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] PendingForceNetUpdateObjectSet;//[Offset: 0x404 , Size: 60] -------------------------------- Class: Property.Field.Object -------------------------------- Class: PackageMap.Object -------------------------------- Class: Channel.Object NetConnection* Connection;//[Offset: 0x1c , Size: 4] -------------------------------- Class: TouchInterface.Object TouchInputControl[] Controls;//[Offset: 0x1c , Size: 12] float ActiveOpacity;//[Offset: 0x28 , Size: 4] float InactiveOpacity;//[Offset: 0x2c , Size: 4] float TimeUntilDeactive;//[Offset: 0x30 , Size: 4] float TimeUntilReset;//[Offset: 0x34 , Size: 4] float ActivationDelay;//[Offset: 0x38 , Size: 4] bool bPreventRecenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1] float StartupDelay;//[Offset: 0x40 , Size: 4] -------------------------------- Class: TouchInputControl Texture2D* Image1;//[Offset: 0x0 , Size: 4] Texture2D* Image2;//[Offset: 0x4 , Size: 4] Vector2D Center;//[Offset: 0x8 , Size: 8] Vector2D VisualSize;//[Offset: 0x10 , Size: 8] Vector2D ThumbSize;//[Offset: 0x18 , Size: 8] Vector2D InteractionSize;//[Offset: 0x20 , Size: 8] Vector2D InputScale;//[Offset: 0x28 , Size: 8] Key MainInputKey;//[Offset: 0x30 , Size: 16] Key AltInputKey;//[Offset: 0x40 , Size: 16] -------------------------------- Class: SpectatorPawn.DefaultPawn.Pawn.Actor.Object -------------------------------- Class: DefaultPawn.Pawn.Actor.Object float BaseTurnRate;//[Offset: 0x308 , Size: 4] float BaseLookUpRate;//[Offset: 0x30c , Size: 4] PawnMovementComponent* MovementComponent;//[Offset: 0x310 , Size: 4] SphereComponent* CollisionComponent;//[Offset: 0x314 , Size: 4] StaticMeshComponent* MeshComponent;//[Offset: 0x318 , Size: 4] bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x31c , Size: 1] void TurnAtRate(float Rate);// 0x3f5f280 void MoveUp_World(float Val);// 0x3f5f200 void MoveRight(float Val);// 0x1f33670 void MoveForward(float Val);// 0x1f334b4 void LookUpAtRate(float Rate);// 0x3f5f188 -------------------------------- Class: SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float SphereRadius;//[Offset: 0x564 , Size: 4] void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x406c8f4 float GetUnscaledSphereRadius();// 0x3f4bff0 float GetShapeScale();// 0x3f4bf80 float GetScaledSphereRadius();// 0x3f4bb48 -------------------------------- Class: StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int ForcedLodModel;//[Offset: 0x574 , Size: 4] int PreviousLODLevel;//[Offset: 0x578 , Size: 4] int MinLOD;//[Offset: 0x57c , Size: 4] StaticMesh* StaticMesh;//[Offset: 0x580 , Size: 4] bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x584 , Size: 1] bool bOverrideMinLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x584 , Size: 1] bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x584 , Size: 1] bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x584 , Size: 1] bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x584 , Size: 1] bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x584 , Size: 1] bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x584 , Size: 1] bool bOverrideCullingScreenSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x584 , Size: 1] bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x585 , Size: 1] bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x585 , Size: 1] bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x585 , Size: 1] bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x585 , Size: 1] bool bForceNotHzbOccluder;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x585 , Size: 1] bool bUseAsOccluderIgnoreMobility;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x585 , Size: 1] bool bCanBeOccludeed;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x585 , Size: 1] int OverriddenLightMapRes;//[Offset: 0x588 , Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x58c , Size: 4] StaticMeshComponentLODInfo[] LODData;//[Offset: 0x590 , Size: 12] StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x59c , Size: 12] bool IsDynamicInstancingParametersEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a8 , Size: 1] DynamicInstancingParameters;//[Offset: 0x5ac , Size: 60] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x5e8 , Size: 24] IdeaBakingPrimitiveSettings IdeaBakingSettings;//[Offset: 0x600 , Size: 20] Actor*[] AffectPointLightBPActors;//[Offset: 0x614 , Size: 12] StaticMeshPointLightVertexDataBuffer[] PointLightStaticMeshLODResources;//[Offset: 0x620 , Size: 12] bool SetStaticMesh(StaticMesh* NewMesh);// 0x3657ac4 void SetOverrideCullingScreenSizeEnable(bool bEnable);// 0x4077508 void SetOverrideCullingScreenSize(float ScreenSize);// 0x4077490 void SetForcedLodModel(int NewForcedLodModel);// 0x4077418 void SetDistanceFieldSelfShadowBias(float NewValue);// 0x1d3093c void SetDirty();// 0x4077404 void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x407738c void GetLocalBounds(out Vector Min, out Vector Max);// 0x40772b4 -------------------------------- Class: StaticMeshComponentLODInfo PaintedVertex[] PaintedVertices;//[Offset: 0x18 , Size: 12] -------------------------------- Class: PaintedVertex Vector Position;//[Offset: 0x0 , Size: 12] PackedNormal Normal;//[Offset: 0xc , Size: 4] Color Color;//[Offset: 0x10 , Size: 4] -------------------------------- Class: PackedNormal byte X;//[Offset: 0x0 , Size: 1] byte Y;//[Offset: 0x1 , Size: 1] byte Z;//[Offset: 0x2 , Size: 1] byte W;//[Offset: 0x3 , Size: 1] -------------------------------- Class: StreamingTextureBuildInfo uint32 PackedRelativeBox;//[Offset: 0x0 , Size: 4] int TextureLevelIndex;//[Offset: 0x4 , Size: 4] float TexelFactor;//[Offset: 0x8 , Size: 4] -------------------------------- Class: LightmassPrimitiveSettings bool bUseTwoSidedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1] bool bShadowIndirectOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1] bool bUseEmissiveForStaticLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1] bool bUseVertexNormalForHemisphereGather;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1] float EmissiveLightFalloffExponent;//[Offset: 0x4 , Size: 4] float EmissiveLightExplicitInfluenceRadius;//[Offset: 0x8 , Size: 4] float EmissiveBoost;//[Offset: 0xc , Size: 4] float DiffuseBoost;//[Offset: 0x10 , Size: 4] float FullyOccludedSamplesFraction;//[Offset: 0x14 , Size: 4] -------------------------------- Class: IdeaBakingPrimitiveSettings float IdeaMaterialDiffuse;//[Offset: 0x0 , Size: 4] float LightmapBoost;//[Offset: 0x4 , Size: 4] float DiscardPixelFrontfaceFactor;//[Offset: 0x8 , Size: 4] float SunIntensity;//[Offset: 0xc , Size: 4] float LocalLightsAffectMaxDistance;//[Offset: 0x10 , Size: 4] -------------------------------- Class: StaticMeshPointLightVertexDataBuffer byte[] VertexData;//[Offset: 0x0 , Size: 12] -------------------------------- Class: UserWidget.Widget.Visual.Object LinearColor ColorAndOpacity;//[Offset: 0xd0 , Size: 16] delegate ColorAndOpacityDelegate;//[Offset: 0xe0 , Size: 16] SlateColor ForegroundColor;//[Offset: 0xf0 , Size: 28] delegate ForegroundColorDelegate;//[Offset: 0x110 , Size: 16] Margin Padding;//[Offset: 0x120 , Size: 16] UMGSequencePlayer*[] ActiveSequencePlayers;//[Offset: 0x130 , Size: 12] UMGSequencePlayer*[] StoppedSequencePlayers;//[Offset: 0x13c , Size: 12] NamedSlotBinding[] NamedSlotBindings;//[Offset: 0x148 , Size: 12] WidgetTree* WidgetTree;//[Offset: 0x154 , Size: 4] int Priority;//[Offset: 0x158 , Size: 4] bool bSupportsKeyboardFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x15c , Size: 1] bool bIsFocusable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x15c , Size: 1] bool bStopAction;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x15c , Size: 1] bool bCanEverTick;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x15c , Size: 1] bool bCanEverPaint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x15c , Size: 1] bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x15c , Size: 1] bool bCookedWidgetTree;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x15c , Size: 1] bool needAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15d , Size: 1] bool isAutoLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15e , Size: 1] FName[] autoPlayNameList;//[Offset: 0x160 , Size: 12] InputComponent* InputComponent;//[Offset: 0x16c , Size: 4] void UnregisterInputComponent();// 0x34af7e0 void Tick(Geometry MyGeometry, float InDeltaTime);// 0x2859eb0 void StopListeningForInputAction(FName ActionName, byte EventType);// 0x34af714 void StopListeningForAllInputActions();// 0x34af700 void StopAnimation(const WidgetAnimation* InAnimation);// 0x34af688 void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);// 0x34af5c8 void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float PlaybackSpeed);// 0x34af50c void SetPadding(Margin InPadding);// 0x34af484 void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x34af40c void SetOwningLocalPlayer(LocalPlayer* LocalPlayer);// 0x34af394 void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int NumLoopsToPlay);// 0x34af2d8 void SetInputActionPriority(int NewPriority);// 0x34af260 void SetInputActionBlocking(bool bShouldBlock);// 0x34af1e0 void SetForegroundColor(SlateColor InForegroundColor);// 0x34aeec0 void SetDontPaintWhenChildEmpty(bool Enable);// 0x34aee40 void SetDesiredSizeInViewport(Vector2D Size);// 0x34aedd0 void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x34aed54 void SetAnchorsInViewport(Anchors Anchors);// 0x34aeccc void SetAlignmentInViewport(Vector2D Alignment);// 0x34aec5c void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x34aebe4 void RemoveFromViewport();// 0x34aebd0 void RegisterInputComponent();// 0x34aebbc void PreConstruct(bool IsDesignTime);// 0x2859eb0 void PlaySound(SoundBase* SoundToPlay);// 0x34aeb44 void PlayAnimationTo(WidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x34ae970 void PlayAnimation(WidgetAnimation* InAnimation, float StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x34ae7e0 float PauseAnimation(const WidgetAnimation* InAnimation);// 0x34ae760 EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2859eb0 EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2859eb0 EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent GestureEvent);// 0x2859eb0 EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2859eb0 void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x2859eb0 EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0 EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2859eb0 void OnPaint(out PaintContext Context);// 0x2859eb0 EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0 EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0 void OnMouseLeave(out const PointerEvent MouseEvent);// 0x2859eb0 void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0 void OnMouseCaptureLost();// 0x2859eb0 EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0 EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0 EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const PointerEvent InMouseEvent);// 0x2859eb0 EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent InMotionEvent);// 0x2859eb0 EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2859eb0 EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2859eb0 EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);// 0x2859eb0 EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);// 0x2859eb0 void OnFocusLost(FocusEvent InFocusEvent);// 0x2859eb0 bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0 bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0 void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0 void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0 void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent, out DragDropOperation* Operation);// 0x2859eb0 void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2859eb0 void OnAnimationStarted(const WidgetAnimation* Animation);// 0x34ae6e0 void OnAnimationFinished(const WidgetAnimation* Animation);// 0x1c9cb8c EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent InAnalogInputEvent);// 0x2859eb0 void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x2859eb0 void ListenForInputAction(FName ActionName, byte EventType, bool bConsume, delegate Callback);// 0x34ae550 bool IsPlayingAnimation();// 0x34ae528 bool IsListeningForInputAction(FName ActionName);// 0x34ae4a8 bool IsInViewport();// 0x34ae274 bool IsInteractable();// 0x2859eb0 bool IsAnyAnimationPlaying();// 0x34ae480 bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);// 0x34ae400 bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x34ae380 Widget* GetWidgetFromName(out const FName Name);// 0x34ae2ec Pawn* GetOwningPlayerPawn();// 0x34ae2c4 PlayerController* GetOwningPlayer();// 0x1d944ec LocalPlayer* GetOwningLocalPlayer();// 0x34ae29c bool GetIsVisible();// 0x34ae274 bool GetDontPaintWhenChildEmpty();// 0x34ae24c float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);// 0x34ae1cc Anchors GetAnchorsInViewport();// 0x34ae188 Vector2D GetAlignmentInViewport();// 0x34ae148 void Destruct();// 0x2859eb0 void Construct();// 0x2859eb0 void AddToViewport(int ZOrder);// 0x34ae0d0 bool AddToPlayerScreen(int ZOrder);// 0x34ae050 -------------------------------- Class: Widget.Visual.Object PanelSlot* Slot;//[Offset: 0x1c , Size: 4] delegate bIsEnabledDelegate;//[Offset: 0x20 , Size: 16] FText ToolTipText;//[Offset: 0x30 , Size: 12] delegate ToolTipTextDelegate;//[Offset: 0x40 , Size: 16] Widget* ToolTipWidget;//[Offset: 0x50 , Size: 4] delegate ToolTipWidgetDelegate;//[Offset: 0x58 , Size: 16] delegate VisibilityDelegate;//[Offset: 0x68 , Size: 16] WidgetTransform RenderTransform;//[Offset: 0x78 , Size: 28] Vector2D RenderTransformPivot;//[Offset: 0x94 , Size: 8] bool bIsVariable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c , Size: 1] bool bCreatedByConstructionScript;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9c , Size: 1] bool bIsEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9c , Size: 1] bool bOverride_Cursor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9c , Size: 1] bool bIsVolatile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9c , Size: 1] bool bWriteSceneZBuffer;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9c , Size: 1] byte UsedLayerPolicy;//[Offset: 0x9d , Size: 1] byte PreservedLayerNum;//[Offset: 0x9e , Size: 1] byte Cursor;//[Offset: 0x9f , Size: 1] enum Clipping;//[Offset: 0xa0 , Size: 1] enum Visibility;//[Offset: 0xa1 , Size: 1] bool bVisiblePass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2 , Size: 1] WidgetNavigation* Navigation;//[Offset: 0xa4 , Size: 4] PropertyBinding*[] NativeBindings;//[Offset: 0xc0 , Size: 12] void SetVisibility(enum InVisibility);// 0x34b390c void SetUserFocus(PlayerController* PlayerController);// 0x34b3894 void SetToolTipText(out const FText InToolTipText);// 0x34b36f0 void SetToolTip(Widget* Widget);// 0x34b3678 void SetRenderTranslation(Vector2D Translation);// 0x34b3608 void SetRenderTransformPivot(Vector2D Pivot);// 0x34b3598 void SetRenderTransform(WidgetTransform InTransform);// 0x34b34c0 void SetRenderShear(Vector2D Shear);// 0x34b3450 void SetRenderScale(Vector2D Scale);// 0x34b33e0 void SetRenderAngle(float Angle);// 0x34b3368 void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);// 0x34b3260 void SetKeyboardFocus();// 0x34b324c void SetIsEnabled(bool bInIsEnabled);// 0x1ca0370 void SetCursor(byte InCursor);// 0x34b31d4 void SetClipping(enum InClipping);// 0x34b315c void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x34b30a0 void ResetCursor();// 0x34b308c void RemoveFromParent();// 0x1df1250 EventReply OnReply__DelegateSignature();// 0x2859eb0 EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2859eb0 bool IsVisible();// 0x34b3064 bool IsHovered();// 0x34b303c void InvalidateLayoutAndVolatility();// 0x34b3028 bool HasUserFocusedDescendants(PlayerController* PlayerController);// 0x34b2fa8 bool HasUserFocus(PlayerController* PlayerController);// 0x34b2f28 bool HasMouseCapture();// 0x34b2f00 bool HasKeyboardFocus();// 0x34b2ed8 bool HasFocusedDescendants();// 0x34b2eb0 bool HasAnyUserFocus();// 0x34b2e88 Widget* GetWidget__DelegateSignature();// 0x2859eb0 enum GetVisibility();// 0x34b2e60 Widget* GetTheTemplate();// 0x34b2e38 FText GetText__DelegateSignature();// 0x2859eb0 enum GetSlateVisibility__DelegateSignature();// 0x2859eb0 SlateColor GetSlateColor__DelegateSignature();// 0x2859eb0 SlateBrush GetSlateBrush__DelegateSignature();// 0x2859eb0 PanelWidget* GetParent();// 0x34b2e10 PlayerController* GetOwningPlayer();// 0x1d944ec byte GetMouseCursor__DelegateSignature();// 0x2859eb0 LinearColor GetLinearColor__DelegateSignature();// 0x2859eb0 bool GetIsEnabled();// 0x34b2de8 int GetInt32__DelegateSignature();// 0x2859eb0 float GetFloat__DelegateSignature();// 0x2859eb0 Vector2D GetDesiredSize();// 0x34b2da8 enum GetClipping();// 0x34b2d80 enum GetCheckBoxState__DelegateSignature();// 0x2859eb0 Geometry GetCachedGeometry();// 0x34b2d50 Geometry GetCachedAllottedGeometry();// 0x34b2d20 bool GetBool__DelegateSignature();// 0x2859eb0 Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x2859eb0 Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x2859eb0 void ForceVolatile(bool bForce);// 0x34b2ca0 void ForceLayoutPrepass();// 0x34b2c8c void AdaptationWidgetSlot(out const Margin InOffset);// 0x34b2bfc -------------------------------- Class: Visual.Object -------------------------------- Class: SlateColor LinearColor SpecifiedColor;//[Offset: 0x0 , Size: 16] byte ColorUseRule;//[Offset: 0x10 , Size: 1] -------------------------------- Class: Margin float Left;//[Offset: 0x0 , Size: 4] float Top;//[Offset: 0x4 , Size: 4] float Right;//[Offset: 0x8 , Size: 4] float Bottom;//[Offset: 0xc , Size: 4] -------------------------------- Class: UMGSequencePlayer.Object WidgetAnimation* Animation;//[Offset: 0x2e0 , Size: 4] -------------------------------- Class: WidgetAnimation.MovieSceneSequence.MovieSceneSignedObject.Object delegate OnAnimationStarted;//[Offset: 0x220 , Size: 12] delegate OnAnimationFinished;//[Offset: 0x22c , Size: 12] MovieScene* MovieScene;//[Offset: 0x238 , Size: 4] WidgetAnimationBinding[] AnimationBindings;//[Offset: 0x23c , Size: 12] float GetStartTime();// 0x34b4754 float GetEndTime();// 0x34b472c -------------------------------- Class: MovieSceneSequence.MovieSceneSignedObject.Object CachedMovieSceneEvaluationTemplate EvaluationTemplate;//[Offset: 0x40 , Size: 404] MovieSceneTrackCompilationParams TemplateParameters;//[Offset: 0x1d4 , Size: 2] InstancedSubSequenceEvaluationTemplates;//[Offset: 0x1d8 , Size: 60] bool bParentContextsAreSignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214 , Size: 1] -------------------------------- Class: MovieSceneSignedObject.Object Guid Signature;//[Offset: 0x1c , Size: 16] -------------------------------- Class: CachedMovieSceneEvaluationTemplate.MovieSceneEvaluationTemplate -------------------------------- Class: MovieSceneEvaluationTemplate Tracks;//[Offset: 0x0 , Size: 60] MovieSceneEvaluationField EvaluationField;//[Offset: 0x78 , Size: 36] MovieSceneSequenceHierarchy Hierarchy;//[Offset: 0x9c , Size: 120] MovieSceneTemplateGenerationLedger TemplateLedger;//[Offset: 0x114 , Size: 124] bool bHasLegacyTrackInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x190 , Size: 1] bool bKeepStaleTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x190 , Size: 1] -------------------------------- Class: MovieSceneEvaluationTrack Guid ObjectBindingId;//[Offset: 0x0 , Size: 16] uint16 EvaluationPriority;//[Offset: 0x10 , Size: 2] enum EvaluationMethod;//[Offset: 0x12 , Size: 1] MovieSceneSegment[] Segments;//[Offset: 0x14 , Size: 12] MovieSceneEvalTemplatePtr[] ChildTemplates;//[Offset: 0x20 , Size: 12] MovieSceneTrackImplementationPtr TrackTemplate;//[Offset: 0x30 , Size: 56] FName EvaluationGroup;//[Offset: 0x68 , Size: 8] bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 , Size: 1] bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70 , Size: 1] -------------------------------- Class: MovieSceneSegment -------------------------------- Class: MovieSceneEvalTemplatePtr -------------------------------- Class: MovieSceneTrackImplementationPtr -------------------------------- Class: MovieSceneEvaluationField FloatRange[] Ranges;//[Offset: 0x0 , Size: 12] MovieSceneEvaluationGroup[] Groups;//[Offset: 0xc , Size: 12] MovieSceneEvaluationMetaData[] MetaData;//[Offset: 0x18 , Size: 12] -------------------------------- Class: FloatRange FloatRangeBound LowerBound;//[Offset: 0x0 , Size: 8] FloatRangeBound UpperBound;//[Offset: 0x8 , Size: 8] -------------------------------- Class: FloatRangeBound byte Type;//[Offset: 0x0 , Size: 1] float Value;//[Offset: 0x4 , Size: 4] -------------------------------- Class: MovieSceneEvaluationGroup MovieSceneEvaluationGroupLUTIndex[] LUTIndices;//[Offset: 0x0 , Size: 12] MovieSceneEvaluationFieldSegmentPtr[] SegmentPtrLUT;//[Offset: 0xc , Size: 12] -------------------------------- Class: MovieSceneEvaluationGroupLUTIndex int LUTOffset;//[Offset: 0x0 , Size: 4] int NumInitPtrs;//[Offset: 0x4 , Size: 4] int NumEvalPtrs;//[Offset: 0x8 , Size: 4] -------------------------------- Class: MovieSceneEvaluationFieldSegmentPtr.MovieSceneEvaluationFieldTrackPtr int SegmentIndex;//[Offset: 0x8 , Size: 4] -------------------------------- Class: MovieSceneEvaluationFieldTrackPtr MovieSceneSequenceID SequenceID;//[Offset: 0x0 , Size: 4] MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4 , Size: 4] -------------------------------- Class: MovieSceneSequenceID uint32 Value;//[Offset: 0x0 , Size: 4] -------------------------------- Class: MovieSceneTrackIdentifier uint32 Value;//[Offset: 0x0 , Size: 4] -------------------------------- Class: MovieSceneEvaluationMetaData MovieSceneSequenceID[] ActiveSequences;//[Offset: 0x0 , Size: 12] MovieSceneOrderedEvaluationKey[] ActiveEntities;//[Offset: 0xc , Size: 12] -------------------------------- Class: MovieSceneOrderedEvaluationKey MovieSceneEvaluationKey Key;//[Offset: 0x0 , Size: 12] uint32 EvaluationIndex;//[Offset: 0xc , Size: 4] -------------------------------- Class: MovieSceneEvaluationKey MovieSceneSequenceID SequenceID;//[Offset: 0x0 , Size: 4] MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4 , Size: 4] uint32 SectionIdentifier;//[Offset: 0x8 , Size: 4] -------------------------------- Class: MovieSceneSequenceHierarchy SubSequences;//[Offset: 0x0 , Size: 60] Hierarchy;//[Offset: 0x3c , Size: 60] -------------------------------- Class: MovieSceneSubSequenceData MovieSceneSequence* Sequence;//[Offset: 0x0 , Size: 4] Object* SequenceKeyObject;//[Offset: 0x4 , Size: 4] MovieSceneSequenceTransform RootToSequenceTransform;//[Offset: 0x8 , Size: 8] Guid SourceSequenceSignature;//[Offset: 0x10 , Size: 16] MovieSceneSequenceID DeterministicSequenceID;//[Offset: 0x20 , Size: 4] FloatRange PreRollRange;//[Offset: 0x24 , Size: 16] FloatRange PostRollRange;//[Offset: 0x34 , Size: 16] int HierarchicalBias;//[Offset: 0x44 , Size: 4] -------------------------------- Class: MovieSceneSequenceTransform float TimeScale;//[Offset: 0x0 , Size: 4] float Offset;//[Offset: 0x4 , Size: 4] -------------------------------- Class: MovieSceneSequenceHierarchyNode MovieSceneSequenceID ParentID;//[Offset: 0x0 , Size: 4] MovieSceneSequenceID[] Children;//[Offset: 0x4 , Size: 12] -------------------------------- Class: MovieSceneTemplateGenerationLedger MovieSceneTrackIdentifier LastTrackIdentifier;//[Offset: 0x0 , Size: 4] TrackReferenceCounts;//[Offset: 0x4 , Size: 60] TrackSignatureToTrackIdentifier;//[Offset: 0x40 , Size: 60] -------------------------------- Class: MovieSceneTrackIdentifiers MovieSceneTrackIdentifier[] Data;//[Offset: 0x0 , Size: 12] -------------------------------- Class: MovieSceneTrackCompilationParams bool bForEditorPreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool bDuringBlueprintCompile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] -------------------------------- Class: MovieScene.MovieSceneSignedObject.Object MovieSceneSpawnable[] Spawnables;//[Offset: 0x40 , Size: 12] MovieScenePossessable[] Possessables;//[Offset: 0x4c , Size: 12] MovieSceneBinding[] ObjectBindings;//[Offset: 0x58 , Size: 12] MovieSceneTrack*[] MasterTracks;//[Offset: 0x64 , Size: 12] MovieSceneTrack* CameraCutTrack;//[Offset: 0x70 , Size: 4] FloatRange SelectionRange;//[Offset: 0x74 , Size: 16] FloatRange PlaybackRange;//[Offset: 0x84 , Size: 16] bool bForceFixedFrameIntervalPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1] float FixedFrameInterval;//[Offset: 0x98 , Size: 4] float InTime;//[Offset: 0x9c , Size: 4] float OutTime;//[Offset: 0xa0 , Size: 4] float StartTime;//[Offset: 0xa4 , Size: 4] float EndTime;//[Offset: 0xa8 , Size: 4] -------------------------------- Class: MovieSceneSpawnable Guid Guid;//[Offset: 0x0 , Size: 16] FString Name;//[Offset: 0x10 , Size: 12] Object* ObjectTemplate;//[Offset: 0x1c , Size: 4] Guid[] ChildPossessables;//[Offset: 0x20 , Size: 12] enum Ownership;//[Offset: 0x2c , Size: 1] -------------------------------- Class: MovieScenePossessable Guid Guid;//[Offset: 0x0 , Size: 16] FString Name;//[Offset: 0x10 , Size: 12] class Object* PossessedObjectClass;//[Offset: 0x1c , Size: 4] Guid ParentGuid;//[Offset: 0x20 , Size: 16] -------------------------------- Class: MovieSceneBinding Guid ObjectGuid;//[Offset: 0x0 , Size: 16] FString BindingName;//[Offset: 0x10 , Size: 12] MovieSceneTrack*[] Tracks;//[Offset: 0x1c , Size: 12] -------------------------------- Class: MovieSceneTrack.MovieSceneSignedObject.Object MovieSceneTrackEvalOptions EvalOptions;//[Offset: 0x40 , Size: 4] -------------------------------- Class: MovieSceneTrackEvalOptions bool bCanEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1] bool bEvalNearestSection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1] bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1] bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1] bool bEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1] -------------------------------- Class: WidgetAnimationBinding FName WidgetName;//[Offset: 0x0 , Size: 8] FName SlotWidgetName;//[Offset: 0x8 , Size: 8] Guid AnimationGuid;//[Offset: 0x10 , Size: 16] bool bIsRootWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] -------------------------------- Class: NamedSlotBinding FName Name;//[Offset: 0x0 , Size: 8] Widget* Content;//[Offset: 0x8 , Size: 4] -------------------------------- Class: WidgetTree.Object Widget* RootWidget;//[Offset: 0x1c , Size: 4] Widget*[] AllWidgets;//[Offset: 0x20 , Size: 12] -------------------------------- Class: Geometry -------------------------------- Class: LocalPlayer.Player.Object GameViewportClient* ViewportClient;//[Offset: 0x38 , Size: 4] byte AspectRatioAxisConstraint;//[Offset: 0x58 , Size: 1] class PlayerController* PendingLevelPlayerControllerClass;//[Offset: 0x5c , Size: 4] bool bSentSplitJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size: 1] int ControllerId;//[Offset: 0xa0 , Size: 4] -------------------------------- Class: GameViewportClient.ScriptViewportClient.Object Console* ViewportConsole;//[Offset: 0x24 , Size: 4] DebugDisplayProperty[] DebugProperties;//[Offset: 0x28 , Size: 12] World* World;//[Offset: 0x58 , Size: 4] GameInstance* GameInstance;//[Offset: 0x5c , Size: 4] void SSSwapControllers();// 0x1dbf5b4 void ShowTitleSafeArea();// 0x1cc7830 void SetConsoleTarget(int PlayerIndex);// 0x1ca26bc -------------------------------- Class: ScriptViewportClient.Object -------------------------------- Class: Console.Object LocalPlayer* ConsoleTargetPlayer;//[Offset: 0x24 , Size: 4] Texture2D* DefaultTexture_Black;//[Offset: 0x28 , Size: 4] Texture2D* DefaultTexture_White;//[Offset: 0x2c , Size: 4] FString[] HistoryBuffer;//[Offset: 0x44 , Size: 12] -------------------------------- Class: DebugDisplayProperty Object* Obj;//[Offset: 0x0 , Size: 4] class Object* WithinClass;//[Offset: 0x4 , Size: 4] -------------------------------- Class: GameInstance.Object int64[] EncryptedLocalPlayers;//[Offset: 0x24 , Size: 12] LocalPlayer*[] LocalPlayers;//[Offset: 0x30 , Size: 12] OnlineSession* OnlineSession;//[Offset: 0x3c , Size: 4] bool bUseEncryptLocalPlayerPtr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1] void ReceiveShutdown();// 0x2859eb0 void ReceiveInit();// 0x2859eb0 void HandleTravelError(byte FailureType);// 0x2859eb0 void HandleNetworkError(byte FailureType, bool bIsServer);// 0x2859eb0 int GetDeviceLevel();// 0x1ccbac0 void DebugRemovePlayer(int ControllerId);// 0x3f53c0c void DebugCreatePlayer(int ControllerId);// 0x1e66738 -------------------------------- Class: OnlineSession.Object -------------------------------- Class: Anchors Vector2D Minimum;//[Offset: 0x0 , Size: 8] Vector2D Maximum;//[Offset: 0x8 , Size: 8] -------------------------------- Class: SoundBase.Object SoundClass* SoundClassObject;//[Offset: 0x1c , Size: 4] bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20 , Size: 1] bool bOverrideConcurrency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20 , Size: 1] bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20 , Size: 1] bool bIgnoreFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x20 , Size: 1] SoundConcurrency* SoundConcurrencySettings;//[Offset: 0x24 , Size: 4] SoundConcurrencySettings ConcurrencyOverrides;//[Offset: 0x28 , Size: 12] byte MaxConcurrentResolutionRule;//[Offset: 0x34 , Size: 1] int MaxConcurrentPlayCount;//[Offset: 0x38 , Size: 4] float Duration;//[Offset: 0x3c , Size: 4] SoundAttenuation* AttenuationSettings;//[Offset: 0x40 , Size: 4] float Priority;//[Offset: 0x44 , Size: 4] SoundSubmix* SoundSubmixObject;//[Offset: 0x48 , Size: 4] SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x4c , Size: 12] SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x58 , Size: 4] SoundSourceBusSendInfo[] BusSends;//[Offset: 0x5c , Size: 12] -------------------------------- Class: SoundClass.Object SoundClassProperties Properties;//[Offset: 0x1c , Size: 40] SoundClass*[] ChildClasses;//[Offset: 0x44 , Size: 12] PassiveSoundMixModifier[] PassiveSoundMixModifiers;//[Offset: 0x50 , Size: 12] SoundClass* ParentClass;//[Offset: 0x5c , Size: 4] -------------------------------- Class: SoundClassProperties float Volume;//[Offset: 0x0 , Size: 4] float Pitch;//[Offset: 0x4 , Size: 4] float StereoBleed;//[Offset: 0x8 , Size: 4] float LFEBleed;//[Offset: 0xc , Size: 4] float VoiceCenterChannelVolume;//[Offset: 0x10 , Size: 4] float RadioFilterVolume;//[Offset: 0x14 , Size: 4] float RadioFilterVolumeThreshold;//[Offset: 0x18 , Size: 4] bool bApplyEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1] bool bAlwaysPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c , Size: 1] bool bIsUISound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c , Size: 1] bool bIsMusic;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c , Size: 1] bool bReverb;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c , Size: 1] float Default2DReverbSendAmount;//[Offset: 0x20 , Size: 4] bool bCenterChannelOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24 , Size: 1] bool bApplyAmbientVolumes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x24 , Size: 1] byte OutputTarget;//[Offset: 0x25 , Size: 1] -------------------------------- Class: PassiveSoundMixModifier SoundMix* SoundMix;//[Offset: 0x0 , Size: 4] float MinVolumeThreshold;//[Offset: 0x4 , Size: 4] float MaxVolumeThreshold;//[Offset: 0x8 , Size: 4] -------------------------------- Class: SoundMix.Object bool bApplyEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c , Size: 1] float EQPriority;//[Offset: 0x20 , Size: 4] AudioEQEffect EQSettings;//[Offset: 0x28 , Size: 56] SoundClassAdjuster[] SoundClassEffects;//[Offset: 0x60 , Size: 12] float InitialDelay;//[Offset: 0x6c , Size: 4] float FadeInTime;//[Offset: 0x70 , Size: 4] float Duration;//[Offset: 0x74 , Size: 4] float FadeOutTime;//[Offset: 0x78 , Size: 4] -------------------------------- Class: AudioEQEffect float FrequencyCenter0;//[Offset: 0x8 , Size: 4] float Gain0;//[Offset: 0xc , Size: 4] float Bandwidth0;//[Offset: 0x10 , Size: 4] float FrequencyCenter1;//[Offset: 0x14 , Size: 4] float Gain1;//[Offset: 0x18 , Size: 4] float Bandwidth1;//[Offset: 0x1c , Size: 4] float FrequencyCenter2;//[Offset: 0x20 , Size: 4] float Gain2;//[Offset: 0x24 , Size: 4] float Bandwidth2;//[Offset: 0x28 , Size: 4] float FrequencyCenter3;//[Offset: 0x2c , Size: 4] float Gain3;//[Offset: 0x30 , Size: 4] float Bandwidth3;//[Offset: 0x34 , Size: 4] -------------------------------- Class: SoundClassAdjuster SoundClass* SoundClassObject;//[Offset: 0x0 , Size: 4] float VolumeAdjuster;//[Offset: 0x4 , Size: 4] float PitchAdjuster;//[Offset: 0x8 , Size: 4] bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1] float VoiceCenterChannelVolumeAdjuster;//[Offset: 0x10 , Size: 4] -------------------------------- Class: SoundConcurrency.Object SoundConcurrencySettings Concurrency;//[Offset: 0x1c , Size: 12] -------------------------------- Class: SoundConcurrencySettings int MaxCount;//[Offset: 0x0 , Size: 4] bool bLimitToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1] byte ResolutionRule;//[Offset: 0x5 , Size: 1] float VolumeScale;//[Offset: 0x8 , Size: 4] -------------------------------- Class: SoundAttenuation.Object SoundAttenuationSettings Attenuation;//[Offset: 0x1c , Size: 532] -------------------------------- Class: SoundAttenuationSettings.BaseAttenuationSettings bool bAttenuate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c , Size: 1] bool bSpatialize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c , Size: 1] bool bAttenuateWithLPF;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c , Size: 1] bool bEnableListenerFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7c , Size: 1] bool bEnableFocusInterpolation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7c , Size: 1] bool bEnableOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7c , Size: 1] bool bUseComplexCollisionForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7c , Size: 1] bool bEnableReverbSend;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7c , Size: 1] bool bApplyNormalizationToStereoSounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d , Size: 1] bool bEnableLogFrequencyScaling;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d , Size: 1] byte DistanceType;//[Offset: 0x7e , Size: 1] float OmniRadius;//[Offset: 0x80 , Size: 4] float StereoSpread;//[Offset: 0x84 , Size: 4] byte SpatializationAlgorithm;//[Offset: 0x88 , Size: 1] SpatializationPluginSourceSettingsBase* SpatializationPluginSettings;//[Offset: 0x8c , Size: 4] float RadiusMin;//[Offset: 0x90 , Size: 4] float RadiusMax;//[Offset: 0x94 , Size: 4] float LPFRadiusMin;//[Offset: 0x98 , Size: 4] float LPFRadiusMax;//[Offset: 0x9c , Size: 4] enum AbsorptionMethod;//[Offset: 0xa0 , Size: 1] RuntimeFloatCurve CustomLowpassAirAbsorptionCurve;//[Offset: 0xa4 , Size: 88] RuntimeFloatCurve CustomHighpassAirAbsorptionCurve;//[Offset: 0xfc , Size: 88] float LPFFrequencyAtMin;//[Offset: 0x154 , Size: 4] float LPFFrequencyAtMax;//[Offset: 0x158 , Size: 4] float HPFFrequencyAtMin;//[Offset: 0x15c , Size: 4] float HPFFrequencyAtMax;//[Offset: 0x160 , Size: 4] float FocusAzimuth;//[Offset: 0x164 , Size: 4] float NonFocusAzimuth;//[Offset: 0x168 , Size: 4] float FocusDistanceScale;//[Offset: 0x16c , Size: 4] float NonFocusDistanceScale;//[Offset: 0x170 , Size: 4] float FocusPriorityScale;//[Offset: 0x174 , Size: 4] float NonFocusPriorityScale;//[Offset: 0x178 , Size: 4] float FocusVolumeAttenuation;//[Offset: 0x17c , Size: 4] float NonFocusVolumeAttenuation;//[Offset: 0x180 , Size: 4] float FocusAttackInterpSpeed;//[Offset: 0x184 , Size: 4] float FocusReleaseInterpSpeed;//[Offset: 0x188 , Size: 4] byte OcclusionTraceChannel;//[Offset: 0x18c , Size: 1] float OcclusionLowPassFilterFrequency;//[Offset: 0x190 , Size: 4] float OcclusionVolumeAttenuation;//[Offset: 0x194 , Size: 4] float OcclusionInterpolationTime;//[Offset: 0x198 , Size: 4] OcclusionPluginSourceSettingsBase* OcclusionPluginSettings;//[Offset: 0x19c , Size: 4] enum ReverbSendMethod;//[Offset: 0x1a0 , Size: 1] ReverbPluginSourceSettingsBase* ReverbPluginSettings;//[Offset: 0x1a4 , Size: 4] float ReverbWetLevelMin;//[Offset: 0x1a8 , Size: 4] float ReverbWetLevelMax;//[Offset: 0x1ac , Size: 4] float ReverbDistanceMin;//[Offset: 0x1b0 , Size: 4] float ReverbDistanceMax;//[Offset: 0x1b4 , Size: 4] RuntimeFloatCurve CustomReverbSendCurve;//[Offset: 0x1b8 , Size: 88] float ManualReverbSendLevel;//[Offset: 0x210 , Size: 4] -------------------------------- Class: BaseAttenuationSettings enum DistanceAlgorithm;//[Offset: 0x4 , Size: 1] RuntimeFloatCurve CustomAttenuationCurve;//[Offset: 0x8 , Size: 88] byte AttenuationShape;//[Offset: 0x60 , Size: 1] float dBAttenuationAtMax;//[Offset: 0x64 , Size: 4] Vector AttenuationShapeExtents;//[Offset: 0x68 , Size: 12] float ConeOffset;//[Offset: 0x74 , Size: 4] float FalloffDistance;//[Offset: 0x78 , Size: 4] -------------------------------- Class: SpatializationPluginSourceSettingsBase.Object -------------------------------- Class: OcclusionPluginSourceSettingsBase.Object -------------------------------- Class: ReverbPluginSourceSettingsBase.Object -------------------------------- Class: SoundSubmix.Object SoundSubmix*[] ChildSubmixes;//[Offset: 0x1c , Size: 12] SoundSubmix* ParentSubmix;//[Offset: 0x28 , Size: 4] SoundEffectSubmixPreset*[] SubmixEffectChain;//[Offset: 0x2c , Size: 12] -------------------------------- Class: SoundEffectSubmixPreset.SoundEffectPreset.Object -------------------------------- Class: SoundEffectPreset.Object -------------------------------- Class: SoundSubmixSendInfo float SendLevel;//[Offset: 0x0 , Size: 4] SoundSubmix* SoundSubmix;//[Offset: 0x4 , Size: 4] -------------------------------- Class: SoundEffectSourcePresetChain.Object SourceEffectChainEntry[] Chain;//[Offset: 0x1c , Size: 12] bool bPlayEffectChainTails;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 , Size: 1] -------------------------------- Class: SourceEffectChainEntry SoundEffectSourcePreset* Preset;//[Offset: 0x0 , Size: 4] bool bBypass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1] -------------------------------- Class: SoundEffectSourcePreset.SoundEffectPreset.Object -------------------------------- Class: SoundSourceBusSendInfo float SendLevel;//[Offset: 0x0 , Size: 4] SoundSourceBus* SoundSourceBus;//[Offset: 0x4 , Size: 4] -------------------------------- Class: SoundSourceBus.SoundWave.SoundBase.Object enum SourceBusChannels;//[Offset: 0x1cc , Size: 1] float SourceBusDuration;//[Offset: 0x1d0 , Size: 4] bool bAutoDeactivateWhenSilent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d4 , Size: 1] -------------------------------- Class: SoundWave.SoundBase.Object int CompressionQuality;//[Offset: 0x6c , Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70 , Size: 1] bool bStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70 , Size: 1] int StreamingPriority;//[Offset: 0x74 , Size: 4] bool bMature;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x78 , Size: 1] bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x78 , Size: 1] bool bSingleLine;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x78 , Size: 1] bool bVirtualizeWhenSilent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x78 , Size: 1] byte SoundGroup;//[Offset: 0x7a , Size: 1] FString SpokenText;//[Offset: 0x7c , Size: 12] float SubtitlePriority;//[Offset: 0x88 , Size: 4] float Volume;//[Offset: 0x8c , Size: 4] float Pitch;//[Offset: 0x90 , Size: 4] int NumChannels;//[Offset: 0x94 , Size: 4] int SampleRate;//[Offset: 0x98 , Size: 4] int RawPCMDataSize;//[Offset: 0x9c , Size: 4] SubtitleCue[] Subtitles;//[Offset: 0xa0 , Size: 12] LocalizedSubtitle[] LocalizedSubtitles;//[Offset: 0xac , Size: 12] CurveTable* Curves;//[Offset: 0xb8 , Size: 4] CurveTable* InternalCurves;//[Offset: 0xbc , Size: 4] -------------------------------- Class: SubtitleCue FText Text;//[Offset: 0x0 , Size: 12] float Time;//[Offset: 0xc , Size: 4] -------------------------------- Class: LocalizedSubtitle FString LanguageExt;//[Offset: 0x0 , Size: 12] SubtitleCue[] Subtitles;//[Offset: 0xc , Size: 12] bool bMature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18 , Size: 1] bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x18 , Size: 1] bool bSingleLine;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x18 , Size: 1] -------------------------------- Class: CurveTable.Object -------------------------------- Class: PointerEvent.InputEvent -------------------------------- Class: InputEvent -------------------------------- Class: EventReply -------------------------------- Class: FocusEvent -------------------------------- Class: KeyEvent.InputEvent -------------------------------- Class: PaintContext -------------------------------- Class: MotionEvent.InputEvent -------------------------------- Class: CharacterEvent.InputEvent -------------------------------- Class: DragDropOperation.Object FString Tag;//[Offset: 0x1c , Size: 12] Object* Payload;//[Offset: 0x28 , Size: 4] Widget* DefaultDragVisual;//[Offset: 0x2c , Size: 4] enum Pivot;//[Offset: 0x30 , Size: 1] Vector2D Offset;//[Offset: 0x34 , Size: 8] delegate OnDrop;//[Offset: 0x3c , Size: 12] delegate OnDragCancelled;//[Offset: 0x48 , Size: 12] delegate OnDragged;//[Offset: 0x54 , Size: 12] void Drop(out const PointerEvent PointerEvent);// 0x348ffb0 void Dragged(out const PointerEvent PointerEvent);// 0x348fd7c void DragCancelled(out const PointerEvent PointerEvent);// 0x348fb48 -------------------------------- Class: AnalogInputEvent.KeyEvent.InputEvent -------------------------------- Class: PanelSlot.Visual.Object PanelWidget* Parent;//[Offset: 0x1c , Size: 4] Widget* Content;//[Offset: 0x20 , Size: 4] -------------------------------- Class: PanelWidget.Widget.Visual.Object PanelSlot*[] Slots;//[Offset: 0xcc , Size: 12] bool RemoveChildAt(int Index);// 0x3499c48 bool RemoveChild(Widget* Content);// 0x3499bc8 bool HasChild(Widget* Content);// 0x3499b48 bool HasAnyChildren();// 0x3499b20 int GetChildrenCount();// 0x3499af8 int GetChildIndex(Widget* Content);// 0x3499a78 Widget* GetChildAt(int Index);// 0x34999f8 void ClearChildren();// 0x34999e4 PanelSlot* AddChild(Widget* Content);// 0x3499964 -------------------------------- Class: WidgetTransform Vector2D Translation;//[Offset: 0x0 , Size: 8] Vector2D Scale;//[Offset: 0x8 , Size: 8] Vector2D Shear;//[Offset: 0x10 , Size: 8] float Angle;//[Offset: 0x18 , Size: 4] -------------------------------- Class: WidgetNavigation.Object WidgetNavigationData Up;//[Offset: 0x20 , Size: 24] WidgetNavigationData Down;//[Offset: 0x38 , Size: 24] WidgetNavigationData Left;//[Offset: 0x50 , Size: 24] WidgetNavigationData Right;//[Offset: 0x68 , Size: 24] WidgetNavigationData Next;//[Offset: 0x80 , Size: 24] WidgetNavigationData Previous;//[Offset: 0x98 , Size: 24] -------------------------------- Class: WidgetNavigationData enum Rule;//[Offset: 0x0 , Size: 1] FName WidgetToFocus;//[Offset: 0x8 , Size: 8] Widget* Widget;//[Offset: 0x10 , Size: 8] -------------------------------- Class: PropertyBinding.Object Object* SourceObject;//[Offset: 0x1c , Size: 8] DynamicPropertyPath SourcePath;//[Offset: 0x24 , Size: 12] FName DestinationProperty;//[Offset: 0x30 , Size: 8] -------------------------------- Class: DynamicPropertyPath PropertyPathSegment[] Segments;//[Offset: 0x0 , Size: 12] -------------------------------- Class: PropertyPathSegment FName Name;//[Offset: 0x0 , Size: 8] int ArrayIndex;//[Offset: 0x8 , Size: 4] Struct* Struct;//[Offset: 0xc , Size: 4] Field* Field;//[Offset: 0x10 , Size: 4] -------------------------------- Class: SlateBrush Vector2D ImageSize;//[Offset: 0x4 , Size: 8] Margin Margin;//[Offset: 0xc , Size: 16] SlateColor TintColor;//[Offset: 0x1c , Size: 28] bool bAsyncEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1] bool bOnlySoftInEditor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1] Object* ResourceObject;//[Offset: 0x3c , Size: 4] Object* SoftResourceObject;//[Offset: 0x40 , Size: 40] FName ResourceName;//[Offset: 0x68 , Size: 8] Box2D UVRegion;//[Offset: 0x70 , Size: 20] byte DrawAs;//[Offset: 0x84 , Size: 1] byte Tiling;//[Offset: 0x85 , Size: 1] byte Mirroring;//[Offset: 0x86 , Size: 1] byte ImageType;//[Offset: 0x87 , Size: 1] bool bIsDynamicallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90 , Size: 1] bool bHasUObject;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90 , Size: 1] -------------------------------- Class: Box2D Vector2D Min;//[Offset: 0x0 , Size: 8] Vector2D Max;//[Offset: 0x8 , Size: 8] byte bIsValid;//[Offset: 0x10 , Size: 1] -------------------------------- Class: ViewTargetTransitionParams float blendTime;//[Offset: 0x0 , Size: 4] byte BlendFunction;//[Offset: 0x4 , Size: 1] float BlendExp;//[Offset: 0x8 , Size: 4] bool bLockOutgoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1] -------------------------------- Class: HapticFeedbackEffect_Base.Object -------------------------------- Class: LatentActionInfo int Linkage;//[Offset: 0x0 , Size: 4] int UUID;//[Offset: 0x4 , Size: 4] FName ExecutionFunction;//[Offset: 0x8 , Size: 8] Object* CallbackTarget;//[Offset: 0x10 , Size: 4] -------------------------------- Class: MatineeActor.Actor.Object InterpData* MatineeData;//[Offset: 0x2c4 , Size: 4] FName MatineeControllerName;//[Offset: 0x2c8 , Size: 8] float PlayRate;//[Offset: 0x2d0 , Size: 4] bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d4 , Size: 1] bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d4 , Size: 1] float ForceStartPosition;//[Offset: 0x2d8 , Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2dc , Size: 1] bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2dc , Size: 1] bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2dc , Size: 1] bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2dc , Size: 1] bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2dc , Size: 1] bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2dc , Size: 1] bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2dc , Size: 1] bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2dc , Size: 1] int PreferredSplitScreenNum;//[Offset: 0x2e0 , Size: 4] bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e4 , Size: 1] bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e4 , Size: 1] bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e4 , Size: 1] bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2e4 , Size: 1] InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x2e8 , Size: 12] bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f4 , Size: 1] InterpGroupInst*[] GroupInst;//[Offset: 0x2f8 , Size: 12] CameraCutInfo[] CameraCuts;//[Offset: 0x304 , Size: 12] bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310 , Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x310 , Size: 1] bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x310 , Size: 1] bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x310 , Size: 1] float InterpPosition;//[Offset: 0x314 , Size: 4] byte ReplicationForceIsPlaying;//[Offset: 0x31c , Size: 1] delegate OnPlay;//[Offset: 0x320 , Size: 12] delegate OnStop;//[Offset: 0x32c , Size: 12] delegate OnPause;//[Offset: 0x338 , Size: 12] void Stop();// 0x1c8167c void SetPosition(float NewPosition, bool bJump);// 0x4005cf0 void SetLoopingState(bool bNewLooping);// 0x4005c68 void Reverse();// 0x1ce2b64 void Play();// 0x1ce0870 void Pause();// 0x1ce00cc void EnableGroupByName(FString GroupName, bool bEnable);// 0x4005ac0 void ChangePlaybackDirection();// 0x1ce00b0 -------------------------------- Class: InterpData.Object float InterpLength;//[Offset: 0x1c , Size: 4] float PathBuildTime;//[Offset: 0x20 , Size: 4] InterpGroup*[] InterpGroups;//[Offset: 0x24 , Size: 12] InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x30 , Size: 4] float EdSectionStart;//[Offset: 0x34 , Size: 4] float EdSectionEnd;//[Offset: 0x38 , Size: 4] bool bShouldBakeAndPrune;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c , Size: 1] InterpGroupDirector* CachedDirectorGroup;//[Offset: 0x40 , Size: 4] FName[] AllEventNames;//[Offset: 0x44 , Size: 12] -------------------------------- Class: InterpGroupDirector.InterpGroup.Object -------------------------------- Class: InterpGroupActorInfo FName ObjectName;//[Offset: 0x0 , Size: 8] Actor*[] Actors;//[Offset: 0x8 , Size: 12] -------------------------------- Class: CameraCutInfo Vector Location;//[Offset: 0x0 , Size: 12] float TimeStamp;//[Offset: 0xc , Size: 4] -------------------------------- Class: ChildActorComponent.SceneComponent.ActorComponent.Object class Actor* ChildActorClass;//[Offset: 0x260 , Size: 4] Actor* ChildActor;//[Offset: 0x264 , Size: 4] Actor* ChildActorTemplate;//[Offset: 0x268 , Size: 4] void SetChildActorClass(class Actor InClass);// 0x3f552a4 -------------------------------- Class: SimpleMemberReference Object* MemberParent;//[Offset: 0x0 , Size: 4] FName MemberName;//[Offset: 0x8 , Size: 8] Guid MemberGuid;//[Offset: 0x10 , Size: 16] -------------------------------- Class: PrimitiveComponentPostPhysicsTickFunction.TickFunction -------------------------------- Class: LevelActorContainer.Object Actor*[] Actors;//[Offset: 0x1c , Size: 12] -------------------------------- Class: LevelScriptActor.Actor.Object bool bInputEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c4 , Size: 1] void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector NewOriginLocation);// 0x2859eb0 void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x3fee2f0 bool RemoteEvent(FName EventName);// 0x3fee268 void LevelReset();// 0x2859eb0 -------------------------------- Class: IntVector int X;//[Offset: 0x0 , Size: 4] int Y;//[Offset: 0x4 , Size: 4] int Z;//[Offset: 0x8 , Size: 4] -------------------------------- Class: NavigationObjectBase.Actor.Object CapsuleComponent* CapsuleComponent;//[Offset: 0x2c8 , Size: 4] BillboardComponent* GoodSprite;//[Offset: 0x2cc , Size: 4] BillboardComponent* BadSprite;//[Offset: 0x2d0 , Size: 4] bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d4 , Size: 1] -------------------------------- Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Texture2D* Sprite;//[Offset: 0x554 , Size: 4] bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x558 , Size: 1] float ScreenSize;//[Offset: 0x55c , Size: 4] float U;//[Offset: 0x560 , Size: 4] float UL;//[Offset: 0x564 , Size: 4] float V;//[Offset: 0x568 , Size: 4] float VL;//[Offset: 0x56c , Size: 4] void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x3f3a654 void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int NewVL);// 0x3f3a4bc void SetSprite(Texture2D* NewSprite);// 0x1e20928 -------------------------------- Class: NavigationDataChunk.Object FName NavigationDataName;//[Offset: 0x20 , Size: 8] -------------------------------- Class: MapBuildDataRegistry.Object byte LevelLightingQuality;//[Offset: 0x1c , Size: 1] -------------------------------- Class: WorldSettings.Info.Actor.Object bool bEnableFOVDistanceCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1] Vector2D[] FOVCulling;//[Offset: 0x2cc , Size: 12] bool bWithoutFrontendHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8 , Size: 1] bool bWithoutWidget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d8 , Size: 1] bool bWithoutLobbyWidget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d8 , Size: 1] bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d8 , Size: 1] bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d8 , Size: 1] bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d8 , Size: 1] bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d8 , Size: 1] bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2d8 , Size: 1] bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d9 , Size: 1] bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d9 , Size: 1] bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d9 , Size: 1] float KillZ;//[Offset: 0x2dc , Size: 4] class DamageType* KillZDamageType;//[Offset: 0x2e0 , Size: 4] float WorldGravityZ;//[Offset: 0x2e4 , Size: 4] float GlobalGravityZ;//[Offset: 0x2e8 , Size: 4] class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x2ec , Size: 4] class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x2f0 , Size: 4] class GameModeBase* DefaultGameMode;//[Offset: 0x2f4 , Size: 4] class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x2f8 , Size: 4] int PackedLightAndShadowMapTextureSize;//[Offset: 0x2fc , Size: 4] bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300 , Size: 1] Vector DefaultColorScale;//[Offset: 0x304 , Size: 12] float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x310 , Size: 4] float GlobalDistanceFieldViewDistance;//[Offset: 0x314 , Size: 4] bool bEnableWorldComposition2DLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x318 , Size: 1] float MaxWorldSize;//[Offset: 0x31c , Size: 4] int RegionSizeNear;//[Offset: 0x320 , Size: 4] int RegionSizeFar;//[Offset: 0x324 , Size: 4] bool RegionXAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1] bool RegionYAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x329 , Size: 1] int Graduation;//[Offset: 0x32c , Size: 4] float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x330 , Size: 4] bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x334 , Size: 1] bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x334 , Size: 1] int VisibilityCellSize;//[Offset: 0x338 , Size: 4] byte VisibilityAggressiveness;//[Offset: 0x33c , Size: 1] bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x33d , Size: 1] LightmassWorldInfoSettings LightmassSettings;//[Offset: 0x340 , Size: 80] IdeaBakingWorldInfoSettings IdeaBakingSettings;//[Offset: 0x390 , Size: 100] ReverbSettings DefaultReverbSettings;//[Offset: 0x3f4 , Size: 16] InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x404 , Size: 36] SoundMix* DefaultBaseSoundMix;//[Offset: 0x428 , Size: 4] float WorldToMeters;//[Offset: 0x42c , Size: 4] float MonoCullingDistance;//[Offset: 0x430 , Size: 4] BookMark* BookMarks;//[Offset: 0x434 , Size: 4] float TimeDilation;//[Offset: 0x45c , Size: 4] float MatineeTimeDilation;//[Offset: 0x460 , Size: 4] float DemoPlayTimeDilation;//[Offset: 0x464 , Size: 4] float MinGlobalTimeDilation;//[Offset: 0x468 , Size: 4] float MaxGlobalTimeDilation;//[Offset: 0x46c , Size: 4] float MinUndilatedFrameTime;//[Offset: 0x470 , Size: 4] float MaxUndilatedFrameTime;//[Offset: 0x474 , Size: 4] PlayerState* Pauser;//[Offset: 0x478 , Size: 4] bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x47c , Size: 1] bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x47c , Size: 1] NetViewer[] ReplicationViewers;//[Offset: 0x480 , Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x48c , Size: 12] float[] LODRelativeDistances;//[Offset: 0x498 , Size: 12] bool bEnablestreamingLevelLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a4 , Size: 1] int WorldCompositionNums;//[Offset: 0x4a8 , Size: 4] int CompositionBlockLength;//[Offset: 0x4ac , Size: 4] void OnRep_WorldGravityZ();// 0x1ce0870 -------------------------------- Class: DefaultPhysicsVolume.PhysicsVolume.Volume.Brush.Actor.Object -------------------------------- Class: PhysicsCollisionHandler.Object float ImpactThreshold;//[Offset: 0x1c , Size: 4] float ImpactReFireDelay;//[Offset: 0x20 , Size: 4] SoundBase* DefaultImpactSound;//[Offset: 0x24 , Size: 4] float LastImpactSoundTime;//[Offset: 0x28 , Size: 4] -------------------------------- Class: GameModeBase.Info.Actor.Object FString OptionsString;//[Offset: 0x2c4 , Size: 12] class GameSession* GameSessionClass;//[Offset: 0x2d0 , Size: 4] class GameStateBase* GameStateClass;//[Offset: 0x2d4 , Size: 4] class PlayerController* PlayerControllerClass;//[Offset: 0x2d8 , Size: 4] class PlayerState* PlayerStateClass;//[Offset: 0x2dc , Size: 4] class HUD* HUDClass;//[Offset: 0x2e0 , Size: 4] class Pawn* DefaultPawnClass;//[Offset: 0x2e4 , Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x2e8 , Size: 4] class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset: 0x2ec , Size: 4] GameSession* GameSession;//[Offset: 0x2f0 , Size: 4] GameStateBase* GameState;//[Offset: 0x2f4 , Size: 4] FText DefaultPlayerName;//[Offset: 0x2f8 , Size: 12] bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x304 , Size: 1] bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x304 , Size: 1] bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x304 , Size: 1] void StartPlay();// 0x3f7692c Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);// 0x3f76860 Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x3f76730 bool ShouldReset(Actor* ActorToReset);// 0x3f7669c void ReturnToMainMenuHost();// 0x3f76680 void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x3f76560 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x1e19240 void RestartPlayer(Controller* NewPlayer);// 0x1cdadcc void ResetLevel();// 0x3f76538 bool PlayerCanRestart(PlayerController* Player);// 0x3f764b0 bool MustSpectate(PlayerController* NewPlayerController);// 0x3f76428 void K2_PostLogin(PlayerController* NewPlayer);// 0x2859eb0 void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController* NewPC);// 0x2859eb0 void K2_OnRestartPlayer(Controller* NewPlayer);// 0x2859eb0 void K2_OnLogout(Controller* ExitingController);// 0x2859eb0 void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);// 0x2859eb0 Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);// 0x3f76320 void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x1f8b86c void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x1c7d100 bool HasMatchStarted();// 0x1d1f0c4 void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x3f762a0 int GetNumSpectators();// 0x3f502f4 int GetNumPlayers();// 0x1e4e1f0 class Object GetDefaultPawnClassForController(Controller* InController);// 0x3f76218 Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x3f76108 Actor* ChoosePlayerStart(Controller* Player);// 0x3f76080 void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x246ca3c bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);// 0x3f75fb4 -------------------------------- Class: GameSession.Info.Actor.Object int MaxSpectators;//[Offset: 0x2c4 , Size: 4] int MaxPlayers;//[Offset: 0x2c8 , Size: 4] int MaxPartySize;//[Offset: 0x2cc , Size: 4] byte MaxSplitscreensPerConnection;//[Offset: 0x2d0 , Size: 1] bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1 , Size: 1] FName SessionName;//[Offset: 0x2d8 , Size: 8] -------------------------------- Class: GameStateBase.Info.Actor.Object class GameModeBase* GameModeClass;//[Offset: 0x2c4 , Size: 4] GameModeBase* AuthorityGameMode;//[Offset: 0x2c8 , Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x2cc , Size: 4] PlayerState*[] PlayerArray;//[Offset: 0x2d0 , Size: 12] bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dc , Size: 1] float ReplicatedWorldTimeSeconds;//[Offset: 0x2e0 , Size: 4] float ServerWorldTimeSecondsDelta;//[Offset: 0x2e4 , Size: 4] float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x2e8 , Size: 4] void OnRep_SpectatorClass();// 0x1d28cd8 void OnRep_ReplicatedWorldTimeSeconds();// 0x1c801f4 void OnRep_ReplicatedHasBegunPlay();// 0x3f577d0 void OnRep_GameModeClass();// 0x1d36774 bool HasMatchStarted();// 0x3f86d78 bool HasBegunPlay();// 0x3f86d48 float GetServerWorldTimeSeconds();// 0x2009d2c float GetPlayerStartTime(Controller* Controller);// 0x3f86cc0 float GetPlayerRespawnDelay(Controller* Controller);// 0x3f86c38 -------------------------------- Class: GameNetworkManager.Info.Actor.Object int AdjustedNetSpeed;//[Offset: 0x2c4 , Size: 4] float LastNetSpeedUpdateTime;//[Offset: 0x2c8 , Size: 4] int TotalNetBandwidth;//[Offset: 0x2cc , Size: 4] int MinDynamicBandwidth;//[Offset: 0x2d0 , Size: 4] int MaxDynamicBandwidth;//[Offset: 0x2d4 , Size: 4] bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8 , Size: 1] bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d8 , Size: 1] float StandbyRxCheatTime;//[Offset: 0x2dc , Size: 4] float StandbyTxCheatTime;//[Offset: 0x2e0 , Size: 4] int BadPingThreshold;//[Offset: 0x2e4 , Size: 4] float PercentMissingForRxStandby;//[Offset: 0x2e8 , Size: 4] float PercentMissingForTxStandby;//[Offset: 0x2ec , Size: 4] float PercentForBadPing;//[Offset: 0x2f0 , Size: 4] float JoinInProgressStandbyWaitTime;//[Offset: 0x2f4 , Size: 4] float MoveRepSize;//[Offset: 0x2f8 , Size: 4] float MAXPOSITIONERRORSQUARED;//[Offset: 0x2fc , Size: 4] float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x300 , Size: 4] float CLIENTADJUSTUPDATECOST;//[Offset: 0x304 , Size: 4] float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x308 , Size: 4] float MaxMoveDeltaTime;//[Offset: 0x30c , Size: 4] float ClientNetSendMoveDeltaTime;//[Offset: 0x310 , Size: 4] float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x314 , Size: 4] float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x318 , Size: 4] int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x31c , Size: 4] int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x320 , Size: 4] bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] float ClientErrorUpdateRateLimit;//[Offset: 0x328 , Size: 4] bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1] bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d , Size: 1] float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x330 , Size: 4] float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x334 , Size: 4] float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x338 , Size: 4] float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x33c , Size: 4] bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1] bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341 , Size: 1] -------------------------------- Class: LightmassWorldInfoSettings float StaticLightingLevelScale;//[Offset: 0x0 , Size: 4] int NumIndirectLightingBounces;//[Offset: 0x4 , Size: 4] int NumSkyLightingBounces;//[Offset: 0x8 , Size: 4] float IndirectLightingQuality;//[Offset: 0xc , Size: 4] float IndirectLightingSmoothness;//[Offset: 0x10 , Size: 4] Color EnvironmentColor;//[Offset: 0x14 , Size: 4] float EnvironmentIntensity;//[Offset: 0x18 , Size: 4] float EmissiveBoost;//[Offset: 0x1c , Size: 4] float DiffuseBoost;//[Offset: 0x20 , Size: 4] byte VolumeLightingMethod;//[Offset: 0x24 , Size: 1] float VolumetricLightmapDetailCellSize;//[Offset: 0x28 , Size: 4] float VolumetricLightmapMaximumBrickMemoryMb;//[Offset: 0x2c , Size: 4] float VolumeLightSamplePlacementScale;//[Offset: 0x30 , Size: 4] bool bUseAmbientOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34 , Size: 1] bool bGenerateAmbientOcclusionMaterialMask;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34 , Size: 1] float DirectIlluminationOcclusionFraction;//[Offset: 0x38 , Size: 4] float IndirectIlluminationOcclusionFraction;//[Offset: 0x3c , Size: 4] float OcclusionExponent;//[Offset: 0x40 , Size: 4] float FullyOccludedSamplesFraction;//[Offset: 0x44 , Size: 4] float MaxOcclusionDistance;//[Offset: 0x48 , Size: 4] bool bVisualizeMaterialDiffuse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c , Size: 1] bool bVisualizeAmbientOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4c , Size: 1] bool bCompressLightmaps;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4c , Size: 1] bool bUseSimpleLightmap;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4c , Size: 1] -------------------------------- Class: IdeaBakingWorldInfoSettings enum BakingLayout;//[Offset: 0x0 , Size: 1] int NumCoarseSamples;//[Offset: 0x4 , Size: 4] int NumSamples;//[Offset: 0x8 , Size: 4] int NumLightingBounces;//[Offset: 0xc , Size: 4] float LightmapBoost;//[Offset: 0x10 , Size: 4] float SunHardness;//[Offset: 0x14 , Size: 4] enum BakingMode;//[Offset: 0x18 , Size: 1] bool bUseParallelBaking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19 , Size: 1] bool bUseConservativeRasterization;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x19 , Size: 1] bool bUseLocalOcclusion;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x19 , Size: 1] float LocalOcclusionRadius;//[Offset: 0x1c , Size: 4] float LocalOcclusionFallOff;//[Offset: 0x20 , Size: 4] float LocalOcclusionDistribution;//[Offset: 0x24 , Size: 4] float LocalOcclusionFadeRatio;//[Offset: 0x28 , Size: 4] int LocalOcclusionRes;//[Offset: 0x2c , Size: 4] int LocalOcclusionMultiple;//[Offset: 0x30 , Size: 4] float LocalOcclusionPower;//[Offset: 0x34 , Size: 4] int LocalOcclusionDenoising;//[Offset: 0x38 , Size: 4] int LocalOcclusionDilation;//[Offset: 0x3c , Size: 4] int NumDenoisingIterators;//[Offset: 0x40 , Size: 4] int NumDilationIterators;//[Offset: 0x44 , Size: 4] int DirectLightDenoising;//[Offset: 0x48 , Size: 4] float RayTraceMaxDistance;//[Offset: 0x4c , Size: 4] float RayTraceBias;//[Offset: 0x50 , Size: 4] float RetraceDistance;//[Offset: 0x54 , Size: 4] float SmallestTexelRadius;//[Offset: 0x58 , Size: 4] uint32 AreaLightSampleCount;//[Offset: 0x5c , Size: 4] bool bWithPortalDirectLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60 , Size: 1] bool bWithGrayDiffuse;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60 , Size: 1] -------------------------------- Class: ReverbSettings bool bApplyReverb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1] byte ReverbType;//[Offset: 0x1 , Size: 1] ReverbEffect* ReverbEffect;//[Offset: 0x4 , Size: 4] float Volume;//[Offset: 0x8 , Size: 4] float FadeTime;//[Offset: 0xc , Size: 4] -------------------------------- Class: ReverbEffect.Object float Density;//[Offset: 0x1c , Size: 4] float Diffusion;//[Offset: 0x20 , Size: 4] float Gain;//[Offset: 0x24 , Size: 4] float GainHF;//[Offset: 0x28 , Size: 4] float DecayTime;//[Offset: 0x2c , Size: 4] float DecayHFRatio;//[Offset: 0x30 , Size: 4] float ReflectionsGain;//[Offset: 0x34 , Size: 4] float ReflectionsDelay;//[Offset: 0x38 , Size: 4] float LateGain;//[Offset: 0x3c , Size: 4] float LateDelay;//[Offset: 0x40 , Size: 4] float AirAbsorptionGainHF;//[Offset: 0x44 , Size: 4] float RoomRolloffFactor;//[Offset: 0x48 , Size: 4] -------------------------------- Class: InteriorSettings bool bIsWorldSettings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1] float ExteriorVolume;//[Offset: 0x4 , Size: 4] float ExteriorTime;//[Offset: 0x8 , Size: 4] float ExteriorLPF;//[Offset: 0xc , Size: 4] float ExteriorLPFTime;//[Offset: 0x10 , Size: 4] float InteriorVolume;//[Offset: 0x14 , Size: 4] float InteriorTime;//[Offset: 0x18 , Size: 4] float InteriorLPF;//[Offset: 0x1c , Size: 4] float InteriorLPFTime;//[Offset: 0x20 , Size: 4] -------------------------------- Class: BookMark.Object Vector Location;//[Offset: 0x1c , Size: 12] Rotator Rotation;//[Offset: 0x28 , Size: 12] FString[] HiddenLevels;//[Offset: 0x34 , Size: 12] -------------------------------- Class: NetViewer NetConnection* Connection;//[Offset: 0x0 , Size: 4] Actor* InViewer;//[Offset: 0x4 , Size: 4] Actor* ViewTarget;//[Offset: 0x8 , Size: 4] Vector ViewLocation;//[Offset: 0xc , Size: 12] Vector ViewDir;//[Offset: 0x18 , Size: 12] -------------------------------- Class: LineBatchComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: LevelStreaming.Object FName PackageName;//[Offset: 0x20 , Size: 8] World* WorldAsset;//[Offset: 0x28 , Size: 40] FName PackageNameToLoad;//[Offset: 0x50 , Size: 8] FName[] LODPackageNames;//[Offset: 0x58 , Size: 12] Transform LevelTransform;//[Offset: 0x70 , Size: 48] bool bShouldBeVisibleInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa0 , Size: 1] bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa0 , Size: 1] bool bShouldBeLoaded;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa0 , Size: 1] bool bShouldBeVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa0 , Size: 1] bool bIsStatic;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa1 , Size: 1] bool bShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa1 , Size: 1] int LevelLODIndex;//[Offset: 0xa4 , Size: 4] bool bDisableDistanceStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8 , Size: 1] bool bDrawOnLevelStatusMap;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa8 , Size: 1] Color DrawColor;//[Offset: 0xac , Size: 4] LinearColor LevelColor;//[Offset: 0xb0 , Size: 16] LevelStreamingVolume*[] EditorStreamingVolumes;//[Offset: 0xc0 , Size: 12] float MinTimeBetweenVolumeUnloadRequests;//[Offset: 0xcc , Size: 4] FString[] Keywords;//[Offset: 0xd4 , Size: 12] delegate OnLevelLoaded;//[Offset: 0xe0 , Size: 12] delegate OnLevelUnloaded;//[Offset: 0xec , Size: 12] delegate OnLevelShown;//[Offset: 0xf8 , Size: 12] delegate OnLevelHidden;//[Offset: 0x104 , Size: 12] delegate OnStatusChanged;//[Offset: 0x110 , Size: 12] Level* LoadedLevel;//[Offset: 0x11c , Size: 4] Level* PendingUnloadLevel;//[Offset: 0x120 , Size: 4] Level*[] UnloadingLevels;//[Offset: 0x124 , Size: 12] bool IsStreamingStatePending();// 0x3feec54 bool IsLevelVisible();// 0x3feec2c bool IsLevelLoaded();// 0x3feec08 FName GetWorldAssetPackageFName();// 0x3feebc8 LevelScriptActor* GetLevelScriptActor();// 0x3feeba0 LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x3feea40 -------------------------------- Class: LevelStreamingVolume.Volume.Brush.Actor.Object FName[] StreamingLevelNames;//[Offset: 0x2ec , Size: 12] bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f8 , Size: 1] bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f8 , Size: 1] byte StreamingUsage;//[Offset: 0x2f9 , Size: 1] -------------------------------- Class: DemoNetDriver.NetDriver.Object RollbackNetStartupActors;//[Offset: 0x52c , Size: 60] float CheckpointSaveMaxMSPerFrame;//[Offset: 0x7ac , Size: 4] bool bIsLocalReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d4 , Size: 1] GameInstance* GameInstance;//[Offset: 0x7e8 , Size: 4] -------------------------------- Class: RollbackNetStartupActorInfo Object* Archetype;//[Offset: 0x8 , Size: 4] Level* Level;//[Offset: 0x24 , Size: 4] -------------------------------- Class: ParticleEventManager.Actor.Object -------------------------------- Class: ObjectPoolManager bool bUseGMCommand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] bool bEnabledAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1] bool bEnabledAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 , Size: 1] Pools;//[Offset: 0x4 , Size: 60] int iInitedClassConfigGroup;//[Offset: 0x40 , Size: 4] mapClassConfigs;//[Offset: 0x44 , Size: 60] bool bInitedIgnoringProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1] -------------------------------- Class: ObjectPool class Object* ObjectClass;//[Offset: 0x0 , Size: 4] enum AcceptableNetRole;//[Offset: 0x4 , Size: 1] int ObjectLifePeriodTime;//[Offset: 0x8 , Size: 4] Object* pDefaultObject;//[Offset: 0xc , Size: 4] Object*[] Pool;//[Offset: 0x10 , Size: 12] RecycleTime;//[Offset: 0x1c , Size: 60] int Size;//[Offset: 0x58 , Size: 4] bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1] ResetObjectPoolDataInfo[] ResetInfoPool;//[Offset: 0x60 , Size: 12] CachedBlueprintComponentTemplate[] CachedTemplates;//[Offset: 0x6c , Size: 12] bool bAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4 , Size: 1] -------------------------------- Class: ResetObjectPoolDataInfo Struct* pStruct;//[Offset: 0x0 , Size: 4] -------------------------------- Class: CachedBlueprintComponentTemplate Struct* pStruct;//[Offset: 0x0 , Size: 4] FString ComponentName;//[Offset: 0x4 , Size: 12] Object* ComponentTemplate;//[Offset: 0x10 , Size: 4] -------------------------------- Class: ObjectPoolClassConfig int GroupID;//[Offset: 0x0 , Size: 4] FName ObjectClassName;//[Offset: 0x8 , Size: 8] bool ObjectPoolEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] bool ObjectPoolEnableAutoResetData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1] int PoolSize;//[Offset: 0x14 , Size: 4] int LifePeriodTime;//[Offset: 0x18 , Size: 4] enum AcceptableNetRole;//[Offset: 0x1c , Size: 1] -------------------------------- Class: NavigationSystem.BlueprintFunctionLibrary.Object NavigationData* MainNavData;//[Offset: 0x1c , Size: 4] NavigationData* AbstractNavData;//[Offset: 0x20 , Size: 4] class CrowdManagerBase* CrowdManagerClass;//[Offset: 0x24 , Size: 4] bool bAutoCreateNavigationData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 , Size: 1] bool bAllowClientSideNavigation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28 , Size: 1] bool bSupportRebuilding;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x28 , Size: 1] bool bInitialBuildingLocked;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x28 , Size: 1] bool bSkipAgentHeightCheckWhenPickingNavData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x28 , Size: 1] enum DataGatheringMode;//[Offset: 0x29 , Size: 1] bool bGenerateNavigationOnlyAroundNavigationInvokers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a , Size: 1] float ActiveTilesUpdateInterval;//[Offset: 0x2c , Size: 4] NavDataConfig[] SupportedAgents;//[Offset: 0x30 , Size: 12] float UpdateInterval;//[Offset: 0x3c , Size: 4] float DirtyAreasUpdateFreq;//[Offset: 0x40 , Size: 4] NavigationData*[] NavDataSet;//[Offset: 0x44 , Size: 12] NavigationData*[] NavDataRegistrationQueue;//[Offset: 0x50 , Size: 12] delegate OnNavDataRegisteredEvent;//[Offset: 0xa4 , Size: 12] delegate OnNavigationGenerationFinishedDelegate;//[Offset: 0xb0 , Size: 12] enum OperationMode;//[Offset: 0x158 , Size: 1] void UpdateDynamicGenerateTargetNav(bool IsAdd, DynamicGenerateTargetNavigation GenerateTargetNav);// 0x400f7dc void UnregisterNavigationInvoker(Actor* Invoker);// 0x400f764 static void SimpleMoveToLocation(Controller* Controller, out const Vector Goal);// 0x400f6a4 static void SimpleMoveToActor(Controller* Controller, const Actor* Goal);// 0x400f5f0 void SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs);// 0x400f578 void SetGeometryGatheringMode(enum NewMode);// 0x400f500 void ResetMaxSimultaneousTileGenerationJobsCount();// 0x400f4ec void RegisterNavigationInvoker(Actor* Invoker, float TileGenerationRadius, float TileRemovalRadius);// 0x400f3ec static Vector ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x400f240 void OnNavigationBoundsUpdated(NavMeshBoundsVolume* NavVolume);// 0x400f1c8 static bool NavigationRaycast(Object* WorldContextObject, out const Vector RayStart, out const Vector RayEnd, out Vector HitLocation, class NavigationQueryFilter FilterClass, Controller* Querier);// 0x400efc8 static bool K2_ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, out Vector ProjectedLocation, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x400edd8 static bool K2_GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400ebe8 static bool K2_GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e9f8 static bool IsNavigationBeingBuiltOrLocked(Object* WorldContextObject);// 0x400e980 static bool IsNavigationBeingBuilt(Object* WorldContextObject);// 0x400e908 static Vector GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e75c static Vector GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e5b0 static byte GetPathLength(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathLength, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e3ac static byte GetPathCost(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathCost, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x400e1a8 static NavigationSystem* GetNavigationSystem(Object* WorldContextObject);// 0x400e130 static NavigationPath* FindPathToLocationSynchronously(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x400df84 static NavigationPath* FindPathToActorSynchronously(Object* WorldContextObject, out const Vector PathStart, Actor* GoalActor, float TetherDistance, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x400dda4 -------------------------------- Class: BlueprintFunctionLibrary.Object -------------------------------- Class: CrowdManagerBase.Object -------------------------------- Class: DynamicGenerateTargetNavigation Vector TargetLocation;//[Offset: 0x0 , Size: 12] float GenerateRadiusMin;//[Offset: 0xc , Size: 4] float GenerateRadiusMax;//[Offset: 0x10 , Size: 4] -------------------------------- Class: NavigationQueryFilter.Object NavigationFilterArea[] Areas;//[Offset: 0x1c , Size: 12] NavigationFilterFlags IncludeFlags;//[Offset: 0x28 , Size: 4] NavigationFilterFlags ExcludeFlags;//[Offset: 0x2c , Size: 4] -------------------------------- Class: NavigationFilterArea class NavArea* AreaClass;//[Offset: 0x0 , Size: 4] float TravelCostOverride;//[Offset: 0x4 , Size: 4] float EnteringCostOverride;//[Offset: 0x8 , Size: 4] bool bIsExcluded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1] bool bOverrideTravelCost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc , Size: 1] bool bOverrideEnteringCost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc , Size: 1] -------------------------------- Class: NavigationFilterFlags bool bNavFlag0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1] bool bNavFlag1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1] bool bNavFlag2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0 , Size: 1] bool bNavFlag3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0 , Size: 1] bool bNavFlag4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0 , Size: 1] bool bNavFlag5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0 , Size: 1] bool bNavFlag6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0 , Size: 1] bool bNavFlag7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0 , Size: 1] bool bNavFlag8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1 , Size: 1] bool bNavFlag9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1 , Size: 1] bool bNavFlag10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1 , Size: 1] bool bNavFlag11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1 , Size: 1] bool bNavFlag12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1 , Size: 1] bool bNavFlag13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1 , Size: 1] bool bNavFlag14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1 , Size: 1] bool bNavFlag15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1 , Size: 1] -------------------------------- Class: NavMeshBoundsVolume.Volume.Brush.Actor.Object NavAgentSelector SupportedAgents;//[Offset: 0x2ec , Size: 4] -------------------------------- Class: NavigationPath.Object delegate PathUpdatedNotifier;//[Offset: 0x1c , Size: 12] Vector[] PathPoints;//[Offset: 0x28 , Size: 12] byte RecalculateOnInvalidation;//[Offset: 0x34 , Size: 1] bool IsValid();// 0x400c99c bool IsStringPulled();// 0x1d999ec bool IsPartial();// 0x400c974 float GetPathLength();// 0x400c94c float GetPathCost();// 0x400c924 FString GetDebugString();// 0x400c864 void EnableRecalculationOnInvalidation(byte DoRecalculation);// 0x400c7e4 void EnableDebugDrawing(bool bShouldDrawDebugData, LinearColor PathColor);// 0x400c714 -------------------------------- Class: AISystemBase.Object SoftClassPath AISystemClassName;//[Offset: 0x20 , Size: 24] FName AISystemModuleName;//[Offset: 0x38 , Size: 8] bool bInstantiateAISystemOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1] -------------------------------- Class: AvoidanceManager.Object float DefaultTimeToLive;//[Offset: 0x20 , Size: 4] float LockTimeAfterAvoid;//[Offset: 0x24 , Size: 4] float LockTimeAfterClean;//[Offset: 0x28 , Size: 4] float DeltaTimeToPredict;//[Offset: 0x2c , Size: 4] float ArtificialRadiusExpansion;//[Offset: 0x30 , Size: 4] float TestHeightDifference;//[Offset: 0x34 , Size: 4] float HeightCheckMargin;//[Offset: 0x38 , Size: 4] bool RegisterMovementComponent(MovementComponent* MovementComp, float AvoidanceWeight);// 0x3f3a09c int GetObjectCount();// 0x3f3a074 int GetNewAvoidanceUID();// 0x3f3a04c Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);// 0x3f39fbc -------------------------------- Class: LevelCollection GameStateBase* GameState;//[Offset: 0x4 , Size: 4] NetDriver* NetDriver;//[Offset: 0x8 , Size: 4] DemoNetDriver* DemoNetDriver;//[Offset: 0xc , Size: 4] Level* PersistentLevel;//[Offset: 0x10 , Size: 4] Levels;//[Offset: 0x14 , Size: 60] -------------------------------- Class: MaterialParameterCollectionInstance.Object MaterialParameterCollection* Collection;//[Offset: 0x20 , Size: 4] World* World;//[Offset: 0x24 , Size: 4] -------------------------------- Class: WorldComposition.Object LevelStreaming*[] TilesStreaming;//[Offset: 0x98 , Size: 12] double TilesStreamingTimeThreshold;//[Offset: 0xa8 , Size: 8] bool bLoadAllTilesDuringCinematic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0 , Size: 1] bool bRebaseOriginIn3DSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb1 , Size: 1] float RebaseOriginDistance;//[Offset: 0xb4 , Size: 4] FString PVEBordersName;//[Offset: 0xb8 , Size: 12] FString[] UnloadTileOnServer;//[Offset: 0xc4 , Size: 12] UnloadTileSet;//[Offset: 0xd0 , Size: 60] -------------------------------- Class: InstancedFoliageActor.Actor.Object -------------------------------- Class: AkAmbientSound.Actor.Object AkAudioEvent* AkAudioEvent;//[Offset: 0x2c4 , Size: 4] AkComponent* AkComponent;//[Offset: 0x2c8 , Size: 4] bool StopWhenOwnerIsDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc , Size: 1] bool AutoPost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cd , Size: 1] void StopAmbientSound();// 0x4a98c38 void StartAmbientSound();// 0x4a98c24 -------------------------------- Class: AkAudioEvent.Object AkAudioBank* RequiredBank;//[Offset: 0x1c , Size: 4] float MaxAttenuationRadius;//[Offset: 0x20 , Size: 4] bool IsInfinite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] float MinimumDuration;//[Offset: 0x28 , Size: 4] float MaximumDuration;//[Offset: 0x2c , Size: 4] -------------------------------- Class: AkAudioBank.Object bool AutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] -------------------------------- Class: AkComponent.SceneComponent.ActorComponent.Object AkAuxBus* EarlyReflectionAuxBus;//[Offset: 0x260 , Size: 4] FString EarlyReflectionAuxBusName;//[Offset: 0x264 , Size: 12] int EarlyReflectionOrder;//[Offset: 0x270 , Size: 4] float EarlyReflectionBusSendGain;//[Offset: 0x274 , Size: 4] float EarlyReflectionMaxPathLength;//[Offset: 0x278 , Size: 4] bool EnableSpotReflectors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x280 , Size: 1] bool DrawFirstOrderReflections;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x280 , Size: 1] bool DrawSecondOrderReflections;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x280 , Size: 1] bool DrawHigherOrderReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x280 , Size: 1] bool StopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x281 , Size: 1] bool bIsUpdateEmmiterTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x282 , Size: 1] bool bAllIsInstanceSound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x282 , Size: 1] float AttenuationScalingFactor;//[Offset: 0x284 , Size: 4] float OcclusionRefreshInterval;//[Offset: 0x288 , Size: 4] AkAudioEvent* AkAudioEvent;//[Offset: 0x28c , Size: 4] FString EventName;//[Offset: 0x290 , Size: 12] void UseReverbVolumes(bool inUseReverbVolumes);// 0x4a9aeb8 void UseEarlyReflections(AkAuxBus* AuxBus, bool Left, bool Right, bool floor, bool Ceiling, bool Back, bool Front, bool SpotReflectors, FString AuxBusName);// 0x4a9ab84 void Stop();// 0x4a9ab70 void SetSwitch(FString SwitchGroup, FString SwitchState);// 0x4a9a900 void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed);// 0x4a9a880 void SetRTPCValueGlobally(FString RTPC, float Value);// 0x4a9a6e4 void SetRTPCValue(FString RTPC, float Value, int InterpolationTimeMs);// 0x4a9a504 void SetOutputBusVolume(float BusVolume);// 0x4a9a48c void SetListeners(out const AkComponent*[] Listeners);// 0x4a9a3c0 void SetEarlyReflectionOrder(int NewEarlyReflectionOrder);// 0x4a9a348 void SetAutoDestroy(bool in_AutoDestroy);// 0x4a9a2cc void SetAttenuationScalingFactor(float Value);// 0x4a9a254 void PostTrigger(FString Trigger);// 0x4a9a0fc int PostAssociatedAkEvent();// 0x4a9a0d4 int PostAkEventByName(FString in_EventName);// 0x4a9a010 int PostAkEvent(AkAudioEvent* AkEvent, FString in_EventName);// 0x4a99f08 float GetAttenuationRadius();// 0x4a99ee0 -------------------------------- Class: AkAuxBus.Object AkAudioBank* RequiredBank;//[Offset: 0x1c , Size: 4] -------------------------------- Class: PostProcessVolume.Volume.Brush.Actor.Object PostProcessSettings Settings;//[Offset: 0x2f0 , Size: 1328] float Priority;//[Offset: 0x820 , Size: 4] float BlendRadius;//[Offset: 0x824 , Size: 4] float BlendWeight;//[Offset: 0x828 , Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x82c , Size: 1] bool bUnbound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x82c , Size: 1] void RemoveBlendable(interface classByteProperty InBlendableObject);// 0x4043994 void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x4043864 -------------------------------- Class: PointLight.Light.Actor.Object PointLightComponent* PointLightComponent;//[Offset: 0x2cc , Size: 4] void SetRadius(float NewRadius);// 0x4041364 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x40412ec -------------------------------- Class: Light.Actor.Object LightComponent* LightComponent;//[Offset: 0x2c4 , Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1] void ToggleEnabled();// 0x3fefd48 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x3fefcd8 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x3fefc60 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x3fefbe8 void SetLightColor(LinearColor NewLightColor);// 0x3fefb6c void SetEnabled(bool bSetEnabled);// 0x3fefaec void SetCastShadows(bool bNewValue);// 0x3fefa6c void SetBrightness(float NewBrightness);// 0x3fef9f4 void SetAffectTranslucentLighting(bool bNewValue);// 0x3fef974 void OnRep_bEnabled();// 0x1ce1e14 bool IsEnabled();// 0x3fef94c LinearColor GetLightColor();// 0x3fef908 float GetBrightness();// 0x3fef8e0 -------------------------------- Class: PointLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object float Radius;//[Offset: 0x35c , Size: 4] float AttenuationRadius;//[Offset: 0x360 , Size: 4] bool bUseInverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x364 , Size: 1] float LightFalloffExponent;//[Offset: 0x368 , Size: 4] float SourceRadius;//[Offset: 0x36c , Size: 4] float SoftSourceRadius;//[Offset: 0x370 , Size: 4] float SourceLength;//[Offset: 0x374 , Size: 4] bool bSimulateRectLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x378 , Size: 1] bool bSimulatePortalLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x378 , Size: 1] float RectLightSourceWidth;//[Offset: 0x37c , Size: 4] float RectLightSourceHeight;//[Offset: 0x380 , Size: 4] bool bEnableForVertexPointLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x384 , Size: 1] LightmassPointLightSettings LightmassSettings;//[Offset: 0x388 , Size: 12] void SetSourceRadius(float bNewValue);// 0x4041a78 void SetSourceLength(float NewValue);// 0x4041a00 void SetSoftSourceRadius(float bNewValue);// 0x4041988 void SetSimulateRectLight(bool NewValue);// 0x4041908 void SetSimulatePortalLight(bool NewValue);// 0x4041888 void SetRectLightSourceWidth(float NewValue);// 0x4041810 void SetRectLightSourceHeight(float NewValue);// 0x4041798 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x4041720 void SetAttenuationRadius(float NewRadius);// 0x40416a8 -------------------------------- Class: LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object float Temperature;//[Offset: 0x288 , Size: 4] float MaxDrawDistance;//[Offset: 0x28c , Size: 4] float MaxDistanceFadeRange;//[Offset: 0x290 , Size: 4] bool bUseTemperature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x294 , Size: 1] int ShadowMapChannel;//[Offset: 0x298 , Size: 4] float MinRoughness;//[Offset: 0x2a0 , Size: 4] float ShadowResolutionScale;//[Offset: 0x2a4 , Size: 4] int LightPriority;//[Offset: 0x2a8 , Size: 4] float ShadowBias;//[Offset: 0x2ac , Size: 4] float ShadowSharpen;//[Offset: 0x2b0 , Size: 4] float ContactShadowLength;//[Offset: 0x2b4 , Size: 4] bool InverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2b8 , Size: 1] bool bCacheStaticShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2b8 , Size: 1] bool CastTranslucentShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2b8 , Size: 1] bool bCastShadowsFromCinematicObjectsOnly;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2b8 , Size: 1] bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2b8 , Size: 1] LightingChannels LightingChannels;//[Offset: 0x2b9 , Size: 1] MaterialInterface* LightFunctionMaterial;//[Offset: 0x2bc , Size: 4] Vector LightFunctionScale;//[Offset: 0x2c0 , Size: 12] TextureLightProfile* IESTexture;//[Offset: 0x2cc , Size: 4] bool bUseIESBrightness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d0 , Size: 1] float IESBrightnessScale;//[Offset: 0x2d4 , Size: 4] float LightFunctionFadeDistance;//[Offset: 0x2d8 , Size: 4] float DisabledBrightness;//[Offset: 0x2dc , Size: 4] bool bEnableLightShaftBloom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e0 , Size: 1] float BloomScale;//[Offset: 0x2e4 , Size: 4] float BloomThreshold;//[Offset: 0x2e8 , Size: 4] Color BloomTint;//[Offset: 0x2ec , Size: 4] bool bUseRayTracedDistanceFieldShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0 , Size: 1] float RayStartOffsetDepthScale;//[Offset: 0x2f4 , Size: 4] void SetVolumetricScatteringIntensity(float NewIntensity);// 0x3ff0c90 void SetTemperature(float NewTemperature);// 0x3ff0c18 void SetShadowBias(float NewValue);// 0x3ff0ba0 void SetLightPriority(int Priority);// 0x3ff0b28 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x3ff0ab8 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x3ff0a40 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x3ff09c8 void SetLightFunctionDisabledBrightness(float NewValue);// 0x3ff0950 void SetLightColor(LinearColor NewLightColor, bool bSRGB);// 0x3ff0888 void SetIntensity(float NewIntensity);// 0x3ff0810 void SetIndirectLightingIntensity(float NewIntensity);// 0x3ff0798 void SetIESTexture(TextureLightProfile* NewValue);// 0x3ff0720 void SetEnableLightShaftBloom(bool bNewValue);// 0x3ff06a0 void SetBloomTint(Color NewValue);// 0x3ff0630 void SetBloomThreshold(float NewValue);// 0x3ff05b8 void SetBloomScale(float NewValue);// 0x3ff0540 void SetAffectTranslucentLighting(bool bNewValue);// 0x3ff04c0 void SetAffectDynamicIndirectLighting(bool bNewValue);// 0x3ff0440 void ForceUpdateShadowState();// 0x3ff042c -------------------------------- Class: LightComponentBase.SceneComponent.ActorComponent.Object Guid LightGuid;//[Offset: 0x260 , Size: 16] float Brightness;//[Offset: 0x270 , Size: 4] float Intensity;//[Offset: 0x274 , Size: 4] Color LightColor;//[Offset: 0x278 , Size: 4] bool bAffectsWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27c , Size: 1] bool CastShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27c , Size: 1] bool CastStaticShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27c , Size: 1] bool CastDynamicShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27c , Size: 1] bool bAffectTranslucentLighting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c , Size: 1] bool bCastVolumetricShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c , Size: 1] float IndirectLightingIntensity;//[Offset: 0x280 , Size: 4] float VolumetricScatteringIntensity;//[Offset: 0x284 , Size: 4] void SetCastVolumetricShadow(bool bNewValue);// 0x3ff1dd8 void SetCastShadows(bool bNewValue);// 0x3ff1d58 LinearColor GetLightColor();// 0x3ff1d14 -------------------------------- Class: LightmassPointLightSettings.LightmassLightSettings -------------------------------- Class: LightmassLightSettings float IndirectLightingSaturation;//[Offset: 0x0 , Size: 4] float ShadowExponent;//[Offset: 0x4 , Size: 4] bool bUseAreaShadowsForStationaryLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] -------------------------------- Class: TextureLightProfile.Texture2D.Texture.Object float Brightness;//[Offset: 0xd0 , Size: 4] float TextureMultiplier;//[Offset: 0xd4 , Size: 4] -------------------------------- Class: DirectionalLight.Light.Actor.Object -------------------------------- Class: SkyLight.Info.Actor.Object SkyLightComponent* LightComponent;//[Offset: 0x2c4 , Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1] void OnRep_bEnabled();// 0x1ce1e14 -------------------------------- Class: SkyLightComponent.LightComponentBase.SceneComponent.ActorComponent.Object byte SourceType;//[Offset: 0x288 , Size: 1] TextureCube* Cubemap;//[Offset: 0x28c , Size: 4] float SourceCubemapAngle;//[Offset: 0x290 , Size: 4] int CubemapResolution;//[Offset: 0x294 , Size: 4] float SkyDistanceThreshold;//[Offset: 0x298 , Size: 4] bool bCaptureEmissiveOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c , Size: 1] bool bLowerHemisphereIsBlack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29d , Size: 1] LinearColor LowerHemisphereColor;//[Offset: 0x2a0 , Size: 16] float OcclusionMaxDistance;//[Offset: 0x2b0 , Size: 4] float Contrast;//[Offset: 0x2b4 , Size: 4] float OcclusionExponent;//[Offset: 0x2b8 , Size: 4] float MinOcclusion;//[Offset: 0x2bc , Size: 4] Color OcclusionTint;//[Offset: 0x2c0 , Size: 4] byte OcclusionCombineMode;//[Offset: 0x2c4 , Size: 1] TextureCube* BlendDestinationCubemap;//[Offset: 0x368 , Size: 4] void SetVolumetricScatteringIntensity(float NewIntensity);// 0x4066270 void SetOcclusionTint(out const Color InTint);// 0x40661ec void SetOcclusionExponent(float InOcclusionExponent);// 0x4066174 void SetOcclusionContrast(float InOcclusionContrast);// 0x40660fc void SetMinOcclusion(float InMinOcclusion);// 0x4066084 void SetLightColor(LinearColor NewLightColor);// 0x4066008 void SetIntensity(float NewIntensity);// 0x4065f90 void SetIndirectLightingIntensity(float NewIntensity);// 0x4065f18 void SetCubemapBlend(TextureCube* SourceCubemap, TextureCube* DestinationCubemap, float InBlendFraction);// 0x4065e18 void SetCubemap(TextureCube* NewCubemap);// 0x4065da0 void RecaptureSky();// 0x4065d8c -------------------------------- Class: LobbyBgMesh_C.LobbyMatChgActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8 , Size: 4] void UserConstructionScript();// 0x2859eb0 void ReceiveBeginPlay();// 0x2859eb0 void ExecuteUbergraph_LobbyBgMesh(int EntryPoint);// 0x2859eb0 StaticMeshComponent* StaticMesh;//[Offset: 0x2dc , Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2e0 , Size: 4] -------------------------------- Class: LobbyMatChgActor.Actor.Object StaticMeshComponent* stMesh;//[Offset: 0x2c4 , Size: 4] LobbyBgMatData[] matWaitToChangeList;//[Offset: 0x2c8 , Size: 12] void ChangeMaterialToIdx(int idx);// 0x1db50a0 -------------------------------- Class: PointerToUberGraphFrame -------------------------------- Class: LobbyBgMatData byte matType;//[Offset: 0x0 , Size: 1] MaterialInstance* matPtr;//[Offset: 0x4 , Size: 4] -------------------------------- Class: Halloween_CarPosition_C.Actor.Object void UserConstructionScript();// 0x2859eb0 ArrowComponent* Arrow;//[Offset: 0x2c8 , Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2cc , Size: 4] -------------------------------- Class: ArrowComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color ArrowColor;//[Offset: 0x554 , Size: 4] float ArrowSize;//[Offset: 0x558 , Size: 4] bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c , Size: 1] float ScreenSize;//[Offset: 0x560 , Size: 4] bool bTreatAsASprite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x564 , Size: 1] void SetArrowColor(LinearColor NewColor);// 0x3f311c4 -------------------------------- Class: ExponentialHeightFog.Info.Actor.Object ExponentialHeightFogComponent* Component;//[Offset: 0x2c4 , Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1] void OnRep_bEnabled();// 0x1ce1e14 -------------------------------- Class: ExponentialHeightFogComponent.SceneComponent.ActorComponent.Object float FogDensity;//[Offset: 0x260 , Size: 4] CustomHeightFog[] CustomHightFogDensity;//[Offset: 0x264 , Size: 12] bool bUseCustomFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1] float CustomFogLow_Height;//[Offset: 0x274 , Size: 4] float CustomFogLow_DensityCoefficient;//[Offset: 0x278 , Size: 4] LinearColor CustomFogLow_Color;//[Offset: 0x27c , Size: 16] float CustomFogHigh_Height;//[Offset: 0x28c , Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x290 , Size: 4] LinearColor CustomFogHigh_Color;//[Offset: 0x294 , Size: 16] LinearColor FogInscatteringColor;//[Offset: 0x2a4 , Size: 16] TextureCube* InscatteringColorCubemap;//[Offset: 0x2b4 , Size: 4] float InscatteringColorCubemapAngle;//[Offset: 0x2b8 , Size: 4] LinearColor InscatteringTextureTint;//[Offset: 0x2bc , Size: 16] float FullyDirectionalInscatteringColorDistance;//[Offset: 0x2cc , Size: 4] float NonDirectionalInscatteringColorDistance;//[Offset: 0x2d0 , Size: 4] float DirectionalInscatteringExponent;//[Offset: 0x2d4 , Size: 4] float DirectionalInscatteringStartDistance;//[Offset: 0x2d8 , Size: 4] LinearColor DirectionalInscatteringColor;//[Offset: 0x2dc , Size: 16] float FogHeightFalloff;//[Offset: 0x2ec , Size: 4] float FogMaxOpacity;//[Offset: 0x2f0 , Size: 4] float StartDistance;//[Offset: 0x2f4 , Size: 4] float FogCutoffDistance;//[Offset: 0x2f8 , Size: 4] bool bEnableVolumetricFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc , Size: 1] float VolumetricFogScatteringDistribution;//[Offset: 0x300 , Size: 4] Color VolumetricFogAlbedo;//[Offset: 0x304 , Size: 4] LinearColor VolumetricFogEmissive;//[Offset: 0x308 , Size: 16] float VolumetricFogExtinctionScale;//[Offset: 0x318 , Size: 4] float VolumetricFogDistance;//[Offset: 0x31c , Size: 4] float VolumetricFogStaticLightingScatteringIntensity;//[Offset: 0x320 , Size: 4] bool bOverrideLightColorsWithFogInscatteringColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] float VolumetricFogStartDistance;//[Offset: 0x328 , Size: 4] Texture2D* VolumetricFogNoiseTexture;//[Offset: 0x32c , Size: 4] Transform VolumetricFogNoiseTransform;//[Offset: 0x330 , Size: 48] void SetVolumetricFogStartDistance(float NewValue);// 0x3f71b48 void SetVolumetricFogScatteringDistribution(float NewValue);// 0x3f71ad0 void SetVolumetricFogNoiseTransform(Transform Transform);// 0x3f719f0 void SetVolumetricFogNoiseTexture(Texture2D* NewValue);// 0x3f71970 void SetVolumetricFogExtinctionScale(float NewValue);// 0x3f718f8 void SetVolumetricFogEmissive(LinearColor NewValue);// 0x3f7187c void SetVolumetricFogDistance(float NewValue);// 0x3f71804 void SetVolumetricFogAlbedo(Color NewValue);// 0x3f71794 void SetVolumetricFog(bool bNewValue);// 0x3f71714 void SetStartDistance(float Value);// 0x3f7169c void SetNonDirectionalInscatteringColorDistance(float Value);// 0x3f71624 void SetInscatteringTextureTint(LinearColor Value);// 0x3f715a8 void SetInscatteringColorCubemapAngle(float Value);// 0x3f71530 void SetInscatteringColorCubemap(TextureCube* Value);// 0x3f714b8 void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x3f71440 void SetFogMaxOpacity(float Value);// 0x3f713c8 void SetFogInscatteringColor(LinearColor Value);// 0x3f7134c void SetFogHeightFalloff(float Value);// 0x3f712d4 void SetFogDensity(float Value);// 0x3f358c0 void SetFogCutoffDistance(float Value);// 0x3f7125c void SetDirectionalInscatteringStartDistance(float Value);// 0x3f711e4 void SetDirectionalInscatteringExponent(float Value);// 0x3f7116c void SetDirectionalInscatteringColor(LinearColor Value);// 0x3f710f0 void SetCustomFogInscatteringColor(LinearColor Value, int Index);// 0x3f71030 void SetCustomFogDensityCoefficient(float Value, int Index);// 0x3f70f74 -------------------------------- Class: CustomHeightFog float Height;//[Offset: 0x0 , Size: 4] float DensityCoefficient;//[Offset: 0x4 , Size: 4] LinearColor CustomFogInscatteringColor;//[Offset: 0x8 , Size: 16] -------------------------------- Class: SpotLight.Light.Actor.Object SpotLightComponent* SpotLightComponent;//[Offset: 0x2cc , Size: 4] void SetOuterConeAngle(float NewOuterConeAngle);// 0x407520c void SetInnerConeAngle(float NewInnerConeAngle);// 0x4075194 -------------------------------- Class: SpotLightComponent.PointLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object float InnerConeAngle;//[Offset: 0x394 , Size: 4] float OuterConeAngle;//[Offset: 0x398 , Size: 4] float LightShaftConeAngle;//[Offset: 0x39c , Size: 4] void SetOuterConeAngle(float NewOuterConeAngle);// 0x40756b4 void SetInnerConeAngle(float NewInnerConeAngle);// 0x407563c -------------------------------- Class: StaticMeshActor.Actor.Object StaticMeshComponent* StaticMeshComponent;//[Offset: 0x2c4 , Size: 4] bool bStaticMeshReplicateMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c8 , Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x2c9 , Size: 1] -------------------------------- Class: SphereReflectionCapture.ReflectionCapture.Actor.Object DrawSphereComponent* DrawCaptureRadius;//[Offset: 0x2c8 , Size: 4] -------------------------------- Class: ReflectionCapture.Actor.Object ReflectionCaptureComponent* CaptureComponent;//[Offset: 0x2c4 , Size: 4] -------------------------------- Class: DrawSphereComponent.SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: ReflectionCaptureComponent.SceneComponent.ActorComponent.Object BillboardComponent* CaptureOffsetComponent;//[Offset: 0x260 , Size: 4] enum ReflectionSourceType;//[Offset: 0x264 , Size: 1] TextureCube* Cubemap;//[Offset: 0x268 , Size: 4] float SourceCubemapAngle;//[Offset: 0x26c , Size: 4] float Brightness;//[Offset: 0x270 , Size: 4] Vector CaptureOffset;//[Offset: 0x274 , Size: 12] Guid stateID;//[Offset: 0x294 , Size: 16] -------------------------------- Class: DecalBakingActorMgr.DecalBakingActor.Actor.Object DecalBakingRTCache[] DecalBakingRTCacheList;//[Offset: 0x2fc , Size: 12] DecalBakingRTCache[] DecalBakingRTCacheListII;//[Offset: 0x308 , Size: 12] float RTCacheLifeTime;//[Offset: 0x314 , Size: 4] int MaxRTCacheCount;//[Offset: 0x318 , Size: 4] float RTCacheLifeTimeII;//[Offset: 0x31c , Size: 4] int MaxRTCacheCountII;//[Offset: 0x320 , Size: 4] float TickUpdateCacheInterval;//[Offset: 0x324 , Size: 4] void ResetDecalBakingRTCacheParam();// 0x1d28348 static DecalBakingActorMgr* GetWorldInstance(Object* WorldContextObject);// 0x1d282d0 Vector GetSpawanDBPActorLocationByDiyData(out const DIYData InDIYData, SceneComponent* InSceneComponent);// 0x1d28190 DecalParameter[] GetRelativeDecalParameterFromWorld(SceneComponent* InSceneComponent);// 0x1d28080 static DecalBakingActorMgr* GetInstance();// 0x1d28058 DecalParameter[] GetDecalParameterFromWorld(Actor* InActor);// 0x1d27f50 DecalParameter GetDecalParameter(SceneComponent* InSceneComponent, DecalBakingParameterComponent* InComponent);// 0x1d27e74 TextureRenderTarget2D* CreateNewTextureRenderTarget2D(int X, int Y);// 0x1d27db0 DecalParameter ConvertDIYDataToDecalParam(out const DIYData InDIYData);// 0x1d27cb0 DIYData ConvertDecalParamToDIYData(SceneComponent* InSceneComponent, DecalBakingParameterActor* InDBPActor, bool ZProjection);// 0x1d27b80 void ClearDecalBackingRTCacheII(enum InType, FString PlayerUID);// 0x1d279e0 void ClearDecalBackingRTCache(enum InType, FString PlayerUID, bool bCacheII);// 0x1d277f0 -------------------------------- Class: DecalBakingActor.Actor.Object uint32 MaxDecalProcessPerFame;//[Offset: 0x2c4 , Size: 4] DecalBakingRequest[] DecalBakeRequests;//[Offset: 0x2c8 , Size: 12] void SetMaxDecalProcessPerFame(int InValue);// 0x1e6cfa4 int GetMaxDecalProcessPerFame();// 0x1cdf6b0 int FindDecalBakingRequestID(TextureRenderTarget2D* RenderTarget);// 0x3f5e038 void EndDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x3f5dfc0 void CancelDecalBakingRequest(int RequestID);// 0x3f5df48 void BeginDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x3f5ded0 int BakeDecalForStaticMesh(TextureRenderTarget2D* RenderTarget, StaticMesh* StaticMesh, int UVIndex, out const DecalParameter[] InDecalParams, bool bIntermidiate, int CachedDecalIndex);// 0x3f5dc94 int BakeDecalForSkeletalMesh(TextureRenderTarget2D* RenderTarget, SkeletalMesh* SkeletalMesh, int UVIndex, out const DecalParameter[] InDecalParams, bool bIntermidiate, int CachedDecalIndex);// 0x3f5da58 -------------------------------- Class: DecalBakingRequest Object* Mesh;//[Offset: 0x4 , Size: 4] DecalParameter[] DecalParams;//[Offset: 0xc , Size: 12] TextureRenderTarget2D* RenderTarget;//[Offset: 0x18 , Size: 4] -------------------------------- Class: DecalParameter Texture2D* DecalTexture;//[Offset: 0x0 , Size: 4] -------------------------------- Class: TextureRenderTarget2D.TextureRenderTarget.Texture.Object int SizeX;//[Offset: 0xa0 , Size: 4] int SizeY;//[Offset: 0xa4 , Size: 4] LinearColor ClearColor;//[Offset: 0xa8 , Size: 16] byte AddressX;//[Offset: 0xb8 , Size: 1] byte AddressY;//[Offset: 0xb9 , Size: 1] bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xba , Size: 1] bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xba , Size: 1] byte RenderTargetFormat;//[Offset: 0xbb , Size: 1] bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xbc , Size: 1] bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xbc , Size: 1] byte OverrideFormat;//[Offset: 0xbd , Size: 1] -------------------------------- Class: TextureRenderTarget.Texture.Object float TargetGamma;//[Offset: 0x98 , Size: 4] -------------------------------- Class: DecalBakingRTCache enum DecalBakingType;//[Offset: 0x0 , Size: 1] FString PlayerUID;//[Offset: 0x4 , Size: 12] int WeaponAvatarID;//[Offset: 0x10 , Size: 4] TextureRenderTarget2D* TextureRenderTarget;//[Offset: 0x14 , Size: 4] float LastActiveTime;//[Offset: 0x18 , Size: 4] bool bMainRoleRT;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] -------------------------------- Class: DIYData Texture2D* Texture;//[Offset: 0x0 , Size: 4] LinearColor Color;//[Offset: 0x4 , Size: 16] Vector2D Scale;//[Offset: 0x14 , Size: 8] Vector2D Offset;//[Offset: 0x1c , Size: 8] float Rotation;//[Offset: 0x24 , Size: 4] enum Direction;//[Offset: 0x28 , Size: 1] LinearColor UVClip;//[Offset: 0x2c , Size: 16] LinearColor UVInfo;//[Offset: 0x3c , Size: 16] -------------------------------- Class: DecalBakingParameterComponent.SceneComponent.ActorComponent.Object Texture2D* DecalTexture;//[Offset: 0x260 , Size: 4] Vector DecalSize;//[Offset: 0x264 , Size: 12] Vector4 UVScaleBias;//[Offset: 0x270 , Size: 16] LinearColor TintColor;//[Offset: 0x280 , Size: 16] Vector4 CropUVScaleBias;//[Offset: 0x290 , Size: 16] float CropRotation;//[Offset: 0x2a0 , Size: 4] bool bEnableDepthCompare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4 , Size: 1] LinearColor GetUVScaleBias();// 0x3f5e7d4 BoxSphereBounds GetDecalBounds();// 0x3f5e780 LinearColor GetCropUVScaleBias();// 0x3f5e760 -------------------------------- Class: DecalBakingParameterActor.Actor.Object DecalBakingParameterComponent* DecalBakingParam;//[Offset: 0x2c4 , Size: 4] -------------------------------- Class: SceneCaptureCameraActor.CameraActor.Actor.Object WidgetCaptureComponent2D* SceneCaptureComponent;//[Offset: 0x820 , Size: 4] -------------------------------- Class: WidgetCaptureComponent2D.SceneCaptureComponent2D.SceneCaptureComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: SceneCaptureComponent2D.SceneCaptureComponent.SceneComponent.ActorComponent.Object byte ProjectionType;//[Offset: 0x2c4 , Size: 1] float FOVAngle;//[Offset: 0x2c8 , Size: 4] float OrthoWidth;//[Offset: 0x2cc , Size: 4] TextureRenderTarget2D* TextureTarget;//[Offset: 0x2d0 , Size: 4] byte CaptureSource;//[Offset: 0x2d4 , Size: 1] byte CompositeMode;//[Offset: 0x2d5 , Size: 1] PostProcessSettings PostProcessSettings;//[Offset: 0x2e0 , Size: 1328] float PostProcessBlendWeight;//[Offset: 0x810 , Size: 4] bool bUseCustomProjectionMatrix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x814 , Size: 1] Matrix CustomProjectionMatrix;//[Offset: 0x820 , Size: 64] bool bEnableClipPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x860 , Size: 1] Vector ClipPlaneBase;//[Offset: 0x864 , Size: 12] Vector ClipPlaneNormal;//[Offset: 0x870 , Size: 12] bool bCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x87c , Size: 1] void CaptureScene();// 0x40564b4 void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x4056384 -------------------------------- Class: SceneCaptureComponent.SceneComponent.ActorComponent.Object enum PrimitiveRenderMode;//[Offset: 0x25d , Size: 1] PrimitiveComponent*[] HiddenComponents;//[Offset: 0x260 , Size: 12] Actor*[] HiddenActors;//[Offset: 0x26c , Size: 12] PrimitiveComponent*[] ShowOnlyComponents;//[Offset: 0x278 , Size: 12] Actor*[] ShowOnlyActors;//[Offset: 0x284 , Size: 12] bool bCaptureEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290 , Size: 1] bool bCaptureOnMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x291 , Size: 1] bool bAlwaysPersistRenderingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x292 , Size: 1] float LODDistanceFactor;//[Offset: 0x294 , Size: 4] float MaxViewDistanceOverride;//[Offset: 0x298 , Size: 4] int CaptureSortPriority;//[Offset: 0x29c , Size: 4] EngineShowFlagsSetting[] ShowFlagSettings;//[Offset: 0x2a0 , Size: 12] void ShowOnlyComponent(PrimitiveComponent* InComponent);// 0x4055de8 void ShowOnlyActorComponents(Actor* InActor);// 0x4055d70 void SetCaptureSortPriority(int NewCaptureSortPriority);// 0x4055cf8 void RemoveShowOnlyComponent(PrimitiveComponent* InComponent);// 0x4055c80 void RemoveShowOnlyActorComponents(Actor* InActor);// 0x4055c08 void HideComponent(PrimitiveComponent* InComponent);// 0x4055b90 void HideActorComponents(Actor* InActor);// 0x4055b18 void ClearShowOnlyComponents(PrimitiveComponent* InComponent);// 0x4055aa0 void ClearHiddenComponents();// 0x4055a8c -------------------------------- Class: EngineShowFlagsSetting FString ShowFlagName;//[Offset: 0x0 , Size: 12] bool Enabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] -------------------------------- Class: Lobby_Main_int_C.LuaLevelScriptActor.LevelScriptActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8 , Size: 4] void OnSimulateTestReConnect();// 0x2859eb0 void OnAndroidBack();// 0x2859eb0 void RegistPersistLevelObjs(FrontendUtils* Utils);// 0x2859eb0 void InpActEvt_Android_Back_K2Node_InputKeyEvent(Key Key);// 0x2859eb0 void InpActEvt_B_K2Node_InputKeyEvent(Key Key);// 0x2859eb0 void InpActEvt_N_K2Node_InputKeyEvent(Key Key);// 0x2859eb0 void ReceiveBeginPlay();// 0x2859eb0 void ReceiveEndPlay(byte EndPlayReason);// 0x2859eb0 void ExecuteUbergraph_Lobby_Main_int(int EntryPoint, Key K2Node_InputKeyEvent_Key, Key K2Node_InputKeyEvent_Key2, Key K2Node_InputKeyEvent_Key3, byte K2Node_Event_EndPlayReason);// 0x2859eb0 void Dispatcher_OpenBox__DelegateSignature(SkeletalMeshActor* NewParam);// 0x2859eb0 FrontendUtils* frontUtils;//[Offset: 0x2dc , Size: 4] bool blockBackScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1] FName lastSceneCamera;//[Offset: 0x2e8 , Size: 8] SettingConfig_C* SetConfig;//[Offset: 0x2f0 , Size: 4] delegate Dispatcher_OpenBox;//[Offset: 0x2f4 , Size: 12] StaticMeshActor* Background_Weapon_02_EdGraph_8_RefProperty;//[Offset: 0x300 , Size: 4] SkyLight* SkyLight_1_EdGraph_8_RefProperty;//[Offset: 0x304 , Size: 4] LobbyBgMesh_C* LobbyBgMesh_188_EdGraph_8_RefProperty;//[Offset: 0x308 , Size: 4] PointLight* PointLight_0_EdGraph_8_RefProperty;//[Offset: 0x30c , Size: 4] DirectionalLight* DirectionalLight_0_EdGraph_8_RefProperty;//[Offset: 0x310 , Size: 4] CameraActor* LobbySecondCam_EdGraph_8_RefProperty;//[Offset: 0x314 , Size: 4] CameraActor* LobbyFirstCam_EdGraph_8_RefProperty;//[Offset: 0x318 , Size: 4] -------------------------------- Class: LuaLevelScriptActor.LevelScriptActor.Actor.Object FString LuaFilePath;//[Offset: 0x2cc , Size: 12] -------------------------------- Class: FrontendUtils.Object FrontendHUD* OwningFrontendHUD;//[Offset: 0x1c , Size: 4] delegate SceneCameraSwitchedDelegate;//[Offset: 0x20 , Size: 12] FName CurrentSceneCameraName;//[Offset: 0x30 , Size: 8] CameraActor*[] SceneCameraList;//[Offset: 0x38 , Size: 12] SceneCameraMap;//[Offset: 0x44 , Size: 60] DirectionalLight*[] SceneDirectionalLightList;//[Offset: 0x80 , Size: 12] SceneDirectionalLightMap;//[Offset: 0x8c , Size: 60] PointLight*[] ScenePointLightList;//[Offset: 0xc8 , Size: 12] ScenePointLightMap;//[Offset: 0xd4 , Size: 60] SceneSkyLightMap;//[Offset: 0x110 , Size: 60] SceneMatChangeableMeshMap;//[Offset: 0x14c , Size: 60] FString GlobalUIEventDispatcherClassName;//[Offset: 0x1e0 , Size: 12] class Object* GlobalUIEventDispatcherClass;//[Offset: 0x1ec , Size: 4] Object* GlobalUIEventDispatcher;//[Offset: 0x1f0 , Size: 4] FString GlobalUIContainerClassName;//[Offset: 0x1f4 , Size: 12] FName[] GlobalUIContainerNames;//[Offset: 0x200 , Size: 12] GlobalUIContainers;//[Offset: 0x20c , Size: 60] UAEWidgetContainer*[] GlobalPushUIContainers;//[Offset: 0x248 , Size: 12] void SwitchSceneCameraToTransform(Transform targetTrans, byte ProjectionMode, float FOV, float blendTime, bool bForce);// 0x41c1e80 void SwitchSceneCamera(FName SceneCameraName, float blendTime, bool bForce);// 0x41c1d60 void SetSceneSkyLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color);// 0x41c1b90 void SetScenePointLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, int inverseSquareFalloff, float Radius);// 0x41c1930 void SetSceneDirectionalLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, LightingChannels Channel);// 0x41c1710 void RegisterSceneSkyLight(FName sceneLightName, SkyLight* Light);// 0x41c164c void RegisterScenePointLight(FName sceneLightName, PointLight* Light);// 0x41c1590 void RegisterSceneMatChangeableMesh(FName meshName, Actor* Mesh);// 0x41c14d4 void RegisterSceneDirectionalLight(FName sceneLightName, DirectionalLight* Light);// 0x41c1418 void RegisterSceneCamera(FName SceneCameraName, CameraActor* SceneCamera);// 0x41c135c void PopAllPushedUI();// 0x41c1348 void OnAllSceneCamerasRegistered();// 0x1ca06b8 bool IsPushedPanel(out const FName managerName);// 0x41c12b4 bool GlobalUIEventDispatcher_GetDelegateIsBound(FString DelegateNum);// 0x41c1154 FString GetUIStackTopSrcTag();// 0x41c1094 FString GetUIStackTopDstTag();// 0x41c0fd4 FString GetUIStackTop();// 0x41c0f14 Actor* GetSceneMatChangeableMeshByIdx(FName meshName);// 0x41c0e94 CameraActor* GetSceneCamera();// 0x41c0e6c FrontendHUD* GetOwningFrontendHUD();// 0x41c0e44 Object* GetGlobalUIEventDispatcher();// 0x41c0e1c UAEWidgetContainer* GetGlobalUIContainer(FName ContainerName);// 0x41c0d9c void EnableLobbyMainLight(bool NewEnable);// 0x41c0d1c void ClearAllSceneCameras();// 0x41c0d08 -------------------------------- Class: FrontendHUD.Object GameInstance* GameInstance;//[Offset: 0x2c , Size: 4] FString FrontendUtilsClassName;//[Offset: 0x34 , Size: 12] FrontendUtils* Utils;//[Offset: 0x40 , Size: 4] LogicManagerBase*[] LogicManagerList;//[Offset: 0x44 , Size: 12] LogicManagerMap;//[Offset: 0x50 , Size: 60] int UnusedWidgetMinCount;//[Offset: 0x98 , Size: 4] int UnusedWidgetMaxCount;//[Offset: 0x9c , Size: 4] int UnusedWidgetKeepTime;//[Offset: 0xa0 , Size: 4] float MaxLowLevelMemoryLimit;//[Offset: 0xa4 , Size: 4] float MaxMiddleMemoryLimit;//[Offset: 0xa8 , Size: 4] float MaxGCArrayObjectSize;//[Offset: 0xac , Size: 4] FName CurrentGameStatus;//[Offset: 0xb0 , Size: 8] FName LastGameStatus;//[Offset: 0xb8 , Size: 8] bool InComBatStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1] FName PendingGameStatus;//[Offset: 0xc8 , Size: 8] FString LatestGameStatusURL;//[Offset: 0xd0 , Size: 12] delegate OnPostSwitchGameStatusStartEvent;//[Offset: 0xdc , Size: 12] delegate OnPostSwitchGameStatusEvent;//[Offset: 0xe8 , Size: 12] delegate OnPreSwitchGameStatusEvent;//[Offset: 0xf4 , Size: 12] delegate OnGameStatusSwitchTerminate;//[Offset: 0x10c , Size: 12] delegate OnPreSwitchGameStatusEndEvent;//[Offset: 0x118 , Size: 12] delegate OnCreateLogicManagerListEvent;//[Offset: 0x124 , Size: 12] delegate OnSetGameStatusEvent;//[Offset: 0x130 , Size: 12] delegate OnAddLuaLogicManagerEvent;//[Offset: 0x13c , Size: 12] delegate OnRemoveLuaLogicManagerEvent;//[Offset: 0x148 , Size: 12] World* CurrentGameStatusWorld;//[Offset: 0x154 , Size: 4] void SwitchGameStatus(FName GameStatus, FString Options);// 0x41c0388 void StandAloneSwitchGameStatus(FName InGameStatus, FString Options);// 0x41c01d4 void OnPreLoadMap(FString MapName);// 0x41c0110 void OnPostLoadMapWithWorld(World* World);// 0x41c0090 void OnGameViewportClientCreated();// 0x1c8c854 World* GetWorld();// 0x41c0060 FrontendUtils* GetUtils();// 0x41c0038 PlayerController* GetPlayerController();// 0x41c0010 LogicManagerBase* GetLogicManagerByName(FString LogicManagerTagName);// 0x41bfeb0 LogicManagerBase* GetLogicManager(int LogicManagerIndex);// 0x41bfe30 GameViewportClient* GetGameViewportClient();// 0x41bfe08 GameMode* GetGameMode();// 0x41bfde0 GameInstance* GetGameInstance();// 0x3f87b38 Object*[] FindRegistedUIFunctionList(FString strMsg, FString moduleMsg);// 0x41bfc18 void EnableGuiTest(bool bEnable);// 0x41bfb98 void DynamicRegistUIMsgToCache(UAEUserWidget* Widget, FString module);// 0x41bfa98 void ClearLogicManagerByName(FString managerName);// 0x41bf940 -------------------------------- Class: LogicManagerBase.Object FrontendHUD* OwningFrontendHUD;//[Offset: 0x28 , Size: 4] bool bPersistentUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1] bool bDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1] bool bKeepDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36 , Size: 1] bool bUseNewHandleUIMessage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37 , Size: 1] int iUIControlState;//[Offset: 0x38 , Size: 4] int DefaultSceneCameraIndex;//[Offset: 0x3c , Size: 4] FName[] GameStatusList;//[Offset: 0x4c , Size: 12] class Object[] WidgetUClassList;//[Offset: 0x7c , Size: 12] UAEUserWidget*[] WidgetList;//[Offset: 0x88 , Size: 12] Object*[] DelayMessage_Obj;//[Offset: 0xa4 , Size: 12] void SetEnableRemoveDynamicWidgets(bool bEnable);// 0x41c2df0 bool IsEnableRemoveDynamicWidgets();// 0x41c2dc8 UAEUserWidget*[] GetWidgetList();// 0x41c2d08 UAEUserWidget* GetWidgetByName(FString InName);// 0x41c2c44 UAEUserWidget* GetWidgetByClass(class Object InClass);// 0x41c2bc4 FrontendHUD* GetOwningFrontendHUD();// 0x3f874d4 int GetDefaultSceneCamera();// 0x3f87638 void DispatchUIMessage(FString UIMessage, Object* Source, UAEUserWidget* Target);// 0x41c29e4 -------------------------------- Class: UAEUserWidget.UserWidget.Widget.Visual.Object FrontendHUD* OwningFrontendHUD;//[Offset: 0x1b8 , Size: 4] LogicManagerBase* OwningLogicManager;//[Offset: 0x1bc , Size: 4] UAEWidgetContainer* OwningWidgetContainer;//[Offset: 0x1c0 , Size: 4] UAEUserWidget* ParentWidget;//[Offset: 0x1c4 , Size: 4] Property*[] Params;//[Offset: 0x240 , Size: 12] delegate widgetSizeNofity;//[Offset: 0x254 , Size: 12] UserWidgetState DefaultUserWidgetState;//[Offset: 0x260 , Size: 32] UserWidgetState CurrentUserWidgetState;//[Offset: 0x280 , Size: 32] float TickRate;//[Offset: 0x2a0 , Size: 4] bool bReceiveOnClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4 , Size: 1] bool bReceiveOnRightClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a5 , Size: 1] bool bReceiveOnDoubleClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a6 , Size: 1] bool bAutoSetScreenPosOnMouseEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a7 , Size: 1] Vector2D ScreenPos;//[Offset: 0x2a8 , Size: 8] Vector2D LastMouseEventScreenPos;//[Offset: 0x2b0 , Size: 8] enum FadingStatus;//[Offset: 0x2c0 , Size: 1] float CurrentOpacity;//[Offset: 0x2c4 , Size: 4] float FadingInTime;//[Offset: 0x2c8 , Size: 4] float FadingOutTime;//[Offset: 0x2cc , Size: 4] bool bNoFadeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0 , Size: 1] bool bNoFadeOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1 , Size: 1] bool bShouldCollapse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d2 , Size: 1] bool bRegistUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d3 , Size: 1] FString UIMsgPrefix;//[Offset: 0x2d4 , Size: 12] FString[] UIMsgFunctionList;//[Offset: 0x2e0 , Size: 12] bool bRegistedUIMsgToMoudle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec , Size: 1] FString MoudleToRegisted;//[Offset: 0x2f0 , Size: 12] bool Visible();// 0x41c5508 void UnRegistFromGameFrontendHUD();// 0x41c54f4 void SynchronizeBlueprintProperties();// 0x2859eb0 void Show();// 0x41c54e0 void SetParentWidgetRecursive(UAEUserWidget* InParentWidget);// 0x41c5468 void SetParentWidget(UAEUserWidget* InParentWidget);// 0x41c53f0 static void SetOnWidgetShow(delegate onShow);// 0x41c5354 static void SetOnWidgetHide(delegate OnHide);// 0x41c52b8 static void SetOnClearUIStack(delegate onClear);// 0x41c521c void SetAdapation(float Left, float Top, float Right, float Bottom);// 0x41c50d4 void RegistToGameFrontendHUD(FrontendHUD* GameFrontHUD);// 0x41c505c void Register(LogicManagerBase* LogicManager, bool bAddToViewport);// 0x41c4f98 void ReceiveShow();// 0x2859eb0 void ReceiveHide();// 0x2859eb0 void ReceivedMountWidget();// 0x1da26d0 void ReceivedInitWidget();// 0x2859eb0 void ReCachedUIMsgFunction();// 0x41c4f84 static void PushOpenedUIStack(FString Name);// 0x41c4ed0 static void PopOpenedUIStack(FString curOpen);// 0x41c4e1c void OnWidgetShow__DelegateSignature(FString ClassName);// 0x2859eb0 void OnWidgetHide__DelegateSignature(FString ClassName);// 0x2859eb0 void OnRightClicked(Vector2D TempScreenPos);// 0x2859eb0 void OnFadeOutFinished();// 0x1da24c0 void OnFadeInFinished();// 0x1da24a4 void OnDoubleClicked(Vector2D TempScreenPos);// 0x2859eb0 void OnClicked(Vector2D TempScreenPos);// 0x2859eb0 void OnClearUIStack__DelegateSignature();// 0x2859eb0 bool IntCompare(int A, int B, enum CompareType);// 0x41c4d14 void InitWidget(bool Recursive);// 0x41c4c94 void InitCustomWidget(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x1e36890 void Hide();// 0x41c4c80 void HandleUIMessageBattle(FString UIMessage);// 0x41c4bc4 void HandleUIMessage(FString UIMessage);// 0x41c4b08 Widget* GetWidgetsByName(FString WidgetName, FString OuterName, bool bUseContains);// 0x41c4974 UAEUserWidget* GetParentWidget();// 0x41c494c PlayerController* GetOwningPlayer();// 0x1d944ec LogicManagerBase* GetOwningLogicManager();// 0x41c4924 FrontendHUD* GetOwningFrontendHUD();// 0x41c48fc MaterialInstanceDynamic* GetImgDynamicMaterial(Image* ImageMat);// 0x41c487c UserWidget* GetChildWidgetByEqualPolitics(FString ChildName, enum EqualPolitics, int RecursiveDepth);// 0x41c4730 UserWidget* GetChildWidget(FString WName);// 0x41c466c Margin GetAdapation();// 0x41c4644 bool FloatCompare(float A, float B, enum CompareType);// 0x41c453c void DynamicRegistUIMsgToCache(UAEUserWidget* Widget);// 0x41c44c4 void DestroyWidget();// 0x41c44b0 static void ClearOpenedUIStack();// 0x41c449c void ClearFunctionCacheByMsgName(FString InUIMsg);// 0x41c43e0 void ClearFunctionCache();// 0x41c43cc void ClearClassWidgetTree();// 0x41c43b8 void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x1daf920 -------------------------------- Class: UAEWidgetContainer.UAEUserWidget.UserWidget.Widget.Visual.Object UserWidget*[] WidgetList;//[Offset: 0x304 , Size: 12] void RemoveWidgetInternal(UserWidget* Widget);// 0x1da1b84 void RemoveWidget(UserWidget* Widget);// 0x41c674c void AddWidgetWithZOrderInternal(UserWidget* Widget, int ZOrder);// 0x1ddfea8 void AddWidgetWithZOrder(UserWidget* Widget, int ZOrder);// 0x41c6690 void AddWidgetInternal(UserWidget* Widget);// 0x1f7751c void AddWidget(UserWidget* Widget);// 0x41c6618 -------------------------------- Class: UserWidgetState FString WidgetName;//[Offset: 0x0 , Size: 12] FName ContainerName;//[Offset: 0x10 , Size: 8] int ZOrder;//[Offset: 0x18 , Size: 4] UAEUserWidget* Widget;//[Offset: 0x1c , Size: 4] -------------------------------- Class: WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object enum Space;//[Offset: 0x571 , Size: 1] enum TimingPolicy;//[Offset: 0x572 , Size: 1] class UserWidget* WidgetClass;//[Offset: 0x574 , Size: 4] IntPoint DrawSize;//[Offset: 0x578 , Size: 8] bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580 , Size: 1] bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581 , Size: 1] float RedrawTime;//[Offset: 0x584 , Size: 4] IntPoint CurrentDrawSize;//[Offset: 0x590 , Size: 8] bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x598 , Size: 1] Vector2D Pivot;//[Offset: 0x59c , Size: 8] bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a4 , Size: 1] bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a5 , Size: 1] LocalPlayer* OwnerPlayer;//[Offset: 0x5a8 , Size: 4] LinearColor BackgroundColor;//[Offset: 0x5ac , Size: 16] LinearColor TintColorAndOpacity;//[Offset: 0x5bc , Size: 16] float OpacityFromTexture;//[Offset: 0x5cc , Size: 4] enum BlendMode;//[Offset: 0x5d0 , Size: 1] bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d1 , Size: 1] bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d2 , Size: 1] UserWidget* Widget;//[Offset: 0x5d4 , Size: 4] BodySetup* BodySetup;//[Offset: 0x5e8 , Size: 4] MaterialInterface* TranslucentMaterial;//[Offset: 0x5ec , Size: 4] MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x5f0 , Size: 4] MaterialInterface* OpaqueMaterial;//[Offset: 0x5f4 , Size: 4] MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x5f8 , Size: 4] MaterialInterface* MaskedMaterial;//[Offset: 0x5fc , Size: 4] MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x600 , Size: 4] TextureRenderTarget2D* RenderTarget;//[Offset: 0x604 , Size: 4] MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x608 , Size: 4] bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60c , Size: 1] bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60d , Size: 1] FName SharedLayerName;//[Offset: 0x610 , Size: 8] int LayerZOrder;//[Offset: 0x618 , Size: 4] enum GeometryMode;//[Offset: 0x61c , Size: 1] float CylinderArcAngle;//[Offset: 0x620 , Size: 4] void SetWidget(UserWidget* Widget);// 0x1e80dcc void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);// 0x34ba95c void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x34ba8e4 void SetDrawSize(Vector2D Size);// 0x34ba874 void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x34ba7f8 void RequestRedraw();// 0x34ba7dc UserWidget* GetUserWidgetObject();// 0x34ba7b4 TextureRenderTarget2D* GetRenderTarget();// 0x34ba78c LocalPlayer* GetOwnerPlayer();// 0x34ba764 MaterialInstanceDynamic* GetMaterialInstance();// 0x34ba73c Vector2D GetDrawSize();// 0x34ba6fc -------------------------------- Class: Image.Widget.Visual.Object SlateBrush Brush;//[Offset: 0xd0 , Size: 152] delegate BrushDelegate;//[Offset: 0x168 , Size: 16] LinearColor ColorAndOpacity;//[Offset: 0x178 , Size: 16] delegate ColorAndOpacityDelegate;//[Offset: 0x188 , Size: 16] bool bIsUseEnhancedHitTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1] bool bVersionImg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x199 , Size: 1] FString imageSrcPath;//[Offset: 0x19c , Size: 12] float HitTestAreaRadius;//[Offset: 0x1a8 , Size: 4] delegate OnMouseButtonDownEvent;//[Offset: 0x1b0 , Size: 16] bool bDontPaintWhenAlphaZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0 , Size: 1] void SetOpacity(float InOpacity);// 0x34946b4 void SetDontPaintWhenAlphaZero(bool Enable);// 0x3494634 void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x34945b8 void SetBrushFromTextureDynamic(Texture2DDynamic* Texture, bool bMatchSize);// 0x34944f4 void SetBrushFromTexture(Texture2D* Texture, bool bMatchSize);// 0x3494430 void SetBrushFromPathAsync(FString ResourcePath);// 0x3494374 void SetBrushFromMaterial(MaterialInterface* Material);// 0x34942fc void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x3494284 void SetBrush(out const SlateBrush InBrush);// 0x349411c MaterialInstanceDynamic* GetDynamicMaterial();// 0x34940f4 bool GetDontPaintWhenAlphaZero();// 0x34940cc -------------------------------- Class: Texture2DDynamic.Texture.Object byte Format;//[Offset: 0xa0 , Size: 1] -------------------------------- Class: SlateBrushAsset.Object SlateBrush Brush;//[Offset: 0x20 , Size: 152] -------------------------------- Class: GameMode.GameModeBase.Info.Actor.Object FName MatchState;//[Offset: 0x318 , Size: 8] bool bDelayedStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320 , Size: 1] int NumSpectators;//[Offset: 0x324 , Size: 4] int NumPlayers;//[Offset: 0x328 , Size: 4] int NumBots;//[Offset: 0x32c , Size: 4] float MinRespawnDelay;//[Offset: 0x330 , Size: 4] int NumTravellingPlayers;//[Offset: 0x334 , Size: 4] class LocalMessage* EngineMessageClass;//[Offset: 0x338 , Size: 4] PlayerState*[] InactivePlayerArray;//[Offset: 0x33c , Size: 12] float InactivePlayerStateLifeSpan;//[Offset: 0x348 , Size: 4] bool bHandleDedicatedServerReplays;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34c , Size: 1] void StartMatch();// 0x1ce271c void SetBandwidthLimit(float AsyncIOBandwidthLimit);// 0x3f75168 void Say(FString Msg);// 0x3f750a4 void RestartGame();// 0x1ce26c8 bool ReadyToStartMatch();// 0x1f3cc88 bool ReadyToEndMatch();// 0x3f75074 void K2_OnSetMatchState(FName NewState);// 0x2859eb0 bool IsMatchInProgress();// 0x1f34a44 bool HasMatchEnded();// 0x3f75044 FName GetMatchState();// 0x3f75020 void EndMatch();// 0x1ce26e4 void AbortMatch();// 0x1ce2700 -------------------------------- Class: SkeletalMeshActor.Actor.Object bool bShouldDoAnimNotifies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c8 , Size: 1] bool bWakeOnLevelStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c8 , Size: 1] SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x2cc , Size: 4] SkeletalMesh* ReplicatedMesh;//[Offset: 0x2d0 , Size: 4] PhysicsAsset* ReplicatedPhysAsset;//[Offset: 0x2d4 , Size: 4] MaterialInterface* ReplicatedMaterial0;//[Offset: 0x2d8 , Size: 4] MaterialInterface* ReplicatedMaterial1;//[Offset: 0x2dc , Size: 4] void OnRep_ReplicatedPhysAsset();// 0x1c8167c void OnRep_ReplicatedMesh();// 0x1ce0870 void OnRep_ReplicatedMaterial1();// 0x1ce00cc void OnRep_ReplicatedMaterial0();// 0x1ce2b64 -------------------------------- Class: SettingConfig_C.SaveGame.Object int CrossHairColor;//[Offset: 0x20 , Size: 4] bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] bool HitFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1] bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1] bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27 , Size: 1] int LeftHandFire;//[Offset: 0x28 , Size: 4] int Gyroscope;//[Offset: 0x2c , Size: 4] int ArtQuality;//[Offset: 0x30 , Size: 4] float ViewPercentage;//[Offset: 0x34 , Size: 4] int FireMode;//[Offset: 0x38 , Size: 4] int VehicleControlMode;//[Offset: 0x3c , Size: 4] bool JoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1] bool ButtonLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1] int CameraLensSensibility;//[Offset: 0x44 , Size: 4] float CamLensSenNoneSniper;//[Offset: 0x48 , Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x4c , Size: 4] float CamLensSen2XSniper;//[Offset: 0x50 , Size: 4] float CamLensSen4XSniper;//[Offset: 0x54 , Size: 4] float CamLensSen8XSniper;//[Offset: 0x58 , Size: 4] int FireCameraLensSensibility;//[Offset: 0x5c , Size: 4] float FireCamLensSenNoneSniper;//[Offset: 0x60 , Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x64 , Size: 4] float FireCamLensSen2XSniper;//[Offset: 0x68 , Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x6c , Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x70 , Size: 4] int GyroscopeSensibility;//[Offset: 0x74 , Size: 4] float GyroscopeSenNoneSniper;//[Offset: 0x78 , Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x7c , Size: 4] float GyroscopeSen2XSniper;//[Offset: 0x80 , Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x84 , Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x88 , Size: 4] bool MainVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c , Size: 1] float MainVolumValue;//[Offset: 0x90 , Size: 4] bool EffectVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1] float EffectVolumValue;//[Offset: 0x98 , Size: 4] bool UIVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c , Size: 1] float UIVolumValue;//[Offset: 0xa0 , Size: 4] bool BGMVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4 , Size: 1] float BGMVolumValue;//[Offset: 0xa8 , Size: 4] bool VoiceSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac , Size: 1] int VoiceChannel;//[Offset: 0xb0 , Size: 4] bool MicphoneVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4 , Size: 1] float MicphoneVolumValue;//[Offset: 0xb8 , Size: 4] bool SpeakerVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] float SpeakerVolumValue;//[Offset: 0xc0 , Size: 4] bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4 , Size: 1] bool DisableAutoPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5 , Size: 1] bool AkeyPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6 , Size: 1] bool AutoPickupGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc7 , Size: 1] bool AutoPickupBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1] bool AutoPickupPart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9 , Size: 1] bool AutoPickupShieldBag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca , Size: 1] bool AutoPickupDrug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb , Size: 1] bool BandageSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1] bool MedicalSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd , Size: 1] bool AnodyneSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce , Size: 1] bool EnergyDrinksSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf , Size: 1] bool AdrenalineSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1] bool AutoPickupGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1] bool ShouLiuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2 , Size: 1] bool YanWuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3 , Size: 1] bool StunBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1] bool FireBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5 , Size: 1] int LimitBandage;//[Offset: 0xd8 , Size: 4] int LimitMedical;//[Offset: 0xdc , Size: 4] int LimitAnodyne;//[Offset: 0xe0 , Size: 4] int LimitEnergyDrinks;//[Offset: 0xe4 , Size: 4] int LimitAdrenaline;//[Offset: 0xe8 , Size: 4] int LimitShouliudan;//[Offset: 0xec , Size: 4] int LimitYanwudan;//[Offset: 0xf0 , Size: 4] int LimitZhenbaodan;//[Offset: 0xf4 , Size: 4] int LimitRanshaodan;//[Offset: 0xf8 , Size: 4] int LimitBullet9mm;//[Offset: 0xfc , Size: 4] int LimitBullet7_62mm;//[Offset: 0x100 , Size: 4] int Limit12koujing;//[Offset: 0x104 , Size: 4] int Limit45koujing;//[Offset: 0x108 , Size: 4] int Limit300magenandanyao;//[Offset: 0x10c , Size: 4] int Limitbolt;//[Offset: 0x110 , Size: 4] int LimitBullet5;//[Offset: 0x114 , Size: 4] bool 3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1] int FPSLevel;//[Offset: 0x11c , Size: 4] int ArtStyle;//[Offset: 0x120 , Size: 4] int RecordTipShowLastTime;//[Offset: 0x124 , Size: 4] XinyueLastClickTime;//[Offset: 0x128 , Size: 60] HuatiLastClickTime;//[Offset: 0x164 , Size: 60] bool MomentSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0 , Size: 1] bool FreeModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1 , Size: 1] bool HDModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a2 , Size: 1] CollectEquipClickTime;//[Offset: 0x1a4 , Size: 60] bool IsSimulatorFirstStartup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0 , Size: 1] int[] PlayerChatQuickTextIDList;//[Offset: 0x1e4 , Size: 12] int[] ChatOptiongList1;//[Offset: 0x1f0 , Size: 12] int LRShootMode;//[Offset: 0x1fc , Size: 4] bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200 , Size: 1] bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201 , Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x202 , Size: 1] int[] ChatOptiongList2;//[Offset: 0x204 , Size: 12] int[] ChatOptiongList3;//[Offset: 0x210 , Size: 12] bool HaveShowActorHint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c , Size: 1] int NewGetActorID;//[Offset: 0x220 , Size: 4] bool DeviceAutoAdapt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224 , Size: 1] float 3DTouchValue;//[Offset: 0x228 , Size: 4] bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22c , Size: 1] int ShotGunShootMode;//[Offset: 0x230 , Size: 4] int SingleShotWeaponShootMode;//[Offset: 0x234 , Size: 4] int isFirstOpenMicCheck;//[Offset: 0x238 , Size: 4] float VehicleEye;//[Offset: 0x23c , Size: 4] float ParachuteEye;//[Offset: 0x240 , Size: 4] FString ChatPrivacyAcceptedVersion;//[Offset: 0x244 , Size: 12] int RepeatingWeaponShootMode;//[Offset: 0x250 , Size: 4] int DrivingViewMode;//[Offset: 0x254 , Size: 4] bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258 , Size: 1] int FpViewValue;//[Offset: 0x25c , Size: 4] float CamFpFreeEye;//[Offset: 0x260 , Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x264 , Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x268 , Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x26c , Size: 4] bool FirstTime_FPP_TPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1] bool FirstTime_WarMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1] int DaliyWarmodeInfo;//[Offset: 0x274 , Size: 4] FString currentLanguage;//[Offset: 0x278 , Size: 12] bool redBloodSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x284 , Size: 1] bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x285 , Size: 1] FString lastViewDayTime;//[Offset: 0x288 , Size: 12] FString lastViewWeekTime;//[Offset: 0x294 , Size: 12] bool openNewMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a0 , Size: 1] bool hasOpenedSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a1 , Size: 1] float CamLensSen3XSniper;//[Offset: 0x2a4 , Size: 4] float CamLensSen6XSniper;//[Offset: 0x2a8 , Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x2ac , Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x2b0 , Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x2b4 , Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x2b8 , Size: 4] bool ShadowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc , Size: 1] int RedDotCHColor;//[Offset: 0x2c0 , Size: 4] int RedDotCHType;//[Offset: 0x2c4 , Size: 4] int HolographicCHColor;//[Offset: 0x2c8 , Size: 4] int HolographicCHType;//[Offset: 0x2cc , Size: 4] int Sinper2xCHColor;//[Offset: 0x2d0 , Size: 4] int Sinper2xCHType;//[Offset: 0x2d4 , Size: 4] int Sniper3xCHColor;//[Offset: 0x2d8 , Size: 4] int Sniper3xCHType;//[Offset: 0x2dc , Size: 4] bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e1 , Size: 1] PickUpCountSetting;//[Offset: 0x2e4 , Size: 60] int LimitFirstAidKit;//[Offset: 0x320 , Size: 4] FString XGLanguageTag;//[Offset: 0x324 , Size: 12] FString XGTimezoneTag;//[Offset: 0x330 , Size: 12] FString XGPushNightTag;//[Offset: 0x33c , Size: 12] FString XGPushDayTag;//[Offset: 0x348 , Size: 12] bool DeviceAutoAdaptEX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1] int SelectUIElemIndex1;//[Offset: 0x358 , Size: 4] int SelectUIElemIndex2;//[Offset: 0x35c , Size: 4] int SelectUIElemIndex3;//[Offset: 0x360 , Size: 4] bool VaultBtnSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364 , Size: 1] int LimitSniper2X;//[Offset: 0x368 , Size: 4] int LimitSniper3X;//[Offset: 0x36c , Size: 4] int LimitSniper4X;//[Offset: 0x370 , Size: 4] int LimitSniper6X;//[Offset: 0x374 , Size: 4] int LimitSniper8X;//[Offset: 0x378 , Size: 4] bool LongPressSideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c , Size: 1] bool LongPressSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d , Size: 1] int SidewaysMode;//[Offset: 0x380 , Size: 4] int OpenMirrorMode;//[Offset: 0x384 , Size: 4] bool CarMusicSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388 , Size: 1] bool OBS_TrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389 , Size: 1] bool OBS_Perspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38a , Size: 1] bool OBS_BulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38b , Size: 1] bool QuasiMirrorSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c , Size: 1] int LobbyStyleID;//[Offset: 0x390 , Size: 4] bool LobbyBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394 , Size: 1] bool LobbyHallowma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395 , Size: 1] bool SettingStyleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396 , Size: 1] bool SettingBgmRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x397 , Size: 1] float ScreenLightness;//[Offset: 0x398 , Size: 4] bool BloodStateSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c , Size: 1] bool SettingBigHandOperateRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39d , Size: 1] bool LobbyIsChristmas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39e , Size: 1] bool MallShowGet10Animation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39f , Size: 1] FString FirstChargeVersion;//[Offset: 0x3a0 , Size: 12] FString RechargePosSave;//[Offset: 0x3ac , Size: 12] bool FirstTime_PVEVPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8 , Size: 1] bool IslandBroadCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b9 , Size: 1] bool ResidentEvilNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ba , Size: 1] bool AnniversaryNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bb , Size: 1] PvePickUpCountSetting;//[Offset: 0x3bc , Size: 60] int LimitZombieGrenade;//[Offset: 0x3f8 , Size: 4] bool AutoPickUpLevel3Backpack_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc , Size: 1] bool AutoPickUpPistol_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fd , Size: 1] bool VNGMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fe , Size: 1] int IngamePlayerInfo_OpenDate;//[Offset: 0x400 , Size: 4] int SideMirrorMode;//[Offset: 0x404 , Size: 4] int[] PlayerWheelChatQuickTextIDList;//[Offset: 0x408 , Size: 12] bool OpenOthersPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414 , Size: 1] bool OpenMyPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415 , Size: 1] bool LobbyAnniversaryBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x416 , Size: 1] bool FirstTime_SurvivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x417 , Size: 1] int LimitYeDanGrenade;//[Offset: 0x418 , Size: 4] int LimitAntidote;//[Offset: 0x41c , Size: 4] bool QuickThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420 , Size: 1] int[] ChatOptiongList4;//[Offset: 0x424 , Size: 12] bool OpenMyPetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430 , Size: 1] int ScoreTips_TModeCnt;//[Offset: 0x434 , Size: 4] bool FirstTime_TMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x438 , Size: 1] bool TurboEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x439 , Size: 1] int FPPFireMode;//[Offset: 0x43c , Size: 4] int SelectUIElemIndexFPP1;//[Offset: 0x440 , Size: 4] int SelectUIElemIndexFPP2;//[Offset: 0x444 , Size: 4] int SelectUIElemIndexFPP3;//[Offset: 0x448 , Size: 4] byte TurboLastQuality;//[Offset: 0x44c , Size: 1] PubgPlusGuideRecord;//[Offset: 0x450 , Size: 60] PubgPlusGuideConfig;//[Offset: 0x48c , Size: 60] int[] UselessWeakGuidIDs;//[Offset: 0x4c8 , Size: 12] bool SettingOperateZombieLayout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d4 , Size: 1] bool HelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d5 , Size: 1] bool HasShowHeavyWeaponFirsttimeTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d6 , Size: 1] int[] ChatOptiongList5;//[Offset: 0x4d8 , Size: 12] int[] ChatOptiongList6;//[Offset: 0x4e4 , Size: 12] bool FirstTime_TMode_Slid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f0 , Size: 1] int TD_FireMode;//[Offset: 0x4f4 , Size: 4] int TD_FPPFireMode;//[Offset: 0x4f8 , Size: 4] bool TD_3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fc , Size: 1] float TD_3DTouchValue;//[Offset: 0x500 , Size: 4] bool FirstTime_TMode_HardPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x504 , Size: 1] bool ShovelSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x505 , Size: 1] int isFirstOpenMicCheckVehicleWar;//[Offset: 0x508 , Size: 4] bool VulkanEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1] int LimitSnowMan;//[Offset: 0x510 , Size: 4] bool UniversalSignSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1] bool OpenChatHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1] int ColorBlindnessType;//[Offset: 0x518 , Size: 4] bool DeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c , Size: 1] bool UAVSingleOperate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51d , Size: 1] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51e , Size: 1] float UAVSpeedPercent;//[Offset: 0x520 , Size: 4] float UAVScopePercent;//[Offset: 0x524 , Size: 4] bool OpenUAVHelicopter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528 , Size: 1] bool FirstTime_ShowAutoGroupParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x529 , Size: 1] int SideMirrorType;//[Offset: 0x52c , Size: 4] int SideMirrorColor;//[Offset: 0x530 , Size: 4] bool AutoPickUpSideSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x534 , Size: 1] bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x535 , Size: 1] bool isCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x536 , Size: 1] FString CloudSensitivityPlayerId;//[Offset: 0x538 , Size: 12] bool SettingHasOperateQuickSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544 , Size: 1] bool SettingSideSightFunctionRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x545 , Size: 1] bool SettingUploadSensibilityRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x546 , Size: 1] bool SettingClassicCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x547 , Size: 1] bool SettingTDCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x548 , Size: 1] bool SettingQuickSwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x549 , Size: 1] bool SocialIslandCanAcceptDuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54a , Size: 1] bool RotateViewWithSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54b , Size: 1] bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c , Size: 1] int AutoPickClipType;//[Offset: 0x550 , Size: 4] int[] QuickSignIDList;//[Offset: 0x554 , Size: 12] int[] QuickSignWheelIDList;//[Offset: 0x560 , Size: 12] bool RotateViewWithPeekSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c , Size: 1] bool DynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56d , Size: 1] bool SettingEffectRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56e , Size: 1] int HitEffectColor;//[Offset: 0x570 , Size: 4] int HurtEffectColor;//[Offset: 0x574 , Size: 4] bool EnemyLocationMarkSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578 , Size: 1] bool bHasMapCBToES;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x579 , Size: 1] int ProfiledScreenSwitch;//[Offset: 0x57c , Size: 4] bool FirstTime_TMode_ArmsRace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580 , Size: 1] bool bOpenSprHghQltyComparison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581 , Size: 1] int BuildDoubleClick;//[Offset: 0x584 , Size: 4] float BuildDoubleClickDuration;//[Offset: 0x588 , Size: 4] float DoubleClickSpeed;//[Offset: 0x58c , Size: 4] int DoubleClickDistance;//[Offset: 0x590 , Size: 4] bool ChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x594 , Size: 1] int BattleFPS;//[Offset: 0x598 , Size: 4] int BattleRenderStyle;//[Offset: 0x59c , Size: 4] int BattleRenderQuality;//[Offset: 0x5a0 , Size: 4] int LobbyFPS;//[Offset: 0x5a4 , Size: 4] int LobbyRenderStyle;//[Offset: 0x5a8 , Size: 4] int LobbyRenderQuality;//[Offset: 0x5ac , Size: 4] bool HasGraphicsSeparateConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b0 , Size: 1] bool SettingOperateInfect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b1 , Size: 1] bool FirstTime_Infect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b2 , Size: 1] bool OBS_LogoShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b3 , Size: 1] bool OBS_HitFeedback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4 , Size: 1] BulletPickUpCountSetting_XT;//[Offset: 0x5b8 , Size: 60] Drug_PickUpCountSetting_XT;//[Offset: 0x5f4 , Size: 60] NormalInfilling_PickUpCountSetting_XT;//[Offset: 0x630 , Size: 60] HalloweenInfilling_PickUpCountSetting_XT;//[Offset: 0x66c , Size: 60] ThrowObj_PickUpCountSetting_XT;//[Offset: 0x6a8 , Size: 60] MultipleMirror_PickUpCountSetting_XT;//[Offset: 0x6e4 , Size: 60] bool RingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x720 , Size: 1] bool isOtherCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x721 , Size: 1] bool IsCloudAndLocalSame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x722 , Size: 1] bool RingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x723 , Size: 1] bool CarPreciseChangeSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x724 , Size: 1] bool SettingVehicleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x725 , Size: 1] bool LRSwitcherGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x726 , Size: 1] PickUpCountSetting_Drug;//[Offset: 0x728 , Size: 60] PickUpCountSetting_ThrowObj;//[Offset: 0x764 , Size: 60] PickUpCountSetting_MultipleMirror;//[Offset: 0x7a0 , Size: 60] PickUpCountSetting_FixConsumeItemMap;//[Offset: 0x7dc , Size: 60] bool bTranslatePickupSettingToMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x818 , Size: 1] bool OBS_CustomKillInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x819 , Size: 1] -------------------------------- Class: SaveGame.Object -------------------------------- Class: DateTime -------------------------------- Class: UAELobbyGamePawnMode_C.UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object void UserConstructionScript();// 0x2859eb0 SceneComponent* DefaultSceneRoot;//[Offset: 0x350 , Size: 4] -------------------------------- Class: UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: GameState.GameStateBase.Info.Actor.Object FName MatchState;//[Offset: 0x2f8 , Size: 8] FName PreviousMatchState;//[Offset: 0x300 , Size: 8] int ElapsedTime;//[Offset: 0x308 , Size: 4] void OnRep_MatchState();// 0x3f76538 void OnRep_ElapsedTime();// 0x3f76680 -------------------------------- Class: AbstractNavData.NavigationData.Actor.Object -------------------------------- Class: StatHUD.HUD.Actor.Object void ToggleSlateStat();// 0x1c8c854 -------------------------------- Class: BP_PlayerLobbyPawn_C.STExtraLobbyCharacter.Character.Pawn.