAnimList;//[Offset: 0x1380 , Size: 140]
  8427.         AnimParamList CurAnimParamList;//[Offset: 0x140c , Size: 284]
  8428.         PlayerVehAnimList CurPlayerVehAnimList;//[Offset: 0x1528 , Size: 112]
  8429.         AnimVehParamList CurAnimVehParamList;//[Offset: 0x1598 , Size: 48]
  8430.         AnimStatusKeyList LastUpdateStatusKeyList;//[Offset: 0x15c8 , Size: 32]
  8431.         AnimStatusKeyList CurUpdateStatusKeyList;//[Offset: 0x15e8 , Size: 32]
  8432.         delegate ThrowGrenadeModeChangedDelegate;//[Offset: 0x1608 , Size: 12]
  8433.         byte ThrowGrenadeMode;//[Offset: 0x1614 , Size: 1]
  8434.         byte PrevThrowGrenadeMode;//[Offset: 0x1615 , Size: 1]
  8435.         bool IsPeekLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1624 , Size: 1]
  8436.         bool IsEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1625 , Size: 1]
  8437.         float PeekCheckCollisionTimer;//[Offset: 0x1628 , Size: 4]
  8438.         bool PeekHasCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1630 , Size: 1]
  8439.         float AutoScopeDelayTimeWhenPeek;//[Offset: 0x1634 , Size: 4]
  8440.         int IsEnableReportPlayerBehavior;//[Offset: 0x1638 , Size: 4]
  8441.         float HighWalkSpeed;//[Offset: 0x1654 , Size: 4]
  8442.         float WalkSpeedChangeRate;//[Offset: 0x1658 , Size: 4]
  8443.         float WalkSpeedThreshold;//[Offset: 0x165c , Size: 4]
  8444.         float MaxCrouchSpeed;//[Offset: 0x1660 , Size: 4]
  8445.         float MaxProneSpeed;//[Offset: 0x1664 , Size: 4]
  8446.         float MaxSprintSpeed;//[Offset: 0x1668 , Size: 4]
  8447.         float MaxSprintCrouchSpeed;//[Offset: 0x166c , Size: 4]
  8448.         float MaxSwimSpeed;//[Offset: 0x1670 , Size: 4]
  8449.         float HealthPredict;//[Offset: 0x1674 , Size: 4]
  8450.         float BreathAmount;//[Offset: 0x1678 , Size: 4]
  8451.         bool bShouldDrowningHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x167c , Size: 1]
  8452.         int PoisonSmogStage;//[Offset: 0x1680 , Size: 4]
  8453.         float PoisonSmogProgress;//[Offset: 0x1684 , Size: 4]
  8454.         float AntidoteExeTime;//[Offset: 0x1688 , Size: 4]
  8455.         float AntidoteMaxTime;//[Offset: 0x168c , Size: 4]
  8456.         float SpeedDynamicScale;//[Offset: 0x1690 , Size: 4]
  8457.         float TurnInPlaceAngel;//[Offset: 0x1694 , Size: 4]
  8458.         delegate PoisonFogStageUpdatedDelegate;//[Offset: 0x1698 , Size: 12]
  8459.         byte HealthStatus;//[Offset: 0x16a4 , Size: 1]
  8460.         <enum,BodyPartCfg> BodyPartConfigMap;//[Offset: 0x16a8 , Size: 60]
  8461.         bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16e4 , Size: 1]
  8462.         float SpeedRate;//[Offset: 0x16e8 , Size: 4]
  8463.         float EnergySpeedScale;//[Offset: 0x16ec , Size: 4]
  8464.         float RecoveryScale;//[Offset: 0x16f0 , Size: 4]
  8465.         float DefaultSpeedValue;//[Offset: 0x16f4 , Size: 4]
  8466.         float PawnBackpackCapacity;//[Offset: 0x16f8 , Size: 4]
  8467.         float SwitchWeaponSpeedScale;//[Offset: 0x16fc , Size: 4]
  8468.         CharacterEnergyData Energy;//[Offset: 0x1700 , Size: 48]
  8469.         CharacterEnergyPhase[] TemperaturePhaseList;//[Offset: 0x1730 , Size: 12]
  8470.         bool bCheckRelevantWithFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x173c , Size: 1]
  8471.         float FarDistanceAimFOV;//[Offset: 0x1740 , Size: 4]
  8472.         float FarRelevantDistanceSqured;//[Offset: 0x1744 , Size: 4]
  8473.         float MiddleDistanceAimFOV;//[Offset: 0x1748 , Size: 4]
  8474.         float MiddleRelevantDistanceSqured;//[Offset: 0x174c , Size: 4]
  8475.         float VerticalSpeedFallingDamageThrehod;//[Offset: 0x1754 , Size: 4]
  8476.         float VerticalFallingDamageCoefficient;//[Offset: 0x1758 , Size: 4]
  8477.         float PrachuteLandedFallingDamageMax;//[Offset: 0x1760 , Size: 4]
  8478.         bool EnablePrachuteLandedFallingDamageMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1764 , Size: 1]
  8479.         float HorizontalSpeedFallingDamageThrehod;//[Offset: 0x1768 , Size: 4]
  8480.         CurveFloat* CurveHorizontalSpeedFallingDamage;//[Offset: 0x176c , Size: 4]
  8481.         class STDamageCameraShake* DamageShakeClass;//[Offset: 0x1770 , Size: 4]
  8482.         float StandHalfHeight;//[Offset: 0x1774 , Size: 4]
  8483.         float CrouchHalfHeight;//[Offset: 0x1778 , Size: 4]
  8484.         float ProneHalfHeight;//[Offset: 0x177c , Size: 4]
  8485.         float CrouchEnableCheckTolerance;//[Offset: 0x1780 , Size: 4]
  8486.         float StandRadius;//[Offset: 0x1784 , Size: 4]
  8487.         float DyingRadius;//[Offset: 0x1788 , Size: 4]
  8488.         HealthPredictShowData[] HealthPredictShowDataList;//[Offset: 0x178c , Size: 12]
  8489.         HealthPredictShowData[] EnergyPredictShowDataList;//[Offset: 0x1798 , Size: 12]
  8490.         HealthPredictShowData[] SignalHPPredictShowDataList;//[Offset: 0x17a4 , Size: 12]
  8491.         SecuryInfoComponent* SecuryComponent;//[Offset: 0x17b0 , Size: 4]
  8492.         bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17c0 , Size: 1]
  8493.         delegate InAssistantStateDelegate;//[Offset: 0x17c4 , Size: 12]
  8494.         bool bWasOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17d0 , Size: 1]
  8495.         STExtraVehicleBase* LastAttachedVehicle;//[Offset: 0x17d4 , Size: 4]
  8496.         float LastVehicleDamageCD;//[Offset: 0x17d8 , Size: 4]
  8497.         int VehicleSeatIdx;//[Offset: 0x17e0 , Size: 4]
  8498.         bool bForceSetRepMovLocationOnAttachmentRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17ea , Size: 1]
  8499.         float LeaveVehicleVelocityKeepTime;//[Offset: 0x17ec , Size: 4]
  8500.         bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1808 , Size: 1]
  8501.         CharacterAvatarComponent2* AvatarComponent2;//[Offset: 0x180c , Size: 4]
  8502.         STExtraUnderWaterEffectComp* UnderWaterEffectComponent;//[Offset: 0x1810 , Size: 4]
  8503.         <enum,int> AvatarRectifyData;//[Offset: 0x1814 , Size: 60]
  8504.         HalloweenVampireCloth HalloweenVampireCloth;//[Offset: 0x1850 , Size: 8]
  8505.         delegate OnAttachedToVehicle;//[Offset: 0x1858 , Size: 12]
  8506.         delegate OnDetachedFromVehicle;//[Offset: 0x1864 , Size: 12]
  8507.         delegate OnChangedVehicleSeat;//[Offset: 0x1870 , Size: 12]
  8508.         delegate OnPlayerStateUpdated;//[Offset: 0x187c , Size: 12]
  8509.         float MaxLeaveVehicleVelocity;//[Offset: 0x1894 , Size: 4]
  8510.         delegate SwitchAngledSightEventDelegate;//[Offset: 0x18a4 , Size: 12]
  8511.         Rotator AngledSightRotOffset;//[Offset: 0x18b0 , Size: 12]
  8512.         STExtraWeapon* CurrentReloadWeapon;//[Offset: 0x1984 , Size: 4]
  8513.         bool EnableSprintSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1988 , Size: 1]
  8514.         float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x198c , Size: 4]
  8515.         int DamageMagnifierIdx;//[Offset: 0x1990 , Size: 4]
  8516.         STParachuteState STReplicateParchuteState;//[Offset: 0x1998 , Size: 24]
  8517.         UAEChaParachuteAnimListComponent* CharParachuteAnimListComponentCache;//[Offset: 0x19b0 , Size: 4]
  8518.         STReplicatedMoveState STReplicatedMoveState;//[Offset: 0x19b4 , Size: 32]
  8519.         bool bReplicatedIsStartParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19d4 , Size: 1]
  8520.         float MoveForwardInputValue;//[Offset: 0x19d8 , Size: 4]
  8521.         float MoveRightInputValue;//[Offset: 0x19dc , Size: 4]
  8522.         bool bIsParachuteLandingAnimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19e0 , Size: 1]
  8523.         float ParachuteLandingHeightAdded;//[Offset: 0x19e4 , Size: 4]
  8524.         bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19e8 , Size: 1]
  8525.         bool bEnableAutoFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19e9 , Size: 1]
  8526.         float TargetPlayerAIPolicyDecisionLogInterval;//[Offset: 0x19ec , Size: 4]
  8527.         float RelevantPlayerAIPolicyDecisionLogInterval;//[Offset: 0x19f0 , Size: 4]
  8528.         ParachuteFollowComponent* ParachuteFollowComp;//[Offset: 0x19f8 , Size: 4]
  8529.         STExtraBaseCharacter*[] FlyingTeam;//[Offset: 0x19fc , Size: 12]
  8530.         STExtraBaseCharacter* Leader;//[Offset: 0x1a08 , Size: 4]
  8531.         enum FollowState;//[Offset: 0x1a0c , Size: 1]
  8532.         ParachuteFollowState[] TeammateParachuteFollowState;//[Offset: 0x1a10 , Size: 12]
  8533.         STExtraBaseCharacter*[] Inviters;//[Offset: 0x1a1c , Size: 12]
  8534.         STExtraPlayerState*[] InviterStateArr;//[Offset: 0x1a28 , Size: 12]
  8535.         FString LatestInviter;//[Offset: 0x1a34 , Size: 12]
  8536.         bool IsDuringTransferLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a40 , Size: 1]
  8537.         float MaxTemporaryNotAllowInvitedTime;//[Offset: 0x1a48 , Size: 4]
  8538.         float maxShowAlpha;//[Offset: 0x1a50 , Size: 4]
  8539.         float MoveMaxShowDis;//[Offset: 0x1a54 , Size: 4]
  8540.         float WeaponMaxShowDis;//[Offset: 0x1a58 , Size: 4]
  8541.         float VehicleMaxShowDis;//[Offset: 0x1a5c , Size: 4]
  8542.         float FPPPutDownWeaponCoolingStart;//[Offset: 0x1a90 , Size: 4]
  8543.         float FPPPutDownWeaponCoolingEnd;//[Offset: 0x1a94 , Size: 4]
  8544.         float FPPSprintWeaponSmoothTime;//[Offset: 0x1a98 , Size: 4]
  8545.         bool bDynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1adc , Size: 1]
  8546.         LastEmoteInfo LastEmoteInfo;//[Offset: 0x1aec , Size: 12]
  8547.         float CollectPlayerRouteInterval;//[Offset: 0x1afc , Size: 4]
  8548.         int IsEnableReportRoute;//[Offset: 0x1b78 , Size: 4]
  8549.         Vector EmoteColBox;//[Offset: 0x1bb8 , Size: 12]
  8550.         int IsEnableLogAIPlayerPos;//[Offset: 0x1bcc , Size: 4]
  8551.         float CompVisionOpDis;//[Offset: 0x1bd0 , Size: 4]
  8552.         float CompVisionOpDelay;//[Offset: 0x1bd4 , Size: 4]
  8553.         bool bHasAppliedVisionCompOp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bd8 , Size: 1]
  8554.         <SceneComponent*,CharacterCompOutOfVisionOptimizationItem> CharacterCompOutOfVisionOptimizationDataMap;//[Offset: 0x1be8 , Size: 60]
  8555.         bool bEnableCompVisionOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c24 , Size: 1]
  8556.         float MaxRelavantDistance;//[Offset: 0x1c2c , Size: 4]
  8557.         float MaxRelavantDistanceSquared;//[Offset: 0x1c30 , Size: 4]
  8558.         int IsEnableReportPlayerKillFlow;//[Offset: 0x1c34 , Size: 4]
  8559.         int IsEnableReportGameSetting;//[Offset: 0x1c38 , Size: 4]
  8560.         int EnableReportGameSettingLevel;//[Offset: 0x1c3c , Size: 4]
  8561.         int IsEnableReportMrpcsInCircleFlow;//[Offset: 0x1c40 , Size: 4]
  8562.         int IsEnableReportMrpcsInPartCircleFlow;//[Offset: 0x1c44 , Size: 4]
  8563.         int IsEnableReportMrpcsFlow;//[Offset: 0x1c48 , Size: 4]
  8564.         bool CrowdAgentConsidered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c4c , Size: 1]
  8565.         UAECharacterAnimListComponent* OwnedCharacterAnimComp;//[Offset: 0x1c58 , Size: 4]
  8566.         bool bIsSwapingMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c60 , Size: 1]
  8567.         float EquipingScopeDelay;//[Offset: 0x1c64 , Size: 4]
  8568.         bool bClientHasFinishedReloadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c69 , Size: 1]
  8569.         delegate OnEquipZoomScope;//[Offset: 0x1c6c , Size: 12]
  8570.         WeaponOverrideAttrs WeaponOverrideAttrs;//[Offset: 0x1c7c , Size: 24]
  8571.         CharacterOverrideAttrs CharacterOverrideAttrs;//[Offset: 0x1c94 , Size: 16]
  8572.         float CharacterFallingVelocityZFactor;//[Offset: 0x1ca4 , Size: 4]
  8573.         bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd0 , Size: 1]
  8574.         bool IsOpenCommonShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd1 , Size: 1]
  8575.         delegate CharacterDisplayFinalDamageDelegate;//[Offset: 0x1cd4 , Size: 12]
  8576.         int AloneDistance;//[Offset: 0x1ce0 , Size: 4]
  8577.         int NearTeamPlayerDistance;//[Offset: 0x1ce4 , Size: 4]
  8578.         AnimationAsset* ChangeWearingMontage;//[Offset: 0x1cf0 , Size: 40]
  8579.         float ChangeWearingLastTime;//[Offset: 0x1d18 , Size: 4]
  8580.         int ChangeWearingPromptTextID;//[Offset: 0x1d1c , Size: 4]
  8581.         FString ChangeWearingPromptText;//[Offset: 0x1d20 , Size: 12]
  8582.         AnimMontage* ChangeWearingAnimMontage;//[Offset: 0x1d2c , Size: 4]
  8583.         delegate WearingMontageFinishedEvent;//[Offset: 0x1d30 , Size: 12]
  8584.         Vector ChangeWearingColBox;//[Offset: 0x1d7c , Size: 12]
  8585.         float PaintDecalMaxDistance;//[Offset: 0x1d88 , Size: 4]
  8586.         float PuzzlePaintDecalMaxDistance;//[Offset: 0x1d8c , Size: 4]
  8587.         bool bDetectingPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d90 , Size: 1]
  8588.         bool bValidPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d91 , Size: 1]
  8589.         float RequestPaintDecalCD;//[Offset: 0x1d94 , Size: 4]
  8590.         float MaxRequestPaintDecalCD;//[Offset: 0x1d98 , Size: 4]
  8591.         ChildActorComponent* DecalComponent;//[Offset: 0x1d9c , Size: 4]
  8592.         Actor* DecalActor;//[Offset: 0x1da0 , Size: 4]
  8593.         ChildActorComponent* PuzzleLineTraceComponent;//[Offset: 0x1da4 , Size: 4]
  8594.         Actor* PuzzleTraceLineActor;//[Offset: 0x1da8 , Size: 4]
  8595.         bool bInBattleState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dac , Size: 1]
  8596.         float OutBattleStateTime;//[Offset: 0x1db0 , Size: 4]
  8597.         delegate OnBattleStateChange;//[Offset: 0x1db8 , Size: 12]
  8598.         BonfireActor* CurBonfire;//[Offset: 0x1dc4 , Size: 4]
  8599.         BonfireActor* BuiltBonfire;//[Offset: 0x1dc8 , Size: 4]
  8600.         class STCharacterBonfireLinkComp* BonfireLinkComponentTemplate;//[Offset: 0x1dd0 , Size: 40]
  8601.         delegate OnCharacterPlayEmote;//[Offset: 0x1df8 , Size: 12]
  8602.         delegate OnCharacterWin;//[Offset: 0x1e04 , Size: 12]
  8603.         delegate OnCharacterFallingModeChange;//[Offset: 0x1e10 , Size: 12]
  8604.         Vector LastServerHitImpactPoint;//[Offset: 0x1e1c , Size: 12]
  8605.         byte RemainUseSupplySpotTimes;//[Offset: 0x1e28 , Size: 1]
  8606.         byte RemainUseEnhancerSpotTimes;//[Offset: 0x1e29 , Size: 1]
  8607.         bool IsShowHealthBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e2a , Size: 1]
  8608.         int[] UseEnhanceSpotTip;//[Offset: 0x1e2c , Size: 12]
  8609.         int MonsterDamageReduceSkillID;//[Offset: 0x1e38 , Size: 4]
  8610.         <int,InteractionEmoteConfig> InteractionEmoteConfig;//[Offset: 0x1e3c , Size: 60]
  8611.         STExtraBaseCharacter* InteractionEmoteSender;//[Offset: 0x1e78 , Size: 4]
  8612.         bool IsInitCharacterSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e8a , Size: 1]
  8613.         FString CharacterSkillTableName;//[Offset: 0x1e8c , Size: 12]
  8614.         STExtraVehicleBase* RelevantVehicleInReady;//[Offset: 0x1e98 , Size: 4]
  8615.         PhysicsAsset* DeathCachePhysicsAsset;//[Offset: 0x1e9c , Size: 4]
  8616.         AutoAimingConfig AutoAimingConfig;//[Offset: 0x1ea0 , Size: 152]
  8617.         byte MeleeAutoAimType;//[Offset: 0x1f38 , Size: 1]
  8618.         bool bIsInObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f44 , Size: 1]
  8619.         PlayerRespawnData PlayerRespawnData;//[Offset: 0x1f48 , Size: 28]
  8620.         bool bCharacterHideIngame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f64 , Size: 1]
  8621.         TimerHandle CharacterShowWeaponTimerHandle;//[Offset: 0x1f68 , Size: 8]
  8622.         float CharacterShowWeaponTime;//[Offset: 0x1f70 , Size: 4]
  8623.         enum CharacterMainType;//[Offset: 0x1f74 , Size: 1]
  8624.         enum CharacterSubType;//[Offset: 0x1f75 , Size: 1]
  8625.         delegate ZombieModePropSkillUIShowDelegate;//[Offset: 0x1f78 , Size: 12]
  8626.         int ZombieModeCurrentSkillPropLevel;//[Offset: 0x1f84 , Size: 4]
  8627.         int ZombieModeCurrentSkillPropID;//[Offset: 0x1f88 , Size: 4]
  8628.         delegate BulletTrackShowDelegate;//[Offset: 0x1f8c , Size: 12]
  8629.         delegate MarkPlayerPosDelegate;//[Offset: 0x1f98 , Size: 12]
  8630.         float Config_PlayerHurt_ResetTime;//[Offset: 0x1fa4 , Size: 4]
  8631.         PlayerVaultComponent* VaultControllerComp;//[Offset: 0x1fa8 , Size: 4]
  8632.         bool EnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fac , Size: 1]
  8633.         bool EnableBulletFlySound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fad , Size: 1]
  8634.         delegate OnUseSpringJump;//[Offset: 0x1fb0 , Size: 12]
  8635.         float LastSprintTriggerTime;//[Offset: 0x1fbc , Size: 4]
  8636.         float FallingTime;//[Offset: 0x1fc4 , Size: 4]
  8637.         bool bInteractWithActivityActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fc8 , Size: 1]
  8638.         bool IsShowRevivalPointIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fc9 , Size: 1]
  8639.         float SignalHPRemainingTime;//[Offset: 0x1fcc , Size: 4]
  8640.         bool bIsGiveupWhenMatchGoalAchieved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fd0 , Size: 1]
  8641.         Actor* MyConstActor;//[Offset: 0x1fd4 , Size: 4]
  8642.         bool EnterSnowArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fd8 , Size: 1]
  8643.         byte[] ShowSnowAreaTypes;//[Offset: 0x1fdc , Size: 12]
  8644.         float TickCanDriveSnowBoardInterval;//[Offset: 0x1fe8 , Size: 4]
  8645.         float ClientAttachToVehicleKeepTime;//[Offset: 0x1ff0 , Size: 4]
  8646.         float RefreshAnimListTimerMaxTime;//[Offset: 0x1ffc , Size: 4]
  8647.         float RealtimeVerifyInterval;//[Offset: 0x2000 , Size: 4]
  8648.         float RealtimeVerifyIntervalRandomOffset;//[Offset: 0x2004 , Size: 4]
  8649.         float FirstGuide_SafeZoneCountDownTime;//[Offset: 0x2018 , Size: 4]
  8650.         bool isUsingEnergyPoison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201c , Size: 1]
  8651.         bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201d , Size: 1]
  8652.         bool bTemperoryDisableFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201e , Size: 1]
  8653.         float FixMovementOnVehicleInterval;//[Offset: 0x2020 , Size: 4]
  8654.         float voiceCheckUAVOperatorDeltaTime;//[Offset: 0x2028 , Size: 4]
  8655.         Transform DefaultParticleAttachTransform;//[Offset: 0x2030 , Size: 48]
  8656.         byte DefaultParticleAttachLocationType;//[Offset: 0x2060 , Size: 1]
  8657.         InjuryParticleAttachOffset[] ParticleAttachOffsetArray;//[Offset: 0x2064 , Size: 12]
  8658.         float ParticleShowingInterval;//[Offset: 0x2070 , Size: 4]
  8659.         bool bIsShowingInjuryEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2078 , Size: 1]
  8660.         bool bIsShowingToxicEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2079 , Size: 1]
  8661.         ParticleSystem* InjuryAndToxicParticleEffect;//[Offset: 0x2080 , Size: 40]
  8662.         Vector MoveAdditionalSpeed;//[Offset: 0x20a8 , Size: 12]
  8663.         ParticleSystem* ProtectedInjuryAndToxicParticleEffect;//[Offset: 0x20b4 , Size: 4]
  8664.         float RTNoDamageTime;//[Offset: 0x20b8 , Size: 4]
  8665.         bool IsCanEnableWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20bc , Size: 1]
  8666.         bool IsWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c4 , Size: 1]
  8667.         float MinWingUpControlTime;//[Offset: 0x20d0 , Size: 4]
  8668.         WidgetComponent* PlayerInfoWidgetComp;//[Offset: 0x20d4 , Size: 4]
  8669.         FString DebugInfoWidgetPath;//[Offset: 0x20d8 , Size: 12]
  8670.         FString DebugInfoWidgetRefreshFunName;//[Offset: 0x20e4 , Size: 12]
  8671.         Vector DebugInfoLocation;//[Offset: 0x20f0 , Size: 12]
  8672.         Actor* ACurrentFloor;//[Offset: 0x20fc , Size: 8]
  8673.         bool IsMotifyAutoUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2104 , Size: 1]
  8674.         bool IsMotifyAttackerByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2105 , Size: 1]
  8675.         float WaitRefreshShootDetailInfoTime;//[Offset: 0x2108 , Size: 4]
  8676.         float CurWaitRefreshShootDetailInfoTime;//[Offset: 0x210c , Size: 4]
  8677.         float[] AIHotValueDebugInfo;//[Offset: 0x2110 , Size: 12]
  8678.         Actor*[] OverlapDarkAreas;//[Offset: 0x211c , Size: 12]
  8679.         float SwimmingSwitchMovementModeCD;//[Offset: 0x2128 , Size: 4]
  8680.         int PrepareEmoteId;//[Offset: 0x2130 , Size: 4]
  8681.         FString EmoteSouceEventName;//[Offset: 0x2134 , Size: 12]
  8682.         STExtraBaseCharacter* TargetPlayer;//[Offset: 0x2140 , Size: 4]
  8683.         bool bIsInUnderGroundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2144 , Size: 1]
  8684.         bool bIsAroundUndergroundEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2145 , Size: 1]
  8685.         bool bIsSkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2146 , Size: 1]
  8686.         uint32 SightVisionMask;//[Offset: 0x2148 , Size: 4]
  8687.         bool bUnderWaterPoseCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214d , Size: 1]
  8688.         void VaultStartPosNotifyBPToCpp(bool isvaultting, bool IsValidVault, STExtraBaseCharacter* vaultCharacter, Vector StartPos);// 0x1ea5278
  8689.         void VaultFailPawnCPP(const FString Content);// 0x1ea51b4
  8690.         void VaultFailPawnBluePrint(out const FString Content);// 0x1ea50e0
  8691.         void UseVehWeaponView(STExtraShootWeapon* OldVehWeapon, STExtraShootWeapon* NewVehWeapon);// 0x1ea5024
  8692.         void UseSpringJump(int SpringID);// 0x1ea4fac
  8693.         void UserCancelRescue();// 0x1ea4f98
  8694.         void UpdateUnderGroundArea(bool bEnterUnderGroundArea);// 0x1ea4f18
  8695.         bool UpdateShovelingState();// 0x1ea4ef0
  8696.         void UpdateShovelingHoldStateRelease();// 0x1ea4edc
  8697.         void UpdateShovelingHoldStatePressed();// 0x1ea4ec8
  8698.         void UpdatePoseCollisionCpp(byte CurState, byte PreState);// 0x1ea4e0c
  8699.         void UpdateFallingTime(float Delta);// 0x1ea4d94
  8700.         void UpdateDynamicHoldGunOption();// 0x1ea4d80
  8701.         void UpdateCurrentShootWeaponTick();// 0x1ea4d6c
  8702.         void UpdateAttrValue(FString AttrName, float Val, int Reason, bool bSet);// 0x1ea4bd8
  8703.         void UpdateAllInstanceBodyTransform(int Type);// 0x1ea4b60
  8704.         void UnequipWeaponFinish();// 0x1c8c854
  8705.         void UnequipWeapon(byte Slot, bool bSwitchWeapon);// 0x1ea4a9c
  8706.         void TryToBroadcastFatalDamageEvent(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x1ea48d4
  8707.         void TryPeek(bool IsLeft, bool ButtonDown);// 0x1ea4804
  8708.         void TryFollowInitialParachuteLeader(FString Name);// 0x1ea46ac
  8709.         bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x1ea45d8
  8710.         bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x1ea4550
  8711.         void ThrowGrenadeModeChangedDelegate__DelegateSignature(byte NewMode, byte PrevMode);// 0x2859eb0
  8712.         void TakeDamageWhenThrowedDelegate__DelegateSignature();// 0x2859eb0
  8713.         void SyncServerTagsChange(out const FName[] newTags, out const FName[] oldTags);// 0x1ea43ec
  8714.         void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x1ea436c
  8715.         bool SwitchWeaponCheck(byte Slot, bool bIgnoreState);// 0x1ea4298
  8716.         void SwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1ea4130
  8717.         void SwitchToLastWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x1ea4060
  8718.         void SwitchToLastNoneGrenageWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x1ea3f90
  8719.         bool SwitchPoseState(byte State, bool bIgnoreCD, bool bIgnoreCheck, bool ShouldShowPrompt, bool IsTriggerByPressBtn);// 0x1ea3dd0
  8720.         void SwapMainWeapon();// 0x1ea3dbc
  8721.         void STServerUpdateState(float InThrottleInput, float InSteeringInput, int8 State, const Rotator CameraRotation);// 0x1ea3c34
  8722.         float StopSlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float blendTime);// 0x1ea3b24
  8723.         bool StopPlayEmoteAnim(int EmoteIndex);// 0x1ea3aa4
  8724.         void StopMove();// 0x1ea3a90
  8725.         bool StopFireFilter();// 0x1ea3a60
  8726.         void StopFire();// 0x1ea3a4c
  8727.         void StopFillGas();// 0x1ea3a38
  8728.         bool StopChangeWearingAnim();// 0x1ea3a10
  8729.         void StartWaitRefreshShootDetailInfo();// 0x1ea39fc
  8730.         bool StartPlayEmoteAnim(int EmoteIndex);// 0x1ea397c
  8731.         void StartFireSimple(byte ShootMode);// 0x1ea38fc
  8732.         bool StartFireFilter(STExtraShootWeapon* ExtraWeapon);// 0x1ea3874
  8733.         void StartFire(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget, bool DoCheck, STExtraShootWeapon* ExtraWeapon);// 0x1ea3688
  8734.         void StartFillGas();// 0x1ea3674
  8735.         bool StartChangeWearingAnim();// 0x1ea364c
  8736.         void SpawnFootprint(enum FootprintType);// 0x1ea35d4
  8737.         void SpawnAndSwithToGrenadeServerCall(byte grenadeType);// 0x1ea3520
  8738.         STExtraWeapon* SpawnAndSwitchToGrenadeOnServer(FName SpesificLogicGrenadeSlot);// 0x1ea34a0
  8739.         STExtraWeapon* SpawnAndSwitchToGrenadeOnClient(FName SpesificLogicGrenadeSlot);// 0x1ea3420
  8740.         STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bResetBulletNum);// 0x1ea3264
  8741.         void ShowPlayerDebugInfo(bool bShow);// 0x1d05764
  8742.         void ShowNightVisionFrame();// 0x1ea3248
  8743.         void ShowInjuryScreenEffect();// 0x1ea3234
  8744.         void ShowDebugRole();// 0x1ea3220
  8745.         void ShowDebugRecordData();// 0x1ea320c
  8746.         void ShowDebugPickUpFlow();// 0x1ea31f8
  8747.         void ShowDebugEquipOrUnequipFlow();// 0x1ea31e4
  8748.         void ShowDebugBornLandFlow();// 0x1ea31d0
  8749.         void ShowConfirmDialogOfMisKill();// 0x1ea31b4
  8750.         bool ShouldUpdateHPOnUI();// 0x1ea3184
  8751.         bool ShouldShowCorp();// 0x1ea315c
  8752.         bool ShouldShowAnchor();// 0x1ea3134
  8753.         bool ShouldAutoScopeWhenPeek();// 0x1ea3104
  8754.         byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x1ea2f18
  8755.         void SetWeaponShootType(byte shootType);// 0x1ea2ea0
  8756.         void SetViewTargetAgainForOB();// 0x1ea2e8c
  8757.         void SetThrowGrenadeMode(byte ThrowMode);// 0x1ea2e14
  8758.         void SetTargetPlayer(STExtraBaseCharacter* InTargetPlayer);// 0x1ea2d9c
  8759.         void SetSightVision(bool Enable, enum Flag);// 0x1ea2cd4
  8760.         void SetSightCondition(bool Enable, enum Flag);// 0x1ea2cd4
  8761.         void SetRTNoDamageTimer(float Timer);// 0x1ea2c5c
  8762.         void SetReloadMethod(byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x1ea2b98
  8763.         void SetPrepareEmoteId(int InEmoteID);// 0x1ea2b20
  8764.         void SetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x1ea2a5c
  8765.         void SetPawnReloadWeaponFinished(bool IsFinished);// 0x1ea29d4
  8766.         void SetIsDuringTransferLeader(bool isTransfer);// 0x1ea2954
  8767.         void SetIsAutoFollow(bool Val, STExtraBaseCharacter* IFollowWho);// 0x1ea288c
  8768.         void SetHighWalkSpeed(float WalkSpeed);// 0x1ea2814
  8769.         void SetHealthSafety(float NewHealth, byte Reason);// 0x1ea2758
  8770.         void SetHandFoldRatio(int Ratio);// 0x1ea26e0
  8771.         void SetExitingParachute(bool ExitParachute);// 0x1ea2660
  8772.         void SetEnterSnowArea(bool IsEnterSnowArea);// 0x1ea25e0
  8773.         void SetEmoteSouceEventName(FString EventName);// 0x1ea2488
  8774.         void SetDelayStateSwitchTime(float DelayTime);// 0x1ea2410
  8775.         void SetCurScopeFov(float InFov);// 0x1ea2398
  8776.         bool SetCurrentPersonPerspective(bool IsNewFPP, bool IsInitSetting);// 0x1ea22c0
  8777.         void SetCurrentFloor(Actor* floor);// 0x1ea2248
  8778.         void SetCurBonfire(BonfireActor* newBonfire);// 0x1ea21d0
  8779.         void SetComponentsActive(class Object ComponentClass, bool IsActive);// 0x1ea2104
  8780.         void SetCheatSpeedModifier(float NewModifier);// 0x1ea2084
  8781.         void SetCharacterHideInGame(bool bHide);// 0x1ea2004
  8782.         void SetChangeWearingPromptEnable(bool bShow);// 0x1ea1f84
  8783.         void SetAntidoteMaxTime(float MaxTime);// 0x1ea1f0c
  8784.         void SetAntidoteExeTime(float ExeTime);// 0x1ea1e94
  8785.         void SetAnimParamIsRescueing(bool Val);// 0x1ea1e14
  8786.         void SetAnimParamIsNearDeathStatus(bool Val);// 0x1ea1d94
  8787.         void SetAnimParamCallingForRevival(bool bIsCalling);// 0x1ea1d14
  8788.         void SetAnimMontagePlayRate(AnimMontage* AnimMontage, float InPlayRate);// 0x1ea1c58
  8789.         void SetAmbientRTPC(FString RTPC, float Value);// 0x1ea1abc
  8790.         void SetAIActive(bool bActive);// 0x1ea1a3c
  8791.         void ServerUpdateShovelingHoldState(bool ishold);// 0x1ea1974
  8792.         void ServerTriggerJump();// 0x1ea1918
  8793.         void ServerSetPoisonSmogStage(int SmogStage);// 0x1ea18a0
  8794.         void ServerSetPeekState(bool IsLeft, bool ButtonDown);// 0x1ea177c
  8795.         void ServerSetPeekCollision(bool HasCollision);// 0x1ea16b4
  8796.         void ServerSetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x1ea15a4
  8797.         void ServerSetMovementState(Vector Input);// 0x1ea14f8
  8798.         void ServerSendToLobbyServerUseItem(int ItemID, int Count);// 0x1ea143c
  8799.         void ServerResponseInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x1ea1258
  8800.         void ServerRequestPaintDecal(int DecalId, const PlayerDecalData DecalData);// 0x1ea10a4
  8801.         void ServerInviteTeammate(FString Name, enum InvitationType);// 0x1ea0f68
  8802.         void ServerHandleBulletHitData(STExtraWeapon* OwnerWeapon, out BulletHitInfoUploadData Data);// 0x1ea0e54
  8803.         void ServerFollowTeammate(FString Name);// 0x1ea0d60
  8804.         void ServerEndZombieModePropSkill();// 0x1c8c854
  8805.         void ServerChangeThrowGrenadeMode(byte ThrowMode);// 0x1ea0cac
  8806.         void ServerCancelFollow();// 0x1ea0c50
  8807.         void SendServerMoveToClientUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x1ea0b18
  8808.         void SendClientMoveToServerUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x1ea09a0
  8809.         void SendClientMoveToServerReliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x1ea0828
  8810.         SearchedTombBoxAndWrapperListResult[] SearchTombBoxes();// 0x1ea0704
  8811.         SearchedPickUpItemResult[] SearchPickUpWrapperActors(bool bIncludeWrapprsOnGround, bool bIncludeWrapprsInBox);// 0x1ea0600
  8812.         void Scoping(byte NewType);// 0x1ea0588
  8813.         void ScopeOut(byte NewType);// 0x1ea0510
  8814.         void ScopeInterrupt(byte NewType);// 0x1ea0498
  8815.         void ScopeIn(byte NewType);// 0x1ea0420
  8816.         void SaveMeshUpdateFlag();// 0x1ea0400
  8817.         void RspSetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x1ea034c
  8818.         void RspPlayInteractionEmote(int EmoteId);// 0x1ea0298
  8819.         void RspClientSureLeaveVehicle(bool bCanLeave);// 0x1ea0210
  8820.         void RPC_Server_UseZombieModeSkill();// 0x1ea01b4
  8821.         void RPC_Server_TriggerEntryEventByID(int SkillID, bool bEnable);// 0x1ea00a4
  8822.         void RPC_Server_TriggerEntryEvent(enum EntryEvent);// 0x1e9fff0
  8823.         void RPC_Server_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1e9fe24
  8824.         void RPC_Server_SwitchSkillProp(int SkillPropID);// 0x1e9fd70
  8825.         void RPC_Server_SwapMainWeapon();// 0x1e9fd14
  8826.         void RPC_Server_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x1e9fc60
  8827.         void RPC_Server_SetHandFoldRatio(int Ratio);// 0x1e9fbac
  8828.         void RPC_Server_SetCurScopeFov(float InFov);// 0x1e9faf8
  8829.         void RPC_Server_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x1e9fa9c
  8830.         void RPC_Server_ChangeToShootGrenade();// 0x1e9fa40
  8831.         void RPC_NetMulticast_HandlePlayerPickUpActor(float TargetZLoc);// 0x1e9f98c
  8832.         void RPC_CollideByTeamMate(STExtraBaseCharacter* pOtherChar);// 0x1e9f8d8
  8833.         void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1e9f70c
  8834.         void RPC_Client_SwapMainWeapon();// 0x1e9f6b0
  8835.         void RPC_Client_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x1e9f5fc
  8836.         void RPC_Client_ShowZombieModeSkillCD(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x1e9f4b8
  8837.         void RPC_Client_ShootVertifyRes(const byte VertifyRes, const BulletHitInfoUploadData HistoryShootData, const CharacterHistoryData HistoryChData, const Vector ServerVictmPos);// 0x1e9f2c4
  8838.         void RPC_Client_SetReloadCurWeapon(STExtraWeapon* Weapon);// 0x1e9f210
  8839.         void RPC_Client_ReportPlayerKillFlow(STExtraBaseCharacter* killedPlayer);// 0x1e9f15c
  8840.         void RPC_Client_OnSkillPropCountChanged(int SkillPropID);// 0x1e9f0a8
  8841.         void RPC_Client_OnNearDeathRecordingNotify(FString SpectatorName, bool bSpectatorIsAI);// 0x1e9ef58
  8842.         void RPC_Client_OnDeathStopRecordingNotify(FString SpectatorName, bool bSpectatorIsAI, bool bForce);// 0x1e9edac
  8843.         void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x1e9eb04
  8844.         void RPC_Client_MarkPlayersOnUI(const PlayerPosMarkerParam[] PlayerMarkersParam);// 0x1e9ea10
  8845.         void RPC_Client_DrawDebugSphere(Vector Center, float Radius, int Segments, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x1e9e79c
  8846.         void RPC_Client_DrawDebugLine(Vector LineStart, Vector LineEnd, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x1e9e56c
  8847.         void RPC_Client_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x1e9e510
  8848.         void RPC_Client_ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x1e9e3b8
  8849.         void RestoreMeshUpdateFlag();// 0x1e9e398
  8850.         void ResponceInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x1e9e204
  8851.         void ResetValueLimitForHealthPredict();// 0x1e9e1f0
  8852.         void ResetSignalOnServer(bool bRescued);// 0x1e9e170
  8853.         void ResetCharacterEnergy();// 0x1e9e15c
  8854.         void ResetCharacter();// 0x1e9e140
  8855.         void ResetCamera();// 0x1e9e12c
  8856.         void RequestUserCancleRescue();// 0x1e9e0d0
  8857.         void RequestServerSureLeaveVehicle();// 0x1e9e074
  8858.         void RequestServerAssistantTrackVehicle(bool bEnterAssistant);// 0x1e9dfac
  8859.         void RequestPutOnHalloweenVampireCloth(int ClothItemID, bool bWear);// 0x1e9de9c
  8860.         bool RequestPaintDecal(int DecalId);// 0x1e9de1c
  8861.         void ReqStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x1e9dd20
  8862.         void ReqStartPlayEmote(int EmoteIndex);// 0x1e9dc6c
  8863.         void ReqStartChangeWearing();// 0x1e9dc10
  8864.         void ReqSetIsWingUpControl(bool IsUpControl);// 0x1e9db48
  8865.         void ReqSetInteractionEmoteReceiver(STExtraBaseCharacter* Receiver);// 0x1e9da94
  8866.         void ReqPlayInteractionEmote(STExtraBaseCharacter* OtherCharacter, int SelfEmoteId, int OtherEmoteId);// 0x1e9d950
  8867.         void ReqInteruptPlayEmote(int EmoteIndex);// 0x1e9d89c
  8868.         void ReqInteruptChangeWearing();// 0x1e9d840
  8869.         void ReqEmotePlayFinished(int EmoteIndex);// 0x1e9d78c
  8870.         void ReqChangeWearingFinished(int Index);// 0x1e9d6d8
  8871.         void ReqAcceptInteractionEmote();// 0x1e9d67c
  8872.         void ReportAntiCheatInfo();// 0x1c8c854
  8873.         void RemoveClientLeaveStateCheck(enum State);// 0x1e9d604
  8874.         void RemoveBuffWhenGotoPlane();// 0x1e9d5f0
  8875.         bool ReloadWeaponFilter();// 0x1e9d5c0
  8876.         bool ReloadCurrentWeapon();// 0x1e9d598
  8877.         void RegisterPlayerPickUpList();// 0x1e9d584
  8878.         void RefreshPersonPerspective();// 0x1e9d570
  8879.         void RefreshPawnVaultTypeServer();// 0x1e9d514
  8880.         void RefreshPawnVaultTypeAll(bool isFpsEnable);// 0x1e9d48c
  8881.         void RefreshMoveAttrModifier();// 0x1e9d478
  8882.         void RefreshAvatar(enum SlotType, bool IsEquipped, int ItemID);// 0x1e9d36c
  8883.         void RecordFinalParachuteLeader();// 0x1e9d358
  8884.         void PrintAIPolicyDecisionData();// 0x1e9d344
  8885.         void PreDoDrop(STExtraBaseCharacter* DamageCauser);// 0x1e9d2cc
  8886.         void PostGetPlayerAnimation();// 0x2859eb0
  8887.         void PlaySwitchSightSound();// 0x1e9d2b8
  8888.         void PlaySwitchFireModeSound();// 0x1e9d2a4
  8889.         void PlaySpecialAmbientSound(AkAudioEvent* TargetSound);// 0x1e9d22c
  8890.         float PlaySlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float InPlayRate, float blendTime);// 0x1e9d0d4
  8891.         void PlaySelfThrowAwayWeaponSound();// 0x1e9d0c0
  8892.         void PlayPullBoltSound();// 0x1e9d0ac
  8893.         void PlayOperateItemSound(FString BankName, FString SoundName);// 0x1e9ce3c
  8894.         void PlayMountAccessoriesSound();// 0x1e9ce28
  8895.         void PlayMagOUTSound();// 0x1e9ce14
  8896.         void PlayMagINSound();// 0x1e9ce00
  8897.         void PlayLocalShellDropFX();// 0x1e9cdec
  8898.         void PlayLoadBulletSound();// 0x1e9cdd8
  8899.         void PlayFootstepSound(byte FootStepState);// 0x1e9cd58
  8900.         bool PlayerConfirmToRescue();// 0x1e9cd30
  8901.         void PlayChangeMagazineSound();// 0x1e9cd1c
  8902.         void PlayAmbientSound();// 0x1e9cd08
  8903.         void PickUpWrapperAttachmentItem(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1e9cad4
  8904.         void PickUpWrapperActor(Actor* Target, out const PickUpItemData ItemData, int pickCount, int BattleItemClientPickupType);// 0x1e9c8b0
  8905.         void PickUpActor(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1e9c768
  8906.         void PawnVaultStopCPP();// 0x1e9c74c
  8907.         void PawnVaultStopBluePrint();// 0x1e9c730
  8908.         void PawnVaultServerStopCheckCPP();// 0x1e9c6d4
  8909.         void PawnVaultServerStopCheckBluePrint();// 0x1e9c6b8
  8910.         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);// 0x1e9c230
  8911.         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);// 0x1e9be54
  8912.         void PawnVaultAllCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x1e9bae0
  8913.         void PawnVaultAllBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x1e9b750
  8914.         void PawnLeaveState(enum State);// 0x1e9b6d0
  8915.         bool PawnHasState(enum PawnState);// 0x1e9b648
  8916.         bool PawnEnterState(enum State);// 0x1e9b5c0
  8917.         bool PawnAllowState(enum State, bool withLog);// 0x1e9b4ec
  8918.         void OnWeaponEquipmentUpdate();// 0x1e9b4d0
  8919.         void OnUnEquipWeapon();// 0x2859eb0
  8920.         void OnUIZombieModeSkillCDShowDelegate(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x1e9b3d0
  8921.         void OnStateLeave(enum EnteredState);// 0x1e9b350
  8922.         void OnStateEnter(enum EnteredState);// 0x1e9b2d0
  8923.         void OnShowName(bool _IsShow, FString _Name);// 0x2859eb0
  8924.         void OnServerCheckWarnSoundUAV(enum soundType);// 0x1e9b250
  8925.         void OnScopeNotHandFold();// 0x1e9b23c
  8926.         void OnScopeHandFold();// 0x1e9b228
  8927.         void OnRep_ZombieModeSkillPropLevel();// 0x1e9b214
  8928.         void OnRep_ZombieModeSkillPropChanged();// 0x1e9b200
  8929.         void OnRep_WaterObj();// 0x1e9b1ec
  8930.         void OnRep_VehicleSeatIdx();// 0x1e9b1d8
  8931.         void OnRep_UnmannedVehicleSyncData();// 0x1e9b1bc
  8932.         void OnRep_ThrowGrenadeMode(byte PrevMode);// 0x1e9b144
  8933.         void OnRep_Temperature(float LastValue);// 0x1e9b0c4
  8934.         void OnRep_SwitchWeaponSpeedScale();// 0x1e9b0b0
  8935.         void OnRep_StatusChanged(byte prevStatus);// 0x1e9b030
  8936.         void OnRep_SignalHPRemainingTime();// 0x1e9b01c
  8937.         void OnRep_SignalHP(float PrevVal);// 0x1e9af9c
  8938.         void OnRep_SightVisionMask();// 0x1e9af88
  8939.         void OnRep_ShowRevivalPointIcon();// 0x1e9af74
  8940.         void OnRep_ScopeFov();// 0x1e9af60
  8941.         void OnRep_ResetDataOnRespawn();// 0x1e9af4c
  8942.         void OnRep_ReplicatedParachuteState();// 0x1c8c854
  8943.         void OnRep_ReplicatedMoveState();// 0x1e9af38
  8944.         void OnRep_ReplicatedIsStartParachute();// 0x1e9af24
  8945.         void OnRep_RemainUseSupplySpotTimes();// 0x1e9af10
  8946.         void OnRep_RemainUseEnhancerSpotTimes();// 0x1e9aefc
  8947.         void OnRep_PoseStateNotify(byte LastState);// 0x1e9ae84
  8948.         void OnRep_PoisonFogStageChange();// 0x1e9ae70
  8949.         void OnRep_PlayerKey();// 0x1e9ae54
  8950.         void OnRep_PeekHasCollision();// 0x1e9ae40
  8951.         void OnRep_MoneyNotify();// 0x1e9ae2c
  8952.         void OnRep_KillTipsNotify();// 0x1c8c854
  8953.         void OnRep_IsWingUpControl();// 0x1e9ae18
  8954.         void OnRep_IsRescueingOtherStatusChange();// 0x1e9ae04
  8955.         void OnRep_IsInvincible();// 0x1e9ade8
  8956.         void OnRep_IsFPPChanged();// 0x1e9add4
  8957.         void OnRep_IsBeingRescuedStatusChange();// 0x1e9adc0
  8958.         void OnRep_InAssistantState();// 0x1e9adac
  8959.         void OnRep_HealthPredict();// 0x1e9ad98
  8960.         void OnRep_Health(float PrevHealth);// 0x1e9ad18
  8961.         void OnRep_HandFolderRatio();// 0x1e9ad04
  8962.         void OnRep_FollowState();// 0x1e9acf0
  8963.         void OnRep_EnergyChange();// 0x1e9acdc
  8964.         void OnRep_DisabledPawnStates();// 0x1e9acc0
  8965.         void OnRep_DamageMagnifierIdx();// 0x1e9acac
  8966.         void OnRep_CurrentVehicle(STExtraVehicleBase* LastVehicle);// 0x1e9ac34
  8967.         void OnRep_CurrentStates(uint64 prevStates);// 0x1e9abb0
  8968.         void OnRep_CurBonFire();// 0x1e9ab9c
  8969.         void OnRep_CharacterHideInGame();// 0x1e9ab88
  8970.         void OnRep_CharacterFallingVelocityZFactor();// 0x1e9ab74
  8971.         void OnRep_ChangeHalloweenVampireCloth();// 0x1e9ab60
  8972.         void OnRep_BreathAmmountChange();// 0x1e9ab4c
  8973.         void OnRep_bIsCallingForRevival();// 0x1e9ab38
  8974.         void OnRep_AntidoteMaxTimeSync();// 0x1c8c854
  8975.         void OnRep_AntidoteExeTimeSync();// 0x1c8c854
  8976.         void OnRep_AngleSightRotOffsetChanged();// 0x1e9ab24
  8977.         void OnRep_AnchorPlat();// 0x1e9ab10
  8978.         void OnRep_AKEventNotify();// 0x1e9aafc
  8979.         void OnPoseStateChange(byte LastState, byte CurState);// 0x2859eb0
  8980.         void OnPlayEmoteStop(int EmoteIndex);// 0x1e9aa84
  8981.         void OnPlayEmoteEnd(int EmoteIndex);// 0x1e9aa0c
  8982.         bool OnPlayEmote(int EmoteId);// 0x1e9a98c
  8983.         void OnOverlapDarkArea(bool bIsBegin, Actor* DarkAreaActor);// 0x1e9a8c4
  8984.         void OnOpenDoor(PUBGDoor* door, int doorState);// 0x1e9a800
  8985.         void OnNotifyHurt();// 0x2859eb0
  8986.         void OnLoadEmoteAssetEnd(BackpackEmoteHandle* Handle, int EmoteIndex);// 0x1e9a744
  8987.         void OnLoadEmoteAssetBegin(BackpackEmoteHandle* Handle, int EmoteIndex, out SoftObjectPath[] OutAssetRefListToLoad);// 0x1e9a588
  8988.         void OnLeaveStateInChangeWearing(enum HasLeavedState);// 0x1e9a510
  8989.         void OnInterruptCurrentEmote();// 0x1e9a4fc
  8990.         void OnInterruptChangeWearing();// 0x1e9a4e8
  8991.         void OnHealthChangeFromRPC(float PrevHealth, float InHealth);// 0x1e9a42c
  8992.         void OnFollowStateChange();// 0x1e9a418
  8993.         void OnEquipWeapon(byte Slot);// 0x2859eb0
  8994.         void OnEnterStateInChangeWearing(enum HasEnteredState);// 0x1e9a3a0
  8995.         void OnEndCurrentEmote(int EmoteIndex, int StopReason);// 0x1e9a2e4
  8996.         void OnEndChangeWearing(int StopReason);// 0x1e9a26c
  8997.         void OnDetectPaintDecalTarget(bool bStart);// 0x2859eb0
  8998.         void OnCurEquipedShootWeaponChangeState(byte LastState, byte State);// 0x1e9a1b0
  8999.         void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x1e9a0b0
  9000.         void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x1e99fb0
  9001.         void OnChangeWearingAnimFinishedEvent(int Reason);// 0x1e99f38
  9002.         bool OnChangeWearing(int Index);// 0x1e99eb8
  9003.         void OnBPMoneyChange();// 0x2859eb0
  9004.         void OnBPIsInvincibleChange();// 0x2859eb0
  9005.         void OnBPHealthChange();// 0x2859eb0
  9006.         void OnBeforeGetUp();// 0x2859eb0
  9007.         void OnAsyncLoadEmoteAnim(AnimationAsset* CurrentEmoteAnim, BackpackEmoteHandle* Handle, int EmoteIndex);// 0x1e99cb0
  9008.         void OnAsyncLoadChangeWearingAnim();// 0x1e99c9c
  9009.         void OnActorHitHandle(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1e99b34
  9010.         void NM_SetPeekState(bool Enable, bool IsLeft);// 0x1e99a5c
  9011.         void MulticastStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x1e99960
  9012.         void MulticastStartPlayEmote(int EmoteIndex);// 0x1e998ac
  9013.         void MulticastStartChangeWearing();// 0x1e99850
  9014.         void MulticastPlayerSoundByID(int SoundID);// 0x1e9979c
  9015.         void MulticastInteruptPlayEmoteOnServer(int EmoteIndex);// 0x1e996e8
  9016.         void MulticastInteruptPlayEmote(int EmoteIndex);// 0x1e99634
  9017.         void MulticastInteruptChangeWearingOnServer();// 0x1e995d8
  9018.         void MulticastInteruptChangeWearing();// 0x1e9957c
  9019.         bool Montage_IsPlaying(AnimMontage* AnimMontage);// 0x1e994fc
  9020.         void MeleeServer();// 0x1e994a0
  9021.         void MeleeReleased();// 0x1e9948c
  9022.         void MeleeLocal();// 0x2859eb0
  9023.         void MeleeBroadcastOtherClients();// 0x1e99430
  9024.         void Melee(bool IsForCE);// 0x1e993b0
  9025.         void LogWeaponsDataInWeaponManagerAndBackpack();// 0x1e9939c
  9026.         void LocalUnEquipWeapon(STExtraWeapon* Weapon);// 0x1e99324
  9027.         bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool IsForceSwitch);// 0x1e991fc
  9028.         bool LocalStartPlayEmote(int EmoteIndex);// 0x1e9917c
  9029.         bool LocalStartChangeWearing();// 0x1e99154
  9030.         bool LocalInteruptPlayEmote(int EmoteIndex);// 0x1e990d4
  9031.         bool LocalInteruptChangeWearing();// 0x1e990ac
  9032.         void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x1e98ff0
  9033.         void LevaveFire(STExtraShootWeapon* OwnerShootWeapon);// 0x1e98f70
  9034.         void LeaveState(enum State);// 0x1e98ef0
  9035.         void LeaveServerState(enum State);// 0x1e98e3c
  9036.         void LeaveBattleState();// 0x1e98e28
  9037.         bool IsWeaponOwnerLocallyControlled();// 0x1e98df8
  9038.         bool IsValidPuzzleElementTarget(out HitResult OutHitResult, out Vector OutStart, out Vector OutEnd);// 0x1e98cb0
  9039.         bool IsValidPaintDecalTarget_Simple();// 0x1e98c90
  9040.         bool IsValidPaintDecalTarget(out enum OutvalidationType, out Vector OutStart, out Vector OutEnd);// 0x1e98b58
  9041.         bool IsUsingGrenade();// 0x1e98b30
  9042.         bool IsThermalImagingValid();// 0x1e98b08
  9043.         bool IsSameTeamWithPlayerState(PlayerState* otherPS);// 0x1e98a88
  9044.         bool IsSameTeamWithLocal();// 0x1e98a60
  9045.         bool IsSameTeam(Pawn* Other);// 0x1e989d8
  9046.         bool IsReplayViewTarget();// 0x1e989b0
  9047.         bool IsProneMove();// 0x1e98988
  9048.         bool IsOnVehicleNotUAV();// 0x1e98948
  9049.         bool IsOnVehicle();// 0x1e98924
  9050.         bool IsOnFireBalloon();// 0x1e988fc
  9051.         bool IsNowUpWater();// 0x1e988d4
  9052.         bool IsNightVisionValid();// 0x1e988ac
  9053.         bool IsNearDeath();// 0x1e98884
  9054.         bool IsLocalViewed();// 0x1e98854
  9055.         bool IsLocalControlorView();// 0x1e9882c
  9056.         bool IsInFlyingTeam();// 0x1e98804
  9057.         bool IsInExtreme();// 0x1e987dc
  9058.         bool IsInEditor();// 0x1d999ec
  9059.         bool IsHealthyAlive();// 0x1e987b4
  9060.         bool IsHandleInFold();// 0x1e9878c
  9061.         bool IsGunADS();// 0x1e9875c
  9062.         bool IsFirstPerson();// 0x1e98734
  9063.         bool IsExitingParachute();// 0x1e9870c
  9064.         bool IsEnableDamage(STExtraBaseCharacter* TargetBaseCharacter);// 0x1e9868c
  9065.         bool IsEnableBulletFlySound();// 0x1e9865c
  9066.         bool IsDetectingPaintDecalTarget();// 0x1e9863c
  9067.         bool IsDefaultCharType();// 0x1e9860c
  9068.         bool IsClient_WeaponOwner();// 0x1e985dc
  9069.         bool IsCharacterSprinting();// 0x1e985b4
  9070.         bool IsChangeWearingState();// 0x1e9858c
  9071.         bool IsCanDriveSnowBoard();// 0x1e98564
  9072.         bool IsBattleState();// 0x1e9853c
  9073.         bool IsAttackerIgnoreDamage(int DamageEventType);// 0x1e984b4
  9074.         bool IsAngledSight();// 0x1e9848c
  9075.         bool IsAllowScopeIn();// 0x1e98464
  9076.         bool IsAlive();// 0x1e98434
  9077.         void InviteTeammate(FString Name, enum InvitationType);// 0x1e98334
  9078.         void InsertDelayStateRelation(enum OldState, enum NewState);// 0x1e98278
  9079.         void InitCharacterSkillList();// 0x1e98264
  9080.         bool InDarkArea();// 0x1e9823c
  9081.         void InClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x1e98180
  9082.         void HidePlayerMagOnGunReload();// 0x1e9816c
  9083.         void HideNightVisionFrame();// 0x1e98150
  9084.         bool HaveAngledSight();// 0x1e98128
  9085.         bool HasState(enum State);// 0x1e980a0
  9086.         bool HasSightCondition(enum Flags);// 0x1e98020
  9087.         bool HasAnySightVision(enum Flags);// 0x1e97fa0
  9088.         void HandleWeaponShootLost();// 0x1e97f84
  9089.         void HandleWeaponOnShoot();// 0x1e97f70
  9090.         void HandleUnmannedVehicleControlAnimLoadFinished(byte InAnimType, STExtraVehicleBase* Vehicle, float PlayRate);// 0x1e97e70
  9091.         void HandleStartFireDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x1e97df0
  9092.         void HandleStartFillGasDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x1e97d70
  9093.         void HandleShootDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x1e97cf0
  9094.         void HandlePlayOperateItemSoundOnServer(int ItemSoundID, enum ItemOperation);// 0x1e97c34
  9095.         void HandlePlayerWeaponChangeState(byte WeaponStateType);// 0x1e97bb4
  9096.         void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x1e97af8
  9097.         void HandlePlayerPickUpActor(Actor* WrapperActor, float TargetZLoc);// 0x1e97a3c
  9098.         void HandleOpenPickUpBoxAction();// 0x1e97a28
  9099.         void HandleOnCharAnimLoadingFinished();// 0x1e97a0c
  9100.         void HandleMoveAntiShootVerifyMiss();// 0x1e979f0
  9101.         void HandleConsumeItemSkillBreak();// 0x1e979dc
  9102.         void HandleBulletHitEvent(Actor* ImpactActor, Vector ImpactPoint);// 0x1e97918
  9103.         void HandleAutoSwitchWeaponDelay();// 0x1e97904
  9104.         void GrenadeBackToWeaponServerCall();// 0x1e978a8
  9105.         void GMTestZengzuo();// 0x1e97894
  9106.         void GMShowName();// 0x1c8c854
  9107.         Actor* GetWeaponUserConst();// 0x1e97864
  9108.         float GetWeaponOwnerPawnHealth();// 0x1e97834
  9109.         WeaponManagerComponent* GetWeaponManager();// 0x1e97804
  9110.         Rotator GetViewRotation();// 0x1e977b4
  9111.         PlayerVaultComponent* GetVaultComponent();// 0x1e9778c
  9112.         float GetValueLimitForHealthPredict();// 0x1e97764
  9113.         STExtraUnderWaterEffectComp* getUnderWaterEffectComponent();// 0x1e9773c
  9114.         Vector GetUIHelmetPosition();// 0x1e976ec
  9115.         enum GetUAVState();// 0x1e976d0
  9116.         byte GetThrowGrenadeMode();// 0x1e976b0
  9117.         int GetTeamMateIndex(STExtraBaseCharacter* Teammate);// 0x1e97630
  9118.         STExtraBaseCharacter* GetTargetPlayer();// 0x1e97610
  9119.         AkComponent* GetSoundComponent();// 0x1e975e8
  9120.         int[] GetSkillIdListByCharaSkillID(int[] CharSkillTableIDList);// 0x1e97408
  9121.         FString GetShootWeaponNameByWeapon(int ItemDefineID);// 0x2859eb0
  9122.         SecuryInfoComponent* GetSecuryComponent();// 0x1e973e0
  9123.         STExtraVehicleBase* GetRelevantVehicleInReady();// 0x1e973c0
  9124.         int GetRedClothIDByEmote(int EmoteIndex);// 0x1e97338
  9125.         Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x1e972a8
  9126.         BoxComponent* GetProneShapeComponent();// 0x1e9728c
  9127.         byte GetPlayerWeaponFireMode();// 0x1df24dc
  9128.         byte GetPlayerWeaponEquipSlot();// 0x1e97264
  9129.         AnimVehParamList GetPlayerVehAnimParam(float DeltaTime);// 0x1e971a0
  9130.         PlayerVehAnimList GetPlayerVehAnimation();// 0x1e9716c
  9131.         int GetPlayerTeamIndex();// 0x1e97144
  9132.         STExtraPlayerState* GetPlayerStateSafety();// 0x1e9711c
  9133.         STExtraPlayerState* GetPlayerState();// 0x1e970ec
  9134.         FString GetPlayerNameSafety();// 0x1e97024
  9135.         FString GetPlayerDetailInfo();// 0x1e96f64
  9136.         STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34
  9137.         STExtraPlayerController* GetPlayerControllerInReplay();// 0x1e96f0c
  9138.         AnimParamList GetPlayerAnimParam(float DeltaTime);// 0x1e96dcc
  9139.         PlayerAnimData GetPlayerAnimationByEventType(byte AnimEventType);// 0x1e96d44
  9140.         PlayerAnimList GetPlayerAnimation();// 0x1e96c7c
  9141.         Vector GetOwnerShootStartLocation();// 0x1e96c2c
  9142.         int GetNearTeamPlayerNum();// 0x1e96c04
  9143.         Vector GetMoveInputLocalDir();// 0x1e96bbc
  9144.         MoveAntiCheatComponent* GetMoveAntiCheatComponentInterface();// 0x1e96b8c
  9145.         FString GetLatestInviter();// 0x1e96acc
  9146.         STExtraPlayerState* GetLastInviterPlayerState();// 0x1e96aa4
  9147.         LagCompensationComponentBase* GetLagCompensationComponent();// 0x1e96a74
  9148.         float GetKdValue();// 0x1e96a4c
  9149.         bool GetIsPlayingEmote();// 0x1e96a2c
  9150.         bool GetIsFPP();// 0x1e969fc
  9151.         bool GetIsChangeWearing();// 0x1e969dc
  9152.         float GetInjuryFreeRate(int BodyPart);// 0x1e96954
  9153.         enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x1e967e0
  9154.         Vector GetHeadLocation(bool bUseHeadBone);// 0x1e96748
  9155.         int GetHandFolderRatio();// 0x1e96718
  9156.         Vector GetGunOwnerHeadLocation();// 0x1e966c8
  9157.         FString GetGrenadeNameByGrenadeType(byte grenadeType);// 0x2859eb0
  9158.         enum GetGender();// 0x1e966ac
  9159.         BaseFPPComponent* GetFPPComp();// 0x1e96684
  9160.         Vector GetFollowerLocOffset(STExtraBaseCharacter* follower);// 0x1e965f4
  9161.         Vector GetFollowerLoc(STExtraBaseCharacter* follower);// 0x1e96564
  9162.         float GetExtraDamageBySignalHP(float InDamge);// 0x1e964e4
  9163.         BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x2859eb0
  9164.         FString GetEmote(int ItemDefineID);// 0x2859eb0
  9165.         STExtraWeapon* GetCurrentWeapon();// 0x1e964bc
  9166.         int GetCurrentVehicleAnimVehicleType();// 0x1e96494
  9167.         STExtraVehicleBase* GetCurrentVehicle();// 0x1e96464
  9168.         uint64 GetCurrentStatesInterface();// 0x1e96434
  9169.         STExtraShootWeapon* GetCurrentShootWeapon();// 0x1e9640c
  9170.         STExtraWeapon* GetCurrentShieldWeapon();// 0x1e963e4
  9171.         int GetCurrentFloorType();// 0x1e963bc
  9172.         FString GetCorpName();// 0x1e962fc
  9173.         Controller* GetControllerSafety();// 0x1e962cc
  9174.         UAEChaParachuteAnimListComponent* GetCharParachuteAnimListComponent();// 0x1e962a4
  9175.         float GetCharacterXYPlaneVelocity();// 0x1e9627c
  9176.         enum GetCharacterSubType();// 0x1e96254
  9177.         enum GetCharacterMainType();// 0x1e9622c
  9178.         CharacterEnergyData GetCharacterEnergy();// 0x1e96040
  9179.         UAECharacterAnimListComponent* GetCharacterAnimComponent();// 0x1e96010
  9180.         CapsuleComponent* GetCapsuleComponentInterface();// 0x1e95fe0
  9181.         Rotator GetCachedControlRotation();// 0x1e95f98
  9182.         STCharacterBonfireLinkComp* GetBonfireLinkComp();// 0x1e95f70
  9183.         CharacterAvatarComponent2* getAvatarComponent2();// 0x1e95f48
  9184.         float GetAnimMontagePlayRate(AnimMontage* AnimMontage);// 0x1e95ec8
  9185.         float GetAdjustDurabilityReduce(float DurabilityReduce, enum HitPos);// 0x1e95e04
  9186.         SpringArmComponent* GetActiveSpringArm();// 0x1e95dd4
  9187.         void GeneratePlayerBackpackWrappersToGround();// 0x1e95db8
  9188.         void FpsPawnVaultToServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e95aec
  9189.         void FpsPawnVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e958a8
  9190.         void ForceWeaponFireInMuzzleDirection(bool bUseMuzzleDirection);// 0x1e95828
  9191.         void ForceSwitchWeaponBySlotOnServer(byte Slot, bool bUseAnimation);// 0x1e9575c
  9192.         void ForcePlayerUpdateAnimation();// 0x1e95748
  9193.         void ForceDestroyWeaponInventoryAndClearData();// 0x1e95734
  9194.         void ForceCorrectClient(const Vector Postion, const Rotator Rotation, const Vector Velocity);// 0x1e95644
  9195.         void FollowTeammate(FString Name);// 0x1e954ec
  9196.         enum FindBuffRelatedPawnState(FName _buffName);// 0x1e9546c
  9197.         void FillPlayerAnimRate(out PlayerAnimList InAnimList);// 0x1e952ec
  9198.         bool FillGasWeaponFilter();// 0x1e952c4
  9199.         void ExecFollowTeammate(FString Name);// 0x1e9516c
  9200.         void EquipZoomScope(int WeaponId, int ScopeID);// 0x1e950b0
  9201.         void EquipWeaponFinish();// 0x1c8c854
  9202.         void EquipWeapon(byte Slot, bool bSwitchWeapon);// 0x1e94fec
  9203.         bool EnterState(enum State);// 0x1e94f64
  9204.         void EnterServerState(enum State);// 0x1e94eb0
  9205.         void EnterFire();// 0x1e94e94
  9206.         void EnterBattleState();// 0x1e94e80
  9207.         void EnterAssistantOnTrackVehicle(bool bEnter);// 0x1e94e00
  9208.         bool EmoteAnimFinishedSuccessfully();// 0x1e94dd8
  9209.         void DoPuzzleActorTickable(bool bStart);// 0x1e94d58
  9210.         void DoDetectPaintDecalTarget(bool bStart);// 0x1e94cd8
  9211.         void DisappearOnDeath();// 0x1e94cc4
  9212.         void DettachWeapon();// 0x1c8c854
  9213.         bool DestroyWeaponOnServerByPropSlot(byte Slot, bool bEnableBroadcast);// 0x1e94bf8
  9214.         bool DestroyWeaponOnServer(FName LogicSocket, bool bEnableBroadcast);// 0x1e94b24
  9215.         void DestroyGrenadeAndSwitchBackToPreviousWeaponOnServer();// 0x1e94b10
  9216.         void DelayResetStandState();// 0x1e94afc
  9217.         void DelayMoveEnd();// 0x1e94ae8
  9218.         void DelayMove(float Time);// 0x1e94a70
  9219.         void DelayHidden();// 0x1e94a54
  9220.         void DelayCustomDepth(float Time);// 0x1e949dc
  9221.         void DelayChangeRectiftAvatar(float InDelayTime, enum InSlotType, int InItemID, bool bWear);// 0x1e9488c
  9222.         CapsuleComponent* CreateCapsuleComponentForDeltaRotation(enum Why);// 0x1e94804
  9223.         byte ConvertWeaponSlotToCharacterAnimType(byte WeaponSlot);// 0x1e94784
  9224.         byte ConvertWeaponFireModeToWeaponAnimType(byte FireMode);// 0x1e94704
  9225.         byte ConvertCharacterPoseStateToPoseType(byte InPoseState);// 0x1e94684
  9226.         void ClientSyncServerTagsChange(const FName[] newTags, const FName[] oldTags);// 0x1e94508
  9227.         void ClientSomeOneResponseMe(FString BeInvitedName, enum res, enum InivationType);// 0x1e943bc
  9228.         void ClientSomeOneInviteMe(FString SomeOne, enum InvitationType);// 0x1e942b4
  9229.         void ClientShowVeteranRecruitParachuteTeamTip(const int TipsID, FString param1, FString param2);// 0x1e94128
  9230.         void ClientShowAutoGroupParachuteTeamTips(bool bDoGroupSuccessfully, FString LeaderName);// 0x1e94014
  9231.         void ClientSetLeaveVehicleLocation(Vector LeaveLocation);// 0x1e93f9c
  9232.         void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x1e93ed8
  9233.         void ClientResponseFeedback(enum res);// 0x1e93e58
  9234.         void ClientPlayVehicleOverlapCameraShake();// 0x1e93dfc
  9235.         void ClientPlayInteractEmote(int EmoteId);// 0x1e93d7c
  9236.         void ClientOnPossessBy(Controller* NewController);// 0x1e93cc8
  9237.         void ClientFeedbackZombiePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x1e93af8
  9238.         void ClientFeedbackZombieMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x1e93914
  9239.         void ClientFeedbackVehiclePointDamage(float Damage, const STPointDamageEvent DamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShot);// 0x1e93744
  9240.         void ClientChangeCharacterMesh(int MeshID);// 0x1e936c4
  9241.         void ClientBulletLineTrace(Vector BornPos, Vector EndPos, STExtraBaseCharacter* InstigatorCharacter);// 0x1e93560
  9242.         void ClientAIHotValueDebugInfo(const float[] Info);// 0x1e9349c
  9243.         void ClearOnDeath(Controller* EventInstigater, Actor* DamageCauser);// 0x1e933e0
  9244.         void ClearHPUI();// 0x1e933c4
  9245.         void ClearClientJump();// 0x1e933b0
  9246.         bool CheckWeaponIsCurUsingWeapon(STExtraWeapon* CurWeapon);// 0x1e93328
  9247.         bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x1e93290
  9248.         bool CheckPickWeaponCanAutoUse();// 0x1e93260
  9249.         void CheckNeedReload(STExtraShootWeapon* OwnerShootWeapon, Actor* WeaponOwnerActor);// 0x1e9319c
  9250.         bool CheckIsWearingThoseClothes(out const int[] InClothIDList);// 0x1e930c8
  9251.         bool CheckIsWearingThisCloth(int InClothID);// 0x1e93048
  9252.         bool CheckIsValidEmoteIDBP(int EmoteIndex);// 0x1e92fc0
  9253.         void CheckCharacterDelayHide();// 0x1e92fac
  9254.         bool CheckCanAutoUseWeapon(STExtraWeapon* Weapon);// 0x1e92f24
  9255.         bool CheckBuffTarget(STBuff* Buff);// 0x1e92e9c
  9256.         bool CheckBaseIsMoving();// 0x1e92e74
  9257.         bool CheckBaseIsMoveable();// 0x1e92e4c
  9258.         void CharacterStateReset();// 0x1e92e38
  9259.         void CharacterShowWeaponDelay();// 0x1e92e24
  9260.         static byte CharacterPoseStateToPoseType(byte InPoseState);// 0x1e92dac
  9261.         void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x1e92ca0
  9262.         bool ChangeWearingAnimFinishedSuccessfully();// 0x1e92c78
  9263.         void ChangeVehWeaponCameraData(bool Enable);// 0x1e92bf8
  9264.         void ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x1e92af0
  9265.         bool CanPaintDecal(int DecalId);// 0x1e92a70
  9266.         bool CanHearWeaponLockSound();// 0x1e92a40
  9267.         bool CanEnterWaterArea(enum[] disallowedState);// 0x1e928e0
  9268.         bool CanEnterState(enum NewState);// 0x1e92860
  9269.         bool CanChangeThrowMode();// 0x1e92838
  9270.         void CancelFollow();// 0x1e92824
  9271.         void CalculateUseBuffFlow(int InBuffID);// 0x1e927ac
  9272.         void CalculateTakeItemFlow(int SpesificID, int Count);// 0x1e926f0
  9273.         float CalculateTakeDamageFinalDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x1e9257c
  9274.         void CalculatePickUpItemFlowInstance(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam, uint64 InstanceID);// 0x1e92398
  9275.         void CalculatePickUpItemFlow(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam);// 0x1e92204
  9276.         void CalculateBuildingEnterFlow(int InBuildingID, int InCount);// 0x1e92148
  9277.         void CalculateBornLandThrowGrenade(int ID);// 0x1e920d0
  9278.         void CalculateBornLandGrenadeBattle(int ID, bool bHitOthers);// 0x1e9200c
  9279.         void CalculateAreaUseItemFlow(int SpesificID, int Count);// 0x1e91f50
  9280.         void CalculateActivityEventFlow(TLog_ActivityEventType InEventID, int InCount);// 0x1e91e78
  9281.         void BulletLineTrace(Vector BornPos, Vector EndPos, PrimitiveComponent* MeshComp, Actor* BulletActor);// 0x1e91d2c
  9282.         void BulletChange();// 0x1e91cd0
  9283.         void BroadcastOtherClientsDie(Controller* Killer, Actor* DamageCauser, const HitResult KillingHitInfo, Vector KillingHitImpulseDir, const DamageEvent DamageEvent, bool bIsPointDamage);// 0x1e91a6c
  9284.         void BroadcastFatalDamageInfoWrapper(UAECharacter* Causer, UAECharacter* VictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int PreviousHealthStatus, UAECharacter* WhoKillMe, int KillerKillCount);// 0x1e917b8
  9285.         void BroadcastFatalDamageInfo(UAECharacter* Causer, UAECharacter* Victim, ClientFatalDamageRecordData Data);// 0x1e915f4
  9286.         void BroadcastClientsSimulateVehicleDamageDie(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e91328
  9287.         void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e910ac
  9288.         void BroadcastClientsSimulateRadialDamageDie(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e90d74
  9289.         void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e90a8c
  9290.         void BroadcastClientsSimulatePoisonDamageDie(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e907c0
  9291.         void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e90544
  9292.         void BroadcastClientsSimulatePointDamageDie(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e90278
  9293.         void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8fffc
  9294.         void BroadcastClientsSimulateMeleeDamageDie(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8fd1c
  9295.         void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8fa8c
  9296.         void BroadcastClientsSimulateFallingDamageDie(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8f7c0
  9297.         void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8f544
  9298.         void BroadcastClientsSimulateDrowningDamageDie(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8f278
  9299.         void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8effc
  9300.         void BroadcastClientsSimulateBurningDamageDie(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8ed24
  9301.         void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8ea9c
  9302.         void BroadcastClientsSimulateAirAttackDamageDie(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8e764
  9303.         void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8e47c
  9304.         float BPTakeDamage(float Damage, const Controller* EventInstigator, const Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x1e8e300
  9305.         void BPResetCharacter();// 0x2859eb0
  9306.         void BPReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, float Radius, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser, out const Vector ImpulseDir);// 0x2859eb0
  9307.         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);// 0x2859eb0
  9308.         void BPReceiveMeleeDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0
  9309.         void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0
  9310.         void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0
  9311.         void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0
  9312.         void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x1e8e18c
  9313.         void BP_SetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x2859eb0
  9314.         void AutoScopeWhenPeek();// 0x1e8e178
  9315.         void AttachWeapon();// 0x1c8c854
  9316.         void AsyncAnimOpenDoorCallback(AnimationAsset* retAsset);// 0x1e8e100
  9317.         void ApplyLeaveVehicleVelocity(Vector InLeaveVelocity);// 0x1e8e090
  9318.         bool AllowState(enum State, bool withLog);// 0x1e8dfbc
  9319.         void AIStartFireOnServer(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget);// 0x1e8de68
  9320.         void AddOneDamageCauserRecord(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x1e8dca8
  9321.         void AddMoveOffSet(float Forward, float Right, float Up);// 0x1e8dba8
  9322.         void AddDamageRecord(Controller* Causer, float Damage, int HSChangeMargin, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1e8d9f4
  9323.         void AddClientLeaveStateCheck(enum State, float Duration);// 0x1e8d938
  9324.         void ActivateParachuteFreeFallingShake(float FreeFallingShakeTime);// 0x1e8d8c0
  9325.  
  9326. --------------------------------
  9327. Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
  9328.         delegate CharacterAnimEventDelegate;//[Offset: 0x79c , Size: 12]
  9329.         delegate OnPushDamageDynamicDelegate;//[Offset: 0x7d0 , Size: 12]
  9330.         delegate OnTakeDamageDynamicDelegate;//[Offset: 0x7dc , Size: 12]
  9331.         uint64 CurrentStates;//[Offset: 0x828 , Size: 8]
  9332.         float Health;//[Offset: 0x830 , Size: 4]
  9333.         float HealthMax;//[Offset: 0x834 , Size: 4]
  9334.         float SignalHP;//[Offset: 0x838 , Size: 4]
  9335.         float PreSignalHP;//[Offset: 0x83c , Size: 4]
  9336.         float PreviousSignalHP;//[Offset: 0x840 , Size: 4]
  9337.         float SignalHPMax;//[Offset: 0x844 , Size: 4]
  9338.         FString EnergyBuffListName;//[Offset: 0x848 , Size: 12]
  9339.         float ResetSignalHP_FatalDamage;//[Offset: 0x854 , Size: 4]
  9340.         float ResetSignalHP_Rescued;//[Offset: 0x858 , Size: 4]
  9341.         int[] TypeIds;//[Offset: 0x85c , Size: 12]
  9342.         float SwimSpeedDynamicScale;//[Offset: 0x868 , Size: 4]
  9343.         bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86c , Size: 1]
  9344.         float threatenValue;//[Offset: 0x870 , Size: 4]
  9345.         float HurtParticleOffset;//[Offset: 0x874 , Size: 4]
  9346.         delegate DoOnNextFrameEnsureSpawnActorTriggerSuccess;//[Offset: 0x880 , Size: 12]
  9347.         PawnStateDisable[] DisabledPawnStates;//[Offset: 0x88c , Size: 12]
  9348.         STExtraVehicleBase* CurrentVehicle;//[Offset: 0x898 , Size: 4]
  9349.         UnmannedVehicleSyncData CurrentUnmannedVehicleSyncData;//[Offset: 0x89c , Size: 8]
  9350.         UnmannedVehicleSyncData LastUnmannedVehicleSyncData;//[Offset: 0x8a4 , Size: 8]
  9351.         STExtraVehicleBase* CurrentRemoteControlledVehicle;//[Offset: 0x8ac , Size: 4]
  9352.         WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x8b0 , Size: 4]
  9353.         bool EnableStatesInterruptRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b4 , Size: 1]
  9354.         FString CharacterStateType;//[Offset: 0x8bc , Size: 12]
  9355.         bool bEnableDebugServiceInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c8 , Size: 1]
  9356.         delegate OnHandleSkillStartDelegate;//[Offset: 0x914 , Size: 12]
  9357.         delegate OnHandleSkillEndDelegate;//[Offset: 0x920 , Size: 12]
  9358.         STBaseBuffSystemComponent* BuffSystemComponent;//[Offset: 0x944 , Size: 4]
  9359.         STBuffSystemComponent* BuffSystem;//[Offset: 0x948 , Size: 4]
  9360.         UTSkillManagerComponent* SkillManager;//[Offset: 0x94c , Size: 4]
  9361.         AttrModifyComponent* AttrModifyComp;//[Offset: 0x950 , Size: 4]
  9362.         ActorAttributeComponent* ActorAttribute;//[Offset: 0x954 , Size: 4]
  9363.         delegate StateEnterHandler;//[Offset: 0x958 , Size: 12]
  9364.         delegate StateLeaveHandler;//[Offset: 0x964 , Size: 12]
  9365.         delegate StateInterruptedHandlerBP;//[Offset: 0x984 , Size: 12]
  9366.         enum[] DamageableGameObjectTypeList;//[Offset: 0x990 , Size: 12]
  9367.         PartHitComponent* PartHitComponent;//[Offset: 0x99c , Size: 4]
  9368.         bool bIsGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a1 , Size: 1]
  9369.         byte TeamNum;//[Offset: 0x9b0 , Size: 1]
  9370.         TickControlComponent* TickControlComp;//[Offset: 0x9b4 , Size: 4]
  9371.         float SpeedScale;//[Offset: 0x9c0 , Size: 4]
  9372.         float SpeedValue;//[Offset: 0x9c4 , Size: 4]
  9373.         float Temperature;//[Offset: 0x9c8 , Size: 4]
  9374.         float TemperatureMax;//[Offset: 0x9cc , Size: 4]
  9375.         float TemperatureMin;//[Offset: 0x9d0 , Size: 4]
  9376.         bool bUseModifiedTargetLocIfNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e0 , Size: 1]
  9377.         bool bCanBePickByPicker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e1 , Size: 1]
  9378.         CharacterMaterialComponent* CharacterMaterialComponent;//[Offset: 0x9e8 , Size: 4]
  9379.         float VehicleDetailedTraceDist;//[Offset: 0x9ec , Size: 4]
  9380.         float SpringArmTraceDist;//[Offset: 0x9f0 , Size: 4]
  9381.         <byte,CharacterBodyOffset> BodyRelativeOffsetConfig;//[Offset: 0x9f4 , Size: 60]
  9382.         ActivitySyncData ActicitySyncData;//[Offset: 0xa30 , Size: 28]
  9383.         bool bDisableFaceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58 , Size: 1]
  9384.         bool TriggerSkillEvent(class UTSkill SkillClass, byte SkillEventType);// 0x1ec9898
  9385.         bool TriggerSkillCustomEvent(int SkillIndex, byte EventType);// 0x1ec97cc
  9386.         bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x1ea45d8
  9387.         bool TriggerEntryEventWithID_Implementation(int SkillID, byte SkillEventType);// 0x1ec9700
  9388.         bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x1ea4550
  9389.         void TriggerCustomEvent_Implementation(byte EventType);// 0x1ec9680
  9390.         bool SetBuffExpiry(FName BuffName, float ExpirySecondsFromNow);// 0x1ec95ac
  9391.         void S2C_InterruptState(int stateID, int InterruptedBy);// 0x1ec94e8
  9392.         void RPC_Client_SetServiceDebugInfo(FString Info);// 0x1ec9424
  9393.         void ResetPawnStateDisabled(enum State);// 0x1ec93ac
  9394.         bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1ec929c
  9395.         bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1ec9144
  9396.         bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x1ec9020
  9397.         void RemoveBaseBuffSystemComponent();// 0x1ec900c
  9398.         float PlayAnimMontageWithStartPos(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName, float StartPos);// 0x1ec8eac
  9399.         void OnRep_UnmannedVehicleSyncData();// 0x1e9b1bc
  9400.         void OnRep_Temperature(float LastValue);// 0x1e9b0c4
  9401.         void OnRep_SignalHP(float PrevVal);// 0x1e9af9c
  9402.         void OnRep_HealthMax();// 0x1ec8e90
  9403.         void OnRep_Health(float PrevHealth);// 0x1e9ad18
  9404.         void OnRep_DisabledPawnStates();// 0x1e9acc0
  9405.         void OnRep_CurrentStates(uint64 prevStates);// 0x1e9abb0
  9406.         void OnRep_ActivitySyncData();// 0x1ec8e7c
  9407.         void OnLeaveStateForBp(enum State);// 0x2859eb0
  9408.         void OnHandleSkillStart__DelegateSignature(Character* OwnerCharacter, int SkillID);// 0x2859eb0
  9409.         void OnHandleSkillEnd__DelegateSignature(Character* OwnerCharacter, enum StopReason, int SkillID);// 0x2859eb0
  9410.         void OnEnterStateForBp(enum State);// 0x2859eb0
  9411.         void LeaveState(enum State);// 0x1e98ef0
  9412.         bool IsPawnStateDisabledByWeapon(enum State);// 0x1ec8df4
  9413.         bool IsPawnStateDisabled(enum State);// 0x1ec8d74
  9414.         bool IsCanDamageTeammate(out const DamageEvent DamageEvent);// 0x1ec8cd0
  9415.         bool IsCanDamageSelf(out const DamageEvent DamageEvent);// 0x1ec8c2c
  9416.         bool IsAlive();// 0x1e98434
  9417.         bool HasState(enum State);// 0x1e980a0
  9418.         bool HasBuffID(int BuffID);// 0x1ec8ba4
  9419.         bool HasBuff(FName BuffName);// 0x1ec8b1c
  9420.         STExtraVehicleBase* GetUnmannedVehicle();// 0x1ec8b00
  9421.         UTSkillManagerComponent* GetSkillManager();// 0x1ec8ad0
  9422.         float GetScaledSpeed();// 0x1ec8aa0
  9423.         FString GetPlayerNameSafety();// 0x1e97024
  9424.         STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34
  9425.         enum GetObserverType();// 0x1ec8a70
  9426.         enum[] GetDamageableGameObjectType();// 0x1ec89a8
  9427.         UTSkill* GetCurSkill();// 0x1ec8978
  9428.         STExtraVehicleBase* GetCurrentVehicle();// 0x1e96464
  9429.         float GetBuffExpiry(FName BuffName);// 0x1ec88f0
  9430.         float GetBuffDuration(int BuffID, int CauseSkillID);// 0x1ec8824
  9431.         UAEBlackboard* GetBuffBlackboard(int BuffID);// 0x1ec87a4
  9432.         void FillBuffBlackboard(int BuffID, UAEBlackboardParameter[] ParamList);// 0x1ec861c
  9433.         int ExtractDamageParams(out const DamageEvent DamageEvent, Actor* DamagetCauser, out int DamagetType);// 0x1ec84dc
  9434.         bool EnterState(enum State);// 0x1e94f64
  9435.         void DelayHidden();// 0x1e94a54
  9436.         void Client_ShowDebugString(Vector InLocation, FString InText, Actor* InActor, Color InColor, float InTime);// 0x1ec8308
  9437.         void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor, float InTime);// 0x1ec81bc
  9438.         void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float InTime);// 0x1ec8070
  9439.         void Client_ShowDebugCone(Vector InLocation, float InRadius, Color InColor, float InTime, Vector forwardDir, float ang);// 0x1ec7e8c
  9440.         void Client_ShowDebugCapsule(Vector InLocation, float InRadius, float Length, Color InColor, float InTime, Rotator Rot, float ang);// 0x1ec7c60
  9441.         void Client_ShowDebugBox(Vector Center, Color InColor, float InTime, Vector Extent, Quat Rot);// 0x1ec7abc
  9442.         void ClearBuff();// 0x1ec7aa0
  9443.         void CheckSignalHP();// 0x1ec7a8c
  9444.         void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0
  9445.         bool AllowState(enum State, bool withLog);// 0x1e8dfbc
  9446.         bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1ec797c
  9447.         bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1ec7824
  9448.         int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x1ec7680
  9449.  
  9450. --------------------------------
  9451. Class: UAECharacter.Character.Pawn.Actor.Object
  9452.         int iRegionCharacter;//[Offset: 0x5e8 , Size: 4]
  9453.         FName PlayerType;//[Offset: 0x5f0 , Size: 8]
  9454.         FString PlayerName;//[Offset: 0x5f8 , Size: 12]
  9455.         FString Nation;//[Offset: 0x604 , Size: 12]
  9456.         uint32 PlayerKey;//[Offset: 0x610 , Size: 4]
  9457.         FString PlayerUID;//[Offset: 0x614 , Size: 12]
  9458.         int TeamID;//[Offset: 0x620 , Size: 4]
  9459.         bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x624 , Size: 1]
  9460.         int CampID;//[Offset: 0x628 , Size: 4]
  9461.         int resID;//[Offset: 0x62c , Size: 4]
  9462.         enum DefaultCharacterGender;//[Offset: 0x630 , Size: 1]
  9463.         GameModePlayerItem[] InitialItemList;//[Offset: 0x634 , Size: 12]
  9464.         GameModePlayerUpassInfo UpassInfo;//[Offset: 0x640 , Size: 40]
  9465.         GameModePlayerPetInfo PetInfo;//[Offset: 0x668 , Size: 24]
  9466.         int planeAvatarId;//[Offset: 0x680 , Size: 4]
  9467.         int DyeDebugFlag;//[Offset: 0x684 , Size: 4]
  9468.         GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x688 , Size: 12]
  9469.         bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x694 , Size: 1]
  9470.         bool bIsAIWithPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x695 , Size: 1]
  9471.         bool UseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8 , Size: 1]
  9472.         bool DefaultIsUseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a9 , Size: 1]
  9473.         FString LuaFilePath;//[Offset: 0x6b8 , Size: 12]
  9474.         void SendLuaDSToClient(int ID, out const byte[] Content);// 0x246398c
  9475.         void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2463850
  9476.         void OnRep_UseWholeModel();// 0x246383c
  9477.         void OnRep_TeamID();// 0x2463828
  9478.         void OnRep_PlayerUID();// 0x2463814
  9479.         void OnRep_PlayerKey();// 0x1e9ae54
  9480.         void OnRep_CampID();// 0x2463800
  9481.         bool IsDefaultCharType();// 0x1e9860c
  9482.         int GetTeamId();// 0x24637e4
  9483.         FString GetPlayerKey();// 0x2463724
  9484.         ActorComponent*[] GetNonSimulatedComponents_OnFighting();// 0x246365c
  9485.         ActorComponent*[] GetNonSimulatedComponents_NonTeammates();// 0x2463594
  9486.         ActorComponent*[] GetNonSimulatedComponents();// 0x24634cc
  9487.         ActorComponent*[] GetNonDedicatedComponents();// 0x2463404
  9488.         int GetCampId();// 0x24633dc
  9489.         void ClientAcknowledgeReconnection(uint32 Token);// 0x1c83750
  9490.  
  9491. --------------------------------
  9492. Class: GameModePlayerItem
  9493.         int ItemTableID;//[Offset: 0x0 , Size: 4]
  9494.         int Count;//[Offset: 0x4 , Size: 4]
  9495.         int[] AdditionIntData;//[Offset: 0x8 , Size: 12]
  9496.  
  9497. --------------------------------
  9498. Class: GameModePlayerUpassInfo
  9499.         int updateTime;//[Offset: 0x0 , Size: 4]
  9500.         int upassLevel;//[Offset: 0x4 , Size: 4]
  9501.         int upassScore;//[Offset: 0x8 , Size: 4]
  9502.         bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  9503.         bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
  9504.         bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe , Size: 1]
  9505.         bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf , Size: 1]
  9506.         FString iconUrl;//[Offset: 0x10 , Size: 12]
  9507.         bool mainSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  9508.         int upassKeepBuy;//[Offset: 0x20 , Size: 4]
  9509.         int nUpassPrimePlusCard;//[Offset: 0x24 , Size: 4]
  9510.  
  9511. --------------------------------
  9512. Class: GameModePlayerPetInfo
  9513.         int PetId;//[Offset: 0x0 , Size: 4]
  9514.         int PetLevel;//[Offset: 0x4 , Size: 4]
  9515.         int PetCfgId;//[Offset: 0x8 , Size: 4]
  9516.         int[] PetAvatarList;//[Offset: 0xc , Size: 12]
  9517.  
  9518. --------------------------------
  9519. Class: GameModePlayerTaskData
  9520.         int task_id;//[Offset: 0x0 , Size: 4]
  9521.         int process;//[Offset: 0x4 , Size: 4]
  9522.         FString ext_info;//[Offset: 0x8 , Size: 12]
  9523.  
  9524. --------------------------------
  9525. Class: PawnStateDisable
  9526.         enum PawnState;//[Offset: 0x0 , Size: 1]
  9527.         int8 Disabled;//[Offset: 0x1 , Size: 1]
  9528.  
  9529. --------------------------------
  9530. Class: STExtraVehicleBase.Pawn.Actor.Object
  9531.         int iRegionVehicle;//[Offset: 0x3b8 , Size: 4]
  9532.         bool AutoEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1]
  9533.         enum VehicleType;//[Offset: 0x3bd , Size: 1]
  9534.         enum VehicleShapeType;//[Offset: 0x3be , Size: 1]
  9535.         ItemDefineID AvatarDefaultCfg;//[Offset: 0x3c0 , Size: 24]
  9536.         ItemDefineID AvatarDefaultCfgLOD;//[Offset: 0x3d8 , Size: 24]
  9537.         MaterialInterface* BrokenMat;//[Offset: 0x3f0 , Size: 4]
  9538.         ParticleSystem* PS_Explosion;//[Offset: 0x3f4 , Size: 4]
  9539.         ParticleSystem* PS_OnHitObstacles;//[Offset: 0x3f8 , Size: 4]
  9540.         <FName,ParticleSoftWrapperArray> ParticleSoftWrapperMap;//[Offset: 0x3fc , Size: 60]
  9541.         <FName,ParticleRuntimeDataArray> ParticleRuntimeDataMap;//[Offset: 0x438 , Size: 60]
  9542.         Texture2D* VehicleIcon;//[Offset: 0x474 , Size: 4]
  9543.         byte CameraDataType;//[Offset: 0x478 , Size: 1]
  9544.         bool ShowUpDownGUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479 , Size: 1]
  9545.         bool ShowHeightUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47a , Size: 1]
  9546.         bool AdjustViewDistanceByHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47b , Size: 1]
  9547.         float AdjustViewDistanceBaseDist;//[Offset: 0x47c , Size: 4]
  9548.         float AdjustViewDistanceBaseFactor;//[Offset: 0x480 , Size: 4]
  9549.         bool IsUnmannedVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x484 , Size: 1]
  9550.         bool bCanChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x485 , Size: 1]
  9551.         float ShowGrainyScreenMinDist;//[Offset: 0x488 , Size: 4]
  9552.         bool ImmuePassageDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48c , Size: 1]
  9553.         float FuelConsumptionModifierBoost;//[Offset: 0x490 , Size: 4]
  9554.         bool bCanBoostSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494 , Size: 1]
  9555.         bool bUseSyncAtClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x495 , Size: 1]
  9556.         bool bCheckOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x496 , Size: 1]
  9557.         float LanscapeCheckDistance;//[Offset: 0x498 , Size: 4]
  9558.         bool bLockZeroAngularDamping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49c , Size: 1]
  9559.         float LockZeroAngularDampingValue;//[Offset: 0x4a0 , Size: 4]
  9560.         bool bInvulnerableWhenHasRiders;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a4 , Size: 1]
  9561.         bool bRespawnNeedAdjustLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a5 , Size: 1]
  9562.         int MainMaterialIndex;//[Offset: 0x4a8 , Size: 4]
  9563.         FText VehicleDisplayName;//[Offset: 0x4ac , Size: 12]
  9564.         bool AdvanceVehicleShowAsStandardVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b8 , Size: 1]
  9565.         Vector AirDropVelocity;//[Offset: 0x4bc , Size: 12]
  9566.         StaticMesh* AirDropParachuteMesh;//[Offset: 0x4c8 , Size: 4]
  9567.         FName AirDropParachuteSocketName;//[Offset: 0x4d0 , Size: 8]
  9568.         bool bAllowDifferentTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8 , Size: 1]
  9569.         bool SupportMusicGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d9 , Size: 1]
  9570.         bool VehicleBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4da , Size: 1]
  9571.         float BackpackCapacity;//[Offset: 0x4dc , Size: 4]
  9572.         FName BackpackName;//[Offset: 0x4e0 , Size: 8]
  9573.         FString[] BackpackSupportModeIDList;//[Offset: 0x4e8 , Size: 12]
  9574.         int[] marr_MidIndexes;//[Offset: 0x4f4 , Size: 12]
  9575.         float EnterVehicleCameraBlendTime;//[Offset: 0x500 , Size: 4]
  9576.         float ExitVehicleCameraBlendTime;//[Offset: 0x504 , Size: 4]
  9577.         float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x508 , Size: 4]
  9578.         bool DisableTickVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1]
  9579.         float StaticForceFixInterval;//[Offset: 0x510 , Size: 4]
  9580.         float voiceCheckCD;//[Offset: 0x514 , Size: 4]
  9581.         float voiceCheckShowCD;//[Offset: 0x518 , Size: 4]
  9582.         float VoiceCheckDis;//[Offset: 0x51c , Size: 4]
  9583.         float voiceUsingHornCheckDis;//[Offset: 0x520 , Size: 4]
  9584.         float voiceCheckSpeed;//[Offset: 0x524 , Size: 4]
  9585.         bool EnableMapMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544 , Size: 1]
  9586.         delegate OnSeatAttached;//[Offset: 0x548 , Size: 12]
  9587.         delegate OnSeatDetached;//[Offset: 0x554 , Size: 12]
  9588.         delegate OnSeatChange;//[Offset: 0x560 , Size: 12]
  9589.         bool mb_ZeroLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c , Size: 1]
  9590.         bool bDebugDrawEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56d , Size: 1]
  9591.         float PassengerInjuryAvoidance;//[Offset: 0x570 , Size: 4]
  9592.         bool IsCanVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574 , Size: 1]
  9593.         enum VehicleHealthState;//[Offset: 0x5ac , Size: 1]
  9594.         bool bIsEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ad , Size: 1]
  9595.         bool bIsUsingHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ae , Size: 1]
  9596.         bool bIsBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5af , Size: 1]
  9597.         bool bIsVehicleSpringArmAutoReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b0 , Size: 1]
  9598.         Vector BloodEffectScale;//[Offset: 0x5b4 , Size: 12]
  9599.         SkeletalMeshComponent* Mesh;//[Offset: 0x5c0 , Size: 4]
  9600.         VehicleSeatComponent* VehicleSeats;//[Offset: 0x5c4 , Size: 4]
  9601.         VehicleDamageComponent* VehicleDamage;//[Offset: 0x5c8 , Size: 4]
  9602.         VehicleCommonComponent* VehicleCommon;//[Offset: 0x5cc , Size: 4]
  9603.         BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x5d0 , Size: 4]
  9604.         VehicleSyncComponent* VehicleSyncComponent;//[Offset: 0x5d4 , Size: 4]
  9605.         LagCompensationComponentBase* VehicleShootAntiCheat;//[Offset: 0x5d8 , Size: 4]
  9606.         VehicleComponent*[] VehicleComps;//[Offset: 0x5dc , Size: 12]
  9607.         float EnActiveTimeThreshold;//[Offset: 0x5f0 , Size: 4]
  9608.         float VehicleHitThreshold;//[Offset: 0x610 , Size: 4]
  9609.         float VehicleHitCharacterThreshold;//[Offset: 0x614 , Size: 4]
  9610.         float AndroidGLES2TailLightScale;//[Offset: 0x624 , Size: 4]
  9611.         VehBackpackItem[] VehicleBackpackItems;//[Offset: 0x630 , Size: 12]
  9612.         delegate OnClientEnterVehicleEvent;//[Offset: 0x640 , Size: 12]
  9613.         delegate OnClientExitVehicleEvent;//[Offset: 0x64c , Size: 12]
  9614.         bool NeedCheckMovetoVehicleStraight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x658 , Size: 1]
  9615.         float VehicleEnterDistance;//[Offset: 0x65c , Size: 4]
  9616.         float TickEnterSphereInterval;//[Offset: 0x660 , Size: 4]
  9617.         float EnterSphereExtraHeight;//[Offset: 0x664 , Size: 4]
  9618.         bool EnableTickEnterSphereAsyncLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x671 , Size: 1]
  9619.         float AsyncLoadResDistance;//[Offset: 0x674 , Size: 4]
  9620.         float TickEnterSphereAsyncLoadResInterval;//[Offset: 0x678 , Size: 4]
  9621.         bool EnableCullWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x681 , Size: 1]
  9622.         float TickEnterCullWaterSphereInterval;//[Offset: 0x684 , Size: 4]
  9623.         float EnterCullWaterDistanceSq;//[Offset: 0x688 , Size: 4]
  9624.         Vector CullWaterCapsuleA;//[Offset: 0x68c , Size: 12]
  9625.         Vector CullWaterCapsuleB;//[Offset: 0x698 , Size: 12]
  9626.         float CullWaterCapsuleRadius;//[Offset: 0x6a4 , Size: 4]
  9627.         float CullWaterCapsuleBlendWidth;//[Offset: 0x6a8 , Size: 4]
  9628.         bool bPeneTerrainProtectionEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b4 , Size: 1]
  9629.         float PeneTerrainProtectionInterval;//[Offset: 0x6b8 , Size: 4]
  9630.         float SaveValidTransformInterval;//[Offset: 0x6bc , Size: 4]
  9631.         Vector PeneTerrainProtectionFixOffset;//[Offset: 0x6c0 , Size: 12]
  9632.         bool bIsAirdroppingVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f4 , Size: 1]
  9633.         StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x6f8 , Size: 4]
  9634.         AkAudioEvent* Sfx_EngineLoop;//[Offset: 0x6fc , Size: 4]
  9635.         AkAudioEvent* Sfx_EngineLoop_Team;//[Offset: 0x700 , Size: 4]
  9636.         AkAudioEvent* Sfx_Boost;//[Offset: 0x704 , Size: 4]
  9637.         AkAudioEvent* Sfx_FireLoop;//[Offset: 0x708 , Size: 4]
  9638.         AkAudioEvent* Sfx_Landing;//[Offset: 0x70c , Size: 4]
  9639.         AkAudioEvent* Sfx_Explosion;//[Offset: 0x710 , Size: 4]
  9640.         AkAudioEvent* Sfx_HitBody;//[Offset: 0x714 , Size: 4]
  9641.         AkAudioEvent* Sfx_HitZombie;//[Offset: 0x718 , Size: 4]
  9642.         AkAudioEvent* Sfx_HitMetal;//[Offset: 0x71c , Size: 4]
  9643.         AkAudioEvent* Sfx_Horn;//[Offset: 0x720 , Size: 4]
  9644.         AkAudioEvent* Sfx_Throttle;//[Offset: 0x724 , Size: 4]
  9645.         AkAudioEvent* Sfx_UnderWater_In;//[Offset: 0x728 , Size: 4]
  9646.         AkAudioEvent* Sfx_UnderWater_Out;//[Offset: 0x72c , Size: 4]
  9647.         AkAudioEvent* Sfx_CannotThrottle;//[Offset: 0x730 , Size: 4]
  9648.         AkAudioEvent* Sfx_BodyOverlapDamage;//[Offset: 0x734 , Size: 4]
  9649.         AkAudioEvent* Sfx_EngineStop;//[Offset: 0x738 , Size: 4]
  9650.         AkAudioEvent*[] SfxArr_MusicLoops;//[Offset: 0x73c , Size: 12]
  9651.         float EngineSfxEndDelayTime;//[Offset: 0x748 , Size: 4]
  9652.         bool bAudioLogEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74c , Size: 1]
  9653.         STExtraVehicleSfxLoop EngineSfxLoop;//[Offset: 0x750 , Size: 80]
  9654.         STExtraVehicleSfxLoop FireSfxLoop;//[Offset: 0x7a0 , Size: 80]
  9655.         STExtraVehicleSfxLoop HornSfxLoop;//[Offset: 0x7f0 , Size: 80]
  9656.         STExtraVehicleSfxLoop MusicSfxLoop;//[Offset: 0x840 , Size: 80]
  9657.         AkComponent* SoundComponent;//[Offset: 0x890 , Size: 4]
  9658.         float RPMSfxScale;//[Offset: 0x8bc , Size: 4]
  9659.         float ThrottleSfxMinSpeed;//[Offset: 0x8c0 , Size: 4]
  9660.         float PlayMusicChance;//[Offset: 0x8cc , Size: 4]
  9661.         int CurMusicIndex;//[Offset: 0x8d0 , Size: 4]
  9662.         enum VehicleSyncTag;//[Offset: 0x8e1 , Size: 1]
  9663.         float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x8e4 , Size: 4]
  9664.         VehicleSimViewData SimulateViewData;//[Offset: 0x8f0 , Size: 4]
  9665.         VehicleSimViewData SimulateFreeCameraViewData;//[Offset: 0x8f4 , Size: 4]
  9666.         VehicleSpringArmComponent* mp_VehicleSpringArm;//[Offset: 0x8f8 , Size: 4]
  9667.         delegate OnVehicleHealthStateChanged;//[Offset: 0x8fc , Size: 12]
  9668.         bool bAlwaysIgnoreRideCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x908 , Size: 1]
  9669.         float MinRideAngleDgree;//[Offset: 0x90c , Size: 4]
  9670.         bool bServerDetachApplyVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x910 , Size: 1]
  9671.         bool bCanUseSpeculativeCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91c , Size: 1]
  9672.         bool bUseSpeculativeCCDOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91d , Size: 1]
  9673.         float VehicleRadiusImulseScale;//[Offset: 0x920 , Size: 4]
  9674.         float VehicleAdditionalBlowUp;//[Offset: 0x924 , Size: 4]
  9675.         bool bResolvingStuckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x948 , Size: 1]
  9676.         float StuckMinImpulse;//[Offset: 0x94c , Size: 4]
  9677.         float ContinuousStuckInterval;//[Offset: 0x950 , Size: 4]
  9678.         float ContinuousStuckTimeBeforeResoving;//[Offset: 0x954 , Size: 4]
  9679.         float StuckResovingTime;//[Offset: 0x958 , Size: 4]
  9680.         float ContinuousStuckTimer;//[Offset: 0x960 , Size: 4]
  9681.         float StuckResovingTimer;//[Offset: 0x964 , Size: 4]
  9682.         bool bServerPrecentPenetratingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x96c , Size: 1]
  9683.         bool bShouldRespawnSelfWhenUnusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0 , Size: 1]
  9684.         float RespawnWaitingTime;//[Offset: 0x9b4 , Size: 4]
  9685.         float RespawnTickInterval;//[Offset: 0x9b8 , Size: 4]
  9686.         bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bc , Size: 1]
  9687.         bool bServerDetachEveryoneWhenRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa40 , Size: 1]
  9688.         bool bEnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4c , Size: 1]
  9689.         class VehicleAntiCheatTask[] VACTaskSetups;//[Offset: 0xa50 , Size: 12]
  9690.         VehicleAntiCheatTask*[] VACTasks;//[Offset: 0xa5c , Size: 12]
  9691.         VehicleAntiCheatTask*[] VacInstancedTasks;//[Offset: 0xa68 , Size: 12]
  9692.         bool bEnableServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa4 , Size: 1]
  9693.         bool EnableServerRecordWhenEnterCheatPunishMentNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaac , Size: 1]
  9694.         SkeletalMeshComponent* FPPMeshComponent;//[Offset: 0xac4 , Size: 4]
  9695.         MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0xac8 , Size: 4]
  9696.         SkeletalMesh* MeshAssetRef;//[Offset: 0xad0 , Size: 40]
  9697.         SkeletalMesh* TPPMesh;//[Offset: 0xaf8 , Size: 4]
  9698.         bool bEnableSkeletalMeshOptimizationDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb94 , Size: 1]
  9699.         Vector SeekLockOffset;//[Offset: 0xb98 , Size: 12]
  9700.         FName SeekLockSocket;//[Offset: 0xba8 , Size: 8]
  9701.         float ProduceSoundInterval;//[Offset: 0xbb0 , Size: 4]
  9702.         delegate VehicleAnimEventDelegate;//[Offset: 0xbb8 , Size: 12]
  9703.         BattleItemHandleBase* BindingHandle;//[Offset: 0xbc4 , Size: 4]
  9704.         delegate OnEnterVehicle;//[Offset: 0xbc8 , Size: 12]
  9705.         float OverlapCameraShakeInterval;//[Offset: 0xbdc , Size: 4]
  9706.         float OverlapDamageRate;//[Offset: 0xbe4 , Size: 4]
  9707.         float OverlapImpulseRate;//[Offset: 0xbe8 , Size: 4]
  9708.         float OverlapImpulseRateZ;//[Offset: 0xbec , Size: 4]
  9709.         float MaxOverlapImpulse;//[Offset: 0xbf0 , Size: 4]
  9710.         float MinOverlapSpeed;//[Offset: 0xbf4 , Size: 4]
  9711.         float OverlapSimpleCharacterInterval;//[Offset: 0xbf8 , Size: 4]
  9712.         float OverlapVehicleDamageRate;//[Offset: 0xc00 , Size: 4]
  9713.         float MaxOverlapVehicleDamageRange;//[Offset: 0xc04 , Size: 4]
  9714.         ESTAINoiseEventParams EngineParams;//[Offset: 0xc0c , Size: 16]
  9715.         float EngineSoundCheckInterval;//[Offset: 0xc1c , Size: 4]
  9716.         float EngineSoundMinCheckSpeed;//[Offset: 0xc24 , Size: 4]
  9717.         ESTAINoiseEventParams LoudspeakerParams;//[Offset: 0xc28 , Size: 16]
  9718.         bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc39 , Size: 1]
  9719.         class AttrModifyComponent* AttrModifyCompClass;//[Offset: 0xc3c , Size: 4]
  9720.         class STBuffSystemComponent* BuffSystemCompClass;//[Offset: 0xc40 , Size: 4]
  9721.         AttrModifyComponent* AttrModifyComp;//[Offset: 0xc44 , Size: 4]
  9722.         STBuffSystemComponent* BuffSystemComp;//[Offset: 0xc48 , Size: 4]
  9723.         enum[] DamageableGameObjectTypeList;//[Offset: 0xc4c , Size: 12]
  9724.         bool bEnterSocketChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc58 , Size: 1]
  9725.         delegate OnVehicleAvatarDataCopied;//[Offset: 0xc5c , Size: 12]
  9726.         VehicleAvatarComponent* VehicleAvatar;//[Offset: 0xc68 , Size: 4]
  9727.         VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0xc6c , Size: 4]
  9728.         bool bAdvanceAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70 , Size: 1]
  9729.         int nAvatarID;//[Offset: 0xc74 , Size: 4]
  9730.         bool ForcePlayerUpdateAnimEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc78 , Size: 1]
  9731.         bool bNeedDelayProcessAvatarOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc79 , Size: 1]
  9732.         bool bEnableWeakTickComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc84 , Size: 1]
  9733.         float WeakTickDoSomethingDuration;//[Offset: 0xc88 , Size: 4]
  9734.         float MaxLinearVelocity;//[Offset: 0xc9c , Size: 4]
  9735.         bool bInBuffSpeedState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca0 , Size: 1]
  9736.         int TeamID;//[Offset: 0xca4 , Size: 4]
  9737.         int CampID;//[Offset: 0xca8 , Size: 4]
  9738.         float VehicleGoStraight;//[Offset: 0xcac , Size: 4]
  9739.         bool DamageIgnoreWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb0 , Size: 1]
  9740.         STExtraPlayerCharacter* ReqExchangeCharacter;//[Offset: 0xcb4 , Size: 4]
  9741.         float ExchangeVehicleSeatInterval;//[Offset: 0xcb8 , Size: 4]
  9742.         delegate OnHitSpecialEffectDelegate;//[Offset: 0xcc0 , Size: 12]
  9743.         WeaponManagerBaseComponent* WeaponManagerComponent;//[Offset: 0xccc , Size: 4]
  9744.         EffectComponent* NewEffectComponent;//[Offset: 0xcd0 , Size: 4]
  9745.         bool OpenShootVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd4 , Size: 1]
  9746.         bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd5 , Size: 1]
  9747.         int WeaponReconnectIdx;//[Offset: 0xcd8 , Size: 4]
  9748.         WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xcdc , Size: 4]
  9749.         enum UAVOperateState;//[Offset: 0xce4 , Size: 1]
  9750.         float SingleMoveRate;//[Offset: 0xce8 , Size: 4]
  9751.         SoftObjectPath VehicleStatesConfigClass;//[Offset: 0xcf0 , Size: 24]
  9752.         SoftObjectPath VehicleBloodMaxHpConfigClass;//[Offset: 0xd08 , Size: 24]
  9753.         int CurrentVehicleStatesData;//[Offset: 0xd20 , Size: 4]
  9754.         PlayerTombBox*[] TombBoxOnVehicle;//[Offset: 0xd30 , Size: 12]
  9755.         STExtraBaseCharacter*[] StandingVehiclePlayers;//[Offset: 0xd3c , Size: 12]
  9756.         bool IsExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48 , Size: 1]
  9757.         FName ExplodedTombBoxPlaceSocket;//[Offset: 0xd50 , Size: 8]
  9758.         float TombBoxTraceLength;//[Offset: 0xd58 , Size: 4]
  9759.         float PlayerOutAngleCosin;//[Offset: 0xd5c , Size: 4]
  9760.         bool bFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd60 , Size: 1]
  9761.         bool bNeedFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd61 , Size: 1]
  9762.         bool bInHouseSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd62 , Size: 1]
  9763.         float SleepVehicleTolerance;//[Offset: 0xd64 , Size: 4]
  9764.         float StaticFixAngel;//[Offset: 0xd68 , Size: 4]
  9765.         float ClientAwakeVehicleTolerance;//[Offset: 0xd6c , Size: 4]
  9766.         float SleepVehicleTickTime;//[Offset: 0xd70 , Size: 4]
  9767.         float ServerInitForceSleepPhysicsDelay;//[Offset: 0xd78 , Size: 4]
  9768.         float ClientInitForceSleepPhysicsDelay;//[Offset: 0xd7c , Size: 4]
  9769.         int CannotEnterTips;//[Offset: 0xd88 , Size: 4]
  9770.         delegate VehicleBeforeWheelDestroy;//[Offset: 0xd90 , Size: 12]
  9771.         Vector AttachedRelLoc;//[Offset: 0xd9c , Size: 12]
  9772.         Actor* AttachedActor;//[Offset: 0xda8 , Size: 4]
  9773.         int HasAttachedActorTips;//[Offset: 0xdac , Size: 4]
  9774.         bool bEnableTickSafeSpawnInternalNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb8 , Size: 1]
  9775.         void WeakTick(float DeltaTime);// 0x1f59df8
  9776.         void VehicleBeenDestroyedCleanInfoDisplay(enum InVehicleHealthState);// 0x1f59d80
  9777.         void TickEnableAvatarOutline();// 0x1f59d6c
  9778.         void StartFireSimple(byte ShootMode);// 0x1f59cf4
  9779.         void StartAirDrop();// 0x1f59ce0
  9780.         void SpawnItemForVehicleBackpack(out const PickUpItemData[] ItemList);// 0x1f59c34
  9781.         void ShowBoostingEffect(bool bShow);// 0x2859eb0
  9782.         bool ShouldUseSpecialHitEffect();// 0x1f59c04
  9783.         byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x1f59a18
  9784.         void SetWeaponReconnectIdx(int ReconnectOpIndex);// 0x1f59998
  9785.         void SetVehicleStates(int ID, bool bEnable, float fTime);// 0x1f5988c
  9786.         void SetUsingHorn(bool bUse);// 0x1f5980c
  9787.         void SetUAVOperateState(enum NewState);// 0x1f59794
  9788.         void SetJoystickMoveVelocity(Vector2D moveVelocity);// 0x1f59724
  9789.         void ServerSetUsingHorn(bool bUse);// 0x1f5965c
  9790.         void ServerSetIsVehicleSpringArmAutoReturn(bool bEnalbed);// 0x1f59594
  9791.         void ServerSetBoosting(bool bEnalbed);// 0x1f594cc
  9792.         void ServerSetAttachedActor(Actor* InAttachTarget);// 0x1f59454
  9793.         void ServerSetAirControlF(float Rate);// 0x1f593a0
  9794.         void ServerSetAirControlB(float Rate);// 0x1f592ec
  9795.         void ServerDetachEveryoneFromSeat(bool bMustExit, bool bApplyVehicleVelocity);// 0x1f5921c
  9796.         void SendVehicleInAirChangedTimeToServer();// 0x1f591c0
  9797.         void SendTriggerEventToServer(VehicleTriggerComponent* VTComp);// 0x1f5910c
  9798.         void SendCreateDamage(STExtraSimpleCharacter* Target);// 0x1f59058
  9799.         void SendClient_ForceUpdate_ControlRotationOnVehicle_SimulateViewData();// 0x1e1cd28
  9800.         void ResetJoystickMove();// 0x1f59044
  9801.         bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1f58f34
  9802.         bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1f58ddc
  9803.         void RemoveAntiStuckBox();// 0x1f58dc8
  9804.         void RegisterItemHandle(BattleItemHandleBase* BindingHandle);// 0x1f58d50
  9805.         void ProcessAvatarOutline();// 0x1f58d34
  9806.         void PrintStats();// 0x1ee6bc4
  9807.         bool PreChangeVehicleFPPAvatar();// 0x1f58d0c
  9808.         bool PreChangeVehicleBrokenMat();// 0x1f58ce4
  9809.         bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x1f58c20
  9810.         void PostLoadFPPMesh();// 0x1f58c04
  9811.         void PlaySfxOneShot(AkAudioEvent* AkEvent);// 0x1f58b8c
  9812.         bool PawnHasState(enum PawnState);// 0x1f58b04
  9813.         void OnUserSwitchWeapon(STExtraBaseCharacter* InUser, byte Slot);// 0x1f58a40
  9814.         void OnUpdateEffects();// 0x2859eb0
  9815.         void OnStopFire();// 0x2859eb0
  9816.         void OnSkeletalMeshSleep(PrimitiveComponent* WakingComponent, FName BoneName);// 0x1f58984
  9817.         void OnSkeletalMeshAwake(PrimitiveComponent* WakingComponent, FName BoneName);// 0x1f588c8
  9818.         void OnSetTailLightValue(float LightValue);// 0x2859eb0
  9819.         void OnServerPlayerChangeVehicleSeat(enum LastSeatType, enum NewSeatType);// 0x2859eb0
  9820.         void OnRep_VehicleSyncFlag();// 0x1f588b4
  9821.         void OnRep_VehicleHealthState();// 0x1f588a0
  9822.         void OnRep_TeamID();// 0x1f4ff64
  9823.         void OnRep_SimulateViewData();// 0x1f5888c
  9824.         void OnRep_SimulateFreeCameraViewData();// 0x1f58878
  9825.         void OnRep_ServerLastReplicatedServer();// 0x1f58864
  9826.         void OnRep_IsVehicleSpringArmAutoReturn();// 0x1f58850
  9827.         void OnRep_IsForbidNightVehicle();// 0x1f5883c
  9828.         void OnRep_IsEngineStarted();// 0x1f58828
  9829.         void OnRep_IsBoosting();// 0x1f58814
  9830.         void OnRep_IsAirdroppingVehicle();// 0x1f58800
  9831.         void OnRep_FrozenStatic();// 0x1f587ec
  9832.         void OnRep_CurrentVehicleStatesData(int OldVehicleStatesData);// 0x1f58774
  9833.         void OnRep_CampID();// 0x1c8c854
  9834.         void OnRep_AttachedRelLoc();// 0x1f58760
  9835.         void OnRep_AttachedActor();// 0x1f5874c
  9836.         void OnPlayerReqExitVehicle(STExtraPlayerCharacter* Player);// 0x1f586cc
  9837.         void OnPlayerExitVehicle(bool IsDriver);// 0x2859eb0
  9838.         void OnPlayerEnterVehicle(bool IsSuccess, enum SeatType);// 0x2859eb0
  9839.         void OnMeshLoaded(SoftObjectPath AssetRef);// 0x1f58560
  9840.         void OnFireBeginOverlapEvent(Actor* OtherActor);// 0x1f584e8
  9841.         void OnEngineStop();// 0x2859eb0
  9842.         void OnEngineStart();// 0x2859eb0
  9843.         void OnBoostingChanged();// 0x2859eb0
  9844.         void NotifyServerProjectileBulletImpact(out const ExplosionProjectileHitInfo InExpProjectileInfo, ProjectileBulletBase* Bullet);// 0x1f58414
  9845.         void MultiCast_ApplyImpulse(const Vector Origin, float DamageOuterRadius, float BaseMomentumMag);// 0x1f58314
  9846.         void LoadFPPVehicleModel();// 0x1f58300
  9847.         bool IsVehicleWarVehicle();// 0x1f582d0
  9848.         bool IsValidYawInput(float YawInput, VehicleSpringArmComponent* SpringArm);// 0x1f58204
  9849.         bool IsUsingFPPModel();// 0x1f581dc
  9850.         bool IsUCAV();// 0x1f581b4
  9851.         bool IsUAV();// 0x1f58184
  9852.         bool IsSpawnedInReady();// 0x1f58168
  9853.         bool IsNotInWater();// 0x1f58138
  9854.         bool IsMotorbike();// 0x1f58110
  9855.         bool IsInMidAir();// 0x1f580e0
  9856.         bool IsInBuffSpeedState();// 0x1f580c4
  9857.         bool IsHelicopter();// 0x1f5809c
  9858.         bool IsEntirelyUnderWater();// 0x1f58074
  9859.         bool IsElectronic_Failure();// 0x1f5804c
  9860.         bool IsClient_WeaponOwner();// 0x1f5801c
  9861.         bool IsCanEnter();// 0x1f57fec
  9862.         bool IsArmedVehicle();// 0x1f57fc4
  9863.         bool IsAmphibiousVehicle();// 0x1f57f9c
  9864.         bool IsAlive();// 0x1f57f6c
  9865.         bool IsAirVehicle();// 0x1f57f3c
  9866.         bool IsAI();// 0x1f57f0c
  9867.         bool IsActiveEffect(FName EffectName);// 0x1f57e8c
  9868.         void InitVehicle(int FuelPercent, bool bEngineOn, bool bInHouse);// 0x1f57d70
  9869.         SkeletalMeshComponent* InitSkeletalMesh(FName SubobjectName);// 0x1f57cf0
  9870.         bool HasVehicleStates(int ID, int srcVehicleStatesData);// 0x1f57c2c
  9871.         bool HasSkillID(int SkillID);// 0x1f57bac
  9872.         bool HasBuffID(int BuffID);// 0x1f57b24
  9873.         void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x1f57aa4
  9874.         void HandleOnVehicleAvatarDataCopied();// 0x1f57a90
  9875.         void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f57988
  9876.         void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x1f577f0
  9877.         void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f576e8
  9878.         void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x1f4ea08
  9879.         void HandleMoveAntiShootVerifyMiss();// 0x1f576cc
  9880.         void HandleLocalPlayerLeaveVehicle(STExtraPlayerCharacter* Player);// 0x1f5764c
  9881.         void HandleLocalPlayerEnterVehicle(STExtraPlayerCharacter* Player);// 0x1edd0c4
  9882.         void HandleLocalPlayerDeadth(STExtraBaseCharacter* Player);// 0x1f575d4
  9883.         Actor* GetWeaponUserConst();// 0x1f575a4
  9884.         Actor* GetWeaponUser();// 0x1f57574
  9885.         int GetWeaponReconnectIdx();// 0x1f57544
  9886.         WeaponOwnerProxy* GetWeaponOwnerProxy();// 0x1f57514
  9887.         uint32 GetWeaponOwnerPlayerKey();// 0x1f574e4
  9888.         float GetWeaponOwnerPawnHealth();// 0x1f574b4
  9889.         WeaponManagerBaseComponent* GetWeaponManagerBase();// 0x1f57484
  9890.         WeaponManagerComponent* GetWeaponManager();// 0x1f57454
  9891.         VehicleShootWeapon* GetVehicleWeapon(int SeatId, int WeaponListID);// 0x1f57390
  9892.         VehicleSpringArmComponent* GetVehicleSpringArm();// 0x1f57368
  9893.         int GetVehicleSkinItemID();// 0x1f57340
  9894.         VehicleAvatarComponent* GetVehicleAvatar();// 0x1f57318
  9895.         VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x1f572f0
  9896.         bool GetUsingHorn();// 0x1f572c8
  9897.         int GetTeamId();// 0x1f572a0
  9898.         MaterialInstanceDynamic* GetTailLightDIM();// 0x1f57278
  9899.         Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x1da518c
  9900.         Vector GetRotationInputDir();// 0x1e81b20
  9901.         float GetReloadAllWeaponTime();// 0x1f57250
  9902.         LagCompensationComponentBase* GetLagCompensationComponent();// 0x1f57220
  9903.         BattleItemHandleBase* GetItemHandle();// 0x1f57204
  9904.         bool GetIsOpenVertify();// 0x1f571e8
  9905.         Vector GetGunOwnerHeadLocation();// 0x1f57198
  9906.         MaterialInstanceDynamic* GetFrontLightDIM();// 0x1f57170
  9907.         float GetForwardSpeed();// 0x1e96464
  9908.         STExtraPlayerCharacter* GetFirstPassenger();// 0x1f57148
  9909.         MaterialInstanceDynamic* GetFFPLightDIM();// 0x1f57120
  9910.         SkeletalMeshComponent* GetEquipWeaponAttachMesh();// 0x1f570f0
  9911.         bool GetEnableTickEnterSphereAsyncLoadRes();// 0x1f570d4
  9912.         STExtraPlayerCharacter* GetDriver();// 0x1f570ac
  9913.         uint64 GetCurrentStatesInterface();// 0x1f5707c
  9914.         void GetCurrentOverlapActors(out STExtraSimpleCharacter*[] Result);// 0x1f56fb0
  9915.         void GetCullWaterCapsule(out Vector OutCapsulePointA, out Vector OutCapsulePointB, out float OutCullWaterCapsuleRadius, out float OutCullWaterCapsuleBlendWidth);// 0x1f56e24
  9916.         int GetCampId();// 0x1f56dfc
  9917.         int GetAvatarID();// 0x1f56de0
  9918.         void GetAllVehicleWeaponList(out VehicleShootWeapon*[] OutList);// 0x1f56d14
  9919.         void ExitFPPVehicle();// 0x1f56d00
  9920.         void EnterFPPVehicle();// 0x1f56cec
  9921.         void EnableWeakTick(bool Enabled);// 0x1f56c64
  9922.         void EnableAvatarOutline(enum OutlineType);// 0x1f56bec
  9923.         void DestroyAndRespawnSelf();// 0x1f56bd8
  9924.         void DeactiveEffect(FName EffectName);// 0x1f56b60
  9925.         void CreateAntiStuckBox();// 0x1f56b4c
  9926.         void ClientPlayVehicleCameraShake();// 0x1f56af0
  9927.         void ClientFeedbackPointDamage(Actor* DamageCauser);// 0x1f56a3c
  9928.         void ClearInputs();// 0x1f56a28
  9929.         void ClearBuff();// 0x1f56a0c
  9930.         bool CheckHaveSpecialAttachActor();// 0x1f4b4a0
  9931.         void CheckEnableAvatarOutline();// 0x2859eb0
  9932.         void CheckAvatarModifyEnterSocket(STExtraBaseCharacter* InCharacter);// 0x1f56994
  9933.         bool CheckAllWeaponIsReadyForFire();// 0x1f5696c
  9934.         bool ChangeVehicleAvatar(STExtraPlayerController* MainPlayerController);// 0x1f568e4
  9935.         bool CanVehicleJump();// 0x1f568bc
  9936.         bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);// 0x1f56834
  9937.         void BroadCastEnterVehicleEvent(bool IsSucc, enum SeatType);// 0x1f5676c
  9938.         void BroadcastClientVehicleExplosionEffect();// 0x1f3cc6c
  9939.         void BPPostLoadFPPMesh();// 0x2859eb0
  9940.         void BPPlayOverlapDamageCameraShake();// 0x2859eb0
  9941.         void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x1f334b4
  9942.         void AutoLoadEffect();// 0x1f56758
  9943.         bool ApplyAnimation();// 0x1f56730
  9944.         void AfterBeginPlay();// 0x2859eb0
  9945.         void AddHealthSafety(float AddVal);// 0x1f566b0
  9946.         bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1f565a0
  9947.         bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1f56448
  9948.         void ActiveEffectAsync(FName EffectName);// 0x1f563d0
  9949.         void ActiveEffect(FName EffectName);// 0x1f56358
  9950.  
  9951. --------------------------------
  9952. Class: ParticleSoftWrapperArray
  9953.         ParticleSoftWrapper[] WrapperArray;//[Offset: 0x0 , Size: 12]
  9954.  
  9955. --------------------------------
  9956. Class: ParticleSoftWrapper
  9957.         ParticleSystem* Template;//[Offset: 0x0 , Size: 40]
  9958.         Vector Location;//[Offset: 0x28 , Size: 12]
  9959.         Rotator Rotation;//[Offset: 0x34 , Size: 12]
  9960.         Vector Scale;//[Offset: 0x40 , Size: 12]
  9961.         FName AttachSocketName;//[Offset: 0x50 , Size: 8]
  9962.         bool bAutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  9963.  
  9964. --------------------------------
  9965. Class: ParticleRuntimeDataArray
  9966.         ParticleRuntimeData[] DataArray;//[Offset: 0x0 , Size: 12]
  9967.  
  9968. --------------------------------
  9969. Class: ParticleRuntimeData
  9970.         ParticleSystemComponent* SpawnedComponent;//[Offset: 0x0 , Size: 4]
  9971.  
  9972. --------------------------------
  9973. Class: VehicleSeatComponent.VehicleComponent.ActorComponent.Object
  9974.         STExtraVehicleSeat[] Seats;//[Offset: 0xbc , Size: 12]
  9975.         STExtraPlayerCharacter*[] SeatOccupiers;//[Offset: 0xc8 , Size: 12]
  9976.         STExtraVehicleWeaponsOnSeat[] VehicleWeapons;//[Offset: 0xd4 , Size: 12]
  9977.         STExtraVehicleAttachment[] VehicleAttachmentsConfig;//[Offset: 0xe0 , Size: 12]
  9978.         VehicleAttachmentBase*[] VehicleAttachments;//[Offset: 0xec , Size: 12]
  9979.         FName[] AlternativeLeaveVehicleSockets;//[Offset: 0xf8 , Size: 12]
  9980.         FName[] AlternativeEnterVehicleSockets;//[Offset: 0x104 , Size: 12]
  9981.         float LeaveVehicleVelocityScale;//[Offset: 0x110 , Size: 4]
  9982.         bool bCheckValidLeaveLocationBySweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1]
  9983.         bool bEnableForceLeave;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115 , Size: 1]
  9984.         byte[] SeatGUITypes;//[Offset: 0x120 , Size: 12]
  9985.         delegate OnSeatAttached;//[Offset: 0x12c , Size: 12]
  9986.         delegate OnSeatDetached;//[Offset: 0x138 , Size: 12]
  9987.         delegate OnSeatChanged;//[Offset: 0x144 , Size: 12]
  9988.         delegate OnUpdateSeatGUI;//[Offset: 0x150 , Size: 12]
  9989.         FString LatestDriverPlayerName;//[Offset: 0x15c , Size: 12]
  9990.         delegate OnDriverChange;//[Offset: 0x168 , Size: 12]
  9991.         FString LatestDriverPlayerUID;//[Offset: 0x174 , Size: 12]
  9992.         int MaxInUseSeatGUIIndex;//[Offset: 0x184 , Size: 4]
  9993.         STExtraPlayerController* RemoteController;//[Offset: 0x18c , Size: 4]
  9994.         bool bDelayOnRepOccupiersInReConnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190 , Size: 1]
  9995.         STExtraPlayerCharacter* mp_CurDriver;//[Offset: 0x194 , Size: 4]
  9996.         void ProcessPawnUseVehWeaponRotation(STExtraBaseCharacter* InChar, FName AttachSocketName);// 0x1fd1d64
  9997.         void OnRep_VehicleWeapons();// 0x1fd1d50
  9998.         void OnRep_Occupiers();// 0x1fd1d3c
  9999.         void OnRep_Attachments();// 0x1fd1d28
  10000.         bool IsSeatIndexAvailable(int SeatIndex);// 0x1fd1ca8
  10001.         bool IsSeatAvailableTeam(STExtraBaseCharacter* InCharacter);// 0x1fd1c28
  10002.         bool IsSeatAvailable(enum SeatType);// 0x1fd1ba8
  10003.         int GetSeatNum();// 0x1fd1b8c
  10004.         bool GetPlayerSeatInfo(STExtraPlayerCharacter* InPlayer, out STExtraVehicleSeat SeatInfo);// 0x1fd1980
  10005.         STExtraBaseCharacter* GetPassenger(int SeatIndex);// 0x1fd18fc
  10006.         STExtraBaseCharacter* GetFirstSeatCharacterBySeatType(enum SeatType);// 0x1fd187c
  10007.         STExtraPlayerCharacter* GetFirstPassenger();// 0x1fd1854
  10008.         STExtraPlayerCharacter* GetDriver();// 0x1fd182c
  10009.         int GetChracterSeatIndex(STExtraBaseCharacter* Character);// 0x1fd17ac
  10010.         void ClientSetLocalWeaponWillCtr(STExtraPlayerCharacter* Character, VehicleShootWeapon* VehShootWeapon);// 0x1fd16b0
  10011.         void ClientSetLeaveVehicleLocation(STExtraPlayerCharacter* Character, Vector LeaveLocation);// 0x1fd15ec
  10012.         void ClientChangeSeatCameraData(STExtraPlayerCharacter* Character, int OldIndex, int newIndex);// 0x1fd14a8
  10013.  
  10014. --------------------------------
  10015. Class: VehicleComponent.ActorComponent.Object
  10016.  
  10017. --------------------------------
  10018. Class: STExtraVehicleSeat
  10019.         enum SeatType;//[Offset: 0x0 , Size: 1]
  10020.         FName AnimCompTagName;//[Offset: 0x8 , Size: 8]
  10021.         FName EnterVehicleSocket;//[Offset: 0x10 , Size: 8]
  10022.         FName LeaveVehicleSocket;//[Offset: 0x18 , Size: 8]
  10023.         byte OccupyMovementMode;//[Offset: 0x20 , Size: 1]
  10024.         byte HoldWeaponType;//[Offset: 0x21 , Size: 1]
  10025.         byte SeatSpecialType;//[Offset: 0x22 , Size: 1]
  10026.         bool IsCanLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23 , Size: 1]
  10027.         int GUIDisplayIndex;//[Offset: 0x24 , Size: 4]
  10028.         CurveFloat* MinViewPitchCurve;//[Offset: 0x28 , Size: 4]
  10029.         Rotator CharRotVsVehiRot;//[Offset: 0x2c , Size: 12]
  10030.         byte SeatSideType;//[Offset: 0x38 , Size: 1]
  10031.         bool bEnableVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1]
  10032.         bool bEnableUsedAsFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a , Size: 1]
  10033.         bool bEnableChangeFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b , Size: 1]
  10034.         STExtraVehicleWeaponConfig[] VehicleWeaponConfig;//[Offset: 0x3c , Size: 12]
  10035.         bool bDefaultControlWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1]
  10036.         FName VehicleWeaponSeatSocket;//[Offset: 0x50 , Size: 8]
  10037.         bool bAddDynamicCapsuleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  10038.         float Radius;//[Offset: 0x5c , Size: 4]
  10039.         float HalfHeight;//[Offset: 0x60 , Size: 4]
  10040.         Transform CollisionOffset;//[Offset: 0x70 , Size: 48]
  10041.         bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0 , Size: 1]
  10042.  
  10043. --------------------------------
  10044. Class: STExtraVehicleWeaponConfig
  10045.         FName VehicleWeaponSocket;//[Offset: 0x0 , Size: 8]
  10046.         class VehicleShootWeapon* VehicleWeaponClass;//[Offset: 0x8 , Size: 4]
  10047.         Vector2D ViewYawLimit;//[Offset: 0xc , Size: 8]
  10048.         Vector2D ViewPitchLimit;//[Offset: 0x14 , Size: 8]
  10049.         bool bVerifyMuzzleDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  10050.         float MuzzleDirTor;//[Offset: 0x20 , Size: 4]
  10051.         bool bVerifyMuzzleLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  10052.         float MuzzleVehicleTore;//[Offset: 0x28 , Size: 4]
  10053.         bool bVerifyMuzzleBoxRanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1]
  10054.         Box MuzzleRangeBox;//[Offset: 0x30 , Size: 28]
  10055.         float DistTorSquared;//[Offset: 0x4c , Size: 4]
  10056.  
  10057. --------------------------------
  10058. Class: VehicleShootWeapon.STExtraShootWeapon.STExtraWeapon.Actor.Object
  10059.         float RotateSpeedOnVehicle;//[Offset: 0xbe0 , Size: 4]
  10060.         bool bUseVehWeaponDisableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe4 , Size: 1]
  10061.         bool bUseVehWeaponView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe5 , Size: 1]
  10062.         bool bAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe6 , Size: 1]
  10063.         FName VehWeaponBindSocket;//[Offset: 0xbe8 , Size: 8]
  10064.         CameraOffsetData VehWeaponViewCameraData;//[Offset: 0xbf0 , Size: 28]
  10065.         bool bNeedCalcMuzzleSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0c , Size: 1]
  10066.         FName OnBlockMuzzleSocket;//[Offset: 0xc10 , Size: 8]
  10067.         AnimSequence* VehicleWeaponIdle;//[Offset: 0xc18 , Size: 4]
  10068.         AnimSequence* VehicleWeaponReload;//[Offset: 0xc1c , Size: 4]
  10069.         AnimSequence* VehicleWeaponUnuseIdle;//[Offset: 0xc20 , Size: 4]
  10070.         float VehicleWeaponReloadRate;//[Offset: 0xc24 , Size: 4]
  10071.         AnimMontage* VehicleWeaponFireMontage;//[Offset: 0xc28 , Size: 4]
  10072.         bool bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2c , Size: 1]
  10073.         FName VehicleWeaponGripSocketR;//[Offset: 0xc30 , Size: 8]
  10074.         FName VehicleWeaponGripSocketL;//[Offset: 0xc38 , Size: 8]
  10075.         bool bControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc40 , Size: 1]
  10076.         bool bEnableControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc41 , Size: 1]
  10077.         bool bEnableAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc42 , Size: 1]
  10078.         bool bEnableFreeCameraWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc43 , Size: 1]
  10079.         bool bEnableExitWeaponViewWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc44 , Size: 1]
  10080.         bool bEnableReturnBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc54 , Size: 1]
  10081.         bool bEnableRotateCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc55 , Size: 1]
  10082.         bool bEnableScopeAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc56 , Size: 1]
  10083.         bool bAnimFollowCameraOnlyInADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc59 , Size: 1]
  10084.         FName CharacterSocket;//[Offset: 0xc60 , Size: 8]
  10085.         bool bEnableShowVehicleWeaponUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc68 , Size: 1]
  10086.         bool bEnableShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc69 , Size: 1]
  10087.         bool bEnableShowSlotUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6a , Size: 1]
  10088.         bool bEnableShowInterferenceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6b , Size: 1]
  10089.         bool bEnableShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6c , Size: 1]
  10090.         bool bUsePredictLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6d , Size: 1]
  10091.         class GrenadePredictLine* GrenadePredictLineClass;//[Offset: 0xc70 , Size: 4]
  10092.         FName GrenadePredictLineSocket;//[Offset: 0xc78 , Size: 8]
  10093.         GrenadePredictLine* GrenadePredictLine;//[Offset: 0xc80 , Size: 4]
  10094.         bool bCanConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc84 , Size: 1]
  10095.         float FuelConsumptionRate;//[Offset: 0xc88 , Size: 4]
  10096.         float StartReloadDelayTime;//[Offset: 0xca0 , Size: 4]
  10097.         float EndReloadDelayTime;//[Offset: 0xcb0 , Size: 4]
  10098.         STExtraPlayerCharacter* RefSeatPlayer;//[Offset: 0xcb4 , Size: 4]
  10099.         bool bLocalUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb8 , Size: 1]
  10100.         Actor* OwnerActor;//[Offset: 0xcbc , Size: 4]
  10101.         STExtraVehicleBase* OwnerVehicle;//[Offset: 0xcc0 , Size: 4]
  10102.         int BulletTypeTipMsgID;//[Offset: 0xcc8 , Size: 4]
  10103.         int NotEnoughEnergyTipMsgID;//[Offset: 0xccc , Size: 4]
  10104.         int CantUseFireWeaponTipMsgID;//[Offset: 0xcd0 , Size: 4]
  10105.         void StartReloadAnim();// 0x1fd2dd8
  10106.         void SetUsePawnControlRotation(STExtraPlayerCharacter* Character, bool IsUse, bool IsThirdPerson);// 0x1fd2cc4
  10107.         void OnVehicleExplode();// 0x1fd2ca8
  10108.         void OnRep_OwnerActor();// 0x1fd2c94
  10109.         void NetMulticastReturnBullets();// 0x1fd2c38
  10110.         void MulUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed, const WeaponSyncData SyncData);// 0x1fd2adc
  10111.         void K2_SetSpecialMeshHide(bool isHide);// 0x2859eb0
  10112.         void K2_OnUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed);// 0x2859eb0
  10113.         void K2_OnReturnBullets();// 0x2859eb0
  10114.         MeshComponent* K2_GetWeaponMeshComp();// 0x2859eb0
  10115.         void HnadleScopeInAfterReload();// 0x1fd2ac8
  10116.         void HandleWeaponStateChanged(byte LastState, byte NewState);// 0x1fd2a0c
  10117.         void HandleWeaponStartReload();// 0x1fd29f8
  10118.         void HandleWeaponEndReload();// 0x1fd29e4
  10119.         void HandleEndTouchScreenInReloading(byte FingerIndex);// 0x1fd2964
  10120.         void HandleBeginTouchScreenInReloading(out const Vector2D Loc);// 0x1fd28e0
  10121.         STExtraPlayerCharacter* GetPlayerCharacter();// 0x1fd28b8
  10122.         STExtraVehicleBase* GetOwnerVehicle();// 0x1fd2890
  10123.         Rotator GetOwnerCameraRotator();// 0x1fd2848
  10124.         Transform GetCharacterSocketTransform();// 0x1fd27e8
  10125.         void DoAutoReloadVehicleWeapon(STExtraShootWeapon* ShootWeapon);// 0x1fd2770
  10126.         bool CheckIsAutonomousOrObTarget();// 0x1fd2748
  10127.         void AfterReloadEnd();// 0x1fd2734
  10128.  
  10129. --------------------------------
  10130. Class: STExtraShootWeapon.STExtraWeapon.Actor.Object
  10131.         bool CloseLowLevelDeviceHitEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740 , Size: 1]
  10132.         bool bUseAdjusetImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x741 , Size: 1]
  10133.         float voiceCheckCD;//[Offset: 0x744 , Size: 4]
  10134.         float voiceCheckShowCD;//[Offset: 0x748 , Size: 4]
  10135.         bool isDefaultSlienceWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74c , Size: 1]
  10136.         WeaponVerifyConfig ShootVerifyConfig;//[Offset: 0x768 , Size: 60]
  10137.         bool bIsPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a4 , Size: 1]
  10138.         bool bIsAIOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a5 , Size: 1]
  10139.         delegate OnShootWeaponAutoReloadDel;//[Offset: 0x7a8 , Size: 12]
  10140.         delegate OnCurBulletChange;//[Offset: 0x7b4 , Size: 12]
  10141.         delegate OnCurBarrelBulletChangeDelegate;//[Offset: 0x7c0 , Size: 12]
  10142.         delegate OnStartFireDelegate;//[Offset: 0x7cc , Size: 12]
  10143.         delegate OnStopFireDelegate;//[Offset: 0x7d8 , Size: 12]
  10144.         delegate OnWeaponShootDelegate;//[Offset: 0x7e4 , Size: 12]
  10145.         delegate OnWeaponShootHitDelegate;//[Offset: 0x7f0 , Size: 12]
  10146.         delegate OnWeaponReloadStartDelegate;//[Offset: 0x7fc , Size: 12]
  10147.         delegate OnWeaponReloadEndDelegage;//[Offset: 0x808 , Size: 12]
  10148.         delegate OnWeaponEquipDelegate;//[Offset: 0x814 , Size: 12]
  10149.         delegate OnWeaponUnEquipDelegate;//[Offset: 0x820 , Size: 12]
  10150.         delegate OnWeaponEquipAnimProcessDelegate;//[Offset: 0x82c , Size: 12]
  10151.         delegate OnWeaponUnEquipAnimProcessDelegate;//[Offset: 0x838 , Size: 12]
  10152.         delegate OnLeftLastBulletWhenReloadOneByOneDelegate;//[Offset: 0x844 , Size: 12]
  10153.         delegate OnBulletNumChangeDelegate;//[Offset: 0x850 , Size: 12]
  10154.         delegate OnWeaponShootPlayerNotifyDelegate;//[Offset: 0x868 , Size: 12]
  10155.         delegate OnWeaponDurabilityChangedDelegate;//[Offset: 0x874 , Size: 12]
  10156.         delegate OnWeaponSecurityLogShootActorDelegate;//[Offset: 0x880 , Size: 12]
  10157.         CrossHairComponent* CachedCrossHairComponent;//[Offset: 0x88c , Size: 4]
  10158.         BulletHitInfoUploadComponent* CachedBulletHitInfoUploadComponent;//[Offset: 0x890 , Size: 4]
  10159.         delegate OnScopeIn;//[Offset: 0x894 , Size: 12]
  10160.         delegate OnScopeOut;//[Offset: 0x8a0 , Size: 12]
  10161.         delegate OnScopeInContinue;//[Offset: 0x8ac , Size: 12]
  10162.         STExtraShootWeaponComponent* ShootWeaponComponent;//[Offset: 0x8b8 , Size: 4]
  10163.         MultiBulletComponent* MultiBulletComponent;//[Offset: 0x8bc , Size: 4]
  10164.         GrenadeLaunchComponent* GrenadeLaunchComponent;//[Offset: 0x8c0 , Size: 4]
  10165.         FillGasComponent* FillGasComponent;//[Offset: 0x8c4 , Size: 4]
  10166.         int CurBulletNumInClip;//[Offset: 0x8c8 , Size: 4]
  10167.         BulletInClip CurBulletInClip;//[Offset: 0x8cc , Size: 16]
  10168.         int CurMaxBulletNumInOneClip;//[Offset: 0x8dc , Size: 4]
  10169.         int CurBulletNumInBarrel;//[Offset: 0x8e0 , Size: 4]
  10170.         byte ShootMode;//[Offset: 0x8e4 , Size: 1]
  10171.         byte CurShootType;//[Offset: 0x8e5 , Size: 1]
  10172.         int CurShootTotalType;//[Offset: 0x8e8 , Size: 4]
  10173.         float VoiceCheckDis;//[Offset: 0x8ec , Size: 4]
  10174.         float SilenceVoiceCheckDis;//[Offset: 0x8f0 , Size: 4]
  10175.         float nowVoiceCheckDis;//[Offset: 0x8f4 , Size: 4]
  10176.         Vector ShootTargetLoc;//[Offset: 0x8f8 , Size: 12]
  10177.         int AngledSightID;//[Offset: 0x910 , Size: 4]
  10178.         byte TraceChannel;//[Offset: 0x914 , Size: 1]
  10179.         Vector LastImpactEffectLocation;//[Offset: 0x918 , Size: 12]
  10180.         float LastImpactEffectTime;//[Offset: 0x924 , Size: 4]
  10181.         int CurBurstShootIndex;//[Offset: 0x92c , Size: 4]
  10182.         Transform BoltActionTransform;//[Offset: 0x930 , Size: 48]
  10183.         bool bHasFinishConfirmedFromServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x960 , Size: 1]
  10184.         int ClientShootTimes;//[Offset: 0x964 , Size: 4]
  10185.         AkAudioEvent* BulletFlySound;//[Offset: 0x968 , Size: 4]
  10186.         AkAudioEvent* LoadBulletSound;//[Offset: 0x96c , Size: 4]
  10187.         AkAudioEvent* ChangeMagazineSound;//[Offset: 0x970 , Size: 4]
  10188.         AkAudioEvent* MagazineINSound;//[Offset: 0x974 , Size: 4]
  10189.         AkAudioEvent* MagazineOUTSound;//[Offset: 0x978 , Size: 4]
  10190.         AkAudioEvent* PullBoltSound;//[Offset: 0x97c , Size: 4]
  10191.         Vector BulletDecalScale;//[Offset: 0x980 , Size: 12]
  10192.         BulletInClip CurBulletInClipOnSimulatedClients;//[Offset: 0x98c , Size: 16]
  10193.         bool CurAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99d , Size: 1]
  10194.         NormalProjectileComponent* NormalProjectileComponent;//[Offset: 0x9a0 , Size: 4]
  10195.         float AIShootLoudness;//[Offset: 0x9a4 , Size: 4]
  10196.         float AIShootStartAttenuationDis;//[Offset: 0x9a8 , Size: 4]
  10197.         float AIShootMaxDis;//[Offset: 0x9ac , Size: 4]
  10198.         float AISilenceShootLoudness;//[Offset: 0x9b0 , Size: 4]
  10199.         float AISilenceShootStartAttenuationDis;//[Offset: 0x9b4 , Size: 4]
  10200.         float AISilenceShootMaxDis;//[Offset: 0x9b8 , Size: 4]
  10201.         bool bEnableSwitchToGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bc , Size: 1]
  10202.         byte CurShootWeaponState;//[Offset: 0x9bd , Size: 1]
  10203.         ShootWeaponEntity* ShootWeaponEntityComp;//[Offset: 0x9c8 , Size: 4]
  10204.         ShootWeaponEffectComponent* ShootWeaponEffectComp;//[Offset: 0x9cc , Size: 4]
  10205.         int md_MaxBulletArraySize;//[Offset: 0x9d0 , Size: 4]
  10206.         bool IsEquipSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d4 , Size: 1]
  10207.         bool IsEquipFiringSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d5 , Size: 1]
  10208.         bool IsEquipCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d6 , Size: 1]
  10209.         Vector OffsetFPPLocation;//[Offset: 0x9d8 , Size: 12]
  10210.         Rotator OffsetFPPRotation;//[Offset: 0x9e4 , Size: 12]
  10211.         Vector OffsetFPPCrouchLocation;//[Offset: 0x9f0 , Size: 12]
  10212.         Rotator OffsetFPPCrouchRotation;//[Offset: 0x9fc , Size: 12]
  10213.         Vector OffsetFPPProneLocation;//[Offset: 0xa08 , Size: 12]
  10214.         Rotator OffsetFPPProneRotation;//[Offset: 0xa14 , Size: 12]
  10215.         Rotator OffsetFPPScopeRotation;//[Offset: 0xa20 , Size: 12]
  10216.         Vector OffsetAngledFPPLocation;//[Offset: 0xa2c , Size: 12]
  10217.         Rotator OffsetAngledFPPRotation;//[Offset: 0xa38 , Size: 12]
  10218.         Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xa44 , Size: 12]
  10219.         Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xa50 , Size: 12]
  10220.         Vector OffsetAngledFPPProneLocation;//[Offset: 0xa5c , Size: 12]
  10221.         Rotator OffsetAngledFPPProneRotation;//[Offset: 0xa68 , Size: 12]
  10222.         Rotator OffsetAngledFPPScopeRotation;//[Offset: 0xa74 , Size: 12]
  10223.         bool DefaultScopeVisiable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa80 , Size: 1]
  10224.         enum[] AvailableWeaponAttachmentSocketTypeList;//[Offset: 0xa90 , Size: 12]
  10225.         AttrModifyComponent* AttrModifierCompoment;//[Offset: 0xa9c , Size: 4]
  10226.         WeaponAttrModifyConfig[] WeaponAttrModifyConfigList;//[Offset: 0xaa0 , Size: 12]
  10227.         int[] AttachedAttachmentID;//[Offset: 0xaac , Size: 12]
  10228.         int[] DefaultAttachedAttachmentID;//[Offset: 0xab8 , Size: 12]
  10229.         uint32 ShootID;//[Offset: 0xac4 , Size: 4]
  10230.         WeaponAntiCheatComp* AntiCheatComp;//[Offset: 0xac8 , Size: 4]
  10231.         BulletHitInfoUploadData[] HitDataArray;//[Offset: 0xacc , Size: 12]
  10232.         SimulateBulletHitInfoData[] SimulateHitDataArray;//[Offset: 0xad8 , Size: 12]
  10233.         bool UseNewSimulateHitInfoData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae4 , Size: 1]
  10234.         bool IsInitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaec , Size: 1]
  10235.         bool IsRegisterCanModifyAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaed , Size: 1]
  10236.         bool bIsResettedMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb90 , Size: 1]
  10237.         bool UseNewShotGunDevation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd0 , Size: 1]
  10238.         bool bEnableReloadADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd8 , Size: 1]
  10239.         bool bCanAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd9 , Size: 1]
  10240.         int WeaponDurability;//[Offset: 0xbdc , Size: 4]
  10241.         void UpdateComponentTick();// 0x1f3cdac
  10242.         bool StopFireFilter();// 0x1f3cd7c
  10243.         void StopFire(byte ToState);// 0x1f3ccfc
  10244.         void StopFillGas();// 0x1f3cce8
  10245.         int StartReload();// 0x1f3ccb8
  10246.         bool StartFireFilter();// 0x1f3cc88
  10247.         void StartFire();// 0x1f3cc6c
  10248.         void StartFillGas();// 0x1f3cc58
  10249.         void StartDoPreBarrel(float HandledTime);// 0x1f3cbd8
  10250.         void StartDoBarrel();// 0x1ce2738
  10251.         void ShowDefaultScope(bool bShow);// 0x1f3cb58
  10252.         void ShowDefaultAttachmentComponentByType(enum Type, bool bVisible);// 0x1f3ca94
  10253.         void ShootIDIsNotValid();// 0x1f3ca78
  10254.         void SetWeaponAttrModifierEnable(FString AttrModifierID, bool Enable, bool ClientSimulate);// 0x1f3c920
  10255.         void SetReloadWithNoCostFromEntity(bool bReloadWithNoCost);// 0x1f3c8a0
  10256.         void SetCurShootType(byte shootType);// 0x1f3c828
  10257.         void SetCurrentBulletNumInClipOnServer(BulletInClip InBulletInClip);// 0x1f3c6c4
  10258.         void SetCurrentBulletNumInClipOnClient(BulletInClip InBulletInClip);// 0x1f3c560
  10259.         void SetCurReloadMethod(byte method);// 0x1f3c4e8
  10260.         void SetBulletInClip(out BulletInWeapon[] InCurBulletList, int Count);// 0x1f3c3d4
  10261.         void SetBaseImpactDamageEntity(float Damage);// 0x1d3093c
  10262.         void SetAvailableWeaponAttachmentSocketTypeList(out enum[] List);// 0x1f3c2c8
  10263.         bool ScopeOut();// 0x1f3c298
  10264.         void ScopeInContinue();// 0x1f3c284
  10265.         bool ScopeIn();// 0x1f3c254
  10266.         void S2C_SyncAllClientsBulletsNum(int BulletsNum);// 0x1c6e418
  10267.         void RPC_ServerStopReload(int InterruptState);// 0x1f3c1a0
  10268.         void RPC_ServerSetMaxBulletNum();// 0x1f3c144
  10269.         void RPC_ServerSetBaseImpactDamageEntity(float Damage);// 0x1f3c090
  10270.         void RPC_ClientSetCurShootType(byte shootType);// 0x1f3bfdc
  10271.         void RPC_ClientSetCurReloadMethod(byte method);// 0x1f3bf28
  10272.         void RPC_ClientNotifyLeftLastBulletWhenReloadOneByOne(int RemainBulletNumToReload);// 0x1c6ec10
  10273.         void RPC_ClientChangeFreshWeaponState_WithParams(byte State, byte Parameter);// 0x1f3be2c
  10274.         void RPC_Client_SetBulletNumInClip(BulletInClip InBulletInClip);// 0x1f3bbe4
  10275.         void RotateCrossHair(Rotator Rot);// 0x1f3bb74
  10276.         void ResetInitialBulletNumInClip(bool bSetZero);// 0x1f3baf4
  10277.         void ReSetBulletInClip(BulletInClip NewBulletInClip);// 0x1f3b990
  10278.         void RemoveGrenadeLaunchBullet(int RemoveNum);// 0x1f3b918
  10279.         void RemoveBulletInClip(int RemoveNum, bool IsRevert);// 0x1f3b854
  10280.         void RefreshBulletInClip(int Count);// 0x1f3b7dc
  10281.         void ReduceWeaponDurability(int ReduceAmount);// 0x1f3b764
  10282.         void PreSetBulletListInClip(BulletInClip NewBulletInClip);// 0x1f3b600
  10283.         void OnWeaponUnEquipDelegate__DelegateSignature();// 0x2859eb0
  10284.         void OnWeaponUnEquipAnimProcessDelegate__DelegateSignature();// 0x2859eb0
  10285.         void OnWeaponShootPlayerNotifyDelegate__DelegateSignature();// 0x2859eb0
  10286.         void OnWeaponShootHitDelegate__DelegateSignature(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x2859eb0
  10287.         void OnWeaponShootDelegate__DelegateSignature();// 0x2859eb0
  10288.         void OnWeaponSecurityLogShootActorDelegate__DelegateSignature(Actor* InHitActor, out const SecurityLogHitTargetInfo TargetInfo);// 0x2859eb0
  10289.         void OnWeaponReloadStartDelegate__DelegateSignature();// 0x2859eb0
  10290.         void OnWeaponReloadEndDelegage__DelegateSignature();// 0x2859eb0
  10291.         void OnWeaponEquipDelegate__DelegateSignature();// 0x2859eb0
  10292.         void OnWeaponEquipAnimProcessDelegate__DelegateSignature();// 0x2859eb0
  10293.         void OnWeaponDurabilityChangeDelegate__DelegateSignature();// 0x2859eb0
  10294.         void OnStopFireDelegate__DelegateSignature();// 0x2859eb0
  10295.         void OnStartFireDelegate__DelegateSignature();// 0x2859eb0
  10296.         void OnShootWeaponAutoReloadDelegate__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2859eb0
  10297.         void OnScopeInContinue__DelegateSignature();// 0x2859eb0
  10298.         void OnRep_WeaponDurability();// 0x1f3b5ec
  10299.         void OnRep_SimulateHitDataArray();// 0x1f3b5d8
  10300.         void OnRep_HitDataArray();// 0x1f3b5c4
  10301.         void OnRep_CurMaxBulletNumChange();// 0x1f3b5b0
  10302.         void OnRep_CurBulletInClipOnSimulatedClients();// 0x1f3b59c
  10303.         void OnMaxBulletChange__DelegateSignature();// 0x2859eb0
  10304.         void OnLeftLastBulletWhenReloadOneByOne__DelegateSignature(int RemainNum);// 0x2859eb0
  10305.         void OnCurBulletChange__DelegateSignature();// 0x2859eb0
  10306.         void OnCurBarrelBulletChangeDelegate__DelegateSignature();// 0x2859eb0
  10307.         void OnBulletNumChangeDelegate__DelegateSignature();// 0x2859eb0
  10308.         void NotifyServerNoneShootAction();// 0x1f3b540
  10309.         void NotifyLeftLastBulletWhenReloadOneByOneOnServer(int RemainBulletNumToReload);// 0x1f3b4c8
  10310.         void NotifyClientNoneShootAction();// 0x1f3b46c
  10311.         void LocalSetBulletNumInClip(BulletInClip InBulletInClip);// 0x1f3b308
  10312.         bool IsWeaponDurabilityLoss();// 0x1f3b2e0
  10313.         bool IsWeaponAttachmentFullEquiped();// 0x1f3b2b8
  10314.         bool IsVehicleWeapon();// 0x1f3b290
  10315.         bool IsUsingGrenadeLaunch();// 0x1f3b268
  10316.         bool IsSupportAutoAim();// 0x1f3b240
  10317.         bool IsInPreFire();// 0x1f3b218
  10318.         bool IsEnableReloadADS();// 0x1f3b1fc
  10319.         bool IsDriverVehicleWeapon();// 0x1f3b1d4
  10320.         void InitWeaponDurability(int NewVal);// 0x1f3b15c
  10321.         bool HasMultiBullet();// 0x1f3b134
  10322.         void HandleWeaponScopeUnEquiped(enum Type);// 0x1f3b0bc
  10323.         void HandleWeaponScopeEquiped(enum Type);// 0x1f3b044
  10324.         void HandleWeaponAvatarLoaded(int SlotID, ItemDefineID DefineID);// 0x1f3af74
  10325.         void HandleAllWeaponAvatarLoaded();// 0x1f3af60
  10326.         byte GetWeaponReloadType();// 0x1f3af38
  10327.         int GetWeaponIDFromEntity();// 0x1f3af10
  10328.         int GetWeaponID();// 0x1f3aee8
  10329.         int GetWeaponDurability();// 0x1f3aec0
  10330.         float GetWeaponBodyLength();// 0x1f3ae98
  10331.         Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level, int SideType);// 0x1f3ada4
  10332.         Vector GetVolleyShootDirection(Vector TargetLoc, Vector OldStartLoc, Vector NewStartLoc, Vector BulletDir);// 0x1f3ac0c
  10333.         ParticleSystem* GetVisualBulletTrackFX();// 0x1f3abe4
  10334.         bool GetVisualBulletTrackEnabled();// 0x1f3abbc
  10335.         WeaponVisualBulletItemConfig GetVisualBulletItemConfig();// 0x1f3ab7c
  10336.         FName GetVerifyScopeSocketNameFromEntity();// 0x1f3ab3c
  10337.         bool GetUseSpecificBulletNumOnReloadFromEntity();// 0x1f3ab14
  10338.         float GetTraceDistanceFromEntity();// 0x1f3aaec
  10339.         FName GetSilencerSocketNameFromEntity();// 0x1f3aaac
  10340.         ShootWeaponEntity* GetShootWeaponEntityComponent();// 0x1f3aa84
  10341.         ShootWeaponEffectComponent* GetShootWeaponEffectComponent();// 0x1f3aa5c
  10342.         byte GetShootTypeFromEntity();// 0x1f3aa34
  10343.         int GetShootReduceDurabilityAmount();// 0x1f3aa0c
  10344.         float GetShootIntervalFromEntity();// 0x1f3a9e4
  10345.         FName GetShellDropSocketNameFromEntity();// 0x1f3a9a4
  10346.         MeshComponent* GetScopeMeshByType(FName SocketName, enum Type, int SocketIndex);// 0x1f3a894
  10347.         int GetScopeID(bool bIsAngledOpticalSight);// 0x1f3a80c
  10348.         MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x1f3a6f8
  10349.         MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x1f3a5e8
  10350.         bool GetReloadWithNoCostFromEntity();// 0x1f3a5c0
  10351.         float GetReloadTimeMagOutFromEntity();// 0x1f3a598
  10352.         float GetReloadTimeMagInFromEntity();// 0x1f3a570
  10353.         float GetReloadTimeFromEntity();// 0x1f3a548
  10354.         FName GetReloadTIDName(byte method);// 0x1f3a4b8
  10355.         float GetReloadTacticalTimeFromEntity();// 0x1f3a490
  10356.         int GetReloadSpecificBulletNumFromEntity();// 0x1f3a468
  10357.         float GetReloadRateFromEntity();// 0x1f3a440
  10358.         float GetReloadDurationStartFromEntity();// 0x1f3a418
  10359.         float GetReloadDurationLoopFromEntity();// 0x1f3a3f0
  10360.         Transform GetRelativeMuzzleTransform();// 0x1f3a388
  10361.         float GetReferenceDistance();// 0x1f3a360
  10362.         float GetRangeModifier();// 0x1f3a338
  10363.         SRangeAttenuateConfig[] GetRangeAttenuateFromEntity();// 0x1f3a278
  10364.         float GetPreFireTimeFromEntity();// 0x1f3a250
  10365.         float GetPostFireTimeFromEntity();// 0x1f3a228
  10366.         float GetPostFillGasTime();// 0x1f3a200
  10367.         Transform GetMuzzleTransform();// 0x1f3a198
  10368.         FName GetMuzzleSocketNameFromEntity();// 0x1f3a150
  10369.         float GetMaxVelocityOffsetAddRateFromEntity();// 0x1f3a128
  10370.         float GetMaxValidHitTimeFromEntity();// 0x1f3a100
  10371.         float GetMaxImpactEffectSkipTimeFromEntity();// 0x1f3a0d8
  10372.         int GetMaxBulletNumInOneClipFromEntity();// 0x1f3a0b0
  10373.         int GetMaxBulletNumInBarrelFromEntity();// 0x1f3a088
  10374.         bool GetIsNeedOffsetVelocityFromEntity();// 0x1f3a060
  10375.         bool GetIsEnableScopeInFromEntity();// 0x1f3a038
  10376.         float GetImpactEffectSkipDistanceFromEntity();// 0x1f3a010
  10377.         float GetIgnoreRangeAttenuatDis();// 0x1f39fe8
  10378.         WeaponHitPartCoff GetHitPartCoff(Actor* Victim);// 0x1f39f54
  10379.         AkAudioEvent* GetGrenadeLaunchShootSound();// 0x1f39f2c
  10380.         WeaponCrossHairPerformData[] GetGrenadeLaunchCrossHairData();// 0x1f39dd0
  10381.         float GetGasAddDamageRate();// 0x1f39da8
  10382.         float GetGameDeviationFactor();// 0x1f39d80
  10383.         FName GetFiringSuppressorSocketNameFromEntity();// 0x1f39d40
  10384.         float GetFireSensitiveYawRate();// 0x1f39d18
  10385.         float GetFireSensitivePitchRate();// 0x1f39cf0
  10386.         <int,bool> GetEquipAttachSlotMap();// 0x1f39b20
  10387.         MeshComponent* GetDefaultAttachmentComponentByType(enum Type);// 0x1f39a98
  10388.         byte GetCurSightVisionType();// 0x1f39a70
  10389.         byte GetCurSightType();// 0x1f39a48
  10390.         int GetCurrentBulletNumInClip();// 0x1f39a2c
  10391.         float GetCurReloadTime();// 0x1f39a04
  10392.         byte GetCurReloadMethod();// 0x1f399dc
  10393.         float GetCurGasRate();// 0x1f399b4
  10394.         float GetCurGasAngle();// 0x1f3998c
  10395.         float GetCrossHairInitSize();// 0x1f39964
  10396.         float GetCrossHairBurstSpeed();// 0x1f3993c
  10397.         float GetCrossHairBurstIncreaseSpeed();// 0x1f39914
  10398.         byte GetControllerRole();// 0x1d5c2f0
  10399.         int GetConstantWeaponDurabilityFromEntity();// 0x1f398ec
  10400.         bool GetClipHasInfiniteBulletsFromEntity();// 0x1f398c4
  10401.         MeshComponent* GetChildMeshComp(FName compTag);// 0x1f39844
  10402.         bool GetCanRecordHitDetailFromEntity();// 0x1f3981c
  10403.         float GetBurstShootIntervalFromEntity();// 0x1f397f4
  10404.         float GetBurstShootCDFromEntity();// 0x1f397cc
  10405.         int GetBurstShootBulletsNumFromEntity();// 0x1f397a4
  10406.         ItemDefineID GetBulletTypeFromEntity();// 0x1f39758
  10407.         float GetBulletRangeEntity();// 0x1f39730
  10408.         float GetBulletNumSingleShotFromEntity();// 0x1f39708
  10409.         float GetBulletMomentumFromEntity();// 0x1f396e0
  10410.         float GetBulletFireSpeedFromEntity();// 0x1f396b8
  10411.         float GetBaseReloadTime(bool bTactical);// 0x1f39630
  10412.         float GetBaseImpactDamageEntity();// 0x1f39608
  10413.         enum[] GetAvailableWeaponAttachmentSocketTypeList();// 0x1f394f0
  10414.         bool GetAutoReloadFromEntity();// 0x1f394c8
  10415.         bool GetADSManualStop();// 0x1f394a0
  10416.         float GetAccessoriesVRecoilFactor();// 0x1f39478
  10417.         float GetAccessoriesRecoveryFactor();// 0x1f39450
  10418.         float GetAccessoriesHRecoilFactor();// 0x1f39428
  10419.         float GetAccessoriesDeviationFactor();// 0x1f39400
  10420.         void ForceSyncAllClientsBulletsNumOnServer();// 0x1f393ec
  10421.         void FixBulletNumWithValideData();// 0x1f393d8
  10422.         void EnableInfiniteBullets(bool bEnableInfiniteBullets);// 0x1f39358
  10423.         void DoGrenadeLaunchStartReload();// 0x1f39344
  10424.         void CostGasByOneShoot();// 0x1f39330
  10425.         void ClearWeaponAttrModifier();// 0x1f3931c
  10426.         void ClampBulletInClip(int MinCount, int MaxCount);// 0x1f39260
  10427.         void CheckReloadAttr();// 0x1f3924c
  10428.         bool CheckNeedClientSetMaxBulletNum();// 0x1f39224
  10429.         bool CanSwitchToGrenade();// 0x1f39208
  10430.         void BP_OnSyncSimulatedClientsCurBullets();// 0x2859eb0
  10431.         void AddWeaponDurability(int AddAmount);// 0x1f39190
  10432.         void AddOwnerOffsetVelocity(out Vector OrginalVelocity);// 0x1f3910c
  10433.         void AddFillGas(float AddTime);// 0x1f39094
  10434.         void AddBulletInClip(BulletInWeapon[] InCurBulletList, int Count);// 0x1f38ef8
  10435.  
  10436. --------------------------------
  10437. Class: STExtraWeapon.Actor.Object
  10438.         int iRegionWeapon;//[Offset: 0x2d8 , Size: 4]
  10439.         float MaxWaitHandleAvatarMeshChangedTime;//[Offset: 0x2dc , Size: 4]
  10440.         bool GM_DisableHandleAvatarMeshChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1]
  10441.         bool GM_UseAsyncMeshLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e1 , Size: 1]
  10442.         bool GM_EnableNewWeaponInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e2 , Size: 1]
  10443.         bool GM_EnableCheckReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e3 , Size: 1]
  10444.         bool GM_EnableCheckReInitSimWeaponOwnerProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e4 , Size: 1]
  10445.         MainWeaponTableStruct WeaponCfg;//[Offset: 0x2e8 , Size: 16]
  10446.         Transform WeaponAttachMeshOffset;//[Offset: 0x300 , Size: 48]
  10447.         Transform FPPWeaponOffset;//[Offset: 0x330 , Size: 48]
  10448.         Transform FPPWeaponOffsetNonShooting;//[Offset: 0x360 , Size: 48]
  10449.         Transform FPPWeaponOffsetSprint;//[Offset: 0x390 , Size: 48]
  10450.         Transform TDModeFPPWeaponOffset;//[Offset: 0x3c0 , Size: 48]
  10451.         Transform TDModeFPPWeaponOffsetNonShooting;//[Offset: 0x3f0 , Size: 48]
  10452.         Transform TDModeFPPWeaponOffsetSprint;//[Offset: 0x420 , Size: 48]
  10453.         int CrossHairType;//[Offset: 0x450 , Size: 4]
  10454.         float UnMatchStateSyncCheckInterval;//[Offset: 0x454 , Size: 4]
  10455.         WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x458 , Size: 4]
  10456.         PredictLineComponent* PredictLine;//[Offset: 0x45c , Size: 4]
  10457.         FName WeaponStaticMeshCompTag;//[Offset: 0x460 , Size: 8]
  10458.         WeaponOwnerProxy* OwnerProxy;//[Offset: 0x468 , Size: 4]
  10459.         delegate WeaponEffectActionDelegate;//[Offset: 0x46c , Size: 12]
  10460.         delegate FireOneShotEffectDelegate;//[Offset: 0x478 , Size: 12]
  10461.         delegate OnShootWeaponChangeState;//[Offset: 0x484 , Size: 12]
  10462.         delegate OnWeaponChangeStateCommon;//[Offset: 0x490 , Size: 12]
  10463.         delegate OnWeaponAttachToBackDelegate;//[Offset: 0x49c , Size: 12]
  10464.         delegate OnWeaponDrawHUDDelegate;//[Offset: 0x4a8 , Size: 12]
  10465.         delegate OnDisconnectToClientOnServerDelegate;//[Offset: 0x4b4 , Size: 12]
  10466.         delegate OnReconnectToClientOnServerDelegate;//[Offset: 0x4c0 , Size: 12]
  10467.         delegate OnRecoverOnClientDelegate;//[Offset: 0x4cc , Size: 12]
  10468.         delegate OnWeaponTriggerEventDelegate;//[Offset: 0x4d8 , Size: 12]
  10469.         WeaponEntity* WeaponEntityComp;//[Offset: 0x4e4 , Size: 4]
  10470.         byte CurFreshWeaponState;//[Offset: 0x4e8 , Size: 1]
  10471.         delegate OnGetOwnerActorDelegate;//[Offset: 0x4ec , Size: 12]
  10472.         byte SyncFreshWeaponStateForRep;//[Offset: 0x4f8 , Size: 1]
  10473.         FName WeaponAttachSocketName;//[Offset: 0x500 , Size: 8]
  10474.         bool bNeedReconnct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x508 , Size: 1]
  10475.         bool bClientHasFinishedCteate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x509 , Size: 1]
  10476.         bool GM_CloseMaxWeaponReconnetTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50a , Size: 1]
  10477.         float MaxReconnectTime;//[Offset: 0x50c , Size: 4]
  10478.         float StartReconnectTime;//[Offset: 0x510 , Size: 4]
  10479.         WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x518 , Size: 104]
  10480.         SceneComponent*[] UpdateOptimizationList;//[Offset: 0x588 , Size: 12]
  10481.         bool bEnableCompUpdateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x594 , Size: 1]
  10482.         SpawnAndBackpackWeaponReplicatedData OwnerClientCreateWeaponData;//[Offset: 0x598 , Size: 80]
  10483.         bool bPlayBackpackToIdleAnimWhenGet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e8 , Size: 1]
  10484.         WeaponTriggerEventHandleSkill* SkillHandleComp;//[Offset: 0x5ec , Size: 4]
  10485.         StaticMeshComponent* WeaponStaticMeshComp;//[Offset: 0x5f4 , Size: 4]
  10486.         byte CurWeaponState;//[Offset: 0x5f8 , Size: 1]
  10487.         Actor* SimulatedOwnerActor;//[Offset: 0x5fc , Size: 4]
  10488.         Pawn* SimulatedOwnerPawn;//[Offset: 0x600 , Size: 4]
  10489.         <SceneComponent*,SceneCompUpdateOptimizationItem> SceneCompsUpdateOpCatche;//[Offset: 0x608 , Size: 60]
  10490.         WeaponStateManager* _WeaponStateManager;//[Offset: 0x650 , Size: 4]
  10491.         MeshSynData[] synData;//[Offset: 0x658 , Size: 12]
  10492.         bool IsMeshInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x664 , Size: 1]
  10493.         float MaxWaitMeshInitTime;//[Offset: 0x668 , Size: 4]
  10494.         float WaitMeshInitTime;//[Offset: 0x66c , Size: 4]
  10495.         bool UseReplaceBulletType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670 , Size: 1]
  10496.         bool bNeedUpdateWeaponAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x671 , Size: 1]
  10497.         WeaponLogicBaseComponent*[] TickComponentList;//[Offset: 0x674 , Size: 12]
  10498.         bool IsNeedReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x688 , Size: 1]
  10499.         GrenadeAvatarComponent* GrenadeAvatarComponent;//[Offset: 0x68c , Size: 4]
  10500.         bool EnableWeaponReloadAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x690 , Size: 1]
  10501.         bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x691 , Size: 1]
  10502.         delegate ForceHideWeaponWidget;//[Offset: 0x694 , Size: 12]
  10503.         bool bNeedHiddenWhenCameraModeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a0 , Size: 1]
  10504.         ActorComponent*[] CrossHairComps;//[Offset: 0x6a4 , Size: 12]
  10505.         byte WeaponUIType;//[Offset: 0x6b0 , Size: 1]
  10506.         Transform DefaultRelativeTransform;//[Offset: 0x6c0 , Size: 48]
  10507.         Rotator RotForSimulate;//[Offset: 0x6f0 , Size: 12]
  10508.         int FuncFlag;//[Offset: 0x6fc , Size: 4]
  10509.         bool bTriggerWeaponEffectWhenAppActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x704 , Size: 1]
  10510.         byte AppActiveWeaponAction;//[Offset: 0x705 , Size: 1]
  10511.         void WeaponNotifyChangeStateDelegate__DelegateSignature(byte State);// 0x2859eb0
  10512.         void WeaponEffectActionDelegate__DelegateSignature(byte Action);// 0x2859eb0
  10513.         void UpdateWeaponAvatar(float DeltaTime);// 0x2859eb0
  10514.         void TriggerWeaponEvent(enum Event);// 0x1f61f08
  10515.         void SpecialResetForWeaponCrosshair();// 0x2859eb0
  10516.         void SetWeaponMeshHidden(bool Hidden, bool CastShadow);// 0x1f61e38
  10517.         void RPC_ClientSyncPostFireHandledTime(float InPostFireHandledTime);// 0x1f61d84
  10518.         void RPC_ClientChangeFreshWeaponState(byte State);// 0x1f61cd0
  10519.         void PlayLocalShellDropFX();// 0x2859eb0
  10520.         void OnWeaponTriggerEventDelegate__DelegateSignature(enum Event);// 0x2859eb0
  10521.         void OnWeaponDrawHUD__DelegateSignature(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x2859eb0
  10522.         void OnWeaponAttachToBackDelegate__DelegateSignature(FName SocketName);// 0x2859eb0
  10523.         void OnShootWeaponChangeStateDelegate__DelegateSignature(byte LastState, byte NewState);// 0x2859eb0
  10524.         void OnRep_WeaponReconnectReplicateData();// 0x1f61cbc
  10525.         void OnRep_WeaponAttachSocketName();// 0x1f61ca8
  10526.         void OnRep_SimulatedOwnerPawn();// 0x1f61c94
  10527.         void OnRep_OwnerClientCreateWeaponData();// 0x1f61c80
  10528.         void OnRep_bPlayBackpackToIdleAnimWhenGet();// 0x1f61c6c
  10529.         void OnRep_AvatarMeshChanged();// 0x1f61c58
  10530.         void OnRep_AttachmentReplication();// 0x1df77cc
  10531.         void OnReleaseTrigger();// 0x1c801f4
  10532.         void OnRecoverOnClientDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2859eb0
  10533.         void OnReconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2859eb0
  10534.         void OnPushTrigger();// 0x1c80224
  10535.         void OnGetOwnerActorDelegate__DelegateSignature(Actor* OwnerActor);// 0x2859eb0
  10536.         void OnDisconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2859eb0
  10537.         void NewInitWeapon();// 0x1f61c44
  10538.         bool JudgeHasEquipedComponentSlot(byte Slot);// 0x1f61bc4
  10539.         bool IsLocalOrSpectorPlayer();// 0x1f61b9c
  10540.         void InitWeapon();// 0x1f61b88
  10541.         bool HasComponentSlot(byte Slot);// 0x1f61b08
  10542.         void HandleReconnectNew(Actor* WeaponOwner);// 0x1f61a90
  10543.         byte GetWeaponTypeNew();// 0x1f61a68
  10544.         byte GetWeaponType();// 0x1f61a40
  10545.         StaticMeshComponent* GetWeaponStaticMeshComponent();// 0x1f61a18
  10546.         byte GetWeaponStateType();// 0x1f619f0
  10547.         SkeletalMeshComponent* GetWeaponSkeletalMeshComponent();// 0x1f619c8
  10548.         enum GetWeaponOwnerObserverType();// 0x1f619a0
  10549.         FString GetWeaponName();// 0x1f618e0
  10550.         MeshComponent* GetWeaponMeshComponent();// 0x1f618b0
  10551.         byte GetWeaponHoldType();// 0x1f61888
  10552.         byte GetWeaponFireMode();// 0x1f61858
  10553.         WeaponEntity* GetWeaponEntityComponent();// 0x1f61830
  10554.         FString GetWeaponDetailInfo();// 0x1f61770
  10555.         FName GetWeaponAttachSocket();// 0x1f61728
  10556.         WeaponSpecificHandler* GetSpecificHandler();// 0x1f61700
  10557.         FString GetOwnerPlayerName();// 0x1f61640
  10558.         PlayerController* GetOwnerPlayerController();// 0x1e4dfd4
  10559.         Pawn* GetOwnerPawn();// 0x1f61618
  10560.         FString GetOwnerName();// 0x1f61558
  10561.         Controller* GetOwnerController();// 0x1f61528
  10562.         Actor* GetOwnerActor();// 0x1f614f8
  10563.         ItemDefineID GetItemDefineID();// 0x1f614ac
  10564.         GrenadeAvatarComponent* GetGrenadeAvatar();// 0x1f61484
  10565.         WeaponComponentItemData GetComponentSlotTarget(byte Slot);// 0x1f61340
  10566.         LinearColor GetColorByTeamID(int TeamID);// 0x2859eb0
  10567.         ItemHandleBase* GetBackpackItemHandle();// 0x1f61318
  10568.         void ForceHideWeaponWidget__DelegateSignature(bool bIsBegin);// 0x2859eb0
  10569.         void DelayHandleAvatarMeshChanged();// 0x1f61304
  10570.         void CreateWeaponHandleCallback(ItemDefineID DefineID, BattleItemHandleBase* BattleItemHandle);// 0x1f61238
  10571.         void ClientLoadDefaultMesh();// 0x1f61224
  10572.         void CheckNeedReInitWeaponOwnerData(Actor* OwnerActor);// 0x1f611ac
  10573.         bool CheckHasFuncByInt(int Func);// 0x1f6112c
  10574.         bool CheckHasFunc(enum Func);// 0x1f6112c
  10575.         void ChangeSequenceState(byte StateType);// 0x1f610ac
  10576.         void CallForceHideWeaponWidgetDel();// 0x1f61098
  10577.  
  10578. --------------------------------
  10579. Class: MainWeaponTableStruct
  10580.         int KeyID;//[Offset: 0x0 , Size: 4]
  10581.         int[] SkillIDList;//[Offset: 0x4 , Size: 12]
  10582.  
  10583. --------------------------------
  10584. Class: WeaponVerifyConfig
  10585.         int VerifyIgnoreType;//[Offset: 0x0 , Size: 4]
  10586.         bool bVerifySooterSkeleton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  10587.         float ShooterMuzzleOffsetAdditional;//[Offset: 0x8 , Size: 4]
  10588.         float ShooterMuzzleCircleAddit;//[Offset: 0xc , Size: 4]
  10589.         bool bUseCompressDataUpload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  10590.         bool bVerifyAttachDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1]
  10591.         bool bForceAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1]
  10592.         float MaxAttachDistanceHorizon;//[Offset: 0x14 , Size: 4]
  10593.         float MaxAttachDistanceZ;//[Offset: 0x18 , Size: 4]
  10594.         float MinAttachDistanceZ;//[Offset: 0x1c , Size: 4]
  10595.         float MaxGunRoot;//[Offset: 0x20 , Size: 4]
  10596.         float MaxMuzzleGun;//[Offset: 0x24 , Size: 4]
  10597.         float DistMuzzleGun;//[Offset: 0x28 , Size: 4]
  10598.         float MuzzleHighCD;//[Offset: 0x2c , Size: 4]
  10599.         float AimFlyCD;//[Offset: 0x30 , Size: 4]
  10600.         bool bVerifyRpgController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1]
  10601.         bool bVerifyFakeTraceBock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1]
  10602.         float MaxBackTraceSize;//[Offset: 0x38 , Size: 4]
  10603.  
  10604. --------------------------------
  10605. Class: CameraOffsetData
  10606.         Vector SocketOffset;//[Offset: 0x0 , Size: 12]
  10607.         Vector TargetOffset;//[Offset: 0xc , Size: 12]
  10608.         float SpringArmLength;//[Offset: 0x18 , Size: 4]
  10609.  
  10610. --------------------------------
  10611. Class: WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
  10612.         bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x530 , Size: 1]
  10613.         bool SetAutonomousLoadRes();// 0x1c9ad3c
  10614.         void SelectWeaponGunOnePart(int WeaponGunPart);// 0x1ff3028
  10615.         void EnableDIYPatternMirro(bool bMirro, bool bLeftToRight);// 0x1ff2f58
  10616.  
  10617. --------------------------------
  10618. Class: WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
  10619.         STExtraWeapon* OwnerWeapon;//[Offset: 0x3c8 , Size: 4]
  10620.         delegate OnScopeEquipDelegate;//[Offset: 0x3d0 , Size: 12]
  10621.         delegate OnScopeUnequipDelegate;//[Offset: 0x3dc , Size: 12]
  10622.         delegate OnWeaponAvatarLoaded;//[Offset: 0x3e8 , Size: 12]
  10623.         delegate OnWeaponAttachAvatarLoaded;//[Offset: 0x3f4 , Size: 12]
  10624.         delegate OnWeaponAvatarClearSlot;//[Offset: 0x400 , Size: 12]
  10625.         bool bIsEquipScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c , Size: 1]
  10626.         delegate OnWeaponPartsEquipped;//[Offset: 0x410 , Size: 12]
  10627.         <int,HandleMeshPack> DefaultAttachmentMesh;//[Offset: 0x434 , Size: 60]
  10628.         MeshSynData[] DefaultSynData;//[Offset: 0x470 , Size: 12]
  10629.         WeaponDIYData WeaponDIYData;//[Offset: 0x490 , Size: 60]
  10630.         DIYEnableLevel[] EnableLevelMap;//[Offset: 0x4d4 , Size: 12]
  10631.         bool bShouldFindItemSkipInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e0 , Size: 1]
  10632.         ItemDefineID WeaponDefineID;//[Offset: 0x4e8 , Size: 24]
  10633.         bool ShouldDisplayByQuality(int SlotID);// 0x1ff4fc0
  10634.         void SetPendantSocketType(enum SocketType);// 0x1ff4f48
  10635.         bool SetAutonomousLoadRes();// 0x1c9ad3c
  10636.         void ResponWeaponDIYData(FString InPlayerUID, int WeaponAvatarID);// 0x1ff4dac
  10637.         void ResetAttachmentSocket();// 0x1ff4d98
  10638.         void ResetAttachmentParent();// 0x1ff4d84
  10639.         void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x1ff4c40
  10640.         void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1c9837c
  10641.         BattleItemHandleBase* ReloadItemHandle(BattleItemHandleBase* InHandle);// 0x1ff4bc0
  10642.         void RefreshAvatarStateChanged();// 0x1c9a9a4
  10643.         void RecreateMeshByHandle(BattleItemHandleBase* PendingRecreateHandle);// 0x1ff4b48
  10644.         bool PutOnMasterComponentByItemHandle(BattleItemHandleBase* WeaponHandle);// 0x1ff4ac8
  10645.         void PutOnEquipmentDIYData(int WeaponAvatarID, int InDIYPlanID);// 0x1ff4a0c
  10646.         bool PutOnEquipmentByResID(int resID);// 0x1ff4984
  10647.         bool PutOnEquipmentByItemHandle(BattleItemHandleBase* ItemHandle);// 0x1ff4904
  10648.         bool PutOffEquimentByResID(int resID);// 0x1e4e9d4
  10649.         void ProcessWeaponDIYDataAction(out const WeaponDIYData InWeaponDIYData);// 0x1ff4840
  10650.         void ProcessLoadAllMesh();// 0x1c9a988
  10651.         bool PreFiltHandles(BattleItemHandleBase* AvatarHandle, out MeshSynData OutSyncData);// 0x1ff4764
  10652.         void OnWeaponPartsEquipEvent__DelegateSignature(int WeaponSlotID, bool IsEquipped);// 0x2859eb0
  10653.         void OnWeaponAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2859eb0
  10654.         void OnWeaponAvatarClearSlot__DelegateSignature(int SlotID);// 0x2859eb0
  10655.         void OnWeaponAttachAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2859eb0
  10656.         void OnScopeUnequipDelegate__DelegateSignature(enum AttachmentSocketType);// 0x2859eb0
  10657.         void OnScopeEquipDelegate__DelegateSignature(enum AttachmentSocketTypeD);// 0x2859eb0
  10658.         void OnRep_NetAvatarDataChanged(out const MeshSynData[] InSyncData);// 0x1ff4698
  10659.         void OnAsyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1ff45c4
  10660.         void NetSyncData(int InSlotID, enum InOperationType, BattleItemHandleBase* InHandle);// 0x1c9a5f8
  10661.         bool LoadMeshListAsync(out BattleItemHandleBase*[] InHandleList, bool bNeedDirectLoad);// 0x1ff4498
  10662.         bool IsTeammate();// 0x1c9834c
  10663.         bool IsSelf();// 0x1c982f4
  10664.         void InitMasterComponent();// 0x1ff4484
  10665.         void InitialAvatarParam();// 0x1ff4470
  10666.         void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x1ff43f8
  10667.         void InitDefaultAvatar(BattleItemHandleBase* Handle);// 0x1ff4380
  10668.         void InitDefaultAttachment(BattleItemHandleBase* WeaponHandle);// 0x1ff4308
  10669.         int GetWeaponParentID(int InSlotID, out const ItemDefineID InItemDefineID);// 0x1ff422c
  10670.         Controller* GetWeaponController();// 0x1ff4204
  10671.         STExtraWeapon* GetOwnerWeapon();// 0x1ff41dc
  10672.         STExtraBaseCharacter* GetOwnerCharacter();// 0x1ff41b4
  10673.         ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x1ff4120
  10674.         BattleItemHandleBase* GetEquippedHandle(int InSlotID);// 0x1ff40a0
  10675.         bool GetEquipmentMeshBySlot(int InSlotID, out MeshData OutMeshPack);// 0x1ff3fa8
  10676.         AvatarDIYEntityFactory* GetEntityFactory();// 0x1c9a190
  10677.         MeshComponent* GetAttachmentSocketTransform(int InSlotID);// 0x1c9a230
  10678.         AnimationAsset* GetAttachmentAnim(enum InSlotType, int AnimIdx);// 0x1ff3ee4
  10679.         WeaponAvatarDIYEntity* FindAvatarEntityByMesh(MeshComponent* InMeshComp);// 0x1ff3e64
  10680.         void DestroyWeapon();// 0x1ff3e50
  10681.         void ClearMeshBySlot(int SlotID, bool putDefault, bool bClearMesh);// 0x1ff3d34
  10682.         void ClearMeshByItemHandle(BattleItemHandleBase* ItemHandle);// 0x1db46c4
  10683.         bool CheckSlotIsEquipped(int InSlotID, bool bIncludingDefault);// 0x1ff3c68
  10684.         bool CheckIsAlreadyEquipped(ItemDefineID InDefineID);// 0x1ff3bd8
  10685.         void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs);// 0x1ff3b0c
  10686.         void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1c97edc
  10687.         void ApplyAttachment(BattleItemHandleBase* InAttachHandle);// 0x1ff3a94
  10688.         void AddUnlockWeaponAttachmentAvatarList(int WeaponBPID, out <int,int> OutAttachmentSkinIDList);// 0x1ff3944
  10689.  
  10690. --------------------------------
  10691. Class: AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
  10692.         AvatarDIYEntity*[] EntityTickList;//[Offset: 0x170 , Size: 12]
  10693.         <int,AvatarDIYEntity*> AvatarEntityMap;//[Offset: 0x17c , Size: 60]
  10694.         int[] PendingDeleteSlotID;//[Offset: 0x1b8 , Size: 12]
  10695.         AvatarDIYEntityFactory* EntityFactory;//[Offset: 0x1c4 , Size: 4]
  10696.         <int,FName> SlotToSocket;//[Offset: 0x1c8 , Size: 60]
  10697.         int StepCount;//[Offset: 0x204 , Size: 4]
  10698.         delegate asyncLoadAssetsDelegate;//[Offset: 0x208 , Size: 12]
  10699.         ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x214 , Size: 12]
  10700.         int AsyncLoadReqID;//[Offset: 0x2b8 , Size: 4]
  10701.         int LastAsyncLoadReqID;//[Offset: 0x2bc , Size: 4]
  10702.         bool bSyncDIYDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0 , Size: 1]
  10703.         enum DisplayQuality;//[Offset: 0x2d1 , Size: 1]
  10704.         <int,ItemDefineID> DefaultAvataConfig;//[Offset: 0x2d4 , Size: 60]
  10705.         bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1]
  10706.         <int,bool> OutlineEnableList;//[Offset: 0x330 , Size: 60]
  10707.         bool NeedUpdateTransformOption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36c , Size: 1]
  10708.         <int,TextureRenderTarget2D*> DIYRTCacheMap;//[Offset: 0x370 , Size: 60]
  10709.         int CurrentDecalBakingRequestID;//[Offset: 0x3ac , Size: 4]
  10710.         delegate OnAvatarDIYDecalBakingFinished;//[Offset: 0x3b0 , Size: 12]
  10711.         delegate OnAvatarAllMeshLoaded;//[Offset: 0x3bc , Size: 12]
  10712.         void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1c9b0e0
  10713.         void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);// 0x1c9b00c
  10714.         bool SetMeshVisibleByID(int InSlotID, bool bIsVisible, bool bForceShow);// 0x1c9aee8
  10715.         void SetMaster(MeshComponent* InComponent, FName InName, enum InType);// 0x1c9ade0
  10716.         void SetDisplayQuality(enum Quality);// 0x1c9ad6c
  10717.         bool SetAutonomousLoadRes();// 0x1c9ad3c
  10718.         void RequestSyncLoadMeshes();// 0x1c9ad28
  10719.         void RequestSyncLoadHandles();// 0x1c9ad14
  10720.         void RequestAsyncLoadMeshes();// 0x1c9acf8
  10721.         void RequestAsyncLoadHandles();// 0x1c9acdc
  10722.         void RemoveDIYRTCacheInBattle(int InSlotID);// 0x1c9ac64
  10723.         void RemoveAllDIYRTCacheInBattle();// 0x1c9ac50
  10724.         void RemoveActionByType(int SlotID, enum InActionType, bool bDelayClear);// 0x1c9ab48
  10725.         void RemoveAction(int SlotID, int ActionInstanceID, bool bDelayClear);// 0x1c9aa40
  10726.         void ReloadAllEquippedAvatar(bool ForceAutonoumous);// 0x1c9a9c0
  10727.         void RefreshAvatarStateChanged();// 0x1c9a9a4
  10728.         void ProcessLoadAllMesh();// 0x1c9a988
  10729.         void PreProcessBeforeLoadMesh();// 0x1c9a96c
  10730.         void PostProcessAfterLoadMesh();// 0x1c9a950
  10731.         void OnEngineDecalBakingFinished(out const DecalBakingRequest InRequestStruct);// 0x1c9a870
  10732.         void OnAvatarDIYDecalBakingFinished__DelegateSignature(int RequestID, TextureRenderTarget2D* RenderTarget);// 0x2859eb0
  10733.         void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2859eb0
  10734.         void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1c9a7f0
  10735.         void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x1c9a71c
  10736.         void OnAllAvatarHandleLoadedDone();// 0x1c9a700
  10737.         void NetSyncData(int SlotID, enum OperationType, BattleItemHandleBase* Handle);// 0x1c9a5f8
  10738.         bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x1c9a52c
  10739.         bool IsAutonomousAvatar();// 0x1c9a504
  10740.         AvatarDIYEntity* GetOrCreateAvatarEntity(int SlotID, int SubSlotID);// 0x1c9a440
  10741.         <int,MeshComponent*> GetMeshComponentList();// 0x1c9a2b0
  10742.         MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x1c9a230
  10743.         ItemHandleBase*[] GetLoadedItemHandlePool();// 0x1c9a1c0
  10744.         AvatarDIYEntityFactory* GetEntityFactory();// 0x1c9a190
  10745.         TextureRenderTarget2D* GetDIYRTCacheInLobby(int InSlotID);// 0x1c9a110
  10746.         enum GetDisplayQuality();// 0x1c9a0f4
  10747.         void GetCurMeshComponents(out MeshComponent*[] OutMeshComponets);// 0x1c9a020
  10748.         AvatarDIYEntity* GetAvatarEntity(int SlotID, int SubSlotID);// 0x1c99f5c
  10749.         void EnableSyncLoadDIYDecal(bool bInSyncDIYDecal, int InMaxDecalProcessPreFrame);// 0x1c99e94
  10750.         void EnableSyncLoadAvatar(bool bInSyncAvatar);// 0x1c99e14
  10751.         void DrawOutlineEffect(bool Enable, int SlotID);// 0x1c99d44
  10752.         AvatarDIYEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x1c99c80
  10753.         void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x1c99bac
  10754.         void AddDIYRTCacheInBattle(int InSlotID, TextureRenderTarget2D* InTexture2D);// 0x1c99af0
  10755.         int AddAction_Modle(int SlotID, int ModleID);// 0x1c99a2c
  10756.         int AddAction_Material(int SlotID, int MaterialID);// 0x1c99968
  10757.         int AddAction_DIYSlotMatParam(out const int[] InSlotMatParam);// 0x1c99894
  10758.         int AddAction_DIYPattern(int SlotID, out const DIYMergedTexData[] InDIYMergeData);// 0x1c99714
  10759.         int AddAction_DIYMirroParam(int SlotID, out const int[] InMirroParam);// 0x1c995fc
  10760.         int AddAction_DIYMatParam(int SlotID, out const int[] InMatIDList);// 0x1c994e4
  10761.         int AddAction(int SlotID, out const AvatarActionBase InActionBase);// 0x1c993f0
  10762.  
  10763. --------------------------------
  10764. Class: AvatarComponentBase.ActorComponent.Object
  10765.         MeshComponent* MasterBoneComponent;//[Offset: 0xe8 , Size: 4]
  10766.         bool bIsLobbyAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec , Size: 1]
  10767.         bool bIsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed , Size: 1]
  10768.         bool bForceClientMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee , Size: 1]
  10769.         bool bNeedUpdateLightMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef , Size: 1]
  10770.         FName LightVectorName;//[Offset: 0xf0 , Size: 8]
  10771.         DirectionalLight* DirectionalLight;//[Offset: 0xf8 , Size: 4]
  10772.         delegate OnItemDownloadDelegate;//[Offset: 0x100 , Size: 16]
  10773.         delegate OnBatchItemDownloadDelegate;//[Offset: 0x110 , Size: 16]
  10774.         <int,int> ItemsRequestDownloadTimes;//[Offset: 0x120 , Size: 60]
  10775.         bool bSyncAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c , Size: 1]
  10776.         FString LuaFilePath;//[Offset: 0x160 , Size: 12]
  10777.         void RequestDownloadItemInBattle(int InItemID);// 0x1c98450
  10778.         void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1c9837c
  10779.         bool IsTeammate();// 0x1c9834c
  10780.         bool IsServerMode();// 0x1c98324
  10781.         bool IsSelf();// 0x1c982f4
  10782.         bool IsLogicRunningMode();// 0x1c982cc
  10783.         bool IsLobbyAvatar();// 0x1c982b0
  10784.         bool IsLobbyActor();// 0x1c98294
  10785.         bool IsForceClientMode();// 0x1c98278
  10786.         uint32 GetPlayerKey();// 0x1c98248
  10787.         GameInstance* GetGameInstance();// 0x1c98218
  10788.         void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x1c98154
  10789.         void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1c97edc
  10790.  
  10791. --------------------------------
  10792. Class: HandleMeshPack
  10793.         BattleItemHandleBase* Handle;//[Offset: 0x0 , Size: 4]
  10794.         WeaponMeshCfg MeshCfg;//[Offset: 0x8 , Size: 328]
  10795.  
  10796. --------------------------------
  10797. Class: BattleItemHandleBase.ItemHandleBase.Object
  10798.         bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84 , Size: 1]
  10799.         enum ItemStoreArea;//[Offset: 0x85 , Size: 1]
  10800.         BattleItemAdditionalData[] AdditionalData;//[Offset: 0x88 , Size: 12]
  10801.         bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1]
  10802.         float UnitWeight;//[Offset: 0x98 , Size: 4]
  10803.         bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c , Size: 1]
  10804.         bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d , Size: 1]
  10805.         bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e , Size: 1]
  10806.         void UpdateAttributeModify(bool bEnable);// 0x1d0dc34
  10807.         bool HanldePickupAssociationData(out const BattleItemAdditionalData[] PickupAdditionalData);// 0x20a08e8
  10808.         bool HanldeDropAssociationData();// 0x20a08b8
  10809.         bool HanldeCleared();// 0x1dde770
  10810.         bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778
  10811.         bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354
  10812.         bool HandleEnable(bool bEnable);// 0x1caee3c
  10813.         bool HandleDrop(int InCount, enum Reason);// 0x1caed70
  10814.         bool HandleDisuse(enum Reason);// 0x1ca09d4
  10815.         bool HandleChangeItemStoreArea(enum InItemStoreArea);// 0x20a0830
  10816.         bool HandleBindToTargetItem();// 0x1d79c88
  10817.         World* GetWorldInternal();// 0x20a0800
  10818.         BattleItemData ExtractItemData();// 0x1cb5378
  10819.         void ClearAdditionalData();// 0x20a07ec
  10820.         bool CheckCanUse(out const interface classByteProperty ItemContainer, BattleItemUseTarget Target, enum Reason);// 0x20a068c
  10821.  
  10822. --------------------------------
  10823. Class: ItemHandleBase.Object
  10824.         int Count;//[Offset: 0x1c , Size: 4]
  10825.         int MaxCount;//[Offset: 0x20 , Size: 4]
  10826.         bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  10827.         bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
  10828.         bool bSingle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1]
  10829.         <FName,ItemAssociation> AssociationMap;//[Offset: 0x28 , Size: 60]
  10830.         ItemDefineID DefineID;//[Offset: 0x68 , Size: 24]
  10831.         void SetAssociation(FName Name, ItemAssociation Association);// 0x20a7f0c
  10832.         void RemoveAssociation(FName Name);// 0x20a7e94
  10833.         void Init(ItemDefineID InDefineID);// 0x20a7e04
  10834.         ItemDefineID GetDefineID();// 0x20a7dc0
  10835.         <FName,ItemAssociation> GetAssociationMap();// 0x20a7c40
  10836.         ItemAssociation[] GetAssociationListByTargetType(int Type);// 0x20a7b38
  10837.         ItemAssociation GetAssociationByTargetDefineID(ItemDefineID TargetDefineID);// 0x20a7a8c
  10838.         ItemAssociation GetAssociation(FName Name);// 0x20a79ec
  10839.         void Constuct(out const ItemDefineID InDefineID);// 0x20a7954
  10840.         void AddAssociation(FName Name, ItemAssociation Association);// 0x20a784c
  10841.  
  10842. --------------------------------
  10843. Class: BattleItemAdditionalData
  10844.         FName Name;//[Offset: 0x0 , Size: 8]
  10845.         float FloatData;//[Offset: 0x8 , Size: 4]
  10846.         FString StringData;//[Offset: 0xc , Size: 12]
  10847.         int IntData;//[Offset: 0x18 , Size: 4]
  10848.  
  10849. --------------------------------
  10850. Class: BattleItemUseTarget
  10851.         ItemDefineID TargetDefineID;//[Offset: 0x0 , Size: 24]
  10852.         FName TargetAssociationName;//[Offset: 0x18 , Size: 8]
  10853.         Actor* TargetActor;//[Offset: 0x20 , Size: 4]
  10854.  
  10855. --------------------------------
  10856. Class: ItemAssociation
  10857.         FName AssociationName;//[Offset: 0x0 , Size: 8]
  10858.         ItemDefineID AssociationTargetDefineID;//[Offset: 0x8 , Size: 24]
  10859.         ItemHandleBase* AssociationTargetHandle;//[Offset: 0x20 , Size: 4]
  10860.  
  10861. --------------------------------
  10862. Class: BattleItemPickupInfo
  10863.         Object* Source;//[Offset: 0x0 , Size: 4]
  10864.         int Count;//[Offset: 0x4 , Size: 4]
  10865.         BattleItemAdditionalData[] AdditionalData;//[Offset: 0x8 , Size: 12]
  10866.         bool bAutoEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
  10867.         BattleItemUseTarget AutoEquipTarget;//[Offset: 0x18 , Size: 40]
  10868.         bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  10869.  
  10870. --------------------------------
  10871. Class: BattleItemData.ItemData
  10872.         int Count;//[Offset: 0x48 , Size: 4]
  10873.         bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
  10874.         BattleItemAdditionalData[] AdditionalData;//[Offset: 0x50 , Size: 12]
  10875.         int Durability;//[Offset: 0x5c , Size: 4]
  10876.         enum ItemStoreArea;//[Offset: 0x60 , Size: 1]
  10877.         BattleItemFeatureData FeatureData;//[Offset: 0x64 , Size: 40]
  10878.         ItemAssociation[] Associations;//[Offset: 0x8c , Size: 12]
  10879.  
  10880. --------------------------------
  10881. Class: ItemData
  10882.         ItemDefineID DefineID;//[Offset: 0x8 , Size: 24]
  10883.         FString Name;//[Offset: 0x20 , Size: 12]
  10884.         FString Desc;//[Offset: 0x2c , Size: 12]
  10885.         FString Icon;//[Offset: 0x38 , Size: 12]
  10886.         ItemHandleBase* ItemHandle;//[Offset: 0x44 , Size: 4]
  10887.  
  10888. --------------------------------
  10889. Class: BattleItemFeatureData
  10890.         float UnitWeight;//[Offset: 0x0 , Size: 4]
  10891.         int MaxCount;//[Offset: 0x4 , Size: 4]
  10892.         int CountLimit;//[Offset: 0x8 , Size: 4]
  10893.         bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  10894.         bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
  10895.         bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe , Size: 1]
  10896.         bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf , Size: 1]
  10897.         bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  10898.         int SortingPriority;//[Offset: 0x14 , Size: 4]
  10899.         int Worth;//[Offset: 0x18 , Size: 4]
  10900.         int ItemCapacity;//[Offset: 0x1c , Size: 4]
  10901.         int ItemDurability;//[Offset: 0x20 , Size: 4]
  10902.         int itemType;//[Offset: 0x24 , Size: 4]
  10903.  
  10904. --------------------------------
  10905. Class: WeaponMeshCfg
  10906.         StaticMesh* stMesh;//[Offset: 0x0 , Size: 40]
  10907.         SkeletalMesh* skMesh;//[Offset: 0x28 , Size: 40]
  10908.         StaticMesh* stMeshLod;//[Offset: 0x50 , Size: 40]
  10909.         SkeletalMesh* skMeshLod;//[Offset: 0x78 , Size: 40]
  10910.         MaterialInterface* MeshMat;//[Offset: 0xa0 , Size: 40]
  10911.         FName MeshMatSlotName;//[Offset: 0xc8 , Size: 8]
  10912.         MaterialInterface* OverrideMatByGameMode;//[Offset: 0xd0 , Size: 40]
  10913.         MaterialInterface* baseMat;//[Offset: 0xf8 , Size: 4]
  10914.         MaterialInterface* baseMatClass;//[Offset: 0x100 , Size: 40]
  10915.         ParticleRes[] ParticleEffects;//[Offset: 0x128 , Size: 12]
  10916.         UIWidgetRes[] WidgetList;//[Offset: 0x134 , Size: 12]
  10917.         enum meshType;//[Offset: 0x140 , Size: 1]
  10918.  
