Class: World.Object
Level* PersistentLevel;//[Offset: 0x20 , Size: 4]
NetDriver* NetDriver;//[Offset: 0x24 , Size: 4]
LineBatchComponent* LineBatcher;//[Offset: 0x28 , Size: 4]
LineBatchComponent* PersistentLineBatcher;//[Offset: 0x2c , Size: 4]
LineBatchComponent* ForegroundLineBatcher;//[Offset: 0x30 , Size: 4]
GameNetworkManager* NetworkManager;//[Offset: 0x34 , Size: 4]
PhysicsCollisionHandler* PhysicsCollisionHandler;//[Offset: 0x38 , Size: 4]
Object*[] ExtraReferencedObjects;//[Offset: 0x3c , Size: 12]
Object*[] PerModuleDataObjects;//[Offset: 0x48 , Size: 12]
LevelStreaming*[] StreamingLevels;//[Offset: 0x54 , Size: 12]
FString StreamingLevelsPrefix;//[Offset: 0x60 , Size: 12]
Level* CurrentLevelPendingVisibility;//[Offset: 0x6c , Size: 4]
Level* CurrentLevelPendingInvisibility;//[Offset: 0x70 , Size: 4]
DemoNetDriver* DemoNetDriver;//[Offset: 0x74 , Size: 4]
ParticleEventManager* MyParticleEventManager;//[Offset: 0x78 , Size: 4]
ObjectPoolManager ObjectPoolManager;//[Offset: 0x7c , Size: 132]
PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0x104 , Size: 4]
NavigationSystem* NavigationSystem;//[Offset: 0x164 , Size: 4]
GameModeBase* AuthorityGameMode;//[Offset: 0x168 , Size: 4]
GameStateBase* GameState;//[Offset: 0x16c , Size: 4]
AISystemBase* AISystem;//[Offset: 0x170 , Size: 4]
AvoidanceManager* AvoidanceManager;//[Offset: 0x174 , Size: 4]
Level*[] Levels;//[Offset: 0x178 , Size: 12]
LevelCollection[] LevelCollections;//[Offset: 0x184 , Size: 12]
Level* CurrentLevel;//[Offset: 0x194 , Size: 4]
GameInstance* OwningGameInstance;//[Offset: 0x198 , Size: 4]
MaterialParameterCollectionInstance*[] ParameterCollectionInstances;//[Offset: 0x19c , Size: 12]
Canvas* CanvasForRenderingToTarget;//[Offset: 0x1a8 , Size: 4]
Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x1ac , Size: 4]
WorldComposition* WorldComposition;//[Offset: 0x704 , Size: 4]
bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x74a , Size: 1]
--------------------------------
Class: Object
void ExecuteUbergraph(int EntryPoint);// 0x2859eb0
--------------------------------
Class: Level.Object
World* OwningWorld;//[Offset: 0x88 , Size: 4]
Model* Model;//[Offset: 0x8c , Size: 4]
ModelComponent*[] ModelComponents;//[Offset: 0x90 , Size: 12]
LevelActorContainer* ActorCluster;//[Offset: 0x9c , Size: 4]
int NumTextureStreamingUnbuiltComponents;//[Offset: 0xa0 , Size: 4]
int NumTextureStreamingDirtyResources;//[Offset: 0xa4 , Size: 4]
LevelScriptActor* LevelScriptActor;//[Offset: 0xa8 , Size: 4]
NavigationObjectBase* NavListStart;//[Offset: 0xac , Size: 4]
NavigationObjectBase* NavListEnd;//[Offset: 0xb0 , Size: 4]
NavigationDataChunk*[] NavDataChunks;//[Offset: 0xb4 , Size: 12]
float LightmapTotalSize;//[Offset: 0xc0 , Size: 4]
float ShadowmapTotalSize;//[Offset: 0xc4 , Size: 4]
Vector[] StaticNavigableGeometry;//[Offset: 0xc8 , Size: 12]
Guid[] StreamingTextureGuids;//[Offset: 0xd4 , Size: 12]
bool bIsLightingScenario;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154 , Size: 1]
Guid LevelBuildDataId;//[Offset: 0x158 , Size: 16]
MapBuildDataRegistry* MapBuildData;//[Offset: 0x168 , Size: 4]
IntVector LightBuildLevelOffset;//[Offset: 0x16c , Size: 12]
bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x178 , Size: 1]
bool bIsVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x178 , Size: 1]
bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x178 , Size: 1]
WorldSettings* WorldSettings;//[Offset: 0x1c0 , Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0x1c8 , Size: 12]
--------------------------------
Class: Model.Object
--------------------------------
Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
BodySetup* ModelBodySetup;//[Offset: 0x560 , Size: 4]
--------------------------------
Class: PrimitiveComponent.SceneComponent.ActorComponent.Object
float CullingScreenSize;//[Offset: 0x264 , Size: 4]
float MinDrawDistance;//[Offset: 0x268 , Size: 4]
float LDMaxDrawDistance;//[Offset: 0x26c , Size: 4]
float MaxDrawDistanceOffset;//[Offset: 0x270 , Size: 4]
float CachedMaxDrawDistance;//[Offset: 0x274 , Size: 4]
byte DepthPriorityGroup;//[Offset: 0x278 , Size: 1]
byte ViewOwnerDepthPriorityGroup;//[Offset: 0x279 , Size: 1]
enum LightmapType;//[Offset: 0x27a , Size: 1]
bool bBulletCanBreakThrough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27b , Size: 1]
bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27b , Size: 1]
bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27b , Size: 1]
bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27b , Size: 1]
bool bCheckAsyncSceneOnMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27c , Size: 1]
bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27c , Size: 1]
bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27c , Size: 1]
bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27c , Size: 1]
bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c , Size: 1]
bool bAllowCullDistanceVolumeMovable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c , Size: 1]
bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27c , Size: 1]
bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27c , Size: 1]
bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27d , Size: 1]
bool bRenderInMono;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27d , Size: 1]
bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27d , Size: 1]
bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27d , Size: 1]
bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27d , Size: 1]
bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27d , Size: 1]
bool bDrawIdeaOutline;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27d , Size: 1]
bool bOverrideIdeaOutlineColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27d , Size: 1]
LinearColor IdeaOutlineColor;//[Offset: 0x280 , Size: 16]
bool bOverrideIdeaOutlineThickness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x290 , Size: 1]
float IdeaOutlineThickness;//[Offset: 0x294 , Size: 4]
bool bDrawDyeing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x298 , Size: 1]
enum DrawDyeingMode;//[Offset: 0x299 , Size: 1]
LinearColor VisibleDyeingColor;//[Offset: 0x29c , Size: 16]
LinearColor OccludedDyeingColor;//[Offset: 0x2ac , Size: 16]
bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bc , Size: 1]
bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bc , Size: 1]
bool bUseAsOccluder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bc , Size: 1]
bool bSelectable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bc , Size: 1]
bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bc , Size: 1]
bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bc , Size: 1]
bool CastShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bc , Size: 1]
bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bc , Size: 1]
bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bd , Size: 1]
bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bd , Size: 1]
bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bd , Size: 1]
bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bd , Size: 1]
bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bd , Size: 1]
bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bd , Size: 1]
bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bd , Size: 1]
bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bd , Size: 1]
bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2be , Size: 1]
bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2be , Size: 1]
bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2be , Size: 1]
bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2be , Size: 1]
bool bReceiveCombinedCSMAndStaticShadowsFromStationaryLights;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2be , Size: 1]
bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2be , Size: 1]
bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2be , Size: 1]
bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2be , Size: 1]
bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bf , Size: 1]
bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bf , Size: 1]
bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bf , Size: 1]
bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bf , Size: 1]
bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bf , Size: 1]
byte bHasCustomNavigableGeometry;//[Offset: 0x2c0 , Size: 1]
byte CanCharacterStepUpOn;//[Offset: 0x2c2 , Size: 1]
LightingChannels LightingChannels;//[Offset: 0x2c3 , Size: 1]
enum CustomDepthStencilWriteMask;//[Offset: 0x2c4 , Size: 1]
int CustomDepthStencilValue;//[Offset: 0x2c8 , Size: 4]
int TranslucencySortPriority;//[Offset: 0x2cc , Size: 4]
int VisibilityId;//[Offset: 0x2d0 , Size: 4]
float OverrideCylinderMaxDrawHeight;//[Offset: 0x2dc , Size: 4]
float BoundsScale;//[Offset: 0x2e4 , Size: 4]
float OCBoundsScale;//[Offset: 0x2e8 , Size: 4]
float LastSubmitTime;//[Offset: 0x2ec , Size: 4]
float LastRenderTime;//[Offset: 0x2f0 , Size: 4]
float LastRenderTimeOnScreen;//[Offset: 0x2f4 , Size: 4]
float ShadowLastRenderTime;//[Offset: 0x2f8 , Size: 4]
Actor*[] MoveIgnoreActors;//[Offset: 0x2fc , Size: 12]
PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x308 , Size: 12]
BodyInstance BodyInstance;//[Offset: 0x320 , Size: 320]
delegate OnComponentHit;//[Offset: 0x460 , Size: 12]
delegate OnComponentBeginOverlap;//[Offset: 0x46c , Size: 12]
delegate OnComponentEndOverlap;//[Offset: 0x478 , Size: 12]
delegate OnComponentWake;//[Offset: 0x484 , Size: 12]
delegate OnComponentSleep;//[Offset: 0x490 , Size: 12]
delegate OnBeginCursorOver;//[Offset: 0x4a8 , Size: 12]
delegate OnEndCursorOver;//[Offset: 0x4b4 , Size: 12]
delegate OnClicked;//[Offset: 0x4c0 , Size: 12]
delegate OnReleased;//[Offset: 0x4cc , Size: 12]
delegate OnInputTouchBegin;//[Offset: 0x4d8 , Size: 12]
delegate OnInputTouchEnd;//[Offset: 0x4e4 , Size: 12]
delegate OnInputTouchEnter;//[Offset: 0x4f0 , Size: 12]
delegate OnInputTouchLeave;//[Offset: 0x4fc , Size: 12]
PrimitiveComponent* LODParentPrimitive;//[Offset: 0x514 , Size: 4]
PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick;//[Offset: 0x518 , Size: 60]
void WakeRigidBody(FName BoneName);// 0x4049440
void WakeAllRigidBodies();// 0x1f34be0
void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);// 0x40493a8
void SetVisibleDyeingColor(out const LinearColor InColor);// 0x4049324
void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x40492ac
void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights);// 0x404922c
void SetSimulatePhysics(bool bSimulate);// 0x1fda7e8
void SetRenderInMono(bool bValue);// 0x40491ac
void SetRenderInMainPass(bool bValue);// 0x404912c
void SetRenderCustomDepth(bool bValue);// 0x40490ac
void SetReceivesDecals(bool bNewReceivesDecals);// 0x404902c
void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x4048fac
void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4048e98
void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4048d74
void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4048d74
void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName BoneName);// 0x4048c60
void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4048b4c
void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4048a14
void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4048a14
void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x4048994
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x4048914
void SetOccludedDyeingColor(out const LinearColor InColor);// 0x4048890
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);// 0x4048808
void SetMaterialByNameAsyncCallBack(FName MaterialSlotName, MaterialInterface* AssetPtr);// 0x4048638
void SetMaterialByNameAsync(FName MaterialSlotName, FString MaterialPath);// 0x404848c
void SetMaterialByName(FName MaterialSlotName, MaterialInterface* Material);// 0x40483c8
void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x4048304
void SetMassScale(FName BoneName, float InMassScale);// 0x4048238
void SetMassOverrideInKg(FName BoneName, float MassInKg, bool bOverrideMass);// 0x404811c
void SetLockedAxis(byte LockedAxis);// 0x404809c
void SetLinearDamping(float InDamping);// 0x404801c
void SetEnableGravity(bool bGravityEnabled);// 0x4047f94
void SetDrawIdeaOutline(bool bNewDrawOutline);// 0x4047f14
void SetDrawDyeingMode(enum InDrawDyeingMode);// 0x4047e9c
void SetDrawDyeing(bool bNewDrawOutline);// 0x4047e1c
void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x4047da4
void SetCustomDepthStencilValue(int Value);// 0x4047d2c
void SetCullDistance(float NewCullDistance);// 0x4047cb4
void SetConstraintMode(byte ConstraintMode);// 0x4047c34
void SetCollisionResponseToChannel(byte Channel, byte NewResponse);// 0x4047b70
void SetCollisionResponseToAllChannels(byte NewResponse);// 0x4047af0
void SetCollisionProfileName(FName InCollisionProfileName);// 0x4047a70
void SetCollisionObjectType(byte Channel);// 0x40479f0
void SetCollisionEnabled(byte NewType);// 0x4047970
void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x40478b0
void SetCastShadow(bool NewCastShadow);// 0x4006d0c
void SetBoundsScale(float NewBoundsScale);// 0x4047838
void SetAngularDamping(float InDamping);// 0x1f33670
void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);// 0x404776c
void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool bAddToCurrent);// 0x4047690
void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool bAddToCurrent);// 0x4047588
void SetAllPhysicsAngularVelocity(out const Vector NewAngVel, bool bAddToCurrent);// 0x40474ac
void SetAllMassScale(float InMassScale);// 0x404742c
Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);// 0x4047340
void PutRigidBodyToSleep(FName BoneName);// 0x40472c8
void OverrideIdeaOutlineThickness(bool bOverride, const float InThickness);// 0x4047200
void OverrideIdeaOutlineColor(bool bOverride, out const LinearColor InOutlineColor);// 0x404712c
bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool bTraceComplex, bool bShowTrace, out Vector HitLocation, out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x4046e3c
bool K2_IsQueryCollisionEnabled();// 0x4046dfc
bool K2_IsPhysicsCollisionEnabled();// 0x4046dbc
bool K2_IsCollisionEnabled();// 0x4046d84
bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x4046d04
bool IsOverlappingActor(const Actor* Other);// 0x4046c84
bool IsGravityEnabled();// 0x3f5760c
bool IsAnyRigidBodyAwake();// 0x4046c54
void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool bShouldIgnore);// 0x4046b90
void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x4046acc
WalkableSlopeOverride GetWalkableSlopeOverride();// 0x4046a90
Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);// 0x40469ac
Vector GetPhysicsLinearVelocity(FName BoneName);// 0x4046918
Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x4046884
Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x40467d8
Vector GetPhysicsAngularVelocity(FName BoneName);// 0x40467d8
void GetOverlappingComponents(out PrimitiveComponent*[] InOverlappingComponents);// 0x404670c
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x40465f8
int GetNumMaterials();// 0x3f502c4
MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int SectionIndex);// 0x404651c
MaterialInterface* GetMaterial(int ElementIndex);// 0x4046494
float GetMassScale(FName BoneName);// 0x404640c
float GetMass();// 0x40463dc
float GetLinearDamping();// 0x40463ac
Vector GetInertiaTensor(FName BoneName);// 0x4046310
byte GetCollisionResponseToChannel(byte Channel);// 0x4046288
FName GetCollisionProfileName();// 0x4046248
byte GetCollisionObjectType();// 0x1c9ad3c
byte GetCollisionEnabled();// 0x4046218
float GetClosestPointOnCollision(out const Vector Point, out Vector OutPointOnBody, FName BoneName);// 0x40460e8
Vector GetCenterOfMass(FName BoneName);// 0x4046054
float GetAngularDamping();// 0x4046024
MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex, MaterialInterface* SourceMaterial);// 0x4045f58
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, MaterialInterface* Parent);// 0x4045e8c
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int ElementIndex);// 0x4045e04
PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x4045d44
Actor*[] CopyArrayOfMoveIgnoreActors();// 0x4045c84
void ClearMoveIgnoreComponents();// 0x4045c54
void ClearMoveIgnoreActors();// 0x4045c40
bool CanCharacterStepUp(Pawn* Pawn);// 0x4045bb8
void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);// 0x4045974
void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);// 0x4045a84
void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x4045974
void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte Falloff, bool bVelChange);// 0x40457d0
void AddRadialForce(Vector Origin, float Radius, float Strength, byte Falloff, bool bAccelChange);// 0x404562c
void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);// 0x4045514
void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x40453fc
void AddForceAtLocationLocal(Vector force, Vector Location, FName BoneName);// 0x40452e4
void AddForceAtLocation(Vector force, Vector Location, FName BoneName);// 0x40451cc
void AddForce(Vector force, FName BoneName, bool bAccelChange);// 0x40450b4
void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool bVelChange);// 0x4044f9c
void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool bVelChange);// 0x4044e60
void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x4044d48
--------------------------------
Class: SceneComponent.ActorComponent.Object
PhysicsVolume* PhysicsVolume;//[Offset: 0xc0 , Size: 8]
SceneComponent* AttachParent;//[Offset: 0xc8 , Size: 4]
FName AttachSocketName;//[Offset: 0xd0 , Size: 8]
SceneComponent*[] AttachChildren;//[Offset: 0xd8 , Size: 12]
SceneComponent*[] ClientAttachedChildren;//[Offset: 0xe4 , Size: 12]
Vector RelativeLocation;//[Offset: 0x118 , Size: 12]
Rotator RelativeRotation;//[Offset: 0x124 , Size: 12]
Vector RelativeScale3D;//[Offset: 0x130 , Size: 12]
Vector ComponentVelocity;//[Offset: 0x1a0 , Size: 12]
bool bComponentToWorldUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1ac , Size: 1]
bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1ac , Size: 1]
int AntiCheatRandValue0;//[Offset: 0x1b0 , Size: 4]
bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1b4 , Size: 1]
bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1b4 , Size: 1]
int AntiCheatRandValue1;//[Offset: 0x1b8 , Size: 4]
bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1bc , Size: 1]
bool bHiddenInGame;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1bc , Size: 1]
int AntiCheatRandValue2;//[Offset: 0x1c0 , Size: 4]
bool bShouldUpdatePhysicsVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c4 , Size: 1]
bool bBoundsChangeTriggersStreamingDataRebuild;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c4 , Size: 1]
bool bUseAttachParentBound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c4 , Size: 1]
int AntiCheatRandValue3;//[Offset: 0x1c8 , Size: 4]
bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1cc , Size: 1]
int AntiCheatRandValue4;//[Offset: 0x1d0 , Size: 4]
int AntiCheatRandValue5;//[Offset: 0x1d8 , Size: 4]
bool bAbsoluteTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1dc , Size: 1]
byte Mobility;//[Offset: 0x1dd , Size: 1]
int AntiCheatRandValue6;//[Offset: 0x1e0 , Size: 4]
byte DetailMode;//[Offset: 0x1e4 , Size: 1]
delegate PhysicsVolumeChangedDelegate;//[Offset: 0x230 , Size: 12]
void ToggleVisibility(bool bPropagateToChildren);// 0x1de5628
bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x4059c84
void SetWorldScale3D(Vector NewScale);// 0x4059c14
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);// 0x4059b3c
void SetRelativeScale3D(Vector NewScale3D);// 0x4059ac4
void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x40599f0
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale);// 0x40598d0
void ResetRelativeTransform();// 0x40598bc
void OnRep_Visibility(bool OldValue);// 0x405983c
void OnRep_Transform();// 0x4059828
void OnRep_AttachSocketName();// 0x4059814
void OnRep_AttachParent();// 0x4059814
void OnRep_AttachChildren();// 0x4059800
void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4059620
void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4059498
void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x40592dc
void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4059160
void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058f80
void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058e04
void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058c48
void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058acc
Transform K2_GetComponentToWorld();// 0x4058a6c
Vector K2_GetComponentScale();// 0x4058a24
Rotator K2_GetComponentRotation();// 0x40589dc
Vector K2_GetComponentLocation();// 0x4058994
void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum ScaleRule, bool bCallModify);// 0x4058844
bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x405865c
bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte AttachType, bool bWeldSimulatedBodies);// 0x4058500
void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058320
void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x40581a4
void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4058028
void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057eac
void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057d30
void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057b50
void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x40579cc
void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4057850
bool IsVisible();// 0x1c6e00c
bool IsSimulatingPhysics(FName BoneName);// 0x40577c8
bool IsAnySimulatingPhysics();// 0x1cd1608
Vector GetUpVector();// 0x4057780
Transform GetSocketTransform(FName InSocketName, byte TransformSpace);// 0x4057684
Rotator GetSocketRotation(FName InSocketName);// 0x40575e8
Quat GetSocketQuaternion(FName InSocketName);// 0x405754c
Vector GetSocketLocation(FName InSocketName);// 0x40574b0
Vector GetRightVector();// 0x4057468
Transform GetRelativeTransform();// 0x4057408
PhysicsVolume* GetPhysicsVolume();// 0x40573e0
void GetParentComponents(out SceneComponent*[] Parents);// 0x4057314
int GetNumChildrenComponents();// 0x40572ec
Vector GetForwardVector();// 0x402f23c
Vector GetComponentVelocity();// 0x405729c
Transform GetComponentTransformViewTranslatedBP();// 0x4057260
Transform GetComponentLocal(out const Transform LocalTransform);// 0x4057160
void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[] Children);// 0x405703c
SceneComponent* GetChildComponent(int ChildIndex);// 0x4056fbc
FName GetAttachSocketName();// 0x4056fa0
SceneComponent* GetAttachParent();// 0x4056f84
FName[] GetAllSocketNames();// 0x4056ec4
bool DoesSocketExist(FName InSocketName);// 0x4056e3c
void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);// 0x4056d64
--------------------------------
Class: ActorComponent.Object
ActorComponentTickFunction PrimaryComponentTick;//[Offset: 0x20 , Size: 60]
bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
FName[] ComponentTags;//[Offset: 0x60 , Size: 12]
bool bDestroyIfOnClientNoLocalControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c , Size: 1]
float NetUpdateFrequency;//[Offset: 0x70 , Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0x78 , Size: 12]
bool bReplicates;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x84 , Size: 1]
bool bNetAddressable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x84 , Size: 1]
bool bAutoActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86 , Size: 1]
bool bIsActive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x86 , Size: 1]
bool bEditableWhenInherited;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x86 , Size: 1]
bool bCanEverAffectNavigation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x86 , Size: 1]
bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x86 , Size: 1]
bool bIsClientOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x87 , Size: 1]
enum CreationMethod;//[Offset: 0x89 , Size: 1]
SimpleMemberReference[] UCSModifiedProperties;//[Offset: 0x8c , Size: 12]
delegate OnComponentActivated;//[Offset: 0x9c , Size: 12]
delegate OnComponentDeactivated;//[Offset: 0xa8 , Size: 12]
void ToggleActive();// 0x1df126c
void SetTickGroup(byte NewTickGroup);// 0x3f1ddcc
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x3f1dd4c
void SetIsReplicated(bool ShouldReplicate);// 0x3f1dccc
void SetComponentTickInterval(float TickInterval);// 0x1d5b648
void SetComponentTickEnabled(bool bEnabled);// 0x3f1dc44
void SetAutoActivate(bool bNewAutoActivate);// 0x1ca03f8
void SetActive(bool bNewActive, bool bReset);// 0x3f1db6c
void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x3f1daec
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x3f1da6c
void ReceiveTick(float DeltaSeconds);// 0x2859eb0
void ReceiveEndPlay(byte EndPlayReason);// 0x2859eb0
void ReceiveBeginPlay();// 0x2859eb0
void OnRep_Replicates();// 0x3f1da58
void OnRep_IsActive();// 0x3f1da44
void K2_DestroyComponent(Object* Object);// 0x3f1d9cc
bool IsComponentTickEnabled();// 0x3f1d9a4
bool IsBeingDestroyed();// 0x3f1d984
bool IsActive();// 0x20a08b8
Actor* GetOwner();// 0x3f1d968
float GetComponentTickInterval();// 0x1d76298
void ForceNetUpdate();// 0x1df6eb4
void Deactivate();// 0x1df1234
bool ComponentHasTag(FName Tag);// 0x3f1d8e8
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x3f1d868
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x3f1d7e8
void Activate(bool bReset);// 0x1ca0370
--------------------------------
Class: LinearColor
float R;//[Offset: 0x0 , Size: 4]
float G;//[Offset: 0x4 , Size: 4]
float B;//[Offset: 0x8 , Size: 4]
float A;//[Offset: 0xc , Size: 4]
--------------------------------
Class: ActorComponentTickFunction.TickFunction
--------------------------------
Class: TickFunction
byte TickGroup;//[Offset: 0x4 , Size: 1]
byte EndTickGroup;//[Offset: 0x5 , Size: 1]
bool bTickEvenWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
bool bCanEverTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8 , Size: 1]
bool bStartWithTickEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8 , Size: 1]
bool bAllowTickOnDedicatedServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8 , Size: 1]
float TickInterval;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: LightingChannels
bool bChannel0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bChannel1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bChannel2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
--------------------------------
Class: Actor.Object
ActorTickFunction PrimaryActorTick;//[Offset: 0x1c , Size: 60]
bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1]
float CustomTimeDilation;//[Offset: 0x5c , Size: 4]
bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size: 1]
bool bNetTemporary;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60 , Size: 1]
bool bNetStartup;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x60 , Size: 1]
bool bOnlyRelevantToOwner;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x60 , Size: 1]
bool bOnlyRelevantToConnection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x60 , Size: 1]
bool bRegionBasedNetConsideration;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x60 , Size: 1]
bool bFastDistBasedRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x60 , Size: 1]
bool bFastCustomOwnersRelevancy;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x60 , Size: 1]
bool bAlwaysRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61 , Size: 1]
bool bReplicateMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x61 , Size: 1]
bool bTearOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x61 , Size: 1]
bool bExchangedRoles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x61 , Size: 1]
bool bNetLoadOnClient;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x61 , Size: 1]
bool bNetUseOwnerRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x61 , Size: 1]
bool bBlockInput;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x61 , Size: 1]
bool bAllowTickBeforeBeginPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62 , Size: 1]
bool bActorEnableCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x62 , Size: 1]
bool bReplicates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x62 , Size: 1]
byte RemoteRole;//[Offset: 0x63 , Size: 1]
Actor* Owner;//[Offset: 0x64 , Size: 4]
byte WorldParallelismID;//[Offset: 0x68 , Size: 1]
FName NetDriverName;//[Offset: 0x70 , Size: 8]
RepMovement ReplicatedMovement;//[Offset: 0x78 , Size: 52]
float InitialLifeSpan;//[Offset: 0xac , Size: 4]
RepAttachment AttachmentReplication;//[Offset: 0xb0 , Size: 56]
byte Role;//[Offset: 0xe8 , Size: 1]
byte NetDormancy;//[Offset: 0xe9 , Size: 1]
byte AutoReceiveInput;//[Offset: 0xea , Size: 1]
int InputPriority;//[Offset: 0xec , Size: 4]
InputComponent* InputComponent;//[Offset: 0xf0 , Size: 4]
float NetCullDistanceSquared;//[Offset: 0xf4 , Size: 4]
int NetTag;//[Offset: 0xf8 , Size: 4]
float NetConsiderFrequency;//[Offset: 0x100 , Size: 4]
float NetUpdateFrequency;//[Offset: 0x104 , Size: 4]
float MinNetUpdateFrequency;//[Offset: 0x108 , Size: 4]
float NetPriority;//[Offset: 0x110 , Size: 4]
bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x118 , Size: 1]
bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x118 , Size: 1]
bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x118 , Size: 1]
bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x118 , Size: 1]
bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x118 , Size: 1]
bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x118 , Size: 1]
bool bLowUpdateRateForReplay;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x118 , Size: 1]
bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x118 , Size: 1]
bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x119 , Size: 1]
bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x119 , Size: 1]
bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x119 , Size: 1]
bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x119 , Size: 1]
bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x119 , Size: 1]
enum SpawnCollisionHandlingMethod;//[Offset: 0x11a , Size: 1]
Pawn* Instigator;//[Offset: 0x128 , Size: 4]
Actor*[] Children;//[Offset: 0x12c , Size: 12]
SceneComponent* RootComponent;//[Offset: 0x138 , Size: 4]
MatineeActor*[] ControllingMatineeActors;//[Offset: 0x13c , Size: 12]
FName[] Layers;//[Offset: 0x150 , Size: 12]
ChildActorComponent* ParentComponent;//[Offset: 0x15c , Size: 8]
FName[] Tags;//[Offset: 0x164 , Size: 12]
uint64 HiddenEditorViews;//[Offset: 0x170 , Size: 8]
delegate OnTakeAnyDamage;//[Offset: 0x178 , Size: 12]
delegate OnTakePointDamage;//[Offset: 0x184 , Size: 12]
delegate OnActorBeginOverlap;//[Offset: 0x190 , Size: 12]
delegate OnActorEndOverlap;//[Offset: 0x19c , Size: 12]
delegate OnBeginCursorOver;//[Offset: 0x1a8 , Size: 12]
delegate OnEndCursorOver;//[Offset: 0x1b4 , Size: 12]
delegate OnClicked;//[Offset: 0x1c0 , Size: 12]
delegate OnReleased;//[Offset: 0x1cc , Size: 12]
delegate OnInputTouchBegin;//[Offset: 0x1d8 , Size: 12]
delegate OnInputTouchEnd;//[Offset: 0x1e4 , Size: 12]
delegate OnInputTouchEnter;//[Offset: 0x1f0 , Size: 12]
delegate OnInputTouchLeave;//[Offset: 0x1fc , Size: 12]
delegate OnActorHit;//[Offset: 0x208 , Size: 12]
delegate OnDestroyed;//[Offset: 0x214 , Size: 12]
delegate OnEndPlay;//[Offset: 0x220 , Size: 12]
ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x2a4 , Size: 12]
ActorComponent*[] InstanceComponents;//[Offset: 0x2b0 , Size: 12]
bool WasRecentlyRendered(float Tolerance);// 0x3f1aab0
void UserConstructionScript();// 0x2859eb0
void TearOff();// 0x1cc7830
void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);// 0x3f1a9f4
void SetTickGroup(byte NewTickGroup);// 0x3f1a97c
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x3f1a8fc
void SetReplicates(bool bInReplicates);// 0x3f1a87c
void SetReplicateMovement(bool bInReplicateMovement);// 0x3f1a7f4
void SetOwner(Actor* NewOwner);// 0x1cfd64c
void SetNetDormancy(byte NewDormancy);// 0x3f1a77c
void SetLifeSpan(float InLifespan);// 0x3f1a6fc
void SetActorTickInterval(float TickInterval);// 0x1d5b49c
void SetActorTickEnabled(bool bEnabled);// 0x3f1a67c
void SetActorScale3D(Vector NewScale3D);// 0x3f1a60c
void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x3f1a59c
void SetActorHiddenInGame(bool bNewHidden);// 0x3f1a514
void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x3f1a494
void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x1d05650
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x1d056d0
void ReceiveTick(float DeltaSeconds);// 0x2859eb0
void ReceiveReInitForReplay();// 0x2859eb0
void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0