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x720 , Size: 4] void OnAvatarEquippedLua(int SlotType, bool IsEquipped, int ItemID);// 0x2859eb0 void SetForceUseDefaultIdle(bool force);// 0x2859eb0 void checkCanEquipWeapon(int WeaponId, out bool canEquip, bool originWeaponExist, bool skinWeaponExist, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Conv_BoolToString_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID3, FString CallFunc_Conv_BoolToString_ReturnValue2, bool CallFunc_IsBattleItemHandleExist_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0 bool NeedLODOptimize(bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_LessEqual_IntInt_ReturnValue, bool CallFunc_Set_Contains_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_BooleanAND_ReturnValue2);// 0x2859eb0 void UpdateClothInten(float leten, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue, bool CallFunc_IsValid_ReturnValue, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, MaterialInterface* CallFunc_GetMaterial_ReturnValue, MaterialInstanceDynamic* K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess);// 0x2859eb0 void UpdateClothMatParam(float rotateSpeed, int ItemID, int NewLocalVar, float CallFunc_FClamp_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Lerp_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue, bool CallFunc_IsValid_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, MaterialInterface* CallFunc_GetMaterial_ReturnValue, bool CallFunc_Map_Contains_ReturnValue, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, MaterialInstanceDynamic* K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess2, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2);// 0x2859eb0 void StopActionCamera();// 0x2859eb0 void RotateOnTickInternal(bool CallFunc_LessEqual_FloatFloat_ReturnValue, float CallFunc_GetWorldDeltaSeconds_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Multiply_FloatFloat_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, HitResult CallFunc_K2_AddActorWorldRotation_SweepHitResult);// 0x2859eb0 void EnableClothAndHairAnimation(bool IsEnable, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue2, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, STClothAnimInstance* K2Node_DynamicCast_AsSTCloth_Anim_Instance, bool K2Node_DynamicCast_bSuccess2, SkirtAnimInstanceBase* K2Node_DynamicCast_AsSkirt_Anim_Instance_Base, bool K2Node_DynamicCast_bSuccess3, SkirtAnimInstanceBase* K2Node_DynamicCast_AsSkirt_Anim_Instance_Base2, bool K2Node_DynamicCast_bSuccess4, STClothAnimInstance* K2Node_DynamicCast_AsSTCloth_Anim_Instance2, bool K2Node_DynamicCast_bSuccess5);// 0x2859eb0 void GetCurrentActionID(out int ActionID);// 0x2859eb0 void SetAvatarLevel(int Level, bool K2Node_SwitchInteger_CmpSuccess);// 0x2859eb0 void OnAvatarAllMeshLoaded(FString ___string_Variable, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD);// 0x2859eb0 void GetLobbyWeaponClass(int InWeaponAvatarID, out class Object ObjectClass, FString CallFunc_Concat_StrStr_ReturnValue, int CallFunc_GetWeaponAvatarParentID_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyWeaponClassTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, class Object CallFunc_GetClassByAssetReference_ReturnValue);// 0x2859eb0 void TryRotateAvatar(LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, FString ___string_Variable, LuaBPVar ___struct_Variable3, LuaBPVar ___struct_Variable4, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD, bool CallFunc_CanRotateMainCharacter_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x2859eb0 void ResetWeaponLoadedStatus(bool DefaultBoolValue);// 0x2859eb0 void CheckWeaponAssetsAllLoaded();// 0x2859eb0 void OnWeaponAnimLoaded();// 0x2859eb0 void OnAsyncLoadWeaponAssetsDone(FString ___string_Variable, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, delegate K2Node_CreateDelegate_OutputDelegate, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, WeaponAnimInstanceBase* K2Node_DynamicCast_AsWeapon_Anim_Instance_Base, bool K2Node_DynamicCast_bSuccess2);// 0x2859eb0 void CheckAndShowWeaponPendant(int WeaponAvatarID, int CallFunc_GetPendantIDByWeaponID_ReturnValue, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_PutOnEquipmentByResID_ReturnValue);// 0x2859eb0 void testLoadHandle(ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_ReturnValue, BackpackAvatarHandle* K2Node_DynamicCast_AsBackpack_Avatar_Handle, bool K2Node_DynamicCast_bSuccess, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3);// 0x2859eb0 void SetAvatarVisibleForEmote(bool Visible, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2859eb0 void SetEquipingWeaponScale(float Scale, Vector CallFunc_Conv_FloatToVector_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void SetWeaponPendantSocketType(enum Type, bool CallFunc_IsValid_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess);// 0x2859eb0 void SetIsMVPMotion(bool isMVPMotion);// 0x2859eb0 void SyncWeaponMontage(bool CallFunc_IsValid_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, AnimMontage* CallFunc_GetCurrentMontage_ReturnValue, bool CallFunc_IsValid_ReturnValue2, float CallFunc_Montage_GetPosition_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue);// 0x2859eb0 void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x2859eb0 void SwitchMeshUpdateFlag();// 0x2859eb0 void SetClothAnimDyAlphaInst(float Alpha);// 0x2859eb0 void SetClothAnimDyAlphaGrad(float Alpha, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x2859eb0 void SetClothAnimDyAlpha(float Alpha, FString CallFunc_Conv_FloatToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_EqualEqual_FloatFloat_ReturnValue);// 0x2859eb0 void StopEmotionSound();// 0x2859eb0 void RotateOnTick(float RotateTime, float TargetRotation, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x2859eb0 void SwitchSexAndHeadAndHair(int sex, int headid, int Hair, byte SexType, ItemDefineID CallFunc_GetEquippedItemDefineID2_ItemDefineID, ItemDefineID CallFunc_GetEquippedItemDefineID2_RealShowItemDefineID, bool CallFunc_EqualEqual_IntInt_ReturnValue, byte CallFunc_GetCharSceneType_ReturnValue, byte CallFunc_GetLobbyPosIndex_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue4, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0 void OnEndActionHandle(int ActionID, LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, LuaBPVar ___struct_Variable3, FString ___string_Variable, bool CallFunc_EqualEqual_IntInt_ReturnValue, HitResult CallFunc_K2_SetActorLocation_SweepHitResult, bool CallFunc_K2_SetActorLocation_ReturnValue, LuaBPVar CallFunc_IntToLVar_ReturnValue, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD);// 0x2859eb0 void OnPlayActionHandle(int ActionID, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2859eb0 void CharEquipWeaponByResId_ForceClientMode(int resID, STExtraWeapon* CallFunc_GetExtraWeaponByResID_extraWeaponObj, BattleItemHandleBase* CallFunc_GetExtraWeaponByResID_weaponHandle, bool CallFunc_GetExtraWeaponByResID_playIdleAnim, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4);// 0x2859eb0 void GetAllEquipmentListLobby(out FString[] Result, FString[] EquipmentList, int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, int CallFunc_GetEquipmentInfoBySlot_ItemID, int CallFunc_GetEquipmentInfoBySlot_ColorID, int CallFunc_GetEquipmentInfoBySlot_PatternID, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue3, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_IsDefautlAvatarID_ReturnValue, int CallFunc_Array_Add_ReturnValue, int CallFunc_Array_Add_ReturnValue2, int CallFunc_Array_Add_ReturnValue3);// 0x2859eb0 void SetConflictRuleEnable(bool bEnableConflictRule);// 0x2859eb0 void GetEquipmentInfoBySlot(enum SlotType, out int ItemID, out int ColorID, out int PatternID, AvatarCustom NewLocalVar, int CallFunc_Conv_ByteToInt_ReturnValue, AvatarSlotDesc CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0 void IsSlotHasEquipped(enum SlotType, out bool Result, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_IsSlotHasEquipped_ReturnValue);// 0x2859eb0 void IsItemHasEquipped(int InItemID, int ColorID, int PatternID, out bool Result, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue2, int ___int_Array_Index_Variable, bool CallFunc_BooleanAND_ReturnValue, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, bool CallFunc_IsItemHasEquipped_ReturnValue, AvatarSlotDesc[] CallFunc_Map_Values_Values, AvatarSlotDesc CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue3);// 0x2859eb0 void PutOffEquipmentBySlot(enum SlotType, out bool Result, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_HandleUnequipSlot_ReturnValue);// 0x2859eb0 void PlayEmoteLoop(FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponAvatarBattleEffect_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2859eb0 void ShouldCurEmoteShowWeapon(out bool ShouldShow, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void HandleWeaponDisplayWhenPlayEmote(bool CallFunc_ShouldCurEmoteShowWeapon_ShouldShow, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void GetAllEquipmentList(out int[] Result, int[] EquipmentList, int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, int CallFunc_GetEquipmentInfoBySlot_ItemID, int CallFunc_GetEquipmentInfoBySlot_ColorID, int CallFunc_GetEquipmentInfoBySlot_PatternID, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Array_Add_ReturnValue);// 0x2859eb0 void IsAnimShowMan(out bool bMan, FString ___string_Variable, LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, LuaBPVar ___struct_Variable3, bool CallFunc_IsValid_ReturnValue, LuaBPVar ___struct_Variable4, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD, int CallFunc_LVarToInt_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, BackpackAvatarHandle* CallFunc_GetLoadedHandle_ReturnValue, BattleItemHandle_AvatarBP_C* K2Node_DynamicCast_AsBattle_Item_Handle_Avatar_BP, bool K2Node_DynamicCast_bSuccess, bool K2Node_SwitchEnum_CmpSuccess);// 0x2859eb0 void PlayAnimHit();// 0x2859eb0 void SetCanRotate(bool CanRotate);// 0x2859eb0 void SetPawnAndClothVisibility(bool Show, int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, bool K2Node_SwitchEnum_CmpSuccess, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue);// 0x2859eb0 void RemoveAvatarBySlot(int CallFunc_MakeLiteralInt_ReturnValue, int ___int_Variable, int ___int_Variable2, byte CallFunc_Conv_IntToByte_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, int CallFunc_Conv_ByteToInt_ReturnValue, byte CallFunc_GetEnumeratorValueFromIndex_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, int CallFunc_Conv_ByteToInt_ReturnValue2, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_HandleUnequipSlot_ReturnValue);// 0x2859eb0 void PutoffEquipmentByResid(int resID, out bool Result, bool CallFunc_PutOffEquimentByResID_ReturnValue);// 0x2859eb0 void PutOnEquipmentByResID(int resID, int ColorID, int PatternID, out bool Result, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, CharacterAvatarComp2_BP_C* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_PutOnCustomEquipmentByID_result);// 0x2859eb0 void CharStopEmoteByResId(bool CallFunc_OnStopEmote_ReturnValue, FString CallFunc_Conv_BoolToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2859eb0 void AvatarDisplaySceneEquipWeapon(bool ForceClientMode, int resID, STExtraWeapon* CallFunc_GetExtraWeaponByResID_extraWeaponObj, BattleItemHandleBase* CallFunc_GetExtraWeaponByResID_weaponHandle, bool CallFunc_GetExtraWeaponByResID_playIdleAnim, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, WeaponAvatarComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4);// 0x2859eb0 void HideWeapon(bool isHide, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2859eb0 void CharPlayEmoteByResId(int resID, FString ExtraInfo);// 0x2859eb0 void CharUnEquipWeapon(bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void CharEquipWeaponByResId(int resID, bool localPlayIdleAnim, bool CallFunc_NeedLODOptimize_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_checkCanEquipWeapon_canEquip, FString CallFunc_Concat_StrStr_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue2, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_BooleanOR_ReturnValue, STExtraWeapon* CallFunc_GetExtraWeaponByResID_extraWeaponObj, BattleItemHandleBase* CallFunc_GetExtraWeaponByResID_weaponHandle, bool CallFunc_GetExtraWeaponByResID_playIdleAnim, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4);// 0x2859eb0 BackpackEmoteHandle* GetEmoteHandle(int ItemID, int ID, int CallFunc_GetBPID_BPID, bool CallFunc_NotEqual_IntInt_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackEmoteHandle K2Node_ClassDynamicCast_AsBackpack_Emote_Handle, bool K2Node_ClassDynamicCast_bSuccess, BackpackEmoteHandle* CallFunc_SpawnObject_ReturnValue, BackpackEmoteHandle* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0 void GetExtraWeaponByResID(int WeaponId, out STExtraWeapon* extraWeaponObj, out BattleItemHandleBase* WeaponHandle, out bool PlayIdleAnim, class BattleItemHandleBase tmpBattleItemHBClass, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, int CallFunc_GetBPID_BPID, class Object CallFunc_GetLobbyWeaponClass_ObjectClass, FString CallFunc_Conv_IntToString_ReturnValue, class STExtraWeapon K2Node_ClassDynamicCast_AsSTExtra_Weapon, bool K2Node_ClassDynamicCast_bSuccess, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackWeaponHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Handle, bool K2Node_ClassDynamicCast_bSuccess2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess3, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, STExtraWeapon* CallFunc_FinishSpawningActor_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue2, class Object CallFunc_GetClass_ReturnValue2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base2, bool K2Node_ClassDynamicCast_bSuccess4);// 0x2859eb0 BackpackAvatarHandle* GetBattleItemFromResID(int RowName, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, int CallFunc_GetBPID_BPID, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackAvatarHandle K2Node_ClassDynamicCast_AsBackpack_Avatar_Handle, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarHandle* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0 void GetBPID(int RowName, out int BPID);// 0x2859eb0 void GetHiddenFlags(int resID, out enum[] hiddenFlags, BackpackAvatarHandle* CallFunc_GetBattleItemFromResID_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void UserConstructionScript();// 0x2859eb0 void Timeline_0__FinishedFunc();// 0x2859eb0 void Timeline_0__UpdateFunc();// 0x2859eb0 void ReceiveTick(float DeltaSeconds);// 0x2859eb0 void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_3_ComponentOnInputTouchBeginSignature__DelegateS(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2859eb0 void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchEndSignature__DelegateSig(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2859eb0 void ReceiveDestroyed();// 0x2859eb0 void OnEmoteFinish(int EmoteIndex);// 0x2859eb0 void OnEmoteBegin(int EmoteIndex);// 0x2859eb0 void EventPlayHurtAnim();// 0x2859eb0 void SetMaleAnimClass();// 0x2859eb0 void SetFemaleAnimClass();// 0x2859eb0 void OnPutOnEquipByIdFaild(int SlotID, ItemDefineID NewItemID);// 0x2859eb0 void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0 void TickClothLeten(float from);// 0x2859eb0 void CustomBeginPlay();// 0x2859eb0 void ExecuteUbergraph_BP_PlayerLobbyPawn(int EntryPoint, LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, LuaBPVar ___struct_Variable3, LuaBPVar ___struct_Variable4, FString ___string_Variable, LuaBPVar ___struct_Variable5, LuaBPVar ___struct_Variable6, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD, LuaBPVar ___struct_Variable7, bool CallFunc_LVarToBool_ReturnValue, LuaBPVar ___struct_Variable8, FString ___string_Variable2, delegate K2Node_CreateDelegate_OutputDelegate, LuaBPVar CallFunc_CallLuaWithArgs_OutA2, LuaBPVar CallFunc_CallLuaWithArgs_OutB2, LuaBPVar CallFunc_CallLuaWithArgs_OutC2, LuaBPVar CallFunc_CallLuaWithArgs_OutD2, int CallFunc_LVarToInt_ReturnValue, float K2Node_Event_DeltaSeconds, byte K2Node_ComponentBoundEvent_FingerIndex2, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent2, byte K2Node_ComponentBoundEvent_FingerIndex, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent, int K2Node_CustomEvent_EmoteIndex2, int K2Node_CustomEvent_EmoteIndex, bool CallFunc_IsValid_ReturnValue, int K2Node_CustomEvent_slotId, ItemDefineID K2Node_CustomEvent_NewItemID, bool CallFunc_Less_IntInt_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyBattleSlotMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, bool CallFunc_PutOffEquipmentBySlot_result, float CallFunc_Add_FloatFloat_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate2, bool CallFunc_PutOnCustomEquipmentByID_result, delegate K2Node_CreateDelegate_OutputDelegate3, delegate K2Node_CreateDelegate_OutputDelegate4, enum K2Node_CustomEvent_SlotType, bool K2Node_CustomEvent_isEquipped, int K2Node_CustomEvent_ItemID, int CallFunc_Conv_ByteToInt_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate5, float K2Node_CustomEvent_From, float CallFunc_Lerp_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue, int CallFunc_TypeToInt_ReturnValue, BackpackAvatarHandle* CallFunc_GetLoadedHandle_ReturnValue);// 0x2859eb0 void OnSetForceUseDefaultIdle__DelegateSignature(bool force);// 0x2859eb0 void OnEquipClothStateChange__DelegateSignature(BackpackAvatarHandle* AvatarHandle, bool IsEuqiped, int ItemID);// 0x2859eb0 void OnChangeWeaopon__DelegateSignature();// 0x2859eb0 void OnchangeGender__DelegateSignature();// 0x2859eb0 void OnChangeEquipment__DelegateSignature();// 0x2859eb0 void OnStopAction__DelegateSignature(int ActionID);// 0x2859eb0 void OnPlayAction__DelegateSignature(int ActionID);// 0x2859eb0 void OnLogicPuton__DelegateSignature(enum SlotType, ItemDefineID NewItemID, ItemDefineID OldParam, int LuaID);// 0x2859eb0 BP_LobbyWeaponManager_C* BP_LobbyWeaponManager;//[Offset: 0x724 , Size: 4] LobbyPlayEmoteComponent_BP_C* LobbyPlayEmoteComponent_BP;//[Offset: 0x728 , Size: 4] LobbyWeaponAnimationComponent_C* LobbyWeaponAnimationComponent;//[Offset: 0x72c , Size: 4] SkeletalMeshComponent* WeaponSkeletalMesh;//[Offset: 0x730 , Size: 4] CharacterAvatarComp2_BP_C* CharacterAvatarComp2_BP;//[Offset: 0x734 , Size: 4] AELobbyCharAnimListComp* AELobbyCharAnimListComp;//[Offset: 0x738 , Size: 4] float Timeline_0_Time_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x73c , Size: 4] byte Timeline_0__Direction_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x740 , Size: 1] TimelineComponent* Timeline;//[Offset: 0x744 , Size: 4] int headid;//[Offset: 0x748 , Size: 4] int resID;//[Offset: 0x74c , Size: 4] bool press;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x750 , Size: 1] float LocationX;//[Offset: 0x754 , Size: 4] Rotator LastRotator;//[Offset: 0x758 , Size: 12] byte FingerIndex;//[Offset: 0x764 , Size: 1] int LobbyPosition;//[Offset: 0x768 , Size: 4] bool IsHoldingWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76c , Size: 1] STExtraWeapon* curEquipingWeapon;//[Offset: 0x770 , Size: 4] EmoteItemIDToHandleMap;//[Offset: 0x774 , Size: 60] FString PlayerKey;//[Offset: 0x7b0 , Size: 12] bool HeadIsVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7bc , Size: 1] bool CanRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7bd , Size: 1] bool bMan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7be , Size: 1] int LuaID;//[Offset: 0x7c0 , Size: 4] delegate OnLogicPuton;//[Offset: 0x7c4 , Size: 12] bool bHasBeginPlayed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d0 , Size: 1] delegate OnPlayAction;//[Offset: 0x7d4 , Size: 12] delegate OnStopAction;//[Offset: 0x7e0 , Size: 12] delegate OnChangeEquipment;//[Offset: 0x7ec , Size: 12] BackpackEmoteHandle* CurEmoteHandle;//[Offset: 0x7f8 , Size: 4] bool bIsEmoteLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7fc , Size: 1] int CurShowingWeaponSkinID;//[Offset: 0x800 , Size: 4] int CurrentActionID;//[Offset: 0x804 , Size: 4] bool IsChangingHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x808 , Size: 1] int HeadTypeID;//[Offset: 0x80c , Size: 4] int PlayOnChangingHeadAcionID;//[Offset: 0x810 , Size: 4] int CurPlayEmoteId;//[Offset: 0x814 , Size: 4] bool IsPlayingAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x818 , Size: 1] float RotateTime;//[Offset: 0x81c , Size: 4] float TargetRotation;//[Offset: 0x820 , Size: 4] bool StartRotateFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824 , Size: 1] int SubType;//[Offset: 0x828 , Size: 4] int ColorID;//[Offset: 0x82c , Size: 4] int PatternID;//[Offset: 0x830 , Size: 4] float ClothAnimDyAlpha;//[Offset: 0x834 , Size: 4] float CurClothAnimDyAlpha;//[Offset: 0x838 , Size: 4] float ClothAnimDyAlphaDiff;//[Offset: 0x83c , Size: 4] byte UpdateFlag;//[Offset: 0x840 , Size: 1] bool bManInited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x841 , Size: 1] bool isMVPMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x842 , Size: 1] delegate OnchangeGender;//[Offset: 0x844 , Size: 12] delegate OnChangeWeaopon;//[Offset: 0x850 , Size: 12] bool bSyncLoadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c , Size: 1] bool bWeaponAnimLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85d , Size: 1] bool bWeaponMeshAndMatLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85e , Size: 1] bool bPlayIdleAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85f , Size: 1] bool isAutoTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x860 , Size: 1] int ExactDeviceLevel;//[Offset: 0x864 , Size: 4] Vector LocationBeforeEmote;//[Offset: 0x868 , Size: 12] NoneLODModeWeapons;//[Offset: 0x874 , Size: 60] int AvatarLevel;//[Offset: 0x8b0 , Size: 4] DynamicMatClothSet;//[Offset: 0x8b4 , Size: 60] bool ClothDyMatChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8f0 , Size: 1] float Inten;//[Offset: 0x8f4 , Size: 4] delegate OnEquipClothStateChange;//[Offset: 0x8f8 , Size: 12] bool ForceUseDefaultIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x904 , Size: 1] delegate OnSetForceUseDefaultIdle;//[Offset: 0x908 , Size: 12] DynamicMatClothMap;//[Offset: 0x914 , Size: 60] -------------------------------- Class: STExtraLobbyCharacter.Character.Pawn.Actor.Object bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e8 , Size: 1] FString LobbyPlayerKey;//[Offset: 0x5ec , Size: 12] bool bWeaponAnimOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f8 , Size: 1] delegate lobbyCharacterSceneTypeChangeEvent;//[Offset: 0x5fc , Size: 12] byte charSceneType;//[Offset: 0x608 , Size: 1] byte lobbyPosIdx;//[Offset: 0x609 , Size: 1] int LocalLobbyPos;//[Offset: 0x60c , Size: 4] delegate lobbyCharGenderChangeDelegate;//[Offset: 0x610 , Size: 12] byte lobbyGender;//[Offset: 0x61c , Size: 1] class AnimInstance* LobbyMaleAnimClass;//[Offset: 0x620 , Size: 40] class AnimInstance* LobbyFemaleAnimClass;//[Offset: 0x648 , Size: 40] STExtraWeapon* curEquipWeapon;//[Offset: 0x670 , Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x674 , Size: 4] int resultAvatarPoseIndex;//[Offset: 0x678 , Size: 4] delegate lobbyAnimWeaponChangeDelegate;//[Offset: 0x67c , Size: 12] delegate lobbyCharPosChangeDelegate;//[Offset: 0x688 , Size: 12] BackpackEmoteHandle* curHandle;//[Offset: 0x694 , Size: 4] delegate EmoteMontageStartEvent;//[Offset: 0x698 , Size: 12] delegate EmoteMontageFinishedEvent;//[Offset: 0x6a4 , Size: 12] AkComponent* emoteSound_Comp;//[Offset: 0x6b0 , Size: 4] delegate SimulateHurtEvent;//[Offset: 0x6b4 , Size: 12] class LobbyGodEffectComponent* GodEffectComponentPath;//[Offset: 0x6c8 , Size: 40] bool IsMale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f4 , Size: 1] delegate LobbyPoseWithFriend;//[Offset: 0x6f8 , Size: 12] delegate LobbyCancelPoseWithFriend;//[Offset: 0x704 , Size: 12] FString LuaFilePath;//[Offset: 0x710 , Size: 12] void UnequipWeapon(STExtraWeapon* Weapon);// 0x1ee7068 void SimulateHurt(bool bHurt);// 0x1ee6fe8 void SetStatueInfo(out const CharacterStatueInfo Info);// 0x1ee6f04 void SetResultAvatarPosIndex(int PosIndex);// 0x1ee6e8c void SetMaleAnimClass();// 0x1ee6e70 void SetLobbyPosIndexInAvatarScene(int pos);// 0x1ee6df8 void SetLobbyPosIndex(byte pos);// 0x1ee6d78 void SetLobbyCharacterProperty(byte sceneType, byte pos, byte gender);// 0x1ee6c60 void SetLobbyAnimGender(byte gender);// 0x1ee6be0 void SetFemaleAnimClass();// 0x1ee6bc4 void SetCharSceneType(byte sceneType);// 0x1ee6b44 void PlayGodEffect(int Level);// 0x1ee6acc void PlayEmoteInterruptSound();// 0x1ee6ab8 bool OnStopEmote();// 0x1ee6a90 bool OnPlayEmote(int EmoteId, FString ExtraInfo);// 0x1ee68e8 void HandleOnCharAnimLoadingFinished();// 0x1ee68d4 AELobbyCharAnimListComp* GetWeaponAnimComponent();// 0x1ee68ac AnimationAsset* GetWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x1ee67a4 int GetPosIndex();// 0x1ee677c byte GetLobbyPosIndex();// 0x1ee6754 byte GetLobbyAnimGender();// 0x1ee672c BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x2859eb0 STExtraWeapon* GetCurrentWeapon();// 0x1edc090 byte GetCharSceneType();// 0x1ee6704 AnimationAsset* GetCharacterPlayWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int AnimIndex);// 0x1ee65fc AnimationAsset* GetCharacterAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x1ee64f4 void EquipWeapon(STExtraWeapon* Weapon);// 0x1ee647c void CallGlobalLuaFunction(FString FunctionName);// 0x1ee63c0 -------------------------------- Class: ItemDefineID int Type;//[Offset: 0x0 , Size: 4] int TypeSpecificID;//[Offset: 0x4 , Size: 4] bool bValidItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] bool bValidInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9 , Size: 1] uint64 InstanceID;//[Offset: 0x10 , Size: 8] -------------------------------- Class: BP_STRUCT_WeaponSkinMapping_type FString OutputDesc_0_4C755C4055DE81011AC086EE07D9D3D3;//[Offset: 0x0 , Size: 12] int SkinID_1_6AF5A0C03E8D665F2B8E33D5019212C4;//[Offset: 0xc , Size: 4] int WeaponID_2_1D11360041F2AB4A2B54AC9608775314;//[Offset: 0x10 , Size: 4] FString URL_3_276895001829BC3265405AC70F011B5C;//[Offset: 0x14 , Size: 12] FString iconURL_4_1C201F405280621B7F9C0B550EBB3B4C;//[Offset: 0x20 , Size: 12] -------------------------------- Class: STClothAnimInstance.AnimInstance.Object enum AnimInstanceType;//[Offset: 0x2ec , Size: 1] STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2f0 , Size: 4] bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1] bool C_IsSimulatCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5 , Size: 1] float C_BlendFactorInLobby;//[Offset: 0x2f8 , Size: 4] float C_BlendFactorInBattle;//[Offset: 0x2fc , Size: 4] float C_MoveThreshold;//[Offset: 0x300 , Size: 4] float C_BlendScaleThreshold;//[Offset: 0x304 , Size: 4] float C_BlendScale;//[Offset: 0x308 , Size: 4] SkeletalMeshComponent* ParentMesh;//[Offset: 0x310 , Size: 4] Vector LastLocation;//[Offset: 0x314 , Size: 12] SkeletalMeshComponent* TryGetParentMeshComponent();// 0x1ccbdc0 bool isCothAnimEnable();// 0x1e7c980 void EnableClothAnim();// 0x1e7c96c void DisableClothAnim();// 0x1e7c958 -------------------------------- Class: STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object delegate OnPlayerTeleport;//[Offset: 0xa90 , Size: 12] delegate OnDeath;//[Offset: 0xa9c , Size: 12] delegate OnBulletChange;//[Offset: 0xaa8 , Size: 12] delegate OnPlayerPoseChange;//[Offset: 0xab4 , Size: 12] delegate OnPlayerEnterRescueingStatus;//[Offset: 0xac0 , Size: 12] delegate OnPlayerEnterCallingForRevivalStatus;//[Offset: 0xacc , Size: 12] delegate OnPlayerPickUp;//[Offset: 0xad8 , Size: 12] delegate OnPlayerWeaponChangeState;//[Offset: 0xae4 , Size: 12] delegate OnWeaponFireModeChangeDelegate;//[Offset: 0xaf0 , Size: 12] delegate OnHideUIAfterPlayerDeadDelegate;//[Offset: 0xafc , Size: 12] delegate OnPlayerHandFoldedChanged;//[Offset: 0xb08 , Size: 12] delegate IsEnterNearDeathDelegate;//[Offset: 0xb14 , Size: 12] delegate OnCharacterAimModeChanged;//[Offset: 0xb40 , Size: 12] delegate OnPerspectiveChanged;//[Offset: 0xb4c , Size: 12] delegate OnDoSomethingDelaySomeFrames;//[Offset: 0xb58 , Size: 12] delegate OnDeathDelegate;//[Offset: 0xb64 , Size: 12] delegate OnPostTakeDamage;//[Offset: 0xb70 , Size: 12] delegate OnReconnectNotifyDelegate;//[Offset: 0xb7c , Size: 12] delegate OnStartInitDelegate;//[Offset: 0xb88 , Size: 12] delegate OnCharacterShootHitServerDelegate;//[Offset: 0xb94 , Size: 12] delegate OnUpdateForSleepComponent;//[Offset: 0xba0 , Size: 12] delegate AnimMontagePlayDelegate;//[Offset: 0xbdc , Size: 12] delegate AnimPlaySlotAnimDelegate;//[Offset: 0xbe8 , Size: 12] delegate OnCharacterStartFillGasDelegate;//[Offset: 0xbf4 , Size: 12] delegate OnCharacterStartFireDelegate;//[Offset: 0xc00 , Size: 12] delegate OnCharacterStopFireDelegate;//[Offset: 0xc0c , Size: 12] delegate OnCharacterShootDelegate;//[Offset: 0xc18 , Size: 12] delegate OnCharacterBecomeViewTarget;//[Offset: 0xc24 , Size: 12] delegate OnCharacterEndViewTarget;//[Offset: 0xc30 , Size: 12] delegate OnCharacterWeaponEquipDelegate;//[Offset: 0xc3c , Size: 12] delegate OnCharacterWeaponUnEquipDelegate;//[Offset: 0xc48 , Size: 12] delegate OnPawnChangeFinishDelegate;//[Offset: 0xc54 , Size: 12] delegate OnPawnRespawnDelegate;//[Offset: 0xc60 , Size: 12] AkAudioEvent* DeathSound;//[Offset: 0xc6c , Size: 4] AkAudioEvent* PickupSound;//[Offset: 0xc70 , Size: 4] AkAudioEvent* ThrowawayWeaponSound;//[Offset: 0xc74 , Size: 4] AkAudioEvent* SwitchFireModeSound;//[Offset: 0xc78 , Size: 4] AkAudioEvent* SwitchSightSound;//[Offset: 0xc7c , Size: 4] AkAudioEvent* MountAccessoriesSound;//[Offset: 0xc80 , Size: 4] bool IsInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc84 , Size: 1] bool bShowName;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc84 , Size: 1] bool bShowDamageToOther;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc84 , Size: 1] float NetDelayMinAniCompensate;//[Offset: 0xc88 , Size: 4] bool bIsFPPOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8c , Size: 1] float Money;//[Offset: 0xc90 , Size: 4] bool bHasHandleDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc94 , Size: 1] bool bDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc95 , Size: 1] bool bIgnoreInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc95 , Size: 1] bool FriendThread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc96 , Size: 1] bool bUseSameTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc97 , Size: 1] float MaxSwimSprintSpeed;//[Offset: 0xc98 , Size: 4] bool IsFiveTimesWalkSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc9c , Size: 1] bool bIsSelfieMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9d , Size: 1] bool bIsDrawLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9e , Size: 1] bool bAllowToggleADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9f , Size: 1] float AllowToggleADSCoolDownLength;//[Offset: 0xca4 , Size: 4] float PreviousValueToSetForHealthPredict;//[Offset: 0xcac , Size: 4] float PreviousValueToSetForEnergyPredict;//[Offset: 0xcb0 , Size: 4] float ValueLimitForHealthPredict;//[Offset: 0xcb4 , Size: 4] float ValueLimitForSignalHPPredict;//[Offset: 0xcb8 , Size: 4] float ValueForSignalHPPredict;//[Offset: 0xcbc , Size: 4] FName HeadSocketName;//[Offset: 0xcc0 , Size: 8] FName LFootSocketName;//[Offset: 0xcc8 , Size: 8] FName RFootSocketName;//[Offset: 0xcd0 , Size: 8] MoveAntiCheatComponent* MoveAntiCheatComponent;//[Offset: 0xcd8 , Size: 4] LagCompensationComponent* LagCompensationComponent;//[Offset: 0xcdc , Size: 4] BaseCharacterEffectCom* EffectComponent;//[Offset: 0xce0 , Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xce4 , Size: 4] CharacterParachuteComponent* ParachuteComponent;//[Offset: 0xce8 , Size: 4] NavigationInvokerComponent* NavigationInvokerComponent;//[Offset: 0xcec , Size: 4] CapsuleComponent* DeltaRotationTestCapusle;//[Offset: 0xcf0 , Size: 4] bool bIsWeaponFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf4 , Size: 1] Rotator ServerControlRotation;//[Offset: 0xcf8 , Size: 12] byte PoseState;//[Offset: 0xd04 , Size: 1] float LastChangeCapsuleSizeTime;//[Offset: 0xd08 , Size: 4] Actor* ThePlane;//[Offset: 0xd0c , Size: 4] float ReplicatedNowShovelingSpeed;//[Offset: 0xd10 , Size: 4] Rotator ReplicatedShovelingRotation;//[Offset: 0xd14 , Size: 12] bool SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd20 , Size: 1] bool IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd21 , Size: 1] bool bIsHideCrossHairType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd30 , Size: 1] float RadialDamageScale;//[Offset: 0xd38 , Size: 4] byte LastPoseState;//[Offset: 0xd3c , Size: 1] bool bEnablePoseStateChangeOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3d , Size: 1] float ConstPoseStateOptimizeOfflineTime;//[Offset: 0xd40 , Size: 4] bool bUsePoseStateOfflineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48 , Size: 1] bool bUpdateCameraWhenShootInMovePlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd49 , Size: 1] bool bEnableSwoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4a , Size: 1] float AnimDeathLifeSpan;//[Offset: 0xd4c , Size: 4] bool DestroyOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd50 , Size: 1] class STExtraShootWeapon* AutoEquipWeaponTemplate;//[Offset: 0xd54 , Size: 4] WeaponSlotSwitchTimeData[] SwitchSlotTimeDataList;//[Offset: 0xd58 , Size: 12] Actor*[] PlayerSlotData;//[Offset: 0xd64 , Size: 12] Actor*[] InventoryData;//[Offset: 0xd70 , Size: 12] AkComponent* SoundComp;//[Offset: 0xdcc , Size: 4] AkComponent* AmbientSoundComp;//[Offset: 0xdd0 , Size: 4] bool IsAmbientSoundPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd4 , Size: 1] bool bEnableFootSoundOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd5 , Size: 1] AkAudioEvent* FootstepSound;//[Offset: 0xdd8 , Size: 4] AkAudioEvent* AmbientSound;//[Offset: 0xddc , Size: 4] SpecialMapAmbientSoundConfig;//[Offset: 0xde0 , Size: 60] SceneComponent* MeshContainer;//[Offset: 0xe1c , Size: 4] int CurrentTaskTriggerAreaID;//[Offset: 0xe20 , Size: 4] float SignalHPBeforeEnterBreath;//[Offset: 0xe24 , Size: 4] float ProduceSoundInterval;//[Offset: 0xe28 , Size: 4] float ProduceSoundVelocitySquared;//[Offset: 0xe2c , Size: 4] float HearRadius;//[Offset: 0xe30 , Size: 4] bool bVaultIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe38 , Size: 1] bool bIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe39 , Size: 1] Actor* WaterObj;//[Offset: 0xe3c , Size: 4] bool UseShootVerifyEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe40 , Size: 1] byte DSHitPartJudgment;//[Offset: 0xe42 , Size: 1] STCharacterNearDeathComp* NearDeatchComponent;//[Offset: 0xe44 , Size: 4] STCharacterRescueOtherComp* RescueOtherComponent;//[Offset: 0xe48 , Size: 4] STCharacterFollowComp* AutoFollowComponent;//[Offset: 0xe4c , Size: 4] bool IsRescueingOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe50 , Size: 1] float ReplciateRestoringDuraion;//[Offset: 0xe54 , Size: 4] float NearDeathBreath;//[Offset: 0xe58 , Size: 4] bool IsBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5c , Size: 1] float EnterNearDeathCDTimeInitValue;//[Offset: 0xe60 , Size: 4] bool bIsCallingForRevival;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe68 , Size: 1] float DistSquaredInterruptRevival;//[Offset: 0xe6c , Size: 4] BodyTypeDef ProneBodyDef;//[Offset: 0xe70 , Size: 8] BodyTypeDef StandBodyDef;//[Offset: 0xe78 , Size: 8] BodyTypeDef CrouchBodyDef;//[Offset: 0xe80 , Size: 8] BodyTypeDef DyingBodyDef;//[Offset: 0xe88 , Size: 8] BodyTypeDef VechicleBodyDef;//[Offset: 0xe90 , Size: 8] NewHitBodyPosMap;//[Offset: 0xe98 , Size: 60] Vector ScopeNewIdleLoc;//[Offset: 0xed4 , Size: 12] Vector ScopeNewAimLoc;//[Offset: 0xee0 , Size: 12] float ScopeMoveInOutSpeed;//[Offset: 0xeec , Size: 4] Vector ScopeAimShootSpreadDir;//[Offset: 0xef0 , Size: 12] float ScopeAimShootSpreadAddDirValSpeed;//[Offset: 0xefc , Size: 4] float ScopeAimShootSpreadDecDirValSpeed;//[Offset: 0xf00 , Size: 4] float ScopeAimShootSpreadDirValMax;//[Offset: 0xf04 , Size: 4] Rotator ScopeAimShootSpreadRot;//[Offset: 0xf0c , Size: 12] float ScopeAimShootSpreadAddRotValSpeed;//[Offset: 0xf18 , Size: 4] float ScopeAimShootSpreadDecRotValSpeed;//[Offset: 0xf1c , Size: 4] float ScopeAimShootSpreadRotValMax;//[Offset: 0xf20 , Size: 4] float ScopeLagScale;//[Offset: 0xf28 , Size: 4] float ScopeAimCrosshairUIScale;//[Offset: 0xf2c , Size: 4] float ScopeFov;//[Offset: 0xf30 , Size: 4] bool bIsUseDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf34 , Size: 1] class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0xf38 , Size: 4] class PlayerTombBox* DefaultDeadInventoryBoxTemplate;//[Offset: 0xf3c , Size: 4] float DeadInventoryBoxOverrideFindPutDownPointZThreshold;//[Offset: 0xf40 , Size: 4] int FirstDamageTypeSpesificID;//[Offset: 0xf44 , Size: 4] float RefreshUITimeAfterSpawn;//[Offset: 0xf48 , Size: 4] float RefreshUITimeAfterSpawnInterval;//[Offset: 0xf4c , Size: 4] Vector ScopeNewTargetLoc;//[Offset: 0xf58 , Size: 12] bool bMarkScopeLocDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf64 , Size: 1] CustomSpringArmComponent* SpringArmComp;//[Offset: 0xf68 , Size: 4] CameraComponent* ThirdPersonCameraComponent;//[Offset: 0xf6c , Size: 4] SpringArmComponent* FPPSpringArmComp;//[Offset: 0xf70 , Size: 4] CameraComponent* FPPCameraComp;//[Offset: 0xf74 , Size: 4] SpringArmComponent* ScopeSpringArmComp;//[Offset: 0xf78 , Size: 4] CameraComponent* ScopeCameraComp;//[Offset: 0xf7c , Size: 4] SceneComponent* ShoulderCameraRoot;//[Offset: 0xf80 , Size: 4] bool bHasStuckOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf84 , Size: 1] SyncAKEvent SyncAKEvent;//[Offset: 0xf88 , Size: 16] delegate OnJoyStickInteruptDelegate;//[Offset: 0xf98 , Size: 12] delegate OnPlayerAttrChangeDelegate;//[Offset: 0xfa4 , Size: 12] delegate OnCharacterAttrChangedWithDetail;//[Offset: 0xfb0 , Size: 12] delegate OnMovementBaseChanged;//[Offset: 0xfbc , Size: 12] bool bIsDelayingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc8 , Size: 1] bool bDebugNewWeaponSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc9 , Size: 1] bool bDebugPVEShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfca , Size: 1] BoxComponent* ProneBoxComponent;//[Offset: 0xfcc , Size: 4] Vector ProneBoxRelativeLocation;//[Offset: 0xfd0 , Size: 12] DamageCauserRecordData[] DamageCauserRecords;//[Offset: 0xfdc , Size: 12] DamageCauserRecordData[] DamageRecords;//[Offset: 0xfe8 , Size: 12] STCharacterMovementComponent* STCharacterMovement;//[Offset: 0xff4 , Size: 4] float PickUpRadius;//[Offset: 0xff8 , Size: 4] SimViewData SimulateViewData;//[Offset: 0xffc , Size: 6] AnchorPlatData AnchorPlat;//[Offset: 0x1004 , Size: 8] class TrailMarkActor* ProneTrailMarkClass;//[Offset: 0x1010 , Size: 40] TrailMarkActor* WeakProneTrailMarkActor;//[Offset: 0x1038 , Size: 8] delegate OnMoveBlockDelegate;//[Offset: 0x104c , Size: 12] PickUpItemData[] CacheDropItemDataList;//[Offset: 0x1058 , Size: 12] float MaxDispalyFootprintDistance;//[Offset: 0x1068 , Size: 4] Rotator DefaultMeshRot;//[Offset: 0x106c , Size: 12] KilledTipsBlock BlockData;//[Offset: 0x1078 , Size: 40] class AnimInstance* MainCharAnimClass;//[Offset: 0x10a0 , Size: 4] class AnimInstance* MainCharFPPAnimClass;//[Offset: 0x10a4 , Size: 4] bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ac , Size: 1] int CurrentEmoteIndex;//[Offset: 0x10b0 , Size: 4] delegate EmoteMontageFinishedEvent;//[Offset: 0x10b8 , Size: 12] delegate OnLoadAndStartPlayEmoteAnimEvent;//[Offset: 0x10c4 , Size: 12] delegate ReadyToPlayEmoteMontageFailedDelegate;//[Offset: 0x10d0 , Size: 12] AnimationAsset* TempEmoteResource;//[Offset: 0x10e0 , Size: 40] AnimSequenceBase* CurrentLoadedEmoteSequence;//[Offset: 0x1108 , Size: 4] float CurrentLoadedEmoteBlendTime;//[Offset: 0x110c , Size: 4] float AIThrowPitch;//[Offset: 0x1114 , Size: 4] Vector2D AISpeedScale;//[Offset: 0x1118 , Size: 8] PawnStateRelatedBuffMap;//[Offset: 0x1120 , Size: 60] int[] ToRemoveBuffSkillIdListWhenOnPlane;//[Offset: 0x115c , Size: 12] bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1168 , Size: 1] bool IsAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1169 , Size: 1] STExtraBaseCharacter* WhoFollowMe;//[Offset: 0x116c , Size: 4] Vector CurInputVector;//[Offset: 0x1170 , Size: 12] StaticMeshComponent* ScopComp;//[Offset: 0x117c , Size: 4] PhysicsAsset* PhysicsAssetOverride_Dead;//[Offset: 0x118c , Size: 4] float voiceCheckCD;//[Offset: 0x1190 , Size: 4] float voiceCheckShowCD;//[Offset: 0x1194 , Size: 4] float VoiceCheckDis;//[Offset: 0x1198 , Size: 4] int voiceBeginCheckDisWhenUAV;//[Offset: 0x119c , Size: 4] DanyinCompletedIDSet;//[Offset: 0x11b8 , Size: 60] PlayerGunCollosionComp* PlayerGunCollosionComp;//[Offset: 0x11f4 , Size: 4] STExtraPlayerState* STExtraPlayerState;//[Offset: 0x1204 , Size: 4] byte MovementModeBeforeNearDeath;//[Offset: 0x1208 , Size: 1] float MoveableSwitchPoseTime;//[Offset: 0x120c , Size: 4] STExtraPlayerState* WhoKillMeRecord;//[Offset: 0x1210 , Size: 4] int HandFolderRatio;//[Offset: 0x1214 , Size: 4] float SwimUpRate;//[Offset: 0x1218 , Size: 4] PlayerSwimComponent* swimComponet;//[Offset: 0x121c , Size: 4] bool bEnableWorldPawnCollisionDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1220 , Size: 1] bool bEnableWorldPawnCollisionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1221 , Size: 1] Vector MoveInputState;//[Offset: 0x1254 , Size: 12] float SwitchPoseCD;//[Offset: 0x1280 , Size: 4] bool hHasCallGameModeKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12a0 , Size: 1] float CollideByTeammateCDConfig;//[Offset: 0x12bc , Size: 4] PoseChangeTime SwitchPoseTime;//[Offset: 0x12c4 , Size: 16] Transform HitBoxLeanTransL;//[Offset: 0x12e0 , Size: 48] Transform HitBoxLeanTransR;//[Offset: 0x1310 , Size: 48] BaseCharacterPickupProxy* PickupProxy;//[Offset: 0x1358 , Size: 4] CharacterWeaponManagerComponent* WeaponManagerComponent;//[Offset: 0x135c , Size: 4] float DelayHideDuration;//[Offset: 0x1360 , Size: 4] float DelayResetStandDuration;//[Offset: 0x1364 , Size: 4] float DelayHideDuration_SimulatePhysicsDead;//[Offset: 0x1368 , Size: 4] bool bEnableRagdollAfterDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x136c , Size: 1] float MaxRagdollActiveDuration;//[Offset: 0x1370 , Size: 4] bool bEnableAnimFrameCounter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x137c , Size: 1] PlayerAnimList CurPlayerAnimList;//[Offset: 0x1380 , Size: 140] AnimParamList CurAnimParamList;//[Offset: 0x140c , Size: 284] PlayerVehAnimList CurPlayerVehAnimList;//[Offset: 0x1528 , Size: 112] AnimVehParamList CurAnimVehParamList;//[Offset: 0x1598 , Size: 48] AnimStatusKeyList LastUpdateStatusKeyList;//[Offset: 0x15c8 , Size: 32] AnimStatusKeyList CurUpdateStatusKeyList;//[Offset: 0x15e8 , Size: 32] delegate ThrowGrenadeModeChangedDelegate;//[Offset: 0x1608 , Size: 12] byte ThrowGrenadeMode;//[Offset: 0x1614 , Size: 1] byte PrevThrowGrenadeMode;//[Offset: 0x1615 , Size: 1] bool IsPeekLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1624 , Size: 1] bool IsEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1625 , Size: 1] float PeekCheckCollisionTimer;//[Offset: 0x1628 , Size: 4] bool PeekHasCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1630 , Size: 1] float AutoScopeDelayTimeWhenPeek;//[Offset: 0x1634 , Size: 4] int IsEnableReportPlayerBehavior;//[Offset: 0x1638 , Size: 4] float HighWalkSpeed;//[Offset: 0x1654 , Size: 4] float WalkSpeedChangeRate;//[Offset: 0x1658 , Size: 4] float WalkSpeedThreshold;//[Offset: 0x165c , Size: 4] float MaxCrouchSpeed;//[Offset: 0x1660 , Size: 4] float MaxProneSpeed;//[Offset: 0x1664 , Size: 4] float MaxSprintSpeed;//[Offset: 0x1668 , Size: 4] float MaxSprintCrouchSpeed;//[Offset: 0x166c , Size: 4] float MaxSwimSpeed;//[Offset: 0x1670 , Size: 4] float HealthPredict;//[Offset: 0x1674 , Size: 4] float BreathAmount;//[Offset: 0x1678 , Size: 4] bool bShouldDrowningHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x167c , Size: 1] int PoisonSmogStage;//[Offset: 0x1680 , Size: 4] float PoisonSmogProgress;//[Offset: 0x1684 , Size: 4] float AntidoteExeTime;//[Offset: 0x1688 , Size: 4] float AntidoteMaxTime;//[Offset: 0x168c , Size: 4] float SpeedDynamicScale;//[Offset: 0x1690 , Size: 4] float TurnInPlaceAngel;//[Offset: 0x1694 , Size: 4] delegate PoisonFogStageUpdatedDelegate;//[Offset: 0x1698 , Size: 12] byte HealthStatus;//[Offset: 0x16a4 , Size: 1] BodyPartConfigMap;//[Offset: 0x16a8 , Size: 60] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16e4 , Size: 1] float SpeedRate;//[Offset: 0x16e8 , Size: 4] float EnergySpeedScale;//[Offset: 0x16ec , Size: 4] float RecoveryScale;//[Offset: 0x16f0 , Size: 4] float DefaultSpeedValue;//[Offset: 0x16f4 , Size: 4] float PawnBackpackCapacity;//[Offset: 0x16f8 , Size: 4] float SwitchWeaponSpeedScale;//[Offset: 0x16fc , Size: 4] CharacterEnergyData Energy;//[Offset: 0x1700 , Size: 48] CharacterEnergyPhase[] TemperaturePhaseList;//[Offset: 0x1730 , Size: 12] bool bCheckRelevantWithFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x173c , Size: 1] float FarDistanceAimFOV;//[Offset: 0x1740 , Size: 4] float FarRelevantDistanceSqured;//[Offset: 0x1744 , Size: 4] float MiddleDistanceAimFOV;//[Offset: 0x1748 , Size: 4] float MiddleRelevantDistanceSqured;//[Offset: 0x174c , Size: 4] float VerticalSpeedFallingDamageThrehod;//[Offset: 0x1754 , Size: 4] float VerticalFallingDamageCoefficient;//[Offset: 0x1758 , Size: 4] float PrachuteLandedFallingDamageMax;//[Offset: 0x1760 , Size: 4] bool EnablePrachuteLandedFallingDamageMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1764 , Size: 1] float HorizontalSpeedFallingDamageThrehod;//[Offset: 0x1768 , Size: 4] CurveFloat* CurveHorizontalSpeedFallingDamage;//[Offset: 0x176c , Size: 4] class STDamageCameraShake* DamageShakeClass;//[Offset: 0x1770 , Size: 4] float StandHalfHeight;//[Offset: 0x1774 , Size: 4] float CrouchHalfHeight;//[Offset: 0x1778 , Size: 4] float ProneHalfHeight;//[Offset: 0x177c , Size: 4] float CrouchEnableCheckTolerance;//[Offset: 0x1780 , Size: 4] float StandRadius;//[Offset: 0x1784 , Size: 4] float DyingRadius;//[Offset: 0x1788 , Size: 4] HealthPredictShowData[] HealthPredictShowDataList;//[Offset: 0x178c , Size: 12] HealthPredictShowData[] EnergyPredictShowDataList;//[Offset: 0x1798 , Size: 12] HealthPredictShowData[] SignalHPPredictShowDataList;//[Offset: 0x17a4 , Size: 12] SecuryInfoComponent* SecuryComponent;//[Offset: 0x17b0 , Size: 4] bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17c0 , Size: 1] delegate InAssistantStateDelegate;//[Offset: 0x17c4 , Size: 12] bool bWasOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17d0 , Size: 1] STExtraVehicleBase* LastAttachedVehicle;//[Offset: 0x17d4 , Size: 4] float LastVehicleDamageCD;//[Offset: 0x17d8 , Size: 4] int VehicleSeatIdx;//[Offset: 0x17e0 , Size: 4] bool bForceSetRepMovLocationOnAttachmentRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17ea , Size: 1] float LeaveVehicleVelocityKeepTime;//[Offset: 0x17ec , Size: 4] bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1808 , Size: 1] CharacterAvatarComponent2* AvatarComponent2;//[Offset: 0x180c , Size: 4] STExtraUnderWaterEffectComp* UnderWaterEffectComponent;//[Offset: 0x1810 , Size: 4] AvatarRectifyData;//[Offset: 0x1814 , Size: 60] HalloweenVampireCloth HalloweenVampireCloth;//[Offset: 0x1850 , Size: 8] delegate OnAttachedToVehicle;//[Offset: 0x1858 , Size: 12] delegate OnDetachedFromVehicle;//[Offset: 0x1864 , Size: 12] delegate OnChangedVehicleSeat;//[Offset: 0x1870 , Size: 12] delegate OnPlayerStateUpdated;//[Offset: 0x187c , Size: 12] float MaxLeaveVehicleVelocity;//[Offset: 0x1894 , Size: 4] delegate SwitchAngledSightEventDelegate;//[Offset: 0x18a4 , Size: 12] Rotator AngledSightRotOffset;//[Offset: 0x18b0 , Size: 12] STExtraWeapon* CurrentReloadWeapon;//[Offset: 0x1984 , Size: 4] bool EnableSprintSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1988 , Size: 1] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x198c , Size: 4] int DamageMagnifierIdx;//[Offset: 0x1990 , Size: 4] STParachuteState STReplicateParchuteState;//[Offset: 0x1998 , Size: 24] UAEChaParachuteAnimListComponent* CharParachuteAnimListComponentCache;//[Offset: 0x19b0 , Size: 4] STReplicatedMoveState STReplicatedMoveState;//[Offset: 0x19b4 , Size: 32] bool bReplicatedIsStartParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19d4 , Size: 1] float MoveForwardInputValue;//[Offset: 0x19d8 , Size: 4] float MoveRightInputValue;//[Offset: 0x19dc , Size: 4] bool bIsParachuteLandingAnimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19e0 , Size: 1] float ParachuteLandingHeightAdded;//[Offset: 0x19e4 , Size: 4] bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19e8 , Size: 1] bool bEnableAutoFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19e9 , Size: 1] float TargetPlayerAIPolicyDecisionLogInterval;//[Offset: 0x19ec , Size: 4] float RelevantPlayerAIPolicyDecisionLogInterval;//[Offset: 0x19f0 , Size: 4] ParachuteFollowComponent* ParachuteFollowComp;//[Offset: 0x19f8 , Size: 4] STExtraBaseCharacter*[] FlyingTeam;//[Offset: 0x19fc , Size: 12] STExtraBaseCharacter* Leader;//[Offset: 0x1a08 , Size: 4] enum FollowState;//[Offset: 0x1a0c , Size: 1] ParachuteFollowState[] TeammateParachuteFollowState;//[Offset: 0x1a10 , Size: 12] STExtraBaseCharacter*[] Inviters;//[Offset: 0x1a1c , Size: 12] STExtraPlayerState*[] InviterStateArr;//[Offset: 0x1a28 , Size: 12] FString LatestInviter;//[Offset: 0x1a34 , Size: 12] bool IsDuringTransferLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a40 , Size: 1] float MaxTemporaryNotAllowInvitedTime;//[Offset: 0x1a48 , Size: 4] float maxShowAlpha;//[Offset: 0x1a50 , Size: 4] float MoveMaxShowDis;//[Offset: 0x1a54 , Size: 4] float WeaponMaxShowDis;//[Offset: 0x1a58 , Size: 4] float VehicleMaxShowDis;//[Offset: 0x1a5c , Size: 4] float FPPPutDownWeaponCoolingStart;//[Offset: 0x1a90 , Size: 4] float FPPPutDownWeaponCoolingEnd;//[Offset: 0x1a94 , Size: 4] float FPPSprintWeaponSmoothTime;//[Offset: 0x1a98 , Size: 4] bool bDynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1adc , Size: 1] LastEmoteInfo LastEmoteInfo;//[Offset: 0x1aec , Size: 12] float CollectPlayerRouteInterval;//[Offset: 0x1afc , Size: 4] int IsEnableReportRoute;//[Offset: 0x1b78 , Size: 4] Vector EmoteColBox;//[Offset: 0x1bb8 , Size: 12] int IsEnableLogAIPlayerPos;//[Offset: 0x1bcc , Size: 4] float CompVisionOpDis;//[Offset: 0x1bd0 , Size: 4] float CompVisionOpDelay;//[Offset: 0x1bd4 , Size: 4] bool bHasAppliedVisionCompOp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bd8 , Size: 1] CharacterCompOutOfVisionOptimizationDataMap;//[Offset: 0x1be8 , Size: 60] bool bEnableCompVisionOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c24 , Size: 1] float MaxRelavantDistance;//[Offset: 0x1c2c , Size: 4] float MaxRelavantDistanceSquared;//[Offset: 0x1c30 , Size: 4] int IsEnableReportPlayerKillFlow;//[Offset: 0x1c34 , Size: 4] int IsEnableReportGameSetting;//[Offset: 0x1c38 , Size: 4] int EnableReportGameSettingLevel;//[Offset: 0x1c3c , Size: 4] int IsEnableReportMrpcsInCircleFlow;//[Offset: 0x1c40 , Size: 4] int IsEnableReportMrpcsInPartCircleFlow;//[Offset: 0x1c44 , Size: 4] int IsEnableReportMrpcsFlow;//[Offset: 0x1c48 , Size: 4] bool CrowdAgentConsidered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c4c , Size: 1] UAECharacterAnimListComponent* OwnedCharacterAnimComp;//[Offset: 0x1c58 , Size: 4] bool bIsSwapingMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c60 , Size: 1] float EquipingScopeDelay;//[Offset: 0x1c64 , Size: 4] bool bClientHasFinishedReloadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c69 , Size: 1] delegate OnEquipZoomScope;//[Offset: 0x1c6c , Size: 12] WeaponOverrideAttrs WeaponOverrideAttrs;//[Offset: 0x1c7c , Size: 24] CharacterOverrideAttrs CharacterOverrideAttrs;//[Offset: 0x1c94 , Size: 16] float CharacterFallingVelocityZFactor;//[Offset: 0x1ca4 , Size: 4] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd0 , Size: 1] bool IsOpenCommonShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd1 , Size: 1] delegate CharacterDisplayFinalDamageDelegate;//[Offset: 0x1cd4 , Size: 12] int AloneDistance;//[Offset: 0x1ce0 , Size: 4] int NearTeamPlayerDistance;//[Offset: 0x1ce4 , Size: 4] AnimationAsset* ChangeWearingMontage;//[Offset: 0x1cf0 , Size: 40] float ChangeWearingLastTime;//[Offset: 0x1d18 , Size: 4] int ChangeWearingPromptTextID;//[Offset: 0x1d1c , Size: 4] FString ChangeWearingPromptText;//[Offset: 0x1d20 , Size: 12] AnimMontage* ChangeWearingAnimMontage;//[Offset: 0x1d2c , Size: 4] delegate WearingMontageFinishedEvent;//[Offset: 0x1d30 , Size: 12] Vector ChangeWearingColBox;//[Offset: 0x1d7c , Size: 12] float PaintDecalMaxDistance;//[Offset: 0x1d88 , Size: 4] float PuzzlePaintDecalMaxDistance;//[Offset: 0x1d8c , Size: 4] bool bDetectingPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d90 , Size: 1] bool bValidPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d91 , Size: 1] float RequestPaintDecalCD;//[Offset: 0x1d94 , Size: 4] float MaxRequestPaintDecalCD;//[Offset: 0x1d98 , Size: 4] ChildActorComponent* DecalComponent;//[Offset: 0x1d9c , Size: 4] Actor* DecalActor;//[Offset: 0x1da0 , Size: 4] ChildActorComponent* PuzzleLineTraceComponent;//[Offset: 0x1da4 , Size: 4] Actor* PuzzleTraceLineActor;//[Offset: 0x1da8 , Size: 4] bool bInBattleState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dac , Size: 1] float OutBattleStateTime;//[Offset: 0x1db0 , Size: 4] delegate OnBattleStateChange;//[Offset: 0x1db8 , Size: 12] BonfireActor* CurBonfire;//[Offset: 0x1dc4 , Size: 4] BonfireActor* BuiltBonfire;//[Offset: 0x1dc8 , Size: 4] class STCharacterBonfireLinkComp* BonfireLinkComponentTemplate;//[Offset: 0x1dd0 , Size: 40] delegate OnCharacterPlayEmote;//[Offset: 0x1df8 , Size: 12] delegate OnCharacterWin;//[Offset: 0x1e04 , Size: 12] delegate OnCharacterFallingModeChange;//[Offset: 0x1e10 , Size: 12] Vector LastServerHitImpactPoint;//[Offset: 0x1e1c , Size: 12] byte RemainUseSupplySpotTimes;//[Offset: 0x1e28 , Size: 1] byte RemainUseEnhancerSpotTimes;//[Offset: 0x1e29 , Size: 1] bool IsShowHealthBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e2a , Size: 1] int[] UseEnhanceSpotTip;//[Offset: 0x1e2c , Size: 12] int MonsterDamageReduceSkillID;//[Offset: 0x1e38 , Size: 4] InteractionEmoteConfig;//[Offset: 0x1e3c , Size: 60] STExtraBaseCharacter* InteractionEmoteSender;//[Offset: 0x1e78 , Size: 4] bool IsInitCharacterSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e8a , Size: 1] FString CharacterSkillTableName;//[Offset: 0x1e8c , Size: 12] STExtraVehicleBase* RelevantVehicleInReady;//[Offset: 0x1e98 , Size: 4] PhysicsAsset* DeathCachePhysicsAsset;//[Offset: 0x1e9c , Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x1ea0 , Size: 152] byte MeleeAutoAimType;//[Offset: 0x1f38 , Size: 1] bool bIsInObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f44 , Size: 1] PlayerRespawnData PlayerRespawnData;//[Offset: 0x1f48 , Size: 28] bool bCharacterHideIngame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f64 , Size: 1] TimerHandle CharacterShowWeaponTimerHandle;//[Offset: 0x1f68 , Size: 8] float CharacterShowWeaponTime;//[Offset: 0x1f70 , Size: 4] enum CharacterMainType;//[Offset: 0x1f74 , Size: 1] enum CharacterSubType;//[Offset: 0x1f75 , Size: 1] delegate ZombieModePropSkillUIShowDelegate;//[Offset: 0x1f78 , Size: 12] int ZombieModeCurrentSkillPropLevel;//[Offset: 0x1f84 , Size: 4] int ZombieModeCurrentSkillPropID;//[Offset: 0x1f88 , Size: 4] delegate BulletTrackShowDelegate;//[Offset: 0x1f8c , Size: 12] delegate MarkPlayerPosDelegate;//[Offset: 0x1f98 , Size: 12] float Config_PlayerHurt_ResetTime;//[Offset: 0x1fa4 , Size: 4] PlayerVaultComponent* VaultControllerComp;//[Offset: 0x1fa8 , Size: 4] bool EnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fac , Size: 1] bool EnableBulletFlySound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fad , Size: 1] delegate OnUseSpringJump;//[Offset: 0x1fb0 , Size: 12] float LastSprintTriggerTime;//[Offset: 0x1fbc , Size: 4] float FallingTime;//[Offset: 0x1fc4 , Size: 4] bool bInteractWithActivityActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fc8 , Size: 1] bool IsShowRevivalPointIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fc9 , Size: 1] float SignalHPRemainingTime;//[Offset: 0x1fcc , Size: 4] bool bIsGiveupWhenMatchGoalAchieved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fd0 , Size: 1] Actor* MyConstActor;//[Offset: 0x1fd4 , Size: 4] bool EnterSnowArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fd8 , Size: 1] byte[] ShowSnowAreaTypes;//[Offset: 0x1fdc , Size: 12] float TickCanDriveSnowBoardInterval;//[Offset: 0x1fe8 , Size: 4] float ClientAttachToVehicleKeepTime;//[Offset: 0x1ff0 , Size: 4] float RefreshAnimListTimerMaxTime;//[Offset: 0x1ffc , Size: 4] float RealtimeVerifyInterval;//[Offset: 0x2000 , Size: 4] float RealtimeVerifyIntervalRandomOffset;//[Offset: 0x2004 , Size: 4] float FirstGuide_SafeZoneCountDownTime;//[Offset: 0x2018 , Size: 4] bool isUsingEnergyPoison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201c , Size: 1] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201d , Size: 1] bool bTemperoryDisableFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201e , Size: 1] float FixMovementOnVehicleInterval;//[Offset: 0x2020 , Size: 4] float voiceCheckUAVOperatorDeltaTime;//[Offset: 0x2028 , Size: 4] Transform DefaultParticleAttachTransform;//[Offset: 0x2030 , Size: 48] byte DefaultParticleAttachLocationType;//[Offset: 0x2060 , Size: 1] InjuryParticleAttachOffset[] ParticleAttachOffsetArray;//[Offset: 0x2064 , Size: 12] float ParticleShowingInterval;//[Offset: 0x2070 , Size: 4] bool bIsShowingInjuryEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2078 , Size: 1] bool bIsShowingToxicEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2079 , Size: 1] ParticleSystem* InjuryAndToxicParticleEffect;//[Offset: 0x2080 , Size: 40] Vector MoveAdditionalSpeed;//[Offset: 0x20a8 , Size: 12] ParticleSystem* ProtectedInjuryAndToxicParticleEffect;//[Offset: 0x20b4 , Size: 4] float RTNoDamageTime;//[Offset: 0x20b8 , Size: 4] bool IsCanEnableWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20bc , Size: 1] bool IsWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c4 , Size: 1] float MinWingUpControlTime;//[Offset: 0x20d0 , Size: 4] WidgetComponent* PlayerInfoWidgetComp;//[Offset: 0x20d4 , Size: 4] FString DebugInfoWidgetPath;//[Offset: 0x20d8 , Size: 12] FString DebugInfoWidgetRefreshFunName;//[Offset: 0x20e4 , Size: 12] Vector DebugInfoLocation;//[Offset: 0x20f0 , Size: 12] Actor* ACurrentFloor;//[Offset: 0x20fc , Size: 8] bool IsMotifyAutoUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2104 , Size: 1] bool IsMotifyAttackerByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2105 , Size: 1] float WaitRefreshShootDetailInfoTime;//[Offset: 0x2108 , Size: 4] float CurWaitRefreshShootDetailInfoTime;//[Offset: 0x210c , Size: 4] float[] AIHotValueDebugInfo;//[Offset: 0x2110 , Size: 12] Actor*[] OverlapDarkAreas;//[Offset: 0x211c , Size: 12] float SwimmingSwitchMovementModeCD;//[Offset: 0x2128 , Size: 4] int PrepareEmoteId;//[Offset: 0x2130 , Size: 4] FString EmoteSouceEventName;//[Offset: 0x2134 , Size: 12] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x2140 , Size: 4] bool bIsInUnderGroundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2144 , Size: 1] bool bIsAroundUndergroundEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2145 , Size: 1] bool bIsSkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2146 , Size: 1] uint32 SightVisionMask;//[Offset: 0x2148 , Size: 4] bool bUnderWaterPoseCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214d , Size: 1] void VaultStartPosNotifyBPToCpp(bool isvaultting, bool IsValidVault, STExtraBaseCharacter* vaultCharacter, Vector StartPos);// 0x1ea5278 void VaultFailPawnCPP(const FString Content);// 0x1ea51b4 void VaultFailPawnBluePrint(out const FString Content);// 0x1ea50e0 void UseVehWeaponView(STExtraShootWeapon* OldVehWeapon, STExtraShootWeapon* NewVehWeapon);// 0x1ea5024 void UseSpringJump(int SpringID);// 0x1ea4fac void UserCancelRescue();// 0x1ea4f98 void UpdateUnderGroundArea(bool bEnterUnderGroundArea);// 0x1ea4f18 bool UpdateShovelingState();// 0x1ea4ef0 void UpdateShovelingHoldStateRelease();// 0x1ea4edc void UpdateShovelingHoldStatePressed();// 0x1ea4ec8 void UpdatePoseCollisionCpp(byte CurState, byte PreState);// 0x1ea4e0c void UpdateFallingTime(float Delta);// 0x1ea4d94 void UpdateDynamicHoldGunOption();// 0x1ea4d80 void UpdateCurrentShootWeaponTick();// 0x1ea4d6c void UpdateAttrValue(FString AttrName, float Val, int Reason, bool bSet);// 0x1ea4bd8 void UpdateAllInstanceBodyTransform(int Type);// 0x1ea4b60 void UnequipWeaponFinish();// 0x1c8c854 void UnequipWeapon(byte Slot, bool bSwitchWeapon);// 0x1ea4a9c void TryToBroadcastFatalDamageEvent(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x1ea48d4 void TryPeek(bool IsLeft, bool ButtonDown);// 0x1ea4804 void TryFollowInitialParachuteLeader(FString Name);// 0x1ea46ac bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x1ea45d8 bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x1ea4550 void ThrowGrenadeModeChangedDelegate__DelegateSignature(byte NewMode, byte PrevMode);// 0x2859eb0 void TakeDamageWhenThrowedDelegate__DelegateSignature();// 0x2859eb0 void SyncServerTagsChange(out const FName[] newTags, out const FName[] oldTags);// 0x1ea43ec void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x1ea436c bool SwitchWeaponCheck(byte Slot, bool bIgnoreState);// 0x1ea4298 void SwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1ea4130 void SwitchToLastWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x1ea4060 void SwitchToLastNoneGrenageWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x1ea3f90 bool SwitchPoseState(byte State, bool bIgnoreCD, bool bIgnoreCheck, bool ShouldShowPrompt, bool IsTriggerByPressBtn);// 0x1ea3dd0 void SwapMainWeapon();// 0x1ea3dbc void STServerUpdateState(float InThrottleInput, float InSteeringInput, int8 State, const Rotator CameraRotation);// 0x1ea3c34 float StopSlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float blendTime);// 0x1ea3b24 bool StopPlayEmoteAnim(int EmoteIndex);// 0x1ea3aa4 void StopMove();// 0x1ea3a90 bool StopFireFilter();// 0x1ea3a60 void StopFire();// 0x1ea3a4c void StopFillGas();// 0x1ea3a38 bool StopChangeWearingAnim();// 0x1ea3a10 void StartWaitRefreshShootDetailInfo();// 0x1ea39fc bool StartPlayEmoteAnim(int EmoteIndex);// 0x1ea397c void StartFireSimple(byte ShootMode);// 0x1ea38fc bool StartFireFilter(STExtraShootWeapon* ExtraWeapon);// 0x1ea3874 void StartFire(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget, bool DoCheck, STExtraShootWeapon* ExtraWeapon);// 0x1ea3688 void StartFillGas();// 0x1ea3674 bool StartChangeWearingAnim();// 0x1ea364c void SpawnFootprint(enum FootprintType);// 0x1ea35d4 void SpawnAndSwithToGrenadeServerCall(byte grenadeType);// 0x1ea3520 STExtraWeapon* SpawnAndSwitchToGrenadeOnServer(FName SpesificLogicGrenadeSlot);// 0x1ea34a0 STExtraWeapon* SpawnAndSwitchToGrenadeOnClient(FName SpesificLogicGrenadeSlot);// 0x1ea3420 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bResetBulletNum);// 0x1ea3264 void ShowPlayerDebugInfo(bool bShow);// 0x1d05764 void ShowNightVisionFrame();// 0x1ea3248 void ShowInjuryScreenEffect();// 0x1ea3234 void ShowDebugRole();// 0x1ea3220 void ShowDebugRecordData();// 0x1ea320c void ShowDebugPickUpFlow();// 0x1ea31f8 void ShowDebugEquipOrUnequipFlow();// 0x1ea31e4 void ShowDebugBornLandFlow();// 0x1ea31d0 void ShowConfirmDialogOfMisKill();// 0x1ea31b4 bool ShouldUpdateHPOnUI();// 0x1ea3184 bool ShouldShowCorp();// 0x1ea315c bool ShouldShowAnchor();// 0x1ea3134 bool ShouldAutoScopeWhenPeek();// 0x1ea3104 byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x1ea2f18 void SetWeaponShootType(byte shootType);// 0x1ea2ea0 void SetViewTargetAgainForOB();// 0x1ea2e8c void SetThrowGrenadeMode(byte ThrowMode);// 0x1ea2e14 void SetTargetPlayer(STExtraBaseCharacter* InTargetPlayer);// 0x1ea2d9c void SetSightVision(bool Enable, enum Flag);// 0x1ea2cd4 void SetSightCondition(bool Enable, enum Flag);// 0x1ea2cd4 void SetRTNoDamageTimer(float Timer);// 0x1ea2c5c void SetReloadMethod(byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x1ea2b98 void SetPrepareEmoteId(int InEmoteID);// 0x1ea2b20 void SetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x1ea2a5c void SetPawnReloadWeaponFinished(bool IsFinished);// 0x1ea29d4 void SetIsDuringTransferLeader(bool isTransfer);// 0x1ea2954 void SetIsAutoFollow(bool Val, STExtraBaseCharacter* IFollowWho);// 0x1ea288c void SetHighWalkSpeed(float WalkSpeed);// 0x1ea2814 void SetHealthSafety(float NewHealth, byte Reason);// 0x1ea2758 void SetHandFoldRatio(int Ratio);// 0x1ea26e0 void SetExitingParachute(bool ExitParachute);// 0x1ea2660 void SetEnterSnowArea(bool IsEnterSnowArea);// 0x1ea25e0 void SetEmoteSouceEventName(FString EventName);// 0x1ea2488 void SetDelayStateSwitchTime(float DelayTime);// 0x1ea2410 void SetCurScopeFov(float InFov);// 0x1ea2398 bool SetCurrentPersonPerspective(bool IsNewFPP, bool IsInitSetting);// 0x1ea22c0 void SetCurrentFloor(Actor* floor);// 0x1ea2248 void SetCurBonfire(BonfireActor* newBonfire);// 0x1ea21d0 void SetComponentsActive(class Object ComponentClass, bool IsActive);// 0x1ea2104 void SetCheatSpeedModifier(float NewModifier);// 0x1ea2084 void SetCharacterHideInGame(bool bHide);// 0x1ea2004 void SetChangeWearingPromptEnable(bool bShow);// 0x1ea1f84 void SetAntidoteMaxTime(float MaxTime);// 0x1ea1f0c void SetAntidoteExeTime(float ExeTime);// 0x1ea1e94 void SetAnimParamIsRescueing(bool Val);// 0x1ea1e14 void SetAnimParamIsNearDeathStatus(bool Val);// 0x1ea1d94 void SetAnimParamCallingForRevival(bool bIsCalling);// 0x1ea1d14 void SetAnimMontagePlayRate(AnimMontage* AnimMontage, float InPlayRate);// 0x1ea1c58 void SetAmbientRTPC(FString RTPC, float Value);// 0x1ea1abc void SetAIActive(bool bActive);// 0x1ea1a3c void ServerUpdateShovelingHoldState(bool ishold);// 0x1ea1974 void ServerTriggerJump();// 0x1ea1918 void ServerSetPoisonSmogStage(int SmogStage);// 0x1ea18a0 void ServerSetPeekState(bool IsLeft, bool ButtonDown);// 0x1ea177c void ServerSetPeekCollision(bool HasCollision);// 0x1ea16b4 void ServerSetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x1ea15a4 void ServerSetMovementState(Vector Input);// 0x1ea14f8 void ServerSendToLobbyServerUseItem(int ItemID, int Count);// 0x1ea143c void ServerResponseInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x1ea1258 void ServerRequestPaintDecal(int DecalId, const PlayerDecalData DecalData);// 0x1ea10a4 void ServerInviteTeammate(FString Name, enum InvitationType);// 0x1ea0f68 void ServerHandleBulletHitData(STExtraWeapon* OwnerWeapon, out BulletHitInfoUploadData Data);// 0x1ea0e54 void ServerFollowTeammate(FString Name);// 0x1ea0d60 void ServerEndZombieModePropSkill();// 0x1c8c854 void ServerChangeThrowGrenadeMode(byte ThrowMode);// 0x1ea0cac void ServerCancelFollow();// 0x1ea0c50 void SendServerMoveToClientUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x1ea0b18 void SendClientMoveToServerUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x1ea09a0 void SendClientMoveToServerReliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x1ea0828 SearchedTombBoxAndWrapperListResult[] SearchTombBoxes();// 0x1ea0704 SearchedPickUpItemResult[] SearchPickUpWrapperActors(bool bIncludeWrapprsOnGround, bool bIncludeWrapprsInBox);// 0x1ea0600 void Scoping(byte NewType);// 0x1ea0588 void ScopeOut(byte NewType);// 0x1ea0510 void ScopeInterrupt(byte NewType);// 0x1ea0498 void ScopeIn(byte NewType);// 0x1ea0420 void SaveMeshUpdateFlag();// 0x1ea0400 void RspSetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x1ea034c void RspPlayInteractionEmote(int EmoteId);// 0x1ea0298 void RspClientSureLeaveVehicle(bool bCanLeave);// 0x1ea0210 void RPC_Server_UseZombieModeSkill();// 0x1ea01b4 void RPC_Server_TriggerEntryEventByID(int SkillID, bool bEnable);// 0x1ea00a4 void RPC_Server_TriggerEntryEvent(enum EntryEvent);// 0x1e9fff0 void RPC_Server_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1e9fe24 void RPC_Server_SwitchSkillProp(int SkillPropID);// 0x1e9fd70 void RPC_Server_SwapMainWeapon();// 0x1e9fd14 void RPC_Server_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x1e9fc60 void RPC_Server_SetHandFoldRatio(int Ratio);// 0x1e9fbac void RPC_Server_SetCurScopeFov(float InFov);// 0x1e9faf8 void RPC_Server_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x1e9fa9c void RPC_Server_ChangeToShootGrenade();// 0x1e9fa40 void RPC_NetMulticast_HandlePlayerPickUpActor(float TargetZLoc);// 0x1e9f98c void RPC_CollideByTeamMate(STExtraBaseCharacter* pOtherChar);// 0x1e9f8d8 void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1e9f70c void RPC_Client_SwapMainWeapon();// 0x1e9f6b0 void RPC_Client_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x1e9f5fc void RPC_Client_ShowZombieModeSkillCD(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x1e9f4b8 void RPC_Client_ShootVertifyRes(const byte VertifyRes, const BulletHitInfoUploadData HistoryShootData, const CharacterHistoryData HistoryChData, const Vector ServerVictmPos);// 0x1e9f2c4 void RPC_Client_SetReloadCurWeapon(STExtraWeapon* Weapon);// 0x1e9f210 void RPC_Client_ReportPlayerKillFlow(STExtraBaseCharacter* killedPlayer);// 0x1e9f15c void RPC_Client_OnSkillPropCountChanged(int SkillPropID);// 0x1e9f0a8 void RPC_Client_OnNearDeathRecordingNotify(FString SpectatorName, bool bSpectatorIsAI);// 0x1e9ef58 void RPC_Client_OnDeathStopRecordingNotify(FString SpectatorName, bool bSpectatorIsAI, bool bForce);// 0x1e9edac void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x1e9eb04 void RPC_Client_MarkPlayersOnUI(const PlayerPosMarkerParam[] PlayerMarkersParam);// 0x1e9ea10 void RPC_Client_DrawDebugSphere(Vector Center, float Radius, int Segments, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x1e9e79c void RPC_Client_DrawDebugLine(Vector LineStart, Vector LineEnd, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x1e9e56c void RPC_Client_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x1e9e510 void RPC_Client_ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x1e9e3b8 void RestoreMeshUpdateFlag();// 0x1e9e398 void ResponceInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x1e9e204 void ResetValueLimitForHealthPredict();// 0x1e9e1f0 void ResetSignalOnServer(bool bRescued);// 0x1e9e170 void ResetCharacterEnergy();// 0x1e9e15c void ResetCharacter();// 0x1e9e140 void ResetCamera();// 0x1e9e12c void RequestUserCancleRescue();// 0x1e9e0d0 void RequestServerSureLeaveVehicle();// 0x1e9e074 void RequestServerAssistantTrackVehicle(bool bEnterAssistant);// 0x1e9dfac void RequestPutOnHalloweenVampireCloth(int ClothItemID, bool bWear);// 0x1e9de9c bool RequestPaintDecal(int DecalId);// 0x1e9de1c void ReqStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x1e9dd20 void ReqStartPlayEmote(int EmoteIndex);// 0x1e9dc6c void ReqStartChangeWearing();// 0x1e9dc10 void ReqSetIsWingUpControl(bool IsUpControl);// 0x1e9db48 void ReqSetInteractionEmoteReceiver(STExtraBaseCharacter* Receiver);// 0x1e9da94 void ReqPlayInteractionEmote(STExtraBaseCharacter* OtherCharacter, int SelfEmoteId, int OtherEmoteId);// 0x1e9d950 void ReqInteruptPlayEmote(int EmoteIndex);// 0x1e9d89c void ReqInteruptChangeWearing();// 0x1e9d840 void ReqEmotePlayFinished(int EmoteIndex);// 0x1e9d78c void ReqChangeWearingFinished(int Index);// 0x1e9d6d8 void ReqAcceptInteractionEmote();// 0x1e9d67c void ReportAntiCheatInfo();// 0x1c8c854 void RemoveClientLeaveStateCheck(enum State);// 0x1e9d604 void RemoveBuffWhenGotoPlane();// 0x1e9d5f0 bool ReloadWeaponFilter();// 0x1e9d5c0 bool ReloadCurrentWeapon();// 0x1e9d598 void RegisterPlayerPickUpList();// 0x1e9d584 void RefreshPersonPerspective();// 0x1e9d570 void RefreshPawnVaultTypeServer();// 0x1e9d514 void RefreshPawnVaultTypeAll(bool isFpsEnable);// 0x1e9d48c void RefreshMoveAttrModifier();// 0x1e9d478 void RefreshAvatar(enum SlotType, bool IsEquipped, int ItemID);// 0x1e9d36c void RecordFinalParachuteLeader();// 0x1e9d358 void PrintAIPolicyDecisionData();// 0x1e9d344 void PreDoDrop(STExtraBaseCharacter* DamageCauser);// 0x1e9d2cc void PostGetPlayerAnimation();// 0x2859eb0 void PlaySwitchSightSound();// 0x1e9d2b8 void PlaySwitchFireModeSound();// 0x1e9d2a4 void PlaySpecialAmbientSound(AkAudioEvent* TargetSound);// 0x1e9d22c float PlaySlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float InPlayRate, float blendTime);// 0x1e9d0d4 void PlaySelfThrowAwayWeaponSound();// 0x1e9d0c0 void PlayPullBoltSound();// 0x1e9d0ac void PlayOperateItemSound(FString BankName, FString SoundName);// 0x1e9ce3c void PlayMountAccessoriesSound();// 0x1e9ce28 void PlayMagOUTSound();// 0x1e9ce14 void PlayMagINSound();// 0x1e9ce00 void PlayLocalShellDropFX();// 0x1e9cdec void PlayLoadBulletSound();// 0x1e9cdd8 void PlayFootstepSound(byte FootStepState);// 0x1e9cd58 bool PlayerConfirmToRescue();// 0x1e9cd30 void PlayChangeMagazineSound();// 0x1e9cd1c void PlayAmbientSound();// 0x1e9cd08 void PickUpWrapperAttachmentItem(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1e9cad4 void PickUpWrapperActor(Actor* Target, out const PickUpItemData ItemData, int pickCount, int BattleItemClientPickupType);// 0x1e9c8b0 void PickUpActor(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1e9c768 void PawnVaultStopCPP();// 0x1e9c74c void PawnVaultStopBluePrint();// 0x1e9c730 void PawnVaultServerStopCheckCPP();// 0x1e9c6d4 void PawnVaultServerStopCheckBluePrint();// 0x1e9c6b8 void PawnVaultServerCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Actor* WindowActor, Rotator movedir);// 0x1e9c230 void PawnVaultServerBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Actor* WindowActor, Rotator movedir);// 0x1e9be54 void PawnVaultAllCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x1e9bae0 void PawnVaultAllBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x1e9b750 void PawnLeaveState(enum State);// 0x1e9b6d0 bool PawnHasState(enum PawnState);// 0x1e9b648 bool PawnEnterState(enum State);// 0x1e9b5c0 bool PawnAllowState(enum State, bool withLog);// 0x1e9b4ec void OnWeaponEquipmentUpdate();// 0x1e9b4d0 void OnUnEquipWeapon();// 0x2859eb0 void OnUIZombieModeSkillCDShowDelegate(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x1e9b3d0 void OnStateLeave(enum EnteredState);// 0x1e9b350 void OnStateEnter(enum EnteredState);// 0x1e9b2d0 void OnShowName(bool _IsShow, FString _Name);// 0x2859eb0 void OnServerCheckWarnSoundUAV(enum soundType);// 0x1e9b250 void OnScopeNotHandFold();// 0x1e9b23c void OnScopeHandFold();// 0x1e9b228 void OnRep_ZombieModeSkillPropLevel();// 0x1e9b214 void OnRep_ZombieModeSkillPropChanged();// 0x1e9b200 void OnRep_WaterObj();// 0x1e9b1ec void OnRep_VehicleSeatIdx();// 0x1e9b1d8 void OnRep_UnmannedVehicleSyncData();// 0x1e9b1bc void OnRep_ThrowGrenadeMode(byte PrevMode);// 0x1e9b144 void OnRep_Temperature(float LastValue);// 0x1e9b0c4 void OnRep_SwitchWeaponSpeedScale();// 0x1e9b0b0 void OnRep_StatusChanged(byte prevStatus);// 0x1e9b030 void OnRep_SignalHPRemainingTime();// 0x1e9b01c void OnRep_SignalHP(float PrevVal);// 0x1e9af9c void OnRep_SightVisionMask();// 0x1e9af88 void OnRep_ShowRevivalPointIcon();// 0x1e9af74 void OnRep_ScopeFov();// 0x1e9af60 void OnRep_ResetDataOnRespawn();// 0x1e9af4c void OnRep_ReplicatedParachuteState();// 0x1c8c854 void OnRep_ReplicatedMoveState();// 0x1e9af38 void OnRep_ReplicatedIsStartParachute();// 0x1e9af24 void OnRep_RemainUseSupplySpotTimes();// 0x1e9af10 void OnRep_RemainUseEnhancerSpotTimes();// 0x1e9aefc void OnRep_PoseStateNotify(byte LastState);// 0x1e9ae84 void OnRep_PoisonFogStageChange();// 0x1e9ae70 void OnRep_PlayerKey();// 0x1e9ae54 void OnRep_PeekHasCollision();// 0x1e9ae40 void OnRep_MoneyNotify();// 0x1e9ae2c void OnRep_KillTipsNotify();// 0x1c8c854 void OnRep_IsWingUpControl();// 0x1e9ae18 void OnRep_IsRescueingOtherStatusChange();// 0x1e9ae04 void OnRep_IsInvincible();// 0x1e9ade8 void OnRep_IsFPPChanged();// 0x1e9add4 void OnRep_IsBeingRescuedStatusChange();// 0x1e9adc0 void OnRep_InAssistantState();// 0x1e9adac void OnRep_HealthPredict();// 0x1e9ad98 void OnRep_Health(float PrevHealth);// 0x1e9ad18 void OnRep_HandFolderRatio();// 0x1e9ad04 void OnRep_FollowState();// 0x1e9acf0 void OnRep_EnergyChange();// 0x1e9acdc void OnRep_DisabledPawnStates();// 0x1e9acc0 void OnRep_DamageMagnifierIdx();// 0x1e9acac void OnRep_CurrentVehicle(STExtraVehicleBase* LastVehicle);// 0x1e9ac34 void OnRep_CurrentStates(uint64 prevStates);// 0x1e9abb0 void OnRep_CurBonFire();// 0x1e9ab9c void OnRep_CharacterHideInGame();// 0x1e9ab88 void OnRep_CharacterFallingVelocityZFactor();// 0x1e9ab74 void OnRep_ChangeHalloweenVampireCloth();// 0x1e9ab60 void OnRep_BreathAmmountChange();// 0x1e9ab4c void OnRep_bIsCallingForRevival();// 0x1e9ab38 void OnRep_AntidoteMaxTimeSync();// 0x1c8c854 void OnRep_AntidoteExeTimeSync();// 0x1c8c854 void OnRep_AngleSightRotOffsetChanged();// 0x1e9ab24 void OnRep_AnchorPlat();// 0x1e9ab10 void OnRep_AKEventNotify();// 0x1e9aafc void OnPoseStateChange(byte LastState, byte CurState);// 0x2859eb0 void OnPlayEmoteStop(int EmoteIndex);// 0x1e9aa84 void OnPlayEmoteEnd(int EmoteIndex);// 0x1e9aa0c bool OnPlayEmote(int EmoteId);// 0x1e9a98c void OnOverlapDarkArea(bool bIsBegin, Actor* DarkAreaActor);// 0x1e9a8c4 void OnOpenDoor(PUBGDoor* door, int doorState);// 0x1e9a800 void OnNotifyHurt();// 0x2859eb0 void OnLoadEmoteAssetEnd(BackpackEmoteHandle* Handle, int EmoteIndex);// 0x1e9a744 void OnLoadEmoteAssetBegin(BackpackEmoteHandle* Handle, int EmoteIndex, out SoftObjectPath[] OutAssetRefListToLoad);// 0x1e9a588 void OnLeaveStateInChangeWearing(enum HasLeavedState);// 0x1e9a510 void OnInterruptCurrentEmote();// 0x1e9a4fc void OnInterruptChangeWearing();// 0x1e9a4e8 void OnHealthChangeFromRPC(float PrevHealth, float InHealth);// 0x1e9a42c void OnFollowStateChange();// 0x1e9a418 void OnEquipWeapon(byte Slot);// 0x2859eb0 void OnEnterStateInChangeWearing(enum HasEnteredState);// 0x1e9a3a0 void OnEndCurrentEmote(int EmoteIndex, int StopReason);// 0x1e9a2e4 void OnEndChangeWearing(int StopReason);// 0x1e9a26c void OnDetectPaintDecalTarget(bool bStart);// 0x2859eb0 void OnCurEquipedShootWeaponChangeState(byte LastState, byte State);// 0x1e9a1b0 void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x1e9a0b0 void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x1e99fb0 void OnChangeWearingAnimFinishedEvent(int Reason);// 0x1e99f38 bool OnChangeWearing(int Index);// 0x1e99eb8 void OnBPMoneyChange();// 0x2859eb0 void OnBPIsInvincibleChange();// 0x2859eb0 void OnBPHealthChange();// 0x2859eb0 void OnBeforeGetUp();// 0x2859eb0 void OnAsyncLoadEmoteAnim(AnimationAsset* CurrentEmoteAnim, BackpackEmoteHandle* Handle, int EmoteIndex);// 0x1e99cb0 void OnAsyncLoadChangeWearingAnim();// 0x1e99c9c void OnActorHitHandle(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1e99b34 void NM_SetPeekState(bool Enable, bool IsLeft);// 0x1e99a5c void MulticastStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x1e99960 void MulticastStartPlayEmote(int EmoteIndex);// 0x1e998ac void MulticastStartChangeWearing();// 0x1e99850 void MulticastPlayerSoundByID(int SoundID);// 0x1e9979c void MulticastInteruptPlayEmoteOnServer(int EmoteIndex);// 0x1e996e8 void MulticastInteruptPlayEmote(int EmoteIndex);// 0x1e99634 void MulticastInteruptChangeWearingOnServer();// 0x1e995d8 void MulticastInteruptChangeWearing();// 0x1e9957c bool Montage_IsPlaying(AnimMontage* AnimMontage);// 0x1e994fc void MeleeServer();// 0x1e994a0 void MeleeReleased();// 0x1e9948c void MeleeLocal();// 0x2859eb0 void MeleeBroadcastOtherClients();// 0x1e99430 void Melee(bool IsForCE);// 0x1e993b0 void LogWeaponsDataInWeaponManagerAndBackpack();// 0x1e9939c void LocalUnEquipWeapon(STExtraWeapon* Weapon);// 0x1e99324 bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool IsForceSwitch);// 0x1e991fc bool LocalStartPlayEmote(int EmoteIndex);// 0x1e9917c bool LocalStartChangeWearing();// 0x1e99154 bool LocalInteruptPlayEmote(int EmoteIndex);// 0x1e990d4 bool LocalInteruptChangeWearing();// 0x1e990ac void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x1e98ff0 void LevaveFire(STExtraShootWeapon* OwnerShootWeapon);// 0x1e98f70 void LeaveState(enum State);// 0x1e98ef0 void LeaveServerState(enum State);// 0x1e98e3c void LeaveBattleState();// 0x1e98e28 bool IsWeaponOwnerLocallyControlled();// 0x1e98df8 bool IsValidPuzzleElementTarget(out HitResult OutHitResult, out Vector OutStart, out Vector OutEnd);// 0x1e98cb0 bool IsValidPaintDecalTarget_Simple();// 0x1e98c90 bool IsValidPaintDecalTarget(out enum OutvalidationType, out Vector OutStart, out Vector OutEnd);// 0x1e98b58 bool IsUsingGrenade();// 0x1e98b30 bool IsThermalImagingValid();// 0x1e98b08 bool IsSameTeamWithPlayerState(PlayerState* otherPS);// 0x1e98a88 bool IsSameTeamWithLocal();// 0x1e98a60 bool IsSameTeam(Pawn* Other);// 0x1e989d8 bool IsReplayViewTarget();// 0x1e989b0 bool IsProneMove();// 0x1e98988 bool IsOnVehicleNotUAV();// 0x1e98948 bool IsOnVehicle();// 0x1e98924 bool IsOnFireBalloon();// 0x1e988fc bool IsNowUpWater();// 0x1e988d4 bool IsNightVisionValid();// 0x1e988ac bool IsNearDeath();// 0x1e98884 bool IsLocalViewed();// 0x1e98854 bool IsLocalControlorView();// 0x1e9882c bool IsInFlyingTeam();// 0x1e98804 bool IsInExtreme();// 0x1e987dc bool IsInEditor();// 0x1d999ec bool IsHealthyAlive();// 0x1e987b4 bool IsHandleInFold();// 0x1e9878c bool IsGunADS();// 0x1e9875c bool IsFirstPerson();// 0x1e98734 bool IsExitingParachute();// 0x1e9870c bool IsEnableDamage(STExtraBaseCharacter* TargetBaseCharacter);// 0x1e9868c bool IsEnableBulletFlySound();// 0x1e9865c bool IsDetectingPaintDecalTarget();// 0x1e9863c bool IsDefaultCharType();// 0x1e9860c bool IsClient_WeaponOwner();// 0x1e985dc bool IsCharacterSprinting();// 0x1e985b4 bool IsChangeWearingState();// 0x1e9858c bool IsCanDriveSnowBoard();// 0x1e98564 bool IsBattleState();// 0x1e9853c bool IsAttackerIgnoreDamage(int DamageEventType);// 0x1e984b4 bool IsAngledSight();// 0x1e9848c bool IsAllowScopeIn();// 0x1e98464 bool IsAlive();// 0x1e98434 void InviteTeammate(FString Name, enum InvitationType);// 0x1e98334 void InsertDelayStateRelation(enum OldState, enum NewState);// 0x1e98278 void InitCharacterSkillList();// 0x1e98264 bool InDarkArea();// 0x1e9823c void InClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x1e98180 void HidePlayerMagOnGunReload();// 0x1e9816c void HideNightVisionFrame();// 0x1e98150 bool HaveAngledSight();// 0x1e98128 bool HasState(enum State);// 0x1e980a0 bool HasSightCondition(enum Flags);// 0x1e98020 bool HasAnySightVision(enum Flags);// 0x1e97fa0 void HandleWeaponShootLost();// 0x1e97f84 void HandleWeaponOnShoot();// 0x1e97f70 void HandleUnmannedVehicleControlAnimLoadFinished(byte InAnimType, STExtraVehicleBase* Vehicle, float PlayRate);// 0x1e97e70 void HandleStartFireDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x1e97df0 void HandleStartFillGasDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x1e97d70 void HandleShootDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x1e97cf0 void HandlePlayOperateItemSoundOnServer(int ItemSoundID, enum ItemOperation);// 0x1e97c34 void HandlePlayerWeaponChangeState(byte WeaponStateType);// 0x1e97bb4 void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x1e97af8 void HandlePlayerPickUpActor(Actor* WrapperActor, float TargetZLoc);// 0x1e97a3c void HandleOpenPickUpBoxAction();// 0x1e97a28 void HandleOnCharAnimLoadingFinished();// 0x1e97a0c void HandleMoveAntiShootVerifyMiss();// 0x1e979f0 void HandleConsumeItemSkillBreak();// 0x1e979dc void HandleBulletHitEvent(Actor* ImpactActor, Vector ImpactPoint);// 0x1e97918 void HandleAutoSwitchWeaponDelay();// 0x1e97904 void GrenadeBackToWeaponServerCall();// 0x1e978a8 void GMTestZengzuo();// 0x1e97894 void GMShowName();// 0x1c8c854 Actor* GetWeaponUserConst();// 0x1e97864 float GetWeaponOwnerPawnHealth();// 0x1e97834 WeaponManagerComponent* GetWeaponManager();// 0x1e97804 Rotator GetViewRotation();// 0x1e977b4 PlayerVaultComponent* GetVaultComponent();// 0x1e9778c float GetValueLimitForHealthPredict();// 0x1e97764 STExtraUnderWaterEffectComp* getUnderWaterEffectComponent();// 0x1e9773c Vector GetUIHelmetPosition();// 0x1e976ec enum GetUAVState();// 0x1e976d0 byte GetThrowGrenadeMode();// 0x1e976b0 int GetTeamMateIndex(STExtraBaseCharacter* Teammate);// 0x1e97630 STExtraBaseCharacter* GetTargetPlayer();// 0x1e97610 AkComponent* GetSoundComponent();// 0x1e975e8 int[] GetSkillIdListByCharaSkillID(int[] CharSkillTableIDList);// 0x1e97408 FString GetShootWeaponNameByWeapon(int ItemDefineID);// 0x2859eb0 SecuryInfoComponent* GetSecuryComponent();// 0x1e973e0 STExtraVehicleBase* GetRelevantVehicleInReady();// 0x1e973c0 int GetRedClothIDByEmote(int EmoteIndex);// 0x1e97338 Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x1e972a8 BoxComponent* GetProneShapeComponent();// 0x1e9728c byte GetPlayerWeaponFireMode();// 0x1df24dc byte GetPlayerWeaponEquipSlot();// 0x1e97264 AnimVehParamList GetPlayerVehAnimParam(float DeltaTime);// 0x1e971a0 PlayerVehAnimList GetPlayerVehAnimation();// 0x1e9716c int GetPlayerTeamIndex();// 0x1e97144 STExtraPlayerState* GetPlayerStateSafety();// 0x1e9711c STExtraPlayerState* GetPlayerState();// 0x1e970ec FString GetPlayerNameSafety();// 0x1e97024 FString GetPlayerDetailInfo();// 0x1e96f64 STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34 STExtraPlayerController* GetPlayerControllerInReplay();// 0x1e96f0c AnimParamList GetPlayerAnimParam(float DeltaTime);// 0x1e96dcc PlayerAnimData GetPlayerAnimationByEventType(byte AnimEventType);// 0x1e96d44 PlayerAnimList GetPlayerAnimation();// 0x1e96c7c Vector GetOwnerShootStartLocation();// 0x1e96c2c int GetNearTeamPlayerNum();// 0x1e96c04 Vector GetMoveInputLocalDir();// 0x1e96bbc MoveAntiCheatComponent* GetMoveAntiCheatComponentInterface();// 0x1e96b8c FString GetLatestInviter();// 0x1e96acc STExtraPlayerState* GetLastInviterPlayerState();// 0x1e96aa4 LagCompensationComponentBase* GetLagCompensationComponent();// 0x1e96a74 float GetKdValue();// 0x1e96a4c bool GetIsPlayingEmote();// 0x1e96a2c bool GetIsFPP();// 0x1e969fc bool GetIsChangeWearing();// 0x1e969dc float GetInjuryFreeRate(int BodyPart);// 0x1e96954 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x1e967e0 Vector GetHeadLocation(bool bUseHeadBone);// 0x1e96748 int GetHandFolderRatio();// 0x1e96718 Vector GetGunOwnerHeadLocation();// 0x1e966c8 FString GetGrenadeNameByGrenadeType(byte grenadeType);// 0x2859eb0 enum GetGender();// 0x1e966ac BaseFPPComponent* GetFPPComp();// 0x1e96684 Vector GetFollowerLocOffset(STExtraBaseCharacter* follower);// 0x1e965f4 Vector GetFollowerLoc(STExtraBaseCharacter* follower);// 0x1e96564 float GetExtraDamageBySignalHP(float InDamge);// 0x1e964e4 BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x2859eb0 FString GetEmote(int ItemDefineID);// 0x2859eb0 STExtraWeapon* GetCurrentWeapon();// 0x1e964bc int GetCurrentVehicleAnimVehicleType();// 0x1e96494 STExtraVehicleBase* GetCurrentVehicle();// 0x1e96464 uint64 GetCurrentStatesInterface();// 0x1e96434 STExtraShootWeapon* GetCurrentShootWeapon();// 0x1e9640c STExtraWeapon* GetCurrentShieldWeapon();// 0x1e963e4 int GetCurrentFloorType();// 0x1e963bc FString GetCorpName();// 0x1e962fc Controller* GetControllerSafety();// 0x1e962cc UAEChaParachuteAnimListComponent* GetCharParachuteAnimListComponent();// 0x1e962a4 float GetCharacterXYPlaneVelocity();// 0x1e9627c enum GetCharacterSubType();// 0x1e96254 enum GetCharacterMainType();// 0x1e9622c CharacterEnergyData GetCharacterEnergy();// 0x1e96040 UAECharacterAnimListComponent* GetCharacterAnimComponent();// 0x1e96010 CapsuleComponent* GetCapsuleComponentInterface();// 0x1e95fe0 Rotator GetCachedControlRotation();// 0x1e95f98 STCharacterBonfireLinkComp* GetBonfireLinkComp();// 0x1e95f70 CharacterAvatarComponent2* getAvatarComponent2();// 0x1e95f48 float GetAnimMontagePlayRate(AnimMontage* AnimMontage);// 0x1e95ec8 float GetAdjustDurabilityReduce(float DurabilityReduce, enum HitPos);// 0x1e95e04 SpringArmComponent* GetActiveSpringArm();// 0x1e95dd4 void GeneratePlayerBackpackWrappersToGround();// 0x1e95db8 void FpsPawnVaultToServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e95aec void FpsPawnVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e958a8 void ForceWeaponFireInMuzzleDirection(bool bUseMuzzleDirection);// 0x1e95828 void ForceSwitchWeaponBySlotOnServer(byte Slot, bool bUseAnimation);// 0x1e9575c void ForcePlayerUpdateAnimation();// 0x1e95748 void ForceDestroyWeaponInventoryAndClearData();// 0x1e95734 void ForceCorrectClient(const Vector Postion, const Rotator Rotation, const Vector Velocity);// 0x1e95644 void FollowTeammate(FString Name);// 0x1e954ec enum FindBuffRelatedPawnState(FName _buffName);// 0x1e9546c void FillPlayerAnimRate(out PlayerAnimList InAnimList);// 0x1e952ec bool FillGasWeaponFilter();// 0x1e952c4 void ExecFollowTeammate(FString Name);// 0x1e9516c void EquipZoomScope(int WeaponId, int ScopeID);// 0x1e950b0 void EquipWeaponFinish();// 0x1c8c854 void EquipWeapon(byte Slot, bool bSwitchWeapon);// 0x1e94fec bool EnterState(enum State);// 0x1e94f64 void EnterServerState(enum State);// 0x1e94eb0 void EnterFire();// 0x1e94e94 void EnterBattleState();// 0x1e94e80 void EnterAssistantOnTrackVehicle(bool bEnter);// 0x1e94e00 bool EmoteAnimFinishedSuccessfully();// 0x1e94dd8 void DoPuzzleActorTickable(bool bStart);// 0x1e94d58 void DoDetectPaintDecalTarget(bool bStart);// 0x1e94cd8 void DisappearOnDeath();// 0x1e94cc4 void DettachWeapon();// 0x1c8c854 bool DestroyWeaponOnServerByPropSlot(byte Slot, bool bEnableBroadcast);// 0x1e94bf8 bool DestroyWeaponOnServer(FName LogicSocket, bool bEnableBroadcast);// 0x1e94b24 void DestroyGrenadeAndSwitchBackToPreviousWeaponOnServer();// 0x1e94b10 void DelayResetStandState();// 0x1e94afc void DelayMoveEnd();// 0x1e94ae8 void DelayMove(float Time);// 0x1e94a70 void DelayHidden();// 0x1e94a54 void DelayCustomDepth(float Time);// 0x1e949dc void DelayChangeRectiftAvatar(float InDelayTime, enum InSlotType, int InItemID, bool bWear);// 0x1e9488c CapsuleComponent* CreateCapsuleComponentForDeltaRotation(enum Why);// 0x1e94804 byte ConvertWeaponSlotToCharacterAnimType(byte WeaponSlot);// 0x1e94784 byte ConvertWeaponFireModeToWeaponAnimType(byte FireMode);// 0x1e94704 byte ConvertCharacterPoseStateToPoseType(byte InPoseState);// 0x1e94684 void ClientSyncServerTagsChange(const FName[] newTags, const FName[] oldTags);// 0x1e94508 void ClientSomeOneResponseMe(FString BeInvitedName, enum res, enum InivationType);// 0x1e943bc void ClientSomeOneInviteMe(FString SomeOne, enum InvitationType);// 0x1e942b4 void ClientShowVeteranRecruitParachuteTeamTip(const int TipsID, FString param1, FString param2);// 0x1e94128 void ClientShowAutoGroupParachuteTeamTips(bool bDoGroupSuccessfully, FString LeaderName);// 0x1e94014 void ClientSetLeaveVehicleLocation(Vector LeaveLocation);// 0x1e93f9c void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x1e93ed8 void ClientResponseFeedback(enum res);// 0x1e93e58 void ClientPlayVehicleOverlapCameraShake();// 0x1e93dfc void ClientPlayInteractEmote(int EmoteId);// 0x1e93d7c void ClientOnPossessBy(Controller* NewController);// 0x1e93cc8 void ClientFeedbackZombiePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x1e93af8 void ClientFeedbackZombieMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x1e93914 void ClientFeedbackVehiclePointDamage(float Damage, const STPointDamageEvent DamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShot);// 0x1e93744 void ClientChangeCharacterMesh(int MeshID);// 0x1e936c4 void ClientBulletLineTrace(Vector BornPos, Vector EndPos, STExtraBaseCharacter* InstigatorCharacter);// 0x1e93560 void ClientAIHotValueDebugInfo(const float[] Info);// 0x1e9349c void ClearOnDeath(Controller* EventInstigater, Actor* DamageCauser);// 0x1e933e0 void ClearHPUI();// 0x1e933c4 void ClearClientJump();// 0x1e933b0 bool CheckWeaponIsCurUsingWeapon(STExtraWeapon* CurWeapon);// 0x1e93328 bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x1e93290 bool CheckPickWeaponCanAutoUse();// 0x1e93260 void CheckNeedReload(STExtraShootWeapon* OwnerShootWeapon, Actor* WeaponOwnerActor);// 0x1e9319c bool CheckIsWearingThoseClothes(out const int[] InClothIDList);// 0x1e930c8 bool CheckIsWearingThisCloth(int InClothID);// 0x1e93048 bool CheckIsValidEmoteIDBP(int EmoteIndex);// 0x1e92fc0 void CheckCharacterDelayHide();// 0x1e92fac bool CheckCanAutoUseWeapon(STExtraWeapon* Weapon);// 0x1e92f24 bool CheckBuffTarget(STBuff* Buff);// 0x1e92e9c bool CheckBaseIsMoving();// 0x1e92e74 bool CheckBaseIsMoveable();// 0x1e92e4c void CharacterStateReset();// 0x1e92e38 void CharacterShowWeaponDelay();// 0x1e92e24 static byte CharacterPoseStateToPoseType(byte InPoseState);// 0x1e92dac void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x1e92ca0 bool ChangeWearingAnimFinishedSuccessfully();// 0x1e92c78 void ChangeVehWeaponCameraData(bool Enable);// 0x1e92bf8 void ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x1e92af0 bool CanPaintDecal(int DecalId);// 0x1e92a70 bool CanHearWeaponLockSound();// 0x1e92a40 bool CanEnterWaterArea(enum[] disallowedState);// 0x1e928e0 bool CanEnterState(enum NewState);// 0x1e92860 bool CanChangeThrowMode();// 0x1e92838 void CancelFollow();// 0x1e92824 void CalculateUseBuffFlow(int InBuffID);// 0x1e927ac void CalculateTakeItemFlow(int SpesificID, int Count);// 0x1e926f0 float CalculateTakeDamageFinalDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x1e9257c void CalculatePickUpItemFlowInstance(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam, uint64 InstanceID);// 0x1e92398 void CalculatePickUpItemFlow(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam);// 0x1e92204 void CalculateBuildingEnterFlow(int InBuildingID, int InCount);// 0x1e92148 void CalculateBornLandThrowGrenade(int ID);// 0x1e920d0 void CalculateBornLandGrenadeBattle(int ID, bool bHitOthers);// 0x1e9200c void CalculateAreaUseItemFlow(int SpesificID, int Count);// 0x1e91f50 void CalculateActivityEventFlow(TLog_ActivityEventType InEventID, int InCount);// 0x1e91e78 void BulletLineTrace(Vector BornPos, Vector EndPos, PrimitiveComponent* MeshComp, Actor* BulletActor);// 0x1e91d2c void BulletChange();// 0x1e91cd0 void BroadcastOtherClientsDie(Controller* Killer, Actor* DamageCauser, const HitResult KillingHitInfo, Vector KillingHitImpulseDir, const DamageEvent DamageEvent, bool bIsPointDamage);// 0x1e91a6c void BroadcastFatalDamageInfoWrapper(UAECharacter* Causer, UAECharacter* VictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int PreviousHealthStatus, UAECharacter* WhoKillMe, int KillerKillCount);// 0x1e917b8 void BroadcastFatalDamageInfo(UAECharacter* Causer, UAECharacter* Victim, ClientFatalDamageRecordData Data);// 0x1e915f4 void BroadcastClientsSimulateVehicleDamageDie(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e91328 void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e910ac void BroadcastClientsSimulateRadialDamageDie(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e90d74 void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e90a8c void BroadcastClientsSimulatePoisonDamageDie(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e907c0 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e90544 void BroadcastClientsSimulatePointDamageDie(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e90278 void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8fffc void BroadcastClientsSimulateMeleeDamageDie(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8fd1c void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8fa8c void BroadcastClientsSimulateFallingDamageDie(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8f7c0 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8f544 void BroadcastClientsSimulateDrowningDamageDie(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8f278 void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8effc void BroadcastClientsSimulateBurningDamageDie(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8ed24 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8ea9c void BroadcastClientsSimulateAirAttackDamageDie(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x1e8e764 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1e8e47c float BPTakeDamage(float Damage, const Controller* EventInstigator, const Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x1e8e300 void BPResetCharacter();// 0x2859eb0 void BPReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, float Radius, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser, out const Vector ImpulseDir);// 0x2859eb0 void BPReceivePointDamage(float Damage, const DamageType* DamageType, Vector HitLocation, Vector HitNormal, PrimitiveComponent* HitComponent, FName BoneName, Vector ShotFromDirection, Controller* InstigatedBy, Actor* DamageCauser, out const HitResult HitInfo);// 0x2859eb0 void BPReceiveMeleeDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0 void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x1e8e18c void BP_SetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x2859eb0 void AutoScopeWhenPeek();// 0x1e8e178 void AttachWeapon();// 0x1c8c854 void AsyncAnimOpenDoorCallback(AnimationAsset* retAsset);// 0x1e8e100 void ApplyLeaveVehicleVelocity(Vector InLeaveVelocity);// 0x1e8e090 bool AllowState(enum State, bool withLog);// 0x1e8dfbc void AIStartFireOnServer(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget);// 0x1e8de68 void AddOneDamageCauserRecord(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x1e8dca8 void AddMoveOffSet(float Forward, float Right, float Up);// 0x1e8dba8 void AddDamageRecord(Controller* Causer, float Damage, int HSChangeMargin, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1e8d9f4 void AddClientLeaveStateCheck(enum State, float Duration);// 0x1e8d938 void ActivateParachuteFreeFallingShake(float FreeFallingShakeTime);// 0x1e8d8c0 -------------------------------- Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object delegate CharacterAnimEventDelegate;//[Offset: 0x79c , Size: 12] delegate OnPushDamageDynamicDelegate;//[Offset: 0x7d0 , Size: 12] delegate OnTakeDamageDynamicDelegate;//[Offset: 0x7dc , Size: 12] uint64 CurrentStates;//[Offset: 0x828 , Size: 8] float Health;//[Offset: 0x830 , Size: 4] float HealthMax;//[Offset: 0x834 , Size: 4] float SignalHP;//[Offset: 0x838 , Size: 4] float PreSignalHP;//[Offset: 0x83c , Size: 4] float PreviousSignalHP;//[Offset: 0x840 , Size: 4] float SignalHPMax;//[Offset: 0x844 , Size: 4] FString EnergyBuffListName;//[Offset: 0x848 , Size: 12] float ResetSignalHP_FatalDamage;//[Offset: 0x854 , Size: 4] float ResetSignalHP_Rescued;//[Offset: 0x858 , Size: 4] int[] TypeIds;//[Offset: 0x85c , Size: 12] float SwimSpeedDynamicScale;//[Offset: 0x868 , Size: 4] bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86c , Size: 1] float threatenValue;//[Offset: 0x870 , Size: 4] float HurtParticleOffset;//[Offset: 0x874 , Size: 4] delegate DoOnNextFrameEnsureSpawnActorTriggerSuccess;//[Offset: 0x880 , Size: 12] PawnStateDisable[] DisabledPawnStates;//[Offset: 0x88c , Size: 12] STExtraVehicleBase* CurrentVehicle;//[Offset: 0x898 , Size: 4] UnmannedVehicleSyncData CurrentUnmannedVehicleSyncData;//[Offset: 0x89c , Size: 8] UnmannedVehicleSyncData LastUnmannedVehicleSyncData;//[Offset: 0x8a4 , Size: 8] STExtraVehicleBase* CurrentRemoteControlledVehicle;//[Offset: 0x8ac , Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x8b0 , Size: 4] bool EnableStatesInterruptRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b4 , Size: 1] FString CharacterStateType;//[Offset: 0x8bc , Size: 12] bool bEnableDebugServiceInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c8 , Size: 1] delegate OnHandleSkillStartDelegate;//[Offset: 0x914 , Size: 12] delegate OnHandleSkillEndDelegate;//[Offset: 0x920 , Size: 12] STBaseBuffSystemComponent* BuffSystemComponent;//[Offset: 0x944 , Size: 4] STBuffSystemComponent* BuffSystem;//[Offset: 0x948 , Size: 4] UTSkillManagerComponent* SkillManager;//[Offset: 0x94c , Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0x950 , Size: 4] ActorAttributeComponent* ActorAttribute;//[Offset: 0x954 , Size: 4] delegate StateEnterHandler;//[Offset: 0x958 , Size: 12] delegate StateLeaveHandler;//[Offset: 0x964 , Size: 12] delegate StateInterruptedHandlerBP;//[Offset: 0x984 , Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0x990 , Size: 12] PartHitComponent* PartHitComponent;//[Offset: 0x99c , Size: 4] bool bIsGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a1 , Size: 1] byte TeamNum;//[Offset: 0x9b0 , Size: 1] TickControlComponent* TickControlComp;//[Offset: 0x9b4 , Size: 4] float SpeedScale;//[Offset: 0x9c0 , Size: 4] float SpeedValue;//[Offset: 0x9c4 , Size: 4] float Temperature;//[Offset: 0x9c8 , Size: 4] float TemperatureMax;//[Offset: 0x9cc , Size: 4] float TemperatureMin;//[Offset: 0x9d0 , Size: 4] bool bUseModifiedTargetLocIfNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e0 , Size: 1] bool bCanBePickByPicker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e1 , Size: 1] CharacterMaterialComponent* CharacterMaterialComponent;//[Offset: 0x9e8 , Size: 4] float VehicleDetailedTraceDist;//[Offset: 0x9ec , Size: 4] float SpringArmTraceDist;//[Offset: 0x9f0 , Size: 4] BodyRelativeOffsetConfig;//[Offset: 0x9f4 , Size: 60] ActivitySyncData ActicitySyncData;//[Offset: 0xa30 , Size: 28] bool bDisableFaceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58 , Size: 1] bool TriggerSkillEvent(class UTSkill SkillClass, byte SkillEventType);// 0x1ec9898 bool TriggerSkillCustomEvent(int SkillIndex, byte EventType);// 0x1ec97cc bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x1ea45d8 bool TriggerEntryEventWithID_Implementation(int SkillID, byte SkillEventType);// 0x1ec9700 bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x1ea4550 void TriggerCustomEvent_Implementation(byte EventType);// 0x1ec9680 bool SetBuffExpiry(FName BuffName, float ExpirySecondsFromNow);// 0x1ec95ac void S2C_InterruptState(int stateID, int InterruptedBy);// 0x1ec94e8 void RPC_Client_SetServiceDebugInfo(FString Info);// 0x1ec9424 void ResetPawnStateDisabled(enum State);// 0x1ec93ac bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1ec929c bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1ec9144 bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x1ec9020 void RemoveBaseBuffSystemComponent();// 0x1ec900c float PlayAnimMontageWithStartPos(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName, float StartPos);// 0x1ec8eac void OnRep_UnmannedVehicleSyncData();// 0x1e9b1bc void OnRep_Temperature(float LastValue);// 0x1e9b0c4 void OnRep_SignalHP(float PrevVal);// 0x1e9af9c void OnRep_HealthMax();// 0x1ec8e90 void OnRep_Health(float PrevHealth);// 0x1e9ad18 void OnRep_DisabledPawnStates();// 0x1e9acc0 void OnRep_CurrentStates(uint64 prevStates);// 0x1e9abb0 void OnRep_ActivitySyncData();// 0x1ec8e7c void OnLeaveStateForBp(enum State);// 0x2859eb0 void OnHandleSkillStart__DelegateSignature(Character* OwnerCharacter, int SkillID);// 0x2859eb0 void OnHandleSkillEnd__DelegateSignature(Character* OwnerCharacter, enum StopReason, int SkillID);// 0x2859eb0 void OnEnterStateForBp(enum State);// 0x2859eb0 void LeaveState(enum State);// 0x1e98ef0 bool IsPawnStateDisabledByWeapon(enum State);// 0x1ec8df4 bool IsPawnStateDisabled(enum State);// 0x1ec8d74 bool IsCanDamageTeammate(out const DamageEvent DamageEvent);// 0x1ec8cd0 bool IsCanDamageSelf(out const DamageEvent DamageEvent);// 0x1ec8c2c bool IsAlive();// 0x1e98434 bool HasState(enum State);// 0x1e980a0 bool HasBuffID(int BuffID);// 0x1ec8ba4 bool HasBuff(FName BuffName);// 0x1ec8b1c STExtraVehicleBase* GetUnmannedVehicle();// 0x1ec8b00 UTSkillManagerComponent* GetSkillManager();// 0x1ec8ad0 float GetScaledSpeed();// 0x1ec8aa0 FString GetPlayerNameSafety();// 0x1e97024 STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34 enum GetObserverType();// 0x1ec8a70 enum[] GetDamageableGameObjectType();// 0x1ec89a8 UTSkill* GetCurSkill();// 0x1ec8978 STExtraVehicleBase* GetCurrentVehicle();// 0x1e96464 float GetBuffExpiry(FName BuffName);// 0x1ec88f0 float GetBuffDuration(int BuffID, int CauseSkillID);// 0x1ec8824 UAEBlackboard* GetBuffBlackboard(int BuffID);// 0x1ec87a4 void FillBuffBlackboard(int BuffID, UAEBlackboardParameter[] ParamList);// 0x1ec861c int ExtractDamageParams(out const DamageEvent DamageEvent, Actor* DamagetCauser, out int DamagetType);// 0x1ec84dc bool EnterState(enum State);// 0x1e94f64 void DelayHidden();// 0x1e94a54 void Client_ShowDebugString(Vector InLocation, FString InText, Actor* InActor, Color InColor, float InTime);// 0x1ec8308 void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor, float InTime);// 0x1ec81bc void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float InTime);// 0x1ec8070 void Client_ShowDebugCone(Vector InLocation, float InRadius, Color InColor, float InTime, Vector forwardDir, float ang);// 0x1ec7e8c void Client_ShowDebugCapsule(Vector InLocation, float InRadius, float Length, Color InColor, float InTime, Rotator Rot, float ang);// 0x1ec7c60 void Client_ShowDebugBox(Vector Center, Color InColor, float InTime, Vector Extent, Quat Rot);// 0x1ec7abc void ClearBuff();// 0x1ec7aa0 void CheckSignalHP();// 0x1ec7a8c void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2859eb0 bool AllowState(enum State, bool withLog);// 0x1e8dfbc bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1ec797c bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1ec7824 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x1ec7680 -------------------------------- Class: UAECharacter.Character.Pawn.Actor.Object int iRegionCharacter;//[Offset: 0x5e8 , Size: 4] FName PlayerType;//[Offset: 0x5f0 , Size: 8] FString PlayerName;//[Offset: 0x5f8 , Size: 12] FString Nation;//[Offset: 0x604 , Size: 12] uint32 PlayerKey;//[Offset: 0x610 , Size: 4] FString PlayerUID;//[Offset: 0x614 , Size: 12] int TeamID;//[Offset: 0x620 , Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x624 , Size: 1] int CampID;//[Offset: 0x628 , Size: 4] int resID;//[Offset: 0x62c , Size: 4] enum DefaultCharacterGender;//[Offset: 0x630 , Size: 1] GameModePlayerItem[] InitialItemList;//[Offset: 0x634 , Size: 12] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x640 , Size: 40] GameModePlayerPetInfo PetInfo;//[Offset: 0x668 , Size: 24] int planeAvatarId;//[Offset: 0x680 , Size: 4] int DyeDebugFlag;//[Offset: 0x684 , Size: 4] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x688 , Size: 12] bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x694 , Size: 1] bool bIsAIWithPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x695 , Size: 1] bool UseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8 , Size: 1] bool DefaultIsUseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a9 , Size: 1] FString LuaFilePath;//[Offset: 0x6b8 , Size: 12] void SendLuaDSToClient(int ID, out const byte[] Content);// 0x246398c void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2463850 void OnRep_UseWholeModel();// 0x246383c void OnRep_TeamID();// 0x2463828 void OnRep_PlayerUID();// 0x2463814 void OnRep_PlayerKey();// 0x1e9ae54 void OnRep_CampID();// 0x2463800 bool IsDefaultCharType();// 0x1e9860c int GetTeamId();// 0x24637e4 FString GetPlayerKey();// 0x2463724 ActorComponent*[] GetNonSimulatedComponents_OnFighting();// 0x246365c ActorComponent*[] GetNonSimulatedComponents_NonTeammates();// 0x2463594 ActorComponent*[] GetNonSimulatedComponents();// 0x24634cc ActorComponent*[] GetNonDedicatedComponents();// 0x2463404 int GetCampId();// 0x24633dc void ClientAcknowledgeReconnection(uint32 Token);// 0x1c83750 -------------------------------- Class: GameModePlayerItem int ItemTableID;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] int[] AdditionIntData;//[Offset: 0x8 , Size: 12] -------------------------------- Class: GameModePlayerUpassInfo int updateTime;//[Offset: 0x0 , Size: 4] int upassLevel;//[Offset: 0x4 , Size: 4] int upassScore;//[Offset: 0x8 , Size: 4] bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1] bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe , Size: 1] bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf , Size: 1] FString iconUrl;//[Offset: 0x10 , Size: 12] bool mainSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] int upassKeepBuy;//[Offset: 0x20 , Size: 4] int nUpassPrimePlusCard;//[Offset: 0x24 , Size: 4] -------------------------------- Class: GameModePlayerPetInfo int PetId;//[Offset: 0x0 , Size: 4] int PetLevel;//[Offset: 0x4 , Size: 4] int PetCfgId;//[Offset: 0x8 , Size: 4] int[] PetAvatarList;//[Offset: 0xc , Size: 12] -------------------------------- Class: GameModePlayerTaskData int task_id;//[Offset: 0x0 , Size: 4] int process;//[Offset: 0x4 , Size: 4] FString ext_info;//[Offset: 0x8 , Size: 12] -------------------------------- Class: PawnStateDisable enum PawnState;//[Offset: 0x0 , Size: 1] int8 Disabled;//[Offset: 0x1 , Size: 1] -------------------------------- Class: STExtraVehicleBase.Pawn.Actor.Object int iRegionVehicle;//[Offset: 0x3b8 , Size: 4] bool AutoEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1] enum VehicleType;//[Offset: 0x3bd , Size: 1] enum VehicleShapeType;//[Offset: 0x3be , Size: 1] ItemDefineID AvatarDefaultCfg;//[Offset: 0x3c0 , Size: 24] ItemDefineID AvatarDefaultCfgLOD;//[Offset: 0x3d8 , Size: 24] MaterialInterface* BrokenMat;//[Offset: 0x3f0 , Size: 4] ParticleSystem* PS_Explosion;//[Offset: 0x3f4 , Size: 4] ParticleSystem* PS_OnHitObstacles;//[Offset: 0x3f8 , Size: 4] ParticleSoftWrapperMap;//[Offset: 0x3fc , Size: 60] ParticleRuntimeDataMap;//[Offset: 0x438 , Size: 60] Texture2D* VehicleIcon;//[Offset: 0x474 , Size: 4] byte CameraDataType;//[Offset: 0x478 , Size: 1] bool ShowUpDownGUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479 , Size: 1] bool ShowHeightUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47a , Size: 1] bool AdjustViewDistanceByHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47b , Size: 1] float AdjustViewDistanceBaseDist;//[Offset: 0x47c , Size: 4] float AdjustViewDistanceBaseFactor;//[Offset: 0x480 , Size: 4] bool IsUnmannedVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x484 , Size: 1] bool bCanChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x485 , Size: 1] float ShowGrainyScreenMinDist;//[Offset: 0x488 , Size: 4] bool ImmuePassageDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48c , Size: 1] float FuelConsumptionModifierBoost;//[Offset: 0x490 , Size: 4] bool bCanBoostSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494 , Size: 1] bool bUseSyncAtClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x495 , Size: 1] bool bCheckOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x496 , Size: 1] float LanscapeCheckDistance;//[Offset: 0x498 , Size: 4] bool bLockZeroAngularDamping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49c , Size: 1] float LockZeroAngularDampingValue;//[Offset: 0x4a0 , Size: 4] bool bInvulnerableWhenHasRiders;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a4 , Size: 1] bool bRespawnNeedAdjustLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a5 , Size: 1] int MainMaterialIndex;//[Offset: 0x4a8 , Size: 4] FText VehicleDisplayName;//[Offset: 0x4ac , Size: 12] bool AdvanceVehicleShowAsStandardVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b8 , Size: 1] Vector AirDropVelocity;//[Offset: 0x4bc , Size: 12] StaticMesh* AirDropParachuteMesh;//[Offset: 0x4c8 , Size: 4] FName AirDropParachuteSocketName;//[Offset: 0x4d0 , Size: 8] bool bAllowDifferentTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8 , Size: 1] bool SupportMusicGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d9 , Size: 1] bool VehicleBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4da , Size: 1] float BackpackCapacity;//[Offset: 0x4dc , Size: 4] FName BackpackName;//[Offset: 0x4e0 , Size: 8] FString[] BackpackSupportModeIDList;//[Offset: 0x4e8 , Size: 12] int[] marr_MidIndexes;//[Offset: 0x4f4 , Size: 12] float EnterVehicleCameraBlendTime;//[Offset: 0x500 , Size: 4] float ExitVehicleCameraBlendTime;//[Offset: 0x504 , Size: 4] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x508 , Size: 4] bool DisableTickVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1] float StaticForceFixInterval;//[Offset: 0x510 , Size: 4] float voiceCheckCD;//[Offset: 0x514 , Size: 4] float voiceCheckShowCD;//[Offset: 0x518 , Size: 4] float VoiceCheckDis;//[Offset: 0x51c , Size: 4] float voiceUsingHornCheckDis;//[Offset: 0x520 , Size: 4] float voiceCheckSpeed;//[Offset: 0x524 , Size: 4] bool EnableMapMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544 , Size: 1] delegate OnSeatAttached;//[Offset: 0x548 , Size: 12] delegate OnSeatDetached;//[Offset: 0x554 , Size: 12] delegate OnSeatChange;//[Offset: 0x560 , Size: 12] bool mb_ZeroLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c , Size: 1] bool bDebugDrawEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56d , Size: 1] float PassengerInjuryAvoidance;//[Offset: 0x570 , Size: 4] bool IsCanVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574 , Size: 1] enum VehicleHealthState;//[Offset: 0x5ac , Size: 1] bool bIsEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ad , Size: 1] bool bIsUsingHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ae , Size: 1] bool bIsBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5af , Size: 1] bool bIsVehicleSpringArmAutoReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b0 , Size: 1] Vector BloodEffectScale;//[Offset: 0x5b4 , Size: 12] SkeletalMeshComponent* Mesh;//[Offset: 0x5c0 , Size: 4] VehicleSeatComponent* VehicleSeats;//[Offset: 0x5c4 , Size: 4] VehicleDamageComponent* VehicleDamage;//[Offset: 0x5c8 , Size: 4] VehicleCommonComponent* VehicleCommon;//[Offset: 0x5cc , Size: 4] BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x5d0 , Size: 4] VehicleSyncComponent* VehicleSyncComponent;//[Offset: 0x5d4 , Size: 4] LagCompensationComponentBase* VehicleShootAntiCheat;//[Offset: 0x5d8 , Size: 4] VehicleComponent*[] VehicleComps;//[Offset: 0x5dc , Size: 12] float EnActiveTimeThreshold;//[Offset: 0x5f0 , Size: 4] float VehicleHitThreshold;//[Offset: 0x610 , Size: 4] float VehicleHitCharacterThreshold;//[Offset: 0x614 , Size: 4] float AndroidGLES2TailLightScale;//[Offset: 0x624 , Size: 4] VehBackpackItem[] VehicleBackpackItems;//[Offset: 0x630 , Size: 12] delegate OnClientEnterVehicleEvent;//[Offset: 0x640 , Size: 12] delegate OnClientExitVehicleEvent;//[Offset: 0x64c , Size: 12] bool NeedCheckMovetoVehicleStraight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x658 , Size: 1] float VehicleEnterDistance;//[Offset: 0x65c , Size: 4] float TickEnterSphereInterval;//[Offset: 0x660 , Size: 4] float EnterSphereExtraHeight;//[Offset: 0x664 , Size: 4] bool EnableTickEnterSphereAsyncLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x671 , Size: 1] float AsyncLoadResDistance;//[Offset: 0x674 , Size: 4] float TickEnterSphereAsyncLoadResInterval;//[Offset: 0x678 , Size: 4] bool EnableCullWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x681 , Size: 1] float TickEnterCullWaterSphereInterval;//[Offset: 0x684 , Size: 4] float EnterCullWaterDistanceSq;//[Offset: 0x688 , Size: 4] Vector CullWaterCapsuleA;//[Offset: 0x68c , Size: 12] Vector CullWaterCapsuleB;//[Offset: 0x698 , Size: 12] float CullWaterCapsuleRadius;//[Offset: 0x6a4 , Size: 4] float CullWaterCapsuleBlendWidth;//[Offset: 0x6a8 , Size: 4] bool bPeneTerrainProtectionEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b4 , Size: 1] float PeneTerrainProtectionInterval;//[Offset: 0x6b8 , Size: 4] float SaveValidTransformInterval;//[Offset: 0x6bc , Size: 4] Vector PeneTerrainProtectionFixOffset;//[Offset: 0x6c0 , Size: 12] bool bIsAirdroppingVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f4 , Size: 1] StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x6f8 , Size: 4] AkAudioEvent* Sfx_EngineLoop;//[Offset: 0x6fc , Size: 4] AkAudioEvent* Sfx_EngineLoop_Team;//[Offset: 0x700 , Size: 4] AkAudioEvent* Sfx_Boost;//[Offset: 0x704 , Size: 4] AkAudioEvent* Sfx_FireLoop;//[Offset: 0x708 , Size: 4] AkAudioEvent* Sfx_Landing;//[Offset: 0x70c , Size: 4] AkAudioEvent* Sfx_Explosion;//[Offset: 0x710 , Size: 4] AkAudioEvent* Sfx_HitBody;//[Offset: 0x714 , Size: 4] AkAudioEvent* Sfx_HitZombie;//[Offset: 0x718 , Size: 4] AkAudioEvent* Sfx_HitMetal;//[Offset: 0x71c , Size: 4] AkAudioEvent* Sfx_Horn;//[Offset: 0x720 , Size: 4] AkAudioEvent* Sfx_Throttle;//[Offset: 0x724 , Size: 4] AkAudioEvent* Sfx_UnderWater_In;//[Offset: 0x728 , Size: 4] AkAudioEvent* Sfx_UnderWater_Out;//[Offset: 0x72c , Size: 4] AkAudioEvent* Sfx_CannotThrottle;//[Offset: 0x730 , Size: 4] AkAudioEvent* Sfx_BodyOverlapDamage;//[Offset: 0x734 , Size: 4] AkAudioEvent* Sfx_EngineStop;//[Offset: 0x738 , Size: 4] AkAudioEvent*[] SfxArr_MusicLoops;//[Offset: 0x73c , Size: 12] float EngineSfxEndDelayTime;//[Offset: 0x748 , Size: 4] bool bAudioLogEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74c , Size: 1] STExtraVehicleSfxLoop EngineSfxLoop;//[Offset: 0x750 , Size: 80] STExtraVehicleSfxLoop FireSfxLoop;//[Offset: 0x7a0 , Size: 80] STExtraVehicleSfxLoop HornSfxLoop;//[Offset: 0x7f0 , Size: 80] STExtraVehicleSfxLoop MusicSfxLoop;//[Offset: 0x840 , Size: 80] AkComponent* SoundComponent;//[Offset: 0x890 , Size: 4] float RPMSfxScale;//[Offset: 0x8bc , Size: 4] float ThrottleSfxMinSpeed;//[Offset: 0x8c0 , Size: 4] float PlayMusicChance;//[Offset: 0x8cc , Size: 4] int CurMusicIndex;//[Offset: 0x8d0 , Size: 4] enum VehicleSyncTag;//[Offset: 0x8e1 , Size: 1] float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x8e4 , Size: 4] VehicleSimViewData SimulateViewData;//[Offset: 0x8f0 , Size: 4] VehicleSimViewData SimulateFreeCameraViewData;//[Offset: 0x8f4 , Size: 4] VehicleSpringArmComponent* mp_VehicleSpringArm;//[Offset: 0x8f8 , Size: 4] delegate OnVehicleHealthStateChanged;//[Offset: 0x8fc , Size: 12] bool bAlwaysIgnoreRideCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x908 , Size: 1] float MinRideAngleDgree;//[Offset: 0x90c , Size: 4] bool bServerDetachApplyVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x910 , Size: 1] bool bCanUseSpeculativeCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91c , Size: 1] bool bUseSpeculativeCCDOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91d , Size: 1] float VehicleRadiusImulseScale;//[Offset: 0x920 , Size: 4] float VehicleAdditionalBlowUp;//[Offset: 0x924 , Size: 4] bool bResolvingStuckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x948 , Size: 1] float StuckMinImpulse;//[Offset: 0x94c , Size: 4] float ContinuousStuckInterval;//[Offset: 0x950 , Size: 4] float ContinuousStuckTimeBeforeResoving;//[Offset: 0x954 , Size: 4] float StuckResovingTime;//[Offset: 0x958 , Size: 4] float ContinuousStuckTimer;//[Offset: 0x960 , Size: 4] float StuckResovingTimer;//[Offset: 0x964 , Size: 4] bool bServerPrecentPenetratingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x96c , Size: 1] bool bShouldRespawnSelfWhenUnusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0 , Size: 1] float RespawnWaitingTime;//[Offset: 0x9b4 , Size: 4] float RespawnTickInterval;//[Offset: 0x9b8 , Size: 4] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bc , Size: 1] bool bServerDetachEveryoneWhenRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa40 , Size: 1] bool bEnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4c , Size: 1] class VehicleAntiCheatTask[] VACTaskSetups;//[Offset: 0xa50 , Size: 12] VehicleAntiCheatTask*[] VACTasks;//[Offset: 0xa5c , Size: 12] VehicleAntiCheatTask*[] VacInstancedTasks;//[Offset: 0xa68 , Size: 12] bool bEnableServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa4 , Size: 1] bool EnableServerRecordWhenEnterCheatPunishMentNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaac , Size: 1] SkeletalMeshComponent* FPPMeshComponent;//[Offset: 0xac4 , Size: 4] MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0xac8 , Size: 4] SkeletalMesh* MeshAssetRef;//[Offset: 0xad0 , Size: 40] SkeletalMesh* TPPMesh;//[Offset: 0xaf8 , Size: 4] bool bEnableSkeletalMeshOptimizationDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb94 , Size: 1] Vector SeekLockOffset;//[Offset: 0xb98 , Size: 12] FName SeekLockSocket;//[Offset: 0xba8 , Size: 8] float ProduceSoundInterval;//[Offset: 0xbb0 , Size: 4] delegate VehicleAnimEventDelegate;//[Offset: 0xbb8 , Size: 12] BattleItemHandleBase* BindingHandle;//[Offset: 0xbc4 , Size: 4] delegate OnEnterVehicle;//[Offset: 0xbc8 , Size: 12] float OverlapCameraShakeInterval;//[Offset: 0xbdc , Size: 4] float OverlapDamageRate;//[Offset: 0xbe4 , Size: 4] float OverlapImpulseRate;//[Offset: 0xbe8 , Size: 4] float OverlapImpulseRateZ;//[Offset: 0xbec , Size: 4] float MaxOverlapImpulse;//[Offset: 0xbf0 , Size: 4] float MinOverlapSpeed;//[Offset: 0xbf4 , Size: 4] float OverlapSimpleCharacterInterval;//[Offset: 0xbf8 , Size: 4] float OverlapVehicleDamageRate;//[Offset: 0xc00 , Size: 4] float MaxOverlapVehicleDamageRange;//[Offset: 0xc04 , Size: 4] ESTAINoiseEventParams EngineParams;//[Offset: 0xc0c , Size: 16] float EngineSoundCheckInterval;//[Offset: 0xc1c , Size: 4] float EngineSoundMinCheckSpeed;//[Offset: 0xc24 , Size: 4] ESTAINoiseEventParams LoudspeakerParams;//[Offset: 0xc28 , Size: 16] bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc39 , Size: 1] class AttrModifyComponent* AttrModifyCompClass;//[Offset: 0xc3c , Size: 4] class STBuffSystemComponent* BuffSystemCompClass;//[Offset: 0xc40 , Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0xc44 , Size: 4] STBuffSystemComponent* BuffSystemComp;//[Offset: 0xc48 , Size: 4] enum[] DamageableGameObjectTypeList;//[Offset: 0xc4c , Size: 12] bool bEnterSocketChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc58 , Size: 1] delegate OnVehicleAvatarDataCopied;//[Offset: 0xc5c , Size: 12] VehicleAvatarComponent* VehicleAvatar;//[Offset: 0xc68 , Size: 4] VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0xc6c , Size: 4] bool bAdvanceAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70 , Size: 1] int nAvatarID;//[Offset: 0xc74 , Size: 4] bool ForcePlayerUpdateAnimEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc78 , Size: 1] bool bNeedDelayProcessAvatarOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc79 , Size: 1] bool bEnableWeakTickComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc84 , Size: 1] float WeakTickDoSomethingDuration;//[Offset: 0xc88 , Size: 4] float MaxLinearVelocity;//[Offset: 0xc9c , Size: 4] bool bInBuffSpeedState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca0 , Size: 1] int TeamID;//[Offset: 0xca4 , Size: 4] int CampID;//[Offset: 0xca8 , Size: 4] float VehicleGoStraight;//[Offset: 0xcac , Size: 4] bool DamageIgnoreWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb0 , Size: 1] STExtraPlayerCharacter* ReqExchangeCharacter;//[Offset: 0xcb4 , Size: 4] float ExchangeVehicleSeatInterval;//[Offset: 0xcb8 , Size: 4] delegate OnHitSpecialEffectDelegate;//[Offset: 0xcc0 , Size: 12] WeaponManagerBaseComponent* WeaponManagerComponent;//[Offset: 0xccc , Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xcd0 , Size: 4] bool OpenShootVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd4 , Size: 1] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd5 , Size: 1] int WeaponReconnectIdx;//[Offset: 0xcd8 , Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xcdc , Size: 4] enum UAVOperateState;//[Offset: 0xce4 , Size: 1] float SingleMoveRate;//[Offset: 0xce8 , Size: 4] SoftObjectPath VehicleStatesConfigClass;//[Offset: 0xcf0 , Size: 24] SoftObjectPath VehicleBloodMaxHpConfigClass;//[Offset: 0xd08 , Size: 24] int CurrentVehicleStatesData;//[Offset: 0xd20 , Size: 4] PlayerTombBox*[] TombBoxOnVehicle;//[Offset: 0xd30 , Size: 12] STExtraBaseCharacter*[] StandingVehiclePlayers;//[Offset: 0xd3c , Size: 12] bool IsExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48 , Size: 1] FName ExplodedTombBoxPlaceSocket;//[Offset: 0xd50 , Size: 8] float TombBoxTraceLength;//[Offset: 0xd58 , Size: 4] float PlayerOutAngleCosin;//[Offset: 0xd5c , Size: 4] bool bFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd60 , Size: 1] bool bNeedFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd61 , Size: 1] bool bInHouseSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd62 , Size: 1] float SleepVehicleTolerance;//[Offset: 0xd64 , Size: 4] float StaticFixAngel;//[Offset: 0xd68 , Size: 4] float ClientAwakeVehicleTolerance;//[Offset: 0xd6c , Size: 4] float SleepVehicleTickTime;//[Offset: 0xd70 , Size: 4] float ServerInitForceSleepPhysicsDelay;//[Offset: 0xd78 , Size: 4] float ClientInitForceSleepPhysicsDelay;//[Offset: 0xd7c , Size: 4] int CannotEnterTips;//[Offset: 0xd88 , Size: 4] delegate VehicleBeforeWheelDestroy;//[Offset: 0xd90 , Size: 12] Vector AttachedRelLoc;//[Offset: 0xd9c , Size: 12] Actor* AttachedActor;//[Offset: 0xda8 , Size: 4] int HasAttachedActorTips;//[Offset: 0xdac , Size: 4] bool bEnableTickSafeSpawnInternalNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb8 , Size: 1] void WeakTick(float DeltaTime);// 0x1f59df8 void VehicleBeenDestroyedCleanInfoDisplay(enum InVehicleHealthState);// 0x1f59d80 void TickEnableAvatarOutline();// 0x1f59d6c void StartFireSimple(byte ShootMode);// 0x1f59cf4 void StartAirDrop();// 0x1f59ce0 void SpawnItemForVehicleBackpack(out const PickUpItemData[] ItemList);// 0x1f59c34 void ShowBoostingEffect(bool bShow);// 0x2859eb0 bool ShouldUseSpecialHitEffect();// 0x1f59c04 byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x1f59a18 void SetWeaponReconnectIdx(int ReconnectOpIndex);// 0x1f59998 void SetVehicleStates(int ID, bool bEnable, float fTime);// 0x1f5988c void SetUsingHorn(bool bUse);// 0x1f5980c void SetUAVOperateState(enum NewState);// 0x1f59794 void SetJoystickMoveVelocity(Vector2D moveVelocity);// 0x1f59724 void ServerSetUsingHorn(bool bUse);// 0x1f5965c void ServerSetIsVehicleSpringArmAutoReturn(bool bEnalbed);// 0x1f59594 void ServerSetBoosting(bool bEnalbed);// 0x1f594cc void ServerSetAttachedActor(Actor* InAttachTarget);// 0x1f59454 void ServerSetAirControlF(float Rate);// 0x1f593a0 void ServerSetAirControlB(float Rate);// 0x1f592ec void ServerDetachEveryoneFromSeat(bool bMustExit, bool bApplyVehicleVelocity);// 0x1f5921c void SendVehicleInAirChangedTimeToServer();// 0x1f591c0 void SendTriggerEventToServer(VehicleTriggerComponent* VTComp);// 0x1f5910c void SendCreateDamage(STExtraSimpleCharacter* Target);// 0x1f59058 void SendClient_ForceUpdate_ControlRotationOnVehicle_SimulateViewData();// 0x1e1cd28 void ResetJoystickMove();// 0x1f59044 bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1f58f34 bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1f58ddc void RemoveAntiStuckBox();// 0x1f58dc8 void RegisterItemHandle(BattleItemHandleBase* BindingHandle);// 0x1f58d50 void ProcessAvatarOutline();// 0x1f58d34 void PrintStats();// 0x1ee6bc4 bool PreChangeVehicleFPPAvatar();// 0x1f58d0c bool PreChangeVehicleBrokenMat();// 0x1f58ce4 bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x1f58c20 void PostLoadFPPMesh();// 0x1f58c04 void PlaySfxOneShot(AkAudioEvent* AkEvent);// 0x1f58b8c bool PawnHasState(enum PawnState);// 0x1f58b04 void OnUserSwitchWeapon(STExtraBaseCharacter* InUser, byte Slot);// 0x1f58a40 void OnUpdateEffects();// 0x2859eb0 void OnStopFire();// 0x2859eb0 void OnSkeletalMeshSleep(PrimitiveComponent* WakingComponent, FName BoneName);// 0x1f58984 void OnSkeletalMeshAwake(PrimitiveComponent* WakingComponent, FName BoneName);// 0x1f588c8 void OnSetTailLightValue(float LightValue);// 0x2859eb0 void OnServerPlayerChangeVehicleSeat(enum LastSeatType, enum NewSeatType);// 0x2859eb0 void OnRep_VehicleSyncFlag();// 0x1f588b4 void OnRep_VehicleHealthState();// 0x1f588a0 void OnRep_TeamID();// 0x1f4ff64 void OnRep_SimulateViewData();// 0x1f5888c void OnRep_SimulateFreeCameraViewData();// 0x1f58878 void OnRep_ServerLastReplicatedServer();// 0x1f58864 void OnRep_IsVehicleSpringArmAutoReturn();// 0x1f58850 void OnRep_IsForbidNightVehicle();// 0x1f5883c void OnRep_IsEngineStarted();// 0x1f58828 void OnRep_IsBoosting();// 0x1f58814 void OnRep_IsAirdroppingVehicle();// 0x1f58800 void OnRep_FrozenStatic();// 0x1f587ec void OnRep_CurrentVehicleStatesData(int OldVehicleStatesData);// 0x1f58774 void OnRep_CampID();// 0x1c8c854 void OnRep_AttachedRelLoc();// 0x1f58760 void OnRep_AttachedActor();// 0x1f5874c void OnPlayerReqExitVehicle(STExtraPlayerCharacter* Player);// 0x1f586cc void OnPlayerExitVehicle(bool IsDriver);// 0x2859eb0 void OnPlayerEnterVehicle(bool IsSuccess, enum SeatType);// 0x2859eb0 void OnMeshLoaded(SoftObjectPath AssetRef);// 0x1f58560 void OnFireBeginOverlapEvent(Actor* OtherActor);// 0x1f584e8 void OnEngineStop();// 0x2859eb0 void OnEngineStart();// 0x2859eb0 void OnBoostingChanged();// 0x2859eb0 void NotifyServerProjectileBulletImpact(out const ExplosionProjectileHitInfo InExpProjectileInfo, ProjectileBulletBase* Bullet);// 0x1f58414 void MultiCast_ApplyImpulse(const Vector Origin, float DamageOuterRadius, float BaseMomentumMag);// 0x1f58314 void LoadFPPVehicleModel();// 0x1f58300 bool IsVehicleWarVehicle();// 0x1f582d0 bool IsValidYawInput(float YawInput, VehicleSpringArmComponent* SpringArm);// 0x1f58204 bool IsUsingFPPModel();// 0x1f581dc bool IsUCAV();// 0x1f581b4 bool IsUAV();// 0x1f58184 bool IsSpawnedInReady();// 0x1f58168 bool IsNotInWater();// 0x1f58138 bool IsMotorbike();// 0x1f58110 bool IsInMidAir();// 0x1f580e0 bool IsInBuffSpeedState();// 0x1f580c4 bool IsHelicopter();// 0x1f5809c bool IsEntirelyUnderWater();// 0x1f58074 bool IsElectronic_Failure();// 0x1f5804c bool IsClient_WeaponOwner();// 0x1f5801c bool IsCanEnter();// 0x1f57fec bool IsArmedVehicle();// 0x1f57fc4 bool IsAmphibiousVehicle();// 0x1f57f9c bool IsAlive();// 0x1f57f6c bool IsAirVehicle();// 0x1f57f3c bool IsAI();// 0x1f57f0c bool IsActiveEffect(FName EffectName);// 0x1f57e8c void InitVehicle(int FuelPercent, bool bEngineOn, bool bInHouse);// 0x1f57d70 SkeletalMeshComponent* InitSkeletalMesh(FName SubobjectName);// 0x1f57cf0 bool HasVehicleStates(int ID, int srcVehicleStatesData);// 0x1f57c2c bool HasSkillID(int SkillID);// 0x1f57bac bool HasBuffID(int BuffID);// 0x1f57b24 void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x1f57aa4 void HandleOnVehicleAvatarDataCopied();// 0x1f57a90 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f57988 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x1f577f0 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f576e8 void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x1f4ea08 void HandleMoveAntiShootVerifyMiss();// 0x1f576cc void HandleLocalPlayerLeaveVehicle(STExtraPlayerCharacter* Player);// 0x1f5764c void HandleLocalPlayerEnterVehicle(STExtraPlayerCharacter* Player);// 0x1edd0c4 void HandleLocalPlayerDeadth(STExtraBaseCharacter* Player);// 0x1f575d4 Actor* GetWeaponUserConst();// 0x1f575a4 Actor* GetWeaponUser();// 0x1f57574 int GetWeaponReconnectIdx();// 0x1f57544 WeaponOwnerProxy* GetWeaponOwnerProxy();// 0x1f57514 uint32 GetWeaponOwnerPlayerKey();// 0x1f574e4 float GetWeaponOwnerPawnHealth();// 0x1f574b4 WeaponManagerBaseComponent* GetWeaponManagerBase();// 0x1f57484 WeaponManagerComponent* GetWeaponManager();// 0x1f57454 VehicleShootWeapon* GetVehicleWeapon(int SeatId, int WeaponListID);// 0x1f57390 VehicleSpringArmComponent* GetVehicleSpringArm();// 0x1f57368 int GetVehicleSkinItemID();// 0x1f57340 VehicleAvatarComponent* GetVehicleAvatar();// 0x1f57318 VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x1f572f0 bool GetUsingHorn();// 0x1f572c8 int GetTeamId();// 0x1f572a0 MaterialInstanceDynamic* GetTailLightDIM();// 0x1f57278 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x1da518c Vector GetRotationInputDir();// 0x1e81b20 float GetReloadAllWeaponTime();// 0x1f57250 LagCompensationComponentBase* GetLagCompensationComponent();// 0x1f57220 BattleItemHandleBase* GetItemHandle();// 0x1f57204 bool GetIsOpenVertify();// 0x1f571e8 Vector GetGunOwnerHeadLocation();// 0x1f57198 MaterialInstanceDynamic* GetFrontLightDIM();// 0x1f57170 float GetForwardSpeed();// 0x1e96464 STExtraPlayerCharacter* GetFirstPassenger();// 0x1f57148 MaterialInstanceDynamic* GetFFPLightDIM();// 0x1f57120 SkeletalMeshComponent* GetEquipWeaponAttachMesh();// 0x1f570f0 bool GetEnableTickEnterSphereAsyncLoadRes();// 0x1f570d4 STExtraPlayerCharacter* GetDriver();// 0x1f570ac uint64 GetCurrentStatesInterface();// 0x1f5707c void GetCurrentOverlapActors(out STExtraSimpleCharacter*[] Result);// 0x1f56fb0 void GetCullWaterCapsule(out Vector OutCapsulePointA, out Vector OutCapsulePointB, out float OutCullWaterCapsuleRadius, out float OutCullWaterCapsuleBlendWidth);// 0x1f56e24 int GetCampId();// 0x1f56dfc int GetAvatarID();// 0x1f56de0 void GetAllVehicleWeaponList(out VehicleShootWeapon*[] OutList);// 0x1f56d14 void ExitFPPVehicle();// 0x1f56d00 void EnterFPPVehicle();// 0x1f56cec void EnableWeakTick(bool Enabled);// 0x1f56c64 void EnableAvatarOutline(enum OutlineType);// 0x1f56bec void DestroyAndRespawnSelf();// 0x1f56bd8 void DeactiveEffect(FName EffectName);// 0x1f56b60 void CreateAntiStuckBox();// 0x1f56b4c void ClientPlayVehicleCameraShake();// 0x1f56af0 void ClientFeedbackPointDamage(Actor* DamageCauser);// 0x1f56a3c void ClearInputs();// 0x1f56a28 void ClearBuff();// 0x1f56a0c bool CheckHaveSpecialAttachActor();// 0x1f4b4a0 void CheckEnableAvatarOutline();// 0x2859eb0 void CheckAvatarModifyEnterSocket(STExtraBaseCharacter* InCharacter);// 0x1f56994 bool CheckAllWeaponIsReadyForFire();// 0x1f5696c bool ChangeVehicleAvatar(STExtraPlayerController* MainPlayerController);// 0x1f568e4 bool CanVehicleJump();// 0x1f568bc bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);// 0x1f56834 void BroadCastEnterVehicleEvent(bool IsSucc, enum SeatType);// 0x1f5676c void BroadcastClientVehicleExplosionEffect();// 0x1f3cc6c void BPPostLoadFPPMesh();// 0x2859eb0 void BPPlayOverlapDamageCameraShake();// 0x2859eb0 void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x1f334b4 void AutoLoadEffect();// 0x1f56758 bool ApplyAnimation();// 0x1f56730 void AfterBeginPlay();// 0x2859eb0 void AddHealthSafety(float AddVal);// 0x1f566b0 bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x1f565a0 bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x1f56448 void ActiveEffectAsync(FName EffectName);// 0x1f563d0 void ActiveEffect(FName EffectName);// 0x1f56358 -------------------------------- Class: ParticleSoftWrapperArray ParticleSoftWrapper[] WrapperArray;//[Offset: 0x0 , Size: 12] -------------------------------- Class: ParticleSoftWrapper ParticleSystem* Template;//[Offset: 0x0 , Size: 40] Vector Location;//[Offset: 0x28 , Size: 12] Rotator Rotation;//[Offset: 0x34 , Size: 12] Vector Scale;//[Offset: 0x40 , Size: 12] FName AttachSocketName;//[Offset: 0x50 , Size: 8] bool bAutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] -------------------------------- Class: ParticleRuntimeDataArray ParticleRuntimeData[] DataArray;//[Offset: 0x0 , Size: 12] -------------------------------- Class: ParticleRuntimeData ParticleSystemComponent* SpawnedComponent;//[Offset: 0x0 , Size: 4] -------------------------------- Class: VehicleSeatComponent.VehicleComponent.ActorComponent.Object STExtraVehicleSeat[] Seats;//[Offset: 0xbc , Size: 12] STExtraPlayerCharacter*[] SeatOccupiers;//[Offset: 0xc8 , Size: 12] STExtraVehicleWeaponsOnSeat[] VehicleWeapons;//[Offset: 0xd4 , Size: 12] STExtraVehicleAttachment[] VehicleAttachmentsConfig;//[Offset: 0xe0 , Size: 12] VehicleAttachmentBase*[] VehicleAttachments;//[Offset: 0xec , Size: 12] FName[] AlternativeLeaveVehicleSockets;//[Offset: 0xf8 , Size: 12] FName[] AlternativeEnterVehicleSockets;//[Offset: 0x104 , Size: 12] float LeaveVehicleVelocityScale;//[Offset: 0x110 , Size: 4] bool bCheckValidLeaveLocationBySweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1] bool bEnableForceLeave;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115 , Size: 1] byte[] SeatGUITypes;//[Offset: 0x120 , Size: 12] delegate OnSeatAttached;//[Offset: 0x12c , Size: 12] delegate OnSeatDetached;//[Offset: 0x138 , Size: 12] delegate OnSeatChanged;//[Offset: 0x144 , Size: 12] delegate OnUpdateSeatGUI;//[Offset: 0x150 , Size: 12] FString LatestDriverPlayerName;//[Offset: 0x15c , Size: 12] delegate OnDriverChange;//[Offset: 0x168 , Size: 12] FString LatestDriverPlayerUID;//[Offset: 0x174 , Size: 12] int MaxInUseSeatGUIIndex;//[Offset: 0x184 , Size: 4] STExtraPlayerController* RemoteController;//[Offset: 0x18c , Size: 4] bool bDelayOnRepOccupiersInReConnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190 , Size: 1] STExtraPlayerCharacter* mp_CurDriver;//[Offset: 0x194 , Size: 4] void ProcessPawnUseVehWeaponRotation(STExtraBaseCharacter* InChar, FName AttachSocketName);// 0x1fd1d64 void OnRep_VehicleWeapons();// 0x1fd1d50 void OnRep_Occupiers();// 0x1fd1d3c void OnRep_Attachments();// 0x1fd1d28 bool IsSeatIndexAvailable(int SeatIndex);// 0x1fd1ca8 bool IsSeatAvailableTeam(STExtraBaseCharacter* InCharacter);// 0x1fd1c28 bool IsSeatAvailable(enum SeatType);// 0x1fd1ba8 int GetSeatNum();// 0x1fd1b8c bool GetPlayerSeatInfo(STExtraPlayerCharacter* InPlayer, out STExtraVehicleSeat SeatInfo);// 0x1fd1980 STExtraBaseCharacter* GetPassenger(int SeatIndex);// 0x1fd18fc STExtraBaseCharacter* GetFirstSeatCharacterBySeatType(enum SeatType);// 0x1fd187c STExtraPlayerCharacter* GetFirstPassenger();// 0x1fd1854 STExtraPlayerCharacter* GetDriver();// 0x1fd182c int GetChracterSeatIndex(STExtraBaseCharacter* Character);// 0x1fd17ac void ClientSetLocalWeaponWillCtr(STExtraPlayerCharacter* Character, VehicleShootWeapon* VehShootWeapon);// 0x1fd16b0 void ClientSetLeaveVehicleLocation(STExtraPlayerCharacter* Character, Vector LeaveLocation);// 0x1fd15ec void ClientChangeSeatCameraData(STExtraPlayerCharacter* Character, int OldIndex, int newIndex);// 0x1fd14a8 -------------------------------- Class: VehicleComponent.ActorComponent.Object -------------------------------- Class: STExtraVehicleSeat enum SeatType;//[Offset: 0x0 , Size: 1] FName AnimCompTagName;//[Offset: 0x8 , Size: 8] FName EnterVehicleSocket;//[Offset: 0x10 , Size: 8] FName LeaveVehicleSocket;//[Offset: 0x18 , Size: 8] byte OccupyMovementMode;//[Offset: 0x20 , Size: 1] byte HoldWeaponType;//[Offset: 0x21 , Size: 1] byte SeatSpecialType;//[Offset: 0x22 , Size: 1] bool IsCanLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23 , Size: 1] int GUIDisplayIndex;//[Offset: 0x24 , Size: 4] CurveFloat* MinViewPitchCurve;//[Offset: 0x28 , Size: 4] Rotator CharRotVsVehiRot;//[Offset: 0x2c , Size: 12] byte SeatSideType;//[Offset: 0x38 , Size: 1] bool bEnableVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1] bool bEnableUsedAsFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a , Size: 1] bool bEnableChangeFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b , Size: 1] STExtraVehicleWeaponConfig[] VehicleWeaponConfig;//[Offset: 0x3c , Size: 12] bool bDefaultControlWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1] FName VehicleWeaponSeatSocket;//[Offset: 0x50 , Size: 8] bool bAddDynamicCapsuleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] float Radius;//[Offset: 0x5c , Size: 4] float HalfHeight;//[Offset: 0x60 , Size: 4] Transform CollisionOffset;//[Offset: 0x70 , Size: 48] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0 , Size: 1] -------------------------------- Class: STExtraVehicleWeaponConfig FName VehicleWeaponSocket;//[Offset: 0x0 , Size: 8] class VehicleShootWeapon* VehicleWeaponClass;//[Offset: 0x8 , Size: 4] Vector2D ViewYawLimit;//[Offset: 0xc , Size: 8] Vector2D ViewPitchLimit;//[Offset: 0x14 , Size: 8] bool bVerifyMuzzleDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] float MuzzleDirTor;//[Offset: 0x20 , Size: 4] bool bVerifyMuzzleLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] float MuzzleVehicleTore;//[Offset: 0x28 , Size: 4] bool bVerifyMuzzleBoxRanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1] Box MuzzleRangeBox;//[Offset: 0x30 , Size: 28] float DistTorSquared;//[Offset: 0x4c , Size: 4] -------------------------------- Class: VehicleShootWeapon.STExtraShootWeapon.STExtraWeapon.Actor.Object float RotateSpeedOnVehicle;//[Offset: 0xbe0 , Size: 4] bool bUseVehWeaponDisableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe4 , Size: 1] bool bUseVehWeaponView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe5 , Size: 1] bool bAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe6 , Size: 1] FName VehWeaponBindSocket;//[Offset: 0xbe8 , Size: 8] CameraOffsetData VehWeaponViewCameraData;//[Offset: 0xbf0 , Size: 28] bool bNeedCalcMuzzleSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0c , Size: 1] FName OnBlockMuzzleSocket;//[Offset: 0xc10 , Size: 8] AnimSequence* VehicleWeaponIdle;//[Offset: 0xc18 , Size: 4] AnimSequence* VehicleWeaponReload;//[Offset: 0xc1c , Size: 4] AnimSequence* VehicleWeaponUnuseIdle;//[Offset: 0xc20 , Size: 4] float VehicleWeaponReloadRate;//[Offset: 0xc24 , Size: 4] AnimMontage* VehicleWeaponFireMontage;//[Offset: 0xc28 , Size: 4] bool bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2c , Size: 1] FName VehicleWeaponGripSocketR;//[Offset: 0xc30 , Size: 8] FName VehicleWeaponGripSocketL;//[Offset: 0xc38 , Size: 8] bool bControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc40 , Size: 1] bool bEnableControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc41 , Size: 1] bool bEnableAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc42 , Size: 1] bool bEnableFreeCameraWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc43 , Size: 1] bool bEnableExitWeaponViewWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc44 , Size: 1] bool bEnableReturnBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc54 , Size: 1] bool bEnableRotateCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc55 , Size: 1] bool bEnableScopeAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc56 , Size: 1] bool bAnimFollowCameraOnlyInADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc59 , Size: 1] FName CharacterSocket;//[Offset: 0xc60 , Size: 8] bool bEnableShowVehicleWeaponUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc68 , Size: 1] bool bEnableShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc69 , Size: 1] bool bEnableShowSlotUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6a , Size: 1] bool bEnableShowInterferenceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6b , Size: 1] bool bEnableShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6c , Size: 1] bool bUsePredictLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6d , Size: 1] class GrenadePredictLine* GrenadePredictLineClass;//[Offset: 0xc70 , Size: 4] FName GrenadePredictLineSocket;//[Offset: 0xc78 , Size: 8] GrenadePredictLine* GrenadePredictLine;//[Offset: 0xc80 , Size: 4] bool bCanConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc84 , Size: 1] float FuelConsumptionRate;//[Offset: 0xc88 , Size: 4] float StartReloadDelayTime;//[Offset: 0xca0 , Size: 4] float EndReloadDelayTime;//[Offset: 0xcb0 , Size: 4] STExtraPlayerCharacter* RefSeatPlayer;//[Offset: 0xcb4 , Size: 4] bool bLocalUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb8 , Size: 1] Actor* OwnerActor;//[Offset: 0xcbc , Size: 4] STExtraVehicleBase* OwnerVehicle;//[Offset: 0xcc0 , Size: 4] int BulletTypeTipMsgID;//[Offset: 0xcc8 , Size: 4] int NotEnoughEnergyTipMsgID;//[Offset: 0xccc , Size: 4] int CantUseFireWeaponTipMsgID;//[Offset: 0xcd0 , Size: 4] void StartReloadAnim();// 0x1fd2dd8 void SetUsePawnControlRotation(STExtraPlayerCharacter* Character, bool IsUse, bool IsThirdPerson);// 0x1fd2cc4 void OnVehicleExplode();// 0x1fd2ca8 void OnRep_OwnerActor();// 0x1fd2c94 void NetMulticastReturnBullets();// 0x1fd2c38 void MulUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed, const WeaponSyncData SyncData);// 0x1fd2adc void K2_SetSpecialMeshHide(bool isHide);// 0x2859eb0 void K2_OnUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed);// 0x2859eb0 void K2_OnReturnBullets();// 0x2859eb0 MeshComponent* K2_GetWeaponMeshComp();// 0x2859eb0 void HnadleScopeInAfterReload();// 0x1fd2ac8 void HandleWeaponStateChanged(byte LastState, byte NewState);// 0x1fd2a0c void HandleWeaponStartReload();// 0x1fd29f8 void HandleWeaponEndReload();// 0x1fd29e4 void HandleEndTouchScreenInReloading(byte FingerIndex);// 0x1fd2964 void HandleBeginTouchScreenInReloading(out const Vector2D Loc);// 0x1fd28e0 STExtraPlayerCharacter* GetPlayerCharacter();// 0x1fd28b8 STExtraVehicleBase* GetOwnerVehicle();// 0x1fd2890 Rotator GetOwnerCameraRotator();// 0x1fd2848 Transform GetCharacterSocketTransform();// 0x1fd27e8 void DoAutoReloadVehicleWeapon(STExtraShootWeapon* ShootWeapon);// 0x1fd2770 bool CheckIsAutonomousOrObTarget();// 0x1fd2748 void AfterReloadEnd();// 0x1fd2734 -------------------------------- Class: STExtraShootWeapon.STExtraWeapon.Actor.Object bool CloseLowLevelDeviceHitEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740 , Size: 1] bool bUseAdjusetImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x741 , Size: 1] float voiceCheckCD;//[Offset: 0x744 , Size: 4] float voiceCheckShowCD;//[Offset: 0x748 , Size: 4] bool isDefaultSlienceWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74c , Size: 1] WeaponVerifyConfig ShootVerifyConfig;//[Offset: 0x768 , Size: 60] bool bIsPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a4 , Size: 1] bool bIsAIOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a5 , Size: 1] delegate OnShootWeaponAutoReloadDel;//[Offset: 0x7a8 , Size: 12] delegate OnCurBulletChange;//[Offset: 0x7b4 , Size: 12] delegate OnCurBarrelBulletChangeDelegate;//[Offset: 0x7c0 , Size: 12] delegate OnStartFireDelegate;//[Offset: 0x7cc , Size: 12] delegate OnStopFireDelegate;//[Offset: 0x7d8 , Size: 12] delegate OnWeaponShootDelegate;//[Offset: 0x7e4 , Size: 12] delegate OnWeaponShootHitDelegate;//[Offset: 0x7f0 , Size: 12] delegate OnWeaponReloadStartDelegate;//[Offset: 0x7fc , Size: 12] delegate OnWeaponReloadEndDelegage;//[Offset: 0x808 , Size: 12] delegate OnWeaponEquipDelegate;//[Offset: 0x814 , Size: 12] delegate OnWeaponUnEquipDelegate;//[Offset: 0x820 , Size: 12] delegate OnWeaponEquipAnimProcessDelegate;//[Offset: 0x82c , Size: 12] delegate OnWeaponUnEquipAnimProcessDelegate;//[Offset: 0x838 , Size: 12] delegate OnLeftLastBulletWhenReloadOneByOneDelegate;//[Offset: 0x844 , Size: 12] delegate OnBulletNumChangeDelegate;//[Offset: 0x850 , Size: 12] delegate OnWeaponShootPlayerNotifyDelegate;//[Offset: 0x868 , Size: 12] delegate OnWeaponDurabilityChangedDelegate;//[Offset: 0x874 , Size: 12] delegate OnWeaponSecurityLogShootActorDelegate;//[Offset: 0x880 , Size: 12] CrossHairComponent* CachedCrossHairComponent;//[Offset: 0x88c , Size: 4] BulletHitInfoUploadComponent* CachedBulletHitInfoUploadComponent;//[Offset: 0x890 , Size: 4] delegate OnScopeIn;//[Offset: 0x894 , Size: 12] delegate OnScopeOut;//[Offset: 0x8a0 , Size: 12] delegate OnScopeInContinue;//[Offset: 0x8ac , Size: 12] STExtraShootWeaponComponent* ShootWeaponComponent;//[Offset: 0x8b8 , Size: 4] MultiBulletComponent* MultiBulletComponent;//[Offset: 0x8bc , Size: 4] GrenadeLaunchComponent* GrenadeLaunchComponent;//[Offset: 0x8c0 , Size: 4] FillGasComponent* FillGasComponent;//[Offset: 0x8c4 , Size: 4] int CurBulletNumInClip;//[Offset: 0x8c8 , Size: 4] BulletInClip CurBulletInClip;//[Offset: 0x8cc , Size: 16] int CurMaxBulletNumInOneClip;//[Offset: 0x8dc , Size: 4] int CurBulletNumInBarrel;//[Offset: 0x8e0 , Size: 4] byte ShootMode;//[Offset: 0x8e4 , Size: 1] byte CurShootType;//[Offset: 0x8e5 , Size: 1] int CurShootTotalType;//[Offset: 0x8e8 , Size: 4] float VoiceCheckDis;//[Offset: 0x8ec , Size: 4] float SilenceVoiceCheckDis;//[Offset: 0x8f0 , Size: 4] float nowVoiceCheckDis;//[Offset: 0x8f4 , Size: 4] Vector ShootTargetLoc;//[Offset: 0x8f8 , Size: 12] int AngledSightID;//[Offset: 0x910 , Size: 4] byte TraceChannel;//[Offset: 0x914 , Size: 1] Vector LastImpactEffectLocation;//[Offset: 0x918 , Size: 12] float LastImpactEffectTime;//[Offset: 0x924 , Size: 4] int CurBurstShootIndex;//[Offset: 0x92c , Size: 4] Transform BoltActionTransform;//[Offset: 0x930 , Size: 48] bool bHasFinishConfirmedFromServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x960 , Size: 1] int ClientShootTimes;//[Offset: 0x964 , Size: 4] AkAudioEvent* BulletFlySound;//[Offset: 0x968 , Size: 4] AkAudioEvent* LoadBulletSound;//[Offset: 0x96c , Size: 4] AkAudioEvent* ChangeMagazineSound;//[Offset: 0x970 , Size: 4] AkAudioEvent* MagazineINSound;//[Offset: 0x974 , Size: 4] AkAudioEvent* MagazineOUTSound;//[Offset: 0x978 , Size: 4] AkAudioEvent* PullBoltSound;//[Offset: 0x97c , Size: 4] Vector BulletDecalScale;//[Offset: 0x980 , Size: 12] BulletInClip CurBulletInClipOnSimulatedClients;//[Offset: 0x98c , Size: 16] bool CurAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99d , Size: 1] NormalProjectileComponent* NormalProjectileComponent;//[Offset: 0x9a0 , Size: 4] float AIShootLoudness;//[Offset: 0x9a4 , Size: 4] float AIShootStartAttenuationDis;//[Offset: 0x9a8 , Size: 4] float AIShootMaxDis;//[Offset: 0x9ac , Size: 4] float AISilenceShootLoudness;//[Offset: 0x9b0 , Size: 4] float AISilenceShootStartAttenuationDis;//[Offset: 0x9b4 , Size: 4] float AISilenceShootMaxDis;//[Offset: 0x9b8 , Size: 4] bool bEnableSwitchToGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bc , Size: 1] byte CurShootWeaponState;//[Offset: 0x9bd , Size: 1] ShootWeaponEntity* ShootWeaponEntityComp;//[Offset: 0x9c8 , Size: 4] ShootWeaponEffectComponent* ShootWeaponEffectComp;//[Offset: 0x9cc , Size: 4] int md_MaxBulletArraySize;//[Offset: 0x9d0 , Size: 4] bool IsEquipSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d4 , Size: 1] bool IsEquipFiringSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d5 , Size: 1] bool IsEquipCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d6 , Size: 1] Vector OffsetFPPLocation;//[Offset: 0x9d8 , Size: 12] Rotator OffsetFPPRotation;//[Offset: 0x9e4 , Size: 12] Vector OffsetFPPCrouchLocation;//[Offset: 0x9f0 , Size: 12] Rotator OffsetFPPCrouchRotation;//[Offset: 0x9fc , Size: 12] Vector OffsetFPPProneLocation;//[Offset: 0xa08 , Size: 12] Rotator OffsetFPPProneRotation;//[Offset: 0xa14 , Size: 12] Rotator OffsetFPPScopeRotation;//[Offset: 0xa20 , Size: 12] Vector OffsetAngledFPPLocation;//[Offset: 0xa2c , Size: 12] Rotator OffsetAngledFPPRotation;//[Offset: 0xa38 , Size: 12] Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xa44 , Size: 12] Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xa50 , Size: 12] Vector OffsetAngledFPPProneLocation;//[Offset: 0xa5c , Size: 12] Rotator OffsetAngledFPPProneRotation;//[Offset: 0xa68 , Size: 12] Rotator OffsetAngledFPPScopeRotation;//[Offset: 0xa74 , Size: 12] bool DefaultScopeVisiable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa80 , Size: 1] enum[] AvailableWeaponAttachmentSocketTypeList;//[Offset: 0xa90 , Size: 12] AttrModifyComponent* AttrModifierCompoment;//[Offset: 0xa9c , Size: 4] WeaponAttrModifyConfig[] WeaponAttrModifyConfigList;//[Offset: 0xaa0 , Size: 12] int[] AttachedAttachmentID;//[Offset: 0xaac , Size: 12] int[] DefaultAttachedAttachmentID;//[Offset: 0xab8 , Size: 12] uint32 ShootID;//[Offset: 0xac4 , Size: 4] WeaponAntiCheatComp* AntiCheatComp;//[Offset: 0xac8 , Size: 4] BulletHitInfoUploadData[] HitDataArray;//[Offset: 0xacc , Size: 12] SimulateBulletHitInfoData[] SimulateHitDataArray;//[Offset: 0xad8 , Size: 12] bool UseNewSimulateHitInfoData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae4 , Size: 1] bool IsInitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaec , Size: 1] bool IsRegisterCanModifyAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaed , Size: 1] bool bIsResettedMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb90 , Size: 1] bool UseNewShotGunDevation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd0 , Size: 1] bool bEnableReloadADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd8 , Size: 1] bool bCanAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd9 , Size: 1] int WeaponDurability;//[Offset: 0xbdc , Size: 4] void UpdateComponentTick();// 0x1f3cdac bool StopFireFilter();// 0x1f3cd7c void StopFire(byte ToState);// 0x1f3ccfc void StopFillGas();// 0x1f3cce8 int StartReload();// 0x1f3ccb8 bool StartFireFilter();// 0x1f3cc88 void StartFire();// 0x1f3cc6c void StartFillGas();// 0x1f3cc58 void StartDoPreBarrel(float HandledTime);// 0x1f3cbd8 void StartDoBarrel();// 0x1ce2738 void ShowDefaultScope(bool bShow);// 0x1f3cb58 void ShowDefaultAttachmentComponentByType(enum Type, bool bVisible);// 0x1f3ca94 void ShootIDIsNotValid();// 0x1f3ca78 void SetWeaponAttrModifierEnable(FString AttrModifierID, bool Enable, bool ClientSimulate);// 0x1f3c920 void SetReloadWithNoCostFromEntity(bool bReloadWithNoCost);// 0x1f3c8a0 void SetCurShootType(byte shootType);// 0x1f3c828 void SetCurrentBulletNumInClipOnServer(BulletInClip InBulletInClip);// 0x1f3c6c4 void SetCurrentBulletNumInClipOnClient(BulletInClip InBulletInClip);// 0x1f3c560 void SetCurReloadMethod(byte method);// 0x1f3c4e8 void SetBulletInClip(out BulletInWeapon[] InCurBulletList, int Count);// 0x1f3c3d4 void SetBaseImpactDamageEntity(float Damage);// 0x1d3093c void SetAvailableWeaponAttachmentSocketTypeList(out enum[] List);// 0x1f3c2c8 bool ScopeOut();// 0x1f3c298 void ScopeInContinue();// 0x1f3c284 bool ScopeIn();// 0x1f3c254 void S2C_SyncAllClientsBulletsNum(int BulletsNum);// 0x1c6e418 void RPC_ServerStopReload(int InterruptState);// 0x1f3c1a0 void RPC_ServerSetMaxBulletNum();// 0x1f3c144 void RPC_ServerSetBaseImpactDamageEntity(float Damage);// 0x1f3c090 void RPC_ClientSetCurShootType(byte shootType);// 0x1f3bfdc void RPC_ClientSetCurReloadMethod(byte method);// 0x1f3bf28 void RPC_ClientNotifyLeftLastBulletWhenReloadOneByOne(int RemainBulletNumToReload);// 0x1c6ec10 void RPC_ClientChangeFreshWeaponState_WithParams(byte State, byte Parameter);// 0x1f3be2c void RPC_Client_SetBulletNumInClip(BulletInClip InBulletInClip);// 0x1f3bbe4 void RotateCrossHair(Rotator Rot);// 0x1f3bb74 void ResetInitialBulletNumInClip(bool bSetZero);// 0x1f3baf4 void ReSetBulletInClip(BulletInClip NewBulletInClip);// 0x1f3b990 void RemoveGrenadeLaunchBullet(int RemoveNum);// 0x1f3b918 void RemoveBulletInClip(int RemoveNum, bool IsRevert);// 0x1f3b854 void RefreshBulletInClip(int Count);// 0x1f3b7dc void ReduceWeaponDurability(int ReduceAmount);// 0x1f3b764 void PreSetBulletListInClip(BulletInClip NewBulletInClip);// 0x1f3b600 void OnWeaponUnEquipDelegate__DelegateSignature();// 0x2859eb0 void OnWeaponUnEquipAnimProcessDelegate__DelegateSignature();// 0x2859eb0 void OnWeaponShootPlayerNotifyDelegate__DelegateSignature();// 0x2859eb0 void OnWeaponShootHitDelegate__DelegateSignature(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x2859eb0 void OnWeaponShootDelegate__DelegateSignature();// 0x2859eb0 void OnWeaponSecurityLogShootActorDelegate__DelegateSignature(Actor* InHitActor, out const SecurityLogHitTargetInfo TargetInfo);// 0x2859eb0 void OnWeaponReloadStartDelegate__DelegateSignature();// 0x2859eb0 void OnWeaponReloadEndDelegage__DelegateSignature();// 0x2859eb0 void OnWeaponEquipDelegate__DelegateSignature();// 0x2859eb0 void OnWeaponEquipAnimProcessDelegate__DelegateSignature();// 0x2859eb0 void OnWeaponDurabilityChangeDelegate__DelegateSignature();// 0x2859eb0 void OnStopFireDelegate__DelegateSignature();// 0x2859eb0 void OnStartFireDelegate__DelegateSignature();// 0x2859eb0 void OnShootWeaponAutoReloadDelegate__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2859eb0 void OnScopeInContinue__DelegateSignature();// 0x2859eb0 void OnRep_WeaponDurability();// 0x1f3b5ec void OnRep_SimulateHitDataArray();// 0x1f3b5d8 void OnRep_HitDataArray();// 0x1f3b5c4 void OnRep_CurMaxBulletNumChange();// 0x1f3b5b0 void OnRep_CurBulletInClipOnSimulatedClients();// 0x1f3b59c void OnMaxBulletChange__DelegateSignature();// 0x2859eb0 void OnLeftLastBulletWhenReloadOneByOne__DelegateSignature(int RemainNum);// 0x2859eb0 void OnCurBulletChange__DelegateSignature();// 0x2859eb0 void OnCurBarrelBulletChangeDelegate__DelegateSignature();// 0x2859eb0 void OnBulletNumChangeDelegate__DelegateSignature();// 0x2859eb0 void NotifyServerNoneShootAction();// 0x1f3b540 void NotifyLeftLastBulletWhenReloadOneByOneOnServer(int RemainBulletNumToReload);// 0x1f3b4c8 void NotifyClientNoneShootAction();// 0x1f3b46c void LocalSetBulletNumInClip(BulletInClip InBulletInClip);// 0x1f3b308 bool IsWeaponDurabilityLoss();// 0x1f3b2e0 bool IsWeaponAttachmentFullEquiped();// 0x1f3b2b8 bool IsVehicleWeapon();// 0x1f3b290 bool IsUsingGrenadeLaunch();// 0x1f3b268 bool IsSupportAutoAim();// 0x1f3b240 bool IsInPreFire();// 0x1f3b218 bool IsEnableReloadADS();// 0x1f3b1fc bool IsDriverVehicleWeapon();// 0x1f3b1d4 void InitWeaponDurability(int NewVal);// 0x1f3b15c bool HasMultiBullet();// 0x1f3b134 void HandleWeaponScopeUnEquiped(enum Type);// 0x1f3b0bc void HandleWeaponScopeEquiped(enum Type);// 0x1f3b044 void HandleWeaponAvatarLoaded(int SlotID, ItemDefineID DefineID);// 0x1f3af74 void HandleAllWeaponAvatarLoaded();// 0x1f3af60 byte GetWeaponReloadType();// 0x1f3af38 int GetWeaponIDFromEntity();// 0x1f3af10 int GetWeaponID();// 0x1f3aee8 int GetWeaponDurability();// 0x1f3aec0 float GetWeaponBodyLength();// 0x1f3ae98 Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level, int SideType);// 0x1f3ada4 Vector GetVolleyShootDirection(Vector TargetLoc, Vector OldStartLoc, Vector NewStartLoc, Vector BulletDir);// 0x1f3ac0c ParticleSystem* GetVisualBulletTrackFX();// 0x1f3abe4 bool GetVisualBulletTrackEnabled();// 0x1f3abbc WeaponVisualBulletItemConfig GetVisualBulletItemConfig();// 0x1f3ab7c FName GetVerifyScopeSocketNameFromEntity();// 0x1f3ab3c bool GetUseSpecificBulletNumOnReloadFromEntity();// 0x1f3ab14 float GetTraceDistanceFromEntity();// 0x1f3aaec FName GetSilencerSocketNameFromEntity();// 0x1f3aaac ShootWeaponEntity* GetShootWeaponEntityComponent();// 0x1f3aa84 ShootWeaponEffectComponent* GetShootWeaponEffectComponent();// 0x1f3aa5c byte GetShootTypeFromEntity();// 0x1f3aa34 int GetShootReduceDurabilityAmount();// 0x1f3aa0c float GetShootIntervalFromEntity();// 0x1f3a9e4 FName GetShellDropSocketNameFromEntity();// 0x1f3a9a4 MeshComponent* GetScopeMeshByType(FName SocketName, enum Type, int SocketIndex);// 0x1f3a894 int GetScopeID(bool bIsAngledOpticalSight);// 0x1f3a80c MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x1f3a6f8 MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x1f3a5e8 bool GetReloadWithNoCostFromEntity();// 0x1f3a5c0 float GetReloadTimeMagOutFromEntity();// 0x1f3a598 float GetReloadTimeMagInFromEntity();// 0x1f3a570 float GetReloadTimeFromEntity();// 0x1f3a548 FName GetReloadTIDName(byte method);// 0x1f3a4b8 float GetReloadTacticalTimeFromEntity();// 0x1f3a490 int GetReloadSpecificBulletNumFromEntity();// 0x1f3a468 float GetReloadRateFromEntity();// 0x1f3a440 float GetReloadDurationStartFromEntity();// 0x1f3a418 float GetReloadDurationLoopFromEntity();// 0x1f3a3f0 Transform GetRelativeMuzzleTransform();// 0x1f3a388 float GetReferenceDistance();// 0x1f3a360 float GetRangeModifier();// 0x1f3a338 SRangeAttenuateConfig[] GetRangeAttenuateFromEntity();// 0x1f3a278 float GetPreFireTimeFromEntity();// 0x1f3a250 float GetPostFireTimeFromEntity();// 0x1f3a228 float GetPostFillGasTime();// 0x1f3a200 Transform GetMuzzleTransform();// 0x1f3a198 FName GetMuzzleSocketNameFromEntity();// 0x1f3a150 float GetMaxVelocityOffsetAddRateFromEntity();// 0x1f3a128 float GetMaxValidHitTimeFromEntity();// 0x1f3a100 float GetMaxImpactEffectSkipTimeFromEntity();// 0x1f3a0d8 int GetMaxBulletNumInOneClipFromEntity();// 0x1f3a0b0 int GetMaxBulletNumInBarrelFromEntity();// 0x1f3a088 bool GetIsNeedOffsetVelocityFromEntity();// 0x1f3a060 bool GetIsEnableScopeInFromEntity();// 0x1f3a038 float GetImpactEffectSkipDistanceFromEntity();// 0x1f3a010 float GetIgnoreRangeAttenuatDis();// 0x1f39fe8 WeaponHitPartCoff GetHitPartCoff(Actor* Victim);// 0x1f39f54 AkAudioEvent* GetGrenadeLaunchShootSound();// 0x1f39f2c WeaponCrossHairPerformData[] GetGrenadeLaunchCrossHairData();// 0x1f39dd0 float GetGasAddDamageRate();// 0x1f39da8 float GetGameDeviationFactor();// 0x1f39d80 FName GetFiringSuppressorSocketNameFromEntity();// 0x1f39d40 float GetFireSensitiveYawRate();// 0x1f39d18 float GetFireSensitivePitchRate();// 0x1f39cf0 GetEquipAttachSlotMap();// 0x1f39b20 MeshComponent* GetDefaultAttachmentComponentByType(enum Type);// 0x1f39a98 byte GetCurSightVisionType();// 0x1f39a70 byte GetCurSightType();// 0x1f39a48 int GetCurrentBulletNumInClip();// 0x1f39a2c float GetCurReloadTime();// 0x1f39a04 byte GetCurReloadMethod();// 0x1f399dc float GetCurGasRate();// 0x1f399b4 float GetCurGasAngle();// 0x1f3998c float GetCrossHairInitSize();// 0x1f39964 float GetCrossHairBurstSpeed();// 0x1f3993c float GetCrossHairBurstIncreaseSpeed();// 0x1f39914 byte GetControllerRole();// 0x1d5c2f0 int GetConstantWeaponDurabilityFromEntity();// 0x1f398ec bool GetClipHasInfiniteBulletsFromEntity();// 0x1f398c4 MeshComponent* GetChildMeshComp(FName compTag);// 0x1f39844 bool GetCanRecordHitDetailFromEntity();// 0x1f3981c float GetBurstShootIntervalFromEntity();// 0x1f397f4 float GetBurstShootCDFromEntity();// 0x1f397cc int GetBurstShootBulletsNumFromEntity();// 0x1f397a4 ItemDefineID GetBulletTypeFromEntity();// 0x1f39758 float GetBulletRangeEntity();// 0x1f39730 float GetBulletNumSingleShotFromEntity();// 0x1f39708 float GetBulletMomentumFromEntity();// 0x1f396e0 float GetBulletFireSpeedFromEntity();// 0x1f396b8 float GetBaseReloadTime(bool bTactical);// 0x1f39630 float GetBaseImpactDamageEntity();// 0x1f39608 enum[] GetAvailableWeaponAttachmentSocketTypeList();// 0x1f394f0 bool GetAutoReloadFromEntity();// 0x1f394c8 bool GetADSManualStop();// 0x1f394a0 float GetAccessoriesVRecoilFactor();// 0x1f39478 float GetAccessoriesRecoveryFactor();// 0x1f39450 float GetAccessoriesHRecoilFactor();// 0x1f39428 float GetAccessoriesDeviationFactor();// 0x1f39400 void ForceSyncAllClientsBulletsNumOnServer();// 0x1f393ec void FixBulletNumWithValideData();// 0x1f393d8 void EnableInfiniteBullets(bool bEnableInfiniteBullets);// 0x1f39358 void DoGrenadeLaunchStartReload();// 0x1f39344 void CostGasByOneShoot();// 0x1f39330 void ClearWeaponAttrModifier();// 0x1f3931c void ClampBulletInClip(int MinCount, int MaxCount);// 0x1f39260 void CheckReloadAttr();// 0x1f3924c bool CheckNeedClientSetMaxBulletNum();// 0x1f39224 bool CanSwitchToGrenade();// 0x1f39208 void BP_OnSyncSimulatedClientsCurBullets();// 0x2859eb0 void AddWeaponDurability(int AddAmount);// 0x1f39190 void AddOwnerOffsetVelocity(out Vector OrginalVelocity);// 0x1f3910c void AddFillGas(float AddTime);// 0x1f39094 void AddBulletInClip(BulletInWeapon[] InCurBulletList, int Count);// 0x1f38ef8 -------------------------------- Class: STExtraWeapon.Actor.Object int iRegionWeapon;//[Offset: 0x2d8 , Size: 4] float MaxWaitHandleAvatarMeshChangedTime;//[Offset: 0x2dc , Size: 4] bool GM_DisableHandleAvatarMeshChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1] bool GM_UseAsyncMeshLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e1 , Size: 1] bool GM_EnableNewWeaponInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e2 , Size: 1] bool GM_EnableCheckReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e3 , Size: 1] bool GM_EnableCheckReInitSimWeaponOwnerProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e4 , Size: 1] MainWeaponTableStruct WeaponCfg;//[Offset: 0x2e8 , Size: 16] Transform WeaponAttachMeshOffset;//[Offset: 0x300 , Size: 48] Transform FPPWeaponOffset;//[Offset: 0x330 , Size: 48] Transform FPPWeaponOffsetNonShooting;//[Offset: 0x360 , Size: 48] Transform FPPWeaponOffsetSprint;//[Offset: 0x390 , Size: 48] Transform TDModeFPPWeaponOffset;//[Offset: 0x3c0 , Size: 48] Transform TDModeFPPWeaponOffsetNonShooting;//[Offset: 0x3f0 , Size: 48] Transform TDModeFPPWeaponOffsetSprint;//[Offset: 0x420 , Size: 48] int CrossHairType;//[Offset: 0x450 , Size: 4] float UnMatchStateSyncCheckInterval;//[Offset: 0x454 , Size: 4] WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x458 , Size: 4] PredictLineComponent* PredictLine;//[Offset: 0x45c , Size: 4] FName WeaponStaticMeshCompTag;//[Offset: 0x460 , Size: 8] WeaponOwnerProxy* OwnerProxy;//[Offset: 0x468 , Size: 4] delegate WeaponEffectActionDelegate;//[Offset: 0x46c , Size: 12] delegate FireOneShotEffectDelegate;//[Offset: 0x478 , Size: 12] delegate OnShootWeaponChangeState;//[Offset: 0x484 , Size: 12] delegate OnWeaponChangeStateCommon;//[Offset: 0x490 , Size: 12] delegate OnWeaponAttachToBackDelegate;//[Offset: 0x49c , Size: 12] delegate OnWeaponDrawHUDDelegate;//[Offset: 0x4a8 , Size: 12] delegate OnDisconnectToClientOnServerDelegate;//[Offset: 0x4b4 , Size: 12] delegate OnReconnectToClientOnServerDelegate;//[Offset: 0x4c0 , Size: 12] delegate OnRecoverOnClientDelegate;//[Offset: 0x4cc , Size: 12] delegate OnWeaponTriggerEventDelegate;//[Offset: 0x4d8 , Size: 12] WeaponEntity* WeaponEntityComp;//[Offset: 0x4e4 , Size: 4] byte CurFreshWeaponState;//[Offset: 0x4e8 , Size: 1] delegate OnGetOwnerActorDelegate;//[Offset: 0x4ec , Size: 12] byte SyncFreshWeaponStateForRep;//[Offset: 0x4f8 , Size: 1] FName WeaponAttachSocketName;//[Offset: 0x500 , Size: 8] bool bNeedReconnct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x508 , Size: 1] bool bClientHasFinishedCteate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x509 , Size: 1] bool GM_CloseMaxWeaponReconnetTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50a , Size: 1] float MaxReconnectTime;//[Offset: 0x50c , Size: 4] float StartReconnectTime;//[Offset: 0x510 , Size: 4] WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x518 , Size: 104] SceneComponent*[] UpdateOptimizationList;//[Offset: 0x588 , Size: 12] bool bEnableCompUpdateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x594 , Size: 1] SpawnAndBackpackWeaponReplicatedData OwnerClientCreateWeaponData;//[Offset: 0x598 , Size: 80] bool bPlayBackpackToIdleAnimWhenGet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e8 , Size: 1] WeaponTriggerEventHandleSkill* SkillHandleComp;//[Offset: 0x5ec , Size: 4] StaticMeshComponent* WeaponStaticMeshComp;//[Offset: 0x5f4 , Size: 4] byte CurWeaponState;//[Offset: 0x5f8 , Size: 1] Actor* SimulatedOwnerActor;//[Offset: 0x5fc , Size: 4] Pawn* SimulatedOwnerPawn;//[Offset: 0x600 , Size: 4] SceneCompsUpdateOpCatche;//[Offset: 0x608 , Size: 60] WeaponStateManager* _WeaponStateManager;//[Offset: 0x650 , Size: 4] MeshSynData[] synData;//[Offset: 0x658 , Size: 12] bool IsMeshInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x664 , Size: 1] float MaxWaitMeshInitTime;//[Offset: 0x668 , Size: 4] float WaitMeshInitTime;//[Offset: 0x66c , Size: 4] bool UseReplaceBulletType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670 , Size: 1] bool bNeedUpdateWeaponAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x671 , Size: 1] WeaponLogicBaseComponent*[] TickComponentList;//[Offset: 0x674 , Size: 12] bool IsNeedReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x688 , Size: 1] GrenadeAvatarComponent* GrenadeAvatarComponent;//[Offset: 0x68c , Size: 4] bool EnableWeaponReloadAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x690 , Size: 1] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x691 , Size: 1] delegate ForceHideWeaponWidget;//[Offset: 0x694 , Size: 12] bool bNeedHiddenWhenCameraModeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a0 , Size: 1] ActorComponent*[] CrossHairComps;//[Offset: 0x6a4 , Size: 12] byte WeaponUIType;//[Offset: 0x6b0 , Size: 1] Transform DefaultRelativeTransform;//[Offset: 0x6c0 , Size: 48] Rotator RotForSimulate;//[Offset: 0x6f0 , Size: 12] int FuncFlag;//[Offset: 0x6fc , Size: 4] bool bTriggerWeaponEffectWhenAppActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x704 , Size: 1] byte AppActiveWeaponAction;//[Offset: 0x705 , Size: 1] void WeaponNotifyChangeStateDelegate__DelegateSignature(byte State);// 0x2859eb0 void WeaponEffectActionDelegate__DelegateSignature(byte Action);// 0x2859eb0 void UpdateWeaponAvatar(float DeltaTime);// 0x2859eb0 void TriggerWeaponEvent(enum Event);// 0x1f61f08 void SpecialResetForWeaponCrosshair();// 0x2859eb0 void SetWeaponMeshHidden(bool Hidden, bool CastShadow);// 0x1f61e38 void RPC_ClientSyncPostFireHandledTime(float InPostFireHandledTime);// 0x1f61d84 void RPC_ClientChangeFreshWeaponState(byte State);// 0x1f61cd0 void PlayLocalShellDropFX();// 0x2859eb0 void OnWeaponTriggerEventDelegate__DelegateSignature(enum Event);// 0x2859eb0 void OnWeaponDrawHUD__DelegateSignature(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x2859eb0 void OnWeaponAttachToBackDelegate__DelegateSignature(FName SocketName);// 0x2859eb0 void OnShootWeaponChangeStateDelegate__DelegateSignature(byte LastState, byte NewState);// 0x2859eb0 void OnRep_WeaponReconnectReplicateData();// 0x1f61cbc void OnRep_WeaponAttachSocketName();// 0x1f61ca8 void OnRep_SimulatedOwnerPawn();// 0x1f61c94 void OnRep_OwnerClientCreateWeaponData();// 0x1f61c80 void OnRep_bPlayBackpackToIdleAnimWhenGet();// 0x1f61c6c void OnRep_AvatarMeshChanged();// 0x1f61c58 void OnRep_AttachmentReplication();// 0x1df77cc void OnReleaseTrigger();// 0x1c801f4 void OnRecoverOnClientDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2859eb0 void OnReconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2859eb0 void OnPushTrigger();// 0x1c80224 void OnGetOwnerActorDelegate__DelegateSignature(Actor* OwnerActor);// 0x2859eb0 void OnDisconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2859eb0 void NewInitWeapon();// 0x1f61c44 bool JudgeHasEquipedComponentSlot(byte Slot);// 0x1f61bc4 bool IsLocalOrSpectorPlayer();// 0x1f61b9c void InitWeapon();// 0x1f61b88 bool HasComponentSlot(byte Slot);// 0x1f61b08 void HandleReconnectNew(Actor* WeaponOwner);// 0x1f61a90 byte GetWeaponTypeNew();// 0x1f61a68 byte GetWeaponType();// 0x1f61a40 StaticMeshComponent* GetWeaponStaticMeshComponent();// 0x1f61a18 byte GetWeaponStateType();// 0x1f619f0 SkeletalMeshComponent* GetWeaponSkeletalMeshComponent();// 0x1f619c8 enum GetWeaponOwnerObserverType();// 0x1f619a0 FString GetWeaponName();// 0x1f618e0 MeshComponent* GetWeaponMeshComponent();// 0x1f618b0 byte GetWeaponHoldType();// 0x1f61888 byte GetWeaponFireMode();// 0x1f61858 WeaponEntity* GetWeaponEntityComponent();// 0x1f61830 FString GetWeaponDetailInfo();// 0x1f61770 FName GetWeaponAttachSocket();// 0x1f61728 WeaponSpecificHandler* GetSpecificHandler();// 0x1f61700 FString GetOwnerPlayerName();// 0x1f61640 PlayerController* GetOwnerPlayerController();// 0x1e4dfd4 Pawn* GetOwnerPawn();// 0x1f61618 FString GetOwnerName();// 0x1f61558 Controller* GetOwnerController();// 0x1f61528 Actor* GetOwnerActor();// 0x1f614f8 ItemDefineID GetItemDefineID();// 0x1f614ac GrenadeAvatarComponent* GetGrenadeAvatar();// 0x1f61484 WeaponComponentItemData GetComponentSlotTarget(byte Slot);// 0x1f61340 LinearColor GetColorByTeamID(int TeamID);// 0x2859eb0 ItemHandleBase* GetBackpackItemHandle();// 0x1f61318 void