  10919. --------------------------------
  10920. Class: ParticleRes
  10921.         ParticleSystem* ParticleRes;//[Offset: 0x0 , Size: 4]
  10922.         FName AttachSocket;//[Offset: 0x8 , Size: 8]
  10923.  
  10924. --------------------------------
  10925. Class: UIWidgetRes
  10926.         class UserWidget* UserWidget;//[Offset: 0x0 , Size: 4]
  10927.         FName AttachSocket;//[Offset: 0x8 , Size: 8]
  10928.         Transform Trans;//[Offset: 0x10 , Size: 48]
  10929.         Vector2D DrawSize;//[Offset: 0x40 , Size: 8]
  10930.         bool bShowDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1]
  10931.         bool bUseScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49 , Size: 1]
  10932.  
  10933. --------------------------------
  10934. Class: MeshSynData
  10935.         ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
  10936.         int gender;//[Offset: 0x18 , Size: 4]
  10937.         enum OperationType;//[Offset: 0x1c , Size: 1]
  10938.         int AdditionalItemID;//[Offset: 0x20 , Size: 4]
  10939.         int DIYPlanID;//[Offset: 0x24 , Size: 4]
  10940.  
  10941. --------------------------------
  10942. Class: WeaponDIYData.ResponResult
  10943.         int WeaponId;//[Offset: 0x4 , Size: 4]
  10944.         int PlanID;//[Offset: 0x8 , Size: 4]
  10945.         DIYMergedTexData[] DIYData;//[Offset: 0xc , Size: 12]
  10946.         int[] MatParam;//[Offset: 0x18 , Size: 12]
  10947.         int[] MirroParam;//[Offset: 0x24 , Size: 12]
  10948.         int[] SlotMatParam;//[Offset: 0x30 , Size: 12]
  10949.  
  10950. --------------------------------
  10951. Class: ResponResult
  10952.         bool bResponed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  10953.  
  10954. --------------------------------
  10955. Class: DIYMergedTexData
  10956.         DIYOneTexData[] TextureList;//[Offset: 0x0 , Size: 12]
  10957.         int TexPathID;//[Offset: 0xc , Size: 4]
  10958.         DIYParamData DIYParam;//[Offset: 0x10 , Size: 48]
  10959.         int SlotID;//[Offset: 0x40 , Size: 4]
  10960.  
  10961. --------------------------------
  10962. Class: DIYOneTexData
  10963.         int TexPathID;//[Offset: 0x0 , Size: 4]
  10964.         DIYParamData DIYParam;//[Offset: 0x4 , Size: 48]
  10965.  
  10966. --------------------------------
  10967. Class: DIYParamData
  10968.         int Direction;//[Offset: 0x0 , Size: 4]
  10969.         int ColorID;//[Offset: 0x4 , Size: 4]
  10970.         float Opacity;//[Offset: 0x8 , Size: 4]
  10971.         float Rotation;//[Offset: 0xc , Size: 4]
  10972.         float ScaleX;//[Offset: 0x10 , Size: 4]
  10973.         float ScaleY;//[Offset: 0x14 , Size: 4]
  10974.         float OffSetX;//[Offset: 0x18 , Size: 4]
  10975.         float OffSetY;//[Offset: 0x1c , Size: 4]
  10976.         float UClipX;//[Offset: 0x20 , Size: 4]
  10977.         float UClipY;//[Offset: 0x24 , Size: 4]
  10978.         float VClipX;//[Offset: 0x28 , Size: 4]
  10979.         float VClipY;//[Offset: 0x2c , Size: 4]
  10980.  
  10981. --------------------------------
  10982. Class: DIYEnableLevel
  10983.         int DeviceLevel;//[Offset: 0x0 , Size: 4]
  10984.         int EnableLevel;//[Offset: 0x4 , Size: 4]
  10985.  
  10986. --------------------------------
  10987. Class: AvatarDIYEntity.Object
  10988.         AvatarDIYComponent* AvatarComponent;//[Offset: 0x1c , Size: 4]
  10989.         MeshComponent* MeshComponent;//[Offset: 0x20 , Size: 4]
  10990.         MeshGroup MeshGroup;//[Offset: 0x24 , Size: 36]
  10991.         ItemDefineID ParentDefineID;//[Offset: 0x48 , Size: 24]
  10992.         <FString,AvatarDIYEntity*> SubEntityMap;//[Offset: 0x60 , Size: 60]
  10993.         int SlotID;//[Offset: 0xb4 , Size: 4]
  10994.         int SubSlotID;//[Offset: 0xb8 , Size: 4]
  10995.         FName SocketName;//[Offset: 0xc0 , Size: 8]
  10996.         enum meshType;//[Offset: 0xc8 , Size: 1]
  10997.         BattleItemHandleBase* LoadedHandle;//[Offset: 0xcc , Size: 4]
  10998.         BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0xd0 , Size: 4]
  10999.         MeshData EntityMeshData;//[Offset: 0xd8 , Size: 96]
  11000.         MeshData CachedEntityMeshData;//[Offset: 0x138 , Size: 96]
  11001.         bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1]
  11002.         bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x199 , Size: 1]
  11003.         bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a , Size: 1]
  11004.         bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19b , Size: 1]
  11005.         bool bHasDeaclTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1]
  11006.         ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x1a0 , Size: 12]
  11007.         SoftObjectPath MeshAssetPath;//[Offset: 0x1b0 , Size: 24]
  11008.         <FString,AvatarDIYEntity*> SubEntityList;//[Offset: 0x1c8 , Size: 60]
  11009.         void UpdateVisibility();// 0x1c9cfe8
  11010.         void UnRegisterTick();// 0x1c9cfcc
  11011.         void TickEntity(float DeltaTime);// 0x1c9cf4c
  11012.         void SetSocketName(FName InName);// 0x1c9cecc
  11013.         void SetParentDefineID(ItemDefineID ParentID);// 0x1c9ce40
  11014.         void SetAvatarVisibility(bool bIsVisible, bool bForce);// 0x1c9cd68
  11015.         void SetAvatarEntityParticleVisibility(bool visibie);// 0x1c9cce0
  11016.         void RevertEntityMeshData();// 0x1c9cccc
  11017.         void RenderEntity();// 0x1c9ccb0
  11018.         void RegisterTick();// 0x1c9cc94
  11019.         bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1c9cc0c
  11020.         void PutOnDefaultEquipment(int InSlotID);// 0x1c9cb8c
  11021.         void PrepareEntity();// 0x1c9cb70
  11022.         void OnPreRender();// 0x1c9cb54
  11023.         void OnPostRender();// 0x1c9cb38
  11024.         void MaskActionDirty(bool bFlag);// 0x1c9cab8
  11025.         bool IsEntityAvailable(enum VisibilityType);// 0x1c9ca30
  11026.         CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1c9c964
  11027.         void Init(int InSlotID, int InSubSlotID, AvatarDIYComponent* InAvatarComponent);// 0x1c9c85c
  11028.         bool HasSomeAction(enum InActionType);// 0x1c9c7dc
  11029.         bool HasMainAction();// 0x1c9c7b4
  11030.         FName GetSocketName();// 0x1c9c76c
  11031.         enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1c9c6e4
  11032.         ItemDefineID GetParentDefineID();// 0x1c9c690
  11033.         MeshData GetMeshData();// 0x1c9c62c
  11034.         BattleItemHandleBase* GetLoadedHandle();// 0x1c9c604
  11035.         ItemDefineID GetDefineID();// 0x1c9c5b0
  11036.         void EnterRenderPipeline();// 0x1c9c594
  11037.         void EnterLogicPipeline();// 0x1c9c578
  11038.         void DrawOutline(bool bEnable);// 0x1c9c4f0
  11039.         bool CreateAndApplyResource();// 0x1c9c4c0
  11040.         void ClearRenderEntity();// 0x1c9c4a4
  11041.         void ClearEquipmentRenderData(int CurrSlotID, bool bPutDefault);// 0x1c9c3d8
  11042.         void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1c9c300
  11043.         void ClearEntity(bool ForceClear);// 0x1c9c278
  11044.  
  11045. --------------------------------
  11046. Class: MeshGroup
  11047.         MeshAsset[] MeshAssetList;//[Offset: 0x0 , Size: 12]
  11048.         Object*[] MeshObjectList;//[Offset: 0xc , Size: 12]
  11049.         MeshComponent*[] MeshCompList;//[Offset: 0x18 , Size: 12]
  11050.  
  11051. --------------------------------
  11052. Class: MeshAsset
  11053.         Transform Transform;//[Offset: 0x0 , Size: 48]
  11054.         SkeletalMesh* SkeletalMesh;//[Offset: 0x30 , Size: 40]
  11055.         StaticMesh* StaticMesh;//[Offset: 0x58 , Size: 40]
  11056.         FName AttachSocket;//[Offset: 0x80 , Size: 8]
  11057.         enum meshType;//[Offset: 0x88 , Size: 1]
  11058.         bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89 , Size: 1]
  11059.         class AnimInstance* animBP;//[Offset: 0x8c , Size: 4]
  11060.         class AnimInstance* animBPClass;//[Offset: 0x90 , Size: 40]
  11061.         bool bAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1]
  11062.         bool bUpdateTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9 , Size: 1]
  11063.  
  11064. --------------------------------
  11065. Class: MeshData
  11066.         StaticMesh* stMesh;//[Offset: 0x0 , Size: 4]
  11067.         SkeletalMesh* skMesh;//[Offset: 0x4 , Size: 4]
  11068.         MaterialInstance* matIns;//[Offset: 0x8 , Size: 4]
  11069.         MaterialInstance*[] additionalMats;//[Offset: 0xc , Size: 12]
  11070.         enum meshType;//[Offset: 0x18 , Size: 1]
  11071.         int[] hiddenSlots;//[Offset: 0x1c , Size: 12]
  11072.         ReplacedSlotInfo[] replacedSlots;//[Offset: 0x28 , Size: 12]
  11073.         HideBoneData[] hideBoneSlots;//[Offset: 0x34 , Size: 12]
  11074.         ItemDefineID definedID;//[Offset: 0x40 , Size: 24]
  11075.         bool functionValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  11076.  
  11077. --------------------------------
  11078. Class: ReplacedSlotInfo
  11079.  
  11080. --------------------------------
  11081. Class: HideBoneData
  11082.  
  11083. --------------------------------
  11084. Class: CustomWidgetComponent.WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  11085.         Actor* OwnerActor;//[Offset: 0x63c , Size: 4]
  11086.         MeshComponent* AttachedMeshComponent;//[Offset: 0x640 , Size: 4]
  11087.         ParticleSystemComponent* UIParticleComp;//[Offset: 0x644 , Size: 4]
  11088.         StaticMeshComponent* SurfaceEffectMesh;//[Offset: 0x648 , Size: 4]
  11089.         void SetupAttachMeshComponent(MeshComponent* MeshComp, FName AttachSocket, out const Transform RelativeTrans);// 0x1d1e270
  11090.         Actor* GetBindOwner();// 0x1d1e24c
  11091.         MeshComponent* GetAttachedMeshComponent();// 0x1d1e230
  11092.         void CreateParticle(ParticleSystem* ParticleRes, MeshComponent* MeshComp, FName SocketName, out const Transform RelativeTrans);// 0x1d1e080
  11093.         void BindOwner(Actor* Owner);// 0x1d1e000
  11094.         void BindEvent(bool bShowWidget);// 0x1d1df78
  11095.  
  11096. --------------------------------
  11097. Class: AvatarDIYEntityFactory.Object
  11098.         AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1c9db58
  11099.  
  11100. --------------------------------
  11101. Class: AvatarActionBase
  11102.  
  11103. --------------------------------
  11104. Class: WeaponAvatarDIYEntity.AvatarDIYEntity.Object
  11105.         void SetWeaponEntityVisibility(bool visibie);// 0x1ff6148
  11106.         void SetSocketName(FName InName);// 0x1c9cecc
  11107.         void RenderEntity();// 0x1c9ccb0
  11108.         void RemoveParticleEffect();// 0x1ff612c
  11109.         bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1c9cc0c
  11110.         void PrepareEntity();// 0x1c9cb70
  11111.         void OnPreRender();// 0x1c9cb54
  11112.         void OnPostRender();// 0x1c9cb38
  11113.         bool IsForceEnableAnim();// 0x1ff60fc
  11114.         enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1c9c6e4
  11115.         ItemDefineID GetDefineID();// 0x1c9c5b0
  11116.         void EnterLogicPipeline();// 0x1c9c578
  11117.         void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1c9c300
  11118.         void BroadcastWeaponEquipEvent(bool IsEquipped);// 0x1ff607c
  11119.         void ApplyParticleEffect();// 0x1ff6060
  11120.         void AddWeaponHandleAction();// 0x1ff604c
  11121.  
  11122. --------------------------------
  11123. Class: PredictLineComponent.SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  11124.         class Actor* PredictActorTemplate;//[Offset: 0x618 , Size: 4]
  11125.         StaticMesh* MeshTemplate;//[Offset: 0x620 , Size: 40]
  11126.         ParticleSystem* PredictEndPointFX;//[Offset: 0x648 , Size: 40]
  11127.         CurveFloat* PredictEndPointScaleCurve;//[Offset: 0x670 , Size: 40]
  11128.         PredictProjectilePathParams PredictProjectilePathParams;//[Offset: 0x698 , Size: 92]
  11129.         delegate InitNewSplineMeshDelegate;//[Offset: 0x6f4 , Size: 12]
  11130.         PredictLineMaterialParams Param_StartPointLocation;//[Offset: 0x700 , Size: 16]
  11131.         PredictLineMaterialParams Param_EndPointLocation;//[Offset: 0x710 , Size: 16]
  11132.         PredictLineMaterialParams Param_EndPointFalloff;//[Offset: 0x720 , Size: 16]
  11133.         PredictLineMaterialParams Param_PredictLineColor;//[Offset: 0x730 , Size: 16]
  11134.         LinearColor PredictLineColor;//[Offset: 0x740 , Size: 16]
  11135.         PredictProjectilePathResult PredictResult;//[Offset: 0x760 , Size: 176]
  11136.         CurveFloat* Curve_PredictEndPointScale;//[Offset: 0x810 , Size: 4]
  11137.         SplineMeshComponent*[] CachedSplineMeshes;//[Offset: 0x818 , Size: 12]
  11138.         int RedrawCounter;//[Offset: 0x824 , Size: 4]
  11139.         void SetPredictParams(out const Vector InStartPoint, out const Vector InVelocity);// 0x1e10004
  11140.         void SetPredictActorTemplate(class Actor InActorTemplate);// 0x1e0ff8c
  11141.  
  11142. --------------------------------
  11143. Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  11144.         SplineCurves SplineCurves;//[Offset: 0x554 , Size: 80]
  11145.         InterpCurveVector SplineInfo;//[Offset: 0x5a4 , Size: 20]
  11146.         InterpCurveQuat SplineRotInfo;//[Offset: 0x5b8 , Size: 20]
  11147.         InterpCurveVector SplineScaleInfo;//[Offset: 0x5cc , Size: 20]
  11148.         InterpCurveFloat SplineReparamTable;//[Offset: 0x5e0 , Size: 20]
  11149.         bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f4 , Size: 1]
  11150.         int ReparamStepsPerSegment;//[Offset: 0x5f8 , Size: 4]
  11151.         float Duration;//[Offset: 0x5fc , Size: 4]
  11152.         bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x600 , Size: 1]
  11153.         bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x601 , Size: 1]
  11154.         bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x602 , Size: 1]
  11155.         bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x603 , Size: 1]
  11156.         bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x604 , Size: 1]
  11157.         bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x605 , Size: 1]
  11158.         bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x606 , Size: 1]
  11159.         float LoopPosition;//[Offset: 0x608 , Size: 4]
  11160.         Vector DefaultUpVector;//[Offset: 0x60c , Size: 12]
  11161.         void UpdateSpline();// 0x4071738
  11162.         void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector InLocation);// 0x4071664
  11163.         void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector, byte CoordinateSpace, bool bUpdateSpline);// 0x4071504
  11164.         void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x4070d5c
  11165.         void SetTangentsAtSplinePoint(int PointIndex, out const Vector InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x4071350
  11166.         void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x40711f0
  11167.         void SetSplineWorldPoints(out const Vector[] Points);// 0x407111c
  11168.         void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);// 0x4071014
  11169.         void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool bUpdateSpline);// 0x4070eb4
  11170.         void SetSplineLocalPoints(out const Vector[] Points);// 0x4070de0
  11171.         void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x4070d5c
  11172.         void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation, byte CoordinateSpace, bool bUpdateSpline);// 0x4070bfc
  11173.         void SetDrawDebug(bool bShow);// 0x4070b7c
  11174.         void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);// 0x4070ab0
  11175.         void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline);// 0x407099c
  11176.         void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x40708cc
  11177.         void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x4070808
  11178.         bool IsClosedLoop();// 0x40707e0
  11179.         Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x407074c
  11180.         Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);// 0x4070668
  11181.         Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x40705d4
  11182.         Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);// 0x40704f0
  11183.         Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x407045c
  11184.         Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x40703c8
  11185.         Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);// 0x40702e4
  11186.         Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x4070250
  11187.         Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x407012c
  11188.         Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4070058
  11189.         Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406ff84
  11190.         Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity, bool bUseScale);// 0x406fdf8
  11191.         Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace, bool bUseScale);// 0x406fcbc
  11192.         Transform GetTransformAtDistanceAlongSpline(float Distance, byte CoordinateSpace, bool bUseScale);// 0x406fb80
  11193.         Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406fa5c
  11194.         Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e860
  11195.         Vector GetTangentAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406f988
  11196.         byte GetSplinePointType(int PointIndex);// 0x406f908
  11197.         float GetSplineLength();// 0x406f8e0
  11198.         Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x406f804
  11199.         Vector GetScaleAtSplinePoint(int PointIndex);// 0x406f774
  11200.         Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x406f6e4
  11201.         Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406f5c0
  11202.         Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406f4ec
  11203.         Rotator GetRotationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406f418
  11204.         float GetRollAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406f308
  11205.         float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406f244
  11206.         float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406f180
  11207.         Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406f05c
  11208.         Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406ef88
  11209.         Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406eeb4
  11210.         int GetNumberOfSplinePoints();// 0x406ee8c
  11211.         Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406ed68
  11212.         Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406ec94
  11213.         Vector GetLocationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406ebc0
  11214.         void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location, out Vector Tangent, byte CoordinateSpace);// 0x406ea58
  11215.         void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector LocalLocation, out Vector LocalTangent);// 0x406e934
  11216.         Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e860
  11217.         float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x406e7e0
  11218.         float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x406e760
  11219.         Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406e63c
  11220.         Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e568
  11221.         Vector GetDirectionAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406e494
  11222.         Vector GetDefaultUpVector(byte CoordinateSpace);// 0x406e404
  11223.         Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e330
  11224.         Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406e24c
  11225.         Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace, bool bUseScale);// 0x406e100
  11226.         Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406e01c
  11227.         Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);// 0x406df80
  11228.         Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406de9c
  11229.         float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406ddc8
  11230.         Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406dce4
  11231.         Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406dc00
  11232.         float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);// 0x406db74
  11233.         Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406da90
  11234.         void ClearSplinePoints(bool bUpdateSpline);// 0x406da10
  11235.         void AddSplineWorldPoint(out const Vector Position);// 0x406d984
  11236.         void AddSplinePointAtIndex(out const Vector Position, int Index, byte CoordinateSpace, bool bUpdateSpline);// 0x406d824
  11237.         void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool bUpdateSpline);// 0x406d70c
  11238.         void AddSplineLocalPoint(out const Vector Position);// 0x406d680
  11239.         void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);// 0x406d564
  11240.         void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x406d45c
  11241.  
  11242. --------------------------------
  11243. Class: SplineCurves
  11244.         InterpCurveVector Position;//[Offset: 0x0 , Size: 20]
  11245.         InterpCurveQuat Rotation;//[Offset: 0x14 , Size: 20]
  11246.         InterpCurveVector Scale;//[Offset: 0x28 , Size: 20]
  11247.         InterpCurveFloat ReparamTable;//[Offset: 0x3c , Size: 20]
  11248.  
  11249. --------------------------------
  11250. Class: InterpCurveQuat
  11251.         InterpCurvePointQuat[] Points;//[Offset: 0x0 , Size: 12]
  11252.         bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  11253.         float LoopKeyOffset;//[Offset: 0x10 , Size: 4]
  11254.  
  11255. --------------------------------
  11256. Class: InterpCurvePointQuat
  11257.         float InVal;//[Offset: 0x0 , Size: 4]
  11258.         Quat OutVal;//[Offset: 0x10 , Size: 16]
  11259.         Quat ArriveTangent;//[Offset: 0x20 , Size: 16]
  11260.         Quat LeaveTangent;//[Offset: 0x30 , Size: 16]
  11261.         byte InterpMode;//[Offset: 0x40 , Size: 1]
  11262.  
  11263. --------------------------------
  11264. Class: InterpCurveFloat
  11265.         InterpCurvePointFloat[] Points;//[Offset: 0x0 , Size: 12]
  11266.         bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  11267.         float LoopKeyOffset;//[Offset: 0x10 , Size: 4]
  11268.  
  11269. --------------------------------
  11270. Class: InterpCurvePointFloat
  11271.         float InVal;//[Offset: 0x0 , Size: 4]
  11272.         float OutVal;//[Offset: 0x4 , Size: 4]
  11273.         float ArriveTangent;//[Offset: 0x8 , Size: 4]
  11274.         float LeaveTangent;//[Offset: 0xc , Size: 4]
  11275.         byte InterpMode;//[Offset: 0x10 , Size: 1]
  11276.  
  11277. --------------------------------
  11278. Class: SplinePoint
  11279.         float InputKey;//[Offset: 0x0 , Size: 4]
  11280.         Vector Position;//[Offset: 0x4 , Size: 12]
  11281.         Vector ArriveTangent;//[Offset: 0x10 , Size: 12]
  11282.         Vector LeaveTangent;//[Offset: 0x1c , Size: 12]
  11283.         Rotator Rotation;//[Offset: 0x28 , Size: 12]
  11284.         Vector Scale;//[Offset: 0x34 , Size: 12]
  11285.         byte Type;//[Offset: 0x40 , Size: 1]
  11286.  
  11287. --------------------------------
  11288. Class: PredictProjectilePathParams
  11289.         Vector StartLocation;//[Offset: 0x0 , Size: 12]
  11290.         Vector LaunchVelocity;//[Offset: 0xc , Size: 12]
  11291.         bool bTraceWithCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  11292.         float ProjectileRadius;//[Offset: 0x1c , Size: 4]
  11293.         float MaxSimTime;//[Offset: 0x20 , Size: 4]
  11294.         bool bTraceWithChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  11295.         byte TraceChannel;//[Offset: 0x25 , Size: 1]
  11296.         byte[] ObjectTypes;//[Offset: 0x28 , Size: 12]
  11297.         Actor*[] ActorsToIgnore;//[Offset: 0x34 , Size: 12]
  11298.         float SimFrequency;//[Offset: 0x40 , Size: 4]
  11299.         float OverrideGravityZ;//[Offset: 0x44 , Size: 4]
  11300.         float GravityScale;//[Offset: 0x48 , Size: 4]
  11301.         float IgnoreGravityDis;//[Offset: 0x4c , Size: 4]
  11302.         byte DrawDebugType;//[Offset: 0x50 , Size: 1]
  11303.         float DrawDebugTime;//[Offset: 0x54 , Size: 4]
  11304.         bool bTraceComplex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  11305.  
  11306. --------------------------------
  11307. Class: PredictLineMaterialParams
  11308.         MaterialParameterCollection* MaterialParamCollection;//[Offset: 0x0 , Size: 4]
  11309.         FName ParamName;//[Offset: 0x8 , Size: 8]
  11310.  
  11311. --------------------------------
  11312. Class: PredictProjectilePathResult
  11313.         PredictProjectilePathPointData[] PathData;//[Offset: 0x0 , Size: 12]
  11314.         PredictProjectilePathPointData LastTraceDestination;//[Offset: 0xc , Size: 28]
  11315.         HitResult HitResult;//[Offset: 0x28 , Size: 136]
  11316.  
  11317. --------------------------------
  11318. Class: PredictProjectilePathPointData
  11319.         Vector Location;//[Offset: 0x0 , Size: 12]
  11320.         Vector Velocity;//[Offset: 0xc , Size: 12]
  11321.         float Time;//[Offset: 0x18 , Size: 4]
  11322.  
  11323. --------------------------------
  11324. Class: SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  11325.         SplineMeshParams SplineParams;//[Offset: 0x630 , Size: 88]
  11326.         Vector SplineUpDir;//[Offset: 0x688 , Size: 12]
  11327.         bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x694 , Size: 1]
  11328.         bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x694 , Size: 1]
  11329.         byte ForwardAxis;//[Offset: 0x695 , Size: 1]
  11330.         float SplineBoundaryMin;//[Offset: 0x698 , Size: 4]
  11331.         float SplineBoundaryMax;//[Offset: 0x69c , Size: 4]
  11332.         BodySetup* BodySetup;//[Offset: 0x6a0 , Size: 4]
  11333.         Guid CachedMeshBodySetupGuid;//[Offset: 0x6a4 , Size: 16]
  11334.         bool bMeshDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6b4 , Size: 1]
  11335.         void UpdateMesh();// 0x4074748
  11336.         void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x4074684
  11337.         void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x40745c4
  11338.         void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x4074500
  11339.         void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x407443c
  11340.         void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x407437c
  11341.         void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos, Vector EndTangent, bool bUpdateMesh);// 0x40741dc
  11342.         void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);// 0x4074108
  11343.         void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x4074044
  11344.         void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x4073f80
  11345.         void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x4073ec0
  11346.         void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x4073dfc
  11347.         void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x4073d38
  11348.         void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x4073c78
  11349.         void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x4073bb4
  11350.         void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x4073af0
  11351.         Vector GetStartTangent();// 0x4073aa8
  11352.         Vector2D GetStartScale();// 0x4073a68
  11353.         float GetStartRoll();// 0x4073a40
  11354.         Vector GetStartPosition();// 0x40739f8
  11355.         Vector2D GetStartOffset();// 0x40739b8
  11356.         Vector GetSplineUpDir();// 0x4073970
  11357.         byte GetForwardAxis();// 0x4073948
  11358.         Vector GetEndTangent();// 0x4073900
  11359.         Vector2D GetEndScale();// 0x40738c0
  11360.         float GetEndRoll();// 0x4073898
  11361.         Vector GetEndPosition();// 0x4073850
  11362.         Vector2D GetEndOffset();// 0x4073810
  11363.         float GetBoundaryMin();// 0x40737e8
  11364.         float GetBoundaryMax();// 0x405ed18
  11365.  
  11366. --------------------------------
  11367. Class: SplineMeshParams
  11368.         Vector StartPos;//[Offset: 0x0 , Size: 12]
  11369.         Vector StartTangent;//[Offset: 0xc , Size: 12]
  11370.         Vector2D StartScale;//[Offset: 0x18 , Size: 8]
  11371.         float StartRoll;//[Offset: 0x20 , Size: 4]
  11372.         Vector2D StartOffset;//[Offset: 0x24 , Size: 8]
  11373.         Vector EndPos;//[Offset: 0x2c , Size: 12]
  11374.         Vector EndTangent;//[Offset: 0x38 , Size: 12]
  11375.         Vector2D EndScale;//[Offset: 0x44 , Size: 8]
  11376.         float EndRoll;//[Offset: 0x4c , Size: 4]
  11377.         Vector2D EndOffset;//[Offset: 0x50 , Size: 8]
  11378.  
  11379. --------------------------------
  11380. Class: WeaponOwnerProxy.Object
  11381.         Actor* OwnerActor;//[Offset: 0x28 , Size: 4]
  11382.         Pawn* OwnerPawn;//[Offset: 0x2c , Size: 4]
  11383.         Controller* OwnerController;//[Offset: 0x30 , Size: 4]
  11384.         STExtraWeapon* BindedWeapon;//[Offset: 0x34 , Size: 4]
  11385.         void OnWeaponStopFireDelegate__DelegateSignature();// 0x2859eb0
  11386.         void HandlePlayerSwitchCameraMode(byte Mode);// 0x2000f5c
  11387.         void HandlePlayerChangePose(byte LastPose, byte NewPose);// 0x2000ea0
  11388.         STExtraPlayerController* GetOwnerSTExtraPlayerController();// 0x2000e78
  11389.         STExtraBaseCharacter* GetOwnerSTExtraPlayerCharacter();// 0x2000e50
  11390.         PlayerController* GetOwnerPlayerController();// 0x2000e28
  11391.         Pawn* GetOwnerPawn();// 0x2000e00
  11392.         Controller* GetOwnerController();// 0x2000dd8
  11393.         Actor* GetOwnerActor();// 0x2000dbc
  11394.  
  11395. --------------------------------
  11396. Class: STExtraPlayerController.UAEPlayerController.PlayerController.Controller.Actor.Object
  11397.         float FreeCameraStartMinPitchMin;//[Offset: 0xb3c , Size: 4]
  11398.         float FreeCameraStartMinPitchMax;//[Offset: 0xb40 , Size: 4]
  11399.         bool bTrackingKillerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb44 , Size: 1]
  11400.         <int> TouchIndexSet;//[Offset: 0xb48 , Size: 60]
  11401.         byte OnFireTouchFingerIndex;//[Offset: 0xb84 , Size: 1]
  11402.         enum TouchEndTriggerSkillEntry;//[Offset: 0xb85 , Size: 1]
  11403.         int TouchEndTriggerSkillID;//[Offset: 0xb88 , Size: 4]
  11404.         <STExtraBaseCharacter*> FriendOBRelevancyCharacterSet;//[Offset: 0xbd8 , Size: 60]
  11405.         FName FeatureActorName;//[Offset: 0xc18 , Size: 8]
  11406.         byte[] IgnoreCameraMovingIndexArray;//[Offset: 0xc20 , Size: 12]
  11407.         byte[] IgnoreCameraMovePendingArray;//[Offset: 0xc2c , Size: 12]
  11408.         byte[] AddTouchMoveFingerArray;//[Offset: 0xc38 , Size: 12]
  11409.         bool bNeedSetFireTouchFingerIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc44 , Size: 1]
  11410.         byte OnFreeCameraFingerIndex;//[Offset: 0xc45 , Size: 1]
  11411.         float FreeCameraSPL_Hor;//[Offset: 0xc48 , Size: 4]
  11412.         float FreeCameraSPL_Ver;//[Offset: 0xc4c , Size: 4]
  11413.         float FreeCamera_FPP_MIN;//[Offset: 0xc50 , Size: 4]
  11414.         float FreeCamera_FPP_MAX;//[Offset: 0xc54 , Size: 4]
  11415.         float FreeCamera_FPP_PITCH_MIN;//[Offset: 0xc58 , Size: 4]
  11416.         float FreeCamera_FPP_PITCH_MAX;//[Offset: 0xc5c , Size: 4]
  11417.         float FreeCamera_FPP_PITCH_MIN_LIMITED;//[Offset: 0xc60 , Size: 4]
  11418.         float FreeCamera_FPP_PITCH_MAX_LIMITED;//[Offset: 0xc64 , Size: 4]
  11419.         float FreeCameraSPL_Hor_Parachute;//[Offset: 0xc68 , Size: 4]
  11420.         float FreeCameraSPL_Ver_Parachute;//[Offset: 0xc6c , Size: 4]
  11421.         float RecoverLagDelayTime;//[Offset: 0xc70 , Size: 4]
  11422.         Vector2D StartPosition;//[Offset: 0xc74 , Size: 8]
  11423.         Vector2D CurFreeCamPosition;//[Offset: 0xc7c , Size: 8]
  11424.         Rotator EmoteFreeCamPrevFigureResultDelta;//[Offset: 0xc84 , Size: 12]
  11425.         Rotator SelfieFreeCamPrevFigureResultDelta;//[Offset: 0xc90 , Size: 12]
  11426.         FString FollowCandidateName;//[Offset: 0xca0 , Size: 12]
  11427.         <FString,bool> IsTeammatesAutoFollowing;//[Offset: 0xcac , Size: 60]
  11428.         Rotator FreeCameraStartRotation;//[Offset: 0xce8 , Size: 12]
  11429.         Transform FPPModeSpringArmTrans;//[Offset: 0xd00 , Size: 48]
  11430.         byte FreeCameraFigerIndex;//[Offset: 0xd30 , Size: 1]
  11431.         int8 CurrentBuildingIndex;//[Offset: 0xd31 , Size: 1]
  11432.         int WeaponReconnectOpIndex;//[Offset: 0xd34 , Size: 4]
  11433.         bool bHasInitUIFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd38 , Size: 1]
  11434.         bool isShowVaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3a , Size: 1]
  11435.         BattleSceneAvatarDisplayInfo[] BattleSceneAvatarDisplayInfoList;//[Offset: 0xd3c , Size: 12]
  11436.         LinearColor CrossHairColor;//[Offset: 0xd48 , Size: 16]
  11437.         byte AutoAimType;//[Offset: 0xd58 , Size: 1]
  11438.         bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd60 , Size: 1]
  11439.         bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd61 , Size: 1]
  11440.         bool bIsInResultView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd70 , Size: 1]
  11441.         bool bForceHideConcentric;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd71 , Size: 1]
  11442.         bool bForceShowBlueCircleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd72 , Size: 1]
  11443.         FString[] ScreenAppearToBeRemovedInResult;//[Offset: 0xd74 , Size: 12]
  11444.         ClientFatalDamageRecordData[] ClientFatalDamageRecords;//[Offset: 0xd80 , Size: 12]
  11445.         ClientFatalDamageRecordData ClientFatalDamageLastRecords;//[Offset: 0xd8c , Size: 180]
  11446.         SensibilityConfig SensibilityConfig;//[Offset: 0xe40 , Size: 172]
  11447.         bool bSingleShotWeaponShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeec , Size: 1]
  11448.         bool bShotGunShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeed , Size: 1]
  11449.         int UseMotionControlType;//[Offset: 0xef0 , Size: 4]
  11450.         delegate OnCharacterNearDeathOrRescueingOtherNotifyDelegate;//[Offset: 0xef4 , Size: 12]
  11451.         delegate OnPlayerEnterFlying;//[Offset: 0xf00 , Size: 12]
  11452.         delegate OnPlayerChangeViewtargetToPlane;//[Offset: 0xf0c , Size: 12]
  11453.         delegate OnPlayerExitFlying;//[Offset: 0xf18 , Size: 12]
  11454.         delegate OnPlayerEnterJumping;//[Offset: 0xf24 , Size: 12]
  11455.         delegate OnPlayerExitJumping;//[Offset: 0xf30 , Size: 12]
  11456.         delegate OnPlayerEnterParachute;//[Offset: 0xf3c , Size: 12]
  11457.         delegate OnPlayerExitParachute;//[Offset: 0xf48 , Size: 12]
  11458.         delegate OnPlayerEnterWater;//[Offset: 0xf54 , Size: 12]
  11459.         delegate OnPlayerExitWater;//[Offset: 0xf60 , Size: 12]
  11460.         delegate OnPlayerEnterFighting;//[Offset: 0xf6c , Size: 12]
  11461.         delegate OnPlayerExitFighting;//[Offset: 0xf78 , Size: 12]
  11462.         delegate OnPlayerEnterFinished;//[Offset: 0xf84 , Size: 12]
  11463.         delegate OnPlayerStartReloadWeapon;//[Offset: 0xf90 , Size: 12]
  11464.         delegate OnPlayerEndReloadWeapon;//[Offset: 0xf9c , Size: 12]
  11465.         delegate OnTeammateHPChangeDelegate;//[Offset: 0xfa8 , Size: 12]
  11466.         delegate OnCharacterBreathChange;//[Offset: 0xfb4 , Size: 12]
  11467.         delegate OnTeammateTemperatureChangeDelegate;//[Offset: 0xfc0 , Size: 12]
  11468.         delegate OnLocalCharacterTemperatureChangeDel;//[Offset: 0xfcc , Size: 12]
  11469.         delegate OnCharacterAntidoteChange;//[Offset: 0xfd8 , Size: 12]
  11470.         delegate OnOneTeamPlayerHPChangeDelegate;//[Offset: 0xfe4 , Size: 12]
  11471.         delegate OnNightBeggan;//[Offset: 0xff0 , Size: 12]
  11472.         delegate OnNightEnded;//[Offset: 0xffc , Size: 12]
  11473.         delegate OnPlayerHitInfoUpdate;//[Offset: 0x1008 , Size: 12]
  11474.         int SelectedNightRenderConfig;//[Offset: 0x1014 , Size: 4]
  11475.         delegate OnInitTaskData;//[Offset: 0x1018 , Size: 12]
  11476.         delegate OnInitCollectionData;//[Offset: 0x1024 , Size: 12]
  11477.         delegate OnPlayerDoEmote;//[Offset: 0x1030 , Size: 12]
  11478.         delegate OnPlayerEnterArea;//[Offset: 0x103c , Size: 12]
  11479.         delegate OnPlayerKilling;//[Offset: 0x1048 , Size: 12]
  11480.         delegate OnPickupItem;//[Offset: 0x1054 , Size: 12]
  11481.         delegate OnDropItem;//[Offset: 0x1060 , Size: 12]
  11482.         delegate OnDeathBoxSpawned;//[Offset: 0x106c , Size: 12]
  11483.         delegate OnTaskConditionActived;//[Offset: 0x1078 , Size: 12]
  11484.         delegate OnTaskConditionDeactived;//[Offset: 0x1084 , Size: 12]
  11485.         KillOrPutDownMessage KillOrPutDownMessageData;//[Offset: 0x10b0 , Size: 68]
  11486.         delegate OnStartFireEvent;//[Offset: 0x10f4 , Size: 12]
  11487.         delegate OnStopFireEvent;//[Offset: 0x1100 , Size: 12]
  11488.         delegate OnReleaseFireBtn;//[Offset: 0x110c , Size: 12]
  11489.         delegate OnReleaseScreen;//[Offset: 0x1118 , Size: 12]
  11490.         delegate OnFingerMove;//[Offset: 0x1124 , Size: 12]
  11491.         delegate OnHandleCameraModeChanged;//[Offset: 0x1130 , Size: 12]
  11492.         delegate OnSwitchCameraModeStart;//[Offset: 0x113c , Size: 12]
  11493.         delegate OnSwitchCameraModeEnd;//[Offset: 0x1148 , Size: 12]
  11494.         delegate OnPlayerPickUpActor;//[Offset: 0x1154 , Size: 12]
  11495.         delegate OnPlayerPutDownActor;//[Offset: 0x1160 , Size: 12]
  11496.         delegate OnPlayerPutDownAllProp;//[Offset: 0x116c , Size: 12]
  11497.         delegate OnSwitchWeapon;//[Offset: 0x1178 , Size: 12]
  11498.         delegate OnEquipWeaponDel;//[Offset: 0x1184 , Size: 12]
  11499.         delegate OnUnequipWeaponDel;//[Offset: 0x1190 , Size: 12]
  11500.         delegate OnUseInventoryItem;//[Offset: 0x119c , Size: 12]
  11501.         delegate OnChangeBattleOwnerDel;//[Offset: 0x11a8 , Size: 12]
  11502.         delegate OnDamageToOther;//[Offset: 0x11b4 , Size: 12]
  11503.         delegate OnLocalCharacterHPChangeDel;//[Offset: 0x11c0 , Size: 12]
  11504.         delegate OnLocalCharacterSignalHPChangeDelegate;//[Offset: 0x11cc , Size: 12]
  11505.         delegate OnServerCharacterSignalHPChangeDelegate;//[Offset: 0x11d8 , Size: 12]
  11506.         delegate OnLocalCharacterSignalHPRemaingingTimeDelegate;//[Offset: 0x11e4 , Size: 12]
  11507.         delegate DelegatePlayerGoldChange;//[Offset: 0x11f0 , Size: 12]
  11508.         delegate DelegatePlayerLevelChange;//[Offset: 0x11fc , Size: 12]
  11509.         delegate OnGameStartCountDownDelegate;//[Offset: 0x1208 , Size: 12]
  11510.         delegate OnRank;//[Offset: 0x1214 , Size: 12]
  11511.         delegate OnGameStartDelegate;//[Offset: 0x1220 , Size: 12]
  11512.         delegate OnPlayerNameChange;//[Offset: 0x122c , Size: 12]
  11513.         delegate OnUseMainSlot;//[Offset: 0x1238 , Size: 12]
  11514.         delegate OnBackpackMainSlot;//[Offset: 0x1244 , Size: 12]
  11515.         delegate OnRemoveMainSlot;//[Offset: 0x1250 , Size: 12]
  11516.         delegate OnRepPlayerState;//[Offset: 0x125c , Size: 12]
  11517.         delegate OnRepTeammateChange;//[Offset: 0x1268 , Size: 12]
  11518.         delegate OnRepTeammateAvatarDisplayInfo;//[Offset: 0x1274 , Size: 12]
  11519.         delegate OnMapMarkChangeDelegate;//[Offset: 0x1284 , Size: 12]
  11520.         delegate OnShowSkillPrompt;//[Offset: 0x1290 , Size: 12]
  11521.         delegate OnStartAutoSprintCountDown;//[Offset: 0x129c , Size: 12]
  11522.         delegate OnShowAutoSprintButton;//[Offset: 0x12a8 , Size: 12]
  11523.         delegate OnPlayerChangeWearingDone;//[Offset: 0x12b4 , Size: 12]
  11524.         delegate OnPlayerChangeWearingAnimFinished;//[Offset: 0x12c0 , Size: 12]
  11525.         delegate OnPlayerFinalAssistKill;//[Offset: 0x12cc , Size: 12]
  11526.         delegate OnConsumableAvatarChange;//[Offset: 0x12d8 , Size: 12]
  11527.         delegate OnEquipmentAvatarChange;//[Offset: 0x12e4 , Size: 12]
  11528.         delegate OnEquipmentWeaponAvatarChange;//[Offset: 0x12f0 , Size: 12]
  11529.         delegate OnGameStateChange;//[Offset: 0x12fc , Size: 12]
  11530.         delegate OnChangeCharacterBeforeDelegate;//[Offset: 0x1308 , Size: 12]
  11531.         delegate OnChangeCharacterLogicDelegate;//[Offset: 0x1314 , Size: 12]
  11532.         delegate OnInfectionSelectZombieDelegate;//[Offset: 0x1320 , Size: 12]
  11533.         delegate OnSetChangeCharacterStateDelegate;//[Offset: 0x132c , Size: 12]
  11534.         delegate OnCacheRecvInfectionSelectZombie;//[Offset: 0x1348 , Size: 12]
  11535.         delegate OpenSequencerDelegate;//[Offset: 0x1354 , Size: 12]
  11536.         STExtraBaseCharacter* tmpAnchorCharacter;//[Offset: 0x1370 , Size: 4]
  11537.         delegate OnInterruptAutoSprintCountDown;//[Offset: 0x1374 , Size: 12]
  11538.         delegate OnAutoSprintActive;//[Offset: 0x1380 , Size: 12]
  11539.         delegate OnTakeDamagedDelegate;//[Offset: 0x138c , Size: 12]
  11540.         delegate OnPostTakeDamageForBP;//[Offset: 0x13ac , Size: 12]
  11541.         delegate OnLostConnection;//[Offset: 0x13b8 , Size: 12]
  11542.         delegate OnReconnected;//[Offset: 0x13c4 , Size: 12]
  11543.         delegate OnExitGame;//[Offset: 0x13d0 , Size: 12]
  11544.         delegate OnSpectatorChange;//[Offset: 0x13dc , Size: 12]
  11545.         delegate OnCharacterRecoveryHealth;//[Offset: 0x13e8 , Size: 12]
  11546.         delegate RunOnNextFrameDelegate;//[Offset: 0x13f4 , Size: 12]
  11547.         NewbieGuideComponent* NewbieComponent;//[Offset: 0x1400 , Size: 4]
  11548.         int MaternalZombieWeight;//[Offset: 0x1404 , Size: 4]
  11549.         TimeLineSyncComponent* TimeLineSyncComponent;//[Offset: 0x1408 , Size: 4]
  11550.         TimeWatchDogComponent* TimeWatchDogComponent;//[Offset: 0x140c , Size: 4]
  11551.         PlayerAntiCheatManager* AntiCheatManagerComp;//[Offset: 0x1410 , Size: 4]
  11552.         bool bShouldReportAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1414 , Size: 1]
  11553.         delegate NewbieShowCurGuide;//[Offset: 0x15e8 , Size: 12]
  11554.         delegate PlayerControllerEnterFightingStateDelegate;//[Offset: 0x15f4 , Size: 12]
  11555.         bool EnableAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1604 , Size: 1]
  11556.         bool DisableNewStopFireLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1605 , Size: 1]
  11557.         bool UseScreenStopFireCheckOnlyInModeTwo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1606 , Size: 1]
  11558.         bool EnableDebugRotatoInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1607 , Size: 1]
  11559.         bool EnableDebugRotatoInfoTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1608 , Size: 1]
  11560.         bool EnableNewUpdateTeamPlayerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1609 , Size: 1]
  11561.         bool EnableNetCullingDistOnVeryLowDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x160a , Size: 1]
  11562.         float PC_CameraMoveRateX;//[Offset: 0x160c , Size: 4]
  11563.         float PC_CameraMoveRateY;//[Offset: 0x1610 , Size: 4]
  11564.         float Mobile_CameraMoveRateX;//[Offset: 0x1614 , Size: 4]
  11565.         float Mobile_CameraMoveRateY;//[Offset: 0x1618 , Size: 4]
  11566.         CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveDis;//[Offset: 0x161c , Size: 4]
  11567.         CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveSpeed;//[Offset: 0x1620 , Size: 4]
  11568.         bool bUseDisCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1624 , Size: 1]
  11569.         CommonCameraModeData NormalCameraModeData;//[Offset: 0x1628 , Size: 36]
  11570.         CommonCameraModeData NearCameraModeData;//[Offset: 0x164c , Size: 36]
  11571.         Vector2D NearCameraModeCameraMoveAdditionalRate;//[Offset: 0x1670 , Size: 8]
  11572.         Vector2D NearCameraModeCameraMoveMaxSpeed;//[Offset: 0x1678 , Size: 8]
  11573.         AimCameraModeData AimCameraModeData;//[Offset: 0x1680 , Size: 36]
  11574.         Vector2D AimCameraModeCameraMoveAdditionalRate;//[Offset: 0x16a4 , Size: 8]
  11575.         Vector2D AimCameraModeCameraMoveMaxSpeed;//[Offset: 0x16ac , Size: 8]
  11576.         CommonCameraModeData PlaneCameraModeData;//[Offset: 0x16b4 , Size: 36]
  11577.         <byte,CameraViewPitchLimitData> CameraViewPitchLimitDataMap;//[Offset: 0x16d8 , Size: 60]
  11578.         float MoveCameraMinDistanceThreshold;//[Offset: 0x1714 , Size: 4]
  11579.         float MoveCameraMinTimeThreshold;//[Offset: 0x1718 , Size: 4]
  11580.         <byte,int> PlayerClothLODLevel;//[Offset: 0x171c , Size: 60]
  11581.         enum[] PlayerClothLODAvatarTypeList;//[Offset: 0x1758 , Size: 12]
  11582.         bool ShouldShowPawnDetailInfoOnHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1764 , Size: 1]
  11583.         bool ShouldSpringUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1765 , Size: 1]
  11584.         Actor* BonfireUIAttachedActor;//[Offset: 0x176c , Size: 4]
  11585.         bool bShowSuperCodeUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1770 , Size: 1]
  11586.         byte CurCameraMode;//[Offset: 0x1771 , Size: 1]
  11587.         FString BPClassOverrideTag;//[Offset: 0x1774 , Size: 12]
  11588.         FName AutoScopeAimCompName;//[Offset: 0x1780 , Size: 8]
  11589.         float AutoScopeAimTraceDistance;//[Offset: 0x1788 , Size: 4]
  11590.         bool bMoveable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178c , Size: 1]
  11591.         bool bMoveablePickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178d , Size: 1]
  11592.         bool bMoveableAirborne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178e , Size: 1]
  11593.         bool bMoveableLandHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178f , Size: 1]
  11594.         float MoveableLandHardTime;//[Offset: 0x1790 , Size: 4]
  11595.         float CanMoveCDTime;//[Offset: 0x1794 , Size: 4]
  11596.         float CanSprintCDTime;//[Offset: 0x1798 , Size: 4]
  11597.         float SwitchPoseCDTime;//[Offset: 0x179c , Size: 4]
  11598.         float MovealbeSwitchPoseTime;//[Offset: 0x17a0 , Size: 4]
  11599.         float AutoSprintRequestCD;//[Offset: 0x17a4 , Size: 4]
  11600.         bool bCanGetTouchInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17a8 , Size: 1]
  11601.         Vector CurScreenMoveSpeed;//[Offset: 0x17ac , Size: 12]
  11602.         float Mobile_CameraMoveAdjustSensitiveValue;//[Offset: 0x17b8 , Size: 4]
  11603.         float SpecialDeviceRate;//[Offset: 0x17bc , Size: 4]
  11604.         <FString,float> SpecialDeviceRateConfigs;//[Offset: 0x17c0 , Size: 60]
  11605.         bool bIsBattleOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17fc , Size: 1]
  11606.         bool bIsAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17fd , Size: 1]
  11607.         bool bIsMeleeAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17fe , Size: 1]
  11608.         STExtraBaseCharacter* STExtraBaseCharacter;//[Offset: 0x1800 , Size: 4]
  11609.         bool CharacterTouchMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1804 , Size: 1]
  11610.         bool IsDeadForLogout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1805 , Size: 1]
  11611.         ServerHitEnemyReplicatedData ServerHitEnemyReplicatedData;//[Offset: 0x1808 , Size: 8]
  11612.         bool bDebugShowYawInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1810 , Size: 1]
  11613.         float AccumulateYawInput;//[Offset: 0x1814 , Size: 4]
  11614.         float LandAfterJumpPlaneDelayMoveTime;//[Offset: 0x1818 , Size: 4]
  11615.         bool bLandAfterJumpPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181c , Size: 1]
  11616.         bool bIsLandingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181d , Size: 1]
  11617.         bool bIsNeedCheckPullPercentage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181e , Size: 1]
  11618.         float NoRespondArea;//[Offset: 0x1820 , Size: 4]
  11619.         float ComfortableSwipeAddition;//[Offset: 0x1824 , Size: 4]
  11620.         bool bIsLeftScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1828 , Size: 1]
  11621.         bool bIsRightScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1829 , Size: 1]
  11622.         byte sprintOptType;//[Offset: 0x182a , Size: 1]
  11623.         float JoystickSprintDisThreshold;//[Offset: 0x182c , Size: 4]
  11624.         float JoystickSprintDisThresholdNew;//[Offset: 0x1830 , Size: 4]
  11625.         float JoystickSprintBtnHeight;//[Offset: 0x1834 , Size: 4]
  11626.         float JoystickSprintAngleThreshold;//[Offset: 0x1838 , Size: 4]
  11627.         bool bIsUseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x183c , Size: 1]
  11628.         byte JoystickOperatingMode;//[Offset: 0x183d , Size: 1]
  11629.         float EasyGoStraightAngle;//[Offset: 0x1840 , Size: 4]
  11630.         bool bIsTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1844 , Size: 1]
  11631.         <byte,float> TouchForceMap;//[Offset: 0x1848 , Size: 60]
  11632.         float TouchForceFireThreshold;//[Offset: 0x1884 , Size: 4]
  11633.         float DoubleClickFireTimeThreshold;//[Offset: 0x1888 , Size: 4]
  11634.         float DoubleClickFireDistanceThreshold;//[Offset: 0x188c , Size: 4]
  11635.         float DoubleClickCancelDistanceThreshold;//[Offset: 0x1890 , Size: 4]
  11636.         int TouchForceWatchFrame;//[Offset: 0x1894 , Size: 4]
  11637.         bool bUseTouchForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1898 , Size: 1]
  11638.         float InputTouchRepeatLastTime;//[Offset: 0x189c , Size: 4]
  11639.         byte TouchFireType;//[Offset: 0x18a0 , Size: 1]
  11640.         float TestForce;//[Offset: 0x18a4 , Size: 4]
  11641.         delegate On3DTouchForceChange;//[Offset: 0x18a8 , Size: 12]
  11642.         delegate OnDoubleClickCheck;//[Offset: 0x18b4 , Size: 12]
  11643.         bool bIsAutoAimOnlyInTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c0 , Size: 1]
  11644.         bool bIsAutoAimOnlyOnFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c1 , Size: 1]
  11645.         bool bMoveInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c2 , Size: 1]
  11646.         bool bAutoSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c3 , Size: 1]
  11647.         float AutoSprintBtnTime;//[Offset: 0x18c4 , Size: 4]
  11648.         float AutoSprintWaitingTime;//[Offset: 0x18c8 , Size: 4]
  11649.         float AutoSprintThreshold;//[Offset: 0x18cc , Size: 4]
  11650.         float JoystickTriggerSprintDuration;//[Offset: 0x18d0 , Size: 4]
  11651.         float InHouseSpringArmLengthModifier;//[Offset: 0x18d4 , Size: 4]
  11652.         float InHouseSpringArmLengthModifierChangeSpeed;//[Offset: 0x18d8 , Size: 4]
  11653.         bool IsPlayerUnableToDoAutoSprintOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18dc , Size: 1]
  11654.         float CurrentCameraFOV;//[Offset: 0x18e0 , Size: 4]
  11655.         float MinFovChangeView;//[Offset: 0x18e4 , Size: 4]
  11656.         WeaponSystemReconnectReplicateData WeaponSystemReconnectReplicateData;//[Offset: 0x18e8 , Size: 40]
  11657.         int GameTipMsgID;//[Offset: 0x1910 , Size: 4]
  11658.         FString GameTipParam1;//[Offset: 0x1914 , Size: 12]
  11659.         FString GameTipParam2;//[Offset: 0x1920 , Size: 12]
  11660.         float AutoSprintCD;//[Offset: 0x1968 , Size: 4]
  11661.         <uint32,TeamMateStateInfo> TeamMateStates;//[Offset: 0x196c , Size: 60]
  11662.         <byte,TeamMateStateInfo> DoubleClickLastTouchInfoMap;//[Offset: 0x19a8 , Size: 60]
  11663.         <byte,TeamMateStateInfo> DoubleClickCurTouchInfoMap;//[Offset: 0x19e4 , Size: 60]
  11664.         bool bEnableSignalBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a24 , Size: 1]
  11665.         class GameMode[] AdditionalSignalBarDisplayGameModes;//[Offset: 0x1a28 , Size: 12]
  11666.         delegate OnReceiveHasSignal;//[Offset: 0x1a34 , Size: 12]
  11667.         Transform FPPCameraLerpStartTransformRelative;//[Offset: 0x1a60 , Size: 48]
  11668.         CurveFloat* CurveFPPCameraLerp;//[Offset: 0x1b28 , Size: 4]
  11669.         CameraComponent* PreActiveCameraCache;//[Offset: 0x1b2c , Size: 4]
  11670.         CameraComponent* CurrentActiveCameraCache;//[Offset: 0x1b30 , Size: 4]
  11671.         SpringArmComponent* CurrentActiveSpringArmCache;//[Offset: 0x1b34 , Size: 4]
  11672.         PlayerTombBox* DeadTombBox;//[Offset: 0x1b44 , Size: 4]
  11673.         FString[] ForbitPickList;//[Offset: 0x1b50 , Size: 12]
  11674.         bool bForbitPickupEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b68 , Size: 1]
  11675.         int pickupPlayerChoice;//[Offset: 0x1b6c , Size: 4]
  11676.         bool bCanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b70 , Size: 1]
  11677.         bool bShouldDisplayHitFinalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b71 , Size: 1]
  11678.         float RescueRemainingSeconds;//[Offset: 0x1b74 , Size: 4]
  11679.         float RescueTotalSeconds;//[Offset: 0x1b78 , Size: 4]
  11680.         bool IsCurrentSpectatorFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b7c , Size: 1]
  11681.         float FreeViewUpRate;//[Offset: 0x1b80 , Size: 4]
  11682.         byte MaxTouchMoveDelayFrame;//[Offset: 0x1b84 , Size: 1]
  11683.         int MaxCacheInputSpeedNum;//[Offset: 0x1b88 , Size: 4]
  11684.         bool bBleFreeCameraUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8c , Size: 1]
  11685.         bool IsCatchUpByMonster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8e , Size: 1]
  11686.         Vector PreMonsterCatchUpPos;//[Offset: 0x1b90 , Size: 12]
  11687.         TeamateStateUAVChangedCompressData TeammateUAVStateChangeCompressedData;//[Offset: 0x1b9c , Size: 20]
  11688.         bool isPressingBtn_AimAndFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb0 , Size: 1]
  11689.         byte CurTouchAimAndFireFingerIndex;//[Offset: 0x1bb1 , Size: 1]
  11690.         bool bOpeningBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb2 , Size: 1]
  11691.         bool DiedisableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb3 , Size: 1]
  11692.         byte CurAimFireFingerIndex;//[Offset: 0x1bf8 , Size: 1]
  11693.         STExtraBaseCharacter* closedAimTarget;//[Offset: 0x1c60 , Size: 4]
  11694.         BackpackComponent* BackpackComponent;//[Offset: 0x1d24 , Size: 4]
  11695.         CommonBtnComponent* CommonBtnComponent;//[Offset: 0x1d28 , Size: 4]
  11696.         ChatComponent* ChatComponent;//[Offset: 0x1d2c , Size: 4]
  11697.         GuideComponent* GuideComponent;//[Offset: 0x1d30 , Size: 4]
  11698.         QuickSignComponent* QuickSignComponent;//[Offset: 0x1d34 , Size: 4]
  11699.         BaseTaskComponent* TaskComponent;//[Offset: 0x1d38 , Size: 4]
  11700.         bool bEnableDeathPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4d , Size: 1]
  11701.         int8 bEnableDeathPlaybackDelay;//[Offset: 0x1d4e , Size: 1]
  11702.         int[] ObserveReplicateItems;//[Offset: 0x1d50 , Size: 12]
  11703.         BattleItemData[] ObservedItemList;//[Offset: 0x1d78 , Size: 12]
  11704.         uint32[] FiringPlayerList;//[Offset: 0x1e20 , Size: 12]
  11705.         delegate OnAboutToChangeViewTarget;//[Offset: 0x1e2c , Size: 12]
  11706.         delegate OnFinishedChangeViewTarget;//[Offset: 0x1e38 , Size: 12]
  11707.         delegate OnCharacterStatesChange;//[Offset: 0x1e44 , Size: 12]
  11708.         FriendObserver[] FriendObserverDetails;//[Offset: 0x1e50 , Size: 12]
  11709.         bool bShowWhoObservingMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e5c , Size: 1]
  11710.         delegate ObservedTargetDieDelegate;//[Offset: 0x1e60 , Size: 12]
  11711.         float GotoSpectatingDelayTime;//[Offset: 0x1e70 , Size: 4]
  11712.         PlayerBaseInfoInOB[] TotalPlayers;//[Offset: 0x1e74 , Size: 12]
  11713.         PlayerInfoInOB[] TotalPlayerList;//[Offset: 0x1e80 , Size: 12]
  11714.         PlayerInfoInOB[] TotalPlayerList_SortedByTeamID;//[Offset: 0x1e8c , Size: 12]
  11715.         PlayerInfoInOB[] NearPlayerList;//[Offset: 0x1e98 , Size: 12]
  11716.         PlayerInfoInOB[] SameTeamPlayerList;//[Offset: 0x1ea4 , Size: 12]
  11717.         <int,TeamInfoInOB> TeamInfoMap;//[Offset: 0x1eb0 , Size: 60]
  11718.         ObservedData ObservedData;//[Offset: 0x1ef0 , Size: 72]
  11719.         delegate OnSignalHPChanged;//[Offset: 0x1f44 , Size: 12]
  11720.         bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f55 , Size: 1]
  11721.         AirDropBoxInOb[] AirDropBoxList;//[Offset: 0x1f58 , Size: 12]
  11722.         delegate OnToggleOBMapShowHide;//[Offset: 0x1f68 , Size: 12]
  11723.         delegate OnInterruptGameButtonShow;//[Offset: 0x1f74 , Size: 12]
  11724.         delegate OnToggleOBPlayerList;//[Offset: 0x1f88 , Size: 12]
  11725.         delegate OnSwitchToPlayerByNumPressed;//[Offset: 0x1f94 , Size: 12]
  11726.         delegate OnSwitchToTeamByNumPressed;//[Offset: 0x1fa0 , Size: 12]
  11727.         delegate OnToggleOBTeamList;//[Offset: 0x1fac , Size: 12]
  11728.         delegate WeaponEquipAttachment;//[Offset: 0x1fb8 , Size: 12]
  11729.         delegate OnVehicleExitFreeCamera;//[Offset: 0x1fc4 , Size: 12]
  11730.         delegate OnFreeViewChangedDelegate;//[Offset: 0x1fd0 , Size: 12]
  11731.         float OBTPPFreeViewArmLengthMax;//[Offset: 0x1fec , Size: 4]
  11732.         float OBTPPFreeViewArmLengthMin;//[Offset: 0x1ff0 , Size: 4]
  11733.         float fPlayerAliasInfoDistanceLimit;//[Offset: 0x1ff4 , Size: 4]
  11734.         byte iPlayerAliasInfoCount;//[Offset: 0x1ff8 , Size: 1]
  11735.         bool IsCharacterInitFlushStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ff9 , Size: 1]
  11736.         bool IsAutoGetCircleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ffa , Size: 1]
  11737.         int FireMode;//[Offset: 0x1ffc , Size: 4]
  11738.         bool bNotMoveFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2000 , Size: 1]
  11739.         bool bAlreadyFired;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2001 , Size: 1]
  11740.         bool bFireNotToBuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2002 , Size: 1]
  11741.         bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2003 , Size: 1]
  11742.         STExtraBaseCharacter*[] nowNearCharacterList;//[Offset: 0x2004 , Size: 12]
  11743.         STExtraVehicleBase*[] nowNearVehicleList;//[Offset: 0x2010 , Size: 12]
  11744.         STExtraVehicleBase*[] nowNearBlowVehicleList;//[Offset: 0x201c , Size: 12]
  11745.         STExtraShootWeapon*[] nowShotWeaponList;//[Offset: 0x2028 , Size: 12]
  11746.         STExtraShootWeapon*[] nowOneShotWeaponList;//[Offset: 0x2034 , Size: 12]
  11747.         Actor*[] nowGrenadeList;//[Offset: 0x2040 , Size: 12]
  11748.         bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204c , Size: 1]
  11749.         delegate triggerVoiceCheckDelegate;//[Offset: 0x2050 , Size: 12]
  11750.         delegate triggerMoveVoiceCheckDelegate;//[Offset: 0x205c , Size: 12]
  11751.         delegate triggerShotVoiceCheckDelegate;//[Offset: 0x2068 , Size: 12]
  11752.         delegate triggerVehicleVoiceCheckDelegate;//[Offset: 0x2074 , Size: 12]
  11753.         delegate triggerGlassVoiceCheckDelegate;//[Offset: 0x2080 , Size: 12]
  11754.         bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x208d , Size: 1]
  11755.         delegate OnPlayerCanJump;//[Offset: 0x2090 , Size: 12]
  11756.         delegate OnPlayerCannotJump;//[Offset: 0x209c , Size: 12]
  11757.         bool bCanOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20a8 , Size: 1]
  11758.         delegate OnPlayerCanOpenParachute;//[Offset: 0x20ac , Size: 12]
  11759.         delegate OnPlayerCannotOpenParachute;//[Offset: 0x20b8 , Size: 12]
  11760.         bool bCanCloseParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c4 , Size: 1]
  11761.         float PlaneFlyHeightFromGameMode;//[Offset: 0x20c8 , Size: 4]
  11762.         float CanOpenParachuteHeight;//[Offset: 0x20cc , Size: 4]
  11763.         float ForceOpenParachuteHeight;//[Offset: 0x20d0 , Size: 4]
  11764.         float CloseParachuteHeight;//[Offset: 0x20d4 , Size: 4]
  11765.         float RealTimePawnHeight;//[Offset: 0x20d8 , Size: 4]
  11766.         float OB_RotationLagSpeed;//[Offset: 0x20e8 , Size: 4]
  11767.         ItemDefineID[] SpawnAndBackpackWeaponReplicatedDataArray;//[Offset: 0x2104 , Size: 12]
  11768.         OwnerClientCreateWeaponCache OwnerClientCreateWeaponCache;//[Offset: 0x2110 , Size: 16]
  11769.         WeaponMgrInfo[] SpawnAndBackpackWeaponReplicatedDataWithMgr;//[Offset: 0x2120 , Size: 12]
  11770.         Actor* ThePlane;//[Offset: 0x212c , Size: 4]
  11771.         float GameAssistantJoyStickOpacity;//[Offset: 0x2138 , Size: 4]
  11772.         delegate OnNotifyServerOpenPickUpBox;//[Offset: 0x213c , Size: 12]
  11773.         delegate OnNotifyServerFirstOpenPickUpBox;//[Offset: 0x2148 , Size: 12]
  11774.         bool bClientCheckResetViewTargetToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2154 , Size: 1]
  11775.         float ClientCheckResetViewTargetToCharacterConfigSeconds;//[Offset: 0x2158 , Size: 4]
  11776.         STExtraWeapon*[] TargetClientWeaponWaitForReconnectList;//[Offset: 0x216c , Size: 12]
  11777.         class KillerTracker* KillerTrackerTemplate;//[Offset: 0x2180 , Size: 4]
  11778.         FString LastBreathMurder;//[Offset: 0x2188 , Size: 12]
  11779.         bool LastBreathMurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2194 , Size: 1]
  11780.         uint64 LastBreathMurderUID;//[Offset: 0x2198 , Size: 8]
  11781.         VehicleUserComponent* VehicleUserComp;//[Offset: 0x21a0 , Size: 4]
  11782.         FString murderName;//[Offset: 0x21a4 , Size: 12]
  11783.         FString FinalMurderName;//[Offset: 0x21b0 , Size: 12]
  11784.         uint64 MurderUID;//[Offset: 0x21c0 , Size: 8]
  11785.         bool MurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c8 , Size: 1]
  11786.         bool LastBreathMurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c9 , Size: 1]
  11787.         bool MurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21ca , Size: 1]
  11788.         <class Object,ImpactMapValueData> ImpactEffectCachedListSimulateMap;//[Offset: 0x2210 , Size: 60]
  11789.         <class Object,ImpactMapValueData> ImpactEffectCachedListLocalMap;//[Offset: 0x224c , Size: 60]
  11790.         float OceanSideDetectDistance;//[Offset: 0x2290 , Size: 4]
  11791.         float OceanSideDetectInterval;//[Offset: 0x2294 , Size: 4]
  11792.         int CurrOBAirDropID;//[Offset: 0x2298 , Size: 4]
  11793.         <byte,FString> EndTouchScreenCommandMap;//[Offset: 0x229c , Size: 60]
  11794.         AkAudioEvent* HitVehicleSound;//[Offset: 0x2364 , Size: 4]
  11795.         bool bIsPressingFireBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2368 , Size: 1]
  11796.         FString ClientActivePlatformProfileName;//[Offset: 0x236c , Size: 12]
  11797.         float ZMoveDisCalcThreshold;//[Offset: 0x23b4 , Size: 4]
  11798.         bool bDebugDrawHUDCrossLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23b8 , Size: 1]
  11799.         StateMachineComponent* NewStateMachineComp;//[Offset: 0x23bc , Size: 4]
  11800.         bool ExitFromHelicopterParachuteJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c0 , Size: 1]
  11801.         enum ServerStateType;//[Offset: 0x23c1 , Size: 1]
  11802.         enum ClientStateType;//[Offset: 0x23c2 , Size: 1]
  11803.         bool bRepServerMsgType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c3 , Size: 1]
  11804.         enum GameStateMsgType;//[Offset: 0x23c4 , Size: 1]
  11805.         bool bSwitchesInMapsExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23dc , Size: 1]
  11806.         bool bIsEnterBattleResultStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23dd , Size: 1]
  11807.         bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23de , Size: 1]
  11808.         float ObservingTime;//[Offset: 0x23e0 , Size: 4]
  11809.         KillerTracker* tracker;//[Offset: 0x23e4 , Size: 4]
  11810.         bool bEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23f8 , Size: 1]
  11811.         bool bEnableOBBulletTrackEffectSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23f9 , Size: 1]
  11812.         MonsterTreasureBox* CurHUDMonsterTreasureBox;//[Offset: 0x2444 , Size: 4]
  11813.         FString DefaultHUDClassPath;//[Offset: 0x2448 , Size: 12]
  11814.         delegate OnClientReportPeerVisualFieldAcotrList;//[Offset: 0x2468 , Size: 12]
  11815.         STExtraPlayerController* DieInstigator;//[Offset: 0x2474 , Size: 4]
  11816.         bool IsImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2478 , Size: 1]
  11817.         bool IsCharacterDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2479 , Size: 1]
  11818.         AvatarCapture* AvatarCaptureInfo;//[Offset: 0x247c , Size: 4]
  11819.         int BOptimizeBulletHit;//[Offset: 0x2480 , Size: 4]
  11820.         ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x2484 , Size: 56]
  11821.         FootprintActorInfo[] FootprintActorInfo;//[Offset: 0x24bc , Size: 12]
  11822.         int MaxTeamFootprintCount;//[Offset: 0x24c8 , Size: 4]
  11823.         int MaxOtherFootprintCount;//[Offset: 0x24cc , Size: 4]
  11824.         <enum,FootprintActorBlock> FootprintActorLookupTable;//[Offset: 0x24d0 , Size: 60]
  11825.         <class Object,TrailMarkActorBlock> TrailMarkActorLookupTable;//[Offset: 0x250c , Size: 60]
  11826.         IdeaDecalManager* IdeaDecalManager;//[Offset: 0x254c , Size: 4]
  11827.         MaterialInstanceDynamic*[] BloodDecalMaterials;//[Offset: 0x2550 , Size: 12]
  11828.         <int,BackpackDecalHandle*> LocalDecalHandleMap;//[Offset: 0x255c , Size: 60]
  11829.         SupplySpot* CurrentSupplySpot;//[Offset: 0x25b0 , Size: 4]
  11830.         EnhancerSpot* CurrentEnhancerSpot;//[Offset: 0x25b4 , Size: 4]
  11831.         PlayerRevivalComponent* PlayerRevivalComp;//[Offset: 0x25b8 , Size: 4]
  11832.         delegate OnPlayerEnterRevivalStateDelegate;//[Offset: 0x25e4 , Size: 12]
  11833.         delegate OnPlayerLeaveRevivalStateDelegate;//[Offset: 0x25f0 , Size: 12]
  11834.         delegate OnEnterVehicleDelegate;//[Offset: 0x261c , Size: 12]
  11835.         delegate ClientOnEnterVehicle;//[Offset: 0x2628 , Size: 12]
  11836.         delegate ClientOnLeaveVehicle;//[Offset: 0x2634 , Size: 12]
  11837.         delegate ClientOnChangeVehicleSeatCompletedDelegate;//[Offset: 0x2640 , Size: 12]
  11838.         delegate OnVehicleWeaponIsReadyForFireDelegate;//[Offset: 0x264c , Size: 12]
  11839.         bool bEnableClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2658 , Size: 1]
  11840.         bool bClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2659 , Size: 1]
  11841.         float ControllerRelativeYawMin;//[Offset: 0x265c , Size: 4]
  11842.         float ControllerRelativeYawMax;//[Offset: 0x2660 , Size: 4]
  11843.         RevivalPointActor* CurOperatePlayerRevivalPoint;//[Offset: 0x266c , Size: 8]
  11844.         int IdCardMarkType;//[Offset: 0x2678 , Size: 4]
  11845.         bool DisableJoystickMultiControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2698 , Size: 1]
  11846.         int VehicleControlMode;//[Offset: 0x269c , Size: 4]
  11847.         bool VehicleJoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26a0 , Size: 1]
  11848.         delegate InfectionShowKillNumDelegate;//[Offset: 0x26a4 , Size: 12]
  11849.         delegate InfectionPlayerPawnInitType;//[Offset: 0x26b0 , Size: 12]
  11850.         float StreamingDistanceScaleFlying;//[Offset: 0x26bc , Size: 4]
  11851.         bool bIsPlayerInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c0 , Size: 1]
  11852.         delegate OnPlayerInOutWhiteCircleChangedDelegate;//[Offset: 0x26c4 , Size: 12]
  11853.         bool bIsPlayerOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d0 , Size: 1]
  11854.         delegate OnPlayerInOutBlueCircleChangedDelegate;//[Offset: 0x26d4 , Size: 12]
  11855.         float MoveDistanceThreshold;//[Offset: 0x26e0 , Size: 4]
  11856.         float SpeedRecordTime;//[Offset: 0x26e4 , Size: 4]
  11857.         float SpeedRecordAccTime;//[Offset: 0x26e8 , Size: 4]
  11858.         delegate OnSelfPawnDeathDelegate;//[Offset: 0x26ec , Size: 12]
  11859.         delegate OnChangeToWalkingDead;//[Offset: 0x26f8 , Size: 12]
  11860.         bool bCanChangeToWalkingDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2704 , Size: 1]
  11861.         delegate OnNotifyCanChangeToWalkingDead;//[Offset: 0x2708 , Size: 12]
  11862.         delegate OnChangeToWalkingDeadRes;//[Offset: 0x2714 , Size: 12]
  11863.         bool GMDisableLeftScreenControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2720 , Size: 1]
  11864.         bool IsJoystickInLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2721 , Size: 1]
  11865.         delegate OnWeakGuidEventDelegate;//[Offset: 0x2724 , Size: 12]
  11866.         delegate OnStopWeakGuidDelegate;//[Offset: 0x2730 , Size: 12]
  11867.         delegate OnEnableGuidActorDelegate;//[Offset: 0x273c , Size: 12]
  11868.         delegate OnInfectionShowTipMsgDelegate;//[Offset: 0x2748 , Size: 12]
  11869.         delegate OnInfectionPlaySoundEventDelegate;//[Offset: 0x2754 , Size: 12]
  11870.         class DamageType* GiveupDamageTypeClass;//[Offset: 0x2760 , Size: 4]
  11871.         uint32 LastKillerKey;//[Offset: 0x2764 , Size: 4]
  11872.         bool bAAlOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2768 , Size: 1]
  11873.         bool bIsBackPackPanelOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2769 , Size: 1]
  11874.         bool bUseAntiDataReportFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2774 , Size: 1]
  11875.         bool bUseAntiDataReportFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2775 , Size: 1]
  11876.         bool bUseAntiDataReportFilterCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2776 , Size: 1]
  11877.         float LastReportAntiDataTime;//[Offset: 0x2778 , Size: 4]
  11878.         delegate RefreshPickupFlagStatusDelegate;//[Offset: 0x277c , Size: 12]
  11879.         delegate OnRevivalAndEnterAirplane;//[Offset: 0x2788 , Size: 12]
  11880.         delegate OnSpawnVehicleServerTimeUpdatedDelegate;//[Offset: 0x2794 , Size: 12]
  11881.         bool bDisableTouchMoveInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27a0 , Size: 1]
  11882.         delegate OnPlayerControllerStateChangedDelegate;//[Offset: 0x27a4 , Size: 12]
  11883.         delegate OnPlayerNumOnPlaneChangedDelegate;//[Offset: 0x27b0 , Size: 12]
  11884.         delegate OnReconnectResetUIByPlayerControllerStateDelegate;//[Offset: 0x27bc , Size: 12]
  11885.         delegate OnMemberVoiceDelegate;//[Offset: 0x27c8 , Size: 12]
  11886.         delegate HideAllUIAfterDeadTipsShowDelegate;//[Offset: 0x27d4 , Size: 12]
  11887.         Actor* InteractiveActor;//[Offset: 0x27e0 , Size: 4]
  11888.         delegate OnVehicleWarKilledTrackerStartDelegate;//[Offset: 0x27e4 , Size: 12]
  11889.         delegate OnVehicleWarKilledTrackerFinishDelegate;//[Offset: 0x27f0 , Size: 12]
  11890.         delegate OnVehicleWarVehicleRepawnDelegate;//[Offset: 0x27fc , Size: 12]
  11891.         delegate OnShowGeneralGameTipsDelegate;//[Offset: 0x2808 , Size: 12]
  11892.         FloatingTextComponent* FloatingTextComp;//[Offset: 0x2814 , Size: 4]
  11893.         delegate OnTouchInterfaceChangedDelegate;//[Offset: 0x282c , Size: 12]
  11894.         <byte,ParachuteAnimAssetData> ParachuteAnimAssetCache;//[Offset: 0x2838 , Size: 60]
  11895.         enum CurrentWeaponFunction;//[Offset: 0x2874 , Size: 1]
  11896.         float WeaponFunctionChangingInterval;//[Offset: 0x2878 , Size: 4]
  11897.         bool bWeaponFunctionIsChanging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x287c , Size: 1]
  11898.         float WeaponFunctionLastChangingTime;//[Offset: 0x2880 , Size: 4]
  11899.         WeatherConfigComponent* WeatherConfigComponent;//[Offset: 0x2884 , Size: 4]
  11900.         DynamicWeatherExMgr* DynamicWeatherExMgr;//[Offset: 0x2888 , Size: 4]
  11901.         bool bDstWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2898 , Size: 1]
  11902.         bool bDstWeatherFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28a8 , Size: 1]
  11903.         delegate OnIndoorStateChangeDelegate;//[Offset: 0x28ac , Size: 12]
  11904.         double LastFlyLeapPlatfromTime;//[Offset: 0x2ac0 , Size: 8]
  11905.         bool bEnableDSErrorLogReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b04 , Size: 1]
  11906.         bool InWateringRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b05 , Size: 1]
  11907.         <int,int> ActivitdedIDMap;//[Offset: 0x2b08 , Size: 60]
  11908.         WeaponHitDetailInfo ShowWeaponHitDetailInfo;//[Offset: 0x2b58 , Size: 16]
  11909.         WeaponHitDetailInfo CacheWeaponHitDetailInfo;//[Offset: 0x2b68 , Size: 16]
  11910.         LastGameRemainItemData LastGameRemainItemData;//[Offset: 0x2b78 , Size: 48]
  11911.         bool bAddMovementTickInSpect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ba8 , Size: 1]
  11912.         bool bIsOpenGraySceneOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2baa , Size: 1]
  11913.         bool bSceneIsGrayOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bab , Size: 1]
  11914.         float FadeGrayInterpSpeed;//[Offset: 0x2bac , Size: 4]
  11915.         void VW_Seat(int change);// 0x1f22bc8
  11916.         void VisualizeItem();// 0x1c8c854
  11917.         void ViewVehicle(float YawAdd, float PitchAdd, Vector Loc);// 0x1f22ac4
  11918.         void ViewPlane();// 0x1f22ab0
  11919.         void VehicleWarOpenSequencerDelegate__DelegateSignature(out const BattleOpenSequencerInfo SequencerInfo);// 0x2859eb0
  11920.         void VehicleWarFireTakeDamagedEvent(Vector CauserLocation);// 0x1f22a40
  11921.         void VehicleResetTo(float X, float Y, float Z);// 0x1f22940
  11922.         void VehicleMoveTo(float X, float Y, float Z);// 0x1f22840
  11923.         void UseZombieModeSkill();// 0x1f2282c
  11924.         void UserDropItemOperation(ItemDefineID DefineID);// 0x1f227a4
  11925.         void UseItem(int ID);// 0x1f2272c
  11926.         void UpdateSurfboardUI();// 0x1f22718
  11927.         void UpdateSelfRevivalCountdown(int CurCountdown);// 0x1f22698
  11928.         void UpdatePoseViewPitchLimit();// 0x1f22684
  11929.         void UpdatePoseState(byte PoseType);// 0x1f2260c
  11930.         void UpdateBodyIndoorState(bool BodyIndoor);// 0x1f22544
  11931.         void UnLoadAllCollision(bool Unload);// 0x1f224c4
  11932.         void TryReqMoveToTarget(int FollowType, FString FollowUID);// 0x1f22324
  11933.         void TriggerVehicleVoiceCheckFuction(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x1f22074
  11934.         void TriggerShotVoiceCheckFuction(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x1f2217c
  11935.         void TriggerMoveVoiceCheckFuction(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x1f22074
  11936.         void TriggerHunterRevival();// 0x1f22060
  11937.         void TriggerGlassVoiceCheckFuction(Vector posVector, float showTime);// 0x1f21fa4
  11938.         void TouchMove(Vector Loc, byte FingerIndex);// 0x1f21ee8
  11939.         bool TouchEnd(byte PressType);// 0x1f21e68
  11940.         void TouchBegin(byte PressType);// 0x1f21df0
  11941.         void ToggleVehicleSync(bool Val);// 0x1d05764
  11942.         void ToggleUserCmdDeltaSendAck(bool Val);// 0x1d05764
  11943.         void ToggleUserCmdDeltaFlag(bool Val);// 0x1d05764
  11944.         void ToggleUserCmdDeltaCheckSum(bool Val);// 0x1d05764
  11945.         void ToggleUserCmdDelta(bool Val);// 0x1d05764
  11946.         void ToggleServerAcknowledgePossession(bool Val);// 0x1d05764
  11947.         void ToggleOBTPPFollowFreeView();// 0x1f21ddc
  11948.         void ToggleEnableOBBulletTrackEffectSetting(bool bEnable);// 0x1f21d5c
  11949.         void ToggleCheatLocation(bool Val);// 0x1d05764
  11950.         void TestMapMarkClient(int inAlertID, int IconID, int testFuncIndex);// 0x1f21c5c
  11951.         void TestLowProbCircle(bool UseLowProb, int LoopCount);// 0x1f21b94
  11952.         void TestLaunchFly(float Speed);// 0x1f21b1c
  11953.         void TestGlueHia(int GlueType, int GlueValue);// 0x1f21a60
  11954.         void TestBiAim();// 0x1c8c854
  11955.         void TestAutoMoveToShootingMachine();// 0x1f21a4c
  11956.         void TestAutoMoveToLocation(float X, float Y, float Z);// 0x1f2194c
  11957.         void TestAutoMoveToCharacter(FString TargetPlayerUID);// 0x1f217f4
  11958.         void TempleStopMoving();// 0x1f217e0
  11959.         void TempleStartMoving();// 0x1f217cc
  11960.         void TempleSpawnBoss();// 0x1f217b8
  11961.         void TempleDisappear();// 0x1f217a4
  11962.         void TeleportToTemple(byte bOutCollisionTeleportPoint);// 0x1f2172c
  11963.         void TeleportAIToLoc(float X, float Y, float Z);// 0x1f2162c
  11964.         void TeamNoAlwaysRelevant();// 0x1f21618
  11965.         void TeamMateUAVStateChanged(STExtraPlayerState* STPlayerState, TeamateStateUAVChangedCompressData ChangedCompressedData);// 0x1f2153c
  11966.         void TeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, int VoiceID, float Temperature);// 0x1f21314
  11967.         void SwitchViewTarget();// 0x1c8c854
  11968.         void SwitchToTeamByNumPressed();// 0x1f21300
  11969.         void SwitchToPlayerByNumPressed();// 0x1f212ec
  11970.         void SwitchToDeadBox();// 0x1f212d8
  11971.         void SwitchShowUI();// 0x1f212c4
  11972.         void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x1f211c8
  11973.         void SwitchPoseStateFailedResponse(STExtraBaseCharacter* TargetCharacter, byte FailedPoseState, byte CurPoseState, enum FailReason);// 0x1f21078
  11974.         void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x1f20fb4
  11975.         void SwitchMouseCursorShowState();// 0x1f20fa0
  11976.         void SwitchGenerateItem();// 0x1f20f44
  11977.         void SwitchCameraModeScope(byte Mode, STExtraBaseCharacter* InCharacter);// 0x1f20e88
  11978.         void SwitchCameraModeByOrder();// 0x1f20e74
  11979.         void SwitchCameraMode(byte Mode, STExtraBaseCharacter* InCharacter, bool IsUseLerpFPP, bool IsForceSwitch);// 0x1f20d18
  11980.         void SwapWeaponByPropSlotOnServer(byte Slot1, byte Slot2, bool bForce);// 0x1f20c10
  11981.         void StopBuildingMode(bool HideUI, bool ShrinkMenu);// 0x1f20b38
  11982.         void StopAbsorb();// 0x1f20adc
  11983.         void StartReadyCountDown();// 0x1f20ac8
  11984.         void StartLandOnGroundAfterJumpPlane();// 0x1f20ab4
  11985.         void StartInputCameraMoveTest(bool bIsStartInputCameraMoveTest, bool bIsStartTestAllTime, float IntervalTime);// 0x1f2099c
  11986.         void StartGame();// 0x1f20988
  11987.         void StartFreeCamera(byte FigerIndex);// 0x1f20910
  11988.         void StartAirDropSpecified(float X, float Y);// 0x1f20854
  11989.         void StartAirDropBackupEnter(float X, float Y, int MaxPlaneNum);// 0x1f20754
  11990.         void StartAirDrop(int Index);// 0x1f206dc
  11991.         void StartAirAttackSpecified(float X, float Y, float Radius);// 0x1f205dc
  11992.         void StartAirAttack(int Index);// 0x1f20564
  11993.         void SpectatorCameraChange_Broadcast(bool bDie);// 0x1f2049c
  11994.         void SpawnVehicleWithPath(FString Path, int Num);// 0x1f2039c
  11995.         void SpawnVehicle();// 0x1f20388
  11996.         void SpawnFloatingTemple();// 0x1f20374
  11997.         void SpawnAllVehicle(FString Path);// 0x1f202b8
  11998.         void SpawnAITeam(int Num, int AITeamID, byte Difficulty);// 0x1f201b8
  11999.         void SpawnAI(int Num);// 0x1f20140
  12000.         void SpawnActorWithPath(FString Path, float X, float Y, float Z);// 0x1f1ffb4
  12001.         void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x1f1ff3c
  12002.         void ShutDownItemGenerate(bool IsOpen);// 0x1f1febc
  12003.         void ShowWeaponRecordInfo();// 0x1c8c854
  12004.         void ShowVaultEnable();// 0x1e7ac4c
  12005.         void ShowStringMsg(const FString Message, FString FromPlayerName, int MsgID);// 0x1f1fc08
  12006.         void ShowResultWeaponRecordInfo();// 0x1c8c854
  12007.         void ShowPoints(const Vector[] Points, const Color Color, float LifeTime);// 0x1f1fac4
  12008.         void ShowOpenSequence(float Time);// 0x1f1fa4c
  12009.         void ShowNavOperator();// 0x1f1fa38
  12010.         void ShowMovePath(const Vector[] Path);// 0x1f1f974
  12011.         void ShowGameTips(int TipsID, FString Params);// 0x1f1f86c
  12012.         void ShowFireBtn(bool bShow);// 0x2859eb0
  12013.         void ShowBulletShoot(Vector StartLoc, Rotator Rot);// 0x1f1f7a4
  12014.         void ShowAnimationButton(bool IsShow, int NewUIType);// 0x1f1f6d4
  12015.         void ShowAllRoles();// 0x1c8c854
  12016.         bool ShouldForceFPPView(STExtraPlayerCharacter* InCharacter);// 0x1f1f654
  12017.         void SetVirtualStickVisibility(bool bJSVisiable);// 0x1f1f5d4
  12018.         void SetVirtualStickAutoSprintStatus(bool bVirtualstickAutoSprint);// 0x1f1f554
  12019.         void SetViewYawLimit(float YawMin, float YawMax);// 0x1f1f498
  12020.         void SetViewTargetTest(Actor* NewViewTarget);// 0x1f1f420
  12021.         void SetVehicleWeakTickEnable(bool Val);// 0x1f1f3a0
  12022.         void SetUAETriggerEnable(bool IsEnbale);// 0x1f1f320
  12023.         void SetTimeSpeedFactor(float Val);// 0x1d3093c
  12024.         void SetTimeSpeedCheck(bool Val);// 0x1d05764
  12025.         void SetTeammateForbitPick(bool bForbit, int LogType);// 0x1f1f210
  12026.         void SetStateLeftTime(int LeftTime);// 0x1f1f198
  12027.         void SetSpeed(float Modifier);// 0x1f1f120
  12028.         void SetSnowBoradRotationInAir(float Pitch, float Yaw, float Roll);// 0x1f1f020
  12029.         void SetSkillFingerIndex(byte FingerIndex);// 0x1f1efa8
  12030.         void SetSingleThreadUpdateAnim(bool InIsSingleThread);// 0x1f1ef28
  12031.         void SetServerLevelLoadingMode(bool bNewLoadAll);// 0x1d05764
  12032.         void SetScopeFingerIndex(bool TouchBegin, byte FingerIndex);// 0x1f1ee60
  12033.         void SetReconnectZombieWaveDataToClient(const ZombieWaveUIState[] ZombieWaveUIState, float PastTime);// 0x1f1ecbc
  12034.         void SetPoisonFogEnable(bool IsEnbale);// 0x1f1ec3c
  12035.         void SetPlayerTeamBodyInstMask(int Mask);// 0x1f1ebc4
  12036.         void SetPlayerMark(Vector Loc);// 0x1f1eb18
  12037.         void SetPlayerMapMultiMark(Vector NewLoc, bool bAdd, int MaxNum, bool bClearAll);// 0x1f1e958
  12038.         void SetPlayerBodyInstMask(int Mask);// 0x1f1e8e0
  12039.         void SetPlaneEnabled(bool InEnable);// 0x1f1e860
  12040.         void SetPeekFingerIndex(bool TouchBegin, byte FingerIndex, bool AutoCancelPeek);// 0x1f1e74c
  12041.         void SetParachuteAnimCached(byte AnimOverrideType, bool InValue);// 0x1f1e688
  12042.         void SetObservingTime(float Time);// 0x1f1e610
  12043.         void SetMovable(bool IsMovable);// 0x1f1e590
  12044.         void SetMaxHealth(float HP);// 0x1f1e518
  12045.         void SetLowProbCircle(float X, float Y, float R, float Prob);// 0x1f1e3d0
  12046.         void SetLocalUnPossesTest(bool bControllerSide, bool bPawnSide);// 0x1f1e300
  12047.         void SetLaunchFlyStateOnServer(enum StateType);// 0x1f1e288
  12048.         void SetLaunchFlyState(enum StateType);// 0x1f1e210
  12049.         void SetJoyStickScale(float JSScale);// 0x1f1e198
  12050.         void SetJoyStickPtrFireMode(int FireMode);// 0x1f1e120
  12051.         void SetJoystickOperatingMode(byte OperatingMode, float GoStraightAngle);// 0x1f1e064
  12052.         void SetJoyStickOpacity(float JSOpacity);// 0x1f1dfec
  12053.         void SetJoyStickInteractionSize(Vector2D JSInteractionSize);// 0x1f1df7c
  12054.         void SetJoyStickCenter(Vector2D JSCenter);// 0x1f1df0c
  12055.         void SetIsSnowy(bool bSnowy);// 0x1f1de8c
  12056.         void SetIsShowBlood(bool InIsShowBlood);// 0x1f1de0c
  12057.         void SetIsRainy(bool bRainy);// 0x1f1dd8c
  12058.         void SetIsCacheReceiveRespawnZombie(bool isReceive);// 0x1f1dd0c
  12059.         void SetIsBlizzard(bool bBlizzard);// 0x1f1dc8c
  12060.         void SetInfectResetPlayerInterTime(float InterTime);// 0x1f1dc14
  12061.         void SetHasResultState(bool InState);// 0x1f1db94
  12062.         void SetGameStateReconnectInfoToClient(ReConnectGameStateInfo ReConnectInfo);// 0x1f1d9b4
  12063.         void SetFuelByPercent(float percent);// 0x1f1d93c
  12064.         void SetEnterInteractiveActor(Actor* IActor, bool IsIn);// 0x1f1d878
  12065.         void SetEnableWingAvatar(bool Val);// 0x1f1d7f8
  12066.         void SetEnableVoiceByPlayerKey(STExtraPlayerState* State, bool Enable);// 0x1f1d734
  12067.         void SetDisableTouchMoveInput(bool bDisable);// 0x1f1d6b4
  12068.         void SetCustomJumpPoint(float JmpX, float JmpY, float JmpRadius);// 0x1f1d5b4
  12069.         void SetCustomFlightRoute(float StartX, float StartY, float EndX, float EndY);// 0x1f1d46c
  12070.         void SetCurrentCameraFOV(float FOV, byte Mode);// 0x1f1d370
  12071.         void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x1f1d258
  12072.         void SetClientSpawnAndBackpackWeaponReplicatedDataArray(uint32 CharacterGUID, const ItemDefineID[] DataList);// 0x1f1d11c
  12073.         void SetCircleInfoToClient(GetCircleInfo ReConnectInfo);// 0x1f1cf8c
  12074.         void SetCircleCenter(FString PointString);// 0x1f1ced0
  12075.         void SetCirCenterFixed(bool Enable, float X, float Y);// 0x1f1cdc4
  12076.         void SetCanDropItem(bool bCanDrop);// 0x1f1cd44
  12077.         void SetBeKickedPlayerName(FString InPlayerName);// 0x1f1cbec
  12078.         void SetAngledSightFingerIndex(bool TouchBegin, byte FingerIndex);// 0x1f1cb24
  12079.         void SetAllInfectedAreaLevel(int LevelId);// 0x1f1caac
  12080.         void SetAirDropEnable(bool Enable);// 0x1f1ca2c
  12081.         void SetAirAttackEnable(bool Enable);// 0x1f1c9ac
  12082.         void Set2x2ForceCircleLastR(float R);// 0x1f1c934
  12083.         void Set2x2ForceCircle(float X, float Y, float R);// 0x1f1c834
  12084.         void Set2x2CircleCenter(int Index, float X, float Y);// 0x1f1c734
  12085.         void Set2x2Circle3Center(float x1, float y1, float x2, float y2, float x3, float y3);// 0x1f1c55c
  12086.         void ServerUseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x1f1c3a0
  12087.         void ServerUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation, float TimeStamp);// 0x1f1c238
  12088.         void ServerUpdateCurrentBuildIndex(int8 idx);// 0x1f1c184
  12089.         void ServerTriggerSelectGrenade(int GrenadeID);// 0x1f1c0d0
  12090.         void ServerTriggerCharacterEntryEvent(enum EntryEvent);// 0x1f1c01c
  12091.         void ServerTriggerCharacterCustomEvent(byte SkillEvent);// 0x1f1bf68
  12092.         void ServerTestPaintDecal(int ID, const PlayerDecalData DecalData);// 0x1f1bdb4
  12093.         void ServerStopFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x1f1ba74
  12094.         void ServerStopFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x1f1b734
  12095.         void ServerStopFillGas(STExtraShootWeapon* TargetWeapon);// 0x1f1b680
  12096.         void ServerStartPreBarrel(STExtraBaseCharacter* TargetCharacter, float HandledTime);// 0x1f1b584
  12097.         void ServerStartOnPlaneSurvive(float P_PlaneFlyHeight, float P_PlaneStartDistance, float P_PlaneFlySpeed, float P_HaveToJumpDistance, Vector P_MapCenterLoc, Vector P_PlaneStartLoc, float P_PlaneStartYaw);// 0x1f1b2dc
  12098.         void ServerStartFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo, float MaxAimDistance, Vector2D ScreenAimRect);// 0x1f1b0f8
  12099.         void ServerStartFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo);// 0x1f1afb4
  12100.         void ServerStartFillGas(STExtraShootWeapon* TargetWeapon);// 0x1f1af00
  12101.         void ServerStartBarrelNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* ShootWeapon);// 0x1f1ae04
  12102.         void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x1f1ad50
  12103.         void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte shootType);// 0x1f1ac54
  12104.         void ServerSetReloadMethod(Actor* TargetActor, byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x1f1ab10
  12105.         void ServerSetObsverLocation(const Vector locat);// 0x1f1aa64
  12106.         void ServerSetIsFreeView(bool isFreeView);// 0x1f1a99c
  12107.         void ServerSetFreeCameraRotationOnVehicle(Rotator InRotation, bool IsAutoReturn);// 0x1f1a888
  12108.         void ServerSetFreeCamera(Rotator InRotation);// 0x1f1a7dc
  12109.         void ServerSetControlRotationOnVehicle(Rotator InRotation, bool IsFreeCamera);// 0x1f1a6c8
  12110.         void ServerSetControlRotation(const Rotator NewRotation);// 0x1f1a61c
  12111.         void ServerSendLogToLobby(FString ErrorLog);// 0x1f1a560
  12112.         void ServerReportWatchGamePlayerInfoButtonClick(uint64 WatchPlayer_UID, uint64 WatchedPlayer_UID, float Duration);// 0x1f1a3f4
  12113.         void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x1f1a190
  12114.         void ServerRemoteDestroyAllActor();// 0x1f1a17c
  12115.         void ServerRemoteDestroyActor(int SingleId);// 0x1f1a104
  12116.         int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1f19fa8
  12117.         void ServerReceiveThePlane(int64 TimeStamp);// 0x1f19ef0
  12118.         void ServerReceiveServerStateType(enum ReceivedType, enum ClientType, int64 TimeStamp);// 0x1f19d98
  12119.         void ServerQuitSpectating();// 0x1f19d3c
  12120.         void ServerPickItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1f19948
  12121.         void ServerOpenParachute();// 0x1f198ec
  12122.         void ServerObserveKiller();// 0x1f19890
  12123.         void ServerObserveCharacter(uint32 InPlayerKey);// 0x1f197dc
  12124.         void ServerObserveAirDropBox(int boxId);// 0x1f19728
  12125.         void ServerNotifyAutoFollowStatus(bool IsStartFollow, STExtraBaseCharacter* Target);// 0x1f19618
  12126.         void ServerKickPlayerFromGame(uint32 InPlayerKey);// 0x1f19564
  12127.         void ServerJumpFromPlane();// 0x1f19508
  12128.         void ServerInterruptGame();// 0x1f194ac
  12129.         void ServerHearSound(int AkEventID, const Vector AkLocation);// 0x1f193b8
  12130.         void ServerHandleMsg(enum Msg);// 0x1f19304
  12131.         void ServerHandleHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData);// 0x1f191d4
  12132.         void ServerGetTotalPlayers();// 0x1f19178
  12133.         void ServerGetPlayerAliasInfoList();// 0x1f1911c
  12134.         void ServerGetCircleInfo();// 0x1f190c0
  12135.         void ServerFight();// 0x1f19064
  12136.         void ServerExitFromHelicopter(STExtraVehicleBase* ExitVehicle);// 0x1f18fb0
  12137.         void ServerExitFreeCamera();// 0x1f18f54
  12138.         void ServerDropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x1f18df0
  12139.         void ServerDriveFireBalloon(STExtraFireBalloon* FireBalloon, bool bNewDrive);// 0x1f18ce0
  12140.         void ServerDoPickupRevivalFlag();// 0x1f18c84
  12141.         void ServerDisuseItem(ItemDefineID DefineID, enum Reason);// 0x1f18b68
  12142.         void ServerControlFireBalloonMove(STExtraFireBalloon* FireBalloon, float MoveUpValue);// 0x1f18a6c
  12143.         void ServerCMD_RPC(FString Cmd);// 0x1f18978
  12144.         void ServerCMD(FString Cmd);// 0x1caac08
  12145.         void ServerClearTeammatesCache();// 0x1f1891c
  12146.         void ServerChangeWeaponScheme(int Index);// 0x1f18868
  12147.         void ServerChangeWeaponFunction(enum NewWeaponFunction);// 0x1f187b4
  12148.         void ServerChangeStatePC(enum TargetStateType);// 0x1f1873c
  12149.         void ServerChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x1f185d8
  12150.         void SendStringMsg(FString Message, int MsgID, int ItemID);// 0x1f18494
  12151.         void SendLogToLobbyOnece(byte LogType);// 0x1f1841c
  12152.         void SendGameStateInitOK();// 0x1f183c0
  12153.         void SendEndTouchScreenUICommand(out FString UIMsg);// 0x1f182f4
  12154.         void SendDeviceInfo(const FString PlatformProfileName, const DeviceInfo DeviceInfo);// 0x1f18178
  12155.         void ScopeOut();// 0x1f18164
  12156.         void ScopeIn();// 0x1f18150
  12157.         void S2C_ResponseSkillPrompt(bool bShow, float RemainingTime, FString PromptText, float TotalTime);// 0x1f17f68
  12158.         void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1f17e10
  12159.         void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1f17cb8
  12160.         void RunOnNextFrameEvent();// 0x1f17ca4
  12161.         void RunOnNextFrame__DelegateSignature();// 0x2859eb0
  12162.         void RspGetVehiclePos(STExtraVehicleBase* SimVehicle, Vector pos);// 0x1f17be0
  12163.         void RPC_UseInteractiveActor();// 0x1f17b84
  12164.         void RPC_ServerGlueHiaPark(int8 HeShui, const byte[] GlueHiaParkArr, uint32 HiaStatus, const byte[] GlueArg);// 0x1f17974
  12165.         void RPC_ServerCapbo(int8 BoCapC, int8 InBoType, const byte[] BoDataArr);// 0x1f177f0
  12166.         void RPC_Server_VehicleWarSetPlayerHasLogin();// 0x1f17794
  12167.         void RPC_Server_ShootSpecialBullet(Transform LaunchTrans, STExtraShootWeapon* TargetWeapon);// 0x1f17610
  12168.         void RPC_Server_ShootSeekAndLockProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf, const SeekAndLockRPGBulletUploadData UploadData);// 0x1f17250
  12169.         void RPC_Server_ShootProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x1f16ee0
  12170.         void RPC_Server_ShootGrenadeBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x1f16b70
  12171.         void RPC_Server_SetRemainBoxIsSearched(PlayerRemainTombBox* RemainBox);// 0x1f16abc
  12172.         void RPC_Server_SetPlayerStateChoose(int choose);// 0x1f16a08
  12173.         void RPC_Server_SetMicphoneTLogToServer(const TLog_Micphone MicphoneTlog);// 0x1f16944
  12174.         void RPC_Server_SendLog(FString ErrorLog);// 0x1f16850
  12175.         void RPC_Server_ReqHealth();// 0x1f167f4
  12176.         void RPC_Server_ReportPeerVisualFieldActorList(const Actor*[] VisualFieldActorList);// 0x1f16700
  12177.         void RPC_Server_PrintHP();// 0x1f166a4
  12178.         void RPC_Server_NotifySwapMainWeaponFinished(byte Slot1, byte Slot2);// 0x1f165a8
  12179.         void RPC_Server_NotifyServerUseSpot(SupplySpot* InSupplySpot);// 0x1f164f4
  12180.         void RPC_Server_NotifyServerUseEnhancerSpot(EnhancerSpot* InEnhancerSpot);// 0x1f16440
  12181.         void RPC_Server_NotifyServerProjectileBulletImpact(const ExplosionProjectileHitInfo InExProjectileHitInfo, ProjectileBulletBase* Bullet);// 0x1f1634c
  12182.         void RPC_Server_NotifyServerLaserProjectileBulletAutoExplode(ProjectileBulletBase* Bullet, const ExplosionProjectileHitInfo InExpProjectileInfo);// 0x1f16258
  12183.         void RPC_Server_NotifyServerEnemyStep(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x1f16104
  12184.         void RPC_Server_NotifyServerEnemyShoot(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience);// 0x1f15f50
  12185.         void RPC_Server_NotifyServerAddOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x1f15e5c
  12186.         void RPC_Server_NotifyBreakWindow(UAEHouseActor* OwnerTarget, UAEWindowRepData Window);// 0x1f15ab0
  12187.         void RPC_Server_NorifyServerClientHasFinishReconnectedWeaponSystem();// 0x1f15a4c
  12188.         void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeaponWithWeaponMgr(bool bFinishAllWeapon, const ItemDefineID[] WeaponIDArray, WeaponManagerComponent* WeaponMgr);// 0x1f158b4
  12189.         void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeapon(bool bFinishAllWeapon, const ItemDefineID[] WeaponIDArray);// 0x1f15764
  12190.         void RPC_Server_NorifyServerAddFirstOpenedTreasureBoxes(const int[] TreasureBoxIDArray);// 0x1f15670
  12191.         void RPC_Server_NorifyServerAddFirstOpenedPlayerTombBoxes(const int[] PlayerTombBoxIDArray);// 0x1f1557c
  12192.         void RPC_Server_NorifyServerAddFirstOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x1f15488
  12193.         void RPC_Server_EquipWeaponBullet(STExtraShootWeapon* TargetWeapon, int BulletID);// 0x1f1538c
  12194.         void RPC_Server_ConfirmMisKill(uint32 bConfirm, const GameBaseInfo ClientBaseInfo);// 0x1f15244
  12195.         void RPC_Server_ClientHasReactivated();// 0x1f151e8
  12196.         void RPC_Server_ClientHasFinishedRecoverWeapon_New(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x1f15084
  12197.         void RPC_Server_ClientHasFinishedRecoverWeapon(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x1f14f20
  12198.         void RPC_Server_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x1f14e24
  12199.         void RPC_Server_BattleStateTime(float InBattleStateTime);// 0x1f14d70
  12200.         void RPC_ReviveState_GiveUpRevive();// 0x1f14d14
  12201.         void RPC_RequireDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr);// 0x1f14c60
  12202.         void RPC_RemoteCustomEventWithObjects(FString EventTag, FString CustomParam, Object* TObject01, Object* TObject02);// 0x1f14a4c
  12203.         void RPC_RemoteCustomEventWithObject(FString EventTag, FString CustomParam, Object* TObject);// 0x1f14888
  12204.         void RPC_RemoteCustomEvent(FString EventTag, FString CustomParam);// 0x1f1470c
  12205.         void RPC_PushDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr, WeatherControllerRepData RepWeatherInfo);// 0x1f1460c
  12206.         void RPC_OwnerClient_WeaponWarmUpEnd(STExtraWeapon* Weapon);// 0x1f14558
  12207.         void RPC_OwnerClient_SwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x1f14400
  12208.         void RPC_OwnerClient_SetTeammatesYouAttackFirstToClient(const FString[] ListOnServer);// 0x1f142a4
  12209.         void RPC_OwnerClient_SetMurderInfo(FString murderName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x1f1409c
  12210.         void RPC_OwnerClient_SetLastBreathMurder(FString MurderPlayerName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x1f13e94
  12211.         void RPC_OwnerClient_SetCurrentWeaponVisible(bool bVisible);// 0x1f13dcc
  12212.         void RPC_OwnerClient_PlayerEnableAttrModifier(bool bEnable, const AttrModifyItem ItemData);// 0x1f13bf4
  12213.         void RPC_OwnerClient_PlayerConsumeItem(const ItemDefineID ID, int Count);// 0x1f13af8
  12214.         void RPC_OwnerClient_PlayerAddHealth(float AddVal, byte Reason);// 0x1f139fc
  12215.         void RPC_OwnerClient_PlayerAddEnergy(float AddVal, byte Reason);// 0x1f13900
  12216.         void RPC_OwnerClient_NotifyClientEquipWeaponAttachment(byte WeaponPropSlot, const ItemDefineID DefineID, bool bEquip);// 0x1f137a8
  12217.         void RPC_OwnerClient_HandleAIShootBulletHit(Vector BulletStart, Vector BulletEnd);// 0x1f13690
  12218.         void RPC_OwnerClient_ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x1f1354c
  12219.         void RPC_GiveUpGame();// 0x1f134f0
  12220.         void RPC_DrawDebug_Sphere(const Vector Center, float Radius, Color Color, float LifeTime);// 0x1f133b0
  12221.         void RPC_DrawDebug_Line(const Vector Start, const Vector End, Color Color, float LifeTime);// 0x1f13278
  12222.         void RPC_ClientSetVehicleSpawnServerTime(float STime);// 0x1f131f8
  12223.         void RPC_ClientCoronaLab(byte bAllSwitch, const byte[] CoronaLab, uint32 CoronaState);// 0x1f13074
  12224.         void RPC_Client_UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x1f12f6c
  12225.         void RPC_Client_UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x1f12d58
  12226.         void RPC_Client_UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x1f12b8c
  12227.         void RPC_Client_UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x1f129c0
  12228.         void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1f127f4
  12229.         void RPC_Client_ShowNewCommonCountDown(float TotalTime, int StringId, int TypeID);// 0x1f126ec
  12230.         void RPC_Client_RemoteDestroyAllActor();// 0x1f126d0
  12231.         void RPC_Client_RemoteDestroyActor(int SingleId);// 0x1f12650
  12232.         void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1f124bc
  12233.         void RPC_Client_PreSetBulletListInClip(STExtraShootWeapon* TargetWeapon, BulletInClip CurBulletInClip);// 0x1f12224
  12234.         void RPC_Client_PlayerBulletHitVehicleSound(Vector Loc, Rotator Rot);// 0x1f1210c
  12235.         void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x1f11e64
  12236.         void RPC_Client_NotifyHealth(float Health);// 0x1f11db0
  12237.         void RPC_Client_InfectionShowKillNum(int ShowKillNum);// 0x1f11d30
  12238.         void RPC_Client_DestroyWeapon(FName LogicSocket, const ItemDefineID ID, bool bEnableBroadcast);// 0x1f11bcc
  12239.         void RPC_Client_ClientDisplayScoreChangeTips(WarPlayerStateScore ScoreStruct);// 0x1f11ad8
  12240.         void RPC_Client_CircleRun(int Index, int TotalNum);// 0x1f119dc
  12241.         void RPC_Client_BeginInteractiveProcess();// 0x1f119c0
  12242.         void RPC_Client_AirAttack(const AirAttackOrder airAttackOrderSrc);// 0x1f11888
  12243.         void RPC_CancelUseInteractiveActor();// 0x1f1182c
  12244.         void RevivalTemateSuccess();// 0x1f11810
  12245.         void RevivalTemateFail(FString Reason);// 0x1f1174c
  12246.         float RetriveMobileContentScaleFactor();// 0x1f11724
  12247.         void RetrievePlayerBattleResultData();// 0x1c8c854
  12248.         void RestoreDefaultInteractionSize(int JSIndex);// 0x1f116ac
  12249.         void RespHasSignalBar(bool bHas);// 0x1f11624
  12250.         void RespawnRecoverData(UAEPlayerController* PC);// 0x1f115ac
  12251.         void ResetVehicleEngine();// 0x1f11598
  12252.         void ResetMissingUIUpdate();// 0x2859eb0
  12253.         void RequireNetCullingDistanceByDevice();// 0x1f1153c
  12254.         void RequireDeviceInfo();// 0x1f11520
  12255.         void RequestServerHandleMsg();// 0x1f114c4
  12256.         void RequestPlayerNewbieInfo();// 0x1f114b0
  12257.         void RequestHasSignalBar();// 0x1f11454
  12258.         bool RequestChangeWearInBattle(int newIndex);// 0x1f113d4
  12259.         bool RequestChangeWear(int newIndex);// 0x1f11354
  12260.         void ReqSwitchPersonPerspective(bool IsNewFPP);// 0x1f1128c
  12261.         void ReqRecordEnterIceMountain();// 0x1f11230
  12262.         void ReqLeaveVehicle();// 0x1f1121c
  12263.         void ReqGetVehiclePos(STExtraVehicleBase* SimVehicle);// 0x1f11168
  12264.         void ReqExchangeVehicleCharacter(int Param);// 0x1f110f0
  12265.         void ReqEnterVehicle(float dis);// 0x1f11078
  12266.         void ReqEnterSnowBoard();// 0x1f11064
  12267.         void ReportWatchGamePlayerInfoButtonClick(float DuriationTime);// 0x1f10fec
  12268.         void ReportVehicleMoveFlow(const VehicleMoveFlow VehicleMoveFlow);// 0x1f10e90
  12269.         void ReportAntiCheatInfo();// 0x1f10e7c
  12270.         void ReplaceVehicleWithPath(FString Path);// 0x1f10dc0
  12271.         void ReplaceVehicle();// 0x1f10dac
  12272.         void Rep_RefreshInteractiveActor();// 0x1f10d98
  12273.         void RemoveTouchMoveFinger(byte FingerIndex);// 0x1f10d20
  12274.         void RemoveAllDoors();// 0x1f10d0c
  12275.         void ReleaseFire();// 0x2859eb0
  12276.         void ReInitUIAfterReCreatePawn(UAEPlayerController* UAEPC);// 0x1f10c94
  12277.         void ReInitParachuteItem();// 0x1f10c80
  12278.         void RefreshTopMostUIPanel(byte Type);// 0x2859eb0
  12279.         void RefreshShootDetailInfo();// 0x1f10c6c
  12280.         void RefreshPickupFlagStatusDelegate__DelegateSignature();// 0x2859eb0
  12281.         void RecoverStatusAfterReconnecting();// 0x1f10c50
  12282.         void RecordPathPoint();// 0x1f10c3c
  12283.         void ReceiveClientRestart();// 0x2859eb0
  12284.         void ReceiveBackpackComponent();// 0x1ef4f40
  12285.         void PrintStringToScreen(FString inString, LinearColor TextColor, float Duration);// 0x1f10aec
  12286.         void PrintMovementLog(int PrintLog);// 0x1f10a74
  12287.         void PrintDownCollision();// 0x1f10a60
  12288.         void PrintAllPickupWarpper();// 0x1f10a4c
  12289.         void PressGrenade(bool isThrow);// 0x2859eb0
  12290.         void PressFire(int FingerIndex);// 0x2859eb0
  12291.         void PlayerLiveStateChangedInOB(enum State, Character* OwnerCharacter);// 0x1f10990
  12292.         void PlayerKillingDelegate__DelegateSignature();// 0x2859eb0
  12293.         void PlayerEnterAreaDelegate__DelegateSignature(int AreaID);// 0x2859eb0
  12294.         void PlayerDoEmoteDelegate__DelegateSignature(int EmoteIndex);// 0x2859eb0
  12295.         void PlayerControllerToggleDelegate__DelegateSignature(bool bOpen);// 0x2859eb0
  12296.         void PlayerControllerSelfPawnDeathDelegate__DelegateSignature();// 0x2859eb0
  12297.         void PlayerControllerNotifyChangeToWalkingDead__DelegateSignature(bool bCanChange, bool bIsWalkingDeadFinish);// 0x2859eb0
  12298.         void PlayerControllerChangeToWalkingDeadRes__DelegateSignature(bool bSucc);// 0x2859eb0
  12299.         void PlayerControllerChangeToWalkingDead__DelegateSignature();// 0x2859eb0
  12300.         void PlayBattleSound(FString BankName, FString SoundName);// 0x1f10850
  12301.         void OpenParachute();// 0x1f1083c
  12302.         void OnWeaponEquipAttachmentDelegate__DelegateSignature(STExtraShootWeapon* Weapon, enum Type, bool bEquip);// 0x2859eb0
  12303.         void OnWeaponEquipAttachment(byte WeaponPropSlot, out const ItemDefineID DefineID, bool bEquip);// 0x2859eb0
  12304.         void OnWeakGuidEventDelegate__DelegateSignature(int GuidID, Actor* GuidActor);// 0x2859eb0
  12305.         void OnWallFeedBack(bool _WallFeedBack);// 0x1f107bc
  12306.         void OnViewTargetSignalHPChanged(float NewSignalHP);// 0x1f10744
  12307.         void OnViewTargetPoseChanged(byte LastPose, byte NewPose);// 0x1f10688
  12308.         void OnViewTargetPlayerStateChanged();// 0x1f10674
  12309.         void OnViewTargetDetachedFromVehicle(STExtraVehicleBase* LastVehicle);// 0x1f105fc
  12310.         void OnViewTargetChangeVehicleSeat();// 0x1f105e8
  12311.         void OnViewTargetAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x1f10570
  12312.         void OnVehicleWeaponIsReadyForFireDelegate__DelegateSignature();// 0x2859eb0
  12313.         void OnVehicleWarVehicleRepawnDelegate__DelegateSignature();// 0x2859eb0
  12314.         void OnVehicleWarKilledTrackerStartDelegate__DelegateSignature();// 0x2859eb0
  12315.         void OnVehicleWarKilledTrackerFinishDelegate__DelegateSignature();// 0x2859eb0
  12316.         void OnVehicleExitFreeCameraDelegate__DelegateSignature(bool bExit);// 0x2859eb0
  12317.         void OnUseVehicleWarWeapon();// 0x1f1055c
  12318.         void OnUseVehicleWarItem();// 0x1f10548
  12319.         void OnUseVehicleWarEyes();// 0x1f10534
  12320.         void OnUseMainSlot__DelegateSignature(byte Slot);// 0x2859eb0
  12321.         void OnUseInventoryItemDelegate__DelegateSignature();// 0x2859eb0
  12322.         void OnUnequipWeaponDelegate__DelegateSignature();// 0x2859eb0
  12323.         void OnUITouchMoveDelegate__DelegateSignature(Vector Loc);// 0x2859eb0
  12324.         static void OnTryReqMoveToTarget(const Object* WorldContextObject, int FollowType, FString FollowUID);// 0x1f10354
  12325.         void OnTouchInterfaceChangedDelegate__DelegateSignature();// 0x2859eb0
  12326.         void OnTeammateTemperatureChangeDelegate__DelegateSignature();// 0x2859eb0
  12327.         void OnTeammatesAllDie();// 0x1f10340
  12328.         void OnTeammateLogin(int InTeamID);// 0x1f102c8
  12329.         void OnTeammateHPChangeDelegate__DelegateSignature();// 0x2859eb0
  12330.         void OnTaskConditionDeactivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2859eb0
  12331.         void OnTaskConditionActivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2859eb0
  12332.         void OnTakeDamaged__DelegateSignature(float DamageAngel);// 0x2859eb0
  12333.         void OnSwitchWeaponDelegate__DelegateSignature();// 0x2859eb0
  12334.         void OnSwitchToTeamByNumPressed__DelegateSignature();// 0x2859eb0
  12335.         void OnSwitchToPlayerByNumPressed__DelegateSignature();// 0x2859eb0
  12336.         void OnSwitchCameraModeStartDelegate__DelegateSignature(byte CameraMode);// 0x2859eb0
  12337.         void OnSwitchCameraModeEndDelegate__DelegateSignature(byte CameraMode);// 0x2859eb0
  12338.         void OnStopWeakGuidDelegate__DelegateSignature();// 0x2859eb0
  12339.         void OnStopFireDelegate__DelegateSignature();// 0x2859eb0
  12340.         void OnStartFireDelegate__DelegateSignature();// 0x2859eb0
  12341.         void OnStartAutoSprintCountDown__DelegateSignature();// 0x2859eb0
  12342.         void OnSpectatorChange__DelegateSignature();// 0x2859eb0
  12343.         void OnSpectatorCameraChange(bool bDie);// 0x2859eb0
  12344.         void OnSpawnVehicleServerTimeUpdatedDelegate__DelegateSignature();// 0x2859eb0
  12345.         void OnShowSkillPromptDelegate__DelegateSignature(bool IsShowPrompt, float LastTime, FString PromptText, float TotalTime, bool bCanCancelSkill);// 0x2859eb0
  12346.         void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2859eb0
  12347.         void OnShowAutoSprintButton__DelegateSignature(bool Visible, Vector2D showPos, bool IsInside);// 0x2859eb0
  12348.         void OnShowAnimationButton(bool IsShow, int NewUIType);// 0x1f101f8
  12349.         void OnSetChangeCharacterState__DelegateSignature(byte ChangeState);// 0x2859eb0
  12350.         void OnServerFinishPickupRevivalFlag();// 0x1f101dc
  12351.         void OnServerCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP);// 0x2859eb0
  12352.         void OnRevivalAndEnterAirplane__DelegateSignature();// 0x2859eb0
  12353.         void OnRepTeammateChange__DelegateSignature();// 0x2859eb0
  12354.         void OnRepTeammateAvatarDisplayInfoChange__DelegateSignature();// 0x2859eb0
  12355.         void OnRepPlayerState__DelegateSignature();// 0x2859eb0
  12356.         void OnRepNotify_SetBattleOwner();// 0x1f101c8
  12357.         void OnRepNotify_ServerHitEnemyReplicatedData();// 0x1c8c854
  12358.         void OnRep_WeatherFog();// 0x1f101b4
  12359.         void OnRep_WeaponSystemReconnectReplicateData();// 0x1f101a0
  12360.         void OnRep_WeaponFunctionChanged();// 0x1f1018c
  12361.         void OnRep_WeaponAvatarDataList();// 0x1f10170
  12362.         void OnRep_UsedSimulation();// 0x1e9c74c
  12363.         void OnRep_SwitchWeather();// 0x1f1015c
  12364.         void OnRep_STExtraBaseCharacter();// 0x1f10148
  12365.         void OnRep_SpawnAndBackpackWeaponReplicatedDataWithMgr();// 0x1f10134
  12366.         void OnRep_SpawnAndBackpackWeaponReplicatedDataArray();// 0x1f10120
  12367.         void OnRep_ShowWeaponHitDetailInfo();// 0x1f1010c
  12368.         void OnRep_ServerStateType();// 0x1f100f8
  12369.         void OnRep_RefreshTotalPlayers();// 0x1f100e4
  12370.         void OnRep_RefreshAirDropBox();// 0x1f100d0
  12371.         void OnRep_Plane();// 0x1f100bc
  12372.         void OnRep_ObservedItemList();// 0x1f100a8
  12373.         void OnRep_InWateringRangeBP();// 0x2859eb0
  12374.         void OnRep_InWateringCRange();// 0x1f10054
  12375.         void OnRep_InitialEquipmentAvatar();// 0x1f10038
  12376.         void OnRep_InitialConsumableAvatar();// 0x1f1001c
  12377.         void OnRep_ImprisonmentTeammateSucess();// 0x1f10008
  12378.         void OnRep_GameStateMsgType();// 0x1f0fff4
  12379.         void OnRep_ForbitPickEffect();// 0x1f0ffe0
  12380.         void OnRep_ForbitPick();// 0x1f0ffcc
  12381.         void OnRep_FiringPlayerList();// 0x1f0ffb8
  12382.         void OnRep_EnableDeathPlaybackDelay();// 0x1f0ffa4
  12383.         void OnRep_DeadTombBox();// 0x1f0ff90
  12384.         void OnRep_CanOpenParachute();// 0x1f0ff7c
  12385.         void OnRep_CanJump();// 0x1f0ff68
  12386.         void OnRep_CanImprisonmentTeammate();// 0x1f0ff54
  12387.         void OnRep_BattleSceneAvatarDisplayInfoList();// 0x1f0ff40
  12388.         void OnRep_BackpackComponent();// 0x1f0ff2c
  12389.         void OnRemoveMainSlot__DelegateSignature(byte Slot);// 0x2859eb0
  12390.         void OnReleaseScreen__DelegateSignature(byte FingerIndex);// 0x2859eb0
  12391.         void OnReleaseFireBtnDelegate__DelegateSignature();// 0x2859eb0
  12392.         void OnReleaseFire();// 0x1f0ff18
  12393.         void OnReconnectResetUIByPlayerControllerStateDelegate__DelegateSignature();// 0x2859eb0
  12394.         void OnReconnected__DelegateSignature();// 0x2859eb0
  12395.         void OnReceiveHasSignal__DelegateSignature(bool HasSignal);// 0x2859eb0
  12396.         void OnRank__DelegateSignature(int Kills, int Rank);// 0x2859eb0
  12397.         void OnPressVehicleWarMatchData();// 0x1f0ff04
  12398.         void OnPressVampireClothSlotBtn();// 0x1f0fef0
  12399.         void OnPressTurnplateQuickMsgBtn();// 0x1f0fedc
  12400.         void OnPressTriggerEntireMapBtn();// 0x1f0fec8
  12401.         void OnPressShowTagVehileSeatListBtn();// 0x1f0feb4
  12402.         void OnPressRolewearChangeBtn(int Index);// 0x1f0fe3c
  12403.         void OnPressItemSKillBtn();// 0x1f0fe28
  12404.         void OnPressFire();// 0x1f0fe14
  12405.         void OnPressBackpackBtn();// 0x1f0fe00
  12406.         void OnPostTakeDamageForBP__DelegateSignature(float Damage, out const DamageEvent DamageEvent, Actor* Victim, Actor* DamageCauser);// 0x2859eb0
  12407.         void OnPlayerUseRecoverItem();// 0x1f0fdec
  12408.         void OnPlayerStateChanged();// 0x1f0fdd8
  12409.         void OnPlayerReConnected(int LostPlayerKey);// 0x1f0fd24
  12410.         void OnPlayerPutDownAllPropDelegate__DelegateSignature();// 0x2859eb0
  12411.         void OnPlayerPutDownActorDelegate__DelegateSignature(STExtraBaseCharacter* TargetPlayer, Actor* TargetActor);// 0x2859eb0
  12412.         void OnPlayerPickUpActorDelegate__DelegateSignature(byte SurvivePickUpGlobalCategory, int ID);// 0x2859eb0
  12413.         void OnPlayerNumOnPlaneChangedDelegate__DelegateSignature();// 0x2859eb0
  12414.         void OnPlayerNameChange__DelegateSignature(FString changedplayername);// 0x2859eb0
  12415.         void OnPlayerLostConnection(int LostPlayerKey);// 0x1f0fc70
  12416.         void OnPlayerLeaveRevivalStateDelegate__DelegateSignature();// 0x2859eb0
  12417.         void OnPlayerInOutWhiteCircleChangedDelegate__DelegateSignature(bool bIsInWhiteCircle);// 0x2859eb0
  12418.         void OnPlayerInOutBlueCircleChangedDelegate__DelegateSignature(bool bIsInBlueCircle);// 0x2859eb0
  12419.         void OnPlayerHitFireBtn(bool bIsRightBtn);// 0x1f0fbf0
  12420.         void OnPlayerFinalAssistKill__DelegateSignature();// 0x2859eb0
  12421.         void OnPlayerEnterRevivalStateDelegate__DelegateSignature();// 0x2859eb0
  12422.         void OnPlayerControllerStateChangedDelegate__DelegateSignature(enum StateType);// 0x2859eb0
  12423.         void OnPlayerClickDriveBtn();// 0x1f0fbdc
  12424.         void OnPlayerChangeWearingDone__DelegateSignature(int Index, float LastTime);// 0x2859eb0
  12425.         void OnPlayerChangeWearingAnimFinished__DelegateSignature(int Reason);// 0x2859eb0
  12426.         void OnPlayerCanGetInVehicle(bool CanGetInVehicle);// 0x1f0fa98
  12427.         void OnPickupItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x2859eb0
  12428.         void OnPickUpExpand();// 0x1f0fa30
  12429.         void OnPickUpCollapsed(bool isCollapsed);// 0x1f0f9b0
  12430.         void OnOneTeamPlayerHPChangeDelegate__DelegateSignature(int Index);// 0x2859eb0
  12431.         void OnOneFloatValueDelegate__DelegateSignature(float TheValue);// 0x2859eb0
  12432.         void OnOccupyNewbieGuide(int inGuideID);// 0x1f0f938
  12433.         void OnObserverLevelLoaded();// 0x1f0f924
  12434.         void OnObservedUsingWeaponChanged();// 0x1f0f910
  12435.         void OnObservedPoisonFogStageChanged();// 0x1f0f8fc
  12436.         void OnObservedItemsChanged();// 0x1f0f8e8
  12437.         void OnObservedBulletNumChanged();// 0x1f0f8d4
  12438.         void OnNightStateChangedDelegate__DelegateSignature();// 0x2859eb0
  12439.         void OnNewbieGuideHandlePickUp(int inPickUpID);// 0x1f0f85c
  12440.         void OnMemberVoiceDelegate__DelegateSignature(int member, int Status);// 0x2859eb0
  12441.         void OnMapMarkChangeDelegate__DelegateSignature(int TeamMateSerialNumber);// 0x2859eb0
  12442.         void OnLostConnection__DelegateSignature();// 0x2859eb0
  12443.         void OnLocalCharacterTemperatureChangeDelegate__DelegateSignature(float currentTP, float ratioHP);// 0x2859eb0
  12444.         void OnLocalCharacterSignalHPRemaingingTimeDelegate__DelegateSignature(float RemainingTime);// 0x2859eb0
  12445.         void OnLocalCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP, float PreSignalHP, float RatioSignalHP);// 0x2859eb0
  12446.         void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2859eb0
  12447.         void OnLandOnGroundAfterJumpPlaneEnd();// 0x2859eb0
  12448.         void OnKillerNotify(Actor* Killer);// 0x1f0f7e4
  12449.         void OnItemOperCount(ItemDefineID DefineID, enum OperationType, int Count);// 0x1f0f6d4
  12450.         void OnItemOperationInfo(BackpackComponent* Sender, out const ItemOperationInfo ItemOperationInfo);// 0x1f0f5f4
  12451.         void OnItemOperation(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x1f0f4e4
  12452.         void OnInterruptAutoSprintCountDown__DelegateSignature();// 0x2859eb0
  12453.         void OnInfectionShowTipMsgDelegate__DelegateSignature(int MsgID, int IconID, float showTime, float DelayTime);// 0x2859eb0
  12454.         void OnInfectionPlaySoundEvent__DelegateSignature(int SoundID);// 0x2859eb0
  12455.         void OnIndoorStateChangeDelegate__DelegateSignature();// 0x2859eb0
  12456.         void OnHandleCameraModeChangedDelegate__DelegateSignature(byte CameraMode);// 0x2859eb0
  12457.         void OnGameStateChange__DelegateSignature(FName GameState);// 0x2859eb0
  12458.         void OnGameStartDelegate__DelegateSignature();// 0x2859eb0
  12459.         void OnGameStartCountDownDelegate__DelegateSignature(float CountdownTime);// 0x2859eb0
  12460.         void OnGameModeStateChanged();// 0x2859eb0
  12461.         void OnFingerMove__DelegateSignature(Vector Loc);// 0x2859eb0
  12462.         void OnExitGame__DelegateSignature();// 0x2859eb0
  12463.         void OnEquipWeaponDelegate__DelegateSignature();// 0x2859eb0
  12464.         void OnEquipmentWeaponAvatarChange__DelegateSignature();// 0x2859eb0
  12465.         void OnEquipmentAvatarChange__DelegateSignature();// 0x2859eb0
  12466.         void OnEnterBattleResultStep();// 0x1f0f4d0
  12467.         void OnDropItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x2859eb0
  12468.         void OnDoubleClickCheckDelegate__DelegateSignature(byte FingerIndex);// 0x2859eb0
  12469.         void OnDeathBoxSpawnedDelegate__DelegateSignature(Transform SpawnTransform);// 0x2859eb0
  12470.         void OnDeadBoxExpand();// 0x1f0f4bc
  12471.         void OnDeadBoxCollapsed(bool isCollpased);// 0x1f0f43c
  12472.         void OnDamageToOtherDelegate__DelegateSignature(float damageToOther);// 0x2859eb0
  12473.         void OnConsumableAvatarChange__DelegateSignature();// 0x2859eb0
  12474.         void OnClientWillGotoSpectating();// 0x1f0f428
  12475.         void OnClientReportPeerVisualFieldAcotrList__DelegateSignature(int CamId, Actor*[] PeerVisualFieldActorList);// 0x2859eb0
  12476.         void OnClickVehicleWarBuff();// 0x1f0f414
  12477.         void OnCharacterVehicleCheckVoiceTriggerDelegate__DelegateSignature(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x2859eb0
  12478.         void OnCharacterShotCheckVoiceTriggerDelegate__DelegateSignature(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x2859eb0
  12479.         void OnCharacterRecoveryHealthEvent();// 0x1f0f400
  12480.         void OnCharacterRecoveryHealth__DelegateSignature();// 0x2859eb0
  12481.         void OnCharacterNearDeathOrRescueingOtherNotifyDelegate__DelegateSignature(bool IsNearDeath, bool IsRescueingOther);// 0x2859eb0
  12482.         void OnCharacterMoveCheckVoiceTriggerDelegate__DelegateSignature(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2859eb0
  12483.         void OnCharacterGlassCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x2859eb0
  12484.         void OnCharacterCurrentActivityIDRep(int CurrentActivityID);// 0x1f0f380
  12485.         void OnCharacterCheckVoiceTriggerDelegate__DelegateSignature(Actor* nowActor, float checkDis);// 0x2859eb0
  12486.         void OnCharacterBreathChangeDelegate__DelegateSignature(float currentBR, float ratioBR, Character* OwnerCharacter, int HealthStatus);// 0x2859eb0
  12487.         void OnCharacterAntidoteChangeDelegate__DelegateSignature(float FAntidoteExeTime, float FAntidoteMaxTime);// 0x2859eb0
  12488.         void OnChangeBattleOwnerDelegate__DelegateSignature();// 0x2859eb0
  12489.         void OnCapboReturn(int BoCapC, int InBoType, out const byte[] RetData);// 0x1f0f22c
  12490.         void OnBuyRevivalTeammate(int TeammateIndex);// 0x1f0f1ac
  12491.         void OnBuyRevivalSign();// 0x1f0f190
  12492.         void OnBackpackMainSlot__DelegateSignature(byte Slot);// 0x2859eb0
  12493.         void OnAutoSprintActive__DelegateSignature();// 0x2859eb0
  12494.         void OnAssociationOperation(ItemDefineID DefineID, ItemDefineID TargetDefineID, enum OperationType, byte Reason);// 0x1f0f028
  12495.         void On3DTouchForceChangeDelegate__DelegateSignature();// 0x2859eb0
  12496.         void ObserveWhoKilledMe();// 0x1f0f014
  12497.         void ObserveClientSetPoisonSmogStage(int SmogStage);// 0x1f0ef60
  12498.         void ObserveCharacter(FString InPlayerName);// 0x1f0ee08
  12499.         void ObserveAirDropBox(int boxId);// 0x1f0ed90
  12500.         void OBCameraTurnSlower();// 0x1f0ed7c
  12501.         void OBCameraTurnFaster();// 0x1f0ed68
  12502.         void OBCameraMoveSlower();// 0x1f0ed54
  12503.         void OBCameraMoveNear();// 0x1f0ed40
  12504.         void OBCameraMoveFaster();// 0x1f0ed2c
  12505.         void OBCameraMoveFar();// 0x1f0ed18
  12506.         void NotifyOpenSequencer(BattleOpenSequencerInfo Info);// 0x1f0eb00
  12507.         void NotifyObserverFinalDamage(float FinalDamage, int AttackerTeamID, STExtraBaseCharacter* VictimCharacter);// 0x1f0e9f4
  12508.         void NotifyIsInResultView(bool isInResultView);// 0x1f0e974
  12509.         void NotifyInOutPickUpActorWrapperBP(bool bIsIn);// 0x2859eb0
  12510.         void MoveUp(float Rate);// 0x1f0e8fc
  12511.         void MoveToVehicle(int ItemID);// 0x1f0e884
  12512.         void MoveToNearestVehicle(float IgnoreDistance);// 0x1f0e80c
  12513.         void MoveToItem(int ItemID);// 0x1f0e794
  12514.         void MoveToAIByDropItem(int ItemID);// 0x1f0e71c
  12515.         void MoveToAI();// 0x1f0e708
  12516.         void MoveTo(float X, float Y, float Z);// 0x1f0e608
  12517.         void MoveTempleToSelf();// 0x1f0e5f4
  12518.         void ModifyTouchIndex(Vector Loc, byte FingerIndex);// 0x1f0e538
  12519.         void ModifyStreamingDistance(int Distance);// 0x1f0e4c0
  12520.         void MemberVoice(int member, int Status);// 0x2859eb0
  12521.         void MarkStartFireFrame();// 0x1f0e4ac
  12522.         void MakeVehicleFly(int isFly, bool bIsUp);// 0x1f0e3e8
  12523.         void LogAIItemCount(int ItemID, float Distance);// 0x1f0e32c
  12524.         void LocalProfileFootprint();// 0x1f0e318
  12525.         void LocalGetGameStateReconnectInfo();// 0x1f0e304
  12526.         void LoadAllLand(bool bLoadAll);// 0x1f0e284
  12527.         void LerpFPPCamera();// 0x1f0e270
  12528.         void KillSomeOne(FString InPlayerName);// 0x1f0e1b4
  12529.         void KillAllEnermyVehicle();// 0x1f0e1a0
  12530.         void KillAll();// 0x1f0e18c
  12531.         void Kill(int GivenNumber);// 0x1f0e114
  12532.         void KickPlayerFromGame();// 0x1f0e100
  12533.         void JumpFromPlane();// 0x1f0e0ec
  12534.         void JoystickTriggerSprint(bool bIsSprint);// 0x2859eb0
  12535.         bool IsViewTarget(const Actor* pActor);// 0x1f0e064
  12536.         bool IsUse3DTouch();// 0x1f0e03c
  12537.         bool IsTouchToRotControl();// 0x1f0e00c
  12538.         bool IsTombBoxTeammate(const PlayerTombBox* TombBox);// 0x1f0df8c
  12539.         bool IsTeammate(const STExtraBaseCharacter* InCharacter);// 0x1f0df0c
  12540.         bool IsShowBlood();// 0x1f0deec
  12541.         bool IsSameTeam(Pawn* Other);// 0x1f0de6c
  12542.         bool IsReleasePosInAimBtnRange(Vector Loc);// 0x1f0ddec
  12543.         bool IsParachuteAnimCached(byte AnimOverrideType);// 0x1f0dd6c
  12544.         bool IsMurderSelfDefense(FString InformMurderName);// 0x1f0dca8
  12545.         bool IsMoveable_DontConsiderFollowingState();// 0x1f0dc80
  12546.         bool IsMoveable();// 0x1f0dc58
  12547.         bool IsLastBreathOrRescueingOther();// 0x1f0dc30
  12548.         bool IsInRevival();// 0x1f0dc08
  12549.         bool IsInPlane();// 0x1f0dbe0
  12550.         bool IsInParachuteOpen();// 0x1f0dbb8
  12551.         bool IsInParachuteJump();// 0x1f0db90
  12552.         bool IsInParachute();// 0x1f0db68
  12553.         bool IsInObservingPlayback();// 0x1f0db40
  12554.         bool IsInInitial();// 0x1f0db18
  12555.         bool IsInFreeCameraView();// 0x1f0dafc
  12556.         bool IsInFinish();// 0x1f0dad4
  12557.         bool IsInFight();// 0x1f0daac
  12558.         bool IsInDeathReplay();// 0x1f0da84
  12559.         bool IsInDead();// 0x1f0da5c
  12560.         bool IsForbitPickMakeEffect();// 0x1f0da34
  12561.         bool IsForbitPick(out const FName TombName);// 0x1f0d9a0
  12562.         bool IsCharacterCanEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x1f0d8d4
  12563.         bool IsCanViewEnemy();// 0x1f0d8ac
  12564.         bool IsCanImprisonmentTeammate();// 0x1f0d884
  12565.         bool IsCacheReceiveRespawnZombie();// 0x1f0d85c
  12566.         bool IsAllowActorTouchMove();// 0x1f0d834
  12567.         bool IsAGMPlayer();// 0x1f0d80c
  12568.         void InsertGrenadeIDToName(int GrenadeID, FName Name);// 0x1f0d750
  12569.         void InsertGrenadeIDInOrder(int GrenadeID);// 0x1f0d6d8
  12570.         void InputCameraMoveTest(float DeltaSeconds);// 0x1f0d660
  12571.         void InitWeatherConfigComponent();// 0x1f0d64c
  12572.         void InitTaskDatas(uint32 InPlayerKey);// 0x1f0d5d4
  12573.         void InitTaskDataDelegate__DelegateSignature(int TaskID, int process, FString ext_info);// 0x2859eb0
  12574.         void InitTaskData(int TaskID, int process, FString ext_info);// 0x1f0d3ec
  12575.         void InitTaskComponent();// 0x1f0d3d8
  12576.         void InitNewbieComponent(out const int[] FinishedGuide, out const int[] FinishedCounts, int PlayerLevel, int PlayerExperienceType);// 0x2859eb0
  12577.         void InitJoyStickAfterActivation();// 0x2859eb0
  12578.         void InitCollectionDataDelegate__DelegateSignature(int ItemID, int CurrentCount, int TotalCount);// 0x2859eb0
  12579.         void InitCollectionData(int ItemID, int CurrentCount, int TotalCount);// 0x1f0d2d8
  12580.         void IniClientCoronaLab();// 0x1c8c854
  12581.         void InfectionSelectZombieDelegate__DelegateSignature(enum TargetPawnType);// 0x2859eb0
  12582.         void InfectionEndRound();// 0x1f0d2c4
  12583.         void ImprisonmentTeammate(FString TeammateName, bool IsSelfDef);// 0x1f0d174
  12584.         void HideAllUIAfterDeadTipsShowDelegate__DelegateSignature();// 0x2859eb0
  12585.         void HandleUpdateShovelingRelease();// 0x1f0d160
  12586.         void HandleUpdateShovelingPressed();// 0x1f0d14c
  12587.         void HandleUpdateShoveling();// 0x1f0d138
  12588.         void HandleTogglePlayerListInOB();// 0x1f0d124
  12589.         void HandleToggleOBTeamList(bool InShow);// 0x1f0d0a4
  12590.         void HandleToggleMapInOB();// 0x1f0d090
  12591.         void HandleToggleHitDamageDisplay();// 0x1f0d07c
  12592.         void HandleSwitchToTeammatePrev();// 0x1f0d068
  12593.         void HandleSwitchToTeammateNext();// 0x1f0d054
  12594.         void HandleSwitchToTeam(int InTeamID);// 0x1f0cfdc
  12595.         void HandleSwitchToPlayerIndex(int InPlayerIndex);// 0x1f0cf64
  12596.         void HandleLeaveFreeViewInOB();// 0x1f0cee0
  12597.         void HandleLandOnGroundEnd();// 0x1f0cf50
  12598.         void HandleFlyLeapPlatform();// 0x1f0cef4
  12599.         void HandleEnterFreeViewInOB();// 0x1f0cee0
  12600.         void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const WeatherChangeEvent Event);// 0x1f0ce10
  12601.         void HandleClientHasReactivated();// 0x1f0cdfc
  12602.         void HandleCameraModeChanged(byte NewMode, STExtraBaseCharacter* InCharacter);// 0x1f0cd40
  12603.         int GotoSpectating(int TeammatePlayerid);// 0x1f0ccb8
  12604.         void GotoFlying();// 0x1f0cca4
  12605.         void GotoDoubleCircleEdge(float Z);// 0x1f0cc2c
  12606.         void GMTeleport(FName Teleporter);// 0x1f0cbb4
  12607.         void GMSpawnTrueAI(int playerCount);// 0x1f0cb3c
  12608.         void GMSetScalarParam(FString Name, FString ShaderName, float Value);// 0x1f0c888
  12609.         void GMSetCampId(int CamId);// 0x1f0c810
  12610.         void GMSetBoolPoisonCircle();// 0x1f0c7fc
  12611.         void GMSetBoolAirDrop();// 0x1f0c7e8
  12612.         void GMSetBoolAirAttack();// 0x1f0c7d4
  12613.         void GMSetBoolAI();// 0x1f0c7c0
  12614.         void GMSendDailyTaskReport();// 0x1f0c7ac
  12615.         void GMOpenWeather(int OpenWeatherID);// 0x1f0c734
  12616.         void GMFormationAITeam();// 0x1f0c720
  12617.         void GMEnableRandom();// 0x1f0c70c
  12618.         void GMEnableAllComponent();// 0x1f0c6f8
  12619.         void GMDisableRandom();// 0x1f0c6e4
  12620.         void GMDisableAllComponent();// 0x1f0c6d0
  12621.         void GMCloseWeather(int CloseWeatherID);// 0x1f0c658
  12622.         void GMChangeFinalCircleAI();// 0x1f0c644
  12623.         void GMBroastSyncTaskInfo();// 0x1f0c630
  12624.         int GetWriteCircleDistance();// 0x1f0c608
  12625.         WeatherConfigComponent* GetWeatherConfigComponent();// 0x1f0c5e0
  12626.         static WeaponHitDisanceSectionArray GetWeaponHitDistanceSectionByID(int ID);// 0x1f0c4e4
  12627.         int GetWeaponDIYPlanID(int WeaponId);// 0x1f0c464
  12628.         int GetWeaponAvatarItemId(int BPID);// 0x1f0c3dc
  12629.         int GetWeaponAvatarID(int WeaponId, bool isGrenade);// 0x1f0c310
  12630.         float GetViewPortDPIScale();// 0x1f0c2e0
  12631.         VehicleUserComponent* GetVehicleUserComp();// 0x1f0c2b8
  12632.         bool GetUseMotionControlLog();// 0x1f0c290
  12633.         bool GetUseMotionControlEnable();// 0x1f0c268
  12634.         int GetUnlockWearCount();// 0x1f0c240
  12635.         float GetTouchForce(byte FingerIndex);// 0x1f0c1c0
  12636.         Actor* GetThePlane();// 0x1f0c1a0
  12637.         STExtraPlayerState* GetTeammatePlayerStateFromPlayerTombBox(const PlayerTombBox* TombBox);// 0x1f0c120
  12638.         SpringArmComponent* GetTargetedSpringArm();// 0x1f0c0f8
  12639.         int GetStatTriangles();// 0x1cb1cf8
  12640.         FString GetStatMemory();// 0x1ee1ddc
  12641.         int GetStatDrawCalls();// 0x1cb1cf8
  12642.         BattleItemData[] GetSpecialClothingInAllBackpack(int Index);// 0x1f0bfa0
  12643.         int[] GetSpecialClothingCountInAllBackpack(int Index);// 0x1f0be98
  12644.         int[] GetSpecialAreaList();// 0x1f0bdd8
  12645.         int GetSpecialAreaID();// 0x1f0bdb0
  12646.         SIslandInactiveClearComponent* GetSIslandInactiveClearComponent();// 0x1f0bd88
  12647.         Rotator GetSensibilityRate(bool bIsMotionControl);// 0x1f0bcf0
  12648.         BattleSceneAvatarDisplayInfo GetSelfAvatarDisplayInfo();// 0x1f0bb94
  12649.         int GetRevivalCountDownTime();// 0x1f0bb6c
  12650.         FString GetRemarkNameByGID(FString actorName, FString actorUID);// 0x2859eb0
  12651.         QuickSignComponent* GetQuickSignComponent();// 0x1f0bb44
  12652.         STScreenAppearanceComponent* GetPlayerScreenAppearanceComponent();// 0x1f0bb1c
  12653.         PlayerInfoInOB GetPlayerInfoInOBByName(FString InPlayerName);// 0x1f0ba34
  12654.         STExtraBaseCharacter* GetPlayerCharacterSafety();// 0x1f0ba0c
  12655.         AnimationAsset* GetParachuteAnimAsset(byte AnimType, byte AnimOverrideType);// 0x1f0b948
  12656.         Transform GetPaintDecalTargetTransform();// 0x1f0b8e8
  12657.         ObservingReplay* GetObservingPlayback();// 0x1f0b8c0
  12658.         Vector GetNewestAirDropBoxPos();// 0x1f0b878
  12659.         PlayerInfoInOB[] GetNearPlayerList();// 0x1f0b768
  12660.         FString GetMurderUIDStr();// 0x1f0b66c
  12661.         FString GetMurderName();// 0x1f0b5ac
  12662.         bool GetMurderIsAI();// 0x1f0b574
  12663.         BattleItemData[] GetMultiItemFromItemList(int[] ItemSpecifiedID);// 0x1f0b338
  12664.         byte GetMaxTouchForceFinger();// 0x1f0b2f8
  12665.         Vector2D GetJoyStickVisualSize();// 0x1f0b2b8
  12666.         Vector2D GetJoyStickCenter();// 0x1f0b278
  12667.         int GetItemUseSpecialAreaID(int ItemID);// 0x1f0b1f8
  12668.         bool GetIsRespawn();// 0x1f0b1d8
  12669.         bool GetIsMurderSameTeam();// 0x1f0b1a0
  12670.         bool GetIsFreeCamera();// 0x1f0b180
  12671.         enum GetInfectionPawnSubType();// 0x1f0b158
  12672.         enum GetInfectionPawnMainType();// 0x1f0b130
  12673.         IdeaDecalManager* GetIdeaDecalManager();// 0x1f0b108
  12674.         void GetGameStateReconnectInfoOnServer();// 0x1f0b0ac
  12675.         void GetGameScreenSize();// 0x1c8c854
  12676.         void GetGameResult();// 0x1f0b098
  12677.         LastGameRemainItemData GetGameRemainItems();// 0x1f0afa8
  12678.         int GetFriendDistance();// 0x1cb1cf8
  12679.         Vector GetFocalLocation();// 0x1f0af58
  12680.         FString GetFinalMurderName();// 0x1f0ae38
  12681.         WeaponHitDetailInfo GetDetailHitInfo();// 0x1f0ad04
  12682.         void GetDailyTaskReportData(out DailyTaskReportInfo ResultData);// 0x1f0ab88
  12683.         enum GetCurrentStateType();// 0x1f0ab60
  12684.         Vector GetCurrentLevelOffset();// 0x1f0ab18
  12685.         STExtraPlayerState* GetCurPlayerState();// 0x1f0aaf0
  12686.         int GetCurPlayerId();// 0x1f0aac8
  12687.         STExtraBaseCharacter* GetCurPlayerCharacter();// 0x1f0aaa0
  12688.         Vector GetCurPawnLocation();// 0x1f0aa58
  12689.         Pawn* GetCurPawn();// 0x1f0aa30
  12690.         float GetCurFPS();// 0x1cb1cf8
  12691.         Rotator GetControlLookRotation();// 0x1f0a9e0
  12692.         Vector GetControlLookPoint(int LineTraceRange, out bool HitTaget);// 0x1f0a8f4
  12693.         BattleItemData[] GetClothingInAllBackpack(int Index);// 0x1f0a79c
  12694.         class Object GetClassFromBPClassManager(class Object BaseClass);// 0x1f0a71c
  12695.         ChatComponent* GetChatComponent();// 0x1f0a6f4
  12696.         BackpackComponent* GetBackpackComponent();// 0x1f0a6cc
  12697.         SearchedTombBoxAndWrapperListResult[] GenerateAirDropData(int boxId);// 0x1f0a568
  12698.         void GameModeGotoNextState();// 0x1f0a554
  12699.         void GameModeGotoFightingState();// 0x1f0a540
  12700.         void FreeCameraTouchMove(Vector Loc, byte FingerIndex);// 0x1f0a484
  12701.         void ForceServerSetControlRotationOnVehicle();// 0x1f0a470
  12702.         void ForceReleaseCurTouchMoveFinger();// 0x1f0a45c
  12703.         void ForceDropItemsWithType(int TypeItem);// 0x1f0a3e4
  12704.         void ForceDropAllItem();// 0x1f0a3d0
  12705.         void FlushItem(int onlyStatic);// 0x1f0a358
  12706.         void FireTakeDamagedEvent(Vector CauserLocation);// 0x1f0a2e8
  12707.         void FireOrGrenade();// 0x1f0a2d4
  12708.         void FindAIDropItem(int ItemID);// 0x1f0a25c
  12709.         void Fight();// 0x1f0a248
  12710.         void FadeSceneToGrayOnDeath(bool bSet);// 0x1f0a1c8
  12711.         BattleSceneAvatarDisplayInfo ExtractAvatarDisplayInfo(STExtraPlayerCharacter* TargetCharacter);// 0x1f0a024
  12712.         void ExitNightState();// 0x1f0a010
  12713.         void ExitFreeCamera(bool IsForceReset);// 0x1f09f90
  12714.         void ExecDSCommand(const FString DSCommand);// 0x1f09ecc
  12715.         void EquipIceDrinkItems(out const int[] ItemList);// 0x1f09e00
  12716.         void EnterVehicleDelegate__DelegateSignature(bool IsEnter, Actor* Vehicle);// 0x2859eb0
  12717.         void EnterNightState();// 0x1f09dec
  12718.         void EnterExtreme(bool enterOrQuit);// 0x1f09d6c
  12719.         void EndTouchScreen(Vector Loc, byte FingerIndex, bool UseOldEndFireJudge);// 0x1f09c64
  12720.         void EndForceTouchFire(Vector Loc);// 0x1f09bf4
  12721.         void EnablePlayerInHouse(bool bIsIn);// 0x1f09b74
  12722.         void EnableMyLandscapeDraw();// 0x1c8c854
  12723.         void EnableGuidActorDelegate__DelegateSignature(int GuidID, bool bNewEnable);// 0x2859eb0
  12724.         void DynamicCreateComponents();// 0x1f09b60
  12725.         void DsLuaGM(const FString CMDString);// 0x1f09a08
  12726.         void DsLuaDoString(FString LuaString);// 0x1f0994c
  12727.         void DropItemsWithType(int TypeItem);// 0x1f098d4
  12728.         void DropItem(int ID);// 0x1f0985c
  12729.         void DropAllItem();// 0x1f09848
  12730.         void DoUITouchMove(Vector Loc);// 0x2859eb0
  12731.         void DoubleClickCancel(const byte FingerIndex);// 0x1f097d0
  12732.         void DoTouchMove(float Yaw, float Pitch);// 0x2859eb0
  12733.         void DoRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x1f0971c
  12734.         void DoGiveUpRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x1f09668
  12735.         void DoAfterCanNotPickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x2859eb0
  12736.         void DisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x1f0945c
  12737.         void DisplayGameWarningTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x1f091a4
  12738.         void DisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x1f08eec
  12739.         void DisplayGameTipWithMsgID(int ID);// 0x1f08e74
  12740.         void DisplayGameTipForLowFPSWarning(int ID, FString param1, FString param2);// 0x1f08bbc
  12741.         void DisplayBattleGeneralTip(int ID, FString param1, FString param2);// 0x1f08904
  12742.         void DispatchPlayerRespawnedEvent(UAEPlayerController* PlayerController);// 0x1f0888c
  12743.         void DispatchPlayerReconnectedEvent();// 0x1f08878
  12744.         void DispatchPlayerLostEvent();// 0x1f08864
  12745.         void DispatchPlayerExitEvent();// 0x1f08850
  12746.         void DispatchPlayerAboutToRespawnEvent(UAEPlayerController* PlayerController);// 0x1f087d8
  12747.         void DisableMyLandscapeDraw();// 0x1c8c854
  12748.         void DelegatePlayerLevelChange__DelegateSignature(int Level);// 0x2859eb0
  12749.         void DelegatePlayerGoldChange__DelegateSignature(int Gold);// 0x2859eb0
  12750.         void DelayGotoSpectating();// 0x1f087c4
  12751.         void DelayForceExitFreeCamera();// 0x1f087b0
  12752.         void DebugWorldPlayerAvatarInfo();// 0x1f0879c
  12753.         void DebugSetUIVisibility(bool bUIVisibility);// 0x2859eb0
  12754.         void DebugEnableFerrisWheelTick(bool bEnable);// 0x1f0871c
  12755.         void DebugEnableDrawSearchLine(int bEnabled);// 0x1d3093c
  12756.         void DebugEnableBulletImpact(int bEnabled);// 0x1d3093c
  12757.         void DebugAirDropPickInfo(float DrawTime, float BoxDrawSize, float BoxDrawLineLength, float ListWrapperDrawSize, float ListWrapperDrawLineLength);// 0x1f0858c
  12758.         void DealGetAllNearShotWeapon(float disRate);// 0x1f08514
  12759.         void DealGetAllNearMoveVehicle(float checkDis, float minSpeed);// 0x1f08458
  12760.         void DealGetAllNearMoveCharacter(float checkDis);// 0x1f083e0
  12761.         void DeactiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x1f0831c
  12762.         void CorrectVehicleState(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x1f08160
  12763.         void ConsumeRevivalSign();// 0x1f08144
  12764.         void CollectAllPlayerWeaponPosInfo();// 0x1c8c854
  12765.         void ClientUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation);// 0x1f0802c
  12766.         void ClientStopShoveling();// 0x1f07fd0
  12767.         void ClientStartOnlineGame();// 0x1f07fb4
  12768.         void ClientShowInfectAreaWarning();// 0x1f07f58
  12769.         void ClientSetTotalPlayers(const PlayerStaticInfoInOB[] InPlayerStaticInfoList, const PlayerBaseInfoInOB[] InTotalPlayers);// 0x1f07dd0
  12770.         void ClientSetPoisonSmogStage(int SmogStage);// 0x1f07d1c
  12771.         void ClientSetOBData(uint32 InPlayerKey, int InTeamID, STExtraBaseCharacter* CurViewChar);// 0x1f07c14
  12772.         void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x1f07b18
  12773.         void ClientSetAIPosToTarget(Vector StartPos, Vector targetPos);// 0x1f07a50
  12774.         void ClientSetAIPos(uint32 KeyID, Vector pos, bool isStart);// 0x1f0793c
  12775.         void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds);// 0x1f0786c
  12776.         void ClientQuitViewEnemy();// 0x1f07850
  12777.         void ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x1f07750
  12778.         void ClientOnLeaveVehicleDelegate__DelegateSignature();// 0x2859eb0
  12779.         void ClientOnHurt();// 0x1f07734
  12780.         void ClientOnEnterVehicleDelegate__DelegateSignature(int SeatType);// 0x2859eb0
  12781.         void ClientOnDamageToOther(float _DamageToOther);// 0x1f076b4
  12782.         void ClientOnChangeVehicleSeatCompletedDelegate__DelegateSignature(enum SeatType);// 0x2859eb0
  12783.         void ClientObserveCharacter(uint32 InPlayerKey, bool IsOnPlane, enum InServerStateType);// 0x1f075a0
  12784.         void ClientInterruptGame();// 0x1f07544
  12785.         void ClientInitIngameUIAfterRespawn();// 0x1f074e8
  12786.         void ClientHearSound(int AkEventID, const Vector AkLocation);// 0x1f0742c
  12787.         void ClientHandleMsg(enum Msg, int64 TimeStamp);// 0x1f07364
  12788.         void ClientGotoSpectating();// 0x1f07348
  12789.         void ClientGiveUpRevivalTemmates();// 0x1f07334
  12790.         void ClientGameStarted();// 0x1f07318
  12791.         void ClientFriendBattleEnd();// 0x1f072fc
  12792.         void ClientForbidLoadParahuteAnim(bool bCanForbid);// 0x1f07274
  12793.         void ClientExitFromHelicopter(bool SkipOpenParachute);// 0x1f071ec
  12794.         void ClientEnterViewBox(int boxId);// 0x1f0716c
  12795.         void ClientEndOnlineGame();// 0x1f07150
  12796.         void ClientDisplayNormalTips(FString Content);// 0x1f0708c
  12797.         void ClientDisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x1f06e78
  12798.         void ClientDisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x1f06cb4
  12799.         void ClientDisplayGameTipWithMsgID(int ID);// 0x1f06c00
  12800.         void ClientCheckStartShovelingFail();// 0x1f06ba4
  12801.         void ClientChangeWeaponFunction(enum NewWeaponFunction);// 0x1f06af0
  12802.         void ClientChangeStatePC(enum TargetStateType);// 0x1f06a70
  12803.         void ClearParachuteAnimAssetCache();// 0x1f06a5c
  12804.         void ClearBossBornPoint();// 0x1f06a48
  12805.         Vector2D ClampFreeCamIconOffset(out const Geometry MyGeometry);// 0x1f069a8
  12806.         bool CientRevivalTemmates();// 0x1f06980
  12807.         bool CheckNeedReport(out const SACData InAntiCheatData);// 0x1f068b4
  12808.         void CheckConsumeGlideItem();// 0x1f068a0
  12809.         bool CheckAllVehicleWeaponIsReadyForFire(bool WithBroadEvent);// 0x1f06818
  12810.         bool ChangeWeaponSchemeIndex(int newIndex);// 0x1f06798
  12811.         void ChangeWeaponFunction(enum NewWeaponFunction);// 0x1f06720
  12812.         void ChangeToWalkingDead();// 0x1f0670c
  12813.         void ChangeStatePC(enum TargetStateType);// 0x1f06694
  12814.         void ChangeSpectatorStateToFreeView();// 0x1f06680
  12815.         bool ChangeRolewearIndex(int newIndex);// 0x1f06600
  12816.         void ChangePVELevel(int Lv);// 0x1f06588
  12817.         void ChangeFinishTime(int RestTime);// 0x1f06510
  12818.         void ChangeCharacterLogicDelegate__DelegateSignature(enum TargetPawnType);// 0x2859eb0
  12819.         void ChangeCharacterBeforeDelegate__DelegateSignature(enum TargetPawnType);// 0x2859eb0
  12820.         void ChangeAIBehaviorTree(int TreeIndex);// 0x1f06498
  12821.         void CanSeeAllUI(bool bUIVisibility);// 0x1d05764
  12822.         bool CanBePickUpByItemID(out const ItemDefineID DefineID);// 0x1f063f8
  12823.         bool CanBePickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x1f062e8
  12824.         void CallZombieFlowAirDrop(int ZombieID);// 0x1f06270
  12825.         void CallZombieAirDrop(int ZombieID);// 0x1f061f8
  12826.         void CallTeamMateUAVStateChanged(TeamMateStateInfo TeamMateInfo);// 0x1f06140
  12827.         void CallTeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector Location, Rotator Rotation, float Health, int VoiceID, float Temperature);// 0x1f05f5c
  12828.         void CallShowTouchInterface(bool InShow);// 0x1ef4d70
  12829.         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);// 0x1f0598c
  12830.         Vector2D CalcAttactBtnPos(float LocX, float LocY, float SizeX, float SizeY);// 0x1f0582c
  12831.         void CacheShootDetailInfoShootNum(int ShootNum);// 0x1f057b4
  12832.         void CacheShootDetailInfoHitPos(byte HitPos);// 0x1f0573c
  12833.         void CacheRecvInfectionSelectZombie__DelegateSignature(bool bRecv);// 0x2859eb0
  12834.         void C2S_RequestSkillPrompt();// 0x1f056e0
  12835.         void C2S_RequestBeingRescuedRemainingTime();// 0x1f05684
  12836.         void BroadcastFatalDamageToClient(FString CauserName, FString VictimName, FString FuzzyCauserName, FString FuzzyVictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int Relationship, int PreviousHealthStatus, FString RealKillerName, int realKillerNewKillNum, FString CauserNation, FString VictimNation, uint32 causerKey, uint32 victimKey, int causerAnchorPlatformResID, int causerAnchorPlatformColorID, int victimAnchorPlatformResID, int victimAnchorPlatformColorID, int realKillerAnchorPlatformResID, int realKillerAnchorPlatformColorID, int CauserWeaponAvatarID, int CauserClothAvatarID, int CauserType, int VictimType);// 0x1f04d04
  12837.         void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x1f04aa0
  12838.         bool BPGetIsAndroidSimulator();// 0x1f04a6c
  12839.         void BPCastUIMsgWithTwoParam(FString Func, FString module, FString param1, FString param2);// 0x1f04820
  12840.         void BPCastUIMsgWithParam(FString Func, FString module, FString param1);// 0x1f0465c
  12841.         void BP_OceanSideDetected(out const Vector OceansideLocation, bool bDetectedRiver);// 0x2859eb0
  12842.         void BluePrintSetViewTarget(STExtraBaseCharacter* pCharacter);// 0x1f045e4
  12843.         void BindVoiceCheckFunction();// 0x1f045d0
  12844.         void BeginTouchScreen(Vector Loc, byte FingerIndex);// 0x1f04514
  12845.         void BeginAbsorb();// 0x1f044b8
  12846.         void BackToGameDataRefresh();// 0x1f044a4
  12847.         bool AutoSelectViewTarget();// 0x1f0447c
  12848.         void AutoSelectTeammateToView();// 0x1f04468
  12849.         void AddWeaponPendantItem(int WeaponId, int pendantID);// 0x1f043ac
  12850.         void AddTouchMoveFinger(byte FingerIndex, byte Priority, out const Vector TouchLoc);// 0x1f042a0
  12851.         void AddParachuteAnimAssetCache(byte AnimType, AnimationAsset* AnimAsset, byte AnimOverrideType);// 0x1f041a0
  12852.         void AddItemAttachList(int BaseItemID);// 0x1f04128
  12853.         void AddItem(int ID, int Count, int PickupType);// 0x1f04028
  12854.         void AddBossBornPoint(float BornX, float BornY);// 0x1f03f6c
  12855.         void AddAvatarItem(int ID, int Color, int Pattern, int Num);// 0x1f03e24
  12856.         void AddAIItem(int ID, int Count, float Distance);// 0x1f03d24
  12857.         void ActiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x1f03c60
  12858.         void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x1f03be0
  12859.  
  12860. --------------------------------
  12861. Class: UAEPlayerController.PlayerController.Controller.Actor.Object
  12862.         FName PlayerType;//[Offset: 0x578 , Size: 8]
  12863.         FString PlayerName;//[Offset: 0x580 , Size: 12]
  12864.         uint32 PlayerKey;//[Offset: 0x58c , Size: 4]
  12865.         uint64 UId;//[Offset: 0x590 , Size: 8]
  12866.         int TeamID;//[Offset: 0x5a4 , Size: 4]
  12867.         int CampID;//[Offset: 0x5a8 , Size: 4]
  12868.         Vector CharacterLocation;//[Offset: 0x5ac , Size: 12]
  12869.         int RoomMode;//[Offset: 0x5b8 , Size: 4]
  12870.         WeatherInfo WeatherInfo;//[Offset: 0x5bc , Size: 20]
  12871.         int planeAvatarId;//[Offset: 0x5d0 , Size: 4]
  12872.         int DyeDebugFlag;//[Offset: 0x5d4 , Size: 4]
  12873.         int PlayerStartID;//[Offset: 0x5d8 , Size: 4]
  12874.         bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc , Size: 1]
  12875.         PlayerNetStats NetStats;//[Offset: 0x5e0 , Size: 48]
  12876.         bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610 , Size: 1]
  12877.         FString PlanetailResLink;//[Offset: 0x614 , Size: 12]
  12878.         bool bIsForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x638 , Size: 1]
  12879.         bool bIsGlobalObserverForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x639 , Size: 1]
  12880.         GameModePlayerUpassInfo InitialUpassInfo;//[Offset: 0x63c , Size: 40]
  12881.         GameModePlayerUpassInfo[] InitialUpassInfoList;//[Offset: 0x664 , Size: 12]
  12882.         PlayerOBInfo[] PlayerOBInfoList;//[Offset: 0x670 , Size: 12]
  12883.         int LobbyShowWeaponID;//[Offset: 0x67c , Size: 4]
  12884.         bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680 , Size: 1]
  12885.         FString Nation;//[Offset: 0x684 , Size: 12]
  12886.         bool bIsTeammateEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x690 , Size: 1]
  12887.         enum DefaultCharacterGender;//[Offset: 0x698 , Size: 1]
  12888.         int DefaultCharacterHeadID;//[Offset: 0x69c , Size: 4]
  12889.         GameModePlayerItem[] InitialItemList;//[Offset: 0x6a0 , Size: 12]
  12890.         GameModePlayerRolewearInfo[] InitialAllWear;//[Offset: 0x6ac , Size: 12]
  12891.         int RolewearIndex;//[Offset: 0x6b8 , Size: 4]
  12892.         int[] equip_plating_list;//[Offset: 0x6bc , Size: 12]
  12893.         int VehicleSkinInReady;//[Offset: 0x6c8 , Size: 4]
  12894.         bool bSpwanInVehiclePlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6cc , Size: 1]
  12895.         GameModePlayerItem[] InitialWeaponAvatarList;//[Offset: 0x6d0 , Size: 12]
  12896.         GameModePlayerPetInfo InitialPetInfo;//[Offset: 0x6dc , Size: 24]
  12897.         GameModePlayerKnapsackExtInfo[] InitialKnapsackExtInfo;//[Offset: 0x6f4 , Size: 12]
  12898.         GameModePlayeWeaponSchemeInfo[] InitialWeaponSchemeInfo;//[Offset: 0x700 , Size: 12]
  12899.         delegate OnInitialWeaponScheme;//[Offset: 0x70c , Size: 12]
  12900.         int CurWeaponSchemeIndex;//[Offset: 0x718 , Size: 4]
  12901.         int PveLevel;//[Offset: 0x71c , Size: 4]
  12902.         int[] InitialCharSkillList;//[Offset: 0x720 , Size: 12]
  12903.         GameModePlayerItem[] InitialVehicleAvatarList;//[Offset: 0x72c , Size: 12]
  12904.         GameModePlayerItem[] InitialBackPackPendantList;//[Offset: 0x738 , Size: 12]
  12905.         VehicleAvatarData[] InitialVehicleAdvanceAvatarList;//[Offset: 0x744 , Size: 12]
  12906.         GameModePlayerConsumableAvatar InitialConsumableAvatar;//[Offset: 0x750 , Size: 16]
  12907.         GameModePlayerEquipmentAvatar InitialEquipmentAvatar;//[Offset: 0x760 , Size: 12]
  12908.         <int,int> WeaponAvatarItemList;//[Offset: 0x76c , Size: 60]
  12909.         <int,int> GrenadeAvatarItemList;//[Offset: 0x7e4 , Size: 60]
  12910.         GameModeWeaponAvatarData[] WeaponAvatarDataList;//[Offset: 0x820 , Size: 12]
  12911.         <int,int> VehicleAvatarList;//[Offset: 0x82c , Size: 60]
  12912.         <int,VehicleAvatarData> VehicleAdvanceAvatarList;//[Offset: 0x868 , Size: 60]
  12913.         GameModePlayerExpressionItem[] InitialExpressionItemList;//[Offset: 0x8a4 , Size: 12]
  12914.         GameModeWeaponDIYPlanData[] InitialWeaponDIYPlanData;//[Offset: 0x8b0 , Size: 12]
  12915.         <int,int> WeaponDIYPlanDataMap;//[Offset: 0x8bc , Size: 60]
  12916.         <int,int> InitialWeaponPendantList;//[Offset: 0x8f8 , Size: 60]
  12917.         GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x934 , Size: 12]
  12918.         SpecialPickItem[] InitialSpecialPickItemList;//[Offset: 0x940 , Size: 12]
  12919.         DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x94c , Size: 12]
  12920.         uint32 TaskSyncToDsTs;//[Offset: 0x958 , Size: 4]
  12921.         BornItem[] BornItems;//[Offset: 0x95c , Size: 12]
  12922.         int AnchorPlatResID;//[Offset: 0x968 , Size: 4]
  12923.         int AnchorPlatColorID;//[Offset: 0x96c , Size: 4]
  12924.         int64 LastGameResultTime;//[Offset: 0x980 , Size: 8]
  12925.         bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x988 , Size: 1]
  12926.         bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x989 , Size: 1]
  12927.         bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98a , Size: 1]
  12928.         bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98b , Size: 1]
  12929.         bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98c , Size: 1]
  12930.         bool bIsSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98d , Size: 1]
  12931.         uint32 WatchPlayerKey;//[Offset: 0x990 , Size: 4]
  12932.         bool bIsWatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x994 , Size: 1]
  12933.         float UpdateOBCircleCounter;//[Offset: 0x998 , Size: 4]
  12934.         float UpdateOBCircleInterval;//[Offset: 0x99c , Size: 4]
  12935.         bool bAllowAutoSelectTeamMate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a0 , Size: 1]
  12936.         FString[] FriendObservers;//[Offset: 0x9a4 , Size: 12]
  12937.         bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0 , Size: 1]
  12938.         bool bIsSpectatingEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bc , Size: 1]
  12939.         UAEUserWidget* InGameUIRoot;//[Offset: 0xa04 , Size: 8]
  12940.         bool bReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa10 , Size: 1]
  12941.         bool bReconnecting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa11 , Size: 1]
  12942.         delegate PlayerControllerLostDelegate;//[Offset: 0xa20 , Size: 12]
  12943.         delegate SyncDailyTaskInfoDelegate;//[Offset: 0xa2c , Size: 12]
  12944.         delegate PlayerControllerRecoveredDelegate;//[Offset: 0xa38 , Size: 12]
  12945.         delegate PlayerControllerAboutToReconnectDelegate;//[Offset: 0xa44 , Size: 12]
  12946.         delegate PlayerControllerReconnectedDelegate;//[Offset: 0xa50 , Size: 12]
  12947.         delegate PlayerControllerAboutToRespawnDelegate;//[Offset: 0xa5c , Size: 12]
  12948.         delegate PlayerControllerRespawnedDelegate;//[Offset: 0xa68 , Size: 12]
  12949.         delegate PlayerControllerAboutToExitDelegate;//[Offset: 0xa74 , Size: 12]
  12950.         delegate OnPlayerQuitSpectatingForClient;//[Offset: 0xa80 , Size: 12]
  12951.         delegate OnPlayerControllerBattleBeginPlay;//[Offset: 0xa8c , Size: 12]
  12952.         int[] BuffEffectDisplayIDArray;//[Offset: 0xab4 , Size: 12]
  12953.         bool IsDelayNotifyEnterBattleUntilLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac0 , Size: 1]
  12954.         float NotifyTimeOut;//[Offset: 0xac4 , Size: 4]
  12955.         float DelayCloseLoadingTime;//[Offset: 0xac8 , Size: 4]
  12956.         FString NeedLoadLevelName;//[Offset: 0xacc , Size: 12]
  12957.         int AntiDataCD;//[Offset: 0xae8 , Size: 4]
  12958.         int ModeID;//[Offset: 0xaec , Size: 4]
  12959.         bool bOpenReconnectUseCharViewPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf0 , Size: 1]
  12960.         FString LuaFilePath;//[Offset: 0xb08 , Size: 12]
  12961.         float ClientToDSFlowLimitTime;//[Offset: 0xb24 , Size: 4]
  12962.         float ClientToDSFlowLimit;//[Offset: 0xb28 , Size: 4]
  12963.         bool UseingWeaponScheme();// 0x24777bc
  12964.         void TestShowLongTimeNoOperation();// 0x2477780
  12965.         void TestShowConfirmDialogOfMisKill();// 0x247776c
  12966.         void TestRespawn();// 0x1c8c854
  12967.         void TestLogout();// 0x1c8c854
  12968.         void TestCastUIMsgWithPara(FString strMsg, FString module, int TestID);// 0x24775e8
  12969.         void SyncDailyTaskStoreInfo(DailyTaskStoreInfo[] NewDailyTaskStoreList);// 0x247748c
  12970.         void SetUsedSimulationCVar(bool Value);// 0x247740c
  12971.         static void SetTargetMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x247732c
  12972.         void SetPanels(out const UAEUserWidget*[] panels);// 0x2477258
  12973.         static void SetDSMsgReceiveDelegate(delegate InDelegate);// 0x24771bc
  12974.         static void SetClientMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x24770dc
  12975.         void ServerTestLogout();// 0x2477080
  12976.         void ServerSetVoiceId(int VoiceID);// 0x2476fcc
  12977.         void ServerKickSelf();// 0x2476f70
  12978.         void ServerGotoSpectating(Pawn* ViewTarget);// 0x2476ebc
  12979.         void ServerExitGame();// 0x2476e60
  12980.         void ServerAcknowledgeReconnection(uint32 Token);// 0x2476dac
  12981.         void SendLuaDSToClient(int ID, out const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x2476c0c
  12982.         void SendLuaClientToDS(int ID, out const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x2476a6c
  12983.         void RPC_LuaDSToClient(int ID, const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x2476898
  12984.         void RPC_LuaClientToDS(int ID, const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x24766c4
  12985.         void Respawn();// 0x24766a8
  12986.         void ResetUsedSimulationCVar();// 0x2476694
  12987.         void ReleaseInGameUI();// 0x2476678
  12988.         void ReceivePostLoginInit();// 0x2859eb0
  12989.         void PrintStatistics();// 0x1c8c854
  12990.         void PlayerStartIDReceived();// 0x2476664
  12991.         void OnRep_WeaponAvatarDataList();// 0x1f10170
  12992.         void OnRep_WatchPlayerKey();// 0x2476648
  12993.         void OnRep_UsedSimulation();// 0x1e9c74c
  12994.         void OnRep_PveLevel();// 0x247662c
  12995.         void OnRep_PlayerOBInfoList();// 0x2476618
  12996.         void OnRep_LastGameResultTime();// 0x24765fc
  12997.         void OnRep_IsSpectatingEnemy();// 0x24765e0
  12998.         void OnRep_IsSpectating();// 0x24765c4
  12999.         void OnRep_IsObserver();// 0x24765a8
  13000.         void OnRep_InitialWeaponSchemeInfo();// 0x2476594
  13001.         void OnRep_InitialEquipmentAvatar();// 0x1f10038
  13002.         void OnRep_InitialConsumableAvatar();// 0x1f1001c
  13003.         void OnRep_FriendObservers();// 0x2476578
  13004.         void OnRep_CurWeaponSchemeIndex();// 0x1c8c854
  13005.         void OnRep_bRoomOwner();// 0x247655c
  13006.         void NotifyEnterBattle();// 0x2476548
  13007.         void LuaDoString(FString LuaString);// 0x2476484
  13008.         void KickSelf();// 0x1c8c854
  13009.         bool IsSpectator();// 0x247645c
  13010.         bool IsRoomMode();// 0x2476438
  13011.         bool IsPureSpectator();// 0x2476410
  13012.         bool IsObserver();// 0x24763e8
  13013.         bool IsInSpectatingEnemy();// 0x24763c0
  13014.         bool IsInSpectating();// 0x2476398
  13015.         bool IsFriendOrEnemySpectator();// 0x2476370
  13016.         bool IsFriendObserver();// 0x2476348
  13017.         bool IsExited();// 0x2476320
  13018.         bool IsDemoRecSpectator();// 0x24762f8
  13019.         bool IsDemoPlaySpectator();// 0x24762d0
  13020.         bool IsDemoPlayGlobalObserver();// 0x24762a8
  13021.         void InitWithPlayerParams(out const GameModePlayerParams Params);// 0x24761fc
  13022.         void InitWeaponAvatarItems();// 0x24761e0
  13023.         void InitVehicleAvatarList();// 0x24761c4
  13024.         void InitVehicleAdvanceAvatarList();// 0x24761a8
  13025.         void InitIngameUI();// 0x247618c
  13026.         void InitGrenadeAvatarList(bool ReInitial);// 0x1ea0210
  13027.         int GotoSpectating(int PlayerID);// 0x1f0ccb8
  13028.         bool GetWeaponPandentReflect(int wraponID, out int pendantID);// 0x24760b8
  13029.         int GetWeaponAvatarItemId(int ID);// 0x1f0c3dc
  13030.         DailyTaskStoreInfo GetDailyTaskStoreInfoByTaskId(int TaskID);// 0x2476028
  13031.         int GetCurrentWeaponSchemeMainSlotItemId();// 0x2476000
  13032.         uint32 GetCurrentOBPlayerKey();// 0x2475fd0
  13033.         int GetCurrentOBPlayerInfoIndex();// 0x2475fa8
  13034.         void ForceNetReady();// 0x2475f94
  13035.         void ExitGame();// 0x2475f80
  13036.         void ExhaustCPU();// 0x2475f6c
  13037.         void ExecDSCommand(const FString DSCommand);// 0x1f09ecc
  13038.         void ExcuteIntRecord(FString Key, int Count);// 0x2475dd0
  13039.         void ExcuteIntCounterRecord(FString Key, int Count);// 0x2475c34
  13040.         void EnableInGameUI();// 0x2475c20
  13041.         void DumpUAENetActors();// 0x2475c0c
  13042.         void DumpRegions();// 0x2475bf8
  13043.         void DumpNetActors();// 0x1c8c854
  13044.         void DumpCharacters();// 0x2475be4
  13045.         void DumpAllUI();// 0x1c8c854
  13046.         void DumpAllObjects();// 0x1c8c854
  13047.         void DumpAllActors();// 0x1c8c854
  13048.         void DoLuaFile(FString Filename);// 0x1ea51b4
  13049.         void DoCrash();// 0x1c8c854
  13050.         void DisableInGameUI();// 0x2475bd0
  13051.         void ClientShowTeammateEscapeNotice();// 0x2475bb4
  13052.         void ClientRPC_CastUIMsgWithStrings(FString strMsg, FString module, const int TipsID, FString param1, FString param2);// 0x2475918
  13053.         void ClientRPC_CastUIMsgParams(FString strMsg, FString module, const int Type);// 0x247578c
  13054.         void ClientRPC_CastUIMsg(FString strMsg, FString module);// 0x2475644
  13055.         void ClientInitPlayerOBInfoButton();// 0x2475628
  13056.         void ClientBroadcastRespawnComplete();// 0x247560c
  13057.         void ClientBroadcastReconnectionSuccessful();// 0x24755f0
  13058.         void ClientAcknowledgeReconnection(uint32 Token);// 0x2475570
  13059.         void CheckPlayerOBInfoButtonInit();// 0x2475554
  13060.         bool CheckAcknowledgedPawn(Pawn* InPawn);// 0x24754cc
  13061.         void CastUIMsg(FString strMsg, FString module);// 0x2475384
  13062.         void CallLuaTableFunction(FString tableName, FString FunctionName);// 0x247523c
  13063.         void CallLuaGlobalFunction(FString FunctionName);// 0x2475178
  13064.  
  13065. --------------------------------
  13066. Class: WeatherInfo
  13067.         FString WeatherLevelName;//[Offset: 0x0 , Size: 12]
  13068.         int WeatherID;//[Offset: 0xc , Size: 4]
  13069.         float WeatherTime;//[Offset: 0x10 , Size: 4]
  13070.  
  13071. --------------------------------
  13072. Class: PlayerNetStats
  13073.         FString ClientAddr;//[Offset: 0x0 , Size: 12]
  13074.         FString LocalAddr;//[Offset: 0xc , Size: 12]
  13075.         float AvgPing;//[Offset: 0x18 , Size: 4]
  13076.         float MaxPing;//[Offset: 0x1c , Size: 4]
  13077.         float HighPingPercent;//[Offset: 0x20 , Size: 4]
  13078.  
  13079. --------------------------------
  13080. Class: PlayerOBInfo
  13081.         bool IsEnableOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  13082.         uint64 UId;//[Offset: 0x8 , Size: 8]
  13083.         int ZoneID;//[Offset: 0x10 , Size: 4]
  13084.         uint32 PlayerKey;//[Offset: 0x14 , Size: 4]
  13085.         int BattleMode;//[Offset: 0x18 , Size: 4]
  13086.         bool ValidBattleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  13087.         int GameCount;//[Offset: 0x20 , Size: 4]
  13088.         float KDNum;//[Offset: 0x24 , Size: 4]
  13089.  
  13090. --------------------------------
  13091. Class: GameModePlayerRolewearInfo
  13092.         GameModePlayerItem[] RolewearInfo;//[Offset: 0x0 , Size: 12]
  13093.         bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  13094.  
  13095. --------------------------------
  13096. Class: GameModePlayerKnapsackExtInfo
  13097.         GameModePlayerKnapsackSingleInfo KnapsackExtInfo;//[Offset: 0x0 , Size: 72]
  13098.         bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1]
  13099.         int WearIndex;//[Offset: 0x4c , Size: 4]
  13100.  
  13101. --------------------------------
  13102. Class: GameModePlayerKnapsackSingleInfo
  13103.         int Parachute;//[Offset: 0x0 , Size: 4]
  13104.         int BagSkin;//[Offset: 0x4 , Size: 4]
  13105.         int HelmetSkin;//[Offset: 0x8 , Size: 4]
  13106.         int FlySkin;//[Offset: 0xc , Size: 4]
  13107.         int GrenadeSkin;//[Offset: 0x10 , Size: 4]
  13108.         GameModePlayerConsumableAvatar ConsumableAvatarList;//[Offset: 0x14 , Size: 16]
  13109.         GameModePlayerItem[] WeaponList;//[Offset: 0x24 , Size: 12]
  13110.         GameModePlayerItem[] VehicleSkinList;//[Offset: 0x30 , Size: 12]
  13111.         GameModePlayerItem[] BackPackPendantList;//[Offset: 0x3c , Size: 12]
  13112.  
  13113. --------------------------------
  13114. Class: GameModePlayerConsumableAvatar
  13115.         int GrenadeAvatarShoulei;//[Offset: 0x0 , Size: 4]
  13116.         int GrenadeAvatarSmoke;//[Offset: 0x4 , Size: 4]
  13117.         int GrenadeAvatarStun;//[Offset: 0x8 , Size: 4]
  13118.         int GrenadeAvatarBurn;//[Offset: 0xc , Size: 4]
  13119.  
  13120. --------------------------------
  13121. Class: GameModePlayeWeaponSchemeInfo
  13122.         int SchemeIndex;//[Offset: 0x0 , Size: 4]
  13123.         bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  13124.         GameModePlayeWeaponSchemeSlotInfo[] SlotList;//[Offset: 0x8 , Size: 12]
  13125.  
  13126. --------------------------------
  13127. Class: GameModePlayeWeaponSchemeSlotInfo
  13128.         int SlotIndex;//[Offset: 0x0 , Size: 4]
  13129.         int ItemID;//[Offset: 0x4 , Size: 4]
  13130.         int Count;//[Offset: 0x8 , Size: 4]
  13131.         int[] AttachList;//[Offset: 0xc , Size: 12]
  13132.  
  13133. --------------------------------
  13134. Class: VehicleAvatarData
  13135.         int VehicleSkinID;//[Offset: 0x0 , Size: 4]
  13136.         int[] VehicleStyleIDList;//[Offset: 0x4 , Size: 12]
  13137.         VehicleAvatarStyle[] VehicleAvatarStyle;//[Offset: 0x10 , Size: 12]
  13138.  
  13139. --------------------------------
  13140. Class: VehicleAvatarStyle
  13141.         int ModelID;//[Offset: 0x0 , Size: 4]
  13142.         int ColorID;//[Offset: 0x4 , Size: 4]
  13143.         int PatternID;//[Offset: 0x8 , Size: 4]
  13144.         int ParticleID;//[Offset: 0xc , Size: 4]
  13145.  
  13146. --------------------------------
  13147. Class: GameModePlayerEquipmentAvatar
  13148.         int BagAvatar;//[Offset: 0x0 , Size: 4]
  13149.         int HelmetAvatar;//[Offset: 0x4 , Size: 4]
  13150.         int ArmorAvatar;//[Offset: 0x8 , Size: 4]
  13151.  
  13152. --------------------------------
  13153. Class: GameModeWeaponAvatarData
  13154.         int ParentID;//[Offset: 0x0 , Size: 4]
  13155.         int AvatarSpecificID;//[Offset: 0x4 , Size: 4]
  13156.  
  13157. --------------------------------
  13158. Class: GameModePlayerExpressionItem.GameModePlayerItem
  13159.  
  13160. --------------------------------
  13161. Class: GameModeWeaponDIYPlanData
  13162.         int WeaponAvatarID;//[Offset: 0x0 , Size: 4]
  13163.         int PlanID;//[Offset: 0x4 , Size: 4]
  13164.  
  13165. --------------------------------
  13166. Class: SpecialPickItem
  13167.         int item_id;//[Offset: 0x0 , Size: 4]
  13168.         int cur_count;//[Offset: 0x4 , Size: 4]
  13169.         int total_count;//[Offset: 0x8 , Size: 4]
  13170.  
  13171. --------------------------------
  13172. Class: DailyTaskStoreInfo
  13173.         int TaskID;//[Offset: 0x0 , Size: 4]
  13174.         int State;//[Offset: 0x4 , Size: 4]
  13175.         int Progress;//[Offset: 0x8 , Size: 4]
  13176.  
  13177. --------------------------------
  13178. Class: BornItem
  13179.         int BornItemID;//[Offset: 0x0 , Size: 4]
  13180.         int BornItemCount;//[Offset: 0x4 , Size: 4]
  13181.         int BornItemFlags;//[Offset: 0x8 , Size: 4]
  13182.  
  13183. --------------------------------
  13184. Class: BattleSceneAvatarDisplayInfo
  13185.         FString PlayerName;//[Offset: 0x0 , Size: 12]
  13186.         FString PlayerUIDStr;//[Offset: 0xc , Size: 12]
  13187.         int PlayerGender;//[Offset: 0x18 , Size: 4]
  13188.         bool bIsMVP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  13189.         int[] EquipedAvatarList;//[Offset: 0x20 , Size: 12]
  13190.         int[] EquipedWeaponList;//[Offset: 0x2c , Size: 12]
  13191.  
  13192. --------------------------------
  13193. Class: ClientFatalDamageRecordData
  13194.         FString Causer;//[Offset: 0x0 , Size: 12]
  13195.         FString CauserNation;//[Offset: 0xc , Size: 12]
  13196.         FString VictimName;//[Offset: 0x18 , Size: 12]
  13197.         FString VictimNation;//[Offset: 0x24 , Size: 12]
  13198.         FString FuzzyCauserName;//[Offset: 0x30 , Size: 12]
  13199.         FString FuzzyVictimName;//[Offset: 0x3c , Size: 12]
  13200.         int DamageType;//[Offset: 0x48 , Size: 4]
  13201.         int AdditionalParam;//[Offset: 0x4c , Size: 4]
  13202.         int CauserWeaponAvatarID;//[Offset: 0x50 , Size: 4]
  13203.         int CauserClothAvatarID;//[Offset: 0x54 , Size: 4]
  13204.         bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  13205.         int ResultHealthStatus;//[Offset: 0x5c , Size: 4]
  13206.         byte RecordRelationShip;//[Offset: 0x60 , Size: 1]
  13207.         int PreviousHealthStatus;//[Offset: 0x64 , Size: 4]
  13208.         int causerAnchorPlatformResID;//[Offset: 0x68 , Size: 4]
  13209.         int causerAnchorPlatformColorID;//[Offset: 0x6c , Size: 4]
  13210.         int realKillerAnchorPlatformResID;//[Offset: 0x70 , Size: 4]
  13211.         int realKillerAnchorPlatformColorID;//[Offset: 0x74 , Size: 4]
  13212.         int victimAnchorPlatformResID;//[Offset: 0x78 , Size: 4]
  13213.         int victimAnchorPlatformColorID;//[Offset: 0x7c , Size: 4]
  13214.         FString CauserPicURL;//[Offset: 0x80 , Size: 12]
  13215.         FString VictimPicURL;//[Offset: 0x8c , Size: 12]
  13216.         FString RealKillerName;//[Offset: 0x98 , Size: 12]
  13217.         int RealKillNum;//[Offset: 0xa4 , Size: 4]
  13218.         byte CauserType;//[Offset: 0xa8 , Size: 1]
  13219.         byte VictimType;//[Offset: 0xa9 , Size: 1]
  13220.         int CauserTeamID;//[Offset: 0xac , Size: 4]
  13221.         int VictimTeamID;//[Offset: 0xb0 , Size: 4]
  13222.  
  13223. --------------------------------
  13224. Class: SensibilityConfig
  13225.         SensibilityMode NormalMode;//[Offset: 0x0 , Size: 32]
  13226.         SensibilityMode FireMode;//[Offset: 0x20 , Size: 32]
  13227.         SensibilityMode MotionMode;//[Offset: 0x40 , Size: 32]
  13228.         float VehicleEye;//[Offset: 0x60 , Size: 4]
  13229.         float ParachuteEye;//[Offset: 0x64 , Size: 4]
  13230.         float FPPEye;//[Offset: 0x68 , Size: 4]
  13231.         int SideMirrorModeC;//[Offset: 0x6c , Size: 4]
  13232.         <int,SightMaterialConfig> MaterialConfigs;//[Offset: 0x70 , Size: 60]
  13233.  
  13234. --------------------------------
  13235. Class: SensibilityMode
  13236.         float NoAim;//[Offset: 0x0 , Size: 4]
  13237.         float Sight1X;//[Offset: 0x4 , Size: 4]
  13238.         float Sight2X;//[Offset: 0x8 , Size: 4]
  13239.         float Sight3X;//[Offset: 0xc , Size: 4]
  13240.         float Sight4X;//[Offset: 0x10 , Size: 4]
  13241.         float Sight6X;//[Offset: 0x14 , Size: 4]
  13242.         float Sight8X;//[Offset: 0x18 , Size: 4]
  13243.         float FPPNoAim;//[Offset: 0x1c , Size: 4]
  13244.  
  13245. --------------------------------
  13246. Class: SightMaterialConfig
  13247.         int Color;//[Offset: 0x0 , Size: 4]
  13248.         int Type;//[Offset: 0x4 , Size: 4]
  13249.  
  13250. --------------------------------
  13251. Class: KillOrPutDownMessage
  13252.         byte MsgType;//[Offset: 0x0 , Size: 1]
  13253.         FString AttackActionName;//[Offset: 0x4 , Size: 12]
  13254.         FString AttackName;//[Offset: 0x10 , Size: 12]
  13255.         bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  13256.         int KillNum;//[Offset: 0x20 , Size: 4]
  13257.         bool bShowKillNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  13258.         FString FullMsg;//[Offset: 0x28 , Size: 12]
  13259.         int victimAnchorPlatformResID;//[Offset: 0x34 , Size: 4]
  13260.         FString VictimPlayerName;//[Offset: 0x38 , Size: 12]
  13261.  
  13262. --------------------------------
  13263. Class: NewbieGuideComponent.ActorComponent.Object
  13264.         int CurTipsID;//[Offset: 0xbc , Size: 4]
  13265.         bool IsStartShowingGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1]
  13266.         bool OpenNewbieGuideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1 , Size: 1]
  13267.         float GuideInterval;//[Offset: 0xc4 , Size: 4]
  13268.         int MaxGuideLevel;//[Offset: 0xc8 , Size: 4]
  13269.         class STNewBieGuideConfig* uBRNewGuideConfig;//[Offset: 0xd0 , Size: 40]
  13270.         class Object[] tGuideConfigClassArray;//[Offset: 0xf8 , Size: 12]
  13271.         STNewBieGuideConfig*[] tGuideConfigArray;//[Offset: 0x104 , Size: 12]
  13272.         class STNewBieGuideConfig* uModNewGuideConfig;//[Offset: 0x110 , Size: 40]
  13273.         NewbieGuideItem[] tItems;//[Offset: 0x138 , Size: 12]
  13274.         STExtraPlayerController* OwnerController;//[Offset: 0x144 , Size: 4]
  13275.         int[] FinishedTips;//[Offset: 0x148 , Size: 12]
  13276.         int[] FinishedCounts;//[Offset: 0x154 , Size: 12]
  13277.         int PlayerLevel;//[Offset: 0x160 , Size: 4]
  13278.         byte curPlayerCategory;//[Offset: 0x164 , Size: 1]
  13279.         void TriggerNewbieEvent(FString NewbieEvent);// 0x1ddf6f0
  13280.         void ShowHideGuide(int TipsID, bool bShow);// 0x1ddf62c
  13281.         void SendNewbieMsg(int TipsID, bool isStart, int tipsIndex);// 0x1ddf520
  13282.         void OnUIAssetLoadFinsh(LoadGuideUIFinishRet inFinishRet);// 0x1ddf4a4
  13283.         void OnNewbieEventMapUpdate__DelegateSignature();// 0x2859eb0
  13284.         void OnLoadGuideConfigFinish(LoadGuideConfig inFinishRet);// 0x1ddf324
  13285.         void InitComponent(STExtraPlayerController* _OwnerController, int[] _FinishedTips, int[] _FinishedCounts, byte _curPlayerCategory, int _PlayerLevel);// 0x1ddefe0
  13286.         void HandleNewbieGuideEnd(FString GuideID, FString EndType);// 0x1ddeea0
  13287.         void HandleNewbieGuideBegin(FString GuideID);// 0x1ddede4
  13288.         bool GetIsAllowNewGuide();// 0x1ddedbc
  13289.         bool GetIsAllowLuaNewGuide();// 0x1dded94
  13290.         void AddGuidItem(class STNewBieGuideConfig Config);// 0x1ddec14
  13291.  
  13292. --------------------------------
  13293. Class: STNewBieGuideConfig.Object
  13294.         NewbieGuideItem[] tItems;//[Offset: 0x1c , Size: 12]
  13295.  
  13296. --------------------------------
  13297. Class: NewbieGuideItem
  13298.         int ID;//[Offset: 0x0 , Size: 4]
  13299.         FString Name;//[Offset: 0x4 , Size: 12]
  13300.         byte Type;//[Offset: 0x10 , Size: 1]
  13301.         int MaxGuideCounts;//[Offset: 0x14 , Size: 4]
  13302.         int MaxGuideLevel;//[Offset: 0x18 , Size: 4]
  13303.         byte[] SubjectPlayerTypes;//[Offset: 0x1c , Size: 12]
  13304.         int Priority;//[Offset: 0x28 , Size: 4]
  13305.         int MuteFlag;//[Offset: 0x2c , Size: 4]
  13306.         int PreconditionID;//[Offset: 0x30 , Size: 4]
  13307.         float PreconditionTipTimeGap;//[Offset: 0x34 , Size: 4]
  13308.         STNewbieGuideConditionBase*[] Conditions;//[Offset: 0x38 , Size: 12]
  13309.         STNewbieGuideSuccessListenerBase* QuickFinishedListener;//[Offset: 0x44 , Size: 4]
  13310.         STNewbieGuideSuccessListenerBase*[] QuickFinishedListenerList;//[Offset: 0x48 , Size: 12]
  13311.         float Duration;//[Offset: 0x54 , Size: 4]
  13312.         NewbieGuideUIInfo[] UIInfos;//[Offset: 0x58 , Size: 12]
  13313.         bool UseNewEdition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1]
  13314.  
  13315. --------------------------------
  13316. Class: STNewbieGuideConditionBase.Object
  13317.         Controller* OwnerController;//[Offset: 0x20 , Size: 8]
  13318.         FString LuaFilePath;//[Offset: 0x28 , Size: 12]
  13319.         bool ReconnectRecover();// 0x1d15c3c
  13320.         bool IsOK();// 0x1d15c80
  13321.  
  13322. --------------------------------
  13323. Class: STNewbieGuideSuccessListenerBase.GSListenerBase.Object
  13324.         bool GuideFinishedByPlayer();// 0x1dde770
  13325.  
  13326. --------------------------------
  13327. Class: GSListenerBase.Object
  13328.         delegate OnGSListenerBaseTrigger;//[Offset: 0x1c , Size: 12]
  13329.         Controller* OwnerController;//[Offset: 0x28 , Size: 8]
  13330.         bool bAutoDisableWhenTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  13331.         float DelayTime;//[Offset: 0x34 , Size: 4]
  13332.         bool ReconnectRecover();// 0x1d15c3c
  13333.         void OnEventTrigger();// 0x1ca06b8
  13334.         Actor* GetCurrentEventOwnerActor();// 0x1d944ec
  13335.         bool EnableListener();// 0x1d79dc0
  13336.         bool DisableListener();// 0x1d15c80
  13337.  
  13338. --------------------------------
  13339. Class: NewbieGuideUIInfo
  13340.         class UAEUserWidget* WidgetClassPath;//[Offset: 0x0 , Size: 40]
  13341.         bool isMountUIDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  13342.         FString MountName;//[Offset: 0x2c , Size: 12]
  13343.         FString MountOuterName;//[Offset: 0x38 , Size: 12]
  13344.         AnchorData LayoutData;//[Offset: 0x44 , Size: 40]
  13345.         FString LogicManagerNames;//[Offset: 0x6c , Size: 12]
  13346.         bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78 , Size: 1]
  13347.         int ZOrder;//[Offset: 0x7c , Size: 4]
  13348.         Widget* UIWidget;//[Offset: 0x80 , Size: 4]
  13349.         class Object* UIWidgetClass;//[Offset: 0x84 , Size: 4]
  13350.  
  13351. --------------------------------
  13352. Class: AnchorData
  13353.         Margin Offsets;//[Offset: 0x0 , Size: 16]
  13354.         Anchors Anchors;//[Offset: 0x10 , Size: 16]
  13355.         Vector2D Alignment;//[Offset: 0x20 , Size: 8]
  13356.  
  13357. --------------------------------
  13358. Class: LoadGuideUIFinishRet
  13359.  
  13360. --------------------------------
  13361. Class: LoadGuideConfig
  13362.  
  13363. --------------------------------
  13364. Class: TimeLineSyncComponent.ActorComponent.Object
  13365.         void RPC_SrvSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf, double InClientTime);// 0x1f79eb4
  13366.         void RPC_SrvSyncTimeLine(double InSrvSendTime, double InClientTime);// 0x1f79da0
  13367.         void RPC_GetClientTimeRespond(int Index, float serverLevelTime, int64 serverSystemTime, double serverBootTime);// 0x1f79bf4
  13368.         void RPC_GetClientTimeRequest(int Index);// 0x1f79b40
  13369.         void RPC_ClientSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf);// 0x1f79a44
  13370.         void RPC_ClientSyncTimeLine(double InServerTime);// 0x1f79984
  13371.         void ReportDebugInfo(int RporetedId);// 0x1f798d0
  13372.         void OnServerAboutToReconnect();// 0x1f798bc
  13373.         void GetClientTimeInterval();// 0x1f798a8
  13374.         void CheckTimeLine();// 0x1f79894
  13375.  
  13376. --------------------------------
  13377. Class: TimeWatchDogComponent.ActorComponent.Object
  13378.         bool bUseTimeSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  13379.         float TimeStartDelay;//[Offset: 0xc0 , Size: 4]
  13380.         float SyncInterval;//[Offset: 0xc4 , Size: 4]
  13381.         void RPC_SrvSyncTimeLine(float InSrvSendTime, float InClientTime);// 0x1f7aea8
  13382.         void RPC_ClientSyncTimeLine(float InServerTime);// 0x1c72848
  13383.         void OnTimeInspectorColdMove_Vehicle();// 0x1f7ae94
  13384.         void OnTimeInspectorColdMove_Own();// 0x1f7ae80
  13385.         void OnServerAboutToReconnect();// 0x1f7ae6c
  13386.         void CheckTimeLine();// 0x1f7ae58
  13387.  
  13388. --------------------------------
  13389. Class: PlayerAntiCheatManager.ActorComponent.Object
  13390.         VerifySwitch VsHitDetail;//[Offset: 0x134 , Size: 12]
  13391.         VerifySwitch VsFlyDist2D;//[Offset: 0x140 , Size: 12]
  13392.         VerifySwitch VsFlyDist3D;//[Offset: 0x14c , Size: 12]
  13393.         VerifySwitch VsFlyGravitySimple;//[Offset: 0x158 , Size: 12]
  13394.         VerifySwitch VsFlyGravityDetail;//[Offset: 0x164 , Size: 12]
  13395.         VerifySwitch VsRelMoveFailed;//[Offset: 0x170 , Size: 12]
  13396.         VerifySwitch VsPureMoveSpeed;//[Offset: 0x17c , Size: 12]
  13397.         VerifySwitch VsNoHitDetail;//[Offset: 0x188 , Size: 12]
  13398.         VerifySwitch VsFakeTraceMissMatch;//[Offset: 0x194 , Size: 12]
  13399.         VerifySwitch VsSilentProtect01;//[Offset: 0x1a0 , Size: 12]
  13400.         VerifySwitch VsSilentProtect02;//[Offset: 0x1ac , Size: 12]
  13401.         VerifySwitch VsLocusCheckHorizon;//[Offset: 0x1b8 , Size: 12]
  13402.         VerifySwitch VsLocusCheckZ;//[Offset: 0x1c4 , Size: 12]
  13403.         VerifySwitch VsLocusCheckHorizonSingle;//[Offset: 0x1d0 , Size: 12]
  13404.         VerifySwitch VsLocusCheckHorizonBigBox;//[Offset: 0x1dc , Size: 12]
  13405.         VerifySwitch VsMuzzleDataWrong;//[Offset: 0x1e8 , Size: 12]
  13406.         VerifySwitch VsMuzzleRangeCircle;//[Offset: 0x1f4 , Size: 12]
  13407.         VerifySwitch VsMuzzleRangeUp;//[Offset: 0x200 , Size: 12]
  13408.         VerifySwitch VsMuzzleRangeForward;//[Offset: 0x20c , Size: 12]
  13409.         VerifySwitch VsMuzzleRangeRight;//[Offset: 0x218 , Size: 12]
  13410.         VerifySwitch VsDeConAndTimeOld;//[Offset: 0x224 , Size: 12]
  13411.         VerifySwitch VsMaxWeaponToBaseFailed;//[Offset: 0x230 , Size: 12]
  13412.         VerifySwitch VsBulletDirFailed;//[Offset: 0x23c , Size: 12]
  13413.         VerifySwitch VsBulletBornFailed;//[Offset: 0x248 , Size: 12]
  13414.         VerifySwitch VsBoneScale;//[Offset: 0x254 , Size: 12]
  13415.         VerifySwitch VsHitBoneNameNone;//[Offset: 0x260 , Size: 12]
  13416.         VerifySwitch VsHitBoneHitMissMatch;//[Offset: 0x26c , Size: 12]
  13417.         VerifySwitch VsBulletID;//[Offset: 0x278 , Size: 12]
  13418.         VerifySwitch VsWeaponHasNoBase;//[Offset: 0x284 , Size: 12]
  13419.         VerifySwitch VsBlockStaticToDynamic;//[Offset: 0x290 , Size: 12]
  13420.         VerifySwitch VsMoveTimeStampError;//[Offset: 0x29c , Size: 12]
  13421.         VerifySwitch VsVehicleTimeStampError;//[Offset: 0x2a8 , Size: 12]
  13422.         VerifySwitch VsWatchTimeStampError;//[Offset: 0x2b4 , Size: 12]
  13423.         int MaxShootPointPassWall;//[Offset: 0x2c0 , Size: 4]
  13424.         int MaxMuzzleHeightTime;//[Offset: 0x2c4 , Size: 4]
  13425.         int MaxLocusFailTime;//[Offset: 0x2c8 , Size: 4]
  13426.         int MaxBulletVictimClientPassWallTimes;//[Offset: 0x2cc , Size: 4]
  13427.         int MaxGunPosErrorTimes;//[Offset: 0x2d0 , Size: 4]
  13428.         float MaxSkeletonLength;//[Offset: 0x2d4 , Size: 4]
  13429.         int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0x2d8 , Size: 4]
  13430.         int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x2dc , Size: 4]
  13431.         int MaxAllowVehicleAccTime;//[Offset: 0x2e0 , Size: 4]
  13432.         int MaxShooterDataNumErrorCnt;//[Offset: 0x2e4 , Size: 4]
  13433.         VerifySwitch VsBoneInfo;//[Offset: 0x2e8 , Size: 12]
  13434.         VerifySwitch VsJumpMaxHeight;//[Offset: 0x2f4 , Size: 12]
  13435.         VerifySwitch VsJumpMaxHeight15;//[Offset: 0x300 , Size: 12]
  13436.         VerifySwitch VsJumpMaxHeight2;//[Offset: 0x30c , Size: 12]
  13437.         VerifySwitch VsTimeLineUpFailed;//[Offset: 0x318 , Size: 12]
  13438.         VerifySwitch VsTimeLineDnFailed;//[Offset: 0x324 , Size: 12]
  13439.         VerifySwitch VsTimeLineBlock;//[Offset: 0x330 , Size: 12]
  13440.         VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x33c , Size: 12]
  13441.         VerifySwitch VsSysTimeRateCheck;//[Offset: 0x348 , Size: 12]
  13442.         VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x354 , Size: 12]
  13443.         VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x360 , Size: 12]
  13444.         VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x36c , Size: 12]
  13445.         VerifySwitch VsShootGunInfoCheck;//[Offset: 0x378 , Size: 12]
  13446.         VerifySwitch VsDynamicBasePassWall;//[Offset: 0x384 , Size: 12]
  13447.         VerifySwitch VsShootTimeConDelta;//[Offset: 0x390 , Size: 12]
  13448.         VerifySwitch VsShootTimeDeConMerged;//[Offset: 0x39c , Size: 12]
  13449.         int MaxMergedStrategy1;//[Offset: 0x3a8 , Size: 4]
  13450.         int MaxMergedStrategy2;//[Offset: 0x3ac , Size: 4]
  13451.         VerifySwitch VsShootTimeDeConFrameControl;//[Offset: 0x3b0 , Size: 12]
  13452.         VerifySwitch VsShootTimeServerNoConnSpan;//[Offset: 0x3bc , Size: 12]
  13453.         VerifySwitch VsServerNoOldShoot;//[Offset: 0x3c8 , Size: 12]
  13454.         VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x3d4 , Size: 12]
  13455.         VerifySwitch VsParachuteVelocityCheck;//[Offset: 0x3e0 , Size: 12]
  13456.         float MaxFuelConsume;//[Offset: 0x3ec , Size: 4]
  13457.         VerifySwitch VsHighMuzzleShootDown;//[Offset: 0x470 , Size: 12]
  13458.         VerifySwitch VsWeaponScopeHeightError;//[Offset: 0x47c , Size: 12]
  13459.         VerifySwitch VsWeaponScopeDisError;//[Offset: 0x488 , Size: 12]
  13460.         VerifySwitch VsOwnerHeadAndMuzzlePassWall;//[Offset: 0x494 , Size: 12]
  13461.         VerifySwitch VsImpactPointAndActorDisBig;//[Offset: 0x4a0 , Size: 12]
  13462.         VerifySwitch VsImpactPointAndBulletDisBig;//[Offset: 0x4ac , Size: 12]
  13463.         VerifySwitch VsShooterPosByNetdelayInvalid;//[Offset: 0x4b8 , Size: 12]
  13464.         VerifySwitch VsVictmPosByNetdelayInvalid;//[Offset: 0x4c4 , Size: 12]
  13465.         VerifySwitch VsShootVerifyInvalid;//[Offset: 0x4d0 , Size: 12]
  13466.         bool bOpenDetailDataCollect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc , Size: 1]
  13467.         bool bOpenSocialIslandJump2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dd , Size: 1]
  13468.         VerifySwitch VsClientImpactActorOffset;//[Offset: 0x4e0 , Size: 12]
  13469.         VerifySwitch VsClientBulletOffset;//[Offset: 0x4ec , Size: 12]
  13470.         VerifySwitch VsClientBulletDir;//[Offset: 0x4f8 , Size: 12]
  13471.         VerifySwitch VsClientWeaponHeight;//[Offset: 0x504 , Size: 12]
  13472.         VerifySwitch VsClientDownShoot;//[Offset: 0x510 , Size: 12]
  13473.         VerifySwitch VsImpactActorPosWithNoHisPos;//[Offset: 0x51c , Size: 12]
  13474.         VerifySwitch FarJump;//[Offset: 0x528 , Size: 12]
  13475.         VerifySwitch VsShootAngleInVaild;//[Offset: 0x534 , Size: 12]
  13476.         VerifySwitch VsMuzzleAndTailPosInVaild;//[Offset: 0x540 , Size: 12]
  13477.         VerifySwitch VsMuzzleAndImpactPassWall;//[Offset: 0x54c , Size: 12]
  13478.         VerifySwitch VsMuzzleAndTailPassWall;//[Offset: 0x558 , Size: 12]
  13479.         VerifySwitch VsImpactActorPosOffsetBig;//[Offset: 0x564 , Size: 12]
  13480.         VerifySwitch VsImpactPointChangeSmall;//[Offset: 0x570 , Size: 12]
  13481.         VerifySwitch VsImpactBulletPosOffsetBig;//[Offset: 0x57c , Size: 12]
  13482.         VerifySwitch VsTotalImactCharacterNum;//[Offset: 0x588 , Size: 12]
  13483.         AntiCheatDetailData CatchReportAntiCheatDetailData;//[Offset: 0x594 , Size: 28]
  13484.         int MaxCatchWeaponAntiDataNLength;//[Offset: 0x5b0 , Size: 4]
  13485.         VerifySwitch ClientTimeSpeedAcc;//[Offset: 0x5b4 , Size: 12]
  13486.         VerifySwitch SpeedCheatOver10;//[Offset: 0x5dc , Size: 12]
  13487.         VerifySwitch SpeedCheatOver15;//[Offset: 0x5e8 , Size: 12]
  13488.         VerifySwitch SpeedCheatOver20;//[Offset: 0x5f4 , Size: 12]
  13489.         VerifySwitch SpeedQuickCheck;//[Offset: 0x600 , Size: 12]
  13490.         void ReportAntiCheatDetailData();// 0x1dfb820
  13491.         void PushWeaponAntiData(out WeaponAntiData NewWeaponAntiData);// 0x1dfb784
  13492.         void OnRecoverOnServer();// 0x1dfb770
  13493.         void OnPreReconnectOnServer();// 0x1dfb75c
  13494.  