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
void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent* OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector NormalImpulse, out const HitResult Hit);// 0x2859eb0
void ReceiveEndPlay(byte EndPlayReason);// 0x2859eb0
void ReceiveDestroyed();// 0x2859eb0
void ReceiveBeginPlay();// 0x2859eb0
void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0
void ReceiveActorOnReleased(Key ButtonReleased);// 0x2859eb0
void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x2859eb0
void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x2859eb0
void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x2859eb0
void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x2859eb0
void ReceiveActorOnClicked(Key ButtonPressed);// 0x2859eb0
void ReceiveActorEndOverlap(Actor* OtherActor);// 0x2859eb0
void ReceiveActorEndCursorOver();// 0x2859eb0
void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x2859eb0
void ReceiveActorBeginCursorOver();// 0x2859eb0
void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups);// 0x3f1a380
void OnRep_ReplicateMovement();// 0x1dbf5b4
void OnRep_ReplicatedMovement();// 0x1c7282c
void OnRep_Owner();// 0x1df126c
void OnRep_Instigator();// 0x3f1a364
void OnRep_AttachmentReplication();// 0x1df77cc
void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation, float MaxRange, FName Tag);// 0x3f1a1c8
MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);// 0x20a44d8
bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x3f1a100
bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19f10
bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);// 0x3f19e40
void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19c60
void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19ae0
void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19964
bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19794
bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f19614
void K2_OnReset();// 0x2859eb0
void K2_OnEndViewTarget(PlayerController* PC);// 0x2859eb0
void K2_OnBecomeViewTarget(PlayerController* PC);// 0x2859eb0
SceneComponent* K2_GetRootComponent();// 0x1d97908
Rotator K2_GetActorRotation();// 0x3f19520
Vector K2_GetActorLocation();// 0x3f194e0
void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum ScaleRule);// 0x3f193e0
void K2_DestroyComponent(ActorComponent* Component);// 0x3f19368
void K2_DestroyActor();// 0x1c9cb70
void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x3f19188
void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x3f18fa8
void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x3f18e54
void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x3f18d00
void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18b20
void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f1899c
void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18820
void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18640
void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f184c4
void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x3f18348
bool IsOverlappingActor(const Actor* Other);// 0x3f182c8
bool IsChildActor();// 0x3f182a0
bool IsActorTickEnabled();// 0x3f18278
bool IsActorBeingDestroyed();// 0x3f18254
bool HasAuthority();// 0x3f1822c
float GetVerticalDistanceTo(const Actor* OtherActor);// 0x3f181ac
Vector GetVelocity();// 0x3f1815c
Transform GetTransform();// 0x3f18110
bool GetTickableWhenPaused();// 0x3f180e8
float GetSquaredDistanceTo(const Actor* OtherActor);// 0x3f18068
byte GetRole();// 0x1f4a7d0
byte GetRemoteRole();// 0x3f1804c
ChildActorComponent* GetParentComponent();// 0x3f18024
Actor* GetParentActor();// 0x3f17ffc
Actor* GetOwner();// 0x3f17fe0
void GetOverlappingComponents(out PrimitiveComponent*[] OverlappingComponents);// 0x3f17f14
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x3f17e00
float GetLifeSpan();// 0x3f17dd0
Controller* GetInstigatorController();// 0x3f17da8
Pawn* GetInstigator();// 0x1fcc978
Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x3f17aa4
float GetInputAxisValue(const FName InputAxisName);// 0x3f17a24
float GetInputAxisKeyValue(const Key InputAxisKey);// 0x3f1772c
float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x3f176ac
float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x3f1762c
float GetGameTimeSinceCreation();// 0x3f17604
float GetDotProductTo(const Actor* OtherActor);// 0x3f17584
float GetDistanceTo(const Actor* OtherActor);// 0x3f17504
ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass, FName Tag);// 0x3f173b0
ActorComponent*[] GetComponentsByClass(class ActorComponent ComponentClass);// 0x3f172a8
ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);// 0x3f17228
FName GetAttachParentSocketName();// 0x3f171e8
Actor* GetAttachParentActor();// 0x3f171c0
void GetAttachedActors(out Actor*[] OutActors);// 0x3f170f4
void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);// 0x3f16fd8
Vector GetActorUpVector();// 0x3f16f64
float GetActorTimeDilation();// 0x3f16f3c
float GetActorTickInterval();// 0x3f16f14
Vector GetActorScale3D();// 0x3f16ecc
Vector GetActorRightVector();// 0x3f16e58
Vector GetActorRelativeScale3D();// 0x3f16e10
Vector GetActorForwardVector();// 0x3f16d9c
void GetActorEyesViewPoint(out Vector OutLocation, out Rotator OutRotation);// 0x3f16cbc
bool GetActorEnableCollision();// 0x3f16c9c
void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out Vector BoxExtent);// 0x3f16b74
void ForceNetUpdate();// 0x1df6eb4
void ForceNetConsider();// 0x1c6ded8
void FlushNetDormancy();// 0x3f16b60
void EnableInput(PlayerController* PlayerController);// 0x3f16ae0
void DisableInput(PlayerController* PlayerController);// 0x3f16a60
void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x3f169e0
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x3f16960
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x3f168e0
ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out const Transform RelativeTransform, const Object* ComponentTemplateContext);// 0x3f16720
bool ActorHasTag(FName Tag);// 0x3f16698
--------------------------------
Class: ActorTickFunction.TickFunction
--------------------------------
Class: RepMovement
Vector LinearVelocity;//[Offset: 0x0 , Size: 12]
Vector AngularVelocity;//[Offset: 0xc , Size: 12]
Vector Location;//[Offset: 0x18 , Size: 12]
Rotator Rotation;//[Offset: 0x24 , Size: 12]
bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30 , Size: 1]
enum LocationQuantizationLevel;//[Offset: 0x31 , Size: 1]
enum VelocityQuantizationLevel;//[Offset: 0x32 , Size: 1]
enum RotationQuantizationLevel;//[Offset: 0x33 , Size: 1]
--------------------------------
Class: Vector
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
float Z;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: Rotator
float Pitch;//[Offset: 0x0 , Size: 4]
float Yaw;//[Offset: 0x4 , Size: 4]
float Roll;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: RepAttachment
Actor* AttachParent;//[Offset: 0x0 , Size: 4]
Vector_NetQuantize100 LocationOffset;//[Offset: 0x4 , Size: 12]
Vector_NetQuantize100 RelativeScale3D;//[Offset: 0x10 , Size: 12]
Rotator RotationOffset;//[Offset: 0x1c , Size: 12]
FName AttachSocket;//[Offset: 0x28 , Size: 8]
SceneComponent* AttachComponent;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: Vector_NetQuantize100.Vector
--------------------------------
Class: InputComponent.ActorComponent.Object
bool WasControllerKeyJustReleased(Key Key);// 0x3f914e4
bool WasControllerKeyJustPressed(Key Key);// 0x3f914e4
bool IsControllerKeyDown(Key Key);// 0x3f914e4
void GetTouchState(int FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x3f91364
Vector GetControllerVectorKeyState(Key Key);// 0x3f91060
void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x3f90f80
float GetControllerKeyTimeDown(Key Key);// 0x3f90b64
void GetControllerAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x3f90e5c
float GetControllerAnalogKeyState(Key Key);// 0x3f90b64
--------------------------------
Class: Key
FName KeyName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: Pawn.Actor.Object
bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1]
bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c8 , Size: 1]
bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c8 , Size: 1]
bool bUseViewTranslatedTransform;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c8 , Size: 1]
float BaseEyeHeight;//[Offset: 0x2cc , Size: 4]
byte AutoPossessPlayer;//[Offset: 0x2d0 , Size: 1]
enum AutoPossessAI;//[Offset: 0x2d1 , Size: 1]
class Controller* AIControllerClass;//[Offset: 0x2d4 , Size: 4]
PlayerState* PlayerState;//[Offset: 0x2d8 , Size: 4]
byte RemoteViewPitch;//[Offset: 0x2dc , Size: 1]
Controller* LastHitBy;//[Offset: 0x2e0 , Size: 4]
Controller* Controller;//[Offset: 0x2e4 , Size: 4]
Vector ControlInputVector;//[Offset: 0x2f0 , Size: 12]
Vector LastControlInputVector;//[Offset: 0x2fc , Size: 12]
void SpawnDefaultController();// 0x4028cc4
void SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform);// 0x1fefac0
void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);// 0x4028bf4
void ReceiveUnpossessed(Controller* OldController);// 0x2859eb0
void ReceivePossessed(Controller* NewController);// 0x2859eb0
void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x4028aa0
void OnRep_PlayerState();// 0x3f577d0
void OnRep_Controller();// 0x1d28cd8
void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x402898c
Vector K2_GetMovementInputVector();// 0x40288bc
bool IsPlayerControlled();// 0x402895c
bool IsMoveInputIgnored();// 0x3f5760c
bool IsLocallyControlled();// 0x402892c
bool IsControlled();// 0x4028904
Vector GetPendingMovementInputVector();// 0x40288bc
Vector GetNavAgentLocation();// 0x3f57578
PawnMovementComponent* GetMovementComponent();// 0x2009d2c
static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x4028844
Vector GetLastMovementInputVector();// 0x40287fc
Rotator GetControlRotation();// 0x40287ac
Controller* GetController();// 0x4028790
Rotator GetBaseAimRotation();// 0x4028740
void DetachFromControllerPendingDestroy();// 0x1f34ce0
Vector ConsumeMovementInputVector();// 0x40286f0
void AddMovementInput(Vector WorldDirection, float ScaleValue, bool bForce);// 0x40285dc
void AddControllerYawInput(float Val);// 0x1c6e418
void AddControllerRollInput(float Val);// 0x1cdadcc
void AddControllerPitchInput(float Val);// 0x1c6ec10
--------------------------------
Class: Controller.Actor.Object
Pawn* Pawn;//[Offset: 0x2c8 , Size: 4]
Character* Character;//[Offset: 0x2d4 , Size: 4]
PlayerState* PlayerState;//[Offset: 0x2d8 , Size: 4]
SceneComponent* TransformComponent;//[Offset: 0x2dc , Size: 4]
Rotator ControlRotation;//[Offset: 0x2e0 , Size: 12]
bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2ec , Size: 1]
bool bIsPlayerController;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2ec , Size: 1]
FName StateName;//[Offset: 0x2f8 , Size: 8]
Actor* ObservedActor;//[Offset: 0x300 , Size: 4]
delegate OnInstigatedAnyDamage;//[Offset: 0x304 , Size: 12]
void UnPossess();// 0x1d02660
void StopMovement();// 0x1f34c10
void SetInitialLocationAndRotation(out const Vector NewLocation, out const Rotator NewRotation);// 0x3f578fc
void SetIgnoreMoveInput(bool bNewMoveInput);// 0x3f57874
void SetIgnoreLookInput(bool bNewLookInput);// 0x3f577ec
void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x1f1d258
void ResetIgnoreMoveInput();// 0x1f3ca78
void ResetIgnoreLookInput();// 0x1f34af4
void ResetIgnoreInputFlags();// 0x1d9cddc
void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType, Actor* DamagedActor, Actor* DamageCauser);// 0x2859eb0
void Possess(Pawn* InPawn);// 0x1d0267c
void OnRep_PlayerState();// 0x3f577d0
void OnRep_Pawn();// 0x1d28cd8
bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool bAlternateChecks);// 0x3f576b4
Pawn* K2_GetPawn();// 0x3f5768c
bool IsPlayerController();// 0x3f5766c
bool IsMoveInputIgnored();// 0x3f5763c
bool IsLookInputIgnored();// 0x3f5760c
bool IsLocalPlayerController();// 0x3f575c8
bool IsLocalController();// 0x1d1f0c4
Actor* GetViewTarget();// 0x3f502f4
Rotator GetDesiredRotation();// 0x3f57578
Rotator GetControlRotation();// 0x3f57528
void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x3f5745c
void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x3f57394
PlayerController* CastToPlayerController();// 0x3f5736c
--------------------------------
Class: Character.Pawn.Actor.Object
SkeletalMeshComponent* Mesh;//[Offset: 0x308 , Size: 4]
CharacterMovementComponent* CharacterMovement;//[Offset: 0x30c , Size: 4]
CapsuleComponent* CapsuleComponent;//[Offset: 0x310 , Size: 4]
BasedMovementInfo BasedMovement;//[Offset: 0x318 , Size: 48]
BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x348 , Size: 48]
float AnimRootMotionTranslationScale;//[Offset: 0x378 , Size: 4]
Vector BaseTranslationOffset;//[Offset: 0x37c , Size: 12]
Quat BaseRotationOffset;//[Offset: 0x390 , Size: 16]
float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x3a0 , Size: 4]
byte ReplicatedMovementMode;//[Offset: 0x3b0 , Size: 1]
bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b1 , Size: 1]
int MiddleDeviceAllowedParticleNum;//[Offset: 0x3b4 , Size: 4]
float MiddleDeviceAllowedParticleDistance;//[Offset: 0x3b8 , Size: 4]
int LowDeviceAllowedParticleNum;//[Offset: 0x3bc , Size: 4]
float LowDeviceAllowedParticleDistance;//[Offset: 0x3c0 , Size: 4]
float CrouchedEyeHeight;//[Offset: 0x3c8 , Size: 4]
bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3cc , Size: 1]
byte Ping;//[Offset: 0x3cd , Size: 1]
bool bPressedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ce , Size: 1]
bool bClientUpdating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3ce , Size: 1]
bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3ce , Size: 1]
bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3ce , Size: 1]
bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3ce , Size: 1]
bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3ce , Size: 1]
bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3ce , Size: 1]
bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3ce , Size: 1]
float JumpKeyHoldTime;//[Offset: 0x3d0 , Size: 4]
float JumpMaxHoldTime;//[Offset: 0x3d4 , Size: 4]
int JumpMaxCount;//[Offset: 0x3d8 , Size: 4]
int JumpCurrentCount;//[Offset: 0x3dc , Size: 4]
bool bWasJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3e0 , Size: 1]
delegate OnReachedJumpApex;//[Offset: 0x3e4 , Size: 12]
delegate MovementModeChangedDelegate;//[Offset: 0x3fc , Size: 12]
delegate OnCharacterMovementUpdated;//[Offset: 0x408 , Size: 12]
RootMotionSourceGroup SavedRootMotion;//[Offset: 0x414 , Size: 144]
RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x4b0 , Size: 64]
SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x4f0 , Size: 12]
RepRootMotionMontage RepRootMotion;//[Offset: 0x500 , Size: 224]
void UnCrouch(bool bClientSimulation);// 0x3f4dc70
void StopJumping();// 0x3f4dc54
void StopAnimMontage(AnimMontage* AnimMontage);// 0x1edd0c4
void SetReplicateMovement(bool bInReplicateMovement);// 0x3f1a7f4
void RootMotionDebugClientPrintOnScreen(FString inString);// 0x3f4db90
float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName);// 0x3f4da78
void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float TimeDelta);// 0x3f4d8f8
void OnRep_ServerLastTransformUpdateTimeStamp();// 0x3f4d8e4
void OnRep_RootMotion();// 0x3f4d8d0
void OnRep_ReplicatedBasedMovement();// 0x1e74790
void OnRep_IsCrouched();// 0x3f4d8b4
void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x2859eb0
void OnLanded(out const HitResult Hit);// 0x2859eb0
void OnJumped();// 0x3f4d898
void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x3f4d77c
void K2_UpdateCustomMovement(float DeltaTime);// 0x2859eb0
void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2859eb0
void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode, byte PrevCustomMode, byte NewCustomMode);// 0x2859eb0
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2859eb0
void Jump();// 0x3f4d760
bool IsPlayingRootMotion();// 0x3f4d738
bool IsPlayingNetworkedRootMotionMontage();// 0x3f4d710
bool IsJumpProvidingForce();// 0x3f4d6e0
AnimMontage* GetCurrentMontage();// 0x3f4d6b8
Vector GetBaseTranslationOffset();// 0x3f4d694
Rotator GetBaseRotationOffsetRotator();// 0x3f4d630
float GetAnimRootMotionTranslationScale();// 0x3f4d608
void Crouch(bool bClientSimulation);// 0x3f4d580
void ClientCheatWalk();// 0x3f4d564
void ClientCheatGhost();// 0x3f4d548
void ClientCheatFly();// 0x3f4d52c
bool CanJumpInternal();// 0x3f4d4fc
bool CanJump();// 0x3f4d4d4
void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator MeshRelativeRotation);// 0x3f4d40c
--------------------------------
Class: SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
byte AnimationMode;//[Offset: 0x680 , Size: 1]
class Object* AnimBlueprintGeneratedClass;//[Offset: 0x684 , Size: 4]
class AnimInstance* AnimClass;//[Offset: 0x688 , Size: 4]
AnimInstance* AnimScriptInstance;//[Offset: 0x68c , Size: 4]
AnimInstance*[] SubInstances;//[Offset: 0x690 , Size: 12]
AnimInstance* PostProcessAnimInstance;//[Offset: 0x69c , Size: 4]
SingleAnimationPlayData AnimationData;//[Offset: 0x6a0 , Size: 16]
Transform[] CachedBoneSpaceTransforms;//[Offset: 0x6d4 , Size: 12]
Transform[] CachedComponentSpaceTransforms;//[Offset: 0x6e0 , Size: 12]
float GlobalAnimRateScale;//[Offset: 0x700 , Size: 4]
enum UseAsyncScene;//[Offset: 0x704 , Size: 1]
bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x705 , Size: 1]
byte KinematicBonesUpdateType;//[Offset: 0x706 , Size: 1]
byte PhysicsTransformUpdateMode;//[Offset: 0x707 , Size: 1]
bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x708 , Size: 1]
bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x708 , Size: 1]
bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x708 , Size: 1]
bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x708 , Size: 1]
bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x708 , Size: 1]
bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x708 , Size: 1]
FName[] DisallowedAnimCurves;//[Offset: 0x70c , Size: 12]
bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x718 , Size: 1]
bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x718 , Size: 1]
bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x718 , Size: 1]
bool bClothMorphTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x718 , Size: 1]
bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x718 , Size: 1]
float ClothBlendWeight;//[Offset: 0x71c , Size: 4]
Vector RootBoneTranslation;//[Offset: 0x724 , Size: 12]
bool bDeferMovementFromSceneQueries;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x730 , Size: 1]
bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x730 , Size: 1]
bool bPauseAnims;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x730 , Size: 1]
bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x731 , Size: 1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x732 , Size: 1]
BodySetup* BodySetup;//[Offset: 0x734 , Size: 4]
bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738 , Size: 1]
bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x739 , Size: 1]
bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x739 , Size: 1]
bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x739 , Size: 1]
bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x739 , Size: 1]
bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x739 , Size: 1]
bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x739 , Size: 1]
bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x739 , Size: 1]
bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x739 , Size: 1]
uint16 CachedAnimCurveUidVersion;//[Offset: 0x73a , Size: 2]
Vector LineCheckBoundsScale;//[Offset: 0x73c , Size: 12]
delegate OnConstraintBroken;//[Offset: 0x74c , Size: 12]
class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0x818 , Size: 4]
float TeleportDistanceThreshold;//[Offset: 0x81c , Size: 4]
float TeleportRotationThreshold;//[Offset: 0x820 , Size: 4]
delegate OnAnimInitialized;//[Offset: 0x910 , Size: 12]
AnimSequence* SequenceToPlay;//[Offset: 0x9a4 , Size: 4]
AnimationAsset* AnimToPlay;//[Offset: 0x9a8 , Size: 4]
bool bDefaultLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9ac , Size: 1]
bool bDefaultPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9ac , Size: 1]
float DefaultPosition;//[Offset: 0x9b0 , Size: 4]
float DefaultPlayRate;//[Offset: 0x9b4 , Size: 4]
uint32 LastPoseTickFrame;//[Offset: 0x9b8 , Size: 4]
float LastPoseTickTime;//[Offset: 0x9bc , Size: 4]
bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e8 , Size: 1]
bool bIsNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9ea , Size: 1]
void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);// 0x4060c5c
void SuspendClothingSimulation();// 0x4060c48
void Stop();// 0x4060c34
void SnapshotPose(out PoseSnapshot Snapshot);// 0x4060b24
void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x1d05764
void SetTeleportRotationThreshold(float Threshold);// 0x4060aac
void SetTeleportDistanceThreshold(float Threshold);// 0x4060a34
void SetPosition(float InPos, bool bFireNotifies);// 0x4060970
void SetPlayRate(float Rate);// 0x40608f8
void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x4060880
void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, FName BoneName, bool bIncludeSelf);// 0x406075c
void SetMorphTarget(FName MorphTargetName, float Value, bool bRemoveZeroWeight);// 0x4060648
void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x40605c8
void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName, bool bIncludeSelf);// 0x40604ac
void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x40603e4
void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x4060364
void SetConstraintProfileForAll(FName ProfileName, bool bDefaultIfNotFound);// 0x4060298
void SetConstraintProfile(FName JointName, FName ProfileName, bool bDefaultIfNotFound);// 0x406017c
void SetClothMaxDistanceScale(float Scale);// 0x4060104
void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName BoneName);// 0x4060034
void SetAnimInstanceClass(class Object NewClass);// 0x405ffbc
void SetAnimationMode(byte InAnimationMode);// 0x405ff44
void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x405fecc
void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle);// 0x405fd78
void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);// 0x405fc5c
void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x405fbdc
void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x405fabc
void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x405f99c
void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType);// 0x405f84c
void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x405f7cc
void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x405f708
void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool bNewSimulate, bool bIncludeSelf);// 0x405f5dc
void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x405f468
void ResumeClothingSimulation();// 0x405f454
void ResetClothTeleportMode();// 0x405f440
void ResetAllowedAnimCurveEvaluation();// 0x405f42c
void ResetAllBodiesSimulatePhysics();// 0x405f418
void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x405f354
void Play(bool bLooping);// 0x405f2d4
void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate);// 0x405f12c
bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float Distance);// 0x405ef40
bool IsPlaying();// 0x405ef18
bool IsClothingSimulationSuspended();// 0x405eef0
bool IsBodyGravityEnabled(FName BoneName);// 0x405ee70
float GetTeleportRotationThreshold();// 0x405ee48
float GetTeleportDistanceThreshold();// 0x405ee48
AnimInstance*[] GetSubAnimInstances();// 0x405ed88
Vector GetSkeletalCenterOfMass();// 0x405ed40
AnimInstance* GetPostProcessInstance();// 0x405ed18
float GetPosition();// 0x405ecf0
float GetPlayRate();// 0x405ecc8
float GetMorphTarget(FName MorphTargetName);// 0x405ec48
bool GetDisableAnimCurves();// 0x405ec24
void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float TwistAngle, out float Swing2Angle);// 0x405eaa4
float GetClothMaxDistanceScale();// 0x405ea7c
float GetBoneMass(FName BoneName, bool bScaleMass);// 0x405e9a8
AnimInstance* GetAnimInstance();// 0x405e980
byte GetAnimationMode();// 0x1f0d80c
bool GetAllowedAnimCurveEvaluate();// 0x405e960
void ForceClothNextUpdateTeleportAndReset();// 0x405e94c
void ForceClothNextUpdateTeleport();// 0x405e938
FName FindConstraintBoneName(int ConstraintIndex);// 0x405e8b0
void ClearMorphTargets();// 0x405e89c
void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);// 0x405e78c
void BindClothToMasterPoseComponent();// 0x405e778
void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x405e6ac
void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool bVelChange, bool bIncludeSelf);// 0x405e544
void AddForceToAllBodiesBelow(Vector force, FName BoneName, bool bAccelChange, bool bIncludeSelf);// 0x405e3dc
void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x405e2bc
--------------------------------
Class: SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
SkeletalMesh* SkeletalMesh;//[Offset: 0x574 , Size: 4]
SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x578 , Size: 8]
bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5c4 , Size: 1]
PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x5e0 , Size: 4]
int ForcedLodModel;//[Offset: 0x5e4 , Size: 4]
int MinLodModel;//[Offset: 0x5e8 , Size: 4]
SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x5f8 , Size: 12]
float StreamingDistanceMultiplier;//[Offset: 0x604 , Size: 4]
Color WireframeColor;//[Offset: 0x608 , Size: 4]
bool bForceWireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60c , Size: 1]
bool bDisplayBones;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60c , Size: 1]
bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x60c , Size: 1]
bool bHideSkin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x60c , Size: 1]
bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61c , Size: 1]
bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x61c , Size: 1]
bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x61c , Size: 1]
byte MeshComponentUpdateFlag;//[Offset: 0x61d , Size: 1]
bool NeedUpdateEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61e , Size: 1]
bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61f , Size: 1]
bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x62c , Size: 1]
bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62c , Size: 1]
byte CustomSortAlternateIndexMode;//[Offset: 0x62d , Size: 1]
bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x62e , Size: 1]
bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62e , Size: 1]
float CapsuleIndirectShadowMinVisibility;//[Offset: 0x630 , Size: 4]
bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x634 , Size: 1]
BoxSphereBounds CachedLocalBounds;//[Offset: 0x64c , Size: 28]
bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x668 , Size: 1]
bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x669 , Size: 1]
bool bEnableUpdateRateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66a , Size: 1]
bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66b , Size: 1]
void UnloadSkinWeightProfile(FName InProfileName);// 0x4064970
void UnHideBoneByName(FName BoneName);// 0x40648f8
void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4064734
void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4064570
void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[] VertexColors);// 0x4064460
bool SetSkinWeightProfile(FName InProfileName);// 0x40643e0
void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[] SkinWeights);// 0x40642d0
void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose);// 0x4064204
void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReInit);// 0x4064138
void SetMinLOD(int InNewMinLOD);// 0x40640c0
void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent);// 0x4064048
void SetForcedLOD(int InNewForcedLOD);// 0x4063fd0
void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x4063f50
void SetCastCapsuleDirectShadow(bool bNewValue);// 0x4063ed0
void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x4063e58
bool IsUsingSkinWeightProfile();// 0x4063e38
bool IsBoneHiddenByName(FName BoneName);// 0x4063db8
void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x4063cf4
FName GetSocketBoneName(FName InSocketName);// 0x4063c68
FName GetParentBone(FName BoneName);// 0x4063bdc
int GetNumLODs();// 0x4063bb4
int GetNumBones();// 0x4063b8c
FName GetCurrentSkinWeightProfileName();// 0x4063b68
FName GetBoneName(int BoneIndex);// 0x4063ae0
int GetBoneIndex(FName BoneName);// 0x4063a60
FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset);// 0x40638e8
void ClearVertexColorOverride(int LODIndex);// 0x4063870
void ClearSkinWeightProfile();// 0x1c8c854
void ClearSkinWeightOverride(int LODIndex);// 0x40637f8
bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x406372c
--------------------------------
Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
MaterialInterface*[] OverrideMaterials;//[Offset: 0x554 , Size: 12]
void SetVectorParameterValueOnMaterials(const FName ParameterName, const Vector ParameterValue);// 0x40071a0
void SetScalarParameterValueOnMaterials(const FName ParameterName, const float ParameterValue);// 0x40070dc
void SetLayerVisibilityValue(byte Layer, bool Visible, bool bPropagateToChildren);// 0x4006fc0
void SetLayerVisibilityEnable(bool Enable, bool bPropagateToChildren);// 0x4006ee8
void SetLayerCastShadowValue(byte Layer, bool NewCastShadow);// 0x4006e1c
void SetLayerCastShadowEnable(bool Enable);// 0x4006d94
void SetCastShadow(bool NewCastShadow);// 0x4006d0c
void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups);// 0x4006bf8
bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x4006b70
FName[] GetMaterialSlotNames();// 0x4006aa8
MaterialInterface*[] GetMaterials();// 0x40069e0
int GetMaterialIndex(FName MaterialSlotName);// 0x4006958
bool GetLayerVisibilityValue(byte Layer);// 0x40068d0
bool GetLayerCastShadowValue(byte Layer);// 0x4006848
--------------------------------
Class: SkeletalMesh.Object
Skeleton* Skeleton;//[Offset: 0x2c , Size: 4]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
BoxSphereBounds ImportedBounds;//[Offset: 0x34 , Size: 28]
BoxSphereBounds ExtendedBounds;//[Offset: 0x50 , Size: 28]
Vector PositiveBoundsExtension;//[Offset: 0x6c , Size: 12]
Vector NegativeBoundsExtension;//[Offset: 0x78 , Size: 12]
Vector IndirectLightingCachePositionOffset;//[Offset: 0x84 , Size: 12]
SkeletalMaterial[] Materials;//[Offset: 0xb0 , Size: 12]
BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xbc , Size: 12]
byte SkelMirrorAxis;//[Offset: 0xc8 , Size: 1]
byte SkelMirrorFlipAxis;//[Offset: 0xc9 , Size: 1]
SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xcc , Size: 12]
bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd8 , Size: 1]
bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd8 , Size: 1]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xd8 , Size: 1]
bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xd8 , Size: 1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xd8 , Size: 1]
bool bEnableSelfCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xd8 , Size: 1]
BodySetup* BodySetup;//[Offset: 0xdc , Size: 4]
PhysicsAsset* PhysicsAsset;//[Offset: 0xe0 , Size: 4]
PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0xe4 , Size: 4]
NodeMappingContainer*[] NodeMappingData;//[Offset: 0xe8 , Size: 12]
MorphTarget*[] MorphTargets;//[Offset: 0xf4 , Size: 12]
ClothingAssetData_Legacy[] ClothingAssets;//[Offset: 0x210 , Size: 12]
class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x21c , Size: 4]
ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x220 , Size: 12]
AssetUserData*[] AssetUserData;//[Offset: 0x22c , Size: 12]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x23c , Size: 12]
SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x254 , Size: 12]
int NumSockets();// 0x405cadc
bool IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections);// 0x405ca10
SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x405c990
NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);// 0x405c910
BoxSphereBounds GetImportedBounds();// 0x405c8bc
BoxSphereBounds GetBounds();// 0x405c868
SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int OutIndex);// 0x405c78c
SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x405c70c
--------------------------------
Class: Skeleton.Object
BoneNode[] BoneTree;//[Offset: 0x20 , Size: 12]
Transform[] RefLocalPoses;//[Offset: 0x2c , Size: 12]
Guid VirtualBoneGuid;//[Offset: 0x108 , Size: 16]
VirtualBone[] VirtualBones;//[Offset: 0x118 , Size: 12]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x124 , Size: 12]