ForceHideWeaponWidget__DelegateSignature(bool bIsBegin);// 0x2859eb0 void DelayHandleAvatarMeshChanged();// 0x1f61304 void CreateWeaponHandleCallback(ItemDefineID DefineID, BattleItemHandleBase* BattleItemHandle);// 0x1f61238 void ClientLoadDefaultMesh();// 0x1f61224 void CheckNeedReInitWeaponOwnerData(Actor* OwnerActor);// 0x1f611ac bool CheckHasFuncByInt(int Func);// 0x1f6112c bool CheckHasFunc(enum Func);// 0x1f6112c void ChangeSequenceState(byte StateType);// 0x1f610ac void CallForceHideWeaponWidgetDel();// 0x1f61098 -------------------------------- Class: MainWeaponTableStruct int KeyID;//[Offset: 0x0 , Size: 4] int[] SkillIDList;//[Offset: 0x4 , Size: 12] -------------------------------- Class: WeaponVerifyConfig int VerifyIgnoreType;//[Offset: 0x0 , Size: 4] bool bVerifySooterSkeleton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] float ShooterMuzzleOffsetAdditional;//[Offset: 0x8 , Size: 4] float ShooterMuzzleCircleAddit;//[Offset: 0xc , Size: 4] bool bUseCompressDataUpload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] bool bVerifyAttachDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1] bool bForceAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1] float MaxAttachDistanceHorizon;//[Offset: 0x14 , Size: 4] float MaxAttachDistanceZ;//[Offset: 0x18 , Size: 4] float MinAttachDistanceZ;//[Offset: 0x1c , Size: 4] float MaxGunRoot;//[Offset: 0x20 , Size: 4] float MaxMuzzleGun;//[Offset: 0x24 , Size: 4] float DistMuzzleGun;//[Offset: 0x28 , Size: 4] float MuzzleHighCD;//[Offset: 0x2c , Size: 4] float AimFlyCD;//[Offset: 0x30 , Size: 4] bool bVerifyRpgController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1] bool bVerifyFakeTraceBock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1] float MaxBackTraceSize;//[Offset: 0x38 , Size: 4] -------------------------------- Class: CameraOffsetData Vector SocketOffset;//[Offset: 0x0 , Size: 12] Vector TargetOffset;//[Offset: 0xc , Size: 12] float SpringArmLength;//[Offset: 0x18 , Size: 4] -------------------------------- Class: WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x530 , Size: 1] bool SetAutonomousLoadRes();// 0x1c9ad3c void SelectWeaponGunOnePart(int WeaponGunPart);// 0x1ff3028 void EnableDIYPatternMirro(bool bMirro, bool bLeftToRight);// 0x1ff2f58 -------------------------------- Class: WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0x3c8 , Size: 4] delegate OnScopeEquipDelegate;//[Offset: 0x3d0 , Size: 12] delegate OnScopeUnequipDelegate;//[Offset: 0x3dc , Size: 12] delegate OnWeaponAvatarLoaded;//[Offset: 0x3e8 , Size: 12] delegate OnWeaponAttachAvatarLoaded;//[Offset: 0x3f4 , Size: 12] delegate OnWeaponAvatarClearSlot;//[Offset: 0x400 , Size: 12] bool bIsEquipScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c , Size: 1] delegate OnWeaponPartsEquipped;//[Offset: 0x410 , Size: 12] DefaultAttachmentMesh;//[Offset: 0x434 , Size: 60] MeshSynData[] DefaultSynData;//[Offset: 0x470 , Size: 12] WeaponDIYData WeaponDIYData;//[Offset: 0x490 , Size: 60] DIYEnableLevel[] EnableLevelMap;//[Offset: 0x4d4 , Size: 12] bool bShouldFindItemSkipInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e0 , Size: 1] ItemDefineID WeaponDefineID;//[Offset: 0x4e8 , Size: 24] bool ShouldDisplayByQuality(int SlotID);// 0x1ff4fc0 void SetPendantSocketType(enum SocketType);// 0x1ff4f48 bool SetAutonomousLoadRes();// 0x1c9ad3c void ResponWeaponDIYData(FString InPlayerUID, int WeaponAvatarID);// 0x1ff4dac void ResetAttachmentSocket();// 0x1ff4d98 void ResetAttachmentParent();// 0x1ff4d84 void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x1ff4c40 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1c9837c BattleItemHandleBase* ReloadItemHandle(BattleItemHandleBase* InHandle);// 0x1ff4bc0 void RefreshAvatarStateChanged();// 0x1c9a9a4 void RecreateMeshByHandle(BattleItemHandleBase* PendingRecreateHandle);// 0x1ff4b48 bool PutOnMasterComponentByItemHandle(BattleItemHandleBase* WeaponHandle);// 0x1ff4ac8 void PutOnEquipmentDIYData(int WeaponAvatarID, int InDIYPlanID);// 0x1ff4a0c bool PutOnEquipmentByResID(int resID);// 0x1ff4984 bool PutOnEquipmentByItemHandle(BattleItemHandleBase* ItemHandle);// 0x1ff4904 bool PutOffEquimentByResID(int resID);// 0x1e4e9d4 void ProcessWeaponDIYDataAction(out const WeaponDIYData InWeaponDIYData);// 0x1ff4840 void ProcessLoadAllMesh();// 0x1c9a988 bool PreFiltHandles(BattleItemHandleBase* AvatarHandle, out MeshSynData OutSyncData);// 0x1ff4764 void OnWeaponPartsEquipEvent__DelegateSignature(int WeaponSlotID, bool IsEquipped);// 0x2859eb0 void OnWeaponAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2859eb0 void OnWeaponAvatarClearSlot__DelegateSignature(int SlotID);// 0x2859eb0 void OnWeaponAttachAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2859eb0 void OnScopeUnequipDelegate__DelegateSignature(enum AttachmentSocketType);// 0x2859eb0 void OnScopeEquipDelegate__DelegateSignature(enum AttachmentSocketTypeD);// 0x2859eb0 void OnRep_NetAvatarDataChanged(out const MeshSynData[] InSyncData);// 0x1ff4698 void OnAsyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1ff45c4 void NetSyncData(int InSlotID, enum InOperationType, BattleItemHandleBase* InHandle);// 0x1c9a5f8 bool LoadMeshListAsync(out BattleItemHandleBase*[] InHandleList, bool bNeedDirectLoad);// 0x1ff4498 bool IsTeammate();// 0x1c9834c bool IsSelf();// 0x1c982f4 void InitMasterComponent();// 0x1ff4484 void InitialAvatarParam();// 0x1ff4470 void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x1ff43f8 void InitDefaultAvatar(BattleItemHandleBase* Handle);// 0x1ff4380 void InitDefaultAttachment(BattleItemHandleBase* WeaponHandle);// 0x1ff4308 int GetWeaponParentID(int InSlotID, out const ItemDefineID InItemDefineID);// 0x1ff422c Controller* GetWeaponController();// 0x1ff4204 STExtraWeapon* GetOwnerWeapon();// 0x1ff41dc STExtraBaseCharacter* GetOwnerCharacter();// 0x1ff41b4 ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x1ff4120 BattleItemHandleBase* GetEquippedHandle(int InSlotID);// 0x1ff40a0 bool GetEquipmentMeshBySlot(int InSlotID, out MeshData OutMeshPack);// 0x1ff3fa8 AvatarDIYEntityFactory* GetEntityFactory();// 0x1c9a190 MeshComponent* GetAttachmentSocketTransform(int InSlotID);// 0x1c9a230 AnimationAsset* GetAttachmentAnim(enum InSlotType, int AnimIdx);// 0x1ff3ee4 WeaponAvatarDIYEntity* FindAvatarEntityByMesh(MeshComponent* InMeshComp);// 0x1ff3e64 void DestroyWeapon();// 0x1ff3e50 void ClearMeshBySlot(int SlotID, bool putDefault, bool bClearMesh);// 0x1ff3d34 void ClearMeshByItemHandle(BattleItemHandleBase* ItemHandle);// 0x1db46c4 bool CheckSlotIsEquipped(int InSlotID, bool bIncludingDefault);// 0x1ff3c68 bool CheckIsAlreadyEquipped(ItemDefineID InDefineID);// 0x1ff3bd8 void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs);// 0x1ff3b0c void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1c97edc void ApplyAttachment(BattleItemHandleBase* InAttachHandle);// 0x1ff3a94 void AddUnlockWeaponAttachmentAvatarList(int WeaponBPID, out OutAttachmentSkinIDList);// 0x1ff3944 -------------------------------- Class: AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object AvatarDIYEntity*[] EntityTickList;//[Offset: 0x170 , Size: 12] AvatarEntityMap;//[Offset: 0x17c , Size: 60] int[] PendingDeleteSlotID;//[Offset: 0x1b8 , Size: 12] AvatarDIYEntityFactory* EntityFactory;//[Offset: 0x1c4 , Size: 4] SlotToSocket;//[Offset: 0x1c8 , Size: 60] int StepCount;//[Offset: 0x204 , Size: 4] delegate asyncLoadAssetsDelegate;//[Offset: 0x208 , Size: 12] ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x214 , Size: 12] int AsyncLoadReqID;//[Offset: 0x2b8 , Size: 4] int LastAsyncLoadReqID;//[Offset: 0x2bc , Size: 4] bool bSyncDIYDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0 , Size: 1] enum DisplayQuality;//[Offset: 0x2d1 , Size: 1] DefaultAvataConfig;//[Offset: 0x2d4 , Size: 60] bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1] OutlineEnableList;//[Offset: 0x330 , Size: 60] bool NeedUpdateTransformOption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36c , Size: 1] DIYRTCacheMap;//[Offset: 0x370 , Size: 60] int CurrentDecalBakingRequestID;//[Offset: 0x3ac , Size: 4] delegate OnAvatarDIYDecalBakingFinished;//[Offset: 0x3b0 , Size: 12] delegate OnAvatarAllMeshLoaded;//[Offset: 0x3bc , Size: 12] void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1c9b0e0 void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);// 0x1c9b00c bool SetMeshVisibleByID(int InSlotID, bool bIsVisible, bool bForceShow);// 0x1c9aee8 void SetMaster(MeshComponent* InComponent, FName InName, enum InType);// 0x1c9ade0 void SetDisplayQuality(enum Quality);// 0x1c9ad6c bool SetAutonomousLoadRes();// 0x1c9ad3c void RequestSyncLoadMeshes();// 0x1c9ad28 void RequestSyncLoadHandles();// 0x1c9ad14 void RequestAsyncLoadMeshes();// 0x1c9acf8 void RequestAsyncLoadHandles();// 0x1c9acdc void RemoveDIYRTCacheInBattle(int InSlotID);// 0x1c9ac64 void RemoveAllDIYRTCacheInBattle();// 0x1c9ac50 void RemoveActionByType(int SlotID, enum InActionType, bool bDelayClear);// 0x1c9ab48 void RemoveAction(int SlotID, int ActionInstanceID, bool bDelayClear);// 0x1c9aa40 void ReloadAllEquippedAvatar(bool ForceAutonoumous);// 0x1c9a9c0 void RefreshAvatarStateChanged();// 0x1c9a9a4 void ProcessLoadAllMesh();// 0x1c9a988 void PreProcessBeforeLoadMesh();// 0x1c9a96c void PostProcessAfterLoadMesh();// 0x1c9a950 void OnEngineDecalBakingFinished(out const DecalBakingRequest InRequestStruct);// 0x1c9a870 void OnAvatarDIYDecalBakingFinished__DelegateSignature(int RequestID, TextureRenderTarget2D* RenderTarget);// 0x2859eb0 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2859eb0 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1c9a7f0 void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x1c9a71c void OnAllAvatarHandleLoadedDone();// 0x1c9a700 void NetSyncData(int SlotID, enum OperationType, BattleItemHandleBase* Handle);// 0x1c9a5f8 bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x1c9a52c bool IsAutonomousAvatar();// 0x1c9a504 AvatarDIYEntity* GetOrCreateAvatarEntity(int SlotID, int SubSlotID);// 0x1c9a440 GetMeshComponentList();// 0x1c9a2b0 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x1c9a230 ItemHandleBase*[] GetLoadedItemHandlePool();// 0x1c9a1c0 AvatarDIYEntityFactory* GetEntityFactory();// 0x1c9a190 TextureRenderTarget2D* GetDIYRTCacheInLobby(int InSlotID);// 0x1c9a110 enum GetDisplayQuality();// 0x1c9a0f4 void GetCurMeshComponents(out MeshComponent*[] OutMeshComponets);// 0x1c9a020 AvatarDIYEntity* GetAvatarEntity(int SlotID, int SubSlotID);// 0x1c99f5c void EnableSyncLoadDIYDecal(bool bInSyncDIYDecal, int InMaxDecalProcessPreFrame);// 0x1c99e94 void EnableSyncLoadAvatar(bool bInSyncAvatar);// 0x1c99e14 void DrawOutlineEffect(bool Enable, int SlotID);// 0x1c99d44 AvatarDIYEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x1c99c80 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x1c99bac void AddDIYRTCacheInBattle(int InSlotID, TextureRenderTarget2D* InTexture2D);// 0x1c99af0 int AddAction_Modle(int SlotID, int ModleID);// 0x1c99a2c int AddAction_Material(int SlotID, int MaterialID);// 0x1c99968 int AddAction_DIYSlotMatParam(out const int[] InSlotMatParam);// 0x1c99894 int AddAction_DIYPattern(int SlotID, out const DIYMergedTexData[] InDIYMergeData);// 0x1c99714 int AddAction_DIYMirroParam(int SlotID, out const int[] InMirroParam);// 0x1c995fc int AddAction_DIYMatParam(int SlotID, out const int[] InMatIDList);// 0x1c994e4 int AddAction(int SlotID, out const AvatarActionBase InActionBase);// 0x1c993f0 -------------------------------- Class: AvatarComponentBase.ActorComponent.Object MeshComponent* MasterBoneComponent;//[Offset: 0xe8 , Size: 4] bool bIsLobbyAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec , Size: 1] bool bIsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed , Size: 1] bool bForceClientMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee , Size: 1] bool bNeedUpdateLightMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef , Size: 1] FName LightVectorName;//[Offset: 0xf0 , Size: 8] DirectionalLight* DirectionalLight;//[Offset: 0xf8 , Size: 4] delegate OnItemDownloadDelegate;//[Offset: 0x100 , Size: 16] delegate OnBatchItemDownloadDelegate;//[Offset: 0x110 , Size: 16] ItemsRequestDownloadTimes;//[Offset: 0x120 , Size: 60] bool bSyncAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c , Size: 1] FString LuaFilePath;//[Offset: 0x160 , Size: 12] void RequestDownloadItemInBattle(int InItemID);// 0x1c98450 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1c9837c bool IsTeammate();// 0x1c9834c bool IsServerMode();// 0x1c98324 bool IsSelf();// 0x1c982f4 bool IsLogicRunningMode();// 0x1c982cc bool IsLobbyAvatar();// 0x1c982b0 bool IsLobbyActor();// 0x1c98294 bool IsForceClientMode();// 0x1c98278 uint32 GetPlayerKey();// 0x1c98248 GameInstance* GetGameInstance();// 0x1c98218 void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x1c98154 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1c97edc -------------------------------- Class: HandleMeshPack BattleItemHandleBase* Handle;//[Offset: 0x0 , Size: 4] WeaponMeshCfg MeshCfg;//[Offset: 0x8 , Size: 328] -------------------------------- Class: BattleItemHandleBase.ItemHandleBase.Object bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84 , Size: 1] enum ItemStoreArea;//[Offset: 0x85 , Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x88 , Size: 12] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1] float UnitWeight;//[Offset: 0x98 , Size: 4] bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c , Size: 1] bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d , Size: 1] bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e , Size: 1] void UpdateAttributeModify(bool bEnable);// 0x1d0dc34 bool HanldePickupAssociationData(out const BattleItemAdditionalData[] PickupAdditionalData);// 0x20a08e8 bool HanldeDropAssociationData();// 0x20a08b8 bool HanldeCleared();// 0x1dde770 bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354 bool HandleEnable(bool bEnable);// 0x1caee3c bool HandleDrop(int InCount, enum Reason);// 0x1caed70 bool HandleDisuse(enum Reason);// 0x1ca09d4 bool HandleChangeItemStoreArea(enum InItemStoreArea);// 0x20a0830 bool HandleBindToTargetItem();// 0x1d79c88 World* GetWorldInternal();// 0x20a0800 BattleItemData ExtractItemData();// 0x1cb5378 void ClearAdditionalData();// 0x20a07ec bool CheckCanUse(out const interface classByteProperty ItemContainer, BattleItemUseTarget Target, enum Reason);// 0x20a068c -------------------------------- Class: ItemHandleBase.Object int Count;//[Offset: 0x1c , Size: 4] int MaxCount;//[Offset: 0x20 , Size: 4] bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1] bool bSingle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1] AssociationMap;//[Offset: 0x28 , Size: 60] ItemDefineID DefineID;//[Offset: 0x68 , Size: 24] void SetAssociation(FName Name, ItemAssociation Association);// 0x20a7f0c void RemoveAssociation(FName Name);// 0x20a7e94 void Init(ItemDefineID InDefineID);// 0x20a7e04 ItemDefineID GetDefineID();// 0x20a7dc0 GetAssociationMap();// 0x20a7c40 ItemAssociation[] GetAssociationListByTargetType(int Type);// 0x20a7b38 ItemAssociation GetAssociationByTargetDefineID(ItemDefineID TargetDefineID);// 0x20a7a8c ItemAssociation GetAssociation(FName Name);// 0x20a79ec void Constuct(out const ItemDefineID InDefineID);// 0x20a7954 void AddAssociation(FName Name, ItemAssociation Association);// 0x20a784c -------------------------------- Class: BattleItemAdditionalData FName Name;//[Offset: 0x0 , Size: 8] float FloatData;//[Offset: 0x8 , Size: 4] FString StringData;//[Offset: 0xc , Size: 12] int IntData;//[Offset: 0x18 , Size: 4] -------------------------------- Class: BattleItemUseTarget ItemDefineID TargetDefineID;//[Offset: 0x0 , Size: 24] FName TargetAssociationName;//[Offset: 0x18 , Size: 8] Actor* TargetActor;//[Offset: 0x20 , Size: 4] -------------------------------- Class: ItemAssociation FName AssociationName;//[Offset: 0x0 , Size: 8] ItemDefineID AssociationTargetDefineID;//[Offset: 0x8 , Size: 24] ItemHandleBase* AssociationTargetHandle;//[Offset: 0x20 , Size: 4] -------------------------------- Class: BattleItemPickupInfo Object* Source;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x8 , Size: 12] bool bAutoEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1] BattleItemUseTarget AutoEquipTarget;//[Offset: 0x18 , Size: 40] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1] -------------------------------- Class: BattleItemData.ItemData int Count;//[Offset: 0x48 , Size: 4] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x50 , Size: 12] int Durability;//[Offset: 0x5c , Size: 4] enum ItemStoreArea;//[Offset: 0x60 , Size: 1] BattleItemFeatureData FeatureData;//[Offset: 0x64 , Size: 40] ItemAssociation[] Associations;//[Offset: 0x8c , Size: 12] -------------------------------- Class: ItemData ItemDefineID DefineID;//[Offset: 0x8 , Size: 24] FString Name;//[Offset: 0x20 , Size: 12] FString Desc;//[Offset: 0x2c , Size: 12] FString Icon;//[Offset: 0x38 , Size: 12] ItemHandleBase* ItemHandle;//[Offset: 0x44 , Size: 4] -------------------------------- Class: BattleItemFeatureData float UnitWeight;//[Offset: 0x0 , Size: 4] int MaxCount;//[Offset: 0x4 , Size: 4] int CountLimit;//[Offset: 0x8 , Size: 4] bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1] bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe , Size: 1] bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf , Size: 1] bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] int SortingPriority;//[Offset: 0x14 , Size: 4] int Worth;//[Offset: 0x18 , Size: 4] int ItemCapacity;//[Offset: 0x1c , Size: 4] int ItemDurability;//[Offset: 0x20 , Size: 4] int itemType;//[Offset: 0x24 , Size: 4] -------------------------------- Class: WeaponMeshCfg StaticMesh* stMesh;//[Offset: 0x0 , Size: 40] SkeletalMesh* skMesh;//[Offset: 0x28 , Size: 40] StaticMesh* stMeshLod;//[Offset: 0x50 , Size: 40] SkeletalMesh* skMeshLod;//[Offset: 0x78 , Size: 40] MaterialInterface* MeshMat;//[Offset: 0xa0 , Size: 40] FName MeshMatSlotName;//[Offset: 0xc8 , Size: 8] MaterialInterface* OverrideMatByGameMode;//[Offset: 0xd0 , Size: 40] MaterialInterface* baseMat;//[Offset: 0xf8 , Size: 4] MaterialInterface* baseMatClass;//[Offset: 0x100 , Size: 40] ParticleRes[] ParticleEffects;//[Offset: 0x128 , Size: 12] UIWidgetRes[] WidgetList;//[Offset: 0x134 , Size: 12] enum meshType;//[Offset: 0x140 , Size: 1] -------------------------------- Class: ParticleRes ParticleSystem* ParticleRes;//[Offset: 0x0 , Size: 4] FName AttachSocket;//[Offset: 0x8 , Size: 8] -------------------------------- Class: UIWidgetRes class UserWidget* UserWidget;//[Offset: 0x0 , Size: 4] FName AttachSocket;//[Offset: 0x8 , Size: 8] Transform Trans;//[Offset: 0x10 , Size: 48] Vector2D DrawSize;//[Offset: 0x40 , Size: 8] bool bShowDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1] bool bUseScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49 , Size: 1] -------------------------------- Class: MeshSynData ItemDefineID DefineID;//[Offset: 0x0 , Size: 24] int gender;//[Offset: 0x18 , Size: 4] enum OperationType;//[Offset: 0x1c , Size: 1] int AdditionalItemID;//[Offset: 0x20 , Size: 4] int DIYPlanID;//[Offset: 0x24 , Size: 4] -------------------------------- Class: WeaponDIYData.ResponResult int WeaponId;//[Offset: 0x4 , Size: 4] int PlanID;//[Offset: 0x8 , Size: 4] DIYMergedTexData[] DIYData;//[Offset: 0xc , Size: 12] int[] MatParam;//[Offset: 0x18 , Size: 12] int[] MirroParam;//[Offset: 0x24 , Size: 12] int[] SlotMatParam;//[Offset: 0x30 , Size: 12] -------------------------------- Class: ResponResult bool bResponed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] -------------------------------- Class: DIYMergedTexData DIYOneTexData[] TextureList;//[Offset: 0x0 , Size: 12] int TexPathID;//[Offset: 0xc , Size: 4] DIYParamData DIYParam;//[Offset: 0x10 , Size: 48] int SlotID;//[Offset: 0x40 , Size: 4] -------------------------------- Class: DIYOneTexData int TexPathID;//[Offset: 0x0 , Size: 4] DIYParamData DIYParam;//[Offset: 0x4 , Size: 48] -------------------------------- Class: DIYParamData int Direction;//[Offset: 0x0 , Size: 4] int ColorID;//[Offset: 0x4 , Size: 4] float Opacity;//[Offset: 0x8 , Size: 4] float Rotation;//[Offset: 0xc , Size: 4] float ScaleX;//[Offset: 0x10 , Size: 4] float ScaleY;//[Offset: 0x14 , Size: 4] float OffSetX;//[Offset: 0x18 , Size: 4] float OffSetY;//[Offset: 0x1c , Size: 4] float UClipX;//[Offset: 0x20 , Size: 4] float UClipY;//[Offset: 0x24 , Size: 4] float VClipX;//[Offset: 0x28 , Size: 4] float VClipY;//[Offset: 0x2c , Size: 4] -------------------------------- Class: DIYEnableLevel int DeviceLevel;//[Offset: 0x0 , Size: 4] int EnableLevel;//[Offset: 0x4 , Size: 4] -------------------------------- Class: AvatarDIYEntity.Object AvatarDIYComponent* AvatarComponent;//[Offset: 0x1c , Size: 4] MeshComponent* MeshComponent;//[Offset: 0x20 , Size: 4] MeshGroup MeshGroup;//[Offset: 0x24 , Size: 36] ItemDefineID ParentDefineID;//[Offset: 0x48 , Size: 24] SubEntityMap;//[Offset: 0x60 , Size: 60] int SlotID;//[Offset: 0xb4 , Size: 4] int SubSlotID;//[Offset: 0xb8 , Size: 4] FName SocketName;//[Offset: 0xc0 , Size: 8] enum meshType;//[Offset: 0xc8 , Size: 1] BattleItemHandleBase* LoadedHandle;//[Offset: 0xcc , Size: 4] BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0xd0 , Size: 4] MeshData EntityMeshData;//[Offset: 0xd8 , Size: 96] MeshData CachedEntityMeshData;//[Offset: 0x138 , Size: 96] bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1] bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x199 , Size: 1] bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a , Size: 1] bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19b , Size: 1] bool bHasDeaclTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1] ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x1a0 , Size: 12] SoftObjectPath MeshAssetPath;//[Offset: 0x1b0 , Size: 24] SubEntityList;//[Offset: 0x1c8 , Size: 60] void UpdateVisibility();// 0x1c9cfe8 void UnRegisterTick();// 0x1c9cfcc void TickEntity(float DeltaTime);// 0x1c9cf4c void SetSocketName(FName InName);// 0x1c9cecc void SetParentDefineID(ItemDefineID ParentID);// 0x1c9ce40 void SetAvatarVisibility(bool bIsVisible, bool bForce);// 0x1c9cd68 void SetAvatarEntityParticleVisibility(bool visibie);// 0x1c9cce0 void RevertEntityMeshData();// 0x1c9cccc void RenderEntity();// 0x1c9ccb0 void RegisterTick();// 0x1c9cc94 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1c9cc0c void PutOnDefaultEquipment(int InSlotID);// 0x1c9cb8c void PrepareEntity();// 0x1c9cb70 void OnPreRender();// 0x1c9cb54 void OnPostRender();// 0x1c9cb38 void MaskActionDirty(bool bFlag);// 0x1c9cab8 bool IsEntityAvailable(enum VisibilityType);// 0x1c9ca30 CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1c9c964 void Init(int InSlotID, int InSubSlotID, AvatarDIYComponent* InAvatarComponent);// 0x1c9c85c bool HasSomeAction(enum InActionType);// 0x1c9c7dc bool HasMainAction();// 0x1c9c7b4 FName GetSocketName();// 0x1c9c76c enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1c9c6e4 ItemDefineID GetParentDefineID();// 0x1c9c690 MeshData GetMeshData();// 0x1c9c62c BattleItemHandleBase* GetLoadedHandle();// 0x1c9c604 ItemDefineID GetDefineID();// 0x1c9c5b0 void EnterRenderPipeline();// 0x1c9c594 void EnterLogicPipeline();// 0x1c9c578 void DrawOutline(bool bEnable);// 0x1c9c4f0 bool CreateAndApplyResource();// 0x1c9c4c0 void ClearRenderEntity();// 0x1c9c4a4 void ClearEquipmentRenderData(int CurrSlotID, bool bPutDefault);// 0x1c9c3d8 void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1c9c300 void ClearEntity(bool ForceClear);// 0x1c9c278 -------------------------------- Class: MeshGroup MeshAsset[] MeshAssetList;//[Offset: 0x0 , Size: 12] Object*[] MeshObjectList;//[Offset: 0xc , Size: 12] MeshComponent*[] MeshCompList;//[Offset: 0x18 , Size: 12] -------------------------------- Class: MeshAsset Transform Transform;//[Offset: 0x0 , Size: 48] SkeletalMesh* SkeletalMesh;//[Offset: 0x30 , Size: 40] StaticMesh* StaticMesh;//[Offset: 0x58 , Size: 40] FName AttachSocket;//[Offset: 0x80 , Size: 8] enum meshType;//[Offset: 0x88 , Size: 1] bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89 , Size: 1] class AnimInstance* animBP;//[Offset: 0x8c , Size: 4] class AnimInstance* animBPClass;//[Offset: 0x90 , Size: 40] bool bAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1] bool bUpdateTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9 , Size: 1] -------------------------------- Class: MeshData StaticMesh* stMesh;//[Offset: 0x0 , Size: 4] SkeletalMesh* skMesh;//[Offset: 0x4 , Size: 4] MaterialInstance* matIns;//[Offset: 0x8 , Size: 4] MaterialInstance*[] additionalMats;//[Offset: 0xc , Size: 12] enum meshType;//[Offset: 0x18 , Size: 1] int[] hiddenSlots;//[Offset: 0x1c , Size: 12] ReplacedSlotInfo[] replacedSlots;//[Offset: 0x28 , Size: 12] HideBoneData[] hideBoneSlots;//[Offset: 0x34 , Size: 12] ItemDefineID definedID;//[Offset: 0x40 , Size: 24] bool functionValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] -------------------------------- Class: ReplacedSlotInfo -------------------------------- Class: HideBoneData -------------------------------- Class: CustomWidgetComponent.WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Actor* OwnerActor;//[Offset: 0x63c , Size: 4] MeshComponent* AttachedMeshComponent;//[Offset: 0x640 , Size: 4] ParticleSystemComponent* UIParticleComp;//[Offset: 0x644 , Size: 4] StaticMeshComponent* SurfaceEffectMesh;//[Offset: 0x648 , Size: 4] void SetupAttachMeshComponent(MeshComponent* MeshComp, FName AttachSocket, out const Transform RelativeTrans);// 0x1d1e270 Actor* GetBindOwner();// 0x1d1e24c MeshComponent* GetAttachedMeshComponent();// 0x1d1e230 void CreateParticle(ParticleSystem* ParticleRes, MeshComponent* MeshComp, FName SocketName, out const Transform RelativeTrans);// 0x1d1e080 void BindOwner(Actor* Owner);// 0x1d1e000 void BindEvent(bool bShowWidget);// 0x1d1df78 -------------------------------- Class: AvatarDIYEntityFactory.Object AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1c9db58 -------------------------------- Class: AvatarActionBase -------------------------------- Class: WeaponAvatarDIYEntity.AvatarDIYEntity.Object void SetWeaponEntityVisibility(bool visibie);// 0x1ff6148 void SetSocketName(FName InName);// 0x1c9cecc void RenderEntity();// 0x1c9ccb0 void RemoveParticleEffect();// 0x1ff612c bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1c9cc0c void PrepareEntity();// 0x1c9cb70 void OnPreRender();// 0x1c9cb54 void OnPostRender();// 0x1c9cb38 bool IsForceEnableAnim();// 0x1ff60fc enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1c9c6e4 ItemDefineID GetDefineID();// 0x1c9c5b0 void EnterLogicPipeline();// 0x1c9c578 void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1c9c300 void BroadcastWeaponEquipEvent(bool IsEquipped);// 0x1ff607c void ApplyParticleEffect();// 0x1ff6060 void AddWeaponHandleAction();// 0x1ff604c -------------------------------- Class: PredictLineComponent.SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object class Actor* PredictActorTemplate;//[Offset: 0x618 , Size: 4] StaticMesh* MeshTemplate;//[Offset: 0x620 , Size: 40] ParticleSystem* PredictEndPointFX;//[Offset: 0x648 , Size: 40] CurveFloat* PredictEndPointScaleCurve;//[Offset: 0x670 , Size: 40] PredictProjectilePathParams PredictProjectilePathParams;//[Offset: 0x698 , Size: 92] delegate InitNewSplineMeshDelegate;//[Offset: 0x6f4 , Size: 12] PredictLineMaterialParams Param_StartPointLocation;//[Offset: 0x700 , Size: 16] PredictLineMaterialParams Param_EndPointLocation;//[Offset: 0x710 , Size: 16] PredictLineMaterialParams Param_EndPointFalloff;//[Offset: 0x720 , Size: 16] PredictLineMaterialParams Param_PredictLineColor;//[Offset: 0x730 , Size: 16] LinearColor PredictLineColor;//[Offset: 0x740 , Size: 16] PredictProjectilePathResult PredictResult;//[Offset: 0x760 , Size: 176] CurveFloat* Curve_PredictEndPointScale;//[Offset: 0x810 , Size: 4] SplineMeshComponent*[] CachedSplineMeshes;//[Offset: 0x818 , Size: 12] int RedrawCounter;//[Offset: 0x824 , Size: 4] void SetPredictParams(out const Vector InStartPoint, out const Vector InVelocity);// 0x1e10004 void SetPredictActorTemplate(class Actor InActorTemplate);// 0x1e0ff8c -------------------------------- Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineCurves SplineCurves;//[Offset: 0x554 , Size: 80] InterpCurveVector SplineInfo;//[Offset: 0x5a4 , Size: 20] InterpCurveQuat SplineRotInfo;//[Offset: 0x5b8 , Size: 20] InterpCurveVector SplineScaleInfo;//[Offset: 0x5cc , Size: 20] InterpCurveFloat SplineReparamTable;//[Offset: 0x5e0 , Size: 20] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f4 , Size: 1] int ReparamStepsPerSegment;//[Offset: 0x5f8 , Size: 4] float Duration;//[Offset: 0x5fc , Size: 4] bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x600 , Size: 1] bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x601 , Size: 1] bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x602 , Size: 1] bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x603 , Size: 1] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x604 , Size: 1] bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x605 , Size: 1] bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x606 , Size: 1] float LoopPosition;//[Offset: 0x608 , Size: 4] Vector DefaultUpVector;//[Offset: 0x60c , Size: 12] void UpdateSpline();// 0x4071738 void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector InLocation);// 0x4071664 void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector, byte CoordinateSpace, bool bUpdateSpline);// 0x4071504 void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x4070d5c void SetTangentsAtSplinePoint(int PointIndex, out const Vector InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x4071350 void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x40711f0 void SetSplineWorldPoints(out const Vector[] Points);// 0x407111c void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);// 0x4071014 void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool bUpdateSpline);// 0x4070eb4 void SetSplineLocalPoints(out const Vector[] Points);// 0x4070de0 void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x4070d5c void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation, byte CoordinateSpace, bool bUpdateSpline);// 0x4070bfc void SetDrawDebug(bool bShow);// 0x4070b7c void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);// 0x4070ab0 void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline);// 0x407099c void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x40708cc void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x4070808 bool IsClosedLoop();// 0x40707e0 Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x407074c Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);// 0x4070668 Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x40705d4 Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);// 0x40704f0 Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x407045c Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x40703c8 Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);// 0x40702e4 Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x4070250 Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x407012c Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4070058 Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406ff84 Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity, bool bUseScale);// 0x406fdf8 Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace, bool bUseScale);// 0x406fcbc Transform GetTransformAtDistanceAlongSpline(float Distance, byte CoordinateSpace, bool bUseScale);// 0x406fb80 Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406fa5c Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e860 Vector GetTangentAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406f988 byte GetSplinePointType(int PointIndex);// 0x406f908 float GetSplineLength();// 0x406f8e0 Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x406f804 Vector GetScaleAtSplinePoint(int PointIndex);// 0x406f774 Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x406f6e4 Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406f5c0 Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406f4ec Rotator GetRotationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406f418 float GetRollAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406f308 float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406f244 float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406f180 Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406f05c Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406ef88 Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406eeb4 int GetNumberOfSplinePoints();// 0x406ee8c Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406ed68 Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406ec94 Vector GetLocationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406ebc0 void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location, out Vector Tangent, byte CoordinateSpace);// 0x406ea58 void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector LocalLocation, out Vector LocalTangent);// 0x406e934 Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e860 float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x406e7e0 float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x406e760 Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x406e63c Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e568 Vector GetDirectionAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x406e494 Vector GetDefaultUpVector(byte CoordinateSpace);// 0x406e404 Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x406e330 Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406e24c Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace, bool bUseScale);// 0x406e100 Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406e01c Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);// 0x406df80 Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406de9c float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406ddc8 Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406dce4 Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406dc00 float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);// 0x406db74 Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x406da90 void ClearSplinePoints(bool bUpdateSpline);// 0x406da10 void AddSplineWorldPoint(out const Vector Position);// 0x406d984 void AddSplinePointAtIndex(out const Vector Position, int Index, byte CoordinateSpace, bool bUpdateSpline);// 0x406d824 void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool bUpdateSpline);// 0x406d70c void AddSplineLocalPoint(out const Vector Position);// 0x406d680 void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);// 0x406d564 void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x406d45c -------------------------------- Class: SplineCurves InterpCurveVector Position;//[Offset: 0x0 , Size: 20] InterpCurveQuat Rotation;//[Offset: 0x14 , Size: 20] InterpCurveVector Scale;//[Offset: 0x28 , Size: 20] InterpCurveFloat ReparamTable;//[Offset: 0x3c , Size: 20] -------------------------------- Class: InterpCurveQuat InterpCurvePointQuat[] Points;//[Offset: 0x0 , Size: 12] bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] float LoopKeyOffset;//[Offset: 0x10 , Size: 4] -------------------------------- Class: InterpCurvePointQuat float InVal;//[Offset: 0x0 , Size: 4] Quat OutVal;//[Offset: 0x10 , Size: 16] Quat ArriveTangent;//[Offset: 0x20 , Size: 16] Quat LeaveTangent;//[Offset: 0x30 , Size: 16] byte InterpMode;//[Offset: 0x40 , Size: 1] -------------------------------- Class: InterpCurveFloat InterpCurvePointFloat[] Points;//[Offset: 0x0 , Size: 12] bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] float LoopKeyOffset;//[Offset: 0x10 , Size: 4] -------------------------------- Class: InterpCurvePointFloat float InVal;//[Offset: 0x0 , Size: 4] float OutVal;//[Offset: 0x4 , Size: 4] float ArriveTangent;//[Offset: 0x8 , Size: 4] float LeaveTangent;//[Offset: 0xc , Size: 4] byte InterpMode;//[Offset: 0x10 , Size: 1] -------------------------------- Class: SplinePoint float InputKey;//[Offset: 0x0 , Size: 4] Vector Position;//[Offset: 0x4 , Size: 12] Vector ArriveTangent;//[Offset: 0x10 , Size: 12] Vector LeaveTangent;//[Offset: 0x1c , Size: 12] Rotator Rotation;//[Offset: 0x28 , Size: 12] Vector Scale;//[Offset: 0x34 , Size: 12] byte Type;//[Offset: 0x40 , Size: 1] -------------------------------- Class: PredictProjectilePathParams Vector StartLocation;//[Offset: 0x0 , Size: 12] Vector LaunchVelocity;//[Offset: 0xc , Size: 12] bool bTraceWithCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] float ProjectileRadius;//[Offset: 0x1c , Size: 4] float MaxSimTime;//[Offset: 0x20 , Size: 4] bool bTraceWithChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] byte TraceChannel;//[Offset: 0x25 , Size: 1] byte[] ObjectTypes;//[Offset: 0x28 , Size: 12] Actor*[] ActorsToIgnore;//[Offset: 0x34 , Size: 12] float SimFrequency;//[Offset: 0x40 , Size: 4] float OverrideGravityZ;//[Offset: 0x44 , Size: 4] float GravityScale;//[Offset: 0x48 , Size: 4] float IgnoreGravityDis;//[Offset: 0x4c , Size: 4] byte DrawDebugType;//[Offset: 0x50 , Size: 1] float DrawDebugTime;//[Offset: 0x54 , Size: 4] bool bTraceComplex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] -------------------------------- Class: PredictLineMaterialParams MaterialParameterCollection* MaterialParamCollection;//[Offset: 0x0 , Size: 4] FName ParamName;//[Offset: 0x8 , Size: 8] -------------------------------- Class: PredictProjectilePathResult PredictProjectilePathPointData[] PathData;//[Offset: 0x0 , Size: 12] PredictProjectilePathPointData LastTraceDestination;//[Offset: 0xc , Size: 28] HitResult HitResult;//[Offset: 0x28 , Size: 136] -------------------------------- Class: PredictProjectilePathPointData Vector Location;//[Offset: 0x0 , Size: 12] Vector Velocity;//[Offset: 0xc , Size: 12] float Time;//[Offset: 0x18 , Size: 4] -------------------------------- Class: SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineMeshParams SplineParams;//[Offset: 0x630 , Size: 88] Vector SplineUpDir;//[Offset: 0x688 , Size: 12] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x694 , Size: 1] bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x694 , Size: 1] byte ForwardAxis;//[Offset: 0x695 , Size: 1] float SplineBoundaryMin;//[Offset: 0x698 , Size: 4] float SplineBoundaryMax;//[Offset: 0x69c , Size: 4] BodySetup* BodySetup;//[Offset: 0x6a0 , Size: 4] Guid CachedMeshBodySetupGuid;//[Offset: 0x6a4 , Size: 16] bool bMeshDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6b4 , Size: 1] void UpdateMesh();// 0x4074748 void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x4074684 void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x40745c4 void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x4074500 void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x407443c void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x407437c void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos, Vector EndTangent, bool bUpdateMesh);// 0x40741dc void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);// 0x4074108 void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x4074044 void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x4073f80 void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x4073ec0 void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x4073dfc void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x4073d38 void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x4073c78 void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x4073bb4 void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x4073af0 Vector GetStartTangent();// 0x4073aa8 Vector2D GetStartScale();// 0x4073a68 float GetStartRoll();// 0x4073a40 Vector GetStartPosition();// 0x40739f8 Vector2D GetStartOffset();// 0x40739b8 Vector GetSplineUpDir();// 0x4073970 byte GetForwardAxis();// 0x4073948 Vector GetEndTangent();// 0x4073900 Vector2D GetEndScale();// 0x40738c0 float GetEndRoll();// 0x4073898 Vector GetEndPosition();// 0x4073850 Vector2D GetEndOffset();// 0x4073810 float GetBoundaryMin();// 0x40737e8 float GetBoundaryMax();// 0x405ed18 -------------------------------- Class: SplineMeshParams Vector StartPos;//[Offset: 0x0 , Size: 12] Vector StartTangent;//[Offset: 0xc , Size: 12] Vector2D StartScale;//[Offset: 0x18 , Size: 8] float StartRoll;//[Offset: 0x20 , Size: 4] Vector2D StartOffset;//[Offset: 0x24 , Size: 8] Vector EndPos;//[Offset: 0x2c , Size: 12] Vector EndTangent;//[Offset: 0x38 , Size: 12] Vector2D EndScale;//[Offset: 0x44 , Size: 8] float EndRoll;//[Offset: 0x4c , Size: 4] Vector2D EndOffset;//[Offset: 0x50 , Size: 8] -------------------------------- Class: WeaponOwnerProxy.Object Actor* OwnerActor;//[Offset: 0x28 , Size: 4] Pawn* OwnerPawn;//[Offset: 0x2c , Size: 4] Controller* OwnerController;//[Offset: 0x30 , Size: 4] STExtraWeapon* BindedWeapon;//[Offset: 0x34 , Size: 4] void OnWeaponStopFireDelegate__DelegateSignature();// 0x2859eb0 void HandlePlayerSwitchCameraMode(byte Mode);// 0x2000f5c void HandlePlayerChangePose(byte LastPose, byte NewPose);// 0x2000ea0 STExtraPlayerController* GetOwnerSTExtraPlayerController();// 0x2000e78 STExtraBaseCharacter* GetOwnerSTExtraPlayerCharacter();// 0x2000e50 PlayerController* GetOwnerPlayerController();// 0x2000e28 Pawn* GetOwnerPawn();// 0x2000e00 Controller* GetOwnerController();// 0x2000dd8 Actor* GetOwnerActor();// 0x2000dbc -------------------------------- Class: STExtraPlayerController.UAEPlayerController.PlayerController.Controller.Actor.Object float FreeCameraStartMinPitchMin;//[Offset: 0xb3c , Size: 4] float FreeCameraStartMinPitchMax;//[Offset: 0xb40 , Size: 4] bool bTrackingKillerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb44 , Size: 1] TouchIndexSet;//[Offset: 0xb48 , Size: 60] byte OnFireTouchFingerIndex;//[Offset: 0xb84 , Size: 1] enum TouchEndTriggerSkillEntry;//[Offset: 0xb85 , Size: 1] int TouchEndTriggerSkillID;//[Offset: 0xb88 , Size: 4] FriendOBRelevancyCharacterSet;//[Offset: 0xbd8 , Size: 60] FName FeatureActorName;//[Offset: 0xc18 , Size: 8] byte[] IgnoreCameraMovingIndexArray;//[Offset: 0xc20 , Size: 12] byte[] IgnoreCameraMovePendingArray;//[Offset: 0xc2c , Size: 12] byte[] AddTouchMoveFingerArray;//[Offset: 0xc38 , Size: 12] bool bNeedSetFireTouchFingerIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc44 , Size: 1] byte OnFreeCameraFingerIndex;//[Offset: 0xc45 , Size: 1] float FreeCameraSPL_Hor;//[Offset: 0xc48 , Size: 4] float FreeCameraSPL_Ver;//[Offset: 0xc4c , Size: 4] float FreeCamera_FPP_MIN;//[Offset: 0xc50 , Size: 4] float FreeCamera_FPP_MAX;//[Offset: 0xc54 , Size: 4] float FreeCamera_FPP_PITCH_MIN;//[Offset: 0xc58 , Size: 4] float FreeCamera_FPP_PITCH_MAX;//[Offset: 0xc5c , Size: 4] float FreeCamera_FPP_PITCH_MIN_LIMITED;//[Offset: 0xc60 , Size: 4] float FreeCamera_FPP_PITCH_MAX_LIMITED;//[Offset: 0xc64 , Size: 4] float FreeCameraSPL_Hor_Parachute;//[Offset: 0xc68 , Size: 4] float FreeCameraSPL_Ver_Parachute;//[Offset: 0xc6c , Size: 4] float RecoverLagDelayTime;//[Offset: 0xc70 , Size: 4] Vector2D StartPosition;//[Offset: 0xc74 , Size: 8] Vector2D CurFreeCamPosition;//[Offset: 0xc7c , Size: 8] Rotator EmoteFreeCamPrevFigureResultDelta;//[Offset: 0xc84 , Size: 12] Rotator SelfieFreeCamPrevFigureResultDelta;//[Offset: 0xc90 , Size: 12] FString FollowCandidateName;//[Offset: 0xca0 , Size: 12] IsTeammatesAutoFollowing;//[Offset: 0xcac , Size: 60] Rotator FreeCameraStartRotation;//[Offset: 0xce8 , Size: 12] Transform FPPModeSpringArmTrans;//[Offset: 0xd00 , Size: 48] byte FreeCameraFigerIndex;//[Offset: 0xd30 , Size: 1] int8 CurrentBuildingIndex;//[Offset: 0xd31 , Size: 1] int WeaponReconnectOpIndex;//[Offset: 0xd34 , Size: 4] bool bHasInitUIFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd38 , Size: 1] bool isShowVaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3a , Size: 1] BattleSceneAvatarDisplayInfo[] BattleSceneAvatarDisplayInfoList;//[Offset: 0xd3c , Size: 12] LinearColor CrossHairColor;//[Offset: 0xd48 , Size: 16] byte AutoAimType;//[Offset: 0xd58 , Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd60 , Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd61 , Size: 1] bool bIsInResultView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd70 , Size: 1] bool bForceHideConcentric;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd71 , Size: 1] bool bForceShowBlueCircleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd72 , Size: 1] FString[] ScreenAppearToBeRemovedInResult;//[Offset: 0xd74 , Size: 12] ClientFatalDamageRecordData[] ClientFatalDamageRecords;//[Offset: 0xd80 , Size: 12] ClientFatalDamageRecordData ClientFatalDamageLastRecords;//[Offset: 0xd8c , Size: 180] SensibilityConfig SensibilityConfig;//[Offset: 0xe40 , Size: 172] bool bSingleShotWeaponShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeec , Size: 1] bool bShotGunShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeed , Size: 1] int UseMotionControlType;//[Offset: 0xef0 , Size: 4] delegate OnCharacterNearDeathOrRescueingOtherNotifyDelegate;//[Offset: 0xef4 , Size: 12] delegate OnPlayerEnterFlying;//[Offset: 0xf00 , Size: 12] delegate OnPlayerChangeViewtargetToPlane;//[Offset: 0xf0c , Size: 12] delegate OnPlayerExitFlying;//[Offset: 0xf18 , Size: 12] delegate OnPlayerEnterJumping;//[Offset: 0xf24 , Size: 12] delegate OnPlayerExitJumping;//[Offset: 0xf30 , Size: 12] delegate OnPlayerEnterParachute;//[Offset: 0xf3c , Size: 12] delegate OnPlayerExitParachute;//[Offset: 0xf48 , Size: 12] delegate OnPlayerEnterWater;//[Offset: 0xf54 , Size: 12] delegate OnPlayerExitWater;//[Offset: 0xf60 , Size: 12] delegate OnPlayerEnterFighting;//[Offset: 0xf6c , Size: 12] delegate OnPlayerExitFighting;//[Offset: 0xf78 , Size: 12] delegate OnPlayerEnterFinished;//[Offset: 0xf84 , Size: 12] delegate OnPlayerStartReloadWeapon;//[Offset: 0xf90 , Size: 12] delegate OnPlayerEndReloadWeapon;//[Offset: 0xf9c , Size: 12] delegate OnTeammateHPChangeDelegate;//[Offset: 0xfa8 , Size: 12] delegate OnCharacterBreathChange;//[Offset: 0xfb4 , Size: 12] delegate OnTeammateTemperatureChangeDelegate;//[Offset: 0xfc0 , Size: 12] delegate OnLocalCharacterTemperatureChangeDel;//[Offset: 0xfcc , Size: 12] delegate OnCharacterAntidoteChange;//[Offset: 0xfd8 , Size: 12] delegate OnOneTeamPlayerHPChangeDelegate;//[Offset: 0xfe4 , Size: 12] delegate OnNightBeggan;//[Offset: 0xff0 , Size: 12] delegate OnNightEnded;//[Offset: 0xffc , Size: 12] delegate OnPlayerHitInfoUpdate;//[Offset: 0x1008 , Size: 12] int SelectedNightRenderConfig;//[Offset: 0x1014 , Size: 4] delegate OnInitTaskData;//[Offset: 0x1018 , Size: 12] delegate OnInitCollectionData;//[Offset: 0x1024 , Size: 12] delegate OnPlayerDoEmote;//[Offset: 0x1030 , Size: 12] delegate OnPlayerEnterArea;//[Offset: 0x103c , Size: 12] delegate OnPlayerKilling;//[Offset: 0x1048 , Size: 12] delegate OnPickupItem;//[Offset: 0x1054 , Size: 12] delegate OnDropItem;//[Offset: 0x1060 , Size: 12] delegate OnDeathBoxSpawned;//[Offset: 0x106c , Size: 12] delegate OnTaskConditionActived;//[Offset: 0x1078 , Size: 12] delegate OnTaskConditionDeactived;//[Offset: 0x1084 , Size: 12] KillOrPutDownMessage KillOrPutDownMessageData;//[Offset: 0x10b0 , Size: 68] delegate OnStartFireEvent;//[Offset: 0x10f4 , Size: 12] delegate OnStopFireEvent;//[Offset: 0x1100 , Size: 12] delegate OnReleaseFireBtn;//[Offset: 0x110c , Size: 12] delegate OnReleaseScreen;//[Offset: 0x1118 , Size: 12] delegate OnFingerMove;//[Offset: 0x1124 , Size: 12] delegate OnHandleCameraModeChanged;//[Offset: 0x1130 , Size: 12] delegate OnSwitchCameraModeStart;//[Offset: 0x113c , Size: 12] delegate OnSwitchCameraModeEnd;//[Offset: 0x1148 , Size: 12] delegate OnPlayerPickUpActor;//[Offset: 0x1154 , Size: 12] delegate OnPlayerPutDownActor;//[Offset: 0x1160 , Size: 12] delegate OnPlayerPutDownAllProp;//[Offset: 0x116c , Size: 12] delegate OnSwitchWeapon;//[Offset: 0x1178 , Size: 12] delegate OnEquipWeaponDel;//[Offset: 0x1184 , Size: 12] delegate OnUnequipWeaponDel;//[Offset: 0x1190 , Size: 12] delegate OnUseInventoryItem;//[Offset: 0x119c , Size: 12] delegate OnChangeBattleOwnerDel;//[Offset: 0x11a8 , Size: 12] delegate OnDamageToOther;//[Offset: 0x11b4 , Size: 12] delegate OnLocalCharacterHPChangeDel;//[Offset: 0x11c0 , Size: 12] delegate OnLocalCharacterSignalHPChangeDelegate;//[Offset: 0x11cc , Size: 12] delegate OnServerCharacterSignalHPChangeDelegate;//[Offset: 0x11d8 , Size: 12] delegate OnLocalCharacterSignalHPRemaingingTimeDelegate;//[Offset: 0x11e4 , Size: 12] delegate DelegatePlayerGoldChange;//[Offset: 0x11f0 , Size: 12] delegate DelegatePlayerLevelChange;//[Offset: 0x11fc , Size: 12] delegate OnGameStartCountDownDelegate;//[Offset: 0x1208 , Size: 12] delegate OnRank;//[Offset: 0x1214 , Size: 12] delegate OnGameStartDelegate;//[Offset: 0x1220 , Size: 12] delegate OnPlayerNameChange;//[Offset: 0x122c , Size: 12] delegate OnUseMainSlot;//[Offset: 0x1238 , Size: 12] delegate OnBackpackMainSlot;//[Offset: 0x1244 , Size: 12] delegate OnRemoveMainSlot;//[Offset: 0x1250 , Size: 12] delegate OnRepPlayerState;//[Offset: 0x125c , Size: 12] delegate OnRepTeammateChange;//[Offset: 0x1268 , Size: 12] delegate OnRepTeammateAvatarDisplayInfo;//[Offset: 0x1274 , Size: 12] delegate OnMapMarkChangeDelegate;//[Offset: 0x1284 , Size: 12] delegate OnShowSkillPrompt;//[Offset: 0x1290 , Size: 12] delegate OnStartAutoSprintCountDown;//[Offset: 0x129c , Size: 12] delegate OnShowAutoSprintButton;//[Offset: 0x12a8 , Size: 12] delegate OnPlayerChangeWearingDone;//[Offset: 0x12b4 , Size: 12] delegate OnPlayerChangeWearingAnimFinished;//[Offset: 0x12c0 , Size: 12] delegate OnPlayerFinalAssistKill;//[Offset: 0x12cc , Size: 12] delegate OnConsumableAvatarChange;//[Offset: 0x12d8 , Size: 12] delegate OnEquipmentAvatarChange;//[Offset: 0x12e4 , Size: 12] delegate OnEquipmentWeaponAvatarChange;//[Offset: 0x12f0 , Size: 12] delegate OnGameStateChange;//[Offset: 0x12fc , Size: 12] delegate OnChangeCharacterBeforeDelegate;//[Offset: 0x1308 , Size: 12] delegate OnChangeCharacterLogicDelegate;//[Offset: 0x1314 , Size: 12] delegate OnInfectionSelectZombieDelegate;//[Offset: 0x1320 , Size: 12] delegate OnSetChangeCharacterStateDelegate;//[Offset: 0x132c , Size: 12] delegate OnCacheRecvInfectionSelectZombie;//[Offset: 0x1348 , Size: 12] delegate OpenSequencerDelegate;//[Offset: 0x1354 , Size: 12] STExtraBaseCharacter* tmpAnchorCharacter;//[Offset: 0x1370 , Size: 4] delegate OnInterruptAutoSprintCountDown;//[Offset: 0x1374 , Size: 12] delegate OnAutoSprintActive;//[Offset: 0x1380 , Size: 12] delegate OnTakeDamagedDelegate;//[Offset: 0x138c , Size: 12] delegate OnPostTakeDamageForBP;//[Offset: 0x13ac , Size: 12] delegate OnLostConnection;//[Offset: 0x13b8 , Size: 12] delegate OnReconnected;//[Offset: 0x13c4 , Size: 12] delegate OnExitGame;//[Offset: 0x13d0 , Size: 12] delegate OnSpectatorChange;//[Offset: 0x13dc , Size: 12] delegate OnCharacterRecoveryHealth;//[Offset: 0x13e8 , Size: 12] delegate RunOnNextFrameDelegate;//[Offset: 0x13f4 , Size: 12] NewbieGuideComponent* NewbieComponent;//[Offset: 0x1400 , Size: 4] int MaternalZombieWeight;//[Offset: 0x1404 , Size: 4] TimeLineSyncComponent* TimeLineSyncComponent;//[Offset: 0x1408 , Size: 4] TimeWatchDogComponent* TimeWatchDogComponent;//[Offset: 0x140c , Size: 4] PlayerAntiCheatManager* AntiCheatManagerComp;//[Offset: 0x1410 , Size: 4] bool bShouldReportAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1414 , Size: 1] delegate NewbieShowCurGuide;//[Offset: 0x15e8 , Size: 12] delegate PlayerControllerEnterFightingStateDelegate;//[Offset: 0x15f4 , Size: 12] bool EnableAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1604 , Size: 1] bool DisableNewStopFireLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1605 , Size: 1] bool UseScreenStopFireCheckOnlyInModeTwo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1606 , Size: 1] bool EnableDebugRotatoInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1607 , Size: 1] bool EnableDebugRotatoInfoTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1608 , Size: 1] bool EnableNewUpdateTeamPlayerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1609 , Size: 1] bool EnableNetCullingDistOnVeryLowDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x160a , Size: 1] float PC_CameraMoveRateX;//[Offset: 0x160c , Size: 4] float PC_CameraMoveRateY;//[Offset: 0x1610 , Size: 4] float Mobile_CameraMoveRateX;//[Offset: 0x1614 , Size: 4] float Mobile_CameraMoveRateY;//[Offset: 0x1618 , Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveDis;//[Offset: 0x161c , Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveSpeed;//[Offset: 0x1620 , Size: 4] bool bUseDisCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1624 , Size: 1] CommonCameraModeData NormalCameraModeData;//[Offset: 0x1628 , Size: 36] CommonCameraModeData NearCameraModeData;//[Offset: 0x164c , Size: 36] Vector2D NearCameraModeCameraMoveAdditionalRate;//[Offset: 0x1670 , Size: 8] Vector2D NearCameraModeCameraMoveMaxSpeed;//[Offset: 0x1678 , Size: 8] AimCameraModeData AimCameraModeData;//[Offset: 0x1680 , Size: 36] Vector2D AimCameraModeCameraMoveAdditionalRate;//[Offset: 0x16a4 , Size: 8] Vector2D AimCameraModeCameraMoveMaxSpeed;//[Offset: 0x16ac , Size: 8] CommonCameraModeData PlaneCameraModeData;//[Offset: 0x16b4 , Size: 36] CameraViewPitchLimitDataMap;//[Offset: 0x16d8 , Size: 60] float MoveCameraMinDistanceThreshold;//[Offset: 0x1714 , Size: 4] float MoveCameraMinTimeThreshold;//[Offset: 0x1718 , Size: 4] PlayerClothLODLevel;//[Offset: 0x171c , Size: 60] enum[] PlayerClothLODAvatarTypeList;//[Offset: 0x1758 , Size: 12] bool ShouldShowPawnDetailInfoOnHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1764 , Size: 1] bool ShouldSpringUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1765 , Size: 1] Actor* BonfireUIAttachedActor;//[Offset: 0x176c , Size: 4] bool bShowSuperCodeUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1770 , Size: 1] byte CurCameraMode;//[Offset: 0x1771 , Size: 1] FString BPClassOverrideTag;//[Offset: 0x1774 , Size: 12] FName AutoScopeAimCompName;//[Offset: 0x1780 , Size: 8] float AutoScopeAimTraceDistance;//[Offset: 0x1788 , Size: 4] bool bMoveable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178c , Size: 1] bool bMoveablePickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178d , Size: 1] bool bMoveableAirborne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178e , Size: 1] bool bMoveableLandHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178f , Size: 1] float MoveableLandHardTime;//[Offset: 0x1790 , Size: 4] float CanMoveCDTime;//[Offset: 0x1794 , Size: 4] float CanSprintCDTime;//[Offset: 0x1798 , Size: 4] float SwitchPoseCDTime;//[Offset: 0x179c , Size: 4] float MovealbeSwitchPoseTime;//[Offset: 0x17a0 , Size: 4] float AutoSprintRequestCD;//[Offset: 0x17a4 , Size: 4] bool bCanGetTouchInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17a8 , Size: 1] Vector CurScreenMoveSpeed;//[Offset: 0x17ac , Size: 12] float Mobile_CameraMoveAdjustSensitiveValue;//[Offset: 0x17b8 , Size: 4] float SpecialDeviceRate;//[Offset: 0x17bc , Size: 4] SpecialDeviceRateConfigs;//[Offset: 0x17c0 , Size: 60] bool bIsBattleOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17fc , Size: 1] bool bIsAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17fd , Size: 1] bool bIsMeleeAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17fe , Size: 1] STExtraBaseCharacter* STExtraBaseCharacter;//[Offset: 0x1800 , Size: 4] bool CharacterTouchMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1804 , Size: 1] bool IsDeadForLogout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1805 , Size: 1] ServerHitEnemyReplicatedData ServerHitEnemyReplicatedData;//[Offset: 0x1808 , Size: 8] bool bDebugShowYawInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1810 , Size: 1] float AccumulateYawInput;//[Offset: 0x1814 , Size: 4] float LandAfterJumpPlaneDelayMoveTime;//[Offset: 0x1818 , Size: 4] bool bLandAfterJumpPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181c , Size: 1] bool bIsLandingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181d , Size: 1] bool bIsNeedCheckPullPercentage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181e , Size: 1] float NoRespondArea;//[Offset: 0x1820 , Size: 4] float ComfortableSwipeAddition;//[Offset: 0x1824 , Size: 4] bool bIsLeftScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1828 , Size: 1] bool bIsRightScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1829 , Size: 1] byte sprintOptType;//[Offset: 0x182a , Size: 1] float JoystickSprintDisThreshold;//[Offset: 0x182c , Size: 4] float JoystickSprintDisThresholdNew;//[Offset: 0x1830 , Size: 4] float JoystickSprintBtnHeight;//[Offset: 0x1834 , Size: 4] float JoystickSprintAngleThreshold;//[Offset: 0x1838 , Size: 4] bool bIsUseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x183c , Size: 1] byte JoystickOperatingMode;//[Offset: 0x183d , Size: 1] float EasyGoStraightAngle;//[Offset: 0x1840 , Size: 4] bool bIsTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1844 , Size: 1] TouchForceMap;//[Offset: 0x1848 , Size: 60] float TouchForceFireThreshold;//[Offset: 0x1884 , Size: 4] float DoubleClickFireTimeThreshold;//[Offset: 0x1888 , Size: 4] float DoubleClickFireDistanceThreshold;//[Offset: 0x188c , Size: 4] float DoubleClickCancelDistanceThreshold;//[Offset: 0x1890 , Size: 4] int TouchForceWatchFrame;//[Offset: 0x1894 , Size: 4] bool bUseTouchForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1898 , Size: 1] float InputTouchRepeatLastTime;//[Offset: 0x189c , Size: 4] byte TouchFireType;//[Offset: 0x18a0 , Size: 1] float TestForce;//[Offset: 0x18a4 , Size: 4] delegate On3DTouchForceChange;//[Offset: 0x18a8 , Size: 12] delegate OnDoubleClickCheck;//[Offset: 0x18b4 , Size: 12] bool bIsAutoAimOnlyInTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c0 , Size: 1] bool bIsAutoAimOnlyOnFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c1 , Size: 1] bool bMoveInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c2 , Size: 1] bool bAutoSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c3 , Size: 1] float AutoSprintBtnTime;//[Offset: 0x18c4 , Size: 4] float AutoSprintWaitingTime;//[Offset: 0x18c8 , Size: 4] float AutoSprintThreshold;//[Offset: 0x18cc , Size: 4] float JoystickTriggerSprintDuration;//[Offset: 0x18d0 , Size: 4] float InHouseSpringArmLengthModifier;//[Offset: 0x18d4 , Size: 4] float InHouseSpringArmLengthModifierChangeSpeed;//[Offset: 0x18d8 , Size: 4] bool IsPlayerUnableToDoAutoSprintOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18dc , Size: 1] float CurrentCameraFOV;//[Offset: 0x18e0 , Size: 4] float MinFovChangeView;//[Offset: 0x18e4 , Size: 4] WeaponSystemReconnectReplicateData WeaponSystemReconnectReplicateData;//[Offset: 0x18e8 , Size: 40] int GameTipMsgID;//[Offset: 0x1910 , Size: 4] FString GameTipParam1;//[Offset: 0x1914 , Size: 12] FString GameTipParam2;//[Offset: 0x1920 , Size: 12] float AutoSprintCD;//[Offset: 0x1968 , Size: 4] TeamMateStates;//[Offset: 0x196c , Size: 60] DoubleClickLastTouchInfoMap;//[Offset: 0x19a8 , Size: 60] DoubleClickCurTouchInfoMap;//[Offset: 0x19e4 , Size: 60] bool bEnableSignalBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a24 , Size: 1] class GameMode[] AdditionalSignalBarDisplayGameModes;//[Offset: 0x1a28 , Size: 12] delegate OnReceiveHasSignal;//[Offset: 0x1a34 , Size: 12] Transform FPPCameraLerpStartTransformRelative;//[Offset: 0x1a60 , Size: 48] CurveFloat* CurveFPPCameraLerp;//[Offset: 0x1b28 , Size: 4] CameraComponent* PreActiveCameraCache;//[Offset: 0x1b2c , Size: 4] CameraComponent* CurrentActiveCameraCache;//[Offset: 0x1b30 , Size: 4] SpringArmComponent* CurrentActiveSpringArmCache;//[Offset: 0x1b34 , Size: 4] PlayerTombBox* DeadTombBox;//[Offset: 0x1b44 , Size: 4] FString[] ForbitPickList;//[Offset: 0x1b50 , Size: 12] bool bForbitPickupEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b68 , Size: 1] int pickupPlayerChoice;//[Offset: 0x1b6c , Size: 4] bool bCanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b70 , Size: 1] bool bShouldDisplayHitFinalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b71 , Size: 1] float RescueRemainingSeconds;//[Offset: 0x1b74 , Size: 4] float RescueTotalSeconds;//[Offset: 0x1b78 , Size: 4] bool IsCurrentSpectatorFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b7c , Size: 1] float FreeViewUpRate;//[Offset: 0x1b80 , Size: 4] byte MaxTouchMoveDelayFrame;//[Offset: 0x1b84 , Size: 1] int MaxCacheInputSpeedNum;//[Offset: 0x1b88 , Size: 4] bool bBleFreeCameraUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8c , Size: 1] bool IsCatchUpByMonster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8e , Size: 1] Vector PreMonsterCatchUpPos;//[Offset: 0x1b90 , Size: 12] TeamateStateUAVChangedCompressData TeammateUAVStateChangeCompressedData;//[Offset: 0x1b9c , Size: 20] bool isPressingBtn_AimAndFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb0 , Size: 1] byte CurTouchAimAndFireFingerIndex;//[Offset: 0x1bb1 , Size: 1] bool bOpeningBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb2 , Size: 1] bool DiedisableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb3 , Size: 1] byte CurAimFireFingerIndex;//[Offset: 0x1bf8 , Size: 1] STExtraBaseCharacter* closedAimTarget;//[Offset: 0x1c60 , Size: 4] BackpackComponent* BackpackComponent;//[Offset: 0x1d24 , Size: 4] CommonBtnComponent* CommonBtnComponent;//[Offset: 0x1d28 , Size: 4] ChatComponent* ChatComponent;//[Offset: 0x1d2c , Size: 4] GuideComponent* GuideComponent;//[Offset: 0x1d30 , Size: 4] QuickSignComponent* QuickSignComponent;//[Offset: 0x1d34 , Size: 4] BaseTaskComponent* TaskComponent;//[Offset: 0x1d38 , Size: 4] bool bEnableDeathPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4d , Size: 1] int8 bEnableDeathPlaybackDelay;//[Offset: 0x1d4e , Size: 1] int[] ObserveReplicateItems;//[Offset: 0x1d50 , Size: 12] BattleItemData[] ObservedItemList;//[Offset: 0x1d78 , Size: 12] uint32[] FiringPlayerList;//[Offset: 0x1e20 , Size: 12] delegate OnAboutToChangeViewTarget;//[Offset: 0x1e2c , Size: 12] delegate OnFinishedChangeViewTarget;//[Offset: 0x1e38 , Size: 12] delegate OnCharacterStatesChange;//[Offset: 0x1e44 , Size: 12] FriendObserver[] FriendObserverDetails;//[Offset: 0x1e50 , Size: 12] bool bShowWhoObservingMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e5c , Size: 1] delegate ObservedTargetDieDelegate;//[Offset: 0x1e60 , Size: 12] float GotoSpectatingDelayTime;//[Offset: 0x1e70 , Size: 4] PlayerBaseInfoInOB[] TotalPlayers;//[Offset: 0x1e74 , Size: 12] PlayerInfoInOB[] TotalPlayerList;//[Offset: 0x1e80 , Size: 12] PlayerInfoInOB[] TotalPlayerList_SortedByTeamID;//[Offset: 0x1e8c , Size: 12] PlayerInfoInOB[] NearPlayerList;//[Offset: 0x1e98 , Size: 12] PlayerInfoInOB[] SameTeamPlayerList;//[Offset: 0x1ea4 , Size: 12] TeamInfoMap;//[Offset: 0x1eb0 , Size: 60] ObservedData ObservedData;//[Offset: 0x1ef0 , Size: 72] delegate OnSignalHPChanged;//[Offset: 0x1f44 , Size: 12] bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f55 , Size: 1] AirDropBoxInOb[] AirDropBoxList;//[Offset: 0x1f58 , Size: 12] delegate OnToggleOBMapShowHide;//[Offset: 0x1f68 , Size: 12] delegate OnInterruptGameButtonShow;//[Offset: 0x1f74 , Size: 12] delegate OnToggleOBPlayerList;//[Offset: 0x1f88 , Size: 12] delegate OnSwitchToPlayerByNumPressed;//[Offset: 0x1f94 , Size: 12] delegate OnSwitchToTeamByNumPressed;//[Offset: 0x1fa0 , Size: 12] delegate OnToggleOBTeamList;//[Offset: 0x1fac , Size: 12] delegate WeaponEquipAttachment;//[Offset: 0x1fb8 , Size: 12] delegate OnVehicleExitFreeCamera;//[Offset: 0x1fc4 , Size: 12] delegate OnFreeViewChangedDelegate;//[Offset: 0x1fd0 , Size: 12] float OBTPPFreeViewArmLengthMax;//[Offset: 0x1fec , Size: 4] float OBTPPFreeViewArmLengthMin;//[Offset: 0x1ff0 , Size: 4] float fPlayerAliasInfoDistanceLimit;//[Offset: 0x1ff4 , Size: 4] byte iPlayerAliasInfoCount;//[Offset: 0x1ff8 , Size: 1] bool IsCharacterInitFlushStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ff9 , Size: 1] bool IsAutoGetCircleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ffa , Size: 1] int FireMode;//[Offset: 0x1ffc , Size: 4] bool bNotMoveFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2000 , Size: 1] bool bAlreadyFired;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2001 , Size: 1] bool bFireNotToBuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2002 , Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2003 , Size: 1] STExtraBaseCharacter*[] nowNearCharacterList;//[Offset: 0x2004 , Size: 12] STExtraVehicleBase*[] nowNearVehicleList;//[Offset: 0x2010 , Size: 12] STExtraVehicleBase*[] nowNearBlowVehicleList;//[Offset: 0x201c , Size: 12] STExtraShootWeapon*[] nowShotWeaponList;//[Offset: 0x2028 , Size: 12] STExtraShootWeapon*[] nowOneShotWeaponList;//[Offset: 0x2034 , Size: 12] Actor*[] nowGrenadeList;//[Offset: 0x2040 , Size: 12] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204c , Size: 1] delegate triggerVoiceCheckDelegate;//[Offset: 0x2050 , Size: 12] delegate triggerMoveVoiceCheckDelegate;//[Offset: 0x205c , Size: 12] delegate triggerShotVoiceCheckDelegate;//[Offset: 0x2068 , Size: 12] delegate triggerVehicleVoiceCheckDelegate;//[Offset: 0x2074 , Size: 12] delegate triggerGlassVoiceCheckDelegate;//[Offset: 0x2080 , Size: 12] bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x208d , Size: 1] delegate OnPlayerCanJump;//[Offset: 0x2090 , Size: 12] delegate OnPlayerCannotJump;//[Offset: 0x209c , Size: 12] bool bCanOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20a8 , Size: 1] delegate OnPlayerCanOpenParachute;//[Offset: 0x20ac , Size: 12] delegate OnPlayerCannotOpenParachute;//[Offset: 0x20b8 , Size: 12] bool bCanCloseParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c4 , Size: 1] float PlaneFlyHeightFromGameMode;//[Offset: 0x20c8 , Size: 4] float CanOpenParachuteHeight;//[Offset: 0x20cc , Size: 4] float ForceOpenParachuteHeight;//[Offset: 0x20d0 , Size: 4] float CloseParachuteHeight;//[Offset: 0x20d4 , Size: 4] float RealTimePawnHeight;//[Offset: 0x20d8 , Size: 4] float OB_RotationLagSpeed;//[Offset: 0x20e8 , Size: 4] ItemDefineID[] SpawnAndBackpackWeaponReplicatedDataArray;//[Offset: 0x2104 , Size: 12] OwnerClientCreateWeaponCache OwnerClientCreateWeaponCache;//[Offset: 0x2110 , Size: 16] WeaponMgrInfo[] SpawnAndBackpackWeaponReplicatedDataWithMgr;//[Offset: 0x2120 , Size: 12] Actor* ThePlane;//[Offset: 0x212c , Size: 4] float GameAssistantJoyStickOpacity;//[Offset: 0x2138 , Size: 4] delegate OnNotifyServerOpenPickUpBox;//[Offset: 0x213c , Size: 12] delegate OnNotifyServerFirstOpenPickUpBox;//[Offset: 0x2148 , Size: 12] bool bClientCheckResetViewTargetToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2154 , Size: 1] float ClientCheckResetViewTargetToCharacterConfigSeconds;//[Offset: 0x2158 , Size: 4] STExtraWeapon*[] TargetClientWeaponWaitForReconnectList;//[Offset: 0x216c , Size: 12] class KillerTracker* KillerTrackerTemplate;//[Offset: 0x2180 , Size: 4] FString LastBreathMurder;//[Offset: 0x2188 , Size: 12] bool LastBreathMurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2194 , Size: 1] uint64 LastBreathMurderUID;//[Offset: 0x2198 , Size: 8] VehicleUserComponent* VehicleUserComp;//[Offset: 0x21a0 , Size: 4] FString murderName;//[Offset: 0x21a4 , Size: 12] FString FinalMurderName;//[Offset: 0x21b0 , Size: 12] uint64 MurderUID;//[Offset: 0x21c0 , Size: 8] bool MurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c8 , Size: 1] bool LastBreathMurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c9 , Size: 1] bool MurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21ca , Size: 1] ImpactEffectCachedListSimulateMap;//[Offset: 0x2210 , Size: 60] ImpactEffectCachedListLocalMap;//[Offset: 0x224c , Size: 60] float OceanSideDetectDistance;//[Offset: 0x2290 , Size: 4] float OceanSideDetectInterval;//[Offset: 0x2294 , Size: 4] int CurrOBAirDropID;//[Offset: 0x2298 , Size: 4] EndTouchScreenCommandMap;//[Offset: 0x229c , Size: 60] AkAudioEvent* HitVehicleSound;//[Offset: 0x2364 , Size: 4] bool bIsPressingFireBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2368 , Size: 1] FString ClientActivePlatformProfileName;//[Offset: 0x236c , Size: 12] float ZMoveDisCalcThreshold;//[Offset: 0x23b4 , Size: 4] bool bDebugDrawHUDCrossLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23b8 , Size: 1] StateMachineComponent* NewStateMachineComp;//[Offset: 0x23bc , Size: 4] bool ExitFromHelicopterParachuteJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c0 , Size: 1] enum ServerStateType;//[Offset: 0x23c1 , Size: 1] enum ClientStateType;//[Offset: 0x23c2 , Size: 1] bool bRepServerMsgType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c3 , Size: 1] enum GameStateMsgType;//[Offset: 0x23c4 , Size: 1] bool bSwitchesInMapsExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23dc , Size: 1] bool bIsEnterBattleResultStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23dd , Size: 1] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23de , Size: 1] float ObservingTime;//[Offset: 0x23e0 , Size: 4] KillerTracker* tracker;//[Offset: 0x23e4 , Size: 4] bool bEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23f8 , Size: 1] bool bEnableOBBulletTrackEffectSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23f9 , Size: 1] MonsterTreasureBox* CurHUDMonsterTreasureBox;//[Offset: 0x2444 , Size: 4] FString DefaultHUDClassPath;//[Offset: 0x2448 , Size: 12] delegate OnClientReportPeerVisualFieldAcotrList;//[Offset: 0x2468 , Size: 12] STExtraPlayerController* DieInstigator;//[Offset: 0x2474 , Size: 4] bool IsImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2478 , Size: 1] bool IsCharacterDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2479 , Size: 1] AvatarCapture* AvatarCaptureInfo;//[Offset: 0x247c , Size: 4] int BOptimizeBulletHit;//[Offset: 0x2480 , Size: 4] ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x2484 , Size: 56] FootprintActorInfo[] FootprintActorInfo;//[Offset: 0x24bc , Size: 12] int MaxTeamFootprintCount;//[Offset: 0x24c8 , Size: 4] int MaxOtherFootprintCount;//[Offset: 0x24cc , Size: 4] FootprintActorLookupTable;//[Offset: 0x24d0 , Size: 60] TrailMarkActorLookupTable;//[Offset: 0x250c , Size: 60] IdeaDecalManager* IdeaDecalManager;//[Offset: 0x254c , Size: 4] MaterialInstanceDynamic*[] BloodDecalMaterials;//[Offset: 0x2550 , Size: 12] LocalDecalHandleMap;//[Offset: 0x255c , Size: 60] SupplySpot* CurrentSupplySpot;//[Offset: 0x25b0 , Size: 4] EnhancerSpot* CurrentEnhancerSpot;//[Offset: 0x25b4 , Size: 4] PlayerRevivalComponent* PlayerRevivalComp;//[Offset: 0x25b8 , Size: 4] delegate OnPlayerEnterRevivalStateDelegate;//[Offset: 0x25e4 , Size: 12] delegate OnPlayerLeaveRevivalStateDelegate;//[Offset: 0x25f0 , Size: 12] delegate OnEnterVehicleDelegate;//[Offset: 0x261c , Size: 12] delegate ClientOnEnterVehicle;//[Offset: 0x2628 , Size: 12] delegate ClientOnLeaveVehicle;//[Offset: 0x2634 , Size: 12] delegate ClientOnChangeVehicleSeatCompletedDelegate;//[Offset: 0x2640 , Size: 12] delegate OnVehicleWeaponIsReadyForFireDelegate;//[Offset: 0x264c , Size: 12] bool bEnableClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2658 , Size: 1] bool bClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2659 , Size: 1] float ControllerRelativeYawMin;//[Offset: 0x265c , Size: 4] float ControllerRelativeYawMax;//[Offset: 0x2660 , Size: 4] RevivalPointActor* CurOperatePlayerRevivalPoint;//[Offset: 0x266c , Size: 8] int IdCardMarkType;//[Offset: 0x2678 , Size: 4] bool DisableJoystickMultiControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2698 , Size: 1] int VehicleControlMode;//[Offset: 0x269c , Size: 4] bool VehicleJoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26a0 , Size: 1] delegate InfectionShowKillNumDelegate;//[Offset: 0x26a4 , Size: 12] delegate InfectionPlayerPawnInitType;//[Offset: 0x26b0 , Size: 12] float StreamingDistanceScaleFlying;//[Offset: 0x26bc , Size: 4] bool bIsPlayerInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c0 , Size: 1] delegate OnPlayerInOutWhiteCircleChangedDelegate;//[Offset: 0x26c4 , Size: 12] bool bIsPlayerOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d0 , Size: 1] delegate OnPlayerInOutBlueCircleChangedDelegate;//[Offset: 0x26d4 , Size: 12] float MoveDistanceThreshold;//[Offset: 0x26e0 , Size: 4] float SpeedRecordTime;//[Offset: 0x26e4 , Size: 4] float SpeedRecordAccTime;//[Offset: 0x26e8 , Size: 4] delegate OnSelfPawnDeathDelegate;//[Offset: 0x26ec , Size: 12] delegate OnChangeToWalkingDead;//[Offset: 0x26f8 , Size: 12] bool bCanChangeToWalkingDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2704 , Size: 1] delegate OnNotifyCanChangeToWalkingDead;//[Offset: 0x2708 , Size: 12] delegate OnChangeToWalkingDeadRes;//[Offset: 0x2714 , Size: 12] bool GMDisableLeftScreenControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2720 , Size: 1] bool IsJoystickInLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2721 , Size: 1] delegate OnWeakGuidEventDelegate;//[Offset: 0x2724 , Size: 12] delegate OnStopWeakGuidDelegate;//[Offset: 0x2730 , Size: 12] delegate OnEnableGuidActorDelegate;//[Offset: 0x273c , Size: 12] delegate OnInfectionShowTipMsgDelegate;//[Offset: 0x2748 , Size: 12] delegate OnInfectionPlaySoundEventDelegate;//[Offset: 0x2754 , Size: 12] class DamageType* GiveupDamageTypeClass;//[Offset: 0x2760 , Size: 4] uint32 LastKillerKey;//[Offset: 0x2764 , Size: 4] bool bAAlOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2768 , Size: 1] bool bIsBackPackPanelOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2769 , Size: 1] bool bUseAntiDataReportFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2774 , Size: 1] bool bUseAntiDataReportFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2775 , Size: 1] bool bUseAntiDataReportFilterCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2776 , Size: 1] float LastReportAntiDataTime;//[Offset: 0x2778 , Size: 4] delegate RefreshPickupFlagStatusDelegate;//[Offset: 0x277c , Size: 12] delegate OnRevivalAndEnterAirplane;//[Offset: 0x2788 , Size: 12] delegate OnSpawnVehicleServerTimeUpdatedDelegate;//[Offset: 0x2794 , Size: 12] bool bDisableTouchMoveInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27a0 , Size: 1] delegate OnPlayerControllerStateChangedDelegate;//[Offset: 0x27a4 , Size: 12] delegate OnPlayerNumOnPlaneChangedDelegate;//[Offset: 0x27b0 , Size: 12] delegate OnReconnectResetUIByPlayerControllerStateDelegate;//[Offset: 0x27bc , Size: 12] delegate OnMemberVoiceDelegate;//[Offset: 0x27c8 , Size: 12] delegate HideAllUIAfterDeadTipsShowDelegate;//[Offset: 0x27d4 , Size: 12] Actor* InteractiveActor;//[Offset: 0x27e0 , Size: 4] delegate OnVehicleWarKilledTrackerStartDelegate;//[Offset: 0x27e4 , Size: 12] delegate OnVehicleWarKilledTrackerFinishDelegate;//[Offset: 0x27f0 , Size: 12] delegate OnVehicleWarVehicleRepawnDelegate;//[Offset: 0x27fc , Size: 12] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0x2808 , Size: 12] FloatingTextComponent* FloatingTextComp;//[Offset: 0x2814 , Size: 4] delegate OnTouchInterfaceChangedDelegate;//[Offset: 0x282c , Size: 12] ParachuteAnimAssetCache;//[Offset: 0x2838 , Size: 60] enum CurrentWeaponFunction;//[Offset: 0x2874 , Size: 1] float WeaponFunctionChangingInterval;//[Offset: 0x2878 , Size: 4] bool bWeaponFunctionIsChanging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x287c , Size: 1] float WeaponFunctionLastChangingTime;//[Offset: 0x2880 , Size: 4] WeatherConfigComponent* WeatherConfigComponent;//[Offset: 0x2884 , Size: 4] DynamicWeatherExMgr* DynamicWeatherExMgr;//[Offset: 0x2888 , Size: 4] bool bDstWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2898 , Size: 1] bool bDstWeatherFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28a8 , Size: 1] delegate OnIndoorStateChangeDelegate;//[Offset: 0x28ac , Size: 12] double LastFlyLeapPlatfromTime;//[Offset: 0x2ac0 , Size: 8] bool bEnableDSErrorLogReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b04 , Size: 1] bool InWateringRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b05 , Size: 1] ActivitdedIDMap;//[Offset: 0x2b08 , Size: 60] WeaponHitDetailInfo ShowWeaponHitDetailInfo;//[Offset: 0x2b58 , Size: 16] WeaponHitDetailInfo CacheWeaponHitDetailInfo;//[Offset: 0x2b68 , Size: 16] LastGameRemainItemData LastGameRemainItemData;//[Offset: 0x2b78 , Size: 48] bool bAddMovementTickInSpect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ba8 , Size: 1] bool bIsOpenGraySceneOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2baa , Size: 1] bool bSceneIsGrayOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bab , Size: 1] float FadeGrayInterpSpeed;//[Offset: 0x2bac , Size: 4] void VW_Seat(int change);// 0x1f22bc8 void VisualizeItem();// 0x1c8c854 void ViewVehicle(float YawAdd, float PitchAdd, Vector Loc);// 0x1f22ac4 void ViewPlane();// 0x1f22ab0 void VehicleWarOpenSequencerDelegate__DelegateSignature(out const BattleOpenSequencerInfo SequencerInfo);// 0x2859eb0 void VehicleWarFireTakeDamagedEvent(Vector CauserLocation);// 0x1f22a40 void VehicleResetTo(float X, float Y, float Z);// 0x1f22940 void VehicleMoveTo(float X, float Y, float Z);// 0x1f22840 void UseZombieModeSkill();// 0x1f2282c void UserDropItemOperation(ItemDefineID DefineID);// 0x1f227a4 void UseItem(int ID);// 0x1f2272c void UpdateSurfboardUI();// 0x1f22718 void UpdateSelfRevivalCountdown(int CurCountdown);// 0x1f22698 void UpdatePoseViewPitchLimit();// 0x1f22684 void UpdatePoseState(byte PoseType);// 0x1f2260c void UpdateBodyIndoorState(bool BodyIndoor);// 0x1f22544 void UnLoadAllCollision(bool Unload);// 0x1f224c4 void TryReqMoveToTarget(int FollowType, FString FollowUID);// 0x1f22324 void TriggerVehicleVoiceCheckFuction(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x1f22074 void TriggerShotVoiceCheckFuction(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x1f2217c void TriggerMoveVoiceCheckFuction(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x1f22074 void TriggerHunterRevival();// 0x1f22060 void TriggerGlassVoiceCheckFuction(Vector posVector, float showTime);// 0x1f21fa4 void TouchMove(Vector Loc, byte FingerIndex);// 0x1f21ee8 bool TouchEnd(byte PressType);// 0x1f21e68 void TouchBegin(byte PressType);// 0x1f21df0 void ToggleVehicleSync(bool Val);// 0x1d05764 void ToggleUserCmdDeltaSendAck(bool Val);// 0x1d05764 void ToggleUserCmdDeltaFlag(bool Val);// 0x1d05764 void ToggleUserCmdDeltaCheckSum(bool Val);// 0x1d05764 void ToggleUserCmdDelta(bool Val);// 0x1d05764 void ToggleServerAcknowledgePossession(bool Val);// 0x1d05764 void ToggleOBTPPFollowFreeView();// 0x1f21ddc void ToggleEnableOBBulletTrackEffectSetting(bool bEnable);// 0x1f21d5c void ToggleCheatLocation(bool Val);// 0x1d05764 void TestMapMarkClient(int inAlertID, int IconID, int testFuncIndex);// 0x1f21c5c void TestLowProbCircle(bool UseLowProb, int LoopCount);// 0x1f21b94 void TestLaunchFly(float Speed);// 0x1f21b1c void TestGlueHia(int GlueType, int GlueValue);// 0x1f21a60 void TestBiAim();// 0x1c8c854 void TestAutoMoveToShootingMachine();// 0x1f21a4c void TestAutoMoveToLocation(float X, float Y, float Z);// 0x1f2194c void TestAutoMoveToCharacter(FString TargetPlayerUID);// 0x1f217f4 void TempleStopMoving();// 0x1f217e0 void TempleStartMoving();// 0x1f217cc void TempleSpawnBoss();// 0x1f217b8 void TempleDisappear();// 0x1f217a4 void TeleportToTemple(byte bOutCollisionTeleportPoint);// 0x1f2172c void TeleportAIToLoc(float X, float Y, float Z);// 0x1f2162c void TeamNoAlwaysRelevant();// 0x1f21618 void TeamMateUAVStateChanged(STExtraPlayerState* STPlayerState, TeamateStateUAVChangedCompressData ChangedCompressedData);// 0x1f2153c void TeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, int VoiceID, float Temperature);// 0x1f21314 void SwitchViewTarget();// 0x1c8c854 void SwitchToTeamByNumPressed();// 0x1f21300 void SwitchToPlayerByNumPressed();// 0x1f212ec void SwitchToDeadBox();// 0x1f212d8 void SwitchShowUI();// 0x1f212c4 void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x1f211c8 void SwitchPoseStateFailedResponse(STExtraBaseCharacter* TargetCharacter, byte FailedPoseState, byte CurPoseState, enum FailReason);// 0x1f21078 void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x1f20fb4 void SwitchMouseCursorShowState();// 0x1f20fa0 void SwitchGenerateItem();// 0x1f20f44 void SwitchCameraModeScope(byte Mode, STExtraBaseCharacter* InCharacter);// 0x1f20e88 void SwitchCameraModeByOrder();// 0x1f20e74 void SwitchCameraMode(byte Mode, STExtraBaseCharacter* InCharacter, bool IsUseLerpFPP, bool IsForceSwitch);// 0x1f20d18 void SwapWeaponByPropSlotOnServer(byte Slot1, byte Slot2, bool bForce);// 0x1f20c10 void StopBuildingMode(bool HideUI, bool ShrinkMenu);// 0x1f20b38 void StopAbsorb();// 0x1f20adc void StartReadyCountDown();// 0x1f20ac8 void StartLandOnGroundAfterJumpPlane();// 0x1f20ab4 void StartInputCameraMoveTest(bool bIsStartInputCameraMoveTest, bool bIsStartTestAllTime, float IntervalTime);// 0x1f2099c void StartGame();// 0x1f20988 void StartFreeCamera(byte FigerIndex);// 0x1f20910 void StartAirDropSpecified(float X, float Y);// 0x1f20854 void StartAirDropBackupEnter(float X, float Y, int MaxPlaneNum);// 0x1f20754 void StartAirDrop(int Index);// 0x1f206dc void StartAirAttackSpecified(float X, float Y, float Radius);// 0x1f205dc void StartAirAttack(int Index);// 0x1f20564 void SpectatorCameraChange_Broadcast(bool bDie);// 0x1f2049c void SpawnVehicleWithPath(FString Path, int Num);// 0x1f2039c void SpawnVehicle();// 0x1f20388 void SpawnFloatingTemple();// 0x1f20374 void SpawnAllVehicle(FString Path);// 0x1f202b8 void SpawnAITeam(int Num, int AITeamID, byte Difficulty);// 0x1f201b8 void SpawnAI(int Num);// 0x1f20140 void SpawnActorWithPath(FString Path, float X, float Y, float Z);// 0x1f1ffb4 void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x1f1ff3c void ShutDownItemGenerate(bool IsOpen);// 0x1f1febc void ShowWeaponRecordInfo();// 0x1c8c854 void ShowVaultEnable();// 0x1e7ac4c void ShowStringMsg(const FString Message, FString FromPlayerName, int MsgID);// 0x1f1fc08 void ShowResultWeaponRecordInfo();// 0x1c8c854 void ShowPoints(const Vector[] Points, const Color Color, float LifeTime);// 0x1f1fac4 void ShowOpenSequence(float Time);// 0x1f1fa4c void ShowNavOperator();// 0x1f1fa38 void ShowMovePath(const Vector[] Path);// 0x1f1f974 void ShowGameTips(int TipsID, FString Params);// 0x1f1f86c void ShowFireBtn(bool bShow);// 0x2859eb0 void ShowBulletShoot(Vector StartLoc, Rotator Rot);// 0x1f1f7a4 void ShowAnimationButton(bool IsShow, int NewUIType);// 0x1f1f6d4 void ShowAllRoles();// 0x1c8c854 bool ShouldForceFPPView(STExtraPlayerCharacter* InCharacter);// 0x1f1f654 void SetVirtualStickVisibility(bool bJSVisiable);// 0x1f1f5d4 void SetVirtualStickAutoSprintStatus(bool bVirtualstickAutoSprint);// 0x1f1f554 void SetViewYawLimit(float YawMin, float YawMax);// 0x1f1f498 void SetViewTargetTest(Actor* NewViewTarget);// 0x1f1f420 void SetVehicleWeakTickEnable(bool Val);// 0x1f1f3a0 void SetUAETriggerEnable(bool IsEnbale);// 0x1f1f320 void SetTimeSpeedFactor(float Val);// 0x1d3093c void SetTimeSpeedCheck(bool Val);// 0x1d05764 void SetTeammateForbitPick(bool bForbit, int LogType);// 0x1f1f210 void SetStateLeftTime(int LeftTime);// 0x1f1f198 void SetSpeed(float Modifier);// 0x1f1f120 void SetSnowBoradRotationInAir(float Pitch, float Yaw, float Roll);// 0x1f1f020 void SetSkillFingerIndex(byte FingerIndex);// 0x1f1efa8 void SetSingleThreadUpdateAnim(bool InIsSingleThread);// 0x1f1ef28 void SetServerLevelLoadingMode(bool bNewLoadAll);// 0x1d05764 void SetScopeFingerIndex(bool TouchBegin, byte FingerIndex);// 0x1f1ee60 void SetReconnectZombieWaveDataToClient(const ZombieWaveUIState[] ZombieWaveUIState, float PastTime);// 0x1f1ecbc void SetPoisonFogEnable(bool IsEnbale);// 0x1f1ec3c void SetPlayerTeamBodyInstMask(int Mask);// 0x1f1ebc4 void SetPlayerMark(Vector Loc);// 0x1f1eb18 void SetPlayerMapMultiMark(Vector NewLoc, bool bAdd, int MaxNum, bool bClearAll);// 0x1f1e958 void SetPlayerBodyInstMask(int Mask);// 0x1f1e8e0 void SetPlaneEnabled(bool InEnable);// 0x1f1e860 void SetPeekFingerIndex(bool TouchBegin, byte FingerIndex, bool AutoCancelPeek);// 0x1f1e74c void SetParachuteAnimCached(byte AnimOverrideType, bool InValue);// 0x1f1e688 void SetObservingTime(float Time);// 0x1f1e610 void SetMovable(bool IsMovable);// 0x1f1e590 void SetMaxHealth(float HP);// 0x1f1e518 void SetLowProbCircle(float X, float Y, float R, float Prob);// 0x1f1e3d0 void SetLocalUnPossesTest(bool bControllerSide, bool bPawnSide);// 0x1f1e300 void SetLaunchFlyStateOnServer(enum StateType);// 0x1f1e288 void SetLaunchFlyState(enum StateType);// 0x1f1e210 void SetJoyStickScale(float JSScale);// 0x1f1e198 void SetJoyStickPtrFireMode(int FireMode);// 0x1f1e120 void SetJoystickOperatingMode(byte OperatingMode, float GoStraightAngle);// 0x1f1e064 void SetJoyStickOpacity(float JSOpacity);// 0x1f1dfec void SetJoyStickInteractionSize(Vector2D JSInteractionSize);// 0x1f1df7c void SetJoyStickCenter(Vector2D JSCenter);// 0x1f1df0c void SetIsSnowy(bool bSnowy);// 0x1f1de8c void SetIsShowBlood(bool InIsShowBlood);// 0x1f1de0c void SetIsRainy(bool bRainy);// 0x1f1dd8c void SetIsCacheReceiveRespawnZombie(bool isReceive);// 0x1f1dd0c void SetIsBlizzard(bool bBlizzard);// 0x1f1dc8c void SetInfectResetPlayerInterTime(float InterTime);// 0x1f1dc14 void SetHasResultState(bool InState);// 0x1f1db94 void SetGameStateReconnectInfoToClient(ReConnectGameStateInfo ReConnectInfo);// 0x1f1d9b4 void SetFuelByPercent(float percent);// 0x1f1d93c void SetEnterInteractiveActor(Actor* IActor, bool IsIn);// 0x1f1d878 void SetEnableWingAvatar(bool Val);// 0x1f1d7f8 void SetEnableVoiceByPlayerKey(STExtraPlayerState* State, bool Enable);// 0x1f1d734 void SetDisableTouchMoveInput(bool bDisable);// 0x1f1d6b4 void SetCustomJumpPoint(float JmpX, float JmpY, float JmpRadius);// 0x1f1d5b4 void SetCustomFlightRoute(float StartX, float StartY, float EndX, float EndY);// 0x1f1d46c void SetCurrentCameraFOV(float FOV, byte Mode);// 0x1f1d370 void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x1f1d258 void SetClientSpawnAndBackpackWeaponReplicatedDataArray(uint32 CharacterGUID, const ItemDefineID[] DataList);// 0x1f1d11c void SetCircleInfoToClient(GetCircleInfo ReConnectInfo);// 0x1f1cf8c void SetCircleCenter(FString PointString);// 0x1f1ced0 void SetCirCenterFixed(bool Enable, float X, float Y);// 0x1f1cdc4 void SetCanDropItem(bool bCanDrop);// 0x1f1cd44 void SetBeKickedPlayerName(FString InPlayerName);// 0x1f1cbec void SetAngledSightFingerIndex(bool TouchBegin, byte FingerIndex);// 0x1f1cb24 void SetAllInfectedAreaLevel(int LevelId);// 0x1f1caac void SetAirDropEnable(bool Enable);// 0x1f1ca2c void SetAirAttackEnable(bool Enable);// 0x1f1c9ac void Set2x2ForceCircleLastR(float R);// 0x1f1c934 void Set2x2ForceCircle(float X, float Y, float R);// 0x1f1c834 void Set2x2CircleCenter(int Index, float X, float Y);// 0x1f1c734 void Set2x2Circle3Center(float x1, float y1, float x2, float y2, float x3, float y3);// 0x1f1c55c void ServerUseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x1f1c3a0 void ServerUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation, float TimeStamp);// 0x1f1c238 void ServerUpdateCurrentBuildIndex(int8 idx);// 0x1f1c184 void ServerTriggerSelectGrenade(int GrenadeID);// 0x1f1c0d0 void ServerTriggerCharacterEntryEvent(enum EntryEvent);// 0x1f1c01c void ServerTriggerCharacterCustomEvent(byte SkillEvent);// 0x1f1bf68 void ServerTestPaintDecal(int ID, const PlayerDecalData DecalData);// 0x1f1bdb4 void ServerStopFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x1f1ba74 void ServerStopFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x1f1b734 void ServerStopFillGas(STExtraShootWeapon* TargetWeapon);// 0x1f1b680 void ServerStartPreBarrel(STExtraBaseCharacter* TargetCharacter, float HandledTime);// 0x1f1b584 void ServerStartOnPlaneSurvive(float P_PlaneFlyHeight, float P_PlaneStartDistance, float P_PlaneFlySpeed, float P_HaveToJumpDistance, Vector P_MapCenterLoc, Vector P_PlaneStartLoc, float P_PlaneStartYaw);// 0x1f1b2dc void ServerStartFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo, float MaxAimDistance, Vector2D ScreenAimRect);// 0x1f1b0f8 void ServerStartFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo);// 0x1f1afb4 void ServerStartFillGas(STExtraShootWeapon* TargetWeapon);// 0x1f1af00 void ServerStartBarrelNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* ShootWeapon);// 0x1f1ae04 void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x1f1ad50 void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte shootType);// 0x1f1ac54 void ServerSetReloadMethod(Actor* TargetActor, byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x1f1ab10 void ServerSetObsverLocation(const Vector locat);// 0x1f1aa64 void ServerSetIsFreeView(bool isFreeView);// 0x1f1a99c void ServerSetFreeCameraRotationOnVehicle(Rotator InRotation, bool IsAutoReturn);// 0x1f1a888 void ServerSetFreeCamera(Rotator InRotation);// 0x1f1a7dc void ServerSetControlRotationOnVehicle(Rotator InRotation, bool IsFreeCamera);// 0x1f1a6c8 void ServerSetControlRotation(const Rotator NewRotation);// 0x1f1a61c void ServerSendLogToLobby(FString ErrorLog);// 0x1f1a560 void ServerReportWatchGamePlayerInfoButtonClick(uint64 WatchPlayer_UID, uint64 WatchedPlayer_UID, float Duration);// 0x1f1a3f4 void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x1f1a190 void ServerRemoteDestroyAllActor();// 0x1f1a17c void ServerRemoteDestroyActor(int SingleId);// 0x1f1a104 int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1f19fa8 void ServerReceiveThePlane(int64 TimeStamp);// 0x1f19ef0 void ServerReceiveServerStateType(enum ReceivedType, enum ClientType, int64 TimeStamp);// 0x1f19d98 void ServerQuitSpectating();// 0x1f19d3c void ServerPickItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1f19948 void ServerOpenParachute();// 0x1f198ec void ServerObserveKiller();// 0x1f19890 void ServerObserveCharacter(uint32 InPlayerKey);// 0x1f197dc void ServerObserveAirDropBox(int boxId);// 0x1f19728 void ServerNotifyAutoFollowStatus(bool IsStartFollow, STExtraBaseCharacter* Target);// 0x1f19618 void ServerKickPlayerFromGame(uint32 InPlayerKey);// 0x1f19564 void ServerJumpFromPlane();// 0x1f19508 void ServerInterruptGame();// 0x1f194ac void ServerHearSound(int AkEventID, const Vector AkLocation);// 0x1f193b8 void ServerHandleMsg(enum Msg);// 0x1f19304 void ServerHandleHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData);// 0x1f191d4 void ServerGetTotalPlayers();// 0x1f19178 void ServerGetPlayerAliasInfoList();// 0x1f1911c void ServerGetCircleInfo();// 0x1f190c0 void ServerFight();// 0x1f19064 void ServerExitFromHelicopter(STExtraVehicleBase* ExitVehicle);// 0x1f18fb0 void ServerExitFreeCamera();// 0x1f18f54 void ServerDropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x1f18df0 void ServerDriveFireBalloon(STExtraFireBalloon* FireBalloon, bool bNewDrive);// 0x1f18ce0 void ServerDoPickupRevivalFlag();// 0x1f18c84 void ServerDisuseItem(ItemDefineID DefineID, enum Reason);// 0x1f18b68 void ServerControlFireBalloonMove(STExtraFireBalloon* FireBalloon, float MoveUpValue);// 0x1f18a6c void ServerCMD_RPC(FString Cmd);// 0x1f18978 void ServerCMD(FString Cmd);// 0x1caac08 void ServerClearTeammatesCache();// 0x1f1891c void ServerChangeWeaponScheme(int Index);// 0x1f18868 void ServerChangeWeaponFunction(enum NewWeaponFunction);// 0x1f187b4 void ServerChangeStatePC(enum TargetStateType);// 0x1f1873c void ServerChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x1f185d8 void SendStringMsg(FString Message, int MsgID, int ItemID);// 0x1f18494 void SendLogToLobbyOnece(byte LogType);// 0x1f1841c void SendGameStateInitOK();// 0x1f183c0 void SendEndTouchScreenUICommand(out FString UIMsg);// 0x1f182f4 void SendDeviceInfo(const FString PlatformProfileName, const DeviceInfo DeviceInfo);// 0x1f18178 void ScopeOut();// 0x1f18164 void ScopeIn();// 0x1f18150 void S2C_ResponseSkillPrompt(bool bShow, float RemainingTime, FString PromptText, float TotalTime);// 0x1f17f68 void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1f17e10 void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1f17cb8 void RunOnNextFrameEvent();// 0x1f17ca4 void RunOnNextFrame__DelegateSignature();// 0x2859eb0 void RspGetVehiclePos(STExtraVehicleBase* SimVehicle, Vector pos);// 0x1f17be0 void RPC_UseInteractiveActor();// 0x1f17b84 void RPC_ServerGlueHiaPark(int8 HeShui, const byte[] GlueHiaParkArr, uint32 HiaStatus, const byte[] GlueArg);// 0x1f17974 void RPC_ServerCapbo(int8 BoCapC, int8 InBoType, const byte[] BoDataArr);// 0x1f177f0 void RPC_Server_VehicleWarSetPlayerHasLogin();// 0x1f17794 void RPC_Server_ShootSpecialBullet(Transform LaunchTrans, STExtraShootWeapon* TargetWeapon);// 0x1f17610 void RPC_Server_ShootSeekAndLockProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf, const SeekAndLockRPGBulletUploadData UploadData);// 0x1f17250 void RPC_Server_ShootProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x1f16ee0 void RPC_Server_ShootGrenadeBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x1f16b70 void RPC_Server_SetRemainBoxIsSearched(PlayerRemainTombBox* RemainBox);// 0x1f16abc void RPC_Server_SetPlayerStateChoose(int choose);// 0x1f16a08 void RPC_Server_SetMicphoneTLogToServer(const TLog_Micphone MicphoneTlog);// 0x1f16944 void RPC_Server_SendLog(FString ErrorLog);// 0x1f16850 void RPC_Server_ReqHealth();// 0x1f167f4 void RPC_Server_ReportPeerVisualFieldActorList(const Actor*[] VisualFieldActorList);// 0x1f16700 void RPC_Server_PrintHP();// 0x1f166a4 void RPC_Server_NotifySwapMainWeaponFinished(byte Slot1, byte Slot2);// 0x1f165a8 void RPC_Server_NotifyServerUseSpot(SupplySpot* InSupplySpot);// 0x1f164f4 void RPC_Server_NotifyServerUseEnhancerSpot(EnhancerSpot* InEnhancerSpot);// 0x1f16440 void RPC_Server_NotifyServerProjectileBulletImpact(const ExplosionProjectileHitInfo InExProjectileHitInfo, ProjectileBulletBase* Bullet);// 0x1f1634c void RPC_Server_NotifyServerLaserProjectileBulletAutoExplode(ProjectileBulletBase* Bullet, const ExplosionProjectileHitInfo InExpProjectileInfo);// 0x1f16258 void RPC_Server_NotifyServerEnemyStep(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x1f16104 void RPC_Server_NotifyServerEnemyShoot(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience);// 0x1f15f50 void RPC_Server_NotifyServerAddOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x1f15e5c void RPC_Server_NotifyBreakWindow(UAEHouseActor* OwnerTarget, UAEWindowRepData Window);// 0x1f15ab0 void RPC_Server_NorifyServerClientHasFinishReconnectedWeaponSystem();// 0x1f15a4c void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeaponWithWeaponMgr(bool bFinishAllWeapon, const ItemDefineID[] WeaponIDArray, WeaponManagerComponent* WeaponMgr);// 0x1f158b4 void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeapon(bool bFinishAllWeapon, const ItemDefineID[] WeaponIDArray);// 0x1f15764 void RPC_Server_NorifyServerAddFirstOpenedTreasureBoxes(const int[] TreasureBoxIDArray);// 0x1f15670 void RPC_Server_NorifyServerAddFirstOpenedPlayerTombBoxes(const int[] PlayerTombBoxIDArray);// 0x1f1557c void RPC_Server_NorifyServerAddFirstOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x1f15488 void RPC_Server_EquipWeaponBullet(STExtraShootWeapon* TargetWeapon, int BulletID);// 0x1f1538c void RPC_Server_ConfirmMisKill(uint32 bConfirm, const GameBaseInfo ClientBaseInfo);// 0x1f15244 void RPC_Server_ClientHasReactivated();// 0x1f151e8 void RPC_Server_ClientHasFinishedRecoverWeapon_New(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x1f15084 void RPC_Server_ClientHasFinishedRecoverWeapon(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x1f14f20 void RPC_Server_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x1f14e24 void RPC_Server_BattleStateTime(float InBattleStateTime);// 0x1f14d70 void RPC_ReviveState_GiveUpRevive();// 0x1f14d14 void RPC_RequireDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr);// 0x1f14c60 void RPC_RemoteCustomEventWithObjects(FString EventTag, FString CustomParam, Object* TObject01, Object* TObject02);// 0x1f14a4c void RPC_RemoteCustomEventWithObject(FString EventTag, FString CustomParam, Object* TObject);// 0x1f14888 void RPC_RemoteCustomEvent(FString EventTag, FString CustomParam);// 0x1f1470c void RPC_PushDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr, WeatherControllerRepData RepWeatherInfo);// 0x1f1460c void RPC_OwnerClient_WeaponWarmUpEnd(STExtraWeapon* Weapon);// 0x1f14558 void RPC_OwnerClient_SwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x1f14400 void RPC_OwnerClient_SetTeammatesYouAttackFirstToClient(const FString[] ListOnServer);// 0x1f142a4 void RPC_OwnerClient_SetMurderInfo(FString murderName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x1f1409c void RPC_OwnerClient_SetLastBreathMurder(FString MurderPlayerName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x1f13e94 void RPC_OwnerClient_SetCurrentWeaponVisible(bool bVisible);// 0x1f13dcc void RPC_OwnerClient_PlayerEnableAttrModifier(bool bEnable, const AttrModifyItem ItemData);// 0x1f13bf4 void RPC_OwnerClient_PlayerConsumeItem(const ItemDefineID ID, int Count);// 0x1f13af8 void RPC_OwnerClient_PlayerAddHealth(float AddVal, byte Reason);// 0x1f139fc void RPC_OwnerClient_PlayerAddEnergy(float AddVal, byte Reason);// 0x1f13900 void RPC_OwnerClient_NotifyClientEquipWeaponAttachment(byte WeaponPropSlot, const ItemDefineID DefineID, bool bEquip);// 0x1f137a8 void RPC_OwnerClient_HandleAIShootBulletHit(Vector BulletStart, Vector BulletEnd);// 0x1f13690 void RPC_OwnerClient_ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x1f1354c void RPC_GiveUpGame();// 0x1f134f0 void RPC_DrawDebug_Sphere(const Vector Center, float Radius, Color Color, float LifeTime);// 0x1f133b0 void RPC_DrawDebug_Line(const Vector Start, const Vector End, Color Color, float LifeTime);// 0x1f13278 void RPC_ClientSetVehicleSpawnServerTime(float STime);// 0x1f131f8 void RPC_ClientCoronaLab(byte bAllSwitch, const byte[] CoronaLab, uint32 CoronaState);// 0x1f13074 void RPC_Client_UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x1f12f6c void RPC_Client_UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x1f12d58 void RPC_Client_UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x1f12b8c void RPC_Client_UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x1f129c0 void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x1f127f4 void RPC_Client_ShowNewCommonCountDown(float TotalTime, int StringId, int TypeID);// 0x1f126ec void RPC_Client_RemoteDestroyAllActor();// 0x1f126d0 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x1f12650 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1f124bc void RPC_Client_PreSetBulletListInClip(STExtraShootWeapon* TargetWeapon, BulletInClip CurBulletInClip);// 0x1f12224 void RPC_Client_PlayerBulletHitVehicleSound(Vector Loc, Rotator Rot);// 0x1f1210c void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x1f11e64 void RPC_Client_NotifyHealth(float Health);// 0x1f11db0 void RPC_Client_InfectionShowKillNum(int ShowKillNum);// 0x1f11d30 void RPC_Client_DestroyWeapon(FName LogicSocket, const ItemDefineID ID, bool bEnableBroadcast);// 0x1f11bcc void RPC_Client_ClientDisplayScoreChangeTips(WarPlayerStateScore ScoreStruct);// 0x1f11ad8 void RPC_Client_CircleRun(int Index, int TotalNum);// 0x1f119dc void RPC_Client_BeginInteractiveProcess();// 0x1f119c0 void RPC_Client_AirAttack(const AirAttackOrder airAttackOrderSrc);// 0x1f11888 void RPC_CancelUseInteractiveActor();// 0x1f1182c void RevivalTemateSuccess();// 0x1f11810 void RevivalTemateFail(FString Reason);// 0x1f1174c float RetriveMobileContentScaleFactor();// 0x1f11724 void RetrievePlayerBattleResultData();// 0x1c8c854 void RestoreDefaultInteractionSize(int JSIndex);// 0x1f116ac void RespHasSignalBar(bool bHas);// 0x1f11624 void RespawnRecoverData(UAEPlayerController* PC);// 0x1f115ac void ResetVehicleEngine();// 0x1f11598 void ResetMissingUIUpdate();// 0x2859eb0 void RequireNetCullingDistanceByDevice();// 0x1f1153c void RequireDeviceInfo();// 0x1f11520 void RequestServerHandleMsg();// 0x1f114c4 void RequestPlayerNewbieInfo();// 0x1f114b0 void RequestHasSignalBar();// 0x1f11454 bool RequestChangeWearInBattle(int newIndex);// 0x1f113d4 bool RequestChangeWear(int newIndex);// 0x1f11354 void ReqSwitchPersonPerspective(bool IsNewFPP);// 0x1f1128c void ReqRecordEnterIceMountain();// 0x1f11230 void ReqLeaveVehicle();// 0x1f1121c void ReqGetVehiclePos(STExtraVehicleBase* SimVehicle);// 0x1f11168 void ReqExchangeVehicleCharacter(int Param);// 0x1f110f0 void ReqEnterVehicle(float dis);// 0x1f11078 void ReqEnterSnowBoard();// 0x1f11064 void ReportWatchGamePlayerInfoButtonClick(float DuriationTime);// 0x1f10fec void ReportVehicleMoveFlow(const VehicleMoveFlow VehicleMoveFlow);// 0x1f10e90 void ReportAntiCheatInfo();// 0x1f10e7c void ReplaceVehicleWithPath(FString Path);// 0x1f10dc0 void ReplaceVehicle();// 0x1f10dac void Rep_RefreshInteractiveActor();// 0x1f10d98 void RemoveTouchMoveFinger(byte FingerIndex);// 0x1f10d20 void RemoveAllDoors();// 0x1f10d0c void ReleaseFire();// 0x2859eb0 void ReInitUIAfterReCreatePawn(UAEPlayerController* UAEPC);// 0x1f10c94 void ReInitParachuteItem();// 0x1f10c80 void RefreshTopMostUIPanel(byte Type);// 0x2859eb0 void RefreshShootDetailInfo();// 0x1f10c6c void RefreshPickupFlagStatusDelegate__DelegateSignature();// 0x2859eb0 void RecoverStatusAfterReconnecting();// 0x1f10c50 void RecordPathPoint();// 0x1f10c3c void ReceiveClientRestart();// 0x2859eb0 void ReceiveBackpackComponent();// 0x1ef4f40 void PrintStringToScreen(FString inString, LinearColor TextColor, float Duration);// 0x1f10aec void PrintMovementLog(int PrintLog);// 0x1f10a74 void PrintDownCollision();// 0x1f10a60 void PrintAllPickupWarpper();// 0x1f10a4c void PressGrenade(bool isThrow);// 0x2859eb0 void PressFire(int FingerIndex);// 0x2859eb0 void PlayerLiveStateChangedInOB(enum State, Character* OwnerCharacter);// 0x1f10990 void PlayerKillingDelegate__DelegateSignature();// 0x2859eb0 void PlayerEnterAreaDelegate__DelegateSignature(int AreaID);// 0x2859eb0 void PlayerDoEmoteDelegate__DelegateSignature(int EmoteIndex);// 0x2859eb0 void PlayerControllerToggleDelegate__DelegateSignature(bool bOpen);// 0x2859eb0 void PlayerControllerSelfPawnDeathDelegate__DelegateSignature();// 0x2859eb0 void PlayerControllerNotifyChangeToWalkingDead__DelegateSignature(bool bCanChange, bool bIsWalkingDeadFinish);// 0x2859eb0 void PlayerControllerChangeToWalkingDeadRes__DelegateSignature(bool bSucc);// 0x2859eb0 void PlayerControllerChangeToWalkingDead__DelegateSignature();// 0x2859eb0 void PlayBattleSound(FString BankName, FString SoundName);// 0x1f10850 void OpenParachute();// 0x1f1083c void OnWeaponEquipAttachmentDelegate__DelegateSignature(STExtraShootWeapon* Weapon, enum Type, bool bEquip);// 0x2859eb0 void OnWeaponEquipAttachment(byte WeaponPropSlot, out const ItemDefineID DefineID, bool bEquip);// 0x2859eb0 void OnWeakGuidEventDelegate__DelegateSignature(int GuidID, Actor* GuidActor);// 0x2859eb0 void OnWallFeedBack(bool _WallFeedBack);// 0x1f107bc void OnViewTargetSignalHPChanged(float NewSignalHP);// 0x1f10744 void OnViewTargetPoseChanged(byte LastPose, byte NewPose);// 0x1f10688 void OnViewTargetPlayerStateChanged();// 0x1f10674 void OnViewTargetDetachedFromVehicle(STExtraVehicleBase* LastVehicle);// 0x1f105fc void OnViewTargetChangeVehicleSeat();// 0x1f105e8 void OnViewTargetAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x1f10570 void OnVehicleWeaponIsReadyForFireDelegate__DelegateSignature();// 0x2859eb0 void OnVehicleWarVehicleRepawnDelegate__DelegateSignature();// 0x2859eb0 void OnVehicleWarKilledTrackerStartDelegate__DelegateSignature();// 0x2859eb0 void OnVehicleWarKilledTrackerFinishDelegate__DelegateSignature();// 0x2859eb0 void OnVehicleExitFreeCameraDelegate__DelegateSignature(bool bExit);// 0x2859eb0 void OnUseVehicleWarWeapon();// 0x1f1055c void OnUseVehicleWarItem();// 0x1f10548 void OnUseVehicleWarEyes();// 0x1f10534 void OnUseMainSlot__DelegateSignature(byte Slot);// 0x2859eb0 void OnUseInventoryItemDelegate__DelegateSignature();// 0x2859eb0 void OnUnequipWeaponDelegate__DelegateSignature();// 0x2859eb0 void OnUITouchMoveDelegate__DelegateSignature(Vector Loc);// 0x2859eb0 static void OnTryReqMoveToTarget(const Object* WorldContextObject, int FollowType, FString FollowUID);// 0x1f10354 void OnTouchInterfaceChangedDelegate__DelegateSignature();// 0x2859eb0 void OnTeammateTemperatureChangeDelegate__DelegateSignature();// 0x2859eb0 void OnTeammatesAllDie();// 0x1f10340 void OnTeammateLogin(int InTeamID);// 0x1f102c8 void OnTeammateHPChangeDelegate__DelegateSignature();// 0x2859eb0 void OnTaskConditionDeactivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2859eb0 void OnTaskConditionActivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2859eb0 void OnTakeDamaged__DelegateSignature(float DamageAngel);// 0x2859eb0 void OnSwitchWeaponDelegate__DelegateSignature();// 0x2859eb0 void OnSwitchToTeamByNumPressed__DelegateSignature();// 0x2859eb0 void OnSwitchToPlayerByNumPressed__DelegateSignature();// 0x2859eb0 void OnSwitchCameraModeStartDelegate__DelegateSignature(byte CameraMode);// 0x2859eb0 void OnSwitchCameraModeEndDelegate__DelegateSignature(byte CameraMode);// 0x2859eb0 void OnStopWeakGuidDelegate__DelegateSignature();// 0x2859eb0 void OnStopFireDelegate__DelegateSignature();// 0x2859eb0 void OnStartFireDelegate__DelegateSignature();// 0x2859eb0 void OnStartAutoSprintCountDown__DelegateSignature();// 0x2859eb0 void OnSpectatorChange__DelegateSignature();// 0x2859eb0 void OnSpectatorCameraChange(bool bDie);// 0x2859eb0 void OnSpawnVehicleServerTimeUpdatedDelegate__DelegateSignature();// 0x2859eb0 void OnShowSkillPromptDelegate__DelegateSignature(bool IsShowPrompt, float LastTime, FString PromptText, float TotalTime, bool bCanCancelSkill);// 0x2859eb0 void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2859eb0 void OnShowAutoSprintButton__DelegateSignature(bool Visible, Vector2D showPos, bool IsInside);// 0x2859eb0 void OnShowAnimationButton(bool IsShow, int NewUIType);// 0x1f101f8 void OnSetChangeCharacterState__DelegateSignature(byte ChangeState);// 0x2859eb0 void OnServerFinishPickupRevivalFlag();// 0x1f101dc void OnServerCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP);// 0x2859eb0 void OnRevivalAndEnterAirplane__DelegateSignature();// 0x2859eb0 void OnRepTeammateChange__DelegateSignature();// 0x2859eb0 void OnRepTeammateAvatarDisplayInfoChange__DelegateSignature();// 0x2859eb0 void OnRepPlayerState__DelegateSignature();// 0x2859eb0 void OnRepNotify_SetBattleOwner();// 0x1f101c8 void OnRepNotify_ServerHitEnemyReplicatedData();// 0x1c8c854 void OnRep_WeatherFog();// 0x1f101b4 void OnRep_WeaponSystemReconnectReplicateData();// 0x1f101a0 void OnRep_WeaponFunctionChanged();// 0x1f1018c void OnRep_WeaponAvatarDataList();// 0x1f10170 void OnRep_UsedSimulation();// 0x1e9c74c void OnRep_SwitchWeather();// 0x1f1015c void OnRep_STExtraBaseCharacter();// 0x1f10148 void OnRep_SpawnAndBackpackWeaponReplicatedDataWithMgr();// 0x1f10134 void OnRep_SpawnAndBackpackWeaponReplicatedDataArray();// 0x1f10120 void OnRep_ShowWeaponHitDetailInfo();// 0x1f1010c void OnRep_ServerStateType();// 0x1f100f8 void OnRep_RefreshTotalPlayers();// 0x1f100e4 void OnRep_RefreshAirDropBox();// 0x1f100d0 void OnRep_Plane();// 0x1f100bc void OnRep_ObservedItemList();// 0x1f100a8 void OnRep_InWateringRangeBP();// 0x2859eb0 void OnRep_InWateringCRange();// 0x1f10054 void OnRep_InitialEquipmentAvatar();// 0x1f10038 void OnRep_InitialConsumableAvatar();// 0x1f1001c void OnRep_ImprisonmentTeammateSucess();// 0x1f10008 void OnRep_GameStateMsgType();// 0x1f0fff4 void OnRep_ForbitPickEffect();// 0x1f0ffe0 void OnRep_ForbitPick();// 0x1f0ffcc void OnRep_FiringPlayerList();// 0x1f0ffb8 void OnRep_EnableDeathPlaybackDelay();// 0x1f0ffa4 void OnRep_DeadTombBox();// 0x1f0ff90 void OnRep_CanOpenParachute();// 0x1f0ff7c void OnRep_CanJump();// 0x1f0ff68 void OnRep_CanImprisonmentTeammate();// 0x1f0ff54 void OnRep_BattleSceneAvatarDisplayInfoList();// 0x1f0ff40 void OnRep_BackpackComponent();// 0x1f0ff2c void OnRemoveMainSlot__DelegateSignature(byte Slot);// 0x2859eb0 void OnReleaseScreen__DelegateSignature(byte FingerIndex);// 0x2859eb0 void OnReleaseFireBtnDelegate__DelegateSignature();// 0x2859eb0 void OnReleaseFire();// 0x1f0ff18 void OnReconnectResetUIByPlayerControllerStateDelegate__DelegateSignature();// 0x2859eb0 void OnReconnected__DelegateSignature();// 0x2859eb0 void OnReceiveHasSignal__DelegateSignature(bool HasSignal);// 0x2859eb0 void OnRank__DelegateSignature(int Kills, int Rank);// 0x2859eb0 void OnPressVehicleWarMatchData();// 0x1f0ff04 void OnPressVampireClothSlotBtn();// 0x1f0fef0 void OnPressTurnplateQuickMsgBtn();// 0x1f0fedc void OnPressTriggerEntireMapBtn();// 0x1f0fec8 void OnPressShowTagVehileSeatListBtn();// 0x1f0feb4 void OnPressRolewearChangeBtn(int Index);// 0x1f0fe3c void OnPressItemSKillBtn();// 0x1f0fe28 void OnPressFire();// 0x1f0fe14 void OnPressBackpackBtn();// 0x1f0fe00 void OnPostTakeDamageForBP__DelegateSignature(float Damage, out const DamageEvent DamageEvent, Actor* Victim, Actor* DamageCauser);// 0x2859eb0 void OnPlayerUseRecoverItem();// 0x1f0fdec void OnPlayerStateChanged();// 0x1f0fdd8 void OnPlayerReConnected(int LostPlayerKey);// 0x1f0fd24 void OnPlayerPutDownAllPropDelegate__DelegateSignature();// 0x2859eb0 void OnPlayerPutDownActorDelegate__DelegateSignature(STExtraBaseCharacter* TargetPlayer, Actor* TargetActor);// 0x2859eb0 void OnPlayerPickUpActorDelegate__DelegateSignature(byte SurvivePickUpGlobalCategory, int ID);// 0x2859eb0 void OnPlayerNumOnPlaneChangedDelegate__DelegateSignature();// 0x2859eb0 void OnPlayerNameChange__DelegateSignature(FString changedplayername);// 0x2859eb0 void OnPlayerLostConnection(int LostPlayerKey);// 0x1f0fc70 void OnPlayerLeaveRevivalStateDelegate__DelegateSignature();// 0x2859eb0 void OnPlayerInOutWhiteCircleChangedDelegate__DelegateSignature(bool bIsInWhiteCircle);// 0x2859eb0 void OnPlayerInOutBlueCircleChangedDelegate__DelegateSignature(bool bIsInBlueCircle);// 0x2859eb0 void OnPlayerHitFireBtn(bool bIsRightBtn);// 0x1f0fbf0 void OnPlayerFinalAssistKill__DelegateSignature();// 0x2859eb0 void OnPlayerEnterRevivalStateDelegate__DelegateSignature();// 0x2859eb0 void OnPlayerControllerStateChangedDelegate__DelegateSignature(enum StateType);// 0x2859eb0 void OnPlayerClickDriveBtn();// 0x1f0fbdc void OnPlayerChangeWearingDone__DelegateSignature(int Index, float LastTime);// 0x2859eb0 void OnPlayerChangeWearingAnimFinished__DelegateSignature(int Reason);// 0x2859eb0 void OnPlayerCanGetInVehicle(bool CanGetInVehicle);// 0x1f0fa98 void OnPickupItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x2859eb0 void OnPickUpExpand();// 0x1f0fa30 void OnPickUpCollapsed(bool isCollapsed);// 0x1f0f9b0 void OnOneTeamPlayerHPChangeDelegate__DelegateSignature(int Index);// 0x2859eb0 void OnOneFloatValueDelegate__DelegateSignature(float TheValue);// 0x2859eb0 void OnOccupyNewbieGuide(int inGuideID);// 0x1f0f938 void OnObserverLevelLoaded();// 0x1f0f924 void OnObservedUsingWeaponChanged();// 0x1f0f910 void OnObservedPoisonFogStageChanged();// 0x1f0f8fc void OnObservedItemsChanged();// 0x1f0f8e8 void OnObservedBulletNumChanged();// 0x1f0f8d4 void OnNightStateChangedDelegate__DelegateSignature();// 0x2859eb0 void OnNewbieGuideHandlePickUp(int inPickUpID);// 0x1f0f85c void OnMemberVoiceDelegate__DelegateSignature(int member, int Status);// 0x2859eb0 void OnMapMarkChangeDelegate__DelegateSignature(int TeamMateSerialNumber);// 0x2859eb0 void OnLostConnection__DelegateSignature();// 0x2859eb0 void OnLocalCharacterTemperatureChangeDelegate__DelegateSignature(float currentTP, float ratioHP);// 0x2859eb0 void OnLocalCharacterSignalHPRemaingingTimeDelegate__DelegateSignature(float RemainingTime);// 0x2859eb0 void OnLocalCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP, float PreSignalHP, float RatioSignalHP);// 0x2859eb0 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2859eb0 void OnLandOnGroundAfterJumpPlaneEnd();// 0x2859eb0 void OnKillerNotify(Actor* Killer);// 0x1f0f7e4 void OnItemOperCount(ItemDefineID DefineID, enum OperationType, int Count);// 0x1f0f6d4 void OnItemOperationInfo(BackpackComponent* Sender, out const ItemOperationInfo ItemOperationInfo);// 0x1f0f5f4 void OnItemOperation(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x1f0f4e4 void OnInterruptAutoSprintCountDown__DelegateSignature();// 0x2859eb0 void OnInfectionShowTipMsgDelegate__DelegateSignature(int MsgID, int IconID, float showTime, float DelayTime);// 0x2859eb0 void OnInfectionPlaySoundEvent__DelegateSignature(int SoundID);// 0x2859eb0 void OnIndoorStateChangeDelegate__DelegateSignature();// 0x2859eb0 void OnHandleCameraModeChangedDelegate__DelegateSignature(byte CameraMode);// 0x2859eb0 void OnGameStateChange__DelegateSignature(FName GameState);// 0x2859eb0 void OnGameStartDelegate__DelegateSignature();// 0x2859eb0 void OnGameStartCountDownDelegate__DelegateSignature(float CountdownTime);// 0x2859eb0 void OnGameModeStateChanged();// 0x2859eb0 void OnFingerMove__DelegateSignature(Vector Loc);// 0x2859eb0 void OnExitGame__DelegateSignature();// 0x2859eb0 void OnEquipWeaponDelegate__DelegateSignature();// 0x2859eb0 void OnEquipmentWeaponAvatarChange__DelegateSignature();// 0x2859eb0 void OnEquipmentAvatarChange__DelegateSignature();// 0x2859eb0 void OnEnterBattleResultStep();// 0x1f0f4d0 void OnDropItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x2859eb0 void OnDoubleClickCheckDelegate__DelegateSignature(byte FingerIndex);// 0x2859eb0 void OnDeathBoxSpawnedDelegate__DelegateSignature(Transform SpawnTransform);// 0x2859eb0 void OnDeadBoxExpand();// 0x1f0f4bc void OnDeadBoxCollapsed(bool isCollpased);// 0x1f0f43c void OnDamageToOtherDelegate__DelegateSignature(float damageToOther);// 0x2859eb0 void OnConsumableAvatarChange__DelegateSignature();// 0x2859eb0 void OnClientWillGotoSpectating();// 0x1f0f428 void OnClientReportPeerVisualFieldAcotrList__DelegateSignature(int CamId, Actor*[] PeerVisualFieldActorList);// 0x2859eb0 void OnClickVehicleWarBuff();// 0x1f0f414 void OnCharacterVehicleCheckVoiceTriggerDelegate__DelegateSignature(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x2859eb0 void OnCharacterShotCheckVoiceTriggerDelegate__DelegateSignature(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x2859eb0 void OnCharacterRecoveryHealthEvent();// 0x1f0f400 void OnCharacterRecoveryHealth__DelegateSignature();// 0x2859eb0 void OnCharacterNearDeathOrRescueingOtherNotifyDelegate__DelegateSignature(bool IsNearDeath, bool IsRescueingOther);// 0x2859eb0 void OnCharacterMoveCheckVoiceTriggerDelegate__DelegateSignature(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2859eb0 void OnCharacterGlassCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x2859eb0 void OnCharacterCurrentActivityIDRep(int CurrentActivityID);// 0x1f0f380 void OnCharacterCheckVoiceTriggerDelegate__DelegateSignature(Actor* nowActor, float checkDis);// 0x2859eb0 void OnCharacterBreathChangeDelegate__DelegateSignature(float currentBR, float ratioBR, Character* OwnerCharacter, int HealthStatus);// 0x2859eb0 void OnCharacterAntidoteChangeDelegate__DelegateSignature(float FAntidoteExeTime, float FAntidoteMaxTime);// 0x2859eb0 void OnChangeBattleOwnerDelegate__DelegateSignature();// 0x2859eb0 void OnCapboReturn(int BoCapC, int InBoType, out const byte[] RetData);// 0x1f0f22c void OnBuyRevivalTeammate(int TeammateIndex);// 0x1f0f1ac void OnBuyRevivalSign();// 0x1f0f190 void OnBackpackMainSlot__DelegateSignature(byte Slot);// 0x2859eb0 void OnAutoSprintActive__DelegateSignature();// 0x2859eb0 void OnAssociationOperation(ItemDefineID DefineID, ItemDefineID TargetDefineID, enum OperationType, byte Reason);// 0x1f0f028 void On3DTouchForceChangeDelegate__DelegateSignature();// 0x2859eb0 void ObserveWhoKilledMe();// 0x1f0f014 void ObserveClientSetPoisonSmogStage(int SmogStage);// 0x1f0ef60 void ObserveCharacter(FString InPlayerName);// 0x1f0ee08 void ObserveAirDropBox(int boxId);// 0x1f0ed90 void OBCameraTurnSlower();// 0x1f0ed7c void OBCameraTurnFaster();// 0x1f0ed68 void OBCameraMoveSlower();// 0x1f0ed54 void OBCameraMoveNear();// 0x1f0ed40 void OBCameraMoveFaster();// 0x1f0ed2c void OBCameraMoveFar();// 0x1f0ed18 void NotifyOpenSequencer(BattleOpenSequencerInfo Info);// 0x1f0eb00 void NotifyObserverFinalDamage(float FinalDamage, int AttackerTeamID, STExtraBaseCharacter* VictimCharacter);// 0x1f0e9f4 void NotifyIsInResultView(bool isInResultView);// 0x1f0e974 void NotifyInOutPickUpActorWrapperBP(bool bIsIn);// 0x2859eb0 void MoveUp(float Rate);// 0x1f0e8fc void MoveToVehicle(int ItemID);// 0x1f0e884 void MoveToNearestVehicle(float IgnoreDistance);// 0x1f0e80c void MoveToItem(int ItemID);// 0x1f0e794 void MoveToAIByDropItem(int ItemID);// 0x1f0e71c void MoveToAI();// 0x1f0e708 void MoveTo(float X, float Y, float Z);// 0x1f0e608 void MoveTempleToSelf();// 0x1f0e5f4 void ModifyTouchIndex(Vector Loc, byte FingerIndex);// 0x1f0e538 void ModifyStreamingDistance(int Distance);// 0x1f0e4c0 void MemberVoice(int member, int Status);// 0x2859eb0 void MarkStartFireFrame();// 0x1f0e4ac void MakeVehicleFly(int isFly, bool bIsUp);// 0x1f0e3e8 void LogAIItemCount(int ItemID, float Distance);// 0x1f0e32c void LocalProfileFootprint();// 0x1f0e318 void LocalGetGameStateReconnectInfo();// 0x1f0e304 void LoadAllLand(bool bLoadAll);// 0x1f0e284 void LerpFPPCamera();// 0x1f0e270 void KillSomeOne(FString InPlayerName);// 0x1f0e1b4 void KillAllEnermyVehicle();// 0x1f0e1a0 void KillAll();// 0x1f0e18c void Kill(int GivenNumber);// 0x1f0e114 void KickPlayerFromGame();// 0x1f0e100 void JumpFromPlane();// 0x1f0e0ec void JoystickTriggerSprint(bool bIsSprint);// 0x2859eb0 bool IsViewTarget(const Actor* pActor);// 0x1f0e064 bool IsUse3DTouch();// 0x1f0e03c bool IsTouchToRotControl();// 0x1f0e00c bool IsTombBoxTeammate(const PlayerTombBox* TombBox);// 0x1f0df8c bool IsTeammate(const STExtraBaseCharacter* InCharacter);// 0x1f0df0c bool IsShowBlood();// 0x1f0deec bool IsSameTeam(Pawn* Other);// 0x1f0de6c bool IsReleasePosInAimBtnRange(Vector Loc);// 0x1f0ddec bool IsParachuteAnimCached(byte AnimOverrideType);// 0x1f0dd6c bool IsMurderSelfDefense(FString InformMurderName);// 0x1f0dca8 bool IsMoveable_DontConsiderFollowingState();// 0x1f0dc80 bool IsMoveable();// 0x1f0dc58 bool IsLastBreathOrRescueingOther();// 0x1f0dc30 bool IsInRevival();// 0x1f0dc08 bool IsInPlane();// 0x1f0dbe0 bool IsInParachuteOpen();// 0x1f0dbb8 bool IsInParachuteJump();// 0x1f0db90 bool IsInParachute();// 0x1f0db68 bool IsInObservingPlayback();// 0x1f0db40 bool IsInInitial();// 0x1f0db18 bool IsInFreeCameraView();// 0x1f0dafc bool IsInFinish();// 0x1f0dad4 bool IsInFight();// 0x1f0daac bool IsInDeathReplay();// 0x1f0da84 bool IsInDead();// 0x1f0da5c bool IsForbitPickMakeEffect();// 0x1f0da34 bool IsForbitPick(out const FName TombName);// 0x1f0d9a0 bool IsCharacterCanEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x1f0d8d4 bool IsCanViewEnemy();// 0x1f0d8ac bool IsCanImprisonmentTeammate();// 0x1f0d884 bool IsCacheReceiveRespawnZombie();// 0x1f0d85c bool IsAllowActorTouchMove();// 0x1f0d834 bool IsAGMPlayer();// 0x1f0d80c void InsertGrenadeIDToName(int GrenadeID, FName Name);// 0x1f0d750 void InsertGrenadeIDInOrder(int GrenadeID);// 0x1f0d6d8 void InputCameraMoveTest(float DeltaSeconds);// 0x1f0d660 void InitWeatherConfigComponent();// 0x1f0d64c void InitTaskDatas(uint32 InPlayerKey);// 0x1f0d5d4 void InitTaskDataDelegate__DelegateSignature(int TaskID, int process, FString ext_info);// 0x2859eb0 void InitTaskData(int TaskID, int process, FString ext_info);// 0x1f0d3ec void InitTaskComponent();// 0x1f0d3d8 void InitNewbieComponent(out const int[] FinishedGuide, out const int[] FinishedCounts, int PlayerLevel, int PlayerExperienceType);// 0x2859eb0 void InitJoyStickAfterActivation();// 0x2859eb0 void InitCollectionDataDelegate__DelegateSignature(int ItemID, int CurrentCount, int TotalCount);// 0x2859eb0 void InitCollectionData(int ItemID, int CurrentCount, int TotalCount);// 0x1f0d2d8 void IniClientCoronaLab();// 0x1c8c854 void InfectionSelectZombieDelegate__DelegateSignature(enum TargetPawnType);// 0x2859eb0 void InfectionEndRound();// 0x1f0d2c4 void ImprisonmentTeammate(FString TeammateName, bool IsSelfDef);// 0x1f0d174 void HideAllUIAfterDeadTipsShowDelegate__DelegateSignature();// 0x2859eb0 void HandleUpdateShovelingRelease();// 0x1f0d160 void HandleUpdateShovelingPressed();// 0x1f0d14c void HandleUpdateShoveling();// 0x1f0d138 void HandleTogglePlayerListInOB();// 0x1f0d124 void HandleToggleOBTeamList(bool InShow);// 0x1f0d0a4 void HandleToggleMapInOB();// 0x1f0d090 void HandleToggleHitDamageDisplay();// 0x1f0d07c void HandleSwitchToTeammatePrev();// 0x1f0d068 void HandleSwitchToTeammateNext();// 0x1f0d054 void HandleSwitchToTeam(int InTeamID);// 0x1f0cfdc void HandleSwitchToPlayerIndex(int InPlayerIndex);// 0x1f0cf64 void HandleLeaveFreeViewInOB();// 0x1f0cee0 void HandleLandOnGroundEnd();// 0x1f0cf50 void HandleFlyLeapPlatform();// 0x1f0cef4 void HandleEnterFreeViewInOB();// 0x1f0cee0 void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const WeatherChangeEvent Event);// 0x1f0ce10 void HandleClientHasReactivated();// 0x1f0cdfc void HandleCameraModeChanged(byte NewMode, STExtraBaseCharacter* InCharacter);// 0x1f0cd40 int GotoSpectating(int TeammatePlayerid);// 0x1f0ccb8 void GotoFlying();// 0x1f0cca4 void GotoDoubleCircleEdge(float Z);// 0x1f0cc2c void GMTeleport(FName Teleporter);// 0x1f0cbb4 void GMSpawnTrueAI(int playerCount);// 0x1f0cb3c void GMSetScalarParam(FString Name, FString ShaderName, float Value);// 0x1f0c888 void GMSetCampId(int CamId);// 0x1f0c810 void GMSetBoolPoisonCircle();// 0x1f0c7fc void GMSetBoolAirDrop();// 0x1f0c7e8 void GMSetBoolAirAttack();// 0x1f0c7d4 void GMSetBoolAI();// 0x1f0c7c0 void GMSendDailyTaskReport();// 0x1f0c7ac void GMOpenWeather(int OpenWeatherID);// 0x1f0c734 void GMFormationAITeam();// 0x1f0c720 void GMEnableRandom();// 0x1f0c70c void GMEnableAllComponent();// 0x1f0c6f8 void GMDisableRandom();// 0x1f0c6e4 void GMDisableAllComponent();// 0x1f0c6d0 void GMCloseWeather(int CloseWeatherID);// 0x1f0c658 void GMChangeFinalCircleAI();// 0x1f0c644 void GMBroastSyncTaskInfo();// 0x1f0c630 int GetWriteCircleDistance();// 0x1f0c608 WeatherConfigComponent* GetWeatherConfigComponent();// 0x1f0c5e0 static WeaponHitDisanceSectionArray GetWeaponHitDistanceSectionByID(int ID);// 0x1f0c4e4 int GetWeaponDIYPlanID(int WeaponId);// 0x1f0c464 int GetWeaponAvatarItemId(int BPID);// 0x1f0c3dc int GetWeaponAvatarID(int WeaponId, bool isGrenade);// 0x1f0c310 float GetViewPortDPIScale();// 0x1f0c2e0 VehicleUserComponent* GetVehicleUserComp();// 0x1f0c2b8 bool GetUseMotionControlLog();// 0x1f0c290 bool GetUseMotionControlEnable();// 0x1f0c268 int GetUnlockWearCount();// 0x1f0c240 float GetTouchForce(byte FingerIndex);// 0x1f0c1c0 Actor* GetThePlane();// 0x1f0c1a0 STExtraPlayerState* GetTeammatePlayerStateFromPlayerTombBox(const PlayerTombBox* TombBox);// 0x1f0c120 SpringArmComponent* GetTargetedSpringArm();// 0x1f0c0f8 int GetStatTriangles();// 0x1cb1cf8 FString GetStatMemory();// 0x1ee1ddc int GetStatDrawCalls();// 0x1cb1cf8 BattleItemData[] GetSpecialClothingInAllBackpack(int Index);// 0x1f0bfa0 int[] GetSpecialClothingCountInAllBackpack(int Index);// 0x1f0be98 int[] GetSpecialAreaList();// 0x1f0bdd8 int GetSpecialAreaID();// 0x1f0bdb0 SIslandInactiveClearComponent* GetSIslandInactiveClearComponent();// 0x1f0bd88 Rotator GetSensibilityRate(bool bIsMotionControl);// 0x1f0bcf0 BattleSceneAvatarDisplayInfo GetSelfAvatarDisplayInfo();// 0x1f0bb94 int GetRevivalCountDownTime();// 0x1f0bb6c FString GetRemarkNameByGID(FString actorName, FString actorUID);// 0x2859eb0 QuickSignComponent* GetQuickSignComponent();// 0x1f0bb44 STScreenAppearanceComponent* GetPlayerScreenAppearanceComponent();// 0x1f0bb1c PlayerInfoInOB GetPlayerInfoInOBByName(FString InPlayerName);// 0x1f0ba34 STExtraBaseCharacter* GetPlayerCharacterSafety();// 0x1f0ba0c AnimationAsset* GetParachuteAnimAsset(byte AnimType, byte AnimOverrideType);// 0x1f0b948 Transform GetPaintDecalTargetTransform();// 0x1f0b8e8 ObservingReplay* GetObservingPlayback();// 0x1f0b8c0 Vector GetNewestAirDropBoxPos();// 0x1f0b878 PlayerInfoInOB[] GetNearPlayerList();// 0x1f0b768 FString GetMurderUIDStr();// 0x1f0b66c FString GetMurderName();// 0x1f0b5ac bool GetMurderIsAI();// 0x1f0b574 BattleItemData[] GetMultiItemFromItemList(int[] ItemSpecifiedID);// 0x1f0b338 byte GetMaxTouchForceFinger();// 0x1f0b2f8 Vector2D GetJoyStickVisualSize();// 0x1f0b2b8 Vector2D GetJoyStickCenter();// 0x1f0b278 int GetItemUseSpecialAreaID(int ItemID);// 0x1f0b1f8 bool GetIsRespawn();// 0x1f0b1d8 bool GetIsMurderSameTeam();// 0x1f0b1a0 bool GetIsFreeCamera();// 0x1f0b180 enum GetInfectionPawnSubType();// 0x1f0b158 enum GetInfectionPawnMainType();// 0x1f0b130 IdeaDecalManager* GetIdeaDecalManager();// 0x1f0b108 void GetGameStateReconnectInfoOnServer();// 0x1f0b0ac void GetGameScreenSize();// 0x1c8c854 void GetGameResult();// 0x1f0b098 LastGameRemainItemData GetGameRemainItems();// 0x1f0afa8 int GetFriendDistance();// 0x1cb1cf8 Vector GetFocalLocation();// 0x1f0af58 FString GetFinalMurderName();// 0x1f0ae38 WeaponHitDetailInfo GetDetailHitInfo();// 0x1f0ad04 void GetDailyTaskReportData(out DailyTaskReportInfo ResultData);// 0x1f0ab88 enum GetCurrentStateType();// 0x1f0ab60 Vector GetCurrentLevelOffset();// 0x1f0ab18 STExtraPlayerState* GetCurPlayerState();// 0x1f0aaf0 int GetCurPlayerId();// 0x1f0aac8 STExtraBaseCharacter* GetCurPlayerCharacter();// 0x1f0aaa0 Vector GetCurPawnLocation();// 0x1f0aa58 Pawn* GetCurPawn();// 0x1f0aa30 float GetCurFPS();// 0x1cb1cf8 Rotator GetControlLookRotation();// 0x1f0a9e0 Vector GetControlLookPoint(int LineTraceRange, out bool HitTaget);// 0x1f0a8f4 BattleItemData[] GetClothingInAllBackpack(int Index);// 0x1f0a79c class Object GetClassFromBPClassManager(class Object BaseClass);// 0x1f0a71c ChatComponent* GetChatComponent();// 0x1f0a6f4 BackpackComponent* GetBackpackComponent();// 0x1f0a6cc SearchedTombBoxAndWrapperListResult[] GenerateAirDropData(int boxId);// 0x1f0a568 void GameModeGotoNextState();// 0x1f0a554 void GameModeGotoFightingState();// 0x1f0a540 void FreeCameraTouchMove(Vector Loc, byte FingerIndex);// 0x1f0a484 void ForceServerSetControlRotationOnVehicle();// 0x1f0a470 void ForceReleaseCurTouchMoveFinger();// 0x1f0a45c void ForceDropItemsWithType(int TypeItem);// 0x1f0a3e4 void ForceDropAllItem();// 0x1f0a3d0 void FlushItem(int onlyStatic);// 0x1f0a358 void FireTakeDamagedEvent(Vector CauserLocation);// 0x1f0a2e8 void FireOrGrenade();// 0x1f0a2d4 void FindAIDropItem(int ItemID);// 0x1f0a25c void Fight();// 0x1f0a248 void FadeSceneToGrayOnDeath(bool bSet);// 0x1f0a1c8 BattleSceneAvatarDisplayInfo ExtractAvatarDisplayInfo(STExtraPlayerCharacter* TargetCharacter);// 0x1f0a024 void ExitNightState();// 0x1f0a010 void ExitFreeCamera(bool IsForceReset);// 0x1f09f90 void ExecDSCommand(const FString DSCommand);// 0x1f09ecc void EquipIceDrinkItems(out const int[] ItemList);// 0x1f09e00 void EnterVehicleDelegate__DelegateSignature(bool IsEnter, Actor* Vehicle);// 0x2859eb0 void EnterNightState();// 0x1f09dec void EnterExtreme(bool enterOrQuit);// 0x1f09d6c void EndTouchScreen(Vector Loc, byte FingerIndex, bool UseOldEndFireJudge);// 0x1f09c64 void EndForceTouchFire(Vector Loc);// 0x1f09bf4 void EnablePlayerInHouse(bool bIsIn);// 0x1f09b74 void EnableMyLandscapeDraw();// 0x1c8c854 void EnableGuidActorDelegate__DelegateSignature(int GuidID, bool bNewEnable);// 0x2859eb0 void DynamicCreateComponents();// 0x1f09b60 void DsLuaGM(const FString CMDString);// 0x1f09a08 void DsLuaDoString(FString LuaString);// 0x1f0994c void DropItemsWithType(int TypeItem);// 0x1f098d4 void DropItem(int ID);// 0x1f0985c void DropAllItem();// 0x1f09848 void DoUITouchMove(Vector Loc);// 0x2859eb0 void DoubleClickCancel(const byte FingerIndex);// 0x1f097d0 void DoTouchMove(float Yaw, float Pitch);// 0x2859eb0 void DoRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x1f0971c void DoGiveUpRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x1f09668 void DoAfterCanNotPickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x2859eb0 void DisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x1f0945c void DisplayGameWarningTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x1f091a4 void DisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x1f08eec void DisplayGameTipWithMsgID(int ID);// 0x1f08e74 void DisplayGameTipForLowFPSWarning(int ID, FString param1, FString param2);// 0x1f08bbc void DisplayBattleGeneralTip(int ID, FString param1, FString param2);// 0x1f08904 void DispatchPlayerRespawnedEvent(UAEPlayerController* PlayerController);// 0x1f0888c void DispatchPlayerReconnectedEvent();// 0x1f08878 void DispatchPlayerLostEvent();// 0x1f08864 void DispatchPlayerExitEvent();// 0x1f08850 void DispatchPlayerAboutToRespawnEvent(UAEPlayerController* PlayerController);// 0x1f087d8 void DisableMyLandscapeDraw();// 0x1c8c854 void DelegatePlayerLevelChange__DelegateSignature(int Level);// 0x2859eb0 void DelegatePlayerGoldChange__DelegateSignature(int Gold);// 0x2859eb0 void DelayGotoSpectating();// 0x1f087c4 void DelayForceExitFreeCamera();// 0x1f087b0 void DebugWorldPlayerAvatarInfo();// 0x1f0879c void DebugSetUIVisibility(bool bUIVisibility);// 0x2859eb0 void DebugEnableFerrisWheelTick(bool bEnable);// 0x1f0871c void DebugEnableDrawSearchLine(int bEnabled);// 0x1d3093c void DebugEnableBulletImpact(int bEnabled);// 0x1d3093c void DebugAirDropPickInfo(float DrawTime, float BoxDrawSize, float BoxDrawLineLength, float ListWrapperDrawSize, float ListWrapperDrawLineLength);// 0x1f0858c void DealGetAllNearShotWeapon(float disRate);// 0x1f08514 void DealGetAllNearMoveVehicle(float checkDis, float minSpeed);// 0x1f08458 void DealGetAllNearMoveCharacter(float checkDis);// 0x1f083e0 void DeactiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x1f0831c void CorrectVehicleState(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x1f08160 void ConsumeRevivalSign();// 0x1f08144 void CollectAllPlayerWeaponPosInfo();// 0x1c8c854 void ClientUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation);// 0x1f0802c void ClientStopShoveling();// 0x1f07fd0 void ClientStartOnlineGame();// 0x1f07fb4 void ClientShowInfectAreaWarning();// 0x1f07f58 void ClientSetTotalPlayers(const PlayerStaticInfoInOB[] InPlayerStaticInfoList, const PlayerBaseInfoInOB[] InTotalPlayers);// 0x1f07dd0 void ClientSetPoisonSmogStage(int SmogStage);// 0x1f07d1c void ClientSetOBData(uint32 InPlayerKey, int InTeamID, STExtraBaseCharacter* CurViewChar);// 0x1f07c14 void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x1f07b18 void ClientSetAIPosToTarget(Vector StartPos, Vector targetPos);// 0x1f07a50 void ClientSetAIPos(uint32 KeyID, Vector pos, bool isStart);// 0x1f0793c void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds);// 0x1f0786c void ClientQuitViewEnemy();// 0x1f07850 void ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x1f07750 void ClientOnLeaveVehicleDelegate__DelegateSignature();// 0x2859eb0 void ClientOnHurt();// 0x1f07734 void ClientOnEnterVehicleDelegate__DelegateSignature(int SeatType);// 0x2859eb0 void ClientOnDamageToOther(float _DamageToOther);// 0x1f076b4 void ClientOnChangeVehicleSeatCompletedDelegate__DelegateSignature(enum SeatType);// 0x2859eb0 void ClientObserveCharacter(uint32 InPlayerKey, bool IsOnPlane, enum InServerStateType);// 0x1f075a0 void ClientInterruptGame();// 0x1f07544 void ClientInitIngameUIAfterRespawn();// 0x1f074e8 void ClientHearSound(int AkEventID, const Vector AkLocation);// 0x1f0742c void ClientHandleMsg(enum Msg, int64 TimeStamp);// 0x1f07364 void ClientGotoSpectating();// 0x1f07348 void ClientGiveUpRevivalTemmates();// 0x1f07334 void ClientGameStarted();// 0x1f07318 void ClientFriendBattleEnd();// 0x1f072fc void ClientForbidLoadParahuteAnim(bool bCanForbid);// 0x1f07274 void ClientExitFromHelicopter(bool SkipOpenParachute);// 0x1f071ec void ClientEnterViewBox(int boxId);// 0x1f0716c void ClientEndOnlineGame();// 0x1f07150 void ClientDisplayNormalTips(FString Content);// 0x1f0708c void ClientDisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x1f06e78 void ClientDisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x1f06cb4 void ClientDisplayGameTipWithMsgID(int ID);// 0x1f06c00 void ClientCheckStartShovelingFail();// 0x1f06ba4 void ClientChangeWeaponFunction(enum NewWeaponFunction);// 0x1f06af0 void ClientChangeStatePC(enum TargetStateType);// 0x1f06a70 void ClearParachuteAnimAssetCache();// 0x1f06a5c void ClearBossBornPoint();// 0x1f06a48 Vector2D ClampFreeCamIconOffset(out const Geometry MyGeometry);// 0x1f069a8 bool CientRevivalTemmates();// 0x1f06980 bool CheckNeedReport(out const SACData InAntiCheatData);// 0x1f068b4 void CheckConsumeGlideItem();// 0x1f068a0 bool CheckAllVehicleWeaponIsReadyForFire(bool WithBroadEvent);// 0x1f06818 bool ChangeWeaponSchemeIndex(int newIndex);// 0x1f06798 void ChangeWeaponFunction(enum NewWeaponFunction);// 0x1f06720 void ChangeToWalkingDead();// 0x1f0670c void ChangeStatePC(enum TargetStateType);// 0x1f06694 void ChangeSpectatorStateToFreeView();// 0x1f06680 bool ChangeRolewearIndex(int newIndex);// 0x1f06600 void ChangePVELevel(int Lv);// 0x1f06588 void ChangeFinishTime(int RestTime);// 0x1f06510 void ChangeCharacterLogicDelegate__DelegateSignature(enum TargetPawnType);// 0x2859eb0 void ChangeCharacterBeforeDelegate__DelegateSignature(enum TargetPawnType);// 0x2859eb0 void ChangeAIBehaviorTree(int TreeIndex);// 0x1f06498 void CanSeeAllUI(bool bUIVisibility);// 0x1d05764 bool CanBePickUpByItemID(out const ItemDefineID DefineID);// 0x1f063f8 bool CanBePickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x1f062e8 void CallZombieFlowAirDrop(int ZombieID);// 0x1f06270 void CallZombieAirDrop(int ZombieID);// 0x1f061f8 void CallTeamMateUAVStateChanged(TeamMateStateInfo TeamMateInfo);// 0x1f06140 void CallTeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector Location, Rotator Rotation, float Health, int VoiceID, float Temperature);// 0x1f05f5c void CallShowTouchInterface(bool InShow);// 0x1ef4d70 void CalInputFromRotaionRate(out float OutPitch, out float OutYaw, out bool bIsAddPitch, out bool bIsAddYaw, Vector CurMotionData, float PitchReverce, float MotionTouchRate_Pitch, float MotionTouchAimRate_Pitch, float MotionRate_Pitch, float MotionAimRate_Pitch, float MotionTouchRate_Yaw, float MotionTouchAimRate_Yaw, float MotionRate_Yaw, float MotionAimRate_Yaw, float MotionRate_Pitch_Threshold, float MotionRate_Yaw_Threshold, float Left, float Right, bool bLandScapeOrientation);// 0x1f0598c Vector2D CalcAttactBtnPos(float LocX, float LocY, float SizeX, float SizeY);// 0x1f0582c void CacheShootDetailInfoShootNum(int ShootNum);// 0x1f057b4 void CacheShootDetailInfoHitPos(byte HitPos);// 0x1f0573c void CacheRecvInfectionSelectZombie__DelegateSignature(bool bRecv);// 0x2859eb0 void C2S_RequestSkillPrompt();// 0x1f056e0 void C2S_RequestBeingRescuedRemainingTime();// 0x1f05684 void BroadcastFatalDamageToClient(FString CauserName, FString VictimName, FString FuzzyCauserName, FString FuzzyVictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int Relationship, int PreviousHealthStatus, FString RealKillerName, int realKillerNewKillNum, FString CauserNation, FString VictimNation, uint32 causerKey, uint32 victimKey, int causerAnchorPlatformResID, int causerAnchorPlatformColorID, int victimAnchorPlatformResID, int victimAnchorPlatformColorID, int realKillerAnchorPlatformResID, int realKillerAnchorPlatformColorID, int CauserWeaponAvatarID, int CauserClothAvatarID, int CauserType, int VictimType);// 0x1f04d04 void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x1f04aa0 bool BPGetIsAndroidSimulator();// 0x1f04a6c void BPCastUIMsgWithTwoParam(FString Func, FString module, FString param1, FString param2);// 0x1f04820 void BPCastUIMsgWithParam(FString Func, FString module, FString param1);// 0x1f0465c void BP_OceanSideDetected(out const Vector OceansideLocation, bool bDetectedRiver);// 0x2859eb0 void BluePrintSetViewTarget(STExtraBaseCharacter* pCharacter);// 0x1f045e4 void BindVoiceCheckFunction();// 0x1f045d0 void BeginTouchScreen(Vector Loc, byte FingerIndex);// 0x1f04514 void BeginAbsorb();// 0x1f044b8 void BackToGameDataRefresh();// 0x1f044a4 bool AutoSelectViewTarget();// 0x1f0447c void AutoSelectTeammateToView();// 0x1f04468 void AddWeaponPendantItem(int WeaponId, int pendantID);// 0x1f043ac void AddTouchMoveFinger(byte FingerIndex, byte Priority, out const Vector TouchLoc);// 0x1f042a0 void AddParachuteAnimAssetCache(byte AnimType, AnimationAsset* AnimAsset, byte AnimOverrideType);// 0x1f041a0 void AddItemAttachList(int BaseItemID);// 0x1f04128 void AddItem(int ID, int Count, int PickupType);// 0x1f04028 void AddBossBornPoint(float BornX, float BornY);// 0x1f03f6c void AddAvatarItem(int ID, int Color, int Pattern, int Num);// 0x1f03e24 void AddAIItem(int ID, int Count, float Distance);// 0x1f03d24 void ActiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x1f03c60 void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x1f03be0 -------------------------------- Class: UAEPlayerController.PlayerController.Controller.Actor.Object FName PlayerType;//[Offset: 0x578 , Size: 8] FString PlayerName;//[Offset: 0x580 , Size: 12] uint32 PlayerKey;//[Offset: 0x58c , Size: 4] uint64 UId;//[Offset: 0x590 , Size: 8] int TeamID;//[Offset: 0x5a4 , Size: 4] int CampID;//[Offset: 0x5a8 , Size: 4] Vector CharacterLocation;//[Offset: 0x5ac , Size: 12] int RoomMode;//[Offset: 0x5b8 , Size: 4] WeatherInfo WeatherInfo;//[Offset: 0x5bc , Size: 20] int planeAvatarId;//[Offset: 0x5d0 , Size: 4] int DyeDebugFlag;//[Offset: 0x5d4 , Size: 4] int PlayerStartID;//[Offset: 0x5d8 , Size: 4] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc , Size: 1] PlayerNetStats NetStats;//[Offset: 0x5e0 , Size: 48] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610 , Size: 1] FString PlanetailResLink;//[Offset: 0x614 , Size: 12] bool bIsForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x638 , Size: 1] bool bIsGlobalObserverForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x639 , Size: 1] GameModePlayerUpassInfo InitialUpassInfo;//[Offset: 0x63c , Size: 40] GameModePlayerUpassInfo[] InitialUpassInfoList;//[Offset: 0x664 , Size: 12] PlayerOBInfo[] PlayerOBInfoList;//[Offset: 0x670 , Size: 12] int LobbyShowWeaponID;//[Offset: 0x67c , Size: 4] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680 , Size: 1] FString Nation;//[Offset: 0x684 , Size: 12] bool bIsTeammateEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x690 , Size: 1] enum DefaultCharacterGender;//[Offset: 0x698 , Size: 1] int DefaultCharacterHeadID;//[Offset: 0x69c , Size: 4] GameModePlayerItem[] InitialItemList;//[Offset: 0x6a0 , Size: 12] GameModePlayerRolewearInfo[] InitialAllWear;//[Offset: 0x6ac , Size: 12] int RolewearIndex;//[Offset: 0x6b8 , Size: 4] int[] equip_plating_list;//[Offset: 0x6bc , Size: 12] int VehicleSkinInReady;//[Offset: 0x6c8 , Size: 4] bool bSpwanInVehiclePlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6cc , Size: 1] GameModePlayerItem[] InitialWeaponAvatarList;//[Offset: 0x6d0 , Size: 12] GameModePlayerPetInfo InitialPetInfo;//[Offset: 0x6dc , Size: 24] GameModePlayerKnapsackExtInfo[] InitialKnapsackExtInfo;//[Offset: 0x6f4 , Size: 12] GameModePlayeWeaponSchemeInfo[] InitialWeaponSchemeInfo;//[Offset: 0x700 , Size: 12] delegate OnInitialWeaponScheme;//[Offset: 0x70c , Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x718 , Size: 4] int PveLevel;//[Offset: 0x71c , Size: 4] int[] InitialCharSkillList;//[Offset: 0x720 , Size: 12] GameModePlayerItem[] InitialVehicleAvatarList;//[Offset: 0x72c , Size: 12] GameModePlayerItem[] InitialBackPackPendantList;//[Offset: 0x738 , Size: 12] VehicleAvatarData[] InitialVehicleAdvanceAvatarList;//[Offset: 0x744 , Size: 12] GameModePlayerConsumableAvatar InitialConsumableAvatar;//[Offset: 0x750 , Size: 16] GameModePlayerEquipmentAvatar InitialEquipmentAvatar;//[Offset: 0x760 , Size: 12] WeaponAvatarItemList;//[Offset: 0x76c , Size: 60] GrenadeAvatarItemList;//[Offset: 0x7e4 , Size: 60] GameModeWeaponAvatarData[] WeaponAvatarDataList;//[Offset: 0x820 , Size: 12] VehicleAvatarList;//[Offset: 0x82c , Size: 60] VehicleAdvanceAvatarList;//[Offset: 0x868 , Size: 60] GameModePlayerExpressionItem[] InitialExpressionItemList;//[Offset: 0x8a4 , Size: 12] GameModeWeaponDIYPlanData[] InitialWeaponDIYPlanData;//[Offset: 0x8b0 , Size: 12] WeaponDIYPlanDataMap;//[Offset: 0x8bc , Size: 60] InitialWeaponPendantList;//[Offset: 0x8f8 , Size: 60] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x934 , Size: 12] SpecialPickItem[] InitialSpecialPickItemList;//[Offset: 0x940 , Size: 12] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x94c , Size: 12] uint32 TaskSyncToDsTs;//[Offset: 0x958 , Size: 4] BornItem[] BornItems;//[Offset: 0x95c , Size: 12] int AnchorPlatResID;//[Offset: 0x968 , Size: 4] int AnchorPlatColorID;//[Offset: 0x96c , Size: 4] int64 LastGameResultTime;//[Offset: 0x980 , Size: 8] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x988 , Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x989 , Size: 1] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98a , Size: 1] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98b , Size: 1] bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98c , Size: 1] bool bIsSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98d , Size: 1] uint32 WatchPlayerKey;//[Offset: 0x990 , Size: 4] bool bIsWatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x994 , Size: 1] float UpdateOBCircleCounter;//[Offset: 0x998 , Size: 4] float UpdateOBCircleInterval;//[Offset: 0x99c , Size: 4] bool bAllowAutoSelectTeamMate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a0 , Size: 1] FString[] FriendObservers;//[Offset: 0x9a4 , Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0 , Size: 1] bool bIsSpectatingEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bc , Size: 1] UAEUserWidget* InGameUIRoot;//[Offset: 0xa04 , Size: 8] bool bReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa10 , Size: 1] bool bReconnecting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa11 , Size: 1] delegate PlayerControllerLostDelegate;//[Offset: 0xa20 , Size: 12] delegate SyncDailyTaskInfoDelegate;//[Offset: 0xa2c , Size: 12] delegate PlayerControllerRecoveredDelegate;//[Offset: 0xa38 , Size: 12] delegate PlayerControllerAboutToReconnectDelegate;//[Offset: 0xa44 , Size: 12] delegate PlayerControllerReconnectedDelegate;//[Offset: 0xa50 , Size: 12] delegate PlayerControllerAboutToRespawnDelegate;//[Offset: 0xa5c , Size: 12] delegate PlayerControllerRespawnedDelegate;//[Offset: 0xa68 , Size: 12] delegate PlayerControllerAboutToExitDelegate;//[Offset: 0xa74 , Size: 12] delegate OnPlayerQuitSpectatingForClient;//[Offset: 0xa80 , Size: 12] delegate OnPlayerControllerBattleBeginPlay;//[Offset: 0xa8c , Size: 12] int[] BuffEffectDisplayIDArray;//[Offset: 0xab4 , Size: 12] bool IsDelayNotifyEnterBattleUntilLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac0 , Size: 1] float NotifyTimeOut;//[Offset: 0xac4 , Size: 4] float DelayCloseLoadingTime;//[Offset: 0xac8 , Size: 4] FString NeedLoadLevelName;//[Offset: 0xacc , Size: 12] int AntiDataCD;//[Offset: 0xae8 , Size: 4] int ModeID;//[Offset: 0xaec , Size: 4] bool bOpenReconnectUseCharViewPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf0 , Size: 1] FString LuaFilePath;//[Offset: 0xb08 , Size: 12] float ClientToDSFlowLimitTime;//[Offset: 0xb24 , Size: 4] float ClientToDSFlowLimit;//[Offset: 0xb28 , Size: 4] bool UseingWeaponScheme();// 0x24777bc void TestShowLongTimeNoOperation();// 0x2477780 void TestShowConfirmDialogOfMisKill();// 0x247776c void TestRespawn();// 0x1c8c854 void TestLogout();// 0x1c8c854 void TestCastUIMsgWithPara(FString strMsg, FString module, int TestID);// 0x24775e8 void SyncDailyTaskStoreInfo(DailyTaskStoreInfo[] NewDailyTaskStoreList);// 0x247748c void SetUsedSimulationCVar(bool Value);// 0x247740c static void SetTargetMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x247732c void SetPanels(out const UAEUserWidget*[] panels);// 0x2477258 static void SetDSMsgReceiveDelegate(delegate InDelegate);// 0x24771bc static void SetClientMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x24770dc void ServerTestLogout();// 0x2477080 void ServerSetVoiceId(int VoiceID);// 0x2476fcc void ServerKickSelf();// 0x2476f70 void ServerGotoSpectating(Pawn* ViewTarget);// 0x2476ebc void ServerExitGame();// 0x2476e60 void ServerAcknowledgeReconnection(uint32 Token);// 0x2476dac void SendLuaDSToClient(int ID, out const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x2476c0c void SendLuaClientToDS(int ID, out const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x2476a6c void RPC_LuaDSToClient(int ID, const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x2476898 void RPC_LuaClientToDS(int ID, const byte[] Content, const Object* Obj1, const Object* Obj2);// 0x24766c4 void Respawn();// 0x24766a8 void ResetUsedSimulationCVar();// 0x2476694 void ReleaseInGameUI();// 0x2476678 void ReceivePostLoginInit();// 0x2859eb0 void PrintStatistics();// 0x1c8c854 void PlayerStartIDReceived();// 0x2476664 void OnRep_WeaponAvatarDataList();// 0x1f10170 void OnRep_WatchPlayerKey();// 0x2476648 void OnRep_UsedSimulation();// 0x1e9c74c void OnRep_PveLevel();// 0x247662c void OnRep_PlayerOBInfoList();// 0x2476618 void OnRep_LastGameResultTime();// 0x24765fc void OnRep_IsSpectatingEnemy();// 0x24765e0 void OnRep_IsSpectating();// 0x24765c4 void OnRep_IsObserver();// 0x24765a8 void OnRep_InitialWeaponSchemeInfo();// 0x2476594 void OnRep_InitialEquipmentAvatar();// 0x1f10038 void OnRep_InitialConsumableAvatar();// 0x1f1001c void OnRep_FriendObservers();// 0x2476578 void OnRep_CurWeaponSchemeIndex();// 0x1c8c854 void OnRep_bRoomOwner();// 0x247655c void NotifyEnterBattle();// 0x2476548 void LuaDoString(FString LuaString);// 0x2476484 void KickSelf();// 0x1c8c854 bool IsSpectator();// 0x247645c bool IsRoomMode();// 0x2476438 bool IsPureSpectator();// 0x2476410 bool IsObserver();// 0x24763e8 bool IsInSpectatingEnemy();// 0x24763c0 bool IsInSpectating();// 0x2476398 bool IsFriendOrEnemySpectator();// 0x2476370 bool IsFriendObserver();// 0x2476348 bool IsExited();// 0x2476320 bool IsDemoRecSpectator();// 0x24762f8 bool IsDemoPlaySpectator();// 0x24762d0 bool IsDemoPlayGlobalObserver();// 0x24762a8 void InitWithPlayerParams(out const GameModePlayerParams Params);// 0x24761fc void InitWeaponAvatarItems();// 0x24761e0 void InitVehicleAvatarList();// 0x24761c4 void InitVehicleAdvanceAvatarList();// 0x24761a8 void InitIngameUI();// 0x247618c void InitGrenadeAvatarList(bool ReInitial);// 0x1ea0210 int GotoSpectating(int PlayerID);// 0x1f0ccb8 bool GetWeaponPandentReflect(int wraponID, out int pendantID);// 0x24760b8 int GetWeaponAvatarItemId(int ID);// 0x1f0c3dc DailyTaskStoreInfo GetDailyTaskStoreInfoByTaskId(int TaskID);// 0x2476028 int GetCurrentWeaponSchemeMainSlotItemId();// 0x2476000 uint32 GetCurrentOBPlayerKey();// 0x2475fd0 int GetCurrentOBPlayerInfoIndex();// 0x2475fa8 void ForceNetReady();// 0x2475f94 void ExitGame();// 0x2475f80 void ExhaustCPU();// 0x2475f6c void ExecDSCommand(const FString DSCommand);// 0x1f09ecc void ExcuteIntRecord(FString Key, int Count);// 0x2475dd0 void ExcuteIntCounterRecord(FString Key, int Count);// 0x2475c34 void EnableInGameUI();// 0x2475c20 void DumpUAENetActors();// 0x2475c0c void DumpRegions();// 0x2475bf8 void DumpNetActors();// 0x1c8c854 void DumpCharacters();// 0x2475be4 void DumpAllUI();// 0x1c8c854 void DumpAllObjects();// 0x1c8c854 void DumpAllActors();// 0x1c8c854 void DoLuaFile(FString Filename);// 0x1ea51b4 void DoCrash();// 0x1c8c854 void DisableInGameUI();// 0x2475bd0 void ClientShowTeammateEscapeNotice();// 0x2475bb4 void ClientRPC_CastUIMsgWithStrings(FString strMsg, FString module, const int TipsID, FString param1, FString param2);// 0x2475918 void ClientRPC_CastUIMsgParams(FString strMsg, FString module, const int Type);// 0x247578c void ClientRPC_CastUIMsg(FString strMsg, FString module);// 0x2475644 void ClientInitPlayerOBInfoButton();// 0x2475628 void ClientBroadcastRespawnComplete();// 0x247560c void ClientBroadcastReconnectionSuccessful();// 0x24755f0 void ClientAcknowledgeReconnection(uint32 Token);// 0x2475570 void CheckPlayerOBInfoButtonInit();// 0x2475554 bool CheckAcknowledgedPawn(Pawn* InPawn);// 0x24754cc void CastUIMsg(FString strMsg, FString module);// 0x2475384 void CallLuaTableFunction(FString tableName, FString FunctionName);// 0x247523c void CallLuaGlobalFunction(FString FunctionName);// 0x2475178 -------------------------------- Class: WeatherInfo FString WeatherLevelName;//[Offset: 0x0 , Size: 12] int WeatherID;//[Offset: 0xc , Size: 4] float WeatherTime;//[Offset: 0x10 , Size: 4] -------------------------------- Class: PlayerNetStats FString ClientAddr;//[Offset: 0x0 , Size: 12] FString LocalAddr;//[Offset: 0xc , Size: 12] float AvgPing;//[Offset: 0x18 , Size: 4] float MaxPing;//[Offset: 0x1c , Size: 4] float HighPingPercent;//[Offset: 0x20 , Size: 4] -------------------------------- Class: PlayerOBInfo bool IsEnableOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] uint64 UId;//[Offset: 0x8 , Size: 8] int ZoneID;//[Offset: 0x10 , Size: 4] uint32 PlayerKey;//[Offset: 0x14 , Size: 4] int BattleMode;//[Offset: 0x18 , Size: 4] bool ValidBattleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] int GameCount;//[Offset: 0x20 , Size: 4] float KDNum;//[Offset: 0x24 , Size: 4] -------------------------------- Class: GameModePlayerRolewearInfo GameModePlayerItem[] RolewearInfo;//[Offset: 0x0 , Size: 12] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] -------------------------------- Class: GameModePlayerKnapsackExtInfo GameModePlayerKnapsackSingleInfo KnapsackExtInfo;//[Offset: 0x0 , Size: 72] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1] int WearIndex;//[Offset: 0x4c , Size: 4] -------------------------------- Class: GameModePlayerKnapsackSingleInfo int Parachute;//[Offset: 0x0 , Size: 4] int BagSkin;//[Offset: 0x4 , Size: 4] int HelmetSkin;//[Offset: 0x8 , Size: 4] int FlySkin;//[Offset: 0xc , Size: 4] int GrenadeSkin;//[Offset: 0x10 , Size: 4] GameModePlayerConsumableAvatar ConsumableAvatarList;//[Offset: 0x14 , Size: 16] GameModePlayerItem[] WeaponList;//[Offset: 0x24 , Size: 12] GameModePlayerItem[] VehicleSkinList;//[Offset: 0x30 , Size: 12] GameModePlayerItem[] BackPackPendantList;//[Offset: 0x3c , Size: 12] -------------------------------- Class: GameModePlayerConsumableAvatar int GrenadeAvatarShoulei;//[Offset: 0x0 , Size: 4] int GrenadeAvatarSmoke;//[Offset: 0x4 , Size: 4] int GrenadeAvatarStun;//[Offset: 0x8 , Size: 4] int GrenadeAvatarBurn;//[Offset: 0xc , Size: 4] -------------------------------- Class: GameModePlayeWeaponSchemeInfo int SchemeIndex;//[Offset: 0x0 , Size: 4] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] GameModePlayeWeaponSchemeSlotInfo[] SlotList;//[Offset: 0x8 , Size: 12] -------------------------------- Class: GameModePlayeWeaponSchemeSlotInfo int SlotIndex;//[Offset: 0x0 , Size: 4] int ItemID;//[Offset: 0x4 , Size: 4] int Count;//[Offset: 0x8 , Size: 4] int[] AttachList;//[Offset: 0xc , Size: 12] -------------------------------- Class: VehicleAvatarData int VehicleSkinID;//[Offset: 0x0 , Size: 4] int[] VehicleStyleIDList;//[Offset: 0x4 , Size: 12] VehicleAvatarStyle[] VehicleAvatarStyle;//[Offset: 0x10 , Size: 12] -------------------------------- Class: VehicleAvatarStyle int ModelID;//[Offset: 0x0 , Size: 4] int ColorID;//[Offset: 0x4 , Size: 4] int PatternID;//[Offset: 0x8 , Size: 4] int ParticleID;//[Offset: 0xc , Size: 4] -------------------------------- Class: GameModePlayerEquipmentAvatar int BagAvatar;//[Offset: 0x0 , Size: 4] int HelmetAvatar;//[Offset: 0x4 , Size: 4] int ArmorAvatar;//[Offset: 0x8 , Size: 4] -------------------------------- Class: GameModeWeaponAvatarData int ParentID;//[Offset: 0x0 , Size: 4] int AvatarSpecificID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: GameModePlayerExpressionItem.GameModePlayerItem -------------------------------- Class: GameModeWeaponDIYPlanData int WeaponAvatarID;//[Offset: 0x0 , Size: 4] int PlanID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: SpecialPickItem int item_id;//[Offset: 0x0 , Size: 4] int cur_count;//[Offset: 0x4 , Size: 4] int total_count;//[Offset: 0x8 , Size: 4] -------------------------------- Class: DailyTaskStoreInfo int TaskID;//[Offset: 0x0 , Size: 4] int State;//[Offset: 0x4 , Size: 4] int Progress;//[Offset: 0x8 , Size: 4] -------------------------------- Class: BornItem int BornItemID;//[Offset: 0x0 , Size: 4] int BornItemCount;//[Offset: 0x4 , Size: 4] int BornItemFlags;//[Offset: 0x8 , Size: 4] -------------------------------- Class: BattleSceneAvatarDisplayInfo FString PlayerName;//[Offset: 0x0 , Size: 12] FString PlayerUIDStr;//[Offset: 0xc , Size: 12] int PlayerGender;//[Offset: 0x18 , Size: 4] bool bIsMVP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] int[] EquipedAvatarList;//[Offset: 0x20 , Size: 12] int[] EquipedWeaponList;//[Offset: 0x2c , Size: 12] -------------------------------- Class: ClientFatalDamageRecordData FString Causer;//[Offset: 0x0 , Size: 12] FString CauserNation;//[Offset: 0xc , Size: 12] FString VictimName;//[Offset: 0x18 , Size: 12] FString VictimNation;//[Offset: 0x24 , Size: 12] FString FuzzyCauserName;//[Offset: 0x30 , Size: 12] FString FuzzyVictimName;//[Offset: 0x3c , Size: 12] int DamageType;//[Offset: 0x48 , Size: 4] int AdditionalParam;//[Offset: 0x4c , Size: 4] int CauserWeaponAvatarID;//[Offset: 0x50 , Size: 4] int CauserClothAvatarID;//[Offset: 0x54 , Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] int ResultHealthStatus;//[Offset: 0x5c , Size: 4] byte RecordRelationShip;//[Offset: 0x60 , Size: 1] int PreviousHealthStatus;//[Offset: 0x64 , Size: 4] int causerAnchorPlatformResID;//[Offset: 0x68 , Size: 4] int causerAnchorPlatformColorID;//[Offset: 0x6c , Size: 4] int realKillerAnchorPlatformResID;//[Offset: 0x70 , Size: 4] int realKillerAnchorPlatformColorID;//[Offset: 0x74 , Size: 4] int victimAnchorPlatformResID;//[Offset: 0x78 , Size: 4] int victimAnchorPlatformColorID;//[Offset: 0x7c , Size: 4] FString CauserPicURL;//[Offset: 0x80 , Size: 12] FString VictimPicURL;//[Offset: 0x8c , Size: 12] FString RealKillerName;//[Offset: 0x98 , Size: 12] int RealKillNum;//[Offset: 0xa4 , Size: 4] byte CauserType;//[Offset: 0xa8 , Size: 1] byte VictimType;//[Offset: 0xa9 , Size: 1] int CauserTeamID;//[Offset: 0xac , Size: 4] int VictimTeamID;//[Offset: 0xb0 , Size: 4] -------------------------------- Class: SensibilityConfig SensibilityMode NormalMode;//[Offset: 0x0 , Size: 32] SensibilityMode FireMode;//[Offset: 0x20 , Size: 32] SensibilityMode MotionMode;//[Offset: 0x40 , Size: 32] float VehicleEye;//[Offset: 0x60 , Size: 4] float ParachuteEye;//[Offset: 0x64 , Size: 4] float FPPEye;//[Offset: 0x68 , Size: 4] int SideMirrorModeC;//[Offset: 0x6c , Size: 4] MaterialConfigs;//[Offset: 0x70 , Size: 60] -------------------------------- Class: SensibilityMode float NoAim;//[Offset: 0x0 , Size: 4] float Sight1X;//[Offset: 0x4 , Size: 4] float Sight2X;//[Offset: 0x8 , Size: 4] float Sight3X;//[Offset: 0xc , Size: 4] float Sight4X;//[Offset: 0x10 , Size: 4] float Sight6X;//[Offset: 0x14 , Size: 4] float Sight8X;//[Offset: 0x18 , Size: 4] float FPPNoAim;//[Offset: 0x1c , Size: 4] -------------------------------- Class: SightMaterialConfig int Color;//[Offset: 0x0 , Size: 4] int Type;//[Offset: 0x4 , Size: 4] -------------------------------- Class: KillOrPutDownMessage byte MsgType;//[Offset: 0x0 , Size: 1] FString AttackActionName;//[Offset: 0x4 , Size: 12] FString AttackName;//[Offset: 0x10 , Size: 12] bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] int KillNum;//[Offset: 0x20 , Size: 4] bool bShowKillNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] FString FullMsg;//[Offset: 0x28 , Size: 12] int victimAnchorPlatformResID;//[Offset: 0x34 , Size: 4] FString VictimPlayerName;//[Offset: 0x38 , Size: 12] -------------------------------- Class: NewbieGuideComponent.ActorComponent.Object int CurTipsID;//[Offset: 0xbc , Size: 4] bool IsStartShowingGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1] bool OpenNewbieGuideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1 , Size: 1] float GuideInterval;//[Offset: 0xc4 , Size: 4] int MaxGuideLevel;//[Offset: 0xc8 , Size: 4] class STNewBieGuideConfig* uBRNewGuideConfig;//[Offset: 0xd0 , Size: 40] class Object[] tGuideConfigClassArray;//[Offset: 0xf8 , Size: 12] STNewBieGuideConfig*[] tGuideConfigArray;//[Offset: 0x104 , Size: 12] class STNewBieGuideConfig* uModNewGuideConfig;//[Offset: 0x110 , Size: 40] NewbieGuideItem[] tItems;//[Offset: 0x138 , Size: 12] STExtraPlayerController* OwnerController;//[Offset: 0x144 , Size: 4] int[] FinishedTips;//[Offset: 0x148 , Size: 12] int[] FinishedCounts;//[Offset: 0x154 , Size: 12] int PlayerLevel;//[Offset: 0x160 , Size: 4] byte curPlayerCategory;//[Offset: 0x164 , Size: 1] void TriggerNewbieEvent(FString NewbieEvent);// 0x1ddf6f0 void ShowHideGuide(int TipsID, bool bShow);// 0x1ddf62c void SendNewbieMsg(int TipsID, bool isStart, int tipsIndex);// 0x1ddf520 void OnUIAssetLoadFinsh(LoadGuideUIFinishRet inFinishRet);// 0x1ddf4a4 void OnNewbieEventMapUpdate__DelegateSignature();// 0x2859eb0 void OnLoadGuideConfigFinish(LoadGuideConfig inFinishRet);// 0x1ddf324 void InitComponent(STExtraPlayerController* _OwnerController, int[] _FinishedTips, int[] _FinishedCounts, byte _curPlayerCategory, int _PlayerLevel);// 0x1ddefe0 void HandleNewbieGuideEnd(FString GuideID, FString EndType);// 0x1ddeea0 void HandleNewbieGuideBegin(FString GuideID);// 0x1ddede4 bool GetIsAllowNewGuide();// 0x1ddedbc bool GetIsAllowLuaNewGuide();// 0x1dded94 void AddGuidItem(class STNewBieGuideConfig Config);// 0x1ddec14 -------------------------------- Class: STNewBieGuideConfig.Object NewbieGuideItem[] tItems;//[Offset: 0x1c , Size: 12] -------------------------------- Class: NewbieGuideItem int ID;//[Offset: 0x0 , Size: 4] FString Name;//[Offset: 0x4 , Size: 12] byte Type;//[Offset: 0x10 , Size: 1] int MaxGuideCounts;//[Offset: 0x14 , Size: 4] int MaxGuideLevel;//[Offset: 0x18 , Size: 4] byte[] SubjectPlayerTypes;//[Offset: 0x1c , Size: 12] int Priority;//[Offset: 0x28 , Size: 4] int MuteFlag;//[Offset: 0x2c , Size: 4] int PreconditionID;//[Offset: 0x30 , Size: 4] float PreconditionTipTimeGap;//[Offset: 0x34 , Size: 4] STNewbieGuideConditionBase*[] Conditions;//[Offset: 0x38 , Size: 12] STNewbieGuideSuccessListenerBase* QuickFinishedListener;//[Offset: 0x44 , Size: 4] STNewbieGuideSuccessListenerBase*[] QuickFinishedListenerList;//[Offset: 0x48 , Size: 12] float Duration;//[Offset: 0x54 , Size: 4] NewbieGuideUIInfo[] UIInfos;//[Offset: 0x58 , Size: 12] bool UseNewEdition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1] -------------------------------- Class: STNewbieGuideConditionBase.Object Controller* OwnerController;//[Offset: 0x20 , Size: 8] FString LuaFilePath;//[Offset: 0x28 , Size: 12] bool ReconnectRecover();// 0x1d15c3c bool IsOK();// 0x1d15c80 -------------------------------- Class: STNewbieGuideSuccessListenerBase.GSListenerBase.Object bool GuideFinishedByPlayer();// 0x1dde770 -------------------------------- Class: GSListenerBase.Object delegate OnGSListenerBaseTrigger;//[Offset: 0x1c , Size: 12] Controller* OwnerController;//[Offset: 0x28 , Size: 8] bool bAutoDisableWhenTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1] float DelayTime;//[Offset: 0x34 , Size: 4] bool ReconnectRecover();// 0x1d15c3c void OnEventTrigger();// 0x1ca06b8 Actor* GetCurrentEventOwnerActor();// 0x1d944ec bool EnableListener();// 0x1d79dc0 bool DisableListener();// 0x1d15c80 -------------------------------- Class: NewbieGuideUIInfo class UAEUserWidget* WidgetClassPath;//[Offset: 0x0 , Size: 40] bool isMountUIDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1] FString MountName;//[Offset: 0x2c , Size: 12] FString MountOuterName;//[Offset: 0x38 , Size: 12] AnchorData LayoutData;//[Offset: 0x44 , Size: 40] FString LogicManagerNames;//[Offset: 0x6c , Size: 12] bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78 , Size: 1] int ZOrder;//[Offset: 0x7c , Size: 4] Widget* UIWidget;//[Offset: 0x80 , Size: 4] class Object* UIWidgetClass;//[Offset: 0x84 , Size: 4] -------------------------------- Class: AnchorData Margin Offsets;//[Offset: 0x0 , Size: 