  13495. --------------------------------
  13496. Class: VerifySwitch
  13497.         int PunishThresHold;//[Offset: 0x0 , Size: 4]
  13498.         bool bShouldPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  13499.  
  13500. --------------------------------
  13501. Class: AntiCheatDetailData
  13502.         uint16 AreaID;//[Offset: 0x0 , Size: 2]
  13503.         int8 PlatID;//[Offset: 0x2 , Size: 1]
  13504.         FString ZoneID;//[Offset: 0x4 , Size: 12]
  13505.         WeaponAntiData[] WeaponAntiDataList;//[Offset: 0x10 , Size: 12]
  13506.  
  13507. --------------------------------
  13508. Class: WeaponAntiData
  13509.         uint16 MuzzleFloorHeight;//[Offset: 0x0 , Size: 2]
  13510.         int16 MuzzleActorHeadHeight;//[Offset: 0x2 , Size: 2]
  13511.         uint16 ImplactPointAndActorDis;//[Offset: 0x4 , Size: 2]
  13512.         uint16 ImplactPointAndBulletDis;//[Offset: 0x6 , Size: 2]
  13513.         uint16 ImplactPoinPosChange;//[Offset: 0x8 , Size: 2]
  13514.         uint16 BulletAndGunAngle;//[Offset: 0xa , Size: 2]
  13515.         uint16 NetDelay;//[Offset: 0xc , Size: 2]
  13516.         uint32 ShooterPosDis;//[Offset: 0x10 , Size: 4]
  13517.         uint32 VictmPosDis;//[Offset: 0x14 , Size: 4]
  13518.  
  13519. --------------------------------
  13520. Class: CommonCameraModeData
  13521.         SwitchCameraData SwitchCameraData;//[Offset: 0x0 , Size: 36]
  13522.  
  13523. --------------------------------
  13524. Class: SwitchCameraData.CameraData
  13525.         float StartCameraSwitchDelayTimeFrom_Normal;//[Offset: 0x14 , Size: 4]
  13526.         float StartCameraSwitchDelayTimeFrom_Near;//[Offset: 0x18 , Size: 4]
  13527.         float StartCameraSwitchDelayTimeFrom_Aim;//[Offset: 0x1c , Size: 4]
  13528.         float CameraSwitchTime;//[Offset: 0x20 , Size: 4]
  13529.  
  13530. --------------------------------
  13531. Class: CameraData
  13532.         float CameraFOV;//[Offset: 0x0 , Size: 4]
  13533.         Vector SpringArmSocketOffset;//[Offset: 0x4 , Size: 12]
  13534.         float SpringArmLength;//[Offset: 0x10 , Size: 4]
  13535.  
  13536. --------------------------------
  13537. Class: AimCameraModeData
  13538.         SwitchCameraData SwitchCameraData;//[Offset: 0x0 , Size: 36]
  13539.  
  13540. --------------------------------
  13541. Class: CameraViewPitchLimitData
  13542.         float ViewPitchMin;//[Offset: 0x0 , Size: 4]
  13543.         float ViewPitchMax;//[Offset: 0x4 , Size: 4]
  13544.  
  13545. --------------------------------
  13546. Class: ServerHitEnemyReplicatedData
  13547.         STExtraBaseCharacter* HitTargetPawn;//[Offset: 0x0 , Size: 4]
  13548.         uint32 EventId;//[Offset: 0x4 , Size: 4]
  13549.  
  13550. --------------------------------
  13551. Class: WeaponSystemReconnectReplicateData
  13552.         FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x0 , Size: 8]
  13553.         FName LastUseLogicSlot;//[Offset: 0x8 , Size: 8]
  13554.         FName[] GrenadeLogicSlotList;//[Offset: 0x10 , Size: 12]
  13555.         ItemDefineID[] GrenadeDefineIDList;//[Offset: 0x1c , Size: 12]
  13556.  
  13557. --------------------------------
  13558. Class: TeamMateStateInfo
  13559.         STExtraPlayerState* PlayerState;//[Offset: 0x0 , Size: 4]
  13560.         Vector Location;//[Offset: 0x4 , Size: 12]
  13561.         Rotator Rotation;//[Offset: 0x10 , Size: 12]
  13562.  
  13563. --------------------------------
  13564. Class: STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Object
  13565.         int CommonRank;//[Offset: 0xb2c , Size: 4]
  13566.         FString IniTeamLeaderName;//[Offset: 0xb30 , Size: 12]
  13567.         enum LiveState;//[Offset: 0xb3c , Size: 1]
  13568.         CharacterAutoFollowStruct AutoFollowInfo;//[Offset: 0xb40 , Size: 8]
  13569.         STExtraBaseCharacter* CharacterOwner;//[Offset: 0xb48 , Size: 4]
  13570.         STExtraBaseCharacter* SpectatingCharacterOwner;//[Offset: 0xb4c , Size: 4]
  13571.         float PlayerHealth;//[Offset: 0xb50 , Size: 4]
  13572.         float PlayerHealthMax;//[Offset: 0xb54 , Size: 4]
  13573.         float PlayerTemperature;//[Offset: 0xb58 , Size: 4]
  13574.         float PlayerTemperatureMax;//[Offset: 0xb5c , Size: 4]
  13575.         CharacterLocAndRot SelfLocAndRot;//[Offset: 0xb60 , Size: 24]
  13576.         CharacterLocAndRot UAVLocAndRot;//[Offset: 0xb78 , Size: 24]
  13577.         enum EUAVUseType;//[Offset: 0xb90 , Size: 1]
  13578.         bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb91 , Size: 1]
  13579.         enum eCurVehicleType;//[Offset: 0xb92 , Size: 1]
  13580.         enum EUAVCharacterMsgType;//[Offset: 0xb93 , Size: 1]
  13581.         Vector PlayerDeadLocation;//[Offset: 0xb94 , Size: 12]
  13582.         Vector PlayerBoxLocation;//[Offset: 0xba0 , Size: 12]
  13583.         Vector MapMark;//[Offset: 0xbac , Size: 12]
  13584.         bool IsRestartAtPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbb8 , Size: 1]
  13585.         Vector RestartLocation;//[Offset: 0xbbc , Size: 12]
  13586.         Rotator RestartRotate;//[Offset: 0xbc8 , Size: 12]
  13587.         <int,int> UseQuickMsgMap;//[Offset: 0xbd4 , Size: 60]
  13588.         <int,int> UseWheelMsgMap;//[Offset: 0xc10 , Size: 60]
  13589.         byte PlayerUseQuickSight;//[Offset: 0xc4c , Size: 1]
  13590.         byte ShowMsgCnt;//[Offset: 0xc4d , Size: 1]
  13591.         byte UserConfirmCnt;//[Offset: 0xc4e , Size: 1]
  13592.         byte UserCancelCnt;//[Offset: 0xc4f , Size: 1]
  13593.         byte UserDoNothingCnt;//[Offset: 0xc50 , Size: 1]
  13594.         float FPSBeforeAdapt;//[Offset: 0xc54 , Size: 4]
  13595.         float FPSAfterAdapt;//[Offset: 0xc58 , Size: 4]
  13596.         int AirDropBoxFirstPickUpNum;//[Offset: 0xc74 , Size: 4]
  13597.         STExtraPlayerState*[] TeamMatePlayerStateList;//[Offset: 0xc78 , Size: 12]
  13598.         int TeamMatePlayerStateIndex;//[Offset: 0xc84 , Size: 4]
  13599.         int PlayerLayerID;//[Offset: 0xc88 , Size: 4]
  13600.         VisualFieldInfo VisualFieldInfo;//[Offset: 0xc8c , Size: 16]
  13601.         int Breath;//[Offset: 0xc9c , Size: 4]
  13602.         DriveCarNotify DriveCarNotify;//[Offset: 0xca0 , Size: 12]
  13603.         float EnegyBuffStage1;//[Offset: 0xcac , Size: 4]
  13604.         float EnegyBuffStage2;//[Offset: 0xcb0 , Size: 4]
  13605.         float EnegyBuffStage3;//[Offset: 0xcb4 , Size: 4]
  13606.         float EnegyBuffStage4;//[Offset: 0xcb8 , Size: 4]
  13607.         float EnegyBuffReduceSpeedPerSec;//[Offset: 0xcbc , Size: 4]
  13608.         float CurEnegyBuff;//[Offset: 0xcc0 , Size: 4]
  13609.         float EnegyBuffStage1RecoverHealthTime;//[Offset: 0xcc4 , Size: 4]
  13610.         float EnegyBuffStage1RecoverHealthVal;//[Offset: 0xcc8 , Size: 4]
  13611.         float EnegyBuffStage2RecoverHealthTime;//[Offset: 0xccc , Size: 4]
  13612.         float EnegyBuffStage2RecoverHealthVal;//[Offset: 0xcd0 , Size: 4]
  13613.         float EnegyBuffStage3RecoverHealthTime;//[Offset: 0xcd4 , Size: 4]
  13614.         float EnegyBuffStage3RecoverHealthVal;//[Offset: 0xcd8 , Size: 4]
  13615.         float EnegyBuffStage4RecoverHealthTime;//[Offset: 0xcdc , Size: 4]
  13616.         float EnegyBuffStage4RecoverHealthVal;//[Offset: 0xce0 , Size: 4]
  13617.         delegate OnLocalCharacterHPChangeDel;//[Offset: 0xce4 , Size: 12]
  13618.         delegate OnPlayerKillsChangeDelegate;//[Offset: 0xcf0 , Size: 12]
  13619.         bool IsShowingRescueingUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcfd , Size: 1]
  13620.         bool isReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd08 , Size: 1]
  13621.         bool isLostConnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd09 , Size: 1]
  13622.         int[] TeamMatesExitState;//[Offset: 0xd0c , Size: 12]
  13623.         bool PlayerGameOver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd18 , Size: 1]
  13624.         bool bGodSon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd19 , Size: 1]
  13625.         bool bHasEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1a , Size: 1]
  13626.         int PlayersCountOnPlane;//[Offset: 0xd24 , Size: 4]
  13627.         GameModePlayerAliasShowInfo[] playerAliasShowInfoList;//[Offset: 0xd28 , Size: 12]
  13628.         float SingleRoundTotalDamage;//[Offset: 0xd34 , Size: 4]
  13629.         int ContinuousKillsNum;//[Offset: 0xd38 , Size: 4]
  13630.         delegate OnInfectionRoundDamageChange;//[Offset: 0xd3c , Size: 12]
  13631.         MonsterTreasureBoxData[] MonsterTreasureBoxDatas;//[Offset: 0xd48 , Size: 12]
  13632.         int MonsterTreasureBoxGetNum;//[Offset: 0xd54 , Size: 4]
  13633.         int MonsterTreasureBoxDefendNum;//[Offset: 0xd58 , Size: 4]
  13634.         int OpnedMosnterBoxNum;//[Offset: 0xd5c , Size: 4]
  13635.         bool bHasSendBattleResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd60 , Size: 1]
  13636.         BuildMaterialData[] BuildMat_GetList;//[Offset: 0xd64 , Size: 12]
  13637.         BuildMaterialData[] BuildMat_UseList;//[Offset: 0xd70 , Size: 12]
  13638.         int MaxDecalCount;//[Offset: 0xd94 , Size: 4]
  13639.         IdeaDecalActor*[] DecalActorList;//[Offset: 0xd98 , Size: 12]
  13640.         PlayerStaticInfoInOB[] KickListTotalPlayers;//[Offset: 0xdf8 , Size: 12]
  13641.         float SignalHP;//[Offset: 0xe04 , Size: 4]
  13642.         delegate OnSignalHPChange;//[Offset: 0xe08 , Size: 12]
  13643.         float SignalHPRemainingTime;//[Offset: 0xe14 , Size: 4]
  13644.         float LeanOutL_AimAngle;//[Offset: 0xe18 , Size: 4]
  13645.         float LeanOutR_AimAngle;//[Offset: 0xe1c , Size: 4]
  13646.         CharacterBuffRecord[] CharacterBuffRecords;//[Offset: 0xe20 , Size: 12]
  13647.         int RemainingRevivalTime;//[Offset: 0xe2c , Size: 4]
  13648.         bool IsIDCardCaptured;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe30 , Size: 1]
  13649.         bool IsInWaittingRevivalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe31 , Size: 1]
  13650.         bool IsInRevivingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe32 , Size: 1]
  13651.         bool IsGiveUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe33 , Size: 1]
  13652.         bool bHasRevivalSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe34 , Size: 1]
  13653.         int SelfRevivalCountdown;//[Offset: 0xe38 , Size: 4]
  13654.         bool bInRevivalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe3c , Size: 1]
  13655.         int64 RevivalCardCreateTime;//[Offset: 0xe40 , Size: 8]
  13656.         delegate OnRevivalStateChangeDelegate;//[Offset: 0xe48 , Size: 12]
  13657.         delegate OnRevivalRemainingTimeChangeDelegate;//[Offset: 0xe54 , Size: 12]
  13658.         MarkSyncData[] SyncMarkDispatchData;//[Offset: 0xe60 , Size: 12]
  13659.         MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0xe6c , Size: 12]
  13660.         MarkSyncData[] SyncMarkDispatchData_Self;//[Offset: 0xe78 , Size: 12]
  13661.         MarkSyncData[] PrevSyncMarkDispatchData_Self;//[Offset: 0xe84 , Size: 12]
  13662.         MarkSyncData[] LocalMarkDispatchData;//[Offset: 0xe90 , Size: 12]
  13663.         float KdValue;//[Offset: 0xe9c , Size: 4]
  13664.         Vector LastVehicleLocation;//[Offset: 0xeb0 , Size: 12]
  13665.         delegate OnMapMultiMarkChange;//[Offset: 0xec4 , Size: 12]
  13666.         Vector[] MapMultiMark;//[Offset: 0xed0 , Size: 12]
  13667.         bool bForceHideTeamatePositionItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xedc , Size: 1]
  13668.         void UpdateDeliveryData(uint32 InDeliverPlayerKey, byte DeliveryAIType);// 0x1f3537c
  13669.         void SetPlayerMapMultiMark(Vector Loc, bool bAdd, int MaxNum, bool bClearAll);// 0x1f35224
  13670.         void SetPlayerGiveUp(bool InGiveUp);// 0x1f351a4
  13671.         void SetForceSyncTeammateData(bool IsForCE);// 0x1f35128
  13672.         void SaveBuffData();// 0x1f3510c
  13673.         void RestoreBuffData();// 0x1edcc30
  13674.         void RespondToPawnRescueingStatusChange(Character* _helpWho, Character* _ownerPawn, bool IsTurningInto, float RemainingRescueTime, bool IsFirstPlayerHelper);// 0x1f34f68
  13675.         void RespondToPawnCanRescueOtherStatusChange(STExtraBaseCharacter* _helpWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x1f34e60
  13676.         void RespondToPawnBreathChange(float _health, byte _healthStatus, STExtraBaseCharacter* param2);// 0x1f34d60
  13677.         void RefreshRevivalState();// 0x1f34d4c
  13678.         void RefreshFollowMark();// 0x1f34d38
  13679.         int PlayersCountOnMyPlane();// 0x1f34d10
  13680.         void OnRevivalStateChangeDelegate__DelegateSignature(bool InRevivalState, bool IsIDCapPick, bool PlayAniAndSound);// 0x2859eb0
  13681.         void OnRevivalRemainingTimeChangeDelegate__DelegateSignature(int RemainingTime, int MaxTime);// 0x2859eb0
  13682.         void OnRep_VisualFieldInfo();// 0x1f34cfc
  13683.         void OnRep_UpdateKillMonsterNum();// 0x1f34ce0
  13684.         void OnRep_TeamMatePlayerStateList();// 0x1f34ccc
  13685.         void OnRep_TeamMatePlayerStateIndex();// 0x1f34cb8
  13686.         void OnRep_SingleRoundTotalDamage();// 0x1f34ca4
  13687.         void OnRep_SignalHP();// 0x1f34c90
  13688.         void OnRep_RemainingRevivalTime();// 0x1f34c7c
  13689.         void OnRep_RankNotify();// 0x1f34c68
  13690.         void OnRep_PlayersCountOnPlane();// 0x1f34c54
  13691.         void OnRep_PlayerReconnectEvent();// 0x1f34c40
  13692.         void OnRep_PlayerName();// 0x1ce0870
  13693.         void OnRep_PlayerLostConnectionEvent();// 0x1f34c2c
  13694.         void OnRep_PlayerLiveState();// 0x1e747c0
  13695.         void OnRep_PlayerKillsChange();// 0x1f34c10
  13696.         void OnRep_PlayerIsFollowing();// 0x1f34bfc
  13697.         void OnRep_PlayerGiveUp();// 0x1f34be0
  13698.         void OnRep_PlayerGameOver();// 0x1f34bcc
  13699.         void OnRep_PlayerExitGameEvent();// 0x1f34bb8
  13700.         void OnRep_PlayerAliasShowInfoList();// 0x1f34ba4
  13701.         void OnRep_MarkSyncData();// 0x1f34b90
  13702.         void OnRep_MarkSelfSyncData();// 0x1f34b7c
  13703.         void OnRep_MapMarkNotify();// 0x1f34b68
  13704.         void OnRep_LastVehicleLocation();// 0x1f34b54
  13705.         void OnRep_IsIDCardCaptured();// 0x1f34b40
  13706.         void OnRep_HPChanged();// 0x1c8c854
  13707.         void OnRep_HasRevivalSign();// 0x1f34b24
  13708.         void OnRep_HasEscaped();// 0x1f34b10
  13709.         void OnRep_ChangeRevivalState();// 0x1f34af4
  13710.         void OnRep_ChangeInRevivingState();// 0x1f34ae0
  13711.         void OnRep_BreathChanged();// 0x1f34acc
  13712.         void OnRep_BPS();// 0x1f34ab8
  13713.         void OnPlayerKillsChangeDelegate__DelegateSignature();// 0x2859eb0
  13714.         void OnNewRound();// 0x1e20f90
  13715.         void OnMapMultiMarkChange__DelegateSignature(Vector[] MapMultiMark);// 0x2859eb0
  13716.         void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2859eb0
  13717.         void OnClientVeteranRecruitIndexUpdated();// 0x1f34a9c
  13718.         void OnClientRemoveBuff(int BuffID, int SkillID);// 0x1e20ecc
  13719.         void OnClientAddBuff(int BuffID, int SkillID);// 0x1e20e08
  13720.         void LuaReceiveBeginPlay();// 0x1e74790
  13721.         bool IsSinglePlayer();// 0x1f34a74
  13722.         bool IsInGame();// 0x1ee8758
  13723.         bool IsInBetrayState();// 0x1f34a44
  13724.         bool IsAlive();// 0x1f34a1c
  13725.         uint32 GetUserIDByMemberID(int memberID);// 0x1f34994
  13726.         void GetTeamMatePlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x1f34870
  13727.         STExtraPlayerState* GetTeamMatePlayerStateFromPlayerKey(uint32 InPlayerKey);// 0x1f347f0
  13728.         int GetTeamMateIndexByName(FString TeammateName);// 0x1f3472c
  13729.         int GetTeamMateIndex(STExtraPlayerState* Teammate);// 0x1f346ac
  13730.         STExtraPlayerState* GetTeammateByName(FString TeammateName);// 0x1f345e8
  13731.         FString GetStringPlayerKey();// 0x1f34528
  13732.         float GetPlayerTemperature();// 0x1f34500
  13733.         int GetPlayerTeamIndex2();// 0x1f344d8
  13734.         int GetPlayerTeamIndex();// 0x1f344b0
  13735.         float GetPlayerMaxTemperature();// 0x1f34488
  13736.         float GetPlayerMaxHealth();// 0x1f34460
  13737.         float GetPlayerHealthPercent();// 0x1f34438
  13738.         float GetPlayerHealth();// 0x1f34410
  13739.         STExtraBaseCharacter* GetPlayerCharacter();// 0x1f343e8
  13740.         void GetPlayerAliasInfoList(out GameModePlayerAliasShowInfo[] OutList);// 0x1f3433c
  13741.         float GetMaxEnegyBuff();// 0x1f342ec
  13742.         MarkSyncData GetMarkDataByInstanceID(int InInstanceID);// 0x1f3418c
  13743.         void GetCampMatePlayerList(out STExtraBaseCharacter*[] playerList, bool includeTeammate);// 0x1f34070
  13744.         float GetBreathPercentage();// 0x1f34048
  13745.         int GetBountyGold();// 0x2859eb0
  13746.         MarkSyncData[] GetAllSelfMarkData();// 0x1f33fe4
  13747.         void GetAllPlayerStates(out STExtraPlayerState*[] OutList);// 0x1f33f18
  13748.         void GetAllPlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x1f33df4
  13749.         MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x1f33d48
  13750.         void GetAlertDataByIndex(int Index, out int IconID, out int AlertID, out Vector Location, out enum Status);// 0x1f33b74
  13751.         void ForceNotifyAlertUpdate();// 0x1f33b60
  13752.         void FollowInitialTeamParachuteLeaderAndShowTips(FString LeaderName);// 0x1f33a08
  13753.         void FadeTeammatesMapMark();// 0x1f339f4
  13754.         void DispatchPlayerExitEvent();// 0x1f339d8
  13755.         void ClientDisplayGameTipWithMsgID(int ID, FString param1, FString param2);// 0x1f33814
  13756.         void ChangeFadeMapMarkDist(float NewDist);// 0x1f33798
  13757.         bool CanSelfRevive();// 0x1f33768
  13758.         bool CanRevivalTeammate();// 0x1f33740
  13759.         bool CanBeRevival();// 0x1f33718
  13760.         byte CalculateEnegyStage();// 0x1f336f0
  13761.         void BPKill(Character* VictimPawn);// 0x1f33670
  13762.         void AddInDamageAmount(Actor* Causor, float FinalDamage);// 0x1f335ac
  13763.         void AddEnegySafety(float AddVal);// 0x1f33534
  13764.         void AddDamager(STExtraBaseCharacter* Damager);// 0x1f334b4
  13765.         void AddDamageAmount(Character* VictimPawn, out const DamageEvent DamageEvent, float FinalDamage, bool bHitHead);// 0x1f33334
  13766.  
  13767. --------------------------------
  13768. Class: UAEPlayerState.PlayerState.Info.Actor.Object
  13769.         float surviveTime;//[Offset: 0x32c , Size: 4]
  13770.         float Pronetime;//[Offset: 0x330 , Size: 4]
  13771.         float marchDistance;//[Offset: 0x33c , Size: 4]
  13772.         float travelDistance;//[Offset: 0x340 , Size: 4]
  13773.         float DriveDistance;//[Offset: 0x344 , Size: 4]
  13774.         float MonsterCatchupDistance;//[Offset: 0x348 , Size: 4]
  13775.         int destroyVehicleNum;//[Offset: 0x34c , Size: 4]
  13776.         int rescueTimes;//[Offset: 0x350 , Size: 4]
  13777.         int NormalItemsNum;//[Offset: 0x354 , Size: 4]
  13778.         int SeniorItemsNum;//[Offset: 0x358 , Size: 4]
  13779.         int GVMemberID;//[Offset: 0x35c , Size: 4]
  13780.         FName PlayerType;//[Offset: 0x360 , Size: 8]
  13781.         uint64 FinalTeamleaderUID;//[Offset: 0x368 , Size: 8]
  13782.         uint32 PlayerKey;//[Offset: 0x370 , Size: 4]
  13783.         FString PlayerUID;//[Offset: 0x374 , Size: 12]
  13784.         bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380 , Size: 1]
  13785.         FString iconUrl;//[Offset: 0x384 , Size: 12]
  13786.         int gender;//[Offset: 0x390 , Size: 4]
  13787.         int PlayerLevel;//[Offset: 0x394 , Size: 4]
  13788.         int SegmentLevel;//[Offset: 0x398 , Size: 4]
  13789.         int AceImprintShowId;//[Offset: 0x39c , Size: 4]
  13790.         int AvatarBoxId;//[Offset: 0x3a0 , Size: 4]
  13791.         int CampID;//[Offset: 0x3a4 , Size: 4]
  13792.         int resID;//[Offset: 0x3a8 , Size: 4]
  13793.         uint64 UId;//[Offset: 0x3b0 , Size: 8]
  13794.         FString OpenID;//[Offset: 0x3b8 , Size: 12]
  13795.         FString Nation;//[Offset: 0x3c4 , Size: 12]
  13796.         int TeamID;//[Offset: 0x3d0 , Size: 4]
  13797.         int PlayerBornPointID;//[Offset: 0x3d4 , Size: 4]
  13798.         int Kills;//[Offset: 0x3d8 , Size: 4]
  13799.         int KillsBeforeDie;//[Offset: 0x3dc , Size: 4]
  13800.         int Knockouts;//[Offset: 0x3e0 , Size: 4]
  13801.         int Assists;//[Offset: 0x3ec , Size: 4]
  13802.         byte PlatformGender;//[Offset: 0x3f0 , Size: 1]
  13803.         int MatchStrategyLabel;//[Offset: 0x3f4 , Size: 4]
  13804.         int MatchLabel;//[Offset: 0x3f8 , Size: 4]
  13805.         uint32 Killer;//[Offset: 0x3fc , Size: 4]
  13806.         uint32 KillerIGPlayerKey;//[Offset: 0x400 , Size: 4]
  13807.         FString BeKilledOpenID;//[Offset: 0x404 , Size: 12]
  13808.         FString KillerName;//[Offset: 0x410 , Size: 12]
  13809.         uint64 MisKillTeammatePlayerKey;//[Offset: 0x420 , Size: 8]
  13810.         int ShootWeaponShotNum;//[Offset: 0x428 , Size: 4]
  13811.         int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x42c , Size: 4]
  13812.         int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x430 , Size: 4]
  13813.         int ShootWeaponShotHeadNum;//[Offset: 0x434 , Size: 4]
  13814.         int ShootWeaponShotHeadNumNoAI;//[Offset: 0x438 , Size: 4]
  13815.         int HeadShotNum;//[Offset: 0x43c , Size: 4]
  13816.         int HeadShotNumNoAI;//[Offset: 0x440 , Size: 4]
  13817.         int KillNumByGrende;//[Offset: 0x444 , Size: 4]
  13818.         int UseFragGrenadeNum;//[Offset: 0x448 , Size: 4]
  13819.         int UseSmokeGrenadeNum;//[Offset: 0x44c , Size: 4]
  13820.         int MaxKillDistance;//[Offset: 0x450 , Size: 4]
  13821.         int HealTimes;//[Offset: 0x454 , Size: 4]
  13822.         float DamageAmount;//[Offset: 0x458 , Size: 4]
  13823.         float HealAmount;//[Offset: 0x45c , Size: 4]
  13824.         FString[] KillFlow;//[Offset: 0x460 , Size: 12]
  13825.         FString[] KnockOutFlow;//[Offset: 0x46c , Size: 12]
  13826.         KnockOutData[] KnockOutList;//[Offset: 0x478 , Size: 12]
  13827.         float InDamageAmount;//[Offset: 0x484 , Size: 4]
  13828.         TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x494 , Size: 12]
  13829.         bool bIsForbidItemFlowMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a0 , Size: 1]
  13830.         <int,TLog_BornLandGrenadeData> TLog_BornLandGrenadeData;//[Offset: 0x4a4 , Size: 60]
  13831.         AIDeliveryTlogData TLog_AIDeliveryTlogData;//[Offset: 0x4e0 , Size: 72]
  13832.         bool bHasSendAIDeliverData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528 , Size: 1]
  13833.         <int,bool> TLog_PickUpItemIdMap;//[Offset: 0x52c , Size: 60]
  13834.         UseItemFlow[] UseItemFlow;//[Offset: 0x568 , Size: 12]
  13835.         UseBuffFlow[] UseBuffFlow;//[Offset: 0x574 , Size: 12]
  13836.         BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x580 , Size: 12]
  13837.         TLog_PropEquipUnequipFlow[] TLog_PropEquipUnequipFlowData;//[Offset: 0x58c , Size: 12]
  13838.         <int,int> TLog_BulletCount;//[Offset: 0x598 , Size: 60]
  13839.         TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x5d4 , Size: 8]
  13840.         bool bIsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc , Size: 1]
  13841.         float OutsideBlueCircleTime;//[Offset: 0x5e0 , Size: 4]
  13842.         VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x5e4 , Size: 12]
  13843.         int FirstOpenedAirDropBoxNum;//[Offset: 0x5f0 , Size: 4]
  13844.         int FirstOpenedPlayerTombBoxNum;//[Offset: 0x5f4 , Size: 4]
  13845.         int FirstOpenedTreasureBoxNum;//[Offset: 0x5f8 , Size: 4]
  13846.         float HitEnemyHeadAmount;//[Offset: 0x5fc , Size: 4]
  13847.         int[] BuildFlow;//[Offset: 0x600 , Size: 12]
  13848.         int[] DestroyShelterFlow;//[Offset: 0x60c , Size: 12]
  13849.         float ShelterTakeDamage;//[Offset: 0x618 , Size: 4]
  13850.         float HitShelterDamage;//[Offset: 0x61c , Size: 4]
  13851.         Vector LandLocation;//[Offset: 0x620 , Size: 12]
  13852.         Vector ParachuteLocation;//[Offset: 0x62c , Size: 12]
  13853.         int LandTime;//[Offset: 0x638 , Size: 4]
  13854.         Vector DeadLocation;//[Offset: 0x63c , Size: 12]
  13855.         FString DeadDamangeType;//[Offset: 0x648 , Size: 12]
  13856.         int PveDeadAttacker;//[Offset: 0x654 , Size: 4]
  13857.         int PveStageId;//[Offset: 0x658 , Size: 4]
  13858.         FString DeadTimeStr;//[Offset: 0x65c , Size: 12]
  13859.         int NearDeathDamageType;//[Offset: 0x668 , Size: 4]
  13860.         uint32 NearDeathCauserId;//[Offset: 0x66c , Size: 4]
  13861.         bool NearDeathIsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670 , Size: 1]
  13862.         EquipmentData EquipmentData;//[Offset: 0x67c , Size: 80]
  13863.         bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d4 , Size: 1]
  13864.         int GamePlayingTime;//[Offset: 0x6d8 , Size: 4]
  13865.         int ObserverTime;//[Offset: 0x6dc , Size: 4]
  13866.         int TouchDownAreaID;//[Offset: 0x6e0 , Size: 4]
  13867.         int TouchDownLocTypeID;//[Offset: 0x6e4 , Size: 4]
  13868.         int[] TouchDownAreaList;//[Offset: 0x6e8 , Size: 12]
  13869.         bool bHasTouchDownAreaList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f4 , Size: 1]
  13870.         GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x6f8 , Size: 12]
  13871.         ReportCollection[] SpecialCollectionList;//[Offset: 0x704 , Size: 12]
  13872.         WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x710 , Size: 12]
  13873.         int[] SecretAreaIDList;//[Offset: 0x71c , Size: 12]
  13874.         SpecialPickItemState[] CollectItemRecord;//[Offset: 0x728 , Size: 12]
  13875.         float DrivingHelicopterTime;//[Offset: 0x734 , Size: 4]
  13876.         float InHelicopterTime;//[Offset: 0x738 , Size: 4]
  13877.         int RevivalNum;//[Offset: 0x73c , Size: 4]
  13878.         int BeRevivedNum;//[Offset: 0x740 , Size: 4]
  13879.         int KillNumInVehicle;//[Offset: 0x744 , Size: 4]
  13880.         int KillPlayerNum;//[Offset: 0x748 , Size: 4]
  13881.         int KillAINum;//[Offset: 0x74c , Size: 4]
  13882.         float TotalSprintDistance;//[Offset: 0x750 , Size: 4]
  13883.         float TotalBeenDamageAmount;//[Offset: 0x754 , Size: 4]
  13884.         float DestroyVehicleWheelNum;//[Offset: 0x758 , Size: 4]
  13885.         DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x75c , Size: 12]
  13886.         int ProneTimes;//[Offset: 0x768 , Size: 4]
  13887.         int CrouchTimes;//[Offset: 0x76c , Size: 4]
  13888.         int JumpTimes;//[Offset: 0x770 , Size: 4]
  13889.         int KillMonsterNum;//[Offset: 0x774 , Size: 4]
  13890.         <int,int> MonsterID2KillNum;//[Offset: 0x778 , Size: 60]
  13891.         float TotalDamageAmountToMonsters;//[Offset: 0x7b4 , Size: 4]
  13892.         float TotalDamageAmountFromMonsters;//[Offset: 0x7b8 , Size: 4]
  13893.         <int,float> DamageAmountToMonsters;//[Offset: 0x7bc , Size: 60]
  13894.         <int,float> DamageAmountFromMonsters;//[Offset: 0x7f8 , Size: 60]
  13895.         int MonsterHeadShotKilledTimes;//[Offset: 0x834 , Size: 4]
  13896.         int BeMonsterDownTimes;//[Offset: 0x838 , Size: 4]
  13897.         int LightCandleNum;//[Offset: 0x83c , Size: 4]
  13898.         <int,int> ActivityButtonCount;//[Offset: 0x840 , Size: 60]
  13899.         ActivityEventReportData[] ActivityEventRecordList;//[Offset: 0x87c , Size: 12]
  13900.         float BattleStateTime;//[Offset: 0x888 , Size: 4]
  13901.         bool bIsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88c , Size: 1]
  13902.         float DriveWithTeammateDistance;//[Offset: 0x890 , Size: 4]
  13903.         int FistKillingCount;//[Offset: 0x894 , Size: 4]
  13904.         int OpenedAirDropBoxNum;//[Offset: 0x898 , Size: 4]
  13905.         <uint32,uint32> VehicleUsedMap;//[Offset: 0x89c , Size: 60]
  13906.         FString[] DestroyVehicleFlow;//[Offset: 0x8d8 , Size: 12]
  13907.         int UseHelicoperNum;//[Offset: 0x8e4 , Size: 4]
  13908.         TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x8e8 , Size: 12]
  13909.         TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x8f4 , Size: 12]
  13910.         TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x900 , Size: 32]
  13911.         float UseHelicoperDistance;//[Offset: 0x920 , Size: 4]
  13912.         byte CharmRankIndex;//[Offset: 0x924 , Size: 1]
  13913.         <uint32> UseHelicoperRecord;//[Offset: 0x928 , Size: 60]
  13914.         int SnowBoardJumpActionCount;//[Offset: 0x968 , Size: 4]
  13915.         int EmoteOnTelpherCount;//[Offset: 0x96c , Size: 4]
  13916.         int KillMagicWalkAI;//[Offset: 0x970 , Size: 4]
  13917.         int SendMagicWalkAI;//[Offset: 0x974 , Size: 4]
  13918.         int[] FindBlackMonsterIDs;//[Offset: 0x978 , Size: 12]
  13919.         int KillSnowManCount;//[Offset: 0x984 , Size: 4]
  13920.         uint64 LuckmateUID;//[Offset: 0x988 , Size: 8]
  13921.         <enum,int> EventCounterMap;//[Offset: 0x990 , Size: 60]
  13922.         int VeteranRecruitIndex;//[Offset: 0x9cc , Size: 4]
  13923.         PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0x9d0 , Size: 12]
  13924.         GameModePlayerAliasInfo AliasInfo;//[Offset: 0x9dc , Size: 48]
  13925.         int MemberIdInVoiceRoom;//[Offset: 0xa0c , Size: 4]
  13926.         bool PlayerVoiceEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa10 , Size: 1]
  13927.         GameModePlayerUpassInfo UpassInfo;//[Offset: 0xa14 , Size: 40]
  13928.         int UpassShow;//[Offset: 0xa3c , Size: 4]
  13929.         int upassKeepBuy;//[Offset: 0xa40 , Size: 4]
  13930.         TLog_Micphone MicphoneTlog;//[Offset: 0xa44 , Size: 24]
  13931.         float TeammateMicrophoneTime;//[Offset: 0xa5c , Size: 4]
  13932.         float TeammateSpeakerTime;//[Offset: 0xa60 , Size: 4]
  13933.         float EnemyMicrophoneTime;//[Offset: 0xa64 , Size: 4]
  13934.         float EnemySpeakerTime;//[Offset: 0xa68 , Size: 4]
  13935.         float TeammateInterphoneTime;//[Offset: 0xa6c , Size: 4]
  13936.         float EnemyInterphoneTime;//[Offset: 0xa70 , Size: 4]
  13937.         float MicrophoneUseTimeStamp;//[Offset: 0xa74 , Size: 4]
  13938.         float SpeakerUseTimeStamp;//[Offset: 0xa78 , Size: 4]
  13939.         bool IsOnline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa0 , Size: 1]
  13940.         GameBaseInfo GameBaseInfo;//[Offset: 0xab8 , Size: 104]
  13941.         FString LuaFilePath;//[Offset: 0xb20 , Size: 12]
  13942.         void SetGVMemberIDServerCall(int memberID);// 0x247b2c4
  13943.         void SetGVMemberID(int memberID);// 0x247b24c
  13944.         void SetDeliveryResult(uint32 InDeliverPlayerKey, bool bInSuccess);// 0x247b188
  13945.         void SendLuaDSToClient(int ID, out const byte[] Content);// 0x247b078
  13946.         void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x247af3c
  13947.         void ReportTaskExtInfo(int TaskID, FString ExtInfo);// 0x247ad9c
  13948.         void ReportTaskData(int TaskID, int process);// 0x247ace0
  13949.         void ReportSpecialCollection(int ItemID, int Count);// 0x247ac24
  13950.         void ReportSecretAreaID(int SecretAreaID);// 0x247abac
  13951.         void ReportLandLocType(int TouchDownLocType);// 0x247ab34
  13952.         void ReportLandAreaList(out int[] TouchDownAreaIDs);// 0x247aa68
  13953.         void ReportLandArea(int TouchDownArea);// 0x247a9f0
  13954.         void RecordUseHelicoper(uint32 UseHelicoperId);// 0x247a978
  13955.         void OnRepCampIDBP();// 0x2859eb0
  13956.         void OnRep_VeteranRecruitIndex();// 0x247a964
  13957.         void OnRep_UpdateKillMonsterNum();// 0x1f34ce0
  13958.         void OnRep_UID();// 0x247a950
  13959.         void OnRep_PlayerKillsChange();// 0x1f34c10
  13960.         void OnRep_MatchLabel();// 0x1c8c854
  13961.         void OnRep_CollectItemRecord();// 0x247a93c
  13962.         void OnRep_CampID();// 0x247a928
  13963.         void OnClientVeteranRecruitIndexUpdated();// 0x1f34a9c
  13964.         bool IsSpecialPickItemCollectionCompleted(int ItemID);// 0x247a8a8
  13965.         bool IsSpecialPickItem(int ItemID);// 0x247a828
  13966.         bool IsItemForbidMerge(int ItemResId);// 0x1fc7b40
  13967.         void GetWeaponRecordData(out OnePlayerWeapon OutWeaponInfo);// 0x247a744
  13968.         int GetVeteranPlayerLevel();// 0x247a714
  13969.         uint32 GetUserIDByMemberID(int memberID);// 0x1f34994
  13970.         FString GetUIDString();// 0x247a654
  13971.         GameModeTeammateBattleResultData GetTeammateBattleResultData();// 0x247a5e8
  13972.         uint32 GetPlayerKey();// 0x247a5c0
  13973.         GameModePlayerBattleResultData_SuperCold GetPlayerBattleResultData_SuperCold();// 0x247a4dc
  13974.         GameModePlayerBattleResultData GetPlayerBattleResultData();// 0x247a470
  13975.         enum GetMentorPlayerType();// 0x1fee860
  13976.         void ForceUpdateCampCharacterList();// 0x247a454
  13977.         void ClearTlogData();// 0x1d0246c
  13978.         void ChangeCollectItemRecord(int InItemID, bool InNewState);// 0x247a390
  13979.         void AddEventCount(byte EventId, int InCount, bool bReset);// 0x247a288
  13980.  
  13981. --------------------------------
  13982. Class: KnockOutData
  13983.         uint64 AttackerID;//[Offset: 0x0 , Size: 8]
  13984.         int Times;//[Offset: 0x8 , Size: 4]
  13985.  
  13986. --------------------------------
  13987. Class: TLog_PickUpItemFlow
  13988.         int ItemSpesificID;//[Offset: 0x0 , Size: 4]
  13989.         int Count;//[Offset: 0x4 , Size: 4]
  13990.         Vector Location;//[Offset: 0x8 , Size: 12]
  13991.         int SourceType;//[Offset: 0x14 , Size: 4]
  13992.         int AdditionalParam;//[Offset: 0x18 , Size: 4]
  13993.         FString TimeStr;//[Offset: 0x1c , Size: 12]
  13994.         uint64 InstanceID;//[Offset: 0x28 , Size: 8]
  13995.  
  13996. --------------------------------
  13997. Class: TLog_BornLandGrenadeData
  13998.         int PickupCount;//[Offset: 0x0 , Size: 4]
  13999.         int ThrowCount;//[Offset: 0x4 , Size: 4]
  14000.         int HitOthersCount;//[Offset: 0x8 , Size: 4]
  14001.         int HitedByOthersCount;//[Offset: 0xc , Size: 4]
  14002.  
  14003. --------------------------------
  14004. Class: AIDeliveryTlogData
  14005.         uint64 UId;//[Offset: 0x0 , Size: 8]
  14006.         <uint32,AIDeliveryInfo> DeliveryMap;//[Offset: 0x8 , Size: 60]
  14007.  
  14008. --------------------------------
  14009. Class: AIDeliveryInfo
  14010.         int DeliveryTime;//[Offset: 0x0 , Size: 4]
  14011.         bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  14012.  
  14013. --------------------------------
  14014. Class: UseItemFlow
  14015.         int ItemSpesificID;//[Offset: 0x0 , Size: 4]
  14016.         int UseCount;//[Offset: 0x4 , Size: 4]
  14017.         <int,int> AreaCountMap;//[Offset: 0x8 , Size: 60]
  14018.  
  14019. --------------------------------
  14020. Class: UseBuffFlow
  14021.         int BuffID;//[Offset: 0x0 , Size: 4]
  14022.         int UseCount;//[Offset: 0x4 , Size: 4]
  14023.         <int,int> AreaCountMap;//[Offset: 0x8 , Size: 60]
  14024.  
  14025. --------------------------------
  14026. Class: BuildingEnterFlow
  14027.         int BuildingID;//[Offset: 0x0 , Size: 4]
  14028.         int EnterCount;//[Offset: 0x4 , Size: 4]
  14029.         <int,int> AreaCountMap;//[Offset: 0x8 , Size: 60]
  14030.  
  14031. --------------------------------
  14032. Class: TLog_PropEquipUnequipFlow
  14033.         int ItemSpesificID;//[Offset: 0x0 , Size: 4]
  14034.         enum SlotType;//[Offset: 0x4 , Size: 1]
  14035.         bool bEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  14036.         FString TimeStr;//[Offset: 0x8 , Size: 12]
  14037.  
  14038. --------------------------------
  14039. Class: TLog_SpecialStats
  14040.         float MonsterDamageInNight1;//[Offset: 0x0 , Size: 4]
  14041.         float MonsterDamageInNight2;//[Offset: 0x4 , Size: 4]
  14042.  
  14043. --------------------------------
  14044. Class: VehicleDriveDisData
  14045.         uint64 DriverID;//[Offset: 0x0 , Size: 8]
  14046.         int VehicleType;//[Offset: 0x8 , Size: 4]
  14047.         int AvatarID;//[Offset: 0xc , Size: 4]
  14048.         float DriveDistance;//[Offset: 0x10 , Size: 4]
  14049.         float DriveTime;//[Offset: 0x14 , Size: 4]
  14050.         float VehicleJumpDistanceMax;//[Offset: 0x18 , Size: 4]
  14051.         uint64[] PeopleInCar;//[Offset: 0x1c , Size: 12]
  14052.  
  14053. --------------------------------
  14054. Class: EquipmentData
  14055.         int HelmetID;//[Offset: 0x0 , Size: 4]
  14056.         int ArmorID;//[Offset: 0x4 , Size: 4]
  14057.         int BackPackID;//[Offset: 0x8 , Size: 4]
  14058.         int MainWeapon1ID;//[Offset: 0xc , Size: 4]
  14059.         int[] MainWeapon1AttachmentsID;//[Offset: 0x10 , Size: 12]
  14060.         int MainWeapon2ID;//[Offset: 0x1c , Size: 4]
  14061.         int[] MainWeapon2AttachmentsID;//[Offset: 0x20 , Size: 12]
  14062.         int ViceWeaponID;//[Offset: 0x2c , Size: 4]
  14063.         int[] ViceWeaponAttachmentsID;//[Offset: 0x30 , Size: 12]
  14064.         int CloseWeaponID;//[Offset: 0x3c , Size: 4]
  14065.         int[] ThrowWeaponsID;//[Offset: 0x40 , Size: 12]
  14066.         int8 IsLuckyClothing;//[Offset: 0x4c , Size: 1]
  14067.  
  14068. --------------------------------
  14069. Class: ReportCollection
  14070.         int item_id;//[Offset: 0x0 , Size: 4]
  14071.         int Count;//[Offset: 0x4 , Size: 4]
  14072.  
  14073. --------------------------------
  14074. Class: WeaponDamageRecord
  14075.         int WeaponId;//[Offset: 0x0 , Size: 4]
  14076.         float TotalDamage;//[Offset: 0x4 , Size: 4]
  14077.         int FireCount;//[Offset: 0x8 , Size: 4]
  14078.         int HeadShootCount;//[Offset: 0xc , Size: 4]
  14079.         int LimbsShootCount;//[Offset: 0x10 , Size: 4]
  14080.         int BodyShootCount;//[Offset: 0x14 , Size: 4]
  14081.         int HandShootCount;//[Offset: 0x18 , Size: 4]
  14082.         int FootShootCount;//[Offset: 0x1c , Size: 4]
  14083.         int UniqueHitCount;//[Offset: 0x20 , Size: 4]
  14084.         int[] HitDistanceArray;//[Offset: 0x24 , Size: 12]
  14085.         int TotalUseTime;//[Offset: 0x30 , Size: 4]
  14086.         int KillCount;//[Offset: 0x34 , Size: 4]
  14087.         int KnockNumber;//[Offset: 0x38 , Size: 4]
  14088.         int[] Associations;//[Offset: 0x3c , Size: 12]
  14089.         int AvatarID;//[Offset: 0x48 , Size: 4]
  14090.         int DIYPlanID;//[Offset: 0x4c , Size: 4]
  14091.  
  14092. --------------------------------
  14093. Class: SpecialPickItemState
  14094.         int item_id;//[Offset: 0x0 , Size: 4]
  14095.         bool bIsCollectionCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  14096.  
  14097. --------------------------------
  14098. Class: DestroyVehicleWheelFlow
  14099.         int AreaID;//[Offset: 0x0 , Size: 4]
  14100.         int UseCount;//[Offset: 0x4 , Size: 4]
  14101.  
  14102. --------------------------------
  14103. Class: ActivityEventReportData
  14104.         byte EventId;//[Offset: 0x0 , Size: 1]
  14105.         int Count;//[Offset: 0x4 , Size: 4]
  14106.         Vector Location;//[Offset: 0x8 , Size: 12]
  14107.  
  14108. --------------------------------
  14109. Class: TLog_KillInfo
  14110.         int FakePlayerID;//[Offset: 0x0 , Size: 4]
  14111.         int DeadTime;//[Offset: 0x4 , Size: 4]
  14112.         int AILastFightTime;//[Offset: 0x8 , Size: 4]
  14113.         int[] PlayerAreas;//[Offset: 0xc , Size: 12]
  14114.         int ArmorID;//[Offset: 0x18 , Size: 4]
  14115.         int HelmetID;//[Offset: 0x1c , Size: 4]
  14116.  
  14117. --------------------------------
  14118. Class: PlayEmoteData
  14119.         int EmoteIndex;//[Offset: 0x0 , Size: 4]
  14120.         int AreaID;//[Offset: 0x4 , Size: 4]
  14121.  
  14122. --------------------------------
  14123. Class: GameModePlayerAliasInfo
  14124.         int aliasID;//[Offset: 0x0 , Size: 4]
  14125.         FString aliasTitle;//[Offset: 0x4 , Size: 12]
  14126.         FString aliasNation;//[Offset: 0x10 , Size: 12]
  14127.         int aliasRank;//[Offset: 0x1c , Size: 4]
  14128.         FString aliasPartnerName;//[Offset: 0x20 , Size: 12]
  14129.         int aliasPartnerRelation;//[Offset: 0x2c , Size: 4]
  14130.  
  14131. --------------------------------
  14132. Class: TLog_Micphone
  14133.         float TeammateMicrophoneTime;//[Offset: 0x0 , Size: 4]
  14134.         float TeammateSpeakerTime;//[Offset: 0x4 , Size: 4]
  14135.         float EnemyMicrophoneTime;//[Offset: 0x8 , Size: 4]
  14136.         float EnemySpeakerTime;//[Offset: 0xc , Size: 4]
  14137.         float TeammateInterphoneTime;//[Offset: 0x10 , Size: 4]
  14138.         float EnemyInterphoneTime;//[Offset: 0x14 , Size: 4]
  14139.  
  14140. --------------------------------
  14141. Class: GameBaseInfo
  14142.         FString GameSvrId;//[Offset: 0x0 , Size: 12]
  14143.         FString GameAppID;//[Offset: 0xc , Size: 12]
  14144.         FString OpenID;//[Offset: 0x18 , Size: 12]
  14145.         uint16 AreaID;//[Offset: 0x24 , Size: 2]
  14146.         int8 PlatID;//[Offset: 0x26 , Size: 1]
  14147.         FString ZoneID;//[Offset: 0x28 , Size: 12]
  14148.         uint64 battleid;//[Offset: 0x38 , Size: 8]
  14149.         FString UserName;//[Offset: 0x40 , Size: 12]
  14150.         uint64 RoleID;//[Offset: 0x50 , Size: 8]
  14151.         int8 RoleType;//[Offset: 0x58 , Size: 1]
  14152.         FString PicUrl;//[Offset: 0x5c , Size: 12]
  14153.  
  14154. --------------------------------
  14155. Class: OnePlayerWeapon
  14156.         FString PlayerID;//[Offset: 0x0 , Size: 12]
  14157.         WeaponReport[] Weapons;//[Offset: 0xc , Size: 12]
  14158.  
  14159. --------------------------------
  14160. Class: WeaponReport
  14161.         int WeaponId;//[Offset: 0x0 , Size: 4]
  14162.         int FireCount;//[Offset: 0x4 , Size: 4]
  14163.         int HitCount;//[Offset: 0x8 , Size: 4]
  14164.         int UniqueHitCount;//[Offset: 0xc , Size: 4]
  14165.         int KillCount;//[Offset: 0x10 , Size: 4]
  14166.         float TotalDamage;//[Offset: 0x14 , Size: 4]
  14167.         float TotalMonsterDamage;//[Offset: 0x18 , Size: 4]
  14168.         int TotalOwnTime;//[Offset: 0x1c , Size: 4]
  14169.         int TotalUseTime;//[Offset: 0x20 , Size: 4]
  14170.         int KnockDownCount;//[Offset: 0x24 , Size: 4]
  14171.         int HeadShootCount;//[Offset: 0x28 , Size: 4]
  14172.         int KillAICount;//[Offset: 0x2c , Size: 4]
  14173.         int KnockDownAICount;//[Offset: 0x30 , Size: 4]
  14174.         int HeadShootAICount;//[Offset: 0x34 , Size: 4]
  14175.         int HitAICount;//[Offset: 0x38 , Size: 4]
  14176.         int UniqueHitAICount;//[Offset: 0x3c , Size: 4]
  14177.         int UseCount;//[Offset: 0x40 , Size: 4]
  14178.         HitFlow[] HitFlow;//[Offset: 0x44 , Size: 12]
  14179.  
  14180. --------------------------------
  14181. Class: HitFlow
  14182.         int AimType;//[Offset: 0x0 , Size: 4]
  14183.         int Distance;//[Offset: 0x4 , Size: 4]
  14184.         int IsKill;//[Offset: 0x8 , Size: 4]
  14185.         float Damage;//[Offset: 0xc , Size: 4]
  14186.         bool bFallOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  14187.         byte[] PlayerStates;//[Offset: 0x14 , Size: 12]
  14188.         byte HitPos;//[Offset: 0x20 , Size: 1]
  14189.         bool IsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1]
  14190.  
  14191. --------------------------------
  14192. Class: GameModeTeammateBattleResultData
  14193.         FString Name;//[Offset: 0x0 , Size: 12]
  14194.         uint64 UId;//[Offset: 0x10 , Size: 8]
  14195.         int Kill;//[Offset: 0x18 , Size: 4]
  14196.         int AIKills;//[Offset: 0x1c , Size: 4]
  14197.         FString State;//[Offset: 0x20 , Size: 12]
  14198.         float travelDistance;//[Offset: 0x2c , Size: 4]
  14199.         float marchDistance;//[Offset: 0x30 , Size: 4]
  14200.         float DriveDistance;//[Offset: 0x34 , Size: 4]
  14201.         float MonsterCatchupDistance;//[Offset: 0x38 , Size: 4]
  14202.         float DamageAmount;//[Offset: 0x3c , Size: 4]
  14203.         float HealAmount;//[Offset: 0x40 , Size: 4]
  14204.         int AssistNum;//[Offset: 0x44 , Size: 4]
  14205.         int HeadShotNum;//[Offset: 0x48 , Size: 4]
  14206.         int HeadShotNumNoAI;//[Offset: 0x4c , Size: 4]
  14207.         float surviveTime;//[Offset: 0x50 , Size: 4]
  14208.         int rescueTimes;//[Offset: 0x54 , Size: 4]
  14209.         int DestroyVehicles;//[Offset: 0x58 , Size: 4]
  14210.         FString[] KillFlow;//[Offset: 0x5c , Size: 12]
  14211.         FString[] KnockOutFlow;//[Offset: 0x68 , Size: 12]
  14212.         float OutsideBlueCircleTime;//[Offset: 0x74 , Size: 4]
  14213.         VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x78 , Size: 12]
  14214.         int FirstOpenedAirDropBoxNum;//[Offset: 0x84 , Size: 4]
  14215.         float HitEnemyHeadAmount;//[Offset: 0x88 , Size: 4]
  14216.         float TotalBeenDamageAmount;//[Offset: 0x8c , Size: 4]
  14217.         PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0x90 , Size: 12]
  14218.         int FirstOpenedPlayerTombBoxNum;//[Offset: 0x9c , Size: 4]
  14219.         float InDamageAmount;//[Offset: 0xa0 , Size: 4]
  14220.         int ProneTimes;//[Offset: 0xa4 , Size: 4]
  14221.         int CrouchTimes;//[Offset: 0xa8 , Size: 4]
  14222.         int JumpTimes;//[Offset: 0xac , Size: 4]
  14223.         int KillMonsterNum;//[Offset: 0xb0 , Size: 4]
  14224.         <int,int> MonsterID2KillNum;//[Offset: 0xb4 , Size: 60]
  14225.         int LightCandleNum;//[Offset: 0xf0 , Size: 4]
  14226.         <int,int> ActivityButtonCount;//[Offset: 0xf4 , Size: 60]
  14227.         float TotalDamageAmountToMonsters;//[Offset: 0x130 , Size: 4]
  14228.         float TotalDamageAmountFromMonsters;//[Offset: 0x134 , Size: 4]
  14229.         int MonsterHeadShotKilledTimes;//[Offset: 0x138 , Size: 4]
  14230.         int BeMonsterDownTimes;//[Offset: 0x13c , Size: 4]
  14231.         bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140 , Size: 1]
  14232.         int mainWeaponID;//[Offset: 0x144 , Size: 4]
  14233.         float MaxWeaponAccurate;//[Offset: 0x148 , Size: 4]
  14234.         float MaxWeaponHeadShotRate;//[Offset: 0x14c , Size: 4]
  14235.  
  14236. --------------------------------
  14237. Class: GameModePlayerBattleResultData_SuperCold
  14238.         int MakeFiresNum;//[Offset: 0x0 , Size: 4]
  14239.         int DeerBBQNum;//[Offset: 0x4 , Size: 4]
  14240.         int ChichenBBQNum;//[Offset: 0x8 , Size: 4]
  14241.         int UseKFNum;//[Offset: 0xc , Size: 4]
  14242.         int UseUAVNum;//[Offset: 0x10 , Size: 4]
  14243.         int KFUsingTime;//[Offset: 0x14 , Size: 4]
  14244.         int UAVUsingTime;//[Offset: 0x18 , Size: 4]
  14245.         int SkateboardUsingCount;//[Offset: 0x1c , Size: 4]
  14246.         int SkateboardUsingTime;//[Offset: 0x20 , Size: 4]
  14247.         int SkateboardUsingDistance;//[Offset: 0x24 , Size: 4]
  14248.         KillAnimalData[] AnimalKillFlow;//[Offset: 0x28 , Size: 12]
  14249.  
  14250. --------------------------------
  14251. Class: KillAnimalData
  14252.         byte AnimalType;//[Offset: 0x0 , Size: 1]
  14253.         int KillNum;//[Offset: 0x4 , Size: 4]
  14254.  
  14255. --------------------------------
  14256. Class: GameModePlayerBattleResultData
  14257.         FString Reason;//[Offset: 0x0 , Size: 12]
  14258.         int RemainingPlayerCount;//[Offset: 0xc , Size: 4]
  14259.         int TotalPlayerCount;//[Offset: 0x10 , Size: 4]
  14260.         int RemainingTeamCount;//[Offset: 0x14 , Size: 4]
  14261.         int TotalTeamCount;//[Offset: 0x18 , Size: 4]
  14262.         bool IsSolo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  14263.         bool IsSafeExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
  14264.         uint64 Killer;//[Offset: 0x20 , Size: 8]
  14265.         uint64 killer_ig_uid;//[Offset: 0x28 , Size: 8]
  14266.         FString KillerName;//[Offset: 0x30 , Size: 12]
  14267.         FString BeKilledOpenID;//[Offset: 0x3c , Size: 12]
  14268.         int ShootWeaponShotNum;//[Offset: 0x48 , Size: 4]
  14269.         int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x4c , Size: 4]
  14270.         int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x50 , Size: 4]
  14271.         int ShootWeaponShotHeadNum;//[Offset: 0x54 , Size: 4]
  14272.         int ShootWeaponShotHeadNumNoAI;//[Offset: 0x58 , Size: 4]
  14273.         int HealTimes;//[Offset: 0x5c , Size: 4]
  14274.         FString[] KillFlow;//[Offset: 0x60 , Size: 12]
  14275.         FString[] KnockOutFlow;//[Offset: 0x6c , Size: 12]
  14276.         TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x78 , Size: 12]
  14277.         <int,TLog_BornLandGrenadeData> TLog_BornLandGrenadeData;//[Offset: 0x84 , Size: 60]
  14278.         <int,int> TLog_BulletCount;//[Offset: 0xc0 , Size: 60]
  14279.         uint64 parachute_leader_uid;//[Offset: 0x100 , Size: 8]
  14280.         UseItemFlow[] UseItemFlow;//[Offset: 0x108 , Size: 12]
  14281.         UseBuffFlow[] UseBuffFlow;//[Offset: 0x114 , Size: 12]
  14282.         BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x120 , Size: 12]
  14283.         DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x12c , Size: 12]
  14284.         int destroyVehicleNum;//[Offset: 0x138 , Size: 4]
  14285.         int is_escape;//[Offset: 0x13c , Size: 4]
  14286.         TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x140 , Size: 12]
  14287.         TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x14c , Size: 12]
  14288.         TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x158 , Size: 32]
  14289.         GameModeTeammateBattleResultData[] TeammateList;//[Offset: 0x178 , Size: 12]
  14290.         Vector LandLocation;//[Offset: 0x184 , Size: 12]
  14291.         int LandTime;//[Offset: 0x190 , Size: 4]
  14292.         Vector ParachuteLocation;//[Offset: 0x194 , Size: 12]
  14293.         Vector DeadLocation;//[Offset: 0x1a0 , Size: 12]
  14294.         FString DeadDamangeType;//[Offset: 0x1ac , Size: 12]
  14295.         int PveDeadAttacker;//[Offset: 0x1b8 , Size: 4]
  14296.         int PveStageId;//[Offset: 0x1bc , Size: 4]
  14297.         FString DeadTimeStr;//[Offset: 0x1c0 , Size: 12]
  14298.         FString logoutime;//[Offset: 0x1cc , Size: 12]
  14299.         float Pronetime;//[Offset: 0x1d8 , Size: 4]
  14300.         float BeInWaterTime;//[Offset: 0x1dc , Size: 4]
  14301.         float SwimmingDistance;//[Offset: 0x1e0 , Size: 4]
  14302.         int BeDownTimes;//[Offset: 0x1e4 , Size: 4]
  14303.         int BeSavedTimes;//[Offset: 0x1e8 , Size: 4]
  14304.         int PickUpAirDrops;//[Offset: 0x1ec , Size: 4]
  14305.         EquipmentData EquipmentData;//[Offset: 0x1f0 , Size: 80]
  14306.         int Rank;//[Offset: 0x240 , Size: 4]
  14307.         int TotalScore;//[Offset: 0x244 , Size: 4]
  14308.         int ProneTimes;//[Offset: 0x248 , Size: 4]
  14309.         int CrouchTimes;//[Offset: 0x24c , Size: 4]
  14310.         int JumpTimes;//[Offset: 0x250 , Size: 4]
  14311.         int TouchDownAreaID;//[Offset: 0x254 , Size: 4]
  14312.         int TouchDownLocTypeID;//[Offset: 0x258 , Size: 4]
  14313.         int[] TouchDownAreaList;//[Offset: 0x25c , Size: 12]
  14314.         GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x268 , Size: 12]
  14315.         ReportCollection[] SpecialCollectionList;//[Offset: 0x274 , Size: 12]
  14316.         WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x280 , Size: 12]
  14317.         GrenadeDamageRecord GrenadeDamageRecord;//[Offset: 0x28c , Size: 28]
  14318.         KniveDamageRecord KniveDamageRecord;//[Offset: 0x2a8 , Size: 32]
  14319.         int[] SecretAreaIDList;//[Offset: 0x2c8 , Size: 12]
  14320.         int KillNumInVehicle;//[Offset: 0x2d4 , Size: 4]
  14321.         float TotalSprintDistance;//[Offset: 0x2d8 , Size: 4]
  14322.         float TotalBeenDamageAmount;//[Offset: 0x2dc , Size: 4]
  14323.         float DestroyVehicleWheelNum;//[Offset: 0x2e0 , Size: 4]
  14324.         int[] BuildFlow;//[Offset: 0x2e4 , Size: 12]
  14325.         int[] DestroyShelterFlow;//[Offset: 0x2f0 , Size: 12]
  14326.         float ShelterTakeDamage;//[Offset: 0x2fc , Size: 4]
  14327.         float HitShelterDamage;//[Offset: 0x300 , Size: 4]
  14328.         VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x304 , Size: 12]
  14329.         KnockOutData[] KnockOutList;//[Offset: 0x310 , Size: 12]
  14330.         bool IsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c , Size: 1]
  14331.         int KillMonsterNum;//[Offset: 0x320 , Size: 4]
  14332.         int LightCandleNum;//[Offset: 0x324 , Size: 4]
  14333.         int KillMagicWalkAI;//[Offset: 0x328 , Size: 4]
  14334.         int SendMagicWalkAI;//[Offset: 0x32c , Size: 4]
  14335.         float BattleStateTime;//[Offset: 0x330 , Size: 4]
  14336.         bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334 , Size: 1]
  14337.         <int,int> ActivityButtonCount;//[Offset: 0x338 , Size: 60]
  14338.         TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x374 , Size: 8]
  14339.         float TotalDamage;//[Offset: 0x37c , Size: 4]
  14340.         int OpenAirDropBoxesNum;//[Offset: 0x380 , Size: 4]
  14341.         int FollowState;//[Offset: 0x384 , Size: 4]
  14342.         FString[] DestroyVehicleFlow;//[Offset: 0x388 , Size: 12]
  14343.         int UseHelicoperNum;//[Offset: 0x394 , Size: 4]
  14344.         float UseHelicoperDistance;//[Offset: 0x398 , Size: 4]
  14345.         int RevivalNum;//[Offset: 0x39c , Size: 4]
  14346.         int BeRevivedNum;//[Offset: 0x3a0 , Size: 4]
  14347.         int DrivingHelicopterTime;//[Offset: 0x3a4 , Size: 4]
  14348.         int InHelicopterTime;//[Offset: 0x3a8 , Size: 4]
  14349.         int SnowBoardJumpActionCount;//[Offset: 0x3ac , Size: 4]
  14350.         int EmoteOnTelpherCount;//[Offset: 0x3b0 , Size: 4]
  14351.         int[] FindBlackMonsterIDs;//[Offset: 0x3b4 , Size: 12]
  14352.         int KillSnowManCount;//[Offset: 0x3c0 , Size: 4]
  14353.         <enum,int> EventCounterMap;//[Offset: 0x3c4 , Size: 60]
  14354.         TLog_Micphone MicphoneTlog;//[Offset: 0x400 , Size: 24]
  14355.         int NormalItemNum;//[Offset: 0x418 , Size: 4]
  14356.         int SeniorItemNum;//[Offset: 0x41c , Size: 4]
  14357.  
  14358. --------------------------------
  14359. Class: GrenadeDamageRecord
  14360.         int HitCount;//[Offset: 0x0 , Size: 4]
  14361.         int[] HitDistanceArray;//[Offset: 0x4 , Size: 12]
  14362.         GrenadeDamageRecordItem[] Grenades;//[Offset: 0x10 , Size: 12]
  14363.  
  14364. --------------------------------
  14365. Class: GrenadeDamageRecordItem
  14366.         int WeaponId;//[Offset: 0x0 , Size: 4]
  14367.         float TotalDamage;//[Offset: 0x4 , Size: 4]
  14368.         int FireCount;//[Offset: 0x8 , Size: 4]
  14369.         int KillCount;//[Offset: 0xc , Size: 4]
  14370.         int KnockNumber;//[Offset: 0x10 , Size: 4]
  14371.         int AvatarID;//[Offset: 0x14 , Size: 4]
  14372.  
  14373. --------------------------------
  14374. Class: KniveDamageRecord
  14375.         int HeadShootCount;//[Offset: 0x0 , Size: 4]
  14376.         int LimbsShootCount;//[Offset: 0x4 , Size: 4]
  14377.         int BodyShootCount;//[Offset: 0x8 , Size: 4]
  14378.         int HandShootCount;//[Offset: 0xc , Size: 4]
  14379.         int FootShootCount;//[Offset: 0x10 , Size: 4]
  14380.         KniveDamageRecordItem[] Knives;//[Offset: 0x14 , Size: 12]
  14381.  
  14382. --------------------------------
  14383. Class: KniveDamageRecordItem
  14384.         int WeaponId;//[Offset: 0x0 , Size: 4]
  14385.         float TotalDamage;//[Offset: 0x4 , Size: 4]
  14386.         int KillCount;//[Offset: 0x8 , Size: 4]
  14387.         int KnockNumber;//[Offset: 0xc , Size: 4]
  14388.         int AvatarID;//[Offset: 0x10 , Size: 4]
  14389.  
  14390. --------------------------------
  14391. Class: CharacterAutoFollowStruct
  14392.         bool IsFollowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  14393.         STExtraBaseCharacter* Target;//[Offset: 0x4 , Size: 4]
  14394.  
  14395. --------------------------------
  14396. Class: CharacterLocAndRot
  14397.         Vector Loc;//[Offset: 0x0 , Size: 12]
  14398.         Rotator Rot;//[Offset: 0xc , Size: 12]
  14399.  
  14400. --------------------------------
  14401. Class: VisualFieldInfo
  14402.         int ViewerLayerID;//[Offset: 0x0 , Size: 4]
  14403.         VisualFieldMetaInfo[] VisualFieldMetaInfoList;//[Offset: 0x4 , Size: 12]
  14404.  
  14405. --------------------------------
  14406. Class: VisualFieldMetaInfo
  14407.         Vector Location;//[Offset: 0x0 , Size: 12]
  14408.         int LayerID;//[Offset: 0xc , Size: 4]
  14409.  
  14410. --------------------------------
  14411. Class: DriveCarNotify
  14412.         byte DriveCar;//[Offset: 0x0 , Size: 1]
  14413.         STExtraBaseCharacter* Character;//[Offset: 0x4 , Size: 4]
  14414.         STExtraWheeledVehicle* Vehicle;//[Offset: 0x8 , Size: 4]
  14415.  
  14416. --------------------------------
  14417. Class: STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object
  14418.         STVehicleWheelDustConfig* DustConfig;//[Offset: 0xdbc , Size: 4]
  14419.         ParticleSystemComponent* DustPSC;//[Offset: 0xdc0 , Size: 4]
  14420.         ParticleSystemComponent*[] PSCs;//[Offset: 0xdd0 , Size: 12]
  14421.         class TrailMarkActor* TrailMarkClass;//[Offset: 0xde0 , Size: 40]
  14422.         TrailMarkActor* WeakTrailMarkActor;//[Offset: 0xe08 , Size: 8]
  14423.         STExtraVehicleMovementComponent4W* VehicleMovement;//[Offset: 0xe10 , Size: 4]
  14424.         float TorqueMultiplierforBoosting;//[Offset: 0xe18 , Size: 4]
  14425.         float WheelEffectUpdateInterval;//[Offset: 0xe1c , Size: 4]
  14426.         bool bWheelEffectUseSocketBone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe20 , Size: 1]
  14427.         int ValidTransformMinWheelNum;//[Offset: 0xe24 , Size: 4]
  14428.         delegate OnVehicleWheelLanded;//[Offset: 0xe28 , Size: 12]
  14429.         float MinLandingWheelSuspensionOffset;//[Offset: 0xe34 , Size: 4]
  14430.         delegate OnVehicleGearChanged;//[Offset: 0xe38 , Size: 12]
  14431.         AkAudioEvent* Sfx_MoveConcrete;//[Offset: 0xe4c , Size: 4]
  14432.         AkAudioEvent* Sfx_MoveMud;//[Offset: 0xe50 , Size: 4]
  14433.         AkAudioEvent* Sfx_MoveWater;//[Offset: 0xe54 , Size: 4]
  14434.         AkAudioEvent* Sfx_Slip;//[Offset: 0xe58 , Size: 4]
  14435.         AkAudioEvent* Sfx_TireExplosion;//[Offset: 0xe5c , Size: 4]
  14436.         AkAudioEvent* Sfx_GearUp;//[Offset: 0xe60 , Size: 4]
  14437.         AkAudioEvent* Sfx_GearDown;//[Offset: 0xe64 , Size: 4]
  14438.         CurveFloat* Sfx_RPMRelativeCurve;//[Offset: 0xe68 , Size: 4]
  14439.         WheelSfxConfig* WheelSfxConfig;//[Offset: 0xe6c , Size: 4]
  14440.         STExtraVehicleSfxLoop WheelSlipSfxLoop;//[Offset: 0xe70 , Size: 80]
  14441.         STExtraVehicleWheelSfxOnSurface WheelSfxOnSurface;//[Offset: 0xec0 , Size: 76]
  14442.         AkComponent* AkComp_WheelFriction;//[Offset: 0xf0c , Size: 4]
  14443.         float RTPC_Throttle_InterpSpeed_Up;//[Offset: 0xf20 , Size: 4]
  14444.         float RTPC_Throttle_InterpSpeed_Down;//[Offset: 0xf24 , Size: 4]
  14445.         float WheelSfxUpdateInterval;//[Offset: 0xf4c , Size: 4]
  14446.         ParticleSystem* PlumeSmokeTemplate;//[Offset: 0xf54 , Size: 4]
  14447.         FString LoopSmokeCmpName;//[Offset: 0xf58 , Size: 12]
  14448.         STReplicatedVehicleState STReplicatedState;//[Offset: 0xf64 , Size: 5]
  14449.         bool ShouldDestroyPhysxWhileFreeze;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf69 , Size: 1]
  14450.         void STServerUpdateState(int8 InSteeringInput, int8 InThrottleInput, int8 InBrakeInput, int8 InHandbrakeInput, int8 CurrentGear);// 0x1f63b00
  14451.         void PostLoadFPPMesh();// 0x1f58c04
  14452.         void OnWheelsLanded();// 0x1f63aec
  14453.         void OnRep_ReplicatedState();// 0x1c8c854
  14454.         void OnGearChanged(bool bIsUp);// 0x1f63a6c
  14455.         float GetVehicleSpeed();// 0x1f63a44
  14456.         float GetVehicleSlip();// 0x1f63a14
  14457.         Vector GetRotationInputDir();// 0x1e81b20
  14458.         void BroadcastClientVehicleWheelDestroyEffect();// 0x1cda958
  14459.  
  14460. --------------------------------
  14461. Class: STVehicleWheelDustConfig.DataAsset.Object
  14462.         STVehicleWheelDust[] WheelDusts;//[Offset: 0x20 , Size: 12]
  14463.  
  14464. --------------------------------
  14465. Class: STVehicleWheelDust
  14466.         byte ContactSurface;//[Offset: 0x0 , Size: 1]
  14467.         ParticleSystem* MoveFx;//[Offset: 0x4 , Size: 4]
  14468.         ParticleSystem* SlipFx;//[Offset: 0x8 , Size: 4]
  14469.         ParticleSystem* HubFx;//[Offset: 0xc , Size: 4]
  14470.         float minSpeed;//[Offset: 0x10 , Size: 4]
  14471.  
  14472. --------------------------------
  14473. Class: TrailMarkActor.Actor.Object
  14474.         int MaxQuadNum;//[Offset: 0x2c4 , Size: 4]
  14475.         float MaxQuadLength;//[Offset: 0x2c8 , Size: 4]
  14476.         float QuadDirectionAcceptAngle;//[Offset: 0x2cc , Size: 4]
  14477.         MaterialInterface* TrailMarkMaterial;//[Offset: 0x2d0 , Size: 4]
  14478.         float DefaultTrailWidth;//[Offset: 0x2d4 , Size: 4]
  14479.         bool bUseTrailLength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8 , Size: 1]
  14480.         float DefaultTrailLength;//[Offset: 0x2dc , Size: 4]
  14481.         float TextureLength;//[Offset: 0x2e0 , Size: 4]
  14482.         int USegmentNum;//[Offset: 0x2e4 , Size: 4]
  14483.         int CoordU;//[Offset: 0x2e8 , Size: 4]
  14484.         int SlippingCoordU;//[Offset: 0x2ec , Size: 4]
  14485.         int BrokenCoordU;//[Offset: 0x2f0 , Size: 4]
  14486.         bool bUseAdditionalType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1]
  14487.         float AdditionalTrailWidth;//[Offset: 0x2f8 , Size: 4]
  14488.         float AdditionalTextureLength;//[Offset: 0x2fc , Size: 4]
  14489.         int AdditionalCoordU;//[Offset: 0x300 , Size: 4]
  14490.         int AdditionalSlippingCoordU;//[Offset: 0x304 , Size: 4]
  14491.         int AdditionalBrokenCoordU;//[Offset: 0x308 , Size: 4]
  14492.         bool bDeferUpdateTrailMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30c , Size: 1]
  14493.         RuntimeMeshComponent* TrailMesh;//[Offset: 0x310 , Size: 4]
  14494.         void UpdateInput(out const TrailMarkInputData[] NewInput);// 0x1f7bec0
  14495.         void StopUpdate();// 0x1f7beac
  14496.         bool IsUpdating();// 0x1e47d18
  14497.  
  14498. --------------------------------
  14499. Class: RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  14500.         delegate CollisionUpdated;//[Offset: 0x578 , Size: 12]
  14501.         bool bUseComplexAsSimpleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584 , Size: 1]
  14502.         bool bUseAsyncCooking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585 , Size: 1]
  14503.         bool bShouldSerializeMeshData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586 , Size: 1]
  14504.         enum CollisionMode;//[Offset: 0x587 , Size: 1]
  14505.         BodySetup* BodySetup;//[Offset: 0x588 , Size: 4]
  14506.         RuntimeMeshCollisionSection[] MeshCollisionSections;//[Offset: 0x5ac , Size: 12]
  14507.         RuntimeConvexCollisionSection[] ConvexCollisionSections;//[Offset: 0x5b8 , Size: 12]
  14508.         BoxSphereBounds LocalBounds;//[Offset: 0x5c4 , Size: 28]
  14509.         RuntimeMeshComponentPrePhysicsTickFunction PrePhysicsTick;//[Offset: 0x5e0 , Size: 60]
  14510.         BodySetup*[] AsyncBodySetupQueue;//[Offset: 0x61c , Size: 12]
  14511.         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);// 0x4f0a9a0
  14512.         void SetSectionTessellationTriangles(int SectionIndex, out const int[] TessellationTriangles, bool bShouldMoveArray);// 0x4f0a840
  14513.         void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);// 0x4f0a77c
  14514.         void SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled);// 0x4f0a6b8
  14515.         void SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow);// 0x4f0a5f4
  14516.         void SetMeshCollisionSection(int CollisionSectionIndex, out const Vector[] Vertices, out const int[] Triangles);// 0x4f0a44c
  14517.         void RuntimeMeshCollisionUpdatedDelegate__DelegateSignature();// 0x2859eb0
  14518.         bool IsMeshSectionVisible(int SectionIndex);// 0x4f0a3cc
  14519.         bool IsMeshSectionCollisionEnabled(int SectionIndex);// 0x4f0a34c
  14520.         bool IsMeshSectionCastingShadows(int SectionIndex);// 0x4f0a2cc
  14521.         int GetNumSections();// 0x4f0a2a4
  14522.         int GetLastSectionIndex();// 0x4f0a27c
  14523.         int FirstAvailableMeshSectionIndex();// 0x4f0a254
  14524.         void EndBatchUpdates();// 0x4f0a240
  14525.         bool DoesSectionExist(int SectionIndex);// 0x4f0a1c0
  14526.         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);// 0x4f09bd0
  14527.         void CookCollisionNow();// 0x4f09bbc
  14528.         void ClearMeshSection(int SectionIndex);// 0x4f09b44
  14529.         void ClearMeshCollisionSection(int CollisionSectionIndex);// 0x4f09acc
  14530.         void ClearCollisionConvexMeshes();// 0x4f09ab8
  14531.         void ClearAllMeshSections();// 0x4f09aa4
  14532.         void ClearAllMeshCollisionSections();// 0x4f09a90
  14533.         void BeginBatchUpdates();// 0x4f09a74
  14534.         void AddCollisionConvexMesh(Vector[] ConvexVerts);// 0x4f09918
  14535.  
  14536. --------------------------------
  14537. Class: RuntimeMeshCollisionSection
  14538.         Vector[] VertexBuffer;//[Offset: 0x0 , Size: 12]
  14539.         int[] IndexBuffer;//[Offset: 0xc , Size: 12]
  14540.  
  14541. --------------------------------
  14542. Class: RuntimeConvexCollisionSection
  14543.         Vector[] VertexBuffer;//[Offset: 0x0 , Size: 12]
  14544.         Box BoundingBox;//[Offset: 0xc , Size: 28]
  14545.  
  14546. --------------------------------
  14547. Class: RuntimeMeshComponentPrePhysicsTickFunction.TickFunction
  14548.  
  14549. --------------------------------
  14550. Class: RuntimeMeshTangent
  14551.         Vector TangentX;//[Offset: 0x0 , Size: 12]
  14552.         bool bFlipTangentY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  14553.  
  14554. --------------------------------
  14555. Class: TrailMarkInputData
  14556.         bool bContainValidData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  14557.         Transform Trans;//[Offset: 0x10 , Size: 48]
  14558.         Vector Normal;//[Offset: 0x40 , Size: 12]
  14559.         enum Type;//[Offset: 0x4c , Size: 1]
  14560.         bool bBackWheel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d , Size: 1]
  14561.  
  14562. --------------------------------
  14563. Class: STExtraVehicleMovementComponent4W.WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  14564.         WheelHubSetup[] WheelHubSetups;//[Offset: 0x36c , Size: 12]
  14565.         FName[] ExtraOptBoneNames;//[Offset: 0x378 , Size: 12]
  14566.         bool bHideWheelPhyBodyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390 , Size: 1]
  14567.         float DebugVehicleSettingInterval;//[Offset: 0x394 , Size: 4]
  14568.         VehicleWheel*[] WheelHubs;//[Offset: 0x398 , Size: 12]
  14569.         STExtraVehicleBase* CharacterOwner;//[Offset: 0x3ac , Size: 4]
  14570.         float MaxRPMLimit;//[Offset: 0x4d4 , Size: 4]
  14571.         float TorqueRate;//[Offset: 0x4d8 , Size: 4]
  14572.         byte[] SpecialModifyCollisionList;//[Offset: 0x4dc , Size: 12]
  14573.         int[] SpecialModifyShapeIndexList;//[Offset: 0x4e8 , Size: 12]
  14574.         FName RootBodyName;//[Offset: 0x4f8 , Size: 8]
  14575.         void SetTransmissionSetup(out const VehicleTransmissionData NewTransmissionSetup);// 0x1f5df54
  14576.         void SetEngineSetup(out const VehicleEngineData NewEngineSetup);// 0x1f5ddec
  14577.         void SetDifferentialSetup(out const VehicleDifferential4WData NewDifferentialSetup);// 0x1f5dd68
  14578.         void RefreshBodyCollision();// 0x1f5dd54
  14579.         void OnExpoldeStopWheel();// 0x1f5dd40
  14580.         void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f5dc40
  14581.         void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x1f5dab4
  14582.         void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f5d9b4
  14583.         void ForceWheelsRotate(float DriveTorque);// 0x1f5d93c
  14584.         void ClearDestroyedWheel();// 0x1f5d928
  14585.  
  14586. --------------------------------
  14587. Class: WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  14588.         VehicleEngineData EngineSetup;//[Offset: 0x260 , Size: 108]
  14589.         VehicleDifferential4WData DifferentialSetup;//[Offset: 0x2cc , Size: 28]
  14590.         VehicleTransmissionData TransmissionSetup;//[Offset: 0x2e8 , Size: 40]
  14591.         RuntimeFloatCurve SteeringCurve;//[Offset: 0x310 , Size: 88]
  14592.         float AckermannAccuracy;//[Offset: 0x368 , Size: 4]
  14593.  
  14594. --------------------------------
  14595. Class: WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  14596.         bool bDeprecatedSpringOffsetMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x128 , Size: 1]
  14597.         WheelSetup[] WheelSetups;//[Offset: 0x12c , Size: 12]
  14598.         float Mass;//[Offset: 0x138 , Size: 4]
  14599.         float DragCoefficient;//[Offset: 0x13c , Size: 4]
  14600.         float ChassisWidth;//[Offset: 0x140 , Size: 4]
  14601.         float ChassisHeight;//[Offset: 0x144 , Size: 4]
  14602.         bool bReverseAsBrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148 , Size: 1]
  14603.         float DragArea;//[Offset: 0x14c , Size: 4]
  14604.         float EstimatedMaxEngineSpeed;//[Offset: 0x150 , Size: 4]
  14605.         float MaxEngineRPM;//[Offset: 0x154 , Size: 4]
  14606.         float DebugDragMagnitude;//[Offset: 0x158 , Size: 4]
  14607.         Vector InertiaTensorScale;//[Offset: 0x15c , Size: 12]
  14608.         float MinNormalizedTireLoad;//[Offset: 0x168 , Size: 4]
  14609.         float MinNormalizedTireLoadFiltered;//[Offset: 0x16c , Size: 4]
  14610.         float MaxNormalizedTireLoad;//[Offset: 0x170 , Size: 4]
  14611.         float MaxNormalizedTireLoadFiltered;//[Offset: 0x174 , Size: 4]
  14612.         float ThresholdLongitudinalSpeed;//[Offset: 0x178 , Size: 4]
  14613.         int LowForwardSpeedSubStepCount;//[Offset: 0x17c , Size: 4]
  14614.         int HighForwardSpeedSubStepCount;//[Offset: 0x180 , Size: 4]
  14615.         VehicleWheel*[] Wheels;//[Offset: 0x184 , Size: 12]
  14616.         bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19c , Size: 1]
  14617.         float RVOAvoidanceRadius;//[Offset: 0x1a0 , Size: 4]
  14618.         float RVOAvoidanceHeight;//[Offset: 0x1a4 , Size: 4]
  14619.         float AvoidanceConsiderationRadius;//[Offset: 0x1a8 , Size: 4]
  14620.         float RVOSteeringStep;//[Offset: 0x1ac , Size: 4]
  14621.         float RVOThrottleStep;//[Offset: 0x1b0 , Size: 4]
  14622.         int AvoidanceUID;//[Offset: 0x1b4 , Size: 4]
  14623.         NavAvoidanceMask AvoidanceGroup;//[Offset: 0x1b8 , Size: 4]
  14624.         NavAvoidanceMask GroupsToAvoid;//[Offset: 0x1bc , Size: 4]
  14625.         NavAvoidanceMask GroupsToIgnore;//[Offset: 0x1c0 , Size: 4]
  14626.         float AvoidanceWeight;//[Offset: 0x1c4 , Size: 4]
  14627.         Vector PendingLaunchVelocity;//[Offset: 0x1c8 , Size: 12]
  14628.         ReplicatedVehicleState ReplicatedState;//[Offset: 0x1d4 , Size: 20]
  14629.         float RawSteeringInput;//[Offset: 0x1ec , Size: 4]
  14630.         float RawThrottleInput;//[Offset: 0x1f0 , Size: 4]
  14631.         float RawBrakeInput;//[Offset: 0x1f4 , Size: 4]
  14632.         bool bRawHandbrakeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f8 , Size: 1]
  14633.         bool bRawGearUpInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1f8 , Size: 1]
  14634.         bool bRawGearDownInput;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1f8 , Size: 1]
  14635.         float SteeringInput;//[Offset: 0x1fc , Size: 4]
  14636.         float ThrottleInput;//[Offset: 0x200 , Size: 4]
  14637.         float BrakeInput;//[Offset: 0x204 , Size: 4]
  14638.         float HandbrakeInput;//[Offset: 0x208 , Size: 4]
  14639.         float IdleBrakeInput;//[Offset: 0x20c , Size: 4]
  14640.         float StopThreshold;//[Offset: 0x210 , Size: 4]
  14641.         float WrongDirectionThreshold;//[Offset: 0x214 , Size: 4]
  14642.         VehicleInputRate ThrottleInputRate;//[Offset: 0x218 , Size: 8]
  14643.         VehicleInputRate BrakeInputRate;//[Offset: 0x220 , Size: 8]
  14644.         VehicleInputRate HandbrakeInputRate;//[Offset: 0x228 , Size: 8]
  14645.         VehicleInputRate SteeringInputRate;//[Offset: 0x230 , Size: 8]
  14646.         bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x238 , Size: 1]
  14647.         void SetUseAutoGears(bool bUseAuto);// 0x50e06b0
  14648.         void SetThrottleInput(float Throttle);// 0x50e0630
  14649.         void SetTargetGear(int GearNum, bool bImmediate);// 0x50e056c
  14650.         void SetSteeringInput(float Steering);// 0x50e04ec
  14651.         void SetPhysActive(bool bActive);// 0x50e046c
  14652.         void SetHandbrakeInput(bool bNewHandbrake);// 0x50e03e4
  14653.         void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x50e0360
  14654.         void SetGroupsToIgnore(int GroupFlags);// 0x50e02e8
  14655.         void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x50e0264
  14656.         void SetGroupsToAvoid(int GroupFlags);// 0x50e01ec
  14657.         void SetGearUp(bool bNewGearUp);// 0x50e016c
  14658.         void SetGearDown(bool bNewGearDown);// 0x50e00ec
  14659.         void SetBrakeInput(float Brake);// 0x50e006c
  14660.         void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x50dffe8
  14661.         void SetAvoidanceGroup(int GroupFlags);// 0x50dff70
  14662.         void SetAvoidanceEnabled(bool bEnable);// 0x50dfef0
  14663.         void ServerUpdateState(float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int CurrentGear);// 0x50dfd0c
  14664.         bool GetUseAutoGears();// 0x50dfce4
  14665.         int GetTargetGear();// 0x50dfcbc
  14666.         float GetForwardSpeed();// 0x50dfc94
  14667.         float GetEngineRotationSpeed();// 0x50dfc6c
  14668.         float GetEngineMaxRotationSpeed();// 0x50dfc44
  14669.         int GetCurrentGear();// 0x50dfc1c
  14670.  
  14671. --------------------------------
  14672. Class: WheelHubSetup
  14673.         class VehicleWheel* WheelClass;//[Offset: 0x0 , Size: 4]
  14674.         FName TireBoneName;//[Offset: 0x8 , Size: 8]
  14675.         FName[] AssociationBoneName;//[Offset: 0x10 , Size: 12]
  14676.  
  14677. --------------------------------
  14678. Class: VehicleWheel.Object
  14679.         StaticMesh* CollisionMesh;//[Offset: 0x1c , Size: 4]
  14680.         bool bDontCreateShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  14681.         bool bAutoAdjustCollisionSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1]
  14682.         Vector Offset;//[Offset: 0x24 , Size: 12]
  14683.         float ShapeRadius;//[Offset: 0x30 , Size: 4]
  14684.         float ShapeWidth;//[Offset: 0x34 , Size: 4]
  14685.         float Mass;//[Offset: 0x38 , Size: 4]
  14686.         float DampingRate;//[Offset: 0x3c , Size: 4]
  14687.         float SteerAngle;//[Offset: 0x40 , Size: 4]
  14688.         bool bAffectedByHandbrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 , Size: 1]
  14689.         TireType* TireType;//[Offset: 0x48 , Size: 4]
  14690.         TireConfig* TireConfig;//[Offset: 0x4c , Size: 4]
  14691.         float LatStiffMaxLoad;//[Offset: 0x50 , Size: 4]
  14692.         float LatStiffValue;//[Offset: 0x54 , Size: 4]
  14693.         float LongStiffValue;//[Offset: 0x58 , Size: 4]
  14694.         float SuspensionForceOffset;//[Offset: 0x5c , Size: 4]
  14695.         float SuspensionMaxRaise;//[Offset: 0x60 , Size: 4]
  14696.         float SuspensionMaxDrop;//[Offset: 0x64 , Size: 4]
  14697.         float SuspensionNaturalFrequency;//[Offset: 0x68 , Size: 4]
  14698.         float SuspensionDampingRatio;//[Offset: 0x6c , Size: 4]
  14699.         byte SweepType;//[Offset: 0x70 , Size: 1]
  14700.         float MaxBrakeTorque;//[Offset: 0x74 , Size: 4]
  14701.         float MaxHandBrakeTorque;//[Offset: 0x78 , Size: 4]
  14702.         WheeledVehicleMovementComponent* VehicleSim;//[Offset: 0x7c , Size: 4]
  14703.         int WheelIndex;//[Offset: 0x80 , Size: 4]
  14704.         float DebugLongSlip;//[Offset: 0x84 , Size: 4]
  14705.         float DebugLatSlip;//[Offset: 0x88 , Size: 4]
  14706.         float DebugNormalizedTireLoad;//[Offset: 0x8c , Size: 4]
  14707.         float DebugWheelTorque;//[Offset: 0x94 , Size: 4]
  14708.         float DebugLongForce;//[Offset: 0x98 , Size: 4]
  14709.         float DebugLatForce;//[Offset: 0x9c , Size: 4]
  14710.         Vector Location;//[Offset: 0xa0 , Size: 12]
  14711.         Vector OldLocation;//[Offset: 0xac , Size: 12]
  14712.         Vector Velocity;//[Offset: 0xb8 , Size: 12]
  14713.         bool IsInAir();// 0x50df494
  14714.         float GetSuspensionOffset();// 0x50df46c
  14715.         float GetSteerAngle();// 0x50df444
  14716.         float GetRotationAngle();// 0x50df41c
  14717.  
  14718. --------------------------------
  14719. Class: TireConfig.DataAsset.Object
  14720.         float FrictionScale;//[Offset: 0x20 , Size: 4]
  14721.         TireConfigMaterialFriction[] TireFrictionScales;//[Offset: 0x24 , Size: 12]
  14722.  
  14723. --------------------------------
  14724. Class: TireConfigMaterialFriction
  14725.         PhysicalMaterial* PhysicalMaterial;//[Offset: 0x0 , Size: 4]
  14726.         float FrictionScale;//[Offset: 0x4 , Size: 4]
  14727.  
  14728. --------------------------------
  14729. Class: WheelSetup
  14730.         class VehicleWheel* WheelClass;//[Offset: 0x0 , Size: 4]
  14731.         FName BoneName;//[Offset: 0x8 , Size: 8]
  14732.         Vector AdditionalOffset;//[Offset: 0x10 , Size: 12]
  14733.  
  14734. --------------------------------
  14735. Class: VehicleEngineData
  14736.         RuntimeFloatCurve TorqueCurve;//[Offset: 0x0 , Size: 88]
  14737.         float MaxRPM;//[Offset: 0x58 , Size: 4]
  14738.         float MOI;//[Offset: 0x5c , Size: 4]
  14739.         float DampingRateFullThrottle;//[Offset: 0x60 , Size: 4]
  14740.         float DampingRateZeroThrottleClutchEngaged;//[Offset: 0x64 , Size: 4]
  14741.         float DampingRateZeroThrottleClutchDisengaged;//[Offset: 0x68 , Size: 4]
  14742.  
  14743. --------------------------------
  14744. Class: VehicleDifferential4WData
  14745.         byte DifferentialType;//[Offset: 0x0 , Size: 1]
  14746.         float FrontRearSplit;//[Offset: 0x4 , Size: 4]
  14747.         float FrontLeftRightSplit;//[Offset: 0x8 , Size: 4]
  14748.         float RearLeftRightSplit;//[Offset: 0xc , Size: 4]
  14749.         float CentreBias;//[Offset: 0x10 , Size: 4]
  14750.         float FrontBias;//[Offset: 0x14 , Size: 4]
  14751.         float RearBias;//[Offset: 0x18 , Size: 4]
  14752.  
  14753. --------------------------------
  14754. Class: VehicleTransmissionData
  14755.         bool bUseGearAutoBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  14756.         float GearSwitchTime;//[Offset: 0x4 , Size: 4]
  14757.         float GearAutoBoxLatency;//[Offset: 0x8 , Size: 4]
  14758.         float FinalRatio;//[Offset: 0xc , Size: 4]
  14759.         VehicleGearData[] ForwardGears;//[Offset: 0x10 , Size: 12]
  14760.         float ReverseGearRatio;//[Offset: 0x1c , Size: 4]
  14761.         float NeutralGearUpRatio;//[Offset: 0x20 , Size: 4]
  14762.         float ClutchStrength;//[Offset: 0x24 , Size: 4]
  14763.  
  14764. --------------------------------
  14765. Class: VehicleGearData
  14766.         float Ratio;//[Offset: 0x0 , Size: 4]
  14767.         float DownRatio;//[Offset: 0x4 , Size: 4]
  14768.         float UpRatio;//[Offset: 0x8 , Size: 4]
  14769.  
  14770. --------------------------------
  14771. Class: ReplicatedVehicleState
  14772.         float SteeringInput;//[Offset: 0x0 , Size: 4]
  14773.         float ThrottleInput;//[Offset: 0x4 , Size: 4]
  14774.         float BrakeInput;//[Offset: 0x8 , Size: 4]
  14775.         float HandbrakeInput;//[Offset: 0xc , Size: 4]
  14776.         int CurrentGear;//[Offset: 0x10 , Size: 4]
  14777.  
  14778. --------------------------------
  14779. Class: VehicleInputRate
  14780.         float RiseRate;//[Offset: 0x0 , Size: 4]
  14781.         float FallRate;//[Offset: 0x4 , Size: 4]
  14782.  
  14783. --------------------------------
  14784. Class: STExtraPlayerCharacter.STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
  14785.         class UserWidget* SettleAccountUI;//[Offset: 0x2188 , Size: 40]
  14786.         delegate OnHasPickupPropsAvailableChanged;//[Offset: 0x21b0 , Size: 12]
  14787.         delegate OnHasTombBoxesAvailableChanged;//[Offset: 0x21bc , Size: 12]
  14788.         delegate OnSkillFinishedDelegate;//[Offset: 0x21c8 , Size: 12]
  14789.         delegate OnPlayerInteractiveStateChange;//[Offset: 0x21d4 , Size: 12]
  14790.         delegate OnScopeOutDelegate;//[Offset: 0x21e0 , Size: 12]
  14791.         delegate OnScopeInDelegate;//[Offset: 0x21ec , Size: 12]
  14792.         delegate OnGetOnVehicleDelegate;//[Offset: 0x21f8 , Size: 12]
  14793.         delegate OnRepParachuteStateDelegate;//[Offset: 0x2204 , Size: 12]
  14794.         WeaponAutoAimingComponent* AutoAimComp;//[Offset: 0x2210 , Size: 4]
  14795.         STScreenAppearanceComponent* ScreenAppearaceComp;//[Offset: 0x2214 , Size: 4]
  14796.         BoxComponent* BoxEar;//[Offset: 0x2218 , Size: 4]
  14797.         NightVisionComponent* NightVisionComponent;//[Offset: 0x221c , Size: 4]
  14798.         class NightVisionComponent* NightVisionComponentClass;//[Offset: 0x2220 , Size: 4]
  14799.         float IndoorCheckDistance;//[Offset: 0x2224 , Size: 4]
  14800.         float IndoorCheckTime;//[Offset: 0x2228 , Size: 4]
  14801.         float BodyIndoorUpdateCheckTime;//[Offset: 0x222c , Size: 4]
  14802.         float IndoorLowerCameraHeight;//[Offset: 0x2230 , Size: 4]
  14803.         bool IsIndoorBodyAreaCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2234 , Size: 1]
  14804.         float IndoorBodyAreaDistance;//[Offset: 0x2238 , Size: 4]
  14805.         float fTickDuration;//[Offset: 0x223c , Size: 4]
  14806.         SoftClassPath PlayerGunCollisionComponentClassPath;//[Offset: 0x2240 , Size: 24]
  14807.         bool ShouldVaultOnBaseMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2258 , Size: 1]
  14808.         byte ParachuteState;//[Offset: 0x2268 , Size: 1]
  14809.         byte LastParachuteState;//[Offset: 0x226a , Size: 1]
  14810.         float HaveToOpenHeightToGround;//[Offset: 0x226c , Size: 4]
  14811.         bool IsPlaneJumpParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2270 , Size: 1]
  14812.         float SwimZDir;//[Offset: 0x2274 , Size: 4]
  14813.         bool Indoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2278 , Size: 1]
  14814.         bool IsBodyIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2279 , Size: 1]
  14815.         float SwimRotateX_Ex;//[Offset: 0x227c , Size: 4]
  14816.         CustomParticleSystemComponent* PS_CloudFast;//[Offset: 0x2280 , Size: 4]
  14817.         CustomParticleSystemComponent* PS_CloudSlow;//[Offset: 0x2284 , Size: 4]
  14818.         ParticleSystem* PS_CloudFastAsset;//[Offset: 0x2288 , Size: 4]
  14819.         ParticleSystem* PS_CloudSlowAsset;//[Offset: 0x228c , Size: 4]
  14820.         AkAudioEvent* AK_StartFallingLocal;//[Offset: 0x2290 , Size: 4]
  14821.         AkAudioEvent* AK_ParachuteLocal;//[Offset: 0x2294 , Size: 4]
  14822.         AkAudioEvent* AK_ParachuteRemote;//[Offset: 0x2298 , Size: 4]
  14823.         AkAudioEvent* AK_LandingLocal;//[Offset: 0x229c , Size: 4]
  14824.         AkAudioEvent* AK_LandingRemotel;//[Offset: 0x22a0 , Size: 4]
  14825.         SpringArmParams FreeFallSpringArmParam;//[Offset: 0x22a8 , Size: 80]
  14826.         SpringArmParams OpeningSpringArmParam;//[Offset: 0x22f8 , Size: 80]
  14827.         SpringArmParams TPPSpringArmParam;//[Offset: 0x2348 , Size: 80]
  14828.         class CameraShake* FreeFallCamShake;//[Offset: 0x23b0 , Size: 4]
  14829.         bool bDisableSimulateCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23b4 , Size: 1]
  14830.         bool bEnableParachuteFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23b5 , Size: 1]
  14831.         float VehicleForwardInputRate;//[Offset: 0x23b8 , Size: 4]
  14832.         float VehicleRightInputRate;//[Offset: 0x23bc , Size: 4]
  14833.         bool bDrawBoxEarBulletOverlapRay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c0 , Size: 1]
  14834.         STExtraPlayerController* STPlayerController;//[Offset: 0x23cc , Size: 4]
  14835.         AirAttackLocatorComponent* AirAttackLocatorComponent;//[Offset: 0x23d4 , Size: 4]
  14836.         bool EnableGoldenSuitCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23e3 , Size: 1]
  14837.         bool IsGoldenSuitStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23e4 , Size: 1]
  14838.         float GoldenSuitCheckAccDelta;//[Offset: 0x23e8 , Size: 4]
  14839.         bool EnableGoldenSuitATK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23ec , Size: 1]
  14840.         enum GoldenSuitSlot;//[Offset: 0x23ed , Size: 1]
  14841.         int GoldenSuitReplaceSkillId;//[Offset: 0x23f0 , Size: 4]
  14842.         float GoldenSuitCheckDelta;//[Offset: 0x23f4 , Size: 4]
  14843.         float GoldenSuitTestFistDamage;//[Offset: 0x23f8 , Size: 4]
  14844.         FanPickerConfigData FistFanPickerData;//[Offset: 0x23fc , Size: 72]
  14845.         FName FeatureActorName;//[Offset: 0x2498 , Size: 8]
  14846.         bool bSprintUseConsumableNotStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a0 , Size: 1]
  14847.         bool bLockUpdateAroundAfterRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a1 , Size: 1]
  14848.         bool bIsLockingUpdateAround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a2 , Size: 1]
  14849.         float LockUpdateAroundPickupTime;//[Offset: 0x24a4 , Size: 4]
  14850.         ActivityAnimationRepData ActivityAnimationRepData;//[Offset: 0x24b0 , Size: 4]
  14851.         ActivityActorBase*[] ActivityActorList;//[Offset: 0x24b8 , Size: 12]
  14852.         bool IsLocalActuallyAngledSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c4 , Size: 1]
  14853.         bool IsLocalActuallyScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c5 , Size: 1]
  14854.         AngledSightRepData AngledSightRepData;//[Offset: 0x24c6 , Size: 2]
  14855.         float SpecifiedItemLastConsumeTime;//[Offset: 0x24c8 , Size: 4]
  14856.         int TrySightCorrectionTime;//[Offset: 0x24d4 , Size: 4]
  14857.         float SightCorrectionDelay;//[Offset: 0x24d8 , Size: 4]
  14858.         bool IsStartObserverMainSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24dc , Size: 1]
  14859.         bool IsStartObserverAngleSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24dd , Size: 1]
  14860.         int CurrentSightCorrectionTimes;//[Offset: 0x24e0 , Size: 4]
  14861.         bool bRecommendSignalRecovery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24ed , Size: 1]
  14862.         bool CheckForActivityRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24f4 , Size: 1]
  14863.         ActicityDisallowedData[] PreConfiguredActivityDisallowedData;//[Offset: 0x24f8 , Size: 12]
  14864.         int CurrentActivityID;//[Offset: 0x2504 , Size: 4]
  14865.         int CurrentActivityIndex;//[Offset: 0x2508 , Size: 4]
  14866.         WarteringAreaCPP* MiniTreeRef;//[Offset: 0x250c , Size: 4]
  14867.         bool bEnableSecurity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2510 , Size: 1]
  14868.         PlayerRoleCacheFrameData WeaponManagerUsedPlayerRoleCacheFrameData;//[Offset: 0x2518 , Size: 16]
  14869.         int[] InjuryFreeData;//[Offset: 0x2528 , Size: 12]
  14870.         void UpdateParachuteState(out const Rotator Rotation, float FallingSpeed);// 0x1ef6c00
  14871.         void UpdateParachuteFallingCameraDistance(float Alpha);// 0x1ef6b88
  14872.         void UpdateIndoorState(bool IsInDoor);// 0x1ef6ac0
  14873.         void UpdateEnableGoldenSuitCheck();// 0x1ef6aa4
  14874.         void UpdateBodyIndoorState(bool BodyIndoor);// 0x1ef69dc
  14875.         void TriggerZombieBornSkills();// 0x1ef69c8
  14876.         void TouchCancelSkillLock();// 0x1ef69b4
  14877.         void SyncLatestPlayerStatus(byte LatestParachuteState);// 0x1ef6900
  14878.         void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x1ea436c
  14879.         void SwitchSightAngledServer(byte InAngledSightType, bool IsOnlyTurn);// 0x1ef67f0
  14880.         void SwitchSightAngledLocal(byte Type, bool IsOnlyTurn);// 0x1ef6724
  14881.         void SwitchSightAngled(byte Type, bool IsOnlyTurn);// 0x1ef6660
  14882.         void SwitchCameraToParachuteOpening();// 0x1ef6644
  14883.         void SwitchCameraToParachuteFalling();// 0x1ef6628
  14884.         void SwitchCameraToNormal();// 0x1ef660c
  14885.         void SwitchCameraFromParachuteOpeningToTPPUpdate(float Alpha);// 0x1ef6594
  14886.         void SwitchCameraFromParachuteOpeningToTPPStop();// 0x2859eb0
  14887.         void SwitchCameraFromParachuteOpeningToTPPFinish();// 0x1ef6580
  14888.         void SwitchCameraFromParachuteOpeningToTPPBeginPlay();// 0x2859eb0
  14889.         void StopCamShake();// 0x1ef6564
  14890.         void StartUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x1ef64ec
  14891.         void StartSwitchColdDown(float SwitchColdDownTime);// 0x1ef6474
  14892.         void StartCamShake();// 0x1ef6458
  14893.         void ShowNightVisionFrame();// 0x1ea3248
  14894.         void ShowConfirmDialogOfMisKill();// 0x1ea31b4
  14895.         bool ShouldTriggerEntryEvent(enum EntryEvent);// 0x1ef63d8
  14896.         bool ShouldDropBagItem(out const ItemDefineID SkillItemID);// 0x1ef6340
  14897.         void SetSwimRotateX_Ex(float NewSwimRotateX);// 0x1ef62c8
  14898.         void SetSpecifiedItemConsumed(int ItemID);// 0x2859eb0
  14899.         void SetSelfAndVehicleShadow(bool IsShow);// 0x1ef6248
  14900.         void SetRainyEffectParam(byte EffectType, float InRainyEffectParam);// 0x1ef618c
  14901.         void SetRainyEffectEnable(byte EffectType, bool InEnable, float InRainyEffectParam);// 0x1ef6080
  14902.         void SetPitchViewAngle(float MinPitch, float MaxPitch);// 0x1ef5fbc
  14903.         void SetParachuteState(byte State);// 0x1ef5f3c
  14904.         void SetInjuryFreeRateData(out const int[] InInjuryFreeData);// 0x1ef5e70
  14905.         void SetFPPDeafultFov(float InFov);// 0x1ef5df8
  14906.         void SetBodyIndoor(bool IsInDoor);// 0x1ef5d78
  14907.         void ServerUpdateParachuteState(const Rotator Rotation, float FallingSpeed);// 0x1ef5c84
  14908.         void ServerSetBulletFlySoundData(STExtraPlayerCharacter* PlayerCharacter, STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x1ef5b28
  14909.         void ServerOnApplicationactivated(bool bActive);// 0x1ef5a60
  14910.         void RPC_Server_OnMiniGameEnd(int Score, int Duration, ActivityActorBase* ActiveActor);// 0x1ef591c
  14911.         void RPC_Server_CheckActivityOverlap(ActivityActorBase* ActiveActor, bool IsBeginOverlap);// 0x1ef580c
  14912.         void RPC_Client_NotifyActivityOverlap(ActivityActorBase* ActiveActorn, bool IsBeginOverlap);// 0x1ef56fc
  14913.         void RPC_Client_CheckedActivityOverlap(ActivityActorBase* ActiveActorn, bool IsOverlaped, bool IsBegin, int Error);// 0x1ef5540
  14914.         void ResetCharacter();// 0x1e9e140
  14915.         void RequestLoadParachuteAnim();// 0x1ef5524
  14916.         void ReqSetShoulderCameraMode(bool bShoulderMode);// 0x1ef545c
  14917.         void RemoveParachuteAnim();// 0x1ef5448
  14918.         void ReleaseTrigger(enum Hand);// 0x1ef53c8
  14919.         void PushTrigger(enum Hand);// 0x1ef5348
  14920.         void ProneWithTerrain(Rotator CharacterRotation, bool isMoving, float Offset, float deap);// 0x1ef51f4
  14921.         void ParachutePlaySound(AkAudioEvent* LocalAkEvent, AkAudioEvent* RemoteAkEvent);// 0x2859eb0
  14922.         void OnSkillFinishedDelegate__DelegateSignature(enum StopReason, int SkillID, bool HasThrownGrenade);// 0x2859eb0
  14923.         void OnScopeOutDelegate__DelegateSignature(bool bIsBegin);// 0x2859eb0
  14924.         void OnScopeInDelegate__DelegateSignature(bool bIsBegin);// 0x2859eb0
  14925.         void OnRepParachuteStateDelegate__DelegateSignature();// 0x2859eb0
  14926.         void OnRep_STPlayerController();// 0x1ef51e0
  14927.         void OnRep_ParachuteState(byte State);// 0x1ef5160
  14928.         void OnRep_InjuryFreeData();// 0x1ef514c
  14929.         void OnRep_CurrentActivityID();// 0x1ef5138
  14930.         void OnRep_AngleSightStateChanged();// 0x1ef5124
  14931.         void OnRep_ActivityAnimationRepData();// 0x1ef5110
  14932.         void OnRank(int Kills, int Rank);// 0x1ef5054
  14933.         void OnPlayerInteractiveStateChange__DelegateSignature(STExtraBaseCharacter* BaseCharacter, ActivityActorBase* ActivityActor, enum Status);// 0x2859eb0
  14934.         void OnPlayerCurrentWeaponChange(byte CurSlot);// 0x1ef4fdc
  14935.         void OnPlayerControllerStateChanged(enum TargetStateType);// 0x1ef4f5c
  14936.         void OnMiniTreeTriggerServerLogicCPP();// 0x1ef4f40
  14937.         void OnLockUpdateAroundPickupEnd();// 0x1ef4f2c
  14938.         void OnLoadParachuteAnimCompleted();// 0x1ef4f18
  14939.         void OnHasTombBoxesAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2859eb0
  14940.         void OnHasPickupPropsAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2859eb0
  14941.         void OnBPStateCheckIn();// 0x2859eb0
  14942.         void OnAvatarEquippedSucc(enum SlotType, bool IsEquipped, int InItemID);// 0x1ef4e0c
  14943.         void OnAllAvatarEquippedSucc();// 0x1ef4df8
  14944.         void MulticastSetShoulderCameraMode(bool bShoulderMode);// 0x1ef4d70
  14945.         void MiniTreeTriggerServerLogic();// 0x1ef4d14
  14946.         bool IsSwitchCoolingDownFinish();// 0x1ef4ce0
  14947.         bool IsSpecifiedItemInCD(int ItemID);// 0x1ef4c58
  14948.         bool IsInLaunchSeat();// 0x1ef4c28
  14949.         bool IsGrenadeEmpty();// 0x1ef4c00
  14950.         bool IsBodyIndoorFuc();// 0x1ef4be0
  14951.         bool IsBodyIndoorCheck();// 0x1ef4bb8
  14952.         bool IsAllowSyncControllerRotationInActived();// 0x1ef4b90
  14953.         bool IsAllowPickupActor();// 0x1ef4b68
  14954.         void InitAirAttackLocatorComponent();// 0x1ef4b54
  14955.         void HideNightVisionFrame();// 0x1e98150
  14956.         bool HasParachuteAnimLoaded();// 0x1ef4b2c
  14957.         void HandleParachuteStateChanged(byte NewState);// 0x1ef4aac
  14958.         void HandleParachuteAnimChanged(enum TargetStateType, bool bIsReconnecting);// 0x1ef49e8
  14959.         void HandleBulletOverlap(Actor* BulletActor, out const HitResult HitResult, out const HitResult[] HitResults);// 0x1ef4870
  14960.         void HandleAIInstigateBulletOverlap(STExtraBaseCharacter* InstigatorCharacter, out const HitResult HitResult, out const HitResult[] HitResults);// 0x1ef46f8
  14961.         SpringArmComponent* GetThirdPersonSpringArm();// 0x2859eb0
  14962.         CameraComponent* GetThirdPersonCamera();// 0x2859eb0
  14963.         float GetSwimRotateX_Ex();// 0x1ef46d0
  14964.         int GetSkillIndexByActivityID();// 0x2859eb0
  14965.         SpringArmComponent* GetScopeSpringArm();// 0x2859eb0
  14966.         CameraComponent* GetScopeCamera();// 0x2859eb0
  14967.         bool GetPlayerVisibile();// 0x1ef46a8
  14968.         AnimationAsset* GetPlayerParachuteAnimByAnimType(byte AnimType);// 0x1ef4628
  14969.         STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34
  14970.         void GetOnVehicleDelegate__DelegateSignature();// 0x2859eb0
  14971.         SceneComponent* GetMoveableComp();// 0x1ef4600
  14972.         bool GetIsInDoor();// 0x1ef45d0
  14973.         bool GetIsGunADS();// 0x1ef45a0
  14974.         float GetInjuryFreeRate(int BodyPart);// 0x1e96954
  14975.         SpringArmComponent* GetFPPSpringArm();// 0x2859eb0
  14976.         float GetFPPDeafultFov();// 0x1ef4578
  14977.         CameraComponent* GetFPPCamera();// 0x2859eb0
  14978.         SpringArmComponent* GetFirstPersonSpringArm();// 0x2859eb0
  14979.         CameraComponent* GetFirstPersonCamera();// 0x2859eb0
  14980.         enum[] GetDisallowedStates(int ActivityID);// 0x2859eb0
  14981.         Vector GetBonePos(FName BoneName);// 0x1ef44e4
  14982.         void FreeFallShakeCam();// 0x1ef44d0
  14983.         void FinishUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x1ef4458
  14984.         void EnablePet(bool Enable);// 0x1ef43d0
  14985.         void DynamicCreateComponents();// 0x1ef43bc
  14986.         void DumpCharacterAnimBPVars();// 0x1ef43a8
  14987.         void DelayRemoveParachuteAnim();// 0x1ef4394
  14988.         void ClientPlayEarSound(STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x1ef4290
  14989.         void ClientInitParachuteLaunchStatus(Vector Vel);// 0x1ef4218
  14990.         void ClearHPUI();// 0x1e933c4
  14991.         bool CanAnimInstanceCacheParachuteAnim(STExtraAnimInstance* MyAnimInstance);// 0x1ef4198
  14992.         void CallRefreshBPStateCheckIn();// 0x1ef4184
  14993.         void AsyncLoadGunCollisionFinish(SoftClassPath GunCollisionPath);// 0x1ef4018
  14994.         void AnimInstanceCacheParachuteAnimVars();// 0x1ef4004
  14995.         bool AllowTriggerActivities(bool bCheckCanReceive);// 0x1ef3f7c
  14996.  
  14997. --------------------------------
  14998. Class: WeaponAutoAimingComponent.ActorComponent.Object
  14999.         AutoAimEnemyInfo SelectEnemyInfo;//[Offset: 0xd0 , Size: 20]
  15000.         AutoAimEnemyInfo LastSelectInfo;//[Offset: 0xe4 , Size: 20]
  15001.         Vector2D AimTargetScreenPos;//[Offset: 0xf8 , Size: 8]
  15002.         bool LastAimSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100 , Size: 1]
  15003.         PlayerController* PlayerController;//[Offset: 0x104 , Size: 4]
  15004.         STExtraBaseCharacter* PlayerPawn;//[Offset: 0x108 , Size: 4]
  15005.         float AIM_CD_WHEN_OPERATE_CAMERA_WHEN_JUMP;//[Offset: 0x118 , Size: 4]
  15006.         float AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x11c , Size: 4]
  15007.         float DEFAULT_CD_TIME;//[Offset: 0x120 , Size: 4]
  15008.         FName[] Bones;//[Offset: 0x130 , Size: 12]
  15009.         bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c , Size: 1]
  15010.         bool bEquipWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d , Size: 1]
  15011.         bool bInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13e , Size: 1]
  15012.         STExtraPlayerController* extraPlayerController;//[Offset: 0x140 , Size: 4]
  15013.         void OnUnEquipWeapon();// 0x1ff2a84
  15014.         void OnShoot(STExtraWeapon* Weapon);// 0x1ff2a0c
  15015.         void OnEquipWeapon();// 0x1ff29f8
  15016.         bool IsCurrentWeaponSupportAutoAim();// 0x1ff29d0
  15017.         void Init(Controller* Controller);// 0x1ff2958
  15018.         bool CheckSmoke(Vector StartPoint, STExtraPlayerCharacter* Pawn);// 0x1ff288c
  15019.         bool CheckInAngle(STExtraBaseCharacter* MyPawn, STExtraBaseCharacter* EnemyPawn, float MaxAngle);// 0x1ff277c
  15020.         bool CheckBuffStun();// 0x1ff2754
  15021.         bool CanEnemeyRaycastReach(Vector StartPoint, STExtraPlayerCharacter* Pawn);// 0x1ff2688
  15022.  
  15023. --------------------------------
  15024. Class: AutoAimEnemyInfo
  15025.         STExtraPlayerCharacter* EnemyPawn;//[Offset: 0x0 , Size: 4]
  15026.  
  15027. --------------------------------
  15028. Class: STScreenAppearanceComponent.ActorComponent.Object
  15029.         StaticMesh* AppearanceMeshTemplate;//[Offset: 0xbc , Size: 4]
  15030.         AppearanceMatData[] AppearancePresentList;//[Offset: 0xc0 , Size: 12]
  15031.         StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0xcc , Size: 4]
  15032.         AppearanceMeshData[] AppearanceMeshDataList;//[Offset: 0xd0 , Size: 12]
  15033.         ScreenParticleEffectData[] ScreenParticleEffectList;//[Offset: 0xdc , Size: 12]
  15034.         FName ScreenPlane;//[Offset: 0xe8 , Size: 8]
  15035.         MltAppearanceMatData[] MultiAppearancePresentList;//[Offset: 0xf0 , Size: 12]
  15036.         AppearanceMatData[] CurAppearanceList;//[Offset: 0xfc , Size: 12]
  15037.         CameraComponent* CurActiveCameraCache;//[Offset: 0x108 , Size: 4]
  15038.         MultiAppearanceMeshData[] MultiAppearanceMeshData;//[Offset: 0x118 , Size: 12]
  15039.         void UpdateMultiAppearancePresentList(float DeltaTime);// 0x1f690a0
  15040.         void StopScreenParticleEffectByName(FString ScreenParticleName);// 0x1f68fe4
  15041.         void StopScreenParticleEffect(byte EffectType);// 0x1f68f6c
  15042.         void StopScreenAppearance(FString AppearanceName, bool StopFromPlayFunc);// 0x1f68e64
  15043.         void StopAllScreenParticleEffect();// 0x1f68e50
  15044.         void StopAllScreenAppearance();// 0x1f68e3c
  15045.         void SetTextureParameterValue(FString AppearanceName, FName ParamName, Texture* Tex);// 0x1f68cf8
  15046.         void SetScreenParticleParam(byte EffectType, float InEffectValue);// 0x1f68c3c
  15047.         bool SetScalarParam(FString AppearanceName, FName ParamName, float ParamValue);// 0x1f68ae8
  15048.         void SetAppearanceActive(out const FName AppearanceName, bool bNewActive, bool bReset);// 0x1f689bc
  15049.         void SetAllAppearancesActive(bool bNewActive, bool bReset);// 0x1f688ec
  15050.         void SetAllAppearanceMeshHiddenInGame(bool bNewHid);// 0x1f6886c
  15051.         void PlayScreenParticleEffectByName(FString ScreenParticleName, float InEffectValue);// 0x1f6876c
  15052.         void PlayScreenParticleEffect(byte EffectType, float InEffectValue);// 0x1f686b0
  15053.         MaterialInstanceDynamic* PlayPresentScreenAppearance(FString AppearanceName);// 0x1f68550
  15054.         void PlayGraduallyShowOut(FString AppearanceKey, float Frag, float DelayTime);// 0x1f68370
  15055.         void PlayGraduallyShowIn(FString AppearanceKey, float Frag, float DelayTime, float BeginAlpha);// 0x1f68148
  15056.         MaterialInstanceDynamic* PlayCustomScreenAppearance(FString AppearanceName, MaterialInterface* MatToPlay, float LifeSpan, bool HideUI, FName InMatInstParamName, CurveFloat* InParamCurve);// 0x1f67f18
  15057.         void OnAsyncLoadingFinished(int AppearancePresentIndex);// 0x1f67ea0
  15058.         bool IsScreenAppearancePlaying(FString AppearanceName);// 0x1f67ddc
  15059.         void HandleEffectLoadFinishByName(FString ScreenParticleName);// 0x1f67c84
  15060.         void HandleEffectLoadFinish(byte EffectType);// 0x1f67c0c
  15061.         bool GetScalarParam(FString AppearanceName, FName ParamName, out float ParamValue);// 0x1f67aa8
  15062.  
  15063. --------------------------------
  15064. Class: AppearanceMatData
  15065.         FString AppearanceKey;//[Offset: 0x0 , Size: 12]
  15066.         float LifeSpan;//[Offset: 0xc , Size: 4]
  15067.         bool IgnoreIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  15068.         bool HideUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1]
  15069.         MaterialInterface* ParentMaterial;//[Offset: 0x18 , Size: 40]
  15070.         MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x40 , Size: 4]
  15071.         StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x44 , Size: 4]
  15072.         Transform AppearanceMeshRelativeTransform;//[Offset: 0x50 , Size: 48]
  15073.         FName MatInstParamName;//[Offset: 0x80 , Size: 8]
  15074.         CurveFloat* ParamCurve;//[Offset: 0x88 , Size: 4]
  15075.  
  15076. --------------------------------
  15077. Class: AppearanceMeshData
  15078.         StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x0 , Size: 4]
  15079.  
  15080. --------------------------------
  15081. Class: ScreenParticleEffectData
  15082.         byte EffectType;//[Offset: 0x0 , Size: 1]
  15083.         FString ScreenParticleEffectName;//[Offset: 0x4 , Size: 12]
  15084.         ParticleSystem* ParticleEffect;//[Offset: 0x10 , Size: 40]
  15085.         FName ParticleParamName;//[Offset: 0x38 , Size: 8]
  15086.         FString[] ExtraScreenAppearanceList;//[Offset: 0x40 , Size: 12]
  15087.         Vector ScreenParticleEffectLoc;//[Offset: 0x4c , Size: 12]
  15088.         ParticleSystemComponent* EffectComponent;//[Offset: 0x58 , Size: 4]
  15089.         bool KeepWorldRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  15090.         bool IsShowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d , Size: 1]
  15091.         float CurrentParamValue;//[Offset: 0x60 , Size: 4]
  15092.         byte DisableDeviceLevel;//[Offset: 0x64 , Size: 1]
  15093.  
  15094. --------------------------------
  15095. Class: MltAppearanceMatData
  15096.         FString AppearanceKey;//[Offset: 0x0 , Size: 12]
  15097.         FName AppearanceTag;//[Offset: 0x10 , Size: 8]
  15098.         Transform AppearanceMeshRelativeTransform;//[Offset: 0x20 , Size: 48]
  15099.         MaterialInterface* ParentMaterial;//[Offset: 0x50 , Size: 4]
  15100.         float MatialAlpha;//[Offset: 0x54 , Size: 4]
  15101.         MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x58 , Size: 4]
  15102.         StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0x5c , Size: 4]
  15103.         bool IsLogicShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1]
  15104.         bool IsShowOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61 , Size: 1]
  15105.         bool IsShowIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x62 , Size: 1]
  15106.         float GradualFrag;//[Offset: 0x64 , Size: 4]
  15107.         float DelayTime;//[Offset: 0x68 , Size: 4]
  15108.  
  15109. --------------------------------
  15110. Class: MultiAppearanceMeshData
  15111.         StaticMeshComponent* MultiAppearanceMesh;//[Offset: 0x0 , Size: 4]
  15112.  
  15113. --------------------------------
  15114. Class: BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  15115.         Vector BoxExtent;//[Offset: 0x564 , Size: 12]
  15116.         void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x3f44248
  15117.         Vector GetUnscaledBoxExtent();// 0x3f4421c
  15118.         Vector GetScaledBoxExtent();// 0x3f441c4
  15119.  
  15120. --------------------------------
  15121. Class: NightVisionComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  15122.         Transform TPPRelativeTransform;//[Offset: 0x630 , Size: 48]
  15123.         Transform FPPRelativeTransform;//[Offset: 0x660 , Size: 48]
  15124.         Transform ScopeRelativeTransform;//[Offset: 0x690 , Size: 48]
  15125.         void SetActivate(bool _IsActivate);// 0x1de4f50
  15126.  
  15127. --------------------------------
  15128. Class: CustomParticleSystemComponent.ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  15129.         Actor*[] CollisionIgnoreActors;//[Offset: 0x744 , Size: 12]
  15130.         bool bShowImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x750 , Size: 1]
  15131.         void AddCollisionIgnoreActor(Actor* IgnoreActor);// 0x1d1ac94
  15132.  
  15133. --------------------------------
  15134. Class: SpringArmParams
  15135.         CameraParams CameraParam;//[Offset: 0x0 , Size: 8]
  15136.         SceneComponent* ParentComp;//[Offset: 0x8 , Size: 4]
  15137.         FName ParentSocketName;//[Offset: 0x10 , Size: 8]
  15138.         float TargetArmALength;//[Offset: 0x18 , Size: 4]
  15139.         Vector SocketOffset;//[Offset: 0x1c , Size: 12]
  15140.         Vector TargetOffset;//[Offset: 0x28 , Size: 12]
  15141.         Vector RelativeLocation;//[Offset: 0x34 , Size: 12]
  15142.         float ProbeSize;//[Offset: 0x40 , Size: 4]
  15143.         byte ProbeChannel;//[Offset: 0x44 , Size: 1]
  15144.         bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45 , Size: 1]
  15145.         bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46 , Size: 1]
  15146.         bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47 , Size: 1]
  15147.         float CameraLagSpeed;//[Offset: 0x48 , Size: 4]
  15148.         bool bEnableCustomSpringArm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
  15149.  
  15150. --------------------------------
  15151. Class: CameraParams
  15152.         float FieldOfView;//[Offset: 0x0 , Size: 4]
  15153.         bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  15154.  
  15155. --------------------------------
  15156. Class: AirAttackLocatorComponent.ActorComponent.Object
  15157.         float AALOpenMotionSensibility;//[Offset: 0xbc , Size: 4]
  15158.         float AALOpenSensibility;//[Offset: 0xc0 , Size: 4]
  15159.         float OpenAALFOV;//[Offset: 0xc4 , Size: 4]
  15160.         int MaxDist;//[Offset: 0xc8 , Size: 4]
  15161.         int minDist;//[Offset: 0xcc , Size: 4]
  15162.         int DangerDist;//[Offset: 0xd0 , Size: 4]
  15163.         ParticleSystem* FreeArrowParticle;//[Offset: 0xd8 , Size: 40]
  15164.         class AirAttackLocatorCalledActor* AirAttackActorTemplate;//[Offset: 0x100 , Size: 40]
  15165.         AirAttackLocatorCalledActor* AirAttackLocatorCalledActor;//[Offset: 0x128 , Size: 4]
  15166.         ParticleSystemComponent* FreeArrowComp;//[Offset: 0x12c , Size: 4]
  15167.         ParticleSystemComponent* FixedArrowComp;//[Offset: 0x130 , Size: 4]
  15168.         float FixArrowScaleDistance;//[Offset: 0x138 , Size: 4]
  15169.         float ArrowScaleFactor1;//[Offset: 0x13c , Size: 4]
  15170.         float ArrowScalePlus1;//[Offset: 0x140 , Size: 4]
  15171.         float ArrowScaleFactor2;//[Offset: 0x144 , Size: 4]
  15172.         float ArrowScalePlus2;//[Offset: 0x148 , Size: 4]
  15173.         float ShortDis;//[Offset: 0x14c , Size: 4]
  15174.         byte ChannelType;//[Offset: 0x150 , Size: 1]
  15175.         Vector TargetLocation;//[Offset: 0x154 , Size: 12]
  15176.         void SetItemExsist(bool bExsist);// 0x1c7c1d0
  15177.         void SetFinalLocation();// 0x1c7c1bc
  15178.         void SetAALFov(bool bOpen);// 0x1c7c13c
  15179.         void ServerSetAirAttackLocation(Vector BeginLocation, Vector EndLocation);// 0x1c7c024
  15180.         void OnFreeArrowLoadFinsh();// 0x1c7c010
  15181.         void OnCalledActorLoadFinsh(Vector Location);// 0x1c7bfa0
  15182.         float GetTargetDistance();// 0x1c7bf78
  15183.         bool GetAALAvaliable();// 0x1c7bf50
  15184.  
  15185. --------------------------------
  15186. Class: AirAttackLocatorCalledActor.Pawn.Actor.Object
  15187.         float DestoryTime;//[Offset: 0x308 , Size: 4]
  15188.         float AirAttackDelayTime;//[Offset: 0x30c , Size: 4]
  15189.         int SkillID;//[Offset: 0x310 , Size: 4]
  15190.         int IconID;//[Offset: 0x314 , Size: 4]
  15191.         float AttackAreaRadius;//[Offset: 0x318 , Size: 4]
  15192.  
  15193. --------------------------------
  15194. Class: FanPickerConfigData
  15195.         float Radius;//[Offset: 0x0 , Size: 4]
  15196.         float Angle;//[Offset: 0x4 , Size: 4]
  15197.         float CapsuleRadius;//[Offset: 0x8 , Size: 4]
  15198.         Vector Offset;//[Offset: 0xc , Size: 12]
  15199.         bool Random;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  15200.         bool IsCheckHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1]
  15201.         bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a , Size: 1]
  15202.         bool IsHeadJudgeWithoutOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b , Size: 1]
  15203.         bool bPickUpMonsters;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  15204.         bool bIgnoreAimCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
  15205.         class Actor[] IgnoredActors;//[Offset: 0x20 , Size: 12]
  15206.         bool bForwardHitAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1]
  15207.         enum PickerType;//[Offset: 0x2d , Size: 1]
  15208.         enum PickerTargetType;//[Offset: 0x2e , Size: 1]
  15209.         int PickerMaxCount;//[Offset: 0x30 , Size: 4]
  15210.         bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1]
  15211.         bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1]
  15212.         bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36 , Size: 1]
  15213.         bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37 , Size: 1]
  15214.         bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  15215.         Actor*[] IgnoreTargets;//[Offset: 0x3c , Size: 12]
  15216.  
  15217. --------------------------------
  15218. Class: ActivityAnimationRepData
  15219.         AnimMontage* AnimMontage;//[Offset: 0x0 , Size: 4]
  15220.  
  15221. --------------------------------
  15222. Class: ActivityActorBase.CustomDecoratorActor.DecoratorActor.Actor.Object
  15223.         Character* ClientMainCharacter;//[Offset: 0x314 , Size: 8]
  15224.         Character* CurActiveCharacter;//[Offset: 0x31c , Size: 8]
  15225.         bool bIsInFightingUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  15226.         bool bActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1]
  15227.         bool bClientActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x326 , Size: 1]
  15228.         bool bIsCoolingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x327 , Size: 1]
  15229.         bool bIsOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1]
  15230.         bool bButtonShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x329 , Size: 1]
  15231.         MeshComponent* Mesh;//[Offset: 0x32c , Size: 4]
  15232.         ShapeComponent* ShapeCollision;//[Offset: 0x330 , Size: 4]
  15233.         delegate OnActorReset;//[Offset: 0x334 , Size: 12]
  15234.         bool bActivityEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1]
  15235.         bool bUseDSOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341 , Size: 1]
  15236.         bool bEanbleSimulatedInteractive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x342 , Size: 1]
  15237.         FString actorName;//[Offset: 0x344 , Size: 12]
  15238.         FString ActivityName;//[Offset: 0x350 , Size: 12]
  15239.         int SkillIndex;//[Offset: 0x35c , Size: 4]
  15240.         enum SkillEntry;//[Offset: 0x360 , Size: 1]
  15241.         AnimMontage* SoftAnimMontage;//[Offset: 0x368 , Size: 40]
  15242.         bool bShowButtonWhenActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390 , Size: 1]
  15243.         bool bButtonShowWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391 , Size: 1]
  15244.         int ButtonShowTextID;//[Offset: 0x394 , Size: 4]
  15245.         FString ButtonShowAdditionalTextString;//[Offset: 0x398 , Size: 12]
  15246.         Object* ButtonShowPic;//[Offset: 0x3a8 , Size: 40]
  15247.         int ButtonShowConsumeItemID;//[Offset: 0x3d0 , Size: 4]
  15248.         int CancleButtonShowTextID;//[Offset: 0x3d4 , Size: 4]
  15249.         Object* CancleButtonShowPic;//[Offset: 0x3d8 , Size: 40]
  15250.         enum[] SpecialInteractivePawnState;//[Offset: 0x400 , Size: 12]
  15251.         bool bIsIgnoreShootHistoryLocusVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c , Size: 1]
  15252.         bool bEnablePickupInActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40d , Size: 1]
  15253.         bool bEnableSyncControllerRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40e , Size: 1]
  15254.         bool bButtonShowCheckObstruct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40f , Size: 1]
  15255.         float CoolDownTime;//[Offset: 0x410 , Size: 4]
  15256.         int ConsumeItemType;//[Offset: 0x414 , Size: 4]
  15257.         int ConsumeItemID;//[Offset: 0x418 , Size: 4]
  15258.         int ConsumeItemNum;//[Offset: 0x41c , Size: 4]
  15259.         bool bShouldOccupy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420 , Size: 1]
  15260.         float OccupiedStateTimeout;//[Offset: 0x424 , Size: 4]
  15261.         int NetRegionSize;//[Offset: 0x428 , Size: 4]
  15262.         bool bUseDefautInteractiveBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c , Size: 1]
  15263.         bool bUseCodeKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42d , Size: 1]
  15264.         int CodeKey;//[Offset: 0x430 , Size: 4]
  15265.         delegate OnOccupyDelegate;//[Offset: 0x44c , Size: 12]
  15266.         delegate OnCoolDownDelegate;//[Offset: 0x458 , Size: 12]
  15267.         delegate OnUpdateButton;//[Offset: 0x464 , Size: 12]
  15268.         void UpdateButtonInfo(Character* Character, bool bShow, bool bForce);// 0x1c6ec90
  15269.         void TriggerSkillEvent(Character* Character);// 0x1c6ec10
  15270.         void StartOccupied();// 0x1c6ebfc
  15271.         void StartCoolDown();// 0x1c6ebe8
  15272.         void SetEnable(bool bIsEnable);// 0x1c6eb68
  15273.         void OnRep_bIsOccupied();// 0x1c6eb54
  15274.         void OnRep_bIsCoolingDown();// 0x1c6eb40
  15275.         void OnRep_bActived();// 0x1c6eb2c
  15276.         void OnOccupyFinished();// 0x1c6eb18
  15277.         void OnNotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1c6ea54
  15278.         void OnHandleSkillEndEvent(Character* Character, enum StopReason, int SkillID);// 0x1c6e94c
  15279.         void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1c6e7fc
  15280.         void OnCoolDownFinished();// 0x1c6e7e8
  15281.         void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1c6e5e4
  15282.         void NotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1c6e520
  15283.         bool LocalStartActive(Character* Character);// 0x1c6e498
  15284.         void LocalReset(Character* Character);// 0x1c6e418
  15285.         bool LocalInterruptActive(Character* Character);// 0x1c6e390
  15286.         bool LocalActiveFinished(Character* Character);// 0x1c6e308
  15287.         bool IsOccupied();// 0x1c6e2e0
  15288.         bool IsCoolingDown();// 0x1c6e2b8
  15289.         bool IsConsumeItemEnough();// 0x1c6e290
  15290.         bool IsCharaterInActived(Character* InCharacter);// 0x1c6e208
  15291.         bool IsAllowInteractive(Character* Character, out int Reason, bool bEanbleSimulated);// 0x1c6e0e4
  15292.         void GetRegionID(out RegionID OutRegionID);// 0x1c6e03c
  15293.         bool GetRegionBasedNetConsideration();// 0x1c6e00c
  15294.         MeshComponent* GetMesh();// 0x1c6dff0
  15295.         Character* GetMainCharacter();// 0x1c6dfc8
  15296.         byte GetIsWeakNetUpdate();// 0x1c6df98
  15297.         int GetConsumeItemNum();// 0x1c6df70
  15298.         int GetConsumeItemID();// 0x1c6df48
  15299.         int GetConsumeItemCurCount();// 0x1c6df20
  15300.         Character* GetActivedCharacter();// 0x1c6def4
  15301.         void ForceNetConsider();// 0x1c6ded8
  15302.         bool ClientClickCancleButton(Character* Character, out int OutReason);// 0x1c6de04
  15303.         bool ClientClickButton(Character* Character, out int OutReason);// 0x1c6dd28
  15304.         void CheckedActivityOverlap(Character* Character, bool IsServerOverlaped, bool IsBegin, int Error);// 0x1c6dbc0
  15305.         void CheckActivityOverlap(Character* Character, bool IsBegin);// 0x1c6dafc
  15306.         void BPUpdateInteractiveUI(Character* Character);// 0x1c6da7c
  15307.         void BPUpdateButtonInfo();// 0x2859eb0
  15308.         bool BPStartActive(Character* Character, bool bSuccess, bool bClient);// 0x1c6d958
  15309.         bool BPShowButton(Character* Character, bool bShow);// 0x1c6d884
  15310.         void BPReset(Character* Character);// 0x1c6d804
  15311.         void BPOnCharacterAttached(Character* InCharacter);// 0x1c6d784
  15312.         bool BPInterruptActive(Character* Character, bool bSuccess, bool bClient);// 0x1c6d660
  15313.         AnimMontage* BPGetSoftAnimMontage(Character* InCharacter);// 0x1c6d574
  15314.         bool BPClientClickCancleButton(Character* Character, int Reason);// 0x2859eb0
  15315.         bool BPClientClickButtonFailed(Character* Character, int Reason);// 0x2859eb0
  15316.         bool BPClickButton(Character* Character, int Reason);// 0x1c6d4a8
  15317.         bool BPAllowShowButton(Character* Character, out int Reason);// 0x1c6d3cc
  15318.         bool BPAllowInteractive(Character* Character);// 0x1c6d344
  15319.         bool BPAllowClickButton(Character* Character);// 0x1c6d2bc
  15320.         void BPActiveStateChange();// 0x2859eb0
  15321.         bool BPActiveFinished(Character* Character, bool bSuccess, bool bClient);// 0x1c6d198
  15322.         bool AllowShowButton(Character* Character, out int Reason);// 0x1c6d0bc
  15323.         bool AllowInteractive(Character* Character, out int Reason);// 0x1c6cfe0
  15324.         bool AllowClickButton(Character* Character, out int Reason);// 0x1c6cf04
  15325.  
  15326. --------------------------------
  15327. Class: CustomDecoratorActor.DecoratorActor.Actor.Object
  15328.         int[] CustomIntValueArray;//[Offset: 0x304 , Size: 12]
  15329.         bool SetCustomIntValue(int Index, int Value);// 0x1d19960
  15330.         int GetCustomIntValue(int Index);// 0x1d198e0
  15331.  
  15332. --------------------------------
  15333. Class: DecoratorActor.Actor.Object
  15334.         int resID;//[Offset: 0x2dc , Size: 4]
  15335.         int TlogID;//[Offset: 0x2e0 , Size: 4]
  15336.         int Health;//[Offset: 0x2e4 , Size: 4]
  15337.         int TeamID;//[Offset: 0x2e8 , Size: 4]
  15338.         int IconID;//[Offset: 0x2ec , Size: 4]
  15339.         bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0 , Size: 1]
  15340.         bool bDisableCollisionOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f1 , Size: 1]
  15341.         FString LuaFilePath;//[Offset: 0x2f4 , Size: 12]
  15342.         bool bShowBulletImpactEffectInOnlyAutonomous;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302 , Size: 1]
  15343.         void ShowIconInPlayerMap(uint32 PlayerKey);// 0x1d28fc8
  15344.         void ShowIconInMap();// 0x1d28fb4
  15345.         void SetHealth(int ToHealth);// 0x1d28f40
  15346.         void SendLuaDSToClient(int ID, out const byte[] Content);// 0x1d28e30
  15347.         void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x1d28cf4
  15348.         void OnDie();// 0x1d28cd8
  15349.         void OnBPRespawned();// 0x1c8167c
  15350.         bool IsDead();// 0x1d28cb0
  15351.         void HideIconInMap();// 0x1d28c9c
  15352.         int GetHitBodyType(FString HitPart);// 0x1d28b34
  15353.         int GetActorResId();// 0x1d28b18
  15354.         void EatEffectMulticast(FString DriverKey);// 0x1d28a54
  15355.         void Client_OnEatEffect(FString DriverKey);// 0x2859eb0
  15356.  
  15357. --------------------------------
  15358. Class: RegionID
  15359.  
  15360. --------------------------------
  15361. Class: AngledSightRepData
  15362.         byte AngledSightType;//[Offset: 0x0 , Size: 1]
  15363.         bool IsOnlyTurn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  15364.  
  15365. --------------------------------
  15366. Class: ActicityDisallowedData
  15367.         enum[] DisallowedStates;//[Offset: 0x0 , Size: 12]
  15368.         int ActivityID;//[Offset: 0xc , Size: 4]
  15369.  
  15370. --------------------------------
  15371. Class: WarteringAreaCPP.UAERegionActor.Actor.Object
  15372.         delegate OnPlayerBeforeAttachedToThisDelegate;//[Offset: 0x318 , Size: 12]
  15373.         delegate OnPlayerAttachedToThisDelegate;//[Offset: 0x324 , Size: 12]
  15374.         delegate OnPlayerDettachedFromThisDelegate;//[Offset: 0x330 , Size: 12]
  15375.         bool bModifyCharacterMeshTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c , Size: 1]
  15376.         bool bForceSkipCharacterMeshRotCheckWhenHasThisMiniTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33d , Size: 1]
  15377.         bool bCanEnterVehicleWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33e , Size: 1]
  15378.         bool bCanPickUpWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33f , Size: 1]
  15379.         BunnyDanceSyncData DanceTimeStamp;//[Offset: 0x340 , Size: 12]
  15380.         float CurrentScale;//[Offset: 0x34c , Size: 4]
  15381.         int CurActTime;//[Offset: 0x350 , Size: 4]
  15382.         PlayerController*[] PlayerCDTable;//[Offset: 0x354 , Size: 12]
  15383.         bool bIsInMasterCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360 , Size: 1]
  15384.         FName SocketBaseTags;//[Offset: 0x368 , Size: 8]
  15385.         float CurrentCarouselRotationAccel;//[Offset: 0x370 , Size: 4]
  15386.         float CurrentCarouselRotation;//[Offset: 0x374 , Size: 4]
  15387.         int CurrentInteractingPlayerCount;//[Offset: 0x378 , Size: 4]
  15388.         int PlayerNumberForTriggerEvent;//[Offset: 0x37c , Size: 4]
  15389.         SocketAttachmentInternalData[] OccupiedSockets;//[Offset: 0x380 , Size: 12]
  15390.         SocketAttachmentNameTable[] SocketNames;//[Offset: 0x38c , Size: 12]
  15391.         int AttachedNumber;//[Offset: 0x39c , Size: 4]
  15392.         <SceneComponent*,int> SkeletalMeshAttachCounter;//[Offset: 0x3a0 , Size: 60]
  15393.         SkeletalAnimationSyncData[] SkeletalAnimationSyncData;//[Offset: 0x3dc , Size: 12]
  15394.         Vector[] DropOffLocations;//[Offset: 0x3f4 , Size: 12]
  15395.         enum DropOffLocationType;//[Offset: 0x400 , Size: 1]
  15396.         bool bDropOffRelativeUseLocationOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x401 , Size: 1]
  15397.         int AssociatedSkillIndex;//[Offset: 0x404 , Size: 4]
  15398.         STExtraBaseCharacter*[] AttachedPlayers;//[Offset: 0x408 , Size: 12]
  15399.         byte IsDayTime;//[Offset: 0x414 , Size: 1]
  15400.         bool ShowRabbitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415 , Size: 1]
  15401.         Pawn*[] PawnDoneList;//[Offset: 0x418 , Size: 12]
  15402.         bool bUseFixedDropPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x424 , Size: 1]
  15403.         enum FixedDropOffLocationType;//[Offset: 0x425 , Size: 1]
  15404.         Vector[] FixedRelativeDropPositions;//[Offset: 0x428 , Size: 12]
  15405.         bool bCanBePicked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434 , Size: 1]
  15406.         bool UseDropFixedPosition();// 0x1fee860
  15407.         void StopDancing_Multicast(const Actor*[] Players);// 0x1fee76c
  15408.         void StartDancing_Multicast(int MontageIndex, const Actor*[] Players);// 0x1fee630
  15409.         void SpawnTreeParticleCPP_Multicast(PlayerController* PlayerController);// 0x1fee57c
  15410.         static void SetupMinimapDisplay(UAEPlayerController* PController, out const LoveTreeData[] treeData);// 0x1fee474
  15411.         void SetCDFlagByPC(PlayerController* PlayerController);// 0x1fee3fc
  15412.         void ServerDoWaterLogic(PlayerController* PlayerController, FString ExMsg);// 0x2859eb0
  15413.         void ResetPCByTime(PlayerController* PlayerController, float cdTime);// 0x1fee340
  15414.         void OnTimeStampRep(out const BunnyDanceSyncData SyncData);// 0x1fee29c
  15415.         void OnStopDancing(out const Actor*[] Players);// 0x1fee1c8
  15416.         void OnStartDancing(int MontageIndex, out const Actor*[] Players);// 0x1fee0b0
  15417.         void OnSpawnTreeParticleCPP(PlayerController* PlayerController);// 0x1fee030
  15418.         void OnSkeletalAnimationSyncData(out const SkeletalAnimationSyncData InSkeletalAnimationSyncData);// 0x2859eb0
  15419.         void OnSkeletalAnimationStateChanged(SceneComponent* AttachedComponent, bool bShouldStartAnimation);// 0x2859eb0
  15420.         void OnRep_TimeStamp(out const BunnyDanceSyncData SyncData);// 0x1fedf94
  15421.         void OnRep_SkeletalAnimationSyncData();// 0x1fedf80
  15422.         void OnRep_ShowRabbitAnim();// 0x1ce00cc
  15423.         void OnRep_PawnDoneList();// 0x1ce2b64
  15424.         void OnRep_IsDayTime();// 0x1ce00b0
  15425.         void OnRep_CurrentScaleCPP();// 0x1fedf6c
  15426.         void OnRep_CurrentScaleBP();// 0x2859eb0
  15427.         void OnRep_CurrentInteractingPlayerCount();// 0x1fedf18
  15428.         void OnRep_CurActTimeCPP();// 0x1fedec4
  15429.         void OnRep_CurActTimeBP();// 0x2859eb0
  15430.         void OnRep_AttachedNumber();// 0x1fede64
  15431.         void OnPlayersDance(out const Actor*[] Players, int MontageIndex, float JoinTime);// 0x1fedd04
  15432.         void OnPlayerNumberChanged(int Number);// 0x2859eb0
  15433.         void OnPlayerDetached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2859eb0
  15434.         void OnPlayerAttached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2859eb0
  15435.         void OnPCCDCleared(PlayerController* PlayerController);// 0x2859eb0
  15436.         void OnClientCurrentInteractingPlayerCountChanged();// 0x2859eb0
  15437.         bool IsDropFixedRelativePositionSetUp();// 0x1fedcd4
  15438.         bool GetIsPCInCD(PlayerController* PlayerController);// 0x1fedc54
  15439.         Vector GetDropFixedRelativePosition(Actor* DropOwner);// 0x1fedbbc
  15440.         void DispatchPlayerDance_Multicast(const Actor*[] Players, int MontageIndex, float JoinTime);// 0x1feda38
  15441.         bool CanTriggertEvent(Pawn* CurPawn);// 0x2859eb0
  15442.         int CacheAssociatedSkillIndex();// 0x2859eb0
  15443.  
  15444. --------------------------------
  15445. Class: UAERegionActor.Actor.Object
  15446.         bool bStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c8 , Size: 1]
  15447.         enum RegionSize;//[Offset: 0x2c9 , Size: 1]
  15448.         bool bNeedUpdateNetworkInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ca , Size: 1]
  15449.  
  15450. --------------------------------
  15451. Class: BunnyDanceSyncData
  15452.         int CurrentIndex;//[Offset: 0x0 , Size: 4]
  15453.         bool bIsDancing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  15454.         float TimeStamp;//[Offset: 0x8 , Size: 4]
  15455.  
  15456. --------------------------------
  15457. Class: SocketAttachmentInternalData
  15458.         FName SocketName;//[Offset: 0x0 , Size: 8]
  15459.         SceneComponent* SocketBase;//[Offset: 0x8 , Size: 4]
  15460.         Actor* AttachedPlayer;//[Offset: 0xc , Size: 4]
  15461.         Vector OffsetLoc;//[Offset: 0x10 , Size: 12]
  15462.         Rotator OffsetRot;//[Offset: 0x1c , Size: 12]
  15463.         AnimMontage* AnimMontage;//[Offset: 0x28 , Size: 4]
  15464.  
  15465. --------------------------------
  15466. Class: SocketAttachmentNameTable
  15467.         FName SocketName;//[Offset: 0x0 , Size: 8]
  15468.         Vector OffsetLoc;//[Offset: 0x8 , Size: 12]
  15469.         Rotator OffsetRot;//[Offset: 0x14 , Size: 12]
  15470.         AnimMontage* AnimMontage;//[Offset: 0x20 , Size: 4]
  15471.  
  15472. --------------------------------
  15473. Class: SkeletalAnimationSyncData
  15474.         SceneComponent* SocketBase;//[Offset: 0x0 , Size: 4]
  15475.         bool Status;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  15476.  
  15477. --------------------------------
  15478. Class: LoveTreeData
  15479.         int ID;//[Offset: 0x0 , Size: 4]
  15480.         Vector Loc;//[Offset: 0x4 , Size: 12]
  15481.         float minRate;//[Offset: 0x10 , Size: 4]
  15482.         float maxRate;//[Offset: 0x14 , Size: 4]
  15483.  
  15484. --------------------------------
  15485. Class: PlayerRoleCacheFrameData
  15486.  
  15487. --------------------------------
  15488. Class: PlayerTombBox.Actor.Object
  15489.         delegate OnPickUpListWrapperDataEmptyDelegate;//[Offset: 0x2c8 , Size: 12]
  15490.         FName TombName;//[Offset: 0x2d8 , Size: 8]
  15491.         bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1]
  15492.         STExtraBaseCharacter* TargetPlayer;//[Offset: 0x2e4 , Size: 4]
  15493.         STExtraBaseCharacter* DamageCauser;//[Offset: 0x2e8 , Size: 4]
  15494.         ItemDefineID KillByItemDefineID;//[Offset: 0x2f0 , Size: 24]
  15495.         int DeadTime;//[Offset: 0x308 , Size: 4]
  15496.         int BoxLifeSpan;//[Offset: 0x30c , Size: 4]
  15497.         bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1]
  15498.         Vector AttachedRelLoc;//[Offset: 0x314 , Size: 12]
  15499.         byte AttackRules;//[Offset: 0x320 , Size: 1]
  15500.         Actor* AttachedActor;//[Offset: 0x324 , Size: 4]
  15501.         bool bIsLastDiedInTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1]
  15502.         enum BoxType;//[Offset: 0x329 , Size: 1]
  15503.         ItemTombParticle[] TombBoxItemEffect;//[Offset: 0x32c , Size: 12]
  15504.         uint32 OwnerUniqueID;//[Offset: 0x338 , Size: 4]
  15505.         int TargetPlayerKey;//[Offset: 0x33c , Size: 4]
  15506.         bool bAutoShowItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1]
  15507.         float AirDropBoxNetCullDistanceSquaredRate;//[Offset: 0x344 , Size: 4]
  15508.         bool bBoxVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348 , Size: 1]
  15509.         bool bDropEffectVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x349 , Size: 1]
  15510.         PickUpListWrapperActor* BoxPickupWrapperActor;//[Offset: 0x34c , Size: 8]
  15511.         PickUpListWrapperActor* ItemEffectBoxPickupWrapperActor;//[Offset: 0x354 , Size: 8]
  15512.         PickUpListWrapperActor* PickupListWrapper;//[Offset: 0x35c , Size: 4]
  15513.         void SwitchToDeadTombBox();// 0x1ce0870
  15514.         void SetVisible(bool IsVisible);// 0x1e05cf0
  15515.         void RegisterToPlayerPickUpList();// 0x1e05cdc
  15516.         void OnRep_VisibilityChange();// 0x1e05cc8
  15517.         void OnRep_ItemEffectBoxPickupWrapperActor();// 0x1e05cb4
  15518.         void OnRep_BoxLifeSpan();// 0x1e05ca0
  15519.         void OnRep_AttachmentReplication();// 0x1df77cc
  15520.         void OnRep_AttachedActor();// 0x1e05c8c
  15521.         void OnRefreshItemEffect();// 0x1e05c78
  15522.         void HideDeadTombApparence();// 0x1ce1e14
  15523.         int GetUniqueInstanceID();// 0x1e05c50
  15524.         int GetTombboxLifespan();// 0x1e05c28
  15525.         PickUpListWrapperActor* GetPickupWrapperActor();// 0x1e05c0c
  15526.         void GetDropItemListFromPlayer(out PickUpItemData[] ItemDataList);// 0x1e05b60
  15527.         PickUpListWrapperActor* GetBoxPickupWrapperActor();// 0x1e05b34
  15528.         void GenerateTreasureBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName);// 0x1e05a18
  15529.         void GeneratePlayerBackpackWrappers();// 0x1e05a04
  15530.         PickUpListWrapperActor* GenerateBoxWrappersInner(class Object WrapperClass, out const PickUpItemData[] DataList, FName BoxName, bool AttachToBox);// 0x1e0586c
  15531.         void GenerateBoxWrappersByPickUpItemDataList(out const PickUpItemData[] DataList, FName BoxName);// 0x1e05770
  15532.         void GenerateBoxWrappersByItemDataList(out const PickUpItemData[] DataList, FName BoxName);// 0x1e0567c
  15533.         void GenerateAirDropBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName, int AirDropBoxID);// 0x1e0551c
  15534.  
  15535. --------------------------------
  15536. Class: ItemTombParticle
  15537.         ParticleSystem* SoftPS;//[Offset: 0x0 , Size: 40]
  15538.         ParticleSystemComponent* PS;//[Offset: 0x28 , Size: 4]
  15539.         <int> ItemSpecificIDArray;//[Offset: 0x2c , Size: 60]
  15540.  
  15541. --------------------------------
  15542. Class: PickUpListWrapperActor.PickUpWrapperActor.UAENetActor.Actor.Object
  15543.         PickUpItemData[] PickUpDataList;//[Offset: 0x590 , Size: 12]
  15544.         enum BoxType;//[Offset: 0x5a8 , Size: 1]
  15545.         void RPC_Broadcast_NotifyAllClientsModifyCount(int ItemInstanceID, int RetCount);// 0x1df38e8
  15546.         void RPC_Broadcast_ForceSyncAllData(const PickUpItemData[] DataList);// 0x1df3814
  15547.         void OnWrapperEmptyDelegate__DelegateSignature();// 0x2859eb0
  15548.         void OnSomeonePickItemDelegate__DelegateSignature(uint32 PlayerKey);// 0x2859eb0
  15549.         void OnRep_PickUpDataList();// 0x1df3800
  15550.         void OnPickUpDataListChangedDelegate__DelegateSignature();// 0x2859eb0
  15551.         void OnBoxEmptyDelegate__DelegateSignature(int boxId);// 0x2859eb0
  15552.         PickUpItemData[] GetDataList();// 0x1df3794
  15553.         void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df3644
  15554.  
  15555. --------------------------------
  15556. Class: PickUpWrapperActor.UAENetActor.Actor.Object
  15557.         float NetCullDistanceSquaredRate;//[Offset: 0x2ec , Size: 4]
  15558.         bool DestroyStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0 , Size: 1]
  15559.         ItemDefineID DefineID;//[Offset: 0x2f8 , Size: 24]
  15560.         int Count;//[Offset: 0x310 , Size: 4]
  15561.         bool bCanBePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314 , Size: 1]
  15562.         bool bHasBeenPickedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x315 , Size: 1]
  15563.         bool bIsInBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x316 , Size: 1]
  15564.         FString[] ForbitPickPlayerNameList;//[Offset: 0x318 , Size: 12]
  15565.         bool bIsInAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  15566.         bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1]
  15567.         FName OwnerName;//[Offset: 0x328 , Size: 8]
  15568.         uint32 OwnerUniqueID;//[Offset: 0x330 , Size: 4]
  15569.         Vector AttachedRelLoc;//[Offset: 0x334 , Size: 12]
  15570.         Actor* AttachedActor;//[Offset: 0x340 , Size: 4]
  15571.         BattleItemAdditionalData[] SavedAdditionalDataList;//[Offset: 0x344 , Size: 12]
  15572.         bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350 , Size: 1]
  15573.         float TrainingModePickUpColdCD;//[Offset: 0x354 , Size: 4]
  15574.         float PickUpColdCountDown;//[Offset: 0x358 , Size: 4]
  15575.         float TrainingModeDropLifeTime;//[Offset: 0x380 , Size: 4]
  15576.         bool IsTrainModeSingleCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384 , Size: 1]
  15577.         float SingleTrainingModePickUpColdCD;//[Offset: 0x388 , Size: 4]
  15578.         ItemSpotSceneComponent* ItemSpotSceneComponent;//[Offset: 0x38c , Size: 4]
  15579.         FString ItemValue;//[Offset: 0x390 , Size: 12]
  15580.         FString ItemCategory;//[Offset: 0x39c , Size: 12]
  15581.         bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8 , Size: 1]
  15582.         bool bForceNotRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a9 , Size: 1]
  15583.         delegate OnWrapperPickedUp;//[Offset: 0x3b0 , Size: 12]
  15584.         StaticMeshComponent* PickupMesh;//[Offset: 0x3c0 , Size: 4]
  15585.         STExtraBaseCharacter* TargetPlayer;//[Offset: 0x3c4 , Size: 4]
  15586.         int ObjectPoolSize;//[Offset: 0x3c8 , Size: 4]
  15587.         bool ObjectPoolEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc , Size: 1]
  15588.         bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cd , Size: 1]
  15589.         int InBoxEffectDurationTime;//[Offset: 0x3d0 , Size: 4]
  15590.         FString EffectPath;//[Offset: 0x3d4 , Size: 12]
  15591.         FString DurationTime;//[Offset: 0x3e0 , Size: 12]
  15592.         int ItemID;//[Offset: 0x3ec , Size: 4]
  15593.         Color DefaultColor;//[Offset: 0x3f0 , Size: 4]
  15594.         bool bApplyPickUpTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4 , Size: 1]
  15595.         DropGroundEffectInfo DropGroundEffectInfo;//[Offset: 0x400 , Size: 128]
  15596.         DropGroundEffectInfo DropTrailEffectInfo;//[Offset: 0x480 , Size: 128]
  15597.         ParticleSystemComponent* DropGroundEffectComp;//[Offset: 0x500 , Size: 4]
  15598.         ParticleSystemComponent* EffectComponent;//[Offset: 0x540 , Size: 4]
  15599.         SoftObjectPath PickUpEffectPath;//[Offset: 0x550 , Size: 24]
  15600.         UAENetDriver* NetDriver;//[Offset: 0x568 , Size: 4]
  15601.         int SpotDataIndex;//[Offset: 0x570 , Size: 4]
  15602.         bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57c , Size: 1]
  15603.         int DropGroupID;//[Offset: 0x580 , Size: 4]
  15604.         Vector DropStartLocation;//[Offset: 0x584 , Size: 12]
  15605.         void UpdateAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x1df7f58
  15606.         FString ToDetailString();// 0x1df7e90
  15607.         void ShowMesh(bool bShow);// 0x1df7e10
  15608.         void ShowActor();// 0x1df7dfc
  15609.         void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x1df7c94
  15610.         void SetDefineIDWhenDroped(out const ItemDefineID DID);// 0x1df7c04
  15611.         void SetDefineID(out const ItemDefineID DID);// 0x1df7b74
  15612.         void SetCountOnServerAfterSpawn(int _Count);// 0x1df7afc
  15613.         void SetActorToGround(Actor* IgnoreActor);// 0x1df7a48
  15614.         void ServerResetShowActor();// 0x1df7a34
  15615.         void RPC_Broadcast_NotifyAllClientsModifySavedAdditionalDataList(const BattleItemAdditionalData[] DataList);// 0x1df78d8
  15616.         void RPC_Broadcast_NotifyAllClientsHideActorForSomeTime(float Time);// 0x1df7824
  15617.         void RegisterToCurveAnimComponent();// 0x1df7810
  15618.         void PickUpWrapperShow__DelegateSignature();// 0x2859eb0
  15619.         void PickUpWrapperHide__DelegateSignature(float InRefreshTimeStamp);// 0x2859eb0
  15620.         void OnWrapperPickedDelegate__DelegateSignature();// 0x2859eb0
  15621.         void OnRep_PickUpColdCountDown();// 0x1df77fc
  15622.         void OnRep_DropGroundEffectInfo();// 0x1df77e8
  15623.         void OnRep_AttachmentReplication();// 0x1df77cc
  15624.         void OnRep_AttachedActor();// 0x1df77b8
  15625.         void OnLoadDropEffectFinish(DropGroundEffectInfo effectInfo);// 0x1df75a0
  15626.         void ModifyData(int _Count);// 0x1df7524
  15627.         void MarkPlayerPlayerInfoByDropped(STExtraBaseCharacter* InDroppedPlayer);// 0x1df74ac
  15628.         void MarkIsDropedByPlayerOnServer(bool Ret, Actor* AttachTarget);// 0x1df73e4
  15629.         bool IsCanPickup(out const ItemDefineID InItemID, STExtraBaseCharacter* InFirstPlayer);// 0x1df7300
  15630.         void InitData(ItemSpotSceneComponent* Component, int ItemCount, FString Value, FString Category, bool RepeatGenerateItem);// 0x1df6fa8
  15631.         bool HasWrapperContainsAttachment(int AttachmentID);// 0x1df6f20
  15632.         StaticMeshComponent* GetPickupMesh();// 0x1df6ef8
  15633.         int GetNetGUIDOffsetValue();// 0x1df6ed0
  15634.         PickUpItemData[] GetDataList();// 0x1df3794
  15635.         void ForceNetUpdate();// 0x1df6eb4
  15636.         void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df3644
  15637.         void ColdTimeCountDown();// 0x1df6ea0
  15638.         void ClientResetShowActor();// 0x1df6e8c
  15639.         bool CheckPickUpDataIsWeapon();// 0x1df6e64
  15640.         void BroadcastResetShowActor();// 0x1df6e08
  15641.         void BroadcastDataToAllClients(int Count_New);// 0x1df6d54
  15642.         void AsyncLoadPickUpEffectDone(bool bFirstCreate);// 0x1df6cd4
  15643.         void AddAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x1df6ac0
  15644.  
  15645. --------------------------------
  15646. Class: UAENetActor.Actor.Object
  15647.         int iRegionActor;//[Offset: 0x2c8 , Size: 4]
  15648.  
  15649. --------------------------------
  15650. Class: PickUpItemData
  15651.         ItemDefineID ID;//[Offset: 0x0 , Size: 24]
  15652.         int Count;//[Offset: 0x18 , Size: 4]
  15653.         BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x1c , Size: 12]
  15654.         int InstanceID;//[Offset: 0x28 , Size: 4]
  15655.  
  15656. --------------------------------
  15657. Class: ItemSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object
  15658.         int AIGroupID;//[Offset: 0x274 , Size: 4]
  15659.         bool bForceSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278 , Size: 1]
  15660.         byte SpotGroupType;//[Offset: 0x27a , Size: 1]
  15661.         float RepeatGenerateItemCD;//[Offset: 0x27c , Size: 4]
  15662.         ItemGeneratorComponent* ItemGenerator;//[Offset: 0x280 , Size: 4]
  15663.         ItemGenerateSpawnClass[] AllItems;//[Offset: 0x284 , Size: 12]
  15664.         GroupSpotSceneComponent* GroupSpotSceneComponent;//[Offset: 0x290 , Size: 4]
  15665.         <FString,int> CacheItemValeCategory;//[Offset: 0x294 , Size: 60]
  15666.         Actor*[] CacheItems;//[Offset: 0x2d0 , Size: 12]
  15667.         void SetSpotProperty(int CompositionID, byte GroupType, ItemGeneratorComponent* Generator, out const SpotTypeProperty Property, GroupSpotSceneComponent* Component, bool RepeatGenerateItem);// 0x2455754
  15668.         void RepeatSpotProperty(out const SpotTypeProperty Property);// 0x245569c
  15669.         bool GenerateSpot();// 0x245566c
  15670.         void GenerateItems(out ItemGenerateSpawnClass[] AllItemClass);// 0x2455568
  15671.         void DoPickUp(FString ItemValue, FString ItemCategory);// 0x24552f8
  15672.         int CountCacheItemValeCategory();// 0x24552d0
  15673.         void ClearCacheItems();// 0x24552bc
  15674.  
  15675. --------------------------------
  15676. Class: SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object
  15677.         byte SpotType;//[Offset: 0x25d , Size: 1]
  15678.         int WorldCompositionID;//[Offset: 0x260 , Size: 4]
  15679.         float HalfHeight;//[Offset: 0x264 , Size: 4]
  15680.         int SpotProbability;//[Offset: 0x268 , Size: 4]
  15681.         float LineOffsetZ;//[Offset: 0x26c , Size: 4]
  15682.         bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1]
  15683.         bool bIsSpotValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1]
  15684.         void SetSpotValid(bool Valid);// 0x24618ac
  15685.         bool LineTraceSingle(Object* WorldContextObject, const Vector Start, const Vector End, bool bTraceComplex, out const Actor*[] ActorsToIgnore, out HitResult OutHit, bool bIgnoreSelf);// 0x24615f0
  15686.         bool IsSpotValid();// 0x24615c0
  15687.         FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x24613f4
  15688.         bool GenerateSpot();// 0x245566c
  15689.         Actor* GenerateActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod);// 0x246127c
  15690.  
  15691. --------------------------------
  15692. Class: ItemSceneComponent.SceneComponent.ActorComponent.Object
  15693.  
  15694. --------------------------------
  15695. Class: ItemGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object
  15696.         Vector ItemGenerateOffset;//[Offset: 0x174 , Size: 12]
  15697.         byte BornIslandGroupType;//[Offset: 0x180 , Size: 1]
  15698.         bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181 , Size: 1]
  15699.         ItemGenerateStatisticsData ItemStatisticsData;//[Offset: 0x184 , Size: 208]
  15700.         <FString> IgnoreItemClassPathSet;//[Offset: 0x254 , Size: 60]
  15701.         SpotGroupProperty[] SpotGroupPropertys;//[Offset: 0x290 , Size: 12]
  15702.         bool UseSpotGroupPropertysEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c , Size: 1]
  15703.         bool UseAreaID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29d , Size: 1]
  15704.         FString[] AreaIDList;//[Offset: 0x2a0 , Size: 12]
  15705.         ItemRegionCircle[] ReplacedGeneratorRegionMap;//[Offset: 0x2ac , Size: 12]
  15706.         SpotGroupProperty[] SpotGroupPropertysEx;//[Offset: 0x2b8 , Size: 12]
  15707.         <byte,SpotGroupProperty> SpotGroupPropertysDic;//[Offset: 0x2c4 , Size: 60]
  15708.         SpotGroupProperty DefaultSpotGroupProperty;//[Offset: 0x300 , Size: 32]
  15709.         CurveFloat* SpotRateCurve;//[Offset: 0x320 , Size: 4]
  15710.         CurveFloat* ItemRateCurve;//[Offset: 0x324 , Size: 4]
  15711.         <FString,float> CategoryRates;//[Offset: 0x328 , Size: 60]
  15712.         <FString,ItemGenerateSpawnDataArray> ItemGenerateSpawnDatas;//[Offset: 0x364 , Size: 60]
  15713.         Actor*[] BornIslandItems;//[Offset: 0x3a0 , Size: 12]
  15714.         ItemGroupSpotSceneComponent*[] AllValidGroups;//[Offset: 0x3ac , Size: 12]
  15715.         bool bIsGenerateBornIslandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8 , Size: 1]
  15716.         bool bIsGenerateMainlandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b9 , Size: 1]
  15717.         bool bIsGenerateWorldTileItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ba , Size: 1]
  15718.         DateTime GenerateBornIslandTime;//[Offset: 0x3c0 , Size: 8]
  15719.         DateTime GenerateMainlandTime;//[Offset: 0x3c8 , Size: 8]
  15720.         bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0 , Size: 1]
  15721.         RepeatItemSpotData[] AllRepeatItemSpotData;//[Offset: 0x410 , Size: 12]
  15722.         ItemGenerateSpawnClass[] AllItemSpotDataToTick;//[Offset: 0x428 , Size: 12]
  15723.         FString CookedBandFilePath;//[Offset: 0x470 , Size: 12]
  15724.         bool bIsAreaItemLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b8 , Size: 1]
  15725.         AreaItemsLimitEdit[] AreaItemsLimit;//[Offset: 0x4bc , Size: 12]
  15726.         <RegionID,AreaItemsLimit> AreaItemsLimitMaps;//[Offset: 0x4c8 , Size: 60]
  15727.         void WriteItemSpotStatisticsDatas();// 0x2453708
  15728.         void WriteItemClassStatisticsDatas_V15();// 0x1c8c854
  15729.         void WriteItemClassStatisticsDatas();// 0x24536f4
  15730.         void WriteGroupStatisticsDatas();// 0x24536e0
  15731.         void WriteBuildingStatisticsDatas();// 0x24536cc
  15732.         void WriteAreaItemStatisticsDatas();// 0x24536b8
  15733.         void WriteAllStatisticsDatasToLog();// 0x1f78254
  15734.         void WriteAllStatisticsDatas();// 0x1c9a9a4
  15735.         void SetCatetoryRate(<FString,float> Rates);// 0x245350c
  15736.         void RegisterItemGenerateSpawnData(ItemGenerateSpawnData Data);// 0x2453428
  15737.         void RegisterBornIslandItem(Actor* Item);// 0x24533a8
  15738.         ItemGroupSpotSceneComponent* RandomSingleGroup(out GroupSpotSceneComponent*[] Groups, out const SpotGroupProperty GroupProperty);// 0x24531f0
  15739.         ItemGenerateSpawnData RandomItemGenerateSpawnData(out ItemGenerateSpawnData[] Items);// 0x2452fc4
  15740.         void RandomGroupsByType(out const SpotGroupProperty GroupProperty);// 0x2452eac
  15741.         void RandomGroups();// 0x1c7282c
  15742.         void RandomBornIslandGroups();// 0x1f77f08
  15743.         void LoadItemGenerateTable();// 0x2452e90
  15744.         bool IsCatetoryEnabled();// 0x2452e68
  15745.         void InitCatetorys();// 0x2452e54
  15746.         void InitCategoryEx();// 0x2452e40
  15747.         SpotGroupProperty GetSpotGroupPropertyByGroupType(byte SpotGroupType);// 0x2452d18
  15748.         bool GetRandomItemClassArray(out FString Value, out FString Category, out ItemGenerateSpawnClass[] Results, bool RepeatGenerateItem, ItemSpotSceneComponent* SpotComponent);// 0x2452a38
  15749.         int GetItemDefineID(class Object PickUpClass);// 0x2859eb0
  15750.         float GetCatetoryRate(FString Catetory);// 0x2452970
  15751.         void GenerateSpotOnTick(float DeltaTime);// 0x1cfd8cc
  15752.         Vector FindASpawnLoc(World* InWorld, const Vector TraceStart);// 0x2452898
  15753.         void DeleteValidGroups();// 0x2452884
  15754.         void DeleteBornIslandItems();// 0x2452870
  15755.         bool CheckShouldGenerateItem(int ItemID);// 0x24527e8
  15756.         void CheckRecoverItems();// 0x24527d4
  15757.         void AddIgnoreItemClassPath(out const FString[] IgnoreItemClassList);// 0x24526a0
  15758.  
  15759. --------------------------------
  15760. Class: BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object
  15761.         bool bWorldTileGenerator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  15762.         bool bModeStateControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd , Size: 1]
  15763.         int GenerateSpotCountPerTick;//[Offset: 0xc0 , Size: 4]
  15764.         FString ItemTableName;//[Offset: 0xc4 , Size: 12]
  15765.         UAEDataTable* ItemTable;//[Offset: 0xd0 , Size: 4]
  15766.         bool IsWriteStatisticsToLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1]
  15767.         <byte,GroupSpotComponentArray> AllGroupSpots;//[Offset: 0xd8 , Size: 60]
  15768.         SpotSceneComponent*[] AllSpotsToTick;//[Offset: 0x114 , Size: 12]
  15769.         <int,WorldTileSpotArray> WorldTileSpots;//[Offset: 0x120 , Size: 60]
  15770.         FString CookedFilePath;//[Offset: 0x15c , Size: 12]
  15771.         FString[] CookedFileAddPathArray;//[Offset: 0x168 , Size: 12]
  15772.         void RegisterWorldTileSpot(SpotSceneComponent* Spot);// 0x1cfd64c
  15773.         void RegisterSpotComponentToTick(SpotSceneComponent* SpotComponent);// 0x1cfd84c
  15774.         void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1cfd6cc
  15775.         FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x243a900
  15776.         void GeneratorWorldTileSpots(out WorldTileSpotArray SpotArray);// 0x243a834
  15777.         void GenerateSpots();// 0x1e2c92c
  15778.         void GenerateSpotOnTick(float DeltaTime);// 0x1cfd8cc
  15779.         Actor* GeneratePickupActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod, ItemGenerateSpawnClass ItemData);// 0x243a5ec
  15780.         void CheckTileLevelsVisible();// 0x243a5d8
  15781.  
  15782. --------------------------------
  15783. Class: ItemActorComponent.ActorComponent.Object
  15784.  
  15785. --------------------------------
  15786. Class: ItemGenerateStatisticsData
  15787.         int AllGroupSpotCount;//[Offset: 0x0 , Size: 4]
  15788.         int AllValidGroupSpotCount;//[Offset: 0x4 , Size: 4]
  15789.         int AllSpotCount;//[Offset: 0x8 , Size: 4]
  15790.         int AllValidSpotCount;//[Offset: 0xc , Size: 4]
  15791.         <byte,ItemGroupStatisticsData> GroupStatisticsData;//[Offset: 0x10 , Size: 60]
  15792.         <FString,BuildingStatisticsData> BuildingStatisticsData;//[Offset: 0x4c , Size: 60]
  15793.         <FString,ItemClassStatisticsData> ItemStatisticsData;//[Offset: 0x88 , Size: 60]
  15794.         AreaItemStatisticsData[] AreaItemStatisticsData;//[Offset: 0xc4 , Size: 12]
  15795.  
  15796. --------------------------------
  15797. Class: ItemGroupStatisticsData.TableRowBase
  15798.         byte SpotGroupType;//[Offset: 0x4 , Size: 1]
  15799.         int AllGroupSpotCount;//[Offset: 0x8 , Size: 4]
  15800.         int AllValidGroupSpotCount;//[Offset: 0xc , Size: 4]
  15801.         int AllSpotCount;//[Offset: 0x10 , Size: 4]
  15802.         int AllValidSpotCount;//[Offset: 0x14 , Size: 4]
  15803.  
  15804. --------------------------------
  15805. Class: TableRowBase
  15806.  
  15807. --------------------------------
  15808. Class: BuildingStatisticsData.TableRowBase
  15809.         FString BuildingName;//[Offset: 0x4 , Size: 12]
  15810.         float BuildingLocationX;//[Offset: 0x10 , Size: 4]
  15811.         float BuildingLocationY;//[Offset: 0x14 , Size: 4]
  15812.         int AllGroupSpotCount;//[Offset: 0x18 , Size: 4]
  15813.         int AllValidGroupSpotCount;//[Offset: 0x1c , Size: 4]
  15814.         int AllSpotCount;//[Offset: 0x20 , Size: 4]
  15815.         int AllValidSpotCount;//[Offset: 0x24 , Size: 4]
  15816.         <byte,ItemSpotStatisticsData> SpotStatisticsData;//[Offset: 0x28 , Size: 60]
  15817.  
  15818. --------------------------------
  15819. Class: ItemSpotStatisticsData.TableRowBase
  15820.         byte SpotType;//[Offset: 0x4 , Size: 1]
  15821.         int AllSpotCount;//[Offset: 0x8 , Size: 4]
  15822.         int AllValidSpotCount;//[Offset: 0xc , Size: 4]
  15823.  
  15824. --------------------------------
  15825. Class: ItemClassStatisticsData.TableRowBase
  15826.         FString ItemPath;//[Offset: 0x4 , Size: 12]
  15827.         bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  15828.         int ItemCount;//[Offset: 0x14 , Size: 4]
  15829.         FString ItemTogetherPath;//[Offset: 0x18 , Size: 12]
  15830.         int ItemTogetherCount;//[Offset: 0x24 , Size: 4]
  15831.         bool bValidTogetherPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  15832.  
  15833. --------------------------------
  15834. Class: AreaItemStatisticsData.TableRowBase
  15835.         FString ItemName;//[Offset: 0x4 , Size: 12]
  15836.         int UId;//[Offset: 0x10 , Size: 4]
  15837.         int ItemID;//[Offset: 0x14 , Size: 4]
  15838.         int GroupType;//[Offset: 0x18 , Size: 4]
  15839.         int SpotType;//[Offset: 0x1c , Size: 4]
  15840.         FString AreaName;//[Offset: 0x20 , Size: 12]
  15841.         Vector Location;//[Offset: 0x2c , Size: 12]
  15842.         float X;//[Offset: 0x38 , Size: 4]
  15843.         float Y;//[Offset: 0x3c , Size: 4]
  15844.         int GameTime;//[Offset: 0x40 , Size: 4]
  15845.  
  15846. --------------------------------
  15847. Class: SpotGroupProperty
  15848.         byte SpotGroupType;//[Offset: 0x0 , Size: 1]
  15849.         int SpotGroupPercent;//[Offset: 0x4 , Size: 4]
  15850.         SpotTypeProperty[] SpotTypeProperties;//[Offset: 0x8 , Size: 12]
  15851.         bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
  15852.         float RepeatGenerateItemCDMin;//[Offset: 0x18 , Size: 4]
  15853.         float RepeatGenerateItemCDMax;//[Offset: 0x1c , Size: 4]
  15854.  
  15855. --------------------------------
  15856. Class: SpotTypeProperty
  15857.         byte SpotType;//[Offset: 0x0 , Size: 1]
  15858.         int SpotPercentMin;//[Offset: 0x4 , Size: 4]
  15859.         int SpotPercentMax;//[Offset: 0x8 , Size: 4]
  15860.         int SpotPercentDot;//[Offset: 0xc , Size: 4]
  15861.         int ItemPerSpotMin;//[Offset: 0x10 , Size: 4]
  15862.         int ItemPerSpotMax;//[Offset: 0x14 , Size: 4]
  15863.         SpotWeight[] WeightsPerValue;//[Offset: 0x18 , Size: 12]
  15864.         SpotWeight[] WeightsPerCategory;//[Offset: 0x24 , Size: 12]
  15865.  
  15866. --------------------------------
  15867. Class: SpotWeight
  15868.         FString Name;//[Offset: 0x0 , Size: 12]
  15869.         int Weight;//[Offset: 0xc , Size: 4]
  15870.  
  15871. --------------------------------
  15872. Class: ItemRegionCircle
  15873.         Vector Center;//[Offset: 0x0 , Size: 12]
  15874.         float Radius;//[Offset: 0xc , Size: 4]
  15875.         float RadiusSquared2D;//[Offset: 0x10 , Size: 4]
  15876.  
  15877. --------------------------------
  15878. Class: UAEDataTable.DataTable.Object
  15879.         <FString,Property*> NameToProperty;//[Offset: 0x78 , Size: 60]
  15880.  
  15881. --------------------------------
  15882. Class: DataTable.Object
  15883.         ScriptStruct* RowStruct;//[Offset: 0x1c , Size: 4]
  15884.  
  15885. --------------------------------
  15886. Class: ScriptStruct.Struct.Field.Object
  15887.  
  15888. --------------------------------
  15889. Class: GroupSpotComponentArray
  15890.         byte GroupType;//[Offset: 0x0 , Size: 1]
  15891.         GroupSpotSceneComponent*[] AllGroupComponents;//[Offset: 0x4 , Size: 12]
  15892.  
  15893. --------------------------------
  15894. Class: GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object
  15895.         byte GroupType;//[Offset: 0x25d , Size: 1]
  15896.         bool bNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e , Size: 1]
  15897.         int WorldCompositionID;//[Offset: 0x260 , Size: 4]
  15898.         float LastGenerateItemTime;//[Offset: 0x264 , Size: 4]
  15899.         float GenerateItemTimeCD;//[Offset: 0x268 , Size: 4]
  15900.         bool bPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c , Size: 1]
  15901.         bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d , Size: 1]
  15902.         bool bIsValidGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26e , Size: 1]
  15903.         void SetGroupValid(bool Valid);// 0x244f508
  15904.         bool IsValidGroup();// 0x244f4d8
  15905.         int FindWorldCompositionID();// 0x244f4b0
  15906.         void DoPickUp();// 0x244f49c
  15907.  
  15908. --------------------------------
  15909. Class: ItemGenerateSpawnDataArray
  15910.         FString ValueCatetory;//[Offset: 0x0 , Size: 12]
  15911.         ItemGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0xc , Size: 12]
  15912.  
  15913. --------------------------------
  15914. Class: ItemGenerateSpawnData
  15915.         int KeyID;//[Offset: 0x0 , Size: 4]
  15916.         FString ItemValue;//[Offset: 0x4 , Size: 12]
  15917.         FString ItemCategory;//[Offset: 0x10 , Size: 12]
  15918.         int ItemWeight;//[Offset: 0x1c , Size: 4]
  15919.         FString ItemPath;//[Offset: 0x20 , Size: 12]
  15920.         int ItemStackCount;//[Offset: 0x2c , Size: 4]
  15921.         FString ItemTogetherPath;//[Offset: 0x30 , Size: 12]
  15922.         int ItemTogetherStackCount;//[Offset: 0x3c , Size: 4]
  15923.         int ItemTogetherCountMin;//[Offset: 0x40 , Size: 4]
  15924.         int ItemTogetherCountMax;//[Offset: 0x44 , Size: 4]
  15925.  
  15926. --------------------------------
  15927. Class: ItemGroupSpotSceneComponent.GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object
  15928.         ItemGeneratorComponent* ItemGenerator;//[Offset: 0x270 , Size: 4]
  15929.         ItemSpotSceneComponent*[] SpotsCacheCur;//[Offset: 0x274 , Size: 12]
  15930.         ItemSpotSceneComponent*[] SpotsCacheAll;//[Offset: 0x280 , Size: 12]
  15931.         void SetGroupProperty(ItemGeneratorComponent* Generator, out const SpotGroupProperty Property);// 0x2454e54
  15932.         void RepeatSpots();// 0x2454e40
  15933.         void RepeatSingleSpot(ItemSpotSceneComponent* Spot);// 0x2454dc8
  15934.         void RandomSpotByType(byte SpotType, out ItemSpotSceneComponent*[] AllSpots, out const SpotTypeProperty Property);// 0x2454c2c
  15935.         void RandomSingleSpot(out ItemSpotSceneComponent*[] Spots, out const SpotTypeProperty Property);// 0x2454adc
  15936.         float RandomRepeatGenerateItemCD(out const SpotGroupProperty GroupProperty);// 0x24549b8
  15937.  
  15938. --------------------------------
  15939. Class: RepeatItemSpotData
  15940.         float RepeatGenerateCD;//[Offset: 0xa0 , Size: 4]
  15941.         int64 LastGenerateItemTime;//[Offset: 0xa8 , Size: 8]
  15942.         <FString,int> CacheItemValeCategory;//[Offset: 0xb0 , Size: 60]
  15943.  
  15944. --------------------------------
  15945. Class: ItemGenerateSpawnClass
  15946.         int ID;//[Offset: 0x0 , Size: 4]
  15947.         class Object* ItemClass;//[Offset: 0x4 , Size: 4]
  15948.         int ItemCount;//[Offset: 0x8 , Size: 4]
  15949.         FString MetaData;//[Offset: 0xc , Size: 12]
  15950.         FString ItemValue;//[Offset: 0x18 , Size: 12]
  15951.         FString ItemCategory;//[Offset: 0x24 , Size: 12]
  15952.         bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  15953.         Actor* HostActor;//[Offset: 0x6c , Size: 4]
  15954.         Actor* AttachedActor;//[Offset: 0x70 , Size: 4]
  15955.  
  15956. --------------------------------
  15957. Class: AreaItemsLimitEdit
  15958.         int AreaX;//[Offset: 0x0 , Size: 4]
  15959.         int AreaY;//[Offset: 0x4 , Size: 4]
  15960.         GenerateItemLimit[] ItemsMaxLimitEdit;//[Offset: 0x8 , Size: 12]
  15961.         GenerateItemLimit[] ItemsMinLimitEdit;//[Offset: 0x14 , Size: 12]
  15962.  
  15963. --------------------------------
  15964. Class: GenerateItemLimit
  15965.         int ItemID;//[Offset: 0x0 , Size: 4]
  15966.         int ItemNum;//[Offset: 0x4 , Size: 4]
  15967.         FString WrapperPath;//[Offset: 0x8 , Size: 12]
  15968.  
  15969. --------------------------------
  15970. Class: AreaItemsLimit
  15971.         RegionID RegionID;//[Offset: 0x0 , Size: 12]
  15972.         bool IsBeginGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  15973.         bool IsCheckRecoverItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
  15974.         Vector[] AvailablePosi;//[Offset: 0x10 , Size: 12]
  15975.         <int,AreaItemsNum> ItemsMaxLimit;//[Offset: 0x1c , Size: 60]
  15976.         <int,AreaItemsNum> ItemsMinLimit;//[Offset: 0x58 , Size: 60]
  15977.  
  15978. --------------------------------
  15979. Class: AreaItemsNum
  15980.         int LimitNum;//[Offset: 0x0 , Size: 4]
  15981.         int CurNum;//[Offset: 0x4 , Size: 4]
  15982.         FString WrapperPath;//[Offset: 0x8 , Size: 12]
  15983.  
  15984. --------------------------------
  15985. Class: WorldTileSpotArray
  15986.         int WorldCompositionID;//[Offset: 0x0 , Size: 4]
  15987.         SpotSceneComponent*[] AllSpotComponents;//[Offset: 0x4 , Size: 12]
  15988.  
  15989. --------------------------------
  15990. Class: DropGroundEffectInfo
  15991.         float GroundEffectLifeSpan;//[Offset: 0x0 , Size: 4]
  15992.         Transform EffectTransform;//[Offset: 0x10 , Size: 48]
  15993.         ParticleSystem* GroundEffect;//[Offset: 0x40 , Size: 40]
  15994.         FString EffectPath;//[Offset: 0x68 , Size: 12]
  15995.         bool bShowGroundEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74 , Size: 1]
  15996.         bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75 , Size: 1]
  15997.         bool bEffectActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76 , Size: 1]
  15998.  
  15999. --------------------------------
  16000. Class: UAENetDriver.IpNetDriver.NetDriver.Object
  16001.         float NetCullChangeTime;//[Offset: 0x510 , Size: 4]
  16002.         bool bEnableCollectNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1]
  16003.         bool bEnableResetNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1]
  16004.  
  16005. --------------------------------
  16006. Class: IpNetDriver.NetDriver.Object
  16007.         bool LogPortUnreach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a0 , Size: 1]
  16008.         bool AllowPlayerPortUnreach;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4a0 , Size: 1]
  16009.         uint32 MaxPortCountToTry;//[Offset: 0x4a4 , Size: 4]
  16010.         uint32 ServerDesiredSocketReceiveBufferBytes;//[Offset: 0x4b4 , Size: 4]
  16011.         uint32 ServerDesiredSocketSendBufferBytes;//[Offset: 0x4b8 , Size: 4]
  16012.         uint32 ClientDesiredSocketReceiveBufferBytes;//[Offset: 0x4bc , Size: 4]
  16013.         uint32 ClientDesiredSocketSendBufferBytes;//[Offset: 0x4c0 , Size: 4]
  16014.         bool bResolveRemoteHostOnRecreateSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1]
  16015.         bool bContinueProcessWhenReceiveEmptyPackets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50d , Size: 1]
  16016.  
  16017. --------------------------------
  16018. Class: AirDropBoxGenerateWrapperItemData
  16019.         class Actor* WrapperClass;//[Offset: 0x0 , Size: 4]
  16020.         int Count;//[Offset: 0x4 , Size: 4]
  16021.  
  16022. --------------------------------
  16023. Class: SpringArmComponent.SceneComponent.ActorComponent.Object
  16024.         float TargetArmLength;//[Offset: 0x260 , Size: 4]
  16025.         Vector SocketOffset;//[Offset: 0x264 , Size: 12]
  16026.         Vector TargetOffset;//[Offset: 0x270 , Size: 12]
  16027.         float ProbeSize;//[Offset: 0x27c , Size: 4]
  16028.         byte ProbeChannel;//[Offset: 0x280 , Size: 1]
  16029.         bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x281 , Size: 1]
  16030.         bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x281 , Size: 1]
  16031.         bool bInheritPitch;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x281 , Size: 1]
  16032.         bool bInheritYaw;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x281 , Size: 1]
  16033.         bool bInheritRoll;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x281 , Size: 1]
  16034.         bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x281 , Size: 1]
  16035.         bool bEnableCameraRotationLag;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x281 , Size: 1]
  16036.         bool bUseCameraLagSubstepping;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x281 , Size: 1]
  16037.         bool bDrawDebugLagMarkers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x282 , Size: 1]
  16038.         float CameraLagSpeed;//[Offset: 0x284 , Size: 4]
  16039.         float CameraRotationLagSpeed;//[Offset: 0x288 , Size: 4]
  16040.         float CameraLagMaxTimeStep;//[Offset: 0x28c , Size: 4]
  16041.         float CameraLagMaxDistance;//[Offset: 0x290 , Size: 4]
  16042.         void SetActive(bool bNewActive, bool bReset);// 0x3f1db6c
  16043.         Rotator GetTargetRotation();// 0x1f4ca98
  16044.  
  16045. --------------------------------
  16046. Class: STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object
  16047.         STExtraAnimInstanceProxy Proxy;//[Offset: 0x580 , Size: 1008]
  16048.         bool CanDumpThisAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x970 , Size: 1]
  16049.         Rotator OwnerAimRotation;//[Offset: 0x974 , Size: 12]
  16050.         Rotator C_SightAngledRotOffset;//[Offset: 0x980 , Size: 12]
  16051.         bool C_bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98c , Size: 1]
  16052.         bool C_MovingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98d , Size: 1]
  16053.         bool C_SkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98e , Size: 1]
  16054.         bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98f , Size: 1]
  16055.         bool C_IsSwimUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x990 , Size: 1]
  16056.         bool C_ReloadProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x991 , Size: 1]
  16057.         bool C_IsObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x992 , Size: 1]
  16058.         bool C_IsGrenadeModeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x993 , Size: 1]
  16059.         bool C_IsWeaponBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x994 , Size: 1]
  16060.         Rotator SwimRotate;//[Offset: 0x998 , Size: 12]
  16061.         bool C_ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a4 , Size: 1]
  16062.         bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a5 , Size: 1]
  16063.         float C_SwimSpeed;//[Offset: 0x9a8 , Size: 4]
  16064.         float C_ProneHandleAlpha;//[Offset: 0x9ac , Size: 4]
  16065.         bool C_IsLeanOutVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0 , Size: 1]
  16066.         float LeftHandShouldNotIKAlpha;//[Offset: 0x9b4 , Size: 4]
  16067.         bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b8 , Size: 1]
  16068.         byte C_SeatSpecialType;//[Offset: 0x9b9 , Size: 1]
  16069.         int WeaponReloadSlotIndex;//[Offset: 0x9bc , Size: 4]
  16070.         bool C_IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c0 , Size: 1]
  16071.         bool C_IsDoingReaload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c1 , Size: 1]
  16072.         float NeckTurnUILeftAngle;//[Offset: 0x9c4 , Size: 4]
  16073.         float NeckTurnUIRightAngle;//[Offset: 0x9c8 , Size: 4]
  16074.         float NeckTurnUIUPAngle;//[Offset: 0x9cc , Size: 4]
  16075.         float NeckTurnUIDownAngle;//[Offset: 0x9d0 , Size: 4]
  16076.         float NeckNotTurnAngle;//[Offset: 0x9d4 , Size: 4]
  16077.         float NeckMapAngleDefault_Horizon;//[Offset: 0x9d8 , Size: 4]
  16078.         float NeckMapAngleDefault_Portrait;//[Offset: 0x9dc , Size: 4]
  16079.         float NeckMapAngleLeft;//[Offset: 0x9e0 , Size: 4]
  16080.         float NeckMapAngleRight;//[Offset: 0x9e4 , Size: 4]
  16081.         float NeckMapAngleUp;//[Offset: 0x9e8 , Size: 4]
  16082.         float NeckMapAngleDown;//[Offset: 0x9ec , Size: 4]
  16083.         float NeckMapCrouchAngleDefault_Horizon;//[Offset: 0x9f0 , Size: 4]
  16084.         float NeckMapCrouchAngleDefault_Portrait;//[Offset: 0x9f4 , Size: 4]
  16085.         float NeckMapCrouchAngleLeft;//[Offset: 0x9f8 , Size: 4]
  16086.         float NeckMapCrouchAngleRight;//[Offset: 0x9fc , Size: 4]
  16087.         float NeckMapCrouchAngleUp;//[Offset: 0xa00 , Size: 4]
  16088.         float NeckMapCrouchAngleDown;//[Offset: 0xa04 , Size: 4]
  16089.         float NeckTurnSpeed;//[Offset: 0xa08 , Size: 4]
  16090.         byte C_ParachuteState;//[Offset: 0xa0c , Size: 1]
  16091.         Rotator C_HeadRotOffset;//[Offset: 0xa10 , Size: 12]
  16092.         Rotator DeltaViewOffset;//[Offset: 0xa1c , Size: 12]
  16093.         bool C_UseFlareGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa28 , Size: 1]
  16094.         bool C_ShouldAdditiveFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa29 , Size: 1]
  16095.         bool C_ShouldAdditiveForegripObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2a , Size: 1]
  16096.         bool C_ShouldPlayObstructedAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2b , Size: 1]
  16097.         bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2c , Size: 1]
  16098.         float C_HoldingShieldAlpha;//[Offset: 0xa30 , Size: 4]
  16099.         float C_HoldingShieldAdditive;//[Offset: 0xa34 , Size: 4]
  16100.         BlendSpace* C_ObstructedAnim;//[Offset: 0xa38 , Size: 4]
  16101.         AnimSequence* C_ShieldAddtive;//[Offset: 0xa3c , Size: 4]
  16102.         AnimMontage* C_RevivalMontage;//[Offset: 0xa40 , Size: 4]
  16103.         BlendSpace* C_BSFreeFalling;//[Offset: 0xa44 , Size: 4]
  16104.         BlendSpace* C_BSFreeFalling_Turn;//[Offset: 0xa48 , Size: 4]
  16105.         AnimSequence* C_FreeFalling_Shake;//[Offset: 0xa4c , Size: 4]
  16106.         BlendSpace* C_BSParachute;//[Offset: 0xa50 , Size: 4]
  16107.         AnimSequence* C_ParachuteEnter;//[Offset: 0xa54 , Size: 4]
  16108.         AnimSequence* C_ParachuteLand;//[Offset: 0xa58 , Size: 4]
  16109.         AnimMontage* C_FreeFallingStartMontage;//[Offset: 0xa5c , Size: 4]
  16110.         bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa61 , Size: 1]
  16111.         Vector C_MoveDirExt;//[Offset: 0xa64 , Size: 12]
  16112.         Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation;//[Offset: 0xa70 , Size: 12]
  16113.         Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation_Yaw;//[Offset: 0xa7c , Size: 12]
  16114.         Rotator r_C_ComponentRotationRelToControlRotation;//[Offset: 0xa88 , Size: 12]
  16115.         bool b_C_IsOnVehicle_AND_C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa94 , Size: 1]
  16116.         bool b_C_PoseType_EQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa95 , Size: 1]
  16117.         bool b_C_Move_OR_C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa96 , Size: 1]
  16118.         bool b_OnVehicle_LeanOut_NarrowSeat_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa97 , Size: 1]
  16119.         bool b_OnVehicle_LeanOut_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa98 , Size: 1]
  16120.         bool b_C_ParachuteState_EQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa99 , Size: 1]
  16121.         bool b_C_ParachuteState_NEQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9a , Size: 1]
  16122.         bool b_C_ParachuteState_EQ_Landing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9b , Size: 1]
  16123.         bool b_C_ParachuteState_FreeFallShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9c , Size: 1]
  16124.         bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9d , Size: 1]
  16125.         bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9e , Size: 1]
  16126.         bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9f , Size: 1]
  16127.         bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa0 , Size: 1]
  16128.         bool b_C_LastMovementMode_NEQ_Falling_OR_HoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa1 , Size: 1]
  16129.         float f_C_MoveVelocity_Div_SwimSpeed_X;//[Offset: 0xaa4 , Size: 4]
  16130.         float f_C_MoveVelocity_Div_SwimSpeed_Y;//[Offset: 0xaa8 , Size: 4]
  16131.         bool b_C_NotUseGeneralHeadAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaac , Size: 1]
  16132.         bool b_C_MoveVelocity_Turning_NotScoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaad , Size: 1]
  16133.         bool b_C_MoveVelocity_SightSlow_High;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaae , Size: 1]
  16134.         bool b_C_MoveVelocity_SightSlow_Low;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaaf , Size: 1]
  16135.         bool b_C_DoingPickup_Or_DoingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xab0 , Size: 1]
  16136.         enum[] DisallowedEyeRotationWithHeadList;//[Offset: 0xab4 , Size: 12]
  16137.         float C_LeanOut_AimAngle;//[Offset: 0xac0 , Size: 4]
  16138.         float LeanOutL_AimAngle;//[Offset: 0xac8 , Size: 4]
  16139.         float LeanOutR_AimAngle;//[Offset: 0xacc , Size: 4]
  16140.         bool bIsLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad0 , Size: 1]
  16141.         bool bForcePlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae8 , Size: 1]
  16142.         bool bEnableStanbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaea , Size: 1]
  16143.         bool bEnableArmedStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaeb , Size: 1]
  16144.         float EnableArmedStandbyAnimPitchMin;//[Offset: 0xaec , Size: 4]
  16145.         float EnableArmedStandbyAnimPitchMax;//[Offset: 0xaf0 , Size: 4]
  16146.         float StandbyAnimTimeInterval;//[Offset: 0xaf4 , Size: 4]
  16147.         enum[] StandbyAnimPawnStateExclusion;//[Offset: 0xaf8 , Size: 12]
  16148.         int[] ColdGameModeIDList;//[Offset: 0xb04 , Size: 12]
  16149.         enum[] StandbyGameModeType;//[Offset: 0xb10 , Size: 12]
  16150.         bool bIsPlayRandomAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb1c , Size: 1]
  16151.         void TryToFireFlareGun();// 0x1e827e4
  16152.         void TryPlayStandbyAnim();// 0x1e827d0
  16153.         bool ShouldDestoryParachuteAnimAsset();// 0x1e827a8
  16154.         void SetVelocityZFactor(float NewFactor);// 0x1e82730
  16155.         void SetC_ViewRotation(Rotator NewRotator, float DeltaTime);// 0x1e8266c
  16156.         void PostCacheParamList(float DeltaSeconds);// 0x2859eb0
  16157.         void PendingKillParachuteAnim(Object* InObject);// 0x1e825f4
  16158.         void OnEmoteAnimFinished(int EmoteIndex, int StopReason);// 0x1e82538
  16159.         void InterrupteStandbyAnim(STExtraBaseCharacter* SelfRef);// 0x1e824c0
  16160.         void DumpAllProperties();// 0x1e824ac
  16161.         void DumpAllAnimInstancesInThisWorld();// 0x1c8c854
  16162.         void ClearStandbyAnimState();// 0x1e82498
  16163.         void ClearParachuteAnimVars();// 0x1e82484
  16164.         AnimParamList CacheParamList(float DeltaSeconds);// 0x1e82344
  16165.         void CacheParachuteAnimVars(bool bForceRefresh);// 0x1e822c4
  16166.         Object* CacheParachuteAnimVar_Internal(int ParachuteAnimType, class Object TargetClass);// 0x1e82200
  16167.         PlayerAnimList CacheAnimVarList();// 0x1e82130
  16168.         void AsyncAnimStandbyCallback(AnimationAsset* retAsset);// 0x1e820b8
  16169.  