SmartNameContainer SmartNames;//[Offset: 0x16c , Size: 60]
BlendProfile*[] BlendProfiles;//[Offset: 0x1b8 , Size: 12]
AnimSlotGroup[] SlotGroups;//[Offset: 0x1c4 , Size: 12]
AssetUserData*[] AssetUserData;//[Offset: 0x268 , Size: 12]
--------------------------------
Class: BoneNode
FName Name;//[Offset: 0x0 , Size: 8]
int ParentIndex;//[Offset: 0x8 , Size: 4]
byte TranslationRetargetingMode;//[Offset: 0xc , Size: 1]
--------------------------------
Class: Transform
Quat Rotation;//[Offset: 0x0 , Size: 16]
Vector Translation;//[Offset: 0x10 , Size: 12]
Vector Scale3D;//[Offset: 0x20 , Size: 12]
--------------------------------
Class: Quat
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
float Z;//[Offset: 0x8 , Size: 4]
float W;//[Offset: 0xc , Size: 4]
--------------------------------
Class: Guid
int A;//[Offset: 0x0 , Size: 4]
int B;//[Offset: 0x4 , Size: 4]
int C;//[Offset: 0x8 , Size: 4]
int D;//[Offset: 0xc , Size: 4]
--------------------------------
Class: VirtualBone
FName SourceBoneName;//[Offset: 0x0 , Size: 8]
FName TargetBoneName;//[Offset: 0x8 , Size: 8]
FName VirtualBoneName;//[Offset: 0x10 , Size: 8]
--------------------------------
Class: SkeletalMeshSocket.Object
FName SocketName;//[Offset: 0x20 , Size: 8]
FName BoneName;//[Offset: 0x28 , Size: 8]
Vector RelativeLocation;//[Offset: 0x30 , Size: 12]
Rotator RelativeRotation;//[Offset: 0x3c , Size: 12]
Vector RelativeScale;//[Offset: 0x48 , Size: 12]
bool bForceAlwaysAnimated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1]
void InitializeSocketFromLocation(const SkeletalMeshComponent* SkelComp, Vector WorldLocation, Vector WorldNormal);// 0x4062710
Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x4062680
--------------------------------
Class: SmartNameContainer
--------------------------------
Class: BlendProfile.Object
Skeleton* OwningSkeleton;//[Offset: 0x20 , Size: 4]
BlendProfileBoneEntry[] ProfileEntries;//[Offset: 0x24 , Size: 12]
--------------------------------
Class: BlendProfileBoneEntry
BoneReference BoneReference;//[Offset: 0x0 , Size: 24]
float BlendScale;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: BoneReference
FName BoneName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: AnimSlotGroup
FName GroupName;//[Offset: 0x0 , Size: 8]
FName[] SlotNames;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: AssetUserData.Object
--------------------------------
Class: BoxSphereBounds
Vector Origin;//[Offset: 0x0 , Size: 12]
Vector BoxExtent;//[Offset: 0xc , Size: 12]
float SphereRadius;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: SkeletalMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0 , Size: 4]
bool bEnableShadowCasting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
bool bRecomputeTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
FName MaterialSlotName;//[Offset: 0x8 , Size: 8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x10 , Size: 20]
SoftObjectPath MaterialSoftRef;//[Offset: 0x28 , Size: 24]
--------------------------------
Class: MaterialInterface.Object
SubsurfaceProfile* SubsurfaceProfile;//[Offset: 0x20 , Size: 4]
LightmassMaterialInterfaceSettings LightmassSettings;//[Offset: 0x2c , Size: 20]
MaterialTextureInfo[] TextureStreamingData;//[Offset: 0x40 , Size: 12]
void SetStreamingTextureMipOffset(int NewMipOffset, bool SizeLimited);// 0x40043a4
void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups);// 0x400423c
PhysicalMaterial* GetPhysicalMaterial();// 0x22dc8e0
Material* GetBaseMaterial();// 0x4004214
--------------------------------
Class: SubsurfaceProfile.Object
SubsurfaceProfileStruct Settings;//[Offset: 0x1c , Size: 36]
--------------------------------
Class: SubsurfaceProfileStruct
float ScatterRadius;//[Offset: 0x0 , Size: 4]
LinearColor SubsurfaceColor;//[Offset: 0x4 , Size: 16]
LinearColor FalloffColor;//[Offset: 0x14 , Size: 16]
--------------------------------
Class: LightmassMaterialInterfaceSettings
bool bCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
float EmissiveBoost;//[Offset: 0x4 , Size: 4]
float DiffuseBoost;//[Offset: 0x8 , Size: 4]
float ExportResolutionScale;//[Offset: 0xc , Size: 4]
bool bOverrideCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
bool bOverrideEmissiveBoost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10 , Size: 1]
bool bOverrideDiffuseBoost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10 , Size: 1]
bool bOverrideExportResolutionScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10 , Size: 1]
--------------------------------
Class: MaterialTextureInfo
float SamplingScale;//[Offset: 0x0 , Size: 4]
int UVChannelIndex;//[Offset: 0x4 , Size: 4]
FName TextureName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: PhysicalMaterial.Object
float Friction;//[Offset: 0x1c , Size: 4]
byte FrictionCombineMode;//[Offset: 0x20 , Size: 1]
bool bOverrideFrictionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1]
float Restitution;//[Offset: 0x24 , Size: 4]
byte RestitutionCombineMode;//[Offset: 0x28 , Size: 1]
bool bOverrideRestitutionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29 , Size: 1]
float Density;//[Offset: 0x2c , Size: 4]
float RaiseMassToPower;//[Offset: 0x30 , Size: 4]
float DestructibleDamageThresholdScale;//[Offset: 0x34 , Size: 4]
PhysicalMaterialPropertyBase* PhysicalMaterialProperty;//[Offset: 0x38 , Size: 4]
byte SurfaceType;//[Offset: 0x3c , Size: 1]
float TireFrictionScale;//[Offset: 0x40 , Size: 4]
TireFrictionScalePair[] TireFrictionScales;//[Offset: 0x44 , Size: 12]
--------------------------------
Class: PhysicalMaterialPropertyBase.Object
--------------------------------
Class: TireFrictionScalePair
TireType* TireType;//[Offset: 0x0 , Size: 4]
float FrictionScale;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: TireType.DataAsset.Object
float FrictionScale;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: DataAsset.Object
class DataAsset* NativeClass;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: Material.MaterialInterface.Object
PhysicalMaterial* PhysMaterial;//[Offset: 0x50 , Size: 4]
ColorMaterialInput DiffuseColor;//[Offset: 0x58 , Size: 56]
ColorMaterialInput SpecularColor;//[Offset: 0x90 , Size: 56]
ColorMaterialInput BaseColor;//[Offset: 0xc8 , Size: 56]
ScalarMaterialInput Metallic;//[Offset: 0x100 , Size: 56]
ScalarMaterialInput Specular;//[Offset: 0x138 , Size: 56]
ScalarMaterialInput Roughness;//[Offset: 0x170 , Size: 56]
VectorMaterialInput Normal;//[Offset: 0x1a8 , Size: 64]
ColorMaterialInput EmissiveColor;//[Offset: 0x1e8 , Size: 56]
ScalarMaterialInput Opacity;//[Offset: 0x220 , Size: 56]
ScalarMaterialInput OpacityMask;//[Offset: 0x258 , Size: 56]
byte MaterialDomain;//[Offset: 0x290 , Size: 1]
byte BlendMode;//[Offset: 0x291 , Size: 1]
byte DecalBlendMode;//[Offset: 0x292 , Size: 1]
byte MaterialDecalResponse;//[Offset: 0x293 , Size: 1]
byte ShadingModel;//[Offset: 0x294 , Size: 1]
float OpacityMaskClipValue;//[Offset: 0x298 , Size: 4]
float VertexOffsetAlongNormal;//[Offset: 0x29c , Size: 4]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a0 , Size: 1]
byte OITBlendMode;//[Offset: 0x2a1 , Size: 1]
VectorMaterialInput WorldPositionOffset;//[Offset: 0x2a8 , Size: 64]
VectorMaterialInput WorldDisplacement;//[Offset: 0x2e8 , Size: 64]
ScalarMaterialInput TessellationMultiplier;//[Offset: 0x328 , Size: 56]
ColorMaterialInput SubsurfaceColor;//[Offset: 0x360 , Size: 56]
ScalarMaterialInput ClearCoat;//[Offset: 0x398 , Size: 56]
ScalarMaterialInput ClearCoatRoughness;//[Offset: 0x3d0 , Size: 56]
ScalarMaterialInput AmbientOcclusion;//[Offset: 0x408 , Size: 56]
ScalarMaterialInput Refraction;//[Offset: 0x440 , Size: 56]
Vector2MaterialInput CustomizedUVs;//[Offset: 0x478 , Size: 64]
MaterialAttributesInput MaterialAttributes;//[Offset: 0x678 , Size: 56]
ScalarMaterialInput PixelDepthOffset;//[Offset: 0x6b0 , Size: 56]
Vector4MaterialInput CustomizedVertexColor;//[Offset: 0x6f0 , Size: 80]
Vector4MaterialInput PlanarReflectionOffsetScale;//[Offset: 0x740 , Size: 80]
bool bEnableSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x790 , Size: 1]
bool bEnableMobileSeparateTranslucency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x790 , Size: 1]
bool bEnableResponsiveAA;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x790 , Size: 1]
bool bScreenSpaceReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x790 , Size: 1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x790 , Size: 1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x790 , Size: 1]
bool DitherOpacityMask;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x790 , Size: 1]
bool bAllowNegativeEmissiveColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x790 , Size: 1]
int NumCustomizedUVs;//[Offset: 0x794 , Size: 4]
byte TranslucencyLightingMode;//[Offset: 0x798 , Size: 1]
float TranslucencyDirectionalLightingIntensity;//[Offset: 0x79c , Size: 4]
bool AllowTranslucentCustomDepthWrites;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a0 , Size: 1]
float TranslucentShadowDensityScale;//[Offset: 0x7a4 , Size: 4]
float TranslucentSelfShadowDensityScale;//[Offset: 0x7a8 , Size: 4]
float TranslucentSelfShadowSecondDensityScale;//[Offset: 0x7ac , Size: 4]
float TranslucentSelfShadowSecondOpacity;//[Offset: 0x7b0 , Size: 4]
float TranslucentBackscatteringExponent;//[Offset: 0x7b4 , Size: 4]
LinearColor TranslucentMultipleScatteringExtinction;//[Offset: 0x7b8 , Size: 16]
float TranslucentShadowStartOffset;//[Offset: 0x7c8 , Size: 4]
bool bDisableDepthTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cc , Size: 1]
bool bGenerateSphericalParticleNormals;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cc , Size: 1]
bool bTangentSpaceNormal;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cc , Size: 1]
bool bUseEmissiveForDynamicAreaLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cc , Size: 1]
bool bBlockGI;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cc , Size: 1]
bool bUsedAsSpecialEngineMaterial;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cc , Size: 1]
bool bUsedWithSkeletalMesh;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cc , Size: 1]
bool bUsedWithGFur;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cc , Size: 1]
bool bUsedWithEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cd , Size: 1]
bool bUsedWithParticleSprites;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cd , Size: 1]
bool bUsedWithBeamTrails;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cd , Size: 1]
bool bUsedWithMeshParticles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cd , Size: 1]
bool bUsedWithNiagaraSprites;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cd , Size: 1]
bool bUsedWithNiagaraRibbons;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cd , Size: 1]
bool bUsedWithNiagaraMeshParticles;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cd , Size: 1]
bool bUsedWithIBL;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cd , Size: 1]
bool bUsedWithStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ce , Size: 1]
bool bUsedWithMorphTargets;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ce , Size: 1]
bool bUsedWithSplineMeshes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ce , Size: 1]
bool bUsedWithInstancedStaticMeshes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ce , Size: 1]
bool bUsedWithInstancedPDSurface;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ce , Size: 1]
bool bUsesDistortion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ce , Size: 1]
bool bUsedWithClothing;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7ce , Size: 1]
bool bUsedWithUI;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7ce , Size: 1]
bool bUsedWithPPRBackgroud;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cf , Size: 1]
bool bAutomaticallySetUsageInEditor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cf , Size: 1]
bool bFullyRough;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cf , Size: 1]
bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cf , Size: 1]
bool bForceMaterialFloat;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cf , Size: 1]
bool bUseLightmapDirectionality;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cf , Size: 1]
bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cf , Size: 1]
bool bUseSimplestShader;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cf , Size: 1]
bool bBypassSystemMaterialQuality;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d0 , Size: 1]
bool bBypassMobilePointLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d0 , Size: 1]
bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d0 , Size: 1]
bool bForceOutputLinearSpace;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d0 , Size: 1]
bool bUseAsDrawToRenderTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d0 , Size: 1]
bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d0 , Size: 1]
bool bUseLightmap;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d0 , Size: 1]
bool bUseIndirectLighting;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d0 , Size: 1]
bool bShadowOnEmissiveColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d1 , Size: 1]
bool bUsedGrassInstnaceColor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d1 , Size: 1]
bool bUsedVertexPointLight;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d1 , Size: 1]
bool bUsedDynamicObjectVertexLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d1 , Size: 1]
byte ShadowOverride;//[Offset: 0x7d2 , Size: 1]
byte SimpleVertexNormalSituation;//[Offset: 0x7d3 , Size: 1]
bool bZForceFar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d4 , Size: 1]
bool bWettable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d4 , Size: 1]
bool bUseLegacySpecular;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d4 , Size: 1]
bool bCorrectBlendingColorInHDR;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d4 , Size: 1]
bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d4 , Size: 1]
bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d4 , Size: 1]
bool bApplyVertexFog;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d4 , Size: 1]
bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d4 , Size: 1]
byte D3D11TessellationMode;//[Offset: 0x7d5 , Size: 1]
bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d6 , Size: 1]
bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d6 , Size: 1]
float MaxDisplacement;//[Offset: 0x7d8 , Size: 4]
bool Wireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7dc , Size: 1]
bool bOutputVelocityOnBasePass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7dc , Size: 1]
bool bUnlitOutputAllMTOnBasePass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7dc , Size: 1]
int EditorX;//[Offset: 0x7e0 , Size: 4]
int EditorY;//[Offset: 0x7e4 , Size: 4]
int EditorPitch;//[Offset: 0x7e8 , Size: 4]
int EditorYaw;//[Offset: 0x7ec , Size: 4]
MaterialExpression*[] Expressions;//[Offset: 0x7f0 , Size: 12]
MaterialFunctionInfo[] MaterialFunctionInfos;//[Offset: 0x7fc , Size: 12]
MaterialParameterCollectionInfo[] MaterialParameterCollectionInfos;//[Offset: 0x808 , Size: 12]
bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x814 , Size: 1]
bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x814 , Size: 1]
bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x814 , Size: 1]
bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x814 , Size: 1]
bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x814 , Size: 1]
bool bDisableDirectionalLighting;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x814 , Size: 1]
bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x814 , Size: 1]
bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x814 , Size: 1]
bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x815 , Size: 1]
bool bUseLandscapeVertexHole;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x815 , Size: 1]
uint32 UsageFlagWarnings;//[Offset: 0x818 , Size: 4]
byte BlendableLocation;//[Offset: 0x81c , Size: 1]
int BlendablePriority;//[Offset: 0x820 , Size: 4]
bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824 , Size: 1]
byte RefractionMode;//[Offset: 0x825 , Size: 1]
float RefractionDepthBias;//[Offset: 0x828 , Size: 4]
Guid stateID;//[Offset: 0x82c , Size: 16]
Texture*[] ExpressionTextureReferences;//[Offset: 0x8d4 , Size: 12]
--------------------------------
Class: ColorMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
Color Constant;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: MaterialInput
int OutputIndex;//[Offset: 0x0 , Size: 4]
FString InputName;//[Offset: 0x4 , Size: 12]
int Mask;//[Offset: 0x10 , Size: 4]
int MaskR;//[Offset: 0x14 , Size: 4]
int MaskG;//[Offset: 0x18 , Size: 4]
int MaskB;//[Offset: 0x1c , Size: 4]
int MaskA;//[Offset: 0x20 , Size: 4]
FName ExpressionName;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: Color
byte B;//[Offset: 0x0 , Size: 1]
byte G;//[Offset: 0x1 , Size: 1]
byte R;//[Offset: 0x2 , Size: 1]
byte A;//[Offset: 0x3 , Size: 1]
--------------------------------
Class: ScalarMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
float Constant;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: VectorMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
Vector Constant;//[Offset: 0x34 , Size: 12]
--------------------------------
Class: Vector2MaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
float ConstantX;//[Offset: 0x34 , Size: 4]
float ConstantY;//[Offset: 0x38 , Size: 4]
--------------------------------
Class: MaterialAttributesInput.ExpressionInput
int PropertyConnectedBitmask;//[Offset: 0x30 , Size: 4]
--------------------------------
Class: ExpressionInput
int OutputIndex;//[Offset: 0x0 , Size: 4]
FString InputName;//[Offset: 0x4 , Size: 12]
int Mask;//[Offset: 0x10 , Size: 4]
int MaskR;//[Offset: 0x14 , Size: 4]
int MaskG;//[Offset: 0x18 , Size: 4]
int MaskB;//[Offset: 0x1c , Size: 4]
int MaskA;//[Offset: 0x20 , Size: 4]
FName ExpressionName;//[Offset: 0x28 , Size: 8]
--------------------------------
Class: Vector4MaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
Vector4 Constant;//[Offset: 0x40 , Size: 16]
--------------------------------
Class: Vector4
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
float Z;//[Offset: 0x8 , Size: 4]
float W;//[Offset: 0xc , Size: 4]
--------------------------------
Class: MaterialExpression.Object
Material* Material;//[Offset: 0x1c , Size: 4]
MaterialFunction* Function;//[Offset: 0x20 , Size: 4]
FString Desc;//[Offset: 0x24 , Size: 12]
Color BorderColor;//[Offset: 0x30 , Size: 4]
bool bRealtimePreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34 , Size: 1]
bool bNeedToUpdatePreview;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34 , Size: 1]
bool bIsParameterExpression;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34 , Size: 1]
bool bCommentBubbleVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x34 , Size: 1]
bool bShowOutputNameOnPin;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x34 , Size: 1]
bool bShowMaskColorsOnPin;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x34 , Size: 1]
bool bHidePreviewWindow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x34 , Size: 1]
bool bCollapsed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x34 , Size: 1]
bool bShaderInputData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x35 , Size: 1]
bool bShowInputs;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x35 , Size: 1]
bool bShowOutputs;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x35 , Size: 1]
ExpressionOutput[] Outputs;//[Offset: 0x38 , Size: 12]
--------------------------------
Class: MaterialFunction.Object
Guid stateID;//[Offset: 0x1c , Size: 16]
FString Description;//[Offset: 0x2c , Size: 12]
bool bExposeToLibrary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
MaterialExpression*[] FunctionExpressions;//[Offset: 0x3c , Size: 12]
bool bReentrantFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
--------------------------------
Class: ExpressionOutput
FString OutputName;//[Offset: 0x0 , Size: 12]
int Mask;//[Offset: 0xc , Size: 4]
int MaskR;//[Offset: 0x10 , Size: 4]
int MaskG;//[Offset: 0x14 , Size: 4]
int MaskB;//[Offset: 0x18 , Size: 4]
int MaskA;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: MaterialFunctionInfo
Guid stateID;//[Offset: 0x0 , Size: 16]
MaterialFunction* Function;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: MaterialParameterCollectionInfo
Guid stateID;//[Offset: 0x0 , Size: 16]
MaterialParameterCollection* ParameterCollection;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: MaterialParameterCollection.Object
Guid stateID;//[Offset: 0x1c , Size: 16]
CollectionScalarParameter[] ScalarParameters;//[Offset: 0x2c , Size: 12]
CollectionVectorParameter[] VectorParameters;//[Offset: 0x38 , Size: 12]
--------------------------------
Class: CollectionScalarParameter.CollectionParameterBase
float DefaultValue;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: CollectionParameterBase
FName ParameterName;//[Offset: 0x0 , Size: 8]
Guid ID;//[Offset: 0x8 , Size: 16]
--------------------------------
Class: CollectionVectorParameter.CollectionParameterBase
LinearColor DefaultValue;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: Texture.Object
Guid LightingGuid;//[Offset: 0x20 , Size: 16]
int LODBias;//[Offset: 0x30 , Size: 4]
int NumCinematicMipLevels;//[Offset: 0x34 , Size: 4]
bool SRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
bool bNotUsedInHighQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38 , Size: 1]
bool bNotUsedInMediumQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x38 , Size: 1]
bool bNotUsedInLowQuality;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x38 , Size: 1]
bool NeverStream;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x38 , Size: 1]
bool bNoTiling;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x38 , Size: 1]
bool bUseCinematicMipLevels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x38 , Size: 1]
AssetUserData*[] AssetUserData;//[Offset: 0x3c , Size: 12]
int CachedCombinedLODBias;//[Offset: 0x48 , Size: 4]
bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c , Size: 1]
byte CompressionSettings;//[Offset: 0x4d , Size: 1]
byte Filter;//[Offset: 0x4e , Size: 1]
byte LODGroup;//[Offset: 0x4f , Size: 1]
byte CrunchSetting;//[Offset: 0x50 , Size: 1]
bool bOverrideCrunchCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x51 , Size: 1]
float CrunchCompressionAmount;//[Offset: 0x54 , Size: 4]
bool bDisableBasisCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58 , Size: 1]
--------------------------------
Class: MeshUVChannelInfo
bool bInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
bool bOverrideDensities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
float LocalUVDensities;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: SoftObjectPath
FName AssetPathName;//[Offset: 0x0 , Size: 8]
FString SubPathString;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: BoneMirrorInfo
int SourceIndex;//[Offset: 0x0 , Size: 4]
byte BoneFlipAxis;//[Offset: 0x4 , Size: 1]
--------------------------------
Class: SkeletalMeshLODInfo
float ScreenSize;//[Offset: 0x0 , Size: 4]
float LODHysteresis;//[Offset: 0x4 , Size: 4]
int[] LODMaterialMap;//[Offset: 0x8 , Size: 12]
bool[] bEnableShadowCasting;//[Offset: 0x14 , Size: 12]
TriangleSortSettings[] TriangleSortSettings;//[Offset: 0x20 , Size: 12]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c , Size: 1]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x30 , Size: 328]
SimplygonRemeshingSettings RemeshingSettings;//[Offset: 0x178 , Size: 140]
GroupedSkeletalOptimizationSettings OptimizationSettings;//[Offset: 0x204 , Size: 532]
FName[] RemovedBones;//[Offset: 0x418 , Size: 12]
BoneReference[] BonesToRemove;//[Offset: 0x424 , Size: 12]
AnimSequence* BakePose;//[Offset: 0x430 , Size: 4]
FString SourceImportFilename;//[Offset: 0x434 , Size: 12]
bool bHasPerLODVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x440 , Size: 1]
--------------------------------
Class: TriangleSortSettings
byte TriangleSorting;//[Offset: 0x0 , Size: 1]
byte CustomLeftRightAxis;//[Offset: 0x1 , Size: 1]
FName CustomLeftRightBoneName;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: SkeletalMeshOptimizationSettings
byte ReductionMethod;//[Offset: 0x0 , Size: 1]
float NumOfTrianglesPercentage;//[Offset: 0x4 , Size: 4]
float MaxDeviationPercentage;//[Offset: 0x8 , Size: 4]
int ScreenSize;//[Offset: 0xc , Size: 4]
float WeldingThreshold;//[Offset: 0x10 , Size: 4]
bool bRecalcNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
float NormalsThreshold;//[Offset: 0x18 , Size: 4]
byte SilhouetteImportance;//[Offset: 0x1c , Size: 1]
byte TextureImportance;//[Offset: 0x1d , Size: 1]
byte ShadingImportance;//[Offset: 0x1e , Size: 1]
byte SkinningImportance;//[Offset: 0x1f , Size: 1]
float BoneReductionRatio;//[Offset: 0x20 , Size: 4]
int MaxBonesPerVertex;//[Offset: 0x24 , Size: 4]
bool bTransferMorphTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
BoneReference[] BonesToRemove;//[Offset: 0x2c , Size: 12]
int BaseLOD;//[Offset: 0x38 , Size: 4]
int LODChainLastIndex;//[Offset: 0x3c , Size: 4]
bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
bool bUseVertexWeightsForMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1]
bool bSimplifyMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42 , Size: 1]
SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x44 , Size: 104]
MaterialProxySettings MaterialSettings;//[Offset: 0xac , Size: 148]
bool bForceRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140 , Size: 1]
AnimSequence* BakePose;//[Offset: 0x144 , Size: 4]
--------------------------------
Class: SimplygonMaterialLODSettings
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
byte MaterialLODType;//[Offset: 0x1 , Size: 1]
bool bUseAutomaticSizes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
byte TextureWidth;//[Offset: 0x3 , Size: 1]
byte TextureHeight;//[Offset: 0x4 , Size: 1]
byte SamplingQuality;//[Offset: 0x5 , Size: 1]
int GutterSpace;//[Offset: 0x8 , Size: 4]
byte TextureStrech;//[Offset: 0xc , Size: 1]
bool bReuseExistingCharts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1]
SimplygonChannelCastingSettings[] ChannelsToCast;//[Offset: 0x10 , Size: 12]
bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
bool bBakeActorData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1]
bool bAllowMultiMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e , Size: 1]
bool bPreferTwoSideMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f , Size: 1]
bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
OutputMaterialInfo OutputMaterialInfo;//[Offset: 0x24 , Size: 68]
--------------------------------
Class: SimplygonChannelCastingSettings
byte MaterialChannel;//[Offset: 0x0 , Size: 1]
byte Caster;//[Offset: 0x1 , Size: 1]
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
byte ColorChannels;//[Offset: 0x3 , Size: 1]
int BitsPerChannel;//[Offset: 0x4 , Size: 4]
bool bUseSRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
bool bBakeVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9 , Size: 1]
bool bFlipBackfacingNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa , Size: 1]
bool bUseTangentSpaceNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb , Size: 1]
bool bFlipGreenChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
--------------------------------
Class: OutputMaterialInfo
--------------------------------
Class: MaterialProxySettings
IntPoint TextureSize;//[Offset: 0x0 , Size: 8]
byte TextureSizingType;//[Offset: 0x8 , Size: 1]
float GutterSpace;//[Offset: 0xc , Size: 4]
enum SamplingQuality;//[Offset: 0x10 , Size: 1]
enum UVStrech;//[Offset: 0x11 , Size: 1]
bool bSplitProxyMaterialBasedOnType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1]
bool bUseTangentSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13 , Size: 1]
bool bNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
bool bMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15 , Size: 1]
float MetallicConstant;//[Offset: 0x18 , Size: 4]
bool bRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1]
float RoughnessConstant;//[Offset: 0x20 , Size: 4]
bool bSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
float SpecularConstant;//[Offset: 0x28 , Size: 4]
bool bEmissiveMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1]
bool bOpacityMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d , Size: 1]
float OpacityConstant;//[Offset: 0x30 , Size: 4]
float AOConstant;//[Offset: 0x34 , Size: 4]
bool bOpacityMaskMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1]
float OpacityMaskConstant;//[Offset: 0x3c , Size: 4]
bool bAmbientOcclusionMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1]
float AmbientOcclusionConstant;//[Offset: 0x44 , Size: 4]
IntPoint DiffuseTextureSize;//[Offset: 0x48 , Size: 8]
IntPoint NormalTextureSize;//[Offset: 0x50 , Size: 8]
IntPoint MetallicTextureSize;//[Offset: 0x58 , Size: 8]
IntPoint RoughnessTextureSize;//[Offset: 0x60 , Size: 8]
IntPoint SpecularTextureSize;//[Offset: 0x68 , Size: 8]
IntPoint EmissiveTextureSize;//[Offset: 0x70 , Size: 8]
IntPoint OpacityTextureSize;//[Offset: 0x78 , Size: 8]
IntPoint OpacityMaskTextureSize;//[Offset: 0x80 , Size: 8]
IntPoint AmbientOcclusionTextureSize;//[Offset: 0x88 , Size: 8]
byte MaterialMergeType;//[Offset: 0x90 , Size: 1]
byte BlendMode;//[Offset: 0x91 , Size: 1]
--------------------------------
Class: IntPoint
int X;//[Offset: 0x0 , Size: 4]
int Y;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: AnimSequence.AnimSequenceBase.AnimationAsset.Object
int NumFrames;//[Offset: 0x7c , Size: 4]
TrackToSkeletonMap[] TrackToSkeletonMapTable;//[Offset: 0x80 , Size: 12]
byte AdditiveAnimType;//[Offset: 0xf0 , Size: 1]
byte RefPoseType;//[Offset: 0xf1 , Size: 1]
AnimSequence* RefPoseSeq;//[Offset: 0xf4 , Size: 4]
int RefFrameIndex;//[Offset: 0xf8 , Size: 4]
int EncodingPkgVersion;//[Offset: 0xfc , Size: 4]
FName RetargetSource;//[Offset: 0x100 , Size: 8]
enum Interpolation;//[Offset: 0x108 , Size: 1]
bool bEnableRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109 , Size: 1]
byte RootMotionRootLock;//[Offset: 0x10a , Size: 1]
bool bForceRootLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10b , Size: 1]
bool bRootMotionSettingsCopiedFromMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1]
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x110 , Size: 12]
--------------------------------
Class: AnimSequenceBase.AnimationAsset.Object
AnimNotifyEvent[] Notifies;//[Offset: 0x5c , Size: 12]
float SequenceLength;//[Offset: 0x68 , Size: 4]
float RateScale;//[Offset: 0x6c , Size: 4]
RawCurveTracks RawCurveData;//[Offset: 0x70 , Size: 12]
float GetPlayLength();// 0x3f2e870
--------------------------------
Class: AnimationAsset.Object
Skeleton* Skeleton;//[Offset: 0x20 , Size: 4]
AnimMetaData*[] MetaData;//[Offset: 0x44 , Size: 12]
AssetUserData*[] AssetUserData;//[Offset: 0x50 , Size: 12]
--------------------------------
Class: AnimNotifyEvent.AnimLinkableElement
float DisplayTime;//[Offset: 0x24 , Size: 4]
float TriggerTimeOffset;//[Offset: 0x28 , Size: 4]
float EndTriggerTimeOffset;//[Offset: 0x2c , Size: 4]
float TriggerWeightThreshold;//[Offset: 0x30 , Size: 4]
FName NotifyName;//[Offset: 0x38 , Size: 8]
AnimNotify* Notify;//[Offset: 0x40 , Size: 4]
AnimNotifyState* NotifyStateClass;//[Offset: 0x44 , Size: 4]
float Duration;//[Offset: 0x48 , Size: 4]
AnimLinkableElement EndLink;//[Offset: 0x4c , Size: 36]
bool bConvertedFromBranchingPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70 , Size: 1]
byte MontageTickType;//[Offset: 0x71 , Size: 1]
float NotifyTriggerChance;//[Offset: 0x74 , Size: 4]
byte NotifyFilterType;//[Offset: 0x78 , Size: 1]
int NotifyFilterLOD;//[Offset: 0x7c , Size: 4]
bool bTriggerOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1]
int TrackIndex;//[Offset: 0x84 , Size: 4]
--------------------------------
Class: AnimLinkableElement
AnimMontage* LinkedMontage;//[Offset: 0x4 , Size: 4]
int SlotIndex;//[Offset: 0x8 , Size: 4]
int SegmentIndex;//[Offset: 0xc , Size: 4]
byte LinkMethod;//[Offset: 0x10 , Size: 1]
byte CachedLinkMethod;//[Offset: 0x11 , Size: 1]
float SegmentBeginTime;//[Offset: 0x14 , Size: 4]
float SegmentLength;//[Offset: 0x18 , Size: 4]
float LinkValue;//[Offset: 0x1c , Size: 4]
AnimSequenceBase* LinkedSequence;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: AnimMontage.AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
AlphaBlend BlendIn;//[Offset: 0x7c , Size: 44]
float BlendInTime;//[Offset: 0xa8 , Size: 4]
AlphaBlend BlendOut;//[Offset: 0xac , Size: 44]
float BlendOutTime;//[Offset: 0xd8 , Size: 4]
float BlendOutTriggerTime;//[Offset: 0xdc , Size: 4]
FName SyncGroup;//[Offset: 0xe0 , Size: 8]
int SyncSlotIndex;//[Offset: 0xe8 , Size: 4]