16] Anchors Anchors;//[Offset: 0x10 , Size: 16] Vector2D Alignment;//[Offset: 0x20 , Size: 8] -------------------------------- Class: LoadGuideUIFinishRet -------------------------------- Class: LoadGuideConfig -------------------------------- Class: TimeLineSyncComponent.ActorComponent.Object void RPC_SrvSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf, double InClientTime);// 0x1f79eb4 void RPC_SrvSyncTimeLine(double InSrvSendTime, double InClientTime);// 0x1f79da0 void RPC_GetClientTimeRespond(int Index, float serverLevelTime, int64 serverSystemTime, double serverBootTime);// 0x1f79bf4 void RPC_GetClientTimeRequest(int Index);// 0x1f79b40 void RPC_ClientSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf);// 0x1f79a44 void RPC_ClientSyncTimeLine(double InServerTime);// 0x1f79984 void ReportDebugInfo(int RporetedId);// 0x1f798d0 void OnServerAboutToReconnect();// 0x1f798bc void GetClientTimeInterval();// 0x1f798a8 void CheckTimeLine();// 0x1f79894 -------------------------------- Class: TimeWatchDogComponent.ActorComponent.Object bool bUseTimeSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] float TimeStartDelay;//[Offset: 0xc0 , Size: 4] float SyncInterval;//[Offset: 0xc4 , Size: 4] void RPC_SrvSyncTimeLine(float InSrvSendTime, float InClientTime);// 0x1f7aea8 void RPC_ClientSyncTimeLine(float InServerTime);// 0x1c72848 void OnTimeInspectorColdMove_Vehicle();// 0x1f7ae94 void OnTimeInspectorColdMove_Own();// 0x1f7ae80 void OnServerAboutToReconnect();// 0x1f7ae6c void CheckTimeLine();// 0x1f7ae58 -------------------------------- Class: PlayerAntiCheatManager.ActorComponent.Object VerifySwitch VsHitDetail;//[Offset: 0x134 , Size: 12] VerifySwitch VsFlyDist2D;//[Offset: 0x140 , Size: 12] VerifySwitch VsFlyDist3D;//[Offset: 0x14c , Size: 12] VerifySwitch VsFlyGravitySimple;//[Offset: 0x158 , Size: 12] VerifySwitch VsFlyGravityDetail;//[Offset: 0x164 , Size: 12] VerifySwitch VsRelMoveFailed;//[Offset: 0x170 , Size: 12] VerifySwitch VsPureMoveSpeed;//[Offset: 0x17c , Size: 12] VerifySwitch VsNoHitDetail;//[Offset: 0x188 , Size: 12] VerifySwitch VsFakeTraceMissMatch;//[Offset: 0x194 , Size: 12] VerifySwitch VsSilentProtect01;//[Offset: 0x1a0 , Size: 12] VerifySwitch VsSilentProtect02;//[Offset: 0x1ac , Size: 12] VerifySwitch VsLocusCheckHorizon;//[Offset: 0x1b8 , Size: 12] VerifySwitch VsLocusCheckZ;//[Offset: 0x1c4 , Size: 12] VerifySwitch VsLocusCheckHorizonSingle;//[Offset: 0x1d0 , Size: 12] VerifySwitch VsLocusCheckHorizonBigBox;//[Offset: 0x1dc , Size: 12] VerifySwitch VsMuzzleDataWrong;//[Offset: 0x1e8 , Size: 12] VerifySwitch VsMuzzleRangeCircle;//[Offset: 0x1f4 , Size: 12] VerifySwitch VsMuzzleRangeUp;//[Offset: 0x200 , Size: 12] VerifySwitch VsMuzzleRangeForward;//[Offset: 0x20c , Size: 12] VerifySwitch VsMuzzleRangeRight;//[Offset: 0x218 , Size: 12] VerifySwitch VsDeConAndTimeOld;//[Offset: 0x224 , Size: 12] VerifySwitch VsMaxWeaponToBaseFailed;//[Offset: 0x230 , Size: 12] VerifySwitch VsBulletDirFailed;//[Offset: 0x23c , Size: 12] VerifySwitch VsBulletBornFailed;//[Offset: 0x248 , Size: 12] VerifySwitch VsBoneScale;//[Offset: 0x254 , Size: 12] VerifySwitch VsHitBoneNameNone;//[Offset: 0x260 , Size: 12] VerifySwitch VsHitBoneHitMissMatch;//[Offset: 0x26c , Size: 12] VerifySwitch VsBulletID;//[Offset: 0x278 , Size: 12] VerifySwitch VsWeaponHasNoBase;//[Offset: 0x284 , Size: 12] VerifySwitch VsBlockStaticToDynamic;//[Offset: 0x290 , Size: 12] VerifySwitch VsMoveTimeStampError;//[Offset: 0x29c , Size: 12] VerifySwitch VsVehicleTimeStampError;//[Offset: 0x2a8 , Size: 12] VerifySwitch VsWatchTimeStampError;//[Offset: 0x2b4 , Size: 12] int MaxShootPointPassWall;//[Offset: 0x2c0 , Size: 4] int MaxMuzzleHeightTime;//[Offset: 0x2c4 , Size: 4] int MaxLocusFailTime;//[Offset: 0x2c8 , Size: 4] int MaxBulletVictimClientPassWallTimes;//[Offset: 0x2cc , Size: 4] int MaxGunPosErrorTimes;//[Offset: 0x2d0 , Size: 4] float MaxSkeletonLength;//[Offset: 0x2d4 , Size: 4] int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0x2d8 , Size: 4] int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x2dc , Size: 4] int MaxAllowVehicleAccTime;//[Offset: 0x2e0 , Size: 4] int MaxShooterDataNumErrorCnt;//[Offset: 0x2e4 , Size: 4] VerifySwitch VsBoneInfo;//[Offset: 0x2e8 , Size: 12] VerifySwitch VsJumpMaxHeight;//[Offset: 0x2f4 , Size: 12] VerifySwitch VsJumpMaxHeight15;//[Offset: 0x300 , Size: 12] VerifySwitch VsJumpMaxHeight2;//[Offset: 0x30c , Size: 12] VerifySwitch VsTimeLineUpFailed;//[Offset: 0x318 , Size: 12] VerifySwitch VsTimeLineDnFailed;//[Offset: 0x324 , Size: 12] VerifySwitch VsTimeLineBlock;//[Offset: 0x330 , Size: 12] VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x33c , Size: 12] VerifySwitch VsSysTimeRateCheck;//[Offset: 0x348 , Size: 12] VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x354 , Size: 12] VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x360 , Size: 12] VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x36c , Size: 12] VerifySwitch VsShootGunInfoCheck;//[Offset: 0x378 , Size: 12] VerifySwitch VsDynamicBasePassWall;//[Offset: 0x384 , Size: 12] VerifySwitch VsShootTimeConDelta;//[Offset: 0x390 , Size: 12] VerifySwitch VsShootTimeDeConMerged;//[Offset: 0x39c , Size: 12] int MaxMergedStrategy1;//[Offset: 0x3a8 , Size: 4] int MaxMergedStrategy2;//[Offset: 0x3ac , Size: 4] VerifySwitch VsShootTimeDeConFrameControl;//[Offset: 0x3b0 , Size: 12] VerifySwitch VsShootTimeServerNoConnSpan;//[Offset: 0x3bc , Size: 12] VerifySwitch VsServerNoOldShoot;//[Offset: 0x3c8 , Size: 12] VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x3d4 , Size: 12] VerifySwitch VsParachuteVelocityCheck;//[Offset: 0x3e0 , Size: 12] float MaxFuelConsume;//[Offset: 0x3ec , Size: 4] VerifySwitch VsHighMuzzleShootDown;//[Offset: 0x470 , Size: 12] VerifySwitch VsWeaponScopeHeightError;//[Offset: 0x47c , Size: 12] VerifySwitch VsWeaponScopeDisError;//[Offset: 0x488 , Size: 12] VerifySwitch VsOwnerHeadAndMuzzlePassWall;//[Offset: 0x494 , Size: 12] VerifySwitch VsImpactPointAndActorDisBig;//[Offset: 0x4a0 , Size: 12] VerifySwitch VsImpactPointAndBulletDisBig;//[Offset: 0x4ac , Size: 12] VerifySwitch VsShooterPosByNetdelayInvalid;//[Offset: 0x4b8 , Size: 12] VerifySwitch VsVictmPosByNetdelayInvalid;//[Offset: 0x4c4 , Size: 12] VerifySwitch VsShootVerifyInvalid;//[Offset: 0x4d0 , Size: 12] bool bOpenDetailDataCollect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc , Size: 1] bool bOpenSocialIslandJump2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dd , Size: 1] VerifySwitch VsClientImpactActorOffset;//[Offset: 0x4e0 , Size: 12] VerifySwitch VsClientBulletOffset;//[Offset: 0x4ec , Size: 12] VerifySwitch VsClientBulletDir;//[Offset: 0x4f8 , Size: 12] VerifySwitch VsClientWeaponHeight;//[Offset: 0x504 , Size: 12] VerifySwitch VsClientDownShoot;//[Offset: 0x510 , Size: 12] VerifySwitch VsImpactActorPosWithNoHisPos;//[Offset: 0x51c , Size: 12] VerifySwitch FarJump;//[Offset: 0x528 , Size: 12] VerifySwitch VsShootAngleInVaild;//[Offset: 0x534 , Size: 12] VerifySwitch VsMuzzleAndTailPosInVaild;//[Offset: 0x540 , Size: 12] VerifySwitch VsMuzzleAndImpactPassWall;//[Offset: 0x54c , Size: 12] VerifySwitch VsMuzzleAndTailPassWall;//[Offset: 0x558 , Size: 12] VerifySwitch VsImpactActorPosOffsetBig;//[Offset: 0x564 , Size: 12] VerifySwitch VsImpactPointChangeSmall;//[Offset: 0x570 , Size: 12] VerifySwitch VsImpactBulletPosOffsetBig;//[Offset: 0x57c , Size: 12] VerifySwitch VsTotalImactCharacterNum;//[Offset: 0x588 , Size: 12] AntiCheatDetailData CatchReportAntiCheatDetailData;//[Offset: 0x594 , Size: 28] int MaxCatchWeaponAntiDataNLength;//[Offset: 0x5b0 , Size: 4] VerifySwitch ClientTimeSpeedAcc;//[Offset: 0x5b4 , Size: 12] VerifySwitch SpeedCheatOver10;//[Offset: 0x5dc , Size: 12] VerifySwitch SpeedCheatOver15;//[Offset: 0x5e8 , Size: 12] VerifySwitch SpeedCheatOver20;//[Offset: 0x5f4 , Size: 12] VerifySwitch SpeedQuickCheck;//[Offset: 0x600 , Size: 12] void ReportAntiCheatDetailData();// 0x1dfb820 void PushWeaponAntiData(out WeaponAntiData NewWeaponAntiData);// 0x1dfb784 void OnRecoverOnServer();// 0x1dfb770 void OnPreReconnectOnServer();// 0x1dfb75c -------------------------------- Class: VerifySwitch int PunishThresHold;//[Offset: 0x0 , Size: 4] bool bShouldPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1] -------------------------------- Class: AntiCheatDetailData uint16 AreaID;//[Offset: 0x0 , Size: 2] int8 PlatID;//[Offset: 0x2 , Size: 1] FString ZoneID;//[Offset: 0x4 , Size: 12] WeaponAntiData[] WeaponAntiDataList;//[Offset: 0x10 , Size: 12] -------------------------------- Class: WeaponAntiData uint16 MuzzleFloorHeight;//[Offset: 0x0 , Size: 2] int16 MuzzleActorHeadHeight;//[Offset: 0x2 , Size: 2] uint16 ImplactPointAndActorDis;//[Offset: 0x4 , Size: 2] uint16 ImplactPointAndBulletDis;//[Offset: 0x6 , Size: 2] uint16 ImplactPoinPosChange;//[Offset: 0x8 , Size: 2] uint16 BulletAndGunAngle;//[Offset: 0xa , Size: 2] uint16 NetDelay;//[Offset: 0xc , Size: 2] uint32 ShooterPosDis;//[Offset: 0x10 , Size: 4] uint32 VictmPosDis;//[Offset: 0x14 , Size: 4] -------------------------------- Class: CommonCameraModeData SwitchCameraData SwitchCameraData;//[Offset: 0x0 , Size: 36] -------------------------------- Class: SwitchCameraData.CameraData float StartCameraSwitchDelayTimeFrom_Normal;//[Offset: 0x14 , Size: 4] float StartCameraSwitchDelayTimeFrom_Near;//[Offset: 0x18 , Size: 4] float StartCameraSwitchDelayTimeFrom_Aim;//[Offset: 0x1c , Size: 4] float CameraSwitchTime;//[Offset: 0x20 , Size: 4] -------------------------------- Class: CameraData float CameraFOV;//[Offset: 0x0 , Size: 4] Vector SpringArmSocketOffset;//[Offset: 0x4 , Size: 12] float SpringArmLength;//[Offset: 0x10 , Size: 4] -------------------------------- Class: AimCameraModeData SwitchCameraData SwitchCameraData;//[Offset: 0x0 , Size: 36] -------------------------------- Class: CameraViewPitchLimitData float ViewPitchMin;//[Offset: 0x0 , Size: 4] float ViewPitchMax;//[Offset: 0x4 , Size: 4] -------------------------------- Class: ServerHitEnemyReplicatedData STExtraBaseCharacter* HitTargetPawn;//[Offset: 0x0 , Size: 4] uint32 EventId;//[Offset: 0x4 , Size: 4] -------------------------------- Class: WeaponSystemReconnectReplicateData FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x0 , Size: 8] FName LastUseLogicSlot;//[Offset: 0x8 , Size: 8] FName[] GrenadeLogicSlotList;//[Offset: 0x10 , Size: 12] ItemDefineID[] GrenadeDefineIDList;//[Offset: 0x1c , Size: 12] -------------------------------- Class: TeamMateStateInfo STExtraPlayerState* PlayerState;//[Offset: 0x0 , Size: 4] Vector Location;//[Offset: 0x4 , Size: 12] Rotator Rotation;//[Offset: 0x10 , Size: 12] -------------------------------- Class: STExtraPlayerState.UAEPlayerState.PlayerState.Info.Actor.Object int CommonRank;//[Offset: 0xb2c , Size: 4] FString IniTeamLeaderName;//[Offset: 0xb30 , Size: 12] enum LiveState;//[Offset: 0xb3c , Size: 1] CharacterAutoFollowStruct AutoFollowInfo;//[Offset: 0xb40 , Size: 8] STExtraBaseCharacter* CharacterOwner;//[Offset: 0xb48 , Size: 4] STExtraBaseCharacter* SpectatingCharacterOwner;//[Offset: 0xb4c , Size: 4] float PlayerHealth;//[Offset: 0xb50 , Size: 4] float PlayerHealthMax;//[Offset: 0xb54 , Size: 4] float PlayerTemperature;//[Offset: 0xb58 , Size: 4] float PlayerTemperatureMax;//[Offset: 0xb5c , Size: 4] CharacterLocAndRot SelfLocAndRot;//[Offset: 0xb60 , Size: 24] CharacterLocAndRot UAVLocAndRot;//[Offset: 0xb78 , Size: 24] enum EUAVUseType;//[Offset: 0xb90 , Size: 1] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb91 , Size: 1] enum eCurVehicleType;//[Offset: 0xb92 , Size: 1] enum EUAVCharacterMsgType;//[Offset: 0xb93 , Size: 1] Vector PlayerDeadLocation;//[Offset: 0xb94 , Size: 12] Vector PlayerBoxLocation;//[Offset: 0xba0 , Size: 12] Vector MapMark;//[Offset: 0xbac , Size: 12] bool IsRestartAtPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbb8 , Size: 1] Vector RestartLocation;//[Offset: 0xbbc , Size: 12] Rotator RestartRotate;//[Offset: 0xbc8 , Size: 12] UseQuickMsgMap;//[Offset: 0xbd4 , Size: 60] UseWheelMsgMap;//[Offset: 0xc10 , Size: 60] byte PlayerUseQuickSight;//[Offset: 0xc4c , Size: 1] byte ShowMsgCnt;//[Offset: 0xc4d , Size: 1] byte UserConfirmCnt;//[Offset: 0xc4e , Size: 1] byte UserCancelCnt;//[Offset: 0xc4f , Size: 1] byte UserDoNothingCnt;//[Offset: 0xc50 , Size: 1] float FPSBeforeAdapt;//[Offset: 0xc54 , Size: 4] float FPSAfterAdapt;//[Offset: 0xc58 , Size: 4] int AirDropBoxFirstPickUpNum;//[Offset: 0xc74 , Size: 4] STExtraPlayerState*[] TeamMatePlayerStateList;//[Offset: 0xc78 , Size: 12] int TeamMatePlayerStateIndex;//[Offset: 0xc84 , Size: 4] int PlayerLayerID;//[Offset: 0xc88 , Size: 4] VisualFieldInfo VisualFieldInfo;//[Offset: 0xc8c , Size: 16] int Breath;//[Offset: 0xc9c , Size: 4] DriveCarNotify DriveCarNotify;//[Offset: 0xca0 , Size: 12] float EnegyBuffStage1;//[Offset: 0xcac , Size: 4] float EnegyBuffStage2;//[Offset: 0xcb0 , Size: 4] float EnegyBuffStage3;//[Offset: 0xcb4 , Size: 4] float EnegyBuffStage4;//[Offset: 0xcb8 , Size: 4] float EnegyBuffReduceSpeedPerSec;//[Offset: 0xcbc , Size: 4] float CurEnegyBuff;//[Offset: 0xcc0 , Size: 4] float EnegyBuffStage1RecoverHealthTime;//[Offset: 0xcc4 , Size: 4] float EnegyBuffStage1RecoverHealthVal;//[Offset: 0xcc8 , Size: 4] float EnegyBuffStage2RecoverHealthTime;//[Offset: 0xccc , Size: 4] float EnegyBuffStage2RecoverHealthVal;//[Offset: 0xcd0 , Size: 4] float EnegyBuffStage3RecoverHealthTime;//[Offset: 0xcd4 , Size: 4] float EnegyBuffStage3RecoverHealthVal;//[Offset: 0xcd8 , Size: 4] float EnegyBuffStage4RecoverHealthTime;//[Offset: 0xcdc , Size: 4] float EnegyBuffStage4RecoverHealthVal;//[Offset: 0xce0 , Size: 4] delegate OnLocalCharacterHPChangeDel;//[Offset: 0xce4 , Size: 12] delegate OnPlayerKillsChangeDelegate;//[Offset: 0xcf0 , Size: 12] bool IsShowingRescueingUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcfd , Size: 1] bool isReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd08 , Size: 1] bool isLostConnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd09 , Size: 1] int[] TeamMatesExitState;//[Offset: 0xd0c , Size: 12] bool PlayerGameOver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd18 , Size: 1] bool bGodSon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd19 , Size: 1] bool bHasEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1a , Size: 1] int PlayersCountOnPlane;//[Offset: 0xd24 , Size: 4] GameModePlayerAliasShowInfo[] playerAliasShowInfoList;//[Offset: 0xd28 , Size: 12] float SingleRoundTotalDamage;//[Offset: 0xd34 , Size: 4] int ContinuousKillsNum;//[Offset: 0xd38 , Size: 4] delegate OnInfectionRoundDamageChange;//[Offset: 0xd3c , Size: 12] MonsterTreasureBoxData[] MonsterTreasureBoxDatas;//[Offset: 0xd48 , Size: 12] int MonsterTreasureBoxGetNum;//[Offset: 0xd54 , Size: 4] int MonsterTreasureBoxDefendNum;//[Offset: 0xd58 , Size: 4] int OpnedMosnterBoxNum;//[Offset: 0xd5c , Size: 4] bool bHasSendBattleResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd60 , Size: 1] BuildMaterialData[] BuildMat_GetList;//[Offset: 0xd64 , Size: 12] BuildMaterialData[] BuildMat_UseList;//[Offset: 0xd70 , Size: 12] int MaxDecalCount;//[Offset: 0xd94 , Size: 4] IdeaDecalActor*[] DecalActorList;//[Offset: 0xd98 , Size: 12] PlayerStaticInfoInOB[] KickListTotalPlayers;//[Offset: 0xdf8 , Size: 12] float SignalHP;//[Offset: 0xe04 , Size: 4] delegate OnSignalHPChange;//[Offset: 0xe08 , Size: 12] float SignalHPRemainingTime;//[Offset: 0xe14 , Size: 4] float LeanOutL_AimAngle;//[Offset: 0xe18 , Size: 4] float LeanOutR_AimAngle;//[Offset: 0xe1c , Size: 4] CharacterBuffRecord[] CharacterBuffRecords;//[Offset: 0xe20 , Size: 12] int RemainingRevivalTime;//[Offset: 0xe2c , Size: 4] bool IsIDCardCaptured;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe30 , Size: 1] bool IsInWaittingRevivalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe31 , Size: 1] bool IsInRevivingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe32 , Size: 1] bool IsGiveUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe33 , Size: 1] bool bHasRevivalSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe34 , Size: 1] int SelfRevivalCountdown;//[Offset: 0xe38 , Size: 4] bool bInRevivalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe3c , Size: 1] int64 RevivalCardCreateTime;//[Offset: 0xe40 , Size: 8] delegate OnRevivalStateChangeDelegate;//[Offset: 0xe48 , Size: 12] delegate OnRevivalRemainingTimeChangeDelegate;//[Offset: 0xe54 , Size: 12] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0xe60 , Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0xe6c , Size: 12] MarkSyncData[] SyncMarkDispatchData_Self;//[Offset: 0xe78 , Size: 12] MarkSyncData[] PrevSyncMarkDispatchData_Self;//[Offset: 0xe84 , Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0xe90 , Size: 12] float KdValue;//[Offset: 0xe9c , Size: 4] Vector LastVehicleLocation;//[Offset: 0xeb0 , Size: 12] delegate OnMapMultiMarkChange;//[Offset: 0xec4 , Size: 12] Vector[] MapMultiMark;//[Offset: 0xed0 , Size: 12] bool bForceHideTeamatePositionItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xedc , Size: 1] void UpdateDeliveryData(uint32 InDeliverPlayerKey, byte DeliveryAIType);// 0x1f3537c void SetPlayerMapMultiMark(Vector Loc, bool bAdd, int MaxNum, bool bClearAll);// 0x1f35224 void SetPlayerGiveUp(bool InGiveUp);// 0x1f351a4 void SetForceSyncTeammateData(bool IsForCE);// 0x1f35128 void SaveBuffData();// 0x1f3510c void RestoreBuffData();// 0x1edcc30 void RespondToPawnRescueingStatusChange(Character* _helpWho, Character* _ownerPawn, bool IsTurningInto, float RemainingRescueTime, bool IsFirstPlayerHelper);// 0x1f34f68 void RespondToPawnCanRescueOtherStatusChange(STExtraBaseCharacter* _helpWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x1f34e60 void RespondToPawnBreathChange(float _health, byte _healthStatus, STExtraBaseCharacter* param2);// 0x1f34d60 void RefreshRevivalState();// 0x1f34d4c void RefreshFollowMark();// 0x1f34d38 int PlayersCountOnMyPlane();// 0x1f34d10 void OnRevivalStateChangeDelegate__DelegateSignature(bool InRevivalState, bool IsIDCapPick, bool PlayAniAndSound);// 0x2859eb0 void OnRevivalRemainingTimeChangeDelegate__DelegateSignature(int RemainingTime, int MaxTime);// 0x2859eb0 void OnRep_VisualFieldInfo();// 0x1f34cfc void OnRep_UpdateKillMonsterNum();// 0x1f34ce0 void OnRep_TeamMatePlayerStateList();// 0x1f34ccc void OnRep_TeamMatePlayerStateIndex();// 0x1f34cb8 void OnRep_SingleRoundTotalDamage();// 0x1f34ca4 void OnRep_SignalHP();// 0x1f34c90 void OnRep_RemainingRevivalTime();// 0x1f34c7c void OnRep_RankNotify();// 0x1f34c68 void OnRep_PlayersCountOnPlane();// 0x1f34c54 void OnRep_PlayerReconnectEvent();// 0x1f34c40 void OnRep_PlayerName();// 0x1ce0870 void OnRep_PlayerLostConnectionEvent();// 0x1f34c2c void OnRep_PlayerLiveState();// 0x1e747c0 void OnRep_PlayerKillsChange();// 0x1f34c10 void OnRep_PlayerIsFollowing();// 0x1f34bfc void OnRep_PlayerGiveUp();// 0x1f34be0 void OnRep_PlayerGameOver();// 0x1f34bcc void OnRep_PlayerExitGameEvent();// 0x1f34bb8 void OnRep_PlayerAliasShowInfoList();// 0x1f34ba4 void OnRep_MarkSyncData();// 0x1f34b90 void OnRep_MarkSelfSyncData();// 0x1f34b7c void OnRep_MapMarkNotify();// 0x1f34b68 void OnRep_LastVehicleLocation();// 0x1f34b54 void OnRep_IsIDCardCaptured();// 0x1f34b40 void OnRep_HPChanged();// 0x1c8c854 void OnRep_HasRevivalSign();// 0x1f34b24 void OnRep_HasEscaped();// 0x1f34b10 void OnRep_ChangeRevivalState();// 0x1f34af4 void OnRep_ChangeInRevivingState();// 0x1f34ae0 void OnRep_BreathChanged();// 0x1f34acc void OnRep_BPS();// 0x1f34ab8 void OnPlayerKillsChangeDelegate__DelegateSignature();// 0x2859eb0 void OnNewRound();// 0x1e20f90 void OnMapMultiMarkChange__DelegateSignature(Vector[] MapMultiMark);// 0x2859eb0 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2859eb0 void OnClientVeteranRecruitIndexUpdated();// 0x1f34a9c void OnClientRemoveBuff(int BuffID, int SkillID);// 0x1e20ecc void OnClientAddBuff(int BuffID, int SkillID);// 0x1e20e08 void LuaReceiveBeginPlay();// 0x1e74790 bool IsSinglePlayer();// 0x1f34a74 bool IsInGame();// 0x1ee8758 bool IsInBetrayState();// 0x1f34a44 bool IsAlive();// 0x1f34a1c uint32 GetUserIDByMemberID(int memberID);// 0x1f34994 void GetTeamMatePlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x1f34870 STExtraPlayerState* GetTeamMatePlayerStateFromPlayerKey(uint32 InPlayerKey);// 0x1f347f0 int GetTeamMateIndexByName(FString TeammateName);// 0x1f3472c int GetTeamMateIndex(STExtraPlayerState* Teammate);// 0x1f346ac STExtraPlayerState* GetTeammateByName(FString TeammateName);// 0x1f345e8 FString GetStringPlayerKey();// 0x1f34528 float GetPlayerTemperature();// 0x1f34500 int GetPlayerTeamIndex2();// 0x1f344d8 int GetPlayerTeamIndex();// 0x1f344b0 float GetPlayerMaxTemperature();// 0x1f34488 float GetPlayerMaxHealth();// 0x1f34460 float GetPlayerHealthPercent();// 0x1f34438 float GetPlayerHealth();// 0x1f34410 STExtraBaseCharacter* GetPlayerCharacter();// 0x1f343e8 void GetPlayerAliasInfoList(out GameModePlayerAliasShowInfo[] OutList);// 0x1f3433c float GetMaxEnegyBuff();// 0x1f342ec MarkSyncData GetMarkDataByInstanceID(int InInstanceID);// 0x1f3418c void GetCampMatePlayerList(out STExtraBaseCharacter*[] playerList, bool includeTeammate);// 0x1f34070 float GetBreathPercentage();// 0x1f34048 int GetBountyGold();// 0x2859eb0 MarkSyncData[] GetAllSelfMarkData();// 0x1f33fe4 void GetAllPlayerStates(out STExtraPlayerState*[] OutList);// 0x1f33f18 void GetAllPlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x1f33df4 MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x1f33d48 void GetAlertDataByIndex(int Index, out int IconID, out int AlertID, out Vector Location, out enum Status);// 0x1f33b74 void ForceNotifyAlertUpdate();// 0x1f33b60 void FollowInitialTeamParachuteLeaderAndShowTips(FString LeaderName);// 0x1f33a08 void FadeTeammatesMapMark();// 0x1f339f4 void DispatchPlayerExitEvent();// 0x1f339d8 void ClientDisplayGameTipWithMsgID(int ID, FString param1, FString param2);// 0x1f33814 void ChangeFadeMapMarkDist(float NewDist);// 0x1f33798 bool CanSelfRevive();// 0x1f33768 bool CanRevivalTeammate();// 0x1f33740 bool CanBeRevival();// 0x1f33718 byte CalculateEnegyStage();// 0x1f336f0 void BPKill(Character* VictimPawn);// 0x1f33670 void AddInDamageAmount(Actor* Causor, float FinalDamage);// 0x1f335ac void AddEnegySafety(float AddVal);// 0x1f33534 void AddDamager(STExtraBaseCharacter* Damager);// 0x1f334b4 void AddDamageAmount(Character* VictimPawn, out const DamageEvent DamageEvent, float FinalDamage, bool bHitHead);// 0x1f33334 -------------------------------- Class: UAEPlayerState.PlayerState.Info.Actor.Object float surviveTime;//[Offset: 0x32c , Size: 4] float Pronetime;//[Offset: 0x330 , Size: 4] float marchDistance;//[Offset: 0x33c , Size: 4] float travelDistance;//[Offset: 0x340 , Size: 4] float DriveDistance;//[Offset: 0x344 , Size: 4] float MonsterCatchupDistance;//[Offset: 0x348 , Size: 4] int destroyVehicleNum;//[Offset: 0x34c , Size: 4] int rescueTimes;//[Offset: 0x350 , Size: 4] int NormalItemsNum;//[Offset: 0x354 , Size: 4] int SeniorItemsNum;//[Offset: 0x358 , Size: 4] int GVMemberID;//[Offset: 0x35c , Size: 4] FName PlayerType;//[Offset: 0x360 , Size: 8] uint64 FinalTeamleaderUID;//[Offset: 0x368 , Size: 8] uint32 PlayerKey;//[Offset: 0x370 , Size: 4] FString PlayerUID;//[Offset: 0x374 , Size: 12] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380 , Size: 1] FString iconUrl;//[Offset: 0x384 , Size: 12] int gender;//[Offset: 0x390 , Size: 4] int PlayerLevel;//[Offset: 0x394 , Size: 4] int SegmentLevel;//[Offset: 0x398 , Size: 4] int AceImprintShowId;//[Offset: 0x39c , Size: 4] int AvatarBoxId;//[Offset: 0x3a0 , Size: 4] int CampID;//[Offset: 0x3a4 , Size: 4] int resID;//[Offset: 0x3a8 , Size: 4] uint64 UId;//[Offset: 0x3b0 , Size: 8] FString OpenID;//[Offset: 0x3b8 , Size: 12] FString Nation;//[Offset: 0x3c4 , Size: 12] int TeamID;//[Offset: 0x3d0 , Size: 4] int PlayerBornPointID;//[Offset: 0x3d4 , Size: 4] int Kills;//[Offset: 0x3d8 , Size: 4] int KillsBeforeDie;//[Offset: 0x3dc , Size: 4] int Knockouts;//[Offset: 0x3e0 , Size: 4] int Assists;//[Offset: 0x3ec , Size: 4] byte PlatformGender;//[Offset: 0x3f0 , Size: 1] int MatchStrategyLabel;//[Offset: 0x3f4 , Size: 4] int MatchLabel;//[Offset: 0x3f8 , Size: 4] uint32 Killer;//[Offset: 0x3fc , Size: 4] uint32 KillerIGPlayerKey;//[Offset: 0x400 , Size: 4] FString BeKilledOpenID;//[Offset: 0x404 , Size: 12] FString KillerName;//[Offset: 0x410 , Size: 12] uint64 MisKillTeammatePlayerKey;//[Offset: 0x420 , Size: 8] int ShootWeaponShotNum;//[Offset: 0x428 , Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x42c , Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x430 , Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x434 , Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x438 , Size: 4] int HeadShotNum;//[Offset: 0x43c , Size: 4] int HeadShotNumNoAI;//[Offset: 0x440 , Size: 4] int KillNumByGrende;//[Offset: 0x444 , Size: 4] int UseFragGrenadeNum;//[Offset: 0x448 , Size: 4] int UseSmokeGrenadeNum;//[Offset: 0x44c , Size: 4] int MaxKillDistance;//[Offset: 0x450 , Size: 4] int HealTimes;//[Offset: 0x454 , Size: 4] float DamageAmount;//[Offset: 0x458 , Size: 4] float HealAmount;//[Offset: 0x45c , Size: 4] FString[] KillFlow;//[Offset: 0x460 , Size: 12] FString[] KnockOutFlow;//[Offset: 0x46c , Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x478 , Size: 12] float InDamageAmount;//[Offset: 0x484 , Size: 4] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x494 , Size: 12] bool bIsForbidItemFlowMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a0 , Size: 1] TLog_BornLandGrenadeData;//[Offset: 0x4a4 , Size: 60] AIDeliveryTlogData TLog_AIDeliveryTlogData;//[Offset: 0x4e0 , Size: 72] bool bHasSendAIDeliverData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528 , Size: 1] TLog_PickUpItemIdMap;//[Offset: 0x52c , Size: 60] UseItemFlow[] UseItemFlow;//[Offset: 0x568 , Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x574 , Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x580 , Size: 12] TLog_PropEquipUnequipFlow[] TLog_PropEquipUnequipFlowData;//[Offset: 0x58c , Size: 12] TLog_BulletCount;//[Offset: 0x598 , Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x5d4 , Size: 8] bool bIsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc , Size: 1] float OutsideBlueCircleTime;//[Offset: 0x5e0 , Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x5e4 , Size: 12] int FirstOpenedAirDropBoxNum;//[Offset: 0x5f0 , Size: 4] int FirstOpenedPlayerTombBoxNum;//[Offset: 0x5f4 , Size: 4] int FirstOpenedTreasureBoxNum;//[Offset: 0x5f8 , Size: 4] float HitEnemyHeadAmount;//[Offset: 0x5fc , Size: 4] int[] BuildFlow;//[Offset: 0x600 , Size: 12] int[] DestroyShelterFlow;//[Offset: 0x60c , Size: 12] float ShelterTakeDamage;//[Offset: 0x618 , Size: 4] float HitShelterDamage;//[Offset: 0x61c , Size: 4] Vector LandLocation;//[Offset: 0x620 , Size: 12] Vector ParachuteLocation;//[Offset: 0x62c , Size: 12] int LandTime;//[Offset: 0x638 , Size: 4] Vector DeadLocation;//[Offset: 0x63c , Size: 12] FString DeadDamangeType;//[Offset: 0x648 , Size: 12] int PveDeadAttacker;//[Offset: 0x654 , Size: 4] int PveStageId;//[Offset: 0x658 , Size: 4] FString DeadTimeStr;//[Offset: 0x65c , Size: 12] int NearDeathDamageType;//[Offset: 0x668 , Size: 4] uint32 NearDeathCauserId;//[Offset: 0x66c , Size: 4] bool NearDeathIsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670 , Size: 1] EquipmentData EquipmentData;//[Offset: 0x67c , Size: 80] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d4 , Size: 1] int GamePlayingTime;//[Offset: 0x6d8 , Size: 4] int ObserverTime;//[Offset: 0x6dc , Size: 4] int TouchDownAreaID;//[Offset: 0x6e0 , Size: 4] int TouchDownLocTypeID;//[Offset: 0x6e4 , Size: 4] int[] TouchDownAreaList;//[Offset: 0x6e8 , Size: 12] bool bHasTouchDownAreaList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f4 , Size: 1] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x6f8 , Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x704 , Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x710 , Size: 12] int[] SecretAreaIDList;//[Offset: 0x71c , Size: 12] SpecialPickItemState[] CollectItemRecord;//[Offset: 0x728 , Size: 12] float DrivingHelicopterTime;//[Offset: 0x734 , Size: 4] float InHelicopterTime;//[Offset: 0x738 , Size: 4] int RevivalNum;//[Offset: 0x73c , Size: 4] int BeRevivedNum;//[Offset: 0x740 , Size: 4] int KillNumInVehicle;//[Offset: 0x744 , Size: 4] int KillPlayerNum;//[Offset: 0x748 , Size: 4] int KillAINum;//[Offset: 0x74c , Size: 4] float TotalSprintDistance;//[Offset: 0x750 , Size: 4] float TotalBeenDamageAmount;//[Offset: 0x754 , Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x758 , Size: 4] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x75c , Size: 12] int ProneTimes;//[Offset: 0x768 , Size: 4] int CrouchTimes;//[Offset: 0x76c , Size: 4] int JumpTimes;//[Offset: 0x770 , Size: 4] int KillMonsterNum;//[Offset: 0x774 , Size: 4] MonsterID2KillNum;//[Offset: 0x778 , Size: 60] float TotalDamageAmountToMonsters;//[Offset: 0x7b4 , Size: 4] float TotalDamageAmountFromMonsters;//[Offset: 0x7b8 , Size: 4] DamageAmountToMonsters;//[Offset: 0x7bc , Size: 60] DamageAmountFromMonsters;//[Offset: 0x7f8 , Size: 60] int MonsterHeadShotKilledTimes;//[Offset: 0x834 , Size: 4] int BeMonsterDownTimes;//[Offset: 0x838 , Size: 4] int LightCandleNum;//[Offset: 0x83c , Size: 4] ActivityButtonCount;//[Offset: 0x840 , Size: 60] ActivityEventReportData[] ActivityEventRecordList;//[Offset: 0x87c , Size: 12] float BattleStateTime;//[Offset: 0x888 , Size: 4] bool bIsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88c , Size: 1] float DriveWithTeammateDistance;//[Offset: 0x890 , Size: 4] int FistKillingCount;//[Offset: 0x894 , Size: 4] int OpenedAirDropBoxNum;//[Offset: 0x898 , Size: 4] VehicleUsedMap;//[Offset: 0x89c , Size: 60] FString[] DestroyVehicleFlow;//[Offset: 0x8d8 , Size: 12] int UseHelicoperNum;//[Offset: 0x8e4 , Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x8e8 , Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x8f4 , Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x900 , Size: 32] float UseHelicoperDistance;//[Offset: 0x920 , Size: 4] byte CharmRankIndex;//[Offset: 0x924 , Size: 1] UseHelicoperRecord;//[Offset: 0x928 , Size: 60] int SnowBoardJumpActionCount;//[Offset: 0x968 , Size: 4] int EmoteOnTelpherCount;//[Offset: 0x96c , Size: 4] int KillMagicWalkAI;//[Offset: 0x970 , Size: 4] int SendMagicWalkAI;//[Offset: 0x974 , Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0x978 , Size: 12] int KillSnowManCount;//[Offset: 0x984 , Size: 4] uint64 LuckmateUID;//[Offset: 0x988 , Size: 8] EventCounterMap;//[Offset: 0x990 , Size: 60] int VeteranRecruitIndex;//[Offset: 0x9cc , Size: 4] PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0x9d0 , Size: 12] GameModePlayerAliasInfo AliasInfo;//[Offset: 0x9dc , Size: 48] int MemberIdInVoiceRoom;//[Offset: 0xa0c , Size: 4] bool PlayerVoiceEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa10 , Size: 1] GameModePlayerUpassInfo UpassInfo;//[Offset: 0xa14 , Size: 40] int UpassShow;//[Offset: 0xa3c , Size: 4] int upassKeepBuy;//[Offset: 0xa40 , Size: 4] TLog_Micphone MicphoneTlog;//[Offset: 0xa44 , Size: 24] float TeammateMicrophoneTime;//[Offset: 0xa5c , Size: 4] float TeammateSpeakerTime;//[Offset: 0xa60 , Size: 4] float EnemyMicrophoneTime;//[Offset: 0xa64 , Size: 4] float EnemySpeakerTime;//[Offset: 0xa68 , Size: 4] float TeammateInterphoneTime;//[Offset: 0xa6c , Size: 4] float EnemyInterphoneTime;//[Offset: 0xa70 , Size: 4] float MicrophoneUseTimeStamp;//[Offset: 0xa74 , Size: 4] float SpeakerUseTimeStamp;//[Offset: 0xa78 , Size: 4] bool IsOnline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa0 , Size: 1] GameBaseInfo GameBaseInfo;//[Offset: 0xab8 , Size: 104] FString LuaFilePath;//[Offset: 0xb20 , Size: 12] void SetGVMemberIDServerCall(int memberID);// 0x247b2c4 void SetGVMemberID(int memberID);// 0x247b24c void SetDeliveryResult(uint32 InDeliverPlayerKey, bool bInSuccess);// 0x247b188 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x247b078 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x247af3c void ReportTaskExtInfo(int TaskID, FString ExtInfo);// 0x247ad9c void ReportTaskData(int TaskID, int process);// 0x247ace0 void ReportSpecialCollection(int ItemID, int Count);// 0x247ac24 void ReportSecretAreaID(int SecretAreaID);// 0x247abac void ReportLandLocType(int TouchDownLocType);// 0x247ab34 void ReportLandAreaList(out int[] TouchDownAreaIDs);// 0x247aa68 void ReportLandArea(int TouchDownArea);// 0x247a9f0 void RecordUseHelicoper(uint32 UseHelicoperId);// 0x247a978 void OnRepCampIDBP();// 0x2859eb0 void OnRep_VeteranRecruitIndex();// 0x247a964 void OnRep_UpdateKillMonsterNum();// 0x1f34ce0 void OnRep_UID();// 0x247a950 void OnRep_PlayerKillsChange();// 0x1f34c10 void OnRep_MatchLabel();// 0x1c8c854 void OnRep_CollectItemRecord();// 0x247a93c void OnRep_CampID();// 0x247a928 void OnClientVeteranRecruitIndexUpdated();// 0x1f34a9c bool IsSpecialPickItemCollectionCompleted(int ItemID);// 0x247a8a8 bool IsSpecialPickItem(int ItemID);// 0x247a828 bool IsItemForbidMerge(int ItemResId);// 0x1fc7b40 void GetWeaponRecordData(out OnePlayerWeapon OutWeaponInfo);// 0x247a744 int GetVeteranPlayerLevel();// 0x247a714 uint32 GetUserIDByMemberID(int memberID);// 0x1f34994 FString GetUIDString();// 0x247a654 GameModeTeammateBattleResultData GetTeammateBattleResultData();// 0x247a5e8 uint32 GetPlayerKey();// 0x247a5c0 GameModePlayerBattleResultData_SuperCold GetPlayerBattleResultData_SuperCold();// 0x247a4dc GameModePlayerBattleResultData GetPlayerBattleResultData();// 0x247a470 enum GetMentorPlayerType();// 0x1fee860 void ForceUpdateCampCharacterList();// 0x247a454 void ClearTlogData();// 0x1d0246c void ChangeCollectItemRecord(int InItemID, bool InNewState);// 0x247a390 void AddEventCount(byte EventId, int InCount, bool bReset);// 0x247a288 -------------------------------- Class: KnockOutData uint64 AttackerID;//[Offset: 0x0 , Size: 8] int Times;//[Offset: 0x8 , Size: 4] -------------------------------- Class: TLog_PickUpItemFlow int ItemSpesificID;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] Vector Location;//[Offset: 0x8 , Size: 12] int SourceType;//[Offset: 0x14 , Size: 4] int AdditionalParam;//[Offset: 0x18 , Size: 4] FString TimeStr;//[Offset: 0x1c , Size: 12] uint64 InstanceID;//[Offset: 0x28 , Size: 8] -------------------------------- Class: TLog_BornLandGrenadeData int PickupCount;//[Offset: 0x0 , Size: 4] int ThrowCount;//[Offset: 0x4 , Size: 4] int HitOthersCount;//[Offset: 0x8 , Size: 4] int HitedByOthersCount;//[Offset: 0xc , Size: 4] -------------------------------- Class: AIDeliveryTlogData uint64 UId;//[Offset: 0x0 , Size: 8] DeliveryMap;//[Offset: 0x8 , Size: 60] -------------------------------- Class: AIDeliveryInfo int DeliveryTime;//[Offset: 0x0 , Size: 4] bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: UseItemFlow int ItemSpesificID;//[Offset: 0x0 , Size: 4] int UseCount;//[Offset: 0x4 , Size: 4] AreaCountMap;//[Offset: 0x8 , Size: 60] -------------------------------- Class: UseBuffFlow int BuffID;//[Offset: 0x0 , Size: 4] int UseCount;//[Offset: 0x4 , Size: 4] AreaCountMap;//[Offset: 0x8 , Size: 60] -------------------------------- Class: BuildingEnterFlow int BuildingID;//[Offset: 0x0 , Size: 4] int EnterCount;//[Offset: 0x4 , Size: 4] AreaCountMap;//[Offset: 0x8 , Size: 60] -------------------------------- Class: TLog_PropEquipUnequipFlow int ItemSpesificID;//[Offset: 0x0 , Size: 4] enum SlotType;//[Offset: 0x4 , Size: 1] bool bEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1] FString TimeStr;//[Offset: 0x8 , Size: 12] -------------------------------- Class: TLog_SpecialStats float MonsterDamageInNight1;//[Offset: 0x0 , Size: 4] float MonsterDamageInNight2;//[Offset: 0x4 , Size: 4] -------------------------------- Class: VehicleDriveDisData uint64 DriverID;//[Offset: 0x0 , Size: 8] int VehicleType;//[Offset: 0x8 , Size: 4] int AvatarID;//[Offset: 0xc , Size: 4] float DriveDistance;//[Offset: 0x10 , Size: 4] float DriveTime;//[Offset: 0x14 , Size: 4] float VehicleJumpDistanceMax;//[Offset: 0x18 , Size: 4] uint64[] PeopleInCar;//[Offset: 0x1c , Size: 12] -------------------------------- Class: EquipmentData int HelmetID;//[Offset: 0x0 , Size: 4] int ArmorID;//[Offset: 0x4 , Size: 4] int BackPackID;//[Offset: 0x8 , Size: 4] int MainWeapon1ID;//[Offset: 0xc , Size: 4] int[] MainWeapon1AttachmentsID;//[Offset: 0x10 , Size: 12] int MainWeapon2ID;//[Offset: 0x1c , Size: 4] int[] MainWeapon2AttachmentsID;//[Offset: 0x20 , Size: 12] int ViceWeaponID;//[Offset: 0x2c , Size: 4] int[] ViceWeaponAttachmentsID;//[Offset: 0x30 , Size: 12] int CloseWeaponID;//[Offset: 0x3c , Size: 4] int[] ThrowWeaponsID;//[Offset: 0x40 , Size: 12] int8 IsLuckyClothing;//[Offset: 0x4c , Size: 1] -------------------------------- Class: ReportCollection int item_id;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] -------------------------------- Class: WeaponDamageRecord int WeaponId;//[Offset: 0x0 , Size: 4] float TotalDamage;//[Offset: 0x4 , Size: 4] int FireCount;//[Offset: 0x8 , Size: 4] int HeadShootCount;//[Offset: 0xc , Size: 4] int LimbsShootCount;//[Offset: 0x10 , Size: 4] int BodyShootCount;//[Offset: 0x14 , Size: 4] int HandShootCount;//[Offset: 0x18 , Size: 4] int FootShootCount;//[Offset: 0x1c , Size: 4] int UniqueHitCount;//[Offset: 0x20 , Size: 4] int[] HitDistanceArray;//[Offset: 0x24 , Size: 12] int TotalUseTime;//[Offset: 0x30 , Size: 4] int KillCount;//[Offset: 0x34 , Size: 4] int KnockNumber;//[Offset: 0x38 , Size: 4] int[] Associations;//[Offset: 0x3c , Size: 12] int AvatarID;//[Offset: 0x48 , Size: 4] int DIYPlanID;//[Offset: 0x4c , Size: 4] -------------------------------- Class: SpecialPickItemState int item_id;//[Offset: 0x0 , Size: 4] bool bIsCollectionCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: DestroyVehicleWheelFlow int AreaID;//[Offset: 0x0 , Size: 4] int UseCount;//[Offset: 0x4 , Size: 4] -------------------------------- Class: ActivityEventReportData byte EventId;//[Offset: 0x0 , Size: 1] int Count;//[Offset: 0x4 , Size: 4] Vector Location;//[Offset: 0x8 , Size: 12] -------------------------------- Class: TLog_KillInfo int FakePlayerID;//[Offset: 0x0 , Size: 4] int DeadTime;//[Offset: 0x4 , Size: 4] int AILastFightTime;//[Offset: 0x8 , Size: 4] int[] PlayerAreas;//[Offset: 0xc , Size: 12] int ArmorID;//[Offset: 0x18 , Size: 4] int HelmetID;//[Offset: 0x1c , Size: 4] -------------------------------- Class: PlayEmoteData int EmoteIndex;//[Offset: 0x0 , Size: 4] int AreaID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: GameModePlayerAliasInfo int aliasID;//[Offset: 0x0 , Size: 4] FString aliasTitle;//[Offset: 0x4 , Size: 12] FString aliasNation;//[Offset: 0x10 , Size: 12] int aliasRank;//[Offset: 0x1c , Size: 4] FString aliasPartnerName;//[Offset: 0x20 , Size: 12] int aliasPartnerRelation;//[Offset: 0x2c , Size: 4] -------------------------------- Class: TLog_Micphone float TeammateMicrophoneTime;//[Offset: 0x0 , Size: 4] float TeammateSpeakerTime;//[Offset: 0x4 , Size: 4] float EnemyMicrophoneTime;//[Offset: 0x8 , Size: 4] float EnemySpeakerTime;//[Offset: 0xc , Size: 4] float TeammateInterphoneTime;//[Offset: 0x10 , Size: 4] float EnemyInterphoneTime;//[Offset: 0x14 , Size: 4] -------------------------------- Class: GameBaseInfo FString GameSvrId;//[Offset: 0x0 , Size: 12] FString GameAppID;//[Offset: 0xc , Size: 12] FString OpenID;//[Offset: 0x18 , Size: 12] uint16 AreaID;//[Offset: 0x24 , Size: 2] int8 PlatID;//[Offset: 0x26 , Size: 1] FString ZoneID;//[Offset: 0x28 , Size: 12] uint64 battleid;//[Offset: 0x38 , Size: 8] FString UserName;//[Offset: 0x40 , Size: 12] uint64 RoleID;//[Offset: 0x50 , Size: 8] int8 RoleType;//[Offset: 0x58 , Size: 1] FString PicUrl;//[Offset: 0x5c , Size: 12] -------------------------------- Class: OnePlayerWeapon FString PlayerID;//[Offset: 0x0 , Size: 12] WeaponReport[] Weapons;//[Offset: 0xc , Size: 12] -------------------------------- Class: WeaponReport int WeaponId;//[Offset: 0x0 , Size: 4] int FireCount;//[Offset: 0x4 , Size: 4] int HitCount;//[Offset: 0x8 , Size: 4] int UniqueHitCount;//[Offset: 0xc , Size: 4] int KillCount;//[Offset: 0x10 , Size: 4] float TotalDamage;//[Offset: 0x14 , Size: 4] float TotalMonsterDamage;//[Offset: 0x18 , Size: 4] int TotalOwnTime;//[Offset: 0x1c , Size: 4] int TotalUseTime;//[Offset: 0x20 , Size: 4] int KnockDownCount;//[Offset: 0x24 , Size: 4] int HeadShootCount;//[Offset: 0x28 , Size: 4] int KillAICount;//[Offset: 0x2c , Size: 4] int KnockDownAICount;//[Offset: 0x30 , Size: 4] int HeadShootAICount;//[Offset: 0x34 , Size: 4] int HitAICount;//[Offset: 0x38 , Size: 4] int UniqueHitAICount;//[Offset: 0x3c , Size: 4] int UseCount;//[Offset: 0x40 , Size: 4] HitFlow[] HitFlow;//[Offset: 0x44 , Size: 12] -------------------------------- Class: HitFlow int AimType;//[Offset: 0x0 , Size: 4] int Distance;//[Offset: 0x4 , Size: 4] int IsKill;//[Offset: 0x8 , Size: 4] float Damage;//[Offset: 0xc , Size: 4] bool bFallOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] byte[] PlayerStates;//[Offset: 0x14 , Size: 12] byte HitPos;//[Offset: 0x20 , Size: 1] bool IsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1] -------------------------------- Class: GameModeTeammateBattleResultData FString Name;//[Offset: 0x0 , Size: 12] uint64 UId;//[Offset: 0x10 , Size: 8] int Kill;//[Offset: 0x18 , Size: 4] int AIKills;//[Offset: 0x1c , Size: 4] FString State;//[Offset: 0x20 , Size: 12] float travelDistance;//[Offset: 0x2c , Size: 4] float marchDistance;//[Offset: 0x30 , Size: 4] float DriveDistance;//[Offset: 0x34 , Size: 4] float MonsterCatchupDistance;//[Offset: 0x38 , Size: 4] float DamageAmount;//[Offset: 0x3c , Size: 4] float HealAmount;//[Offset: 0x40 , Size: 4] int AssistNum;//[Offset: 0x44 , Size: 4] int HeadShotNum;//[Offset: 0x48 , Size: 4] int HeadShotNumNoAI;//[Offset: 0x4c , Size: 4] float surviveTime;//[Offset: 0x50 , Size: 4] int rescueTimes;//[Offset: 0x54 , Size: 4] int DestroyVehicles;//[Offset: 0x58 , Size: 4] FString[] KillFlow;//[Offset: 0x5c , Size: 12] FString[] KnockOutFlow;//[Offset: 0x68 , Size: 12] float OutsideBlueCircleTime;//[Offset: 0x74 , Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x78 , Size: 12] int FirstOpenedAirDropBoxNum;//[Offset: 0x84 , Size: 4] float HitEnemyHeadAmount;//[Offset: 0x88 , Size: 4] float TotalBeenDamageAmount;//[Offset: 0x8c , Size: 4] PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0x90 , Size: 12] int FirstOpenedPlayerTombBoxNum;//[Offset: 0x9c , Size: 4] float InDamageAmount;//[Offset: 0xa0 , Size: 4] int ProneTimes;//[Offset: 0xa4 , Size: 4] int CrouchTimes;//[Offset: 0xa8 , Size: 4] int JumpTimes;//[Offset: 0xac , Size: 4] int KillMonsterNum;//[Offset: 0xb0 , Size: 4] MonsterID2KillNum;//[Offset: 0xb4 , Size: 60] int LightCandleNum;//[Offset: 0xf0 , Size: 4] ActivityButtonCount;//[Offset: 0xf4 , Size: 60] float TotalDamageAmountToMonsters;//[Offset: 0x130 , Size: 4] float TotalDamageAmountFromMonsters;//[Offset: 0x134 , Size: 4] int MonsterHeadShotKilledTimes;//[Offset: 0x138 , Size: 4] int BeMonsterDownTimes;//[Offset: 0x13c , Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140 , Size: 1] int mainWeaponID;//[Offset: 0x144 , Size: 4] float MaxWeaponAccurate;//[Offset: 0x148 , Size: 4] float MaxWeaponHeadShotRate;//[Offset: 0x14c , Size: 4] -------------------------------- Class: GameModePlayerBattleResultData_SuperCold int MakeFiresNum;//[Offset: 0x0 , Size: 4] int DeerBBQNum;//[Offset: 0x4 , Size: 4] int ChichenBBQNum;//[Offset: 0x8 , Size: 4] int UseKFNum;//[Offset: 0xc , Size: 4] int UseUAVNum;//[Offset: 0x10 , Size: 4] int KFUsingTime;//[Offset: 0x14 , Size: 4] int UAVUsingTime;//[Offset: 0x18 , Size: 4] int SkateboardUsingCount;//[Offset: 0x1c , Size: 4] int SkateboardUsingTime;//[Offset: 0x20 , Size: 4] int SkateboardUsingDistance;//[Offset: 0x24 , Size: 4] KillAnimalData[] AnimalKillFlow;//[Offset: 0x28 , Size: 12] -------------------------------- Class: KillAnimalData byte AnimalType;//[Offset: 0x0 , Size: 1] int KillNum;//[Offset: 0x4 , Size: 4] -------------------------------- Class: GameModePlayerBattleResultData FString Reason;//[Offset: 0x0 , Size: 12] int RemainingPlayerCount;//[Offset: 0xc , Size: 4] int TotalPlayerCount;//[Offset: 0x10 , Size: 4] int RemainingTeamCount;//[Offset: 0x14 , Size: 4] int TotalTeamCount;//[Offset: 0x18 , Size: 4] bool IsSolo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] bool IsSafeExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1] uint64 Killer;//[Offset: 0x20 , Size: 8] uint64 killer_ig_uid;//[Offset: 0x28 , Size: 8] FString KillerName;//[Offset: 0x30 , Size: 12] FString BeKilledOpenID;//[Offset: 0x3c , Size: 12] int ShootWeaponShotNum;//[Offset: 0x48 , Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x4c , Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x50 , Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x54 , Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x58 , Size: 4] int HealTimes;//[Offset: 0x5c , Size: 4] FString[] KillFlow;//[Offset: 0x60 , Size: 12] FString[] KnockOutFlow;//[Offset: 0x6c , Size: 12] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x78 , Size: 12] TLog_BornLandGrenadeData;//[Offset: 0x84 , Size: 60] TLog_BulletCount;//[Offset: 0xc0 , Size: 60] uint64 parachute_leader_uid;//[Offset: 0x100 , Size: 8] UseItemFlow[] UseItemFlow;//[Offset: 0x108 , Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x114 , Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x120 , Size: 12] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x12c , Size: 12] int destroyVehicleNum;//[Offset: 0x138 , Size: 4] int is_escape;//[Offset: 0x13c , Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x140 , Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x14c , Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x158 , Size: 32] GameModeTeammateBattleResultData[] TeammateList;//[Offset: 0x178 , Size: 12] Vector LandLocation;//[Offset: 0x184 , Size: 12] int LandTime;//[Offset: 0x190 , Size: 4] Vector ParachuteLocation;//[Offset: 0x194 , Size: 12] Vector DeadLocation;//[Offset: 0x1a0 , Size: 12] FString DeadDamangeType;//[Offset: 0x1ac , Size: 12] int PveDeadAttacker;//[Offset: 0x1b8 , Size: 4] int PveStageId;//[Offset: 0x1bc , Size: 4] FString DeadTimeStr;//[Offset: 0x1c0 , Size: 12] FString logoutime;//[Offset: 0x1cc , Size: 12] float Pronetime;//[Offset: 0x1d8 , Size: 4] float BeInWaterTime;//[Offset: 0x1dc , Size: 4] float SwimmingDistance;//[Offset: 0x1e0 , Size: 4] int BeDownTimes;//[Offset: 0x1e4 , Size: 4] int BeSavedTimes;//[Offset: 0x1e8 , Size: 4] int PickUpAirDrops;//[Offset: 0x1ec , Size: 4] EquipmentData EquipmentData;//[Offset: 0x1f0 , Size: 80] int Rank;//[Offset: 0x240 , Size: 4] int TotalScore;//[Offset: 0x244 , Size: 4] int ProneTimes;//[Offset: 0x248 , Size: 4] int CrouchTimes;//[Offset: 0x24c , Size: 4] int JumpTimes;//[Offset: 0x250 , Size: 4] int TouchDownAreaID;//[Offset: 0x254 , Size: 4] int TouchDownLocTypeID;//[Offset: 0x258 , Size: 4] int[] TouchDownAreaList;//[Offset: 0x25c , Size: 12] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x268 , Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x274 , Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x280 , Size: 12] GrenadeDamageRecord GrenadeDamageRecord;//[Offset: 0x28c , Size: 28] KniveDamageRecord KniveDamageRecord;//[Offset: 0x2a8 , Size: 32] int[] SecretAreaIDList;//[Offset: 0x2c8 , Size: 12] int KillNumInVehicle;//[Offset: 0x2d4 , Size: 4] float TotalSprintDistance;//[Offset: 0x2d8 , Size: 4] float TotalBeenDamageAmount;//[Offset: 0x2dc , Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x2e0 , Size: 4] int[] BuildFlow;//[Offset: 0x2e4 , Size: 12] int[] DestroyShelterFlow;//[Offset: 0x2f0 , Size: 12] float ShelterTakeDamage;//[Offset: 0x2fc , Size: 4] float HitShelterDamage;//[Offset: 0x300 , Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x304 , Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x310 , Size: 12] bool IsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c , Size: 1] int KillMonsterNum;//[Offset: 0x320 , Size: 4] int LightCandleNum;//[Offset: 0x324 , Size: 4] int KillMagicWalkAI;//[Offset: 0x328 , Size: 4] int SendMagicWalkAI;//[Offset: 0x32c , Size: 4] float BattleStateTime;//[Offset: 0x330 , Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334 , Size: 1] ActivityButtonCount;//[Offset: 0x338 , Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x374 , Size: 8] float TotalDamage;//[Offset: 0x37c , Size: 4] int OpenAirDropBoxesNum;//[Offset: 0x380 , Size: 4] int FollowState;//[Offset: 0x384 , Size: 4] FString[] DestroyVehicleFlow;//[Offset: 0x388 , Size: 12] int UseHelicoperNum;//[Offset: 0x394 , Size: 4] float UseHelicoperDistance;//[Offset: 0x398 , Size: 4] int RevivalNum;//[Offset: 0x39c , Size: 4] int BeRevivedNum;//[Offset: 0x3a0 , Size: 4] int DrivingHelicopterTime;//[Offset: 0x3a4 , Size: 4] int InHelicopterTime;//[Offset: 0x3a8 , Size: 4] int SnowBoardJumpActionCount;//[Offset: 0x3ac , Size: 4] int EmoteOnTelpherCount;//[Offset: 0x3b0 , Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0x3b4 , Size: 12] int KillSnowManCount;//[Offset: 0x3c0 , Size: 4] EventCounterMap;//[Offset: 0x3c4 , Size: 60] TLog_Micphone MicphoneTlog;//[Offset: 0x400 , Size: 24] int NormalItemNum;//[Offset: 0x418 , Size: 4] int SeniorItemNum;//[Offset: 0x41c , Size: 4] -------------------------------- Class: GrenadeDamageRecord int HitCount;//[Offset: 0x0 , Size: 4] int[] HitDistanceArray;//[Offset: 0x4 , Size: 12] GrenadeDamageRecordItem[] Grenades;//[Offset: 0x10 , Size: 12] -------------------------------- Class: GrenadeDamageRecordItem int WeaponId;//[Offset: 0x0 , Size: 4] float TotalDamage;//[Offset: 0x4 , Size: 4] int FireCount;//[Offset: 0x8 , Size: 4] int KillCount;//[Offset: 0xc , Size: 4] int KnockNumber;//[Offset: 0x10 , Size: 4] int AvatarID;//[Offset: 0x14 , Size: 4] -------------------------------- Class: KniveDamageRecord int HeadShootCount;//[Offset: 0x0 , Size: 4] int LimbsShootCount;//[Offset: 0x4 , Size: 4] int BodyShootCount;//[Offset: 0x8 , Size: 4] int HandShootCount;//[Offset: 0xc , Size: 4] int FootShootCount;//[Offset: 0x10 , Size: 4] KniveDamageRecordItem[] Knives;//[Offset: 0x14 , Size: 12] -------------------------------- Class: KniveDamageRecordItem int WeaponId;//[Offset: 0x0 , Size: 4] float TotalDamage;//[Offset: 0x4 , Size: 4] int KillCount;//[Offset: 0x8 , Size: 4] int KnockNumber;//[Offset: 0xc , Size: 4] int AvatarID;//[Offset: 0x10 , Size: 4] -------------------------------- Class: CharacterAutoFollowStruct bool IsFollowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] STExtraBaseCharacter* Target;//[Offset: 0x4 , Size: 4] -------------------------------- Class: CharacterLocAndRot Vector Loc;//[Offset: 0x0 , Size: 12] Rotator Rot;//[Offset: 0xc , Size: 12] -------------------------------- Class: VisualFieldInfo int ViewerLayerID;//[Offset: 0x0 , Size: 4] VisualFieldMetaInfo[] VisualFieldMetaInfoList;//[Offset: 0x4 , Size: 12] -------------------------------- Class: VisualFieldMetaInfo Vector Location;//[Offset: 0x0 , Size: 12] int LayerID;//[Offset: 0xc , Size: 4] -------------------------------- Class: DriveCarNotify byte DriveCar;//[Offset: 0x0 , Size: 1] STExtraBaseCharacter* Character;//[Offset: 0x4 , Size: 4] STExtraWheeledVehicle* Vehicle;//[Offset: 0x8 , Size: 4] -------------------------------- Class: STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object STVehicleWheelDustConfig* DustConfig;//[Offset: 0xdbc , Size: 4] ParticleSystemComponent* DustPSC;//[Offset: 0xdc0 , Size: 4] ParticleSystemComponent*[] PSCs;//[Offset: 0xdd0 , Size: 12] class TrailMarkActor* TrailMarkClass;//[Offset: 0xde0 , Size: 40] TrailMarkActor* WeakTrailMarkActor;//[Offset: 0xe08 , Size: 8] STExtraVehicleMovementComponent4W* VehicleMovement;//[Offset: 0xe10 , Size: 4] float TorqueMultiplierforBoosting;//[Offset: 0xe18 , Size: 4] float WheelEffectUpdateInterval;//[Offset: 0xe1c , Size: 4] bool bWheelEffectUseSocketBone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe20 , Size: 1] int ValidTransformMinWheelNum;//[Offset: 0xe24 , Size: 4] delegate OnVehicleWheelLanded;//[Offset: 0xe28 , Size: 12] float MinLandingWheelSuspensionOffset;//[Offset: 0xe34 , Size: 4] delegate OnVehicleGearChanged;//[Offset: 0xe38 , Size: 12] AkAudioEvent* Sfx_MoveConcrete;//[Offset: 0xe4c , Size: 4] AkAudioEvent* Sfx_MoveMud;//[Offset: 0xe50 , Size: 4] AkAudioEvent* Sfx_MoveWater;//[Offset: 0xe54 , Size: 4] AkAudioEvent* Sfx_Slip;//[Offset: 0xe58 , Size: 4] AkAudioEvent* Sfx_TireExplosion;//[Offset: 0xe5c , Size: 4] AkAudioEvent* Sfx_GearUp;//[Offset: 0xe60 , Size: 4] AkAudioEvent* Sfx_GearDown;//[Offset: 0xe64 , Size: 4] CurveFloat* Sfx_RPMRelativeCurve;//[Offset: 0xe68 , Size: 4] WheelSfxConfig* WheelSfxConfig;//[Offset: 0xe6c , Size: 4] STExtraVehicleSfxLoop WheelSlipSfxLoop;//[Offset: 0xe70 , Size: 80] STExtraVehicleWheelSfxOnSurface WheelSfxOnSurface;//[Offset: 0xec0 , Size: 76] AkComponent* AkComp_WheelFriction;//[Offset: 0xf0c , Size: 4] float RTPC_Throttle_InterpSpeed_Up;//[Offset: 0xf20 , Size: 4] float RTPC_Throttle_InterpSpeed_Down;//[Offset: 0xf24 , Size: 4] float WheelSfxUpdateInterval;//[Offset: 0xf4c , Size: 4] ParticleSystem* PlumeSmokeTemplate;//[Offset: 0xf54 , Size: 4] FString LoopSmokeCmpName;//[Offset: 0xf58 , Size: 12] STReplicatedVehicleState STReplicatedState;//[Offset: 0xf64 , Size: 5] bool ShouldDestroyPhysxWhileFreeze;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf69 , Size: 1] void STServerUpdateState(int8 InSteeringInput, int8 InThrottleInput, int8 InBrakeInput, int8 InHandbrakeInput, int8 CurrentGear);// 0x1f63b00 void PostLoadFPPMesh();// 0x1f58c04 void OnWheelsLanded();// 0x1f63aec void OnRep_ReplicatedState();// 0x1c8c854 void OnGearChanged(bool bIsUp);// 0x1f63a6c float GetVehicleSpeed();// 0x1f63a44 float GetVehicleSlip();// 0x1f63a14 Vector GetRotationInputDir();// 0x1e81b20 void BroadcastClientVehicleWheelDestroyEffect();// 0x1cda958 -------------------------------- Class: STVehicleWheelDustConfig.DataAsset.Object STVehicleWheelDust[] WheelDusts;//[Offset: 0x20 , Size: 12] -------------------------------- Class: STVehicleWheelDust byte ContactSurface;//[Offset: 0x0 , Size: 1] ParticleSystem* MoveFx;//[Offset: 0x4 , Size: 4] ParticleSystem* SlipFx;//[Offset: 0x8 , Size: 4] ParticleSystem* HubFx;//[Offset: 0xc , Size: 4] float minSpeed;//[Offset: 0x10 , Size: 4] -------------------------------- Class: TrailMarkActor.Actor.Object int MaxQuadNum;//[Offset: 0x2c4 , Size: 4] float MaxQuadLength;//[Offset: 0x2c8 , Size: 4] float QuadDirectionAcceptAngle;//[Offset: 0x2cc , Size: 4] MaterialInterface* TrailMarkMaterial;//[Offset: 0x2d0 , Size: 4] float DefaultTrailWidth;//[Offset: 0x2d4 , Size: 4] bool bUseTrailLength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8 , Size: 1] float DefaultTrailLength;//[Offset: 0x2dc , Size: 4] float TextureLength;//[Offset: 0x2e0 , Size: 4] int USegmentNum;//[Offset: 0x2e4 , Size: 4] int CoordU;//[Offset: 0x2e8 , Size: 4] int SlippingCoordU;//[Offset: 0x2ec , Size: 4] int BrokenCoordU;//[Offset: 0x2f0 , Size: 4] bool bUseAdditionalType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1] float AdditionalTrailWidth;//[Offset: 0x2f8 , Size: 4] float AdditionalTextureLength;//[Offset: 0x2fc , Size: 4] int AdditionalCoordU;//[Offset: 0x300 , Size: 4] int AdditionalSlippingCoordU;//[Offset: 0x304 , Size: 4] int AdditionalBrokenCoordU;//[Offset: 0x308 , Size: 4] bool bDeferUpdateTrailMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30c , Size: 1] RuntimeMeshComponent* TrailMesh;//[Offset: 0x310 , Size: 4] void UpdateInput(out const TrailMarkInputData[] NewInput);// 0x1f7bec0 void StopUpdate();// 0x1f7beac bool IsUpdating();// 0x1e47d18 -------------------------------- Class: RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object delegate CollisionUpdated;//[Offset: 0x578 , Size: 12] bool bUseComplexAsSimpleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584 , Size: 1] bool bUseAsyncCooking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585 , Size: 1] bool bShouldSerializeMeshData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586 , Size: 1] enum CollisionMode;//[Offset: 0x587 , Size: 1] BodySetup* BodySetup;//[Offset: 0x588 , Size: 4] RuntimeMeshCollisionSection[] MeshCollisionSections;//[Offset: 0x5ac , Size: 12] RuntimeConvexCollisionSection[] ConvexCollisionSections;//[Offset: 0x5b8 , Size: 12] BoxSphereBounds LocalBounds;//[Offset: 0x5c4 , Size: 28] RuntimeMeshComponentPrePhysicsTickFunction PrePhysicsTick;//[Offset: 0x5e0 , Size: 60] BodySetup*[] AsyncBodySetupQueue;//[Offset: 0x61c , Size: 12] void UpdateMeshSection_Blueprint(int SectionIndex, out const Vector[] Vertices, out const int[] Triangles, out const Vector[] Normals, out const RuntimeMeshTangent[] Tangents, out const Vector2D[] UV0, out const Vector2D[] UV1, out const LinearColor[] Colors, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles);// 0x4f0a9a0 void SetSectionTessellationTriangles(int SectionIndex, out const int[] TessellationTriangles, bool bShouldMoveArray);// 0x4f0a840 void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);// 0x4f0a77c void SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled);// 0x4f0a6b8 void SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow);// 0x4f0a5f4 void SetMeshCollisionSection(int CollisionSectionIndex, out const Vector[] Vertices, out const int[] Triangles);// 0x4f0a44c void RuntimeMeshCollisionUpdatedDelegate__DelegateSignature();// 0x2859eb0 bool IsMeshSectionVisible(int SectionIndex);// 0x4f0a3cc bool IsMeshSectionCollisionEnabled(int SectionIndex);// 0x4f0a34c bool IsMeshSectionCastingShadows(int SectionIndex);// 0x4f0a2cc int GetNumSections();// 0x4f0a2a4 int GetLastSectionIndex();// 0x4f0a27c int FirstAvailableMeshSectionIndex();// 0x4f0a254 void EndBatchUpdates();// 0x4f0a240 bool DoesSectionExist(int SectionIndex);// 0x4f0a1c0 void CreateMeshSection_Blueprint(int SectionIndex, out const Vector[] Vertices, out const int[] Triangles, out const Vector[] Normals, out const RuntimeMeshTangent[] Tangents, out const Vector2D[] UV0, out const Vector2D[] UV1, out const LinearColor[] Colors, bool bCreateCollision, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles, enum UpdateFrequency);// 0x4f09bd0 void CookCollisionNow();// 0x4f09bbc void ClearMeshSection(int SectionIndex);// 0x4f09b44 void ClearMeshCollisionSection(int CollisionSectionIndex);// 0x4f09acc void ClearCollisionConvexMeshes();// 0x4f09ab8 void ClearAllMeshSections();// 0x4f09aa4 void ClearAllMeshCollisionSections();// 0x4f09a90 void BeginBatchUpdates();// 0x4f09a74 void AddCollisionConvexMesh(Vector[] ConvexVerts);// 0x4f09918 -------------------------------- Class: RuntimeMeshCollisionSection Vector[] VertexBuffer;//[Offset: 0x0 , Size: 12] int[] IndexBuffer;//[Offset: 0xc , Size: 12] -------------------------------- Class: RuntimeConvexCollisionSection Vector[] VertexBuffer;//[Offset: 0x0 , Size: 12] Box BoundingBox;//[Offset: 0xc , Size: 28] -------------------------------- Class: RuntimeMeshComponentPrePhysicsTickFunction.TickFunction -------------------------------- Class: RuntimeMeshTangent Vector TangentX;//[Offset: 0x0 , Size: 12] bool bFlipTangentY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] -------------------------------- Class: TrailMarkInputData bool bContainValidData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] Transform Trans;//[Offset: 0x10 , Size: 48] Vector Normal;//[Offset: 0x40 , Size: 12] enum Type;//[Offset: 0x4c , Size: 1] bool bBackWheel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d , Size: 1] -------------------------------- Class: STExtraVehicleMovementComponent4W.WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object WheelHubSetup[] WheelHubSetups;//[Offset: 0x36c , Size: 12] FName[] ExtraOptBoneNames;//[Offset: 0x378 , Size: 12] bool bHideWheelPhyBodyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390 , Size: 1] float DebugVehicleSettingInterval;//[Offset: 0x394 , Size: 4] VehicleWheel*[] WheelHubs;//[Offset: 0x398 , Size: 12] STExtraVehicleBase* CharacterOwner;//[Offset: 0x3ac , Size: 4] float MaxRPMLimit;//[Offset: 0x4d4 , Size: 4] float TorqueRate;//[Offset: 0x4d8 , Size: 4] byte[] SpecialModifyCollisionList;//[Offset: 0x4dc , Size: 12] int[] SpecialModifyShapeIndexList;//[Offset: 0x4e8 , Size: 12] FName RootBodyName;//[Offset: 0x4f8 , Size: 8] void SetTransmissionSetup(out const VehicleTransmissionData NewTransmissionSetup);// 0x1f5df54 void SetEngineSetup(out const VehicleEngineData NewEngineSetup);// 0x1f5ddec void SetDifferentialSetup(out const VehicleDifferential4WData NewDifferentialSetup);// 0x1f5dd68 void RefreshBodyCollision();// 0x1f5dd54 void OnExpoldeStopWheel();// 0x1f5dd40 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f5dc40 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x1f5dab4 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1f5d9b4 void ForceWheelsRotate(float DriveTorque);// 0x1f5d93c void ClearDestroyedWheel();// 0x1f5d928 -------------------------------- Class: WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object VehicleEngineData EngineSetup;//[Offset: 0x260 , Size: 108] VehicleDifferential4WData DifferentialSetup;//[Offset: 0x2cc , Size: 28] VehicleTransmissionData TransmissionSetup;//[Offset: 0x2e8 , Size: 40] RuntimeFloatCurve SteeringCurve;//[Offset: 0x310 , Size: 88] float AckermannAccuracy;//[Offset: 0x368 , Size: 4] -------------------------------- Class: WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object bool bDeprecatedSpringOffsetMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x128 , Size: 1] WheelSetup[] WheelSetups;//[Offset: 0x12c , Size: 12] float Mass;//[Offset: 0x138 , Size: 4] float DragCoefficient;//[Offset: 0x13c , Size: 4] float ChassisWidth;//[Offset: 0x140 , Size: 4] float ChassisHeight;//[Offset: 0x144 , Size: 4] bool bReverseAsBrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148 , Size: 1] float DragArea;//[Offset: 0x14c , Size: 4] float EstimatedMaxEngineSpeed;//[Offset: 0x150 , Size: 4] float MaxEngineRPM;//[Offset: 0x154 , Size: 4] float DebugDragMagnitude;//[Offset: 0x158 , Size: 4] Vector InertiaTensorScale;//[Offset: 0x15c , Size: 12] float MinNormalizedTireLoad;//[Offset: 0x168 , Size: 4] float MinNormalizedTireLoadFiltered;//[Offset: 0x16c , Size: 4] float MaxNormalizedTireLoad;//[Offset: 0x170 , Size: 4] float MaxNormalizedTireLoadFiltered;//[Offset: 0x174 , Size: 4] float ThresholdLongitudinalSpeed;//[Offset: 0x178 , Size: 4] int LowForwardSpeedSubStepCount;//[Offset: 0x17c , Size: 4] int HighForwardSpeedSubStepCount;//[Offset: 0x180 , Size: 4] VehicleWheel*[] Wheels;//[Offset: 0x184 , Size: 12] bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19c , Size: 1] float RVOAvoidanceRadius;//[Offset: 0x1a0 , Size: 4] float RVOAvoidanceHeight;//[Offset: 0x1a4 , Size: 4] float AvoidanceConsiderationRadius;//[Offset: 0x1a8 , Size: 4] float RVOSteeringStep;//[Offset: 0x1ac , Size: 4] float RVOThrottleStep;//[Offset: 0x1b0 , Size: 4] int AvoidanceUID;//[Offset: 0x1b4 , Size: 4] NavAvoidanceMask AvoidanceGroup;//[Offset: 0x1b8 , Size: 4] NavAvoidanceMask GroupsToAvoid;//[Offset: 0x1bc , Size: 4] NavAvoidanceMask GroupsToIgnore;//[Offset: 0x1c0 , Size: 4] float AvoidanceWeight;//[Offset: 0x1c4 , Size: 4] Vector PendingLaunchVelocity;//[Offset: 0x1c8 , Size: 12] ReplicatedVehicleState ReplicatedState;//[Offset: 0x1d4 , Size: 20] float RawSteeringInput;//[Offset: 0x1ec , Size: 4] float RawThrottleInput;//[Offset: 0x1f0 , Size: 4] float RawBrakeInput;//[Offset: 0x1f4 , Size: 4] bool bRawHandbrakeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f8 , Size: 1] bool bRawGearUpInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1f8 , Size: 1] bool bRawGearDownInput;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1f8 , Size: 1] float SteeringInput;//[Offset: 0x1fc , Size: 4] float ThrottleInput;//[Offset: 0x200 , Size: 4] float BrakeInput;//[Offset: 0x204 , Size: 4] float HandbrakeInput;//[Offset: 0x208 , Size: 4] float IdleBrakeInput;//[Offset: 0x20c , Size: 4] float StopThreshold;//[Offset: 0x210 , Size: 4] float WrongDirectionThreshold;//[Offset: 0x214 , Size: 4] VehicleInputRate ThrottleInputRate;//[Offset: 0x218 , Size: 8] VehicleInputRate BrakeInputRate;//[Offset: 0x220 , Size: 8] VehicleInputRate HandbrakeInputRate;//[Offset: 0x228 , Size: 8] VehicleInputRate SteeringInputRate;//[Offset: 0x230 , Size: 8] bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x238 , Size: 1] void SetUseAutoGears(bool bUseAuto);// 0x50e06b0 void SetThrottleInput(float Throttle);// 0x50e0630 void SetTargetGear(int GearNum, bool bImmediate);// 0x50e056c void SetSteeringInput(float Steering);// 0x50e04ec void SetPhysActive(bool bActive);// 0x50e046c void SetHandbrakeInput(bool bNewHandbrake);// 0x50e03e4 void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x50e0360 void SetGroupsToIgnore(int GroupFlags);// 0x50e02e8 void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x50e0264 void SetGroupsToAvoid(int GroupFlags);// 0x50e01ec void SetGearUp(bool bNewGearUp);// 0x50e016c void SetGearDown(bool bNewGearDown);// 0x50e00ec void SetBrakeInput(float Brake);// 0x50e006c void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x50dffe8 void SetAvoidanceGroup(int GroupFlags);// 0x50dff70 void SetAvoidanceEnabled(bool bEnable);// 0x50dfef0 void ServerUpdateState(float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int CurrentGear);// 0x50dfd0c bool GetUseAutoGears();// 0x50dfce4 int GetTargetGear();// 0x50dfcbc float GetForwardSpeed();// 0x50dfc94 float GetEngineRotationSpeed();// 0x50dfc6c float GetEngineMaxRotationSpeed();// 0x50dfc44 int GetCurrentGear();// 0x50dfc1c -------------------------------- Class: WheelHubSetup class VehicleWheel* WheelClass;//[Offset: 0x0 , Size: 4] FName TireBoneName;//[Offset: 0x8 , Size: 8] FName[] AssociationBoneName;//[Offset: 0x10 , Size: 12] -------------------------------- Class: VehicleWheel.Object StaticMesh* CollisionMesh;//[Offset: 0x1c , Size: 4] bool bDontCreateShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] bool bAutoAdjustCollisionSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21 , Size: 1] Vector Offset;//[Offset: 0x24 , Size: 12] float ShapeRadius;//[Offset: 0x30 , Size: 4] float ShapeWidth;//[Offset: 0x34 , Size: 4] float Mass;//[Offset: 0x38 , Size: 4] float DampingRate;//[Offset: 0x3c , Size: 4] float SteerAngle;//[Offset: 0x40 , Size: 4] bool bAffectedByHandbrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 , Size: 1] TireType* TireType;//[Offset: 0x48 , Size: 4] TireConfig* TireConfig;//[Offset: 0x4c , Size: 4] float LatStiffMaxLoad;//[Offset: 0x50 , Size: 4] float LatStiffValue;//[Offset: 0x54 , Size: 4] float LongStiffValue;//[Offset: 0x58 , Size: 4] float SuspensionForceOffset;//[Offset: 0x5c , Size: 4] float SuspensionMaxRaise;//[Offset: 0x60 , Size: 4] float SuspensionMaxDrop;//[Offset: 0x64 , Size: 4] float SuspensionNaturalFrequency;//[Offset: 0x68 , Size: 4] float SuspensionDampingRatio;//[Offset: 0x6c , Size: 4] byte SweepType;//[Offset: 0x70 , Size: 1] float MaxBrakeTorque;//[Offset: 0x74 , Size: 4] float MaxHandBrakeTorque;//[Offset: 0x78 , Size: 4] WheeledVehicleMovementComponent* VehicleSim;//[Offset: 0x7c , Size: 4] int WheelIndex;//[Offset: 0x80 , Size: 4] float DebugLongSlip;//[Offset: 0x84 , Size: 4] float DebugLatSlip;//[Offset: 0x88 , Size: 4] float DebugNormalizedTireLoad;//[Offset: 0x8c , Size: 4] float DebugWheelTorque;//[Offset: 0x94 , Size: 4] float DebugLongForce;//[Offset: 0x98 , Size: 4] float DebugLatForce;//[Offset: 0x9c , Size: 4] Vector Location;//[Offset: 0xa0 , Size: 12] Vector OldLocation;//[Offset: 0xac , Size: 12] Vector Velocity;//[Offset: 0xb8 , Size: 12] bool IsInAir();// 0x50df494 float GetSuspensionOffset();// 0x50df46c float GetSteerAngle();// 0x50df444 float GetRotationAngle();// 0x50df41c -------------------------------- Class: TireConfig.DataAsset.Object float FrictionScale;//[Offset: 0x20 , Size: 4] TireConfigMaterialFriction[] TireFrictionScales;//[Offset: 0x24 , Size: 12] -------------------------------- Class: TireConfigMaterialFriction PhysicalMaterial* PhysicalMaterial;//[Offset: 0x0 , Size: 4] float FrictionScale;//[Offset: 0x4 , Size: 4] -------------------------------- Class: WheelSetup class VehicleWheel* WheelClass;//[Offset: 0x0 , Size: 4] FName BoneName;//[Offset: 0x8 , Size: 8] Vector AdditionalOffset;//[Offset: 0x10 , Size: 12] -------------------------------- Class: VehicleEngineData RuntimeFloatCurve TorqueCurve;//[Offset: 0x0 , Size: 88] float MaxRPM;//[Offset: 0x58 , Size: 4] float MOI;//[Offset: 0x5c , Size: 4] float DampingRateFullThrottle;//[Offset: 0x60 , Size: 4] float DampingRateZeroThrottleClutchEngaged;//[Offset: 0x64 , Size: 4] float DampingRateZeroThrottleClutchDisengaged;//[Offset: 0x68 , Size: 4] -------------------------------- Class: VehicleDifferential4WData byte DifferentialType;//[Offset: 0x0 , Size: 1] float FrontRearSplit;//[Offset: 0x4 , Size: 4] float FrontLeftRightSplit;//[Offset: 0x8 , Size: 4] float RearLeftRightSplit;//[Offset: 0xc , Size: 4] float CentreBias;//[Offset: 0x10 , Size: 4] float FrontBias;//[Offset: 0x14 , Size: 4] float RearBias;//[Offset: 0x18 , Size: 4] -------------------------------- Class: VehicleTransmissionData bool bUseGearAutoBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] float GearSwitchTime;//[Offset: 0x4 , Size: 4] float GearAutoBoxLatency;//[Offset: 0x8 , Size: 4] float FinalRatio;//[Offset: 0xc , Size: 4] VehicleGearData[] ForwardGears;//[Offset: 0x10 , Size: 12] float ReverseGearRatio;//[Offset: 0x1c , Size: 4] float NeutralGearUpRatio;//[Offset: 0x20 , Size: 4] float ClutchStrength;//[Offset: 0x24 , Size: 4] -------------------------------- Class: VehicleGearData float Ratio;//[Offset: 0x0 , Size: 4] float DownRatio;//[Offset: 0x4 , Size: 4] float UpRatio;//[Offset: 0x8 , Size: 4] -------------------------------- Class: ReplicatedVehicleState float SteeringInput;//[Offset: 0x0 , Size: 4] float ThrottleInput;//[Offset: 0x4 , Size: 4] float BrakeInput;//[Offset: 0x8 , Size: 4] float HandbrakeInput;//[Offset: 0xc , Size: 4] int CurrentGear;//[Offset: 0x10 , Size: 4] -------------------------------- Class: VehicleInputRate float RiseRate;//[Offset: 0x0 , Size: 4] float FallRate;//[Offset: 0x4 , Size: 4] -------------------------------- Class: STExtraPlayerCharacter.STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object class UserWidget* SettleAccountUI;//[Offset: 0x2188 , Size: 40] delegate OnHasPickupPropsAvailableChanged;//[Offset: 0x21b0 , Size: 12] delegate OnHasTombBoxesAvailableChanged;//[Offset: 0x21bc , Size: 12] delegate OnSkillFinishedDelegate;//[Offset: 0x21c8 , Size: 12] delegate OnPlayerInteractiveStateChange;//[Offset: 0x21d4 , Size: 12] delegate OnScopeOutDelegate;//[Offset: 0x21e0 , Size: 12] delegate OnScopeInDelegate;//[Offset: 0x21ec , Size: 12] delegate OnGetOnVehicleDelegate;//[Offset: 0x21f8 , Size: 12] delegate OnRepParachuteStateDelegate;//[Offset: 0x2204 , Size: 12] WeaponAutoAimingComponent* AutoAimComp;//[Offset: 0x2210 , Size: 4] STScreenAppearanceComponent* ScreenAppearaceComp;//[Offset: 0x2214 , Size: 4] BoxComponent* BoxEar;//[Offset: 0x2218 , Size: 4] NightVisionComponent* NightVisionComponent;//[Offset: 0x221c , Size: 4] class NightVisionComponent* NightVisionComponentClass;//[Offset: 0x2220 , Size: 4] float IndoorCheckDistance;//[Offset: 0x2224 , Size: 4] float IndoorCheckTime;//[Offset: 0x2228 , Size: 4] float BodyIndoorUpdateCheckTime;//[Offset: 0x222c , Size: 4] float IndoorLowerCameraHeight;//[Offset: 0x2230 , Size: 4] bool IsIndoorBodyAreaCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2234 , Size: 1] float IndoorBodyAreaDistance;//[Offset: 0x2238 , Size: 4] float fTickDuration;//[Offset: 0x223c , Size: 4] SoftClassPath PlayerGunCollisionComponentClassPath;//[Offset: 0x2240 , Size: 24] bool ShouldVaultOnBaseMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2258 , Size: 1] byte ParachuteState;//[Offset: 0x2268 , Size: 1] byte LastParachuteState;//[Offset: 0x226a , Size: 1] float HaveToOpenHeightToGround;//[Offset: 0x226c , Size: 4] bool IsPlaneJumpParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2270 , Size: 1] float SwimZDir;//[Offset: 0x2274 , Size: 4] bool Indoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2278 , Size: 1] bool IsBodyIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2279 , Size: 1] float SwimRotateX_Ex;//[Offset: 0x227c , Size: 4] CustomParticleSystemComponent* PS_CloudFast;//[Offset: 0x2280 , Size: 4] CustomParticleSystemComponent* PS_CloudSlow;//[Offset: 0x2284 , Size: 4] ParticleSystem* PS_CloudFastAsset;//[Offset: 0x2288 , Size: 4] ParticleSystem* PS_CloudSlowAsset;//[Offset: 0x228c , Size: 4] AkAudioEvent* AK_StartFallingLocal;//[Offset: 0x2290 , Size: 4] AkAudioEvent* AK_ParachuteLocal;//[Offset: 0x2294 , Size: 4] AkAudioEvent* AK_ParachuteRemote;//[Offset: 0x2298 , Size: 4] AkAudioEvent* AK_LandingLocal;//[Offset: 0x229c , Size: 4] AkAudioEvent* AK_LandingRemotel;//[Offset: 0x22a0 , Size: 4] SpringArmParams FreeFallSpringArmParam;//[Offset: 0x22a8 , Size: 80] SpringArmParams OpeningSpringArmParam;//[Offset: 0x22f8 , Size: 80] SpringArmParams TPPSpringArmParam;//[Offset: 0x2348 , Size: 80] class CameraShake* FreeFallCamShake;//[Offset: 0x23b0 , Size: 4] bool bDisableSimulateCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23b4 , Size: 1] bool bEnableParachuteFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23b5 , Size: 1] float VehicleForwardInputRate;//[Offset: 0x23b8 , Size: 4] float VehicleRightInputRate;//[Offset: 0x23bc , Size: 4] bool bDrawBoxEarBulletOverlapRay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c0 , Size: 1] STExtraPlayerController* STPlayerController;//[Offset: 0x23cc , Size: 4] AirAttackLocatorComponent* AirAttackLocatorComponent;//[Offset: 0x23d4 , Size: 4] bool EnableGoldenSuitCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23e3 , Size: 1] bool IsGoldenSuitStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23e4 , Size: 1] float GoldenSuitCheckAccDelta;//[Offset: 0x23e8 , Size: 4] bool EnableGoldenSuitATK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23ec , Size: 1] enum GoldenSuitSlot;//[Offset: 0x23ed , Size: 1] int GoldenSuitReplaceSkillId;//[Offset: 0x23f0 , Size: 4] float GoldenSuitCheckDelta;//[Offset: 0x23f4 , Size: 4] float GoldenSuitTestFistDamage;//[Offset: 0x23f8 , Size: 4] FanPickerConfigData FistFanPickerData;//[Offset: 0x23fc , Size: 72] FName FeatureActorName;//[Offset: 0x2498 , Size: 8] bool bSprintUseConsumableNotStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a0 , Size: 1] bool bLockUpdateAroundAfterRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a1 , Size: 1] bool bIsLockingUpdateAround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a2 , Size: 1] float LockUpdateAroundPickupTime;//[Offset: 0x24a4 , Size: 4] ActivityAnimationRepData ActivityAnimationRepData;//[Offset: 0x24b0 , Size: 4] ActivityActorBase*[] ActivityActorList;//[Offset: 0x24b8 , Size: 12] bool IsLocalActuallyAngledSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c4 , Size: 1] bool IsLocalActuallyScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c5 , Size: 1] AngledSightRepData AngledSightRepData;//[Offset: 0x24c6 , Size: 2] float SpecifiedItemLastConsumeTime;//[Offset: 0x24c8 , Size: 4] int TrySightCorrectionTime;//[Offset: 0x24d4 , Size: 4] float SightCorrectionDelay;//[Offset: 0x24d8 , Size: 4] bool IsStartObserverMainSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24dc , Size: 1] bool IsStartObserverAngleSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24dd , Size: 1] int CurrentSightCorrectionTimes;//[Offset: 0x24e0 , Size: 4] bool bRecommendSignalRecovery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24ed , Size: 1] bool CheckForActivityRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24f4 , Size: 1] ActicityDisallowedData[] PreConfiguredActivityDisallowedData;//[Offset: 0x24f8 , Size: 12] int CurrentActivityID;//[Offset: 0x2504 , Size: 4] int CurrentActivityIndex;//[Offset: 0x2508 , Size: 4] WarteringAreaCPP* MiniTreeRef;//[Offset: 0x250c , Size: 4] bool bEnableSecurity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2510 , Size: 1] PlayerRoleCacheFrameData WeaponManagerUsedPlayerRoleCacheFrameData;//[Offset: 0x2518 , Size: 16] int[] InjuryFreeData;//[Offset: 0x2528 , Size: 12] void UpdateParachuteState(out const Rotator Rotation, float FallingSpeed);// 0x1ef6c00 void UpdateParachuteFallingCameraDistance(float Alpha);// 0x1ef6b88 void UpdateIndoorState(bool IsInDoor);// 0x1ef6ac0 void UpdateEnableGoldenSuitCheck();// 0x1ef6aa4 void UpdateBodyIndoorState(bool BodyIndoor);// 0x1ef69dc void TriggerZombieBornSkills();// 0x1ef69c8 void TouchCancelSkillLock();// 0x1ef69b4 void SyncLatestPlayerStatus(byte LatestParachuteState);// 0x1ef6900 void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x1ea436c void SwitchSightAngledServer(byte InAngledSightType, bool IsOnlyTurn);// 0x1ef67f0 void SwitchSightAngledLocal(byte Type, bool IsOnlyTurn);// 0x1ef6724 void SwitchSightAngled(byte Type, bool IsOnlyTurn);// 0x1ef6660 void SwitchCameraToParachuteOpening();// 0x1ef6644 void SwitchCameraToParachuteFalling();// 0x1ef6628 void SwitchCameraToNormal();// 0x1ef660c void SwitchCameraFromParachuteOpeningToTPPUpdate(float Alpha);// 0x1ef6594 void SwitchCameraFromParachuteOpeningToTPPStop();// 0x2859eb0 void SwitchCameraFromParachuteOpeningToTPPFinish();// 0x1ef6580 void SwitchCameraFromParachuteOpeningToTPPBeginPlay();// 0x2859eb0 void StopCamShake();// 0x1ef6564 void StartUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x1ef64ec void StartSwitchColdDown(float SwitchColdDownTime);// 0x1ef6474 void StartCamShake();// 0x1ef6458 void ShowNightVisionFrame();// 0x1ea3248 void ShowConfirmDialogOfMisKill();// 0x1ea31b4 bool ShouldTriggerEntryEvent(enum EntryEvent);// 0x1ef63d8 bool ShouldDropBagItem(out const ItemDefineID SkillItemID);// 0x1ef6340 void SetSwimRotateX_Ex(float NewSwimRotateX);// 0x1ef62c8 void SetSpecifiedItemConsumed(int ItemID);// 0x2859eb0 void SetSelfAndVehicleShadow(bool IsShow);// 0x1ef6248 void SetRainyEffectParam(byte EffectType, float InRainyEffectParam);// 0x1ef618c void SetRainyEffectEnable(byte EffectType, bool InEnable, float InRainyEffectParam);// 0x1ef6080 void SetPitchViewAngle(float MinPitch, float MaxPitch);// 0x1ef5fbc void SetParachuteState(byte State);// 0x1ef5f3c void SetInjuryFreeRateData(out const int[] InInjuryFreeData);// 0x1ef5e70 void SetFPPDeafultFov(float InFov);// 0x1ef5df8 void SetBodyIndoor(bool IsInDoor);// 0x1ef5d78 void ServerUpdateParachuteState(const Rotator Rotation, float FallingSpeed);// 0x1ef5c84 void ServerSetBulletFlySoundData(STExtraPlayerCharacter* PlayerCharacter, STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x1ef5b28 void ServerOnApplicationactivated(bool bActive);// 0x1ef5a60 void RPC_Server_OnMiniGameEnd(int Score, int Duration, ActivityActorBase* ActiveActor);// 0x1ef591c void RPC_Server_CheckActivityOverlap(ActivityActorBase* ActiveActor, bool IsBeginOverlap);// 0x1ef580c void RPC_Client_NotifyActivityOverlap(ActivityActorBase* ActiveActorn, bool IsBeginOverlap);// 0x1ef56fc void RPC_Client_CheckedActivityOverlap(ActivityActorBase* ActiveActorn, bool IsOverlaped, bool IsBegin, int Error);// 0x1ef5540 void ResetCharacter();// 0x1e9e140 void RequestLoadParachuteAnim();// 0x1ef5524 void ReqSetShoulderCameraMode(bool bShoulderMode);// 0x1ef545c void RemoveParachuteAnim();// 0x1ef5448 void ReleaseTrigger(enum Hand);// 0x1ef53c8 void PushTrigger(enum Hand);// 0x1ef5348 void ProneWithTerrain(Rotator CharacterRotation, bool isMoving, float Offset, float deap);// 0x1ef51f4 void ParachutePlaySound(AkAudioEvent* LocalAkEvent, AkAudioEvent* RemoteAkEvent);// 0x2859eb0 void OnSkillFinishedDelegate__DelegateSignature(enum StopReason, int SkillID, bool HasThrownGrenade);// 0x2859eb0 void OnScopeOutDelegate__DelegateSignature(bool bIsBegin);// 0x2859eb0 void OnScopeInDelegate__DelegateSignature(bool bIsBegin);// 0x2859eb0 void OnRepParachuteStateDelegate__DelegateSignature();// 0x2859eb0 void OnRep_STPlayerController();// 0x1ef51e0 void OnRep_ParachuteState(byte State);// 0x1ef5160 void OnRep_InjuryFreeData();// 0x1ef514c void OnRep_CurrentActivityID();// 0x1ef5138 void OnRep_AngleSightStateChanged();// 0x1ef5124 void OnRep_ActivityAnimationRepData();// 0x1ef5110 void OnRank(int Kills, int Rank);// 0x1ef5054 void OnPlayerInteractiveStateChange__DelegateSignature(STExtraBaseCharacter* BaseCharacter, ActivityActorBase* ActivityActor, enum Status);// 0x2859eb0 void OnPlayerCurrentWeaponChange(byte CurSlot);// 0x1ef4fdc void OnPlayerControllerStateChanged(enum TargetStateType);// 0x1ef4f5c void OnMiniTreeTriggerServerLogicCPP();// 0x1ef4f40 void OnLockUpdateAroundPickupEnd();// 0x1ef4f2c void OnLoadParachuteAnimCompleted();// 0x1ef4f18 void OnHasTombBoxesAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2859eb0 void OnHasPickupPropsAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2859eb0 void OnBPStateCheckIn();// 0x2859eb0 void OnAvatarEquippedSucc(enum SlotType, bool IsEquipped, int InItemID);// 0x1ef4e0c void OnAllAvatarEquippedSucc();// 0x1ef4df8 void MulticastSetShoulderCameraMode(bool bShoulderMode);// 0x1ef4d70 void MiniTreeTriggerServerLogic();// 0x1ef4d14 bool IsSwitchCoolingDownFinish();// 0x1ef4ce0 bool IsSpecifiedItemInCD(int ItemID);// 0x1ef4c58 bool IsInLaunchSeat();// 0x1ef4c28 bool IsGrenadeEmpty();// 0x1ef4c00 bool IsBodyIndoorFuc();// 0x1ef4be0 bool IsBodyIndoorCheck();// 0x1ef4bb8 bool IsAllowSyncControllerRotationInActived();// 0x1ef4b90 bool IsAllowPickupActor();// 0x1ef4b68 void InitAirAttackLocatorComponent();// 0x1ef4b54 void HideNightVisionFrame();// 0x1e98150 bool HasParachuteAnimLoaded();// 0x1ef4b2c void HandleParachuteStateChanged(byte NewState);// 0x1ef4aac void HandleParachuteAnimChanged(enum TargetStateType, bool bIsReconnecting);// 0x1ef49e8 void HandleBulletOverlap(Actor* BulletActor, out const HitResult HitResult, out const HitResult[] HitResults);// 0x1ef4870 void HandleAIInstigateBulletOverlap(STExtraBaseCharacter* InstigatorCharacter, out const HitResult HitResult, out const HitResult[] HitResults);// 0x1ef46f8 SpringArmComponent* GetThirdPersonSpringArm();// 0x2859eb0 CameraComponent* GetThirdPersonCamera();// 0x2859eb0 float GetSwimRotateX_Ex();// 0x1ef46d0 int GetSkillIndexByActivityID();// 0x2859eb0 SpringArmComponent* GetScopeSpringArm();// 0x2859eb0 CameraComponent* GetScopeCamera();// 0x2859eb0 bool GetPlayerVisibile();// 0x1ef46a8 AnimationAsset* GetPlayerParachuteAnimByAnimType(byte AnimType);// 0x1ef4628 STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34 void GetOnVehicleDelegate__DelegateSignature();// 0x2859eb0 SceneComponent* GetMoveableComp();// 0x1ef4600 bool GetIsInDoor();// 0x1ef45d0 bool GetIsGunADS();// 0x1ef45a0 float GetInjuryFreeRate(int BodyPart);// 0x1e96954 SpringArmComponent* GetFPPSpringArm();// 0x2859eb0 float GetFPPDeafultFov();// 0x1ef4578 CameraComponent* GetFPPCamera();// 0x2859eb0 SpringArmComponent* GetFirstPersonSpringArm();// 0x2859eb0 CameraComponent* GetFirstPersonCamera();// 0x2859eb0 enum[] GetDisallowedStates(int ActivityID);// 0x2859eb0 Vector GetBonePos(FName BoneName);// 0x1ef44e4 void FreeFallShakeCam();// 0x1ef44d0 void FinishUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x1ef4458 void EnablePet(bool Enable);// 0x1ef43d0 void DynamicCreateComponents();// 0x1ef43bc void DumpCharacterAnimBPVars();// 0x1ef43a8 void DelayRemoveParachuteAnim();// 0x1ef4394 void ClientPlayEarSound(STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x1ef4290 void ClientInitParachuteLaunchStatus(Vector Vel);// 0x1ef4218 void ClearHPUI();// 0x1e933c4 bool CanAnimInstanceCacheParachuteAnim(STExtraAnimInstance* MyAnimInstance);// 0x1ef4198 void CallRefreshBPStateCheckIn();// 0x1ef4184 void AsyncLoadGunCollisionFinish(SoftClassPath GunCollisionPath);// 0x1ef4018 void AnimInstanceCacheParachuteAnimVars();// 0x1ef4004 bool AllowTriggerActivities(bool bCheckCanReceive);// 0x1ef3f7c -------------------------------- Class: WeaponAutoAimingComponent.ActorComponent.Object AutoAimEnemyInfo SelectEnemyInfo;//[Offset: 0xd0 , Size: 20] AutoAimEnemyInfo LastSelectInfo;//[Offset: 0xe4 , Size: 20] Vector2D AimTargetScreenPos;//[Offset: 0xf8 , Size: 8] bool LastAimSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100 , Size: 1] PlayerController* PlayerController;//[Offset: 0x104 , Size: 4] STExtraBaseCharacter* PlayerPawn;//[Offset: 0x108 , Size: 4] float AIM_CD_WHEN_OPERATE_CAMERA_WHEN_JUMP;//[Offset: 0x118 , Size: 4] float AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x11c , Size: 4] float DEFAULT_CD_TIME;//[Offset: 0x120 , Size: 4] FName[] Bones;//[Offset: 0x130 , Size: 12] bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c , Size: 1] bool bEquipWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d , Size: 1] bool bInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13e , Size: 1] STExtraPlayerController* extraPlayerController;//[Offset: 0x140 , Size: 4] void OnUnEquipWeapon();// 0x1ff2a84 void OnShoot(STExtraWeapon* Weapon);// 0x1ff2a0c void OnEquipWeapon();// 0x1ff29f8 bool IsCurrentWeaponSupportAutoAim();// 0x1ff29d0 void Init(Controller* Controller);// 0x1ff2958 bool CheckSmoke(Vector StartPoint, STExtraPlayerCharacter* Pawn);// 0x1ff288c bool CheckInAngle(STExtraBaseCharacter* MyPawn, STExtraBaseCharacter* EnemyPawn, float MaxAngle);// 0x1ff277c bool CheckBuffStun();// 0x1ff2754 bool CanEnemeyRaycastReach(Vector StartPoint, STExtraPlayerCharacter* Pawn);// 0x1ff2688 -------------------------------- Class: AutoAimEnemyInfo STExtraPlayerCharacter* EnemyPawn;//[Offset: 0x0 , Size: 4] -------------------------------- Class: STScreenAppearanceComponent.ActorComponent.Object StaticMesh* AppearanceMeshTemplate;//[Offset: 0xbc , Size: 4] AppearanceMatData[] AppearancePresentList;//[Offset: 0xc0 , Size: 12] StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0xcc , Size: 4] AppearanceMeshData[] AppearanceMeshDataList;//[Offset: 0xd0 , Size: 12] ScreenParticleEffectData[] ScreenParticleEffectList;//[Offset: 0xdc , Size: 12] FName ScreenPlane;//[Offset: 0xe8 , Size: 8] MltAppearanceMatData[] MultiAppearancePresentList;//[Offset: 0xf0 , Size: 12] AppearanceMatData[] CurAppearanceList;//[Offset: 0xfc , Size: 12] CameraComponent* CurActiveCameraCache;//[Offset: 0x108 , Size: 4] MultiAppearanceMeshData[] MultiAppearanceMeshData;//[Offset: 0x118 , Size: 12] void UpdateMultiAppearancePresentList(float DeltaTime);// 0x1f690a0 void StopScreenParticleEffectByName(FString ScreenParticleName);// 0x1f68fe4 void StopScreenParticleEffect(byte EffectType);// 0x1f68f6c void StopScreenAppearance(FString AppearanceName, bool StopFromPlayFunc);// 0x1f68e64 void StopAllScreenParticleEffect();// 0x1f68e50 void StopAllScreenAppearance();// 0x1f68e3c void SetTextureParameterValue(FString AppearanceName, FName ParamName, Texture* Tex);// 0x1f68cf8 void SetScreenParticleParam(byte EffectType, float InEffectValue);// 0x1f68c3c bool SetScalarParam(FString AppearanceName, FName ParamName, float ParamValue);// 0x1f68ae8 void SetAppearanceActive(out const FName AppearanceName, bool bNewActive, bool bReset);// 0x1f689bc void SetAllAppearancesActive(bool bNewActive, bool bReset);// 0x1f688ec void SetAllAppearanceMeshHiddenInGame(bool bNewHid);// 0x1f6886c void PlayScreenParticleEffectByName(FString ScreenParticleName, float InEffectValue);// 0x1f6876c void PlayScreenParticleEffect(byte EffectType, float InEffectValue);// 0x1f686b0 MaterialInstanceDynamic* PlayPresentScreenAppearance(FString AppearanceName);// 0x1f68550 void PlayGraduallyShowOut(FString AppearanceKey, float Frag, float DelayTime);// 0x1f68370 void PlayGraduallyShowIn(FString AppearanceKey, float Frag, float DelayTime, float BeginAlpha);// 0x1f68148 MaterialInstanceDynamic* PlayCustomScreenAppearance(FString AppearanceName, MaterialInterface* MatToPlay, float LifeSpan, bool HideUI, FName InMatInstParamName, CurveFloat* InParamCurve);// 0x1f67f18 void OnAsyncLoadingFinished(int AppearancePresentIndex);// 0x1f67ea0 bool IsScreenAppearancePlaying(FString AppearanceName);// 0x1f67ddc void HandleEffectLoadFinishByName(FString ScreenParticleName);// 0x1f67c84 void HandleEffectLoadFinish(byte EffectType);// 0x1f67c0c bool GetScalarParam(FString AppearanceName, FName ParamName, out float ParamValue);// 0x1f67aa8 -------------------------------- Class: AppearanceMatData FString AppearanceKey;//[Offset: 0x0 , Size: 12] float LifeSpan;//[Offset: 0xc , Size: 4] bool IgnoreIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] bool HideUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1] MaterialInterface* ParentMaterial;//[Offset: 0x18 , Size: 40] MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x40 , Size: 4] StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x44 , Size: 4] Transform AppearanceMeshRelativeTransform;//[Offset: 0x50 , Size: 48] FName MatInstParamName;//[Offset: 0x80 , Size: 8] CurveFloat* ParamCurve;//[Offset: 0x88 , Size: 4] -------------------------------- Class: AppearanceMeshData StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x0 , Size: 4] -------------------------------- Class: ScreenParticleEffectData byte EffectType;//[Offset: 0x0 , Size: 1] FString ScreenParticleEffectName;//[Offset: 0x4 , Size: 12] ParticleSystem* ParticleEffect;//[Offset: 0x10 , Size: 40] FName ParticleParamName;//[Offset: 0x38 , Size: 8] FString[] ExtraScreenAppearanceList;//[Offset: 0x40 , Size: 12] Vector ScreenParticleEffectLoc;//[Offset: 0x4c , Size: 12] ParticleSystemComponent* EffectComponent;//[Offset: 0x58 , Size: 4] bool KeepWorldRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1] bool IsShowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d , Size: 1] float CurrentParamValue;//[Offset: 0x60 , Size: 4] byte DisableDeviceLevel;//[Offset: 0x64 , Size: 1] -------------------------------- Class: MltAppearanceMatData FString AppearanceKey;//[Offset: 0x0 , Size: 12] FName AppearanceTag;//[Offset: 0x10 , Size: 8] Transform AppearanceMeshRelativeTransform;//[Offset: 0x20 , Size: 48] MaterialInterface* ParentMaterial;//[Offset: 0x50 , Size: 4] float MatialAlpha;//[Offset: 0x54 , Size: 4] MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x58 , Size: 4] StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0x5c , Size: 4] bool IsLogicShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1] bool IsShowOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61 , Size: 1] bool IsShowIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x62 , Size: 1] float GradualFrag;//[Offset: 0x64 , Size: 4] float DelayTime;//[Offset: 0x68 , Size: 4] -------------------------------- Class: MultiAppearanceMeshData StaticMeshComponent* MultiAppearanceMesh;//[Offset: 0x0 , Size: 4] -------------------------------- Class: BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Vector BoxExtent;//[Offset: 0x564 , Size: 12] void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x3f44248 Vector GetUnscaledBoxExtent();// 0x3f4421c Vector GetScaledBoxExtent();// 0x3f441c4 -------------------------------- Class: NightVisionComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Transform TPPRelativeTransform;//[Offset: 0x630 , Size: 48] Transform FPPRelativeTransform;//[Offset: 0x660 , Size: 48] Transform ScopeRelativeTransform;//[Offset: 0x690 , Size: 48] void SetActivate(bool _IsActivate);// 0x1de4f50 -------------------------------- Class: CustomParticleSystemComponent.ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Actor*[] CollisionIgnoreActors;//[Offset: 0x744 , Size: 12] bool bShowImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x750 , Size: 1] void AddCollisionIgnoreActor(Actor* IgnoreActor);// 0x1d1ac94 -------------------------------- Class: SpringArmParams CameraParams CameraParam;//[Offset: 0x0 , Size: 8] SceneComponent* ParentComp;//[Offset: 0x8 , Size: 4] FName ParentSocketName;//[Offset: 0x10 , Size: 8] float TargetArmALength;//[Offset: 0x18 , Size: 4] Vector SocketOffset;//[Offset: 0x1c , Size: 12] Vector TargetOffset;//[Offset: 0x28 , Size: 12] Vector RelativeLocation;//[Offset: 0x34 , Size: 12] float ProbeSize;//[Offset: 0x40 , Size: 4] byte ProbeChannel;//[Offset: 0x44 , Size: 1] bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45 , Size: 1] bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46 , Size: 1] bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47 , Size: 1] float CameraLagSpeed;//[Offset: 0x48 , Size: 4] bool bEnableCustomSpringArm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1] -------------------------------- Class: CameraParams float FieldOfView;//[Offset: 0x0 , Size: 4] bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: AirAttackLocatorComponent.ActorComponent.Object float AALOpenMotionSensibility;//[Offset: 0xbc , Size: 4] float AALOpenSensibility;//[Offset: 0xc0 , Size: 4] float OpenAALFOV;//[Offset: 0xc4 , Size: 4] int MaxDist;//[Offset: 0xc8 , Size: 4] int minDist;//[Offset: 0xcc , Size: 4] int DangerDist;//[Offset: 0xd0 , Size: 4] ParticleSystem* FreeArrowParticle;//[Offset: 0xd8 , Size: 40] class AirAttackLocatorCalledActor* AirAttackActorTemplate;//[Offset: 0x100 , Size: 40] AirAttackLocatorCalledActor* AirAttackLocatorCalledActor;//[Offset: 0x128 , Size: 4] ParticleSystemComponent* FreeArrowComp;//[Offset: 0x12c , Size: 4] ParticleSystemComponent* FixedArrowComp;//[Offset: 0x130 , Size: 4] float FixArrowScaleDistance;//[Offset: 0x138 , Size: 4] float ArrowScaleFactor1;//[Offset: 0x13c , Size: 4] float ArrowScalePlus1;//[Offset: 0x140 , Size: 4] float ArrowScaleFactor2;//[Offset: 0x144 , Size: 4] float ArrowScalePlus2;//[Offset: 0x148 , Size: 4] float ShortDis;//[Offset: 0x14c , Size: 4] byte ChannelType;//[Offset: 0x150 , Size: 1] Vector TargetLocation;//[Offset: 0x154 , Size: 12] void SetItemExsist(bool bExsist);// 0x1c7c1d0 void SetFinalLocation();// 0x1c7c1bc void SetAALFov(bool bOpen);// 0x1c7c13c void ServerSetAirAttackLocation(Vector BeginLocation, Vector EndLocation);// 0x1c7c024 void OnFreeArrowLoadFinsh();// 0x1c7c010 void OnCalledActorLoadFinsh(Vector Location);// 0x1c7bfa0 float GetTargetDistance();// 0x1c7bf78 bool GetAALAvaliable();// 0x1c7bf50 -------------------------------- Class: AirAttackLocatorCalledActor.Pawn.Actor.Object float DestoryTime;//[Offset: 0x308 , Size: 4] float AirAttackDelayTime;//[Offset: 0x30c , Size: 4] int SkillID;//[Offset: 0x310 , Size: 4] int IconID;//[Offset: 0x314 , Size: 4] float AttackAreaRadius;//[Offset: 0x318 , Size: 4] -------------------------------- Class: FanPickerConfigData float Radius;//[Offset: 0x0 , Size: 4] float Angle;//[Offset: 0x4 , Size: 4] float CapsuleRadius;//[Offset: 0x8 , Size: 4] Vector Offset;//[Offset: 0xc , Size: 12] bool Random;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] bool IsCheckHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1] bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a , Size: 1] bool IsHeadJudgeWithoutOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b , Size: 1] bool bPickUpMonsters;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] bool bIgnoreAimCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1] class Actor[] IgnoredActors;//[Offset: 0x20 , Size: 12] bool bForwardHitAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1] enum PickerType;//[Offset: 0x2d , Size: 1] enum PickerTargetType;//[Offset: 0x2e , Size: 1] int PickerMaxCount;//[Offset: 0x30 , Size: 4] bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1] bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36 , Size: 1] bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37 , Size: 1] bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1] Actor*[] IgnoreTargets;//[Offset: 0x3c , Size: 12] -------------------------------- Class: ActivityAnimationRepData AnimMontage* AnimMontage;//[Offset: 0x0 , Size: 4] -------------------------------- Class: ActivityActorBase.CustomDecoratorActor.DecoratorActor.Actor.Object Character* ClientMainCharacter;//[Offset: 0x314 , Size: 8] Character* CurActiveCharacter;//[Offset: 0x31c , Size: 8] bool bIsInFightingUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] bool bActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1] bool bClientActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x326 , Size: 1] bool bIsCoolingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x327 , Size: 1] bool bIsOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1] bool bButtonShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x329 , Size: 1] MeshComponent* Mesh;//[Offset: 0x32c , Size: 4] ShapeComponent* ShapeCollision;//[Offset: 0x330 , Size: 4] delegate OnActorReset;//[Offset: 0x334 , Size: 12] bool bActivityEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1] bool bUseDSOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341 , Size: 1] bool bEanbleSimulatedInteractive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x342 , Size: 1] FString actorName;//[Offset: 0x344 , Size: 12] FString ActivityName;//[Offset: 0x350 , Size: 12] int SkillIndex;//[Offset: 0x35c , Size: 4] enum SkillEntry;//[Offset: 0x360 , Size: 1] AnimMontage* SoftAnimMontage;//[Offset: 0x368 , Size: 40] bool bShowButtonWhenActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390 , Size: 1] bool bButtonShowWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391 , Size: 1] int ButtonShowTextID;//[Offset: 0x394 , Size: 4] FString ButtonShowAdditionalTextString;//[Offset: 0x398 , Size: 12] Object* ButtonShowPic;//[Offset: 0x3a8 , Size: 40] int ButtonShowConsumeItemID;//[Offset: 0x3d0 , Size: 4] int CancleButtonShowTextID;//[Offset: 0x3d4 , Size: 4] Object* CancleButtonShowPic;//[Offset: 0x3d8 , Size: 40] enum[] SpecialInteractivePawnState;//[Offset: 0x400 , Size: 12] bool bIsIgnoreShootHistoryLocusVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c , Size: 1] bool bEnablePickupInActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40d , Size: 1] bool bEnableSyncControllerRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40e , Size: 1] bool bButtonShowCheckObstruct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40f , Size: 1] float CoolDownTime;//[Offset: 0x410 , Size: 4] int ConsumeItemType;//[Offset: 0x414 , Size: 4] int ConsumeItemID;//[Offset: 0x418 , Size: 4] int ConsumeItemNum;//[Offset: 0x41c , Size: 4] bool bShouldOccupy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420 , Size: 1] float OccupiedStateTimeout;//[Offset: 0x424 , Size: 4] int NetRegionSize;//[Offset: 0x428 , Size: 4] bool bUseDefautInteractiveBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c , Size: 1] bool bUseCodeKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42d , Size: 1] int CodeKey;//[Offset: 0x430 , Size: 4] delegate OnOccupyDelegate;//[Offset: 0x44c , Size: 12] delegate OnCoolDownDelegate;//[Offset: 0x458 , Size: 12] delegate OnUpdateButton;//[Offset: 0x464 , Size: 12] void UpdateButtonInfo(Character* Character, bool bShow, bool bForce);// 0x1c6ec90 void TriggerSkillEvent(Character* Character);// 0x1c6ec10 void StartOccupied();// 0x1c6ebfc void StartCoolDown();// 0x1c6ebe8 void SetEnable(bool bIsEnable);// 0x1c6eb68 void OnRep_bIsOccupied();// 0x1c6eb54 void OnRep_bIsCoolingDown();// 0x1c6eb40 void OnRep_bActived();// 0x1c6eb2c void OnOccupyFinished();// 0x1c6eb18 void OnNotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1c6ea54 void OnHandleSkillEndEvent(Character* Character, enum StopReason, int SkillID);// 0x1c6e94c void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1c6e7fc void OnCoolDownFinished();// 0x1c6e7e8 void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1c6e5e4 void NotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1c6e520 bool LocalStartActive(Character* Character);// 0x1c6e498 void LocalReset(Character* Character);// 0x1c6e418 bool LocalInterruptActive(Character* Character);// 0x1c6e390 bool LocalActiveFinished(Character* Character);// 0x1c6e308 bool IsOccupied();// 0x1c6e2e0 bool IsCoolingDown();// 0x1c6e2b8 bool IsConsumeItemEnough();// 0x1c6e290 bool IsCharaterInActived(Character* InCharacter);// 0x1c6e208 bool IsAllowInteractive(Character* Character, out int Reason, bool bEanbleSimulated);// 0x1c6e0e4 void GetRegionID(out RegionID OutRegionID);// 0x1c6e03c bool GetRegionBasedNetConsideration();// 0x1c6e00c MeshComponent* GetMesh();// 0x1c6dff0 Character* GetMainCharacter();// 0x1c6dfc8 byte GetIsWeakNetUpdate();// 0x1c6df98 int GetConsumeItemNum();// 0x1c6df70 int GetConsumeItemID();// 0x1c6df48 int GetConsumeItemCurCount();// 0x1c6df20 Character* GetActivedCharacter();// 0x1c6def4 void ForceNetConsider();// 0x1c6ded8 bool ClientClickCancleButton(Character* Character, out int OutReason);// 0x1c6de04 bool ClientClickButton(Character* Character, out int OutReason);// 0x1c6dd28 void CheckedActivityOverlap(Character* Character, bool IsServerOverlaped, bool IsBegin, int Error);// 0x1c6dbc0 void CheckActivityOverlap(Character* Character, bool IsBegin);// 0x1c6dafc void BPUpdateInteractiveUI(Character* Character);// 0x1c6da7c void BPUpdateButtonInfo();// 0x2859eb0 bool BPStartActive(Character* Character, bool bSuccess, bool bClient);// 0x1c6d958 bool BPShowButton(Character* Character, bool bShow);// 0x1c6d884 void BPReset(Character* Character);// 0x1c6d804 void BPOnCharacterAttached(Character* InCharacter);// 0x1c6d784 bool BPInterruptActive(Character* Character, bool bSuccess, bool bClient);// 0x1c6d660 AnimMontage* BPGetSoftAnimMontage(Character* InCharacter);// 0x1c6d574 bool BPClientClickCancleButton(Character* Character, int Reason);// 0x2859eb0 bool BPClientClickButtonFailed(Character* Character, int Reason);// 0x2859eb0 bool BPClickButton(Character* Character, int Reason);// 0x1c6d4a8 bool BPAllowShowButton(Character* Character, out int Reason);// 0x1c6d3cc bool BPAllowInteractive(Character* Character);// 0x1c6d344 bool BPAllowClickButton(Character* Character);// 0x1c6d2bc void BPActiveStateChange();// 0x2859eb0 bool BPActiveFinished(Character* Character, bool bSuccess, bool bClient);// 0x1c6d198 bool AllowShowButton(Character* Character, out int Reason);// 0x1c6d0bc bool AllowInteractive(Character* Character, out int Reason);// 0x1c6cfe0 bool AllowClickButton(Character* Character, out int Reason);// 0x1c6cf04 -------------------------------- Class: CustomDecoratorActor.DecoratorActor.Actor.Object int[] CustomIntValueArray;//[Offset: 0x304 , Size: 12] bool SetCustomIntValue(int Index, int Value);// 0x1d19960 int GetCustomIntValue(int Index);// 0x1d198e0 -------------------------------- Class: DecoratorActor.Actor.Object int resID;//[Offset: 0x2dc , Size: 4] int TlogID;//[Offset: 0x2e0 , Size: 4] int Health;//[Offset: 0x2e4 , Size: 4] int TeamID;//[Offset: 0x2e8 , Size: 4] int IconID;//[Offset: 0x2ec , Size: 4] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0 , Size: 1] bool bDisableCollisionOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f1 , Size: 1] FString LuaFilePath;//[Offset: 0x2f4 , Size: 12] bool bShowBulletImpactEffectInOnlyAutonomous;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302 , Size: 1] void ShowIconInPlayerMap(uint32 PlayerKey);// 0x1d28fc8 void ShowIconInMap();// 0x1d28fb4 void SetHealth(int ToHealth);// 0x1d28f40 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x1d28e30 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x1d28cf4 void OnDie();// 0x1d28cd8 void OnBPRespawned();// 0x1c8167c bool IsDead();// 0x1d28cb0 void HideIconInMap();// 0x1d28c9c int GetHitBodyType(FString HitPart);// 0x1d28b34 int GetActorResId();// 0x1d28b18 void EatEffectMulticast(FString DriverKey);// 0x1d28a54 void Client_OnEatEffect(FString DriverKey);// 0x2859eb0 -------------------------------- Class: RegionID -------------------------------- Class: AngledSightRepData byte AngledSightType;//[Offset: 0x0 , Size: 1] bool IsOnlyTurn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] -------------------------------- Class: ActicityDisallowedData enum[] DisallowedStates;//[Offset: 0x0 , Size: 12] int ActivityID;//[Offset: 0xc , Size: 4] -------------------------------- Class: WarteringAreaCPP.UAERegionActor.Actor.Object delegate OnPlayerBeforeAttachedToThisDelegate;//[Offset: 0x318 , Size: 12] delegate OnPlayerAttachedToThisDelegate;//[Offset: 0x324 , Size: 12] delegate OnPlayerDettachedFromThisDelegate;//[Offset: 0x330 , Size: 12] bool bModifyCharacterMeshTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c , Size: 1] bool bForceSkipCharacterMeshRotCheckWhenHasThisMiniTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33d , Size: 1] bool bCanEnterVehicleWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33e , Size: 1] bool bCanPickUpWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33f , Size: 1] BunnyDanceSyncData DanceTimeStamp;//[Offset: 0x340 , Size: 12] float CurrentScale;//[Offset: 0x34c , Size: 4] int CurActTime;//[Offset: 0x350 , Size: 4] PlayerController*[] PlayerCDTable;//[Offset: 0x354 , Size: 12] bool bIsInMasterCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360 , Size: 1] FName SocketBaseTags;//[Offset: 0x368 , Size: 8] float CurrentCarouselRotationAccel;//[Offset: 0x370 , Size: 4] float CurrentCarouselRotation;//[Offset: 0x374 , Size: 4] int CurrentInteractingPlayerCount;//[Offset: 0x378 , Size: 4] int PlayerNumberForTriggerEvent;//[Offset: 0x37c , Size: 4] SocketAttachmentInternalData[] OccupiedSockets;//[Offset: 0x380 , Size: 12] SocketAttachmentNameTable[] SocketNames;//[Offset: 0x38c , Size: 12] int AttachedNumber;//[Offset: 0x39c , Size: 4] SkeletalMeshAttachCounter;//[Offset: 0x3a0 , Size: 60] SkeletalAnimationSyncData[] SkeletalAnimationSyncData;//[Offset: 0x3dc , Size: 12] Vector[] DropOffLocations;//[Offset: 0x3f4 , Size: 12] enum DropOffLocationType;//[Offset: 0x400 , Size: 1] bool bDropOffRelativeUseLocationOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x401 , Size: 1] int AssociatedSkillIndex;//[Offset: 0x404 , Size: 4] STExtraBaseCharacter*[] AttachedPlayers;//[Offset: 0x408 , Size: 12] byte IsDayTime;//[Offset: 0x414 , Size: 1] bool ShowRabbitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415 , Size: 1] Pawn*[] PawnDoneList;//[Offset: 0x418 , Size: 12] bool bUseFixedDropPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x424 , Size: 1] enum FixedDropOffLocationType;//[Offset: 0x425 , Size: 1] Vector[] FixedRelativeDropPositions;//[Offset: 0x428 , Size: 12] bool bCanBePicked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434 , Size: 1] bool UseDropFixedPosition();// 0x1fee860 void StopDancing_Multicast(const Actor*[] Players);// 0x1fee76c void StartDancing_Multicast(int MontageIndex, const Actor*[] Players);// 0x1fee630 void SpawnTreeParticleCPP_Multicast(PlayerController* PlayerController);// 0x1fee57c static void SetupMinimapDisplay(UAEPlayerController* PController, out const LoveTreeData[] treeData);// 0x1fee474 void SetCDFlagByPC(PlayerController* PlayerController);// 0x1fee3fc void ServerDoWaterLogic(PlayerController* PlayerController, FString ExMsg);// 0x2859eb0 void ResetPCByTime(PlayerController* PlayerController, float cdTime);// 0x1fee340 void OnTimeStampRep(out const BunnyDanceSyncData SyncData);// 0x1fee29c void OnStopDancing(out const Actor*[] Players);// 0x1fee1c8 void OnStartDancing(int MontageIndex, out const Actor*[] Players);// 0x1fee0b0 void OnSpawnTreeParticleCPP(PlayerController* PlayerController);// 0x1fee030 void OnSkeletalAnimationSyncData(out const SkeletalAnimationSyncData InSkeletalAnimationSyncData);// 0x2859eb0 void OnSkeletalAnimationStateChanged(SceneComponent* AttachedComponent, bool bShouldStartAnimation);// 0x2859eb0 void OnRep_TimeStamp(out const BunnyDanceSyncData SyncData);// 0x1fedf94 void OnRep_SkeletalAnimationSyncData();// 0x1fedf80 void OnRep_ShowRabbitAnim();// 0x1ce00cc void OnRep_PawnDoneList();// 0x1ce2b64 void OnRep_IsDayTime();// 0x1ce00b0 void OnRep_CurrentScaleCPP();// 0x1fedf6c void OnRep_CurrentScaleBP();// 0x2859eb0 void OnRep_CurrentInteractingPlayerCount();// 0x1fedf18 void OnRep_CurActTimeCPP();// 0x1fedec4 void OnRep_CurActTimeBP();// 0x2859eb0 void OnRep_AttachedNumber();// 0x1fede64 void OnPlayersDance(out const Actor*[] Players, int MontageIndex, float JoinTime);// 0x1fedd04 void OnPlayerNumberChanged(int Number);// 0x2859eb0 void OnPlayerDetached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2859eb0 void OnPlayerAttached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2859eb0 void OnPCCDCleared(PlayerController* PlayerController);// 0x2859eb0 void OnClientCurrentInteractingPlayerCountChanged();// 0x2859eb0 bool IsDropFixedRelativePositionSetUp();// 0x1fedcd4 bool GetIsPCInCD(PlayerController* PlayerController);// 0x1fedc54 Vector GetDropFixedRelativePosition(Actor* DropOwner);// 0x1fedbbc void DispatchPlayerDance_Multicast(const Actor*[] Players, int MontageIndex, float JoinTime);// 0x1feda38 bool CanTriggertEvent(Pawn* CurPawn);// 0x2859eb0 int CacheAssociatedSkillIndex();// 0x2859eb0 -------------------------------- Class: UAERegionActor.Actor.Object bool bStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c8 , Size: 1] enum RegionSize;//[Offset: 0x2c9 , Size: 1] bool bNeedUpdateNetworkInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ca , Size: 1] -------------------------------- Class: BunnyDanceSyncData int CurrentIndex;//[Offset: 0x0 , Size: 4] bool bIsDancing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] float TimeStamp;//[Offset: 0x8 , Size: 4] -------------------------------- Class: SocketAttachmentInternalData FName SocketName;//[Offset: 0x0 , Size: 8] SceneComponent* SocketBase;//[Offset: 0x8 , Size: 4] Actor* AttachedPlayer;//[Offset: 0xc , Size: 4] Vector OffsetLoc;//[Offset: 0x10 , Size: 12] Rotator OffsetRot;//[Offset: 0x1c , Size: 12] AnimMontage* AnimMontage;//[Offset: 0x28 , Size: 4] -------------------------------- Class: SocketAttachmentNameTable FName SocketName;//[Offset: 0x0 , Size: 8] Vector OffsetLoc;//[Offset: 0x8 , Size: 12] Rotator OffsetRot;//[Offset: 0x14 , Size: 12] AnimMontage* AnimMontage;//[Offset: 0x20 , Size: 4] -------------------------------- Class: SkeletalAnimationSyncData SceneComponent* SocketBase;//[Offset: 0x0 , Size: 4] bool Status;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: LoveTreeData int ID;//[Offset: 0x0 , Size: 4] Vector Loc;//[Offset: 0x4 , Size: 12] float minRate;//[Offset: 0x10 , Size: 4] float maxRate;//[Offset: 0x14 , Size: 4] -------------------------------- Class: PlayerRoleCacheFrameData -------------------------------- Class: PlayerTombBox.Actor.Object delegate OnPickUpListWrapperDataEmptyDelegate;//[Offset: 0x2c8 , Size: 12] FName TombName;//[Offset: 0x2d8 , Size: 8] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x2e4 , Size: 4] STExtraBaseCharacter* DamageCauser;//[Offset: 0x2e8 , Size: 4] ItemDefineID KillByItemDefineID;//[Offset: 0x2f0 , Size: 24] int DeadTime;//[Offset: 0x308 , Size: 4] int BoxLifeSpan;//[Offset: 0x30c , Size: 4] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1] Vector AttachedRelLoc;//[Offset: 0x314 , Size: 12] byte AttackRules;//[Offset: 0x320 , Size: 1] Actor* AttachedActor;//[Offset: 0x324 , Size: 4] bool bIsLastDiedInTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1] enum BoxType;//[Offset: 0x329 , Size: 1] ItemTombParticle[] TombBoxItemEffect;//[Offset: 0x32c , Size: 12] uint32 OwnerUniqueID;//[Offset: 0x338 , Size: 4] int TargetPlayerKey;//[Offset: 0x33c , Size: 4] bool bAutoShowItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1] float AirDropBoxNetCullDistanceSquaredRate;//[Offset: 0x344 , Size: 4] bool bBoxVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348 , Size: 1] bool bDropEffectVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x349 , Size: 1] PickUpListWrapperActor* BoxPickupWrapperActor;//[Offset: 0x34c , Size: 8] PickUpListWrapperActor* ItemEffectBoxPickupWrapperActor;//[Offset: 0x354 , Size: 8] PickUpListWrapperActor* PickupListWrapper;//[Offset: 0x35c , Size: 4] void SwitchToDeadTombBox();// 0x1ce0870 void SetVisible(bool IsVisible);// 0x1e05cf0 void RegisterToPlayerPickUpList();// 0x1e05cdc void OnRep_VisibilityChange();// 0x1e05cc8 void OnRep_ItemEffectBoxPickupWrapperActor();// 0x1e05cb4 void OnRep_BoxLifeSpan();// 0x1e05ca0 void OnRep_AttachmentReplication();// 0x1df77cc void OnRep_AttachedActor();// 0x1e05c8c void OnRefreshItemEffect();// 0x1e05c78 void HideDeadTombApparence();// 0x1ce1e14 int GetUniqueInstanceID();// 0x1e05c50 int GetTombboxLifespan();// 0x1e05c28 PickUpListWrapperActor* GetPickupWrapperActor();// 0x1e05c0c void GetDropItemListFromPlayer(out PickUpItemData[] ItemDataList);// 0x1e05b60 PickUpListWrapperActor* GetBoxPickupWrapperActor();// 0x1e05b34 void GenerateTreasureBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName);// 0x1e05a18 void GeneratePlayerBackpackWrappers();// 0x1e05a04 PickUpListWrapperActor* GenerateBoxWrappersInner(class Object WrapperClass, out const PickUpItemData[] DataList, FName BoxName, bool AttachToBox);// 0x1e0586c void GenerateBoxWrappersByPickUpItemDataList(out const PickUpItemData[] DataList, FName BoxName);// 0x1e05770 void GenerateBoxWrappersByItemDataList(out const PickUpItemData[] DataList, FName BoxName);// 0x1e0567c void GenerateAirDropBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName, int AirDropBoxID);// 0x1e0551c -------------------------------- Class: ItemTombParticle ParticleSystem* SoftPS;//[Offset: 0x0 , Size: 40] ParticleSystemComponent* PS;//[Offset: 0x28 , Size: 4] ItemSpecificIDArray;//[Offset: 0x2c , Size: 60] -------------------------------- Class: PickUpListWrapperActor.PickUpWrapperActor.UAENetActor.Actor.Object PickUpItemData[] PickUpDataList;//[Offset: 0x590 , Size: 12] enum BoxType;//[Offset: 0x5a8 , Size: 1] void RPC_Broadcast_NotifyAllClientsModifyCount(int ItemInstanceID, int RetCount);// 0x1df38e8 void RPC_Broadcast_ForceSyncAllData(const PickUpItemData[] DataList);// 0x1df3814 void OnWrapperEmptyDelegate__DelegateSignature();// 0x2859eb0 void OnSomeonePickItemDelegate__DelegateSignature(uint32 PlayerKey);// 0x2859eb0 void OnRep_PickUpDataList();// 0x1df3800 void OnPickUpDataListChangedDelegate__DelegateSignature();// 0x2859eb0 void OnBoxEmptyDelegate__DelegateSignature(int boxId);// 0x2859eb0 PickUpItemData[] GetDataList();// 0x1df3794 void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df3644 -------------------------------- Class: PickUpWrapperActor.UAENetActor.Actor.Object float NetCullDistanceSquaredRate;//[Offset: 0x2ec , Size: 4] bool DestroyStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0 , Size: 1] ItemDefineID DefineID;//[Offset: 0x2f8 , Size: 24] int Count;//[Offset: 0x310 , Size: 4] bool bCanBePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314 , Size: 1] bool bHasBeenPickedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x315 , Size: 1] bool bIsInBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x316 , Size: 1] FString[] ForbitPickPlayerNameList;//[Offset: 0x318 , Size: 12] bool bIsInAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1] FName OwnerName;//[Offset: 0x328 , Size: 8] uint32 OwnerUniqueID;//[Offset: 0x330 , Size: 4] Vector AttachedRelLoc;//[Offset: 0x334 , Size: 12] Actor* AttachedActor;//[Offset: 0x340 , Size: 4] BattleItemAdditionalData[] SavedAdditionalDataList;//[Offset: 0x344 , Size: 12] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350 , Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x354 , Size: 4] float PickUpColdCountDown;//[Offset: 0x358 , Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x380 , Size: 4] bool IsTrainModeSingleCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384 , Size: 1] float SingleTrainingModePickUpColdCD;//[Offset: 0x388 , Size: 4] ItemSpotSceneComponent* ItemSpotSceneComponent;//[Offset: 0x38c , Size: 4] FString ItemValue;//[Offset: 0x390 , Size: 12] FString ItemCategory;//[Offset: 0x39c , Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8 , Size: 1] bool bForceNotRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a9 , Size: 1] delegate OnWrapperPickedUp;//[Offset: 0x3b0 , Size: 12] StaticMeshComponent* PickupMesh;//[Offset: 0x3c0 , Size: 4] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x3c4 , Size: 4] int ObjectPoolSize;//[Offset: 0x3c8 , Size: 4] bool ObjectPoolEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc , Size: 1] bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cd , Size: 1] int InBoxEffectDurationTime;//[Offset: 0x3d0 , Size: 4] FString EffectPath;//[Offset: 0x3d4 , Size: 12] FString DurationTime;//[Offset: 0x3e0 , Size: 12] int ItemID;//[Offset: 0x3ec , Size: 4] Color DefaultColor;//[Offset: 0x3f0 , Size: 4] bool bApplyPickUpTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4 , Size: 1] DropGroundEffectInfo DropGroundEffectInfo;//[Offset: 0x400 , Size: 128] DropGroundEffectInfo DropTrailEffectInfo;//[Offset: 0x480 , Size: 128] ParticleSystemComponent* DropGroundEffectComp;//[Offset: 0x500 , Size: 4] ParticleSystemComponent* EffectComponent;//[Offset: 0x540 , Size: 4] SoftObjectPath PickUpEffectPath;//[Offset: 0x550 , Size: 24] UAENetDriver* NetDriver;//[Offset: 0x568 , Size: 4] int SpotDataIndex;//[Offset: 0x570 , Size: 4] bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57c , Size: 1] int DropGroupID;//[Offset: 0x580 , Size: 4] Vector DropStartLocation;//[Offset: 0x584 , Size: 12] void UpdateAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x1df7f58 FString ToDetailString();// 0x1df7e90 void ShowMesh(bool bShow);// 0x1df7e10 void ShowActor();// 0x1df7dfc void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x1df7c94 void SetDefineIDWhenDroped(out const ItemDefineID DID);// 0x1df7c04 void SetDefineID(out const ItemDefineID DID);// 0x1df7b74 void SetCountOnServerAfterSpawn(int _Count);// 0x1df7afc void SetActorToGround(Actor* IgnoreActor);// 0x1df7a48 void ServerResetShowActor();// 0x1df7a34 void RPC_Broadcast_NotifyAllClientsModifySavedAdditionalDataList(const BattleItemAdditionalData[] DataList);// 0x1df78d8 void RPC_Broadcast_NotifyAllClientsHideActorForSomeTime(float Time);// 0x1df7824 void RegisterToCurveAnimComponent();// 0x1df7810 void PickUpWrapperShow__DelegateSignature();// 0x2859eb0 void PickUpWrapperHide__DelegateSignature(float InRefreshTimeStamp);// 0x2859eb0 void OnWrapperPickedDelegate__DelegateSignature();// 0x2859eb0 void OnRep_PickUpColdCountDown();// 0x1df77fc void OnRep_DropGroundEffectInfo();// 0x1df77e8 void OnRep_AttachmentReplication();// 0x1df77cc void OnRep_AttachedActor();// 0x1df77b8 void OnLoadDropEffectFinish(DropGroundEffectInfo effectInfo);// 0x1df75a0 void ModifyData(int _Count);// 0x1df7524 void MarkPlayerPlayerInfoByDropped(STExtraBaseCharacter* InDroppedPlayer);// 0x1df74ac void MarkIsDropedByPlayerOnServer(bool Ret, Actor* AttachTarget);// 0x1df73e4 bool IsCanPickup(out const ItemDefineID InItemID, STExtraBaseCharacter* InFirstPlayer);// 0x1df7300 void InitData(ItemSpotSceneComponent* Component, int ItemCount, FString Value, FString Category, bool RepeatGenerateItem);// 0x1df6fa8 bool HasWrapperContainsAttachment(int AttachmentID);// 0x1df6f20 StaticMeshComponent* GetPickupMesh();// 0x1df6ef8 int GetNetGUIDOffsetValue();// 0x1df6ed0 PickUpItemData[] GetDataList();// 0x1df3794 void ForceNetUpdate();// 0x1df6eb4 void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df3644 void ColdTimeCountDown();// 0x1df6ea0 void ClientResetShowActor();// 0x1df6e8c bool CheckPickUpDataIsWeapon();// 0x1df6e64 void BroadcastResetShowActor();// 0x1df6e08 void BroadcastDataToAllClients(int Count_New);// 0x1df6d54 void AsyncLoadPickUpEffectDone(bool bFirstCreate);// 0x1df6cd4 void AddAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x1df6ac0 -------------------------------- Class: UAENetActor.Actor.Object int iRegionActor;//[Offset: 0x2c8 , Size: 4] -------------------------------- Class: PickUpItemData ItemDefineID ID;//[Offset: 0x0 , Size: 24] int Count;//[Offset: 0x18 , Size: 4] BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x1c , Size: 12] int InstanceID;//[Offset: 0x28 , Size: 4] -------------------------------- Class: ItemSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object int AIGroupID;//[Offset: 0x274 , Size: 4] bool bForceSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278 , Size: 1] byte SpotGroupType;//[Offset: 0x27a , Size: 1] float RepeatGenerateItemCD;//[Offset: 0x27c , Size: 4] ItemGeneratorComponent* ItemGenerator;//[Offset: 0x280 , Size: 4] ItemGenerateSpawnClass[] AllItems;//[Offset: 0x284 , Size: 12] GroupSpotSceneComponent* GroupSpotSceneComponent;//[Offset: 0x290 , Size: 4] CacheItemValeCategory;//[Offset: 0x294 , Size: 60] Actor*[] CacheItems;//[Offset: 0x2d0 , Size: 12] void SetSpotProperty(int CompositionID, byte GroupType, ItemGeneratorComponent* Generator, out const SpotTypeProperty Property, GroupSpotSceneComponent* Component, bool RepeatGenerateItem);// 0x2455754 void RepeatSpotProperty(out const SpotTypeProperty Property);// 0x245569c bool GenerateSpot();// 0x245566c void GenerateItems(out ItemGenerateSpawnClass[] AllItemClass);// 0x2455568 void DoPickUp(FString ItemValue, FString ItemCategory);// 0x24552f8 int CountCacheItemValeCategory();// 0x24552d0 void ClearCacheItems();// 0x24552bc -------------------------------- Class: SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte SpotType;//[Offset: 0x25d , Size: 1] int WorldCompositionID;//[Offset: 0x260 , Size: 4] float HalfHeight;//[Offset: 0x264 , Size: 4] int SpotProbability;//[Offset: 0x268 , Size: 4] float LineOffsetZ;//[Offset: 0x26c , Size: 4] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1] bool bIsSpotValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1] void SetSpotValid(bool Valid);// 0x24618ac bool LineTraceSingle(Object* WorldContextObject, const Vector Start, const Vector End, bool bTraceComplex, out const Actor*[] ActorsToIgnore, out HitResult OutHit, bool bIgnoreSelf);// 0x24615f0 bool IsSpotValid();// 0x24615c0 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x24613f4 bool GenerateSpot();// 0x245566c Actor* GenerateActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod);// 0x246127c -------------------------------- Class: ItemSceneComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: ItemGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object Vector ItemGenerateOffset;//[Offset: 0x174 , Size: 12] byte BornIslandGroupType;//[Offset: 0x180 , Size: 1] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181 , Size: 1] ItemGenerateStatisticsData ItemStatisticsData;//[Offset: 0x184 , Size: 208] IgnoreItemClassPathSet;//[Offset: 0x254 , Size: 60] SpotGroupProperty[] SpotGroupPropertys;//[Offset: 0x290 , Size: 12] bool UseSpotGroupPropertysEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c , Size: 1] bool UseAreaID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29d , Size: 1] FString[] AreaIDList;//[Offset: 0x2a0 , Size: 12] ItemRegionCircle[] ReplacedGeneratorRegionMap;//[Offset: 0x2ac , Size: 12] SpotGroupProperty[] SpotGroupPropertysEx;//[Offset: 0x2b8 , Size: 12] SpotGroupPropertysDic;//[Offset: 0x2c4 , Size: 60] SpotGroupProperty DefaultSpotGroupProperty;//[Offset: 0x300 , Size: 32] CurveFloat* SpotRateCurve;//[Offset: 0x320 , Size: 4] CurveFloat* ItemRateCurve;//[Offset: 0x324 , Size: 4] CategoryRates;//[Offset: 0x328 , Size: 60] ItemGenerateSpawnDatas;//[Offset: 0x364 , Size: 60] Actor*[] BornIslandItems;//[Offset: 0x3a0 , Size: 12] ItemGroupSpotSceneComponent*[] AllValidGroups;//[Offset: 0x3ac , Size: 12] bool bIsGenerateBornIslandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8 , Size: 1] bool bIsGenerateMainlandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b9 , Size: 1] bool bIsGenerateWorldTileItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ba , Size: 1] DateTime GenerateBornIslandTime;//[Offset: 0x3c0 , Size: 8] DateTime GenerateMainlandTime;//[Offset: 0x3c8 , Size: 8] bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0 , Size: 1] RepeatItemSpotData[] AllRepeatItemSpotData;//[Offset: 0x410 , Size: 12] ItemGenerateSpawnClass[] AllItemSpotDataToTick;//[Offset: 0x428 , Size: 12] FString CookedBandFilePath;//[Offset: 0x470 , Size: 12] bool bIsAreaItemLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b8 , Size: 1] AreaItemsLimitEdit[] AreaItemsLimit;//[Offset: 0x4bc , Size: 12] AreaItemsLimitMaps;//[Offset: 0x4c8 , Size: 60] void WriteItemSpotStatisticsDatas();// 0x2453708 void WriteItemClassStatisticsDatas_V15();// 0x1c8c854 void WriteItemClassStatisticsDatas();// 0x24536f4 void WriteGroupStatisticsDatas();// 0x24536e0 void WriteBuildingStatisticsDatas();// 0x24536cc void WriteAreaItemStatisticsDatas();// 0x24536b8 void WriteAllStatisticsDatasToLog();// 0x1f78254 void WriteAllStatisticsDatas();// 0x1c9a9a4 void SetCatetoryRate( Rates);// 0x245350c void RegisterItemGenerateSpawnData(ItemGenerateSpawnData Data);// 0x2453428 void RegisterBornIslandItem(Actor* Item);// 0x24533a8 ItemGroupSpotSceneComponent* RandomSingleGroup(out GroupSpotSceneComponent*[] Groups, out const SpotGroupProperty GroupProperty);// 0x24531f0 ItemGenerateSpawnData RandomItemGenerateSpawnData(out ItemGenerateSpawnData[] Items);// 0x2452fc4 void RandomGroupsByType(out const SpotGroupProperty GroupProperty);// 0x2452eac void RandomGroups();// 0x1c7282c void RandomBornIslandGroups();// 0x1f77f08 void LoadItemGenerateTable();// 0x2452e90 bool IsCatetoryEnabled();// 0x2452e68 void InitCatetorys();// 0x2452e54 void InitCategoryEx();// 0x2452e40 SpotGroupProperty GetSpotGroupPropertyByGroupType(byte SpotGroupType);// 0x2452d18 bool GetRandomItemClassArray(out FString Value, out FString Category, out ItemGenerateSpawnClass[] Results, bool RepeatGenerateItem, ItemSpotSceneComponent* SpotComponent);// 0x2452a38 int GetItemDefineID(class Object PickUpClass);// 0x2859eb0 float GetCatetoryRate(FString Catetory);// 0x2452970 void GenerateSpotOnTick(float DeltaTime);// 0x1cfd8cc Vector FindASpawnLoc(World* InWorld, const Vector TraceStart);// 0x2452898 void DeleteValidGroups();// 0x2452884 void DeleteBornIslandItems();// 0x2452870 bool CheckShouldGenerateItem(int ItemID);// 0x24527e8 void CheckRecoverItems();// 0x24527d4 void AddIgnoreItemClassPath(out const FString[] IgnoreItemClassList);// 0x24526a0 -------------------------------- Class: BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object bool bWorldTileGenerator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] bool bModeStateControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd , Size: 1] int GenerateSpotCountPerTick;//[Offset: 0xc0 , Size: 4] FString ItemTableName;//[Offset: 0xc4 , Size: 12] UAEDataTable* ItemTable;//[Offset: 0xd0 , Size: 4] bool IsWriteStatisticsToLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1] AllGroupSpots;//[Offset: 0xd8 , Size: 60] SpotSceneComponent*[] AllSpotsToTick;//[Offset: 0x114 , Size: 12] WorldTileSpots;//[Offset: 0x120 , Size: 60] FString CookedFilePath;//[Offset: 0x15c , Size: 12] FString[] CookedFileAddPathArray;//[Offset: 0x168 , Size: 12] void RegisterWorldTileSpot(SpotSceneComponent* Spot);// 0x1cfd64c void RegisterSpotComponentToTick(SpotSceneComponent* SpotComponent);// 0x1cfd84c void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1cfd6cc FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x243a900 void GeneratorWorldTileSpots(out WorldTileSpotArray SpotArray);// 0x243a834 void GenerateSpots();// 0x1e2c92c void GenerateSpotOnTick(float DeltaTime);// 0x1cfd8cc Actor* GeneratePickupActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod, ItemGenerateSpawnClass ItemData);// 0x243a5ec void CheckTileLevelsVisible();// 0x243a5d8 -------------------------------- Class: ItemActorComponent.ActorComponent.Object -------------------------------- Class: ItemGenerateStatisticsData int AllGroupSpotCount;//[Offset: 0x0 , Size: 4] int AllValidGroupSpotCount;//[Offset: 0x4 , Size: 4] int AllSpotCount;//[Offset: 0x8 , Size: 4] int AllValidSpotCount;//[Offset: 0xc , Size: 4] GroupStatisticsData;//[Offset: 0x10 , Size: 60] BuildingStatisticsData;//[Offset: 0x4c , Size: 60] ItemStatisticsData;//[Offset: 0x88 , Size: 60] AreaItemStatisticsData[] AreaItemStatisticsData;//[Offset: 0xc4 , Size: 12] -------------------------------- Class: ItemGroupStatisticsData.TableRowBase byte SpotGroupType;//[Offset: 0x4 , Size: 1] int AllGroupSpotCount;//[Offset: 0x8 , Size: 4] int AllValidGroupSpotCount;//[Offset: 0xc , Size: 4] int AllSpotCount;//[Offset: 0x10 , Size: 4] int AllValidSpotCount;//[Offset: 0x14 , Size: 4] -------------------------------- Class: TableRowBase -------------------------------- Class: BuildingStatisticsData.TableRowBase FString BuildingName;//[Offset: 0x4 , Size: 12] float BuildingLocationX;//[Offset: 0x10 , Size: 4] float BuildingLocationY;//[Offset: 0x14 , Size: 4] int AllGroupSpotCount;//[Offset: 0x18 , Size: 4] int AllValidGroupSpotCount;//[Offset: 0x1c , Size: 4] int AllSpotCount;//[Offset: 0x20 , Size: 4] int AllValidSpotCount;//[Offset: 0x24 , Size: 4] SpotStatisticsData;//[Offset: 0x28 , Size: 60] -------------------------------- Class: ItemSpotStatisticsData.TableRowBase byte SpotType;//[Offset: 0x4 , Size: 1] int AllSpotCount;//[Offset: 0x8 , Size: 4] int AllValidSpotCount;//[Offset: 0xc , Size: 4] -------------------------------- Class: ItemClassStatisticsData.TableRowBase FString ItemPath;//[Offset: 0x4 , Size: 12] bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] int ItemCount;//[Offset: 0x14 , Size: 4] FString ItemTogetherPath;//[Offset: 0x18 , Size: 12] int ItemTogetherCount;//[Offset: 0x24 , Size: 4] bool bValidTogetherPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1] -------------------------------- Class: AreaItemStatisticsData.TableRowBase FString ItemName;//[Offset: 0x4 , Size: 12] int UId;//[Offset: 0x10 , Size: 4] int ItemID;//[Offset: 0x14 , Size: 4] int GroupType;//[Offset: 0x18 , Size: 4] int SpotType;//[Offset: 0x1c , Size: 4] FString AreaName;//[Offset: 0x20 , Size: 12] Vector Location;//[Offset: 0x2c , Size: 12] float X;//[Offset: 0x38 , Size: 4] float Y;//[Offset: 0x3c , Size: 4] int GameTime;//[Offset: 0x40 , Size: 4] -------------------------------- Class: SpotGroupProperty byte SpotGroupType;//[Offset: 0x0 , Size: 1] int SpotGroupPercent;//[Offset: 0x4 , Size: 4] SpotTypeProperty[] SpotTypeProperties;//[Offset: 0x8 , Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1] float RepeatGenerateItemCDMin;//[Offset: 0x18 , Size: 4] float RepeatGenerateItemCDMax;//[Offset: 0x1c , Size: 4] -------------------------------- Class: SpotTypeProperty byte SpotType;//[Offset: 0x0 , Size: 1] int SpotPercentMin;//[Offset: 0x4 , Size: 4] int SpotPercentMax;//[Offset: 0x8 , Size: 4] int SpotPercentDot;//[Offset: 0xc , Size: 4] int ItemPerSpotMin;//[Offset: 0x10 , Size: 4] int ItemPerSpotMax;//[Offset: 0x14 , Size: 4] SpotWeight[] WeightsPerValue;//[Offset: 0x18 , Size: 12] SpotWeight[] WeightsPerCategory;//[Offset: 0x24 , Size: 12] -------------------------------- Class: SpotWeight FString Name;//[Offset: 0x0 , Size: 12] int Weight;//[Offset: 0xc , Size: 4] -------------------------------- Class: ItemRegionCircle Vector Center;//[Offset: 0x0 , Size: 12] float Radius;//[Offset: 0xc , Size: 4] float RadiusSquared2D;//[Offset: 0x10 , Size: 4] -------------------------------- Class: UAEDataTable.DataTable.Object NameToProperty;//[Offset: 0x78 , Size: 60] -------------------------------- Class: DataTable.Object ScriptStruct* RowStruct;//[Offset: 0x1c , Size: 4] -------------------------------- Class: ScriptStruct.Struct.Field.Object -------------------------------- Class: GroupSpotComponentArray byte GroupType;//[Offset: 0x0 , Size: 1] GroupSpotSceneComponent*[] AllGroupComponents;//[Offset: 0x4 , Size: 12] -------------------------------- Class: GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte GroupType;//[Offset: 0x25d , Size: 1] bool bNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e , Size: 1] int WorldCompositionID;//[Offset: 0x260 , Size: 4] float LastGenerateItemTime;//[Offset: 0x264 , Size: 4] float GenerateItemTimeCD;//[Offset: 0x268 , Size: 4] bool bPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c , Size: 1] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d , Size: 1] bool bIsValidGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26e , Size: 1] void SetGroupValid(bool Valid);// 0x244f508 bool IsValidGroup();// 0x244f4d8 int FindWorldCompositionID();// 0x244f4b0 void DoPickUp();// 0x244f49c -------------------------------- Class: ItemGenerateSpawnDataArray FString ValueCatetory;//[Offset: 0x0 , Size: 12] ItemGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0xc , Size: 12] -------------------------------- Class: ItemGenerateSpawnData int KeyID;//[Offset: 0x0 , Size: 4] FString ItemValue;//[Offset: 0x4 , Size: 12] FString ItemCategory;//[Offset: 0x10 , Size: 12] int ItemWeight;//[Offset: 0x1c , Size: 4] FString ItemPath;//[Offset: 0x20 , Size: 12] int ItemStackCount;//[Offset: 0x2c , Size: 4] FString ItemTogetherPath;//[Offset: 0x30 , Size: 12] int ItemTogetherStackCount;//[Offset: 0x3c , Size: 4] int ItemTogetherCountMin;//[Offset: 0x40 , Size: 4] int ItemTogetherCountMax;//[Offset: 0x44 , Size: 4] -------------------------------- Class: ItemGroupSpotSceneComponent.GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object ItemGeneratorComponent* ItemGenerator;//[Offset: 0x270 , Size: 4] ItemSpotSceneComponent*[] SpotsCacheCur;//[Offset: 0x274 , Size: 12] ItemSpotSceneComponent*[] SpotsCacheAll;//[Offset: 0x280 , Size: 12] void SetGroupProperty(ItemGeneratorComponent* Generator, out const SpotGroupProperty Property);// 0x2454e54 void RepeatSpots();// 0x2454e40 void RepeatSingleSpot(ItemSpotSceneComponent* Spot);// 0x2454dc8 void RandomSpotByType(byte SpotType, out ItemSpotSceneComponent*[] AllSpots, out const SpotTypeProperty Property);// 0x2454c2c void RandomSingleSpot(out ItemSpotSceneComponent*[] Spots, out const SpotTypeProperty Property);// 0x2454adc float RandomRepeatGenerateItemCD(out const SpotGroupProperty GroupProperty);// 0x24549b8 -------------------------------- Class: RepeatItemSpotData float RepeatGenerateCD;//[Offset: 0xa0 , Size: 4] int64 LastGenerateItemTime;//[Offset: 0xa8 , Size: 8] CacheItemValeCategory;//[Offset: 0xb0 , Size: 60] -------------------------------- Class: ItemGenerateSpawnClass int ID;//[Offset: 0x0 , Size: 4] class Object* ItemClass;//[Offset: 0x4 , Size: 4] int ItemCount;//[Offset: 0x8 , Size: 4] FString MetaData;//[Offset: 0xc , Size: 12] FString ItemValue;//[Offset: 0x18 , Size: 12] FString ItemCategory;//[Offset: 0x24 , Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1] Actor* HostActor;//[Offset: 0x6c , Size: 4] Actor* AttachedActor;//[Offset: 0x70 , Size: 4] -------------------------------- Class: AreaItemsLimitEdit int AreaX;//[Offset: 0x0 , Size: 4] int AreaY;//[Offset: 0x4 , Size: 4] GenerateItemLimit[] ItemsMaxLimitEdit;//[Offset: 0x8 , Size: 12] GenerateItemLimit[] ItemsMinLimitEdit;//[Offset: 0x14 , Size: 12] -------------------------------- Class: GenerateItemLimit int ItemID;//[Offset: 0x0 , Size: 4] int ItemNum;//[Offset: 0x4 , Size: 4] FString WrapperPath;//[Offset: 0x8 , Size: 12] -------------------------------- Class: AreaItemsLimit RegionID RegionID;//[Offset: 0x0 , Size: 12] bool IsBeginGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] bool IsCheckRecoverItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1] Vector[] AvailablePosi;//[Offset: 0x10 , Size: 12] ItemsMaxLimit;//[Offset: 0x1c , Size: 60] ItemsMinLimit;//[Offset: 0x58 , Size: 60] -------------------------------- Class: AreaItemsNum int LimitNum;//[Offset: 0x0 , Size: 4] int CurNum;//[Offset: 0x4 , Size: 4] FString WrapperPath;//[Offset: 0x8 , Size: 12] -------------------------------- Class: WorldTileSpotArray int WorldCompositionID;//[Offset: 0x0 , Size: 4] SpotSceneComponent*[] AllSpotComponents;//[Offset: 0x4 , Size: 12] -------------------------------- Class: DropGroundEffectInfo float GroundEffectLifeSpan;//[Offset: 0x0 , Size: 4] Transform EffectTransform;//[Offset: 0x10 , Size: 48] ParticleSystem* GroundEffect;//[Offset: 0x40 , Size: 40] FString EffectPath;//[Offset: 0x68 , Size: 12] bool bShowGroundEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74 , Size: 1] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75 , Size: 1] bool bEffectActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76 , Size: 1] -------------------------------- Class: UAENetDriver.IpNetDriver.NetDriver.Object float NetCullChangeTime;//[Offset: 0x510 , Size: 4] bool bEnableCollectNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1] bool bEnableResetNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1] -------------------------------- Class: IpNetDriver.NetDriver.Object bool LogPortUnreach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a0 , Size: 1] bool AllowPlayerPortUnreach;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4a0 , Size: 1] uint32 MaxPortCountToTry;//[Offset: 0x4a4 , Size: 4] uint32 ServerDesiredSocketReceiveBufferBytes;//[Offset: 0x4b4 , Size: 4] uint32 ServerDesiredSocketSendBufferBytes;//[Offset: 0x4b8 , Size: 4] uint32 ClientDesiredSocketReceiveBufferBytes;//[Offset: 0x4bc , Size: 4] uint32 ClientDesiredSocketSendBufferBytes;//[Offset: 0x4c0 , Size: 4] bool bResolveRemoteHostOnRecreateSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1] bool bContinueProcessWhenReceiveEmptyPackets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50d , Size: 1] -------------------------------- Class: AirDropBoxGenerateWrapperItemData class Actor* WrapperClass;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] -------------------------------- Class: SpringArmComponent.SceneComponent.ActorComponent.Object float TargetArmLength;//[Offset: 0x260 , Size: 4] Vector SocketOffset;//[Offset: 0x264 , Size: 12] Vector TargetOffset;//[Offset: 0x270 , Size: 12] float ProbeSize;//[Offset: 0x27c , Size: 4] byte ProbeChannel;//[Offset: 0x280 , Size: 1] bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x281 , Size: 1] bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x281 , Size: 1] bool bInheritPitch;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x281 , Size: 1] bool bInheritYaw;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x281 , Size: 1] bool bInheritRoll;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x281 , Size: 1] bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x281 , Size: 1] bool bEnableCameraRotationLag;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x281 , Size: 1] bool bUseCameraLagSubstepping;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x281 , Size: 1] bool bDrawDebugLagMarkers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x282 , Size: 1] float CameraLagSpeed;//[Offset: 0x284 , Size: 4] float CameraRotationLagSpeed;//[Offset: 0x288 , Size: 4] float CameraLagMaxTimeStep;//[Offset: 0x28c , Size: 4] float CameraLagMaxDistance;//[Offset: 0x290 , Size: 4] void SetActive(bool bNewActive, bool bReset);// 0x3f1db6c Rotator GetTargetRotation();// 0x1f4ca98 -------------------------------- Class: STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object STExtraAnimInstanceProxy Proxy;//[Offset: 0x580 , Size: 1008] bool CanDumpThisAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x970 , Size: 1] Rotator OwnerAimRotation;//[Offset: 0x974 , Size: 12] Rotator C_SightAngledRotOffset;//[Offset: 0x980 , Size: 12] bool C_bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98c , Size: 1] bool C_MovingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98d , Size: 1] bool C_SkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98e , Size: 1] bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98f , Size: 1] bool C_IsSwimUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x990 , Size: 1] bool C_ReloadProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x991 , Size: 1] bool C_IsObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x992 , Size: 1] bool C_IsGrenadeModeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x993 , Size: 1] bool C_IsWeaponBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x994 , Size: 1] Rotator SwimRotate;//[Offset: 0x998 , Size: 12] bool C_ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a4 , Size: 1] bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a5 , Size: 1] float C_SwimSpeed;//[Offset: 0x9a8 , Size: 4] float C_ProneHandleAlpha;//[Offset: 0x9ac , Size: 4] bool C_IsLeanOutVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0 , Size: 1] float LeftHandShouldNotIKAlpha;//[Offset: 0x9b4 , Size: 4] bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b8 , Size: 1] byte C_SeatSpecialType;//[Offset: 0x9b9 , Size: 1] int WeaponReloadSlotIndex;//[Offset: 0x9bc , Size: 4] bool C_IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c0 , Size: 1] bool C_IsDoingReaload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c1 , Size: 1] float NeckTurnUILeftAngle;//[Offset: 0x9c4 , Size: 4] float NeckTurnUIRightAngle;//[Offset: 0x9c8 , Size: 4] float NeckTurnUIUPAngle;//[Offset: 0x9cc , Size: 4] float NeckTurnUIDownAngle;//[Offset: 0x9d0 , Size: 4] float NeckNotTurnAngle;//[Offset: 0x9d4 , Size: 4] float NeckMapAngleDefault_Horizon;//[Offset: 0x9d8 , Size: 4] float NeckMapAngleDefault_Portrait;//[Offset: 0x9dc , Size: 4] float NeckMapAngleLeft;//[Offset: 0x9e0 , Size: 4] float NeckMapAngleRight;//[Offset: 0x9e4 , Size: 4] float NeckMapAngleUp;//[Offset: 0x9e8 , Size: 4] float NeckMapAngleDown;//[Offset: 0x9ec , Size: 4] float NeckMapCrouchAngleDefault_Horizon;//[Offset: 0x9f0 , Size: 4] float NeckMapCrouchAngleDefault_Portrait;//[Offset: 0x9f4 , Size: 4] float NeckMapCrouchAngleLeft;//[Offset: 0x9f8 , Size: 4] float NeckMapCrouchAngleRight;//[Offset: 0x9fc , Size: 4] float NeckMapCrouchAngleUp;//[Offset: 0xa00 , Size: 4] float NeckMapCrouchAngleDown;//[Offset: 0xa04 , Size: 4] float NeckTurnSpeed;//[Offset: 0xa08 , Size: 4] byte C_ParachuteState;//[Offset: 0xa0c , Size: 1] Rotator C_HeadRotOffset;//[Offset: 0xa10 , Size: 12] Rotator DeltaViewOffset;//[Offset: 0xa1c , Size: 12] bool C_UseFlareGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa28 , Size: 1] bool C_ShouldAdditiveFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa29 , Size: 1] bool C_ShouldAdditiveForegripObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2a , Size: 1] bool C_ShouldPlayObstructedAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2b , Size: 1] bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2c , Size: 1] float C_HoldingShieldAlpha;//[Offset: 0xa30 , Size: 4] float C_HoldingShieldAdditive;//[Offset: 0xa34 , Size: 4] BlendSpace* C_ObstructedAnim;//[Offset: 0xa38 , Size: 4] AnimSequence* C_ShieldAddtive;//[Offset: 0xa3c , Size: 4] AnimMontage* C_RevivalMontage;//[Offset: 0xa40 , Size: 4] BlendSpace* C_BSFreeFalling;//[Offset: 0xa44 , Size: 4] BlendSpace* C_BSFreeFalling_Turn;//[Offset: 0xa48 , Size: 4] AnimSequence* C_FreeFalling_Shake;//[Offset: 0xa4c , Size: 4] BlendSpace* C_BSParachute;//[Offset: 0xa50 , Size: 4] AnimSequence* C_ParachuteEnter;//[Offset: 0xa54 , Size: 4] AnimSequence* C_ParachuteLand;//[Offset: 0xa58 , Size: 4] AnimMontage* C_FreeFallingStartMontage;//[Offset: 0xa5c , Size: 4] bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa61 , Size: 1] Vector C_MoveDirExt;//[Offset: 0xa64 , Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation;//[Offset: 0xa70 , Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation_Yaw;//[Offset: 0xa7c , Size: 12] Rotator r_C_ComponentRotationRelToControlRotation;//[Offset: 0xa88 , Size: 12] bool b_C_IsOnVehicle_AND_C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa94 , Size: 1] bool b_C_PoseType_EQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa95 , Size: 1] bool b_C_Move_OR_C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa96 , Size: 1] bool b_OnVehicle_LeanOut_NarrowSeat_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa97 , Size: 1] bool b_OnVehicle_LeanOut_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa98 , Size: 1] bool b_C_ParachuteState_EQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa99 , Size: 1] bool b_C_ParachuteState_NEQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9a , Size: 1] bool b_C_ParachuteState_EQ_Landing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9b , Size: 1] bool b_C_ParachuteState_FreeFallShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9c , Size: 1] bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9d , Size: 1] bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9e , Size: 1] bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa9f , Size: 1] bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa0 , Size: 1] bool b_C_LastMovementMode_NEQ_Falling_OR_HoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa1 , Size: 1] float f_C_MoveVelocity_Div_SwimSpeed_X;//[Offset: 0xaa4 , Size: 4] float f_C_MoveVelocity_Div_SwimSpeed_Y;//[Offset: 0xaa8 , Size: 4] bool b_C_NotUseGeneralHeadAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaac , Size: 1] bool b_C_MoveVelocity_Turning_NotScoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaad , Size: 1] bool b_C_MoveVelocity_SightSlow_High;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaae , Size: 1] bool b_C_MoveVelocity_SightSlow_Low;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaaf , Size: 1] bool b_C_DoingPickup_Or_DoingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xab0 , Size: 1] enum[] DisallowedEyeRotationWithHeadList;//[Offset: 0xab4 , Size: 12] float C_LeanOut_AimAngle;//[Offset: 0xac0 , Size: 4] float LeanOutL_AimAngle;//[Offset: 0xac8 , Size: 4] float LeanOutR_AimAngle;//[Offset: 0xacc , Size: 4] bool bIsLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad0 , Size: 1] bool bForcePlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae8 , Size: 1] bool bEnableStanbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaea , Size: 1] bool bEnableArmedStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaeb , Size: 1] float EnableArmedStandbyAnimPitchMin;//[Offset: 0xaec , Size: 4] float EnableArmedStandbyAnimPitchMax;//[Offset: 0xaf0 , Size: 4] float StandbyAnimTimeInterval;//[Offset: 0xaf4 , Size: 4] enum[] StandbyAnimPawnStateExclusion;//[Offset: 0xaf8 , Size: 12] int[] ColdGameModeIDList;//[Offset: 0xb04 , Size: 12] enum[] StandbyGameModeType;//[Offset: 0xb10 , Size: 12] bool bIsPlayRandomAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb1c , Size: 1] void TryToFireFlareGun();// 0x1e827e4 void TryPlayStandbyAnim();// 0x1e827d0 bool ShouldDestoryParachuteAnimAsset();// 0x1e827a8 void SetVelocityZFactor(float NewFactor);// 0x1e82730 void SetC_ViewRotation(Rotator NewRotator, float DeltaTime);// 0x1e8266c void PostCacheParamList(float DeltaSeconds);// 0x2859eb0 void PendingKillParachuteAnim(Object* InObject);// 0x1e825f4 void OnEmoteAnimFinished(int EmoteIndex, int StopReason);// 0x1e82538 void InterrupteStandbyAnim(STExtraBaseCharacter* SelfRef);// 0x1e824c0 void DumpAllProperties();// 0x1e824ac void DumpAllAnimInstancesInThisWorld();// 0x1c8c854 void ClearStandbyAnimState();// 0x1e82498 void ClearParachuteAnimVars();// 0x1e82484 AnimParamList CacheParamList(float DeltaSeconds);// 0x1e82344 void CacheParachuteAnimVars(bool bForceRefresh);// 0x1e822c4 Object* CacheParachuteAnimVar_Internal(int ParachuteAnimType, class Object TargetClass);// 0x1e82200 PlayerAnimList CacheAnimVarList();// 0x1e82130 void AsyncAnimStandbyCallback(AnimationAsset* retAsset);// 0x1e820b8 -------------------------------- Class: STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object bool C_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301 , Size: 1] bool C_MovementChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302 , Size: 1] bool C_IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x303 , Size: 1] bool C_Scoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304 , Size: 1] bool C_IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x305 , Size: 1] bool C_SightSlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x306 , Size: 1] bool C_ShouldPlayTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x307 , Size: 1] bool C_ShouldSlowMoveAnimX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308 , Size: 1] bool C_ShouldSlowMoveAnimY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309 , Size: 1] bool C_IdleAddtiveValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30a , Size: 1] bool C_IsHoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30b , Size: 1] bool C_IsGrenadeTypeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30c , Size: 1] bool C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30d , Size: 1] bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30e , Size: 1] bool C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30f , Size: 1] bool C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1] bool b_WalkToUnarmedFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x311 , Size: 1] bool b_WalkToRifleJumpStationStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x312 , Size: 1] bool b_C_IsFallingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x313 , Size: 1] bool b_Move_PistolOrRifleGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314 , Size: 1] bool b_C_PeekFrameRate_NEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x315 , Size: 1] bool b_C_PeekFrameRate_NEQ_0_OR_C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x316 , Size: 1] bool b_C_PeekFrameRateNEQ0_AND_C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x317 , Size: 1] bool C_IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318 , Size: 1] bool b_WeaponState_EQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319 , Size: 1] bool b_WeaponState_NEQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31a , Size: 1] bool b_Crouch_SwitchWeapon_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31b , Size: 1] bool C_ForegripAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c , Size: 1] bool C_EnableForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31d , Size: 1] bool b_P_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31e , Size: 1] bool b_C_PoseType_NEQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31f , Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320 , Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321 , Size: 1] bool C_ShouldAdditiveForegrip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x322 , Size: 1] bool C_NoAimOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x323 , Size: 1] bool C_ShouldIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] bool C_IsEnteringNearDeathAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1] bool C_UseHairAnimDynamics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x326 , Size: 1] bool bWalkToJumpStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x327 , Size: 1] bool bJumpStartToWalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328 , Size: 1] bool bFallingToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x329 , Size: 1] byte C_LODLevel;//[Offset: 0x32a , Size: 1] float f_C_MoveVelocityLengthSquard;//[Offset: 0x32c , Size: 4] float C_SightSlowBlendStandBaseAlpha;//[Offset: 0x330 , Size: 4] bool b_C_MoveVelocityLengthSquard_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334 , Size: 1] Vector C_MoveVelocityInWorldSpaceReverse;//[Offset: 0x338 , Size: 12] float MoveVelocityLength2D;//[Offset: 0x344 , Size: 4] byte C_PoseType;//[Offset: 0x348 , Size: 1] byte C_LastMovementMode;//[Offset: 0x349 , Size: 1] byte C_WeaponType;//[Offset: 0x34a , Size: 1] byte C_WeaponHoldType;//[Offset: 0x34b , Size: 1] byte C_WeaponState;//[Offset: 0x34c , Size: 1] bool b_C_WeaponState_EQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34d , Size: 1] float f_C_WeaponState_EQ_Reload;//[Offset: 0x350 , Size: 4] bool b_C_WeaponState_NEQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1] bool b_C_WeaponState_EQ_PreFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355 , Size: 1] bool C_IsReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x356 , Size: 1] bool C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x357 , Size: 1] float C_IsReloadAnimAdditive_Alpha;//[Offset: 0x358 , Size: 4] float C_CharacterYawRotateRate;//[Offset: 0x35c , Size: 4] float C_CharacterYawRotateRate_Reverse;//[Offset: 0x360 , Size: 4] float C_MaxFallingSpeed;//[Offset: 0x364 , Size: 4] float C_FireAlpha;//[Offset: 0x368 , Size: 4] float b_WalkAdditiveAlpha;//[Offset: 0x36c , Size: 4] float f_FallingVelocityZFactor;//[Offset: 0x370 , Size: 4] float f_C_MoveVelocity_X_FallingZFactor;//[Offset: 0x374 , Size: 4] float PeekFrameRate;//[Offset: 0x378 , Size: 4] float PeekSpeed;//[Offset: 0x37c , Size: 4] float f_C_ViewRotation_IN_C_Scoping;//[Offset: 0x380 , Size: 4] float C_ForegripAnimParam;//[Offset: 0x384 , Size: 4] float C_HandleFolderFactor;//[Offset: 0x388 , Size: 4] float MoveDirParachuteLerpSpeed;//[Offset: 0x38c , Size: 4] float MoveDirNormalLerpSpeed;//[Offset: 0x390 , Size: 4] float ScopeVelocityInterpSpeed;//[Offset: 0x394 , Size: 4] Vector C_MoveVelocity;//[Offset: 0x39c , Size: 12] Vector C_MoveInputVelocity;//[Offset: 0x3a8 , Size: 12] Vector C_MoveInputVelocityUnit;//[Offset: 0x3b4 , Size: 12] Vector C_MoveDir;//[Offset: 0x3c0 , Size: 12] Vector C_HurtDir;//[Offset: 0x3cc , Size: 12] Vector C_FirstAnimSpine_StandAndCrouch;//[Offset: 0x3d8 , Size: 12] Vector C_FirstAnimSpine_Prone;//[Offset: 0x3e4 , Size: 12] Vector C_FPPStandOffsetLocation;//[Offset: 0x3f0 , Size: 12] Vector ScopeAimSpine03TranslationModify;//[Offset: 0x3fc , Size: 12] Rotator ScopeAimSpine03RotationModifiy;//[Offset: 0x408 , Size: 12] Rotator r_C_FPPStandOffsetRotation_half;//[Offset: 0x414 , Size: 12] Rotator r_C_FPPCrouchOffsetRotation_half;//[Offset: 0x420 , Size: 12] Rotator r_C_FPPProneOffsetRotation_half;//[Offset: 0x42c , Size: 12] Rotator C_OwnerRotation;//[Offset: 0x438 , Size: 12] Rotator C_ControlRotation;//[Offset: 0x444 , Size: 12] Rotator C_LastControlRotation;//[Offset: 0x450 , Size: 12] Rotator C_ViewRotation;//[Offset: 0x45c , Size: 12] Rotator C_FPPStandOffsetRotation;//[Offset: 0x468 , Size: 12] Rotator C_FPPCrouchOffsetRotation;//[Offset: 0x474 , Size: 12] Rotator C_FPPProneOffsetRotation;//[Offset: 0x480 , Size: 12] Rotator RecoilADSRotation_CP;//[Offset: 0x48c , Size: 12] Vector C_MoveVelocityInWorldSpace;//[Offset: 0x498 , Size: 12] Vector C_FPPCrouchOffsetLocation;//[Offset: 0x4a4 , Size: 12] Vector C_FPPProneOffsetLocation;//[Offset: 0x4b0 , Size: 12] Rotator C_ScopeAimOffsetStand;//[Offset: 0x4bc , Size: 12] CurveFloat* C_FallingIKCurve;//[Offset: 0x4c8 , Size: 4] Rotator OwnerRotation;//[Offset: 0x4cc , Size: 12] bool Shoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8 , Size: 1] Rotator ShovelingRotation;//[Offset: 0x4dc , Size: 12] float ShovelingRotationoffset;//[Offset: 0x4e8 , Size: 4] Rotator UpShovelingRotationAdd;//[Offset: 0x4ec , Size: 12] Rotator FloorRotation;//[Offset: 0x4f8 , Size: 12] byte Role;//[Offset: 0x504 , Size: 1] bool AutonomousProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x505 , Size: 1] bool ShovelingToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x506 , Size: 1] bool ShovelMelee;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x507 , Size: 1] bool ShovelGenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x508 , Size: 1] AimOffsetBlendSpace* C_AimBlendSpace;//[Offset: 0x50c , Size: 4] BlendSpace* C_MovementBSCache;//[Offset: 0x510 , Size: 4] BlendSpace* C_MovementBSCache_Dest;//[Offset: 0x514 , Size: 4] AnimSequence* C_IdleAddtive;//[Offset: 0x518 , Size: 4] BlendSpace1D* C_FallingBS;//[Offset: 0x51c , Size: 4] AnimSequence* C_JumpStart;//[Offset: 0x520 , Size: 4] AnimSequence* C_LandLight;//[Offset: 0x524 , Size: 4] AnimSequence* C_LandHeavy;//[Offset: 0x528 , Size: 4] BlendSpace1D* MovementUpBodyOverride;//[Offset: 0x52c , Size: 4] AnimSequence* C_TurnAnim;//[Offset: 0x530 , Size: 4] BlendSpace* C_HitBlendSpace;//[Offset: 0x534 , Size: 4] BlendSpace1D* C_PeekAnim;//[Offset: 0x538 , Size: 4] BlendSpace1D* C_ForegripAnim;//[Offset: 0x53c , Size: 4] AimOffsetBlendSpace* C_PeekAnimLeftRight;//[Offset: 0x540 , Size: 4] AnimMontage* C_MontageRescue;//[Offset: 0x544 , Size: 4] AnimMontage* C_MontageDead;//[Offset: 0x548 , Size: 4] AnimMontage* C_MontageDead_Stand;//[Offset: 0x54c , Size: 4] AnimMontage* C_MontageDead_Crouch;//[Offset: 0x550 , Size: 4] AnimMontage* C_MontageDead_Prone;//[Offset: 0x554 , Size: 4] enum AnimInstanceType;//[Offset: 0x558 , Size: 1] bool MovementUpBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x559 , Size: 1] float MovementUpBodyBlentWeight;//[Offset: 0x55c , Size: 4] byte LastPoseTypeCache;//[Offset: 0x560 , Size: 1] int ForceLODLevel;//[Offset: 0x570 , Size: 4] void RefreshPeekState();// 0x1e85810 void PlaySwitchWeaponAnimation(bool bWantsEquip);// 0x1e85790 void PlayPostReloadWeaponAnimation();// 0x1e8577c void PlayPostFillGasWeaponAnimation();// 0x1e85768 void PlayPlayerDeadAnimation();// 0x1e85754 void PlayAnimationByEventType(byte Type);// 0x1e856dc void HandlePlayerWeaponStateChanged(byte NewState);// 0x1e8565c void HandlePlayerPoseChange(byte LastPose, byte NewPose);// 0x1e85598 void HandlePlayerPickUp();// 0x1c9cb54 void HandlePlayerEnterRescueState(bool bBeginRescueing);// 0x1e85510 void HandlePlayerEnterCallingForRevivalState(bool bBeginCalling);// 0x2859eb0 void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x1e85368 void HandleOwnerAnimEvent(FName EventMsg);// 0x1e852e8 void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x1e8513c byte GetRole();// 0x1e85114 void EnableAnimFlag(enum PlayFlag);// 0x1e8509c void DisableAnimFlag(enum PlayFlag);// 0x1e85024 -------------------------------- Class: STPawnAnimInstanceBase.AnimInstance.Object STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2f0 , Size: 4] FString LuaFilePath;//[Offset: 0x2f4 , Size: 12] void OnNotifyMontagePlayingEvent_BluePrint(FName NotifyName);// 0x2859eb0 void OnNotifyMontagePlayingEvent(FName NotifyName, out const BranchingPointNotifyPayload BranchingPointPayload);// 0x1f66788 void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x1e85368 void HandleOwnerAnimEvent(FName EventMsg);// 0x1e852e8 void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x1e8513c -------------------------------- Class: STExtraAnimInstanceProxy.AnimInstanceProxy STExtraBaseCharacter* OwnerPawn;//[Offset: 0x3d8 , Size: 4] STExtraAnimInstanceBase* ParentAnimInst;//[Offset: 0x3dc , Size: 4] -------------------------------- Class: AnimInstanceProxy -------------------------------- Class: BlendSpace.BlendSpaceBase.AnimationAsset.Object byte AxisToScaleAnimation;//[Offset: 0xf8 , Size: 1] -------------------------------- Class: BlendSpaceBase.AnimationAsset.Object bool bRotationBlendInMeshSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1] float AnimLength;//[Offset: 0x64 , Size: 4] InterpolationParameter InterpolationParam;//[Offset: 0x68 , Size: 8] float TargetWeightInterpolationSpeedPerSec;//[Offset: 0x80 , Size: 4] byte NotifyTriggerMode;//[Offset: 0x84 , Size: 1] PerBoneInterpolation[] PerBoneBlend;//[Offset: 0x88 , Size: 12] int SampleIndexWithMarkers;//[Offset: 0x94 , Size: 4] BlendSample[] SampleData;//[Offset: 0x98 , Size: 12] EditorElement[] GridSamples;//[Offset: 0xa4 , Size: 12] BlendParameter BlendParameters;//[Offset: 0xb0 , Size: 24] -------------------------------- Class: InterpolationParameter float InterpolationTime;//[Offset: 0x0 , Size: 4] byte InterpolationType;//[Offset: 0x4 , Size: 1] -------------------------------- Class: PerBoneInterpolation BoneReference BoneReference;//[Offset: 0x0 , Size: 24] float InterpolationSpeedPerSec;//[Offset: 0x18 , Size: 4] -------------------------------- Class: BlendSample AnimSequence* Animation;//[Offset: 0x0 , Size: 4] Vector SampleValue;//[Offset: 0x4 , Size: 12] float RateScale;//[Offset: 0x10 , Size: 4] -------------------------------- Class: EditorElement int Indices;//[Offset: 0x0 , Size: 4] float Weights;//[Offset: 0xc , Size: 4] -------------------------------- Class: BlendParameter FString DisplayName;//[Offset: 0x0 , Size: 12] float Min;//[Offset: 0xc , Size: 4] float Max;//[Offset: 0x10 , Size: 4] int GridNum;//[Offset: 0x14 , Size: 4] -------------------------------- Class: AimOffsetBlendSpace.BlendSpace.BlendSpaceBase.AnimationAsset.Object -------------------------------- Class: BlendSpace1D.BlendSpaceBase.AnimationAsset.Object bool bScaleAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1] -------------------------------- Class: BranchingPointNotifyPayload -------------------------------- Class: AnimParamList int FrameCounter;//[Offset: 0x0 , Size: 4] Vector Velocity;//[Offset: 0x4 , Size: 12] Vector movedir;//[Offset: 0x10 , Size: 12] byte MovementMode;//[Offset: 