  16170. --------------------------------
  16171. Class: STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object
  16172.         bool C_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301 , Size: 1]
  16173.         bool C_MovementChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302 , Size: 1]
  16174.         bool C_IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x303 , Size: 1]
  16175.         bool C_Scoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304 , Size: 1]
  16176.         bool C_IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x305 , Size: 1]
  16177.         bool C_SightSlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x306 , Size: 1]
  16178.         bool C_ShouldPlayTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x307 , Size: 1]
  16179.         bool C_ShouldSlowMoveAnimX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308 , Size: 1]
  16180.         bool C_ShouldSlowMoveAnimY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309 , Size: 1]
  16181.         bool C_IdleAddtiveValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30a , Size: 1]
  16182.         bool C_IsHoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30b , Size: 1]
  16183.         bool C_IsGrenadeTypeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30c , Size: 1]
  16184.         bool C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30d , Size: 1]
  16185.         bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30e , Size: 1]
  16186.         bool C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30f , Size: 1]
  16187.         bool C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1]
  16188.         bool b_WalkToUnarmedFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x311 , Size: 1]
  16189.         bool b_WalkToRifleJumpStationStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x312 , Size: 1]
  16190.         bool b_C_IsFallingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x313 , Size: 1]
  16191.         bool b_Move_PistolOrRifleGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314 , Size: 1]
  16192.         bool b_C_PeekFrameRate_NEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x315 , Size: 1]
  16193.         bool b_C_PeekFrameRate_NEQ_0_OR_C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x316 , Size: 1]
  16194.         bool b_C_PeekFrameRateNEQ0_AND_C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x317 , Size: 1]
  16195.         bool C_IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318 , Size: 1]
  16196.         bool b_WeaponState_EQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319 , Size: 1]
  16197.         bool b_WeaponState_NEQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31a , Size: 1]
  16198.         bool b_Crouch_SwitchWeapon_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31b , Size: 1]
  16199.         bool C_ForegripAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c , Size: 1]
  16200.         bool C_EnableForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31d , Size: 1]
  16201.         bool b_P_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31e , Size: 1]
  16202.         bool b_C_PoseType_NEQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31f , Size: 1]
  16203.         bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320 , Size: 1]
  16204.         bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321 , Size: 1]
  16205.         bool C_ShouldAdditiveForegrip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x322 , Size: 1]
  16206.         bool C_NoAimOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x323 , Size: 1]
  16207.         bool C_ShouldIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  16208.         bool C_IsEnteringNearDeathAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1]
  16209.         bool C_UseHairAnimDynamics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x326 , Size: 1]
  16210.         bool bWalkToJumpStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x327 , Size: 1]
  16211.         bool bJumpStartToWalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1]
  16212.         bool bFallingToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x329 , Size: 1]
  16213.         byte C_LODLevel;//[Offset: 0x32a , Size: 1]
  16214.         float f_C_MoveVelocityLengthSquard;//[Offset: 0x32c , Size: 4]
  16215.         float C_SightSlowBlendStandBaseAlpha;//[Offset: 0x330 , Size: 4]
  16216.         bool b_C_MoveVelocityLengthSquard_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334 , Size: 1]
  16217.         Vector C_MoveVelocityInWorldSpaceReverse;//[Offset: 0x338 , Size: 12]
  16218.         float MoveVelocityLength2D;//[Offset: 0x344 , Size: 4]
  16219.         byte C_PoseType;//[Offset: 0x348 , Size: 1]
  16220.         byte C_LastMovementMode;//[Offset: 0x349 , Size: 1]
  16221.         byte C_WeaponType;//[Offset: 0x34a , Size: 1]
  16222.         byte C_WeaponHoldType;//[Offset: 0x34b , Size: 1]
  16223.         byte C_WeaponState;//[Offset: 0x34c , Size: 1]
  16224.         bool b_C_WeaponState_EQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34d , Size: 1]
  16225.         float f_C_WeaponState_EQ_Reload;//[Offset: 0x350 , Size: 4]
  16226.         bool b_C_WeaponState_NEQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1]
  16227.         bool b_C_WeaponState_EQ_PreFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355 , Size: 1]
  16228.         bool C_IsReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x356 , Size: 1]
  16229.         bool C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x357 , Size: 1]
  16230.         float C_IsReloadAnimAdditive_Alpha;//[Offset: 0x358 , Size: 4]
  16231.         float C_CharacterYawRotateRate;//[Offset: 0x35c , Size: 4]
  16232.         float C_CharacterYawRotateRate_Reverse;//[Offset: 0x360 , Size: 4]
  16233.         float C_MaxFallingSpeed;//[Offset: 0x364 , Size: 4]
  16234.         float C_FireAlpha;//[Offset: 0x368 , Size: 4]
  16235.         float b_WalkAdditiveAlpha;//[Offset: 0x36c , Size: 4]
  16236.         float f_FallingVelocityZFactor;//[Offset: 0x370 , Size: 4]
  16237.         float f_C_MoveVelocity_X_FallingZFactor;//[Offset: 0x374 , Size: 4]
  16238.         float PeekFrameRate;//[Offset: 0x378 , Size: 4]
  16239.         float PeekSpeed;//[Offset: 0x37c , Size: 4]
  16240.         float f_C_ViewRotation_IN_C_Scoping;//[Offset: 0x380 , Size: 4]
  16241.         float C_ForegripAnimParam;//[Offset: 0x384 , Size: 4]
  16242.         float C_HandleFolderFactor;//[Offset: 0x388 , Size: 4]
  16243.         float MoveDirParachuteLerpSpeed;//[Offset: 0x38c , Size: 4]
  16244.         float MoveDirNormalLerpSpeed;//[Offset: 0x390 , Size: 4]
  16245.         float ScopeVelocityInterpSpeed;//[Offset: 0x394 , Size: 4]
  16246.         Vector C_MoveVelocity;//[Offset: 0x39c , Size: 12]
  16247.         Vector C_MoveInputVelocity;//[Offset: 0x3a8 , Size: 12]
  16248.         Vector C_MoveInputVelocityUnit;//[Offset: 0x3b4 , Size: 12]
  16249.         Vector C_MoveDir;//[Offset: 0x3c0 , Size: 12]
  16250.         Vector C_HurtDir;//[Offset: 0x3cc , Size: 12]
  16251.         Vector C_FirstAnimSpine_StandAndCrouch;//[Offset: 0x3d8 , Size: 12]
  16252.         Vector C_FirstAnimSpine_Prone;//[Offset: 0x3e4 , Size: 12]
  16253.         Vector C_FPPStandOffsetLocation;//[Offset: 0x3f0 , Size: 12]
  16254.         Vector ScopeAimSpine03TranslationModify;//[Offset: 0x3fc , Size: 12]
  16255.         Rotator ScopeAimSpine03RotationModifiy;//[Offset: 0x408 , Size: 12]
  16256.         Rotator r_C_FPPStandOffsetRotation_half;//[Offset: 0x414 , Size: 12]
  16257.         Rotator r_C_FPPCrouchOffsetRotation_half;//[Offset: 0x420 , Size: 12]
  16258.         Rotator r_C_FPPProneOffsetRotation_half;//[Offset: 0x42c , Size: 12]
  16259.         Rotator C_OwnerRotation;//[Offset: 0x438 , Size: 12]
  16260.         Rotator C_ControlRotation;//[Offset: 0x444 , Size: 12]
  16261.         Rotator C_LastControlRotation;//[Offset: 0x450 , Size: 12]
  16262.         Rotator C_ViewRotation;//[Offset: 0x45c , Size: 12]
  16263.         Rotator C_FPPStandOffsetRotation;//[Offset: 0x468 , Size: 12]
  16264.         Rotator C_FPPCrouchOffsetRotation;//[Offset: 0x474 , Size: 12]
  16265.         Rotator C_FPPProneOffsetRotation;//[Offset: 0x480 , Size: 12]
  16266.         Rotator RecoilADSRotation_CP;//[Offset: 0x48c , Size: 12]
  16267.         Vector C_MoveVelocityInWorldSpace;//[Offset: 0x498 , Size: 12]
  16268.         Vector C_FPPCrouchOffsetLocation;//[Offset: 0x4a4 , Size: 12]
  16269.         Vector C_FPPProneOffsetLocation;//[Offset: 0x4b0 , Size: 12]
  16270.         Rotator C_ScopeAimOffsetStand;//[Offset: 0x4bc , Size: 12]
  16271.         CurveFloat* C_FallingIKCurve;//[Offset: 0x4c8 , Size: 4]
  16272.         Rotator OwnerRotation;//[Offset: 0x4cc , Size: 12]
  16273.         bool Shoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8 , Size: 1]
  16274.         Rotator ShovelingRotation;//[Offset: 0x4dc , Size: 12]
  16275.         float ShovelingRotationoffset;//[Offset: 0x4e8 , Size: 4]
  16276.         Rotator UpShovelingRotationAdd;//[Offset: 0x4ec , Size: 12]
  16277.         Rotator FloorRotation;//[Offset: 0x4f8 , Size: 12]
  16278.         byte Role;//[Offset: 0x504 , Size: 1]
  16279.         bool AutonomousProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x505 , Size: 1]
  16280.         bool ShovelingToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x506 , Size: 1]
  16281.         bool ShovelMelee;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x507 , Size: 1]
  16282.         bool ShovelGenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x508 , Size: 1]
  16283.         AimOffsetBlendSpace* C_AimBlendSpace;//[Offset: 0x50c , Size: 4]
  16284.         BlendSpace* C_MovementBSCache;//[Offset: 0x510 , Size: 4]
  16285.         BlendSpace* C_MovementBSCache_Dest;//[Offset: 0x514 , Size: 4]
  16286.         AnimSequence* C_IdleAddtive;//[Offset: 0x518 , Size: 4]
  16287.         BlendSpace1D* C_FallingBS;//[Offset: 0x51c , Size: 4]
  16288.         AnimSequence* C_JumpStart;//[Offset: 0x520 , Size: 4]
  16289.         AnimSequence* C_LandLight;//[Offset: 0x524 , Size: 4]
  16290.         AnimSequence* C_LandHeavy;//[Offset: 0x528 , Size: 4]
  16291.         BlendSpace1D* MovementUpBodyOverride;//[Offset: 0x52c , Size: 4]
  16292.         AnimSequence* C_TurnAnim;//[Offset: 0x530 , Size: 4]
  16293.         BlendSpace* C_HitBlendSpace;//[Offset: 0x534 , Size: 4]
  16294.         BlendSpace1D* C_PeekAnim;//[Offset: 0x538 , Size: 4]
  16295.         BlendSpace1D* C_ForegripAnim;//[Offset: 0x53c , Size: 4]
  16296.         AimOffsetBlendSpace* C_PeekAnimLeftRight;//[Offset: 0x540 , Size: 4]
  16297.         AnimMontage* C_MontageRescue;//[Offset: 0x544 , Size: 4]
  16298.         AnimMontage* C_MontageDead;//[Offset: 0x548 , Size: 4]
  16299.         AnimMontage* C_MontageDead_Stand;//[Offset: 0x54c , Size: 4]
  16300.         AnimMontage* C_MontageDead_Crouch;//[Offset: 0x550 , Size: 4]
  16301.         AnimMontage* C_MontageDead_Prone;//[Offset: 0x554 , Size: 4]
  16302.         enum AnimInstanceType;//[Offset: 0x558 , Size: 1]
  16303.         bool MovementUpBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x559 , Size: 1]
  16304.         float MovementUpBodyBlentWeight;//[Offset: 0x55c , Size: 4]
  16305.         byte LastPoseTypeCache;//[Offset: 0x560 , Size: 1]
  16306.         int ForceLODLevel;//[Offset: 0x570 , Size: 4]
  16307.         void RefreshPeekState();// 0x1e85810
  16308.         void PlaySwitchWeaponAnimation(bool bWantsEquip);// 0x1e85790
  16309.         void PlayPostReloadWeaponAnimation();// 0x1e8577c
  16310.         void PlayPostFillGasWeaponAnimation();// 0x1e85768
  16311.         void PlayPlayerDeadAnimation();// 0x1e85754
  16312.         void PlayAnimationByEventType(byte Type);// 0x1e856dc
  16313.         void HandlePlayerWeaponStateChanged(byte NewState);// 0x1e8565c
  16314.         void HandlePlayerPoseChange(byte LastPose, byte NewPose);// 0x1e85598
  16315.         void HandlePlayerPickUp();// 0x1c9cb54
  16316.         void HandlePlayerEnterRescueState(bool bBeginRescueing);// 0x1e85510
  16317.         void HandlePlayerEnterCallingForRevivalState(bool bBeginCalling);// 0x2859eb0
  16318.         void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x1e85368
  16319.         void HandleOwnerAnimEvent(FName EventMsg);// 0x1e852e8
  16320.         void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x1e8513c
  16321.         byte GetRole();// 0x1e85114
  16322.         void EnableAnimFlag(enum PlayFlag);// 0x1e8509c
  16323.         void DisableAnimFlag(enum PlayFlag);// 0x1e85024
  16324.  
  16325. --------------------------------
  16326. Class: STPawnAnimInstanceBase.AnimInstance.Object
  16327.         STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2f0 , Size: 4]
  16328.         FString LuaFilePath;//[Offset: 0x2f4 , Size: 12]
  16329.         void OnNotifyMontagePlayingEvent_BluePrint(FName NotifyName);// 0x2859eb0
  16330.         void OnNotifyMontagePlayingEvent(FName NotifyName, out const BranchingPointNotifyPayload BranchingPointPayload);// 0x1f66788
  16331.         void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x1e85368
  16332.         void HandleOwnerAnimEvent(FName EventMsg);// 0x1e852e8
  16333.         void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x1e8513c
  16334.  
  16335. --------------------------------
  16336. Class: STExtraAnimInstanceProxy.AnimInstanceProxy
  16337.         STExtraBaseCharacter* OwnerPawn;//[Offset: 0x3d8 , Size: 4]
  16338.         STExtraAnimInstanceBase* ParentAnimInst;//[Offset: 0x3dc , Size: 4]
  16339.  
  16340. --------------------------------
  16341. Class: AnimInstanceProxy
  16342.  
  16343. --------------------------------
  16344. Class: BlendSpace.BlendSpaceBase.AnimationAsset.Object
  16345.         byte AxisToScaleAnimation;//[Offset: 0xf8 , Size: 1]
  16346.  
  16347. --------------------------------
  16348. Class: BlendSpaceBase.AnimationAsset.Object
  16349.         bool bRotationBlendInMeshSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1]
  16350.         float AnimLength;//[Offset: 0x64 , Size: 4]
  16351.         InterpolationParameter InterpolationParam;//[Offset: 0x68 , Size: 8]
  16352.         float TargetWeightInterpolationSpeedPerSec;//[Offset: 0x80 , Size: 4]
  16353.         byte NotifyTriggerMode;//[Offset: 0x84 , Size: 1]
  16354.         PerBoneInterpolation[] PerBoneBlend;//[Offset: 0x88 , Size: 12]
  16355.         int SampleIndexWithMarkers;//[Offset: 0x94 , Size: 4]
  16356.         BlendSample[] SampleData;//[Offset: 0x98 , Size: 12]
  16357.         EditorElement[] GridSamples;//[Offset: 0xa4 , Size: 12]
  16358.         BlendParameter BlendParameters;//[Offset: 0xb0 , Size: 24]
  16359.  
  16360. --------------------------------
  16361. Class: InterpolationParameter
  16362.         float InterpolationTime;//[Offset: 0x0 , Size: 4]
  16363.         byte InterpolationType;//[Offset: 0x4 , Size: 1]
  16364.  
  16365. --------------------------------
  16366. Class: PerBoneInterpolation
  16367.         BoneReference BoneReference;//[Offset: 0x0 , Size: 24]
  16368.         float InterpolationSpeedPerSec;//[Offset: 0x18 , Size: 4]
  16369.  
  16370. --------------------------------
  16371. Class: BlendSample
  16372.         AnimSequence* Animation;//[Offset: 0x0 , Size: 4]
  16373.         Vector SampleValue;//[Offset: 0x4 , Size: 12]
  16374.         float RateScale;//[Offset: 0x10 , Size: 4]
  16375.  
  16376. --------------------------------
  16377. Class: EditorElement
  16378.         int Indices;//[Offset: 0x0 , Size: 4]
  16379.         float Weights;//[Offset: 0xc , Size: 4]
  16380.  
  16381. --------------------------------
  16382. Class: BlendParameter
  16383.         FString DisplayName;//[Offset: 0x0 , Size: 12]
  16384.         float Min;//[Offset: 0xc , Size: 4]
  16385.         float Max;//[Offset: 0x10 , Size: 4]
  16386.         int GridNum;//[Offset: 0x14 , Size: 4]
  16387.  
  16388. --------------------------------
  16389. Class: AimOffsetBlendSpace.BlendSpace.BlendSpaceBase.AnimationAsset.Object
  16390.  
  16391. --------------------------------
  16392. Class: BlendSpace1D.BlendSpaceBase.AnimationAsset.Object
  16393.         bool bScaleAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1]
  16394.  
  16395. --------------------------------
  16396. Class: BranchingPointNotifyPayload
  16397.  
  16398. --------------------------------
  16399. Class: AnimParamList
  16400.         int FrameCounter;//[Offset: 0x0 , Size: 4]
  16401.         Vector Velocity;//[Offset: 0x4 , Size: 12]
  16402.         Vector movedir;//[Offset: 0x10 , Size: 12]
  16403.         byte MovementMode;//[Offset: 0x1c , Size: 1]
  16404.         byte PoseType;//[Offset: 0x1d , Size: 1]
  16405.         Rotator ViewRotation;//[Offset: 0x20 , Size: 12]
  16406.         Rotator ControlRotation;//[Offset: 0x2c , Size: 12]
  16407.         byte WeaponType;//[Offset: 0x38 , Size: 1]
  16408.         byte WeaponHoldType;//[Offset: 0x39 , Size: 1]
  16409.         byte WeaponState;//[Offset: 0x3a , Size: 1]
  16410.         byte WeaponReloadMethod;//[Offset: 0x3b , Size: 1]
  16411.         bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1]
  16412.         byte SightType;//[Offset: 0x3d , Size: 1]
  16413.         float RecoilKickADS;//[Offset: 0x40 , Size: 4]
  16414.         float ForegripParam;//[Offset: 0x44 , Size: 4]
  16415.         Vector OffsetFPPLocation;//[Offset: 0x4c , Size: 12]
  16416.         Rotator OffsetFPPRotation;//[Offset: 0x58 , Size: 12]
  16417.         Vector OffsetFPPCrouchLocation;//[Offset: 0x64 , Size: 12]
  16418.         Rotator OffsetFPPCrouchRotation;//[Offset: 0x70 , Size: 12]
  16419.         Vector OffsetFPPProneLocation;//[Offset: 0x7c , Size: 12]
  16420.         Rotator OffsetFPPProneRotation;//[Offset: 0x88 , Size: 12]
  16421.         Vector OffsetAngledFPPLocation;//[Offset: 0x94 , Size: 12]
  16422.         Rotator OffsetAngledFPPRotation;//[Offset: 0xa0 , Size: 12]
  16423.         Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xac , Size: 12]
  16424.         Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xb8 , Size: 12]
  16425.         Vector OffsetAngledFPPProneLocation;//[Offset: 0xc4 , Size: 12]
  16426.         Rotator OffsetAngledFPPProneRotation;//[Offset: 0xd0 , Size: 12]
  16427.         bool bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc , Size: 1]
  16428.         bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd , Size: 1]
  16429.         bool IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde , Size: 1]
  16430.         bool IsRescueing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf , Size: 1]
  16431.         bool IsSprinting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1]
  16432.         bool IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe1 , Size: 1]
  16433.         Vector HurtDir;//[Offset: 0xe4 , Size: 12]
  16434.         bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1]
  16435.         bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1]
  16436.         byte JumpType;//[Offset: 0xf2 , Size: 1]
  16437.         byte ParachuteState;//[Offset: 0xf3 , Size: 1]
  16438.         bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4 , Size: 1]
  16439.         bool bFreeFallingShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5 , Size: 1]
  16440.         bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6 , Size: 1]
  16441.         bool IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7 , Size: 1]
  16442.         bool IsDisableAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1]
  16443.         float HandleFolderFactor;//[Offset: 0xfc , Size: 4]
  16444.         float CharacterYawRotateRate;//[Offset: 0x100 , Size: 4]
  16445.         bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1]
  16446.  
  16447. --------------------------------
  16448. Class: PlayerAnimList
  16449.         int FrameCounter;//[Offset: 0x0 , Size: 4]
  16450.         PlayerAnimData MovementAnim;//[Offset: 0x4 , Size: 8]
  16451.         PlayerAnimData AimAnim;//[Offset: 0xc , Size: 8]
  16452.         PlayerAnimData ReloadAnim;//[Offset: 0x14 , Size: 8]
  16453.         PlayerAnimData FillGasAnim;//[Offset: 0x1c , Size: 8]
  16454.         PlayerAnimData EquipWeaponAnim;//[Offset: 0x24 , Size: 8]
  16455.         PlayerAnimData ChangePoseAnim;//[Offset: 0x2c , Size: 8]
  16456.         PlayerAnimData PickUpAnim;//[Offset: 0x34 , Size: 8]
  16457.         PlayerAnimData FireAnim;//[Offset: 0x3c , Size: 8]
  16458.         PlayerAnimData HurtAnim;//[Offset: 0x44 , Size: 8]
  16459.         PlayerAnimData TurnAnim;//[Offset: 0x4c , Size: 8]
  16460.         PlayerAnimData PullingPlugAnim;//[Offset: 0x54 , Size: 8]
  16461.         PlayerAnimData PutDownWeaponAnim;//[Offset: 0x5c , Size: 8]
  16462.         PlayerAnimData WeaponIdle;//[Offset: 0x64 , Size: 8]
  16463.         PlayerAnimData ForegripAnim;//[Offset: 0x6c , Size: 8]
  16464.         PlayerAnimData[] JumpAnimList;//[Offset: 0x74 , Size: 12]
  16465.         PlayerAnimData[] ExtraAnimList;//[Offset: 0x80 , Size: 12]
  16466.  
  16467. --------------------------------
  16468. Class: PlayerAnimData
  16469.         AnimationAsset* Animation;//[Offset: 0x0 , Size: 4]
  16470.         float Rate;//[Offset: 0x4 , Size: 4]
  16471.  
  16472. --------------------------------
  16473. Class: WheelSfxConfig.DataAsset.Object
  16474.         WheelSfxOnSurface[] WheelSfxOnSurface;//[Offset: 0x20 , Size: 12]
  16475.  
  16476. --------------------------------
  16477. Class: WheelSfxOnSurface
  16478.         PhysicalMaterial* SurfaceMaterial;//[Offset: 0x0 , Size: 4]
  16479.         AkAudioEvent* EventStart;//[Offset: 0x4 , Size: 4]
  16480.         AkAudioEvent* EventStop;//[Offset: 0x8 , Size: 4]
  16481.  
  16482. --------------------------------
  16483. Class: STExtraVehicleSfxLoop.STExtraVehicleSfxLoopBase
  16484.         AkAudioEvent* AkEvent;//[Offset: 0x40 , Size: 4]
  16485.  
  16486. --------------------------------
  16487. Class: STExtraVehicleSfxLoopBase
  16488.         AkComponent* AkComp;//[Offset: 0x0 , Size: 4]
  16489.         <uint32,float> MapRTPC;//[Offset: 0x4 , Size: 60]
  16490.  
  16491. --------------------------------
  16492. Class: STExtraVehicleWheelSfxOnSurface.STExtraVehicleSfxLoopBase
  16493.         PhysicalMaterial* LastSurfaceMaterial;//[Offset: 0x40 , Size: 4]
  16494.         WheelSfxConfig* WheelSfxConfig;//[Offset: 0x44 , Size: 4]
  16495.  
  16496. --------------------------------
  16497. Class: STReplicatedVehicleState
  16498.         int8 SteeringInput;//[Offset: 0x0 , Size: 1]
  16499.         int8 ThrottleInput;//[Offset: 0x1 , Size: 1]
  16500.         int8 BrakeInput;//[Offset: 0x2 , Size: 1]
  16501.         int8 HandbrakeInput;//[Offset: 0x3 , Size: 1]
  16502.         int8 CurrentGear;//[Offset: 0x4 , Size: 1]
  16503.  
  16504. --------------------------------
  16505. Class: GameModePlayerAliasShowInfo
  16506.         GameModePlayerAliasInfo AliasInfo;//[Offset: 0x0 , Size: 48]
  16507.         FString PlayerName;//[Offset: 0x30 , Size: 12]
  16508.         STExtraBaseCharacter* Character;//[Offset: 0x3c , Size: 4]
  16509.  
  16510. --------------------------------
  16511. Class: MonsterTreasureBoxData
  16512.         float BoxStartTime;//[Offset: 0x0 , Size: 4]
  16513.         Vector BoxLocation;//[Offset: 0x4 , Size: 12]
  16514.         uint64 BoxStartPlayer;//[Offset: 0x10 , Size: 8]
  16515.  
  16516. --------------------------------
  16517. Class: BuildMaterialData
  16518.         int MatID;//[Offset: 0x0 , Size: 4]
  16519.         int MatCount;//[Offset: 0x4 , Size: 4]
  16520.  
  16521. --------------------------------
  16522. Class: IdeaDecalActor.Actor.Object
  16523.         SceneComponent* DecalRootComp;//[Offset: 0x2c4 , Size: 4]
  16524.         int DecalId;//[Offset: 0x2c8 , Size: 4]
  16525.         IdeaDecalInfo DecalInfo;//[Offset: 0x2d0 , Size: 112]
  16526.         STExtraPlayerState* OwnerPS;//[Offset: 0x340 , Size: 4]
  16527.         STExtraVehicleBase* Vehicle;//[Offset: 0x344 , Size: 8]
  16528.         void OnRep_DecalInfo();// 0x1d9d084
  16529.  
  16530. --------------------------------
  16531. Class: IdeaDecalInfo
  16532.         int ID;//[Offset: 0x0 , Size: 4]
  16533.         Transform Transform;//[Offset: 0x10 , Size: 48]
  16534.         enum ParentType;//[Offset: 0x50 , Size: 1]
  16535.         PrimitiveComponent* Parent;//[Offset: 0x54 , Size: 8]
  16536.  
  16537. --------------------------------
  16538. Class: PlayerStaticInfoInOB
  16539.         FString PlayerName;//[Offset: 0x0 , Size: 12]
  16540.         FString PlayerOpenID;//[Offset: 0xc , Size: 12]
  16541.         FString PicUrl;//[Offset: 0x18 , Size: 12]
  16542.         int TeamID;//[Offset: 0x24 , Size: 4]
  16543.         FString TeamName;//[Offset: 0x28 , Size: 12]
  16544.         uint64 UId;//[Offset: 0x38 , Size: 8]
  16545.         uint32 PlayerKey;//[Offset: 0x40 , Size: 4]
  16546.  
  16547. --------------------------------
  16548. Class: CharacterBuffRecord
  16549.         int BuffID;//[Offset: 0x0 , Size: 4]
  16550.         int CauseSkillID;//[Offset: 0x4 , Size: 4]
  16551.         int LayerCount;//[Offset: 0x8 , Size: 4]
  16552.         Actor* Causer;//[Offset: 0xc , Size: 8]
  16553.  
  16554. --------------------------------
  16555. Class: MarkSyncData
  16556.         enum Status;//[Offset: 0x0 , Size: 1]
  16557.         int TypeID;//[Offset: 0x4 , Size: 4]
  16558.         Vector Location;//[Offset: 0x8 , Size: 12]
  16559.         Rotator Rotation;//[Offset: 0x14 , Size: 12]
  16560.         int InstanceID;//[Offset: 0x20 , Size: 4]
  16561.         CustomMarkEventData CustomMarkEvent;//[Offset: 0x24 , Size: 28]
  16562.         enum MapAdded;//[Offset: 0x40 , Size: 1]
  16563.         bool bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1]
  16564.         Property*[] DeltaProperties;//[Offset: 0x44 , Size: 12]
  16565.  
  16566. --------------------------------
  16567. Class: CustomMarkEventData
  16568.         float CreateTime;//[Offset: 0x0 , Size: 4]
  16569.         int CustomState;//[Offset: 0x4 , Size: 4]
  16570.         FString CustomString;//[Offset: 0x8 , Size: 12]
  16571.         enum InWhichMap;//[Offset: 0x14 , Size: 1]
  16572.         int CustomCanvasTag;//[Offset: 0x18 , Size: 4]
  16573.  
  16574. --------------------------------
  16575. Class: DamageEvent
  16576.         class DamageType* DamageTypeClass;//[Offset: 0x4 , Size: 4]
  16577.  
  16578. --------------------------------
  16579. Class: TeamateStateUAVChangedCompressData
  16580.         Vector_NetQuantize100 Location;//[Offset: 0x0 , Size: 12]
  16581.         uint32 View;//[Offset: 0xc , Size: 4]
  16582.         byte Roll;//[Offset: 0x10 , Size: 1]
  16583.         byte uavType;//[Offset: 0x11 , Size: 1]
  16584.  
  16585. --------------------------------
  16586. Class: BackpackComponent.ActorComponent.Object
  16587.         delegate ItemListUpdatedDelegate;//[Offset: 0xc8 , Size: 12]
  16588.         delegate SingleItemUpdatedDelegate;//[Offset: 0xd4 , Size: 12]
  16589.         delegate SingleItemDeleteDelegate;//[Offset: 0xe0 , Size: 12]
  16590.         delegate CapacityUpdatedDelegate;//[Offset: 0xec , Size: 12]
  16591.         delegate ItemOperationDelegate;//[Offset: 0xf8 , Size: 12]
  16592.         delegate ItemOperationInfoDelegate;//[Offset: 0x104 , Size: 12]
  16593.         delegate AssociationOperationDelegate;//[Offset: 0x110 , Size: 12]
  16594.         delegate ItemOperCountDelegate;//[Offset: 0x11c , Size: 12]
  16595.         delegate ItemOperationFailedDelegate;//[Offset: 0x128 , Size: 12]
  16596.         delegate BackPackTipsToPlayerDelegate;//[Offset: 0x134 , Size: 12]
  16597.         delegate ItemHandleAddDelegate;//[Offset: 0x140 , Size: 12]
  16598.         delegate ItemUpdatedDelegate;//[Offset: 0x14c , Size: 12]
  16599.         delegate ItemRemovedDelegate;//[Offset: 0x158 , Size: 12]
  16600.         BattleItemPickupAfterLand[] BattleItemPickupAfterLandList;//[Offset: 0x164 , Size: 12]
  16601.         SpecialPickInfo[] specialCountLimit;//[Offset: 0x170 , Size: 12]
  16602.         IncNetArray ItemListNet;//[Offset: 0x188 , Size: 24]
  16603.         BattleItemData[] CachItemList;//[Offset: 0x1a0 , Size: 12]
  16604.         IncNetArray ItemListNetCache;//[Offset: 0x1ac , Size: 24]
  16605.         bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c4 , Size: 1]
  16606.         ItemHandleBase*[] ItemHandleList;//[Offset: 0x1cc , Size: 12]
  16607.         <ItemDefineID,ItemHandleBase*> ItemHandleMap;//[Offset: 0x1d8 , Size: 60]
  16608.         int CapacityThreshold;//[Offset: 0x214 , Size: 4]
  16609.         float Capacity;//[Offset: 0x218 , Size: 4]
  16610.         float OccupiedCapacity;//[Offset: 0x21c , Size: 4]
  16611.         float SafetyBoxCapacity;//[Offset: 0x220 , Size: 4]
  16612.         float SafetyBoxOccupiedCapacity;//[Offset: 0x224 , Size: 4]
  16613.         int virtualitemid;//[Offset: 0x238 , Size: 4]
  16614.         delegate ZombieModeSkillPropLevelChangedDelegate;//[Offset: 0x240 , Size: 12]
  16615.         delegate ZombieModeSkillPropCDDelegate;//[Offset: 0x24c , Size: 12]
  16616.         bool IsForbidAutoEquipAttachments;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260 , Size: 1]
  16617.         int[] NeedToShowTypeList;//[Offset: 0x264 , Size: 12]
  16618.         bool bShowBounty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1]
  16619.         delegate BackpackShowBountyDelegate;//[Offset: 0x274 , Size: 12]
  16620.         FString LuaFilePath;//[Offset: 0x280 , Size: 12]
  16621.         bool UseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x2438910
  16622.         float UpdateCapacity();// 0x1d090f0
  16623.         void UnequipItem(ItemDefineID DefineID);// 0x2438888
  16624.         void TryMergeItemHandles(ItemDefineID DefineID, enum InItemStoreArea);// 0x24387bc
  16625.         int TakeItem(ItemDefineID DefineID, int Count, bool bCallHandleDrop);// 0x2438698
  16626.         bool SwapItem(ItemDefineID DefineID1, ItemDefineID DefineID2);// 0x24385ac
  16627.         void ServerSetShowBounty(bool bInShowBounty);// 0x24384e4
  16628.         void ServerEnableItem(ItemDefineID DefineID, bool bUse);// 0x24383b4
  16629.         int ReturnItem(ItemDefineID DefineID, int Count, bool bCallHandlePickup);// 0x2438290
  16630.         bool RemoveItemHandle(ItemDefineID DefineID);// 0x24381f8
  16631.         void ReceiveItemList();// 0x24381dc
  16632.         void ReceiveCapacity();// 0x1da26d0
  16633.         bool PickupItemFromWrapperDetail(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x2437e94
  16634.         bool PickUpItem_Default(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x2437b94
  16635.         bool PickupItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x243784c
  16636.         void PickupBattleItemOnPlane();// 0x2437838
  16637.         bool PickItem_IntoSafetyBox(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x2437538
  16638.         bool PickItem_IntoBackpack(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x2437238
  16639.         void OnRep_specialCountLimit();// 0x2437224
  16640.         void OnRep_ItemListNet();// 0x2437210
  16641.         void OnRep_ItemList();// 0x24371fc
  16642.         void OnRep_Capacity();// 0x24371e8
  16643.         void NotifyItemUpdated(ItemDefineID DefineID);// 0x2437158
  16644.         void NotifyItemRemoved(ItemDefineID DefineID);// 0x24370c8
  16645.         void NotifyItemListUpdated();// 0x1cde408
  16646.         void NotifyCapacityUpdated();// 0x1cde3ec
  16647.         BattleItemHandleBase* NewItemHandle(ItemDefineID DefineID);// 0x2437030
  16648.         void ModifyItemHandleEquippingState(ItemHandleBase* ItemHandle, bool bEquipping);// 0x2436f6c
  16649.         void ModifyItemHandleCount(ItemHandleBase* ItemHandle, int Count);// 0x2436eb0
  16650.         void ModifyAutoPickClipType(int InAutoPickClipType);// 0x2436dfc
  16651.         void ModifyAimNotAutoUse(bool bAdd);// 0x2436d34
  16652.         BattleItemData ItemNet2Data(out const NetArrayUnit netItem);// 0x2436b70
  16653.         bool IsNeedToShowInBackpack(int TypeDefineID);// 0x2436af0
  16654.         bool IsEnableWeaponAttachmentBindToWeapon();// 0x2436ac0
  16655.         bool IsAutoUse(int ItemID);// 0x2859eb0
  16656.         bool HasUnEquipItemByDefindIdRange(int LowValue, int HighValue);// 0x24369fc
  16657.         bool HasTagSub(int ItemID, out const FName TagName);// 0x2859eb0
  16658.         bool HasItemBySubType(int SubType);// 0x243697c
  16659.         bool HasItemByDefineID(ItemDefineID DefineID);// 0x24368ec
  16660.         bool HasItemByDefindIdRange(int LowValue, int HighValue);// 0x2436828
  16661.         void HandleDropInDisuse(out const ItemDefineID DefineID, BattleItemHandleBase* ItemHandle, enum Reason, float OccupiedCapacityBeforeDisuse);// 0x24366c0
  16662.         World* GetWorld_BP();// 0x2436698
  16663.         int GetUnEquipItemNumByItemId(int ItemID);// 0x2436618
  16664.         SpecialPickInfo GetSpecialItemNow(ItemDefineID DefineID);// 0x2436578
  16665.         SpecialPickInfo GetSpecialItemBefore(int ItemResId);// 0x24364e8
  16666.         BattleItemData GetLeastElectrictyBattleItemData(ItemDefineID DefineID, FString AdditionalDataName);// 0x2436314
  16667.         int GetItemSubType(int ItemID);// 0x2859eb0
  16668.         BattleItemData[] GetItemListByDefineID(ItemDefineID DefineID);// 0x24361a4
  16669.         <ItemDefineID,ItemHandleBase*> GetItemHandleMap();// 0x243616c
  16670.         ItemHandleBase*[] GetItemHandleList();// 0x24360fc
  16671.         int GetItemCountByType(int InItemType);// 0x243607c
  16672.         int GetItemCountByItemSpecialID(int InItemSpecialID);// 0x2435ffc
  16673.         BattleItemData GetItemByDefineID(ItemDefineID DefineID);// 0x2435f40
  16674.         float GetItemAssociateWeights(BattleItemData InItemData);// 0x2435e7c
  16675.         BattleItemData GetFirstItemBySubType(int SubType);// 0x2435dd0
  16676.         BattleItemData GetFirstItemByDefineIDIgnoreInstance(ItemDefineID DefineID);// 0x2435d14
  16677.         BattleItemFeatureData GetBattleItemFeatureDataByDefineID(ItemDefineID DefineID);// 0x2435c60
  16678.         BattleItemData[] GetAllItemList(enum InItemStoreArea);// 0x2435b08
  16679.         enum GetAIPickupType(int ItemID);// 0x2435a80
  16680.         void ForceNetUpdate();// 0x1df6eb4
  16681.         void EquipItem(ItemDefineID DefineID);// 0x24359f8
  16682.         bool DropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x24358d8
  16683.         bool DisuseItem(ItemDefineID DefineID, enum Reason);// 0x24357fc
  16684.         BattleItemHandleBase* CreateItemHandleInternal(ItemDefineID DefineID);// 0x2435764
  16685.         ItemHandleBase* CreateItemHandle(ItemDefineID DefineID);// 0x24356cc
  16686.         int ConsumeItem(ItemDefineID DefineID, int Count);// 0x24355f8
  16687.         void ClientUpdateSingleItem(const ItemDefineID DefineID);// 0x2435578
  16688.         void ClientUpdateItemData(const BattleItemData InItemData);// 0x24354dc
  16689.         void ClientRemoveItemData(const BattleItemData InItemData);// 0x2435440
  16690.         void ClientBroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x2435328
  16691.         void ClientBroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x2435210
  16692.         int CheckSpecialMaxCountForItem(ItemDefineID DefineID, int Count);// 0x243513c
  16693.         bool CheckSkillPropItemCanBePickup(BackpackComponent* BackpackComp, ItemDefineID DefineID);// 0x243505c
  16694.         int CheckCapacityForItem(ItemDefineID DefineID, int Count, enum InItemStoreArea);// 0x2434f44
  16695.         bool ChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x2434e24
  16696.         bool CanDisuseToBackpack(ItemDefineID DefineID);// 0x2434d8c
  16697.         bool CacheItemAssociationBeforeDisuse(ItemDefineID DefineID, enum Reason);// 0x2434cb0
  16698.         void BroadcastItemOperCountDelegate(ItemDefineID DefineID, enum OperationType, int Count);// 0x2434ba0
  16699.         void BroadcastItemOperationInfoDelegate(out const ItemOperationInfo ItemOperationInfo);// 0x2434b04
  16700.         void BroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x24349f4
  16701.         void BroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x24348e4
  16702.         bool AddItemHandle(ItemDefineID DefineID, ItemHandleBase* ItemHandle);// 0x2434808
  16703.         void AddBattleItemPickupOnPlane(out ItemDefineID DefineID, out BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x2434568
  16704.  
  16705. --------------------------------
  16706. Class: BattleItemPickupAfterLand
  16707.         ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
  16708.         BattleItemPickupInfo pickupInfo;//[Offset: 0x18 , Size: 72]
  16709.         enum Reason;//[Offset: 0x60 , Size: 1]
  16710.         enum BattleItemClientPickupType;//[Offset: 0x61 , Size: 1]
  16711.  
  16712. --------------------------------
  16713. Class: SpecialPickInfo
  16714.         int item_id;//[Offset: 0x0 , Size: 4]
  16715.         int cur_count;//[Offset: 0x4 , Size: 4]
  16716.         int total_count;//[Offset: 0x8 , Size: 4]
  16717.  
  16718. --------------------------------
  16719. Class: IncNetArray
  16720.         NetArrayUnit[] incArray;//[Offset: 0x0 , Size: 12]
  16721.  
  16722. --------------------------------
  16723. Class: NetArrayUnit
  16724.         BattleItemNet Unit;//[Offset: 0x0 , Size: 64]
  16725.         bool markDelete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  16726.  
  16727. --------------------------------
  16728. Class: BattleItemNet
  16729.         ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
  16730.         int Count;//[Offset: 0x18 , Size: 4]
  16731.         bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  16732.         enum ItemStoreArea;//[Offset: 0x1d , Size: 1]
  16733.         BattleItemAdditionalData[] AdditionalData;//[Offset: 0x20 , Size: 12]
  16734.         ItemAssociation[] Associations;//[Offset: 0x2c , Size: 12]
  16735.         int Durability;//[Offset: 0x38 , Size: 4]
  16736.  
  16737. --------------------------------
  16738. Class: ItemOperationInfo
  16739.         ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
  16740.         enum BattleItemOperationType;//[Offset: 0x18 , Size: 1]
  16741.         byte Reason;//[Offset: 0x19 , Size: 1]
  16742.         int Count;//[Offset: 0x1c , Size: 4]
  16743.  
  16744. --------------------------------
  16745. Class: CommonBtnComponent.ActorComponent.Object
  16746.         float CheckDoorDistanceSqr;//[Offset: 0xbc , Size: 4]
  16747.         PUBGDoor* TriggeredDoor;//[Offset: 0xc0 , Size: 4]
  16748.         PUBGDoor* TriggeredDoorAux;//[Offset: 0xc4 , Size: 4]
  16749.         void SetAutoOpenDoorMode(int Mode);// 0x1d11848
  16750.         void SetAutoOpenDoorEnable(bool bEnable);// 0x1d117c8
  16751.         void RPC_Server_DoorState(PUBGDoor* actionDoor, int ClientDoorState);// 0x1d116cc
  16752.         void RPC_Client_DoorState(PUBGDoor* actionDoor, int doorState);// 0x1d115d0
  16753.         bool IsAimingExtraDoor(PUBGDoor* actionDoor);// 0x1d11550
  16754.         PUBGDoor* GetPriorityDoor();// 0x1d11528
  16755.         void DoorRequireRPC(PUBGDoor* actionDoor, bool bAimingExtraDoor, int ClientDoorState);// 0x1d113d0
  16756.         void BP_SimulateUIClick(bool bExtraDoor);// 0x2859eb0
  16757.         void BP_ShowDoorBtn(bool bShow, bool bOpen, int doorOpenMode);// 0x2859eb0
  16758.  
  16759. --------------------------------
  16760. Class: PUBGDoor.UAENetActor.Actor.Object
  16761.         int iRegionDoor;//[Offset: 0x320 , Size: 4]
  16762.         bool EnableForceAutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  16763.         bool EnableCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1]
  16764.         float MaxNetCullDistanceSquared;//[Offset: 0x328 , Size: 4]
  16765.         bool EnableRPCCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1]
  16766.         bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d , Size: 1]
  16767.         float autoOpenDistanceSquared;//[Offset: 0x330 , Size: 4]
  16768.         float autoOpenAngel;//[Offset: 0x334 , Size: 4]
  16769.         float forwardSpeedRatio;//[Offset: 0x338 , Size: 4]
  16770.         int doorState;//[Offset: 0x33c , Size: 4]
  16771.         bool DoorBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1]
  16772.         float DoorOperateTime;//[Offset: 0x344 , Size: 4]
  16773.         StaticMeshComponent* doorMesh;//[Offset: 0x348 , Size: 4]
  16774.         BoxComponent* interactionBox;//[Offset: 0x34c , Size: 4]
  16775.         BoxComponent* interForceBox;//[Offset: 0x350 , Size: 4]
  16776.         bool bDoubleDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1]
  16777.         int DoorStateEx;//[Offset: 0x358 , Size: 4]
  16778.         bool DoorBrokenEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c , Size: 1]
  16779.         StaticMeshComponent* doorMeshEx;//[Offset: 0x360 , Size: 4]
  16780.         BoxComponent* interactionBoxEx;//[Offset: 0x364 , Size: 4]
  16781.         BoxComponent* interForceBoxEx;//[Offset: 0x368 , Size: 4]
  16782.         bool bUseDoorWaitPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36c , Size: 1]
  16783.         bool bIsFobidUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36d , Size: 1]
  16784.         bool bIsFobidAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36e , Size: 1]
  16785.         enum[] DamageableGameObjectTypeList;//[Offset: 0x370 , Size: 12]
  16786.         float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x37c , Size: 4]
  16787.         bool bAutoOpenTriggered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380 , Size: 1]
  16788.         bool bAutoOpenStated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x381 , Size: 1]
  16789.         bool bTriggeredDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x382 , Size: 1]
  16790.         bool bAutoOpenTriggeredEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x383 , Size: 1]
  16791.         bool bAutoOpenStatedEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384 , Size: 1]
  16792.         bool bTriggeredDoorEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x385 , Size: 1]
  16793.         Character* PlayerCharacter;//[Offset: 0x388 , Size: 4]
  16794.         float autoOpenAngelCosinValue;//[Offset: 0x38c , Size: 4]
  16795.         StaticMesh* InitialMesh_C;//[Offset: 0x398 , Size: 4]
  16796.         bool bInitedDataBeforeBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c , Size: 1]
  16797.         FName DoorMeshCollisionProfileBeforeBroken;//[Offset: 0x3a0 , Size: 8]
  16798.         FName DoorMeshBoxCollisionProfileBeforeBroken;//[Offset: 0x3a8 , Size: 8]
  16799.         CollisionResponseContainer DoorMeshBoxCollisionResponses;//[Offset: 0x3b8 , Size: 32]
  16800.         bool WasBrokenForObjectPoolReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d8 , Size: 1]
  16801.         void SetDoorBroken(bool bExtraDoor);// 0x1e16388
  16802.         void RefreshUIOnClient();// 0x1e16374
  16803.         void OpenDoorBy(Character* Character, bool extraDoor);// 0x1e162b0
  16804.         void OnRep_RepDoorStateEx();// 0x1e1629c
  16805.         void OnRep_RepDoorState();// 0x1e16288
  16806.         void OnRep_RepDoorBrokenEx();// 0x1e16274
  16807.         void OnRep_RepDoorBroken();// 0x1e16260
  16808.         void OnEndOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1e16118
  16809.         void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1e15fd0
  16810.         void OnDoorRPC(Character* Character, bool bAimingExtraDoor);// 0x1e15f0c
  16811.         void OnBPRespawned();// 0x1ce00b0
  16812.         void OnBeginOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1e15d10
  16813.         void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1e15b14
  16814.         void On_DoorAniFinsih(const BoxComponent* InDoorCheckBox, bool extraDoor);// 0x1e15a50
  16815.         bool IsSameDoorState(int ClientState);// 0x1e159d0
  16816.         void Init(BoxComponent* interactionBox, StaticMeshComponent* doorMesh, bool inDoubleDoor, BoxComponent* interactionBoxEx, StaticMeshComponent* doorMeshEx, BoxComponent* interForceBox, BoxComponent* interForceBoxEx);// 0x1e157ac
  16817.         enum[] GetDamageableGameObjectType();// 0x1dcc98c
  16818.         void ForceNetUpdate();// 0x1df6eb4
  16819.         void DeCodeKey();// 0x1d0ff10
  16820.         void CloseDoorBy(Character* Character, bool extraDoor);// 0x1e156e8
  16821.         void ClientDoorRPC(int iDoorState, bool bDoorBroken, int iDoorStateEx, bool bDoorBrokenEx);// 0x1e15584
  16822.         void BPSetObjectPoolInitialData();// 0x1ce00cc
  16823.         void BP_DoorBroken(bool isBeginPlay, bool bExtraDoor);// 0x2859eb0
  16824.         void ActionDoorOnClient(int doorStateDst, bool bExtraDoor);// 0x2859eb0
  16825.         void ActionDoorImmediatly(int doorStateDst, bool bExtraDoor);// 0x2859eb0
  16826.  
  16827. --------------------------------
  16828. Class: ChatComponent.ActorComponent.Object
  16829.         int end_time;//[Offset: 0xc0 , Size: 4]
  16830.         FString Reason;//[Offset: 0xc4 , Size: 12]
  16831.         int[] audioChat;//[Offset: 0xd0 , Size: 12]
  16832.         QuickChatIDAndAudio[] chatQuickList;//[Offset: 0xdc , Size: 12]
  16833.         QuickChatIDAndAudio[] TurnplateChatQuickList;//[Offset: 0xe8 , Size: 12]
  16834.         QuickChatOption[] allChatOption;//[Offset: 0xf4 , Size: 12]
  16835.         FString TeammateColor;//[Offset: 0x100 , Size: 12]
  16836.         FString MyColor;//[Offset: 0x10c , Size: 12]
  16837.         <int,FString> ActorNameList;//[Offset: 0x118 , Size: 60]
  16838.         <FString,IngameFriendChat> FriendChatInfo;//[Offset: 0x154 , Size: 60]
  16839.         QuickChatFlag[] ChatFlagList;//[Offset: 0x190 , Size: 12]
  16840.         float SendMsgCD;//[Offset: 0x19c , Size: 4]
  16841.         float lastShowChatTime;//[Offset: 0x1a0 , Size: 4]
  16842.         float ShowChatDuration;//[Offset: 0x1a4 , Size: 4]
  16843.         QuickGroundFlag[] groundFlags;//[Offset: 0x1a8 , Size: 12]
  16844.         FString EndChar;//[Offset: 0x1b4 , Size: 12]
  16845.         FString ColonChar;//[Offset: 0x1c0 , Size: 12]
  16846.         <int,int> TextID2AudioID;//[Offset: 0x1cc , Size: 60]
  16847.         InGameFilterChatMsg[] ChatFilterList;//[Offset: 0x208 , Size: 12]
  16848.         PickupManagerComponent* PickupMgrComp;//[Offset: 0x214 , Size: 4]
  16849.         int itemIDOnGround;//[Offset: 0x228 , Size: 4]
  16850.         int itemOnGroundNetGUID;//[Offset: 0x22c , Size: 4]
  16851.         PickUpWrapperActor* itemOnGround;//[Offset: 0x230 , Size: 4]
  16852.         Vector hitItemPosition;//[Offset: 0x234 , Size: 12]
  16853.         bool hitGroundValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240 , Size: 1]
  16854.         Vector hitGroundPosition;//[Offset: 0x244 , Size: 12]
  16855.         FString CongregationPlayerName;//[Offset: 0x250 , Size: 12]
  16856.         FString CongregationPlayerKey;//[Offset: 0x25c , Size: 12]
  16857.         BankAudioPlayer chatAudio;//[Offset: 0x268 , Size: 72]
  16858.         InGameChatMsg CurrMsg;//[Offset: 0x2b0 , Size: 60]
  16859.         void UpdateQuickItemText(int MsgID, int resID, int alternateMsgID);// 0x2859eb0
  16860.         void ShowTeamMsg(out const InGameChatMsg msgItem, bool isMe, bool ShowChat);// 0x1d0c3c0
  16861.         void ShowQuickPanel(bool bShow);// 0x1d0c340
  16862.         void ServerSendMsg(const InGameChatMsg msgItem);// 0x1d0c200
  16863.         void SendDirtyFilterContent(FString Content);// 0x2859eb0
  16864.         void SendDirtyFilter(FString Name, FString Content, bool isMe);// 0x2859eb0
  16865.         void ReportBattleChat(int MsgID, FString Msg);// 0x2859eb0
  16866.         void OnInviteNextBattle(FString gid, FString Name);// 0x1d0c0c0
  16867.         void OnFilterFinish(FString filterText);// 0x2859eb0
  16868.         void NotifyFriendReplyInvite(FString str_gid, FString sender_name, bool bReply);// 0x2859eb0
  16869.         void NotifyFriendInvite(FString str_gid, FString sender_name);// 0x2859eb0
  16870.         void NotifyFriendChat(FString str_gid, FString sender_name, FString chat_content, bool self_msg);// 0x2859eb0
  16871.         void LoadBankAndPlay(FString BankName, FString EventName);// 0x1d0bf80
  16872.         void InviteNextBattleReply(FString gid, FString Name, bool bReply);// 0x1d0bdf4
  16873.         void FindTextIDByAudioID();// 0x2859eb0
  16874.         void CloseChatHistoryList();// 0x2859eb0
  16875.         void ClientReceiveMsg(const InGameChatMsg msgItem, bool isMe);// 0x1d0bc98
  16876.         void AddQuickAudio(AkAudioEvent* audio, int chatID);// 0x1d0bbdc
  16877.         void AddOneMsgToUI1(FString Name, FString Content, int MsgID, int audioID, int ItemID, bool isMe, bool PlaySound, bool ShowChat);// 0x2859eb0
  16878.         void AddFriendChat(FString gid, FString Name, FString Content, bool IsSelf);// 0x1d0b804
  16879.  
  16880. --------------------------------
  16881. Class: QuickChatIDAndAudio
  16882.         int chatTextID;//[Offset: 0x0 , Size: 4]
  16883.         int RealTextID;//[Offset: 0x4 , Size: 4]
  16884.         int AlternateTextID;//[Offset: 0x8 , Size: 4]
  16885.  
  16886. --------------------------------
  16887. Class: QuickChatOption
  16888.         int chatTextID;//[Offset: 0x0 , Size: 4]
  16889.         AkAudioEvent* audioEvent1;//[Offset: 0x4 , Size: 4]
  16890.  
  16891. --------------------------------
  16892. Class: IngameFriendChat
  16893.         IngameFriendChatMsg[] ChatList;//[Offset: 0x0 , Size: 12]
  16894.  
  16895. --------------------------------
  16896. Class: IngameFriendChatMsg
  16897.         FString Name;//[Offset: 0x0 , Size: 12]
  16898.         FString Content;//[Offset: 0xc , Size: 12]
  16899.         bool IsSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  16900.         int MsgType;//[Offset: 0x1c , Size: 4]
  16901.         bool bReply;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  16902.  
  16903. --------------------------------
  16904. Class: QuickChatFlag
  16905.         enum Type;//[Offset: 0x0 , Size: 1]
  16906.         int[] chatIDList;//[Offset: 0x4 , Size: 12]
  16907.         int AlternateChatID;//[Offset: 0x10 , Size: 4]
  16908.         int FlagIndex;//[Offset: 0x14 , Size: 4]
  16909.         int traceDist;//[Offset: 0x18 , Size: 4]
  16910.         float minDist;//[Offset: 0x1c , Size: 4]
  16911.  
  16912. --------------------------------
  16913. Class: QuickGroundFlag
  16914.         int Index;//[Offset: 0x0 , Size: 4]
  16915.         int flagID;//[Offset: 0x4 , Size: 4]
  16916.         Vector hitPosition;//[Offset: 0x8 , Size: 12]
  16917.  
  16918. --------------------------------
  16919. Class: InGameFilterChatMsg
  16920.         FString PlayerName;//[Offset: 0x0 , Size: 12]
  16921.         bool isMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  16922.  
  16923. --------------------------------
  16924. Class: PickupManagerComponent.ActorComponent.Object
  16925.         float CheckPickUpInterval;//[Offset: 0xbc , Size: 4]
  16926.         float PickUpZLimit;//[Offset: 0xc0 , Size: 4]
  16927.         bool bApplyVisibleTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4 , Size: 1]
  16928.         Vector2D[] FindPutDownPointSearchRadiusGroupArray;//[Offset: 0xc8 , Size: 12]
  16929.         int FindPutDownPointCircleSplitNum;//[Offset: 0xd4 , Size: 4]
  16930.         float FindPutDownPointZThreshold;//[Offset: 0xd8 , Size: 4]
  16931.         float FindPutDownPointZTraceOffset;//[Offset: 0xdc , Size: 4]
  16932.         Vector2D RegionXRange;//[Offset: 0xe0 , Size: 8]
  16933.         Vector2D RegionYRange;//[Offset: 0xe8 , Size: 8]
  16934.         bool bDrawDebugSearchLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1]
  16935.         bool bDrawDebugSearchedPutDownPointsSphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1]
  16936.         Vector DebugSearchedPutDownPointsBoxExtent;//[Offset: 0xf4 , Size: 12]
  16937.         float DebugSearchedPutDownPointsSphereRadius;//[Offset: 0x100 , Size: 4]
  16938.         float DebugSearchedPutDownPointsPointSize;//[Offset: 0x104 , Size: 4]
  16939.         float DrawTime;//[Offset: 0x108 , Size: 4]
  16940.         bool bDebugGetLocWithOutClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1]
  16941.         Actor* CacheRepActorForGetRandomLoc;//[Offset: 0x110 , Size: 4]
  16942.         Actor*[] PickupAvailableActorPool;//[Offset: 0x114 , Size: 12]
  16943.         Actor*[] ConfirmedPickupActorPool;//[Offset: 0x120 , Size: 12]
  16944.         void ServerPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x1df53ec
  16945.         void ServerPutDownTarget(Actor* Target);// 0x1df5338
  16946.         void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df51a4
  16947.         void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1df4f2c
  16948.         void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x1df4e6c
  16949.         void PutDownTarget(Actor* Target);// 0x1df4df4
  16950.         void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1df4bc0
  16951.         void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df4a78
  16952.         void NotifyMissPickupAvailableActor(Actor* Target);// 0x1df4a00
  16953.         void NotifyMeetPickupAvailableActor(Actor* Target, bool bUpdatePickupManager);// 0x1df493c
  16954.         Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x1df48ac
  16955.         void GetConfirmedPickupAvailableActors(out <Actor*> OutSet);// 0x1df47a0
  16956.         void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x1df469c
  16957.         void ControlClientPutDownTarget(Actor* Target);// 0x1df45e8
  16958.         void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);// 0x1df44ec
  16959.         void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1df4338
  16960.         void ClampWorldLocation(out Vector OutVector);// 0x1df42b4
  16961.  
  16962. --------------------------------
  16963. Class: BankAudioPlayer
  16964.         float TickInterval;//[Offset: 0x3c , Size: 4]
  16965.         float releaseInterval;//[Offset: 0x40 , Size: 4]
  16966.         float releaseTime;//[Offset: 0x44 , Size: 4]
  16967.  
  16968. --------------------------------
  16969. Class: InGameChatMsg
  16970.         FString PlayerName;//[Offset: 0x0 , Size: 12]
  16971.         uint32 playerIdentifier;//[Offset: 0xc , Size: 4]
  16972.         FString msgContent;//[Offset: 0x10 , Size: 12]
  16973.         int MsgID;//[Offset: 0x1c , Size: 4]
  16974.         int audioID;//[Offset: 0x20 , Size: 4]
  16975.         int ItemID;//[Offset: 0x24 , Size: 4]
  16976.         bool hitValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  16977.         Vector hitPosition;//[Offset: 0x2c , Size: 12]
  16978.         int itemIDOnGround;//[Offset: 0x38 , Size: 4]
  16979.  
  16980. --------------------------------
  16981. Class: GuideComponent.ActorComponent.Object
  16982.         GuideInfo[] WidgetList;//[Offset: 0xbc , Size: 12]
  16983.         Widget* MaskWidget;//[Offset: 0xc8 , Size: 8]
  16984.         void SetMaskWidgetOnTop(bool bTop);// 0x1d96010
  16985.         void CreateGuideUI();// 0x2859eb0
  16986.  
  16987. --------------------------------
  16988. Class: GuideInfo
  16989.         Widget* Widget;//[Offset: 0x0 , Size: 4]
  16990.         int guildUI;//[Offset: 0x4 , Size: 4]
  16991.         Vector2D Offset;//[Offset: 0x8 , Size: 8]
  16992.         Vector2D Size;//[Offset: 0x10 , Size: 8]
  16993.         int childData;//[Offset: 0x18 , Size: 4]
  16994.  
  16995. --------------------------------
  16996. Class: QuickSignComponent.ActorComponent.Object
  16997.         delegate OnAddSignMarkDelegate;//[Offset: 0xbc , Size: 12]
  16998.         delegate OnDelSignMarkDelegate;//[Offset: 0xc8 , Size: 12]
  16999.         bool IsBlockWhomInVoiceBlackList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1]
  17000.         int TextID_OutRange;//[Offset: 0xd8 , Size: 4]
  17001.         FString PreFix_Command;//[Offset: 0xdc , Size: 12]
  17002.         FString PreFix_Command_Res;//[Offset: 0xe8 , Size: 12]
  17003.         FString PreFix_Mark;//[Offset: 0xf4 , Size: 12]
  17004.         int MinTraceDist;//[Offset: 0x100 , Size: 4]
  17005.         int MaxTraceDist;//[Offset: 0x104 , Size: 4]
  17006.         int ItemTraceDist;//[Offset: 0x108 , Size: 4]
  17007.         int MarkMutualExclusionDist;//[Offset: 0x10c , Size: 4]
  17008.         int MiniMapAttentionIconID;//[Offset: 0x110 , Size: 4]
  17009.         int MiniMapThingIconID;//[Offset: 0x114 , Size: 4]
  17010.         PickupManagerComponent* PickupMgrComp;//[Offset: 0x118 , Size: 4]
  17011.         <int,FString> CommandTypeIDMap;//[Offset: 0x11c , Size: 60]
  17012.         <FString,class Object> MarkNameClassMap;//[Offset: 0x158 , Size: 60]
  17013.         <FString,QuickSignMark> MarkInfoMap;//[Offset: 0x194 , Size: 60]
  17014.         <FString,float> MarkLifeTimeMap;//[Offset: 0x1d0 , Size: 60]
  17015.         <FString,QuickSignIDArray> MarkTypeArrayMap;//[Offset: 0x20c , Size: 60]
  17016.         <FString,int> MsgIDActorNetGUIDMap;//[Offset: 0x248 , Size: 60]
  17017.         int[] ActorNetGUIDTrashArray;//[Offset: 0x284 , Size: 12]
  17018.         FString[] TempIDArray;//[Offset: 0x290 , Size: 12]
  17019.         <FString,int> MsgKey2MiniMapID;//[Offset: 0x29c , Size: 60]
  17020.         <FString,int> MsgKey2MiniMapIconTypeID;//[Offset: 0x2d8 , Size: 60]
  17021.         BankAudioPlayer BankAudio;//[Offset: 0x314 , Size: 72]
  17022.         <FString,int> ConfigKeyToTextID;//[Offset: 0x35c , Size: 60]
  17023.         <FString,enum> ConfigKeyToSignSubType;//[Offset: 0x398 , Size: 60]
  17024.         void SwitchAndLoadBankAndPlay(FName SwitchGroup, FName SwitchState, FString BankName, FString EventName);// 0x1e26870
  17025.         void ShowMsgTipsVoice(out const QuickSignMsg msgItem, bool IsSelf);// 0x2859eb0
  17026.         void ServerSendMsg(const QuickSignMsg msgItem, byte SignType);// 0x1e2672c
  17027.         void ServerDelMsg(FString MsgID);// 0x1e26638
  17028.         void ReportQuickSign(out const QuickSignMsg msgItem);// 0x2859eb0
  17029.         void RemoveActorMask(int ActorNetGUID);// 0x1e26584
  17030.         void OperMark(FString MsgID);// 0x1e264c8
  17031.         void MakeQuickNeed(enum SignSubType);// 0x1e26450
  17032.         void MakeQuickMark_PickupActor(PickUpWrapperActor* PickUpActor);// 0x1e263d8
  17033.         void MakeQuickMark();// 0x1e263c4
  17034.         void MakeQuickCommand(byte SignType);// 0x1e2634c
  17035.         bool IsSelfMark(FString MsgID);// 0x1e26288
  17036.         int GetVoiceAudioID(enum MsgType);// 0x2859eb0
  17037.         bool GenerateMarkInfo(out const QuickSignMsg msgItem, out QuickSignMark MarkInfo);// 0x2859eb0
  17038.         void DelMarkFromPool(FString MsgMark);// 0x1e261cc
  17039.         void DealWithNewMsg(out const QuickSignMsg msgItem, bool IsSelf, bool ShowChat);// 0x1e2605c
  17040.         void ClientReceiveMsg(const QuickSignMsg msgItem, bool IsSelf);// 0x1e25f44
  17041.         void ClientDelMsg(FString MsgID);// 0x1e25e80
  17042.         void AnalysisConfigKeyClass(FString ConfigID, FString ConfigScriptParam);// 0x1e25d40
  17043.         void AddMarkToPool(out const QuickSignMark MsgMark);// 0x1e25c70
  17044.         void AddActorMask(int ActorNetGUID);// 0x1e25bbc
  17045.  
  17046. --------------------------------
  17047. Class: QuickSignMark
  17048.         FString MsgID;//[Offset: 0x0 , Size: 12]
  17049.         FString MarkType;//[Offset: 0xc , Size: 12]
  17050.         FString IconPath;//[Offset: 0x18 , Size: 12]
  17051.         FString IconBGPath;//[Offset: 0x24 , Size: 12]
  17052.         FString IconOuterPath;//[Offset: 0x30 , Size: 12]
  17053.         FString IconOuterBGPath;//[Offset: 0x3c , Size: 12]
  17054.         FString ReplyID;//[Offset: 0x48 , Size: 12]
  17055.         Vector Loc;//[Offset: 0x54 , Size: 12]
  17056.         int MaxNum;//[Offset: 0x60 , Size: 4]
  17057.         int LifeSpan;//[Offset: 0x64 , Size: 4]
  17058.         bool IsSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1]
  17059.  
  17060. --------------------------------
  17061. Class: QuickSignIDArray
  17062.         FString[] InnerArray;//[Offset: 0x0 , Size: 12]
  17063.  
  17064. --------------------------------
  17065. Class: QuickSignMsg
  17066.         FString MsgID;//[Offset: 0x0 , Size: 12]
  17067.         FString PlayerName;//[Offset: 0xc , Size: 12]
  17068.         Vector HitPos;//[Offset: 0x18 , Size: 12]
  17069.         FString ConfigKey;//[Offset: 0x24 , Size: 12]
  17070.         int audioID;//[Offset: 0x30 , Size: 4]
  17071.         FString ParamString;//[Offset: 0x34 , Size: 12]
  17072.         int BindActorGUID;//[Offset: 0x40 , Size: 4]
  17073.         uint32 PlayerKey;//[Offset: 0x44 , Size: 4]
  17074.         int MiniMapIconTypeId;//[Offset: 0x48 , Size: 4]
  17075.         enum MsgType;//[Offset: 0x4c , Size: 1]
  17076.  
  17077. --------------------------------
  17078. Class: BaseTaskComponent.ActorComponent.Object
  17079.         STExtraPlayerController* OwningPC;//[Offset: 0xbc , Size: 4]
  17080.         FString OwningPlayerName;//[Offset: 0xc0 , Size: 12]
  17081.         UAETriggerObject*[] TaskTriggerObjects;//[Offset: 0xcc , Size: 12]
  17082.         <FString,TriggerEvent*> TriggerEvents;//[Offset: 0xd8 , Size: 60]
  17083.         int RetrieveUseItemAreaType(int ItemID, Vector PlayerLocation);// 0x1cd67b0
  17084.         int RetrieveTaskAreaType(Vector PlayerLocation);// 0x1cd6738
  17085.         int[] RetrieveTaskAreaList(Vector PlayerLocation);// 0x1cd662c
  17086.         int RetrieveLandLocType(FString TargetName);// 0x1cd64cc
  17087.         void ReportTaskAndSpecialCollection(byte TaskType, int TaskID, int process);// 0x1cd63c4
  17088.         bool RegisterEvent(class Object RegisterEventClass, UAETriggerObject* TriggerListener, byte TaskEventType);// 0x1cd62b4
  17089.         bool IsTriggerActive(int InTaskID);// 0x1cd6234
  17090.         bool IsSpecialPickItem(int InItemID);// 0x1cd61b4
  17091.         bool IsInSpecifiedArea(Vector PlayerLocation, FString outAreaAnchorsStr, FString InMapName, FString InTargetName);// 0x1cd5dcc
  17092.         void HandlePlayerPickupItem(int ItemID, int Count, STExtraPlayerController* PC);// 0x1cd5ccc
  17093.         void HandlePlayerKilling();// 0x1cd5cb8
  17094.         void HandlePlayerEnterArea(int AreaID);// 0x1cd5c40
  17095.         void HandlePlayerDropItem(int ItemID, int Count, STExtraPlayerController* PC);// 0x1cd5b40
  17096.         void HandlePlayerDoEmote(int EmoteIndex);// 0x1cd5ac8
  17097.         void HandleInitTaskData(int TaskID, int process, FString ext_info);// 0x1cd58e0
  17098.         void HandleInitCollectionData(int ItemID, int CurrentCount, int TotalCount);// 0x1cd57e0
  17099.         void HandleDeathBoxSpawned(Transform SpawnTransform);// 0x1cd5700
  17100.         UAETriggerObject* GetTriggerObject(int InTaskID);// 0x1cd5680
  17101.         int GetTaskSubTypeFromDataTable(int InTaskID);// 0x2859eb0
  17102.         bool GetTaskParamsFromDataTable(int InTaskID, out FString outMainConditionParam, out int outTargetProcess);// 0x2859eb0
  17103.         bool GetTaskParams(int InTaskID, out FString outMainConditionParamStr, out int outTaskProcess);// 0x1cd5510
  17104.         FString GetTaskClassPath(byte TaskType, int TaskUID);// 0x1cd53bc
  17105.         int[] GetTaskAreaListFromDataTable(Vector InPlayerLocation);// 0x2859eb0
  17106.         int GetTaskAreaIDFromDataTable(Vector InPlayerLocation);// 0x2859eb0
  17107.         FString GetOwningPlayerName();// 0x1cd52fc
  17108.         FString GetMapName();// 0x1cd523c
  17109.         int GetLandLocIDFromDataTable(FString InTargetName);// 0x2859eb0
  17110.         int GetItemUseAreaIDFromDataTable(int ItemID, Vector InPlayerLocation);// 0x2859eb0
  17111.         void FireEvent(byte TaskEventType, int Param, FString ExtMsg);// 0x1cd5050
  17112.         void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1cd4f8c
  17113.         UAETriggerObject_Task* CreateTriggerObject(byte TaskType, int TaskID);// 0x1cd4ec0
  17114.         bool AddTrigger(byte TaskType, int TaskID, int process, FString ext_info);// 0x1cd4c80
  17115.         void AddEventToTrigger(UAETriggerObject* TriggerObj, class Object Event, byte TaskEventType);// 0x1cd4b78
  17116.         void ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1cd4ab4
  17117.  
  17118. --------------------------------
  17119. Class: UAETriggerObject.Object
  17120.         enum RunType;//[Offset: 0x1c , Size: 1]
  17121.         enum TriggerObjectType;//[Offset: 0x1d , Size: 1]
  17122.         int EventDelayTime;//[Offset: 0x20 , Size: 4]
  17123.         int ActionDelayTime;//[Offset: 0x24 , Size: 4]
  17124.         FString TriggerName;//[Offset: 0x28 , Size: 12]
  17125.         Actor* OuterActor;//[Offset: 0x34 , Size: 4]
  17126.         class Object[] TriggerEventsClass;//[Offset: 0x38 , Size: 12]
  17127.         TriggerAction*[] TriggerActions;//[Offset: 0x44 , Size: 12]
  17128.         TriggerCondition*[] TriggerConditions;//[Offset: 0x50 , Size: 12]
  17129.         FlowNodeBase* CarrierFlowNode;//[Offset: 0x5c , Size: 4]
  17130.         bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1]
  17131.         TimerHandle TimerHandle_EventDelay;//[Offset: 0x70 , Size: 8]
  17132.         TimerHandle TimerHandle_ActionDelay;//[Offset: 0x78 , Size: 8]
  17133.         TriggerEvent* CurEvent;//[Offset: 0x80 , Size: 4]
  17134.         FString DelayEventName;//[Offset: 0x84 , Size: 12]
  17135.         FString FiredEventName;//[Offset: 0x90 , Size: 12]
  17136.         <TriggerEvent*> TriggeredEvents;//[Offset: 0x9c , Size: 60]
  17137.         <TriggerAction*> CompleteActions;//[Offset: 0xd8 , Size: 60]
  17138.         bool IsEnableCheckDo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1]
  17139.         UAELevelDirector* OwnerLevelDirector;//[Offset: 0x118 , Size: 4]
  17140.         bool bEnableTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134 , Size: 1]
  17141.         float TickInterval;//[Offset: 0x138 , Size: 4]
  17142.         bool bShouldReplicateAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c , Size: 1]
  17143.         bool bCacheParamToTriggerObject;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d , Size: 1]
  17144.         Property*[] eventParams;//[Offset: 0x140 , Size: 12]
  17145.  
  17146. --------------------------------
  17147. Class: TriggerAction.Object
  17148.         VariableSet* DataSource;//[Offset: 0x1c , Size: 4]
  17149.         bool bEnableActionTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  17150.         enum ExecPolicy;//[Offset: 0x29 , Size: 1]
  17151.         UAETriggerObject* ParentTrigger;//[Offset: 0x2c , Size: 4]
  17152.         UAELevelDirector* ActionOuterActor;//[Offset: 0x30 , Size: 4]
  17153.         bool bSupportNetRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 , Size: 1]
  17154.  
  17155. --------------------------------
  17156. Class: VariableSet.Object
  17157.         VariableSetCachedActors DataActors;//[Offset: 0x58 , Size: 64]
  17158.  
  17159. --------------------------------
  17160. Class: VariableSetCachedActors
  17161.         Actor* LastAccessActor;//[Offset: 0x3c , Size: 4]
  17162.  
  17163. --------------------------------
  17164. Class: UAELevelDirector.Actor.Object
  17165.         bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c4 , Size: 1]
  17166.         bool ClientEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c5 , Size: 1]
  17167.         bool ServerEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c6 , Size: 1]
  17168.         LevelDirectorInstAction[] InstanceActions;//[Offset: 0x2c8 , Size: 12]
  17169.         FString[] ClassPaths;//[Offset: 0x2d4 , Size: 12]
  17170.         FString ConfigFilePath;//[Offset: 0x2e0 , Size: 12]
  17171.         class UAELevelDirector_PlayerRepInfo* PlayerRepInfoClass;//[Offset: 0x2ec , Size: 4]
  17172.         FString ClientConfigFilePath;//[Offset: 0x2f0 , Size: 12]
  17173.         UAELevelDirectorRepData LevelDirectorRepData;//[Offset: 0x2fc , Size: 16]
  17174.         <uint32,UAELevelDirector_PlayerRepInfo*> AllPlayersRepInfo;//[Offset: 0x30c , Size: 60]
  17175.         UAETriggerFuncLib*[] FunctionLibList;//[Offset: 0x348 , Size: 12]
  17176.         TriggersFlowBase* TriggersFlowTree;//[Offset: 0x354 , Size: 4]
  17177.         <FString,UAETriggerObject*> TriggerObjectMap;//[Offset: 0x358 , Size: 60]
  17178.         VariableSet* AllVariableSet;//[Offset: 0x394 , Size: 4]
  17179.         UAETriggerParamFuncLib* TriggerParamFuncLib;//[Offset: 0x398 , Size: 4]
  17180.         LevelEventCenter* LevelEventCenter;//[Offset: 0x39c , Size: 4]
  17181.         FString DescData;//[Offset: 0x3a0 , Size: 12]
  17182.         UAELevelDirector_PlayerRepInfo* CurLevelDirector_PlayerRepInfo;//[Offset: 0x3ac , Size: 4]
  17183.         <uint32,UAELevelDirector_PlayerRepInfo*> HistoryLevelDirector_PlayerRepInfos;//[Offset: 0x3b0 , Size: 60]
  17184.         TaskRepData TaskData;//[Offset: 0x3f4 , Size: 16]
  17185.         bool StartLevelDirector();// 0x4c49de4
  17186.         void SetTriggerRunType(FString TriggerName, enum RunType);// 0x4c49c48
  17187.         void SetEnable(bool Enab);// 0x4c49bcc
  17188.         void S2Sim_CallExcuteAction();// 0x1ce1e14
  17189.         void RequestTriggerComplete(UAETriggerObject* CompleteTrigger);// 0x4c49b18
  17190.         void OnRep_LevelDirectorData();// 0x4c49b04
  17191.         bool InitialLevelDirector();// 0x4c49ad4
  17192.         UAETriggerObject* GetTrigger(FString NodeName, FString TriggerName);// 0x4c4985c
  17193.         bool GetHasBeenInit();// 0x4c49834
  17194.         VariableSet* GetDataSet();// 0x4c4980c
  17195.         int GetCurTaskID();// 0x4c497e4
  17196.         void ForceExecuteTrigger(FString TriggerName);// 0x1d7f898
  17197.         bool FlowControllSubControll(out FString[] TriggerNames, FString NodeName);// 0x4c4957c
  17198.         bool FlowControllOr(out FString[] TriggerNames, FString NodeName);// 0x4c49314
  17199.         bool FlowControllOneSequence(FString TriggerName, FString NodeName);// 0x4c4909c
  17200.         bool FlowControllMultiSequence(out FString[] TriggerNames, FString NodeName);// 0x4c48e34
  17201.         bool FlowControllAnd(out FString[] TriggerNames, FString NodeName, bool DefaultActive);// 0x4c48b7c
  17202.         void DeactiveTrigger(FString NodeName, FString TriggerName);// 0x4c4890c
  17203.         void DeactiveNode(FString NodeName);// 0x4c487b4
  17204.         void ClientExecuteAction(FString ActionClassName, int64 UId, const TriggerParamRepData[] RepParams, bool IsKeep, bool IsRevert, UAELevelDirector_PlayerRepInfo* InLevelDirector_PlayerRepInfo);// 0x4c4855c
  17205.         void AddEventToTrigger(FString TriggerName, class Object Event);// 0x4c483c0
  17206.         TriggerCondition* AddConditionToTrigger(FString TriggerName, class Object Condition);// 0x4c4821c
  17207.         TriggerAction* AddActionToTrigger(FString TriggerName, class Object Action);// 0x4c48078
  17208.         void ActiveTrigger(FString NodeName, FString TriggerName);// 0x4c47e08
  17209.         void ActiveNode(FString NodeName);// 0x4c47cb0
  17210.  
  17211. --------------------------------
  17212. Class: LevelDirectorInstAction
  17213.         int64 ActionUniqueID;//[Offset: 0x0 , Size: 8]
  17214.         TriggerAction* Action;//[Offset: 0x8 , Size: 4]
  17215.  
  17216. --------------------------------
  17217. Class: UAELevelDirector_PlayerRepInfo.Info.Actor.Object
  17218.         TriggerActionRepData[] ActionRepDatas;//[Offset: 0x2c4 , Size: 12]
  17219.         uint32 UniqueId;//[Offset: 0x2d0 , Size: 4]
  17220.         UAELevelDirector* RelevantLevelDirector;//[Offset: 0x2d4 , Size: 4]
  17221.         void OnRep_LevelDirector();// 0x4c4ac18
  17222.         void OnRep_ActionRepDatas();// 0x4c4ac04
  17223.         void ClientExecuteAction(const TriggerActionRepData InActionRepData);// 0x4c4ab1c
  17224.  
  17225. --------------------------------
  17226. Class: TriggerActionRepData
  17227.         int64 RepID;//[Offset: 0x0 , Size: 8]
  17228.         int64 UId;//[Offset: 0x8 , Size: 8]
  17229.         FString ActionClassName;//[Offset: 0x10 , Size: 12]
  17230.         TriggerParamRepData[] ParamDatas;//[Offset: 0x1c , Size: 12]
  17231.  
  17232. --------------------------------
  17233. Class: TriggerParamRepData
  17234.         byte ParamType;//[Offset: 0x0 , Size: 1]
  17235.         byte ParamSubType;//[Offset: 0x1 , Size: 1]
  17236.         FString ParamName;//[Offset: 0x4 , Size: 12]
  17237.         byte[] ParamData;//[Offset: 0x10 , Size: 12]
  17238.  
  17239. --------------------------------
  17240. Class: UAELevelDirectorRepData
  17241.         UFlowNodeRepData FlowNodeRepData;//[Offset: 0x0 , Size: 16]
  17242.  
  17243. --------------------------------
  17244. Class: UFlowNodeRepData
  17245.         FString RepData;//[Offset: 0x0 , Size: 12]
  17246.         int NodeID;//[Offset: 0xc , Size: 4]
  17247.  
  17248. --------------------------------
  17249. Class: UAETriggerFuncLib.Object
  17250.         TriggerClassItem[] ClassItemList;//[Offset: 0x1c , Size: 12]
  17251.         VariableSet* DataSet;//[Offset: 0x28 , Size: 4]
  17252.         Actor* GetLastIteratorActor();// 0x4c4c0e0
  17253.  
  17254. --------------------------------
  17255. Class: TriggerClassItem
  17256.         FString TagName;//[Offset: 0x0 , Size: 12]
  17257.         FString ClassFullPath;//[Offset: 0xc , Size: 12]
  17258.         float RandomRadius;//[Offset: 0x18 , Size: 4]
  17259.  
  17260. --------------------------------
  17261. Class: TriggersFlowBase.Object
  17262.         UAELevelDirector* OwnerLevelDirector;//[Offset: 0x24 , Size: 4]
  17263.         <FString,FlowNodeBase*> Nodes;//[Offset: 0x28 , Size: 60]
  17264.         bool IsRun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1]
  17265.  
  17266. --------------------------------
  17267. Class: FlowNodeBase.Object
  17268.         FlowNodeBase* NextFlowNode;//[Offset: 0x1c , Size: 4]
  17269.         UFlowNodeRepData RepData;//[Offset: 0x20 , Size: 16]
  17270.         bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  17271.         bool DefaltActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1]
  17272.         TriggersFlowBase* CarriedFlow;//[Offset: 0x44 , Size: 4]
  17273.         enum NodeType;//[Offset: 0x48 , Size: 1]
  17274.         UAETriggerObject*[] TriggerObjects;//[Offset: 0x4c , Size: 12]
  17275.  
  17276. --------------------------------
  17277. Class: UAETriggerParamFuncLib.UAETriggerFuncLib.Object
  17278.  
  17279. --------------------------------
  17280. Class: LevelEventCenter.Object
  17281.         <FString,TriggerEvent*> TriggerEvents;//[Offset: 0x28 , Size: 60]
  17282.         <FString,LevelEventListenerList> EventListeners;//[Offset: 0x68 , Size: 60]
  17283.  
  17284. --------------------------------
  17285. Class: TriggerEvent.Object
  17286.         FString EventName;//[Offset: 0x1c , Size: 12]
  17287.         Object* EventInstigator;//[Offset: 0x28 , Size: 4]
  17288.         <FString,TriggerEventListenerTrigger> RelevantListener;//[Offset: 0x38 , Size: 60]
  17289.  
  17290. --------------------------------
  17291. Class: TriggerEventListenerTrigger
  17292.         UAETriggerObject* ListenerTrigger;//[Offset: 0x0 , Size: 4]
  17293.  
  17294. --------------------------------
  17295. Class: LevelEventListenerList
  17296.         <LevelEventListener*> Listeners;//[Offset: 0x0 , Size: 60]
  17297.  
  17298. --------------------------------
  17299. Class: LevelEventListener.Object
  17300.         FString EventName;//[Offset: 0x1c , Size: 12]
  17301.         <FString,FName> RelevantListenerCallbacks;//[Offset: 0x28 , Size: 60]
  17302.         <FString> ObjectRelevantEvents;//[Offset: 0x64 , Size: 60]
  17303.         Actor* ListenerEntity;//[Offset: 0xa0 , Size: 4]
  17304.         Property*[] Params;//[Offset: 0xa4 , Size: 12]
  17305.  
  17306. --------------------------------
  17307. Class: TaskRepData
  17308.         FString TaskName;//[Offset: 0x0 , Size: 12]
  17309.         int TaskID;//[Offset: 0xc , Size: 4]
  17310.  
  17311. --------------------------------
  17312. Class: TriggerCondition.Object
  17313.         VariableSet* DataSource;//[Offset: 0x1c , Size: 4]
  17314.         TriggerCondition*[] ChildConditions;//[Offset: 0x20 , Size: 12]
  17315.         UAETriggerObject* ParentTrigger;//[Offset: 0x38 , Size: 4]
  17316.         void AddChildCondition(TriggerCondition* NewChildCond);// 0x4c46880
  17317.  
  17318. --------------------------------
  17319. Class: TimerHandle
  17320.         uint64 Handle;//[Offset: 0x0 , Size: 8]
  17321.  
  17322. --------------------------------
  17323. Class: UAETriggerObject_Task.UAETriggerObject.Object
  17324.         TriggerCondition* RootCondition;//[Offset: 0x150 , Size: 4]
  17325.         byte[] TaskEventTypes;//[Offset: 0x154 , Size: 12]
  17326.         TriggerAction*[] RedoTriggerActions;//[Offset: 0x160 , Size: 12]
  17327.         int TaskID;//[Offset: 0x16c , Size: 4]
  17328.         byte TaskType;//[Offset: 0x170 , Size: 1]
  17329.         void SetTaskProcess(int process, FString ext_info);// 0x1fb4f84
  17330.         void RedoAction();// 0x1c9c578
  17331.         void NofityTriggerComplete();// 0x1d3c644
  17332.         bool IsConditionsSatisfy(const TriggerEvent* Event);// 0x1c9f584
  17333.         void InitConfigurableCondition(int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x1fb4da0
  17334.         void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1fb4cd4
  17335.         TriggerCondition* CreateSpecifiedSpaceCondition(byte SpecifiedSpace);// 0x1fb4c4c
  17336.         TriggerCondition* CreateSpecifiedItemCondition(int ItemID);// 0x1fb4bcc
  17337.         TriggerCondition* CreateSpecifiedAreaCondition(byte SpecifiedArea);// 0x1fb4b44
  17338.         TriggerAction* CreateRedoAction(byte ActionType);// 0x1fb4abc
  17339.         TriggerCondition* CreateORCondition(TriggerCondition*[] ChildConditions);// 0x1fb495c
  17340.         TriggerCondition* CreateOperatorCondition(class TriggerCondition_Operator OperatorClass, TriggerCondition*[] ChildConditions);// 0x1fb47b4
  17341.         TriggerCondition* CreateKillPlayerCondition();// 0x1fb478c
  17342.         TriggerCondition* CreateGameModeCondition(enum GameModeType);// 0x1fb470c
  17343.         TriggerAction* CreateDoAction(byte ActionType);// 0x1fb4684
  17344.         TriggerCondition* CreateCondition(class TriggerCondition ConditionClass);// 0x1fb4604
  17345.         TriggerCondition* CreateCollectItemCondition(int ItemID, int CollectCount);// 0x1fb4540
  17346.         TriggerCondition* CreateANDCondition(TriggerCondition*[] ChildConditions);// 0x1fb43e0
  17347.         TriggerAction* CreateAction(byte ActionType);// 0x1fb4358
  17348.         bool ConstructTask(int InTaskID, int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x1fb4120
  17349.         byte[] ConstructRedoActions();// 0x2859eb0
  17350.         byte[] ConstructEvents();// 0x2859eb0
  17351.         TriggerCondition* ConstructConditions();// 0x2859eb0
  17352.         byte[] ConstructActions();// 0x2859eb0
  17353.         void AddEventTypes(byte[] EventTypes);// 0x1fb3fc8
  17354.         bool ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1fb3ef4
  17355.  
  17356. --------------------------------
  17357. Class: TriggerCondition_Operator.TriggerCondition_Task.TriggerCondition.Object
  17358.  
  17359. --------------------------------
  17360. Class: TriggerCondition_Task.TriggerCondition.Object
  17361.         byte TaskConditionType;//[Offset: 0x3c , Size: 1]
  17362.         bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d , Size: 1]
  17363.         bool bIsConfigurable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e , Size: 1]
  17364.         void SetTargetParam(int Value);// 0x1f892f8
  17365.         void SetConditionParam(int Value);// 0x1ca26bc
  17366.         bool IsSatisfy(const TriggerEvent* Event);// 0x1c7eb24
  17367.         bool IsSameCondition(byte InTaskConditionType);// 0x1f89270
  17368.         bool FillDataSource(VariableSet* InDataSource);// 0x1d2a2c0
  17369.         bool DeactiveCondition(VariableSet* InDataSource);// 0x1cc7224
  17370.         bool CompareParam(VariableSet* InDataSource);// 0x1cc73bc
  17371.         bool ActiveCondition(VariableSet* InDataSource);// 0x1c9f584
  17372.  
  17373. --------------------------------
  17374. Class: FriendObserver
  17375.         FString PlayerName;//[Offset: 0x0 , Size: 12]
  17376.         byte gender;//[Offset: 0xc , Size: 1]
  17377.  
  17378. --------------------------------
  17379. Class: PlayerBaseInfoInOB
  17380.         int PosX;//[Offset: 0x0 , Size: 4]
  17381.         int PosY;//[Offset: 0x4 , Size: 4]
  17382.         int PosZ;//[Offset: 0x8 , Size: 4]
  17383.         int Health;//[Offset: 0xc , Size: 4]
  17384.         int HealthMax;//[Offset: 0x10 , Size: 4]
  17385.         int LiveState;//[Offset: 0x14 , Size: 4]
  17386.         int KillNum;//[Offset: 0x18 , Size: 4]
  17387.         int KillNumBeforeDie;//[Offset: 0x1c , Size: 4]
  17388.         float SignalHP;//[Offset: 0x20 , Size: 4]
  17389.         uint32 PlayerKey;//[Offset: 0x24 , Size: 4]
  17390.         int GotAirDropNum;//[Offset: 0x28 , Size: 4]
  17391.         int MaxKillDistance;//[Offset: 0x2c , Size: 4]
  17392.         int Damage;//[Offset: 0x30 , Size: 4]
  17393.         int InDamage;//[Offset: 0x34 , Size: 4]
  17394.         int Heal;//[Offset: 0x38 , Size: 4]
  17395.         int HeadShotNum;//[Offset: 0x3c , Size: 4]
  17396.         int KillNumInVehicle;//[Offset: 0x40 , Size: 4]
  17397.         int SurvivalTime;//[Offset: 0x44 , Size: 4]
  17398.         int DriveDistance;//[Offset: 0x48 , Size: 4]
  17399.         int marchDistance;//[Offset: 0x4c , Size: 4]
  17400.         int MonsterCatchupDistance;//[Offset: 0x50 , Size: 4]
  17401.         int Assists;//[Offset: 0x54 , Size: 4]
  17402.         int KillNumByGrenade;//[Offset: 0x58 , Size: 4]
  17403.         int Rank;//[Offset: 0x5c , Size: 4]
  17404.         bool IsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1]
  17405.         float OutsideBlueCircleTime;//[Offset: 0x64 , Size: 4]
  17406.         int Knockouts;//[Offset: 0x68 , Size: 4]
  17407.         int rescueTimes;//[Offset: 0x6c , Size: 4]
  17408.         int UseSmokeGrenadeNum;//[Offset: 0x70 , Size: 4]
  17409.         int UseFragGrenadeNum;//[Offset: 0x74 , Size: 4]
  17410.         int CurWeaponID;//[Offset: 0x78 , Size: 4]
  17411.  
  17412. --------------------------------
  17413. Class: PlayerInfoInOB.PlayerBaseInfoInOB
  17414.         uint64 UId;//[Offset: 0x80 , Size: 8]
  17415.         FString PlayerName;//[Offset: 0x88 , Size: 12]
  17416.         FString PlayerOpenID;//[Offset: 0x94 , Size: 12]
  17417.         FString PicUrl;//[Offset: 0xa0 , Size: 12]
  17418.         bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac , Size: 1]
  17419.         int TeamID;//[Offset: 0xb0 , Size: 4]
  17420.         FString TeamName;//[Offset: 0xb4 , Size: 12]
  17421.         Pawn* Character;//[Offset: 0xc0 , Size: 8]
  17422.         bool IsFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1]
  17423.  
  17424. --------------------------------
  17425. Class: TeamInfoInOB
  17426.         int TeamID;//[Offset: 0x0 , Size: 4]
  17427.         FString TeamName;//[Offset: 0x4 , Size: 12]
  17428.         bool IsShowLogo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  17429.         FString LogoPicUrl;//[Offset: 0x14 , Size: 12]
  17430.         int KillNum;//[Offset: 0x20 , Size: 4]
  17431.         int LiveMemberNum;//[Offset: 0x24 , Size: 4]
  17432.  
  17433. --------------------------------
  17434. Class: ObservedData
  17435.         FString PlayerName;//[Offset: 0x0 , Size: 12]
  17436.         FString PicUrl;//[Offset: 0xc , Size: 12]
  17437.         bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  17438.         int TeamID;//[Offset: 0x1c , Size: 4]
  17439.         uint64 UId;//[Offset: 0x20 , Size: 8]
  17440.         Vector[] PosList;//[Offset: 0x28 , Size: 12]
  17441.  
  17442. --------------------------------
  17443. Class: AirDropBoxInOb
  17444.         int boxId;//[Offset: 0x0 , Size: 4]
  17445.         bool Flying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  17446.         bool IsEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  17447.         Vector pos;//[Offset: 0x8 , Size: 12]
  17448.  
  17449. --------------------------------
  17450. Class: OwnerClientCreateWeaponCache
  17451.         ItemDefineID[] IDList;//[Offset: 0x0 , Size: 12]
  17452.         uint32 CharacterGUID;//[Offset: 0xc , Size: 4]
  17453.  
  17454. --------------------------------
  17455. Class: WeaponMgrInfo
  17456.         ItemDefineID[] ItemList;//[Offset: 0x0 , Size: 12]
  17457.         WeaponManagerComponent* WeaponMgr;//[Offset: 0xc , Size: 4]
  17458.  
  17459. --------------------------------
  17460. Class: WeaponManagerComponent.ActorComponent.Object
  17461.         <FName,FName> LogicSocketToWeaponAttachSocketMap;//[Offset: 0xbc , Size: 60]
  17462.         FName LeftLogicSocketName;//[Offset: 0xf8 , Size: 8]
  17463.         FName RightLogicSocketName;//[Offset: 0x100 , Size: 8]
  17464.         <FName,FName> LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0x108 , Size: 60]
  17465.         <FName,byte> LogicSocketToPropSlotMap;//[Offset: 0x144 , Size: 60]
  17466.         <FName,class STExtraWeapon> GrenadeLogicSocketToWeaponClassMap;//[Offset: 0x180 , Size: 60]
  17467.         float CheckHasAnyGrenadeTimerSetting;//[Offset: 0x1bc , Size: 4]
  17468.         FName CurUseWeaponLogicSocket;//[Offset: 0x1c0 , Size: 8]
  17469.         FName CurUseShieldWeaponLogicSocket;//[Offset: 0x1c8 , Size: 8]
  17470.         bool bIsSwitching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1]
  17471.         FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x1d8 , Size: 8]
  17472.         FName LastUseLogicSlot;//[Offset: 0x1e0 , Size: 8]
  17473.         bool bUIHasBoundDelegate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e8 , Size: 1]
  17474.         bool bClientHasFinishedHandleSpawnWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e9 , Size: 1]
  17475.         bool GM_CloseMaxCreateWeaponTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ea , Size: 1]
  17476.         bool GM_NewWeaponCreateIG170;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1eb , Size: 1]
  17477.         float MaxSpawnWeaponTime;//[Offset: 0x1ec , Size: 4]
  17478.         float StartSpawnWeaponTime;//[Offset: 0x1f0 , Size: 4]
  17479.         delegate LocalBackpackCurerrentWeaponFinishDelegate;//[Offset: 0x1f4 , Size: 12]
  17480.         delegate ChangeCurrentUsingWeaponDelegate;//[Offset: 0x200 , Size: 12]
  17481.         delegate ChangeInventoryDataDelegate;//[Offset: 0x20c , Size: 12]
  17482.         delegate LocalEquipWeaponFromBackpackFinishedDelegate;//[Offset: 0x218 , Size: 12]
  17483.         delegate SwapWeaponByPropSlotFinishedDelegate;//[Offset: 0x224 , Size: 12]
  17484.         <FName,STExtraWeapon*> InventoryData;//[Offset: 0x248 , Size: 60]
  17485.         <FName,ItemDefineID> GrenadeLogicSlotAndDefineIDData;//[Offset: 0x284 , Size: 60]
  17486.         STExtraWeapon*[] BackpackPistolList;//[Offset: 0x2c0 , Size: 12]
  17487.         ItemDefineID[] TargetCreateArray;//[Offset: 0x2d0 , Size: 12]
  17488.         SpawnAndBackpackWeaponReplicatedData[] WeaponCreatePool;//[Offset: 0x2e0 , Size: 12]
  17489.         WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot1;//[Offset: 0x2f0 , Size: 56]
  17490.         WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot2;//[Offset: 0x328 , Size: 56]
  17491.         WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSubSlot;//[Offset: 0x360 , Size: 56]
  17492.         WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientMeleeSlot;//[Offset: 0x398 , Size: 56]
  17493.         WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientHandPropSlot;//[Offset: 0x3d0 , Size: 56]
  17494.         STExtraWeapon* CurrentWeaponReplicated;//[Offset: 0x40c , Size: 4]
  17495.         STExtraWeapon* TemporaryWeaponReplicated;//[Offset: 0x410 , Size: 4]
  17496.         STExtraWeapon* CurrentWeaponSimulate;//[Offset: 0x414 , Size: 4]
  17497.         STExtraWeapon* CurrentShieldWeaponReplicated;//[Offset: 0x418 , Size: 4]
  17498.         STExtraWeapon* CurrentShieldWeaponSimulate;//[Offset: 0x41c , Size: 4]
  17499.         STExtraWeapon* OldGrenadeWeaponNeedDestroy;//[Offset: 0x44c , Size: 4]
  17500.         void WeaponSystemDataChangedDelegate__DelegateSignature(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x2859eb0
  17501.         void UpdateOwnerClientCreateWeapon();// 0x1ffc1f0
  17502.         void SwitchWeaponBySlot(byte Slot, bool bUseAnimation);// 0x1ffc12c
  17503.         void SwitchWeaponByLogicSocket_IdleToBackpackFinished();// 0x1ffc118
  17504.         void SwapWeaponByPropSlotFinishedDelegate__DelegateSignature(byte Slot1, byte Slot2);// 0x2859eb0
  17505.         STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x1ff9a08
  17506.         void SimulatedWeaponChangedDelegate__DelegateSignature();// 0x2859eb0
  17507.         void SetGrenadeLogicSocketToWeaponClassMap(<FName,class STExtraWeapon> GrenadeLogicToWeaponClass);// 0x1ffbf6c
  17508.         void SetCurrentTemporaryWeapon(STExtraWeapon* InVehicleWeapon, bool IsServerCall);// 0x1ffbea8
  17509.         void SetAllWeaponMeshsHidden(bool bHidden, bool bCastShadow, bool bCacheHidden, bool bIgnoreCharHide);// 0x1ffbd34
  17510.         void RefreshWeaponLogicSocketInSpawnDataCacheByPropSlotOnServer(byte Slot);// 0x1ffbcbc
  17511.         void PushAutoTriggerWeaponEventTaskWhenEquipWeapon(out const AutoTriggerWeaponEventParam Param);// 0x1ffbbd4
  17512.         void OnRep_WeaponSystemDataOnSimulateMeleeSlot();// 0x1ffbbc0
  17513.         void OnRep_WeaponSystemDataOnSimulateHandPropSlot();// 0x1ffbbac
  17514.         void OnRep_WeaponSystemDataOnSimulateClientSubSlot();// 0x1ffbb98
  17515.         void OnRep_WeaponSystemDataOnSimulateClientSlot2();// 0x1ffbb84
  17516.         void OnRep_WeaponSystemDataOnSimulateClientSlot1();// 0x1ffbb70
  17517.         void OnRep_TemporaryWeaponReplicated(STExtraWeapon* LastVehicleWeapon);// 0x1ffbaf8
  17518.         void OnRep_CurrentWeaponReplicated();// 0x1ddab6c
  17519.         void OnRep_CurrentWeaponLogicSocket();// 0x1ffbae4
  17520.         void OnRep_CurrentShieldWeaponReplicated();// 0x1ffbad0
  17521.         void OnReconnectOnServer();// 0x1c9acf8
  17522.         void OnReconnectOnClient();// 0x1d09134
  17523.         void LogInventoryDataInfo();// 0x1ffbabc
  17524.         bool LocalSwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x1ffb9ac
  17525.         void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x1ff969c
  17526.         void LocalForceFinishSwitchWeapon();// 0x1ffb998
  17527.         void LocalEquipWeaponFromBackpackFinishedDelegate__DelegateSignature();// 0x2859eb0
  17528.         void LocalEquipWeaponFromBackpackFinishedCallback();// 0x1ffb984
  17529.         bool LocalDestroyWeapon(FName SocketName, bool bEnableBroadcast);// 0x1ffb8a8
  17530.         void LocalBackpackCurerrentWeaponFinishedCallback();// 0x1ffb894
  17531.         void LocalBackpackCurerrentWeaponFinishDelegate__DelegateSignature();// 0x2859eb0
  17532.         bool IsWeaponSpawnDataCacheIsEmpty();// 0x1ffb86c
  17533.         bool IsCreatingWeaponOnServer();// 0x1ffb838
  17534.         static void InitializeTable(FString MainWeaponTableName);// 0x1ffb6e8
  17535.         void HandleGetWeaponFinished(byte Slot);// 0x1d17cd4
  17536.         FName GetShieldWeaponSlot();// 0x1ffb6a8
  17537.         STExtraWeapon* GetShieldWeapon();// 0x1ffb680
  17538.         byte GetPropSlotByLogicSocket(FName LogicSocket);// 0x1ffb600
  17539.         static MainWeaponTableStruct GetMainWeaponTableRow(int ID);// 0x1ffb4f8
  17540.         FName GetLogicSocketBySlot(byte Slot);// 0x1ffb470
  17541.         STExtraWeapon* GetInventoryWeaponByPropSlotOnServerOrAutonomousClient(byte Slot);// 0x1ffb3f0
  17542.         STExtraWeapon* GetInventoryWeaponByPropSlot(byte Slot);// 0x1ffb370
  17543.         STExtraWeapon* GetInventoryWeaponByLogicSocket(FName LogicSocket);// 0x1ffb2f0
  17544.         STExtraWeapon* GetInventoryWeaponByDefineID(ItemDefineID DefineID);// 0x1ffb260
  17545.         FName GetGrenadeSpecificSlotNameByWeapon(STExtraWeapon* Weapon);// 0x1ffb1d8
  17546.         ItemDefineID GetGrenadeDefindIDBySlot(FName LogicSlot);// 0x1ffb140
  17547.         STExtraWeapon* GetCurrentUsingWeapon();// 0x1ffb118
  17548.         byte GetCurrentUsingPropSlot();// 0x1ffb0f0
  17549.         FName GetCurrentUsingLogicSocketOnServer();// 0x1ffb0b0
  17550.         FName GetCurrentUsingLogicSocket();// 0x1ffb0b0
  17551.         STExtraWeapon* GetCurrentTemporaryWeapon();// 0x1ffb088
  17552.         int GetBagLevel();// 0x1d090f0
  17553.         STExtraWeapon*[] GetAllInventoryWeaponList(bool bForceUseMapData);// 0x1ffaf78
  17554.         ItemDefineID[] GetAllInventoryWeaponIDList(bool bForceUseMapData);// 0x1ffae68
  17555.         void ForceBroadcastChangeAllInventoryDataEvent();// 0x1ffae54
  17556.         void EnableAllBroadcast(bool bEnable);// 0x1ffadd8
  17557.         void DropWeapon(STExtraWeapon* Weapon, enum Reason);// 0x1ffad14
  17558.         void DeleteGrenadeSlotAndDefindID(FName LogicSlot);// 0x1ffac9c
  17559.         void DebugReconnectToClientOnServer();// 0x1ffac88
  17560.         void DebugDisconnetToServerOnClient();// 0x1ffac74
  17561.         void ChangeInventoryDataDelegate__DelegateSignature(byte TargetChangeSlot, byte EChangeType);// 0x2859eb0
  17562.         void ChangeCurrentUsingWeaponDelegate__DelegateSignature(byte TargetChangeSlot);// 0x2859eb0
  17563.         void AddOrSetGrenadeSlotAndDefindID(FName LogicSlot, ItemDefineID ID);// 0x1ffaba0
  17564.  
  17565. --------------------------------
  17566. Class: SpawnAndBackpackWeaponReplicatedData
  17567.         STExtraWeapon* TargetWeapon;//[Offset: 0x0 , Size: 4]
  17568.         FName LogicSocket;//[Offset: 0x8 , Size: 8]
  17569.         bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  17570.         bool bNeedSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1]
  17571.         ItemDefineID ID;//[Offset: 0x18 , Size: 24]
  17572.         bool bResetBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  17573.         int OperationIndex;//[Offset: 0x34 , Size: 4]
  17574.         Actor* WeaponOwnerActor;//[Offset: 0x38 , Size: 4]
  17575.         FString OwnerCharacterName;//[Offset: 0x3c , Size: 12]
  17576.         bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1]
  17577.  
  17578. --------------------------------
  17579. Class: WeaponSystemDataOnSimulateClient
  17580.         STExtraWeapon* TargetWeapon;//[Offset: 0x0 , Size: 4]
  17581.         FName LogicSocket;//[Offset: 0x8 , Size: 8]
  17582.         bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  17583.         ItemDefineID ID;//[Offset: 0x18 , Size: 24]
  17584.         int OperationIndex;//[Offset: 0x30 , Size: 4]
  17585.         int BagLevel;//[Offset: 0x34 , Size: 4]
  17586.  
  17587. --------------------------------
  17588. Class: AutoTriggerWeaponEventParam
  17589.         int TargetOwnerRole;//[Offset: 0x0 , Size: 4]
  17590.         enum TargetEvent;//[Offset: 0x4 , Size: 1]
  17591.         ItemDefineID TargetWeaponID;//[Offset: 0x8 , Size: 24]
  17592.         bool bIgnoreItemIDInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  17593.         enum[] ForceExitPawnStateList;//[Offset: 0x24 , Size: 12]
  17594.  
  17595. --------------------------------
  17596. Class: KillerTracker.Actor.Object
  17597.         Actor* TargetKiller;//[Offset: 0x2c4 , Size: 4]
  17598.         Rotator TargetKillerRotation;//[Offset: 0x2c8 , Size: 12]
  17599.         Actor* ReturnActor;//[Offset: 0x2d4 , Size: 4]
  17600.         SpringArmComponent* CameraSpringArm;//[Offset: 0x2f8 , Size: 4]
  17601.         CameraComponent* ObservingCamera;//[Offset: 0x2fc , Size: 4]
  17602.         delegate OnTrackingEnd;//[Offset: 0x300 , Size: 12]
  17603.         float MinMovingSpeed;//[Offset: 0x30c , Size: 4]
  17604.         float MaxMovingTime;//[Offset: 0x310 , Size: 4]
  17605.         float ObservingTime;//[Offset: 0x314 , Size: 4]
  17606.         float TrackingDelay;//[Offset: 0x318 , Size: 4]
  17607.         float ExpectedMinObservingDistance;//[Offset: 0x31c , Size: 4]
  17608.         float CameraAdjustSpeed;//[Offset: 0x320 , Size: 4]
  17609.         float TrackerToTargetMaxTime;//[Offset: 0x328 , Size: 4]
  17610.         bool bAdjustTargetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1]
  17611.         float MinRotatingngSpeed;//[Offset: 0x330 , Size: 4]
  17612.         static KillerTracker* StartTrackingKiller(class KillerTracker Template, Actor* Killer, PlayerController* PC, Vector InitLocation, Rotator InitRotation);// 0x1dab43c
  17613.         void ForceEnd();// 0x1dab428
  17614.  
  17615. --------------------------------
  17616. Class: VehicleUserComponent.ActorComponent.Object
  17617.         bool bGameModeHasMobs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  17618.         ItemDefineID LastUsedItemDefineID;//[Offset: 0xc0 , Size: 24]
  17619.         float LastFinishCD;//[Offset: 0xd8 , Size: 4]
  17620.         bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde , Size: 1]
  17621.         STExtraVehicleBase* Vehicle;//[Offset: 0xe0 , Size: 4]
  17622.         STExtraVehicleBase* UnmannedVehicle;//[Offset: 0xe4 , Size: 4]
  17623.         STExtraPlayerCharacter* Character;//[Offset: 0xe8 , Size: 4]
  17624.         enum VehicleUserState;//[Offset: 0xec , Size: 1]
  17625.         STExtraVehicleBase* LastDriveVehicle;//[Offset: 0xf0 , Size: 4]
  17626.         float UpdateVehicleSpeedGUIInterval;//[Offset: 0xf4 , Size: 4]
  17627.         float UpdateClosestVehicleInterval;//[Offset: 0xfc , Size: 4]
  17628.         STExtraVehicleBase*[] OverlappingVehicles;//[Offset: 0x108 , Size: 12]
  17629.         STExtraVehicleBase*[] CullWaterRangeVehicles;//[Offset: 0x114 , Size: 12]
  17630.         STExtraVehicleBase* CurrentClosestVehicle;//[Offset: 0x120 , Size: 4]
  17631.         bool EnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1]
  17632.         float MaxAllowedExitSpeedDiff;//[Offset: 0x134 , Size: 4]
  17633.         bool bRotateToViewOnExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144 , Size: 1]
  17634.         float NoFuelTipsDisplayCooldown;//[Offset: 0x148 , Size: 4]
  17635.         bool bExitVehicleCheckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154 , Size: 1]
  17636.         float ExitVehicleCheckInterval;//[Offset: 0x158 , Size: 4]
  17637.         float CurrentMoveForwardRate;//[Offset: 0x168 , Size: 4]
  17638.         float CurrentMoveRightRate;//[Offset: 0x16c , Size: 4]
  17639.         float CurrentMoveUpRate;//[Offset: 0x170 , Size: 4]
  17640.         float MaxCanAimAngle;//[Offset: 0x174 , Size: 4]
  17641.         bool bPlayMusicEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178 , Size: 1]
  17642.         bool EnableTestPawnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x179 , Size: 1]
  17643.         float BaseVehicleLockTime;//[Offset: 0x17c , Size: 4]
  17644.         float BaseVehicleServerAuTime;//[Offset: 0x180 , Size: 4]
  17645.         float MaxVehicleLockTime;//[Offset: 0x184 , Size: 4]
  17646.         float MaxVehicleServerAuTime;//[Offset: 0x188 , Size: 4]
  17647.         bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c , Size: 1]
  17648.         float UAVSpeedPercent;//[Offset: 0x190 , Size: 4]
  17649.         bool bTestModeOn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1]
  17650.         STExtraVehicleBase* CullWaterVehicle;//[Offset: 0x1a0 , Size: 4]
  17651.         STExtraVehicleBase* LastCullWaterVehicle;//[Offset: 0x1a4 , Size: 4]
  17652.         Rotator InputExtraRot;//[Offset: 0x1a8 , Size: 12]
  17653.         Rotator CharRotVsVehiRot;//[Offset: 0x1b4 , Size: 12]
  17654.         float ResetInputExtraRotTime;//[Offset: 0x1c4 , Size: 4]
  17655.         bool isHelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd , Size: 1]
  17656.         float DelayLeanOutTimeAfterChangeSeat;//[Offset: 0x1fc , Size: 4]
  17657.         float DelayScopeInTimeAfterChangeSeat;//[Offset: 0x204 , Size: 4]
  17658.         float ControllerYawClampMin;//[Offset: 0x20c , Size: 4]
  17659.         float ControllerYawClampMax;//[Offset: 0x210 , Size: 4]
  17660.         enum CurrentSeatType;//[Offset: 0x214 , Size: 1]
  17661.         STExtraVehicleBase* BornLandSpawnedVehicle;//[Offset: 0x240 , Size: 4]
  17662.         float FastestAllowDistance;//[Offset: 0x244 , Size: 4]
  17663.         float NearVehicleTickRate;//[Offset: 0x248 , Size: 4]
  17664.         int VehicleIconID;//[Offset: 0x24c , Size: 4]
  17665.         float ForbidNightVehicleTipsCooldown;//[Offset: 0x268 , Size: 4]
  17666.         bool bBornInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275 , Size: 1]
  17667.         bool bIgnoreVehicleLookInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x277 , Size: 1]
  17668.         delegate OnReceiveReqQuickSwitchSeat;//[Offset: 0x278 , Size: 12]
  17669.         delegate OnReceiveReqDriverLostSwitchSeat;//[Offset: 0x284 , Size: 12]
  17670.         void UseVehicleWeaponOrNot();// 0x1fdb748
  17671.         void UpdateVehWeaponPassengerViewLimit();// 0x1fdb734
  17672.         void UpdatePassengerViewPitchLimit();// 0x1fdb720
  17673.         void TurnVehicle(float Rate);// 0x1fdb6a8
  17674.         void TryUseHorn(bool bUse);// 0x1fdb628
  17675.         void TryShutDownUnmannedVehicle();// 0x1fdb614
  17676.         void TryPauseUnmannedVehicle();// 0x1fdb600
  17677.         bool TryLeanOutOrIn(bool bAutoLeanOut);// 0x1fdb578
  17678.         void TryLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x1fdb500
  17679.         void TryLaunchCurrentUnmannedVehicle();// 0x1fdb4e0
  17680.         void TryExitVehicle();// 0x1fdb4cc
  17681.         void TryEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x1fdb410
  17682.         void TryChangeVehicleSeat();// 0x1fdb3fc
  17683.         bool TryChangeToVehicleSeat(int SeatIndex);// 0x1fdb37c
  17684.         bool TryChangeFreeFireSeatAndScopeIn();// 0x1fdb354
  17685.         bool TryChangeFreeFireSeatAndLeanOut();// 0x1fdb32c
  17686.         void TickVehicleCullWater(STExtraVehicleBase* InCullWaterVehicle);// 0x2859eb0
  17687.         void TestForceTurnVehicle(Rotator Rotation, bool bIsAdd);// 0x1fdb268
  17688.         void StopFireVehicleWeapon();// 0x1fdb254
  17689.         bool ShowVehicleWeaponUI();// 0x1fdb22c
  17690.         void SetVehicleUserState(enum UserState);// 0x1fdb1b8
  17691.         void SetVehicleIgnoreLookInput(bool bNewIgnore);// 0x1fdb138
  17692.         void SetLastDriveVehicle(STExtraVehicleBase* LastVehicle);// 0x1c8c970
  17693.         void SetIsAutoMoveForward(bool IsEnable);// 0x1fdb0b8
  17694.         void SetBrake(float Rate);// 0x1fdb040
  17695.         void SetBoosting(bool bEnabled);// 0x1fdafc0
  17696.         void SetAirControlF(float Rate);// 0x1fdaf48
  17697.         void SetAirControlB(float Rate);// 0x1fdaed0
  17698.         void ServerUseVehicleWeaponOrNot(int SeatId, bool bUse);// 0x1fdadc0
  17699.         void ServerStopFireVehicleWeapon();// 0x1fdad64
  17700.         void ServerReqQuickSwitchSeat(STExtraPlayerCharacter* ReqTarget);// 0x1fdacb0
  17701.         bool ServerForceEnterVehicle(STExtraVehicleBase* InVehicle, int SeatIdx);// 0x1fdabec
  17702.         void ServerDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x1fdab74
  17703.         void ServerAgreeQuickSwitchSeat(bool bIsAgree);// 0x1fdaaac
  17704.         void Server_JoystickCenterClickHandler();// 0x1fdaa50
  17705.         void SendToServerUnmannedVehicleUse();// 0x1fda9f4
  17706.         void SendToServerUnmannedVehicleRecall();// 0x1fda998
  17707.         void SendToServerUnmannedVehiclePause();// 0x1fda93c
  17708.         void RspShutDownUnmannedVehicle(bool bSucceed);// 0x1d8ec14
  17709.         void RspPauseUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x1fda870
  17710.         void RspLeanOut(bool bOut);// 0x1fda7e8
  17711.         void RspLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x1fda71c
  17712.         void RspExitVehicle(bool bSuccess);// 0x1fda694
  17713.         void RspExchangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd);// 0x1fda588
  17714.         void RspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x1fda42c
  17715.         void RspChangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd, bool bNeedLeanOut, bool bNeedScopeIn);// 0x1fda278
  17716.         void ReqSyncViewTargetLastDriveInfo(STExtraPlayerController* ObserverController, STExtraBaseCharacter* ViewTargetCharacter);// 0x1fda17c
  17717.         void ReqShutDownUnmannedVehicle();// 0x1fda120
  17718.         void ReqQuickSwitchSeat();// 0x1fda10c
  17719.         void ReqPauseUnmannedVehicle();// 0x1fda0b0
  17720.         void ReqMarkLastestVehicle(STExtraPlayerController* STEPC, STExtraVehicleBase* InVehicle);// 0x1fd9fb4
  17721.         void ReqLeanOut(bool IsLeanOut);// 0x1fd9eec
  17722.         void ReqLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x1fd9e38
  17723.         void ReqExitVehicle(Vector ClientVehicleVelocity);// 0x1fd9d8c
  17724.         void ReqExchangeVehicleSeat();// 0x1fd9d30
  17725.         void ReqEraseLastDriveVehicle();// 0x1fd9cd4
  17726.         void ReqEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x1fd9bd8
  17727.         void ReqChangeVehicleSeat(int InSeatIndex);// 0x1fd9b24
  17728.         void ReqChangeFreeFireSeatAndScopeIn(bool LeftSide);// 0x1fd9a5c
  17729.         void ReqChangeFreeFireSeatAndLeanOut(bool LeftSide);// 0x1fd9994
  17730.         void ReqAcceptExchangeVehicleSeat(bool IsAccept);// 0x1fd98cc
  17731.         void OnUnmannedVehicleDriverDead(enum EnteredState);// 0x1fd9854
  17732.         void OnUnmannedVehicle_Standby_Reconnet();// 0x2859eb0
  17733.         void OnShutDownUnmannedVehicleCompleted(float cdTime);// 0x2859eb0
  17734.         void OnServerReconnected();// 0x1fd9840
  17735.         void OnScopeInAfterChangeSeat();// 0x1fd982c
  17736.         void OnRep_DefineID();// 0x1fd9818
  17737.         void OnRep_BornInVehicle();// 0x1fd9804
  17738.         void OnReceiveReqQuickSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x2859eb0
  17739.         void OnReceiveReqDriverLostSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* Driver);// 0x2859eb0
  17740.         void OnPauseUnmannedVehicleCompleted();// 0x2859eb0
  17741.         void OnLeanOutAfterChangeSeat();// 0x1fd97f0
  17742.         void OnLaunchUnmannedVehicleCompleted();// 0x2859eb0
  17743.         void OnInputAxisMoveRight(float Rate);// 0x2859eb0
  17744.         void OnInputAxisMoveForward(float Rate);// 0x2859eb0
  17745.         void OnExitVehicleCompleted();// 0x2859eb0
  17746.         void OnEnterVehicleCompleted(enum SeatType);// 0x2859eb0
  17747.         void OnCurrrentClosestVehicleChanged();// 0x2859eb0
  17748.         void OnClientReconnected();// 0x1fd97dc
  17749.         void OnChangeVehicleSeatCompleted(enum SeatType);// 0x2859eb0
  17750.         void NotifyLeaveVehicleFailed();// 0x1d1a450
  17751.         void MoveVehicleUp(float Rate);// 0x1fd9764
  17752.         void MoveVehicleRight(float Rate);// 0x1fd96ec
  17753.         void MoveVehicleForward(float Rate);// 0x1fd9674
  17754.         void MaintenanceVehicle(float addpercenthp, bool fixtire);// 0x1fd95b0
  17755.         bool IsControllingUnmannedVehicle();// 0x1fd9588
  17756.         bool IgnoreVehicleLookInput();// 0x1fd9560
  17757.         void HandleVehicleWeaponToLastWeapon(byte TargetChangeSlot);// 0x1fd94e8
  17758.         void HandleLocalEquipWeaponFromBackpackFinished();// 0x1fd94d4
  17759.         void HandleLocalBackpackCurrentWeaponFinished();// 0x1fd94c0
  17760.         bool HandleClientReconnecting();// 0x1fd9498
  17761.         enum GetVehicleUserState();// 0x1c982b0
  17762.         STExtraVehicleBase* GetCurrentClosestVehicle();// 0x1fd947c
  17763.         STExtraShootWeapon* GetCharacterVehicleWeapon();// 0x1fd9454
  17764.         bool GetAssistantState();// 0x1fd942c
  17765.         void ForceExitVehicle(bool bApplyVehicleVelocity, FString Reason, bool bMustExit);// 0x1fd92d4
  17766.         void FobidRspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x1fd9178
  17767.         void FlipTrackVehicleDirection();// 0x1fd9164
  17768.         void FireVehicleWeapon();// 0x1fd9150
  17769.         void DoExitVehicle(bool bApplyVehicleVelocity, bool bMustExit);// 0x1fd9080
  17770.         void ClientReqQuickSwitchSeat(STExtraPlayerCharacter* ReqOrign);// 0x1fd8fcc
  17771.         void ClientDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x1c727ac
  17772.         void Client_UnbindTouchEvents();// 0x1fd8f70
  17773.         void Client_ShouldBindTouchEvents();// 0x1fd8f14
  17774.         bool CheckCanLeanOutVehicle();// 0x1fd8eec
  17775.         void ChangeAssistantState(bool bEnter);// 0x1fd8e6c
  17776.         bool CanVehicleShoot(STExtraPlayerCharacter* PlayerCharacter);// 0x1fd8dec
  17777.         bool CanUseVehicleHorn();// 0x1fd8dc4
  17778.         void BrakeTrackVehicle(bool bIsBrake);// 0x1fd8d44
  17779.         void AgreeQuickSwitchSeat(bool bIsAgree);// 0x1fd8cc4
  17780.         void AddVehicleFuel(float amount);// 0x1fd8c4c
  17781.  
  17782. --------------------------------
  17783. Class: ImpactMapValueData
  17784.         STEShootWeaponBulletImpactEffect*[] ImpactEffectList;//[Offset: 0x0 , Size: 12]
  17785.  
  17786. --------------------------------
  17787. Class: STEShootWeaponBulletImpactEffect.Actor.Object
  17788.         <Vector2D,HitEffectItemDataList> HitEffectDirectionOverrideDataMap;//[Offset: 0x2c8 , Size: 60]
  17789.         ParticleSystem* DefaultFX;//[Offset: 0x304 , Size: 4]
  17790.         ParticleSystem* ConcreteFX;//[Offset: 0x308 , Size: 4]
  17791.         ParticleSystem* DirtFX;//[Offset: 0x30c , Size: 4]
  17792.         ParticleSystem* WaterFX;//[Offset: 0x310 , Size: 4]
  17793.         ParticleSystem* MetalFX;//[Offset: 0x314 , Size: 4]
  17794.         ParticleSystem* WoodFX;//[Offset: 0x318 , Size: 4]
  17795.         ParticleSystem* GlassFX;//[Offset: 0x31c , Size: 4]
  17796.         ParticleSystem* GrassFX;//[Offset: 0x320 , Size: 4]
  17797.         ParticleSystem* FleshFX;//[Offset: 0x324 , Size: 4]
  17798.         ParticleSystem* SteelFX;//[Offset: 0x328 , Size: 4]
  17799.         ParticleSystem* SandbagFX;//[Offset: 0x32c , Size: 4]
  17800.         ParticleSystem* SandFX;//[Offset: 0x330 , Size: 4]
  17801.         ParticleSystem* ClothFX;//[Offset: 0x334 , Size: 4]
  17802.         ParticleSystem* PlasticFX;//[Offset: 0x338 , Size: 4]
  17803.         ParticleSystem* LeatherFX;//[Offset: 0x33c , Size: 4]
  17804.         ParticleSystem* CeramicsFX;//[Offset: 0x340 , Size: 4]
  17805.         ParticleSystem* PaperFX;//[Offset: 0x344 , Size: 4]
  17806.         ParticleSystem* StoneFX;//[Offset: 0x348 , Size: 4]
  17807.         ParticleSystem* SnowFX;//[Offset: 0x34c , Size: 4]
  17808.         ParticleSystem* PopCanFX;//[Offset: 0x350 , Size: 4]
  17809.         ParticleSystem* PyreflyFX;//[Offset: 0x354 , Size: 4]
  17810.         ParticleSystem* LeafFX;//[Offset: 0x358 , Size: 4]
  17811.         ParticleSystem* CarFX;//[Offset: 0x35c , Size: 4]
  17812.         ParticleSystem* AsphaltFX;//[Offset: 0x360 , Size: 4]
  17813.         ParticleSystem* IceFX;//[Offset: 0x364 , Size: 4]
  17814.         bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368 , Size: 1]
  17815.         AkAudioEvent* DefaultSound;//[Offset: 0x36c , Size: 4]
  17816.         AkAudioEvent* ConcreteSound;//[Offset: 0x370 , Size: 4]
  17817.         AkAudioEvent* DirtSound;//[Offset: 0x374 , Size: 4]
  17818.         AkAudioEvent* WaterSound;//[Offset: 0x378 , Size: 4]
  17819.         AkAudioEvent* MetalSound;//[Offset: 0x37c , Size: 4]
  17820.         AkAudioEvent* WoodSound;//[Offset: 0x380 , Size: 4]
  17821.         AkAudioEvent* GlassSound;//[Offset: 0x384 , Size: 4]
  17822.         AkAudioEvent* GrassSound;//[Offset: 0x388 , Size: 4]
  17823.         AkAudioEvent* FleshSound;//[Offset: 0x38c , Size: 4]
  17824.         AkAudioEvent* SteelSound;//[Offset: 0x390 , Size: 4]
  17825.         AkAudioEvent* SandbagSound;//[Offset: 0x394 , Size: 4]
  17826.         AkAudioEvent* SandSound;//[Offset: 0x398 , Size: 4]
  17827.         AkAudioEvent* ClothSound;//[Offset: 0x39c , Size: 4]
  17828.         AkAudioEvent* PlasticSound;//[Offset: 0x3a0 , Size: 4]
  17829.         AkAudioEvent* LeatherSound;//[Offset: 0x3a4 , Size: 4]
  17830.         AkAudioEvent* CeramicsSound;//[Offset: 0x3a8 , Size: 4]
  17831.         AkAudioEvent* PaperSound;//[Offset: 0x3ac , Size: 4]
  17832.         AkAudioEvent* StoneSound;//[Offset: 0x3b0 , Size: 4]
  17833.         AkAudioEvent* SnowSound;//[Offset: 0x3b4 , Size: 4]
  17834.         AkAudioEvent* PopCanSound;//[Offset: 0x3b8 , Size: 4]
  17835.         AkAudioEvent* PyreflySound;//[Offset: 0x3bc , Size: 4]
  17836.         AkAudioEvent* LeafSound;//[Offset: 0x3c0 , Size: 4]
  17837.         AkAudioEvent* CarSound;//[Offset: 0x3c4 , Size: 4]
  17838.         AkAudioEvent* AsphaltSound;//[Offset: 0x3c8 , Size: 4]
  17839.         AkAudioEvent* IceSound;//[Offset: 0x3cc , Size: 4]
  17840.         AkAudioEvent* WindBreakSound;//[Offset: 0x3d0 , Size: 4]
  17841.         AkAudioEvent* ShootFeedbackSound;//[Offset: 0x3d4 , Size: 4]
  17842.         AkAudioEvent* ShootShieldFeedbackSound;//[Offset: 0x3d8 , Size: 4]
  17843.         DecalData DefaultDecal;//[Offset: 0x3dc , Size: 28]
  17844.         DecalData ConcreteDecal;//[Offset: 0x3f8 , Size: 28]
  17845.         DecalData DirtDecal;//[Offset: 0x414 , Size: 28]
  17846.         DecalData WaterDecal;//[Offset: 0x430 , Size: 28]
  17847.         DecalData MetalDecal;//[Offset: 0x44c , Size: 28]
  17848.         DecalData WoodDecal;//[Offset: 0x468 , Size: 28]
  17849.         DecalData GrassDecal;//[Offset: 0x484 , Size: 28]
  17850.         DecalData GlassDecal;//[Offset: 0x4a0 , Size: 28]
  17851.         DecalData FleshDecal;//[Offset: 0x4bc , Size: 28]
  17852.         DecalData SteelDecal;//[Offset: 0x4d8 , Size: 28]
  17853.         DecalData SandbagDecal;//[Offset: 0x4f4 , Size: 28]
  17854.         DecalData SandDecal;//[Offset: 0x510 , Size: 28]
  17855.         DecalData ClothDecal;//[Offset: 0x52c , Size: 28]
  17856.         DecalData PlasticDecal;//[Offset: 0x548 , Size: 28]
  17857.         DecalData LeatherDecal;//[Offset: 0x564 , Size: 28]
  17858.         DecalData CeramicsDecal;//[Offset: 0x580 , Size: 28]
  17859.         DecalData PaperDecal;//[Offset: 0x59c , Size: 28]
  17860.         DecalData StoneDecal;//[Offset: 0x5b8 , Size: 28]
  17861.         DecalData SnowDecal;//[Offset: 0x5d4 , Size: 28]
  17862.         DecalData PopCanDecal;//[Offset: 0x5f0 , Size: 28]
  17863.         DecalData PyreflyDecal;//[Offset: 0x60c , Size: 28]
  17864.         DecalData LeafDecal;//[Offset: 0x628 , Size: 28]
  17865.         DecalData CarDecal;//[Offset: 0x644 , Size: 28]
  17866.         DecalData AsphaltDecal;//[Offset: 0x660 , Size: 28]
  17867.         DecalData IceDecal;//[Offset: 0x67c , Size: 28]
  17868.         BulletHitInfoUploadData SurfaceHit;//[Offset: 0x6a0 , Size: 240]
  17869.         bool bAudioOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x790 , Size: 1]
  17870.         bool bAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x791 , Size: 1]
  17871.         DecalComponent* ImpactDecalComp;//[Offset: 0x794 , Size: 4]
  17872.         ParticleSystemComponent* ImpactParticleComp;//[Offset: 0x798 , Size: 4]
  17873.         SceneComponent* TargetImpactComp;//[Offset: 0x7c0 , Size: 4]
  17874.         ParticleSystem* GreenBloodFleshFX;//[Offset: 0x800 , Size: 4]
  17875.         <int,ParticleSystem*> WeaponAvatarSpecialFleshFX;//[Offset: 0x804 , Size: 60]
  17876.         bool LoadNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x844 , Size: 1]
  17877.         bool UseNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x845 , Size: 1]
  17878.         void TimerHideDecal();// 0x1e7f534
  17879.         void OnLoadImpactFxAsyncCallBack(SoftObjectPath ImpactFxPath, float DistanceScaler, byte HitSurfaceType);// 0x1e7f340
  17880.         void OnHandleImpactFx(ParticleSystem* ImpactFX, float DistanceScaler, byte HitSurfaceType);// 0x1e7f240
  17881.         bool GetDirectionImpactFXAsync(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x1e7f0a4
  17882.  
  17883. --------------------------------
  17884. Class: HitEffectItemDataList
  17885.         <byte,ParticleSystem*> ItemDataListMap;//[Offset: 0x0 , Size: 60]
  17886.  
  17887. --------------------------------
  17888. Class: DecalData
  17889.         float DecalSize;//[Offset: 0x0 , Size: 4]
  17890.         float LifeSpan;//[Offset: 0x4 , Size: 4]
  17891.         Material* DecalMaterial;//[Offset: 0x8 , Size: 4]
  17892.         float ImpactEffectStartScaleDistance;//[Offset: 0xc , Size: 4]
  17893.         float ImpactEffectEndScaleDistance;//[Offset: 0x10 , Size: 4]
  17894.         float ImpactEffectStartScaleValue;//[Offset: 0x14 , Size: 4]
  17895.         float ImpactEffectEndScaleValue;//[Offset: 0x18 , Size: 4]
  17896.  
  17897. --------------------------------
  17898. Class: BulletHitInfoUploadData
  17899.         Vector ImpactPoint;//[Offset: 0x0 , Size: 12]
  17900.         Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc , Size: 12]
  17901.         Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18 , Size: 12]
  17902.         Vector VictimLocation;//[Offset: 0x24 , Size: 12]
  17903.         Vector BulletPos;//[Offset: 0x30 , Size: 12]
  17904.         Vector ShootMomentMuzzlePos;//[Offset: 0x3c , Size: 12]
  17905.         Vector2D ShootDir2D;//[Offset: 0x48 , Size: 8]
  17906.         byte SurfaceType;//[Offset: 0x50 , Size: 1]
  17907.         uint32 ShootID;//[Offset: 0x54 , Size: 4]
  17908.         int BulletTypeSpecialID;//[Offset: 0x58 , Size: 4]
  17909.         uint16 CompensationTime;//[Offset: 0x5c , Size: 2]
  17910.         Actor* Actor;//[Offset: 0x60 , Size: 8]
  17911.         PrimitiveComponent* Component;//[Offset: 0x68 , Size: 8]
  17912.         int TimeStamp;//[Offset: 0x70 , Size: 4]
  17913.         int ClientShootTime;//[Offset: 0x74 , Size: 4]
  17914.         byte HitBodyType;//[Offset: 0x78 , Size: 1]
  17915.         uint32 CharacterImpactOffsetSquared;//[Offset: 0x7c , Size: 4]
  17916.         float MuzzleFloorHeight;//[Offset: 0x80 , Size: 4]
  17917.         Vector WeaponOwnerHeadPos;//[Offset: 0x84 , Size: 12]
  17918.         float DamageRate;//[Offset: 0x90 , Size: 4]
  17919.         bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1]
  17920.         Vector GunTailPos;//[Offset: 0x98 , Size: 12]
  17921.         FName BoneName;//[Offset: 0xa8 , Size: 8]
  17922.         Transform BoneTrans;//[Offset: 0xb0 , Size: 48]
  17923.         byte ImpactEffectMask;//[Offset: 0xe0 , Size: 1]
  17924.  
  17925. --------------------------------
  17926. Class: DecalComponent.SceneComponent.ActorComponent.Object
  17927.         MaterialInterface* DecalMaterial;//[Offset: 0x260 , Size: 4]
  17928.         int SortOrder;//[Offset: 0x264 , Size: 4]
  17929.         float FadeScreenSize;//[Offset: 0x268 , Size: 4]
  17930.         float FadeStartDelay;//[Offset: 0x26c , Size: 4]
  17931.         float FadeDuration;//[Offset: 0x270 , Size: 4]
  17932.         bool bDestroyOwnerAfterFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274 , Size: 1]
  17933.         Vector DecalSize;//[Offset: 0x278 , Size: 12]
  17934.         void SetSortOrder(int Value);// 0x3f5ec94
  17935.         void SetFadeScreenSize(float NewFadeScreenSize);// 0x3f5ec1c
  17936.         void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade);// 0x3f5eb14
  17937.         void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x3f5ea9c
  17938.         float GetFadeStartDelay();// 0x3f5ea74
  17939.         float GetFadeDuration();// 0x3f5ea4c
  17940.         MaterialInterface* GetDecalMaterial();// 0x20b7f18
  17941.         MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x3f5ea1c
  17942.  
  17943. --------------------------------
  17944. Class: StateMachineComponent.ActorComponent.Object
  17945.         State*[] AllStateList;//[Offset: 0xbc , Size: 12]
  17946.         enum StartStateType;//[Offset: 0xc8 , Size: 1]
  17947.         enum FinishStateType;//[Offset: 0xc9 , Size: 1]
  17948.         State* CurrentState;//[Offset: 0xcc , Size: 4]
  17949.         enum CurrentStateType;//[Offset: 0xd0 , Size: 1]
  17950.         enum LastStateType;//[Offset: 0xd1 , Size: 1]
  17951.  
  17952. --------------------------------
  17953. Class: State.Object
  17954.  
  17955. --------------------------------
  17956. Class: MonsterTreasureBox.UAEHouseActor.UAENetActor.Actor.Object
  17957.         FString LuaFilePath;//[Offset: 0x3d4 , Size: 12]
  17958.         enum[] DamageableGameObjectTypeList;//[Offset: 0x3e0 , Size: 12]
  17959.         FString TreasureBoxName;//[Offset: 0x3ec , Size: 12]
  17960.         float TotalHP;//[Offset: 0x3f8 , Size: 4]
  17961.         float BrokenHPPropotion;//[Offset: 0x3fc , Size: 4]
  17962.         float TotalTime;//[Offset: 0x400 , Size: 4]
  17963.         int boxId;//[Offset: 0x404 , Size: 4]
  17964.         Vector GroupLoc;//[Offset: 0x408 , Size: 12]
  17965.         float DestroyTime;//[Offset: 0x414 , Size: 4]
  17966.         float OperationalDistance;//[Offset: 0x418 , Size: 4]
  17967.         float VisibleHUDlDistance;//[Offset: 0x41c , Size: 4]
  17968.         ParticleSystem* StandbyEffect;//[Offset: 0x420 , Size: 4]
  17969.         Transform StandbyEffectTrans;//[Offset: 0x430 , Size: 48]
  17970.         ParticleSystem* OpenningEffect;//[Offset: 0x460 , Size: 4]
  17971.         Transform OpenningEffectTrans;//[Offset: 0x470 , Size: 48]
  17972.         ParticleSystem* OpennedEffect;//[Offset: 0x4a0 , Size: 4]
  17973.         Transform OpennedEffectTrans;//[Offset: 0x4b0 , Size: 48]
  17974.         ParticleSystem* BrokenEffect1;//[Offset: 0x4e0 , Size: 4]
  17975.         Transform BrokenEffect1Trans;//[Offset: 0x4f0 , Size: 48]
  17976.         ParticleSystem* BrokenEffect2;//[Offset: 0x520 , Size: 4]
  17977.         Transform BrokenEffect2Trans;//[Offset: 0x530 , Size: 48]
  17978.         MaterialInterface* BlackMat;//[Offset: 0x560 , Size: 4]
  17979.         ProduceDropItemComponent* ProduceComponent;//[Offset: 0x564 , Size: 4]
  17980.         SceneComponent* DefaultRoot;//[Offset: 0x568 , Size: 4]
  17981.         class Controller[] InstigatorList;//[Offset: 0x56c , Size: 12]
  17982.         class Actor[] DamageCauserList;//[Offset: 0x578 , Size: 12]
  17983.         enum PickUpBoxType;//[Offset: 0x584 , Size: 1]
  17984.         bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585 , Size: 1]
  17985.         bool bIconInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586 , Size: 1]
  17986.         int IconID;//[Offset: 0x588 , Size: 4]
  17987.         bool bHideLightColumn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e0 , Size: 1]
  17988.         bool bRegisterRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e2 , Size: 1]
  17989.         bool bAutoActiveBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e3 , Size: 1]
  17990.         int ClientAutoActiveBoxCD;//[Offset: 0x5e4 , Size: 4]
  17991.         int AutoActiveBoxCD;//[Offset: 0x5e8 , Size: 4]
  17992.         int HideLightColumn;//[Offset: 0x5ec , Size: 4]
  17993.         float GoUpAnimationWait;//[Offset: 0x5f0 , Size: 4]
  17994.         float GoUpAnimationSpeed;//[Offset: 0x5f4 , Size: 4]
  17995.         float GoUpAnimationHight;//[Offset: 0x5f8 , Size: 4]
  17996.         bool GoUpAnimationHightEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5fc , Size: 1]
  17997.         float GoUpAnimationYawSpeed;//[Offset: 0x600 , Size: 4]
  17998.         float GoUpAnimationYawTotal;//[Offset: 0x604 , Size: 4]
  17999.         Vector BoxCoverLoc;//[Offset: 0x608 , Size: 12]
  18000.         Rotator BoxCoverRot;//[Offset: 0x614 , Size: 12]
  18001.         bool bImmediateOpenBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x620 , Size: 1]
  18002.         bool IsForbidOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x621 , Size: 1]
  18003.         bool GoUpAnimationAkAudioStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x622 , Size: 1]
  18004.         SkeletalMeshComponent* NeedAnimationBoxMesh;//[Offset: 0x624 , Size: 4]
  18005.         BoxComponent* NeedAnimationBoxCover;//[Offset: 0x628 , Size: 4]
  18006.         float StartedTime;//[Offset: 0x648 , Size: 4]
  18007.         enum CurState;//[Offset: 0x64c , Size: 1]
  18008.         uint32 StartedPlayerKey;//[Offset: 0x650 , Size: 4]
  18009.         int StartedTeamId;//[Offset: 0x654 , Size: 4]
  18010.         float CountdownTime;//[Offset: 0x658 , Size: 4]
  18011.         float StartDestroytime;//[Offset: 0x65c , Size: 4]
  18012.         int MonsterBoxId;//[Offset: 0x660 , Size: 4]
  18013.         int MonsterBoxTempleteId;//[Offset: 0x664 , Size: 4]
  18014.         <FString,FString> DataStrs;//[Offset: 0x668 , Size: 60]
  18015.         ParticleSystemComponent* StandbyEffectComp;//[Offset: 0x6a8 , Size: 4]
  18016.         ParticleSystemComponent* OpenningEffectComp;//[Offset: 0x6ac , Size: 4]
  18017.         ParticleSystemComponent* OpenedEffectComp;//[Offset: 0x6b0 , Size: 4]
  18018.         ParticleSystemComponent* BrokenEffect1Comp;//[Offset: 0x6b4 , Size: 4]
  18019.         ParticleSystemComponent* BrokenEffect2Comp;//[Offset: 0x6b8 , Size: 4]
  18020.         MaterialInstanceDynamic* DynamicMat;//[Offset: 0x6bc , Size: 4]
  18021.         Object* TriggerActionHost;//[Offset: 0x6f0 , Size: 4]
  18022.         void ShowMonsterTreasureBoxSkelemesh(bool IsShow);// 0x2859eb0
  18023.         void ShowMonsterTreasureBox(PlayerController* PC);// 0x1dccbe4
  18024.         void SetDropItems(out const DropPropData[] DropItems, STExtraPlayerState* PlayerState);// 0x2859eb0
  18025.         void SetClientClientAutoActiveBoxCD(int CD);// 0x1dccb6c
  18026.         void OnTreasureBoxPicked__DelegateSignature();// 0x2859eb0
  18027.         void OnSomeonePickItem(uint32 InPC);// 0x1dccaf4
  18028.         void OnRep_HideLightColumn();// 0x1dccae0
  18029.         void OnRep_CurState();// 0x1dccacc
  18030.         void OnBoxEmpty();// 0x1dccab8
  18031.         void OnAnimationStop();// 0x1dccaa4
  18032.         bool IsShowIcon();// 0x1dcca7c
  18033.         int GetMonsterBoxId();// 0x1dcca54
  18034.         enum[] GetDamageableGameObjectType();// 0x1dcc98c
  18035.         enum GetCurState();// 0x1c81fe4
  18036.         int GetClientClientAutoActiveBoxCD();// 0x1dcc964
  18037.         void DeActiveMonsterTreasureBox();// 0x1dcc950
  18038.         bool CanBeDamaged();// 0x1dcc928
  18039.         void BPRepCurState();// 0x2859eb0
  18040.         void BPOnStopMonsterTreasureBox();// 0x2859eb0
  18041.         void BPOnStartMonsterTreasureBox();// 0x2859eb0
  18042.         void BPOnHideLightColumn();// 0x2859eb0
  18043.         void BPOnCountdownEnd();// 0x2859eb0
  18044.         void BPOnBreakMonsterTreasureBox();// 0x2859eb0
  18045.         void BPOnAnimationStop();// 0x2859eb0
  18046.         void BPOnAnimationAkAudioStop();// 0x2859eb0
  18047.         void BPOnAnimationAkAudioStart();// 0x2859eb0
  18048.         FString BPGetTreasureBoxName();// 0x2859eb0
  18049.  
  18050. --------------------------------
  18051. Class: UAEHouseActor.UAENetActor.Actor.Object
  18052.         int iRegionHouse;//[Offset: 0x2d0 , Size: 4]
  18053.         float WindowHideDistanceSquared;//[Offset: 0x2d4 , Size: 4]
  18054.         float WindowLoadDistanceSquared;//[Offset: 0x2d8 , Size: 4]
  18055.         float WindowLoadDistanceSquaredOnVeryLowDevice;//[Offset: 0x2dc , Size: 4]
  18056.         float WindowLoadDistanceSquaredOnServer;//[Offset: 0x2e0 , Size: 4]
  18057.         UAEWindowRepData[] WindowList;//[Offset: 0x2e4 , Size: 12]
  18058.         <int,UAEWindowComponent*> WindowComponents;//[Offset: 0x2f0 , Size: 60]
  18059.         bool bEnableWindow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1]
  18060.         bool SerializeDataUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c , Size: 1]
  18061.         bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d , Size: 1]
  18062.         byte[] SerializeData;//[Offset: 0x380 , Size: 12]
  18063.         void OnRep_WindowList();// 0x24727c8
  18064.         void BroadcastWindowRepDataUpdated(UAEWindowRepData InRepData);// 0x24725a0
  18065.  
  18066. --------------------------------
  18067. Class: UAEWindowRepData
  18068.         Transform Transform;//[Offset: 0x0 , Size: 48]
  18069.         FString PathToLoad;//[Offset: 0x30 , Size: 12]
  18070.         int ID;//[Offset: 0x3c , Size: 4]
  18071.         bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  18072.         Pawn* LastInstigatorPawn;//[Offset: 0x44 , Size: 4]
  18073.  
  18074. --------------------------------
  18075. Class: UAEWindowComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  18076.         int ID;//[Offset: 0x62c , Size: 4]
  18077.         bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x630 , Size: 1]
  18078.         Pawn* LastInstigatorPawn;//[Offset: 0x634 , Size: 4]
  18079.         StaticMesh* BrokenMesh;//[Offset: 0x638 , Size: 4]
  18080.         ParticleSystem* BrokenEffect;//[Offset: 0x63c , Size: 4]
  18081.         void NotifyServerBroken();// 0x2859eb0
  18082.         void NotifyRepDataUpdated(bool bInitial, bool bLocal);// 0x247e3bc
  18083.         void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal);// 0x2859eb0
  18084.         void LocalHandleWindowBroken(bool bInitial, bool bLocal);// 0x247e2ec
  18085.         void HandleBroken(PlayerController* Instigator, bool bLocal);// 0x247e228
  18086.         UAEWindowRepData GetRepData();// 0x247e0f0
  18087.  
  18088. --------------------------------
  18089. Class: ProduceDropItemComponent.ActorComponent.Object
  18090.         CustomDropRule CustomDropRule;//[Offset: 0xc0 , Size: 3]
  18091.         HitResult GroundHitInfo;//[Offset: 0xc8 , Size: 136]
  18092.         int produceID;//[Offset: 0x150 , Size: 4]
  18093.         float DropGroundItemLifeSpan;//[Offset: 0x154 , Size: 4]
  18094.         bool IsDropped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1]
  18095.         PickUpWrapperActor*[] GenerateActorList;//[Offset: 0x15c , Size: 12]
  18096.         int GridStep;//[Offset: 0x168 , Size: 4]
  18097.         STExtraCharacter* OwnerPawn;//[Offset: 0x16c , Size: 4]
  18098.         bool IsDropSuc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170 , Size: 1]
  18099.         int[] DropPlanIDList;//[Offset: 0x174 , Size: 12]
  18100.         int[] NightDropPlanIDList;//[Offset: 0x180 , Size: 12]
  18101.         int[] DayDropPlanIDList;//[Offset: 0x18c , Size: 12]
  18102.         class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x198 , Size: 4]
  18103.         ParticleSystem* DropGroundEffect;//[Offset: 0x1a8 , Size: 40]
  18104.         bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1]
  18105.         Transform DropGroundEffectTransform;//[Offset: 0x1e0 , Size: 48]
  18106.         float DropGroundItemLifeOverride;//[Offset: 0x210 , Size: 4]
  18107.         bool IsAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214 , Size: 1]
  18108.         bool bIsIgonreSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x215 , Size: 1]
  18109.         float DropGroundEffectLifeSpan;//[Offset: 0x218 , Size: 4]
  18110.         bool DropGroundInRandomCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c , Size: 1]
  18111.         Vector DropGroundCenterOffest;//[Offset: 0x220 , Size: 12]
  18112.         float DropGroundOuterCircleRadius;//[Offset: 0x22c , Size: 4]
  18113.         float DropGroundInnerCircleRadius;//[Offset: 0x230 , Size: 4]
  18114.         float DropGroundStartAndgle;//[Offset: 0x234 , Size: 4]
  18115.         float DropGroundEndAngle;//[Offset: 0x238 , Size: 4]
  18116.         int OpenDropGroundEffect;//[Offset: 0x23c , Size: 4]
  18117.         int RandomDropGroundEffect;//[Offset: 0x240 , Size: 4]
  18118.         float MaxTraceDist;//[Offset: 0x244 , Size: 4]
  18119.         bool bUseDropCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x248 , Size: 1]
  18120.         bool bUseDropCurveAnim_DropToTombBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x249 , Size: 1]
  18121.         delegate OnItemSpawned;//[Offset: 0x24c , Size: 12]
  18122.         DropItemCurveAnimComponent* DropItemCurveAnimComponent;//[Offset: 0x258 , Size: 4]
  18123.         bool IsFoeceNotTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c , Size: 1]
  18124.         void StartDropToPosition(Vector DestinPos, Character* KillerPawn, Actor* DeadPawn, bool InTraceGround);// 0x1e128b8
  18125.         void StartDrop(Actor* DeadCharacter, Controller* Killer);// 0x1e127fc
  18126.         void SetProduceID(int produceID);// 0x1e12788
  18127.         void SetNightDropPlanIDList(out int[] DayIdList, out int[] NightIdList);// 0x1e12624
  18128.         void SetDropPlanIDList(out int[] IDList);// 0x1e12558
  18129.         void SetDropItemLifeSpan(int ItemTime);// 0x1e124e0
  18130.         void RandomCircleDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans, Actor* IgnorePawn, Actor* KillerActor);// 0x1e122f0
  18131.         void OnOwnerPawnDead(STExtraSimpleCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x1e120f0
  18132.         void NineGridDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans);// 0x1e11f80
  18133.         FString GetWrapperActorPath(ItemDefineID DefineID);// 0x1e11e60
  18134.         class Object GetWrapperActorClass(ItemDefineID DefineID);// 0x1e11dc8
  18135.         PickUpWrapperActor*[] GetGenerateWrapperList();// 0x1e11cb0
  18136.         FString GetDropItemCfgList(out DropItemConfig[] DropList);// 0x1e11b54
  18137.         int GetCountStrNum(FString CountStr);// 0x1e119f4
  18138.         FString GenerateDropItemByOwner(out DropPropData[] FinalDropItems);// 0x1e118a0
  18139.         FString GenerateDropItemByCfg(out DropPropData[] FinalDropItems);// 0x1e1174c
  18140.         bool DropToTreasureBox(out const DropPropData[] PropData, Actor* TargetActor, FString BoxName, enum BoxType, Vector Offset, bool bIsAutoExpand, bool bFixBoxName);// 0x1e113d4
  18141.         void DropToTombBox(out const PickUpItemData[] PropData, Character* DeadPawn);// 0x1e112d8
  18142.         void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent* BackPack);// 0x1e111c0
  18143.         Actor* DropToGround(out const PickUpItemData PropData, Transform WrapperTrans, Vector StartPos, bool ShowGroundEffect);// 0x1e10f10
  18144.         void DropOutPropsNearActor(out const DropPropData[] PropDataList, Actor* StartActor);// 0x1e10df0
  18145.         void DropOutProps(out const DropPropData[] PropData, Character* KillerPawn, Actor* DeadPawn);// 0x1e10c90
  18146.         void CalcDropItemListByDropRuleByCfg(out const DropItemConfig DropRuleCfg, out DropPropData[] DropItemList);// 0x1e10b58
  18147.         void CalcDropItemListByDropRule(out DropPropData[] DropItemList, int DropPlanId);// 0x1e10a3c
  18148.  
  18149. --------------------------------
  18150. Class: CustomDropRule
  18151.         bool bTraceIgnorePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  18152.         bool bTraceIgnoreWarteringArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  18153.         bool bAttachToTargetActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  18154.  
  18155. --------------------------------
  18156. Class: DropItemCurveAnimComponent.ActorComponent.Object
  18157.         Vector2D RangeHigh;//[Offset: 0xbc , Size: 8]
  18158.         Vector CustomStartOffset;//[Offset: 0xc4 , Size: 12]
  18159.         bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1]
  18160.         bool UseTrailParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1]
  18161.         bool ClientDropOneByOne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2 , Size: 1]
  18162.         float ClientDropOneByOneInterval;//[Offset: 0xd4 , Size: 4]
  18163.         float CustomGravity;//[Offset: 0xd8 , Size: 4]
  18164.         float TrailParticleDelayTime;//[Offset: 0xdc , Size: 4]
  18165.         float LandDirectlyAfterTheReplicatedTime;//[Offset: 0xe0 , Size: 4]
  18166.         float ParticleScale;//[Offset: 0xe4 , Size: 4]
  18167.         ParticleSystem* DropTailsParticle;//[Offset: 0xe8 , Size: 40]
  18168.         ParticleSystem* DropTailsParticleSystem;//[Offset: 0x110 , Size: 4]
  18169.         bool bUseDropGroundParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1]
  18170.         float DropGroundParticleLifeTime;//[Offset: 0x118 , Size: 4]
  18171.         ParticleSystem* DropGroundParticle;//[Offset: 0x120 , Size: 40]
  18172.         ParticleSystem* DropGroundParticleSystem;//[Offset: 0x148 , Size: 4]
  18173.         DropGroupContainer[] ItemGroupList;//[Offset: 0x14c , Size: 12]
  18174.         CurveFloat* AnimCurve;//[Offset: 0x158 , Size: 4]
  18175.         bool bUseAnimCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c , Size: 1]
  18176.         void OnDropTailsLoadFinsh2(int GroupID);// 0x1d2c6dc
  18177.         void OnDropGroundLoadFinsh();// 0x1d2c6c8
  18178.         void AddItemClient(int Group, Vector InStartPos, Vector InEndPos, Actor* Target);// 0x1d2c578
  18179.         void AddDropActorServer(Actor* PickUpWrapper, Vector InStartPos, int UserAddr);// 0x1d2c474
  18180.  
  18181. --------------------------------
  18182. Class: DropGroupContainer
  18183.         int GroupIndex;//[Offset: 0x0 , Size: 4]
  18184.         float GroupTime;//[Offset: 0x4 , Size: 4]
  18185.         ItemCurveAnim[] List;//[Offset: 0x8 , Size: 12]
  18186.  
  18187. --------------------------------
  18188. Class: ItemCurveAnim
  18189.         enum CurState;//[Offset: 0x0 , Size: 1]
  18190.         bool ShowGroundEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  18191.         float DropDuration;//[Offset: 0x4 , Size: 4]
  18192.         float CurrentTime;//[Offset: 0x8 , Size: 4]
  18193.         float DropStartSpeed;//[Offset: 0xc , Size: 4]
  18194.         float DelayDestroyParticleTime;//[Offset: 0x10 , Size: 4]
  18195.         float DelayStartTime;//[Offset: 0x14 , Size: 4]
  18196.         float DelayDestroyGroundParticleTime;//[Offset: 0x18 , Size: 4]
  18197.         Vector StartPos;//[Offset: 0x1c , Size: 12]
  18198.         Vector EndPos;//[Offset: 0x28 , Size: 12]
  18199.         Actor* TargetActor;//[Offset: 0x34 , Size: 8]
  18200.         ParticleSystemComponent* TailParticleComponent;//[Offset: 0x3c , Size: 4]
  18201.         ParticleSystemComponent* GroundParticleComponent;//[Offset: 0x40 , Size: 4]
  18202.  
  18203. --------------------------------
  18204. Class: STExtraSimpleCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
  18205.         int iRegionSimpleCharacter;//[Offset: 0xb00 , Size: 4]
  18206.         int ForceLifePeriodTime;//[Offset: 0xb04 , Size: 4]
  18207.         bool bDamageTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb08 , Size: 1]
  18208.         bool bIsPreClientDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb09 , Size: 1]
  18209.         delegate OnDeath;//[Offset: 0xb0c , Size: 12]
  18210.         float DelayHideDuration;//[Offset: 0xb18 , Size: 4]
  18211.         float AnimDeathLifeSpan;//[Offset: 0xb1c , Size: 4]
  18212.         float DelayHideDurationByHeadShoot;//[Offset: 0xb20 , Size: 4]
  18213.         float AnimDeathLifeSpanByHeadShoot;//[Offset: 0xb24 , Size: 4]
  18214.         float DelayHideDurationByVehicleHit;//[Offset: 0xb28 , Size: 4]
  18215.         float AnimDeathLifeSpanByVehicleHit;//[Offset: 0xb2c , Size: 4]
  18216.         ParticleSystem* HeadShootFX_Red;//[Offset: 0xb30 , Size: 4]
  18217.         ParticleSystem* HeadShootFX_Green;//[Offset: 0xb34 , Size: 4]
  18218.         class PlayerTombBox* DropTomb;//[Offset: 0xb38 , Size: 4]
  18219.         int MonsterSpawnTime;//[Offset: 0xb3c , Size: 4]
  18220.         int MonsterDeathTime;//[Offset: 0xb40 , Size: 4]
  18221.         float AnimBornLifeSpan;//[Offset: 0xb44 , Size: 4]
  18222.         bool BornOnCeiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb48 , Size: 1]
  18223.         float AnimLand_Hard_VelocitySquared_Threshold;//[Offset: 0xb4c , Size: 4]
  18224.         float AnimLand_Hard_LifeSpan;//[Offset: 0xb50 , Size: 4]
  18225.         float AnimLand_Light_LifeSpan;//[Offset: 0xb54 , Size: 4]
  18226.         SimpleCharAnimParamList CurAnimParamList;//[Offset: 0xb68 , Size: 76]
  18227.         float MaxRememberEnemyTimeInSeconds;//[Offset: 0xbb4 , Size: 4]
  18228.         float MinTimeLockTarget;//[Offset: 0xbb8 , Size: 4]
  18229.         float MinTimeWhenCannotSeeTarget;//[Offset: 0xbbc , Size: 4]
  18230.         float SensedRadius;//[Offset: 0xbc0 , Size: 4]
  18231.         float MinTimeLockHeardEnemy;//[Offset: 0xbc4 , Size: 4]
  18232.         float HeardRadius;//[Offset: 0xbc8 , Size: 4]
  18233.         SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xbcc , Size: 4]
  18234.         MobAdvancedMovement* MobAdvancedMovement;//[Offset: 0xbd0 , Size: 4]
  18235.         MobPerceptionController* MobPerceptionController;//[Offset: 0xbd4 , Size: 4]
  18236.         STExtraSimpleCharacterPhysics* SimpleCharacterPhysics;//[Offset: 0xbd8 , Size: 4]
  18237.         UnitAttrComponent* UnitAttrComp;//[Offset: 0xbdc , Size: 4]
  18238.         CircleMgrComponent* CircleMgr;//[Offset: 0xbec , Size: 4]
  18239.         int SyncAIState;//[Offset: 0xbf0 , Size: 4]
  18240.         int AIState;//[Offset: 0xbfc , Size: 4]
  18241.         float HurtAnimTime;//[Offset: 0xc00 , Size: 4]
  18242.         float BackAnimPerc;//[Offset: 0xc04 , Size: 4]
  18243.         delegate OnEnterAIState;//[Offset: 0xc08 , Size: 12]
  18244.         delegate OnLeaveAIState;//[Offset: 0xc14 , Size: 12]
  18245.         delegate OnBPEnterAIState;//[Offset: 0xc20 , Size: 12]
  18246.         delegate OnBPLeaveAIState;//[Offset: 0xc2c , Size: 12]
  18247.         delegate OnChangeAnimParam;//[Offset: 0xc38 , Size: 12]
  18248.         delegate OnAnimInstanceAssetLoaded;//[Offset: 0xc44 , Size: 12]
  18249.         delegate OnAnimListComponentAssetLoaded;//[Offset: 0xc50 , Size: 12]
  18250.         bool bCanSkillSpeedScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70 , Size: 1]
  18251.         int FlowId;//[Offset: 0xc74 , Size: 4]
  18252.         FString MonsterName;//[Offset: 0xc78 , Size: 12]
  18253.         FString MonsterNameID;//[Offset: 0xc84 , Size: 12]
  18254.         int MonsterSyncID;//[Offset: 0xc90 , Size: 4]
  18255.         bool bEnableAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc94 , Size: 1]
  18256.         int Gold;//[Offset: 0xc98 , Size: 4]
  18257.         int SuperGold;//[Offset: 0xc9c , Size: 4]
  18258.         int[] BornSkill;//[Offset: 0xca0 , Size: 12]
  18259.         int[] AloneSkillIdList;//[Offset: 0xcac , Size: 12]
  18260.         int HealthBarCount;//[Offset: 0xcb8 , Size: 4]
  18261.         bool bIsCrawlChar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcbc , Size: 1]
  18262.         int NeedSendAttackFlow;//[Offset: 0xcc0 , Size: 4]
  18263.         Actor* AttackTarget;//[Offset: 0xcc4 , Size: 8]
  18264.         int[] DecalIndexArray;//[Offset: 0xccc , Size: 12]
  18265.         byte HitPartJudgment;//[Offset: 0xcd8 , Size: 1]
  18266.         <FString,enum> NewHitBodyPosMap;//[Offset: 0xcdc , Size: 60]
  18267.         BodyTypeDef StandBodyDef;//[Offset: 0xd18 , Size: 8]
  18268.         PVELagCompensationComponent* PVELagCompensationComponent;//[Offset: 0xd20 , Size: 4]
  18269.         CapsuleComponent* ProneCapsuleComponent;//[Offset: 0xd24 , Size: 4]
  18270.         float IdleWalkSpeedRatio;//[Offset: 0xd28 , Size: 4]
  18271.         float AttackWalkSpeedRatio;//[Offset: 0xd2c , Size: 4]
  18272.         float[] CircleDamageRate;//[Offset: 0xd30 , Size: 12]
  18273.         int ObjectPoolSize;//[Offset: 0xd3c , Size: 4]
  18274.         int LifePeriodTime;//[Offset: 0xd40 , Size: 4]
  18275.         float KilledDisCircleEdge;//[Offset: 0xd44 , Size: 4]
  18276.         int MaxHPStageForBroadcast;//[Offset: 0xd48 , Size: 4]
  18277.         bool bEnableMaxAllowedDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4c , Size: 1]
  18278.         float MaxAllowedDistanceFromSpawnPoint;//[Offset: 0xd50 , Size: 4]
  18279.         bool bMaxAllowedDistanceCheckIn2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd54 , Size: 1]
  18280.         bool IsHeadShootDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5c , Size: 1]
  18281.         int RageLevel;//[Offset: 0xd78 , Size: 4]
  18282.         float AloneRageTimerRate;//[Offset: 0xd84 , Size: 4]
  18283.         float ImpluseScale;//[Offset: 0xd88 , Size: 4]
  18284.         float ImpluseZScale;//[Offset: 0xd8c , Size: 4]
  18285.         bool EnableOverlapImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd90 , Size: 1]
  18286.         bool EnableOverlapDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd91 , Size: 1]
  18287.         float OverlapVehicleDamageRate;//[Offset: 0xd94 , Size: 4]
  18288.         float OverlapAgainstVehicleDamageRate;//[Offset: 0xd98 , Size: 4]
  18289.         float MinDamageInterval;//[Offset: 0xd9c , Size: 4]
  18290.         float MovementTickInterval;//[Offset: 0xda0 , Size: 4]
  18291.         float DsActorTickInterval;//[Offset: 0xda4 , Size: 4]
  18292.         bool IsNavWalkMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda8 , Size: 1]
  18293.         AkAudioEvent* MonsterBornSound;//[Offset: 0xdb0 , Size: 4]
  18294.         AkAudioEvent* MonsterDeadSound;//[Offset: 0xdb4 , Size: 4]
  18295.         AkAudioEvent* MonsterIdleSound;//[Offset: 0xdb8 , Size: 4]
  18296.         AkAudioEvent* MonsterRunSound;//[Offset: 0xdbc , Size: 4]
  18297.         float NoPathToTargetTimer;//[Offset: 0xdc0 , Size: 4]
  18298.         enum AnimGroupMask;//[Offset: 0xdc4 , Size: 1]
  18299.         bool ExplodeBeforeDieEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdcc , Size: 1]
  18300.         int ExplodeSkillID;//[Offset: 0xdd0 , Size: 4]
  18301.         float ExplodeSkillDuration;//[Offset: 0xdd4 , Size: 4]
  18302.         float LagCompensationRecordInterval;//[Offset: 0xe98 , Size: 4]
  18303.         float HearRadius;//[Offset: 0xedc , Size: 4]
  18304.         float MinTimeLockHeardPos;//[Offset: 0xee0 , Size: 4]
  18305.         bool TestPathSyncToLocation(Vector Location);// 0x1f467f4
  18306.         bool TestPathSyncToActor(Actor* Actor);// 0x1f46774
  18307.         void StopMovementMode();// 0x1ef1514
  18308.         void StartMovementMode();// 0x1f46758
  18309.         void ShowHeadShootDeadEffect();// 0x1f46744
  18310.         void SetCopyBoneSimpleChar(STExtraSimpleCharacter* InSimpleChar);// 0x1f466cc
  18311.         void ResetCharAnimParam();// 0x1f466b8
  18312.         void OnSmoothComponentSnapshotPreReplicate();// 0x1f466a4
  18313.         void OnRep_SyncAIState();// 0x1f46690
  18314.         void OnRep_ReplicatedMovement();// 0x1c7282c
  18315.         void OnRep_RageLevel();// 0x1f4667c
  18316.         void OnRep_MonsterSyncID();// 0x1f46668
  18317.         void OnRep_MonsterNameID();// 0x1f46654
  18318.         void NotifyInitial();// 0x1f46640
  18319.         void LeaveAIState(enum NewState, bool bIsNotify);// 0x1f4657c
  18320.         bool IsSameTeam(Pawn* Other);// 0x1e989d8
  18321.         bool IsEnableBroadcastDamage(out const DamageEvent DamageEvent, float Damage);// 0x1f46490
  18322.         bool IsCanCopyBone();// 0x1f46468
  18323.         bool IsBoss();// 0x1f46440
  18324.         bool IsBigBoss();// 0x1f46418
  18325.         void InitCharAnimParam();// 0x1f46404
  18326.         bool HasAIState(enum NewState);// 0x1f46384
  18327.         void HandleHitByBullet(Actor* Causer);// 0x1f4630c
  18328.         void GotoEarthAndDie();// 0x1f462f0
  18329.         Vector GetServerHeadLocation();// 0x1f462a8
  18330.         STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34
  18331.         int GetMonsterType();// 0x1f4628c
  18332.         FString GetMonsterName();// 0x1f461c4
  18333.         float GetHitBoxRadius();// 0x1f461a8
  18334.         enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x1f46034
  18335.         class PlayerTombBox GetDropTomb();// 0x1f46004
  18336.         byte GetCurHitPartJugementType();// 0x1f45fdc
  18337.         STExtraSimpleCharacter* GetCopyBoneSimpleChar();// 0x1f45fb4
  18338.         SimpleCharAnimParamList GetAnimParam();// 0x1f45f38
  18339.         int GetAliveTimeSeconds();// 0x1f45f1c
  18340.         void ExplodeBeforeDie(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, Vector _hitImpulseDir, HitResult _hitInfo, bool bIsHeadshot);// 0x1f45c60
  18341.         void EnterAIState(enum NewState, bool bIsNotify);// 0x1f45b9c
  18342.         void DisappearOnDeath();// 0x1f45b88
  18343.         void DieAfterExplode();// 0x1f45b74
  18344.         void DelayHidden();// 0x1e94a54
  18345.         void ClearOnDeath(Controller* EventInstigater, out const DamageEvent DamageEvent);// 0x1f45a94
  18346.         bool CheckPlayerNeedUpdateAnimation();// 0x1f45a6c
  18347.         void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x1f45960
  18348.         void BroadcastReliableLeaveAIState(enum NewState, bool bIsNotify);// 0x1f45850
  18349.         void BroadcastReliableEnterAIState(enum NewState, bool bIsNotify);// 0x1f45740
  18350.         void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f454c4
  18351.         void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f451dc
  18352.         void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44f60
  18353.         void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44ce4
  18354.         void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44a54
  18355.         void BroadcastClientsSimulateLastPointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f447d8
  18356.         void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f4455c
  18357.         void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f442e0
  18358.         void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44058
  18359.         void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f43d70
  18360.         void BroadcastClientsGMTestDamage(float Damage, float CurHealth, int DamageClassID, byte HitPart);// 0x1f43bdc
  18361.         void BroadcastClientsDebugSpeed(float Speed);// 0x1f43b28
  18362.         void BroadcastClientsDebugOutputDamage(float OutputDmg);// 0x1f43a74
  18363.         void BPSetEyeEffect(float Switch, LinearColor Color);// 0x2859eb0
  18364.         void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0
  18365.         void BPNotifyInitial();// 0x2859eb0
  18366.         void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0
  18367.         void BPMonsterInitTableDone();// 0x2859eb0
  18368.         void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x1f43900
  18369.         bool BP_HasAIState(enum NewState);// 0x1f43880
  18370.         RoadPointInfo[] BleCallGetRoadPoints();// 0x1f437b8
  18371.         bool AllowAIState(enum NewState);// 0x1f43738
  18372.         void AddWeaponDamageAddition(byte WeaponType);// 0x1f436c0
  18373.  
  18374. --------------------------------
  18375. Class: SimpleCharAnimParamList
  18376.         Vector Velocity;//[Offset: 0x0 , Size: 12]
  18377.         Vector movedir;//[Offset: 0xc , Size: 12]
  18378.         byte MovementMode;//[Offset: 0x18 , Size: 1]
  18379.         Rotator ViewRotation;//[Offset: 0x1c , Size: 12]
  18380.         bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  18381.         Vector HurtDir;//[Offset: 0x2c , Size: 12]
  18382.         bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  18383.         bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1]
  18384.         bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a , Size: 1]
  18385.         bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b , Size: 1]
  18386.         int RandomAnimID;//[Offset: 0x3c , Size: 4]
  18387.  
  18388. --------------------------------
  18389. Class: SimulateSyncSmoothComponent.ActorComponent.Object
  18390.         RepSnapshot RepSnapshot;//[Offset: 0xbc , Size: 56]
  18391.         RepSnapshot Snapshot;//[Offset: 0xf4 , Size: 56]
  18392.         float TolerateLocationDiffSqAtServer;//[Offset: 0x12c , Size: 4]
  18393.         float TolerateRotationInDegreeAtServer;//[Offset: 0x130 , Size: 4]
  18394.         float TolerateLinearVelocityDiffSqAtServer;//[Offset: 0x134 , Size: 4]
  18395.         float TolerateAngularVelocityDiffSqAtServer;//[Offset: 0x138 , Size: 4]
  18396.         float ForceUpdateLocationDiffSqAtServer;//[Offset: 0x13c , Size: 4]
  18397.         float ForceUpdateLinearVelocityDiffSqAtServer;//[Offset: 0x140 , Size: 4]
  18398.         delegate OnSnapshotPreReplicate;//[Offset: 0x144 , Size: 12]
  18399.         SimulateSyncSmooth SimulateSyncSmooth;//[Offset: 0x150 , Size: 212]
  18400.         bool bOpenDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224 , Size: 1]
  18401.         bool bOpenServerForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x225 , Size: 1]
  18402.         bool bNoPredict;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x226 , Size: 1]
  18403.         bool bOnlyUpdateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x227 , Size: 1]
  18404.         bool bAutonomousProxyEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x228 , Size: 1]
  18405.         delegate OnActorTeleportFinish;//[Offset: 0x22c , Size: 12]
  18406.         void TeleportNextSync();// 0x1e40e14
  18407.         void StopPredict();// 0x1e40e00
  18408.         void SetVelocity(out const Vector Velocity);// 0x1e40d7c
  18409.         void SetAngularVelocity(float PitchSpeed, float YawSpeed, float RollSpeed);// 0x1e40c7c
  18410.         void OnRep_Snapshot();// 0x1e40c68
  18411.         Vector GetVelocity();// 0x1e40c20
  18412.  
  18413. --------------------------------
  18414. Class: RepSnapshot
  18415.         float TimeStamp;//[Offset: 0x0 , Size: 4]
  18416.         Vector_NetQuantize Location;//[Offset: 0x4 , Size: 12]
  18417.         Rotator Rotation;//[Offset: 0x10 , Size: 12]
  18418.         Vector_NetQuantize LinearVelocity;//[Offset: 0x1c , Size: 12]
  18419.         Vector_NetQuantize AngularVelocity;//[Offset: 0x28 , Size: 12]
  18420.         bool IsTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1]
  18421.  
  18422. --------------------------------
  18423. Class: SimulateSyncSmooth
  18424.         float MaxPredictMoveTime;//[Offset: 0x0 , Size: 4]
  18425.         float MaxMoveDeltaTime;//[Offset: 0x4 , Size: 4]
  18426.         float SmoothNetUpdateTime;//[Offset: 0x8 , Size: 4]
  18427.         float SmoothNetUpdateRotationTime;//[Offset: 0xc , Size: 4]
  18428.  
  18429. --------------------------------
  18430. Class: MobAdvancedMovement.ActorComponent.Object
  18431.         float WallClimb_AcceptableFaceAngle;//[Offset: 0xbc , Size: 4]
  18432.         float WallClimb_TurnFaceSpeed;//[Offset: 0xc0 , Size: 4]
  18433.         float WallClimb_KeepDistanceToWall;//[Offset: 0xc4 , Size: 4]
  18434.         float WallClimb_JumpToWallSpeed;//[Offset: 0xc8 , Size: 4]
  18435.         float WallClimb_JumpToWallHeightOffset;//[Offset: 0xcc , Size: 4]
  18436.         float WallClimb_MoveUpSpeed;//[Offset: 0xd0 , Size: 4]
  18437.         float WallClimb_MoveUpHeightOffset;//[Offset: 0xd4 , Size: 4]
  18438.         float WallClimb_ClimbToStand_Duration;//[Offset: 0xd8 , Size: 4]
  18439.         CurveFloat* Curve_ClimbToStand_Forward;//[Offset: 0xdc , Size: 4]
  18440.         CurveFloat* Curve_ClimbToStand_Height;//[Offset: 0xe0 , Size: 4]
  18441.         float WallJump_JumpSpeed;//[Offset: 0xe4 , Size: 4]
  18442.         float WallJump_JumpAngle;//[Offset: 0xe8 , Size: 4]
  18443.         float WallJump_ZVelocity;//[Offset: 0xec , Size: 4]
  18444.         float Stride_AcceptableFaceAngle;//[Offset: 0xf0 , Size: 4]
  18445.         float Stride_Duration;//[Offset: 0xf4 , Size: 4]
  18446.         float Stride_KeepDistanceToWall;//[Offset: 0xf8 , Size: 4]
  18447.         float Stride_HeightOffset;//[Offset: 0xfc , Size: 4]
  18448.         float Stride_ForwardOffset;//[Offset: 0x100 , Size: 4]
  18449.         float Stride_LineTraceOffset;//[Offset: 0x104 , Size: 4]
  18450.         CurveFloat* Curve_Stride_Forward;//[Offset: 0x108 , Size: 4]
  18451.         CurveFloat* Curve_Stride_Height;//[Offset: 0x10c , Size: 4]
  18452.         bool Stride_JumpInstead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1]
  18453.         int iWallClimbState;//[Offset: 0x114 , Size: 4]
  18454.         int iWallJumpState;//[Offset: 0x118 , Size: 4]
  18455.         int iStrideState;//[Offset: 0x11c , Size: 4]
  18456.         void WindowJump(Vector DstLoacation, Vector originLocation, float WindowHeight);// 0x1dc60b8
  18457.         void WallJump(Vector DstLocation);// 0x1dc6048
  18458.         void WallClimbExit();// 0x1dc6034
  18459.         void WallClimb(Vector DstLocation, Vector originLocation, float WindowHeight);// 0x1dc5f2c
  18460.         void TickWallJump_Turn(float DeltaTime);// 0x1dc5eb4
  18461.         void TickWallJump(float DeltaTime);// 0x1dc5e3c
  18462.         void TickWallClimb_Turn(float DeltaTime);// 0x1dc5dc4
  18463.         void TickWallClimb_JumpToWall(float DeltaTime);// 0x1dc5d4c
  18464.         void TickWallClimb_ClimbUp(float DeltaTime);// 0x1dc5cd4
  18465.         void TickWallClimb_ClimbToStand(float DeltaTime);// 0x1dc5c5c
  18466.         void TickWallClimb(float DeltaTime);// 0x1dc5be4
  18467.         void TickStride_Turn(float DeltaTime);// 0x1dc5b6c
  18468.         void TickStride_Stride(float DeltaTime);// 0x1dc5af4
  18469.         void TickStride_MoveToWall(float DeltaTime);// 0x1dc5a7c
  18470.         void TickStride(float DeltaTime);// 0x1dc5a04
  18471.         void StrideJump();// 0x1dc59f0
  18472.         void StrideExit();// 0x1dc59dc
  18473.         void Stride(out Vector DstLocation, out Vector originLocation);// 0x1dc5904
  18474.         void OnMobDie();// 0x1dc58f0
  18475.         void NotifyClientsWallClimbSyncState(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x1dc57e4
  18476.         void NotifyClientsWallClimbStartClimbToStand(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x1dc56d8
  18477.         void NotifyClientsStrideState(Vector pos, Rotator Rotator, int nowStrideState);// 0x1dc55cc
  18478.         void NotifyClientsStartStride(Vector pos, Rotator Rotator, int nowStrideState, Vector originLocation, Vector DstLocation, float heightLength, float forwardLength);// 0x1dc5378
  18479.         bool IsInAdvancedMovement();// 0x1dc5350
  18480.         int GetWallJumpState();// 0x1dc5328
  18481.         int GetWallClimbState();// 0x1dc5300
  18482.         int GetStrideState();// 0x1dc52d8
  18483.         void BPWallJump(Vector DstLocation);// 0x1dc5260
  18484.         void BPWallClimb(Vector DstLocation);// 0x1dc51e8
  18485.  
  18486. --------------------------------
  18487. Class: MobPerceptionController.ActorComponent.Object
  18488.         float AcceptableNoiseLoudness;//[Offset: 0xbc , Size: 4]
  18489.         enum[] AcceptableNoiseType;//[Offset: 0xc0 , Size: 12]
  18490.         enum NoiseAttenuationModel;//[Offset: 0xcc , Size: 1]
  18491.         int NoisePoolSize;//[Offset: 0xd0 , Size: 4]
  18492.         float NoiseRememberTime;//[Offset: 0xd4 , Size: 4]
  18493.         float NoiseUpdateFrequency;//[Offset: 0xd8 , Size: 4]
  18494.         bool SearchNoise(out NoiseInfo NoiseInfo, enum searchType, BehaviorTreeComponent* BehaviorTree, bool CheckDistance, bool CheckDeadOrDestoryed);// 0x1dc8b40
  18495.         void OnPerceptionSenseUpdated(AIPerceptionComponent* PerceptionComponent, out Actor*[] UpdatedActors);// 0x1dc8a30
  18496.         void OnMobDie();// 0x1dc8a1c
  18497.         void ClearNoisePool();// 0x1dc8a1c
  18498.         NoiseCheckResult CheckNoise(out AIStimulus Stimulus);// 0x1dc887c
  18499.         float Attenuation(out AIStimulus Stimulus);// 0x1dc86e4
  18500.         void AddToNoisePool(Actor* Instigator, out AIStimulus Stimulus, float LoudnessHeard);// 0x1dc84c8
  18501.  
  18502. --------------------------------
  18503. Class: NoiseInfo
  18504.         enum NoiseType;//[Offset: 0x0 , Size: 1]
  18505.         Actor* Instigator;//[Offset: 0x4 , Size: 8]
  18506.         Vector NoiseLocation;//[Offset: 0xc , Size: 12]
  18507.         float LoudnessAtStart;//[Offset: 0x18 , Size: 4]
  18508.         float LoudnessHeard;//[Offset: 0x1c , Size: 4]
  18509.         float HeardTime;//[Offset: 0x20 , Size: 4]
  18510.  
  18511. --------------------------------
  18512. Class: BehaviorTreeComponent.BrainComponent.ActorComponent.Object
  18513.         BTNode*[] NodeInstances;//[Offset: 0x110 , Size: 12]
  18514.         void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree* BehaviorAsset);// 0x362bad0
  18515.         float GetTagCooldownEndTime(GameplayTag CooldownTag);// 0x362ba50
  18516.         void AddCooldownTagDuration(GameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration);// 0x362b93c
  18517.  
  18518. --------------------------------
  18519. Class: BrainComponent.ActorComponent.Object
  18520.         BlackboardComponent* BlackboardComp;//[Offset: 0xc0 , Size: 4]
  18521.         AIController* AIOwner;//[Offset: 0xc4 , Size: 4]
  18522.         void StopLogic(FString Reason);// 0x362f150
  18523.         void RestartLogic();// 0x1c7282c
  18524.         bool IsRunning();// 0x1c982f4
  18525.         bool IsPaused();// 0x362f120
  18526.  
  18527. --------------------------------
  18528. Class: BlackboardComponent.ActorComponent.Object
  18529.         BrainComponent* BrainComp;//[Offset: 0xbc , Size: 4]
  18530.         BlackboardData* BlackboardAsset;//[Offset: 0xc0 , Size: 4]
  18531.         BlackboardKeyType*[] KeyInstances;//[Offset: 0xdc , Size: 12]
  18532.         void SetValueAsVector(out const FName KeyName, Vector VectorValue);// 0x362d71c
  18533.         void SetValueAsString(out const FName KeyName, FString StringValue);// 0x362d568
  18534.         void SetValueAsRotator(out const FName KeyName, Rotator VectorValue);// 0x362d494
  18535.         void SetValueAsObject(out const FName KeyName, Object* ObjectValue);// 0x362d3c0
  18536.         void SetValueAsName(out const FName KeyName, FName NameValue);// 0x362d2ec
  18537.         void SetValueAsInt(out const FName KeyName, int IntValue);// 0x362d218
  18538.         void SetValueAsFloat(out const FName KeyName, float FloatValue);// 0x362d144
  18539.         void SetValueAsEnum(out const FName KeyName, byte EnumValue);// 0x362d070
  18540.         void SetValueAsClass(out const FName KeyName, class Object ClassValue);// 0x362cf9c
  18541.         void SetValueAsBool(out const FName KeyName, bool BoolValue);// 0x362cec0
  18542.         bool IsVectorValueSet(out const FName KeyName);// 0x362ce2c
  18543.         Vector GetValueAsVector(out const FName KeyName);// 0x362cd88
  18544.         FString GetValueAsString(out const FName KeyName);// 0x362cc6c
  18545.         Rotator GetValueAsRotator(out const FName KeyName);// 0x362cbc8
  18546.         Object* GetValueAsObject(out const FName KeyName);// 0x362cb34
  18547.         FName GetValueAsName(out const FName KeyName);// 0x362ca98
  18548.         int GetValueAsInt(out const FName KeyName);// 0x362ca04
  18549.         float GetValueAsFloat(out const FName KeyName);// 0x362c970
  18550.         byte GetValueAsEnum(out const FName KeyName);// 0x362c8dc
  18551.         class Object GetValueAsClass(out const FName KeyName);// 0x362c848
  18552.         bool GetValueAsBool(out const FName KeyName);// 0x362c7b4
  18553.         bool GetRotationFromEntry(out const FName KeyName, out Rotator ResultRotation);// 0x362c6cc
  18554.         bool GetLocationFromEntry(out const FName KeyName, out Vector ResultLocation);// 0x362c5e4
  18555.         void ClearValue(out const FName KeyName);// 0x362c558
  18556.  
  18557. --------------------------------
  18558. Class: BlackboardData.DataAsset.Object
  18559.         BlackboardData* Parent;//[Offset: 0x20 , Size: 4]
  18560.         BlackboardEntry[] Keys;//[Offset: 0x24 , Size: 12]
  18561.         bool bHasSynchronizedKeys;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
  18562.  
  18563. --------------------------------
  18564. Class: BlackboardEntry
  18565.         FName EntryName;//[Offset: 0x0 , Size: 8]
  18566.         BlackboardKeyType* KeyType;//[Offset: 0x8 , Size: 4]
  18567.         bool bInstanceSynced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
  18568.  
  18569. --------------------------------
  18570. Class: BlackboardKeyType.Object
  18571.  
  18572. --------------------------------
  18573. Class: BTNode.Object
  18574.         FString NodeName;//[Offset: 0x20 , Size: 12]
  18575.         BehaviorTree* TreeAsset;//[Offset: 0x2c , Size: 4]
  18576.         BTCompositeNode* ParentNode;//[Offset: 0x30 , Size: 4]
  18577.  
  18578. --------------------------------
  18579. Class: BehaviorTree.Object
  18580.         BTCompositeNode* RootNode;//[Offset: 0x1c , Size: 4]
  18581.         BlackboardData* BlackboardAsset;//[Offset: 0x20 , Size: 4]
  18582.         BTDecorator*[] RootDecorators;//[Offset: 0x24 , Size: 12]
  18583.         BTDecoratorLogic[] RootDecoratorOps;//[Offset: 0x30 , Size: 12]
  18584.  
  18585. --------------------------------
  18586. Class: BTCompositeNode.BTNode.Object
  18587.         BTCompositeChild[] Children;//[Offset: 0x3c , Size: 12]
  18588.         BTService*[] Services;//[Offset: 0x48 , Size: 12]
  18589.  
  18590. --------------------------------
  18591. Class: BTCompositeChild
  18592.         BTCompositeNode* ChildComposite;//[Offset: 0x0 , Size: 4]
  18593.         BTTaskNode* ChildTask;//[Offset: 0x4 , Size: 4]
  18594.         BTDecorator*[] Decorators;//[Offset: 0x8 , Size: 12]
  18595.         BTDecoratorLogic[] DecoratorOps;//[Offset: 0x14 , Size: 12]
  18596.  
  18597. --------------------------------
  18598. Class: BTTaskNode.BTNode.Object
  18599.         BTService*[] Services;//[Offset: 0x3c , Size: 12]
  18600.         bool bIgnoreRestartSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
  18601.  
  18602. --------------------------------
  18603. Class: BTService.BTAuxiliaryNode.BTNode.Object
  18604.         float interval;//[Offset: 0x3c , Size: 4]
  18605.         float RandomDeviation;//[Offset: 0x40 , Size: 4]
  18606.         bool bCallTickOnSearchStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
  18607.         bool bRestartTimerOnEachActivation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1]
  18608.  
  18609. --------------------------------
  18610. Class: BTAuxiliaryNode.BTNode.Object
  18611.  
  18612. --------------------------------
  18613. Class: BTDecorator.BTAuxiliaryNode.BTNode.Object
  18614.         bool bInverseCondition;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3c , Size: 1]
  18615.         byte FlowAbortMode;//[Offset: 0x3d , Size: 1]
  18616.  
  18617. --------------------------------
  18618. Class: BTDecoratorLogic
  18619.         byte Operation;//[Offset: 0x0 , Size: 1]
  18620.         uint16 Number;//[Offset: 0x2 , Size: 2]
  18621.  
  18622. --------------------------------
  18623. Class: GameplayTag
  18624.         FName TagName;//[Offset: 0x0 , Size: 8]
  18625.  
  18626. --------------------------------
  18627. Class: AIController.Controller.Actor.Object
  18628.         bool bStopAILogicOnUnposses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x330 , Size: 1]
  18629.         bool bLOSflag;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x330 , Size: 1]
  18630.         bool bSkipExtraLOSChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x330 , Size: 1]
  18631.         bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x330 , Size: 1]
  18632.         bool bWantsPlayerState;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x330 , Size: 1]
  18633.         bool bSetControlRotationFromPawnOrientation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x330 , Size: 1]
  18634.         PathFollowingComponent* PathFollowingComponent;//[Offset: 0x334 , Size: 4]
  18635.         BrainComponent* BrainComponent;//[Offset: 0x338 , Size: 4]
  18636.         AIPerceptionComponent* PerceptionComponent;//[Offset: 0x33c , Size: 4]
  18637.         PawnActionsComponent* ActionsComp;//[Offset: 0x340 , Size: 4]
  18638.         BlackboardComponent* Blackboard;//[Offset: 0x344 , Size: 4]
  18639.         GameplayTasksComponent* CachedGameplayTasksComponent;//[Offset: 0x348 , Size: 4]
  18640.         class NavigationQueryFilter* DefaultNavigationFilterClass;//[Offset: 0x34c , Size: 4]
  18641.         delegate ReceiveMoveCompleted;//[Offset: 0x350 , Size: 12]
  18642.         bool UseGameplayTasksComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35d , Size: 1]
  18643.         bool bShareNavigationSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35e , Size: 1]
  18644.         Vector ShareNavSysOffset;//[Offset: 0x360 , Size: 12]
  18645.         bool UseBlackboard(BlackboardData* BlackboardAsset, out BlackboardComponent* BlackboardComponent);// 0x3622f3c
  18646.         void UnclaimTaskResource(class GameplayTaskResource ResourceClass);// 0x3622ec4
  18647.         void SetMoveBlockDetection(bool bEnable);// 0x3622e44
  18648.         bool RunBehaviorTree(BehaviorTree* BTAsset);// 0x3622dbc
  18649.         void OnUsingBlackBoard(BlackboardComponent* BlackboardComp, BlackboardData* BlackboardAsset);// 0x2859eb0
  18650.         void OnUnpossess(Pawn* UnpossessedPawn);// 0x2859eb0
  18651.         void OnPossess(Pawn* PossessedPawn);// 0x2859eb0
  18652.         void OnGameplayTaskResourcesClaimed(GameplayResourceSet NewlyClaimed, GameplayResourceSet FreshlyReleased);// 0x3622cf8
  18653.         byte MoveToLocation(out const Vector Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x3622a50
  18654.         byte MoveToActor(Actor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x3622808
  18655.         void K2_SetFocus(Actor* NewFocus);// 0x3622790
  18656.         void K2_SetFocalPoint(Vector FP);// 0x3622720
  18657.         void K2_ClearFocus();// 0x362270c
  18658.         bool HasPartialPath();// 0x36226e4
  18659.         PathFollowingComponent* GetPathFollowingComponent();// 0x36226c8
  18660.         byte GetMoveStatus();// 0x36226a0
  18661.         Vector GetImmediateMoveDestination();// 0x3622658
  18662.         Actor* GetFocusActor();// 0x3622630
  18663.         Vector GetFocalPointOnActor(const Actor* Actor);// 0x3622598
  18664.         Vector GetFocalPoint();// 0x3622550
  18665.         AIPerceptionComponent* GetAIPerceptionComponent();// 0x32baff8
  18666.         void ClaimTaskResource(class GameplayTaskResource ResourceClass);// 0x36224d8
  18667.  
  18668. --------------------------------
  18669. Class: PathFollowingComponent.ActorComponent.Object
  18670.         NavMovementComponent* MovementComp;//[Offset: 0xf0 , Size: 4]
  18671.         NavigationData* MyNavData;//[Offset: 0xfc , Size: 4]
  18672.         void OnNavDataRegistered(NavigationData* NavData);// 0x363fcd8
  18673.         void OnActorBump(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x363fb68
  18674.         Vector GetPathDestination();// 0x363fb20
  18675.         byte GetPathActionType();// 0x363faf8
  18676.  
  18677. --------------------------------
  18678. Class: AIPerceptionComponent.ActorComponent.Object
  18679.         AISenseConfig*[] SensesConfig;//[Offset: 0xbc , Size: 12]
  18680.         class AISense* DominantSense;//[Offset: 0xc8 , Size: 4]
  18681.         AIController* AIOwner;//[Offset: 0xe0 , Size: 4]
  18682.         delegate OnPerceptionUpdated;//[Offset: 0x140 , Size: 12]
  18683.         delegate OnTargetPerceptionUpdated;//[Offset: 0x14c , Size: 12]
  18684.         void SetSenseEnabled(class AISense SenseClass, const bool bEnable);// 0x3624d98
  18685.         void RequestStimuliListenerUpdate();// 0x3624d84
  18686.         void OnOwnerEndPlay(Actor* Actor, byte EndPlayReason);// 0x3624cc8
  18687.         void GetPerceivedHostileActors(out Actor*[] OutActors);// 0x3624bfc
  18688.         void GetPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x3624aec
  18689.         void GetKnownPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x36249dc
  18690.         void GetCurrentlyPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x36248cc
  18691.         bool GetActorsPerception(Actor* Actor, out ActorPerceptionBlueprintInfo Info);// 0x36247a4
  18692.  
  18693. --------------------------------
  18694. Class: AISenseConfig.Object
  18695.         Color DebugColor;//[Offset: 0x1c , Size: 4]
  18696.         float MaxAge;//[Offset: 0x20 , Size: 4]
  18697.         bool bStartsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24 , Size: 1]
  18698.  
  18699. --------------------------------
  18700. Class: AISense.Object
  18701.         float DefaultExpirationAge;//[Offset: 0x1c , Size: 4]
  18702.         enum NotifyType;//[Offset: 0x20 , Size: 1]
  18703.         bool bWantsNewPawnNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21 , Size: 1]
  18704.         bool bAutoRegisterAllPawnsAsSources;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21 , Size: 1]
  18705.         AIPerceptionSystem* PerceptionSystemInstance;//[Offset: 0x24 , Size: 4]
  18706.  
  18707. --------------------------------
  18708. Class: AIPerceptionSystem.Object
  18709.         AISense*[] Senses;//[Offset: 0x5c , Size: 12]
  18710.         float PerceptionAgingRate;//[Offset: 0x68 , Size: 4]
  18711.         static void ReportPerceptionEvent(Object* WorldContextObject, AISenseEvent* PerceptionEvent);// 0x3625d50
  18712.         void ReportEvent(AISenseEvent* PerceptionEvent);// 0x3625cd8
  18713.         static bool RegisterPerceptionStimuliSource(Object* WorldContextObject, class AISense Sense, Actor* Target);// 0x3625bd8
  18714.         void OnPerceptionStimuliSourceEndPlay(Actor* Actor, byte EndPlayReason);// 0x3625b1c
  18715.         static class AISense GetSenseClassForStimulus(Object* WorldContextObject, out const AIStimulus Stimulus);// 0x3625948
  18716.  
  18717. --------------------------------
  18718. Class: AISenseEvent.Object
  18719.  
  18720. --------------------------------
  18721. Class: AIStimulus
  18722.         float Age;//[Offset: 0x0 , Size: 4]
  18723.         float ExpirationAge;//[Offset: 0x4 , Size: 4]
  18724.         float Strength;//[Offset: 0x8 , Size: 4]
  18725.         Vector StimulusLocation;//[Offset: 0xc , Size: 12]
  18726.         Vector ReceiverLocation;//[Offset: 0x18 , Size: 12]
  18727.         FName Tag;//[Offset: 0x28 , Size: 8]
  18728.         int iExtraData;//[Offset: 0x40 , Size: 4]
  18729.         int iExtraData;//[Offset: 0x44 , Size: 4]
  18730.         int iExtraData;//[Offset: 0x48 , Size: 4]
  18731.         float fExtraData;//[Offset: 0x4c , Size: 4]
  18732.         float fExtraData;//[Offset: 0x50 , Size: 4]
  18733.         float fExtraData;//[Offset: 0x54 , Size: 4]
  18734.         bool bSuccessfullySensed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58 , Size: 1]
  18735.  
  18736. --------------------------------
  18737. Class: ActorPerceptionBlueprintInfo
  18738.         Actor* Target;//[Offset: 0x0 , Size: 4]
  18739.         AIStimulus[] LastSensedStimuli;//[Offset: 0x4 , Size: 12]
  18740.         bool bIsHostile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
  18741.  
  18742. --------------------------------
  18743. Class: PawnActionsComponent.ActorComponent.Object
  18744.         Pawn* ControlledPawn;//[Offset: 0xbc , Size: 4]
  18745.         PawnActionStack[] ActionStacks;//[Offset: 0xc0 , Size: 12]
  18746.         PawnActionEvent[] ActionEvents;//[Offset: 0xcc , Size: 12]
  18747.         PawnAction* CurrentAction;//[Offset: 0xd8 , Size: 4]
  18748.         bool K2_PushAction(PawnAction* NewAction, byte Priority, Object* Instigator);// 0x36414d8
  18749.         static bool K2_PerformAction(Pawn* Pawn, PawnAction* Action, byte Priority);// 0x36413d0
  18750.         byte K2_ForceAbortAction(PawnAction* ActionToAbort);// 0x3641350
  18751.         byte K2_AbortAction(PawnAction* ActionToAbort);// 0x36412d0
  18752.  
  18753. --------------------------------
  18754. Class: PawnActionStack
  18755.         PawnAction* TopAction;//[Offset: 0x0 , Size: 4]
  18756.  
  18757. --------------------------------
  18758. Class: PawnAction.Object
  18759.         PawnAction* ChildAction;//[Offset: 0x1c , Size: 4]
  18760.         PawnAction* ParentAction;//[Offset: 0x20 , Size: 4]
  18761.         PawnActionsComponent* OwnerComponent;//[Offset: 0x24 , Size: 4]
  18762.         Object* Instigator;//[Offset: 0x28 , Size: 4]
  18763.         BrainComponent* BrainComp;//[Offset: 0x2c , Size: 4]
  18764.         bool bAllowNewSameClassInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x50 , Size: 1]
  18765.         bool bReplaceActiveSameClassInstance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x50 , Size: 1]
  18766.         bool bShouldPauseMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x50 , Size: 1]
  18767.         bool bAlwaysNotifyOnFinished;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x50 , Size: 1]
  18768.         byte GetActionPriority();// 0x36403b4
  18769.         void Finish(byte WithResult);// 0x364032c
  18770.         static PawnAction* CreateActionInstance(Object* WorldContextObject, class PawnAction ActionClass);// 0x3640270
  18771.  
  18772. --------------------------------
  18773. Class: PawnActionEvent
  18774.         PawnAction* Action;//[Offset: 0x0 , Size: 4]
  18775.  
  18776. --------------------------------
  18777. Class: GameplayTasksComponent.ActorComponent.Object
  18778.         GameplayTask*[] SimulatedTasks;//[Offset: 0xc0 , Size: 12]
  18779.         GameplayTask*[] TaskPriorityQueue;//[Offset: 0xcc , Size: 12]
  18780.         GameplayTask*[] TickingTasks;//[Offset: 0xe4 , Size: 12]
  18781.         GameplayTask*[] KnownTasks;//[Offset: 0xf0 , Size: 12]
  18782.         delegate OnClaimedResourcesChange;//[Offset: 0x100 , Size: 12]
  18783.         void OnRep_SimulatedTasks();// 0x3574538
  18784.         static enum K2_RunGameplayTask(interface classByteProperty TaskOwner, GameplayTask* Task, byte Priority, class GameplayTaskResource[] AdditionalRequiredResources, class GameplayTaskResource[] AdditionalClaimedResources);// 0x35741c4
  18785.  
  18786. --------------------------------
  18787. Class: GameplayTask.Object
  18788.         FName InstanceName;//[Offset: 0x20 , Size: 8]
  18789.         enum ResourceOverlapPolicy;//[Offset: 0x2a , Size: 1]
  18790.         GameplayTask* ChildTask;//[Offset: 0x44 , Size: 4]
  18791.         void ReadyForActivation();// 0x3572844
  18792.         void GenericGameplayTaskDelegate__DelegateSignature();// 0x2859eb0
  18793.         void EndTask();// 0x3572830
  18794.  
  18795. --------------------------------
  18796. Class: GameplayTaskResource.Object
  18797.         int ManualResourceID;//[Offset: 0x1c , Size: 4]
  18798.         int8 AutoResourceID;//[Offset: 0x20 , Size: 1]
  18799.         bool bManuallySetID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21 , Size: 1]
  18800.  
  18801. --------------------------------
  18802. Class: GameplayResourceSet
  18803.  
  18804. --------------------------------
  18805. Class: NoiseCheckResult
  18806.         bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  18807.         enum NoiseType;//[Offset: 0x1 , Size: 1]
  18808.         float LoudnessHeard;//[Offset: 0x4 , Size: 4]
  18809.  
  18810. --------------------------------
  18811. Class: STExtraSimpleCharacterPhysics.ActorComponent.Object
  18812.         float VelocityDampingOnGround;//[Offset: 0xbc , Size: 4]
  18813.         float VelocityDampingInMidAir;//[Offset: 0xc0 , Size: 4]
  18814.         float StepHeight;//[Offset: 0xc4 , Size: 4]
  18815.         float VehicleHitFeedBack;//[Offset: 0xc8 , Size: 4]
  18816.         float VehicleImpluseScale;//[Offset: 0xcc , Size: 4]
  18817.         float HorizontalVelocitySquaredForSimulate;//[Offset: 0xd0 , Size: 4]
  18818.         float ResetSimulatePreventPenetrationTime;//[Offset: 0xd4 , Size: 4]
  18819.         bool bPreventPenetration;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1]
  18820.         CharacterMovementComponent* CharacterMovement;//[Offset: 0x114 , Size: 4]
  18821.         bool StopSkillSimulate();// 0x1f4aaac
  18822.         bool StartSkillSimulate(Vector InVelocity, bool PreventPenetration);// 0x1f4a9e0
  18823.         void SetVelocity(Vector InVelocity);// 0x1f4a970
  18824.         void SetSimulatePhysics(bool bInEnabled);// 0x1f4a8f4
  18825.         void SetEnabled(bool InEnabled);// 0x1f4a878
  18826.         void SetCharacterMovementActive(bool _bIsActive);// 0x1f4a7f8
  18827.         bool IsOnGround();// 0x1f4a7d0
  18828.         Vector GetVelocity();// 0x1f4a788
  18829.         bool FindGround();// 0x1f4a760
  18830.         void AddVelocity(Vector InVelocity);// 0x1f4a6f0
  18831.         void ActivatePhysics();// 0x1f4a6dc
  18832.  
  18833. --------------------------------
  18834. Class: UnitAttrComponent.ActorComponent.Object
  18835.         byte Category;//[Offset: 0xbc , Size: 1]
  18836.         byte Type;//[Offset: 0xbd , Size: 1]
  18837.         int TypeID;//[Offset: 0xc0 , Size: 4]
  18838.         void SetActorVisible(bool bEnable);// 0x1d66640
  18839.  
  18840. --------------------------------
  18841. Class: CircleMgrComponent.TimerRegistComponent.ActorComponent.Object
  18842.         bool GM_IsEnableNarrowCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x101 , Size: 1]
  18843.         bool IsInActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102 , Size: 1]
  18844.         bool bIsNotMultiCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x103 , Size: 1]
  18845.         bool bMakePainToHealth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1]
  18846.         CirCleCfg[] CircleConfigs;//[Offset: 0x108 , Size: 12]
  18847.         float DestinyThreshold;//[Offset: 0x114 , Size: 4]
  18848.         int RoundNum;//[Offset: 0x118 , Size: 4]
  18849.         bool bEnableDebugMultiCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c , Size: 1]
  18850.         bool bEnableLowProbCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11d , Size: 1]
  18851.         Vector2D LowProbCenter;//[Offset: 0x120 , Size: 8]
  18852.         float LowProbCenterRadius;//[Offset: 0x128 , Size: 4]
  18853.         float LowProbRatio;//[Offset: 0x12c , Size: 4]
  18854.         bool bEnableInnerCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1]
  18855.         class Actor* InnerCircleClass;//[Offset: 0x134 , Size: 4]
  18856.         float TimeForForbidMakePain;//[Offset: 0x138 , Size: 4]
  18857.         Actor* InnerCircle;//[Offset: 0x13c , Size: 4]
  18858.         Vector InnerCircleInfo;//[Offset: 0x140 , Size: 12]
  18859.         Actor* ContainActor;//[Offset: 0x18c , Size: 4]
  18860.         bool bCircleCenterInExtend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1]
  18861.         delegate OnCircleBegin;//[Offset: 0x284 , Size: 12]
  18862.         delegate OnCircleSizeAndPosChanged;//[Offset: 0x290 , Size: 12]
  18863.         delegate OnCircleInitSizeAndPosChanged;//[Offset: 0x29c , Size: 12]
  18864.         delegate OnCircleInfoChanged;//[Offset: 0x2a8 , Size: 12]
  18865.         delegate OnWaveEnded;//[Offset: 0x2b4 , Size: 12]
  18866.         delegate OnCircleEnded;//[Offset: 0x2c0 , Size: 12]
  18867.         CirleAreaVolume* BindedCirleAreaVolume;//[Offset: 0x2cc , Size: 4]
  18868.         void StartCircleFromBegin();// 0x1d0ea28
  18869.         void SetGMCicleTime(float cdTime, float LastTime);// 0x1d0e92c
  18870.         void RetriveGetCircleInfo(out GetCircleInfo CurInfo);// 0x1d0e864
  18871.         void RetriveCircleInfo(out ReConnectGameStateInfo CurInfo);// 0x1d0e76c
  18872.         void MakePain(Actor* _actor, float _desireDamage);// 0x1d0e6b0
  18873.         void MakeDesiredCircle(Vector circleInfo, int CircleType);// 0x1d0e5f8
  18874.         bool IsInBlueCircle(Actor* _actor);// 0x1d0e578
  18875.         bool HasDoubleCircleEnabled();// 0x1d0e55c
  18876.         Vector GetInnerCircleInfo();// 0x1d0e538
  18877.         Vector GetCustomWhiteCircleConfigByIndex(int Index, int RandomIndex);// 0x1d0e464
  18878.         Vector GetCustomBlueCircleConfigByIndex(int Index);// 0x1d0e3d4
  18879.         void ApplyCircleOffset(Vector InOffset);// 0x1d0e364
  18880.  
  18881. --------------------------------
  18882. Class: TimerRegistComponent.ActorComponent.Object
  18883.         bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  18884.         RegisterTimer[] TimerRegister;//[Offset: 0xc0 , Size: 12]
  18885.         FString TimerName;//[Offset: 0xcc , Size: 12]
  18886.  
  18887. --------------------------------
  18888. Class: CirCleCfg
  18889.         int CircleID;//[Offset: 0x0 , Size: 4]
  18890.         float DelayTime;//[Offset: 0x4 , Size: 4]
  18891.         float RadiusWhenDestoryMap;//[Offset: 0x8 , Size: 4]
  18892.         float SafeZoneAppeartime;//[Offset: 0xc , Size: 4]
  18893.         float[] BlueCirclePreWarning;//[Offset: 0x10 , Size: 12]
  18894.         float LastTime;//[Offset: 0x1c , Size: 4]
  18895.         float Pain;//[Offset: 0x20 , Size: 4]
  18896.         bool bUseCustomBluePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  18897.         Vector2D bluepoint;//[Offset: 0x28 , Size: 8]
  18898.         float blueradius;//[Offset: 0x30 , Size: 4]
  18899.         bool bUseCustomWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1]
  18900.         Vector[] Whitepoints;//[Offset: 0x38 , Size: 12]
  18901.         float whiteradius;//[Offset: 0x44 , Size: 4]
  18902.         float Alpha;//[Offset: 0x48 , Size: 4]
  18903.         bool bUseContainActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
  18904.         float DestinyChance;//[Offset: 0x50 , Size: 4]
  18905.         bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1]
  18906.         float ScreenSizeFactor;//[Offset: 0x58 , Size: 4]
  18907.         float ExtraRadius;//[Offset: 0x5c , Size: 4]
  18908.         bool bEnableDamageMagnifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1]
  18909.         float DamageMagnifierRange;//[Offset: 0x64 , Size: 4]
  18910.         float DamageMagnifier;//[Offset: 0x68 , Size: 4]
  18911.         CurveFloat* DamageMagnifierCurve;//[Offset: 0x6c , Size: 4]
  18912.         Vector[] AvoidPoints;//[Offset: 0x70 , Size: 12]
  18913.         float EdgeDistance;//[Offset: 0x7c , Size: 4]
  18914.         bool bUseAvoidPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1]
  18915.  
  18916. --------------------------------
  18917. Class: RegisterTimer
  18918.         int waveindex;//[Offset: 0x0 , Size: 4]
  18919.         float[] Times;//[Offset: 0x4 , Size: 12]
  18920.  
  18921. --------------------------------
  18922. Class: CirleAreaVolume.Actor.Object
  18923.         BoxComponent* CircleBoxArea;//[Offset: 0x2c4 , Size: 4]
  18924.  
  18925. --------------------------------
  18926. Class: GetCircleInfo
  18927.         bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  18928.         float CircleStateStartServerWorldSecond;//[Offset: 0x4 , Size: 4]
  18929.         float CircleStatusLastTime;//[Offset: 0x8 , Size: 4]
  18930.         float CircleStatusElapsedTime;//[Offset: 0xc , Size: 4]
  18931.         byte CircleStatus;//[Offset: 0x10 , Size: 1]
  18932.         Vector BlueCircle;//[Offset: 0x14 , Size: 12]
  18933.         Vector OriginalBlueCircle;//[Offset: 0x20 , Size: 12]
  18934.         Vector WhiteCircle;//[Offset: 0x2c , Size: 12]
  18935.         bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  18936.         float ScreenSizeFactor;//[Offset: 0x3c , Size: 4]
  18937.         float ExtraRadius;//[Offset: 0x40 , Size: 4]
  18938.         int CurrentCircleIndex;//[Offset: 0x44 , Size: 4]
  18939.  
  18940. --------------------------------
  18941. Class: ReConnectGameStateInfo
  18942.         bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  18943.         float CircleStateStartServerWorldSecond;//[Offset: 0x4 , Size: 4]
  18944.         float CircleStatusLastTime;//[Offset: 0x8 , Size: 4]
  18945.         float CircleStatusElapsedTime;//[Offset: 0xc , Size: 4]
  18946.         byte CircleStatus;//[Offset: 0x10 , Size: 1]
  18947.         Vector BlueCircle;//[Offset: 0x14 , Size: 12]
  18948.         Vector OriginalBlueCircle;//[Offset: 0x20 , Size: 12]
  18949.         Vector WhiteCircle;//[Offset: 0x2c , Size: 12]
  18950.         bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  18951.         float ScreenSizeFactor;//[Offset: 0x3c , Size: 4]
  18952.         float ExtraRadius;//[Offset: 0x40 , Size: 4]
  18953.         byte AirAttackStatus;//[Offset: 0x44 , Size: 1]
  18954.         Vector AirAttackArea;//[Offset: 0x48 , Size: 12]
  18955.         int AirAttackWave;//[Offset: 0x54 , Size: 4]
  18956.         Vector AirplaneStartLocation;//[Offset: 0x58 , Size: 12]
  18957.         Vector AirplaneStopLocation;//[Offset: 0x64 , Size: 12]
  18958.         Vector AirplaneCanJumpLocation;//[Offset: 0x70 , Size: 12]
  18959.         Vector AirplaneForceJumpLocation;//[Offset: 0x7c , Size: 12]
  18960.         int PlayerNumOnPlane;//[Offset: 0x88 , Size: 4]
  18961.         int BossCountDown;//[Offset: 0x8c , Size: 4]
  18962.         Vector BossBornPos;//[Offset: 0x90 , Size: 12]
  18963.  
