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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 , S