0x1c , Size: 1] byte PoseType;//[Offset: 0x1d , Size: 1] Rotator ViewRotation;//[Offset: 0x20 , Size: 12] Rotator ControlRotation;//[Offset: 0x2c , Size: 12] byte WeaponType;//[Offset: 0x38 , Size: 1] byte WeaponHoldType;//[Offset: 0x39 , Size: 1] byte WeaponState;//[Offset: 0x3a , Size: 1] byte WeaponReloadMethod;//[Offset: 0x3b , Size: 1] bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1] byte SightType;//[Offset: 0x3d , Size: 1] float RecoilKickADS;//[Offset: 0x40 , Size: 4] float ForegripParam;//[Offset: 0x44 , Size: 4] Vector OffsetFPPLocation;//[Offset: 0x4c , Size: 12] Rotator OffsetFPPRotation;//[Offset: 0x58 , Size: 12] Vector OffsetFPPCrouchLocation;//[Offset: 0x64 , Size: 12] Rotator OffsetFPPCrouchRotation;//[Offset: 0x70 , Size: 12] Vector OffsetFPPProneLocation;//[Offset: 0x7c , Size: 12] Rotator OffsetFPPProneRotation;//[Offset: 0x88 , Size: 12] Vector OffsetAngledFPPLocation;//[Offset: 0x94 , Size: 12] Rotator OffsetAngledFPPRotation;//[Offset: 0xa0 , Size: 12] Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xac , Size: 12] Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xb8 , Size: 12] Vector OffsetAngledFPPProneLocation;//[Offset: 0xc4 , Size: 12] Rotator OffsetAngledFPPProneRotation;//[Offset: 0xd0 , Size: 12] bool bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc , Size: 1] bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd , Size: 1] bool IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde , Size: 1] bool IsRescueing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf , Size: 1] bool IsSprinting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1] bool IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe1 , Size: 1] Vector HurtDir;//[Offset: 0xe4 , Size: 12] bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1] bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1] byte JumpType;//[Offset: 0xf2 , Size: 1] byte ParachuteState;//[Offset: 0xf3 , Size: 1] bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4 , Size: 1] bool bFreeFallingShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5 , Size: 1] bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6 , Size: 1] bool IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7 , Size: 1] bool IsDisableAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1] float HandleFolderFactor;//[Offset: 0xfc , Size: 4] float CharacterYawRotateRate;//[Offset: 0x100 , Size: 4] bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1] -------------------------------- Class: PlayerAnimList int FrameCounter;//[Offset: 0x0 , Size: 4] PlayerAnimData MovementAnim;//[Offset: 0x4 , Size: 8] PlayerAnimData AimAnim;//[Offset: 0xc , Size: 8] PlayerAnimData ReloadAnim;//[Offset: 0x14 , Size: 8] PlayerAnimData FillGasAnim;//[Offset: 0x1c , Size: 8] PlayerAnimData EquipWeaponAnim;//[Offset: 0x24 , Size: 8] PlayerAnimData ChangePoseAnim;//[Offset: 0x2c , Size: 8] PlayerAnimData PickUpAnim;//[Offset: 0x34 , Size: 8] PlayerAnimData FireAnim;//[Offset: 0x3c , Size: 8] PlayerAnimData HurtAnim;//[Offset: 0x44 , Size: 8] PlayerAnimData TurnAnim;//[Offset: 0x4c , Size: 8] PlayerAnimData PullingPlugAnim;//[Offset: 0x54 , Size: 8] PlayerAnimData PutDownWeaponAnim;//[Offset: 0x5c , Size: 8] PlayerAnimData WeaponIdle;//[Offset: 0x64 , Size: 8] PlayerAnimData ForegripAnim;//[Offset: 0x6c , Size: 8] PlayerAnimData[] JumpAnimList;//[Offset: 0x74 , Size: 12] PlayerAnimData[] ExtraAnimList;//[Offset: 0x80 , Size: 12] -------------------------------- Class: PlayerAnimData AnimationAsset* Animation;//[Offset: 0x0 , Size: 4] float Rate;//[Offset: 0x4 , Size: 4] -------------------------------- Class: WheelSfxConfig.DataAsset.Object WheelSfxOnSurface[] WheelSfxOnSurface;//[Offset: 0x20 , Size: 12] -------------------------------- Class: WheelSfxOnSurface PhysicalMaterial* SurfaceMaterial;//[Offset: 0x0 , Size: 4] AkAudioEvent* EventStart;//[Offset: 0x4 , Size: 4] AkAudioEvent* EventStop;//[Offset: 0x8 , Size: 4] -------------------------------- Class: STExtraVehicleSfxLoop.STExtraVehicleSfxLoopBase AkAudioEvent* AkEvent;//[Offset: 0x40 , Size: 4] -------------------------------- Class: STExtraVehicleSfxLoopBase AkComponent* AkComp;//[Offset: 0x0 , Size: 4] MapRTPC;//[Offset: 0x4 , Size: 60] -------------------------------- Class: STExtraVehicleWheelSfxOnSurface.STExtraVehicleSfxLoopBase PhysicalMaterial* LastSurfaceMaterial;//[Offset: 0x40 , Size: 4] WheelSfxConfig* WheelSfxConfig;//[Offset: 0x44 , Size: 4] -------------------------------- Class: STReplicatedVehicleState int8 SteeringInput;//[Offset: 0x0 , Size: 1] int8 ThrottleInput;//[Offset: 0x1 , Size: 1] int8 BrakeInput;//[Offset: 0x2 , Size: 1] int8 HandbrakeInput;//[Offset: 0x3 , Size: 1] int8 CurrentGear;//[Offset: 0x4 , Size: 1] -------------------------------- Class: GameModePlayerAliasShowInfo GameModePlayerAliasInfo AliasInfo;//[Offset: 0x0 , Size: 48] FString PlayerName;//[Offset: 0x30 , Size: 12] STExtraBaseCharacter* Character;//[Offset: 0x3c , Size: 4] -------------------------------- Class: MonsterTreasureBoxData float BoxStartTime;//[Offset: 0x0 , Size: 4] Vector BoxLocation;//[Offset: 0x4 , Size: 12] uint64 BoxStartPlayer;//[Offset: 0x10 , Size: 8] -------------------------------- Class: BuildMaterialData int MatID;//[Offset: 0x0 , Size: 4] int MatCount;//[Offset: 0x4 , Size: 4] -------------------------------- Class: IdeaDecalActor.Actor.Object SceneComponent* DecalRootComp;//[Offset: 0x2c4 , Size: 4] int DecalId;//[Offset: 0x2c8 , Size: 4] IdeaDecalInfo DecalInfo;//[Offset: 0x2d0 , Size: 112] STExtraPlayerState* OwnerPS;//[Offset: 0x340 , Size: 4] STExtraVehicleBase* Vehicle;//[Offset: 0x344 , Size: 8] void OnRep_DecalInfo();// 0x1d9d084 -------------------------------- Class: IdeaDecalInfo int ID;//[Offset: 0x0 , Size: 4] Transform Transform;//[Offset: 0x10 , Size: 48] enum ParentType;//[Offset: 0x50 , Size: 1] PrimitiveComponent* Parent;//[Offset: 0x54 , Size: 8] -------------------------------- Class: PlayerStaticInfoInOB FString PlayerName;//[Offset: 0x0 , Size: 12] FString PlayerOpenID;//[Offset: 0xc , Size: 12] FString PicUrl;//[Offset: 0x18 , Size: 12] int TeamID;//[Offset: 0x24 , Size: 4] FString TeamName;//[Offset: 0x28 , Size: 12] uint64 UId;//[Offset: 0x38 , Size: 8] uint32 PlayerKey;//[Offset: 0x40 , Size: 4] -------------------------------- Class: CharacterBuffRecord int BuffID;//[Offset: 0x0 , Size: 4] int CauseSkillID;//[Offset: 0x4 , Size: 4] int LayerCount;//[Offset: 0x8 , Size: 4] Actor* Causer;//[Offset: 0xc , Size: 8] -------------------------------- Class: MarkSyncData enum Status;//[Offset: 0x0 , Size: 1] int TypeID;//[Offset: 0x4 , Size: 4] Vector Location;//[Offset: 0x8 , Size: 12] Rotator Rotation;//[Offset: 0x14 , Size: 12] int InstanceID;//[Offset: 0x20 , Size: 4] CustomMarkEventData CustomMarkEvent;//[Offset: 0x24 , Size: 28] enum MapAdded;//[Offset: 0x40 , Size: 1] bool bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1] Property*[] DeltaProperties;//[Offset: 0x44 , Size: 12] -------------------------------- Class: CustomMarkEventData float CreateTime;//[Offset: 0x0 , Size: 4] int CustomState;//[Offset: 0x4 , Size: 4] FString CustomString;//[Offset: 0x8 , Size: 12] enum InWhichMap;//[Offset: 0x14 , Size: 1] int CustomCanvasTag;//[Offset: 0x18 , Size: 4] -------------------------------- Class: DamageEvent class DamageType* DamageTypeClass;//[Offset: 0x4 , Size: 4] -------------------------------- Class: TeamateStateUAVChangedCompressData Vector_NetQuantize100 Location;//[Offset: 0x0 , Size: 12] uint32 View;//[Offset: 0xc , Size: 4] byte Roll;//[Offset: 0x10 , Size: 1] byte uavType;//[Offset: 0x11 , Size: 1] -------------------------------- Class: BackpackComponent.ActorComponent.Object delegate ItemListUpdatedDelegate;//[Offset: 0xc8 , Size: 12] delegate SingleItemUpdatedDelegate;//[Offset: 0xd4 , Size: 12] delegate SingleItemDeleteDelegate;//[Offset: 0xe0 , Size: 12] delegate CapacityUpdatedDelegate;//[Offset: 0xec , Size: 12] delegate ItemOperationDelegate;//[Offset: 0xf8 , Size: 12] delegate ItemOperationInfoDelegate;//[Offset: 0x104 , Size: 12] delegate AssociationOperationDelegate;//[Offset: 0x110 , Size: 12] delegate ItemOperCountDelegate;//[Offset: 0x11c , Size: 12] delegate ItemOperationFailedDelegate;//[Offset: 0x128 , Size: 12] delegate BackPackTipsToPlayerDelegate;//[Offset: 0x134 , Size: 12] delegate ItemHandleAddDelegate;//[Offset: 0x140 , Size: 12] delegate ItemUpdatedDelegate;//[Offset: 0x14c , Size: 12] delegate ItemRemovedDelegate;//[Offset: 0x158 , Size: 12] BattleItemPickupAfterLand[] BattleItemPickupAfterLandList;//[Offset: 0x164 , Size: 12] SpecialPickInfo[] specialCountLimit;//[Offset: 0x170 , Size: 12] IncNetArray ItemListNet;//[Offset: 0x188 , Size: 24] BattleItemData[] CachItemList;//[Offset: 0x1a0 , Size: 12] IncNetArray ItemListNetCache;//[Offset: 0x1ac , Size: 24] bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c4 , Size: 1] ItemHandleBase*[] ItemHandleList;//[Offset: 0x1cc , Size: 12] ItemHandleMap;//[Offset: 0x1d8 , Size: 60] int CapacityThreshold;//[Offset: 0x214 , Size: 4] float Capacity;//[Offset: 0x218 , Size: 4] float OccupiedCapacity;//[Offset: 0x21c , Size: 4] float SafetyBoxCapacity;//[Offset: 0x220 , Size: 4] float SafetyBoxOccupiedCapacity;//[Offset: 0x224 , Size: 4] int virtualitemid;//[Offset: 0x238 , Size: 4] delegate ZombieModeSkillPropLevelChangedDelegate;//[Offset: 0x240 , Size: 12] delegate ZombieModeSkillPropCDDelegate;//[Offset: 0x24c , Size: 12] bool IsForbidAutoEquipAttachments;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260 , Size: 1] int[] NeedToShowTypeList;//[Offset: 0x264 , Size: 12] bool bShowBounty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1] delegate BackpackShowBountyDelegate;//[Offset: 0x274 , Size: 12] FString LuaFilePath;//[Offset: 0x280 , Size: 12] bool UseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x2438910 float UpdateCapacity();// 0x1d090f0 void UnequipItem(ItemDefineID DefineID);// 0x2438888 void TryMergeItemHandles(ItemDefineID DefineID, enum InItemStoreArea);// 0x24387bc int TakeItem(ItemDefineID DefineID, int Count, bool bCallHandleDrop);// 0x2438698 bool SwapItem(ItemDefineID DefineID1, ItemDefineID DefineID2);// 0x24385ac void ServerSetShowBounty(bool bInShowBounty);// 0x24384e4 void ServerEnableItem(ItemDefineID DefineID, bool bUse);// 0x24383b4 int ReturnItem(ItemDefineID DefineID, int Count, bool bCallHandlePickup);// 0x2438290 bool RemoveItemHandle(ItemDefineID DefineID);// 0x24381f8 void ReceiveItemList();// 0x24381dc void ReceiveCapacity();// 0x1da26d0 bool PickupItemFromWrapperDetail(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x2437e94 bool PickUpItem_Default(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x2437b94 bool PickupItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x243784c void PickupBattleItemOnPlane();// 0x2437838 bool PickItem_IntoSafetyBox(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x2437538 bool PickItem_IntoBackpack(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x2437238 void OnRep_specialCountLimit();// 0x2437224 void OnRep_ItemListNet();// 0x2437210 void OnRep_ItemList();// 0x24371fc void OnRep_Capacity();// 0x24371e8 void NotifyItemUpdated(ItemDefineID DefineID);// 0x2437158 void NotifyItemRemoved(ItemDefineID DefineID);// 0x24370c8 void NotifyItemListUpdated();// 0x1cde408 void NotifyCapacityUpdated();// 0x1cde3ec BattleItemHandleBase* NewItemHandle(ItemDefineID DefineID);// 0x2437030 void ModifyItemHandleEquippingState(ItemHandleBase* ItemHandle, bool bEquipping);// 0x2436f6c void ModifyItemHandleCount(ItemHandleBase* ItemHandle, int Count);// 0x2436eb0 void ModifyAutoPickClipType(int InAutoPickClipType);// 0x2436dfc void ModifyAimNotAutoUse(bool bAdd);// 0x2436d34 BattleItemData ItemNet2Data(out const NetArrayUnit netItem);// 0x2436b70 bool IsNeedToShowInBackpack(int TypeDefineID);// 0x2436af0 bool IsEnableWeaponAttachmentBindToWeapon();// 0x2436ac0 bool IsAutoUse(int ItemID);// 0x2859eb0 bool HasUnEquipItemByDefindIdRange(int LowValue, int HighValue);// 0x24369fc bool HasTagSub(int ItemID, out const FName TagName);// 0x2859eb0 bool HasItemBySubType(int SubType);// 0x243697c bool HasItemByDefineID(ItemDefineID DefineID);// 0x24368ec bool HasItemByDefindIdRange(int LowValue, int HighValue);// 0x2436828 void HandleDropInDisuse(out const ItemDefineID DefineID, BattleItemHandleBase* ItemHandle, enum Reason, float OccupiedCapacityBeforeDisuse);// 0x24366c0 World* GetWorld_BP();// 0x2436698 int GetUnEquipItemNumByItemId(int ItemID);// 0x2436618 SpecialPickInfo GetSpecialItemNow(ItemDefineID DefineID);// 0x2436578 SpecialPickInfo GetSpecialItemBefore(int ItemResId);// 0x24364e8 BattleItemData GetLeastElectrictyBattleItemData(ItemDefineID DefineID, FString AdditionalDataName);// 0x2436314 int GetItemSubType(int ItemID);// 0x2859eb0 BattleItemData[] GetItemListByDefineID(ItemDefineID DefineID);// 0x24361a4 GetItemHandleMap();// 0x243616c ItemHandleBase*[] GetItemHandleList();// 0x24360fc int GetItemCountByType(int InItemType);// 0x243607c int GetItemCountByItemSpecialID(int InItemSpecialID);// 0x2435ffc BattleItemData GetItemByDefineID(ItemDefineID DefineID);// 0x2435f40 float GetItemAssociateWeights(BattleItemData InItemData);// 0x2435e7c BattleItemData GetFirstItemBySubType(int SubType);// 0x2435dd0 BattleItemData GetFirstItemByDefineIDIgnoreInstance(ItemDefineID DefineID);// 0x2435d14 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(ItemDefineID DefineID);// 0x2435c60 BattleItemData[] GetAllItemList(enum InItemStoreArea);// 0x2435b08 enum GetAIPickupType(int ItemID);// 0x2435a80 void ForceNetUpdate();// 0x1df6eb4 void EquipItem(ItemDefineID DefineID);// 0x24359f8 bool DropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x24358d8 bool DisuseItem(ItemDefineID DefineID, enum Reason);// 0x24357fc BattleItemHandleBase* CreateItemHandleInternal(ItemDefineID DefineID);// 0x2435764 ItemHandleBase* CreateItemHandle(ItemDefineID DefineID);// 0x24356cc int ConsumeItem(ItemDefineID DefineID, int Count);// 0x24355f8 void ClientUpdateSingleItem(const ItemDefineID DefineID);// 0x2435578 void ClientUpdateItemData(const BattleItemData InItemData);// 0x24354dc void ClientRemoveItemData(const BattleItemData InItemData);// 0x2435440 void ClientBroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x2435328 void ClientBroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x2435210 int CheckSpecialMaxCountForItem(ItemDefineID DefineID, int Count);// 0x243513c bool CheckSkillPropItemCanBePickup(BackpackComponent* BackpackComp, ItemDefineID DefineID);// 0x243505c int CheckCapacityForItem(ItemDefineID DefineID, int Count, enum InItemStoreArea);// 0x2434f44 bool ChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x2434e24 bool CanDisuseToBackpack(ItemDefineID DefineID);// 0x2434d8c bool CacheItemAssociationBeforeDisuse(ItemDefineID DefineID, enum Reason);// 0x2434cb0 void BroadcastItemOperCountDelegate(ItemDefineID DefineID, enum OperationType, int Count);// 0x2434ba0 void BroadcastItemOperationInfoDelegate(out const ItemOperationInfo ItemOperationInfo);// 0x2434b04 void BroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x24349f4 void BroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x24348e4 bool AddItemHandle(ItemDefineID DefineID, ItemHandleBase* ItemHandle);// 0x2434808 void AddBattleItemPickupOnPlane(out ItemDefineID DefineID, out BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x2434568 -------------------------------- Class: BattleItemPickupAfterLand ItemDefineID DefineID;//[Offset: 0x0 , Size: 24] BattleItemPickupInfo pickupInfo;//[Offset: 0x18 , Size: 72] enum Reason;//[Offset: 0x60 , Size: 1] enum BattleItemClientPickupType;//[Offset: 0x61 , Size: 1] -------------------------------- Class: SpecialPickInfo int item_id;//[Offset: 0x0 , Size: 4] int cur_count;//[Offset: 0x4 , Size: 4] int total_count;//[Offset: 0x8 , Size: 4] -------------------------------- Class: IncNetArray NetArrayUnit[] incArray;//[Offset: 0x0 , Size: 12] -------------------------------- Class: NetArrayUnit BattleItemNet Unit;//[Offset: 0x0 , Size: 64] bool markDelete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1] -------------------------------- Class: BattleItemNet ItemDefineID DefineID;//[Offset: 0x0 , Size: 24] int Count;//[Offset: 0x18 , Size: 4] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] enum ItemStoreArea;//[Offset: 0x1d , Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x20 , Size: 12] ItemAssociation[] Associations;//[Offset: 0x2c , Size: 12] int Durability;//[Offset: 0x38 , Size: 4] -------------------------------- Class: ItemOperationInfo ItemDefineID DefineID;//[Offset: 0x0 , Size: 24] enum BattleItemOperationType;//[Offset: 0x18 , Size: 1] byte Reason;//[Offset: 0x19 , Size: 1] int Count;//[Offset: 0x1c , Size: 4] -------------------------------- Class: CommonBtnComponent.ActorComponent.Object float CheckDoorDistanceSqr;//[Offset: 0xbc , Size: 4] PUBGDoor* TriggeredDoor;//[Offset: 0xc0 , Size: 4] PUBGDoor* TriggeredDoorAux;//[Offset: 0xc4 , Size: 4] void SetAutoOpenDoorMode(int Mode);// 0x1d11848 void SetAutoOpenDoorEnable(bool bEnable);// 0x1d117c8 void RPC_Server_DoorState(PUBGDoor* actionDoor, int ClientDoorState);// 0x1d116cc void RPC_Client_DoorState(PUBGDoor* actionDoor, int doorState);// 0x1d115d0 bool IsAimingExtraDoor(PUBGDoor* actionDoor);// 0x1d11550 PUBGDoor* GetPriorityDoor();// 0x1d11528 void DoorRequireRPC(PUBGDoor* actionDoor, bool bAimingExtraDoor, int ClientDoorState);// 0x1d113d0 void BP_SimulateUIClick(bool bExtraDoor);// 0x2859eb0 void BP_ShowDoorBtn(bool bShow, bool bOpen, int doorOpenMode);// 0x2859eb0 -------------------------------- Class: PUBGDoor.UAENetActor.Actor.Object int iRegionDoor;//[Offset: 0x320 , Size: 4] bool EnableForceAutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] bool EnableCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325 , Size: 1] float MaxNetCullDistanceSquared;//[Offset: 0x328 , Size: 4] bool EnableRPCCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1] bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d , Size: 1] float autoOpenDistanceSquared;//[Offset: 0x330 , Size: 4] float autoOpenAngel;//[Offset: 0x334 , Size: 4] float forwardSpeedRatio;//[Offset: 0x338 , Size: 4] int doorState;//[Offset: 0x33c , Size: 4] bool DoorBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1] float DoorOperateTime;//[Offset: 0x344 , Size: 4] StaticMeshComponent* doorMesh;//[Offset: 0x348 , Size: 4] BoxComponent* interactionBox;//[Offset: 0x34c , Size: 4] BoxComponent* interForceBox;//[Offset: 0x350 , Size: 4] bool bDoubleDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1] int DoorStateEx;//[Offset: 0x358 , Size: 4] bool DoorBrokenEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c , Size: 1] StaticMeshComponent* doorMeshEx;//[Offset: 0x360 , Size: 4] BoxComponent* interactionBoxEx;//[Offset: 0x364 , Size: 4] BoxComponent* interForceBoxEx;//[Offset: 0x368 , Size: 4] bool bUseDoorWaitPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36c , Size: 1] bool bIsFobidUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36d , Size: 1] bool bIsFobidAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36e , Size: 1] enum[] DamageableGameObjectTypeList;//[Offset: 0x370 , Size: 12] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x37c , Size: 4] bool bAutoOpenTriggered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380 , Size: 1] bool bAutoOpenStated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x381 , Size: 1] bool bTriggeredDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x382 , Size: 1] bool bAutoOpenTriggeredEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x383 , Size: 1] bool bAutoOpenStatedEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384 , Size: 1] bool bTriggeredDoorEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x385 , Size: 1] Character* PlayerCharacter;//[Offset: 0x388 , Size: 4] float autoOpenAngelCosinValue;//[Offset: 0x38c , Size: 4] StaticMesh* InitialMesh_C;//[Offset: 0x398 , Size: 4] bool bInitedDataBeforeBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c , Size: 1] FName DoorMeshCollisionProfileBeforeBroken;//[Offset: 0x3a0 , Size: 8] FName DoorMeshBoxCollisionProfileBeforeBroken;//[Offset: 0x3a8 , Size: 8] CollisionResponseContainer DoorMeshBoxCollisionResponses;//[Offset: 0x3b8 , Size: 32] bool WasBrokenForObjectPoolReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d8 , Size: 1] void SetDoorBroken(bool bExtraDoor);// 0x1e16388 void RefreshUIOnClient();// 0x1e16374 void OpenDoorBy(Character* Character, bool extraDoor);// 0x1e162b0 void OnRep_RepDoorStateEx();// 0x1e1629c void OnRep_RepDoorState();// 0x1e16288 void OnRep_RepDoorBrokenEx();// 0x1e16274 void OnRep_RepDoorBroken();// 0x1e16260 void OnEndOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1e16118 void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1e15fd0 void OnDoorRPC(Character* Character, bool bAimingExtraDoor);// 0x1e15f0c void OnBPRespawned();// 0x1ce00b0 void OnBeginOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1e15d10 void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1e15b14 void On_DoorAniFinsih(const BoxComponent* InDoorCheckBox, bool extraDoor);// 0x1e15a50 bool IsSameDoorState(int ClientState);// 0x1e159d0 void Init(BoxComponent* interactionBox, StaticMeshComponent* doorMesh, bool inDoubleDoor, BoxComponent* interactionBoxEx, StaticMeshComponent* doorMeshEx, BoxComponent* interForceBox, BoxComponent* interForceBoxEx);// 0x1e157ac enum[] GetDamageableGameObjectType();// 0x1dcc98c void ForceNetUpdate();// 0x1df6eb4 void DeCodeKey();// 0x1d0ff10 void CloseDoorBy(Character* Character, bool extraDoor);// 0x1e156e8 void ClientDoorRPC(int iDoorState, bool bDoorBroken, int iDoorStateEx, bool bDoorBrokenEx);// 0x1e15584 void BPSetObjectPoolInitialData();// 0x1ce00cc void BP_DoorBroken(bool isBeginPlay, bool bExtraDoor);// 0x2859eb0 void ActionDoorOnClient(int doorStateDst, bool bExtraDoor);// 0x2859eb0 void ActionDoorImmediatly(int doorStateDst, bool bExtraDoor);// 0x2859eb0 -------------------------------- Class: ChatComponent.ActorComponent.Object int end_time;//[Offset: 0xc0 , Size: 4] FString Reason;//[Offset: 0xc4 , Size: 12] int[] audioChat;//[Offset: 0xd0 , Size: 12] QuickChatIDAndAudio[] chatQuickList;//[Offset: 0xdc , Size: 12] QuickChatIDAndAudio[] TurnplateChatQuickList;//[Offset: 0xe8 , Size: 12] QuickChatOption[] allChatOption;//[Offset: 0xf4 , Size: 12] FString TeammateColor;//[Offset: 0x100 , Size: 12] FString MyColor;//[Offset: 0x10c , Size: 12] ActorNameList;//[Offset: 0x118 , Size: 60] FriendChatInfo;//[Offset: 0x154 , Size: 60] QuickChatFlag[] ChatFlagList;//[Offset: 0x190 , Size: 12] float SendMsgCD;//[Offset: 0x19c , Size: 4] float lastShowChatTime;//[Offset: 0x1a0 , Size: 4] float ShowChatDuration;//[Offset: 0x1a4 , Size: 4] QuickGroundFlag[] groundFlags;//[Offset: 0x1a8 , Size: 12] FString EndChar;//[Offset: 0x1b4 , Size: 12] FString ColonChar;//[Offset: 0x1c0 , Size: 12] TextID2AudioID;//[Offset: 0x1cc , Size: 60] InGameFilterChatMsg[] ChatFilterList;//[Offset: 0x208 , Size: 12] PickupManagerComponent* PickupMgrComp;//[Offset: 0x214 , Size: 4] int itemIDOnGround;//[Offset: 0x228 , Size: 4] int itemOnGroundNetGUID;//[Offset: 0x22c , Size: 4] PickUpWrapperActor* itemOnGround;//[Offset: 0x230 , Size: 4] Vector hitItemPosition;//[Offset: 0x234 , Size: 12] bool hitGroundValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240 , Size: 1] Vector hitGroundPosition;//[Offset: 0x244 , Size: 12] FString CongregationPlayerName;//[Offset: 0x250 , Size: 12] FString CongregationPlayerKey;//[Offset: 0x25c , Size: 12] BankAudioPlayer chatAudio;//[Offset: 0x268 , Size: 72] InGameChatMsg CurrMsg;//[Offset: 0x2b0 , Size: 60] void UpdateQuickItemText(int MsgID, int resID, int alternateMsgID);// 0x2859eb0 void ShowTeamMsg(out const InGameChatMsg msgItem, bool isMe, bool ShowChat);// 0x1d0c3c0 void ShowQuickPanel(bool bShow);// 0x1d0c340 void ServerSendMsg(const InGameChatMsg msgItem);// 0x1d0c200 void SendDirtyFilterContent(FString Content);// 0x2859eb0 void SendDirtyFilter(FString Name, FString Content, bool isMe);// 0x2859eb0 void ReportBattleChat(int MsgID, FString Msg);// 0x2859eb0 void OnInviteNextBattle(FString gid, FString Name);// 0x1d0c0c0 void OnFilterFinish(FString filterText);// 0x2859eb0 void NotifyFriendReplyInvite(FString str_gid, FString sender_name, bool bReply);// 0x2859eb0 void NotifyFriendInvite(FString str_gid, FString sender_name);// 0x2859eb0 void NotifyFriendChat(FString str_gid, FString sender_name, FString chat_content, bool self_msg);// 0x2859eb0 void LoadBankAndPlay(FString BankName, FString EventName);// 0x1d0bf80 void InviteNextBattleReply(FString gid, FString Name, bool bReply);// 0x1d0bdf4 void FindTextIDByAudioID();// 0x2859eb0 void CloseChatHistoryList();// 0x2859eb0 void ClientReceiveMsg(const InGameChatMsg msgItem, bool isMe);// 0x1d0bc98 void AddQuickAudio(AkAudioEvent* audio, int chatID);// 0x1d0bbdc void AddOneMsgToUI1(FString Name, FString Content, int MsgID, int audioID, int ItemID, bool isMe, bool PlaySound, bool ShowChat);// 0x2859eb0 void AddFriendChat(FString gid, FString Name, FString Content, bool IsSelf);// 0x1d0b804 -------------------------------- Class: QuickChatIDAndAudio int chatTextID;//[Offset: 0x0 , Size: 4] int RealTextID;//[Offset: 0x4 , Size: 4] int AlternateTextID;//[Offset: 0x8 , Size: 4] -------------------------------- Class: QuickChatOption int chatTextID;//[Offset: 0x0 , Size: 4] AkAudioEvent* audioEvent1;//[Offset: 0x4 , Size: 4] -------------------------------- Class: IngameFriendChat IngameFriendChatMsg[] ChatList;//[Offset: 0x0 , Size: 12] -------------------------------- Class: IngameFriendChatMsg FString Name;//[Offset: 0x0 , Size: 12] FString Content;//[Offset: 0xc , Size: 12] bool IsSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] int MsgType;//[Offset: 0x1c , Size: 4] bool bReply;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] -------------------------------- Class: QuickChatFlag enum Type;//[Offset: 0x0 , Size: 1] int[] chatIDList;//[Offset: 0x4 , Size: 12] int AlternateChatID;//[Offset: 0x10 , Size: 4] int FlagIndex;//[Offset: 0x14 , Size: 4] int traceDist;//[Offset: 0x18 , Size: 4] float minDist;//[Offset: 0x1c , Size: 4] -------------------------------- Class: QuickGroundFlag int Index;//[Offset: 0x0 , Size: 4] int flagID;//[Offset: 0x4 , Size: 4] Vector hitPosition;//[Offset: 0x8 , Size: 12] -------------------------------- Class: InGameFilterChatMsg FString PlayerName;//[Offset: 0x0 , Size: 12] bool isMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] -------------------------------- Class: PickupManagerComponent.ActorComponent.Object float CheckPickUpInterval;//[Offset: 0xbc , Size: 4] float PickUpZLimit;//[Offset: 0xc0 , Size: 4] bool bApplyVisibleTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4 , Size: 1] Vector2D[] FindPutDownPointSearchRadiusGroupArray;//[Offset: 0xc8 , Size: 12] int FindPutDownPointCircleSplitNum;//[Offset: 0xd4 , Size: 4] float FindPutDownPointZThreshold;//[Offset: 0xd8 , Size: 4] float FindPutDownPointZTraceOffset;//[Offset: 0xdc , Size: 4] Vector2D RegionXRange;//[Offset: 0xe0 , Size: 8] Vector2D RegionYRange;//[Offset: 0xe8 , Size: 8] bool bDrawDebugSearchLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1] bool bDrawDebugSearchedPutDownPointsSphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1] Vector DebugSearchedPutDownPointsBoxExtent;//[Offset: 0xf4 , Size: 12] float DebugSearchedPutDownPointsSphereRadius;//[Offset: 0x100 , Size: 4] float DebugSearchedPutDownPointsPointSize;//[Offset: 0x104 , Size: 4] float DrawTime;//[Offset: 0x108 , Size: 4] bool bDebugGetLocWithOutClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1] Actor* CacheRepActorForGetRandomLoc;//[Offset: 0x110 , Size: 4] Actor*[] PickupAvailableActorPool;//[Offset: 0x114 , Size: 12] Actor*[] ConfirmedPickupActorPool;//[Offset: 0x120 , Size: 12] void ServerPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x1df53ec void ServerPutDownTarget(Actor* Target);// 0x1df5338 void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df51a4 void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1df4f2c void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x1df4e6c void PutDownTarget(Actor* Target);// 0x1df4df4 void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1df4bc0 void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x1df4a78 void NotifyMissPickupAvailableActor(Actor* Target);// 0x1df4a00 void NotifyMeetPickupAvailableActor(Actor* Target, bool bUpdatePickupManager);// 0x1df493c Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x1df48ac void GetConfirmedPickupAvailableActors(out OutSet);// 0x1df47a0 void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x1df469c void ControlClientPutDownTarget(Actor* Target);// 0x1df45e8 void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);// 0x1df44ec void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x1df4338 void ClampWorldLocation(out Vector OutVector);// 0x1df42b4 -------------------------------- Class: BankAudioPlayer float TickInterval;//[Offset: 0x3c , Size: 4] float releaseInterval;//[Offset: 0x40 , Size: 4] float releaseTime;//[Offset: 0x44 , Size: 4] -------------------------------- Class: InGameChatMsg FString PlayerName;//[Offset: 0x0 , Size: 12] uint32 playerIdentifier;//[Offset: 0xc , Size: 4] FString msgContent;//[Offset: 0x10 , Size: 12] int MsgID;//[Offset: 0x1c , Size: 4] int audioID;//[Offset: 0x20 , Size: 4] int ItemID;//[Offset: 0x24 , Size: 4] bool hitValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1] Vector hitPosition;//[Offset: 0x2c , Size: 12] int itemIDOnGround;//[Offset: 0x38 , Size: 4] -------------------------------- Class: GuideComponent.ActorComponent.Object GuideInfo[] WidgetList;//[Offset: 0xbc , Size: 12] Widget* MaskWidget;//[Offset: 0xc8 , Size: 8] void SetMaskWidgetOnTop(bool bTop);// 0x1d96010 void CreateGuideUI();// 0x2859eb0 -------------------------------- Class: GuideInfo Widget* Widget;//[Offset: 0x0 , Size: 4] int guildUI;//[Offset: 0x4 , Size: 4] Vector2D Offset;//[Offset: 0x8 , Size: 8] Vector2D Size;//[Offset: 0x10 , Size: 8] int childData;//[Offset: 0x18 , Size: 4] -------------------------------- Class: QuickSignComponent.ActorComponent.Object delegate OnAddSignMarkDelegate;//[Offset: 0xbc , Size: 12] delegate OnDelSignMarkDelegate;//[Offset: 0xc8 , Size: 12] bool IsBlockWhomInVoiceBlackList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1] int TextID_OutRange;//[Offset: 0xd8 , Size: 4] FString PreFix_Command;//[Offset: 0xdc , Size: 12] FString PreFix_Command_Res;//[Offset: 0xe8 , Size: 12] FString PreFix_Mark;//[Offset: 0xf4 , Size: 12] int MinTraceDist;//[Offset: 0x100 , Size: 4] int MaxTraceDist;//[Offset: 0x104 , Size: 4] int ItemTraceDist;//[Offset: 0x108 , Size: 4] int MarkMutualExclusionDist;//[Offset: 0x10c , Size: 4] int MiniMapAttentionIconID;//[Offset: 0x110 , Size: 4] int MiniMapThingIconID;//[Offset: 0x114 , Size: 4] PickupManagerComponent* PickupMgrComp;//[Offset: 0x118 , Size: 4] CommandTypeIDMap;//[Offset: 0x11c , Size: 60] MarkNameClassMap;//[Offset: 0x158 , Size: 60] MarkInfoMap;//[Offset: 0x194 , Size: 60] MarkLifeTimeMap;//[Offset: 0x1d0 , Size: 60] MarkTypeArrayMap;//[Offset: 0x20c , Size: 60] MsgIDActorNetGUIDMap;//[Offset: 0x248 , Size: 60] int[] ActorNetGUIDTrashArray;//[Offset: 0x284 , Size: 12] FString[] TempIDArray;//[Offset: 0x290 , Size: 12] MsgKey2MiniMapID;//[Offset: 0x29c , Size: 60] MsgKey2MiniMapIconTypeID;//[Offset: 0x2d8 , Size: 60] BankAudioPlayer BankAudio;//[Offset: 0x314 , Size: 72] ConfigKeyToTextID;//[Offset: 0x35c , Size: 60] ConfigKeyToSignSubType;//[Offset: 0x398 , Size: 60] void SwitchAndLoadBankAndPlay(FName SwitchGroup, FName SwitchState, FString BankName, FString EventName);// 0x1e26870 void ShowMsgTipsVoice(out const QuickSignMsg msgItem, bool IsSelf);// 0x2859eb0 void ServerSendMsg(const QuickSignMsg msgItem, byte SignType);// 0x1e2672c void ServerDelMsg(FString MsgID);// 0x1e26638 void ReportQuickSign(out const QuickSignMsg msgItem);// 0x2859eb0 void RemoveActorMask(int ActorNetGUID);// 0x1e26584 void OperMark(FString MsgID);// 0x1e264c8 void MakeQuickNeed(enum SignSubType);// 0x1e26450 void MakeQuickMark_PickupActor(PickUpWrapperActor* PickUpActor);// 0x1e263d8 void MakeQuickMark();// 0x1e263c4 void MakeQuickCommand(byte SignType);// 0x1e2634c bool IsSelfMark(FString MsgID);// 0x1e26288 int GetVoiceAudioID(enum MsgType);// 0x2859eb0 bool GenerateMarkInfo(out const QuickSignMsg msgItem, out QuickSignMark MarkInfo);// 0x2859eb0 void DelMarkFromPool(FString MsgMark);// 0x1e261cc void DealWithNewMsg(out const QuickSignMsg msgItem, bool IsSelf, bool ShowChat);// 0x1e2605c void ClientReceiveMsg(const QuickSignMsg msgItem, bool IsSelf);// 0x1e25f44 void ClientDelMsg(FString MsgID);// 0x1e25e80 void AnalysisConfigKeyClass(FString ConfigID, FString ConfigScriptParam);// 0x1e25d40 void AddMarkToPool(out const QuickSignMark MsgMark);// 0x1e25c70 void AddActorMask(int ActorNetGUID);// 0x1e25bbc -------------------------------- Class: QuickSignMark FString MsgID;//[Offset: 0x0 , Size: 12] FString MarkType;//[Offset: 0xc , Size: 12] FString IconPath;//[Offset: 0x18 , Size: 12] FString IconBGPath;//[Offset: 0x24 , Size: 12] FString IconOuterPath;//[Offset: 0x30 , Size: 12] FString IconOuterBGPath;//[Offset: 0x3c , Size: 12] FString ReplyID;//[Offset: 0x48 , Size: 12] Vector Loc;//[Offset: 0x54 , Size: 12] int MaxNum;//[Offset: 0x60 , Size: 4] int LifeSpan;//[Offset: 0x64 , Size: 4] bool IsSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1] -------------------------------- Class: QuickSignIDArray FString[] InnerArray;//[Offset: 0x0 , Size: 12] -------------------------------- Class: QuickSignMsg FString MsgID;//[Offset: 0x0 , Size: 12] FString PlayerName;//[Offset: 0xc , Size: 12] Vector HitPos;//[Offset: 0x18 , Size: 12] FString ConfigKey;//[Offset: 0x24 , Size: 12] int audioID;//[Offset: 0x30 , Size: 4] FString ParamString;//[Offset: 0x34 , Size: 12] int BindActorGUID;//[Offset: 0x40 , Size: 4] uint32 PlayerKey;//[Offset: 0x44 , Size: 4] int MiniMapIconTypeId;//[Offset: 0x48 , Size: 4] enum MsgType;//[Offset: 0x4c , Size: 1] -------------------------------- Class: BaseTaskComponent.ActorComponent.Object STExtraPlayerController* OwningPC;//[Offset: 0xbc , Size: 4] FString OwningPlayerName;//[Offset: 0xc0 , Size: 12] UAETriggerObject*[] TaskTriggerObjects;//[Offset: 0xcc , Size: 12] TriggerEvents;//[Offset: 0xd8 , Size: 60] int RetrieveUseItemAreaType(int ItemID, Vector PlayerLocation);// 0x1cd67b0 int RetrieveTaskAreaType(Vector PlayerLocation);// 0x1cd6738 int[] RetrieveTaskAreaList(Vector PlayerLocation);// 0x1cd662c int RetrieveLandLocType(FString TargetName);// 0x1cd64cc void ReportTaskAndSpecialCollection(byte TaskType, int TaskID, int process);// 0x1cd63c4 bool RegisterEvent(class Object RegisterEventClass, UAETriggerObject* TriggerListener, byte TaskEventType);// 0x1cd62b4 bool IsTriggerActive(int InTaskID);// 0x1cd6234 bool IsSpecialPickItem(int InItemID);// 0x1cd61b4 bool IsInSpecifiedArea(Vector PlayerLocation, FString outAreaAnchorsStr, FString InMapName, FString InTargetName);// 0x1cd5dcc void HandlePlayerPickupItem(int ItemID, int Count, STExtraPlayerController* PC);// 0x1cd5ccc void HandlePlayerKilling();// 0x1cd5cb8 void HandlePlayerEnterArea(int AreaID);// 0x1cd5c40 void HandlePlayerDropItem(int ItemID, int Count, STExtraPlayerController* PC);// 0x1cd5b40 void HandlePlayerDoEmote(int EmoteIndex);// 0x1cd5ac8 void HandleInitTaskData(int TaskID, int process, FString ext_info);// 0x1cd58e0 void HandleInitCollectionData(int ItemID, int CurrentCount, int TotalCount);// 0x1cd57e0 void HandleDeathBoxSpawned(Transform SpawnTransform);// 0x1cd5700 UAETriggerObject* GetTriggerObject(int InTaskID);// 0x1cd5680 int GetTaskSubTypeFromDataTable(int InTaskID);// 0x2859eb0 bool GetTaskParamsFromDataTable(int InTaskID, out FString outMainConditionParam, out int outTargetProcess);// 0x2859eb0 bool GetTaskParams(int InTaskID, out FString outMainConditionParamStr, out int outTaskProcess);// 0x1cd5510 FString GetTaskClassPath(byte TaskType, int TaskUID);// 0x1cd53bc int[] GetTaskAreaListFromDataTable(Vector InPlayerLocation);// 0x2859eb0 int GetTaskAreaIDFromDataTable(Vector InPlayerLocation);// 0x2859eb0 FString GetOwningPlayerName();// 0x1cd52fc FString GetMapName();// 0x1cd523c int GetLandLocIDFromDataTable(FString InTargetName);// 0x2859eb0 int GetItemUseAreaIDFromDataTable(int ItemID, Vector InPlayerLocation);// 0x2859eb0 void FireEvent(byte TaskEventType, int Param, FString ExtMsg);// 0x1cd5050 void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1cd4f8c UAETriggerObject_Task* CreateTriggerObject(byte TaskType, int TaskID);// 0x1cd4ec0 bool AddTrigger(byte TaskType, int TaskID, int process, FString ext_info);// 0x1cd4c80 void AddEventToTrigger(UAETriggerObject* TriggerObj, class Object Event, byte TaskEventType);// 0x1cd4b78 void ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1cd4ab4 -------------------------------- Class: UAETriggerObject.Object enum RunType;//[Offset: 0x1c , Size: 1] enum TriggerObjectType;//[Offset: 0x1d , Size: 1] int EventDelayTime;//[Offset: 0x20 , Size: 4] int ActionDelayTime;//[Offset: 0x24 , Size: 4] FString TriggerName;//[Offset: 0x28 , Size: 12] Actor* OuterActor;//[Offset: 0x34 , Size: 4] class Object[] TriggerEventsClass;//[Offset: 0x38 , Size: 12] TriggerAction*[] TriggerActions;//[Offset: 0x44 , Size: 12] TriggerCondition*[] TriggerConditions;//[Offset: 0x50 , Size: 12] FlowNodeBase* CarrierFlowNode;//[Offset: 0x5c , Size: 4] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1] TimerHandle TimerHandle_EventDelay;//[Offset: 0x70 , Size: 8] TimerHandle TimerHandle_ActionDelay;//[Offset: 0x78 , Size: 8] TriggerEvent* CurEvent;//[Offset: 0x80 , Size: 4] FString DelayEventName;//[Offset: 0x84 , Size: 12] FString FiredEventName;//[Offset: 0x90 , Size: 12] TriggeredEvents;//[Offset: 0x9c , Size: 60] CompleteActions;//[Offset: 0xd8 , Size: 60] bool IsEnableCheckDo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1] UAELevelDirector* OwnerLevelDirector;//[Offset: 0x118 , Size: 4] bool bEnableTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134 , Size: 1] float TickInterval;//[Offset: 0x138 , Size: 4] bool bShouldReplicateAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c , Size: 1] bool bCacheParamToTriggerObject;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d , Size: 1] Property*[] eventParams;//[Offset: 0x140 , Size: 12] -------------------------------- Class: TriggerAction.Object VariableSet* DataSource;//[Offset: 0x1c , Size: 4] bool bEnableActionTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1] enum ExecPolicy;//[Offset: 0x29 , Size: 1] UAETriggerObject* ParentTrigger;//[Offset: 0x2c , Size: 4] UAELevelDirector* ActionOuterActor;//[Offset: 0x30 , Size: 4] bool bSupportNetRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 , Size: 1] -------------------------------- Class: VariableSet.Object VariableSetCachedActors DataActors;//[Offset: 0x58 , Size: 64] -------------------------------- Class: VariableSetCachedActors Actor* LastAccessActor;//[Offset: 0x3c , Size: 4] -------------------------------- Class: UAELevelDirector.Actor.Object bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c4 , Size: 1] bool ClientEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c5 , Size: 1] bool ServerEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c6 , Size: 1] LevelDirectorInstAction[] InstanceActions;//[Offset: 0x2c8 , Size: 12] FString[] ClassPaths;//[Offset: 0x2d4 , Size: 12] FString ConfigFilePath;//[Offset: 0x2e0 , Size: 12] class UAELevelDirector_PlayerRepInfo* PlayerRepInfoClass;//[Offset: 0x2ec , Size: 4] FString ClientConfigFilePath;//[Offset: 0x2f0 , Size: 12] UAELevelDirectorRepData LevelDirectorRepData;//[Offset: 0x2fc , Size: 16] AllPlayersRepInfo;//[Offset: 0x30c , Size: 60] UAETriggerFuncLib*[] FunctionLibList;//[Offset: 0x348 , Size: 12] TriggersFlowBase* TriggersFlowTree;//[Offset: 0x354 , Size: 4] TriggerObjectMap;//[Offset: 0x358 , Size: 60] VariableSet* AllVariableSet;//[Offset: 0x394 , Size: 4] UAETriggerParamFuncLib* TriggerParamFuncLib;//[Offset: 0x398 , Size: 4] LevelEventCenter* LevelEventCenter;//[Offset: 0x39c , Size: 4] FString DescData;//[Offset: 0x3a0 , Size: 12] UAELevelDirector_PlayerRepInfo* CurLevelDirector_PlayerRepInfo;//[Offset: 0x3ac , Size: 4] HistoryLevelDirector_PlayerRepInfos;//[Offset: 0x3b0 , Size: 60] TaskRepData TaskData;//[Offset: 0x3f4 , Size: 16] bool StartLevelDirector();// 0x4c49de4 void SetTriggerRunType(FString TriggerName, enum RunType);// 0x4c49c48 void SetEnable(bool Enab);// 0x4c49bcc void S2Sim_CallExcuteAction();// 0x1ce1e14 void RequestTriggerComplete(UAETriggerObject* CompleteTrigger);// 0x4c49b18 void OnRep_LevelDirectorData();// 0x4c49b04 bool InitialLevelDirector();// 0x4c49ad4 UAETriggerObject* GetTrigger(FString NodeName, FString TriggerName);// 0x4c4985c bool GetHasBeenInit();// 0x4c49834 VariableSet* GetDataSet();// 0x4c4980c int GetCurTaskID();// 0x4c497e4 void ForceExecuteTrigger(FString TriggerName);// 0x1d7f898 bool FlowControllSubControll(out FString[] TriggerNames, FString NodeName);// 0x4c4957c bool FlowControllOr(out FString[] TriggerNames, FString NodeName);// 0x4c49314 bool FlowControllOneSequence(FString TriggerName, FString NodeName);// 0x4c4909c bool FlowControllMultiSequence(out FString[] TriggerNames, FString NodeName);// 0x4c48e34 bool FlowControllAnd(out FString[] TriggerNames, FString NodeName, bool DefaultActive);// 0x4c48b7c void DeactiveTrigger(FString NodeName, FString TriggerName);// 0x4c4890c void DeactiveNode(FString NodeName);// 0x4c487b4 void ClientExecuteAction(FString ActionClassName, int64 UId, const TriggerParamRepData[] RepParams, bool IsKeep, bool IsRevert, UAELevelDirector_PlayerRepInfo* InLevelDirector_PlayerRepInfo);// 0x4c4855c void AddEventToTrigger(FString TriggerName, class Object Event);// 0x4c483c0 TriggerCondition* AddConditionToTrigger(FString TriggerName, class Object Condition);// 0x4c4821c TriggerAction* AddActionToTrigger(FString TriggerName, class Object Action);// 0x4c48078 void ActiveTrigger(FString NodeName, FString TriggerName);// 0x4c47e08 void ActiveNode(FString NodeName);// 0x4c47cb0 -------------------------------- Class: LevelDirectorInstAction int64 ActionUniqueID;//[Offset: 0x0 , Size: 8] TriggerAction* Action;//[Offset: 0x8 , Size: 4] -------------------------------- Class: UAELevelDirector_PlayerRepInfo.Info.Actor.Object TriggerActionRepData[] ActionRepDatas;//[Offset: 0x2c4 , Size: 12] uint32 UniqueId;//[Offset: 0x2d0 , Size: 4] UAELevelDirector* RelevantLevelDirector;//[Offset: 0x2d4 , Size: 4] void OnRep_LevelDirector();// 0x4c4ac18 void OnRep_ActionRepDatas();// 0x4c4ac04 void ClientExecuteAction(const TriggerActionRepData InActionRepData);// 0x4c4ab1c -------------------------------- Class: TriggerActionRepData int64 RepID;//[Offset: 0x0 , Size: 8] int64 UId;//[Offset: 0x8 , Size: 8] FString ActionClassName;//[Offset: 0x10 , Size: 12] TriggerParamRepData[] ParamDatas;//[Offset: 0x1c , Size: 12] -------------------------------- Class: TriggerParamRepData byte ParamType;//[Offset: 0x0 , Size: 1] byte ParamSubType;//[Offset: 0x1 , Size: 1] FString ParamName;//[Offset: 0x4 , Size: 12] byte[] ParamData;//[Offset: 0x10 , Size: 12] -------------------------------- Class: UAELevelDirectorRepData UFlowNodeRepData FlowNodeRepData;//[Offset: 0x0 , Size: 16] -------------------------------- Class: UFlowNodeRepData FString RepData;//[Offset: 0x0 , Size: 12] int NodeID;//[Offset: 0xc , Size: 4] -------------------------------- Class: UAETriggerFuncLib.Object TriggerClassItem[] ClassItemList;//[Offset: 0x1c , Size: 12] VariableSet* DataSet;//[Offset: 0x28 , Size: 4] Actor* GetLastIteratorActor();// 0x4c4c0e0 -------------------------------- Class: TriggerClassItem FString TagName;//[Offset: 0x0 , Size: 12] FString ClassFullPath;//[Offset: 0xc , Size: 12] float RandomRadius;//[Offset: 0x18 , Size: 4] -------------------------------- Class: TriggersFlowBase.Object UAELevelDirector* OwnerLevelDirector;//[Offset: 0x24 , Size: 4] Nodes;//[Offset: 0x28 , Size: 60] bool IsRun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1] -------------------------------- Class: FlowNodeBase.Object FlowNodeBase* NextFlowNode;//[Offset: 0x1c , Size: 4] UFlowNodeRepData RepData;//[Offset: 0x20 , Size: 16] bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1] bool DefaltActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1] TriggersFlowBase* CarriedFlow;//[Offset: 0x44 , Size: 4] enum NodeType;//[Offset: 0x48 , Size: 1] UAETriggerObject*[] TriggerObjects;//[Offset: 0x4c , Size: 12] -------------------------------- Class: UAETriggerParamFuncLib.UAETriggerFuncLib.Object -------------------------------- Class: LevelEventCenter.Object TriggerEvents;//[Offset: 0x28 , Size: 60] EventListeners;//[Offset: 0x68 , Size: 60] -------------------------------- Class: TriggerEvent.Object FString EventName;//[Offset: 0x1c , Size: 12] Object* EventInstigator;//[Offset: 0x28 , Size: 4] RelevantListener;//[Offset: 0x38 , Size: 60] -------------------------------- Class: TriggerEventListenerTrigger UAETriggerObject* ListenerTrigger;//[Offset: 0x0 , Size: 4] -------------------------------- Class: LevelEventListenerList Listeners;//[Offset: 0x0 , Size: 60] -------------------------------- Class: LevelEventListener.Object FString EventName;//[Offset: 0x1c , Size: 12] RelevantListenerCallbacks;//[Offset: 0x28 , Size: 60] ObjectRelevantEvents;//[Offset: 0x64 , Size: 60] Actor* ListenerEntity;//[Offset: 0xa0 , Size: 4] Property*[] Params;//[Offset: 0xa4 , Size: 12] -------------------------------- Class: TaskRepData FString TaskName;//[Offset: 0x0 , Size: 12] int TaskID;//[Offset: 0xc , Size: 4] -------------------------------- Class: TriggerCondition.Object VariableSet* DataSource;//[Offset: 0x1c , Size: 4] TriggerCondition*[] ChildConditions;//[Offset: 0x20 , Size: 12] UAETriggerObject* ParentTrigger;//[Offset: 0x38 , Size: 4] void AddChildCondition(TriggerCondition* NewChildCond);// 0x4c46880 -------------------------------- Class: TimerHandle uint64 Handle;//[Offset: 0x0 , Size: 8] -------------------------------- Class: UAETriggerObject_Task.UAETriggerObject.Object TriggerCondition* RootCondition;//[Offset: 0x150 , Size: 4] byte[] TaskEventTypes;//[Offset: 0x154 , Size: 12] TriggerAction*[] RedoTriggerActions;//[Offset: 0x160 , Size: 12] int TaskID;//[Offset: 0x16c , Size: 4] byte TaskType;//[Offset: 0x170 , Size: 1] void SetTaskProcess(int process, FString ext_info);// 0x1fb4f84 void RedoAction();// 0x1c9c578 void NofityTriggerComplete();// 0x1d3c644 bool IsConditionsSatisfy(const TriggerEvent* Event);// 0x1c9f584 void InitConfigurableCondition(int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x1fb4da0 void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1fb4cd4 TriggerCondition* CreateSpecifiedSpaceCondition(byte SpecifiedSpace);// 0x1fb4c4c TriggerCondition* CreateSpecifiedItemCondition(int ItemID);// 0x1fb4bcc TriggerCondition* CreateSpecifiedAreaCondition(byte SpecifiedArea);// 0x1fb4b44 TriggerAction* CreateRedoAction(byte ActionType);// 0x1fb4abc TriggerCondition* CreateORCondition(TriggerCondition*[] ChildConditions);// 0x1fb495c TriggerCondition* CreateOperatorCondition(class TriggerCondition_Operator OperatorClass, TriggerCondition*[] ChildConditions);// 0x1fb47b4 TriggerCondition* CreateKillPlayerCondition();// 0x1fb478c TriggerCondition* CreateGameModeCondition(enum GameModeType);// 0x1fb470c TriggerAction* CreateDoAction(byte ActionType);// 0x1fb4684 TriggerCondition* CreateCondition(class TriggerCondition ConditionClass);// 0x1fb4604 TriggerCondition* CreateCollectItemCondition(int ItemID, int CollectCount);// 0x1fb4540 TriggerCondition* CreateANDCondition(TriggerCondition*[] ChildConditions);// 0x1fb43e0 TriggerAction* CreateAction(byte ActionType);// 0x1fb4358 bool ConstructTask(int InTaskID, int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x1fb4120 byte[] ConstructRedoActions();// 0x2859eb0 byte[] ConstructEvents();// 0x2859eb0 TriggerCondition* ConstructConditions();// 0x2859eb0 byte[] ConstructActions();// 0x2859eb0 void AddEventTypes(byte[] EventTypes);// 0x1fb3fc8 bool ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1fb3ef4 -------------------------------- Class: TriggerCondition_Operator.TriggerCondition_Task.TriggerCondition.Object -------------------------------- Class: TriggerCondition_Task.TriggerCondition.Object byte TaskConditionType;//[Offset: 0x3c , Size: 1] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d , Size: 1] bool bIsConfigurable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e , Size: 1] void SetTargetParam(int Value);// 0x1f892f8 void SetConditionParam(int Value);// 0x1ca26bc bool IsSatisfy(const TriggerEvent* Event);// 0x1c7eb24 bool IsSameCondition(byte InTaskConditionType);// 0x1f89270 bool FillDataSource(VariableSet* InDataSource);// 0x1d2a2c0 bool DeactiveCondition(VariableSet* InDataSource);// 0x1cc7224 bool CompareParam(VariableSet* InDataSource);// 0x1cc73bc bool ActiveCondition(VariableSet* InDataSource);// 0x1c9f584 -------------------------------- Class: FriendObserver FString PlayerName;//[Offset: 0x0 , Size: 12] byte gender;//[Offset: 0xc , Size: 1] -------------------------------- Class: PlayerBaseInfoInOB int PosX;//[Offset: 0x0 , Size: 4] int PosY;//[Offset: 0x4 , Size: 4] int PosZ;//[Offset: 0x8 , Size: 4] int Health;//[Offset: 0xc , Size: 4] int HealthMax;//[Offset: 0x10 , Size: 4] int LiveState;//[Offset: 0x14 , Size: 4] int KillNum;//[Offset: 0x18 , Size: 4] int KillNumBeforeDie;//[Offset: 0x1c , Size: 4] float SignalHP;//[Offset: 0x20 , Size: 4] uint32 PlayerKey;//[Offset: 0x24 , Size: 4] int GotAirDropNum;//[Offset: 0x28 , Size: 4] int MaxKillDistance;//[Offset: 0x2c , Size: 4] int Damage;//[Offset: 0x30 , Size: 4] int InDamage;//[Offset: 0x34 , Size: 4] int Heal;//[Offset: 0x38 , Size: 4] int HeadShotNum;//[Offset: 0x3c , Size: 4] int KillNumInVehicle;//[Offset: 0x40 , Size: 4] int SurvivalTime;//[Offset: 0x44 , Size: 4] int DriveDistance;//[Offset: 0x48 , Size: 4] int marchDistance;//[Offset: 0x4c , Size: 4] int MonsterCatchupDistance;//[Offset: 0x50 , Size: 4] int Assists;//[Offset: 0x54 , Size: 4] int KillNumByGrenade;//[Offset: 0x58 , Size: 4] int Rank;//[Offset: 0x5c , Size: 4] bool IsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1] float OutsideBlueCircleTime;//[Offset: 0x64 , Size: 4] int Knockouts;//[Offset: 0x68 , Size: 4] int rescueTimes;//[Offset: 0x6c , Size: 4] int UseSmokeGrenadeNum;//[Offset: 0x70 , Size: 4] int UseFragGrenadeNum;//[Offset: 0x74 , Size: 4] int CurWeaponID;//[Offset: 0x78 , Size: 4] -------------------------------- Class: PlayerInfoInOB.PlayerBaseInfoInOB uint64 UId;//[Offset: 0x80 , Size: 8] FString PlayerName;//[Offset: 0x88 , Size: 12] FString PlayerOpenID;//[Offset: 0x94 , Size: 12] FString PicUrl;//[Offset: 0xa0 , Size: 12] bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac , Size: 1] int TeamID;//[Offset: 0xb0 , Size: 4] FString TeamName;//[Offset: 0xb4 , Size: 12] Pawn* Character;//[Offset: 0xc0 , Size: 8] bool IsFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1] -------------------------------- Class: TeamInfoInOB int TeamID;//[Offset: 0x0 , Size: 4] FString TeamName;//[Offset: 0x4 , Size: 12] bool IsShowLogo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] FString LogoPicUrl;//[Offset: 0x14 , Size: 12] int KillNum;//[Offset: 0x20 , Size: 4] int LiveMemberNum;//[Offset: 0x24 , Size: 4] -------------------------------- Class: ObservedData FString PlayerName;//[Offset: 0x0 , Size: 12] FString PicUrl;//[Offset: 0xc , Size: 12] bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] int TeamID;//[Offset: 0x1c , Size: 4] uint64 UId;//[Offset: 0x20 , Size: 8] Vector[] PosList;//[Offset: 0x28 , Size: 12] -------------------------------- Class: AirDropBoxInOb int boxId;//[Offset: 0x0 , Size: 4] bool Flying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] bool IsEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1] Vector pos;//[Offset: 0x8 , Size: 12] -------------------------------- Class: OwnerClientCreateWeaponCache ItemDefineID[] IDList;//[Offset: 0x0 , Size: 12] uint32 CharacterGUID;//[Offset: 0xc , Size: 4] -------------------------------- Class: WeaponMgrInfo ItemDefineID[] ItemList;//[Offset: 0x0 , Size: 12] WeaponManagerComponent* WeaponMgr;//[Offset: 0xc , Size: 4] -------------------------------- Class: WeaponManagerComponent.ActorComponent.Object LogicSocketToWeaponAttachSocketMap;//[Offset: 0xbc , Size: 60] FName LeftLogicSocketName;//[Offset: 0xf8 , Size: 8] FName RightLogicSocketName;//[Offset: 0x100 , Size: 8] LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0x108 , Size: 60] LogicSocketToPropSlotMap;//[Offset: 0x144 , Size: 60] GrenadeLogicSocketToWeaponClassMap;//[Offset: 0x180 , Size: 60] float CheckHasAnyGrenadeTimerSetting;//[Offset: 0x1bc , Size: 4] FName CurUseWeaponLogicSocket;//[Offset: 0x1c0 , Size: 8] FName CurUseShieldWeaponLogicSocket;//[Offset: 0x1c8 , Size: 8] bool bIsSwitching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1] FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x1d8 , Size: 8] FName LastUseLogicSlot;//[Offset: 0x1e0 , Size: 8] bool bUIHasBoundDelegate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e8 , Size: 1] bool bClientHasFinishedHandleSpawnWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e9 , Size: 1] bool GM_CloseMaxCreateWeaponTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ea , Size: 1] bool GM_NewWeaponCreateIG170;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1eb , Size: 1] float MaxSpawnWeaponTime;//[Offset: 0x1ec , Size: 4] float StartSpawnWeaponTime;//[Offset: 0x1f0 , Size: 4] delegate LocalBackpackCurerrentWeaponFinishDelegate;//[Offset: 0x1f4 , Size: 12] delegate ChangeCurrentUsingWeaponDelegate;//[Offset: 0x200 , Size: 12] delegate ChangeInventoryDataDelegate;//[Offset: 0x20c , Size: 12] delegate LocalEquipWeaponFromBackpackFinishedDelegate;//[Offset: 0x218 , Size: 12] delegate SwapWeaponByPropSlotFinishedDelegate;//[Offset: 0x224 , Size: 12] InventoryData;//[Offset: 0x248 , Size: 60] GrenadeLogicSlotAndDefineIDData;//[Offset: 0x284 , Size: 60] STExtraWeapon*[] BackpackPistolList;//[Offset: 0x2c0 , Size: 12] ItemDefineID[] TargetCreateArray;//[Offset: 0x2d0 , Size: 12] SpawnAndBackpackWeaponReplicatedData[] WeaponCreatePool;//[Offset: 0x2e0 , Size: 12] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot1;//[Offset: 0x2f0 , Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot2;//[Offset: 0x328 , Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSubSlot;//[Offset: 0x360 , Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientMeleeSlot;//[Offset: 0x398 , Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientHandPropSlot;//[Offset: 0x3d0 , Size: 56] STExtraWeapon* CurrentWeaponReplicated;//[Offset: 0x40c , Size: 4] STExtraWeapon* TemporaryWeaponReplicated;//[Offset: 0x410 , Size: 4] STExtraWeapon* CurrentWeaponSimulate;//[Offset: 0x414 , Size: 4] STExtraWeapon* CurrentShieldWeaponReplicated;//[Offset: 0x418 , Size: 4] STExtraWeapon* CurrentShieldWeaponSimulate;//[Offset: 0x41c , Size: 4] STExtraWeapon* OldGrenadeWeaponNeedDestroy;//[Offset: 0x44c , Size: 4] void WeaponSystemDataChangedDelegate__DelegateSignature(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x2859eb0 void UpdateOwnerClientCreateWeapon();// 0x1ffc1f0 void SwitchWeaponBySlot(byte Slot, bool bUseAnimation);// 0x1ffc12c void SwitchWeaponByLogicSocket_IdleToBackpackFinished();// 0x1ffc118 void SwapWeaponByPropSlotFinishedDelegate__DelegateSignature(byte Slot1, byte Slot2);// 0x2859eb0 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x1ff9a08 void SimulatedWeaponChangedDelegate__DelegateSignature();// 0x2859eb0 void SetGrenadeLogicSocketToWeaponClassMap( GrenadeLogicToWeaponClass);// 0x1ffbf6c void SetCurrentTemporaryWeapon(STExtraWeapon* InVehicleWeapon, bool IsServerCall);// 0x1ffbea8 void SetAllWeaponMeshsHidden(bool bHidden, bool bCastShadow, bool bCacheHidden, bool bIgnoreCharHide);// 0x1ffbd34 void RefreshWeaponLogicSocketInSpawnDataCacheByPropSlotOnServer(byte Slot);// 0x1ffbcbc void PushAutoTriggerWeaponEventTaskWhenEquipWeapon(out const AutoTriggerWeaponEventParam Param);// 0x1ffbbd4 void OnRep_WeaponSystemDataOnSimulateMeleeSlot();// 0x1ffbbc0 void OnRep_WeaponSystemDataOnSimulateHandPropSlot();// 0x1ffbbac void OnRep_WeaponSystemDataOnSimulateClientSubSlot();// 0x1ffbb98 void OnRep_WeaponSystemDataOnSimulateClientSlot2();// 0x1ffbb84 void OnRep_WeaponSystemDataOnSimulateClientSlot1();// 0x1ffbb70 void OnRep_TemporaryWeaponReplicated(STExtraWeapon* LastVehicleWeapon);// 0x1ffbaf8 void OnRep_CurrentWeaponReplicated();// 0x1ddab6c void OnRep_CurrentWeaponLogicSocket();// 0x1ffbae4 void OnRep_CurrentShieldWeaponReplicated();// 0x1ffbad0 void OnReconnectOnServer();// 0x1c9acf8 void OnReconnectOnClient();// 0x1d09134 void LogInventoryDataInfo();// 0x1ffbabc bool LocalSwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x1ffb9ac void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x1ff969c void LocalForceFinishSwitchWeapon();// 0x1ffb998 void LocalEquipWeaponFromBackpackFinishedDelegate__DelegateSignature();// 0x2859eb0 void LocalEquipWeaponFromBackpackFinishedCallback();// 0x1ffb984 bool LocalDestroyWeapon(FName SocketName, bool bEnableBroadcast);// 0x1ffb8a8 void LocalBackpackCurerrentWeaponFinishedCallback();// 0x1ffb894 void LocalBackpackCurerrentWeaponFinishDelegate__DelegateSignature();// 0x2859eb0 bool IsWeaponSpawnDataCacheIsEmpty();// 0x1ffb86c bool IsCreatingWeaponOnServer();// 0x1ffb838 static void InitializeTable(FString MainWeaponTableName);// 0x1ffb6e8 void HandleGetWeaponFinished(byte Slot);// 0x1d17cd4 FName GetShieldWeaponSlot();// 0x1ffb6a8 STExtraWeapon* GetShieldWeapon();// 0x1ffb680 byte GetPropSlotByLogicSocket(FName LogicSocket);// 0x1ffb600 static MainWeaponTableStruct GetMainWeaponTableRow(int ID);// 0x1ffb4f8 FName GetLogicSocketBySlot(byte Slot);// 0x1ffb470 STExtraWeapon* GetInventoryWeaponByPropSlotOnServerOrAutonomousClient(byte Slot);// 0x1ffb3f0 STExtraWeapon* GetInventoryWeaponByPropSlot(byte Slot);// 0x1ffb370 STExtraWeapon* GetInventoryWeaponByLogicSocket(FName LogicSocket);// 0x1ffb2f0 STExtraWeapon* GetInventoryWeaponByDefineID(ItemDefineID DefineID);// 0x1ffb260 FName GetGrenadeSpecificSlotNameByWeapon(STExtraWeapon* Weapon);// 0x1ffb1d8 ItemDefineID GetGrenadeDefindIDBySlot(FName LogicSlot);// 0x1ffb140 STExtraWeapon* GetCurrentUsingWeapon();// 0x1ffb118 byte GetCurrentUsingPropSlot();// 0x1ffb0f0 FName GetCurrentUsingLogicSocketOnServer();// 0x1ffb0b0 FName GetCurrentUsingLogicSocket();// 0x1ffb0b0 STExtraWeapon* GetCurrentTemporaryWeapon();// 0x1ffb088 int GetBagLevel();// 0x1d090f0 STExtraWeapon*[] GetAllInventoryWeaponList(bool bForceUseMapData);// 0x1ffaf78 ItemDefineID[] GetAllInventoryWeaponIDList(bool bForceUseMapData);// 0x1ffae68 void ForceBroadcastChangeAllInventoryDataEvent();// 0x1ffae54 void EnableAllBroadcast(bool bEnable);// 0x1ffadd8 void DropWeapon(STExtraWeapon* Weapon, enum Reason);// 0x1ffad14 void DeleteGrenadeSlotAndDefindID(FName LogicSlot);// 0x1ffac9c void DebugReconnectToClientOnServer();// 0x1ffac88 void DebugDisconnetToServerOnClient();// 0x1ffac74 void ChangeInventoryDataDelegate__DelegateSignature(byte TargetChangeSlot, byte EChangeType);// 0x2859eb0 void ChangeCurrentUsingWeaponDelegate__DelegateSignature(byte TargetChangeSlot);// 0x2859eb0 void AddOrSetGrenadeSlotAndDefindID(FName LogicSlot, ItemDefineID ID);// 0x1ffaba0 -------------------------------- Class: SpawnAndBackpackWeaponReplicatedData STExtraWeapon* TargetWeapon;//[Offset: 0x0 , Size: 4] FName LogicSocket;//[Offset: 0x8 , Size: 8] bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] bool bNeedSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1] ItemDefineID ID;//[Offset: 0x18 , Size: 24] bool bResetBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1] int OperationIndex;//[Offset: 0x34 , Size: 4] Actor* WeaponOwnerActor;//[Offset: 0x38 , Size: 4] FString OwnerCharacterName;//[Offset: 0x3c , Size: 12] bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1] -------------------------------- Class: WeaponSystemDataOnSimulateClient STExtraWeapon* TargetWeapon;//[Offset: 0x0 , Size: 4] FName LogicSocket;//[Offset: 0x8 , Size: 8] bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] ItemDefineID ID;//[Offset: 0x18 , Size: 24] int OperationIndex;//[Offset: 0x30 , Size: 4] int BagLevel;//[Offset: 0x34 , Size: 4] -------------------------------- Class: AutoTriggerWeaponEventParam int TargetOwnerRole;//[Offset: 0x0 , Size: 4] enum TargetEvent;//[Offset: 0x4 , Size: 1] ItemDefineID TargetWeaponID;//[Offset: 0x8 , Size: 24] bool bIgnoreItemIDInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] enum[] ForceExitPawnStateList;//[Offset: 0x24 , Size: 12] -------------------------------- Class: KillerTracker.Actor.Object Actor* TargetKiller;//[Offset: 0x2c4 , Size: 4] Rotator TargetKillerRotation;//[Offset: 0x2c8 , Size: 12] Actor* ReturnActor;//[Offset: 0x2d4 , Size: 4] SpringArmComponent* CameraSpringArm;//[Offset: 0x2f8 , Size: 4] CameraComponent* ObservingCamera;//[Offset: 0x2fc , Size: 4] delegate OnTrackingEnd;//[Offset: 0x300 , Size: 12] float MinMovingSpeed;//[Offset: 0x30c , Size: 4] float MaxMovingTime;//[Offset: 0x310 , Size: 4] float ObservingTime;//[Offset: 0x314 , Size: 4] float TrackingDelay;//[Offset: 0x318 , Size: 4] float ExpectedMinObservingDistance;//[Offset: 0x31c , Size: 4] float CameraAdjustSpeed;//[Offset: 0x320 , Size: 4] float TrackerToTargetMaxTime;//[Offset: 0x328 , Size: 4] bool bAdjustTargetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1] float MinRotatingngSpeed;//[Offset: 0x330 , Size: 4] static KillerTracker* StartTrackingKiller(class KillerTracker Template, Actor* Killer, PlayerController* PC, Vector InitLocation, Rotator InitRotation);// 0x1dab43c void ForceEnd();// 0x1dab428 -------------------------------- Class: VehicleUserComponent.ActorComponent.Object bool bGameModeHasMobs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] ItemDefineID LastUsedItemDefineID;//[Offset: 0xc0 , Size: 24] float LastFinishCD;//[Offset: 0xd8 , Size: 4] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde , Size: 1] STExtraVehicleBase* Vehicle;//[Offset: 0xe0 , Size: 4] STExtraVehicleBase* UnmannedVehicle;//[Offset: 0xe4 , Size: 4] STExtraPlayerCharacter* Character;//[Offset: 0xe8 , Size: 4] enum VehicleUserState;//[Offset: 0xec , Size: 1] STExtraVehicleBase* LastDriveVehicle;//[Offset: 0xf0 , Size: 4] float UpdateVehicleSpeedGUIInterval;//[Offset: 0xf4 , Size: 4] float UpdateClosestVehicleInterval;//[Offset: 0xfc , Size: 4] STExtraVehicleBase*[] OverlappingVehicles;//[Offset: 0x108 , Size: 12] STExtraVehicleBase*[] CullWaterRangeVehicles;//[Offset: 0x114 , Size: 12] STExtraVehicleBase* CurrentClosestVehicle;//[Offset: 0x120 , Size: 4] bool EnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1] float MaxAllowedExitSpeedDiff;//[Offset: 0x134 , Size: 4] bool bRotateToViewOnExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144 , Size: 1] float NoFuelTipsDisplayCooldown;//[Offset: 0x148 , Size: 4] bool bExitVehicleCheckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154 , Size: 1] float ExitVehicleCheckInterval;//[Offset: 0x158 , Size: 4] float CurrentMoveForwardRate;//[Offset: 0x168 , Size: 4] float CurrentMoveRightRate;//[Offset: 0x16c , Size: 4] float CurrentMoveUpRate;//[Offset: 0x170 , Size: 4] float MaxCanAimAngle;//[Offset: 0x174 , Size: 4] bool bPlayMusicEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178 , Size: 1] bool EnableTestPawnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x179 , Size: 1] float BaseVehicleLockTime;//[Offset: 0x17c , Size: 4] float BaseVehicleServerAuTime;//[Offset: 0x180 , Size: 4] float MaxVehicleLockTime;//[Offset: 0x184 , Size: 4] float MaxVehicleServerAuTime;//[Offset: 0x188 , Size: 4] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c , Size: 1] float UAVSpeedPercent;//[Offset: 0x190 , Size: 4] bool bTestModeOn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1] STExtraVehicleBase* CullWaterVehicle;//[Offset: 0x1a0 , Size: 4] STExtraVehicleBase* LastCullWaterVehicle;//[Offset: 0x1a4 , Size: 4] Rotator InputExtraRot;//[Offset: 0x1a8 , Size: 12] Rotator CharRotVsVehiRot;//[Offset: 0x1b4 , Size: 12] float ResetInputExtraRotTime;//[Offset: 0x1c4 , Size: 4] bool isHelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd , Size: 1] float DelayLeanOutTimeAfterChangeSeat;//[Offset: 0x1fc , Size: 4] float DelayScopeInTimeAfterChangeSeat;//[Offset: 0x204 , Size: 4] float ControllerYawClampMin;//[Offset: 0x20c , Size: 4] float ControllerYawClampMax;//[Offset: 0x210 , Size: 4] enum CurrentSeatType;//[Offset: 0x214 , Size: 1] STExtraVehicleBase* BornLandSpawnedVehicle;//[Offset: 0x240 , Size: 4] float FastestAllowDistance;//[Offset: 0x244 , Size: 4] float NearVehicleTickRate;//[Offset: 0x248 , Size: 4] int VehicleIconID;//[Offset: 0x24c , Size: 4] float ForbidNightVehicleTipsCooldown;//[Offset: 0x268 , Size: 4] bool bBornInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275 , Size: 1] bool bIgnoreVehicleLookInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x277 , Size: 1] delegate OnReceiveReqQuickSwitchSeat;//[Offset: 0x278 , Size: 12] delegate OnReceiveReqDriverLostSwitchSeat;//[Offset: 0x284 , Size: 12] void UseVehicleWeaponOrNot();// 0x1fdb748 void UpdateVehWeaponPassengerViewLimit();// 0x1fdb734 void UpdatePassengerViewPitchLimit();// 0x1fdb720 void TurnVehicle(float Rate);// 0x1fdb6a8 void TryUseHorn(bool bUse);// 0x1fdb628 void TryShutDownUnmannedVehicle();// 0x1fdb614 void TryPauseUnmannedVehicle();// 0x1fdb600 bool TryLeanOutOrIn(bool bAutoLeanOut);// 0x1fdb578 void TryLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x1fdb500 void TryLaunchCurrentUnmannedVehicle();// 0x1fdb4e0 void TryExitVehicle();// 0x1fdb4cc void TryEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x1fdb410 void TryChangeVehicleSeat();// 0x1fdb3fc bool TryChangeToVehicleSeat(int SeatIndex);// 0x1fdb37c bool TryChangeFreeFireSeatAndScopeIn();// 0x1fdb354 bool TryChangeFreeFireSeatAndLeanOut();// 0x1fdb32c void TickVehicleCullWater(STExtraVehicleBase* InCullWaterVehicle);// 0x2859eb0 void TestForceTurnVehicle(Rotator Rotation, bool bIsAdd);// 0x1fdb268 void StopFireVehicleWeapon();// 0x1fdb254 bool ShowVehicleWeaponUI();// 0x1fdb22c void SetVehicleUserState(enum UserState);// 0x1fdb1b8 void SetVehicleIgnoreLookInput(bool bNewIgnore);// 0x1fdb138 void SetLastDriveVehicle(STExtraVehicleBase* LastVehicle);// 0x1c8c970 void SetIsAutoMoveForward(bool IsEnable);// 0x1fdb0b8 void SetBrake(float Rate);// 0x1fdb040 void SetBoosting(bool bEnabled);// 0x1fdafc0 void SetAirControlF(float Rate);// 0x1fdaf48 void SetAirControlB(float Rate);// 0x1fdaed0 void ServerUseVehicleWeaponOrNot(int SeatId, bool bUse);// 0x1fdadc0 void ServerStopFireVehicleWeapon();// 0x1fdad64 void ServerReqQuickSwitchSeat(STExtraPlayerCharacter* ReqTarget);// 0x1fdacb0 bool ServerForceEnterVehicle(STExtraVehicleBase* InVehicle, int SeatIdx);// 0x1fdabec void ServerDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x1fdab74 void ServerAgreeQuickSwitchSeat(bool bIsAgree);// 0x1fdaaac void Server_JoystickCenterClickHandler();// 0x1fdaa50 void SendToServerUnmannedVehicleUse();// 0x1fda9f4 void SendToServerUnmannedVehicleRecall();// 0x1fda998 void SendToServerUnmannedVehiclePause();// 0x1fda93c void RspShutDownUnmannedVehicle(bool bSucceed);// 0x1d8ec14 void RspPauseUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x1fda870 void RspLeanOut(bool bOut);// 0x1fda7e8 void RspLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x1fda71c void RspExitVehicle(bool bSuccess);// 0x1fda694 void RspExchangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd);// 0x1fda588 void RspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x1fda42c void RspChangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd, bool bNeedLeanOut, bool bNeedScopeIn);// 0x1fda278 void ReqSyncViewTargetLastDriveInfo(STExtraPlayerController* ObserverController, STExtraBaseCharacter* ViewTargetCharacter);// 0x1fda17c void ReqShutDownUnmannedVehicle();// 0x1fda120 void ReqQuickSwitchSeat();// 0x1fda10c void ReqPauseUnmannedVehicle();// 0x1fda0b0 void ReqMarkLastestVehicle(STExtraPlayerController* STEPC, STExtraVehicleBase* InVehicle);// 0x1fd9fb4 void ReqLeanOut(bool IsLeanOut);// 0x1fd9eec void ReqLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x1fd9e38 void ReqExitVehicle(Vector ClientVehicleVelocity);// 0x1fd9d8c void ReqExchangeVehicleSeat();// 0x1fd9d30 void ReqEraseLastDriveVehicle();// 0x1fd9cd4 void ReqEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x1fd9bd8 void ReqChangeVehicleSeat(int InSeatIndex);// 0x1fd9b24 void ReqChangeFreeFireSeatAndScopeIn(bool LeftSide);// 0x1fd9a5c void ReqChangeFreeFireSeatAndLeanOut(bool LeftSide);// 0x1fd9994 void ReqAcceptExchangeVehicleSeat(bool IsAccept);// 0x1fd98cc void OnUnmannedVehicleDriverDead(enum EnteredState);// 0x1fd9854 void OnUnmannedVehicle_Standby_Reconnet();// 0x2859eb0 void OnShutDownUnmannedVehicleCompleted(float cdTime);// 0x2859eb0 void OnServerReconnected();// 0x1fd9840 void OnScopeInAfterChangeSeat();// 0x1fd982c void OnRep_DefineID();// 0x1fd9818 void OnRep_BornInVehicle();// 0x1fd9804 void OnReceiveReqQuickSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x2859eb0 void OnReceiveReqDriverLostSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* Driver);// 0x2859eb0 void OnPauseUnmannedVehicleCompleted();// 0x2859eb0 void OnLeanOutAfterChangeSeat();// 0x1fd97f0 void OnLaunchUnmannedVehicleCompleted();// 0x2859eb0 void OnInputAxisMoveRight(float Rate);// 0x2859eb0 void OnInputAxisMoveForward(float Rate);// 0x2859eb0 void OnExitVehicleCompleted();// 0x2859eb0 void OnEnterVehicleCompleted(enum SeatType);// 0x2859eb0 void OnCurrrentClosestVehicleChanged();// 0x2859eb0 void OnClientReconnected();// 0x1fd97dc void OnChangeVehicleSeatCompleted(enum SeatType);// 0x2859eb0 void NotifyLeaveVehicleFailed();// 0x1d1a450 void MoveVehicleUp(float Rate);// 0x1fd9764 void MoveVehicleRight(float Rate);// 0x1fd96ec void MoveVehicleForward(float Rate);// 0x1fd9674 void MaintenanceVehicle(float addpercenthp, bool fixtire);// 0x1fd95b0 bool IsControllingUnmannedVehicle();// 0x1fd9588 bool IgnoreVehicleLookInput();// 0x1fd9560 void HandleVehicleWeaponToLastWeapon(byte TargetChangeSlot);// 0x1fd94e8 void HandleLocalEquipWeaponFromBackpackFinished();// 0x1fd94d4 void HandleLocalBackpackCurrentWeaponFinished();// 0x1fd94c0 bool HandleClientReconnecting();// 0x1fd9498 enum GetVehicleUserState();// 0x1c982b0 STExtraVehicleBase* GetCurrentClosestVehicle();// 0x1fd947c STExtraShootWeapon* GetCharacterVehicleWeapon();// 0x1fd9454 bool GetAssistantState();// 0x1fd942c void ForceExitVehicle(bool bApplyVehicleVelocity, FString Reason, bool bMustExit);// 0x1fd92d4 void FobidRspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x1fd9178 void FlipTrackVehicleDirection();// 0x1fd9164 void FireVehicleWeapon();// 0x1fd9150 void DoExitVehicle(bool bApplyVehicleVelocity, bool bMustExit);// 0x1fd9080 void ClientReqQuickSwitchSeat(STExtraPlayerCharacter* ReqOrign);// 0x1fd8fcc void ClientDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x1c727ac void Client_UnbindTouchEvents();// 0x1fd8f70 void Client_ShouldBindTouchEvents();// 0x1fd8f14 bool CheckCanLeanOutVehicle();// 0x1fd8eec void ChangeAssistantState(bool bEnter);// 0x1fd8e6c bool CanVehicleShoot(STExtraPlayerCharacter* PlayerCharacter);// 0x1fd8dec bool CanUseVehicleHorn();// 0x1fd8dc4 void BrakeTrackVehicle(bool bIsBrake);// 0x1fd8d44 void AgreeQuickSwitchSeat(bool bIsAgree);// 0x1fd8cc4 void AddVehicleFuel(float amount);// 0x1fd8c4c -------------------------------- Class: ImpactMapValueData STEShootWeaponBulletImpactEffect*[] ImpactEffectList;//[Offset: 0x0 , Size: 12] -------------------------------- Class: STEShootWeaponBulletImpactEffect.Actor.Object HitEffectDirectionOverrideDataMap;//[Offset: 0x2c8 , Size: 60] ParticleSystem* DefaultFX;//[Offset: 0x304 , Size: 4] ParticleSystem* ConcreteFX;//[Offset: 0x308 , Size: 4] ParticleSystem* DirtFX;//[Offset: 0x30c , Size: 4] ParticleSystem* WaterFX;//[Offset: 0x310 , Size: 4] ParticleSystem* MetalFX;//[Offset: 0x314 , Size: 4] ParticleSystem* WoodFX;//[Offset: 0x318 , Size: 4] ParticleSystem* GlassFX;//[Offset: 0x31c , Size: 4] ParticleSystem* GrassFX;//[Offset: 0x320 , Size: 4] ParticleSystem* FleshFX;//[Offset: 0x324 , Size: 4] ParticleSystem* SteelFX;//[Offset: 0x328 , Size: 4] ParticleSystem* SandbagFX;//[Offset: 0x32c , Size: 4] ParticleSystem* SandFX;//[Offset: 0x330 , Size: 4] ParticleSystem* ClothFX;//[Offset: 0x334 , Size: 4] ParticleSystem* PlasticFX;//[Offset: 0x338 , Size: 4] ParticleSystem* LeatherFX;//[Offset: 0x33c , Size: 4] ParticleSystem* CeramicsFX;//[Offset: 0x340 , Size: 4] ParticleSystem* PaperFX;//[Offset: 0x344 , Size: 4] ParticleSystem* StoneFX;//[Offset: 0x348 , Size: 4] ParticleSystem* SnowFX;//[Offset: 0x34c , Size: 4] ParticleSystem* PopCanFX;//[Offset: 0x350 , Size: 4] ParticleSystem* PyreflyFX;//[Offset: 0x354 , Size: 4] ParticleSystem* LeafFX;//[Offset: 0x358 , Size: 4] ParticleSystem* CarFX;//[Offset: 0x35c , Size: 4] ParticleSystem* AsphaltFX;//[Offset: 0x360 , Size: 4] ParticleSystem* IceFX;//[Offset: 0x364 , Size: 4] bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368 , Size: 1] AkAudioEvent* DefaultSound;//[Offset: 0x36c , Size: 4] AkAudioEvent* ConcreteSound;//[Offset: 0x370 , Size: 4] AkAudioEvent* DirtSound;//[Offset: 0x374 , Size: 4] AkAudioEvent* WaterSound;//[Offset: 0x378 , Size: 4] AkAudioEvent* MetalSound;//[Offset: 0x37c , Size: 4] AkAudioEvent* WoodSound;//[Offset: 0x380 , Size: 4] AkAudioEvent* GlassSound;//[Offset: 0x384 , Size: 4] AkAudioEvent* GrassSound;//[Offset: 0x388 , Size: 4] AkAudioEvent* FleshSound;//[Offset: 0x38c , Size: 4] AkAudioEvent* SteelSound;//[Offset: 0x390 , Size: 4] AkAudioEvent* SandbagSound;//[Offset: 0x394 , Size: 4] AkAudioEvent* SandSound;//[Offset: 0x398 , Size: 4] AkAudioEvent* ClothSound;//[Offset: 0x39c , Size: 4] AkAudioEvent* PlasticSound;//[Offset: 0x3a0 , Size: 4] AkAudioEvent* LeatherSound;//[Offset: 0x3a4 , Size: 4] AkAudioEvent* CeramicsSound;//[Offset: 0x3a8 , Size: 4] AkAudioEvent* PaperSound;//[Offset: 0x3ac , Size: 4] AkAudioEvent* StoneSound;//[Offset: 0x3b0 , Size: 4] AkAudioEvent* SnowSound;//[Offset: 0x3b4 , Size: 4] AkAudioEvent* PopCanSound;//[Offset: 0x3b8 , Size: 4] AkAudioEvent* PyreflySound;//[Offset: 0x3bc , Size: 4] AkAudioEvent* LeafSound;//[Offset: 0x3c0 , Size: 4] AkAudioEvent* CarSound;//[Offset: 0x3c4 , Size: 4] AkAudioEvent* AsphaltSound;//[Offset: 0x3c8 , Size: 4] AkAudioEvent* IceSound;//[Offset: 0x3cc , Size: 4] AkAudioEvent* WindBreakSound;//[Offset: 0x3d0 , Size: 4] AkAudioEvent* ShootFeedbackSound;//[Offset: 0x3d4 , Size: 4] AkAudioEvent* ShootShieldFeedbackSound;//[Offset: 0x3d8 , Size: 4] DecalData DefaultDecal;//[Offset: 0x3dc , Size: 28] DecalData ConcreteDecal;//[Offset: 0x3f8 , Size: 28] DecalData DirtDecal;//[Offset: 0x414 , Size: 28] DecalData WaterDecal;//[Offset: 0x430 , Size: 28] DecalData MetalDecal;//[Offset: 0x44c , Size: 28] DecalData WoodDecal;//[Offset: 0x468 , Size: 28] DecalData GrassDecal;//[Offset: 0x484 , Size: 28] DecalData GlassDecal;//[Offset: 0x4a0 , Size: 28] DecalData FleshDecal;//[Offset: 0x4bc , Size: 28] DecalData SteelDecal;//[Offset: 0x4d8 , Size: 28] DecalData SandbagDecal;//[Offset: 0x4f4 , Size: 28] DecalData SandDecal;//[Offset: 0x510 , Size: 28] DecalData ClothDecal;//[Offset: 0x52c , Size: 28] DecalData PlasticDecal;//[Offset: 0x548 , Size: 28] DecalData LeatherDecal;//[Offset: 0x564 , Size: 28] DecalData CeramicsDecal;//[Offset: 0x580 , Size: 28] DecalData PaperDecal;//[Offset: 0x59c , Size: 28] DecalData StoneDecal;//[Offset: 0x5b8 , Size: 28] DecalData SnowDecal;//[Offset: 0x5d4 , Size: 28] DecalData PopCanDecal;//[Offset: 0x5f0 , Size: 28] DecalData PyreflyDecal;//[Offset: 0x60c , Size: 28] DecalData LeafDecal;//[Offset: 0x628 , Size: 28] DecalData CarDecal;//[Offset: 0x644 , Size: 28] DecalData AsphaltDecal;//[Offset: 0x660 , Size: 28] DecalData IceDecal;//[Offset: 0x67c , Size: 28] BulletHitInfoUploadData SurfaceHit;//[Offset: 0x6a0 , Size: 240] bool bAudioOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x790 , Size: 1] bool bAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x791 , Size: 1] DecalComponent* ImpactDecalComp;//[Offset: 0x794 , Size: 4] ParticleSystemComponent* ImpactParticleComp;//[Offset: 0x798 , Size: 4] SceneComponent* TargetImpactComp;//[Offset: 0x7c0 , Size: 4] ParticleSystem* GreenBloodFleshFX;//[Offset: 0x800 , Size: 4] WeaponAvatarSpecialFleshFX;//[Offset: 0x804 , Size: 60] bool LoadNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x844 , Size: 1] bool UseNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x845 , Size: 1] void TimerHideDecal();// 0x1e7f534 void OnLoadImpactFxAsyncCallBack(SoftObjectPath ImpactFxPath, float DistanceScaler, byte HitSurfaceType);// 0x1e7f340 void OnHandleImpactFx(ParticleSystem* ImpactFX, float DistanceScaler, byte HitSurfaceType);// 0x1e7f240 bool GetDirectionImpactFXAsync(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x1e7f0a4 -------------------------------- Class: HitEffectItemDataList ItemDataListMap;//[Offset: 0x0 , Size: 60] -------------------------------- Class: DecalData float DecalSize;//[Offset: 0x0 , Size: 4] float LifeSpan;//[Offset: 0x4 , Size: 4] Material* DecalMaterial;//[Offset: 0x8 , Size: 4] float ImpactEffectStartScaleDistance;//[Offset: 0xc , Size: 4] float ImpactEffectEndScaleDistance;//[Offset: 0x10 , Size: 4] float ImpactEffectStartScaleValue;//[Offset: 0x14 , Size: 4] float ImpactEffectEndScaleValue;//[Offset: 0x18 , Size: 4] -------------------------------- Class: BulletHitInfoUploadData Vector ImpactPoint;//[Offset: 0x0 , Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc , Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18 , Size: 12] Vector VictimLocation;//[Offset: 0x24 , Size: 12] Vector BulletPos;//[Offset: 0x30 , Size: 12] Vector ShootMomentMuzzlePos;//[Offset: 0x3c , Size: 12] Vector2D ShootDir2D;//[Offset: 0x48 , Size: 8] byte SurfaceType;//[Offset: 0x50 , Size: 1] uint32 ShootID;//[Offset: 0x54 , Size: 4] int BulletTypeSpecialID;//[Offset: 0x58 , Size: 4] uint16 CompensationTime;//[Offset: 0x5c , Size: 2] Actor* Actor;//[Offset: 0x60 , Size: 8] PrimitiveComponent* Component;//[Offset: 0x68 , Size: 8] int TimeStamp;//[Offset: 0x70 , Size: 4] int ClientShootTime;//[Offset: 0x74 , Size: 4] byte HitBodyType;//[Offset: 0x78 , Size: 1] uint32 CharacterImpactOffsetSquared;//[Offset: 0x7c , Size: 4] float MuzzleFloorHeight;//[Offset: 0x80 , Size: 4] Vector WeaponOwnerHeadPos;//[Offset: 0x84 , Size: 12] float DamageRate;//[Offset: 0x90 , Size: 4] bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94 , Size: 1] Vector GunTailPos;//[Offset: 0x98 , Size: 12] FName BoneName;//[Offset: 0xa8 , Size: 8] Transform BoneTrans;//[Offset: 0xb0 , Size: 48] byte ImpactEffectMask;//[Offset: 0xe0 , Size: 1] -------------------------------- Class: DecalComponent.SceneComponent.ActorComponent.Object MaterialInterface* DecalMaterial;//[Offset: 0x260 , Size: 4] int SortOrder;//[Offset: 0x264 , Size: 4] float FadeScreenSize;//[Offset: 0x268 , Size: 4] float FadeStartDelay;//[Offset: 0x26c , Size: 4] float FadeDuration;//[Offset: 0x270 , Size: 4] bool bDestroyOwnerAfterFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274 , Size: 1] Vector DecalSize;//[Offset: 0x278 , Size: 12] void SetSortOrder(int Value);// 0x3f5ec94 void SetFadeScreenSize(float NewFadeScreenSize);// 0x3f5ec1c void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade);// 0x3f5eb14 void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x3f5ea9c float GetFadeStartDelay();// 0x3f5ea74 float GetFadeDuration();// 0x3f5ea4c MaterialInterface* GetDecalMaterial();// 0x20b7f18 MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x3f5ea1c -------------------------------- Class: StateMachineComponent.ActorComponent.Object State*[] AllStateList;//[Offset: 0xbc , Size: 12] enum StartStateType;//[Offset: 0xc8 , Size: 1] enum FinishStateType;//[Offset: 0xc9 , Size: 1] State* CurrentState;//[Offset: 0xcc , Size: 4] enum CurrentStateType;//[Offset: 0xd0 , Size: 1] enum LastStateType;//[Offset: 0xd1 , Size: 1] -------------------------------- Class: State.Object -------------------------------- Class: MonsterTreasureBox.UAEHouseActor.UAENetActor.Actor.Object FString LuaFilePath;//[Offset: 0x3d4 , Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0x3e0 , Size: 12] FString TreasureBoxName;//[Offset: 0x3ec , Size: 12] float TotalHP;//[Offset: 0x3f8 , Size: 4] float BrokenHPPropotion;//[Offset: 0x3fc , Size: 4] float TotalTime;//[Offset: 0x400 , Size: 4] int boxId;//[Offset: 0x404 , Size: 4] Vector GroupLoc;//[Offset: 0x408 , Size: 12] float DestroyTime;//[Offset: 0x414 , Size: 4] float OperationalDistance;//[Offset: 0x418 , Size: 4] float VisibleHUDlDistance;//[Offset: 0x41c , Size: 4] ParticleSystem* StandbyEffect;//[Offset: 0x420 , Size: 4] Transform StandbyEffectTrans;//[Offset: 0x430 , Size: 48] ParticleSystem* OpenningEffect;//[Offset: 0x460 , Size: 4] Transform OpenningEffectTrans;//[Offset: 0x470 , Size: 48] ParticleSystem* OpennedEffect;//[Offset: 0x4a0 , Size: 4] Transform OpennedEffectTrans;//[Offset: 0x4b0 , Size: 48] ParticleSystem* BrokenEffect1;//[Offset: 0x4e0 , Size: 4] Transform BrokenEffect1Trans;//[Offset: 0x4f0 , Size: 48] ParticleSystem* BrokenEffect2;//[Offset: 0x520 , Size: 4] Transform BrokenEffect2Trans;//[Offset: 0x530 , Size: 48] MaterialInterface* BlackMat;//[Offset: 0x560 , Size: 4] ProduceDropItemComponent* ProduceComponent;//[Offset: 0x564 , Size: 4] SceneComponent* DefaultRoot;//[Offset: 0x568 , Size: 4] class Controller[] InstigatorList;//[Offset: 0x56c , Size: 12] class Actor[] DamageCauserList;//[Offset: 0x578 , Size: 12] enum PickUpBoxType;//[Offset: 0x584 , Size: 1] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585 , Size: 1] bool bIconInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586 , Size: 1] int IconID;//[Offset: 0x588 , Size: 4] bool bHideLightColumn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e0 , Size: 1] bool bRegisterRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e2 , Size: 1] bool bAutoActiveBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e3 , Size: 1] int ClientAutoActiveBoxCD;//[Offset: 0x5e4 , Size: 4] int AutoActiveBoxCD;//[Offset: 0x5e8 , Size: 4] int HideLightColumn;//[Offset: 0x5ec , Size: 4] float GoUpAnimationWait;//[Offset: 0x5f0 , Size: 4] float GoUpAnimationSpeed;//[Offset: 0x5f4 , Size: 4] float GoUpAnimationHight;//[Offset: 0x5f8 , Size: 4] bool GoUpAnimationHightEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5fc , Size: 1] float GoUpAnimationYawSpeed;//[Offset: 0x600 , Size: 4] float GoUpAnimationYawTotal;//[Offset: 0x604 , Size: 4] Vector BoxCoverLoc;//[Offset: 0x608 , Size: 12] Rotator BoxCoverRot;//[Offset: 0x614 , Size: 12] bool bImmediateOpenBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x620 , Size: 1] bool IsForbidOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x621 , Size: 1] bool GoUpAnimationAkAudioStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x622 , Size: 1] SkeletalMeshComponent* NeedAnimationBoxMesh;//[Offset: 0x624 , Size: 4] BoxComponent* NeedAnimationBoxCover;//[Offset: 0x628 , Size: 4] float StartedTime;//[Offset: 0x648 , Size: 4] enum CurState;//[Offset: 0x64c , Size: 1] uint32 StartedPlayerKey;//[Offset: 0x650 , Size: 4] int StartedTeamId;//[Offset: 0x654 , Size: 4] float CountdownTime;//[Offset: 0x658 , Size: 4] float StartDestroytime;//[Offset: 0x65c , Size: 4] int MonsterBoxId;//[Offset: 0x660 , Size: 4] int MonsterBoxTempleteId;//[Offset: 0x664 , Size: 4] DataStrs;//[Offset: 0x668 , Size: 60] ParticleSystemComponent* StandbyEffectComp;//[Offset: 0x6a8 , Size: 4] ParticleSystemComponent* OpenningEffectComp;//[Offset: 0x6ac , Size: 4] ParticleSystemComponent* OpenedEffectComp;//[Offset: 0x6b0 , Size: 4] ParticleSystemComponent* BrokenEffect1Comp;//[Offset: 0x6b4 , Size: 4] ParticleSystemComponent* BrokenEffect2Comp;//[Offset: 0x6b8 , Size: 4] MaterialInstanceDynamic* DynamicMat;//[Offset: 0x6bc , Size: 4] Object* TriggerActionHost;//[Offset: 0x6f0 , Size: 4] void ShowMonsterTreasureBoxSkelemesh(bool IsShow);// 0x2859eb0 void ShowMonsterTreasureBox(PlayerController* PC);// 0x1dccbe4 void SetDropItems(out const DropPropData[] DropItems, STExtraPlayerState* PlayerState);// 0x2859eb0 void SetClientClientAutoActiveBoxCD(int CD);// 0x1dccb6c void OnTreasureBoxPicked__DelegateSignature();// 0x2859eb0 void OnSomeonePickItem(uint32 InPC);// 0x1dccaf4 void OnRep_HideLightColumn();// 0x1dccae0 void OnRep_CurState();// 0x1dccacc void OnBoxEmpty();// 0x1dccab8 void OnAnimationStop();// 0x1dccaa4 bool IsShowIcon();// 0x1dcca7c int GetMonsterBoxId();// 0x1dcca54 enum[] GetDamageableGameObjectType();// 0x1dcc98c enum GetCurState();// 0x1c81fe4 int GetClientClientAutoActiveBoxCD();// 0x1dcc964 void DeActiveMonsterTreasureBox();// 0x1dcc950 bool CanBeDamaged();// 0x1dcc928 void BPRepCurState();// 0x2859eb0 void BPOnStopMonsterTreasureBox();// 0x2859eb0 void BPOnStartMonsterTreasureBox();// 0x2859eb0 void BPOnHideLightColumn();// 0x2859eb0 void BPOnCountdownEnd();// 0x2859eb0 void BPOnBreakMonsterTreasureBox();// 0x2859eb0 void BPOnAnimationStop();// 0x2859eb0 void BPOnAnimationAkAudioStop();// 0x2859eb0 void BPOnAnimationAkAudioStart();// 0x2859eb0 FString BPGetTreasureBoxName();// 0x2859eb0 -------------------------------- Class: UAEHouseActor.UAENetActor.Actor.Object int iRegionHouse;//[Offset: 0x2d0 , Size: 4] float WindowHideDistanceSquared;//[Offset: 0x2d4 , Size: 4] float WindowLoadDistanceSquared;//[Offset: 0x2d8 , Size: 4] float WindowLoadDistanceSquaredOnVeryLowDevice;//[Offset: 0x2dc , Size: 4] float WindowLoadDistanceSquaredOnServer;//[Offset: 0x2e0 , Size: 4] UAEWindowRepData[] WindowList;//[Offset: 0x2e4 , Size: 12] WindowComponents;//[Offset: 0x2f0 , Size: 60] bool bEnableWindow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1] bool SerializeDataUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c , Size: 1] bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d , Size: 1] byte[] SerializeData;//[Offset: 0x380 , Size: 12] void OnRep_WindowList();// 0x24727c8 void BroadcastWindowRepDataUpdated(UAEWindowRepData InRepData);// 0x24725a0 -------------------------------- Class: UAEWindowRepData Transform Transform;//[Offset: 0x0 , Size: 48] FString PathToLoad;//[Offset: 0x30 , Size: 12] int ID;//[Offset: 0x3c , Size: 4] bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1] Pawn* LastInstigatorPawn;//[Offset: 0x44 , Size: 4] -------------------------------- Class: UAEWindowComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int ID;//[Offset: 0x62c , Size: 4] bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x630 , Size: 1] Pawn* LastInstigatorPawn;//[Offset: 0x634 , Size: 4] StaticMesh* BrokenMesh;//[Offset: 0x638 , Size: 4] ParticleSystem* BrokenEffect;//[Offset: 0x63c , Size: 4] void NotifyServerBroken();// 0x2859eb0 void NotifyRepDataUpdated(bool bInitial, bool bLocal);// 0x247e3bc void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal);// 0x2859eb0 void LocalHandleWindowBroken(bool bInitial, bool bLocal);// 0x247e2ec void HandleBroken(PlayerController* Instigator, bool bLocal);// 0x247e228 UAEWindowRepData GetRepData();// 0x247e0f0 -------------------------------- Class: ProduceDropItemComponent.ActorComponent.Object CustomDropRule CustomDropRule;//[Offset: 0xc0 , Size: 3] HitResult GroundHitInfo;//[Offset: 0xc8 , Size: 136] int produceID;//[Offset: 0x150 , Size: 4] float DropGroundItemLifeSpan;//[Offset: 0x154 , Size: 4] bool IsDropped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1] PickUpWrapperActor*[] GenerateActorList;//[Offset: 0x15c , Size: 12] int GridStep;//[Offset: 0x168 , Size: 4] STExtraCharacter* OwnerPawn;//[Offset: 0x16c , Size: 4] bool IsDropSuc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170 , Size: 1] int[] DropPlanIDList;//[Offset: 0x174 , Size: 12] int[] NightDropPlanIDList;//[Offset: 0x180 , Size: 12] int[] DayDropPlanIDList;//[Offset: 0x18c , Size: 12] class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x198 , Size: 4] ParticleSystem* DropGroundEffect;//[Offset: 0x1a8 , Size: 40] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1] Transform DropGroundEffectTransform;//[Offset: 0x1e0 , Size: 48] float DropGroundItemLifeOverride;//[Offset: 0x210 , Size: 4] bool IsAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214 , Size: 1] bool bIsIgonreSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x215 , Size: 1] float DropGroundEffectLifeSpan;//[Offset: 0x218 , Size: 4] bool DropGroundInRandomCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c , Size: 1] Vector DropGroundCenterOffest;//[Offset: 0x220 , Size: 12] float DropGroundOuterCircleRadius;//[Offset: 0x22c , Size: 4] float DropGroundInnerCircleRadius;//[Offset: 0x230 , Size: 4] float DropGroundStartAndgle;//[Offset: 0x234 , Size: 4] float DropGroundEndAngle;//[Offset: 0x238 , Size: 4] int OpenDropGroundEffect;//[Offset: 0x23c , Size: 4] int RandomDropGroundEffect;//[Offset: 0x240 , Size: 4] float MaxTraceDist;//[Offset: 0x244 , Size: 4] bool bUseDropCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x248 , Size: 1] bool bUseDropCurveAnim_DropToTombBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x249 , Size: 1] delegate OnItemSpawned;//[Offset: 0x24c , Size: 12] DropItemCurveAnimComponent* DropItemCurveAnimComponent;//[Offset: 0x258 , Size: 4] bool IsFoeceNotTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c , Size: 1] void StartDropToPosition(Vector DestinPos, Character* KillerPawn, Actor* DeadPawn, bool InTraceGround);// 0x1e128b8 void StartDrop(Actor* DeadCharacter, Controller* Killer);// 0x1e127fc void SetProduceID(int produceID);// 0x1e12788 void SetNightDropPlanIDList(out int[] DayIdList, out int[] NightIdList);// 0x1e12624 void SetDropPlanIDList(out int[] IDList);// 0x1e12558 void SetDropItemLifeSpan(int ItemTime);// 0x1e124e0 void RandomCircleDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans, Actor* IgnorePawn, Actor* KillerActor);// 0x1e122f0 void OnOwnerPawnDead(STExtraSimpleCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x1e120f0 void NineGridDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans);// 0x1e11f80 FString GetWrapperActorPath(ItemDefineID DefineID);// 0x1e11e60 class Object GetWrapperActorClass(ItemDefineID DefineID);// 0x1e11dc8 PickUpWrapperActor*[] GetGenerateWrapperList();// 0x1e11cb0 FString GetDropItemCfgList(out DropItemConfig[] DropList);// 0x1e11b54 int GetCountStrNum(FString CountStr);// 0x1e119f4 FString GenerateDropItemByOwner(out DropPropData[] FinalDropItems);// 0x1e118a0 FString GenerateDropItemByCfg(out DropPropData[] FinalDropItems);// 0x1e1174c bool DropToTreasureBox(out const DropPropData[] PropData, Actor* TargetActor, FString BoxName, enum BoxType, Vector Offset, bool bIsAutoExpand, bool bFixBoxName);// 0x1e113d4 void DropToTombBox(out const PickUpItemData[] PropData, Character* DeadPawn);// 0x1e112d8 void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent* BackPack);// 0x1e111c0 Actor* DropToGround(out const PickUpItemData PropData, Transform WrapperTrans, Vector StartPos, bool ShowGroundEffect);// 0x1e10f10 void DropOutPropsNearActor(out const DropPropData[] PropDataList, Actor* StartActor);// 0x1e10df0 void DropOutProps(out const DropPropData[] PropData, Character* KillerPawn, Actor* DeadPawn);// 0x1e10c90 void CalcDropItemListByDropRuleByCfg(out const DropItemConfig DropRuleCfg, out DropPropData[] DropItemList);// 0x1e10b58 void CalcDropItemListByDropRule(out DropPropData[] DropItemList, int DropPlanId);// 0x1e10a3c -------------------------------- Class: CustomDropRule bool bTraceIgnorePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool bTraceIgnoreWarteringArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] bool bAttachToTargetActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1] -------------------------------- Class: DropItemCurveAnimComponent.ActorComponent.Object Vector2D RangeHigh;//[Offset: 0xbc , Size: 8] Vector CustomStartOffset;//[Offset: 0xc4 , Size: 12] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1] bool UseTrailParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1] bool ClientDropOneByOne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2 , Size: 1] float ClientDropOneByOneInterval;//[Offset: 0xd4 , Size: 4] float CustomGravity;//[Offset: 0xd8 , Size: 4] float TrailParticleDelayTime;//[Offset: 0xdc , Size: 4] float LandDirectlyAfterTheReplicatedTime;//[Offset: 0xe0 , Size: 4] float ParticleScale;//[Offset: 0xe4 , Size: 4] ParticleSystem* DropTailsParticle;//[Offset: 0xe8 , Size: 40] ParticleSystem* DropTailsParticleSystem;//[Offset: 0x110 , Size: 4] bool bUseDropGroundParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1] float DropGroundParticleLifeTime;//[Offset: 0x118 , Size: 4] ParticleSystem* DropGroundParticle;//[Offset: 0x120 , Size: 40] ParticleSystem* DropGroundParticleSystem;//[Offset: 0x148 , Size: 4] DropGroupContainer[] ItemGroupList;//[Offset: 0x14c , Size: 12] CurveFloat* AnimCurve;//[Offset: 0x158 , Size: 4] bool bUseAnimCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c , Size: 1] void OnDropTailsLoadFinsh2(int GroupID);// 0x1d2c6dc void OnDropGroundLoadFinsh();// 0x1d2c6c8 void AddItemClient(int Group, Vector InStartPos, Vector InEndPos, Actor* Target);// 0x1d2c578 void AddDropActorServer(Actor* PickUpWrapper, Vector InStartPos, int UserAddr);// 0x1d2c474 -------------------------------- Class: DropGroupContainer int GroupIndex;//[Offset: 0x0 , Size: 4] float GroupTime;//[Offset: 0x4 , Size: 4] ItemCurveAnim[] List;//[Offset: 0x8 , Size: 12] -------------------------------- Class: ItemCurveAnim enum CurState;//[Offset: 0x0 , Size: 1] bool ShowGroundEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] float DropDuration;//[Offset: 0x4 , Size: 4] float CurrentTime;//[Offset: 0x8 , Size: 4] float DropStartSpeed;//[Offset: 0xc , Size: 4] float DelayDestroyParticleTime;//[Offset: 0x10 , Size: 4] float DelayStartTime;//[Offset: 0x14 , Size: 4] float DelayDestroyGroundParticleTime;//[Offset: 0x18 , Size: 4] Vector StartPos;//[Offset: 0x1c , Size: 12] Vector EndPos;//[Offset: 0x28 , Size: 12] Actor* TargetActor;//[Offset: 0x34 , Size: 8] ParticleSystemComponent* TailParticleComponent;//[Offset: 0x3c , Size: 4] ParticleSystemComponent* GroundParticleComponent;//[Offset: 0x40 , Size: 4] -------------------------------- Class: STExtraSimpleCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object int iRegionSimpleCharacter;//[Offset: 0xb00 , Size: 4] int ForceLifePeriodTime;//[Offset: 0xb04 , Size: 4] bool bDamageTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb08 , Size: 1] bool bIsPreClientDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb09 , Size: 1] delegate OnDeath;//[Offset: 0xb0c , Size: 12] float DelayHideDuration;//[Offset: 0xb18 , Size: 4] float AnimDeathLifeSpan;//[Offset: 0xb1c , Size: 4] float DelayHideDurationByHeadShoot;//[Offset: 0xb20 , Size: 4] float AnimDeathLifeSpanByHeadShoot;//[Offset: 0xb24 , Size: 4] float DelayHideDurationByVehicleHit;//[Offset: 0xb28 , Size: 4] float AnimDeathLifeSpanByVehicleHit;//[Offset: 0xb2c , Size: 4] ParticleSystem* HeadShootFX_Red;//[Offset: 0xb30 , Size: 4] ParticleSystem* HeadShootFX_Green;//[Offset: 0xb34 , Size: 4] class PlayerTombBox* DropTomb;//[Offset: 0xb38 , Size: 4] int MonsterSpawnTime;//[Offset: 0xb3c , Size: 4] int MonsterDeathTime;//[Offset: 0xb40 , Size: 4] float AnimBornLifeSpan;//[Offset: 0xb44 , Size: 4] bool BornOnCeiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb48 , Size: 1] float AnimLand_Hard_VelocitySquared_Threshold;//[Offset: 0xb4c , Size: 4] float AnimLand_Hard_LifeSpan;//[Offset: 0xb50 , Size: 4] float AnimLand_Light_LifeSpan;//[Offset: 0xb54 , Size: 4] SimpleCharAnimParamList CurAnimParamList;//[Offset: 0xb68 , Size: 76] float MaxRememberEnemyTimeInSeconds;//[Offset: 0xbb4 , Size: 4] float MinTimeLockTarget;//[Offset: 0xbb8 , Size: 4] float MinTimeWhenCannotSeeTarget;//[Offset: 0xbbc , Size: 4] float SensedRadius;//[Offset: 0xbc0 , Size: 4] float MinTimeLockHeardEnemy;//[Offset: 0xbc4 , Size: 4] float HeardRadius;//[Offset: 0xbc8 , Size: 4] SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xbcc , Size: 4] MobAdvancedMovement* MobAdvancedMovement;//[Offset: 0xbd0 , Size: 4] MobPerceptionController* MobPerceptionController;//[Offset: 0xbd4 , Size: 4] STExtraSimpleCharacterPhysics* SimpleCharacterPhysics;//[Offset: 0xbd8 , Size: 4] UnitAttrComponent* UnitAttrComp;//[Offset: 0xbdc , Size: 4] CircleMgrComponent* CircleMgr;//[Offset: 0xbec , Size: 4] int SyncAIState;//[Offset: 0xbf0 , Size: 4] int AIState;//[Offset: 0xbfc , Size: 4] float HurtAnimTime;//[Offset: 0xc00 , Size: 4] float BackAnimPerc;//[Offset: 0xc04 , Size: 4] delegate OnEnterAIState;//[Offset: 0xc08 , Size: 12] delegate OnLeaveAIState;//[Offset: 0xc14 , Size: 12] delegate OnBPEnterAIState;//[Offset: 0xc20 , Size: 12] delegate OnBPLeaveAIState;//[Offset: 0xc2c , Size: 12] delegate OnChangeAnimParam;//[Offset: 0xc38 , Size: 12] delegate OnAnimInstanceAssetLoaded;//[Offset: 0xc44 , Size: 12] delegate OnAnimListComponentAssetLoaded;//[Offset: 0xc50 , Size: 12] bool bCanSkillSpeedScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70 , Size: 1] int FlowId;//[Offset: 0xc74 , Size: 4] FString MonsterName;//[Offset: 0xc78 , Size: 12] FString MonsterNameID;//[Offset: 0xc84 , Size: 12] int MonsterSyncID;//[Offset: 0xc90 , Size: 4] bool bEnableAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc94 , Size: 1] int Gold;//[Offset: 0xc98 , Size: 4] int SuperGold;//[Offset: 0xc9c , Size: 4] int[] BornSkill;//[Offset: 0xca0 , Size: 12] int[] AloneSkillIdList;//[Offset: 0xcac , Size: 12] int HealthBarCount;//[Offset: 0xcb8 , Size: 4] bool bIsCrawlChar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcbc , Size: 1] int NeedSendAttackFlow;//[Offset: 0xcc0 , Size: 4] Actor* AttackTarget;//[Offset: 0xcc4 , Size: 8] int[] DecalIndexArray;//[Offset: 0xccc , Size: 12] byte HitPartJudgment;//[Offset: 0xcd8 , Size: 1] NewHitBodyPosMap;//[Offset: 0xcdc , Size: 60] BodyTypeDef StandBodyDef;//[Offset: 0xd18 , Size: 8] PVELagCompensationComponent* PVELagCompensationComponent;//[Offset: 0xd20 , Size: 4] CapsuleComponent* ProneCapsuleComponent;//[Offset: 0xd24 , Size: 4] float IdleWalkSpeedRatio;//[Offset: 0xd28 , Size: 4] float AttackWalkSpeedRatio;//[Offset: 0xd2c , Size: 4] float[] CircleDamageRate;//[Offset: 0xd30 , Size: 12] int ObjectPoolSize;//[Offset: 0xd3c , Size: 4] int LifePeriodTime;//[Offset: 0xd40 , Size: 4] float KilledDisCircleEdge;//[Offset: 0xd44 , Size: 4] int MaxHPStageForBroadcast;//[Offset: 0xd48 , Size: 4] bool bEnableMaxAllowedDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4c , Size: 1] float MaxAllowedDistanceFromSpawnPoint;//[Offset: 0xd50 , Size: 4] bool bMaxAllowedDistanceCheckIn2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd54 , Size: 1] bool IsHeadShootDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5c , Size: 1] int RageLevel;//[Offset: 0xd78 , Size: 4] float AloneRageTimerRate;//[Offset: 0xd84 , Size: 4] float ImpluseScale;//[Offset: 0xd88 , Size: 4] float ImpluseZScale;//[Offset: 0xd8c , Size: 4] bool EnableOverlapImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd90 , Size: 1] bool EnableOverlapDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd91 , Size: 1] float OverlapVehicleDamageRate;//[Offset: 0xd94 , Size: 4] float OverlapAgainstVehicleDamageRate;//[Offset: 0xd98 , Size: 4] float MinDamageInterval;//[Offset: 0xd9c , Size: 4] float MovementTickInterval;//[Offset: 0xda0 , Size: 4] float DsActorTickInterval;//[Offset: 0xda4 , Size: 4] bool IsNavWalkMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda8 , Size: 1] AkAudioEvent* MonsterBornSound;//[Offset: 0xdb0 , Size: 4] AkAudioEvent* MonsterDeadSound;//[Offset: 0xdb4 , Size: 4] AkAudioEvent* MonsterIdleSound;//[Offset: 0xdb8 , Size: 4] AkAudioEvent* MonsterRunSound;//[Offset: 0xdbc , Size: 4] float NoPathToTargetTimer;//[Offset: 0xdc0 , Size: 4] enum AnimGroupMask;//[Offset: 0xdc4 , Size: 1] bool ExplodeBeforeDieEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdcc , Size: 1] int ExplodeSkillID;//[Offset: 0xdd0 , Size: 4] float ExplodeSkillDuration;//[Offset: 0xdd4 , Size: 4] float LagCompensationRecordInterval;//[Offset: 0xe98 , Size: 4] float HearRadius;//[Offset: 0xedc , Size: 4] float MinTimeLockHeardPos;//[Offset: 0xee0 , Size: 4] bool TestPathSyncToLocation(Vector Location);// 0x1f467f4 bool TestPathSyncToActor(Actor* Actor);// 0x1f46774 void StopMovementMode();// 0x1ef1514 void StartMovementMode();// 0x1f46758 void ShowHeadShootDeadEffect();// 0x1f46744 void SetCopyBoneSimpleChar(STExtraSimpleCharacter* InSimpleChar);// 0x1f466cc void ResetCharAnimParam();// 0x1f466b8 void OnSmoothComponentSnapshotPreReplicate();// 0x1f466a4 void OnRep_SyncAIState();// 0x1f46690 void OnRep_ReplicatedMovement();// 0x1c7282c void OnRep_RageLevel();// 0x1f4667c void OnRep_MonsterSyncID();// 0x1f46668 void OnRep_MonsterNameID();// 0x1f46654 void NotifyInitial();// 0x1f46640 void LeaveAIState(enum NewState, bool bIsNotify);// 0x1f4657c bool IsSameTeam(Pawn* Other);// 0x1e989d8 bool IsEnableBroadcastDamage(out const DamageEvent DamageEvent, float Damage);// 0x1f46490 bool IsCanCopyBone();// 0x1f46468 bool IsBoss();// 0x1f46440 bool IsBigBoss();// 0x1f46418 void InitCharAnimParam();// 0x1f46404 bool HasAIState(enum NewState);// 0x1f46384 void HandleHitByBullet(Actor* Causer);// 0x1f4630c void GotoEarthAndDie();// 0x1f462f0 Vector GetServerHeadLocation();// 0x1f462a8 STExtraPlayerController* GetPlayerControllerSafety();// 0x1e96f34 int GetMonsterType();// 0x1f4628c FString GetMonsterName();// 0x1f461c4 float GetHitBoxRadius();// 0x1f461a8 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x1f46034 class PlayerTombBox GetDropTomb();// 0x1f46004 byte GetCurHitPartJugementType();// 0x1f45fdc STExtraSimpleCharacter* GetCopyBoneSimpleChar();// 0x1f45fb4 SimpleCharAnimParamList GetAnimParam();// 0x1f45f38 int GetAliveTimeSeconds();// 0x1f45f1c void ExplodeBeforeDie(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, Vector _hitImpulseDir, HitResult _hitInfo, bool bIsHeadshot);// 0x1f45c60 void EnterAIState(enum NewState, bool bIsNotify);// 0x1f45b9c void DisappearOnDeath();// 0x1f45b88 void DieAfterExplode();// 0x1f45b74 void DelayHidden();// 0x1e94a54 void ClearOnDeath(Controller* EventInstigater, out const DamageEvent DamageEvent);// 0x1f45a94 bool CheckPlayerNeedUpdateAnimation();// 0x1f45a6c void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x1f45960 void BroadcastReliableLeaveAIState(enum NewState, bool bIsNotify);// 0x1f45850 void BroadcastReliableEnterAIState(enum NewState, bool bIsNotify);// 0x1f45740 void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f454c4 void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f451dc void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44f60 void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44ce4 void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44a54 void BroadcastClientsSimulateLastPointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f447d8 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f4455c void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f442e0 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f44058 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x1f43d70 void BroadcastClientsGMTestDamage(float Damage, float CurHealth, int DamageClassID, byte HitPart);// 0x1f43bdc void BroadcastClientsDebugSpeed(float Speed);// 0x1f43b28 void BroadcastClientsDebugOutputDamage(float OutputDmg);// 0x1f43a74 void BPSetEyeEffect(float Switch, LinearColor Color);// 0x2859eb0 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0 void BPNotifyInitial();// 0x2859eb0 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2859eb0 void BPMonsterInitTableDone();// 0x2859eb0 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x1f43900 bool BP_HasAIState(enum NewState);// 0x1f43880 RoadPointInfo[] BleCallGetRoadPoints();// 0x1f437b8 bool AllowAIState(enum NewState);// 0x1f43738 void AddWeaponDamageAddition(byte WeaponType);// 0x1f436c0 -------------------------------- Class: SimpleCharAnimParamList Vector Velocity;//[Offset: 0x0 , Size: 12] Vector movedir;//[Offset: 0xc , Size: 12] byte MovementMode;//[Offset: 0x18 , Size: 1] Rotator ViewRotation;//[Offset: 0x1c , Size: 12] bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1] Vector HurtDir;//[Offset: 0x2c , Size: 12] bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1] bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1] bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a , Size: 1] bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b , Size: 1] int RandomAnimID;//[Offset: 0x3c , Size: 4] -------------------------------- Class: SimulateSyncSmoothComponent.ActorComponent.Object RepSnapshot RepSnapshot;//[Offset: 0xbc , Size: 56] RepSnapshot Snapshot;//[Offset: 0xf4 , Size: 56] float TolerateLocationDiffSqAtServer;//[Offset: 0x12c , Size: 4] float TolerateRotationInDegreeAtServer;//[Offset: 0x130 , Size: 4] float TolerateLinearVelocityDiffSqAtServer;//[Offset: 0x134 , Size: 4] float TolerateAngularVelocityDiffSqAtServer;//[Offset: 0x138 , Size: 4] float ForceUpdateLocationDiffSqAtServer;//[Offset: 0x13c , Size: 4] float ForceUpdateLinearVelocityDiffSqAtServer;//[Offset: 0x140 , Size: 4] delegate OnSnapshotPreReplicate;//[Offset: 0x144 , Size: 12] SimulateSyncSmooth SimulateSyncSmooth;//[Offset: 0x150 , Size: 212] bool bOpenDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224 , Size: 1] bool bOpenServerForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x225 , Size: 1] bool bNoPredict;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x226 , Size: 1] bool bOnlyUpdateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x227 , Size: 1] bool bAutonomousProxyEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x228 , Size: 1] delegate OnActorTeleportFinish;//[Offset: 0x22c , Size: 12] void TeleportNextSync();// 0x1e40e14 void StopPredict();// 0x1e40e00 void SetVelocity(out const Vector Velocity);// 0x1e40d7c void SetAngularVelocity(float PitchSpeed, float YawSpeed, float RollSpeed);// 0x1e40c7c void OnRep_Snapshot();// 0x1e40c68 Vector GetVelocity();// 0x1e40c20 -------------------------------- Class: RepSnapshot float TimeStamp;//[Offset: 0x0 , Size: 4] Vector_NetQuantize Location;//[Offset: 0x4 , Size: 12] Rotator Rotation;//[Offset: 0x10 , Size: 12] Vector_NetQuantize LinearVelocity;//[Offset: 0x1c , Size: 12] Vector_NetQuantize AngularVelocity;//[Offset: 0x28 , Size: 12] bool IsTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1] -------------------------------- Class: SimulateSyncSmooth float MaxPredictMoveTime;//[Offset: 0x0 , Size: 4] float MaxMoveDeltaTime;//[Offset: 0x4 , Size: 4] float SmoothNetUpdateTime;//[Offset: 0x8 , Size: 4] float SmoothNetUpdateRotationTime;//[Offset: 0xc , Size: 4] -------------------------------- Class: MobAdvancedMovement.ActorComponent.Object float WallClimb_AcceptableFaceAngle;//[Offset: 0xbc , Size: 4] float WallClimb_TurnFaceSpeed;//[Offset: 0xc0 , Size: 4] float WallClimb_KeepDistanceToWall;//[Offset: 0xc4 , Size: 4] float WallClimb_JumpToWallSpeed;//[Offset: 0xc8 , Size: 4] float WallClimb_JumpToWallHeightOffset;//[Offset: 0xcc , Size: 4] float WallClimb_MoveUpSpeed;//[Offset: 0xd0 , Size: 4] float WallClimb_MoveUpHeightOffset;//[Offset: 0xd4 , Size: 4] float WallClimb_ClimbToStand_Duration;//[Offset: 0xd8 , Size: 4] CurveFloat* Curve_ClimbToStand_Forward;//[Offset: 0xdc , Size: 4] CurveFloat* Curve_ClimbToStand_Height;//[Offset: 0xe0 , Size: 4] float WallJump_JumpSpeed;//[Offset: 0xe4 , Size: 4] float WallJump_JumpAngle;//[Offset: 0xe8 , Size: 4] float WallJump_ZVelocity;//[Offset: 0xec , Size: 4] float Stride_AcceptableFaceAngle;//[Offset: 0xf0 , Size: 4] float Stride_Duration;//[Offset: 0xf4 , Size: 4] float Stride_KeepDistanceToWall;//[Offset: 0xf8 , Size: 4] float Stride_HeightOffset;//[Offset: 0xfc , Size: 4] float Stride_ForwardOffset;//[Offset: 0x100 , Size: 4] float Stride_LineTraceOffset;//[Offset: 0x104 , Size: 4] CurveFloat* Curve_Stride_Forward;//[Offset: 0x108 , Size: 4] CurveFloat* Curve_Stride_Height;//[Offset: 0x10c , Size: 4] bool Stride_JumpInstead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1] int iWallClimbState;//[Offset: 0x114 , Size: 4] int iWallJumpState;//[Offset: 0x118 , Size: 4] int iStrideState;//[Offset: 0x11c , Size: 4] void WindowJump(Vector DstLoacation, Vector originLocation, float WindowHeight);// 0x1dc60b8 void WallJump(Vector DstLocation);// 0x1dc6048 void WallClimbExit();// 0x1dc6034 void WallClimb(Vector DstLocation, Vector originLocation, float WindowHeight);// 0x1dc5f2c void TickWallJump_Turn(float DeltaTime);// 0x1dc5eb4 void TickWallJump(float DeltaTime);// 0x1dc5e3c void TickWallClimb_Turn(float DeltaTime);// 0x1dc5dc4 void TickWallClimb_JumpToWall(float DeltaTime);// 0x1dc5d4c void TickWallClimb_ClimbUp(float DeltaTime);// 0x1dc5cd4 void TickWallClimb_ClimbToStand(float DeltaTime);// 0x1dc5c5c void TickWallClimb(float DeltaTime);// 0x1dc5be4 void TickStride_Turn(float DeltaTime);// 0x1dc5b6c void TickStride_Stride(float DeltaTime);// 0x1dc5af4 void TickStride_MoveToWall(float DeltaTime);// 0x1dc5a7c void TickStride(float DeltaTime);// 0x1dc5a04 void StrideJump();// 0x1dc59f0 void StrideExit();// 0x1dc59dc void Stride(out Vector DstLocation, out Vector originLocation);// 0x1dc5904 void OnMobDie();// 0x1dc58f0 void NotifyClientsWallClimbSyncState(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x1dc57e4 void NotifyClientsWallClimbStartClimbToStand(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x1dc56d8 void NotifyClientsStrideState(Vector pos, Rotator Rotator, int nowStrideState);// 0x1dc55cc void NotifyClientsStartStride(Vector pos, Rotator Rotator, int nowStrideState, Vector originLocation, Vector DstLocation, float heightLength, float forwardLength);// 0x1dc5378 bool IsInAdvancedMovement();// 0x1dc5350 int GetWallJumpState();// 0x1dc5328 int GetWallClimbState();// 0x1dc5300 int GetStrideState();// 0x1dc52d8 void BPWallJump(Vector DstLocation);// 0x1dc5260 void BPWallClimb(Vector DstLocation);// 0x1dc51e8 -------------------------------- Class: MobPerceptionController.ActorComponent.Object float AcceptableNoiseLoudness;//[Offset: 0xbc , Size: 4] enum[] AcceptableNoiseType;//[Offset: 0xc0 , Size: 12] enum NoiseAttenuationModel;//[Offset: 0xcc , Size: 1] int NoisePoolSize;//[Offset: 0xd0 , Size: 4] float NoiseRememberTime;//[Offset: 0xd4 , Size: 4] float NoiseUpdateFrequency;//[Offset: 0xd8 , Size: 4] bool SearchNoise(out NoiseInfo NoiseInfo, enum searchType, BehaviorTreeComponent* BehaviorTree, bool CheckDistance, bool CheckDeadOrDestoryed);// 0x1dc8b40 void OnPerceptionSenseUpdated(AIPerceptionComponent* PerceptionComponent, out Actor*[] UpdatedActors);// 0x1dc8a30 void OnMobDie();// 0x1dc8a1c void ClearNoisePool();// 0x1dc8a1c NoiseCheckResult CheckNoise(out AIStimulus Stimulus);// 0x1dc887c float Attenuation(out AIStimulus Stimulus);// 0x1dc86e4 void AddToNoisePool(Actor* Instigator, out AIStimulus Stimulus, float LoudnessHeard);// 0x1dc84c8 -------------------------------- Class: NoiseInfo enum NoiseType;//[Offset: 0x0 , Size: 1] Actor* Instigator;//[Offset: 0x4 , Size: 8] Vector NoiseLocation;//[Offset: 0xc , Size: 12] float LoudnessAtStart;//[Offset: 0x18 , Size: 4] float LoudnessHeard;//[Offset: 0x1c , Size: 4] float HeardTime;//[Offset: 0x20 , Size: 4] -------------------------------- Class: BehaviorTreeComponent.BrainComponent.ActorComponent.Object BTNode*[] NodeInstances;//[Offset: 0x110 , Size: 12] void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree* BehaviorAsset);// 0x362bad0 float GetTagCooldownEndTime(GameplayTag CooldownTag);// 0x362ba50 void AddCooldownTagDuration(GameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration);// 0x362b93c -------------------------------- Class: BrainComponent.ActorComponent.Object BlackboardComponent* BlackboardComp;//[Offset: 0xc0 , Size: 4] AIController* AIOwner;//[Offset: 0xc4 , Size: 4] void StopLogic(FString Reason);// 0x362f150 void RestartLogic();// 0x1c7282c bool IsRunning();// 0x1c982f4 bool IsPaused();// 0x362f120 -------------------------------- Class: BlackboardComponent.ActorComponent.Object BrainComponent* BrainComp;//[Offset: 0xbc , Size: 4] BlackboardData* BlackboardAsset;//[Offset: 0xc0 , Size: 4] BlackboardKeyType*[] KeyInstances;//[Offset: 0xdc , Size: 12] void SetValueAsVector(out const FName KeyName, Vector VectorValue);// 0x362d71c void SetValueAsString(out const FName KeyName, FString StringValue);// 0x362d568 void SetValueAsRotator(out const FName KeyName, Rotator VectorValue);// 0x362d494 void SetValueAsObject(out const FName KeyName, Object* ObjectValue);// 0x362d3c0 void SetValueAsName(out const FName KeyName, FName NameValue);// 0x362d2ec void SetValueAsInt(out const FName KeyName, int IntValue);// 0x362d218 void SetValueAsFloat(out const FName KeyName, float FloatValue);// 0x362d144 void SetValueAsEnum(out const FName KeyName, byte EnumValue);// 0x362d070 void SetValueAsClass(out const FName KeyName, class Object ClassValue);// 0x362cf9c void SetValueAsBool(out const FName KeyName, bool BoolValue);// 0x362cec0 bool IsVectorValueSet(out const FName KeyName);// 0x362ce2c Vector GetValueAsVector(out const FName KeyName);// 0x362cd88 FString GetValueAsString(out const FName KeyName);// 0x362cc6c Rotator GetValueAsRotator(out const FName KeyName);// 0x362cbc8 Object* GetValueAsObject(out const FName KeyName);// 0x362cb34 FName GetValueAsName(out const FName KeyName);// 0x362ca98 int GetValueAsInt(out const FName KeyName);// 0x362ca04 float GetValueAsFloat(out const FName KeyName);// 0x362c970 byte GetValueAsEnum(out const FName KeyName);// 0x362c8dc class Object GetValueAsClass(out const FName KeyName);// 0x362c848 bool GetValueAsBool(out const FName KeyName);// 0x362c7b4 bool GetRotationFromEntry(out const FName KeyName, out Rotator ResultRotation);// 0x362c6cc bool GetLocationFromEntry(out const FName KeyName, out Vector ResultLocation);// 0x362c5e4 void ClearValue(out const FName KeyName);// 0x362c558 -------------------------------- Class: BlackboardData.DataAsset.Object BlackboardData* Parent;//[Offset: 0x20 , Size: 4] BlackboardEntry[] Keys;//[Offset: 0x24 , Size: 12] bool bHasSynchronizedKeys;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30 , Size: 1] -------------------------------- Class: BlackboardEntry FName EntryName;//[Offset: 0x0 , Size: 8] BlackboardKeyType* KeyType;//[Offset: 0x8 , Size: 4] bool bInstanceSynced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc , Size: 1] -------------------------------- Class: BlackboardKeyType.Object -------------------------------- Class: BTNode.Object FString NodeName;//[Offset: 0x20 , Size: 12] BehaviorTree* TreeAsset;//[Offset: 0x2c , Size: 4] BTCompositeNode* ParentNode;//[Offset: 0x30 , Size: 4] -------------------------------- Class: BehaviorTree.Object BTCompositeNode* RootNode;//[Offset: 0x1c , Size: 4] BlackboardData* BlackboardAsset;//[Offset: 0x20 , Size: 4] BTDecorator*[] RootDecorators;//[Offset: 0x24 , Size: 12] BTDecoratorLogic[] RootDecoratorOps;//[Offset: 0x30 , Size: 12] -------------------------------- Class: BTCompositeNode.BTNode.Object BTCompositeChild[] Children;//[Offset: 0x3c , Size: 12] BTService*[] Services;//[Offset: 0x48 , Size: 12] -------------------------------- Class: BTCompositeChild BTCompositeNode* ChildComposite;//[Offset: 0x0 , Size: 4] BTTaskNode* ChildTask;//[Offset: 0x4 , Size: 4] BTDecorator*[] Decorators;//[Offset: 0x8 , Size: 12] BTDecoratorLogic[] DecoratorOps;//[Offset: 0x14 , Size: 12] -------------------------------- Class: BTTaskNode.BTNode.Object BTService*[] Services;//[Offset: 0x3c , Size: 12] bool bIgnoreRestartSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1] -------------------------------- Class: BTService.BTAuxiliaryNode.BTNode.Object float interval;//[Offset: 0x3c , Size: 4] float RandomDeviation;//[Offset: 0x40 , Size: 4] bool bCallTickOnSearchStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44 , Size: 1] bool bRestartTimerOnEachActivation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44 , Size: 1] -------------------------------- Class: BTAuxiliaryNode.BTNode.Object -------------------------------- Class: BTDecorator.BTAuxiliaryNode.BTNode.Object bool bInverseCondition;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3c , Size: 1] byte FlowAbortMode;//[Offset: 0x3d , Size: 1] -------------------------------- Class: BTDecoratorLogic byte Operation;//[Offset: 0x0 , Size: 1] uint16 Number;//[Offset: 0x2 , Size: 2] -------------------------------- Class: GameplayTag FName TagName;//[Offset: 0x0 , Size: 8] -------------------------------- Class: AIController.Controller.Actor.Object bool bStopAILogicOnUnposses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x330 , Size: 1] bool bLOSflag;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x330 , Size: 1] bool bSkipExtraLOSChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x330 , Size: 1] bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x330 , Size: 1] bool bWantsPlayerState;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x330 , Size: 1] bool bSetControlRotationFromPawnOrientation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x330 , Size: 1] PathFollowingComponent* PathFollowingComponent;//[Offset: 0x334 , Size: 4] BrainComponent* BrainComponent;//[Offset: 0x338 , Size: 4] AIPerceptionComponent* PerceptionComponent;//[Offset: 0x33c , Size: 4] PawnActionsComponent* ActionsComp;//[Offset: 0x340 , Size: 4] BlackboardComponent* Blackboard;//[Offset: 0x344 , Size: 4] GameplayTasksComponent* CachedGameplayTasksComponent;//[Offset: 0x348 , Size: 4] class NavigationQueryFilter* DefaultNavigationFilterClass;//[Offset: 0x34c , Size: 4] delegate ReceiveMoveCompleted;//[Offset: 0x350 , Size: 12] bool UseGameplayTasksComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35d , Size: 1] bool bShareNavigationSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35e , Size: 1] Vector ShareNavSysOffset;//[Offset: 0x360 , Size: 12] bool UseBlackboard(BlackboardData* BlackboardAsset, out BlackboardComponent* BlackboardComponent);// 0x3622f3c void UnclaimTaskResource(class GameplayTaskResource ResourceClass);// 0x3622ec4 void SetMoveBlockDetection(bool bEnable);// 0x3622e44 bool RunBehaviorTree(BehaviorTree* BTAsset);// 0x3622dbc void OnUsingBlackBoard(BlackboardComponent* BlackboardComp, BlackboardData* BlackboardAsset);// 0x2859eb0 void OnUnpossess(Pawn* UnpossessedPawn);// 0x2859eb0 void OnPossess(Pawn* PossessedPawn);// 0x2859eb0 void OnGameplayTaskResourcesClaimed(GameplayResourceSet NewlyClaimed, GameplayResourceSet FreshlyReleased);// 0x3622cf8 byte MoveToLocation(out const Vector Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x3622a50 byte MoveToActor(Actor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x3622808 void K2_SetFocus(Actor* NewFocus);// 0x3622790 void K2_SetFocalPoint(Vector FP);// 0x3622720 void K2_ClearFocus();// 0x362270c bool HasPartialPath();// 0x36226e4 PathFollowingComponent* GetPathFollowingComponent();// 0x36226c8 byte GetMoveStatus();// 0x36226a0 Vector GetImmediateMoveDestination();// 0x3622658 Actor* GetFocusActor();// 0x3622630 Vector GetFocalPointOnActor(const Actor* Actor);// 0x3622598 Vector GetFocalPoint();// 0x3622550 AIPerceptionComponent* GetAIPerceptionComponent();// 0x32baff8 void ClaimTaskResource(class GameplayTaskResource ResourceClass);// 0x36224d8 -------------------------------- Class: PathFollowingComponent.ActorComponent.Object NavMovementComponent* MovementComp;//[Offset: 0xf0 , Size: 4] NavigationData* MyNavData;//[Offset: 0xfc , Size: 4] void OnNavDataRegistered(NavigationData* NavData);// 0x363fcd8 void OnActorBump(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x363fb68 Vector GetPathDestination();// 0x363fb20 byte GetPathActionType();// 0x363faf8 -------------------------------- Class: AIPerceptionComponent.ActorComponent.Object AISenseConfig*[] SensesConfig;//[Offset: 0xbc , Size: 12] class AISense* DominantSense;//[Offset: 0xc8 , Size: 4] AIController* AIOwner;//[Offset: 0xe0 , Size: 4] delegate OnPerceptionUpdated;//[Offset: 0x140 , Size: 12] delegate OnTargetPerceptionUpdated;//[Offset: 0x14c , Size: 12] void SetSenseEnabled(class AISense SenseClass, const bool bEnable);// 0x3624d98 void RequestStimuliListenerUpdate();// 0x3624d84 void OnOwnerEndPlay(Actor* Actor, byte EndPlayReason);// 0x3624cc8 void GetPerceivedHostileActors(out Actor*[] OutActors);// 0x3624bfc void GetPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x3624aec void GetKnownPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x36249dc void GetCurrentlyPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x36248cc bool GetActorsPerception(Actor* Actor, out ActorPerceptionBlueprintInfo Info);// 0x36247a4 -------------------------------- Class: AISenseConfig.Object Color DebugColor;//[Offset: 0x1c , Size: 4] float MaxAge;//[Offset: 0x20 , Size: 4] bool bStartsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24 , Size: 1] -------------------------------- Class: AISense.Object float DefaultExpirationAge;//[Offset: 0x1c , Size: 4] enum NotifyType;//[Offset: 0x20 , Size: 1] bool bWantsNewPawnNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21 , Size: 1] bool bAutoRegisterAllPawnsAsSources;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21 , Size: 1] AIPerceptionSystem* PerceptionSystemInstance;//[Offset: 0x24 , Size: 4] -------------------------------- Class: AIPerceptionSystem.Object AISense*[] Senses;//[Offset: 0x5c , Size: 12] float PerceptionAgingRate;//[Offset: 0x68 , Size: 4] static void ReportPerceptionEvent(Object* WorldContextObject, AISenseEvent* PerceptionEvent);// 0x3625d50 void ReportEvent(AISenseEvent* PerceptionEvent);// 0x3625cd8 static bool RegisterPerceptionStimuliSource(Object* WorldContextObject, class AISense Sense, Actor* Target);// 0x3625bd8 void OnPerceptionStimuliSourceEndPlay(Actor* Actor, byte EndPlayReason);// 0x3625b1c static class AISense GetSenseClassForStimulus(Object* WorldContextObject, out const AIStimulus Stimulus);// 0x3625948 -------------------------------- Class: AISenseEvent.Object -------------------------------- Class: AIStimulus float Age;//[Offset: 0x0 , Size: 4] float ExpirationAge;//[Offset: 0x4 , Size: 4] float Strength;//[Offset: 0x8 , Size: 4] Vector StimulusLocation;//[Offset: 0xc , Size: 12] Vector ReceiverLocation;//[Offset: 0x18 , Size: 12] FName Tag;//[Offset: 0x28 , Size: 8] int iExtraData;//[Offset: 0x40 , Size: 4] int iExtraData;//[Offset: 0x44 , Size: 4] int iExtraData;//[Offset: 0x48 , Size: 4] float fExtraData;//[Offset: 0x4c , Size: 4] float fExtraData;//[Offset: 0x50 , Size: 4] float fExtraData;//[Offset: 0x54 , Size: 4] bool bSuccessfullySensed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58 , Size: 1] -------------------------------- Class: ActorPerceptionBlueprintInfo Actor* Target;//[Offset: 0x0 , Size: 4] AIStimulus[] LastSensedStimuli;//[Offset: 0x4 , Size: 12] bool bIsHostile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10 , Size: 1] -------------------------------- Class: PawnActionsComponent.ActorComponent.Object Pawn* ControlledPawn;//[Offset: 0xbc , Size: 4] PawnActionStack[] ActionStacks;//[Offset: 0xc0 , Size: 12] PawnActionEvent[] ActionEvents;//[Offset: 0xcc , Size: 12] PawnAction* CurrentAction;//[Offset: 0xd8 , Size: 4] bool K2_PushAction(PawnAction* NewAction, byte Priority, Object* Instigator);// 0x36414d8 static bool K2_PerformAction(Pawn* Pawn, PawnAction* Action, byte Priority);// 0x36413d0 byte K2_ForceAbortAction(PawnAction* ActionToAbort);// 0x3641350 byte K2_AbortAction(PawnAction* ActionToAbort);// 0x36412d0 -------------------------------- Class: PawnActionStack PawnAction* TopAction;//[Offset: 0x0 , Size: 4] -------------------------------- Class: PawnAction.Object PawnAction* ChildAction;//[Offset: 0x1c , Size: 4] PawnAction* ParentAction;//[Offset: 0x20 , Size: 4] PawnActionsComponent* OwnerComponent;//[Offset: 0x24 , Size: 4] Object* Instigator;//[Offset: 0x28 , Size: 4] BrainComponent* BrainComp;//[Offset: 0x2c , Size: 4] bool bAllowNewSameClassInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x50 , Size: 1] bool bReplaceActiveSameClassInstance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x50 , Size: 1] bool bShouldPauseMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x50 , Size: 1] bool bAlwaysNotifyOnFinished;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x50 , Size: 1] byte GetActionPriority();// 0x36403b4 void Finish(byte WithResult);// 0x364032c static PawnAction* CreateActionInstance(Object* WorldContextObject, class PawnAction ActionClass);// 0x3640270 -------------------------------- Class: PawnActionEvent PawnAction* Action;//[Offset: 0x0 , Size: 4] -------------------------------- Class: GameplayTasksComponent.ActorComponent.Object GameplayTask*[] SimulatedTasks;//[Offset: 0xc0 , Size: 12] GameplayTask*[] TaskPriorityQueue;//[Offset: 0xcc , Size: 12] GameplayTask*[] TickingTasks;//[Offset: 0xe4 , Size: 12] GameplayTask*[] KnownTasks;//[Offset: 0xf0 , Size: 12] delegate OnClaimedResourcesChange;//[Offset: 0x100 , Size: 12] void OnRep_SimulatedTasks();// 0x3574538 static enum K2_RunGameplayTask(interface classByteProperty TaskOwner, GameplayTask* Task, byte Priority, class GameplayTaskResource[] AdditionalRequiredResources, class GameplayTaskResource[] AdditionalClaimedResources);// 0x35741c4 -------------------------------- Class: GameplayTask.Object FName InstanceName;//[Offset: 0x20 , Size: 8] enum ResourceOverlapPolicy;//[Offset: 0x2a , Size: 1] GameplayTask* ChildTask;//[Offset: 0x44 , Size: 4] void ReadyForActivation();// 0x3572844 void GenericGameplayTaskDelegate__DelegateSignature();// 0x2859eb0 void EndTask();// 0x3572830 -------------------------------- Class: GameplayTaskResource.Object int ManualResourceID;//[Offset: 0x1c , Size: 4] int8 AutoResourceID;//[Offset: 0x20 , Size: 1] bool bManuallySetID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21 , Size: 1] -------------------------------- Class: GameplayResourceSet -------------------------------- Class: NoiseCheckResult bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] enum NoiseType;//[Offset: 0x1 , Size: 1] float LoudnessHeard;//[Offset: 0x4 , Size: 4] -------------------------------- Class: STExtraSimpleCharacterPhysics.ActorComponent.Object float VelocityDampingOnGround;//[Offset: 0xbc , Size: 4] float VelocityDampingInMidAir;//[Offset: 0xc0 , Size: 4] float StepHeight;//[Offset: 0xc4 , Size: 4] float VehicleHitFeedBack;//[Offset: 0xc8 , Size: 4] float VehicleImpluseScale;//[Offset: 0xcc , Size: 4] float HorizontalVelocitySquaredForSimulate;//[Offset: 0xd0 , Size: 4] float ResetSimulatePreventPenetrationTime;//[Offset: 0xd4 , Size: 4] bool bPreventPenetration;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1] CharacterMovementComponent* CharacterMovement;//[Offset: 0x114 , Size: 4] bool StopSkillSimulate();// 0x1f4aaac bool StartSkillSimulate(Vector InVelocity, bool PreventPenetration);// 0x1f4a9e0 void SetVelocity(Vector InVelocity);// 0x1f4a970 void SetSimulatePhysics(bool bInEnabled);// 0x1f4a8f4 void SetEnabled(bool InEnabled);// 0x1f4a878 void SetCharacterMovementActive(bool _bIsActive);// 0x1f4a7f8 bool IsOnGround();// 0x1f4a7d0 Vector GetVelocity();// 0x1f4a788 bool FindGround();// 0x1f4a760 void AddVelocity(Vector InVelocity);// 0x1f4a6f0 void ActivatePhysics();// 0x1f4a6dc -------------------------------- Class: UnitAttrComponent.ActorComponent.Object byte Category;//[Offset: 0xbc , Size: 1] byte Type;//[Offset: 0xbd , Size: 1] int TypeID;//[Offset: 0xc0 , Size: 4] void SetActorVisible(bool bEnable);// 0x1d66640 -------------------------------- Class: CircleMgrComponent.TimerRegistComponent.ActorComponent.Object bool GM_IsEnableNarrowCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x101 , Size: 1] bool IsInActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102 , Size: 1] bool bIsNotMultiCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x103 , Size: 1] bool bMakePainToHealth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1] CirCleCfg[] CircleConfigs;//[Offset: 0x108 , Size: 12] float DestinyThreshold;//[Offset: 0x114 , Size: 4] int RoundNum;//[Offset: 0x118 , Size: 4] bool bEnableDebugMultiCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c , Size: 1] bool bEnableLowProbCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11d , Size: 1] Vector2D LowProbCenter;//[Offset: 0x120 , Size: 8] float LowProbCenterRadius;//[Offset: 0x128 , Size: 4] float LowProbRatio;//[Offset: 0x12c , Size: 4] bool bEnableInnerCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1] class Actor* InnerCircleClass;//[Offset: 0x134 , Size: 4] float TimeForForbidMakePain;//[Offset: 0x138 , Size: 4] Actor* InnerCircle;//[Offset: 0x13c , Size: 4] Vector InnerCircleInfo;//[Offset: 0x140 , Size: 12] Actor* ContainActor;//[Offset: 0x18c , Size: 4] bool bCircleCenterInExtend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1] delegate OnCircleBegin;//[Offset: 0x284 , Size: 12] delegate OnCircleSizeAndPosChanged;//[Offset: 0x290 , Size: 12] delegate OnCircleInitSizeAndPosChanged;//[Offset: 0x29c , Size: 12] delegate OnCircleInfoChanged;//[Offset: 0x2a8 , Size: 12] delegate OnWaveEnded;//[Offset: 0x2b4 , Size: 12] delegate OnCircleEnded;//[Offset: 0x2c0 , Size: 12] CirleAreaVolume* BindedCirleAreaVolume;//[Offset: 0x2cc , Size: 4] void StartCircleFromBegin();// 0x1d0ea28 void SetGMCicleTime(float cdTime, float LastTime);// 0x1d0e92c void RetriveGetCircleInfo(out GetCircleInfo CurInfo);// 0x1d0e864 void RetriveCircleInfo(out ReConnectGameStateInfo CurInfo);// 0x1d0e76c void MakePain(Actor* _actor, float _desireDamage);// 0x1d0e6b0 void MakeDesiredCircle(Vector circleInfo, int CircleType);// 0x1d0e5f8 bool IsInBlueCircle(Actor* _actor);// 0x1d0e578 bool HasDoubleCircleEnabled();// 0x1d0e55c Vector GetInnerCircleInfo();// 0x1d0e538 Vector GetCustomWhiteCircleConfigByIndex(int Index, int RandomIndex);// 0x1d0e464 Vector GetCustomBlueCircleConfigByIndex(int Index);// 0x1d0e3d4 void ApplyCircleOffset(Vector InOffset);// 0x1d0e364 -------------------------------- Class: TimerRegistComponent.ActorComponent.Object bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] RegisterTimer[] TimerRegister;//[Offset: 0xc0 , Size: 12] FString TimerName;//[Offset: 0xcc , Size: 12] -------------------------------- Class: CirCleCfg int CircleID;//[Offset: 0x0 , Size: 4] float DelayTime;//[Offset: 0x4 , Size: 4] float RadiusWhenDestoryMap;//[Offset: 0x8 , Size: 4] float SafeZoneAppeartime;//[Offset: 0xc , Size: 4] float[] BlueCirclePreWarning;//[Offset: 0x10 , Size: 12] float LastTime;//[Offset: 0x1c , Size: 4] float Pain;//[Offset: 0x20 , Size: 4] bool bUseCustomBluePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] Vector2D bluepoint;//[Offset: 0x28 , Size: 8] float blueradius;//[Offset: 0x30 , Size: 4] bool bUseCustomWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1] Vector[] Whitepoints;//[Offset: 0x38 , Size: 12] float whiteradius;//[Offset: 0x44 , Size: 4] float Alpha;//[Offset: 0x48 , Size: 4] bool bUseContainActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1] float DestinyChance;//[Offset: 0x50 , Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1] float ScreenSizeFactor;//[Offset: 0x58 , Size: 4] float ExtraRadius;//[Offset: 0x5c , Size: 4] bool bEnableDamageMagnifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60 , Size: 1] float DamageMagnifierRange;//[Offset: 0x64 , Size: 4] float DamageMagnifier;//[Offset: 0x68 , Size: 4] CurveFloat* DamageMagnifierCurve;//[Offset: 0x6c , Size: 4] Vector[] AvoidPoints;//[Offset: 0x70 , Size: 12] float EdgeDistance;//[Offset: 0x7c , Size: 4] bool bUseAvoidPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80 , Size: 1] -------------------------------- Class: RegisterTimer int waveindex;//[Offset: 0x0 , Size: 4] float[] Times;//[Offset: 0x4 , Size: 12] -------------------------------- Class: CirleAreaVolume.Actor.Object BoxComponent* CircleBoxArea;//[Offset: 0x2c4 , Size: 4] -------------------------------- Class: GetCircleInfo bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] float CircleStateStartServerWorldSecond;//[Offset: 0x4 , Size: 4] float CircleStatusLastTime;//[Offset: 0x8 , Size: 4] float CircleStatusElapsedTime;//[Offset: 0xc , Size: 4] byte CircleStatus;//[Offset: 0x10 , Size: 1] Vector BlueCircle;//[Offset: 0x14 , Size: 12] Vector OriginalBlueCircle;//[Offset: 0x20 , Size: 12] Vector WhiteCircle;//[Offset: 0x2c , Size: 12] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1] float ScreenSizeFactor;//[Offset: 0x3c , Size: 4] float ExtraRadius;//[Offset: 0x40 , Size: 4] int CurrentCircleIndex;//[Offset: 0x44 , Size: 4] -------------------------------- Class: ReConnectGameStateInfo bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] float CircleStateStartServerWorldSecond;//[Offset: 0x4 , Size: 4] float CircleStatusLastTime;//[Offset: 0x8 , Size: 4] float CircleStatusElapsedTime;//[Offset: 0xc , Size: 4] byte CircleStatus;//[Offset: 0x10 , Size: 1] Vector BlueCircle;//[Offset: 0x14 , Size: 12] Vector OriginalBlueCircle;//[Offset: 0x20 , Size: 12] Vector WhiteCircle;//[Offset: 0x2c , Size: 12] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1] float ScreenSizeFactor;//[Offset: 0x3c , Size: 4] float ExtraRadius;//[Offset: 0x40 , Size: 4] byte AirAttackStatus;//[Offset: 0x44 , Size: 1] Vector AirAttackArea;//[Offset: 0x48 , Size: 12] int AirAttackWave;//[Offset: 0x54 , Size: 4] Vector AirplaneStartLocation;//[Offset: 0x58 , Size: 12] Vector AirplaneStopLocation;//[Offset: 0x64 , Size: 12] Vector AirplaneCanJumpLocation;//[Offset: 0x70 , Size: 12] Vector AirplaneForceJumpLocation;//[Offset: 0x7c , Size: 12] int PlayerNumOnPlane;//[Offset: 0x88 , Size: 4] int BossCountDown;//[Offset: 0x8c , Size: 4] Vector BossBornPos;//[Offset: 0x90 , Size: 12] -------------------------------- Class: BodyTypeDef int UpThreshold;//[Offset: 0x0 , Size: 4] int DownThreshold;//[Offset: 0x4 , Size: 4] -------------------------------- Class: PVELagCompensationComponent.LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object float SimulatedCharacterServerTimeHighPrecision();// 0x1dac844 float SimulatedCharacterServerTime();// 0x1dab978 byte ShootSimpleCharacterVerify(STExtraShootWeapon* Weapon, STExtraBaseCharacter* shooter, out const BulletHitInfoUploadData ShootData);// 0x1e21f44 -------------------------------- Class: LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object DistanceContinueHitCheck DistanceContinueHitCheck;//[Offset: 0x2fc , Size: 44] int KeepStillMinTime;//[Offset: 0x328 , Size: 4] float StillMaxSpeed;//[Offset: 0x32c , Size: 4] Vector StandStillBoundBoxExtent;//[Offset: 0x330 , Size: 12] Vector StandStillHeadBoundBoxExtent;//[Offset: 0x33c , Size: 12] Vector StandStillHeadBoxOffset;//[Offset: 0x348 , Size: 12] Vector CrouchStillBoundBoxExtent;//[Offset: 0x354 , Size: 12] Vector CrouchStillHeadBoundBoxExtent;//[Offset: 0x360 , Size: 12] Vector CrouchStillHeadBoxOffset;//[Offset: 0x36c , Size: 12] byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dabb08 byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x1dab9a8 float SimulatedCharacterServerTime();// 0x1dab978 -------------------------------- Class: LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object ServerCheckBox[] PoseCheckBoxesCfg;//[Offset: 0xd4 , Size: 12] ServerCheckBox[] PoseCheckBoxesHighPrecision;//[Offset: 0xe0 , Size: 12] float fRewindMaxSeconds;//[Offset: 0xec , Size: 4] bool GM_UseNewProjectileBulletVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1] bool bDebugShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1] bool bDrawHitBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf2 , Size: 1] bool bVerifyShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf3 , Size: 1] bool bVerifyShootPointPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4 , Size: 1] bool bVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5 , Size: 1] bool bEnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6 , Size: 1] bool bVerifyInParachuteShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7 , Size: 1] float TolerateShootPointDistanceSqured;//[Offset: 0xf8 , Size: 4] float TolerateShootPointScaleOnFast;//[Offset: 0xfc , Size: 4] bool bVerifyHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100 , Size: 1] float TolerateShootPointDistanceVehicleSqured;//[Offset: 0x104 , Size: 4] float TolerateSimulatedDelayTime;//[Offset: 0x108 , Size: 4] bool bVerifyBulletFlyTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1] bool bVerifyShooterMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d , Size: 1] bool bVerifyMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e , Size: 1] bool bVerifyShootRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10f , Size: 1] bool bVerifyShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1] bool bVerifyBulletImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x111 , Size: 1] bool bVerifyCharacterImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x112 , Size: 1] bool bVerifyHistoryLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x113 , Size: 1] bool bVerifyShooterWeaponRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1] float TolerateFlyTime;//[Offset: 0x118 , Size: 4] float TolerateFlyDis;//[Offset: 0x11c , Size: 4] bool bOpenStillLagCompensation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120 , Size: 1] float fBoundBoxScaleMillisecondMin;//[Offset: 0x124 , Size: 4] float fBoundBoxScaleMillisecondMax;//[Offset: 0x128 , Size: 4] bool bVerifyGunPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12c , Size: 1] float BulletFlyTimeVerifyMinTime;//[Offset: 0x130 , Size: 4] float TolerateBulletFlyTimePercentage;//[Offset: 0x134 , Size: 4] float TolerateMuzzleDistanceSqured;//[Offset: 0x138 , Size: 4] float TolerateMuzzleDistanceVehicleSqured;//[Offset: 0x13c , Size: 4] float TolerateShootHitAngle;//[Offset: 0x140 , Size: 4] float TolerateBulletImpactOffsetDistSqured;//[Offset: 0x144 , Size: 4] float TolerateBulletDirOffsetSquared;//[Offset: 0x148 , Size: 4] uint32 TolerateCharacterImpactOffsetDistSqured;//[Offset: 0x14c , Size: 4] float TolerateShootRange;//[Offset: 0x150 , Size: 4] byte[] traceObjectTypes;//[Offset: 0x154 , Size: 12] float ShooterWeaponRange;//[Offset: 0x160 , Size: 4] float ShooterWeaponHeight;//[Offset: 0x164 , Size: 4] bool bAllowShortReverseDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168 , Size: 1] float ShortDirReverseDistance;//[Offset: 0x16c , Size: 4] float TolerateShootMuzzleHeight;//[Offset: 0x170 , Size: 4] bool bUseSimpleVerifyHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174 , Size: 1] bool bUseSimpleVerifyHitParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x175 , Size: 1] bool bTimeCompensationDisable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x176 , Size: 1] float TolerateLocusSingle;//[Offset: 0x178 , Size: 4] float TolerateLocusDist;//[Offset: 0x17c , Size: 4] float TolerateLocusSegment;//[Offset: 0x180 , Size: 4] float TolerateBoxExpand;//[Offset: 0x184 , Size: 4] float TolerateLocusZOffsetUp;//[Offset: 0x188 , Size: 4] float TolerateLocusZOffsetDown;//[Offset: 0x18c , Size: 4] float LocusSearchBackTime;//[Offset: 0x190 , Size: 4] float LocusZHistoryUpInVehicle;//[Offset: 0x194 , Size: 4] float MaxGunPosZHeight;//[Offset: 0x198 , Size: 4] float MaxGunPosLength;//[Offset: 0x19c , Size: 4] Vector GiftHeadBoundingBoxUpperOffset;//[Offset: 0x1a0 , Size: 12] Vector GiftHeadBoundingBoxLowerOffset;//[Offset: 0x1ac , Size: 12] bool bVerifyBonePointInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8 , Size: 1] bool bVerifyBoneHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b9 , Size: 1] float BonePointTorelate;//[Offset: 0x1bc , Size: 4] Vector VerifiedBoneScale;//[Offset: 0x1c0 , Size: 12] uint32 TolerateCharacterImpactOffsetDistSquredOnVehicle;//[Offset: 0x1cc , Size: 4] bool GM_VerifyProjectileBulletShootPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1] bool GM_VerifyProjectileBulletShootPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d1 , Size: 1] Character* CharacterOwner;//[Offset: 0x1d4 , Size: 4] bool GM_VerifyShootPointByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8 , Size: 1] bool GM_VerifyShooterAndMuzzleDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9 , Size: 1] uint32 TolerateMuzzleAndCharacterDisSquare;//[Offset: 0x1dc , Size: 4] uint32 TolerateMuzzleAndVehicleDisSquare;//[Offset: 0x1e0 , Size: 4] bool GM_VerifyServerShooterPosDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e4 , Size: 1] bool GM_VerifyBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e5 , Size: 1] int MaxBlockLineTraceTimes;//[Offset: 0x1e8 , Size: 4] float VehiclePosCheckInterval;//[Offset: 0x1ec , Size: 4] float MaxVehicleSpeed;//[Offset: 0x1f0 , Size: 4] float TolerateVehicleDis;//[Offset: 0x1f4 , Size: 4] float MaxTolerateVehicleDis;//[Offset: 0x1f8 , Size: 4] float CharacterPosCheckInterval;//[Offset: 0x1fc , Size: 4] float MaxCharacterSpeed;//[Offset: 0x200 , Size: 4] float TolerateCharacterDis;//[Offset: 0x204 , Size: 4] float MaxTolerateCharacterDis;//[Offset: 0x208 , Size: 4] float SimVehiclePosCheckInterval;//[Offset: 0x20c , Size: 4] float SimTolerateVehicleDis;//[Offset: 0x210 , Size: 4] float SimMaxTolerateVehicleDis;//[Offset: 0x214 , Size: 4] float SimCharacterPosCheckInterval;//[Offset: 0x218 , Size: 4] float SimTolerateCharacterDis;//[Offset: 0x21c , Size: 4] float SimMaxTolerateCharacterDis;//[Offset: 0x220 , Size: 4] float SimMaxVictmPosChangeSpeed;//[Offset: 0x224 , Size: 4] float TolerateNetDelay;//[Offset: 0x228 , Size: 4] float TolerateMaxVictmPosDis;//[Offset: 0x22c , Size: 4] bool GM_VerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230 , Size: 1] float TolerateDownShootMuzzleAndCharacterBottomHeight;//[Offset: 0x234 , Size: 4] float TolerateDownShootMaxMuzzleAndCharacterHeight;//[Offset: 0x238 , Size: 4] float TolerateMaxWeaponAimAndOwnerHeadHeight;//[Offset: 0x23c , Size: 4] float TolerateMinWeaponAimAndOwnerHeadHeight;//[Offset: 0x240 , Size: 4] float TolerateMinMuzzleFloorHeight;//[Offset: 0x244 , Size: 4] float TolerateWeaponAimAndOwnerHeadDis;//[Offset: 0x248 , Size: 4] float TolerateWeaponAndOwnerHeadDis;//[Offset: 0x24c , Size: 4] float VerifyDownShootCD;//[Offset: 0x250 , Size: 4] bool GM_VerifyActorPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c , Size: 1] float GrayWeaponAndShootAngle;//[Offset: 0x260 , Size: 4] uint32 GrayCharacterImpactMaxOffset;//[Offset: 0x264 , Size: 4] float GrayImpactPointChangeMinSqured;//[Offset: 0x268 , Size: 4] float GrayBulletImpactOffsetMaxDist;//[Offset: 0x26c , Size: 4] WeaponAntiData CacheWeaponAntiData;//[Offset: 0x270 , Size: 24] Vector LastImpactPoint;//[Offset: 0x288 , Size: 12] byte VertifyMuzzleHeight(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* ShootWeapon);// 0x1dacd98 byte VertifyImpactActorPosWithNoLagCompensation(STExtraShootWeapon* ShootWeapon, Pawn* VictmPawn, out const Vector InImpactActorPos);// 0x1dacc84 byte VertifyClientAntiCheatResult(uint16 ClientAntiCheatResult, STExtraShootWeapon* ShootWeapon);// 0x1dacbc0 byte VerityOwnerAndGunBlock(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* ShootWeapon);// 0x1dacaac byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dabb08 byte VerifyWeaponOwnerPos(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dac990 byte VerifyWeaponOwnerAndMuzzleDis(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1dac874 byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x1dab9a8 float SimulatedCharacterServerTimeHighPrecision();// 0x1dac844 float SimulatedCharacterServerTime();// 0x1dab978 void RPC_DrawHeadBox(CharacterHistoryData DataToDraw);// 0x1dac768 void GrayVerify(STExtraShootWeapon* Weapon, out const BulletHitInfoUploadData ShootData);// 0x1dac65c float GetTolerateSimuPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x1dac598 float GetTolerateServerVictmPosTolerateByNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x1dac4d4 float GetTolerateServerVictmPosByNearMaxNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x1dac410 float GetTolerateServerShooterPosDisByNetDelay(Pawn* AttackerPawn);// 0x1dac390 float GetTolerateAutonomousPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x1dac2cc float GetNearMaxNetDelay(Pawn* TargetPawn, float NearTime);// 0x1dac208 float GetNearAvgNetDelay(Pawn* TargetPawn, float NearNum);// 0x1dac144 -------------------------------- Class: EntityAntiCheatComponent.ActorComponent.Object bool bVerifyClientHitAndBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] bool bVerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd , Size: 1] ShootVerifyConfig VictimShootVerify;//[Offset: 0xc0 , Size: 16] float TolerateOwnerAndBulletDist;//[Offset: 0xd0 , Size: 4] -------------------------------- Class: ShootVerifyConfig float ClientMuzzleHeightMax;//[Offset: 0x0 , Size: 4] float ClientPureMuzzleHeightMax;//[Offset: 0x4 , Size: 4] float VehicleWeaponClientMuzzleHeightMax;//[Offset: 0x8 , Size: 4] float VehicleWeaponClientPureMuzzleHeightMax;//[Offset: 0xc , Size: 4] -------------------------------- Class: DistanceContinueHitCheck float CheckDisSquared;//[Offset: 0x0 , Size: 4] int MaxContinueTimes;//[Offset: 0x4 , Size: 4] float ShootIntervalBuff;//[Offset: 0x8 , Size: 4] float MaxCheatTimes;//[Offset: 0xc , Size: 4] -------------------------------- Class: ServerCheckBox byte PoseID;//[Offset: 0x0 , Size: 1] Vector BodyBoundBoxExtent;//[Offset: 0x4 , Size: 12] Vector HeadBoundBoxExtent;//[Offset: 0x10 , Size: 12] Vector Offset;//[Offset: 0x1c , Size: 12] Vector PitchOffset;//[Offset: 0x28 , Size: 12] float ReferenceHSlope;//[Offset: 0x34 , Size: 4] float ReferenceVSlope;//[Offset: 0x38 , Size: 4] float HMinScale;//[Offset: 0x3c , Size: 4] float VMinScale;//[Offset: 0x40 , Size: 4] float HMaxScale;//[Offset: 0x44 , Size: 4] float VMaxScale;//[Offset: 0x48 , Size: 4] -------------------------------- Class: CharacterHistoryData Vector Location;//[Offset: 0x0 , Size: 12] Rotator Rotation;//[Offset: 0xc , Size: 12] Box BoundBox;//[Offset: 0x18 , Size: 28] Box HeadBoundBox;//[Offset: 0x34 , Size: 28] bool IsInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 , Size: 1] Vector VehicleLocation;//[Offset: 0x54 , Size: 12] enum MoveBaseState;//[Offset: 0x60 , Size: 1] -------------------------------- Class: VehicleDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: STPointDamageEvent.PointDamageEvent.DamageEvent int ItemID;//[Offset: 0xa0 , Size: 4] -------------------------------- Class: PointDamageEvent.DamageEvent float Damage;//[Offset: 0x8 , Size: 4] Vector_NetQuantizeNormal ShotDirection;//[Offset: 0xc , Size: 12] HitResult HitInfo;//[Offset: 0x18 , Size: 136] -------------------------------- Class: RadialDamageEvent.DamageEvent RadialDamageParams Params;//[Offset: 0x8 , Size: 20] Vector Origin;//[Offset: 0x1c , Size: 12] HitResult[] ComponentHits;//[Offset: 0x28 , Size: 12] -------------------------------- Class: RadialDamageParams float BaseDamage;//[Offset: 0x0 , Size: 4] float MinimumDamage;//[Offset: 0x4 , Size: 4] float InnerRadius;//[Offset: 0x8 , Size: 4] float OuterRadius;//[Offset: 0xc , Size: 4] float DamageFalloff;//[Offset: 0x10 , Size: 4] -------------------------------- Class: PoisonDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: MeleeDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: FallingDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: DrowningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: STBurningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: STAirAttackRadialDamageEvent.RadialDamageEvent.DamageEvent -------------------------------- Class: RoadPointInfo int ID;//[Offset: 0x0 , Size: 4] int Radius;//[Offset: 0x4 , Size: 4] Vector pos;//[Offset: 0x8 , Size: 12] -------------------------------- Class: DropItemConfig int ItemDropPercent;//[Offset: 0x0 , Size: 4] int ItemDropRuleID;//[Offset: 0x4 , Size: 4] int RandomCount;//[Offset: 0x8 , Size: 4] -------------------------------- Class: DropPropData int ItemID;//[Offset: 0x0 , Size: 4] int ItemCount;//[Offset: 0x4 , Size: 4] int DropMode;//[Offset: 0x8 , Size: 4] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] -------------------------------- Class: AvatarCapture.Actor.Object SkeletalMeshComponent* DisplayMesh;//[Offset: 0x2c4 , Size: 4] MeshComponent* WeaponMesh;//[Offset: 0x2c8 , Size: 4] STExtraPlayerController* ASTPC;//[Offset: 0x2cc , Size: 4] WeaponAnimList;//[Offset: 0x2d0 , Size: 60] class AnimInstance* animBP;//[Offset: 0x30c , Size: 4] delegate OnWeaponBlendAnim;//[Offset: 0x310 , Size: 12] int CurUseWeaponSkinID;//[Offset: 0x31c , Size: 4] bool bIsNewViewTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320 , Size: 1] SlotToSocket;//[Offset: 0x324 , Size: 60] FName OBPlayerName;//[Offset: 0x360 , Size: 8] STExtraCharacter* OBPlayerPawn;//[Offset: 0x368 , Size: 4] CharacterAvatarComponent2* OBAvatar;//[Offset: 0x36c , Size: 4] WeaponManagerComponent* OBWeaponMgr;//[Offset: 0x370 , Size: 4] StaticMeshComponent*[] StMeshList;//[Offset: 0x374 , Size: 12] SkeletalMeshComponent*[] SkMeshList;//[Offset: 0x380 , Size: 12] SkeletalMeshComponent* PendantComponent;//[Offset: 0x38c , Size: 4] FName[] HideBoneNames;//[Offset: 0x390 , Size: 12] SkeletalMesh*[] SkMeshResList;//[Offset: 0x39c , Size: 12] MeshComponent*[] WeaponAttachmentList;//[Offset: 0x3a8 , Size: 12] SceneCaptureComponent2D* Capture2D;//[Offset: 0x3b4 , Size: 4] DirectionalLightComponent* DirectionalLight;//[Offset: 0x3b8 , Size: 4] bool IsCaptureEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1] bool SetOBTarget(STExtraCharacter* PlayerPawn, CharacterAvatarComponent2* AvatarComp, WeaponManagerComponent* WeaponMgr);// 0x1c94cfc void SetEnable(bool IsEnable);// 0x1c94c7c void ResetWeaponPendant(int WeaponId);// 0x1c94c04 void ResetBackpackPendant(CharacterAvatarComponent2* AvatarComponent);// 0x1c94b8c void RenderCaptureScene();// 0x1c94b78 void RefreshAvatar();// 0x1c94b64 void OnWeaponSystemDataChanged(out WeaponSystemDataOnSimulateClient WeaponSystemData);// 0x1c94abc void OnWeaponAvatarEquipped(int SlotID, ItemDefineID NewItemID);// 0x1c949ec void OnSimulatedWeaponChanged();// 0x1c949d8 void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemID);// 0x1c948cc void OnAvatarAllMeshLoaded();// 0x1c948b8 SkeletalMesh* MergeMesh(out SkeletalMesh*[] SkMeshList, SkeletalMesh* RefMesh);// 0x1c9479c int[] GetWeaponSkinIDs();// 0x1c946dc CharacterAvatarComponent2* GetOBAvatarComponent();// 0x1c946b4 AnimSequenceBase* GetAnimSeqAsset(SoftObjectPath AnimResRef);// 0x1c94540 void EquipWeapon();// 0x1c9452c void EquipPlayerAvatar(CharacterAvatarComponent2* AvatarComponent);// 0x1c944b4 void DisplayAvatar(bool IsEnable, STExtraCharacter* PlayerPawn);// 0x1c943ec void CreateWeapon(bool IsSkeletalMesh);// 0x1c9436c void BluePrintSetEnable(bool IsEnable);// 0x2859eb0 void ApplyAnimation();// 0x1c94358 -------------------------------- Class: WeaponAnimAsset FName WeaponName;//[Offset: 0x0 , Size: 8] AnimSequenceBase* AnimPose;//[Offset: 0x8 , Size: 40] AnimSequenceBase* AnimAdd;//[Offset: 0x30 , Size: 40] AnimSequenceBase* WeaponAnimBP;//[Offset: 0x58 , Size: 40] -------------------------------- Class: CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object int gender;//[Offset: 0x618 , Size: 4] delegate OnAvatarEquipped;//[Offset: 0x61c , Size: 12] int HeadAvatarID;//[Offset: 0x638 , Size: 4] int PreHeadAvatarID;//[Offset: 0x63c , Size: 4] bool isEnable2PassHairMarkDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x641 , Size: 1] bool forceLodMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x650 , Size: 1] bool bEnableCameraModeLODControll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x651 , Size: 1] HadHideBoneNames;//[Offset: 0x654 , Size: 60] enum[] OpenResetHideBone;//[Offset: 0x690 , Size: 12] AvatarHideBoneMap;//[Offset: 0x69c , Size: 60] int[] ignoreSlots;//[Offset: 0x6d8 , Size: 12] int WholeBodyModelID;//[Offset: 0x6e4 , Size: 4] int CurrentClothID;//[Offset: 0x6e8 , Size: 4] int[] NeedRemoveSlot;//[Offset: 0x6ec , Size: 12] bool bWearingSuit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f8 , Size: 1] ClothMaterialColorName;//[Offset: 0x6fc , Size: 60] ClothMaterialSkinName;//[Offset: 0x738 , Size: 60] RunningColorHandle;//[Offset: 0x774 , Size: 60] RunningPatternHandle;//[Offset: 0x7b0 , Size: 60] LoadedEffectGroup;//[Offset: 0x7ec , Size: 60] delegate OnAvatarAttachEquipped;//[Offset: 0x828 , Size: 12] delegate OnClothParticleEquipped;//[Offset: 0x834 , Size: 12] LoadedAttachMeshGroup;//[Offset: 0x840 , Size: 60] int ConfigMinDistFromMainChar;//[Offset: 0x87c , Size: 4] int ConfigMaxDistFromMainChar;//[Offset: 0x880 , Size: 4] int ConfigBaseNonRenderedUpdateRate;//[Offset: 0x884 , Size: 4] float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0x888 , Size: 12] AvatarAttachMeshFrameSkipMap[] ConfigLODToFrameSkipMap;//[Offset: 0x894 , Size: 12] int EnableEquipAvatarPendant;//[Offset: 0x8a0 , Size: 4] bool bConsiderDefaultReplaceModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a4 , Size: 1] bool bAllowSetInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a5 , Size: 1] AdditionalAvatarMap;//[Offset: 0x8a8 , Size: 60] FakeHeadInfo FakeHeadInfo;//[Offset: 0x8e8 , Size: 56] class AnimInstance* SoftAnimBPClass;//[Offset: 0x920 , Size: 40] int TypeToInt(enum InSlotType);// 0x1d033e8 void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1d032ac void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1d031d8 void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1d03104 bool SetSkinMaterial(int SlotID, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x1d02fe4 void SetNormalMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, int SlotID, BackpackAvatarHandle* InAvatarHandle);// 0x1d02e6c bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);// 0x1d02d48 void SetIgnoreSlots(BackpackAvatarHandle* avatar);// 0x1d02cd0 void SetClothParticleVisibility(int SlotID, bool Visible, bool IsForCE);// 0x1d02bbc bool SetBodySuitsMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, BackpackAvatarHandle* InAvatarHandle);// 0x1d02a80 void SetAvatarVisibility(enum SlotType, bool Visible, bool IsForCE);// 0x1d0296c void SetAvatarGender(int AGender);// 0x1d028f4 void SetAvatarForceLOD(enum SlotType, int LODLevel);// 0x1d02838 void SetAllMeshCharMode(bool bMainChar);// 0x1d027b8 void ResetBackpackPendant(int InSlotID, BackpackAvatarHandle* AvatarHandle);// 0x1d026fc void ResetAnimDynamicsByMeshComp(MeshComponent* MeshComp);// 0x1d0267c void ResetAllAnimDynamics();// 0x1d02660 void RequestSyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1d02594 void RemoveClothParticleEffect(int SlotID);// 0x1d0251c void RemoveAttachMesh(int SlotID);// 0x1d024a4 void ProcessClothSuits();// 0x1d02488 void ProcessAvatarRectify();// 0x1d0246c void PreProcessBeforeLoadMesh();// 0x1d02450 void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2859eb0 void PostProcessAfterLoadMesh();// 0x1d02434 void OnSyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1d02368 void OnRep_BodySlotStateChanged();// 0x1c9a950 void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1d02294 void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1d02174 void OnClothParticleEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1d02048 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1d01f6c void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1d01e34 void OnAvatarEquippedCall(enum SlotType, bool bEquipped, int ItemID);// 0x1d01d28 void OnAvatarEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0 void OnAvatarAttachEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2859eb0 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1d01ca8 void OnAsyncLoadBattleHandlesDone_Download(out const BattleItemHandleBase*[] AvatarHandles);// 0x1d01bd4 void OnAsyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1d01b00 bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1d019d8 bool IsUseDefaultReplaceModel(int InSlotID, out const ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle);// 0x1d018b0 bool IsTeammate();// 0x1c9834c bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1d017b4 bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1d016b8 bool IsPendantExistAndBackpackHided(int SlotType);// 0x1d01638 bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1d0156c bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1d0143c enum IntToType(int InSlotID);// 0x1d013c8 void InitMasterComponent();// 0x1d013b4 void Initialize();// 0x1ce00b0 void InitialAvatarParam(int AGender);// 0x1d0133c void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x1d012c4 void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x1d011c4 bool InitBodyMeshByHead(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1d010e0 bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh);// 0x2859eb0 bool HandleUnEquipCloth(out const ItemDefineID InItemID);// 0x1d01048 bool HandleUnEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1d00f6c void HandleHeadEquipped(BattleItemHandleBase* Handle);// 0x1d00ef4 void HandleEquipInitalCloth(BattleItemHandleBase* InItemHandle);// 0x1d00e7c bool HandleEquipCloth(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1d00da0 bool HandleEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1d00cc4 StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x1d00c10 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1d00b00 SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x1d00a4c enum GetPendantSlotType();// 0x1d00a1c MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1d00994 MaterialInstanceDynamic* GetMaterialBySlotName(enum InSlotType, FName SlotName);// 0x1d008d0 MaterialInstance* GetMaterial(out const MeshPackage MeshPack);// 0x1d0081c BackpackAvatarHandle* GetLoadedHandle(int SlotID);// 0x1d0079c int GetEquipmentSkinItemID(int InItemID);// 0x1d00714 bool GetEquimentMeshBySlot(int Slot, out MeshData MeshPack);// 0x1d0061c int[] GetDefaultBodyItemIDList();// 0x1d0055c FName GetClothMaterialSkinName(enum SlotType, bool bSuit);// 0x1d00488 FName GetClothMaterialColorName(enum SlotType, bool bSuit);// 0x1d003b4 MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x2859eb0 BackpackAvatarItemPattern* GetAvatarItemPattern(enum InSlotType, int InPatternID, int InNumID);// 0x1d002ac BackpackAvatarItemColor* GetAvatarItemColor(enum InSlotType, int InColorID);// 0x1d001e8 enum GetAttachPartSlotType();// 0x1d001b8 MeshComponent* GetAttachParentMesh(int SlotID);// 0x1d00130 bool GetAttachMeshResRef(out const AvatarAttachMeshData MeshPack, out SoftObjectPath OutAssetRef);// 0x1cfffac void GetAllEquipItems(out int[] EquipItems);// 0x1cffee0 bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle);// 0x2859eb0 bool EnableEquipAvatarPendantFeature();// 0x1cffeb8 bool DeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x1cffde4 BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID);// 0x2859eb0 BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID);// 0x2859eb0 ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1cffd00 void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x1cffc68 bool CheckShouldEquipDefaultItem(int InSlotID);// 0x1cffbe0 bool CheckIsHiddenByOther(int InItemResID);// 0x1cffb60 void AsyncLoadClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1cffaa4 void AsyncLoadAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1cff9e8 void ApplyMeshCompCollision(int SlotID);// 0x1cff970 bool ApplyMaterial(MeshComponent* InMeshComponent, ItemHandleBase* InItemHandle);// 0x1cff8a4 void ApplyClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1cff7e8 void ApplyAvatarCustomInfo(int InSlotID, MaterialInstanceDynamic* InMatDynamic, BackpackAvatarItemColor* InColorHandle, BackpackAvatarItemPattern* InPatternHandle);// 0x1cff6a0 void ApplyAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1cff5e4 void ApplyAnimListOverride(ItemHandleBase* InItemHandle, bool IsPutOn);// 0x1cff518 void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x1cff498 -------------------------------- Class: SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object SlotToSocket;//[Offset: 0x334 , Size: 60] DefaultAvataConfig;//[Offset: 0x370 , Size: 60] LoadedMeshComps;//[Offset: 0x3ac , Size: 60] LoadedHandleDescs;//[Offset: 0x3e8 , Size: 60] delegate OnAvatarBeginLoadMesh;//[Offset: 0x424 , Size: 12] delegate OnAvatarAllMeshLoaded;//[Offset: 0x430 , Size: 12] delegate OnAvatarMeshEquipped;//[Offset: 0x43c , Size: 12] delegate OnAvatarMeshMaterialApplyed;//[Offset: 0x448 , Size: 12] bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454 , Size: 1] bool EnableMeshOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x455 , Size: 1] bool IsGameStateValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x456 , Size: 1] ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x458 , Size: 12] NoAutoPutonAfterDownloadItems;//[Offset: 0x464 , Size: 60] int AsyncLoadReqID;//[Offset: 0x538 , Size: 4] int LastAsyncLoadReqID;//[Offset: 0x53c , Size: 4] bool bAutonomousLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550 , Size: 1] AvatarEntity*[] EntityTickList;//[Offset: 0x554 , Size: 12] AvatarEntityList;//[Offset: 0x560 , Size: 60] AvatarEntityFactory* EntityFactory;//[Offset: 0x59c , Size: 4] bool bLoadWithBatchBody;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a0 , Size: 1] void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1d032ac void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1d031d8 void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1d03104 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);// 0x1d02d48 void SetLoadMeshWithBatchBody(bool bFlag);// 0x1e4ef00 void ResetSlotSyncData();// 0x1e4eee4 void RequestSyncLoadMeshesWithPath(out const SoftObjectPath[] AssetPathList);// 0x1e4edb0 void RequestSyncLoadMeshes();// 0x1e4ed9c void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1c9837c void RequestAsyncLoadMeshes();// 0x1e4ed88 void RequestAsyncLoadHandles();// 0x1e4ed74 void RemoveEquippedAvatar(int InSlotID);// 0x1e4ecf4 void RemoveAllEquippedAvatar(bool bClearMasterMesh);// 0x1e4ec6c void ReloadLogicAvatar(int SlotID, enum ReloadType, bool bReBuild);// 0x1e4eb5c void ReloadAllLogicAvatar(enum ReloadType);// 0x1e4eadc void ReloadAllEquippedAvatar(enum ReloadType);// 0x1e4ea5c bool PutOnEquipmentByResID(int resID);// 0x1e4e9d4 bool PutOffEquimentByResID(int resID);// 0x1e4e94c void PreProcessBeforeLoadMesh();// 0x1d02450 void PostProcessAfterLoadMesh();// 0x1d02434 void OnSyncLoadMeshesDone();// 0x1e4e938 void OnRep_BodySlotStateChanged();// 0x1c9a950 void OnAvatarMeshMaterialApplyed__DelegateSignature(MeshComponent* MeshComponent);// 0x2859eb0 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1d02048 void OnAvatarMeshEquipped__DelegateSignature(int SlotID, bool bEquipped, int ItemID);// 0x2859eb0 void OnAvatarBeginLoadMesh__DelegateSignature();// 0x2859eb0 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2859eb0 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1d01ca8 void OnAsyncLoadHandlesDone_Download(out const ItemHandleBase*[] AvatarHandles);// 0x1e4e864 void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x1e4e790 void OnAllAvatarHandleLoadedDoneSync();// 0x1e4e77c void OnAllAvatarHandleLoadedDone();// 0x1e4e768 bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1d019d8 bool IsValidStateToRequestDownload();// 0x1e4e740 bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x1e4e674 bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1d0156c bool IsItemHasEquipped(int InItemID);// 0x1e4a154 bool IsEnableItemDownload(int ItemID);// 0x2859eb0 bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x1e4a01c bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x1c6e390 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x1c6e498 void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x1e4e5b0 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1d00b00 enum GetMeshTypeBySlot(int InSlotID);// 0x1e4e530 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x1e4e4b0 MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1d00994 ItemHandleBase*[] GetLoadedItemHandlePool();// 0x1e4e440 int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID);// 0x1e4e330 int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID);// 0x1e4e220 AvatarEntityFactory* GetEntityFactory();// 0x1e4e1f0 SoftObjectPath GetBatchDefaultBodyPath();// 0x2859eb0 ItemHandleBase* GetAvatarHandleExternal(out const ItemDefineID InItemID, bool bDirectCreate);// 0x1e4e10c AvatarEntity* GetAvatarEntity(int SlotID, FName Option, int SubSlotID);// 0x1e4e004 MeshComponent* GetAttachParentMesh(int SlotID);// 0x1d00130 int GetAdvanceVehicleInsideSlotID();// 0x1e4dfd4 bool GenerateDefaultAvatarConfig(int InBaseSkinID);// 0x2859eb0 bool DeleteAvatarMeshData(int InSlotID, bool DestroyComp);// 0x1cffde4 ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1cffd00 AvatarEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x1e4df10 bool CheckSlotInfo(int InSlotID, out bool isHide, out bool isReplace, out bool bVisable, out ItemDefineID OutItemID);// 0x1e4dd28 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x1e4dc5c void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs, out ItemDefineID[] OutRequestItemList);// 0x1e4daf8 enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1e4d9e8 void BPCreateAvatarCustomHandle(int SlotID, int ItemID, out const AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle);// 0x2859eb0 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1c97edc -------------------------------- Class: SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object LogicSlotDesc;//[Offset: 0x16c , Size: 60] ViewSlotDesc;//[Offset: 0x1a8 , Size: 60] NetAvatarSyncData NetAvatarData;//[Offset: 0x1e4 , Size: 24] AvatarSlotDesc[] PendingEquipItemLogic;//[Offset: 0x1fc , Size: 12] AvatarSlotDesc[] PendingUnEquipItemLogic;//[Offset: 0x208 , Size: 12] delegate OnAvatarEquippedEvent;//[Offset: 0x214 , Size: 12] delegate OnAvatarUnequippedEvent;//[Offset: 0x220 , Size: 12] delegate OnAvatarEquippedFailedEvent;//[Offset: 0x22c , Size: 12] int itemType;//[Offset: 0x238 , Size: 4] enum CustomType;//[Offset: 0x23c , Size: 1] bool bEnableRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244 , Size: 1] bool bEnableBPModifyRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245 , Size: 1] bool bEnableBPModifySlotType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x246 , Size: 1] bool bEnableBPModifySlotName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x247 , Size: 1] int SubSlotStartNum;//[Offset: 0x248 , Size: 4] int SubSlotIntervalNum;//[Offset: 0x24c , Size: 4] int[] AlawysHideResetOperation;//[Offset: 0x310 , Size: 12] bool bEnableConflictRule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c , Size: 1] delegate OnAvatarConflictProcess;//[Offset: 0x320 , Size: 12] void SetForceHideState(int InSlotID, enum InForceHideState);// 0x1e4acd8 void RemoveAllEquippedItem();// 0x1e4acc4 void OnRep_BodySlotStateChanged();// 0x1c9a950 void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1d02294 void OnHandleUnequipSlot(int InSlotID);// 0x1e4ac4c void OnHandleUnequipItem(out const AvatarSyncData InSyncData);// 0x1e4aba4 void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x1e4aafc void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1d02174 void OnAvatarUnequippedEvent__DelegateSignature(int SlotID, ItemDefineID OldItemID);// 0x2859eb0 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1d01f6c void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1d01e34 void OnAvatarEquippedFailedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2859eb0 void OnAvatarEquippedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2859eb0 void OnAvatarConflictProcess__DelegateSignature(int SlotID, ItemDefineID NewItemID, int[] ConflictSlotID);// 0x2859eb0 bool ModifyViewDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x1e4a9ec bool ModifyViewDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x1e4a8dc bool ModifyViewDataByForceHide(int InSlotID, bool bHide);// 0x1e4a810 bool ModifySyncDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x1e4a700 bool ModifySyncDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x1e4a5f0 bool ModifySyncDataByForceHide(int InSlotID, enum HideState);// 0x1e4a52c int MakeStateInfo(out const int[] InSlotDesc);// 0x1e4a458 AvatarTableData MakeAvatarTableData(out const ItemDefineID InItemID);// 0x1e4a38c bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1d017b4 bool IsItemHasMutilReplaceMesh(int InSlotID, out const ItemDefineID InItemID);// 0x1e4a2a8 bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1d0143c bool IsEquippedThoseItemList(out const int[] InItemListID);// 0x1e4a1d4 bool IsEquippedItemID(int InItemID);// 0x1e4a154 bool IsEquippedItemDefineID(out const ItemDefineID InItemID);// 0x1e4a0bc bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x1e4a01c bool HasLogicEquipped(out const ItemDefineID InItemID);// 0x1e49f84 bool HandleUnequipSlot(int InSlotID);// 0x1e49f04 bool HandleUnequipItem(out const ItemDefineID InItemID);// 0x1e49e6c void HandleItemSlotState(out OutHideMap, out OutReplaceMap);// 0x1e49c8c void HandleItemResetOrderDesc();// 0x1e49c78 void HandleItemResetOperation();// 0x1e49c64 void HandleItemReplaceRelation();// 0x1e49c50 void HandleItemHideRelation();// 0x1e49c3c bool HandleEquipItem(out const ItemDefineID InItemID, out const AvatarCustom InCustomInfo);// 0x1e49b40 void GetViewDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e49998 void GetViewDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e497f0 bool GetViewDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x1e49714 bool GetViewDataBySlot(const int InSlotID, out AvatarSlotDesc OutSlotDesc);// 0x1e495fc void GetSyncDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e49454 void GetSyncDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x1e492ac bool GetSyncDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x1e491d0 bool GetSyncDataBySlot(const int InSlotID, out AvatarSyncData OutSlotDesc);// 0x1e490dc int GetLogicEquippedSlot(out const ItemDefineID InItemID);// 0x1e49044 int GetItemTemplateID(out const ItemDefineID InItemID);// 0x1e48fa4 enum GetForceHideState(int InSlotID);// 0x1e48f24 void GetEquippedItemDefineID2(int InSlotID, out ItemDefineID ItemDefineID, out ItemDefineID RealShowItemDefineID);// 0x1e48df4 ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x1e48d60 int GetAvatarSlotID(int InSubSlotID);// 0x1e48ce0 void ClientPostProcessViewDataMiddle();// 0x1e48cc4 void ClientPostProcessViewDataBefore();// 0x1e48ca8 void ClientPostProcessViewDataAfter();// 0x1e48c8c void ClientBuildAvatarRelationData();// 0x1e48c78 void ClientBodySlotStateChanged();// 0x1e48c64 bool CheckItemConflictRule(out const ItemDefineID InItemID, out const AvatarTableData InAvatarData);// 0x1e48b1c void BuildAvatarItemMap(out OutHideMap, out OutReplaceMap);// 0x1e4893c bool BPClientPostProcessViewDataMiddle();// 0x1c6df98 bool BPClientPostProcessViewDataBefore();// 0x1e37f08 bool BPClientPostProcessViewDataAfter();// 0x1c6e00c -------------------------------- Class: AvatarSlotDesc int SlotID;//[Offset: 0x0 , Size: 4] int SubSlotID;//[Offset: 0x4 , Size: 4] ItemDefineID ItemDefineID;//[Offset: 0x8 , Size: 24] ItemDefineID RealShowItemDefineID;//[Offset: 0x20 , Size: 24] int gender;//[Offset: 0x38 , Size: 4] int HideState;//[Offset: 0x3c , Size: 4] int ReplaceState;//[Offset: 0x40 , Size: 4] bool IsExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 , Size: 1] AvatarCustom CustomInfo;//[Offset: 0x48 , Size: 20] bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1] enum SlotDescDiff;//[Offset: 0x5d , Size: 1] ItemDefineID OldItemDefineID;//[Offset: 0x60 , Size: 24] -------------------------------- Class: AvatarCustom enum CustomType;//[Offset: 0x0 , Size: 1] int ColorID;//[Offset: 0x4 , Size: 4] int PatternID;//[Offset: 0x8 , Size: 4] int NumID;//[Offset: 0xc , Size: 4] int ParticleID;//[Offset: 0x10 , Size: 4] -------------------------------- Class: NetAvatarSyncData AvatarSyncData[] SlotSyncData;//[Offset: 0x0 , Size: 12] int gender;//[Offset: 0xc , Size: 4] int BaseID;//[Offset: 0x10 , Size: 4] int UpdateFlag;//[Offset: 0x14 , Size: 4] -------------------------------- Class: AvatarSyncData int ItemID;//[Offset: 0x0 , Size: 4] int AdditionalItemID;//[Offset: 0x4 , Size: 4] int SlotID;//[Offset: 0x8 , Size: 4] int SubSlotID;//[Offset: 0xc , Size: 4] int HideState;//[Offset: 0x10 , Size: 4] int ReplaceState;//[Offset: 0x14 , Size: 4] int FakeItemID;//[Offset: 0x18 , Size: 4] enum ForceDescDiff;//[Offset: 0x1c , Size: 1] enum OperationType;//[Offset: 0x1d , Size: 1] AvatarCustom CustomInfo;//[Offset: 0x20 , Size: 20] enum ForceHideState;//[Offset: 0x34 , Size: 1] -------------------------------- Class: AvatarTableData int SlotID;//[Offset: 0x0 , Size: 4] int SubSlotID;//[Offset: 0x4 , Size: 4] int[] HideFlags;//[Offset: 0x8 , Size: 12] int[] ReplaceFlags;//[Offset: 0x14 , Size: 12] int[] RecoverHideFlagsWhenSelfHidden;//[Offset: 0x20 , Size: 12] int[] RecoverReplaceFlagsWhenSelfHidden;//[Offset: 0x2c , Size: 12] int[] RecoverHideFlagsWhenSelfReplaced;//[Offset: 0x38 , Size: 12] int[] RecoverReplaceFlagsWhenSelfReplaced;//[Offset: 0x44 , Size: 12] int[] ConflictConfig;//[Offset: 0x50 , Size: 12] int[] ConflictConfigWhenSelfReplaced;//[Offset: 0x5c , Size: 12] int HideBoneSlotID;//[Offset: 0x68 , Size: 4] int HideBoneType;//[Offset: 0x6c , Size: 4] FName[] HideBoneNames;//[Offset: 0x70 , Size: 12] -------------------------------- Class: SlotMeshDesc int SlotID;//[Offset: 0x0 , Size: 4] MeshComponent* MeshComp;//[Offset: 0x4 , Size: 8] ParticleGroup ParticleGroup;//[Offset: 0xc , Size: 36] -------------------------------- Class: ParticleGroup ParticleSystem*[] ParticleSystemList;//[Offset: 0x0 , Size: 12] ParticleSystemComponent*[] ParticleCompList;//[Offset: 0xc , Size: 12] ParticleAsset[] ParticleAssetList;//[Offset: 0x18 , Size: 12] -------------------------------- Class: ParticleAsset Transform Transform;//[Offset: 0x0 , Size: 48] ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40] FName AttachSocket;//[Offset: 0x58 , Size: 8] FName ComponentTag;//[Offset: 0x60 , Size: 8] ParticleSysParam[] InstanceParameters;//[Offset: 0x68 , Size: 12] bool bLimitCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74 , Size: 1] bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75 , Size: 1] -------------------------------- Class: SlotHandleDesc int SlotID;//[Offset: 0x0 , Size: 4] ItemHandleBase* EquipHandle;//[Offset: 0x4 , Size: 8] AvatarCustomBase*[] CustomHandles;//[Offset: 0xc , Size: 12] SoftObjectPath EquipMeshAssetPath;//[Offset: 0x18 , Size: 24] -------------------------------- Class: AvatarCustomBase.CustomBase.Object CustomMatConfig[] MatConfigs;//[Offset: 0x30 , Size: 12] void SetCustomMatParam(MaterialInterface* InMaterial, out const CustomMatConfig InMatConfig, bool bSetTexture);// 0x1d17140 void AsyncLoadCustomAssetDone();// 0x1d1712c bool ApplyCustomInfo();// 0x1d15c3c -------------------------------- Class: CustomBase.Object int CustomID;//[Offset: 0x1c , Size: 4] ActorComponent* OwnerComp;//[Offset: 0x20 , Size: 8] MeshComponent* OwnerMeshComp;//[Offset: 0x28 , Size: 8] void SetCustomID(int InCustomID);// 0x1d16db4 MeshComponent* GetOwnerMeshComp();// 0x1d16d8c ActorComponent* GetOwnerComp();// 0x1d16d64 bool ClearCustomInfo();// 0x1d15c80 bool ApplyCustomInfo();// 0x1d15c3c -------------------------------- Class: CustomMatConfig FName SlotName;//[Offset: 0x0 , Size: 8] CustomMatScalar[] ScalarConfig;//[Offset: 0x8 , Size: 12] CustomMatColor[] ColorConfig;//[Offset: 0x14 , Size: 12] CustomMatTextrue[] TextrueConfig;//[Offset: 0x20 , Size: 12] -------------------------------- Class: CustomMatScalar FName ParamName;//[Offset: 0x0 , Size: 8] FName Tips;//[Offset: 0x8 , Size: 8] float Scalar;//[Offset: 0x10 , Size: 4] -------------------------------- Class: CustomMatColor FName ParamName;//[Offset: 0x0 , Size: 8] FName Tips;//[Offset: 0x8 , Size: 8] LinearColor Color;//[Offset: 0x10 , Size: 16] -------------------------------- Class: CustomMatTextrue FName ParamName;//[Offset: 0x0 , Size: 8] FName Tips;//[Offset: 0x8 , Size: 8] Texture* Textrue;//[Offset: 0x10 , Size: 40] FString TextruePath;//[Offset: 0x38 , Size: 12] -------------------------------- Class: AvatarHideBonesDesc HideBoneData[] hideBoneSlots;//[Offset: 0x0 , Size: 12] -------------------------------- Class: BackpackAvatarItemColor.CustomHandleBase.Object SlotToMatColor[] SlotMatColorArray;//[Offset: 0x24 , Size: 12] void SetCustomColorDeffered(MaterialInterface* InMaterial, out const SlotToMatColor InMatColor);// 0x1cb0d68 void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1cb0cac -------------------------------- Class: CustomHandleBase.Object CharacterAvatarComponent2* OwnerComponent;//[Offset: 0x1c , Size: 8] void SetMaterialTexture(MaterialInterface* InMaterial, FName InName, Texture* InTexture);// 0x1cb0698 void SetMaterialScalar(MaterialInterface* InMaterial, FName InName, float InValue);// 0x1cb0590 void SetMaterialColor(MaterialInterface* InMaterial, FName InName, LinearColor InColor);// 0x1cb047c CharacterAvatarComponent2* GetOwnerComponent();// 0x1cb0454 -------------------------------- Class: SlotToMatColor enum SlotID;//[Offset: 0x0 , Size: 1] LinearColor[] MaskColor;//[Offset: 0x4 , Size: 12] float GrayScale;//[Offset: 0x10 , Size: 4] Texture* MaskGrayTexture;//[Offset: 0x18 , Size: 40] -------------------------------- Class: BackpackAvatarItemPattern.CustomHandleBase.Object SlotToMatPattern[] SlotMatPatternArray;//[Offset: 0x24 , Size: 12] SoftObjectPath SoftRefPath1;//[Offset: 0x30 , Size: 24] SoftObjectPath SoftRefPath2;//[Offset: 0x48 , Size: 24] void SetCustomPatternDeffered(MaterialInterface* InMaterial, out const SlotToMatPattern InMatPattern);// 0x1cb15cc void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1cb1510 bool IsPatternNumMode();// 0x1cb14e8 void InitPatternNumID(int InNumID);// 0x1cb1474 void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1, out SoftObjectPath OutTexture2);// 0x2859eb0 -------------------------------- Class: SlotToMatPattern enum SlotID;//[Offset: 0x0 , Size: 1] Texture* PatternTexture;//[Offset: 0x8 , Size: 40] float IconScale;//[Offset: 0x30 , Size: 4] Texture* PatternTexture;//[Offset: 0x38 , Size: 40] float IconScale;//[Offset: 0x60 , Size: 4] LinearColor IconOffset;//[Offset: 0x64 , Size: 16] -------------------------------- Class: AvatarEffectGroup ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x0 , Size: 12] AvatarEffectData[] EffectDataList;//[Offset: 0xc , Size: 12] -------------------------------- Class: AvatarEffectData Transform Transform;//[Offset: 0x0 , Size: 48] ParticleSystem* ParticleSystem;//[Offset: 0x30 , Size: 40] FName AttachSocket;//[Offset: 0x58 , Size: 8] FName ComponentTag;//[Offset: 0x60 , Size: 8] enum ValidMethod;//[Offset: 0x68 , Size: 1] enum ValidDevice;//[Offset: 0x69 , Size: 1] ParticleSysParam[] InstanceParameters;//[Offset: 0x6c , Size: 12] -------------------------------- Class: AvatarAttachMeshGroup MeshComponent*[] AttachMeshCompList;//[Offset: 0x0 , Size: 12] AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0xc , Size: 12] -------------------------------- Class: AvatarAttachMeshData.AssetPackage Transform Transform;//[Offset: 0x10 , Size: 48] FName AttachSocket;//[Offset: 0x40 , Size: 8] FName SlotName;//[Offset: 0x48 , Size: 8] StaticMesh* StaticMesh;//[Offset: 0x50 , Size: 40] SkeletalMesh* SkeletalMesh;//[Offset: 0x78 , Size: 40] SkeletalMesh* LODSkeletalMesh;//[Offset: 0xa0 , Size: 40] MaterialInterface* MatInstance;//[Offset: 0xc8 , Size: 40] class AnimInstance* AttachAnimBP;//[Offset: 0xf0 , Size: 4] bool bUseScreenFactorOptimizeAnimRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4 , Size: 1] -------------------------------- Class: AssetPackage -------------------------------- Class: AvatarAttachMeshFrameSkipMap int LODLevel;//[Offset: 0x0 , Size: 4] int SkipFrame;//[Offset: 0x4 , Size: 4] -------------------------------- Class: AdditonalAvatarStruct int ItemID;//[Offset: 0x0 , Size: 4] int[] SlotIDList;//[Offset: 0x4 , Size: 12] -------------------------------- Class: FakeHeadInfo bool bEnableFakeHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] SkeletalMesh* SoftFakeHeadMesh;//[Offset: 0x8 , Size: 40] class AnimInstance* FakeHeadAnimBPClass;//[Offset: 0x30 , Size: 4] -------------------------------- Class: BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object enum SlotID;//[Offset: 0x9f , Size: 1] enum SubSlot;//[Offset: 0xa0 , Size: 1] enum specialType;//[Offset: 0xa1 , Size: 1] enum ForceMeshType;//[Offset: 0xa2 , Size: 1] enum ForceLODMeshType;//[Offset: 0xa3 , Size: 1] SuitConfig;//[Offset: 0xa4 , Size: 60] MeshPackage MeshPack;//[Offset: 0xe0 , Size: 568] MeshPackage replacedMeshPack;//[Offset: 0x318 , Size: 568] MeshPackage[] MutilReplacedMeshPack;//[Offset: 0x550 , Size: 12] enum[] hiddenFlags;//[Offset: 0x55c , Size: 12] enum[] subHiddenFlags;//[Offset: 0x568 , Size: 12] enum[] ReplaceFlags;//[Offset: 0x574 , Size: 12] enum[] ignoreFlags;//[Offset: 0x580 , Size: 12] AvatarPostOperation[] postOperation;//[Offset: 0x58c , Size: 12] BackpackComponent* pBackpackComp;//[Offset: 0x598 , Size: 4] int ItemCapacity;//[Offset: 0x59c , Size: 4] int Durability;//[Offset: 0x5a0 , Size: 4] BodyAttachmentConfig BodyAttachmentConfig;//[Offset: 0x5ac , Size: 36] enum hideBoneSlot;//[Offset: 0x5d0 , Size: 1] FName hideBoneName;//[Offset: 0x5d8 , Size: 8] FName[] hideBoneNameArray;//[Offset: 0x5e0 , Size: 12] enum HideBoneType;//[Offset: 0x5ec , Size: 1] PendantSpecialConfigMap;//[Offset: 0x5f0 , Size: 60] AvatarPendantConfig[] PendantConfigList;//[Offset: 0x62c , Size: 12] int PendantConfigIndex;//[Offset: 0x638 , Size: 4] float PendantScale;//[Offset: 0x63c , Size: 4] int DefaultExtendPendantID;//[Offset: 0x640 , Size: 4] AvatarAnimOverrideData[] CharacterAnimListOverrideList;//[Offset: 0x644 , Size: 12] byte CharacterAnimOverrideType;//[Offset: 0x650 , Size: 1] BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x658 , Size: 72] BattleItemAdditionalData[] ArmorAttachmentAdditionalDataList;//[Offset: 0x6a0 , Size: 12] ArmorAttachItemUnit[] CachedArmorAttachmentListBeforeDrop;//[Offset: 0x6ac , Size: 12] void SetItemDurability(int InDurability);// 0x1cafabc void SetItemCapacity(int InCapacity);// 0x1cafa44 void PreLocalHandleDisuse();// 0x1cafa30 void OnCharacterAttrChangedWithDetailEvent(Actor* Owner, FString AttrName, float deltaVal, float resultVal);// 0x1caf8a4 bool HasCustomInfo();// 0x1caf87c bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778 bool HandleRealShowMeshpack(out const AvatarSlotDesc InSlotDesc, Object* Outer);// 0x1caf660 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354 bool HandleMutilReplaceMeshPack(int ReplaceState, out MeshPackage OutMeshPack, Object* Outer);// 0x1caf210 bool HandleMutilMeshPack(out MeshPackage OutMeshPack, Object* Outer);// 0x1caf110 bool HandleMeshpackPostProcess(out const MeshPackage InMeshPack, out MeshPackage OutMeshPack, Object* Outer);// 0x1caef98 bool HandleMeshAttached(MeshComponent* SkeletalMeshComp, Object* Outer);// 0x1caeecc bool HandleEnable(bool bEnable);// 0x1caee3c bool HandleDrop(int InCount, enum Reason);// 0x1caed70 bool HandleDisuse(enum Reason);// 0x1ca09d4 BackpackComponent* GetBackpackComponent();// 0x1caed48 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity, enum Reason, enum DisuseReason);// 0x1caebf0 bool BPNeedCheckCapacityInHandleDisuse(enum Reason);// 0x1caeb68 void AutoEquipChips();// 0x1c9cfcc -------------------------------- Class: MeshPackage.AssetPackage StaticMesh* maleStMesh;//[Offset: 0x8 , Size: 40] StaticMesh* femaleStMesh;//[Offset: 0x30 , Size: 40] StaticMesh* maleLODStMesh;//[Offset: 0x58 , Size: 40] StaticMesh* femaleLODStMesh;//[Offset: 0x80 , Size: 40] SkeletalMesh* maleSkMesh;//[Offset: 0xa8 , Size: 40] SkeletalMesh* femaleSkMesh;//[Offset: 0xd0 , Size: 40] SkeletalMesh* maleLODSkMesh;//[Offset: 0xf8 , Size: 40] SkeletalMesh* femaleLODSkMesh;//[Offset: 0x120 , Size: 40] MaterialInterface* maleMat;//[Offset: 0x148 , Size: 40] MaterialInterface* femaleMat;//[Offset: 0x170 , Size: 40] MaterialSet[] additionalMaleMats;//[Offset: 0x198 , Size: 12] MaterialSet[] additionalFemaleMats;//[Offset: 0x1a4 , Size: 12] MaterialInterface* baseMat;//[Offset: 0x1b0 , Size: 4] class AnimInstance* animBP;//[Offset: 0x1b4 , Size: 4] AnimSequence* LobbyIdleAnim;//[Offset: 0x1b8 , Size: 40] bool IsEffectOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0 , Size: 1] enum EffectCreateType;//[Offset: 0x1e1 , Size: 1] AvatarEffectData[] EffectDataList;//[Offset: 0x1e4 , Size: 12] AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0x1f0 , Size: 12] class AnimInstance* animBPClass;//[Offset: 0x200 , Size: 40] -------------------------------- Class: MaterialSet MaterialInterface* targetMat;//[Offset: 0x0 , Size: 40] enum targetSlot;//[Offset: 0x28 , Size: 1] MaterialInterface* targetBaseMat;//[Offset: 0x30 , Size: 40] -------------------------------- Class: AvatarPostOperation enum SlotID;//[Offset: 0x0 , Size: 1] enum operationWhenReplaced;//[Offset: 0x1 , Size: 1] enum operationWhenHidden;//[Offset: 0x2 , Size: 1] -------------------------------- Class: BodyAttachmentConfig FText AttachmentID;//[Offset: 0x0 , Size: 12] BodyAttachmentAttrModify[] BodyAttachmentAttrModifiers;//[Offset: 0xc , Size: 12] FString BodyDurabilityIndexName;//[Offset: 0x18 , Size: 12] -------------------------------- Class: BodyAttachmentAttrModify FString ModifyAttr;//[Offset: 0x0 , Size: 12] enum Op;//[Offset: 0xc , Size: 1] float ModifyValue;//[Offset: 0x10 , Size: 4] -------------------------------- Class: AvatarPendantConfig_SpecialParam FName SpecialUseExplanation;//[Offset: 0x0 , Size: 8] Transform AdditionalTransform2SocketRelativeTransform;//[Offset: 0x10 , Size: 48] -------------------------------- Class: AvatarPendantConfig FString ConfigName;//[Offset: 0x0 , Size: 12] Transform SocketRelativeTransform;//[Offset: 0x10 , Size: 48] Vector AngularLimitsMin;//[Offset: 0x40 , Size: 12] Vector AngularLimitsMax;//[Offset: 0x4c , Size: 12] -------------------------------- Class: AvatarAnimOverrideData byte Layer;//[Offset: 0x0 , Size: 1] class UAECharAnimListCompBase* AnimListCompClass;//[Offset: 0x4 , Size: 4] UAECharAnimListCompBase* AnimListCompInstance;//[Offset: 0x8 , Size: 4] -------------------------------- Class: UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharacterAsynLoadedTypeAnim[] CharacterAsynLoadedAnims;//[Offset: 0x170 , Size: 12] -------------------------------- Class: UAEAnimListComponentBase.ActorComponent.Object AnimListMap;//[Offset: 0x10c , Size: 60] AnimationAsset*[] AnimationCatcheList;//[Offset: 0x148 , Size: 12] -------------------------------- Class: AnimListMapValueData AnimListData[] AnimListMapValue;//[Offset: 0x0 , Size: 12] -------------------------------- Class: AnimListData int LayerID;//[Offset: 0x0 , Size: 4] AnimationAsset* Animation;//[Offset: 0x4 , Size: 4] -------------------------------- Class: CharacterAsynLoadedTypeAnim byte AnimTypeAsynLoaded;//[Offset: 0x0 , Size: 1] FString AnimsCatorgeryName;//[Offset: 0x4 , Size: 12] CharacterAnimTypeAsynLoadedPhaseData Anim;//[Offset: 0x10 , Size: 72] -------------------------------- Class: CharacterAnimTypeAsynLoadedPhaseData FString PhaseName;//[Offset: 0x0 , Size: 12] PhaseAnimSoftPtr;//[Offset: 0xc , Size: 60] -------------------------------- Class: ArmorAttachItemUnit ItemDefineID DefineID;//[Offset: 0x0 , Size: 24] FName SlotName;//[Offset: 0x18 , Size: 8] -------------------------------- Class: AvatarEntity.Object int SlotID;//[Offset: 0x1c , Size: 4] int SubSlotID;//[Offset: 0x20 , Size: 4] BattleItemHandleBase* LoadedHandle;//[Offset: 0x24 , Size: 4] BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0x28 , Size: 4] SlotViewAvatarComponent* AvatarComponent;//[Offset: 0x2c , Size: 4] MeshComponent* MeshComponent;//[Offset: 0x30 , Size: 4] MeshData EntityMeshData;//[Offset: 0x38 , Size: 96] MeshData CachedEntityMeshData;//[Offset: 0x98 , Size: 96] bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1] bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf9 , Size: 1] bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa , Size: 1] bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb , Size: 1] FName SocketName;//[Offset: 0x100 , Size: 8] ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x108 , Size: 12] SoftObjectPath MeshAssetPath;//[Offset: 0x118 , Size: 24] ItemDefineID ParentDefineID;//[Offset: 0x130 , Size: 24] SubEntityList;//[Offset: 0x148 , Size: 60] void UpdateVisibility();// 0x1ca0d84 void UnRegisterTick();// 0x1ca0d68 void TickEntity();// 0x1c9cc94 void SetSocketName();// 0x1c9c4a4 void SetParentDefineID(ItemDefineID ParentID);// 0x1ca0cdc void SetAvatarVisibility(bool visibie, bool IsForCE);// 0x1ca0c04 void RevertEntityMeshData();// 0x1ca0bf0 void RenderEntity(out SoftObjectPath SoftPath);// 0x1ca0b14 void RegisterTick();// 0x1ca0af8 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1c9f584 void PutOnDefaultEquipment(enum SlotType);// 0x1ca0a78 void OnPostRender();// 0x1ca0a5c bool IsEntityAvailable(enum VisibilityType);// 0x1ca09d4 CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1ca0908 void Init(int SlotID, int SubSlotID, SlotViewAvatarComponent* AvatarComponent);// 0x1ca0800 enum GetMeshType();// 0x1ca07d0 MeshData GetMeshData();// 0x1ca076c BattleItemHandleBase* GetLoadedHandle();// 0x1ca0744 ItemDefineID GetDefineID();// 0x1ca06f0 void EnterRenderPipeline();// 0x1ca06d4 void EnterLogicPipeline();// 0x1ca06b8 void DrawOutline(bool bEnable);// 0x1ca0630 bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x1ca054c void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x1ca0480 void ClearEquipmentLogic(bool putDefault);// 0x1ca03f8 void ClearEntity(bool ForceClear);// 0x1ca0370 void ApplyAnimation();// 0x1ca0354 void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);// 0x1ca02d4 -------------------------------- Class: AvatarEntityFactory.Object AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1c9db58 -------------------------------- Class: DirectionalLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object bool bEnableLightShaftOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x359 , Size: 1] float OcclusionMaskDarkness;//[Offset: 0x35c , Size: 4] float OcclusionDepthRange;//[Offset: 0x360 , Size: 4] Vector LightShaftOverrideDirection;//[Offset: 0x364 , Size: 12] float WholeSceneDynamicShadowRadius;//[Offset: 0x370 , Size: 4] float DynamicShadowDistanceMovableLight;//[Offset: 0x374 , Size: 4] float DynamicShadowDistanceStationaryLight;//[Offset: 0x378 , Size: 4] int DynamicShadowCascades;//[Offset: 0x37c , Size: 4] float CascadeDistributionExponent;//[Offset: 0x380 , Size: 4] float CascadeTransitionFraction;//[Offset: 0x384 , Size: 4] float ShadowDistanceFadeoutFraction;//[Offset: 0x388 , Size: 4] bool bUseIndependentShadowBound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38c , Size: 1] float ShadowCenterOffset;//[Offset: 0x390 , Size: 4] float ShadowIndependentRadius;//[Offset: 0x394 , Size: 4] bool bUseInsetShadowsForMovableObjects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x398 , Size: 1] int FarShadowCascadeCount;//[Offset: 0x39c , Size: 4] float FarShadowDistance;//[Offset: 0x3a0 , Size: 4] float DistanceFieldShadowDistance;//[Offset: 0x3a4 , Size: 4] float LightSourceAngle;//[Offset: 0x3a8 , Size: 4] float TraceDistance;//[Offset: 0x3ac , Size: 4] LightmassDirectionalLightSettings LightmassSettings;//[Offset: 0x3b0 , Size: 16] bool bCastModulatedShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c0 , Size: 1] Color ModulatedShadowColor;//[Offset: 0x3c4 , Size: 4] ACESParameter[] ACESParameters;//[Offset: 0x3c8 , Size: 12] bool bUsedAsAtmosphereSunLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3d4 , Size: 1] bool bCastsCloudShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3d4 , Size: 1] Texture* CloudShadowTexture;//[Offset: 0x3d8 , Size: 4] float CloudShadowTileSize;//[Offset: 0x3dc , Size: 4] float CloudShadowDensity;//[Offset: 0x3e0 , Size: 4] Vector2D CloudShadowWinSpeed;//[Offset: 0x3e4 , Size: 8] void SetShadowDistanceFadeoutFraction(float NewValue);// 0x3f6253c void SetOcclusionMaskDarkness(float NewValue);// 0x3f624c4 void SetLightShaftOverrideDirection(Vector NewValue);// 0x3f62454 void SetEnableLightShaftOcclusion(bool bNewValue);// 0x3f623d4 void SetDynamicShadowDistanceStationaryLight(float NewValue);// 0x3f6235c void SetDynamicShadowDistanceMovableLight(float NewValue);// 0x3f622e4 void SetDynamicShadowCascades(int NewValue);// 0x3f6226c void SetCloudShadowWinSpeed(out const Vector2D InWinSpeed);// 0x3f621e8 void SetCloudShadowTileSize(float InValue);// 0x3f62170 void SetCloudShadowTexture(Texture* InTexture);// 0x3f620f8 void SetCloudShadowDensity(float InDensity);// 0x3f62080 void SetCastsCloudShadow(bool InValue);// 0x3f62000 void SetCascadeTransitionFraction(float NewValue);// 0x3f61f88 void SetCascadeDistributionExponent(float NewValue);// 0x3f61f10 -------------------------------- Class: LightmassDirectionalLightSettings.LightmassLightSettings float LightSourceAngle;//[Offset: 0xc , Size: 4] -------------------------------- Class: ACESParameter LinearColor TintColor;//[Offset: 0x0 , Size: 16] float Bright;//[Offset: 0x10 , Size: 4] float Gray;//[Offset: 0x14 , Size: 4] float ShoulderStrength;//[Offset: 0x18 , Size: 4] float ToeStrength;//[Offset: 0x1c , Size: 4] float LinearStrength;//[Offset: 0x20 , Size: 4] float LinearAngle;//[Offset: 0x24 , Size: 4] -------------------------------- Class: ClientSettingBaseOnGameMode bool bEnableBulletImpactFXTargetCullingByQualityLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] BulletImpactFXTargetCullingByQualityLeveConfigItem[] BulletImpactFXTargetCullingByQualityLeveConfigList;//[Offset: 0x4 , Size: 12] bool bBulletImpactFXAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] bool bSimulateClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1] bool bAutonomousClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1] int[] DisableBulletTrackDeviceQualityLevelConfigList;//[Offset: 0x14 , Size: 12] int[] DisableSimulateClientBulletImpactFXDeviceQualityLevelConfigList;//[Offset: 0x20 , Size: 12] int[] DisableSimulateClientMuzzleFXDeviceQualityLevelConfigList;//[Offset: 0x2c , Size: 12] -------------------------------- Class: BulletImpactFXTargetCullingByQualityLeveConfigItem byte QualityLevel;//[Offset: 0x0 , Size: 1] class Actor[] TargetClassConfigList;//[Offset: 0x4 , Size: 12] class Object[] CachedClassList;//[Offset: 0x10 , Size: 12] -------------------------------- Class: FootprintActorInfo enum PhysicalSurface;//[Offset: 0x0 , Size: 1] class FootprintInstanceActor* FootprintClass;//[Offset: 0x8 , Size: 40] -------------------------------- Class: FootprintInstanceActor.Actor.Object InstancedStaticMeshComponent* InstancedMeshComponent;//[Offset: 0x2c4 , Size: 4] -------------------------------- Class: InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object InstancedStaticMeshInstanceData[] PerInstanceSMData;//[Offset: 0x62c , Size: 12] int InstancingRandomSeed;//[Offset: 0x638 , Size: 4] int InstanceStartCullDistance;//[Offset: 0x63c , Size: 4] int InstanceEndCullDistance;//[Offset: 0x640 , Size: 4] int[] InstanceReorderTable;//[Offset: 0x644 , Size: 12] int[] RemovedInstances;//[Offset: 0x650 , Size: 12] bool UseDynamicInstanceBuffer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65c , Size: 1] bool KeepInstanceBufferCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65d , Size: 1] PhysicsSerializer* PhysicsSerializer;//[Offset: 0x6bc , Size: 4] StashInstanceTransform;//[Offset: 0x6c0 , Size: 60] int NumPendingLightmaps;//[Offset: 0x700 , Size: 4] InstancedStaticMeshMappingInfo[] CachedMappings;//[Offset: 0x704 , Size: 12] bool UpdateInstanceTransform(int InstanceIndex, out const Transform NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport);// 0x3f94570 void SetCullDistances(int StartCullDistance, int EndCullDistance);// 0x3f944b4 bool RemoveInstance(int InstanceIndex);// 0x3f9442c bool HideInstance(out const int[] InstanceIndices);// 0x3f94350 bool GetInstanceTransform(int InstanceIndex, out Transform OutInstanceTransform, bool bWorldSpace);// 0x3f941e0 int[] GetInstancesOverlappingSphere(out const Vector Center, float Radius, bool bSphereInWorldSpace);// 0x3f9402c int[] GetInstancesOverlappingBox(out const Box Box, bool bBoxInWorldSpace);// 0x3f93e94 int GetInstanceCount();// 0x3f93e6c void ClearInstances();// 0x3f93e50 int AddInstanceWorldSpace(out const Transform WorldTransform);// 0x3f93d70 int AddInstance(out const Transform InstanceTransform);// 0x3f93c80 -------------------------------- Class: InstancedStaticMeshInstanceData Matrix Transform;//[Offset: 0x0 , Size: 64] -------------------------------- Class: PhysicsSerializer.Object -------------------------------- Class: InstancedStaticMeshMappingInfo -------------------------------- Class: FootprintActorBlock TeamFootprintInstanceActorMap;//[Offset: 0x0 , Size: 60] FootprintInstanceActor* OthersFootprintInstanceActor;//[Offset: 0x3c , Size: 4] -------------------------------- Class: TrailMarkActorBlock TrailMarkActor*[] WorkingList;//[Offset: 0x0 , Size: 12] TrailMarkActor*[] AssignableList;//[Offset: 0xc , Size: 12] -------------------------------- Class: IdeaDecalManager.Actor.Object DecalMaterialsLookupTable;//[Offset: 0x2c4 , Size: 60] class Actor[] IgnoreActorClass;//[Offset: 0x300 , Size: 12] float DecalLongestDistance;//[Offset: 0x30c , Size: 4] IdeaDecalRenderComponent*[] DecalComponents;//[Offset: 0x348 , Size: 12] RuntimeMeshComponent* Decal;//[Offset: 0x5f0 , Size: 4] void RemoveDecalOnTimer(int[] DecalIdArray);// 0x1d9e420 bool RemoveDecal(const int ID);// 0x1d9e3a0 int[] CreateNewDecal(out const Transform DecalTrans, MaterialInstanceDynamic* DecalMaterialInstance, out const Vector2D DecalUVOffset, out const Vector2D DecalUVScale, float AutoDisappearTime, byte TraceAxis, bool bNegativeDir, bool bIgnoreTransForEndPosition);// 0x1d9e020 -------------------------------- Class: DecalBlock MaterialInterface* DecalMaterial;//[Offset: 0x0 , Size: 4] Texture* DecalTexure;//[Offset: 0x4 , Size: 4] -------------------------------- Class: IdeaDecalRenderComponent.RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: BackpackDecalHandle.BattleItemHandleBase.ItemHandleBase.Object MaterialInterface* DecalMaterial;//[Offset: 0xa0 , Size: 4] Texture* DecalTexure;//[Offset: 0xa4 , Size: 4] int CoordX;//[Offset: 0xa8 , Size: 4] int CoordY;//[Offset: 0xac , Size: 4] -------------------------------- Class: SupplySpot.Actor.Object int TotalSupplyTimes;//[Offset: 0x2c4 , Size: 4] int RemainSupplyTimes;//[Offset: 0x2c8 , Size: 4] int SupplyBulletNum;//[Offset: 0x2cc , Size: 4] float ValidDistance;//[Offset: 0x2d0 , Size: 4] delegate SupplySpotTimesChange;//[Offset: 0x2d4 , Size: 12] void ReqUseSupplySpot(STExtraPlayerController* InController);// 0x1c7d100 -------------------------------- Class: EnhancerSpot.Actor.Object EnhancerSpotPlayerSkill[] SkillIdConfig;//[Offset: 0x2c4 , Size: 12] int AddMonsterExpNum;//[Offset: 0x2d0 , Size: 4] int RemainEnhancerTimesConfig;//[Offset: 0x2d4 , Size: 4] int RemainEnhancerTimes;//[Offset: 0x2d8 , Size: 4] int UseSuccessTipsId;//[Offset: 0x2dc , Size: 4] float ValidDistance;//[Offset: 0x2e0 , Size: 4] float SelfResetTime;//[Offset: 0x2e4 , Size: 4] bool IsAutoResetSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8 , Size: 1] enum EnhancerState;//[Offset: 0x2e9 , Size: 1] float ReadyTime;//[Offset: 0x2ec , Size: 4] float FixReadyTime;//[Offset: 0x2f0 , Size: 4] delegate EnhancerSpotTimesChange;//[Offset: 0x2f4 , Size: 12] void StateChangeDelegate();// 0x1ce2b64 void SetReadyTime(float SReadyTime);// 0x1d4086c void SetEState(enum EState);// 0x1d407f4 void RPC_Broadcast_NotifyReadyTime(enum SEnhancerState, float SReadyTime);// 0x1d406f8 void ResetTimes();// 0x1d406e4 void ResetSelf();// 0x1d406d0 void ReqUseEnhancerSpot(STExtraPlayerController* InController);// 0x1d40650 void ReadyTimeChangeDelegate();// 0x1c8167c void OpenEffect();// 0x1ce00b0 void OnRep_StateChange();// 0x1d4063c void OnRep_ReadyTimeChange();// 0x1d40628 void OnRep_FixReadyTimeChange();// 0x1d40628 enum GetSpotState();// 0x1d4060c void DelayResetSelf();// 0x1d405f8 void CloseEffect();// 0x1ce00cc -------------------------------- Class: EnhancerSpotPlayerSkill enum PawnSubType;//[Offset: 0x0 , Size: 1] int SkillID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: PlayerRevivalComponent.ActorComponent.Object int RevivalCountDownTime;//[Offset: 0xbc , Size: 4] int GotoSpectatingTime;//[Offset: 0xc0 , Size: 4] int64 FinishRevivalTime;//[Offset: 0xc8 , Size: 8] int64 StartObserverTime;//[Offset: 0xd0 , Size: 8] STExtraPlayerController* OwningPC;//[Offset: 0xd8 , Size: 4] RevivalPointActor* CurServerRevivalPoint;//[Offset: 0xdc , Size: 8] GameBaseInfo GameBaseInfo;//[Offset: 0xe8 , Size: 104] DateTime BePickupTime;//[Offset: 0x150 , Size: 8] void TickRevival(float DeltaSeconds);// 0x1e025a0 void SetRemainingRevivalTime(int InValue);// 0x1e02528 void SetCaptureIDCardStatus(bool InValue);// 0x1e024a8 void OnPlayerRevived(STExtraPlayerController* SaviorPC);// 0x1e02430 void OnPlayerQuitSpectating();// 0x1e0241c void OnPlayerGotoSpectating();// 0x1e02408 void OnPlayerExitGame();// 0x1e023f4 void OnPlayerEscapeWhenGameEnd(bool bIsPlayerAlive);// 0x1e02374 void LeaveRevivalState(uint32 SaviorKey);// 0x1e022fc bool IsInWaittingRevivalState();// 0x1e022d4 int GetRevivalCountDownTime();// 0x1e022b8 int GetRemainingRevivalTime();// 0x1e02290 bool GetCaptureIDCardStatus();// 0x1e02268 int64 FindPlayerUIDFromKey(uint32 PlayerKey);// 0x1e021e8 void EnterRevivalState();// 0x1e021d4 void CaptureIDCard(out const RevivalCardItemPickData InPickupData);// 0x1e020d8 void BePickupRevivalCard(out const RevivalCardItemPickData InPickupData);// 0x1e01fdc -------------------------------- Class: RevivalPointActor.Actor.Object SceneComponent* DefaultRoot;//[Offset: 0x2c4 , Size: 4] float SmokeStartScaleDistance;//[Offset: 0x2c8 , Size: 4] float SmokeEndScaleDistance;//[Offset: 0x2cc , Size: 4] float SmokeStartScaleValue;//[Offset: 0x2d0 , Size: 4] float SmokeEndScaleValue;//[Offset: 0x2d4 , Size: 4] bool UseRevivalCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8 , Size: 1] float RevivalCDTime;//[Offset: 0x2dc , Size: 4] bool UseRevivalCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0 , Size: 1] int RevivalCount;//[Offset: 0x2e4 , Size: 4] int ID;//[Offset: 0x2e8 , Size: 4] enum CurState;//[Offset: 0x2ec , Size: 1] enum PreState;//[Offset: 0x2ed , Size: 1] int RevivalTime;//[Offset: 0x2f0 , Size: 4] int CurRevivalTime;//[Offset: 0x2f4 , Size: 4] bool CanBeShowSmoking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1] int OperationalDistance;//[Offset: 0x2fc , Size: 4] RevivalPointPS;//[Offset: 0x300 , Size: 60] Transform PTowEleTransform;//[Offset: 0x340 , Size: 48] PTowEleMap;//[Offset: 0x370 , Size: 60] FString ExParticleComponentTag;//[Offset: 0x3ac , Size: 12] RevivalPointSounds;//[Offset: 0x3b8 , Size: 60] AkAudioEvent* RevivalInterruptSound;//[Offset: 0x3f4 , Size: 4] int SmokingdisappearTime;//[Offset: 0x3f8 , Size: 4] bool UseShowMiniMapIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc , Size: 1] int IconID;//[Offset: 0x400 , Size: 4] uint32[] CurrentRevivingPlayers;//[Offset: 0x404 , Size: 12] STExtraPlayerController* CurRevivalPC;//[Offset: 0x410 , Size: 8] float RevivalCDTimeCur;//[Offset: 0x418 , Size: 4] ParticleSystemComponent* DestoryStatePSCom;//[Offset: 0x430 , Size: 8] void StartRevival();// 0x1e2b7b4 bool RevivalPlayers(STExtraPlayerController* InPC);// 0x1e2b734 bool RecheckCurrentRevivingPlayers();// 0x1e2b70c void OnRep_ShowSmoking();// 0x1e2b6f8 void OnRep_RevivalPointState(enum LastPreState);// 0x1e2b680 void OnRep_RevivalCDTimeCur();// 0x1e2b66c void OnRep_CurrentRevivingPlayers();// 0x1e2b658 bool IsPlayerRevivedCurrently(uint32 PlayerKey);// 0x1e2b5d8 bool GiveUpRevivalPlayers(STExtraPlayerController* InPC);// 0x1e2b558 float GetRevivalCDTimeCurPercent();// 0x1e2b530 float GetRevivalCDTimeCur();// 0x1c6df48 float GetRevivalCDTime();// 0x1e2b508 int GetId();// 0x1e2b4e0 void DistanceChangedEvent(float Scale);// 0x2859eb0 -------------------------------- Class: RevivalCardItemPickData uint32 PickUpPlayerID;//[Offset: 0x0 , Size: 4] uint32 DroperPlayerID;//[Offset: 0x4 , Size: 4] int64 PickupTime;//[Offset: 0x8 , Size: 8] int64 DroperTime;//[Offset: 0x10 , Size: 8] FString PickUpName;//[Offset: 0x18 , Size: 12] FString DroperPlayerName;//[Offset: 0x24 , Size: 12] -------------------------------- Class: FloatingTextComponent.ActorComponent.Object int MaxWidgetNum;//[Offset: 0xd0 , Size: 4] CurveFloat* OffsetXCurve;//[Offset: 0xd4 , Size: 4] CurveFloat* OffsetYCurve;//[Offset: 0xd8 , Size: 4] Vector RandomVector;//[Offset: 0xdc , Size: 12] float TextScale;//[Offset: 0xe8 , Size: 4] LinearColor NormalTextColor;//[Offset: 0xec , Size: 16] float HeadShotTextScale;//[Offset: 0xfc , Size: 4] LinearColor HeadShotTextColor;//[Offset: 0x100 , Size: 16] float BigDamageTextScale;//[Offset: 0x110 , Size: 4] float BigDamage;//[Offset: 0x114 , Size: 4] LinearColor BigDamageTextColor;//[Offset: 0x118 , Size: 16] float MaxWidgetRemianTime;//[Offset: 0x128 , Size: 4] int FloatTextZorder;//[Offset: 0x12c , Size: 4] bool bIgnoreZeorDamageSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1] UserWidget*[] IdleWidgetList;//[Offset: 0x134 , Size: 12] ShowTextWidgetData[] ShowWidgetList;//[Offset: 0x140 , Size: 12] float[] RecycleTimeList;//[Offset: 0x14c , Size: 12] float RecycleTime;//[Offset: 0x158 , Size: 4] STExtraPlayerController* PC;//[Offset: 0x15c , Size: 4] void UpdateTextWidgetPos(out ShowTextWidgetData ShowTextWidgetData);// 0x1d64780 void ShowFloatingText(out const FloatingTextData FloatingTextData);// 0x1d646f4 void SetFloatingText(UserWidget* FloatingTextWidget, int Damage);// 0x2859eb0 void ReycleFloatingTextWidget();// 0x1d646e0 void PlayFloatingTextAnim(out ShowTextWidgetData ShowTextWidgetData, int Damage, bool IsHeadShot);// 0x1d645c0 void OnFloatingDamageText(float BaseDamage, bool IsHeadShot, out const DamageEvent DamageEvent, out const HitResult HitResult, const Actor* Victim);// 0x1d643dc ShowTextWidgetData GetShowTextWidgetData(out const FloatingTextData FloatingTextData);// 0x1d64334 void ClientHandleFloatingTextArray(const FloatingTextData[] FloatingTextArray);// 0x1d64240 -------------------------------- Class: ShowTextWidgetData UserWidget* FloatingTextWidget;//[Offset: 0x0 , Size: 4] float RecycleTime;//[Offset: 0x4 , Size: 4] Vector ShowWorldPos;//[Offset: 0x8 , Size: 12] Vector RandomOffset;//[Offset: 0x14 , Size: 12] -------------------------------- Class: FloatingTextData float BaseDamage;//[Offset: 0x0 , Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] Vector_NetQuantize ImpactPoint;//[Offset: 0x8 , Size: 12] -------------------------------- Class: ParachuteAnimAssetData AnimAssetCache;//[Offset: 0x0 , Size: 60] bool IsAnimCached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1] -------------------------------- Class: WeatherConfigComponent.ActorComponent.Object WeatherInfo WeatherLevelInfo;//[Offset: 0xc0 , Size: 20] FString LastLoadedWeatherLevelName;//[Offset: 0xd4 , Size: 12] FString DefaultWeatherLevelName;//[Offset: 0xe0 , Size: 12] bool bLoadWeatherLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec , Size: 1] bool bDefaulLevelLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed , Size: 1] void UnloadStreamLevel(FString levelName);// 0x24865f8 void SyncWeatherLevelInfo();// 0x24865e4 void OnWeatherLevelChanged();// 0x2859eb0 void OnUnLoadStreamLevelCompleted();// 0x24865d0 void OnRep_WeatherSyncCount();// 0x24865bc void OnLoadStreamLevelCompleted();// 0x24865a8 void LoadWeatherLevel();// 0x2486594 void LoadStreamLevel(FString levelName, int WeatherID);// 0x24863f8 void LoadDefaultWeatherLevel();// 0x24863e4 void Init();// 0x1d41274 -------------------------------- Class: DynamicWeatherExMgr.DynamicWeatherMgr.Actor.Object bool UseCircleIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec , Size: 1] int CircleIndex;//[Offset: 0x3f0 , Size: 4] WeatherControllerRepData SrcControllerCfg;//[Offset: 0x3f4 , Size: 28] WeatherControllerRepData DstControllerCfg;//[Offset: 0x410 , Size: 28] ScreenAppearanceCfg ScreenAppearanceCfg;//[Offset: 0x430 , Size: 32] float TickOBPlayerCD;//[Offset: 0x450 , Size: 4] float TickWeatherFogCD;//[Offset: 0x454 , Size: 4] DynamicWeatherController* SrcController;//[Offset: 0x458 , Size: 4] DynamicWeatherController* DstController;//[Offset: 0x45c , Size: 4] STScreenAppearanceComponent* ScreenAppearanceComponent;//[Offset: 0x460 , Size: 4] bool UseWeatherFogCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x464 , Size: 1] WeatherFogCfg WeatherFogCfg;//[Offset: 0x468 , Size: 68] PlayerKeyDstWeather[] PlayerKeyDstWeatherList;//[Offset: 0x4b8 , Size: 12] PlayerKeyDstWeather[] OBPlayerKeyDstWeatherList;//[Offset: 0x4c4 , Size: 12] void BlendToWeatherFog(bool bDstWeatherFog);// 0x1d31824 void BlendToWeather(bool bDstWeather);// 0x1d317a4 -------------------------------- Class: DynamicWeatherMgr.Actor.Object WeatherChangeConfig WeatherChangeConfig;//[Offset: 0x2c4 , Size: 68] int CurUseFixWeatherIndex;//[Offset: 0x308 , Size: 4] WeatherChangeControl WeatherChangeControl;//[Offset: 0x30c , Size: 28] DynamicWeatherLookupTable;//[Offset: 0x328 , Size: 60] WeatherControllerRepData ControllerRepData;//[Offset: 0x364 , Size: 28] WeatherControllerRepData ControllerRepDataForReplay;//[Offset: 0x380 , Size: 28] float ServerElapsedTime;//[Offset: 0x39c , Size: 4] bool bAllowRPCRequire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4 , Size: 1] enum NextWeatherStatus;//[Offset: 0x3a5 , Size: 1] float NextWeatherCountDownTime;//[Offset: 0x3a8 , Size: 4] bool bEnableWeatherPredictionUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b1 , Size: 1] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x3b4 , Size: 12] bool bDisableModifyControllerRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0 , Size: 1] STExtraGameStateBase* GameState;//[Offset: 0x3d4 , Size: 4] enum UICountDownType;//[Offset: 0x3ea , Size: 1] bool ForbidServerHandleRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3eb , Size: 1] void StartTransition();// 0x1d32544 void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x1d324cc void RPCRequireControl();// 0x1d324b8 void RPCRequire();// 0x1d324a4 void RPC_S2C_UINotify(enum WeatherStatus);// 0x1d32424 void RPC_S2C_ForceStopDynamicWeatherChange();// 0x1ce1e14 void ReinitInDemoReplay();// 0x1d321b8 void RefreshWeatherPredictionUI();// 0x1d32410 void OnWeatherChangeStarted(out const WeatherChangeEvent Event);// 0x1d32384 void OnWeatherChangeSaturated(out const WeatherChangeEvent Event);// 0x1d322f8 void OnWeatherChangeRestoreStarted(out const WeatherChangeEvent Event);// 0x1d3226c void OnWeatherChangeRestoreEnded(out const WeatherChangeEvent Event);// 0x1d321e0 void OnRep_NextWeatherCountDownTime();// 0x1d321a4 void OnRep_ControllerDataForReplay();// 0x1d321cc void OnRep_ControllerData();// 0x1d321b8 void OnRep_bEnableWeatherPredictionUI();// 0x1d321a4 void OnDynamicWeatherChangeDelegate__DelegateSignature(out const WeatherChangeEvent Event);// 0x2859eb0 void HandleClientHasReactivated();// 0x1d32190 void GotoSpecificWeather(int WeatherIndex);// 0x1d32118 bool GetNextWeatherDataByWeatherType(out WeatherChangeSequenceItem OutData, enum WeatherStatusType);// 0x1d3203c bool GetNextWeatherData(out WeatherChangeSequenceItem OutData);// 0x1d31fa8 float GetNextWeatherCountDownTimeByType(enum Type);// 0x1d31f28 float GetInProgressElapsedTimeSecWithWeather();// 0x1d31f00 float GetGlobalWeatherSystemTimeOnServer();// 0x1d31ed8 WeatherDetailStatus GetCurrentWeatherDetailStatus();// 0x1d31e90 void ForceStopDynamicWeatherChangeOnServer();// 0x1d31e7c void ForceStartNextWeatherChangeOnServer();// 0x1d31e68 void ClientInit(WeatherControllerRepData InitDataIn);// 0x1d31db8 -------------------------------- Class: WeatherControllerRepData enum WeatherType;//[Offset: 0x0 , Size: 1] bool bStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] float ElapsedTime;//[Offset: 0x4 , Size: 4] float BlendInTime;//[Offset: 0x8 , Size: 4] float BlendOutTime;//[Offset: 0xc , Size: 4] float SaturateTime;//[Offset: 0x10 , Size: 4] float TimeMultiplier;//[Offset: 0x14 , Size: 4] bool BlendInStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] bool BlendSaturated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1] bool BlendOutStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a , Size: 1] bool BlendOutEnded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b , Size: 1] -------------------------------- Class: WeatherChangeConfig float StartTimeMin;//[Offset: 0x0 , Size: 4] float StartTimeMax;//[Offset: 0x4 , Size: 4] float BlendInTime;//[Offset: 0x8 , Size: 4] float BlendOutTime;//[Offset: 0xc , Size: 4] float DurationTimeMin;//[Offset: 0x10 , Size: 4] float DurationTimeMax;//[Offset: 0x14 , Size: 4] enum LastWeatherStatus;//[Offset: 0x18 , Size: 1] float LastWeatherAppearTime;//[Offset: 0x1c , Size: 4] bool bUseFixWeatherChangeSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] WeatherChangeWeight[] WeatherChangeWeights;//[Offset: 0x24 , Size: 12] WeatherChangeSequenceItem[] WeatherChangeSequence;//[Offset: 0x30 , Size: 12] float TimeMultiplier;//[Offset: 0x3c , Size: 4] bool bUseReadyGameStateEnetrAsOriginalTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40 , Size: 1] bool bDisableReadyGameStateWeatherTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41 , Size: 1] -------------------------------- Class: WeatherChangeWeight enum NewWeatherStatus;//[Offset: 0x0 , Size: 1] float Weight;//[Offset: 0x4 , Size: 4] -------------------------------- Class: WeatherChangeSequenceItem enum WeatherStatus;//[Offset: 0x0 , Size: 1] float StartTime;//[Offset: 0x4 , Size: 4] float TotalDurationTime;//[Offset: 0x8 , Size: 4] -------------------------------- Class: WeatherChangeControl bool WeatherChangeStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool WeatherChangeFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] float WeatherChangeStartTime;//[Offset: 0x4 , Size: 4] float ElapsedTime;//[Offset: 0x8 , Size: 4] enum NextWeather;//[Offset: 0xc , Size: 1] float NextDuration;//[Offset: 0x10 , Size: 4] float WeatherTotalWeight;//[Offset: 0x14 , Size: 4] float TimelineOffset;//[Offset: 0x18 , Size: 4] -------------------------------- Class: ScreenAppearanceCfg bool UseScreenAppearance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] FString ScreenAppearanceName;//[Offset: 0x4 , Size: 12] byte ParticleType;//[Offset: 0x10 , Size: 1] float ScreenAppearanceConcentration;//[Offset: 0x14 , Size: 4] FName ShaderName;//[Offset: 0x18 , Size: 8] -------------------------------- Class: DynamicWeatherController.ActorComponent.Object delegate DelegateOnWeatherChangeStarted;//[Offset: 0xbc , Size: 12] delegate DelegateOnWeatherChangeSaturated;//[Offset: 0xc8 , Size: 12] delegate DelegateOnWeatherChangeRestoreStarted;//[Offset: 0xd4 , Size: 12] delegate DelegateOnWeatherChangeRestoreEnded;//[Offset: 0xe0 , Size: 12] delegate WeatherRecover;//[Offset: 0xec , Size: 12] enum DynamicWeatherType;//[Offset: 0xf8 , Size: 1] MaterialParameterCollection* DyanmicWeatherCollection;//[Offset: 0xfc , Size: 4] CurveFloat* LightCurve;//[Offset: 0x100 , Size: 4] float TargetLightValue;//[Offset: 0x104 , Size: 4] bool bNotUseCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1] CurveFloat* FogBlendInCurve;//[Offset: 0x10c , Size: 4] CurveFloat* FogBlendOutCurve;//[Offset: 0x110 , Size: 4] CurveFloat* DirectionLightRotYBlendInCurve;//[Offset: 0x114 , Size: 4] CurveFloat* DirectionLightRotZBlendInCurve;//[Offset: 0x118 , Size: 4] CurveFloat* DirectionLightRotYBlendOutCurve;//[Offset: 0x11c , Size: 4] CurveFloat* DirectionLightRotZBlendOutCurve;//[Offset: 0x120 , Size: 4] float UINotifyTimeBeforeStart;//[Offset: 0x124 , Size: 4] FString UINotifyModuleName;//[Offset: 0x128 , Size: 12] int ChangeStartUINotifyID;//[Offset: 0x134 , Size: 4] int ChangeQuitUINotifyID;//[Offset: 0x138 , Size: 4] float ChangeStartUINotifyAnimPlayRate;//[Offset: 0x13c , Size: 4] AkAudioEvent* UINotifyAKEventBeforeStart;//[Offset: 0x140 , Size: 4] AkAudioEvent* ChangeStartUINotifyAKEvent;//[Offset: 0x144 , Size: 4] AkAudioEvent* ChangeQuitUINotifyAKEvent;//[Offset: 0x148 , Size: 4] bool bUseLowEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c , Size: 1] WeatherControllerRepData LocalControlData;//[Offset: 0x150 , Size: 28] float RuningDirection;//[Offset: 0x16c , Size: 4] float RuningTime;//[Offset: 0x170 , Size: 4] float LerpTotalTime;//[Offset: 0x174 , Size: 4] FString WeatherName;//[Offset: 0x178 , Size: 12] DirectionalLight* MainLight;//[Offset: 0x184 , Size: 4] SkyLight* SkyLight;//[Offset: 0x188 , Size: 4] ExponentialHeightFog* Fog;//[Offset: 0x18c , Size: 4] WeatherObject ObjectValues;//[Offset: 0x190 , Size: 104] WeatherObject WeatherObjectSrc;//[Offset: 0x1f8 , Size: 104] WeatherObject WeatherObjectLerp;//[Offset: 0x264 , Size: 104] WeatherDetailStatus CurrentWeatherStatus;//[Offset: 0x2cc , Size: 12] void UINotifyCallbackOnServer();// 0x1d30edc void OnUserQualitySettingChanged(int renderlevel);// 0x1c727ac -------------------------------- Class: WeatherObject float MainLight_Density;//[Offset: 0x0 , Size: 4] LinearColor MainLight_Color;//[Offset: 0x4 , Size: 16] float MainLight_Temperature;//[Offset: 0x14 , Size: 4] Rotator MainLight_Rotation;//[Offset: 0x18 , Size: 12] float SkyLight_Density;//[Offset: 0x24 , Size: 4] LinearColor SkyLight_Color;//[Offset: 0x28 , Size: 16] float CustomFogLow_DensityCoefficient;//[Offset: 0x38 , Size: 4] LinearColor CustomFogLow_Color;//[Offset: 0x3c , Size: 16] float CustomFogHigh_DensityCoefficient;//[Offset: 0x4c , Size: 4] LinearColor CustomFogHigh_Color;//[Offset: 0x50 , Size: 16] float HeightFallOff;//[Offset: 0x60 , Size: 4] float StartDistance;//[Offset: 0x64 , Size: 4] -------------------------------- Class: WeatherDetailStatus enum CurrentWeather;//[Offset: 0x0 , Size: 1] float CurrentElapsedTime;//[Offset: 0x4 , Size: 4] float TotalTime;//[Offset: 0x8 , Size: 4] -------------------------------- Class: WeatherFogCfg enum[] WeatherTypeList;//[Offset: 0x0 , Size: 12] ExponentialHeightFog* Fog;//[Offset: 0xc , Size: 4] WeatherDstFog DstWeatherFog;//[Offset: 0x10 , Size: 20] WeatherSrcFog SrcWeatherFog;//[Offset: 0x24 , Size: 12] float blendTime;//[Offset: 0x30 , Size: 4] DynamicWeatherController*[] WeatherControllerList;//[Offset: 0x38 , Size: 12] -------------------------------- Class: WeatherDstFog bool UseStartDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] float StartDistance;//[Offset: 0x4 , Size: 4] bool UseDensityCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] float CustomFogLow_DensityCoefficient;//[Offset: 0xc , Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x10 , Size: 4] -------------------------------- Class: WeatherSrcFog float StartDistance;//[Offset: 0x0 , Size: 4] float CustomFogLow_DensityCoefficient;//[Offset: 0x4 , Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x8 , Size: 4] -------------------------------- Class: PlayerKeyDstWeather STExtraPlayerController* PC;//[Offset: 0x0 , Size: 4] -------------------------------- Class: STExtraGameStateBase.UAEGameState.GameState.GameStateBase.Info.Actor.Object Vector AirplaneStartLoc;//[Offset: 0x39c , Size: 12] Vector AirplaneStopLoc;//[Offset: 0x3a8 , Size: 12] AirDropPathData3D AirDropPathData;//[Offset: 0x3b4 , Size: 60] Vector AirplaneCanJumpLoc;//[Offset: 0x3f0 , Size: 12] Vector AirplaneForceJumpLoc;//[Offset: 0x3fc , Size: 12] bool IsTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x409 , Size: 1] Vector BlueCircle;//[Offset: 0x40c , Size: 12] Vector WhiteCircle;//[Offset: 0x418 , Size: 12] float CirclePain;//[Offset: 0x424 , Size: 4] AirAttackOrder AirAttackOrder;//[Offset: 0x428 , Size: 48] Vector AirAttackArea;//[Offset: 0x458 , Size: 12] delegate OnSafeZoneTips;//[Offset: 0x464 , Size: 12] delegate OnHideCircle;//[Offset: 0x470 , Size: 12] delegate OnBlueCirclePreWarning;//[Offset: 0x47c , Size: 12] delegate OnBlueCircleRun;//[Offset: 0x488 , Size: 12] delegate OnBlueCircleSizeAndPosition;//[Offset: 0x494 , Size: 12] delegate OnCharacterCircleWaveOver;//[Offset: 0x4a0 , Size: 12] delegate VehiclePostInitComponentDelegate;//[Offset: 0x4ac , Size: 12] delegate VehicleDestroyedDelegate;//[Offset: 0x4b8 , Size: 12] delegate STExtraCharacterPostInitComponentDelegate;//[Offset: 0x4c4 , Size: 12] delegate STExtraCharacterDestroyed;//[Offset: 0x4d0 , Size: 12] int PlayerNum;//[Offset: 0x4e8 , Size: 4] bool IsUseGameStartCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ec , Size: 1] delegate OnPlayerNumChange;//[Offset: 0x4f0 , Size: 12] delegate OnBeKilledNumChange;//[Offset: 0x4fc , Size: 12] delegate OnGameEnd;//[Offset: 0x508 , Size: 12] bool bIsRevivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1] bool bIngoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x516 , Size: 1] bool bIsOpenDuelMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x517 , Size: 1] bool IsShowDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x518 , Size: 1] bool bHasSignalBarReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x519 , Size: 1] bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51a , Size: 1] bool bReInitUIAfterReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51b , Size: 1] bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c , Size: 1] bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51d , Size: 1] bool bForbidDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51e , Size: 1] bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51f , Size: 1] bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x520 , Size: 1] bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x521 , Size: 1] bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x522 , Size: 1] bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x523 , Size: 1] bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x524 , Size: 1] int[] forbitPickItemTypeList;//[Offset: 0x528 , Size: 12] int TrainingCountdownTimer;//[Offset: 0x534 , Size: 4] bool bIsWeaponAutoReloadMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x538 , Size: 1] FString GrenadeEffectPath;//[Offset: 0x53c , Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x548 , Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x549 , Size: 1] bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54a , Size: 1] bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54b , Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c , Size: 1] DSSwitchInfo[] DsSwitch;//[Offset: 0x550 , Size: 12] bool bIsPickUpFillBulletMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c , Size: 1] bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55d , Size: 1] bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55e , Size: 1] bool bRegisterPickUpsOnEnterFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c , Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59d , Size: 1] bool bEnablePickUpTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59e , Size: 1] bool bEnableUpdateClosestVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59f , Size: 1] bool bPlayVehicleMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a0 , Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x5a4 , Size: 4] float PickUpColdCountDownToleranceTime;//[Offset: 0x5a8 , Size: 4] float PickUpColdCountDownMinTime;//[Offset: 0x5ac , Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x5b0 , Size: 4] bool bReportAllPickUpFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4 , Size: 1] bool bDebugEnableDamageEffectInTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b5 , Size: 1] bool bEnabledReInitUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b6 , Size: 1] delegate OnAirAttack;//[Offset: 0x5b8 , Size: 12] delegate OnInfectedAreaWarn;//[Offset: 0x5c4 , Size: 12] delegate OnSkillManagerInitFinishDelegate;//[Offset: 0x5d0 , Size: 12] bool IsFPPGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc , Size: 1] bool IsCanSwitchFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dd , Size: 1] bool bResetBulletNumToMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5de , Size: 1] FName[] EnableMapPackages;//[Offset: 0x5e0 , Size: 12] FName[] EnableMapLayers;//[Offset: 0x5ec , Size: 12] class ViewMaskManager* ViewMaskManagerClass;//[Offset: 0x5f8 , Size: 4] ViewMaskManager* ViewMaskManager;//[Offset: 0x5fc , Size: 4] class ModAdapter* ModAdapterClass;//[Offset: 0x600 , Size: 4] ModAdapter* ModAdapter;//[Offset: 0x604 , Size: 4] bool bEnableSignalSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x608 , Size: 1] bool IsCanPlaceBuilding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x609 , Size: 1] int PvePoliceOfficeTriggerCount;//[Offset: 0x60c , Size: 4] int PveZombieGrenadeCount;//[Offset: 0x610 , Size: 4] bool EnableVisualField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x614 , Size: 1] VisualFieldFeatureParam VisualFieldFeatureParam;//[Offset: 0x618 , Size: 36] VisualFieldFeature* VisualFieldFeature;//[Offset: 0x63c , Size: 4] bool bReadyStateCountingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x640 , Size: 1] int ReadyStateTime;//[Offset: 0x650 , Size: 4] delegate ReConnectGameStateInfoNotify;//[Offset: 0x654 , Size: 12] bool IsCircleShowSafeZoneTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x660 , Size: 1] FString GameModeDisplayName;//[Offset: 0x664 , Size: 12] int CurCircleWave;//[Offset: 0x670 , Size: 4] bool bNoAliveHumanPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x674 , Size: 1] bool EnableControllVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x675 , Size: 1] GameModeFeatureSetData GameModeFeatureSet;//[Offset: 0x678 , Size: 4] FName GameModeState;//[Offset: 0x690 , Size: 8] bool bLessening;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x698 , Size: 1] float timeFromLessen;//[Offset: 0x69c , Size: 4] Vector CircleLessenFrom;//[Offset: 0x6a0 , Size: 12] Vector CircleLessenTo;//[Offset: 0x6ac , Size: 12] float timeForLessen;//[Offset: 0x6b8 , Size: 4] byte CurCircleStatusInfo;//[Offset: 0x6c8 , Size: 1] float CurCircleStateStartServerWorldSecond;//[Offset: 0x6cc , Size: 4] float CurCircleStatusElapsedTime;//[Offset: 0x6d0 , Size: 4] float CurCircleStatusLastTime;//[Offset: 0x6d4 , Size: 4] byte CurAirAttackType;//[Offset: 0x6d8 , Size: 1] int CurAirAttackWave;//[Offset: 0x6dc , Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e0 , Size: 1] float ScreenSizeFactor;//[Offset: 0x6e4 , Size: 4] float ExtraRadius;//[Offset: 0x6e8 , Size: 4] int AlivePlayerNum;//[Offset: 0x6ec , Size: 4] int AliveTeamNum;//[Offset: 0x6f0 , Size: 4] int PlayerNumOnPlane;//[Offset: 0x6f4 , Size: 4] int NoneAIGameTime;//[Offset: 0x6f8 , Size: 4] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x6fc , Size: 12] delegate ForceStopDynamicWeatherDelegate;//[Offset: 0x708 , Size: 12] WeatherChangeEvent CurWeatherTypeCach;//[Offset: 0x714 , Size: 2] GameModePlayerShowUpassInfo[] UpassInfoList;//[Offset: 0x718 , Size: 12] enum GameModeType;//[Offset: 0x724 , Size: 1] enum GameModeConfigType;//[Offset: 0x725 , Size: 1] enum GameModeConfigSubType;//[Offset: 0x726 , Size: 1] enum GameModeSubType;//[Offset: 0x727 , Size: 1] int PlayerNumPerTeam;//[Offset: 0x728 , Size: 4] FString[] OpenTagCullingMaps;//[Offset: 0x72c , Size: 12] bool bShouldUseCompletePB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738 , Size: 1] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x739 , Size: 1] bool IsDark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x73a , Size: 1] float FPVEWeatherPlaySpeed;//[Offset: 0x748 , Size: 4] float WeatherPhaseIndex;//[Offset: 0x74c , Size: 4] enum[] WeatherProcessArray;//[Offset: 0x750 , Size: 12] delegate OnWeatherStateChange;//[Offset: 0x75c , Size: 12] delegate OnWeatherSpeedChange;//[Offset: 0x768 , Size: 12] enum CurDynamicWeatherState;//[Offset: 0x774 , Size: 1] BeInvitedPlayers;//[Offset: 0x778 , Size: 60] float InviteCountDownTime;//[Offset: 0x7b4 , Size: 4] CircleDataMining[] CircleDataMining;//[Offset: 0x7b8 , Size: 12] Vector[] CircleArray;//[Offset: 0x7c4 , Size: 12] GameDataMining GameDataMining;//[Offset: 0x7d0 , Size: 60] uint64 GameID;//[Offset: 0x810 , Size: 8] FString GameModeID;//[Offset: 0x818 , Size: 12] FString[] ModeUIManagerArrayCached;//[Offset: 0x824 , Size: 12] FString ModLogicSwitchTag;//[Offset: 0x830 , Size: 12] delegate OnValidDynamicLevelChanged;//[Offset: 0x83c , Size: 12] LevelEventCenter* LevelEventCenter;//[Offset: 0x848 , Size: 4] Actor* StartedPlane;//[Offset: 0x84c , Size: 4] Character* CurCastActorMsgOwner;//[Offset: 0x850 , Size: 8] float StartFlyTime;//[Offset: 0x858 , Size: 4] int64 StartReadyUnixTimestamp;//[Offset: 0x860 , Size: 8] int64 StartFightingUnixTimestamp;//[Offset: 0x868 , Size: 8] int64 StartFinishedUnixTimestamp;//[Offset: 0x870 , Size: 8] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x889 , Size: 1] bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88a , Size: 1] int EnableNewStateMachine;//[Offset: 0x88c , Size: 4] float PlayerInBlueCircleClipTime;//[Offset: 0x894 , Size: 4] float BroadcastClientDistance;//[Offset: 0x898 , Size: 4] int[] FinalWinTeams;//[Offset: 0x8b4 , Size: 12] uint32[] FinalWinPlayers;//[Offset: 0x8c0 , Size: 12] uint32 GameTerminatorPlayerKey;//[Offset: 0x8cc , Size: 4] bool CanForbitPickupTeammateBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d0 , Size: 1] bool CanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d1 , Size: 1] int[] ImprisonmentTeammateKillType;//[Offset: 0x8d4 , Size: 12] int[] ImprisonmentTeammateGameType;//[Offset: 0x8e0 , Size: 12] bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ec , Size: 1] bool bIsUseStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ed , Size: 1] bool IsOpenHighPingTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ee , Size: 1] bool bEnableCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ef , Size: 1] FString GuideImageName;//[Offset: 0x8f0 , Size: 12] FString GuideLuaTableName;//[Offset: 0x8fc , Size: 12] FString GuideLuaFunctionName;//[Offset: 0x908 , Size: 12] bool IsDisableTeamPanelPlayerStateInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x914 , Size: 1] float PlayerNoOperationTime;//[Offset: 0x918 , Size: 4] float PlayerNoConfirmRetToGameTime;//[Offset: 0x91c , Size: 4] bool IsEnableHealthNumberText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x920 , Size: 1] Vector2D SelfHealthOffset;//[Offset: 0x924 , Size: 8] bool IsCollectHitFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92c , Size: 1] bool bOpenVehicleOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92d , Size: 1] UAELevelDirector* UAELevelDirector;//[Offset: 0x930 , Size: 4] MarkDispatchManager* MarkDispatchManager;//[Offset: 0x934 , Size: 4] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0x938 , Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0x944 , Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0x950 , Size: 12] MarkSyncData[] PrevLocalMarkDispatchData;//[Offset: 0x95c , Size: 12] DynamicWeatherMgr* DynamicWeatherMgr;//[Offset: 0x968 , Size: 4] class Actor* PreloadPoolActorClass;//[Offset: 0x970 , Size: 40] class Actor* CommonPreloadPoolActorClass;//[Offset: 0x998 , Size: 40] FString CommonPrePoolActorPath;//[Offset: 0x9c0 , Size: 12] ActorExtraComponents;//[Offset: 0x9cc , Size: 60] XTriggerLuaRemoteComponent* LuaRemoteComponent;//[Offset: 0xa08 , Size: 4] FieldOfViewNotificationComponentRegistry* FieldOfViewNotificationComponentRegistry;//[Offset: 0xa0c , Size: 4] bool bUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa10 , Size: 1] bool bAIUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa11 , Size: 1] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0xa14 , Size: 12] bool IgnoreWhenAttackNotInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa20 , Size: 1] bool bEnableVehicleWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa21 , Size: 1] bool bEnableVehicleDSWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa22 , Size: 1] delegate OnVeteranOrRecruitListUpdate;//[Offset: 0xa24 , Size: 12] bool bNewForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa30 , Size: 1] FString FServerStartTime;//[Offset: 0xa34 , Size: 12] bool bIsLowMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa40 , Size: 1] uint32 ServerStartTimestamp;//[Offset: 0xa44 , Size: 4] GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0xa48 , Size: 12] FString MainWeaponTableName;//[Offset: 0xa54 , Size: 12] class Object[] PlaneAvatarClassArray;//[Offset: 0xa60 , Size: 12] SendStartFlowRecord;//[Offset: 0xa80 , Size: 60] SendEndFlowRecord;//[Offset: 0xabc , Size: 60] TslSimpleCollisionManager* SimpleCollisionManager;//[Offset: 0xaf8 , Size: 4] bool bUseNewGrenadeMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafc , Size: 1] bool bEnablePlayerEventSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafd , Size: 1] bool bEnableAttrMod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafe , Size: 1] bool bAvatarDownloadInBattleClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaff , Size: 1] bool bEnableDeathPlaybackRecord;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb00 , Size: 1] bool bEnableDisplayPlayerAddonCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb01 , Size: 1] int PlayerAddonCount;//[Offset: 0xb04 , Size: 4] void WeatherStateChangeDelegate__DelegateSignature();// 0x2859eb0 void WeatherSpeedChangeDelegate__DelegateSignature();// 0x2859eb0 void UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x1ede930 void UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x1ede724 void UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x1ede39c void UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x1ede1d8 STExtraBaseCharacter* TryGetCharacterByPlayerKey(FString PlayerKey);// 0x1ede078 void SyncAirplaneRoute(Vector StartLoc, Vector StopLoc, Vector CanJumpLoc, Vector ForceJumpLoc);// 0x1eddf28 void SyncAirplaneAndAirDrops(out AirDropPathData3D InAirDropPathData);// 0x1edde44 void SimulateAirAttackOver();// 0x1eddde8 void ShowGameTips(int PlayerKey, int TipsID, FString Params);// 0x1eddca4 void SetTagCulling(bool IsUse);// 0x1d05764 void SetServerStartTime(uint32 nServerStartTime);// 0x1eddc2c void SetSendStartFlow(uint32 PlayerKey);// 0x1eddbb4 void SetSendEndFlow(uint32 PlayerKey);// 0x1eddb3c void SetReConnectGameStateInfo(ReConnectGameStateInfo ReConnectInfo);// 0x1edd9f0 static void SetOnGameStateEndPlay(delegate InOnGameStateEndPlay);// 0x1edd954 static void SetOnGameStateBeginPlay(delegate InOnGameStateBeginPlay);// 0x1edd8b8 void SetIsLowMatch(int nClientType);// 0x1edd840 void SetCustomRoute(out const Vector2D StartPoint, out const Vector2D EndPoint);// 0x1edd768 void SetCurAirAttackWave(int AirAttackWave);// 0x1edd6f0 void SetCurAirAttackType(byte airattacktype);// 0x1edd678 void SetCircleInfo(GetCircleInfo ReConnectInfo);// 0x1edd56c void SetAvatarDownloadInBattleClientSwitch(bool bOpen);// 0x1edd4ec void SetAirplaneStopLoc(Vector StopLoc);// 0x1edd47c void SetAirplaneStartLoc(Vector StarLoc);// 0x1edd40c void SetAirplaneForceJumpLoc(Vector ForceJumpLoc);// 0x1edd39c void SetAirplaneCanJumpLoc(Vector CanJumpLoc);// 0x1edd32c void ServerRemoteDestroyAllActor();// 0x1edd318 void ServerRemoteDestroyActor(int SingleId);// 0x1edd2a0 int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1edd144 void RPC_Client_RemoteDestroyAllActor();// 0x1e20f90 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x1edd0c4 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x1edcf30 void PlayPawnActive(FString PlayerKey, Actor* PlayerCharacter);// 0x1edcd8c void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2859eb0 void OnRep_WeatherStateChanged();// 0x1edcd78 void OnRep_VisualFieldFeatureParam();// 0x1edcd64 void OnRep_VeteranRecruitListUpdate();// 0x1edcd50 void OnRep_UpassInfoList();// 0x1edcd3c void OnRep_StartFlyTime();// 0x1edcd28 void OnRep_StartedPlane();// 0x1edcd14 void OnRep_ResetWeatherPlaySpeed();// 0x1edcd00 void OnRep_ReadyStateTime();// 0x1e1cd28 void OnRep_ReadyStateCountingDown();// 0x1c8c854 void OnRep_PlayerNumOnPlane();// 0x1edccec void OnRep_PlayerNumChange();// 0x1c8c854 void OnRep_PlayerAddonCount();// 0x1e74790 void OnRep_MarkSyncData();// 0x1edccd8 void OnRep_IsTrainingMode();// 0x1edccc4 void OnRep_IsShowDeadBox();// 0x1edccb0 void OnRep_IsOpenDuelMode();// 0x1c8c854 void OnRep_IsFPPMode();// 0x1edcc9c void OnRep_IsDark();// 0x1edcc88 void OnRep_GameTerminatorPlayerKey();// 0x1edcc74 void OnRep_GameModeType();// 0x1edcc60 void OnRep_GameModeSubType();// 0x1edcc4c void OnRep_GameModeState();// 0x1edcc30 void OnRep_GameModeFeatureSet();// 0x1c8c854 void OnRep_FinalWinTeams();// 0x1c8c854 void OnRep_FinalWinPlayers();// 0x1c8c854 void OnRep_EnableSignalSystem();// 0x1edcc1c void OnRep_DynamicWeatherState();// 0x1edcc08 void OnRep_CircleArray();// 0x1c8c854 void OnRep_AliveTeamNum();// 0x1edcbf4 void OnRep_AlivePlayerNum();// 0x1edcbe0 void OnRep_AirplaneStopLoc();// 0x1edcbcc void OnRep_AirplaneStartLoc();// 0x1edcbb8 void OnRep_AirplaneForceJumpLoc();// 0x1edcba4 void OnRep_AirplaneCanJumpLoc();// 0x1edcb90 void OnRep_AirDropPathData();// 0x1edcb7c void OnPlayerSkillStart(STExtraBaseCharacter* SkillOwner, int SkillID);// 0x1e1cc3c void OnPlaneAvatarAsyncLoadComplete(out class Object[] ClassArrays);// 0x1edcab0 void OnGameStateEndPlay__DelegateSignature(byte EndPlayReason);// 0x2859eb0 void OnGameStateBeginPlay__DelegateSignature(GameState* GameState);// 0x2859eb0 void OnGameModeDisplayNameChange();// 0x1edca9c void OnCharacterTakeHeadShot(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState);// 0x1e1c738 void OnCharacterTakeDamage(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState, float Damage);// 0x1e1c630 void NotifyDynamicWeatherChange(DynamicWeatherMgr* Mgr, WeatherChangeEvent Event);// 0x1edc9e0 void ModifyEnableSignalSystemOnServer(bool bEnable);// 0x1edc960 bool IsSendStartFlow(uint32 PlayerKey);// 0x1edc8e0 bool IsSendEndFlow(uint32 PlayerKey);// 0x1edc860 bool IsRevivalGame();// 0x1edc838 bool IsPVEMode();// 0x1edc810 bool IsPlaneValid();// 0x1edc7ec bool IsNoCircleInfo();// 0x1edc7c4 bool IsMapUseTeamPattern();// 0x1edc794 bool IsInNight();// 0x1edc764 bool IsInBlueCircleByCircleMgr(Actor* _actor);// 0x1edc6e4 bool IsInBlueCircle(out const Vector pos);// 0x1edc658 bool IsFeatureSupported(enum SubSystemType);// 0x1edc5d0 bool IsEnableDamageInfo();// 0x1e43370 TslSimpleCollisionManager* GetSimpleCollisionManager();// 0x1edc5a8 int GetServerStartUnixTimestamp();// 0x1edc580 FString GetServerStartTime();// 0x1edc4c0 float GetRepServerWorldTimeSeconds();// 0x1edc498 ReConnectGameStateInfo GetReConnectGameStateInfo();// 0x1edc3fc int GetPVEWeatherPhaseIndex();// 0x1edc3d4 STExtraPlayerState* GetPlayerStateByUID(uint64 PlayerUID);// 0x1edc350 XTriggerLuaRemoteComponent* GetLuaRemoteComponent();// 0x1edc328 bool GetIsReadyStateReport();// 0x1edc2f8 FName GetGameModeState();// 0x1edc2b8 Vector GetForceJumpLoc();// 0x1edc294 FieldOfViewNotificationComponentRegistry* GetFieldOfViewNotificationComponentRegistry();// 0x1edc26c FString GetDSSwitchValue(const int InSwitchId);// 0x1edc164 enum GetCurWeatherState();// 0x1edc13c enum GetCurDynamicWeatherState();// 0x1edc114 int GetCurCircleWave();// 0x1edc0f8 byte GetCurCircleState();// 0x1edc0b8 int GetCurCircleIndex();// 0x1edc090 GetCircleInfo GetCircleStateInfo();// 0x1edc004 Vector GetCanJumpLoc();// 0x1edbfe0 MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x1edbf34 MarkSyncData[] GetAllMarkLocalData(byte _TYPE);// 0x1edbe88 int GetAlivePlayerNum();// 0x1edbe60 Vector GetAirplaneStopLoc();// 0x1edbe3c Vector GetAirplaneStartLoc();// 0x1edbe18 AirDropPathData3D GetAirDropPathData();// 0x1edbc88 STExtraBaseCharacter* FindCharacterByPlayerKey(FString PlayerKey);// 0x1edbb28 void ExecuteCVarConfig();// 0x1edbb14 Widget* DeepFindWidgetInUserWidget(UserWidget* SourceWidget, FName WidgetName);// 0x1edba50 void ClearAirDropPathData();// 0x1edba3c bool CheckIsLowMatch();// 0x1edba14 void CheckInitLuaRemoteEvent();// 0x1edba00 bool CheckDSSwitchOpen(const int SwitchId);// 0x1edb980 bool CheckDamage(STExtraBaseCharacter* AttackCharacter, STExtraBaseCharacter* TargetBaseCharacter);// 0x1e53c08 void ChangeWeatherStatus(WeatherChangeEvent Event);// 0x1edb908 void ChangeDynamicWeatherState(enum DayState);// 0x1edb890 void BroadcastUISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x1edb788 void BroadcastUISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x1edb574 void BroadcastUIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x1edb3a8 void BroadcastUICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x1edb1dc void BroadcastTemporaryMessage(FString Message);// 0x1edb118 void BroadcastShowGameTips(int TipsID, FString Params);// 0x1edb010 void BroadcastRoute(Vector StartLoc, Vector StopLoc);// 0x1edaf48 void BroadcastLuaTipsBehavior(FString BehaviorTag, int ID, FString Params1, FString Params2);// 0x1edad34 void BroadcastEndCircle();// 0x1edacd8 void BroadcastCircleWaveOver(int Index);// 0x1edac24 void BroadcastCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index, bool InbActiveScreenSize, float InScreenSizeFactor, float InExtraRadius, float Pain);// 0x1eda96c void BroadcastCircleInfo(byte circleInfo, float Time, const Vector BlueCircleSync, const Vector WhiteCircleSync, int CircleInvertedIndex);// 0x1eda79c void BroadcastAirAttackWarning(const Vector airAttackAreaSrc, int waveindex);// 0x1eda6e0 void BroadcastAirAttackOrder(const AirAttackOrder airAttackOrderSrc, int waveindex);// 0x1eda564 void AsyncLoadResFinishCallback();// 0x1eda550 void AsyncLoadCommonResFinishCallback();// 0x1eda53c void AddUseSpringJumpTimes(uint32 PlayerKey, int Times);// 0x1e1b138 void AddUseEnhancerTimes(uint32 PlayerKey, int Times);// 0x1e1b074 void AddPveZombieGrenadeCount(int Value);// 0x1eda4c4 void AddPvePoliceOfficeTriggerCount(int Value);// 0x1eda44c void AddPlayerScore(Controller* ScorePlayer, Controller* VictimPlayer, FString ScoreType, float DamagePoint);// 0x1e1ad6c -------------------------------- Class: UAEGameState.GameState.GameStateBase.Info.Actor.Object bool bTeamIDChgDeactivePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321 , Size: 1] FString WeaponAttrReloadTableName;//[Offset: 0x360 , Size: 12] FString VehicleAttrReloadTableName;//[Offset: 0x36c , Size: 12] FString DamageSearchTableName;//[Offset: 0x378 , Size: 12] bool IsInitTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384 , Size: 1] FString LuaFilePath;//[Offset: 0x388 , Size: 12] void SendLuaDSToClient(int ID, out const byte[] Content);// 0x2471448 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x247130c static WeaponAttrReloadTableStruct GetWeaponAttrReloadTableRow(int ID);// 0x2471268 static VehicleAttrReloadTableStruct GetVehicleAttrReloadTableRow(int ID);// 0x24711e0 -------------------------------- Class: WeaponAttrReloadTableStruct int KeyID;//[Offset: 0x0 , Size: 4] float AutoAimingConfig_InnerRange_Speed;//[Offset: 0x4 , Size: 4] float AutoAimingConfig_InnerRange_RangeRate;//[Offset: 0x8 , Size: 4] float AutoAimingConfig_InnerRange_SpeedRate;//[Offset: 0xc , Size: 4] float AutoAimingConfig_InnerRange_RangeRateSight;//[Offset: 0x10 , Size: 4] float AutoAimingConfig_InnerRange_SpeedRateSight;//[Offset: 0x14 , Size: 4] float AutoAimingConfig_InnerRange_CrouchRate;//[Offset: 0x18 , Size: 4] float AutoAimingConfig_InnerRange_ProneRate;//[Offset: 0x1c , Size: 4] float AutoAimingConfig_InnerRange_DyingRate;//[Offset: 0x20 , Size: 4] float AutoAimingConfig_InnerRange_DriveVehicleRate;//[Offset: 0x24 , Size: 4] float AutoAimingConfig_InnerRange_InVehicleRate;//[Offset: 0x28 , Size: 4] float AutoAimingConfig_InnerRange_FreeFallRate;//[Offset: 0x2c , Size: 4] float AutoAimingConfig_InnerRange_OpeningRate;//[Offset: 0x30 , Size: 4] float AutoAimingConfig_InnerRange_LandingRate;//[Offset: 0x34 , Size: 4] float AutoAimingConfig_InnerRange_AdsorbMaxRange;//[Offset: 0x38 , Size: 4] float AutoAimingConfig_InnerRange_AdsorbMinRange;//[Offset: 0x3c , Size: 4] float AutoAimingConfig_InnerRange_AdsorbMinAttenuationDis;//[Offset: 0x40 , Size: 4] float AutoAimingConfig_InnerRange_AdsorbMaxAttenuationDis;//[Offset: 0x44 , Size: 4] float AutoAimingConfig_InnerRange_AdsorbActiveMinRange;//[Offset: 0x48 , Size: 4] float AutoAimingConfig_OuterRange_Speed;//[Offset: 0x4c , Size: 4] float AutoAimingConfig_OuterRange_RangeRate;//[Offset: 0x50 , Size: 4] float AutoAimingConfig_OuterRange_SpeedRate;//[Offset: 0x54 , Size: 4] float AutoAimingConfig_OuterRange_RangeRateSight;//[Offset: 0x58 , Size: 4] float AutoAimingConfig_OuterRange_SpeedRateSight;//[Offset: 0x5c , Size: 4] float AutoAimingConfig_OuterRange_CrouchRate;//[Offset: 0x60 , Size: 4] float AutoAimingConfig_OuterRange_ProneRate;//[Offset: 0x64 , Size: 4] float AutoAimingConfig_OuterRange_DyingRate;//[Offset: 0x68 , Size: 4] float AutoAimingConfig_OuterRange_DriveVehicleRate;//[Offset: 0x6c , Size: 4] float AutoAimingConfig_OuterRange_InVehicleRate;//[Offset: 0x70 , Size: 4] float AutoAimingConfig_OuterRange_FreeFallRate;//[Offset: 0x74 , Size: 4] float AutoAimingConfig_OuterRange_OpeningRate;//[Offset: 0x78 , Size: 4] float AutoAimingConfig_OuterRange_LandingRate;//[Offset: 0x7c , Size: 4] float AutoAimingConfig_OuterRange_AdsorbMaxRange;//[Offset: 0x80 , Size: 4] float AutoAimingConfig_OuterRange_AdsorbMinRange;//[Offset: 0x84 , Size: 4] float AutoAimingConfig_OuterRange_AdsorbMinAttenuationDis;//[Offset: 0x88 , Size: 4] float AutoAimingConfig_OuterRange_AdsorbMaxAttenuationDis;//[Offset: 0x8c , Size: 4] float AutoAimingConfig_OuterRange_AdsorbActiveMinRange;//[Offset: 0x90 , Size: 4] float AutoAimingConfig_FollowTimeMax;//[Offset: 0x94 , Size: 4] float AutoAimingConfig_MaxAngle;//[Offset: 0x98 , Size: 4] float AccessoriesVRecoilFactor;//[Offset: 0x9c , Size: 4] float AccessoriesHRecoilFactor;//[Offset: 0xa0 , Size: 4] float AccessoriesRecoveryFactor;//[Offset: 0xa4 , Size: 4] float DeviationBase;//[Offset: 0xa8 , Size: 4] float DeviationBaseAim;//[Offset: 0xac , Size: 4] float DeviationRecoilGain;//[Offset: 0xb0 , Size: 4] float DeviationRecoilGainAim;//[Offset: 0xb4 , Size: 4] float DeviationMaxMove;//[Offset: 0xb8 , Size: 4] float DeviationMoveMultiplier;//[Offset: 0xbc , Size: 4] float DeviationStanceJump;//[Offset: 0xc0 , Size: 4] float GameDeviationFactor;//[Offset: 0xc4 , Size: 4] float HitPartCoffHead;//[Offset: 0xc8 , Size: 4] float HitPartCoffBody;//[Offset: 0xcc , Size: 4] float HitPartCoffLimbs;//[Offset: 0xd0 , Size: 4] float HitPartCoffHand;//[Offset: 0xd4 , Size: 4] float HitPartCoffFoot;//[Offset: 0xd8 , Size: 4] float ZombileHitPartCoffHead;//[Offset: 0xdc , Size: 4] float ZombileHitPartCoffBody;//[Offset: 0xe0 , Size: 4] float ZombileHitPartCoffLimbs;//[Offset: 0xe4 , Size: 4] float ZombileHitPartCoffHand;//[Offset: 0xe8 , Size: 4] float ZombileHitPartCoffFoot;//[Offset: 0xec , Size: 4] float BaseImpactDamage;//[Offset: 0xf0 , Size: 4] float RangeModifier;//[Offset: 0xf4 , Size: 4] float ReferenceDistance;//[Offset: 0xf8 , Size: 4] float IgnoreRangeAttenuatDis;//[Offset: 0xfc , Size: 4] float ReloadTime;//[Offset: 0x100 , Size: 4] float ReloadTimeTactical;//[Offset: 0x104 , Size: 4] float ReloadTimeMagOut;//[Offset: 0x108 , Size: 4] float ReloadTimeMagIn;//[Offset: 0x10c , Size: 4] float ReloadDurationStart;//[Offset: 0x110 , Size: 4] float ReloadDurationLoop;//[Offset: 0x114 , Size: 4] float MaxBulletNumInOneClip;//[Offset: 0x118 , Size: 4] float InitBulletInClip;//[Offset: 0x11c , Size: 4] float BulletFireSpeed;//[Offset: 0x120 , Size: 4] int bEnableVehicleShoot;//[Offset: 0x124 , Size: 4] int bEnableLeanOutHolding;//[Offset: 0x128 , Size: 4] float Bullet_RadialDamageParams_BaseDamage;//[Offset: 0x12c , Size: 4] float Bullet_RadialDamageParams_MinimumDamage;//[Offset: 0x130 , Size: 4] float Bullet_RadialDamageParams_DamageInnerRadius;//[Offset: 0x134 , Size: 4] float Bullet_RadialDamageParams_DamageOuterRadius;//[Offset: 0x138 , Size: 4] float Bullet_RadialDamageParams_DamageFalloff;//[Offset: 0x13c , Size: 4] float Bullet_MaxNoGravityRange;//[Offset: 0x140 , Size: 4] float Bullet_LaunchGravityScale;//[Offset: 0x144 , Size: 4] FString Bullet_RadialDamageParams_DamageTypeClass;//[Offset: 0x148 , Size: 12] FString ImpactActorTemplatePath;//[Offset: 0x154 , Size: 12] FString BulletTemplatePath;//[Offset: 0x160 , Size: 12] int ReloadWithNoCost;//[Offset: 0x16c , Size: 4] FString MuzzleFX;//[Offset: 0x170 , Size: 12] FString ScopeMuzzleFX;//[Offset: 0x17c , Size: 12] FString RemoteMuzzleFX;//[Offset: 0x188 , Size: 12] FString LocalSilencerMuzzleFX;//[Offset: 0x194 , Size: 12] FString ScopeSilencerMuzzleFX;//[Offset: 0x1a0 , Size: 12] FString RemoteSilencerMuzzleFX;//[Offset: 0x1ac , Size: 12] FString LocalFiringSuppressorMuzzleFX;//[Offset: 0x1b8 , Size: 12] FString ScopeFiringSuppressorMuzzleFX;//[Offset: 0x1c4 , Size: 12] FString RemoteFiringSuppressorMuzzleFX;//[Offset: 0x1d0 , Size: 12] FString LocalCompensatorMuzzleFX;//[Offset: 0x1dc , Size: 12] FString ScopeCompensatorMuzzleFX;//[Offset: 0x1e8 , Size: 12] FString RemoteCompensatorMuzzleFX;//[Offset: 0x1f4 , Size: 12] int WeaponDurability;//[Offset: 0x200 , Size: 4] int ShootReduceDurabilityAmount;//[Offset: 0x204 , Size: 4] -------------------------------- Class: VehicleAttrReloadTableStruct int KeyID;//[Offset: 0x0 , Size: 4] float HealthMax;//[Offset: 0x4 , Size: 4] float Health;//[Offset: 0x8 , Size: 4] -------------------------------- Class: AirDropPathData3D int AirDropIndex;//[Offset: 0x0 , Size: 4] Vector StartLoc3D;//[Offset: 0x4 , Size: 12] Vector TargetLoc3D;//[Offset: 0x10 , Size: 12] Vector[] AirDropLocs3D;//[Offset: 0x1c , Size: 12] bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1] Vector MapCenter;//[Offset: 0x2c , Size: 12] float Radius;//[Offset: 0x38 , Size: 4] -------------------------------- Class: AirAttackOrder int waveindex;//[Offset: 0x0 , Size: 4] float FlightHeight;//[Offset: 0x4 , Size: 4] float SeaLevelHeight;//[Offset: 0x8 , Size: 4] int16[] bombsInterval;//[Offset: 0xc , Size: 12] Vector2D[] bombsPosition2D;//[Offset: 0x18 , Size: 12] -------------------------------- Class: DSSwitchInfo int KeyNum;//[Offset: 0x0 , Size: 4] FString SValue;//[Offset: 0x4 , Size: 12] -------------------------------- Class: ViewMaskManager.Object enum ViewMaskTypeSetting;//[Offset: 0x1c , Size: 1] class Actor[] FilterActorClassList;//[Offset: 0x20 , Size: 12] void SetViewMaskType(enum NewMaskType);// 0x1fe60f0 bool IsPlayerViewMaskValid(STExtraBaseCharacter* BaseCharacter);// 0x1fe6070 void Init();// 0x1fe605c int ClearViewMaskForActor(Actor* MaskActor);// 0x1fe5fdc int ApplyViewMaskForPlayer(STExtraBaseCharacter* BaseCharacter);// 0x1fe5f5c int ApplyViewMaskForActorWithOwnerPlayer(Actor* MaskActor, STExtraBaseCharacter* BaseCharacter);// 0x1fe5e98 -------------------------------- Class: ModAdapter.Object Actor* SpawnPointLightActor(ModAdapterSpawnInfo SpawnInfo);// 0x1dc9480 Actor* SpawnModActorByClass(class Actor ActorClass, out const Transform SpawnTransform, Pawn* Instigator, Actor* Owner);// 0x1dc92d0 -------------------------------- Class: ModAdapterSpawnInfo Actor* RelatedActor;//[Offset: 0x0 , Size: 4] FName LightType;//[Offset: 0x8 , Size: 8] Transform SpawnTransform;//[Offset: 0x10 , Size: 48] -------------------------------- Class: VisualFieldFeatureParam float VisualFieldUpdateInterval;//[Offset: 0x0 , Size: 4] float MaxVisualFieldDistanceSquared;//[Offset: 0x4 , Size: 4] FName[] VisualCheckBoneList;//[Offset: 0x8 , Size: 12] float DefaultFOVAngle;//[Offset: 0x14 , Size: 4] byte[] VisualCheckChanelList;//[Offset: 0x18 , Size: 12] -------------------------------- Class: VisualFieldFeature.Object TimerHandle VisualFieldTickTimerHandle;//[Offset: 0x40 , Size: 8] VisualFieldFrame VisualFieldFrame;//[Offset: 0x48 , Size: 60] VisualAngleLimitMap;//[Offset: 0x84 , Size: 60] STExtraPlayerController* CachedLocalController;//[Offset: 0xc0 , Size: 8] -------------------------------- Class: VisualFieldFrame VisualFieldFrameMap;//[Offset: 0x0 , Size: 60] -------------------------------- Class: VisualFieldCamp VisibleActorInfo[] VisibleActorList;//[Offset: 0x0 , Size: 12] -------------------------------- Class: VisibleActorInfo VisualFieldMetaInfo VisibleActorMetaInfo;//[Offset: 0x0 , Size: 16] Actor* VisibleActor;//[Offset: 0x10 , Size: 8] -------------------------------- Class: GameModeFeatureSetData uint32 GameModeFeatureSet_A;//[Offset: 0x0 , Size: 4] -------------------------------- Class: WeatherChangeEvent enum WeaterType;//[Offset: 0x0 , Size: 1] enum WeaterChangeEvent;//[Offset: 0x1 , Size: 1] -------------------------------- Class: GameModePlayerShowUpassInfo FString PlayerName;//[Offset: 0x0 , Size: 12] int updateTime;//[Offset: 0xc , Size: 4] int upassLevel;//[Offset: 0x10 , Size: 4] int upassScore;//[Offset: 0x14 , Size: 4] int planeAvatarId;//[Offset: 0x18 , Size: 4] bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1] bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e , Size: 1] bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f , Size: 1] FString iconUrl;//[Offset: 0x20 , Size: 12] FString Nation;//[Offset: 0x2c , Size: 12] GameModePlayerAliasInfo AliasInfo;//[Offset: 0x38 , Size: 48] int upassKeepBuy;//[Offset: 0x68 , Size: 4] int nUpassPrimePlusCard;//[Offset: 0x6c , Size: 4] -------------------------------- Class: CircleDataMining Vector WhiteCircleCenter;//[Offset: 0x0 , Size: 12] bool bDestinyCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] int LeftPlayerNum;//[Offset: 0x10 , Size: 4] -------------------------------- Class: GameDataMining FString battleid;//[Offset: 0x0 , Size: 12] Vector PlaneStartPoint;//[Offset: 0xc , Size: 12] Vector PlaneEndPoint;//[Offset: 0x18 , Size: 12] CircleDataMining[] CircleDataMining;//[Offset: 0x24 , Size: 12] GameWatchReport[] WatchReport;//[Offset: 0x30 , Size: 12] -------------------------------- Class: GameWatchReport uint16 AreaID;//[Offset: 0x0 , Size: 2] int8 PlatID;//[Offset: 0x2 , Size: 1] FString ZoneID;//[Offset: 0x4 , Size: 12] uint64 player_uid;//[Offset: 0x10 , Size: 8] float total_time;//[Offset: 0x18 , Size: 4] WatchFlow[] watch_flow;//[Offset: 0x1c , Size: 12] -------------------------------- Class: WatchFlow uint64 UId;//[Offset: 0x0 , Size: 8] uint32 sec;//[Offset: 0x8 , Size: 4] -------------------------------- Class: MarkDispatchManager.ActorComponent.Object int CurrentInstanceCount;//[Offset: 0xbc , Size: 4] int CurrentLocalInstanceCount;//[Offset: 0xc0 , Size: 4] MarkDispatchAction[] ActionQueue;//[Offset: 0xc4 , Size: 12] MarkDispatchAction[] BatchActionQueue;//[Offset: 0xd0 , Size: 12] int MarkCountProcessed;//[Offset: 0xdc , Size: 4] static MarkDispatchManager* GetMarkDispatchManager(Object* WorldContextObject);// 0x1dbec20 int GenerateNewLocalInstanceID();// 0x1dbebf8 int GenerateNewInstanceID();// 0x1dbebd4 void DispatchMarkData(MarkDispatchAction Data);// 0x1dbea1c void ClearMarkDataByTypeID(int TypeID, enum MarkTypeIDClearType, STExtraPlayerState* WeakPlayerState);// 0x1dbe91c -------------------------------- Class: MarkDispatchAction enum ActionType;//[Offset: 0x0 , Size: 1] enum RangeType;//[Offset: 0x1 , Size: 1] MarkSyncData SyncData;//[Offset: 0x4 , Size: 80] float DispatchDelayTime;//[Offset: 0x54 , Size: 4] float RangeRad;//[Offset: 0x58 , Size: 4] STExtraPlayerState* WeakPlayerState;//[Offset: 0x5c , Size: 8] float DispatchTime;//[Offset: 0x64 , Size: 4] bool bIsFromLocal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1] delegate OnMapAlertSet;//[Offset: 0x70 , Size: 16] -------------------------------- Class: ActorExtraComponents class ActorComponent[] BPComponents;//[Offset: 0x0 , Size: 12] -------------------------------- Class: XTriggerLuaRemoteComponent.ActorComponent.Object EventTagCDMap;//[Offset: 0xbc , Size: 60] float EventCDTime;//[Offset: 0xf8 , Size: 4] bool LuaRemoteEvent(FString EventTag, FString CustomParam, Object* Object01, Object* Object02);// 0x200a098 -------------------------------- Class: FieldOfViewNotificationComponentRegistry.Object delegate FieldOfViewNotificationComponentRegisteredDelegate;//[Offset: 0x1c , Size: 12] delegate FieldOfViewNotificationComponentUnregisteredDelegate;//[Offset: 0x28 , Size: 12] void Unregister(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x1d612fc void Register(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x1cfcfe4 void GetRegisteredFieldOfViewNotificationComponents(out FieldOfViewNotificationComponent*[] OutRegisteredFieldOfViewNotificationComponents);// 0x1d61228 static FieldOfViewNotificationComponentRegistry* Get(Object* WorldContext);// 0x1d611b0 void FieldOfViewNotificationComponentUnregisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2859eb0 void FieldOfViewNotificationComponentRegisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2859eb0 -------------------------------- Class: FieldOfViewNotificationComponent.ActorComponent.Object delegate InFieldOfViewChangedDelegate;//[Offset: 0xbc , Size: 12] float CheckFrequencyLowerBoundInSeconds;//[Offset: 0xc8 , Size: 4] float CheckFrequencyUpperBoundInSeconds;//[Offset: 0xcc , Size: 4] bool bSelfDebugLineTraceDrawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1] bool bCheckingFieldOfViewEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1] enum FieldOfViewNotificationStatus;//[Offset: 0xd8 , Size: 1] bool IsNotificationWorking();// 0x1d60688 static int IsGlobalDebugLineTraceDrawn();// 0x1d6065c void InFieldOfViewChangedDelegate__DelegateSignature(FieldOfViewNotificationComponent* Sender, enum OldFieldOfViewNotificationStatus);// 0x2859eb0 enum GetFieldOfViewNotificationStatus();// 0x1d60634 -------------------------------- Class: GameModeCVarConfigItem FString Key;//[Offset: 0x0 , Size: 12] FString Value;//[Offset: 0xc , Size: 12] -------------------------------- Class: TslSimpleCollisionManager.Actor.Object SimpleSpherePersistentChecker[] PersistentExplosiveItemFields;//[Offset: 0x2dc , Size: 12] float DamageFieldUpdatePeriod;//[Offset: 0x340 , Size: 4] float DamageFieldPassedTime;//[Offset: 0x344 , Size: 4] void RegisterPersistentReceiver(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, int ID);// 0x1f8ce08 void RegisterBoundingSphere(out const Vector Origin, float Radius, TslSimpleCollisionReceiver* OwnerTracer);// 0x1f8ccf8 void AddRandomPersistentCapsules(int Num, float RngRadius);// 0x1d839fc int AddCheckerToBoundingSphere(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, TslSimpleCollisionReceiver* Receiver, bool RebuildSphere);// 0x1f8cb60 -------------------------------- Class: SimpleSpherePersistentChecker PrimitiveComponent* TargetComponent;//[Offset: 0x0 , Size: 4] SimpleCollisionSphere Sphere;//[Offset: 0x4 , Size: 16] float PassedTime;//[Offset: 0x14 , Size: 4] -------------------------------- Class: SimpleCollisionSphere Vector Origin;//[Offset: 0x0 , Size: 12] float Radius;//[Offset: 0xc , Size: 4] -------------------------------- Class: SimpleCollisionCapsule Vector Start;//[Offset: 0x0 , Size: 12] Vector End;//[Offset: 0xc , Size: 12] float Radius;//[Offset: 0x18 , Size: 4] -------------------------------- Class: TslSimpleCollisionReceiver.SceneComponent.ActorComponent.Object -------------------------------- Class: WeaponHitDetailInfo int TotalShootNum;//[Offset: 0x0 , Size: 4] int[] HitNumEveryBodys;//[Offset: 0x4 , Size: 12] -------------------------------- Class: LastGameRemainItemData FName TombName;//[Offset: 0x0 , Size: 8] Vector DropGroundPoint;//[Offset: 0x8 , Size: 12] FString TargetPlayerUID;//[Offset: 0x14 , Size: 12] RemainItemData[] RemainItemDataList;//[Offset: 0x20 , Size: 12] -------------------------------- Class: RemainItemData int ItemID;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x8 , Size: 12] int SlotID;//[Offset: 0x14 , Size: 4] -------------------------------- Class: BattleOpenSequencerInfo Transform StartPosition;//[Offset: 0x0 , Size: 48] VehicleWarStartVehicleInfo[] VehicleInfoList;//[Offset: 0x30 , Size: 12] float Time;//[Offset: 0x3c , Size: 4] float ServerStartTimestamp;//[Offset: 0x40 , Size: 4] -------------------------------- Class: VehicleWarStartVehicleInfo Vector Position;//[Offset: 0x0 , Size: 12] Rotator Rotation;//[Offset: 0xc , Size: 12] STExtraVehicleBase* Vehicle;//[Offset: 0x18 , Size: 4] VehicleWarStartVehiclePlayerInfo DriverInfo;//[Offset: 0x1c , Size: 12] VehicleWarStartVehiclePlayerInfo PassengerInfo;//[Offset: 0x28 , Size: 12] -------------------------------- Class: VehicleWarStartVehiclePlayerInfo int upassLevel;//[Offset: 0x0 , Size: 4] int upassScore;//[Offset: 0x4 , Size: 4] STExtraBaseCharacter* BasePlayer;//[Offset: 0x8 , Size: 4] -------------------------------- Class: ZombieWaveUIState int TypeID;//[Offset: 0x0 , Size: 4] int CountdownTime;//[Offset: 0x4 , Size: 4] FString ShowString;//[Offset: 0x8 , Size: 12] -------------------------------- Class: PlayerDecalData int DecalId;//[Offset: 0x0 , Size: 4] Transform DecalTransform;//[Offset: 0x10 , Size: 48] int DecalInstanceId;//[Offset: 0x40 , Size: 4] IdeaDecalInfo[] DecalInfos;//[Offset: 0x44 , Size: 12] -------------------------------- Class: WeaponManagerBaseComponent.WeaponManagerComponent.ActorComponent.Object WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x488 , Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x494 , Size: 12] DefaultWeaponHolderInfo[] WeaponInfoList;//[Offset: 0x4a0 , Size: 12] bool StopFireFilter(STExtraShootWeapon* ShootWeapon);// 0x1ffa018 void StopFire(STExtraShootWeapon* ShootWeapon);// 0x1ff9fa0 bool StartFireFilter(STExtraShootWeapon* ShootWeapon);// 0x1ff9f18 void StartFireBySlot(byte Slot, byte ShootMode);// 0x1ff9e5c STExtraWeapon* SpawnWeaponOnServer(class STExtraWeapon Template, int WeaponType, int WeaponId, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x1ff9c1c STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x1ff9a08 bool ReloadWeaponFilter(STExtraShootWeapon* ShootWeapon);// 0x1ff0448 bool ReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x1ff9988 void OnRep_CurrentWeaponReplicated();// 0x1ddab6c void OnReconnectOnServer();// 0x1c9acf8 void LocalStopFire(STExtraShootWeapon* ShootWeapon);// 0x1ff9910 void LocalStartFire(STExtraShootWeapon* ShootWeapon, byte ShootMode, Vector SimpleShootTarget, Vector2D ClientScreenSize);// 0x1ff97c4 void LocalStartBarrel(STExtraShootWeapon* ShootWeapon);// 0x1ff974c void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x1ff969c void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x1ff95e0 void DoAutoReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x1ff9568 void DelayFire(float DelayTime, byte ShootMode);// 0x1ff94a4 -------------------------------- Class: WeaponReconnectReplicateDataWrapper WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x0 , Size: 104] STExtraWeapon* Weapon;//[Offset: 0x68 , Size: 4] -------------------------------- Class: WeaponReconnectReplicateData STExtraPlayerController* OwnerPlayerController;//[Offset: 0x0 , Size: 4] Actor* WeaponOwner;//[Offset: 0x4 , Size: 4] bool UseNewReconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] FString OwnerPlayerName;//[Offset: 0xc , Size: 12] FName WeaponInventoryLogicSocket;//[Offset: 0x18 , Size: 8] BulletInClip WeaponBulletInClip;//[Offset: 0x20 , Size: 16] uint32 WeaponShootID;//[Offset: 0x30 , Size: 4] uint32 WeaponClipID;//[Offset: 0x34 , Size: 4] byte CurWeaponState;//[Offset: 0x38 , Size: 1] byte CurShootType;//[Offset: 0x39 , Size: 1] int CurShootTotalType;//[Offset: 0x3c , Size: 4] ItemDefineID DefineID;//[Offset: 0x40 , Size: 24] int BackpackPistolListIndex;//[Offset: 0x58 , Size: 4] bool bIsCurrentWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1] int OperationIndex;//[Offset: 0x60 , Size: 4] -------------------------------- Class: BulletInClip int CurBulletNumInClip;//[Offset: 0x0 , Size: 4] BulletInWeapon[] CurBulletIDList;//[Offset: 0x4 , Size: 12] -------------------------------- Class: BulletInWeapon int BulletID;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] -------------------------------- Class: DefaultWeaponHolderInfo class STExtraWeapon* WeaponClass;//[Offset: 0x0 , Size: 4] FName WeaponSocket;//[Offset: 0x8 , Size: 8] int WeaponSepcificID;//[Offset: 0x10 , Size: 4] int WeaponTypeID;//[Offset: 0x14 , Size: 4] -------------------------------- Class: StartFireInfo uint32 CurShootID;//[Offset: 0x0 , Size: 4] uint32 CurClipID;//[Offset: 0x4 , Size: 4] int CurBulletNumInClip;//[Offset: 0x8 , Size: 4] byte ShootMode;//[Offset: 0xc , Size: 1] float StartFireTime;//[Offset: 0x10 , Size: 4] double StartFireSysTime;//[Offset: 0x18 , Size: 8] -------------------------------- Class: STExtraExplosionEffect.Actor.Object ParticleSystem* FarComplexEffect;//[Offset: 0x2c4 , Size: 4] ParticleSystem* NearSimpleEffect;//[Offset: 0x2c8 , Size: 4] float NearToFarDistance;//[Offset: 0x2cc , Size: 4] AkAudioEvent* ExplosionSound;//[Offset: 0x2d0 , Size: 4] float PlayEffectDelayTime;//[Offset: 0x2d4 , Size: 4] HitResult SurfaceHit;//[Offset: 0x2d8 , Size: 136] bool bPlayFallbackEffectIfFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360 , Size: 1] -------------------------------- Class: SACData BulletHitInfoUploadData[] HitDataArray;//[Offset: 0x0 , Size: 12] LocalShootHitData[] ShootHitDataArray;//[Offset: 0xc , Size: 12] ShootTimeData[] ShootTimeDatas;//[Offset: 0x18 , Size: 12] int ShootTimes;//[Offset: 0x24 , Size: 4] byte[] TssSdkAntiData;//[Offset: 0x28 , Size: 12] int TssSdkAntiDataLen;//[Offset: 0x34 , Size: 4] int NetworkStatus;//[Offset: 0x38 , Size: 4] -------------------------------- Class: LocalShootHitData uint32 ShootID;//[Offset: 0x0 , Size: 4] Vector_NetQuantize ShootingDeviation;//[Offset: 0x4 , Size: 12] Vector_NetQuantize BulletsBornPosition;//[Offset: 0x10 , Size: 12] int BulletFlyDistance;//[Offset: 0x1c , Size: 4] int BulletDown;//[Offset: 0x20 , Size: 4] int8 CurBullet;//[Offset: 0x24 , Size: 1] int ShootInterval;//[Offset: 0x28 , Size: 4] int BulletFlyTime;//[Offset: 0x2c , Size: 4] int BulletShootTime;//[Offset: 0x30 , Size: 4] int BulletHitTime;//[Offset: 0x34 , Size: 4] int AimFov;//[Offset: 0x38 , Size: 4] byte bulletDamageReduceRatio;//[Offset: 0x3c , Size: 1] Vector_NetQuantize ShootingRecoil;//[Offset: 0x40 , Size: 12] int64 ClientStartTime;//[Offset: 0x50 , Size: 8] int[] MrpcsFlow;//[Offset: 0x58 , Size: 12] int AutoAimSpeed;//[Offset: 0x64 , Size: 4] int AutoAimSpeedRateMax;//[Offset: 0x68 , Size: 4] int AutoAimRangeMax;//[Offset: 0x6c , Size: 4] int AutoAimRangeRateMax;//[Offset: 0x70 , Size: 4] -------------------------------- Class: ShootTimeData Vector ShootPos;//[Offset: 0x0 , Size: 12] Vector GunPos;//[Offset: 0xc , Size: 12] Vector_NetQuantizeNormalSv MuzzleDir;//[Offset: 0x18 , Size: 12] uint32 ShootID;//[Offset: 0x24 , Size: 4] uint64 CurrentStates;//[Offset: 0x28 , Size: 8] byte CapsuleHalfHeight;//[Offset: 0x30 , Size: 1] float SkeletonLength;//[Offset: 0x34 , Size: 4] ShootTimeInfo_NetQuantize ShootInfo;//[Offset: 0x40 , Size: 64] double ShootSystemTime;//[Offset: 0x80 , Size: 8] byte ShootTimeConDelta;//[Offset: 0x88 , Size: 1] float ShootLevelTime;//[Offset: 0x8c , Size: 4] Vector GunTailPos;//[Offset: 0x90 , Size: 12] -------------------------------- Class: Vector_NetQuantizeNormalSv.Vector -------------------------------- Class: ShootTimeInfo_NetQuantize -------------------------------- Class: STExtraFireBalloon.Actor.Object BoxComponent* RootCollision;//[Offset: 0x2d0 , Size: 4] StaticMeshComponent* BalloonMesh;//[Offset: 0x2d4 , Size: 4] FireBalloonMovementComponent* Movement;//[Offset: 0x2d8 , Size: 4] int MapMarkTypeID;//[Offset: 0x2dc , Size: 4] enum MapMarkFlag;//[Offset: 0x2e0 , Size: 1] Pawn* Driver;//[Offset: 0x2e8 , Size: 4] float MoveUpValue;//[Offset: 0x2ec , Size: 4] byte MovementSmoothMode;//[Offset: 0x320 , Size: 1] float MovementSmoothAlpha;//[Offset: 0x324 , Size: 4] float MoveUpScale;//[Offset: 0x328 , Size: 4] bool bAutoFallOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1] float AutoFallOffSpeed;//[Offset: 0x330 , Size: 4] Vector ControlInputVector;//[Offset: 0x334 , Size: 12] Vector LastControlInputVector;//[Offset: 0x340 , Size: 12] float TickInterval;//[Offset: 0x34c , Size: 4] FString LuaFilePath;//[Offset: 0x354 , Size: 12] void SetParachuteServerAuthorized(Pawn* InPawn);// 0x1ece5a4 void SetMoveUpValue(float InMoveUpValue);// 0x1ece52c void SetDriver(Pawn* InPawn);// 0x1c8744c void OnRep_Driver(Pawn* PrevDriver);// 0x1ce0954 Pawn* GetDriver();// 0x1ece510 void CheckWishTask();// 0x2859eb0 bool CanBeDriver(Pawn* InPawn);// 0x1ece488 bool BlueprintIsNetRelevantFor(const Actor* RealViewer, const Actor* ViewTarget, out const Vector SrcLocation);// 0x2859eb0 -------------------------------- Class: FireBalloonMovementComponent.FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object enum MaxFlyHeightType;//[Offset: 0x135 , Size: 1] float MaxFlyHeight;//[Offset: 0x138 , Size: 4] float InitialMaxTarceDist;//[Offset: 0x13c , Size: 4] Vector InitialLocation;//[Offset: 0x140 , Size: 12] delegate OnFireBalloonImpactDelegate;//[Offset: 0x14c , Size: 12] Actor* ActorOwner;//[Offset: 0x158 , Size: 4] void SetSkipUpdate(bool bNewValue);// 0x1ece048 void ReceiveOnImpact(out const HitResult Hit, float TimeSlice, out const Vector MoveDelta);// 0x2859eb0 void OnFireBalloonImpactDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2859eb0 float GetMaxFlyHeight();// 0x1ece020 -------------------------------- Class: FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object float MaxSpeed;//[Offset: 0x124 , Size: 4] float Acceleration;//[Offset: 0x128 , Size: 4] float Deceleration;//[Offset: 0x12c , Size: 4] float TurningBoost;//[Offset: 0x130 , Size: 4] bool bPositionCorrected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x134 , Size: 1] -------------------------------- Class: DeviceInfo FString GPUFamily;//[Offset: 0x0 , Size: 12] FString GLVersion;//[Offset: 0xc , Size: 12] FString OSVersion;//[Offset: 0x18 , Size: 12] FString DeviceMake;//[Offset: 0x24 , Size: 12] FString DeviceModel;//[Offset: 0x30 , Size: 12] FString VulkanVersion;//[Offset: 0x3c , Size: 12] FString MemorySizeInGB;//[Offset: 0x48 , Size: 12] FString OpenID;//[Offset: 0x54 , Size: 12] -------------------------------- Class: SeekAndLockRPGBulletUploadData byte SeekAndLockStageType;//[Offset: 0x0 , Size: 1] Actor* SeekAndLockTarget;//[Offset: 0x4 , Size: 4] -------------------------------- Class: PlayerRemainTombBox.PlayerTombBox.Actor.Object FString TargetPlayerUID;//[Offset: 0x360 , Size: 12] int MiniMapIconID;//[Offset: 0x36c , Size: 4] int MiniMapInstanceID;//[Offset: 0x370 , Size: 4] bool bIsSearchedRemainBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x374 , Size: 1] void OnRep_IsSearchedRemainBox();// 0x1e01150 void HandleBoxIsSearched();// 0x1e01134 -------------------------------- Class: ExplosionProjectileHitInfo Vector ImpactPoint;//[Offset: 0x0 , Size: 12] Vector ImpactNormal;//[Offset: 0xc , Size: 12] float BulletHitTime;//[Offset: 0x18 , Size: 4] float BulletLaunchTime;//[Offset: 0x1c , Size: 4] float BulletMovedDistance;//[Offset: 0x20 , Size: 4] -------------------------------- Class: ProjectileBulletBase.STExtraShootWeaponBulletBase.Actor.Object bool DisableSimulateBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x516 , Size: 1] bool DisableServerBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x517 , Size: 1] Vector ServerShootPos;//[Offset: 0x518 , Size: 12] float ServerShootTime;//[Offset: 0x524 , Size: 4] ProjectileBulletLaunchParams ServerLaunchParams;//[Offset: 0x530 , Size: 80] bool bIsValidImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x599 , Size: 1] Controller* CachedInstigator;//[Offset: 0x5a0 , Size: 4] void RPC_Multicast_StartLaunch(float Speed, out const Transform Trans, Actor* InOwningWeapon, Actor* InInstigator, uint32 _ShootID);// 0x1ce13d0 void ProjectileComponentHandleShootDamageCallback(NormalProjectileComponent* Comp);// 0x1e13728 void OnRep_ServerLaunchParams(out const ProjectileBulletLaunchParams OldParam);// 0x1e13610 void OnImpactEnd(out const HitResult _ImpactResult);// 0x1ce1320 void OnImpact(out const HitResult _ImpactResult);// 0x1ce127c void HandleBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1e13414 -------------------------------- Class: STExtraShootWeaponBulletBase.Actor.Object BulletMovementComponent* PMComp;//[Offset: 0x2d4 , Size: 4] bool bLaunchWithGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8 , Size: 1] int MaxNoGravityRange;//[Offset: 0x2dc , Size: 4] float LaunchGravityScale;//[Offset: 0x2e0 , Size: 4] int PunctureTimes;//[Offset: 0x2e4 , Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x2e8 , Size: 4] class DamageType* DamageType;//[Offset: 0x2ec , Size: 4] ParticleSystem* NormalTailFX;//[Offset: 0x2f0 , Size: 4] bool bShowNormalTailFXImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1] bool bDrawImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5 , Size: 1] ParticleSystem* BeamTailFX;//[Offset: 0x2f8 , Size: 4] Vector RootScale;//[Offset: 0x2fc , Size: 12] bool bUseOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308 , Size: 1] bool bHasFlyPastEarSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309 , Size: 1] Vector ShootDir;//[Offset: 0x30c , Size: 12] bool bIgnoreCahracterRootCompImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318 , Size: 1] STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x410 , Size: 4] delegate OnResetBullet;//[Offset: 0x414 , Size: 12] delegate OnBulletImpact;//[Offset: 0x420 , Size: 12] delegate OnLaunchBullet;//[Offset: 0x42c , Size: 12] delegate OnRecycleBullet;//[Offset: 0x438 , Size: 12] ParticleSystemComponent* BeamTailFXComp;//[Offset: 0x444 , Size: 4] Actor* WeaponOwnerPawn;//[Offset: 0x448 , Size: 4] float WeaponFloorHeight;//[Offset: 0x4f4 , Size: 4] Vector WeaponOwnerPos;//[Offset: 0x4f8 , Size: 12] byte CachedOwnerRole;//[Offset: 0x504 , Size: 1] uint32 OwnerPlayerKey;//[Offset: 0x508 , Size: 4] bool bEnableClientBlockVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c , Size: 1] bool bEnableUpdateBulletTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50d , Size: 1] int MaxTraceTimes;//[Offset: 0x510 , Size: 4] bool bEnableFillSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514 , Size: 1] bool IngoreSameGroupBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515 , Size: 1] void ResetBulletDelegate__DelegateSignature();// 0x2859eb0 void ReloadNoEncodeAttr();// 0x1ce00b0 void OnRecycleBulletDelegate__DelegateSignature();// 0x2859eb0 void OnImpactEnd(out const HitResult _ImpactResult);// 0x1ce1320 void OnImpactDelegate__DelegateSignature(HitResult HitInfo);// 0x2859eb0 void OnImpact(out const HitResult _ImpactResult);// 0x1ce127c bool NeedCheckBulletFlySound();// 0x1f40600 void LaunchBulletDelegate__DelegateSignature();// 0x2859eb0 float GetMaxBulletFlySpeed();// 0x1e35598 Controller* GetInstigatorControllerSafe();// 0x1f405d8 STExtraBaseCharacter* GetInstigatorCharacter();// 0x1f405b0 bool ClientVerifyBlock(out Vector MuzzlePos, out Vector ImpactPoint, Actor* Weapon, Actor* ImpactActor);// 0x1f40440 -------------------------------- Class: ProjectileBulletLaunchParams float Speed;//[Offset: 0x0 , Size: 4] Transform Trans;//[Offset: 0x10 , Size: 48] Actor* OwningWeapon;//[Offset: 0x40 , Size: 4] Actor* Instigator;//[Offset: 0x44 , Size: 4] uint32 ShootID;//[Offset: 0x48 , Size: 4] -------------------------------- Class: BulletMovementComponent.ProjectileMovementComponent.MovementComponent.ActorComponent.Object bool bIgnoreBounceReflectOnce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x156 , Size: 1] bool bEnableTickDelayForOneFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x157 , Size: 1] bool bNeedStopWhenImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1] bool bCheckBodyInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x159 , Size: 1] SceneComponent* LastUpdateComponentBeforeStop;//[Offset: 0x15c , Size: 4] void ResumeMoveAfterImpactWithNoLost();// 0x1cfac18 void ResetTickDelay();// 0x1cfabfc void IgnoreBounceReflectOnce();// 0x1cfabe0 void ForceStop();// 0x1cfabcc -------------------------------- Class: ProjectileMovementComponent.MovementComponent.ActorComponent.Object float InitialSpeed;//[Offset: 0xf4 , Size: 4] float MaxSpeed;//[Offset: 0xf8 , Size: 4] bool bRotationFollowsVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xfc , Size: 1] bool bShouldBounce;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xfc , Size: 1] bool bInitialVelocityInLocalSpace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xfc , Size: 1] bool bForceSubStepping;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xfc , Size: 1] bool bIsHomingProjectile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xfc , Size: 1] bool bBounceAngleAffectsFriction;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xfc , Size: 1] bool bIsSliding;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xfc , Size: 1] float PreviousHitTime;//[Offset: 0x100 , Size: 4] Vector PreviousHitNormal;//[Offset: 0x104 , Size: 12] float ProjectileGravityScale;//[Offset: 0x110 , Size: 4] float Buoyancy;//[Offset: 0x114 , Size: 4] float Bounciness;//[Offset: 0x118 , Size: 4] float Friction;//[Offset: 0x11c , Size: 4] float BounceVelocityStopSimulatingThreshold;//[Offset: 0x120 , Size: 4] delegate OnProjectileBounce;//[Offset: 0x124 , Size: 12] delegate OnProjectileStop;//[Offset: 0x130 , Size: 12] float HomingAccelerationMagnitude;//[Offset: 0x13c , Size: 4] SceneComponent* HomingTargetComponent;//[Offset: 0x140 , Size: 8] float MaxSimulationTimeStep;//[Offset: 0x148 , Size: 4] int MaxSimulationIterations;//[Offset: 0x14c , Size: 4] int BounceAdditionalIterations;//[Offset: 0x150 , Size: 4] void StopSimulating(out const HitResult HitResult);// 0x404cca4 void SetVelocityInLocalSpace(Vector NewVelocity);// 0x404cc2c void OnProjectileStopDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2859eb0 void OnProjectileBounceDelegate__DelegateSignature(out const HitResult ImpactResult, out const Vector ImpactVelocity);// 0x2859eb0 Vector LimitVelocity(Vector NewVelocity);// 0x404cb98 -------------------------------- Class: NormalProjectileComponent.STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object float AutoRecoverShootLockInterval;//[Offset: 0x43c , Size: 4] NormalProjectileVerifyConfig VerifyConfig;//[Offset: 0x440 , Size: 44] delegate OnHandleShootDamageDelegate;//[Offset: 0x46c , Size: 12] bool bNeedWaitClientBulletLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47c , Size: 1] float CurShootLockInterval;//[Offset: 0x480 , Size: 4] void UpdateShootLockCD(float DeltaTime);// 0x1de5c10 void OnHandleShootDamageDelegate__DelegateSignature(NormalProjectileComponent* NormalProjectileComponent);// 0x2859eb0 bool CheckShootState();// 0x1de5be0 -------------------------------- Class: STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object Actor*[] BulletCacheList;//[Offset: 0x430 , Size: 12] -------------------------------- Class: STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object FName NormalBulletsTrackCompTag;//[Offset: 0xd0 , Size: 8] FName ScopeBulletsTrackCompTag;//[Offset: 0xd8 , Size: 8] bool bDrawShootLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1] float DrawShootLineTime;//[Offset: 0xe4 , Size: 4] bool bDrawShootPointOnScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8 , Size: 1] float DrawShootPointOnScreenTime;//[Offset: 0xec , Size: 4] float DrawShootPointOnScreenSize;//[Offset: 0xf0 , Size: 4] float DrawShootPoint3DSize;//[Offset: 0xf4 , Size: 4] BulletTrackComponent* ShootWeaponBulletsTrackComponent;//[Offset: 0xf8 , Size: 4] BulletTrackComponent* ShootWeaponScopeBulletsTrackComponent;//[Offset: 0xfc , Size: 4] ShootWeaponEntity* ShootWeaponEntityComponent;//[Offset: 0x100 , Size: 4] bool bIsContinuousShooting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1] int ContinuousShootingBulletsNum;//[Offset: 0x108 , Size: 4] delegate OnShoot;//[Offset: 0x10c , Size: 12] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x118 , Size: 4] VolleyShootInfoCache[] VolleyShootLocCache;//[Offset: 0x40c , Size: 12] void VehicleShoot();// 0x1f41410 void UpdateVolleyShootParameters(Vector TargetLoc, out Vector StartLoc, out Rotator BulletRot, out Vector BulletDir);// 0x1f41298 void ShootDelegate__DelegateSignature();// 0x2859eb0 void ReInitWeaponOwnerData();// 0x1f41284 void OnWeaponClipMaxBulletChanged();// 0x1f41270 void OnWeaponBulletChanged();// 0x1f4125c void OnContinuousShootStateChangedDelegate__DelegateSignature(bool bIsContinuousShooting);// 0x2859eb0 void OnContinuousShootDelegate__DelegateSignature(int BulletsNum);// 0x2859eb0 void LocalShowDamageFloatingText(Actor* AttackWeaponOwner, Actor* VictimeActor, float Damage, byte HitBodyType, Vector ImpactPoint);// 0x1f410c8 float GetDamageAfterModify(float Damage, out const DamageEvent DamageEvent, Actor* AttackActor, Actor* VictimActor);// 0x1f40f54 void GetBulletPosAndVelocity(out Vector StartPos, out Vector Velocity);// 0x1f40e7c bool CheckShootState();// 0x1de5be0 Vector CalcShootTargetLocByStartAndRot(Vector Start, Rotator ShootRot, out HitResult OutHitResult);// 0x1f40d34 -------------------------------- Class: WeaponLogicBaseComponent.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0xc0 , Size: 4] STExtraPlayerController* GlobalController;//[Offset: 0xc8 , Size: 4] void UpdateComponentTick();// 0x1d13154 STExtraWeapon* TryGetOwnerWeapon();// 0x1ff8ac0 STExtraShootWeapon* TryGetOwnerShootWeapon();// 0x1ff8a98 void MarkWeaponLogicComponentTickRoleEnable(byte Role, bool bTickEnable);// 0x1ff89d4 bool IsWeaponOwnerOBTarget();// 0x1ff89ac bool IsWeaponLogicComponentTickRoleEnabled(byte Role);// 0x1ff892c bool IsWeaponLogicComponentTickEnabled();// 0x1ff8904 bool IsLocalOrSpectorPlayer();// 0x1ff88dc FString GetWeaponDetailInfo();// 0x1ff881c byte GetOwnerPawnRole();// 0x1ff87f4 -------------------------------- Class: NormalProjectileVerifyConfig float MaxShootPointTolerateDistanceOffset;//[Offset: 0x0 , Size: 4] float MaxShootPointTolerateDistanceOffsetVehicle;//[Offset: 0x4 , Size: 4] float MaxImpactPointTolerateDistanceOffset;//[Offset: 0x8 , Size: 4] float BlockVerifyImpactNormalOffset;//[Offset: 0xc , Size: 4] bool bVerifyBulletScDiff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] float MaxDiffServerClient;//[Offset: 0x14 , Size: 4] bool bVerifyShootDir2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] float ShortDirReverseDistance;//[Offset: 0x1c , Size: 4] float TolerateBulletDirOffsetSquared;//[Offset: 0x20 , Size: 4] bool bVerifyWeaponFireInfoTimeForcePunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] bool bVerifyClientFlySpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1] bool bVerifyLauchTimeWithServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1] float ClientServerFlyTimeTorelate;//[Offset: 0x28 , Size: 4] -------------------------------- Class: BulletTrackComponent.WeaponLogicBaseComponent.ActorComponent.Object STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xcc , Size: 4] STExtraBaseCharacter* OwnerCharacter;//[Offset: 0xd0 , Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0xd4 , Size: 4] int UseTss;//[Offset: 0x138 , Size: 4] bool IsAutonomousOrSpectorWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140 , Size: 1] SRecoilInfo RecoilInfo_NoTss;//[Offset: 0x144 , Size: 100] void OnWeaponStopFire();// 0x1cfb3d8 void OnWeaponStartFire();// 0x1cfb3c4 void OnWeaponShoot();// 0x1cfb3b0 void GetDataFromWeaponEntity();// 0x1cfb39c Vector GetCurRecoilInfo();// 0x1cfb354 float GetCurDeviation();// 0x1cfb32c void CheckComponentTick();// 0x1cfb318 -------------------------------- Class: SRecoilInfo float VerticalRecoilMin;//[Offset: 0x0 , Size: 4] float VerticalRecoilMax;//[Offset: 0x4 , Size: 4] float VerticalRecoilVariation;//[Offset: 0x8 , Size: 4] float VerticalRecoveryModifier;//[Offset: 0xc , Size: 4] float VerticalRecoveryClamp;//[Offset: 0x10 , Size: 4] float VerticalRecoveryMax;//[Offset: 0x14 , Size: 4] float LeftMax;//[Offset: 0x18 , Size: 4] float RightMax;//[Offset: 0x1c , Size: 4] float HorizontalTendency;//[Offset: 0x20 , Size: 4] CurveVector* RecoilCurve;//[Offset: 0x24 , Size: 4] int BulletPerSwitch;//[Offset: 0x28 , Size: 4] float TimePerSwitch;//[Offset: 0x2c , Size: 4] bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1] float RecoilSpeedVertical;//[Offset: 0x34 , Size: 4] float RecoilSpeedHorizontal;//[Offset: 0x38 , Size: 4] float RecovertySpeedVertical;//[Offset: 0x3c , Size: 4] float RecoilValueClimb;//[Offset: 0x40 , Size: 4] float RecoilValueFail;//[Offset: 0x44 , Size: 4] float RecoilModifierStand;//[Offset: 0x48 , Size: 4] float RecoilModifierCrouch;//[Offset: 0x4c , Size: 4] float RecoilModifierProne;//[Offset: 0x50 , Size: 4] float RecoilHorizontalMinScalar;//[Offset: 0x54 , Size: 4] float BurstEmptyDelay;//[Offset: 0x58 , Size: 4] bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1] float ShootSightReturnSpeed;//[Offset: 0x60 , Size: 4] -------------------------------- Class: ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x3c0 , Size: 4] float BulletFireSpeed;//[Offset: 0x3c4 , Size: 4] bool bAddOwnerOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8 , Size: 1] float MaxVelocityOffsetAddRate;//[Offset: 0x3cc , Size: 4] int MaxBulletNumInOneClip;//[Offset: 0x3d0 , Size: 4] int MaxBulletNumInBarrel;//[Offset: 0x3d4 , Size: 4] int ExtendMaxBulletNumInOneClip;//[Offset: 0x3d8 , Size: 4] ExtendBulletNumAttachment[] ReplaceExtendMaxBulletNumList;//[Offset: 0x3dc , Size: 12] float ShootInterval;//[Offset: 0x3e8 , Size: 4] bool bHasSingleFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec , Size: 1] bool bHasAutoFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed , Size: 1] bool bHasBurstFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ee , Size: 1] bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ef , Size: 1] int BurstShootBulletsNum;//[Offset: 0x3f0 , Size: 4] bool bHasVolleyFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4 , Size: 1] int VolleyShootBulletsNum;//[Offset: 0x3f8 , Size: 4] float VolleyBulletSpreadFactor;//[Offset: 0x3fc , Size: 4] FName[] VolleyMuzzleSocketNameList;//[Offset: 0x400 , Size: 12] float BurstShootInterval;//[Offset: 0x40c , Size: 4] float BurstShootCD;//[Offset: 0x410 , Size: 4] int BulletNumSingleShot;//[Offset: 0x414 , Size: 4] FName MuzzleSocketName;//[Offset: 0x418 , Size: 8] FName DefaultMuzzleSocketName;//[Offset: 0x420 , Size: 8] FName SilencerSocketName;//[Offset: 0x428 , Size: 8] FName FiringSuppressorSocketName;//[Offset: 0x430 , Size: 8] FName ShellDropSocketName;//[Offset: 0x438 , Size: 8] FName ScopeAimCameraSocketName;//[Offset: 0x440 , Size: 8] float ImpactEffectSkipDistance;//[Offset: 0x448 , Size: 4] float MaxImpactEffectSkipTime;//[Offset: 0x44c , Size: 4] byte shootType;//[Offset: 0x450 , Size: 1] int ShootTotalType;//[Offset: 0x454 , Size: 4] bool ADSManualStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x458 , Size: 1] float WeaponWarnUpTime;//[Offset: 0x45c , Size: 4] WeaponHitPartCoff WeaponHitPartCoff;//[Offset: 0x460 , Size: 20] WeaponHitPartCoff WeaponHitPartCoffZombie;//[Offset: 0x474 , Size: 20] float BaseImpactDamage;//[Offset: 0x488 , Size: 4] float BulletMomentum;//[Offset: 0x48c , Size: 4] float BulletRange;//[Offset: 0x490 , Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x494 , Size: 4] byte ImpactDirType;//[Offset: 0x498 , Size: 1] SRangeAttenuateConfig[] RangeAttenuate;//[Offset: 0x49c , Size: 12] float RangeModifier;//[Offset: 0x4a8 , Size: 4] float ReferenceDistance;//[Offset: 0x4ac , Size: 4] float IgnoreRangeAttenuatDis;//[Offset: 0x4b0 , Size: 4] class DamageType* DamageType;//[Offset: 0x4b4 , Size: 4] ItemDefineID BulletType;//[Offset: 0x4b8 , Size: 24] ItemDefineID ReplaceBulletType;//[Offset: 0x4d0 , Size: 24] bool bHasInfiniteClips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e8 , Size: 1] bool bClipHasInfiniteBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e9 , Size: 1] int InitBulletInClip;//[Offset: 0x4ec , Size: 4] bool bAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f0 , Size: 1] float TraceDistance;//[Offset: 0x4f4 , Size: 4] float MaxValidHitTime;//[Offset: 0x4f8 , Size: 4] BreakThroughDampRateConfig;//[Offset: 0x4fc , Size: 60] float MaxDamageRate;//[Offset: 0x538 , Size: 4] BreakThroughMaxNumConfig;//[Offset: 0x53c , Size: 60] bool bHasOBBulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578 , Size: 1] CurveFloat* OBBulletSpeedScaleCurve;//[Offset: 0x57c , Size: 4] WeaponVisualBulletClientModeConfig VisualBulletTrackConfig;//[Offset: 0x580 , Size: 56] Vector2D LocalOBBulletLaunchRangeFromMuzzle;//[Offset: 0x5b8 , Size: 8] float DamageImpulse;//[Offset: 0x5c0 , Size: 4] byte ReloadType;//[Offset: 0x5c4 , Size: 1] float PreFireTime;//[Offset: 0x5c8 , Size: 4] float PostFireTime;//[Offset: 0x5cc , Size: 4] float PostReloadTime;//[Offset: 0x5d0 , Size: 4] float ReloadDurationStart;//[Offset: 0x5d4 , Size: 4] float ReloadDurationStartTacticalOffset;//[Offset: 0x5d8 , Size: 4] float ReloadDurationLoop;//[Offset: 0x5dc , Size: 4] float ReloadTime;//[Offset: 0x5e0 , Size: 4] float ReloadTimeTactical;//[Offset: 0x5e4 , Size: 4] float ReloadTimeMagOut;//[Offset: 0x5e8 , Size: 4] float ReloadTimeMagIn;//[Offset: 0x5ec , Size: 4] float ReloadRate;//[Offset: 0x5f0 , Size: 4] FName ReloadAllTIDName;//[Offset: 0x5f8 , Size: 8] FName ReloadTacticalTIDName;//[Offset: 0x600 , Size: 8] bool bUseSpecificBulletNumOnReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x608 , Size: 1] int ReloadSpecificBulletNum;//[Offset: 0x60c , Size: 4] bool ReloadWithNoCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610 , Size: 1] bool InitAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x611 , Size: 1] int InterruptReloadByFireMinBulletThreshold;//[Offset: 0x614 , Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x618 , Size: 152] AutoAimingConfigByGameMode[] AdjustAutoAimingConfigByModeList;//[Offset: 0x6b0 , Size: 12] bool IsSupportAutoAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bc , Size: 1] SRecoilInfo RecoilInfo;//[Offset: 0x6c0 , Size: 100] float AccessoriesVRecoilFactor;//[Offset: 0x724 , Size: 4] float AccessoriesHRecoilFactor;//[Offset: 0x728 , Size: 4] float AccessoriesRecoveryFactor;//[Offset: 0x72c , Size: 4] SDeviation DeviationInfo;//[Offset: 0x730 , Size: 64] float ShotGunCenterPerc;//[Offset: 0x770 , Size: 4] float ShotGunVerticalSpread;//[Offset: 0x774 , Size: 4] float ShotGunHorizontalSpread;//[Offset: 0x778 , Size: 4] float GameDeviationFactor;//[Offset: 0x77c , Size: 4] float GameDeviationAccuracy;//[Offset: 0x780 , Size: 4] float AccessoriesDeviationFactor;//[Offset: 0x784 , Size: 4] byte CrossHairType;//[Offset: 0x788 , Size: 1] float CrossHairInitialSize;//[Offset: 0x78c , Size: 4] float CrossHairBurstSpeed;//[Offset: 0x790 , Size: 4] float CrossHairBurstIncreaseSpeed;//[Offset: 0x794 , Size: 4] float VehicleWeaponDeviationAngle;//[Offset: 0x798 , Size: 4] bool bDrawCrosshairWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79c , Size: 1] FName DefaultScopeSocket;//[Offset: 0x7a0 , Size: 8] FName DefaultGripSocket;//[Offset: 0x7a8 , Size: 8] FName DefaultGunStockSocket;//[Offset: 0x7b0 , Size: 8] FName DefaultMagSocket;//[Offset: 0x7b8 , Size: 8] float WeaponBodyLength;//[Offset: 0x7c0 , Size: 4] FName[] OpticalSightAttachmentSocketNameList;//[Offset: 0x7c4 , Size: 12] float WeaponAimFOV;//[Offset: 0x7d4 , Size: 4] float WeaponAimInTime;//[Offset: 0x7d8 , Size: 4] float WeaponAimPitchRate;//[Offset: 0x7dc , Size: 4] float WeaponAimYawRate;//[Offset: 0x7e0 , Size: 4] float GameMotionYawRate;//[Offset: 0x7e4 , Size: 4] float GameMotionPitchRate;//[Offset: 0x7e8 , Size: 4] float ForegripParam;//[Offset: 0x7ec , Size: 4] float MagParam;//[Offset: 0x7f0 , Size: 4] bool SimulateMagParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f4 , Size: 1] float SensitiveFireYawRate;//[Offset: 0x7f8 , Size: 4] byte SightType;//[Offset: 0x7fc , Size: 1] float SensitiveFirePitchRate;//[Offset: 0x800 , Size: 4] byte SightVisionType;//[Offset: 0x804 , Size: 1] ItemDefineID DefaultScopeID;//[Offset: 0x808 , Size: 24] float MaxBulletImpactFXClampDistance;//[Offset: 0x820 , Size: 4] int MaxBulletImpactFXSpawnNum;//[Offset: 0x824 , Size: 4] float RecoilKickADS;//[Offset: 0x828 , Size: 4] float ExtraHitPerformScale;//[Offset: 0x82c , Size: 4] float HUDAlphaDecreaseSpeedScale;//[Offset: 0x830 , Size: 4] bool bAutoExitScopeAfterFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x834 , Size: 1] enum ReleaseFireType;//[Offset: 0x835 , Size: 1] bool bEnableScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x836 , Size: 1] bool bLock90DirWhenPitchAbove75;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x837 , Size: 1] float LockAnimPitchDegree;//[Offset: 0x838 , Size: 4] float LockAnimPitchDegreeCrouch;//[Offset: 0x83c , Size: 4] float AnimationKick;//[Offset: 0x840 , Size: 4] int ReloadAnimSlot;//[Offset: 0x844 , Size: 4] bool ReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848 , Size: 1] bool bEnableNightVersionWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x849 , Size: 1] bool bShowBarrelBulletNumUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84a , Size: 1] bool bRecordHitDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84b , Size: 1] int ConstantWeaponDurability;//[Offset: 0x84c , Size: 4] int ShootReduceDurabilityAmount;//[Offset: 0x850 , Size: 4] byte[] CoronaEffectCfg;//[Offset: 0x854 , Size: 12] ItemDefineID GetBulletType();// 0x1e3d29c -------------------------------- Class: WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object int WeaponId;//[Offset: 0xcc , Size: 4] byte WeaponType;//[Offset: 0xd0 , Size: 1] byte weaponTypeNew;//[Offset: 0xd1 , Size: 1] byte WeaponHoldType;//[Offset: 0xd2 , Size: 1] FName WeaponAttachSocket;//[Offset: 0xd8 , Size: 8] bool bUseCustomWeaponBackpackAttachSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1] FName CustomWeaponBackpackAttachSocket;//[Offset: 0xe8 , Size: 8] bool ShowBulletTraceWhenScoped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1] int MaxNoGravityRange;//[Offset: 0xf4 , Size: 4] float LaunchGravityScale;//[Offset: 0xf8 , Size: 4] bool bEnableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc , Size: 1] int UnableProneHoldingTipID;//[Offset: 0x100 , Size: 4] bool bEnableVehicleHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1] bool bEnableLeanOutHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105 , Size: 1] bool bEnableShovelHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106 , Size: 1] int UnableShovelHoldingTipID;//[Offset: 0x108 , Size: 4] bool bEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1] int UnablePeekTipID;//[Offset: 0x110 , Size: 4] bool bEnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1] bool GuidedMissileVehicleRenderIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115 , Size: 1] PlugComponentSlotMap;//[Offset: 0x118 , Size: 60] PlugComponentSlotDataMap;//[Offset: 0x154 , Size: 60] float SwitchFromIdleToBackpackTime;//[Offset: 0x190 , Size: 4] float SwitchFromBackpackToIdleTime;//[Offset: 0x194 , Size: 4] enum[] DisableWeaponPlayerStateList;//[Offset: 0x198 , Size: 12] int DisableUseWeaponPlayerStateMsgIDDefault;//[Offset: 0x1a4 , Size: 4] int DisableUseWeaponPlayerStateMsgIDSpecific;//[Offset: 0x1a8 , Size: 4] Transform AttachToBackRelativeTransform_NoBagL;//[Offset: 0x1b0 , Size: 48] Transform AttachToBackRelativeTransform_NoBagR;//[Offset: 0x1e0 , Size: 48] Transform AttachToBackRelativeTransform_Lv1BagL;//[Offset: 0x210 , Size: 48] Transform AttachToBackRelativeTransform_Lv1BagR;//[Offset: 0x240 , Size: 48] Transform AttachToBackRelativeTransform_Lv2BagL;//[Offset: 0x270 , Size: 48] Transform AttachToBackRelativeTransform_Lv2BagR;//[Offset: 0x2a0 , Size: 48] Transform AttachToBackRelativeTransform_Lv3BagL;//[Offset: 0x2d0 , Size: 48] Transform AttachToBackRelativeTransform_Lv3BagR;//[Offset: 0x300 , Size: 48] AttachToBackRelativeTransform_BagL_Map;//[Offset: 0x330 , Size: 60] AttachToBackRelativeTransform_BagR_Map;//[Offset: 0x36c , Size: 60] MaterialInstance* WeaponMaterialUsedForDisplay;//[Offset: 0x3a8 , Size: 4] bool bIsShieldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac , Size: 1] bool bCanBeHoldedWithShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ad , Size: 1] byte[] AutoCheckCreateSkillCompWeaponTypeList;//[Offset: 0x3b0 , Size: 12] bool bAutoCheckCreateSkillComp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1] -------------------------------- Class: WeaponComponentItemData PickUpGlobalDataTableRow PickUpGlobalDataTableRow;//[Offset: 0x0 , Size: 352] WeaponComponentDataTableRow WeaponComponentDataTableRow;//[Offset: 0x160 , Size: 24] -------------------------------- Class: PickUpGlobalDataTableRow.SurviveTableRowBase.TableRowBase byte SurvivePickUpGlobalCategory;//[Offset: 0xc , Size: 1] SlateBrush SmallProfileImage;//[Offset: 0x10 , Size: 152] SlateBrush LargerProfileImage;//[Offset: 0xa8 , Size: 152] FString Name;//[Offset: 0x140 , Size: 12] FString Description;//[Offset: 0x14c , Size: 12] int DisplayPriority;//[Offset: 0x158 , Size: 4] -------------------------------- Class: SurviveTableRowBase.TableRowBase int ID;//[Offset: 0x4 , Size: 4] int PickUpSoundID;//[Offset: 0x8 , Size: 4] -------------------------------- Class: WeaponComponentDataTableRow.SurviveTableRowBase.TableRowBase int WeaponComponentID;//[Offset: 0xc , Size: 4] byte Type;//[Offset: 0x10 , Size: 1] StaticMesh* ShowMesh;//[Offset: 0x14 , Size: 4] -------------------------------- Class: ExtendBulletNumAttachment int TypeSpecificID;//[Offset: 0x0 , Size: 4] int ExtendMaxBulletNumInOneClip;//[Offset: 0x4 , Size: 4] -------------------------------- Class: WeaponHitPartCoff float Head;//[Offset: 0x0 , Size: 4] float Body;//[Offset: 0x4 , Size: 4] float Limbs;//[Offset: 0x8 , Size: 4] float Hand;//[Offset: 0xc , Size: 4] float Foot;//[Offset: 0x10 , Size: 4] -------------------------------- Class: SRangeAttenuateConfig int rangeStart;//[Offset: 0x0 , Size: 4] int rangeEnd;//[Offset: 0x4 , Size: 4] float rangeAttenuateFactor;//[Offset: 0x8 , Size: 4] -------------------------------- Class: WeaponVisualBulletClientModeConfig WeaponVisualBulletCameraModeConfig AutonomousClientSetting;//[Offset: 0x0 , Size: 24] WeaponVisualBulletCameraModeConfig OBPawnPerspectiveClientSetting;//[Offset: 0x18 , Size: 24] WeaponVisualBulletItemConfig DefaultSetting;//[Offset: 0x30 , Size: 8] -------------------------------- Class: WeaponVisualBulletCameraModeConfig WeaponVisualBulletItemConfig FPPSetting;//[Offset: 0x0 , Size: 8] WeaponVisualBulletItemConfig TPPSetting;//[Offset: 0x8 , Size: 8] WeaponVisualBulletItemConfig GunADSSetting;//[Offset: 0x10 , Size: 8] -------------------------------- Class: WeaponVisualBulletItemConfig bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] ParticleSystem* VisualBulletTrackFX;//[Offset: 0x4 , Size: 4] -------------------------------- Class: AutoAimingConfig AutoAimingRangeConfig OuterRange;//[Offset: 0x0 , Size: 72] AutoAimingRangeConfig InnerRange;//[Offset: 0x48 , Size: 72] float followTimeMax;//[Offset: 0x90 , Size: 4] float MaxAngle;//[Offset: 0x94 , Size: 4] -------------------------------- Class: AutoAimingRangeConfig float Speed;//[Offset: 0x0 , Size: 4] float RangeRate;//[Offset: 0x4 , Size: 4] float SpeedRate;//[Offset: 0x8 , Size: 4] float RangeRateSight;//[Offset: 0xc , Size: 4] float SpeedRateSight;//[Offset: 0x10 , Size: 4] float CrouchRate;//[Offset: 0x14 , Size: 4] float ProneRate;//[Offset: 0x18 , Size: 4] float DyingRate;//[Offset: 0x1c , Size: 4] float DriveVehicleRate;//[Offset: 0x20 , Size: 4] float InVehicleRate;//[Offset: 0x24 , Size: 4] float FreeFallRate;//[Offset: 0x28 , Size: 4] float OpeningRate;//[Offset: 0x2c , Size: 4] float LandingRate;//[Offset: 0x30 , Size: 4] float adsorbMaxRange;//[Offset: 0x34 , Size: 4] float adsorbMinRange;//[Offset: 0x38 , Size: 4] float adsorbMinAttenuationDis;//[Offset: 0x3c , Size: 4] float adsorbMaxAttenuationDis;//[Offset: 0x40 , Size: 4] float adsorbActiveMinRange;//[Offset: 0x44 , Size: 4] -------------------------------- Class: AutoAimingConfigByGameMode class GameStateBase* GameStateClass;//[Offset: 0x0 , Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x4 , Size: 152] -------------------------------- Class: SDeviation float DeviationBase;//[Offset: 0x0 , Size: 4] float DeviationBaseAim;//[Offset: 0x4 , Size: 4] float DeviationBaseADS;//[Offset: 0x8 , Size: 4] float DeviationRecoilGain;//[Offset: 0xc , Size: 4] float DeviationRecoilGainAim;//[Offset: 0x10 , Size: 4] float DeviationRecoilGainADS;//[Offset: 0x14 , Size: 4] float DeviationMax;//[Offset: 0x18 , Size: 4] float DeviationMinMove;//[Offset: 0x1c , Size: 4] float DeviationMaxMove;//[Offset: 0x20 , Size: 4] float DeviationMoveMultiplier;//[Offset: 0x24 , Size: 4] float DeviationMoveMinRefrence;//[Offset: 0x28 , Size: 4] float DeviationMoveMaxRefrence;//[Offset: 0x2c , Size: 4] float DeviationStanceStand;//[Offset: 0x30 , Size: 4] float DeviationStanceCrouch;//[Offset: 0x34 , Size: 4] float DeviationStanceProne;//[Offset: 0x38 , Size: 4] float DeviationStanceJump;//[Offset: 0x3c , Size: 4] -------------------------------- Class: VolleyShootInfoCache Vector StartLoc;//[Offset: 0x0 , Size: 12] Vector ShootDir;//[Offset: 0xc , Size: 12] -------------------------------- Class: AttrModifyItem CacheAffactTargetInfo[] AffectTargetsCachInfo;//[Offset: 0x0 , Size: 12] FString AttrModifyItemName;//[Offset: 0xc , Size: 12] FString AttrName;//[Offset: 0x18 , Size: 12] int AttrId;//[Offset: 0x24 , Size: 4] int CompareId;//[Offset: 0x28 , Size: 4] enum ModifierOp;//[Offset: 0x2c , Size: 1] float ModifierValue;//[Offset: 0x30 , Size: 4] bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34 , Size: 1] bool ClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35 , Size: 1] -------------------------------- Class: CacheAffactTargetInfo Actor* AffectTarget;//[Offset: 0x0 , Size: 8] float FinalAddValue;//[Offset: 0x8 , Size: 4] -------------------------------- Class: WarPlayerStateScore int Rank;//[Offset: 0x0 , Size: 4] int Score;//[Offset: 0x4 , Size: 4] enum ScoreChangeReason;//[Offset: 0x8 , Size: 1] int ScoreChangeCauserPlayerID;//[Offset: 0xc , Size: 4] int HighestScore;//[Offset: 0x10 , Size: 4] int FollowScore;//[Offset: 0x14 , Size: 4] -------------------------------- Class: VehicleMoveFlow uint64 RoleID;//[Offset: 0x0 , Size: 8] FString OpenID;//[Offset: 0x8 , Size: 12] int8 PlatID;//[Offset: 0x14 , Size: 1] uint16 AreaID;//[Offset: 0x16 , Size: 2] FString ZoneID;//[Offset: 0x18 , Size: 12] VehicleMovePoint[] PointList;//[Offset: 0x24 , Size: 12] -------------------------------- Class: VehicleMovePoint uint32 UniqueId;//[Offset: 0x0 , Size: 4] int8 Type;//[Offset: 0x4 , Size: 1] int X;//[Offset: 0x8 , Size: 4] int Y;//[Offset: 0xc , Size: 4] int Z;//[Offset: 0x10 , Size: 4] int Speed;//[Offset: 0x14 , Size: 4] int8 VehicleN2oUse;//[Offset: 0x18 , Size: 1] int8 VehicleCarPetUse;//[Offset: 0x19 , Size: 1] int VehicleMoveDistance;//[Offset: 0x1c , Size: 4] int TimeStamp;//[Offset: 0x20 , Size: 4] int8 RoleType;//[Offset: 0x24 , Size: 1] -------------------------------- Class: WeaponHitDisanceSectionArray int[] SectionArray;//[Offset: 0x0 , Size: 12] int CaculateType;//[Offset: 0xc , Size: 4] -------------------------------- Class: SIslandInactiveClearComponent.ActorComponent.Object float ComponentTickInterval;//[Offset: 0xbc , Size: 4] float InactiveCheckGap;//[Offset: 0xc0 , Size: 4] float InactiveTimeForTipPreTime;//[Offset: 0xc8 , Size: 4] float PreActiveTime;//[Offset: 0xcc , Size: 4] float ClientSendActiveRPCGap;//[Offset: 0xd4 , Size: 4] bool bIsClientActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1] enum SIslandActiveType;//[Offset: 0xd9 , Size: 1] Vector PrePawnLoc;//[Offset: 0xdc , Size: 12] Rotator PreControllerRotation;//[Offset: 0xe8 , Size: 12] delegate OnInactiveTipInSocialIslandDelegate;//[Offset: 0xf4 , Size: 12] void ServerMarkPlayerActive();// 0x1e45528 void OnInactiveTipInSocialIslandDelegate__DelegateSignature(float RemainTime);// 0x2859eb0 void MarkPlayerActive();// 0x1e45514 void KickOutPlayer();// 0x1e45500 void ClientShowKickOutTip(float RemainTime);// 0x1c727ac void ClientCachedActiveState();// 0x1e454ec bool CheckForMovement();// 0x1e454c4 void CheckForInactive();// 0x1e454a8 -------------------------------- Class: ObservingReplay.GameReplay.Object delegate OnRequestStreamsComplete;//[Offset: 0xe0 , Size: 12] FString ReplayServerURL;//[Offset: 0x118 , Size: 12] void RequestReplaysFromServer(FString URLString);// 0x1de8b24 void ClearStreams();// 0x1de8b10 -------------------------------- Class: GameReplay.Object UserWidget* GMUI;//[Offset: 0x24 , Size: 4] class UserWidget* GMUIClass;//[Offset: 0x28 , Size: 40] enum ReplayType;//[Offset: 0x50 , Size: 1] ReplayUIManager* pReplayUIMgr;//[Offset: 0x5c , Size: 4] bool bIsPausePlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0 , Size: 1] STExtraPlayerController* PlayerController;//[Offset: 0xcc , Size: 4] KillInfoRecordData[] RecordKillInfoDataArray;//[Offset: 0xd4 , Size: 12] bool StopRecordingReplay();// 0x1d15c80 bool StopPlay();// 0x1d7a3d0 bool StartRecordingReplay();// 0x1d15c3c void SetSpectatorName(FString SpectatorName, bool bGM);// 0x1d7a228 void SetReplayStreamer(FString InReplayStreamer);// 0x1d7a090 void SetIsGMSpectator(bool bGM);// 0x1d7a014 void SetCurrentReplayTimeToSeconds(float Seconds);// 0x1d79f9c void SetCanChangeViewTarget(bool bCanChange);// 0x1d79f1c void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x1d79ea4 void ReplayOnWeaponChanged();// 0x1d79e90 void ReplayOnSimulatedWeaponChanged();// 0x1d79e7c void ReplayOnBulletNumChanged();// 0x1d79e68 void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x1d79df0 bool PlayReplay();// 0x1d79dc0 bool PauseReplay(bool bPaused);// 0x1d79d30 bool IsInRecordState();// 0x1d79d08 bool IsInPlayState();// 0x1d79ce0 bool IsFastForwarding();// 0x1d79cb8 bool HaveRecordingData();// 0x1d79c88 void HandleChangeStatePC();// 0x1d79c74 STExtraBaseCharacter* GetViewCharacter();// 0x1d79c4c FString GetSpectatorName();// 0x1d27310 float GetCurrentReplayTotalTimeInSeconds();// 0x1d79c24 float GetCurrentReplayCurTimeInSeconds();// 0x1d79bfc bool GetCanChangeViewTarget();// 0x1d79bd4 -------------------------------- Class: ReplayUIManager.Object STExtraPlayerController* pSTExtraPC;//[Offset: 0x20 , Size: 4] STExtraGameInstance* pExtraInst;//[Offset: 0x24 , Size: 4] STExtraPlayerState* pExtraPS;//[Offset: 0x28 , Size: 4] STExtraBaseCharacter* pViewCharacter;//[Offset: 0x2c , Size: 4] class UserWidget* ReplayUIPath;//[Offset: 0x30 , Size: 40] ReplayUserWidget* pReplayUserWidget;//[Offset: 0x58 , Size: 4] ReplayTeammateInfo[] SavedTeammateInfoArray;//[Offset: 0x5c , Size: 12] AssumedMap_Key2name;//[Offset: 0x68 , Size: 60] AssumedMap_Name2name;//[Offset: 0xa4 , Size: 60] int ReplayTargetTeamID;//[Offset: 0xf0 , Size: 4] FString ReplayTargetName;//[Offset: 0xf4 , Size: 12] void UpdateReplayUI();// 0x1e28724 void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter* InCharacter);// 0x1d79ea4 void ReplayOnWeaponChanged();// 0x1e28710 void ReplayOnSimulatedWeaponChanged();// 0x1e286fc void ReplayOnBulletNumChanged();// 0x1e286e8 void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* InCharacter);// 0x1d79df0 void ReleaseManager();// 0x1e286d4 void InitManager();// 0x1e286c0 void ChangeProgress();// 0x1e286ac -------------------------------- Class: STExtraGameInstance.UAEGameInstance.GameInstance.Object delegate OnUserQualitySettingChanged;//[Offset: 0x27c , Size: 12] delegate OnUserMsaaSettingChanged;//[Offset: 0x288 , Size: 12] delegate OnWaterReflectionSettingChanged;//[Offset: 0x294 , Size: 12] delegate OnCampRoomChanged;//[Offset: 0x2a0 , Size: 12] RenderQualitySettings renderQualitySettingsLastSet;//[Offset: 0x2ac , Size: 3] RenderQualitySettings renderQualitySettingsApplying;//[Offset: 0x2af , Size: 3] RenderQualitySettings renderQualitySettingsInit;//[Offset: 0x2b2 , Size: 3] UserDetailSetting UserDetailSetting;//[Offset: 0x2b8 , Size: 100] bool ExeCmdSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344 , Size: 1] bool LobbyRenderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x345 , Size: 1] bool LobbyRenderSwitchLow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x346 , Size: 1] bool LobbyRenderSwitchMid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x347 , Size: 1] bool LobbyRenderSwitchHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348 , Size: 1] int iEnableRegionID;//[Offset: 0x34c , Size: 4] SwitchesInMaps[] SwitchesInMaps;//[Offset: 0x350 , Size: 12] RenderItem[] LobbyBackupRenderSettings;//[Offset: 0x35c , Size: 12] RenderItem[] LobbyRenderSettingsUltralHigh;//[Offset: 0x368 , Size: 12] RenderItem[] LobbyRenderSettingsHigh;//[Offset: 0x374 , Size: 12] RenderItem[] LobbyRenderSettingsMid;//[Offset: 0x380 , Size: 12] RenderItem[] LobbyRenderSettingsLow;//[Offset: 0x38c , Size: 12] RenderItem[] LowFPSBackupRenderSettings;//[Offset: 0x398 , Size: 12] RenderItem[] LowFPSRenderSettingProfileHigh;//[Offset: 0x3a4 , Size: 12] RenderItem[] LowFPSRenderSettingProfileMid;//[Offset: 0x3b0 , Size: 12] RenderItem[] MobileHDROpenConfig;//[Offset: 0x3bc , Size: 12] RenderItem[] MobileHDRCloseConfig;//[Offset: 0x3c8 , Size: 12] RenderItem[] MobileUltralHighOpenConfig;//[Offset: 0x3d4 , Size: 12] RenderItem[] MobileUltralHighCloseConfig;//[Offset: 0x3e0 , Size: 12] RenderItem[] MobileMSAAOpenConfig;//[Offset: 0x3ec , Size: 12] RenderItem[] Mobile2xMSAAOpenConfig;//[Offset: 0x3f8 , Size: 12] RenderItem[] MobileMSAACloseConfig;//[Offset: 0x404 , Size: 12] RenderItem[] MobilePPOpenConfig;//[Offset: 0x410 , Size: 12] RenderItem[] MobilePPCloseConfig;//[Offset: 0x41c , Size: 12] FString[] RePairDeleteDir;//[Offset: 0x428 , Size: 12] RenderStyleParameterInMaps[] RenderStyleParamsInMaps;//[Offset: 0x434 , Size: 12] MaterialParametersStyle[] MaterialParametersStyleArray;//[Offset: 0x440 , Size: 12] ObjectPoolClassConfig[] ObjectPoolClassConfigs;//[Offset: 0x44c , Size: 12] FName[] ObjectPoolIgnoringProperties;//[Offset: 0x458 , Size: 12] FString AutoTestMissionType;//[Offset: 0x470 , Size: 12] FString CustomLineStr;//[Offset: 0x47c , Size: 12] enum GamePlayMode;//[Offset: 0x488 , Size: 4] Vector2D FOVRange;//[Offset: 0x48c , Size: 8] Vector2D FOVScreenSizeCullingFactorRange;//[Offset: 0x494 , Size: 8] bool bFOVChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49c , Size: 1] bool PVENightChangeCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49d , Size: 1] float SwimRotateX;//[Offset: 0x4a0 , Size: 4] bool IsCutdownForHighTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a4 , Size: 1] WonderfulRecordingCut* WonderfulRecordingCut;//[Offset: 0x4c8 , Size: 4] DeathPlayback* DeathPlayback;//[Offset: 0x4cc , Size: 4] CompletePlayback* CompletePlayback;//[Offset: 0x4d0 , Size: 4] ObservingReplay* ObservingReplay;//[Offset: 0x4d4 , Size: 4] ReplayUIManager* ReplayUIManager;//[Offset: 0x4d8 , Size: 4] MaterialInstanceDynamic* m_CustomTexMat;//[Offset: 0x4dc , Size: 4] FeatureSetCollection* FeatureSetCollection;//[Offset: 0x538 , Size: 4] AvatarItemDownload* AssociatedAvatarItemDownload;//[Offset: 0x53c , Size: 4] FadeDynamicStyleInfo FadeInfo;//[Offset: 0x540 , Size: 12] float DefaultGray;//[Offset: 0x54c , Size: 4] void WaterReflectionSettingChanged__DelegateSignature(bool bOpenWaterReflection);// 0x2859eb0 void UserQualitySettingChanged__DelegateSignature(int UserQualitySettingLevel);// 0x2859eb0 void UserMsaaSettingChanged__DelegateSignature(bool UserMsaaSetting);// 0x2859eb0 void UpdateWorldCullDistanceVolumes();// 0x1ed2a84 void TestAyncLoad();// 0x1ed2a70 void SuperBattle(FString IP);// 0x1d7f898 void SetWorldDoorCullDistance(int Distance);// 0x1ed29f8 void SetWorldCullDistanceVolumeEnable(FString Name, int Enable);// 0x1ed285c void SetWorldCompositionRelativeDistance(int LODIndex, float Distance);// 0x1ed27a0 void SetWaterReflectionSetting(bool bDoOpen);// 0x1ed2720 void SetUserVulkanSetting(bool Enable);// 0x1ed26a0 void SetUserSetingShadowQuality(bool bShadow);// 0x1ed2620 void SetUserSetingMobilceContentSCale(float mcs);// 0x1ed25a8 bool SetSoundEffectQuality(int Type);// 0x1ed2528 void SetRenderQuality(RenderQualitySettings RenderQualitySettings);// 0x1ed2494 void SetKillZValue(float KillZ);// 0x1ed241c void SetHZBMobileState();// 0x1ed2408 void SetFOVScreenSizeCullingFactor(float FOV);// 0x1ed2390 void SetEnableCullDistanceVolumeOffset(FString Name, bool Enable);// 0x1ed21e8 void SetEnableCullDistanceVolumeMovable(FString Name, bool Enable);// 0x1ed2040 static void SetCustomRouteLine();// 0x1ed202c static void SetAutoMissionType();// 0x1ed2018 void ReSetFOVScreenSizeCullingFactor();// 0x1ed2004 void RenderForLowFPS();// 0x1ed1ff0 void RemovePPVBlendableMaterial(MaterialInterface* InMaterial);// 0x1ed1f78 void RefuseRenderForLowFPS();// 0x1ed1f64 void QuitGame();// 0x1ed1f50 void PreSetRenderQuality(RenderQualitySettings RenderQualitySettings, out bool renderLevelChanged);// 0x1ed1e68 void OnStopAutoTest();// 0x1ed1e54 void OnStartAutoTest();// 0x1ed1e40 void ObjectPoolServerSwitch(bool bOn);// 0x1ed1dc0 void ModifyAllLandscapeStreamingDistance(int Distance);// 0x1d3093c void MakeLevelStreamingDistanceShorterWhenLanded();// 0x1ed1dac bool isUsingAssumedNameInReplay();// 0x1ed1d84 bool IsSupportTagCulling();// 0x1ed1d68 bool IsSupportSwitchSoundEffectQuality();// 0x1ed1d40 bool IsSupportSwitchRenderLevelRuntime();// 0x1ed1d18 bool IsSupportMSAA();// 0x1ed1cf0 bool IsSupportLDR();// 0x1ed1cc8 static bool IsSecAutoRunTest();// 0x1e176d0 bool IsRunningOnVulkan();// 0x1ed1ca0 bool IsPVENightChangeCullDistance();// 0x1ed1c78 bool IsPlayingObservingReplay();// 0x1ed1c50 bool IsOpenMSAA();// 0x1ed1c28 bool IsOpenHDR();// 0x1ed1c00 bool IsIOSOneGigabyteDevice();// 0x1d999ec static bool IsGAutomatorTest();// 0x1ed1bd8 static bool IsAutoRunTestGamePVEProfile();// 0x1ed1bb0 static bool IsAutoRunTestGamePVE();// 0x1ed1b88 static bool IsAutoRunTestGameBindCompoment();// 0x1ed1b60 static bool IsAutoRunTestGame();// 0x1ed1b38 void GVoiceCampRoomChanged__DelegateSignature(enum CampRoomType);// 0x2859eb0 void GMStandalone(FString Map);// 0x1ed19e0 WonderfulRecordingCut* GetWonderfulRecordingCut();// 0x1ed19b8 bool GetWaterReflectionSetting();// 0x1ed1990 bool GetUserVulkanSetting();// 0x1ed1968 bool GetUserSetingShadowQuality();// 0x1ed1940 int GetUserQualitySettingLevel();// 0x1ed1924 int GetSoundEffectQuality();// 0x1ed18fc ReplayUIManager* GetReplayUIManager();// 0x1ed18d4 RenderQualitySettings GetRenderQualityLastSet();// 0x1ed1884 RenderQualitySettings GetRenderQualityApplying();// 0x1ed1834 ObservingReplay* GetObservingReplay();// 0x1ed180c bool GetIsFirstInitWaterReflectionSetting();// 0x1ed17e4 static STExtraGameInstance* GetInstance();// 0x1ed17bc int GetExactDeviceLevel();// 0x1ed1794 int GetDeviceUpdateVersionFlag();// 0x1ed1764 FString GetDeviceProfilerLevel();// 0x1ed16a4 byte GetDeviceMaxSupportSoundEffect();// 0x1ed167c byte GetDeviceMaxSupportLevel();// 0x1ed1654 int GetDeviceMaxFPSByDeviceLevel(byte renderlevel);// 0x1ed15d4 int GetDeviceLimit();// 0x1ed15ac int GetDeviceLevel();// 0x1ccbac0 bool GetDefaultSoundEffectQuality();// 0x1ed1584 DeathPlayback* GetDeathPlayback();// 0x1ed155c FString GetCurrentRHI();// 0x1ed149c CompletePlayback* GetCompletePlayback();// 0x1ed1474 static int GetAutoRunTestServerIdx();// 0x1ed144c static FString GetAutoRunPassWD();// 0x1ed1394 static FString GetAutoRunLuaTest();// 0x1ed12dc static FString GetAutoRunAccount();// 0x1ed1224 AvatarItemDownload* GetAssociatedAvatarItemDownload();// 0x1ed11fc bool GetApplyingShadowQuality();// 0x1ed11d4 FString GetActiveDeviceProfile();// 0x1ed1114 void ExecuteCMD(FString CMDkey, FString CMDvalue);// 0x1ed0ea4 void EnableStreamingLevelLOD(bool bEnable);// 0x1ed0e24 void DrawMateritalToTexRenderTarget(TextureRenderTarget2D* TextureRenderTarget, Texture2D* tex1, Texture2D* tex2);// 0x1ed0d24 bool DeleteSavedFiles(bool allfilesSaved);// 0x1ed0c9c TextureRenderTarget2D* CreateTexRenderTarget(int Width, int Height);// 0x1ed0bd8 TextureRenderTarget2D* CreateCustomTex(Texture2D* TexResFirst, Texture2D* TexResSecond);// 0x1ed0b14 void ChangeLevelFXActor(FString levelName, bool isLoad);// 0x1ed0a0c void ChangeCullDistanceVolume(bool UpdateCulldisImmediate);// 0x1ed098c void bHideGroundLevels(bool Disable);// 0x1ed090c void AutoActiveUltralHighRenderItems();// 0x1ed08f8 void AutoActiveLDR();// 0x1ed08e4 void AttachCameraViewToCharacter(STExtraBaseCharacter* Character);// 0x1ed086c void AddOrUpdatePPVBlendableMaterial(MaterialInterface* InMaterial, float InWeight);// 0x1ed07b0 bool ActiveStyle_PPForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x1ed06a0 void ActiveStyle_PP(byte Level);// 0x1ed0620 bool ActiveStyle_ACESForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x1ed0510 void ActiveStyle(byte Level);// 0x1ed0490 void ActiveNightVision(bool bSet);// 0x1ed0410 void ActiveMSAA(bool bOpenMSAA);// 0x1ed0390 void ActiveDynamicStyle(bool bSet, byte Type, float InterpSpeed, bool bNeedDestroyComp);// 0x1ed022c -------------------------------- Class: UAEGameInstance.GameInstance.Object ClientBaseInfo ClientBaseInfo;//[Offset: 0x148 , Size: 224] delegate EnginePreTick;//[Offset: 0x228 , Size: 12] FrontendHUD* AssociatedFrontendHUD;//[Offset: 0x254 , Size: 4] UIMsgBus* AssociatedUIMsgBus;//[Offset: 0x25c , Size: 4] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x260 , Size: 4] bool bStandAloneFromLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x264 , Size: 1] void SetLuaStateWrapper(LuaStateWrapper* TLuaStateWrapper);// 0x20b8074 void OpenAssetLoadLog();// 0x1c8c854 void LuaLeakDetect();// 0x20b8060 void LuaDoString(FString LuaString);// 0x20b7fa4 float GetWeatherTime();// 0x20b7f88 int GetWeatherID();// 0x20b7f68 UIMsgBus* GetUIMsgBus();// 0x20b7f40 LuaStateWrapper* GetLuaStateWrapper();// 0x20b7f18 FString GetGameID();// 0x20b7e4c int GetDeviceLevel();// 0x1ccbac0 UAEDataTable* GetDataTable(FString tableName);// 0x20b7d88 FrontendHUD* GetAssociatedFrontendHUD();// 0x20b7d60 void CloseAssetLoadLog();// 0x1c8c854 -------------------------------- Class: ClientBaseInfo FString OpenID;//[Offset: 0x0 , Size: 12] uint64 RoleID;//[Offset: 0x10 , Size: 8] FString GameSvrId;//[Offset: 0x18 , Size: 12] FString GameAppID;//[Offset: 0x24 , Size: 12] uint16 AreaID;//[Offset: 0x30 , Size: 2] int8 PlatID;//[Offset: 0x32 , Size: 1] FString ZoneID;//[Offset: 0x34 , Size: 12] uint64 battleid;//[Offset: 0x40 , Size: 8] uint64 GameID;//[Offset: 0x48 , Size: 8] FString BattleServerIP;//[Offset: 0x50 , Size: 12] uint32 BattleServerPort;//[Offset: 0x5c , Size: 4] FString UserName;//[Offset: 0x60 , Size: 12] FString PicUrl;//[Offset: 0x6c , Size: 12] uint32 PlayerKey;//[Offset: 0x78 , Size: 4] int8 WeatherID;//[Offset: 0x80 , Size: 1] FString WeatherLevelName;//[Offset: 0x84 , Size: 12] float WeatherTime;//[Offset: 0x90 , Size: 4] int[] MrpcsData;//[Offset: 0x94 , Size: 12] AdvConfig;//[Offset: 0xa4 , Size: 60] -------------------------------- Class: RenderQualitySettings byte RenderQualitySetting;//[Offset: 0x0 , Size: 1] byte RenderStyleSetting;//[Offset: 0x1 , Size: 1] bool RenderMSAASetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1] -------------------------------- Class: UserDetailSetting int DeviceQualityLevel;//[Offset: 0x0 , Size: 4] int TCQualityGrade;//[Offset: 0x4 , Size: 4] int DeviceMaxSoundEffectLevel;//[Offset: 0x8 , Size: 4] int DeviceMaxQualityLevel;//[Offset: 0xc , Size: 4] int UserQualitySetting;//[Offset: 0x10 , Size: 4] int DeviceSupportHDR;//[Offset: 0x14 , Size: 4] int IsOpenHDR;//[Offset: 0x18 , Size: 4] int UserHDRSetting;//[Offset: 0x1c , Size: 4] int IsSupportMSAA;//[Offset: 0x20 , Size: 4] bool UserMsaaSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] float UserMCSSetting;//[Offset: 0x28 , Size: 4] int UserShadowSetting;//[Offset: 0x2c , Size: 4] int UserShadowSwitch;//[Offset: 0x30 , Size: 4] int UserTeamQualityEnhanceSetting;//[Offset: 0x34 , Size: 4] int PUBGLimitSetting;//[Offset: 0x38 , Size: 4] int PUBGDeviceUpdateFlag;//[Offset: 0x3c , Size: 4] int PUBGDeviceFPSDef;//[Offset: 0x40 , Size: 4] int PUBGDeviceFPSLow;//[Offset: 0x44 , Size: 4] int PUBGDeviceFPSMid;//[Offset: 0x48 , Size: 4] int PUBGDeviceFPSHigh;//[Offset: 0x4c , Size: 4] int PUBGDeviceFPSHDR;//[Offset: 