  18964. --------------------------------
  18965. Class: BodyTypeDef
  18966.         int UpThreshold;//[Offset: 0x0 , Size: 4]
  18967.         int DownThreshold;//[Offset: 0x4 , Size: 4]
  18968.  
  18969. --------------------------------
  18970. Class: PVELagCompensationComponent.LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object
  18971.         float SimulatedCharacterServerTimeHighPrecision();// 0x1dac844
  18972.         float SimulatedCharacterServerTime();// 0x1dab978
  18973.         byte ShootSimpleCharacterVerify(STExtraShootWeapon* Weapon, STExtraBaseCharacter* shooter, out const BulletHitInfoUploadData ShootData);// 0x1e21f44
  18974.  
  18975. --------------------------------
  18976. Class: LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object
  18977.         DistanceContinueHitCheck DistanceContinueHitCheck;//[Offset: 0x2fc , Size: 44]
  18978.         int KeepStillMinTime;//[Offset: 0x328 , Size: 4]
  18979.         float StillMaxSpeed;//[Offset: 0x32c , Size: 4]
  18980.         Vector StandStillBoundBoxExtent;//[Offset: 0x330 , Size: 12]
  18981.         Vector StandStillHeadBoundBoxExtent;//[Offset: 0x33c , Size: 12]
  18982.         Vector StandStillHeadBoxOffset;//[Offset: 0x348 , Size: 12]
  18983.         Vector CrouchStillBoundBoxExtent;//[Offset: 0x354 , Size: 12]
  18984.         Vector CrouchStillHeadBoundBoxExtent;//[Offset: 0x360 , Size: 12]
  18985.         Vector CrouchStillHeadBoxOffset;//[Offset: 0x36c , Size: 12]
  18986.         byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dabb08
  18987.         byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x1dab9a8
  18988.         float SimulatedCharacterServerTime();// 0x1dab978
  18989.  
  18990. --------------------------------
  18991. Class: LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object
  18992.         ServerCheckBox[] PoseCheckBoxesCfg;//[Offset: 0xd4 , Size: 12]
  18993.         ServerCheckBox[] PoseCheckBoxesHighPrecision;//[Offset: 0xe0 , Size: 12]
  18994.         float fRewindMaxSeconds;//[Offset: 0xec , Size: 4]
  18995.         bool GM_UseNewProjectileBulletVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1]
  18996.         bool bDebugShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1]
  18997.         bool bDrawHitBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf2 , Size: 1]
  18998.         bool bVerifyShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf3 , Size: 1]
  18999.         bool bVerifyShootPointPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4 , Size: 1]
  19000.         bool bVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5 , Size: 1]
  19001.         bool bEnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6 , Size: 1]
  19002.         bool bVerifyInParachuteShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7 , Size: 1]
  19003.         float TolerateShootPointDistanceSqured;//[Offset: 0xf8 , Size: 4]
  19004.         float TolerateShootPointScaleOnFast;//[Offset: 0xfc , Size: 4]
  19005.         bool bVerifyHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100 , Size: 1]
  19006.         float TolerateShootPointDistanceVehicleSqured;//[Offset: 0x104 , Size: 4]
  19007.         float TolerateSimulatedDelayTime;//[Offset: 0x108 , Size: 4]
  19008.         bool bVerifyBulletFlyTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1]
  19009.         bool bVerifyShooterMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d , Size: 1]
  19010.         bool bVerifyMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e , Size: 1]
  19011.         bool bVerifyShootRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10f , Size: 1]
  19012.         bool bVerifyShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1]
  19013.         bool bVerifyBulletImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x111 , Size: 1]
  19014.         bool bVerifyCharacterImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x112 , Size: 1]
  19015.         bool bVerifyHistoryLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x113 , Size: 1]
  19016.         bool bVerifyShooterWeaponRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1]
  19017.         float TolerateFlyTime;//[Offset: 0x118 , Size: 4]
  19018.         float TolerateFlyDis;//[Offset: 0x11c , Size: 4]
  19019.         bool bOpenStillLagCompensation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120 , Size: 1]
  19020.         float fBoundBoxScaleMillisecondMin;//[Offset: 0x124 , Size: 4]
  19021.         float fBoundBoxScaleMillisecondMax;//[Offset: 0x128 , Size: 4]
  19022.         bool bVerifyGunPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12c , Size: 1]
  19023.         float BulletFlyTimeVerifyMinTime;//[Offset: 0x130 , Size: 4]
  19024.         float TolerateBulletFlyTimePercentage;//[Offset: 0x134 , Size: 4]
  19025.         float TolerateMuzzleDistanceSqured;//[Offset: 0x138 , Size: 4]
  19026.         float TolerateMuzzleDistanceVehicleSqured;//[Offset: 0x13c , Size: 4]
  19027.         float TolerateShootHitAngle;//[Offset: 0x140 , Size: 4]
  19028.         float TolerateBulletImpactOffsetDistSqured;//[Offset: 0x144 , Size: 4]
  19029.         float TolerateBulletDirOffsetSquared;//[Offset: 0x148 , Size: 4]
  19030.         uint32 TolerateCharacterImpactOffsetDistSqured;//[Offset: 0x14c , Size: 4]
  19031.         float TolerateShootRange;//[Offset: 0x150 , Size: 4]
  19032.         byte[] traceObjectTypes;//[Offset: 0x154 , Size: 12]
  19033.         float ShooterWeaponRange;//[Offset: 0x160 , Size: 4]
  19034.         float ShooterWeaponHeight;//[Offset: 0x164 , Size: 4]
  19035.         bool bAllowShortReverseDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168 , Size: 1]
  19036.         float ShortDirReverseDistance;//[Offset: 0x16c , Size: 4]
  19037.         float TolerateShootMuzzleHeight;//[Offset: 0x170 , Size: 4]
  19038.         bool bUseSimpleVerifyHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174 , Size: 1]
  19039.         bool bUseSimpleVerifyHitParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x175 , Size: 1]
  19040.         bool bTimeCompensationDisable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x176 , Size: 1]
  19041.         float TolerateLocusSingle;//[Offset: 0x178 , Size: 4]
  19042.         float TolerateLocusDist;//[Offset: 0x17c , Size: 4]
  19043.         float TolerateLocusSegment;//[Offset: 0x180 , Size: 4]
  19044.         float TolerateBoxExpand;//[Offset: 0x184 , Size: 4]
  19045.         float TolerateLocusZOffsetUp;//[Offset: 0x188 , Size: 4]
  19046.         float TolerateLocusZOffsetDown;//[Offset: 0x18c , Size: 4]
  19047.         float LocusSearchBackTime;//[Offset: 0x190 , Size: 4]
  19048.         float LocusZHistoryUpInVehicle;//[Offset: 0x194 , Size: 4]
  19049.         float MaxGunPosZHeight;//[Offset: 0x198 , Size: 4]
  19050.         float MaxGunPosLength;//[Offset: 0x19c , Size: 4]
  19051.         Vector GiftHeadBoundingBoxUpperOffset;//[Offset: 0x1a0 , Size: 12]
  19052.         Vector GiftHeadBoundingBoxLowerOffset;//[Offset: 0x1ac , Size: 12]
  19053.         bool bVerifyBonePointInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8 , Size: 1]
  19054.         bool bVerifyBoneHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b9 , Size: 1]
  19055.         float BonePointTorelate;//[Offset: 0x1bc , Size: 4]
  19056.         Vector VerifiedBoneScale;//[Offset: 0x1c0 , Size: 12]
  19057.         uint32 TolerateCharacterImpactOffsetDistSquredOnVehicle;//[Offset: 0x1cc , Size: 4]
  19058.         bool GM_VerifyProjectileBulletShootPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1]
  19059.         bool GM_VerifyProjectileBulletShootPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d1 , Size: 1]
  19060.         Character* CharacterOwner;//[Offset: 0x1d4 , Size: 4]
  19061.         bool GM_VerifyShootPointByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8 , Size: 1]
  19062.         bool GM_VerifyShooterAndMuzzleDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9 , Size: 1]
  19063.         uint32 TolerateMuzzleAndCharacterDisSquare;//[Offset: 0x1dc , Size: 4]
  19064.         uint32 TolerateMuzzleAndVehicleDisSquare;//[Offset: 0x1e0 , Size: 4]
  19065.         bool GM_VerifyServerShooterPosDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e4 , Size: 1]
  19066.         bool GM_VerifyBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e5 , Size: 1]
  19067.         int MaxBlockLineTraceTimes;//[Offset: 0x1e8 , Size: 4]
  19068.         float VehiclePosCheckInterval;//[Offset: 0x1ec , Size: 4]
  19069.         float MaxVehicleSpeed;//[Offset: 0x1f0 , Size: 4]
  19070.         float TolerateVehicleDis;//[Offset: 0x1f4 , Size: 4]
  19071.         float MaxTolerateVehicleDis;//[Offset: 0x1f8 , Size: 4]
  19072.         float CharacterPosCheckInterval;//[Offset: 0x1fc , Size: 4]
  19073.         float MaxCharacterSpeed;//[Offset: 0x200 , Size: 4]
  19074.         float TolerateCharacterDis;//[Offset: 0x204 , Size: 4]
  19075.         float MaxTolerateCharacterDis;//[Offset: 0x208 , Size: 4]
  19076.         float SimVehiclePosCheckInterval;//[Offset: 0x20c , Size: 4]
  19077.         float SimTolerateVehicleDis;//[Offset: 0x210 , Size: 4]
  19078.         float SimMaxTolerateVehicleDis;//[Offset: 0x214 , Size: 4]
  19079.         float SimCharacterPosCheckInterval;//[Offset: 0x218 , Size: 4]
  19080.         float SimTolerateCharacterDis;//[Offset: 0x21c , Size: 4]
  19081.         float SimMaxTolerateCharacterDis;//[Offset: 0x220 , Size: 4]
  19082.         float SimMaxVictmPosChangeSpeed;//[Offset: 0x224 , Size: 4]
  19083.         float TolerateNetDelay;//[Offset: 0x228 , Size: 4]
  19084.         float TolerateMaxVictmPosDis;//[Offset: 0x22c , Size: 4]
  19085.         bool GM_VerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230 , Size: 1]
  19086.         float TolerateDownShootMuzzleAndCharacterBottomHeight;//[Offset: 0x234 , Size: 4]
  19087.         float TolerateDownShootMaxMuzzleAndCharacterHeight;//[Offset: 0x238 , Size: 4]
  19088.         float TolerateMaxWeaponAimAndOwnerHeadHeight;//[Offset: 0x23c , Size: 4]
  19089.         float TolerateMinWeaponAimAndOwnerHeadHeight;//[Offset: 0x240 , Size: 4]
  19090.         float TolerateMinMuzzleFloorHeight;//[Offset: 0x244 , Size: 4]
  19091.         float TolerateWeaponAimAndOwnerHeadDis;//[Offset: 0x248 , Size: 4]
  19092.         float TolerateWeaponAndOwnerHeadDis;//[Offset: 0x24c , Size: 4]
  19093.         float VerifyDownShootCD;//[Offset: 0x250 , Size: 4]
  19094.         bool GM_VerifyActorPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c , Size: 1]
  19095.         float GrayWeaponAndShootAngle;//[Offset: 0x260 , Size: 4]
  19096.         uint32 GrayCharacterImpactMaxOffset;//[Offset: 0x264 , Size: 4]
  19097.         float GrayImpactPointChangeMinSqured;//[Offset: 0x268 , Size: 4]
  19098.         float GrayBulletImpactOffsetMaxDist;//[Offset: 0x26c , Size: 4]
  19099.         WeaponAntiData CacheWeaponAntiData;//[Offset: 0x270 , Size: 24]
  19100.         Vector LastImpactPoint;//[Offset: 0x288 , Size: 12]
  19101.         byte VertifyMuzzleHeight(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* ShootWeapon);// 0x1dacd98
  19102.         byte VertifyImpactActorPosWithNoLagCompensation(STExtraShootWeapon* ShootWeapon, Pawn* VictmPawn, out const Vector InImpactActorPos);// 0x1dacc84
  19103.         byte VertifyClientAntiCheatResult(uint16 ClientAntiCheatResult, STExtraShootWeapon* ShootWeapon);// 0x1dacbc0
  19104.         byte VerityOwnerAndGunBlock(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* ShootWeapon);// 0x1dacaac
  19105.         byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dabb08
  19106.         byte VerifyWeaponOwnerPos(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dac990
  19107.         byte VerifyWeaponOwnerAndMuzzleDis(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dac874
  19108.         byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x1dab9a8
  19109.         float SimulatedCharacterServerTimeHighPrecision();// 0x1dac844
  19110.         float SimulatedCharacterServerTime();// 0x1dab978
  19111.         void RPC_DrawHeadBox(CharacterHistoryData DataToDraw);// 0x1dac768
  19112.         void GrayVerify(STExtraShootWeapon* Weapon, out const BulletHitInfoUploadData ShootData);// 0x1dac65c
  19113.         float GetTolerateSimuPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x1dac598
  19114.         float GetTolerateServerVictmPosTolerateByNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x1dac4d4
  19115.         float GetTolerateServerVictmPosByNearMaxNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x1dac410
  19116.         float GetTolerateServerShooterPosDisByNetDelay(Pawn* AttackerPawn);// 0x1dac390
  19117.         float GetTolerateAutonomousPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x1dac2cc
  19118.         float GetNearMaxNetDelay(Pawn* TargetPawn, float NearTime);// 0x1dac208
  19119.         float GetNearAvgNetDelay(Pawn* TargetPawn, float NearNum);// 0x1dac144
  19120.  
  19121. --------------------------------
  19122. Class: EntityAntiCheatComponent.ActorComponent.Object
  19123.         bool bVerifyClientHitAndBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  19124.         bool bVerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd , Size: 1]
  19125.         ShootVerifyConfig VictimShootVerify;//[Offset: 0xc0 , Size: 16]
  19126.         float TolerateOwnerAndBulletDist;//[Offset: 0xd0 , Size: 4]
  19127.  
  19128. --------------------------------
  19129. Class: ShootVerifyConfig
  19130.         float ClientMuzzleHeightMax;//[Offset: 0x0 , Size: 4]
  19131.         float ClientPureMuzzleHeightMax;//[Offset: 0x4 , Size: 4]
  19132.         float VehicleWeaponClientMuzzleHeightMax;//[Offset: 0x8 , Size: 4]
  19133.         float VehicleWeaponClientPureMuzzleHeightMax;//[Offset: 0xc , Size: 4]
  19134.  
  19135. --------------------------------
  19136. Class: DistanceContinueHitCheck
  19137.         float CheckDisSquared;//[Offset: 0x0 , Size: 4]
  19138.         int MaxContinueTimes;//[Offset: 0x4 , Size: 4]
  19139.         float ShootIntervalBuff;//[Offset: 0x8 , Size: 4]
  19140.         float MaxCheatTimes;//[Offset: 0xc , Size: 4]
  19141.  
  19142. --------------------------------
  19143. Class: ServerCheckBox
  19144.         byte PoseID;//[Offset: 0x0 , Size: 1]
  19145.         Vector BodyBoundBoxExtent;//[Offset: 0x4 , Size: 12]
  19146.         Vector HeadBoundBoxExtent;//[Offset: 0x10 , Size: 12]
  19147.         Vector Offset;//[Offset: 0x1c , Size: 12]
  19148.         Vector PitchOffset;//[Offset: 0x28 , Size: 12]
  19149.         float ReferenceHSlope;//[Offset: 0x34 , Size: 4]
  19150.         float ReferenceVSlope;//[Offset: 0x38 , Size: 4]
  19151.         float HMinScale;//[Offset: 0x3c , Size: 4]
  19152.         float VMinScale;//[Offset: 0x40 , Size: 4]
  19153.         float HMaxScale;//[Offset: 0x44 , Size: 4]
  19154.         float VMaxScale;//[Offset: 0x48 , Size: 4]
  19155.  
  19156. --------------------------------
  19157. Class: CharacterHistoryData
  19158.         Vector Location;//[Offset: 0x0 , Size: 12]
  19159.         Rotator Rotation;//[Offset: 0xc , Size: 12]
  19160.         Box BoundBox;//[Offset: 0x18 , Size: 28]
  19161.         Box HeadBoundBox;//[Offset: 0x34 , Size: 28]
  19162.         bool IsInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 , Size: 1]
  19163.         Vector VehicleLocation;//[Offset: 0x54 , Size: 12]
  19164.         enum MoveBaseState;//[Offset: 0x60 , Size: 1]
  19165.  
  19166. --------------------------------
  19167. Class: VehicleDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
  19168.  
  19169. --------------------------------
  19170. Class: STPointDamageEvent.PointDamageEvent.DamageEvent
  19171.         int ItemID;//[Offset: 0xa0 , Size: 4]
  19172.  
  19173. --------------------------------
  19174. Class: PointDamageEvent.DamageEvent
  19175.         float Damage;//[Offset: 0x8 , Size: 4]
  19176.         Vector_NetQuantizeNormal ShotDirection;//[Offset: 0xc , Size: 12]
  19177.         HitResult HitInfo;//[Offset: 0x18 , Size: 136]
  19178.  
  19179. --------------------------------
  19180. Class: RadialDamageEvent.DamageEvent
  19181.         RadialDamageParams Params;//[Offset: 0x8 , Size: 20]
  19182.         Vector Origin;//[Offset: 0x1c , Size: 12]
  19183.         HitResult[] ComponentHits;//[Offset: 0x28 , Size: 12]
  19184.  
  19185. --------------------------------
  19186. Class: RadialDamageParams
  19187.         float BaseDamage;//[Offset: 0x0 , Size: 4]
  19188.         float MinimumDamage;//[Offset: 0x4 , Size: 4]
  19189.         float InnerRadius;//[Offset: 0x8 , Size: 4]
  19190.         float OuterRadius;//[Offset: 0xc , Size: 4]
  19191.         float DamageFalloff;//[Offset: 0x10 , Size: 4]
  19192.  
  19193. --------------------------------
  19194. Class: PoisonDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
  19195.  
  19196. --------------------------------
  19197. Class: MeleeDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
  19198.  
  19199. --------------------------------
  19200. Class: FallingDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
  19201.  
  19202. --------------------------------
  19203. Class: DrowningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
  19204.  
  19205. --------------------------------
  19206. Class: STBurningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
  19207.  
  19208. --------------------------------
  19209. Class: STAirAttackRadialDamageEvent.RadialDamageEvent.DamageEvent
  19210.  
  19211. --------------------------------
  19212. Class: RoadPointInfo
  19213.         int ID;//[Offset: 0x0 , Size: 4]
  19214.         int Radius;//[Offset: 0x4 , Size: 4]
  19215.         Vector pos;//[Offset: 0x8 , Size: 12]
  19216.  
  19217. --------------------------------
  19218. Class: DropItemConfig
  19219.         int ItemDropPercent;//[Offset: 0x0 , Size: 4]
  19220.         int ItemDropRuleID;//[Offset: 0x4 , Size: 4]
  19221.         int RandomCount;//[Offset: 0x8 , Size: 4]
  19222.  
  19223. --------------------------------
  19224. Class: DropPropData
  19225.         int ItemID;//[Offset: 0x0 , Size: 4]
  19226.         int ItemCount;//[Offset: 0x4 , Size: 4]
  19227.         int DropMode;//[Offset: 0x8 , Size: 4]
  19228.         bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  19229.  
  19230. --------------------------------
  19231. Class: AvatarCapture.Actor.Object
  19232.         SkeletalMeshComponent* DisplayMesh;//[Offset: 0x2c4 , Size: 4]
  19233.         MeshComponent* WeaponMesh;//[Offset: 0x2c8 , Size: 4]
  19234.         STExtraPlayerController* ASTPC;//[Offset: 0x2cc , Size: 4]
  19235.         <int,WeaponAnimAsset> WeaponAnimList;//[Offset: 0x2d0 , Size: 60]
  19236.         class AnimInstance* animBP;//[Offset: 0x30c , Size: 4]
  19237.         delegate OnWeaponBlendAnim;//[Offset: 0x310 , Size: 12]
  19238.         int CurUseWeaponSkinID;//[Offset: 0x31c , Size: 4]
  19239.         bool bIsNewViewTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320 , Size: 1]
  19240.         <int,FName> SlotToSocket;//[Offset: 0x324 , Size: 60]
  19241.         FName OBPlayerName;//[Offset: 0x360 , Size: 8]
  19242.         STExtraCharacter* OBPlayerPawn;//[Offset: 0x368 , Size: 4]
  19243.         CharacterAvatarComponent2* OBAvatar;//[Offset: 0x36c , Size: 4]
  19244.         WeaponManagerComponent* OBWeaponMgr;//[Offset: 0x370 , Size: 4]
  19245.         StaticMeshComponent*[] StMeshList;//[Offset: 0x374 , Size: 12]
  19246.         SkeletalMeshComponent*[] SkMeshList;//[Offset: 0x380 , Size: 12]
  19247.         SkeletalMeshComponent* PendantComponent;//[Offset: 0x38c , Size: 4]
  19248.         FName[] HideBoneNames;//[Offset: 0x390 , Size: 12]
  19249.         SkeletalMesh*[] SkMeshResList;//[Offset: 0x39c , Size: 12]
  19250.         MeshComponent*[] WeaponAttachmentList;//[Offset: 0x3a8 , Size: 12]
  19251.         SceneCaptureComponent2D* Capture2D;//[Offset: 0x3b4 , Size: 4]
  19252.         DirectionalLightComponent* DirectionalLight;//[Offset: 0x3b8 , Size: 4]
  19253.         bool IsCaptureEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1]
  19254.         bool SetOBTarget(STExtraCharacter* PlayerPawn, CharacterAvatarComponent2* AvatarComp, WeaponManagerComponent* WeaponMgr);// 0x1c94cfc
  19255.         void SetEnable(bool IsEnable);// 0x1c94c7c
  19256.         void ResetWeaponPendant(int WeaponId);// 0x1c94c04
  19257.         void ResetBackpackPendant(CharacterAvatarComponent2* AvatarComponent);// 0x1c94b8c
  19258.         void RenderCaptureScene();// 0x1c94b78
  19259.         void RefreshAvatar();// 0x1c94b64
  19260.         void OnWeaponSystemDataChanged(out WeaponSystemDataOnSimulateClient WeaponSystemData);// 0x1c94abc
  19261.         void OnWeaponAvatarEquipped(int SlotID, ItemDefineID NewItemID);// 0x1c949ec
  19262.         void OnSimulatedWeaponChanged();// 0x1c949d8
  19263.         void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemID);// 0x1c948cc
  19264.         void OnAvatarAllMeshLoaded();// 0x1c948b8
  19265.         SkeletalMesh* MergeMesh(out SkeletalMesh*[] SkMeshList, SkeletalMesh* RefMesh);// 0x1c9479c
  19266.         int[] GetWeaponSkinIDs();// 0x1c946dc
  19267.         CharacterAvatarComponent2* GetOBAvatarComponent();// 0x1c946b4
  19268.         AnimSequenceBase* GetAnimSeqAsset(SoftObjectPath AnimResRef);// 0x1c94540
  19269.         void EquipWeapon();// 0x1c9452c
  19270.         void EquipPlayerAvatar(CharacterAvatarComponent2* AvatarComponent);// 0x1c944b4
  19271.         void DisplayAvatar(bool IsEnable, STExtraCharacter* PlayerPawn);// 0x1c943ec
  19272.         void CreateWeapon(bool IsSkeletalMesh);// 0x1c9436c
  19273.         void BluePrintSetEnable(bool IsEnable);// 0x2859eb0
  19274.         void ApplyAnimation();// 0x1c94358
  19275.  
  19276. --------------------------------
  19277. Class: WeaponAnimAsset
  19278.         FName WeaponName;//[Offset: 0x0 , Size: 8]
  19279.         AnimSequenceBase* AnimPose;//[Offset: 0x8 , Size: 40]
  19280.         AnimSequenceBase* AnimAdd;//[Offset: 0x30 , Size: 40]
  19281.         AnimSequenceBase* WeaponAnimBP;//[Offset: 0x58 , Size: 40]
  19282.  
  19283. --------------------------------
  19284. Class: CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
  19285.         int gender;//[Offset: 0x618 , Size: 4]
  19286.         delegate OnAvatarEquipped;//[Offset: 0x61c , Size: 12]
  19287.         int HeadAvatarID;//[Offset: 0x638 , Size: 4]
  19288.         int PreHeadAvatarID;//[Offset: 0x63c , Size: 4]
  19289.         bool isEnable2PassHairMarkDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x641 , Size: 1]
  19290.         bool forceLodMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x650 , Size: 1]
  19291.         bool bEnableCameraModeLODControll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x651 , Size: 1]
  19292.         <FName> HadHideBoneNames;//[Offset: 0x654 , Size: 60]
  19293.         enum[] OpenResetHideBone;//[Offset: 0x690 , Size: 12]
  19294.         <enum,AvatarHideBonesDesc> AvatarHideBoneMap;//[Offset: 0x69c , Size: 60]
  19295.         int[] ignoreSlots;//[Offset: 0x6d8 , Size: 12]
  19296.         int WholeBodyModelID;//[Offset: 0x6e4 , Size: 4]
  19297.         int CurrentClothID;//[Offset: 0x6e8 , Size: 4]
  19298.         int[] NeedRemoveSlot;//[Offset: 0x6ec , Size: 12]
  19299.         bool bWearingSuit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f8 , Size: 1]
  19300.         <enum,FName> ClothMaterialColorName;//[Offset: 0x6fc , Size: 60]
  19301.         <enum,FName> ClothMaterialSkinName;//[Offset: 0x738 , Size: 60]
  19302.         <enum,BackpackAvatarItemColor*> RunningColorHandle;//[Offset: 0x774 , Size: 60]
  19303.         <enum,BackpackAvatarItemPattern*> RunningPatternHandle;//[Offset: 0x7b0 , Size: 60]
  19304.         <int,AvatarEffectGroup> LoadedEffectGroup;//[Offset: 0x7ec , Size: 60]
  19305.         delegate OnAvatarAttachEquipped;//[Offset: 0x828 , Size: 12]
  19306.         delegate OnClothParticleEquipped;//[Offset: 0x834 , Size: 12]
  19307.         <int,AvatarAttachMeshGroup> LoadedAttachMeshGroup;//[Offset: 0x840 , Size: 60]
  19308.         int ConfigMinDistFromMainChar;//[Offset: 0x87c , Size: 4]
  19309.         int ConfigMaxDistFromMainChar;//[Offset: 0x880 , Size: 4]
  19310.         int ConfigBaseNonRenderedUpdateRate;//[Offset: 0x884 , Size: 4]
  19311.         float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0x888 , Size: 12]
  19312.         AvatarAttachMeshFrameSkipMap[] ConfigLODToFrameSkipMap;//[Offset: 0x894 , Size: 12]
  19313.         int EnableEquipAvatarPendant;//[Offset: 0x8a0 , Size: 4]
  19314.         bool bConsiderDefaultReplaceModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a4 , Size: 1]
  19315.         bool bAllowSetInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a5 , Size: 1]
  19316.         <int,AdditonalAvatarStruct> AdditionalAvatarMap;//[Offset: 0x8a8 , Size: 60]
  19317.         FakeHeadInfo FakeHeadInfo;//[Offset: 0x8e8 , Size: 56]
  19318.         class AnimInstance* SoftAnimBPClass;//[Offset: 0x920 , Size: 40]
  19319.         int TypeToInt(enum InSlotType);// 0x1d033e8
  19320.         void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1d032ac
  19321.         void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1d031d8
  19322.         void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1d03104
  19323.         bool SetSkinMaterial(int SlotID, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x1d02fe4
  19324.         void SetNormalMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, int SlotID, BackpackAvatarHandle* InAvatarHandle);// 0x1d02e6c
  19325.         bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);// 0x1d02d48
  19326.         void SetIgnoreSlots(BackpackAvatarHandle* avatar);// 0x1d02cd0
  19327.         void SetClothParticleVisibility(int SlotID, bool Visible, bool IsForCE);// 0x1d02bbc
  19328.         bool SetBodySuitsMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, BackpackAvatarHandle* InAvatarHandle);// 0x1d02a80
  19329.         void SetAvatarVisibility(enum SlotType, bool Visible, bool IsForCE);// 0x1d0296c
  19330.         void SetAvatarGender(int AGender);// 0x1d028f4
  19331.         void SetAvatarForceLOD(enum SlotType, int LODLevel);// 0x1d02838
  19332.         void SetAllMeshCharMode(bool bMainChar);// 0x1d027b8
  19333.         void ResetBackpackPendant(int InSlotID, BackpackAvatarHandle* AvatarHandle);// 0x1d026fc
  19334.         void ResetAnimDynamicsByMeshComp(MeshComponent* MeshComp);// 0x1d0267c
  19335.         void ResetAllAnimDynamics();// 0x1d02660
  19336.         void RequestSyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1d02594
  19337.         void RemoveClothParticleEffect(int SlotID);// 0x1d0251c
  19338.         void RemoveAttachMesh(int SlotID);// 0x1d024a4
  19339.         void ProcessClothSuits();// 0x1d02488
  19340.         void ProcessAvatarRectify();// 0x1d0246c
  19341.         void PreProcessBeforeLoadMesh();// 0x1d02450
  19342.         void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2859eb0
  19343.         void PostProcessAfterLoadMesh();// 0x1d02434
  19344.         void OnSyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1d02368
  19345.         void OnRep_BodySlotStateChanged();// 0x1c9a950
  19346.         void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1d02294
  19347.         void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1d02174
  19348.         void OnClothParticleEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0
  19349.         void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1d02048
  19350.         void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1d01f6c
  19351.         void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1d01e34
  19352.         void OnAvatarEquippedCall(enum SlotType, bool bEquipped, int ItemID);// 0x1d01d28
  19353.         void OnAvatarEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0
  19354.         void OnAvatarAttachEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0
  19355.         void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1d01ca8
  19356.         void OnAsyncLoadBattleHandlesDone_Download(out const BattleItemHandleBase*[] AvatarHandles);// 0x1d01bd4
  19357.         void OnAsyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1d01b00
  19358.         bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1d019d8
  19359.         bool IsUseDefaultReplaceModel(int InSlotID, out const ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle);// 0x1d018b0
  19360.         bool IsTeammate();// 0x1c9834c
  19361.         bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1d017b4
  19362.         bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1d016b8
  19363.         bool IsPendantExistAndBackpackHided(int SlotType);// 0x1d01638
  19364.         bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1d0156c
  19365.         bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1d0143c
  19366.         enum IntToType(int InSlotID);// 0x1d013c8
  19367.         void InitMasterComponent();// 0x1d013b4
  19368.         void Initialize();// 0x1ce00b0
  19369.         void InitialAvatarParam(int AGender);// 0x1d0133c
  19370.         void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x1d012c4
  19371.         void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x1d011c4
  19372.         bool InitBodyMeshByHead(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1d010e0
  19373.         bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh);// 0x2859eb0
  19374.         bool HandleUnEquipCloth(out const ItemDefineID InItemID);// 0x1d01048
  19375.         bool HandleUnEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1d00f6c
  19376.         void HandleHeadEquipped(BattleItemHandleBase* Handle);// 0x1d00ef4
  19377.         void HandleEquipInitalCloth(BattleItemHandleBase* InItemHandle);// 0x1d00e7c
  19378.         bool HandleEquipCloth(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1d00da0
  19379.         bool HandleEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1d00cc4
  19380.         StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x1d00c10
  19381.         enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1d00b00
  19382.         SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x1d00a4c
  19383.         enum GetPendantSlotType();// 0x1d00a1c
  19384.         MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1d00994
  19385.         MaterialInstanceDynamic* GetMaterialBySlotName(enum InSlotType, FName SlotName);// 0x1d008d0
  19386.         MaterialInstance* GetMaterial(out const MeshPackage MeshPack);// 0x1d0081c
  19387.         BackpackAvatarHandle* GetLoadedHandle(int SlotID);// 0x1d0079c
  19388.         int GetEquipmentSkinItemID(int InItemID);// 0x1d00714
  19389.         bool GetEquimentMeshBySlot(int Slot, out MeshData MeshPack);// 0x1d0061c
  19390.         int[] GetDefaultBodyItemIDList();// 0x1d0055c
  19391.         FName GetClothMaterialSkinName(enum SlotType, bool bSuit);// 0x1d00488
  19392.         FName GetClothMaterialColorName(enum SlotType, bool bSuit);// 0x1d003b4
  19393.         MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x2859eb0
  19394.         BackpackAvatarItemPattern* GetAvatarItemPattern(enum InSlotType, int InPatternID, int InNumID);// 0x1d002ac
  19395.         BackpackAvatarItemColor* GetAvatarItemColor(enum InSlotType, int InColorID);// 0x1d001e8
  19396.         enum GetAttachPartSlotType();// 0x1d001b8
  19397.         MeshComponent* GetAttachParentMesh(int SlotID);// 0x1d00130
  19398.         bool GetAttachMeshResRef(out const AvatarAttachMeshData MeshPack, out SoftObjectPath OutAssetRef);// 0x1cfffac
  19399.         void GetAllEquipItems(out int[] EquipItems);// 0x1cffee0
  19400.         bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle);// 0x2859eb0
  19401.         bool EnableEquipAvatarPendantFeature();// 0x1cffeb8
  19402.         bool DeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x1cffde4
  19403.         BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID);// 0x2859eb0
  19404.         BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID);// 0x2859eb0
  19405.         ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1cffd00
  19406.         void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x1cffc68
  19407.         bool CheckShouldEquipDefaultItem(int InSlotID);// 0x1cffbe0
  19408.         bool CheckIsHiddenByOther(int InItemResID);// 0x1cffb60
  19409.         void AsyncLoadClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1cffaa4
  19410.         void AsyncLoadAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1cff9e8
  19411.         void ApplyMeshCompCollision(int SlotID);// 0x1cff970
  19412.         bool ApplyMaterial(MeshComponent* InMeshComponent, ItemHandleBase* InItemHandle);// 0x1cff8a4
  19413.         void ApplyClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1cff7e8
  19414.         void ApplyAvatarCustomInfo(int InSlotID, MaterialInstanceDynamic* InMatDynamic, BackpackAvatarItemColor* InColorHandle, BackpackAvatarItemPattern* InPatternHandle);// 0x1cff6a0
  19415.         void ApplyAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1cff5e4
  19416.         void ApplyAnimListOverride(ItemHandleBase* InItemHandle, bool IsPutOn);// 0x1cff518
  19417.         void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x1cff498
  19418.  
  19419. --------------------------------
  19420. Class: SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
  19421.         <int,FName> SlotToSocket;//[Offset: 0x334 , Size: 60]
  19422.         <int,ItemDefineID> DefaultAvataConfig;//[Offset: 0x370 , Size: 60]
  19423.         <int,SlotMeshDesc> LoadedMeshComps;//[Offset: 0x3ac , Size: 60]
  19424.         <int,SlotHandleDesc> LoadedHandleDescs;//[Offset: 0x3e8 , Size: 60]
  19425.         delegate OnAvatarBeginLoadMesh;//[Offset: 0x424 , Size: 12]
  19426.         delegate OnAvatarAllMeshLoaded;//[Offset: 0x430 , Size: 12]
  19427.         delegate OnAvatarMeshEquipped;//[Offset: 0x43c , Size: 12]
  19428.         delegate OnAvatarMeshMaterialApplyed;//[Offset: 0x448 , Size: 12]
  19429.         bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454 , Size: 1]
  19430.         bool EnableMeshOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x455 , Size: 1]
  19431.         bool IsGameStateValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x456 , Size: 1]
  19432.         ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x458 , Size: 12]
  19433.         <int> NoAutoPutonAfterDownloadItems;//[Offset: 0x464 , Size: 60]
  19434.         int AsyncLoadReqID;//[Offset: 0x538 , Size: 4]
  19435.         int LastAsyncLoadReqID;//[Offset: 0x53c , Size: 4]
  19436.         bool bAutonomousLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550 , Size: 1]
  19437.         AvatarEntity*[] EntityTickList;//[Offset: 0x554 , Size: 12]
  19438.         <int,AvatarEntity*> AvatarEntityList;//[Offset: 0x560 , Size: 60]
  19439.         AvatarEntityFactory* EntityFactory;//[Offset: 0x59c , Size: 4]
  19440.         bool bLoadWithBatchBody;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a0 , Size: 1]
  19441.         void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1d032ac
  19442.         void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1d031d8
  19443.         void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1d03104
  19444.         bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);// 0x1d02d48
  19445.         void SetLoadMeshWithBatchBody(bool bFlag);// 0x1e4ef00
  19446.         void ResetSlotSyncData();// 0x1e4eee4
  19447.         void RequestSyncLoadMeshesWithPath(out const SoftObjectPath[] AssetPathList);// 0x1e4edb0
  19448.         void RequestSyncLoadMeshes();// 0x1e4ed9c
  19449.         void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1c9837c
  19450.         void RequestAsyncLoadMeshes();// 0x1e4ed88
  19451.         void RequestAsyncLoadHandles();// 0x1e4ed74
  19452.         void RemoveEquippedAvatar(int InSlotID);// 0x1e4ecf4
  19453.         void RemoveAllEquippedAvatar(bool bClearMasterMesh);// 0x1e4ec6c
  19454.         void ReloadLogicAvatar(int SlotID, enum ReloadType, bool bReBuild);// 0x1e4eb5c
  19455.         void ReloadAllLogicAvatar(enum ReloadType);// 0x1e4eadc
  19456.         void ReloadAllEquippedAvatar(enum ReloadType);// 0x1e4ea5c
  19457.         bool PutOnEquipmentByResID(int resID);// 0x1e4e9d4
  19458.         bool PutOffEquimentByResID(int resID);// 0x1e4e94c
  19459.         void PreProcessBeforeLoadMesh();// 0x1d02450
  19460.         void PostProcessAfterLoadMesh();// 0x1d02434
  19461.         void OnSyncLoadMeshesDone();// 0x1e4e938
  19462.         void OnRep_BodySlotStateChanged();// 0x1c9a950
  19463.         void OnAvatarMeshMaterialApplyed__DelegateSignature(MeshComponent* MeshComponent);// 0x2859eb0
  19464.         void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1d02048
  19465.         void OnAvatarMeshEquipped__DelegateSignature(int SlotID, bool bEquipped, int ItemID);// 0x2859eb0
  19466.         void OnAvatarBeginLoadMesh__DelegateSignature();// 0x2859eb0
  19467.         void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2859eb0
  19468.         void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1d01ca8
  19469.         void OnAsyncLoadHandlesDone_Download(out const ItemHandleBase*[] AvatarHandles);// 0x1e4e864
  19470.         void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x1e4e790
  19471.         void OnAllAvatarHandleLoadedDoneSync();// 0x1e4e77c
  19472.         void OnAllAvatarHandleLoadedDone();// 0x1e4e768
  19473.         bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1d019d8
  19474.         bool IsValidStateToRequestDownload();// 0x1e4e740
  19475.         bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x1e4e674
  19476.         bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1d0156c
  19477.         bool IsItemHasEquipped(int InItemID);// 0x1e4a154
  19478.         bool IsEnableItemDownload(int ItemID);// 0x2859eb0
  19479.         bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x1e4a01c
  19480.         bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x1c6e390
  19481.         bool IsAdvanceVehicleBodySlot(int SlotID);// 0x1c6e498
  19482.         void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x1e4e5b0
  19483.         enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1d00b00
  19484.         enum GetMeshTypeBySlot(int InSlotID);// 0x1e4e530
  19485.         MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x1e4e4b0
  19486.         MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1d00994
  19487.         ItemHandleBase*[] GetLoadedItemHandlePool();// 0x1e4e440
  19488.         int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID);// 0x1e4e330
  19489.         int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID);// 0x1e4e220
  19490.         AvatarEntityFactory* GetEntityFactory();// 0x1e4e1f0
  19491.         SoftObjectPath GetBatchDefaultBodyPath();// 0x2859eb0
  19492.         ItemHandleBase* GetAvatarHandleExternal(out const ItemDefineID InItemID, bool bDirectCreate);// 0x1e4e10c
  19493.         AvatarEntity* GetAvatarEntity(int SlotID, FName Option, int SubSlotID);// 0x1e4e004
  19494.         MeshComponent* GetAttachParentMesh(int SlotID);// 0x1d00130
  19495.         int GetAdvanceVehicleInsideSlotID();// 0x1e4dfd4
  19496.         bool GenerateDefaultAvatarConfig(int InBaseSkinID);// 0x2859eb0
  19497.         bool DeleteAvatarMeshData(int InSlotID, bool DestroyComp);// 0x1cffde4
  19498.         ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1cffd00
  19499.         AvatarEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x1e4df10
  19500.         bool CheckSlotInfo(int InSlotID, out bool isHide, out bool isReplace, out bool bVisable, out ItemDefineID OutItemID);// 0x1e4dd28
  19501.         void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x1e4dc5c
  19502.         void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs, out ItemDefineID[] OutRequestItemList);// 0x1e4daf8
  19503.         enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1e4d9e8
  19504.         void BPCreateAvatarCustomHandle(int SlotID, int ItemID, out const AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle);// 0x2859eb0
  19505.         void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1c97edc
  19506.  
  19507. --------------------------------
  19508. Class: SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
  19509.         <int,AvatarSlotDesc> LogicSlotDesc;//[Offset: 0x16c , Size: 60]
  19510.         <int,AvatarSlotDesc> ViewSlotDesc;//[Offset: 0x1a8 , Size: 60]
  19511.         NetAvatarSyncData NetAvatarData;//[Offset: 0x1e4 , Size: 24]
  19512.         AvatarSlotDesc[] PendingEquipItemLogic;//[Offset: 0x1fc , Size: 12]
  19513.         AvatarSlotDesc[] PendingUnEquipItemLogic;//[Offset: 0x208 , Size: 12]
  19514.         delegate OnAvatarEquippedEvent;//[Offset: 0x214 , Size: 12]
  19515.         delegate OnAvatarUnequippedEvent;//[Offset: 0x220 , Size: 12]
  19516.         delegate OnAvatarEquippedFailedEvent;//[Offset: 0x22c , Size: 12]
  19517.         int itemType;//[Offset: 0x238 , Size: 4]
  19518.         enum CustomType;//[Offset: 0x23c , Size: 1]
  19519.         bool bEnableRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244 , Size: 1]
  19520.         bool bEnableBPModifyRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245 , Size: 1]
  19521.         bool bEnableBPModifySlotType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x246 , Size: 1]
  19522.         bool bEnableBPModifySlotName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x247 , Size: 1]
  19523.         int SubSlotStartNum;//[Offset: 0x248 , Size: 4]
  19524.         int SubSlotIntervalNum;//[Offset: 0x24c , Size: 4]
  19525.         int[] AlawysHideResetOperation;//[Offset: 0x310 , Size: 12]
  19526.         bool bEnableConflictRule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c , Size: 1]
  19527.         delegate OnAvatarConflictProcess;//[Offset: 0x320 , Size: 12]
  19528.         void SetForceHideState(int InSlotID, enum InForceHideState);// 0x1e4acd8
  19529.         void RemoveAllEquippedItem();// 0x1e4acc4
  19530.         void OnRep_BodySlotStateChanged();// 0x1c9a950
  19531.         void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1d02294
  19532.         void OnHandleUnequipSlot(int InSlotID);// 0x1e4ac4c
  19533.         void OnHandleUnequipItem(out const AvatarSyncData InSyncData);// 0x1e4aba4
  19534.         void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x1e4aafc
  19535.         void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1d02174
  19536.         void OnAvatarUnequippedEvent__DelegateSignature(int SlotID, ItemDefineID OldItemID);// 0x2859eb0
  19537.         void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1d01f6c
  19538.         void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1d01e34
  19539.         void OnAvatarEquippedFailedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2859eb0
  19540.         void OnAvatarEquippedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2859eb0
  19541.         void OnAvatarConflictProcess__DelegateSignature(int SlotID, ItemDefineID NewItemID, int[] ConflictSlotID);// 0x2859eb0
  19542.         bool ModifyViewDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x1e4a9ec
  19543.         bool ModifyViewDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x1e4a8dc
  19544.         bool ModifyViewDataByForceHide(int InSlotID, bool bHide);// 0x1e4a810
  19545.         bool ModifySyncDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x1e4a700
  19546.         bool ModifySyncDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x1e4a5f0
  19547.         bool ModifySyncDataByForceHide(int InSlotID, enum HideState);// 0x1e4a52c
  19548.         int MakeStateInfo(out const int[] InSlotDesc);// 0x1e4a458
  19549.         AvatarTableData MakeAvatarTableData(out const ItemDefineID InItemID);// 0x1e4a38c
  19550.         bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1d017b4
  19551.         bool IsItemHasMutilReplaceMesh(int InSlotID, out const ItemDefineID InItemID);// 0x1e4a2a8
  19552.         bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1d0143c
  19553.         bool IsEquippedThoseItemList(out const int[] InItemListID);// 0x1e4a1d4
  19554.         bool IsEquippedItemID(int InItemID);// 0x1e4a154
  19555.         bool IsEquippedItemDefineID(out const ItemDefineID InItemID);// 0x1e4a0bc
  19556.         bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x1e4a01c
  19557.         bool HasLogicEquipped(out const ItemDefineID InItemID);// 0x1e49f84
  19558.         bool HandleUnequipSlot(int InSlotID);// 0x1e49f04
  19559.         bool HandleUnequipItem(out const ItemDefineID InItemID);// 0x1e49e6c
  19560.         void HandleItemSlotState(out <int,int> OutHideMap, out <int,int> OutReplaceMap);// 0x1e49c8c
  19561.         void HandleItemResetOrderDesc();// 0x1e49c78
  19562.         void HandleItemResetOperation();// 0x1e49c64
  19563.         void HandleItemReplaceRelation();// 0x1e49c50
  19564.         void HandleItemHideRelation();// 0x1e49c3c
  19565.         bool HandleEquipItem(out const ItemDefineID InItemID, out const AvatarCustom InCustomInfo);// 0x1e49b40
  19566.         void GetViewDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e49998
  19567.         void GetViewDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e497f0
  19568.         bool GetViewDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x1e49714
  19569.         bool GetViewDataBySlot(const int InSlotID, out AvatarSlotDesc OutSlotDesc);// 0x1e495fc
  19570.         void GetSyncDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e49454
  19571.         void GetSyncDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e492ac
  19572.         bool GetSyncDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x1e491d0
  19573.         bool GetSyncDataBySlot(const int InSlotID, out AvatarSyncData OutSlotDesc);// 0x1e490dc
  19574.         int GetLogicEquippedSlot(out const ItemDefineID InItemID);// 0x1e49044
  19575.         int GetItemTemplateID(out const ItemDefineID InItemID);// 0x1e48fa4
  19576.         enum GetForceHideState(int InSlotID);// 0x1e48f24
  19577.         void GetEquippedItemDefineID2(int InSlotID, out ItemDefineID ItemDefineID, out ItemDefineID RealShowItemDefineID);// 0x1e48df4
  19578.         ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x1e48d60
  19579.         int GetAvatarSlotID(int InSubSlotID);// 0x1e48ce0
  19580.         void ClientPostProcessViewDataMiddle();// 0x1e48cc4
  19581.         void ClientPostProcessViewDataBefore();// 0x1e48ca8
  19582.         void ClientPostProcessViewDataAfter();// 0x1e48c8c
  19583.         void ClientBuildAvatarRelationData();// 0x1e48c78
  19584.         void ClientBodySlotStateChanged();// 0x1e48c64
  19585.         bool CheckItemConflictRule(out const ItemDefineID InItemID, out const AvatarTableData InAvatarData);// 0x1e48b1c
  19586.         void BuildAvatarItemMap(out <int,int> OutHideMap, out <int,int> OutReplaceMap);// 0x1e4893c
  19587.         bool BPClientPostProcessViewDataMiddle();// 0x1c6df98
  19588.         bool BPClientPostProcessViewDataBefore();// 0x1e37f08
  19589.         bool BPClientPostProcessViewDataAfter();// 0x1c6e00c
  19590.  
  19591. --------------------------------
  19592. Class: AvatarSlotDesc
  19593.         int SlotID;//[Offset: 0x0 , Size: 4]
  19594.         int SubSlotID;//[Offset: 0x4 , Size: 4]
  19595.         ItemDefineID ItemDefineID;//[Offset: 0x8 , Size: 24]
  19596.         ItemDefineID RealShowItemDefineID;//[Offset: 0x20 , Size: 24]
  19597.         int gender;//[Offset: 0x38 , Size: 4]
  19598.         int HideState;//[Offset: 0x3c , Size: 4]
  19599.         int ReplaceState;//[Offset: 0x40 , Size: 4]
  19600.         bool IsExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 , Size: 1]
  19601.         AvatarCustom CustomInfo;//[Offset: 0x48 , Size: 20]
  19602.         bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  19603.         enum SlotDescDiff;//[Offset: 0x5d , Size: 1]
  19604.         ItemDefineID OldItemDefineID;//[Offset: 0x60 , Size: 24]
  19605.  
  19606. --------------------------------
  19607. Class: AvatarCustom
  19608.         enum CustomType;//[Offset: 0x0 , Size: 1]
  19609.         int ColorID;//[Offset: 0x4 , Size: 4]
  19610.         int PatternID;//[Offset: 0x8 , Size: 4]
  19611.         int NumID;//[Offset: 0xc , Size: 4]
  19612.         int ParticleID;//[Offset: 0x10 , Size: 4]
  19613.  
  19614. --------------------------------
  19615. Class: NetAvatarSyncData
  19616.         AvatarSyncData[] SlotSyncData;//[Offset: 0x0 , Size: 12]
  19617.         int gender;//[Offset: 0xc , Size: 4]
  19618.         int BaseID;//[Offset: 0x10 , Size: 4]
  19619.         int UpdateFlag;//[Offset: 0x14 , Size: 4]
  19620.  
  19621. --------------------------------
  19622. Class: AvatarSyncData
  19623.         int ItemID;//[Offset: 0x0 , Size: 4]
  19624.         int AdditionalItemID;//[Offset: 0x4 , Size: 4]
  19625.         int SlotID;//[Offset: 0x8 , Size: 4]
  19626.         int SubSlotID;//[Offset: 0xc , Size: 4]
  19627.         int HideState;//[Offset: 0x10 , Size: 4]
  19628.         int ReplaceState;//[Offset: 0x14 , Size: 4]
  19629.         int FakeItemID;//[Offset: 0x18 , Size: 4]
  19630.         enum ForceDescDiff;//[Offset: 0x1c , Size: 1]
  19631.         enum OperationType;//[Offset: 0x1d , Size: 1]
  19632.         AvatarCustom CustomInfo;//[Offset: 0x20 , Size: 20]
  19633.         enum ForceHideState;//[Offset: 0x34 , Size: 1]
  19634.  
  19635. --------------------------------
  19636. Class: AvatarTableData
  19637.         int SlotID;//[Offset: 0x0 , Size: 4]
  19638.         int SubSlotID;//[Offset: 0x4 , Size: 4]
  19639.         int[] HideFlags;//[Offset: 0x8 , Size: 12]
  19640.         int[] ReplaceFlags;//[Offset: 0x14 , Size: 12]
  19641.         int[] RecoverHideFlagsWhenSelfHidden;//[Offset: 0x20 , Size: 12]
  19642.         int[] RecoverReplaceFlagsWhenSelfHidden;//[Offset: 0x2c , Size: 12]
  19643.         int[] RecoverHideFlagsWhenSelfReplaced;//[Offset: 0x38 , Size: 12]
  19644.         int[] RecoverReplaceFlagsWhenSelfReplaced;//[Offset: 0x44 , Size: 12]
  19645.         int[] ConflictConfig;//[Offset: 0x50 , Size: 12]
  19646.         int[] ConflictConfigWhenSelfReplaced;//[Offset: 0x5c , Size: 12]
  19647.         int HideBoneSlotID;//[Offset: 0x68 , Size: 4]
  19648.         int HideBoneType;//[Offset: 0x6c , Size: 4]
  19649.         FName[] HideBoneNames;//[Offset: 0x70 , Size: 12]
  19650.  
  19651. --------------------------------
  19652. Class: SlotMeshDesc
  19653.         int SlotID;//[Offset: 0x0 , Size: 4]
  19654.         MeshComponent* MeshComp;//[Offset: 0x4 , Size: 8]
  19655.         ParticleGroup ParticleGroup;//[Offset: 0xc , Size: 36]
  19656.  
  19657. --------------------------------
  19658. Class: ParticleGroup
  19659.         ParticleSystem*[] ParticleSystemList;//[Offset: 0x0 , Size: 12]
  19660.         ParticleSystemComponent*[] ParticleCompList;//[Offset: 0xc , Size: 12]
  19661.         ParticleAsset[] ParticleAssetList;//[Offset: 0x18 , Size: 12]
  19662.  
  19663. --------------------------------
  19664. Class: ParticleAsset
  19665.         Transform Transform;//[Offset: 0x0 , Size: 48]
  19666.         ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40]
  19667.         FName AttachSocket;//[Offset: 0x58 , Size: 8]
  19668.         FName ComponentTag;//[Offset: 0x60 , Size: 8]
  19669.         ParticleSysParam[] InstanceParameters;//[Offset: 0x68 , Size: 12]
  19670.         bool bLimitCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74 , Size: 1]
  19671.         bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75 , Size: 1]
  19672.  
  19673. --------------------------------
  19674. Class: SlotHandleDesc
  19675.         int SlotID;//[Offset: 0x0 , Size: 4]
  19676.         ItemHandleBase* EquipHandle;//[Offset: 0x4 , Size: 8]
  19677.         AvatarCustomBase*[] CustomHandles;//[Offset: 0xc , Size: 12]
  19678.         SoftObjectPath EquipMeshAssetPath;//[Offset: 0x18 , Size: 24]
  19679.  
  19680. --------------------------------
  19681. Class: AvatarCustomBase.CustomBase.Object
  19682.         CustomMatConfig[] MatConfigs;//[Offset: 0x30 , Size: 12]
  19683.         void SetCustomMatParam(MaterialInterface* InMaterial, out const CustomMatConfig InMatConfig, bool bSetTexture);// 0x1d17140
  19684.         void AsyncLoadCustomAssetDone();// 0x1d1712c
  19685.         bool ApplyCustomInfo();// 0x1d15c3c
  19686.  
  19687. --------------------------------
  19688. Class: CustomBase.Object
  19689.         int CustomID;//[Offset: 0x1c , Size: 4]
  19690.         ActorComponent* OwnerComp;//[Offset: 0x20 , Size: 8]
  19691.         MeshComponent* OwnerMeshComp;//[Offset: 0x28 , Size: 8]
  19692.         void SetCustomID(int InCustomID);// 0x1d16db4
  19693.         MeshComponent* GetOwnerMeshComp();// 0x1d16d8c
  19694.         ActorComponent* GetOwnerComp();// 0x1d16d64
  19695.         bool ClearCustomInfo();// 0x1d15c80
  19696.         bool ApplyCustomInfo();// 0x1d15c3c
  19697.  
  19698. --------------------------------
  19699. Class: CustomMatConfig
  19700.         FName SlotName;//[Offset: 0x0 , Size: 8]
  19701.         CustomMatScalar[] ScalarConfig;//[Offset: 0x8 , Size: 12]
  19702.         CustomMatColor[] ColorConfig;//[Offset: 0x14 , Size: 12]
  19703.         CustomMatTextrue[] TextrueConfig;//[Offset: 0x20 , Size: 12]
  19704.  
  19705. --------------------------------
  19706. Class: CustomMatScalar
  19707.         FName ParamName;//[Offset: 0x0 , Size: 8]
  19708.         FName Tips;//[Offset: 0x8 , Size: 8]
  19709.         float Scalar;//[Offset: 0x10 , Size: 4]
  19710.  
  19711. --------------------------------
  19712. Class: CustomMatColor
  19713.         FName ParamName;//[Offset: 0x0 , Size: 8]
  19714.         FName Tips;//[Offset: 0x8 , Size: 8]
  19715.         LinearColor Color;//[Offset: 0x10 , Size: 16]
  19716.  
  19717. --------------------------------
  19718. Class: CustomMatTextrue
  19719.         FName ParamName;//[Offset: 0x0 , Size: 8]
  19720.         FName Tips;//[Offset: 0x8 , Size: 8]
  19721.         Texture* Textrue;//[Offset: 0x10 , Size: 40]
  19722.         FString TextruePath;//[Offset: 0x38 , Size: 12]
  19723.  
  19724. --------------------------------
  19725. Class: AvatarHideBonesDesc
  19726.         HideBoneData[] hideBoneSlots;//[Offset: 0x0 , Size: 12]
  19727.  
  19728. --------------------------------
  19729. Class: BackpackAvatarItemColor.CustomHandleBase.Object
  19730.         SlotToMatColor[] SlotMatColorArray;//[Offset: 0x24 , Size: 12]
  19731.         void SetCustomColorDeffered(MaterialInterface* InMaterial, out const SlotToMatColor InMatColor);// 0x1cb0d68
  19732.         void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1cb0cac
  19733.  
  19734. --------------------------------
  19735. Class: CustomHandleBase.Object
  19736.         CharacterAvatarComponent2* OwnerComponent;//[Offset: 0x1c , Size: 8]
  19737.         void SetMaterialTexture(MaterialInterface* InMaterial, FName InName, Texture* InTexture);// 0x1cb0698
  19738.         void SetMaterialScalar(MaterialInterface* InMaterial, FName InName, float InValue);// 0x1cb0590
  19739.         void SetMaterialColor(MaterialInterface* InMaterial, FName InName, LinearColor InColor);// 0x1cb047c
  19740.         CharacterAvatarComponent2* GetOwnerComponent();// 0x1cb0454
  19741.  
  19742. --------------------------------
  19743. Class: SlotToMatColor
  19744.         enum SlotID;//[Offset: 0x0 , Size: 1]
  19745.         LinearColor[] MaskColor;//[Offset: 0x4 , Size: 12]
  19746.         float GrayScale;//[Offset: 0x10 , Size: 4]
  19747.         Texture* MaskGrayTexture;//[Offset: 0x18 , Size: 40]
  19748.  
  19749. --------------------------------
  19750. Class: BackpackAvatarItemPattern.CustomHandleBase.Object
  19751.         SlotToMatPattern[] SlotMatPatternArray;//[Offset: 0x24 , Size: 12]
  19752.         SoftObjectPath SoftRefPath1;//[Offset: 0x30 , Size: 24]
  19753.         SoftObjectPath SoftRefPath2;//[Offset: 0x48 , Size: 24]
  19754.         void SetCustomPatternDeffered(MaterialInterface* InMaterial, out const SlotToMatPattern InMatPattern);// 0x1cb15cc
  19755.         void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1cb1510
  19756.         bool IsPatternNumMode();// 0x1cb14e8
  19757.         void InitPatternNumID(int InNumID);// 0x1cb1474
  19758.         void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1, out SoftObjectPath OutTexture2);// 0x2859eb0
  19759.  
  19760. --------------------------------
  19761. Class: SlotToMatPattern
  19762.         enum SlotID;//[Offset: 0x0 , Size: 1]
  19763.         Texture* PatternTexture;//[Offset: 0x8 , Size: 40]
  19764.         float IconScale;//[Offset: 0x30 , Size: 4]
  19765.         Texture* PatternTexture;//[Offset: 0x38 , Size: 40]
  19766.         float IconScale;//[Offset: 0x60 , Size: 4]
  19767.         LinearColor IconOffset;//[Offset: 0x64 , Size: 16]
  19768.  
  19769. --------------------------------
  19770. Class: AvatarEffectGroup
  19771.         ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x0 , Size: 12]
  19772.         AvatarEffectData[] EffectDataList;//[Offset: 0xc , Size: 12]
  19773.  
  19774. --------------------------------
  19775. Class: AvatarEffectData
  19776.         Transform Transform;//[Offset: 0x0 , Size: 48]
  19777.         ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40]
  19778.         FName AttachSocket;//[Offset: 0x58 , Size: 8]
  19779.         FName ComponentTag;//[Offset: 0x60 , Size: 8]
  19780.         enum ValidMethod;//[Offset: 0x68 , Size: 1]
  19781.         enum ValidDevice;//[Offset: 0x69 , Size: 1]
  19782.         ParticleSysParam[] InstanceParameters;//[Offset: 0x6c , Size: 12]
  19783.  
  19784. --------------------------------
  19785. Class: AvatarAttachMeshGroup
  19786.         MeshComponent*[] AttachMeshCompList;//[Offset: 0x0 , Size: 12]
  19787.         AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0xc , Size: 12]
  19788.  
  19789. --------------------------------
  19790. Class: AvatarAttachMeshData.AssetPackage
  19791.         Transform Transform;//[Offset: 0x10 , Size: 48]
  19792.         FName AttachSocket;//[Offset: 0x40 , Size: 8]
  19793.         FName SlotName;//[Offset: 0x48 , Size: 8]
  19794.         StaticMesh* StaticMesh;//[Offset: 0x50 , Size: 40]
  19795.         SkeletalMesh* SkeletalMesh;//[Offset: 0x78 , Size: 40]
  19796.         SkeletalMesh* LODSkeletalMesh;//[Offset: 0xa0 , Size: 40]
  19797.         MaterialInterface* MatInstance;//[Offset: 0xc8 , Size: 40]
  19798.         class AnimInstance* AttachAnimBP;//[Offset: 0xf0 , Size: 4]
  19799.         bool bUseScreenFactorOptimizeAnimRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4 , Size: 1]
  19800.  
  19801. --------------------------------
  19802. Class: AssetPackage
  19803.  
  19804. --------------------------------
  19805. Class: AvatarAttachMeshFrameSkipMap
  19806.         int LODLevel;//[Offset: 0x0 , Size: 4]
  19807.         int SkipFrame;//[Offset: 0x4 , Size: 4]
  19808.  
  19809. --------------------------------
  19810. Class: AdditonalAvatarStruct
  19811.         int ItemID;//[Offset: 0x0 , Size: 4]
  19812.         int[] SlotIDList;//[Offset: 0x4 , Size: 12]
  19813.  
  19814. --------------------------------
  19815. Class: FakeHeadInfo
  19816.         bool bEnableFakeHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  19817.         SkeletalMesh* SoftFakeHeadMesh;//[Offset: 0x8 , Size: 40]
  19818.         class AnimInstance* FakeHeadAnimBPClass;//[Offset: 0x30 , Size: 4]
  19819.  
  19820. --------------------------------
  19821. Class: BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
  19822.         enum SlotID;//[Offset: 0x9f , Size: 1]
  19823.         enum SubSlot;//[Offset: 0xa0 , Size: 1]
  19824.         enum specialType;//[Offset: 0xa1 , Size: 1]
  19825.         enum ForceMeshType;//[Offset: 0xa2 , Size: 1]
  19826.         enum ForceLODMeshType;//[Offset: 0xa3 , Size: 1]
  19827.         <enum,int> SuitConfig;//[Offset: 0xa4 , Size: 60]
  19828.         MeshPackage MeshPack;//[Offset: 0xe0 , Size: 568]
  19829.         MeshPackage replacedMeshPack;//[Offset: 0x318 , Size: 568]
  19830.         MeshPackage[] MutilReplacedMeshPack;//[Offset: 0x550 , Size: 12]
  19831.         enum[] hiddenFlags;//[Offset: 0x55c , Size: 12]
  19832.         enum[] subHiddenFlags;//[Offset: 0x568 , Size: 12]
  19833.         enum[] ReplaceFlags;//[Offset: 0x574 , Size: 12]
  19834.         enum[] ignoreFlags;//[Offset: 0x580 , Size: 12]
  19835.         AvatarPostOperation[] postOperation;//[Offset: 0x58c , Size: 12]
  19836.         BackpackComponent* pBackpackComp;//[Offset: 0x598 , Size: 4]
  19837.         int ItemCapacity;//[Offset: 0x59c , Size: 4]
  19838.         int Durability;//[Offset: 0x5a0 , Size: 4]
  19839.         BodyAttachmentConfig BodyAttachmentConfig;//[Offset: 0x5ac , Size: 36]
  19840.         enum hideBoneSlot;//[Offset: 0x5d0 , Size: 1]
  19841.         FName hideBoneName;//[Offset: 0x5d8 , Size: 8]
  19842.         FName[] hideBoneNameArray;//[Offset: 0x5e0 , Size: 12]
  19843.         enum HideBoneType;//[Offset: 0x5ec , Size: 1]
  19844.         <int,AvatarPendantConfig_SpecialParam> PendantSpecialConfigMap;//[Offset: 0x5f0 , Size: 60]
  19845.         AvatarPendantConfig[] PendantConfigList;//[Offset: 0x62c , Size: 12]
  19846.         int PendantConfigIndex;//[Offset: 0x638 , Size: 4]
  19847.         float PendantScale;//[Offset: 0x63c , Size: 4]
  19848.         int DefaultExtendPendantID;//[Offset: 0x640 , Size: 4]
  19849.         AvatarAnimOverrideData[] CharacterAnimListOverrideList;//[Offset: 0x644 , Size: 12]
  19850.         byte CharacterAnimOverrideType;//[Offset: 0x650 , Size: 1]
  19851.         BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x658 , Size: 72]
  19852.         BattleItemAdditionalData[] ArmorAttachmentAdditionalDataList;//[Offset: 0x6a0 , Size: 12]
  19853.         ArmorAttachItemUnit[] CachedArmorAttachmentListBeforeDrop;//[Offset: 0x6ac , Size: 12]
  19854.         void SetItemDurability(int InDurability);// 0x1cafabc
  19855.         void SetItemCapacity(int InCapacity);// 0x1cafa44
  19856.         void PreLocalHandleDisuse();// 0x1cafa30
  19857.         void OnCharacterAttrChangedWithDetailEvent(Actor* Owner, FString AttrName, float deltaVal, float resultVal);// 0x1caf8a4
  19858.         bool HasCustomInfo();// 0x1caf87c
  19859.         bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778
  19860.         bool HandleRealShowMeshpack(out const AvatarSlotDesc InSlotDesc, Object* Outer);// 0x1caf660
  19861.         bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354
  19862.         bool HandleMutilReplaceMeshPack(int ReplaceState, out MeshPackage OutMeshPack, Object* Outer);// 0x1caf210
  19863.         bool HandleMutilMeshPack(out MeshPackage OutMeshPack, Object* Outer);// 0x1caf110
  19864.         bool HandleMeshpackPostProcess(out const MeshPackage InMeshPack, out MeshPackage OutMeshPack, Object* Outer);// 0x1caef98
  19865.         bool HandleMeshAttached(MeshComponent* SkeletalMeshComp, Object* Outer);// 0x1caeecc
  19866.         bool HandleEnable(bool bEnable);// 0x1caee3c
  19867.         bool HandleDrop(int InCount, enum Reason);// 0x1caed70
  19868.         bool HandleDisuse(enum Reason);// 0x1ca09d4
  19869.         BackpackComponent* GetBackpackComponent();// 0x1caed48
  19870.         bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity, enum Reason, enum DisuseReason);// 0x1caebf0
  19871.         bool BPNeedCheckCapacityInHandleDisuse(enum Reason);// 0x1caeb68
  19872.         void AutoEquipChips();// 0x1c9cfcc
  19873.  
  19874. --------------------------------
  19875. Class: MeshPackage.AssetPackage
  19876.         StaticMesh* maleStMesh;//[Offset: 0x8 , Size: 40]
  19877.         StaticMesh* femaleStMesh;//[Offset: 0x30 , Size: 40]
  19878.         StaticMesh* maleLODStMesh;//[Offset: 0x58 , Size: 40]
  19879.         StaticMesh* femaleLODStMesh;//[Offset: 0x80 , Size: 40]
  19880.         SkeletalMesh* maleSkMesh;//[Offset: 0xa8 , Size: 40]
  19881.         SkeletalMesh* femaleSkMesh;//[Offset: 0xd0 , Size: 40]
  19882.         SkeletalMesh* maleLODSkMesh;//[Offset: 0xf8 , Size: 40]
  19883.         SkeletalMesh* femaleLODSkMesh;//[Offset: 0x120 , Size: 40]
  19884.         MaterialInterface* maleMat;//[Offset: 0x148 , Size: 40]
  19885.         MaterialInterface* femaleMat;//[Offset: 0x170 , Size: 40]
  19886.         MaterialSet[] additionalMaleMats;//[Offset: 0x198 , Size: 12]
  19887.         MaterialSet[] additionalFemaleMats;//[Offset: 0x1a4 , Size: 12]
  19888.         MaterialInterface* baseMat;//[Offset: 0x1b0 , Size: 4]
  19889.         class AnimInstance* animBP;//[Offset: 0x1b4 , Size: 4]
  19890.         AnimSequence* LobbyIdleAnim;//[Offset: 0x1b8 , Size: 40]
  19891.         bool IsEffectOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0 , Size: 1]
  19892.         enum EffectCreateType;//[Offset: 0x1e1 , Size: 1]
  19893.         AvatarEffectData[] EffectDataList;//[Offset: 0x1e4 , Size: 12]
  19894.         AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0x1f0 , Size: 12]
  19895.         class AnimInstance* animBPClass;//[Offset: 0x200 , Size: 40]
  19896.  
  19897. --------------------------------
  19898. Class: MaterialSet
  19899.         MaterialInterface* targetMat;//[Offset: 0x0 , Size: 40]
  19900.         enum targetSlot;//[Offset: 0x28 , Size: 1]
  19901.         MaterialInterface* targetBaseMat;//[Offset: 0x30 , Size: 40]
  19902.  
  19903. --------------------------------
  19904. Class: AvatarPostOperation
  19905.         enum SlotID;//[Offset: 0x0 , Size: 1]
  19906.         enum operationWhenReplaced;//[Offset: 0x1 , Size: 1]
  19907.         enum operationWhenHidden;//[Offset: 0x2 , Size: 1]
  19908.  
  19909. --------------------------------
  19910. Class: BodyAttachmentConfig
  19911.         FText AttachmentID;//[Offset: 0x0 , Size: 12]
  19912.         BodyAttachmentAttrModify[] BodyAttachmentAttrModifiers;//[Offset: 0xc , Size: 12]
  19913.         FString BodyDurabilityIndexName;//[Offset: 0x18 , Size: 12]
  19914.  
  19915. --------------------------------
  19916. Class: BodyAttachmentAttrModify
  19917.         FString ModifyAttr;//[Offset: 0x0 , Size: 12]
  19918.         enum Op;//[Offset: 0xc , Size: 1]
  19919.         float ModifyValue;//[Offset: 0x10 , Size: 4]
  19920.  
  19921. --------------------------------
  19922. Class: AvatarPendantConfig_SpecialParam
  19923.         FName SpecialUseExplanation;//[Offset: 0x0 , Size: 8]
  19924.         Transform AdditionalTransform2SocketRelativeTransform;//[Offset: 0x10 , Size: 48]
  19925.  
  19926. --------------------------------
  19927. Class: AvatarPendantConfig
  19928.         FString ConfigName;//[Offset: 0x0 , Size: 12]
  19929.         Transform SocketRelativeTransform;//[Offset: 0x10 , Size: 48]
  19930.         Vector AngularLimitsMin;//[Offset: 0x40 , Size: 12]
  19931.         Vector AngularLimitsMax;//[Offset: 0x4c , Size: 12]
  19932.  
  19933. --------------------------------
  19934. Class: AvatarAnimOverrideData
  19935.         byte Layer;//[Offset: 0x0 , Size: 1]
  19936.         class UAECharAnimListCompBase* AnimListCompClass;//[Offset: 0x4 , Size: 4]
  19937.         UAECharAnimListCompBase* AnimListCompInstance;//[Offset: 0x8 , Size: 4]
  19938.  
  19939. --------------------------------
  19940. Class: UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object
  19941.         CharacterAsynLoadedTypeAnim[] CharacterAsynLoadedAnims;//[Offset: 0x170 , Size: 12]
  19942.  
  19943. --------------------------------
  19944. Class: UAEAnimListComponentBase.ActorComponent.Object
  19945.         <int,AnimListMapValueData> AnimListMap;//[Offset: 0x10c , Size: 60]
  19946.         AnimationAsset*[] AnimationCatcheList;//[Offset: 0x148 , Size: 12]
  19947.  
  19948. --------------------------------
  19949. Class: AnimListMapValueData
  19950.         AnimListData[] AnimListMapValue;//[Offset: 0x0 , Size: 12]
  19951.  
  19952. --------------------------------
  19953. Class: AnimListData
  19954.         int LayerID;//[Offset: 0x0 , Size: 4]
  19955.         AnimationAsset* Animation;//[Offset: 0x4 , Size: 4]
  19956.  
  19957. --------------------------------
  19958. Class: CharacterAsynLoadedTypeAnim
  19959.         byte AnimTypeAsynLoaded;//[Offset: 0x0 , Size: 1]
  19960.         FString AnimsCatorgeryName;//[Offset: 0x4 , Size: 12]
  19961.         CharacterAnimTypeAsynLoadedPhaseData Anim;//[Offset: 0x10 , Size: 72]
  19962.  
  19963. --------------------------------
  19964. Class: CharacterAnimTypeAsynLoadedPhaseData
  19965.         FString PhaseName;//[Offset: 0x0 , Size: 12]
  19966.         <byte,AnimationAsset*> PhaseAnimSoftPtr;//[Offset: 0xc , Size: 60]
  19967.  
  19968. --------------------------------
  19969. Class: ArmorAttachItemUnit
  19970.         ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
  19971.         FName SlotName;//[Offset: 0x18 , Size: 8]
  19972.  
  19973. --------------------------------
  19974. Class: AvatarEntity.Object
  19975.         int SlotID;//[Offset: 0x1c , Size: 4]
  19976.         int SubSlotID;//[Offset: 0x20 , Size: 4]
  19977.         BattleItemHandleBase* LoadedHandle;//[Offset: 0x24 , Size: 4]
  19978.         BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0x28 , Size: 4]
  19979.         SlotViewAvatarComponent* AvatarComponent;//[Offset: 0x2c , Size: 4]
  19980.         MeshComponent* MeshComponent;//[Offset: 0x30 , Size: 4]
  19981.         MeshData EntityMeshData;//[Offset: 0x38 , Size: 96]
  19982.         MeshData CachedEntityMeshData;//[Offset: 0x98 , Size: 96]
  19983.         bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1]
  19984.         bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf9 , Size: 1]
  19985.         bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa , Size: 1]
  19986.         bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb , Size: 1]
  19987.         FName SocketName;//[Offset: 0x100 , Size: 8]
  19988.         ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x108 , Size: 12]
  19989.         SoftObjectPath MeshAssetPath;//[Offset: 0x118 , Size: 24]
  19990.         ItemDefineID ParentDefineID;//[Offset: 0x130 , Size: 24]
  19991.         <FString,AvatarEntity*> SubEntityList;//[Offset: 0x148 , Size: 60]
  19992.         void UpdateVisibility();// 0x1ca0d84
  19993.         void UnRegisterTick();// 0x1ca0d68
  19994.         void TickEntity();// 0x1c9cc94
  19995.         void SetSocketName();// 0x1c9c4a4
  19996.         void SetParentDefineID(ItemDefineID ParentID);// 0x1ca0cdc
  19997.         void SetAvatarVisibility(bool visibie, bool IsForCE);// 0x1ca0c04
  19998.         void RevertEntityMeshData();// 0x1ca0bf0
  19999.         void RenderEntity(out SoftObjectPath SoftPath);// 0x1ca0b14
  20000.         void RegisterTick();// 0x1ca0af8
  20001.         bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1c9f584
  20002.         void PutOnDefaultEquipment(enum SlotType);// 0x1ca0a78
  20003.         void OnPostRender();// 0x1ca0a5c
  20004.         bool IsEntityAvailable(enum VisibilityType);// 0x1ca09d4
  20005.         CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1ca0908
  20006.         void Init(int SlotID, int SubSlotID, SlotViewAvatarComponent* AvatarComponent);// 0x1ca0800
  20007.         enum GetMeshType();// 0x1ca07d0
  20008.         MeshData GetMeshData();// 0x1ca076c
  20009.         BattleItemHandleBase* GetLoadedHandle();// 0x1ca0744
  20010.         ItemDefineID GetDefineID();// 0x1ca06f0
  20011.         void EnterRenderPipeline();// 0x1ca06d4
  20012.         void EnterLogicPipeline();// 0x1ca06b8
  20013.         void DrawOutline(bool bEnable);// 0x1ca0630
  20014.         bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x1ca054c
  20015.         void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x1ca0480
  20016.         void ClearEquipmentLogic(bool putDefault);// 0x1ca03f8
  20017.         void ClearEntity(bool ForceClear);// 0x1ca0370
  20018.         void ApplyAnimation();// 0x1ca0354
  20019.         void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);// 0x1ca02d4
  20020.  
  20021. --------------------------------
  20022. Class: AvatarEntityFactory.Object
  20023.         AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1c9db58
  20024.  
  20025. --------------------------------
  20026. Class: DirectionalLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object
  20027.         bool bEnableLightShaftOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x359 , Size: 1]
  20028.         float OcclusionMaskDarkness;//[Offset: 0x35c , Size: 4]
  20029.         float OcclusionDepthRange;//[Offset: 0x360 , Size: 4]
  20030.         Vector LightShaftOverrideDirection;//[Offset: 0x364 , Size: 12]
  20031.         float WholeSceneDynamicShadowRadius;//[Offset: 0x370 , Size: 4]
  20032.         float DynamicShadowDistanceMovableLight;//[Offset: 0x374 , Size: 4]
  20033.         float DynamicShadowDistanceStationaryLight;//[Offset: 0x378 , Size: 4]
  20034.         int DynamicShadowCascades;//[Offset: 0x37c , Size: 4]
  20035.         float CascadeDistributionExponent;//[Offset: 0x380 , Size: 4]
  20036.         float CascadeTransitionFraction;//[Offset: 0x384 , Size: 4]
  20037.         float ShadowDistanceFadeoutFraction;//[Offset: 0x388 , Size: 4]
  20038.         bool bUseIndependentShadowBound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38c , Size: 1]
  20039.         float ShadowCenterOffset;//[Offset: 0x390 , Size: 4]
  20040.         float ShadowIndependentRadius;//[Offset: 0x394 , Size: 4]
  20041.         bool bUseInsetShadowsForMovableObjects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x398 , Size: 1]
  20042.         int FarShadowCascadeCount;//[Offset: 0x39c , Size: 4]
  20043.         float FarShadowDistance;//[Offset: 0x3a0 , Size: 4]
  20044.         float DistanceFieldShadowDistance;//[Offset: 0x3a4 , Size: 4]
  20045.         float LightSourceAngle;//[Offset: 0x3a8 , Size: 4]
  20046.         float TraceDistance;//[Offset: 0x3ac , Size: 4]
  20047.         LightmassDirectionalLightSettings LightmassSettings;//[Offset: 0x3b0 , Size: 16]
  20048.         bool bCastModulatedShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c0 , Size: 1]
  20049.         Color ModulatedShadowColor;//[Offset: 0x3c4 , Size: 4]
  20050.         ACESParameter[] ACESParameters;//[Offset: 0x3c8 , Size: 12]
  20051.         bool bUsedAsAtmosphereSunLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3d4 , Size: 1]
  20052.         bool bCastsCloudShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3d4 , Size: 1]
  20053.         Texture* CloudShadowTexture;//[Offset: 0x3d8 , Size: 4]
  20054.         float CloudShadowTileSize;//[Offset: 0x3dc , Size: 4]
  20055.         float CloudShadowDensity;//[Offset: 0x3e0 , Size: 4]
  20056.         Vector2D CloudShadowWinSpeed;//[Offset: 0x3e4 , Size: 8]
  20057.         void SetShadowDistanceFadeoutFraction(float NewValue);// 0x3f6253c
  20058.         void SetOcclusionMaskDarkness(float NewValue);// 0x3f624c4
  20059.         void SetLightShaftOverrideDirection(Vector NewValue);// 0x3f62454
  20060.         void SetEnableLightShaftOcclusion(bool bNewValue);// 0x3f623d4
  20061.         void SetDynamicShadowDistanceStationaryLight(float NewValue);// 0x3f6235c
  20062.         void SetDynamicShadowDistanceMovableLight(float NewValue);// 0x3f622e4
  20063.         void SetDynamicShadowCascades(int NewValue);// 0x3f6226c
  20064.         void SetCloudShadowWinSpeed(out const Vector2D InWinSpeed);// 0x3f621e8
  20065.         void SetCloudShadowTileSize(float InValue);// 0x3f62170
  20066.         void SetCloudShadowTexture(Texture* InTexture);// 0x3f620f8
  20067.         void SetCloudShadowDensity(float InDensity);// 0x3f62080
  20068.         void SetCastsCloudShadow(bool InValue);// 0x3f62000
  20069.         void SetCascadeTransitionFraction(float NewValue);// 0x3f61f88
  20070.         void SetCascadeDistributionExponent(float NewValue);// 0x3f61f10
  20071.  
  20072. --------------------------------
  20073. Class: LightmassDirectionalLightSettings.LightmassLightSettings
  20074.         float LightSourceAngle;//[Offset: 0xc , Size: 4]
  20075.  
  20076. --------------------------------
  20077. Class: ACESParameter
  20078.         LinearColor TintColor;//[Offset: 0x0 , Size: 16]
  20079.         float Bright;//[Offset: 0x10 , Size: 4]
  20080.         float Gray;//[Offset: 0x14 , Size: 4]
  20081.         float ShoulderStrength;//[Offset: 0x18 , Size: 4]
  20082.         float ToeStrength;//[Offset: 0x1c , Size: 4]
  20083.         float LinearStrength;//[Offset: 0x20 , Size: 4]
  20084.         float LinearAngle;//[Offset: 0x24 , Size: 4]
  20085.  
  20086. --------------------------------
  20087. Class: ClientSettingBaseOnGameMode
  20088.         bool bEnableBulletImpactFXTargetCullingByQualityLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  20089.         BulletImpactFXTargetCullingByQualityLeveConfigItem[] BulletImpactFXTargetCullingByQualityLeveConfigList;//[Offset: 0x4 , Size: 12]
  20090.         bool bBulletImpactFXAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  20091.         bool bSimulateClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1]
  20092.         bool bAutonomousClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1]
  20093.         int[] DisableBulletTrackDeviceQualityLevelConfigList;//[Offset: 0x14 , Size: 12]
  20094.         int[] DisableSimulateClientBulletImpactFXDeviceQualityLevelConfigList;//[Offset: 0x20 , Size: 12]
  20095.         int[] DisableSimulateClientMuzzleFXDeviceQualityLevelConfigList;//[Offset: 0x2c , Size: 12]
  20096.  
  20097. --------------------------------
  20098. Class: BulletImpactFXTargetCullingByQualityLeveConfigItem
  20099.         byte QualityLevel;//[Offset: 0x0 , Size: 1]
  20100.         class Actor[] TargetClassConfigList;//[Offset: 0x4 , Size: 12]
  20101.         class Object[] CachedClassList;//[Offset: 0x10 , Size: 12]
  20102.  
  20103. --------------------------------
  20104. Class: FootprintActorInfo
  20105.         enum PhysicalSurface;//[Offset: 0x0 , Size: 1]
  20106.         class FootprintInstanceActor* FootprintClass;//[Offset: 0x8 , Size: 40]
  20107.  
  20108. --------------------------------
  20109. Class: FootprintInstanceActor.Actor.Object
  20110.         InstancedStaticMeshComponent* InstancedMeshComponent;//[Offset: 0x2c4 , Size: 4]
  20111.  
  20112. --------------------------------
  20113. Class: InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  20114.         InstancedStaticMeshInstanceData[] PerInstanceSMData;//[Offset: 0x62c , Size: 12]
  20115.         int InstancingRandomSeed;//[Offset: 0x638 , Size: 4]
  20116.         int InstanceStartCullDistance;//[Offset: 0x63c , Size: 4]
  20117.         int InstanceEndCullDistance;//[Offset: 0x640 , Size: 4]
  20118.         int[] InstanceReorderTable;//[Offset: 0x644 , Size: 12]
  20119.         int[] RemovedInstances;//[Offset: 0x650 , Size: 12]
  20120.         bool UseDynamicInstanceBuffer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65c , Size: 1]
  20121.         bool KeepInstanceBufferCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65d , Size: 1]
  20122.         PhysicsSerializer* PhysicsSerializer;//[Offset: 0x6bc , Size: 4]
  20123.         <int,Matrix> StashInstanceTransform;//[Offset: 0x6c0 , Size: 60]
  20124.         int NumPendingLightmaps;//[Offset: 0x700 , Size: 4]
  20125.         InstancedStaticMeshMappingInfo[] CachedMappings;//[Offset: 0x704 , Size: 12]
  20126.         bool UpdateInstanceTransform(int InstanceIndex, out const Transform NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport);// 0x3f94570
  20127.         void SetCullDistances(int StartCullDistance, int EndCullDistance);// 0x3f944b4
  20128.         bool RemoveInstance(int InstanceIndex);// 0x3f9442c
  20129.         bool HideInstance(out const int[] InstanceIndices);// 0x3f94350
  20130.         bool GetInstanceTransform(int InstanceIndex, out Transform OutInstanceTransform, bool bWorldSpace);// 0x3f941e0
  20131.         int[] GetInstancesOverlappingSphere(out const Vector Center, float Radius, bool bSphereInWorldSpace);// 0x3f9402c
  20132.         int[] GetInstancesOverlappingBox(out const Box Box, bool bBoxInWorldSpace);// 0x3f93e94
  20133.         int GetInstanceCount();// 0x3f93e6c
  20134.         void ClearInstances();// 0x3f93e50
  20135.         int AddInstanceWorldSpace(out const Transform WorldTransform);// 0x3f93d70
  20136.         int AddInstance(out const Transform InstanceTransform);// 0x3f93c80
  20137.  
  20138. --------------------------------
  20139. Class: InstancedStaticMeshInstanceData
  20140.         Matrix Transform;//[Offset: 0x0 , Size: 64]
  20141.  
  20142. --------------------------------
  20143. Class: PhysicsSerializer.Object
  20144.  
  20145. --------------------------------
  20146. Class: InstancedStaticMeshMappingInfo
  20147.  
  20148. --------------------------------
  20149. Class: FootprintActorBlock
  20150.         <uint32,FootprintInstanceActor*> TeamFootprintInstanceActorMap;//[Offset: 0x0 , Size: 60]
  20151.         FootprintInstanceActor* OthersFootprintInstanceActor;//[Offset: 0x3c , Size: 4]
  20152.  
  20153. --------------------------------
  20154. Class: TrailMarkActorBlock
  20155.         TrailMarkActor*[] WorkingList;//[Offset: 0x0 , Size: 12]
  20156.         TrailMarkActor*[] AssignableList;//[Offset: 0xc , Size: 12]
  20157.  
  20158. --------------------------------
  20159. Class: IdeaDecalManager.Actor.Object
  20160.         <DecalBlock,MaterialInstanceDynamic*> DecalMaterialsLookupTable;//[Offset: 0x2c4 , Size: 60]
  20161.         class Actor[] IgnoreActorClass;//[Offset: 0x300 , Size: 12]
  20162.         float DecalLongestDistance;//[Offset: 0x30c , Size: 4]
  20163.         IdeaDecalRenderComponent*[] DecalComponents;//[Offset: 0x348 , Size: 12]
  20164.         RuntimeMeshComponent* Decal;//[Offset: 0x5f0 , Size: 4]
  20165.         void RemoveDecalOnTimer(int[] DecalIdArray);// 0x1d9e420
  20166.         bool RemoveDecal(const int ID);// 0x1d9e3a0
  20167.         int[] CreateNewDecal(out const Transform DecalTrans, MaterialInstanceDynamic* DecalMaterialInstance, out const Vector2D DecalUVOffset, out const Vector2D DecalUVScale, float AutoDisappearTime, byte TraceAxis, bool bNegativeDir, bool bIgnoreTransForEndPosition);// 0x1d9e020
  20168.  
  20169. --------------------------------
  20170. Class: DecalBlock
  20171.         MaterialInterface* DecalMaterial;//[Offset: 0x0 , Size: 4]
  20172.         Texture* DecalTexure;//[Offset: 0x4 , Size: 4]
  20173.  
  20174. --------------------------------
  20175. Class: IdeaDecalRenderComponent.RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  20176.  
  20177. --------------------------------
  20178. Class: BackpackDecalHandle.BattleItemHandleBase.ItemHandleBase.Object
  20179.         MaterialInterface* DecalMaterial;//[Offset: 0xa0 , Size: 4]
  20180.         Texture* DecalTexure;//[Offset: 0xa4 , Size: 4]
  20181.         int CoordX;//[Offset: 0xa8 , Size: 4]
  20182.         int CoordY;//[Offset: 0xac , Size: 4]
  20183.  
  20184. --------------------------------
  20185. Class: SupplySpot.Actor.Object
  20186.         int TotalSupplyTimes;//[Offset: 0x2c4 , Size: 4]
  20187.         int RemainSupplyTimes;//[Offset: 0x2c8 , Size: 4]
  20188.         int SupplyBulletNum;//[Offset: 0x2cc , Size: 4]
  20189.         float ValidDistance;//[Offset: 0x2d0 , Size: 4]
  20190.         delegate SupplySpotTimesChange;//[Offset: 0x2d4 , Size: 12]
  20191.         void ReqUseSupplySpot(STExtraPlayerController* InController);// 0x1c7d100
  20192.  
  20193. --------------------------------
  20194. Class: EnhancerSpot.Actor.Object
  20195.         EnhancerSpotPlayerSkill[] SkillIdConfig;//[Offset: 0x2c4 , Size: 12]
  20196.         int AddMonsterExpNum;//[Offset: 0x2d0 , Size: 4]
  20197.         int RemainEnhancerTimesConfig;//[Offset: 0x2d4 , Size: 4]
  20198.         int RemainEnhancerTimes;//[Offset: 0x2d8 , Size: 4]
  20199.         int UseSuccessTipsId;//[Offset: 0x2dc , Size: 4]
  20200.         float ValidDistance;//[Offset: 0x2e0 , Size: 4]
  20201.         float SelfResetTime;//[Offset: 0x2e4 , Size: 4]
  20202.         bool IsAutoResetSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8 , Size: 1]
  20203.         enum EnhancerState;//[Offset: 0x2e9 , Size: 1]
  20204.         float ReadyTime;//[Offset: 0x2ec , Size: 4]
  20205.         float FixReadyTime;//[Offset: 0x2f0 , Size: 4]
  20206.         delegate EnhancerSpotTimesChange;//[Offset: 0x2f4 , Size: 12]
  20207.         void StateChangeDelegate();// 0x1ce2b64
  20208.         void SetReadyTime(float SReadyTime);// 0x1d4086c
  20209.         void SetEState(enum EState);// 0x1d407f4
  20210.         void RPC_Broadcast_NotifyReadyTime(enum SEnhancerState, float SReadyTime);// 0x1d406f8
  20211.         void ResetTimes();// 0x1d406e4
  20212.         void ResetSelf();// 0x1d406d0
  20213.         void ReqUseEnhancerSpot(STExtraPlayerController* InController);// 0x1d40650
  20214.         void ReadyTimeChangeDelegate();// 0x1c8167c
  20215.         void OpenEffect();// 0x1ce00b0
  20216.         void OnRep_StateChange();// 0x1d4063c
  20217.         void OnRep_ReadyTimeChange();// 0x1d40628
  20218.         void OnRep_FixReadyTimeChange();// 0x1d40628
  20219.         enum GetSpotState();// 0x1d4060c
  20220.         void DelayResetSelf();// 0x1d405f8
  20221.         void CloseEffect();// 0x1ce00cc
  20222.  
  20223. --------------------------------
  20224. Class: EnhancerSpotPlayerSkill
  20225.         enum PawnSubType;//[Offset: 0x0 , Size: 1]
  20226.         int SkillID;//[Offset: 0x4 , Size: 4]
  20227.  
  20228. --------------------------------
  20229. Class: PlayerRevivalComponent.ActorComponent.Object
  20230.         int RevivalCountDownTime;//[Offset: 0xbc , Size: 4]
  20231.         int GotoSpectatingTime;//[Offset: 0xc0 , Size: 4]
  20232.         int64 FinishRevivalTime;//[Offset: 0xc8 , Size: 8]
  20233.         int64 StartObserverTime;//[Offset: 0xd0 , Size: 8]
  20234.         STExtraPlayerController* OwningPC;//[Offset: 0xd8 , Size: 4]
  20235.         RevivalPointActor* CurServerRevivalPoint;//[Offset: 0xdc , Size: 8]
  20236.         GameBaseInfo GameBaseInfo;//[Offset: 0xe8 , Size: 104]
  20237.         DateTime BePickupTime;//[Offset: 0x150 , Size: 8]
  20238.         void TickRevival(float DeltaSeconds);// 0x1e025a0
  20239.         void SetRemainingRevivalTime(int InValue);// 0x1e02528
  20240.         void SetCaptureIDCardStatus(bool InValue);// 0x1e024a8
  20241.         void OnPlayerRevived(STExtraPlayerController* SaviorPC);// 0x1e02430
  20242.         void OnPlayerQuitSpectating();// 0x1e0241c
  20243.         void OnPlayerGotoSpectating();// 0x1e02408
  20244.         void OnPlayerExitGame();// 0x1e023f4
  20245.         void OnPlayerEscapeWhenGameEnd(bool bIsPlayerAlive);// 0x1e02374
  20246.         void LeaveRevivalState(uint32 SaviorKey);// 0x1e022fc
  20247.         bool IsInWaittingRevivalState();// 0x1e022d4
  20248.         int GetRevivalCountDownTime();// 0x1e022b8
  20249.         int GetRemainingRevivalTime();// 0x1e02290
  20250.         bool GetCaptureIDCardStatus();// 0x1e02268
  20251.         int64 FindPlayerUIDFromKey(uint32 PlayerKey);// 0x1e021e8
  20252.         void EnterRevivalState();// 0x1e021d4
  20253.         void CaptureIDCard(out const RevivalCardItemPickData InPickupData);// 0x1e020d8
  20254.         void BePickupRevivalCard(out const RevivalCardItemPickData InPickupData);// 0x1e01fdc
  20255.  
  20256. --------------------------------
  20257. Class: RevivalPointActor.Actor.Object
  20258.         SceneComponent* DefaultRoot;//[Offset: 0x2c4 , Size: 4]
  20259.         float SmokeStartScaleDistance;//[Offset: 0x2c8 , Size: 4]
  20260.         float SmokeEndScaleDistance;//[Offset: 0x2cc , Size: 4]
  20261.         float SmokeStartScaleValue;//[Offset: 0x2d0 , Size: 4]
  20262.         float SmokeEndScaleValue;//[Offset: 0x2d4 , Size: 4]
  20263.         bool UseRevivalCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8 , Size: 1]
  20264.         float RevivalCDTime;//[Offset: 0x2dc , Size: 4]
  20265.         bool UseRevivalCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1]
  20266.         int RevivalCount;//[Offset: 0x2e4 , Size: 4]
  20267.         int ID;//[Offset: 0x2e8 , Size: 4]
  20268.         enum CurState;//[Offset: 0x2ec , Size: 1]
  20269.         enum PreState;//[Offset: 0x2ed , Size: 1]
  20270.         int RevivalTime;//[Offset: 0x2f0 , Size: 4]
  20271.         int CurRevivalTime;//[Offset: 0x2f4 , Size: 4]
  20272.         bool CanBeShowSmoking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1]
  20273.         int OperationalDistance;//[Offset: 0x2fc , Size: 4]
  20274.         <enum,ParticleSystem*> RevivalPointPS;//[Offset: 0x300 , Size: 60]
  20275.         Transform PTowEleTransform;//[Offset: 0x340 , Size: 48]
  20276.         <enum,ParticleSystem*> PTowEleMap;//[Offset: 0x370 , Size: 60]
  20277.         FString ExParticleComponentTag;//[Offset: 0x3ac , Size: 12]
  20278.         <enum,AkAudioEvent*> RevivalPointSounds;//[Offset: 0x3b8 , Size: 60]
  20279.         AkAudioEvent* RevivalInterruptSound;//[Offset: 0x3f4 , Size: 4]
  20280.         int SmokingdisappearTime;//[Offset: 0x3f8 , Size: 4]
  20281.         bool UseShowMiniMapIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc , Size: 1]
  20282.         int IconID;//[Offset: 0x400 , Size: 4]
  20283.         uint32[] CurrentRevivingPlayers;//[Offset: 0x404 , Size: 12]
  20284.         STExtraPlayerController* CurRevivalPC;//[Offset: 0x410 , Size: 8]
  20285.         float RevivalCDTimeCur;//[Offset: 0x418 , Size: 4]
  20286.         ParticleSystemComponent* DestoryStatePSCom;//[Offset: 0x430 , Size: 8]
  20287.         void StartRevival();// 0x1e2b7b4
  20288.         bool RevivalPlayers(STExtraPlayerController* InPC);// 0x1e2b734
  20289.         bool RecheckCurrentRevivingPlayers();// 0x1e2b70c
  20290.         void OnRep_ShowSmoking();// 0x1e2b6f8
  20291.         void OnRep_RevivalPointState(enum LastPreState);// 0x1e2b680
  20292.         void OnRep_RevivalCDTimeCur();// 0x1e2b66c
  20293.         void OnRep_CurrentRevivingPlayers();// 0x1e2b658
  20294.         bool IsPlayerRevivedCurrently(uint32 PlayerKey);// 0x1e2b5d8
  20295.         bool GiveUpRevivalPlayers(STExtraPlayerController* InPC);// 0x1e2b558
  20296.         float GetRevivalCDTimeCurPercent();// 0x1e2b530
  20297.         float GetRevivalCDTimeCur();// 0x1c6df48
  20298.         float GetRevivalCDTime();// 0x1e2b508
  20299.         int GetId();// 0x1e2b4e0
  20300.         void DistanceChangedEvent(float Scale);// 0x2859eb0
  20301.  
  20302. --------------------------------
  20303. Class: RevivalCardItemPickData
  20304.         uint32 PickUpPlayerID;//[Offset: 0x0 , Size: 4]
  20305.         uint32 DroperPlayerID;//[Offset: 0x4 , Size: 4]
  20306.         int64 PickupTime;//[Offset: 0x8 , Size: 8]
  20307.         int64 DroperTime;//[Offset: 0x10 , Size: 8]
  20308.         FString PickUpName;//[Offset: 0x18 , Size: 12]
  20309.         FString DroperPlayerName;//[Offset: 0x24 , Size: 12]
  20310.  
  20311. --------------------------------
  20312. Class: FloatingTextComponent.ActorComponent.Object
  20313.         int MaxWidgetNum;//[Offset: 0xd0 , Size: 4]
  20314.         CurveFloat* OffsetXCurve;//[Offset: 0xd4 , Size: 4]
  20315.         CurveFloat* OffsetYCurve;//[Offset: 0xd8 , Size: 4]
  20316.         Vector RandomVector;//[Offset: 0xdc , Size: 12]
  20317.         float TextScale;//[Offset: 0xe8 , Size: 4]
  20318.         LinearColor NormalTextColor;//[Offset: 0xec , Size: 16]
  20319.         float HeadShotTextScale;//[Offset: 0xfc , Size: 4]
  20320.         LinearColor HeadShotTextColor;//[Offset: 0x100 , Size: 16]
  20321.         float BigDamageTextScale;//[Offset: 0x110 , Size: 4]
  20322.         float BigDamage;//[Offset: 0x114 , Size: 4]
  20323.         LinearColor BigDamageTextColor;//[Offset: 0x118 , Size: 16]
  20324.         float MaxWidgetRemianTime;//[Offset: 0x128 , Size: 4]
  20325.         int FloatTextZorder;//[Offset: 0x12c , Size: 4]
  20326.         bool bIgnoreZeorDamageSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1]
  20327.         UserWidget*[] IdleWidgetList;//[Offset: 0x134 , Size: 12]
  20328.         ShowTextWidgetData[] ShowWidgetList;//[Offset: 0x140 , Size: 12]
  20329.         float[] RecycleTimeList;//[Offset: 0x14c , Size: 12]
  20330.         float RecycleTime;//[Offset: 0x158 , Size: 4]
  20331.         STExtraPlayerController* PC;//[Offset: 0x15c , Size: 4]
  20332.         void UpdateTextWidgetPos(out ShowTextWidgetData ShowTextWidgetData);// 0x1d64780
  20333.         void ShowFloatingText(out const FloatingTextData FloatingTextData);// 0x1d646f4
  20334.         void SetFloatingText(UserWidget* FloatingTextWidget, int Damage);// 0x2859eb0
  20335.         void ReycleFloatingTextWidget();// 0x1d646e0
  20336.         void PlayFloatingTextAnim(out ShowTextWidgetData ShowTextWidgetData, int Damage, bool IsHeadShot);// 0x1d645c0
  20337.         void OnFloatingDamageText(float BaseDamage, bool IsHeadShot, out const DamageEvent DamageEvent, out const HitResult HitResult, const Actor* Victim);// 0x1d643dc
  20338.         ShowTextWidgetData GetShowTextWidgetData(out const FloatingTextData FloatingTextData);// 0x1d64334
  20339.         void ClientHandleFloatingTextArray(const FloatingTextData[] FloatingTextArray);// 0x1d64240
  20340.  
  20341. --------------------------------
  20342. Class: ShowTextWidgetData
  20343.         UserWidget* FloatingTextWidget;//[Offset: 0x0 , Size: 4]
  20344.         float RecycleTime;//[Offset: 0x4 , Size: 4]
  20345.         Vector ShowWorldPos;//[Offset: 0x8 , Size: 12]
  20346.         Vector RandomOffset;//[Offset: 0x14 , Size: 12]
  20347.  
  20348. --------------------------------
  20349. Class: FloatingTextData
  20350.         float BaseDamage;//[Offset: 0x0 , Size: 4]
  20351.         bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  20352.         Vector_NetQuantize ImpactPoint;//[Offset: 0x8 , Size: 12]
  20353.  
  20354. --------------------------------
  20355. Class: ParachuteAnimAssetData
  20356.         <byte,AnimationAsset*> AnimAssetCache;//[Offset: 0x0 , Size: 60]
  20357.         bool IsAnimCached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1]
  20358.  
  20359. --------------------------------
  20360. Class: WeatherConfigComponent.ActorComponent.Object
  20361.         WeatherInfo WeatherLevelInfo;//[Offset: 0xc0 , Size: 20]
  20362.         FString LastLoadedWeatherLevelName;//[Offset: 0xd4 , Size: 12]
  20363.         FString DefaultWeatherLevelName;//[Offset: 0xe0 , Size: 12]
  20364.         bool bLoadWeatherLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec , Size: 1]
  20365.         bool bDefaulLevelLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed , Size: 1]
  20366.         void UnloadStreamLevel(FString levelName);// 0x24865f8
  20367.         void SyncWeatherLevelInfo();// 0x24865e4
  20368.         void OnWeatherLevelChanged();// 0x2859eb0
  20369.         void OnUnLoadStreamLevelCompleted();// 0x24865d0
  20370.         void OnRep_WeatherSyncCount();// 0x24865bc
  20371.         void OnLoadStreamLevelCompleted();// 0x24865a8
  20372.         void LoadWeatherLevel();// 0x2486594
  20373.         void LoadStreamLevel(FString levelName, int WeatherID);// 0x24863f8
  20374.         void LoadDefaultWeatherLevel();// 0x24863e4
  20375.         void Init();// 0x1d41274
  20376.  
  20377. --------------------------------
  20378. Class: DynamicWeatherExMgr.DynamicWeatherMgr.Actor.Object
  20379.         bool UseCircleIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec , Size: 1]
  20380.         int CircleIndex;//[Offset: 0x3f0 , Size: 4]
  20381.         WeatherControllerRepData SrcControllerCfg;//[Offset: 0x3f4 , Size: 28]
  20382.         WeatherControllerRepData DstControllerCfg;//[Offset: 0x410 , Size: 28]
  20383.         ScreenAppearanceCfg ScreenAppearanceCfg;//[Offset: 0x430 , Size: 32]
  20384.         float TickOBPlayerCD;//[Offset: 0x450 , Size: 4]
  20385.         float TickWeatherFogCD;//[Offset: 0x454 , Size: 4]
  20386.         DynamicWeatherController* SrcController;//[Offset: 0x458 , Size: 4]
  20387.         DynamicWeatherController* DstController;//[Offset: 0x45c , Size: 4]
  20388.         STScreenAppearanceComponent* ScreenAppearanceComponent;//[Offset: 0x460 , Size: 4]
  20389.         bool UseWeatherFogCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x464 , Size: 1]
  20390.         WeatherFogCfg WeatherFogCfg;//[Offset: 0x468 , Size: 68]
  20391.         PlayerKeyDstWeather[] PlayerKeyDstWeatherList;//[Offset: 0x4b8 , Size: 12]
  20392.         PlayerKeyDstWeather[] OBPlayerKeyDstWeatherList;//[Offset: 0x4c4 , Size: 12]
  20393.         void BlendToWeatherFog(bool bDstWeatherFog);// 0x1d31824
  20394.         void BlendToWeather(bool bDstWeather);// 0x1d317a4
  20395.  
  20396. --------------------------------
  20397. Class: DynamicWeatherMgr.Actor.Object
  20398.         WeatherChangeConfig WeatherChangeConfig;//[Offset: 0x2c4 , Size: 68]
  20399.         int CurUseFixWeatherIndex;//[Offset: 0x308 , Size: 4]
  20400.         WeatherChangeControl WeatherChangeControl;//[Offset: 0x30c , Size: 28]
  20401.         <enum,DynamicWeatherController*> DynamicWeatherLookupTable;//[Offset: 0x328 , Size: 60]
  20402.         WeatherControllerRepData ControllerRepData;//[Offset: 0x364 , Size: 28]
  20403.         WeatherControllerRepData ControllerRepDataForReplay;//[Offset: 0x380 , Size: 28]
  20404.         float ServerElapsedTime;//[Offset: 0x39c , Size: 4]
  20405.         bool bAllowRPCRequire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4 , Size: 1]
  20406.         enum NextWeatherStatus;//[Offset: 0x3a5 , Size: 1]
  20407.         float NextWeatherCountDownTime;//[Offset: 0x3a8 , Size: 4]
  20408.         bool bEnableWeatherPredictionUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b1 , Size: 1]
  20409.         delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x3b4 , Size: 12]
  20410.         bool bDisableModifyControllerRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0 , Size: 1]
  20411.         STExtraGameStateBase* GameState;//[Offset: 0x3d4 , Size: 4]
  20412.         enum UICountDownType;//[Offset: 0x3ea , Size: 1]
  20413.         bool ForbidServerHandleRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3eb , Size: 1]
  20414.         void StartTransition();// 0x1d32544
  20415.         void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x1d324cc
  20416.         void RPCRequireControl();// 0x1d324b8
  20417.         void RPCRequire();// 0x1d324a4
  20418.         void RPC_S2C_UINotify(enum WeatherStatus);// 0x1d32424
  20419.         void RPC_S2C_ForceStopDynamicWeatherChange();// 0x1ce1e14
  20420.         void ReinitInDemoReplay();// 0x1d321b8
  20421.         void RefreshWeatherPredictionUI();// 0x1d32410
  20422.         void OnWeatherChangeStarted(out const WeatherChangeEvent Event);// 0x1d32384
  20423.         void OnWeatherChangeSaturated(out const WeatherChangeEvent Event);// 0x1d322f8
  20424.         void OnWeatherChangeRestoreStarted(out const WeatherChangeEvent Event);// 0x1d3226c
  20425.         void OnWeatherChangeRestoreEnded(out const WeatherChangeEvent Event);// 0x1d321e0
  20426.         void OnRep_NextWeatherCountDownTime();// 0x1d321a4
  20427.         void OnRep_ControllerDataForReplay();// 0x1d321cc
  20428.         void OnRep_ControllerData();// 0x1d321b8
  20429.         void OnRep_bEnableWeatherPredictionUI();// 0x1d321a4
  20430.         void OnDynamicWeatherChangeDelegate__DelegateSignature(out const WeatherChangeEvent Event);// 0x2859eb0
  20431.         void HandleClientHasReactivated();// 0x1d32190
  20432.         void GotoSpecificWeather(int WeatherIndex);// 0x1d32118
  20433.         bool GetNextWeatherDataByWeatherType(out WeatherChangeSequenceItem OutData, enum WeatherStatusType);// 0x1d3203c
  20434.         bool GetNextWeatherData(out WeatherChangeSequenceItem OutData);// 0x1d31fa8
  20435.         float GetNextWeatherCountDownTimeByType(enum Type);// 0x1d31f28
  20436.         float GetInProgressElapsedTimeSecWithWeather();// 0x1d31f00
  20437.         float GetGlobalWeatherSystemTimeOnServer();// 0x1d31ed8
  20438.         WeatherDetailStatus GetCurrentWeatherDetailStatus();// 0x1d31e90
  20439.         void ForceStopDynamicWeatherChangeOnServer();// 0x1d31e7c
  20440.         void ForceStartNextWeatherChangeOnServer();// 0x1d31e68
  20441.         void ClientInit(WeatherControllerRepData InitDataIn);// 0x1d31db8
  20442.  
  20443. --------------------------------
  20444. Class: WeatherControllerRepData
  20445.         enum WeatherType;//[Offset: 0x0 , Size: 1]
  20446.         bool bStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  20447.         float ElapsedTime;//[Offset: 0x4 , Size: 4]
  20448.         float BlendInTime;//[Offset: 0x8 , Size: 4]
  20449.         float BlendOutTime;//[Offset: 0xc , Size: 4]
  20450.         float SaturateTime;//[Offset: 0x10 , Size: 4]
  20451.         float TimeMultiplier;//[Offset: 0x14 , Size: 4]
  20452.         bool BlendInStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  20453.         bool BlendSaturated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1]
  20454.         bool BlendOutStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a , Size: 1]
  20455.         bool BlendOutEnded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b , Size: 1]
  20456.  
  20457. --------------------------------
  20458. Class: WeatherChangeConfig
  20459.         float StartTimeMin;//[Offset: 0x0 , Size: 4]
  20460.         float StartTimeMax;//[Offset: 0x4 , Size: 4]
  20461.         float BlendInTime;//[Offset: 0x8 , Size: 4]
  20462.         float BlendOutTime;//[Offset: 0xc , Size: 4]
  20463.         float DurationTimeMin;//[Offset: 0x10 , Size: 4]
  20464.         float DurationTimeMax;//[Offset: 0x14 , Size: 4]
  20465.         enum LastWeatherStatus;//[Offset: 0x18 , Size: 1]
  20466.         float LastWeatherAppearTime;//[Offset: 0x1c , Size: 4]
  20467.         bool bUseFixWeatherChangeSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  20468.         WeatherChangeWeight[] WeatherChangeWeights;//[Offset: 0x24 , Size: 12]
  20469.         WeatherChangeSequenceItem[] WeatherChangeSequence;//[Offset: 0x30 , Size: 12]
  20470.         float TimeMultiplier;//[Offset: 0x3c , Size: 4]
  20471.         bool bUseReadyGameStateEnetrAsOriginalTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
  20472.         bool bDisableReadyGameStateWeatherTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1]
  20473.  
  20474. --------------------------------
  20475. Class: WeatherChangeWeight
  20476.         enum NewWeatherStatus;//[Offset: 0x0 , Size: 1]
  20477.         float Weight;//[Offset: 0x4 , Size: 4]
  20478.  
  20479. --------------------------------
  20480. Class: WeatherChangeSequenceItem
  20481.         enum WeatherStatus;//[Offset: 0x0 , Size: 1]
  20482.         float StartTime;//[Offset: 0x4 , Size: 4]
  20483.         float TotalDurationTime;//[Offset: 0x8 , Size: 4]
  20484.  
  20485. --------------------------------
  20486. Class: WeatherChangeControl
  20487.         bool WeatherChangeStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  20488.         bool WeatherChangeFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  20489.         float WeatherChangeStartTime;//[Offset: 0x4 , Size: 4]
  20490.         float ElapsedTime;//[Offset: 0x8 , Size: 4]
  20491.         enum NextWeather;//[Offset: 0xc , Size: 1]
  20492.         float NextDuration;//[Offset: 0x10 , Size: 4]
  20493.         float WeatherTotalWeight;//[Offset: 0x14 , Size: 4]
  20494.         float TimelineOffset;//[Offset: 0x18 , Size: 4]
  20495.  
  20496. --------------------------------
  20497. Class: ScreenAppearanceCfg
  20498.         bool UseScreenAppearance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  20499.         FString ScreenAppearanceName;//[Offset: 0x4 , Size: 12]
  20500.         byte ParticleType;//[Offset: 0x10 , Size: 1]
  20501.         float ScreenAppearanceConcentration;//[Offset: 0x14 , Size: 4]
  20502.         FName ShaderName;//[Offset: 0x18 , Size: 8]
  20503.  
  20504. --------------------------------
  20505. Class: DynamicWeatherController.ActorComponent.Object
  20506.         delegate DelegateOnWeatherChangeStarted;//[Offset: 0xbc , Size: 12]
  20507.         delegate DelegateOnWeatherChangeSaturated;//[Offset: 0xc8 , Size: 12]
  20508.         delegate DelegateOnWeatherChangeRestoreStarted;//[Offset: 0xd4 , Size: 12]
  20509.         delegate DelegateOnWeatherChangeRestoreEnded;//[Offset: 0xe0 , Size: 12]
  20510.         delegate WeatherRecover;//[Offset: 0xec , Size: 12]
  20511.         enum DynamicWeatherType;//[Offset: 0xf8 , Size: 1]
  20512.         MaterialParameterCollection* DyanmicWeatherCollection;//[Offset: 0xfc , Size: 4]
  20513.         CurveFloat* LightCurve;//[Offset: 0x100 , Size: 4]
  20514.         float TargetLightValue;//[Offset: 0x104 , Size: 4]
  20515.         bool bNotUseCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1]
  20516.         CurveFloat* FogBlendInCurve;//[Offset: 0x10c , Size: 4]
  20517.         CurveFloat* FogBlendOutCurve;//[Offset: 0x110 , Size: 4]
  20518.         CurveFloat* DirectionLightRotYBlendInCurve;//[Offset: 0x114 , Size: 4]
  20519.         CurveFloat* DirectionLightRotZBlendInCurve;//[Offset: 0x118 , Size: 4]
  20520.         CurveFloat* DirectionLightRotYBlendOutCurve;//[Offset: 0x11c , Size: 4]
  20521.         CurveFloat* DirectionLightRotZBlendOutCurve;//[Offset: 0x120 , Size: 4]
  20522.         float UINotifyTimeBeforeStart;//[Offset: 0x124 , Size: 4]
  20523.         FString UINotifyModuleName;//[Offset: 0x128 , Size: 12]
  20524.         int ChangeStartUINotifyID;//[Offset: 0x134 , Size: 4]
  20525.         int ChangeQuitUINotifyID;//[Offset: 0x138 , Size: 4]
  20526.         float ChangeStartUINotifyAnimPlayRate;//[Offset: 0x13c , Size: 4]
  20527.         AkAudioEvent* UINotifyAKEventBeforeStart;//[Offset: 0x140 , Size: 4]
  20528.         AkAudioEvent* ChangeStartUINotifyAKEvent;//[Offset: 0x144 , Size: 4]
  20529.         AkAudioEvent* ChangeQuitUINotifyAKEvent;//[Offset: 0x148 , Size: 4]
  20530.         bool bUseLowEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c , Size: 1]
  20531.         WeatherControllerRepData LocalControlData;//[Offset: 0x150 , Size: 28]
  20532.         float RuningDirection;//[Offset: 0x16c , Size: 4]
  20533.         float RuningTime;//[Offset: 0x170 , Size: 4]
  20534.         float LerpTotalTime;//[Offset: 0x174 , Size: 4]
  20535.         FString WeatherName;//[Offset: 0x178 , Size: 12]
  20536.         DirectionalLight* MainLight;//[Offset: 0x184 , Size: 4]
  20537.         SkyLight* SkyLight;//[Offset: 0x188 , Size: 4]
  20538.         ExponentialHeightFog* Fog;//[Offset: 0x18c , Size: 4]
  20539.         WeatherObject ObjectValues;//[Offset: 0x190 , Size: 104]
  20540.         WeatherObject WeatherObjectSrc;//[Offset: 0x1f8 , Size: 104]
  20541.         WeatherObject WeatherObjectLerp;//[Offset: 0x264 , Size: 104]
  20542.         WeatherDetailStatus CurrentWeatherStatus;//[Offset: 0x2cc , Size: 12]
  20543.         void UINotifyCallbackOnServer();// 0x1d30edc
  20544.         void OnUserQualitySettingChanged(int renderlevel);// 0x1c727ac
  20545.  
  20546. --------------------------------
  20547. Class: WeatherObject
  20548.         float MainLight_Density;//[Offset: 0x0 , Size: 4]
  20549.         LinearColor MainLight_Color;//[Offset: 0x4 , Size: 16]
  20550.         float MainLight_Temperature;//[Offset: 0x14 , Size: 4]
  20551.         Rotator MainLight_Rotation;//[Offset: 0x18 , Size: 12]
  20552.         float SkyLight_Density;//[Offset: 0x24 , Size: 4]
  20553.         LinearColor SkyLight_Color;//[Offset: 0x28 , Size: 16]
  20554.         float CustomFogLow_DensityCoefficient;//[Offset: 0x38 , Size: 4]
  20555.         LinearColor CustomFogLow_Color;//[Offset: 0x3c , Size: 16]
  20556.         float CustomFogHigh_DensityCoefficient;//[Offset: 0x4c , Size: 4]
  20557.         LinearColor CustomFogHigh_Color;//[Offset: 0x50 , Size: 16]
  20558.         float HeightFallOff;//[Offset: 0x60 , Size: 4]
  20559.         float StartDistance;//[Offset: 0x64 , Size: 4]
  20560.  
  20561. --------------------------------
  20562. Class: WeatherDetailStatus
  20563.         enum CurrentWeather;//[Offset: 0x0 , Size: 1]
  20564.         float CurrentElapsedTime;//[Offset: 0x4 , Size: 4]
  20565.         float TotalTime;//[Offset: 0x8 , Size: 4]
  20566.  
  20567. --------------------------------
  20568. Class: WeatherFogCfg
  20569.         enum[] WeatherTypeList;//[Offset: 0x0 , Size: 12]
  20570.         ExponentialHeightFog* Fog;//[Offset: 0xc , Size: 4]
  20571.         WeatherDstFog DstWeatherFog;//[Offset: 0x10 , Size: 20]
  20572.         WeatherSrcFog SrcWeatherFog;//[Offset: 0x24 , Size: 12]
  20573.         float blendTime;//[Offset: 0x30 , Size: 4]
  20574.         DynamicWeatherController*[] WeatherControllerList;//[Offset: 0x38 , Size: 12]
  20575.  
  20576. --------------------------------
  20577. Class: WeatherDstFog
  20578.         bool UseStartDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  20579.         float StartDistance;//[Offset: 0x4 , Size: 4]
  20580.         bool UseDensityCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  20581.         float CustomFogLow_DensityCoefficient;//[Offset: 0xc , Size: 4]
  20582.         float CustomFogHigh_DensityCoefficient;//[Offset: 0x10 , Size: 4]
  20583.  
  20584. --------------------------------
  20585. Class: WeatherSrcFog
  20586.         float StartDistance;//[Offset: 0x0 , Size: 4]
  20587.         float CustomFogLow_DensityCoefficient;//[Offset: 0x4 , Size: 4]
  20588.         float CustomFogHigh_DensityCoefficient;//[Offset: 0x8 , Size: 4]
  20589.  
  20590. --------------------------------
  20591. Class: PlayerKeyDstWeather
  20592.         STExtraPlayerController* PC;//[Offset: 0x0 , Size: 4]
  20593.  
  20594. --------------------------------
  20595. Class: STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Info.Actor.Object
  20596.         Vector AirplaneStartLoc;//[Offset: 0x39c , Size: 12]
  20597.         Vector AirplaneStopLoc;//[Offset: 0x3a8 , Size: 12]
  20598.         AirDropPathData3D AirDropPathData;//[Offset: 0x3b4 , Size: 60]
  20599.         Vector AirplaneCanJumpLoc;//[Offset: 0x3f0 , Size: 12]
  20600.         Vector AirplaneForceJumpLoc;//[Offset: 0x3fc , Size: 12]
  20601.         bool IsTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x409 , Size: 1]
  20602.         Vector BlueCircle;//[Offset: 0x40c , Size: 12]
  20603.         Vector WhiteCircle;//[Offset: 0x418 , Size: 12]
  20604.         float CirclePain;//[Offset: 0x424 , Size: 4]
  20605.         AirAttackOrder AirAttackOrder;//[Offset: 0x428 , Size: 48]
  20606.         Vector AirAttackArea;//[Offset: 0x458 , Size: 12]
  20607.         delegate OnSafeZoneTips;//[Offset: 0x464 , Size: 12]
  20608.         delegate OnHideCircle;//[Offset: 0x470 , Size: 12]
  20609.         delegate OnBlueCirclePreWarning;//[Offset: 0x47c , Size: 12]
  20610.         delegate OnBlueCircleRun;//[Offset: 0x488 , Size: 12]
  20611.         delegate OnBlueCircleSizeAndPosition;//[Offset: 0x494 , Size: 12]
  20612.         delegate OnCharacterCircleWaveOver;//[Offset: 0x4a0 , Size: 12]
  20613.         delegate VehiclePostInitComponentDelegate;//[Offset: 0x4ac , Size: 12]
  20614.         delegate VehicleDestroyedDelegate;//[Offset: 0x4b8 , Size: 12]
  20615.         delegate STExtraCharacterPostInitComponentDelegate;//[Offset: 0x4c4 , Size: 12]
  20616.         delegate STExtraCharacterDestroyed;//[Offset: 0x4d0 , Size: 12]
  20617.         int PlayerNum;//[Offset: 0x4e8 , Size: 4]
  20618.         bool IsUseGameStartCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ec , Size: 1]
  20619.         delegate OnPlayerNumChange;//[Offset: 0x4f0 , Size: 12]
  20620.         delegate OnBeKilledNumChange;//[Offset: 0x4fc , Size: 12]
  20621.         delegate OnGameEnd;//[Offset: 0x508 , Size: 12]
  20622.         bool bIsRevivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1]
  20623.         bool bIngoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1]
  20624.         bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x516 , Size: 1]
  20625.         bool bIsOpenDuelMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x517 , Size: 1]
  20626.         bool IsShowDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x518 , Size: 1]
  20627.         bool bHasSignalBarReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x519 , Size: 1]
  20628.         bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51a , Size: 1]
  20629.         bool bReInitUIAfterReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51b , Size: 1]
  20630.         bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c , Size: 1]
  20631.         bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51d , Size: 1]
  20632.         bool bForbidDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51e , Size: 1]
  20633.         bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51f , Size: 1]
  20634.         bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x520 , Size: 1]
  20635.         bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x521 , Size: 1]
  20636.         bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x522 , Size: 1]
  20637.         bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x523 , Size: 1]
  20638.         bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x524 , Size: 1]
  20639.         int[] forbitPickItemTypeList;//[Offset: 0x528 , Size: 12]
  20640.         int TrainingCountdownTimer;//[Offset: 0x534 , Size: 4]
  20641.         bool bIsWeaponAutoReloadMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x538 , Size: 1]
  20642.         FString GrenadeEffectPath;//[Offset: 0x53c , Size: 12]
  20643.         bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x548 , Size: 1]
  20644.         bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x549 , Size: 1]
  20645.         bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54a , Size: 1]
  20646.         bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54b , Size: 1]
  20647.         bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c , Size: 1]
  20648.         DSSwitchInfo[] DsSwitch;//[Offset: 0x550 , Size: 12]
  20649.         bool bIsPickUpFillBulletMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c , Size: 1]
  20650.         bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55d , Size: 1]
  20651.         bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55e , Size: 1]
  20652.         bool bRegisterPickUpsOnEnterFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c , Size: 1]
  20653.         bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59d , Size: 1]
  20654.         bool bEnablePickUpTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59e , Size: 1]
  20655.         bool bEnableUpdateClosestVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59f , Size: 1]
  20656.         bool bPlayVehicleMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a0 , Size: 1]
  20657.         float TrainingModePickUpColdCD;//[Offset: 0x5a4 , Size: 4]
  20658.         float PickUpColdCountDownToleranceTime;//[Offset: 0x5a8 , Size: 4]
  20659.         float PickUpColdCountDownMinTime;//[Offset: 0x5ac , Size: 4]
  20660.         float TrainingModeDropLifeTime;//[Offset: 0x5b0 , Size: 4]
  20661.         bool bReportAllPickUpFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4 , Size: 1]
  20662.         bool bDebugEnableDamageEffectInTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b5 , Size: 1]
  20663.         bool bEnabledReInitUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b6 , Size: 1]
  20664.         delegate OnAirAttack;//[Offset: 0x5b8 , Size: 12]
  20665.         delegate OnInfectedAreaWarn;//[Offset: 0x5c4 , Size: 12]
  20666.         delegate OnSkillManagerInitFinishDelegate;//[Offset: 0x5d0 , Size: 12]
  20667.         bool IsFPPGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc , Size: 1]
  20668.         bool IsCanSwitchFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dd , Size: 1]
  20669.         bool bResetBulletNumToMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5de , Size: 1]
  20670.         FName[] EnableMapPackages;//[Offset: 0x5e0 , Size: 12]
  20671.         FName[] EnableMapLayers;//[Offset: 0x5ec , Size: 12]
  20672.         class ViewMaskManager* ViewMaskManagerClass;//[Offset: 0x5f8 , Size: 4]
  20673.         ViewMaskManager* ViewMaskManager;//[Offset: 0x5fc , Size: 4]
  20674.         class ModAdapter* ModAdapterClass;//[Offset: 0x600 , Size: 4]
  20675.         ModAdapter* ModAdapter;//[Offset: 0x604 , Size: 4]
  20676.         bool bEnableSignalSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x608 , Size: 1]
  20677.         bool IsCanPlaceBuilding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x609 , Size: 1]
  20678.         int PvePoliceOfficeTriggerCount;//[Offset: 0x60c , Size: 4]
  20679.         int PveZombieGrenadeCount;//[Offset: 0x610 , Size: 4]
  20680.         bool EnableVisualField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x614 , Size: 1]
  20681.         VisualFieldFeatureParam VisualFieldFeatureParam;//[Offset: 0x618 , Size: 36]
  20682.         VisualFieldFeature* VisualFieldFeature;//[Offset: 0x63c , Size: 4]
  20683.         bool bReadyStateCountingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x640 , Size: 1]
  20684.         int ReadyStateTime;//[Offset: 0x650 , Size: 4]
  20685.         delegate ReConnectGameStateInfoNotify;//[Offset: 0x654 , Size: 12]
  20686.         bool IsCircleShowSafeZoneTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x660 , Size: 1]
  20687.         FString GameModeDisplayName;//[Offset: 0x664 , Size: 12]
  20688.         int CurCircleWave;//[Offset: 0x670 , Size: 4]
  20689.         bool bNoAliveHumanPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x674 , Size: 1]
  20690.         bool EnableControllVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x675 , Size: 1]
  20691.         GameModeFeatureSetData GameModeFeatureSet;//[Offset: 0x678 , Size: 4]
  20692.         FName GameModeState;//[Offset: 0x690 , Size: 8]
  20693.         bool bLessening;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x698 , Size: 1]
  20694.         float timeFromLessen;//[Offset: 0x69c , Size: 4]
  20695.         Vector CircleLessenFrom;//[Offset: 0x6a0 , Size: 12]
  20696.         Vector CircleLessenTo;//[Offset: 0x6ac , Size: 12]
  20697.         float timeForLessen;//[Offset: 0x6b8 , Size: 4]
  20698.         byte CurCircleStatusInfo;//[Offset: 0x6c8 , Size: 1]
  20699.         float CurCircleStateStartServerWorldSecond;//[Offset: 0x6cc , Size: 4]
  20700.         float CurCircleStatusElapsedTime;//[Offset: 0x6d0 , Size: 4]
  20701.         float CurCircleStatusLastTime;//[Offset: 0x6d4 , Size: 4]
  20702.         byte CurAirAttackType;//[Offset: 0x6d8 , Size: 1]
  20703.         int CurAirAttackWave;//[Offset: 0x6dc , Size: 4]
  20704.         bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e0 , Size: 1]
  20705.         float ScreenSizeFactor;//[Offset: 0x6e4 , Size: 4]
  20706.         float ExtraRadius;//[Offset: 0x6e8 , Size: 4]
  20707.         int AlivePlayerNum;//[Offset: 0x6ec , Size: 4]
  20708.         int AliveTeamNum;//[Offset: 0x6f0 , Size: 4]
  20709.         int PlayerNumOnPlane;//[Offset: 0x6f4 , Size: 4]
  20710.         int NoneAIGameTime;//[Offset: 0x6f8 , Size: 4]
  20711.         delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x6fc , Size: 12]
  20712.         delegate ForceStopDynamicWeatherDelegate;//[Offset: 0x708 , Size: 12]
  20713.         WeatherChangeEvent CurWeatherTypeCach;//[Offset: 0x714 , Size: 2]
  20714.         GameModePlayerShowUpassInfo[] UpassInfoList;//[Offset: 0x718 , Size: 12]
  20715.         enum GameModeType;//[Offset: 0x724 , Size: 1]
  20716.         enum GameModeConfigType;//[Offset: 0x725 , Size: 1]
  20717.         enum GameModeConfigSubType;//[Offset: 0x726 , Size: 1]
  20718.         enum GameModeSubType;//[Offset: 0x727 , Size: 1]
  20719.         int PlayerNumPerTeam;//[Offset: 0x728 , Size: 4]
  20720.         FString[] OpenTagCullingMaps;//[Offset: 0x72c , Size: 12]
  20721.         bool bShouldUseCompletePB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738 , Size: 1]
  20722.         bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x739 , Size: 1]
  20723.         bool IsDark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x73a , Size: 1]
  20724.         float FPVEWeatherPlaySpeed;//[Offset: 0x748 , Size: 4]
  20725.         float WeatherPhaseIndex;//[Offset: 0x74c , Size: 4]
  20726.         enum[] WeatherProcessArray;//[Offset: 0x750 , Size: 12]
  20727.         delegate OnWeatherStateChange;//[Offset: 0x75c , Size: 12]
  20728.         delegate OnWeatherSpeedChange;//[Offset: 0x768 , Size: 12]
  20729.         enum CurDynamicWeatherState;//[Offset: 0x774 , Size: 1]
  20730.         <FString,float> BeInvitedPlayers;//[Offset: 0x778 , Size: 60]
  20731.         float InviteCountDownTime;//[Offset: 0x7b4 , Size: 4]
  20732.         CircleDataMining[] CircleDataMining;//[Offset: 0x7b8 , Size: 12]
  20733.         Vector[] CircleArray;//[Offset: 0x7c4 , Size: 12]
  20734.         GameDataMining GameDataMining;//[Offset: 0x7d0 , Size: 60]
  20735.         uint64 GameID;//[Offset: 0x810 , Size: 8]
  20736.         FString GameModeID;//[Offset: 0x818 , Size: 12]
  20737.         FString[] ModeUIManagerArrayCached;//[Offset: 0x824 , Size: 12]
  20738.         FString ModLogicSwitchTag;//[Offset: 0x830 , Size: 12]
  20739.         delegate OnValidDynamicLevelChanged;//[Offset: 0x83c , Size: 12]
  20740.         LevelEventCenter* LevelEventCenter;//[Offset: 0x848 , Size: 4]
  20741.         Actor* StartedPlane;//[Offset: 0x84c , Size: 4]
  20742.         Character* CurCastActorMsgOwner;//[Offset: 0x850 , Size: 8]
  20743.         float StartFlyTime;//[Offset: 0x858 , Size: 4]
  20744.         int64 StartReadyUnixTimestamp;//[Offset: 0x860 , Size: 8]
  20745.         int64 StartFightingUnixTimestamp;//[Offset: 0x868 , Size: 8]
  20746.         int64 StartFinishedUnixTimestamp;//[Offset: 0x870 , Size: 8]
  20747.         bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x889 , Size: 1]
  20748.         bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88a , Size: 1]
  20749.         int EnableNewStateMachine;//[Offset: 0x88c , Size: 4]
  20750.         float PlayerInBlueCircleClipTime;//[Offset: 0x894 , Size: 4]
  20751.         float BroadcastClientDistance;//[Offset: 0x898 , Size: 4]
  20752.         int[] FinalWinTeams;//[Offset: 0x8b4 , Size: 12]
  20753.         uint32[] FinalWinPlayers;//[Offset: 0x8c0 , Size: 12]
  20754.         uint32 GameTerminatorPlayerKey;//[Offset: 0x8cc , Size: 4]
  20755.         bool CanForbitPickupTeammateBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d0 , Size: 1]
  20756.         bool CanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d1 , Size: 1]
  20757.         int[] ImprisonmentTeammateKillType;//[Offset: 0x8d4 , Size: 12]
  20758.         int[] ImprisonmentTeammateGameType;//[Offset: 0x8e0 , Size: 12]
  20759.         bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ec , Size: 1]
  20760.         bool bIsUseStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ed , Size: 1]
  20761.         bool IsOpenHighPingTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ee , Size: 1]
  20762.         bool bEnableCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ef , Size: 1]
  20763.         FString GuideImageName;//[Offset: 0x8f0 , Size: 12]
  20764.         FString GuideLuaTableName;//[Offset: 0x8fc , Size: 12]
  20765.         FString GuideLuaFunctionName;//[Offset: 0x908 , Size: 12]
  20766.         bool IsDisableTeamPanelPlayerStateInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x914 , Size: 1]
  20767.         float PlayerNoOperationTime;//[Offset: 0x918 , Size: 4]
  20768.         float PlayerNoConfirmRetToGameTime;//[Offset: 0x91c , Size: 4]
  20769.         bool IsEnableHealthNumberText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x920 , Size: 1]
  20770.         Vector2D SelfHealthOffset;//[Offset: 0x924 , Size: 8]
  20771.         bool IsCollectHitFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92c , Size: 1]
  20772.         bool bOpenVehicleOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92d , Size: 1]
  20773.         UAELevelDirector* UAELevelDirector;//[Offset: 0x930 , Size: 4]
  20774.         MarkDispatchManager* MarkDispatchManager;//[Offset: 0x934 , Size: 4]
  20775.         MarkSyncData[] SyncMarkDispatchData;//[Offset: 0x938 , Size: 12]
  20776.         MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0x944 , Size: 12]
  20777.         MarkSyncData[] LocalMarkDispatchData;//[Offset: 0x950 , Size: 12]
  20778.         MarkSyncData[] PrevLocalMarkDispatchData;//[Offset: 0x95c , Size: 12]
  20779.         DynamicWeatherMgr* DynamicWeatherMgr;//[Offset: 0x968 , Size: 4]
  20780.         class Actor* PreloadPoolActorClass;//[Offset: 0x970 , Size: 40]
  20781.         class Actor* CommonPreloadPoolActorClass;//[Offset: 0x998 , Size: 40]
  20782.         FString CommonPrePoolActorPath;//[Offset: 0x9c0 , Size: 12]
  20783.         <FString,ActorExtraComponents> ActorExtraComponents;//[Offset: 0x9cc , Size: 60]
  20784.         XTriggerLuaRemoteComponent* LuaRemoteComponent;//[Offset: 0xa08 , Size: 4]
  20785.         FieldOfViewNotificationComponentRegistry* FieldOfViewNotificationComponentRegistry;//[Offset: 0xa0c , Size: 4]
  20786.         bool bUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa10 , Size: 1]
  20787.         bool bAIUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa11 , Size: 1]
  20788.         delegate OnShowGeneralGameTipsDelegate;//[Offset: 0xa14 , Size: 12]
  20789.         bool IgnoreWhenAttackNotInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa20 , Size: 1]
  20790.         bool bEnableVehicleWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa21 , Size: 1]
  20791.         bool bEnableVehicleDSWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa22 , Size: 1]
  20792.         delegate OnVeteranOrRecruitListUpdate;//[Offset: 0xa24 , Size: 12]
  20793.         bool bNewForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa30 , Size: 1]
  20794.         FString FServerStartTime;//[Offset: 0xa34 , Size: 12]
  20795.         bool bIsLowMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa40 , Size: 1]
  20796.         uint32 ServerStartTimestamp;//[Offset: 0xa44 , Size: 4]
  20797.         GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0xa48 , Size: 12]
  20798.         FString MainWeaponTableName;//[Offset: 0xa54 , Size: 12]
  20799.         class Object[] PlaneAvatarClassArray;//[Offset: 0xa60 , Size: 12]
  20800.         <uint32,bool> SendStartFlowRecord;//[Offset: 0xa80 , Size: 60]
  20801.         <uint32,bool> SendEndFlowRecord;//[Offset: 0xabc , Size: 60]
  20802.         TslSimpleCollisionManager* SimpleCollisionManager;//[Offset: 0xaf8 , Size: 4]
  20803.         bool bUseNewGrenadeMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafc , Size: 1]
  20804.         bool bEnablePlayerEventSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafd , Size: 1]
  20805.         bool bEnableAttrMod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafe , Size: 1]
  20806.         bool bAvatarDownloadInBattleClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaff , Size: 1]
  20807.         bool bEnableDeathPlaybackRecord;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb00 , Size: 1]
  20808.         bool bEnableDisplayPlayerAddonCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb01 , Size: 1]
  20809.         int PlayerAddonCount;//[Offset: 0xb04 , Size: 4]
  20810.         void WeatherStateChangeDelegate__DelegateSignature();// 0x2859eb0
  20811.         void WeatherSpeedChangeDelegate__DelegateSignature();// 0x2859eb0
  20812.         void UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x1ede930
  20813.         void UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x1ede724
  20814.         void UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x1ede39c
  20815.         void UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x1ede1d8
  20816.         STExtraBaseCharacter* TryGetCharacterByPlayerKey(FString PlayerKey);// 0x1ede078
  20817.         void SyncAirplaneRoute(Vector StartLoc, Vector StopLoc, Vector CanJumpLoc, Vector ForceJumpLoc);// 0x1eddf28
  20818.         void SyncAirplaneAndAirDrops(out AirDropPathData3D InAirDropPathData);// 0x1edde44
  20819.         void SimulateAirAttackOver();// 0x1eddde8
  20820.         void ShowGameTips(int PlayerKey, int TipsID, FString Params);// 0x1eddca4
  20821.         void SetTagCulling(bool IsUse);// 0x1d05764
  20822.         void SetServerStartTime(uint32 nServerStartTime);// 0x1eddc2c
  20823.         void SetSendStartFlow(uint32 PlayerKey);// 0x1eddbb4
  20824.         void SetSendEndFlow(uint32 PlayerKey);// 0x1eddb3c
  20825.         void SetReConnectGameStateInfo(ReConnectGameStateInfo ReConnectInfo);// 0x1edd9f0
  20826.         static void SetOnGameStateEndPlay(delegate InOnGameStateEndPlay);// 0x1edd954
  20827.         static void SetOnGameStateBeginPlay(delegate InOnGameStateBeginPlay);// 0x1edd8b8
  20828.         void SetIsLowMatch(int nClientType);// 0x1edd840
  20829.         void SetCustomRoute(out const Vector2D StartPoint, out const Vector2D EndPoint);// 0x1edd768
  20830.         void SetCurAirAttackWave(int AirAttackWave);// 0x1edd6f0
  20831.         void SetCurAirAttackType(byte airattacktype);// 0x1edd678
  20832.         void SetCircleInfo(GetCircleInfo ReConnectInfo);// 0x1edd56c
  20833.         void SetAvatarDownloadInBattleClientSwitch(bool bOpen);// 0x1edd4ec
  20834.         void SetAirplaneStopLoc(Vector StopLoc);// 0x1edd47c
  20835.         void SetAirplaneStartLoc(Vector StarLoc);// 0x1edd40c
  20836.         void SetAirplaneForceJumpLoc(Vector ForceJumpLoc);// 0x1edd39c
  20837.         void SetAirplaneCanJumpLoc(Vector CanJumpLoc);// 0x1edd32c
  20838.         void ServerRemoteDestroyAllActor();// 0x1edd318
  20839.         void ServerRemoteDestroyActor(int SingleId);// 0x1edd2a0
  20840.         int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1edd144
  20841.         void RPC_Client_RemoteDestroyAllActor();// 0x1e20f90
  20842.         void RPC_Client_RemoteDestroyActor(int SingleId);// 0x1edd0c4
  20843.         void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1edcf30
  20844.         void PlayPawnActive(FString PlayerKey, Actor* PlayerCharacter);// 0x1edcd8c
  20845.         void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2859eb0
  20846.         void OnRep_WeatherStateChanged();// 0x1edcd78
  20847.         void OnRep_VisualFieldFeatureParam();// 0x1edcd64
  20848.         void OnRep_VeteranRecruitListUpdate();// 0x1edcd50
  20849.         void OnRep_UpassInfoList();// 0x1edcd3c
  20850.         void OnRep_StartFlyTime();// 0x1edcd28
  20851.         void OnRep_StartedPlane();// 0x1edcd14
  20852.         void OnRep_ResetWeatherPlaySpeed();// 0x1edcd00
  20853.         void OnRep_ReadyStateTime();// 0x1e1cd28
  20854.         void OnRep_ReadyStateCountingDown();// 0x1c8c854
  20855.         void OnRep_PlayerNumOnPlane();// 0x1edccec
  20856.         void OnRep_PlayerNumChange();// 0x1c8c854
  20857.         void OnRep_PlayerAddonCount();// 0x1e74790
  20858.         void OnRep_MarkSyncData();// 0x1edccd8
  20859.         void OnRep_IsTrainingMode();// 0x1edccc4
  20860.         void OnRep_IsShowDeadBox();// 0x1edccb0
  20861.         void OnRep_IsOpenDuelMode();// 0x1c8c854
  20862.         void OnRep_IsFPPMode();// 0x1edcc9c
  20863.         void OnRep_IsDark();// 0x1edcc88
  20864.         void OnRep_GameTerminatorPlayerKey();// 0x1edcc74
  20865.         void OnRep_GameModeType();// 0x1edcc60
  20866.         void OnRep_GameModeSubType();// 0x1edcc4c
  20867.         void OnRep_GameModeState();// 0x1edcc30
  20868.         void OnRep_GameModeFeatureSet();// 0x1c8c854
  20869.         void OnRep_FinalWinTeams();// 0x1c8c854
  20870.         void OnRep_FinalWinPlayers();// 0x1c8c854
  20871.         void OnRep_EnableSignalSystem();// 0x1edcc1c
  20872.         void OnRep_DynamicWeatherState();// 0x1edcc08
  20873.         void OnRep_CircleArray();// 0x1c8c854
  20874.         void OnRep_AliveTeamNum();// 0x1edcbf4
  20875.         void OnRep_AlivePlayerNum();// 0x1edcbe0
  20876.         void OnRep_AirplaneStopLoc();// 0x1edcbcc
  20877.         void OnRep_AirplaneStartLoc();// 0x1edcbb8
  20878.         void OnRep_AirplaneForceJumpLoc();// 0x1edcba4
  20879.         void OnRep_AirplaneCanJumpLoc();// 0x1edcb90
  20880.         void OnRep_AirDropPathData();// 0x1edcb7c
  20881.         void OnPlayerSkillStart(STExtraBaseCharacter* SkillOwner, int SkillID);// 0x1e1cc3c
  20882.         void OnPlaneAvatarAsyncLoadComplete(out class Object[] ClassArrays);// 0x1edcab0
  20883.         void OnGameStateEndPlay__DelegateSignature(byte EndPlayReason);// 0x2859eb0
  20884.         void OnGameStateBeginPlay__DelegateSignature(GameState* GameState);// 0x2859eb0
  20885.         void OnGameModeDisplayNameChange();// 0x1edca9c
  20886.         void OnCharacterTakeHeadShot(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState);// 0x1e1c738
  20887.         void OnCharacterTakeDamage(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState, float Damage);// 0x1e1c630
  20888.         void NotifyDynamicWeatherChange(DynamicWeatherMgr* Mgr, WeatherChangeEvent Event);// 0x1edc9e0
  20889.         void ModifyEnableSignalSystemOnServer(bool bEnable);// 0x1edc960
  20890.         bool IsSendStartFlow(uint32 PlayerKey);// 0x1edc8e0
  20891.         bool IsSendEndFlow(uint32 PlayerKey);// 0x1edc860
  20892.         bool IsRevivalGame();// 0x1edc838
  20893.         bool IsPVEMode();// 0x1edc810
  20894.         bool IsPlaneValid();// 0x1edc7ec
  20895.         bool IsNoCircleInfo();// 0x1edc7c4
  20896.         bool IsMapUseTeamPattern();// 0x1edc794
  20897.         bool IsInNight();// 0x1edc764
  20898.         bool IsInBlueCircleByCircleMgr(Actor* _actor);// 0x1edc6e4
  20899.         bool IsInBlueCircle(out const Vector pos);// 0x1edc658
  20900.         bool IsFeatureSupported(enum SubSystemType);// 0x1edc5d0
  20901.         bool IsEnableDamageInfo();// 0x1e43370
  20902.         TslSimpleCollisionManager* GetSimpleCollisionManager();// 0x1edc5a8
  20903.         int GetServerStartUnixTimestamp();// 0x1edc580
  20904.         FString GetServerStartTime();// 0x1edc4c0
  20905.         float GetRepServerWorldTimeSeconds();// 0x1edc498
  20906.         ReConnectGameStateInfo GetReConnectGameStateInfo();// 0x1edc3fc
  20907.         int GetPVEWeatherPhaseIndex();// 0x1edc3d4
  20908.         STExtraPlayerState* GetPlayerStateByUID(uint64 PlayerUID);// 0x1edc350
  20909.         XTriggerLuaRemoteComponent* GetLuaRemoteComponent();// 0x1edc328
  20910.         bool GetIsReadyStateReport();// 0x1edc2f8
  20911.         FName GetGameModeState();// 0x1edc2b8
  20912.         Vector GetForceJumpLoc();// 0x1edc294
  20913.         FieldOfViewNotificationComponentRegistry* GetFieldOfViewNotificationComponentRegistry();// 0x1edc26c
  20914.         FString GetDSSwitchValue(const int InSwitchId);// 0x1edc164
  20915.         enum GetCurWeatherState();// 0x1edc13c
  20916.         enum GetCurDynamicWeatherState();// 0x1edc114
  20917.         int GetCurCircleWave();// 0x1edc0f8
  20918.         byte GetCurCircleState();// 0x1edc0b8
  20919.         int GetCurCircleIndex();// 0x1edc090
  20920.         GetCircleInfo GetCircleStateInfo();// 0x1edc004
  20921.         Vector GetCanJumpLoc();// 0x1edbfe0
  20922.         MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x1edbf34
  20923.         MarkSyncData[] GetAllMarkLocalData(byte _TYPE);// 0x1edbe88
  20924.         int GetAlivePlayerNum();// 0x1edbe60
  20925.         Vector GetAirplaneStopLoc();// 0x1edbe3c
  20926.         Vector GetAirplaneStartLoc();// 0x1edbe18
  20927.         AirDropPathData3D GetAirDropPathData();// 0x1edbc88
  20928.         STExtraBaseCharacter* FindCharacterByPlayerKey(FString PlayerKey);// 0x1edbb28
  20929.         void ExecuteCVarConfig();// 0x1edbb14
  20930.         Widget* DeepFindWidgetInUserWidget(UserWidget* SourceWidget, FName WidgetName);// 0x1edba50
  20931.         void ClearAirDropPathData();// 0x1edba3c
  20932.         bool CheckIsLowMatch();// 0x1edba14
  20933.         void CheckInitLuaRemoteEvent();// 0x1edba00
  20934.         bool CheckDSSwitchOpen(const int SwitchId);// 0x1edb980
  20935.         bool CheckDamage(STExtraBaseCharacter* AttackCharacter, STExtraBaseCharacter* TargetBaseCharacter);// 0x1e53c08
  20936.         void ChangeWeatherStatus(WeatherChangeEvent Event);// 0x1edb908
  20937.         void ChangeDynamicWeatherState(enum DayState);// 0x1edb890
  20938.         void BroadcastUISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x1edb788
  20939.         void BroadcastUISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x1edb574
  20940.         void BroadcastUIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x1edb3a8
  20941.         void BroadcastUICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x1edb1dc
  20942.         void BroadcastTemporaryMessage(FString Message);// 0x1edb118
  20943.         void BroadcastShowGameTips(int TipsID, FString Params);// 0x1edb010
  20944.         void BroadcastRoute(Vector StartLoc, Vector StopLoc);// 0x1edaf48
  20945.         void BroadcastLuaTipsBehavior(FString BehaviorTag, int ID, FString Params1, FString Params2);// 0x1edad34
  20946.         void BroadcastEndCircle();// 0x1edacd8
  20947.         void BroadcastCircleWaveOver(int Index);// 0x1edac24
  20948.         void BroadcastCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index, bool InbActiveScreenSize, float InScreenSizeFactor, float InExtraRadius, float Pain);// 0x1eda96c
  20949.         void BroadcastCircleInfo(byte circleInfo, float Time, const Vector BlueCircleSync, const Vector WhiteCircleSync, int CircleInvertedIndex);// 0x1eda79c
  20950.         void BroadcastAirAttackWarning(const Vector airAttackAreaSrc, int waveindex);// 0x1eda6e0
  20951.         void BroadcastAirAttackOrder(const AirAttackOrder airAttackOrderSrc, int waveindex);// 0x1eda564
  20952.         void AsyncLoadResFinishCallback();// 0x1eda550
  20953.         void AsyncLoadCommonResFinishCallback();// 0x1eda53c
  20954.         void AddUseSpringJumpTimes(uint32 PlayerKey, int Times);// 0x1e1b138
  20955.         void AddUseEnhancerTimes(uint32 PlayerKey, int Times);// 0x1e1b074
  20956.         void AddPveZombieGrenadeCount(int Value);// 0x1eda4c4
  20957.         void AddPvePoliceOfficeTriggerCount(int Value);// 0x1eda44c
  20958.         void AddPlayerScore(Controller* ScorePlayer, Controller* VictimPlayer, FString ScoreType, float DamagePoint);// 0x1e1ad6c
  20959.  
  20960. --------------------------------
  20961. Class: UAEGameState.GameState.GameStateBase.Info.Actor.Object
  20962.         bool bTeamIDChgDeactivePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321 , Size: 1]
  20963.         FString WeaponAttrReloadTableName;//[Offset: 0x360 , Size: 12]
  20964.         FString VehicleAttrReloadTableName;//[Offset: 0x36c , Size: 12]
  20965.         FString DamageSearchTableName;//[Offset: 0x378 , Size: 12]
  20966.         bool IsInitTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384 , Size: 1]
  20967.         FString LuaFilePath;//[Offset: 0x388 , Size: 12]
  20968.         void SendLuaDSToClient(int ID, out const byte[] Content);// 0x2471448
  20969.         void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x247130c
  20970.         static WeaponAttrReloadTableStruct GetWeaponAttrReloadTableRow(int ID);// 0x2471268
  20971.         static VehicleAttrReloadTableStruct GetVehicleAttrReloadTableRow(int ID);// 0x24711e0
  20972.  
  20973. --------------------------------
  20974. Class: WeaponAttrReloadTableStruct
  20975.         int KeyID;//[Offset: 0x0 , Size: 4]
  20976.         float AutoAimingConfig_InnerRange_Speed;//[Offset: 0x4 , Size: 4]
  20977.         float AutoAimingConfig_InnerRange_RangeRate;//[Offset: 0x8 , Size: 4]
  20978.         float AutoAimingConfig_InnerRange_SpeedRate;//[Offset: 0xc , Size: 4]
  20979.         float AutoAimingConfig_InnerRange_RangeRateSight;//[Offset: 0x10 , Size: 4]
  20980.         float AutoAimingConfig_InnerRange_SpeedRateSight;//[Offset: 0x14 , Size: 4]
  20981.         float AutoAimingConfig_InnerRange_CrouchRate;//[Offset: 0x18 , Size: 4]
  20982.         float AutoAimingConfig_InnerRange_ProneRate;//[Offset: 0x1c , Size: 4]
  20983.         float AutoAimingConfig_InnerRange_DyingRate;//[Offset: 0x20 , Size: 4]
  20984.         float AutoAimingConfig_InnerRange_DriveVehicleRate;//[Offset: 0x24 , Size: 4]
  20985.         float AutoAimingConfig_InnerRange_InVehicleRate;//[Offset: 0x28 , Size: 4]
  20986.         float AutoAimingConfig_InnerRange_FreeFallRate;//[Offset: 0x2c , Size: 4]
  20987.         float AutoAimingConfig_InnerRange_OpeningRate;//[Offset: 0x30 , Size: 4]
  20988.         float AutoAimingConfig_InnerRange_LandingRate;//[Offset: 0x34 , Size: 4]
  20989.         float AutoAimingConfig_InnerRange_AdsorbMaxRange;//[Offset: 0x38 , Size: 4]
  20990.         float AutoAimingConfig_InnerRange_AdsorbMinRange;//[Offset: 0x3c , Size: 4]
  20991.         float AutoAimingConfig_InnerRange_AdsorbMinAttenuationDis;//[Offset: 0x40 , Size: 4]
  20992.         float AutoAimingConfig_InnerRange_AdsorbMaxAttenuationDis;//[Offset: 0x44 , Size: 4]
  20993.         float AutoAimingConfig_InnerRange_AdsorbActiveMinRange;//[Offset: 0x48 , Size: 4]
  20994.         float AutoAimingConfig_OuterRange_Speed;//[Offset: 0x4c , Size: 4]
  20995.         float AutoAimingConfig_OuterRange_RangeRate;//[Offset: 0x50 , Size: 4]
  20996.         float AutoAimingConfig_OuterRange_SpeedRate;//[Offset: 0x54 , Size: 4]
  20997.         float AutoAimingConfig_OuterRange_RangeRateSight;//[Offset: 0x58 , Size: 4]
  20998.         float AutoAimingConfig_OuterRange_SpeedRateSight;//[Offset: 0x5c , Size: 4]
  20999.         float AutoAimingConfig_OuterRange_CrouchRate;//[Offset: 0x60 , Size: 4]
  21000.         float AutoAimingConfig_OuterRange_ProneRate;//[Offset: 0x64 , Size: 4]
  21001.         float AutoAimingConfig_OuterRange_DyingRate;//[Offset: 0x68 , Size: 4]
  21002.         float AutoAimingConfig_OuterRange_DriveVehicleRate;//[Offset: 0x6c , Size: 4]
  21003.         float AutoAimingConfig_OuterRange_InVehicleRate;//[Offset: 0x70 , Size: 4]
  21004.         float AutoAimingConfig_OuterRange_FreeFallRate;//[Offset: 0x74 , Size: 4]
  21005.         float AutoAimingConfig_OuterRange_OpeningRate;//[Offset: 0x78 , Size: 4]
  21006.         float AutoAimingConfig_OuterRange_LandingRate;//[Offset: 0x7c , Size: 4]
  21007.         float AutoAimingConfig_OuterRange_AdsorbMaxRange;//[Offset: 0x80 , Size: 4]
  21008.         float AutoAimingConfig_OuterRange_AdsorbMinRange;//[Offset: 0x84 , Size: 4]
  21009.         float AutoAimingConfig_OuterRange_AdsorbMinAttenuationDis;//[Offset: 0x88 , Size: 4]
  21010.         float AutoAimingConfig_OuterRange_AdsorbMaxAttenuationDis;//[Offset: 0x8c , Size: 4]
  21011.         float AutoAimingConfig_OuterRange_AdsorbActiveMinRange;//[Offset: 0x90 , Size: 4]
  21012.         float AutoAimingConfig_FollowTimeMax;//[Offset: 0x94 , Size: 4]
  21013.         float AutoAimingConfig_MaxAngle;//[Offset: 0x98 , Size: 4]
  21014.         float AccessoriesVRecoilFactor;//[Offset: 0x9c , Size: 4]
  21015.         float AccessoriesHRecoilFactor;//[Offset: 0xa0 , Size: 4]
  21016.         float AccessoriesRecoveryFactor;//[Offset: 0xa4 , Size: 4]
  21017.         float DeviationBase;//[Offset: 0xa8 , Size: 4]
  21018.         float DeviationBaseAim;//[Offset: 0xac , Size: 4]
  21019.         float DeviationRecoilGain;//[Offset: 0xb0 , Size: 4]
  21020.         float DeviationRecoilGainAim;//[Offset: 0xb4 , Size: 4]
  21021.         float DeviationMaxMove;//[Offset: 0xb8 , Size: 4]
  21022.         float DeviationMoveMultiplier;//[Offset: 0xbc , Size: 4]
  21023.         float DeviationStanceJump;//[Offset: 0xc0 , Size: 4]
  21024.         float GameDeviationFactor;//[Offset: 0xc4 , Size: 4]
  21025.         float HitPartCoffHead;//[Offset: 0xc8 , Size: 4]
  21026.         float HitPartCoffBody;//[Offset: 0xcc , Size: 4]
  21027.         float HitPartCoffLimbs;//[Offset: 0xd0 , Size: 4]
  21028.         float HitPartCoffHand;//[Offset: 0xd4 , Size: 4]
  21029.         float HitPartCoffFoot;//[Offset: 0xd8 , Size: 4]
  21030.         float ZombileHitPartCoffHead;//[Offset: 0xdc , Size: 4]
  21031.         float ZombileHitPartCoffBody;//[Offset: 0xe0 , Size: 4]
  21032.         float ZombileHitPartCoffLimbs;//[Offset: 0xe4 , Size: 4]
  21033.         float ZombileHitPartCoffHand;//[Offset: 0xe8 , Size: 4]
  21034.         float ZombileHitPartCoffFoot;//[Offset: 0xec , Size: 4]
  21035.         float BaseImpactDamage;//[Offset: 0xf0 , Size: 4]
  21036.         float RangeModifier;//[Offset: 0xf4 , Size: 4]
  21037.         float ReferenceDistance;//[Offset: 0xf8 , Size: 4]
  21038.         float IgnoreRangeAttenuatDis;//[Offset: 0xfc , Size: 4]
  21039.         float ReloadTime;//[Offset: 0x100 , Size: 4]
  21040.         float ReloadTimeTactical;//[Offset: 0x104 , Size: 4]
  21041.         float ReloadTimeMagOut;//[Offset: 0x108 , Size: 4]
  21042.         float ReloadTimeMagIn;//[Offset: 0x10c , Size: 4]
  21043.         float ReloadDurationStart;//[Offset: 0x110 , Size: 4]
  21044.         float ReloadDurationLoop;//[Offset: 0x114 , Size: 4]
  21045.         float MaxBulletNumInOneClip;//[Offset: 0x118 , Size: 4]
  21046.         float InitBulletInClip;//[Offset: 0x11c , Size: 4]
  21047.         float BulletFireSpeed;//[Offset: 0x120 , Size: 4]
  21048.         int bEnableVehicleShoot;//[Offset: 0x124 , Size: 4]
  21049.         int bEnableLeanOutHolding;//[Offset: 0x128 , Size: 4]
  21050.         float Bullet_RadialDamageParams_BaseDamage;//[Offset: 0x12c , Size: 4]
  21051.         float Bullet_RadialDamageParams_MinimumDamage;//[Offset: 0x130 , Size: 4]
  21052.         float Bullet_RadialDamageParams_DamageInnerRadius;//[Offset: 0x134 , Size: 4]
  21053.         float Bullet_RadialDamageParams_DamageOuterRadius;//[Offset: 0x138 , Size: 4]
  21054.         float Bullet_RadialDamageParams_DamageFalloff;//[Offset: 0x13c , Size: 4]
  21055.         float Bullet_MaxNoGravityRange;//[Offset: 0x140 , Size: 4]
  21056.         float Bullet_LaunchGravityScale;//[Offset: 0x144 , Size: 4]
  21057.         FString Bullet_RadialDamageParams_DamageTypeClass;//[Offset: 0x148 , Size: 12]
  21058.         FString ImpactActorTemplatePath;//[Offset: 0x154 , Size: 12]
  21059.         FString BulletTemplatePath;//[Offset: 0x160 , Size: 12]
  21060.         int ReloadWithNoCost;//[Offset: 0x16c , Size: 4]
  21061.         FString MuzzleFX;//[Offset: 0x170 , Size: 12]
  21062.         FString ScopeMuzzleFX;//[Offset: 0x17c , Size: 12]
  21063.         FString RemoteMuzzleFX;//[Offset: 0x188 , Size: 12]
  21064.         FString LocalSilencerMuzzleFX;//[Offset: 0x194 , Size: 12]
  21065.         FString ScopeSilencerMuzzleFX;//[Offset: 0x1a0 , Size: 12]
  21066.         FString RemoteSilencerMuzzleFX;//[Offset: 0x1ac , Size: 12]
  21067.         FString LocalFiringSuppressorMuzzleFX;//[Offset: 0x1b8 , Size: 12]
  21068.         FString ScopeFiringSuppressorMuzzleFX;//[Offset: 0x1c4 , Size: 12]
  21069.         FString RemoteFiringSuppressorMuzzleFX;//[Offset: 0x1d0 , Size: 12]
  21070.         FString LocalCompensatorMuzzleFX;//[Offset: 0x1dc , Size: 12]
  21071.         FString ScopeCompensatorMuzzleFX;//[Offset: 0x1e8 , Size: 12]
  21072.         FString RemoteCompensatorMuzzleFX;//[Offset: 0x1f4 , Size: 12]
  21073.         int WeaponDurability;//[Offset: 0x200 , Size: 4]
  21074.         int ShootReduceDurabilityAmount;//[Offset: 0x204 , Size: 4]
  21075.  
  21076. --------------------------------
  21077. Class: VehicleAttrReloadTableStruct
  21078.         int KeyID;//[Offset: 0x0 , Size: 4]
  21079.         float HealthMax;//[Offset: 0x4 , Size: 4]
  21080.         float Health;//[Offset: 0x8 , Size: 4]
  21081.  
  21082. --------------------------------
  21083. Class: AirDropPathData3D
  21084.         int AirDropIndex;//[Offset: 0x0 , Size: 4]
  21085.         Vector StartLoc3D;//[Offset: 0x4 , Size: 12]
  21086.         Vector TargetLoc3D;//[Offset: 0x10 , Size: 12]
  21087.         Vector[] AirDropLocs3D;//[Offset: 0x1c , Size: 12]
  21088.         bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  21089.         Vector MapCenter;//[Offset: 0x2c , Size: 12]
  21090.         float Radius;//[Offset: 0x38 , Size: 4]
  21091.  
  21092. --------------------------------
  21093. Class: AirAttackOrder
  21094.         int waveindex;//[Offset: 0x0 , Size: 4]
  21095.         float FlightHeight;//[Offset: 0x4 , Size: 4]
  21096.         float SeaLevelHeight;//[Offset: 0x8 , Size: 4]
  21097.         int16[] bombsInterval;//[Offset: 0xc , Size: 12]
  21098.         Vector2D[] bombsPosition2D;//[Offset: 0x18 , Size: 12]
  21099.  
  21100. --------------------------------
  21101. Class: DSSwitchInfo
  21102.         int KeyNum;//[Offset: 0x0 , Size: 4]
  21103.         FString SValue;//[Offset: 0x4 , Size: 12]
  21104.  
  21105. --------------------------------
  21106. Class: ViewMaskManager.Object
  21107.         enum ViewMaskTypeSetting;//[Offset: 0x1c , Size: 1]
  21108.         class Actor[] FilterActorClassList;//[Offset: 0x20 , Size: 12]
  21109.         void SetViewMaskType(enum NewMaskType);// 0x1fe60f0
  21110.         bool IsPlayerViewMaskValid(STExtraBaseCharacter* BaseCharacter);// 0x1fe6070
  21111.         void Init();// 0x1fe605c
  21112.         int ClearViewMaskForActor(Actor* MaskActor);// 0x1fe5fdc
  21113.         int ApplyViewMaskForPlayer(STExtraBaseCharacter* BaseCharacter);// 0x1fe5f5c
  21114.         int ApplyViewMaskForActorWithOwnerPlayer(Actor* MaskActor, STExtraBaseCharacter* BaseCharacter);// 0x1fe5e98
  21115.  
  21116. --------------------------------
  21117. Class: ModAdapter.Object
  21118.         Actor* SpawnPointLightActor(ModAdapterSpawnInfo SpawnInfo);// 0x1dc9480
  21119.         Actor* SpawnModActorByClass(class Actor ActorClass, out const Transform SpawnTransform, Pawn* Instigator, Actor* Owner);// 0x1dc92d0
  21120.  
  21121. --------------------------------
  21122. Class: ModAdapterSpawnInfo
  21123.         Actor* RelatedActor;//[Offset: 0x0 , Size: 4]
  21124.         FName LightType;//[Offset: 0x8 , Size: 8]
  21125.         Transform SpawnTransform;//[Offset: 0x10 , Size: 48]
  21126.  
  21127. --------------------------------
  21128. Class: VisualFieldFeatureParam
  21129.         float VisualFieldUpdateInterval;//[Offset: 0x0 , Size: 4]
  21130.         float MaxVisualFieldDistanceSquared;//[Offset: 0x4 , Size: 4]
  21131.         FName[] VisualCheckBoneList;//[Offset: 0x8 , Size: 12]
  21132.         float DefaultFOVAngle;//[Offset: 0x14 , Size: 4]
  21133.         byte[] VisualCheckChanelList;//[Offset: 0x18 , Size: 12]
  21134.  
  21135. --------------------------------
  21136. Class: VisualFieldFeature.Object
  21137.         TimerHandle VisualFieldTickTimerHandle;//[Offset: 0x40 , Size: 8]
  21138.         VisualFieldFrame VisualFieldFrame;//[Offset: 0x48 , Size: 60]
  21139.         <int,float> VisualAngleLimitMap;//[Offset: 0x84 , Size: 60]
  21140.         STExtraPlayerController* CachedLocalController;//[Offset: 0xc0 , Size: 8]
  21141.  
  21142. --------------------------------
  21143. Class: VisualFieldFrame
  21144.         <int,VisualFieldCamp> VisualFieldFrameMap;//[Offset: 0x0 , Size: 60]
  21145.  
  21146. --------------------------------
  21147. Class: VisualFieldCamp
  21148.         VisibleActorInfo[] VisibleActorList;//[Offset: 0x0 , Size: 12]
  21149.  
  21150. --------------------------------
  21151. Class: VisibleActorInfo
  21152.         VisualFieldMetaInfo VisibleActorMetaInfo;//[Offset: 0x0 , Size: 16]
  21153.         Actor* VisibleActor;//[Offset: 0x10 , Size: 8]
  21154.  
  21155. --------------------------------
  21156. Class: GameModeFeatureSetData
  21157.         uint32 GameModeFeatureSet_A;//[Offset: 0x0 , Size: 4]
  21158.  
  21159. --------------------------------
  21160. Class: WeatherChangeEvent
  21161.         enum WeaterType;//[Offset: 0x0 , Size: 1]
  21162.         enum WeaterChangeEvent;//[Offset: 0x1 , Size: 1]
  21163.  
  21164. --------------------------------
  21165. Class: GameModePlayerShowUpassInfo
  21166.         FString PlayerName;//[Offset: 0x0 , Size: 12]
  21167.         int updateTime;//[Offset: 0xc , Size: 4]
  21168.         int upassLevel;//[Offset: 0x10 , Size: 4]
  21169.         int upassScore;//[Offset: 0x14 , Size: 4]
  21170.         int planeAvatarId;//[Offset: 0x18 , Size: 4]
  21171.         bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  21172.         bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
  21173.         bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e , Size: 1]
  21174.         bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f , Size: 1]
  21175.         FString iconUrl;//[Offset: 0x20 , Size: 12]
  21176.         FString Nation;//[Offset: 0x2c , Size: 12]
  21177.         GameModePlayerAliasInfo AliasInfo;//[Offset: 0x38 , Size: 48]
  21178.         int upassKeepBuy;//[Offset: 0x68 , Size: 4]
  21179.         int nUpassPrimePlusCard;//[Offset: 0x6c , Size: 4]
  21180.  
  21181. --------------------------------
  21182. Class: CircleDataMining
  21183.         Vector WhiteCircleCenter;//[Offset: 0x0 , Size: 12]
  21184.         bool bDestinyCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  21185.         int LeftPlayerNum;//[Offset: 0x10 , Size: 4]
  21186.  
  21187. --------------------------------
  21188. Class: GameDataMining
  21189.         FString battleid;//[Offset: 0x0 , Size: 12]
  21190.         Vector PlaneStartPoint;//[Offset: 0xc , Size: 12]
  21191.         Vector PlaneEndPoint;//[Offset: 0x18 , Size: 12]
  21192.         CircleDataMining[] CircleDataMining;//[Offset: 0x24 , Size: 12]
  21193.         GameWatchReport[] WatchReport;//[Offset: 0x30 , Size: 12]
  21194.  
  21195. --------------------------------
  21196. Class: GameWatchReport
  21197.         uint16 AreaID;//[Offset: 0x0 , Size: 2]
  21198.         int8 PlatID;//[Offset: 0x2 , Size: 1]
  21199.         FString ZoneID;//[Offset: 0x4 , Size: 12]
  21200.         uint64 player_uid;//[Offset: 0x10 , Size: 8]
  21201.         float total_time;//[Offset: 0x18 , Size: 4]
  21202.         WatchFlow[] watch_flow;//[Offset: 0x1c , Size: 12]
  21203.  
  21204. --------------------------------
  21205. Class: WatchFlow
  21206.         uint64 UId;//[Offset: 0x0 , Size: 8]
  21207.         uint32 sec;//[Offset: 0x8 , Size: 4]
  21208.  
  21209. --------------------------------
  21210. Class: MarkDispatchManager.ActorComponent.Object
  21211.         int CurrentInstanceCount;//[Offset: 0xbc , Size: 4]
  21212.         int CurrentLocalInstanceCount;//[Offset: 0xc0 , Size: 4]
  21213.         MarkDispatchAction[] ActionQueue;//[Offset: 0xc4 , Size: 12]
  21214.         MarkDispatchAction[] BatchActionQueue;//[Offset: 0xd0 , Size: 12]
  21215.         int MarkCountProcessed;//[Offset: 0xdc , Size: 4]
  21216.         static MarkDispatchManager* GetMarkDispatchManager(Object* WorldContextObject);// 0x1dbec20
  21217.         int GenerateNewLocalInstanceID();// 0x1dbebf8
  21218.         int GenerateNewInstanceID();// 0x1dbebd4
  21219.         void DispatchMarkData(MarkDispatchAction Data);// 0x1dbea1c
  21220.         void ClearMarkDataByTypeID(int TypeID, enum MarkTypeIDClearType, STExtraPlayerState* WeakPlayerState);// 0x1dbe91c
  21221.  
  21222. --------------------------------
  21223. Class: MarkDispatchAction
  21224.         enum ActionType;//[Offset: 0x0 , Size: 1]
  21225.         enum RangeType;//[Offset: 0x1 , Size: 1]
  21226.         MarkSyncData SyncData;//[Offset: 0x4 , Size: 80]
  21227.         float DispatchDelayTime;//[Offset: 0x54 , Size: 4]
  21228.         float RangeRad;//[Offset: 0x58 , Size: 4]
  21229.         STExtraPlayerState* WeakPlayerState;//[Offset: 0x5c , Size: 8]
  21230.         float DispatchTime;//[Offset: 0x64 , Size: 4]
  21231.         bool bIsFromLocal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1]
  21232.         delegate OnMapAlertSet;//[Offset: 0x70 , Size: 16]
  21233.  
  21234. --------------------------------
  21235. Class: ActorExtraComponents
  21236.         class ActorComponent[] BPComponents;//[Offset: 0x0 , Size: 12]
  21237.  
  21238. --------------------------------
  21239. Class: XTriggerLuaRemoteComponent.ActorComponent.Object
  21240.         <FString,float> EventTagCDMap;//[Offset: 0xbc , Size: 60]
  21241.         float EventCDTime;//[Offset: 0xf8 , Size: 4]
  21242.         bool LuaRemoteEvent(FString EventTag, FString CustomParam, Object* Object01, Object* Object02);// 0x200a098
  21243.  
  21244. --------------------------------
  21245. Class: FieldOfViewNotificationComponentRegistry.Object
  21246.         delegate FieldOfViewNotificationComponentRegisteredDelegate;//[Offset: 0x1c , Size: 12]
  21247.         delegate FieldOfViewNotificationComponentUnregisteredDelegate;//[Offset: 0x28 , Size: 12]
  21248.         void Unregister(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x1d612fc
  21249.         void Register(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x1cfcfe4
  21250.         void GetRegisteredFieldOfViewNotificationComponents(out FieldOfViewNotificationComponent*[] OutRegisteredFieldOfViewNotificationComponents);// 0x1d61228
  21251.         static FieldOfViewNotificationComponentRegistry* Get(Object* WorldContext);// 0x1d611b0
  21252.         void FieldOfViewNotificationComponentUnregisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2859eb0
  21253.         void FieldOfViewNotificationComponentRegisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2859eb0
  21254.  
  21255. --------------------------------
  21256. Class: FieldOfViewNotificationComponent.ActorComponent.Object
  21257.         delegate InFieldOfViewChangedDelegate;//[Offset: 0xbc , Size: 12]
  21258.         float CheckFrequencyLowerBoundInSeconds;//[Offset: 0xc8 , Size: 4]
  21259.         float CheckFrequencyUpperBoundInSeconds;//[Offset: 0xcc , Size: 4]
  21260.         bool bSelfDebugLineTraceDrawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1]
  21261.         bool bCheckingFieldOfViewEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1]
  21262.         enum FieldOfViewNotificationStatus;//[Offset: 0xd8 , Size: 1]
  21263.         bool IsNotificationWorking();// 0x1d60688
  21264.         static int IsGlobalDebugLineTraceDrawn();// 0x1d6065c
  21265.         void InFieldOfViewChangedDelegate__DelegateSignature(FieldOfViewNotificationComponent* Sender, enum OldFieldOfViewNotificationStatus);// 0x2859eb0
  21266.         enum GetFieldOfViewNotificationStatus();// 0x1d60634
  21267.  
  21268. --------------------------------
  21269. Class: GameModeCVarConfigItem
  21270.         FString Key;//[Offset: 0x0 , Size: 12]
  21271.         FString Value;//[Offset: 0xc , Size: 12]
  21272.  
  21273. --------------------------------
  21274. Class: TslSimpleCollisionManager.Actor.Object
  21275.         SimpleSpherePersistentChecker[] PersistentExplosiveItemFields;//[Offset: 0x2dc , Size: 12]
  21276.         float DamageFieldUpdatePeriod;//[Offset: 0x340 , Size: 4]
  21277.         float DamageFieldPassedTime;//[Offset: 0x344 , Size: 4]
  21278.         void RegisterPersistentReceiver(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, int ID);// 0x1f8ce08
  21279.         void RegisterBoundingSphere(out const Vector Origin, float Radius, TslSimpleCollisionReceiver* OwnerTracer);// 0x1f8ccf8
  21280.         void AddRandomPersistentCapsules(int Num, float RngRadius);// 0x1d839fc
  21281.         int AddCheckerToBoundingSphere(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, TslSimpleCollisionReceiver* Receiver, bool RebuildSphere);// 0x1f8cb60
  21282.  
  21283. --------------------------------
  21284. Class: SimpleSpherePersistentChecker
  21285.         PrimitiveComponent* TargetComponent;//[Offset: 0x0 , Size: 4]
  21286.         SimpleCollisionSphere Sphere;//[Offset: 0x4 , Size: 16]
  21287.         float PassedTime;//[Offset: 0x14 , Size: 4]
  21288.  
  21289. --------------------------------
  21290. Class: SimpleCollisionSphere
  21291.         Vector Origin;//[Offset: 0x0 , Size: 12]
  21292.         float Radius;//[Offset: 0xc , Size: 4]
  21293.  
  21294. --------------------------------
  21295. Class: SimpleCollisionCapsule
  21296.         Vector Start;//[Offset: 0x0 , Size: 12]
  21297.         Vector End;//[Offset: 0xc , Size: 12]
  21298.         float Radius;//[Offset: 0x18 , Size: 4]
  21299.  
  21300. --------------------------------
  21301. Class: TslSimpleCollisionReceiver.SceneComponent.ActorComponent.Object
  21302.  
  21303. --------------------------------
  21304. Class: WeaponHitDetailInfo
  21305.         int TotalShootNum;//[Offset: 0x0 , Size: 4]
  21306.         int[] HitNumEveryBodys;//[Offset: 0x4 , Size: 12]
  21307.  
  21308. --------------------------------
  21309. Class: LastGameRemainItemData
  21310.         FName TombName;//[Offset: 0x0 , Size: 8]
  21311.         Vector DropGroundPoint;//[Offset: 0x8 , Size: 12]
  21312.         FString TargetPlayerUID;//[Offset: 0x14 , Size: 12]
  21313.         RemainItemData[] RemainItemDataList;//[Offset: 0x20 , Size: 12]
  21314.  
  21315. --------------------------------
  21316. Class: RemainItemData
  21317.         int ItemID;//[Offset: 0x0 , Size: 4]
  21318.         int Count;//[Offset: 0x4 , Size: 4]
  21319.         BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x8 , Size: 12]
  21320.         int SlotID;//[Offset: 0x14 , Size: 4]
  21321.  
  21322. --------------------------------
  21323. Class: BattleOpenSequencerInfo
  21324.         Transform StartPosition;//[Offset: 0x0 , Size: 48]
  21325.         VehicleWarStartVehicleInfo[] VehicleInfoList;//[Offset: 0x30 , Size: 12]
  21326.         float Time;//[Offset: 0x3c , Size: 4]
  21327.         float ServerStartTimestamp;//[Offset: 0x40 , Size: 4]
  21328.  
  21329. --------------------------------
  21330. Class: VehicleWarStartVehicleInfo
  21331.         Vector Position;//[Offset: 0x0 , Size: 12]
  21332.         Rotator Rotation;//[Offset: 0xc , Size: 12]
  21333.         STExtraVehicleBase* Vehicle;//[Offset: 0x18 , Size: 4]
  21334.         VehicleWarStartVehiclePlayerInfo DriverInfo;//[Offset: 0x1c , Size: 12]
  21335.         VehicleWarStartVehiclePlayerInfo PassengerInfo;//[Offset: 0x28 , Size: 12]
  21336.  
  21337. --------------------------------
  21338. Class: VehicleWarStartVehiclePlayerInfo
  21339.         int upassLevel;//[Offset: 0x0 , Size: 4]
  21340.         int upassScore;//[Offset: 0x4 , Size: 4]
  21341.         STExtraBaseCharacter* BasePlayer;//[Offset: 0x8 , Size: 4]
  21342.  
  21343. --------------------------------
  21344. Class: ZombieWaveUIState
  21345.         int TypeID;//[Offset: 0x0 , Size: 4]
  21346.         int CountdownTime;//[Offset: 0x4 , Size: 4]
  21347.         FString ShowString;//[Offset: 0x8 , Size: 12]
  21348.  
  21349. --------------------------------
  21350. Class: PlayerDecalData
  21351.         int DecalId;//[Offset: 0x0 , Size: 4]
  21352.         Transform DecalTransform;//[Offset: 0x10 , Size: 48]
  21353.         int DecalInstanceId;//[Offset: 0x40 , Size: 4]
  21354.         IdeaDecalInfo[] DecalInfos;//[Offset: 0x44 , Size: 12]
  21355.  
  21356. --------------------------------
  21357. Class: WeaponManagerBaseComponent.WeaponManagerComponent.ActorComponent.Object
  21358.         WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x488 , Size: 12]
  21359.         WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x494 , Size: 12]
  21360.         DefaultWeaponHolderInfo[] WeaponInfoList;//[Offset: 0x4a0 , Size: 12]
  21361.         bool StopFireFilter(STExtraShootWeapon* ShootWeapon);// 0x1ffa018
  21362.         void StopFire(STExtraShootWeapon* ShootWeapon);// 0x1ff9fa0
  21363.         bool StartFireFilter(STExtraShootWeapon* ShootWeapon);// 0x1ff9f18
  21364.         void StartFireBySlot(byte Slot, byte ShootMode);// 0x1ff9e5c
  21365.         STExtraWeapon* SpawnWeaponOnServer(class STExtraWeapon Template, int WeaponType, int WeaponId, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x1ff9c1c
  21366.         STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x1ff9a08
  21367.         bool ReloadWeaponFilter(STExtraShootWeapon* ShootWeapon);// 0x1ff0448
  21368.         bool ReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x1ff9988
  21369.         void OnRep_CurrentWeaponReplicated();// 0x1ddab6c
  21370.         void OnReconnectOnServer();// 0x1c9acf8
  21371.         void LocalStopFire(STExtraShootWeapon* ShootWeapon);// 0x1ff9910
  21372.         void LocalStartFire(STExtraShootWeapon* ShootWeapon, byte ShootMode, Vector SimpleShootTarget, Vector2D ClientScreenSize);// 0x1ff97c4
  21373.         void LocalStartBarrel(STExtraShootWeapon* ShootWeapon);// 0x1ff974c
  21374.         void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x1ff969c
  21375.         void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x1ff95e0
  21376.         void DoAutoReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x1ff9568
  21377.         void DelayFire(float DelayTime, byte ShootMode);// 0x1ff94a4
  21378.  
  21379. --------------------------------
  21380. Class: WeaponReconnectReplicateDataWrapper
  21381.         WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x0 , Size: 104]
  21382.         STExtraWeapon* Weapon;//[Offset: 0x68 , Size: 4]
  21383.  
  21384. --------------------------------
  21385. Class: WeaponReconnectReplicateData
  21386.         STExtraPlayerController* OwnerPlayerController;//[Offset: 0x0 , Size: 4]
  21387.         Actor* WeaponOwner;//[Offset: 0x4 , Size: 4]
  21388.         bool UseNewReconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  21389.         FString OwnerPlayerName;//[Offset: 0xc , Size: 12]
  21390.         FName WeaponInventoryLogicSocket;//[Offset: 0x18 , Size: 8]
  21391.         BulletInClip WeaponBulletInClip;//[Offset: 0x20 , Size: 16]
  21392.         uint32 WeaponShootID;//[Offset: 0x30 , Size: 4]
  21393.         uint32 WeaponClipID;//[Offset: 0x34 , Size: 4]
  21394.         byte CurWeaponState;//[Offset: 0x38 , Size: 1]
  21395.         byte CurShootType;//[Offset: 0x39 , Size: 1]
  21396.         int CurShootTotalType;//[Offset: 0x3c , Size: 4]
  21397.         ItemDefineID DefineID;//[Offset: 0x40 , Size: 24]
  21398.         int BackpackPistolListIndex;//[Offset: 0x58 , Size: 4]
  21399.         bool bIsCurrentWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  21400.         int OperationIndex;//[Offset: 0x60 , Size: 4]
  21401.  
  21402. --------------------------------
  21403. Class: BulletInClip
  21404.         int CurBulletNumInClip;//[Offset: 0x0 , Size: 4]
  21405.         BulletInWeapon[] CurBulletIDList;//[Offset: 0x4 , Size: 12]
  21406.  
  21407. --------------------------------
  21408. Class: BulletInWeapon
  21409.         int BulletID;//[Offset: 0x0 , Size: 4]
  21410.         int Count;//[Offset: 0x4 , Size: 4]
  21411.  
  21412. --------------------------------
  21413. Class: DefaultWeaponHolderInfo
  21414.         class STExtraWeapon* WeaponClass;//[Offset: 0x0 , Size: 4]
  21415.         FName WeaponSocket;//[Offset: 0x8 , Size: 8]
  21416.         int WeaponSepcificID;//[Offset: 0x10 , Size: 4]
  21417.         int WeaponTypeID;//[Offset: 0x14 , Size: 4]
  21418.  
  21419. --------------------------------
  21420. Class: StartFireInfo
  21421.         uint32 CurShootID;//[Offset: 0x0 , Size: 4]
  21422.         uint32 CurClipID;//[Offset: 0x4 , Size: 4]
  21423.         int CurBulletNumInClip;//[Offset: 0x8 , Size: 4]
  21424.         byte ShootMode;//[Offset: 0xc , Size: 1]
  21425.         float StartFireTime;//[Offset: 0x10 , Size: 4]
  21426.         double StartFireSysTime;//[Offset: 0x18 , Size: 8]
  21427.  
  21428. --------------------------------
  21429. Class: STExtraExplosionEffect.Actor.Object
  21430.         ParticleSystem* FarComplexEffect;//[Offset: 0x2c4 , Size: 4]
  21431.         ParticleSystem* NearSimpleEffect;//[Offset: 0x2c8 , Size: 4]
  21432.         float NearToFarDistance;//[Offset: 0x2cc , Size: 4]
  21433.         AkAudioEvent* ExplosionSound;//[Offset: 0x2d0 , Size: 4]
  21434.         float PlayEffectDelayTime;//[Offset: 0x2d4 , Size: 4]
  21435.         HitResult SurfaceHit;//[Offset: 0x2d8 , Size: 136]
  21436.         bool bPlayFallbackEffectIfFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360 , Size: 1]
  21437.  
  21438. --------------------------------
  21439. Class: SACData
  21440.         BulletHitInfoUploadData[] HitDataArray;//[Offset: 0x0 , Size: 12]
  21441.         LocalShootHitData[] ShootHitDataArray;//[Offset: 0xc , Size: 12]
  21442.         ShootTimeData[] ShootTimeDatas;//[Offset: 0x18 , Size: 12]
  21443.         int ShootTimes;//[Offset: 0x24 , Size: 4]
  21444.         byte[] TssSdkAntiData;//[Offset: 0x28 , Size: 12]
  21445.         int TssSdkAntiDataLen;//[Offset: 0x34 , Size: 4]
  21446.         int NetworkStatus;//[Offset: 0x38 , Size: 4]
  21447.  
  21448. --------------------------------
  21449. Class: LocalShootHitData
  21450.         uint32 ShootID;//[Offset: 0x0 , Size: 4]
  21451.         Vector_NetQuantize ShootingDeviation;//[Offset: 0x4 , Size: 12]
  21452.         Vector_NetQuantize BulletsBornPosition;//[Offset: 0x10 , Size: 12]
  21453.         int BulletFlyDistance;//[Offset: 0x1c , Size: 4]
  21454.         int BulletDown;//[Offset: 0x20 , Size: 4]
  21455.         int8 CurBullet;//[Offset: 0x24 , Size: 1]
  21456.         int ShootInterval;//[Offset: 0x28 , Size: 4]
  21457.         int BulletFlyTime;//[Offset: 0x2c , Size: 4]
  21458.         int BulletShootTime;//[Offset: 0x30 , Size: 4]
  21459.         int BulletHitTime;//[Offset: 0x34 , Size: 4]
  21460.         int AimFov;//[Offset: 0x38 , Size: 4]
  21461.         byte bulletDamageReduceRatio;//[Offset: 0x3c , Size: 1]
  21462.         Vector_NetQuantize ShootingRecoil;//[Offset: 0x40 , Size: 12]
  21463.         int64 ClientStartTime;//[Offset: 0x50 , Size: 8]
  21464.         int[] MrpcsFlow;//[Offset: 0x58 , Size: 12]
  21465.         int AutoAimSpeed;//[Offset: 0x64 , Size: 4]
  21466.         int AutoAimSpeedRateMax;//[Offset: 0x68 , Size: 4]
  21467.         int AutoAimRangeMax;//[Offset: 0x6c , Size: 4]
  21468.         int AutoAimRangeRateMax;//[Offset: 0x70 , Size: 4]
  21469.  
  21470. --------------------------------
  21471. Class: ShootTimeData
  21472.         Vector ShootPos;//[Offset: 0x0 , Size: 12]
  21473.         Vector GunPos;//[Offset: 0xc , Size: 12]
  21474.         Vector_NetQuantizeNormalSv MuzzleDir;//[Offset: 0x18 , Size: 12]
  21475.         uint32 ShootID;//[Offset: 0x24 , Size: 4]
  21476.         uint64 CurrentStates;//[Offset: 0x28 , Size: 8]
  21477.         byte CapsuleHalfHeight;//[Offset: 0x30 , Size: 1]
  21478.         float SkeletonLength;//[Offset: 0x34 , Size: 4]
  21479.         ShootTimeInfo_NetQuantize ShootInfo;//[Offset: 0x40 , Size: 64]
  21480.         double ShootSystemTime;//[Offset: 0x80 , Size: 8]
  21481.         byte ShootTimeConDelta;//[Offset: 0x88 , Size: 1]
  21482.         float ShootLevelTime;//[Offset: 0x8c , Size: 4]
  21483.         Vector GunTailPos;//[Offset: 0x90 , Size: 12]
  21484.  
  21485. --------------------------------
  21486. Class: Vector_NetQuantizeNormalSv.Vector
  21487.  
  21488. --------------------------------
  21489. Class: ShootTimeInfo_NetQuantize
  21490.  
  21491. --------------------------------
  21492. Class: STExtraFireBalloon.Actor.Object
  21493.         BoxComponent* RootCollision;//[Offset: 0x2d0 , Size: 4]
  21494.         StaticMeshComponent* BalloonMesh;//[Offset: 0x2d4 , Size: 4]
  21495.         FireBalloonMovementComponent* Movement;//[Offset: 0x2d8 , Size: 4]
  21496.         int MapMarkTypeID;//[Offset: 0x2dc , Size: 4]
  21497.         enum MapMarkFlag;//[Offset: 0x2e0 , Size: 1]
  21498.         Pawn* Driver;//[Offset: 0x2e8 , Size: 4]
  21499.         float MoveUpValue;//[Offset: 0x2ec , Size: 4]
  21500.         byte MovementSmoothMode;//[Offset: 0x320 , Size: 1]
  21501.         float MovementSmoothAlpha;//[Offset: 0x324 , Size: 4]
  21502.         float MoveUpScale;//[Offset: 0x328 , Size: 4]
  21503.         bool bAutoFallOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1]
  21504.         float AutoFallOffSpeed;//[Offset: 0x330 , Size: 4]
  21505.         Vector ControlInputVector;//[Offset: 0x334 , Size: 12]
  21506.         Vector LastControlInputVector;//[Offset: 0x340 , Size: 12]
  21507.         float TickInterval;//[Offset: 0x34c , Size: 4]
  21508.         FString LuaFilePath;//[Offset: 0x354 , Size: 12]
  21509.         void SetParachuteServerAuthorized(Pawn* InPawn);// 0x1ece5a4
  21510.         void SetMoveUpValue(float InMoveUpValue);// 0x1ece52c
  21511.         void SetDriver(Pawn* InPawn);// 0x1c8744c
  21512.         void OnRep_Driver(Pawn* PrevDriver);// 0x1ce0954
  21513.         Pawn* GetDriver();// 0x1ece510
  21514.         void CheckWishTask();// 0x2859eb0
  21515.         bool CanBeDriver(Pawn* InPawn);// 0x1ece488
  21516.         bool BlueprintIsNetRelevantFor(const Actor* RealViewer, const Actor* ViewTarget, out const Vector SrcLocation);// 0x2859eb0
  21517.  
  21518. --------------------------------
  21519. Class: FireBalloonMovementComponent.FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  21520.         enum MaxFlyHeightType;//[Offset: 0x135 , Size: 1]
  21521.         float MaxFlyHeight;//[Offset: 0x138 , Size: 4]
  21522.         float InitialMaxTarceDist;//[Offset: 0x13c , Size: 4]
  21523.         Vector InitialLocation;//[Offset: 0x140 , Size: 12]
  21524.         delegate OnFireBalloonImpactDelegate;//[Offset: 0x14c , Size: 12]
  21525.         Actor* ActorOwner;//[Offset: 0x158 , Size: 4]
  21526.         void SetSkipUpdate(bool bNewValue);// 0x1ece048
  21527.         void ReceiveOnImpact(out const HitResult Hit, float TimeSlice, out const Vector MoveDelta);// 0x2859eb0
  21528.         void OnFireBalloonImpactDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2859eb0
  21529.         float GetMaxFlyHeight();// 0x1ece020
  21530.  
  21531. --------------------------------
  21532. Class: FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  21533.         float MaxSpeed;//[Offset: 0x124 , Size: 4]
  21534.         float Acceleration;//[Offset: 0x128 , Size: 4]
  21535.         float Deceleration;//[Offset: 0x12c , Size: 4]
  21536.         float TurningBoost;//[Offset: 0x130 , Size: 4]
  21537.         bool bPositionCorrected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x134 , Size: 1]
  21538.  
  21539. --------------------------------
  21540. Class: DeviceInfo
  21541.         FString GPUFamily;//[Offset: 0x0 , Size: 12]
  21542.         FString GLVersion;//[Offset: 0xc , Size: 12]
  21543.         FString OSVersion;//[Offset: 0x18 , Size: 12]
  21544.         FString DeviceMake;//[Offset: 0x24 , Size: 12]
  21545.         FString DeviceModel;//[Offset: 0x30 , Size: 12]
  21546.         FString VulkanVersion;//[Offset: 0x3c , Size: 12]
  21547.         FString MemorySizeInGB;//[Offset: 0x48 , Size: 12]
  21548.         FString OpenID;//[Offset: 0x54 , Size: 12]
  21549.  
  21550. --------------------------------
  21551. Class: SeekAndLockRPGBulletUploadData
  21552.         byte SeekAndLockStageType;//[Offset: 0x0 , Size: 1]
  21553.         Actor* SeekAndLockTarget;//[Offset: 0x4 , Size: 4]
  21554.  
  21555. --------------------------------
  21556. Class: PlayerRemainTombBox.PlayerTombBox.Actor.Object
  21557.         FString TargetPlayerUID;//[Offset: 0x360 , Size: 12]
  21558.         int MiniMapIconID;//[Offset: 0x36c , Size: 4]
  21559.         int MiniMapInstanceID;//[Offset: 0x370 , Size: 4]
  21560.         bool bIsSearchedRemainBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x374 , Size: 1]
  21561.         void OnRep_IsSearchedRemainBox();// 0x1e01150
  21562.         void HandleBoxIsSearched();// 0x1e01134
  21563.  
  21564. --------------------------------
  21565. Class: ExplosionProjectileHitInfo
  21566.         Vector ImpactPoint;//[Offset: 0x0 , Size: 12]
  21567.         Vector ImpactNormal;//[Offset: 0xc , Size: 12]
  21568.         float BulletHitTime;//[Offset: 0x18 , Size: 4]
  21569.         float BulletLaunchTime;//[Offset: 0x1c , Size: 4]
  21570.         float BulletMovedDistance;//[Offset: 0x20 , Size: 4]
  21571.  
  21572. --------------------------------
  21573. Class: ProjectileBulletBase.STExtraShootWeaponBulletBase.Actor.Object
  21574.         bool DisableSimulateBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x516 , Size: 1]
  21575.         bool DisableServerBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x517 , Size: 1]
  21576.         Vector ServerShootPos;//[Offset: 0x518 , Size: 12]
  21577.         float ServerShootTime;//[Offset: 0x524 , Size: 4]
  21578.         ProjectileBulletLaunchParams ServerLaunchParams;//[Offset: 0x530 , Size: 80]
  21579.         bool bIsValidImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x599 , Size: 1]
  21580.         Controller* CachedInstigator;//[Offset: 0x5a0 , Size: 4]
  21581.         void RPC_Multicast_StartLaunch(float Speed, out const Transform Trans, Actor* InOwningWeapon, Actor* InInstigator, uint32 _ShootID);// 0x1ce13d0
  21582.         void ProjectileComponentHandleShootDamageCallback(NormalProjectileComponent* Comp);// 0x1e13728
  21583.         void OnRep_ServerLaunchParams(out const ProjectileBulletLaunchParams OldParam);// 0x1e13610
  21584.         void OnImpactEnd(out const HitResult _ImpactResult);// 0x1ce1320
  21585.         void OnImpact(out const HitResult _ImpactResult);// 0x1ce127c
  21586.         void HandleBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1e13414
  21587.  
  21588. --------------------------------
  21589. Class: STExtraShootWeaponBulletBase.Actor.Object
  21590.         BulletMovementComponent* PMComp;//[Offset: 0x2d4 , Size: 4]
  21591.         bool bLaunchWithGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8 , Size: 1]
  21592.         int MaxNoGravityRange;//[Offset: 0x2dc , Size: 4]
  21593.         float LaunchGravityScale;//[Offset: 0x2e0 , Size: 4]
  21594.         int PunctureTimes;//[Offset: 0x2e4 , Size: 4]
  21595.         class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x2e8 , Size: 4]
  21596.         class DamageType* DamageType;//[Offset: 0x2ec , Size: 4]
  21597.         ParticleSystem* NormalTailFX;//[Offset: 0x2f0 , Size: 4]
  21598.         bool bShowNormalTailFXImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1]
  21599.         bool bDrawImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5 , Size: 1]
  21600.         ParticleSystem* BeamTailFX;//[Offset: 0x2f8 , Size: 4]
  21601.         Vector RootScale;//[Offset: 0x2fc , Size: 12]
  21602.         bool bUseOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308 , Size: 1]
  21603.         bool bHasFlyPastEarSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309 , Size: 1]
  21604.         Vector ShootDir;//[Offset: 0x30c , Size: 12]
  21605.         bool bIgnoreCahracterRootCompImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318 , Size: 1]
  21606.         STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x410 , Size: 4]
  21607.         delegate OnResetBullet;//[Offset: 0x414 , Size: 12]
  21608.         delegate OnBulletImpact;//[Offset: 0x420 , Size: 12]
  21609.         delegate OnLaunchBullet;//[Offset: 0x42c , Size: 12]
  21610.         delegate OnRecycleBullet;//[Offset: 0x438 , Size: 12]
  21611.         ParticleSystemComponent* BeamTailFXComp;//[Offset: 0x444 , Size: 4]
  21612.         Actor* WeaponOwnerPawn;//[Offset: 0x448 , Size: 4]
  21613.         float WeaponFloorHeight;//[Offset: 0x4f4 , Size: 4]
  21614.         Vector WeaponOwnerPos;//[Offset: 0x4f8 , Size: 12]
  21615.         byte CachedOwnerRole;//[Offset: 0x504 , Size: 1]
  21616.         uint32 OwnerPlayerKey;//[Offset: 0x508 , Size: 4]
  21617.         bool bEnableClientBlockVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1]
  21618.         bool bEnableUpdateBulletTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50d , Size: 1]
  21619.         int MaxTraceTimes;//[Offset: 0x510 , Size: 4]
  21620.         bool bEnableFillSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1]
  21621.         bool IngoreSameGroupBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1]
  21622.         void ResetBulletDelegate__DelegateSignature();// 0x2859eb0
  21623.         void ReloadNoEncodeAttr();// 0x1ce00b0
  21624.         void OnRecycleBulletDelegate__DelegateSignature();// 0x2859eb0
  21625.         void OnImpactEnd(out const HitResult _ImpactResult);// 0x1ce1320
  21626.         void OnImpactDelegate__DelegateSignature(HitResult HitInfo);// 0x2859eb0
  21627.         void OnImpact(out const HitResult _ImpactResult);// 0x1ce127c
  21628.         bool NeedCheckBulletFlySound();// 0x1f40600
  21629.         void LaunchBulletDelegate__DelegateSignature();// 0x2859eb0
  21630.         float GetMaxBulletFlySpeed();// 0x1e35598
  21631.         Controller* GetInstigatorControllerSafe();// 0x1f405d8
  21632.         STExtraBaseCharacter* GetInstigatorCharacter();// 0x1f405b0
  21633.         bool ClientVerifyBlock(out Vector MuzzlePos, out Vector ImpactPoint, Actor* Weapon, Actor* ImpactActor);// 0x1f40440
  21634.  
  21635. --------------------------------
  21636. Class: ProjectileBulletLaunchParams
  21637.         float Speed;//[Offset: 0x0 , Size: 4]
  21638.         Transform Trans;//[Offset: 0x10 , Size: 48]
  21639.         Actor* OwningWeapon;//[Offset: 0x40 , Size: 4]
  21640.         Actor* Instigator;//[Offset: 0x44 , Size: 4]
  21641.         uint32 ShootID;//[Offset: 0x48 , Size: 4]
  21642.  
  21643. --------------------------------
  21644. Class: BulletMovementComponent.ProjectileMovementComponent.MovementComponent.ActorComponent.Object
  21645.         bool bIgnoreBounceReflectOnce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x156 , Size: 1]
  21646.         bool bEnableTickDelayForOneFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x157 , Size: 1]
  21647.         bool bNeedStopWhenImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1]
  21648.         bool bCheckBodyInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x159 , Size: 1]
  21649.         SceneComponent* LastUpdateComponentBeforeStop;//[Offset: 0x15c , Size: 4]
  21650.         void ResumeMoveAfterImpactWithNoLost();// 0x1cfac18
  21651.         void ResetTickDelay();// 0x1cfabfc
  21652.         void IgnoreBounceReflectOnce();// 0x1cfabe0
  21653.         void ForceStop();// 0x1cfabcc
  21654.  
  21655. --------------------------------
  21656. Class: ProjectileMovementComponent.MovementComponent.ActorComponent.Object
  21657.         float InitialSpeed;//[Offset: 0xf4 , Size: 4]
  21658.         float MaxSpeed;//[Offset: 0xf8 , Size: 4]
  21659.         bool bRotationFollowsVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xfc , Size: 1]
  21660.         bool bShouldBounce;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xfc , Size: 1]
  21661.         bool bInitialVelocityInLocalSpace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xfc , Size: 1]
  21662.         bool bForceSubStepping;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xfc , Size: 1]
  21663.         bool bIsHomingProjectile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xfc , Size: 1]
  21664.         bool bBounceAngleAffectsFriction;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xfc , Size: 1]
  21665.         bool bIsSliding;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xfc , Size: 1]
  21666.         float PreviousHitTime;//[Offset: 0x100 , Size: 4]
  21667.         Vector PreviousHitNormal;//[Offset: 0x104 , Size: 12]
  21668.         float ProjectileGravityScale;//[Offset: 0x110 , Size: 4]
  21669.         float Buoyancy;//[Offset: 0x114 , Size: 4]
  21670.         float Bounciness;//[Offset: 0x118 , Size: 4]
  21671.         float Friction;//[Offset: 0x11c , Size: 4]
  21672.         float BounceVelocityStopSimulatingThreshold;//[Offset: 0x120 , Size: 4]
  21673.         delegate OnProjectileBounce;//[Offset: 0x124 , Size: 12]
  21674.         delegate OnProjectileStop;//[Offset: 0x130 , Size: 12]
  21675.         float HomingAccelerationMagnitude;//[Offset: 0x13c , Size: 4]
  21676.         SceneComponent* HomingTargetComponent;//[Offset: 0x140 , Size: 8]
  21677.         float MaxSimulationTimeStep;//[Offset: 0x148 , Size: 4]
  21678.         int MaxSimulationIterations;//[Offset: 0x14c , Size: 4]
  21679.         int BounceAdditionalIterations;//[Offset: 0x150 , Size: 4]
  21680.         void StopSimulating(out const HitResult HitResult);// 0x404cca4
  21681.         void SetVelocityInLocalSpace(Vector NewVelocity);// 0x404cc2c
  21682.         void OnProjectileStopDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2859eb0
  21683.         void OnProjectileBounceDelegate__DelegateSignature(out const HitResult ImpactResult, out const Vector ImpactVelocity);// 0x2859eb0
  21684.         Vector LimitVelocity(Vector NewVelocity);// 0x404cb98
  21685.  
  21686. --------------------------------
  21687. Class: NormalProjectileComponent.STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
  21688.         float AutoRecoverShootLockInterval;//[Offset: 0x43c , Size: 4]
  21689.         NormalProjectileVerifyConfig VerifyConfig;//[Offset: 0x440 , Size: 44]
  21690.         delegate OnHandleShootDamageDelegate;//[Offset: 0x46c , Size: 12]
  21691.         bool bNeedWaitClientBulletLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47c , Size: 1]
  21692.         float CurShootLockInterval;//[Offset: 0x480 , Size: 4]
  21693.         void UpdateShootLockCD(float DeltaTime);// 0x1de5c10
  21694.         void OnHandleShootDamageDelegate__DelegateSignature(NormalProjectileComponent* NormalProjectileComponent);// 0x2859eb0
  21695.         bool CheckShootState();// 0x1de5be0
  21696.  
  21697. --------------------------------
  21698. Class: STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
  21699.         Actor*[] BulletCacheList;//[Offset: 0x430 , Size: 12]
  21700.  
  21701. --------------------------------
  21702. Class: STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
  21703.         FName NormalBulletsTrackCompTag;//[Offset: 0xd0 , Size: 8]
  21704.         FName ScopeBulletsTrackCompTag;//[Offset: 0xd8 , Size: 8]
  21705.         bool bDrawShootLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1]
  21706.         float DrawShootLineTime;//[Offset: 0xe4 , Size: 4]
  21707.         bool bDrawShootPointOnScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8 , Size: 1]
  21708.         float DrawShootPointOnScreenTime;//[Offset: 0xec , Size: 4]
  21709.         float DrawShootPointOnScreenSize;//[Offset: 0xf0 , Size: 4]
  21710.         float DrawShootPoint3DSize;//[Offset: 0xf4 , Size: 4]
  21711.         BulletTrackComponent* ShootWeaponBulletsTrackComponent;//[Offset: 0xf8 , Size: 4]
  21712.         BulletTrackComponent* ShootWeaponScopeBulletsTrackComponent;//[Offset: 0xfc , Size: 4]
  21713.         ShootWeaponEntity* ShootWeaponEntityComponent;//[Offset: 0x100 , Size: 4]
  21714.         bool bIsContinuousShooting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1]
  21715.         int ContinuousShootingBulletsNum;//[Offset: 0x108 , Size: 4]
  21716.         delegate OnShoot;//[Offset: 0x10c , Size: 12]
  21717.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x118 , Size: 4]
  21718.         VolleyShootInfoCache[] VolleyShootLocCache;//[Offset: 0x40c , Size: 12]
  21719.         void VehicleShoot();// 0x1f41410
  21720.         void UpdateVolleyShootParameters(Vector TargetLoc, out Vector StartLoc, out Rotator BulletRot, out Vector BulletDir);// 0x1f41298
  21721.         void ShootDelegate__DelegateSignature();// 0x2859eb0
  21722.         void ReInitWeaponOwnerData();// 0x1f41284
  21723.         void OnWeaponClipMaxBulletChanged();// 0x1f41270
  21724.         void OnWeaponBulletChanged();// 0x1f4125c
  21725.         void OnContinuousShootStateChangedDelegate__DelegateSignature(bool bIsContinuousShooting);// 0x2859eb0
  21726.         void OnContinuousShootDelegate__DelegateSignature(int BulletsNum);// 0x2859eb0
  21727.         void LocalShowDamageFloatingText(Actor* AttackWeaponOwner, Actor* VictimeActor, float Damage, byte HitBodyType, Vector ImpactPoint);// 0x1f410c8
  21728.         float GetDamageAfterModify(float Damage, out const DamageEvent DamageEvent, Actor* AttackActor, Actor* VictimActor);// 0x1f40f54
  21729.         void GetBulletPosAndVelocity(out Vector StartPos, out Vector Velocity);// 0x1f40e7c
  21730.         bool CheckShootState();// 0x1de5be0
  21731.         Vector CalcShootTargetLocByStartAndRot(Vector Start, Rotator ShootRot, out HitResult OutHitResult);// 0x1f40d34
  21732.  
  21733. --------------------------------
  21734. Class: WeaponLogicBaseComponent.ActorComponent.Object
  21735.         STExtraWeapon* OwnerWeapon;//[Offset: 0xc0 , Size: 4]
  21736.         STExtraPlayerController* GlobalController;//[Offset: 0xc8 , Size: 4]
  21737.         void UpdateComponentTick();// 0x1d13154
  21738.         STExtraWeapon* TryGetOwnerWeapon();// 0x1ff8ac0
  21739.         STExtraShootWeapon* TryGetOwnerShootWeapon();// 0x1ff8a98
  21740.         void MarkWeaponLogicComponentTickRoleEnable(byte Role, bool bTickEnable);// 0x1ff89d4
  21741.         bool IsWeaponOwnerOBTarget();// 0x1ff89ac
  21742.         bool IsWeaponLogicComponentTickRoleEnabled(byte Role);// 0x1ff892c
  21743.         bool IsWeaponLogicComponentTickEnabled();// 0x1ff8904
  21744.         bool IsLocalOrSpectorPlayer();// 0x1ff88dc
  21745.         FString GetWeaponDetailInfo();// 0x1ff881c
  21746.         byte GetOwnerPawnRole();// 0x1ff87f4
  21747.  