MarkerSyncData MarkerData;//[Offset: 0xec , Size: 24]
CompositeSection[] CompositeSections;//[Offset: 0x104 , Size: 12]
SlotAnimationTrack[] SlotAnimTracks;//[Offset: 0x110 , Size: 12]
BranchingPoint[] BranchingPoints;//[Offset: 0x11c , Size: 12]
bool bEnableRootMotionTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128 , Size: 1]
bool bEnableRootMotionRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x129 , Size: 1]
byte RootMotionRootLock;//[Offset: 0x12a , Size: 1]
BranchingPointMarker[] BranchingPointMarkers;//[Offset: 0x12c , Size: 12]
int[] BranchingPointStateNotifyIndices;//[Offset: 0x138 , Size: 12]
TimeStretchCurve TimeStretchCurve;//[Offset: 0x144 , Size: 32]
FName TimeStretchCurveName;//[Offset: 0x168 , Size: 8]
--------------------------------
Class: AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
--------------------------------
Class: AlphaBlend
enum BlendOption;//[Offset: 0x0 , Size: 1]
CurveFloat* CustomCurve;//[Offset: 0x4 , Size: 4]
float blendTime;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: CurveFloat.CurveBase.Object
RichCurve FloatCurve;//[Offset: 0x20 , Size: 84]
bool bIsEventCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74 , Size: 1]
float GetFloatValue(float InTime);// 0x3f59c0c
--------------------------------
Class: CurveBase.Object
void GetValueRange(out float MinValue, out float MaxValue);// 0x3f59648
void GetTimeRange(out float MinTime, out float MaxTime);// 0x3f59568
--------------------------------
Class: RichCurve.IndexedCurve
byte PreInfinityExtrap;//[Offset: 0x40 , Size: 1]
byte PostInfinityExtrap;//[Offset: 0x41 , Size: 1]
float DefaultValue;//[Offset: 0x44 , Size: 4]
RichCurveKey[] Keys;//[Offset: 0x48 , Size: 12]
--------------------------------
Class: IndexedCurve
KeyHandleMap KeyHandlesToIndices;//[Offset: 0x4 , Size: 60]
--------------------------------
Class: KeyHandleMap
--------------------------------
Class: RichCurveKey
byte InterpMode;//[Offset: 0x0 , Size: 1]
byte TangentMode;//[Offset: 0x1 , Size: 1]
byte TangentWeightMode;//[Offset: 0x2 , Size: 1]
float Time;//[Offset: 0x4 , Size: 4]
float Value;//[Offset: 0x8 , Size: 4]
float ArriveTangent;//[Offset: 0xc , Size: 4]
float ArriveTangentWeight;//[Offset: 0x10 , Size: 4]
float LeaveTangent;//[Offset: 0x14 , Size: 4]
float LeaveTangentWeight;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: MarkerSyncData
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: AnimSyncMarker
FName MarkerName;//[Offset: 0x0 , Size: 8]
float Time;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: CompositeSection.AnimLinkableElement
FName SectionName;//[Offset: 0x28 , Size: 8]
float StartTime;//[Offset: 0x30 , Size: 4]
FName NextSectionName;//[Offset: 0x38 , Size: 8]
AnimMetaData*[] MetaData;//[Offset: 0x40 , Size: 12]
--------------------------------
Class: AnimMetaData.Object
--------------------------------
Class: SlotAnimationTrack
FName SlotName;//[Offset: 0x0 , Size: 8]
AnimTrack AnimTrack;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: AnimTrack
AnimSegment[] AnimSegments;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: AnimSegment
AnimSequenceBase* AnimReference;//[Offset: 0x0 , Size: 4]
float StartPos;//[Offset: 0x4 , Size: 4]
float AnimStartTime;//[Offset: 0x8 , Size: 4]
float AnimEndTime;//[Offset: 0xc , Size: 4]
float AnimPlayRate;//[Offset: 0x10 , Size: 4]
int LoopingCount;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: BranchingPoint.AnimLinkableElement
FName EventName;//[Offset: 0x28 , Size: 8]
float DisplayTime;//[Offset: 0x30 , Size: 4]
float TriggerTimeOffset;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: BranchingPointMarker
int NotifyIndex;//[Offset: 0x0 , Size: 4]
float TriggerTime;//[Offset: 0x4 , Size: 4]
byte NotifyEventType;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: TimeStretchCurve
float SamplingRate;//[Offset: 0x0 , Size: 4]
float CurveValueMinPrecision;//[Offset: 0x4 , Size: 4]
TimeStretchCurveMarker[] Markers;//[Offset: 0x8 , Size: 12]
float Sum_dT_i_by_C_i;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: TimeStretchCurveMarker
float Time;//[Offset: 0x0 , Size: 4]
float Alpha;//[Offset: 0xc , Size: 4]
--------------------------------
Class: AnimNotify.Object
bool Received_Notify(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2859eb0
FString GetNotifyName();// 0x3f2c8a8
--------------------------------
Class: AnimNotifyState.Object
bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float FrameDeltaTime);// 0x2859eb0
bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2859eb0
bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float TotalDuration);// 0x2859eb0
FString GetNotifyName();// 0x3f2c8a8
--------------------------------
Class: RawCurveTracks
FloatCurve[] FloatCurves;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: FloatCurve.AnimCurveBase
RichCurve FloatCurve;//[Offset: 0x1c , Size: 84]
--------------------------------
Class: AnimCurveBase
FName LastObservedName;//[Offset: 0x0 , Size: 8]
SmartName Name;//[Offset: 0x8 , Size: 16]
int CurveTypeFlags;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: SmartName
FName DisplayName;//[Offset: 0x0 , Size: 8]
--------------------------------
Class: TrackToSkeletonMap
int BoneTreeIndex;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: SimplygonRemeshingSettings
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
int ScreenSize;//[Offset: 0x4 , Size: 4]
bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
float HardAngleThreshold;//[Offset: 0xc , Size: 4]
int MergeDistance;//[Offset: 0x10 , Size: 4]
bool bUseClippingPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
float ClippingLevel;//[Offset: 0x18 , Size: 4]
int AxisIndex;//[Offset: 0x1c , Size: 4]
bool bPlaneNegativeHalfspace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1]
bool bUseMassiveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1]
bool bUseAggregateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22 , Size: 1]
SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x24 , Size: 104]
--------------------------------
Class: GroupedSkeletalOptimizationSettings
bool bAutoComputeLODDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
enum LevelOfDetailType;//[Offset: 0x1 , Size: 1]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x4 , Size: 328]
MeshProxySettings ProxySettings;//[Offset: 0x14c , Size: 196]
bool bForceLODRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210 , Size: 1]
--------------------------------
Class: MeshProxySettings
int ScreenSize;//[Offset: 0x0 , Size: 4]
MaterialProxySettings MaterialSettings;//[Offset: 0x4 , Size: 148]
int TextureWidth;//[Offset: 0x98 , Size: 4]
int TextureHeight;//[Offset: 0x9c , Size: 4]
bool bExportNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0 , Size: 1]
bool bExportMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1 , Size: 1]
bool bExportRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2 , Size: 1]
bool bExportSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa3 , Size: 1]
bool bCalculateCorrectLODModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1]
float MergeDistance;//[Offset: 0xa8 , Size: 4]
float HardAngleThreshold;//[Offset: 0xac , Size: 4]
int LightMapResolution;//[Offset: 0xb0 , Size: 4]
bool bComputeLightMapResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4 , Size: 1]
bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb5 , Size: 1]
bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb6 , Size: 1]
bool bUseLandscapeCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb7 , Size: 1]
byte LandscapeCullingPrecision;//[Offset: 0xb8 , Size: 1]
bool bAssignLODGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9 , Size: 1]
int LODGroupIndex;//[Offset: 0xbc , Size: 4]
bool bAggregateMeshes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1]
enum AggregatorMode;//[Offset: 0xc1 , Size: 1]
bool bUseCustomHemisphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2 , Size: 1]
--------------------------------
Class: BodySetup.Object
KAggregateGeom AggGeom;//[Offset: 0x1c , Size: 52]
FName BoneName;//[Offset: 0x50 , Size: 8]
byte PhysicsType;//[Offset: 0x58 , Size: 1]
bool bAlwaysFullAnimWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59 , Size: 1]
bool bConsiderForBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x59 , Size: 1]
bool bMeshCollideAll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x59 , Size: 1]
bool bDoubleSidedGeometry;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x59 , Size: 1]
bool bGenerateNonMirroredCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x59 , Size: 1]
bool bSharedCookedData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x59 , Size: 1]
bool bGenerateMirroredCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x59 , Size: 1]
PhysicalMaterial* PhysMaterial;//[Offset: 0x5c , Size: 4]
StaticMesh*[] PhysSimpleStaticMeshList;//[Offset: 0x60 , Size: 12]
byte CollisionReponse;//[Offset: 0x6c , Size: 1]
bool bCollisionPerShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6d , Size: 1]
byte[] SphereCollisionEnabledList;//[Offset: 0x70 , Size: 12]
byte[] CapsuleCollisionEnabledList;//[Offset: 0x7c , Size: 12]
byte[] BoxCollisionEnabledList;//[Offset: 0x88 , Size: 12]
byte[] ConvexCollisionEnabledList;//[Offset: 0x94 , Size: 12]
byte[] TriMeshesCollisionEnabledList;//[Offset: 0xa0 , Size: 12]
byte CollisionTraceFlag;//[Offset: 0xac , Size: 1]
BodyInstance DefaultInstance;//[Offset: 0xb0 , Size: 320]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x1f0 , Size: 16]
float BuildScale;//[Offset: 0x200 , Size: 4]
Vector BuildScale3D;//[Offset: 0x204 , Size: 12]
--------------------------------
Class: KAggregateGeom
KSphereElem[] SphereElems;//[Offset: 0x0 , Size: 12]
KBoxElem[] BoxElems;//[Offset: 0xc , Size: 12]
KSphylElem[] SphylElems;//[Offset: 0x18 , Size: 12]
KConvexElem[] ConvexElems;//[Offset: 0x24 , Size: 12]
--------------------------------
Class: KSphereElem.KShapeElem
Matrix TM;//[Offset: 0x10 , Size: 64]
Vector Center;//[Offset: 0x50 , Size: 12]
float Radius;//[Offset: 0x5c , Size: 4]
--------------------------------
Class: KShapeElem
--------------------------------
Class: Matrix
Plane XPlane;//[Offset: 0x0 , Size: 16]
Plane YPlane;//[Offset: 0x10 , Size: 16]
Plane ZPlane;//[Offset: 0x20 , Size: 16]
Plane WPlane;//[Offset: 0x30 , Size: 16]
--------------------------------
Class: Plane.Vector
float W;//[Offset: 0xc , Size: 4]
--------------------------------
Class: KBoxElem.KShapeElem
Matrix TM;//[Offset: 0x10 , Size: 64]
Quat Orientation;//[Offset: 0x50 , Size: 16]
Vector Center;//[Offset: 0x60 , Size: 12]
Rotator Rotation;//[Offset: 0x6c , Size: 12]
float X;//[Offset: 0x78 , Size: 4]
float Y;//[Offset: 0x7c , Size: 4]
float Z;//[Offset: 0x80 , Size: 4]
--------------------------------
Class: KSphylElem.KShapeElem
Matrix TM;//[Offset: 0x10 , Size: 64]
Quat Orientation;//[Offset: 0x50 , Size: 16]
Vector Center;//[Offset: 0x60 , Size: 12]
Rotator Rotation;//[Offset: 0x6c , Size: 12]
float Radius;//[Offset: 0x78 , Size: 4]
float Length;//[Offset: 0x7c , Size: 4]
--------------------------------
Class: KConvexElem.KShapeElem
Vector[] VertexData;//[Offset: 0x10 , Size: 12]
Box ElemBox;//[Offset: 0x1c , Size: 28]
Transform Transform;//[Offset: 0x40 , Size: 48]
--------------------------------
Class: Box
Vector Min;//[Offset: 0x0 , Size: 12]
Vector Max;//[Offset: 0xc , Size: 12]
byte IsValid;//[Offset: 0x18 , Size: 1]
--------------------------------
Class: StaticMesh.Object
int MinLOD;//[Offset: 0x28 , Size: 4]
MaterialInterface*[] Materials;//[Offset: 0x2c , Size: 12]
StaticMaterial[] StaticMaterials;//[Offset: 0x38 , Size: 12]
float LightmapUVDensity;//[Offset: 0x44 , Size: 4]
int LightMapResolution;//[Offset: 0x48 , Size: 4]
int LightMapCoordinateIndex;//[Offset: 0x4c , Size: 4]
float DistanceFieldSelfShadowBias;//[Offset: 0x50 , Size: 4]
bool bGenerateMeshDistanceField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x54 , Size: 1]
BodySetup* BodySetup;//[Offset: 0x58 , Size: 4]
int LODForCollision;//[Offset: 0x5c , Size: 4]
float CullingScreenSize;//[Offset: 0x60 , Size: 4]
bool bUseScreenSizeModifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1]
bool bIsGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65 , Size: 1]
bool bIsTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66 , Size: 1]
bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x67 , Size: 1]
bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x67 , Size: 1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1]
bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1]
float LpvBiasMultiplier;//[Offset: 0xa0 , Size: 4]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1]
StaticMeshSocket*[] Sockets;//[Offset: 0xd0 , Size: 12]
Vector PositiveBoundsExtension;//[Offset: 0xe4 , Size: 12]
Vector NegativeBoundsExtension;//[Offset: 0xf0 , Size: 12]
BoxSphereBounds ExtendedBounds;//[Offset: 0xfc , Size: 28]
Vector4[] OcclusionCullingVertex;//[Offset: 0x118 , Size: 12]
Vector IndirectLightingCachePositionOffset;//[Offset: 0x124 , Size: 12]
int ElementToIgnoreForTexFactor;//[Offset: 0x130 , Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0x134 , Size: 12]
NavCollision* NavCollision;//[Offset: 0x140 , Size: 4]
int GetNumSections(int InLOD);// 0x4076950
int GetNumLODs();// 0x4076928
int GetMaterialIndex(FName MaterialSlotName);// 0x40768a8
MaterialInterface* GetMaterial(int MaterialIndex);// 0x4076828
BoxSphereBounds GetBounds();// 0x40767d4
Box GetBoundingBox();// 0x4076780
--------------------------------
Class: StaticMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0 , Size: 4]
FName MaterialSlotName;//[Offset: 0x8 , Size: 8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x10 , Size: 20]
SoftObjectPath MaterialSoftRef;//[Offset: 0x28 , Size: 24]
--------------------------------
Class: StaticMeshSocket.Object
FName SocketName;//[Offset: 0x20 , Size: 8]
Vector RelativeLocation;//[Offset: 0x28 , Size: 12]
Rotator RelativeRotation;//[Offset: 0x34 , Size: 12]
Vector RelativeScale;//[Offset: 0x40 , Size: 12]
FString Tag;//[Offset: 0x4c , Size: 12]
--------------------------------
Class: NavCollision.Object
NavCollisionCylinder[] CylinderCollision;//[Offset: 0x58 , Size: 12]
NavCollisionBox[] BoxCollision;//[Offset: 0x64 , Size: 12]
class NavArea* AreaClass;//[Offset: 0x70 , Size: 4]
bool bIsDynamicObstacle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x74 , Size: 1]
bool bGatherConvexGeometry;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x74 , Size: 1]
--------------------------------
Class: NavCollisionCylinder
Vector Offset;//[Offset: 0x0 , Size: 12]
float Radius;//[Offset: 0xc , Size: 4]
float Height;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: NavCollisionBox
Vector Offset;//[Offset: 0x0 , Size: 12]
Vector Extent;//[Offset: 0xc , Size: 12]
--------------------------------
Class: NavArea.Object
float DefaultCost;//[Offset: 0x1c , Size: 4]
float FixedAreaEnteringCost;//[Offset: 0x20 , Size: 4]
Color DrawColor;//[Offset: 0x24 , Size: 4]
NavAgentSelector SupportedAgents;//[Offset: 0x28 , Size: 4]
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c , Size: 1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c , Size: 1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c , Size: 1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c , Size: 1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c , Size: 1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2c , Size: 1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2c , Size: 1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2c , Size: 1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d , Size: 1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d , Size: 1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d , Size: 1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d , Size: 1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d , Size: 1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d , Size: 1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d , Size: 1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2d , Size: 1]
--------------------------------
Class: NavAgentSelector
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1]
--------------------------------
Class: BodyInstance
enum SleepFamily;//[Offset: 0x19 , Size: 1]
byte DOFMode;//[Offset: 0x1a , Size: 1]
byte CollisionEnabled;//[Offset: 0x1b , Size: 1]
FName CollisionProfileName;//[Offset: 0x20 , Size: 8]
CollisionResponse CollisionResponses;//[Offset: 0x28 , Size: 44]
bool bUseCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55 , Size: 1]
bool bNotifyRigidBodyCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55 , Size: 1]
bool bSimulatePhysics;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55 , Size: 1]
bool bOverrideMass;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55 , Size: 1]
bool bEnableGravity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x55 , Size: 1]
bool bAutoWeld;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x55 , Size: 1]
bool bStartAwake;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x55 , Size: 1]
bool bGenerateWakeEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x55 , Size: 1]
bool bUpdateMassWhenScaleChanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x56 , Size: 1]
bool bLockTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x56 , Size: 1]
bool bLockRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x56 , Size: 1]
bool bLockXTranslation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x56 , Size: 1]
bool bLockYTranslation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x56 , Size: 1]
bool bLockZTranslation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x56 , Size: 1]
bool bLockXRotation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x56 , Size: 1]
bool bLockYRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x56 , Size: 1]
bool bLockZRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57 , Size: 1]
bool bOverrideMaxAngularVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x57 , Size: 1]
bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x57 , Size: 1]
bool bOverrideMaxDepenetrationVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x57 , Size: 1]
bool bOverrideWalkableSlopeOnInstance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x57 , Size: 1]
float MaxDepenetrationVelocity;//[Offset: 0x58 , Size: 4]
float MassInKgOverride;//[Offset: 0x64 , Size: 4]
float LinearDamping;//[Offset: 0x68 , Size: 4]
float AngularDamping;//[Offset: 0x6c , Size: 4]
Vector CustomDOFPlaneNormal;//[Offset: 0x70 , Size: 12]
Vector COMNudge;//[Offset: 0x7c , Size: 12]
float MassScale;//[Offset: 0x88 , Size: 4]
Vector InertiaTensorScale;//[Offset: 0x8c , Size: 12]
byte ObjectType;//[Offset: 0x98 , Size: 1]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0xa4 , Size: 16]
PhysicalMaterial* PhysMaterialOverride;//[Offset: 0xb4 , Size: 4]
float MaxAngularVelocity;//[Offset: 0xb8 , Size: 4]
float CustomSleepThresholdMultiplier;//[Offset: 0xbc , Size: 4]
float StabilizationThresholdMultiplier;//[Offset: 0xc0 , Size: 4]
float PhysicsBlendWeight;//[Offset: 0xc4 , Size: 4]
int PositionSolverIterationCount;//[Offset: 0xc8 , Size: 4]
uint64 RigidActorSyncId;//[Offset: 0xe0 , Size: 8]
uint64 RigidActorAsyncId;//[Offset: 0xe8 , Size: 8]
int VelocitySolverIterationCount;//[Offset: 0xf0 , Size: 4]
--------------------------------
Class: CollisionResponse
CollisionResponseContainer ResponseToChannels;//[Offset: 0x0 , Size: 32]
ResponseChannel[] ResponseArray;//[Offset: 0x20 , Size: 12]
--------------------------------
Class: CollisionResponseContainer
byte WorldStatic;//[Offset: 0x0 , Size: 1]
byte WorldDynamic;//[Offset: 0x1 , Size: 1]
byte Pawn;//[Offset: 0x2 , Size: 1]
byte Visibility;//[Offset: 0x3 , Size: 1]
byte Camera;//[Offset: 0x4 , Size: 1]
byte PhysicsBody;//[Offset: 0x5 , Size: 1]
byte Vehicle;//[Offset: 0x6 , Size: 1]
byte Destructible;//[Offset: 0x7 , Size: 1]
byte EngineTraceChannel1;//[Offset: 0x8 , Size: 1]
byte EngineTraceChannel2;//[Offset: 0x9 , Size: 1]
byte EngineTraceChannel3;//[Offset: 0xa , Size: 1]
byte EngineTraceChannel4;//[Offset: 0xb , Size: 1]
byte EngineTraceChannel5;//[Offset: 0xc , Size: 1]
byte EngineTraceChannel6;//[Offset: 0xd , Size: 1]
byte GameTraceChannel1;//[Offset: 0xe , Size: 1]
byte GameTraceChannel2;//[Offset: 0xf , Size: 1]
byte GameTraceChannel3;//[Offset: 0x10 , Size: 1]
byte GameTraceChannel4;//[Offset: 0x11 , Size: 1]
byte GameTraceChannel5;//[Offset: 0x12 , Size: 1]
byte GameTraceChannel6;//[Offset: 0x13 , Size: 1]
byte GameTraceChannel7;//[Offset: 0x14 , Size: 1]
byte GameTraceChannel8;//[Offset: 0x15 , Size: 1]
byte GameTraceChannel9;//[Offset: 0x16 , Size: 1]
byte GameTraceChannel10;//[Offset: 0x17 , Size: 1]
byte GameTraceChannel11;//[Offset: 0x18 , Size: 1]
byte GameTraceChannel12;//[Offset: 0x19 , Size: 1]
byte GameTraceChannel13;//[Offset: 0x1a , Size: 1]
byte GameTraceChannel14;//[Offset: 0x1b , Size: 1]
byte GameTraceChannel15;//[Offset: 0x1c , Size: 1]
byte GameTraceChannel16;//[Offset: 0x1d , Size: 1]
byte GameTraceChannel17;//[Offset: 0x1e , Size: 1]
byte GameTraceChannel18;//[Offset: 0x1f , Size: 1]
--------------------------------
Class: ResponseChannel
FName Channel;//[Offset: 0x0 , Size: 8]
byte Response;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: WalkableSlopeOverride
byte WalkableSlopeBehavior;//[Offset: 0x0 , Size: 1]
float WalkableSlopeAngle;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: PhysicsAsset.Object
int[] BoundsBodies;//[Offset: 0x1c , Size: 12]
SkeletalBodySetup*[] SkeletalBodySetups;//[Offset: 0x28 , Size: 12]
PhysicsConstraintTemplate*[] ConstraintSetup;//[Offset: 0x34 , Size: 12]
bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 , Size: 1]
ThumbnailInfo* ThumbnailInfo;//[Offset: 0xbc , Size: 4]
BodySetup*[] BodySetup;//[Offset: 0xc0 , Size: 12]
--------------------------------
Class: SkeletalBodySetup.BodySetup.Object
PhysicalAnimationProfile[] PhysicalAnimationData;//[Offset: 0x29c , Size: 12]
--------------------------------
Class: PhysicalAnimationProfile
FName ProfileName;//[Offset: 0x0 , Size: 8]
PhysicalAnimationData PhysicalAnimationData;//[Offset: 0x8 , Size: 40]
--------------------------------
Class: PhysicalAnimationData
FName BodyName;//[Offset: 0x0 , Size: 8]
bool bIsLocalSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
float OrientationStrength;//[Offset: 0xc , Size: 4]
float AngularVelocityStrength;//[Offset: 0x10 , Size: 4]
float PositionStrength;//[Offset: 0x14 , Size: 4]
float VelocityStrength;//[Offset: 0x18 , Size: 4]
float MaxLinearForce;//[Offset: 0x1c , Size: 4]
float MaxAngularForce;//[Offset: 0x20 , Size: 4]
--------------------------------
Class: PhysicsConstraintTemplate.Object
ConstraintInstance DefaultInstance;//[Offset: 0x20 , Size: 416]
PhysicsConstraintProfileHandle[] ProfileHandles;//[Offset: 0x1c0 , Size: 12]
ConstraintProfileProperties DefaultProfile;//[Offset: 0x1cc , Size: 260]
--------------------------------
Class: ConstraintInstance
FName JointName;//[Offset: 0x10 , Size: 8]
FName ConstraintBone1;//[Offset: 0x18 , Size: 8]
FName ConstraintBone2;//[Offset: 0x20 , Size: 8]
Vector Pos1;//[Offset: 0x28 , Size: 12]
Vector PriAxis1;//[Offset: 0x34 , Size: 12]
Vector SecAxis1;//[Offset: 0x40 , Size: 12]
Vector Pos2;//[Offset: 0x4c , Size: 12]
Vector PriAxis2;//[Offset: 0x58 , Size: 12]
Vector SecAxis2;//[Offset: 0x64 , Size: 12]
Rotator AngularRotationOffset;//[Offset: 0x70 , Size: 12]
bool bScaleLinearLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1]
ConstraintProfileProperties ProfileInstance;//[Offset: 0x84 , Size: 260]
--------------------------------
Class: ConstraintProfileProperties
float ProjectionLinearTolerance;//[Offset: 0x0 , Size: 4]
float ProjectionAngularTolerance;//[Offset: 0x4 , Size: 4]
float LinearBreakThreshold;//[Offset: 0x8 , Size: 4]
float AngularBreakThreshold;//[Offset: 0xc , Size: 4]
LinearConstraint LinearLimit;//[Offset: 0x10 , Size: 28]
ConeConstraint ConeLimit;//[Offset: 0x2c , Size: 32]
TwistConstraint TwistLimit;//[Offset: 0x4c , Size: 28]
LinearDriveConstraint LinearDrive;//[Offset: 0x68 , Size: 76]
AngularDriveConstraint AngularDrive;//[Offset: 0xb4 , Size: 76]
bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x100 , Size: 1]
bool bParentDominates;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x100 , Size: 1]
bool bEnableProjection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x100 , Size: 1]
bool bAngularBreakable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x100 , Size: 1]
bool bLinearBreakable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x100 , Size: 1]
--------------------------------
Class: LinearConstraint.ConstraintBaseParams
float Limit;//[Offset: 0x14 , Size: 4]
byte XMotion;//[Offset: 0x18 , Size: 1]
byte YMotion;//[Offset: 0x19 , Size: 1]
byte ZMotion;//[Offset: 0x1a , Size: 1]
--------------------------------
Class: ConstraintBaseParams
float Stiffness;//[Offset: 0x0 , Size: 4]
float Damping;//[Offset: 0x4 , Size: 4]
float Restitution;//[Offset: 0x8 , Size: 4]
float ContactDistance;//[Offset: 0xc , Size: 4]
bool bSoftConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
--------------------------------
Class: ConeConstraint.ConstraintBaseParams
float Swing1LimitDegrees;//[Offset: 0x14 , Size: 4]
float Swing2LimitDegrees;//[Offset: 0x18 , Size: 4]
byte Swing1Motion;//[Offset: 0x1c , Size: 1]
byte Swing2Motion;//[Offset: 0x1d , Size: 1]
--------------------------------
Class: TwistConstraint.ConstraintBaseParams
float TwistLimitDegrees;//[Offset: 0x14 , Size: 4]
byte TwistMotion;//[Offset: 0x18 , Size: 1]
--------------------------------
Class: LinearDriveConstraint
Vector PositionTarget;//[Offset: 0x0 , Size: 12]
Vector VelocityTarget;//[Offset: 0xc , Size: 12]
ConstraintDrive XDrive;//[Offset: 0x18 , Size: 16]
ConstraintDrive YDrive;//[Offset: 0x28 , Size: 16]
ConstraintDrive ZDrive;//[Offset: 0x38 , Size: 16]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
--------------------------------
Class: ConstraintDrive
float Stiffness;//[Offset: 0x0 , Size: 4]
float Damping;//[Offset: 0x4 , Size: 4]
float MaxForce;//[Offset: 0x8 , Size: 4]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
bool bEnableVelocityDrive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1]
--------------------------------
Class: AngularDriveConstraint
ConstraintDrive TwistDrive;//[Offset: 0x0 , Size: 16]
ConstraintDrive SwingDrive;//[Offset: 0x10 , Size: 16]
ConstraintDrive SlerpDrive;//[Offset: 0x20 , Size: 16]
Rotator OrientationTarget;//[Offset: 0x30 , Size: 12]
Vector AngularVelocityTarget;//[Offset: 0x3c , Size: 12]
byte AngularDriveMode;//[Offset: 0x48 , Size: 1]
--------------------------------
Class: PhysicsConstraintProfileHandle
ConstraintProfileProperties ProfileProperties;//[Offset: 0x0 , Size: 260]
FName ProfileName;//[Offset: 0x108 , Size: 8]
--------------------------------
Class: ThumbnailInfo.Object
--------------------------------
Class: NodeMappingContainer.Object
NodeMapping;//[Offset: 0x1c , Size: 60]
Blueprint* SourceAsset;//[Offset: 0x58 , Size: 40]
--------------------------------
Class: NodeMap
FName TargetNodeName;//[Offset: 0x0 , Size: 8]
Transform SourceToTargetTransform;//[Offset: 0x10 , Size: 48]
--------------------------------
Class: Blueprint.BlueprintCore.Object
bool bRecompileOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
class Object* ParentClass;//[Offset: 0x3c , Size: 4]
Object* PRIVATE_InnermostPreviousCDO;//[Offset: 0x40 , Size: 4]
bool bHasBeenRegenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
bool bIsRegeneratingOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1]
SimpleConstructionScript* SimpleConstructionScript;//[Offset: 0x48 , Size: 4]
ActorComponent*[] ComponentTemplates;//[Offset: 0x4c , Size: 12]
TimelineTemplate*[] Timelines;//[Offset: 0x58 , Size: 12]
InheritableComponentHandler* InheritableComponentHandler;//[Offset: 0x64 , Size: 4]
byte BlueprintType;//[Offset: 0x68 , Size: 1]
int BlueprintSystemVersion;//[Offset: 0x6c , Size: 4]
bool bNativize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98 , Size: 1]
--------------------------------
Class: BlueprintCore.Object
class Object* SkeletonGeneratedClass;//[Offset: 0x1c , Size: 4]
class Object* GeneratedClass;//[Offset: 0x20 , Size: 4]
bool bLegacyNeedToPurgeSkelRefs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1]
bool bLegacyGeneratedClassIsAuthoritative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
Guid BlueprintGuid;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: SimpleConstructionScript.Object
SCS_Node*[] RootNodes;//[Offset: 0x1c , Size: 12]
SCS_Node*[] AllNodes;//[Offset: 0x28 , Size: 12]
SCS_Node* DefaultSceneRootNode;//[Offset: 0x34 , Size: 4]
SCS_Node* RootNode;//[Offset: 0x38 , Size: 4]
SCS_Node*[] ActorComponentNodes;//[Offset: 0x3c , Size: 12]
--------------------------------
Class: SCS_Node.Object
class Object* ComponentClass;//[Offset: 0x1c , Size: 4]
ActorComponent* ComponentTemplate;//[Offset: 0x20 , Size: 4]
BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28 , Size: 56]
FName VariableName;//[Offset: 0x60 , Size: 8]
FName AttachToName;//[Offset: 0x68 , Size: 8]
FName ParentComponentOrVariableName;//[Offset: 0x70 , Size: 8]
FName ParentComponentOwnerClassName;//[Offset: 0x78 , Size: 8]
bool bIsParentComponentNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1]
SCS_Node*[] ChildNodes;//[Offset: 0x84 , Size: 12]
BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x90 , Size: 12]
Guid VariableGuid;//[Offset: 0x9c , Size: 16]
bool bIsFalseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac , Size: 1]
bool bIsNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad , Size: 1]
FName NativeComponentName;//[Offset: 0xb0 , Size: 8]
bool bVariableNameAutoGenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1]
FName InternalVariableName;//[Offset: 0xc0 , Size: 8]
--------------------------------
Class: BlueprintCookedComponentInstancingData
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
BlueprintComponentChangedPropertyInfo[] ChangedPropertyList;//[Offset: 0x4 , Size: 12]
--------------------------------
Class: BlueprintComponentChangedPropertyInfo
FName PropertyName;//[Offset: 0x0 , Size: 8]
int ArrayIndex;//[Offset: 0x8 , Size: 4]
Struct* PropertyScope;//[Offset: 0xc , Size: 4]
--------------------------------
Class: Struct.Field.Object
--------------------------------
Class: Field.Object
--------------------------------
Class: BPVariableMetaDataEntry
FName DataKey;//[Offset: 0x0 , Size: 8]
FString DataValue;//[Offset: 0x8 , Size: 12]
--------------------------------
Class: TimelineTemplate.Object
float TimelineLength;//[Offset: 0x1c , Size: 4]
byte LengthMode;//[Offset: 0x20 , Size: 1]
bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21 , Size: 1]
bool bLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21 , Size: 1]
bool bReplicated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x21 , Size: 1]
bool bValidatedAsWired;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x21 , Size: 1]
bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x21 , Size: 1]
TTEventTrack[] EventTracks;//[Offset: 0x24 , Size: 12]
TTFloatTrack[] FloatTracks;//[Offset: 0x30 , Size: 12]
TTVectorTrack[] VectorTracks;//[Offset: 0x3c , Size: 12]
TTLinearColorTrack[] LinearColorTracks;//[Offset: 0x48 , Size: 12]
BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x54 , Size: 12]
Guid TimelineGuid;//[Offset: 0x60 , Size: 16]
--------------------------------
Class: TTEventTrack.TTTrackBase
CurveFloat* CurveKeys;//[Offset: 0xc , Size: 4]
--------------------------------
Class: TTTrackBase
FName TrackName;//[Offset: 0x0 , Size: 8]
bool bIsExternalCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
--------------------------------
Class: TTFloatTrack.TTTrackBase
CurveFloat* CurveFloat;//[Offset: 0xc , Size: 4]
--------------------------------
Class: TTVectorTrack.TTTrackBase
CurveVector* CurveVector;//[Offset: 0xc , Size: 4]
--------------------------------
Class: CurveVector.CurveBase.Object
RichCurve FloatCurves;//[Offset: 0x20 , Size: 84]
Vector GetVectorValue(float InTime);// 0x3f5ae7c
--------------------------------
Class: TTLinearColorTrack.TTTrackBase
CurveLinearColor* CurveLinearColor;//[Offset: 0xc , Size: 4]
--------------------------------
Class: CurveLinearColor.CurveBase.Object
RichCurve FloatCurves;//[Offset: 0x20 , Size: 84]
LinearColor GetLinearColorValue(float InTime);// 0x3f59ff4
--------------------------------
Class: InheritableComponentHandler.Object
ComponentOverrideRecord[] Records;//[Offset: 0x1c , Size: 12]
ActorComponent*[] UnnecessaryComponents;//[Offset: 0x28 , Size: 12]
--------------------------------
Class: ComponentOverrideRecord
class Object* ComponentClass;//[Offset: 0x0 , Size: 4]