0x50 , Size: 4] int PUBGDeviceFPSUltralHigh;//[Offset: 0x54 , Size: 4] bool IsSupportTagCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] int PUBGTeamQualityEnhance;//[Offset: 0x5c , Size: 4] int UserVulkanSetting;//[Offset: 0x60 , Size: 4] -------------------------------- Class: SwitchesInMaps FString MapName;//[Offset: 0x0 , Size: 12] SwitchesItem[] Switches;//[Offset: 0xc , Size: 12] -------------------------------- Class: SwitchesItem FString Key;//[Offset: 0x0 , Size: 12] float Value;//[Offset: 0xc , Size: 4] FString DependKey;//[Offset: 0x10 , Size: 12] float DependValue;//[Offset: 0x1c , Size: 4] -------------------------------- Class: RenderItem FString RenderKey;//[Offset: 0x0 , Size: 12] float RenderValue;//[Offset: 0xc , Size: 4] -------------------------------- Class: RenderStyleParameterInMaps byte DynamicStyleName;//[Offset: 0x0 , Size: 1] FString[] PostProcessParams;//[Offset: 0x4 , Size: 12] ACESParameter ACESParams;//[Offset: 0x10 , Size: 40] -------------------------------- Class: MaterialParametersStyle FString StyleName;//[Offset: 0x0 , Size: 12] MaterialParameterFloat[] Floats;//[Offset: 0xc , Size: 12] MaterialParameterVector[] Vectors;//[Offset: 0x18 , Size: 12] -------------------------------- Class: MaterialParameterFloat FName Name;//[Offset: 0x0 , Size: 8] float Value;//[Offset: 0x8 , Size: 4] -------------------------------- Class: MaterialParameterVector FName Name;//[Offset: 0x0 , Size: 8] Vector Vector;//[Offset: 0x8 , Size: 12] -------------------------------- Class: UIMsgBus.CustomMsgBus.BlueprintFunctionLibrary.Object static UIMsgBus* GetUIMsgBus(Object* WorldContextObj);// 0x20a705c -------------------------------- Class: CustomMsgBus.BlueprintFunctionLibrary.Object MsgListenerGroupMap;//[Offset: 0x1c , Size: 60] TaggedMsgListenerGroupMap;//[Offset: 0x58 , Size: 60] void UnRegistTaggedMsgListener(FString InMsgName, FString InMsgTagName, const Object* InMsgLisenter);// 0x20a6940 void UnRegistMsgListener(FString InMsgName, const Object* InMsgLisenter);// 0x20a679c void RegistTaggedMsgListener(FString InMsgName, FString InMsgTagName, Object* InMsgLisenter);// 0x20a64e0 void RegistMsgListener(FString InMsgName, Object* InMsgLisenter);// 0x20a633c void PushTaggedMsg(FString InMsgName, FString InMsgTagName, CustomGameMsg* InTargetMsg, int TaggedMsgMaxProcessCount);// 0x20a6038 void PushMsg(FString InMsgName, CustomGameMsg* InTargetMsg);// 0x20a5e94 -------------------------------- Class: CustomGameMsgGroup.Object FString MsgName;//[Offset: 0x1c , Size: 12] Object*[] MsgListenerGroup;//[Offset: 0x28 , Size: 12] -------------------------------- Class: CustomTaggedGameMsgGroup.CustomGameMsgGroup.Object FString MsgTagName;//[Offset: 0x34 , Size: 12] GameMsgCache[] CachedMsgList;//[Offset: 0x40 , Size: 12] -------------------------------- Class: GameMsgCache CustomGameMsg* CachedGameMsg;//[Offset: 0x0 , Size: 4] int ProcessedCount;//[Offset: 0x4 , Size: 4] int MaxProcessCount;//[Offset: 0x8 , Size: 4] -------------------------------- Class: CustomGameMsg.Object -------------------------------- Class: LuaStateWrapper.Object -------------------------------- Class: WonderfulRecordingCut.Object WonderfulCutOutputData[] WonderfulCutOutputDataList;//[Offset: 0x1c , Size: 12] WonderfulCutContinuousKillOutputData[] WonderfulCutContinuousKillOutputDataList;//[Offset: 0x28 , Size: 12] bool bIsChickenDinner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1] float ChickenDinnerTimeSecs;//[Offset: 0x60 , Size: 4] bool bIsShowSmallCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1] float ShowSmallCircleTimeSecs;//[Offset: 0x68 , Size: 4] WonderfulCutShootDamageData[] ShootDamageDataList;//[Offset: 0x6c , Size: 12] void StopRecord(bool bRankFirst);// 0x2004b64 void StartRecord();// 0x2004b50 void SortShootDamageData(out WonderfulCutShootDamageSortData[] LargeCircleDataList, out WonderfulCutShootDamageSortData[] SmallCircleDataList);// 0x2004914 void RemoveOutputDataInContinuousKillRange(out WonderfulCutShootDamageSortData[] SortDataList);// 0x20047e0 void CaptureRecordCut(byte CaptureType, int DamagePlayerID, bool bAI, byte ShootDamageType, float ShootDistance, FString CauserName);// 0x2004504 void BuildOutputData();// 0x20044f0 void BuildContinuousKillOutputData();// 0x20044dc -------------------------------- Class: WonderfulCutOutputData float BeginTimeSecs;//[Offset: 0x0 , Size: 4] float EndTimeSecs;//[Offset: 0x4 , Size: 4] byte WonderfulCutType;//[Offset: 0x8 , Size: 1] float ShootDistance;//[Offset: 0xc , Size: 4] FString CauserName;//[Offset: 0x10 , Size: 12] -------------------------------- Class: WonderfulCutContinuousKillOutputData float BeginTimeSecs;//[Offset: 0x0 , Size: 4] float EndTimeSecs;//[Offset: 0x4 , Size: 4] int KillNum;//[Offset: 0x8 , Size: 4] float FarthestKillDistance;//[Offset: 0xc , Size: 4] -------------------------------- Class: WonderfulCutShootDamageData int DamagePlayerID;//[Offset: 0x0 , Size: 4] WonderfulCut_OneShootDamage[] ShootDamageList;//[Offset: 0x4 , Size: 12] -------------------------------- Class: WonderfulCut_OneShootDamage bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] byte CaptureType;//[Offset: 0x1 , Size: 1] byte ShootDamageType;//[Offset: 0x2 , Size: 1] float DamageTimeSecs;//[Offset: 0x4 , Size: 4] float ShootDistance;//[Offset: 0x8 , Size: 4] FString CauserName;//[Offset: 0xc , Size: 12] -------------------------------- Class: WonderfulCutShootDamageSortData float DamageIntervalSecs;//[Offset: 0x0 , Size: 4] float DamageTimeSecs;//[Offset: 0x4 , Size: 4] bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] byte CaptureType;//[Offset: 0x9 , Size: 1] byte ShootDamageType;//[Offset: 0xa , Size: 1] float ShootDistance;//[Offset: 0xc , Size: 4] FString CauserName;//[Offset: 0x10 , Size: 12] -------------------------------- Class: DeathPlayback.GameReplay.Object bool bDeathPlaybackEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1] bool IsSwitchedOffByDevice();// 0x1d273d0 FString GetReplayTargetName();// 0x1d27310 void EnableDeathPlayback(bool bEnable);// 0x1d27290 -------------------------------- Class: CompletePlayback.GameReplay.Object class UserWidget* UIClass;//[Offset: 0xe0 , Size: 40] UAEUserWidget* ReplayUI;//[Offset: 0x108 , Size: 4] int MaxHoursForKeepingFiles;//[Offset: 0x10c , Size: 4] bool isUsingAssumedName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1] FString[] ExcludedGameModes;//[Offset: 0x114 , Size: 12] bool isProgressChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120 , Size: 1] bool isForceUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x121 , Size: 1] uint32[] TeammateKeyArray;//[Offset: 0x128 , Size: 12] bool PlayDemoWithFilename(FString DemoName);// 0x1d12014 FString GetDemoPlayTime();// 0x1d11f54 -------------------------------- Class: FeatureSetCollection.Object FeatureConfigItem[] FeatureConfigItemList;//[Offset: 0x1c , Size: 12] FeatureSetItem[] FeatureSetItemList;//[Offset: 0x28 , Size: 12] -------------------------------- Class: FeatureConfigItem FString TargetClassName;//[Offset: 0x0 , Size: 12] int bUseFeatureSet;//[Offset: 0xc , Size: 4] FString[] ExcludeComponentsList_DS;//[Offset: 0x10 , Size: 12] FString[] ExcludeComponentsList_Autonomous;//[Offset: 0x1c , Size: 12] FString[] ExcludeComponentsList_Team;//[Offset: 0x28 , Size: 12] FString[] ExcludeComponentsList_NonTeam;//[Offset: 0x34 , Size: 12] FString[] ExcludeComponentsList_DSAI;//[Offset: 0x40 , Size: 12] FString[] ExcludeComponentsList_ClientAI;//[Offset: 0x4c , Size: 12] FString[] ExcludeComponentsList_Standalone;//[Offset: 0x58 , Size: 12] FString[] ExcludeComponentsList_StandaloneAI;//[Offset: 0x64 , Size: 12] -------------------------------- Class: FeatureSetItem -------------------------------- Class: AvatarItemDownload.Object int DisableInBattleThreshold;//[Offset: 0x1c , Size: 4] void StartDownloadItem(uint32 ItemID, uint32 Priority, delegate OnItemDownloadDelegate);// 0x1ca2950 void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x1ca273c void SetDisableInBattleThreshold(uint32 InThreshold);// 0x1ca26bc int GetDisableInBattleThreshold();// 0x1ca268c -------------------------------- Class: FadeDynamicStyleInfo -------------------------------- Class: ReplayUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object byte DemoType;//[Offset: 0x304 , Size: 1] FString ReplayNameStr;//[Offset: 0x308 , Size: 12] int ReplayTeamID;//[Offset: 0x314 , Size: 4] ReplayUIManager* pReplayUIManager;//[Offset: 0x318 , Size: 4] Vector UIOffsetVec;//[Offset: 0x31c , Size: 12] CurEnemyUIMapTable;//[Offset: 0x328 , Size: 60] void UpdateWeaponUI();// 0x1d09134 void UpdateReplayUI();// 0x1c9a96c void UpdateOneEnemyUI(int _Index, ReplayEnemyUIInfo inUIInfo);// 0x1e28f98 void UpdateBulletUI();// 0x1c9acf8 void OnReplayProgressChange();// 0x1c9a988 void InitIngameUI();// 0x1db0714 void HideUnnecessaryUI();// 0x1d09150 void HideOneEnemyUI(int _Index);// 0x1da1b84 void ForceUpdateUI();// 0x1c9a950 void ClearLastReplayUI();// 0x1dea7c4 int AddOneEnemyUI(STExtraPlayerState* InPlayerState);// 0x1e28f10 -------------------------------- Class: ReplayEnemyUIInfo int UIIndex;//[Offset: 0x0 , Size: 4] Vector WordLocation;//[Offset: 0x4 , Size: 12] -------------------------------- Class: ReplayTeammateInfo -------------------------------- Class: KillInfoRecordData FString SafeLabel;//[Offset: 0x28 , Size: 12] int SafeParam1;//[Offset: 0x34 , Size: 4] int SafeParam2;//[Offset: 0x38 , Size: 4] float RecordTimestamp;//[Offset: 0x3c , Size: 4] -------------------------------- Class: DailyTaskReportInfo uint64 UId;//[Offset: 0x0 , Size: 8] uint32 PlayerKey;//[Offset: 0x8 , Size: 4] uint32 TaskSyncToDsTs;//[Offset: 0xc , Size: 4] DailyTaskStoreInfo[] TaskInfo;//[Offset: 0x10 , Size: 12] DailyTaskAwardInfo[] RewardInfo;//[Offset: 0x1c , Size: 12] -------------------------------- Class: DailyTaskAwardInfo int TaskID;//[Offset: 0x0 , Size: 4] TaskAwardItemInfo[] AwardList;//[Offset: 0x4 , Size: 12] -------------------------------- Class: TaskAwardItemInfo int ItemID;//[Offset: 0x0 , Size: 4] int ItemNum;//[Offset: 0x4 , Size: 4] -------------------------------- Class: SearchedTombBoxAndWrapperListResult PlayerTombBox* Box;//[Offset: 0x0 , Size: 4] SearchedPickUpItemResult[] SearchedPickUpItemResultList;//[Offset: 0x4 , Size: 12] -------------------------------- Class: SearchedPickUpItemResult PickUpWrapperActor* Wrapper;//[Offset: 0x0 , Size: 4] PickUpItemData MainItemData;//[Offset: 0x8 , Size: 48] -------------------------------- Class: GameModePlayerParams bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] FString PlanetailResLink;//[Offset: 0x4 , Size: 12] uint64 UId;//[Offset: 0x10 , Size: 8] FString OpenID;//[Offset: 0x18 , Size: 12] FName PlayerType;//[Offset: 0x28 , Size: 8] FString PlayerName;//[Offset: 0x30 , Size: 12] uint32 PlayerKey;//[Offset: 0x3c , Size: 4] int TeamID;//[Offset: 0x40 , Size: 4] int PlayerBornPointID;//[Offset: 0x44 , Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48 , Size: 1] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49 , Size: 1] byte gender;//[Offset: 0x4a , Size: 1] FString PIC_URL;//[Offset: 0x4c , Size: 12] int Level;//[Offset: 0x58 , Size: 4] int Segment_Level;//[Offset: 0x5c , Size: 4] int AceImprintShowId;//[Offset: 0x60 , Size: 4] int AvatarBoxId;//[Offset: 0x64 , Size: 4] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1] GameModePlayerItem[] ItemList;//[Offset: 0x6c , Size: 12] GameModePlayerItem[] fireworksInfo;//[Offset: 0x78 , Size: 12] int[] equip_plating_list;//[Offset: 0x84 , Size: 12] GameModePlayerRolewearInfo[] AllWear;//[Offset: 0x90 , Size: 12] int RolewearIndex;//[Offset: 0x9c , Size: 4] GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0xa0 , Size: 12] GameModePlayerTaskData[] TaskDataList;//[Offset: 0xac , Size: 12] GameModePlayerItem[] WeaponAvatarList;//[Offset: 0xb8 , Size: 12] GameModePlayerItem[] VehicleAvatarList;//[Offset: 0xc4 , Size: 12] VehicleAvatarData[] VehicleAdvanceAvatarList;//[Offset: 0xd0 , Size: 12] GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0xdc , Size: 12] GameModeWeaponDIYPlanData[] WeaponDIYPlanData;//[Offset: 0xe8 , Size: 12] int VehicleSkinInReady;//[Offset: 0xf4 , Size: 4] GameModePlayerAliasInfo AliasInfo;//[Offset: 0xf8 , Size: 48] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x128 , Size: 40] GameModePlayerPetInfo PetInfo;//[Offset: 0x150 , Size: 24] GameModePlayerKnapsackExtInfo[] KnapsackExtInfoList;//[Offset: 0x168 , Size: 12] GameModePlayeWeaponSchemeInfo[] WeaponSchemeInfoList;//[Offset: 0x174 , Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x180 , Size: 4] int PveLevel;//[Offset: 0x184 , Size: 4] int[] CharSkillList;//[Offset: 0x188 , Size: 12] GameModePlayerBanChat banChat;//[Offset: 0x194 , Size: 16] GameModePlayerBanChat banTarget;//[Offset: 0x1a4 , Size: 16] SpecialPickItem[] SpecialPickItem;//[Offset: 0x1b4 , Size: 12] AchievementPrize EquippedAchievementPrize;//[Offset: 0x1c0 , Size: 12] int[] audioChat;//[Offset: 0x1cc , Size: 12] FName CurrentPlayerState;//[Offset: 0x1d8 , Size: 8] FName CurrentCharacterState;//[Offset: 0x1e0 , Size: 8] float SyncedTimestamp;//[Offset: 0x1e8 , Size: 4] float DestinyValue;//[Offset: 0x1ec , Size: 4] float WarmScore;//[Offset: 0x1f0 , Size: 4] int LeaderCount;//[Offset: 0x1f4 , Size: 4] uint64 LastGameLeaderUID;//[Offset: 0x1f8 , Size: 8] uint64[] LastGameTeammatesUID;//[Offset: 0x200 , Size: 12] uint64 LastGameBattleID;//[Offset: 0x210 , Size: 8] float RatingScore;//[Offset: 0x218 , Size: 4] bool bDoPlayerUseAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c , Size: 1] float MaxRankingScore;//[Offset: 0x220 , Size: 4] bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224 , Size: 1] uint64 WatchPlayerKey;//[Offset: 0x228 , Size: 8] byte PlatformGender;//[Offset: 0x230 , Size: 1] int planeAvatarId;//[Offset: 0x234 , Size: 4] int DyeDebugFlag;//[Offset: 0x238 , Size: 4] FString Nation;//[Offset: 0x23c , Size: 12] int MatchLabel;//[Offset: 0x248 , Size: 4] int AnchorPlatColorID;//[Offset: 0x24c , Size: 4] int AnchorPlatResID;//[Offset: 0x250 , Size: 4] bool OnlyTeammateSeeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254 , Size: 1] int64 LastGameResultTime;//[Offset: 0x258 , Size: 8] int64 CorpsID;//[Offset: 0x260 , Size: 8] int64 CampID;//[Offset: 0x268 , Size: 8] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x272 , Size: 1] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x273 , Size: 1] int VeteranRecruitIndex;//[Offset: 0x274 , Size: 4] int MatchStrategyLabel;//[Offset: 0x278 , Size: 4] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x27c , Size: 12] int LandId;//[Offset: 0x288 , Size: 4] int FollowType;//[Offset: 0x28c , Size: 4] uint64 FollowUID;//[Offset: 0x290 , Size: 8] uint32 TaskSyncToDsTs;//[Offset: 0x298 , Size: 4] BornItem[] BornItems;//[Offset: 0x29c , Size: 12] uint64 LuckmateUID;//[Offset: 0x2a8 , Size: 8] -------------------------------- Class: GameModePlayerBanChat int end_time;//[Offset: 0x0 , Size: 4] FString Reason;//[Offset: 0x4 , Size: 12] -------------------------------- Class: AchievementPrize int MedalAvatarID;//[Offset: 0x0 , Size: 4] int NotifyTitleAvatarID;//[Offset: 0x4 , Size: 4] int ScoreBoardAvatarID;//[Offset: 0x8 , Size: 4] -------------------------------- Class: GrenadePredictLine.Actor.Object Vector HighThrowOffset;//[Offset: 0x2c4 , Size: 12] Vector LowThrowOffset;//[Offset: 0x2d0 , Size: 12] byte ThrowMode;//[Offset: 0x2dc , Size: 1] float PredictLineVelocityScale;//[Offset: 0x2e0 , Size: 4] float MaxSimTime;//[Offset: 0x2e4 , Size: 4] GrenadePredictResult GrenadePredictResult;//[Offset: 0x2e8 , Size: 40] float GrenadeRadius;//[Offset: 0x310 , Size: 4] Vector PredictLineStartLocation;//[Offset: 0x314 , Size: 12] Vector PredictLineStartVelocity;//[Offset: 0x320 , Size: 12] Vector LauncheVelocity;//[Offset: 0x32c , Size: 12] -------------------------------- Class: GrenadePredictResult Vector[] SplinePoints;//[Offset: 0x0 , Size: 12] bool IsHitActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] Vector HitActorLocation;//[Offset: 0x10 , Size: 12] Rotator HitActorRotation;//[Offset: 0x1c , Size: 12] -------------------------------- Class: WeaponSyncData uint32 ShootID;//[Offset: 0x0 , Size: 4] uint32 ClipID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: CrossHairComponent.WeaponLogicBaseComponent.ActorComponent.Object CrossHairNameAndTextureMap;//[Offset: 0xcc , Size: 60] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x108 , Size: 12] float PistolCenterDownDis;//[Offset: 0x114 , Size: 4] bool bDrawDebugCrossHairCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1] float DrawDebugCrossHairCircleAreaSteps;//[Offset: 0x11c , Size: 4] bool bDrawDebugSpreadCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120 , Size: 1] float DrawDebugSpreadCircleAreaSteps;//[Offset: 0x124 , Size: 4] float RotateAngle;//[Offset: 0x128 , Size: 4] STExtraPlayerController* PlayerController;//[Offset: 0x12c , Size: 4] ShootWeaponEntity* ShootWeaponEntity;//[Offset: 0x130 , Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x134 , Size: 4] BulletTrackComponent* BulletTrackComp;//[Offset: 0x138 , Size: 4] Texture2D* CrossHairTextureNormal;//[Offset: 0x13c , Size: 4] Texture2D* CrossHairEmptyHand;//[Offset: 0x140 , Size: 4] Texture2D* CrossHairPistolEdge;//[Offset: 0x144 , Size: 4] Texture2D* CrossHairPistolCenter;//[Offset: 0x148 , Size: 4] Texture2D* CrossHairShotGun;//[Offset: 0x14c , Size: 4] void UpdateComponentTick();// 0x1d13154 void DrawWeaponCrosshairInner(HUDWidgetBase* WeaponHudWidget, float DeltaTime);// 0x1d13090 void DrawSpreadEnd();// 0x1d1307c void DrawDebugPointEnd();// 0x1d13068 -------------------------------- Class: WeaponCrossHairPerformData WeaponCrossHairIconData[] Crosshair;//[Offset: 0x0 , Size: 12] enum SpreadType;//[Offset: 0xc , Size: 1] -------------------------------- Class: WeaponCrossHairIconData CanvasIcon2D Icon;//[Offset: 0x0 , Size: 20] float Offset;//[Offset: 0x14 , Size: 4] Vector2D IconOffset;//[Offset: 0x18 , Size: 8] float Alpha;//[Offset: 0x20 , Size: 4] float Scale;//[Offset: 0x24 , Size: 4] float IconRotate;//[Offset: 0x28 , Size: 4] float LogicRotate;//[Offset: 0x2c , Size: 4] bool IsSpreadEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1] float BlendInOutRatePerSec;//[Offset: 0x34 , Size: 4] -------------------------------- Class: CanvasIcon2D Texture2D* Texture;//[Offset: 0x0 , Size: 4] float U;//[Offset: 0x4 , Size: 4] float V;//[Offset: 0x8 , Size: 4] float UL;//[Offset: 0xc , Size: 4] float VL;//[Offset: 0x10 , Size: 4] -------------------------------- Class: HUDWidgetBase.Object float DesignedResolution;//[Offset: 0x1c , Size: 4] Vector2D Position;//[Offset: 0x20 , Size: 8] Vector2D Size;//[Offset: 0x28 , Size: 8] Vector2D Origin;//[Offset: 0x30 , Size: 8] Vector2D ScreenPosition;//[Offset: 0x38 , Size: 8] bool bScaleByDesignedResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40 , Size: 1] bool bMaintainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40 , Size: 1] float Opacity;//[Offset: 0x44 , Size: 4] bool bIgnoreHUDBaseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48 , Size: 1] SurviveHUD* HUDOwner;//[Offset: 0x4c , Size: 4] STExtraPlayerController* ExtraPlayerOwner;//[Offset: 0x50 , Size: 4] Pawn* CharacterOwner;//[Offset: 0x54 , Size: 4] bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59 , Size: 1] float LastRenderTime;//[Offset: 0x5c , Size: 4] Vector2D RenderPosition;//[Offset: 0x60 , Size: 8] Vector2D RenderSize;//[Offset: 0x68 , Size: 8] float RenderScale;//[Offset: 0x70 , Size: 4] Vector2D CanvasCenter;//[Offset: 0x74 , Size: 8] Canvas* Canvas;//[Offset: 0x7c , Size: 4] float AspectScale;//[Offset: 0x80 , Size: 4] Vector2D CanvasClip;//[Offset: 0x84 , Size: 8] StructProperty*[] RenderObjectList;//[Offset: 0x8c , Size: 12] bool ShouldDraw(bool bShowScores);// 0x1d9becc void SetHidden(bool bIsHidden);// 0x1d9be44 void RenderObj_TextureAt(out HUDRenderObject_Texture TextureObject, float X, float Y, float Width, float Height);// 0x1d9bbd4 void RenderObj_Texture(out HUDRenderObject_Texture TextureObject, Vector2D DrawOffset);// 0x1d9ba40 Vector2D RenderObj_TextAt(out HUDRenderObject_Text TextObject, float X, float Y);// 0x1d9b8ec Vector2D RenderObj_Text(out HUDRenderObject_Text TextObject, Vector2D DrawOffset);// 0x1d9b7e0 void DrawTexture(Texture* Texture, float X, float Y, float Width, float Height, float MaterialU, float MaterialV, float MaterialUL, float MaterialVL, float DrawOpacity, LinearColor DrawColor, Vector2D RenderOffset, float Rotation, Vector2D RotPivot, bool bApplyHUDRenderPos);// 0x1d9b354 Vector2D DrawText(FText Text, float X, float Y, Font* Font, bool bDrawShadow, Vector2D ShadowDirection, LinearColor ShadowColor, bool bDrawOutline, LinearColor OutlineColor, float TextScale, float DrawOpacity, LinearColor DrawColor, byte TextHorzAlignment, byte TextVertAlignment, out const FontRenderInfo RenderInfo);// 0x1d9abe8 void DrawMaterial(MaterialInterface* Material, float X, float Y, float Width, float Height, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float DrawOpacity, LinearColor DrawColor, Vector2D RenderOffset, float Rotation, Vector2D RotPivot);// 0x1d9a7bc void DrawAllRenderObjects(float DeltaTime, Vector2D DrawOffset);// 0x1d9a700 void Draw(float DeltaTime);// 0x1cfcfe4 LinearColor ApplyHUDColor(LinearColor DrawColor);// 0x1d9a664 -------------------------------- Class: SurviveHUD.HUD.Actor.Object bool bIsWorldMapVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x368 , Size: 1] Vector MarkerPosition;//[Offset: 0x36c , Size: 12] bool bShowCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378 , Size: 1] bool bDrawCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379 , Size: 1] bool ShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37a , Size: 1] bool OBShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37b , Size: 1] HitPerformData HitPerform;//[Offset: 0x37c , Size: 116] Texture2D* HUDMainTexture;//[Offset: 0x3f0 , Size: 4] Texture2D* CrossHairDisableTexture;//[Offset: 0x3f4 , Size: 4] Texture2D* CrossHairDisablePaintingTexture;//[Offset: 0x3f8 , Size: 4] bool PlayHudHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc , Size: 1] class HUDWidgetBase[] HUDWidgetClassList;//[Offset: 0x400 , Size: 12] HUDWidgetBase*[] HudWidgets;//[Offset: 0x40c , Size: 12] Texture2D* HUDPlayerTexture;//[Offset: 0x424 , Size: 4] CanvasIcon Crosshair;//[Offset: 0x428 , Size: 20] CanvasIcon ProgreesBar;//[Offset: 0x48c , Size: 20] CanvasIcon BKProgreesBar;//[Offset: 0x4a0 , Size: 20] CanvasIcon ProgressBarPlayer;//[Offset: 0x4b4 , Size: 20] CanvasIcon Marker;//[Offset: 0x4dc , Size: 20] Texture2D* HUDWorldMapTexture;//[Offset: 0x4f0 , Size: 4] CanvasIcon WORLDMAP;//[Offset: 0x4f4 , Size: 20] Texture2D* AimCrosshairTextrue;//[Offset: 0x508 , Size: 4] void SetShowDebugInfo(bool bNewDebugShow);// 0x1f6d60c void OnAsyncLoadingFinished();// 0x1f6d5f8 void EnableCrosshair(bool bEnable);// 0x1f6d57c -------------------------------- Class: HitPerformData WeaponCrossHairIconData[] IconList;//[Offset: 0x0 , Size: 12] float DefaultSpread;//[Offset: 0xc , Size: 4] float SpreadMax;//[Offset: 0x10 , Size: 4] float AddSpreadScale;//[Offset: 0x14 , Size: 4] float SpreadDecreaseSpeed;//[Offset: 0x18 , Size: 4] float DefaultOffset;//[Offset: 0x1c , Size: 4] float DefaultAlpha;//[Offset: 0x20 , Size: 4] float AlphaDecreaseSpeed;//[Offset: 0x24 , Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28 , Size: 1] LinearColor HitBodyDrawColor;//[Offset: 0x2c , Size: 16] LinearColor HitHeadDrawColor;//[Offset: 0x3c , Size: 16] LinearColor HitToDeathDrawColor;//[Offset: 0x4c , Size: 16] AkAudioEvent* HeadShotSound;//[Offset: 0x5c , Size: 4] AkAudioEvent* BodyShotSound;//[Offset: 0x60 , Size: 4] AkAudioEvent* DeadlyShotSound;//[Offset: 0x64 , Size: 4] float CurCrosshairSpread;//[Offset: 0x68 , Size: 4] -------------------------------- Class: CanvasIcon Texture* Texture;//[Offset: 0x0 , Size: 4] float U;//[Offset: 0x4 , Size: 4] float V;//[Offset: 0x8 , Size: 4] float UL;//[Offset: 0xc , Size: 4] float VL;//[Offset: 0x10 , Size: 4] -------------------------------- Class: StructProperty.Property.Field.Object -------------------------------- Class: HUDRenderObject_Texture.HUDRenderObject Texture* Atlas;//[Offset: 0x30 , Size: 4] TextureUVs UVs;//[Offset: 0x34 , Size: 16] bool bUseTeamColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44 , Size: 1] LinearColor[] TeamColorOverrides;//[Offset: 0x48 , Size: 12] bool bIsBorderElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1] bool bIsSlateElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55 , Size: 1] Vector2D RenderOffset;//[Offset: 0x58 , Size: 8] float Rotation;//[Offset: 0x60 , Size: 4] Vector2D RotPivot;//[Offset: 0x64 , Size: 8] -------------------------------- Class: HUDRenderObject bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] float RenderPriority;//[Offset: 0x8 , Size: 4] Vector2D Position;//[Offset: 0xc , Size: 8] Vector2D Size;//[Offset: 0x14 , Size: 8] LinearColor RenderColor;//[Offset: 0x1c , Size: 16] float RenderOpacity;//[Offset: 0x2c , Size: 4] -------------------------------- Class: TextureUVs float U;//[Offset: 0x0 , Size: 4] float V;//[Offset: 0x4 , Size: 4] float UL;//[Offset: 0x8 , Size: 4] float VL;//[Offset: 0xc , Size: 4] -------------------------------- Class: HUDRenderObject_Text.HUDRenderObject FText Text;//[Offset: 0x38 , Size: 12] Font* Font;//[Offset: 0x44 , Size: 4] float TextScale;//[Offset: 0x48 , Size: 4] bool bDrawShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1] Vector2D ShadowDirection;//[Offset: 0x50 , Size: 8] LinearColor ShadowColor;//[Offset: 0x58 , Size: 16] bool bDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68 , Size: 1] LinearColor OutlineColor;//[Offset: 0x6c , Size: 16] byte HorzPosition;//[Offset: 0x7c , Size: 1] byte VertPosition;//[Offset: 0x7d , Size: 1] -------------------------------- Class: FontRenderInfo bool bClipText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1] bool bEnableShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0 , Size: 1] DepthFieldGlowInfo GlowInfo;//[Offset: 0x4 , Size: 36] -------------------------------- Class: DepthFieldGlowInfo bool bEnableGlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0 , Size: 1] LinearColor GlowColor;//[Offset: 0x4 , Size: 16] Vector2D GlowOuterRadius;//[Offset: 0x14 , Size: 8] Vector2D GlowInnerRadius;//[Offset: 0x1c , Size: 8] -------------------------------- Class: BulletHitInfoUploadComponent.WeaponLogicBaseComponent.ActorComponent.Object float UploadInterval;//[Offset: 0xcc , Size: 4] bool bEnableTssSdkAntiData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0 , Size: 1] bool bEnableTssSdkAntiDataFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1 , Size: 1] bool bEnableTssSdkAntiDataFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2 , Size: 1] bool bDisableDsTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3 , Size: 1] bool bDisableDsAntiDataReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4 , Size: 1] bool bEnableAddSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5 , Size: 1] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xd8 , Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0x134 , Size: 4] bool NeedSendSimpleCharacterHitData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x138 , Size: 1] void HandleOnWeaponStopFire();// 0x1cf9bec void HandleOnWeaponStartFire();// 0x1cf9bd8 bool CheckCloseDSTick();// 0x1cf9bb0 void AddHitData(out const BulletHitInfoUploadData Data, out const LocalShootHitData ShootData);// 0x1cf9a18 -------------------------------- Class: MultiBulletComponent.WeaponLogicBaseComponent.ActorComponent.Object int FirstAddBulletID;//[Offset: 0xcc , Size: 4] SupportUpBullet[] MultiBulletList;//[Offset: 0xd0 , Size: 12] ItemDefineID OriginalBulletDefineID;//[Offset: 0xe0 , Size: 24] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xf8 , Size: 4] void SetFirstAddBullet(int BulletID);// 0x1dd7d00 void SetBulletIDListInClip(out BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x1dd7b58 void SetBulletAttr(int ReloadBulletID);// 0x1dd7ae0 void RemoveBulletIDListInClip(int RemoveNum, out BulletInClip CurBulletInClip, bool IsRevert);// 0x1dd7980 void RefreshBulletIDListInClip(int Count, out BulletInClip CurBulletInClip);// 0x1dd7870 void PreSetBulletIDListInClip(out BulletInClip NewBulletInClip, out BulletInClip CurBulletInClip);// 0x1dd770c bool HasMultiBullet();// 0x1dd76e4 int GetShootBulletType();// 0x1dd76bc int GetNextCostBulletIDFromBackpack(BackpackComponent* InBackPack);// 0x1dd763c int GetNextBulletID();// 0x1dd7614 BackpackComponent* GetBackpackComponent();// 0x1dd75ec float GetAdjustBulletMomentum();// 0x1dd75c4 float GetAdjustBulletDamage();// 0x1dd759c int CostBulletFromBackpack(BackpackComponent* BackPack, int WantReloadNum, out BulletInWeapon[] CostBulletList);// 0x1dd7440 void AddBulletIDListInClip(BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x1dd720c -------------------------------- Class: SupportUpBullet int UpBulletID;//[Offset: 0x0 , Size: 4] int DefaultPriority;//[Offset: 0x4 , Size: 4] -------------------------------- Class: GrenadeLaunchComponent.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0xcc , Size: 4] float BulletSpeed;//[Offset: 0xd0 , Size: 4] int CurBulletNum;//[Offset: 0xd4 , Size: 4] bool bUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1] int MaxBulletNumInClip;//[Offset: 0xdc , Size: 4] ItemDefineID BulletType;//[Offset: 0xe0 , Size: 24] bool CanUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8 , Size: 1] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0xfc , Size: 12] class CameraShake* ShootCameraShake;//[Offset: 0x108 , Size: 4] float CameraShakeInnerRadius;//[Offset: 0x10c , Size: 4] float CameraShakeOuterRadius;//[Offset: 0x110 , Size: 4] float CameraShakFalloff;//[Offset: 0x114 , Size: 4] AkAudioEvent* ShootSound;//[Offset: 0x118 , Size: 4] float ReloadTime;//[Offset: 0x11c , Size: 4] float ReloadTimeTactical;//[Offset: 0x120 , Size: 4] float ReloadTimeMagOut;//[Offset: 0x124 , Size: 4] float ReloadTimeMagIn;//[Offset: 0x128 , Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x12c , Size: 4] BackpackComponent* OwnerBackPack;//[Offset: 0x130 , Size: 4] void ShootGrenadeBullet(Vector StartLoc, Rotator StartRot, uint32 ShootID);// 0x1d8f4dc void SetUseGreanadeLaunch(bool bIsUse);// 0x1d8f45c void RemoveBullet(int RemoveNum);// 0x1d8f3e4 int ReloadGrenadeLaunch();// 0x1d8f3bc void OnRep_UseGrenadeLaunchState();// 0x1d8f3a8 void OnRep_CurBulletNum();// 0x1d8f394 void OnRep_CanUseGrenadeLaunch();// 0x1d8f380 void LaunchGrenadeBullet(Transform Trans, uint32 ShootID, int Pellet);// 0x1d8f210 bool JudgeMustReload();// 0x1d8f1e4 bool IsUseGreanadeLaunch();// 0x1d60634 void HandleGrenadeLaunchEquip(bool bIsEquip);// 0x1d8f164 BackpackComponent* GetBackpackComp();// 0x1d8f13c void DoGrenadeLaunchStartReload();// 0x1d8f128 bool CheckCanReload();// 0x1d8f100 -------------------------------- Class: FillGasComponent.WeaponLogicBaseComponent.ActorComponent.Object float UpGasSpeed;//[Offset: 0xcc , Size: 4] float DownGasSpeed;//[Offset: 0xd0 , Size: 4] float CostGasOneShoot;//[Offset: 0xd4 , Size: 4] float MaxGas;//[Offset: 0xd8 , Size: 4] float GasAddDamageRate;//[Offset: 0xdc , Size: 4] float MaxGasAngle;//[Offset: 0xe0 , Size: 4] float PostFillGasTime;//[Offset: 0xe4 , Size: 4] float GasUpdateInterval;//[Offset: 0xe8 , Size: 4] int CurGas;//[Offset: 0xec , Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xf0 , Size: 4] void OnRep_CurGas();// 0x1c8c854 void CostGassByShoot();// 0x1d61bb0 void CheckNeedRep();// 0x1d61b9c void AddFillGass(float AddFillGasTime);// 0x1d61b24 -------------------------------- Class: ShootWeaponEffectComponent.WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object class CameraShake* CameraShakeTemplate_NormalCameraMode;//[Offset: 0x114 , Size: 4] class CameraShake* CameraShakeTemplate_NearCameraMode;//[Offset: 0x118 , Size: 4] class CameraShake* CameraShakeTemplate_AimCameraMode;//[Offset: 0x11c , Size: 4] float CameraShakeInnerRadius;//[Offset: 0x120 , Size: 4] float CameraShakeOuterRadius;//[Offset: 0x124 , Size: 4] float CameraShakFalloff;//[Offset: 0x128 , Size: 4] bool bNeedRefreshMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12c , Size: 1] bool bNeedOptimizeMuzzleFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12e , Size: 1] ParticleSystem* MuzzleFX;//[Offset: 0x130 , Size: 4] Vector LocalMuzzelFXScale;//[Offset: 0x134 , Size: 12] ParticleSystem* ScopeMuzzleFX;//[Offset: 0x140 , Size: 4] Vector ScopeMuzzelFXScale;//[Offset: 0x144 , Size: 12] ParticleSystem* RemoteMuzzleFX;//[Offset: 0x150 , Size: 4] Vector RemoteMuzzelFXScale;//[Offset: 0x154 , Size: 12] FXDistancaScaleStruct RemoteMuzzleFXDistanceScale;//[Offset: 0x160 , Size: 16] ParticleSystem* LocalSilencerMuzzleFX;//[Offset: 0x170 , Size: 4] Vector LocalSilencerMuzzelFXScale;//[Offset: 0x174 , Size: 12] ParticleSystem* ScopeSilencerMuzzleFX;//[Offset: 0x180 , Size: 4] Vector ScopeSilencerMuzzelFXScale;//[Offset: 0x184 , Size: 12] ParticleSystem* RemoteSilencerMuzzleFX;//[Offset: 0x190 , Size: 4] Vector RemoteSilencerMuzzelFXScale;//[Offset: 0x194 , Size: 12] FXDistancaScaleStruct RemoteSilencerMuzzleFXDistanceScale;//[Offset: 0x1a0 , Size: 16] ParticleSystem* LocalFiringSuppressorMuzzleFX;//[Offset: 0x1b0 , Size: 4] Vector LocalFiringSuppressorMuzzelFXScale;//[Offset: 0x1b4 , Size: 12] ParticleSystem* ScopeFiringSuppressorMuzzleFX;//[Offset: 0x1c0 , Size: 4] Vector ScopeFiringSuppressorMuzzelFXScale;//[Offset: 0x1c4 , Size: 12] ParticleSystem* RemoteFiringSuppressorMuzzleFX;//[Offset: 0x1d0 , Size: 4] Vector RemoteFiringSuppressorMuzzelFXScale;//[Offset: 0x1d4 , Size: 12] FXDistancaScaleStruct RemoteSuppressorMuzzleFXDistanceScale;//[Offset: 0x1e0 , Size: 16] ParticleSystem* LocalCompensatorMuzzleFX;//[Offset: 0x1f0 , Size: 4] Vector LocalCompensatorMuzzelFXScale;//[Offset: 0x1f4 , Size: 12] ParticleSystem* ScopeCompensatorMuzzleFX;//[Offset: 0x200 , Size: 4] Vector ScopeCompensatorMuzzelFXScale;//[Offset: 0x204 , Size: 12] ParticleSystem* RemoteCompensatorMuzzleFX;//[Offset: 0x210 , Size: 4] Vector RemoteCompensatorMuzzelFXScale;//[Offset: 0x214 , Size: 12] bool bIsActiveShellDropFXWhenShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220 , Size: 1] ParticleSystem* ShellDropFX;//[Offset: 0x224 , Size: 4] Vector ShellDropFXScale;//[Offset: 0x228 , Size: 12] ParticleSystem* FPPShellDropFX;//[Offset: 0x234 , Size: 4] Vector FPPShellDropFXScale;//[Offset: 0x238 , Size: 12] float ShootLightCD;//[Offset: 0x244 , Size: 4] float LastShootLightTime;//[Offset: 0x248 , Size: 4] class OBEffectBullet* OBEffectBulletTemplate;//[Offset: 0x24c , Size: 4] int MaxOBBulletTrackCompNum;//[Offset: 0x250 , Size: 4] ParticleSystemComponent* ShellDropFXComp;//[Offset: 0x254 , Size: 4] ParticleSystemComponent* FPPShellDropFXComp;//[Offset: 0x258 , Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x25c , Size: 4] ParticleSystemComponent* MuzzleFXComp;//[Offset: 0x260 , Size: 4] ParticleSystemComponent*[] OBBulletTrackFXCompsArray;//[Offset: 0x264 , Size: 12] Vector MuzzleFXOriginalScale;//[Offset: 0x270 , Size: 12] float MuzzleFXPrevDistanceScaler;//[Offset: 0x27c , Size: 4] OBEffectBullet*[] OBEffectBulletsCachePool;//[Offset: 0x290 , Size: 12] bool bChangeShellDropRot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c , Size: 1] Rotator ShellDropRot;//[Offset: 0x2a0 , Size: 12] FName ChangeShellDropSocket;//[Offset: 0x2b0 , Size: 8] bool ShellDropRotHasChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b8 , Size: 1] void ReloadAttr(int WeaponId);// 0x1e3c4b4 void OnWeaponUnEquiped();// 0x1e3c4a0 void OnWeaponEuiped();// 0x1e3c48c void HandleWeaponAction(byte Action);// 0x1e3c40c STExtraShootWeapon* GetOwnerShootWeapon();// 0x1e3c3e4 OBEffectBullet* GetOBEffectBullet();// 0x1e3c3bc int GetAvailableOBEffectBulletNum();// 0x1e3c394 void CheckOptimizeMuzzleFX();// 0x1da26d0 void ChangeShellDropFx();// 0x1e3c380 void ActiveShootLight();// 0x1e3c36c void ActiveLocalShellDropFX();// 0x1e3c358 -------------------------------- Class: WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object SoundDataMap;//[Offset: 0xcc , Size: 60] AkAudioEvent* ShellDropSound;//[Offset: 0x108 , Size: 4] AkAudioEvent* SilencerShootSound;//[Offset: 0x10c , Size: 4] AkAudioEvent* DurabilityLossShootSound;//[Offset: 0x110 , Size: 4] void HandleWeaponAction(byte Action);// 0x1e3c40c -------------------------------- Class: FXDistancaScaleStruct float FXStartScaleDistance;//[Offset: 0x0 , Size: 4] float FXEndScaleDistance;//[Offset: 0x4 , Size: 4] float FXStartScaleValue;//[Offset: 0x8 , Size: 4] float FXEndScaleValue;//[Offset: 0xc , Size: 4] -------------------------------- Class: OBEffectBullet.Actor.Object float MaxMovingTime;//[Offset: 0x2c4 , Size: 4] delegate OnOBEffectBulletMoveEnd;//[Offset: 0x2c8 , Size: 12] ParticleSystem* CurFXTemplate;//[Offset: 0x2d8 , Size: 4] float CurMovingTime;//[Offset: 0x304 , Size: 4] CurveFloat* SpeedCurve;//[Offset: 0x308 , Size: 4] -------------------------------- Class: AttrModifyComponent.ActorComponent.Object bool UseAttributeModifyRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1] delegate OnAttrModified;//[Offset: 0xc4 , Size: 12] int AttrGroup;//[Offset: 0xd0 , Size: 4] AttrModifyItem[] ConfigAttrModifyList;//[Offset: 0xd4 , Size: 12] AttrModifyGroupItem[] ConfigAttrModifyGroupList;//[Offset: 0xe0 , Size: 12] uint32 AttrModifyStateList;//[Offset: 0x1a4 , Size: 4] bool[] AttrModifyGroupStateList;//[Offset: 0x1a8 , Size: 12] AttrModifyItem[] DynamicModifierRepList;//[Offset: 0x1b4 , Size: 12] RepAttributeModify DynamicModifierRep;//[Offset: 0x1c0 , Size: 16] int AttrModifyStateListNum;//[Offset: 0x1f0 , Size: 4] AttributeExpand[] AttributeExpands;//[Offset: 0x270 , Size: 12] AttrDynamicModifier DynamicModifier;//[Offset: 0x27c , Size: 124] RelateAttributeGroup;//[Offset: 0x2f8 , Size: 60] enum ActorAttrType;//[Offset: 0x334 , Size: 1] ModAttrSimulateSyncItem[] ModSimulateSyncList;//[Offset: 0x3fc , Size: 12] void SetValueToAttributeSafety(FString AttrName, float Value);// 0x209cf98 void SetOrignalValueToAttribute(FString AttrName, float Value);// 0x209ce98 void SetAttrModifyStateValue(int Index, bool Value);// 0x209cdd4 void SetAttributeMaxValue(FString AttrName, float MaxValue);// 0x209ccd4 void ResponeAttrValue(FString AttrName, float FinalValue);// 0x209cb98 void RequestAttrValue(FString AttrName);// 0x209caa4 void RemoveDynamicModifyItemForLua(uint32 ModifyUID);// 0x209ca2c bool RegisterModifyAbleAttr(out const AttrRegisterItem[] AttrRegists, bool bSetAttrByOrigin);// 0x209c8a0 void OnRep_ModSimulateSyncList();// 0x209c88c void OnRep_DynamicModifierList();// 0x209c878 void OnRep_DynamicModifier();// 0x209c864 void OnRep_AttrModifyStateList();// 0x209c850 void OnRep_AttrModifyGroupStateList();// 0x209c83c void OnAttrModifiedEvent__DelegateSignature(out const AttrAffected[] AffectedAttrS);// 0x2859eb0 bool IsAttrModifyStateValidIndex(int Index);// 0x209c7bc bool HasDynamicModifier(FString AttrModifyId);// 0x209c6f8 bool GetAttrModifyStateValue(int Index);// 0x209c678 int GetAttrModifyStateNum();// 0x209c65c AttrModifyItem GetAttrModifyItemByItemName(FString ItemName);// 0x209c380 float GetAttributeValue(FString AttrName);// 0x209c2b8 float GetAttributeOrignalValue(FString AttrName);// 0x209c1f0 bool EnableAttrModifier(FString AttrModifyItemName);// 0x209c090 bool EnableAllAttrModifier();// 0x209c068 bool DisableModifierToActor(Actor* TargetActor);// 0x209bfe8 bool DisableAttrModifier(FString AttrModifyItemName);// 0x209be88 bool DisableAllAttrModifier();// 0x209be60 void AddValueToAttribute(FString AttrName, float Value);// 0x209bd60 uint32 AddDynamicModifyItemForLua(FString AttrName, byte ModifyType, float Value, bool bEnable, Object* Causer);// 0x209bb7c void AddDynamicModifier(out AttrModifyItem AttrModifyItem);// 0x209ba24 -------------------------------- Class: AttrModifyGroupItem AttrModifyItem[] AttrModifyItem;//[Offset: 0x0 , Size: 12] -------------------------------- Class: RepAttributeModify -------------------------------- Class: AttributeExpand FString AttrName;//[Offset: 0x0 , Size: 12] FString AttrDesc;//[Offset: 0xc , Size: 12] int RelateTypeId;//[Offset: 0x18 , Size: 4] FString RelateGroup;//[Offset: 0x1c , Size: 12] float Value;//[Offset: 0x28 , Size: 4] -------------------------------- Class: AttrDynamicModifier ModifyAttrs;//[Offset: 0x0 , Size: 60] ModifyConfigs;//[Offset: 0x3c , Size: 60] AttrModifyComponent* Component;//[Offset: 0x78 , Size: 4] -------------------------------- Class: AttrDynamicModifyTarget AttrDynamicModifyItem[] List;//[Offset: 0x8 , Size: 12] -------------------------------- Class: AttrDynamicModifyItem Object* Causer;//[Offset: 0x18 , Size: 8] -------------------------------- Class: AttrDynamicModifyConfig bool IsOneceModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool HasLimitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] bool HasMaxAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1] FString AttrName;//[Offset: 0x4 , Size: 12] FString LimitAttrName;//[Offset: 0x10 , Size: 12] FString MaxAttrName;//[Offset: 0x1c , Size: 12] -------------------------------- Class: RelateAttributeGroup RelateAttributes;//[Offset: 0x0 , Size: 60] -------------------------------- Class: ModAttrSimulateSyncItem int AttrId;//[Offset: 0x0 , Size: 4] float FinalValue;//[Offset: 0x4 , Size: 4] -------------------------------- Class: AttrRegisterItem FString AttrName;//[Offset: 0x0 , Size: 12] enum AttrVariableType;//[Offset: 0xc , Size: 1] bool HasReplicatedTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1] -------------------------------- Class: AttrAffected FString AttrName;//[Offset: 0x0 , Size: 12] Actor* AffectedActor;//[Offset: 0xc , Size: 4] -------------------------------- Class: WeaponAttrModifyConfig FString ModifyConfigID;//[Offset: 0x0 , Size: 12] WeaponAttrModifyData[] WeaponAttrModifiers;//[Offset: 0xc , Size: 12] -------------------------------- Class: WeaponAttrModifyData FString ModifyAttr;//[Offset: 0x0 , Size: 12] enum Op;//[Offset: 0xc , Size: 1] float ModifyValue;//[Offset: 0x10 , Size: 4] -------------------------------- Class: WeaponAntiCheatComp.WeaponLogicBaseComponent.ActorComponent.Object STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xcc , Size: 8] float ShootRateCheckInterval;//[Offset: 0xfc , Size: 4] bool ShootRateCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100 , Size: 1] float ShootRateCheckMulCoff;//[Offset: 0x104 , Size: 4] bool ShootHitTargetIntervalCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1] float ShootHitTargetIntervalMulCoff;//[Offset: 0x10c , Size: 4] bool bCheckParachuteHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110 , Size: 1] float MaxParachuteHeightDist;//[Offset: 0x114 , Size: 4] float MaxParachutePlaneDist;//[Offset: 0x118 , Size: 4] float ShootTimeInfoCheckClearInterval;//[Offset: 0x15c , Size: 4] float ShootTimeInfoCheckLifeTime;//[Offset: 0x160 , Size: 4] float ShootTimeGunPosBigCircle;//[Offset: 0x164 , Size: 4] float ShootTimeGunPosMaxZDif;//[Offset: 0x168 , Size: 4] float ShootTimeGunPosMaxForwadDif;//[Offset: 0x16c , Size: 4] float ShootTimeGunPosMaxForwadDifInVehicle;//[Offset: 0x170 , Size: 4] float ShootTimeGunPosMaxRightDif;//[Offset: 0x174 , Size: 4] float ShootTimeGunPosMaxRightDifInVehicle;//[Offset: 0x178 , Size: 4] int MaxClientCapsuleHalfHeight;//[Offset: 0x17c , Size: 4] float ShootTimeMuzzleDistThres;//[Offset: 0x180 , Size: 4] float ShootTimeMuzzleZThres;//[Offset: 0x184 , Size: 4] bool bVerifyTimeLineSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188 , Size: 1] float TimeLineCheckDnBorder;//[Offset: 0x18c , Size: 4] float TimeLineCheckUpBorder;//[Offset: 0x190 , Size: 4] float ShootTimeConnectionDeltaThres;//[Offset: 0x194 , Size: 4] bool bVerifyStartFireTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1] float MaxShootPassTimeDeltaBetweenSysAndLevel;//[Offset: 0x19c , Size: 4] float TolerateFlyTime;//[Offset: 0x1a0 , Size: 4] float TolerateFlyDis;//[Offset: 0x1a4 , Size: 4] void OnWeaponShootHit(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x1ff1950 -------------------------------- Class: ShootWeaponDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent byte AvatarDamagePosition;//[Offset: 0xa5 , Size: 1] float DamageImpulse;//[Offset: 0xc0 , Size: 4] -------------------------------- Class: SimulateBulletHitInfoData Vector ImpactPoint;//[Offset: 0x0 , Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc , Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18 , Size: 12] Vector ShootMomentMuzzlePos;//[Offset: 0x24 , Size: 12] byte SurfaceType;//[Offset: 0x30 , Size: 1] Actor* Actor;//[Offset: 0x34 , Size: 8] PrimitiveComponent* Component;//[Offset: 0x3c , Size: 8] byte HitBodyType;//[Offset: 0x44 , Size: 1] byte ImpactEffectMask;//[Offset: 0x45 , Size: 1] -------------------------------- Class: SecurityLogHitTargetInfo -------------------------------- Class: WeaponTriggerEventHandleSkill.WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x2002da8 static int[] GetWeaponSkillIDList(STExtraWeapon* Weapon);// 0x20033c8 -------------------------------- Class: WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x2002da8 void ProcessTriggerEvent(enum Event);// 0x1e3c40c -------------------------------- Class: SceneCompUpdateOptimizationItem -------------------------------- Class: WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.Object WeaponStateBase* CurrentState;//[Offset: 0xcc , Size: 4] WeaponStateBase* DefaultState;//[Offset: 0xd0 , Size: 4] StateMap;//[Offset: 0xd4 , Size: 60] WeaponStateBase* GetCurrentState();// 0x1c9c604 byte GetCurrentFreshWeaponStateType();// 0x2002920 -------------------------------- Class: WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object delegate OnBeginState;//[Offset: 0xcc , Size: 12] delegate OnEndState;//[Offset: 0xd8 , Size: 12] bool bNeedConditionGateCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4 , Size: 1] byte FreshWeaponStateType;//[Offset: 0xe5 , Size: 1] -------------------------------- Class: GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object delegate GrenadeAvatarEqiuped;//[Offset: 0x2f4 , Size: 12] void PreChangeGrenadeAvatar(int InItemID);// 0x1d8ec9c void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x1d8ec14 FString GetItemAvatarHandlePath(int ItemID);// 0x2859eb0 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x2859eb0 int GetDefaultAvatarID(int InAvatarID);// 0x2859eb0 void AddAssetSoftObject(out SoftObjectPath[] FSoftObjectPathList);// 0x1d8ead8 -------------------------------- Class: ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object delegate VehicleEquipedDefaultAvatarEvent;//[Offset: 0x16c , Size: 12] bool bNeedCheckResExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178 , Size: 1] ItemDefineID DefaultCfg;//[Offset: 0x180 , Size: 24] bool bEnableLobbyMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198 , Size: 1] MeshComponent* ItemBodyMesh;//[Offset: 0x19c , Size: 4] NetItemAvatarData NetAvatarData;//[Offset: 0x1a0 , Size: 32] BackpackCommonAvatarHandle* ItemAvatarHandle;//[Offset: 0x258 , Size: 4] BackpackCommonAvatarHandle* DefaultItemAvatarHandle;//[Offset: 0x25c , Size: 4] int itemType;//[Offset: 0x260 , Size: 4] SkeletalMesh* MasterSkeletalMesh;//[Offset: 0x268 , Size: 40] StaticMesh* MasterStaticMesh;//[Offset: 0x290 , Size: 40] AssetObjectMap;//[Offset: 0x2b8 , Size: 60] void VehicleEquipedDefaultAvatar__DelegateSignature(int AvatarID, int DefaultAvatarID);// 0x2859eb0 void SyncChangeItemAvatar(int InItemID);// 0x1da5578 void SetMasterStaticMeshPath(FString InPath, bool bForce);// 0x1da5470 void SetMasterSkeletalMeshPath(FString InPath, bool bForce);// 0x1da5368 void ResetItemAvatar();// 0x1da5354 void RequestDownloadItemInBattle(int InItemID);// 0x1c98450 void PreChangeItemAvatar(int InItemID);// 0x1da52d4 void OnRep_ItemAvatarChanged();// 0x1da52c0 bool IsValidAvatar();// 0x1da5298 BackpackCommonAvatarHandle* GetValidAvatarHandle();// 0x1da5268 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x1da518c MeshComponent* GetItemBodyMesh();// 0x1da5170 MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance, MaterialInterface* MatBase);// 0x1cdff6c void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x1c98154 void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x1da503c void ChangeItemAvatar(int InItemID, bool bUpdateFlag);// 0x1da4f78 void AsyncChangeItemAvatar(int InItemID);// 0x1da4ef8 bool ApplyMesh(MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x1da4de8 bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x1da4ce8 void AddAssetSoftObject(out SoftObjectPath[] ObjectPathList);// 0x1d8ead8 -------------------------------- Class: BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object ItemAvatarData[] ItemAvatarMats;//[Offset: 0xa0 , Size: 12] SkeletalMesh* ItemSkletalMesh;//[Offset: 0xb0 , Size: 40] StaticMesh* ItemStaticMesh;//[Offset: 0xd8 , Size: 40] class AnimInstance* ItemAnimBPPath;//[Offset: 0x100 , Size: 40] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354 bool HandleDrop(int InCount, enum Reason);// 0x1caed70 bool HandleDisuse(enum Reason);// 0x1ca09d4 BackpackComponent* GetBackpackComponent();// 0x1cb1cf8 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1cb1c34 -------------------------------- Class: ItemAvatarData FName SlotID;//[Offset: 0x0 , Size: 8] MaterialInterface* MatInstance;//[Offset: 0x8 , Size: 40] MaterialInterface* LobbyMatInstance;//[Offset: 0x30 , Size: 40] -------------------------------- Class: NetItemAvatarData ItemDefineID ItemDefineID;//[Offset: 0x0 , Size: 24] int UpdateFlag;//[Offset: 0x18 , Size: 4] -------------------------------- Class: ItemAvatarMatPath FName SlotID;//[Offset: 0x0 , Size: 8] SoftObjectPath MatInstancePath;//[Offset: 0x8 , Size: 24] SoftObjectPath MatBasePath;//[Offset: 0x20 , Size: 24] -------------------------------- Class: WeaponSpecificHandler.WeaponLogicBaseComponent.ActorComponent.Object ItemDefineID ItemDefineID;//[Offset: 0xd0 , Size: 24] FName LogicSocket;//[Offset: 0xe8 , Size: 8] FName AttachSocket;//[Offset: 0xf0 , Size: 8] byte SurviveWeaponPropSlot;//[Offset: 0xf8 , Size: 1] float AIMinAttackDist;//[Offset: 0xfc , Size: 4] float AIMaxAttackDist;//[Offset: 0x100 , Size: 4] float AIAttackDist;//[Offset: 0x104 , Size: 4] ItemHandleBase* GetBackpackItemHandle();// 0x2002364 int GetAvailableBulletsNumInBackpack();// 0x200233c -------------------------------- Class: STExtraVehicleWeaponsOnSeat VehicleShootWeapon*[] WeaponsOnSeat;//[Offset: 0x0 , Size: 12] -------------------------------- Class: STExtraVehicleAttachment FName AttachSocket;//[Offset: 0x0 , Size: 8] class VehicleAttachmentBase* VehicleAttachementClass;//[Offset: 0x8 , Size: 4] -------------------------------- Class: VehicleAttachmentBase.Actor.Object bool bEnableModifyHitDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc , Size: 1] float HitSelfModifier;//[Offset: 0x2d0 , Size: 4] float HitSelfImpactReduce;//[Offset: 0x2d4 , Size: 4] float HitOthersModifier;//[Offset: 0x2d8 , Size: 4] float HitOthersImpactRaise;//[Offset: 0x2dc , Size: 4] float HitCharacterModifier;//[Offset: 0x2e0 , Size: 4] -------------------------------- Class: VehicleDamageComponent.VehicleComponent.ActorComponent.Object CurveFloat* VehicleHitCharacterDamageCurve;//[Offset: 0xbc , Size: 4] float LaunchVelocityFactorOnHitCharacter;//[Offset: 0xc0 , Size: 4] float ImpactModifier;//[Offset: 0xc4 , Size: 4] float ImpactAbsorption;//[Offset: 0xc8 , Size: 4] float ImpactAbsorptionPassenger;//[Offset: 0xcc , Size: 4] float ImpactModifierUpsideDown;//[Offset: 0xd0 , Size: 4] float ImpactAbsorptionUpsideDown;//[Offset: 0xd4 , Size: 4] float ImpactAbsorptionPassengerUpsideDown;//[Offset: 0xd8 , Size: 4] float HitIgnoreImpulseThreshold;//[Offset: 0xdc , Size: 4] float DamageCharacterCD;//[Offset: 0xe0 , Size: 4] float DamageSelfCD;//[Offset: 0xe8 , Size: 4] bool bIgnoreVehicleSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec , Size: 1] float HitDamageSelfMaxFactor;//[Offset: 0xf4 , Size: 4] float HitDamagePassengerMaxHP;//[Offset: 0xf8 , Size: 4] bool bApplyDamageToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc , Size: 1] float AllowedMaxHitDistanceSqAtServer;//[Offset: 0x100 , Size: 4] float DamageReduce;//[Offset: 0x104 , Size: 4] float ExplosionBaseDamage;//[Offset: 0x108 , Size: 4] float ExplosionMinimumDamage;//[Offset: 0x10c , Size: 4] float ExplosionRadiusInner;//[Offset: 0x110 , Size: 4] float ExplosionRadiusOuter;//[Offset: 0x114 , Size: 4] float ExplosionDamageFalloff;//[Offset: 0x118 , Size: 4] float ExplosionBaseMomentumMag;//[Offset: 0x11c , Size: 4] class DamageType* ExplosionDamageType;//[Offset: 0x120 , Size: 4] bool OnlyBreakWindowThroughDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124 , Size: 1] class DamageType* VehicleDamageTypeClass;//[Offset: 0x128 , Size: 4] float HitStoneVelocityDamp;//[Offset: 0x12c , Size: 4] RigidBodyState CachedRigidBodyState;//[Offset: 0x130 , Size: 64] bool bEnableVehicleHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170 , Size: 1] CurveFloat* VehicleHitVehicleDamageCurve;//[Offset: 0x174 , Size: 4] Vector2D ImpactModifierVehicle;//[Offset: 0x178 , Size: 8] Vector2D ImpactModifierOtherVehicle;//[Offset: 0x180 , Size: 8] float ImpactAbsorptionVehicle;//[Offset: 0x188 , Size: 4] float ImpactAbsorptionAmplitude;//[Offset: 0x18c , Size: 4] float DotProductFrontThreshold;//[Offset: 0x190 , Size: 4] float DotProductRearThreshold;//[Offset: 0x194 , Size: 4] float ImpactModifierFront;//[Offset: 0x198 , Size: 4] float ImpactModifierRear;//[Offset: 0x19c , Size: 4] float ImpactModifierFrontSide;//[Offset: 0x1a0 , Size: 4] float ImpactModifierRearSide;//[Offset: 0x1a4 , Size: 4] Vector2D DamageCorrection;//[Offset: 0x1a8 , Size: 8] float SameCampDamangeAttenuationCoefficient;//[Offset: 0x1b0 , Size: 4] float SameCampDamangeLimit;//[Offset: 0x1b4 , Size: 4] void SendHitCaveStoneToServer(Actor* OtherActor, const RigidBodyState InHitBodyState);// 0x1fce630 void HandleOnVehicleHit(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1fce4c0 -------------------------------- Class: RigidBodyState Vector_NetQuantize100 Position;//[Offset: 0x0 , Size: 12] Quat Quaternion;//[Offset: 0x10 , Size: 16] Vector_NetQuantize100 LinVel;//[Offset: 0x20 , Size: 12] Vector_NetQuantize100 AngVel;//[Offset: 0x2c , Size: 12] byte Flags;//[Offset: 0x38 , Size: 1] -------------------------------- Class: VehicleCommonComponent.VehicleComponent.ActorComponent.Object delegate VehicleHPChangedDelegate;//[Offset: 0xbc , Size: 12] delegate VehicleFuelChangedDelegate;//[Offset: 0xc8 , Size: 12] delegate VehicleWheelsHPChangedDelegate;//[Offset: 0xd4 , Size: 12] delegate VehicleHPFuelChangedDelegate;//[Offset: 0xe0 , Size: 12] delegate UnmannedVehicleHPChangedDelegate;//[Offset: 0xec , Size: 12] delegate UnmannedVehicleFuelChangedDelegate;//[Offset: 0xf8 , Size: 12] bool DontDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1] float HPMax;//[Offset: 0x108 , Size: 4] float HP;//[Offset: 0x10c , Size: 4] float[] WheelsCurrentHP;//[Offset: 0x110 , Size: 12] bool DontConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c , Size: 1] float FuelMax;//[Offset: 0x120 , Size: 4] float Fuel;//[Offset: 0x124 , Size: 4] float FuelConsumeFactor;//[Offset: 0x128 , Size: 4] STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x12c , Size: 12] void VehicleTakeDamage(float Damage, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcd2f0 void TakeDamageByHitPart(float Damage, byte HitPart, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcd0ec void TakeDamageByBoneNameInner(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcced0 void TakeDamageByBoneName(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x1fcccb4 void RefreshWheelState();// 0x1fccca0 void OnRep_WheelsCurrentHP();// 0x1fccc8c void OnRep_HP();// 0x1fccc78 void OnRep_Fuel();// 0x1fccc64 bool NoFuel();// 0x1fccc3c void Maintenance(float addpercenthp, bool fixtire);// 0x1fccb78 bool IsDontDamage();// 0x1fccb5c bool IsDontConsumeFuel();// 0x1fccb40 bool IsDestroyed();// 0x1fccb18 int GetWheelsHPNum();// 0x1fccaf0 float GetWheelHPMax(int WheelIdx);// 0x1fcca70 float GetWheelHP(int WheelIdx);// 0x1fcc9f0 float GetVehicleHPMax();// 0x1dd75c4 float GetVehicleHP();// 0x1fcc9c8 float GetFuelMax();// 0x1fcc9a0 float GetFuelConsumeFactor();// 0x1fcc978 float GetFuel();// 0x1fcc950 void CalculateDestroyVehicleWheelFlow(Controller* Instigator);// 0x1fcc8d8 -------------------------------- Class: STExtraVehicleWheelHP float HPMax;//[Offset: 0x0 , Size: 4] FName BoneName;//[Offset: 0x8 , Size: 8] FName[] AssociationBoneName;//[Offset: 0x10 , Size: 12] -------------------------------- Class: BuoyancyForceComponent.SceneComponent.ActorComponent.Object OceanManager* OceanManager;//[Offset: 0x260 , Size: 4] float MeshDensity;//[Offset: 0x264 , Size: 4] float FluidDensity;//[Offset: 0x268 , Size: 4] float FluidLinearDamping;//[Offset: 0x26c , Size: 4] float FluidAngularDamping;//[Offset: 0x270 , Size: 4] Vector VelocityDamper;//[Offset: 0x274 , Size: 12] bool ClampMaxVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x280 , Size: 1] float MaxUnderwaterVelocity;//[Offset: 0x284 , Size: 4] float TestPointRadius;//[Offset: 0x288 , Size: 4] Vector[] TestPoints;//[Offset: 0x28c , Size: 12] bool ApplyForceToBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298 , Size: 1] bool SnapToSurfaceIfNoPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x299 , Size: 1] bool TwoGerstnerIterations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29a , Size: 1] float[] PointDensityOverride;//[Offset: 0x29c , Size: 12] StructBoneOverride[] BoneOverride;//[Offset: 0x2a8 , Size: 12] bool DrawDebugPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b4 , Size: 1] bool EnableStayUprightConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b5 , Size: 1] float StayUprightStiffness;//[Offset: 0x2b8 , Size: 4] float StayUprightDamping;//[Offset: 0x2bc , Size: 4] Rotator StayUprightDesiredRotation;//[Offset: 0x2c0 , Size: 12] bool EnableWaveForces;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc , Size: 1] float WaveForceMultiplier;//[Offset: 0x2d0 , Size: 4] SceneComponent* UpdatedComponent;//[Offset: 0x2d4 , Size: 4] byte TickGroup;//[Offset: 0x2d8 , Size: 1] bool IsEntirelyUnderWater();// 0x4bfca80 bool IsContactedWater();// 0x4bfca58 -------------------------------- Class: OceanManager.Actor.Object bool EnableGerstnerWaves;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c4 , Size: 1] Vector2D GlobalWaveDirection;//[Offset: 0x2c8 , Size: 8] float GlobalWaveSpeed;//[Offset: 0x2d0 , Size: 4] float GlobalWaveAmplitude;//[Offset: 0x2d4 , Size: 4] float DistanceCheck;//[Offset: 0x2d8 , Size: 4] WaveParameter[] WaveClusters;//[Offset: 0x2dc , Size: 12] WaveSetParameters[] WaveSetOffsetsOverride;//[Offset: 0x2e8 , Size: 12] float NetWorkTimeOffset;//[Offset: 0x2f4 , Size: 4] bool bEnableLandscapeModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1] float ModulationStartHeight;//[Offset: 0x2fc , Size: 4] float ModulationMaxHeight;//[Offset: 0x300 , Size: 4] float ModulationPower;//[Offset: 0x304 , Size: 4] Landscape* Landscape;//[Offset: 0x308 , Size: 4] Texture2D* HeightmapTexture;//[Offset: 0x30c , Size: 4] bool bEnableWaterBoxModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330 , Size: 1] Box[] WaterBoxes;//[Offset: 0x334 , Size: 12] bool bEnableWaterTransformModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340 , Size: 1] Transform[] WaterTransforms;//[Offset: 0x344 , Size: 12] Vector[] WaterBoxExtends;//[Offset: 0x350 , Size: 12] void LoadLandscapeHeightmap(Texture2D* Tex2D);// 0x4bfdd4c Vector GetWaveHeightValue(out const Vector Location, const World* World, bool HeightOnly, bool TwoIterations);// 0x4bfdbc8 LinearColor GetHeightmapPixel(float U, float V);// 0x4bfdaf8 -------------------------------- Class: WaveParameter float Rotation;//[Offset: 0x0 , Size: 4] float Length;//[Offset: 0x4 , Size: 4] float Amplitude;//[Offset: 0x8 , Size: 4] float Steepness;//[Offset: 0xc , Size: 4] float TimeScale;//[Offset: 0x10 , Size: 4] -------------------------------- Class: WaveSetParameters WaveParameter Wave01;//[Offset: 0x0 , Size: 20] WaveParameter Wave02;//[Offset: 0x14 , Size: 20] WaveParameter Wave03;//[Offset: 0x28 , Size: 20] WaveParameter Wave04;//[Offset: 0x3c , Size: 20] WaveParameter Wave05;//[Offset: 0x50 , Size: 20] WaveParameter Wave06;//[Offset: 0x64 , Size: 20] WaveParameter Wave07;//[Offset: 0x78 , Size: 20] WaveParameter Wave08;//[Offset: 0x8c , Size: 20] -------------------------------- Class: Landscape.LandscapeProxy.Actor.Object -------------------------------- Class: LandscapeProxy.Actor.Object LandscapeSplinesComponent* SplineComponent;//[Offset: 0x2c4 , Size: 4] Guid LandscapeGuid;//[Offset: 0x2c8 , Size: 16] IntPoint LandscapeSectionOffset;//[Offset: 0x2d8 , Size: 8] int MaxLODLevel;//[Offset: 0x2e0 , Size: 4] float LODDistanceFactor;//[Offset: 0x2e4 , Size: 4] byte LODFalloff;//[Offset: 0x2e8 , Size: 1] bool bUseScreenSizeLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e9 , Size: 1] float LOD0DistributionSetting;//[Offset: 0x2ec , Size: 4] float LODDistributionSetting;//[Offset: 0x2f0 , Size: 4] int StaticLightingLOD;//[Offset: 0x2f4 , Size: 4] PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x2f8 , Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x2fc , Size: 4] bool bCacheHeightData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300 , Size: 1] MaterialInterface* LandscapeMaterial;//[Offset: 0x304 , Size: 4] MaterialInterface* LandscapeHoleMaterial;//[Offset: 0x308 , Size: 4] OtherMaterials;//[Offset: 0x30c , Size: 60] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x348 , Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x34c , Size: 12] float MinGrassWeightThreshold;//[Offset: 0x358 , Size: 4] float NegativeZBoundsExtension;//[Offset: 0x35c , Size: 4] float PositiveZBoundsExtension;//[Offset: 0x360 , Size: 4] Texture2D* GrassColor_WorldMaskNoiseTexture;//[Offset: 0x364 , Size: 4] Vector2D GrassColor_UVScale_WorldMaskNoise;//[Offset: 0x368 , Size: 8] Vector2D GrassColor_Center_WorldMaskNoise;//[Offset: 0x370 , Size: 8] LandscapeComponent*[] LandscapeComponents;//[Offset: 0x378 , Size: 12] LandscapeHeightfieldCollisionComponent*[] CollisionComponents;//[Offset: 0x384 , Size: 12] HierarchicalInstancedStaticMeshComponent*[] FoliageComponents;//[Offset: 0x390 , Size: 12] bool bHasLandscapeGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4 , Size: 1] float StaticLightingResolution;//[Offset: 0x3e8 , Size: 4] bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ec , Size: 1] bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3ec , Size: 1] bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3ec , Size: 1] LightingChannels LightingChannels;//[Offset: 0x3ed , Size: 1] bool bUseMaterialPositionOffsetInStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ee , Size: 1] bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3ee , Size: 1] int CustomDepthStencilValue;//[Offset: 0x3f0 , Size: 4] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x3f4 , Size: 24] int CollisionMipLevel;//[Offset: 0x40c , Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x410 , Size: 4] float CollisionThickness;//[Offset: 0x414 , Size: 4] BodyInstance BodyInstance;//[Offset: 0x418 , Size: 320] bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x558 , Size: 1] bool bBakeMaterialPositionOffsetIntoCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x558 , Size: 1] bool bUseHoleConsistent;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x558 , Size: 1] int ComponentSizeQuads;//[Offset: 0x55c , Size: 4] int SubsectionSizeQuads;//[Offset: 0x560 , Size: 4] int NumSubsections;//[Offset: 0x564 , Size: 4] bool bUsedForNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x568 , Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x569 , Size: 1] bool bUseLandscapeForCullingInvisibleHLODVertices;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56a , Size: 1] void EditorApplySpline(SplineComponent* InSplineComponent, float StartWidth, float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll, float EndRoll, int NumSubdivisions, bool bRaiseHeights, bool bLowerHeights, LandscapeLayerInfoObject* PaintLayer);// 0x326cad8 void ChangeLODDistributionSettingConsoleVariable();// 0x1ce2b64 void ChangeLODDistanceFactor(float InLODDistanceFactor);// 0x1c8744c void ChangeLOD0DistributionSettingConsoleVariable();// 0x1c8167c void ChangebUseScreenSizeLOD(bool InbUseScreenSizeLOD);// 0x1e3b6e8 -------------------------------- Class: LandscapeSplinesComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object LandscapeSplineControlPoint*[] ControlPoints;//[Offset: 0x554 , Size: 12] LandscapeSplineSegment*[] Segments;//[Offset: 0x560 , Size: 12] MeshComponent*[] CookedForeignMeshComponents;//[Offset: 0x56c , Size: 12] -------------------------------- Class: LandscapeSplineControlPoint.Object Vector Location;//[Offset: 0x1c , Size: 12] Rotator Rotation;//[Offset: 0x28 , Size: 12] float Width;//[Offset: 0x34 , Size: 4] float SideFalloff;//[Offset: 0x38 , Size: 4] float EndFalloff;//[Offset: 0x3c , Size: 4] LandscapeSplineConnection[] ConnectedSegments;//[Offset: 0x40 , Size: 12] LandscapeSplineInterpPoint[] Points;//[Offset: 0x4c , Size: 12] Box Bounds;//[Offset: 0x58 , Size: 28] ControlPointMeshComponent* LocalMeshComponent;//[Offset: 0x74 , Size: 4] -------------------------------- Class: LandscapeSplineConnection LandscapeSplineSegment* Segment;//[Offset: 0x0 , Size: 4] bool End;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4 , Size: 1] -------------------------------- Class: LandscapeSplineSegment.Object LandscapeSplineSegmentConnection Connections;//[Offset: 0x20 , Size: 16] InterpCurveVector SplineInfo;//[Offset: 0x40 , Size: 20] LandscapeSplineInterpPoint[] Points;//[Offset: 0x54 , Size: 12] Box Bounds;//[Offset: 0x60 , Size: 28] SplineMeshComponent*[] LocalMeshComponents;//[Offset: 0x7c , Size: 12] -------------------------------- Class: LandscapeSplineSegmentConnection LandscapeSplineControlPoint* ControlPoint;//[Offset: 0x0 , Size: 4] float TangentLen;//[Offset: 0x4 , Size: 4] FName SocketName;//[Offset: 0x8 , Size: 8] -------------------------------- Class: LandscapeSplineInterpPoint Vector Center;//[Offset: 0x0 , Size: 12] Vector Left;//[Offset: 0xc , Size: 12] Vector Right;//[Offset: 0x18 , Size: 12] Vector FalloffLeft;//[Offset: 0x24 , Size: 12] Vector FalloffRight;//[Offset: 0x30 , Size: 12] float StartEndFalloff;//[Offset: 0x3c , Size: 4] -------------------------------- Class: ControlPointMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: LandscapeGrassType.Object GrassVariety[] GrassVarieties;//[Offset: 0x1c , Size: 12] StaticMesh* GrassMesh;//[Offset: 0x28 , Size: 4] float GrassDensity;//[Offset: 0x2c , Size: 4] float PlacementJitter;//[Offset: 0x30 , Size: 4] int StartCullDistance;//[Offset: 0x34 , Size: 4] int EndCullDistance;//[Offset: 0x38 , Size: 4] bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1] bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d , Size: 1] -------------------------------- Class: GrassVariety StaticMesh* GrassMesh;//[Offset: 0x0 , Size: 4] float GrassDensity;//[Offset: 0x4 , Size: 4] bool bUseGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] float PlacementJitter;//[Offset: 0xc , Size: 4] int StartCullDistance;//[Offset: 0x10 , Size: 4] int EndCullDistance;//[Offset: 0x14 , Size: 4] int MinLOD;//[Offset: 0x18 , Size: 4] enum Scaling;//[Offset: 0x1c , Size: 1] FloatInterval ScaleX;//[Offset: 0x20 , Size: 8] FloatInterval ScaleY;//[Offset: 0x28 , Size: 8] FloatInterval ScaleZ;//[Offset: 0x30 , Size: 8] bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1] bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39 , Size: 1] bool bUseLandscapeLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a , Size: 1] LightingChannels LightingChannels;//[Offset: 0x3b , Size: 1] bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c , Size: 1] -------------------------------- Class: FloatInterval float Min;//[Offset: 0x0 , Size: 4] float Max;//[Offset: 0x4 , Size: 4] -------------------------------- Class: LandscapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int SectionBaseX;//[Offset: 0x554 , Size: 4] int SectionBaseY;//[Offset: 0x558 , Size: 4] int ComponentSizeQuads;//[Offset: 0x55c , Size: 4] int SubsectionSizeQuads;//[Offset: 0x560 , Size: 4] int NumSubsections;//[Offset: 0x564 , Size: 4] MaterialInterface* OverrideMaterial;//[Offset: 0x568 , Size: 4] MaterialInterface* OverrideHoleMaterial;//[Offset: 0x56c , Size: 4] OverrideOtherMaterials;//[Offset: 0x570 , Size: 60] OverridePhyxMaterial OverridePhyxMaterial;//[Offset: 0x5ac , Size: 24] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c4 , Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x5c8 , Size: 12] MaterialInstanceConstant*[] MaterialInstances;//[Offset: 0x5d4 , Size: 12] OtherMaterialInstances;//[Offset: 0x5e0 , Size: 60] WeightmapLayerAllocationInfo[] WeightmapLayerAllocations;//[Offset: 0x61c , Size: 12] Texture2D*[] WeightmapTextures;//[Offset: 0x628 , Size: 12] Texture2D* XYOffsetmapTexture;//[Offset: 0x634 , Size: 4] Vector4 WeightmapScaleBias;//[Offset: 0x640 , Size: 16] float WeightmapSubsectionOffset;//[Offset: 0x650 , Size: 4] Vector4 HeightmapScaleBias;//[Offset: 0x660 , Size: 16] Texture2D* HeightmapTexture;//[Offset: 0x670 , Size: 4] bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x674 , Size: 1] Box CachedLocalBox;//[Offset: 0x678 , Size: 28] LandscapeHeightfieldCollisionComponent* CollisionComponent;//[Offset: 0x694 , Size: 28] Guid MapBuildDataId;//[Offset: 0x6b0 , Size: 16] Guid[] IrrelevantLights;//[Offset: 0x6c0 , Size: 12] int CollisionMipLevel;//[Offset: 0x6cc , Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x6d0 , Size: 4] float NegativeZBoundsExtension;//[Offset: 0x6d4 , Size: 4] float PositiveZBoundsExtension;//[Offset: 0x6d8 , Size: 4] float StaticLightingResolution;//[Offset: 0x6dc , Size: 4] int ForcedLOD;//[Offset: 0x6e0 , Size: 4] int LODBias;//[Offset: 0x6e4 , Size: 4] Guid stateID;//[Offset: 0x6e8 , Size: 16] Guid BakedTextureMaterialGuid;//[Offset: 0x6f8 , Size: 16] Texture2D* GIBakedBaseColorTexture;//[Offset: 0x708 , Size: 4] byte MobileBlendableLayerMask;//[Offset: 0x70c , Size: 1] MaterialInterface* MobileMaterialInterface;//[Offset: 0x710 , Size: 4] OtherMobileMaterialInterfaces;//[Offset: 0x714 , Size: 60] Texture2D*[] MobileWeightmapTextures;//[Offset: 0x750 , Size: 12] Texture2D* MobileWeightNormalmapTexture;//[Offset: 0x75c , Size: 4] uint16[] CachedHeightData;//[Offset: 0x760 , Size: 12] FName UsedOtherMaterialName;//[Offset: 0x7a8 , Size: 8] -------------------------------- Class: OverridePhyxMaterial PhysicalMaterial*[] OriginalPhysxMaterial;//[Offset: 0x0 , Size: 12] PhysicalMaterial*[] OverridePhysxMaterial;//[Offset: 0xc , Size: 12] -------------------------------- Class: MaterialInstanceConstant.MaterialInstance.MaterialInterface.Object -------------------------------- Class: WeightmapLayerAllocationInfo LandscapeLayerInfoObject* LayerInfo;//[Offset: 0x0 , Size: 4] byte WeightmapTextureIndex;//[Offset: 0x4 , Size: 1] byte WeightmapTextureChannel;//[Offset: 0x5 , Size: 1] -------------------------------- Class: LandscapeLayerInfoObject.Object FName LayerName;//[Offset: 0x20 , Size: 8] PhysicalMaterial* PhysMaterial;//[Offset: 0x28 , Size: 4] float Hardness;//[Offset: 0x2c , Size: 4] LinearColor LayerUsageDebugColor;//[Offset: 0x30 , Size: 16] -------------------------------- Class: LandscapeHeightfieldCollisionComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object LandscapeLayerInfoObject*[] ComponentLayerInfos;//[Offset: 0x554 , Size: 12] int SectionBaseX;//[Offset: 0x560 , Size: 4] int SectionBaseY;//[Offset: 0x564 , Size: 4] int CollisionSizeQuads;//[Offset: 0x568 , Size: 4] float CollisionScale;//[Offset: 0x56c , Size: 4] int SimpleCollisionSizeQuads;//[Offset: 0x570 , Size: 4] byte[] CollisionQuadFlags;//[Offset: 0x574 , Size: 12] Guid HeightfieldGuid;//[Offset: 0x580 , Size: 16] Box CachedLocalBox;//[Offset: 0x590 , Size: 28] LandscapeComponent* RenderComponent;//[Offset: 0x5ac , Size: 28] PhysicalMaterial*[] CookedPhysicalMaterials;//[Offset: 0x5d4 , Size: 12] -------------------------------- Class: HierarchicalInstancedStaticMeshComponent.InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int[] SortedInstances;//[Offset: 0x718 , Size: 12] int NumBuiltInstances;//[Offset: 0x724 , Size: 4] Box BuiltInstanceBounds;//[Offset: 0x72c , Size: 28] Box UnbuiltInstanceBounds;//[Offset: 0x748 , Size: 28] Box[] UnbuiltInstanceBoundsList;//[Offset: 0x764 , Size: 12] int[] UnbuiltInstanceIndexList;//[Offset: 0x770 , Size: 12] bool bEnableDensityScaling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x77c , Size: 1] int OcclusionLayerNumNodes;//[Offset: 0x79c , Size: 4] BoxSphereBounds CacheMeshExtendedBounds;//[Offset: 0x7a0 , Size: 28] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c1 , Size: 1] int MinInstancesToSplitNode;//[Offset: 0x7c4 , Size: 4] bool RemoveInstances(out const int[] InstancesToRemove);// 0x3f8a2fc -------------------------------- Class: StructBoneOverride FName BoneName;//[Offset: 0x0 , Size: 8] float Density;//[Offset: 0x8 , Size: 4] float TestRadius;//[Offset: 0xc , Size: 4] -------------------------------- Class: VehicleSyncComponent.VehicleComponent.ActorComponent.Object delegate OnActorHit;//[Offset: 0xbc , Size: 12] float MinCorrectionInterval;//[Offset: 0xc8 , Size: 4] float MinSendingStateChangedIntervalAtClient;//[Offset: 0xcc , Size: 4] float MinDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0xd0 , Size: 4] float MaxDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0xd4 , Size: 4] float SendingToServerIntervalAtClient;//[Offset: 0xd8 , Size: 4] float SendingReliableHitToServerInterval;//[Offset: 0xdc , Size: 4] float AllowMaxDiatanceSqAtServer;//[Offset: 0xe0 , Size: 4] float StationaryCorrectIntervalAtClient;//[Offset: 0xe4 , Size: 4] float StationaryCorrectSpeedThresholdSq;//[Offset: 0xe8 , Size: 4] float StationaryCorrectThresholdDistanceSq;//[Offset: 0xec , Size: 4] float MinCorrectionDistanceSqAtClient;//[Offset: 0xf0 , Size: 4] float MinCorrectionVelocitySqAtClient;//[Offset: 0xf4 , Size: 4] float MinCorrectionAngleVelocitySqAtClient;//[Offset: 0xf8 , Size: 4] float IdleForceUpdateThreshold;//[Offset: 0xfc , Size: 4] float IdleForceSyncInterval;//[Offset: 0x100 , Size: 4] bool bUseStaticRotFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1] float StaticFixLocation;//[Offset: 0x108 , Size: 4] float StaticFixAngel;//[Offset: 0x10c , Size: 4] float StaticStopFixTorelence;//[Offset: 0x110 , Size: 4] float MaxCalculatedStartZVeolcity;//[Offset: 0x114 , Size: 4] bool bVehicleNeedFlyVelCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1] bool SendClientMoveToServerOverLapUseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11a , Size: 1] bool AutonomousPullUpWhilePassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11b , Size: 1] float AutonomousPullUpWhilePassWallZThres;//[Offset: 0x11c , Size: 4] float SimulatedFloorUpDistance;//[Offset: 0x120 , Size: 4] VehicleSyncPostPhysxTick PostPhysxComponentTick;//[Offset: 0x21c , Size: 60] bool VerifyClientTimeStamp(float TimeStamp);// 0x1fd6ee4 void SendServerMoveToClient(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x1fd6d28 void SendClientMoveToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x1fd6b30 void SendClientMoveToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x1fd6938 int SendClientMoveToServerInternal(int InCorrectionId, float TimeStamp, out const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100 ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const Vector_NetQuantize100 ClientAngularVelocity, const bool InShouldDelay);// 0x1fd66dc void SendClientMoveToServer_WithDelay(int InCorrectionId, float TimeStamp, out const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100 ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const Vector_NetQuantize100 ClientAngularVelocity);// 0x1fd64d0 int SendClientMoveToServer_DoWork(int InCorrectionId, float TimeStamp, out const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100 ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const Vector_NetQuantize100 ClientAngularVelocity);// 0x1fd62c0 void SendClientHitToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x1fd5fec void SendClientHitToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x1fd5d18 void OnHitAtServer(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1fd5bb0 void OnHitAtClient(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x1fd5a48 void OnDriverRide();// 0x1fd5a34 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1fd592c void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x1fd5794 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x1fd568c STExtraBaseCharacter*[] GetRiders();// 0x1fd55cc float GetLanscapeHeight(out const Vector ClientLocation);// 0x1fd5540 bool GetFloorPosition(out const Vector Location, out Vector OutFloorLocation);// 0x1fd5460 void DragUnderGround();// 0x1fd544c void Correct(bool bIsSnap, bool bPlayerChannel, float ZAdjustValue);// 0x1fd5334 void ClientHitActor(Actor* OtherActor, out const Vector_NetQuantize100 NormalImpulse, out const HitResult Hit);// 0x1fd5200 bool CheckAndLoadLandscape(float DeltaTime);// 0x1f43738 void ApplyRigidBodyState(out RigidBodyState NewState);// 0x1fd5130 bool AdjustFloorPosition(out const Vector ClientLocation, out const STExtraBaseCharacter*[] Riders, out Vector OutLocation);// 0x1fd4fac -------------------------------- Class: VehicleSyncPostPhysxTick.TickFunction -------------------------------- Class: VehBackpackItem int ItemID;//[Offset: 0x0 , Size: 4] int ItemCount;//[Offset: 0x4 , Size: 4] -------------------------------- Class: VehicleSimViewData byte ViewPitch;//[Offset: 0x0 , Size: 1] byte ViewYaw;//[Offset: 0x1 , Size: 1] byte ViewRoll;//[Offset: 0x2 , Size: 1] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3 , Size: 1] -------------------------------- Class: VehicleSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float MinForwardSpeedToRotationKMH;//[Offset: 0x318 , Size: 4] float ForwardSpeedToRotSpeed;//[Offset: 0x31c , Size: 4] float StayTimeBeforeReturning;//[Offset: 0x320 , Size: 4] bool bNeverAutoReturnSmartCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] Rotator RelativeToOwnerRotator;//[Offset: 0x328 , Size: 12] Rotator SmartCamRotationExtra;//[Offset: 0x334 , Size: 12] bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348 , Size: 1] float MinPitch;//[Offset: 0x34c , Size: 4] float MaxPitch;//[Offset: 0x350 , Size: 4] bool bDontFollowParent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1] float RevoerTimefromFreeTime;//[Offset: 0x358 , Size: 4] float ResultMinPitch;//[Offset: 0x39c , Size: 4] float ResultMaxPitch;//[Offset: 0x3a0 , Size: 4] float LeaveMaxDistance;//[Offset: 0x3a4 , Size: 4] float LeaveMaxTime;//[Offset: 0x3a8 , Size: 4] float MaxDistanceStayTime;//[Offset: 0x3b4 , Size: 4] float ApproachTime;//[Offset: 0x3bc , Size: 4] STExtraVehicleBase* OwnerVehicle;//[Offset: 0x3cc , Size: 4] float FreeCamRotationReturnRate;//[Offset: 0x3d0 , Size: 4] bool bUseReverseMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4 , Size: 1] void SetSmartCameraInput(float Yaw, float Pitch);// 0x1fd3e60 void SetSmartCameraAutoReturn(bool bEnabled);// 0x1fd3de0 void SetFreeCameraInput(Rotator deltaRot);// 0x1fd3d70 void SetFreeCameraAutoReturn(bool bEnabled);// 0x1fd3cf0 void ResetSmartCamera();// 0x1fd3cdc void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1d1cda4 void DelayRotationLagEnabledEnd();// 0x1c8c854 void DelayRotationLagEnabled(bool bEnabled, float Time, Rotator _RelativeRotator);// 0x1fd3bd0 void AddSmartCameraInput(float Yaw, float Pitch);// 0x1fd3b14 -------------------------------- Class: VehicleAntiCheatTask.Object -------------------------------- Class: ESTAINoiseEventParams enum NoiseType;//[Offset: 0x0 , Size: 1] float Loudness;//[Offset: 0x4 , Size: 4] float StartAttenuationDist;//[Offset: 0x8 , Size: 4] float MaxRange;//[Offset: 0xc , Size: 4] -------------------------------- Class: STBuffSystemComponent.ActorComponent.Object FString BuffTableName;//[Offset: 0xbc , Size: 12] FString OneceBuffTableName;//[Offset: 0xc8 , Size: 12] FString ConditionBuffTableName;//[Offset: 0xd4 , Size: 12] float RPCSyncInterval;//[Offset: 0xe0 , Size: 4] bool IsPreloadUClass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4 , Size: 1] delegate OnClientAddBuffEvent;//[Offset: 0xe8 , Size: 12] delegate OnClientRemoveBuffEvent;//[Offset: 0xf4 , Size: 12] delegate OnClientUpdateBuffEvent;//[Offset: 0x100 , Size: 12] STBuff*[] Buffs;//[Offset: 0x10c , Size: 12] int SyncBriefNum;//[Offset: 0x118 , Size: 4] ClientSyncBrief SyncBriefs;//[Offset: 0x11c , Size: 28] ClientSyncBrief SyncRefBriefs;//[Offset: 0x1c4 , Size: 28] MaxPowerBuffs;//[Offset: 0x26c , Size: 60] BriefRemoveInstIds;//[Offset: 0x2a8 , Size: 60] bool UpdateServerSyncBuff(STBuff* Buff);// 0x20b51d8 void UpdateClientBuff(int InstID, int BuffID, int LayerCount, int CauseSkillID, float DSEndTime);// 0x20b5048 void UpdateBriefs();// 0x20b5034 void RPC_Server_ReqBriefs();// 0x20b4fd8 void RPC_Client_SyncBrief(ClientSyncBrief Brief);// 0x20b4f30 void RPC_Client_RspBriefs(const ClientSyncBrief[] Briefs);// 0x20b4e6c void RemoveClientBuff(int InstID);// 0x20b4df4 STBuff* RemoveBuffInner(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x20b4ca4 void RemoveBuff(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x20b4b5c void RemoveAndFindMaxPowerBuff(STBuff* RemoveBuff);// 0x20b4ae4 void OnRep_SyncBriefs();// 0x20b4ad0 void OnClientUpdateBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2859eb0 void OnClientRemoveBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2859eb0 void OnClientAddBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2859eb0 bool HasSkillID(int SkillID);// 0x20b4a50 bool HasBuff(int BuffID);// 0x20b49d0 void HandleCauserSkill(STBuff* Buff, int SkillID);// 0x20b4914 bool HandleBuffTypeMutex(int BuffID);// 0x20b4894 void HandleBuffTypeExclude(int BuffID);// 0x20b481c void HandleBuffLayer(STBuff* Buff, int AddLayerCount, bool IsNewBuff);// 0x20b4714 BuffTableConfig* GetTableConfig();// 0x20b46ec STBuff*[] GetBuffs();// 0x20b462c float GetBuffDuration(int BuffID, int CauseSkillID);// 0x20b4568 STBuff* GetBuffByBuffID(int BuffID);// 0x20b44e8 STBuff* CreateBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x20b4398 void CompareBuffPower(STBuff* Buff);// 0x20b4320 bool ClientGetBuffInfo(int BuffID, out ClientSyncBrief OutBuff);// 0x20b4238 void ClearBuffs(bool IsClearAll);// 0x20b41b8 bool CheckBuffTargetClient(STBuff* Buff);// 0x20b4138 bool AddBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x20b3fe8 -------------------------------- Class: STBuff.Object FString BuffName;//[Offset: 0x1c , Size: 12] FString Desc;//[Offset: 0x28 , Size: 12] int LayerMax;//[Offset: 0x34 , Size: 4] int InitialLayerCount;//[Offset: 0x38 , Size: 4] float Duration;//[Offset: 0x3c , Size: 4] float ClientSyncInterval;//[Offset: 0x40 , Size: 4] enum ClientSyncType;//[Offset: 0x44 , Size: 1] enum TargetType;//[Offset: 0x45 , Size: 1] enum RefreshType;//[Offset: 0x46 , Size: 1] enum ReActionType;//[Offset: 0x47 , Size: 1] enum MultiCauserHandleType;//[Offset: 0x48 , Size: 1] enum MultiSkillHandleType;//[Offset: 0x49 , Size: 1] bool IsExecuteOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a , Size: 1] bool RemoveAllLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b , Size: 1] STBuffAction*[] Actions;//[Offset: 0x4c , Size: 12] bool bNeedShowBuffInBuffList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] int LocalizeDescID;//[Offset: 0x5c , Size: 4] FString IconPath;//[Offset: 0x60 , Size: 12] int TipsOnAddBuff;//[Offset: 0x6c , Size: 4] DataProviderBase*[] DataProviders;//[Offset: 0x70 , Size: 12] int InstID;//[Offset: 0x7c , Size: 4] int BuffID;//[Offset: 0x80 , Size: 4] int LayerCount;//[Offset: 0x84 , Size: 4] bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88 , Size: 1] float EndTime;//[Offset: 0x8c , Size: 4] float DSEndTime;//[Offset: 0x90 , Size: 4] Actor* Causer;//[Offset: 0x94 , Size: 8] Actor* Owner;//[Offset: 0x9c , Size: 8] int CauseSkillID;//[Offset: 0xa4 , Size: 4] STBuffSystemComponent* OwnerSystem;//[Offset: 0xa8 , Size: 8] bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0 , Size: 1] float PowerValue;//[Offset: 0xb4 , Size: 4] float LastSyncClientTime;//[Offset: 0xb8 , Size: 4] bool IsNeedSyncClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd , Size: 1] UAEBlackboard* Blackborad;//[Offset: 0xc0 , Size: 4] int LastLayerCount;//[Offset: 0x13c , Size: 4] void Tick(float DetalTime, float TimeSeconds);// 0x20b1f54 void ResetActionExecute();// 0x20b1f40 void RefreshEndTime();// 0x20b1f2c void Initialize();// 0x20b1f18 void HandleLayer(int AddLayerCount, bool IsNewBuff);// 0x20b1e54 void End();// 0x20b1e40 void EnabledRemove();// 0x20b1e2c void Destroy();// 0x20b1e18 bool CopyActions();// 0x20b1df0 void CheckOnceBuffForClient();// 0x20b1ddc void ChangeNotify();// 0x20b1dc8 void ChangeDuration(float NewDuration);// 0x20b1d50 -------------------------------- Class: STBuffAction.Object float ExecuteDelay;//[Offset: 0x1c , Size: 4] STBuff* OwnerBuff;//[Offset: 0x20 , Size: 8] int ArrayIndex;//[Offset: 0x28 , Size: 4] void Tick(float DetalTime);// 0x20b2844 void SetEnabled(bool Enabled);// 0x20b27c4 void ResetExecute(bool IgnoreEnd);// 0x1ca0370 void OnTick(float DetalTime);// 0x1e5e4e4 void OnInitialize();// 0x1df1234 void OnExecute();// 0x1df1250 void OnEnd();// 0x1ca06b8 void OnDestroy();// 0x1e5ee18 void OnChangeNotify();// 0x1d3d75c void Initialize();// 0x20b27b0 STBuff* GetOwnerBuff();// 0x20b2788 Actor* GetOwner();// 0x1e611c8 bool GetIsExecute();// 0x20b276c Actor* GetCauser();// 0x20b2744 void End();// 0x20b2730 void Destroy();// 0x20b271c STBuffAction* CopyAction(Object* Outer);// 0x20b2694 void ChangeNotify();// 0x20b2680 -------------------------------- Class: DataProviderBase.Object -------------------------------- Class: UAEBlackboard.Object UAEBlackboardContainer UAEBlackboardContainer;//[Offset: 0x1c , Size: 720] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b5aac0 void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x4b5a9ec void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x4b5a838 void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator VectorValue);// 0x4b5a764 void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b5a690 void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x4b5a5bc void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x4b5a4e8 void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x4b5a414 void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x4b5a340 void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x4b5a26c void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x4b5a190 bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b5a0fc bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x4b5a068 bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x4b59fd4 bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x4b59f40 bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x4b59eac bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x4b59e18 bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x4b59d84 bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x4b59cf0 bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x4b59c5c bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x4b59bc8 bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x4b59b34 Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b59aa0 Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x4b599bc Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x4b59918 FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x4b597fc Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x4b59758 Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x4b596c4 FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x4b59628 int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x4b59594 float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x4b59500 byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x4b5946c class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x4b593d8 bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x4b59344 Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x4b59260 void AddValueByParam(out const UAEBlackboardParameter NewParam);// 0x4b590b4 -------------------------------- Class: UAEBlackboardContainer ObjectParamMap;//[Offset: 0x0 , Size: 60] WeakObjectParamMap;//[Offset: 0x3c , Size: 60] ClassParamMap;//[Offset: 0x78 , Size: 60] EnumParamMap;//[Offset: 0xb4 , Size: 60] IntParamMap;//[Offset: 0xf0 , Size: 60] UIntParamMap;//[Offset: 0x12c , Size: 60] FloatParamMap;//[Offset: 0x168 , Size: 60] BoolParamMap;//[Offset: 0x1a4 , Size: 60] StringParamMap;//[Offset: 0x1e0 , Size: 60] NameParamMap;//[Offset: 0x21c , Size: 60] VectorParamMap;//[Offset: 0x258 , Size: 60] RotatorParamMap;//[Offset: 0x294 , Size: 60] -------------------------------- Class: UAEBlackboardKeySelector FName SelectedKeyName;//[Offset: 0x0 , Size: 8] -------------------------------- Class: UAEBlackboardParameter FName Name;//[Offset: 0x0 , Size: 8] byte Type;//[Offset: 0x8 , Size: 1] UAEBlackboardParameterDefaultValue DefaultValue;//[Offset: 0x10 , Size: 136] -------------------------------- Class: UAEBlackboardParameterDefaultValue Object* DefaultObject;//[Offset: 0x0 , Size: 40] class Class* DefaultClass;//[Offset: 0x28 , Size: 40] byte DefaultEnum;//[Offset: 0x50 , Size: 1] int DefaultInt;//[Offset: 0x54 , Size: 4] float DefaultFloat;//[Offset: 0x58 , Size: 4] bool DefaultBool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c , Size: 1] FString DefaultString;//[Offset: 0x60 , Size: 12] FName DefaultName;//[Offset: 0x70 , Size: 8] Vector DefaultVector;//[Offset: 0x78 , Size: 12] -------------------------------- Class: Class.Struct.Field.Object -------------------------------- Class: ClientSyncBrief int InstID;//[Offset: 0x0 , Size: 4] byte LayerCount;//[Offset: 0x4 , Size: 1] int BuffID;//[Offset: 0x8 , Size: 4] int CauseSkillID;//[Offset: 0xc , Size: 4] float SyncTime;//[Offset: 0x10 , Size: 4] float EndTime;//[Offset: 0x14 , Size: 4] bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] -------------------------------- Class: BuffTableConfig.Object Table;//[Offset: 0x40 , Size: 60] BuffClassMap;//[Offset: 0x7c , Size: 60] -------------------------------- Class: BuffTableRow int BuffID;//[Offset: 0x0 , Size: 4] int MaxLayer;//[Offset: 0x4 , Size: 4] float Duration;//[Offset: 0x8 , Size: 4] FString BuffType;//[Offset: 0xc , Size: 12] FString Name;//[Offset: 0x18 , Size: 12] FString IconPath;//[Offset: 0x24 , Size: 12] FString BPPath;//[Offset: 0x30 , Size: 12] FString Desc;//[Offset: 0x3c , Size: 12] MutexBuffTypes;//[Offset: 0x48 , Size: 60] ExcludeBuffTypes;//[Offset: 0x84 , Size: 60] enum RefreshType;//[Offset: 0xc0 , Size: 1] enum ReActionType;//[Offset: 0xc1 , Size: 1] enum TargetType;//[Offset: 0xc2 , Size: 1] enum MultiCauserHanleType;//[Offset: 0xc3 , Size: 1] enum MultiSkillHandleType;//[Offset: 0xc4 , Size: 1] enum ClientSyncType;//[Offset: 0xc5 , Size: 1] float ClientSyncInterval;//[Offset: 0xc8 , Size: 4] bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1] bool IsOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd , Size: 1] bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce , Size: 1] bool bNeedShowInUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf , Size: 1] int LocalizeDescID;//[Offset: 0xd0 , Size: 4] int TipsOnAddBuff;//[Offset: 0xd4 , Size: 4] -------------------------------- Class: VehicleAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object delegate VehicleAvatarEqiuped;//[Offset: 0x338 , Size: 12] bool bHasLightEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344 , Size: 1] delegate VehicleLoadedBrokenMat;//[Offset: 0x348 , Size: 12] bool bFPPMeshLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354 , Size: 1] bool bFPPMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355 , Size: 1] delegate VehicleLoadedFPPMesh;//[Offset: 0x358 , Size: 12] FName FrontMatSlotName;//[Offset: 0x368 , Size: 8] FName TailMatSlotName;//[Offset: 0x370 , Size: 8] FName FPPMatSlotName;//[Offset: 0x378 , Size: 8] MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x380 , Size: 4] MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x384 , Size: 4] MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x388 , Size: 4] VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x38c , Size: 4] bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8 , Size: 1] void WakeUpVehicle();// 0x1fc817c void PreChangeVehicleFPPMode();// 0x1fcacf4 void PreChangeVehicleBrokenMataterial();// 0x1fcace0 void PreChangeVehicleAvatar(int InItemID);// 0x1d8ec9c void PreChangeItemAvatar(int InItemID);// 0x1da52d4 void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x1d8ec14 void OverrideVehiclePhysX();// 0x1fcaccc SoftObjectPath GetVehicleFPPStaticMeshPath();// 0x1fcac48 SoftObjectPath GetVehicleFPPSkeletalMeshPath();// 0x1fcabc4 ItemAvatarMatPath[] GetVehicleFPPMatPath();// 0x1fcab60 ItemAvatarMatPath[] GetVehicleBrokenMatPath();// 0x1fcaafc FString GetItemAvatarHandlePath(int ItemID);// 0x2859eb0 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x2859eb0 void ExitFPPVehicle();// 0x1fcaae8 void EnterFPPVehicle();// 0x1fcaad4 void ClearVehicleLightEffect();// 0x2859eb0 bool CheckIsNeedEnterFPPVehicle();// 0x1fcaaac -------------------------------- Class: VehicleAvatarPropretyHandle.Object int AvatarID;//[Offset: 0x20 , Size: 4] VehicleAvatarProperty AvatarProperty;//[Offset: 0x28 , Size: 160] class STExtraVehicleBase* OwnerVehicleClass;//[Offset: 0xc8 , Size: 40] -------------------------------- Class: VehicleAvatarProperty SkeletalMesh* TPPMesh;//[Offset: 0x0 , Size: 40] SkeletalMesh* FPPMesh;//[Offset: 0x28 , Size: 40] WheelSetup[] WheelSetups;//[Offset: 0x50 , Size: 12] WheelHubSetup[] WheelHubSetups;//[Offset: 0x5c , Size: 12] STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x68 , Size: 12] VehicleTransmissionData GearSetup;//[Offset: 0x74 , Size: 40] -------------------------------- Class: VehicleAdvanceAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object bool bAvatarFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e5 , Size: 1] bool bAvatarBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e6 , Size: 1] int MasterCompLODLevel;//[Offset: 0x5e8 , Size: 4] int VehicleSkinID;//[Offset: 0x5ec , Size: 4] bool bMasterBaseMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f0 , Size: 1] SkeletalMesh* MasterBaseMesh;//[Offset: 0x5f8 , Size: 40] class AnimInstance* BaseAnimBP;//[Offset: 0x620 , Size: 40] VehicleStyleData[] LogicStyleData;//[Offset: 0x648 , Size: 12] delegate OnStyleEquippedEvent;//[Offset: 0x654 , Size: 12] delegate OnStyleUnequippedEvent;//[Offset: 0x660 , Size: 12] enum[] AccessoryPartSlotTypes;//[Offset: 0x66c , Size: 12] FName FrontMatSlotName;//[Offset: 0x678 , Size: 8] FName TailMatSlotName;//[Offset: 0x680 , Size: 8] FName FPPMatSlotName;//[Offset: 0x688 , Size: 8] MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x690 , Size: 4] MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x694 , Size: 4] MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x698 , Size: 4] VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x69c , Size: 4] void WakeUpVehicle();// 0x1fc817c void UpdateStaticMeshLOD(int MasterLODLevel);// 0x1fc8104 void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1d032ac void SetVehicleAvatarNormalMode();// 0x1fc80f0 void SetVehicleAvatarFPPMode();// 0x1fc80dc void SetVehicleAvatarBroken();// 0x1fc80c8 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow);// 0x1d02d48 void SetMasterBaseMeshPath(FString InPath);// 0x1fc800c void SetMasterBaseMeshAnimBP(FString InPath);// 0x1fc7f50 void ResetAdvanceVehicleSkinID();// 0x1fc7f34 void RemoveAllEquippedStyle();// 0x1fc7f20 bool ProcessHandleUnequip(enum InSlotType);// 0x1fc7ea0 bool ProcessHandleEquip(enum InSlotType);// 0x1fc7e20 void PreProcessBeforeLoadMesh();// 0x1d02450 void PostProcessAfterLoadMesh();// 0x1d02434 void PerChangeVehicleAvatar_Old(int InVehicleSkinID);// 0x1fc7da8 void PerChangeVehicleAvatar(int InVehicleSkinID);// 0x1fc7d30 void OverrideVehiclePhysX();// 0x1fc7d1c void OnStyleUnequippedEvent__DelegateSignature(int OldStyleID);// 0x2859eb0 void OnStyleEquippedEvent__DelegateSignature(int NewStyleID, int OldStyleID);// 0x2859eb0 void OnRep_BodySlotStateChanged();// 0x1c9a950 VehicleStyleData MakeVehicleStyleData(int InStyleID);// 0x2859eb0 bool IsValidAvatar();// 0x1fc7cf4 int IsStyleHasModelConfig(out const VehicleStyleData InStyleData);// 0x1fc7c18 bool IsAvatarFPPMode();// 0x1fc7bf0 bool IsAvatarBroken();// 0x1fc7bc8 bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x1c6e390 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x1c6e498 bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID);// 0x1fc7b40 bool InitVehicleAvatarBySkinID(int InVehicleSkinID);// 0x1fc7ab8 bool InitVehicleAvatar_Old(out const VehicleAvatarData InVehicleAvatarData);// 0x1fc79ac bool InitVehicleAvatar(out const VehicleAvatarData InVehicleAvatarData, bool bUpdateFlag);// 0x1fc7854 void InitMasterComponent();// 0x1fc7840 void Initialize();// 0x1ce00b0 void InitialAvatarParam();// 0x1c8c854 int HasStyleEquipped(int InStyleID);// 0x1fc77c0 int HasEquippedSameStyle(int InStyleID);// 0x1fc7740 bool HandleUnequipStyle(int InStyleID);// 0x1fc76c0 void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x1e4e5b0 bool HandleEquipStyle(int InStyleID);// 0x1fc7640 SkeletalMeshComponent* GetVehicleWheelMeshComp();// 0x1fc7618 MeshComponent* GetVehicleBodyMeshComp();// 0x1fc75f0 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1d00b00 bool CanBeMeshMerge(int SlotID);// 0x1fc7570 -------------------------------- Class: VehicleStyleData int StyleID;//[Offset: 0x0 , Size: 4] enum SlotType;//[Offset: 0x4 , Size: 1] VehicleStyle[] MutilStyles;//[Offset: 0x8 , Size: 12] -------------------------------- Class: VehicleStyle enum StyleType;//[Offset: 0x0 , Size: 1] int StyleValue;//[Offset: 0x4 , Size: 4] -------------------------------- Class: EffectComponent.ActorComponent.Object void S2Sim_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1d34da4 void S2C_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1d34b80 void S2A_EndEffectGraph(int UId);// 0x1c727ac void C2S_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1d34914 -------------------------------- Class: VehicleTriggerComponent.SceneComponent.ActorComponent.Object float TriggerRadius;//[Offset: 0x260 , Size: 4] float TriggerInterval;//[Offset: 0x264 , Size: 4] float MaxAllowedValidationDiff;//[Offset: 0x268 , Size: 4] void OnTriggered();// 0x2859eb0 -------------------------------- Class: SeekAndLockWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object class Actor[] SeekAndLockTargetClassConfigList;//[Offset: 0xcc , Size: 12] float SeekAreaPixelSize;//[Offset: 0xd8 , Size: 4] SeekAndLockStageConfig Stage1Confog;//[Offset: 0xdc , Size: 8] SeekAndLockStageConfig Stage2Confog;//[Offset: 0xe4 , Size: 8] float ScopeInDelayTime;//[Offset: 0xec , Size: 4] float InitialLockFrameLength;//[Offset: 0xf0 , Size: 4] float FinalLockFrameLength;//[Offset: 0xf4 , Size: 4] float MaxSeekDeistance;//[Offset: 0xf8 , Size: 4] float LineTraceTargetMaxDistance;//[Offset: 0xfc , Size: 4] float HistoryLockDataMaxCacheTime;//[Offset: 0x100 , Size: 4] float TrySeekAndGetLockTargetInterval;//[Offset: 0x104 , Size: 4] float CheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x108 , Size: 4] float TraceTargetInterval;//[Offset: 0x10c , Size: 4] float TraceTargetIntervalNoLaserTrace;//[Offset: 0x110 , Size: 4] SeekAndLockStageTipsMap;//[Offset: 0x114 , Size: 60] LockStageBeginSoundConfig;//[Offset: 0x150 , Size: 60] EnemyLockStageBeginSoundConfig;//[Offset: 0x18c , Size: 60] AkAudioEvent* LockStopSoundConfig;//[Offset: 0x1c8 , Size: 4] AkAudioEvent* EnemyLockStopSoundConfig;//[Offset: 0x1cc , Size: 4] AkAudioEvent* EnemyLaunchRocketSound;//[Offset: 0x1d0 , Size: 4] AkAudioEvent* EnemyLaunchRocketStopSound;//[Offset: 0x1d4 , Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1d8 , Size: 4] bool bNeedDrawUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dc , Size: 1] delegate OnSeekAndLockStageEnterDelegate;//[Offset: 0x1e0 , Size: 12] delegate OnChangeTraceTargetLocDelegate;//[Offset: 0x1ec , Size: 12] delegate OnChangeSeekAndLockStageTipDelegate;//[Offset: 0x1f8 , Size: 12] float CurTrySeekAndGetLockTargetInterval;//[Offset: 0x214 , Size: 4] float CurCheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x218 , Size: 4] float CurTraceTargetCountTime;//[Offset: 0x21c , Size: 4] bool bHasShowSeekAndLock3DUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220 , Size: 1] void ShowEnemyLaunchRocketTips();// 0x1da24a4 void SetCurrentLockTarget(Actor* InTarget);// 0x1e3847c void RPC_Server_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x1e38380 void RPC_Server_NotifyServerCancelLock(Actor* LockTarget);// 0x1e382cc void RPC_Client_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x1e381d0 void RPC_Client_NotifyServerCancelLock(Actor* LockTarget);// 0x1e3811c void RemoveTargetList(Actor*[] TargetList);// 0x1e37fc4 void RemoveTarget(Actor* Target);// 0x1e37f4c void OnSeekAndLockStageEnterDelegate__DelegateSignature(enum Stage);// 0x2859eb0 void OnChangeTraceTargetLocDelegate__DelegateSignature(out const HitResult HitInfo);// 0x2859eb0 void OnChangeSeekAndLockStageTipDelegate__DelegateSignature(FString Tip);// 0x2859eb0 void InitComplete();// 0x1c8c854 void HandleTargetOutOfSeekArea();// 0x1e37f38 void HandleReconnectOnServer(STExtraWeapon* Weapon);// 0x1da5578 void HandleDisconnectOnServer(STExtraWeapon* Weapon);// 0x1da52d4 enum GetCurrentSeekAndLockStage();// 0x1e37f08 Actor* GetCurrentLockTarget();// 0x1e37ee0 bool CheckTargetIsVisible(Actor* Target);// 0x1db05dc bool CheckTargetClassIsIncluedByClassMap(Actor* Target);// 0x1e37e60 void AddTarget(Actor* Target);// 0x1e37de8 -------------------------------- Class: SeekAndLockStageConfig float LockTotalTime;//[Offset: 0x0 , Size: 4] float ShrinkSpeed;//[Offset: 0x4 , Size: 4] -------------------------------- Class: UnmannedVehicleSyncData enum EUAVUseType;//[Offset: 0x0 , Size: 1] STExtraVehicleBase* CurrentUnmannedVehicle;//[Offset: 0x4 , Size: 4] -------------------------------- Class: STBaseBuffSystemComponent.ActorComponent.Object delegate OnBuffAttached;//[Offset: 0xd0 , Size: 12] delegate OnBuffDetached;//[Offset: 0xdc , Size: 12] UTBuffSynData[] BuffSyncList;//[Offset: 0x128 , Size: 12] FString ServerBuffString;//[Offset: 0x134 , Size: 12] float BuffSyncRemainingPeriod;//[Offset: 0x140 , Size: 4] BuffInstancedItem[] AllBuffs;//[Offset: 0x144 , Size: 12] bool isNeedCheckValidation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1] bool SetBuffExpiry(FName BuffName, float ExpirySeconds);// 0x20b10f4 void ResetForDeath();// 0x20b10e0 void RepBuffSyncList();// 0x20b10cc bool RemoveBuffWithCauser(FName BuffName, bool RemoveLayerOnly, Controller* pCauser);// 0x20b0fb0 bool RemoveBuffByID(int BuffID, bool RemoveLayerOnly, Controller* pCauser, Actor* BuffApplierActor);// 0x20b0e54 bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x20b0d38 void RefreshAllBuffs();// 0x1e454a8 bool IsBufferMutexed(FName NewBuffName);// 0x20b0cb8 bool HasBuffID(int BuffID);// 0x20b0c38 bool HasBuff(FName BuffName);// 0x20b0bb8 Pawn* GetPawnOwner();// 0x20b0b90 FName GetBuffName(int BuffID);// 0x20b0b08 int GetBuffID(FName BuffName);// 0x20b0a88 float GetBuffExpiry(out const FName BuffName);// 0x20b09f4 STBaseBuff* GetBuffByName(FName BuffName);// 0x20b0974 Actor* GetActorOwner();// 0x20b094c void ClientSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x20b06ec void ClientSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x20b0800 void ClientMulticastSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x20b06ec void ClientMulticastSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x20b05a0 void ClientMulticastSetBuffExpiry(FName BuffName, float LeftSecondsAfterNow);// 0x20b04dc void ClearBuff(bool bDebuff, bool bGainBuff);// 0x20b040c bool CheckBuffStatus(class STBaseBuffStatusType Status, out bool Value);// 0x20b0338 void BuffDetached__DelegateSignature(out const FName BuffName);// 0x2859eb0 void BuffAttached__DelegateSignature(out const FName BuffName);// 0x2859eb0 bool AddBuffLayer(FName BuffName, int layerNum);// 0x20b0274 bool AddBuffExpiry(FName BuffName, float ExpirySeconds);// 0x20b01a8 int AddBuffByID(int BuffID, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x20b0050 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x20afeb4 -------------------------------- Class: UTBuffSynData FName BuffName;//[Offset: 0x0 , Size: 8] Controller* BuffCauser;//[Offset: 0x8 , Size: 4] int LayerCount;//[Offset: 0xc , Size: 4] Actor* BuffApplierActor;//[Offset: 0x10 , Size: 4] float RemainingTime;//[Offset: 0x14 , Size: 4] float ExpireTime;//[Offset: 0x18 , Size: 4] -------------------------------- Class: BuffInstancedItem FName BuffName;//[Offset: 0x0 , Size: 8] int BuffID;//[Offset: 0x8 , Size: 4] STBaseBuff* Buff;//[Offset: 0xc , Size: 8] int LayerCount;//[Offset: 0x14 , Size: 4] Controller* CauserPawnController;//[Offset: 0x18 , Size: 4] bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] float Expiry;//[Offset: 0x20 , Size: 4] Actor* Target;//[Offset: 0x24 , Size: 4] Actor* BuffApplier;//[Offset: 0x28 , Size: 4] int BuffIndex;//[Offset: 0x2c , Size: 4] uint32 DamageCauseID;//[Offset: 0x30 , Size: 4] -------------------------------- Class: STBaseBuff.Object FString BuffName;//[Offset: 0x24 , Size: 12] FString DisplayName;//[Offset: 0x30 , Size: 12] FString Message;//[Offset: 0x3c , Size: 12] Texture2D* Icon;//[Offset: 0x48 , Size: 4] SoundBase* SoundData;//[Offset: 0x4c , Size: 4] bool IsDeBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50 , Size: 1] bool IgnoreMagicalImmunity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51 , Size: 1] bool bAllowOtherPawnRefreshBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52 , Size: 1] bool Layerable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53 , Size: 1] bool NeedDetachAndAttachForReplaceExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54 , Size: 1] bool NeedDetachAndAttachForAddLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55 , Size: 1] bool ReplaceExsist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56 , Size: 1] bool StaysOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57 , Size: 1] int LayerMax;//[Offset: 0x58 , Size: 4] int InitialLayerCount;//[Offset: 0x5c , Size: 4] int LayerCount;//[Offset: 0x60 , Size: 4] float ValidityTime;//[Offset: 0x64 , Size: 4] float Internal;//[Offset: 0x68 , Size: 4] UTSkillCondition*[] BuffConditions;//[Offset: 0x6c , Size: 12] float Expiry;//[Offset: 0x78 , Size: 4] StatusChange[] StatusChanges;//[Offset: 0x7c , Size: 12] bool NeedSimulateToClientMulticast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88 , Size: 1] bool NeedSimulateToClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89 , Size: 1] byte SimulateAddBuffRole;//[Offset: 0x8a , Size: 1] FName[] MutexBuffers;//[Offset: 0x8c , Size: 12] BuffActionItem[] BuffActions;//[Offset: 0x98 , Size: 12] BuffEventActionItem[] EventBuffActions;//[Offset: 0xa4 , Size: 12] float fADScale;//[Offset: 0xb0 , Size: 4] float fAPScale;//[Offset: 0xb4 , Size: 4] bool IsAlwaysExists;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8 , Size: 1] Controller* CauserPawnController;//[Offset: 0xbc , Size: 4] Actor* CauserPawnActor;//[Offset: 0xc0 , Size: 4] UAEBlackboardParameter[] UAEBlackboardParamList;//[Offset: 0xd0 , Size: 12] Actor* BuffApplier;//[Offset: 0xdc , Size: 4] InstancedNodeNameToMemoryMap;//[Offset: 0xe0 , Size: 60] int InstancedNodesTotalSize;//[Offset: 0x11c , Size: 4] -------------------------------- Class: UTSkillCondition.UTSkillBaseWidget.ActorComponent.Object bool IsTargetOK(ActorComponent* SkillManagerComponent, Actor* Target);// 0x4b31358 bool IsOK_Internal();// 0x4b312e4 bool IsOK(ActorComponent* SkillManagerComponent);// 0x4b311f4 UTSkill* GetOwnerSkill();// 0x4b3118c -------------------------------- Class: UTSkillBaseWidget.ActorComponent.Object bool bWidgetEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0 , Size: 1] FString WidgetDescription;//[Offset: 0xc4 , Size: 12] Actor* BuffTargetActor;//[Offset: 0xd0 , Size: 4] UTSkill* OwnerSkill;//[Offset: 0xd4 , Size: 8] ActorComponent* CurOwnerActorComponent;//[Offset: 0xdc , Size: 4] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b34c18 void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x4b34a9c void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x4b34894 void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator RotatorValue);// 0x4b34718 void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4b3459c void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x4b34428 void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x4b342ac void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x4b34124 void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x4b33fa4 void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x4b33e28 void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x4b33c74 bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b33b54 bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x4b33a34 bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x4b33914 bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x4b337f4 bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x4b336d4 bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x4b335b4 bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x4b33494 bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x4b33374 bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x4b33254 bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x4b33134 bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x4b33014 Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x4b32ef8 Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x4b32d84 Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x4b32c44 FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x4b32af8 Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x4b329b8 Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x4b3289c FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x4b32764 int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x4b32648 float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x4b32528 byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x4b3240c class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x4b322f0 bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x4b321d0 Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x4b3205c UAEBlackboard* GetUAEBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x4b31f70 UAEBlackboard* GetUAEBlackboard();// 0x4b31f00 UTSkillManagerComponent* GetOwnerSkillManager();// 0x4b31e90 Actor* GetOwnerPawn();// 0x4b31e20 GetActorBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x4b31d18 GetActorBlackboard();// 0x4b31c84 -------------------------------- Class: UTSkill.Actor.Object Pawn* OwnerPawn;//[Offset: 0x2cc , Size: 8] bool bNeedSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dc , Size: 1] FString SkillName;//[Offset: 0x2e0 , Size: 12] FName SkillGroup;//[Offset: 0x2f0 , Size: 8] bool bSinglePhaseRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1] bool bOBResimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9 , Size: 1] enum SkillCastType;//[Offset: 0x2fa , Size: 1] bool bShouldMonopolize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fb , Size: 1] bool bMonopolizeSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc , Size: 1] int SkillID;//[Offset: 0x300 , Size: 4] enum SkillTargetType;//[Offset: 0x304 , Size: 1] FString SkillDescription;//[Offset: 0x308 , Size: 12] FString SkillDetailDes;//[Offset: 0x314 , Size: 12] bool bMeleeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320 , Size: 1] bool bCheckFirstPhaseConditions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321 , Size: 1] bool bNeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x322 , Size: 1] bool bKeepCastingWhenDisconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x323 , Size: 1] bool bClearInputCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324 , Size: 1] UTSkillCreateData BaseData;//[Offset: 0x328 , Size: 312] int SkillCategory;//[Offset: 0x460 , Size: 4] Texture2D* SkillIcon;//[Offset: 0x464 , Size: 4] Texture2D* SkillVehicleIcon;//[Offset: 0x468 , Size: 4] FString SkillVehicleName;//[Offset: 0x46c , Size: 12] bool NegativeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x478 , Size: 1] bool ShouldShowTargetPrompt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479 , Size: 1] bool ChangePawnStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47a , Size: 1] bool bUseNewSkillCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47b , Size: 1] UAEBlackboardParameter[] BlackboardParamList;//[Offset: 0x47c , Size: 12] bool IsCanInterrupt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488 , Size: 1] bool bGsListener;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x489 , Size: 1] FString SkillTimeScaleAttrName;//[Offset: 0x48c , Size: 12] Actor* LastSpawnedActor;//[Offset: 0x498 , Size: 8] Pawn* LastSpawnedPawn;//[Offset: 0x4a0 , Size: 8] float PhasePercentage;//[Offset: 0x4cc , Size: 4] InstancedNodeNameToMemoryMap;//[Offset: 0x4d0 , Size: 60] int InstancedNodesTotalSize;//[Offset: 0x50c , Size: 4] FString[] ParentFolderPath;//[Offset: 0x510 , Size: 12] int64 LastEditBluePrintTime;//[Offset: 0x520 , Size: 8] int CurComponentNameIndex;//[Offset: 0x528 , Size: 4] bool IsSkillEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52c , Size: 1] SkillGlobalUIDDataAsset* LoadedGlobalUIDDataAsset;//[Offset: 0x534 , Size: 4] UTSkillManagerComponent* SpecificSkillCompRef;//[Offset: 0x538 , Size: 8] UAEBlackboard* SpecificBlackBlackRef;//[Offset: 0x540 , Size: 8] void StopSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x4b2d8e4 void SetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent, float Percentage);// 0x4b2d7a0 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType, int PhaseIndex);// 0x4b2d5d4 bool IsCDOK(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2d4e4 UTSkillManagerComponent* GetSpecificSkillManager();// 0x4b2d47c UAEBlackboard* GetSpecificBlackboard();// 0x4b2d414 float GetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2d338 UTSkillPhase* GetSkillPhase(int PhaseIndex);// 0x4b2d24c ActorComponent* GetComponentByTag(class ActorComponent ComponentClass, FName Tag);// 0x4b2d0fc void DoSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x4b2cfac bool CanBePlayed(UTSkillManagerComponent* SkillManagerComponent, bool bShowErrorMsg);// 0x4b2ce28 -------------------------------- Class: UTSkillCreateData bool bSkillActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] int SkillGroupIndex;//[Offset: 0x4 , Size: 4] float interval;//[Offset: 0x8 , Size: 4] float IntervalSincePrevFinish;//[Offset: 0xc , Size: 4] FString CoolDownMessage;//[Offset: 0x10 , Size: 12] int CoolDownMessageID;//[Offset: 0x1c , Size: 4] float Range;//[Offset: 0x20 , Size: 4] UTSkillPhase*[] Phases;//[Offset: 0x24 , Size: 12] bool bIgnoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30 , Size: 1] UTSkillCDBase*[] SkillCDs;//[Offset: 0x34 , Size: 12] SkillUIs;//[Offset: 0x40 , Size: 60] SkillUIPathToHandle;//[Offset: 0x7c , Size: 60] SoftClassPath SkillMainWidget;//[Offset: 0xb8 , Size: 24] FName SkillWidgetAttachPanelName;//[Offset: 0xd0 , Size: 8] bool bInitMainSkillUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1] SkillIcons;//[Offset: 0xdc , Size: 60] int SkillMainWidgetHandle;//[Offset: 0x118 , Size: 4] FName[] AsyncLoadingSkillUI;//[Offset: 0x120 , Size: 12] UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x12c , Size: 12] -------------------------------- Class: UTSkillPhase.ActorComponent.Object FString PhaseName;//[Offset: 0xc0 , Size: 12] FString PhaseDescription;//[Offset: 0xcc , Size: 12] bool bPhaseEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8 , Size: 1] UTSkill* OwnerSkill;//[Offset: 0xdc , Size: 8] int ActionsTopHalfCount;//[Offset: 0xfc , Size: 4] UTSkillPhaseCreateData BaseData;//[Offset: 0x100 , Size: 100] UTSkillPicker* InEffectPickerOnAction;//[Offset: 0x164 , Size: 4] bool TryJumpToPhase(UTSkillManagerComponent* SkillManagerComponent, int PhaseID);// 0x4b47880 void StopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b4779c void StartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b476b8 void RepeatPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b475d4 bool PlaySkillHurtEffect(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x4b47478 bool PlaySkillHurtAppearances(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x4b4731c void PickTargets(UTSkillManagerComponent* SkillManagerComponent);// 0x4b47238 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x4b470d8 bool OnCustomEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x4b46f78 float GetChargePhaseRate(UTSkillManagerComponent* SkillManagerComponent);// 0x4b46e9c bool ForceStopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x4b46dac bool ClearAttachments();// 0x4b408d4 -------------------------------- Class: UTSkillPhaseCreateData float PhaseDuration;//[Offset: 0x0 , Size: 4] FString TimeAdjustAttr;//[Offset: 0x4 , Size: 12] float AltPhaseDuration;//[Offset: 0x10 , Size: 4] float CacheMouseInputTime;//[Offset: 0x14 , Size: 4] bool bMustHasTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] bool bCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1] int CoolDownIndex;//[Offset: 0x1c , Size: 4] UTSkillCondition*[] PhaseConditions;//[Offset: 0x20 , Size: 12] UTSkillPicker* Picker;//[Offset: 0x2c , Size: 4] UTSkillEffect*[] Actions;//[Offset: 0x30 , Size: 12] UTSkillEffect*[] HurtAppearances;//[Offset: 0x3c , Size: 12] enum PhaseType;//[Offset: 0x48 , Size: 1] FString EnterPhaseTipString;//[Offset: 0x4c , Size: 12] UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x58 , Size: 12] -------------------------------- Class: UTSkillPicker.UTSkillBaseWidget.ActorComponent.Object UTSkillPickerCreateData BaseData;//[Offset: 0xe0 , Size: 32] UTSkillPickedTarget[] PickedResultTargets;//[Offset: 0x10c , Size: 12] Actor*[] IgnoreTargets;//[Offset: 0x118 , Size: 12] -------------------------------- Class: UTSkillPickerCreateData enum PickerType;//[Offset: 0x0 , Size: 1] UAEBlackboardKeySelector PickerOriginBlackboardKey;//[Offset: 0x8 , Size: 8] enum PickerTargetType;//[Offset: 0x10 , Size: 1] int PickerMaxCount;//[Offset: 0x14 , Size: 4] bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a , Size: 1] bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b , Size: 1] bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] bool bIgnoreOwnerVehicleWhenTracePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1] -------------------------------- Class: UTSkillPickedTarget Actor* Target;//[Offset: 0x0 , Size: 8] PrimitiveComponent* TargetComponent;//[Offset: 0x8 , Size: 8] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] byte HitPos;//[Offset: 0x11 , Size: 1] FName BoneName;//[Offset: 0x18 , Size: 8] Vector HitEnvLocation;//[Offset: 0x20 , Size: 12] byte hitPhysMatType;//[Offset: 0x2c , Size: 1] bool IgnoreTakeDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d , Size: 1] -------------------------------- Class: UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object float fADScale;//[Offset: 0xe0 , Size: 4] float fAPScale;//[Offset: 0xe4 , Size: 4] Object*[] CacheSoftObject;//[Offset: 0xe8 , Size: 12] void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x4b36068 void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b35f84 void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2eb9c void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2ea4c void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2e8fc void OnAsyncLoadSoftPathDone();// 0x4b35f24 UTSkill* GetOwnerSkill();// 0x4b3118c void DoHurtAppearance(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x4b35dd4 bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2e6c8 -------------------------------- Class: UTSkillManagerComponent.ActorComponent.Object Pawn* OwnerPawn;//[Offset: 0xc0 , Size: 4] UTSkill* CurSkill;//[Offset: 0xc4 , Size: 4] UTSkillSynData SkillSynData_WithID;//[Offset: 0xdc , Size: 24] Actor* OwnerActor;//[Offset: 0xf4 , Size: 4] int[] SkillInitIndices;//[Offset: 0xf8 , Size: 12] bool isNeedCheckValidation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104 , Size: 1] bool UseSkillsCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105 , Size: 1] bool DestroySkillsOnDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106 , Size: 1] bool LoadSkillsAllClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x107 , Size: 1] bool NeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1] UTSkill*[] Skills;//[Offset: 0x10c , Size: 12] SkillIDToSkills;//[Offset: 0x118 , Size: 60] UAEUserWidget*[] AsyncLoadedSkillUI;//[Offset: 0x154 , Size: 12] UAEUserWidget* SkillUIRoot;//[Offset: 0x160 , Size: 4] PanelWidget* SkillUIRootPanel;//[Offset: 0x164 , Size: 4] SkillsBlackboardMap;//[Offset: 0x168 , Size: 60] ActorBlackboardMap;//[Offset: 0x1a4 , Size: 60] delegate ChangeActorBlackboard;//[Offset: 0x1e0 , Size: 12] Actor* Target;//[Offset: 0x1ec , Size: 4] SkillBaseDataMaps;//[Offset: 0x1f0 , Size: 60] UTSkillLastCastInfo[] LastCastArray;//[Offset: 0x22c , Size: 12] delegate OnSkillHit;//[Offset: 0x238 , Size: 12] delegate OnSkillCast;//[Offset: 0x244 , Size: 12] float PhasePercentage;//[Offset: 0x268 , Size: 4] IDToSyncSkillActiveStateData;//[Offset: 0x26c , Size: 60] SkillActiveRepData[] SyncSkillActiveStateDatas;//[Offset: 0x2a8 , Size: 12] IDToSyncSkillCDDatas;//[Offset: 0x2b4 , Size: 60] SkillCDRepData[] SyncSkillCDDatas;//[Offset: 0x2f0 , Size: 12] UTSkillHitInfo SkillHitInfo;//[Offset: 0x300 , Size: 40] UTSkillHitEnvInfo SkillHitEnvInfo;//[Offset: 0x328 , Size: 40] FString[] MutexMontageGroupBeenPlayed;//[Offset: 0x350 , Size: 12] FString LastESkillTargetDesc;//[Offset: 0x360 , Size: 12] int SkillSynRandomSeed;//[Offset: 0x36c , Size: 4] RandomStream SkillSynRandStream;//[Offset: 0x370 , Size: 8] int SkillSynRandomSeedExpireCount;//[Offset: 0x378 , Size: 4] SkillTimerMap;//[Offset: 0x37c , Size: 60] bool bNeedBeginInitOnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0 , Size: 1] float ZombieModeUseSkillCD;//[Offset: 0x3c4 , Size: 4] int ZombieModeMaxSkillPropLevel;//[Offset: 0x3cc , Size: 4] SkillParamater[] SkillParamaters;//[Offset: 0x3e0 , Size: 12] UTMutilSkillSynData[] SkillSynData;//[Offset: 0x3ec , Size: 12] UTSkillSynSinglePhaseData[] SkillSynSinglePhaseData;//[Offset: 0x404 , Size: 12] SkillCurPhaseIndexes;//[Offset: 0x420 , Size: 60] LastPhaseIndexes;//[Offset: 0x45c , Size: 60] delegate SkillStartEvent;//[Offset: 0x4e0 , Size: 12] delegate SkillStopEvent;//[Offset: 0x4ec , Size: 12] delegate SkillNormalStopEvent;//[Offset: 0x4f8 , Size: 12] int[] PendingRemoveSkillID;//[Offset: 0x504 , Size: 12] UTReplaceSkillData[] ReplacedSkillDatas;//[Offset: 0x510 , Size: 12] void UpdateSyncSkillCDData(int SkillID);// 0x4b445a4 void UpdateSyncSkillActiveState(int SkillID);// 0x4b444d4 void UnRegisterActorBlackBorad(Actor* InActor);// 0x4b44404 void TryDeleteOneSkill(int SkillID, bool IsImmediately);// 0x4b44294 void TryAddOneSkill(int SkillID, bool bActive);// 0x4b44124 void TriggerEvent(int SkillID, byte EventType);// 0x4b43fd0 bool TraceTarget(Vector StartTrace, Vector EndTrace, enum TargetType, float Radius, out Actor* TargetActor);// 0x4b43cc4 void SyncOneSkillState(bool RepSkillCD, bool RepSkillActiveState, int RequestID);// 0x4b43aac bool StopSkillWithSlot(int SkillSlot, enum StopReason);// 0x4b43950 void StopSkillSpecific(UTSkill* Skill, enum StopReason);// 0x4b43814 void StopSkillAll(enum StopReason);// 0x4b4372c void StopSkill_WithID(int SkillID, enum StopReason);// 0x4b435dc int StopSkill_Mutil(int SkillID, enum StopReason);// 0x4b43484 void StopSkill(int SkillID, enum StopReason);// 0x4b43334 bool ShouldTriggerEvent_WithID(int SkillID, byte EventType);// 0x4b431d4 bool ShouldTriggerEvent(int SkillID, byte EventType);// 0x4b43074 bool SetupOwnerAndSystem();// 0x4b43008 void SetSkillState(out const UTSkillStateSyncData[] InSyncStateDatas);// 0x4b42ebc void SetSkillOwner(Actor* tempActor);// 0x4b42dd8 void SetSkillLastPhase(UTSkill* Skill, int PhaseIndex);// 0x4b42ca0 void SetSkillCurPhase(UTSkill* Skill, int PhaseIndex);// 0x4b42b68 bool SetSkillActive(int SkillID, bool bActive, bool bForceSet);// 0x4b4294c void SetCurSkill(int SkillID, int SkillSlot);// 0x4b42814 void ServerTriggerEvent_WithID(int SkillID, byte EventType);// 0x4b4267c void ServerTriggerEvent(int SkillID, byte EventType);// 0x4b424e4 bool ServerStartSkill(int SkillID, bool bAutoCast);// 0x4b42360 void ServerNotifyRandomSeed(int Seed);// 0x4b42240 void ResimulateAllSynData();// 0x4b421d8 void RequestSkillStates(bool RepSkillCD, bool RepSkillActiveState, const int[] RequestIDs);// 0x4b41ef8 void RepSkillSynData_WithID();// 0x4b41e90 void RepSkillHitInfo();// 0x4b41e30 void RepOneSkillSynData(int SkillSlot, int InLastSkillID);// 0x4b41cf8 void RepLastCastTime();// 0x4b41c98 void ReplaceSkill(int OldSkillID, int NewSkillID);// 0x4b41b60 void RemoveSkillUIWidget(FString SkillClassName, SoftObjectPath ObjPath);// 0x4b41934 void RemoveReplacedSkill(int OldSkillID);// 0x4b41864 void RemoveAllSkillUIWidget();// 0x4b41804 void RegistSkillUIWidgetBP(FString SkillClassName, SoftObjectPath ObjPath);// 0x4b415d8 void RegisterActorBlackBorad(Actor* InActor, UAEBlackboard* RegisterBlackboard);// 0x4b414a0 int RandRangeSyn(int StartIndex, int EndIndex);// 0x4b41360 void PlayHurtSkillEffect(UTSkillHitInfo TheSkillHitInfo);// 0x4b41218 void OnStopSkill(UTSkill* Skill, enum StopReason);// 0x4b410c8 static bool OnSameTeam(Actor* A, Actor* B);// 0x4b40f90 void OnRep_SkillSynSinglePhaseData();// 0x4b40f28 void OnRep_SkillSynData();// 0x4b40ec0 void OnRep_SkillHitInfo();// 0x4b40e58 void OnRep_SkillCDDatas();// 0x4b40df8 void OnRep_SkillActiveState();// 0x4b40d98 void OnRep_ReplaceSkill();// 0x4b40d38 void OnInterruptSkill(UTSkill* Skill, enum StopReason);// 0x4b40be8 bool IsUsingSkill(int SkillID);// 0x4b40b0c bool IsReadyToCastSkill(int SkillID);// 0x4b40a1c bool IsCurrentUseSkillID(int InSkillID);// 0x4b40940 bool IsConfigUseSkillID();// 0x4b408d4 bool IsCastingSkill();// 0x4b40860 void InitSkillSystem_WithID(bool IsDedicateServer);// 0x4b40750 void InitSkillSystem(bool IsDedicateServer);// 0x4b40640 UAEBlackboard* GetUAEBlackboardBySkillId(int SkillID);// 0x4b40568 UAEBlackboard* GetUAEBlackboard(UTSkill* InSkill);// 0x4b40490 UTSkillStateSyncData[] GetSkillState();// 0x4b403fc int GetSkillSlotBySkillID(int SkillID);// 0x4b40324 int GetSkillSlotBySkill(UTSkill* Skill);// 0x4b4024c UTSkill*[] GetSkillsByGroup(FName SkillGroup);// 0x4b40118 int GetSkillLastPhase(UTSkill* Skill);// 0x4b40040 int GetSkillIDFromSkillIndex(int InSkillIndex);// 0x4b3ff54 int GetSkillIDByClass(class Object SkillClass);// 0x4b3fe68 int GetSkillCurPhase(UTSkill* Skill);// 0x4b3fd90 UTSkill* GetSkillByName(FString SkillName);// 0x4b3fc18 UTSkill* GetSkillByClassName(FString SkillClassName);// 0x4b3faa0 UTSkillCreateData GetSkillBaseDataBySkill(UTSkill* Skill);// 0x4b3f9ac UTSkillCreateData GetSkillBaseDataByClass(class Object SkillClass);// 0x4b3f8b8 UTSkillCreateData GetSkillBaseData(int SkillID);// 0x4b3f7c4 UTSkill* GetSkill(int SkillID);// 0x4b3f6d8 int GetReplacedSkill(int OldSkillID);// 0x4b3f600 byte GetRealOwnerRoleSafety();// 0x4b3f578 float GetLastCastTime_WithID(int SkillID);// 0x4b3f49c float GetLastCastFinishTime_WithID(int SkillID);// 0x4b3f3c0 int[] GetCurUsingSkillIDS();// 0x4b3f32c UTSkill*[] GetCurSkills();// 0x4b3f298 UTSkillPhase*[] GetCurSkillPhases();// 0x4b3f204 UTSkillPhase* GetCurSkillPhase_Mutil(int SkillSlot);// 0x4b3f12c UTSkillPhase* GetCurSkillPhase(int SkillSlot);// 0x4b3f054 int[] GetCurSkillIDs();// 0x4b3efd4 int GetCurSkillID(UTSkill* Skill);// 0x4b3eefc UTSkill* GetCurSkill_Mutil(int SkillSlot);// 0x4b3ee24 UTSkill* GetCurSkill(int SkillSlot);// 0x4b3ed4c int[] GetCurMonopolizeSkills();// 0x4b3ecb8 int FindRelatedCurSkillID(int SkillID, out int OutRelatedSkillSlot, bool bPeekSlotIndex);// 0x4b3eaa0 UTSkill* FetchSkill_WithID(out int SkillID);// 0x4b3e97c bool EnableMultiSkillSync();// 0x4b3e910 void ClientStartSkill(int SkillID, bool bAutoCast);// 0x4b3e798 void ClearSkill();// 0x4b3e730 -------------------------------- Class: UTSkillSynData int CurSkillID;//[Offset: 0x0 , Size: 4] int CurSkillPhase;//[Offset: 0x4 , Size: 4] bool ReplicateImpulseFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] int CurLoadDynSkillID;//[Offset: 0xc , Size: 4] bool ReplicatePhaseIndexImpulseFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] int Reason;//[Offset: 0x14 , Size: 4] -------------------------------- Class: UTSkillLastCastInfo int SkillID;//[Offset: 0x0 , Size: 4] float LastCastTime;//[Offset: 0x4 , Size: 4] float LastCastFinishTime;//[Offset: 0x8 , Size: 4] -------------------------------- Class: SkillActiveRepData int SkillID;//[Offset: 0x0 , Size: 4] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: SkillCDRepData int SkillID;//[Offset: 0x0 , Size: 4] UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0x4 , Size: 12] -------------------------------- Class: UTSkillSyncData_CD int SkillCDIndex;//[Offset: 0x0 , Size: 4] float LastActiveTime;//[Offset: 0x4 , Size: 4] bool bIsCDReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] bool bIsTickFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9 , Size: 1] float InitEnergy;//[Offset: 0xc , Size: 4] float MaxEnergy;//[Offset: 0x10 , Size: 4] float CurEnergy;//[Offset: 0x14 , Size: 4] float DeltaEnergy;//[Offset: 0x18 , Size: 4] float SyncCount;//[Offset: 0x1c , Size: 4] float TickCountTime;//[Offset: 0x20 , Size: 4] -------------------------------- Class: UTSkillHitInfo Actor*[] ToPawn;//[Offset: 0x0 , Size: 12] Actor* FromPawn;//[Offset: 0xc , Size: 4] int SkillID;//[Offset: 0x10 , Size: 4] int SkillPhaseID;//[Offset: 0x14 , Size: 4] bool Flag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19 , Size: 1] byte HitSurfaceType;//[Offset: 0x1a , Size: 1] Vector HitEnvLocation;//[Offset: 0x1c , Size: 12] -------------------------------- Class: UTSkillHitEnvInfo Actor*[] ToPawn;//[Offset: 0x0 , Size: 12] Actor* FromPawn;//[Offset: 0xc , Size: 4] int SkillID;//[Offset: 0x10 , Size: 4] int SkillPhaseID;//[Offset: 0x14 , Size: 4] byte HitSurfaceType;//[Offset: 0x18 , Size: 1] Vector HitEnvLocation;//[Offset: 0x1c , Size: 12] -------------------------------- Class: RandomStream int InitialSeed;//[Offset: 0x0 , Size: 4] int Seed;//[Offset: 0x4 , Size: 4] -------------------------------- Class: SkillParamater bool bUseTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] FName SkillTag;//[Offset: 0x8 , Size: 8] enum SkillType;//[Offset: 0x10 , Size: 1] float CDRecoveryScale;//[Offset: 0x14 , Size: 4] float SkillRuntimeScale;//[Offset: 0x18 , Size: 4] -------------------------------- Class: UTMutilSkillSynData int CurSkillID;//[Offset: 0x0 , Size: 4] int Token;//[Offset: 0x4 , Size: 4] int PhaseIndexes;//[Offset: 0x8 , Size: 4] -------------------------------- Class: UTSkillSynSinglePhaseData int CurSkillID;//[Offset: 0x0 , Size: 4] int CurSkillPhase;//[Offset: 0x4 , Size: 4] byte UpdateFlag;//[Offset: 0x8 , Size: 1] -------------------------------- Class: UTReplaceSkillData int OldSkillID;//[Offset: 0x0 , Size: 4] int NewSkillID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: UTSkillStateSyncData UTSkillStateSyncDataParam SyncParam;//[Offset: 0x0 , Size: 2] int SkillID;//[Offset: 0x4 , Size: 4] bool bSkillActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0xc , Size: 12] -------------------------------- Class: UTSkillStateSyncDataParam bool bSyncActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool bSyncCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] -------------------------------- Class: UTSkillEventEffectMapForEditor.UTSkillBaseWidget.ActorComponent.Object byte SkillEventType;//[Offset: 0xe0 , Size: 1] FName[] InterestedOwnerTags;//[Offset: 0xe4 , Size: 12] FName PreEventActionTag;//[Offset: 0xf0 , Size: 8] UTSkillEffect* SkillEffect;//[Offset: 0xf8 , Size: 4] SkillConditionWarpper[] Conditions;//[Offset: 0xfc , Size: 12] SkillConditionWarpper[] TargetConditions;//[Offset: 0x108 , Size: 12] -------------------------------- Class: SkillConditionWarpper UTSkillCondition* SkillCondition;//[Offset: 0x0 , Size: 4] -------------------------------- Class: UTSkillCDBase.Object UTSkillManagerComponent* OwnerSkillManager;//[Offset: 0x1c , Size: 8] UTSkill* OwnerSkill;//[Offset: 0x24 , Size: 8] enum cdType;//[Offset: 0x2c , Size: 1] FString cdTypeStr;//[Offset: 0x30 , Size: 12] UTSkillManagerComponent* CurOwnerManager;//[Offset: 0x3c , Size: 4] -------------------------------- Class: UTSkillWidget.LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object UTSkillManagerComponent* SkillManager;//[Offset: 0x318 , Size: 4] class Object* SkillClass;//[Offset: 0x31c , Size: 4] int SkillUIID;//[Offset: 0x320 , Size: 4] void TriggerPassiveEvent(byte SkillEvent);// 0x4b4bf90 void TriggerEvent(byte SkillEvent);// 0x4b4bebc void SetSkillUIID(int ID);// 0x4b4bdec void SetSkillManager(UTSkillManagerComponent* manager);// 0x4b4bd1c void SetSkillClass(class Object InSkillClass);// 0x4b4bc4c void RemoveSkillUI();// 0x4b4bbe4 void RemoveFromUIManager();// 0x4b4bb84 void OnSkillWidgetInitFinish();// 0x4b4bb1c bool IsCDReady();// 0x4b4bab0 int GetSkillUIID();// 0x4b4ba48 FString GetSkillName();// 0x4b4b9b4 UTSkillManagerComponent* GetSkillManger();// 0x4b4b94c int GetSkillIndexBySkillComponent(UTSkillManagerComponent* InComponent);// 0x4b4b874 int GetSkillID();// 0x4b4b80c class Object GetSkillClass();// 0x4b4b7a4 float[] GetSkillCDProgess();// 0x4b4b710 float[] GetSkillCDByType(int Type);// 0x4b4b608 UTSkillCDBase*[] GetSkillCDBases();// 0x4b4b574 UTSkill* GetSkill();// 0x4b4b50c float GetMaxEnergy(int Index);// 0x4b4b430 PlayerController* GetLocalPlayerController();// 0x4b4b3c8 float GetEnergyValue(int Index);// 0x4b4b2ec float GetEnergyThreshold(int Index);// 0x4b4b210 float GetDeltaEnergy(int Index);// 0x4b4b134 void DoRemove();// 0x4b4b0d4 -------------------------------- Class: LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object FString LuaFilePath;//[Offset: 0x308 , Size: 12] bool bEnableBlueprintTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314 , Size: 1] -------------------------------- Class: SkillGlobalUIDDataAsset.DataAsset.Object AllSkillUIDMap;//[Offset: 0x20 , Size: 60] AllSkillPathMap;//[Offset: 0x5c , Size: 60] -------------------------------- Class: StatusChange class STBaseBuffStatusType* StatusName;//[Offset: 0x0 , Size: 4] bool StatusValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: STBaseBuffStatusType.Object -------------------------------- Class: BuffActionItem UTSkillAction* BuffAction;//[Offset: 0x0 , Size: 4] -------------------------------- Class: UTSkillAction.UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object UTSkillActionCreateData BaseData;//[Offset: 0xf4 , Size: 4] UTSkillAction* OwnerPeriodAction;//[Offset: 0xf8 , Size: 4] bool bClearTimerAfterReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd , Size: 1] Object* EventObj;//[Offset: 0x100 , Size: 4] void UpdateAction_Internal(float DeltaSeconds);// 0x4b2f2c0 void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x4b2f17c void UndoAction_Internal();// 0x4b2f114 void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2f044 void TimerRealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2ef74 void Reset_Internal();// 0x4b2ef0c void Reset(ActorComponent* SkillManagerComponent);// 0x4b2ee3c bool RealDoAction_Internal();// 0x4b2edc8 bool RealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2ecec void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2eb9c void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2ea4c void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x4b2e8fc void OnAsyncLoadAssetDone(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2e82c bool JudgeNeedPhaseWait();// 0x4b2e7b8 bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x4b2e6c8 -------------------------------- Class: UTSkillActionCreateData float DelayTime;//[Offset: 0x0 , Size: 4] -------------------------------- Class: BuffEventActionItem STBaseBuffEventType* EventType;//[Offset: 0x0 , Size: 4] UTSkillAction* BuffEventAction;//[Offset: 0x4 , Size: 4] -------------------------------- Class: STBaseBuffEventType.Object -------------------------------- Class: ActorAttributeComponent.ActorComponent.Object FString tableName;//[Offset: 0xbc , Size: 12] void UpdateAttribute(int TemplateID);// 0x1c72848 void InitializeFollow();// 0x1c7282c void Initialize(Actor* Actor);// 0x1c727ac -------------------------------- Class: PartHitComponent.ActorComponent.Object STExtraCharacter* OwnerCharacter;//[Offset: 0xbc , Size: 4] float UpdateHitBoxDeltaTime;//[Offset: 0xc0 , Size: 4] bool bActivePartHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4 , Size: 1] Transform[] HitBoxs_Stand_Tran;//[Offset: 0xc8 , Size: 12] Transform[] HitBoxs_Prone_Tran;//[Offset: 0xd4 , Size: 12] PrimitiveComponent*[] HitBoxs_Stand;//[Offset: 0xe0 , Size: 12] PrimitiveComponent*[] HitBoxs_Prone;//[Offset: 0xec , Size: 12] FString HitBox_Stand_Tag;//[Offset: 0xfc , Size: 12] FString HitBox_Prone_Tag;//[Offset: 0x108 , Size: 12] bool bDebugCollisionLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1] OpenCollisionLODAngle[] ConfigCollisionDistSqAngles;//[Offset: 0x118 , Size: 12] float Server_HitBox_Stand_HalfHeight;//[Offset: 0x124 , Size: 4] float Server_HitBox_Stand_Radius;//[Offset: 0x128 , Size: 4] float Server_HitBox_Prone_HalfHeight;//[Offset: 0x12c , Size: 4] float Server_HitBox_Prone_Radius;//[Offset: 0x130 , Size: 4] BodyTypeDef ProneBodyDef;//[Offset: 0x134 , Size: 8] BodyTypeDef StandBodyDef;//[Offset: 0x13c , Size: 8] BodyTypeDef CrouchBodyDef;//[Offset: 0x144 , Size: 8] BodyTypeDef DyingBodyDef;//[Offset: 0x14c , Size: 8] BodyTypeDef VechicleBodyDef;//[Offset: 0x154 , Size: 8] NewHitBodyPosMap;//[Offset: 0x15c , Size: 60] float PawnCollisionCountdown;//[Offset: 0x198 , Size: 4] bool IsRefreshPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c , Size: 1] float BoxCollisionCountdown;//[Offset: 0x1a0 , Size: 4] bool IsRefreshBoxCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4 , Size: 1] void UpdatePoseCollisionShapes(byte PoseState);// 0x1c8c7d4 void UpdateAllInstanceBodyTransform(int Type);// 0x1deb638 PrimitiveComponent* GetHitBoxByState(enum InPoseState);// 0x1deb5b8 enum GetHitBodyTypeByHitPos(out const Vector InHitPos);// 0x1deb524 enum GetHitBodyTypeByBoneName(FString InBoneName);// 0x1deb458 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x1deb2e4 byte GetCurHitPartJugementType();// 0x1deb2bc void CloseBodyBulletCollision();// 0x1c7282c enum CalcHitBodyType(out const Vector HitPos, out const Vector Projvec, out const Vector CenterPos, out const BodyTypeDef bodyDef);// 0x1deb120 -------------------------------- Class: OpenCollisionLODAngle float DistSq;//[Offset: 0x0 , Size: 4] float Angle;//[Offset: 0x4 , Size: 4] -------------------------------- Class: TickControlComponent.ActorComponent.Object enum CustomTickType;//[Offset: 0xbc , Size: 1] NeedTickComponentClassList;//[Offset: 0xc0 , Size: 60] TickListItem[] NeedTickComponentList;//[Offset: 0xfc , Size: 12] byte RoleBits;//[Offset: 0x108 , Size: 1] -------------------------------- Class: TickListItem ActorComponent* Comp;//[Offset: 0x0 , Size: 4] enum RoleType;//[Offset: 0x4 , Size: 1] -------------------------------- Class: MoveAntiCheatComponent.ActorComponent.Object bool bUseMoveAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xbc , Size: 1] float MinMoveAntiCheatCheckIntervel;//[Offset: 0xc0 , Size: 4] int MaxCheatTimes;//[Offset: 0xc4 , Size: 4] float TolerateDistanceFractor;//[Offset: 0xc8 , Size: 4] float MaxPacketLossRate;//[Offset: 0xcc , Size: 4] float MinDistanceSqAtStaticColliderCheck;//[Offset: 0xd0 , Size: 4] int MaxTotalMoveCheatTimes;//[Offset: 0xd4 , Size: 4] int MaxTotalPassWallTimes;//[Offset: 0xd8 , Size: 4] float MinMoveAntiCheatCheckIntervel2;//[Offset: 0xdc , Size: 4] bool bIsForceAdjustZWhenExceed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1] int MaxShootPointPassWall;//[Offset: 0xe4 , Size: 4] int MaxGunPosErrorTimes;//[Offset: 0xe8 , Size: 4] float MaxSkeletonLength;//[Offset: 0xec , Size: 4] int MaxMuzzleHeightTime;//[Offset: 0xf0 , Size: 4] int MaxLocusFailTime;//[Offset: 0xf4 , Size: 4] int MaxBulletVictimClientPassWallTimes;//[Offset: 0xf8 , Size: 4] int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0xfc , Size: 4] int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x100 , Size: 4] int MaxShooterDataNumErrorCnt;//[Offset: 0x104 , Size: 4] VerifySwitch VsBoneInfo;//[Offset: 0x108 , Size: 12] VerifySwitch VsTimeLineUpFailed;//[Offset: 0x114 , Size: 12] VerifySwitch VsTimeLineDnFailed;//[Offset: 0x120 , Size: 12] VerifySwitch VsTimeLineBlock;//[Offset: 0x12c , Size: 12] VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x138 , Size: 12] VerifySwitch VsSysTimeRateCheck;//[Offset: 0x144 , Size: 12] VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x150 , Size: 12] VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x15c , Size: 12] VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x168 , Size: 12] VerifySwitch VsShootGunInfoCheck;//[Offset: 0x174 , Size: 12] VerifySwitch VsDynamicBasePassWall;//[Offset: 0x180 , Size: 12] VerifySwitch VsShootTimeConDelta;//[Offset: 0x18c , Size: 12] VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x198 , Size: 12] VerifySwitch VsJumpMaxHeight;//[Offset: 0x1a4 , Size: 12] MoveCheatAntiStrategy MoveCheatAntiStrategy3;//[Offset: 0x220 , Size: 136] MoveCheatAntiStrategy2 MoveCheatAntiStrategy4;//[Offset: 0x2a8 , Size: 80] CharacterZMoveDistanceCheck CharacterZMoveDistanceCheck;//[Offset: 0x2f8 , Size: 52] ShovelAntiCheat ShovelAntiCheat;//[Offset: 0x330 , Size: 120] ClientTimeSpeedCheck TimeSpeedCheck;//[Offset: 0x400 , Size: 60] RealtimeMoveSpeedCheck RealtimeMoveSpeedCheck;//[Offset: 0x468 , Size: 32] MoveCheatAntiStrategy6 MoveCheatAntiStrategy6;//[Offset: 0x488 , Size: 1396] float MaxJumpHeight;//[Offset: 0xa00 , Size: 4] Character* CharacterOwner;//[Offset: 0xa04 , Size: 4] bool IsOpenRTPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa74 , Size: 1] int ServerControlMaxThreshold;//[Offset: 0xa7c , Size: 4] void SendShovelDataToServer(const ShovelInfo InShovelData);// 0x1dd6bf0 void RefreshRealMaxJumpHeight();// 0x1dd6bdc void Ping2Server(float ServerTime, float ClientTime, const Vector_NetQuantize100 ClientLoc, float MaxSpeed);// 0x1dd6a60 void Ping2Client(float ServerTime);// 0x1dd69e8 void OnPreReconnectOnServer();// 0x1dd69d4 bool K2_MoveSweepTest(out const Vector Start, out const Vector End, byte TraceChannel, out HitResult OutHit, bool bSweep, float SphereRadius, float PadLength);// 0x1dd6768 void DebugDrawLine(const Vector Start, const Vector End);// 0x1dd66bc void ClearJumpLimit();// 0x1dd66a8 -------------------------------- Class: MoveCheatAntiStrategy uint32 bIsOpen;//[Offset: 0x0 , Size: 4] float MaxAllowClientSideTimeLag;//[Offset: 0x4 , Size: 4] float CheckTimeSpeedIntervel;//[Offset: 0x8 , Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0xc , Size: 4] float MaxMoveDistanceScaleFactor;//[Offset: 0x10 , Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x14 , Size: 4] float ServerSendPingIntervel;//[Offset: 0x18 , Size: 4] float MaxMoveSpeedValue;//[Offset: 0x1c , Size: 4] int MaxSpeedSplitNum;//[Offset: 0x20 , Size: 4] int MaxContinuousCheatMoveTimes;//[Offset: 0x24 , Size: 4] int MaxClientSpeed;//[Offset: 0x28 , Size: 4] -------------------------------- Class: MoveCheatAntiStrategy2 uint32 bIsOpen;//[Offset: 0x0 , Size: 4] float CheckTimeSpeedIntervel;//[Offset: 0x4 , Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0x8 , Size: 4] float MaxMoveDistanceScaleFactor;//[Offset: 0xc , Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x10 , Size: 4] float MaxMoveSpeedValue;//[Offset: 0x14 , Size: 4] int MaxSpeedSplitNum;//[Offset: 0x18 , Size: 4] -------------------------------- Class: CharacterZMoveDistanceCheck uint32 bIsOpen;//[Offset: 0x0 , Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0x4 , Size: 4] float MaxAllowMoveZHeight;//[Offset: 0x8 , Size: 4] -------------------------------- Class: ShovelAntiCheat float DataSendInterval;//[Offset: 0x0 , Size: 4] float DataSampleInterval;//[Offset: 0x4 , Size: 4] float SampleMoveVelocityTorelate;//[Offset: 0x8 , Size: 4] float CheatLockTime;//[Offset: 0xc , Size: 4] int MaxServerClientDeltaCount;//[Offset: 0x10 , Size: 4] MoveAntiCheatComponent* OwnerMoveAntiCheat;//[Offset: 0x74 , Size: 4] -------------------------------- Class: ClientTimeSpeedCheck float CheckTimeDeltaInterval;//[Offset: 0x24 , Size: 4] float MaxClientTimeDeltaAheadServer;//[Offset: 0x28 , Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x2c , Size: 4] float MaxServerTimeDelta;//[Offset: 0x30 , Size: 4] float MaxClientAheadServerTotalTime;//[Offset: 0x34 , Size: 4] int MaxProcessCounterOneFrame;//[Offset: 0x38 , Size: 4] -------------------------------- Class: RealtimeMoveSpeedCheck -------------------------------- Class: MoveCheatAntiStrategy6 uint32 bIsOpen;//[Offset: 0x0 , Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0x4 , Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x8 , Size: 4] float MaxVectorAccAngel;//[Offset: 0xc , Size: 4] float MaxSumVectorLength;//[Offset: 0x10 , Size: 4] float MaxVectorAccTime;//[Offset: 0x14 , Size: 4] float MaxMoveDeltaTime;//[Offset: 0x18 , Size: 4] -------------------------------- Class: ShovelInfo -------------------------------- Class: CharacterMaterialComponent.ActorComponent.Object -------------------------------- Class: CharacterBodyOffset Vector HeadOffset;//[Offset: 0x0 , Size: 12] Vector PitchOffset;//[Offset: 0xc , Size: 12] Vector FootOffset;//[Offset: 0x18 , Size: 12] Vector TPPSpringArmOffset;//[Offset: 0x24 , Size: 12] -------------------------------- Class: ActivitySyncData bool bIsDuringActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool bIsAttachedToActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] bool bIsMovementDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2 , Size: 1] Vector AttachedOffsetLocation;//[Offset: 0x4 , Size: 12] Rotator AttachedOffsetRotation;//[Offset: 0x10 , Size: 12] -------------------------------- Class: BaseCharacterEffectCom.ActorComponent.Object ParticleSystem* DeathFX;//[Offset: 0xbc , Size: 4] STExtraBaseCharacter* OwningCharacter;//[Offset: 0xc0 , Size: 4] void HandleOwnerDeath(STExtraBaseCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x1cd03ec -------------------------------- Class: CharacterParachuteComponent.ActorComponent.Object float CurrentDiveRate;//[Offset: 0xc4 , Size: 4] float FreeFall_InputTriggerThreshold;//[Offset: 0xd8 , Size: 4] float FreeFall_AcceFall;//[Offset: 0xdc , Size: 4] float FreeFall_MaxFreeFallSpeed;//[Offset: 0xe0 , Size: 4] float FreeFall_MaxFallSpeedChangeAccel;//[Offset: 0xe4 , Size: 4] float FreeFall_AcceForward;//[Offset: 0xe8 , Size: 4] float FreeFall_MaxForwardSpeed;//[Offset: 0xec , Size: 4] float FreeFall_MaxForwardExtraFallSpeed;//[Offset: 0xf0 , Size: 4] float FreeFall_AcceRight;//[Offset: 0xf4 , Size: 4] float FreeFall_MaxRightSpeed;//[Offset: 0xf8 , Size: 4] float FreeFall_MaxRightExtraFallSpeed;//[Offset: 0xfc , Size: 4] float FreeFall_MaxPitchForwardAngle;//[Offset: 0x100 , Size: 4] float FreeFall_MaxPitchBackAngle;//[Offset: 0x104 , Size: 4] float FreeFall_RotationYawInterpSpeed;//[Offset: 0x108 , Size: 4] float FreeFall_RotationPitchInterpSpeed;//[Offset: 0x10c , Size: 4] float FreeFall_MinDiveAngle;//[Offset: 0x110 , Size: 4] float FreeFall_DiveExtraAcceFall;//[Offset: 0x114 , Size: 4] float FreeFall_MaxDiveExtraFallSpeed;//[Offset: 0x118 , Size: 4] bool bOpened_EnableInputMode8Dirs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c , Size: 1] float Opened_AcceFall;//[Offset: 0x120 , Size: 4] float Opened_MaxFreeFallSpeed;//[Offset: 0x124 , Size: 4] float Opened_AcceForward;//[Offset: 0x128 , Size: 4] float Opened_MaxForwardSpeed;//[Offset: 0x12c , Size: 4] float Opened_MaxBackwardSpeed;//[Offset: 0x130 , Size: 4] float Opened_MaxForwardExtraFallSpeed;//[Offset: 0x134 , Size: 4] float Opened_MaxBackExtraFallSpeed;//[Offset: 0x138 , Size: 4] float Opened_GlidingSpeedRemainPercent;//[Offset: 0x13c , Size: 4] float Opened_AcceRight;//[Offset: 0x140 , Size: 4] float Opened_MaxRightSpeed;//[Offset: 0x144 , Size: 4] float Opened_MaxLeftRightExtraFallSpeed;//[Offset: 0x148 , Size: 4] float Opened_MaxRollAngle;//[Offset: 0x14c , Size: 4] float Opened_MaxPitchForwardAngle;//[Offset: 0x150 , Size: 4] float Opened_MaxPitchBackAngle;//[Offset: 0x154 , Size: 4] float Opened_MaxYawAngleSpeed;//[Offset: 0x158 , Size: 4] float Opened_RotationInterpSpeed;//[Offset: 0x15c , Size: 4] Vector Launch_InitSpeed;//[Offset: 0x160 , Size: 12] Vector Launch_SpeedRandomDelta;//[Offset: 0x16c , Size: 12] Vector Launch_Accel;//[Offset: 0x178 , Size: 12] float Launch_YawRandomDelta;//[Offset: 0x184 , Size: 4] float Launch_WingUpAngle;//[Offset: 0x188 , Size: 4] float Launch_WingForwardDecreaseRate;//[Offset: 0x18c , Size: 4] float Launch_WingForwardDecreaseConstRate;//[Offset: 0x190 , Size: 4] float Launch_WingForwardEnterFreeFallSpeed;//[Offset: 0x194 , Size: 4] float Launch_WingForwardToUpRate;//[Offset: 0x198 , Size: 4] float Launch_WingUpDampingRate;//[Offset: 0x19c , Size: 4] float Launch_WingUpDampingConstRate;//[Offset: 0x1a0 , Size: 4] float Launch_MaxWingUpSpeed;//[Offset: 0x1a4 , Size: 4] float Launch_WingUpDropPlus;//[Offset: 0x1a8 , Size: 4] delegate OnInitLaunch;//[Offset: 0x1ac , Size: 12] delegate OnResetLaunch;//[Offset: 0x1b8 , Size: 12] delegate OnChangeMovementModeWhenLaunch;//[Offset: 0x1c4 , Size: 12] float CurrentFallSpeed;//[Offset: 0x1d0 , Size: 4] float AllowMaxDiatanceSqAtServer;//[Offset: 0x1d4 , Size: 4] float MaxZAllowDistance;//[Offset: 0x1d8 , Size: 4] bool bIsPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dc , Size: 1] float FollowerDist;//[Offset: 0x200 , Size: 4] float ReletiveStaticNearbyDistanceSquare;//[Offset: 0x204 , Size: 4] bool bEanbleRadiouBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x248 , Size: 1] bool bEanbleRadiouBlurDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x249 , Size: 1] MaterialInterface* RadiouBlurMat;//[Offset: 0x250 , Size: 40] MaterialInterface* RadiouBlurMatCache;//[Offset: 0x278 , Size: 4] bool VerifyClientTimeStamp(float TimeStamp);// 0x1d079a8 void UpdateRotation(float DeltaTime, float ThrottleInput, float SteerInput, byte State, out const Rotator CameraRotation);// 0x1d0780c void UpdateRadiouBlurState(float DeltaTime, float ThrottleInput, float SteerInput, byte State);// 0x1d076c4 void UpdateParachuteState(float DeltaTime, float ThrottleInput, float SteerInput, byte State, out const Rotator CameraRotation);// 0x1d07528 void UpdateParachuteOpenedRotation(float InputForward, float InputRight, float DeltaTime);// 0x1d07428 void UpdateLaunchRotation(float InputForward, float InputRight, float DeltaTime);// 0x1d07328 void UpdateFreeFallRotation(Rotator CameraWorldRotation, float InputForward, float InputRight, float DeltaTime);// 0x1d071dc void TickParachuteComponent(float DeltaTime, float ThrottleInput, float SteeringInput, out const Rotator CameraRotation);// 0x1d07088 void StopParachute();// 0x1d07074 void StartParachute();// 0x1d07060 void Set_UseServerAuthorize(const bool InUseServerAuthor);// 0x1d06fe0 void ResetVelocity();// 0x1d06fcc void RemoveRadiouBlur();// 0x1d06fb8 void PostNetReceiveNewState();// 0x1d06fa4 void OnPreReconnectOnServer();// 0x1d06f90 void OnAsyncLoadRadiouBlurDone();// 0x1d06f7c void InvalidateAdjustFollowerLocation();// 0x1d06f68 void InitRadiouBlurMat();// 0x1d06f54 float GetReplicatedRightInput();// 0x1d06f2c float GetReplicatedForwardInput();// 0x1d06f04 Vector GetParachuteVelocity();// 0x1d06ebc Vector GetLaunchInitVelocity();// 0x1d06e6c void ClearParachuteStatusCache();// 0x1d06e58 Vector CalWingUpVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d06d34 Vector CalParachuteOpenedVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d06c18 Vector CalLaunchVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d06af4 Vector CalFreeFallVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1d069d8 float AngleInterpTo(float Current, float Target, float DeltaTime, float Speed);// 0x1d06888 void AdjustFollowerLocation();// 0x1d06874 void AddRadiouBlur(float InWeight);// 0x1d067fc -------------------------------- Class: NavigationInvokerComponent.ActorComponent.Object float TileGenerationRadius;//[Offset: 0xbc , Size: 4] float TileRemovalRadius;//[Offset: 0xc0 , Size: 4] -------------------------------- Class: WeaponSlotSwitchTimeData byte EquipSlot;//[Offset: 0x0 , Size: 1] float TotalTime;//[Offset: 0x4 , Size: 4] float AttachWeaponTime;//[Offset: 0x8 , Size: 4] -------------------------------- Class: SpecialAmbientData AkAudioEvent* Sound;//[Offset: 0x0 , Size: 4] FString SwitchGroupName;//[Offset: 0x4 , Size: 12] FString SwitchValue;//[Offset: 0x10 , Size: 12] -------------------------------- Class: STCharacterNearDeathComp.ActorComponent.Object float BreathMax;//[Offset: 0x100 , Size: 4] float AssistAccountableDuration;//[Offset: 0x104 , Size: 4] float EnterNearDeathDamageInvincibleTime;//[Offset: 0x108 , Size: 4] bool IsTurnOnDebugSameTeamAccountable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c , Size: 1] CurveFloat* CurveLayeredDeathInterval;//[Offset: 0x110 , Size: 4] int MaxDeathTimes;//[Offset: 0x114 , Size: 4] bool IsDebugging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118 , Size: 1] int NDStatusEnterTimes;//[Offset: 0x11c , Size: 4] STExtraBaseCharacter* PawnOwner;//[Offset: 0x120 , Size: 4] float EnterNearDeathSeconds;//[Offset: 0x124 , Size: 4] float Breath;//[Offset: 0x128 , Size: 4] int NearDeathRestoredOrignalHealth;//[Offset: 0x12c , Size: 4] int NearDeathRestoredOrignalBreathAmount;//[Offset: 0x130 , Size: 4] Controller* EventInstigatorRecorded;//[Offset: 0x13c , Size: 4] Actor* DamageCauserRecorded;//[Offset: 0x140 , Size: 4] DamageEvent DamageEventRecorded;//[Offset: 0x144 , Size: 8] float SetHealthSafety(float AddVal);// 0x1e7b1dc void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1e7b0c8 void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x1e7afb4 void ResetDataOnRespawn();// 0x1e7afa0 void RescueFinishSuccessfully();// 0x1e7af8c void OnRep_BreathChanged();// 0x1e7ac4c bool IsNearDeathInvincible();// 0x1e7af64 bool IsHealthAlive();// 0x1e7af3c bool IsHaveLastBreathStatus();// 0x1e7af14 bool IsFinishedLastBreathStatus();// 0x1e7aeec void InitializeOwner(Pawn* TempPawn);// 0x1e7ae74 bool GotoLastBreathStatus(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, bool IsHeadShot);// 0x1e7acac Controller* GetRecordedEventInstigator();// 0x1e7ac90 float GetBreathMax();// 0x1e7ac74 float GetBreath();// 0x1d978ec void EnterSwimWhileDying();// 0x1e7ac60 void DoFinishLastBreath();// 0x1e7ac4c void ClearNearDeathTeammate();// 0x1e7ac38 float AddHealthSafety(float AddVal, bool ForceIgnoreInvinceTime);// 0x1e7ab6c void AddDeadBuff();// 0x1e7ab58 -------------------------------- Class: STCharacterRescueOtherComp.ActorComponent.Object int WanderingRadius;//[Offset: 0xbc , Size: 4] float ReturnToCheckConditionCDTimeSetting;//[Offset: 0xc0 , Size: 4] anPickerData FanData;//[Offset: 0xc4 , Size: 20] STExtraBaseCharacter* RescueWho;//[Offset: 0xf0 , Size: 4] float RescueingStatusStartTimeSeconds;//[Offset: 0xf4 , Size: 4] float RestoringDuration;//[Offset: 0x110 , Size: 4] FString DurationAttrModifyRef;//[Offset: 0x114 , Size: 12] STExtraBaseCharacter* PawnOwner;//[Offset: 0x120 , Size: 8] STCharacterNearDeathComp* ParentNDComp;//[Offset: 0x128 , Size: 4] bool WaitingConfirmState_IsConditionSatisfied();// 0x1e7c070 void WaitingConfirmState_ActOnUnsatisfied();// 0x1e7c05c void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x1d3093c void TickAsHelper(float DeltaTime);// 0x1e7bfe4 void ServerPlayerConfirm(STExtraBaseCharacter* _RescueWho);// 0x1e7bf30 void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x1e7beb8 bool RescueingState_IsConditionSatisfied();// 0x1e7be90 void RescueingState_ActOnUnsatisfied();// 0x1e7be7c void RescueingState_ActOnSatisfied(float DeltaTime);// 0x1d3093c void RescueingProcessFinished();// 0x1e7be68 bool PlayerConfirmToRescueClientSide();// 0x1e7be40 bool PickTargetsAsHelper(out STExtraBaseCharacter*[] pickedTargets);// 0x1e7bd6c void OnRep_IsRescueingOtherStatusChange();// 0x1e7bd58 bool IsInRescueingStatus();// 0x1e7bd30 void InitializeOwner(Pawn* _TempPawn, STCharacterNearDeathComp* _Outer);// 0x1e7bc74 float GetRestoringDuration();// 0x1e7bc4c void DrawDebugFan();// 0x1c8c854 -------------------------------- Class: anPickerData float Radius;//[Offset: 0x0 , Size: 4] float Angle;//[Offset: 0x4 , Size: 4] float Offset;//[Offset: 0x8 , Size: 4] bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1] float LowerTraceRatio;//[Offset: 0x10 , Size: 4] -------------------------------- Class: STCharacterFollowComp.ActorComponent.Object TargetJumpOperation* CurRecordingVaultOperation;//[Offset: 0xbc , Size: 4] TargetJumpOperation* CurPlayingVaultOperation;//[Offset: 0xc0 , Size: 4] STExtraBaseCharacter* Target;//[Offset: 0xc8 , Size: 4] float CanFollowDist;//[Offset: 0xcc , Size: 4] float QuitFollowAngleInput;//[Offset: 0xd0 , Size: 4] float QuitFollowDist;//[Offset: 0xd4 , Size: 4] float PointDensityTimeInterval;//[Offset: 0xd8 , Size: 4] float DistThrehold;//[Offset: 0xdc , Size: 4] bool IsEnableAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0 , Size: 1] STExtraBaseCharacter* PawnOwner;//[Offset: 0xe4 , Size: 8] STCharacterNearDeathComp* ParentNDComp;//[Offset: 0xec , Size: 4] TargetKeyOperation*[] TargetOps;//[Offset: 0x124 , Size: 12] TargetKeyOperation* CurOp;//[Offset: 0x130 , Size: 4] bool WaitingConfirmState_IsConditionSatisfied();// 0x1e774ac void WaitingConfirmState_ActOnUnsatisfied();// 0x1e77498 void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x1d3093c TargetJumpOperation* TargetStartVault(Vector vaultStartPos);// 0x1e77420 void SetInterruptAutoFollowByInput(int InterrupteReason);// 0x1e773a8 void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x1e77330 bool PlayerStopFollow();// 0x1e77308 bool PlayerConfirmToFollow();// 0x1e772e0 void InitializeOwner(Pawn* _TempPawn);// 0x1e77268 void FollowingTargetChangeNotifyHUD(Pawn* previousTarget);// 0x1e771f0 bool FollowingState_IsConditionSatisfied();// 0x1e771c8 void FollowingState_ActOnUnsatisfied();// 0x1e771b4 void FollowingState_ActOnSatisfied(float DeltaTime);// 0x1e7713c -------------------------------- Class: TargetJumpOperation.TargetKeyOperation.Object void TaskRemoved();// 0x1df126c byte Start();// 0x1d15c3c bool IsValidate();// 0x1dde770 void DebugDraw(Color DebugColor, bool isPersist);// 0x1f6fc04 void Awake();// 0x1df1250 -------------------------------- Class: TargetKeyOperation.Object STExtraBaseCharacter* PawnOwner;//[Offset: 0x7c , Size: 4] STExtraBaseCharacter* Target;//[Offset: 0x80 , Size: 4] byte Update(float DeltaTime);// 0x1d2a2c0 FString ToString();// 0x1f6fcc8 void TaskRemoved();// 0x1df126c byte Start();// 0x1d15c3c bool IsValidate();// 0x1dde770 bool IsReachable();// 0x1d79c88 byte Finish();// 0x1d79dc0 void DebugDraw(Color DebugColor, bool isPersist);// 0x1f6fc04 void Awake();// 0x1df1250 -------------------------------- Class: CustomSpringArmComponent.STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float SpringArmLengthModifier1;//[Offset: 0x3ac , Size: 4] float SpringArmLengthModifier2;//[Offset: 0x3b0 , Size: 4] float SpringArmLengthModifier3;//[Offset: 0x3b4 , Size: 4] CurveFloat* SpringArmForwadOffsetByPitchCurve;//[Offset: 0x3b8 , Size: 4] bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc , Size: 