  21748. --------------------------------
  21749. Class: NormalProjectileVerifyConfig
  21750.         float MaxShootPointTolerateDistanceOffset;//[Offset: 0x0 , Size: 4]
  21751.         float MaxShootPointTolerateDistanceOffsetVehicle;//[Offset: 0x4 , Size: 4]
  21752.         float MaxImpactPointTolerateDistanceOffset;//[Offset: 0x8 , Size: 4]
  21753.         float BlockVerifyImpactNormalOffset;//[Offset: 0xc , Size: 4]
  21754.         bool bVerifyBulletScDiff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  21755.         float MaxDiffServerClient;//[Offset: 0x14 , Size: 4]
  21756.         bool bVerifyShootDir2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  21757.         float ShortDirReverseDistance;//[Offset: 0x1c , Size: 4]
  21758.         float TolerateBulletDirOffsetSquared;//[Offset: 0x20 , Size: 4]
  21759.         bool bVerifyWeaponFireInfoTimeForcePunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  21760.         bool bVerifyClientFlySpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
  21761.         bool bVerifyLauchTimeWithServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1]
  21762.         float ClientServerFlyTimeTorelate;//[Offset: 0x28 , Size: 4]
  21763.  
  21764. --------------------------------
  21765. Class: BulletTrackComponent.WeaponLogicBaseComponent.ActorComponent.Object
  21766.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xcc , Size: 4]
  21767.         STExtraBaseCharacter* OwnerCharacter;//[Offset: 0xd0 , Size: 4]
  21768.         STExtraPlayerController* OwnerPlayerController;//[Offset: 0xd4 , Size: 4]
  21769.         int UseTss;//[Offset: 0x138 , Size: 4]
  21770.         bool IsAutonomousOrSpectorWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140 , Size: 1]
  21771.         SRecoilInfo RecoilInfo_NoTss;//[Offset: 0x144 , Size: 100]
  21772.         void OnWeaponStopFire();// 0x1cfb3d8
  21773.         void OnWeaponStartFire();// 0x1cfb3c4
  21774.         void OnWeaponShoot();// 0x1cfb3b0
  21775.         void GetDataFromWeaponEntity();// 0x1cfb39c
  21776.         Vector GetCurRecoilInfo();// 0x1cfb354
  21777.         float GetCurDeviation();// 0x1cfb32c
  21778.         void CheckComponentTick();// 0x1cfb318
  21779.  
  21780. --------------------------------
  21781. Class: SRecoilInfo
  21782.         float VerticalRecoilMin;//[Offset: 0x0 , Size: 4]
  21783.         float VerticalRecoilMax;//[Offset: 0x4 , Size: 4]
  21784.         float VerticalRecoilVariation;//[Offset: 0x8 , Size: 4]
  21785.         float VerticalRecoveryModifier;//[Offset: 0xc , Size: 4]
  21786.         float VerticalRecoveryClamp;//[Offset: 0x10 , Size: 4]
  21787.         float VerticalRecoveryMax;//[Offset: 0x14 , Size: 4]
  21788.         float LeftMax;//[Offset: 0x18 , Size: 4]
  21789.         float RightMax;//[Offset: 0x1c , Size: 4]
  21790.         float HorizontalTendency;//[Offset: 0x20 , Size: 4]
  21791.         CurveVector* RecoilCurve;//[Offset: 0x24 , Size: 4]
  21792.         int BulletPerSwitch;//[Offset: 0x28 , Size: 4]
  21793.         float TimePerSwitch;//[Offset: 0x2c , Size: 4]
  21794.         bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  21795.         float RecoilSpeedVertical;//[Offset: 0x34 , Size: 4]
  21796.         float RecoilSpeedHorizontal;//[Offset: 0x38 , Size: 4]
  21797.         float RecovertySpeedVertical;//[Offset: 0x3c , Size: 4]
  21798.         float RecoilValueClimb;//[Offset: 0x40 , Size: 4]
  21799.         float RecoilValueFail;//[Offset: 0x44 , Size: 4]
  21800.         float RecoilModifierStand;//[Offset: 0x48 , Size: 4]
  21801.         float RecoilModifierCrouch;//[Offset: 0x4c , Size: 4]
  21802.         float RecoilModifierProne;//[Offset: 0x50 , Size: 4]
  21803.         float RecoilHorizontalMinScalar;//[Offset: 0x54 , Size: 4]
  21804.         float BurstEmptyDelay;//[Offset: 0x58 , Size: 4]
  21805.         bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  21806.         float ShootSightReturnSpeed;//[Offset: 0x60 , Size: 4]
  21807.  
  21808. --------------------------------
  21809. Class: ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object
  21810.         class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x3c0 , Size: 4]
  21811.         float BulletFireSpeed;//[Offset: 0x3c4 , Size: 4]
  21812.         bool bAddOwnerOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8 , Size: 1]
  21813.         float MaxVelocityOffsetAddRate;//[Offset: 0x3cc , Size: 4]
  21814.         int MaxBulletNumInOneClip;//[Offset: 0x3d0 , Size: 4]
  21815.         int MaxBulletNumInBarrel;//[Offset: 0x3d4 , Size: 4]
  21816.         int ExtendMaxBulletNumInOneClip;//[Offset: 0x3d8 , Size: 4]
  21817.         ExtendBulletNumAttachment[] ReplaceExtendMaxBulletNumList;//[Offset: 0x3dc , Size: 12]
  21818.         float ShootInterval;//[Offset: 0x3e8 , Size: 4]
  21819.         bool bHasSingleFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec , Size: 1]
  21820.         bool bHasAutoFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed , Size: 1]
  21821.         bool bHasBurstFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ee , Size: 1]
  21822.         bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ef , Size: 1]
  21823.         int BurstShootBulletsNum;//[Offset: 0x3f0 , Size: 4]
  21824.         bool bHasVolleyFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4 , Size: 1]
  21825.         int VolleyShootBulletsNum;//[Offset: 0x3f8 , Size: 4]
  21826.         float VolleyBulletSpreadFactor;//[Offset: 0x3fc , Size: 4]
  21827.         FName[] VolleyMuzzleSocketNameList;//[Offset: 0x400 , Size: 12]
  21828.         float BurstShootInterval;//[Offset: 0x40c , Size: 4]
  21829.         float BurstShootCD;//[Offset: 0x410 , Size: 4]
  21830.         int BulletNumSingleShot;//[Offset: 0x414 , Size: 4]
  21831.         FName MuzzleSocketName;//[Offset: 0x418 , Size: 8]
  21832.         FName DefaultMuzzleSocketName;//[Offset: 0x420 , Size: 8]
  21833.         FName SilencerSocketName;//[Offset: 0x428 , Size: 8]
  21834.         FName FiringSuppressorSocketName;//[Offset: 0x430 , Size: 8]
  21835.         FName ShellDropSocketName;//[Offset: 0x438 , Size: 8]
  21836.         FName ScopeAimCameraSocketName;//[Offset: 0x440 , Size: 8]
  21837.         float ImpactEffectSkipDistance;//[Offset: 0x448 , Size: 4]
  21838.         float MaxImpactEffectSkipTime;//[Offset: 0x44c , Size: 4]
  21839.         byte shootType;//[Offset: 0x450 , Size: 1]
  21840.         int ShootTotalType;//[Offset: 0x454 , Size: 4]
  21841.         bool ADSManualStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x458 , Size: 1]
  21842.         float WeaponWarnUpTime;//[Offset: 0x45c , Size: 4]
  21843.         WeaponHitPartCoff WeaponHitPartCoff;//[Offset: 0x460 , Size: 20]
  21844.         WeaponHitPartCoff WeaponHitPartCoffZombie;//[Offset: 0x474 , Size: 20]
  21845.         float BaseImpactDamage;//[Offset: 0x488 , Size: 4]
  21846.         float BulletMomentum;//[Offset: 0x48c , Size: 4]
  21847.         float BulletRange;//[Offset: 0x490 , Size: 4]
  21848.         class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x494 , Size: 4]
  21849.         byte ImpactDirType;//[Offset: 0x498 , Size: 1]
  21850.         SRangeAttenuateConfig[] RangeAttenuate;//[Offset: 0x49c , Size: 12]
  21851.         float RangeModifier;//[Offset: 0x4a8 , Size: 4]
  21852.         float ReferenceDistance;//[Offset: 0x4ac , Size: 4]
  21853.         float IgnoreRangeAttenuatDis;//[Offset: 0x4b0 , Size: 4]
  21854.         class DamageType* DamageType;//[Offset: 0x4b4 , Size: 4]
  21855.         ItemDefineID BulletType;//[Offset: 0x4b8 , Size: 24]
  21856.         ItemDefineID ReplaceBulletType;//[Offset: 0x4d0 , Size: 24]
  21857.         bool bHasInfiniteClips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e8 , Size: 1]
  21858.         bool bClipHasInfiniteBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e9 , Size: 1]
  21859.         int InitBulletInClip;//[Offset: 0x4ec , Size: 4]
  21860.         bool bAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f0 , Size: 1]
  21861.         float TraceDistance;//[Offset: 0x4f4 , Size: 4]
  21862.         float MaxValidHitTime;//[Offset: 0x4f8 , Size: 4]
  21863.         <byte,float> BreakThroughDampRateConfig;//[Offset: 0x4fc , Size: 60]
  21864.         float MaxDamageRate;//[Offset: 0x538 , Size: 4]
  21865.         <byte,int> BreakThroughMaxNumConfig;//[Offset: 0x53c , Size: 60]
  21866.         bool bHasOBBulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578 , Size: 1]
  21867.         CurveFloat* OBBulletSpeedScaleCurve;//[Offset: 0x57c , Size: 4]
  21868.         WeaponVisualBulletClientModeConfig VisualBulletTrackConfig;//[Offset: 0x580 , Size: 56]
  21869.         Vector2D LocalOBBulletLaunchRangeFromMuzzle;//[Offset: 0x5b8 , Size: 8]
  21870.         float DamageImpulse;//[Offset: 0x5c0 , Size: 4]
  21871.         byte ReloadType;//[Offset: 0x5c4 , Size: 1]
  21872.         float PreFireTime;//[Offset: 0x5c8 , Size: 4]
  21873.         float PostFireTime;//[Offset: 0x5cc , Size: 4]
  21874.         float PostReloadTime;//[Offset: 0x5d0 , Size: 4]
  21875.         float ReloadDurationStart;//[Offset: 0x5d4 , Size: 4]
  21876.         float ReloadDurationStartTacticalOffset;//[Offset: 0x5d8 , Size: 4]
  21877.         float ReloadDurationLoop;//[Offset: 0x5dc , Size: 4]
  21878.         float ReloadTime;//[Offset: 0x5e0 , Size: 4]
  21879.         float ReloadTimeTactical;//[Offset: 0x5e4 , Size: 4]
  21880.         float ReloadTimeMagOut;//[Offset: 0x5e8 , Size: 4]
  21881.         float ReloadTimeMagIn;//[Offset: 0x5ec , Size: 4]
  21882.         float ReloadRate;//[Offset: 0x5f0 , Size: 4]
  21883.         FName ReloadAllTIDName;//[Offset: 0x5f8 , Size: 8]
  21884.         FName ReloadTacticalTIDName;//[Offset: 0x600 , Size: 8]
  21885.         bool bUseSpecificBulletNumOnReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x608 , Size: 1]
  21886.         int ReloadSpecificBulletNum;//[Offset: 0x60c , Size: 4]
  21887.         bool ReloadWithNoCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610 , Size: 1]
  21888.         bool InitAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x611 , Size: 1]
  21889.         int InterruptReloadByFireMinBulletThreshold;//[Offset: 0x614 , Size: 4]
  21890.         AutoAimingConfig AutoAimingConfig;//[Offset: 0x618 , Size: 152]
  21891.         AutoAimingConfigByGameMode[] AdjustAutoAimingConfigByModeList;//[Offset: 0x6b0 , Size: 12]
  21892.         bool IsSupportAutoAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bc , Size: 1]
  21893.         SRecoilInfo RecoilInfo;//[Offset: 0x6c0 , Size: 100]
  21894.         float AccessoriesVRecoilFactor;//[Offset: 0x724 , Size: 4]
  21895.         float AccessoriesHRecoilFactor;//[Offset: 0x728 , Size: 4]
  21896.         float AccessoriesRecoveryFactor;//[Offset: 0x72c , Size: 4]
  21897.         SDeviation DeviationInfo;//[Offset: 0x730 , Size: 64]
  21898.         float ShotGunCenterPerc;//[Offset: 0x770 , Size: 4]
  21899.         float ShotGunVerticalSpread;//[Offset: 0x774 , Size: 4]
  21900.         float ShotGunHorizontalSpread;//[Offset: 0x778 , Size: 4]
  21901.         float GameDeviationFactor;//[Offset: 0x77c , Size: 4]
  21902.         float GameDeviationAccuracy;//[Offset: 0x780 , Size: 4]
  21903.         float AccessoriesDeviationFactor;//[Offset: 0x784 , Size: 4]
  21904.         byte CrossHairType;//[Offset: 0x788 , Size: 1]
  21905.         float CrossHairInitialSize;//[Offset: 0x78c , Size: 4]
  21906.         float CrossHairBurstSpeed;//[Offset: 0x790 , Size: 4]
  21907.         float CrossHairBurstIncreaseSpeed;//[Offset: 0x794 , Size: 4]
  21908.         float VehicleWeaponDeviationAngle;//[Offset: 0x798 , Size: 4]
  21909.         bool bDrawCrosshairWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79c , Size: 1]
  21910.         FName DefaultScopeSocket;//[Offset: 0x7a0 , Size: 8]
  21911.         FName DefaultGripSocket;//[Offset: 0x7a8 , Size: 8]
  21912.         FName DefaultGunStockSocket;//[Offset: 0x7b0 , Size: 8]
  21913.         FName DefaultMagSocket;//[Offset: 0x7b8 , Size: 8]
  21914.         float WeaponBodyLength;//[Offset: 0x7c0 , Size: 4]
  21915.         FName[] OpticalSightAttachmentSocketNameList;//[Offset: 0x7c4 , Size: 12]
  21916.         float WeaponAimFOV;//[Offset: 0x7d4 , Size: 4]
  21917.         float WeaponAimInTime;//[Offset: 0x7d8 , Size: 4]
  21918.         float WeaponAimPitchRate;//[Offset: 0x7dc , Size: 4]
  21919.         float WeaponAimYawRate;//[Offset: 0x7e0 , Size: 4]
  21920.         float GameMotionYawRate;//[Offset: 0x7e4 , Size: 4]
  21921.         float GameMotionPitchRate;//[Offset: 0x7e8 , Size: 4]
  21922.         float ForegripParam;//[Offset: 0x7ec , Size: 4]
  21923.         float MagParam;//[Offset: 0x7f0 , Size: 4]
  21924.         bool SimulateMagParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f4 , Size: 1]
  21925.         float SensitiveFireYawRate;//[Offset: 0x7f8 , Size: 4]
  21926.         byte SightType;//[Offset: 0x7fc , Size: 1]
  21927.         float SensitiveFirePitchRate;//[Offset: 0x800 , Size: 4]
  21928.         byte SightVisionType;//[Offset: 0x804 , Size: 1]
  21929.         ItemDefineID DefaultScopeID;//[Offset: 0x808 , Size: 24]
  21930.         float MaxBulletImpactFXClampDistance;//[Offset: 0x820 , Size: 4]
  21931.         int MaxBulletImpactFXSpawnNum;//[Offset: 0x824 , Size: 4]
  21932.         float RecoilKickADS;//[Offset: 0x828 , Size: 4]
  21933.         float ExtraHitPerformScale;//[Offset: 0x82c , Size: 4]
  21934.         float HUDAlphaDecreaseSpeedScale;//[Offset: 0x830 , Size: 4]
  21935.         bool bAutoExitScopeAfterFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x834 , Size: 1]
  21936.         enum ReleaseFireType;//[Offset: 0x835 , Size: 1]
  21937.         bool bEnableScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x836 , Size: 1]
  21938.         bool bLock90DirWhenPitchAbove75;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x837 , Size: 1]
  21939.         float LockAnimPitchDegree;//[Offset: 0x838 , Size: 4]
  21940.         float LockAnimPitchDegreeCrouch;//[Offset: 0x83c , Size: 4]
  21941.         float AnimationKick;//[Offset: 0x840 , Size: 4]
  21942.         int ReloadAnimSlot;//[Offset: 0x844 , Size: 4]
  21943.         bool ReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848 , Size: 1]
  21944.         bool bEnableNightVersionWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x849 , Size: 1]
  21945.         bool bShowBarrelBulletNumUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84a , Size: 1]
  21946.         bool bRecordHitDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84b , Size: 1]
  21947.         int ConstantWeaponDurability;//[Offset: 0x84c , Size: 4]
  21948.         int ShootReduceDurabilityAmount;//[Offset: 0x850 , Size: 4]
  21949.         byte[] CoronaEffectCfg;//[Offset: 0x854 , Size: 12]
  21950.         ItemDefineID GetBulletType();// 0x1e3d29c
  21951.  
  21952. --------------------------------
  21953. Class: WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object
  21954.         int WeaponId;//[Offset: 0xcc , Size: 4]
  21955.         byte WeaponType;//[Offset: 0xd0 , Size: 1]
  21956.         byte weaponTypeNew;//[Offset: 0xd1 , Size: 1]
  21957.         byte WeaponHoldType;//[Offset: 0xd2 , Size: 1]
  21958.         FName WeaponAttachSocket;//[Offset: 0xd8 , Size: 8]
  21959.         bool bUseCustomWeaponBackpackAttachSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1]
  21960.         FName CustomWeaponBackpackAttachSocket;//[Offset: 0xe8 , Size: 8]
  21961.         bool ShowBulletTraceWhenScoped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1]
  21962.         int MaxNoGravityRange;//[Offset: 0xf4 , Size: 4]
  21963.         float LaunchGravityScale;//[Offset: 0xf8 , Size: 4]
  21964.         bool bEnableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc , Size: 1]
  21965.         int UnableProneHoldingTipID;//[Offset: 0x100 , Size: 4]
  21966.         bool bEnableVehicleHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1]
  21967.         bool bEnableLeanOutHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105 , Size: 1]
  21968.         bool bEnableShovelHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106 , Size: 1]
  21969.         int UnableShovelHoldingTipID;//[Offset: 0x108 , Size: 4]
  21970.         bool bEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1]
  21971.         int UnablePeekTipID;//[Offset: 0x110 , Size: 4]
  21972.         bool bEnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1]
  21973.         bool GuidedMissileVehicleRenderIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115 , Size: 1]
  21974.         <byte,bool> PlugComponentSlotMap;//[Offset: 0x118 , Size: 60]
  21975.         <byte,WeaponComponentItemData> PlugComponentSlotDataMap;//[Offset: 0x154 , Size: 60]
  21976.         float SwitchFromIdleToBackpackTime;//[Offset: 0x190 , Size: 4]
  21977.         float SwitchFromBackpackToIdleTime;//[Offset: 0x194 , Size: 4]
  21978.         enum[] DisableWeaponPlayerStateList;//[Offset: 0x198 , Size: 12]
  21979.         int DisableUseWeaponPlayerStateMsgIDDefault;//[Offset: 0x1a4 , Size: 4]
  21980.         int DisableUseWeaponPlayerStateMsgIDSpecific;//[Offset: 0x1a8 , Size: 4]
  21981.         Transform AttachToBackRelativeTransform_NoBagL;//[Offset: 0x1b0 , Size: 48]
  21982.         Transform AttachToBackRelativeTransform_NoBagR;//[Offset: 0x1e0 , Size: 48]
  21983.         Transform AttachToBackRelativeTransform_Lv1BagL;//[Offset: 0x210 , Size: 48]
  21984.         Transform AttachToBackRelativeTransform_Lv1BagR;//[Offset: 0x240 , Size: 48]
  21985.         Transform AttachToBackRelativeTransform_Lv2BagL;//[Offset: 0x270 , Size: 48]
  21986.         Transform AttachToBackRelativeTransform_Lv2BagR;//[Offset: 0x2a0 , Size: 48]
  21987.         Transform AttachToBackRelativeTransform_Lv3BagL;//[Offset: 0x2d0 , Size: 48]
  21988.         Transform AttachToBackRelativeTransform_Lv3BagR;//[Offset: 0x300 , Size: 48]
  21989.         <int,Transform> AttachToBackRelativeTransform_BagL_Map;//[Offset: 0x330 , Size: 60]
  21990.         <int,Transform> AttachToBackRelativeTransform_BagR_Map;//[Offset: 0x36c , Size: 60]
  21991.         MaterialInstance* WeaponMaterialUsedForDisplay;//[Offset: 0x3a8 , Size: 4]
  21992.         bool bIsShieldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac , Size: 1]
  21993.         bool bCanBeHoldedWithShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ad , Size: 1]
  21994.         byte[] AutoCheckCreateSkillCompWeaponTypeList;//[Offset: 0x3b0 , Size: 12]
  21995.         bool bAutoCheckCreateSkillComp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1]
  21996.  
  21997. --------------------------------
  21998. Class: WeaponComponentItemData
  21999.         PickUpGlobalDataTableRow PickUpGlobalDataTableRow;//[Offset: 0x0 , Size: 352]
  22000.         WeaponComponentDataTableRow WeaponComponentDataTableRow;//[Offset: 0x160 , Size: 24]
  22001.  
  22002. --------------------------------
  22003. Class: PickUpGlobalDataTableRow.SurviveTableRowBase.TableRowBase
  22004.         byte SurvivePickUpGlobalCategory;//[Offset: 0xc , Size: 1]
  22005.         SlateBrush SmallProfileImage;//[Offset: 0x10 , Size: 152]
  22006.         SlateBrush LargerProfileImage;//[Offset: 0xa8 , Size: 152]
  22007.         FString Name;//[Offset: 0x140 , Size: 12]
  22008.         FString Description;//[Offset: 0x14c , Size: 12]
  22009.         int DisplayPriority;//[Offset: 0x158 , Size: 4]
  22010.  
  22011. --------------------------------
  22012. Class: SurviveTableRowBase.TableRowBase
  22013.         int ID;//[Offset: 0x4 , Size: 4]
  22014.         int PickUpSoundID;//[Offset: 0x8 , Size: 4]
  22015.  
  22016. --------------------------------
  22017. Class: WeaponComponentDataTableRow.SurviveTableRowBase.TableRowBase
  22018.         int WeaponComponentID;//[Offset: 0xc , Size: 4]
  22019.         byte Type;//[Offset: 0x10 , Size: 1]
  22020.         StaticMesh* ShowMesh;//[Offset: 0x14 , Size: 4]
  22021.  
  22022. --------------------------------
  22023. Class: ExtendBulletNumAttachment
  22024.         int TypeSpecificID;//[Offset: 0x0 , Size: 4]
  22025.         int ExtendMaxBulletNumInOneClip;//[Offset: 0x4 , Size: 4]
  22026.  
  22027. --------------------------------
  22028. Class: WeaponHitPartCoff
  22029.         float Head;//[Offset: 0x0 , Size: 4]
  22030.         float Body;//[Offset: 0x4 , Size: 4]
  22031.         float Limbs;//[Offset: 0x8 , Size: 4]
  22032.         float Hand;//[Offset: 0xc , Size: 4]
  22033.         float Foot;//[Offset: 0x10 , Size: 4]
  22034.  
  22035. --------------------------------
  22036. Class: SRangeAttenuateConfig
  22037.         int rangeStart;//[Offset: 0x0 , Size: 4]
  22038.         int rangeEnd;//[Offset: 0x4 , Size: 4]
  22039.         float rangeAttenuateFactor;//[Offset: 0x8 , Size: 4]
  22040.  
  22041. --------------------------------
  22042. Class: WeaponVisualBulletClientModeConfig
  22043.         WeaponVisualBulletCameraModeConfig AutonomousClientSetting;//[Offset: 0x0 , Size: 24]
  22044.         WeaponVisualBulletCameraModeConfig OBPawnPerspectiveClientSetting;//[Offset: 0x18 , Size: 24]
  22045.         WeaponVisualBulletItemConfig DefaultSetting;//[Offset: 0x30 , Size: 8]
  22046.  
  22047. --------------------------------
  22048. Class: WeaponVisualBulletCameraModeConfig
  22049.         WeaponVisualBulletItemConfig FPPSetting;//[Offset: 0x0 , Size: 8]
  22050.         WeaponVisualBulletItemConfig TPPSetting;//[Offset: 0x8 , Size: 8]
  22051.         WeaponVisualBulletItemConfig GunADSSetting;//[Offset: 0x10 , Size: 8]
  22052.  
  22053. --------------------------------
  22054. Class: WeaponVisualBulletItemConfig
  22055.         bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  22056.         ParticleSystem* VisualBulletTrackFX;//[Offset: 0x4 , Size: 4]
  22057.  
  22058. --------------------------------
  22059. Class: AutoAimingConfig
  22060.         AutoAimingRangeConfig OuterRange;//[Offset: 0x0 , Size: 72]
  22061.         AutoAimingRangeConfig InnerRange;//[Offset: 0x48 , Size: 72]
  22062.         float followTimeMax;//[Offset: 0x90 , Size: 4]
  22063.         float MaxAngle;//[Offset: 0x94 , Size: 4]
  22064.  
  22065. --------------------------------
  22066. Class: AutoAimingRangeConfig
  22067.         float Speed;//[Offset: 0x0 , Size: 4]
  22068.         float RangeRate;//[Offset: 0x4 , Size: 4]
  22069.         float SpeedRate;//[Offset: 0x8 , Size: 4]
  22070.         float RangeRateSight;//[Offset: 0xc , Size: 4]
  22071.         float SpeedRateSight;//[Offset: 0x10 , Size: 4]
  22072.         float CrouchRate;//[Offset: 0x14 , Size: 4]
  22073.         float ProneRate;//[Offset: 0x18 , Size: 4]
  22074.         float DyingRate;//[Offset: 0x1c , Size: 4]
  22075.         float DriveVehicleRate;//[Offset: 0x20 , Size: 4]
  22076.         float InVehicleRate;//[Offset: 0x24 , Size: 4]
  22077.         float FreeFallRate;//[Offset: 0x28 , Size: 4]
  22078.         float OpeningRate;//[Offset: 0x2c , Size: 4]
  22079.         float LandingRate;//[Offset: 0x30 , Size: 4]
  22080.         float adsorbMaxRange;//[Offset: 0x34 , Size: 4]
  22081.         float adsorbMinRange;//[Offset: 0x38 , Size: 4]
  22082.         float adsorbMinAttenuationDis;//[Offset: 0x3c , Size: 4]
  22083.         float adsorbMaxAttenuationDis;//[Offset: 0x40 , Size: 4]
  22084.         float adsorbActiveMinRange;//[Offset: 0x44 , Size: 4]
  22085.  
  22086. --------------------------------
  22087. Class: AutoAimingConfigByGameMode
  22088.         class GameStateBase* GameStateClass;//[Offset: 0x0 , Size: 4]
  22089.         AutoAimingConfig AutoAimingConfig;//[Offset: 0x4 , Size: 152]
  22090.  
  22091. --------------------------------
  22092. Class: SDeviation
  22093.         float DeviationBase;//[Offset: 0x0 , Size: 4]
  22094.         float DeviationBaseAim;//[Offset: 0x4 , Size: 4]
  22095.         float DeviationBaseADS;//[Offset: 0x8 , Size: 4]
  22096.         float DeviationRecoilGain;//[Offset: 0xc , Size: 4]
  22097.         float DeviationRecoilGainAim;//[Offset: 0x10 , Size: 4]
  22098.         float DeviationRecoilGainADS;//[Offset: 0x14 , Size: 4]
  22099.         float DeviationMax;//[Offset: 0x18 , Size: 4]
  22100.         float DeviationMinMove;//[Offset: 0x1c , Size: 4]
  22101.         float DeviationMaxMove;//[Offset: 0x20 , Size: 4]
  22102.         float DeviationMoveMultiplier;//[Offset: 0x24 , Size: 4]
  22103.         float DeviationMoveMinRefrence;//[Offset: 0x28 , Size: 4]
  22104.         float DeviationMoveMaxRefrence;//[Offset: 0x2c , Size: 4]
  22105.         float DeviationStanceStand;//[Offset: 0x30 , Size: 4]
  22106.         float DeviationStanceCrouch;//[Offset: 0x34 , Size: 4]
  22107.         float DeviationStanceProne;//[Offset: 0x38 , Size: 4]
  22108.         float DeviationStanceJump;//[Offset: 0x3c , Size: 4]
  22109.  
  22110. --------------------------------
  22111. Class: VolleyShootInfoCache
  22112.         Vector StartLoc;//[Offset: 0x0 , Size: 12]
  22113.         Vector ShootDir;//[Offset: 0xc , Size: 12]
  22114.  
  22115. --------------------------------
  22116. Class: AttrModifyItem
  22117.         CacheAffactTargetInfo[] AffectTargetsCachInfo;//[Offset: 0x0 , Size: 12]
  22118.         FString AttrModifyItemName;//[Offset: 0xc , Size: 12]
  22119.         FString AttrName;//[Offset: 0x18 , Size: 12]
  22120.         int AttrId;//[Offset: 0x24 , Size: 4]
  22121.         int CompareId;//[Offset: 0x28 , Size: 4]
  22122.         enum ModifierOp;//[Offset: 0x2c , Size: 1]
  22123.         float ModifierValue;//[Offset: 0x30 , Size: 4]
  22124.         bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1]
  22125.         bool ClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1]
  22126.  
  22127. --------------------------------
  22128. Class: CacheAffactTargetInfo
  22129.         Actor* AffectTarget;//[Offset: 0x0 , Size: 8]
  22130.         float FinalAddValue;//[Offset: 0x8 , Size: 4]
  22131.  
  22132. --------------------------------
  22133. Class: WarPlayerStateScore
  22134.         int Rank;//[Offset: 0x0 , Size: 4]
  22135.         int Score;//[Offset: 0x4 , Size: 4]
  22136.         enum ScoreChangeReason;//[Offset: 0x8 , Size: 1]
  22137.         int ScoreChangeCauserPlayerID;//[Offset: 0xc , Size: 4]
  22138.         int HighestScore;//[Offset: 0x10 , Size: 4]
  22139.         int FollowScore;//[Offset: 0x14 , Size: 4]
  22140.  
  22141. --------------------------------
  22142. Class: VehicleMoveFlow
  22143.         uint64 RoleID;//[Offset: 0x0 , Size: 8]
  22144.         FString OpenID;//[Offset: 0x8 , Size: 12]
  22145.         int8 PlatID;//[Offset: 0x14 , Size: 1]
  22146.         uint16 AreaID;//[Offset: 0x16 , Size: 2]
  22147.         FString ZoneID;//[Offset: 0x18 , Size: 12]
  22148.         VehicleMovePoint[] PointList;//[Offset: 0x24 , Size: 12]
  22149.  
  22150. --------------------------------
  22151. Class: VehicleMovePoint
  22152.         uint32 UniqueId;//[Offset: 0x0 , Size: 4]
  22153.         int8 Type;//[Offset: 0x4 , Size: 1]
  22154.         int X;//[Offset: 0x8 , Size: 4]
  22155.         int Y;//[Offset: 0xc , Size: 4]
  22156.         int Z;//[Offset: 0x10 , Size: 4]
  22157.         int Speed;//[Offset: 0x14 , Size: 4]
  22158.         int8 VehicleN2oUse;//[Offset: 0x18 , Size: 1]
  22159.         int8 VehicleCarPetUse;//[Offset: 0x19 , Size: 1]
  22160.         int VehicleMoveDistance;//[Offset: 0x1c , Size: 4]
  22161.         int TimeStamp;//[Offset: 0x20 , Size: 4]
  22162.         int8 RoleType;//[Offset: 0x24 , Size: 1]
  22163.  
  22164. --------------------------------
  22165. Class: WeaponHitDisanceSectionArray
  22166.         int[] SectionArray;//[Offset: 0x0 , Size: 12]
  22167.         int CaculateType;//[Offset: 0xc , Size: 4]
  22168.  
  22169. --------------------------------
  22170. Class: SIslandInactiveClearComponent.ActorComponent.Object
  22171.         float ComponentTickInterval;//[Offset: 0xbc , Size: 4]
  22172.         float InactiveCheckGap;//[Offset: 0xc0 , Size: 4]
  22173.         float InactiveTimeForTipPreTime;//[Offset: 0xc8 , Size: 4]
  22174.         float PreActiveTime;//[Offset: 0xcc , Size: 4]
  22175.         float ClientSendActiveRPCGap;//[Offset: 0xd4 , Size: 4]
  22176.         bool bIsClientActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1]
  22177.         enum SIslandActiveType;//[Offset: 0xd9 , Size: 1]
  22178.         Vector PrePawnLoc;//[Offset: 0xdc , Size: 12]
  22179.         Rotator PreControllerRotation;//[Offset: 0xe8 , Size: 12]
  22180.         delegate OnInactiveTipInSocialIslandDelegate;//[Offset: 0xf4 , Size: 12]
  22181.         void ServerMarkPlayerActive();// 0x1e45528
  22182.         void OnInactiveTipInSocialIslandDelegate__DelegateSignature(float RemainTime);// 0x2859eb0
  22183.         void MarkPlayerActive();// 0x1e45514
  22184.         void KickOutPlayer();// 0x1e45500
  22185.         void ClientShowKickOutTip(float RemainTime);// 0x1c727ac
  22186.         void ClientCachedActiveState();// 0x1e454ec
  22187.         bool CheckForMovement();// 0x1e454c4
  22188.         void CheckForInactive();// 0x1e454a8
  22189.  
  22190. --------------------------------
  22191. Class: ObservingReplay.GameReplay.Object
  22192.         delegate OnRequestStreamsComplete;//[Offset: 0xe0 , Size: 12]
  22193.         FString ReplayServerURL;//[Offset: 0x118 , Size: 12]
  22194.         void RequestReplaysFromServer(FString URLString);// 0x1de8b24
  22195.         void ClearStreams();// 0x1de8b10
  22196.  
  22197. --------------------------------
  22198. Class: GameReplay.Object
  22199.         UserWidget* GMUI;//[Offset: 0x24 , Size: 4]
  22200.         class UserWidget* GMUIClass;//[Offset: 0x28 , Size: 40]
  22201.         enum ReplayType;//[Offset: 0x50 , Size: 1]
  22202.         ReplayUIManager* pReplayUIMgr;//[Offset: 0x5c , Size: 4]
  22203.         bool bIsPausePlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0 , Size: 1]
  22204.         STExtraPlayerController* PlayerController;//[Offset: 0xcc , Size: 4]
  22205.         KillInfoRecordData[] RecordKillInfoDataArray;//[Offset: 0xd4 , Size: 12]
  22206.         bool StopRecordingReplay();// 0x1d15c80
  22207.         bool StopPlay();// 0x1d7a3d0
  22208.         bool StartRecordingReplay();// 0x1d15c3c
  22209.         void SetSpectatorName(FString SpectatorName, bool bGM);// 0x1d7a228
  22210.         void SetReplayStreamer(FString InReplayStreamer);// 0x1d7a090
  22211.         void SetIsGMSpectator(bool bGM);// 0x1d7a014
  22212.         void SetCurrentReplayTimeToSeconds(float Seconds);// 0x1d79f9c
  22213.         void SetCanChangeViewTarget(bool bCanChange);// 0x1d79f1c
  22214.         void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x1d79ea4
  22215.         void ReplayOnWeaponChanged();// 0x1d79e90
  22216.         void ReplayOnSimulatedWeaponChanged();// 0x1d79e7c
  22217.         void ReplayOnBulletNumChanged();// 0x1d79e68
  22218.         void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x1d79df0
  22219.         bool PlayReplay();// 0x1d79dc0
  22220.         bool PauseReplay(bool bPaused);// 0x1d79d30
  22221.         bool IsInRecordState();// 0x1d79d08
  22222.         bool IsInPlayState();// 0x1d79ce0
  22223.         bool IsFastForwarding();// 0x1d79cb8
  22224.         bool HaveRecordingData();// 0x1d79c88
  22225.         void HandleChangeStatePC();// 0x1d79c74
  22226.         STExtraBaseCharacter* GetViewCharacter();// 0x1d79c4c
  22227.         FString GetSpectatorName();// 0x1d27310
  22228.         float GetCurrentReplayTotalTimeInSeconds();// 0x1d79c24
  22229.         float GetCurrentReplayCurTimeInSeconds();// 0x1d79bfc
  22230.         bool GetCanChangeViewTarget();// 0x1d79bd4
  22231.  
  22232. --------------------------------
  22233. Class: ReplayUIManager.Object
  22234.         STExtraPlayerController* pSTExtraPC;//[Offset: 0x20 , Size: 4]
  22235.         STExtraGameInstance* pExtraInst;//[Offset: 0x24 , Size: 4]
  22236.         STExtraPlayerState* pExtraPS;//[Offset: 0x28 , Size: 4]
  22237.         STExtraBaseCharacter* pViewCharacter;//[Offset: 0x2c , Size: 4]
  22238.         class UserWidget* ReplayUIPath;//[Offset: 0x30 , Size: 40]
  22239.         ReplayUserWidget* pReplayUserWidget;//[Offset: 0x58 , Size: 4]
  22240.         ReplayTeammateInfo[] SavedTeammateInfoArray;//[Offset: 0x5c , Size: 12]
  22241.         <uint32,FString> AssumedMap_Key2name;//[Offset: 0x68 , Size: 60]
  22242.         <FString,FString> AssumedMap_Name2name;//[Offset: 0xa4 , Size: 60]
  22243.         int ReplayTargetTeamID;//[Offset: 0xf0 , Size: 4]
  22244.         FString ReplayTargetName;//[Offset: 0xf4 , Size: 12]
  22245.         void UpdateReplayUI();// 0x1e28724
  22246.         void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter* InCharacter);// 0x1d79ea4
  22247.         void ReplayOnWeaponChanged();// 0x1e28710
  22248.         void ReplayOnSimulatedWeaponChanged();// 0x1e286fc
  22249.         void ReplayOnBulletNumChanged();// 0x1e286e8
  22250.         void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* InCharacter);// 0x1d79df0
  22251.         void ReleaseManager();// 0x1e286d4
  22252.         void InitManager();// 0x1e286c0
  22253.         void ChangeProgress();// 0x1e286ac
  22254.  
  22255. --------------------------------
  22256. Class: STExtraGameInstance.UAEGameInstance.GameInstance.Object
  22257.         delegate OnUserQualitySettingChanged;//[Offset: 0x27c , Size: 12]
  22258.         delegate OnUserMsaaSettingChanged;//[Offset: 0x288 , Size: 12]
  22259.         delegate OnWaterReflectionSettingChanged;//[Offset: 0x294 , Size: 12]
  22260.         delegate OnCampRoomChanged;//[Offset: 0x2a0 , Size: 12]
  22261.         RenderQualitySettings renderQualitySettingsLastSet;//[Offset: 0x2ac , Size: 3]
  22262.         RenderQualitySettings renderQualitySettingsApplying;//[Offset: 0x2af , Size: 3]
  22263.         RenderQualitySettings renderQualitySettingsInit;//[Offset: 0x2b2 , Size: 3]
  22264.         UserDetailSetting UserDetailSetting;//[Offset: 0x2b8 , Size: 100]
  22265.         bool ExeCmdSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344 , Size: 1]
  22266.         bool LobbyRenderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x345 , Size: 1]
  22267.         bool LobbyRenderSwitchLow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x346 , Size: 1]
  22268.         bool LobbyRenderSwitchMid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x347 , Size: 1]
  22269.         bool LobbyRenderSwitchHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348 , Size: 1]
  22270.         int iEnableRegionID;//[Offset: 0x34c , Size: 4]
  22271.         SwitchesInMaps[] SwitchesInMaps;//[Offset: 0x350 , Size: 12]
  22272.         RenderItem[] LobbyBackupRenderSettings;//[Offset: 0x35c , Size: 12]
  22273.         RenderItem[] LobbyRenderSettingsUltralHigh;//[Offset: 0x368 , Size: 12]
  22274.         RenderItem[] LobbyRenderSettingsHigh;//[Offset: 0x374 , Size: 12]
  22275.         RenderItem[] LobbyRenderSettingsMid;//[Offset: 0x380 , Size: 12]
  22276.         RenderItem[] LobbyRenderSettingsLow;//[Offset: 0x38c , Size: 12]
  22277.         RenderItem[] LowFPSBackupRenderSettings;//[Offset: 0x398 , Size: 12]
  22278.         RenderItem[] LowFPSRenderSettingProfileHigh;//[Offset: 0x3a4 , Size: 12]
  22279.         RenderItem[] LowFPSRenderSettingProfileMid;//[Offset: 0x3b0 , Size: 12]
  22280.         RenderItem[] MobileHDROpenConfig;//[Offset: 0x3bc , Size: 12]
  22281.         RenderItem[] MobileHDRCloseConfig;//[Offset: 0x3c8 , Size: 12]
  22282.         RenderItem[] MobileUltralHighOpenConfig;//[Offset: 0x3d4 , Size: 12]
  22283.         RenderItem[] MobileUltralHighCloseConfig;//[Offset: 0x3e0 , Size: 12]
  22284.         RenderItem[] MobileMSAAOpenConfig;//[Offset: 0x3ec , Size: 12]
  22285.         RenderItem[] Mobile2xMSAAOpenConfig;//[Offset: 0x3f8 , Size: 12]
  22286.         RenderItem[] MobileMSAACloseConfig;//[Offset: 0x404 , Size: 12]
  22287.         RenderItem[] MobilePPOpenConfig;//[Offset: 0x410 , Size: 12]
  22288.         RenderItem[] MobilePPCloseConfig;//[Offset: 0x41c , Size: 12]
  22289.         FString[] RePairDeleteDir;//[Offset: 0x428 , Size: 12]
  22290.         RenderStyleParameterInMaps[] RenderStyleParamsInMaps;//[Offset: 0x434 , Size: 12]
  22291.         MaterialParametersStyle[] MaterialParametersStyleArray;//[Offset: 0x440 , Size: 12]
  22292.         ObjectPoolClassConfig[] ObjectPoolClassConfigs;//[Offset: 0x44c , Size: 12]
  22293.         FName[] ObjectPoolIgnoringProperties;//[Offset: 0x458 , Size: 12]
  22294.         FString AutoTestMissionType;//[Offset: 0x470 , Size: 12]
  22295.         FString CustomLineStr;//[Offset: 0x47c , Size: 12]
  22296.         enum GamePlayMode;//[Offset: 0x488 , Size: 4]
  22297.         Vector2D FOVRange;//[Offset: 0x48c , Size: 8]
  22298.         Vector2D FOVScreenSizeCullingFactorRange;//[Offset: 0x494 , Size: 8]
  22299.         bool bFOVChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49c , Size: 1]
  22300.         bool PVENightChangeCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49d , Size: 1]
  22301.         float SwimRotateX;//[Offset: 0x4a0 , Size: 4]
  22302.         bool IsCutdownForHighTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a4 , Size: 1]
  22303.         WonderfulRecordingCut* WonderfulRecordingCut;//[Offset: 0x4c8 , Size: 4]
  22304.         DeathPlayback* DeathPlayback;//[Offset: 0x4cc , Size: 4]
  22305.         CompletePlayback* CompletePlayback;//[Offset: 0x4d0 , Size: 4]
  22306.         ObservingReplay* ObservingReplay;//[Offset: 0x4d4 , Size: 4]
  22307.         ReplayUIManager* ReplayUIManager;//[Offset: 0x4d8 , Size: 4]
  22308.         MaterialInstanceDynamic* m_CustomTexMat;//[Offset: 0x4dc , Size: 4]
  22309.         FeatureSetCollection* FeatureSetCollection;//[Offset: 0x538 , Size: 4]
  22310.         AvatarItemDownload* AssociatedAvatarItemDownload;//[Offset: 0x53c , Size: 4]
  22311.         FadeDynamicStyleInfo FadeInfo;//[Offset: 0x540 , Size: 12]
  22312.         float DefaultGray;//[Offset: 0x54c , Size: 4]
  22313.         void WaterReflectionSettingChanged__DelegateSignature(bool bOpenWaterReflection);// 0x2859eb0
  22314.         void UserQualitySettingChanged__DelegateSignature(int UserQualitySettingLevel);// 0x2859eb0
  22315.         void UserMsaaSettingChanged__DelegateSignature(bool UserMsaaSetting);// 0x2859eb0
  22316.         void UpdateWorldCullDistanceVolumes();// 0x1ed2a84
  22317.         void TestAyncLoad();// 0x1ed2a70
  22318.         void SuperBattle(FString IP);// 0x1d7f898
  22319.         void SetWorldDoorCullDistance(int Distance);// 0x1ed29f8
  22320.         void SetWorldCullDistanceVolumeEnable(FString Name, int Enable);// 0x1ed285c
  22321.         void SetWorldCompositionRelativeDistance(int LODIndex, float Distance);// 0x1ed27a0
  22322.         void SetWaterReflectionSetting(bool bDoOpen);// 0x1ed2720
  22323.         void SetUserVulkanSetting(bool Enable);// 0x1ed26a0
  22324.         void SetUserSetingShadowQuality(bool bShadow);// 0x1ed2620
  22325.         void SetUserSetingMobilceContentSCale(float mcs);// 0x1ed25a8
  22326.         bool SetSoundEffectQuality(int Type);// 0x1ed2528
  22327.         void SetRenderQuality(RenderQualitySettings RenderQualitySettings);// 0x1ed2494
  22328.         void SetKillZValue(float KillZ);// 0x1ed241c
  22329.         void SetHZBMobileState();// 0x1ed2408
  22330.         void SetFOVScreenSizeCullingFactor(float FOV);// 0x1ed2390
  22331.         void SetEnableCullDistanceVolumeOffset(FString Name, bool Enable);// 0x1ed21e8
  22332.         void SetEnableCullDistanceVolumeMovable(FString Name, bool Enable);// 0x1ed2040
  22333.         static void SetCustomRouteLine();// 0x1ed202c
  22334.         static void SetAutoMissionType();// 0x1ed2018
  22335.         void ReSetFOVScreenSizeCullingFactor();// 0x1ed2004
  22336.         void RenderForLowFPS();// 0x1ed1ff0
  22337.         void RemovePPVBlendableMaterial(MaterialInterface* InMaterial);// 0x1ed1f78
  22338.         void RefuseRenderForLowFPS();// 0x1ed1f64
  22339.         void QuitGame();// 0x1ed1f50
  22340.         void PreSetRenderQuality(RenderQualitySettings RenderQualitySettings, out bool renderLevelChanged);// 0x1ed1e68
  22341.         void OnStopAutoTest();// 0x1ed1e54
  22342.         void OnStartAutoTest();// 0x1ed1e40
  22343.         void ObjectPoolServerSwitch(bool bOn);// 0x1ed1dc0
  22344.         void ModifyAllLandscapeStreamingDistance(int Distance);// 0x1d3093c
  22345.         void MakeLevelStreamingDistanceShorterWhenLanded();// 0x1ed1dac
  22346.         bool isUsingAssumedNameInReplay();// 0x1ed1d84
  22347.         bool IsSupportTagCulling();// 0x1ed1d68
  22348.         bool IsSupportSwitchSoundEffectQuality();// 0x1ed1d40
  22349.         bool IsSupportSwitchRenderLevelRuntime();// 0x1ed1d18
  22350.         bool IsSupportMSAA();// 0x1ed1cf0
  22351.         bool IsSupportLDR();// 0x1ed1cc8
  22352.         static bool IsSecAutoRunTest();// 0x1e176d0
  22353.         bool IsRunningOnVulkan();// 0x1ed1ca0
  22354.         bool IsPVENightChangeCullDistance();// 0x1ed1c78
  22355.         bool IsPlayingObservingReplay();// 0x1ed1c50
  22356.         bool IsOpenMSAA();// 0x1ed1c28
  22357.         bool IsOpenHDR();// 0x1ed1c00
  22358.         bool IsIOSOneGigabyteDevice();// 0x1d999ec
  22359.         static bool IsGAutomatorTest();// 0x1ed1bd8
  22360.         static bool IsAutoRunTestGamePVEProfile();// 0x1ed1bb0
  22361.         static bool IsAutoRunTestGamePVE();// 0x1ed1b88
  22362.         static bool IsAutoRunTestGameBindCompoment();// 0x1ed1b60
  22363.         static bool IsAutoRunTestGame();// 0x1ed1b38
  22364.         void GVoiceCampRoomChanged__DelegateSignature(enum CampRoomType);// 0x2859eb0
  22365.         void GMStandalone(FString Map);// 0x1ed19e0
  22366.         WonderfulRecordingCut* GetWonderfulRecordingCut();// 0x1ed19b8
  22367.         bool GetWaterReflectionSetting();// 0x1ed1990
  22368.         bool GetUserVulkanSetting();// 0x1ed1968
  22369.         bool GetUserSetingShadowQuality();// 0x1ed1940
  22370.         int GetUserQualitySettingLevel();// 0x1ed1924
  22371.         int GetSoundEffectQuality();// 0x1ed18fc
  22372.         ReplayUIManager* GetReplayUIManager();// 0x1ed18d4
  22373.         RenderQualitySettings GetRenderQualityLastSet();// 0x1ed1884
  22374.         RenderQualitySettings GetRenderQualityApplying();// 0x1ed1834
  22375.         ObservingReplay* GetObservingReplay();// 0x1ed180c
  22376.         bool GetIsFirstInitWaterReflectionSetting();// 0x1ed17e4
  22377.         static STExtraGameInstance* GetInstance();// 0x1ed17bc
  22378.         int GetExactDeviceLevel();// 0x1ed1794
  22379.         int GetDeviceUpdateVersionFlag();// 0x1ed1764
  22380.         FString GetDeviceProfilerLevel();// 0x1ed16a4
  22381.         byte GetDeviceMaxSupportSoundEffect();// 0x1ed167c
  22382.         byte GetDeviceMaxSupportLevel();// 0x1ed1654
  22383.         int GetDeviceMaxFPSByDeviceLevel(byte renderlevel);// 0x1ed15d4
  22384.         int GetDeviceLimit();// 0x1ed15ac
  22385.         int GetDeviceLevel();// 0x1ccbac0
  22386.         bool GetDefaultSoundEffectQuality();// 0x1ed1584
  22387.         DeathPlayback* GetDeathPlayback();// 0x1ed155c
  22388.         FString GetCurrentRHI();// 0x1ed149c
  22389.         CompletePlayback* GetCompletePlayback();// 0x1ed1474
  22390.         static int GetAutoRunTestServerIdx();// 0x1ed144c
  22391.         static FString GetAutoRunPassWD();// 0x1ed1394
  22392.         static FString GetAutoRunLuaTest();// 0x1ed12dc
  22393.         static FString GetAutoRunAccount();// 0x1ed1224
  22394.         AvatarItemDownload* GetAssociatedAvatarItemDownload();// 0x1ed11fc
  22395.         bool GetApplyingShadowQuality();// 0x1ed11d4
  22396.         FString GetActiveDeviceProfile();// 0x1ed1114
  22397.         void ExecuteCMD(FString CMDkey, FString CMDvalue);// 0x1ed0ea4
  22398.         void EnableStreamingLevelLOD(bool bEnable);// 0x1ed0e24
  22399.         void DrawMateritalToTexRenderTarget(TextureRenderTarget2D* TextureRenderTarget, Texture2D* tex1, Texture2D* tex2);// 0x1ed0d24
  22400.         bool DeleteSavedFiles(bool allfilesSaved);// 0x1ed0c9c
  22401.         TextureRenderTarget2D* CreateTexRenderTarget(int Width, int Height);// 0x1ed0bd8
  22402.         TextureRenderTarget2D* CreateCustomTex(Texture2D* TexResFirst, Texture2D* TexResSecond);// 0x1ed0b14
  22403.         void ChangeLevelFXActor(FString levelName, bool isLoad);// 0x1ed0a0c
  22404.         void ChangeCullDistanceVolume(bool UpdateCulldisImmediate);// 0x1ed098c
  22405.         void bHideGroundLevels(bool Disable);// 0x1ed090c
  22406.         void AutoActiveUltralHighRenderItems();// 0x1ed08f8
  22407.         void AutoActiveLDR();// 0x1ed08e4
  22408.         void AttachCameraViewToCharacter(STExtraBaseCharacter* Character);// 0x1ed086c
  22409.         void AddOrUpdatePPVBlendableMaterial(MaterialInterface* InMaterial, float InWeight);// 0x1ed07b0
  22410.         bool ActiveStyle_PPForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x1ed06a0
  22411.         void ActiveStyle_PP(byte Level);// 0x1ed0620
  22412.         bool ActiveStyle_ACESForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x1ed0510
  22413.         void ActiveStyle(byte Level);// 0x1ed0490
  22414.         void ActiveNightVision(bool bSet);// 0x1ed0410
  22415.         void ActiveMSAA(bool bOpenMSAA);// 0x1ed0390
  22416.         void ActiveDynamicStyle(bool bSet, byte Type, float InterpSpeed, bool bNeedDestroyComp);// 0x1ed022c
  22417.  
  22418. --------------------------------
  22419. Class: UAEGameInstance.GameInstance.Object
  22420.         ClientBaseInfo ClientBaseInfo;//[Offset: 0x148 , Size: 224]
  22421.         delegate EnginePreTick;//[Offset: 0x228 , Size: 12]
  22422.         FrontendHUD* AssociatedFrontendHUD;//[Offset: 0x254 , Size: 4]
  22423.         UIMsgBus* AssociatedUIMsgBus;//[Offset: 0x25c , Size: 4]
  22424.         LuaStateWrapper* LuaStateWrapper;//[Offset: 0x260 , Size: 4]
  22425.         bool bStandAloneFromLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x264 , Size: 1]
  22426.         void SetLuaStateWrapper(LuaStateWrapper* TLuaStateWrapper);// 0x20b8074
  22427.         void OpenAssetLoadLog();// 0x1c8c854
  22428.         void LuaLeakDetect();// 0x20b8060
  22429.         void LuaDoString(FString LuaString);// 0x20b7fa4
  22430.         float GetWeatherTime();// 0x20b7f88
  22431.         int GetWeatherID();// 0x20b7f68
  22432.         UIMsgBus* GetUIMsgBus();// 0x20b7f40
  22433.         LuaStateWrapper* GetLuaStateWrapper();// 0x20b7f18
  22434.         FString GetGameID();// 0x20b7e4c
  22435.         int GetDeviceLevel();// 0x1ccbac0
  22436.         UAEDataTable* GetDataTable(FString tableName);// 0x20b7d88
  22437.         FrontendHUD* GetAssociatedFrontendHUD();// 0x20b7d60
  22438.         void CloseAssetLoadLog();// 0x1c8c854
  22439.  
  22440. --------------------------------
  22441. Class: ClientBaseInfo
  22442.         FString OpenID;//[Offset: 0x0 , Size: 12]
  22443.         uint64 RoleID;//[Offset: 0x10 , Size: 8]
  22444.         FString GameSvrId;//[Offset: 0x18 , Size: 12]
  22445.         FString GameAppID;//[Offset: 0x24 , Size: 12]
  22446.         uint16 AreaID;//[Offset: 0x30 , Size: 2]
  22447.         int8 PlatID;//[Offset: 0x32 , Size: 1]
  22448.         FString ZoneID;//[Offset: 0x34 , Size: 12]
  22449.         uint64 battleid;//[Offset: 0x40 , Size: 8]
  22450.         uint64 GameID;//[Offset: 0x48 , Size: 8]
  22451.         FString BattleServerIP;//[Offset: 0x50 , Size: 12]
  22452.         uint32 BattleServerPort;//[Offset: 0x5c , Size: 4]
  22453.         FString UserName;//[Offset: 0x60 , Size: 12]
  22454.         FString PicUrl;//[Offset: 0x6c , Size: 12]
  22455.         uint32 PlayerKey;//[Offset: 0x78 , Size: 4]
  22456.         int8 WeatherID;//[Offset: 0x80 , Size: 1]
  22457.         FString WeatherLevelName;//[Offset: 0x84 , Size: 12]
  22458.         float WeatherTime;//[Offset: 0x90 , Size: 4]
  22459.         int[] MrpcsData;//[Offset: 0x94 , Size: 12]
  22460.         <int,FString> AdvConfig;//[Offset: 0xa4 , Size: 60]
  22461.  
  22462. --------------------------------
  22463. Class: RenderQualitySettings
  22464.         byte RenderQualitySetting;//[Offset: 0x0 , Size: 1]
  22465.         byte RenderStyleSetting;//[Offset: 0x1 , Size: 1]
  22466.         bool RenderMSAASetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  22467.  
  22468. --------------------------------
  22469. Class: UserDetailSetting
  22470.         int DeviceQualityLevel;//[Offset: 0x0 , Size: 4]
  22471.         int TCQualityGrade;//[Offset: 0x4 , Size: 4]
  22472.         int DeviceMaxSoundEffectLevel;//[Offset: 0x8 , Size: 4]
  22473.         int DeviceMaxQualityLevel;//[Offset: 0xc , Size: 4]
  22474.         int UserQualitySetting;//[Offset: 0x10 , Size: 4]
  22475.         int DeviceSupportHDR;//[Offset: 0x14 , Size: 4]
  22476.         int IsOpenHDR;//[Offset: 0x18 , Size: 4]
  22477.         int UserHDRSetting;//[Offset: 0x1c , Size: 4]
  22478.         int IsSupportMSAA;//[Offset: 0x20 , Size: 4]
  22479.         bool UserMsaaSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  22480.         float UserMCSSetting;//[Offset: 0x28 , Size: 4]
  22481.         int UserShadowSetting;//[Offset: 0x2c , Size: 4]
  22482.         int UserShadowSwitch;//[Offset: 0x30 , Size: 4]
  22483.         int UserTeamQualityEnhanceSetting;//[Offset: 0x34 , Size: 4]
  22484.         int PUBGLimitSetting;//[Offset: 0x38 , Size: 4]
  22485.         int PUBGDeviceUpdateFlag;//[Offset: 0x3c , Size: 4]
  22486.         int PUBGDeviceFPSDef;//[Offset: 0x40 , Size: 4]
  22487.         int PUBGDeviceFPSLow;//[Offset: 0x44 , Size: 4]
  22488.         int PUBGDeviceFPSMid;//[Offset: 0x48 , Size: 4]
  22489.         int PUBGDeviceFPSHigh;//[Offset: 0x4c , Size: 4]
  22490.         int PUBGDeviceFPSHDR;//[Offset: 0x50 , Size: 4]
  22491.         int PUBGDeviceFPSUltralHigh;//[Offset: 0x54 , Size: 4]
  22492.         bool IsSupportTagCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  22493.         int PUBGTeamQualityEnhance;//[Offset: 0x5c , Size: 4]
  22494.         int UserVulkanSetting;//[Offset: 0x60 , Size: 4]
  22495.  
  22496. --------------------------------
  22497. Class: SwitchesInMaps
  22498.         FString MapName;//[Offset: 0x0 , Size: 12]
  22499.         SwitchesItem[] Switches;//[Offset: 0xc , Size: 12]
  22500.  
  22501. --------------------------------
  22502. Class: SwitchesItem
  22503.         FString Key;//[Offset: 0x0 , Size: 12]
  22504.         float Value;//[Offset: 0xc , Size: 4]
  22505.         FString DependKey;//[Offset: 0x10 , Size: 12]
  22506.         float DependValue;//[Offset: 0x1c , Size: 4]
  22507.  
  22508. --------------------------------
  22509. Class: RenderItem
  22510.         FString RenderKey;//[Offset: 0x0 , Size: 12]
  22511.         float RenderValue;//[Offset: 0xc , Size: 4]
  22512.  
  22513. --------------------------------
  22514. Class: RenderStyleParameterInMaps
  22515.         byte DynamicStyleName;//[Offset: 0x0 , Size: 1]
  22516.         FString[] PostProcessParams;//[Offset: 0x4 , Size: 12]
  22517.         ACESParameter ACESParams;//[Offset: 0x10 , Size: 40]
  22518.  
  22519. --------------------------------
  22520. Class: MaterialParametersStyle
  22521.         FString StyleName;//[Offset: 0x0 , Size: 12]
  22522.         MaterialParameterFloat[] Floats;//[Offset: 0xc , Size: 12]
  22523.         MaterialParameterVector[] Vectors;//[Offset: 0x18 , Size: 12]
  22524.  
  22525. --------------------------------
  22526. Class: MaterialParameterFloat
  22527.         FName Name;//[Offset: 0x0 , Size: 8]
  22528.         float Value;//[Offset: 0x8 , Size: 4]
  22529.  
  22530. --------------------------------
  22531. Class: MaterialParameterVector
  22532.         FName Name;//[Offset: 0x0 , Size: 8]
  22533.         Vector Vector;//[Offset: 0x8 , Size: 12]
  22534.  
  22535. --------------------------------
  22536. Class: UIMsgBus.CustomMsgBus.BlueprintFunctionLibrary.Object
  22537.         static UIMsgBus* GetUIMsgBus(Object* WorldContextObj);// 0x20a705c
  22538.  
  22539. --------------------------------
  22540. Class: CustomMsgBus.BlueprintFunctionLibrary.Object
  22541.         <FString,CustomGameMsgGroup*> MsgListenerGroupMap;//[Offset: 0x1c , Size: 60]
  22542.         <FString,CustomTaggedGameMsgGroup*> TaggedMsgListenerGroupMap;//[Offset: 0x58 , Size: 60]
  22543.         void UnRegistTaggedMsgListener(FString InMsgName, FString InMsgTagName, const Object* InMsgLisenter);// 0x20a6940
  22544.         void UnRegistMsgListener(FString InMsgName, const Object* InMsgLisenter);// 0x20a679c
  22545.         void RegistTaggedMsgListener(FString InMsgName, FString InMsgTagName, Object* InMsgLisenter);// 0x20a64e0
  22546.         void RegistMsgListener(FString InMsgName, Object* InMsgLisenter);// 0x20a633c
  22547.         void PushTaggedMsg(FString InMsgName, FString InMsgTagName, CustomGameMsg* InTargetMsg, int TaggedMsgMaxProcessCount);// 0x20a6038
  22548.         void PushMsg(FString InMsgName, CustomGameMsg* InTargetMsg);// 0x20a5e94
  22549.  
  22550. --------------------------------
  22551. Class: CustomGameMsgGroup.Object
  22552.         FString MsgName;//[Offset: 0x1c , Size: 12]
  22553.         Object*[] MsgListenerGroup;//[Offset: 0x28 , Size: 12]
  22554.  
  22555. --------------------------------
  22556. Class: CustomTaggedGameMsgGroup.CustomGameMsgGroup.Object
  22557.         FString MsgTagName;//[Offset: 0x34 , Size: 12]
  22558.         GameMsgCache[] CachedMsgList;//[Offset: 0x40 , Size: 12]
  22559.  
  22560. --------------------------------
  22561. Class: GameMsgCache
  22562.         CustomGameMsg* CachedGameMsg;//[Offset: 0x0 , Size: 4]
  22563.         int ProcessedCount;//[Offset: 0x4 , Size: 4]
  22564.         int MaxProcessCount;//[Offset: 0x8 , Size: 4]
  22565.  
  22566. --------------------------------
  22567. Class: CustomGameMsg.Object
  22568.  
  22569. --------------------------------
  22570. Class: LuaStateWrapper.Object
  22571.  
  22572. --------------------------------
  22573. Class: WonderfulRecordingCut.Object
  22574.         WonderfulCutOutputData[] WonderfulCutOutputDataList;//[Offset: 0x1c , Size: 12]
  22575.         WonderfulCutContinuousKillOutputData[] WonderfulCutContinuousKillOutputDataList;//[Offset: 0x28 , Size: 12]
  22576.         bool bIsChickenDinner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  22577.         float ChickenDinnerTimeSecs;//[Offset: 0x60 , Size: 4]
  22578.         bool bIsShowSmallCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1]
  22579.         float ShowSmallCircleTimeSecs;//[Offset: 0x68 , Size: 4]
  22580.         WonderfulCutShootDamageData[] ShootDamageDataList;//[Offset: 0x6c , Size: 12]
  22581.         void StopRecord(bool bRankFirst);// 0x2004b64
  22582.         void StartRecord();// 0x2004b50
  22583.         void SortShootDamageData(out WonderfulCutShootDamageSortData[] LargeCircleDataList, out WonderfulCutShootDamageSortData[] SmallCircleDataList);// 0x2004914
  22584.         void RemoveOutputDataInContinuousKillRange(out WonderfulCutShootDamageSortData[] SortDataList);// 0x20047e0
  22585.         void CaptureRecordCut(byte CaptureType, int DamagePlayerID, bool bAI, byte ShootDamageType, float ShootDistance, FString CauserName);// 0x2004504
  22586.         void BuildOutputData();// 0x20044f0
  22587.         void BuildContinuousKillOutputData();// 0x20044dc
  22588.  
  22589. --------------------------------
  22590. Class: WonderfulCutOutputData
  22591.         float BeginTimeSecs;//[Offset: 0x0 , Size: 4]
  22592.         float EndTimeSecs;//[Offset: 0x4 , Size: 4]
  22593.         byte WonderfulCutType;//[Offset: 0x8 , Size: 1]
  22594.         float ShootDistance;//[Offset: 0xc , Size: 4]
  22595.         FString CauserName;//[Offset: 0x10 , Size: 12]
  22596.  
  22597. --------------------------------
  22598. Class: WonderfulCutContinuousKillOutputData
  22599.         float BeginTimeSecs;//[Offset: 0x0 , Size: 4]
  22600.         float EndTimeSecs;//[Offset: 0x4 , Size: 4]
  22601.         int KillNum;//[Offset: 0x8 , Size: 4]
  22602.         float FarthestKillDistance;//[Offset: 0xc , Size: 4]
  22603.  
  22604. --------------------------------
  22605. Class: WonderfulCutShootDamageData
  22606.         int DamagePlayerID;//[Offset: 0x0 , Size: 4]
  22607.         WonderfulCut_OneShootDamage[] ShootDamageList;//[Offset: 0x4 , Size: 12]
  22608.  
  22609. --------------------------------
  22610. Class: WonderfulCut_OneShootDamage
  22611.         bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  22612.         byte CaptureType;//[Offset: 0x1 , Size: 1]
  22613.         byte ShootDamageType;//[Offset: 0x2 , Size: 1]
  22614.         float DamageTimeSecs;//[Offset: 0x4 , Size: 4]
  22615.         float ShootDistance;//[Offset: 0x8 , Size: 4]
  22616.         FString CauserName;//[Offset: 0xc , Size: 12]
  22617.  
  22618. --------------------------------
  22619. Class: WonderfulCutShootDamageSortData
  22620.         float DamageIntervalSecs;//[Offset: 0x0 , Size: 4]
  22621.         float DamageTimeSecs;//[Offset: 0x4 , Size: 4]
  22622.         bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  22623.         byte CaptureType;//[Offset: 0x9 , Size: 1]
  22624.         byte ShootDamageType;//[Offset: 0xa , Size: 1]
  22625.         float ShootDistance;//[Offset: 0xc , Size: 4]
  22626.         FString CauserName;//[Offset: 0x10 , Size: 12]
  22627.  
  22628. --------------------------------
  22629. Class: DeathPlayback.GameReplay.Object
  22630.         bool bDeathPlaybackEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1]
  22631.         bool IsSwitchedOffByDevice();// 0x1d273d0
  22632.         FString GetReplayTargetName();// 0x1d27310
  22633.         void EnableDeathPlayback(bool bEnable);// 0x1d27290
  22634.  
  22635. --------------------------------
  22636. Class: CompletePlayback.GameReplay.Object
  22637.         class UserWidget* UIClass;//[Offset: 0xe0 , Size: 40]
  22638.         UAEUserWidget* ReplayUI;//[Offset: 0x108 , Size: 4]
  22639.         int MaxHoursForKeepingFiles;//[Offset: 0x10c , Size: 4]
  22640.         bool isUsingAssumedName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1]
  22641.         FString[] ExcludedGameModes;//[Offset: 0x114 , Size: 12]
  22642.         bool isProgressChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120 , Size: 1]
  22643.         bool isForceUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x121 , Size: 1]
  22644.         uint32[] TeammateKeyArray;//[Offset: 0x128 , Size: 12]
  22645.         bool PlayDemoWithFilename(FString DemoName);// 0x1d12014
  22646.         FString GetDemoPlayTime();// 0x1d11f54
  22647.  
  22648. --------------------------------
  22649. Class: FeatureSetCollection.Object
  22650.         FeatureConfigItem[] FeatureConfigItemList;//[Offset: 0x1c , Size: 12]
  22651.         FeatureSetItem[] FeatureSetItemList;//[Offset: 0x28 , Size: 12]
  22652.  
  22653. --------------------------------
  22654. Class: FeatureConfigItem
  22655.         FString TargetClassName;//[Offset: 0x0 , Size: 12]
  22656.         int bUseFeatureSet;//[Offset: 0xc , Size: 4]
  22657.         FString[] ExcludeComponentsList_DS;//[Offset: 0x10 , Size: 12]
  22658.         FString[] ExcludeComponentsList_Autonomous;//[Offset: 0x1c , Size: 12]
  22659.         FString[] ExcludeComponentsList_Team;//[Offset: 0x28 , Size: 12]
  22660.         FString[] ExcludeComponentsList_NonTeam;//[Offset: 0x34 , Size: 12]
  22661.         FString[] ExcludeComponentsList_DSAI;//[Offset: 0x40 , Size: 12]
  22662.         FString[] ExcludeComponentsList_ClientAI;//[Offset: 0x4c , Size: 12]
  22663.         FString[] ExcludeComponentsList_Standalone;//[Offset: 0x58 , Size: 12]
  22664.         FString[] ExcludeComponentsList_StandaloneAI;//[Offset: 0x64 , Size: 12]
  22665.  
  22666. --------------------------------
  22667. Class: FeatureSetItem
  22668.  
  22669. --------------------------------
  22670. Class: AvatarItemDownload.Object
  22671.         int DisableInBattleThreshold;//[Offset: 0x1c , Size: 4]
  22672.         void StartDownloadItem(uint32 ItemID, uint32 Priority, delegate OnItemDownloadDelegate);// 0x1ca2950
  22673.         void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x1ca273c
  22674.         void SetDisableInBattleThreshold(uint32 InThreshold);// 0x1ca26bc
  22675.         int GetDisableInBattleThreshold();// 0x1ca268c
  22676.  
  22677. --------------------------------
  22678. Class: FadeDynamicStyleInfo
  22679.  
  22680. --------------------------------
  22681. Class: ReplayUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
  22682.         byte DemoType;//[Offset: 0x304 , Size: 1]
  22683.         FString ReplayNameStr;//[Offset: 0x308 , Size: 12]
  22684.         int ReplayTeamID;//[Offset: 0x314 , Size: 4]
  22685.         ReplayUIManager* pReplayUIManager;//[Offset: 0x318 , Size: 4]
  22686.         Vector UIOffsetVec;//[Offset: 0x31c , Size: 12]
  22687.         <int,ReplayEnemyUIInfo> CurEnemyUIMapTable;//[Offset: 0x328 , Size: 60]
  22688.         void UpdateWeaponUI();// 0x1d09134
  22689.         void UpdateReplayUI();// 0x1c9a96c
  22690.         void UpdateOneEnemyUI(int _Index, ReplayEnemyUIInfo inUIInfo);// 0x1e28f98
  22691.         void UpdateBulletUI();// 0x1c9acf8
  22692.         void OnReplayProgressChange();// 0x1c9a988
  22693.         void InitIngameUI();// 0x1db0714
  22694.         void HideUnnecessaryUI();// 0x1d09150
  22695.         void HideOneEnemyUI(int _Index);// 0x1da1b84
  22696.         void ForceUpdateUI();// 0x1c9a950
  22697.         void ClearLastReplayUI();// 0x1dea7c4
  22698.         int AddOneEnemyUI(STExtraPlayerState* InPlayerState);// 0x1e28f10
  22699.  
  22700. --------------------------------
  22701. Class: ReplayEnemyUIInfo
  22702.         int UIIndex;//[Offset: 0x0 , Size: 4]
  22703.         Vector WordLocation;//[Offset: 0x4 , Size: 12]
  22704.  
  22705. --------------------------------
  22706. Class: ReplayTeammateInfo
  22707.  
  22708. --------------------------------
  22709. Class: KillInfoRecordData
  22710.         FString SafeLabel;//[Offset: 0x28 , Size: 12]
  22711.         int SafeParam1;//[Offset: 0x34 , Size: 4]
  22712.         int SafeParam2;//[Offset: 0x38 , Size: 4]
  22713.         float RecordTimestamp;//[Offset: 0x3c , Size: 4]
  22714.  
  22715. --------------------------------
  22716. Class: DailyTaskReportInfo
  22717.         uint64 UId;//[Offset: 0x0 , Size: 8]
  22718.         uint32 PlayerKey;//[Offset: 0x8 , Size: 4]
  22719.         uint32 TaskSyncToDsTs;//[Offset: 0xc , Size: 4]
  22720.         DailyTaskStoreInfo[] TaskInfo;//[Offset: 0x10 , Size: 12]
  22721.         DailyTaskAwardInfo[] RewardInfo;//[Offset: 0x1c , Size: 12]
  22722.  
  22723. --------------------------------
  22724. Class: DailyTaskAwardInfo
  22725.         int TaskID;//[Offset: 0x0 , Size: 4]
  22726.         TaskAwardItemInfo[] AwardList;//[Offset: 0x4 , Size: 12]
  22727.  
  22728. --------------------------------
  22729. Class: TaskAwardItemInfo
  22730.         int ItemID;//[Offset: 0x0 , Size: 4]
  22731.         int ItemNum;//[Offset: 0x4 , Size: 4]
  22732.  
  22733. --------------------------------
  22734. Class: SearchedTombBoxAndWrapperListResult
  22735.         PlayerTombBox* Box;//[Offset: 0x0 , Size: 4]
  22736.         SearchedPickUpItemResult[] SearchedPickUpItemResultList;//[Offset: 0x4 , Size: 12]
  22737.  
  22738. --------------------------------
  22739. Class: SearchedPickUpItemResult
  22740.         PickUpWrapperActor* Wrapper;//[Offset: 0x0 , Size: 4]
  22741.         PickUpItemData MainItemData;//[Offset: 0x8 , Size: 48]
  22742.  
  22743. --------------------------------
  22744. Class: GameModePlayerParams
  22745.         bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  22746.         FString PlanetailResLink;//[Offset: 0x4 , Size: 12]
  22747.         uint64 UId;//[Offset: 0x10 , Size: 8]
  22748.         FString OpenID;//[Offset: 0x18 , Size: 12]
  22749.         FName PlayerType;//[Offset: 0x28 , Size: 8]
  22750.         FString PlayerName;//[Offset: 0x30 , Size: 12]
  22751.         uint32 PlayerKey;//[Offset: 0x3c , Size: 4]
  22752.         int TeamID;//[Offset: 0x40 , Size: 4]
  22753.         int PlayerBornPointID;//[Offset: 0x44 , Size: 4]
  22754.         bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1]
  22755.         bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49 , Size: 1]
  22756.         byte gender;//[Offset: 0x4a , Size: 1]
  22757.         FString PIC_URL;//[Offset: 0x4c , Size: 12]
  22758.         int Level;//[Offset: 0x58 , Size: 4]
  22759.         int Segment_Level;//[Offset: 0x5c , Size: 4]
  22760.         int AceImprintShowId;//[Offset: 0x60 , Size: 4]
  22761.         int AvatarBoxId;//[Offset: 0x64 , Size: 4]
  22762.         bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1]
  22763.         GameModePlayerItem[] ItemList;//[Offset: 0x6c , Size: 12]
  22764.         GameModePlayerItem[] fireworksInfo;//[Offset: 0x78 , Size: 12]
  22765.         int[] equip_plating_list;//[Offset: 0x84 , Size: 12]
  22766.         GameModePlayerRolewearInfo[] AllWear;//[Offset: 0x90 , Size: 12]
  22767.         int RolewearIndex;//[Offset: 0x9c , Size: 4]
  22768.         GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0xa0 , Size: 12]
  22769.         GameModePlayerTaskData[] TaskDataList;//[Offset: 0xac , Size: 12]
  22770.         GameModePlayerItem[] WeaponAvatarList;//[Offset: 0xb8 , Size: 12]
  22771.         GameModePlayerItem[] VehicleAvatarList;//[Offset: 0xc4 , Size: 12]
  22772.         VehicleAvatarData[] VehicleAdvanceAvatarList;//[Offset: 0xd0 , Size: 12]
  22773.         GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0xdc , Size: 12]
  22774.         GameModeWeaponDIYPlanData[] WeaponDIYPlanData;//[Offset: 0xe8 , Size: 12]
  22775.         int VehicleSkinInReady;//[Offset: 0xf4 , Size: 4]
  22776.         GameModePlayerAliasInfo AliasInfo;//[Offset: 0xf8 , Size: 48]
  22777.         GameModePlayerUpassInfo UpassInfo;//[Offset: 0x128 , Size: 40]
  22778.         GameModePlayerPetInfo PetInfo;//[Offset: 0x150 , Size: 24]
  22779.         GameModePlayerKnapsackExtInfo[] KnapsackExtInfoList;//[Offset: 0x168 , Size: 12]
  22780.         GameModePlayeWeaponSchemeInfo[] WeaponSchemeInfoList;//[Offset: 0x174 , Size: 12]
  22781.         int CurWeaponSchemeIndex;//[Offset: 0x180 , Size: 4]
  22782.         int PveLevel;//[Offset: 0x184 , Size: 4]
  22783.         int[] CharSkillList;//[Offset: 0x188 , Size: 12]
  22784.         GameModePlayerBanChat banChat;//[Offset: 0x194 , Size: 16]
  22785.         GameModePlayerBanChat banTarget;//[Offset: 0x1a4 , Size: 16]
  22786.         SpecialPickItem[] SpecialPickItem;//[Offset: 0x1b4 , Size: 12]
  22787.         AchievementPrize EquippedAchievementPrize;//[Offset: 0x1c0 , Size: 12]
  22788.         int[] audioChat;//[Offset: 0x1cc , Size: 12]
  22789.         FName CurrentPlayerState;//[Offset: 0x1d8 , Size: 8]
  22790.         FName CurrentCharacterState;//[Offset: 0x1e0 , Size: 8]
  22791.         float SyncedTimestamp;//[Offset: 0x1e8 , Size: 4]
  22792.         float DestinyValue;//[Offset: 0x1ec , Size: 4]
  22793.         float WarmScore;//[Offset: 0x1f0 , Size: 4]
  22794.         int LeaderCount;//[Offset: 0x1f4 , Size: 4]
  22795.         uint64 LastGameLeaderUID;//[Offset: 0x1f8 , Size: 8]
  22796.         uint64[] LastGameTeammatesUID;//[Offset: 0x200 , Size: 12]
  22797.         uint64 LastGameBattleID;//[Offset: 0x210 , Size: 8]
  22798.         float RatingScore;//[Offset: 0x218 , Size: 4]
  22799.         bool bDoPlayerUseAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c , Size: 1]
  22800.         float MaxRankingScore;//[Offset: 0x220 , Size: 4]
  22801.         bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224 , Size: 1]
  22802.         uint64 WatchPlayerKey;//[Offset: 0x228 , Size: 8]
  22803.         byte PlatformGender;//[Offset: 0x230 , Size: 1]
  22804.         int planeAvatarId;//[Offset: 0x234 , Size: 4]
  22805.         int DyeDebugFlag;//[Offset: 0x238 , Size: 4]
  22806.         FString Nation;//[Offset: 0x23c , Size: 12]
  22807.         int MatchLabel;//[Offset: 0x248 , Size: 4]
  22808.         int AnchorPlatColorID;//[Offset: 0x24c , Size: 4]
  22809.         int AnchorPlatResID;//[Offset: 0x250 , Size: 4]
  22810.         bool OnlyTeammateSeeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254 , Size: 1]
  22811.         int64 LastGameResultTime;//[Offset: 0x258 , Size: 8]
  22812.         int64 CorpsID;//[Offset: 0x260 , Size: 8]
  22813.         int64 CampID;//[Offset: 0x268 , Size: 8]
  22814.         bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1]
  22815.         bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1]
  22816.         bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x272 , Size: 1]
  22817.         bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x273 , Size: 1]
  22818.         int VeteranRecruitIndex;//[Offset: 0x274 , Size: 4]
  22819.         int MatchStrategyLabel;//[Offset: 0x278 , Size: 4]
  22820.         DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x27c , Size: 12]
  22821.         int LandId;//[Offset: 0x288 , Size: 4]
  22822.         int FollowType;//[Offset: 0x28c , Size: 4]
  22823.         uint64 FollowUID;//[Offset: 0x290 , Size: 8]
  22824.         uint32 TaskSyncToDsTs;//[Offset: 0x298 , Size: 4]
  22825.         BornItem[] BornItems;//[Offset: 0x29c , Size: 12]
  22826.         uint64 LuckmateUID;//[Offset: 0x2a8 , Size: 8]
  22827.  
  22828. --------------------------------
  22829. Class: GameModePlayerBanChat
  22830.         int end_time;//[Offset: 0x0 , Size: 4]
  22831.         FString Reason;//[Offset: 0x4 , Size: 12]
  22832.  
  22833. --------------------------------
  22834. Class: AchievementPrize
  22835.         int MedalAvatarID;//[Offset: 0x0 , Size: 4]
  22836.         int NotifyTitleAvatarID;//[Offset: 0x4 , Size: 4]
  22837.         int ScoreBoardAvatarID;//[Offset: 0x8 , Size: 4]
  22838.  
  22839. --------------------------------
  22840. Class: GrenadePredictLine.Actor.Object
  22841.         Vector HighThrowOffset;//[Offset: 0x2c4 , Size: 12]
  22842.         Vector LowThrowOffset;//[Offset: 0x2d0 , Size: 12]
  22843.         byte ThrowMode;//[Offset: 0x2dc , Size: 1]
  22844.         float PredictLineVelocityScale;//[Offset: 0x2e0 , Size: 4]
  22845.         float MaxSimTime;//[Offset: 0x2e4 , Size: 4]
  22846.         GrenadePredictResult GrenadePredictResult;//[Offset: 0x2e8 , Size: 40]
  22847.         float GrenadeRadius;//[Offset: 0x310 , Size: 4]
  22848.         Vector PredictLineStartLocation;//[Offset: 0x314 , Size: 12]
  22849.         Vector PredictLineStartVelocity;//[Offset: 0x320 , Size: 12]
  22850.         Vector LauncheVelocity;//[Offset: 0x32c , Size: 12]
  22851.  
  22852. --------------------------------
  22853. Class: GrenadePredictResult
  22854.         Vector[] SplinePoints;//[Offset: 0x0 , Size: 12]
  22855.         bool IsHitActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  22856.         Vector HitActorLocation;//[Offset: 0x10 , Size: 12]
  22857.         Rotator HitActorRotation;//[Offset: 0x1c , Size: 12]
  22858.  
  22859. --------------------------------
  22860. Class: WeaponSyncData
  22861.         uint32 ShootID;//[Offset: 0x0 , Size: 4]
  22862.         uint32 ClipID;//[Offset: 0x4 , Size: 4]
  22863.  
  22864. --------------------------------
  22865. Class: CrossHairComponent.WeaponLogicBaseComponent.ActorComponent.Object
  22866.         <FName,FString> CrossHairNameAndTextureMap;//[Offset: 0xcc , Size: 60]
  22867.         WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x108 , Size: 12]
  22868.         float PistolCenterDownDis;//[Offset: 0x114 , Size: 4]
  22869.         bool bDrawDebugCrossHairCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1]
  22870.         float DrawDebugCrossHairCircleAreaSteps;//[Offset: 0x11c , Size: 4]
  22871.         bool bDrawDebugSpreadCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120 , Size: 1]
  22872.         float DrawDebugSpreadCircleAreaSteps;//[Offset: 0x124 , Size: 4]
  22873.         float RotateAngle;//[Offset: 0x128 , Size: 4]
  22874.         STExtraPlayerController* PlayerController;//[Offset: 0x12c , Size: 4]
  22875.         ShootWeaponEntity* ShootWeaponEntity;//[Offset: 0x130 , Size: 4]
  22876.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x134 , Size: 4]
  22877.         BulletTrackComponent* BulletTrackComp;//[Offset: 0x138 , Size: 4]
  22878.         Texture2D* CrossHairTextureNormal;//[Offset: 0x13c , Size: 4]
  22879.         Texture2D* CrossHairEmptyHand;//[Offset: 0x140 , Size: 4]
  22880.         Texture2D* CrossHairPistolEdge;//[Offset: 0x144 , Size: 4]
  22881.         Texture2D* CrossHairPistolCenter;//[Offset: 0x148 , Size: 4]
  22882.         Texture2D* CrossHairShotGun;//[Offset: 0x14c , Size: 4]
  22883.         void UpdateComponentTick();// 0x1d13154
  22884.         void DrawWeaponCrosshairInner(HUDWidgetBase* WeaponHudWidget, float DeltaTime);// 0x1d13090
  22885.         void DrawSpreadEnd();// 0x1d1307c
  22886.         void DrawDebugPointEnd();// 0x1d13068
  22887.  
  22888. --------------------------------
  22889. Class: WeaponCrossHairPerformData
  22890.         WeaponCrossHairIconData[] Crosshair;//[Offset: 0x0 , Size: 12]
  22891.         enum SpreadType;//[Offset: 0xc , Size: 1]
  22892.  
  22893. --------------------------------
  22894. Class: WeaponCrossHairIconData
  22895.         CanvasIcon2D Icon;//[Offset: 0x0 , Size: 20]
  22896.         float Offset;//[Offset: 0x14 , Size: 4]
  22897.         Vector2D IconOffset;//[Offset: 0x18 , Size: 8]
  22898.         float Alpha;//[Offset: 0x20 , Size: 4]
  22899.         float Scale;//[Offset: 0x24 , Size: 4]
  22900.         float IconRotate;//[Offset: 0x28 , Size: 4]
  22901.         float LogicRotate;//[Offset: 0x2c , Size: 4]
  22902.         bool IsSpreadEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  22903.         float BlendInOutRatePerSec;//[Offset: 0x34 , Size: 4]
  22904.  
  22905. --------------------------------
  22906. Class: CanvasIcon2D
  22907.         Texture2D* Texture;//[Offset: 0x0 , Size: 4]
  22908.         float U;//[Offset: 0x4 , Size: 4]
  22909.         float V;//[Offset: 0x8 , Size: 4]
  22910.         float UL;//[Offset: 0xc , Size: 4]
  22911.         float VL;//[Offset: 0x10 , Size: 4]
  22912.  
  22913. --------------------------------
  22914. Class: HUDWidgetBase.Object
  22915.         float DesignedResolution;//[Offset: 0x1c , Size: 4]
  22916.         Vector2D Position;//[Offset: 0x20 , Size: 8]
  22917.         Vector2D Size;//[Offset: 0x28 , Size: 8]
  22918.         Vector2D Origin;//[Offset: 0x30 , Size: 8]
  22919.         Vector2D ScreenPosition;//[Offset: 0x38 , Size: 8]
  22920.         bool bScaleByDesignedResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 , Size: 1]
  22921.         bool bMaintainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40 , Size: 1]
  22922.         float Opacity;//[Offset: 0x44 , Size: 4]
  22923.         bool bIgnoreHUDBaseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
  22924.         SurviveHUD* HUDOwner;//[Offset: 0x4c , Size: 4]
  22925.         STExtraPlayerController* ExtraPlayerOwner;//[Offset: 0x50 , Size: 4]
  22926.         Pawn* CharacterOwner;//[Offset: 0x54 , Size: 4]
  22927.         bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59 , Size: 1]
  22928.         float LastRenderTime;//[Offset: 0x5c , Size: 4]
  22929.         Vector2D RenderPosition;//[Offset: 0x60 , Size: 8]
  22930.         Vector2D RenderSize;//[Offset: 0x68 , Size: 8]
  22931.         float RenderScale;//[Offset: 0x70 , Size: 4]
  22932.         Vector2D CanvasCenter;//[Offset: 0x74 , Size: 8]
  22933.         Canvas* Canvas;//[Offset: 0x7c , Size: 4]
  22934.         float AspectScale;//[Offset: 0x80 , Size: 4]
  22935.         Vector2D CanvasClip;//[Offset: 0x84 , Size: 8]
  22936.         StructProperty*[] RenderObjectList;//[Offset: 0x8c , Size: 12]
  22937.         bool ShouldDraw(bool bShowScores);// 0x1d9becc
  22938.         void SetHidden(bool bIsHidden);// 0x1d9be44
  22939.         void RenderObj_TextureAt(out HUDRenderObject_Texture TextureObject, float X, float Y, float Width, float Height);// 0x1d9bbd4
  22940.         void RenderObj_Texture(out HUDRenderObject_Texture TextureObject, Vector2D DrawOffset);// 0x1d9ba40
  22941.         Vector2D RenderObj_TextAt(out HUDRenderObject_Text TextObject, float X, float Y);// 0x1d9b8ec
  22942.         Vector2D RenderObj_Text(out HUDRenderObject_Text TextObject, Vector2D DrawOffset);// 0x1d9b7e0
  22943.         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);// 0x1d9b354
  22944.         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);// 0x1d9abe8
  22945.         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);// 0x1d9a7bc
  22946.         void DrawAllRenderObjects(float DeltaTime, Vector2D DrawOffset);// 0x1d9a700
  22947.         void Draw(float DeltaTime);// 0x1cfcfe4
  22948.         LinearColor ApplyHUDColor(LinearColor DrawColor);// 0x1d9a664
  22949.  
  22950. --------------------------------
  22951. Class: SurviveHUD.HUD.Actor.Object
  22952.         bool bIsWorldMapVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x368 , Size: 1]
  22953.         Vector MarkerPosition;//[Offset: 0x36c , Size: 12]
  22954.         bool bShowCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378 , Size: 1]
  22955.         bool bDrawCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379 , Size: 1]
  22956.         bool ShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37a , Size: 1]
  22957.         bool OBShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37b , Size: 1]
  22958.         HitPerformData HitPerform;//[Offset: 0x37c , Size: 116]
  22959.         Texture2D* HUDMainTexture;//[Offset: 0x3f0 , Size: 4]
  22960.         Texture2D* CrossHairDisableTexture;//[Offset: 0x3f4 , Size: 4]
  22961.         Texture2D* CrossHairDisablePaintingTexture;//[Offset: 0x3f8 , Size: 4]
  22962.         bool PlayHudHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc , Size: 1]
  22963.         class HUDWidgetBase[] HUDWidgetClassList;//[Offset: 0x400 , Size: 12]
  22964.         HUDWidgetBase*[] HudWidgets;//[Offset: 0x40c , Size: 12]
  22965.         Texture2D* HUDPlayerTexture;//[Offset: 0x424 , Size: 4]
  22966.         CanvasIcon Crosshair;//[Offset: 0x428 , Size: 20]
  22967.         CanvasIcon ProgreesBar;//[Offset: 0x48c , Size: 20]
  22968.         CanvasIcon BKProgreesBar;//[Offset: 0x4a0 , Size: 20]
  22969.         CanvasIcon ProgressBarPlayer;//[Offset: 0x4b4 , Size: 20]
  22970.         CanvasIcon Marker;//[Offset: 0x4dc , Size: 20]
  22971.         Texture2D* HUDWorldMapTexture;//[Offset: 0x4f0 , Size: 4]
  22972.         CanvasIcon WORLDMAP;//[Offset: 0x4f4 , Size: 20]
  22973.         Texture2D* AimCrosshairTextrue;//[Offset: 0x508 , Size: 4]
  22974.         void SetShowDebugInfo(bool bNewDebugShow);// 0x1f6d60c
  22975.         void OnAsyncLoadingFinished();// 0x1f6d5f8
  22976.         void EnableCrosshair(bool bEnable);// 0x1f6d57c
  22977.  
  22978. --------------------------------
  22979. Class: HitPerformData
  22980.         WeaponCrossHairIconData[] IconList;//[Offset: 0x0 , Size: 12]
  22981.         float DefaultSpread;//[Offset: 0xc , Size: 4]
  22982.         float SpreadMax;//[Offset: 0x10 , Size: 4]
  22983.         float AddSpreadScale;//[Offset: 0x14 , Size: 4]
  22984.         float SpreadDecreaseSpeed;//[Offset: 0x18 , Size: 4]
  22985.         float DefaultOffset;//[Offset: 0x1c , Size: 4]
  22986.         float DefaultAlpha;//[Offset: 0x20 , Size: 4]
  22987.         float AlphaDecreaseSpeed;//[Offset: 0x24 , Size: 4]
  22988.         bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 , Size: 1]
  22989.         LinearColor HitBodyDrawColor;//[Offset: 0x2c , Size: 16]
  22990.         LinearColor HitHeadDrawColor;//[Offset: 0x3c , Size: 16]
  22991.         LinearColor HitToDeathDrawColor;//[Offset: 0x4c , Size: 16]
  22992.         AkAudioEvent* HeadShotSound;//[Offset: 0x5c , Size: 4]
  22993.         AkAudioEvent* BodyShotSound;//[Offset: 0x60 , Size: 4]
  22994.         AkAudioEvent* DeadlyShotSound;//[Offset: 0x64 , Size: 4]
  22995.         float CurCrosshairSpread;//[Offset: 0x68 , Size: 4]
  22996.  
  22997. --------------------------------
  22998. Class: CanvasIcon
  22999.         Texture* Texture;//[Offset: 0x0 , Size: 4]
  23000.         float U;//[Offset: 0x4 , Size: 4]
  23001.         float V;//[Offset: 0x8 , Size: 4]
  23002.         float UL;//[Offset: 0xc , Size: 4]
  23003.         float VL;//[Offset: 0x10 , Size: 4]
  23004.  
  23005. --------------------------------
  23006. Class: StructProperty.Property.Field.Object
  23007.  
  23008. --------------------------------
  23009. Class: HUDRenderObject_Texture.HUDRenderObject
  23010.         Texture* Atlas;//[Offset: 0x30 , Size: 4]
  23011.         TextureUVs UVs;//[Offset: 0x34 , Size: 16]
  23012.         bool bUseTeamColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 , Size: 1]
  23013.         LinearColor[] TeamColorOverrides;//[Offset: 0x48 , Size: 12]
  23014.         bool bIsBorderElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1]
  23015.         bool bIsSlateElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55 , Size: 1]
  23016.         Vector2D RenderOffset;//[Offset: 0x58 , Size: 8]
  23017.         float Rotation;//[Offset: 0x60 , Size: 4]
  23018.         Vector2D RotPivot;//[Offset: 0x64 , Size: 8]
  23019.  
  23020. --------------------------------
  23021. Class: HUDRenderObject
  23022.         bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  23023.         float RenderPriority;//[Offset: 0x8 , Size: 4]
  23024.         Vector2D Position;//[Offset: 0xc , Size: 8]
  23025.         Vector2D Size;//[Offset: 0x14 , Size: 8]
  23026.         LinearColor RenderColor;//[Offset: 0x1c , Size: 16]
  23027.         float RenderOpacity;//[Offset: 0x2c , Size: 4]
  23028.  
  23029. --------------------------------
  23030. Class: TextureUVs
  23031.         float U;//[Offset: 0x0 , Size: 4]
  23032.         float V;//[Offset: 0x4 , Size: 4]
  23033.         float UL;//[Offset: 0x8 , Size: 4]
  23034.         float VL;//[Offset: 0xc , Size: 4]
  23035.  
  23036. --------------------------------
  23037. Class: HUDRenderObject_Text.HUDRenderObject
  23038.         FText Text;//[Offset: 0x38 , Size: 12]
  23039.         Font* Font;//[Offset: 0x44 , Size: 4]
  23040.         float TextScale;//[Offset: 0x48 , Size: 4]
  23041.         bool bDrawShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
  23042.         Vector2D ShadowDirection;//[Offset: 0x50 , Size: 8]
  23043.         LinearColor ShadowColor;//[Offset: 0x58 , Size: 16]
  23044.         bool bDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1]
  23045.         LinearColor OutlineColor;//[Offset: 0x6c , Size: 16]
  23046.         byte HorzPosition;//[Offset: 0x7c , Size: 1]
  23047.         byte VertPosition;//[Offset: 0x7d , Size: 1]
  23048.  
  23049. --------------------------------
  23050. Class: FontRenderInfo
  23051.         bool bClipText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  23052.         bool bEnableShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
  23053.         DepthFieldGlowInfo GlowInfo;//[Offset: 0x4 , Size: 36]
  23054.  
  23055. --------------------------------
  23056. Class: DepthFieldGlowInfo
  23057.         bool bEnableGlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
  23058.         LinearColor GlowColor;//[Offset: 0x4 , Size: 16]
  23059.         Vector2D GlowOuterRadius;//[Offset: 0x14 , Size: 8]
  23060.         Vector2D GlowInnerRadius;//[Offset: 0x1c , Size: 8]
  23061.  
  23062. --------------------------------
  23063. Class: BulletHitInfoUploadComponent.WeaponLogicBaseComponent.ActorComponent.Object
  23064.         float UploadInterval;//[Offset: 0xcc , Size: 4]
  23065.         bool bEnableTssSdkAntiData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1]
  23066.         bool bEnableTssSdkAntiDataFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1]
  23067.         bool bEnableTssSdkAntiDataFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2 , Size: 1]
  23068.         bool bDisableDsTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3 , Size: 1]
  23069.         bool bDisableDsAntiDataReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1]
  23070.         bool bEnableAddSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5 , Size: 1]
  23071.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xd8 , Size: 4]
  23072.         STExtraPlayerController* OwnerPlayerController;//[Offset: 0x134 , Size: 4]
  23073.         bool NeedSendSimpleCharacterHitData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x138 , Size: 1]
  23074.         void HandleOnWeaponStopFire();// 0x1cf9bec
  23075.         void HandleOnWeaponStartFire();// 0x1cf9bd8
  23076.         bool CheckCloseDSTick();// 0x1cf9bb0
  23077.         void AddHitData(out const BulletHitInfoUploadData Data, out const LocalShootHitData ShootData);// 0x1cf9a18
  23078.  
  23079. --------------------------------
  23080. Class: MultiBulletComponent.WeaponLogicBaseComponent.ActorComponent.Object
  23081.         int FirstAddBulletID;//[Offset: 0xcc , Size: 4]
  23082.         SupportUpBullet[] MultiBulletList;//[Offset: 0xd0 , Size: 12]
  23083.         ItemDefineID OriginalBulletDefineID;//[Offset: 0xe0 , Size: 24]
  23084.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xf8 , Size: 4]
  23085.         void SetFirstAddBullet(int BulletID);// 0x1dd7d00
  23086.         void SetBulletIDListInClip(out BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x1dd7b58
  23087.         void SetBulletAttr(int ReloadBulletID);// 0x1dd7ae0
  23088.         void RemoveBulletIDListInClip(int RemoveNum, out BulletInClip CurBulletInClip, bool IsRevert);// 0x1dd7980
  23089.         void RefreshBulletIDListInClip(int Count, out BulletInClip CurBulletInClip);// 0x1dd7870
  23090.         void PreSetBulletIDListInClip(out BulletInClip NewBulletInClip, out BulletInClip CurBulletInClip);// 0x1dd770c
  23091.         bool HasMultiBullet();// 0x1dd76e4
  23092.         int GetShootBulletType();// 0x1dd76bc
  23093.         int GetNextCostBulletIDFromBackpack(BackpackComponent* InBackPack);// 0x1dd763c
  23094.         int GetNextBulletID();// 0x1dd7614
  23095.         BackpackComponent* GetBackpackComponent();// 0x1dd75ec
  23096.         float GetAdjustBulletMomentum();// 0x1dd75c4
  23097.         float GetAdjustBulletDamage();// 0x1dd759c
  23098.         int CostBulletFromBackpack(BackpackComponent* BackPack, int WantReloadNum, out BulletInWeapon[] CostBulletList);// 0x1dd7440
  23099.         void AddBulletIDListInClip(BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x1dd720c
  23100.  
  23101. --------------------------------
  23102. Class: SupportUpBullet
  23103.         int UpBulletID;//[Offset: 0x0 , Size: 4]
  23104.         int DefaultPriority;//[Offset: 0x4 , Size: 4]
  23105.  
  23106. --------------------------------
  23107. Class: GrenadeLaunchComponent.WeaponLogicBaseComponent.ActorComponent.Object
  23108.         class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0xcc , Size: 4]
  23109.         float BulletSpeed;//[Offset: 0xd0 , Size: 4]
  23110.         int CurBulletNum;//[Offset: 0xd4 , Size: 4]
  23111.         bool bUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1]
  23112.         int MaxBulletNumInClip;//[Offset: 0xdc , Size: 4]
  23113.         ItemDefineID BulletType;//[Offset: 0xe0 , Size: 24]
  23114.         bool CanUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1]
  23115.         WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0xfc , Size: 12]
  23116.         class CameraShake* ShootCameraShake;//[Offset: 0x108 , Size: 4]
  23117.         float CameraShakeInnerRadius;//[Offset: 0x10c , Size: 4]
  23118.         float CameraShakeOuterRadius;//[Offset: 0x110 , Size: 4]
  23119.         float CameraShakFalloff;//[Offset: 0x114 , Size: 4]
  23120.         AkAudioEvent* ShootSound;//[Offset: 0x118 , Size: 4]
  23121.         float ReloadTime;//[Offset: 0x11c , Size: 4]
  23122.         float ReloadTimeTactical;//[Offset: 0x120 , Size: 4]
  23123.         float ReloadTimeMagOut;//[Offset: 0x124 , Size: 4]
  23124.         float ReloadTimeMagIn;//[Offset: 0x128 , Size: 4]
  23125.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x12c , Size: 4]
  23126.         BackpackComponent* OwnerBackPack;//[Offset: 0x130 , Size: 4]
  23127.         void ShootGrenadeBullet(Vector StartLoc, Rotator StartRot, uint32 ShootID);// 0x1d8f4dc
  23128.         void SetUseGreanadeLaunch(bool bIsUse);// 0x1d8f45c
  23129.         void RemoveBullet(int RemoveNum);// 0x1d8f3e4
  23130.         int ReloadGrenadeLaunch();// 0x1d8f3bc
  23131.         void OnRep_UseGrenadeLaunchState();// 0x1d8f3a8
  23132.         void OnRep_CurBulletNum();// 0x1d8f394
  23133.         void OnRep_CanUseGrenadeLaunch();// 0x1d8f380
  23134.         void LaunchGrenadeBullet(Transform Trans, uint32 ShootID, int Pellet);// 0x1d8f210
  23135.         bool JudgeMustReload();// 0x1d8f1e4
  23136.         bool IsUseGreanadeLaunch();// 0x1d60634
  23137.         void HandleGrenadeLaunchEquip(bool bIsEquip);// 0x1d8f164
  23138.         BackpackComponent* GetBackpackComp();// 0x1d8f13c
  23139.         void DoGrenadeLaunchStartReload();// 0x1d8f128
  23140.         bool CheckCanReload();// 0x1d8f100
  23141.  
  23142. --------------------------------
  23143. Class: FillGasComponent.WeaponLogicBaseComponent.ActorComponent.Object
  23144.         float UpGasSpeed;//[Offset: 0xcc , Size: 4]
  23145.         float DownGasSpeed;//[Offset: 0xd0 , Size: 4]
  23146.         float CostGasOneShoot;//[Offset: 0xd4 , Size: 4]
  23147.         float MaxGas;//[Offset: 0xd8 , Size: 4]
  23148.         float GasAddDamageRate;//[Offset: 0xdc , Size: 4]
  23149.         float MaxGasAngle;//[Offset: 0xe0 , Size: 4]
  23150.         float PostFillGasTime;//[Offset: 0xe4 , Size: 4]
  23151.         float GasUpdateInterval;//[Offset: 0xe8 , Size: 4]
  23152.         int CurGas;//[Offset: 0xec , Size: 4]
  23153.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xf0 , Size: 4]
  23154.         void OnRep_CurGas();// 0x1c8c854
  23155.         void CostGassByShoot();// 0x1d61bb0
  23156.         void CheckNeedRep();// 0x1d61b9c
  23157.         void AddFillGass(float AddFillGasTime);// 0x1d61b24
  23158.  
  23159. --------------------------------
  23160. Class: ShootWeaponEffectComponent.WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object
  23161.         class CameraShake* CameraShakeTemplate_NormalCameraMode;//[Offset: 0x114 , Size: 4]
  23162.         class CameraShake* CameraShakeTemplate_NearCameraMode;//[Offset: 0x118 , Size: 4]
  23163.         class CameraShake* CameraShakeTemplate_AimCameraMode;//[Offset: 0x11c , Size: 4]
  23164.         float CameraShakeInnerRadius;//[Offset: 0x120 , Size: 4]
  23165.         float CameraShakeOuterRadius;//[Offset: 0x124 , Size: 4]
  23166.         float CameraShakFalloff;//[Offset: 0x128 , Size: 4]
  23167.         bool bNeedRefreshMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12c , Size: 1]
  23168.         bool bNeedOptimizeMuzzleFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12e , Size: 1]
  23169.         ParticleSystem* MuzzleFX;//[Offset: 0x130 , Size: 4]
  23170.         Vector LocalMuzzelFXScale;//[Offset: 0x134 , Size: 12]
  23171.         ParticleSystem* ScopeMuzzleFX;//[Offset: 0x140 , Size: 4]
  23172.         Vector ScopeMuzzelFXScale;//[Offset: 0x144 , Size: 12]
  23173.         ParticleSystem* RemoteMuzzleFX;//[Offset: 0x150 , Size: 4]
  23174.         Vector RemoteMuzzelFXScale;//[Offset: 0x154 , Size: 12]
  23175.         FXDistancaScaleStruct RemoteMuzzleFXDistanceScale;//[Offset: 0x160 , Size: 16]
  23176.         ParticleSystem* LocalSilencerMuzzleFX;//[Offset: 0x170 , Size: 4]
  23177.         Vector LocalSilencerMuzzelFXScale;//[Offset: 0x174 , Size: 12]
  23178.         ParticleSystem* ScopeSilencerMuzzleFX;//[Offset: 0x180 , Size: 4]
  23179.         Vector ScopeSilencerMuzzelFXScale;//[Offset: 0x184 , Size: 12]
  23180.         ParticleSystem* RemoteSilencerMuzzleFX;//[Offset: 0x190 , Size: 4]
  23181.         Vector RemoteSilencerMuzzelFXScale;//[Offset: 0x194 , Size: 12]
  23182.         FXDistancaScaleStruct RemoteSilencerMuzzleFXDistanceScale;//[Offset: 0x1a0 , Size: 16]
  23183.         ParticleSystem* LocalFiringSuppressorMuzzleFX;//[Offset: 0x1b0 , Size: 4]
  23184.         Vector LocalFiringSuppressorMuzzelFXScale;//[Offset: 0x1b4 , Size: 12]
  23185.         ParticleSystem* ScopeFiringSuppressorMuzzleFX;//[Offset: 0x1c0 , Size: 4]
  23186.         Vector ScopeFiringSuppressorMuzzelFXScale;//[Offset: 0x1c4 , Size: 12]
  23187.         ParticleSystem* RemoteFiringSuppressorMuzzleFX;//[Offset: 0x1d0 , Size: 4]
  23188.         Vector RemoteFiringSuppressorMuzzelFXScale;//[Offset: 0x1d4 , Size: 12]
  23189.         FXDistancaScaleStruct RemoteSuppressorMuzzleFXDistanceScale;//[Offset: 0x1e0 , Size: 16]
  23190.         ParticleSystem* LocalCompensatorMuzzleFX;//[Offset: 0x1f0 , Size: 4]
  23191.         Vector LocalCompensatorMuzzelFXScale;//[Offset: 0x1f4 , Size: 12]
  23192.         ParticleSystem* ScopeCompensatorMuzzleFX;//[Offset: 0x200 , Size: 4]
  23193.         Vector ScopeCompensatorMuzzelFXScale;//[Offset: 0x204 , Size: 12]
  23194.         ParticleSystem* RemoteCompensatorMuzzleFX;//[Offset: 0x210 , Size: 4]
  23195.         Vector RemoteCompensatorMuzzelFXScale;//[Offset: 0x214 , Size: 12]
  23196.         bool bIsActiveShellDropFXWhenShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220 , Size: 1]
  23197.         ParticleSystem* ShellDropFX;//[Offset: 0x224 , Size: 4]
  23198.         Vector ShellDropFXScale;//[Offset: 0x228 , Size: 12]
  23199.         ParticleSystem* FPPShellDropFX;//[Offset: 0x234 , Size: 4]
  23200.         Vector FPPShellDropFXScale;//[Offset: 0x238 , Size: 12]
  23201.         float ShootLightCD;//[Offset: 0x244 , Size: 4]
  23202.         float LastShootLightTime;//[Offset: 0x248 , Size: 4]
  23203.         class OBEffectBullet* OBEffectBulletTemplate;//[Offset: 0x24c , Size: 4]
  23204.         int MaxOBBulletTrackCompNum;//[Offset: 0x250 , Size: 4]
  23205.         ParticleSystemComponent* ShellDropFXComp;//[Offset: 0x254 , Size: 4]
  23206.         ParticleSystemComponent* FPPShellDropFXComp;//[Offset: 0x258 , Size: 4]
  23207.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x25c , Size: 4]
  23208.         ParticleSystemComponent* MuzzleFXComp;//[Offset: 0x260 , Size: 4]
  23209.         ParticleSystemComponent*[] OBBulletTrackFXCompsArray;//[Offset: 0x264 , Size: 12]
  23210.         Vector MuzzleFXOriginalScale;//[Offset: 0x270 , Size: 12]
  23211.         float MuzzleFXPrevDistanceScaler;//[Offset: 0x27c , Size: 4]
  23212.         OBEffectBullet*[] OBEffectBulletsCachePool;//[Offset: 0x290 , Size: 12]
  23213.         bool bChangeShellDropRot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c , Size: 1]
  23214.         Rotator ShellDropRot;//[Offset: 0x2a0 , Size: 12]
  23215.         FName ChangeShellDropSocket;//[Offset: 0x2b0 , Size: 8]
  23216.         bool ShellDropRotHasChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b8 , Size: 1]
  23217.         void ReloadAttr(int WeaponId);// 0x1e3c4b4
  23218.         void OnWeaponUnEquiped();// 0x1e3c4a0
  23219.         void OnWeaponEuiped();// 0x1e3c48c
  23220.         void HandleWeaponAction(byte Action);// 0x1e3c40c
  23221.         STExtraShootWeapon* GetOwnerShootWeapon();// 0x1e3c3e4
  23222.         OBEffectBullet* GetOBEffectBullet();// 0x1e3c3bc
  23223.         int GetAvailableOBEffectBulletNum();// 0x1e3c394
  23224.         void CheckOptimizeMuzzleFX();// 0x1da26d0
  23225.         void ChangeShellDropFx();// 0x1e3c380
  23226.         void ActiveShootLight();// 0x1e3c36c
  23227.         void ActiveLocalShellDropFX();// 0x1e3c358
  23228.  
  23229. --------------------------------
  23230. Class: WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object
  23231.         <byte,AkAudioEvent*> SoundDataMap;//[Offset: 0xcc , Size: 60]
  23232.         AkAudioEvent* ShellDropSound;//[Offset: 0x108 , Size: 4]
  23233.         AkAudioEvent* SilencerShootSound;//[Offset: 0x10c , Size: 4]
  23234.         AkAudioEvent* DurabilityLossShootSound;//[Offset: 0x110 , Size: 4]
  23235.         void HandleWeaponAction(byte Action);// 0x1e3c40c
  23236.  
  23237. --------------------------------
  23238. Class: FXDistancaScaleStruct
  23239.         float FXStartScaleDistance;//[Offset: 0x0 , Size: 4]
  23240.         float FXEndScaleDistance;//[Offset: 0x4 , Size: 4]
  23241.         float FXStartScaleValue;//[Offset: 0x8 , Size: 4]
  23242.         float FXEndScaleValue;//[Offset: 0xc , Size: 4]
  23243.  
  23244. --------------------------------
  23245. Class: OBEffectBullet.Actor.Object
  23246.         float MaxMovingTime;//[Offset: 0x2c4 , Size: 4]
  23247.         delegate OnOBEffectBulletMoveEnd;//[Offset: 0x2c8 , Size: 12]
  23248.         ParticleSystem* CurFXTemplate;//[Offset: 0x2d8 , Size: 4]
  23249.         float CurMovingTime;//[Offset: 0x304 , Size: 4]
  23250.         CurveFloat* SpeedCurve;//[Offset: 0x308 , Size: 4]
  23251.  
  23252. --------------------------------
  23253. Class: AttrModifyComponent.ActorComponent.Object
  23254.         bool UseAttributeModifyRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1]
  23255.         delegate OnAttrModified;//[Offset: 0xc4 , Size: 12]
  23256.         int AttrGroup;//[Offset: 0xd0 , Size: 4]
  23257.         AttrModifyItem[] ConfigAttrModifyList;//[Offset: 0xd4 , Size: 12]
  23258.         AttrModifyGroupItem[] ConfigAttrModifyGroupList;//[Offset: 0xe0 , Size: 12]
  23259.         uint32 AttrModifyStateList;//[Offset: 0x1a4 , Size: 4]
  23260.         bool[] AttrModifyGroupStateList;//[Offset: 0x1a8 , Size: 12]
  23261.         AttrModifyItem[] DynamicModifierRepList;//[Offset: 0x1b4 , Size: 12]
  23262.         RepAttributeModify DynamicModifierRep;//[Offset: 0x1c0 , Size: 16]
  23263.         int AttrModifyStateListNum;//[Offset: 0x1f0 , Size: 4]
  23264.         AttributeExpand[] AttributeExpands;//[Offset: 0x270 , Size: 12]
  23265.         AttrDynamicModifier DynamicModifier;//[Offset: 0x27c , Size: 124]
  23266.         <FString,RelateAttributeGroup> RelateAttributeGroup;//[Offset: 0x2f8 , Size: 60]
  23267.         enum ActorAttrType;//[Offset: 0x334 , Size: 1]
  23268.         ModAttrSimulateSyncItem[] ModSimulateSyncList;//[Offset: 0x3fc , Size: 12]
  23269.         void SetValueToAttributeSafety(FString AttrName, float Value);// 0x209cf98
  23270.         void SetOrignalValueToAttribute(FString AttrName, float Value);// 0x209ce98
  23271.         void SetAttrModifyStateValue(int Index, bool Value);// 0x209cdd4
  23272.         void SetAttributeMaxValue(FString AttrName, float MaxValue);// 0x209ccd4
  23273.         void ResponeAttrValue(FString AttrName, float FinalValue);// 0x209cb98
  23274.         void RequestAttrValue(FString AttrName);// 0x209caa4
  23275.         void RemoveDynamicModifyItemForLua(uint32 ModifyUID);// 0x209ca2c
  23276.         bool RegisterModifyAbleAttr(out const AttrRegisterItem[] AttrRegists, bool bSetAttrByOrigin);// 0x209c8a0
  23277.         void OnRep_ModSimulateSyncList();// 0x209c88c
  23278.         void OnRep_DynamicModifierList();// 0x209c878
  23279.         void OnRep_DynamicModifier();// 0x209c864
  23280.         void OnRep_AttrModifyStateList();// 0x209c850
  23281.         void OnRep_AttrModifyGroupStateList();// 0x209c83c
  23282.         void OnAttrModifiedEvent__DelegateSignature(out const AttrAffected[] AffectedAttrS);// 0x2859eb0
  23283.         bool IsAttrModifyStateValidIndex(int Index);// 0x209c7bc
  23284.         bool HasDynamicModifier(FString AttrModifyId);// 0x209c6f8
  23285.         bool GetAttrModifyStateValue(int Index);// 0x209c678
  23286.         int GetAttrModifyStateNum();// 0x209c65c
  23287.         AttrModifyItem GetAttrModifyItemByItemName(FString ItemName);// 0x209c380
  23288.         float GetAttributeValue(FString AttrName);// 0x209c2b8
  23289.         float GetAttributeOrignalValue(FString AttrName);// 0x209c1f0
  23290.         bool EnableAttrModifier(FString AttrModifyItemName);// 0x209c090
  23291.         bool EnableAllAttrModifier();// 0x209c068
  23292.         bool DisableModifierToActor(Actor* TargetActor);// 0x209bfe8
  23293.         bool DisableAttrModifier(FString AttrModifyItemName);// 0x209be88
  23294.         bool DisableAllAttrModifier();// 0x209be60
  23295.         void AddValueToAttribute(FString AttrName, float Value);// 0x209bd60
  23296.         uint32 AddDynamicModifyItemForLua(FString AttrName, byte ModifyType, float Value, bool bEnable, Object* Causer);// 0x209bb7c
  23297.         void AddDynamicModifier(out AttrModifyItem AttrModifyItem);// 0x209ba24
  23298.  
  23299. --------------------------------
  23300. Class: AttrModifyGroupItem
  23301.         AttrModifyItem[] AttrModifyItem;//[Offset: 0x0 , Size: 12]
  23302.  
  23303. --------------------------------
  23304. Class: RepAttributeModify
  23305.  
  23306. --------------------------------
  23307. Class: AttributeExpand
  23308.         FString AttrName;//[Offset: 0x0 , Size: 12]
  23309.         FString AttrDesc;//[Offset: 0xc , Size: 12]
  23310.         int RelateTypeId;//[Offset: 0x18 , Size: 4]
  23311.         FString RelateGroup;//[Offset: 0x1c , Size: 12]
  23312.         float Value;//[Offset: 0x28 , Size: 4]
  23313.  
  23314. --------------------------------
  23315. Class: AttrDynamicModifier
  23316.         <FString,AttrDynamicModifyTarget> ModifyAttrs;//[Offset: 0x0 , Size: 60]
  23317.         <FString,AttrDynamicModifyConfig> ModifyConfigs;//[Offset: 0x3c , Size: 60]
  23318.         AttrModifyComponent* Component;//[Offset: 0x78 , Size: 4]
  23319.  
  23320. --------------------------------
  23321. Class: AttrDynamicModifyTarget
  23322.         AttrDynamicModifyItem[] List;//[Offset: 0x8 , Size: 12]
  23323.  
  23324. --------------------------------
  23325. Class: AttrDynamicModifyItem
  23326.         Object* Causer;//[Offset: 0x18 , Size: 8]
  23327.  
  23328. --------------------------------
  23329. Class: AttrDynamicModifyConfig
  23330.         bool IsOneceModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  23331.         bool HasLimitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  23332.         bool HasMaxAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  23333.         FString AttrName;//[Offset: 0x4 , Size: 12]
  23334.         FString LimitAttrName;//[Offset: 0x10 , Size: 12]
  23335.         FString MaxAttrName;//[Offset: 0x1c , Size: 12]
  23336.  
  23337. --------------------------------
  23338. Class: RelateAttributeGroup
  23339.         <int,FString> RelateAttributes;//[Offset: 0x0 , Size: 60]
  23340.  
  23341. --------------------------------
  23342. Class: ModAttrSimulateSyncItem
  23343.         int AttrId;//[Offset: 0x0 , Size: 4]
  23344.         float FinalValue;//[Offset: 0x4 , Size: 4]
  23345.  
  23346. --------------------------------
  23347. Class: AttrRegisterItem
  23348.         FString AttrName;//[Offset: 0x0 , Size: 12]
  23349.         enum AttrVariableType;//[Offset: 0xc , Size: 1]
  23350.         bool HasReplicatedTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
  23351.  
  23352. --------------------------------
  23353. Class: AttrAffected
  23354.         FString AttrName;//[Offset: 0x0 , Size: 12]
  23355.         Actor* AffectedActor;//[Offset: 0xc , Size: 4]
  23356.  
  23357. --------------------------------
  23358. Class: WeaponAttrModifyConfig
  23359.         FString ModifyConfigID;//[Offset: 0x0 , Size: 12]
  23360.         WeaponAttrModifyData[] WeaponAttrModifiers;//[Offset: 0xc , Size: 12]
  23361.  
  23362. --------------------------------
  23363. Class: WeaponAttrModifyData
  23364.         FString ModifyAttr;//[Offset: 0x0 , Size: 12]
  23365.         enum Op;//[Offset: 0xc , Size: 1]
  23366.         float ModifyValue;//[Offset: 0x10 , Size: 4]
  23367.  
  23368. --------------------------------
  23369. Class: WeaponAntiCheatComp.WeaponLogicBaseComponent.ActorComponent.Object
  23370.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xcc , Size: 8]
  23371.         float ShootRateCheckInterval;//[Offset: 0xfc , Size: 4]
  23372.         bool ShootRateCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100 , Size: 1]
  23373.         float ShootRateCheckMulCoff;//[Offset: 0x104 , Size: 4]
  23374.         bool ShootHitTargetIntervalCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1]
  23375.         float ShootHitTargetIntervalMulCoff;//[Offset: 0x10c , Size: 4]
  23376.         bool bCheckParachuteHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1]
  23377.         float MaxParachuteHeightDist;//[Offset: 0x114 , Size: 4]
  23378.         float MaxParachutePlaneDist;//[Offset: 0x118 , Size: 4]
  23379.         float ShootTimeInfoCheckClearInterval;//[Offset: 0x15c , Size: 4]
  23380.         float ShootTimeInfoCheckLifeTime;//[Offset: 0x160 , Size: 4]
  23381.         float ShootTimeGunPosBigCircle;//[Offset: 0x164 , Size: 4]
  23382.         float ShootTimeGunPosMaxZDif;//[Offset: 0x168 , Size: 4]
  23383.         float ShootTimeGunPosMaxForwadDif;//[Offset: 0x16c , Size: 4]
  23384.         float ShootTimeGunPosMaxForwadDifInVehicle;//[Offset: 0x170 , Size: 4]
  23385.         float ShootTimeGunPosMaxRightDif;//[Offset: 0x174 , Size: 4]
  23386.         float ShootTimeGunPosMaxRightDifInVehicle;//[Offset: 0x178 , Size: 4]
  23387.         int MaxClientCapsuleHalfHeight;//[Offset: 0x17c , Size: 4]
  23388.         float ShootTimeMuzzleDistThres;//[Offset: 0x180 , Size: 4]
  23389.         float ShootTimeMuzzleZThres;//[Offset: 0x184 , Size: 4]
  23390.         bool bVerifyTimeLineSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188 , Size: 1]
  23391.         float TimeLineCheckDnBorder;//[Offset: 0x18c , Size: 4]
  23392.         float TimeLineCheckUpBorder;//[Offset: 0x190 , Size: 4]
  23393.         float ShootTimeConnectionDeltaThres;//[Offset: 0x194 , Size: 4]
  23394.         bool bVerifyStartFireTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1]
  23395.         float MaxShootPassTimeDeltaBetweenSysAndLevel;//[Offset: 0x19c , Size: 4]
  23396.         float TolerateFlyTime;//[Offset: 0x1a0 , Size: 4]
  23397.         float TolerateFlyDis;//[Offset: 0x1a4 , Size: 4]
  23398.         void OnWeaponShootHit(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x1ff1950
  23399.  
  23400. --------------------------------
  23401. Class: ShootWeaponDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent
  23402.         byte AvatarDamagePosition;//[Offset: 0xa5 , Size: 1]
  23403.         float DamageImpulse;//[Offset: 0xc0 , Size: 4]
  23404.  
  23405. --------------------------------
  23406. Class: SimulateBulletHitInfoData
  23407.         Vector ImpactPoint;//[Offset: 0x0 , Size: 12]
  23408.         Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc , Size: 12]
  23409.         Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18 , Size: 12]
  23410.         Vector ShootMomentMuzzlePos;//[Offset: 0x24 , Size: 12]
  23411.         byte SurfaceType;//[Offset: 0x30 , Size: 1]
  23412.         Actor* Actor;//[Offset: 0x34 , Size: 8]
  23413.         PrimitiveComponent* Component;//[Offset: 0x3c , Size: 8]
  23414.         byte HitBodyType;//[Offset: 0x44 , Size: 1]
  23415.         byte ImpactEffectMask;//[Offset: 0x45 , Size: 1]
  23416.  
  23417. --------------------------------
  23418. Class: SecurityLogHitTargetInfo
  23419.  
  23420. --------------------------------
  23421. Class: WeaponTriggerEventHandleSkill.WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object
  23422.         void ProcessTriggerEventInternal(enum Event);// 0x2002da8
  23423.         static int[] GetWeaponSkillIDList(STExtraWeapon* Weapon);// 0x20033c8
  23424.  
  23425. --------------------------------
  23426. Class: WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object
  23427.         void ProcessTriggerEventInternal(enum Event);// 0x2002da8
  23428.         void ProcessTriggerEvent(enum Event);// 0x1e3c40c
  23429.  
  23430. --------------------------------
  23431. Class: SceneCompUpdateOptimizationItem
  23432.  
  23433. --------------------------------
  23434. Class: WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.Object
  23435.         WeaponStateBase* CurrentState;//[Offset: 0xcc , Size: 4]
  23436.         WeaponStateBase* DefaultState;//[Offset: 0xd0 , Size: 4]
  23437.         <byte,WeaponStateBase*> StateMap;//[Offset: 0xd4 , Size: 60]
  23438.         WeaponStateBase* GetCurrentState();// 0x1c9c604
  23439.         byte GetCurrentFreshWeaponStateType();// 0x2002920
  23440.  
  23441. --------------------------------
  23442. Class: WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
  23443.         delegate OnBeginState;//[Offset: 0xcc , Size: 12]
  23444.         delegate OnEndState;//[Offset: 0xd8 , Size: 12]
  23445.         bool bNeedConditionGateCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4 , Size: 1]
  23446.         byte FreshWeaponStateType;//[Offset: 0xe5 , Size: 1]
  23447.  
  23448. --------------------------------
  23449. Class: GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object
  23450.         delegate GrenadeAvatarEqiuped;//[Offset: 0x2f4 , Size: 12]
  23451.         void PreChangeGrenadeAvatar(int InItemID);// 0x1d8ec9c
  23452.         void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x1d8ec14
  23453.         FString GetItemAvatarHandlePath(int ItemID);// 0x2859eb0
  23454.         BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x2859eb0
  23455.         int GetDefaultAvatarID(int InAvatarID);// 0x2859eb0
  23456.         void AddAssetSoftObject(out SoftObjectPath[] FSoftObjectPathList);// 0x1d8ead8
  23457.  
  23458. --------------------------------
  23459. Class: ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object
  23460.         delegate VehicleEquipedDefaultAvatarEvent;//[Offset: 0x16c , Size: 12]
  23461.         bool bNeedCheckResExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178 , Size: 1]
  23462.         ItemDefineID DefaultCfg;//[Offset: 0x180 , Size: 24]
  23463.         bool bEnableLobbyMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1]
  23464.         MeshComponent* ItemBodyMesh;//[Offset: 0x19c , Size: 4]
  23465.         NetItemAvatarData NetAvatarData;//[Offset: 0x1a0 , Size: 32]
  23466.         BackpackCommonAvatarHandle* ItemAvatarHandle;//[Offset: 0x258 , Size: 4]
  23467.         BackpackCommonAvatarHandle* DefaultItemAvatarHandle;//[Offset: 0x25c , Size: 4]
  23468.         int itemType;//[Offset: 0x260 , Size: 4]
  23469.         SkeletalMesh* MasterSkeletalMesh;//[Offset: 0x268 , Size: 40]
  23470.         StaticMesh* MasterStaticMesh;//[Offset: 0x290 , Size: 40]
  23471.         <FString,Object*> AssetObjectMap;//[Offset: 0x2b8 , Size: 60]
  23472.         void VehicleEquipedDefaultAvatar__DelegateSignature(int AvatarID, int DefaultAvatarID);// 0x2859eb0
  23473.         void SyncChangeItemAvatar(int InItemID);// 0x1da5578
  23474.         void SetMasterStaticMeshPath(FString InPath, bool bForce);// 0x1da5470
  23475.         void SetMasterSkeletalMeshPath(FString InPath, bool bForce);// 0x1da5368
  23476.         void ResetItemAvatar();// 0x1da5354
  23477.         void RequestDownloadItemInBattle(int InItemID);// 0x1c98450
  23478.         void PreChangeItemAvatar(int InItemID);// 0x1da52d4
  23479.         void OnRep_ItemAvatarChanged();// 0x1da52c0
  23480.         bool IsValidAvatar();// 0x1da5298
  23481.         BackpackCommonAvatarHandle* GetValidAvatarHandle();// 0x1da5268
  23482.         Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x1da518c
  23483.         MeshComponent* GetItemBodyMesh();// 0x1da5170
  23484.         MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance, MaterialInterface* MatBase);// 0x1cdff6c
  23485.         void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x1c98154
  23486.         void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x1da503c
  23487.         void ChangeItemAvatar(int InItemID, bool bUpdateFlag);// 0x1da4f78
  23488.         void AsyncChangeItemAvatar(int InItemID);// 0x1da4ef8
  23489.         bool ApplyMesh(MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x1da4de8
  23490.         bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x1da4ce8
  23491.         void AddAssetSoftObject(out SoftObjectPath[] ObjectPathList);// 0x1d8ead8
  23492.  
  23493. --------------------------------
  23494. Class: BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
  23495.         ItemAvatarData[] ItemAvatarMats;//[Offset: 0xa0 , Size: 12]
  23496.         SkeletalMesh* ItemSkletalMesh;//[Offset: 0xb0 , Size: 40]
  23497.         StaticMesh* ItemStaticMesh;//[Offset: 0xd8 , Size: 40]
  23498.         class AnimInstance* ItemAnimBPPath;//[Offset: 0x100 , Size: 40]
  23499.         bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778
  23500.         bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354
  23501.         bool HandleDrop(int InCount, enum Reason);// 0x1caed70
  23502.         bool HandleDisuse(enum Reason);// 0x1ca09d4
  23503.         BackpackComponent* GetBackpackComponent();// 0x1cb1cf8
  23504.         bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1cb1c34
  23505.  
  23506. --------------------------------
  23507. Class: ItemAvatarData
  23508.         FName SlotID;//[Offset: 0x0 , Size: 8]
  23509.         MaterialInterface* MatInstance;//[Offset: 0x8 , Size: 40]
  23510.         MaterialInterface* LobbyMatInstance;//[Offset: 0x30 , Size: 40]
  23511.  
  23512. --------------------------------
  23513. Class: NetItemAvatarData
  23514.         ItemDefineID ItemDefineID;//[Offset: 0x0 , Size: 24]
  23515.         int UpdateFlag;//[Offset: 0x18 , Size: 4]
  23516.  
  23517. --------------------------------
  23518. Class: ItemAvatarMatPath
  23519.         FName SlotID;//[Offset: 0x0 , Size: 8]
  23520.         SoftObjectPath MatInstancePath;//[Offset: 0x8 , Size: 24]
  23521.         SoftObjectPath MatBasePath;//[Offset: 0x20 , Size: 24]
  23522.  
  23523. --------------------------------
  23524. Class: WeaponSpecificHandler.WeaponLogicBaseComponent.ActorComponent.Object
  23525.         ItemDefineID ItemDefineID;//[Offset: 0xd0 , Size: 24]
  23526.         FName LogicSocket;//[Offset: 0xe8 , Size: 8]
  23527.         FName AttachSocket;//[Offset: 0xf0 , Size: 8]
  23528.         byte SurviveWeaponPropSlot;//[Offset: 0xf8 , Size: 1]
  23529.         float AIMinAttackDist;//[Offset: 0xfc , Size: 4]
  23530.         float AIMaxAttackDist;//[Offset: 0x100 , Size: 4]
  23531.         float AIAttackDist;//[Offset: 0x104 , Size: 4]
  23532.         ItemHandleBase* GetBackpackItemHandle();// 0x2002364
  23533.         int GetAvailableBulletsNumInBackpack();// 0x200233c
  23534.  
  23535. --------------------------------
  23536. Class: STExtraVehicleWeaponsOnSeat
  23537.         VehicleShootWeapon*[] WeaponsOnSeat;//[Offset: 0x0 , Size: 12]
  23538.  
  23539. --------------------------------
  23540. Class: STExtraVehicleAttachment
  23541.         FName AttachSocket;//[Offset: 0x0 , Size: 8]
  23542.         class VehicleAttachmentBase* VehicleAttachementClass;//[Offset: 0x8 , Size: 4]
  23543.  
  23544. --------------------------------
  23545. Class: VehicleAttachmentBase.Actor.Object
  23546.         bool bEnableModifyHitDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc , Size: 1]
  23547.         float HitSelfModifier;//[Offset: 0x2d0 , Size: 4]
  23548.         float HitSelfImpactReduce;//[Offset: 0x2d4 , Size: 4]
  23549.         float HitOthersModifier;//[Offset: 0x2d8 , Size: 4]
  23550.         float HitOthersImpactRaise;//[Offset: 0x2dc , Size: 4]
  23551.         float HitCharacterModifier;//[Offset: 0x2e0 , Size: 4]
  23552.  
  23553. --------------------------------
  23554. Class: VehicleDamageComponent.VehicleComponent.ActorComponent.Object
  23555.         CurveFloat* VehicleHitCharacterDamageCurve;//[Offset: 0xbc , Size: 4]
  23556.         float LaunchVelocityFactorOnHitCharacter;//[Offset: 0xc0 , Size: 4]
  23557.         float ImpactModifier;//[Offset: 0xc4 , Size: 4]
  23558.         float ImpactAbsorption;//[Offset: 0xc8 , Size: 4]
  23559.         float ImpactAbsorptionPassenger;//[Offset: 0xcc , Size: 4]
  23560.         float ImpactModifierUpsideDown;//[Offset: 0xd0 , Size: 4]
  23561.         float ImpactAbsorptionUpsideDown;//[Offset: 0xd4 , Size: 4]
  23562.         float ImpactAbsorptionPassengerUpsideDown;//[Offset: 0xd8 , Size: 4]
  23563.         float HitIgnoreImpulseThreshold;//[Offset: 0xdc , Size: 4]
  23564.         float DamageCharacterCD;//[Offset: 0xe0 , Size: 4]
  23565.         float DamageSelfCD;//[Offset: 0xe8 , Size: 4]
  23566.         bool bIgnoreVehicleSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec , Size: 1]
  23567.         float HitDamageSelfMaxFactor;//[Offset: 0xf4 , Size: 4]
  23568.         float HitDamagePassengerMaxHP;//[Offset: 0xf8 , Size: 4]
  23569.         bool bApplyDamageToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc , Size: 1]
  23570.         float AllowedMaxHitDistanceSqAtServer;//[Offset: 0x100 , Size: 4]
  23571.         float DamageReduce;//[Offset: 0x104 , Size: 4]
  23572.         float ExplosionBaseDamage;//[Offset: 0x108 , Size: 4]
  23573.         float ExplosionMinimumDamage;//[Offset: 0x10c , Size: 4]
  23574.         float ExplosionRadiusInner;//[Offset: 0x110 , Size: 4]
  23575.         float ExplosionRadiusOuter;//[Offset: 0x114 , Size: 4]
  23576.         float ExplosionDamageFalloff;//[Offset: 0x118 , Size: 4]
  23577.         float ExplosionBaseMomentumMag;//[Offset: 0x11c , Size: 4]
  23578.         class DamageType* ExplosionDamageType;//[Offset: 0x120 , Size: 4]
  23579.         bool OnlyBreakWindowThroughDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124 , Size: 1]
  23580.         class DamageType* VehicleDamageTypeClass;//[Offset: 0x128 , Size: 4]
  23581.         float HitStoneVelocityDamp;//[Offset: 0x12c , Size: 4]
  23582.         RigidBodyState CachedRigidBodyState;//[Offset: 0x130 , Size: 64]
  23583.         bool bEnableVehicleHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170 , Size: 1]
  23584.         CurveFloat* VehicleHitVehicleDamageCurve;//[Offset: 0x174 , Size: 4]
  23585.         Vector2D ImpactModifierVehicle;//[Offset: 0x178 , Size: 8]
  23586.         Vector2D ImpactModifierOtherVehicle;//[Offset: 0x180 , Size: 8]
  23587.         float ImpactAbsorptionVehicle;//[Offset: 0x188 , Size: 4]
  23588.         float ImpactAbsorptionAmplitude;//[Offset: 0x18c , Size: 4]
  23589.         float DotProductFrontThreshold;//[Offset: 0x190 , Size: 4]
  23590.         float DotProductRearThreshold;//[Offset: 0x194 , Size: 4]
  23591.         float ImpactModifierFront;//[Offset: 0x198 , Size: 4]
  23592.         float ImpactModifierRear;//[Offset: 0x19c , Size: 4]
  23593.         float ImpactModifierFrontSide;//[Offset: 0x1a0 , Size: 4]
  23594.         float ImpactModifierRearSide;//[Offset: 0x1a4 , Size: 4]
  23595.         Vector2D DamageCorrection;//[Offset: 0x1a8 , Size: 8]
  23596.         float SameCampDamangeAttenuationCoefficient;//[Offset: 0x1b0 , Size: 4]
  23597.         float SameCampDamangeLimit;//[Offset: 0x1b4 , Size: 4]
  23598.         void SendHitCaveStoneToServer(Actor* OtherActor, const RigidBodyState InHitBodyState);// 0x1fce630
  23599.         void HandleOnVehicleHit(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1fce4c0
  23600.  
  23601. --------------------------------
  23602. Class: RigidBodyState
  23603.         Vector_NetQuantize100 Position;//[Offset: 0x0 , Size: 12]
  23604.         Quat Quaternion;//[Offset: 0x10 , Size: 16]
  23605.         Vector_NetQuantize100 LinVel;//[Offset: 0x20 , Size: 12]
  23606.         Vector_NetQuantize100 AngVel;//[Offset: 0x2c , Size: 12]
  23607.         byte Flags;//[Offset: 0x38 , Size: 1]
  23608.  
  23609. --------------------------------
  23610. Class: VehicleCommonComponent.VehicleComponent.ActorComponent.Object
  23611.         delegate VehicleHPChangedDelegate;//[Offset: 0xbc , Size: 12]
  23612.         delegate VehicleFuelChangedDelegate;//[Offset: 0xc8 , Size: 12]
  23613.         delegate VehicleWheelsHPChangedDelegate;//[Offset: 0xd4 , Size: 12]
  23614.         delegate VehicleHPFuelChangedDelegate;//[Offset: 0xe0 , Size: 12]
  23615.         delegate UnmannedVehicleHPChangedDelegate;//[Offset: 0xec , Size: 12]
  23616.         delegate UnmannedVehicleFuelChangedDelegate;//[Offset: 0xf8 , Size: 12]
  23617.         bool DontDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1]
  23618.         float HPMax;//[Offset: 0x108 , Size: 4]
  23619.         float HP;//[Offset: 0x10c , Size: 4]
  23620.         float[] WheelsCurrentHP;//[Offset: 0x110 , Size: 12]
  23621.         bool DontConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c , Size: 1]
  23622.         float FuelMax;//[Offset: 0x120 , Size: 4]
  23623.         float Fuel;//[Offset: 0x124 , Size: 4]
  23624.         float FuelConsumeFactor;//[Offset: 0x128 , Size: 4]
  23625.         STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x12c , Size: 12]
  23626.         void VehicleTakeDamage(float Damage, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcd2f0
  23627.         void TakeDamageByHitPart(float Damage, byte HitPart, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcd0ec
  23628.         void TakeDamageByBoneNameInner(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcced0
  23629.         void TakeDamageByBoneName(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcccb4
  23630.         void RefreshWheelState();// 0x1fccca0
  23631.         void OnRep_WheelsCurrentHP();// 0x1fccc8c
  23632.         void OnRep_HP();// 0x1fccc78
  23633.         void OnRep_Fuel();// 0x1fccc64
  23634.         bool NoFuel();// 0x1fccc3c
  23635.         void Maintenance(float addpercenthp, bool fixtire);// 0x1fccb78
  23636.         bool IsDontDamage();// 0x1fccb5c
  23637.         bool IsDontConsumeFuel();// 0x1fccb40
  23638.         bool IsDestroyed();// 0x1fccb18
  23639.         int GetWheelsHPNum();// 0x1fccaf0
  23640.         float GetWheelHPMax(int WheelIdx);// 0x1fcca70
  23641.         float GetWheelHP(int WheelIdx);// 0x1fcc9f0
  23642.         float GetVehicleHPMax();// 0x1dd75c4
  23643.         float GetVehicleHP();// 0x1fcc9c8
  23644.         float GetFuelMax();// 0x1fcc9a0
  23645.         float GetFuelConsumeFactor();// 0x1fcc978
  23646.         float GetFuel();// 0x1fcc950
  23647.         void CalculateDestroyVehicleWheelFlow(Controller* Instigator);// 0x1fcc8d8
  23648.  
  23649. --------------------------------
  23650. Class: STExtraVehicleWheelHP
  23651.         float HPMax;//[Offset: 0x0 , Size: 4]
  23652.         FName BoneName;//[Offset: 0x8 , Size: 8]
  23653.         FName[] AssociationBoneName;//[Offset: 0x10 , Size: 12]
  23654.  
  23655. --------------------------------
  23656. Class: BuoyancyForceComponent.SceneComponent.ActorComponent.Object
  23657.         OceanManager* OceanManager;//[Offset: 0x260 , Size: 4]
  23658.         float MeshDensity;//[Offset: 0x264 , Size: 4]
  23659.         float FluidDensity;//[Offset: 0x268 , Size: 4]
  23660.         float FluidLinearDamping;//[Offset: 0x26c , Size: 4]
  23661.         float FluidAngularDamping;//[Offset: 0x270 , Size: 4]
  23662.         Vector VelocityDamper;//[Offset: 0x274 , Size: 12]
  23663.         bool ClampMaxVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x280 , Size: 1]
  23664.         float MaxUnderwaterVelocity;//[Offset: 0x284 , Size: 4]
  23665.         float TestPointRadius;//[Offset: 0x288 , Size: 4]
  23666.         Vector[] TestPoints;//[Offset: 0x28c , Size: 12]
  23667.         bool ApplyForceToBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298 , Size: 1]
  23668.         bool SnapToSurfaceIfNoPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x299 , Size: 1]
  23669.         bool TwoGerstnerIterations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29a , Size: 1]
  23670.         float[] PointDensityOverride;//[Offset: 0x29c , Size: 12]
  23671.         StructBoneOverride[] BoneOverride;//[Offset: 0x2a8 , Size: 12]
  23672.         bool DrawDebugPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b4 , Size: 1]
  23673.         bool EnableStayUprightConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b5 , Size: 1]
  23674.         float StayUprightStiffness;//[Offset: 0x2b8 , Size: 4]
  23675.         float StayUprightDamping;//[Offset: 0x2bc , Size: 4]
  23676.         Rotator StayUprightDesiredRotation;//[Offset: 0x2c0 , Size: 12]
  23677.         bool EnableWaveForces;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc , Size: 1]
  23678.         float WaveForceMultiplier;//[Offset: 0x2d0 , Size: 4]
  23679.         SceneComponent* UpdatedComponent;//[Offset: 0x2d4 , Size: 4]
  23680.         byte TickGroup;//[Offset: 0x2d8 , Size: 1]
  23681.         bool IsEntirelyUnderWater();// 0x4bfca80
  23682.         bool IsContactedWater();// 0x4bfca58
  23683.  
  23684. --------------------------------
  23685. Class: OceanManager.Actor.Object
  23686.         bool EnableGerstnerWaves;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c4 , Size: 1]
  23687.         Vector2D GlobalWaveDirection;//[Offset: 0x2c8 , Size: 8]
  23688.         float GlobalWaveSpeed;//[Offset: 0x2d0 , Size: 4]
  23689.         float GlobalWaveAmplitude;//[Offset: 0x2d4 , Size: 4]
  23690.         float DistanceCheck;//[Offset: 0x2d8 , Size: 4]
  23691.         WaveParameter[] WaveClusters;//[Offset: 0x2dc , Size: 12]
  23692.         WaveSetParameters[] WaveSetOffsetsOverride;//[Offset: 0x2e8 , Size: 12]
  23693.         float NetWorkTimeOffset;//[Offset: 0x2f4 , Size: 4]
  23694.         bool bEnableLandscapeModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1]
  23695.         float ModulationStartHeight;//[Offset: 0x2fc , Size: 4]
  23696.         float ModulationMaxHeight;//[Offset: 0x300 , Size: 4]
  23697.         float ModulationPower;//[Offset: 0x304 , Size: 4]
  23698.         Landscape* Landscape;//[Offset: 0x308 , Size: 4]
  23699.         Texture2D* HeightmapTexture;//[Offset: 0x30c , Size: 4]
  23700.         bool bEnableWaterBoxModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330 , Size: 1]
  23701.         Box[] WaterBoxes;//[Offset: 0x334 , Size: 12]
  23702.         bool bEnableWaterTransformModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1]
  23703.         Transform[] WaterTransforms;//[Offset: 0x344 , Size: 12]
  23704.         Vector[] WaterBoxExtends;//[Offset: 0x350 , Size: 12]
  23705.         void LoadLandscapeHeightmap(Texture2D* Tex2D);// 0x4bfdd4c
  23706.         Vector GetWaveHeightValue(out const Vector Location, const World* World, bool HeightOnly, bool TwoIterations);// 0x4bfdbc8
  23707.         LinearColor GetHeightmapPixel(float U, float V);// 0x4bfdaf8
  23708.  
  23709. --------------------------------
  23710. Class: WaveParameter
  23711.         float Rotation;//[Offset: 0x0 , Size: 4]
  23712.         float Length;//[Offset: 0x4 , Size: 4]
  23713.         float Amplitude;//[Offset: 0x8 , Size: 4]
  23714.         float Steepness;//[Offset: 0xc , Size: 4]
  23715.         float TimeScale;//[Offset: 0x10 , Size: 4]
  23716.  
  23717. --------------------------------
  23718. Class: WaveSetParameters
  23719.         WaveParameter Wave01;//[Offset: 0x0 , Size: 20]
  23720.         WaveParameter Wave02;//[Offset: 0x14 , Size: 20]
  23721.         WaveParameter Wave03;//[Offset: 0x28 , Size: 20]
  23722.         WaveParameter Wave04;//[Offset: 0x3c , Size: 20]
  23723.         WaveParameter Wave05;//[Offset: 0x50 , Size: 20]
  23724.         WaveParameter Wave06;//[Offset: 0x64 , Size: 20]
  23725.         WaveParameter Wave07;//[Offset: 0x78 , Size: 20]
  23726.         WaveParameter Wave08;//[Offset: 0x8c , Size: 20]
  23727.  
  23728. --------------------------------
  23729. Class: Landscape.LandscapeProxy.Actor.Object
  23730.  
  23731. --------------------------------
  23732. Class: LandscapeProxy.Actor.Object
  23733.         LandscapeSplinesComponent* SplineComponent;//[Offset: 0x2c4 , Size: 4]
  23734.         Guid LandscapeGuid;//[Offset: 0x2c8 , Size: 16]
  23735.         IntPoint LandscapeSectionOffset;//[Offset: 0x2d8 , Size: 8]
  23736.         int MaxLODLevel;//[Offset: 0x2e0 , Size: 4]
  23737.         float LODDistanceFactor;//[Offset: 0x2e4 , Size: 4]
  23738.         byte LODFalloff;//[Offset: 0x2e8 , Size: 1]
  23739.         bool bUseScreenSizeLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e9 , Size: 1]
  23740.         float LOD0DistributionSetting;//[Offset: 0x2ec , Size: 4]
  23741.         float LODDistributionSetting;//[Offset: 0x2f0 , Size: 4]
  23742.         int StaticLightingLOD;//[Offset: 0x2f4 , Size: 4]
  23743.         PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x2f8 , Size: 4]
  23744.         float StreamingDistanceMultiplier;//[Offset: 0x2fc , Size: 4]
  23745.         bool bCacheHeightData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300 , Size: 1]
  23746.         MaterialInterface* LandscapeMaterial;//[Offset: 0x304 , Size: 4]
  23747.         MaterialInterface* LandscapeHoleMaterial;//[Offset: 0x308 , Size: 4]
  23748.         <FName,MaterialInterface*> OtherMaterials;//[Offset: 0x30c , Size: 60]
  23749.         bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x348 , Size: 1]
  23750.         LandscapeGrassType*[] GrassTypes;//[Offset: 0x34c , Size: 12]
  23751.         float MinGrassWeightThreshold;//[Offset: 0x358 , Size: 4]
  23752.         float NegativeZBoundsExtension;//[Offset: 0x35c , Size: 4]
  23753.         float PositiveZBoundsExtension;//[Offset: 0x360 , Size: 4]
  23754.         Texture2D* GrassColor_WorldMaskNoiseTexture;//[Offset: 0x364 , Size: 4]
  23755.         Vector2D GrassColor_UVScale_WorldMaskNoise;//[Offset: 0x368 , Size: 8]
  23756.         Vector2D GrassColor_Center_WorldMaskNoise;//[Offset: 0x370 , Size: 8]
  23757.         LandscapeComponent*[] LandscapeComponents;//[Offset: 0x378 , Size: 12]
  23758.         LandscapeHeightfieldCollisionComponent*[] CollisionComponents;//[Offset: 0x384 , Size: 12]
  23759.         HierarchicalInstancedStaticMeshComponent*[] FoliageComponents;//[Offset: 0x390 , Size: 12]
  23760.         bool bHasLandscapeGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4 , Size: 1]
  23761.         float StaticLightingResolution;//[Offset: 0x3e8 , Size: 4]
  23762.         bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ec , Size: 1]
  23763.         bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3ec , Size: 1]
  23764.         bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3ec , Size: 1]
  23765.         LightingChannels LightingChannels;//[Offset: 0x3ed , Size: 1]
  23766.         bool bUseMaterialPositionOffsetInStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ee , Size: 1]
  23767.         bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3ee , Size: 1]
  23768.         int CustomDepthStencilValue;//[Offset: 0x3f0 , Size: 4]
  23769.         LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x3f4 , Size: 24]
  23770.         int CollisionMipLevel;//[Offset: 0x40c , Size: 4]
  23771.         int SimpleCollisionMipLevel;//[Offset: 0x410 , Size: 4]
  23772.         float CollisionThickness;//[Offset: 0x414 , Size: 4]
  23773.         BodyInstance BodyInstance;//[Offset: 0x418 , Size: 320]
  23774.         bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x558 , Size: 1]
  23775.         bool bBakeMaterialPositionOffsetIntoCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x558 , Size: 1]
  23776.         bool bUseHoleConsistent;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x558 , Size: 1]
  23777.         int ComponentSizeQuads;//[Offset: 0x55c , Size: 4]
  23778.         int SubsectionSizeQuads;//[Offset: 0x560 , Size: 4]
  23779.         int NumSubsections;//[Offset: 0x564 , Size: 4]
  23780.         bool bUsedForNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x568 , Size: 1]
  23781.         enum NavigationGeometryGatheringMode;//[Offset: 0x569 , Size: 1]
  23782.         bool bUseLandscapeForCullingInvisibleHLODVertices;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56a , Size: 1]
  23783.         void EditorApplySpline(SplineComponent* InSplineComponent, float StartWidth, float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll, float EndRoll, int NumSubdivisions, bool bRaiseHeights, bool bLowerHeights, LandscapeLayerInfoObject* PaintLayer);// 0x326cad8
  23784.         void ChangeLODDistributionSettingConsoleVariable();// 0x1ce2b64
  23785.         void ChangeLODDistanceFactor(float InLODDistanceFactor);// 0x1c8744c
  23786.         void ChangeLOD0DistributionSettingConsoleVariable();// 0x1c8167c
  23787.         void ChangebUseScreenSizeLOD(bool InbUseScreenSizeLOD);// 0x1e3b6e8
  23788.  
  23789. --------------------------------
  23790. Class: LandscapeSplinesComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  23791.         LandscapeSplineControlPoint*[] ControlPoints;//[Offset: 0x554 , Size: 12]
  23792.         LandscapeSplineSegment*[] Segments;//[Offset: 0x560 , Size: 12]
  23793.         MeshComponent*[] CookedForeignMeshComponents;//[Offset: 0x56c , Size: 12]
  23794.  
  23795. --------------------------------
  23796. Class: LandscapeSplineControlPoint.Object
  23797.         Vector Location;//[Offset: 0x1c , Size: 12]
  23798.         Rotator Rotation;//[Offset: 0x28 , Size: 12]
  23799.         float Width;//[Offset: 0x34 , Size: 4]
  23800.         float SideFalloff;//[Offset: 0x38 , Size: 4]
  23801.         float EndFalloff;//[Offset: 0x3c , Size: 4]
  23802.         LandscapeSplineConnection[] ConnectedSegments;//[Offset: 0x40 , Size: 12]
  23803.         LandscapeSplineInterpPoint[] Points;//[Offset: 0x4c , Size: 12]
  23804.         Box Bounds;//[Offset: 0x58 , Size: 28]
  23805.         ControlPointMeshComponent* LocalMeshComponent;//[Offset: 0x74 , Size: 4]
  23806.  
  23807. --------------------------------
  23808. Class: LandscapeSplineConnection
  23809.         LandscapeSplineSegment* Segment;//[Offset: 0x0 , Size: 4]
  23810.         bool End;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1]
  23811.  
  23812. --------------------------------
  23813. Class: LandscapeSplineSegment.Object
  23814.         LandscapeSplineSegmentConnection Connections;//[Offset: 0x20 , Size: 16]
  23815.         InterpCurveVector SplineInfo;//[Offset: 0x40 , Size: 20]
  23816.         LandscapeSplineInterpPoint[] Points;//[Offset: 0x54 , Size: 12]
  23817.         Box Bounds;//[Offset: 0x60 , Size: 28]
  23818.         SplineMeshComponent*[] LocalMeshComponents;//[Offset: 0x7c , Size: 12]
  23819.  
  23820. --------------------------------
  23821. Class: LandscapeSplineSegmentConnection
  23822.         LandscapeSplineControlPoint* ControlPoint;//[Offset: 0x0 , Size: 4]
  23823.         float TangentLen;//[Offset: 0x4 , Size: 4]
  23824.         FName SocketName;//[Offset: 0x8 , Size: 8]
  23825.  
  23826. --------------------------------
  23827. Class: LandscapeSplineInterpPoint
  23828.         Vector Center;//[Offset: 0x0 , Size: 12]
  23829.         Vector Left;//[Offset: 0xc , Size: 12]
  23830.         Vector Right;//[Offset: 0x18 , Size: 12]
  23831.         Vector FalloffLeft;//[Offset: 0x24 , Size: 12]
  23832.         Vector FalloffRight;//[Offset: 0x30 , Size: 12]
  23833.         float StartEndFalloff;//[Offset: 0x3c , Size: 4]
  23834.  
  23835. --------------------------------
  23836. Class: ControlPointMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  23837.  
  23838. --------------------------------
  23839. Class: LandscapeGrassType.Object
  23840.         GrassVariety[] GrassVarieties;//[Offset: 0x1c , Size: 12]
  23841.         StaticMesh* GrassMesh;//[Offset: 0x28 , Size: 4]
  23842.         float GrassDensity;//[Offset: 0x2c , Size: 4]
  23843.         float PlacementJitter;//[Offset: 0x30 , Size: 4]
  23844.         int StartCullDistance;//[Offset: 0x34 , Size: 4]
  23845.         int EndCullDistance;//[Offset: 0x38 , Size: 4]
  23846.         bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1]
  23847.         bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d , Size: 1]
  23848.  
  23849. --------------------------------
  23850. Class: GrassVariety
  23851.         StaticMesh* GrassMesh;//[Offset: 0x0 , Size: 4]
  23852.         float GrassDensity;//[Offset: 0x4 , Size: 4]
  23853.         bool bUseGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  23854.         float PlacementJitter;//[Offset: 0xc , Size: 4]
  23855.         int StartCullDistance;//[Offset: 0x10 , Size: 4]
  23856.         int EndCullDistance;//[Offset: 0x14 , Size: 4]
  23857.         int MinLOD;//[Offset: 0x18 , Size: 4]
  23858.         enum Scaling;//[Offset: 0x1c , Size: 1]
  23859.         FloatInterval ScaleX;//[Offset: 0x20 , Size: 8]
  23860.         FloatInterval ScaleY;//[Offset: 0x28 , Size: 8]
  23861.         FloatInterval ScaleZ;//[Offset: 0x30 , Size: 8]
  23862.         bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  23863.         bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1]
  23864.         bool bUseLandscapeLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a , Size: 1]
  23865.         LightingChannels LightingChannels;//[Offset: 0x3b , Size: 1]
  23866.         bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1]
  23867.  
  23868. --------------------------------
  23869. Class: FloatInterval
  23870.         float Min;//[Offset: 0x0 , Size: 4]
  23871.         float Max;//[Offset: 0x4 , Size: 4]
  23872.  
  23873. --------------------------------
  23874. Class: LandscapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  23875.         int SectionBaseX;//[Offset: 0x554 , Size: 4]
  23876.         int SectionBaseY;//[Offset: 0x558 , Size: 4]
  23877.         int ComponentSizeQuads;//[Offset: 0x55c , Size: 4]
  23878.         int SubsectionSizeQuads;//[Offset: 0x560 , Size: 4]
  23879.         int NumSubsections;//[Offset: 0x564 , Size: 4]
  23880.         MaterialInterface* OverrideMaterial;//[Offset: 0x568 , Size: 4]
  23881.         MaterialInterface* OverrideHoleMaterial;//[Offset: 0x56c , Size: 4]
  23882.         <FName,MaterialInterface*> OverrideOtherMaterials;//[Offset: 0x570 , Size: 60]
  23883.         OverridePhyxMaterial OverridePhyxMaterial;//[Offset: 0x5ac , Size: 24]
  23884.         bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c4 , Size: 1]
  23885.         LandscapeGrassType*[] GrassTypes;//[Offset: 0x5c8 , Size: 12]
  23886.         MaterialInstanceConstant*[] MaterialInstances;//[Offset: 0x5d4 , Size: 12]
  23887.         <FName,MaterialInstanceConstant*> OtherMaterialInstances;//[Offset: 0x5e0 , Size: 60]
  23888.         WeightmapLayerAllocationInfo[] WeightmapLayerAllocations;//[Offset: 0x61c , Size: 12]
  23889.         Texture2D*[] WeightmapTextures;//[Offset: 0x628 , Size: 12]
  23890.         Texture2D* XYOffsetmapTexture;//[Offset: 0x634 , Size: 4]
  23891.         Vector4 WeightmapScaleBias;//[Offset: 0x640 , Size: 16]
  23892.         float WeightmapSubsectionOffset;//[Offset: 0x650 , Size: 4]
  23893.         Vector4 HeightmapScaleBias;//[Offset: 0x660 , Size: 16]
  23894.         Texture2D* HeightmapTexture;//[Offset: 0x670 , Size: 4]
  23895.         bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x674 , Size: 1]
  23896.         Box CachedLocalBox;//[Offset: 0x678 , Size: 28]
  23897.         LandscapeHeightfieldCollisionComponent* CollisionComponent;//[Offset: 0x694 , Size: 28]
  23898.         Guid MapBuildDataId;//[Offset: 0x6b0 , Size: 16]
  23899.         Guid[] IrrelevantLights;//[Offset: 0x6c0 , Size: 12]
  23900.         int CollisionMipLevel;//[Offset: 0x6cc , Size: 4]
  23901.         int SimpleCollisionMipLevel;//[Offset: 0x6d0 , Size: 4]
  23902.         float NegativeZBoundsExtension;//[Offset: 0x6d4 , Size: 4]
  23903.         float PositiveZBoundsExtension;//[Offset: 0x6d8 , Size: 4]
  23904.         float StaticLightingResolution;//[Offset: 0x6dc , Size: 4]
  23905.         int ForcedLOD;//[Offset: 0x6e0 , Size: 4]
  23906.         int LODBias;//[Offset: 0x6e4 , Size: 4]
  23907.         Guid stateID;//[Offset: 0x6e8 , Size: 16]
  23908.         Guid BakedTextureMaterialGuid;//[Offset: 0x6f8 , Size: 16]
  23909.         Texture2D* GIBakedBaseColorTexture;//[Offset: 0x708 , Size: 4]
  23910.         byte MobileBlendableLayerMask;//[Offset: 0x70c , Size: 1]
  23911.         MaterialInterface* MobileMaterialInterface;//[Offset: 0x710 , Size: 4]
  23912.         <FName,MaterialInterface*> OtherMobileMaterialInterfaces;//[Offset: 0x714 , Size: 60]
  23913.         Texture2D*[] MobileWeightmapTextures;//[Offset: 0x750 , Size: 12]
  23914.         Texture2D* MobileWeightNormalmapTexture;//[Offset: 0x75c , Size: 4]
  23915.         uint16[] CachedHeightData;//[Offset: 0x760 , Size: 12]
  23916.         FName UsedOtherMaterialName;//[Offset: 0x7a8 , Size: 8]
  23917.  
  23918. --------------------------------
  23919. Class: OverridePhyxMaterial
  23920.         PhysicalMaterial*[] OriginalPhysxMaterial;//[Offset: 0x0 , Size: 12]
  23921.         PhysicalMaterial*[] OverridePhysxMaterial;//[Offset: 0xc , Size: 12]
  23922.  
  23923. --------------------------------
  23924. Class: MaterialInstanceConstant.MaterialInstance.MaterialInterface.Object
  23925.  
  23926. --------------------------------
  23927. Class: WeightmapLayerAllocationInfo
  23928.         LandscapeLayerInfoObject* LayerInfo;//[Offset: 0x0 , Size: 4]
  23929.         byte WeightmapTextureIndex;//[Offset: 0x4 , Size: 1]
  23930.         byte WeightmapTextureChannel;//[Offset: 0x5 , Size: 1]
  23931.  
  23932. --------------------------------
  23933. Class: LandscapeLayerInfoObject.Object
  23934.         FName LayerName;//[Offset: 0x20 , Size: 8]
  23935.         PhysicalMaterial* PhysMaterial;//[Offset: 0x28 , Size: 4]
  23936.         float Hardness;//[Offset: 0x2c , Size: 4]
  23937.         LinearColor LayerUsageDebugColor;//[Offset: 0x30 , Size: 16]
  23938.  
  23939. --------------------------------
  23940. Class: LandscapeHeightfieldCollisionComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  23941.         LandscapeLayerInfoObject*[] ComponentLayerInfos;//[Offset: 0x554 , Size: 12]
  23942.         int SectionBaseX;//[Offset: 0x560 , Size: 4]
  23943.         int SectionBaseY;//[Offset: 0x564 , Size: 4]
  23944.         int CollisionSizeQuads;//[Offset: 0x568 , Size: 4]
  23945.         float CollisionScale;//[Offset: 0x56c , Size: 4]
  23946.         int SimpleCollisionSizeQuads;//[Offset: 0x570 , Size: 4]
  23947.         byte[] CollisionQuadFlags;//[Offset: 0x574 , Size: 12]
  23948.         Guid HeightfieldGuid;//[Offset: 0x580 , Size: 16]
  23949.         Box CachedLocalBox;//[Offset: 0x590 , Size: 28]
  23950.         LandscapeComponent* RenderComponent;//[Offset: 0x5ac , Size: 28]
  23951.         PhysicalMaterial*[] CookedPhysicalMaterials;//[Offset: 0x5d4 , Size: 12]
  23952.  
  23953. --------------------------------
  23954. Class: HierarchicalInstancedStaticMeshComponent.InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
  23955.         int[] SortedInstances;//[Offset: 0x718 , Size: 12]
  23956.         int NumBuiltInstances;//[Offset: 0x724 , Size: 4]
  23957.         Box BuiltInstanceBounds;//[Offset: 0x72c , Size: 28]
  23958.         Box UnbuiltInstanceBounds;//[Offset: 0x748 , Size: 28]
  23959.         Box[] UnbuiltInstanceBoundsList;//[Offset: 0x764 , Size: 12]
  23960.         int[] UnbuiltInstanceIndexList;//[Offset: 0x770 , Size: 12]
  23961.         bool bEnableDensityScaling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x77c , Size: 1]
  23962.         int OcclusionLayerNumNodes;//[Offset: 0x79c , Size: 4]
  23963.         BoxSphereBounds CacheMeshExtendedBounds;//[Offset: 0x7a0 , Size: 28]
  23964.         bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c1 , Size: 1]
  23965.         int MinInstancesToSplitNode;//[Offset: 0x7c4 , Size: 4]
  23966.         bool RemoveInstances(out const int[] InstancesToRemove);// 0x3f8a2fc
  23967.  
  23968. --------------------------------
  23969. Class: StructBoneOverride
  23970.         FName BoneName;//[Offset: 0x0 , Size: 8]
  23971.         float Density;//[Offset: 0x8 , Size: 4]
  23972.         float TestRadius;//[Offset: 0xc , Size: 4]
  23973.  
  23974. --------------------------------
  23975. Class: VehicleSyncComponent.VehicleComponent.ActorComponent.Object
  23976.         delegate OnActorHit;//[Offset: 0xbc , Size: 12]
  23977.         float MinCorrectionInterval;//[Offset: 0xc8 , Size: 4]
  23978.         float MinSendingStateChangedIntervalAtClient;//[Offset: 0xcc , Size: 4]
  23979.         float MinDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0xd0 , Size: 4]
  23980.         float MaxDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0xd4 , Size: 4]
  23981.         float SendingToServerIntervalAtClient;//[Offset: 0xd8 , Size: 4]
  23982.         float SendingReliableHitToServerInterval;//[Offset: 0xdc , Size: 4]
  23983.         float AllowMaxDiatanceSqAtServer;//[Offset: 0xe0 , Size: 4]
  23984.         float StationaryCorrectIntervalAtClient;//[Offset: 0xe4 , Size: 4]
  23985.         float StationaryCorrectSpeedThresholdSq;//[Offset: 0xe8 , Size: 4]
  23986.         float StationaryCorrectThresholdDistanceSq;//[Offset: 0xec , Size: 4]
  23987.         float MinCorrectionDistanceSqAtClient;//[Offset: 0xf0 , Size: 4]
  23988.         float MinCorrectionVelocitySqAtClient;//[Offset: 0xf4 , Size: 4]
  23989.         float MinCorrectionAngleVelocitySqAtClient;//[Offset: 0xf8 , Size: 4]
  23990.         float IdleForceUpdateThreshold;//[Offset: 0xfc , Size: 4]
  23991.         float IdleForceSyncInterval;//[Offset: 0x100 , Size: 4]
  23992.         bool bUseStaticRotFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1]
  23993.         float StaticFixLocation;//[Offset: 0x108 , Size: 4]
  23994.         float StaticFixAngel;//[Offset: 0x10c , Size: 4]
  23995.         float StaticStopFixTorelence;//[Offset: 0x110 , Size: 4]
  23996.         float MaxCalculatedStartZVeolcity;//[Offset: 0x114 , Size: 4]
  23997.         bool bVehicleNeedFlyVelCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1]
  23998.         bool SendClientMoveToServerOverLapUseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11a , Size: 1]
  23999.         bool AutonomousPullUpWhilePassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11b , Size: 1]
  24000.         float AutonomousPullUpWhilePassWallZThres;//[Offset: 0x11c , Size: 4]
  24001.         float SimulatedFloorUpDistance;//[Offset: 0x120 , Size: 4]
  24002.         VehicleSyncPostPhysxTick PostPhysxComponentTick;//[Offset: 0x21c , Size: 60]
  24003.         bool VerifyClientTimeStamp(float TimeStamp);// 0x1fd6ee4
  24004.         void SendServerMoveToClient(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x1fd6d28
  24005.         void SendClientMoveToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x1fd6b30
  24006.         void SendClientMoveToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x1fd6938
  24007.         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);// 0x1fd66dc
  24008.         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);// 0x1fd64d0
  24009.         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);// 0x1fd62c0
  24010.         void SendClientHitToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x1fd5fec
  24011.         void SendClientHitToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x1fd5d18
  24012.         void OnHitAtServer(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1fd5bb0
  24013.         void OnHitAtClient(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1fd5a48
  24014.         void OnDriverRide();// 0x1fd5a34
  24015.         void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1fd592c
  24016.         void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x1fd5794
  24017.         void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1fd568c
  24018.         STExtraBaseCharacter*[] GetRiders();// 0x1fd55cc
  24019.         float GetLanscapeHeight(out const Vector ClientLocation);// 0x1fd5540
  24020.         bool GetFloorPosition(out const Vector Location, out Vector OutFloorLocation);// 0x1fd5460
  24021.         void DragUnderGround();// 0x1fd544c
  24022.         void Correct(bool bIsSnap, bool bPlayerChannel, float ZAdjustValue);// 0x1fd5334
  24023.         void ClientHitActor(Actor* OtherActor, out const Vector_NetQuantize100 NormalImpulse, out const HitResult Hit);// 0x1fd5200
  24024.         bool CheckAndLoadLandscape(float DeltaTime);// 0x1f43738
  24025.         void ApplyRigidBodyState(out RigidBodyState NewState);// 0x1fd5130
  24026.         bool AdjustFloorPosition(out const Vector ClientLocation, out const STExtraBaseCharacter*[] Riders, out Vector OutLocation);// 0x1fd4fac
  24027.  
  24028. --------------------------------
  24029. Class: VehicleSyncPostPhysxTick.TickFunction
  24030.  
  24031. --------------------------------
  24032. Class: VehBackpackItem
  24033.         int ItemID;//[Offset: 0x0 , Size: 4]
  24034.         int ItemCount;//[Offset: 0x4 , Size: 4]
  24035.  
  24036. --------------------------------
  24037. Class: VehicleSimViewData
  24038.         byte ViewPitch;//[Offset: 0x0 , Size: 1]
  24039.         byte ViewYaw;//[Offset: 0x1 , Size: 1]
  24040.         byte ViewRoll;//[Offset: 0x2 , Size: 1]
  24041.         bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 , Size: 1]
  24042.  
  24043. --------------------------------
  24044. Class: VehicleSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object
  24045.         float MinForwardSpeedToRotationKMH;//[Offset: 0x318 , Size: 4]
  24046.         float ForwardSpeedToRotSpeed;//[Offset: 0x31c , Size: 4]
  24047.         float StayTimeBeforeReturning;//[Offset: 0x320 , Size: 4]
  24048.         bool bNeverAutoReturnSmartCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  24049.         Rotator RelativeToOwnerRotator;//[Offset: 0x328 , Size: 12]
  24050.         Rotator SmartCamRotationExtra;//[Offset: 0x334 , Size: 12]
  24051.         bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348 , Size: 1]
  24052.         float MinPitch;//[Offset: 0x34c , Size: 4]
  24053.         float MaxPitch;//[Offset: 0x350 , Size: 4]
  24054.         bool bDontFollowParent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1]
  24055.         float RevoerTimefromFreeTime;//[Offset: 0x358 , Size: 4]
  24056.         float ResultMinPitch;//[Offset: 0x39c , Size: 4]
  24057.         float ResultMaxPitch;//[Offset: 0x3a0 , Size: 4]
  24058.         float LeaveMaxDistance;//[Offset: 0x3a4 , Size: 4]
  24059.         float LeaveMaxTime;//[Offset: 0x3a8 , Size: 4]
  24060.         float MaxDistanceStayTime;//[Offset: 0x3b4 , Size: 4]
  24061.         float ApproachTime;//[Offset: 0x3bc , Size: 4]
  24062.         STExtraVehicleBase* OwnerVehicle;//[Offset: 0x3cc , Size: 4]
  24063.         float FreeCamRotationReturnRate;//[Offset: 0x3d0 , Size: 4]
  24064.         bool bUseReverseMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4 , Size: 1]
  24065.         void SetSmartCameraInput(float Yaw, float Pitch);// 0x1fd3e60
  24066.         void SetSmartCameraAutoReturn(bool bEnabled);// 0x1fd3de0
  24067.         void SetFreeCameraInput(Rotator deltaRot);// 0x1fd3d70
  24068.         void SetFreeCameraAutoReturn(bool bEnabled);// 0x1fd3cf0
  24069.         void ResetSmartCamera();// 0x1fd3cdc
  24070.         void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1d1cda4
  24071.         void DelayRotationLagEnabledEnd();// 0x1c8c854
  24072.         void DelayRotationLagEnabled(bool bEnabled, float Time, Rotator _RelativeRotator);// 0x1fd3bd0
  24073.         void AddSmartCameraInput(float Yaw, float Pitch);// 0x1fd3b14
  24074.  
  24075. --------------------------------
  24076. Class: VehicleAntiCheatTask.Object
  24077.  
  24078. --------------------------------
  24079. Class: ESTAINoiseEventParams
  24080.         enum NoiseType;//[Offset: 0x0 , Size: 1]
  24081.         float Loudness;//[Offset: 0x4 , Size: 4]
  24082.         float StartAttenuationDist;//[Offset: 0x8 , Size: 4]
  24083.         float MaxRange;//[Offset: 0xc , Size: 4]
  24084.  
  24085. --------------------------------
  24086. Class: STBuffSystemComponent.ActorComponent.Object
  24087.         FString BuffTableName;//[Offset: 0xbc , Size: 12]
  24088.         FString OneceBuffTableName;//[Offset: 0xc8 , Size: 12]
  24089.         FString ConditionBuffTableName;//[Offset: 0xd4 , Size: 12]
  24090.         float RPCSyncInterval;//[Offset: 0xe0 , Size: 4]
  24091.         bool IsPreloadUClass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4 , Size: 1]
  24092.         delegate OnClientAddBuffEvent;//[Offset: 0xe8 , Size: 12]
  24093.         delegate OnClientRemoveBuffEvent;//[Offset: 0xf4 , Size: 12]
  24094.         delegate OnClientUpdateBuffEvent;//[Offset: 0x100 , Size: 12]
  24095.         STBuff*[] Buffs;//[Offset: 0x10c , Size: 12]
  24096.         int SyncBriefNum;//[Offset: 0x118 , Size: 4]
  24097.         ClientSyncBrief SyncBriefs;//[Offset: 0x11c , Size: 28]
  24098.         ClientSyncBrief SyncRefBriefs;//[Offset: 0x1c4 , Size: 28]
  24099.         <int,STBuff*> MaxPowerBuffs;//[Offset: 0x26c , Size: 60]
  24100.         <int> BriefRemoveInstIds;//[Offset: 0x2a8 , Size: 60]
  24101.         bool UpdateServerSyncBuff(STBuff* Buff);// 0x20b51d8
  24102.         void UpdateClientBuff(int InstID, int BuffID, int LayerCount, int CauseSkillID, float DSEndTime);// 0x20b5048
  24103.         void UpdateBriefs();// 0x20b5034
  24104.         void RPC_Server_ReqBriefs();// 0x20b4fd8
  24105.         void RPC_Client_SyncBrief(ClientSyncBrief Brief);// 0x20b4f30
  24106.         void RPC_Client_RspBriefs(const ClientSyncBrief[] Briefs);// 0x20b4e6c
  24107.         void RemoveClientBuff(int InstID);// 0x20b4df4
  24108.         STBuff* RemoveBuffInner(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x20b4ca4
  24109.         void RemoveBuff(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x20b4b5c
  24110.         void RemoveAndFindMaxPowerBuff(STBuff* RemoveBuff);// 0x20b4ae4
  24111.         void OnRep_SyncBriefs();// 0x20b4ad0
  24112.         void OnClientUpdateBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2859eb0
  24113.         void OnClientRemoveBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2859eb0
  24114.         void OnClientAddBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2859eb0
  24115.         bool HasSkillID(int SkillID);// 0x20b4a50
  24116.         bool HasBuff(int BuffID);// 0x20b49d0
  24117.         void HandleCauserSkill(STBuff* Buff, int SkillID);// 0x20b4914
  24118.         bool HandleBuffTypeMutex(int BuffID);// 0x20b4894
  24119.         void HandleBuffTypeExclude(int BuffID);// 0x20b481c
  24120.         void HandleBuffLayer(STBuff* Buff, int AddLayerCount, bool IsNewBuff);// 0x20b4714
  24121.         BuffTableConfig* GetTableConfig();// 0x20b46ec
  24122.         STBuff*[] GetBuffs();// 0x20b462c
  24123.         float GetBuffDuration(int BuffID, int CauseSkillID);// 0x20b4568
  24124.         STBuff* GetBuffByBuffID(int BuffID);// 0x20b44e8
  24125.         STBuff* CreateBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x20b4398
  24126.         void CompareBuffPower(STBuff* Buff);// 0x20b4320
  24127.         bool ClientGetBuffInfo(int BuffID, out ClientSyncBrief OutBuff);// 0x20b4238
  24128.         void ClearBuffs(bool IsClearAll);// 0x20b41b8
  24129.         bool CheckBuffTargetClient(STBuff* Buff);// 0x20b4138
  24130.         bool AddBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x20b3fe8
  24131.  
  24132. --------------------------------
  24133. Class: STBuff.Object
  24134.         FString BuffName;//[Offset: 0x1c , Size: 12]
  24135.         FString Desc;//[Offset: 0x28 , Size: 12]
  24136.         int LayerMax;//[Offset: 0x34 , Size: 4]
  24137.         int InitialLayerCount;//[Offset: 0x38 , Size: 4]
  24138.         float Duration;//[Offset: 0x3c , Size: 4]
  24139.         float ClientSyncInterval;//[Offset: 0x40 , Size: 4]
  24140.         enum ClientSyncType;//[Offset: 0x44 , Size: 1]
  24141.         enum TargetType;//[Offset: 0x45 , Size: 1]
  24142.         enum RefreshType;//[Offset: 0x46 , Size: 1]
  24143.         enum ReActionType;//[Offset: 0x47 , Size: 1]
  24144.         enum MultiCauserHandleType;//[Offset: 0x48 , Size: 1]
  24145.         enum MultiSkillHandleType;//[Offset: 0x49 , Size: 1]
  24146.         bool IsExecuteOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a , Size: 1]
  24147.         bool RemoveAllLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b , Size: 1]
  24148.         STBuffAction*[] Actions;//[Offset: 0x4c , Size: 12]
  24149.         bool bNeedShowBuffInBuffList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  24150.         int LocalizeDescID;//[Offset: 0x5c , Size: 4]
  24151.         FString IconPath;//[Offset: 0x60 , Size: 12]
  24152.         int TipsOnAddBuff;//[Offset: 0x6c , Size: 4]
  24153.         DataProviderBase*[] DataProviders;//[Offset: 0x70 , Size: 12]
  24154.         int InstID;//[Offset: 0x7c , Size: 4]
  24155.         int BuffID;//[Offset: 0x80 , Size: 4]
  24156.         int LayerCount;//[Offset: 0x84 , Size: 4]
  24157.         bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88 , Size: 1]
  24158.         float EndTime;//[Offset: 0x8c , Size: 4]
  24159.         float DSEndTime;//[Offset: 0x90 , Size: 4]
  24160.         Actor* Causer;//[Offset: 0x94 , Size: 8]
  24161.         Actor* Owner;//[Offset: 0x9c , Size: 8]
  24162.         int CauseSkillID;//[Offset: 0xa4 , Size: 4]
  24163.         STBuffSystemComponent* OwnerSystem;//[Offset: 0xa8 , Size: 8]
  24164.         bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0 , Size: 1]
  24165.         float PowerValue;//[Offset: 0xb4 , Size: 4]
  24166.         float LastSyncClientTime;//[Offset: 0xb8 , Size: 4]
  24167.         bool IsNeedSyncClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  24168.         bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd , Size: 1]
  24169.         UAEBlackboard* Blackborad;//[Offset: 0xc0 , Size: 4]
  24170.         int LastLayerCount;//[Offset: 0x13c , Size: 4]
  24171.         void Tick(float DetalTime, float TimeSeconds);// 0x20b1f54
  24172.         void ResetActionExecute();// 0x20b1f40
  24173.         void RefreshEndTime();// 0x20b1f2c
  24174.         void Initialize();// 0x20b1f18
  24175.         void HandleLayer(int AddLayerCount, bool IsNewBuff);// 0x20b1e54
  24176.         void End();// 0x20b1e40
  24177.         void EnabledRemove();// 0x20b1e2c
  24178.         void Destroy();// 0x20b1e18
  24179.         bool CopyActions();// 0x20b1df0
  24180.         void CheckOnceBuffForClient();// 0x20b1ddc
  24181.         void ChangeNotify();// 0x20b1dc8
  24182.         void ChangeDuration(float NewDuration);// 0x20b1d50
  24183.  
  24184. --------------------------------
  24185. Class: STBuffAction.Object
  24186.         float ExecuteDelay;//[Offset: 0x1c , Size: 4]
  24187.         STBuff* OwnerBuff;//[Offset: 0x20 , Size: 8]
  24188.         int ArrayIndex;//[Offset: 0x28 , Size: 4]
  24189.         void Tick(float DetalTime);// 0x20b2844
  24190.         void SetEnabled(bool Enabled);// 0x20b27c4
  24191.         void ResetExecute(bool IgnoreEnd);// 0x1ca0370
  24192.         void OnTick(float DetalTime);// 0x1e5e4e4
  24193.         void OnInitialize();// 0x1df1234
  24194.         void OnExecute();// 0x1df1250
  24195.         void OnEnd();// 0x1ca06b8
  24196.         void OnDestroy();// 0x1e5ee18
  24197.         void OnChangeNotify();// 0x1d3d75c
  24198.         void Initialize();// 0x20b27b0
  24199.         STBuff* GetOwnerBuff();// 0x20b2788
  24200.         Actor* GetOwner();// 0x1e611c8
  24201.         bool GetIsExecute();// 0x20b276c
  24202.         Actor* GetCauser();// 0x20b2744
  24203.         void End();// 0x20b2730
  24204.         void Destroy();// 0x20b271c
  24205.         STBuffAction* CopyAction(Object* Outer);// 0x20b2694
  24206.         void ChangeNotify();// 0x20b2680
  24207.  
  24208. --------------------------------
  24209. Class: DataProviderBase.Object
  24210.  
  24211. --------------------------------
  24212. Class: UAEBlackboard.Object
  24213.         UAEBlackboardContainer UAEBlackboardContainer;//[Offset: 0x1c , Size: 720]
  24214.         void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b5aac0
  24215.         void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x4b5a9ec
  24216.         void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x4b5a838
  24217.         void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator VectorValue);// 0x4b5a764
  24218.         void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b5a690
  24219.         void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x4b5a5bc
  24220.         void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x4b5a4e8
  24221.         void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x4b5a414
  24222.         void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x4b5a340
  24223.         void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x4b5a26c
  24224.         void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x4b5a190
  24225.         bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b5a0fc
  24226.         bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x4b5a068
  24227.         bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x4b59fd4
  24228.         bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x4b59f40
  24229.         bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x4b59eac
  24230.         bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x4b59e18
  24231.         bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x4b59d84
  24232.         bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x4b59cf0
  24233.         bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x4b59c5c
  24234.         bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x4b59bc8
  24235.         bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x4b59b34
  24236.         Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b59aa0
  24237.         Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x4b599bc
  24238.         Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x4b59918
  24239.         FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x4b597fc
  24240.         Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x4b59758
  24241.         Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x4b596c4
  24242.         FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x4b59628
  24243.         int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x4b59594
  24244.         float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x4b59500
  24245.         byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x4b5946c
  24246.         class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x4b593d8
  24247.         bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x4b59344
  24248.         Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x4b59260
  24249.         void AddValueByParam(out const UAEBlackboardParameter NewParam);// 0x4b590b4
  24250.  
  24251. --------------------------------
  24252. Class: UAEBlackboardContainer
  24253.         <FName,Object*> ObjectParamMap;//[Offset: 0x0 , Size: 60]
  24254.         <FName,Object*> WeakObjectParamMap;//[Offset: 0x3c , Size: 60]
  24255.         <FName,class Object> ClassParamMap;//[Offset: 0x78 , Size: 60]
  24256.         <FName,byte> EnumParamMap;//[Offset: 0xb4 , Size: 60]
  24257.         <FName,int> IntParamMap;//[Offset: 0xf0 , Size: 60]
  24258.         <FName,uint32> UIntParamMap;//[Offset: 0x12c , Size: 60]
  24259.         <FName,float> FloatParamMap;//[Offset: 0x168 , Size: 60]
  24260.         <FName,bool> BoolParamMap;//[Offset: 0x1a4 , Size: 60]
  24261.         <FName,FString> StringParamMap;//[Offset: 0x1e0 , Size: 60]
  24262.         <FName,FName> NameParamMap;//[Offset: 0x21c , Size: 60]
  24263.         <FName,Vector> VectorParamMap;//[Offset: 0x258 , Size: 60]
  24264.         <FName,Rotator> RotatorParamMap;//[Offset: 0x294 , Size: 60]
  24265.  
  24266. --------------------------------
  24267. Class: UAEBlackboardKeySelector
  24268.         FName SelectedKeyName;//[Offset: 0x0 , Size: 8]
  24269.  
  24270. --------------------------------
  24271. Class: UAEBlackboardParameter
  24272.         FName Name;//[Offset: 0x0 , Size: 8]
  24273.         byte Type;//[Offset: 0x8 , Size: 1]
  24274.         UAEBlackboardParameterDefaultValue DefaultValue;//[Offset: 0x10 , Size: 136]
  24275.  
  24276. --------------------------------
  24277. Class: UAEBlackboardParameterDefaultValue
  24278.         Object* DefaultObject;//[Offset: 0x0 , Size: 40]
  24279.         class Class* DefaultClass;//[Offset: 0x28 , Size: 40]
  24280.         byte DefaultEnum;//[Offset: 0x50 , Size: 1]
  24281.         int DefaultInt;//[Offset: 0x54 , Size: 4]
  24282.         float DefaultFloat;//[Offset: 0x58 , Size: 4]
  24283.         bool DefaultBool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
  24284.         FString DefaultString;//[Offset: 0x60 , Size: 12]
  24285.         FName DefaultName;//[Offset: 0x70 , Size: 8]
  24286.         Vector DefaultVector;//[Offset: 0x78 , Size: 12]
  24287.  
  24288. --------------------------------
  24289. Class: Class.Struct.Field.Object
  24290.  
  24291. --------------------------------
  24292. Class: ClientSyncBrief
  24293.         int InstID;//[Offset: 0x0 , Size: 4]
  24294.         byte LayerCount;//[Offset: 0x4 , Size: 1]
  24295.         int BuffID;//[Offset: 0x8 , Size: 4]
  24296.         int CauseSkillID;//[Offset: 0xc , Size: 4]
  24297.         float SyncTime;//[Offset: 0x10 , Size: 4]
  24298.         float EndTime;//[Offset: 0x14 , Size: 4]
  24299.         bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  24300.  
  24301. --------------------------------
  24302. Class: BuffTableConfig.Object
  24303.         <int,BuffTableRow> Table;//[Offset: 0x40 , Size: 60]
  24304.         <FString,class Object> BuffClassMap;//[Offset: 0x7c , Size: 60]
  24305.  
  24306. --------------------------------
  24307. Class: BuffTableRow
  24308.         int BuffID;//[Offset: 0x0 , Size: 4]
  24309.         int MaxLayer;//[Offset: 0x4 , Size: 4]
  24310.         float Duration;//[Offset: 0x8 , Size: 4]
  24311.         FString BuffType;//[Offset: 0xc , Size: 12]
  24312.         FString Name;//[Offset: 0x18 , Size: 12]
  24313.         FString IconPath;//[Offset: 0x24 , Size: 12]
  24314.         FString BPPath;//[Offset: 0x30 , Size: 12]
  24315.         FString Desc;//[Offset: 0x3c , Size: 12]
  24316.         <FString> MutexBuffTypes;//[Offset: 0x48 , Size: 60]
  24317.         <FString> ExcludeBuffTypes;//[Offset: 0x84 , Size: 60]
  24318.         enum RefreshType;//[Offset: 0xc0 , Size: 1]
  24319.         enum ReActionType;//[Offset: 0xc1 , Size: 1]
  24320.         enum TargetType;//[Offset: 0xc2 , Size: 1]
  24321.         enum MultiCauserHanleType;//[Offset: 0xc3 , Size: 1]
  24322.         enum MultiSkillHandleType;//[Offset: 0xc4 , Size: 1]
  24323.         enum ClientSyncType;//[Offset: 0xc5 , Size: 1]
  24324.         float ClientSyncInterval;//[Offset: 0xc8 , Size: 4]
  24325.         bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1]
  24326.         bool IsOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd , Size: 1]
  24327.         bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce , Size: 1]
  24328.         bool bNeedShowInUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf , Size: 1]
  24329.         int LocalizeDescID;//[Offset: 0xd0 , Size: 4]
  24330.         int TipsOnAddBuff;//[Offset: 0xd4 , Size: 4]
  24331.  
  24332. --------------------------------
  24333. Class: VehicleAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object
  24334.         delegate VehicleAvatarEqiuped;//[Offset: 0x338 , Size: 12]
  24335.         bool bHasLightEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344 , Size: 1]
  24336.         delegate VehicleLoadedBrokenMat;//[Offset: 0x348 , Size: 12]
  24337.         bool bFPPMeshLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1]
  24338.         bool bFPPMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355 , Size: 1]
  24339.         delegate VehicleLoadedFPPMesh;//[Offset: 0x358 , Size: 12]
  24340.         FName FrontMatSlotName;//[Offset: 0x368 , Size: 8]
  24341.         FName TailMatSlotName;//[Offset: 0x370 , Size: 8]
  24342.         FName FPPMatSlotName;//[Offset: 0x378 , Size: 8]
  24343.         MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x380 , Size: 4]
  24344.         MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x384 , Size: 4]
  24345.         MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x388 , Size: 4]
  24346.         VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x38c , Size: 4]
  24347.         bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8 , Size: 1]
  24348.         void WakeUpVehicle();// 0x1fc817c
  24349.         void PreChangeVehicleFPPMode();// 0x1fcacf4
  24350.         void PreChangeVehicleBrokenMataterial();// 0x1fcace0
  24351.         void PreChangeVehicleAvatar(int InItemID);// 0x1d8ec9c
  24352.         void PreChangeItemAvatar(int InItemID);// 0x1da52d4
  24353.         void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x1d8ec14
  24354.         void OverrideVehiclePhysX();// 0x1fcaccc
  24355.         SoftObjectPath GetVehicleFPPStaticMeshPath();// 0x1fcac48
  24356.         SoftObjectPath GetVehicleFPPSkeletalMeshPath();// 0x1fcabc4
  24357.         ItemAvatarMatPath[] GetVehicleFPPMatPath();// 0x1fcab60
  24358.         ItemAvatarMatPath[] GetVehicleBrokenMatPath();// 0x1fcaafc
  24359.         FString GetItemAvatarHandlePath(int ItemID);// 0x2859eb0
  24360.         BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x2859eb0
  24361.         void ExitFPPVehicle();// 0x1fcaae8
  24362.         void EnterFPPVehicle();// 0x1fcaad4
  24363.         void ClearVehicleLightEffect();// 0x2859eb0
  24364.         bool CheckIsNeedEnterFPPVehicle();// 0x1fcaaac
  24365.  
  24366. --------------------------------
  24367. Class: VehicleAvatarPropretyHandle.Object
  24368.         int AvatarID;//[Offset: 0x20 , Size: 4]
  24369.         VehicleAvatarProperty AvatarProperty;//[Offset: 0x28 , Size: 160]
  24370.         class STExtraVehicleBase* OwnerVehicleClass;//[Offset: 0xc8 , Size: 40]
  24371.  
  24372. --------------------------------
  24373. Class: VehicleAvatarProperty
  24374.         SkeletalMesh* TPPMesh;//[Offset: 0x0 , Size: 40]
  24375.         SkeletalMesh* FPPMesh;//[Offset: 0x28 , Size: 40]
  24376.         WheelSetup[] WheelSetups;//[Offset: 0x50 , Size: 12]
  24377.         WheelHubSetup[] WheelHubSetups;//[Offset: 0x5c , Size: 12]
  24378.         STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x68 , Size: 12]
  24379.         VehicleTransmissionData GearSetup;//[Offset: 0x74 , Size: 40]
  24380.  
  24381. --------------------------------
  24382. Class: VehicleAdvanceAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
  24383.         bool bAvatarFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e5 , Size: 1]
  24384.         bool bAvatarBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e6 , Size: 1]
  24385.         int MasterCompLODLevel;//[Offset: 0x5e8 , Size: 4]
  24386.         int VehicleSkinID;//[Offset: 0x5ec , Size: 4]
  24387.         bool bMasterBaseMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f0 , Size: 1]
  24388.         SkeletalMesh* MasterBaseMesh;//[Offset: 0x5f8 , Size: 40]
  24389.         class AnimInstance* BaseAnimBP;//[Offset: 0x620 , Size: 40]
  24390.         VehicleStyleData[] LogicStyleData;//[Offset: 0x648 , Size: 12]
  24391.         delegate OnStyleEquippedEvent;//[Offset: 0x654 , Size: 12]
  24392.         delegate OnStyleUnequippedEvent;//[Offset: 0x660 , Size: 12]
  24393.         enum[] AccessoryPartSlotTypes;//[Offset: 0x66c , Size: 12]
  24394.         FName FrontMatSlotName;//[Offset: 0x678 , Size: 8]
  24395.         FName TailMatSlotName;//[Offset: 0x680 , Size: 8]
  24396.         FName FPPMatSlotName;//[Offset: 0x688 , Size: 8]
  24397.         MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x690 , Size: 4]
  24398.         MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x694 , Size: 4]
  24399.         MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x698 , Size: 4]
  24400.         VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x69c , Size: 4]
  24401.         void WakeUpVehicle();// 0x1fc817c
  24402.         void UpdateStaticMeshLOD(int MasterLODLevel);// 0x1fc8104
  24403.         void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1d032ac
  24404.         void SetVehicleAvatarNormalMode();// 0x1fc80f0
  24405.         void SetVehicleAvatarFPPMode();// 0x1fc80dc
  24406.         void SetVehicleAvatarBroken();// 0x1fc80c8
  24407.         bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);// 0x1d02d48
  24408.         void SetMasterBaseMeshPath(FString InPath);// 0x1fc800c
  24409.         void SetMasterBaseMeshAnimBP(FString InPath);// 0x1fc7f50
  24410.         void ResetAdvanceVehicleSkinID();// 0x1fc7f34
  24411.         void RemoveAllEquippedStyle();// 0x1fc7f20
  24412.         bool ProcessHandleUnequip(enum InSlotType);// 0x1fc7ea0
  24413.         bool ProcessHandleEquip(enum InSlotType);// 0x1fc7e20
  24414.         void PreProcessBeforeLoadMesh();// 0x1d02450
  24415.         void PostProcessAfterLoadMesh();// 0x1d02434
  24416.         void PerChangeVehicleAvatar_Old(int InVehicleSkinID);// 0x1fc7da8
  24417.         void PerChangeVehicleAvatar(int InVehicleSkinID);// 0x1fc7d30
  24418.         void OverrideVehiclePhysX();// 0x1fc7d1c
  24419.         void OnStyleUnequippedEvent__DelegateSignature(int OldStyleID);// 0x2859eb0
  24420.         void OnStyleEquippedEvent__DelegateSignature(int NewStyleID, int OldStyleID);// 0x2859eb0
  24421.         void OnRep_BodySlotStateChanged();// 0x1c9a950
  24422.         VehicleStyleData MakeVehicleStyleData(int InStyleID);// 0x2859eb0
  24423.         bool IsValidAvatar();// 0x1fc7cf4
  24424.         int IsStyleHasModelConfig(out const VehicleStyleData InStyleData);// 0x1fc7c18
  24425.         bool IsAvatarFPPMode();// 0x1fc7bf0
  24426.         bool IsAvatarBroken();// 0x1fc7bc8
  24427.         bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x1c6e390
  24428.         bool IsAdvanceVehicleBodySlot(int SlotID);// 0x1c6e498
  24429.         bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID);// 0x1fc7b40
  24430.         bool InitVehicleAvatarBySkinID(int InVehicleSkinID);// 0x1fc7ab8
  24431.         bool InitVehicleAvatar_Old(out const VehicleAvatarData InVehicleAvatarData);// 0x1fc79ac
  24432.         bool InitVehicleAvatar(out const VehicleAvatarData InVehicleAvatarData, bool bUpdateFlag);// 0x1fc7854
  24433.         void InitMasterComponent();// 0x1fc7840
  24434.         void Initialize();// 0x1ce00b0
  24435.         void InitialAvatarParam();// 0x1c8c854
  24436.         int HasStyleEquipped(int InStyleID);// 0x1fc77c0
  24437.         int HasEquippedSameStyle(int InStyleID);// 0x1fc7740
  24438.         bool HandleUnequipStyle(int InStyleID);// 0x1fc76c0
  24439.         void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x1e4e5b0
  24440.         bool HandleEquipStyle(int InStyleID);// 0x1fc7640
  24441.         SkeletalMeshComponent* GetVehicleWheelMeshComp();// 0x1fc7618
  24442.         MeshComponent* GetVehicleBodyMeshComp();// 0x1fc75f0
  24443.         enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1d00b00
  24444.         bool CanBeMeshMerge(int SlotID);// 0x1fc7570
  24445.  
  24446. --------------------------------
  24447. Class: VehicleStyleData
  24448.         int StyleID;//[Offset: 0x0 , Size: 4]
  24449.         enum SlotType;//[Offset: 0x4 , Size: 1]
  24450.         VehicleStyle[] MutilStyles;//[Offset: 0x8 , Size: 12]
  24451.  
  24452. --------------------------------
  24453. Class: VehicleStyle
  24454.         enum StyleType;//[Offset: 0x0 , Size: 1]
  24455.         int StyleValue;//[Offset: 0x4 , Size: 4]
  24456.  
  24457. --------------------------------
  24458. Class: EffectComponent.ActorComponent.Object
  24459.         void S2Sim_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1d34da4
  24460.         void S2C_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1d34b80
  24461.         void S2A_EndEffectGraph(int UId);// 0x1c727ac
  24462.         void C2S_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1d34914
  24463.  
  24464. --------------------------------
  24465. Class: VehicleTriggerComponent.SceneComponent.ActorComponent.Object
  24466.         float TriggerRadius;//[Offset: 0x260 , Size: 4]
  24467.         float TriggerInterval;//[Offset: 0x264 , Size: 4]
  24468.         float MaxAllowedValidationDiff;//[Offset: 0x268 , Size: 4]
  24469.         void OnTriggered();// 0x2859eb0
  24470.  
  24471. --------------------------------
  24472. Class: SeekAndLockWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
  24473.         class Actor[] SeekAndLockTargetClassConfigList;//[Offset: 0xcc , Size: 12]
  24474.         float SeekAreaPixelSize;//[Offset: 0xd8 , Size: 4]
  24475.         SeekAndLockStageConfig Stage1Confog;//[Offset: 0xdc , Size: 8]
  24476.         SeekAndLockStageConfig Stage2Confog;//[Offset: 0xe4 , Size: 8]
  24477.         float ScopeInDelayTime;//[Offset: 0xec , Size: 4]
  24478.         float InitialLockFrameLength;//[Offset: 0xf0 , Size: 4]
  24479.         float FinalLockFrameLength;//[Offset: 0xf4 , Size: 4]
  24480.         float MaxSeekDeistance;//[Offset: 0xf8 , Size: 4]
  24481.         float LineTraceTargetMaxDistance;//[Offset: 0xfc , Size: 4]
  24482.         float HistoryLockDataMaxCacheTime;//[Offset: 0x100 , Size: 4]
  24483.         float TrySeekAndGetLockTargetInterval;//[Offset: 0x104 , Size: 4]
  24484.         float CheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x108 , Size: 4]
  24485.         float TraceTargetInterval;//[Offset: 0x10c , Size: 4]
  24486.         float TraceTargetIntervalNoLaserTrace;//[Offset: 0x110 , Size: 4]
  24487.         <enum,FString> SeekAndLockStageTipsMap;//[Offset: 0x114 , Size: 60]
  24488.         <enum,AkAudioEvent*> LockStageBeginSoundConfig;//[Offset: 0x150 , Size: 60]
  24489.         <enum,AkAudioEvent*> EnemyLockStageBeginSoundConfig;//[Offset: 0x18c , Size: 60]
  24490.         AkAudioEvent* LockStopSoundConfig;//[Offset: 0x1c8 , Size: 4]
  24491.         AkAudioEvent* EnemyLockStopSoundConfig;//[Offset: 0x1cc , Size: 4]
  24492.         AkAudioEvent* EnemyLaunchRocketSound;//[Offset: 0x1d0 , Size: 4]
  24493.         AkAudioEvent* EnemyLaunchRocketStopSound;//[Offset: 0x1d4 , Size: 4]
  24494.         STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1d8 , Size: 4]
  24495.         bool bNeedDrawUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dc , Size: 1]
  24496.         delegate OnSeekAndLockStageEnterDelegate;//[Offset: 0x1e0 , Size: 12]
  24497.         delegate OnChangeTraceTargetLocDelegate;//[Offset: 0x1ec , Size: 12]
  24498.         delegate OnChangeSeekAndLockStageTipDelegate;//[Offset: 0x1f8 , Size: 12]
  24499.         float CurTrySeekAndGetLockTargetInterval;//[Offset: 0x214 , Size: 4]
  24500.         float CurCheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x218 , Size: 4]
  24501.         float CurTraceTargetCountTime;//[Offset: 0x21c , Size: 4]
  24502.         bool bHasShowSeekAndLock3DUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220 , Size: 1]
  24503.         void ShowEnemyLaunchRocketTips();// 0x1da24a4
  24504.         void SetCurrentLockTarget(Actor* InTarget);// 0x1e3847c
  24505.         void RPC_Server_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x1e38380
  24506.         void RPC_Server_NotifyServerCancelLock(Actor* LockTarget);// 0x1e382cc
  24507.         void RPC_Client_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x1e381d0
  24508.         void RPC_Client_NotifyServerCancelLock(Actor* LockTarget);// 0x1e3811c
  24509.         void RemoveTargetList(Actor*[] TargetList);// 0x1e37fc4
  24510.         void RemoveTarget(Actor* Target);// 0x1e37f4c
  24511.         void OnSeekAndLockStageEnterDelegate__DelegateSignature(enum Stage);// 0x2859eb0
  24512.         void OnChangeTraceTargetLocDelegate__DelegateSignature(out const HitResult HitInfo);// 0x2859eb0
  24513.         void OnChangeSeekAndLockStageTipDelegate__DelegateSignature(FString Tip);// 0x2859eb0
  24514.         void InitComplete();// 0x1c8c854
  24515.         void HandleTargetOutOfSeekArea();// 0x1e37f38
  24516.         void HandleReconnectOnServer(STExtraWeapon* Weapon);// 0x1da5578
  24517.         void HandleDisconnectOnServer(STExtraWeapon* Weapon);// 0x1da52d4
  24518.         enum GetCurrentSeekAndLockStage();// 0x1e37f08
  24519.         Actor* GetCurrentLockTarget();// 0x1e37ee0
  24520.         bool CheckTargetIsVisible(Actor* Target);// 0x1db05dc
  24521.         bool CheckTargetClassIsIncluedByClassMap(Actor* Target);// 0x1e37e60
  24522.         void AddTarget(Actor* Target);// 0x1e37de8
  24523.  
  24524. --------------------------------
  24525. Class: SeekAndLockStageConfig
  24526.         float LockTotalTime;//[Offset: 0x0 , Size: 4]
  24527.         float ShrinkSpeed;//[Offset: 0x4 , Size: 4]
  24528.  
  24529. --------------------------------
  24530. Class: UnmannedVehicleSyncData
  24531.         enum EUAVUseType;//[Offset: 0x0 , Size: 1]
  24532.         STExtraVehicleBase* CurrentUnmannedVehicle;//[Offset: 0x4 , Size: 4]
  24533.  
  24534. --------------------------------
  24535. Class: STBaseBuffSystemComponent.ActorComponent.Object
  24536.         delegate OnBuffAttached;//[Offset: 0xd0 , Size: 12]
  24537.         delegate OnBuffDetached;//[Offset: 0xdc , Size: 12]
  24538.         UTBuffSynData[] BuffSyncList;//[Offset: 0x128 , Size: 12]
  24539.         FString ServerBuffString;//[Offset: 0x134 , Size: 12]
  24540.         float BuffSyncRemainingPeriod;//[Offset: 0x140 , Size: 4]
  24541.         BuffInstancedItem[] AllBuffs;//[Offset: 0x144 , Size: 12]
  24542.         bool isNeedCheckValidation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1]
  24543.         bool SetBuffExpiry(FName BuffName, float ExpirySeconds);// 0x20b10f4
  24544.         void ResetForDeath();// 0x20b10e0
  24545.         void RepBuffSyncList();// 0x20b10cc
  24546.         bool RemoveBuffWithCauser(FName BuffName, bool RemoveLayerOnly, Controller* pCauser);// 0x20b0fb0
  24547.         bool RemoveBuffByID(int BuffID, bool RemoveLayerOnly, Controller* pCauser, Actor* BuffApplierActor);// 0x20b0e54
  24548.         bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x20b0d38
  24549.         void RefreshAllBuffs();// 0x1e454a8
  24550.         bool IsBufferMutexed(FName NewBuffName);// 0x20b0cb8
  24551.         bool HasBuffID(int BuffID);// 0x20b0c38
  24552.         bool HasBuff(FName BuffName);// 0x20b0bb8
  24553.         Pawn* GetPawnOwner();// 0x20b0b90
  24554.         FName GetBuffName(int BuffID);// 0x20b0b08
  24555.         int GetBuffID(FName BuffName);// 0x20b0a88
  24556.         float GetBuffExpiry(out const FName BuffName);// 0x20b09f4
  24557.         STBaseBuff* GetBuffByName(FName BuffName);// 0x20b0974
  24558.         Actor* GetActorOwner();// 0x20b094c
  24559.         void ClientSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x20b06ec
  24560.         void ClientSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x20b0800
  24561.         void ClientMulticastSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x20b06ec
  24562.         void ClientMulticastSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x20b05a0
  24563.         void ClientMulticastSetBuffExpiry(FName BuffName, float LeftSecondsAfterNow);// 0x20b04dc
  24564.         void ClearBuff(bool bDebuff, bool bGainBuff);// 0x20b040c
  24565.         bool CheckBuffStatus(class STBaseBuffStatusType Status, out bool Value);// 0x20b0338
  24566.         void BuffDetached__DelegateSignature(out const FName BuffName);// 0x2859eb0
  24567.         void BuffAttached__DelegateSignature(out const FName BuffName);// 0x2859eb0
  24568.         bool AddBuffLayer(FName BuffName, int layerNum);// 0x20b0274
  24569.         bool AddBuffExpiry(FName BuffName, float ExpirySeconds);// 0x20b01a8
  24570.         int AddBuffByID(int BuffID, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x20b0050
  24571.         int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x20afeb4
  24572.  
  24573. --------------------------------
  24574. Class: UTBuffSynData
  24575.         FName BuffName;//[Offset: 0x0 , Size: 8]
  24576.         Controller* BuffCauser;//[Offset: 0x8 , Size: 4]
  24577.         int LayerCount;//[Offset: 0xc , Size: 4]
  24578.         Actor* BuffApplierActor;//[Offset: 0x10 , Size: 4]
  24579.         float RemainingTime;//[Offset: 0x14 , Size: 4]
  24580.         float ExpireTime;//[Offset: 0x18 , Size: 4]
  24581.  
  24582. --------------------------------
  24583. Class: BuffInstancedItem
  24584.         FName BuffName;//[Offset: 0x0 , Size: 8]
  24585.         int BuffID;//[Offset: 0x8 , Size: 4]
  24586.         STBaseBuff* Buff;//[Offset: 0xc , Size: 8]
  24587.         int LayerCount;//[Offset: 0x14 , Size: 4]
  24588.         Controller* CauserPawnController;//[Offset: 0x18 , Size: 4]
  24589.         bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  24590.         float Expiry;//[Offset: 0x20 , Size: 4]
  24591.         Actor* Target;//[Offset: 0x24 , Size: 4]
  24592.         Actor* BuffApplier;//[Offset: 0x28 , Size: 4]
  24593.         int BuffIndex;//[Offset: 0x2c , Size: 4]
  24594.         uint32 DamageCauseID;//[Offset: 0x30 , Size: 4]
  24595.  