ActorComponent* ComponentTemplate;//[Offset: 0x4 , Size: 4]
ComponentKey ComponentKey;//[Offset: 0x8 , Size: 32]
BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28 , Size: 56]
--------------------------------
Class: ComponentKey
class Object* OwnerClass;//[Offset: 0x0 , Size: 4]
FName SCSVariableName;//[Offset: 0x8 , Size: 8]
Guid AssociatedGuid;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: MorphTarget.Object
SkeletalMesh* BaseSkelMesh;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: ClothingAssetData_Legacy
FName AssetName;//[Offset: 0x0 , Size: 8]
FString ApexFileName;//[Offset: 0x8 , Size: 12]
bool bClothPropertiesChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1]
ClothPhysicsProperties_Legacy PhysicsProperties;//[Offset: 0x18 , Size: 80]
--------------------------------
Class: ClothPhysicsProperties_Legacy
float VerticalResistance;//[Offset: 0x0 , Size: 4]
float HorizontalResistance;//[Offset: 0x4 , Size: 4]
float BendResistance;//[Offset: 0x8 , Size: 4]
float ShearResistance;//[Offset: 0xc , Size: 4]
float Friction;//[Offset: 0x10 , Size: 4]
float Damping;//[Offset: 0x14 , Size: 4]
float TetherStiffness;//[Offset: 0x18 , Size: 4]
float TetherLimit;//[Offset: 0x1c , Size: 4]
float Drag;//[Offset: 0x20 , Size: 4]
float StiffnessFrequency;//[Offset: 0x24 , Size: 4]
float GravityScale;//[Offset: 0x28 , Size: 4]
float MassScale;//[Offset: 0x2c , Size: 4]
float InertiaBlend;//[Offset: 0x30 , Size: 4]
float SelfCollisionThickness;//[Offset: 0x34 , Size: 4]
float SelfCollisionSquashScale;//[Offset: 0x38 , Size: 4]
float SelfCollisionStiffness;//[Offset: 0x3c , Size: 4]
float SolverFrequency;//[Offset: 0x40 , Size: 4]
float FiberCompression;//[Offset: 0x44 , Size: 4]
float FiberExpansion;//[Offset: 0x48 , Size: 4]
float FiberResistance;//[Offset: 0x4c , Size: 4]
--------------------------------
Class: AnimInstance.Object
float DeltaTime;//[Offset: 0x1c , Size: 4]
Skeleton* CurrentSkeleton;//[Offset: 0x20 , Size: 4]
byte RootMotionMode;//[Offset: 0x24 , Size: 1]
bool bRunUpdatesInWorkerThreads;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1]
bool bCanUseParallelUpdateAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1]
bool bUseMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27 , Size: 1]
bool bWarnAboutBlueprintUsage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
delegate OnMontageBlendingOut;//[Offset: 0x2c , Size: 12]
delegate OnMontageStarted;//[Offset: 0x38 , Size: 12]
delegate OnMontageEnded;//[Offset: 0x44 , Size: 12]
delegate OnAllMontageInstancesEnded;//[Offset: 0x50 , Size: 12]
bool bQueueMontageEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1]
AnimNotifyEvent[] ActiveAnimNotifyState;//[Offset: 0x118 , Size: 12]
void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic);// 0x3f26bc4
Pawn* TryGetPawnOwner();// 0x1dc06bc
void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x3f26b08
void SnapshotPose(out PoseSnapshot Snapshot);// 0x3f269f0
void SetRootMotionMode(byte Value);// 0x3f26970
void SetMorphTarget(FName MorphTargetName, float Value);// 0x3f268ac
void SavePoseSnapshot(FName SnapshotName);// 0x3f2682c
AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x3f265b4
float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x3f263cc
void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);// 0x3f26310
void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);// 0x3f26254
void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);// 0x3f26198
void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, const AnimMontage* Montage);// 0x3f26090
void Montage_Resume(const AnimMontage* Montage);// 0x3f26018
float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum ReturnValueType, float InTimeToStartMontageAt);// 0x1f53898
void Montage_Pause(const AnimMontage* Montage);// 0x3f25fa0
void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage* Montage);// 0x3f25ee4
void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);// 0x3f25e28
bool Montage_IsPlaying(const AnimMontage* Montage);// 0x3f25da8
bool Montage_IsActive(const AnimMontage* Montage);// 0x3f25d28
float Montage_GetPosition(const AnimMontage* Montage);// 0x3f25ca8
float Montage_GetPlayRate(const AnimMontage* Montage);// 0x3f25c28
FName Montage_GetNextSection(const AnimMontage* Montage, FName SectionName);// 0x3f25b50
bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x3f25ad0
FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x3f25a48
float Montage_GetBlendTime(const AnimMontage* Montage);// 0x3f259c8
void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x3f258f8
bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder);// 0x3f25788
bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName SlotNodeName);// 0x3f256c4
bool IsAnyMontagePlaying();// 0x3f2569c
bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);// 0x3f255d0
bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float OutMarkerTime);// 0x3f254a0
MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);// 0x3f25408
float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex);// 0x3f25344
float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);// 0x3f25280
float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);// 0x3f251bc
float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x3f250f8
float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x3f25034
SkeletalMeshComponent* GetOwningComponent();// 0x3f2500c
Actor* GetOwningActor();// 0x3f24fe4
float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex);// 0x3f24f20
float GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex);// 0x3f24e5c
float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex);// 0x3f24d98
float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x3f24cd4
float GetInstanceMachineWeight(int MachineIndex);// 0x3f24c54
float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x3f24bd4
float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);// 0x3f24b54
float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x3f24ad4
float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x3f24a54
float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x3f249d4
float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x3f24954
float GetCurveValue(FName CurveName);// 0x3f248d4
FName GetCurrentStateName(int MachineIndex);// 0x3f2484c
AnimMontage* GetCurrentActiveMontage();// 0x3f24824
void ClearMorphTargets();// 0x3f24810
float CalculateDirection(out const Vector Velocity, out const Rotator BaseRotation);// 0x3f24730
void BlueprintUpdateAnimation(float DeltaTimeX);// 0x2859eb0
void BlueprintPostEvaluateAnimation();// 0x2859eb0
void BlueprintInitializeAnimation();// 0x2859eb0
void BlueprintBeginPlay();// 0x2859eb0
--------------------------------
Class: PoseSnapshot
Transform[] LocalTransforms;//[Offset: 0x0 , Size: 12]
FName[] BoneNames;//[Offset: 0xc , Size: 12]
FName SkeletalMeshName;//[Offset: 0x18 , Size: 8]
FName SnapshotName;//[Offset: 0x20 , Size: 8]
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
--------------------------------
Class: MarkerSyncAnimPosition
FName PreviousMarkerName;//[Offset: 0x0 , Size: 8]
FName NextMarkerName;//[Offset: 0x8 , Size: 8]
float PositionBetweenMarkers;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: ClothingAssetBase.Object
FString ImportedFilePath;//[Offset: 0x1c , Size: 12]
Guid AssetGuid;//[Offset: 0x28 , Size: 16]
--------------------------------
Class: SkinWeightProfileInfo
FName Name;//[Offset: 0x0 , Size: 8]
bool DefaultProfile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1]
int DefaultProfileFromLODIndex;//[Offset: 0xc , Size: 4]
--------------------------------
Class: SkelMeshComponentLODInfo
bool[] HiddenMaterials;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: SkelMeshSkinWeightInfo
int Bones;//[Offset: 0x0 , Size: 4]
byte Weights;//[Offset: 0x20 , Size: 1]
--------------------------------
Class: SingleAnimationPlayData
AnimationAsset* AnimToPlay;//[Offset: 0x0 , Size: 4]
bool bSavedLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1]
bool bSavedPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4 , Size: 1]
float SavedPosition;//[Offset: 0x8 , Size: 4]
float SavedPlayRate;//[Offset: 0xc , Size: 4]
--------------------------------
Class: ClothingSimulationFactory.Object
--------------------------------
Class: CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
Character* CharacterOwner;//[Offset: 0x12c , Size: 4]
bool bApplyGravityWhileJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x130 , Size: 1]
float GravityScale;//[Offset: 0x134 , Size: 4]
float MaxStepHeight;//[Offset: 0x138 , Size: 4]
float JumpZVelocity;//[Offset: 0x13c , Size: 4]
float JumpOffJumpZFactor;//[Offset: 0x140 , Size: 4]
float WalkableFloorAngle;//[Offset: 0x144 , Size: 4]
float WalkableFloorZ;//[Offset: 0x148 , Size: 4]
byte MovementMode;//[Offset: 0x14c , Size: 1]
byte CustomMovementMode;//[Offset: 0x14d , Size: 1]
float GroundFriction;//[Offset: 0x170 , Size: 4]
float MaxWalkSpeed;//[Offset: 0x174 , Size: 4]
float MaxWalkSpeedCrouched;//[Offset: 0x178 , Size: 4]
float MaxSwimSpeed;//[Offset: 0x17c , Size: 4]
float MaxFlySpeed;//[Offset: 0x180 , Size: 4]
float MaxCustomMovementSpeed;//[Offset: 0x184 , Size: 4]
float MaxAcceleration;//[Offset: 0x188 , Size: 4]
float MinAnalogWalkSpeed;//[Offset: 0x18c , Size: 4]
float BrakingFrictionFactor;//[Offset: 0x190 , Size: 4]
float BrakingFriction;//[Offset: 0x194 , Size: 4]
bool bUseSeparateBrakingFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x198 , Size: 1]
float BrakingDecelerationWalking;//[Offset: 0x19c , Size: 4]
float BrakingDecelerationFalling;//[Offset: 0x1a0 , Size: 4]
float BrakingDecelerationSwimming;//[Offset: 0x1a4 , Size: 4]
float BrakingDecelerationFlying;//[Offset: 0x1a8 , Size: 4]
float AirControl;//[Offset: 0x1ac , Size: 4]
float AirControlBoostMultiplier;//[Offset: 0x1b0 , Size: 4]
float AirControlBoostVelocityThreshold;//[Offset: 0x1b4 , Size: 4]
float FallingLateralFriction;//[Offset: 0x1b8 , Size: 4]
float CrouchedHalfHeight;//[Offset: 0x1bc , Size: 4]
float Buoyancy;//[Offset: 0x1c0 , Size: 4]
float PerchRadiusThreshold;//[Offset: 0x1c4 , Size: 4]
float PerchAdditionalHeight;//[Offset: 0x1c8 , Size: 4]
Rotator RotationRate;//[Offset: 0x1cc , Size: 12]
bool bUseControllerDesiredRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d8 , Size: 1]
bool bOrientRotationToMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d8 , Size: 1]
bool bSweepWhileNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d8 , Size: 1]
bool bMovementInProgress;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1d8 , Size: 1]
bool bEnableScopedMovementUpdates;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d8 , Size: 1]
bool bForceMaxAccel;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d8 , Size: 1]
bool bRunPhysicsWithNoController;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1d8 , Size: 1]
bool bForceNextFloorCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d9 , Size: 1]
bool bShrinkProxyCapsule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d9 , Size: 1]
bool bCanWalkOffLedges;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d9 , Size: 1]
bool bCanWalkOffLedgesWhenCrouching;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d9 , Size: 1]
bool bNetworkSkipProxyPredictionOnNetUpdate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d9 , Size: 1]
bool bDeferUpdateMoveComponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d9 , Size: 1]
SceneComponent* DeferredUpdatedMoveComponent;//[Offset: 0x1dc , Size: 4]
float MaxOutOfWaterStepHeight;//[Offset: 0x1e0 , Size: 4]
float OutofWaterZ;//[Offset: 0x1e4 , Size: 4]
float Mass;//[Offset: 0x1e8 , Size: 4]
bool bEnablePhysicsInteraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec , Size: 1]
bool bTouchForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed , Size: 1]
bool bPushForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ee , Size: 1]
bool bPushForceUsingZOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef , Size: 1]
bool bScalePushForceToVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0 , Size: 1]
float StandingDownwardForceScale;//[Offset: 0x1f4 , Size: 4]
float InitialPushForceFactor;//[Offset: 0x1f8 , Size: 4]
float PushForceFactor;//[Offset: 0x1fc , Size: 4]
float PushForcePointZOffsetFactor;//[Offset: 0x200 , Size: 4]
float TouchForceFactor;//[Offset: 0x204 , Size: 4]
float MinTouchForce;//[Offset: 0x208 , Size: 4]
float MaxTouchForce;//[Offset: 0x20c , Size: 4]
float RepulsionForce;//[Offset: 0x210 , Size: 4]
bool bForceBraking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x214 , Size: 1]
float CrouchedSpeedMultiplier;//[Offset: 0x218 , Size: 4]
float UpperImpactNormalScale;//[Offset: 0x21c , Size: 4]
Vector Acceleration;//[Offset: 0x220 , Size: 12]
Vector LastUpdateLocation;//[Offset: 0x22c , Size: 12]
Quat LastUpdateRotation;//[Offset: 0x240 , Size: 16]
Vector LastUpdateVelocity;//[Offset: 0x250 , Size: 12]
float ServerLastTransformUpdateTimeStamp;//[Offset: 0x25c , Size: 4]
Vector PendingImpulseToApply;//[Offset: 0x260 , Size: 12]
Vector PendingForceToApply;//[Offset: 0x26c , Size: 12]
float AnalogInputModifier;//[Offset: 0x278 , Size: 4]
float MaxSimulationTimeStep;//[Offset: 0x284 , Size: 4]
int MaxSimulationIterations;//[Offset: 0x288 , Size: 4]
float MaxDepenetrationWithGeometry;//[Offset: 0x28c , Size: 4]
float MaxDepenetrationWithGeometryAsProxy;//[Offset: 0x290 , Size: 4]
float MaxDepenetrationWithPawn;//[Offset: 0x294 , Size: 4]
float MaxDepenetrationWithPawnAsProxy;//[Offset: 0x298 , Size: 4]
float NetworkSimulatedSmoothLocationTime;//[Offset: 0x29c , Size: 4]
float NetworkSimulatedSmoothRotationTime;//[Offset: 0x2a0 , Size: 4]
float ListenServerNetworkSimulatedSmoothLocationTime;//[Offset: 0x2a4 , Size: 4]
float ListenServerNetworkSimulatedSmoothRotationTime;//[Offset: 0x2a8 , Size: 4]
float NetProxyShrinkRadius;//[Offset: 0x2ac , Size: 4]
float NetProxyShrinkHalfHeight;//[Offset: 0x2b0 , Size: 4]
float NetworkMaxSmoothUpdateDistance;//[Offset: 0x2b4 , Size: 4]
float NetworkNoSmoothUpdateDistance;//[Offset: 0x2b8 , Size: 4]
bool bReplaySmoothUseInterp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc , Size: 1]
enum NetworkSmoothingMode;//[Offset: 0x2bd , Size: 1]
float LedgeCheckThreshold;//[Offset: 0x2c0 , Size: 4]
float JumpOutOfWaterPitch;//[Offset: 0x2c4 , Size: 4]
FindFloorResult CurrentFloor;//[Offset: 0x2c8 , Size: 152]
byte DefaultLandMovementMode;//[Offset: 0x360 , Size: 1]
byte DefaultWaterMovementMode;//[Offset: 0x361 , Size: 1]
byte GroundMovementMode;//[Offset: 0x362 , Size: 1]
bool bMaintainHorizontalGroundVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x363 , Size: 1]
bool bImpartBaseVelocityX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x363 , Size: 1]
bool bImpartBaseVelocityY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x363 , Size: 1]
bool bImpartBaseVelocityZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x363 , Size: 1]
bool bImpartBaseAngularVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x363 , Size: 1]
bool bJustTeleported;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x363 , Size: 1]
bool bNetworkUpdateReceived;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x363 , Size: 1]
bool bNetworkMovementModeChanged;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x363 , Size: 1]
bool bIgnoreClientMovementErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x364 , Size: 1]
bool bNotifyApex;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x364 , Size: 1]
bool bCheatFlying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x364 , Size: 1]
bool bWantsToCrouch;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x364 , Size: 1]
bool bCrouchMaintainsBaseLocation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x364 , Size: 1]
bool bIgnoreBaseRotation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x364 , Size: 1]
bool bFastAttachedMove;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x364 , Size: 1]
bool bAlwaysCheckFloor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x364 , Size: 1]
bool bUseFlatBaseForFloorChecks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x365 , Size: 1]
bool bPerformingJumpOff;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x365 , Size: 1]
bool bWantsToLeaveNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x365 , Size: 1]
bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x365 , Size: 1]
bool bRequestedMoveUseAcceleration;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x365 , Size: 1]
bool bHasRequestedVelocity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x365 , Size: 1]
bool bRequestedMoveWithMaxSpeed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x365 , Size: 1]
bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x366 , Size: 1]
bool bProjectNavMeshWalking;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x366 , Size: 1]
bool bProjectNavMeshOnBothWorldChannels;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x366 , Size: 1]
float AvoidanceConsiderationRadius;//[Offset: 0x378 , Size: 4]
Vector RequestedVelocity;//[Offset: 0x37c , Size: 12]
int AvoidanceUID;//[Offset: 0x388 , Size: 4]
NavAvoidanceMask AvoidanceGroup;//[Offset: 0x38c , Size: 4]
NavAvoidanceMask GroupsToAvoid;//[Offset: 0x390 , Size: 4]
NavAvoidanceMask GroupsToIgnore;//[Offset: 0x394 , Size: 4]
float AvoidanceWeight;//[Offset: 0x398 , Size: 4]
Vector PendingLaunchVelocity;//[Offset: 0x39c , Size: 12]
float NavMeshProjectionInterval;//[Offset: 0x448 , Size: 4]
float NavMeshProjectionTimer;//[Offset: 0x44c , Size: 4]
float NavMeshProjectionInterpSpeed;//[Offset: 0x450 , Size: 4]
float NavMeshProjectionHeightScaleUp;//[Offset: 0x454 , Size: 4]
float NavMeshProjectionHeightScaleDown;//[Offset: 0x458 , Size: 4]
float NavWalkingFloorDistTolerance;//[Offset: 0x45c , Size: 4]
CharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction;//[Offset: 0x460 , Size: 60]
float MinTimeBetweenTimeStampResets;//[Offset: 0x4a4 , Size: 4]
RootMotionSourceGroup CurrentRootMotion;//[Offset: 0x4a8 , Size: 144]
RootMotionMovementParams RootMotionParams;//[Offset: 0x5d0 , Size: 64]
Vector AnimRootMotionVelocity;//[Offset: 0x610 , Size: 12]
bool bWasSimulatingRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61c , Size: 1]
bool bAllowPhysicsRotationDuringAnimRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61d , Size: 1]
void SetWalkableFloorZ(float InWalkableFloorZ);// 0x3f51ac4
void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x3f51a4c
void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x3f51988
void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x3f51904
void SetGroupsToIgnore(int GroupFlags);// 0x3f5188c
void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x3f51808
void SetGroupsToAvoid(int GroupFlags);// 0x3f51790
void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x3f5170c
void SetAvoidanceGroup(int GroupFlags);// 0x3f51694
void SetAvoidanceEnabled(bool bEnable);// 0x3f51614
void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte OldMoveFlags);// 0x3f514c0
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
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
void ServerMove(float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x3f506c4
float K2_GetWalkableFloorZ();// 0x3f5069c
float K2_GetWalkableFloorAngle();// 0x3f50674
float K2_GetModifiedMaxAcceleration();// 0x1f61528
void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);// 0x3f5058c
void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x3f503cc
bool IsWalking();// 0x3f5039c
bool IsWalkable(out const HitResult Hit);// 0x1e78cd8
float GetValidPerchRadius();// 0x3f50374
float GetPerchRadiusThreshold();// 0x3f5034c
PrimitiveComponent* GetMovementBase();// 0x3f50324
float GetMinAnalogSpeed();// 0x3f502f4
float GetMaxJumpHeightWithJumpTime();// 0x1e4e1f0
float GetMaxJumpHeight();// 0x3f502c4
float GetMaxBrakingDeceleration();// 0x3f50294
float GetMaxAcceleration();// 0x1e4dfd4
Vector GetImpartedMovementBaseVelocity();// 0x3f50244
Vector GetCurrentAcceleration();// 0x3f501fc
Character* GetCharacterOwner();// 0x3f501e0
float GetAnalogInputModifier();// 0x3f501b8
void DisableMovement();// 0x3f5019c
void ClientVeryShortAdjustPosition(float TimeStamp, Vector NewLoc, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x3f4ff5c
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
void ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x3f4f830
void ClientAdjustPosition(float TimeStamp, Vector NewLoc, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x3f4f588
void ClientAckGoodMove(float TimeStamp);// 0x1e9b0c4
void ClearAccumulatedForces();// 0x3f4f56c
void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x3f4f368
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);// 0x3f4f20c
void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x3f4f140
void AddForce(Vector force);// 0x3f4f0c8
--------------------------------
Class: PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
Pawn* PawnOwner;//[Offset: 0x120 , Size: 4]
Vector K2_GetInputVector();// 0x4029a10
bool IsMoveInputIgnored();// 0x4029a58
Vector GetPendingInputVector();// 0x4029a10
Pawn* GetPawnOwner();// 0x1fcc9a0
Vector GetLastInputVector();// 0x40299c8
Vector ConsumeInputVector();// 0x4029978
void AddInputVector(Vector WorldVector, bool bForce);// 0x1d64ecc
--------------------------------
Class: NavMovementComponent.MovementComponent.ActorComponent.Object
NavAgentProperties NavAgentProps;//[Offset: 0xf4 , Size: 24]
float FixedPathBrakingDistance;//[Offset: 0x10c , Size: 4]
bool bUpdateNavAgentWithOwnersCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x110 , Size: 1]
bool bUseAccelerationForPaths;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x110 , Size: 1]
bool bUseFixedBrakingDistanceForPaths;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x110 , Size: 1]
MovementProperties MovementState;//[Offset: 0x114 , Size: 4]
void StopMovementKeepPathing();// 0x40129c0
void StopActiveMovement();// 0x1d1a450
bool IsSwimming();// 0x4012990
bool IsMovingOnGround();// 0x3f5039c
bool IsFlying();// 0x4012960
bool IsFalling();// 0x3f36680
bool IsCrouching();// 0x24615c0
--------------------------------
Class: MovementComponent.ActorComponent.Object
SceneComponent* UpdatedComponent;//[Offset: 0xbc , Size: 4]
PrimitiveComponent* UpdatedPrimitive;//[Offset: 0xc0 , Size: 4]
Vector Velocity;//[Offset: 0xc8 , Size: 12]
bool bConstrainToPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd4 , Size: 1]
bool bSnapToPlaneAtStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd4 , Size: 1]
enum PlaneConstraintAxisSetting;//[Offset: 0xd5 , Size: 1]
Vector PlaneConstraintNormal;//[Offset: 0xd8 , Size: 12]
Vector PlaneConstraintOrigin;//[Offset: 0xe4 , Size: 12]
bool bUpdateOnlyIfRendered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf0 , Size: 1]
bool bAutoUpdateTickRegistration;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf0 , Size: 1]
bool bTickBeforeOwner;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf0 , Size: 1]
bool bAutoRegisterUpdatedComponent;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf0 , Size: 1]
void StopMovementImmediately();// 0x1da26d0
void SnapUpdatedComponentToPlane();// 0x4009cec
void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x24533a8
void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x4009c74
void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x4009bfc
void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x4009b34
void SetPlaneConstraintEnabled(bool bEnabled);// 0x4009aac
void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x4009a2c
void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x1e44138
bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x4009868
float K2_GetModifiedMaxSpeed();// 0x4009838
float K2_GetMaxSpeedModifier();// 0x4009808
bool IsExceedingMaxSpeed(float MaxSpeed);// 0x4009780
Vector GetPlaneConstraintOrigin();// 0x400974c
Vector GetPlaneConstraintNormal();// 0x4009718
enum GetPlaneConstraintAxisSetting();// 0x40096fc
PhysicsVolume* GetPhysicsVolume();// 0x1dac844
float GetMaxSpeed();// 0x40096cc
float GetGravityZ();// 0x400969c
Vector ConstrainNormalToPlane(Vector Normal);// 0x4009600
Vector ConstrainLocationToPlane(Vector Location);// 0x4009564
Vector ConstrainDirectionToPlane(Vector Direction);// 0x40094c8
--------------------------------
Class: NavAgentProperties.MovementProperties
float AgentRadius;//[Offset: 0x4 , Size: 4]
float AgentHeight;//[Offset: 0x8 , Size: 4]
float AgentStepHeight;//[Offset: 0xc , Size: 4]
float NavWalkingSearchHeightScale;//[Offset: 0x10 , Size: 4]
class NavigationData* PreferredNavData;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: MovementProperties
bool bCanCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bCanJump;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bCanWalk;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
bool bCanSwim;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
bool bCanFly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
--------------------------------
Class: NavigationData.Actor.Object
PrimitiveComponent* RenderingComp;//[Offset: 0x2c4 , Size: 4]
NavDataConfig NavDataConfig;//[Offset: 0x2c8 , Size: 80]
bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x318 , Size: 1]
bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x318 , Size: 1]
bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x318 , Size: 1]
bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x318 , Size: 1]
bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x318 , Size: 1]
enum RuntimeGeneration;//[Offset: 0x319 , Size: 1]
float ObservedPathsTickInterval;//[Offset: 0x31c , Size: 4]
uint32 DataVersion;//[Offset: 0x320 , Size: 4]
SupportedAreaData[] SupportedAreas;//[Offset: 0x3ac , Size: 12]
--------------------------------
Class: NavDataConfig.NavAgentProperties.MovementProperties
FName Name;//[Offset: 0x18 , Size: 8]
Color Color;//[Offset: 0x20 , Size: 4]
Vector DefaultQueryExtent;//[Offset: 0x24 , Size: 12]
class NavigationData* NavigationDataClass;//[Offset: 0x30 , Size: 4]
SoftClassPath NavigationDataClassName;//[Offset: 0x38 , Size: 24]
--------------------------------
Class: SoftClassPath.SoftObjectPath
--------------------------------
Class: SupportedAreaData
FString AreaClassName;//[Offset: 0x0 , Size: 12]
int AreaID;//[Offset: 0xc , Size: 4]
class Object* AreaClass;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: PhysicsVolume.Volume.Brush.Actor.Object
float TerminalVelocity;//[Offset: 0x2ec , Size: 4]
int Priority;//[Offset: 0x2f0 , Size: 4]
float FluidFriction;//[Offset: 0x2f4 , Size: 4]
bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f8 , Size: 1]
bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f8 , Size: 1]
--------------------------------
Class: Volume.Brush.Actor.Object
--------------------------------
Class: Brush.Actor.Object
byte BrushType;//[Offset: 0x2c4 , Size: 1]
Color BrushColor;//[Offset: 0x2c8 , Size: 4]
int PolyFlags;//[Offset: 0x2cc , Size: 4]
bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d0 , Size: 1]
bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d0 , Size: 1]
bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d0 , Size: 1]
bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d0 , Size: 1]
Model* Brush;//[Offset: 0x2d4 , Size: 4]
BrushComponent* BrushComponent;//[Offset: 0x2d8 , Size: 4]
bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2dc , Size: 1]
GeomSelection[] SavedSelections;//[Offset: 0x2e0 , Size: 12]
--------------------------------
Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Model* Brush;//[Offset: 0x554 , Size: 4]
BodySetup* BrushBodySetup;//[Offset: 0x558 , Size: 4]
Vector PrePivot;//[Offset: 0x55c , Size: 12]
--------------------------------
Class: GeomSelection
int Type;//[Offset: 0x0 , Size: 4]
int Index;//[Offset: 0x4 , Size: 4]
int SelectionIndex;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: HitResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bStartPenetrating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
float Time;//[Offset: 0x4 , Size: 4]
float Distance;//[Offset: 0x8 , Size: 4]
Vector_NetQuantize Location;//[Offset: 0xc , Size: 12]
Vector_NetQuantize ImpactPoint;//[Offset: 0x18 , Size: 12]
Vector_NetQuantizeNormal Normal;//[Offset: 0x24 , Size: 12]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x30 , Size: 12]
Vector_NetQuantize TraceStart;//[Offset: 0x3c , Size: 12]
Vector_NetQuantize TraceEnd;//[Offset: 0x48 , Size: 12]
float PenetrationDepth;//[Offset: 0x54 , Size: 4]
int Item;//[Offset: 0x58 , Size: 4]
PhysicalMaterial* PhysMaterial;//[Offset: 0x5c , Size: 8]
Actor* Actor;//[Offset: 0x64 , Size: 8]
PrimitiveComponent* Component;//[Offset: 0x6c , Size: 8]
FName BoneName;//[Offset: 0x78 , Size: 8]
int FaceIndex;//[Offset: 0x80 , Size: 4]
--------------------------------
Class: Vector_NetQuantize.Vector
--------------------------------
Class: Vector_NetQuantizeNormal.Vector
--------------------------------
Class: FindFloorResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bWalkableFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bLineTrace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
float FloorDist;//[Offset: 0x4 , Size: 4]
float LineDist;//[Offset: 0x8 , Size: 4]
HitResult HitResult;//[Offset: 0x10 , Size: 136]
--------------------------------
Class: NavAvoidanceMask
bool bGroup0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bGroup1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bGroup2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
bool bGroup3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
bool bGroup4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
bool bGroup5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1]
bool bGroup6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1]
bool bGroup7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1]
bool bGroup8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1]
bool bGroup9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1]
bool bGroup10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1]
bool bGroup11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1]
bool bGroup12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1]
bool bGroup13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1]
bool bGroup14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1]
bool bGroup15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1]
bool bGroup16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2 , Size: 1]
bool bGroup17;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2 , Size: 1]
bool bGroup18;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2 , Size: 1]
bool bGroup19;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2 , Size: 1]
bool bGroup20;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2 , Size: 1]
bool bGroup21;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2 , Size: 1]
bool bGroup22;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2 , Size: 1]
bool bGroup23;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2 , Size: 1]
bool bGroup24;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3 , Size: 1]
bool bGroup25;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3 , Size: 1]
bool bGroup26;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3 , Size: 1]
bool bGroup27;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3 , Size: 1]
bool bGroup28;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3 , Size: 1]
bool bGroup29;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3 , Size: 1]
bool bGroup30;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3 , Size: 1]
bool bGroup31;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3 , Size: 1]
--------------------------------
Class: CharacterMovementComponentPostPhysicsTickFunction.TickFunction
--------------------------------
Class: RootMotionSourceGroup
bool bHasAdditiveSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c , Size: 1]
bool bHasOverrideSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d , Size: 1]
Vector_NetQuantize10 LastPreAdditiveVelocity;//[Offset: 0x80 , Size: 12]
bool bIsAdditiveVelocityApplied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c , Size: 1]
RootMotionSourceSettings LastAccumulatedSettings;//[Offset: 0x8d , Size: 1]
--------------------------------
Class: Vector_NetQuantize10.Vector
--------------------------------
Class: RootMotionSourceSettings
byte Flags;//[Offset: 0x0 , Size: 1]
--------------------------------
Class: RootMotionMovementParams
bool bHasRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
float BlendWeight;//[Offset: 0x4 , Size: 4]
Transform RootMotionTransform;//[Offset: 0x10 , Size: 48]
--------------------------------
Class: CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