  24596. --------------------------------
  24597. Class: STBaseBuff.Object
  24598.         FString BuffName;//[Offset: 0x24 , Size: 12]
  24599.         FString DisplayName;//[Offset: 0x30 , Size: 12]
  24600.         FString Message;//[Offset: 0x3c , Size: 12]
  24601.         Texture2D* Icon;//[Offset: 0x48 , Size: 4]
  24602.         SoundBase* SoundData;//[Offset: 0x4c , Size: 4]
  24603.         bool IsDeBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 , Size: 1]
  24604.         bool IgnoreMagicalImmunity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51 , Size: 1]
  24605.         bool bAllowOtherPawnRefreshBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52 , Size: 1]
  24606.         bool Layerable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53 , Size: 1]
  24607.         bool NeedDetachAndAttachForReplaceExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1]
  24608.         bool NeedDetachAndAttachForAddLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55 , Size: 1]
  24609.         bool ReplaceExsist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56 , Size: 1]
  24610.         bool StaysOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57 , Size: 1]
  24611.         int LayerMax;//[Offset: 0x58 , Size: 4]
  24612.         int InitialLayerCount;//[Offset: 0x5c , Size: 4]
  24613.         int LayerCount;//[Offset: 0x60 , Size: 4]
  24614.         float ValidityTime;//[Offset: 0x64 , Size: 4]
  24615.         float Internal;//[Offset: 0x68 , Size: 4]
  24616.         UTSkillCondition*[] BuffConditions;//[Offset: 0x6c , Size: 12]
  24617.         float Expiry;//[Offset: 0x78 , Size: 4]
  24618.         StatusChange[] StatusChanges;//[Offset: 0x7c , Size: 12]
  24619.         bool NeedSimulateToClientMulticast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88 , Size: 1]
  24620.         bool NeedSimulateToClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89 , Size: 1]
  24621.         byte SimulateAddBuffRole;//[Offset: 0x8a , Size: 1]
  24622.         FName[] MutexBuffers;//[Offset: 0x8c , Size: 12]
  24623.         BuffActionItem[] BuffActions;//[Offset: 0x98 , Size: 12]
  24624.         BuffEventActionItem[] EventBuffActions;//[Offset: 0xa4 , Size: 12]
  24625.         float fADScale;//[Offset: 0xb0 , Size: 4]
  24626.         float fAPScale;//[Offset: 0xb4 , Size: 4]
  24627.         bool IsAlwaysExists;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1]
  24628.         Controller* CauserPawnController;//[Offset: 0xbc , Size: 4]
  24629.         Actor* CauserPawnActor;//[Offset: 0xc0 , Size: 4]
  24630.         UAEBlackboardParameter[] UAEBlackboardParamList;//[Offset: 0xd0 , Size: 12]
  24631.         Actor* BuffApplier;//[Offset: 0xdc , Size: 4]
  24632.         <Object*,int> InstancedNodeNameToMemoryMap;//[Offset: 0xe0 , Size: 60]
  24633.         int InstancedNodesTotalSize;//[Offset: 0x11c , Size: 4]
  24634.  
  24635. --------------------------------
  24636. Class: UTSkillCondition.UTSkillBaseWidget.ActorComponent.Object
  24637.         bool IsTargetOK(ActorComponent* SkillManagerComponent, Actor* Target);// 0x4b31358
  24638.         bool IsOK_Internal();// 0x4b312e4
  24639.         bool IsOK(ActorComponent* SkillManagerComponent);// 0x4b311f4
  24640.         UTSkill* GetOwnerSkill();// 0x4b3118c
  24641.  
  24642. --------------------------------
  24643. Class: UTSkillBaseWidget.ActorComponent.Object
  24644.         bool bWidgetEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1]
  24645.         FString WidgetDescription;//[Offset: 0xc4 , Size: 12]
  24646.         Actor* BuffTargetActor;//[Offset: 0xd0 , Size: 4]
  24647.         UTSkill* OwnerSkill;//[Offset: 0xd4 , Size: 8]
  24648.         ActorComponent* CurOwnerActorComponent;//[Offset: 0xdc , Size: 4]
  24649.         void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b34c18
  24650.         void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x4b34a9c
  24651.         void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x4b34894
  24652.         void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator RotatorValue);// 0x4b34718
  24653.         void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b3459c
  24654.         void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x4b34428
  24655.         void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x4b342ac
  24656.         void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x4b34124
  24657.         void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x4b33fa4
  24658.         void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x4b33e28
  24659.         void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x4b33c74
  24660.         bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b33b54
  24661.         bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x4b33a34
  24662.         bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x4b33914
  24663.         bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x4b337f4
  24664.         bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x4b336d4
  24665.         bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x4b335b4
  24666.         bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x4b33494
  24667.         bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x4b33374
  24668.         bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x4b33254
  24669.         bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x4b33134
  24670.         bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x4b33014
  24671.         Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b32ef8
  24672.         Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x4b32d84
  24673.         Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x4b32c44
  24674.         FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x4b32af8
  24675.         Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x4b329b8
  24676.         Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x4b3289c
  24677.         FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x4b32764
  24678.         int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x4b32648
  24679.         float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x4b32528
  24680.         byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x4b3240c
  24681.         class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x4b322f0
  24682.         bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x4b321d0
  24683.         Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x4b3205c
  24684.         UAEBlackboard* GetUAEBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x4b31f70
  24685.         UAEBlackboard* GetUAEBlackboard();// 0x4b31f00
  24686.         UTSkillManagerComponent* GetOwnerSkillManager();// 0x4b31e90
  24687.         Actor* GetOwnerPawn();// 0x4b31e20
  24688.         <Actor*,UAEBlackboard*> GetActorBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x4b31d18
  24689.         <Actor*,UAEBlackboard*> GetActorBlackboard();// 0x4b31c84
  24690.  
  24691. --------------------------------
  24692. Class: UTSkill.Actor.Object
  24693.         Pawn* OwnerPawn;//[Offset: 0x2cc , Size: 8]
  24694.         bool bNeedSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dc , Size: 1]
  24695.         FString SkillName;//[Offset: 0x2e0 , Size: 12]
  24696.         FName SkillGroup;//[Offset: 0x2f0 , Size: 8]
  24697.         bool bSinglePhaseRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1]
  24698.         bool bOBResimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9 , Size: 1]
  24699.         enum SkillCastType;//[Offset: 0x2fa , Size: 1]
  24700.         bool bShouldMonopolize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fb , Size: 1]
  24701.         bool bMonopolizeSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc , Size: 1]
  24702.         int SkillID;//[Offset: 0x300 , Size: 4]
  24703.         enum SkillTargetType;//[Offset: 0x304 , Size: 1]
  24704.         FString SkillDescription;//[Offset: 0x308 , Size: 12]
  24705.         FString SkillDetailDes;//[Offset: 0x314 , Size: 12]
  24706.         bool bMeleeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320 , Size: 1]
  24707.         bool bCheckFirstPhaseConditions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321 , Size: 1]
  24708.         bool bNeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x322 , Size: 1]
  24709.         bool bKeepCastingWhenDisconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x323 , Size: 1]
  24710.         bool bClearInputCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1]
  24711.         UTSkillCreateData BaseData;//[Offset: 0x328 , Size: 312]
  24712.         int SkillCategory;//[Offset: 0x460 , Size: 4]
  24713.         Texture2D* SkillIcon;//[Offset: 0x464 , Size: 4]
  24714.         Texture2D* SkillVehicleIcon;//[Offset: 0x468 , Size: 4]
  24715.         FString SkillVehicleName;//[Offset: 0x46c , Size: 12]
  24716.         bool NegativeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x478 , Size: 1]
  24717.         bool ShouldShowTargetPrompt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479 , Size: 1]
  24718.         bool ChangePawnStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47a , Size: 1]
  24719.         bool bUseNewSkillCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47b , Size: 1]
  24720.         UAEBlackboardParameter[] BlackboardParamList;//[Offset: 0x47c , Size: 12]
  24721.         bool IsCanInterrupt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488 , Size: 1]
  24722.         bool bGsListener;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x489 , Size: 1]
  24723.         FString SkillTimeScaleAttrName;//[Offset: 0x48c , Size: 12]
  24724.         Actor* LastSpawnedActor;//[Offset: 0x498 , Size: 8]
  24725.         Pawn* LastSpawnedPawn;//[Offset: 0x4a0 , Size: 8]
  24726.         float PhasePercentage;//[Offset: 0x4cc , Size: 4]
  24727.         <Object*,int> InstancedNodeNameToMemoryMap;//[Offset: 0x4d0 , Size: 60]
  24728.         int InstancedNodesTotalSize;//[Offset: 0x50c , Size: 4]
  24729.         FString[] ParentFolderPath;//[Offset: 0x510 , Size: 12]
  24730.         int64 LastEditBluePrintTime;//[Offset: 0x520 , Size: 8]
  24731.         int CurComponentNameIndex;//[Offset: 0x528 , Size: 4]
  24732.         bool IsSkillEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52c , Size: 1]
  24733.         SkillGlobalUIDDataAsset* LoadedGlobalUIDDataAsset;//[Offset: 0x534 , Size: 4]
  24734.         UTSkillManagerComponent* SpecificSkillCompRef;//[Offset: 0x538 , Size: 8]
  24735.         UAEBlackboard* SpecificBlackBlackRef;//[Offset: 0x540 , Size: 8]
  24736.         void StopSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x4b2d8e4
  24737.         void SetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent, float Percentage);// 0x4b2d7a0
  24738.         bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType, int PhaseIndex);// 0x4b2d5d4
  24739.         bool IsCDOK(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2d4e4
  24740.         UTSkillManagerComponent* GetSpecificSkillManager();// 0x4b2d47c
  24741.         UAEBlackboard* GetSpecificBlackboard();// 0x4b2d414
  24742.         float GetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2d338
  24743.         UTSkillPhase* GetSkillPhase(int PhaseIndex);// 0x4b2d24c
  24744.         ActorComponent* GetComponentByTag(class ActorComponent ComponentClass, FName Tag);// 0x4b2d0fc
  24745.         void DoSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x4b2cfac
  24746.         bool CanBePlayed(UTSkillManagerComponent* SkillManagerComponent, bool bShowErrorMsg);// 0x4b2ce28
  24747.  
  24748. --------------------------------
  24749. Class: UTSkillCreateData
  24750.         bool bSkillActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  24751.         int SkillGroupIndex;//[Offset: 0x4 , Size: 4]
  24752.         float interval;//[Offset: 0x8 , Size: 4]
  24753.         float IntervalSincePrevFinish;//[Offset: 0xc , Size: 4]
  24754.         FString CoolDownMessage;//[Offset: 0x10 , Size: 12]
  24755.         int CoolDownMessageID;//[Offset: 0x1c , Size: 4]
  24756.         float Range;//[Offset: 0x20 , Size: 4]
  24757.         UTSkillPhase*[] Phases;//[Offset: 0x24 , Size: 12]
  24758.         bool bIgnoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
  24759.         UTSkillCDBase*[] SkillCDs;//[Offset: 0x34 , Size: 12]
  24760.         <int,UTSkillWidget*> SkillUIs;//[Offset: 0x40 , Size: 60]
  24761.         <FString,int> SkillUIPathToHandle;//[Offset: 0x7c , Size: 60]
  24762.         SoftClassPath SkillMainWidget;//[Offset: 0xb8 , Size: 24]
  24763.         FName SkillWidgetAttachPanelName;//[Offset: 0xd0 , Size: 8]
  24764.         bool bInitMainSkillUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1]
  24765.         <enum,SlateBrush> SkillIcons;//[Offset: 0xdc , Size: 60]
  24766.         int SkillMainWidgetHandle;//[Offset: 0x118 , Size: 4]
  24767.         FName[] AsyncLoadingSkillUI;//[Offset: 0x120 , Size: 12]
  24768.         UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x12c , Size: 12]
  24769.  
  24770. --------------------------------
  24771. Class: UTSkillPhase.ActorComponent.Object
  24772.         FString PhaseName;//[Offset: 0xc0 , Size: 12]
  24773.         FString PhaseDescription;//[Offset: 0xcc , Size: 12]
  24774.         bool bPhaseEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1]
  24775.         UTSkill* OwnerSkill;//[Offset: 0xdc , Size: 8]
  24776.         int ActionsTopHalfCount;//[Offset: 0xfc , Size: 4]
  24777.         UTSkillPhaseCreateData BaseData;//[Offset: 0x100 , Size: 100]
  24778.         UTSkillPicker* InEffectPickerOnAction;//[Offset: 0x164 , Size: 4]
  24779.         bool TryJumpToPhase(UTSkillManagerComponent* SkillManagerComponent, int PhaseID);// 0x4b47880
  24780.         void StopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b4779c
  24781.         void StartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b476b8
  24782.         void RepeatPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b475d4
  24783.         bool PlaySkillHurtEffect(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x4b47478
  24784.         bool PlaySkillHurtAppearances(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x4b4731c
  24785.         void PickTargets(UTSkillManagerComponent* SkillManagerComponent);// 0x4b47238
  24786.         bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x4b470d8
  24787.         bool OnCustomEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x4b46f78
  24788.         float GetChargePhaseRate(UTSkillManagerComponent* SkillManagerComponent);// 0x4b46e9c
  24789.         bool ForceStopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b46dac
  24790.         bool ClearAttachments();// 0x4b408d4
  24791.  
  24792. --------------------------------
  24793. Class: UTSkillPhaseCreateData
  24794.         float PhaseDuration;//[Offset: 0x0 , Size: 4]
  24795.         FString TimeAdjustAttr;//[Offset: 0x4 , Size: 12]
  24796.         float AltPhaseDuration;//[Offset: 0x10 , Size: 4]
  24797.         float CacheMouseInputTime;//[Offset: 0x14 , Size: 4]
  24798.         bool bMustHasTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  24799.         bool bCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1]
  24800.         int CoolDownIndex;//[Offset: 0x1c , Size: 4]
  24801.         UTSkillCondition*[] PhaseConditions;//[Offset: 0x20 , Size: 12]
  24802.         UTSkillPicker* Picker;//[Offset: 0x2c , Size: 4]
  24803.         UTSkillEffect*[] Actions;//[Offset: 0x30 , Size: 12]
  24804.         UTSkillEffect*[] HurtAppearances;//[Offset: 0x3c , Size: 12]
  24805.         enum PhaseType;//[Offset: 0x48 , Size: 1]
  24806.         FString EnterPhaseTipString;//[Offset: 0x4c , Size: 12]
  24807.         UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x58 , Size: 12]
  24808.  
  24809. --------------------------------
  24810. Class: UTSkillPicker.UTSkillBaseWidget.ActorComponent.Object
  24811.         UTSkillPickerCreateData BaseData;//[Offset: 0xe0 , Size: 32]
  24812.         UTSkillPickedTarget[] PickedResultTargets;//[Offset: 0x10c , Size: 12]
  24813.         Actor*[] IgnoreTargets;//[Offset: 0x118 , Size: 12]
  24814.  
  24815. --------------------------------
  24816. Class: UTSkillPickerCreateData
  24817.         enum PickerType;//[Offset: 0x0 , Size: 1]
  24818.         UAEBlackboardKeySelector PickerOriginBlackboardKey;//[Offset: 0x8 , Size: 8]
  24819.         enum PickerTargetType;//[Offset: 0x10 , Size: 1]
  24820.         int PickerMaxCount;//[Offset: 0x14 , Size: 4]
  24821.         bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  24822.         bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1]
  24823.         bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a , Size: 1]
  24824.         bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b , Size: 1]
  24825.         bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  24826.         bool bIgnoreOwnerVehicleWhenTracePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
  24827.  
  24828. --------------------------------
  24829. Class: UTSkillPickedTarget
  24830.         Actor* Target;//[Offset: 0x0 , Size: 8]
  24831.         PrimitiveComponent* TargetComponent;//[Offset: 0x8 , Size: 8]
  24832.         bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  24833.         byte HitPos;//[Offset: 0x11 , Size: 1]
  24834.         FName BoneName;//[Offset: 0x18 , Size: 8]
  24835.         Vector HitEnvLocation;//[Offset: 0x20 , Size: 12]
  24836.         byte hitPhysMatType;//[Offset: 0x2c , Size: 1]
  24837.         bool IgnoreTakeDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d , Size: 1]
  24838.  
  24839. --------------------------------
  24840. Class: UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
  24841.         float fADScale;//[Offset: 0xe0 , Size: 4]
  24842.         float fAPScale;//[Offset: 0xe4 , Size: 4]
  24843.         Object*[] CacheSoftObject;//[Offset: 0xe8 , Size: 12]
  24844.         void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x4b36068
  24845.         void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b35f84
  24846.         void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2eb9c
  24847.         void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2ea4c
  24848.         void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2e8fc
  24849.         void OnAsyncLoadSoftPathDone();// 0x4b35f24
  24850.         UTSkill* GetOwnerSkill();// 0x4b3118c
  24851.         void DoHurtAppearance(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x4b35dd4
  24852.         bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2e6c8
  24853.  
  24854. --------------------------------
  24855. Class: UTSkillManagerComponent.ActorComponent.Object
  24856.         Pawn* OwnerPawn;//[Offset: 0xc0 , Size: 4]
  24857.         UTSkill* CurSkill;//[Offset: 0xc4 , Size: 4]
  24858.         UTSkillSynData SkillSynData_WithID;//[Offset: 0xdc , Size: 24]
  24859.         Actor* OwnerActor;//[Offset: 0xf4 , Size: 4]
  24860.         int[] SkillInitIndices;//[Offset: 0xf8 , Size: 12]
  24861.         bool isNeedCheckValidation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1]
  24862.         bool UseSkillsCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105 , Size: 1]
  24863.         bool DestroySkillsOnDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106 , Size: 1]
  24864.         bool LoadSkillsAllClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x107 , Size: 1]
  24865.         bool NeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1]
  24866.         UTSkill*[] Skills;//[Offset: 0x10c , Size: 12]
  24867.         <int,UTSkill*> SkillIDToSkills;//[Offset: 0x118 , Size: 60]
  24868.         UAEUserWidget*[] AsyncLoadedSkillUI;//[Offset: 0x154 , Size: 12]
  24869.         UAEUserWidget* SkillUIRoot;//[Offset: 0x160 , Size: 4]
  24870.         PanelWidget* SkillUIRootPanel;//[Offset: 0x164 , Size: 4]
  24871.         <UTSkill*,UAEBlackboard*> SkillsBlackboardMap;//[Offset: 0x168 , Size: 60]
  24872.         <Actor*,UAEBlackboard*> ActorBlackboardMap;//[Offset: 0x1a4 , Size: 60]
  24873.         delegate ChangeActorBlackboard;//[Offset: 0x1e0 , Size: 12]
  24874.         Actor* Target;//[Offset: 0x1ec , Size: 4]
  24875.         <int,UTSkillCreateData> SkillBaseDataMaps;//[Offset: 0x1f0 , Size: 60]
  24876.         UTSkillLastCastInfo[] LastCastArray;//[Offset: 0x22c , Size: 12]
  24877.         delegate OnSkillHit;//[Offset: 0x238 , Size: 12]
  24878.         delegate OnSkillCast;//[Offset: 0x244 , Size: 12]
  24879.         float PhasePercentage;//[Offset: 0x268 , Size: 4]
  24880.         <int,int> IDToSyncSkillActiveStateData;//[Offset: 0x26c , Size: 60]
  24881.         SkillActiveRepData[] SyncSkillActiveStateDatas;//[Offset: 0x2a8 , Size: 12]
  24882.         <int,int> IDToSyncSkillCDDatas;//[Offset: 0x2b4 , Size: 60]
  24883.         SkillCDRepData[] SyncSkillCDDatas;//[Offset: 0x2f0 , Size: 12]
  24884.         UTSkillHitInfo SkillHitInfo;//[Offset: 0x300 , Size: 40]
  24885.         UTSkillHitEnvInfo SkillHitEnvInfo;//[Offset: 0x328 , Size: 40]
  24886.         FString[] MutexMontageGroupBeenPlayed;//[Offset: 0x350 , Size: 12]
  24887.         FString LastESkillTargetDesc;//[Offset: 0x360 , Size: 12]
  24888.         int SkillSynRandomSeed;//[Offset: 0x36c , Size: 4]
  24889.         RandomStream SkillSynRandStream;//[Offset: 0x370 , Size: 8]
  24890.         int SkillSynRandomSeedExpireCount;//[Offset: 0x378 , Size: 4]
  24891.         <FString,TimerHandle> SkillTimerMap;//[Offset: 0x37c , Size: 60]
  24892.         bool bNeedBeginInitOnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0 , Size: 1]
  24893.         float ZombieModeUseSkillCD;//[Offset: 0x3c4 , Size: 4]
  24894.         int ZombieModeMaxSkillPropLevel;//[Offset: 0x3cc , Size: 4]
  24895.         SkillParamater[] SkillParamaters;//[Offset: 0x3e0 , Size: 12]
  24896.         UTMutilSkillSynData[] SkillSynData;//[Offset: 0x3ec , Size: 12]
  24897.         UTSkillSynSinglePhaseData[] SkillSynSinglePhaseData;//[Offset: 0x404 , Size: 12]
  24898.         <UTSkill*,int> SkillCurPhaseIndexes;//[Offset: 0x420 , Size: 60]
  24899.         <UTSkill*,int> LastPhaseIndexes;//[Offset: 0x45c , Size: 60]
  24900.         delegate SkillStartEvent;//[Offset: 0x4e0 , Size: 12]
  24901.         delegate SkillStopEvent;//[Offset: 0x4ec , Size: 12]
  24902.         delegate SkillNormalStopEvent;//[Offset: 0x4f8 , Size: 12]
  24903.         int[] PendingRemoveSkillID;//[Offset: 0x504 , Size: 12]
  24904.         UTReplaceSkillData[] ReplacedSkillDatas;//[Offset: 0x510 , Size: 12]
  24905.         void UpdateSyncSkillCDData(int SkillID);// 0x4b445a4
  24906.         void UpdateSyncSkillActiveState(int SkillID);// 0x4b444d4
  24907.         void UnRegisterActorBlackBorad(Actor* InActor);// 0x4b44404
  24908.         void TryDeleteOneSkill(int SkillID, bool IsImmediately);// 0x4b44294
  24909.         void TryAddOneSkill(int SkillID, bool bActive);// 0x4b44124
  24910.         void TriggerEvent(int SkillID, byte EventType);// 0x4b43fd0
  24911.         bool TraceTarget(Vector StartTrace, Vector EndTrace, enum TargetType, float Radius, out Actor* TargetActor);// 0x4b43cc4
  24912.         void SyncOneSkillState(bool RepSkillCD, bool RepSkillActiveState, int RequestID);// 0x4b43aac
  24913.         bool StopSkillWithSlot(int SkillSlot, enum StopReason);// 0x4b43950
  24914.         void StopSkillSpecific(UTSkill* Skill, enum StopReason);// 0x4b43814
  24915.         void StopSkillAll(enum StopReason);// 0x4b4372c
  24916.         void StopSkill_WithID(int SkillID, enum StopReason);// 0x4b435dc
  24917.         int StopSkill_Mutil(int SkillID, enum StopReason);// 0x4b43484
  24918.         void StopSkill(int SkillID, enum StopReason);// 0x4b43334
  24919.         bool ShouldTriggerEvent_WithID(int SkillID, byte EventType);// 0x4b431d4
  24920.         bool ShouldTriggerEvent(int SkillID, byte EventType);// 0x4b43074
  24921.         bool SetupOwnerAndSystem();// 0x4b43008
  24922.         void SetSkillState(out const UTSkillStateSyncData[] InSyncStateDatas);// 0x4b42ebc
  24923.         void SetSkillOwner(Actor* tempActor);// 0x4b42dd8
  24924.         void SetSkillLastPhase(UTSkill* Skill, int PhaseIndex);// 0x4b42ca0
  24925.         void SetSkillCurPhase(UTSkill* Skill, int PhaseIndex);// 0x4b42b68
  24926.         bool SetSkillActive(int SkillID, bool bActive, bool bForceSet);// 0x4b4294c
  24927.         void SetCurSkill(int SkillID, int SkillSlot);// 0x4b42814
  24928.         void ServerTriggerEvent_WithID(int SkillID, byte EventType);// 0x4b4267c
  24929.         void ServerTriggerEvent(int SkillID, byte EventType);// 0x4b424e4
  24930.         bool ServerStartSkill(int SkillID, bool bAutoCast);// 0x4b42360
  24931.         void ServerNotifyRandomSeed(int Seed);// 0x4b42240
  24932.         void ResimulateAllSynData();// 0x4b421d8
  24933.         void RequestSkillStates(bool RepSkillCD, bool RepSkillActiveState, const int[] RequestIDs);// 0x4b41ef8
  24934.         void RepSkillSynData_WithID();// 0x4b41e90
  24935.         void RepSkillHitInfo();// 0x4b41e30
  24936.         void RepOneSkillSynData(int SkillSlot, int InLastSkillID);// 0x4b41cf8
  24937.         void RepLastCastTime();// 0x4b41c98
  24938.         void ReplaceSkill(int OldSkillID, int NewSkillID);// 0x4b41b60
  24939.         void RemoveSkillUIWidget(FString SkillClassName, SoftObjectPath ObjPath);// 0x4b41934
  24940.         void RemoveReplacedSkill(int OldSkillID);// 0x4b41864
  24941.         void RemoveAllSkillUIWidget();// 0x4b41804
  24942.         void RegistSkillUIWidgetBP(FString SkillClassName, SoftObjectPath ObjPath);// 0x4b415d8
  24943.         void RegisterActorBlackBorad(Actor* InActor, UAEBlackboard* RegisterBlackboard);// 0x4b414a0
  24944.         int RandRangeSyn(int StartIndex, int EndIndex);// 0x4b41360
  24945.         void PlayHurtSkillEffect(UTSkillHitInfo TheSkillHitInfo);// 0x4b41218
  24946.         void OnStopSkill(UTSkill* Skill, enum StopReason);// 0x4b410c8
  24947.         static bool OnSameTeam(Actor* A, Actor* B);// 0x4b40f90
  24948.         void OnRep_SkillSynSinglePhaseData();// 0x4b40f28
  24949.         void OnRep_SkillSynData();// 0x4b40ec0
  24950.         void OnRep_SkillHitInfo();// 0x4b40e58
  24951.         void OnRep_SkillCDDatas();// 0x4b40df8
  24952.         void OnRep_SkillActiveState();// 0x4b40d98
  24953.         void OnRep_ReplaceSkill();// 0x4b40d38
  24954.         void OnInterruptSkill(UTSkill* Skill, enum StopReason);// 0x4b40be8
  24955.         bool IsUsingSkill(int SkillID);// 0x4b40b0c
  24956.         bool IsReadyToCastSkill(int SkillID);// 0x4b40a1c
  24957.         bool IsCurrentUseSkillID(int InSkillID);// 0x4b40940
  24958.         bool IsConfigUseSkillID();// 0x4b408d4
  24959.         bool IsCastingSkill();// 0x4b40860
  24960.         void InitSkillSystem_WithID(bool IsDedicateServer);// 0x4b40750
  24961.         void InitSkillSystem(bool IsDedicateServer);// 0x4b40640
  24962.         UAEBlackboard* GetUAEBlackboardBySkillId(int SkillID);// 0x4b40568
  24963.         UAEBlackboard* GetUAEBlackboard(UTSkill* InSkill);// 0x4b40490
  24964.         UTSkillStateSyncData[] GetSkillState();// 0x4b403fc
  24965.         int GetSkillSlotBySkillID(int SkillID);// 0x4b40324
  24966.         int GetSkillSlotBySkill(UTSkill* Skill);// 0x4b4024c
  24967.         UTSkill*[] GetSkillsByGroup(FName SkillGroup);// 0x4b40118
  24968.         int GetSkillLastPhase(UTSkill* Skill);// 0x4b40040
  24969.         int GetSkillIDFromSkillIndex(int InSkillIndex);// 0x4b3ff54
  24970.         int GetSkillIDByClass(class Object SkillClass);// 0x4b3fe68
  24971.         int GetSkillCurPhase(UTSkill* Skill);// 0x4b3fd90
  24972.         UTSkill* GetSkillByName(FString SkillName);// 0x4b3fc18
  24973.         UTSkill* GetSkillByClassName(FString SkillClassName);// 0x4b3faa0
  24974.         UTSkillCreateData GetSkillBaseDataBySkill(UTSkill* Skill);// 0x4b3f9ac
  24975.         UTSkillCreateData GetSkillBaseDataByClass(class Object SkillClass);// 0x4b3f8b8
  24976.         UTSkillCreateData GetSkillBaseData(int SkillID);// 0x4b3f7c4
  24977.         UTSkill* GetSkill(int SkillID);// 0x4b3f6d8
  24978.         int GetReplacedSkill(int OldSkillID);// 0x4b3f600
  24979.         byte GetRealOwnerRoleSafety();// 0x4b3f578
  24980.         float GetLastCastTime_WithID(int SkillID);// 0x4b3f49c
  24981.         float GetLastCastFinishTime_WithID(int SkillID);// 0x4b3f3c0
  24982.         int[] GetCurUsingSkillIDS();// 0x4b3f32c
  24983.         UTSkill*[] GetCurSkills();// 0x4b3f298
  24984.         UTSkillPhase*[] GetCurSkillPhases();// 0x4b3f204
  24985.         UTSkillPhase* GetCurSkillPhase_Mutil(int SkillSlot);// 0x4b3f12c
  24986.         UTSkillPhase* GetCurSkillPhase(int SkillSlot);// 0x4b3f054
  24987.         int[] GetCurSkillIDs();// 0x4b3efd4
  24988.         int GetCurSkillID(UTSkill* Skill);// 0x4b3eefc
  24989.         UTSkill* GetCurSkill_Mutil(int SkillSlot);// 0x4b3ee24
  24990.         UTSkill* GetCurSkill(int SkillSlot);// 0x4b3ed4c
  24991.         int[] GetCurMonopolizeSkills();// 0x4b3ecb8
  24992.         int FindRelatedCurSkillID(int SkillID, out int OutRelatedSkillSlot, bool bPeekSlotIndex);// 0x4b3eaa0
  24993.         UTSkill* FetchSkill_WithID(out int SkillID);// 0x4b3e97c
  24994.         bool EnableMultiSkillSync();// 0x4b3e910
  24995.         void ClientStartSkill(int SkillID, bool bAutoCast);// 0x4b3e798
  24996.         void ClearSkill();// 0x4b3e730
  24997.  
  24998. --------------------------------
  24999. Class: UTSkillSynData
  25000.         int CurSkillID;//[Offset: 0x0 , Size: 4]
  25001.         int CurSkillPhase;//[Offset: 0x4 , Size: 4]
  25002.         bool ReplicateImpulseFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  25003.         int CurLoadDynSkillID;//[Offset: 0xc , Size: 4]
  25004.         bool ReplicatePhaseIndexImpulseFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  25005.         int Reason;//[Offset: 0x14 , Size: 4]
  25006.  
  25007. --------------------------------
  25008. Class: UTSkillLastCastInfo
  25009.         int SkillID;//[Offset: 0x0 , Size: 4]
  25010.         float LastCastTime;//[Offset: 0x4 , Size: 4]
  25011.         float LastCastFinishTime;//[Offset: 0x8 , Size: 4]
  25012.  
  25013. --------------------------------
  25014. Class: SkillActiveRepData
  25015.         int SkillID;//[Offset: 0x0 , Size: 4]
  25016.         bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  25017.  
  25018. --------------------------------
  25019. Class: SkillCDRepData
  25020.         int SkillID;//[Offset: 0x0 , Size: 4]
  25021.         UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0x4 , Size: 12]
  25022.  
  25023. --------------------------------
  25024. Class: UTSkillSyncData_CD
  25025.         int SkillCDIndex;//[Offset: 0x0 , Size: 4]
  25026.         float LastActiveTime;//[Offset: 0x4 , Size: 4]
  25027.         bool bIsCDReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  25028.         bool bIsTickFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9 , Size: 1]
  25029.         float InitEnergy;//[Offset: 0xc , Size: 4]
  25030.         float MaxEnergy;//[Offset: 0x10 , Size: 4]
  25031.         float CurEnergy;//[Offset: 0x14 , Size: 4]
  25032.         float DeltaEnergy;//[Offset: 0x18 , Size: 4]
  25033.         float SyncCount;//[Offset: 0x1c , Size: 4]
  25034.         float TickCountTime;//[Offset: 0x20 , Size: 4]
  25035.  
  25036. --------------------------------
  25037. Class: UTSkillHitInfo
  25038.         Actor*[] ToPawn;//[Offset: 0x0 , Size: 12]
  25039.         Actor* FromPawn;//[Offset: 0xc , Size: 4]
  25040.         int SkillID;//[Offset: 0x10 , Size: 4]
  25041.         int SkillPhaseID;//[Offset: 0x14 , Size: 4]
  25042.         bool Flag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  25043.         bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1]
  25044.         byte HitSurfaceType;//[Offset: 0x1a , Size: 1]
  25045.         Vector HitEnvLocation;//[Offset: 0x1c , Size: 12]
  25046.  
  25047. --------------------------------
  25048. Class: UTSkillHitEnvInfo
  25049.         Actor*[] ToPawn;//[Offset: 0x0 , Size: 12]
  25050.         Actor* FromPawn;//[Offset: 0xc , Size: 4]
  25051.         int SkillID;//[Offset: 0x10 , Size: 4]
  25052.         int SkillPhaseID;//[Offset: 0x14 , Size: 4]
  25053.         byte HitSurfaceType;//[Offset: 0x18 , Size: 1]
  25054.         Vector HitEnvLocation;//[Offset: 0x1c , Size: 12]
  25055.  
  25056. --------------------------------
  25057. Class: RandomStream
  25058.         int InitialSeed;//[Offset: 0x0 , Size: 4]
  25059.         int Seed;//[Offset: 0x4 , Size: 4]
  25060.  
  25061. --------------------------------
  25062. Class: SkillParamater
  25063.         bool bUseTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  25064.         FName SkillTag;//[Offset: 0x8 , Size: 8]
  25065.         enum SkillType;//[Offset: 0x10 , Size: 1]
  25066.         float CDRecoveryScale;//[Offset: 0x14 , Size: 4]
  25067.         float SkillRuntimeScale;//[Offset: 0x18 , Size: 4]
  25068.  
  25069. --------------------------------
  25070. Class: UTMutilSkillSynData
  25071.         int CurSkillID;//[Offset: 0x0 , Size: 4]
  25072.         int Token;//[Offset: 0x4 , Size: 4]
  25073.         int PhaseIndexes;//[Offset: 0x8 , Size: 4]
  25074.  
  25075. --------------------------------
  25076. Class: UTSkillSynSinglePhaseData
  25077.         int CurSkillID;//[Offset: 0x0 , Size: 4]
  25078.         int CurSkillPhase;//[Offset: 0x4 , Size: 4]
  25079.         byte UpdateFlag;//[Offset: 0x8 , Size: 1]
  25080.  
  25081. --------------------------------
  25082. Class: UTReplaceSkillData
  25083.         int OldSkillID;//[Offset: 0x0 , Size: 4]
  25084.         int NewSkillID;//[Offset: 0x4 , Size: 4]
  25085.  
  25086. --------------------------------
  25087. Class: UTSkillStateSyncData
  25088.         UTSkillStateSyncDataParam SyncParam;//[Offset: 0x0 , Size: 2]
  25089.         int SkillID;//[Offset: 0x4 , Size: 4]
  25090.         bool bSkillActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  25091.         UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0xc , Size: 12]
  25092.  
  25093. --------------------------------
  25094. Class: UTSkillStateSyncDataParam
  25095.         bool bSyncActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  25096.         bool bSyncCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  25097.  
  25098. --------------------------------
  25099. Class: UTSkillEventEffectMapForEditor.UTSkillBaseWidget.ActorComponent.Object
  25100.         byte SkillEventType;//[Offset: 0xe0 , Size: 1]
  25101.         FName[] InterestedOwnerTags;//[Offset: 0xe4 , Size: 12]
  25102.         FName PreEventActionTag;//[Offset: 0xf0 , Size: 8]
  25103.         UTSkillEffect* SkillEffect;//[Offset: 0xf8 , Size: 4]
  25104.         SkillConditionWarpper[] Conditions;//[Offset: 0xfc , Size: 12]
  25105.         SkillConditionWarpper[] TargetConditions;//[Offset: 0x108 , Size: 12]
  25106.  
  25107. --------------------------------
  25108. Class: SkillConditionWarpper
  25109.         UTSkillCondition* SkillCondition;//[Offset: 0x0 , Size: 4]
  25110.  
  25111. --------------------------------
  25112. Class: UTSkillCDBase.Object
  25113.         UTSkillManagerComponent* OwnerSkillManager;//[Offset: 0x1c , Size: 8]
  25114.         UTSkill* OwnerSkill;//[Offset: 0x24 , Size: 8]
  25115.         enum cdType;//[Offset: 0x2c , Size: 1]
  25116.         FString cdTypeStr;//[Offset: 0x30 , Size: 12]
  25117.         UTSkillManagerComponent* CurOwnerManager;//[Offset: 0x3c , Size: 4]
  25118.  
  25119. --------------------------------
  25120. Class: UTSkillWidget.LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
  25121.         UTSkillManagerComponent* SkillManager;//[Offset: 0x318 , Size: 4]
  25122.         class Object* SkillClass;//[Offset: 0x31c , Size: 4]
  25123.         int SkillUIID;//[Offset: 0x320 , Size: 4]
  25124.         void TriggerPassiveEvent(byte SkillEvent);// 0x4b4bf90
  25125.         void TriggerEvent(byte SkillEvent);// 0x4b4bebc
  25126.         void SetSkillUIID(int ID);// 0x4b4bdec
  25127.         void SetSkillManager(UTSkillManagerComponent* manager);// 0x4b4bd1c
  25128.         void SetSkillClass(class Object InSkillClass);// 0x4b4bc4c
  25129.         void RemoveSkillUI();// 0x4b4bbe4
  25130.         void RemoveFromUIManager();// 0x4b4bb84
  25131.         void OnSkillWidgetInitFinish();// 0x4b4bb1c
  25132.         bool IsCDReady();// 0x4b4bab0
  25133.         int GetSkillUIID();// 0x4b4ba48
  25134.         FString GetSkillName();// 0x4b4b9b4
  25135.         UTSkillManagerComponent* GetSkillManger();// 0x4b4b94c
  25136.         int GetSkillIndexBySkillComponent(UTSkillManagerComponent* InComponent);// 0x4b4b874
  25137.         int GetSkillID();// 0x4b4b80c
  25138.         class Object GetSkillClass();// 0x4b4b7a4
  25139.         float[] GetSkillCDProgess();// 0x4b4b710
  25140.         float[] GetSkillCDByType(int Type);// 0x4b4b608
  25141.         UTSkillCDBase*[] GetSkillCDBases();// 0x4b4b574
  25142.         UTSkill* GetSkill();// 0x4b4b50c
  25143.         float GetMaxEnergy(int Index);// 0x4b4b430
  25144.         PlayerController* GetLocalPlayerController();// 0x4b4b3c8
  25145.         float GetEnergyValue(int Index);// 0x4b4b2ec
  25146.         float GetEnergyThreshold(int Index);// 0x4b4b210
  25147.         float GetDeltaEnergy(int Index);// 0x4b4b134
  25148.         void DoRemove();// 0x4b4b0d4
  25149.  
  25150. --------------------------------
  25151. Class: LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object
  25152.         FString LuaFilePath;//[Offset: 0x308 , Size: 12]
  25153.         bool bEnableBlueprintTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314 , Size: 1]
  25154.  
  25155. --------------------------------
  25156. Class: SkillGlobalUIDDataAsset.DataAsset.Object
  25157.         <FString,int> AllSkillUIDMap;//[Offset: 0x20 , Size: 60]
  25158.         <int,FString> AllSkillPathMap;//[Offset: 0x5c , Size: 60]
  25159.  
  25160. --------------------------------
  25161. Class: StatusChange
  25162.         class STBaseBuffStatusType* StatusName;//[Offset: 0x0 , Size: 4]
  25163.         bool StatusValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  25164.  
  25165. --------------------------------
  25166. Class: STBaseBuffStatusType.Object
  25167.  
  25168. --------------------------------
  25169. Class: BuffActionItem
  25170.         UTSkillAction* BuffAction;//[Offset: 0x0 , Size: 4]
  25171.  
  25172. --------------------------------
  25173. Class: UTSkillAction.UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object
  25174.         UTSkillActionCreateData BaseData;//[Offset: 0xf4 , Size: 4]
  25175.         UTSkillAction* OwnerPeriodAction;//[Offset: 0xf8 , Size: 4]
  25176.         bool bClearTimerAfterReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd , Size: 1]
  25177.         Object* EventObj;//[Offset: 0x100 , Size: 4]
  25178.         void UpdateAction_Internal(float DeltaSeconds);// 0x4b2f2c0
  25179.         void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x4b2f17c
  25180.         void UndoAction_Internal();// 0x4b2f114
  25181.         void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2f044
  25182.         void TimerRealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2ef74
  25183.         void Reset_Internal();// 0x4b2ef0c
  25184.         void Reset(ActorComponent* SkillManagerComponent);// 0x4b2ee3c
  25185.         bool RealDoAction_Internal();// 0x4b2edc8
  25186.         bool RealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2ecec
  25187.         void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2eb9c
  25188.         void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2ea4c
  25189.         void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2e8fc
  25190.         void OnAsyncLoadAssetDone(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2e82c
  25191.         bool JudgeNeedPhaseWait();// 0x4b2e7b8
  25192.         bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2e6c8
  25193.  
  25194. --------------------------------
  25195. Class: UTSkillActionCreateData
  25196.         float DelayTime;//[Offset: 0x0 , Size: 4]
  25197.  
  25198. --------------------------------
  25199. Class: BuffEventActionItem
  25200.         STBaseBuffEventType* EventType;//[Offset: 0x0 , Size: 4]
  25201.         UTSkillAction* BuffEventAction;//[Offset: 0x4 , Size: 4]
  25202.  
  25203. --------------------------------
  25204. Class: STBaseBuffEventType.Object
  25205.  
  25206. --------------------------------
  25207. Class: ActorAttributeComponent.ActorComponent.Object
  25208.         FString tableName;//[Offset: 0xbc , Size: 12]
  25209.         void UpdateAttribute(int TemplateID);// 0x1c72848
  25210.         void InitializeFollow();// 0x1c7282c
  25211.         void Initialize(Actor* Actor);// 0x1c727ac
  25212.  
  25213. --------------------------------
  25214. Class: PartHitComponent.ActorComponent.Object
  25215.         STExtraCharacter* OwnerCharacter;//[Offset: 0xbc , Size: 4]
  25216.         float UpdateHitBoxDeltaTime;//[Offset: 0xc0 , Size: 4]
  25217.         bool bActivePartHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4 , Size: 1]
  25218.         Transform[] HitBoxs_Stand_Tran;//[Offset: 0xc8 , Size: 12]
  25219.         Transform[] HitBoxs_Prone_Tran;//[Offset: 0xd4 , Size: 12]
  25220.         PrimitiveComponent*[] HitBoxs_Stand;//[Offset: 0xe0 , Size: 12]
  25221.         PrimitiveComponent*[] HitBoxs_Prone;//[Offset: 0xec , Size: 12]
  25222.         FString HitBox_Stand_Tag;//[Offset: 0xfc , Size: 12]
  25223.         FString HitBox_Prone_Tag;//[Offset: 0x108 , Size: 12]
  25224.         bool bDebugCollisionLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1]
  25225.         OpenCollisionLODAngle[] ConfigCollisionDistSqAngles;//[Offset: 0x118 , Size: 12]
  25226.         float Server_HitBox_Stand_HalfHeight;//[Offset: 0x124 , Size: 4]
  25227.         float Server_HitBox_Stand_Radius;//[Offset: 0x128 , Size: 4]
  25228.         float Server_HitBox_Prone_HalfHeight;//[Offset: 0x12c , Size: 4]
  25229.         float Server_HitBox_Prone_Radius;//[Offset: 0x130 , Size: 4]
  25230.         BodyTypeDef ProneBodyDef;//[Offset: 0x134 , Size: 8]
  25231.         BodyTypeDef StandBodyDef;//[Offset: 0x13c , Size: 8]
  25232.         BodyTypeDef CrouchBodyDef;//[Offset: 0x144 , Size: 8]
  25233.         BodyTypeDef DyingBodyDef;//[Offset: 0x14c , Size: 8]
  25234.         BodyTypeDef VechicleBodyDef;//[Offset: 0x154 , Size: 8]
  25235.         <FString,enum> NewHitBodyPosMap;//[Offset: 0x15c , Size: 60]
  25236.         float PawnCollisionCountdown;//[Offset: 0x198 , Size: 4]
  25237.         bool IsRefreshPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1]
  25238.         float BoxCollisionCountdown;//[Offset: 0x1a0 , Size: 4]
  25239.         bool IsRefreshBoxCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4 , Size: 1]
  25240.         void UpdatePoseCollisionShapes(byte PoseState);// 0x1c8c7d4
  25241.         void UpdateAllInstanceBodyTransform(int Type);// 0x1deb638
  25242.         PrimitiveComponent* GetHitBoxByState(enum InPoseState);// 0x1deb5b8
  25243.         enum GetHitBodyTypeByHitPos(out const Vector InHitPos);// 0x1deb524
  25244.         enum GetHitBodyTypeByBoneName(FString InBoneName);// 0x1deb458
  25245.         enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x1deb2e4
  25246.         byte GetCurHitPartJugementType();// 0x1deb2bc
  25247.         void CloseBodyBulletCollision();// 0x1c7282c
  25248.         enum CalcHitBodyType(out const Vector HitPos, out const Vector Projvec, out const Vector CenterPos, out const BodyTypeDef bodyDef);// 0x1deb120
  25249.  
  25250. --------------------------------
  25251. Class: OpenCollisionLODAngle
  25252.         float DistSq;//[Offset: 0x0 , Size: 4]
  25253.         float Angle;//[Offset: 0x4 , Size: 4]
  25254.  
  25255. --------------------------------
  25256. Class: TickControlComponent.ActorComponent.Object
  25257.         enum CustomTickType;//[Offset: 0xbc , Size: 1]
  25258.         <class Object,enum> NeedTickComponentClassList;//[Offset: 0xc0 , Size: 60]
  25259.         TickListItem[] NeedTickComponentList;//[Offset: 0xfc , Size: 12]
  25260.         byte RoleBits;//[Offset: 0x108 , Size: 1]
  25261.  
  25262. --------------------------------
  25263. Class: TickListItem
  25264.         ActorComponent* Comp;//[Offset: 0x0 , Size: 4]
  25265.         enum RoleType;//[Offset: 0x4 , Size: 1]
  25266.  
  25267. --------------------------------
  25268. Class: MoveAntiCheatComponent.ActorComponent.Object
  25269.         bool bUseMoveAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xbc , Size: 1]
  25270.         float MinMoveAntiCheatCheckIntervel;//[Offset: 0xc0 , Size: 4]
  25271.         int MaxCheatTimes;//[Offset: 0xc4 , Size: 4]
  25272.         float TolerateDistanceFractor;//[Offset: 0xc8 , Size: 4]
  25273.         float MaxPacketLossRate;//[Offset: 0xcc , Size: 4]
  25274.         float MinDistanceSqAtStaticColliderCheck;//[Offset: 0xd0 , Size: 4]
  25275.         int MaxTotalMoveCheatTimes;//[Offset: 0xd4 , Size: 4]
  25276.         int MaxTotalPassWallTimes;//[Offset: 0xd8 , Size: 4]
  25277.         float MinMoveAntiCheatCheckIntervel2;//[Offset: 0xdc , Size: 4]
  25278.         bool bIsForceAdjustZWhenExceed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1]
  25279.         int MaxShootPointPassWall;//[Offset: 0xe4 , Size: 4]
  25280.         int MaxGunPosErrorTimes;//[Offset: 0xe8 , Size: 4]
  25281.         float MaxSkeletonLength;//[Offset: 0xec , Size: 4]
  25282.         int MaxMuzzleHeightTime;//[Offset: 0xf0 , Size: 4]
  25283.         int MaxLocusFailTime;//[Offset: 0xf4 , Size: 4]
  25284.         int MaxBulletVictimClientPassWallTimes;//[Offset: 0xf8 , Size: 4]
  25285.         int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0xfc , Size: 4]
  25286.         int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x100 , Size: 4]
  25287.         int MaxShooterDataNumErrorCnt;//[Offset: 0x104 , Size: 4]
  25288.         VerifySwitch VsBoneInfo;//[Offset: 0x108 , Size: 12]
  25289.         VerifySwitch VsTimeLineUpFailed;//[Offset: 0x114 , Size: 12]
  25290.         VerifySwitch VsTimeLineDnFailed;//[Offset: 0x120 , Size: 12]
  25291.         VerifySwitch VsTimeLineBlock;//[Offset: 0x12c , Size: 12]
  25292.         VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x138 , Size: 12]
  25293.         VerifySwitch VsSysTimeRateCheck;//[Offset: 0x144 , Size: 12]
  25294.         VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x150 , Size: 12]
  25295.         VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x15c , Size: 12]
  25296.         VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x168 , Size: 12]
  25297.         VerifySwitch VsShootGunInfoCheck;//[Offset: 0x174 , Size: 12]
  25298.         VerifySwitch VsDynamicBasePassWall;//[Offset: 0x180 , Size: 12]
  25299.         VerifySwitch VsShootTimeConDelta;//[Offset: 0x18c , Size: 12]
  25300.         VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x198 , Size: 12]
  25301.         VerifySwitch VsJumpMaxHeight;//[Offset: 0x1a4 , Size: 12]
  25302.         MoveCheatAntiStrategy MoveCheatAntiStrategy3;//[Offset: 0x220 , Size: 136]
  25303.         MoveCheatAntiStrategy2 MoveCheatAntiStrategy4;//[Offset: 0x2a8 , Size: 80]
  25304.         CharacterZMoveDistanceCheck CharacterZMoveDistanceCheck;//[Offset: 0x2f8 , Size: 52]
  25305.         ShovelAntiCheat ShovelAntiCheat;//[Offset: 0x330 , Size: 120]
  25306.         ClientTimeSpeedCheck TimeSpeedCheck;//[Offset: 0x400 , Size: 60]
  25307.         RealtimeMoveSpeedCheck RealtimeMoveSpeedCheck;//[Offset: 0x468 , Size: 32]
  25308.         MoveCheatAntiStrategy6 MoveCheatAntiStrategy6;//[Offset: 0x488 , Size: 1396]
  25309.         float MaxJumpHeight;//[Offset: 0xa00 , Size: 4]
  25310.         Character* CharacterOwner;//[Offset: 0xa04 , Size: 4]
  25311.         bool IsOpenRTPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa74 , Size: 1]
  25312.         int ServerControlMaxThreshold;//[Offset: 0xa7c , Size: 4]
  25313.         void SendShovelDataToServer(const ShovelInfo InShovelData);// 0x1dd6bf0
  25314.         void RefreshRealMaxJumpHeight();// 0x1dd6bdc
  25315.         void Ping2Server(float ServerTime, float ClientTime, const Vector_NetQuantize100 ClientLoc, float MaxSpeed);// 0x1dd6a60
  25316.         void Ping2Client(float ServerTime);// 0x1dd69e8
  25317.         void OnPreReconnectOnServer();// 0x1dd69d4
  25318.         bool K2_MoveSweepTest(out const Vector Start, out const Vector End, byte TraceChannel, out HitResult OutHit, bool bSweep, float SphereRadius, float PadLength);// 0x1dd6768
  25319.         void DebugDrawLine(const Vector Start, const Vector End);// 0x1dd66bc
  25320.         void ClearJumpLimit();// 0x1dd66a8
  25321.  
  25322. --------------------------------
  25323. Class: MoveCheatAntiStrategy
  25324.         uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
  25325.         float MaxAllowClientSideTimeLag;//[Offset: 0x4 , Size: 4]
  25326.         float CheckTimeSpeedIntervel;//[Offset: 0x8 , Size: 4]
  25327.         int MaxAllowCheatMoveTimes;//[Offset: 0xc , Size: 4]
  25328.         float MaxMoveDistanceScaleFactor;//[Offset: 0x10 , Size: 4]
  25329.         float MaxPublishForbidMoveTime;//[Offset: 0x14 , Size: 4]
  25330.         float ServerSendPingIntervel;//[Offset: 0x18 , Size: 4]
  25331.         float MaxMoveSpeedValue;//[Offset: 0x1c , Size: 4]
  25332.         int MaxSpeedSplitNum;//[Offset: 0x20 , Size: 4]
  25333.         int MaxContinuousCheatMoveTimes;//[Offset: 0x24 , Size: 4]
  25334.         int MaxClientSpeed;//[Offset: 0x28 , Size: 4]
  25335.  
  25336. --------------------------------
  25337. Class: MoveCheatAntiStrategy2
  25338.         uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
  25339.         float CheckTimeSpeedIntervel;//[Offset: 0x4 , Size: 4]
  25340.         int MaxAllowCheatMoveTimes;//[Offset: 0x8 , Size: 4]
  25341.         float MaxMoveDistanceScaleFactor;//[Offset: 0xc , Size: 4]
  25342.         float MaxPublishForbidMoveTime;//[Offset: 0x10 , Size: 4]
  25343.         float MaxMoveSpeedValue;//[Offset: 0x14 , Size: 4]
  25344.         int MaxSpeedSplitNum;//[Offset: 0x18 , Size: 4]
  25345.  
  25346. --------------------------------
  25347. Class: CharacterZMoveDistanceCheck
  25348.         uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
  25349.         int MaxAllowCheatMoveTimes;//[Offset: 0x4 , Size: 4]
  25350.         float MaxAllowMoveZHeight;//[Offset: 0x8 , Size: 4]
  25351.  
  25352. --------------------------------
  25353. Class: ShovelAntiCheat
  25354.         float DataSendInterval;//[Offset: 0x0 , Size: 4]
  25355.         float DataSampleInterval;//[Offset: 0x4 , Size: 4]
  25356.         float SampleMoveVelocityTorelate;//[Offset: 0x8 , Size: 4]
  25357.         float CheatLockTime;//[Offset: 0xc , Size: 4]
  25358.         int MaxServerClientDeltaCount;//[Offset: 0x10 , Size: 4]
  25359.         MoveAntiCheatComponent* OwnerMoveAntiCheat;//[Offset: 0x74 , Size: 4]
  25360.  
  25361. --------------------------------
  25362. Class: ClientTimeSpeedCheck
  25363.         float CheckTimeDeltaInterval;//[Offset: 0x24 , Size: 4]
  25364.         float MaxClientTimeDeltaAheadServer;//[Offset: 0x28 , Size: 4]
  25365.         float MaxPublishForbidMoveTime;//[Offset: 0x2c , Size: 4]
  25366.         float MaxServerTimeDelta;//[Offset: 0x30 , Size: 4]
  25367.         float MaxClientAheadServerTotalTime;//[Offset: 0x34 , Size: 4]
  25368.         int MaxProcessCounterOneFrame;//[Offset: 0x38 , Size: 4]
  25369.  
  25370. --------------------------------
  25371. Class: RealtimeMoveSpeedCheck
  25372.  
  25373. --------------------------------
  25374. Class: MoveCheatAntiStrategy6
  25375.         uint32 bIsOpen;//[Offset: 0x0 , Size: 4]
  25376.         int MaxAllowCheatMoveTimes;//[Offset: 0x4 , Size: 4]
  25377.         float MaxPublishForbidMoveTime;//[Offset: 0x8 , Size: 4]
  25378.         float MaxVectorAccAngel;//[Offset: 0xc , Size: 4]
  25379.         float MaxSumVectorLength;//[Offset: 0x10 , Size: 4]
  25380.         float MaxVectorAccTime;//[Offset: 0x14 , Size: 4]
  25381.         float MaxMoveDeltaTime;//[Offset: 0x18 , Size: 4]
  25382.  
  25383. --------------------------------
  25384. Class: ShovelInfo
  25385.  
  25386. --------------------------------
  25387. Class: CharacterMaterialComponent.ActorComponent.Object
  25388.  
  25389. --------------------------------
  25390. Class: CharacterBodyOffset
  25391.         Vector HeadOffset;//[Offset: 0x0 , Size: 12]
  25392.         Vector PitchOffset;//[Offset: 0xc , Size: 12]
  25393.         Vector FootOffset;//[Offset: 0x18 , Size: 12]
  25394.         Vector TPPSpringArmOffset;//[Offset: 0x24 , Size: 12]
  25395.  
  25396. --------------------------------
  25397. Class: ActivitySyncData
  25398.         bool bIsDuringActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  25399.         bool bIsAttachedToActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  25400.         bool bIsMovementDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
  25401.         Vector AttachedOffsetLocation;//[Offset: 0x4 , Size: 12]
  25402.         Rotator AttachedOffsetRotation;//[Offset: 0x10 , Size: 12]
  25403.  
  25404. --------------------------------
  25405. Class: BaseCharacterEffectCom.ActorComponent.Object
  25406.         ParticleSystem* DeathFX;//[Offset: 0xbc , Size: 4]
  25407.         STExtraBaseCharacter* OwningCharacter;//[Offset: 0xc0 , Size: 4]
  25408.         void HandleOwnerDeath(STExtraBaseCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x1cd03ec
  25409.  
  25410. --------------------------------
  25411. Class: CharacterParachuteComponent.ActorComponent.Object
  25412.         float CurrentDiveRate;//[Offset: 0xc4 , Size: 4]
  25413.         float FreeFall_InputTriggerThreshold;//[Offset: 0xd8 , Size: 4]
  25414.         float FreeFall_AcceFall;//[Offset: 0xdc , Size: 4]
  25415.         float FreeFall_MaxFreeFallSpeed;//[Offset: 0xe0 , Size: 4]
  25416.         float FreeFall_MaxFallSpeedChangeAccel;//[Offset: 0xe4 , Size: 4]
  25417.         float FreeFall_AcceForward;//[Offset: 0xe8 , Size: 4]
  25418.         float FreeFall_MaxForwardSpeed;//[Offset: 0xec , Size: 4]
  25419.         float FreeFall_MaxForwardExtraFallSpeed;//[Offset: 0xf0 , Size: 4]
  25420.         float FreeFall_AcceRight;//[Offset: 0xf4 , Size: 4]
  25421.         float FreeFall_MaxRightSpeed;//[Offset: 0xf8 , Size: 4]
  25422.         float FreeFall_MaxRightExtraFallSpeed;//[Offset: 0xfc , Size: 4]
  25423.         float FreeFall_MaxPitchForwardAngle;//[Offset: 0x100 , Size: 4]
  25424.         float FreeFall_MaxPitchBackAngle;//[Offset: 0x104 , Size: 4]
  25425.         float FreeFall_RotationYawInterpSpeed;//[Offset: 0x108 , Size: 4]
  25426.         float FreeFall_RotationPitchInterpSpeed;//[Offset: 0x10c , Size: 4]
  25427.         float FreeFall_MinDiveAngle;//[Offset: 0x110 , Size: 4]
  25428.         float FreeFall_DiveExtraAcceFall;//[Offset: 0x114 , Size: 4]
  25429.         float FreeFall_MaxDiveExtraFallSpeed;//[Offset: 0x118 , Size: 4]
  25430.         bool bOpened_EnableInputMode8Dirs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c , Size: 1]
  25431.         float Opened_AcceFall;//[Offset: 0x120 , Size: 4]
  25432.         float Opened_MaxFreeFallSpeed;//[Offset: 0x124 , Size: 4]
  25433.         float Opened_AcceForward;//[Offset: 0x128 , Size: 4]
  25434.         float Opened_MaxForwardSpeed;//[Offset: 0x12c , Size: 4]
  25435.         float Opened_MaxBackwardSpeed;//[Offset: 0x130 , Size: 4]
  25436.         float Opened_MaxForwardExtraFallSpeed;//[Offset: 0x134 , Size: 4]
  25437.         float Opened_MaxBackExtraFallSpeed;//[Offset: 0x138 , Size: 4]
  25438.         float Opened_GlidingSpeedRemainPercent;//[Offset: 0x13c , Size: 4]
  25439.         float Opened_AcceRight;//[Offset: 0x140 , Size: 4]
  25440.         float Opened_MaxRightSpeed;//[Offset: 0x144 , Size: 4]
  25441.         float Opened_MaxLeftRightExtraFallSpeed;//[Offset: 0x148 , Size: 4]
  25442.         float Opened_MaxRollAngle;//[Offset: 0x14c , Size: 4]
  25443.         float Opened_MaxPitchForwardAngle;//[Offset: 0x150 , Size: 4]
  25444.         float Opened_MaxPitchBackAngle;//[Offset: 0x154 , Size: 4]
  25445.         float Opened_MaxYawAngleSpeed;//[Offset: 0x158 , Size: 4]
  25446.         float Opened_RotationInterpSpeed;//[Offset: 0x15c , Size: 4]
  25447.         Vector Launch_InitSpeed;//[Offset: 0x160 , Size: 12]
  25448.         Vector Launch_SpeedRandomDelta;//[Offset: 0x16c , Size: 12]
  25449.         Vector Launch_Accel;//[Offset: 0x178 , Size: 12]
  25450.         float Launch_YawRandomDelta;//[Offset: 0x184 , Size: 4]
  25451.         float Launch_WingUpAngle;//[Offset: 0x188 , Size: 4]
  25452.         float Launch_WingForwardDecreaseRate;//[Offset: 0x18c , Size: 4]
  25453.         float Launch_WingForwardDecreaseConstRate;//[Offset: 0x190 , Size: 4]
  25454.         float Launch_WingForwardEnterFreeFallSpeed;//[Offset: 0x194 , Size: 4]
  25455.         float Launch_WingForwardToUpRate;//[Offset: 0x198 , Size: 4]
  25456.         float Launch_WingUpDampingRate;//[Offset: 0x19c , Size: 4]
  25457.         float Launch_WingUpDampingConstRate;//[Offset: 0x1a0 , Size: 4]
  25458.         float Launch_MaxWingUpSpeed;//[Offset: 0x1a4 , Size: 4]
  25459.         float Launch_WingUpDropPlus;//[Offset: 0x1a8 , Size: 4]
  25460.         delegate OnInitLaunch;//[Offset: 0x1ac , Size: 12]
  25461.         delegate OnResetLaunch;//[Offset: 0x1b8 , Size: 12]
  25462.         delegate OnChangeMovementModeWhenLaunch;//[Offset: 0x1c4 , Size: 12]
  25463.         float CurrentFallSpeed;//[Offset: 0x1d0 , Size: 4]
  25464.         float AllowMaxDiatanceSqAtServer;//[Offset: 0x1d4 , Size: 4]
  25465.         float MaxZAllowDistance;//[Offset: 0x1d8 , Size: 4]
  25466.         bool bIsPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dc , Size: 1]
  25467.         float FollowerDist;//[Offset: 0x200 , Size: 4]
  25468.         float ReletiveStaticNearbyDistanceSquare;//[Offset: 0x204 , Size: 4]
  25469.         bool bEanbleRadiouBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x248 , Size: 1]
  25470.         bool bEanbleRadiouBlurDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x249 , Size: 1]
  25471.         MaterialInterface* RadiouBlurMat;//[Offset: 0x250 , Size: 40]
  25472.         MaterialInterface* RadiouBlurMatCache;//[Offset: 0x278 , Size: 4]
  25473.         bool VerifyClientTimeStamp(float TimeStamp);// 0x1d079a8
  25474.         void UpdateRotation(float DeltaTime, float ThrottleInput, float SteerInput, byte State, out const Rotator CameraRotation);// 0x1d0780c
  25475.         void UpdateRadiouBlurState(float DeltaTime, float ThrottleInput, float SteerInput, byte State);// 0x1d076c4
  25476.         void UpdateParachuteState(float DeltaTime, float ThrottleInput, float SteerInput, byte State, out const Rotator CameraRotation);// 0x1d07528
  25477.         void UpdateParachuteOpenedRotation(float InputForward, float InputRight, float DeltaTime);// 0x1d07428
  25478.         void UpdateLaunchRotation(float InputForward, float InputRight, float DeltaTime);// 0x1d07328
  25479.         void UpdateFreeFallRotation(Rotator CameraWorldRotation, float InputForward, float InputRight, float DeltaTime);// 0x1d071dc
  25480.         void TickParachuteComponent(float DeltaTime, float ThrottleInput, float SteeringInput, out const Rotator CameraRotation);// 0x1d07088
  25481.         void StopParachute();// 0x1d07074
  25482.         void StartParachute();// 0x1d07060
  25483.         void Set_UseServerAuthorize(const bool InUseServerAuthor);// 0x1d06fe0
  25484.         void ResetVelocity();// 0x1d06fcc
  25485.         void RemoveRadiouBlur();// 0x1d06fb8
  25486.         void PostNetReceiveNewState();// 0x1d06fa4
  25487.         void OnPreReconnectOnServer();// 0x1d06f90
  25488.         void OnAsyncLoadRadiouBlurDone();// 0x1d06f7c
  25489.         void InvalidateAdjustFollowerLocation();// 0x1d06f68
  25490.         void InitRadiouBlurMat();// 0x1d06f54
  25491.         float GetReplicatedRightInput();// 0x1d06f2c
  25492.         float GetReplicatedForwardInput();// 0x1d06f04
  25493.         Vector GetParachuteVelocity();// 0x1d06ebc
  25494.         Vector GetLaunchInitVelocity();// 0x1d06e6c
  25495.         void ClearParachuteStatusCache();// 0x1d06e58
  25496.         Vector CalWingUpVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d06d34
  25497.         Vector CalParachuteOpenedVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d06c18
  25498.         Vector CalLaunchVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d06af4
  25499.         Vector CalFreeFallVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d069d8
  25500.         float AngleInterpTo(float Current, float Target, float DeltaTime, float Speed);// 0x1d06888
  25501.         void AdjustFollowerLocation();// 0x1d06874
  25502.         void AddRadiouBlur(float InWeight);// 0x1d067fc
  25503.  
  25504. --------------------------------
  25505. Class: NavigationInvokerComponent.ActorComponent.Object
  25506.         float TileGenerationRadius;//[Offset: 0xbc , Size: 4]
  25507.         float TileRemovalRadius;//[Offset: 0xc0 , Size: 4]
  25508.  
  25509. --------------------------------
  25510. Class: WeaponSlotSwitchTimeData
  25511.         byte EquipSlot;//[Offset: 0x0 , Size: 1]
  25512.         float TotalTime;//[Offset: 0x4 , Size: 4]
  25513.         float AttachWeaponTime;//[Offset: 0x8 , Size: 4]
  25514.  
  25515. --------------------------------
  25516. Class: SpecialAmbientData
  25517.         AkAudioEvent* Sound;//[Offset: 0x0 , Size: 4]
  25518.         FString SwitchGroupName;//[Offset: 0x4 , Size: 12]
  25519.         FString SwitchValue;//[Offset: 0x10 , Size: 12]
  25520.  
  25521. --------------------------------
  25522. Class: STCharacterNearDeathComp.ActorComponent.Object
  25523.         float BreathMax;//[Offset: 0x100 , Size: 4]
  25524.         float AssistAccountableDuration;//[Offset: 0x104 , Size: 4]
  25525.         float EnterNearDeathDamageInvincibleTime;//[Offset: 0x108 , Size: 4]
  25526.         bool IsTurnOnDebugSameTeamAccountable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1]
  25527.         CurveFloat* CurveLayeredDeathInterval;//[Offset: 0x110 , Size: 4]
  25528.         int MaxDeathTimes;//[Offset: 0x114 , Size: 4]
  25529.         bool IsDebugging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1]
  25530.         int NDStatusEnterTimes;//[Offset: 0x11c , Size: 4]
  25531.         STExtraBaseCharacter* PawnOwner;//[Offset: 0x120 , Size: 4]
  25532.         float EnterNearDeathSeconds;//[Offset: 0x124 , Size: 4]
  25533.         float Breath;//[Offset: 0x128 , Size: 4]
  25534.         int NearDeathRestoredOrignalHealth;//[Offset: 0x12c , Size: 4]
  25535.         int NearDeathRestoredOrignalBreathAmount;//[Offset: 0x130 , Size: 4]
  25536.         Controller* EventInstigatorRecorded;//[Offset: 0x13c , Size: 4]
  25537.         Actor* DamageCauserRecorded;//[Offset: 0x140 , Size: 4]
  25538.         DamageEvent DamageEventRecorded;//[Offset: 0x144 , Size: 8]
  25539.         float SetHealthSafety(float AddVal);// 0x1e7b1dc
  25540.         void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1e7b0c8
  25541.         void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1e7afb4
  25542.         void ResetDataOnRespawn();// 0x1e7afa0
  25543.         void RescueFinishSuccessfully();// 0x1e7af8c
  25544.         void OnRep_BreathChanged();// 0x1e7ac4c
  25545.         bool IsNearDeathInvincible();// 0x1e7af64
  25546.         bool IsHealthAlive();// 0x1e7af3c
  25547.         bool IsHaveLastBreathStatus();// 0x1e7af14
  25548.         bool IsFinishedLastBreathStatus();// 0x1e7aeec
  25549.         void InitializeOwner(Pawn* TempPawn);// 0x1e7ae74
  25550.         bool GotoLastBreathStatus(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, bool IsHeadShot);// 0x1e7acac
  25551.         Controller* GetRecordedEventInstigator();// 0x1e7ac90
  25552.         float GetBreathMax();// 0x1e7ac74
  25553.         float GetBreath();// 0x1d978ec
  25554.         void EnterSwimWhileDying();// 0x1e7ac60
  25555.         void DoFinishLastBreath();// 0x1e7ac4c
  25556.         void ClearNearDeathTeammate();// 0x1e7ac38
  25557.         float AddHealthSafety(float AddVal, bool ForceIgnoreInvinceTime);// 0x1e7ab6c
  25558.         void AddDeadBuff();// 0x1e7ab58
  25559.  
  25560. --------------------------------
  25561. Class: STCharacterRescueOtherComp.ActorComponent.Object
  25562.         int WanderingRadius;//[Offset: 0xbc , Size: 4]
  25563.         float ReturnToCheckConditionCDTimeSetting;//[Offset: 0xc0 , Size: 4]
  25564.         anPickerData FanData;//[Offset: 0xc4 , Size: 20]
  25565.         STExtraBaseCharacter* RescueWho;//[Offset: 0xf0 , Size: 4]
  25566.         float RescueingStatusStartTimeSeconds;//[Offset: 0xf4 , Size: 4]
  25567.         float RestoringDuration;//[Offset: 0x110 , Size: 4]
  25568.         FString DurationAttrModifyRef;//[Offset: 0x114 , Size: 12]
  25569.         STExtraBaseCharacter* PawnOwner;//[Offset: 0x120 , Size: 8]
  25570.         STCharacterNearDeathComp* ParentNDComp;//[Offset: 0x128 , Size: 4]
  25571.         bool WaitingConfirmState_IsConditionSatisfied();// 0x1e7c070
  25572.         void WaitingConfirmState_ActOnUnsatisfied();// 0x1e7c05c
  25573.         void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x1d3093c
  25574.         void TickAsHelper(float DeltaTime);// 0x1e7bfe4
  25575.         void ServerPlayerConfirm(STExtraBaseCharacter* _RescueWho);// 0x1e7bf30
  25576.         void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x1e7beb8
  25577.         bool RescueingState_IsConditionSatisfied();// 0x1e7be90
  25578.         void RescueingState_ActOnUnsatisfied();// 0x1e7be7c
  25579.         void RescueingState_ActOnSatisfied(float DeltaTime);// 0x1d3093c
  25580.         void RescueingProcessFinished();// 0x1e7be68
  25581.         bool PlayerConfirmToRescueClientSide();// 0x1e7be40
  25582.         bool PickTargetsAsHelper(out STExtraBaseCharacter*[] pickedTargets);// 0x1e7bd6c
  25583.         void OnRep_IsRescueingOtherStatusChange();// 0x1e7bd58
  25584.         bool IsInRescueingStatus();// 0x1e7bd30
  25585.         void InitializeOwner(Pawn* _TempPawn, STCharacterNearDeathComp* _Outer);// 0x1e7bc74
  25586.         float GetRestoringDuration();// 0x1e7bc4c
  25587.         void DrawDebugFan();// 0x1c8c854
  25588.  
  25589. --------------------------------
  25590. Class: anPickerData
  25591.         float Radius;//[Offset: 0x0 , Size: 4]
  25592.         float Angle;//[Offset: 0x4 , Size: 4]
  25593.         float Offset;//[Offset: 0x8 , Size: 4]
  25594.         bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  25595.         bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
  25596.         float LowerTraceRatio;//[Offset: 0x10 , Size: 4]
  25597.  
  25598. --------------------------------
  25599. Class: STCharacterFollowComp.ActorComponent.Object
  25600.         TargetJumpOperation* CurRecordingVaultOperation;//[Offset: 0xbc , Size: 4]
  25601.         TargetJumpOperation* CurPlayingVaultOperation;//[Offset: 0xc0 , Size: 4]
  25602.         STExtraBaseCharacter* Target;//[Offset: 0xc8 , Size: 4]
  25603.         float CanFollowDist;//[Offset: 0xcc , Size: 4]
  25604.         float QuitFollowAngleInput;//[Offset: 0xd0 , Size: 4]
  25605.         float QuitFollowDist;//[Offset: 0xd4 , Size: 4]
  25606.         float PointDensityTimeInterval;//[Offset: 0xd8 , Size: 4]
  25607.         float DistThrehold;//[Offset: 0xdc , Size: 4]
  25608.         bool IsEnableAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1]
  25609.         STExtraBaseCharacter* PawnOwner;//[Offset: 0xe4 , Size: 8]
  25610.         STCharacterNearDeathComp* ParentNDComp;//[Offset: 0xec , Size: 4]
  25611.         TargetKeyOperation*[] TargetOps;//[Offset: 0x124 , Size: 12]
  25612.         TargetKeyOperation* CurOp;//[Offset: 0x130 , Size: 4]
  25613.         bool WaitingConfirmState_IsConditionSatisfied();// 0x1e774ac
  25614.         void WaitingConfirmState_ActOnUnsatisfied();// 0x1e77498
  25615.         void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x1d3093c
  25616.         TargetJumpOperation* TargetStartVault(Vector vaultStartPos);// 0x1e77420
  25617.         void SetInterruptAutoFollowByInput(int InterrupteReason);// 0x1e773a8
  25618.         void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x1e77330
  25619.         bool PlayerStopFollow();// 0x1e77308
  25620.         bool PlayerConfirmToFollow();// 0x1e772e0
  25621.         void InitializeOwner(Pawn* _TempPawn);// 0x1e77268
  25622.         void FollowingTargetChangeNotifyHUD(Pawn* previousTarget);// 0x1e771f0
  25623.         bool FollowingState_IsConditionSatisfied();// 0x1e771c8
  25624.         void FollowingState_ActOnUnsatisfied();// 0x1e771b4
  25625.         void FollowingState_ActOnSatisfied(float DeltaTime);// 0x1e7713c
  25626.  
  25627. --------------------------------
  25628. Class: TargetJumpOperation.TargetKeyOperation.Object
  25629.         void TaskRemoved();// 0x1df126c
  25630.         byte Start();// 0x1d15c3c
  25631.         bool IsValidate();// 0x1dde770
  25632.         void DebugDraw(Color DebugColor, bool isPersist);// 0x1f6fc04
  25633.         void Awake();// 0x1df1250
  25634.  
  25635. --------------------------------
  25636. Class: TargetKeyOperation.Object
  25637.         STExtraBaseCharacter* PawnOwner;//[Offset: 0x7c , Size: 4]
  25638.         STExtraBaseCharacter* Target;//[Offset: 0x80 , Size: 4]
  25639.         byte Update(float DeltaTime);// 0x1d2a2c0
  25640.         FString ToString();// 0x1f6fcc8
  25641.         void TaskRemoved();// 0x1df126c
  25642.         byte Start();// 0x1d15c3c
  25643.         bool IsValidate();// 0x1dde770
  25644.         bool IsReachable();// 0x1d79c88
  25645.         byte Finish();// 0x1d79dc0
  25646.         void DebugDraw(Color DebugColor, bool isPersist);// 0x1f6fc04
  25647.         void Awake();// 0x1df1250
  25648.  
  25649. --------------------------------
  25650. Class: CustomSpringArmComponent.STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object
  25651.         float SpringArmLengthModifier1;//[Offset: 0x3ac , Size: 4]
  25652.         float SpringArmLengthModifier2;//[Offset: 0x3b0 , Size: 4]
  25653.         float SpringArmLengthModifier3;//[Offset: 0x3b4 , Size: 4]
  25654.         CurveFloat* SpringArmForwadOffsetByPitchCurve;//[Offset: 0x3b8 , Size: 4]
  25655.         bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1]
  25656.         bool bUseLocalSpaceClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d9 , Size: 1]
  25657.         bool bClampPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3da , Size: 1]
  25658.         float ResultMinPitch;//[Offset: 0x3dc , Size: 4]
  25659.         float ResultMaxPitch;//[Offset: 0x3e0 , Size: 4]
  25660.         bool bEnableShoulderCameraMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4 , Size: 1]
  25661.         float FreeCamRotationReturnRate;//[Offset: 0x3e8 , Size: 4]
  25662.         CameraOffsetData CrouchCameraData;//[Offset: 0x3ec , Size: 28]
  25663.         CameraOffsetData ProneCameraData;//[Offset: 0x408 , Size: 28]
  25664.         CameraOffsetData IndoorCameraData;//[Offset: 0x424 , Size: 28]
  25665.         CameraOffsetData LeanLeftCameraData;//[Offset: 0x440 , Size: 28]
  25666.         CameraOffsetData LeanRightCameraData;//[Offset: 0x45c , Size: 28]
  25667.         CameraOffsetData InVehicleCameraData;//[Offset: 0x478 , Size: 28]
  25668.         CameraOffsetData NearDeathCameraData;//[Offset: 0x494 , Size: 28]
  25669.         CameraOffsetData PeekLeftCameraData;//[Offset: 0x4b0 , Size: 28]
  25670.         CameraOffsetData PeekRightCameraData;//[Offset: 0x4cc , Size: 28]
  25671.         CameraOffsetData IndoorLowerCameraStand;//[Offset: 0x4e8 , Size: 28]
  25672.         CameraOffsetData IndoorLowerCameraCrouch;//[Offset: 0x504 , Size: 28]
  25673.         CameraOffsetData IndoorLowerCameraProne;//[Offset: 0x520 , Size: 28]
  25674.         CameraOffsetData VaultCameraData;//[Offset: 0x53c , Size: 28]
  25675.         CameraOffsetData ShovelingCameraData;//[Offset: 0x558 , Size: 28]
  25676.         CameraOffsetData InHelicopterCameraData;//[Offset: 0x574 , Size: 28]
  25677.         CameraOffsetData InFireBalloonCameraData;//[Offset: 0x590 , Size: 28]
  25678.         bool bIsShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ac , Size: 1]
  25679.         CameraOffsetData ShoulderCameraData;//[Offset: 0x5b0 , Size: 28]
  25680.         float AdditionalSocketOffetZMax;//[Offset: 0x5d0 , Size: 4]
  25681.         Vector2D AdditionalSocketOffetZPitch;//[Offset: 0x5d4 , Size: 8]
  25682.         CurveVector* LandingHeavyCameraOffset;//[Offset: 0x5dc , Size: 4]
  25683.         float LandingHeavyCameraOffsetDurationTime;//[Offset: 0x5e0 , Size: 4]
  25684.         float LandingHeavyCameraOffsetPlaySpeed;//[Offset: 0x5e4 , Size: 4]
  25685.         bool bNeedAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ed , Size: 1]
  25686.         bool bIsPlayingCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ee , Size: 1]
  25687.         float OffsetCountTime;//[Offset: 0x5f0 , Size: 4]
  25688.         float OffSetDurTime;//[Offset: 0x5f4 , Size: 4]
  25689.         float RevertMoveSpeed;//[Offset: 0x5f8 , Size: 4]
  25690.         CurveVector* TargetOffsetAnimCurve;//[Offset: 0x5fc , Size: 4]
  25691.         Transform PrevRelativeTrans;//[Offset: 0x600 , Size: 48]
  25692.         Vector PrevRelativeSocketLocation;//[Offset: 0x630 , Size: 12]
  25693.         Quat PrevRelativeSocketRotation;//[Offset: 0x640 , Size: 16]
  25694.         void SetSelfieCameraDefRotation();// 0x1d1d0e0
  25695.         void SetCustomCameraDataEnable(out CameraOffsetData CustomCameraData, bool IsEnable);// 0x1d1cfd4
  25696.         void SetCameraDataEnable(byte CameraDataType, bool IsEnable);// 0x1d1cf10
  25697.         void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1d1cda4
  25698.         void DelayRotationLagEnabledEnd();// 0x1d1cd90
  25699.         void DelayRotationLagEnabled(bool bEnabled, float Time);// 0x1d1ccc8
  25700.  
  25701. --------------------------------
  25702. Class: STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object
  25703.         float SocketOffsetInterpSpeed;//[Offset: 0x318 , Size: 4]
  25704.         float TargetOffsetInterpSpeed;//[Offset: 0x31c , Size: 4]
  25705.         float ArmLengthInterpSpeed;//[Offset: 0x320 , Size: 4]
  25706.         bool bViewTargetIsAnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4 , Size: 1]
  25707.         PlayerController* CachedPC;//[Offset: 0x3a8 , Size: 4]
  25708.         void OnRespawned();// 0x1cde3ec
  25709.         Rotator GetTargetRotation();// 0x1f4ca98
  25710.         void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1d1cda4
  25711.         void ClearCameraData();// 0x1f4ca7c
  25712.  
  25713. --------------------------------
  25714. Class: SyncAKEvent
  25715.         int AkEventID;//[Offset: 0x0 , Size: 4]
  25716.         Vector AkLocation;//[Offset: 0x4 , Size: 12]
  25717.  
  25718. --------------------------------
  25719. Class: DamageCauserRecordData
  25720.         Controller* Causer;//[Offset: 0x0 , Size: 4]
  25721.         float Time;//[Offset: 0x4 , Size: 4]
  25722.         float Damage;//[Offset: 0x8 , Size: 4]
  25723.         int StatusChangeMargin;//[Offset: 0xc , Size: 4]
  25724.         int DamageType;//[Offset: 0x10 , Size: 4]
  25725.         int AdditionalParam;//[Offset: 0x14 , Size: 4]
  25726.         bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  25727.         int WeaponId;//[Offset: 0x1c , Size: 4]
  25728.         int FloorType;//[Offset: 0x20 , Size: 4]
  25729.  
  25730. --------------------------------
  25731. Class: STCharacterMovementComponent.CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
  25732.         bool bServerMoveCheckPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67c , Size: 1]
  25733.         bool bCheckPassWallUseSweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67d , Size: 1]
  25734.         float CheckPassWallShapeShrinkScale;//[Offset: 0x680 , Size: 4]
  25735.         float AdjustRadiusScaleWhenPassWall;//[Offset: 0x684 , Size: 4]
  25736.         float RadiusScaleWhenCheckPassWall;//[Offset: 0x688 , Size: 4]
  25737.         float MaxPrisonmentMove;//[Offset: 0x68c , Size: 4]
  25738.         bool NoPrisonReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x690 , Size: 1]
  25739.         bool bIgnoreClientRotationErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x691 , Size: 1]
  25740.         bool bIsServerPriorityControlShoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8 , Size: 1]
  25741.         float ShovelingStopMaxRelianceClientTime;//[Offset: 0x6ac , Size: 4]
  25742.         float EnterShovelCD;//[Offset: 0x6b0 , Size: 4]
  25743.         float DSEnterShovelCD;//[Offset: 0x6b4 , Size: 4]
  25744.         float ShovelingCollisionHalfHeight;//[Offset: 0x6b8 , Size: 4]
  25745.         float MaxShovelFloorAngle;//[Offset: 0x6bc , Size: 4]
  25746.         float UseVelocityDirMinSpeed;//[Offset: 0x6c0 , Size: 4]
  25747.         float StandMinEnterShovelingSpeed;//[Offset: 0x6c4 , Size: 4]
  25748.         float CrounchMinEnterShovelingSpeed;//[Offset: 0x6c8 , Size: 4]
  25749.         float DefaultShovelingSpeed;//[Offset: 0x6cc , Size: 4]
  25750.         float DefaultShovelingDCC;//[Offset: 0x6d0 , Size: 4]
  25751.         float ExtraShovelingDCC1;//[Offset: 0x6d4 , Size: 4]
  25752.         float ExtraShovelingDCC2;//[Offset: 0x6d8 , Size: 4]
  25753.         float ExtraShovelingDCC3;//[Offset: 0x6dc , Size: 4]
  25754.         float MinusGradeShovelingACC;//[Offset: 0x6e0 , Size: 4]
  25755.         float MinusGradeShovelingDCC;//[Offset: 0x6e4 , Size: 4]
  25756.         float MaxShovelingSpeed;//[Offset: 0x6e8 , Size: 4]
  25757.         float StopShovelingSpeed;//[Offset: 0x6f0 , Size: 4]
  25758.         float MinNoDCCInShovelingSlopeAngle;//[Offset: 0x6f4 , Size: 4]
  25759.         float MAxNoDCCInShovelingSlopeAngle;//[Offset: 0x6f8 , Size: 4]
  25760.         float EnterShovelingMinHeightInFalling;//[Offset: 0x6fc , Size: 4]
  25761.         float ShovelingFPPFovVaule;//[Offset: 0x700 , Size: 4]
  25762.         float EnterShovelingFPPFovChangeSpeed;//[Offset: 0x704 , Size: 4]
  25763.         float ExitShovelingFPPFovChangeSpeed;//[Offset: 0x708 , Size: 4]
  25764.         float ShovelingTPPFovVaule;//[Offset: 0x70c , Size: 4]
  25765.         float EnterShovelingTPPFovChangeSpeed;//[Offset: 0x710 , Size: 4]
  25766.         float ExitShovelingTPPFovChangeSpeed;//[Offset: 0x714 , Size: 4]
  25767.         float ShovelingLegBodyMaxAngle;//[Offset: 0x718 , Size: 4]
  25768.         float ShovelingLegStartFollowBodyMinAngle;//[Offset: 0x71c , Size: 4]
  25769.         float ShovelingLegFollowBodySpeed;//[Offset: 0x720 , Size: 4]
  25770.         float MaxAngleShovelingLegFollowBodySpeed;//[Offset: 0x724 , Size: 4]
  25771.         float ShovelingLegFollowFloorSpeed;//[Offset: 0x728 , Size: 4]
  25772.         SoftObjectPath ShovelingEffectPath;//[Offset: 0x730 , Size: 24]
  25773.         AkAudioEvent* EnterShovelingSound;//[Offset: 0x748 , Size: 4]
  25774.         AkAudioEvent* ExitShovelingSound;//[Offset: 0x74c , Size: 4]
  25775.         AkAudioEvent* InterruptShovelingSound;//[Offset: 0x750 , Size: 4]
  25776.         float nowShovelingSpeed;//[Offset: 0x754 , Size: 4]
  25777.         Rotator ShovelingRotation;//[Offset: 0x758 , Size: 12]
  25778.         bool ShovelingIsTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x764 , Size: 1]
  25779.         bool ShovelingIsHold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x765 , Size: 1]
  25780.         byte ShovelingPrePoseState;//[Offset: 0x767 , Size: 1]
  25781.         float PreShovelFov;//[Offset: 0x768 , Size: 4]
  25782.         ParticleSystemComponent* ShovelingParticleSystemComponent;//[Offset: 0x790 , Size: 4]
  25783.         bool StopTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x794 , Size: 1]
  25784.         float TimeSpeedFactor;//[Offset: 0x798 , Size: 4]
  25785.         bool CheatCheckSumFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79c , Size: 1]
  25786.         bool bCanSendCmdAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79d , Size: 1]
  25787.         bool bCheatClientLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79e , Size: 1]
  25788.         float MaxPenetrationAdjustmentSize;//[Offset: 0x7a0 , Size: 4]
  25789.         bool bIgnoreChangingMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a4 , Size: 1]
  25790.         bool bEnableAdjustFloorHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a5 , Size: 1]
  25791.         bool bEnableJumpOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a6 , Size: 1]
  25792.         float JumpOffVelocityFactor;//[Offset: 0x7a8 , Size: 4]
  25793.         bool mb_UseVehiclePushSwim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ac , Size: 1]
  25794.         bool mb_UseVehiclePushUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ad , Size: 1]
  25795.         float MaxDecideClientTimeSpeedDeltaTime;//[Offset: 0x7b0 , Size: 4]
  25796.         bool bUseTimeSpeedAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b4 , Size: 1]
  25797.         bool bUseUserCmdDeltaCompress;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7b4 , Size: 1]
  25798.         float SimulatedNearDistanceSqAtClient;//[Offset: 0x7b8 , Size: 4]
  25799.         float SimulatedNearTickIntervalAtClient;//[Offset: 0x7bc , Size: 4]
  25800.         float SimulatedMiddleDistanceSqAtClient;//[Offset: 0x7c0 , Size: 4]
  25801.         float SimulatedMiddleTickIntervalAtClient;//[Offset: 0x7c4 , Size: 4]
  25802.         float SimulatedFarDistanceSqAtClient;//[Offset: 0x7c8 , Size: 4]
  25803.         float SimulatedFarTickIntervalAtClient;//[Offset: 0x7cc , Size: 4]
  25804.         float WalkSpeedCurveScale;//[Offset: 0x7d0 , Size: 4]
  25805.         CurveFloat* MaxWalkSpeedCurve;//[Offset: 0x7d4 , Size: 4]
  25806.         float ProneFloorAngle;//[Offset: 0x7d8 , Size: 4]
  25807.         float ProneFloorZ;//[Offset: 0x7dc , Size: 4]
  25808.         float JumpFloorAngle;//[Offset: 0x7e0 , Size: 4]
  25809.         float JumpFloorZ;//[Offset: 0x7e4 , Size: 4]
  25810.         float ResolvePenetrationPosDiffSq;//[Offset: 0x7e8 , Size: 4]
  25811.         float ResolvePenetrationAdjustment;//[Offset: 0x7ec , Size: 4]
  25812.         bool bOpenLocationSmoothOnDynamicMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f0 , Size: 1]
  25813.         float DistSqOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x7f4 , Size: 4]
  25814.         float DistAngleOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x7f8 , Size: 4]
  25815.         bool bProcessDeltaRotationWhenKnockedDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x814 , Size: 1]
  25816.         bool EnabledResetPredictionData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x815 , Size: 1]
  25817.         bool bEnableAdjustWhenStepUpFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x816 , Size: 1]
  25818.         float AdjustDistanceWhenStepUpFailed;//[Offset: 0x818 , Size: 4]
  25819.         bool ForceSimulatedOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81c , Size: 1]
  25820.         bool bFixParachuteEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x900 , Size: 1]
  25821.         float CheckDistanceAhead;//[Offset: 0x904 , Size: 4]
  25822.         bool bPrintMoveStatusDataDebugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x908 , Size: 1]
  25823.         int PrintMoveStatusDataDebugsMaxNum;//[Offset: 0x90c , Size: 4]
  25824.         float BaseSolvedWallCheckDistance;//[Offset: 0x920 , Size: 4]
  25825.         float BaseSolvedWallTraceDistance;//[Offset: 0x924 , Size: 4]
  25826.         float BaseSolvedWallOutDistance;//[Offset: 0x928 , Size: 4]
  25827.         float BaseSolvedWallMoveWithForwardCos;//[Offset: 0x92c , Size: 4]
  25828.         bool bStepUpHardIgnoreEdgeTolerance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x930 , Size: 1]
  25829.         float fStepDownEdgeToleranceRate;//[Offset: 0x934 , Size: 4]
  25830.         float fStepDownSuccessEdgeToleranceRate;//[Offset: 0x938 , Size: 4]
  25831.         float MaxBaseStepUpHeight;//[Offset: 0x93c , Size: 4]
  25832.         bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x940 , Size: 1]
  25833.         CharacterDistanceSquareTickInternal[] AIDSTickDistanceInternal;//[Offset: 0x944 , Size: 12]
  25834.         bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x954 , Size: 1]
  25835.         CharacterDistanceSquareTickInternal[] AIDSPhysicsQueryDistanceInternal;//[Offset: 0x95c , Size: 12]
  25836.         float DSAIDistanceOptimizeEnhanceAngle;//[Offset: 0x968 , Size: 4]
  25837.         float AIMovementSimulatePredictTime;//[Offset: 0x980 , Size: 4]
  25838.         STExtraBaseCharacter* STCharacter_PRIVATE;//[Offset: 0x988 , Size: 4]
  25839.         bool bOpenServerControlPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99d , Size: 1]
  25840.         bool UpdatedComponentWithBase(float DeltaSeconds, Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x1e79af4
  25841.         void ToggleUserCmdDelta(bool Val);// 0x1e79a3c
  25842.         void TimeSpeedCheck(bool Val);// 0x1e79984
  25843.         void SeverAddRotationVelocity(const Vector RotationVelocity);// 0x1e798d8
  25844.         void SetProneFloorZ(float InProneFloorZ);// 0x1e79860
  25845.         void SetProneFloorAngle(float InProneFloorAngle);// 0x1e797e8
  25846.         void SetJumpFloorZ(float InJumpFloorZ);// 0x1e79770
  25847.         void SetJumpFloorAngle(float InJumpFloorAngle);// 0x1e796f8
  25848.         void SetBase(PrimitiveComponent* NewBase, const FName BoneName, bool bNotifyActor);// 0x1e795e0
  25849.         void ServerUserMoveCmdOld(int ClientApplySequence, const byte[] UserCmdDelta);// 0x1e794b4
  25850.         void ServerUserMoveCmdDual(uint32 Sequence, uint32 CheckSum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x1e79268
  25851.         void ServerUserMoveCmd(uint32 Sequence, uint32 CheckSum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x1e790a8
  25852.         void RefreshCharacterWithBase();// 0x1e79094
  25853.         void Ping2Server(float ServerTime, float ClientTime);// 0x1e78fa8
  25854.         void Ping2Client(float ServerTime);// 0x1e78f30
  25855.         void PhysicsFlyDistance(float DeltaTime, out const Vector flyVelocity);// 0x1e78e68
  25856.         void OnRecoverOnServer();// 0x1e78e4c
  25857.         void OnPreReconnectOnServer();// 0x1e78e38
  25858.         void OnClientCloseUserCmdDelta();// 0x1e78e24
  25859.         float K2_GetProneFloorZ();// 0x1e78dfc
  25860.         float K2_GetProneFloorAngle();// 0x1e78dd4
  25861.         float K2_GetJumpFloorZ();// 0x1e78dac
  25862.         float K2_GetJumpFloorAngle();// 0x1e78d84
  25863.         bool IsWalkable(out const HitResult Hit);// 0x1e78cd8
  25864.         bool IsProning();// 0x1e78cb0
  25865.         STExtraBaseCharacter* GetSTCharacter();// 0x1e78c88
  25866.         Vector GetPendingImpulse();// 0x1e78c64
  25867.         Vector GetLocationOffsetToBase();// 0x1e78c1c
  25868.         float GetLastServerMoveTime();// 0x1e78bf4
  25869.         bool GetIsOpenShovelingAbility();// 0x1e78bcc
  25870.         Vector GetBaseLocation();// 0x1e78b84
  25871.         bool DragOnGround(float DeltaTime);// 0x1e78b04
  25872.         void ClientVeryShortAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x1e7885c
  25873.         void ClientUserMoveCmdAck(int Sequence);// 0x1e787e4
  25874.         void ClientAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x1e784dc
  25875.         void ChangePhysxShapeFlag();// 0x1c8c854
  25876.  
  25877. --------------------------------
  25878. Class: CharacterDistanceSquareTickInternal
  25879.         float DistanceSquare;//[Offset: 0x0 , Size: 4]
  25880.         float TickInternal;//[Offset: 0x4 , Size: 4]
  25881.  
  25882. --------------------------------
  25883. Class: SimViewData
  25884.         uint16 ViewPitch;//[Offset: 0x0 , Size: 2]
  25885.         uint16 ViewYaw;//[Offset: 0x2 , Size: 2]
  25886.         byte ViewRoll;//[Offset: 0x4 , Size: 1]
  25887.         bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  25888.  
  25889. --------------------------------
  25890. Class: AnchorPlatData
  25891.         int AnchorPlatResID;//[Offset: 0x0 , Size: 4]
  25892.         int AnchorPlatColorID;//[Offset: 0x4 , Size: 4]
  25893.  
  25894. --------------------------------
  25895. Class: KilledTipsBlock
  25896.         byte DamageType;//[Offset: 0x0 , Size: 1]
  25897.         FString attackerName;//[Offset: 0x4 , Size: 12]
  25898.         FString WeaponName;//[Offset: 0x10 , Size: 12]
  25899.         FString DeadName;//[Offset: 0x1c , Size: 12]
  25900.  
  25901. --------------------------------
  25902. Class: PlayerGunCollosionComp.ActorComponent.Object
  25903.         float DetectInterval;//[Offset: 0xbc , Size: 4]
  25904.         int DetectThreshold;//[Offset: 0xc0 , Size: 4]
  25905.         float FoldFactor;//[Offset: 0xc4 , Size: 4]
  25906.         STExtraBaseCharacter* pCharOwner;//[Offset: 0xc8 , Size: 4]
  25907.         Vector BoxHalfSize;//[Offset: 0xd4 , Size: 12]
  25908.         Vector QEoffsetPeekLeftOnVehicle;//[Offset: 0xe0 , Size: 12]
  25909.         Vector QEoffsetPeekRightOnVehicle;//[Offset: 0xec , Size: 12]
  25910.         Vector QEoffsetPeekLeft;//[Offset: 0xf8 , Size: 12]
  25911.         Vector QEoffsetPeekRight;//[Offset: 0x104 , Size: 12]
  25912.         float StaticTraceLengthOffset;//[Offset: 0x110 , Size: 4]
  25913.         Vector QEoffsetPeekStandAdd;//[Offset: 0x114 , Size: 12]
  25914.         Vector QEoffsetPeekCrouchAdd;//[Offset: 0x120 , Size: 12]
  25915.         Vector QEoffsetPeekProneAdd;//[Offset: 0x12c , Size: 12]
  25916.         int FoldFactorDelt;//[Offset: 0x138 , Size: 4]
  25917.         int FoldFactorDeltChange;//[Offset: 0x13c , Size: 4]
  25918.         int TraceDis;//[Offset: 0x140 , Size: 4]
  25919.         float TickDeltTime;//[Offset: 0x144 , Size: 4]
  25920.         bool IsDrawDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148 , Size: 1]
  25921.         Actor*[] SweepIgnoreActors;//[Offset: 0x150 , Size: 12]
  25922.         bool IsUseCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c , Size: 1]
  25923.         void SetEffect(const bool Visbile, out const Vector EffectLoc);// 0x1e00220
  25924.         void CheckCollision(out const int InFoldFactor, out const Vector FoldPoint, out const Vector FoldNormal);// 0x1e000e8
  25925.  
  25926. --------------------------------
  25927. Class: PlayerSwimComponent.ActorComponent.Object
  25928.         delegate OnPlayerTouchWater;//[Offset: 0xf0 , Size: 12]
  25929.         float MaxBreathAmount;//[Offset: 0xfc , Size: 4]
  25930.         float DrowningHurtHight;//[Offset: 0x100 , Size: 4]
  25931.         float SwimWaterSufaceOffset;//[Offset: 0x104 , Size: 4]
  25932.         float BreathVauleChangeoffset;//[Offset: 0x108 , Size: 4]
  25933.         float OpBreathVauleChangeoffset;//[Offset: 0x10c , Size: 4]
  25934.         float BreathDeltaTime;//[Offset: 0x110 , Size: 4]
  25935.         float MaxSpeedScaleHeightOffset;//[Offset: 0x114 , Size: 4]
  25936.         float MinSpeedScale;//[Offset: 0x118 , Size: 4]
  25937.         float MaxCrouchWaterHeight;//[Offset: 0x11c , Size: 4]
  25938.         float MaxProneWaterHeight;//[Offset: 0x120 , Size: 4]
  25939.         float DeadInWaterLocZOffset;//[Offset: 0x124 , Size: 4]
  25940.         float RollMaxAngle;//[Offset: 0x128 , Size: 4]
  25941.         float DistoVolume;//[Offset: 0x12c , Size: 4]
  25942.         bool ResetEnterWaterWhenVolumeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1]
  25943.         CharacterMovementComponent* CharaterMovement;//[Offset: 0x14c , Size: 4]
  25944.         bool AdjustCharacterInvalidHeightInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x151 , Size: 1]
  25945.         float CheckCharacterInWaterInternal;//[Offset: 0x154 , Size: 4]
  25946.         float CharacterInWaterInvalidHeight;//[Offset: 0x158 , Size: 4]
  25947.         CharacterMovementComponent* OwnerMovementComp;//[Offset: 0x160 , Size: 4]
  25948.         STExtraBaseCharacter* OwnerPlayerCharater;//[Offset: 0x164 , Size: 4]
  25949.         PhysicsVolume* UnderWaterBox;//[Offset: 0x168 , Size: 4]
  25950.         void UpdateSwimCollisionHeightCpp();// 0x1e04c90
  25951.         void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x1e04c18
  25952.         void LeaveWater();// 0x1e04c04
  25953.         Actor* GetWaterObject();// 0x1e04bdc
  25954.         void EnterWater_BluePrint();// 0x2859eb0
  25955.         void EnterWater(Actor* WaterObject);// 0x1e04b64
  25956.         void BP_UnderWaterStateChanged(bool bEnterWater);// 0x2859eb0
  25957.  
  25958. --------------------------------
  25959. Class: PoseChangeTime
  25960.         float PoseChange_Prone_Stand;//[Offset: 0x0 , Size: 4]
  25961.         float PoseChange_Prone_Move;//[Offset: 0x4 , Size: 4]
  25962.         float PoseChange_UnProne_Stand;//[Offset: 0x8 , Size: 4]
  25963.         float PoseChange_UnProne_Move;//[Offset: 0xc , Size: 4]
  25964.  
  25965. --------------------------------
  25966. Class: BaseCharacterPickupProxy.PickupProxy.Object
  25967.         STExtraBaseCharacter* ProxyOwnerCharacter;//[Offset: 0x20 , Size: 4]
  25968.  
  25969. --------------------------------
  25970. Class: PickupProxy.Object
  25971.         Actor* ProxyOwner;//[Offset: 0x1c , Size: 4]
  25972.  
  25973. --------------------------------
  25974. Class: CharacterWeaponManagerComponent.WeaponManagerComponent.ActorComponent.Object
  25975.         float AttachCheckInterval;//[Offset: 0x4b8 , Size: 4]
  25976.         float AttachCheckDistance;//[Offset: 0x4bc , Size: 4]
  25977.         float RefreshUIIntervalAfterReconnect;//[Offset: 0x4c0 , Size: 4]
  25978.         int RefreshUITimesAfterReconnect;//[Offset: 0x4c4 , Size: 4]
  25979.         STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x4c8 , Size: 4]
  25980.         WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x4e4 , Size: 12]
  25981.         WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x4f0 , Size: 12]
  25982.         void UpdateDataWhenBagChangedOnServer(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x1d09180
  25983.         void UpdateDataWhenBagChangedOnAutonomous();// 0x1d0916c
  25984.         void OnRecoverOnServer();// 0x1d09150
  25985.         void OnReconnectOnServer();// 0x1c9acf8
  25986.         void OnReconnectOnClient();// 0x1d09134
  25987.         void OnDisconnectToClientOnServer();// 0x1d09120
  25988.         int GetBagLevel();// 0x1d090f0
  25989.  
  25990. --------------------------------
  25991. Class: PlayerVehAnimList
  25992.         int FrameCounter;//[Offset: 0x4 , Size: 4]
  25993.         AnimationAsset* IdleAnim;//[Offset: 0x8 , Size: 4]
  25994.         AnimationAsset* IdleMotorbikeAnim;//[Offset: 0xc , Size: 4]
  25995.         AnimationAsset* VacateMotorbikeAnim;//[Offset: 0x10 , Size: 4]
  25996.         AnimationAsset* LeanOutAnim;//[Offset: 0x14 , Size: 4]
  25997.         AnimationAsset* LeanInAnim;//[Offset: 0x18 , Size: 4]
  25998.         AnimationAsset* AimAnim;//[Offset: 0x1c , Size: 4]
  25999.         AnimationAsset* WeaponIdleAddition;//[Offset: 0x20 , Size: 4]
  26000.         AnimationAsset* WeaponAimAddition;//[Offset: 0x24 , Size: 4]
  26001.         AnimationAsset* WeaponReloadAddition;//[Offset: 0x28 , Size: 4]
  26002.         AnimationAsset* SurfBoard_IdleAnim;//[Offset: 0x2c , Size: 4]
  26003.         AnimationAsset* SurfBoard_MoveAnim;//[Offset: 0x30 , Size: 4]
  26004.         AnimationAsset* SurfBoard_JumpAnim;//[Offset: 0x34 , Size: 4]
  26005.         AnimationAsset* SurfBoard_LandAnim;//[Offset: 0x38 , Size: 4]
  26006.         AnimationAsset* SurfBoard_JumpLeftTurnAnim;//[Offset: 0x3c , Size: 4]
  26007.         AnimationAsset* SurfBoard_JumpRightTurnAnim;//[Offset: 0x40 , Size: 4]
  26008.         AnimationAsset* Ski_JumpStationary;//[Offset: 0x44 , Size: 4]
  26009.         AnimationAsset* Ski_DownTurnLR;//[Offset: 0x48 , Size: 4]
  26010.         AnimationAsset* Ski_DownTurnRL;//[Offset: 0x4c , Size: 4]
  26011.         AnimationAsset* Ski_DownTurnFD;//[Offset: 0x50 , Size: 4]
  26012.         AnimationAsset* Ski_Falling;//[Offset: 0x54 , Size: 4]
  26013.         AnimationAsset* Ski_DownFallLandingAdditive;//[Offset: 0x58 , Size: 4]
  26014.         AnimationAsset* Ski_DownFallLandingHard;//[Offset: 0x5c , Size: 4]
  26015.         AnimationAsset* VehicleWeaponIdleAnim;//[Offset: 0x60 , Size: 4]
  26016.         AnimationAsset* VehicleWeaponReloadAnim;//[Offset: 0x64 , Size: 4]
  26017.         AnimationAsset* VehicleWeaponAimOffsetAnim;//[Offset: 0x68 , Size: 4]
  26018.         AnimationAsset* VehicleDriverForwardAnim;//[Offset: 0x6c , Size: 4]
  26019.  
  26020. --------------------------------
  26021. Class: AnimVehParamList
  26022.         int FrameCounter;//[Offset: 0x0 , Size: 4]
  26023.         bool IsLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  26024.         bool IsDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  26025.         bool IsSwitchingSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6 , Size: 1]
  26026.         bool IsIdleAnimReplaced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7 , Size: 1]
  26027.         float VacateHight;//[Offset: 0x8 , Size: 4]
  26028.         bool IsVehicleMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  26029.         Rotator VehViewRotation;//[Offset: 0x10 , Size: 12]
  26030.         Vector VehMoveVelocity;//[Offset: 0x1c , Size: 12]
  26031.         byte SeatWeaponHoldType;//[Offset: 0x28 , Size: 1]
  26032.         byte SeatSpecialType;//[Offset: 0x29 , Size: 1]
  26033.         enum VehicleType;//[Offset: 0x2a , Size: 1]
  26034.         float LeanOutPercentage;//[Offset: 0x2c , Size: 4]
  26035.  
  26036. --------------------------------
  26037. Class: AnimStatusKeyList
  26038.         STExtraWeapon* EquipWeapon;//[Offset: 0x1c , Size: 4]
  26039.  
  26040. --------------------------------
  26041. Class: BodyPartCfg
  26042.         float DamageScale;//[Offset: 0x0 , Size: 4]
  26043.         float Durability;//[Offset: 0x4 , Size: 4]
  26044.         float DamageReduceScale;//[Offset: 0x8 , Size: 4]
  26045.         float DamageReduceScaleIgnoreDurability;//[Offset: 0xc , Size: 4]
  26046.         float BrokenArmorDamageReduceScale;//[Offset: 0x10 , Size: 4]
  26047.         float DurabilityReduceScale;//[Offset: 0x14 , Size: 4]
  26048.         FString BodyDurabilityIndexName;//[Offset: 0x18 , Size: 12]
  26049.         float MomentumResistance;//[Offset: 0x24 , Size: 4]
  26050.         class STEShootWeaponBulletImpactEffect* ImpactEffectOverride;//[Offset: 0x28 , Size: 4]
  26051.  
  26052. --------------------------------
  26053. Class: CharacterEnergyData
  26054.         CharacterEnergyPhase[] EnergyEffactPhase;//[Offset: 0x0 , Size: 12]
  26055.         float EnergyMax;//[Offset: 0xc , Size: 4]
  26056.         float EnergyCurrent;//[Offset: 0x10 , Size: 4]
  26057.         float EnergyPredict;//[Offset: 0x14 , Size: 4]
  26058.         float AttenuationPeriod;//[Offset: 0x18 , Size: 4]
  26059.         float AttenuationAmount;//[Offset: 0x1c , Size: 4]
  26060.  
  26061. --------------------------------
  26062. Class: CharacterEnergyPhase
  26063.         float MakeEffectSection;//[Offset: 0x0 , Size: 4]
  26064.         FString BuffName;//[Offset: 0x4 , Size: 12]
  26065.  
  26066. --------------------------------
  26067. Class: STDamageCameraShake.CameraShake.Object
  26068.         float DamageShakeScale;//[Offset: 0x140 , Size: 4]
  26069.  
  26070. --------------------------------
  26071. Class: HealthPredictShowData
  26072.         FString ShowDataKey;//[Offset: 0x0 , Size: 12]
  26073.         byte ShowType;//[Offset: 0xc , Size: 1]
  26074.         float Value;//[Offset: 0x10 , Size: 4]
  26075.         float LimitValue;//[Offset: 0x14 , Size: 4]
  26076.  
  26077. --------------------------------
  26078. Class: SecuryInfoComponent.ActorComponent.Object
  26079.         GameBaseInfo GameBaseInfo;//[Offset: 0xf8 , Size: 104]
  26080.         UAEGameMode* UAEGM;//[Offset: 0x160 , Size: 4]
  26081.         void ServerSendGameStartFlow(out const ClientGameStartFlow ClientGameStartFlow);// 0x1e3459c
  26082.         void ServerSendGameEndFlow(out const ClientGameEndFlow ClientGameEndFlow);// 0x1e344ec
  26083.         void ReportVerifyInfoFlow();// 0x1e34490
  26084.         void ReportSecAttackFlow(const SecAttackFlow SecAttackFlow);// 0x1e343c0
  26085.         void ReportPlayerKillFlow(const ClientSecPlayerKillFlow PlayerKillFlow);// 0x1e34298
  26086.         void ReportMrpcsFlow(const ClientSecMrpcsFlow MrpcsFlow);// 0x1e341a8
  26087.         void ReportJumpFlow(const ClientJumpFlow JumpFlow);// 0x1e340d8
  26088.         void ReportHurtFlow(const HurtFlow HurtFlow);// 0x1e34008
  26089.         void ReportGvoiceTeamQuit(const GvoiceTeamQuit teamQuit);// 0x1e33ed8
  26090.         void ReportGvoiceTeamCreate(const GvoiceTeamCreate teamCreate);// 0x1e33da8
  26091.         void ReportGameStartFlow(const ClientGameStartFlow GameStartFlow);// 0x1e33ca4
  26092.         void ReportGameSetting(const GameSetting GameSetting);// 0x1e33bb4
  26093.         void ReportGameEndFlow(const ClientGameEndFlow GameEndFlow);// 0x1e33ae4
  26094.         void ReportGameBaseInfo(const GameBaseInfo BaseInfo);// 0x1e339e4
  26095.         void ReportCircleFlow(const ClientCircleFlow CircleFlow);// 0x1e33914
  26096.         void ReportAttackFlow(const AttackFlow AttackFlow);// 0x1e33844
  26097.         void ReportAimFlow(const AimFlow AimFlow);// 0x1e33774
  26098.         void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x1e336e4
  26099.         void GetWeaponProperty(STExtraBaseCharacter* Character, STExtraWeapon* TWeapon, out int WeaponId, out int BulletID, out int BulletNum);// 0x1e33520
  26100.         void CheckSendGameStartFlow();// 0x1e3350c
  26101.         void CheckSendGameEndFlow();// 0x1e334f8
  26102.  
  26103. --------------------------------
  26104. Class: UAEGameMode.GameMode.GameModeBase.Info.Actor.Object
  26105.         Object* UtilsPtr;//[Offset: 0x354 , Size: 8]
  26106.         float GridCheckSize;//[Offset: 0x35c , Size: 4]
  26107.         float DeepCheckSize;//[Offset: 0x360 , Size: 4]
  26108.         float HeightCheckSize;//[Offset: 0x364 , Size: 4]
  26109.         int MaxPlayerLimit;//[Offset: 0x368 , Size: 4]
  26110.         bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c , Size: 1]
  26111.         bool IsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d , Size: 1]
  26112.         bool bBornWithApple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37e , Size: 1]
  26113.         int AntiDataCD;//[Offset: 0x380 , Size: 4]
  26114.         int WeatherID;//[Offset: 0x384 , Size: 4]
  26115.         FString WeatherName;//[Offset: 0x388 , Size: 12]
  26116.         int RoomMode;//[Offset: 0x394 , Size: 4]
  26117.         int SeasonIdx;//[Offset: 0x398 , Size: 4]
  26118.         float MeteorShowerRatio;//[Offset: 0x39c , Size: 4]
  26119.         FString ItemTableName;//[Offset: 0x3a0 , Size: 12]
  26120.         FString ItemClassPath;//[Offset: 0x3ac , Size: 12]
  26121.         FString ReplayPushURL;//[Offset: 0x3b8 , Size: 12]
  26122.         int ReplayType;//[Offset: 0x3c4 , Size: 4]
  26123.         FString ReplayTitle;//[Offset: 0x3c8 , Size: 12]
  26124.         enum EnableObserverEnemyTrace;//[Offset: 0x3d4 , Size: 1]
  26125.         FString[] IgnoreItemClassPathList;//[Offset: 0x3d8 , Size: 12]
  26126.         DSSwitchInfo[] DsSwitch;//[Offset: 0x3e4 , Size: 12]
  26127.         uint32 ServerStartTime;//[Offset: 0x3f0 , Size: 4]
  26128.         bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4 , Size: 1]
  26129.         bool bEnableVehicleInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f5 , Size: 1]
  26130.         FString PickupBoxConfigClassPath;//[Offset: 0x3f8 , Size: 12]
  26131.         bool bUseAutoGroupParachuteTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404 , Size: 1]
  26132.         FString PickupBoxConfigDataTableName;//[Offset: 0x408 , Size: 12]
  26133.         FString VehicleTableName;//[Offset: 0x414 , Size: 12]
  26134.         FString VehicleClassPath;//[Offset: 0x420 , Size: 12]
  26135.         bool IsUsingSceneDropWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c , Size: 1]
  26136.         bool IsRegionItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42d , Size: 1]
  26137.         Vector RegionCenter;//[Offset: 0x430 , Size: 12]
  26138.         float RegionRadius;//[Offset: 0x43c , Size: 4]
  26139.         <FString,float> BattleCustomConfig;//[Offset: 0x440 , Size: 60]
  26140.         int MaxAllowReplicatedCharacterCount;//[Offset: 0x47c , Size: 4]
  26141.         int AINoRepTimeInReady;//[Offset: 0x480 , Size: 4]
  26142.         class UAEOBState* ObserverPlayerStateClass;//[Offset: 0x484 , Size: 4]
  26143.         bool bEnableDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488 , Size: 1]
  26144.         float NearDeathRestoredOriginHealth;//[Offset: 0x48c , Size: 4]
  26145.         float NearDeathDecreateBreathRate;//[Offset: 0x490 , Size: 4]
  26146.         float RescueOtherRestoreDuration;//[Offset: 0x494 , Size: 4]
  26147.         float DeadTombBoxLifeSpan;//[Offset: 0x498 , Size: 4]
  26148.         int DefaultPlayerBornPointID;//[Offset: 0x49c , Size: 4]
  26149.         bool bPlayerExitClearPlayerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a0 , Size: 1]
  26150.         bool bEnableDSTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a1 , Size: 1]
  26151.         bool bEnableDSGameTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a2 , Size: 1]
  26152.         GroupSpotSceneComponent*[] ItemGroupComponents;//[Offset: 0x4a4 , Size: 12]
  26153.         Actor* ChosenPlayerStartBuildingGroup;//[Offset: 0x4b0 , Size: 4]
  26154.         DynamicTriggerConfig[] DynamicTriggerConfigs;//[Offset: 0x4b4 , Size: 12]
  26155.         Actor*[] DynamicTriggers;//[Offset: 0x4c0 , Size: 12]
  26156.         int IsGameModeFpp;//[Offset: 0x4cc , Size: 4]
  26157.         bool IsGameModeBandSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d0 , Size: 1]
  26158.         DynamicLoadItem[] DynamicLoadItemArray;//[Offset: 0x4d4 , Size: 12]
  26159.         <DynamicLoadItem,DynamicLoadActors> DynamicLoadItemMap;//[Offset: 0x4e0 , Size: 60]
  26160.         BornItem[] BornItems;//[Offset: 0x51c , Size: 12]
  26161.         bool IsOpenItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528 , Size: 1]
  26162.         bool IsOpenVehicleGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x529 , Size: 1]
  26163.         int[] BuffEffectIDArray;//[Offset: 0x52c , Size: 12]
  26164.         int[] BuffEffectDisplayIDArray;//[Offset: 0x538 , Size: 12]
  26165.         int[] DynamicLevelArray;//[Offset: 0x544 , Size: 12]
  26166.         FString RoomType;//[Offset: 0x550 , Size: 12]
  26167.         bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c , Size: 1]
  26168.         bool bOpenForbitTeammatePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55d , Size: 1]
  26169.         bool bOpenTeammateImprisonment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55e , Size: 1]
  26170.         int nClientType;//[Offset: 0x560 , Size: 4]
  26171.         int nBattleType;//[Offset: 0x564 , Size: 4]
  26172.         bool bCollectedEventDataReportingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848 , Size: 1]
  26173.         bool[] EnabledCollectedEventDataEventIds;//[Offset: 0x84c , Size: 12]
  26174.         bool bIsPreCreatingPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x880 , Size: 1]
  26175.         float OBInfoTimeStep;//[Offset: 0x920 , Size: 4]
  26176.         AirDropBoxInOb[] AirDropBoxInfoList;//[Offset: 0x940 , Size: 12]
  26177.         uint32[] FiringPlayerList;//[Offset: 0x94c , Size: 12]
  26178.         UAEPlayerController*[] ObserverControllerList;//[Offset: 0x958 , Size: 12]
  26179.         AdvertisementActorConfig[] AdvConfigList;//[Offset: 0x9f8 , Size: 12]
  26180.         UAEAdvertisementActor*[] AdvActorList;//[Offset: 0xa04 , Size: 12]
  26181.         MissionBoardConfig[] MissionBoardConfigList;//[Offset: 0xa10 , Size: 12]
  26182.         bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1c , Size: 1]
  26183.         FString HttpPlaneBannerLeftImgPath;//[Offset: 0xa20 , Size: 12]
  26184.         FString HttpPlaneBannerRightImgPath;//[Offset: 0xa2c , Size: 12]
  26185.         FString GrenadeEffectPath;//[Offset: 0xa38 , Size: 12]
  26186.         bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa44 , Size: 1]
  26187.         bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa45 , Size: 1]
  26188.         bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa46 , Size: 1]
  26189.         bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa47 , Size: 1]
  26190.         bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa48 , Size: 1]
  26191.         bool bOpenAnniversaryActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa49 , Size: 1]
  26192.         FString FestivalAirDropBoxMesh;//[Offset: 0xa4c , Size: 12]
  26193.         bool bUseFestivalAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58 , Size: 1]
  26194.         float FestivalAirDropProb;//[Offset: 0xa5c , Size: 4]
  26195.         float MonsterDropPar;//[Offset: 0xa60 , Size: 4]
  26196.         float SceneDropParam;//[Offset: 0xa64 , Size: 4]
  26197.         uint32 DSOpenSwtich;//[Offset: 0xa68 , Size: 4]
  26198.         ItemGeneratorComponent* ItemGenerator;//[Offset: 0xa6c , Size: 4]
  26199.         VehicleAndTreasureBoxGeneratorComponent* VehicleGenerator;//[Offset: 0xa70 , Size: 4]
  26200.         bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa74 , Size: 1]
  26201.         uint32[] NeedReplayPlayers;//[Offset: 0xa78 , Size: 12]
  26202.         SeasonStatueData[] SeasonStatueList;//[Offset: 0xa84 , Size: 12]
  26203.         FString SeasonStatueClassPath;//[Offset: 0xa90 , Size: 12]
  26204.         FString StatueBaseClassPath;//[Offset: 0xa9c , Size: 12]
  26205.         StatueBaseData StatueBaseInfo;//[Offset: 0xaa8 , Size: 84]
  26206.         int BattleStopJoin;//[Offset: 0xafc , Size: 4]
  26207.         CharacterOverrideAttrData[] CharacterOverrideAttrs;//[Offset: 0xb00 , Size: 12]
  26208.         bool UseGMSpawnItemSpotDefaultTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb80 , Size: 1]
  26209.         FString GMSpawnItemSpotDefaultTag;//[Offset: 0xb84 , Size: 12]
  26210.         bool bStandAloneGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc8 , Size: 1]
  26211.         bool bStandAloneLuaGenAIData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc9 , Size: 1]
  26212.         int StandAloneTestPlayerKey;//[Offset: 0xbcc , Size: 4]
  26213.         FName StandAloneTestPlayerType;//[Offset: 0xbd0 , Size: 8]
  26214.         FString LuaFilePath;//[Offset: 0xbd8 , Size: 12]
  26215.         void WriteStatistics();// 0x246f558
  26216.         void SyncPlayerNames();// 0x246f53c
  26217.         void SyncNewCorpsData(out const DSCorpsInfo[] OutCorpsData);// 0x246f400
  26218.         Pawn* SpawnUAEPawnFor(Controller* NewPlayer, Transform Trans);// 0x246f2c0
  26219.         void SetPlayerOpenId(uint32 InPlayerKey, FString InPlayerOpenID);// 0x246f1ac
  26220.         void SetGameEndReportData();// 0x1cdb108
  26221.         GameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID);// 0x246f0f8
  26222.         void RetrieveBattleData(out BattleData OutBattleData);// 0x246f064
  26223.         void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x1e19240
  26224.         void ResetGameParamsFromGameMode();// 0x246f048
  26225.         void Rescue(Pawn* RescueWho, Pawn* Hero);// 0x246ef84
  26226.         bool ReportCollectedEventDataWithPlayerValidation(UAEPlayerController* UAEPlayerController, byte EventId, delegate CollectReportedEventDataCallback);// 0x246ee50
  26227.         bool ReportCollectedEventDataWithPlayersValidation(World* World, byte EventId, delegate CollectReportedEventDataCallback);// 0x246ed1c
  26228.         bool ReportCollectedEventData(out const FString UId, byte EventId, out const CollectedEventData Data);// 0x246eb24
  26229.         void RegisterItemGroupSpotsByTag(FName Tag, GroupSpotSceneComponent* GroupSpotComponent);// 0x246ea60
  26230.         void RegisterItemGroupSpots(GroupSpotSceneComponent* GroupSpotComponent);// 0x246e9e0
  26231.         void RefreshWorldActiveRange();// 0x246e9c4
  26232.         void RefreshWatchTeammates(UAEPlayerController* InController, int InTeamID);// 0x246e900
  26233.         void RefreshPlayerNames(uint32 InPlayerKey, FString InPlayerName, int TeamID, bool IsLogin, uint64 UId);// 0x246e670
  26234.         int RecoardAlivePlayerNum();// 0x246e640
  26235.         PlayerController* PreCreatePlayerController(uint32 PlayerKey);// 0x246e5b8
  26236.         void OnStandAloneGameEnd();// 0x1e78e4c
  26237.         void OnReportNetworkData();// 0x1cdaa48
  26238.         void OnPlayerFiring(uint32 InPlayerKey);// 0x246e540
  26239.         void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x1cda9c8
  26240.         void OnObserverLogout(UAEPlayerController* InController);// 0x246e4c8
  26241.         void OnObserverLogin(UAEPlayerController* InController);// 0x246e450
  26242.         void OnMsg(FString Msg);// 0x246e38c
  26243.         void OnAirDropBoxLanded(int boxId, out const Vector pos);// 0x246e2bc
  26244.         void OnAirDropBoxEmpty(int boxId);// 0x1f566b0
  26245.         void NotifyPlayerExitWhenNotStarted(uint32 PlayerKey, FName PlayerType, FString Reason);// 0x2007a5c
  26246.         void NotifyPlayerExit(uint32 PlayerKey, FName PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, FString FailureMessage);// 0x2007760
  26247.         void NotifyPlayerAbleToExitSafely(uint32 PlayerKey, FName PlayerType);// 0x246e1f8
  26248.         void NotifyGameModeParamsChanged(out const GameModeParams GameModeParams);// 0x246e160
  26249.         void NotifyGameModeLuckmate(int64 MyUID, int64 LuckmateUID);// 0x246e088
  26250.         void NotifyGameModeInit();// 0x200a83c
  26251.         void NotifyExistPlayerReEnter(uint32 PlayerKey);// 0x246e008
  26252.         void NotifyAIPlayerEnter(uint32 PlayerKey);// 0x246df88
  26253.         void NotifyAIDropInfo(int NewAI, out const DSAIDropInfo Info);// 0x1cda818
  26254.         float ModifyVehicleDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* VictimVehicle, Actor* DamageCauser);// 0x1fddefc
  26255.         float ModifyDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Controller* VictimController, Actor* DamageCauser);// 0x246ddc4
  26256.         void Killed(Controller* Killer, Controller* VictimPlayer, Pawn* VictimPawn, out const DamageEvent DamageEvent);// 0x246dc50
  26257.         bool IsSatisfyGeneratorArea(out const Vector Location);// 0x246dbc4
  26258.         bool IsPlayerCollectedEventDataReportingEnabled(UAEPlayerController* UAEPlayerController);// 0x246db44
  26259.         bool IsCollectedEventEnabled(byte EventId);// 0x246dac4
  26260.         void InitWorldActiveRange();// 0x246daa8
  26261.         void InitSeasonStatue();// 0x246da8c
  26262.         void InitMissionBoard();// 0x246da70
  26263.         void InitGenerator();// 0x246da54
  26264.         void InitGameParamsFromGameMode();// 0x246da38
  26265.         void InitDynamicTriggers();// 0x246da1c
  26266.         void InitDynamicBuildingGroups();// 0x246da00
  26267.         void InitBornWithApple();// 0x246d9e4
  26268.         void InitAdvertisement();// 0x246d9c8
  26269.         void Heartbeat();// 0x246d9b4
  26270.         bool HasDynamicBuildingGroup();// 0x246d98c
  26271.         void HandlePlayerPaintDecalResponse(uint32 PlayerKey, FName PlayerType, int Result, int DecalId, int Count);// 0x246d7f0
  26272.         void GotoNearDeath(Controller* DamageInstigator, Pawn* VictimPawn);// 0x246d72c
  26273.         int GetSurvivingTeamCount();// 0x246d6fc
  26274.         int GetSurvivingCharacterCount();// 0x246d6cc
  26275.         UAEPlayerState*[] GetPlayerStateListWithTeamID(int TeamID, FName PlayerType);// 0x246d578
  26276.         UAEPlayerController*[] GetPlayerControllerListWithTeamID(int TeamID, FName PlayerType);// 0x246d424
  26277.         void GetPlayerAndRealAiNum(out int OutPlayerNum, out int OutRealAiNum, out int OutPlayerNumExcludeExit, out int OutPlayerNumExcludeExitAndLost);// 0x246d288
  26278.         Vector GetPlaneDirection();// 0x246d238
  26279.         UAEPlayerController*[] GetObserverControllerList();// 0x246d178
  26280.         void GetMonsterNum(out int MonsterNum);// 0x246d0e8
  26281.         void GetClientConnectionInfo(out int ClientConnectionNum, out int ClientConnectionNoLostNum);// 0x246d000
  26282.         UAEPlayerState* FindPlayerStateWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x246cf3c
  26283.         UAEPlayerController* FindPlayerControllerWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x246ce78
  26284.         PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x1cda304
  26285.         void DestroyNoActiveWorldActor(out Vector Location, out float Radius);// 0x246cd94
  26286.         void DestroyCharacterForPlayerController(PlayerController* PC);// 0x246cd14
  26287.         void DestroyAllPickUpObjs();// 0x1c8c854
  26288.         void DeleteSeasonStatue();// 0x246ccf8
  26289.         void DeleteDynamicLoadItem();// 0x246ccdc
  26290.         void DebugEnterFriendObserver(UAEPlayerController* InController);// 0x246cc5c
  26291.         CollectedEventData CollectReportedEventDataCallback__DelegateSignature(UAEGameMode* UAEGameMode, UAEPlayerController* UAEPlayerController, byte EventId);// 0x2859eb0
  26292.         void CollectAllPlayerInfo(float DeltaSeconds, bool bForce);// 0x246cb90
  26293.         void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x246ca3c
  26294.         void AddAirDropBox(int boxId, out const Vector pos);// 0x246c96c
  26295.  
  26296. --------------------------------
  26297. Class: UAEOBState.PlayerState.Info.Actor.Object
  26298.  
  26299. --------------------------------
  26300. Class: DynamicTriggerConfig
  26301.         DynamicTriggerTransform[] Transforms;//[Offset: 0x0 , Size: 12]
  26302.         FString TriggerClassPath;//[Offset: 0xc , Size: 12]
  26303.  
  26304. --------------------------------
  26305. Class: DynamicTriggerTransform
  26306.         Vector Loc;//[Offset: 0x0 , Size: 12]
  26307.         Rotator Rot;//[Offset: 0xc , Size: 12]
  26308.  
  26309. --------------------------------
  26310. Class: DynamicLoadItem
  26311.         DynamicBuildingGroupTransform[] TransArray;//[Offset: 0x0 , Size: 12]
  26312.         int ActID;//[Offset: 0xc , Size: 4]
  26313.         FString Path;//[Offset: 0x10 , Size: 12]
  26314.         bool IsClearAfterStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  26315.         bool IsPlayerStartPot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
  26316.         int[] PosIdxList;//[Offset: 0x20 , Size: 12]
  26317.  
  26318. --------------------------------
  26319. Class: DynamicBuildingGroupTransform
  26320.         float LocX;//[Offset: 0x0 , Size: 4]
  26321.         float LocY;//[Offset: 0x4 , Size: 4]
  26322.         float LocZ;//[Offset: 0x8 , Size: 4]
  26323.         float RotX;//[Offset: 0xc , Size: 4]
  26324.         float RotY;//[Offset: 0x10 , Size: 4]
  26325.         float RotZ;//[Offset: 0x14 , Size: 4]
  26326.  
  26327. --------------------------------
  26328. Class: DynamicLoadActors
  26329.         Actor*[] ActorArray;//[Offset: 0x0 , Size: 12]
  26330.  
  26331. --------------------------------
  26332. Class: AdvertisementActorConfig
  26333.         FString ResPath;//[Offset: 0x0 , Size: 12]
  26334.         FString HttpImgPath;//[Offset: 0xc , Size: 12]
  26335.         Vector Loc;//[Offset: 0x18 , Size: 12]
  26336.         Rotator Rot;//[Offset: 0x24 , Size: 12]
  26337.         Vector Scale;//[Offset: 0x30 , Size: 12]
  26338.         int ID;//[Offset: 0x3c , Size: 4]
  26339.  
  26340. --------------------------------
  26341. Class: UAEAdvertisementActor.StaticMeshActor.Actor.Object
  26342.         StaticMesh* StaticMesh;//[Offset: 0x2cc , Size: 4]
  26343.         FString StaticMeshPath;//[Offset: 0x2d0 , Size: 12]
  26344.         FString PicUrl;//[Offset: 0x2dc , Size: 12]
  26345.         int ID;//[Offset: 0x2e8 , Size: 4]
  26346.         FrontendHUD* FrontendHUD;//[Offset: 0x2ec , Size: 4]
  26347.         float NetCullDistance;//[Offset: 0x2f4 , Size: 4]
  26348.         void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);// 0x24620d4
  26349.         void OnRep_PicURL();// 0x24620ac
  26350.         void OnRep_MeshPath();// 0x24620c0
  26351.         void OnRep_Id();// 0x24620ac
  26352.  
  26353. --------------------------------
  26354. Class: MissionBoardConfig
  26355.         FString ResPath;//[Offset: 0x0 , Size: 12]
  26356.         Vector Loc;//[Offset: 0xc , Size: 12]
  26357.         Rotator Rot;//[Offset: 0x18 , Size: 12]
  26358.         Vector Scale;//[Offset: 0x24 , Size: 12]
  26359.         float Progress;//[Offset: 0x30 , Size: 4]
  26360.         FString CountOrTime;//[Offset: 0x34 , Size: 12]
  26361.         int TipId;//[Offset: 0x40 , Size: 4]
  26362.  
  26363. --------------------------------
  26364. Class: VehicleAndTreasureBoxGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object
  26365.         bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174 , Size: 1]
  26366.         VehicleSpotSceneComponent*[] VehicleSpotSceneComponentList;//[Offset: 0x178 , Size: 12]
  26367.         byte RegionType;//[Offset: 0x184 , Size: 1]
  26368.         VehicleSpotProperty[] VehicleSpotPropertys;//[Offset: 0x188 , Size: 12]
  26369.         TreasureBoxSpotProperty[] TreasureBoxSpotPropertys;//[Offset: 0x194 , Size: 12]
  26370.         bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0 , Size: 1]
  26371.         bool bIsRandom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1 , Size: 1]
  26372.         <byte,VehicleSpotComponentArray> AllVehicleSpots;//[Offset: 0x1a4 , Size: 60]
  26373.         <byte,VehicleSpotComponentArray> AllTreasureBoxSpots;//[Offset: 0x1e0 , Size: 60]
  26374.         <FString,VehicleGenerateSpawnDataArray> VehicleGenerateSpawnDatas;//[Offset: 0x21c , Size: 60]
  26375.         VehicleGenerateStatisticsData VehicleStatisticsData;//[Offset: 0x258 , Size: 72]
  26376.         UAEDataTable* VehicleDataTable;//[Offset: 0x2a0 , Size: 4]
  26377.         void WriteVehicleSpotStatisticsDatas_V15();// 0x1c8c854
  26378.         void WriteVehicleSpotStatisticsDatas();// 0x1c8c854
  26379.         void WriteVehicleClassStatisticsDatas_V15();// 0x1c8c854
  26380.         void WriteVehicleClassStatisticsDatas();// 0x1c8c854
  26381.         void WriteAllVehicleStatisticsDatasToLog();// 0x1c8c854
  26382.         void WriteAllVehicleStatisticsDatas_V15();// 0x1c8c854
  26383.         void WriteAllVehicleStatisticsDatas();// 0x1c8c854
  26384.         void RegisterVehicleGenerateSpawnData(VehicleGenerateSpawnData Data);// 0x24802c0
  26385.         void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1cfd6cc
  26386.         void RandomTreasureBoxSpotsByType(out TreasureBoxSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x24800ec
  26387.         void RandomTreasureBoxSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out TreasureBoxSpotProperty Property);// 0x247ff18
  26388.         void RandomSpotsByType(out VehicleSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x247fd44
  26389.         void RandomSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out VehicleSpotProperty Property);// 0x247fb70
  26390.         void RandomGroups();// 0x1c7282c
  26391.         void LoadVehicleGenerateTable();// 0x2859eb0
  26392.         VehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(byte SpotType);// 0x247f9e0
  26393.         VehicleGenerateRandomInfo GetVehicleSpotRandomInfo(out VehicleSpotProperty SpotProperty);// 0x247f798
  26394.         VehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(out TreasureBoxSpotProperty SpotProperty);// 0x247f550
  26395.         VehicleGenerateSpawnData GetRandomVehicleClass(FString Category);// 0x247f2e4
  26396.         FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x243a900
  26397.         void GenerateSpotOnTick(float DeltaTime);// 0x1cfd8cc
  26398.         void DeleteGroups();// 0x247f2d0
  26399.         void AddVehicleSpotCount(byte SpotType, FString Path, float LocationX, float LocationY, float LocationZ);// 0x247f058
  26400.         void AddVehicleClassCount(FString Path, bool IsValid, int Count);// 0x247ee6c
  26401.  
  26402. --------------------------------
  26403. Class: VehicleSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object
  26404.         byte SpotGroupType;//[Offset: 0x278 , Size: 1]
  26405.         byte RegionType;//[Offset: 0x279 , Size: 1]
  26406.         bool bHasGenerateSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27a , Size: 1]
  26407.         bool bRandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27b , Size: 1]
  26408.         float RandomRotationMin;//[Offset: 0x27c , Size: 4]
  26409.         float RandomRotationMax;//[Offset: 0x280 , Size: 4]
  26410.         VehicleGenerateRandomInfo SpotRandomInfo;//[Offset: 0x284 , Size: 32]
  26411.         bool IsEnableVehicleSpawnRestore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4 , Size: 1]
  26412.         float VehicleSpawnRestoreOffset;//[Offset: 0x2a8 , Size: 4]
  26413.         void SetSpotRandomInfo(out VehicleGenerateRandomInfo RandomInfo);// 0x2485a40
  26414.         bool GenerateSpot();// 0x245566c
  26415.  
  26416. --------------------------------
  26417. Class: VehicleGenerateRandomInfo
  26418.         FString VehicleType;//[Offset: 0x0 , Size: 12]
  26419.         FString VehiclePath;//[Offset: 0xc , Size: 12]
  26420.         float FuelPercent;//[Offset: 0x18 , Size: 4]
  26421.         bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  26422.         bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
  26423.  
  26424. --------------------------------
  26425. Class: VehicleSpotProperty
  26426.         byte SpotType;//[Offset: 0x0 , Size: 1]
  26427.         SpotWeight[] WeightsPerCategory;//[Offset: 0x4 , Size: 12]
  26428.         int FuelPercentMin;//[Offset: 0x10 , Size: 4]
  26429.         int FuelPercentMax;//[Offset: 0x14 , Size: 4]
  26430.         bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  26431.         byte RandomType;//[Offset: 0x19 , Size: 1]
  26432.         float TotalCountMultiplierWithPalyerCount;//[Offset: 0x1c , Size: 4]
  26433.         int TotalCountRangeMin;//[Offset: 0x20 , Size: 4]
  26434.         int TotalCountRangeMax;//[Offset: 0x24 , Size: 4]
  26435.         float ProbabilityPersent;//[Offset: 0x28 , Size: 4]
  26436.         float ProbabilityPersentWithPalyerCount;//[Offset: 0x2c , Size: 4]
  26437.  
  26438. --------------------------------
  26439. Class: TreasureBoxSpotProperty
  26440.         byte SpotType;//[Offset: 0x0 , Size: 1]
  26441.         SpotWeight[] WeightsPerCategory;//[Offset: 0x4 , Size: 12]
  26442.         int TotalCountRangeMin;//[Offset: 0x10 , Size: 4]
  26443.         int TotalCountRangeMax;//[Offset: 0x14 , Size: 4]
  26444.  
  26445. --------------------------------
  26446. Class: VehicleSpotComponentArray
  26447.         byte SpotType;//[Offset: 0x0 , Size: 1]
  26448.         VehicleSpotSceneComponent*[] AllSpots;//[Offset: 0x4 , Size: 12]
  26449.  
  26450. --------------------------------
  26451. Class: VehicleGenerateSpawnDataArray
  26452.         FString Catetory;//[Offset: 0x0 , Size: 12]
  26453.         VehicleGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0xc , Size: 12]
  26454.  
  26455. --------------------------------
  26456. Class: VehicleGenerateSpawnData
  26457.         int KeyID;//[Offset: 0x0 , Size: 4]
  26458.         FString VehicleType;//[Offset: 0x4 , Size: 12]
  26459.         FString VehiclePath;//[Offset: 0x10 , Size: 12]
  26460.         int VehicleWeight;//[Offset: 0x1c , Size: 4]
  26461.         bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  26462.  
  26463. --------------------------------
  26464. Class: VehicleGenerateStatisticsData
  26465.         VehicleSpotStatisticsData[] VehicleSpotStatisticsData;//[Offset: 0x0 , Size: 12]
  26466.         <FString,VehicleClassStatisticsData> VehicleClassStatisticsData;//[Offset: 0xc , Size: 60]
  26467.  
  26468. --------------------------------
  26469. Class: VehicleSpotStatisticsData.TableRowBase
  26470.         byte SpotType;//[Offset: 0x4 , Size: 1]
  26471.         FString VehiclePath;//[Offset: 0x8 , Size: 12]
  26472.         float VehicleLocationX;//[Offset: 0x14 , Size: 4]
  26473.         float VehicleLocationY;//[Offset: 0x18 , Size: 4]
  26474.         float VehicleLocationZ;//[Offset: 0x1c , Size: 4]
  26475.  
  26476. --------------------------------
  26477. Class: VehicleClassStatisticsData.TableRowBase
  26478.         FString VehiclePath;//[Offset: 0x4 , Size: 12]
  26479.         bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  26480.         int AllVehicleCount;//[Offset: 0x14 , Size: 4]
  26481.  
  26482. --------------------------------
  26483. Class: SeasonStatueData
  26484.         FString Name;//[Offset: 0x0 , Size: 12]
  26485.         Vector Loc;//[Offset: 0xc , Size: 12]
  26486.         Rotator Rot;//[Offset: 0x18 , Size: 12]
  26487.         Vector Scale;//[Offset: 0x24 , Size: 12]
  26488.         FString Nation;//[Offset: 0x30 , Size: 12]
  26489.         int AGender;//[Offset: 0x3c , Size: 4]
  26490.         int Head;//[Offset: 0x40 , Size: 4]
  26491.         int Hair;//[Offset: 0x44 , Size: 4]
  26492.         int WeaponId;//[Offset: 0x48 , Size: 4]
  26493.         int[] AvatarList;//[Offset: 0x4c , Size: 12]
  26494.         GameModePlayerItem[] AvatarWithAdditionList;//[Offset: 0x58 , Size: 12]
  26495.  
  26496. --------------------------------
  26497. Class: StatueBaseData
  26498.         FString ClassPath;//[Offset: 0x0 , Size: 12]
  26499.         FString MatPath;//[Offset: 0xc , Size: 12]
  26500.         FString TeamFlag;//[Offset: 0x18 , Size: 12]
  26501.         FString TeamName;//[Offset: 0x24 , Size: 12]
  26502.         Vector Loc;//[Offset: 0x30 , Size: 12]
  26503.         Rotator Rot;//[Offset: 0x3c , Size: 12]
  26504.         Vector Scale;//[Offset: 0x48 , Size: 12]
  26505.  
  26506. --------------------------------
  26507. Class: CharacterOverrideAttrData
  26508.         FString AttrName;//[Offset: 0x0 , Size: 12]
  26509.         float AttrValue;//[Offset: 0xc , Size: 4]
  26510.  
  26511. --------------------------------
  26512. Class: DSCorpsInfo
  26513.         uint64 CorpsID;//[Offset: 0x0 , Size: 8]
  26514.         FString CorpsName;//[Offset: 0x8 , Size: 12]
  26515.         int Icon;//[Offset: 0x14 , Size: 4]
  26516.         int SegmentLevel;//[Offset: 0x18 , Size: 4]
  26517.  
  26518. --------------------------------
  26519. Class: GameModeTeamBattleResultData
  26520.         FString Reason;//[Offset: 0x0 , Size: 12]
  26521.         int RemainTeamCount;//[Offset: 0xc , Size: 4]
  26522.         int RemainAlivePlayerCount;//[Offset: 0x10 , Size: 4]
  26523.         float PlaneDirectionX;//[Offset: 0x14 , Size: 4]
  26524.         float PlaneDirectionY;//[Offset: 0x18 , Size: 4]
  26525.         <FString,FString> PlayersLogoutTime;//[Offset: 0x1c , Size: 60]
  26526.         GameModeCorpsDetailData[] RealTimeCorpsRank;//[Offset: 0x58 , Size: 12]
  26527.         bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1]
  26528.  
  26529. --------------------------------
  26530. Class: GameModeCorpsDetailData
  26531.         FString Name;//[Offset: 0x0 , Size: 12]
  26532.         int CorpsHeadIcon;//[Offset: 0xc , Size: 4]
  26533.         int KilledNum;//[Offset: 0x10 , Size: 4]
  26534.         int SegmentLevel;//[Offset: 0x14 , Size: 4]
  26535.         int RealtimeRank;//[Offset: 0x18 , Size: 4]
  26536.         int DefeatPlayerNum;//[Offset: 0x1c , Size: 4]
  26537.         float TotalDamage;//[Offset: 0x20 , Size: 4]
  26538.         float SurvivalTime;//[Offset: 0x24 , Size: 4]
  26539.  
  26540. --------------------------------
  26541. Class: BattleData
  26542.         int WatcherNum;//[Offset: 0x0 , Size: 4]
  26543.         int CircleNum;//[Offset: 0x4 , Size: 4]
  26544.  
  26545. --------------------------------
  26546. Class: CollectedEventData
  26547.         <FString,FString> KeyValueMap;//[Offset: 0x0 , Size: 60]
  26548.  
  26549. --------------------------------
  26550. Class: GameModeParams
  26551.         FName CurrentGameModeState;//[Offset: 0x0 , Size: 8]
  26552.         int MaxKillTime;//[Offset: 0x8 , Size: 4]
  26553.  
  26554. --------------------------------
  26555. Class: DSAIDropInfo
  26556.         uint64 battleid;//[Offset: 0x0 , Size: 8]
  26557.         int nts;//[Offset: 0x8 , Size: 4]
  26558.         DSAIDropItem[] ais;//[Offset: 0xc , Size: 12]
  26559.  
  26560. --------------------------------
  26561. Class: DSAIDropItem
  26562.         uint64 UId;//[Offset: 0x0 , Size: 8]
  26563.         int Time;//[Offset: 0x8 , Size: 4]
  26564.         int8 hlv;//[Offset: 0xc , Size: 1]
  26565.  
  26566. --------------------------------
  26567. Class: ClientGameStartFlow
  26568.         int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
  26569.         int[] MrpcsFlow;//[Offset: 0x8 , Size: 12]
  26570.         FString MapName;//[Offset: 0x14 , Size: 12]
  26571.         int8 WeatherID;//[Offset: 0x20 , Size: 1]
  26572.         FString ItemList;//[Offset: 0x24 , Size: 12]
  26573.         int8 TeamType;//[Offset: 0x30 , Size: 1]
  26574.         int TeamID;//[Offset: 0x34 , Size: 4]
  26575.         FString TeamPlayer1;//[Offset: 0x38 , Size: 12]
  26576.         FString TeamPlayer2;//[Offset: 0x44 , Size: 12]
  26577.         FString TeamPlayer3;//[Offset: 0x50 , Size: 12]
  26578.         uint32 SecGameStartFlowFlowID;//[Offset: 0x5c , Size: 4]
  26579.         FString GVoiceTeamID;//[Offset: 0x60 , Size: 12]
  26580.         FString GVoiceRoomID;//[Offset: 0x6c , Size: 12]
  26581.         int GVoiceTeamMemberID;//[Offset: 0x78 , Size: 4]
  26582.         int GVoiceRoomMemberID;//[Offset: 0x7c , Size: 4]
  26583.  
  26584. --------------------------------
  26585. Class: ClientGameEndFlow
  26586.         int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
  26587.         int[] MrpcsFlow;//[Offset: 0x8 , Size: 12]
  26588.         FString ClientVersion;//[Offset: 0x14 , Size: 12]
  26589.         uint32 OverTime;//[Offset: 0x20 , Size: 4]
  26590.         int8 EndType;//[Offset: 0x24 , Size: 1]
  26591.         byte KillCount;//[Offset: 0x25 , Size: 1]
  26592.         byte AssistsCount;//[Offset: 0x26 , Size: 1]
  26593.         byte DropCount;//[Offset: 0x27 , Size: 1]
  26594.         byte SaveCount;//[Offset: 0x28 , Size: 1]
  26595.         byte RebornCount;//[Offset: 0x29 , Size: 1]
  26596.         bool AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a , Size: 1]
  26597.         int GoldGet;//[Offset: 0x2c , Size: 4]
  26598.         int DiamondGet;//[Offset: 0x30 , Size: 4]
  26599.         int ExpGet;//[Offset: 0x34 , Size: 4]
  26600.         byte WinRank;//[Offset: 0x38 , Size: 1]
  26601.         byte TotalPlayers;//[Offset: 0x39 , Size: 1]
  26602.         int PlayerRank;//[Offset: 0x3c , Size: 4]
  26603.         int RankEnd;//[Offset: 0x40 , Size: 4]
  26604.         int TeamID;//[Offset: 0x44 , Size: 4]
  26605.         FString TeamPlayer1;//[Offset: 0x48 , Size: 12]
  26606.         FString TeamPlayer2;//[Offset: 0x54 , Size: 12]
  26607.         FString TeamPlayer3;//[Offset: 0x60 , Size: 12]
  26608.         bool TeamPlayer1AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c , Size: 1]
  26609.         bool TeamPlayer2AliveType;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6c , Size: 1]
  26610.         bool TeamPlayer3AliveType;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6c , Size: 1]
  26611.         byte TeamPlayer1Kill;//[Offset: 0x6d , Size: 1]
  26612.         byte TeamPlayer2Kill;//[Offset: 0x6e , Size: 1]
  26613.         byte TeamPlayer3Kill;//[Offset: 0x6f , Size: 1]
  26614.         uint32 GameEndFlowID;//[Offset: 0x70 , Size: 4]
  26615.         byte RoundCircleCount;//[Offset: 0x74 , Size: 1]
  26616.         int[] UseQuickMsgIDArray;//[Offset: 0x78 , Size: 12]
  26617.         int[] UseQuickMsgCountArray;//[Offset: 0x84 , Size: 12]
  26618.         int[] UseWheelMsgIDArray;//[Offset: 0x90 , Size: 12]
  26619.         int[] UseWheelMsgCountArray;//[Offset: 0x9c , Size: 12]
  26620.         int[] InexistentAvatarStat;//[Offset: 0xa8 , Size: 12]
  26621.         int[] InexistentAvatarInBornStat;//[Offset: 0xb4 , Size: 12]
  26622.         int[] InexistentWeaponAvatarStat;//[Offset: 0xc0 , Size: 12]
  26623.         int[] InexistentVehicleAvatarStat;//[Offset: 0xcc , Size: 12]
  26624.         int InexistentPlaneAvatarStat;//[Offset: 0xd8 , Size: 4]
  26625.         int InexistentEmoteAvatarStat;//[Offset: 0xdc , Size: 4]
  26626.         byte ShowMsgCnt;//[Offset: 0xe0 , Size: 1]
  26627.         byte UserConfirmCnt;//[Offset: 0xe1 , Size: 1]
  26628.         byte UserCancelCnt;//[Offset: 0xe2 , Size: 1]
  26629.         byte UserDoNothingCnt;//[Offset: 0xe3 , Size: 1]
  26630.         float FPSBeforeAdapt;//[Offset: 0xe4 , Size: 4]
  26631.         float FPSAfterAdapt;//[Offset: 0xe8 , Size: 4]
  26632.         float TeammateMicrophoneTime;//[Offset: 0xec , Size: 4]
  26633.         float TeammateSpeakerTime;//[Offset: 0xf0 , Size: 4]
  26634.         float EnemyMicrophoneTime;//[Offset: 0xf4 , Size: 4]
  26635.         float EnemySpeakerTime;//[Offset: 0xf8 , Size: 4]
  26636.         float TeammateInterphoneTime;//[Offset: 0xfc , Size: 4]
  26637.         float EnemyInterphoneTime;//[Offset: 0x100 , Size: 4]
  26638.         byte PlayerUseQuickSight;//[Offset: 0x104 , Size: 1]
  26639.  
  26640. --------------------------------
  26641. Class: SecAttackFlow
  26642.         FString GameSvrId;//[Offset: 0x0 , Size: 12]
  26643.         int64 dtEventTime;//[Offset: 0x10 , Size: 8]
  26644.         FString GameAppID;//[Offset: 0x18 , Size: 12]
  26645.         FString OpenID;//[Offset: 0x24 , Size: 12]
  26646.         int8 PlatID;//[Offset: 0x30 , Size: 1]
  26647.         uint16 AreaID;//[Offset: 0x32 , Size: 2]
  26648.         FString ZoneID;//[Offset: 0x34 , Size: 12]
  26649.         uint64 battleid;//[Offset: 0x40 , Size: 8]
  26650.         int64 ClientStartTime;//[Offset: 0x48 , Size: 8]
  26651.         uint64 RoleID;//[Offset: 0x50 , Size: 8]
  26652.         FString TargetUserName;//[Offset: 0x58 , Size: 12]
  26653.         FString TargetOpenID;//[Offset: 0x64 , Size: 12]
  26654.         uint64 TargetRoleID;//[Offset: 0x70 , Size: 8]
  26655.         FString HitPart;//[Offset: 0x78 , Size: 12]
  26656.         int GunID;//[Offset: 0x84 , Size: 4]
  26657.         byte PlayerKill;//[Offset: 0x88 , Size: 1]
  26658.         uint64 AttackFlowID;//[Offset: 0x90 , Size: 8]
  26659.         int KillAICnt;//[Offset: 0x98 , Size: 4]
  26660.         int KillRealPlayerCnt;//[Offset: 0x9c , Size: 4]
  26661.  
  26662. --------------------------------
  26663. Class: ClientSecPlayerKillFlow
  26664.         int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
  26665.         int8 SecPlayerKillFlowID;//[Offset: 0x8 , Size: 1]
  26666.         int GunID;//[Offset: 0xc , Size: 4]
  26667.         uint32 KilledPlayerKey;//[Offset: 0x10 , Size: 4]
  26668.         RecoilInfo RecoilInfo;//[Offset: 0x14 , Size: 54]
  26669.         int LocationX;//[Offset: 0x4c , Size: 4]
  26670.         int LocationY;//[Offset: 0x50 , Size: 4]
  26671.         int LocationZ;//[Offset: 0x54 , Size: 4]
  26672.         int KilledLocationX;//[Offset: 0x58 , Size: 4]
  26673.         int KilledLocationY;//[Offset: 0x5c , Size: 4]
  26674.         int KilledLocationZ;//[Offset: 0x60 , Size: 4]
  26675.         int TeamID;//[Offset: 0x64 , Size: 4]
  26676.         FString GameModeID;//[Offset: 0x68 , Size: 12]
  26677.  
  26678. --------------------------------
  26679. Class: RecoilInfo
  26680.         int16 VerticalRecoilMin;//[Offset: 0x0 , Size: 2]
  26681.         int16 VerticalRecoilMax;//[Offset: 0x2 , Size: 2]
  26682.         int16 VerticalRecoilVariation;//[Offset: 0x4 , Size: 2]
  26683.         int16 VerticalRecoveryModifier;//[Offset: 0x6 , Size: 2]
  26684.         int16 VerticalRecoveryClamp;//[Offset: 0x8 , Size: 2]
  26685.         int16 VerticalRecoveryMax;//[Offset: 0xa , Size: 2]
  26686.         int16 LeftMax;//[Offset: 0xc , Size: 2]
  26687.         int16 RightMax;//[Offset: 0xe , Size: 2]
  26688.         int16 HorizontalTendency;//[Offset: 0x10 , Size: 2]
  26689.         int16 BulletPerSwitch;//[Offset: 0x12 , Size: 2]
  26690.         int16 TimePerSwitch;//[Offset: 0x14 , Size: 2]
  26691.         bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16 , Size: 1]
  26692.         int16 RecoilSpeedVertical;//[Offset: 0x18 , Size: 2]
  26693.         int16 RecoilSpeedHorizontal;//[Offset: 0x1a , Size: 2]
  26694.         int16 RecovertySpeedVertical;//[Offset: 0x1c , Size: 2]
  26695.         int16 RecoilValueClimb;//[Offset: 0x1e , Size: 2]
  26696.         int16 RecoilValueFail;//[Offset: 0x20 , Size: 2]
  26697.         int16 RecoilModifierStand;//[Offset: 0x22 , Size: 2]
  26698.         int16 RecoilModifierCrouch;//[Offset: 0x24 , Size: 2]
  26699.         int16 RecoilModifierProne;//[Offset: 0x26 , Size: 2]
  26700.         int16 RecoilHorizontalMinScalar;//[Offset: 0x28 , Size: 2]
  26701.         int16 BurstEmptyDelay;//[Offset: 0x2a , Size: 2]
  26702.         bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1]
  26703.         int16 ShootSightReturnSpeed;//[Offset: 0x2e , Size: 2]
  26704.         int16 AccessoriesVRecoilFactor;//[Offset: 0x30 , Size: 2]
  26705.         int16 AccessoriesHRecoilFactor;//[Offset: 0x32 , Size: 2]
  26706.         int16 AccessoriesRecoveryFactor;//[Offset: 0x34 , Size: 2]
  26707.  
  26708. --------------------------------
  26709. Class: ClientSecMrpcsFlow
  26710.         byte SecMrpcsFlowID;//[Offset: 0x0 , Size: 1]
  26711.         byte[] MrpcsFlowData;//[Offset: 0x4 , Size: 12]
  26712.  
  26713. --------------------------------
  26714. Class: ClientJumpFlow
  26715.         int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
  26716.         int[] MrpcsFlow;//[Offset: 0x8 , Size: 12]
  26717.         FString MapName;//[Offset: 0x14 , Size: 12]
  26718.         int8 WeatherID;//[Offset: 0x20 , Size: 1]
  26719.         int64 GameStartTime;//[Offset: 0x28 , Size: 8]
  26720.         uint32 StartJumpTime;//[Offset: 0x30 , Size: 4]
  26721.         uint32 EndJumpTime;//[Offset: 0x34 , Size: 4]
  26722.         uint32 PlayerJumpTime;//[Offset: 0x38 , Size: 4]
  26723.         uint32 PlayerOpenTime;//[Offset: 0x3c , Size: 4]
  26724.         uint32 PlayerLandTime;//[Offset: 0x40 , Size: 4]
  26725.         int PlayerJumpPositionX;//[Offset: 0x44 , Size: 4]
  26726.         int PlayerJumpPositionY;//[Offset: 0x48 , Size: 4]
  26727.         int PlayerJumpPositionZ;//[Offset: 0x4c , Size: 4]
  26728.         int PlaneJumpPositionX;//[Offset: 0x50 , Size: 4]
  26729.         int PlaneJumpPositionY;//[Offset: 0x54 , Size: 4]
  26730.         int PlaneJumpPositionZ;//[Offset: 0x58 , Size: 4]
  26731.         int PlayerLandPositionX;//[Offset: 0x5c , Size: 4]
  26732.         int PlayerLandPositionY;//[Offset: 0x60 , Size: 4]
  26733.         int PlayerLandPositionZ;//[Offset: 0x64 , Size: 4]
  26734.         uint32 PlayerLandDistance;//[Offset: 0x68 , Size: 4]
  26735.         uint32 PlayerSpeedMax1;//[Offset: 0x6c , Size: 4]
  26736.         uint32 PlayerSpeedMax2;//[Offset: 0x70 , Size: 4]
  26737.         FString GVoiceTeamID;//[Offset: 0x74 , Size: 12]
  26738.         FString GVoiceRoomID;//[Offset: 0x80 , Size: 12]
  26739.         int GVoiceTeamMemberID;//[Offset: 0x8c , Size: 4]
  26740.         int GVoiceRoomMemberID;//[Offset: 0x90 , Size: 4]
  26741.  
  26742. --------------------------------
  26743. Class: HurtFlow
  26744.         FString GameSvrId;//[Offset: 0x0 , Size: 12]
  26745.         int64 dtEventTime;//[Offset: 0x10 , Size: 8]
  26746.         FString GameAppID;//[Offset: 0x18 , Size: 12]
  26747.         FString OpenID;//[Offset: 0x24 , Size: 12]
  26748.         int8 PlatID;//[Offset: 0x30 , Size: 1]
  26749.         uint16 AreaID;//[Offset: 0x32 , Size: 2]
  26750.         FString ZoneID;//[Offset: 0x34 , Size: 12]
  26751.         uint64 battleid;//[Offset: 0x40 , Size: 8]
  26752.         int64 ClientStartTime;//[Offset: 0x48 , Size: 8]
  26753.         int MrpcsFlowcount_;//[Offset: 0x50 , Size: 4]
  26754.         int[] MrpcsFlow;//[Offset: 0x54 , Size: 12]
  26755.         FString UserName;//[Offset: 0x60 , Size: 12]
  26756.         uint64 RoleID;//[Offset: 0x70 , Size: 8]
  26757.         int8 RoleType;//[Offset: 0x78 , Size: 1]
  26758.         FString EnemyOpenID;//[Offset: 0x7c , Size: 12]
  26759.         FString EnemyUserName;//[Offset: 0x88 , Size: 12]
  26760.         uint64 EnemyRoleID;//[Offset: 0x98 , Size: 8]
  26761.         int EnemyRoleType;//[Offset: 0xa0 , Size: 4]
  26762.         uint32 HurtTime;//[Offset: 0xa4 , Size: 4]
  26763.         int HurtType;//[Offset: 0xa8 , Size: 4]
  26764.         int HitType;//[Offset: 0xac , Size: 4]
  26765.         int DamageStart;//[Offset: 0xb0 , Size: 4]
  26766.         int DamageReduce;//[Offset: 0xb4 , Size: 4]
  26767.         int ArmorDef;//[Offset: 0xb8 , Size: 4]
  26768.         int HPstart;//[Offset: 0xbc , Size: 4]
  26769.         int HPEnd;//[Offset: 0xc0 , Size: 4]
  26770.         int ArmorHPStart1;//[Offset: 0xc4 , Size: 4]
  26771.         int ArmorHPEnd1;//[Offset: 0xc8 , Size: 4]
  26772.         int ArmorHPStart2;//[Offset: 0xcc , Size: 4]
  26773.         int ArmorHPEnd2;//[Offset: 0xd0 , Size: 4]
  26774.         int CarHPStart;//[Offset: 0xd4 , Size: 4]
  26775.         int CarHPEnd;//[Offset: 0xd8 , Size: 4]
  26776.         int FallHeight;//[Offset: 0xdc , Size: 4]
  26777.         int HypoxiaTime;//[Offset: 0xe0 , Size: 4]
  26778.         int HypoxiaHurtTotal;//[Offset: 0xe4 , Size: 4]
  26779.         int PlayerKilled;//[Offset: 0xe8 , Size: 4]
  26780.         int ArmorKill;//[Offset: 0xec , Size: 4]
  26781.         int CarKill;//[Offset: 0xf0 , Size: 4]
  26782.         int IfIsAI;//[Offset: 0xf4 , Size: 4]
  26783.         int CircleIndex;//[Offset: 0xf8 , Size: 4]
  26784.         uint32 HurtFlowID;//[Offset: 0xfc , Size: 4]
  26785.  
  26786. --------------------------------
  26787. Class: GvoiceTeamQuit
  26788.         FString GVoiceTeamID;//[Offset: 0x0 , Size: 12]
  26789.         FString GVoiceRoomID;//[Offset: 0xc , Size: 12]
  26790.         int GVoiceTeamMemberID;//[Offset: 0x18 , Size: 4]
  26791.         int GVoiceRoomMemberID;//[Offset: 0x1c , Size: 4]
  26792.         uint64 UId;//[Offset: 0x20 , Size: 8]
  26793.  
  26794. --------------------------------
  26795. Class: GvoiceTeamCreate
  26796.         FString GVoiceTeamID;//[Offset: 0x0 , Size: 12]
  26797.         FString GVoiceRoomID;//[Offset: 0xc , Size: 12]
  26798.         int GVoiceTeamMemberID;//[Offset: 0x18 , Size: 4]
  26799.         int GVoiceRoomMemberID;//[Offset: 0x1c , Size: 4]
  26800.         uint64 UId;//[Offset: 0x20 , Size: 8]
  26801.  
  26802. --------------------------------
  26803. Class: GameSetting
  26804.         uint64 RoleID;//[Offset: 0x0 , Size: 8]
  26805.         GameSetting_BasicSetting BasicSetting;//[Offset: 0x8 , Size: 40]
  26806.         GameSetting_ArtQuality ArtQuality;//[Offset: 0x30 , Size: 8]
  26807.         GameSetting_Operate Operate;//[Offset: 0x38 , Size: 8]
  26808.         GameSetting_Vehicle Vehicle;//[Offset: 0x40 , Size: 8]
  26809.         GameSetting_Sensibility Sensibility;//[Offset: 0x48 , Size: 112]
  26810.         GameSetting_PickUp PickUp;//[Offset: 0xb8 , Size: 56]
  26811.  
  26812. --------------------------------
  26813. Class: GameSetting_BasicSetting
  26814.         int CrossHairColor;//[Offset: 0x0 , Size: 4]
  26815.         bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  26816.         bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
  26817.         int SingleShotWeaponShootMode;//[Offset: 0x8 , Size: 4]
  26818.         int ShotGunShootMode;//[Offset: 0xc , Size: 4]
  26819.         bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  26820.         int LRShootMode;//[Offset: 0x14 , Size: 4]
  26821.         bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  26822.         int LeftHandFire;//[Offset: 0x1c , Size: 4]
  26823.         int Gyroscope;//[Offset: 0x20 , Size: 4]
  26824.         bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
  26825.         bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
  26826.         bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1]
  26827.         bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27 , Size: 1]
  26828.  
  26829. --------------------------------
  26830. Class: GameSetting_ArtQuality
  26831.         int ArtStyle;//[Offset: 0x0 , Size: 4]
  26832.         bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  26833.  
  26834. --------------------------------
  26835. Class: GameSetting_Operate
  26836.         int FireMode;//[Offset: 0x0 , Size: 4]
  26837.         bool Touch_3D_Switcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
  26838.  
  26839. --------------------------------
  26840. Class: GameSetting_Vehicle
  26841.         int VehicleControlMode;//[Offset: 0x0 , Size: 4]
  26842.         int DrivingViewMode;//[Offset: 0x4 , Size: 4]
  26843.  
  26844. --------------------------------
  26845. Class: GameSetting_Sensibility
  26846.         int CameraLensSensibility;//[Offset: 0x0 , Size: 4]
  26847.         GameSetting_Sensibility_FreeCam Sens_FreeCamera;//[Offset: 0x4 , Size: 12]
  26848.         GameSetting_Sensibility_Cam Sens_Camera;//[Offset: 0x10 , Size: 32]
  26849.         GameSetting_Sensibility_Fire Sens_Fire;//[Offset: 0x30 , Size: 32]
  26850.         GameSetting_Sensibility_Gyroscope Sens_Gyroscope;//[Offset: 0x50 , Size: 32]
  26851.  
  26852. --------------------------------
  26853. Class: GameSetting_Sensibility_FreeCam
  26854.         float VehicleEye;//[Offset: 0x0 , Size: 4]
  26855.         float ParachuteEye;//[Offset: 0x4 , Size: 4]
  26856.         float CamFpFreeEye;//[Offset: 0x8 , Size: 4]
  26857.  
  26858. --------------------------------
  26859. Class: GameSetting_Sensibility_Cam
  26860.         float CamLensSenNoneSniper;//[Offset: 0x0 , Size: 4]
  26861.         float CamLensSenNoneSniperFP;//[Offset: 0x4 , Size: 4]
  26862.         float CamLensSenRedDotSniper;//[Offset: 0x8 , Size: 4]
  26863.         float CamLensSen2XSniper;//[Offset: 0xc , Size: 4]
  26864.         float CamLensSen3XSniper;//[Offset: 0x10 , Size: 4]
  26865.         float CamLensSen4XSniper;//[Offset: 0x14 , Size: 4]
  26866.         float CamLensSen6XSniper;//[Offset: 0x18 , Size: 4]
  26867.         float CamLensSen8XSniper;//[Offset: 0x1c , Size: 4]
  26868.  
  26869. --------------------------------
  26870. Class: GameSetting_Sensibility_Fire
  26871.         float FireCamLensSenNoneSniper;//[Offset: 0x0 , Size: 4]
  26872.         float FireCamLensSenNoneSniperFP;//[Offset: 0x4 , Size: 4]
  26873.         float FireCamLensSenRedDotSniper;//[Offset: 0x8 , Size: 4]
  26874.         float FireCamLensSen2XSniper;//[Offset: 0xc , Size: 4]
  26875.         float FireCamLensSen3XSniper;//[Offset: 0x10 , Size: 4]
  26876.         float FireCamLensSen4XSniper;//[Offset: 0x14 , Size: 4]
  26877.         float FireCamLensSen6XSniper;//[Offset: 0x18 , Size: 4]
  26878.         float FireCamLensSen8XSniper;//[Offset: 0x1c , Size: 4]
  26879.  
  26880. --------------------------------
  26881. Class: GameSetting_Sensibility_Gyroscope
  26882.         float GyroscopeSenNoneSniper;//[Offset: 0x0 , Size: 4]
  26883.         float GyroscopeSenNoneSniperFP;//[Offset: 0x4 , Size: 4]
  26884.         float GyroscopeSenRedDotSniper;//[Offset: 0x8 , Size: 4]
  26885.         float GyroscopeSen2XSniper;//[Offset: 0xc , Size: 4]
  26886.         float GyroscopeSen3XSniper;//[Offset: 0x10 , Size: 4]
  26887.         float GyroscopeSen4XSniper;//[Offset: 0x14 , Size: 4]
  26888.         float GyroscopeSen6XSniper;//[Offset: 0x18 , Size: 4]
  26889.         float GyroscopeSen8XSniper;//[Offset: 0x1c , Size: 4]
  26890.  
  26891. --------------------------------
  26892. Class: GameSetting_PickUp
  26893.         bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  26894.         bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
  26895.         GameSetting_PickUp_Drug Drug;//[Offset: 0x4 , Size: 24]
  26896.         Gamesetting_PickUp_Grenade Grenade;//[Offset: 0x1c , Size: 16]
  26897.         GameSetting_PickUp_WeaponBullet[] WeaponBulletList;//[Offset: 0x2c , Size: 12]
  26898.  
  26899. --------------------------------
  26900. Class: GameSetting_PickUp_Drug
  26901.         int MedicalTreatment;//[Offset: 0x0 , Size: 4]
  26902.         int Bandage;//[Offset: 0x4 , Size: 4]
  26903.         int PainKiller;//[Offset: 0x8 , Size: 4]
  26904.         int Adrenaline;//[Offset: 0xc , Size: 4]
  26905.         int EnergyDrink;//[Offset: 0x10 , Size: 4]
  26906.         int FirstAidKit;//[Offset: 0x14 , Size: 4]
  26907.  
  26908. --------------------------------
  26909. Class: Gamesetting_PickUp_Grenade
  26910.         int IncendiaryBomb;//[Offset: 0x0 , Size: 4]
  26911.         int ShockBomb;//[Offset: 0x4 , Size: 4]
  26912.         int SmokeBomb;//[Offset: 0x8 , Size: 4]
  26913.         int GrenadeFragmented;//[Offset: 0xc , Size: 4]
  26914.  
  26915. --------------------------------
  26916. Class: GameSetting_PickUp_WeaponBullet
  26917.         int WeaponId;//[Offset: 0x0 , Size: 4]
  26918.         int BulletCount;//[Offset: 0x4 , Size: 4]
  26919.  
  26920. --------------------------------
  26921. Class: ClientCircleFlow
  26922.         int64 ClientStartTime;//[Offset: 0x0 , Size: 8]
  26923.         int[] MrpcsFlow;//[Offset: 0x8 , Size: 12]
  26924.         FString PicUrl;//[Offset: 0x14 , Size: 12]
  26925.         uint32 GameStartTime;//[Offset: 0x20 , Size: 4]
  26926.         uint32 NewCircleBornTime;//[Offset: 0x24 , Size: 4]
  26927.         int NewCirclePositionX;//[Offset: 0x28 , Size: 4]
  26928.         int NewCirclePositionY;//[Offset: 0x2c , Size: 4]
  26929.         int NewCirclePositionRadius;//[Offset: 0x30 , Size: 4]
  26930.         int NewCircleCount;//[Offset: 0x34 , Size: 4]
  26931.         int PlayerPositionX;//[Offset: 0x38 , Size: 4]
  26932.         int PlayerPositionY;//[Offset: 0x3c , Size: 4]
  26933.         int PlayerPositionZ;//[Offset: 0x40 , Size: 4]
  26934.         int PlayerHP;//[Offset: 0x44 , Size: 4]
  26935.         uint32 OldCircleMoveTime;//[Offset: 0x48 , Size: 4]
  26936.         uint32 OldCircleMoveEndTime;//[Offset: 0x4c , Size: 4]
  26937.         uint32 PlayerOutTime;//[Offset: 0x50 , Size: 4]
  26938.         int CirclePoisonCount;//[Offset: 0x54 , Size: 4]
  26939.         int CirclePoisonMin;//[Offset: 0x58 , Size: 4]
  26940.         int CirclePoisonMax;//[Offset: 0x5c , Size: 4]
  26941.         int CirclePoisonAvg;//[Offset: 0x60 , Size: 4]
  26942.         int CirclePoisonTotal;//[Offset: 0x64 , Size: 4]
  26943.         int CirclePoisonDrop;//[Offset: 0x68 , Size: 4]
  26944.         int CirclePoisonDead;//[Offset: 0x6c , Size: 4]
  26945.         int RecoveryCount;//[Offset: 0x70 , Size: 4]
  26946.         int RecoveryMin;//[Offset: 0x74 , Size: 4]
  26947.         int RecoveryMax;//[Offset: 0x78 , Size: 4]
  26948.         int RecoveryTotal;//[Offset: 0x7c , Size: 4]
  26949.         int EnergyRecoveryCount;//[Offset: 0x80 , Size: 4]
  26950.         int EnergyRecoveryMin;//[Offset: 0x84 , Size: 4]
  26951.         int EnergyRecoveryMax;//[Offset: 0x88 , Size: 4]
  26952.         int EnergyRecoveryTotal;//[Offset: 0x8c , Size: 4]
  26953.         int EnergyStartLv;//[Offset: 0x90 , Size: 4]
  26954.         int EnergyStartTime;//[Offset: 0x94 , Size: 4]
  26955.         FString EnergyItemUse;//[Offset: 0x98 , Size: 12]
  26956.         int EnergyLvTimeInfo;//[Offset: 0xa4 , Size: 4]
  26957.         FString EnergyRunFastTime;//[Offset: 0xa8 , Size: 12]
  26958.         FString EnergyRecoveryLvTimeInfo;//[Offset: 0xb4 , Size: 12]
  26959.         int EnergyEndLv;//[Offset: 0xc0 , Size: 4]
  26960.         int EnergyEndTime;//[Offset: 0xc4 , Size: 4]
  26961.         int PlayerMoveDis;//[Offset: 0xc8 , Size: 4]
  26962.         int PlayerSpeedMax;//[Offset: 0xcc , Size: 4]
  26963.         int PlayerSpeedAvg;//[Offset: 0xd0 , Size: 4]
  26964.         int PlayerCarSpeedMax;//[Offset: 0xd4 , Size: 4]
  26965.         int PlayerCarSpeedAvg;//[Offset: 0xd8 , Size: 4]
  26966.         int PlayerSquatMoveDis;//[Offset: 0xdc , Size: 4]
  26967.         int PlayerSquatMoveTime;//[Offset: 0xe0 , Size: 4]
  26968.         int PlayerCreepMoveDis;//[Offset: 0xe4 , Size: 4]
  26969.         int PlayerCreepMoveTime;//[Offset: 0xe8 , Size: 4]
  26970.         int PlayerRunMoveDis;//[Offset: 0xec , Size: 4]
  26971.         int PlayerRunMoveTime;//[Offset: 0xf0 , Size: 4]
  26972.         int PlayerDriveMoveDis;//[Offset: 0xf4 , Size: 4]
  26973.         int PlayerDriveMoveTime;//[Offset: 0xf8 , Size: 4]
  26974.         int PlayerCar;//[Offset: 0xfc , Size: 4]
  26975.         int PlayerCameraDistanceMax;//[Offset: 0x100 , Size: 4]
  26976.         uint32 SecCircleFlowID;//[Offset: 0x104 , Size: 4]
  26977.         byte AutoAimType;//[Offset: 0x108 , Size: 1]
  26978.         int AutoAimTime;//[Offset: 0x10c , Size: 4]
  26979.         byte[] MrpcsFlowData;//[Offset: 0x110 , Size: 12]
  26980.  
  26981. --------------------------------
  26982. Class: AttackFlow
  26983.         FString GameSvrId;//[Offset: 0x0 , Size: 12]
  26984.         int64 dtEventTime;//[Offset: 0x10 , Size: 8]
  26985.         FString GameAppID;//[Offset: 0x18 , Size: 12]
  26986.         FString OpenID;//[Offset: 0x24 , Size: 12]
  26987.         uint16 AreaID;//[Offset: 0x30 , Size: 2]
  26988.         int8 PlatID;//[Offset: 0x32 , Size: 1]
  26989.         FString ZoneID;//[Offset: 0x34 , Size: 12]
  26990.         uint64 battleid;//[Offset: 0x40 , Size: 8]
  26991.         int64 ClientStartTime;//[Offset: 0x48 , Size: 8]
  26992.         int MrpcsFlowcount_;//[Offset: 0x50 , Size: 4]
  26993.         int[] MrpcsFlow;//[Offset: 0x54 , Size: 12]
  26994.         FString UserName;//[Offset: 0x60 , Size: 12]
  26995.         uint64 RoleID;//[Offset: 0x70 , Size: 8]
  26996.         int8 RoleType;//[Offset: 0x78 , Size: 1]
  26997.         FString TargetOpenID;//[Offset: 0x7c , Size: 12]
  26998.         FString TargetUserName;//[Offset: 0x88 , Size: 12]
  26999.         uint64 TargetRoleID;//[Offset: 0x98 , Size: 8]
  27000.         int8 TargetRoleType;//[Offset: 0xa0 , Size: 1]
  27001.         FString GunName;//[Offset: 0xa4 , Size: 12]
  27002.         FString GunPartsType;//[Offset: 0xb0 , Size: 12]
  27003.         int8 SightType;//[Offset: 0xbc , Size: 1]
  27004.         int BulletSpeed;//[Offset: 0xc0 , Size: 4]
  27005.         int8 MagazineMax;//[Offset: 0xc4 , Size: 1]
  27006.         int8 MagazineLeft;//[Offset: 0xc5 , Size: 1]
  27007.         int ShotFrequency;//[Offset: 0xc8 , Size: 4]
  27008.         int BulletDamage;//[Offset: 0xcc , Size: 4]
  27009.         int16 BulletDown;//[Offset: 0xd0 , Size: 2]
  27010.         byte BulletDamageReduce;//[Offset: 0xd2 , Size: 1]
  27011.         int Recoil;//[Offset: 0xd4 , Size: 4]
  27012.         int ReloadTime;//[Offset: 0xd8 , Size: 4]
  27013.         FString PlayerState;//[Offset: 0xdc , Size: 12]
  27014.         byte ShotPose;//[Offset: 0xe8 , Size: 1]
  27015.         byte FireType;//[Offset: 0xe9 , Size: 1]
  27016.         bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xea , Size: 1]
  27017.         byte Sideways;//[Offset: 0xeb , Size: 1]
  27018.         int ShootingDeviationX;//[Offset: 0xec , Size: 4]
  27019.         int ShootingDeviationY;//[Offset: 0xf0 , Size: 4]
  27020.         uint32 ZeroDistance;//[Offset: 0xf4 , Size: 4]
  27021.         uint32 ShotTime;//[Offset: 0xf8 , Size: 4]
  27022.         int HitTime;//[Offset: 0xfc , Size: 4]
  27023.         int PlayerPositionX;//[Offset: 0x100 , Size: 4]
  27024.         int PlayerPositionY;//[Offset: 0x104 , Size: 4]
  27025.         int PlayerPositionZ;//[Offset: 0x108 , Size: 4]
  27026.         int GunPositionX;//[Offset: 0x10c , Size: 4]
  27027.         int GunPositionY;//[Offset: 0x110 , Size: 4]
  27028.         int GunPositionZ;//[Offset: 0x114 , Size: 4]
  27029.         int BulletsBornPositionX;//[Offset: 0x118 , Size: 4]
  27030.         int BulletsBornPositionY;//[Offset: 0x11c , Size: 4]
  27031.         int BulletsBornPositionZ;//[Offset: 0x120 , Size: 4]
  27032.         uint32 LastHitTime;//[Offset: 0x124 , Size: 4]
  27033.         uint32 BulletFlyDistance;//[Offset: 0x128 , Size: 4]
  27034.         uint32 BulletFlyTime;//[Offset: 0x12c , Size: 4]
  27035.         int HitPositionX;//[Offset: 0x130 , Size: 4]
  27036.         int HitPositionY;//[Offset: 0x134 , Size: 4]
  27037.         int HitPositionZ;//[Offset: 0x138 , Size: 4]
  27038.         byte HitPart;//[Offset: 0x13c , Size: 1]
  27039.         bool bHitCar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13d , Size: 1]
  27040.         bool bTireOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13d , Size: 1]
  27041.         byte BulletCost;//[Offset: 0x13e , Size: 1]
  27042.         int HPstart;//[Offset: 0x140 , Size: 4]
  27043.         int HPEnd;//[Offset: 0x144 , Size: 4]
  27044.         int ArmorHPStart;//[Offset: 0x148 , Size: 4]
  27045.         int ArmorHPEnd;//[Offset: 0x14c , Size: 4]
  27046.         int CarHPStart;//[Offset: 0x150 , Size: 4]
  27047.         int CarHPEnd;//[Offset: 0x154 , Size: 4]
  27048.         byte PlayerKill;//[Offset: 0x158 , Size: 1]
  27049.         bool bArmorKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x159 , Size: 1]
  27050.         bool bCarKill;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x159 , Size: 1]
  27051.         int RecoilMoveX;//[Offset: 0x15c , Size: 4]
  27052.         int RecoilMoveY;//[Offset: 0x160 , Size: 4]
  27053.         int WeaponAimFOV;//[Offset: 0x164 , Size: 4]
  27054.         int BulletDamageDebuff;//[Offset: 0x168 , Size: 4]
  27055.         int BulletDamageBuff;//[Offset: 0x16c , Size: 4]
  27056.         uint32 AtackFlowID;//[Offset: 0x170 , Size: 4]
  27057.         int AutoAimSpeed;//[Offset: 0x174 , Size: 4]
  27058.         int AutoAimSpeedRateMax;//[Offset: 0x178 , Size: 4]
  27059.         int AutoAimRangeMax;//[Offset: 0x17c , Size: 4]
  27060.         int AutoAimRangeRateMax;//[Offset: 0x180 , Size: 4]
  27061.         int GunID;//[Offset: 0x184 , Size: 4]
  27062.         int IfIsOnCar;//[Offset: 0x188 , Size: 4]
  27063.         bool InMoveablePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c , Size: 1]
  27064.         int KillAICnt;//[Offset: 0x190 , Size: 4]
  27065.         int KillRealPlayerCnt;//[Offset: 0x194 , Size: 4]
  27066.  
  27067. --------------------------------
  27068. Class: AimFlow
  27069.         FString GameSvrId;//[Offset: 0x0 , Size: 12]
  27070.         int64 dtEventTime;//[Offset: 0x10 , Size: 8]
  27071.         FString GameAppID;//[Offset: 0x18 , Size: 12]
  27072.         FString OpenID;//[Offset: 0x24 , Size: 12]
  27073.         uint16 AreaID;//[Offset: 0x30 , Size: 2]
  27074.         int8 PlatID;//[Offset: 0x32 , Size: 1]
  27075.         FString ZoneID;//[Offset: 0x34 , Size: 12]
  27076.         uint64 battleid;//[Offset: 0x40 , Size: 8]
  27077.         int64 ClientStartTime;//[Offset: 0x48 , Size: 8]
  27078.         int MrpcsFlowcount_;//[Offset: 0x50 , Size: 4]
  27079.         int[] MrpcsFlow;//[Offset: 0x54 , Size: 12]
  27080.         FString UserName;//[Offset: 0x60 , Size: 12]
  27081.         uint64 RoleID;//[Offset: 0x70 , Size: 8]
  27082.         int8 RoleType;//[Offset: 0x78 , Size: 1]
  27083.         int AimTime;//[Offset: 0x7c , Size: 4]
  27084.         FString ShotCDTime;//[Offset: 0x80 , Size: 12]
  27085.         int ShotCount;//[Offset: 0x8c , Size: 4]
  27086.         int ShotHitCount;//[Offset: 0x90 , Size: 4]
  27087.         int ShotHeadHitCount;//[Offset: 0x94 , Size: 4]
  27088.         int ShotPersonHitCount;//[Offset: 0x98 , Size: 4]
  27089.         int ShotPersonKillCount;//[Offset: 0x9c , Size: 4]
  27090.         FString HitDistance;//[Offset: 0xa0 , Size: 12]
  27091.         FString HitEachDistance;//[Offset: 0xac , Size: 12]
  27092.         FString HitAngle;//[Offset: 0xb8 , Size: 12]
  27093.         FString HitEachCdTime;//[Offset: 0xc4 , Size: 12]
  27094.         FString HitPartInfo;//[Offset: 0xd0 , Size: 12]
  27095.         FString PlayerState;//[Offset: 0xdc , Size: 12]
  27096.         bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe8 , Size: 1]
  27097.         int8 SightType;//[Offset: 0xe9 , Size: 1]
  27098.         uint32 AimFlowID;//[Offset: 0xec , Size: 4]
  27099.  
  27100. --------------------------------
  27101. Class: GameModeStateChangedParams
  27102.         FName GameModeState;//[Offset: 0x0 , Size: 8]
  27103.         bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  27104.  
  27105. --------------------------------
  27106. Class: STExtraUnderWaterEffectComp.SceneComponent.ActorComponent.Object
  27107.         bool bTickWaterEffectEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25d , Size: 1]
  27108.         FName UnderWaterFogTagName;//[Offset: 0x260 , Size: 8]
  27109.         class ActorComponent* UnderWaterCamEffectClass;//[Offset: 0x268 , Size: 4]
  27110.         Transform UnderWaterCamEffectTransform;//[Offset: 0x270 , Size: 48]
  27111.         AkAudioEvent* SfxInWater;//[Offset: 0x2a0 , Size: 4]
  27112.         AkAudioEvent* SfxOutWater;//[Offset: 0x2a4 , Size: 4]
  27113.         float FoggyWeatherUnderWaterFogMaxOpacity;//[Offset: 0x2a8 , Size: 4]
  27114.         float NormalWeatherUnderWaterFogMaxOpacity;//[Offset: 0x2ac , Size: 4]
  27115.         ExponentialHeightFogComponent* UnderWaterFogComp;//[Offset: 0x2b0 , Size: 4]
  27116.         WaterSwimActor*[] WaterSwimObjs;//[Offset: 0x2b4 , Size: 12]
  27117.         ExponentialHeightFogComponent*[] SceneFogComps;//[Offset: 0x2c0 , Size: 12]
  27118.         CameraComponent* LastActiveCamComp;//[Offset: 0x2cc , Size: 4]
  27119.         void AddWaterSwimActor(WaterSwimActor* Actor);// 0x1f533b4
  27120.         void AddSceneFogComponent(ExponentialHeightFog* SceneFogActor);// 0x1f5333c
  27121.  
  27122. --------------------------------
  27123. Class: WaterSwimActor.Actor.Object
  27124.         float Damage;//[Offset: 0x2c4 , Size: 4]
  27125.         float interval;//[Offset: 0x2c8 , Size: 4]
  27126.         class DamageType* DamageType;//[Offset: 0x2cc , Size: 4]
  27127.         class Pawn[] DamageFilters;//[Offset: 0x2d0 , Size: 12]
  27128.         int[] BuffIDs;//[Offset: 0x2dc , Size: 12]
  27129.         int[] SkillBuffIDs;//[Offset: 0x2e8 , Size: 12]
  27130.         BoxComponent* WaterBoxComp;//[Offset: 0x2f4 , Size: 4]
  27131.         bool IsLocationInWater(out const Vector Location);// 0x1fef648
  27132.         bool GetWaterZHeight(out float MinHeight, out float MaxHeight);// 0x1fef560
  27133.  
  27134. --------------------------------
  27135. Class: HalloweenVampireCloth
  27136.         bool bWearingHalloweenVampireCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
  27137.         int HalloweenVampireClothItemID;//[Offset: 0x4 , Size: 4]
  27138.  
  27139. --------------------------------
  27140. Class: STParachuteState
  27141.         float ThrottleInput;//[Offset: 0x0 , Size: 4]
  27142.         float SteerInput;//[Offset: 0x4 , Size: 4]
  27143.         int8 State;//[Offset: 0x8 , Size: 1]
  27144.         Rotator CameraRotation;//[Offset: 0xc , Size: 12]
  27145.  
  27146. --------------------------------
  27147. Class: UAEChaParachuteAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object
  27148.         CharParachuteAnimData[] CharParachuteAnimDataList;//[Offset: 0x17c , Size: 12]
  27149.         void ReleaseParachuteAnimAssets();// 0x2462aec
  27150.         void OnParachuteAnimAsyncLoadingFinished(FString AnimLoaded);// 0x1d7f898
  27151.         void OnAnimListAsyncLoadingFinished();// 0x2462ad8
  27152.         bool HasAnimAsyncLoadingFinished();// 0x2462ab0
  27153.         void HandleAsyncLoadingFinishedEvent();// 0x2462a9c
  27154.         FString GetOwnerName();// 0x24629d4
  27155.         AnimationAsset* GetCharacterParachuteAnim(byte AnimType);// 0x2462954
  27156.  
  27157. --------------------------------
  27158. Class: CharParachuteAnimData
  27159.         byte ParachuteAnimType;//[Offset: 0x0 , Size: 1]
  27160.         AnimationAsset* ParachuteAnimSoftPtr;//[Offset: 0x8 , Size: 40]
  27161.         AnimationAsset* ParachuteAnim;//[Offset: 0x30 , Size: 4]
  27162.  
  27163. --------------------------------
  27164. Class: STReplicatedMoveState
  27165.         Vector_NetQuantize Location;//[Offset: 0x0 , Size: 12]
  27166.         byte Roll;//[Offset: 0xc , Size: 1]
  27167.         uint32 View;//[Offset: 0x10 , Size: 4]
  27168.         Vector_NetQuantize Velocity;//[Offset: 0x14 , Size: 12]
  27169.  
  27170. --------------------------------
  27171. Class: ParachuteFollowComponent.ActorComponent.Object
  27172.  
  27173. --------------------------------
  27174. Class: ParachuteFollowState
  27175.         enum FollowState;//[Offset: 0x0 , Size: 1]
  27176.         int LeaderIdx;//[Offset: 0x4 , Size: 4]
  27177.  
  27178. --------------------------------
  27179. Class: LastEmoteInfo
  27180.         int EmoteId;//[Offset: 0x0 , Size: 4]
  27181.         int AreaID;//[Offset: 0x4 , Size: 4]
  27182.         float EmoteTime;//[Offset: 0x8 , Size: 4]
  27183.  
  27184. --------------------------------
  27185. Class: CharacterCompOutOfVisionOptimizationItem
  27186.  
  27187. --------------------------------
  27188. Class: UAECharacterAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object
  27189.         CharacterMovementAnimData[] CharacterMovementAnimEditList;//[Offset: 0x17c , Size: 12]
  27190.         CharacterMovementAnimData[] CharacterFPPAnimEditList;//[Offset: 0x188 , Size: 12]
  27191.         CharacterShieldAnimData[] CharacterShieldAnimEditList;//[Offset: 0x194 , Size: 12]
  27192.         CharacterJumpAnimData[] CharacterJumpEditList;//[Offset: 0x1a0 , Size: 12]
  27193.         CharacterJumpAnimData[] CharacterJumpEditListFPP;//[Offset: 0x1ac , Size: 12]
  27194.         CurveFloat* FallingIKCurve;//[Offset: 0x1b8 , Size: 4]
  27195.         CharAnimModifyData[] CharAnimModifyList;//[Offset: 0x1bc , Size: 12]
  27196.         CharacterVehAnimModifyData[] CharVehAnimModifyList;//[Offset: 0x1c8 , Size: 12]
  27197.         bool IsInitByBeginPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4 , Size: 1]
  27198.         bool EnablePreLoadingFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d5 , Size: 1]
  27199.         bool EnableNewAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d6 , Size: 1]
  27200.         bool CurrentIsTPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d7 , Size: 1]
  27201.         bool CurrentHoldShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8 , Size: 1]
  27202.         bool OnPreLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x24651e0
  27203.         void OnAsyncLoadingFinishedNew(AsyncLoadCharAnimParams LoadingParam);// 0x2464f44
  27204.         void OnAsyncLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x2464ca8
  27205.         PlayerAnimData[] GetCharacterJumpAnim(byte JumpType);// 0x2464ba0
  27206.         AnimationAsset* GetAnimationAsset(AnimationAsset* AnimPtr);// 0x2464a18
  27207.  
  27208. --------------------------------
  27209. Class: CharacterMovementAnimData
  27210.         byte AnimType;//[Offset: 0x0 , Size: 1]
  27211.         FName AnimTypeName;//[Offset: 0x8 , Size: 8]
  27212.         ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10 , Size: 48]
  27213.         ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40 , Size: 48]
  27214.         ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70 , Size: 48]
  27215.  
  27216. --------------------------------
  27217. Class: ChararacterPoseAnimData
  27218.         byte PoseType;//[Offset: 0x0 , Size: 1]
  27219.         AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x8 , Size: 40]
  27220.  
  27221. --------------------------------
  27222. Class: CharacterShieldAnimData
  27223.         byte AnimType;//[Offset: 0x0 , Size: 1]
  27224.         FName AnimTypeName;//[Offset: 0x8 , Size: 8]
  27225.         ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10 , Size: 48]
  27226.         ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40 , Size: 48]
  27227.         ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70 , Size: 48]
  27228.  
  27229. --------------------------------
  27230. Class: CharacterJumpAnimData
  27231.         byte JumpType;//[Offset: 0x0 , Size: 1]
  27232.         FName JumpTypeName;//[Offset: 0x8 , Size: 8]
  27233.         ChararacterJumpPhaseData JumpPhase_PreJump;//[Offset: 0x10 , Size: 48]
  27234.         ChararacterJumpPhaseData JumpPhase_FallLoop0;//[Offset: 0x40 , Size: 48]
  27235.         ChararacterJumpPhaseData JumpPhase_FallLoop1;//[Offset: 0x70 , Size: 48]
  27236.         ChararacterJumpPhaseData JumpPhase_Land0;//[Offset: 0xa0 , Size: 48]
  27237.         ChararacterJumpPhaseData JumpPhase_Land1;//[Offset: 0xd0 , Size: 48]
  27238.  
  27239. --------------------------------
  27240. Class: ChararacterJumpPhaseData
  27241.         byte JumpPhase;//[Offset: 0x0 , Size: 1]
  27242.         AnimationAsset* PhaseAnimSoftPtr;//[Offset: 0x8 , Size: 40]
  27243.  
  27244. --------------------------------
  27245. Class: CharAnimModifyData
  27246.         int AppliedGameMode;//[Offset: 0x0 , Size: 4]
  27247.         byte ModifyAnimListType;//[Offset: 0x4 , Size: 1]
  27248.         byte AnimType;//[Offset: 0x5 , Size: 1]
  27249.         byte PoseType;//[Offset: 0x6 , Size: 1]
  27250.         byte JumpType;//[Offset: 0x7 , Size: 1]
  27251.         byte JumpPhase;//[Offset: 0x8 , Size: 1]
  27252.         AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x10 , Size: 40]
  27253.  
  27254. --------------------------------
  27255. Class: CharacterVehAnimModifyData
  27256.         enum VehicleType;//[Offset: 0x0 , Size: 1]
  27257.         int SeatIdx;//[Offset: 0x4 , Size: 4]
  27258.         byte VehicleAnimType;//[Offset: 0x8 , Size: 1]
  27259.         AnimationAsset* VehicleAnimSoftPtr;//[Offset: 0x10 , Size: 40]
  27260.  
  27261. --------------------------------
  27262. Class: AsyncLoadCharAnimParams
  27263.  
  27264. --------------------------------
  27265. Class: WeaponOverrideAttrs
  27266.         float GameModeOverride_DeviationMoveModifier;//[Offset: 0x0 , Size: 4]
  27267.         float GameModeOverride_DeviationStanceJumpModifier;//[Offset: 0x4 , Size: 4]
  27268.         float GameModeOverride_MeleeDamageAmountModifier;//[Offset: 0x8 , Size: 4]
  27269.         float GameModeOverride_GrenadeDamageRadiusModifier;//[Offset: 0xc , Size: 4]
  27270.         float GameModeOverride_GrenadeDamageAmountModifier;//[Offset: 0x10 , Size: 4]
  27271.         float GameModeOverride_GunsDamageAmountModifier;//[Offset: 0x14 , Size: 4]
  27272.  
  27273. --------------------------------
  27274. Class: CharacterOverrideAttrs
  27275.         float GameModeOverride_SpeedScaleModifier;//[Offset: 0x0 , Size: 4]
  27276.         float GameModeOverride_SwimSpeedScaleModifier;//[Offset: 0x4 , Size: 4]
  27277.         float GameModeOverride_EnergySpeedScaleModifier;//[Offset: 0x8 , Size: 4]
  27278.         float GameModeOverride_LastBreathSpeedScaleModifier;//[Offset: 0xc , Size: 4]
  27279.  
  27280. --------------------------------
  27281. Class: BonfireActor.UAEBuffApplierActor.Actor.Object
  27282.         float RemainingLifeTime;//[Offset: 0x2cc , Size: 4]
  27283.         bool bHasBeenLit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0 , Size: 1]
  27284.         bool bHasBurnOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1 , Size: 1]
  27285.         RoastMeatActor* curRoastMeat;//[Offset: 0x2d4 , Size: 4]
  27286.         void RemingLifeTimeChanged(float previousRemaining);// 0x1ce0954
  27287.         void RecordBonFireSuccess();// 0x1ce0940
  27288.         void OnRep_RemainingLifeTime(float previousRemaining);// 0x1ce08c8
  27289.         void OnRep_HasBurnOut();// 0x1ce08b4
  27290.         void OnRep_HasBeenLit();// 0x1ce08a0
  27291.         void OnRep_CurRoastMeat();// 0x1ce088c
  27292.         void IsBurnOutChanged();// 0x1ce0870
  27293.         FString CastMsg_Implementation(FString Msg);// 0x1ce0724
  27294.  
  27295. --------------------------------
  27296. Class: UAEBuffApplierActor.Actor.Object
  27297.         Controller* InstigatorController;//[Offset: 0x2c4 , Size: 4]
  27298.         Controller* GetTheInstigatorController();// 0x1e5931c
  27299.  
  27300. --------------------------------
  27301. Class: RoastMeatActor.Actor.Object
  27302.         BonfireActor* parentBonfire;//[Offset: 0x2c4 , Size: 8]
  27303.         enum AnimalType;//[Offset: 0x2cc , Size: 1]
  27304.         bool IsDone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cd , Size: 1]
  27305.         void RecordRoastMeatSuccess();// 0x1e2c158
  27306.         void OnRep_IsDone();// 0x1e2c144
  27307.         void CastActorMsg(FString Msg);// 0x1e2c080
  27308.  
  27309. --------------------------------
  27310. Class: STCharacterBonfireLinkComp.ActorComponent.Object
  27311.         BonfireFanPickerData FanData;//[Offset: 0xbc , Size: 20]
  27312.         float ReturnToFindNewTimer;//[Offset: 0xd0 , Size: 4]
  27313.         STExtraBaseCharacter* PawnOwner;//[Offset: 0xd8 , Size: 8]
  27314.         BonfireActor*[] bonFireCandidates;//[Offset: 0xe0 , Size: 12]
  27315.         void RemoveBonfireCandidate(BonfireActor* newBonfire);// 0x1e76ccc
  27316.         void InitializeOwner(Pawn* _TempPawn);// 0x1e76c54
  27317.         void AddBonfireCandidate(BonfireActor* newBonfire);// 0x1e76bdc
  27318.  
  27319. --------------------------------
  27320. Class: BonfireFanPickerData
  27321.         float Radius;//[Offset: 0x0 , Size: 4]
  27322.         float HightDiff;//[Offset: 0x4 , Size: 4]
  27323.         float Angle;//[Offset: 0x8 , Size: 4]
  27324.         bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
  27325.         bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
  27326.         float LowerTraceRatio;//[Offset: 0x10 , Size: 4]
  27327.  
  27328. --------------------------------
  27329. Class: InteractionEmoteConfig
  27330.         int SelfEmoteId;//[Offset: 0x0 , Size: 4]
  27331.         int OtherEmoteId;//[Offset: 0x4 , Size: 4]
  27332.  
  27333. --------------------------------
  27334. Class: PlayerRespawnData
  27335.         byte RespawnCount;//[Offset: 0x0 , Size: 1]
  27336.         Vector Location;//[Offset: 0x4 , Size: 12]
  27337.         Rotator Rotation;//[Offset: 0x10 , Size: 12]
  27338.  
  27339. --------------------------------
  27340. Class: PlayerVaultComponent.ActorComponent.Object
  27341.         bool isInVaultingCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1]
  27342.         bool hasSendStopVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1]
  27343.         <byte,VaultAnimData> VaultAnimSoftPtrMap;//[Offset: 0xf4 , Size: 60]
  27344.         AnimMontage* VaultMontage;//[Offset: 0x130 , Size: 4]
  27345.         AnimMontage* TeamVaultMontage;//[Offset: 0x134 , Size: 4]
  27346.         STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x13c , Size: 4]
  27347.         bool VaultFromCPP();// 0x1e0e490
  27348.         void UpdateVault_BluePrint();// 0x1d13154
  27349.         void StartAsyncLoadVaultAnimRes(bool IsTDM);// 0x1e0e410
  27350.         void StartAsyncLoadTeamVaultAnimRes();// 0x1e0e3fc
  27351.         FString GetVaultKeyByBlockHeight(float Height);// 0x1e0e2ec
  27352.         Rotator GetRelicateRotator();// 0x1e0e2a4
  27353.         void FpsVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e0e060
  27354.         void FpsVaultServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e0de1c
  27355.         void AsyncLoadVaultAnimResFinish(byte PawnSubType);// 0x1e0dda4
  27356.  
  27357. --------------------------------
  27358. Class: VaultAnimData
  27359.         AnimationAsset* VaultAnimSoftPtr;//[Offset: 0x0 , Size: 40]
  27360.         AnimationAsset* TeamVaultAnimSoftPtr;//[Offset: 0x28 , Size: 40]
  27361.  
  27362. --------------------------------
  27363. Class: InjuryParticleAttachOffset
  27364.         byte MovementMode;//[Offset: 0x0 , Size: 1]
  27365.         Transform AttachTransform;//[Offset: 0x10 , Size: 48]
  27366.         byte AttachLocationType;//[Offset: 0x40 , Size: 1]
  27367.  
  27368. --------------------------------
  27369. Class: PlayerPosMarkerParam
  27370.         Character* Player;//[Offset: 0x0 , Size: 4]
  27371.         float MarkTimeLen;//[Offset: 0x4 , Size: 4]
  27372.         int MarkIcon;//[Offset: 0x8 , Size: 4]
  27373.  
  27374. --------------------------------
  27375. Class: BackpackEmoteHandle.BattleItemHandleBase.ItemHandleBase.Object
  27376.         AnimationAsset* AnimAsset;//[Offset: 0xa0 , Size: 40]
  27377.         float blendTime;//[Offset: 0xc8 , Size: 4]
  27378.         bool ShowWeaponWhenPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1]
  27379.         bool bOnlyEmoteActionAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd , Size: 1]
  27380.         LobbyGenderAnimData[] LobbyEnterEmoteAnimAssetList;//[Offset: 0xd0 , Size: 12]
  27381.         LobbyGenderAnimData[] LobbyLeaveEmoteAnimAssetList;//[Offset: 0xdc , Size: 12]
  27382.         EmoteAnimConfig[] MainCharacterAnimConfig;//[Offset: 0xe8 , Size: 12]
  27383.         EmoteActionBase*[] EmoteActionList;//[Offset: 0xf4 , Size: 12]
  27384.         AkAudioEvent* EmoteSoundStartEvent;//[Offset: 0x100 , Size: 4]
  27385.         AkAudioEvent* EmoteSoundInterruptEvent;//[Offset: 0x104 , Size: 4]
  27386.         bool IsGenderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1]
  27387.         AkAudioEvent*[] MaleEmoteSoundStartEventList;//[Offset: 0x10c , Size: 12]
  27388.         AkAudioEvent*[] FemaleEmoteSoundStartEventList;//[Offset: 0x118 , Size: 12]
  27389.         bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778
  27390.         bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354
  27391.         bool HandleDrop(int InCount, enum Reason);// 0x1caed70
  27392.         bool HandleDisuse(enum Reason);// 0x1ca09d4
  27393.         BackpackComponent* GetBackpackComponent();// 0x1cb1cf8
  27394.         bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1cb1c34
  27395.  
  27396. --------------------------------
  27397. Class: LobbyGenderAnimData
  27398.         AnimationAsset* BoyAnim;//[Offset: 0x0 , Size: 40]
  27399.         AnimationAsset* GirlAnim;//[Offset: 0x28 , Size: 40]
  27400.  
  27401. --------------------------------
  27402. Class: EmoteAnimConfig
  27403.         FName GenderStr;//[Offset: 0x0 , Size: 8]
  27404.         class Character* MainCharacter;//[Offset: 0x8 , Size: 40]
  27405.         AnimationAsset* MainCharacterAnimAsset;//[Offset: 0x30 , Size: 40]
  27406.         bool CanRotateMainCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  27407.         Transform MainCharacterTransform;//[Offset: 0x60 , Size: 48]
  27408.         bool RotateBackToZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90 , Size: 1]
  27409.         LevelSequence* EmoteLevelSequence;//[Offset: 0x94 , Size: 4]
  27410.         EmoteAnimCharacterConfig[] MultiFollowerCharacters;//[Offset: 0x98 , Size: 12]
  27411.         class Character* FollowerCharacter;//[Offset: 0xa8 , Size: 40]
  27412.  
  27413. --------------------------------
  27414. Class: LevelSequence.MovieSceneSequence.MovieSceneSignedObject.Object
  27415.         MovieScene* MovieScene;//[Offset: 0x220 , Size: 4]
  27416.         LevelSequenceObjectReferenceMap ObjectReferences;//[Offset: 0x224 , Size: 60]
  27417.         LevelSequenceBindingReferences BindingReferences;//[Offset: 0x260 , Size: 60]
  27418.         <FString,LevelSequenceObject> PossessedObjects;//[Offset: 0x29c , Size: 60]
  27419.  
  27420. --------------------------------
  27421. Class: LevelSequenceObjectReferenceMap
  27422.  
  27423. --------------------------------
  27424. Class: LevelSequenceBindingReferences
  27425.         <Guid,LevelSequenceBindingReferenceArray> BindingIdToReferences;//[Offset: 0x0 , Size: 60]
  27426.  
  27427. --------------------------------
  27428. Class: LevelSequenceBindingReferenceArray
  27429.         LevelSequenceBindingReference[] References;//[Offset: 0x0 , Size: 12]
  27430.  
  27431. --------------------------------
  27432. Class: LevelSequenceBindingReference
  27433.         FString PackageName;//[Offset: 0x0 , Size: 12]
  27434.         SoftObjectPath ExternalObjectPath;//[Offset: 0x10 , Size: 24]
  27435.         FString ObjectPath;//[Offset: 0x28 , Size: 12]
  27436.  
  27437. --------------------------------
  27438. Class: LevelSequenceObject
  27439.         Object* ObjectOrOwner;//[Offset: 0x0 , Size: 28]
  27440.         FString ComponentName;//[Offset: 0x1c , Size: 12]
  27441.         Object* CachedComponent;//[Offset: 0x28 , Size: 8]
  27442.  
  27443. --------------------------------
  27444. Class: EmoteAnimCharacterConfig
  27445.         class Character* Character;//[Offset: 0x0 , Size: 40]
  27446.         Transform Transform;//[Offset: 0x30 , Size: 48]
  27447.  
  27448. --------------------------------
  27449. Class: EmoteActionBase.Object
  27450.         float PropStartShowTime;//[Offset: 0x1c , Size: 4]
  27451.         float PropEndShowTime;//[Offset: 0x20 , Size: 4]
  27452.         delegate OnActionReady;//[Offset: 0x38 , Size: 12]
  27453.         void SetActionDelayTimeHandle(Object* InOuter, BackpackEmoteHandle* InHandle);// 0x1d3f2a0
  27454.         Object* GetSoftRefObj(out const SoftObjectPath AssetRef);// 0x1d3f1c4
  27455.         class Object GetSoftRefClass(out const SoftObjectPath AssetRef);// 0x1d3f0e8
  27456.         void Destroy();// 0x1d3c644
  27457.         void DelayShow();// 0x1d3d75c
  27458.  
  27459. --------------------------------
  27460. Class: BaseFPPComponent.ActorComponent.Object
  27461.         bool bIsBoltAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1]
  27462.         STExtraPlayerCharacter* Pawn;//[Offset: 0xcc , Size: 4]
  27463.         FName ScopeAimCameraSocketName;//[Offset: 0xd0 , Size: 8]
  27464.         FName FPPSocketName;//[Offset: 0xd8 , Size: 8]
  27465.         FName BoltActionCurveName;//[Offset: 0xe0 , Size: 8]
  27466.         float ScopeZoomSpringArmLength;//[Offset: 0xe8 , Size: 4]
  27467.         float BoltActionHoldTimeDefault;//[Offset: 0xf0 , Size: 4]
  27468.         float BoltActionFov;//[Offset: 0xf4 , Size: 4]
  27469.         float ScopeZoomAlpha;//[Offset: 0xf8 , Size: 4]
  27470.         <FName,float> ScopeZoomBackupMap;//[Offset: 0xfc , Size: 60]
  27471.         float ScopeZoomSpeed;//[Offset: 0x138 , Size: 4]
  27472.         <int,CurveFloat*> ScopeZoomFovCurveMap;//[Offset: 0x13c , Size: 60]
  27473.         int CurrentPlayAnimIndex;//[Offset: 0x178 , Size: 4]
  27474.         DollyZoomParam ZoomScopeParam;//[Offset: 0x17c , Size: 12]
  27475.         <uint64,int> WeaponAngledSightState;//[Offset: 0x18c , Size: 60]
  27476.         <FName,float> ScopeZoomMap;//[Offset: 0x1c8 , Size: 60]
  27477.         float TanHalfFOV;//[Offset: 0x208 , Size: 4]
  27478.         bool InScopeInProcess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c , Size: 1]
  27479.         void UpdateScopeCameraOffsets(out DollyZoomParam Param, bool IsAngledSight);// 0x1cd1efc
  27480.         float SwitchSightConfigMaterial();// 0x2859eb0
  27481.         void SwitchScopeMeshAnim(byte Type);// 0x1cd1e84
  27482.         void SwitchCameraMode(byte Mode);// 0x1cd1e0c
  27483.         float SwitchAngledSightConfigMaterial(bool forceSwitch);// 0x2859eb0
  27484.         void StopScopeIn();// 0x2859eb0
  27485.         float ShowReflectorSightTPPMaterial(bool forceADSState);// 0x2859eb0
  27486.         float ShowAngledSightTPPMaterial(bool forceADSState);// 0x2859eb0
  27487.         void SetWeaponAngledSightState(STExtraShootWeapon* Weapon, bool State);// 0x1cd1d40
  27488.         void SetTagCulling(bool IsUse);// 0x2859eb0
  27489.         void SetNearClipPlane(bool EnableNearClip);// 0x1cd1cc0
  27490.         void ScopingChange(bool InValue);// 0x1cd1c40
  27491.         void Scoping(byte NewType);// 0x1cd1bc8
  27492.         void ScopeZoomUpdate(float Alpha);// 0x1cd1b50
  27493.         void ScopeZoomTick(float DeltaTime);// 0x1cd1ad8
  27494.         void ScopeTimelineUpdate(float Alpha);// 0x1cd1a60
  27495.         void ScopeOutSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1cd19a4
  27496.         void ScopeOutLogic();// 0x1cd1990
  27497.         void ScopeOutEnd();// 0x2859eb0
  27498.         void ScopeOut(byte NewType);// 0x1cd1918
  27499.         void ScopeNotHandFold();// 0x1cd1904
  27500.         void ScopeInterrupt(byte NewType);// 0x1cd188c
  27501.         void ScopeInSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1cd17d0
  27502.         void ScopeInLogic();// 0x1cd17bc
  27503.         void ScopeInEnd();// 0x2859eb0
  27504.         void ScopeInContinue();// 0x1cd17a8
  27505.         void ScopeInAfterTimeline();// 0x1cd1794
  27506.         void ScopeIn(byte NewType);// 0x1cd171c
  27507.         void ScopeHandFold();// 0x1cd1708
  27508.         void PlayScopeInTimeline();// 0x2859eb0
  27509.         bool IsUseZoomScope();// 0x1cd16e0
  27510.         bool IsRPGScopeIn();// 0x1cd16b8
  27511.         bool IsCurWeaponAttachedAngledSight();// 0x1cd14a4
  27512.         bool IsAngledSightBySlot(byte Slot);// 0x1cd1638
  27513.         bool IsAngledSight();// 0x1cd1608
  27514.         void InitScopeZoom(int WeaponId, int ScopeID);// 0x1cd154c
  27515.         bool HaveAngledSightBySlot(byte Slot);// 0x1cd14cc
  27516.         bool HaveAngledSight();// 0x1cd14a4
  27517.         byte GetSightType();// 0x1cd147c
  27518.         float GetScopeZoomValue(int WeaponId, int ScopeID);// 0x1cd13b8
  27519.         FName GetScopeZoomKey(int WeaponId, int ScopeID);// 0x1cd12ec
  27520.         float GetScopeFov(STExtraShootWeapon* ShootWeapon, bool bIsAngled);// 0x2859eb0
  27521.         MeshComponent* GetScopeCameraAttachTarget(bool IsAngled);// 0x1cd125c
  27522.         void GetCurrentScopeZoomFov(out float MinFov, out float CurFov);// 0x1cd117c
  27523.         void CalculateDollyZoomParam(float SpringOffset, float MinFov, float CurFov, out DollyZoomParam Param);// 0x1cd101c
  27524.         void BoltAction(float DeltaSeconds);// 0x1cd0fa4
  27525.         void AttachToSightKeepTransform();// 0x2859eb0
  27526.         void AttachToSight();// 0x2859eb0
  27527.         void ApplyDollyZoomParam(out const DollyZoomParam Param, bool bSyncToPawn);// 0x1cd0ec4
  27528.         void ActiveComponentTickable();// 0x1cd0eb0
  27529.  
  27530. --------------------------------
  27531. Class: DollyZoomParam
  27532.         float FOV;//[Offset: 0x0 , Size: 4]
  27533.         float Scale;//[Offset: 0x4 , Size: 4]
  27534.         float Offset;//[Offset: 0x8 , Size: 4]
  27535.  
  27536. --------------------------------
  27537. Class: TLog_ActivityEventType
  27538.         byte ActivityEventID;//[Offset: 0x0 , Size: 1]
  27539.         Vector ActivityEventLoc;//[Offset: 0x4 , Size: 12]
  27540.  
  27541. --------------------------------
  27542. Class: SkirtAnimInstanceBase.AvatarDynamicAnimInstance.AnimInstance.Object
  27543.         byte CurrentPoseType;//[Offset: 0x2fc , Size: 1]
  27544.         bool IsOnMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fd , Size: 1]
  27545.         int gender;//[Offset: 0x304 , Size: 4]
  27546.         bool IsBackpackEquipped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308 , Size: 1]
  27547.         bool IsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309 , Size: 1]
  27548.         bool IsUsingSpecialIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30a , Size: 1]
  27549.         bool AllowSKMeshCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30b , Size: 1]
  27550.         STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x30c , Size: 4]
  27551.         STExtraLobbyCharacter* OwnerLobbyCharacter;//[Offset: 0x310 , Size: 4]
  27552.         void OnStateInterrupted(int stateID, int InterruptedBy);// 0x1e47d40
  27553.         bool isCothAnimEnable();// 0x1e47d18
  27554.         void HandleStateChanged(enum EnteredState);// 0x1e47ca0
  27555.         void HandleCorectSkMeshAnim(bool bOpenCorrect);// 0x1e47c20
  27556.         void EnableClothAnim();// 0x1e47c0c
  27557.         void DisableClothAnim();// 0x1e47bf8
  27558.  
  27559. --------------------------------
  27560. Class: AvatarDynamicAnimInstance.AnimInstance.Object
  27561.         enum InGameSimulationSpace;//[Offset: 0x2ec , Size: 1]
  27562.         enum LobbySimulationSpace;//[Offset: 0x2ed , Size: 1]
  27563.         float AnimDynAlpha;//[Offset: 0x2f0 , Size: 4]
  27564.         enum CurrentSimulateSpace;//[Offset: 0x2f4 , Size: 1]
  27565.         SkeletalMeshComponent* OwnerCharacterMesh;//[Offset: 0x2f8 , Size: 4]
  27566.  
  27567. --------------------------------
  27568. Class: LuaBPVar
  27569.  
  27570. --------------------------------
  27571. Class: LobbyGodEffectComponent.SceneComponent.ActorComponent.Object
  27572.         ParticleSystem* ParticleEffect1;//[Offset: 0x260 , Size: 40]
  27573.         ParticleSystem* ParticleEffect2;//[Offset: 0x288 , Size: 40]
  27574.         ParticleSystem* ParticleEffect3;//[Offset: 0x2b0 , Size: 40]
  27575.         class UserWidget* GodEffectWidget;//[Offset: 0x2d8 , Size: 4]
  27576.         WidgetComponent* WidgetComponent;//[Offset: 0x2dc , Size: 4]
  27577.         ParticleSystemComponent*[] effects;//[Offset: 0x2e4 , Size: 12]
  27578.         void StopEffect();// 0x1db4744
  27579.         void SetNameText(int TextId);// 0x1db46c4
  27580.         void PlayGodEffect(int Level, Vector Location);// 0x1db4604
  27581.         void OnAsyncLoadEffectFinish(int Level, Vector Location);// 0x1db4544
  27582.  
  27583. --------------------------------
  27584. Class: CharacterStatueInfo
  27585.         int AGender;//[Offset: 0x0 , Size: 4]
  27586.         int Head;//[Offset: 0x4 , Size: 4]
  27587.         int Hair;//[Offset: 0x8 , Size: 4]
  27588.         int WeaponId;//[Offset: 0xc , Size: 4]
  27589.         FString Name;//[Offset: 0x10 , Size: 12]
  27590.         FString Nation;//[Offset: 0x1c , Size: 12]
  27591.         int[] AvatarList;//[Offset: 0x28 , Size: 12]
  27592.         GameModePlayerItem[] AvatarInfoList;//[Offset: 0x34 , Size: 12]
  27593.         int Index;//[Offset: 0x40 , Size: 4]
  27594.  
  27595. --------------------------------
  27596. Class: AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object
  27597.         LobbyCharacterWeaponAnimData[] CharacterWeaponAnimEditList;//[Offset: 0x17c , Size: 12]
  27598.         LobbyCharacterWeaponAnimData[] AvatarSceneCharacterWeaponAnimEditList;//[Offset: 0x188 , Size: 12]
  27599.         LobbyCharacterWeaponAnimData[] LobbyWithCarCharacterWeaponAnimEditList;//[Offset: 0x194 , Size: 12]
  27600.         LobbyCharacterWeaponAnimData[] LobbySystemCharacterWeaponAnimEditList;//[Offset: 0x1a0 , Size: 12]
  27601.         int resultAvatarPoseIndex;//[Offset: 0x1ac , Size: 4]
  27602.         void OnAsyncLoadingFinished(LobbyAsyncLoadCharAnimParams LoadingParam);// 0x24735d8
  27603.         void InitPendingList(out LobbyCharacterWeaponAnimData[] animEditList, out SoftObjectPath[] PendingList);// 0x247342c
  27604.         AnimationAsset* GetCharacterAnim(byte PosIdx, byte GenderType, int WeaponAnimType, byte sceneType);// 0x24732dc
  27605.         void BuildAnimMap(out LobbyCharacterWeaponAnimData[] animList, byte sceneType);// 0x24731e8
  27606.  
  27607. --------------------------------
  27608. Class: LobbyCharacterWeaponAnimData
  27609.         byte PosIndex;//[Offset: 0x0 , Size: 1]
  27610.         FString CharPosName;//[Offset: 0x4 , Size: 12]
  27611.         LobbyCharacterGenderWeaponAnimData[] GenderWeaponAnimList;//[Offset: 0x10 , Size: 12]
  27612.  
  27613. --------------------------------
  27614. Class: LobbyCharacterGenderWeaponAnimData
  27615.         byte GenderType;//[Offset: 0x0 , Size: 1]
  27616.         FString GenderTypeName;//[Offset: 0x4 , Size: 12]
  27617.         AnimationAsset* WeaponAnimSoftPtr;//[Offset: 0x10 , Size: 40]
  27618.         AnimationAsset* WeaponAddAnimSoftPtr;//[Offset: 0x38 , Size: 40]
  27619.         AnimationAsset*[] WeaponPlayAnimSoftPtrArray;//[Offset: 0x60 , Size: 12]
  27620.  
  27621. --------------------------------
  27622. Class: LobbyAsyncLoadCharAnimParams
  27623.  
  27624. --------------------------------
  27625. Class: BP_STRUCT_LobbyWeaponClassTable_type
  27626.         int BPID_0_02DA9D400965BF17443160A108D6A034;//[Offset: 0x0 , Size: 4]
  27627.         FString ClassPath_1_7626F6405EC62EED16FC055F06250DC8;//[Offset: 0x4 , Size: 12]
  27628.  
  27629. --------------------------------
  27630. Class: WeaponAnimInstanceBase.AnimInstance.Object
  27631.         STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2ec , Size: 4]
  27632.         STExtraShootWeapon* C_OwnerWeapon;//[Offset: 0x2f0 , Size: 4]
  27633.         bool C_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1]
  27634.         bool C_Tactical;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5 , Size: 1]
  27635.         byte C_WeaponState;//[Offset: 0x2f6 , Size: 1]
  27636.         float C_ReloadAnimRate;//[Offset: 0x2f8 , Size: 4]
  27637.         float C_CurGasAngle;//[Offset: 0x2fc , Size: 4]
  27638.         bool C_CustomScopping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300 , Size: 1]
  27639.         bool C_WeaponState_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301 , Size: 1]
  27640.         bool C_State_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302 , Size: 1]
  27641.         bool C_State_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x303 , Size: 1]
  27642.         float C_AlphaForHolder;//[Offset: 0x304 , Size: 4]
  27643.         AnimMontage* TacticalReloadMontage;//[Offset: 0x308 , Size: 4]
  27644.         AnimMontage* ChargeReloadMontage;//[Offset: 0x30c , Size: 4]
  27645.         AnimMontage* BoltMontage;//[Offset: 0x310 , Size: 4]
  27646.         AnimMontage* FireMontage;//[Offset: 0x314 , Size: 4]
  27647.         bool ShouldUpdateReloadData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318 , Size: 1]
  27648.         bool PlayIdleAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319 , Size: 1]
  27649.         void SetHolderBack_Lobby();// 0x1ca0a5c
  27650.         void PlayPostReloadWeaponAnimation(int RemainBulletNumToReload);// 0x1ff1488
  27651.         void HandlePlayerWeaponStateChanged(byte NewState);// 0x1ff1408
  27652.  
  27653. --------------------------------
  27654. Class: BP_STRUCT_WeaponAvatarBattleEffect_type
  27655.         int ID_0_5DEDE54072F9770F24CC59220C975D44;//[Offset: 0x0 , Size: 4]
  27656.         int Opacity_4_248EF8405566ED7775F694880FAEF559;//[Offset: 0x4 , Size: 4]
  27657.         FString BgPath_5_57B6EF804218D14414997B550D10FFF8;//[Offset: 0x8 , Size: 12]
  27658.         int IsFixColor_6_3314BA80204E2CFC58913B8B0798DA02;//[Offset: 0x14 , Size: 4]
  27659.         int B_7_16D8F2805F7B045E78F002D109C975D2;//[Offset: 0x18 , Size: 4]
  27660.         int R_8_16E8F6805F7B046E78F002C109C975C2;//[Offset: 0x1c , Size: 4]
  27661.         int G_9_16DDF3C05F7B046378F002DA09C975D7;//[Offset: 0x20 , Size: 4]
  27662.         FString EffectPath_11_17EB988040F0D4DA01E4BC790CF448F8;//[Offset: 0x24 , Size: 12]
  27663.         int EmotionID_12_1C80DC003AB2B942245E5E330FDB96D4;//[Offset: 0x30 , Size: 4]
  27664.  
  27665. --------------------------------
  27666. Class: BattleItemHandle_AvatarBP_C.BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
  27667.         bool BPNeedCheckCapacityInHandleDisuse(enum Reason, bool CallFunc_NotEqual_ByteByte_ReturnValue);// 0x2859eb0
  27668.         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);// 0x2859eb0
  27669.         BattleItemData ExtractItemData(<FName,ItemAssociation> CallFunc_GetAssociationMap_ReturnValue, ItemAssociation[] CallFunc_Map_Values_Values, ItemDefineID CallFunc_GetDefineID_ReturnValue, BattleItemData CallFunc_ConstructBattleItemDataByDefineID_ReturnValue, BattleItemData K2Node_SetFieldsInStruct_StructOut);// 0x2859eb0
  27670.         void LocalHandleDisuse(FName CallFunc_GetEnumeratorName_ReturnValue);// 0x2859eb0
  27671.         World* GetWorldInternal(World* CallFunc_GetWorld_BP_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  27672.         void SpawnWrapperOnGround(class PickUpWrapperActor WrapperClass, bool bUseRandomLoc, ItemDefineID CallFunc_GetDefineID_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue2, bool CallFunc_IsValid_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue, PickupManagerComponent* CallFunc_GetComponentByClass_ReturnValue, Vector CallFunc_GetRandomPutDownLocation_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue2, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue2);// 0x2859eb0
  27673.         bool HandleDisuse(enum Reason, bool CallFunc_HandleDisuse_ReturnValue);// 0x2859eb0
  27674.         bool HandleDrop(int InCount, enum Reason, class PickUpWrapperActor CallFunc_GetWrapperClass_WrapperClass, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_HandleDrop_ReturnValue);// 0x2859eb0
  27675.         bool HandlePickup(out interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason, bool CallFunc_HandlePickup_ReturnValue, BattleItemHandleBase* CallFunc_GetCharacterVirtualItemHandleInBackpack_ReturnValue, BackpackComponent* K2Node_DynamicCast_AsBackpack_Component, bool K2Node_DynamicCast_bSuccess, Actor* K2Node_DynamicCast_AsActor, bool K2Node_DynamicCast_bSuccess2, Transform CallFunc_GetTransform_ReturnValue, Object* CallFunc_GetOwningObject_ReturnValue, Controller* K2Node_DynamicCast_AsController, bool K2Node_DynamicCast_bSuccess3, Pawn* CallFunc_K2_GetPawn_ReturnValue, STExtraBaseCharacter* K2Node_DynamicCast_AsSTExtra_Base_Character, bool K2Node_DynamicCast_bSuccess4);// 0x2859eb0
  27676.         bool HandleUse(BattleItemUseTarget Target, enum Reason, bool CallFunc_HandleUse_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue, FName CallFunc_GetEnumeratorName_ReturnValue, ItemRecordData CallFunc_GetItemRecord_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue, ItemAssociation K2Node_MakeStruct_ItemAssociation, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_NotEqual_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue4, bool CallFunc_NotEqual_IntInt_ReturnValue2, ItemDefineID CallFunc_GetDefineID_ReturnValue3, ItemDefineID CallFunc_GetDefineID_ReturnValue4, ItemAssociation K2Node_MakeStruct_ItemAssociation2);// 0x2859eb0
  27677.         STExtraPlayerController* OwningPlayerController;//[Offset: 0x8f0 , Size: 4]
  27678.         STExtraBaseCharacter* OwningCharacter;//[Offset: 0x8f4 , Size: 4]
  27679.         BackpackComponent* OwningBackpackComponent;//[Offset: 0x8f8 , Size: 4]
  27680.         Transform SourceWrapperTrans;//[Offset: 0x900 , Size: 48]
  27681.         Transform WrapperPutdownTrans;//[Offset: 0x930 , Size: 48]
  27682.         class PickUpWrapperActor* WrapperClass;//[Offset: 0x960 , Size: 4]
  27683.         BattleItemHandleBase* CharacterItemHandle;//[Offset: 0x964 , Size: 4]
  27684.         byte SlotNameConfig;//[Offset: 0x968 , Size: 1]
  27685.         byte ForceGender;//[Offset: 0x969 , Size: 1]
  27686.  
  27687. --------------------------------
  27688. Class: ItemRecordData
  27689.         int ItemID;//[Offset: 0x0 , Size: 4]
  27690.         int itemType;//[Offset: 0x4 , Size: 4]
  27691.         int ItemSubType;//[Offset: 0x8 , Size: 4]
  27692.         int BPID;//[Offset: 0xc , Size: 4]
  27693.         int WeightforOrder;//[Offset: 0x10 , Size: 4]
  27694.         int Worth;//[Offset: 0x14 , Size: 4]
  27695.         int ItemCapacity;//[Offset: 0x18 , Size: 4]
  27696.         int[] Attach;//[Offset: 0x1c , Size: 12]
  27697.         int BulletID;//[Offset: 0x28 , Size: 4]
  27698.         int ProposeBulletNum;//[Offset: 0x2c , Size: 4]
  27699.         int Durability;//[Offset: 0x30 , Size: 4]
  27700.         int ItemSoundID;//[Offset: 0x34 , Size: 4]
  27701.         int ItemQuality;//[Offset: 0x38 , Size: 4]
  27702.         int ItemPickupRule;//[Offset: 0x3c , Size: 4]
  27703.         int AIFullVaule;//[Offset: 0x40 , Size: 4]
  27704.         float Weight;//[Offset: 0x44 , Size: 4]
  27705.         int MaxCount;//[Offset: 0x48 , Size: 4]
  27706.         bool AutoEquipandDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
  27707.         bool Consumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d , Size: 1]
  27708.         bool Equipable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e , Size: 1]
  27709.         FString ItemName;//[Offset: 0x50 , Size: 12]
  27710.         FString ItemBigIcon;//[Offset: 0x5c , Size: 12]
  27711.         FString ItemDesc;//[Offset: 0x68 , Size: 12]
  27712.         FString ItemSmallIcon;//[Offset: 0x74 , Size: 12]
  27713.         FString KillWhiteIcon;//[Offset: 0x80 , Size: 12]
  27714.         FString ItemWhiteIcon;//[Offset: 0x8c , Size: 12]
  27715.         FString RedEmotionSoundPath;//[Offset: 0x98 , Size: 12]
  27716.         FString PickupDesc;//[Offset: 0xa4 , Size: 12]
  27717.         FString BackpackSimple;//[Offset: 0xb0 , Size: 12]
  27718.         FString SpecialIcon;//[Offset: 0xbc , Size: 12]
  27719.         FString ItemBigIcon2;//[Offset: 0xc8 , Size: 12]
  27720.         FString ItemSmallIcon2;//[Offset: 0xd4 , Size: 12]
  27721.         int Electricity;//[Offset: 0xe0 , Size: 4]
  27722.         FString ArmorySimpleDesc;//[Offset: 0xe4 , Size: 12]
  27723.  
  27724. --------------------------------
  27725. Class: BP_STRUCT_Item_type
  27726.         FString ItemBigIcon_0_733663734EEB8DD5D7FF41A6E96480D4;//[Offset: 0x0 , Size: 12]
  27727.         int MaxCount_1_D5BF33434E37E75739D213989C4FA372;//[Offset: 0xc , Size: 4]
  27728.         int BPID_2_F73A5EF243D620CE49BBCAA8832C6AF9;//[Offset: 0x10 , Size: 4]
  27729.         int ItemType_3_4CBCE77A4D2A20BEBD861AADEF3B616B;//[Offset: 0x14 , Size: 4]
  27730.         bool AutoEquipAndDrop_4_144B885646B92B9836CE33923842AB1E;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1]
  27731.         int ItemID_5_29F7B64741688A0A853FD281FAE4E28D;//[Offset: 0x1c , Size: 4]
  27732.         bool Consumable_7_B08070BD407AD029B7CDA7BDB341A342;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  27733.         FString ItemDesc_8_8ED919494479E8A62F11DBB9C7AD0F9A;//[Offset: 0x24 , Size: 12]
  27734.         FString ItemSmallIcon_9_B13D206C4A153C963FCE478A1B39C15F;//[Offset: 0x30 , Size: 12]
  27735.         FString ItemName_10_B257B36A422BB69651454E90EBC1323B;//[Offset: 0x3c , Size: 12]
  27736.         FString WardrobeTab_11_6562B47746AECB0B5C84BC9C96EACD9D;//[Offset: 0x48 , Size: 12]
  27737.         int ItemSubType_12_087F026E41DAB82F567758A4F56D72CF;//[Offset: 0x54 , Size: 4]
  27738.         bool Equippable_13_BB222DC04DCB195FCB3F29B89EA210CA;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  27739.         float UnitWeight_f_14_725EBB604F31443B93AF3597580ECAE4;//[Offset: 0x5c , Size: 4]
  27740.         FString ItemWhiteIcon_15_AA35FD8045790AA9F73F58829F202B94;//[Offset: 0x60 , Size: 12]
  27741.         int ItemQuality_16_3EF7461D45D14FC186EB3DBB70D01484;//[Offset: 0x6c , Size: 4]
  27742.         FString KillWhiteIcon_27_16289384496FF361F9005580DEF9CAD1;//[Offset: 0x70 , Size: 12]
  27743.         int NeedShare_73_D9C0818D40A3C6AB07231BABA5477060;//[Offset: 0x7c , Size: 4]
  27744.         int WeightforOrder_29_4373EFCD4D78E7DF4067FF9D3E213664;//[Offset: 0x80 , Size: 4]
  27745.         FString Preview_32_1997D4634D3D3F8CC7360283D2AF4E6C;//[Offset: 0x84 , Size: 12]
  27746.         FString ExTime_33_8299B7454C71BC6A899937AF00BFF0C5;//[Offset: 0x90 , Size: 12]
  27747.         FString PickupDesc_36_D5D621864C55ED8C6ABE728B6F002D4E;//[Offset: 0x9c , Size: 12]
  27748.         int WardrobeMainTab_38_D234FCBE4A19AAF3066394AD7C7D98DF;//[Offset: 0xa8 , Size: 4]
  27749.         int Durability_39_7B54DEB94CD411488438539500D225E1;//[Offset: 0xac , Size: 4]
  27750.         bool IsBatchUse_40_88AB90DA48C707B0FE6DB18185C6253A;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0 , Size: 1]
  27751.         FString ArmorySimpleDesc_42_27A16200667F9D5C22753FAB004E0C93;//[Offset: 0xb4 , Size: 12]
  27752.         int AIFullVaule_43_6A3A6FC023E58D4B4FDDDF270E81E075;//[Offset: 0xc0 , Size: 4]
  27753.         int LongDescID_44_4E8350406652C05F7794F90804562904;//[Offset: 0xc4 , Size: 4]
  27754.         FString ArmoryDesc_45_5ADDC7800942285E5EA7A0880964AD23;//[Offset: 0xc8 , Size: 12]
  27755.         FString ItemSmallIcon2_46_6ED99A00141F4C900B45252101330012;//[Offset: 0xd4 , Size: 12]
  27756.         FString ItemBigIcon2_47_2C0E40404ED554873AD82D3A053DBC62;//[Offset: 0xe0 , Size: 12]
  27757.         FString BackpackSimple_48_26F807C06BB149650FE17C280F83D985;//[Offset: 0xec , Size: 12]
  27758.         FString ItemRegion_49_3899A60047215AA47D8652720D715E6E;//[Offset: 0xf8 , Size: 12]
  27759.         int ShowSexInMall_56_0C9F0CC01B8DDF89290B2B7F0D9E026C;//[Offset: 0x104 , Size: 4]
  27760.         FString RedEmotionSoundPath_57_1D0ECC4066CAAAF35D35519A029C0D28;//[Offset: 0x108 , Size: 12]
  27761.         int AvatarID_68_319E644077E02FFF04B5C19B04157FD4;//[Offset: 0x114 , Size: 4]
  27762.         FString SpecialIcon_72_55E01BC05ADCEE1500E06C0F01021C3E;//[Offset: 0x118 , Size: 12]
  27763.         FString ValidRegionCodes_74_2EA4F9C02DC66B4573D87CB8064AB793;//[Offset: 0x124 , Size: 12]
  27764.         int ValidTimes_75_5BC6A5C03028B6616FF746180062B373;//[Offset: 0x130 , Size: 4]
  27765.         int RateType_77_176334C00292E359401D0B6600355865;//[Offset: 0x134 , Size: 4]
  27766.         FString QualityRate_78_5F4A46807D1C4B2C0A08E8F50F3EB745;//[Offset: 0x138 , Size: 12]
  27767.         int character_param_81_2F2A70804AD88C7E6E8F5B83071E93DD;//[Offset: 0x144 , Size: 4]
  27768.         int JKBPID_82_1FF3B64037160BBF09A6FDF60967EB24;//[Offset: 0x148 , Size: 4]
  27769.         int ItemSoundID_83_7010328028DE3D6841FCD9F407C46B04;//[Offset: 0x14c , Size: 4]
  27770.         int ResSeprateType_84_5349D1400501D3B166D23C1D0CBC9FE5;//[Offset: 0x150 , Size: 4]
  27771.         int CanIntoBag_85_416CF6C01FD7CDED0F5E477601A418C7;//[Offset: 0x154 , Size: 4]
  27772.         int Electricity_86_19A7E9806DE4A79A2FAD5505041B42E9;//[Offset: 0x158 , Size: 4]
  27773.         int ItemPickupRule_87_49300E005A58193E16239C7A00F80F05;//[Offset: 0x15c , Size: 4]
  27774.  
  27775. --------------------------------
  27776. Class: CharacterAvatarComp2_BP_C.CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
  27777.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x948 , Size: 4]
  27778.         bool IsEnableItemDownload(int ItemID);// 0x2859eb0
  27779.         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);// 0x2859eb0
  27780.         bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh, SkeletalMaterial[] MatArray, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, int CallFunc_Array_Length_ReturnValue, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, SkeletalMaterial CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component2, bool K2Node_DynamicCast_bSuccess2);// 0x2859eb0
  27781.         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);// 0x2859eb0
  27782.         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);// 0x2859eb0
  27783.         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);// 0x2859eb0
  27784.         int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID, int CallFunc_GetFakeAvatarHandleItem_ReturnValue);// 0x2859eb0
  27785.         bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle, int ___int_Variable, int ___int_Variable2, ItemDefineID K2Node_MakeStruct_ItemDefineID, ItemDefineID K2Node_MakeStruct_ItemDefineID2, ItemDefineID K2Node_MakeStruct_ItemDefineID3, int ___int_Variable3);// 0x2859eb0
  27786.         bool BPClientPostProcessViewDataMiddle();// 0x2859eb0
  27787.         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);// 0x2859eb0
  27788.         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);// 0x2859eb0
  27789.         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);// 0x2859eb0
  27790.         int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID, enum ___byte_Variable, enum CallFunc_IntToType_ReturnValue, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5, int ___int_Variable6, int ___int_Variable7, int ___int_Variable8, int ___int_Variable9, int ___int_Variable10, int ___int_Variable11, int ___int_Variable12, int ___int_Variable13, int ___int_Variable14, int ___int_Variable15, int ___int_Variable16, int ___int_Variable17, int ___int_Variable18, int K2Node_Select_Default);// 0x2859eb0
  27791.         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);// 0x2859eb0
  27792.         void PutOnCustomEquipmentByID(int resID, int ColorID, int PatternID, out bool Result, int CallFunc_GetBPIDByResID_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2859eb0
  27793.         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);// 0x2859eb0
  27794.         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);// 0x2859eb0
  27795.         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);// 0x2859eb0
  27796.         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);// 0x2859eb0
  27797.         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);// 0x2859eb0
  27798.         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);// 0x2859eb0
  27799.         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);// 0x2859eb0
  27800.         MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, out ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle, byte TempSlotNameConfig, FString MatSlotName, int ___int_Variable, BattleItemHandle_AvatarBP_C* K2Node_DynamicCast_AsBattle_Item_Handle_Avatar_BP, bool K2Node_DynamicCast_bSuccess, int ___int_Variable2, bool CallFunc_IsValid_ReturnValue, FString CallFunc_GetEnumeratorUserFriendlyName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, int CallFunc_Len_ReturnValue, FString CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, FString CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, FString K2Node_Select_Default, StructAvatarSlotNameConfig CallFunc_Map_Find_Value3, bool CallFunc_Map_Find_ReturnValue3, FName CallFunc_Conv_StringToName_ReturnValue, int CallFunc_GetMaterialIndex_ReturnValue, MaterialInterface* CallFunc_GetMaterial_ReturnValue, FString CallFunc_Map_Find_Value4, bool CallFunc_Map_Find_ReturnValue4, FString CallFunc_GetDisplayName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Map_Find_Value5, bool CallFunc_Map_Find_ReturnValue5, FString K2Node_Select2_Default);// 0x2859eb0
  27801.         bool PutOnDefaultEquipment(BackpackAvatarHandle* ItemHandle, ItemDefineID CallFunc_GetDefineID_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue, bool CallFunc_CheckShouldEquipDefaultItem_ReturnValue);// 0x2859eb0
  27802.         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);// 0x2859eb0
  27803.         void ReceiveBeginPlay();// 0x2859eb0
  27804.         void Bp_EventAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2859eb0
  27805.         void Bp_EventAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x2859eb0
  27806.         void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2859eb0
  27807.         void ClearEventFromOnAvatarEquippedEvent();// 0x2859eb0
  27808.         void ExecuteUbergraph_CharacterAvatarComp2_BP(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, int K2Node_CustomEvent_slotId2, ItemDefineID K2Node_CustomEvent_NewItemID, ItemDefineID K2Node_CustomEvent_OldItemID2, int K2Node_CustomEvent_slotId, ItemDefineID K2Node_CustomEvent_OldItemID, BattleItemUseTarget K2Node_Event_Target, BackpackAvatarHandle* K2Node_Event_InAvatarHandle, enum K2Node_Event_Reason);// 0x2859eb0
  27809.         BackpackAvatarItemColor* BasedAvatarColorHandle;//[Offset: 0x94c , Size: 4]
  27810.         BackpackAvatarItemPattern* BasedAvatarPatternHandle;//[Offset: 0x950 , Size: 4]
  27811.         <byte,StructAvatarSlotNameConfig> SlotNameMap;//[Offset: 0x954 , Size: 60]
  27812.         StructAvatarSlotNameConfig DefaultSlotNameMap;//[Offset: 0x990 , Size: 120]
  27813.         int[] HoodClothSubTypeMap;//[Offset: 0xa08 , Size: 12]
  27814.         enum PreEquipClothReason;//[Offset: 0xa14 , Size: 1]
  27815.         SkeletalMesh* MaleBatchBodySoftPath;//[Offset: 0xa18 , Size: 40]
  27816.         SkeletalMesh* FemaleBatchBodySoftPath;//[Offset: 0xa40 , Size: 40]
  27817.         bool bForbidBindAvatarEquippedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa68 , Size: 1]
  27818.  
  27819. --------------------------------
  27820. Class: UAELoadedClassManager.Object
  27821.         <FString,BPTable*> BPTableMap;//[Offset: 0x1c , Size: 60]
  27822.         <int,FString> BPTableNameMap;//[Offset: 0x58 , Size: 60]
  27823.         FString LoadedClassManagerClassName;//[Offset: 0x94 , Size: 12]
  27824.         <Object*,SoftClassPath> AsyncLoadClassDict;//[Offset: 0x1ec , Size: 60]
  27825.         void InitTableData();// 0x1dbf5b4
  27826.         void InitBPTableMap();// 0x2859eb0
  27827.         FString GetWrapperPath(FString BPTableName, int ID);// 0x20ba18c
  27828.         class Object GetWrapperClass(FString BPTableName, int ID);// 0x20ba084
  27829.         FString GetPath(FString BPTableName, int ID, bool IsLobby, bool bForceLobby);// 0x20b9e5c
  27830.         Object* GetObject(FString BPTableName, int ID, Object* Outer, bool IsLobby);// 0x20b9cc0
  27831.         class Object GetCustom1Class(FString BPTableName, int ID);// 0x20b9bb8
  27832.         class Object GetClass(FString BPTableName, int ID, bool IsLobby);// 0x20b9a64
  27833.         FString GetBPTableName(int Type);// 0x20b995c
  27834.         void GetAssetByAssetReferenceAsync(SoftObjectPath AssetReference, delegate AssetLoadSuccessDelegate);// 0x20b977c
  27835.         static UAELoadedClassManager* Get();// 0x20b9754
  27836.         BPTable* CreateAndAddBPTable(FString BPTableName);// 0x20b9690
  27837.         void ClearAssetByAssetReferenceAsync(delegate AssetLoadSuccessDelegate);// 0x20b95ec
  27838.         void ClearAllData();// 0x20b95d8
  27839.  
  27840. --------------------------------
  27841. Class: BPTable.Object
  27842.         FString BPTableName;//[Offset: 0x1c , Size: 12]
  27843.         <int,BPTableItem> BPTableItemMap;//[Offset: 0x28 , Size: 60]
  27844.         FString GetWrapperPath(int ID);// 0x20b9018
  27845.         class Object GetWrapperClass(int ID);// 0x20b8f98
  27846.         FString GetPath(int ID, bool IsLobby, bool bForceLobby);// 0x20b8df0
  27847.         Object* GetObject(int ID, Object* Outer, bool IsLobby);// 0x20b8ce0
  27848.         class Object GetCustom1Class(int ID);// 0x20b8c60
  27849.         class Object GetClass(int ID, bool IsLobby);// 0x20b8b94
  27850.         void ConvertPath(int ID);// 0x20b8b1c
  27851.  
  27852. --------------------------------
  27853. Class: BPTableItem
  27854.         int ID;//[Offset: 0x0 , Size: 4]
  27855.         FString Name;//[Offset: 0x4 , Size: 12]
  27856.         FString Path;//[Offset: 0x10 , Size: 12]
  27857.         FString LobbyPath;//[Offset: 0x1c , Size: 12]
  27858.         FString WrapperPath;//[Offset: 0x28 , Size: 12]
  27859.         FString Custom1;//[Offset: 0x34 , Size: 12]
  27860.  
  27861. --------------------------------
  27862. Class: BackpackBlueprintUtils.Object
  27863.         CreateBattleItemHandleAsyncRequest[] PendingAsyncRequests;//[Offset: 0xb4 , Size: 12]
  27864.         <int,CreateBattleItemHandleListAsyncRequest> PendingAsyncRequestList;//[Offset: 0xc0 , Size: 60]
  27865.         <int,enum> TClipTypeMap;//[Offset: 0xfc , Size: 60]
  27866.         <int,ItemRecordData> mapItemRecord;//[Offset: 0x138 , Size: 60]
  27867.         <FString,ItemBeOverrideRecordData> BeOverrideMapItemMap;//[Offset: 0x174 , Size: 60]
  27868.         <int,int> mapPickupBullet;//[Offset: 0x1b0 , Size: 60]
  27869.         <int,enum> mapAttachPos;//[Offset: 0x1ec , Size: 60]
  27870.         PickupSetting PickupSetting;//[Offset: 0x228 , Size: 372]
  27871.         PickupSettingForTPlan PickupSettingForMod;//[Offset: 0x39c , Size: 364]
  27872.         PickupProposeData proposeData;//[Offset: 0x508 , Size: 332]
  27873.         int[] NeedToShowTypeList;//[Offset: 0x654 , Size: 12]
  27874.         int[] ConsumeableMissionItemID;//[Offset: 0x660 , Size: 12]
  27875.         <int,FName> ItemSubTypeNameMap;//[Offset: 0x66c , Size: 60]
  27876.         <FName,TagItemList> ItemTag;//[Offset: 0x6a8 , Size: 60]
  27877.         <int,ItemTagList> ItemTagMap;//[Offset: 0x6e4 , Size: 60]
  27878.         enum CurrentGameModeType;//[Offset: 0x72c , Size: 1]
  27879.         FString ItemTableName;//[Offset: 0x730 , Size: 12]
  27880.         FString ItemTagTableName;//[Offset: 0x73c , Size: 12]
  27881.         FString AttachTableName;//[Offset: 0x748 , Size: 12]
  27882.         FString SuitEmoteTableName;//[Offset: 0x754 , Size: 12]
  27883.         FString OccupationTableName;//[Offset: 0x760 , Size: 12]
  27884.         enum[] AvatarDownloadGameModeTypes;//[Offset: 0x76c , Size: 12]
  27885.         <enum,int> AvatarDownloadPriority;//[Offset: 0x778 , Size: 60]
  27886.         ActivityItemData ActivityData;//[Offset: 0x7b8 , Size: 48]
  27887.         ActivityConfigData ActivityConfig;//[Offset: 0x7e8 , Size: 60]
  27888.         SpecialItemData SpecialData;//[Offset: 0x824 , Size: 1]
  27889.         bool bShowWeaponPendant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x825 , Size: 1]
  27890.         <int,int> itemGuid2Useful;//[Offset: 0x828 , Size: 60]
  27891.         <int,int> gunMainTypeUseful;//[Offset: 0x864 , Size: 60]
  27892.         <int,int> attachMainTypeUseful;//[Offset: 0x8a0 , Size: 60]
  27893.         <int,int> bulletMainTypeUseful;//[Offset: 0x8dc , Size: 60]
  27894.         <int,int> medicineAndGrenadeMainTypeUseful;//[Offset: 0x918 , Size: 60]
  27895.         <int,int> constructTypeUseful;//[Offset: 0x954 , Size: 60]
  27896.         <int,int> skillpropsTypeUseful;//[Offset: 0x990 , Size: 60]
  27897.         <int,bool> itemPathExist;//[Offset: 0x9cc , Size: 60]
  27898.         int[] ItemToDownload;//[Offset: 0xa08 , Size: 12]
  27899.         int AvatarDownloadMaxLimitTimes;//[Offset: 0xa14 , Size: 4]
  27900.         bool bAvatarDownloadClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa18 , Size: 1]
  27901.         <int,EquipmentBrief> EquipmentBriefMap;//[Offset: 0xa1c , Size: 60]
  27902.         bool bEnableTableOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58 , Size: 1]
  27903.         bool bEnableDSAvatarOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa59 , Size: 1]
  27904.         int[] TombBoxItemBlackList;//[Offset: 0xa5c , Size: 12]
  27905.         int CharacterVirtualItem_Type;//[Offset: 0xa68 , Size: 4]
  27906.         int CharacterVirtualItem_TypeSpecificID;//[Offset: 0xa6c , Size: 4]
  27907.         <int,class BattleItemHandleBase> VirtualItemClassMap;//[Offset: 0xa70 , Size: 60]
  27908.         <int> NoUseVirtualItemIDs;//[Offset: 0xaac , Size: 60]
  27909.         bool bAutoPickIngoreBackpackCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae8 , Size: 1]
  27910.         void ResetItemToDownload();// 0x1cc7998
  27911.         void ResetBattleItemHandleExist(out const ItemDefineID DefineID);// 0x1cc7908
  27912.         void OnPostSwitchGameStatut(FString InGameStatus);// 0x1cc784c
  27913.         void OnGameModeTypeChanged();// 0x1cc7830
  27914.         void ItemTableAdditiveOverride(FString OverrideItemTableName, bool bOverride);// 0x1cc7728
  27915.         bool IsVirtualItemData(out const BattleItemData ItemData);// 0x1cc766c
  27916.         bool IsRollItem(out const PickUpItemData SearchItemResult);// 0x1cc7510
  27917.         bool IsParachuteItemType(int ItemID);// 0x1c9f584
  27918.         bool IsInPveMode();// 0x2859eb0
  27919.         bool IsIceDrinkEmoteIDInBackpack(int InItemID, int InEmoteID);// 0x1cc7444
  27920.         bool IsGrenadeCanAutoSwitch(int ItemID);// 0x1c7eb24
  27921.         bool IsGlideItemType(int ItemID);// 0x1cc73bc
  27922.         bool IsGhillieSuitItemType(int ItemID);// 0x1cc7334
  27923.         bool IsEquipmentItem(int ItemID);// 0x1cc72ac
  27924.         bool IsConsumableMissionItemType(int ItemID);// 0x1cc7224
  27925.         bool IsBattleItemHandlePathExist(FString HandlePath);// 0x1cc7160
  27926.         bool IsBattleItemHandleExist(out const ItemDefineID DefineID, bool bUseCache, bool bLobby, bool bForceLobby);// 0x1cc6fd8
  27927.         bool Is3BackpackID(int ID);// 0x2859eb0
  27928.         void Initialize();// 0x1cc6fc4
  27929.         void InitialItemTable();// 0x1cc6fa8
  27930.         bool HasTagSub(int ItemID, out const FName TagName);// 0x1cc6ed0
  27931.         bool HasTag(int ItemID, out const FName TagName);// 0x1cc6df8
  27932.         int GetWeaponSkinMappingID(int InWeaponSkinID);// 0x2859eb0
  27933.         FString GetRawBattleTextByType(enum Type);// 0x1cc6ce8
  27934.         FString GetRawBattleTextByRawTextID(int ID);// 0x1cc6bd8
  27935.         int GetPendantIDByWeaponID(int WeaponId);// 0x1cc6b50
  27936.         int GetItemSubTypeID(int SpecificID);// 0x2859eb0
  27937.         ItemRecordData GetItemRecord(int ItemID);// 0x1cc6aa4
  27938.         bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation, out FString OutBankName, out FString OutSoundName);// 0x2859eb0
  27939.         int GetGrenadePriorityByType(const byte grenadeType);// 0x1cc6a1c
  27940.         int GetEquipmentLevel(int ItemID);// 0x1cc6994
  27941.         int GetEquipmentBagLevel(int ItemID);// 0x1cc690c
  27942.         BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp);// 0x1cc6858
  27943.         BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp);// 0x1cc67d0
  27944.         FString GetBPTableNameByItemID(out const ItemDefineID DefineID);// 0x1cc66a8
  27945.         int GetBPIDByResID(int resID);// 0x1cc6620
  27946.         BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out const ItemDefineID DefineID);// 0x1cc6498
  27947.         FString GetBattleItemHandlePathInner(out const ItemDefineID DefineID);// 0x1cc6378
  27948.         FString GetBattleItemHandlePath(out const ItemDefineID DefineID, bool bLobby, bool bForceLobby);// 0x1cc61b0
  27949.         BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const ItemDefineID DefineID);// 0x1cc60f4
  27950.         int[] GetAttachOfWeapon(int WeaponId);// 0x1cc5fec
  27951.         void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID);// 0x1cc5ec0
  27952.         TagItemList FindItemTag(out const FName TagName);// 0x1cc5de8
  27953.         BattleItemHandleBase* CreateVirtualItemHandle(out const ItemDefineID DefineID, Object* Outer);// 0x1cc5d04
  27954.         BattleItemHandleBase* CreateBattleItemHandleInner(out const ItemDefineID DefineID, Object* Outer);// 0x1cc5c28
  27955.         BattleItemHandleBase* CreateBattleItemHandle(out const ItemDefineID DefineID, Object* Outer, bool bLobby);// 0x1cc5af8
  27956.         BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID);// 0x1cc5a44
  27957.         BattleItemData ConstructBattleItemDataByDefineID(out const ItemDefineID DefineID);// 0x1cc5978
  27958.         void ClearItemRecord();// 0x1cc5964
  27959.         bool CheckItem(int ItemTableID);// 0x1cc58dc
  27960.         void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x1cc5818
  27961.  
  27962. --------------------------------
  27963. Class: CreateBattleItemHandleAsyncRequest
  27964.         ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
  27965.         Object* Outer;//[Offset: 0x18 , Size: 4]
  27966.         FString Path;//[Offset: 0x1c , Size: 12]
  27967.         delegate Callback;//[Offset: 0x28 , Size: 16]
  27968.  
  27969. --------------------------------
  27970. Class: CreateBattleItemHandleListAsyncRequest
  27971.         ItemDefineID[] DefineIDList;//[Offset: 0x0 , Size: 12]
  27972.         FString[] PathList;//[Offset: 0xc , Size: 12]
  27973.         Object* Outer;//[Offset: 0x18 , Size: 4]
  27974.         delegate Callback;//[Offset: 0x20 , Size: 16]
  27975.  
  27976. --------------------------------
  27977. Class: ItemBeOverrideRecordData
  27978.         <int,ItemRecordData> BeOverrideMapItemRecord;//[Offset: 0x0 , Size: 60]
  27979.  
  27980. --------------------------------
  27981. Class: PickupSetting
  27982.         int LimitBandage;//[Offset: 0x0 , Size: 4]
  27983.         int LimitMedical;//[Offset: 0x4 , Size: 4]
  27984.         int LimitFirstAidKit;//[Offset: 0x8 , Size: 4]
  27985.         int LimitAnodyne;//[Offset: 0xc , Size: 4]
  27986.         int LimitEnergyDrinks;//[Offset: 0x10 , Size: 4]
  27987.         int LimitAdrenaline;//[Offset: 0x14 , Size: 4]
  27988.         int LimitShouliudan;//[Offset: 0x18 , Size: 4]
  27989.         int LimitYanwudan;//[Offset: 0x1c , Size: 4]
  27990.         int LimitZhenbaodan;//[Offset: 0x20 , Size: 4]
  27991.         int LimitRanshaodan;//[Offset: 0x24 , Size: 4]
  27992.         int LimitGrenadeZombie;//[Offset: 0x28 , Size: 4]
  27993.         int LimitGrenadeYedan;//[Offset: 0x2c , Size: 4]
  27994.         int LimitAntidote;//[Offset: 0x30 , Size: 4]
  27995.         int LimitBatteryChip;//[Offset: 0x34 , Size: 4]
  27996.         int LimitGameCoin;//[Offset: 0x38 , Size: 4]
  27997.         int LimitBullet9mm;//[Offset: 0x3c , Size: 4]
  27998.         int LimitBullet7_62mm;//[Offset: 0x40 , Size: 4]
  27999.         int Limit12koujing;//[Offset: 0x44 , Size: 4]
  28000.         int Limit45koujing;//[Offset: 0x48 , Size: 4]
  28001.         int Limit300magenandanyao;//[Offset: 0x4c , Size: 4]
  28002.         int Limitbolt;//[Offset: 0x50 , Size: 4]
  28003.         int LimitBullet5;//[Offset: 0x54 , Size: 4]
  28004.         bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  28005.         bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59 , Size: 1]
  28006.         bool AutoPickupSideMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a , Size: 1]
  28007.         int LimitSniper2X;//[Offset: 0x5c , Size: 4]
  28008.         int LimitSniper3X;//[Offset: 0x60 , Size: 4]
  28009.         int LimitSniper4X;//[Offset: 0x64 , Size: 4]
  28010.         int LimitSniper6X;//[Offset: 0x68 , Size: 4]
  28011.         int LimitSniper8X;//[Offset: 0x6c , Size: 4]
  28012.         bool AutoPickupSkillProps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70 , Size: 1]
  28013.         int LimitSkillProps;//[Offset: 0x74 , Size: 4]
  28014.         int LimitSnowMan;//[Offset: 0x78 , Size: 4]
  28015.         bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c , Size: 1]
  28016.         int AutoPickClipType;//[Offset: 0x80 , Size: 4]
  28017.         <int,int> LimitDrugMap;//[Offset: 0x84 , Size: 60]
  28018.         <int,int> LimitThrowObjMap;//[Offset: 0xc0 , Size: 60]
  28019.         <int,int> LimitMultipleMirrorMap;//[Offset: 0xfc , Size: 60]
  28020.         <int,int> LimitFixConsumeItemMap;//[Offset: 0x138 , Size: 60]
  28021.  
  28022. --------------------------------
  28023. Class: PickupSettingForTPlan
  28024.         int LimitSkillProps;//[Offset: 0x0 , Size: 4]
  28025.         <int,int> LimitBulletMap_XT;//[Offset: 0x4 , Size: 60]
  28026.         <int,int> LimitDrugMap_XT;//[Offset: 0x40 , Size: 60]
  28027.         <int,int> LimitThrowObjMap_XT;//[Offset: 0x7c , Size: 60]
  28028.         <int,int> LimitMultipleMirrorMap_XT;//[Offset: 0xb8 , Size: 60]
  28029.         <int,int> LimitNormalInfillingMap_XT;//[Offset: 0xf4 , Size: 60]
  28030.         <int,int> LimitHalloweenInfillingMap_XT;//[Offset: 0x130 , Size: 60]
  28031.  
  28032. --------------------------------
  28033. Class: PickupProposeData
  28034.         PickupFirstCount[] pickFirst;//[Offset: 0x0 , Size: 12]
  28035.         int closeSubType;//[Offset: 0xc , Size: 4]
  28036.         int crossbowSubType;//[Offset: 0x10 , Size: 4]
  28037.         int panID;//[Offset: 0x14 , Size: 4]
  28038.         int pistolSubType;//[Offset: 0x18 , Size: 4]
  28039.         int gunType;//[Offset: 0x1c , Size: 4]
  28040.         int specialType;//[Offset: 0x20 , Size: 4]
  28041.         int specialType2;//[Offset: 0x24 , Size: 4]
  28042.         int lens2ID;//[Offset: 0x28 , Size: 4]
  28043.         int lens3ID;//[Offset: 0x2c , Size: 4]
  28044.         int lens4ID;//[Offset: 0x30 , Size: 4]
  28045.         int lens6ID;//[Offset: 0x34 , Size: 4]
  28046.         int lens8ID;//[Offset: 0x38 , Size: 4]
  28047.         int ID2Type;//[Offset: 0x3c , Size: 4]
  28048.         int pistolClipSubType;//[Offset: 0x40 , Size: 4]
  28049.         int SubMachineGunClipSubType;//[Offset: 0x44 , Size: 4]
  28050.         int SniperClipSubType;//[Offset: 0x48 , Size: 4]
  28051.         int RifleClipSubType;//[Offset: 0x4c , Size: 4]
  28052.         int gasSubID;//[Offset: 0x50 , Size: 4]
  28053.         int backSubType;//[Offset: 0x54 , Size: 4]
  28054.         int back3ID;//[Offset: 0x58 , Size: 4]
  28055.         int BandageID;//[Offset: 0x5c , Size: 4]
  28056.         int QuickBandageID;//[Offset: 0x60 , Size: 4]
  28057.         int EnergyDrinksID;//[Offset: 0x64 , Size: 4]
  28058.         int AdrenalineID;//[Offset: 0x68 , Size: 4]
  28059.         int AnodyneID;//[Offset: 0x6c , Size: 4]
  28060.         int Medical1ID;//[Offset: 0x70 , Size: 4]
  28061.         int QuickMedical1ID;//[Offset: 0x74 , Size: 4]
  28062.         int Medical2ID;//[Offset: 0x78 , Size: 4]
  28063.         int AntidoteID;//[Offset: 0x7c , Size: 4]
  28064.         int BatteryChipID;//[Offset: 0x80 , Size: 4]
  28065.         int GameCoinID;//[Offset: 0x84 , Size: 4]
  28066.         int ZhenBaoDan;//[Offset: 0x88 , Size: 4]
  28067.         int YanWuDan;//[Offset: 0x8c , Size: 4]
  28068.         int RanShaoPing;//[Offset: 0x90 , Size: 4]
  28069.         int ShouLei;//[Offset: 0x94 , Size: 4]
  28070.         int[] SideMirrorList;//[Offset: 0x98 , Size: 12]
  28071.         int[] MirrorList;//[Offset: 0xa4 , Size: 12]
  28072.         int GrenadeZombie;//[Offset: 0xb0 , Size: 4]
  28073.         int GrenadeYedan;//[Offset: 0xb4 , Size: 4]
  28074.         int DefaultMedicineNum;//[Offset: 0xb8 , Size: 4]
  28075.         int helmetSubType;//[Offset: 0xbc , Size: 4]
  28076.         int armorSubType;//[Offset: 0xc0 , Size: 4]
  28077.         int ScoreItemSubType;//[Offset: 0xc4 , Size: 4]
  28078.         int SpecialNoDropItemSubType;//[Offset: 0xc8 , Size: 4]
  28079.         int IceDrinkItemSubType;//[Offset: 0xcc , Size: 4]
  28080.         int IsAutoPickUpTaskSubType;//[Offset: 0xd0 , Size: 4]
  28081.         int[] carryOnPlane;//[Offset: 0xd4 , Size: 12]
  28082.         int CapacityThreshold;//[Offset: 0xe0 , Size: 4]
  28083.         int GlideSubType;//[Offset: 0xe4 , Size: 4]
  28084.         int ParachuteItemSubType;//[Offset: 0xe8 , Size: 4]
  28085.         int revivalCardID;//[Offset: 0xec , Size: 4]
  28086.         int SnowManID;//[Offset: 0xf0 , Size: 4]
  28087.         float revivalCardValidTime;//[Offset: 0xf4 , Size: 4]
  28088.         int[] firewoodPriority;//[Offset: 0xf8 , Size: 12]
  28089.         int[] meatPriority;//[Offset: 0x104 , Size: 12]
  28090.         int[] UAVList;//[Offset: 0x110 , Size: 12]
  28091.         int[] ElectricityList;//[Offset: 0x11c , Size: 12]
  28092.         int[] ToUseInBackpackSubList;//[Offset: 0x128 , Size: 12]
  28093.         int[] ToUseInBackpackIDList;//[Offset: 0x134 , Size: 12]
  28094.         int[] notExtractItemIDList;//[Offset: 0x140 , Size: 12]
  28095.  
  28096. --------------------------------
  28097. Class: PickupFirstCount
  28098.         int pickID;//[Offset: 0x0 , Size: 4]
  28099.         int Count;//[Offset: 0x4 , Size: 4]
  28100.  
  28101. --------------------------------
  28102. Class: TagItemList
  28103.         int[] tagList;//[Offset: 0x0 , Size: 12]
  28104.  
  28105. --------------------------------
  28106. Class: ItemTagList
  28107.         <FName,int> TagValueMap;//[Offset: 0x0 , Size: 60]
  28108.  
  28109. --------------------------------
  28110. Class: ActivityItemData
  28111.         ItemDefineID PumpkinLanternItem;//[Offset: 0x0 , Size: 24]
  28112.         ItemDefineID PumpkinEnergyItem;//[Offset: 0x18 , Size: 24]
  28113.  
  28114. --------------------------------
  28115. Class: ActivityConfigData
  28116.         <int,int> Lv2EnergyCount;//[Offset: 0x0 , Size: 60]
  28117.  
  28118. --------------------------------
  28119. Class: SpecialItemData
  28120.  
  28121. --------------------------------
  28122. Class: EquipmentBrief
  28123.         int ItemID;//[Offset: 0x0 , Size: 4]
  28124.         int ItemSubType;//[Offset: 0x4 , Size: 4]
  28125.         int BPID;//[Offset: 0x8 , Size: 4]
  28126.  
  28127. --------------------------------
  28128. Class: BattleWeaponItemDisplayData
  28129.         FString ItemName;//[Offset: 0x0 , Size: 12]
  28130.         FString WhiteIconPath;//[Offset: 0xc , Size: 12]
  28131.  
  28132. --------------------------------
  28133. Class: BackpackBlueprintUtils_BP_C.BackpackBlueprintUtils.Object
  28134.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0xaf0 , Size: 4]
  28135.         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);// 0x2859eb0
  28136.         bool IsConsumableMissionItemType(int ItemID, bool CallFunc_Array_Contains_ReturnValue);// 0x2859eb0
  28137.         int GetGrenadePriorityByType(byte grenadeType, int CallFunc_MakeLiteralInt_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, int CallFunc_MakeLiteralInt_ReturnValue2, int CallFunc_MakeLiteralInt_ReturnValue3, int CallFunc_MakeLiteralInt_ReturnValue4, int CallFunc_MakeLiteralInt_ReturnValue5, int CallFunc_MakeLiteralInt_ReturnValue6, int CallFunc_MakeLiteralInt_ReturnValue7, int CallFunc_MakeLiteralInt_ReturnValue8, int CallFunc_MakeLiteralInt_ReturnValue9, int CallFunc_MakeLiteralInt_ReturnValue10, int CallFunc_MakeLiteralInt_ReturnValue11, int CallFunc_MakeLiteralInt_ReturnValue12, int CallFunc_MakeLiteralInt_ReturnValue13, int CallFunc_MakeLiteralInt_ReturnValue14, int CallFunc_MakeLiteralInt_ReturnValue15);// 0x2859eb0
  28138.         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);// 0x2859eb0
  28139.         bool IsEquipmentItem(int ItemID, bool CallFunc_Map_Contains_ReturnValue);// 0x2859eb0
  28140.         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);// 0x2859eb0
  28141.         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);// 0x2859eb0
  28142.         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);// 0x2859eb0
  28143.         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);// 0x2859eb0
  28144.         bool IsGlideItemType(int ItemID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0
  28145.         bool IsGhillieSuitItemType(int ItemID, bool CallFunc_Array_Contains_ReturnValue);// 0x2859eb0
  28146.         int GetEquipmentBagLevel(int ItemID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0
  28147.         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);// 0x2859eb0
  28148.         bool Is3BackpackID(int ID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0
  28149.         bool IsInPveMode(bool CallFunc_IsPveMode_out);// 0x2859eb0
  28150.         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);// 0x2859eb0
  28151.         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);// 0x2859eb0
  28152.         void ModifySetting();// 0x2859eb0
  28153.         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);// 0x2859eb0
  28154.         void ModifyBulletAndMedician(int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, UAEDataTable* CallFunc_GetDataTable_ReturnValue, FName[] CallFunc_GetDataTableRowNames_OutRowNames, GameBackendHUD* CallFunc_GetInstance_ReturnValue, FName CallFunc_Array_Get_Item, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, FString CallFunc_Conv_NameToString_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, int CallFunc_Conv_StringToInt_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Map_Remove_ReturnValue, int CallFunc_Array_Length_ReturnValue, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue);// 0x2859eb0
  28155.         int GetBPIDByResID(int resID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow);// 0x2859eb0
  28156.         void AddToWeaponAttachPos(int attachID, enum socket, enum CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0
  28157.         void InitItemTable(delegate K2Node_CreateDelegate_OutputDelegate, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue);// 0x2859eb0
  28158.         FString GetBattleItemHandlePath(out ItemDefineID DefineID, bool bLobby, bool bForceLobby, FString CallFunc_GetBattleItemHandlePathInner_ReturnValue, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_GetBPTableName_ReturnValue, FString CallFunc_GetPath_ReturnValue);// 0x2859eb0
  28159.         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);// 0x2859eb0
  28160.         FString GetRawBattleTextByType(enum Type, FName RowName, FString CallFunc_Concat_StrStr_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, FString CallFunc_Conv_NameToString_ReturnValue, BP_STRUCT_LocalizeRes_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2859eb0
  28161.         int GetItemSubTypeID(int SpecificID, ItemRecordData CallFunc_GetItemRecord_ReturnValue);// 0x2859eb0
  28162.         BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out ItemDefineID DefineID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, BattleWeaponItemDisplayData K2Node_MakeStruct_BattleWeaponItemDisplayData);// 0x2859eb0
  28163.         void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow);// 0x2859eb0
  28164.         bool IsVirtualItemData(out BattleItemData ItemData, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2859eb0
  28165.         BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, interface classByteProperty CallFunc_GetItemHandleListByDefineID_self_CastInput, ItemHandleBase*[] CallFunc_GetItemHandleListByDefineID_ReturnValue, int CallFunc_Array_Length_ReturnValue, ItemHandleBase* CallFunc_Array_Get_Item, bool CallFunc_Greater_IntInt_ReturnValue, BattleItemHandleBase* K2Node_DynamicCast_AsBattle_Item_Handle_Base, bool K2Node_DynamicCast_bSuccess);// 0x2859eb0
  28166.         void CreateBattleItemHandle_Character(Object* Outer, out BattleItemHandleBase* BattleItemHandle, BattleItemHandle_VirtualCharacter_C* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0
  28167.         void CreateBattleItemHandle_Default(int Type, int ID, Object* Outer, bool bLobby, out BattleItemHandleBase* BattleItemHandle, UAELoadedClassManager* CallFunc_Get_ReturnValue, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, FString CallFunc_GetBPTableName_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0
  28168.         void GetBattleItemFeatureData(ItemDefineID DefineID, out BattleItemFeatureData FeatureData, int CountLimit, BattleItemFeatureData BattleItemFeatureData, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, BattleItemFeatureData K2Node_MakeStruct_BattleItemFeatureData);// 0x2859eb0
  28169.         BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out ItemDefineID DefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData);// 0x2859eb0
  28170.         BattleItemHandleBase* CreateBattleItemHandle(out ItemDefineID DefineID, Object* Outer, bool bLobby, BattleItemHandleBase* Handle, BattleItemHandleBase* CallFunc_CreateBattleItemHandleInner_ReturnValue, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Character_BattleItemHandle, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Default_BattleItemHandle);// 0x2859eb0
  28171.         BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemData[] CallFunc_GetItemListByDefineID_ReturnValue, BattleItemData CallFunc_Array_Get_Item);// 0x2859eb0
  28172.         BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x2859eb0
  28173.         BattleItemData ConstructBattleItemDataByDefineID(out ItemDefineID DefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x2859eb0
  28174.         void GetItemTableRowByItemTableID(int ID, out ItemRecordData ItemTableRow, ItemRecordData CallFunc_GetItemRecord_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x2859eb0
  28175.         void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x2859eb0
  28176.         void InitialItemTable();// 0x2859eb0
  28177.         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);// 0x2859eb0
  28178.         BattleItemAdditionalData[] EmptyAdditionalData;//[Offset: 0xaf4 , Size: 12]
  28179.         <FName,ItemAssociation> EmptyAssociationMap;//[Offset: 0xb00 , Size: 60]
  28180.         ItemAssociation[] EmptyAssociationArray;//[Offset: 0xb3c , Size: 12]
  28181.         <int,enum> EquipmentID2SlotID_Map;//[Offset: 0xb48 , Size: 60]
  28182.         <int,int> EquipmentBagID2Level_Map;//[Offset: 0xb84 , Size: 60]
  28183.         <int,int> EquipmentHelmetID2Level_Map;//[Offset: 0xbc0 , Size: 60]
  28184.         <int,int> EquipmentArmorID2Level_Map;//[Offset: 0xbfc , Size: 60]
  28185.         int[] GhillieSuitItem;//[Offset: 0xc38 , Size: 12]
  28186.  
  28187. --------------------------------
  28188. Class: BP_STRUCT_DrinkCompoundConfig_type
  28189.         int awardID_0_2BBEB1403F5A9B0B0EB1D00709609964;//[Offset: 0x0 , Size: 4]
  28190.         int awardNum_1_37D1DA0026A0923C7757AA8B0609AE2D;//[Offset: 0x4 , Size: 4]
  28191.         int descID_2_1FD235403A90703F024A7AEA0BB716C4;//[Offset: 0x8 , Size: 4]
  28192.         int ID_3_2F902D8037E77FA46237D6880B8119C4;//[Offset: 0xc , Size: 4]
  28193.         int isMayCarry_4_2AB2AB40581603397B72EE3809C59429;//[Offset: 0x10 , Size: 4]
  28194.         int JpKrAwardID_5_49A847000D2541FE5295535A097982A4;//[Offset: 0x14 , Size: 4]
  28195.         int JpKrAwardNum_6_2ECC8FC045A856D735DAF8570798322D;//[Offset: 0x18 , Size: 4]
  28196.         FString Name_7_3AE82A806F13962C42B917EB011A5DB5;//[Offset: 0x1c , Size: 12]
  28197.         FString solt_8_7F0FFAC007CB390F4285A58D011A9FB4;//[Offset: 0x28 , Size: 12]
  28198.         int EmoteID_9_4C84EC007C583218352536360B9EB844;//[Offset: 0x34 , Size: 4]
  28199.         FString PhizExplain_10_2575C54064E510CF536AC4300D724F0E;//[Offset: 0x38 , Size: 12]
  28200.         FString EmoteVoiceName_11_60ECC6803A15389C4AA097EC0673F2D5;//[Offset: 0x44 , Size: 12]
  28201.  
  28202. --------------------------------
  28203. Class: BP_STRUCT_WeaponAttrBPTable_type
  28204.         FString AttachmentSkinIDList_1_68C117003440A0EE1A2DDA300D678804;//[Offset: 0x0 , Size: 12]
  28205.         int BPID_2_5A4F6D006A4E746E1527F1660046AA94;//[Offset: 0xc , Size: 4]
  28206.         int[] AttachmentIDList_a_5_6E7001C028E30A41653FBE36025F1751;//[Offset: 0x10 , Size: 12]
  28207.         int[] ParentIDList_a_6_3486FA0030D9987A663B62F90FFCB731;//[Offset: 0x1c , Size: 12]
  28208.         FString DeadInventoryBoxPath_7_1883E1C0339C8C7958767FF2080EC2C8;//[Offset: 0x28 , Size: 12]
  28209.         int PendantID_8_32B77B0039C6C1D620F9E77400A423B4;//[Offset: 0x34 , Size: 4]
  28210.  
  28211. --------------------------------
  28212. Class: BP_STRUCT_ItemSoundTable_type
  28213.         FString EquipSound_0_068B68C066212493052EBF3305D63E14;//[Offset: 0x0 , Size: 12]
  28214.         FString DropSound_1_4DD7CD003E11476C25039DA50902AA34;//[Offset: 0xc , Size: 12]
  28215.         int ID_2_42F748C040D81BA3690F7C020EF58C44;//[Offset: 0x18 , Size: 4]
  28216.         FString PickUpSound_3_0B99FAC07345086D4963B6D504877D14;//[Offset: 0x1c , Size: 12]
  28217.         FString DropBank_4_1D8769C022E35E311709B3FF07910C6B;//[Offset: 0x28 , Size: 12]
  28218.         FString EquipBank_5_30BCE58001E2251E07D41C7C055C432B;//[Offset: 0x34 , Size: 12]
  28219.         FString UnEquipBank_6_4FF4964008C1F90F14F8C45904D7459B;//[Offset: 0x40 , Size: 12]
  28220.         FString UnEquipSound_7_0376B980772F43423C77A2D80D665704;//[Offset: 0x4c , Size: 12]
  28221.         FString PickUpBank_8_3C7477801367726A5EFE3B0D0549773B;//[Offset: 0x58 , Size: 12]
  28222.  
  28223. --------------------------------
  28224. Class: GameBackendHUD.BackendHUD.Object
  28225.         GameBackendUtils* GetUtils();// 0x1ca268c
  28226.         static GameBackendHUD* GetInstance();// 0x22db7d0
  28227.         GameFrontendHUD* GetGameFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x22db750
  28228.         GameFrontendHUD* GetFirstGameFrontendHUD(const Object* WorldContextObject);// 0x22db6d0
  28229.  
  28230. --------------------------------
  28231. Class: BackendHUD.Object
  28232.         Engine* Engine;//[Offset: 0x1c , Size: 4]
  28233.         FString BackendUtilsClassName;//[Offset: 0x20 , Size: 12]
  28234.         BackendUtils* Utils;//[Offset: 0x2c , Size: 4]
  28235.         FrontendHUD*[] FrontendHUDList;//[Offset: 0x30 , Size: 12]
  28236.         <uint32,FrontendHUD*> FrontendHUDMap;//[Offset: 0x3c , Size: 60]
  28237.         FrontendHUD* GetFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x41bf110
  28238.         FrontendHUD* GetFrontendHUD(int FrontendHUDIndex);// 0x41bf090
  28239.  
  28240. --------------------------------
  28241. Class: GameBackendUtils.BackendUtils.Object
  28242.         UAETableManager* GetTableManager();// 0x22db424
  28243.  
  28244. --------------------------------
  28245. Class: BackendUtils.Object
  28246.         BackendHUD* OwningBackendHUD;//[Offset: 0x1c , Size: 4]
  28247.  
  28248. --------------------------------
  28249. Class: UAETableManager.Object
  28250.         FString TableRelativeDir;//[Offset: 0x1c , Size: 12]
  28251.         FName[] TablesNeedReleasedInBattle;//[Offset: 0x28 , Size: 12]
  28252.         FString ManualTableDirectory;//[Offset: 0x34 , Size: 12]
  28253.         bool AllowItemTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c , Size: 1]
  28254.         UAEDataTable*[] TableObjList;//[Offset: 0x80 , Size: 12]
  28255.         World* CurWorld;//[Offset: 0x8c , Size: 4]
  28256.         <FName,UAEDataTable*> TableObjMap;//[Offset: 0x90 , Size: 60]
  28257.         FString PathCompressionConfigsPath;//[Offset: 0x144 , Size: 12]
  28258.         bool bIsPathCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150 , Size: 1]
  28259.         bool bIsPathCompressionCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x151 , Size: 1]
  28260.         int PathCompressionCacheMaxSize;//[Offset: 0x154 , Size: 4]
  28261.         bool bUseModTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1]
  28262.         FString BaseTableRelativeDir;//[Offset: 0x160 , Size: 12]
  28263.         FString ModTableRelativeDir;//[Offset: 0x16c , Size: 12]
  28264.         <FName,TableKeyPair> TableKeyPairMap;//[Offset: 0x178 , Size: 60]
  28265.         <FName,UAEDataTable*> ModTableObjMap;//[Offset: 0x1b4 , Size: 60]
  28266.         UAEDataTable*[] InGameTableObjList;//[Offset: 0x1f0 , Size: 12]
  28267.         <FName,bool> CheckNeedModMap;//[Offset: 0x1fc , Size: 60]
  28268.         FString CurrentModName;//[Offset: 0x238 , Size: 12]
  28269.         FString EmptyModName;//[Offset: 0x244 , Size: 12]
  28270.         <FString,BaseTableResMap*> LoadedTableMap;//[Offset: 0x250 , Size: 60]
  28271.         <FString,bool> CheckMapTable;//[Offset: 0x28c , Size: 60]
  28272.         void ReleaseTable(FName tableName);// 0x20bbeec
  28273.         UAEDataTable* GetTablePtr(FName tableName);// 0x20bbe6c
  28274.         BaseTableResMap* GetTableMap(FString tableName);// 0x20bbda8
  28275.         static bool GetTableData(FString tableName, FString Key, out TableRowBase OutRow);// 0x20bb4fc
  28276.         static UAEDataTable* GetDataTableStatic(FString tableName);// 0x20bb440
  28277.  
  28278. --------------------------------
  28279. Class: TableKeyPair
  28280.         <FName,bool> KeyModTypeMap;//[Offset: 0x0 , Size: 60]
  28281.         UAEDataTable* BaseDataTable;//[Offset: 0x3c , Size: 8]
  28282.         UAEDataTable* ModDataTable;//[Offset: 0x44 , Size: 8]
  28283.  
  28284. --------------------------------
  28285. Class: BaseTableResMap.Object
  28286.         ScriptStruct* DataStruct;//[Offset: 0x5c , Size: 4]
  28287.  
  28288. --------------------------------
  28289. Class: Engine.Object
  28290.         Font* TinyFont;//[Offset: 0x20 , Size: 4]
  28291.         SoftObjectPath TinyFontName;//[Offset: 0x28 , Size: 24]
  28292.         Font* SmallFont;//[Offset: 0x5c , Size: 4]
  28293.         SoftObjectPath SmallFontName;//[Offset: 0x60 , Size: 24]
  28294.         Font* MediumFont;//[Offset: 0x78 , Size: 4]
  28295.         SoftObjectPath MediumFontName;//[Offset: 0x80 , Size: 24]
  28296.         Font* LargeFont;//[Offset: 0x98 , Size: 4]
  28297.         SoftObjectPath LargeFontName;//[Offset: 0xa0 , Size: 24]
  28298.         Font* SubtitleFont;//[Offset: 0xb8 , Size: 4]
  28299.         SoftObjectPath SubtitleFontName;//[Offset: 0xc0 , Size: 24]
  28300.         Font*[] AdditionalFonts;//[Offset: 0xd8 , Size: 12]
  28301.         FString[] AdditionalFontNames;//[Offset: 0xec , Size: 12]
  28302.         class Console* ConsoleClass;//[Offset: 0xf8 , Size: 4]
  28303.         SoftClassPath ConsoleClassName;//[Offset: 0x100 , Size: 24]
  28304.         class GameViewportClient* GameViewportClientClass;//[Offset: 0x118 , Size: 4]
  28305.         SoftClassPath GameViewportClientClassName;//[Offset: 0x120 , Size: 24]
  28306.         class LocalPlayer* LocalPlayerClass;//[Offset: 0x138 , Size: 4]
  28307.         SoftClassPath LocalPlayerClassName;//[Offset: 0x140 , Size: 24]
  28308.         class WorldSettings* WorldSettingsClass;//[Offset: 0x158 , Size: 4]
  28309.         SoftClassPath WorldSettingsClassName;//[Offset: 0x160 , Size: 24]
  28310.         SoftClassPath NavigationSystemClassName;//[Offset: 0x178 , Size: 24]
  28311.         class NavigationSystem* NavigationSystemClass;//[Offset: 0x190 , Size: 4]
  28312.         SoftClassPath AvoidanceManagerClassName;//[Offset: 0x198 , Size: 24]
  28313.         class AvoidanceManager* AvoidanceManagerClass;//[Offset: 0x1b0 , Size: 4]
  28314.         class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x1b4 , Size: 4]
  28315.         SoftClassPath PhysicsCollisionHandlerClassName;//[Offset: 0x1b8 , Size: 24]
  28316.         SoftClassPath GameUserSettingsClassName;//[Offset: 0x1d0 , Size: 24]
  28317.         class GameUserSettings* GameUserSettingsClass;//[Offset: 0x1e8 , Size: 4]
  28318.         SoftClassPath AIControllerClassName;//[Offset: 0x1f0 , Size: 24]
  28319.         GameUserSettings* GameUserSettings;//[Offset: 0x208 , Size: 4]
  28320.         class LevelScriptActor* LevelScriptActorClass;//[Offset: 0x20c , Size: 4]
  28321.         SoftClassPath LevelScriptActorClassName;//[Offset: 0x210 , Size: 24]
  28322.         SoftClassPath DefaultBlueprintBaseClassName;//[Offset: 0x228 , Size: 24]
  28323.         SoftClassPath GameSingletonClassName;//[Offset: 0x240 , Size: 24]
  28324.         Object* GameSingleton;//[Offset: 0x258 , Size: 4]
  28325.         SoftClassPath AssetManagerClassName;//[Offset: 0x260 , Size: 24]
  28326.         AssetManager* AssetManager;//[Offset: 0x278 , Size: 4]
  28327.         Texture2D* DefaultTexture;//[Offset: 0x27c , Size: 4]
  28328.         SoftObjectPath DefaultTextureName;//[Offset: 0x280 , Size: 24]
  28329.         Texture* DefaultDiffuseTexture;//[Offset: 0x298 , Size: 4]
  28330.         SoftObjectPath DefaultDiffuseTextureName;//[Offset: 0x2a0 , Size: 24]
  28331.         Texture2D* DefaultBSPVertexTexture;//[Offset: 0x2b8 , Size: 4]
  28332.         SoftObjectPath DefaultBSPVertexTextureName;//[Offset: 0x2c0 , Size: 24]
  28333.         Texture2D* HighFrequencyNoiseTexture;//[Offset: 0x2d8 , Size: 4]
  28334.         SoftObjectPath HighFrequencyNoiseTextureName;//[Offset: 0x2e0 , Size: 24]
  28335.         Texture2D* DefaultBokehTexture;//[Offset: 0x2f8 , Size: 4]
  28336.         SoftObjectPath DefaultBokehTextureName;//[Offset: 0x300 , Size: 24]
  28337.         Texture2D* DefaultBloomKernelTexture;//[Offset: 0x318 , Size: 4]
  28338.         SoftObjectPath DefaultBloomKernelTextureName;//[Offset: 0x320 , Size: 24]
  28339.         Material* WireframeMaterial;//[Offset: 0x338 , Size: 4]
  28340.         FString WireframeMaterialName;//[Offset: 0x33c , Size: 12]
  28341.         Material* DebugMeshMaterial;//[Offset: 0x348 , Size: 4]
  28342.         SoftObjectPath DebugMeshMaterialName;//[Offset: 0x350 , Size: 24]
  28343.         Material* LevelColorationLitMaterial;//[Offset: 0x368 , Size: 4]
  28344.         FString LevelColorationLitMaterialName;//[Offset: 0x36c , Size: 12]
  28345.         Material* LevelColorationUnlitMaterial;//[Offset: 0x378 , Size: 4]
  28346.         FString LevelColorationUnlitMaterialName;//[Offset: 0x37c , Size: 12]
  28347.         Material* LightingTexelDensityMaterial;//[Offset: 0x388 , Size: 4]
  28348.         FString LightingTexelDensityName;//[Offset: 0x38c , Size: 12]
  28349.         Material* ShadedLevelColorationLitMaterial;//[Offset: 0x398 , Size: 4]
  28350.         FString ShadedLevelColorationLitMaterialName;//[Offset: 0x39c , Size: 12]
  28351.         Material* ShadedLevelColorationUnlitMaterial;//[Offset: 0x3a8 , Size: 4]
  28352.         FString ShadedLevelColorationUnlitMaterialName;//[Offset: 0x3ac , Size: 12]
  28353.         Material* RemoveSurfaceMaterial;//[Offset: 0x3b8 , Size: 4]
  28354.         SoftObjectPath RemoveSurfaceMaterialName;//[Offset: 0x3c0 , Size: 24]
  28355.         Material* VertexColorMaterial;//[Offset: 0x3d8 , Size: 4]
  28356.         FString VertexColorMaterialName;//[Offset: 0x3dc , Size: 12]
  28357.         Material* VertexColorViewModeMaterial_ColorOnly;//[Offset: 0x3e8 , Size: 4]
  28358.         FString VertexColorViewModeMaterialName_ColorOnly;//[Offset: 0x3ec , Size: 12]
  28359.         Material* VertexColorViewModeMaterial_AlphaAsColor;//[Offset: 0x3f8 , Size: 4]
  28360.         FString VertexColorViewModeMaterialName_AlphaAsColor;//[Offset: 0x3fc , Size: 12]
  28361.         Material* VertexColorViewModeMaterial_RedOnly;//[Offset: 0x408 , Size: 4]
  28362.         FString VertexColorViewModeMaterialName_RedOnly;//[Offset: 0x40c , Size: 12]
  28363.         Material* VertexColorViewModeMaterial_GreenOnly;//[Offset: 0x418 , Size: 4]
  28364.         FString VertexColorViewModeMaterialName_GreenOnly;//[Offset: 0x41c , Size: 12]
  28365.         Material* VertexColorViewModeMaterial_BlueOnly;//[Offset: 0x428 , Size: 4]
  28366.         FString VertexColorViewModeMaterialName_BlueOnly;//[Offset: 0x42c , Size: 12]
  28367.         SoftObjectPath DebugEditorMaterialName;//[Offset: 0x438 , Size: 24]
  28368.         Material* ConstraintLimitMaterial;//[Offset: 0x450 , Size: 4]
  28369.         MaterialInstanceDynamic* ConstraintLimitMaterialX;//[Offset: 0x454 , Size: 4]
  28370.         MaterialInstanceDynamic* ConstraintLimitMaterialXAxis;//[Offset: 0x458 , Size: 4]
  28371.         MaterialInstanceDynamic* ConstraintLimitMaterialY;//[Offset: 0x45c , Size: 4]
  28372.         MaterialInstanceDynamic* ConstraintLimitMaterialYAxis;//[Offset: 0x460 , Size: 4]
  28373.         MaterialInstanceDynamic* ConstraintLimitMaterialZ;//[Offset: 0x464 , Size: 4]
  28374.         MaterialInstanceDynamic* ConstraintLimitMaterialZAxis;//[Offset: 0x468 , Size: 4]
  28375.         MaterialInstanceDynamic* ConstraintLimitMaterialPrismatic;//[Offset: 0x46c , Size: 4]
  28376.         Material* InvalidLightmapSettingsMaterial;//[Offset: 0x470 , Size: 4]
  28377.         SoftObjectPath InvalidLightmapSettingsMaterialName;//[Offset: 0x478 , Size: 24]
  28378.         Material* PreviewShadowsIndicatorMaterial;//[Offset: 0x490 , Size: 4]
  28379.         SoftObjectPath PreviewShadowsIndicatorMaterialName;//[Offset: 0x498 , Size: 24]
  28380.         Material* ArrowMaterial;//[Offset: 0x4b0 , Size: 4]
  28381.         SoftObjectPath ArrowMaterialName;//[Offset: 0x4b8 , Size: 24]
  28382.         Material* OutlineMaterial;//[Offset: 0x4d0 , Size: 4]
  28383.         SoftObjectPath OutlineMaterialName;//[Offset: 0x4d8 , Size: 24]
  28384.         SoftObjectPath SmaaAreaTexName;//[Offset: 0x4f0 , Size: 24]
  28385.         SoftObjectPath SmaaSearchTexName;//[Offset: 0x508 , Size: 24]
  28386.         Texture2D* SmaaAreaTex;//[Offset: 0x520 , Size: 4]
  28387.         Texture2D* SmaaSearchTex;//[Offset: 0x524 , Size: 4]
  28388.         Material* DyeingColorMaterial;//[Offset: 0x528 , Size: 4]
  28389.         SoftObjectPath DyeingColorMaterialName;//[Offset: 0x530 , Size: 24]
  28390.         LinearColor LightingOnlyBrightness;//[Offset: 0x548 , Size: 16]
  28391.         LinearColor[] ShaderComplexityColors;//[Offset: 0x558 , Size: 12]
  28392.         LinearColor[] QuadComplexityColors;//[Offset: 0x564 , Size: 12]
  28393.         LinearColor[] LightComplexityColors;//[Offset: 0x570 , Size: 12]
  28394.         LinearColor[] StationaryLightOverlapColors;//[Offset: 0x57c , Size: 12]
  28395.         LinearColor[] LODColorationColors;//[Offset: 0x588 , Size: 12]
  28396.         LinearColor[] HLODColorationColors;//[Offset: 0x594 , Size: 12]
  28397.         LinearColor[] StreamingAccuracyColors;//[Offset: 0x5a0 , Size: 12]
  28398.         float MaxPixelShaderAdditiveComplexityCount;//[Offset: 0x5ac , Size: 4]
  28399.         float MaxES2PixelShaderAdditiveComplexityCount;//[Offset: 0x5b0 , Size: 4]
  28400.         float MinLightMapDensity;//[Offset: 0x5b4 , Size: 4]
  28401.         float IdealLightMapDensity;//[Offset: 0x5b8 , Size: 4]
  28402.         float MaxLightMapDensity;//[Offset: 0x5bc , Size: 4]
  28403.         bool bRenderLightMapDensityGrayscale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c0 , Size: 1]
  28404.         float RenderLightMapDensityGrayscaleScale;//[Offset: 0x5c4 , Size: 4]
  28405.         float RenderLightMapDensityColorScale;//[Offset: 0x5c8 , Size: 4]
  28406.         LinearColor LightMapDensityVertexMappedColor;//[Offset: 0x5cc , Size: 16]
  28407.         LinearColor LightMapDensitySelectedColor;//[Offset: 0x5dc , Size: 16]
  28408.         StatColorMapping[] StatColorMappings;//[Offset: 0x5ec , Size: 12]
  28409.         PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x5f8 , Size: 4]
  28410.         SoftObjectPath DefaultPhysMaterialName;//[Offset: 0x600 , Size: 24]
  28411.         GameNameRedirect[] ActiveGameNameRedirects;//[Offset: 0x618 , Size: 12]
  28412.         ClassRedirect[] ActiveClassRedirects;//[Offset: 0x624 , Size: 12]
  28413.         PluginRedirect[] ActivePluginRedirects;//[Offset: 0x630 , Size: 12]
  28414.         StructRedirect[] ActiveStructRedirects;//[Offset: 0x63c , Size: 12]
  28415.         Texture2D* PreIntegratedSkinBRDFTexture;//[Offset: 0x648 , Size: 4]
  28416.         SoftObjectPath PreIntegratedSkinBRDFTextureName;//[Offset: 0x650 , Size: 24]
  28417.         Texture2D* MiniFontTexture;//[Offset: 0x668 , Size: 4]
  28418.         SoftObjectPath MiniFontTextureName;//[Offset: 0x670 , Size: 24]
  28419.         Texture* WeightMapPlaceholderTexture;//[Offset: 0x688 , Size: 4]
  28420.         SoftObjectPath WeightMapPlaceholderTextureName;//[Offset: 0x690 , Size: 24]
  28421.         Texture2D* LightMapDensityTexture;//[Offset: 0x6a8 , Size: 4]
  28422.         SoftObjectPath LightMapDensityTextureName;//[Offset: 0x6b0 , Size: 24]
  28423.         GameViewportClient* GameViewport;//[Offset: 0x6cc , Size: 4]
  28424.         FString[] DeferredCommands;//[Offset: 0x6d0 , Size: 12]
  28425.         int TickCycles;//[Offset: 0x6dc , Size: 4]
  28426.         int GameCycles;//[Offset: 0x6e0 , Size: 4]
  28427.         int ClientCycles;//[Offset: 0x6e4 , Size: 4]
  28428.         float NearClipPlane;//[Offset: 0x6e8 , Size: 4]
  28429.         bool bHardwareSurveyEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6ec , Size: 1]
  28430.         bool bSubtitlesEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6ec , Size: 1]
  28431.         bool bSubtitlesForcedOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6ec , Size: 1]
  28432.         int MaximumLoopIterationCount;//[Offset: 0x6f0 , Size: 4]
  28433.         bool bCanBlueprintsTickByDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6f4 , Size: 1]
  28434.         bool bOptimizeAnimBlueprintMemberVariableAccess;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6f4 , Size: 1]
  28435.         bool bAllowMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6f4 , Size: 1]
  28436.         bool bEnableEditorPSysRealtimeLOD;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6f4 , Size: 1]
  28437.         bool bSmoothFrameRate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x6f4 , Size: 1]
  28438.         bool bUseFixedFrameRate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x6f4 , Size: 1]
  28439.         float FixedFrameRate;//[Offset: 0x6f8 , Size: 4]
  28440.         FloatRange SmoothedFrameRateRange;//[Offset: 0x6fc , Size: 16]
  28441.         bool bCheckForMultiplePawnsSpawnedInAFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70c , Size: 1]
  28442.         int NumPawnsAllowedToBeSpawnedInAFrame;//[Offset: 0x710 , Size: 4]
  28443.         bool bShouldGenerateLowQualityLightmaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x714 , Size: 1]
  28444.         Color C_WorldBox;//[Offset: 0x718 , Size: 4]
  28445.         Color C_BrushWire;//[Offset: 0x71c , Size: 4]
  28446.         Color C_AddWire;//[Offset: 0x720 , Size: 4]
  28447.         Color C_SubtractWire;//[Offset: 0x724 , Size: 4]
  28448.         Color C_SemiSolidWire;//[Offset: 0x728 , Size: 4]
  28449.         Color C_NonSolidWire;//[Offset: 0x72c , Size: 4]
  28450.         Color C_WireBackground;//[Offset: 0x730 , Size: 4]
  28451.         Color C_ScaleBoxHi;//[Offset: 0x734 , Size: 4]
  28452.         Color C_VolumeCollision;//[Offset: 0x738 , Size: 4]
  28453.         Color C_BSPCollision;//[Offset: 0x73c , Size: 4]
  28454.         Color C_OrthoBackground;//[Offset: 0x740 , Size: 4]
  28455.         Color C_Volume;//[Offset: 0x744 , Size: 4]
  28456.         Color C_BrushShape;//[Offset: 0x748 , Size: 4]
  28457.         float StreamingDistanceFactor;//[Offset: 0x74c , Size: 4]
  28458.         DirectoryPath GameScreenshotSaveDirectory;//[Offset: 0x750 , Size: 12]
  28459.         byte TransitionType;//[Offset: 0x75c , Size: 1]
  28460.         FString TransitionDescription;//[Offset: 0x760 , Size: 12]
  28461.         FString TransitionGameMode;//[Offset: 0x76c , Size: 12]
  28462.         float MeshLODRange;//[Offset: 0x778 , Size: 4]
  28463.         bool bAllowMatureLanguage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x77c , Size: 1]
  28464.         float CameraRotationThreshold;//[Offset: 0x780 , Size: 4]
  28465.         float CameraTranslationThreshold;//[Offset: 0x784 , Size: 4]
  28466.         float PrimitiveProbablyVisibleTime;//[Offset: 0x788 , Size: 4]
  28467.         float MaxOcclusionPixelsFraction;//[Offset: 0x78c , Size: 4]
  28468.         bool bPauseOnLossOfFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x790 , Size: 1]
  28469.         int MaxParticleResize;//[Offset: 0x794 , Size: 4]
  28470.         int MaxParticleResizeWarn;//[Offset: 0x798 , Size: 4]
  28471.         DropNoteInfo[] PendingDroppedNotes;//[Offset: 0x79c , Size: 12]
  28472.         RigidBodyErrorCorrection PhysicErrorCorrection;//[Offset: 0x7a8 , Size: 28]
  28473.         float NetClientTicksPerSecond;//[Offset: 0x7c4 , Size: 4]
  28474.         float DisplayGamma;//[Offset: 0x7c8 , Size: 4]
  28475.         float MinDesiredFrameRate;//[Offset: 0x7cc , Size: 4]
  28476.         int ShaderPrecompileProgress;//[Offset: 0x7d0 , Size: 4]
  28477.         LinearColor DefaultSelectedMaterialColor;//[Offset: 0x7d4 , Size: 16]
  28478.         LinearColor SelectedMaterialColor;//[Offset: 0x7e4 , Size: 16]
  28479.         LinearColor SelectionOutlineColor;//[Offset: 0x7f4 , Size: 16]
  28480.         LinearColor SubduedSelectionOutlineColor;//[Offset: 0x804 , Size: 16]
  28481.         LinearColor SelectedMaterialColorOverride;//[Offset: 0x814 , Size: 16]
  28482.         bool bIsOverridingSelectedColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824 , Size: 1]
  28483.         bool bEnableOnScreenDebugMessages;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x825 , Size: 1]
  28484.         bool bEnableOnScreenDebugMessagesDisplay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x825 , Size: 1]
  28485.         bool bSuppressMapWarnings;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x825 , Size: 1]
  28486.         bool bDisableAILogging;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x825 , Size: 1]
  28487.         uint32 bEnableVisualLogRecordingOnStart;//[Offset: 0x828 , Size: 4]
  28488.         int ScreenSaverInhibitorSemaphore;//[Offset: 0x830 , Size: 4]
  28489.         bool bLockReadOnlyLevels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x834 , Size: 1]
  28490.         FString ParticleEventManagerClassPath;//[Offset: 0x838 , Size: 12]
  28491.         float SelectionHighlightIntensity;//[Offset: 0x850 , Size: 4]
  28492.         float SelectionMeshSectionHighlightIntensity;//[Offset: 0x854 , Size: 4]
  28493.         float BSPSelectionHighlightIntensity;//[Offset: 0x858 , Size: 4]
  28494.         float HoverHighlightIntensity;//[Offset: 0x85c , Size: 4]
  28495.         float SelectionHighlightIntensityBillboards;//[Offset: 0x860 , Size: 4]
  28496.         NetDriverDefinition[] NetDriverDefinitions;//[Offset: 0x9b4 , Size: 12]
  28497.         FString[] ServerActors;//[Offset: 0x9c0 , Size: 12]
  28498.         FString[] RuntimeServerActors;//[Offset: 0x9cc , Size: 12]
  28499.         bool bStartedLoadMapMovie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9fc , Size: 1]
  28500.         int NextWorldContextHandle;//[Offset: 0xa0c , Size: 4]
  28501.  
  28502. --------------------------------
  28503. Class: GameUserSettings.Object
  28504.         bool bUseVSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  28505.         uint32 ResolutionSizeX;//[Offset: 0x60 , Size: 4]
  28506.         uint32 ResolutionSizeY;//[Offset: 0x64 , Size: 4]
  28507.         uint32 LastUserConfirmedResolutionSizeX;//[Offset: 0x68 , Size: 4]
  28508.         uint32 LastUserConfirmedResolutionSizeY;//[Offset: 0x6c , Size: 4]
  28509.         int WindowPosX;//[Offset: 0x70 , Size: 4]
  28510.         int WindowPosY;//[Offset: 0x74 , Size: 4]
  28511.         int FullscreenMode;//[Offset: 0x78 , Size: 4]
  28512.         int LastConfirmedFullscreenMode;//[Offset: 0x7c , Size: 4]
  28513.         int PreferredFullscreenMode;//[Offset: 0x80 , Size: 4]
  28514.         uint32 Version;//[Offset: 0x84 , Size: 4]
  28515.         int AudioQualityLevel;//[Offset: 0x88 , Size: 4]
  28516.         float FrameRateLimit;//[Offset: 0x8c , Size: 4]
  28517.         int DesiredScreenWidth;//[Offset: 0x94 , Size: 4]
  28518.         bool bUseDesiredScreenHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98 , Size: 1]
  28519.         int DesiredScreenHeight;//[Offset: 0x9c , Size: 4]
  28520.         float LastRecommendedScreenWidth;//[Offset: 0xa0 , Size: 4]
  28521.         float LastRecommendedScreenHeight;//[Offset: 0xa4 , Size: 4]
  28522.         float LastCPUBenchmarkResult;//[Offset: 0xa8 , Size: 4]
  28523.         float LastGPUBenchmarkResult;//[Offset: 0xac , Size: 4]
  28524.         float[] LastCPUBenchmarkSteps;//[Offset: 0xb0 , Size: 12]
  28525.         float[] LastGPUBenchmarkSteps;//[Offset: 0xbc , Size: 12]
  28526.         float LastGPUBenchmarkMultiplier;//[Offset: 0xc8 , Size: 4]
  28527.         bool bUseHDRDisplayOutput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1]
  28528.         int HDRDisplayOutputNits;//[Offset: 0xd0 , Size: 4]
  28529.         delegate OnGameUserSettingsUINeedsUpdate;//[Offset: 0xd4 , Size: 12]
  28530.         void ValidateSettings();// 0x1df126c
  28531.         bool SupportsHDRDisplayOutput();// 0x3f88410
  28532.         void SetVSyncEnabled(bool bEnable);// 0x3f88390
  28533.         void SetVisualEffectQuality(int Value);// 0x22fd030
  28534.         void SetViewDistanceQuality(int Value);// 0x3f88318
  28535.         void SetToDefaults();// 0x1c9c4a4
  28536.         void SetTextureQuality(int Value);// 0x3f882a0
  28537.         void SetShadowQuality(int Value);// 0x3f88228
  28538.         void SetScreenResolution(IntPoint Resolution);// 0x3f881b8
  28539.         void SetResolutionScaleValueEx(float NewScaleValue);// 0x3f88140
  28540.         void SetResolutionScaleValue(int NewScaleValue);// 0x3f880c8
  28541.         void SetResolutionScaleNormalized(float NewScaleNormalized);// 0x3f88050
  28542.         void SetPostProcessingQuality(int Value);// 0x3f87fd8
  28543.         void SetOverallScalabilityLevel(int Value);// 0x1ca26bc
  28544.         void SetFullscreenMode(byte InFullscreenMode);// 0x3f87f60
  28545.         void SetFrameRateLimit(float NewLimit);// 0x3f87ee8
  28546.         void SetFoliageQuality(int Value);// 0x3f87e70
  28547.         void SetBenchmarkFallbackValues();// 0x3f87e5c
  28548.         void SetAudioQualityLevel(int QualityLevel);// 0x3f87de4
  28549.         void SetAntiAliasingQuality(int Value);// 0x3f87d6c
  28550.         void SaveSettings();// 0x1e5ee18
  28551.         void RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float GPUMultiplier);// 0x3f87c64
  28552.         void RevertVideoMode();// 0x3f87c50
  28553.         void ResetToCurrentSettings();// 0x1d3d75c
  28554.         void LoadSettings(bool bForceReload);// 0x3f475fc
  28555.         bool IsVSyncEnabled();// 0x3f87c28
  28556.         bool IsVSyncDirty();// 0x3f87c00
  28557.         bool IsScreenResolutionDirty();// 0x3f87bd8
  28558.         bool IsHDREnabled();// 0x3f87bb0
  28559.         bool IsFullscreenModeDirty();// 0x3f87b88
  28560.         bool IsDirty();// 0x1d7a3d0
  28561.         int GetVisualEffectQuality();// 0x22ce2f4
  28562.         int GetViewDistanceQuality();// 0x1ca0744
  28563.         int GetTextureQuality();// 0x3f87b60
  28564.         int GetShadowQuality();// 0x3f87b38
  28565.         IntPoint GetScreenResolution();// 0x3f87af0
  28566.         void GetResolutionScaleInformationEx(out float CurrentScaleNormalized, out float CurrentScaleValue, out float MinScaleValue, out float MaxScaleValue);// 0x3f8795c
  28567.         void GetResolutionScaleInformation(out float CurrentScaleNormalized, out int CurrentScaleValue, out int MinScaleValue, out int MaxScaleValue);// 0x3f877c8
  28568.         float GetRecommendedResolutionScale();// 0x3f87798
  28569.         byte GetPreferredFullscreenMode();// 0x3f87770
  28570.         int GetPostProcessingQuality();// 0x22e47bc
  28571.         int GetOverallScalabilityLevel();// 0x3f87748
  28572.         IntPoint GetLastConfirmedScreenResolution();// 0x3f87700
  28573.         byte GetLastConfirmedFullscreenMode();// 0x3f876d8
  28574.         static GameUserSettings* GetGameUserSettings();// 0x3f876b0
  28575.         byte GetFullscreenMode();// 0x3f87688
  28576.         float GetFrameRateLimit();// 0x3f87660
  28577.         int GetFoliageQuality();// 0x3f87638
  28578.         IntPoint GetDesktopResolution();// 0x3f875f0
  28579.         static IntPoint GetDefaultWindowPosition();// 0x3f875b0
  28580.         static byte GetDefaultWindowMode();// 0x1e24afc
  28581.         float GetDefaultResolutionScale();// 0x3f87580
  28582.         static IntPoint GetDefaultResolution();// 0x3f87540
  28583.         int GetCurrentHDRDisplayNits();// 0x3f87518
  28584.         int GetAudioQualityLevel();// 0x3f874fc
  28585.         int GetAntiAliasingQuality();// 0x3f874d4
  28586.         void EnableHDRDisplayOutput(bool bEnable, int DisplayNits);// 0x3f8740c
  28587.         void ConfirmVideoMode();// 0x3f873f8
  28588.         void ApplySettings(bool bCheckForCommandLineOverrides);// 0x3f87370
  28589.         void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);// 0x3f872f0
  28590.         void ApplyNonResolutionSettings();// 0x1cc7830
  28591.         void ApplyHardwareBenchmarkResults();// 0x1c9c578
  28592.  
  28593. --------------------------------
  28594. Class: AssetManager.Object
  28595.         Object*[] ObjectReferenceList;//[Offset: 0x1bc , Size: 12]
  28596.         bool bIsGlobalAsyncScanEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c8 , Size: 1]
  28597.         bool bShouldGuessTypeAndName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c9 , Size: 1]
  28598.         bool bShouldUseSynchronousLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ca , Size: 1]
  28599.         bool bIsLoadingFromPakFiles;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cb , Size: 1]
  28600.         bool bShouldAcquireMissingChunksOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc , Size: 1]
  28601.         bool bOnlyCookProductionAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd , Size: 1]
  28602.         bool bIsBulkScanning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ce , Size: 1]
  28603.         bool bIsManagementDatabaseCurrent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cf , Size: 1]
  28604.         bool bUpdateManagementDatabaseAfterScan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1]
  28605.         bool bIncludeOnlyOnDiskAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d1 , Size: 1]
  28606.         int NumberOfSpawnedNotifications;//[Offset: 0x1d4 , Size: 4]
  28607.  
  28608. --------------------------------
  28609. Class: StatColorMapping
  28610.         FString StatName;//[Offset: 0x0 , Size: 12]
  28611.         StatColorMapEntry[] colorMap;//[Offset: 0xc , Size: 12]
  28612.         bool DisableBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18 , Size: 1]
  28613.  
  28614. --------------------------------
  28615. Class: StatColorMapEntry
  28616.         float In;//[Offset: 0x0 , Size: 4]
  28617.         Color Out;//[Offset: 0x4 , Size: 4]
  28618.  
  28619. --------------------------------
  28620. Class: GameNameRedirect
  28621.         FName OldGameName;//[Offset: 0x0 , Size: 8]
  28622.         FName NewGameName;//[Offset: 0x8 , Size: 8]
  28623.  
  28624. --------------------------------
  28625. Class: ClassRedirect
  28626.         FName ObjectName;//[Offset: 0x0 , Size: 8]
  28627.         FName OldClassName;//[Offset: 0x8 , Size: 8]
  28628.         FName NewClassName;//[Offset: 0x10 , Size: 8]
  28629.         FName OldSubobjName;//[Offset: 0x18 , Size: 8]
  28630.         FName NewSubobjName;//[Offset: 0x20 , Size: 8]
  28631.         FName NewClassClass;//[Offset: 0x28 , Size: 8]
  28632.         FName NewClassPackage;//[Offset: 0x30 , Size: 8]
  28633.         bool InstanceOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
  28634.  
  28635. --------------------------------
  28636. Class: PluginRedirect
  28637.         FString OldPluginName;//[Offset: 0x0 , Size: 12]
  28638.         FString NewPluginName;//[Offset: 0xc , Size: 12]
  28639.  
  28640. --------------------------------
  28641. Class: StructRedirect
  28642.         FName OldStructName;//[Offset: 0x0 , Size: 8]
  28643.         FName NewStructName;//[Offset: 0x8 , Size: 8]
  28644.  
  28645. --------------------------------
  28646. Class: DirectoryPath
  28647.         FString Path;//[Offset: 0x0 , Size: 12]
  28648.  
  28649. --------------------------------
  28650. Class: DropNoteInfo
  28651.         Vector Location;//[Offset: 0x0 , Size: 12]
  28652.         Rotator Rotation;//[Offset: 0xc , Size: 12]
  28653.         FString Comment;//[Offset: 0x18 , Size: 12]
  28654.  
  28655. --------------------------------
  28656. Class: RigidBodyErrorCorrection
  28657.         float LinearDeltaThresholdSq;//[Offset: 0x0 , Size: 4]
  28658.         float LinearInterpAlpha;//[Offset: 0x4 , Size: 4]
  28659.         float LinearRecipFixTime;//[Offset: 0x8 , Size: 4]
  28660.         float AngularDeltaThreshold;//[Offset: 0xc , Size: 4]
  28661.         float AngularInterpAlpha;//[Offset: 0x10 , Size: 4]
  28662.         float AngularRecipFixTime;//[Offset: 0x14 , Size: 4]
  28663.         float BodySpeedThresholdSq;//[Offset: 0x18 , Size: 4]
  28664.  
  28665. --------------------------------
  28666. Class: NetDriverDefinition
  28667.         FName DefName;//[Offset: 0x0 , Size: 8]
  28668.         FName DriverClassName;//[Offset: 0x8 , Size: 8]
  28669.         FName DriverClassNameFallback;//[Offset: 0x10 , Size: 8]
  28670.  
  28671. --------------------------------
  28672. Class: GameFrontendHUD.FrontendHUD.Object
  28673.         delegate OnHandleWebviewActionDelegate;//[Offset: 0x15c , Size: 12]
  28674.         delegate OnHandleServerListDownload;//[Offset: 0x168 , Size: 12]
  28675.         FString CSVTableRelativeDir;//[Offset: 0x174 , Size: 12]
  28676.         <FName,FString> GameStatusMap;//[Offset: 0x180 , Size: 60]
  28677.         <FString,bool> LanguageMap;//[Offset: 0x1bc , Size: 60]
  28678.         bool EnableTickLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8 , Size: 1]
  28679.         GVoiceInterface* GVoice;//[Offset: 0x1fc , Size: 4]
  28680.         bool DisableGVoice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200 , Size: 1]
  28681.         BugReporter* BugReporter;//[Offset: 0x204 , Size: 4]
  28682.         int MaxUpdateRetryTimes;//[Offset: 0x208 , Size: 4]
  28683.         GDolphinUpdater* GDolphin;//[Offset: 0x214 , Size: 4]
  28684.         Translator* Translator;//[Offset: 0x218 , Size: 4]
  28685.         GCPufferDownloader* GPuffer;//[Offset: 0x21c , Size: 4]
  28686.         LaggingReporter* LaggingReporter;//[Offset: 0x220 , Size: 4]
  28687.         AsyncTaskDownloader* DownloadTask;//[Offset: 0x228 , Size: 4]
  28688.         bool bUseDolphinUpdateFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1]
  28689.         bool bEnableUseDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1]
  28690.         bool bEnableUseCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x272 , Size: 1]
  28691.         bool bUseDolphinUpdateAfterCDNFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x273 , Size: 1]
  28692.         bool bUseCDNUpdateAfterDolphinFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274 , Size: 1]
  28693.         bool bEnableEditorPufferDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275 , Size: 1]
  28694.         bool bIsWaitingUpdateStateData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x276 , Size: 1]
  28695.         bool IsUsingDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x277 , Size: 1]
  28696.         bool IsUsingCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278 , Size: 1]
  28697.         CDNUpdate* CDNUpdater;//[Offset: 0x280 , Size: 4]
  28698.         int ODPaksPoolSize;//[Offset: 0x284 , Size: 4]
  28699.         int ODPaksPoolSizeLowend;//[Offset: 0x288 , Size: 4]
  28700.         int ODPaksPoolSizeLowendThreshold;//[Offset: 0x28c , Size: 4]
  28701.         bool ODPaksEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290 , Size: 1]
  28702.         FName UnrealNetworkStatus;//[Offset: 0x2b8 , Size: 8]
  28703.         float UnrealNetworkConnectingTimer;//[Offset: 0x2d0 , Size: 4]
  28704.         float UnrealNetworkConnectingTime;//[Offset: 0x2e4 , Size: 4]
  28705.         bool bUseDynamicCreateLuaManager;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8 , Size: 1]
  28706.         FString[] PersistentLuaManager;//[Offset: 0x2ec , Size: 12]
  28707.         LuaStateWrapper* LuaStateWrapper;//[Offset: 0x2fc , Size: 4]
  28708.         LuaEventBridge* LuaEventBridgeInstace;//[Offset: 0x300 , Size: 4]
  28709.         BattleWindowMgrLuaUtils* LuaBattleWindowMgr;//[Offset: 0x304 , Size: 4]
  28710.         LuaBlueprintMgr* LuaBlueprintSysMgr;//[Offset: 0x308 , Size: 4]
  28711.         FString ScriptBPRelativeDir;//[Offset: 0x310 , Size: 12]
  28712.         FString ScriptRelativeDir;//[Offset: 0x31c , Size: 12]
  28713.         FString InGameLuaDir;//[Offset: 0x328 , Size: 12]
  28714.         FString PreloadLuaFileRelativePath;//[Offset: 0x334 , Size: 12]
  28715.         FString[] LuaDirList;//[Offset: 0x340 , Size: 12]
  28716.         FString[] NoGCPackage;//[Offset: 0x34c , Size: 12]
  28717.         float LuaTickTime;//[Offset: 0x358 , Size: 4]
  28718.         bool bCallLuaTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c , Size: 1]
  28719.         bool bAutoLoginEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35d , Size: 1]
  28720.         int PingFirstReportIntervalSecond;//[Offset: 0x380 , Size: 4]
  28721.         int PingReportIntervalSecond;//[Offset: 0x384 , Size: 4]
  28722.         int vmInstrumentOptimization;//[Offset: 0x388 , Size: 4]
  28723.         TssManager* TssMgr;//[Offset: 0x38c , Size: 4]
  28724.         float PingReportInterval;//[Offset: 0x3a8 , Size: 4]
  28725.         uint32 ImageDownloadClearDayCount;//[Offset: 0x448 , Size: 4]
  28726.         delegate UIStackChangeDelegate;//[Offset: 0x44c , Size: 12]
  28727.         delegate UIStackRecoverDelegate;//[Offset: 0x458 , Size: 12]
  28728.         delegate GetUserSettingsDelegate;//[Offset: 0x468 , Size: 16]
  28729.         delegate SaveUserSettingsDelegate;//[Offset: 0x478 , Size: 16]
  28730.         delegate OnFRefreshAdaptationUIEvent;//[Offset: 0x488 , Size: 12]
  28731.         delegate OnFRefreshAdaptationExUIEvent;//[Offset: 0x494 , Size: 12]
  28732.         FString UserSettingsClassName;//[Offset: 0x4a0 , Size: 12]
  28733.         FString LanguageSettingsClassName;//[Offset: 0x4ac , Size: 12]
  28734.         FString ActiveSaveGameName;//[Offset: 0x4b8 , Size: 12]
  28735.         FString CachedSaveGameName;//[Offset: 0x4c4 , Size: 12]
  28736.         FString LanguageSaveGameName;//[Offset: 0x4d0 , Size: 12]
  28737.         class Object* UserSettingsClass;//[Offset: 0x4dc , Size: 4]
  28738.         SaveGame* UserSettings;//[Offset: 0x4e0 , Size: 4]
  28739.         CustomSettingSaveGame[] CustomSettingSaveGames;//[Offset: 0x4e4 , Size: 12]
  28740.         ImageDownloader* ImageDownloaderInGame;//[Offset: 0x574 , Size: 4]
  28741.         int FpsForWindowClient;//[Offset: 0x578 , Size: 4]
  28742.         UDPPingCollector* UDPPingCollector;//[Offset: 0x57c , Size: 4]
  28743.         bool UIElemLayoutJsonConfigSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580 , Size: 1]
  28744.         bool NationAllSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581 , Size: 1]
  28745.         bool NationBattleSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x582 , Size: 1]
  28746.         bool NationRankSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x583 , Size: 1]
  28747.         bool SelfieSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584 , Size: 1]
  28748.         bool ReportBugSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585 , Size: 1]
  28749.         bool FirstVoicePopupSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586 , Size: 1]
  28750.         bool GDPRForbidVoiceSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x587 , Size: 1]
  28751.         bool GDPRSettingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588 , Size: 1]
  28752.         int GDPRUserType;//[Offset: 0x58c , Size: 4]
  28753.         bool bShouldShowAdaptTipInLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x590 , Size: 1]
  28754.         float fLaggingFPSDiffThreshold;//[Offset: 0x594 , Size: 4]
  28755.         float fLaggingFPSDiffThresholdMin;//[Offset: 0x598 , Size: 4]
  28756.         float fLaggingFPSDiffThresholdMax;//[Offset: 0x59c , Size: 4]
  28757.         float fLaggingFrameTimeThreshold;//[Offset: 0x5a0 , Size: 4]
  28758.         float fLaggingFrameTimeThresholdMin;//[Offset: 0x5a4 , Size: 4]
  28759.         float fLaggingFrameTimeThresholdMax;//[Offset: 0x5a8 , Size: 4]
  28760.         float fFPSReportInterval;//[Offset: 0x5ac , Size: 4]
  28761.         bool bUnLoadNoGcPackage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bc , Size: 1]
  28762.         Package*[] NoGcPackages;//[Offset: 0x5c0 , Size: 12]
  28763.         bool bFlushAsyncLoadingBeforeGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cc , Size: 1]
  28764.         bool bEnablePandora;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cd , Size: 1]
  28765.         bool bEnableJMLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cf , Size: 1]
  28766.         bool bEnableH5Cache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x654 , Size: 1]
  28767.         ColorBlindnessMgr* ColorBlindnessMgrInstace;//[Offset: 0x658 , Size: 4]
  28768.         EffectSettingMgr* EffectSettingMgrInstace;//[Offset: 0x65c , Size: 4]
  28769.         NativeHUDTickContainer[] NativeHUDTickList;//[Offset: 0x660 , Size: 12]
  28770.         bool IsNativeHUDTickLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c , Size: 1]
  28771.         bool IsShutDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66d , Size: 1]
  28772.         int NativeHUDTickIndex;//[Offset: 0x670 , Size: 4]
  28773.         AsyncLoadHelper* AsyncLoadHelper;//[Offset: 0x674 , Size: 4]
  28774.         FString BattleUtilsClassName;//[Offset: 0x678 , Size: 12]
  28775.         BattleUtils* BattleUtils;//[Offset: 0x684 , Size: 4]
  28776.         void VNGPostPersonalInfo(FString OpenID, FString Name, FString passportId, FString email, FString phone, FString address);// 0x22df01c
  28777.         void UnRegisterUIShowHideEventDelegate(FString Source);// 0x22deec4
  28778.         void TimeStatisticStop(int Type, FString Name);// 0x22ded24
  28779.         void TimeStatisticStart(int Type);// 0x22decac
  28780.         void TickUdpCollector(float DeltaTime);// 0x22dec34
  28781.         void StatisVisibilityWidget(Widget* Widget);// 0x1d3093c
  28782.         void StatisLoadedTexture(Texture* Texture);// 0x1d3093c
  28783.         bool StartGrayUpdate();// 0x22dec0c
  28784.         void StartDolphinUpdateAfterCDNUpdateFailed();// 0x22debf8
  28785.         void StartCDNUpdateAfterDolphinUpdateFailed();// 0x22debe4
  28786.         void ShutdownUnrealNetwork();// 0x1df1250
  28787.         void SetShouldShowAdaptTipInLobby(bool bShoudShow);// 0x22deb64
  28788.         void SetGameStatusMap(<FName,FString> InGameStatusMap);// 0x22de9b8
  28789.         bool SaveUserSettingsByDelegate(SaveGame* SaveGame, FString LayoutName);// 0x22de8b0
  28790.         void RetryDownload();// 0x22de89c
  28791.         void RetryCDNDownload();// 0x22de888
  28792.         void ResetUserSettings();// 0x22de874
  28793.         void ReleaseBattleUtils();// 0x22de860
  28794.         void RegisterUserSettingsDelegate_Int(FString PropertyName, delegate Delegate);// 0x22de698
  28795.         void RegisterUserSettingsDelegate_Float(FString PropertyName, delegate Delegate);// 0x22de698
  28796.         void RegisterUserSettingsDelegate_Enum(FString PropertyName, delegate Delegate);// 0x22de698
  28797.         void RegisterUserSettingsDelegate_Bool(FString PropertyName, delegate Delegate);// 0x22de698
  28798.         void RegisterUserSettingsDelegate(delegate Delegate);// 0x22de5f4
  28799.         void RegisterUIShowHideEventDelegate(FString Source, delegate Delegate);// 0x22de42c
  28800.         void OnWebviewNotify(out const WebviewInfoWrapper webviewinfo);// 0x22de324
  28801.         void OnWebviewActionNotify(FString URL);// 0x22de1cc
  28802.         void OnUAAssistantEvent(out const UAAssistantInfoWrapper UAAssistentInfo);// 0x22de0c0
  28803.         void OnSDKCallbackEvent(out const SDKCallbackInfoWrapper sdkCallbackInfo);// 0x22ddfb4
  28804.         void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x22ddee8
  28805.         void OnRefreshAccountInfo(bool Result, int InChannel, FString InOpenId);// 0x22ddcf8
  28806.         void OnQuickLoginNotify(out const WakeupInfoWrapper wakeupinfo);// 0x22ddbec
  28807.         void OnPlatformFriendNotify(out const PlatformFriendInfoMap PlatformFriendInfoMap);// 0x22ddadc
  28808.         void OnNotUpdateFinished();// 0x22ddac8
  28809.         void OnLoginFlowNotify(int _Flow, int _Param, FString ExtraData);// 0x22dd8e0
  28810.         void OnHttpImgResponse(Texture2D* Texture, ImageDownloader* downloader);// 0x22dd824
  28811.         void OnGroupNotify(out const GroupInfoWrapper groupInfo);// 0x22dd764
  28812.         void OnGetShortUrlNotify(int Ret, FString ShortUrl);// 0x22dd5c4
  28813.         void OnGetCountryNoNotify(int country);// 0x22dd54c
  28814.         void OnGenQRImgNotify(int Ret, int Size, FString imgPath);// 0x22dd408
  28815.         void OnGCloudNetStateChangeNotify(int State, int EventParam1, int EventParam2, int EventParam3);// 0x22dd2c0
  28816.         void OnGameMasterEvent(FString EventName, int Ret);// 0x22dd124
  28817.         void OnCheckUpdateStateFinished(out const DownloaderInfo Info);// 0x22dd01c
  28818.         void MakeToSuppotAdaptation(PanelSlot* PanelSlot);// 0x22dcfa4
  28819.         void LuaDoString(FString LuaString);// 0x22dcee0
  28820.         bool IsWindowOB();// 0x1d999ec
  28821.         bool IsInstallPlatform(FString Platform);// 0x22dcd80
  28822.         bool IsCEHideLobbyUI();// 0x22dcd58
  28823.         bool HasAnyNetMsgToHandle();// 0x22dcd30
  28824.         SaveGame* GetUserSettingsByDelegate(FString LayoutName);// 0x22dcc6c
  28825.         SaveGame* GetUserSettings();// 0x1ccbd90
  28826.         GDolphinUpdater* GetUpdater();// 0x22dcc50
  28827.         Translator* GetTranslator();// 0x22dcc34
  28828.         bool GetShouldShowAdaptTipInLobby();// 0x22dcc0c
  28829.         GCPufferDownloader* GetPufferDownloader();// 0x22dcbf0
  28830.         FString GetPingReportInfo();// 0x22dcb30
  28831.         FString GetPacketLossReportInfo();// 0x22dca70
  28832.         LuaStateWrapper* GetLuaStateWrapper();// 0x22dca48
  28833.         LuaEventBridge* GetLuaEventBridge();// 0x22dca20
  28834.         LuaBlueprintMgr* GetLuaBlueprintSysMgr();// 0x22dc9f8
  28835.         GVoiceInterface* GetGVoiceInterface();// 0x1ccbdc0
  28836.         GameStateBase* GetGameState();// 0x22dc9d0
  28837.         FString GetFPSReportInfo();// 0x22dc910
  28838.         EffectSettingMgr* GetEffectSettingMgr();// 0x22dc8e0
  28839.         int GetDetailNetInfoFromGCloud();// 0x1cb1cf8
  28840.         SaveGame* GetCustomSetting(FString InSlotName);// 0x22dc81c
  28841.         ColorBlindnessMgr* GetColorBlindnessMgr();// 0x22dc7ec
  28842.         Object* GetClientNetObj();// 0x22dc7c4
  28843.         BugReporter* GetBugReporter();// 0x22dc79c
  28844.         BattleUtils* GetBattleUtils();// 0x22dc774
  28845.         FString GetBattleIDHexStr();// 0x22dc6b4
  28846.         AsyncLoadHelper* GetAsyncLoadHelper();// 0x22dc68c
  28847.         void FinishModifyUserSettings();// 0x22dc678
  28848.         void EnableFPSAndMemoryLog(bool bEnable);// 0x22dc5f8
  28849.         void DispatchLongTimeNoOperation(out const int TimeOutCounter);// 0x22dc570
  28850.         void DispatchConfirmMisKill(FString KillerName);// 0x22dc4b4
  28851.         void CreateBattleUtils();// 0x22dc4a0
  28852.         void ClearUIElemSettings();// 0x22dc48c
  28853.         void CheckLocalizationLanguage();// 0x22dc478
  28854.         void CallGlobalScriptFunction(FString InFunctionName);// 0x22dc3b4
  28855.         void BeginModifyUserSettings();// 0x22dc3a0
  28856.         void BattleUtilsGameEnd();// 0x22dc38c
  28857.         void AfterLoadedEditorLogin();// 0x22dc378
  28858.         void AddCustomSetting(FString InSlotName, SaveGame* InSaveGame);// 0x22dc278
  28859.         void AddAdaptationWidgetDelegateEx(PanelSlot* PanelSlot);// 0x22dc200
  28860.         void AddAdaptationWidgetDelegate(PanelSlot* PanelSlot);// 0x22dc188
  28861.  
  28862. --------------------------------
  28863. Class: GVoiceInterface.Object
  28864.         int lbsRoomMemberID;//[Offset: 0x54 , Size: 4]
  28865.         delegate CheckTempLbsRoomOnJoinRoom;//[Offset: 0x90 , Size: 16]
  28866.         delegate CheckTempLbsRoomOnQuitRoom;//[Offset: 0xa0 , Size: 16]
  28867.         FString ServerInfo;//[Offset: 0xb0 , Size: 12]
  28868.         uint32 openGvoiceLog;//[Offset: 0xbc , Size: 4]
  28869.         uint32 MicVolumeMUFactor;//[Offset: 0xc0 , Size: 4]
  28870.         uint32 SpeekerVolumeMUFactor;//[Offset: 0xc4 , Size: 4]
  28871.         GameFrontendHUD* GameFrontendHUD;//[Offset: 0xd4 , Size: 4]
  28872.         void UploadRecordFile();// 0x22ed234
  28873.         void TestMic();// 0x22ed220
  28874.         bool TeamSpeakerEnable();// 0x22ed204
  28875.         bool TeamMicphoneEnable();// 0x22ed1e8
  28876.         void SwitchMode(enum CharMode);// 0x22ed170
  28877.         void SwitchMicphoneWhenCorpsMode();// 0x22ed15c
  28878.         void SwitchCampRoom(enum campMode);// 0x22ed0e4
  28879.         void StopRecord();// 0x22ed0d0
  28880.         void StopPlayRecordFile();// 0x22ed0bc
  28881.         void StopInterphone();// 0x22ed0a8
  28882.         void StopCampMode();// 0x22ed094
  28883.         void StartRecord();// 0x22ed080
  28884.         void StartInterphone();// 0x22ed06c
  28885.         void StartCampMode(FString ZombieCampRoomName, FString ManCampRoomName, FString userId);// 0x22ecea8
  28886.         void SpeechToText();// 0x22ece94
  28887.         void ShowOpenSpeakerAtFirstMsg();// 0x22ece80
  28888.         void ShowCorpsModeCannotUseLBSVoice();// 0x22ece6c
  28889.         void SetVoiceMode(int Type);// 0x22ecdf4
  28890.         void SetSpeakerVolum(float Value);// 0x22ecd7c
  28891.         void SetSpeakerStatus(bool Flag);// 0x22eccfc
  28892.         void SetPlayerVolume(FString InPlayerid, int InVol);// 0x22ecb60
  28893.         void SetMicphoneVolum(float Value);// 0x22ecae8
  28894.         void SetMicphoneStatus(bool Flag);// 0x22eca68
  28895.         void SetLbsVoiceRadius(float Radius);// 0x22ec9f4
  28896.         void SetLbsRoomEnableStatus(bool Flag);// 0x22ec974
  28897.         void SetGameFrontendHUD(GameFrontendHUD* InHUD);// 0x22ec8fc
  28898.         void SetCurrentDownloadFieldID(FString filedId);// 0x22ec7a0
  28899.         void SetAllVoiceStatus(bool Flag);// 0x22ec720
  28900.         void ResetWhenLogOut();// 0x22ec70c
  28901.         void ReactiveLbsStatus();// 0x22ec6f8
  28902.         void QuitTempLbsRoom(FString roomStr);// 0x22ec5a0
  28903.         void QuitRoom();// 0x22ec58c
  28904.         void PlayRecordFile();// 0x22ec578
  28905.         void OpenTeamSpeakerOnly(bool ShowTips);// 0x22ec4f8
  28906.         int OpenTeamMicphoneOnly(bool ShowTips);// 0x22ec470
  28907.         int OpenTeamInterphone();// 0x22ec448
  28908.         void OpenSpeakerByTempLbs(bool Open);// 0x22ec3c8
  28909.         int OpenSpeaker();// 0x22ec3a0
  28910.         void OpenMicByTempLbs(bool Open);// 0x22ec320
  28911.         void OpenMicAndSpeakerAfterJoinLbsRoom();// 0x22ec30c
  28912.         int OpenMic();// 0x22ec2e4
  28913.         void OpenIngameSpeaker();// 0x22ec2d0
  28914.         int OpenIngameMicphone();// 0x22ec2a8
  28915.         void OpenAllSpeaker(bool ShowTips);// 0x22ec228
  28916.         int OpenAllMicphone(bool ShowTips);// 0x22ec1a0
  28917.         int OpenAllInterphone();// 0x22ec178
  28918.         void OnRoomTypeChanged(FString itemtext);// 0x1d7f898
  28919.         bool LbsSpeakerEnable();// 0x22ec15c
  28920.         bool LbsMicphoneEnable();// 0x22ec140
  28921.         void JoinTempLbsRoom(FString room, FString userId);// 0x22ebed0
  28922.         void JoinRoom(FString room, FString userId);// 0x22ebc60
  28923.         void JoinLbsRoom(FString lbsRoom, FString userId);// 0x22eb9f0
  28924.         bool IsTeamInterphoneOpenned();// 0x22eb9d4
  28925.         bool IsLbsInterphoneOpenned();// 0x22eb9b8
  28926.         bool IsInterphoneMode();// 0x22eb97c
  28927.         void InitGVoiceComponent(FString userId);// 0x22eb824
  28928.         bool HaveTeamRoom();// 0x22eb7fc
  28929.         bool HaveLbsRoom();// 0x22eb7d4
  28930.         float GetVoiceLength();// 0x22eb7ac
  28931.         int GetPlayerVolume(FString InPlayerid);// 0x22eb64c
  28932.         void GetAuthKey();// 0x22eb638
  28933.         void ForbidTeammateVoiceById(int memberID, bool IsEnable);// 0x22eb574
  28934.         void EnbleMicAndSpeakerByRoomName(FString roomName, bool Enable);// 0x22eb3cc
  28935.         void DownloadRecordFile();// 0x22eb3b8
  28936.         void CommonTestMic();// 0x22eb3a4
  28937.         void CloseSpeaker();// 0x22eb390
  28938.         void CloseMic();// 0x22eb37c
  28939.         void CloseIngameSpeaker();// 0x22eb368
  28940.         void CloseIngameMicphone();// 0x22eb354
  28941.         void CloseAllSpeaker(bool ShowTips);// 0x22eb2d4
  28942.         void CloseAllMicphone(bool ShowTips);// 0x22eb254
  28943.         void CheckAndEnableRoomSpeaker();// 0x22eb240
  28944.         void ChatShowAgeRestrictionMsgInLobby();// 0x22eb22c
  28945.         void ChatShowAgeRestrictionMsgInFighting();// 0x22eb218
  28946.         void ChatShowAgeRestrictionMsgInChat();// 0x22eb204
  28947.         void ChatRequestPrivacyInSetting();// 0x22eb1f0
  28948.         void ChatRequestPrivacyInGame();// 0x22eb1dc
  28949.  
  28950. --------------------------------
  28951. Class: BugReporter.Object
  28952.         void SendScreenShot(FString errorReason, FString errorDescription, FString ImagePath, float X, float Y, float Z);// 0x22d0844
  28953.         void SendLog(FString errorReason, FString errorDescription, float X, float Y, float Z, bool pullAll, bool zipLogUpload);// 0x22d0460
  28954.         void ReadZipLog(FString Filename);// 0x22d0308
  28955.         byte[] CompressLog(bool pullAllLog);// 0x22d01f8
  28956.  
  28957. --------------------------------
  28958. Class: GDolphinUpdater.Object
  28959.         <FString,FString> pakHashList;//[Offset: 0x50 , Size: 60]
  28960.         bool Disable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1]
  28961.         bool AllowIOSBGDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1]
  28962.         bool AllowIOSBGDownloadPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115 , Size: 1]
  28963.         bool DisableJPKRBGDownloadNightPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x116 , Size: 1]
  28964.         int DisableJPKRBGDownloadNightPushAfterHour;//[Offset: 0x118 , Size: 4]
  28965.         int DisableJPKRBGDownloadNightPushBeforeHour;//[Offset: 0x11c , Size: 4]
  28966.         int IOSBGDownloadPushDelaySeconds;//[Offset: 0x120 , Size: 4]
  28967.         bool EnableRandomBackupURL;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124 , Size: 1]
  28968.         bool EnablePufferUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x125 , Size: 1]
  28969.         FString UpdateInfoPath;//[Offset: 0x138 , Size: 12]
  28970.         bool OpenDebugLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144 , Size: 1]
  28971.         void StartAppUpdate();// 0x22e4a6c
  28972.         void SetEnableCDNGetVersion(bool Enable);// 0x22e49ec
  28973.         void OnDolphinBGDownloadDone();// 0x22e49d8
  28974.         bool IsUpdating();// 0x22e49b0
  28975.         bool IsGrayUpdate();// 0x22e4988
  28976.         bool IsExamine();// 0x1d999ec
  28977.         void Install();// 0x22e4974
  28978.         int GetTotalValue();// 0x22e494c
  28979.         int GetCurValue();// 0x22e4924
  28980.         int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x22e47e4
  28981.         float GetCurPercent();// 0x22e47bc
  28982.         uint32 GetChannelIDWithHUD(GameFrontendHUD* InGameFrontendHUD);// 0x22e473c
  28983.         uint32 GetChannelID();// 0x22e4714
  28984.         void FinishUpdate();// 0x22e4700
  28985.         void FinishPufferUpdate();// 0x22e46ec
  28986.         void EnableIOSBGDownload4G(bool bEnableCellularAccess);// 0x1d05764
  28987.         bool EnableCDNGetVersion();// 0x22e46c4
  28988.         void ContinueUpdate();// 0x22e46b0
  28989.         void CancelUpdate();// 0x22e469c
  28990.         void CancelAppUpdate();// 0x22e4688
  28991.  
  28992. --------------------------------
  28993. Class: Translator.Object
  28994.         FString SubscriptionKey;//[Offset: 0x1c , Size: 12]
  28995.         FString StoredAccessToken;//[Offset: 0x28 , Size: 12]
  28996.         delegate OnGetAccessTokenDelegate;//[Offset: 0x38 , Size: 16]
  28997.         delegate OnDetectDelegate;//[Offset: 0x48 , Size: 16]
  28998.         delegate OnTranslateDelegate;//[Offset: 0x58 , Size: 16]
  28999.         GameFrontendHUD* GameFrontendHUD;//[Offset: 0xb8 , Size: 4]
  29000.         void TranslateV2(int Channel, int ID, FString Text);// 0x22f28f4
  29001.         void Translate(FString URL, FString Verb, const <FString,FString> Headers, FString Content);// 0x22f25b4
  29002.         void PostMsg(FString URL, FString Content);// 0x22f2474
  29003.         void OnTranslateV2(bool Success, FString Data);// 0x22f2368
  29004.         void OnTranslate__DelegateSignature(bool IsSuccess, FString LanguageFrom, FString Translation);// 0x2859eb0
  29005.         void OnTranslate(bool Success, FString Data);// 0x22f225c
  29006.         void OnGetAccessTokenV2(bool Success, FString Data);// 0x22f2150
  29007.         void OnGetAccessToken__DelegateSignature(bool IsSuccess, FString Token);// 0x2859eb0
  29008.         void OnGetAccessToken(bool Success, FString Data);// 0x22f2044
  29009.         void OnDetectV2(bool Success, FString Data);// 0x22f1f38
  29010.         void OnDetect__DelegateSignature(bool IsSuccess, FString from, FString to);// 0x2859eb0
  29011.         void OnDetect(bool Success, FString Data);// 0x22f1e2c
  29012.         bool HasTranslating();// 0x22f1e04
  29013.         void GetAccessToken(bool bForceGet, FString URL, FString Verb, const <FString,FString> Headers, FString Content);// 0x22f1a70
  29014.         void Detect(FString URL, FString Verb, const <FString,FString> Headers, FString Content);// 0x22f1730
  29015.  
  29016. --------------------------------
  29017. Class: GCPufferDownloader.Object
  29018.         bool Disable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c , Size: 1]
  29019.         FString DownloadDir;//[Offset: 0x2d0 , Size: 12]
  29020.         FString PufferTmpDir;//[Offset: 0x2dc , Size: 12]
  29021.         uint32 CleanFlagVer;//[Offset: 0x2e8 , Size: 4]
  29022.         FString[] CleanFileNamePattern;//[Offset: 0x2ec , Size: 12]
  29023.         bool PreFetchPakEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1]
  29024.         bool PreFetchFileClearEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9 , Size: 1]
  29025.         bool PreFetchConvertEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fa , Size: 1]
  29026.         FString[] PreFetchPakNames;//[Offset: 0x2fc , Size: 12]
  29027.         uint32 PreFetchReserveredDiskSpace;//[Offset: 0x308 , Size: 4]
  29028.         bool PreFetchODPak_Enable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30c , Size: 1]
  29029.         int PreFetchODPaks_MaxNum;//[Offset: 0x310 , Size: 4]
  29030.         int PreFetchODPaks_BatchSize;//[Offset: 0x314 , Size: 4]
  29031.         int PreFetchODPaks_FetchedNum;//[Offset: 0x318 , Size: 4]
  29032.         int PreFetchODPaks_FetchedIndex;//[Offset: 0x31c , Size: 4]
  29033.         FString[] PreFetchODPaks_Filenames;//[Offset: 0x320 , Size: 12]
  29034.         bool AllowIOSBGDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1]
  29035.         bool AllowIOSBGDownloadPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d , Size: 1]
  29036.         bool DisableJPKRBGDownloadNightPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32e , Size: 1]
  29037.         int DisableJPKRBGDownloadNightPushAfterHour;//[Offset: 0x330 , Size: 4]
  29038.         int DisableJPKRBGDownloadNightPushBeforeHour;//[Offset: 0x334 , Size: 4]
  29039.         int IOSBGDownloadPushDelaySeconds;//[Offset: 0x338 , Size: 4]
  29040.         bool DisableBGDownloadNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c , Size: 1]
  29041.         float PreFetchODPaks_StartTime;//[Offset: 0x340 , Size: 4]
  29042.         FString PreFetchODPaks_ConfigName;//[Offset: 0x344 , Size: 12]
  29043.         bool StopTask(uint64 TaskID);// 0x22e9f5c
  29044.         int StopMergeBinDiffPak(int outterTaskID);// 0x22e9edc
  29045.         bool StopCheckDownloadFileFraming(int outterTaskID);// 0x22e9e5c
  29046.         void StopBGDownloadNotification();// 0x22e9e48
  29047.         bool StopAllTask();// 0x22e9e20
  29048.         void StartDownloadItem(uint32 ItemID, uint32 Priority, delegate downloadDelegate);// 0x22e9cf4
  29049.         void StartBGDownloadNotification(uint32 InDownloadedSize);// 0x22e9c7c
  29050.         void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x22e9a70
  29051.         void SetTempProductIdBase(int ProductIdRaw);// 0x22e99f8
  29052.         void SetTempProductId(FString ProductIdRaw);// 0x22e98a0
  29053.         void SetPrefetchConfig(bool pakEnable, bool fileClearEnable, bool convertEnable, int reserveredDiskSpace, FString FileList, int InPreFetchODPaksMaxNum, int InPreFetchODPaksBatchSize);// 0x22e957c
  29054.         void SetIOSBGDownloadAttribute(bool bEnableCellularAccess, bool bEnableResumeData, int nMinFileSize, int nMaxTasks);// 0x22e941c
  29055.         bool SetImmDLMaxSpeed(uint64 MaxSpeed);// 0x22e9398
  29056.         static int ReturnSplitMiniPakFilelist_LuaState();// 0x22e7294
  29057.         static int ReturnLocalFiles_LuaState();// 0x22e7294
  29058.         uint64 RequestFile(FString FilePath, bool ForceUpdate);// 0x22e91e8
  29059.         bool RemountPakFiles();// 0x22e91c0
  29060.         FString ReadFile(FString Filename);// 0x22e8fe0
  29061.         bool PreFetchPakFiles();// 0x22e8fb8
  29062.         int PreFetchODPakFilesUpdate();// 0x22e8f90
  29063.         bool PreFetchODPakFilesPreProcess(bool Start);// 0x22e8f08
  29064.         bool PreFetchODPakFilesPostProcess(int ErrorCode);// 0x22e8e88
  29065.         bool PreFetchODPakFiles(bool Start);// 0x22e8e00
  29066.         void OnItemDownloadedInFighting(FString PakName, uint32 ErrorCode);// 0x22e8c64
  29067.         void OnHashGenerateFinished(int outterTaskID, FString hashCode);// 0x22e8ac4
  29068.         int MoveFileTo(FString Filename, FString from, FString to);// 0x22e8734
  29069.         int MoveFile(FString from, FString to);// 0x22e84bc
  29070.         int MergeBinDiffPak(int outterTaskID, FString PakFilenameOld, FString PakFilenameDiff, FString PakFilenameNew, bool fast);// 0x22e8094
  29071.         bool IsODPaks(FString FilePath);// 0x22e7f34
  29072.         bool IsODFileExists(FString Path);// 0x22e7e70
  29073.         bool IsInitSuccess();// 0x22e7e48
  29074.         bool IsFileReady(FString FilePath);// 0x22e7ce8
  29075.         bool IsFileExist(FString Filename, FString extension);// 0x22e7a70
  29076.         bool InitializeODPaks();// 0x22e7a48
  29077.         FString GetTempWorkPath();// 0x22e7988
  29078.         void GetProductIDBase(out int[] ProductIDs);// 0x22e78bc
  29079.         void GetProductID(out int[] ProductIDs);// 0x22e77f0
  29080.         int GetODPakNum();// 0x22e77c8
  29081.         FString GetODPakName(FString Path);// 0x22e7684
  29082.         uint32 GetInitErrcode();// 0x22e765c
  29083.         uint32 GetFileSizeCompressed(FString FilePath);// 0x22e74fc
  29084.         float GetFileSize(FString Filename);// 0x22e7398
  29085.         FString GetDownloadPath();// 0x22e72d8
  29086.         float GetCurrentSpeed();// 0x22e72b0
  29087.         int GetBatchODPaksDownloadList_LuaState();// 0x22e7294
  29088.         void EnableUseOldInterface(bool Enable);// 0x22e7214
  29089.         bool DeleteFileEvenIfUnfinished(FString FilePath);// 0x22e70b4
  29090.         static bool DeleteFile(FString fullPath);// 0x22e6f5c
  29091.         bool ConvertPreFetchFiles();// 0x22e6f34
  29092.         FString ConvertItemIdToPakName(uint32 ItemID);// 0x22e6e2c
  29093.         bool ClearUselessODPaks();// 0x22e6e04
  29094.         bool ClearPreFetchODPaksFiles();// 0x22e6ddc
  29095.         bool ClearPreFetchFiles();// 0x22e6db4
  29096.         bool CheckDownloadFileFraming(int outterTaskID, FString Filename, int chunkSize);// 0x22e6bc8
  29097.         void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x22e6958
  29098.  
  29099. --------------------------------
  29100. Class: LaggingReporter.Object
  29101.         GameFrontendHUD* GameFrontendHUD;//[Offset: 0x3c , Size: 4]
  29102.  
  29103. --------------------------------
  29104. Class: AsyncTaskDownloader.BlueprintAsyncActionBase.Object
  29105.         delegate onRequestHandler;//[Offset: 0x3c , Size: 12]
  29106.         static AsyncTaskDownloader* DownloadContent(const FString URL, int loaderType, const FString savedDir, bool breakpointContinualTransfer);// 0x22cc398
  29107.  
  29108. --------------------------------
  29109. Class: BlueprintAsyncActionBase.Object
  29110.         void Activate();// 0x1dbf5b4
  29111.  
  29112. --------------------------------
  29113. Class: CDNUpdate.Object
  29114.         GameFrontendHUD* GameFrontendHUD;//[Offset: 0x90 , Size: 4]
  29115.         void StartUpdateApp();// 0x22d90e0
  29116.         void StartAppUpdate(bool StartGrayUpdate);// 0x22d9060
  29117.         void OnRequestProgress(out const CDNDownloaderInfo Info);// 0x22d8f94
  29118.         void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x22d8ec8
  29119.         bool IsUpdating();// 0x22d8ea0
  29120.         bool IsGrayUpdate();// 0x22d8e78
  29121.         int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x22d8d38
  29122.         void FinishUpdate();// 0x22d8d24
  29123.         void ContinueUpdate();// 0x22d8d10
  29124.         void CancelUpdate();// 0x22d8cfc
  29125.  
  29126. --------------------------------
  29127. Class: CDNDownloaderInfo
  29128.         enum State;//[Offset: 0x0 , Size: 1]
  29129.         FString FileSavePath;//[Offset: 0x4 , Size: 12]
  29130.         bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  29131.         int BytesSent;//[Offset: 0x14 , Size: 4]
  29132.         int BytesReceived;//[Offset: 0x18 , Size: 4]
  29133.         int ContentType;//[Offset: 0x1c , Size: 4]
  29134.         int ResponseCode;//[Offset: 0x20 , Size: 4]
  29135.  
  29136. --------------------------------
  29137. Class: LuaEventBridge.Object
  29138.         LuaStateWrapper* LuaStateWrapper;//[Offset: 0x1c , Size: 8]
  29139.         <FString,EventTypeContainer> RegisterEventMap;//[Offset: 0x28 , Size: 60]
  29140.         <FString,LuaEventTypeContainer> LuaRegisterEventMap;//[Offset: 0x64 , Size: 60]
  29141.         <uint32,LuaEventTypeToIDSet> FilterKeyRegisterMap;//[Offset: 0xa0 , Size: 60]
  29142.         LuaTemBPData*[] CurrentParamArray;//[Offset: 0xdc , Size: 12]
  29143.         Property*[] Params;//[Offset: 0xe8 , Size: 12]
  29144.         void SyncLuaRegisterEventNum(FString EventType, FString EventId, int Number);// 0x20a9d68
  29145.         LuaTemBPData*[] GetCurrentParam();// 0x20a9d00
  29146.         void DeactivateEventsByFilterKey(out const uint32 FilterKey);// 0x20a9c78
  29147.         void ActiveEventByFilterKey(out const uint32 FilterKey, FString EventType, FString EventId);// 0x20a9ae0
  29148.  
  29149. --------------------------------
  29150. Class: EventTypeContainer
  29151.         <FString,EventIDContainer> EventIDContainer;//[Offset: 0x0 , Size: 60]
  29152.  
  29153. --------------------------------
  29154. Class: EventIDContainer
  29155.         EventValueContainer[] EventValueContainer;//[Offset: 0x0 , Size: 12]
  29156.  
  29157. --------------------------------
  29158. Class: EventValueContainer
  29159.         Object* ObjContext;//[Offset: 0x0 , Size: 8]
  29160.         FString FunctionName;//[Offset: 0x8 , Size: 12]
  29161.         FString EventType;//[Offset: 0x14 , Size: 12]
  29162.         FString EventId;//[Offset: 0x20 , Size: 12]
  29163.  
  29164. --------------------------------
  29165. Class: LuaEventTypeContainer
  29166.         <FString,int> EventIDContainer;//[Offset: 0x0 , Size: 60]
  29167.  
  29168. --------------------------------
  29169. Class: LuaEventTypeToIDSet
  29170.         <FString,LuaEventTypeIDSet> EventTypeToIDSet;//[Offset: 0x0 , Size: 60]
  29171.  
  29172. --------------------------------
  29173. Class: LuaEventTypeIDSet
  29174.         <FString> EventIDSet;//[Offset: 0x0 , Size: 60]
  29175.  
  29176. --------------------------------
  29177. Class: LuaTemBPData.Object
  29178.  
  29179. --------------------------------
  29180. Class: BattleWindowMgrLuaUtils.Object
  29181.         LuaStateWrapper* LuaStateWrapper;//[Offset: 0x1c , Size: 8]
  29182.         FString LuaManagerName;//[Offset: 0x24 , Size: 12]
  29183.         FString ShowUI;//[Offset: 0x30 , Size: 12]
  29184.         FString HideUI;//[Offset: 0x3c , Size: 12]
  29185.         FString CheckWindowOpen;//[Offset: 0x48 , Size: 12]
  29186.  
  29187. --------------------------------
  29188. Class: LuaBlueprintMgr.Object
  29189.         <FString,LuaBluepirntSys*> SystemMap;//[Offset: 0x1c , Size: 60]
  29190.         LuaBluepirntSys* GetSystemByName(const FString SystemName);// 0x22f82b4
  29191.         void AddSystem(const FString SystemName, const FString BPPath);// 0x22f8044
  29192.  
  29193. --------------------------------
  29194. Class: LuaBluepirntSys.Object
  29195.         FString LuaFilePath;//[Offset: 0x20 , Size: 12]
  29196.         void Init();// 0x2859eb0
  29197.  
  29198. --------------------------------
  29199. Class: TssManager.Object
  29200.         FString TssHostInfo;//[Offset: 0x1c , Size: 12]
  29201.         FString TssBuildInIpInfo;//[Offset: 0x28 , Size: 12]
  29202.         static int SendSkdData_LuaState();// 0x22e7294
  29203.         static int SendEigeninfoData_LuaState();// 0x22e7294
  29204.         static int OnRecvData_LuaState();// 0x22e7294
  29205.         static int GetUserTag4Lua_LuaState();// 0x22e7294
  29206.         static int GetDeviceFeature_LuaState();// 0x22e7294
  29207.         static int EigenArrayObfuscationVerify_LuaState();// 0x22e7294
  29208.  
  29209. --------------------------------
  29210. Class: CustomSettingSaveGame
  29211.         FString LayoutSlotName;//[Offset: 0x0 , Size: 12]
  29212.         SaveGame* SaveGame;//[Offset: 0xc , Size: 4]
  29213.  
  29214. --------------------------------
  29215. Class: ImageDownloader.Object
  29216.         delegate OnSuccess;//[Offset: 0x1c , Size: 12]
  29217.         delegate OnFail;//[Offset: 0x28 , Size: 12]
  29218.         FString FileURL;//[Offset: 0x34 , Size: 12]
  29219.         FString FileSavePath;//[Offset: 0x40 , Size: 12]
  29220.         FString UrlHash;//[Offset: 0x4c , Size: 12]
  29221.         bool InvalidImageFormat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
  29222.         bool SaveDiskFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59 , Size: 1]
  29223.         bool ForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a , Size: 1]
  29224.         void Start(FString URL);// 0x22f316c
  29225.         static ImageDownloader* MakeDownloaderInGame();// 0x22f3144
  29226.         static ImageDownloader* MakeDownloader();// 0x22f311c
  29227.         Texture2D* GetTextureFromUrlWithoutDownload(FString URL);// 0x22f2fbc
  29228.  
  29229. --------------------------------
  29230. Class: UDPPingCollector.Object
  29231.         <FString,PingServerInfo> mUDPPingInfoMap;//[Offset: 0x44 , Size: 60]
  29232.         delegate UDPPingShadowResultToLuaDelegate;//[Offset: 0x90 , Size: 12]
  29233.         void TickUDPPing(float DeltaTime);// 0x2335714
  29234.         void setUDPPingServerAddress(FString ServerIP, FString ServerPort, int ZoneID, int WaterMarkType);// 0x2335418
  29235.         void PingServer(FString address, float Timeout, int WaterMarkType);// 0x2335238
  29236.         void OnPingServerResultDelegate__DelegateSignature(FString address, bool IsSuccess, float Time);// 0x2859eb0
  29237.         bool IsChooingZoneAccess();// 0x2335210
  29238.         bool isAllZoneHasPingValue();// 0x23351e8
  29239.         void Init(float MinPingintervalTime, float pingintervalTime, float pingTimeoutSecond, float normalDelayMilliSecond, float maxAutoChooseZoneDelayMilliSecond);// 0x2335058
  29240.         float GetZoneServerDelay(FString ServerAddress);// 0x2334ef4
  29241.         int GetMinDealyAddress();// 0x2334ecc
  29242.         void ChoosingZone(int ZoneID, FString AddrIP);// 0x2334d2c
  29243.  
  29244. --------------------------------
  29245. Class: PingServerInfo
  29246.  
  29247. --------------------------------
  29248. Class: Package.Object
  29249.  
  29250. --------------------------------
  29251. Class: ColorBlindnessMgr.Object
  29252.         <int,LinearColor> CBColorMap;//[Offset: 0x1c , Size: 60]
  29253.         <int,ParticleSysColor> CBParticleColorMap;//[Offset: 0x58 , Size: 60]
  29254.         <uint32,ImageOriginal> HandleCBColorImageContaner;//[Offset: 0x94 , Size: 60]
  29255.         <uint32,HandleMesh> HandleCBColorMeshContaner;//[Offset: 0xd0 , Size: 60]
  29256.         <uint32,HandleParticleSystem> HandleCBColorParticleContaner;//[Offset: 0x10c , Size: 60]
  29257.         void Reset();// 0x1d10c5c
  29258.         void RemoveParticleSystem(ParticleSystemComponent* ParticleSystem);// 0x1d10be4
  29259.         void RemoveMeshComponent(MeshComponent* Mesh);// 0x1d10b6c
  29260.         void RemoveImage(Image* Image);// 0x1d10af4
  29261.         void HandleUserSettingChange();// 0x1d10ae0
  29262.         LinearColor GetColorByType(int Type);// 0x1d10a54
  29263.         void Clear();// 0x1d10a40
  29264.         void AddParticleSystem(ParticleSystemComponent* ParticleSystem, int Type);// 0x1d10984
  29265.         void AddMeshComponent(MeshComponent* Mesh, int Type);// 0x1d108c8
  29266.         void AddImage(Image* Image, LinearColor Color, int Type);// 0x1d107bc
  29267.         void AddColorByType(FString Type, LinearColor Color);// 0x1d10618
  29268.  
  29269. --------------------------------
  29270. Class: ParticleSysColor
  29271.         <FString,LinearColor> colorMap;//[Offset: 0x0 , Size: 60]
  29272.  
  29273. --------------------------------
  29274. Class: ImageOriginal
  29275.         LinearColor OriginalColir;//[Offset: 0x8 , Size: 16]
  29276.         int Type;//[Offset: 0x18 , Size: 4]
  29277.  
  29278. --------------------------------
  29279. Class: HandleMesh
  29280.         int Type;//[Offset: 0x8 , Size: 4]
  29281.  
  29282. --------------------------------
  29283. Class: HandleParticleSystem
  29284.         int Type;//[Offset: 0x8 , Size: 4]
  29285.  
  29286. --------------------------------
  29287. Class: EffectSettingMgr.Object
  29288.         FString SingleLayerColorTable;//[Offset: 0x1c , Size: 12]
  29289.         FString MultiLayerColorTable;//[Offset: 0x28 , Size: 12]
  29290.         void UpdateSingleLayerColor(LinearColor Color);// 0x1d35778
  29291.         void UpdateMultiLayerColcor(FString Key, LinearColor Color);// 0x1d355d4
  29292.         void SetParticleSystemColorSingleLayer(ParticleSystemComponent* ParticleSystem);// 0x1d3555c
  29293.         void SetParticleSystemColorMultiLayer(ParticleSystemComponent* ParticleSystem);// 0x1d354e4
  29294.  
  29295. --------------------------------
  29296. Class: NativeHUDTickContainer
  29297.         int WidgetIndex;//[Offset: 0x0 , Size: 4]
  29298.         UAEUserWidget* pWidget;//[Offset: 0x4 , Size: 8]
  29299.  
  29300. --------------------------------
  29301. Class: AsyncLoadHelper.Object
  29302.         <FString,Object*> PreloadObjectMap;//[Offset: 0x1c , Size: 60]
  29303.         void SetMaxTaskNum(int Num);// 0x22cb4e0
  29304.         void RunNextTask();// 0x22cb4cc
  29305.         void OnLoadCallBack(SoftObjectPath softObjPath);// 0x22cb360
  29306.         void ClearOneTask(FString ObjectPath);// 0x22cb208
  29307.         void ClearAllTask();// 0x22cb1f4
  29308.         void AddTask(FString ObjectPath, int LoadPriority);// 0x22cb058
  29309.  
  29310. --------------------------------
  29311. Class: BattleUtils.Object
  29312.         GameFrontendHUD* OwningFrontendHUD;//[Offset: 0x20 , Size: 4]
  29313.         UAEGameMode* BattleGameMode;//[Offset: 0x38 , Size: 4]
  29314.         BattlePlayer*[] BattlePlayerList;//[Offset: 0x3c , Size: 12]
  29315.         BattleGameInfo CachedBattleGameInfo;//[Offset: 0x48 , Size: 48]
  29316.         GameModeAIPlayerParams CachedAIPlayerParams;//[Offset: 0x78 , Size: 696]
  29317.         FString LuaFilePath;//[Offset: 0x330 , Size: 12]
  29318.         uint32 SyncNewBattlePlayer(uint64 UId, out const PlayerInfoData Info);// 0x22cee58
  29319.         void SyncGameInfo(out const BattleGameInfo Info);// 0x22ced4c
  29320.         void SyncGameExit();// 0x22ced38
  29321.         void SyncBattlePlayerExit(uint64 UId, FName PlayerType, FString Reason);// 0x22ceb3c
  29322.         GameModePlayerParams RetrievePlayerParams(PlayerID PlayerID);// 0x22cea64
  29323.         GameModeAIPlayerParams RetrieveAIPlayerParams(PlayerID PlayerID);// 0x22ce984
  29324.         void ResponPlayerWeaponDIYData(uint64 PlayerUID, WeaponDIYData InWeaponDIYData);// 0x22ce858
  29325.         void RequestSomePlayersBattleData(uint64[] PlayerUIDList, byte DataType);// 0x22ce6bc
  29326.         void RequestPlayerWeaponDIYData(uint64 PlayerUID, int WeaponSkinID, int PlanID);// 0x22ce5b4
  29327.         void RequestOnePlayersBattleData(uint64 PlayerUID, byte DataType);// 0x22ce4ec
  29328.         void RequestAllPlayersBattleData(byte DataType);// 0x22ce474
  29329.         void OnPostLoadMapWithWorld(World* World);// 0x22ce3fc
  29330.         BattlePlayer* NewBattlePlayer();// 0x22ce3d4
  29331.         BattleAIPlayer* NewBattleAIPlayer();// 0x22ce3ac
  29332.         void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x22ce31c
  29333.         UAEGameMode* GetBattleGameMode();// 0x22ce2f4
  29334.         void GenerateAIPlayerParams(out const PlayerInfoData Info);// 0x22ce1dc
  29335.         BattlePlayer* FindPlayerByUID(uint64 UId, FName PlayerType);// 0x22ce110
  29336.         BattlePlayer* FindPlayerByPlayerName(FString PlayerName, FName PlayerType);// 0x22cdf68
  29337.         BattlePlayer* FindPlayerByPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x22cdea4
  29338.  
  29339. --------------------------------
  29340. Class: BattlePlayer.Object
  29341.         uint64 UId;//[Offset: 0x20 , Size: 8]
  29342.         PlayerInfoData PlayerInfoData;//[Offset: 0x28 , Size: 152]
  29343.         PlayerAvatarData PlayerAvatarData;//[Offset: 0xc0 , Size: 16]
  29344.         <int,WeaponDIYData> WeaponDIYData;//[Offset: 0xd0 , Size: 60]
  29345.         BattleUtils* OwningBattleUtils;//[Offset: 0x10c , Size: 4]
  29346.         GameModePlayerParams ExtractGameModePlayerParams();// 0x22cd720
  29347.  
  29348. --------------------------------
  29349. Class: PlayerInfoData.ResponResult
  29350.         FString PlayerType;//[Offset: 0x4 , Size: 12]
  29351.         FString PlayerName;//[Offset: 0x10 , Size: 12]
  29352.         uint32 PlayerKey;//[Offset: 0x1c , Size: 4]
  29353.         bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  29354.         byte PlayerGender;//[Offset: 0x21 , Size: 1]
  29355.         int TeamID;//[Offset: 0x24 , Size: 4]
  29356.         int64 CampID;//[Offset: 0x28 , Size: 8]
  29357.         int PlayerBornPointID;//[Offset: 0x30 , Size: 4]
  29358.         GameModePlayerItem[] ItemList;//[Offset: 0x34 , Size: 12]
  29359.         GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0x40 , Size: 12]
  29360.         GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0x4c , Size: 12]
  29361.         GameModePlayerRolewearInfo[] AllWear;//[Offset: 0x58 , Size: 12]
  29362.         GameModePlayerUpassInfo UpassInfo;//[Offset: 0x64 , Size: 40]
  29363.         int planeAvatarId;//[Offset: 0x8c , Size: 4]
  29364.         int RolewearIndex;//[Offset: 0x90 , Size: 4]
  29365.  
  29366. --------------------------------
  29367. Class: PlayerAvatarData.ResponResult
  29368.         AvatarBackpack[] AvatarBackpackData;//[Offset: 0x4 , Size: 12]
  29369.  
  29370. --------------------------------
  29371. Class: AvatarBackpack
  29372.         int[] WeaponAvatarList;//[Offset: 0x0 , Size: 12]
  29373.         int[] VehicleAvatarList;//[Offset: 0xc , Size: 12]
  29374.  
  29375. --------------------------------
  29376. Class: BattleGameInfo
  29377.         uint64 GameID;//[Offset: 0x0 , Size: 8]
  29378.         FString GameModeID;//[Offset: 0x8 , Size: 12]
  29379.         int GameMapID;//[Offset: 0x14 , Size: 4]
  29380.         int WeatherID;//[Offset: 0x18 , Size: 4]
  29381.         FString WeatherName;//[Offset: 0x1c , Size: 12]
  29382.         bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
  29383.         bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29 , Size: 1]
  29384.  
  29385. --------------------------------
  29386. Class: GameModeAIPlayerParams.GameModePlayerParams
  29387.         int8 AIType;//[Offset: 0x2b0 , Size: 1]
  29388.  
  29389. --------------------------------
  29390. Class: PlayerID
  29391.         FName PlayerType;//[Offset: 0x0 , Size: 8]
  29392.         uint32 PlayerKey;//[Offset: 0x8 , Size: 4]
  29393.  
  29394. --------------------------------
  29395. Class: BattleAIPlayer.BattlePlayer.Object
  29396.         GameModeAIPlayerParams ExtractGameModeAIPlayerParams();// 0x22cdbdc
  29397.  
  29398. --------------------------------
  29399. Class: WebviewInfoWrapper
  29400.         int ErrorCode;//[Offset: 0x0 , Size: 4]
  29401.         FString Reason;//[Offset: 0x4 , Size: 12]
  29402.         int extend;//[Offset: 0x10 , Size: 4]
  29403.         int Extend2;//[Offset: 0x14 , Size: 4]
  29404.         FString MsgData;//[Offset: 0x18 , Size: 12]
  29405.  
  29406. --------------------------------
  29407. Class: UAAssistantInfoWrapper
  29408.         enum UAType;//[Offset: 0x0 , Size: 1]
  29409.         int Result;//[Offset: 0x4 , Size: 4]
  29410.         FString ExtraJson;//[Offset: 0x8 , Size: 12]
  29411.         FString RetsultMsg;//[Offset: 0x14 , Size: 12]
  29412.  
  29413. --------------------------------
  29414. Class: SDKCallbackInfoWrapper
  29415.         enum CallbackType;//[Offset: 0x0 , Size: 1]
  29416.         FString CallbackParameter;//[Offset: 0x4 , Size: 12]
  29417.         FString ExtraJson;//[Offset: 0x10 , Size: 12]
  29418.  
  29419. --------------------------------
  29420. Class: WakeupInfoWrapper
  29421.  
  29422. --------------------------------
  29423. Class: PlatformFriendInfoMap
  29424.         int page;//[Offset: 0x0 , Size: 4]
  29425.         <FString,FString> friendsInfo;//[Offset: 0x4 , Size: 60]
  29426.  
  29427. --------------------------------
  29428. Class: GroupInfoWrapper
  29429.         int SnsAction;//[Offset: 0x0 , Size: 4]
  29430.         int Flag;//[Offset: 0x4 , Size: 4]
  29431.         int ErrorCode;//[Offset: 0x8 , Size: 4]
  29432.         int Platform;//[Offset: 0xc , Size: 4]
  29433.         FString Desc;//[Offset: 0x10 , Size: 12]
  29434.         WechatGroupInfomation wechatGroupInfo;//[Offset: 0x1c , Size: 36]
  29435.  
  29436. --------------------------------
  29437. Class: WechatGroupInfomation
  29438.         FString OpenIdList;//[Offset: 0x0 , Size: 12]
  29439.         FString MemberNum;//[Offset: 0xc , Size: 12]
  29440.         FString ChatRoomURL;//[Offset: 0x18 , Size: 12]
  29441.  
  29442. --------------------------------
  29443. Class: DownloaderInfo
  29444.         enum State;//[Offset: 0x0 , Size: 1]
  29445.         FString FileSavePath;//[Offset: 0x4 , Size: 12]
  29446.         bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  29447.         int BytesSent;//[Offset: 0x14 , Size: 4]
  29448.         int BytesReceived;//[Offset: 0x18 , Size: 4]
  29449.         int ContentType;//[Offset: 0x1c , Size: 4]
  29450.         int ResponseCode;//[Offset: 0x20 , Size: 4]
  29451.         FString StringContent;//[Offset: 0x24 , Size: 12]
  29452.  
  29453. --------------------------------
  29454. Class: BP_STRUCT_BackpackMapping_type
  29455.         int ItemIDLv1_0_21A3A0400039E85B0FB4B5AE02FC6161;//[Offset: 0x0 , Size: 4]
  29456.         int ItemIDLv3_4_21A5A0C00039E85D0FB4B5A802FC6163;//[Offset: 0x4 , Size: 4]
  29457.         int SkinID_5_0CC9E5002CE60FA0348CD8800DC46CC4;//[Offset: 0x8 , Size: 4]
  29458.         int ItemIDLv2_6_21A4A0800039E85C0FB4B5AF02FC6162;//[Offset: 0xc , Size: 4]
  29459.         int SkinItemIDLv1_8_54E5658067900F920ABA96CA085B62E1;//[Offset: 0x10 , Size: 4]
  29460.         int SkinItemIDLv3_9_54E7660067900F940ABA96CC085B62E3;//[Offset: 0x14 , Size: 4]
  29461.         int LobbyShowItemID_10_2F22E9C00E7C61770577495A0A75F1B4;//[Offset: 0x18 , Size: 4]
  29462.         int SkinItemIDLv2_11_54E665C067900F930ABA96CD085B62E2;//[Offset: 0x1c , Size: 4]
  29463.  
  29464. --------------------------------
  29465. Class: BP_STRUCT_LocalizeRes_type
  29466.         FString TextValue_0_4D37165A410D67320AF278A1C1028E4F;//[Offset: 0x0 , Size: 12]
  29467.         int TextId_1_20B947934F165858A322E599888F816E;//[Offset: 0xc , Size: 4]
  29468.  
  29469. --------------------------------
  29470. Class: BattleItemHandle_VirtualCharacter_C.BattleItemHandle_VirtualItem_C.BattleItemHandleBase.ItemHandleBase.Object
  29471.         BattleItemData ExtractItemData(<FName,ItemAssociation> CallFunc_GetAssociationMap_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue, ItemAssociation[] CallFunc_Map_Values_Values, BattleItemData CallFunc_ConstructBattleItemDataByDefineID_ReturnValue, BattleItemData K2Node_SetFieldsInStruct_StructOut);// 0x2859eb0
  29472.  
  29473. --------------------------------
  29474. Class: BattleItemHandle_VirtualItem_C.BattleItemHandleBase.ItemHandleBase.Object
  29475.  
  29476. --------------------------------
  29477. Class: StructAvatarSlotNameConfig
  29478.         <enum,FString> MaleSlotName_18_7FE1681B41EEB7EBCDE882913B2F14FA;//[Offset: 0x0 , Size: 60]
  29479.         <enum,FString> FemaleSlotName_19_D3A83E3D4F5ACA7D24D195B573FB01B1;//[Offset: 0x3c , Size: 60]
  29480.  
  29481. --------------------------------
  29482. Class: BP_STRUCT_AvatarDefaultConfig_type
  29483.         int id_0_582DD74020EEE8C12D00E1A40C84B664;//[Offset: 0x0 , Size: 4]
  29484.         FString pant_1_00F930C0654EFFCD6B08CAF404B7FCD4;//[Offset: 0x4 , Size: 12]
  29485.         FString shirt_2_53D54E8062374FD817805CCA0B7038D4;//[Offset: 0x10 , Size: 12]
  29486.         FString shoe_3_12522FC065073BE56B0E507104B703D5;//[Offset: 0x1c , Size: 12]
  29487.  
  29488. --------------------------------
  29489. Class: BackpackWeaponHandle.BattleItemHandleBase.ItemHandleBase.Object
  29490.         BackpackComponent* BackpackComp;//[Offset: 0xac , Size: 4]
  29491.         WeaponMeshCfg MeshPackage;//[Offset: 0xb0 , Size: 328]
  29492.         WeaponMeshCfg[] ExtMeshPackageList;//[Offset: 0x1f8 , Size: 12]
  29493.         class AnimInstance* animBP;//[Offset: 0x204 , Size: 4]
  29494.         class AnimInstance* animBPClass;//[Offset: 0x208 , Size: 40]
  29495.         <ItemDefineID,ItemDefineID> AttachmentAvatarList;//[Offset: 0x230 , Size: 60]
  29496.         ItemDefineID[] DefaultAvatarList;//[Offset: 0x26c , Size: 12]
  29497.         ItemDefineID ParentID;//[Offset: 0x278 , Size: 24]
  29498.         ItemDefineID[] ParentIDList;//[Offset: 0x290 , Size: 12]
  29499.         enum OverrideSocket;//[Offset: 0x29c , Size: 1]
  29500.         BattleItemAdditionalData[] WeaponAttachmentAdditionalDataList;//[Offset: 0x2a0 , Size: 12]
  29501.         STExtraWeapon* CachedTargetWeapon;//[Offset: 0x2ac , Size: 4]
  29502.         BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x2b0 , Size: 72]
  29503.         WeaponAttachItemUnit[] CachedWeaponAttachmentListBeforeDrop;//[Offset: 0x2f8 , Size: 12]
  29504.         WeaponKillEffectCfg KillEffect;//[Offset: 0x304 , Size: 4]
  29505.         ParticleSystem* LightEffect;//[Offset: 0x308 , Size: 40]
  29506.         ParticleSystem* ShootLightEffect;//[Offset: 0x330 , Size: 40]
  29507.         <byte,AkAudioEvent*> HitSoundMap;//[Offset: 0x358 , Size: 60]
  29508.         AkAudioEvent* SlashSound;//[Offset: 0x398 , Size: 40]
  29509.         bool IsInitUIWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0 , Size: 1]
  29510.         <int,Transform> PendantSocketRelativeTransform;//[Offset: 0x3c4 , Size: 60]
  29511.         int CachedWeaponDurability;//[Offset: 0x400 , Size: 4]
  29512.         void ReturnAllBullets();// 0x2859eb0
  29513.         void PreLocalHandleDisuse();// 0x1ccda98
  29514.         BattleItemAdditionalData MakeWeaponDurabilityData(int Durability);// 0x1ccd960
  29515.         PickUpWrapperActor* LocalSpawnWrapperOnGround(class Object InWrapperClass, STExtraBaseCharacter* InOwningCharacter, ItemDefineID InDefineID);// 0x1ccd840
  29516.         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);// 0x1ccd288
  29517.         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);// 0x1ccced0
  29518.         void LocalAutoEquipAttachments();// 0x2859eb0
  29519.         bool IsVirtualAvatarHandle();// 0x1cccea0
  29520.         bool IsAvatarWeapon();// 0x1ccce78
  29521.         void InitWeaponDurability(int WeaponDurability);// 0x1ccce00
  29522.         void GetWidgetList(out UIWidgetRes[] UIList);// 0x1cccd2c
  29523.         int GetWeaponDurability();// 0x1cccd04
  29524.         int GetSubSlotID();// 0x1ccbd90
  29525.         int GetSlotID();// 0x1ccccd4
  29526.         void GetParentDefineIDList(out ItemDefineID[] ParentList);// 0x1cccbac
  29527.         WeaponMeshCfg GetMeshPackCfgCopy();// 0x1cccb40
  29528.         void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x1ccc978
  29529.         void GetDefaultAvatarList(out ItemDefineID[] DefaultAvatarList);// 0x1ccc8a4
  29530.         class Object GetAnimationBP();// 0x1ccbac0
  29531.         bool BPModifyAutoUse(bool bInAutoUse, STExtraBaseCharacter* OwnerPawn);// 0x1ccc7cc
  29532.  
  29533. --------------------------------
  29534. Class: WeaponAttachItemUnit
  29535.         ItemDefineID DefineID;//[Offset: 0x0 , Size: 24]
  29536.         enum socket;//[Offset: 0x18 , Size: 1]
  29537.  
  29538. --------------------------------
  29539. Class: WeaponKillEffectCfg
  29540.         class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x0 , Size: 4]
  29541.  
  29542. --------------------------------
  29543. Class: BP_STRUCT_LobbyBattleSlotMapping_type
  29544.         int battleSlot_0_36547D805DCA083A7265FAAF0A977AC4;//[Offset: 0x0 , Size: 4]
  29545.         int subType_1_755CD1002ECEDD52681F31B90D869BA5;//[Offset: 0x4 , Size: 4]
  29546.  
  29547. --------------------------------
  29548. Class: BP_LobbyWeaponManager_C.LobbyWeaponManagerComponent.ActorComponent.Object
  29549.         void SetWeaponVisibility(bool bHide, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, STExtraWeapon*[] CallFunc_Map_Values_Values, int CallFunc_Array_Length_ReturnValue, STExtraWeapon* CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue);// 0x2859eb0
  29550.         void SetWeaponPendantSocketType(STExtraWeapon* Target, enum SocketType, bool CallFunc_IsValid_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess);// 0x2859eb0
  29551.         void OnWeaponEquipDone();// 0x2859eb0
  29552.         void CreateWeapon(int inInt, out STExtraWeapon* Weapon, out BattleItemHandleBase* Handle, class BattleItemHandleBase tmpBattleHandle, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, class BackpackWeaponHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Handle, bool K2Node_ClassDynamicCast_bSuccess, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, class Object CallFunc_GetLobbyWeaponClass_ReturnValue, class STExtraWeapon K2Node_ClassDynamicCast_AsSTExtra_Weapon, bool K2Node_ClassDynamicCast_bSuccess2, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue3, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow3, bool CallFunc_GetTableData_ReturnValue3, Transform CallFunc_MakeTransform_ReturnValue, class Object CallFunc_GetClass_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess3, 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);// 0x2859eb0
  29553.         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);// 0x2859eb0
  29554.         STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bSync, class BattleItemHandleBase BattleHandle, Actor* CallFunc_GetOwner_ReturnValue, STExtraWeapon* CallFunc_CreateWeapon_weapon, BattleItemHandleBase* CallFunc_CreateWeapon_handle, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, bool CallFunc_NeedLODOptimize_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2);// 0x2859eb0
  29555.  
  29556. --------------------------------
  29557. Class: LobbyWeaponManagerComponent.ActorComponent.Object
  29558.         <FName,FName> LogicSocketToWeaponAttachSocketMap;//[Offset: 0xbc , Size: 60]
  29559.         <FName,FName> LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0xf8 , Size: 60]
  29560.         <FName,byte> LogicSocketToPropSlotMap;//[Offset: 0x134 , Size: 60]
  29561.         FName LeftLogicSocketName;//[Offset: 0x170 , Size: 8]
  29562.         FName RightLogicSocketName;//[Offset: 0x178 , Size: 8]
  29563.         <int,int> SpecialBagLevelMap;//[Offset: 0x180 , Size: 60]
  29564.         FName CurUseWeaponSocket;//[Offset: 0x1c0 , Size: 8]
  29565.         FName LastUseSocket;//[Offset: 0x1c8 , Size: 8]
  29566.         <FName,STExtraWeapon*> InventoryData;//[Offset: 0x1d0 , Size: 60]
  29567.         void UseWeaponBySocketID(FName SocketID);// 0x1db8fa0
  29568.         void UnUseWeapon();// 0x1db8f8c
  29569.         void UnEquipWeaponBySocketID(FName SocketID);// 0x1db8f14
  29570.         void SwapMainWeapon();// 0x1db8f00
  29571.         void OnPawnEquipmentsChanged(enum SlotType, bool IsEquipped, int ItemID);// 0x1db8df4
  29572.         void OnDestroy();// 0x1db8de0
  29573.         STExtraWeapon* GetWeaponBySocketID(FName SocketID);// 0x1db8d60
  29574.         FName GetWeaponAttachSocketFromSocketID(out const FName SocketID, STExtraWeapon* BackupWeapon);// 0x1db8c7c
  29575.         SceneComponent* GetWeaponAttachComp();// 0x1db8c54
  29576.         STExtraWeapon* GetUsingWeapon();// 0x1db8c2c
  29577.         int GetLogicSocketSideType(FName SocketID);// 0x1db8bac
  29578.         int GetBagLevel();// 0x1db8b84
  29579.         void EquipWeaponBySocketID(int WeaponSkinID, FName SocketID, bool bUse, bool bForceAsync);// 0x1db8a24
  29580.         void DoWeapnAttachToBack(FName SocketID);// 0x1db89ac
  29581.         void DoUseWeaponBySocketID(FName SocketID);// 0x1db8934
  29582.         void DoUnUseWeapon();// 0x1db8920
  29583.         STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bSync);// 0x2859eb0
  29584.  
  29585. --------------------------------
  29586. Class: LobbyPlayEmoteComponent_BP_C.LobbyPlayEmoteComponent.SceneComponent.ActorComponent.Object
  29587.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x310 , Size: 4]
  29588.         void OnEquipmentChange(bool CallFunc_OnStopEmote_ReturnValue, bool CallFunc_Set_Contains_ReturnValue);// 0x2859eb0
  29589.         void OnStartLevelSequence(bool CallFunc_OnCameraStart_ReturnValue);// 0x2859eb0
  29590.         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);// 0x2859eb0
  29591.         void OnStopLevelSequence(bool CallFunc_OnCameraStop_ReturnValue, CameraActor* CallFunc_GetLobbyCamera_cameraActor, FString ___string_Variable, PlayerController* CallFunc_GetPlayerController_ReturnValue, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2859eb0
  29592.         void ChangetoLevelSequenceCamera(FString ___string_Variable, PlayerController* CallFunc_GetPlayerController_ReturnValue, Actor*[] CallFunc_GetAllActorsWithTag_OutActors, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, Actor* CallFunc_Array_Get_Item);// 0x2859eb0
  29593.         void OnTrackEvent(FString EventData, bool K2Node_SwitchString_CmpSuccess, bool CallFunc_OnCameraTrackEvent_ReturnValue, bool CallFunc_IsValid_ReturnValue, BP_LevelSequenceCameraMask_C* CallFunc_Create_ReturnValue);// 0x2859eb0
  29594.         void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x2859eb0
  29595.         void StopCameraEmoteAnim();// 0x2859eb0
  29596.         void ShowAvatarForEmote(bool Show, bool force);// 0x2859eb0
  29597.         void ExecuteUbergraph_LobbyPlayEmoteComponent_BP(int EntryPoint, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess, int ___int_Array_Index_Variable, LevelSequence* K2Node_Event_CurrentCameraEmoteAnim, LevelSequenceActor* CallFunc_CreateLevelSequencePlayer_OutActor, LevelSequencePlayer* CallFunc_CreateLevelSequencePlayer_ReturnValue, bool CallFunc_IsValid_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_IsValid_ReturnValue2, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3, bool K2Node_Event_show, bool K2Node_Event_force, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_Not_PreBool_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_Not_PreBool_ReturnValue4, int ___int_Loop_Counter_Variable, bool CallFunc_IsValid_ReturnValue4, int CallFunc_Add_IntInt_ReturnValue, Actor*[] CallFunc_GetAttachedActors_OutActors, int CallFunc_Array_Length_ReturnValue, Actor* CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, STExtraWeapon* K2Node_DynamicCast_AsSTExtra_Weapon, bool K2Node_DynamicCast_bSuccess2);// 0x2859eb0
  29598.         LevelSequencePlayer* LevelSequencePlayer;//[Offset: 0x314 , Size: 4]
  29599.         LevelSequenceActor* LevelSequenceActor;//[Offset: 0x318 , Size: 4]
  29600.         BP_LevelSequenceCameraMask_C* levelSequenceMask;//[Offset: 0x31c , Size: 4]
  29601.         <int> stopEmoteArray;//[Offset: 0x320 , Size: 60]
  29602.  
  29603. --------------------------------
  29604. Class: LobbyPlayEmoteComponent.SceneComponent.ActorComponent.Object
  29605.         BackpackEmoteHandle* curHandle;//[Offset: 0x260 , Size: 4]
  29606.         STExtraLobbyCharacter* OwnerCharacter;//[Offset: 0x264 , Size: 4]
  29607.         GenderMapping[] GenderMappingConfig;//[Offset: 0x268 , Size: 12]
  29608.         Character* MainCharacter;//[Offset: 0x274 , Size: 4]
  29609.         Character*[] FollowerCharacters;//[Offset: 0x278 , Size: 12]
  29610.         LevelSequencePlayer* CurLevelSequencePlayer;//[Offset: 0x284 , Size: 4]
  29611.         SoftObjectPath[] CurMultiEmotePathList;//[Offset: 0x288 , Size: 12]
  29612.         AnimationAsset*[] CurMultiEmoteAnimList;//[Offset: 0x294 , Size: 12]
  29613.         AnimMontage* CurEmoteMontage;//[Offset: 0x2a0 , Size: 4]
  29614.         int CurrentEmoteID;//[Offset: 0x2a4 , Size: 4]
  29615.         int DefaultHideAvatarTickCount;//[Offset: 0x2a8 , Size: 4]
  29616.         bool isPlayCameraAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ac , Size: 1]
  29617.         delegate OnEmoteCameraStart;//[Offset: 0x2d0 , Size: 16]
  29618.         delegate OnEmoteCameraStop;//[Offset: 0x2e0 , Size: 16]
  29619.         delegate OnEmoteCameraTrackEvent;//[Offset: 0x2f0 , Size: 16]
  29620.         void SyncMontageInner(AnimInstance* Leader, float DeltaTime);// 0x1db7744
  29621.         void SyncMontage(float DeltaTime);// 0x1db76cc
  29622.         void StopMontageParticle(AnimMontage* Montage);// 0x1db7654
  29623.         void StopLastEmoteParticle();// 0x1db7640
  29624.         void StopCameraEmoteAnim();// 0x2859eb0
  29625.         void ShowAvatarForEmote(bool Show, bool force);// 0x2859eb0
  29626.         void PlayEmoteSound();// 0x1db762c
  29627.         void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x2859eb0
  29628.         bool OnStopEmote();// 0x1db7604
  29629.         void OnPlayEmoteActionEnd();// 0x1db75f0
  29630.         bool OnPlayEmote(int EmoteId, int LocalLobbyPos, FString ExtraInfo);// 0x1db7400
  29631.         void OnOneActionReady(int Index);// 0x1db7388
  29632.         void OnLobbyEmoteCameraTrackEvent__DelegateSignature(FString TrackData);// 0x2859eb0
  29633.         void OnLobbyEmoteCameraStop__DelegateSignature();// 0x2859eb0
  29634.         void OnLobbyEmoteCameraStart__DelegateSignature();// 0x2859eb0
  29635.         bool OnCameraTrackEvent(FString TrackData);// 0x1db7228
  29636.         bool OnCameraStop();// 0x1db7200
  29637.         bool OnCameraStart();// 0x1db71d8
  29638.         void OnAsyncLoadSingleAnim(AnimationAsset* CurrentEmoteAnim, int Index);// 0x1db7014
  29639.         void OnAsyncLoadMultiAnims(int Index);// 0x1db6f9c
  29640.         void OnAsyncLoadEmoteAction(int Index);// 0x1db6f24
  29641.         bool LoopEmoteAnimFinishedFirstSection();// 0x1db6efc
  29642.         bool IsLoopMontage(AnimMontage* Montage);// 0x1db6e7c
  29643.         SoftObjectPath[] GetMultiAnimFollowerAssetRef();// 0x1db6d24
  29644.         EmoteAnimCharacterConfig[] GetMultiAnimFollower();// 0x1db6bcc
  29645.         EmoteAnimConfig GetMultiAnimConfig();// 0x1db6b64
  29646.         LevelSequence* GetMainCharacterCameraAnimAsset();// 0x1db6ac8
  29647.         EmoteAnimCharacterConfig GetMainCharacterAssetRef();// 0x1db69c8
  29648.         AnimationAsset* GetMainCharacterAnimAsset();// 0x1db692c
  29649.         BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x1db68ac
  29650.         AnimMontage* GetCurrentMontage();// 0x1db6884
  29651.         bool EmoteAnimFinishedSuccessfully();// 0x1db685c
  29652.         bool DoesEmoteStop();// 0x1db6834
  29653.         void ClearMultiAnimCharacters();// 0x1db6820
  29654.         bool CanRotateMainCharacter();// 0x1db67f8
  29655.         bool AsyncLoadSingleAnim(BackpackEmoteHandle* Handle);// 0x1db6778
  29656.         bool AsyncLoadMultiAnims();// 0x1db6750
  29657.         bool AsyncLoadEmoteAction(out FString ExtraInfo);// 0x1db667c
  29658.  
  29659. --------------------------------
  29660. Class: GenderMapping
  29661.         FName GenderStr;//[Offset: 0x0 , Size: 8]
  29662.         byte GenderType;//[Offset: 0x8 , Size: 1]
  29663.  
  29664. --------------------------------
  29665. Class: LevelSequencePlayer.MovieSceneSequencePlayer.Object
  29666.         delegate OnCameraCut;//[Offset: 0x5f0 , Size: 12]
  29667.         delegate OnTrackEvent;//[Offset: 0x5fc , Size: 12]
  29668.         Object*[] AdditionalEventReceivers;//[Offset: 0x634 , Size: 12]
  29669.         static LevelSequencePlayer* CreateLevelSequencePlayer(Object* WorldContextObject, LevelSequence* LevelSequence, MovieSceneSequencePlaybackSettings Settings, out LevelSequenceActor* OutActor);// 0x366a738
  29670.  
  29671. --------------------------------
  29672. Class: MovieSceneSequencePlayer.Object
  29673.         delegate OnPlay;//[Offset: 0x2e0 , Size: 12]
  29674.         delegate OnPlayReverse;//[Offset: 0x2ec , Size: 12]
  29675.         delegate OnStop;//[Offset: 0x2f8 , Size: 12]
  29676.         delegate OnPreStop;//[Offset: 0x304 , Size: 12]
  29677.         bool FreezeEndFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1]
  29678.         delegate OnPause;//[Offset: 0x314 , Size: 12]
  29679.         delegate OnFinished;//[Offset: 0x320 , Size: 12]
  29680.         byte Status;//[Offset: 0x32c , Size: 1]
  29681.         bool bReversePlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32d , Size: 1]
  29682.         bool bPendingFirstUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x32d , Size: 1]
  29683.         MovieSceneSequence* Sequence;//[Offset: 0x330 , Size: 4]
  29684.         float TimeCursorPosition;//[Offset: 0x334 , Size: 4]
  29685.         float StartTime;//[Offset: 0x338 , Size: 4]
  29686.         float EndTime;//[Offset: 0x33c , Size: 4]
  29687.         int CurrentNumLoops;//[Offset: 0x340 , Size: 4]
  29688.         MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x350 , Size: 32]
  29689.         void Stop();// 0x32bb3e4
  29690.         void StartPlayingNextTick();// 0x32bb3d0
  29691.         void SetPlayRate(float PlayRate);// 0x32bb358
  29692.         void SetPlaybackRange(const float NewStartTime, const float NewEndTime);// 0x32bb29c
  29693.         void SetPlaybackPosition(float NewPlaybackPosition);// 0x32bb224
  29694.         void Scrub();// 0x32bb210
  29695.         void PlayReverse();// 0x32bb1fc
  29696.         void PlayLooping(int NumLoops);// 0x32bb184
  29697.         void Play();// 0x32bb170
  29698.         void Pause();// 0x32bb15c
  29699.         void JumpToPosition(float NewPlaybackPosition);// 0x32bb0e4
  29700.         bool IsPlaying();// 0x32bb0bc
  29701.         bool IsPaused();// 0x32bb094
  29702.         void GoToEndAndStop();// 0x32bb080
  29703.         float GetPlayRate();// 0x32bb058
  29704.         float GetPlaybackStart();// 0x32bb03c
  29705.         float GetPlaybackPosition();// 0x32bb014
  29706.         float GetPlaybackEnd();// 0x32baff8
  29707.         float GetLength();// 0x32bafd0
  29708.         Object*[] GetBoundObjects(MovieSceneObjectBindingID ObjectBinding);// 0x32bae8c
  29709.         void ChangePlaybackDirection();// 0x32bae78
  29710.  
  29711. --------------------------------
  29712. Class: MovieSceneSequencePlaybackSettings
  29713.         int LoopCount;//[Offset: 0x0 , Size: 4]
  29714.         float PlayRate;//[Offset: 0x4 , Size: 4]
  29715.         bool bRandomStartTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
  29716.         float StartTime;//[Offset: 0xc , Size: 4]
  29717.         bool bRestoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1]
  29718.         bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1]
  29719.         bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1]
  29720.         bool bHidePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13 , Size: 1]
  29721.         bool bHideHud;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
  29722.         interface class * BindingOverrides;//[Offset: 0x18 , Size: 8]
  29723.  
  29724. --------------------------------
  29725. Class: MovieSceneObjectBindingID
  29726.         int SequenceID;//[Offset: 0x0 , Size: 4]
  29727.         enum Space;//[Offset: 0x4 , Size: 1]
  29728.         Guid Guid;//[Offset: 0x8 , Size: 16]
  29729.  
  29730. --------------------------------
  29731. Class: LevelSequenceActor.Actor.Object
  29732.         bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c8 , Size: 1]
  29733.         MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x2cc , Size: 32]
  29734.         LevelSequencePlayer* SequencePlayer;//[Offset: 0x2ec , Size: 4]
  29735.         SoftObjectPath LevelSequence;//[Offset: 0x2f0 , Size: 24]
  29736.         Actor*[] AdditionalEventReceivers;//[Offset: 0x308 , Size: 12]
  29737.         LevelSequenceBurnInOptions* BurnInOptions;//[Offset: 0x314 , Size: 4]
  29738.         MovieSceneBindingOverrides* BindingOverrides;//[Offset: 0x318 , Size: 4]
  29739.         LevelSequenceBurnIn* BurnInInstance;//[Offset: 0x31c , Size: 4]
  29740.         void SetSequence(LevelSequence* InSequence);// 0x36696ac
  29741.         void SetEventReceivers(Actor*[] AdditionalReceivers);// 0x3669554
  29742.         void SetBinding(MovieSceneObjectBindingID Binding, out const Actor*[] Actors, bool bAllowBindingsFromAsset);// 0x36693bc
  29743.         void ResetBindings();// 0x366937c
  29744.         void ResetBinding(MovieSceneObjectBindingID Binding);// 0x3669284
  29745.         void RemoveBinding(MovieSceneObjectBindingID Binding, Actor* Actor);// 0x3669144
  29746.         LevelSequence* GetSequence(bool bLoad, bool bInitializePlayer);// 0x366906c
  29747.         void AddBinding(MovieSceneObjectBindingID Binding, Actor* Actor, bool bAllowBindingsFromAsset);// 0x3668ee4
  29748.  
  29749. --------------------------------
  29750. Class: LevelSequenceBurnInOptions.Object
  29751.         bool bUseBurnIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
  29752.         SoftClassPath BurnInClass;//[Offset: 0x20 , Size: 24]
  29753.         LevelSequenceBurnInInitSettings* Settings;//[Offset: 0x38 , Size: 4]
  29754.  
  29755. --------------------------------
  29756. Class: LevelSequenceBurnInInitSettings.Object
  29757.  
  29758. --------------------------------
  29759. Class: MovieSceneBindingOverrides.Object
  29760.         MovieSceneBindingOverrideData[] BindingData;//[Offset: 0x20 , Size: 12]
  29761.  
  29762. --------------------------------
  29763. Class: MovieSceneBindingOverrideData
  29764.         MovieSceneObjectBindingID ObjectBindingId;//[Offset: 0x0 , Size: 24]
  29765.         Object* Object;//[Offset: 0x18 , Size: 8]
  29766.         bool bOverridesDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
  29767.  
  29768. --------------------------------
  29769. Class: LevelSequenceBurnIn.UserWidget.Widget.Visual.Object
  29770.         LevelSequencePlayerSnapshot FrameInformation;//[Offset: 0x1b8 , Size: 48]
  29771.         LevelSequenceActor* LevelSequenceActor;//[Offset: 0x1e8 , Size: 4]
  29772.         void SetSettings(Object* InSettings);// 0x2859eb0
  29773.         class LevelSequenceBurnInInitSettings GetSettingsClass();// 0x22e7294
  29774.  
  29775. --------------------------------
  29776. Class: LevelSequencePlayerSnapshot
  29777.         FText MasterName;//[Offset: 0x0 , Size: 12]
  29778.         float MasterTime;//[Offset: 0xc , Size: 4]
  29779.         FText CurrentShotName;//[Offset: 0x10 , Size: 12]
  29780.         float CurrentShotLocalTime;//[Offset: 0x1c , Size: 4]
  29781.         CameraComponent* CameraComponent;//[Offset: 0x20 , Size: 4]
  29782.         LevelSequenceSnapshotSettings Settings;//[Offset: 0x24 , Size: 8]
  29783.         MovieSceneSequenceID ShotID;//[Offset: 0x2c , Size: 4]
  29784.  
  29785. --------------------------------
  29786. Class: LevelSequenceSnapshotSettings
  29787.         byte ZeroPadAmount;//[Offset: 0x0 , Size: 1]
  29788.         float FrameRate;//[Offset: 0x4 , Size: 4]
  29789.  
  29790. --------------------------------
  29791. Class: BP_LevelSequenceCameraMask_C.UserWidget.Widget.Visual.Object
  29792.         WidgetAnimation* FadeOut;//[Offset: 0x1b8 , Size: 4]
  29793.         CanvasPanel* CanvasPanel;//[Offset: 0x1bc , Size: 4]
  29794.         Image* Image;//[Offset: 0x1c0 , Size: 4]
  29795.  
  29796. --------------------------------
  29797. Class: CanvasPanel.PanelWidget.Widget.Visual.Object
  29798.         bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4 , Size: 1]
  29799.         void SetDontPaintWhenChildEmpty(bool Enable);// 0x348b9fc
  29800.         bool GetDontPaintWhenChildEmpty();// 0x348b9d4
  29801.         CanvasPanelSlot* AddChildToCanvas(Widget* Content);// 0x348b954
  29802.  
  29803. --------------------------------
  29804. Class: CanvasPanelSlot.PanelSlot.Visual.Object
  29805.         AnchorData LayoutData;//[Offset: 0x24 , Size: 40]
  29806.         bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
  29807.         bool bSupportNotch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d , Size: 1]
  29808.         int ZOrder;//[Offset: 0x50 , Size: 4]
  29809.         void SetZOrder(int InZOrder);// 0x348c64c
  29810.         void SetSupportNotch(bool InSupportNotch);// 0x348c5cc
  29811.         void SetSize(Vector2D InSize);// 0x348c55c
  29812.         void SetPosition(Vector2D InPosition);// 0x348c4ec
  29813.         void SetOffsets(Margin InOffset);// 0x348c464
  29814.         void SetMinimum(Vector2D InMinimumAnchors);// 0x348c3f4
  29815.         void SetMaximum(Vector2D InMaximumAnchors);// 0x348c384
  29816.         void SetLayout(out const AnchorData InLayoutData);// 0x348c2ec
  29817.         void SetAutoSize(bool InbAutoSize);// 0x348c26c
  29818.         void SetAnchors(Anchors InAnchors);// 0x348c1e4
  29819.         void SetAlignment(Vector2D InAlignment);// 0x348c174
  29820.         int GetZOrder();// 0x348c14c
  29821.         Vector2D GetSize();// 0x348c10c
  29822.         Vector2D GetPosition();// 0x348c0cc
  29823.         Margin GetOffsets();// 0x348c088
  29824.         AnchorData GetLayout();// 0x348c034
  29825.         bool GetAutoSize();// 0x348c00c
  29826.         Anchors GetAnchors();// 0x348bfc8
  29827.         Vector2D GetAlignment();// 0x348bf88
  29828.         bool GeSupportNotch();// 0x348bf60
  29829.  
  29830. --------------------------------
  29831. Class: LobbyWeaponAnimationComponent_C.ActorComponent.Object
  29832.         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);// 0x2859eb0
  29833.         void StopLobbyWeaponAnimation(bool CallFunc_IsValid_ReturnValue);// 0x2859eb0
  29834.         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);// 0x2859eb0
  29835.         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);// 0x2859eb0
  29836.         void Destroy();// 0x2859eb0
  29837.         void SetLobbyPlayerObj(BP_PlayerLobbyPawn_C* LobbyPlayerObj);// 0x2859eb0
  29838.         BP_PlayerLobbyPawn_C* LobbyPlayer;//[Offset: 0xc0 , Size: 4]
  29839.         LobbyWeaponAnimationActor_C* WeaponAnimationActor;//[Offset: 0xc4 , Size: 4]
  29840.         bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1]
  29841.  
  29842. --------------------------------
  29843. Class: BP_STRUCT_LobbyActionWeaponRef_type
  29844.         int ActionID_0_284E37801299E72232C748730798C614;//[Offset: 0x0 , Size: 4]
  29845.         int WeaponActionID_1_2D2D7200775F04DA5CEAA9680C11A5C4;//[Offset: 0x4 , Size: 4]
  29846.         int WeaponID_3_4C59DA80554AE47019513EF506BFC7B4;//[Offset: 0x8 , Size: 4]
  29847.  
  29848. --------------------------------
  29849. Class: BP_STRUCT_LobbyWeaponAnimation_type
  29850.         int UID_0_10B4DE80647FDFD62CA212CC08FE7DC4;//[Offset: 0x0 , Size: 4]
  29851.         FString BlueprintPath_1_5BB4F6800155AFFA599CC691037A5148;//[Offset: 0x4 , Size: 12]
  29852.         int DelayOutTime_2_1A47538047426C525839AEE100220975;//[Offset: 0x10 , Size: 4]
  29853.         int TotalTime_3_45F4CAC00CF5269D7341686E029FD145;//[Offset: 0x14 , Size: 4]
  29854.  
  29855. --------------------------------
  29856. Class: LobbyWeaponAnimationActor_C.Actor.Object
  29857.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2c8 , Size: 4]
  29858.         void PlayLobbyAnimation(AnimInstance* CallFunc_GetAnimInstance_ReturnValue, float CallFunc_Montage_Play_ReturnValue);// 0x2859eb0
  29859.         void UserConstructionScript();// 0x2859eb0
  29860.         void ReceiveBeginPlay();// 0x2859eb0
  29861.         void OnAnimEnd(AnimMontage* Montage, bool bInterrupted);// 0x2859eb0
  29862.         void SetAnimTimeInfo(int DelayTime, int TotalTime);// 0x2859eb0
  29863.         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);// 0x2859eb0
  29864.         SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x2cc , Size: 4]
  29865.         SceneComponent* DefaultSceneRoot;//[Offset: 0x2d0 , Size: 4]
  29866.         AnimMontage* WeaponMontage;//[Offset: 0x2d4 , Size: 4]
  29867.         int DelayTime;//[Offset: 0x2d8 , Size: 4]
  29868.         int TotalTime;//[Offset: 0x2dc , Size: 4]
  29869.  
  29870. --------------------------------
  29871. Class: TimelineComponent.ActorComponent.Object
  29872.         Timeline TheTimeline;//[Offset: 0xc0 , Size: 136]
  29873.         bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x148 , Size: 1]
  29874.         void Stop();// 0x407dac8
  29875.         void SetVectorCurve(CurveVector* NewVectorCurve, FName VectorTrackName);// 0x407da0c
  29876.         void SetTimelineLengthMode(byte NewLengthMode);// 0x407d994
  29877.         void SetTimelineLength(float NewLength);// 0x407d91c
  29878.         void SetPlayRate(float NewRate);// 0x407d8a4
  29879.         void SetPlaybackPosition(float NewPosition, bool bFireEvents, bool bFireUpdate);// 0x407d790
  29880.         void SetNewTime(float NewTime);// 0x407d718
  29881.         void SetLooping(bool bNewLooping);// 0x407d698
  29882.         void SetLinearColorCurve(CurveLinearColor* NewLinearColorCurve, FName LinearColorTrackName);// 0x407d5dc
  29883.         void SetIgnoreTimeDilation(bool bNewIgnoreTimeDilation);// 0x407d55c
  29884.         void SetFloatCurve(CurveFloat* NewFloatCurve, FName FloatTrackName);// 0x407d4a0
  29885.         void ReverseFromEnd();// 0x407d48c
  29886.         void Reverse();// 0x407d478
  29887.         void PlayFromStart();// 0x407d464
  29888.         void Play();// 0x407d450
  29889.         void OnRep_Timeline();// 0x407d43c
  29890.         bool IsReversing();// 0x407d414
  29891.         bool IsPlaying();// 0x407d3ec
  29892.         bool IsLooping();// 0x407d3c4
  29893.         float GetTimelineLength();// 0x407d39c
  29894.         float GetPlayRate();// 0x1c9c604
  29895.         float GetPlaybackPosition();// 0x3499af8
  29896.         bool GetIgnoreTimeDilation();// 0x407d374
  29897.  
  29898. --------------------------------
  29899. Class: Timeline
  29900.         byte LengthMode;//[Offset: 0x0 , Size: 1]
  29901.         float Length;//[Offset: 0x4 , Size: 4]
  29902.         bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
  29903.         bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8 , Size: 1]
  29904.         bool bPlaying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8 , Size: 1]
  29905.         float PlayRate;//[Offset: 0xc , Size: 4]
  29906.         float Position;//[Offset: 0x10 , Size: 4]
  29907.         TimelineEventEntry[] Events;//[Offset: 0x14 , Size: 12]
  29908.         TimelineVectorTrack[] InterpVectors;//[Offset: 0x20 , Size: 12]
  29909.         TimelineFloatTrack[] InterpFloats;//[Offset: 0x2c , Size: 12]
  29910.         TimelineLinearColorTrack[] InterpLinearColors;//[Offset: 0x38 , Size: 12]
  29911.         delegate TimelinePostUpdateFunc;//[Offset: 0x48 , Size: 16]
  29912.         delegate TimelineFinishedFunc;//[Offset: 0x58 , Size: 16]
  29913.         Object* PropertySetObject;//[Offset: 0x70 , Size: 8]
  29914.         FName DirectionPropertyName;//[Offset: 0x78 , Size: 8]
  29915.         Property* DirectionProperty;//[Offset: 0x80 , Size: 4]
  29916.  
  29917. --------------------------------
  29918. Class: TimelineEventEntry
  29919.         float Time;//[Offset: 0x0 , Size: 4]
  29920.         delegate EventFunc;//[Offset: 0x8 , Size: 16]
  29921.  
  29922. --------------------------------
  29923. Class: TimelineVectorTrack
  29924.         CurveVector* VectorCurve;//[Offset: 0x0 , Size: 4]
  29925.         delegate InterpFunc;//[Offset: 0x8 , Size: 16]
  29926.         FName TrackName;//[Offset: 0x18 , Size: 8]
  29927.         FName VectorPropertyName;//[Offset: 0x20 , Size: 8]
  29928.         StructProperty* VectorProperty;//[Offset: 0x28 , Size: 4]
  29929.  
  29930. --------------------------------
  29931. Class: TimelineFloatTrack
  29932.         CurveFloat* FloatCurve;//[Offset: 0x0 , Size: 4]
  29933.         delegate InterpFunc;//[Offset: 0x8 , Size: 16]
  29934.         FName TrackName;//[Offset: 0x18 , Size: 8]
  29935.         FName FloatPropertyName;//[Offset: 0x20 , Size: 8]
  29936.         FloatProperty* FloatProperty;//[Offset: 0x28 , Size: 4]
  29937.  
  29938. --------------------------------
  29939. Class: FloatProperty.NumericProperty.Property.Field.Object
  29940.  
  29941. --------------------------------
  29942. Class: NumericProperty.Property.Field.Object
  29943.  
  29944. --------------------------------
  29945. Class: TimelineLinearColorTrack
  29946.         CurveLinearColor* LinearColorCurve;//[Offset: 0x0 , Size: 4]
  29947.         delegate InterpFunc;//[Offset: 0x8 , Size: 16]
  29948.         FName TrackName;//[Offset: 0x18 , Size: 8]
  29949.         FName LinearColorPropertyName;//[Offset: 0x20 , Size: 8]
  29950.         StructProperty* LinearColorProperty;//[Offset: 0x28 , Size: 4]
  29951.  
  29952. --------------------------------
  29953. Class: BP_Rifle_M16A4_10000_C.BP_LobbyWeapon_C.STExtraShootWeapon.STExtraWeapon.Actor.Object
  29954.         void UserConstructionScript();// 0x2859eb0
  29955.         LobbyWeaponAnimList_Rifle_C* LobbyWeaponAnimList_Rifle;//[Offset: 0xc28 , Size: 4]
  29956.  
  29957. --------------------------------
  29958. Class: BP_LobbyWeapon_C.STExtraShootWeapon.STExtraWeapon.Actor.Object
  29959.         PointerToUberGraphFrame UberGraphFrame;//[Offset: 0xbe0 , Size: 4]
  29960.         Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level, int SideType, bool K2Node_SwitchInteger_CmpSuccess, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Transform CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, Transform CallFunc_GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, Transform CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2);// 0x2859eb0
  29961.         void InitMesh(BattleItemHandleBase* Handle, FString CallFunc_GetDisplayName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2859eb0
  29962.         void UserConstructionScript();// 0x2859eb0
  29963.         void ExecuteUbergraph_BP_LobbyWeapon(int EntryPoint);// 0x2859eb0
  29964.         WeaponAvatarComp_BP_C* WeaponAvatarComp_BP;//[Offset: 0xbe4 , Size: 4]
  29965.         bool bHoldBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe8 , Size: 1]
  29966.         <FString,Transform> WeaponAttachRelativeTransformMap;//[Offset: 0xbec , Size: 60]
  29967.  
  29968. --------------------------------
  29969. Class: LobbyWeaponAnimList_Rifle_C.AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object
  29970.  
  29971. --------------------------------
  29972. Class: WeaponAvatarComp_BP_C.WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
  29973.  
  29974. --------------------------------
  29975. Class: Lobby_Mid_Tplan_3D_UIBP_C.Actor.Object
  29976.         void UserConstructionScript();// 0x2859eb0
  29977.         WidgetComponent* Widget;//[Offset: 0x2c8 , Size: 4]
  29978.         SceneComponent* DefaultSceneRoot;//[Offset: 0x2cc , Size: 4]
  29979.         Transform UI_3D_Transform;//[Offset: 0x2d0 , Size: 48]
  29980.         Transform UI_3D_Transform_Long;//[Offset: 0x300 , Size: 48]
  29981.         Transform UI_3D_Rich;//[Offset: 0x330 , Size: 48]
  29982.         Transform UI_3D_Rich_Long;//[Offset: 0x360 , Size: 48]
  29983.         Transform UI_3D_Chrismas;//[Offset: 0x390 , Size: 48]
  29984.         Transform UI_3D_Chrismas_Long;//[Offset: 0x3c0 , Size: 48]
  29985.  
  29986. --------------------------------
  29987.  

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