float CapsuleHalfHeight;//[Offset: 0x564 , Size: 4]
float CapsuleRadius;//[Offset: 0x568 , Size: 4]
float CapsuleHeight;//[Offset: 0x56c , Size: 4]
void SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps);// 0x3f4c3bc
void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x3f4c2f4
void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);// 0x3f4c22c
void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x3f4c140
void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x3f4c05c
float GetUnscaledCapsuleRadius();// 0x3f4c040
float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x3f4c00c
float GetUnscaledCapsuleHalfHeight();// 0x3f4bff0
float GetShapeScale();// 0x3f4bf80
void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x3f4be28
void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x3f4bcd8
float GetScaledCapsuleRadius();// 0x3f4bc58
float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x3f4bbc8
float GetScaledCapsuleHalfHeight();// 0x3f4bb48
--------------------------------
Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color ShapeColor;//[Offset: 0x554 , Size: 4]
BodySetup* ShapeBodySetup;//[Offset: 0x558 , Size: 4]
bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55c , Size: 1]
bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55c , Size: 1]
bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55c , Size: 1]
class NavArea* AreaClass;//[Offset: 0x560 , Size: 4]
--------------------------------
Class: BasedMovementInfo
PrimitiveComponent* MovementBase;//[Offset: 0x0 , Size: 4]
FName BoneName;//[Offset: 0x8 , Size: 8]
Vector_NetQuantize100 Location;//[Offset: 0x10 , Size: 12]
Rotator Rotation;//[Offset: 0x1c , Size: 12]
bool bServerHasBaseComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1]
bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29 , Size: 1]
bool bServerHasVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a , Size: 1]
--------------------------------
Class: SimulatedRootMotionReplicatedMove
float Time;//[Offset: 0x0 , Size: 4]
RepRootMotionMontage RootMotion;//[Offset: 0x8 , Size: 224]
--------------------------------
Class: RepRootMotionMontage
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
AnimMontage* AnimMontage;//[Offset: 0x4 , Size: 4]
float Position;//[Offset: 0x8 , Size: 4]
Vector_NetQuantize100 Location;//[Offset: 0xc , Size: 12]
Rotator Rotation;//[Offset: 0x18 , Size: 12]
PrimitiveComponent* MovementBase;//[Offset: 0x24 , Size: 4]
FName MovementBaseBoneName;//[Offset: 0x28 , Size: 8]
bool bRelativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1]
bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31 , Size: 1]
RootMotionSourceGroup AuthoritativeRootMotion;//[Offset: 0x34 , Size: 144]
Vector_NetQuantize10 Acceleration;//[Offset: 0xc4 , Size: 12]
Vector_NetQuantize10 LinearVelocity;//[Offset: 0xd0 , Size: 12]
--------------------------------
Class: PlayerState.Info.Actor.Object
float Score;//[Offset: 0x2c4 , Size: 4]
byte Ping;//[Offset: 0x2c8 , Size: 1]
FString PlayerName;//[Offset: 0x2cc , Size: 12]
int PlayerID;//[Offset: 0x2e4 , Size: 4]
bool bIsSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e8 , Size: 1]
bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e8 , Size: 1]
bool bIsABot;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e8 , Size: 1]
bool bIsInactive;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2e8 , Size: 1]
bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2e8 , Size: 1]
int StartTime;//[Offset: 0x2ec , Size: 4]
class LocalMessage* EngineMessageClass;//[Offset: 0x2f0 , Size: 4]
FString SavedNetworkAddress;//[Offset: 0x2f8 , Size: 12]
UniqueNetIdRepl UniqueId;//[Offset: 0x304 , Size: 12]
void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x2859eb0
void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x2859eb0
void OnRep_UniqueId();// 0x1ce2b64
void OnRep_Score();// 0x1ce1e14
void OnRep_PlayerName();// 0x1ce0870
void OnRep_bIsInactive();// 0x1c8167c
--------------------------------
Class: Info.Actor.Object
--------------------------------
Class: LocalMessage.Object
--------------------------------
Class: UniqueNetIdRepl.UniqueNetIdWrapper
--------------------------------
Class: UniqueNetIdWrapper
--------------------------------
Class: DamageType.Object
bool bCausedByWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
bool bScaleMomentumByMass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
bool bRadialDamageVelChange;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1]
float DamageImpulse;//[Offset: 0x20 , Size: 4]
float DestructibleImpulse;//[Offset: 0x24 , Size: 4]
float DestructibleDamageSpreadScale;//[Offset: 0x28 , Size: 4]
float DamageFalloff;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: PlayerController.Controller.Actor.Object
Player* Player;//[Offset: 0x310 , Size: 4]
Pawn* AcknowledgedPawn;//[Offset: 0x318 , Size: 4]
InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x31c , Size: 4]
HUD* MyHUD;//[Offset: 0x324 , Size: 4]
PlayerCameraManager* PlayerCameraManager;//[Offset: 0x328 , Size: 4]
class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x32c , Size: 4]
bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330 , Size: 1]
Rotator TargetViewRotation;//[Offset: 0x334 , Size: 12]
float SmoothTargetViewRotationSpeed;//[Offset: 0x34c , Size: 4]
Actor*[] HiddenActors;//[Offset: 0x350 , Size: 12]
PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x35c , Size: 12]
float LastSpectatorStateSynchTime;//[Offset: 0x36c , Size: 4]
Vector LastSpectatorSyncLocation;//[Offset: 0x370 , Size: 12]
Rotator LastSpectatorSyncRotation;//[Offset: 0x37c , Size: 12]
int ClientCap;//[Offset: 0x388 , Size: 4]
CheatManager* CheatManager;//[Offset: 0x38c , Size: 4]
class CheatManager* CheatClass;//[Offset: 0x390 , Size: 4]
PlayerInput* PlayerInput;//[Offset: 0x394 , Size: 4]
ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x398 , Size: 12]
bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x406 , Size: 1]
byte NetPlayerIndex;//[Offset: 0x407 , Size: 1]
NetConnection* PendingSwapConnection;//[Offset: 0x434 , Size: 4]
NetConnection* NetConnection;//[Offset: 0x438 , Size: 4]
float InputYawScale;//[Offset: 0x448 , Size: 4]
float InputPitchScale;//[Offset: 0x44c , Size: 4]
float InputRollScale;//[Offset: 0x450 , Size: 4]
bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x454 , Size: 1]
bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x454 , Size: 1]
bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x454 , Size: 1]
bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x454 , Size: 1]
bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x454 , Size: 1]
bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x454 , Size: 1]
float ForceFeedbackScale;//[Offset: 0x458 , Size: 4]
Key[] ClickEventKeys;//[Offset: 0x45c , Size: 12]
byte DefaultMouseCursor;//[Offset: 0x468 , Size: 1]
byte CurrentMouseCursor;//[Offset: 0x469 , Size: 1]
byte DefaultClickTraceChannel;//[Offset: 0x46a , Size: 1]
byte CurrentClickTraceChannel;//[Offset: 0x46b , Size: 1]
float HitResultTraceDistance;//[Offset: 0x46c , Size: 4]
bool bPauseUpdateStreamingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x480 , Size: 1]
InputComponent* InactiveStateInputComponent;//[Offset: 0x4f0 , Size: 4]
bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4f4 , Size: 1]
TouchInterface* CurrentTouchInterface;//[Offset: 0x500 , Size: 4]
SpectatorPawn* SpectatorPawn;//[Offset: 0x544 , Size: 4]
Vector SpawnLocation;//[Offset: 0x548 , Size: 12]
bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558 , Size: 1]
uint16 SeamlessTravelCount;//[Offset: 0x55a , Size: 2]
uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x55c , Size: 2]
bool bOpenReconnectViewPointFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x564 , Size: 1]
bool WasInputKeyJustReleased(Key Key);// 0x403cbf4
bool WasInputKeyJustPressed(Key Key);// 0x403c900
void ToggleSpeaking(bool bInSpeaking);// 0x403c878
void SwitchLevel(FString URL);// 0x246e38c
void StopHapticEffect(enum Hand);// 0x403c800
void StartFire(byte FireModeNum);// 0x403c780
void SetVirtualJoystickVisibility(bool bVisible);// 0x403c6f8
void SetViewTargetWithBlend(Actor* NewViewTarget, float blendTime, byte BlendFunc, float BlendExp, bool bLockOutgoing);// 0x403c558
void SetName(FString S);// 0x403c494
void SetMouseLocation(const int X, const int Y);// 0x403c3d8
void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x403c31c
void SetHapticsByValue(const float Frequency, const float Amplitude, enum Hand);// 0x403c21c
void SetControllerLightColor(Color Color);// 0x403c1ac
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x403bfe0
void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector Location, Rotator Rotation);// 0x403bed4
void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x403bdc4
void ServerViewPrevPlayer();// 0x403bd68
void ServerViewNextPlayer();// 0x403bd0c
void ServerVerifyViewTarget();// 0x403bcb0
void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible);// 0x403bba4
void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);// 0x403baa0
void ServerUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x403b584
void ServerToggleAILogging();// 0x403b528
void ServerShortTimeout();// 0x403b4cc
void ServerSetSpectatorWaiting(bool bWaiting);// 0x403b404
void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x403b2ec
void ServerRestartPlayer();// 0x403b290
void ServerPause();// 0x403b234
void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x403b190
void ServerMutePlayer(UniqueNetIdRepl PlayerID);// 0x403ac74
void ServerCheckClientPossessionReliable();// 0x403ac18
void ServerCheckClientPossession();// 0x403abbc
void ServerChangeName(FString S);// 0x403aac8
void ServerCamera(FName NewMode);// 0x403aa14
void ServerAcknowledgePossession(Pawn* P);// 0x403a960
void SendToConsole(FString Command);// 0x403a89c
void RestartLevel();// 0x403a880
bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D ScreenLocation, bool bPlayerViewportRelative);// 0x403a760
void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand, float Scale, bool bLoop);// 0x403a610
void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x403a330
void Pause();// 0x403a30c
void OnServerStartedVisualLogger(bool bIsLogging);// 0x403a284
void LocalTravel(FString URL);// 0x403a1c0
bool IsInputKeyDown(Key Key);// 0x4039ecc
void GetViewportSize(out int SizeX, out int SizeY);// 0x4039dec
SpectatorPawn* GetSpectatorPawn();// 0x4039dd0
bool GetMousePosition(out float LocationX, out float LocationY);// 0x4039ce8
Vector GetInputVectorKeyState(Key Key);// 0x40399e4
void GetInputTouchState(byte FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x4039864
void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x4039784
void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector Gravity, out Vector Acceleration);// 0x4039600
float GetInputKeyTimeDown(Key Key);// 0x4039308
void GetInputAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x40391e4
float GetInputAnalogKeyState(Key Key);// 0x4038eec
HUD* GetHUD();// 0x4038ec4
bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x4038cf0
bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x4038b74
bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x40389f8
bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x4038868
bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x4038730
bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x40385f8
Vector GetFocalLocation();// 0x1f0af58
void FOV(float NewFOV);// 0x246cd14
void EnableCheats();// 0x40385dc
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector WorldLocation, out Vector WorldDirection);// 0x4038470
bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector WorldDirection);// 0x4038390
void ConsoleKey(Key Key);// 0x403809c
void ClientWasKicked(const FText KickReason);// 0x4037f08
void ClientVoiceHandshakeComplete();// 0x246f048
void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex);// 0x4037d50
void ClientUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x40379e4
void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x4037834
void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x4037694
void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type, float MsgLifeTime);// 0x40374f8
void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName Tag);// 0x4037434
void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);// 0x4037368
void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x40372e8
void ClientStartOnlineSession();// 0x1ee6e70
void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x1e80dcc
void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams TransitionParams);// 0x40371e0
void ClientSetSpectatorWaiting(bool bWaiting);// 0x4037158
void ClientSetHUD(class HUD NewHUDClass);// 0x1cd8a94
void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float ForceDuration, int CinematicTextureGroups);// 0x200c364
void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD);// 0x4036fdc
void ClientSetCameraMode(FName NewCamMode);// 0x4036f5c
void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D FadeAlpha, float FadeTime, bool bFadeAudio);// 0x4036db8
void ClientSetBlockOnAsyncLoading();// 0x4036d9c
void ClientReturnToMainMenu(FString ReturnReason);// 0x4036cd8
void ClientRetryClientRestart(Pawn* NewPawn);// 0x4036c58
void ClientRestart(Pawn* NewPawn);// 0x4036bd8
void ClientReset();// 0x4036bbc
void ClientRepObjRef(Object* Object);// 0x4036b3c
void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch, PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object* OptionalObject);// 0x40369a4
void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups);// 0x4036848
void ClientPrepareMapChange(FName levelName, bool bFirst, bool bLast);// 0x4036724
void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float VolumeMultiplier, float PitchMultiplier);// 0x40365d0
void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);// 0x40364c8
void ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, FName Tag);// 0x403635c
void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x4036208
void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte Space, Rotator CustomPlaySpace);// 0x4035f38
void ClientMutePlayer(UniqueNetIdRepl PlayerID);// 0x4035bcc
void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x4035a78
void ClientIgnoreMoveInput(bool bIgnore);// 0x40359f0
void ClientIgnoreLookInput(bool bIgnore);// 0x4035968
void ClientGotoState(FName NewState);// 0x40358e8
void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x403581c
void ClientForceGarbageCollection();// 0x246ccf8
void ClientFlushLevelStreaming();// 0x4035808
void ClientEndOnlineSession();// 0x1ee6bc4
void ClientEnableNetworkVoice(bool bEnable);// 0x4035780
void ClientCommitMapChange();// 0x246da1c
void ClientClearCameraLensEffects();// 0x4035764
void ClientCapBandwidth(int Cap);// 0x246e9e0
void ClientCancelPendingMapChange();// 0x4035748
void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool bOverrideLocation);// 0x403563c
void ClearAudioListenerOverride();// 0x4035628
void Camera(FName NewMode);// 0x40355a8
void AddYawInput(float Val);// 0x4035528
void AddRollInput(float Val);// 0x40354a8
void AddPitchInput(float Val);// 0x4035428
void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x1f03be0
--------------------------------
Class: Player.Object
PlayerController* PlayerController;//[Offset: 0x20 , Size: 4]
int CurrentNetSpeed;//[Offset: 0x24 , Size: 4]
int ConfiguredInternetSpeed;//[Offset: 0x28 , Size: 4]
int ConfiguredLanSpeed;//[Offset: 0x2c , Size: 4]
--------------------------------
Class: InterpTrackInstDirector.InterpTrackInst.Object
Actor* OldViewTarget;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: InterpTrackInst.Object
--------------------------------
Class: HUD.Actor.Object
PlayerController* PlayerOwner;//[Offset: 0x2c4 , Size: 4]
bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1]
bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c8 , Size: 1]
bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c8 , Size: 1]
bool bShowOverlays;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c8 , Size: 1]
bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2c8 , Size: 1]
bool bDebugInfoUseModifiedActor;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2c8 , Size: 1]
Actor*[] PostRenderedActors;//[Offset: 0x2cc , Size: 12]
FName[] DebugDisplay;//[Offset: 0x2e0 , Size: 12]
FName[] ToggledDebugCategories;//[Offset: 0x2ec , Size: 12]
Canvas* Canvas;//[Offset: 0x2f8 , Size: 4]
Canvas* DebugCanvas;//[Offset: 0x2fc , Size: 4]
DebugTextInfo[] DebugTextList;//[Offset: 0x300 , Size: 12]
class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x30c , Size: 4]
Actor* ShowDebugTargetActor;//[Offset: 0x310 , Size: 4]
Actor* UpdateShowDebugTargetActor();// 0x2859eb0
void ShowHUD();// 0x1ce1e14
void ShowDebugToggleSubCategory(FName Category);// 0x3f8cd3c
void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x3f8ccc4
void ShowDebugForMoifiedTargetActor();// 0x3f8ccb0
void ShowDebug(FName DebugType);// 0x3f8cc30
void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x3f8cb6c
void RemoveAllDebugStrings();// 0x3f8cb58
void ReceiveHitBoxRelease(const FName BoxName);// 0x2859eb0
void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x2859eb0
void ReceiveHitBoxClick(const FName BoxName);// 0x2859eb0
void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x2859eb0
void ReceiveDrawHUD(int SizeX, int SizeY);// 0x2859eb0
Vector Project(Vector Location);// 0x3f8cac4
void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font* Font, float Scale);// 0x3f8c8c8
PlayerController* GetOwningPlayerController();// 0x1cde424
Pawn* GetOwningPawn();// 0x3f8c8a0
void GetActorsInSelectionRectangle(class Actor ClassFilter, out const Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x3f8c648
void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition);// 0x3f8c4b0
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
void DrawText(FString Text, LinearColor TextColor, float ScreenX, float ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x3f8bdc0
void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH);// 0x3f8bc24
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
void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);// 0x3f8b678
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
void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, LinearColor LineColor, float LineThickness);// 0x3f8b0bc
void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out Vector WorldDirection);// 0x3f8af58
void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool bConsumesInput, int Priority);// 0x3f8adbc
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
--------------------------------
Class: Canvas.Object
float OrgX;//[Offset: 0x1c , Size: 4]
float OrgY;//[Offset: 0x20 , Size: 4]
float ClipX;//[Offset: 0x24 , Size: 4]
float ClipY;//[Offset: 0x28 , Size: 4]
Color DrawColor;//[Offset: 0x2c , Size: 4]
bool bCenterX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
bool bCenterY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30 , Size: 1]
bool bNoSmooth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x30 , Size: 1]
int SizeX;//[Offset: 0x34 , Size: 4]
int SizeY;//[Offset: 0x38 , Size: 4]
Plane ColorModulate;//[Offset: 0x40 , Size: 16]
Texture2D* DefaultTexture;//[Offset: 0x50 , Size: 4]
Texture2D* GradientTexture0;//[Offset: 0x54 , Size: 4]
ReporterGraph* ReporterGraph;//[Offset: 0x58 , Size: 4]
Vector2D K2_TextSize(Font* RenderFont, FString RenderText, Vector2D Scale);// 0x3f4ac1c
Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x3f4ab0c
Vector K2_Project(Vector WorldLocation);// 0x3f4aa78
void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);// 0x3f4a8d4
void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x3f4a600
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
void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D Radius, int NumberOfSides, LinearColor RenderColor);// 0x3f4a064
void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[] Triangles);// 0x3f49ec0
void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x3f49ca8
void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float Thickness, LinearColor RenderColor);// 0x3f49b50
void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float Thickness);// 0x3f49a50
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
void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector WorldDirection);// 0x3f49414
--------------------------------
Class: Texture2D.Texture.Object
int StreamingIndex;//[Offset: 0x98 , Size: 4]
int LevelIndex;//[Offset: 0x9c , Size: 4]
int FirstResourceMemMip;//[Offset: 0xa0 , Size: 4]
IntPoint ImportedSize;//[Offset: 0xa4 , Size: 8]
double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0xb0 , Size: 8]
bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9 , Size: 1]
bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xba , Size: 1]
bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xba , Size: 1]
bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xba , Size: 1]
bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xba , Size: 1]
byte AddressX;//[Offset: 0xbb , Size: 1]
byte AddressY;//[Offset: 0xbc , Size: 1]
int Blueprint_GetSizeY();// 0x407b8c4
int Blueprint_GetSizeX();// 0x407b89c
--------------------------------
Class: ReporterGraph.ReporterBase.Object
--------------------------------
Class: ReporterBase.Object
--------------------------------
Class: Font.Object
enum FontCacheType;//[Offset: 0x20 , Size: 1]
FontCharacter[] Characters;//[Offset: 0x24 , Size: 12]
Texture2D*[] Textures;//[Offset: 0x30 , Size: 12]
int IsRemapped;//[Offset: 0x3c , Size: 4]
float EmScale;//[Offset: 0x40 , Size: 4]
float Ascent;//[Offset: 0x44 , Size: 4]
float Descent;//[Offset: 0x48 , Size: 4]
float Leading;//[Offset: 0x4c , Size: 4]
int Kerning;//[Offset: 0x50 , Size: 4]
FontImportOptionsData ImportOptions;//[Offset: 0x54 , Size: 144]
int NumCharacters;//[Offset: 0xe4 , Size: 4]
int[] MaxCharHeight;//[Offset: 0xe8 , Size: 12]
float ScalingFactor;//[Offset: 0xf4 , Size: 4]
int LegacyFontSize;//[Offset: 0xf8 , Size: 4]
FName LegacyFontName;//[Offset: 0x100 , Size: 8]
CompositeFont CompositeFont;//[Offset: 0x108 , Size: 24]
--------------------------------
Class: FontCharacter
int StartU;//[Offset: 0x0 , Size: 4]
int StartV;//[Offset: 0x4 , Size: 4]
int USize;//[Offset: 0x8 , Size: 4]
int VSize;//[Offset: 0xc , Size: 4]
byte TextureIndex;//[Offset: 0x10 , Size: 1]
int VerticalOffset;//[Offset: 0x14 , Size: 4]
--------------------------------
Class: FontImportOptionsData
FString FontName;//[Offset: 0x0 , Size: 12]
float Height;//[Offset: 0xc , Size: 4]
bool bEnableAntialiasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
bool bEnableBold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10 , Size: 1]
bool bEnableItalic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10 , Size: 1]
bool bEnableUnderline;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10 , Size: 1]
bool bAlphaOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10 , Size: 1]
byte CharacterSet;//[Offset: 0x11 , Size: 1]
FString Chars;//[Offset: 0x14 , Size: 12]
FString UnicodeRange;//[Offset: 0x20 , Size: 12]
FString CharsFilePath;//[Offset: 0x2c , Size: 12]
FString CharsFileWildcard;//[Offset: 0x38 , Size: 12]
bool bCreatePrintableOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
bool bIncludeASCIIRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1]
LinearColor ForegroundColor;//[Offset: 0x48 , Size: 16]
bool bEnableDropShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58 , Size: 1]
int TexturePageWidth;//[Offset: 0x5c , Size: 4]
int TexturePageMaxHeight;//[Offset: 0x60 , Size: 4]
int XPadding;//[Offset: 0x64 , Size: 4]
int YPadding;//[Offset: 0x68 , Size: 4]
int ExtendBoxTop;//[Offset: 0x6c , Size: 4]
int ExtendBoxBottom;//[Offset: 0x70 , Size: 4]
int ExtendBoxRight;//[Offset: 0x74 , Size: 4]
int ExtendBoxLeft;//[Offset: 0x78 , Size: 4]
bool bEnableLegacyMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1]
int Kerning;//[Offset: 0x80 , Size: 4]
bool bUseDistanceFieldAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x84 , Size: 1]
int DistanceFieldScaleFactor;//[Offset: 0x88 , Size: 4]
float DistanceFieldScanRadiusScale;//[Offset: 0x8c , Size: 4]
--------------------------------
Class: CompositeFont
Typeface DefaultTypeface;//[Offset: 0x0 , Size: 12]
CompositeSubFont[] SubTypefaces;//[Offset: 0xc , Size: 12]
--------------------------------
Class: Typeface
TypefaceEntry[] Fonts;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: TypefaceEntry
FName Name;//[Offset: 0x0 , Size: 8]
FontData Font;//[Offset: 0x8 , Size: 20]
--------------------------------
Class: FontData
FString FontFilename;//[Offset: 0x0 , Size: 12]
enum Hinting;//[Offset: 0xc , Size: 1]
enum LoadingPolicy;//[Offset: 0xd , Size: 1]
Object* FontFaceAsset;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: CompositeSubFont
Typeface Typeface;//[Offset: 0x0 , Size: 12]
Int32Range[] CharacterRanges;//[Offset: 0xc , Size: 12]
float ScalingFactor;//[Offset: 0x18 , Size: 4]
--------------------------------
Class: Int32Range
Int32RangeBound LowerBound;//[Offset: 0x0 , Size: 8]
Int32RangeBound UpperBound;//[Offset: 0x8 , Size: 8]
--------------------------------
Class: Int32RangeBound
byte Type;//[Offset: 0x0 , Size: 1]
int Value;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: Vector2D
float X;//[Offset: 0x0 , Size: 4]
float Y;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: CanvasUVTri
Vector2D V0_Pos;//[Offset: 0x0 , Size: 8]
Vector2D V0_UV;//[Offset: 0x8 , Size: 8]
LinearColor V0_Color;//[Offset: 0x10 , Size: 16]
Vector2D V1_Pos;//[Offset: 0x20 , Size: 8]
Vector2D V1_UV;//[Offset: 0x28 , Size: 8]
LinearColor V1_Color;//[Offset: 0x30 , Size: 16]
Vector2D V2_Pos;//[Offset: 0x40 , Size: 8]
Vector2D V2_UV;//[Offset: 0x48 , Size: 8]
LinearColor V2_Color;//[Offset: 0x50 , Size: 16]
--------------------------------
Class: DebugTextInfo
Actor* SrcActor;//[Offset: 0x0 , Size: 4]
Vector SrcActorOffset;//[Offset: 0x4 , Size: 12]
Vector SrcActorDesiredOffset;//[Offset: 0x10 , Size: 12]
FString DebugText;//[Offset: 0x1c , Size: 12]
float TimeRemaining;//[Offset: 0x28 , Size: 4]
float Duration;//[Offset: 0x2c , Size: 4]
Color TextColor;//[Offset: 0x30 , Size: 4]
bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34 , Size: 1]
bool bKeepAttachedToActor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34 , Size: 1]
bool bDrawShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34 , Size: 1]
Vector OrigActorLocation;//[Offset: 0x38 , Size: 12]
Font* Font;//[Offset: 0x44 , Size: 4]
float FontScale;//[Offset: 0x48 , Size: 4]
--------------------------------
Class: PlayerCameraManager.Actor.Object
PlayerController* PCOwner;//[Offset: 0x2c4 , Size: 4]
SceneComponent* TransformComponent;//[Offset: 0x2c8 , Size: 4]
float DefaultFOV;//[Offset: 0x2d8 , Size: 4]
float DefaultOrthoWidth;//[Offset: 0x2e0 , Size: 4]
float DefaultAspectRatio;//[Offset: 0x2e8 , Size: 4]
CameraCacheEntry CameraCache;//[Offset: 0x330 , Size: 1424]
CameraCacheEntry LastFrameCameraCache;//[Offset: 0x8c0 , Size: 1424]
TViewTarget ViewTarget;//[Offset: 0xe50 , Size: 1440]
TViewTarget PendingViewTarget;//[Offset: 0x13f0 , Size: 1440]
CameraModifier*[] ModifierList;//[Offset: 0x19a4 , Size: 12]
class CameraModifier[] DefaultModifiers;//[Offset: 0x19b0 , Size: 12]
float FreeCamDistance;//[Offset: 0x19bc , Size: 4]
Vector FreeCamOffset;//[Offset: 0x19c0 , Size: 12]
Vector ViewTargetOffset;//[Offset: 0x19cc , Size: 12]
EmitterCameraLensEffectBase*[] CameraLensEffects;//[Offset: 0x19e8 , Size: 12]
CameraModifier_CameraShake* CachedCameraShakeMod;//[Offset: 0x19f4 , Size: 4]
CameraAnimInst* AnimInstPool;//[Offset: 0x19f8 , Size: 4]
PostProcessSettings[] PostProcessBlendCache;//[Offset: 0x1a18 , Size: 12]
CameraAnimInst*[] ActiveAnims;//[Offset: 0x1a30 , Size: 12]
CameraAnimInst*[] FreeAnims;//[Offset: 0x1a3c , Size: 12]
CameraActor* AnimCameraActor;//[Offset: 0x1a48 , Size: 4]
bool bIsOrthographic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a4c , Size: 1]
bool bDefaultConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1a4c , Size: 1]
bool bUseClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1a4c , Size: 1]
bool bGameCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a4d , Size: 1]
float ViewPitchMin;//[Offset: 0x1a50 , Size: 4]
float ViewPitchMax;//[Offset: 0x1a54 , Size: 4]
float ViewYawMin;//[Offset: 0x1a58 , Size: 4]
float ViewYawMax;//[Offset: 0x1a5c , Size: 4]
float ViewRollMin;//[Offset: 0x1a60 , Size: 4]
float ViewRollMax;//[Offset: 0x1a64 , Size: 4]
void StopCameraShake(CameraShake* ShakeInstance, bool bImmediately);// 0x4032c90
void StopCameraFade();// 0x1f34be0
void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);// 0x4032bc4
void StopAllInstancesOfCameraShake(class CameraShake Shake, bool bImmediately);// 0x4032af8
void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);// 0x4032a2c
void StopAllCameraShakes(bool bImmediately);// 0x40329a4
void StopAllCameraAnims(bool bImmediate);// 0x403291c
void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x4032730
void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool bInFadeAudio);// 0x403261c
bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x3f7669c
void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);// 0x403259c
CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x4032440
CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x403211c
void PhotographyCameraModify(const Vector NewCameraLocation, const Vector PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector ResultCameraLocation);// 0x4031fb4
void OnPhotographySessionStart();// 0x1ce2b64
void OnPhotographySessionEnd();// 0x1c8167c
void OnPhotographyMultiPartCaptureStart();// 0x1ce0870
void OnPhotographyMultiPartCaptureEnd();// 0x1ce1e14
PlayerController* GetOwningPlayerController();// 0x4031f84
float GetFOVAngle();// 0x3f502c4
Rotator GetCameraRotation();// 0x4031f3c
Vector GetCameraLocation();// 0x4031ef4
CameraModifier* FindCameraModifierByClass(class CameraModifier ModifierClass);// 0x4031e6c
void ClearCameraLensEffects();// 0x1d0246c
bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation, out Rotator NewCameraRotation, out float NewCameraFOV);// 0x2859eb0
CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);// 0x4031de4
EmitterCameraLensEffectBase* AddCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x4031d5c
--------------------------------
Class: CameraCacheEntry
float TimeStamp;//[Offset: 0x0 , Size: 4]
MinimalViewInfo POV;//[Offset: 0x10 , Size: 1408]
--------------------------------
Class: MinimalViewInfo
Vector Location;//[Offset: 0x0 , Size: 12]
Vector LocationLocalSpace;//[Offset: 0xc , Size: 12]
Rotator Rotation;//[Offset: 0x18 , Size: 12]
float FOV;//[Offset: 0x24 , Size: 4]
float OrthoWidth;//[Offset: 0x28 , Size: 4]
float OrthoNearClipPlane;//[Offset: 0x2c , Size: 4]
float OrthoFarClipPlane;//[Offset: 0x30 , Size: 4]
float AspectRatio;//[Offset: 0x34 , Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38 , Size: 1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38 , Size: 1]
byte ProjectionMode;//[Offset: 0x39 , Size: 1]
float PostProcessBlendWeight;//[Offset: 0x3c , Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x40 , Size: 1328]
Vector2D OffCenterProjectionOffset;//[Offset: 0x570 , Size: 8]
--------------------------------
Class: PostProcessSettings
bool bOverride_WhiteTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bOverride_WhiteTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bOverride_ColorSaturation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
bool bOverride_ColorContrast;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
bool bOverride_ColorGamma;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1]
bool bOverride_ColorGain;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1]
bool bOverride_ColorOffset;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1]
bool bOverride_ColorSaturationShadows;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1]
bool bOverride_ColorContrastShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1]
bool bOverride_ColorGammaShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1]
bool bOverride_ColorGainShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1]
bool bOverride_ColorOffsetShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1]
bool bOverride_ColorSaturationMidtones;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1]
bool bOverride_ColorContrastMidtones;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1]
bool bOverride_ColorGammaMidtones;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1]
bool bOverride_ColorGainMidtones;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1]
bool bOverride_ColorOffsetMidtones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2 , Size: 1]
bool bOverride_ColorSaturationHighlights;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2 , Size: 1]
bool bOverride_ColorContrastHighlights;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2 , Size: 1]
bool bOverride_ColorGammaHighlights;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2 , Size: 1]
bool bOverride_ColorGainHighlights;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2 , Size: 1]
bool bOverride_ColorOffsetHighlights;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2 , Size: 1]
bool bOverride_ColorCorrectionShadowsMax;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2 , Size: 1]
bool bOverride_ColorCorrectionHighlightsMin;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2 , Size: 1]
bool bOverride_FilmWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3 , Size: 1]
bool bOverride_FilmSaturation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3 , Size: 1]
bool bOverride_FilmChannelMixerRed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3 , Size: 1]
bool bOverride_FilmChannelMixerGreen;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3 , Size: 1]
bool bOverride_FilmChannelMixerBlue;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3 , Size: 1]
bool bOverride_FilmContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3 , Size: 1]
bool bOverride_FilmDynamicRange;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3 , Size: 1]
bool bOverride_FilmHealAmount;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3 , Size: 1]
bool bOverride_FilmToeAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1]
bool bOverride_FilmShadowTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4 , Size: 1]
bool bOverride_FilmShadowTintBlend;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4 , Size: 1]
bool bOverride_FilmShadowTintAmount;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4 , Size: 1]
bool bOverride_FilmSlope;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x4 , Size: 1]
bool bOverride_FilmToe;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x4 , Size: 1]
bool bOverride_FilmShoulder;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x4 , Size: 1]
bool bOverride_FilmBlackClip;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x4 , Size: 1]
bool bOverride_FilmWhiteClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5 , Size: 1]
bool bOverride_SceneColorTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5 , Size: 1]
bool bOverride_SceneFringeIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5 , Size: 1]
bool bOverride_AmbientCubemapTint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5 , Size: 1]
bool bOverride_AmbientCubemapIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5 , Size: 1]
bool bOverride_BloomMethod;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x5 , Size: 1]
bool bOverride_BloomIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x5 , Size: 1]
bool bOverride_BloomThreshold;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5 , Size: 1]
bool bOverride_Bloom1Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom1Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom2Size;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom2Tint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom3Tint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom3Size;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom4Tint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom4Size;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x6 , Size: 1]
bool bOverride_Bloom5Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7 , Size: 1]
bool bOverride_Bloom5Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7 , Size: 1]
bool bOverride_Bloom6Tint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7 , Size: 1]
bool bOverride_Bloom6Size;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7 , Size: 1]
bool bOverride_BloomSizeScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionTexture;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionCenterUV;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7 , Size: 1]
bool bOverride_BloomConvolutionPreFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionPreFilterMin;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionPreFilterMax;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionPreFilterMult;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8 , Size: 1]
bool bOverride_BloomConvolutionBufferScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x8 , Size: 1]
bool bOverride_BloomDirtMaskIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x8 , Size: 1]
bool bOverride_BloomDirtMaskTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x8 , Size: 1]
bool bOverride_BloomDirtMask;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x8 , Size: 1]
bool bOverride_RadialBlurCenterPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9 , Size: 1]
bool bOverride_RadialBlurIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9 , Size: 1]
bool bOverride_RadialBlurDistance;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureMethod;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureLowPercent;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureHighPercent;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureMinBrightness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureMaxBrightness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x9 , Size: 1]
bool bOverride_AutoExposureSpeedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa , Size: 1]
bool bOverride_AutoExposureSpeedDown;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa , Size: 1]
bool bOverride_AutoExposureBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa , Size: 1]
bool bOverride_HistogramLogMin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa , Size: 1]
bool bOverride_HistogramLogMax;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa , Size: 1]
bool bOverride_LensFlareIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa , Size: 1]
bool bOverride_LensFlareTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa , Size: 1]
bool bOverride_LensFlareTints;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xa , Size: 1]
bool bOverride_LensFlareBokehSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb , Size: 1]
bool bOverride_LensFlareBokehShape;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xb , Size: 1]
bool bOverride_LensFlareThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xb , Size: 1]
bool bOverride_VignetteIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xb , Size: 1]
bool bOverride_GrainIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xb , Size: 1]
bool bOverride_GrainJitter;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionStaticFraction;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xb , Size: 1]
bool bOverride_AmbientOcclusionRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionFadeDistance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionFadeRadius;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionDistance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionPower;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionQuality;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xc , Size: 1]
bool bOverride_AmbientOcclusionMipBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd , Size: 1]
bool bOverride_AmbientOcclusionMipScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd , Size: 1]
bool bOverride_AmbientOcclusionMipThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xd , Size: 1]
bool bOverride_LPVIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xd , Size: 1]
bool bOverride_LPVDirectionalOcclusionIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xd , Size: 1]
bool bOverride_LPVDirectionalOcclusionRadius;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xd , Size: 1]
bool bOverride_LPVDiffuseOcclusionExponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xd , Size: 1]
bool bOverride_LPVSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xd , Size: 1]
bool bOverride_LPVDiffuseOcclusionIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe , Size: 1]
bool bOverride_LPVSpecularOcclusionIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe , Size: 1]
bool bOverride_LPVSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe , Size: 1]
bool bOverride_LPVSecondaryOcclusionIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xe , Size: 1]
bool bOverride_LPVSecondaryBounceIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xe , Size: 1]
bool bOverride_LPVGeometryVolumeBias;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xe , Size: 1]
bool bOverride_LPVVplInjectionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xe , Size: 1]
bool bOverride_LPVEmissiveInjectionIntensity;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xe , Size: 1]
bool bOverride_LPVFadeRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf , Size: 1]
bool bOverride_LPVDirectionalOcclusionFadeRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf , Size: 1]
bool bOverride_SRTIndirectLightingColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf , Size: 1]
bool bOverride_SRTIndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf , Size: 1]
bool bOverride_SRTMaxOcclusionDistance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xf , Size: 1]
bool bOverride_SRTOcclusionContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xf , Size: 1]
bool bOverride_SRTOcclusionExponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xf , Size: 1]
bool bOverride_SRTMinOcclusion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xf , Size: 1]
bool bOverride_SRTSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1]
bool bOverride_SRTSpecularMinOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10 , Size: 1]
bool bOverride_SRTOcclusionTint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10 , Size: 1]
bool bOverride_SRTFilterSmoothness;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10 , Size: 1]
bool bOverride_IndirectLightingColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10 , Size: 1]
bool bOverride_IndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x10 , Size: 1]
bool bOverride_ColorGradingIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x10 , Size: 1]
bool bOverride_ColorGradingLUT;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x10 , Size: 1]
bool bOverride_DepthOfFieldFocalDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldFstop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldSensorWidth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldDepthBlurRadius;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldDepthBlurAmount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldFocalRegion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldNearTransitionRegion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldFarTransitionRegion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x11 , Size: 1]
bool bOverride_DepthOfFieldScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x12 , Size: 1]
bool bOverride_DepthOfFieldMaxBokehSize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x12 , Size: 1]
bool bOverride_DepthOfFieldNearBlurSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x12 , Size: 1]
bool bOverride_DepthOfFieldFarBlurSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x12 , Size: 1]
bool bOverride_DepthOfFieldMethod;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x12 , Size: 1]
bool bOverride_MobileHQGaussian;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x12 , Size: 1]
bool bOverride_DepthOfFieldBokehShape;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x12 , Size: 1]
bool bOverride_DepthOfFieldOcclusion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x12 , Size: 1]
bool bOverride_DepthOfFieldColorThreshold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13 , Size: 1]
bool bOverride_DepthOfFieldSizeThreshold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13 , Size: 1]
bool bOverride_DepthOfFieldSkyFocusDistance;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x13 , Size: 1]
bool bOverride_DepthOfFieldVignetteSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x13 , Size: 1]
bool bOverride_MotionBlurAmount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x13 , Size: 1]
bool bOverride_MotionBlurMax;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x13 , Size: 1]
bool bOverride_MotionBlurPerObjectSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x13 , Size: 1]
bool bOverride_ScreenPercentage;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x13 , Size: 1]
bool bOverride_ScreenSpaceReflectionIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14 , Size: 1]
bool bOverride_ScreenSpaceReflectionQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14 , Size: 1]
bool bOverride_ScreenSpaceReflectionMaxRoughness;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14 , Size: 1]
bool bOverride_ScreenSpaceReflectionRoughnessScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x14 , Size: 1]
bool bOverride_FxaaConsoleEdgeSharpness;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x14 , Size: 1]
bool bOverride_FxaaConsoleEdgeThreshold;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x14 , Size: 1]
bool bOverride_FxaaConsoleEdgeThresholdMin;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x14 , Size: 1]
float WhiteTemp;//[Offset: 0x18 , Size: 4]
float WhiteTint;//[Offset: 0x1c , Size: 4]
Vector4 ColorSaturation;//[Offset: 0x20 , Size: 16]
Vector4 ColorContrast;//[Offset: 0x30 , Size: 16]
Vector4 ColorGamma;//[Offset: 0x40 , Size: 16]
Vector4 ColorGain;//[Offset: 0x50 , Size: 16]
Vector4 ColorOffset;//[Offset: 0x60 , Size: 16]
Vector4 ColorSaturationShadows;//[Offset: 0x70 , Size: 16]
Vector4 ColorContrastShadows;//[Offset: 0x80 , Size: 16]
Vector4 ColorGammaShadows;//[Offset: 0x90 , Size: 16]
Vector4 ColorGainShadows;//[Offset: 0xa0 , Size: 16]
Vector4 ColorOffsetShadows;//[Offset: 0xb0 , Size: 16]
float ColorCorrectionShadowsMax;//[Offset: 0xc0 , Size: 4]
Vector4 ColorSaturationMidtones;//[Offset: 0xd0 , Size: 16]
Vector4 ColorContrastMidtones;//[Offset: 0xe0 , Size: 16]
Vector4 ColorGammaMidtones;//[Offset: 0xf0 , Size: 16]
Vector4 ColorGainMidtones;//[Offset: 0x100 , Size: 16]
Vector4 ColorOffsetMidtones;//[Offset: 0x110 , Size: 16]
Vector4 ColorSaturationHighlights;//[Offset: 0x120 , Size: 16]
Vector4 ColorContrastHighlights;//[Offset: 0x130 , Size: 16]
Vector4 ColorGammaHighlights;//[Offset: 0x140 , Size: 16]
Vector4 ColorGainHighlights;//[Offset: 0x150 , Size: 16]
Vector4 ColorOffsetHighlights;//[Offset: 0x160 , Size: 16]
float ColorCorrectionHighlightsMin;//[Offset: 0x170 , Size: 4]
float FilmSlope;//[Offset: 0x174 , Size: 4]
float FilmToe;//[Offset: 0x178 , Size: 4]
float FilmShoulder;//[Offset: 0x17c , Size: 4]
float FilmBlackClip;//[Offset: 0x180 , Size: 4]
float FilmWhiteClip;//[Offset: 0x184 , Size: 4]
LinearColor FilmWhitePoint;//[Offset: 0x188 , Size: 16]
LinearColor FilmShadowTint;//[Offset: 0x198 , Size: 16]
float FilmShadowTintBlend;//[Offset: 0x1a8 , Size: 4]
float FilmShadowTintAmount;//[Offset: 0x1ac , Size: 4]
float FilmSaturation;//[Offset: 0x1b0 , Size: 4]
LinearColor FilmChannelMixerRed;//[Offset: 0x1b4 , Size: 16]
LinearColor FilmChannelMixerGreen;//[Offset: 0x1c4 , Size: 16]
LinearColor FilmChannelMixerBlue;//[Offset: 0x1d4 , Size: 16]
float FilmContrast;//[Offset: 0x1e4 , Size: 4]
float FilmToeAmount;//[Offset: 0x1e8 , Size: 4]
float FilmHealAmount;//[Offset: 0x1ec , Size: 4]
float FilmDynamicRange;//[Offset: 0x1f0 , Size: 4]
LinearColor SceneColorTint;//[Offset: 0x1f4 , Size: 16]
float SceneFringeIntensity;//[Offset: 0x204 , Size: 4]
byte BloomMethod;//[Offset: 0x208 , Size: 1]
float BloomIntensity;//[Offset: 0x20c , Size: 4]
float BloomThreshold;//[Offset: 0x210 , Size: 4]
float BloomSizeScale;//[Offset: 0x214 , Size: 4]
float Bloom1Size;//[Offset: 0x218 , Size: 4]
float Bloom2Size;//[Offset: 0x21c , Size: 4]
float Bloom3Size;//[Offset: 0x220 , Size: 4]
float Bloom4Size;//[Offset: 0x224 , Size: 4]
float Bloom5Size;//[Offset: 0x228 , Size: 4]
float Bloom6Size;//[Offset: 0x22c , Size: 4]
LinearColor Bloom1Tint;//[Offset: 0x230 , Size: 16]
LinearColor Bloom2Tint;//[Offset: 0x240 , Size: 16]
LinearColor Bloom3Tint;//[Offset: 0x250 , Size: 16]
LinearColor Bloom4Tint;//[Offset: 0x260 , Size: 16]
LinearColor Bloom5Tint;//[Offset: 0x270 , Size: 16]
LinearColor Bloom6Tint;//[Offset: 0x280 , Size: 16]
Texture2D* BloomConvolutionTexture;//[Offset: 0x290 , Size: 4]
float BloomConvolutionSize;//[Offset: 0x294 , Size: 4]
Vector2D BloomConvolutionCenterUV;//[Offset: 0x298 , Size: 8]
Vector BloomConvolutionPreFilter;//[Offset: 0x2a0 , Size: 12]
float BloomConvolutionPreFilterMin;//[Offset: 0x2ac , Size: 4]
float BloomConvolutionPreFilterMax;//[Offset: 0x2b0 , Size: 4]
float BloomConvolutionPreFilterMult;//[Offset: 0x2b4 , Size: 4]
float BloomConvolutionBufferScale;//[Offset: 0x2b8 , Size: 4]
Texture* BloomDirtMask;//[Offset: 0x2bc , Size: 4]
float BloomDirtMaskIntensity;//[Offset: 0x2c0 , Size: 4]
LinearColor BloomDirtMaskTint;//[Offset: 0x2c4 , Size: 16]
Vector2D RadialBlurCenterPos;//[Offset: 0x2d4 , Size: 8]
float RadialBlurIntensity;//[Offset: 0x2dc , Size: 4]
float RadialBlurDistance;//[Offset: 0x2e0 , Size: 4]
LinearColor AmbientCubemapTint;//[Offset: 0x2e4 , Size: 16]
float AmbientCubemapIntensity;//[Offset: 0x2f4 , Size: 4]
TextureCube* AmbientCubemap;//[Offset: 0x2f8 , Size: 4]
byte AutoExposureMethod;//[Offset: 0x2fc , Size: 1]
float AutoExposureLowPercent;//[Offset: 0x300 , Size: 4]
float AutoExposureHighPercent;//[Offset: 0x304 , Size: 4]
float AutoExposureMinBrightness;//[Offset: 0x308 , Size: 4]
float AutoExposureMaxBrightness;//[Offset: 0x30c , Size: 4]
float AutoExposureSpeedUp;//[Offset: 0x310 , Size: 4]
float AutoExposureSpeedDown;//[Offset: 0x314 , Size: 4]
float AutoExposureBias;//[Offset: 0x318 , Size: 4]
float HistogramLogMin;//[Offset: 0x31c , Size: 4]
float HistogramLogMax;//[Offset: 0x320 , Size: 4]
float LensFlareIntensity;//[Offset: 0x324 , Size: 4]
LinearColor LensFlareTint;//[Offset: 0x328 , Size: 16]
float LensFlareBokehSize;//[Offset: 0x338 , Size: 4]
int LensFlareCount;//[Offset: 0x33c , Size: 4]
float LensFlareThreshold;//[Offset: 0x340 , Size: 4]
Texture* LensFlareBokehShape;//[Offset: 0x344 , Size: 4]
LinearColor LensFlareTints;//[Offset: 0x348 , Size: 16]
float VignetteIntensity;//[Offset: 0x3c8 , Size: 4]
float GrainJitter;//[Offset: 0x3cc , Size: 4]
float GrainIntensity;//[Offset: 0x3d0 , Size: 4]
float AmbientOcclusionIntensity;//[Offset: 0x3d4 , Size: 4]
float AmbientOcclusionStaticFraction;//[Offset: 0x3d8 , Size: 4]
float AmbientOcclusionRadius;//[Offset: 0x3dc , Size: 4]
bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3e0 , Size: 1]
float AmbientOcclusionFadeDistance;//[Offset: 0x3e4 , Size: 4]
float AmbientOcclusionFadeRadius;//[Offset: 0x3e8 , Size: 4]
float AmbientOcclusionDistance;//[Offset: 0x3ec , Size: 4]
float AmbientOcclusionPower;//[Offset: 0x3f0 , Size: 4]
float AmbientOcclusionBias;//[Offset: 0x3f4 , Size: 4]
float AmbientOcclusionQuality;//[Offset: 0x3f8 , Size: 4]
float AmbientOcclusionMipBlend;//[Offset: 0x3fc , Size: 4]
float AmbientOcclusionMipScale;//[Offset: 0x400 , Size: 4]
float AmbientOcclusionMipThreshold;//[Offset: 0x404 , Size: 4]
LinearColor SRTIndirectLightingColor;//[Offset: 0x408 , Size: 16]
float SRTIndirectLightingIntensity;//[Offset: 0x418 , Size: 4]
float SRTMaxOcclusionDistance;//[Offset: 0x41c , Size: 4]
float SRTOcclusionContrast;//[Offset: 0x420 , Size: 4]
float SRTOcclusionExponent;//[Offset: 0x424 , Size: 4]
float SRTMinOcclusion;//[Offset: 0x428 , Size: 4]
float SRTSpecularOcclusionExponent;//[Offset: 0x42c , Size: 4]
float SRTSpecularMinOcclusion;//[Offset: 0x430 , Size: 4]
LinearColor SRTOcclusionTint;//[Offset: 0x434 , Size: 16]
float SRTFilterSmoothness;//[Offset: 0x444 , Size: 4]
LinearColor IndirectLightingColor;//[Offset: 0x448 , Size: 16]
float IndirectLightingIntensity;//[Offset: 0x458 , Size: 4]
float ColorGradingIntensity;//[Offset: 0x45c , Size: 4]
Texture* ColorGradingLUT;//[Offset: 0x460 , Size: 4]
byte DepthOfFieldMethod;//[Offset: 0x464 , Size: 1]
bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x465 , Size: 1]
float DepthOfFieldFstop;//[Offset: 0x468 , Size: 4]
float DepthOfFieldSensorWidth;//[Offset: 0x46c , Size: 4]
float DepthOfFieldFocalDistance;//[Offset: 0x470 , Size: 4]
float DepthOfFieldDepthBlurAmount;//[Offset: 0x474 , Size: 4]
float DepthOfFieldDepthBlurRadius;//[Offset: 0x478 , Size: 4]
float DepthOfFieldFocalRegion;//[Offset: 0x47c , Size: 4]
float DepthOfFieldNearTransitionRegion;//[Offset: 0x480 , Size: 4]
float DepthOfFieldFarTransitionRegion;//[Offset: 0x484 , Size: 4]
float DepthOfFieldScale;//[Offset: 0x488 , Size: 4]
float DepthOfFieldMaxBokehSize;//[Offset: 0x48c , Size: 4]
float DepthOfFieldNearBlurSize;//[Offset: 0x490 , Size: 4]
float DepthOfFieldFarBlurSize;//[Offset: 0x494 , Size: 4]
Texture* DepthOfFieldBokehShape;//[Offset: 0x498 , Size: 4]
float DepthOfFieldOcclusion;//[Offset: 0x49c , Size: 4]
float DepthOfFieldColorThreshold;//[Offset: 0x4a0 , Size: 4]
float DepthOfFieldSizeThreshold;//[Offset: 0x4a4 , Size: 4]
float DepthOfFieldSkyFocusDistance;//[Offset: 0x4a8 , Size: 4]
float DepthOfFieldVignetteSize;//[Offset: 0x4ac , Size: 4]
float MotionBlurAmount;//[Offset: 0x4b0 , Size: 4]
float MotionBlurMax;//[Offset: 0x4b4 , Size: 4]
float MotionBlurPerObjectSize;//[Offset: 0x4b8 , Size: 4]
float LPVIntensity;//[Offset: 0x4bc , Size: 4]
float LPVVplInjectionBias;//[Offset: 0x4c0 , Size: 4]
float LPVSize;//[Offset: 0x4c4 , Size: 4]
float LPVSecondaryOcclusionIntensity;//[Offset: 0x4c8 , Size: 4]
float LPVSecondaryBounceIntensity;//[Offset: 0x4cc , Size: 4]
float LPVGeometryVolumeBias;//[Offset: 0x4d0 , Size: 4]
float LPVEmissiveInjectionIntensity;//[Offset: 0x4d4 , Size: 4]
float LPVDirectionalOcclusionIntensity;//[Offset: 0x4d8 , Size: 4]
float LPVDirectionalOcclusionRadius;//[Offset: 0x4dc , Size: 4]
float LPVDiffuseOcclusionExponent;//[Offset: 0x4e0 , Size: 4]
float LPVSpecularOcclusionExponent;//[Offset: 0x4e4 , Size: 4]
float LPVDiffuseOcclusionIntensity;//[Offset: 0x4e8 , Size: 4]
float LPVSpecularOcclusionIntensity;//[Offset: 0x4ec , Size: 4]
float ScreenSpaceReflectionIntensity;//[Offset: 0x4f0 , Size: 4]
float ScreenSpaceReflectionQuality;//[Offset: 0x4f4 , Size: 4]
float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x4f8 , Size: 4]
float LPVFadeRange;//[Offset: 0x4fc , Size: 4]
float LPVDirectionalOcclusionFadeRange;//[Offset: 0x500 , Size: 4]
float ScreenPercentage;//[Offset: 0x504 , Size: 4]
WeightedBlendables WeightedBlendables;//[Offset: 0x508 , Size: 12]
float FxaaConsoleEdgeSharpness;//[Offset: 0x514 , Size: 4]
float FxaaConsoleEdgeThreshold;//[Offset: 0x518 , Size: 4]
float FxaaConsoleEdgeThresholdMin;//[Offset: 0x51c , Size: 4]
Object*[] Blendables;//[Offset: 0x520 , Size: 12]
--------------------------------
Class: TextureCube.Texture.Object
--------------------------------
Class: WeightedBlendables
WeightedBlendable[] Array;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: WeightedBlendable
float Weight;//[Offset: 0x0 , Size: 4]
Object* Object;//[Offset: 0x4 , Size: 4]
--------------------------------
Class: TViewTarget
Actor* Target;//[Offset: 0x0 , Size: 4]
MinimalViewInfo POV;//[Offset: 0x10 , Size: 1408]
PlayerState* PlayerState;//[Offset: 0x590 , Size: 4]
--------------------------------
Class: CameraModifier.Object
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
bool bExclusive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
byte Priority;//[Offset: 0x1d , Size: 1]
PlayerCameraManager* CameraOwner;//[Offset: 0x20 , Size: 4]
float AlphaInTime;//[Offset: 0x24 , Size: 4]
float AlphaOutTime;//[Offset: 0x28 , Size: 4]
float Alpha;//[Offset: 0x2c , Size: 4]
bool IsDisabled();// 0x1d7a3d0
Actor* GetViewTarget();// 0x1d944ec
void EnableModifier();// 0x1e5ee18
void DisableModifier(bool bImmediate);// 0x3f475fc
void BlueprintModifyPostProcess(float DeltaTime, out float PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x2859eb0
void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation, out float NewFOV);// 0x2859eb0
--------------------------------
Class: EmitterCameraLensEffectBase.Emitter.Actor.Object
ParticleSystem* PS_CameraEffect;//[Offset: 0x2fc , Size: 4]
ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x300 , Size: 4]
PlayerCameraManager* BaseCamera;//[Offset: 0x304 , Size: 4]
Transform RelativeTransform;//[Offset: 0x310 , Size: 48]
float BaseFOV;//[Offset: 0x340 , Size: 4]
bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x344 , Size: 1]
bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x344 , Size: 1]
class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x348 , Size: 12]
float DistFromCamera;//[Offset: 0x354 , Size: 4]
--------------------------------
Class: Emitter.Actor.Object
ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x2c4 , Size: 4]
bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1]
bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1]
bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c8 , Size: 1]
delegate OnParticleSpawn;//[Offset: 0x2cc , Size: 12]
delegate OnParticleBurst;//[Offset: 0x2d8 , Size: 12]
delegate OnParticleDeath;//[Offset: 0x2e4 , Size: 12]
delegate OnParticleCollide;//[Offset: 0x2f0 , Size: 12]
void ToggleActive();// 0x3f664c4
void SetVectorParameter(FName ParameterName, Vector Param);// 0x3f66404
void SetTemplate(ParticleSystem* NewTemplate);// 0x1ce0954
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x3f66348
void SetFloatParameter(FName ParameterName, float Param);// 0x3f66284
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x3f661bc
void SetActorParameter(FName ParameterName, Actor* Param);// 0x3f66100
void OnRep_bCurrentlyActive();// 0x1ce0870
void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);// 0x1c7d100
bool IsActive();// 0x3f660d8
void Deactivate();// 0x3f660c4
void Activate();// 0x3f660b0
--------------------------------
Class: ParticleSystem.Object
byte SystemUpdateMode;//[Offset: 0x1c , Size: 1]
float UpdateTime_FPS;//[Offset: 0x20 , Size: 4]
float UpdateTime_Delta;//[Offset: 0x24 , Size: 4]
float WarmupTime;//[Offset: 0x28 , Size: 4]
float WarmupTickRate;//[Offset: 0x2c , Size: 4]
ParticleEmitter*[] Emitters;//[Offset: 0x30 , Size: 12]
ParticleSystemComponent* PreviewComponent;//[Offset: 0x3c , Size: 4]
InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x40 , Size: 4]
bool bOrientZAxisTowardCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
float LODDistanceCheckTime;//[Offset: 0x48 , Size: 4]
bool bUseDeviceConstBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1]
byte LODMethod;//[Offset: 0x4d , Size: 1]
float[] LODDistances;//[Offset: 0x50 , Size: 12]
bool bRegenerateLODDuplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c , Size: 1]
ParticleSystemLOD[] LODSettings;//[Offset: 0x60 , Size: 12]
bool bUseFixedRelativeBoundingBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c , Size: 1]
Box FixedRelativeBoundingBox;//[Offset: 0x70 , Size: 28]
float SecondsBeforeInactive;//[Offset: 0x8c , Size: 4]
bool bShouldResetPeakCounts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90 , Size: 1]
bool bHasPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90 , Size: 1]
bool bUseRealtimeThumbnail;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x90 , Size: 1]
bool ThumbnailImageOutOfDate;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x90 , Size: 1]
float Delay;//[Offset: 0x94 , Size: 4]
float DelayLow;//[Offset: 0x98 , Size: 4]
bool bUseDelayRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1]
bool bAutoDeactivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d , Size: 1]
uint32 MinTimeBetweenTicks;//[Offset: 0xa0 , Size: 4]
enum InsignificantReaction;//[Offset: 0xa4 , Size: 1]
float InsignificanceDelay;//[Offset: 0xa8 , Size: 4]
enum MaxSignificanceLevel;//[Offset: 0xac , Size: 1]
Vector MacroUVPosition;//[Offset: 0xb0 , Size: 12]
float MacroUVRadius;//[Offset: 0xbc , Size: 4]
byte OcclusionBoundsMethod;//[Offset: 0xc0 , Size: 1]
Box CustomOcclusionBounds;//[Offset: 0xc4 , Size: 28]
LODSoloTrack[] SoloTracking;//[Offset: 0xe0 , Size: 12]
NamedEmitterMaterial[] NamedMaterialSlots;//[Offset: 0xec , Size: 12]
bool ContainsEmitterType(class Object TypeData);// 0x40253b8
--------------------------------
Class: ParticleEmitter.Object
FName EmitterName;//[Offset: 0x20 , Size: 8]
int SubUVDataOffset;//[Offset: 0x28 , Size: 4]
byte EmitterRenderMode;//[Offset: 0x2c , Size: 1]
ParticleLODLevel*[] LODLevels;//[Offset: 0x30 , Size: 12]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c , Size: 1]
int PeakActiveParticles;//[Offset: 0x40 , Size: 4]
int InitialAllocationCount;//[Offset: 0x44 , Size: 4]
float MediumDetailSpawnRateScale;//[Offset: 0x48 , Size: 4]
float QualityLevelSpawnRateScale;//[Offset: 0x4c , Size: 4]
byte DetailMode;//[Offset: 0x50 , Size: 1]
bool bIsSoloing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x51 , Size: 1]
bool bCookedOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x51 , Size: 1]
bool bDisabledLODsKeepEmitterAlive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x51 , Size: 1]
bool bDisableWhenInsignficant;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x51 , Size: 1]
enum SignificanceLevel;//[Offset: 0x52 , Size: 1]
bool bSupportParticleDynamicInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x53 , Size: 1]
--------------------------------
Class: ParticleLODLevel.Object
int Level;//[Offset: 0x1c , Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1]
ParticleModuleRequired* RequiredModule;//[Offset: 0x24 , Size: 4]
ParticleModule*[] Modules;//[Offset: 0x28 , Size: 12]
ParticleModuleTypeDataBase* TypeDataModule;//[Offset: 0x34 , Size: 4]
ParticleModuleSpawn* SpawnModule;//[Offset: 0x38 , Size: 4]
ParticleModuleEventGenerator* EventGenerator;//[Offset: 0x3c , Size: 4]
ParticleModuleSpawnBase*[] SpawningModules;//[Offset: 0x40 , Size: 12]
ParticleModule*[] SpawnModules;//[Offset: 0x4c , Size: 12]
ParticleModule*[] UpdateModules;//[Offset: 0x58 , Size: 12]
ParticleModuleOrbit*[] OrbitModules;//[Offset: 0x64 , Size: 12]
ParticleModuleEventReceiverBase*[] EventReceiverModules;//[Offset: 0x70 , Size: 12]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1]
int PeakActiveParticles;//[Offset: 0x80 , Size: 4]
--------------------------------
Class: ParticleModuleRequired.ParticleModule.Object
MaterialInterface* Material;//[Offset: 0x20 , Size: 4]
Vector EmitterOrigin;//[Offset: 0x24 , Size: 12]
Rotator EmitterRotation;//[Offset: 0x30 , Size: 12]
byte ScreenAlignment;//[Offset: 0x3c , Size: 1]
float MinFacingCameraBlendDistance;//[Offset: 0x40 , Size: 4]
float MaxFacingCameraBlendDistance;//[Offset: 0x44 , Size: 4]
bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1]
bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x48 , Size: 1]
bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x48 , Size: 1]
byte SortMode;//[Offset: 0x49 , Size: 1]
bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a , Size: 1]
bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4a , Size: 1]
float EmitterDuration;//[Offset: 0x4c , Size: 4]
float EmitterDurationLow;//[Offset: 0x50 , Size: 4]
bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x54 , Size: 1]
bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x54 , Size: 1]
int EmitterLoops;//[Offset: 0x58 , Size: 4]
RawDistributionFloat SpawnRate;//[Offset: 0x5c , Size: 40]
byte ParticleBurstMethod;//[Offset: 0x84 , Size: 1]
ParticleBurst[] BurstList;//[Offset: 0x88 , Size: 12]
float EmitterDelay;//[Offset: 0x94 , Size: 4]
float EmitterDelayLow;//[Offset: 0x98 , Size: 4]
bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1]
bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9c , Size: 1]
byte InterpolationMethod;//[Offset: 0x9d , Size: 1]
int SubImages_Horizontal;//[Offset: 0xa0 , Size: 4]
int SubImages_Vertical;//[Offset: 0xa4 , Size: 4]
bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8 , Size: 1]
float RandomImageTime;//[Offset: 0xac , Size: 4]
int RandomImageChanges;//[Offset: 0xb0 , Size: 4]
bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb4 , Size: 1]
Vector MacroUVPosition;//[Offset: 0xb8 , Size: 12]
float MacroUVRadius;//[Offset: 0xc4 , Size: 4]
bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc8 , Size: 1]
int MaxDrawCount;//[Offset: 0xcc , Size: 4]
enum UVFlippingMode;//[Offset: 0xd0 , Size: 1]
Texture2D* CutoutTexture;//[Offset: 0xd4 , Size: 4]
byte BoundingMode;//[Offset: 0xd8 , Size: 1]
byte OpacitySourceMode;//[Offset: 0xd9 , Size: 1]
float AlphaThreshold;//[Offset: 0xdc , Size: 4]
int CutoutSubImagesX;//[Offset: 0xe0 , Size: 4]
int CutoutSubImagesY;//[Offset: 0xe4 , Size: 4]
byte EmitterNormalsMode;//[Offset: 0xe8 , Size: 1]
Vector NormalsSphereCenter;//[Offset: 0xec , Size: 12]
Vector NormalsCylinderDirection;//[Offset: 0xf8 , Size: 12]
bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x104 , Size: 1]
FName[] NamedMaterialOverrides;//[Offset: 0x108 , Size: 12]
Vector2D[] UBOBoundingGeometry;//[Offset: 0x114 , Size: 12]
--------------------------------
Class: ParticleModule.Object
bool bSpawnModule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
bool bUpdateModule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
bool bFinalUpdateModule;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1]
bool bUpdateForGPUEmitter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c , Size: 1]
bool bCurvesAsColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c , Size: 1]
bool b3DDrawMode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c , Size: 1]
bool bSupported3DDrawMode;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c , Size: 1]
bool bEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c , Size: 1]
bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d , Size: 1]
bool LODDuplicate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d , Size: 1]
bool bSupportsRandomSeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d , Size: 1]
bool bRequiresLoopingNotification;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d , Size: 1]
byte LODValidity;//[Offset: 0x1e , Size: 1]
--------------------------------
Class: RawDistributionFloat.RawDistribution
float MinValue;//[Offset: 0x1c , Size: 4]
float MaxValue;//[Offset: 0x20 , Size: 4]
DistributionFloat* Distribution;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: RawDistribution
DistributionLookupTable Table;//[Offset: 0x0 , Size: 28]
--------------------------------
Class: DistributionLookupTable
byte Op;//[Offset: 0x0 , Size: 1]
byte EntryCount;//[Offset: 0x1 , Size: 1]
byte EntryStride;//[Offset: 0x2 , Size: 1]
byte SubEntryStride;//[Offset: 0x3 , Size: 1]
float TimeScale;//[Offset: 0x4 , Size: 4]
float TimeBias;//[Offset: 0x8 , Size: 4]
float[] Values;//[Offset: 0xc , Size: 12]
byte LockFlag;//[Offset: 0x18 , Size: 1]
--------------------------------
Class: DistributionFloat.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 , Size: 1]
--------------------------------
Class: Distribution.Object
--------------------------------
Class: ParticleBurst
int Count;//[Offset: 0x0 , Size: 4]
int CountLow;//[Offset: 0x4 , Size: 4]
float Time;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: ParticleModuleTypeDataBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleSpawn.ParticleModuleSpawnBase.ParticleModule.Object
RawDistributionFloat Rate;//[Offset: 0x20 , Size: 40]
RawDistributionFloat RateScale;//[Offset: 0x48 , Size: 40]
byte ParticleBurstMethod;//[Offset: 0x70 , Size: 1]
ParticleBurst[] BurstList;//[Offset: 0x74 , Size: 12]
RawDistributionFloat BurstScale;//[Offset: 0x80 , Size: 40]
bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8 , Size: 1]
--------------------------------
Class: ParticleModuleSpawnBase.ParticleModule.Object
bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f , Size: 1]
bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1f , Size: 1]
--------------------------------
Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object
ParticleEvent_GenerateInfo[] Events;//[Offset: 0x20 , Size: 12]
--------------------------------
Class: ParticleModuleEventBase.ParticleModule.Object
--------------------------------
Class: ParticleEvent_GenerateInfo
byte Type;//[Offset: 0x0 , Size: 1]
int Frequency;//[Offset: 0x4 , Size: 4]
int ParticleFrequency;//[Offset: 0x8 , Size: 4]
bool FirstTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1]
bool LastTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1]
bool UseReflectedImpactVector;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc , Size: 1]
bool bUseOrbitOffset;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc , Size: 1]
FName CustomName;//[Offset: 0x10 , Size: 8]
ParticleModuleEventSendToGame*[] ParticleModuleEventsToSendToGame;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: ParticleModuleEventSendToGame.Object
--------------------------------
Class: ParticleModuleOrbit.ParticleModuleOrbitBase.ParticleModule.Object
byte ChainMode;//[Offset: 0x20 , Size: 1]
RawDistributionVector OffsetAmount;//[Offset: 0x24 , Size: 64]
OrbitOptions OffsetOptions;//[Offset: 0x64 , Size: 4]
RawDistributionVector RotationAmount;//[Offset: 0x68 , Size: 64]
OrbitOptions RotationOptions;//[Offset: 0xa8 , Size: 4]
RawDistributionVector RotationRateAmount;//[Offset: 0xac , Size: 64]
OrbitOptions RotationRateOptions;//[Offset: 0xec , Size: 4]
--------------------------------
Class: ParticleModuleOrbitBase.ParticleModule.Object
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f , Size: 1]
--------------------------------
Class: RawDistributionVector.RawDistribution
float MinValue;//[Offset: 0x1c , Size: 4]
float MaxValue;//[Offset: 0x20 , Size: 4]
Vector MinValueVec;//[Offset: 0x24 , Size: 12]
Vector MaxValueVec;//[Offset: 0x30 , Size: 12]
DistributionVector* Distribution;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: DistributionVector.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1]
bool bIsDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20 , Size: 1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 , Size: 1]
--------------------------------
Class: OrbitOptions
bool bProcessDuringSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bProcessDuringUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
--------------------------------
Class: ParticleModuleEventReceiverBase.ParticleModuleEventBase.ParticleModule.Object
byte EventGeneratorType;//[Offset: 0x1f , Size: 1]
FName EventName;//[Offset: 0x20 , Size: 8]
--------------------------------
Class: ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
ParticleSystem* Template;//[Offset: 0x554 , Size: 4]
MaterialInterface*[] EmitterMaterials;//[Offset: 0x558 , Size: 12]
SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x564 , Size: 12]
bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x570 , Size: 1]
bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x571 , Size: 1]
bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x571 , Size: 1]
bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x571 , Size: 1]
bool bWarmingUp;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x571 , Size: 1]
bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x572 , Size: 1]
bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x572 , Size: 1]
byte LODMethod;//[Offset: 0x574 , Size: 1]
enum RequiredSignificance;//[Offset: 0x575 , Size: 1]
ParticleSysParam[] InstanceParameters;//[Offset: 0x578 , Size: 12]
delegate OnParticleSpawn;//[Offset: 0x584 , Size: 12]
delegate OnParticleBurst;//[Offset: 0x590 , Size: 12]
delegate OnParticleDeath;//[Offset: 0x59c , Size: 12]
delegate OnParticleCollide;//[Offset: 0x5a8 , Size: 12]
Vector OldPosition;//[Offset: 0x5b4 , Size: 12]
Vector PartSysVelocity;//[Offset: 0x5c0 , Size: 12]
float WarmupTime;//[Offset: 0x5cc , Size: 4]
float WarmupTickRate;//[Offset: 0x5d0 , Size: 4]
float SecondsBeforeInactive;//[Offset: 0x5d8 , Size: 4]
float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x5e0 , Size: 4]
ParticleSystemReplay*[] ReplayClips;//[Offset: 0x600 , Size: 12]
float CustomTimeDilation;//[Offset: 0x614 , Size: 4]
SceneComponent* AutoAttachParent;//[Offset: 0x658 , Size: 8]
FName AutoAttachSocketName;//[Offset: 0x660 , Size: 8]
enum AutoAttachLocationRule;//[Offset: 0x668 , Size: 1]
enum AutoAttachRotationRule;//[Offset: 0x669 , Size: 1]
enum AutoAttachScaleRule;//[Offset: 0x66a , Size: 1]
delegate OnSystemFinished;//[Offset: 0x694 , Size: 12]
void SetVectorParameter(FName ParameterName, Vector Param);// 0x4027674
void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x402751c
void SetTemplate(ParticleSystem* NewTemplate);// 0x40274a4
void SetSocketName(FName InSocketName);// 0x402742c
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x4027370
void SetLODLevel(int InLODLevel);// 0x40272f0
void SetFloatParameter(FName ParameterName, float Param);// 0x402722c
void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x4027158
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x4027090
void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int TargetIndex);// 0x4026f84
void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex);// 0x4026e7c
void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int TargetIndex);// 0x4026d70
void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int SourceIndex);// 0x4026c64
void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex);// 0x4026b5c
void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int SourceIndex);// 0x4026a50
void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x402698c
void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte LocationType);// 0x402685c
void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule);// 0x40266b8
void SetActorParameter(FName ParameterName, Actor* Param);// 0x40265fc
int GetNumActiveParticles();// 0x40265d4
MaterialInterface* GetNamedMaterial(FName InName);// 0x402654c
int GetLODLevel();// 0x402651c
bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector OutTangentPoint);// 0x4026400
bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float OutTargetStrength);// 0x40262e0
bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector OutTargetPoint);// 0x40261c4
bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector OutTangentPoint);// 0x40260a8
bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float OutSourceStrength);// 0x4025f88
bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector OutSourcePoint);// 0x4025e6c
bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x4025d94
void GenerateParticleEvent(const FName InEventName, const float InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector InVelocity);// 0x4025bf4
void EndTrails();// 0x4025be0
MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName, MaterialInterface* SourceMaterial);// 0x4025b14
void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x40259bc
--------------------------------
Class: ParticleSysParam
FName Name;//[Offset: 0x0 , Size: 8]
byte ParamType;//[Offset: 0x8 , Size: 1]
float Scalar;//[Offset: 0xc , Size: 4]
float Scalar_Low;//[Offset: 0x10 , Size: 4]
Vector Vector;//[Offset: 0x14 , Size: 12]
Vector Vector_Low;//[Offset: 0x20 , Size: 12]
Color Color;//[Offset: 0x2c , Size: 4]
Actor* Actor;//[Offset: 0x30 , Size: 4]
MaterialInterface* Material;//[Offset: 0x34 , Size: 4]
--------------------------------
Class: ParticleSystemReplay.Object
int ClipIDNumber;//[Offset: 0x1c , Size: 4]
--------------------------------
Class: MaterialInstanceDynamic.MaterialInstance.MaterialInterface.Object
void SetVectorParameterValue(FName ParameterName, LinearColor Value);// 0x4003ad4
void SetTextureParameterValue(FName ParameterName, Texture* Value);// 0x4003a18
void SetScalarParameterValue(FName ParameterName, float Value);// 0x4003954
void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA, MaterialInstance* SourceB, float Alpha);// 0x4003854
LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x40037c4
Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x4003744
float K2_GetScalarParameterValue(FName ParameterName);// 0x40036c4
void K2_CopyMaterialInstanceParameters(MaterialInterface* Source);// 0x400364c
void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x40035d4
void CopyInterpParameters(MaterialInstance* Source);// 0x400355c
--------------------------------
Class: MaterialInstance.MaterialInterface.Object
PhysicalMaterial* PhysMaterial;//[Offset: 0x50 , Size: 4]
MaterialInterface* Parent;//[Offset: 0x54 , Size: 4]
bool bHasStaticPermutationResource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58 , Size: 1]
bool bOverrideSubsurfaceProfile;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58 , Size: 1]
FontParameterValue[] FontParameterValues;//[Offset: 0x5c , Size: 12]
ScalarParameterValue[] ScalarParameterValues;//[Offset: 0x68 , Size: 12]
TextureParameterValue[] TextureParameterValues;//[Offset: 0x74 , Size: 12]
VectorParameterValue[] VectorParameterValues;//[Offset: 0x80 , Size: 12]
DynamicInstancingParameters;//[Offset: 0x8c , Size: 60]
bool bOverrideBaseProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1]
MaterialInstanceBasePropertyOverrides BasePropertyOverrides;//[Offset: 0xcc , Size: 16]
Texture*[] PermutationTextureReferences;//[Offset: 0xf0 , Size: 12]
--------------------------------
Class: FontParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
Font* FontValue;//[Offset: 0x8 , Size: 4]
int FontPage;//[Offset: 0xc , Size: 4]
Guid ExpressionGUID;//[Offset: 0x10 , Size: 16]
--------------------------------
Class: ScalarParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
float ParameterValue;//[Offset: 0x8 , Size: 4]
Guid ExpressionGUID;//[Offset: 0xc , Size: 16]
--------------------------------
Class: TextureParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
Texture* ParameterValue;//[Offset: 0x8 , Size: 4]
Guid ExpressionGUID;//[Offset: 0xc , Size: 16]
--------------------------------
Class: VectorParameterValue
FName ParameterName;//[Offset: 0x0 , Size: 8]
LinearColor ParameterValue;//[Offset: 0x8 , Size: 16]
Guid ExpressionGUID;//[Offset: 0x18 , Size: 16]
--------------------------------
Class: MaterialInstanceBasePropertyOverrides
bool bOverride_OpacityMaskClipValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1]
bool bOverride_BlendMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1]
bool bOverride_ShadingModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1]
bool bOverride_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 , Size: 1]
bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1]
bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1]
float OpacityMaskClipValue;//[Offset: 0x8 , Size: 4]
byte BlendMode;//[Offset: 0xc , Size: 1]
byte ShadingModel;//[Offset: 0xd , Size: 1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe , Size: 1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe , Size: 1]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe , Size: 1]
--------------------------------
Class: InterpCurveEdSetup.Object
CurveEdTab[] Tabs;//[Offset: 0x1c , Size: 12]
int ActiveTab;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: CurveEdTab
FString TabName;//[Offset: 0x0 , Size: 12]
CurveEdEntry[] Curves;//[Offset: 0xc , Size: 12]
float ViewStartInput;//[Offset: 0x18 , Size: 4]
float ViewEndInput;//[Offset: 0x1c , Size: 4]
float ViewStartOutput;//[Offset: 0x20 , Size: 4]
float ViewEndOutput;//[Offset: 0x24 , Size: 4]
--------------------------------
Class: CurveEdEntry
Object* CurveObject;//[Offset: 0x0 , Size: 4]
Color CurveColor;//[Offset: 0x4 , Size: 4]
FString CurveName;//[Offset: 0x8 , Size: 12]
int bHideCurve;//[Offset: 0x14 , Size: 4]
int bColorCurve;//[Offset: 0x18 , Size: 4]
int bFloatingPointColorCurve;//[Offset: 0x1c , Size: 4]
int bClamp;//[Offset: 0x20 , Size: 4]
float ClampLow;//[Offset: 0x24 , Size: 4]
float ClampHigh;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: ParticleSystemLOD
--------------------------------
Class: LODSoloTrack
byte[] SoloEnableSetting;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: NamedEmitterMaterial
FName Name;//[Offset: 0x0 , Size: 8]
MaterialInterface* Material;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: CameraModifier_CameraShake.CameraModifier.Object
CameraShake*[] ActiveShakes;//[Offset: 0x30 , Size: 12]
float SplitScreenShakeScale;//[Offset: 0x3c , Size: 4]
--------------------------------
Class: CameraShake.Object
bool bSingleInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
float OscillationDuration;//[Offset: 0x20 , Size: 4]
float OscillationBlendInTime;//[Offset: 0x24 , Size: 4]
float OscillationBlendOutTime;//[Offset: 0x28 , Size: 4]
ROscillator RotOscillation;//[Offset: 0x2c , Size: 36]
VOscillator LocOscillation;//[Offset: 0x50 , Size: 36]
FOscillator FOVOscillation;//[Offset: 0x74 , Size: 12]
float AnimPlayRate;//[Offset: 0x80 , Size: 4]
float AnimScale;//[Offset: 0x84 , Size: 4]
float AnimBlendInTime;//[Offset: 0x88 , Size: 4]
float AnimBlendOutTime;//[Offset: 0x8c , Size: 4]
float RandomAnimSegmentDuration;//[Offset: 0x90 , Size: 4]
CameraAnim* Anim;//[Offset: 0x94 , Size: 4]
bool bRandomAnimSegment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x98 , Size: 1]
PlayerCameraManager* CameraOwner;//[Offset: 0xa8 , Size: 4]
float ShakeScale;//[Offset: 0x134 , Size: 4]
float OscillatorTimeRemaining;//[Offset: 0x138 , Size: 4]
CameraAnimInst* AnimInst;//[Offset: 0x13c , Size: 4]
void ReceiveStopShake(bool bImmediately);// 0x2859eb0
void ReceivePlayShake(float Scale);// 0x2859eb0
bool ReceiveIsFinished();// 0x1d15c3c
void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x2859eb0
--------------------------------
Class: ROscillator
FOscillator Pitch;//[Offset: 0x0 , Size: 12]
FOscillator Yaw;//[Offset: 0xc , Size: 12]
FOscillator Roll;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: FOscillator
float Amplitude;//[Offset: 0x0 , Size: 4]
float Frequency;//[Offset: 0x4 , Size: 4]
byte InitialOffset;//[Offset: 0x8 , Size: 1]
--------------------------------
Class: VOscillator
FOscillator X;//[Offset: 0x0 , Size: 12]
FOscillator Y;//[Offset: 0xc , Size: 12]
FOscillator Z;//[Offset: 0x18 , Size: 12]
--------------------------------
Class: CameraAnim.Object
InterpGroup* CameraInterpGroup;//[Offset: 0x1c , Size: 4]
float AnimLength;//[Offset: 0x20 , Size: 4]
Box BoundingBox;//[Offset: 0x24 , Size: 28]
bool bRelativeToInitialTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 , Size: 1]
bool bRelativeToInitialFOV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40 , Size: 1]
float BaseFOV;//[Offset: 0x44 , Size: 4]
PostProcessSettings BasePostProcessSettings;//[Offset: 0x50 , Size: 1328]
float BasePostProcessBlendWeight;//[Offset: 0x580 , Size: 4]
--------------------------------
Class: InterpGroup.Object
InterpTrack*[] InterpTracks;//[Offset: 0x20 , Size: 12]
FName GroupName;//[Offset: 0x30 , Size: 8]
Color GroupColor;//[Offset: 0x38 , Size: 4]
bool bCollapsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c , Size: 1]
bool bVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c , Size: 1]
bool bIsFolder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c , Size: 1]
bool bIsParented;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3c , Size: 1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3c , Size: 1]
--------------------------------
Class: InterpTrack.Object
InterpTrack*[] SubTracks;//[Offset: 0x24 , Size: 12]
class InterpTrackInst* TrackInstClass;//[Offset: 0x30 , Size: 4]
byte ActiveCondition;//[Offset: 0x34 , Size: 1]
FString TrackTitle;//[Offset: 0x38 , Size: 12]
bool bOnePerGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1]
bool bDirGroupOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1]
bool bDisableTrack;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x44 , Size: 1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x44 , Size: 1]
bool bIsAnimControlTrack;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x44 , Size: 1]
bool bSubTrackOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x44 , Size: 1]
bool bVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x44 , Size: 1]
bool bIsRecording;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x44 , Size: 1]
--------------------------------
Class: CameraAnimInst.Object
CameraAnim* CamAnim;//[Offset: 0x1c , Size: 4]
InterpGroupInst* InterpGroupInst;//[Offset: 0x20 , Size: 4]
float PlayRate;//[Offset: 0x3c , Size: 4]
InterpTrackMove* MoveTrack;//[Offset: 0x50 , Size: 4]
InterpTrackInstMove* MoveInst;//[Offset: 0x54 , Size: 4]
byte PlaySpace;//[Offset: 0x58 , Size: 1]
void Stop(bool bImmediate);// 0x3f460a4
void SetScale(float NewDuration);// 0x1dbef68
void SetDuration(float NewDuration);// 0x3f4602c
void SetCurrentTime(float NewTime);// 0x3f45fb4
--------------------------------
Class: InterpGroupInst.Object
InterpGroup* Group;//[Offset: 0x1c , Size: 4]
Actor* GroupActor;//[Offset: 0x20 , Size: 4]
InterpTrackInst*[] TrackInst;//[Offset: 0x24 , Size: 12]
--------------------------------
Class: InterpTrackMove.InterpTrack.Object
InterpCurveVector PosTrack;//[Offset: 0x48 , Size: 20]
InterpCurveVector EulerTrack;//[Offset: 0x5c , Size: 20]
InterpLookupTrack LookupTrack;//[Offset: 0x70 , Size: 12]
FName LookAtGroupName;//[Offset: 0x80 , Size: 8]
float LinCurveTension;//[Offset: 0x88 , Size: 4]
float AngCurveTension;//[Offset: 0x8c , Size: 4]
bool bUseQuatInterpolation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90 , Size: 1]
bool bShowArrowAtKeys;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90 , Size: 1]
bool bDisableMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x90 , Size: 1]
bool bShowTranslationOnCurveEd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x90 , Size: 1]
bool bShowRotationOnCurveEd;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x90 , Size: 1]
bool bHide3DTrack;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x90 , Size: 1]
byte RotMode;//[Offset: 0x91 , Size: 1]
--------------------------------
Class: InterpCurveVector
InterpCurvePointVector[] Points;//[Offset: 0x0 , Size: 12]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1]
float LoopKeyOffset;//[Offset: 0x10 , Size: 4]
--------------------------------
Class: InterpCurvePointVector
float InVal;//[Offset: 0x0 , Size: 4]
Vector OutVal;//[Offset: 0x4 , Size: 12]
Vector ArriveTangent;//[Offset: 0x10 , Size: 12]
Vector LeaveTangent;//[Offset: 0x1c , Size: 12]
byte InterpMode;//[Offset: 0x28 , Size: 1]
--------------------------------
Class: InterpLookupTrack
InterpLookupPoint[] Points;//[Offset: 0x0 , Size: 12]
--------------------------------
Class: InterpLookupPoint
FName GroupName;//[Offset: 0x0 , Size: 8]
float Time;//[Offset: 0x8 , Size: 4]
--------------------------------
Class: InterpTrackInstMove.InterpTrackInst.Object
Vector ResetLocation;//[Offset: 0x1c , Size: 12]
Rotator ResetRotation;//[Offset: 0x28 , Size: 12]
--------------------------------
Class: CameraActor.Actor.Object
byte AutoActivateForPlayer;//[Offset: 0x2c4 , Size: 1]
CameraComponent* CameraComponent;//[Offset: 0x2c8 , Size: 4]
SceneComponent* SceneComponent;//[Offset: 0x2cc , Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8 , Size: 1]
float AspectRatio;//[Offset: 0x2dc , Size: 4]
float FOVAngle;//[Offset: 0x2e0 , Size: 4]
float PostProcessBlendWeight;//[Offset: 0x2e4 , Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x2f0 , Size: 1328]
int GetAutoActivatePlayerIndex();// 0x3f45a04
--------------------------------
Class: CameraComponent.SceneComponent.ActorComponent.Object
float FieldOfView;//[Offset: 0x260 , Size: 4]
float OrthoWidth;//[Offset: 0x264 , Size: 4]
float OrthoNearClipPlane;//[Offset: 0x268 , Size: 4]
float OrthoFarClipPlane;//[Offset: 0x26c , Size: 4]
float AspectRatio;//[Offset: 0x270 , Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274 , Size: 1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x274 , Size: 1]
bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x274 , Size: 1]
bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x274 , Size: 1]
byte ProjectionMode;//[Offset: 0x275 , Size: 1]
float PostProcessBlendWeight;//[Offset: 0x278 , Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x280 , Size: 1328]
bool bUseControllerViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7fc , Size: 1]
void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD);// 0x3f46aac
void SetProjectionMode(byte InProjectionMode);// 0x3f46a38
void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x3f469c4
void SetOrthoWidth(float InOrthoWidth);// 0x3f46950
void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x3f468dc
void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x3f46868
void SetFieldOfView(float InFieldOfView);// 0x1db46c4
void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x3f467e0
void SetAspectRatio(float InAspectRatio);// 0x3f4676c
void SetActive(bool bNewActive, bool bReset);// 0x3f1db6c
void RemoveBlendable(interface classByteProperty InBlendableObject);// 0x3f4667c
void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);// 0x1de8460
void ApplyDrawDistanceOffset(float InFieldOfView);// 0x3f46604
void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x3f464d4
--------------------------------
Class: CheatManager.Object
DebugCameraController* DebugCameraControllerRef;//[Offset: 0x1c , Size: 4]
class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x20 , Size: 4]
void Walk();// 0x1e5ee18
void ViewSelf();// 0x3f1a364
void ViewPlayer(FString S);// 0x3f53e9c
void ViewClass(class Actor DesiredClass);// 0x1eee8b4
void ViewActor(FName actorName);// 0x1c9cecc
void TriggerCrash();// 0x3f53e88
void ToggleDebugCamera();// 0x3f53e6c
void ToggleAILogging();// 0x1c9c594
void TestCollisionDistance();// 0x3f53e50
void Teleport();// 0x1df1250
void Summon(FString ClassName);// 0x3f53d8c
void StreamLevelOut(FName PackageName);// 0x3f53d0c
void StreamLevelIn(FName PackageName);// 0x3f53c8c
void Slomo(float NewTimeDilation);// 0x3f53c0c
void SetWorldOrigin();// 0x3f53bf8
void SetNavDrawDistance(float DrawDistance);// 0x3f53b80
void SetMouseSensitivityToDefault();// 0x3f53b6c
void ServerToggleAILogging();// 0x3f53b10
void ReceiveInitCheatManager();// 0x2859eb0
void ReceiveEndPlay();// 0x2859eb0
void RebuildNavigation();// 0x3f53af4
void PlayersOnly();// 0x1ca06d4
void OnlyLoadLevel(FName PackageName);// 0x1e852e8
void LogLoc();// 0x3f53ad8
void InvertMouse();// 0x3f53ac4
void God();// 0x1d3c644
void Ghost();// 0x1d3d75c
void FreezeFrame(float Delay);// 0x1ca26bc
void Fly();// 0x1ca06b8
void FlushLog();// 0x3f53aa8
void EnableDebugCamera();// 0x3f53a8c
void DumpVoiceMutingState();// 0x1ff612c
void DumpPartyState();// 0x3f53a70
void DumpOnlineSessionState();// 0x3f53a54
void DumpChatState();// 0x1ff6060
void DisableDebugCamera();// 0x3f53a38
void DestroyTarget();// 0x1ca0af8
void DestroyPawns(class Pawn aClass);// 0x3f539b8
void DestroyAllPawnsExceptTarget();// 0x1cc6fa8
void DestroyAll(class Actor aClass);// 0x34886bc
void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x3f538f4
void DebugCapsuleSweepPawn();// 0x3f538d8
void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x1e85510
void DebugCapsuleSweepClear();// 0x3f538bc
void DebugCapsuleSweepChannel(byte Channel);// 0x1e8565c
void DebugCapsuleSweepCapture();// 0x3f538a0
void DebugCapsuleSweep();// 0x1c9cfe8
void DamageTarget(float DamageAmount);// 0x3f53820
void CheatScript(FString ScriptName);// 0x3f536c8
void ChangeSize(float F);// 0x1e5e4e4
void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out FString GoString, out FString LocString);// 0x3f534cc
void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll);// 0x3f532ec
void BugIt(FString ScreenShotDescription);// 0x3f53228
--------------------------------
Class: DebugCameraController.PlayerController.Controller.Actor.Object
bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x565 , Size: 1]
bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x565 , Size: 1]
DrawFrustumComponent* DrawFrustum;//[Offset: 0x568 , Size: 4]
float SpeedScale;//[Offset: 0x57c , Size: 4]
float InitialMaxSpeed;//[Offset: 0x580 , Size: 4]
float InitialAccel;//[Offset: 0x584 , Size: 4]
float InitialDecel;//[Offset: 0x588 , Size: 4]
void ToggleDisplay();// 0x3f5cc2c
void ShowDebugSelectedInfo();// 0x3f5cc10
void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x3f5cb98
void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x2859eb0
void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);// 0x2859eb0
void ReceiveOnActivate(PlayerController* OriginalPC);// 0x2859eb0
Actor* GetSelectedActor();// 0x3f5cb70
--------------------------------
Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color FrustumColor;//[Offset: 0x554 , Size: 4]
float FrustumAngle;//[Offset: 0x558 , Size: 4]
float FrustumAspectRatio;//[Offset: 0x55c , Size: 4]
float FrustumStartDist;//[Offset: 0x560 , Size: 4]
float FrustumEndDist;//[Offset: 0x564 , Size: 4]
Texture* Texture;//[Offset: 0x568 , Size: 4]
--------------------------------
Class: PlayerInput.Object
bool bEnableKeyInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15d , Size: 1]
KeyBind[] DebugExecBindings;//[Offset: 0x160 , Size: 12]
FName[] InvertedAxis;//[Offset: 0x190 , Size: 12]
void SetMouseSensitivity(const float Sensitivity);// 0x404055c
void SetBind(FName BindName, FString Command);// 0x4040454
void InvertAxisKey(const Key AxisKey);// 0x4040168
void InvertAxis(const FName AxisName);// 0x40400f0
void ClearSmoothing();// 0x40400dc
--------------------------------
Class: KeyBind
Key Key;//[Offset: 0x0 , Size: 16]
FString Command;//[Offset: 0x10 , Size: 12]
bool Control;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1]
bool Shift;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1]
bool Alt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1]
bool Cmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c , Size: 1]
bool bIgnoreCtrl;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c , Size: 1]
bool bIgnoreShift;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c , Size: 1]
bool bIgnoreAlt;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c , Size: 1]
bool bIgnoreCmd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c , Size: 1]
bool bDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d , Size: 1]
--------------------------------
Class: ActiveForceFeedbackEffect
ForceFeedbackEffect* ForceFeedbackEffect;//[Offset: 0x0 , Size: 4]
--------------------------------
Class: ForceFeedbackEffect.Object
ForceFeedbackChannelDetails[] ChannelDetails;//[Offset: 0x1c , Size: 12]
float Duration;//[Offset: 0x28 , Size: 4]
--------------------------------
Class: ForceFeedbackChannelDetails
bool bAffectsLeftLarge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1]
bool bAffectsLeftSmall;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1]
bool bAffectsRightLarge;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1]
bool bAffectsRightSmall;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1]
RuntimeFloatCurve Curve;//[Offset: 0x4 , Size: 88]
--------------------------------
Class: RuntimeFloatCurve
RichCurve EditorCurveData;//[Offset: 0x0 , Size: 84]
CurveFloat* ExternalCurve;//[Offset: 0x54 , Size: 4]
--------------------------------
Class: NetConnection.Player.Object
ChildConnection*[] Children;//[Offset: 0x30 , Size: 12]
NetDriver* Driver;//[Offset: 0x3c , Size: 4]
class PackageMap* PackageMapClass;//[Offset: 0x40 , Size: 4]
PackageMap* PackageMap;//[Offset: 0x44 , Size: 4]
Channel*[] OpenChannels;//[Offset: 0x48 , Size: 12]
Actor*[] SentTemporaries;//[Offset: 0x54 , Size: 12]
Actor* ViewTarget;//[Offset: 0x60 , Size: 4]
Actor* OwningActor;//[Offset: 0x64 , Size: 4]
Actor* ObserveTarget;//[Offset: 0x68 , Size: 4]
int MaxPacket;//[Offset: 0x6c , Size: 4]
bool InternalAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 , Size: 1]
UniqueNetIdRepl PlayerID;//[Offset: 0xf0 , Size: 12]
double LastReceiveTime;//[Offset: 0x148 , Size: 8]
Channel*[] ChannelsToTick;//[Offset: 0x294f0 , Size: 12]
--------------------------------
Class: ChildConnection.NetConnection.Player.Object
NetConnection* Parent;//[Offset: 0x2952c , Size: 4]
--------------------------------
Class: NetDriver.Object
FString NetConnectionClassName;//[Offset: 0x20 , Size: 12]
int MaxDownloadSize;//[Offset: 0x2c , Size: 4]
bool bClampListenServerTickRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1]
int NetServerMaxTickRate;//[Offset: 0x34 , Size: 4]
int MaxInternetClientRate;//[Offset: 0x38 , Size: 4]
int MaxClientRate;//[Offset: 0x3c , Size: 4]
float ServerTravelPause;//[Offset: 0x40 , Size: 4]
float SpawnPrioritySeconds;//[Offset: 0x44 , Size: 4]
float RelevantTimeout;//[Offset: 0x48 , Size: 4]
float KeepAliveTime;//[Offset: 0x4c , Size: 4]
float InitialConnectTimeout;//[Offset: 0x50 , Size: 4]
float ConnectionTimeout;//[Offset: 0x54 , Size: 4]
float TimeoutMultiplierForUnoptimizedBuilds;//[Offset: 0x58 , Size: 4]
bool bNoTimeouts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1]
bool bIgnoreStablyNamed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d , Size: 1]
NetConnection* ServerConnection;//[Offset: 0x60 , Size: 4]
NetConnection*[] ClientConnections;//[Offset: 0x64 , Size: 12]
World* World;//[Offset: 0x7c , Size: 4]
class Object* NetConnectionClass;//[Offset: 0x90 , Size: 4]
Property* RoleProperty;//[Offset: 0x94 , Size: 4]
Property* RemoteRoleProperty;//[Offset: 0x98 , Size: 4]
FName NetDriverName;//[Offset: 0xa0 , Size: 8]
float Time;//[Offset: 0xcc , Size: 4]