1] bool bUseLocalSpaceClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d9 , Size: 1] bool bClampPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3da , Size: 1] float ResultMinPitch;//[Offset: 0x3dc , Size: 4] float ResultMaxPitch;//[Offset: 0x3e0 , Size: 4] bool bEnableShoulderCameraMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4 , Size: 1] float FreeCamRotationReturnRate;//[Offset: 0x3e8 , Size: 4] CameraOffsetData CrouchCameraData;//[Offset: 0x3ec , Size: 28] CameraOffsetData ProneCameraData;//[Offset: 0x408 , Size: 28] CameraOffsetData IndoorCameraData;//[Offset: 0x424 , Size: 28] CameraOffsetData LeanLeftCameraData;//[Offset: 0x440 , Size: 28] CameraOffsetData LeanRightCameraData;//[Offset: 0x45c , Size: 28] CameraOffsetData InVehicleCameraData;//[Offset: 0x478 , Size: 28] CameraOffsetData NearDeathCameraData;//[Offset: 0x494 , Size: 28] CameraOffsetData PeekLeftCameraData;//[Offset: 0x4b0 , Size: 28] CameraOffsetData PeekRightCameraData;//[Offset: 0x4cc , Size: 28] CameraOffsetData IndoorLowerCameraStand;//[Offset: 0x4e8 , Size: 28] CameraOffsetData IndoorLowerCameraCrouch;//[Offset: 0x504 , Size: 28] CameraOffsetData IndoorLowerCameraProne;//[Offset: 0x520 , Size: 28] CameraOffsetData VaultCameraData;//[Offset: 0x53c , Size: 28] CameraOffsetData ShovelingCameraData;//[Offset: 0x558 , Size: 28] CameraOffsetData InHelicopterCameraData;//[Offset: 0x574 , Size: 28] CameraOffsetData InFireBalloonCameraData;//[Offset: 0x590 , Size: 28] bool bIsShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ac , Size: 1] CameraOffsetData ShoulderCameraData;//[Offset: 0x5b0 , Size: 28] float AdditionalSocketOffetZMax;//[Offset: 0x5d0 , Size: 4] Vector2D AdditionalSocketOffetZPitch;//[Offset: 0x5d4 , Size: 8] CurveVector* LandingHeavyCameraOffset;//[Offset: 0x5dc , Size: 4] float LandingHeavyCameraOffsetDurationTime;//[Offset: 0x5e0 , Size: 4] float LandingHeavyCameraOffsetPlaySpeed;//[Offset: 0x5e4 , Size: 4] bool bNeedAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ed , Size: 1] bool bIsPlayingCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ee , Size: 1] float OffsetCountTime;//[Offset: 0x5f0 , Size: 4] float OffSetDurTime;//[Offset: 0x5f4 , Size: 4] float RevertMoveSpeed;//[Offset: 0x5f8 , Size: 4] CurveVector* TargetOffsetAnimCurve;//[Offset: 0x5fc , Size: 4] Transform PrevRelativeTrans;//[Offset: 0x600 , Size: 48] Vector PrevRelativeSocketLocation;//[Offset: 0x630 , Size: 12] Quat PrevRelativeSocketRotation;//[Offset: 0x640 , Size: 16] void SetSelfieCameraDefRotation();// 0x1d1d0e0 void SetCustomCameraDataEnable(out CameraOffsetData CustomCameraData, bool IsEnable);// 0x1d1cfd4 void SetCameraDataEnable(byte CameraDataType, bool IsEnable);// 0x1d1cf10 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1d1cda4 void DelayRotationLagEnabledEnd();// 0x1d1cd90 void DelayRotationLagEnabled(bool bEnabled, float Time);// 0x1d1ccc8 -------------------------------- Class: STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float SocketOffsetInterpSpeed;//[Offset: 0x318 , Size: 4] float TargetOffsetInterpSpeed;//[Offset: 0x31c , Size: 4] float ArmLengthInterpSpeed;//[Offset: 0x320 , Size: 4] bool bViewTargetIsAnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4 , Size: 1] PlayerController* CachedPC;//[Offset: 0x3a8 , Size: 4] void OnRespawned();// 0x1cde3ec Rotator GetTargetRotation();// 0x1f4ca98 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1d1cda4 void ClearCameraData();// 0x1f4ca7c -------------------------------- Class: SyncAKEvent int AkEventID;//[Offset: 0x0 , Size: 4] Vector AkLocation;//[Offset: 0x4 , Size: 12] -------------------------------- Class: DamageCauserRecordData Controller* Causer;//[Offset: 0x0 , Size: 4] float Time;//[Offset: 0x4 , Size: 4] float Damage;//[Offset: 0x8 , Size: 4] int StatusChangeMargin;//[Offset: 0xc , Size: 4] int DamageType;//[Offset: 0x10 , Size: 4] int AdditionalParam;//[Offset: 0x14 , Size: 4] bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] int WeaponId;//[Offset: 0x1c , Size: 4] int FloorType;//[Offset: 0x20 , Size: 4] -------------------------------- Class: STCharacterMovementComponent.CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object bool bServerMoveCheckPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67c , Size: 1] bool bCheckPassWallUseSweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67d , Size: 1] float CheckPassWallShapeShrinkScale;//[Offset: 0x680 , Size: 4] float AdjustRadiusScaleWhenPassWall;//[Offset: 0x684 , Size: 4] float RadiusScaleWhenCheckPassWall;//[Offset: 0x688 , Size: 4] float MaxPrisonmentMove;//[Offset: 0x68c , Size: 4] bool NoPrisonReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x690 , Size: 1] bool bIgnoreClientRotationErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x691 , Size: 1] bool bIsServerPriorityControlShoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8 , Size: 1] float ShovelingStopMaxRelianceClientTime;//[Offset: 0x6ac , Size: 4] float EnterShovelCD;//[Offset: 0x6b0 , Size: 4] float DSEnterShovelCD;//[Offset: 0x6b4 , Size: 4] float ShovelingCollisionHalfHeight;//[Offset: 0x6b8 , Size: 4] float MaxShovelFloorAngle;//[Offset: 0x6bc , Size: 4] float UseVelocityDirMinSpeed;//[Offset: 0x6c0 , Size: 4] float StandMinEnterShovelingSpeed;//[Offset: 0x6c4 , Size: 4] float CrounchMinEnterShovelingSpeed;//[Offset: 0x6c8 , Size: 4] float DefaultShovelingSpeed;//[Offset: 0x6cc , Size: 4] float DefaultShovelingDCC;//[Offset: 0x6d0 , Size: 4] float ExtraShovelingDCC1;//[Offset: 0x6d4 , Size: 4] float ExtraShovelingDCC2;//[Offset: 0x6d8 , Size: 4] float ExtraShovelingDCC3;//[Offset: 0x6dc , Size: 4] float MinusGradeShovelingACC;//[Offset: 0x6e0 , Size: 4] float MinusGradeShovelingDCC;//[Offset: 0x6e4 , Size: 4] float MaxShovelingSpeed;//[Offset: 0x6e8 , Size: 4] float StopShovelingSpeed;//[Offset: 0x6f0 , Size: 4] float MinNoDCCInShovelingSlopeAngle;//[Offset: 0x6f4 , Size: 4] float MAxNoDCCInShovelingSlopeAngle;//[Offset: 0x6f8 , Size: 4] float EnterShovelingMinHeightInFalling;//[Offset: 0x6fc , Size: 4] float ShovelingFPPFovVaule;//[Offset: 0x700 , Size: 4] float EnterShovelingFPPFovChangeSpeed;//[Offset: 0x704 , Size: 4] float ExitShovelingFPPFovChangeSpeed;//[Offset: 0x708 , Size: 4] float ShovelingTPPFovVaule;//[Offset: 0x70c , Size: 4] float EnterShovelingTPPFovChangeSpeed;//[Offset: 0x710 , Size: 4] float ExitShovelingTPPFovChangeSpeed;//[Offset: 0x714 , Size: 4] float ShovelingLegBodyMaxAngle;//[Offset: 0x718 , Size: 4] float ShovelingLegStartFollowBodyMinAngle;//[Offset: 0x71c , Size: 4] float ShovelingLegFollowBodySpeed;//[Offset: 0x720 , Size: 4] float MaxAngleShovelingLegFollowBodySpeed;//[Offset: 0x724 , Size: 4] float ShovelingLegFollowFloorSpeed;//[Offset: 0x728 , Size: 4] SoftObjectPath ShovelingEffectPath;//[Offset: 0x730 , Size: 24] AkAudioEvent* EnterShovelingSound;//[Offset: 0x748 , Size: 4] AkAudioEvent* ExitShovelingSound;//[Offset: 0x74c , Size: 4] AkAudioEvent* InterruptShovelingSound;//[Offset: 0x750 , Size: 4] float nowShovelingSpeed;//[Offset: 0x754 , Size: 4] Rotator ShovelingRotation;//[Offset: 0x758 , Size: 12] bool ShovelingIsTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x764 , Size: 1] bool ShovelingIsHold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x765 , Size: 1] byte ShovelingPrePoseState;//[Offset: 0x767 , Size: 1] float PreShovelFov;//[Offset: 0x768 , Size: 4] ParticleSystemComponent* ShovelingParticleSystemComponent;//[Offset: 0x790 , Size: 4] bool StopTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x794 , Size: 1] float TimeSpeedFactor;//[Offset: 0x798 , Size: 4] bool CheatCheckSumFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79c , Size: 1] bool bCanSendCmdAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79d , Size: 1] bool bCheatClientLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79e , Size: 1] float MaxPenetrationAdjustmentSize;//[Offset: 0x7a0 , Size: 4] bool bIgnoreChangingMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a4 , Size: 1] bool bEnableAdjustFloorHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a5 , Size: 1] bool bEnableJumpOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a6 , Size: 1] float JumpOffVelocityFactor;//[Offset: 0x7a8 , Size: 4] bool mb_UseVehiclePushSwim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ac , Size: 1] bool mb_UseVehiclePushUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ad , Size: 1] float MaxDecideClientTimeSpeedDeltaTime;//[Offset: 0x7b0 , Size: 4] bool bUseTimeSpeedAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b4 , Size: 1] bool bUseUserCmdDeltaCompress;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7b4 , Size: 1] float SimulatedNearDistanceSqAtClient;//[Offset: 0x7b8 , Size: 4] float SimulatedNearTickIntervalAtClient;//[Offset: 0x7bc , Size: 4] float SimulatedMiddleDistanceSqAtClient;//[Offset: 0x7c0 , Size: 4] float SimulatedMiddleTickIntervalAtClient;//[Offset: 0x7c4 , Size: 4] float SimulatedFarDistanceSqAtClient;//[Offset: 0x7c8 , Size: 4] float SimulatedFarTickIntervalAtClient;//[Offset: 0x7cc , Size: 4] float WalkSpeedCurveScale;//[Offset: 0x7d0 , Size: 4] CurveFloat* MaxWalkSpeedCurve;//[Offset: 0x7d4 , Size: 4] float ProneFloorAngle;//[Offset: 0x7d8 , Size: 4] float ProneFloorZ;//[Offset: 0x7dc , Size: 4] float JumpFloorAngle;//[Offset: 0x7e0 , Size: 4] float JumpFloorZ;//[Offset: 0x7e4 , Size: 4] float ResolvePenetrationPosDiffSq;//[Offset: 0x7e8 , Size: 4] float ResolvePenetrationAdjustment;//[Offset: 0x7ec , Size: 4] bool bOpenLocationSmoothOnDynamicMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f0 , Size: 1] float DistSqOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x7f4 , Size: 4] float DistAngleOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x7f8 , Size: 4] bool bProcessDeltaRotationWhenKnockedDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x814 , Size: 1] bool EnabledResetPredictionData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x815 , Size: 1] bool bEnableAdjustWhenStepUpFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x816 , Size: 1] float AdjustDistanceWhenStepUpFailed;//[Offset: 0x818 , Size: 4] bool ForceSimulatedOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81c , Size: 1] bool bFixParachuteEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x900 , Size: 1] float CheckDistanceAhead;//[Offset: 0x904 , Size: 4] bool bPrintMoveStatusDataDebugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x908 , Size: 1] int PrintMoveStatusDataDebugsMaxNum;//[Offset: 0x90c , Size: 4] float BaseSolvedWallCheckDistance;//[Offset: 0x920 , Size: 4] float BaseSolvedWallTraceDistance;//[Offset: 0x924 , Size: 4] float BaseSolvedWallOutDistance;//[Offset: 0x928 , Size: 4] float BaseSolvedWallMoveWithForwardCos;//[Offset: 0x92c , Size: 4] bool bStepUpHardIgnoreEdgeTolerance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x930 , Size: 1] float fStepDownEdgeToleranceRate;//[Offset: 0x934 , Size: 4] float fStepDownSuccessEdgeToleranceRate;//[Offset: 0x938 , Size: 4] float MaxBaseStepUpHeight;//[Offset: 0x93c , Size: 4] bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x940 , Size: 1] CharacterDistanceSquareTickInternal[] AIDSTickDistanceInternal;//[Offset: 0x944 , Size: 12] bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x954 , Size: 1] CharacterDistanceSquareTickInternal[] AIDSPhysicsQueryDistanceInternal;//[Offset: 0x95c , Size: 12] float DSAIDistanceOptimizeEnhanceAngle;//[Offset: 0x968 , Size: 4] float AIMovementSimulatePredictTime;//[Offset: 0x980 , Size: 4] STExtraBaseCharacter* STCharacter_PRIVATE;//[Offset: 0x988 , Size: 4] bool bOpenServerControlPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99d , Size: 1] bool UpdatedComponentWithBase(float DeltaSeconds, Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x1e79af4 void ToggleUserCmdDelta(bool Val);// 0x1e79a3c void TimeSpeedCheck(bool Val);// 0x1e79984 void SeverAddRotationVelocity(const Vector RotationVelocity);// 0x1e798d8 void SetProneFloorZ(float InProneFloorZ);// 0x1e79860 void SetProneFloorAngle(float InProneFloorAngle);// 0x1e797e8 void SetJumpFloorZ(float InJumpFloorZ);// 0x1e79770 void SetJumpFloorAngle(float InJumpFloorAngle);// 0x1e796f8 void SetBase(PrimitiveComponent* NewBase, const FName BoneName, bool bNotifyActor);// 0x1e795e0 void ServerUserMoveCmdOld(int ClientApplySequence, const byte[] UserCmdDelta);// 0x1e794b4 void ServerUserMoveCmdDual(uint32 Sequence, uint32 CheckSum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x1e79268 void ServerUserMoveCmd(uint32 Sequence, uint32 CheckSum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x1e790a8 void RefreshCharacterWithBase();// 0x1e79094 void Ping2Server(float ServerTime, float ClientTime);// 0x1e78fa8 void Ping2Client(float ServerTime);// 0x1e78f30 void PhysicsFlyDistance(float DeltaTime, out const Vector flyVelocity);// 0x1e78e68 void OnRecoverOnServer();// 0x1e78e4c void OnPreReconnectOnServer();// 0x1e78e38 void OnClientCloseUserCmdDelta();// 0x1e78e24 float K2_GetProneFloorZ();// 0x1e78dfc float K2_GetProneFloorAngle();// 0x1e78dd4 float K2_GetJumpFloorZ();// 0x1e78dac float K2_GetJumpFloorAngle();// 0x1e78d84 bool IsWalkable(out const HitResult Hit);// 0x1e78cd8 bool IsProning();// 0x1e78cb0 STExtraBaseCharacter* GetSTCharacter();// 0x1e78c88 Vector GetPendingImpulse();// 0x1e78c64 Vector GetLocationOffsetToBase();// 0x1e78c1c float GetLastServerMoveTime();// 0x1e78bf4 bool GetIsOpenShovelingAbility();// 0x1e78bcc Vector GetBaseLocation();// 0x1e78b84 bool DragOnGround(float DeltaTime);// 0x1e78b04 void ClientVeryShortAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x1e7885c void ClientUserMoveCmdAck(int Sequence);// 0x1e787e4 void ClientAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x1e784dc void ChangePhysxShapeFlag();// 0x1c8c854 -------------------------------- Class: CharacterDistanceSquareTickInternal float DistanceSquare;//[Offset: 0x0 , Size: 4] float TickInternal;//[Offset: 0x4 , Size: 4] -------------------------------- Class: SimViewData uint16 ViewPitch;//[Offset: 0x0 , Size: 2] uint16 ViewYaw;//[Offset: 0x2 , Size: 2] byte ViewRoll;//[Offset: 0x4 , Size: 1] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1] -------------------------------- Class: AnchorPlatData int AnchorPlatResID;//[Offset: 0x0 , Size: 4] int AnchorPlatColorID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: KilledTipsBlock byte DamageType;//[Offset: 0x0 , Size: 1] FString attackerName;//[Offset: 0x4 , Size: 12] FString WeaponName;//[Offset: 0x10 , Size: 12] FString DeadName;//[Offset: 0x1c , Size: 12] -------------------------------- Class: PlayerGunCollosionComp.ActorComponent.Object float DetectInterval;//[Offset: 0xbc , Size: 4] int DetectThreshold;//[Offset: 0xc0 , Size: 4] float FoldFactor;//[Offset: 0xc4 , Size: 4] STExtraBaseCharacter* pCharOwner;//[Offset: 0xc8 , Size: 4] Vector BoxHalfSize;//[Offset: 0xd4 , Size: 12] Vector QEoffsetPeekLeftOnVehicle;//[Offset: 0xe0 , Size: 12] Vector QEoffsetPeekRightOnVehicle;//[Offset: 0xec , Size: 12] Vector QEoffsetPeekLeft;//[Offset: 0xf8 , Size: 12] Vector QEoffsetPeekRight;//[Offset: 0x104 , Size: 12] float StaticTraceLengthOffset;//[Offset: 0x110 , Size: 4] Vector QEoffsetPeekStandAdd;//[Offset: 0x114 , Size: 12] Vector QEoffsetPeekCrouchAdd;//[Offset: 0x120 , Size: 12] Vector QEoffsetPeekProneAdd;//[Offset: 0x12c , Size: 12] int FoldFactorDelt;//[Offset: 0x138 , Size: 4] int FoldFactorDeltChange;//[Offset: 0x13c , Size: 4] int TraceDis;//[Offset: 0x140 , Size: 4] float TickDeltTime;//[Offset: 0x144 , Size: 4] bool IsDrawDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148 , Size: 1] Actor*[] SweepIgnoreActors;//[Offset: 0x150 , Size: 12] bool IsUseCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c , Size: 1] void SetEffect(const bool Visbile, out const Vector EffectLoc);// 0x1e00220 void CheckCollision(out const int InFoldFactor, out const Vector FoldPoint, out const Vector FoldNormal);// 0x1e000e8 -------------------------------- Class: PlayerSwimComponent.ActorComponent.Object delegate OnPlayerTouchWater;//[Offset: 0xf0 , Size: 12] float MaxBreathAmount;//[Offset: 0xfc , Size: 4] float DrowningHurtHight;//[Offset: 0x100 , Size: 4] float SwimWaterSufaceOffset;//[Offset: 0x104 , Size: 4] float BreathVauleChangeoffset;//[Offset: 0x108 , Size: 4] float OpBreathVauleChangeoffset;//[Offset: 0x10c , Size: 4] float BreathDeltaTime;//[Offset: 0x110 , Size: 4] float MaxSpeedScaleHeightOffset;//[Offset: 0x114 , Size: 4] float MinSpeedScale;//[Offset: 0x118 , Size: 4] float MaxCrouchWaterHeight;//[Offset: 0x11c , Size: 4] float MaxProneWaterHeight;//[Offset: 0x120 , Size: 4] float DeadInWaterLocZOffset;//[Offset: 0x124 , Size: 4] float RollMaxAngle;//[Offset: 0x128 , Size: 4] float DistoVolume;//[Offset: 0x12c , Size: 4] bool ResetEnterWaterWhenVolumeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130 , Size: 1] CharacterMovementComponent* CharaterMovement;//[Offset: 0x14c , Size: 4] bool AdjustCharacterInvalidHeightInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x151 , Size: 1] float CheckCharacterInWaterInternal;//[Offset: 0x154 , Size: 4] float CharacterInWaterInvalidHeight;//[Offset: 0x158 , Size: 4] CharacterMovementComponent* OwnerMovementComp;//[Offset: 0x160 , Size: 4] STExtraBaseCharacter* OwnerPlayerCharater;//[Offset: 0x164 , Size: 4] PhysicsVolume* UnderWaterBox;//[Offset: 0x168 , Size: 4] void UpdateSwimCollisionHeightCpp();// 0x1e04c90 void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x1e04c18 void LeaveWater();// 0x1e04c04 Actor* GetWaterObject();// 0x1e04bdc void EnterWater_BluePrint();// 0x2859eb0 void EnterWater(Actor* WaterObject);// 0x1e04b64 void BP_UnderWaterStateChanged(bool bEnterWater);// 0x2859eb0 -------------------------------- Class: PoseChangeTime float PoseChange_Prone_Stand;//[Offset: 0x0 , Size: 4] float PoseChange_Prone_Move;//[Offset: 0x4 , Size: 4] float PoseChange_UnProne_Stand;//[Offset: 0x8 , Size: 4] float PoseChange_UnProne_Move;//[Offset: 0xc , Size: 4] -------------------------------- Class: BaseCharacterPickupProxy.PickupProxy.Object STExtraBaseCharacter* ProxyOwnerCharacter;//[Offset: 0x20 , Size: 4] -------------------------------- Class: PickupProxy.Object Actor* ProxyOwner;//[Offset: 0x1c , Size: 4] -------------------------------- Class: CharacterWeaponManagerComponent.WeaponManagerComponent.ActorComponent.Object float AttachCheckInterval;//[Offset: 0x4b8 , Size: 4] float AttachCheckDistance;//[Offset: 0x4bc , Size: 4] float RefreshUIIntervalAfterReconnect;//[Offset: 0x4c0 , Size: 4] int RefreshUITimesAfterReconnect;//[Offset: 0x4c4 , Size: 4] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x4c8 , Size: 4] WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x4e4 , Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x4f0 , Size: 12] void UpdateDataWhenBagChangedOnServer(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x1d09180 void UpdateDataWhenBagChangedOnAutonomous();// 0x1d0916c void OnRecoverOnServer();// 0x1d09150 void OnReconnectOnServer();// 0x1c9acf8 void OnReconnectOnClient();// 0x1d09134 void OnDisconnectToClientOnServer();// 0x1d09120 int GetBagLevel();// 0x1d090f0 -------------------------------- Class: PlayerVehAnimList int FrameCounter;//[Offset: 0x4 , Size: 4] AnimationAsset* IdleAnim;//[Offset: 0x8 , Size: 4] AnimationAsset* IdleMotorbikeAnim;//[Offset: 0xc , Size: 4] AnimationAsset* VacateMotorbikeAnim;//[Offset: 0x10 , Size: 4] AnimationAsset* LeanOutAnim;//[Offset: 0x14 , Size: 4] AnimationAsset* LeanInAnim;//[Offset: 0x18 , Size: 4] AnimationAsset* AimAnim;//[Offset: 0x1c , Size: 4] AnimationAsset* WeaponIdleAddition;//[Offset: 0x20 , Size: 4] AnimationAsset* WeaponAimAddition;//[Offset: 0x24 , Size: 4] AnimationAsset* WeaponReloadAddition;//[Offset: 0x28 , Size: 4] AnimationAsset* SurfBoard_IdleAnim;//[Offset: 0x2c , Size: 4] AnimationAsset* SurfBoard_MoveAnim;//[Offset: 0x30 , Size: 4] AnimationAsset* SurfBoard_JumpAnim;//[Offset: 0x34 , Size: 4] AnimationAsset* SurfBoard_LandAnim;//[Offset: 0x38 , Size: 4] AnimationAsset* SurfBoard_JumpLeftTurnAnim;//[Offset: 0x3c , Size: 4] AnimationAsset* SurfBoard_JumpRightTurnAnim;//[Offset: 0x40 , Size: 4] AnimationAsset* Ski_JumpStationary;//[Offset: 0x44 , Size: 4] AnimationAsset* Ski_DownTurnLR;//[Offset: 0x48 , Size: 4] AnimationAsset* Ski_DownTurnRL;//[Offset: 0x4c , Size: 4] AnimationAsset* Ski_DownTurnFD;//[Offset: 0x50 , Size: 4] AnimationAsset* Ski_Falling;//[Offset: 0x54 , Size: 4] AnimationAsset* Ski_DownFallLandingAdditive;//[Offset: 0x58 , Size: 4] AnimationAsset* Ski_DownFallLandingHard;//[Offset: 0x5c , Size: 4] AnimationAsset* VehicleWeaponIdleAnim;//[Offset: 0x60 , Size: 4] AnimationAsset* VehicleWeaponReloadAnim;//[Offset: 0x64 , Size: 4] AnimationAsset* VehicleWeaponAimOffsetAnim;//[Offset: 0x68 , Size: 4] AnimationAsset* VehicleDriverForwardAnim;//[Offset: 0x6c , Size: 4] -------------------------------- Class: AnimVehParamList int FrameCounter;//[Offset: 0x0 , Size: 4] bool IsLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] bool IsDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1] bool IsSwitchingSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6 , Size: 1] bool IsIdleAnimReplaced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7 , Size: 1] float VacateHight;//[Offset: 0x8 , Size: 4] bool IsVehicleMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] Rotator VehViewRotation;//[Offset: 0x10 , Size: 12] Vector VehMoveVelocity;//[Offset: 0x1c , Size: 12] byte SeatWeaponHoldType;//[Offset: 0x28 , Size: 1] byte SeatSpecialType;//[Offset: 0x29 , Size: 1] enum VehicleType;//[Offset: 0x2a , Size: 1] float LeanOutPercentage;//[Offset: 0x2c , Size: 4] -------------------------------- Class: AnimStatusKeyList STExtraWeapon* EquipWeapon;//[Offset: 0x1c , Size: 4] -------------------------------- Class: BodyPartCfg float DamageScale;//[Offset: 0x0 , Size: 4] float Durability;//[Offset: 0x4 , Size: 4] float DamageReduceScale;//[Offset: 0x8 , Size: 4] float DamageReduceScaleIgnoreDurability;//[Offset: 0xc , Size: 4] float BrokenArmorDamageReduceScale;//[Offset: 0x10 , Size: 4] float DurabilityReduceScale;//[Offset: 0x14 , Size: 4] FString BodyDurabilityIndexName;//[Offset: 0x18 , Size: 12] float MomentumResistance;//[Offset: 0x24 , Size: 4] class STEShootWeaponBulletImpactEffect* ImpactEffectOverride;//[Offset: 0x28 , Size: 4] -------------------------------- Class: CharacterEnergyData CharacterEnergyPhase[] EnergyEffactPhase;//[Offset: 0x0 , Size: 12] float EnergyMax;//[Offset: 0xc , Size: 4] float EnergyCurrent;//[Offset: 0x10 , Size: 4] float EnergyPredict;//[Offset: 0x14 , Size: 4] float AttenuationPeriod;//[Offset: 0x18 , Size: 4] float AttenuationAmount;//[Offset: 0x1c , Size: 4] -------------------------------- Class: CharacterEnergyPhase float MakeEffectSection;//[Offset: 0x0 , Size: 4] FString BuffName;//[Offset: 0x4 , Size: 12] -------------------------------- Class: STDamageCameraShake.CameraShake.Object float DamageShakeScale;//[Offset: 0x140 , Size: 4] -------------------------------- Class: HealthPredictShowData FString ShowDataKey;//[Offset: 0x0 , Size: 12] byte ShowType;//[Offset: 0xc , Size: 1] float Value;//[Offset: 0x10 , Size: 4] float LimitValue;//[Offset: 0x14 , Size: 4] -------------------------------- Class: SecuryInfoComponent.ActorComponent.Object GameBaseInfo GameBaseInfo;//[Offset: 0xf8 , Size: 104] UAEGameMode* UAEGM;//[Offset: 0x160 , Size: 4] void ServerSendGameStartFlow(out const ClientGameStartFlow ClientGameStartFlow);// 0x1e3459c void ServerSendGameEndFlow(out const ClientGameEndFlow ClientGameEndFlow);// 0x1e344ec void ReportVerifyInfoFlow();// 0x1e34490 void ReportSecAttackFlow(const SecAttackFlow SecAttackFlow);// 0x1e343c0 void ReportPlayerKillFlow(const ClientSecPlayerKillFlow PlayerKillFlow);// 0x1e34298 void ReportMrpcsFlow(const ClientSecMrpcsFlow MrpcsFlow);// 0x1e341a8 void ReportJumpFlow(const ClientJumpFlow JumpFlow);// 0x1e340d8 void ReportHurtFlow(const HurtFlow HurtFlow);// 0x1e34008 void ReportGvoiceTeamQuit(const GvoiceTeamQuit teamQuit);// 0x1e33ed8 void ReportGvoiceTeamCreate(const GvoiceTeamCreate teamCreate);// 0x1e33da8 void ReportGameStartFlow(const ClientGameStartFlow GameStartFlow);// 0x1e33ca4 void ReportGameSetting(const GameSetting GameSetting);// 0x1e33bb4 void ReportGameEndFlow(const ClientGameEndFlow GameEndFlow);// 0x1e33ae4 void ReportGameBaseInfo(const GameBaseInfo BaseInfo);// 0x1e339e4 void ReportCircleFlow(const ClientCircleFlow CircleFlow);// 0x1e33914 void ReportAttackFlow(const AttackFlow AttackFlow);// 0x1e33844 void ReportAimFlow(const AimFlow AimFlow);// 0x1e33774 void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x1e336e4 void GetWeaponProperty(STExtraBaseCharacter* Character, STExtraWeapon* TWeapon, out int WeaponId, out int BulletID, out int BulletNum);// 0x1e33520 void CheckSendGameStartFlow();// 0x1e3350c void CheckSendGameEndFlow();// 0x1e334f8 -------------------------------- Class: UAEGameMode.GameMode.GameModeBase.Info.Actor.Object Object* UtilsPtr;//[Offset: 0x354 , Size: 8] float GridCheckSize;//[Offset: 0x35c , Size: 4] float DeepCheckSize;//[Offset: 0x360 , Size: 4] float HeightCheckSize;//[Offset: 0x364 , Size: 4] int MaxPlayerLimit;//[Offset: 0x368 , Size: 4] bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c , Size: 1] bool IsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d , Size: 1] bool bBornWithApple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37e , Size: 1] int AntiDataCD;//[Offset: 0x380 , Size: 4] int WeatherID;//[Offset: 0x384 , Size: 4] FString WeatherName;//[Offset: 0x388 , Size: 12] int RoomMode;//[Offset: 0x394 , Size: 4] int SeasonIdx;//[Offset: 0x398 , Size: 4] float MeteorShowerRatio;//[Offset: 0x39c , Size: 4] FString ItemTableName;//[Offset: 0x3a0 , Size: 12] FString ItemClassPath;//[Offset: 0x3ac , Size: 12] FString ReplayPushURL;//[Offset: 0x3b8 , Size: 12] int ReplayType;//[Offset: 0x3c4 , Size: 4] FString ReplayTitle;//[Offset: 0x3c8 , Size: 12] enum EnableObserverEnemyTrace;//[Offset: 0x3d4 , Size: 1] FString[] IgnoreItemClassPathList;//[Offset: 0x3d8 , Size: 12] DSSwitchInfo[] DsSwitch;//[Offset: 0x3e4 , Size: 12] uint32 ServerStartTime;//[Offset: 0x3f0 , Size: 4] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4 , Size: 1] bool bEnableVehicleInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f5 , Size: 1] FString PickupBoxConfigClassPath;//[Offset: 0x3f8 , Size: 12] bool bUseAutoGroupParachuteTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404 , Size: 1] FString PickupBoxConfigDataTableName;//[Offset: 0x408 , Size: 12] FString VehicleTableName;//[Offset: 0x414 , Size: 12] FString VehicleClassPath;//[Offset: 0x420 , Size: 12] bool IsUsingSceneDropWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c , Size: 1] bool IsRegionItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42d , Size: 1] Vector RegionCenter;//[Offset: 0x430 , Size: 12] float RegionRadius;//[Offset: 0x43c , Size: 4] BattleCustomConfig;//[Offset: 0x440 , Size: 60] int MaxAllowReplicatedCharacterCount;//[Offset: 0x47c , Size: 4] int AINoRepTimeInReady;//[Offset: 0x480 , Size: 4] class UAEOBState* ObserverPlayerStateClass;//[Offset: 0x484 , Size: 4] bool bEnableDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488 , Size: 1] float NearDeathRestoredOriginHealth;//[Offset: 0x48c , Size: 4] float NearDeathDecreateBreathRate;//[Offset: 0x490 , Size: 4] float RescueOtherRestoreDuration;//[Offset: 0x494 , Size: 4] float DeadTombBoxLifeSpan;//[Offset: 0x498 , Size: 4] int DefaultPlayerBornPointID;//[Offset: 0x49c , Size: 4] bool bPlayerExitClearPlayerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a0 , Size: 1] bool bEnableDSTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a1 , Size: 1] bool bEnableDSGameTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a2 , Size: 1] GroupSpotSceneComponent*[] ItemGroupComponents;//[Offset: 0x4a4 , Size: 12] Actor* ChosenPlayerStartBuildingGroup;//[Offset: 0x4b0 , Size: 4] DynamicTriggerConfig[] DynamicTriggerConfigs;//[Offset: 0x4b4 , Size: 12] Actor*[] DynamicTriggers;//[Offset: 0x4c0 , Size: 12] int IsGameModeFpp;//[Offset: 0x4cc , Size: 4] bool IsGameModeBandSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d0 , Size: 1] DynamicLoadItem[] DynamicLoadItemArray;//[Offset: 0x4d4 , Size: 12] DynamicLoadItemMap;//[Offset: 0x4e0 , Size: 60] BornItem[] BornItems;//[Offset: 0x51c , Size: 12] bool IsOpenItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528 , Size: 1] bool IsOpenVehicleGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x529 , Size: 1] int[] BuffEffectIDArray;//[Offset: 0x52c , Size: 12] int[] BuffEffectDisplayIDArray;//[Offset: 0x538 , Size: 12] int[] DynamicLevelArray;//[Offset: 0x544 , Size: 12] FString RoomType;//[Offset: 0x550 , Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c , Size: 1] bool bOpenForbitTeammatePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55d , Size: 1] bool bOpenTeammateImprisonment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55e , Size: 1] int nClientType;//[Offset: 0x560 , Size: 4] int nBattleType;//[Offset: 0x564 , Size: 4] bool bCollectedEventDataReportingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848 , Size: 1] bool[] EnabledCollectedEventDataEventIds;//[Offset: 0x84c , Size: 12] bool bIsPreCreatingPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x880 , Size: 1] float OBInfoTimeStep;//[Offset: 0x920 , Size: 4] AirDropBoxInOb[] AirDropBoxInfoList;//[Offset: 0x940 , Size: 12] uint32[] FiringPlayerList;//[Offset: 0x94c , Size: 12] UAEPlayerController*[] ObserverControllerList;//[Offset: 0x958 , Size: 12] AdvertisementActorConfig[] AdvConfigList;//[Offset: 0x9f8 , Size: 12] UAEAdvertisementActor*[] AdvActorList;//[Offset: 0xa04 , Size: 12] MissionBoardConfig[] MissionBoardConfigList;//[Offset: 0xa10 , Size: 12] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1c , Size: 1] FString HttpPlaneBannerLeftImgPath;//[Offset: 0xa20 , Size: 12] FString HttpPlaneBannerRightImgPath;//[Offset: 0xa2c , Size: 12] FString GrenadeEffectPath;//[Offset: 0xa38 , Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa44 , Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa45 , Size: 1] bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa46 , Size: 1] bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa47 , Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa48 , Size: 1] bool bOpenAnniversaryActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa49 , Size: 1] FString FestivalAirDropBoxMesh;//[Offset: 0xa4c , Size: 12] bool bUseFestivalAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58 , Size: 1] float FestivalAirDropProb;//[Offset: 0xa5c , Size: 4] float MonsterDropPar;//[Offset: 0xa60 , Size: 4] float SceneDropParam;//[Offset: 0xa64 , Size: 4] uint32 DSOpenSwtich;//[Offset: 0xa68 , Size: 4] ItemGeneratorComponent* ItemGenerator;//[Offset: 0xa6c , Size: 4] VehicleAndTreasureBoxGeneratorComponent* VehicleGenerator;//[Offset: 0xa70 , Size: 4] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa74 , Size: 1] uint32[] NeedReplayPlayers;//[Offset: 0xa78 , Size: 12] SeasonStatueData[] SeasonStatueList;//[Offset: 0xa84 , Size: 12] FString SeasonStatueClassPath;//[Offset: 0xa90 , Size: 12] FString StatueBaseClassPath;//[Offset: 0xa9c , Size: 12] StatueBaseData StatueBaseInfo;//[Offset: 0xaa8 , Size: 84] int BattleStopJoin;//[Offset: 0xafc , Size: 4] CharacterOverrideAttrData[] CharacterOverrideAttrs;//[Offset: 0xb00 , Size: 12] bool UseGMSpawnItemSpotDefaultTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb80 , Size: 1] FString GMSpawnItemSpotDefaultTag;//[Offset: 0xb84 , Size: 12] bool bStandAloneGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc8 , Size: 1] bool bStandAloneLuaGenAIData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc9 , Size: 1] int StandAloneTestPlayerKey;//[Offset: 0xbcc , Size: 4] FName StandAloneTestPlayerType;//[Offset: 0xbd0 , Size: 8] FString LuaFilePath;//[Offset: 0xbd8 , Size: 12] void WriteStatistics();// 0x246f558 void SyncPlayerNames();// 0x246f53c void SyncNewCorpsData(out const DSCorpsInfo[] OutCorpsData);// 0x246f400 Pawn* SpawnUAEPawnFor(Controller* NewPlayer, Transform Trans);// 0x246f2c0 void SetPlayerOpenId(uint32 InPlayerKey, FString InPlayerOpenID);// 0x246f1ac void SetGameEndReportData();// 0x1cdb108 GameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID);// 0x246f0f8 void RetrieveBattleData(out BattleData OutBattleData);// 0x246f064 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x1e19240 void ResetGameParamsFromGameMode();// 0x246f048 void Rescue(Pawn* RescueWho, Pawn* Hero);// 0x246ef84 bool ReportCollectedEventDataWithPlayerValidation(UAEPlayerController* UAEPlayerController, byte EventId, delegate CollectReportedEventDataCallback);// 0x246ee50 bool ReportCollectedEventDataWithPlayersValidation(World* World, byte EventId, delegate CollectReportedEventDataCallback);// 0x246ed1c bool ReportCollectedEventData(out const FString UId, byte EventId, out const CollectedEventData Data);// 0x246eb24 void RegisterItemGroupSpotsByTag(FName Tag, GroupSpotSceneComponent* GroupSpotComponent);// 0x246ea60 void RegisterItemGroupSpots(GroupSpotSceneComponent* GroupSpotComponent);// 0x246e9e0 void RefreshWorldActiveRange();// 0x246e9c4 void RefreshWatchTeammates(UAEPlayerController* InController, int InTeamID);// 0x246e900 void RefreshPlayerNames(uint32 InPlayerKey, FString InPlayerName, int TeamID, bool IsLogin, uint64 UId);// 0x246e670 int RecoardAlivePlayerNum();// 0x246e640 PlayerController* PreCreatePlayerController(uint32 PlayerKey);// 0x246e5b8 void OnStandAloneGameEnd();// 0x1e78e4c void OnReportNetworkData();// 0x1cdaa48 void OnPlayerFiring(uint32 InPlayerKey);// 0x246e540 void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x1cda9c8 void OnObserverLogout(UAEPlayerController* InController);// 0x246e4c8 void OnObserverLogin(UAEPlayerController* InController);// 0x246e450 void OnMsg(FString Msg);// 0x246e38c void OnAirDropBoxLanded(int boxId, out const Vector pos);// 0x246e2bc void OnAirDropBoxEmpty(int boxId);// 0x1f566b0 void NotifyPlayerExitWhenNotStarted(uint32 PlayerKey, FName PlayerType, FString Reason);// 0x2007a5c void NotifyPlayerExit(uint32 PlayerKey, FName PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, FString FailureMessage);// 0x2007760 void NotifyPlayerAbleToExitSafely(uint32 PlayerKey, FName PlayerType);// 0x246e1f8 void NotifyGameModeParamsChanged(out const GameModeParams GameModeParams);// 0x246e160 void NotifyGameModeLuckmate(int64 MyUID, int64 LuckmateUID);// 0x246e088 void NotifyGameModeInit();// 0x200a83c void NotifyExistPlayerReEnter(uint32 PlayerKey);// 0x246e008 void NotifyAIPlayerEnter(uint32 PlayerKey);// 0x246df88 void NotifyAIDropInfo(int NewAI, out const DSAIDropInfo Info);// 0x1cda818 float ModifyVehicleDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* VictimVehicle, Actor* DamageCauser);// 0x1fddefc float ModifyDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Controller* VictimController, Actor* DamageCauser);// 0x246ddc4 void Killed(Controller* Killer, Controller* VictimPlayer, Pawn* VictimPawn, out const DamageEvent DamageEvent);// 0x246dc50 bool IsSatisfyGeneratorArea(out const Vector Location);// 0x246dbc4 bool IsPlayerCollectedEventDataReportingEnabled(UAEPlayerController* UAEPlayerController);// 0x246db44 bool IsCollectedEventEnabled(byte EventId);// 0x246dac4 void InitWorldActiveRange();// 0x246daa8 void InitSeasonStatue();// 0x246da8c void InitMissionBoard();// 0x246da70 void InitGenerator();// 0x246da54 void InitGameParamsFromGameMode();// 0x246da38 void InitDynamicTriggers();// 0x246da1c void InitDynamicBuildingGroups();// 0x246da00 void InitBornWithApple();// 0x246d9e4 void InitAdvertisement();// 0x246d9c8 void Heartbeat();// 0x246d9b4 bool HasDynamicBuildingGroup();// 0x246d98c void HandlePlayerPaintDecalResponse(uint32 PlayerKey, FName PlayerType, int Result, int DecalId, int Count);// 0x246d7f0 void GotoNearDeath(Controller* DamageInstigator, Pawn* VictimPawn);// 0x246d72c int GetSurvivingTeamCount();// 0x246d6fc int GetSurvivingCharacterCount();// 0x246d6cc UAEPlayerState*[] GetPlayerStateListWithTeamID(int TeamID, FName PlayerType);// 0x246d578 UAEPlayerController*[] GetPlayerControllerListWithTeamID(int TeamID, FName PlayerType);// 0x246d424 void GetPlayerAndRealAiNum(out int OutPlayerNum, out int OutRealAiNum, out int OutPlayerNumExcludeExit, out int OutPlayerNumExcludeExitAndLost);// 0x246d288 Vector GetPlaneDirection();// 0x246d238 UAEPlayerController*[] GetObserverControllerList();// 0x246d178 void GetMonsterNum(out int MonsterNum);// 0x246d0e8 void GetClientConnectionInfo(out int ClientConnectionNum, out int ClientConnectionNoLostNum);// 0x246d000 UAEPlayerState* FindPlayerStateWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x246cf3c UAEPlayerController* FindPlayerControllerWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x246ce78 PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x1cda304 void DestroyNoActiveWorldActor(out Vector Location, out float Radius);// 0x246cd94 void DestroyCharacterForPlayerController(PlayerController* PC);// 0x246cd14 void DestroyAllPickUpObjs();// 0x1c8c854 void DeleteSeasonStatue();// 0x246ccf8 void DeleteDynamicLoadItem();// 0x246ccdc void DebugEnterFriendObserver(UAEPlayerController* InController);// 0x246cc5c CollectedEventData CollectReportedEventDataCallback__DelegateSignature(UAEGameMode* UAEGameMode, UAEPlayerController* UAEPlayerController, byte EventId);// 0x2859eb0 void CollectAllPlayerInfo(float DeltaSeconds, bool bForce);// 0x246cb90 void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x246ca3c void AddAirDropBox(int boxId, out const Vector pos);// 0x246c96c -------------------------------- Class: UAEOBState.PlayerState.Info.Actor.Object -------------------------------- Class: DynamicTriggerConfig DynamicTriggerTransform[] Transforms;//[Offset: 0x0 , Size: 12] FString TriggerClassPath;//[Offset: 0xc , Size: 12] -------------------------------- Class: DynamicTriggerTransform Vector Loc;//[Offset: 0x0 , Size: 12] Rotator Rot;//[Offset: 0xc , Size: 12] -------------------------------- Class: DynamicLoadItem DynamicBuildingGroupTransform[] TransArray;//[Offset: 0x0 , Size: 12] int ActID;//[Offset: 0xc , Size: 4] FString Path;//[Offset: 0x10 , Size: 12] bool IsClearAfterStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] bool IsPlayerStartPot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1] int[] PosIdxList;//[Offset: 0x20 , Size: 12] -------------------------------- Class: DynamicBuildingGroupTransform float LocX;//[Offset: 0x0 , Size: 4] float LocY;//[Offset: 0x4 , Size: 4] float LocZ;//[Offset: 0x8 , Size: 4] float RotX;//[Offset: 0xc , Size: 4] float RotY;//[Offset: 0x10 , Size: 4] float RotZ;//[Offset: 0x14 , Size: 4] -------------------------------- Class: DynamicLoadActors Actor*[] ActorArray;//[Offset: 0x0 , Size: 12] -------------------------------- Class: AdvertisementActorConfig FString ResPath;//[Offset: 0x0 , Size: 12] FString HttpImgPath;//[Offset: 0xc , Size: 12] Vector Loc;//[Offset: 0x18 , Size: 12] Rotator Rot;//[Offset: 0x24 , Size: 12] Vector Scale;//[Offset: 0x30 , Size: 12] int ID;//[Offset: 0x3c , Size: 4] -------------------------------- Class: UAEAdvertisementActor.StaticMeshActor.Actor.Object StaticMesh* StaticMesh;//[Offset: 0x2cc , Size: 4] FString StaticMeshPath;//[Offset: 0x2d0 , Size: 12] FString PicUrl;//[Offset: 0x2dc , Size: 12] int ID;//[Offset: 0x2e8 , Size: 4] FrontendHUD* FrontendHUD;//[Offset: 0x2ec , Size: 4] float NetCullDistance;//[Offset: 0x2f4 , Size: 4] void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);// 0x24620d4 void OnRep_PicURL();// 0x24620ac void OnRep_MeshPath();// 0x24620c0 void OnRep_Id();// 0x24620ac -------------------------------- Class: MissionBoardConfig FString ResPath;//[Offset: 0x0 , Size: 12] Vector Loc;//[Offset: 0xc , Size: 12] Rotator Rot;//[Offset: 0x18 , Size: 12] Vector Scale;//[Offset: 0x24 , Size: 12] float Progress;//[Offset: 0x30 , Size: 4] FString CountOrTime;//[Offset: 0x34 , Size: 12] int TipId;//[Offset: 0x40 , Size: 4] -------------------------------- Class: VehicleAndTreasureBoxGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174 , Size: 1] VehicleSpotSceneComponent*[] VehicleSpotSceneComponentList;//[Offset: 0x178 , Size: 12] byte RegionType;//[Offset: 0x184 , Size: 1] VehicleSpotProperty[] VehicleSpotPropertys;//[Offset: 0x188 , Size: 12] TreasureBoxSpotProperty[] TreasureBoxSpotPropertys;//[Offset: 0x194 , Size: 12] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0 , Size: 1] bool bIsRandom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1 , Size: 1] AllVehicleSpots;//[Offset: 0x1a4 , Size: 60] AllTreasureBoxSpots;//[Offset: 0x1e0 , Size: 60] VehicleGenerateSpawnDatas;//[Offset: 0x21c , Size: 60] VehicleGenerateStatisticsData VehicleStatisticsData;//[Offset: 0x258 , Size: 72] UAEDataTable* VehicleDataTable;//[Offset: 0x2a0 , Size: 4] void WriteVehicleSpotStatisticsDatas_V15();// 0x1c8c854 void WriteVehicleSpotStatisticsDatas();// 0x1c8c854 void WriteVehicleClassStatisticsDatas_V15();// 0x1c8c854 void WriteVehicleClassStatisticsDatas();// 0x1c8c854 void WriteAllVehicleStatisticsDatasToLog();// 0x1c8c854 void WriteAllVehicleStatisticsDatas_V15();// 0x1c8c854 void WriteAllVehicleStatisticsDatas();// 0x1c8c854 void RegisterVehicleGenerateSpawnData(VehicleGenerateSpawnData Data);// 0x24802c0 void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1cfd6cc void RandomTreasureBoxSpotsByType(out TreasureBoxSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x24800ec void RandomTreasureBoxSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out TreasureBoxSpotProperty Property);// 0x247ff18 void RandomSpotsByType(out VehicleSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x247fd44 void RandomSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out VehicleSpotProperty Property);// 0x247fb70 void RandomGroups();// 0x1c7282c void LoadVehicleGenerateTable();// 0x2859eb0 VehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(byte SpotType);// 0x247f9e0 VehicleGenerateRandomInfo GetVehicleSpotRandomInfo(out VehicleSpotProperty SpotProperty);// 0x247f798 VehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(out TreasureBoxSpotProperty SpotProperty);// 0x247f550 VehicleGenerateSpawnData GetRandomVehicleClass(FString Category);// 0x247f2e4 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x243a900 void GenerateSpotOnTick(float DeltaTime);// 0x1cfd8cc void DeleteGroups();// 0x247f2d0 void AddVehicleSpotCount(byte SpotType, FString Path, float LocationX, float LocationY, float LocationZ);// 0x247f058 void AddVehicleClassCount(FString Path, bool IsValid, int Count);// 0x247ee6c -------------------------------- Class: VehicleSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte SpotGroupType;//[Offset: 0x278 , Size: 1] byte RegionType;//[Offset: 0x279 , Size: 1] bool bHasGenerateSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27a , Size: 1] bool bRandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27b , Size: 1] float RandomRotationMin;//[Offset: 0x27c , Size: 4] float RandomRotationMax;//[Offset: 0x280 , Size: 4] VehicleGenerateRandomInfo SpotRandomInfo;//[Offset: 0x284 , Size: 32] bool IsEnableVehicleSpawnRestore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4 , Size: 1] float VehicleSpawnRestoreOffset;//[Offset: 0x2a8 , Size: 4] void SetSpotRandomInfo(out VehicleGenerateRandomInfo RandomInfo);// 0x2485a40 bool GenerateSpot();// 0x245566c -------------------------------- Class: VehicleGenerateRandomInfo FString VehicleType;//[Offset: 0x0 , Size: 12] FString VehiclePath;//[Offset: 0xc , Size: 12] float FuelPercent;//[Offset: 0x18 , Size: 4] bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d , Size: 1] -------------------------------- Class: VehicleSpotProperty byte SpotType;//[Offset: 0x0 , Size: 1] SpotWeight[] WeightsPerCategory;//[Offset: 0x4 , Size: 12] int FuelPercentMin;//[Offset: 0x10 , Size: 4] int FuelPercentMax;//[Offset: 0x14 , Size: 4] bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] byte RandomType;//[Offset: 0x19 , Size: 1] float TotalCountMultiplierWithPalyerCount;//[Offset: 0x1c , Size: 4] int TotalCountRangeMin;//[Offset: 0x20 , Size: 4] int TotalCountRangeMax;//[Offset: 0x24 , Size: 4] float ProbabilityPersent;//[Offset: 0x28 , Size: 4] float ProbabilityPersentWithPalyerCount;//[Offset: 0x2c , Size: 4] -------------------------------- Class: TreasureBoxSpotProperty byte SpotType;//[Offset: 0x0 , Size: 1] SpotWeight[] WeightsPerCategory;//[Offset: 0x4 , Size: 12] int TotalCountRangeMin;//[Offset: 0x10 , Size: 4] int TotalCountRangeMax;//[Offset: 0x14 , Size: 4] -------------------------------- Class: VehicleSpotComponentArray byte SpotType;//[Offset: 0x0 , Size: 1] VehicleSpotSceneComponent*[] AllSpots;//[Offset: 0x4 , Size: 12] -------------------------------- Class: VehicleGenerateSpawnDataArray FString Catetory;//[Offset: 0x0 , Size: 12] VehicleGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0xc , Size: 12] -------------------------------- Class: VehicleGenerateSpawnData int KeyID;//[Offset: 0x0 , Size: 4] FString VehicleType;//[Offset: 0x4 , Size: 12] FString VehiclePath;//[Offset: 0x10 , Size: 12] int VehicleWeight;//[Offset: 0x1c , Size: 4] bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] -------------------------------- Class: VehicleGenerateStatisticsData VehicleSpotStatisticsData[] VehicleSpotStatisticsData;//[Offset: 0x0 , Size: 12] VehicleClassStatisticsData;//[Offset: 0xc , Size: 60] -------------------------------- Class: VehicleSpotStatisticsData.TableRowBase byte SpotType;//[Offset: 0x4 , Size: 1] FString VehiclePath;//[Offset: 0x8 , Size: 12] float VehicleLocationX;//[Offset: 0x14 , Size: 4] float VehicleLocationY;//[Offset: 0x18 , Size: 4] float VehicleLocationZ;//[Offset: 0x1c , Size: 4] -------------------------------- Class: VehicleClassStatisticsData.TableRowBase FString VehiclePath;//[Offset: 0x4 , Size: 12] bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] int AllVehicleCount;//[Offset: 0x14 , Size: 4] -------------------------------- Class: SeasonStatueData FString Name;//[Offset: 0x0 , Size: 12] Vector Loc;//[Offset: 0xc , Size: 12] Rotator Rot;//[Offset: 0x18 , Size: 12] Vector Scale;//[Offset: 0x24 , Size: 12] FString Nation;//[Offset: 0x30 , Size: 12] int AGender;//[Offset: 0x3c , Size: 4] int Head;//[Offset: 0x40 , Size: 4] int Hair;//[Offset: 0x44 , Size: 4] int WeaponId;//[Offset: 0x48 , Size: 4] int[] AvatarList;//[Offset: 0x4c , Size: 12] GameModePlayerItem[] AvatarWithAdditionList;//[Offset: 0x58 , Size: 12] -------------------------------- Class: StatueBaseData FString ClassPath;//[Offset: 0x0 , Size: 12] FString MatPath;//[Offset: 0xc , Size: 12] FString TeamFlag;//[Offset: 0x18 , Size: 12] FString TeamName;//[Offset: 0x24 , Size: 12] Vector Loc;//[Offset: 0x30 , Size: 12] Rotator Rot;//[Offset: 0x3c , Size: 12] Vector Scale;//[Offset: 0x48 , Size: 12] -------------------------------- Class: CharacterOverrideAttrData FString AttrName;//[Offset: 0x0 , Size: 12] float AttrValue;//[Offset: 0xc , Size: 4] -------------------------------- Class: DSCorpsInfo uint64 CorpsID;//[Offset: 0x0 , Size: 8] FString CorpsName;//[Offset: 0x8 , Size: 12] int Icon;//[Offset: 0x14 , Size: 4] int SegmentLevel;//[Offset: 0x18 , Size: 4] -------------------------------- Class: GameModeTeamBattleResultData FString Reason;//[Offset: 0x0 , Size: 12] int RemainTeamCount;//[Offset: 0xc , Size: 4] int RemainAlivePlayerCount;//[Offset: 0x10 , Size: 4] float PlaneDirectionX;//[Offset: 0x14 , Size: 4] float PlaneDirectionY;//[Offset: 0x18 , Size: 4] PlayersLogoutTime;//[Offset: 0x1c , Size: 60] GameModeCorpsDetailData[] RealTimeCorpsRank;//[Offset: 0x58 , Size: 12] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64 , Size: 1] -------------------------------- Class: GameModeCorpsDetailData FString Name;//[Offset: 0x0 , Size: 12] int CorpsHeadIcon;//[Offset: 0xc , Size: 4] int KilledNum;//[Offset: 0x10 , Size: 4] int SegmentLevel;//[Offset: 0x14 , Size: 4] int RealtimeRank;//[Offset: 0x18 , Size: 4] int DefeatPlayerNum;//[Offset: 0x1c , Size: 4] float TotalDamage;//[Offset: 0x20 , Size: 4] float SurvivalTime;//[Offset: 0x24 , Size: 4] -------------------------------- Class: BattleData int WatcherNum;//[Offset: 0x0 , Size: 4] int CircleNum;//[Offset: 0x4 , Size: 4] -------------------------------- Class: CollectedEventData KeyValueMap;//[Offset: 0x0 , Size: 60] -------------------------------- Class: GameModeParams FName CurrentGameModeState;//[Offset: 0x0 , Size: 8] int MaxKillTime;//[Offset: 0x8 , Size: 4] -------------------------------- Class: DSAIDropInfo uint64 battleid;//[Offset: 0x0 , Size: 8] int nts;//[Offset: 0x8 , Size: 4] DSAIDropItem[] ais;//[Offset: 0xc , Size: 12] -------------------------------- Class: DSAIDropItem uint64 UId;//[Offset: 0x0 , Size: 8] int Time;//[Offset: 0x8 , Size: 4] int8 hlv;//[Offset: 0xc , Size: 1] -------------------------------- Class: ClientGameStartFlow int64 ClientStartTime;//[Offset: 0x0 , Size: 8] int[] MrpcsFlow;//[Offset: 0x8 , Size: 12] FString MapName;//[Offset: 0x14 , Size: 12] int8 WeatherID;//[Offset: 0x20 , Size: 1] FString ItemList;//[Offset: 0x24 , Size: 12] int8 TeamType;//[Offset: 0x30 , Size: 1] int TeamID;//[Offset: 0x34 , Size: 4] FString TeamPlayer1;//[Offset: 0x38 , Size: 12] FString TeamPlayer2;//[Offset: 0x44 , Size: 12] FString TeamPlayer3;//[Offset: 0x50 , Size: 12] uint32 SecGameStartFlowFlowID;//[Offset: 0x5c , Size: 4] FString GVoiceTeamID;//[Offset: 0x60 , Size: 12] FString GVoiceRoomID;//[Offset: 0x6c , Size: 12] int GVoiceTeamMemberID;//[Offset: 0x78 , Size: 4] int GVoiceRoomMemberID;//[Offset: 0x7c , Size: 4] -------------------------------- Class: ClientGameEndFlow int64 ClientStartTime;//[Offset: 0x0 , Size: 8] int[] MrpcsFlow;//[Offset: 0x8 , Size: 12] FString ClientVersion;//[Offset: 0x14 , Size: 12] uint32 OverTime;//[Offset: 0x20 , Size: 4] int8 EndType;//[Offset: 0x24 , Size: 1] byte KillCount;//[Offset: 0x25 , Size: 1] byte AssistsCount;//[Offset: 0x26 , Size: 1] byte DropCount;//[Offset: 0x27 , Size: 1] byte SaveCount;//[Offset: 0x28 , Size: 1] byte RebornCount;//[Offset: 0x29 , Size: 1] bool AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a , Size: 1] int GoldGet;//[Offset: 0x2c , Size: 4] int DiamondGet;//[Offset: 0x30 , Size: 4] int ExpGet;//[Offset: 0x34 , Size: 4] byte WinRank;//[Offset: 0x38 , Size: 1] byte TotalPlayers;//[Offset: 0x39 , Size: 1] int PlayerRank;//[Offset: 0x3c , Size: 4] int RankEnd;//[Offset: 0x40 , Size: 4] int TeamID;//[Offset: 0x44 , Size: 4] FString TeamPlayer1;//[Offset: 0x48 , Size: 12] FString TeamPlayer2;//[Offset: 0x54 , Size: 12] FString TeamPlayer3;//[Offset: 0x60 , Size: 12] bool TeamPlayer1AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c , Size: 1] bool TeamPlayer2AliveType;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6c , Size: 1] bool TeamPlayer3AliveType;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6c , Size: 1] byte TeamPlayer1Kill;//[Offset: 0x6d , Size: 1] byte TeamPlayer2Kill;//[Offset: 0x6e , Size: 1] byte TeamPlayer3Kill;//[Offset: 0x6f , Size: 1] uint32 GameEndFlowID;//[Offset: 0x70 , Size: 4] byte RoundCircleCount;//[Offset: 0x74 , Size: 1] int[] UseQuickMsgIDArray;//[Offset: 0x78 , Size: 12] int[] UseQuickMsgCountArray;//[Offset: 0x84 , Size: 12] int[] UseWheelMsgIDArray;//[Offset: 0x90 , Size: 12] int[] UseWheelMsgCountArray;//[Offset: 0x9c , Size: 12] int[] InexistentAvatarStat;//[Offset: 0xa8 , Size: 12] int[] InexistentAvatarInBornStat;//[Offset: 0xb4 , Size: 12] int[] InexistentWeaponAvatarStat;//[Offset: 0xc0 , Size: 12] int[] InexistentVehicleAvatarStat;//[Offset: 0xcc , Size: 12] int InexistentPlaneAvatarStat;//[Offset: 0xd8 , Size: 4] int InexistentEmoteAvatarStat;//[Offset: 0xdc , Size: 4] byte ShowMsgCnt;//[Offset: 0xe0 , Size: 1] byte UserConfirmCnt;//[Offset: 0xe1 , Size: 1] byte UserCancelCnt;//[Offset: 0xe2 , Size: 1] byte UserDoNothingCnt;//[Offset: 0xe3 , Size: 1] float FPSBeforeAdapt;//[Offset: 0xe4 , Size: 4] float FPSAfterAdapt;//[Offset: 0xe8 , Size: 4] float TeammateMicrophoneTime;//[Offset: 0xec , Size: 4] float TeammateSpeakerTime;//[Offset: 0xf0 , Size: 4] float EnemyMicrophoneTime;//[Offset: 0xf4 , Size: 4] float EnemySpeakerTime;//[Offset: 0xf8 , Size: 4] float TeammateInterphoneTime;//[Offset: 0xfc , Size: 4] float EnemyInterphoneTime;//[Offset: 0x100 , Size: 4] byte PlayerUseQuickSight;//[Offset: 0x104 , Size: 1] -------------------------------- Class: SecAttackFlow FString GameSvrId;//[Offset: 0x0 , Size: 12] int64 dtEventTime;//[Offset: 0x10 , Size: 8] FString GameAppID;//[Offset: 0x18 , Size: 12] FString OpenID;//[Offset: 0x24 , Size: 12] int8 PlatID;//[Offset: 0x30 , Size: 1] uint16 AreaID;//[Offset: 0x32 , Size: 2] FString ZoneID;//[Offset: 0x34 , Size: 12] uint64 battleid;//[Offset: 0x40 , Size: 8] int64 ClientStartTime;//[Offset: 0x48 , Size: 8] uint64 RoleID;//[Offset: 0x50 , Size: 8] FString TargetUserName;//[Offset: 0x58 , Size: 12] FString TargetOpenID;//[Offset: 0x64 , Size: 12] uint64 TargetRoleID;//[Offset: 0x70 , Size: 8] FString HitPart;//[Offset: 0x78 , Size: 12] int GunID;//[Offset: 0x84 , Size: 4] byte PlayerKill;//[Offset: 0x88 , Size: 1] uint64 AttackFlowID;//[Offset: 0x90 , Size: 8] int KillAICnt;//[Offset: 0x98 , Size: 4] int KillRealPlayerCnt;//[Offset: 0x9c , Size: 4] -------------------------------- Class: ClientSecPlayerKillFlow int64 ClientStartTime;//[Offset: 0x0 , Size: 8] int8 SecPlayerKillFlowID;//[Offset: 0x8 , Size: 1] int GunID;//[Offset: 0xc , Size: 4] uint32 KilledPlayerKey;//[Offset: 0x10 , Size: 4] RecoilInfo RecoilInfo;//[Offset: 0x14 , Size: 54] int LocationX;//[Offset: 0x4c , Size: 4] int LocationY;//[Offset: 0x50 , Size: 4] int LocationZ;//[Offset: 0x54 , Size: 4] int KilledLocationX;//[Offset: 0x58 , Size: 4] int KilledLocationY;//[Offset: 0x5c , Size: 4] int KilledLocationZ;//[Offset: 0x60 , Size: 4] int TeamID;//[Offset: 0x64 , Size: 4] FString GameModeID;//[Offset: 0x68 , Size: 12] -------------------------------- Class: RecoilInfo int16 VerticalRecoilMin;//[Offset: 0x0 , Size: 2] int16 VerticalRecoilMax;//[Offset: 0x2 , Size: 2] int16 VerticalRecoilVariation;//[Offset: 0x4 , Size: 2] int16 VerticalRecoveryModifier;//[Offset: 0x6 , Size: 2] int16 VerticalRecoveryClamp;//[Offset: 0x8 , Size: 2] int16 VerticalRecoveryMax;//[Offset: 0xa , Size: 2] int16 LeftMax;//[Offset: 0xc , Size: 2] int16 RightMax;//[Offset: 0xe , Size: 2] int16 HorizontalTendency;//[Offset: 0x10 , Size: 2] int16 BulletPerSwitch;//[Offset: 0x12 , Size: 2] int16 TimePerSwitch;//[Offset: 0x14 , Size: 2] bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16 , Size: 1] int16 RecoilSpeedVertical;//[Offset: 0x18 , Size: 2] int16 RecoilSpeedHorizontal;//[Offset: 0x1a , Size: 2] int16 RecovertySpeedVertical;//[Offset: 0x1c , Size: 2] int16 RecoilValueClimb;//[Offset: 0x1e , Size: 2] int16 RecoilValueFail;//[Offset: 0x20 , Size: 2] int16 RecoilModifierStand;//[Offset: 0x22 , Size: 2] int16 RecoilModifierCrouch;//[Offset: 0x24 , Size: 2] int16 RecoilModifierProne;//[Offset: 0x26 , Size: 2] int16 RecoilHorizontalMinScalar;//[Offset: 0x28 , Size: 2] int16 BurstEmptyDelay;//[Offset: 0x2a , Size: 2] bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c , Size: 1] int16 ShootSightReturnSpeed;//[Offset: 0x2e , Size: 2] int16 AccessoriesVRecoilFactor;//[Offset: 0x30 , Size: 2] int16 AccessoriesHRecoilFactor;//[Offset: 0x32 , Size: 2] int16 AccessoriesRecoveryFactor;//[Offset: 0x34 , Size: 2] -------------------------------- Class: ClientSecMrpcsFlow byte SecMrpcsFlowID;//[Offset: 0x0 , Size: 1] byte[] MrpcsFlowData;//[Offset: 0x4 , Size: 12] -------------------------------- Class: ClientJumpFlow int64 ClientStartTime;//[Offset: 0x0 , Size: 8] int[] MrpcsFlow;//[Offset: 0x8 , Size: 12] FString MapName;//[Offset: 0x14 , Size: 12] int8 WeatherID;//[Offset: 0x20 , Size: 1] int64 GameStartTime;//[Offset: 0x28 , Size: 8] uint32 StartJumpTime;//[Offset: 0x30 , Size: 4] uint32 EndJumpTime;//[Offset: 0x34 , Size: 4] uint32 PlayerJumpTime;//[Offset: 0x38 , Size: 4] uint32 PlayerOpenTime;//[Offset: 0x3c , Size: 4] uint32 PlayerLandTime;//[Offset: 0x40 , Size: 4] int PlayerJumpPositionX;//[Offset: 0x44 , Size: 4] int PlayerJumpPositionY;//[Offset: 0x48 , Size: 4] int PlayerJumpPositionZ;//[Offset: 0x4c , Size: 4] int PlaneJumpPositionX;//[Offset: 0x50 , Size: 4] int PlaneJumpPositionY;//[Offset: 0x54 , Size: 4] int PlaneJumpPositionZ;//[Offset: 0x58 , Size: 4] int PlayerLandPositionX;//[Offset: 0x5c , Size: 4] int PlayerLandPositionY;//[Offset: 0x60 , Size: 4] int PlayerLandPositionZ;//[Offset: 0x64 , Size: 4] uint32 PlayerLandDistance;//[Offset: 0x68 , Size: 4] uint32 PlayerSpeedMax1;//[Offset: 0x6c , Size: 4] uint32 PlayerSpeedMax2;//[Offset: 0x70 , Size: 4] FString GVoiceTeamID;//[Offset: 0x74 , Size: 12] FString GVoiceRoomID;//[Offset: 0x80 , Size: 12] int GVoiceTeamMemberID;//[Offset: 0x8c , Size: 4] int GVoiceRoomMemberID;//[Offset: 0x90 , Size: 4] -------------------------------- Class: HurtFlow FString GameSvrId;//[Offset: 0x0 , Size: 12] int64 dtEventTime;//[Offset: 0x10 , Size: 8] FString GameAppID;//[Offset: 0x18 , Size: 12] FString OpenID;//[Offset: 0x24 , Size: 12] int8 PlatID;//[Offset: 0x30 , Size: 1] uint16 AreaID;//[Offset: 0x32 , Size: 2] FString ZoneID;//[Offset: 0x34 , Size: 12] uint64 battleid;//[Offset: 0x40 , Size: 8] int64 ClientStartTime;//[Offset: 0x48 , Size: 8] int MrpcsFlowcount_;//[Offset: 0x50 , Size: 4] int[] MrpcsFlow;//[Offset: 0x54 , Size: 12] FString UserName;//[Offset: 0x60 , Size: 12] uint64 RoleID;//[Offset: 0x70 , Size: 8] int8 RoleType;//[Offset: 0x78 , Size: 1] FString EnemyOpenID;//[Offset: 0x7c , Size: 12] FString EnemyUserName;//[Offset: 0x88 , Size: 12] uint64 EnemyRoleID;//[Offset: 0x98 , Size: 8] int EnemyRoleType;//[Offset: 0xa0 , Size: 4] uint32 HurtTime;//[Offset: 0xa4 , Size: 4] int HurtType;//[Offset: 0xa8 , Size: 4] int HitType;//[Offset: 0xac , Size: 4] int DamageStart;//[Offset: 0xb0 , Size: 4] int DamageReduce;//[Offset: 0xb4 , Size: 4] int ArmorDef;//[Offset: 0xb8 , Size: 4] int HPstart;//[Offset: 0xbc , Size: 4] int HPEnd;//[Offset: 0xc0 , Size: 4] int ArmorHPStart1;//[Offset: 0xc4 , Size: 4] int ArmorHPEnd1;//[Offset: 0xc8 , Size: 4] int ArmorHPStart2;//[Offset: 0xcc , Size: 4] int ArmorHPEnd2;//[Offset: 0xd0 , Size: 4] int CarHPStart;//[Offset: 0xd4 , Size: 4] int CarHPEnd;//[Offset: 0xd8 , Size: 4] int FallHeight;//[Offset: 0xdc , Size: 4] int HypoxiaTime;//[Offset: 0xe0 , Size: 4] int HypoxiaHurtTotal;//[Offset: 0xe4 , Size: 4] int PlayerKilled;//[Offset: 0xe8 , Size: 4] int ArmorKill;//[Offset: 0xec , Size: 4] int CarKill;//[Offset: 0xf0 , Size: 4] int IfIsAI;//[Offset: 0xf4 , Size: 4] int CircleIndex;//[Offset: 0xf8 , Size: 4] uint32 HurtFlowID;//[Offset: 0xfc , Size: 4] -------------------------------- Class: GvoiceTeamQuit FString GVoiceTeamID;//[Offset: 0x0 , Size: 12] FString GVoiceRoomID;//[Offset: 0xc , Size: 12] int GVoiceTeamMemberID;//[Offset: 0x18 , Size: 4] int GVoiceRoomMemberID;//[Offset: 0x1c , Size: 4] uint64 UId;//[Offset: 0x20 , Size: 8] -------------------------------- Class: GvoiceTeamCreate FString GVoiceTeamID;//[Offset: 0x0 , Size: 12] FString GVoiceRoomID;//[Offset: 0xc , Size: 12] int GVoiceTeamMemberID;//[Offset: 0x18 , Size: 4] int GVoiceRoomMemberID;//[Offset: 0x1c , Size: 4] uint64 UId;//[Offset: 0x20 , Size: 8] -------------------------------- Class: GameSetting uint64 RoleID;//[Offset: 0x0 , Size: 8] GameSetting_BasicSetting BasicSetting;//[Offset: 0x8 , Size: 40] GameSetting_ArtQuality ArtQuality;//[Offset: 0x30 , Size: 8] GameSetting_Operate Operate;//[Offset: 0x38 , Size: 8] GameSetting_Vehicle Vehicle;//[Offset: 0x40 , Size: 8] GameSetting_Sensibility Sensibility;//[Offset: 0x48 , Size: 112] GameSetting_PickUp PickUp;//[Offset: 0xb8 , Size: 56] -------------------------------- Class: GameSetting_BasicSetting int CrossHairColor;//[Offset: 0x0 , Size: 4] bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5 , Size: 1] int SingleShotWeaponShootMode;//[Offset: 0x8 , Size: 4] int ShotGunShootMode;//[Offset: 0xc , Size: 4] bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] int LRShootMode;//[Offset: 0x14 , Size: 4] bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] int LeftHandFire;//[Offset: 0x1c , Size: 4] int Gyroscope;//[Offset: 0x20 , Size: 4] bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24 , Size: 1] bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25 , Size: 1] bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26 , Size: 1] bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27 , Size: 1] -------------------------------- Class: GameSetting_ArtQuality int ArtStyle;//[Offset: 0x0 , Size: 4] bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: GameSetting_Operate int FireMode;//[Offset: 0x0 , Size: 4] bool Touch_3D_Switcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4 , Size: 1] -------------------------------- Class: GameSetting_Vehicle int VehicleControlMode;//[Offset: 0x0 , Size: 4] int DrivingViewMode;//[Offset: 0x4 , Size: 4] -------------------------------- Class: GameSetting_Sensibility int CameraLensSensibility;//[Offset: 0x0 , Size: 4] GameSetting_Sensibility_FreeCam Sens_FreeCamera;//[Offset: 0x4 , Size: 12] GameSetting_Sensibility_Cam Sens_Camera;//[Offset: 0x10 , Size: 32] GameSetting_Sensibility_Fire Sens_Fire;//[Offset: 0x30 , Size: 32] GameSetting_Sensibility_Gyroscope Sens_Gyroscope;//[Offset: 0x50 , Size: 32] -------------------------------- Class: GameSetting_Sensibility_FreeCam float VehicleEye;//[Offset: 0x0 , Size: 4] float ParachuteEye;//[Offset: 0x4 , Size: 4] float CamFpFreeEye;//[Offset: 0x8 , Size: 4] -------------------------------- Class: GameSetting_Sensibility_Cam float CamLensSenNoneSniper;//[Offset: 0x0 , Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x4 , Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x8 , Size: 4] float CamLensSen2XSniper;//[Offset: 0xc , Size: 4] float CamLensSen3XSniper;//[Offset: 0x10 , Size: 4] float CamLensSen4XSniper;//[Offset: 0x14 , Size: 4] float CamLensSen6XSniper;//[Offset: 0x18 , Size: 4] float CamLensSen8XSniper;//[Offset: 0x1c , Size: 4] -------------------------------- Class: GameSetting_Sensibility_Fire float FireCamLensSenNoneSniper;//[Offset: 0x0 , Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x4 , Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x8 , Size: 4] float FireCamLensSen2XSniper;//[Offset: 0xc , Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x10 , Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x14 , Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x18 , Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x1c , Size: 4] -------------------------------- Class: GameSetting_Sensibility_Gyroscope float GyroscopeSenNoneSniper;//[Offset: 0x0 , Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x4 , Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x8 , Size: 4] float GyroscopeSen2XSniper;//[Offset: 0xc , Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x10 , Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x14 , Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x18 , Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x1c , Size: 4] -------------------------------- Class: GameSetting_PickUp bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1 , Size: 1] GameSetting_PickUp_Drug Drug;//[Offset: 0x4 , Size: 24] Gamesetting_PickUp_Grenade Grenade;//[Offset: 0x1c , Size: 16] GameSetting_PickUp_WeaponBullet[] WeaponBulletList;//[Offset: 0x2c , Size: 12] -------------------------------- Class: GameSetting_PickUp_Drug int MedicalTreatment;//[Offset: 0x0 , Size: 4] int Bandage;//[Offset: 0x4 , Size: 4] int PainKiller;//[Offset: 0x8 , Size: 4] int Adrenaline;//[Offset: 0xc , Size: 4] int EnergyDrink;//[Offset: 0x10 , Size: 4] int FirstAidKit;//[Offset: 0x14 , Size: 4] -------------------------------- Class: Gamesetting_PickUp_Grenade int IncendiaryBomb;//[Offset: 0x0 , Size: 4] int ShockBomb;//[Offset: 0x4 , Size: 4] int SmokeBomb;//[Offset: 0x8 , Size: 4] int GrenadeFragmented;//[Offset: 0xc , Size: 4] -------------------------------- Class: GameSetting_PickUp_WeaponBullet int WeaponId;//[Offset: 0x0 , Size: 4] int BulletCount;//[Offset: 0x4 , Size: 4] -------------------------------- Class: ClientCircleFlow int64 ClientStartTime;//[Offset: 0x0 , Size: 8] int[] MrpcsFlow;//[Offset: 0x8 , Size: 12] FString PicUrl;//[Offset: 0x14 , Size: 12] uint32 GameStartTime;//[Offset: 0x20 , Size: 4] uint32 NewCircleBornTime;//[Offset: 0x24 , Size: 4] int NewCirclePositionX;//[Offset: 0x28 , Size: 4] int NewCirclePositionY;//[Offset: 0x2c , Size: 4] int NewCirclePositionRadius;//[Offset: 0x30 , Size: 4] int NewCircleCount;//[Offset: 0x34 , Size: 4] int PlayerPositionX;//[Offset: 0x38 , Size: 4] int PlayerPositionY;//[Offset: 0x3c , Size: 4] int PlayerPositionZ;//[Offset: 0x40 , Size: 4] int PlayerHP;//[Offset: 0x44 , Size: 4] uint32 OldCircleMoveTime;//[Offset: 0x48 , Size: 4] uint32 OldCircleMoveEndTime;//[Offset: 0x4c , Size: 4] uint32 PlayerOutTime;//[Offset: 0x50 , Size: 4] int CirclePoisonCount;//[Offset: 0x54 , Size: 4] int CirclePoisonMin;//[Offset: 0x58 , Size: 4] int CirclePoisonMax;//[Offset: 0x5c , Size: 4] int CirclePoisonAvg;//[Offset: 0x60 , Size: 4] int CirclePoisonTotal;//[Offset: 0x64 , Size: 4] int CirclePoisonDrop;//[Offset: 0x68 , Size: 4] int CirclePoisonDead;//[Offset: 0x6c , Size: 4] int RecoveryCount;//[Offset: 0x70 , Size: 4] int RecoveryMin;//[Offset: 0x74 , Size: 4] int RecoveryMax;//[Offset: 0x78 , Size: 4] int RecoveryTotal;//[Offset: 0x7c , Size: 4] int EnergyRecoveryCount;//[Offset: 0x80 , Size: 4] int EnergyRecoveryMin;//[Offset: 0x84 , Size: 4] int EnergyRecoveryMax;//[Offset: 0x88 , Size: 4] int EnergyRecoveryTotal;//[Offset: 0x8c , Size: 4] int EnergyStartLv;//[Offset: 0x90 , Size: 4] int EnergyStartTime;//[Offset: 0x94 , Size: 4] FString EnergyItemUse;//[Offset: 0x98 , Size: 12] int EnergyLvTimeInfo;//[Offset: 0xa4 , Size: 4] FString EnergyRunFastTime;//[Offset: 0xa8 , Size: 12] FString EnergyRecoveryLvTimeInfo;//[Offset: 0xb4 , Size: 12] int EnergyEndLv;//[Offset: 0xc0 , Size: 4] int EnergyEndTime;//[Offset: 0xc4 , Size: 4] int PlayerMoveDis;//[Offset: 0xc8 , Size: 4] int PlayerSpeedMax;//[Offset: 0xcc , Size: 4] int PlayerSpeedAvg;//[Offset: 0xd0 , Size: 4] int PlayerCarSpeedMax;//[Offset: 0xd4 , Size: 4] int PlayerCarSpeedAvg;//[Offset: 0xd8 , Size: 4] int PlayerSquatMoveDis;//[Offset: 0xdc , Size: 4] int PlayerSquatMoveTime;//[Offset: 0xe0 , Size: 4] int PlayerCreepMoveDis;//[Offset: 0xe4 , Size: 4] int PlayerCreepMoveTime;//[Offset: 0xe8 , Size: 4] int PlayerRunMoveDis;//[Offset: 0xec , Size: 4] int PlayerRunMoveTime;//[Offset: 0xf0 , Size: 4] int PlayerDriveMoveDis;//[Offset: 0xf4 , Size: 4] int PlayerDriveMoveTime;//[Offset: 0xf8 , Size: 4] int PlayerCar;//[Offset: 0xfc , Size: 4] int PlayerCameraDistanceMax;//[Offset: 0x100 , Size: 4] uint32 SecCircleFlowID;//[Offset: 0x104 , Size: 4] byte AutoAimType;//[Offset: 0x108 , Size: 1] int AutoAimTime;//[Offset: 0x10c , Size: 4] byte[] MrpcsFlowData;//[Offset: 0x110 , Size: 12] -------------------------------- Class: AttackFlow FString GameSvrId;//[Offset: 0x0 , Size: 12] int64 dtEventTime;//[Offset: 0x10 , Size: 8] FString GameAppID;//[Offset: 0x18 , Size: 12] FString OpenID;//[Offset: 0x24 , Size: 12] uint16 AreaID;//[Offset: 0x30 , Size: 2] int8 PlatID;//[Offset: 0x32 , Size: 1] FString ZoneID;//[Offset: 0x34 , Size: 12] uint64 battleid;//[Offset: 0x40 , Size: 8] int64 ClientStartTime;//[Offset: 0x48 , Size: 8] int MrpcsFlowcount_;//[Offset: 0x50 , Size: 4] int[] MrpcsFlow;//[Offset: 0x54 , Size: 12] FString UserName;//[Offset: 0x60 , Size: 12] uint64 RoleID;//[Offset: 0x70 , Size: 8] int8 RoleType;//[Offset: 0x78 , Size: 1] FString TargetOpenID;//[Offset: 0x7c , Size: 12] FString TargetUserName;//[Offset: 0x88 , Size: 12] uint64 TargetRoleID;//[Offset: 0x98 , Size: 8] int8 TargetRoleType;//[Offset: 0xa0 , Size: 1] FString GunName;//[Offset: 0xa4 , Size: 12] FString GunPartsType;//[Offset: 0xb0 , Size: 12] int8 SightType;//[Offset: 0xbc , Size: 1] int BulletSpeed;//[Offset: 0xc0 , Size: 4] int8 MagazineMax;//[Offset: 0xc4 , Size: 1] int8 MagazineLeft;//[Offset: 0xc5 , Size: 1] int ShotFrequency;//[Offset: 0xc8 , Size: 4] int BulletDamage;//[Offset: 0xcc , Size: 4] int16 BulletDown;//[Offset: 0xd0 , Size: 2] byte BulletDamageReduce;//[Offset: 0xd2 , Size: 1] int Recoil;//[Offset: 0xd4 , Size: 4] int ReloadTime;//[Offset: 0xd8 , Size: 4] FString PlayerState;//[Offset: 0xdc , Size: 12] byte ShotPose;//[Offset: 0xe8 , Size: 1] byte FireType;//[Offset: 0xe9 , Size: 1] bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xea , Size: 1] byte Sideways;//[Offset: 0xeb , Size: 1] int ShootingDeviationX;//[Offset: 0xec , Size: 4] int ShootingDeviationY;//[Offset: 0xf0 , Size: 4] uint32 ZeroDistance;//[Offset: 0xf4 , Size: 4] uint32 ShotTime;//[Offset: 0xf8 , Size: 4] int HitTime;//[Offset: 0xfc , Size: 4] int PlayerPositionX;//[Offset: 0x100 , Size: 4] int PlayerPositionY;//[Offset: 0x104 , Size: 4] int PlayerPositionZ;//[Offset: 0x108 , Size: 4] int GunPositionX;//[Offset: 0x10c , Size: 4] int GunPositionY;//[Offset: 0x110 , Size: 4] int GunPositionZ;//[Offset: 0x114 , Size: 4] int BulletsBornPositionX;//[Offset: 0x118 , Size: 4] int BulletsBornPositionY;//[Offset: 0x11c , Size: 4] int BulletsBornPositionZ;//[Offset: 0x120 , Size: 4] uint32 LastHitTime;//[Offset: 0x124 , Size: 4] uint32 BulletFlyDistance;//[Offset: 0x128 , Size: 4] uint32 BulletFlyTime;//[Offset: 0x12c , Size: 4] int HitPositionX;//[Offset: 0x130 , Size: 4] int HitPositionY;//[Offset: 0x134 , Size: 4] int HitPositionZ;//[Offset: 0x138 , Size: 4] byte HitPart;//[Offset: 0x13c , Size: 1] bool bHitCar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13d , Size: 1] bool bTireOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13d , Size: 1] byte BulletCost;//[Offset: 0x13e , Size: 1] int HPstart;//[Offset: 0x140 , Size: 4] int HPEnd;//[Offset: 0x144 , Size: 4] int ArmorHPStart;//[Offset: 0x148 , Size: 4] int ArmorHPEnd;//[Offset: 0x14c , Size: 4] int CarHPStart;//[Offset: 0x150 , Size: 4] int CarHPEnd;//[Offset: 0x154 , Size: 4] byte PlayerKill;//[Offset: 0x158 , Size: 1] bool bArmorKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x159 , Size: 1] bool bCarKill;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x159 , Size: 1] int RecoilMoveX;//[Offset: 0x15c , Size: 4] int RecoilMoveY;//[Offset: 0x160 , Size: 4] int WeaponAimFOV;//[Offset: 0x164 , Size: 4] int BulletDamageDebuff;//[Offset: 0x168 , Size: 4] int BulletDamageBuff;//[Offset: 0x16c , Size: 4] uint32 AtackFlowID;//[Offset: 0x170 , Size: 4] int AutoAimSpeed;//[Offset: 0x174 , Size: 4] int AutoAimSpeedRateMax;//[Offset: 0x178 , Size: 4] int AutoAimRangeMax;//[Offset: 0x17c , Size: 4] int AutoAimRangeRateMax;//[Offset: 0x180 , Size: 4] int GunID;//[Offset: 0x184 , Size: 4] int IfIsOnCar;//[Offset: 0x188 , Size: 4] bool InMoveablePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c , Size: 1] int KillAICnt;//[Offset: 0x190 , Size: 4] int KillRealPlayerCnt;//[Offset: 0x194 , Size: 4] -------------------------------- Class: AimFlow FString GameSvrId;//[Offset: 0x0 , Size: 12] int64 dtEventTime;//[Offset: 0x10 , Size: 8] FString GameAppID;//[Offset: 0x18 , Size: 12] FString OpenID;//[Offset: 0x24 , Size: 12] uint16 AreaID;//[Offset: 0x30 , Size: 2] int8 PlatID;//[Offset: 0x32 , Size: 1] FString ZoneID;//[Offset: 0x34 , Size: 12] uint64 battleid;//[Offset: 0x40 , Size: 8] int64 ClientStartTime;//[Offset: 0x48 , Size: 8] int MrpcsFlowcount_;//[Offset: 0x50 , Size: 4] int[] MrpcsFlow;//[Offset: 0x54 , Size: 12] FString UserName;//[Offset: 0x60 , Size: 12] uint64 RoleID;//[Offset: 0x70 , Size: 8] int8 RoleType;//[Offset: 0x78 , Size: 1] int AimTime;//[Offset: 0x7c , Size: 4] FString ShotCDTime;//[Offset: 0x80 , Size: 12] int ShotCount;//[Offset: 0x8c , Size: 4] int ShotHitCount;//[Offset: 0x90 , Size: 4] int ShotHeadHitCount;//[Offset: 0x94 , Size: 4] int ShotPersonHitCount;//[Offset: 0x98 , Size: 4] int ShotPersonKillCount;//[Offset: 0x9c , Size: 4] FString HitDistance;//[Offset: 0xa0 , Size: 12] FString HitEachDistance;//[Offset: 0xac , Size: 12] FString HitAngle;//[Offset: 0xb8 , Size: 12] FString HitEachCdTime;//[Offset: 0xc4 , Size: 12] FString HitPartInfo;//[Offset: 0xd0 , Size: 12] FString PlayerState;//[Offset: 0xdc , Size: 12] bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe8 , Size: 1] int8 SightType;//[Offset: 0xe9 , Size: 1] uint32 AimFlowID;//[Offset: 0xec , Size: 4] -------------------------------- Class: GameModeStateChangedParams FName GameModeState;//[Offset: 0x0 , Size: 8] bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] -------------------------------- Class: STExtraUnderWaterEffectComp.SceneComponent.ActorComponent.Object bool bTickWaterEffectEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25d , Size: 1] FName UnderWaterFogTagName;//[Offset: 0x260 , Size: 8] class ActorComponent* UnderWaterCamEffectClass;//[Offset: 0x268 , Size: 4] Transform UnderWaterCamEffectTransform;//[Offset: 0x270 , Size: 48] AkAudioEvent* SfxInWater;//[Offset: 0x2a0 , Size: 4] AkAudioEvent* SfxOutWater;//[Offset: 0x2a4 , Size: 4] float FoggyWeatherUnderWaterFogMaxOpacity;//[Offset: 0x2a8 , Size: 4] float NormalWeatherUnderWaterFogMaxOpacity;//[Offset: 0x2ac , Size: 4] ExponentialHeightFogComponent* UnderWaterFogComp;//[Offset: 0x2b0 , Size: 4] WaterSwimActor*[] WaterSwimObjs;//[Offset: 0x2b4 , Size: 12] ExponentialHeightFogComponent*[] SceneFogComps;//[Offset: 0x2c0 , Size: 12] CameraComponent* LastActiveCamComp;//[Offset: 0x2cc , Size: 4] void AddWaterSwimActor(WaterSwimActor* Actor);// 0x1f533b4 void AddSceneFogComponent(ExponentialHeightFog* SceneFogActor);// 0x1f5333c -------------------------------- Class: WaterSwimActor.Actor.Object float Damage;//[Offset: 0x2c4 , Size: 4] float interval;//[Offset: 0x2c8 , Size: 4] class DamageType* DamageType;//[Offset: 0x2cc , Size: 4] class Pawn[] DamageFilters;//[Offset: 0x2d0 , Size: 12] int[] BuffIDs;//[Offset: 0x2dc , Size: 12] int[] SkillBuffIDs;//[Offset: 0x2e8 , Size: 12] BoxComponent* WaterBoxComp;//[Offset: 0x2f4 , Size: 4] bool IsLocationInWater(out const Vector Location);// 0x1fef648 bool GetWaterZHeight(out float MinHeight, out float MaxHeight);// 0x1fef560 -------------------------------- Class: HalloweenVampireCloth bool bWearingHalloweenVampireCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0 , Size: 1] int HalloweenVampireClothItemID;//[Offset: 0x4 , Size: 4] -------------------------------- Class: STParachuteState float ThrottleInput;//[Offset: 0x0 , Size: 4] float SteerInput;//[Offset: 0x4 , Size: 4] int8 State;//[Offset: 0x8 , Size: 1] Rotator CameraRotation;//[Offset: 0xc , Size: 12] -------------------------------- Class: UAEChaParachuteAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharParachuteAnimData[] CharParachuteAnimDataList;//[Offset: 0x17c , Size: 12] void ReleaseParachuteAnimAssets();// 0x2462aec void OnParachuteAnimAsyncLoadingFinished(FString AnimLoaded);// 0x1d7f898 void OnAnimListAsyncLoadingFinished();// 0x2462ad8 bool HasAnimAsyncLoadingFinished();// 0x2462ab0 void HandleAsyncLoadingFinishedEvent();// 0x2462a9c FString GetOwnerName();// 0x24629d4 AnimationAsset* GetCharacterParachuteAnim(byte AnimType);// 0x2462954 -------------------------------- Class: CharParachuteAnimData byte ParachuteAnimType;//[Offset: 0x0 , Size: 1] AnimationAsset* ParachuteAnimSoftPtr;//[Offset: 0x8 , Size: 40] AnimationAsset* ParachuteAnim;//[Offset: 0x30 , Size: 4] -------------------------------- Class: STReplicatedMoveState Vector_NetQuantize Location;//[Offset: 0x0 , Size: 12] byte Roll;//[Offset: 0xc , Size: 1] uint32 View;//[Offset: 0x10 , Size: 4] Vector_NetQuantize Velocity;//[Offset: 0x14 , Size: 12] -------------------------------- Class: ParachuteFollowComponent.ActorComponent.Object -------------------------------- Class: ParachuteFollowState enum FollowState;//[Offset: 0x0 , Size: 1] int LeaderIdx;//[Offset: 0x4 , Size: 4] -------------------------------- Class: LastEmoteInfo int EmoteId;//[Offset: 0x0 , Size: 4] int AreaID;//[Offset: 0x4 , Size: 4] float EmoteTime;//[Offset: 0x8 , Size: 4] -------------------------------- Class: CharacterCompOutOfVisionOptimizationItem -------------------------------- Class: UAECharacterAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharacterMovementAnimData[] CharacterMovementAnimEditList;//[Offset: 0x17c , Size: 12] CharacterMovementAnimData[] CharacterFPPAnimEditList;//[Offset: 0x188 , Size: 12] CharacterShieldAnimData[] CharacterShieldAnimEditList;//[Offset: 0x194 , Size: 12] CharacterJumpAnimData[] CharacterJumpEditList;//[Offset: 0x1a0 , Size: 12] CharacterJumpAnimData[] CharacterJumpEditListFPP;//[Offset: 0x1ac , Size: 12] CurveFloat* FallingIKCurve;//[Offset: 0x1b8 , Size: 4] CharAnimModifyData[] CharAnimModifyList;//[Offset: 0x1bc , Size: 12] CharacterVehAnimModifyData[] CharVehAnimModifyList;//[Offset: 0x1c8 , Size: 12] bool IsInitByBeginPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4 , Size: 1] bool EnablePreLoadingFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d5 , Size: 1] bool EnableNewAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d6 , Size: 1] bool CurrentIsTPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d7 , Size: 1] bool CurrentHoldShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8 , Size: 1] bool OnPreLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x24651e0 void OnAsyncLoadingFinishedNew(AsyncLoadCharAnimParams LoadingParam);// 0x2464f44 void OnAsyncLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x2464ca8 PlayerAnimData[] GetCharacterJumpAnim(byte JumpType);// 0x2464ba0 AnimationAsset* GetAnimationAsset(AnimationAsset* AnimPtr);// 0x2464a18 -------------------------------- Class: CharacterMovementAnimData byte AnimType;//[Offset: 0x0 , Size: 1] FName AnimTypeName;//[Offset: 0x8 , Size: 8] ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10 , Size: 48] ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40 , Size: 48] ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70 , Size: 48] -------------------------------- Class: ChararacterPoseAnimData byte PoseType;//[Offset: 0x0 , Size: 1] AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x8 , Size: 40] -------------------------------- Class: CharacterShieldAnimData byte AnimType;//[Offset: 0x0 , Size: 1] FName AnimTypeName;//[Offset: 0x8 , Size: 8] ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10 , Size: 48] ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40 , Size: 48] ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70 , Size: 48] -------------------------------- Class: CharacterJumpAnimData byte JumpType;//[Offset: 0x0 , Size: 1] FName JumpTypeName;//[Offset: 0x8 , Size: 8] ChararacterJumpPhaseData JumpPhase_PreJump;//[Offset: 0x10 , Size: 48] ChararacterJumpPhaseData JumpPhase_FallLoop0;//[Offset: 0x40 , Size: 48] ChararacterJumpPhaseData JumpPhase_FallLoop1;//[Offset: 0x70 , Size: 48] ChararacterJumpPhaseData JumpPhase_Land0;//[Offset: 0xa0 , Size: 48] ChararacterJumpPhaseData JumpPhase_Land1;//[Offset: 0xd0 , Size: 48] -------------------------------- Class: ChararacterJumpPhaseData byte JumpPhase;//[Offset: 0x0 , Size: 1] AnimationAsset* PhaseAnimSoftPtr;//[Offset: 0x8 , Size: 40] -------------------------------- Class: CharAnimModifyData int AppliedGameMode;//[Offset: 0x0 , Size: 4] byte ModifyAnimListType;//[Offset: 0x4 , Size: 1] byte AnimType;//[Offset: 0x5 , Size: 1] byte PoseType;//[Offset: 0x6 , Size: 1] byte JumpType;//[Offset: 0x7 , Size: 1] byte JumpPhase;//[Offset: 0x8 , Size: 1] AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x10 , Size: 40] -------------------------------- Class: CharacterVehAnimModifyData enum VehicleType;//[Offset: 0x0 , Size: 1] int SeatIdx;//[Offset: 0x4 , Size: 4] byte VehicleAnimType;//[Offset: 0x8 , Size: 1] AnimationAsset* VehicleAnimSoftPtr;//[Offset: 0x10 , Size: 40] -------------------------------- Class: AsyncLoadCharAnimParams -------------------------------- Class: WeaponOverrideAttrs float GameModeOverride_DeviationMoveModifier;//[Offset: 0x0 , Size: 4] float GameModeOverride_DeviationStanceJumpModifier;//[Offset: 0x4 , Size: 4] float GameModeOverride_MeleeDamageAmountModifier;//[Offset: 0x8 , Size: 4] float GameModeOverride_GrenadeDamageRadiusModifier;//[Offset: 0xc , Size: 4] float GameModeOverride_GrenadeDamageAmountModifier;//[Offset: 0x10 , Size: 4] float GameModeOverride_GunsDamageAmountModifier;//[Offset: 0x14 , Size: 4] -------------------------------- Class: CharacterOverrideAttrs float GameModeOverride_SpeedScaleModifier;//[Offset: 0x0 , Size: 4] float GameModeOverride_SwimSpeedScaleModifier;//[Offset: 0x4 , Size: 4] float GameModeOverride_EnergySpeedScaleModifier;//[Offset: 0x8 , Size: 4] float GameModeOverride_LastBreathSpeedScaleModifier;//[Offset: 0xc , Size: 4] -------------------------------- Class: BonfireActor.UAEBuffApplierActor.Actor.Object float RemainingLifeTime;//[Offset: 0x2cc , Size: 4] bool bHasBeenLit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0 , Size: 1] bool bHasBurnOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1 , Size: 1] RoastMeatActor* curRoastMeat;//[Offset: 0x2d4 , Size: 4] void RemingLifeTimeChanged(float previousRemaining);// 0x1ce0954 void RecordBonFireSuccess();// 0x1ce0940 void OnRep_RemainingLifeTime(float previousRemaining);// 0x1ce08c8 void OnRep_HasBurnOut();// 0x1ce08b4 void OnRep_HasBeenLit();// 0x1ce08a0 void OnRep_CurRoastMeat();// 0x1ce088c void IsBurnOutChanged();// 0x1ce0870 FString CastMsg_Implementation(FString Msg);// 0x1ce0724 -------------------------------- Class: UAEBuffApplierActor.Actor.Object Controller* InstigatorController;//[Offset: 0x2c4 , Size: 4] Controller* GetTheInstigatorController();// 0x1e5931c -------------------------------- Class: RoastMeatActor.Actor.Object BonfireActor* parentBonfire;//[Offset: 0x2c4 , Size: 8] enum AnimalType;//[Offset: 0x2cc , Size: 1] bool IsDone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cd , Size: 1] void RecordRoastMeatSuccess();// 0x1e2c158 void OnRep_IsDone();// 0x1e2c144 void CastActorMsg(FString Msg);// 0x1e2c080 -------------------------------- Class: STCharacterBonfireLinkComp.ActorComponent.Object BonfireFanPickerData FanData;//[Offset: 0xbc , Size: 20] float ReturnToFindNewTimer;//[Offset: 0xd0 , Size: 4] STExtraBaseCharacter* PawnOwner;//[Offset: 0xd8 , Size: 8] BonfireActor*[] bonFireCandidates;//[Offset: 0xe0 , Size: 12] void RemoveBonfireCandidate(BonfireActor* newBonfire);// 0x1e76ccc void InitializeOwner(Pawn* _TempPawn);// 0x1e76c54 void AddBonfireCandidate(BonfireActor* newBonfire);// 0x1e76bdc -------------------------------- Class: BonfireFanPickerData float Radius;//[Offset: 0x0 , Size: 4] float HightDiff;//[Offset: 0x4 , Size: 4] float Angle;//[Offset: 0x8 , Size: 4] bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc , Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd , Size: 1] float LowerTraceRatio;//[Offset: 0x10 , Size: 4] -------------------------------- Class: InteractionEmoteConfig int SelfEmoteId;//[Offset: 0x0 , Size: 4] int OtherEmoteId;//[Offset: 0x4 , Size: 4] -------------------------------- Class: PlayerRespawnData byte RespawnCount;//[Offset: 0x0 , Size: 1] Vector Location;//[Offset: 0x4 , Size: 12] Rotator Rotation;//[Offset: 0x10 , Size: 12] -------------------------------- Class: PlayerVaultComponent.ActorComponent.Object bool isInVaultingCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0 , Size: 1] bool hasSendStopVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1 , Size: 1] VaultAnimSoftPtrMap;//[Offset: 0xf4 , Size: 60] AnimMontage* VaultMontage;//[Offset: 0x130 , Size: 4] AnimMontage* TeamVaultMontage;//[Offset: 0x134 , Size: 4] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x13c , Size: 4] bool VaultFromCPP();// 0x1e0e490 void UpdateVault_BluePrint();// 0x1d13154 void StartAsyncLoadVaultAnimRes(bool IsTDM);// 0x1e0e410 void StartAsyncLoadTeamVaultAnimRes();// 0x1e0e3fc FString GetVaultKeyByBlockHeight(float Height);// 0x1e0e2ec Rotator GetRelicateRotator();// 0x1e0e2a4 void FpsVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e0e060 void FpsVaultServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1e0de1c void AsyncLoadVaultAnimResFinish(byte PawnSubType);// 0x1e0dda4 -------------------------------- Class: VaultAnimData AnimationAsset* VaultAnimSoftPtr;//[Offset: 0x0 , Size: 40] AnimationAsset* TeamVaultAnimSoftPtr;//[Offset: 0x28 , Size: 40] -------------------------------- Class: InjuryParticleAttachOffset byte MovementMode;//[Offset: 0x0 , Size: 1] Transform AttachTransform;//[Offset: 0x10 , Size: 48] byte AttachLocationType;//[Offset: 0x40 , Size: 1] -------------------------------- Class: PlayerPosMarkerParam Character* Player;//[Offset: 0x0 , Size: 4] float MarkTimeLen;//[Offset: 0x4 , Size: 4] int MarkIcon;//[Offset: 0x8 , Size: 4] -------------------------------- Class: BackpackEmoteHandle.BattleItemHandleBase.ItemHandleBase.Object AnimationAsset* AnimAsset;//[Offset: 0xa0 , Size: 40] float blendTime;//[Offset: 0xc8 , Size: 4] bool ShowWeaponWhenPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1] bool bOnlyEmoteActionAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd , Size: 1] LobbyGenderAnimData[] LobbyEnterEmoteAnimAssetList;//[Offset: 0xd0 , Size: 12] LobbyGenderAnimData[] LobbyLeaveEmoteAnimAssetList;//[Offset: 0xdc , Size: 12] EmoteAnimConfig[] MainCharacterAnimConfig;//[Offset: 0xe8 , Size: 12] EmoteActionBase*[] EmoteActionList;//[Offset: 0xf4 , Size: 12] AkAudioEvent* EmoteSoundStartEvent;//[Offset: 0x100 , Size: 4] AkAudioEvent* EmoteSoundInterruptEvent;//[Offset: 0x104 , Size: 4] bool IsGenderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108 , Size: 1] AkAudioEvent*[] MaleEmoteSoundStartEventList;//[Offset: 0x10c , Size: 12] AkAudioEvent*[] FemaleEmoteSoundStartEventList;//[Offset: 0x118 , Size: 12] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1caf778 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1caf354 bool HandleDrop(int InCount, enum Reason);// 0x1caed70 bool HandleDisuse(enum Reason);// 0x1ca09d4 BackpackComponent* GetBackpackComponent();// 0x1cb1cf8 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1cb1c34 -------------------------------- Class: LobbyGenderAnimData AnimationAsset* BoyAnim;//[Offset: 0x0 , Size: 40] AnimationAsset* GirlAnim;//[Offset: 0x28 , Size: 40] -------------------------------- Class: EmoteAnimConfig FName GenderStr;//[Offset: 0x0 , Size: 8] class Character* MainCharacter;//[Offset: 0x8 , Size: 40] AnimationAsset* MainCharacterAnimAsset;//[Offset: 0x30 , Size: 40] bool CanRotateMainCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] Transform MainCharacterTransform;//[Offset: 0x60 , Size: 48] bool RotateBackToZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90 , Size: 1] LevelSequence* EmoteLevelSequence;//[Offset: 0x94 , Size: 4] EmoteAnimCharacterConfig[] MultiFollowerCharacters;//[Offset: 0x98 , Size: 12] class Character* FollowerCharacter;//[Offset: 0xa8 , Size: 40] -------------------------------- Class: LevelSequence.MovieSceneSequence.MovieSceneSignedObject.Object MovieScene* MovieScene;//[Offset: 0x220 , Size: 4] LevelSequenceObjectReferenceMap ObjectReferences;//[Offset: 0x224 , Size: 60] LevelSequenceBindingReferences BindingReferences;//[Offset: 0x260 , Size: 60] PossessedObjects;//[Offset: 0x29c , Size: 60] -------------------------------- Class: LevelSequenceObjectReferenceMap -------------------------------- Class: LevelSequenceBindingReferences BindingIdToReferences;//[Offset: 0x0 , Size: 60] -------------------------------- Class: LevelSequenceBindingReferenceArray LevelSequenceBindingReference[] References;//[Offset: 0x0 , Size: 12] -------------------------------- Class: LevelSequenceBindingReference FString PackageName;//[Offset: 0x0 , Size: 12] SoftObjectPath ExternalObjectPath;//[Offset: 0x10 , Size: 24] FString ObjectPath;//[Offset: 0x28 , Size: 12] -------------------------------- Class: LevelSequenceObject Object* ObjectOrOwner;//[Offset: 0x0 , Size: 28] FString ComponentName;//[Offset: 0x1c , Size: 12] Object* CachedComponent;//[Offset: 0x28 , Size: 8] -------------------------------- Class: EmoteAnimCharacterConfig class Character* Character;//[Offset: 0x0 , Size: 40] Transform Transform;//[Offset: 0x30 , Size: 48] -------------------------------- Class: EmoteActionBase.Object float PropStartShowTime;//[Offset: 0x1c , Size: 4] float PropEndShowTime;//[Offset: 0x20 , Size: 4] delegate OnActionReady;//[Offset: 0x38 , Size: 12] void SetActionDelayTimeHandle(Object* InOuter, BackpackEmoteHandle* InHandle);// 0x1d3f2a0 Object* GetSoftRefObj(out const SoftObjectPath AssetRef);// 0x1d3f1c4 class Object GetSoftRefClass(out const SoftObjectPath AssetRef);// 0x1d3f0e8 void Destroy();// 0x1d3c644 void DelayShow();// 0x1d3d75c -------------------------------- Class: BaseFPPComponent.ActorComponent.Object bool bIsBoltAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc , Size: 1] STExtraPlayerCharacter* Pawn;//[Offset: 0xcc , Size: 4] FName ScopeAimCameraSocketName;//[Offset: 0xd0 , Size: 8] FName FPPSocketName;//[Offset: 0xd8 , Size: 8] FName BoltActionCurveName;//[Offset: 0xe0 , Size: 8] float ScopeZoomSpringArmLength;//[Offset: 0xe8 , Size: 4] float BoltActionHoldTimeDefault;//[Offset: 0xf0 , Size: 4] float BoltActionFov;//[Offset: 0xf4 , Size: 4] float ScopeZoomAlpha;//[Offset: 0xf8 , Size: 4] ScopeZoomBackupMap;//[Offset: 0xfc , Size: 60] float ScopeZoomSpeed;//[Offset: 0x138 , Size: 4] ScopeZoomFovCurveMap;//[Offset: 0x13c , Size: 60] int CurrentPlayAnimIndex;//[Offset: 0x178 , Size: 4] DollyZoomParam ZoomScopeParam;//[Offset: 0x17c , Size: 12] WeaponAngledSightState;//[Offset: 0x18c , Size: 60] ScopeZoomMap;//[Offset: 0x1c8 , Size: 60] float TanHalfFOV;//[Offset: 0x208 , Size: 4] bool InScopeInProcess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c , Size: 1] void UpdateScopeCameraOffsets(out DollyZoomParam Param, bool IsAngledSight);// 0x1cd1efc float SwitchSightConfigMaterial();// 0x2859eb0 void SwitchScopeMeshAnim(byte Type);// 0x1cd1e84 void SwitchCameraMode(byte Mode);// 0x1cd1e0c float SwitchAngledSightConfigMaterial(bool forceSwitch);// 0x2859eb0 void StopScopeIn();// 0x2859eb0 float ShowReflectorSightTPPMaterial(bool forceADSState);// 0x2859eb0 float ShowAngledSightTPPMaterial(bool forceADSState);// 0x2859eb0 void SetWeaponAngledSightState(STExtraShootWeapon* Weapon, bool State);// 0x1cd1d40 void SetTagCulling(bool IsUse);// 0x2859eb0 void SetNearClipPlane(bool EnableNearClip);// 0x1cd1cc0 void ScopingChange(bool InValue);// 0x1cd1c40 void Scoping(byte NewType);// 0x1cd1bc8 void ScopeZoomUpdate(float Alpha);// 0x1cd1b50 void ScopeZoomTick(float DeltaTime);// 0x1cd1ad8 void ScopeTimelineUpdate(float Alpha);// 0x1cd1a60 void ScopeOutSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1cd19a4 void ScopeOutLogic();// 0x1cd1990 void ScopeOutEnd();// 0x2859eb0 void ScopeOut(byte NewType);// 0x1cd1918 void ScopeNotHandFold();// 0x1cd1904 void ScopeInterrupt(byte NewType);// 0x1cd188c void ScopeInSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1cd17d0 void ScopeInLogic();// 0x1cd17bc void ScopeInEnd();// 0x2859eb0 void ScopeInContinue();// 0x1cd17a8 void ScopeInAfterTimeline();// 0x1cd1794 void ScopeIn(byte NewType);// 0x1cd171c void ScopeHandFold();// 0x1cd1708 void PlayScopeInTimeline();// 0x2859eb0 bool IsUseZoomScope();// 0x1cd16e0 bool IsRPGScopeIn();// 0x1cd16b8 bool IsCurWeaponAttachedAngledSight();// 0x1cd14a4 bool IsAngledSightBySlot(byte Slot);// 0x1cd1638 bool IsAngledSight();// 0x1cd1608 void InitScopeZoom(int WeaponId, int ScopeID);// 0x1cd154c bool HaveAngledSightBySlot(byte Slot);// 0x1cd14cc bool HaveAngledSight();// 0x1cd14a4 byte GetSightType();// 0x1cd147c float GetScopeZoomValue(int WeaponId, int ScopeID);// 0x1cd13b8 FName GetScopeZoomKey(int WeaponId, int ScopeID);// 0x1cd12ec float GetScopeFov(STExtraShootWeapon* ShootWeapon, bool bIsAngled);// 0x2859eb0 MeshComponent* GetScopeCameraAttachTarget(bool IsAngled);// 0x1cd125c void GetCurrentScopeZoomFov(out float MinFov, out float CurFov);// 0x1cd117c void CalculateDollyZoomParam(float SpringOffset, float MinFov, float CurFov, out DollyZoomParam Param);// 0x1cd101c void BoltAction(float DeltaSeconds);// 0x1cd0fa4 void AttachToSightKeepTransform();// 0x2859eb0 void AttachToSight();// 0x2859eb0 void ApplyDollyZoomParam(out const DollyZoomParam Param, bool bSyncToPawn);// 0x1cd0ec4 void ActiveComponentTickable();// 0x1cd0eb0 -------------------------------- Class: DollyZoomParam float FOV;//[Offset: 0x0 , Size: 4] float Scale;//[Offset: 0x4 , Size: 4] float Offset;//[Offset: 0x8 , Size: 4] -------------------------------- Class: TLog_ActivityEventType byte ActivityEventID;//[Offset: 0x0 , Size: 1] Vector ActivityEventLoc;//[Offset: 0x4 , Size: 12] -------------------------------- Class: SkirtAnimInstanceBase.AvatarDynamicAnimInstance.AnimInstance.Object byte CurrentPoseType;//[Offset: 0x2fc , Size: 1] bool IsOnMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fd , Size: 1] int gender;//[Offset: 0x304 , Size: 4] bool IsBackpackEquipped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308 , Size: 1] bool IsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309 , Size: 1] bool IsUsingSpecialIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30a , Size: 1] bool AllowSKMeshCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30b , Size: 1] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x30c , Size: 4] STExtraLobbyCharacter* OwnerLobbyCharacter;//[Offset: 0x310 , Size: 4] void OnStateInterrupted(int stateID, int InterruptedBy);// 0x1e47d40 bool isCothAnimEnable();// 0x1e47d18 void HandleStateChanged(enum EnteredState);// 0x1e47ca0 void HandleCorectSkMeshAnim(bool bOpenCorrect);// 0x1e47c20 void EnableClothAnim();// 0x1e47c0c void DisableClothAnim();// 0x1e47bf8 -------------------------------- Class: AvatarDynamicAnimInstance.AnimInstance.Object enum InGameSimulationSpace;//[Offset: 0x2ec , Size: 1] enum LobbySimulationSpace;//[Offset: 0x2ed , Size: 1] float AnimDynAlpha;//[Offset: 0x2f0 , Size: 4] enum CurrentSimulateSpace;//[Offset: 0x2f4 , Size: 1] SkeletalMeshComponent* OwnerCharacterMesh;//[Offset: 0x2f8 , Size: 4] -------------------------------- Class: LuaBPVar -------------------------------- Class: LobbyGodEffectComponent.SceneComponent.ActorComponent.Object ParticleSystem* ParticleEffect1;//[Offset: 0x260 , Size: 40] ParticleSystem* ParticleEffect2;//[Offset: 0x288 , Size: 40] ParticleSystem* ParticleEffect3;//[Offset: 0x2b0 , Size: 40] class UserWidget* GodEffectWidget;//[Offset: 0x2d8 , Size: 4] WidgetComponent* WidgetComponent;//[Offset: 0x2dc , Size: 4] ParticleSystemComponent*[] effects;//[Offset: 0x2e4 , Size: 12] void StopEffect();// 0x1db4744 void SetNameText(int TextId);// 0x1db46c4 void PlayGodEffect(int Level, Vector Location);// 0x1db4604 void OnAsyncLoadEffectFinish(int Level, Vector Location);// 0x1db4544 -------------------------------- Class: CharacterStatueInfo int AGender;//[Offset: 0x0 , Size: 4] int Head;//[Offset: 0x4 , Size: 4] int Hair;//[Offset: 0x8 , Size: 4] int WeaponId;//[Offset: 0xc , Size: 4] FString Name;//[Offset: 0x10 , Size: 12] FString Nation;//[Offset: 0x1c , Size: 12] int[] AvatarList;//[Offset: 0x28 , Size: 12] GameModePlayerItem[] AvatarInfoList;//[Offset: 0x34 , Size: 12] int Index;//[Offset: 0x40 , Size: 4] -------------------------------- Class: AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object LobbyCharacterWeaponAnimData[] CharacterWeaponAnimEditList;//[Offset: 0x17c , Size: 12] LobbyCharacterWeaponAnimData[] AvatarSceneCharacterWeaponAnimEditList;//[Offset: 0x188 , Size: 12] LobbyCharacterWeaponAnimData[] LobbyWithCarCharacterWeaponAnimEditList;//[Offset: 0x194 , Size: 12] LobbyCharacterWeaponAnimData[] LobbySystemCharacterWeaponAnimEditList;//[Offset: 0x1a0 , Size: 12] int resultAvatarPoseIndex;//[Offset: 0x1ac , Size: 4] void OnAsyncLoadingFinished(LobbyAsyncLoadCharAnimParams LoadingParam);// 0x24735d8 void InitPendingList(out LobbyCharacterWeaponAnimData[] animEditList, out SoftObjectPath[] PendingList);// 0x247342c AnimationAsset* GetCharacterAnim(byte PosIdx, byte GenderType, int WeaponAnimType, byte sceneType);// 0x24732dc void BuildAnimMap(out LobbyCharacterWeaponAnimData[] animList, byte sceneType);// 0x24731e8 -------------------------------- Class: LobbyCharacterWeaponAnimData byte PosIndex;//[Offset: 0x0 , Size: 1] FString CharPosName;//[Offset: 0x4 , Size: 12] LobbyCharacterGenderWeaponAnimData[] GenderWeaponAnimList;//[Offset: 0x10 , Size: 12] -------------------------------- Class: LobbyCharacterGenderWeaponAnimData byte GenderType;//[Offset: 0x0 , Size: 1] FString GenderTypeName;//[Offset: 0x4 , Size: 12] AnimationAsset* WeaponAnimSoftPtr;//[Offset: 0x10 , Size: 40] AnimationAsset* WeaponAddAnimSoftPtr;//[Offset: 0x38 , Size: 40] AnimationAsset*[] WeaponPlayAnimSoftPtrArray;//[Offset: 0x60 , Size: 12] -------------------------------- Class: LobbyAsyncLoadCharAnimParams -------------------------------- Class: BP_STRUCT_LobbyWeaponClassTable_type int BPID_0_02DA9D400965BF17443160A108D6A034;//[Offset: 0x0 , Size: 4] FString ClassPath_1_7626F6405EC62EED16FC055F06250DC8;//[Offset: 0x4 , Size: 12] -------------------------------- Class: WeaponAnimInstanceBase.AnimInstance.Object STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2ec , Size: 4] STExtraShootWeapon* C_OwnerWeapon;//[Offset: 0x2f0 , Size: 4] bool C_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4 , Size: 1] bool C_Tactical;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5 , Size: 1] byte C_WeaponState;//[Offset: 0x2f6 , Size: 1] float C_ReloadAnimRate;//[Offset: 0x2f8 , Size: 4] float C_CurGasAngle;//[Offset: 0x2fc , Size: 4] bool C_CustomScopping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300 , Size: 1] bool C_WeaponState_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301 , Size: 1] bool C_State_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302 , Size: 1] bool C_State_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x303 , Size: 1] float C_AlphaForHolder;//[Offset: 0x304 , Size: 4] AnimMontage* TacticalReloadMontage;//[Offset: 0x308 , Size: 4] AnimMontage* ChargeReloadMontage;//[Offset: 0x30c , Size: 4] AnimMontage* BoltMontage;//[Offset: 0x310 , Size: 4] AnimMontage* FireMontage;//[Offset: 0x314 , Size: 4] bool ShouldUpdateReloadData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318 , Size: 1] bool PlayIdleAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319 , Size: 1] void SetHolderBack_Lobby();// 0x1ca0a5c void PlayPostReloadWeaponAnimation(int RemainBulletNumToReload);// 0x1ff1488 void HandlePlayerWeaponStateChanged(byte NewState);// 0x1ff1408 -------------------------------- Class: BP_STRUCT_WeaponAvatarBattleEffect_type int ID_0_5DEDE54072F9770F24CC59220C975D44;//[Offset: 0x0 , Size: 4] int Opacity_4_248EF8405566ED7775F694880FAEF559;//[Offset: 0x4 , Size: 4] FString BgPath_5_57B6EF804218D14414997B550D10FFF8;//[Offset: 0x8 , Size: 12] int IsFixColor_6_3314BA80204E2CFC58913B8B0798DA02;//[Offset: 0x14 , Size: 4] int B_7_16D8F2805F7B045E78F002D109C975D2;//[Offset: 0x18 , Size: 4] int R_8_16E8F6805F7B046E78F002C109C975C2;//[Offset: 0x1c , Size: 4] int G_9_16DDF3C05F7B046378F002DA09C975D7;//[Offset: 0x20 , Size: 4] FString EffectPath_11_17EB988040F0D4DA01E4BC790CF448F8;//[Offset: 0x24 , Size: 12] int EmotionID_12_1C80DC003AB2B942245E5E330FDB96D4;//[Offset: 0x30 , Size: 4] -------------------------------- Class: BattleItemHandle_AvatarBP_C.BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object bool BPNeedCheckCapacityInHandleDisuse(enum Reason, bool CallFunc_NotEqual_ByteByte_ReturnValue);// 0x2859eb0 void GetWrapperClass(out class PickUpWrapperActor WrapperClass, ItemDefineID CallFunc_GetDefineID_ReturnValue, class Object CallFunc_GetWrapperActorClass_ReturnValue, class PickUpWrapperActor K2Node_ClassDynamicCast_AsPick_Up_Wrapper_Actor, bool K2Node_ClassDynamicCast_bSuccess);// 0x2859eb0 BattleItemData ExtractItemData( CallFunc_GetAssociationMap_ReturnValue, ItemAssociation[] CallFunc_Map_Values_Values, ItemDefineID CallFunc_GetDefineID_ReturnValue, BattleItemData CallFunc_ConstructBattleItemDataByDefineID_ReturnValue, BattleItemData K2Node_SetFieldsInStruct_StructOut);// 0x2859eb0 void LocalHandleDisuse(FName CallFunc_GetEnumeratorName_ReturnValue);// 0x2859eb0 World* GetWorldInternal(World* CallFunc_GetWorld_BP_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void SpawnWrapperOnGround(class PickUpWrapperActor WrapperClass, bool bUseRandomLoc, ItemDefineID CallFunc_GetDefineID_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue2, bool CallFunc_IsValid_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue, PickupManagerComponent* CallFunc_GetComponentByClass_ReturnValue, Vector CallFunc_GetRandomPutDownLocation_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue2, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue2);// 0x2859eb0 bool HandleDisuse(enum Reason, bool CallFunc_HandleDisuse_ReturnValue);// 0x2859eb0 bool HandleDrop(int InCount, enum Reason, class PickUpWrapperActor CallFunc_GetWrapperClass_WrapperClass, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_HandleDrop_ReturnValue);// 0x2859eb0 bool HandlePickup(out interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason, bool CallFunc_HandlePickup_ReturnValue, BattleItemHandleBase* CallFunc_GetCharacterVirtualItemHandleInBackpack_ReturnValue, BackpackComponent* K2Node_DynamicCast_AsBackpack_Component, bool K2Node_DynamicCast_bSuccess, Actor* K2Node_DynamicCast_AsActor, bool K2Node_DynamicCast_bSuccess2, Transform CallFunc_GetTransform_ReturnValue, Object* CallFunc_GetOwningObject_ReturnValue, Controller* K2Node_DynamicCast_AsController, bool K2Node_DynamicCast_bSuccess3, Pawn* CallFunc_K2_GetPawn_ReturnValue, STExtraBaseCharacter* K2Node_DynamicCast_AsSTExtra_Base_Character, bool K2Node_DynamicCast_bSuccess4);// 0x2859eb0 bool HandleUse(BattleItemUseTarget Target, enum Reason, bool CallFunc_HandleUse_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue, FName CallFunc_GetEnumeratorName_ReturnValue, ItemRecordData CallFunc_GetItemRecord_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue, ItemAssociation K2Node_MakeStruct_ItemAssociation, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_NotEqual_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue4, bool CallFunc_NotEqual_IntInt_ReturnValue2, ItemDefineID CallFunc_GetDefineID_ReturnValue3, ItemDefineID CallFunc_GetDefineID_ReturnValue4, ItemAssociation K2Node_MakeStruct_ItemAssociation2);// 0x2859eb0 STExtraPlayerController* OwningPlayerController;//[Offset: 0x8f0 , Size: 4] STExtraBaseCharacter* OwningCharacter;//[Offset: 0x8f4 , Size: 4] BackpackComponent* OwningBackpackComponent;//[Offset: 0x8f8 , Size: 4] Transform SourceWrapperTrans;//[Offset: 0x900 , Size: 48] Transform WrapperPutdownTrans;//[Offset: 0x930 , Size: 48] class PickUpWrapperActor* WrapperClass;//[Offset: 0x960 , Size: 4] BattleItemHandleBase* CharacterItemHandle;//[Offset: 0x964 , Size: 4] byte SlotNameConfig;//[Offset: 0x968 , Size: 1] byte ForceGender;//[Offset: 0x969 , Size: 1] -------------------------------- Class: ItemRecordData int ItemID;//[Offset: 0x0 , Size: 4] int itemType;//[Offset: 0x4 , Size: 4] int ItemSubType;//[Offset: 0x8 , Size: 4] int BPID;//[Offset: 0xc , Size: 4] int WeightforOrder;//[Offset: 0x10 , Size: 4] int Worth;//[Offset: 0x14 , Size: 4] int ItemCapacity;//[Offset: 0x18 , Size: 4] int[] Attach;//[Offset: 0x1c , Size: 12] int BulletID;//[Offset: 0x28 , Size: 4] int ProposeBulletNum;//[Offset: 0x2c , Size: 4] int Durability;//[Offset: 0x30 , Size: 4] int ItemSoundID;//[Offset: 0x34 , Size: 4] int ItemQuality;//[Offset: 0x38 , Size: 4] int ItemPickupRule;//[Offset: 0x3c , Size: 4] int AIFullVaule;//[Offset: 0x40 , Size: 4] float Weight;//[Offset: 0x44 , Size: 4] int MaxCount;//[Offset: 0x48 , Size: 4] bool AutoEquipandDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1] bool Consumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d , Size: 1] bool Equipable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e , Size: 1] FString ItemName;//[Offset: 0x50 , Size: 12] FString ItemBigIcon;//[Offset: 0x5c , Size: 12] FString ItemDesc;//[Offset: 0x68 , Size: 12] FString ItemSmallIcon;//[Offset: 0x74 , Size: 12] FString KillWhiteIcon;//[Offset: 0x80 , Size: 12] FString ItemWhiteIcon;//[Offset: 0x8c , Size: 12] FString RedEmotionSoundPath;//[Offset: 0x98 , Size: 12] FString PickupDesc;//[Offset: 0xa4 , Size: 12] FString BackpackSimple;//[Offset: 0xb0 , Size: 12] FString SpecialIcon;//[Offset: 0xbc , Size: 12] FString ItemBigIcon2;//[Offset: 0xc8 , Size: 12] FString ItemSmallIcon2;//[Offset: 0xd4 , Size: 12] int Electricity;//[Offset: 0xe0 , Size: 4] FString ArmorySimpleDesc;//[Offset: 0xe4 , Size: 12] -------------------------------- Class: BP_STRUCT_Item_type FString ItemBigIcon_0_733663734EEB8DD5D7FF41A6E96480D4;//[Offset: 0x0 , Size: 12] int MaxCount_1_D5BF33434E37E75739D213989C4FA372;//[Offset: 0xc , Size: 4] int BPID_2_F73A5EF243D620CE49BBCAA8832C6AF9;//[Offset: 0x10 , Size: 4] int ItemType_3_4CBCE77A4D2A20BEBD861AADEF3B616B;//[Offset: 0x14 , Size: 4] bool AutoEquipAndDrop_4_144B885646B92B9836CE33923842AB1E;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18 , Size: 1] int ItemID_5_29F7B64741688A0A853FD281FAE4E28D;//[Offset: 0x1c , Size: 4] bool Consumable_7_B08070BD407AD029B7CDA7BDB341A342;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] FString ItemDesc_8_8ED919494479E8A62F11DBB9C7AD0F9A;//[Offset: 0x24 , Size: 12] FString ItemSmallIcon_9_B13D206C4A153C963FCE478A1B39C15F;//[Offset: 0x30 , Size: 12] FString ItemName_10_B257B36A422BB69651454E90EBC1323B;//[Offset: 0x3c , Size: 12] FString WardrobeTab_11_6562B47746AECB0B5C84BC9C96EACD9D;//[Offset: 0x48 , Size: 12] int ItemSubType_12_087F026E41DAB82F567758A4F56D72CF;//[Offset: 0x54 , Size: 4] bool Equippable_13_BB222DC04DCB195FCB3F29B89EA210CA;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] float UnitWeight_f_14_725EBB604F31443B93AF3597580ECAE4;//[Offset: 0x5c , Size: 4] FString ItemWhiteIcon_15_AA35FD8045790AA9F73F58829F202B94;//[Offset: 0x60 , Size: 12] int ItemQuality_16_3EF7461D45D14FC186EB3DBB70D01484;//[Offset: 0x6c , Size: 4] FString KillWhiteIcon_27_16289384496FF361F9005580DEF9CAD1;//[Offset: 0x70 , Size: 12] int NeedShare_73_D9C0818D40A3C6AB07231BABA5477060;//[Offset: 0x7c , Size: 4] int WeightforOrder_29_4373EFCD4D78E7DF4067FF9D3E213664;//[Offset: 0x80 , Size: 4] FString Preview_32_1997D4634D3D3F8CC7360283D2AF4E6C;//[Offset: 0x84 , Size: 12] FString ExTime_33_8299B7454C71BC6A899937AF00BFF0C5;//[Offset: 0x90 , Size: 12] FString PickupDesc_36_D5D621864C55ED8C6ABE728B6F002D4E;//[Offset: 0x9c , Size: 12] int WardrobeMainTab_38_D234FCBE4A19AAF3066394AD7C7D98DF;//[Offset: 0xa8 , Size: 4] int Durability_39_7B54DEB94CD411488438539500D225E1;//[Offset: 0xac , Size: 4] bool IsBatchUse_40_88AB90DA48C707B0FE6DB18185C6253A;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0 , Size: 1] FString ArmorySimpleDesc_42_27A16200667F9D5C22753FAB004E0C93;//[Offset: 0xb4 , Size: 12] int AIFullVaule_43_6A3A6FC023E58D4B4FDDDF270E81E075;//[Offset: 0xc0 , Size: 4] int LongDescID_44_4E8350406652C05F7794F90804562904;//[Offset: 0xc4 , Size: 4] FString ArmoryDesc_45_5ADDC7800942285E5EA7A0880964AD23;//[Offset: 0xc8 , Size: 12] FString ItemSmallIcon2_46_6ED99A00141F4C900B45252101330012;//[Offset: 0xd4 , Size: 12] FString ItemBigIcon2_47_2C0E40404ED554873AD82D3A053DBC62;//[Offset: 0xe0 , Size: 12] FString BackpackSimple_48_26F807C06BB149650FE17C280F83D985;//[Offset: 0xec , Size: 12] FString ItemRegion_49_3899A60047215AA47D8652720D715E6E;//[Offset: 0xf8 , Size: 12] int ShowSexInMall_56_0C9F0CC01B8DDF89290B2B7F0D9E026C;//[Offset: 0x104 , Size: 4] FString RedEmotionSoundPath_57_1D0ECC4066CAAAF35D35519A029C0D28;//[Offset: 0x108 , Size: 12] int AvatarID_68_319E644077E02FFF04B5C19B04157FD4;//[Offset: 0x114 , Size: 4] FString SpecialIcon_72_55E01BC05ADCEE1500E06C0F01021C3E;//[Offset: 0x118 , Size: 12] FString ValidRegionCodes_74_2EA4F9C02DC66B4573D87CB8064AB793;//[Offset: 0x124 , Size: 12] int ValidTimes_75_5BC6A5C03028B6616FF746180062B373;//[Offset: 0x130 , Size: 4] int RateType_77_176334C00292E359401D0B6600355865;//[Offset: 0x134 , Size: 4] FString QualityRate_78_5F4A46807D1C4B2C0A08E8F50F3EB745;//[Offset: 0x138 , Size: 12] int character_param_81_2F2A70804AD88C7E6E8F5B83071E93DD;//[Offset: 0x144 , Size: 4] int JKBPID_82_1FF3B64037160BBF09A6FDF60967EB24;//[Offset: 0x148 , Size: 4] int ItemSoundID_83_7010328028DE3D6841FCD9F407C46B04;//[Offset: 0x14c , Size: 4] int ResSeprateType_84_5349D1400501D3B166D23C1D0CBC9FE5;//[Offset: 0x150 , Size: 4] int CanIntoBag_85_416CF6C01FD7CDED0F5E477601A418C7;//[Offset: 0x154 , Size: 4] int Electricity_86_19A7E9806DE4A79A2FAD5505041B42E9;//[Offset: 0x158 , Size: 4] int ItemPickupRule_87_49300E005A58193E16239C7A00F80F05;//[Offset: 0x15c , Size: 4] -------------------------------- Class: CharacterAvatarComp2_BP_C.CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x948 , Size: 4] bool IsEnableItemDownload(int ItemID);// 0x2859eb0 SoftObjectPath GetBatchDefaultBodyPath(int ___int_Variable, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue2, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue2, SoftObjectPath K2Node_Select_Default);// 0x2859eb0 bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh, SkeletalMaterial[] MatArray, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, int CallFunc_Array_Length_ReturnValue, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, SkeletalMaterial CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component2, bool K2Node_DynamicCast_bSuccess2);// 0x2859eb0 bool PutOffEquimentByResID(int resID, FString CallFunc_Concat_StrStr_ReturnValue, int CallFunc_GetBPIDByResID_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue3, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Concat_StrStr_ReturnValue3, bool CallFunc_HandleUnequipItem_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue4, bool CallFunc_HasLogicEquipped_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue5, FString CallFunc_Concat_StrStr_ReturnValue6);// 0x2859eb0 bool PutOnEquipmentByResID(int resID, int CallFunc_GetBPIDByResID_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue2, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2859eb0 void IsNeedConsiderHairCut(int InSlotID, out ItemDefineID ItemDefineID, BackpackAvatarHandle* Handle, out bool Result, bool CallFunc_IsValid_ReturnValue, bool CallFunc_NotEqual_ByteByte_ReturnValue, enum CallFunc_IntToType_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue);// 0x2859eb0 int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID, int CallFunc_GetFakeAvatarHandleItem_ReturnValue);// 0x2859eb0 bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle, int ___int_Variable, int ___int_Variable2, ItemDefineID K2Node_MakeStruct_ItemDefineID, ItemDefineID K2Node_MakeStruct_ItemDefineID2, ItemDefineID K2Node_MakeStruct_ItemDefineID3, int ___int_Variable3);// 0x2859eb0 bool BPClientPostProcessViewDataMiddle();// 0x2859eb0 void ProcessGodzillaSuit(int CallFunc_TypeToInt_ReturnValue, int CallFunc_TypeToInt_ReturnValue2, int CallFunc_TypeToInt_ReturnValue3, bool CallFunc_ModifySyncDataByReplace_ReturnValue, int CallFunc_TypeToInt_ReturnValue4, int CallFunc_TypeToInt_ReturnValue5, int CallFunc_TypeToInt_ReturnValue6, bool CallFunc_ModifySyncDataByReplace_ReturnValue2, int CallFunc_TypeToInt_ReturnValue7, int CallFunc_TypeToInt_ReturnValue8, bool CallFunc_ModifySyncDataByReplace_ReturnValue3, AvatarSyncData CallFunc_GetSyncDataBySlot_OutSlotDesc, bool CallFunc_GetSyncDataBySlot_ReturnValue, bool CallFunc_IsLobbyAvatar_ReturnValue, int CallFunc_TypeToInt_ReturnValue9, bool CallFunc_EqualEqual_ByteByte_ReturnValue, AvatarSyncData CallFunc_GetSyncDataBySlot_OutSlotDesc2, bool CallFunc_GetSyncDataBySlot_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue, int CallFunc_TypeToInt_ReturnValue10, int CallFunc_TypeToInt_ReturnValue11, int CallFunc_TypeToInt_ReturnValue12, bool CallFunc_ModifySyncDataByHide_ReturnValue, bool CallFunc_ModifySyncDataByReplace_ReturnValue4, int CallFunc_TypeToInt_ReturnValue13, int CallFunc_TypeToInt_ReturnValue14, int CallFunc_TypeToInt_ReturnValue15, int[] CallFunc_GetSyncDataStateBy_OutHideSlotID, int[] CallFunc_GetSyncDataStateBy_OutReplaceSlotID, AvatarSyncData CallFunc_GetSyncDataBySlot_OutSlotDesc3, bool CallFunc_GetSyncDataBySlot_ReturnValue3, bool CallFunc_Array_Contains_ReturnValue, bool CallFunc_Array_Contains_ReturnValue2, bool CallFunc_EqualEqual_ByteByte_ReturnValue3, bool CallFunc_Not_PreBool_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_Array_Contains_ReturnValue3, bool CallFunc_IsLobbyAvatar_ReturnValue2, bool CallFunc_IsBattleItemHandleExist_ReturnValue2);// 0x2859eb0 bool IsItemHasMutilReplaceMesh(int InSlotID, out ItemDefineID InItemID, bool CallFunc_IsLobbyAvatar_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, BackpackAvatarHandle* CallFunc_GetLoadedHandle_ReturnValue, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_IsNeedConsiderHairCut_result);// 0x2859eb0 bool IsUseDefaultReplaceModel(int InSlotID, out ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle, int CallFunc_TypeToInt_ReturnValue, bool CallFunc_IsNeedConsiderHairCut_result, int CallFunc_TypeToInt_ReturnValue2, AvatarSlotDesc CallFunc_GetViewDataBySlot_OutSlotDesc, bool CallFunc_GetViewDataBySlot_ReturnValue, int CallFunc_TypeToInt_ReturnValue3, int[] CallFunc_GetSyncDataStateBy_OutHideSlotID, int[] CallFunc_GetSyncDataStateBy_OutReplaceSlotID, bool CallFunc_Array_Contains_ReturnValue, bool CallFunc_Array_Contains_ReturnValue2);// 0x2859eb0 int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID, enum ___byte_Variable, enum CallFunc_IntToType_ReturnValue, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5, int ___int_Variable6, int ___int_Variable7, int ___int_Variable8, int ___int_Variable9, int ___int_Variable10, int ___int_Variable11, int ___int_Variable12, int ___int_Variable13, int ___int_Variable14, int ___int_Variable15, int ___int_Variable16, int ___int_Variable17, int ___int_Variable18, int K2Node_Select_Default);// 0x2859eb0 void CheckAvatarWhoHideWho(enum SlotType, ItemDefineID resID, out int[] HideSomeAvatar, out int[] HideBySomeAvatar, int[] OutHideSomeAvatar, int[] OutHideBySomeAvatar, int ___int_Array_Index_Variable, int CallFunc_TypeToInt_ReturnValue, int[] CallFunc_GetSyncDataStateBy_OutHideSlotID, int[] CallFunc_GetSyncDataStateBy_OutReplaceSlotID, int[] CallFunc_GetSyncDataStateFor_OutHideSlotID, int[] CallFunc_GetSyncDataStateFor_OutReplaceSlotID, int CallFunc_Array_Length_ReturnValue, int CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue2, enum CallFunc_IntToType_ReturnValue, ItemDefineID CallFunc_GetSyncDataItemID_OutItemDefineID, bool CallFunc_GetSyncDataItemID_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_Conv_IntToBool_ReturnValue, int ___int_Loop_Counter_Variable, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, int ___int_Array_Index_Variable2, int ___int_Loop_Counter_Variable2, int CallFunc_Array_Get_Item2, ItemDefineID CallFunc_GetSyncDataItemID_OutItemDefineID2, bool CallFunc_GetSyncDataItemID_ReturnValue2, bool CallFunc_Less_IntInt_ReturnValue2, bool CallFunc_Conv_IntToBool_ReturnValue2, int CallFunc_Add_IntInt_ReturnValue2, int CallFunc_Array_Add_ReturnValue, int CallFunc_Array_Add_ReturnValue2);// 0x2859eb0 void PutOnCustomEquipmentByID(int resID, int ColorID, int PatternID, out bool Result, int CallFunc_GetBPIDByResID_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2859eb0 void SetEquipmentPattern(enum SlotType, Texture* MaskGrayTexture, SlotToMatPattern K2Node_MakeStruct_SlotToMatPattern, bool CallFunc_IsValid_ReturnValue, int CallFunc_Array_Add_ReturnValue, FName CallFunc_GetClothMaterialColorName_ReturnValue, MaterialInstanceDynamic* CallFunc_GetMaterialBySlotName_ReturnValue, bool CallFunc_IsValid_ReturnValue2, class BackpackAvatarItemPattern K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Pattern, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarItemPattern* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0 void SetEquipmentColor(enum SlotType, LinearColor MaskColor1, LinearColor MaskColor2, LinearColor MaskColor3, Texture* MaskGrayTextrue, LinearColor[] K2Node_MakeArray_Array, SlotToMatColor K2Node_MakeStruct_SlotToMatColor, bool CallFunc_IsValid_ReturnValue, int CallFunc_Array_Add_ReturnValue, class BackpackAvatarItemColor K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Color, bool K2Node_ClassDynamicCast_bSuccess, FName CallFunc_GetClothMaterialColorName_ReturnValue, MaterialInstanceDynamic* CallFunc_GetMaterialBySlotName_ReturnValue, bool CallFunc_IsValid_ReturnValue2, BackpackAvatarItemColor* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0 BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackAvatarItemPattern K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Pattern, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarItemPattern* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0 BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackAvatarItemColor K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Color, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarItemColor* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0 int GetEquipmentSkinItemID(int InItemID, BackpackBlueprintUtils* CallFunc_GetBPUtils_ReturnValue, BackpackBlueprintUtils_BP_C* K2Node_DynamicCast_AsBackpack_Blueprint_Utils_BP, bool K2Node_DynamicCast_bSuccess, Actor* CallFunc_GetOwner_ReturnValue, STExtraBaseCharacter* K2Node_DynamicCast_AsSTExtra_Base_Character, bool K2Node_DynamicCast_bSuccess2, STExtraPlayerController* CallFunc_GetController_ReturnValue, bool CallFunc_IsValid_ReturnValue, int CallFunc_GetEquipmentSkinIDByAvatar_SkinItemID);// 0x2859eb0 void Bp_ProcessAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2859eb0 void Bp_ProcessAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID, bool CallFunc_IsDedicatedServer_ReturnValue, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, Actor* CallFunc_GetOwner_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, STExtraPlayerCharacter* K2Node_DynamicCast_AsSTExtra_Player_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, BackpackComponent* CallFunc_GetBackpackComponentFromCharacter_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_DisuseItem_ReturnValue);// 0x2859eb0 MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, out ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle, byte TempSlotNameConfig, FString MatSlotName, int ___int_Variable, BattleItemHandle_AvatarBP_C* K2Node_DynamicCast_AsBattle_Item_Handle_Avatar_BP, bool K2Node_DynamicCast_bSuccess, int ___int_Variable2, bool CallFunc_IsValid_ReturnValue, FString CallFunc_GetEnumeratorUserFriendlyName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, int CallFunc_Len_ReturnValue, FString CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, FString CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, FString K2Node_Select_Default, StructAvatarSlotNameConfig CallFunc_Map_Find_Value3, bool CallFunc_Map_Find_ReturnValue3, FName CallFunc_Conv_StringToName_ReturnValue, int CallFunc_GetMaterialIndex_ReturnValue, MaterialInterface* CallFunc_GetMaterial_ReturnValue, FString CallFunc_Map_Find_Value4, bool CallFunc_Map_Find_ReturnValue4, FString CallFunc_GetDisplayName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Map_Find_Value5, bool CallFunc_Map_Find_ReturnValue5, FString K2Node_Select2_Default);// 0x2859eb0 bool PutOnDefaultEquipment(BackpackAvatarHandle* ItemHandle, ItemDefineID CallFunc_GetDefineID_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue, bool CallFunc_CheckShouldEquipDefaultItem_ReturnValue);// 0x2859eb0 bool InitBodyMeshByHead(out ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle, int[] TempBodyResIDList, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int ___int_Array_Index_Variable, FString CallFunc_Concat_StrStr_ReturnValue, int[] CallFunc_Map_Keys_Keys, int CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, bool CallFunc_CheckShouldEquipDefaultItem_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_AvatarDefaultConfig_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Split_LeftS, FString CallFunc_Split_RightS, bool CallFunc_Split_ReturnValue, FString CallFunc_Split_LeftS2, FString CallFunc_Split_RightS2, bool CallFunc_Split_ReturnValue2, int CallFunc_Conv_StringToInt_ReturnValue, int CallFunc_Conv_StringToInt_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID, ItemDefineID K2Node_MakeStruct_ItemDefineID2, int CallFunc_Conv_StringToInt_ReturnValue3, int CallFunc_Conv_StringToInt_ReturnValue4, FString CallFunc_Split_LeftS3, FString CallFunc_Split_RightS3, bool CallFunc_Split_ReturnValue3, int CallFunc_Conv_StringToInt_ReturnValue5, int CallFunc_Conv_StringToInt_ReturnValue6, ItemDefineID K2Node_MakeStruct_ItemDefineID3);// 0x2859eb0 void ReceiveBeginPlay();// 0x2859eb0 void Bp_EventAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2859eb0 void Bp_EventAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x2859eb0 void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2859eb0 void ClearEventFromOnAvatarEquippedEvent();// 0x2859eb0 void ExecuteUbergraph_CharacterAvatarComp2_BP(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, int K2Node_CustomEvent_slotId2, ItemDefineID K2Node_CustomEvent_NewItemID, ItemDefineID K2Node_CustomEvent_OldItemID2, int K2Node_CustomEvent_slotId, ItemDefineID K2Node_CustomEvent_OldItemID, BattleItemUseTarget K2Node_Event_Target, BackpackAvatarHandle* K2Node_Event_InAvatarHandle, enum K2Node_Event_Reason);// 0x2859eb0 BackpackAvatarItemColor* BasedAvatarColorHandle;//[Offset: 0x94c , Size: 4] BackpackAvatarItemPattern* BasedAvatarPatternHandle;//[Offset: 0x950 , Size: 4] SlotNameMap;//[Offset: 0x954 , Size: 60] StructAvatarSlotNameConfig DefaultSlotNameMap;//[Offset: 0x990 , Size: 120] int[] HoodClothSubTypeMap;//[Offset: 0xa08 , Size: 12] enum PreEquipClothReason;//[Offset: 0xa14 , Size: 1] SkeletalMesh* MaleBatchBodySoftPath;//[Offset: 0xa18 , Size: 40] SkeletalMesh* FemaleBatchBodySoftPath;//[Offset: 0xa40 , Size: 40] bool bForbidBindAvatarEquippedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa68 , Size: 1] -------------------------------- Class: UAELoadedClassManager.Object BPTableMap;//[Offset: 0x1c , Size: 60] BPTableNameMap;//[Offset: 0x58 , Size: 60] FString LoadedClassManagerClassName;//[Offset: 0x94 , Size: 12] AsyncLoadClassDict;//[Offset: 0x1ec , Size: 60] void InitTableData();// 0x1dbf5b4 void InitBPTableMap();// 0x2859eb0 FString GetWrapperPath(FString BPTableName, int ID);// 0x20ba18c class Object GetWrapperClass(FString BPTableName, int ID);// 0x20ba084 FString GetPath(FString BPTableName, int ID, bool IsLobby, bool bForceLobby);// 0x20b9e5c Object* GetObject(FString BPTableName, int ID, Object* Outer, bool IsLobby);// 0x20b9cc0 class Object GetCustom1Class(FString BPTableName, int ID);// 0x20b9bb8 class Object GetClass(FString BPTableName, int ID, bool IsLobby);// 0x20b9a64 FString GetBPTableName(int Type);// 0x20b995c void GetAssetByAssetReferenceAsync(SoftObjectPath AssetReference, delegate AssetLoadSuccessDelegate);// 0x20b977c static UAELoadedClassManager* Get();// 0x20b9754 BPTable* CreateAndAddBPTable(FString BPTableName);// 0x20b9690 void ClearAssetByAssetReferenceAsync(delegate AssetLoadSuccessDelegate);// 0x20b95ec void ClearAllData();// 0x20b95d8 -------------------------------- Class: BPTable.Object FString BPTableName;//[Offset: 0x1c , Size: 12] BPTableItemMap;//[Offset: 0x28 , Size: 60] FString GetWrapperPath(int ID);// 0x20b9018 class Object GetWrapperClass(int ID);// 0x20b8f98 FString GetPath(int ID, bool IsLobby, bool bForceLobby);// 0x20b8df0 Object* GetObject(int ID, Object* Outer, bool IsLobby);// 0x20b8ce0 class Object GetCustom1Class(int ID);// 0x20b8c60 class Object GetClass(int ID, bool IsLobby);// 0x20b8b94 void ConvertPath(int ID);// 0x20b8b1c -------------------------------- Class: BPTableItem int ID;//[Offset: 0x0 , Size: 4] FString Name;//[Offset: 0x4 , Size: 12] FString Path;//[Offset: 0x10 , Size: 12] FString LobbyPath;//[Offset: 0x1c , Size: 12] FString WrapperPath;//[Offset: 0x28 , Size: 12] FString Custom1;//[Offset: 0x34 , Size: 12] -------------------------------- Class: BackpackBlueprintUtils.Object CreateBattleItemHandleAsyncRequest[] PendingAsyncRequests;//[Offset: 0xb4 , Size: 12] PendingAsyncRequestList;//[Offset: 0xc0 , Size: 60] TClipTypeMap;//[Offset: 0xfc , Size: 60] mapItemRecord;//[Offset: 0x138 , Size: 60] BeOverrideMapItemMap;//[Offset: 0x174 , Size: 60] mapPickupBullet;//[Offset: 0x1b0 , Size: 60] mapAttachPos;//[Offset: 0x1ec , Size: 60] PickupSetting PickupSetting;//[Offset: 0x228 , Size: 372] PickupSettingForTPlan PickupSettingForMod;//[Offset: 0x39c , Size: 364] PickupProposeData proposeData;//[Offset: 0x508 , Size: 332] int[] NeedToShowTypeList;//[Offset: 0x654 , Size: 12] int[] ConsumeableMissionItemID;//[Offset: 0x660 , Size: 12] ItemSubTypeNameMap;//[Offset: 0x66c , Size: 60] ItemTag;//[Offset: 0x6a8 , Size: 60] ItemTagMap;//[Offset: 0x6e4 , Size: 60] enum CurrentGameModeType;//[Offset: 0x72c , Size: 1] FString ItemTableName;//[Offset: 0x730 , Size: 12] FString ItemTagTableName;//[Offset: 0x73c , Size: 12] FString AttachTableName;//[Offset: 0x748 , Size: 12] FString SuitEmoteTableName;//[Offset: 0x754 , Size: 12] FString OccupationTableName;//[Offset: 0x760 , Size: 12] enum[] AvatarDownloadGameModeTypes;//[Offset: 0x76c , Size: 12] AvatarDownloadPriority;//[Offset: 0x778 , Size: 60] ActivityItemData ActivityData;//[Offset: 0x7b8 , Size: 48] ActivityConfigData ActivityConfig;//[Offset: 0x7e8 , Size: 60] SpecialItemData SpecialData;//[Offset: 0x824 , Size: 1] bool bShowWeaponPendant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x825 , Size: 1] itemGuid2Useful;//[Offset: 0x828 , Size: 60] gunMainTypeUseful;//[Offset: 0x864 , Size: 60] attachMainTypeUseful;//[Offset: 0x8a0 , Size: 60] bulletMainTypeUseful;//[Offset: 0x8dc , Size: 60] medicineAndGrenadeMainTypeUseful;//[Offset: 0x918 , Size: 60] constructTypeUseful;//[Offset: 0x954 , Size: 60] skillpropsTypeUseful;//[Offset: 0x990 , Size: 60] itemPathExist;//[Offset: 0x9cc , Size: 60] int[] ItemToDownload;//[Offset: 0xa08 , Size: 12] int AvatarDownloadMaxLimitTimes;//[Offset: 0xa14 , Size: 4] bool bAvatarDownloadClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa18 , Size: 1] EquipmentBriefMap;//[Offset: 0xa1c , Size: 60] bool bEnableTableOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58 , Size: 1] bool bEnableDSAvatarOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa59 , Size: 1] int[] TombBoxItemBlackList;//[Offset: 0xa5c , Size: 12] int CharacterVirtualItem_Type;//[Offset: 0xa68 , Size: 4] int CharacterVirtualItem_TypeSpecificID;//[Offset: 0xa6c , Size: 4] VirtualItemClassMap;//[Offset: 0xa70 , Size: 60] NoUseVirtualItemIDs;//[Offset: 0xaac , Size: 60] bool bAutoPickIngoreBackpackCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae8 , Size: 1] void ResetItemToDownload();// 0x1cc7998 void ResetBattleItemHandleExist(out const ItemDefineID DefineID);// 0x1cc7908 void OnPostSwitchGameStatut(FString InGameStatus);// 0x1cc784c void OnGameModeTypeChanged();// 0x1cc7830 void ItemTableAdditiveOverride(FString OverrideItemTableName, bool bOverride);// 0x1cc7728 bool IsVirtualItemData(out const BattleItemData ItemData);// 0x1cc766c bool IsRollItem(out const PickUpItemData SearchItemResult);// 0x1cc7510 bool IsParachuteItemType(int ItemID);// 0x1c9f584 bool IsInPveMode();// 0x2859eb0 bool IsIceDrinkEmoteIDInBackpack(int InItemID, int InEmoteID);// 0x1cc7444 bool IsGrenadeCanAutoSwitch(int ItemID);// 0x1c7eb24 bool IsGlideItemType(int ItemID);// 0x1cc73bc bool IsGhillieSuitItemType(int ItemID);// 0x1cc7334 bool IsEquipmentItem(int ItemID);// 0x1cc72ac bool IsConsumableMissionItemType(int ItemID);// 0x1cc7224 bool IsBattleItemHandlePathExist(FString HandlePath);// 0x1cc7160 bool IsBattleItemHandleExist(out const ItemDefineID DefineID, bool bUseCache, bool bLobby, bool bForceLobby);// 0x1cc6fd8 bool Is3BackpackID(int ID);// 0x2859eb0 void Initialize();// 0x1cc6fc4 void InitialItemTable();// 0x1cc6fa8 bool HasTagSub(int ItemID, out const FName TagName);// 0x1cc6ed0 bool HasTag(int ItemID, out const FName TagName);// 0x1cc6df8 int GetWeaponSkinMappingID(int InWeaponSkinID);// 0x2859eb0 FString GetRawBattleTextByType(enum Type);// 0x1cc6ce8 FString GetRawBattleTextByRawTextID(int ID);// 0x1cc6bd8 int GetPendantIDByWeaponID(int WeaponId);// 0x1cc6b50 int GetItemSubTypeID(int SpecificID);// 0x2859eb0 ItemRecordData GetItemRecord(int ItemID);// 0x1cc6aa4 bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation, out FString OutBankName, out FString OutSoundName);// 0x2859eb0 int GetGrenadePriorityByType(const byte grenadeType);// 0x1cc6a1c int GetEquipmentLevel(int ItemID);// 0x1cc6994 int GetEquipmentBagLevel(int ItemID);// 0x1cc690c BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp);// 0x1cc6858 BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp);// 0x1cc67d0 FString GetBPTableNameByItemID(out const ItemDefineID DefineID);// 0x1cc66a8 int GetBPIDByResID(int resID);// 0x1cc6620 BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out const ItemDefineID DefineID);// 0x1cc6498 FString GetBattleItemHandlePathInner(out const ItemDefineID DefineID);// 0x1cc6378 FString GetBattleItemHandlePath(out const ItemDefineID DefineID, bool bLobby, bool bForceLobby);// 0x1cc61b0 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const ItemDefineID DefineID);// 0x1cc60f4 int[] GetAttachOfWeapon(int WeaponId);// 0x1cc5fec void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID);// 0x1cc5ec0 TagItemList FindItemTag(out const FName TagName);// 0x1cc5de8 BattleItemHandleBase* CreateVirtualItemHandle(out const ItemDefineID DefineID, Object* Outer);// 0x1cc5d04 BattleItemHandleBase* CreateBattleItemHandleInner(out const ItemDefineID DefineID, Object* Outer);// 0x1cc5c28 BattleItemHandleBase* CreateBattleItemHandle(out const ItemDefineID DefineID, Object* Outer, bool bLobby);// 0x1cc5af8 BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID);// 0x1cc5a44 BattleItemData ConstructBattleItemDataByDefineID(out const ItemDefineID DefineID);// 0x1cc5978 void ClearItemRecord();// 0x1cc5964 bool CheckItem(int ItemTableID);// 0x1cc58dc void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x1cc5818 -------------------------------- Class: CreateBattleItemHandleAsyncRequest ItemDefineID DefineID;//[Offset: 0x0 , Size: 24] Object* Outer;//[Offset: 0x18 , Size: 4] FString Path;//[Offset: 0x1c , Size: 12] delegate Callback;//[Offset: 0x28 , Size: 16] -------------------------------- Class: CreateBattleItemHandleListAsyncRequest ItemDefineID[] DefineIDList;//[Offset: 0x0 , Size: 12] FString[] PathList;//[Offset: 0xc , Size: 12] Object* Outer;//[Offset: 0x18 , Size: 4] delegate Callback;//[Offset: 0x20 , Size: 16] -------------------------------- Class: ItemBeOverrideRecordData BeOverrideMapItemRecord;//[Offset: 0x0 , Size: 60] -------------------------------- Class: PickupSetting int LimitBandage;//[Offset: 0x0 , Size: 4] int LimitMedical;//[Offset: 0x4 , Size: 4] int LimitFirstAidKit;//[Offset: 0x8 , Size: 4] int LimitAnodyne;//[Offset: 0xc , Size: 4] int LimitEnergyDrinks;//[Offset: 0x10 , Size: 4] int LimitAdrenaline;//[Offset: 0x14 , Size: 4] int LimitShouliudan;//[Offset: 0x18 , Size: 4] int LimitYanwudan;//[Offset: 0x1c , Size: 4] int LimitZhenbaodan;//[Offset: 0x20 , Size: 4] int LimitRanshaodan;//[Offset: 0x24 , Size: 4] int LimitGrenadeZombie;//[Offset: 0x28 , Size: 4] int LimitGrenadeYedan;//[Offset: 0x2c , Size: 4] int LimitAntidote;//[Offset: 0x30 , Size: 4] int LimitBatteryChip;//[Offset: 0x34 , Size: 4] int LimitGameCoin;//[Offset: 0x38 , Size: 4] int LimitBullet9mm;//[Offset: 0x3c , Size: 4] int LimitBullet7_62mm;//[Offset: 0x40 , Size: 4] int Limit12koujing;//[Offset: 0x44 , Size: 4] int Limit45koujing;//[Offset: 0x48 , Size: 4] int Limit300magenandanyao;//[Offset: 0x4c , Size: 4] int Limitbolt;//[Offset: 0x50 , Size: 4] int LimitBullet5;//[Offset: 0x54 , Size: 4] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59 , Size: 1] bool AutoPickupSideMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a , Size: 1] int LimitSniper2X;//[Offset: 0x5c , Size: 4] int LimitSniper3X;//[Offset: 0x60 , Size: 4] int LimitSniper4X;//[Offset: 0x64 , Size: 4] int LimitSniper6X;//[Offset: 0x68 , Size: 4] int LimitSniper8X;//[Offset: 0x6c , Size: 4] bool AutoPickupSkillProps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70 , Size: 1] int LimitSkillProps;//[Offset: 0x74 , Size: 4] int LimitSnowMan;//[Offset: 0x78 , Size: 4] bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c , Size: 1] int AutoPickClipType;//[Offset: 0x80 , Size: 4] LimitDrugMap;//[Offset: 0x84 , Size: 60] LimitThrowObjMap;//[Offset: 0xc0 , Size: 60] LimitMultipleMirrorMap;//[Offset: 0xfc , Size: 60] LimitFixConsumeItemMap;//[Offset: 0x138 , Size: 60] -------------------------------- Class: PickupSettingForTPlan int LimitSkillProps;//[Offset: 0x0 , Size: 4] LimitBulletMap_XT;//[Offset: 0x4 , Size: 60] LimitDrugMap_XT;//[Offset: 0x40 , Size: 60] LimitThrowObjMap_XT;//[Offset: 0x7c , Size: 60] LimitMultipleMirrorMap_XT;//[Offset: 0xb8 , Size: 60] LimitNormalInfillingMap_XT;//[Offset: 0xf4 , Size: 60] LimitHalloweenInfillingMap_XT;//[Offset: 0x130 , Size: 60] -------------------------------- Class: PickupProposeData PickupFirstCount[] pickFirst;//[Offset: 0x0 , Size: 12] int closeSubType;//[Offset: 0xc , Size: 4] int crossbowSubType;//[Offset: 0x10 , Size: 4] int panID;//[Offset: 0x14 , Size: 4] int pistolSubType;//[Offset: 0x18 , Size: 4] int gunType;//[Offset: 0x1c , Size: 4] int specialType;//[Offset: 0x20 , Size: 4] int specialType2;//[Offset: 0x24 , Size: 4] int lens2ID;//[Offset: 0x28 , Size: 4] int lens3ID;//[Offset: 0x2c , Size: 4] int lens4ID;//[Offset: 0x30 , Size: 4] int lens6ID;//[Offset: 0x34 , Size: 4] int lens8ID;//[Offset: 0x38 , Size: 4] int ID2Type;//[Offset: 0x3c , Size: 4] int pistolClipSubType;//[Offset: 0x40 , Size: 4] int SubMachineGunClipSubType;//[Offset: 0x44 , Size: 4] int SniperClipSubType;//[Offset: 0x48 , Size: 4] int RifleClipSubType;//[Offset: 0x4c , Size: 4] int gasSubID;//[Offset: 0x50 , Size: 4] int backSubType;//[Offset: 0x54 , Size: 4] int back3ID;//[Offset: 0x58 , Size: 4] int BandageID;//[Offset: 0x5c , Size: 4] int QuickBandageID;//[Offset: 0x60 , Size: 4] int EnergyDrinksID;//[Offset: 0x64 , Size: 4] int AdrenalineID;//[Offset: 0x68 , Size: 4] int AnodyneID;//[Offset: 0x6c , Size: 4] int Medical1ID;//[Offset: 0x70 , Size: 4] int QuickMedical1ID;//[Offset: 0x74 , Size: 4] int Medical2ID;//[Offset: 0x78 , Size: 4] int AntidoteID;//[Offset: 0x7c , Size: 4] int BatteryChipID;//[Offset: 0x80 , Size: 4] int GameCoinID;//[Offset: 0x84 , Size: 4] int ZhenBaoDan;//[Offset: 0x88 , Size: 4] int YanWuDan;//[Offset: 0x8c , Size: 4] int RanShaoPing;//[Offset: 0x90 , Size: 4] int ShouLei;//[Offset: 0x94 , Size: 4] int[] SideMirrorList;//[Offset: 0x98 , Size: 12] int[] MirrorList;//[Offset: 0xa4 , Size: 12] int GrenadeZombie;//[Offset: 0xb0 , Size: 4] int GrenadeYedan;//[Offset: 0xb4 , Size: 4] int DefaultMedicineNum;//[Offset: 0xb8 , Size: 4] int helmetSubType;//[Offset: 0xbc , Size: 4] int armorSubType;//[Offset: 0xc0 , Size: 4] int ScoreItemSubType;//[Offset: 0xc4 , Size: 4] int SpecialNoDropItemSubType;//[Offset: 0xc8 , Size: 4] int IceDrinkItemSubType;//[Offset: 0xcc , Size: 4] int IsAutoPickUpTaskSubType;//[Offset: 0xd0 , Size: 4] int[] carryOnPlane;//[Offset: 0xd4 , Size: 12] int CapacityThreshold;//[Offset: 0xe0 , Size: 4] int GlideSubType;//[Offset: 0xe4 , Size: 4] int ParachuteItemSubType;//[Offset: 0xe8 , Size: 4] int revivalCardID;//[Offset: 0xec , Size: 4] int SnowManID;//[Offset: 0xf0 , Size: 4] float revivalCardValidTime;//[Offset: 0xf4 , Size: 4] int[] firewoodPriority;//[Offset: 0xf8 , Size: 12] int[] meatPriority;//[Offset: 0x104 , Size: 12] int[] UAVList;//[Offset: 0x110 , Size: 12] int[] ElectricityList;//[Offset: 0x11c , Size: 12] int[] ToUseInBackpackSubList;//[Offset: 0x128 , Size: 12] int[] ToUseInBackpackIDList;//[Offset: 0x134 , Size: 12] int[] notExtractItemIDList;//[Offset: 0x140 , Size: 12] -------------------------------- Class: PickupFirstCount int pickID;//[Offset: 0x0 , Size: 4] int Count;//[Offset: 0x4 , Size: 4] -------------------------------- Class: TagItemList int[] tagList;//[Offset: 0x0 , Size: 12] -------------------------------- Class: ItemTagList TagValueMap;//[Offset: 0x0 , Size: 60] -------------------------------- Class: ActivityItemData ItemDefineID PumpkinLanternItem;//[Offset: 0x0 , Size: 24] ItemDefineID PumpkinEnergyItem;//[Offset: 0x18 , Size: 24] -------------------------------- Class: ActivityConfigData Lv2EnergyCount;//[Offset: 0x0 , Size: 60] -------------------------------- Class: SpecialItemData -------------------------------- Class: EquipmentBrief int ItemID;//[Offset: 0x0 , Size: 4] int ItemSubType;//[Offset: 0x4 , Size: 4] int BPID;//[Offset: 0x8 , Size: 4] -------------------------------- Class: BattleWeaponItemDisplayData FString ItemName;//[Offset: 0x0 , Size: 12] FString WhiteIconPath;//[Offset: 0xc , Size: 12] -------------------------------- Class: BackpackBlueprintUtils_BP_C.BackpackBlueprintUtils.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0xaf0 , Size: 4] void PreModifyPickupSettingData(SettingConfig_C* SettingConfig, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, int ___int_Variable4, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2);// 0x2859eb0 bool IsConsumableMissionItemType(int ItemID, bool CallFunc_Array_Contains_ReturnValue);// 0x2859eb0 int GetGrenadePriorityByType(byte grenadeType, int CallFunc_MakeLiteralInt_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, int CallFunc_MakeLiteralInt_ReturnValue2, int CallFunc_MakeLiteralInt_ReturnValue3, int CallFunc_MakeLiteralInt_ReturnValue4, int CallFunc_MakeLiteralInt_ReturnValue5, int CallFunc_MakeLiteralInt_ReturnValue6, int CallFunc_MakeLiteralInt_ReturnValue7, int CallFunc_MakeLiteralInt_ReturnValue8, int CallFunc_MakeLiteralInt_ReturnValue9, int CallFunc_MakeLiteralInt_ReturnValue10, int CallFunc_MakeLiteralInt_ReturnValue11, int CallFunc_MakeLiteralInt_ReturnValue12, int CallFunc_MakeLiteralInt_ReturnValue13, int CallFunc_MakeLiteralInt_ReturnValue14, int CallFunc_MakeLiteralInt_ReturnValue15);// 0x2859eb0 bool IsIceDrinkEmoteIDInBackpack(int InItemID, int InEmoteID, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, UAEDataTable* CallFunc_GetDataTableStatic_ReturnValue, bool CallFunc_IsValid_ReturnValue, FName[] CallFunc_GetDataTableRowNames_OutRowNames, FName CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, BP_STRUCT_DrinkCompoundConfig_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0 bool IsEquipmentItem(int ItemID, bool CallFunc_Map_Contains_ReturnValue);// 0x2859eb0 BattleItemHandleBase* CreateVirtualItemHandle(out ItemDefineID DefineID, Object* Outer, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, class BattleItemHandleBase CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 int GetPendantIDByWeaponID(int WeaponId, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponAttrBPTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2859eb0 int GetWeaponSkinMappingID(int InWeaponSkinID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2859eb0 bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation, out FString OutBankName, out FString OutSoundName, FString CallFunc_Concat_StrStr_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_ItemSoundTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2859eb0 bool IsGlideItemType(int ItemID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0 bool IsGhillieSuitItemType(int ItemID, bool CallFunc_Array_Contains_ReturnValue);// 0x2859eb0 int GetEquipmentBagLevel(int ItemID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0 int GetEquipmentLevel(int ItemID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, int CallFunc_Map_Find_Value3, bool CallFunc_Map_Find_ReturnValue3);// 0x2859eb0 bool Is3BackpackID(int ID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue);// 0x2859eb0 bool IsInPveMode(bool CallFunc_IsPveMode_out);// 0x2859eb0 void IsPVEMode(out bool Out, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameStateBase* CallFunc_GetGameState_ReturnValue, bool CallFunc_IsValid_ReturnValue, STExtraGameStateBase* K2Node_DynamicCast_AsSTExtra_Game_State_Base, bool K2Node_DynamicCast_bSuccess, bool CallFunc_EqualEqual_ByteByte_ReturnValue);// 0x2859eb0 void GetEquipmentSkinIDByAvatar(int InItemID, GameModePlayerEquipmentAvatar EquipmentAvatar, out int SkinItemID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, BP_STRUCT_BackpackMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, bool CallFunc_Conv_IntToBool_ReturnValue2, BP_STRUCT_BackpackMapping_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue3, bool CallFunc_Conv_IntToBool_ReturnValue3, BP_STRUCT_BackpackMapping_type CallFunc_GetTableData_OutRow3, bool CallFunc_GetTableData_ReturnValue3, int CallFunc_GetEquipmentLevel_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5, int ___int_Variable6, int K2Node_Select_Default, int K2Node_Select2_Default, int K2Node_Select3_Default, FString CallFunc_Concat_StrStr_ReturnValue3, enum CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess);// 0x2859eb0 void ModifySetting();// 0x2859eb0 void ModifyPickupSetting(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, PickupSettingForTPlan K2Node_MakeStruct_PickupSettingForTPlan, PickupSetting K2Node_MakeStruct_PickupSetting);// 0x2859eb0 void ModifyBulletAndMedician(int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, UAEDataTable* CallFunc_GetDataTable_ReturnValue, FName[] CallFunc_GetDataTableRowNames_OutRowNames, GameBackendHUD* CallFunc_GetInstance_ReturnValue, FName CallFunc_Array_Get_Item, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, FString CallFunc_Conv_NameToString_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, int CallFunc_Conv_StringToInt_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Map_Remove_ReturnValue, int CallFunc_Array_Length_ReturnValue, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue);// 0x2859eb0 int GetBPIDByResID(int resID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow);// 0x2859eb0 void AddToWeaponAttachPos(int attachID, enum socket, enum CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2859eb0 void InitItemTable(delegate K2Node_CreateDelegate_OutputDelegate, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue);// 0x2859eb0 FString GetBattleItemHandlePath(out ItemDefineID DefineID, bool bLobby, bool bForceLobby, FString CallFunc_GetBattleItemHandlePathInner_ReturnValue, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_GetBPTableName_ReturnValue, FString CallFunc_GetPath_ReturnValue);// 0x2859eb0 FString GetRawBattleTextByRawTextID(int ID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LocalizeRes_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2859eb0 FString GetRawBattleTextByType(enum Type, FName RowName, FString CallFunc_Concat_StrStr_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, FString CallFunc_Conv_NameToString_ReturnValue, BP_STRUCT_LocalizeRes_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2859eb0 int GetItemSubTypeID(int SpecificID, ItemRecordData CallFunc_GetItemRecord_ReturnValue);// 0x2859eb0 BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out ItemDefineID DefineID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, BattleWeaponItemDisplayData K2Node_MakeStruct_BattleWeaponItemDisplayData);// 0x2859eb0 void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow);// 0x2859eb0 bool IsVirtualItemData(out BattleItemData ItemData, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2859eb0 BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, interface classByteProperty CallFunc_GetItemHandleListByDefineID_self_CastInput, ItemHandleBase*[] CallFunc_GetItemHandleListByDefineID_ReturnValue, int CallFunc_Array_Length_ReturnValue, ItemHandleBase* CallFunc_Array_Get_Item, bool CallFunc_Greater_IntInt_ReturnValue, BattleItemHandleBase* K2Node_DynamicCast_AsBattle_Item_Handle_Base, bool K2Node_DynamicCast_bSuccess);// 0x2859eb0 void CreateBattleItemHandle_Character(Object* Outer, out BattleItemHandleBase* BattleItemHandle, BattleItemHandle_VirtualCharacter_C* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0 void CreateBattleItemHandle_Default(int Type, int ID, Object* Outer, bool bLobby, out BattleItemHandleBase* BattleItemHandle, UAELoadedClassManager* CallFunc_Get_ReturnValue, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, FString CallFunc_GetBPTableName_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue);// 0x2859eb0 void GetBattleItemFeatureData(ItemDefineID DefineID, out BattleItemFeatureData FeatureData, int CountLimit, BattleItemFeatureData BattleItemFeatureData, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, BattleItemFeatureData K2Node_MakeStruct_BattleItemFeatureData);// 0x2859eb0 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out ItemDefineID DefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData);// 0x2859eb0 BattleItemHandleBase* CreateBattleItemHandle(out ItemDefineID DefineID, Object* Outer, bool bLobby, BattleItemHandleBase* Handle, BattleItemHandleBase* CallFunc_CreateBattleItemHandleInner_ReturnValue, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Character_BattleItemHandle, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Default_BattleItemHandle);// 0x2859eb0 BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemData[] CallFunc_GetItemListByDefineID_ReturnValue, BattleItemData CallFunc_Array_Get_Item);// 0x2859eb0 BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x2859eb0 BattleItemData ConstructBattleItemDataByDefineID(out ItemDefineID DefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x2859eb0 void GetItemTableRowByItemTableID(int ID, out ItemRecordData ItemTableRow, ItemRecordData CallFunc_GetItemRecord_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x2859eb0 void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x2859eb0 void InitialItemTable();// 0x2859eb0 void ExecuteUbergraph_BackpackBlueprintUtils_BP(int EntryPoint, UAEDataTable* CallFunc_GetDataTable_ReturnValue, BackpackComponent* K2Node_Event_BackpackComp, STExtraBaseCharacter* K2Node_Event_Character, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemUseTarget K2Node_MakeStruct_BattleItemUseTarget, BattleItemPickupInfo K2Node_MakeStruct_BattleItemPickupInfo, UAEDataTable* CallFunc_GetDataTable_ReturnValue2, ItemDefineID CallFunc_GenerateItemDefineIDWithRandomInstanceID_ReturnValue, bool CallFunc_PickupItem_ReturnValue);// 0x2859eb0 BattleItemAdditionalData[] EmptyAdditionalData;//[Offset: 0xaf4 , Size: 12] EmptyAssociationMap;//[Offset: 0xb00 , Size: 60] ItemAssociation[] EmptyAssociationArray;//[Offset: 0xb3c , Size: 12] EquipmentID2SlotID_Map;//[Offset: 0xb48 , Size: 60] EquipmentBagID2Level_Map;//[Offset: 0xb84 , Size: 60] EquipmentHelmetID2Level_Map;//[Offset: 0xbc0 , Size: 60] EquipmentArmorID2Level_Map;//[Offset: 0xbfc , Size: 60] int[] GhillieSuitItem;//[Offset: 0xc38 , Size: 12] -------------------------------- Class: BP_STRUCT_DrinkCompoundConfig_type int awardID_0_2BBEB1403F5A9B0B0EB1D00709609964;//[Offset: 0x0 , Size: 4] int awardNum_1_37D1DA0026A0923C7757AA8B0609AE2D;//[Offset: 0x4 , Size: 4] int descID_2_1FD235403A90703F024A7AEA0BB716C4;//[Offset: 0x8 , Size: 4] int ID_3_2F902D8037E77FA46237D6880B8119C4;//[Offset: 0xc , Size: 4] int isMayCarry_4_2AB2AB40581603397B72EE3809C59429;//[Offset: 0x10 , Size: 4] int JpKrAwardID_5_49A847000D2541FE5295535A097982A4;//[Offset: 0x14 , Size: 4] int JpKrAwardNum_6_2ECC8FC045A856D735DAF8570798322D;//[Offset: 0x18 , Size: 4] FString Name_7_3AE82A806F13962C42B917EB011A5DB5;//[Offset: 0x1c , Size: 12] FString solt_8_7F0FFAC007CB390F4285A58D011A9FB4;//[Offset: 0x28 , Size: 12] int EmoteID_9_4C84EC007C583218352536360B9EB844;//[Offset: 0x34 , Size: 4] FString PhizExplain_10_2575C54064E510CF536AC4300D724F0E;//[Offset: 0x38 , Size: 12] FString EmoteVoiceName_11_60ECC6803A15389C4AA097EC0673F2D5;//[Offset: 0x44 , Size: 12] -------------------------------- Class: BP_STRUCT_WeaponAttrBPTable_type FString AttachmentSkinIDList_1_68C117003440A0EE1A2DDA300D678804;//[Offset: 0x0 , Size: 12] int BPID_2_5A4F6D006A4E746E1527F1660046AA94;//[Offset: 0xc , Size: 4] int[] AttachmentIDList_a_5_6E7001C028E30A41653FBE36025F1751;//[Offset: 0x10 , Size: 12] int[] ParentIDList_a_6_3486FA0030D9987A663B62F90FFCB731;//[Offset: 0x1c , Size: 12] FString DeadInventoryBoxPath_7_1883E1C0339C8C7958767FF2080EC2C8;//[Offset: 0x28 , Size: 12] int PendantID_8_32B77B0039C6C1D620F9E77400A423B4;//[Offset: 0x34 , Size: 4] -------------------------------- Class: BP_STRUCT_ItemSoundTable_type FString EquipSound_0_068B68C066212493052EBF3305D63E14;//[Offset: 0x0 , Size: 12] FString DropSound_1_4DD7CD003E11476C25039DA50902AA34;//[Offset: 0xc , Size: 12] int ID_2_42F748C040D81BA3690F7C020EF58C44;//[Offset: 0x18 , Size: 4] FString PickUpSound_3_0B99FAC07345086D4963B6D504877D14;//[Offset: 0x1c , Size: 12] FString DropBank_4_1D8769C022E35E311709B3FF07910C6B;//[Offset: 0x28 , Size: 12] FString EquipBank_5_30BCE58001E2251E07D41C7C055C432B;//[Offset: 0x34 , Size: 12] FString UnEquipBank_6_4FF4964008C1F90F14F8C45904D7459B;//[Offset: 0x40 , Size: 12] FString UnEquipSound_7_0376B980772F43423C77A2D80D665704;//[Offset: 0x4c , Size: 12] FString PickUpBank_8_3C7477801367726A5EFE3B0D0549773B;//[Offset: 0x58 , Size: 12] -------------------------------- Class: GameBackendHUD.BackendHUD.Object GameBackendUtils* GetUtils();// 0x1ca268c static GameBackendHUD* GetInstance();// 0x22db7d0 GameFrontendHUD* GetGameFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x22db750 GameFrontendHUD* GetFirstGameFrontendHUD(const Object* WorldContextObject);// 0x22db6d0 -------------------------------- Class: BackendHUD.Object Engine* Engine;//[Offset: 0x1c , Size: 4] FString BackendUtilsClassName;//[Offset: 0x20 , Size: 12] BackendUtils* Utils;//[Offset: 0x2c , Size: 4] FrontendHUD*[] FrontendHUDList;//[Offset: 0x30 , Size: 12] FrontendHUDMap;//[Offset: 0x3c , Size: 60] FrontendHUD* GetFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x41bf110 FrontendHUD* GetFrontendHUD(int FrontendHUDIndex);// 0x41bf090 -------------------------------- Class: GameBackendUtils.BackendUtils.Object UAETableManager* GetTableManager();// 0x22db424 -------------------------------- Class: BackendUtils.Object BackendHUD* OwningBackendHUD;//[Offset: 0x1c , Size: 4] -------------------------------- Class: UAETableManager.Object FString TableRelativeDir;//[Offset: 0x1c , Size: 12] FName[] TablesNeedReleasedInBattle;//[Offset: 0x28 , Size: 12] FString ManualTableDirectory;//[Offset: 0x34 , Size: 12] bool AllowItemTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c , Size: 1] UAEDataTable*[] TableObjList;//[Offset: 0x80 , Size: 12] World* CurWorld;//[Offset: 0x8c , Size: 4] TableObjMap;//[Offset: 0x90 , Size: 60] FString PathCompressionConfigsPath;//[Offset: 0x144 , Size: 12] bool bIsPathCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150 , Size: 1] bool bIsPathCompressionCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x151 , Size: 1] int PathCompressionCacheMaxSize;//[Offset: 0x154 , Size: 4] bool bUseModTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158 , Size: 1] FString BaseTableRelativeDir;//[Offset: 0x160 , Size: 12] FString ModTableRelativeDir;//[Offset: 0x16c , Size: 12] TableKeyPairMap;//[Offset: 0x178 , Size: 60] ModTableObjMap;//[Offset: 0x1b4 , Size: 60] UAEDataTable*[] InGameTableObjList;//[Offset: 0x1f0 , Size: 12] CheckNeedModMap;//[Offset: 0x1fc , Size: 60] FString CurrentModName;//[Offset: 0x238 , Size: 12] FString EmptyModName;//[Offset: 0x244 , Size: 12] LoadedTableMap;//[Offset: 0x250 , Size: 60] CheckMapTable;//[Offset: 0x28c , Size: 60] void ReleaseTable(FName tableName);// 0x20bbeec UAEDataTable* GetTablePtr(FName tableName);// 0x20bbe6c BaseTableResMap* GetTableMap(FString tableName);// 0x20bbda8 static bool GetTableData(FString tableName, FString Key, out TableRowBase OutRow);// 0x20bb4fc static UAEDataTable* GetDataTableStatic(FString tableName);// 0x20bb440 -------------------------------- Class: TableKeyPair KeyModTypeMap;//[Offset: 0x0 , Size: 60] UAEDataTable* BaseDataTable;//[Offset: 0x3c , Size: 8] UAEDataTable* ModDataTable;//[Offset: 0x44 , Size: 8] -------------------------------- Class: BaseTableResMap.Object ScriptStruct* DataStruct;//[Offset: 0x5c , Size: 4] -------------------------------- Class: Engine.Object Font* TinyFont;//[Offset: 0x20 , Size: 4] SoftObjectPath TinyFontName;//[Offset: 0x28 , Size: 24] Font* SmallFont;//[Offset: 0x5c , Size: 4] SoftObjectPath SmallFontName;//[Offset: 0x60 , Size: 24] Font* MediumFont;//[Offset: 0x78 , Size: 4] SoftObjectPath MediumFontName;//[Offset: 0x80 , Size: 24] Font* LargeFont;//[Offset: 0x98 , Size: 4] SoftObjectPath LargeFontName;//[Offset: 0xa0 , Size: 24] Font* SubtitleFont;//[Offset: 0xb8 , Size: 4] SoftObjectPath SubtitleFontName;//[Offset: 0xc0 , Size: 24] Font*[] AdditionalFonts;//[Offset: 0xd8 , Size: 12] FString[] AdditionalFontNames;//[Offset: 0xec , Size: 12] class Console* ConsoleClass;//[Offset: 0xf8 , Size: 4] SoftClassPath ConsoleClassName;//[Offset: 0x100 , Size: 24] class GameViewportClient* GameViewportClientClass;//[Offset: 0x118 , Size: 4] SoftClassPath GameViewportClientClassName;//[Offset: 0x120 , Size: 24] class LocalPlayer* LocalPlayerClass;//[Offset: 0x138 , Size: 4] SoftClassPath LocalPlayerClassName;//[Offset: 0x140 , Size: 24] class WorldSettings* WorldSettingsClass;//[Offset: 0x158 , Size: 4] SoftClassPath WorldSettingsClassName;//[Offset: 0x160 , Size: 24] SoftClassPath NavigationSystemClassName;//[Offset: 0x178 , Size: 24] class NavigationSystem* NavigationSystemClass;//[Offset: 0x190 , Size: 4] SoftClassPath AvoidanceManagerClassName;//[Offset: 0x198 , Size: 24] class AvoidanceManager* AvoidanceManagerClass;//[Offset: 0x1b0 , Size: 4] class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x1b4 , Size: 4] SoftClassPath PhysicsCollisionHandlerClassName;//[Offset: 0x1b8 , Size: 24] SoftClassPath GameUserSettingsClassName;//[Offset: 0x1d0 , Size: 24] class GameUserSettings* GameUserSettingsClass;//[Offset: 0x1e8 , Size: 4] SoftClassPath AIControllerClassName;//[Offset: 0x1f0 , Size: 24] GameUserSettings* GameUserSettings;//[Offset: 0x208 , Size: 4] class LevelScriptActor* LevelScriptActorClass;//[Offset: 0x20c , Size: 4] SoftClassPath LevelScriptActorClassName;//[Offset: 0x210 , Size: 24] SoftClassPath DefaultBlueprintBaseClassName;//[Offset: 0x228 , Size: 24] SoftClassPath GameSingletonClassName;//[Offset: 0x240 , Size: 24] Object* GameSingleton;//[Offset: 0x258 , Size: 4] SoftClassPath AssetManagerClassName;//[Offset: 0x260 , Size: 24] AssetManager* AssetManager;//[Offset: 0x278 , Size: 4] Texture2D* DefaultTexture;//[Offset: 0x27c , Size: 4] SoftObjectPath DefaultTextureName;//[Offset: 0x280 , Size: 24] Texture* DefaultDiffuseTexture;//[Offset: 0x298 , Size: 4] SoftObjectPath DefaultDiffuseTextureName;//[Offset: 0x2a0 , Size: 24] Texture2D* DefaultBSPVertexTexture;//[Offset: 0x2b8 , Size: 4] SoftObjectPath DefaultBSPVertexTextureName;//[Offset: 0x2c0 , Size: 24] Texture2D* HighFrequencyNoiseTexture;//[Offset: 0x2d8 , Size: 4] SoftObjectPath HighFrequencyNoiseTextureName;//[Offset: 0x2e0 , Size: 24] Texture2D* DefaultBokehTexture;//[Offset: 0x2f8 , Size: 4] SoftObjectPath DefaultBokehTextureName;//[Offset: 0x300 , Size: 24] Texture2D* DefaultBloomKernelTexture;//[Offset: 0x318 , Size: 4] SoftObjectPath DefaultBloomKernelTextureName;//[Offset: 0x320 , Size: 24] Material* WireframeMaterial;//[Offset: 0x338 , Size: 4] FString WireframeMaterialName;//[Offset: 0x33c , Size: 12] Material* DebugMeshMaterial;//[Offset: 0x348 , Size: 4] SoftObjectPath DebugMeshMaterialName;//[Offset: 0x350 , Size: 24] Material* LevelColorationLitMaterial;//[Offset: 0x368 , Size: 4] FString LevelColorationLitMaterialName;//[Offset: 0x36c , Size: 12] Material* LevelColorationUnlitMaterial;//[Offset: 0x378 , Size: 4] FString LevelColorationUnlitMaterialName;//[Offset: 0x37c , Size: 12] Material* LightingTexelDensityMaterial;//[Offset: 0x388 , Size: 4] FString LightingTexelDensityName;//[Offset: 0x38c , Size: 12] Material* ShadedLevelColorationLitMaterial;//[Offset: 0x398 , Size: 4] FString ShadedLevelColorationLitMaterialName;//[Offset: 0x39c , Size: 12] Material* ShadedLevelColorationUnlitMaterial;//[Offset: 0x3a8 , Size: 4] FString ShadedLevelColorationUnlitMaterialName;//[Offset: 0x3ac , Size: 12] Material* RemoveSurfaceMaterial;//[Offset: 0x3b8 , Size: 4] SoftObjectPath RemoveSurfaceMaterialName;//[Offset: 0x3c0 , Size: 24] Material* VertexColorMaterial;//[Offset: 0x3d8 , Size: 4] FString VertexColorMaterialName;//[Offset: 0x3dc , Size: 12] Material* VertexColorViewModeMaterial_ColorOnly;//[Offset: 0x3e8 , Size: 4] FString VertexColorViewModeMaterialName_ColorOnly;//[Offset: 0x3ec , Size: 12] Material* VertexColorViewModeMaterial_AlphaAsColor;//[Offset: 0x3f8 , Size: 4] FString VertexColorViewModeMaterialName_AlphaAsColor;//[Offset: 0x3fc , Size: 12] Material* VertexColorViewModeMaterial_RedOnly;//[Offset: 0x408 , Size: 4] FString VertexColorViewModeMaterialName_RedOnly;//[Offset: 0x40c , Size: 12] Material* VertexColorViewModeMaterial_GreenOnly;//[Offset: 0x418 , Size: 4] FString VertexColorViewModeMaterialName_GreenOnly;//[Offset: 0x41c , Size: 12] Material* VertexColorViewModeMaterial_BlueOnly;//[Offset: 0x428 , Size: 4] FString VertexColorViewModeMaterialName_BlueOnly;//[Offset: 0x42c , Size: 12] SoftObjectPath DebugEditorMaterialName;//[Offset: 0x438 , Size: 24] Material* ConstraintLimitMaterial;//[Offset: 0x450 , Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialX;//[Offset: 0x454 , Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialXAxis;//[Offset: 0x458 , Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialY;//[Offset: 0x45c , Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialYAxis;//[Offset: 0x460 , Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialZ;//[Offset: 0x464 , Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialZAxis;//[Offset: 0x468 , Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialPrismatic;//[Offset: 0x46c , Size: 4] Material* InvalidLightmapSettingsMaterial;//[Offset: 0x470 , Size: 4] SoftObjectPath InvalidLightmapSettingsMaterialName;//[Offset: 0x478 , Size: 24] Material* PreviewShadowsIndicatorMaterial;//[Offset: 0x490 , Size: 4] SoftObjectPath PreviewShadowsIndicatorMaterialName;//[Offset: 0x498 , Size: 24] Material* ArrowMaterial;//[Offset: 0x4b0 , Size: 4] SoftObjectPath ArrowMaterialName;//[Offset: 0x4b8 , Size: 24] Material* OutlineMaterial;//[Offset: 0x4d0 , Size: 4] SoftObjectPath OutlineMaterialName;//[Offset: 0x4d8 , Size: 24] SoftObjectPath SmaaAreaTexName;//[Offset: 0x4f0 , Size: 24] SoftObjectPath SmaaSearchTexName;//[Offset: 0x508 , Size: 24] Texture2D* SmaaAreaTex;//[Offset: 0x520 , Size: 4] Texture2D* SmaaSearchTex;//[Offset: 0x524 , Size: 4] Material* DyeingColorMaterial;//[Offset: 0x528 , Size: 4] SoftObjectPath DyeingColorMaterialName;//[Offset: 0x530 , Size: 24] LinearColor LightingOnlyBrightness;//[Offset: 0x548 , Size: 16] LinearColor[] ShaderComplexityColors;//[Offset: 0x558 , Size: 12] LinearColor[] QuadComplexityColors;//[Offset: 0x564 , Size: 12] LinearColor[] LightComplexityColors;//[Offset: 0x570 , Size: 12] LinearColor[] StationaryLightOverlapColors;//[Offset: 0x57c , Size: 12] LinearColor[] LODColorationColors;//[Offset: 0x588 , Size: 12] LinearColor[] HLODColorationColors;//[Offset: 0x594 , Size: 12] LinearColor[] StreamingAccuracyColors;//[Offset: 0x5a0 , Size: 12] float MaxPixelShaderAdditiveComplexityCount;//[Offset: 0x5ac , Size: 4] float MaxES2PixelShaderAdditiveComplexityCount;//[Offset: 0x5b0 , Size: 4] float MinLightMapDensity;//[Offset: 0x5b4 , Size: 4] float IdealLightMapDensity;//[Offset: 0x5b8 , Size: 4] float MaxLightMapDensity;//[Offset: 0x5bc , Size: 4] bool bRenderLightMapDensityGrayscale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c0 , Size: 1] float RenderLightMapDensityGrayscaleScale;//[Offset: 0x5c4 , Size: 4] float RenderLightMapDensityColorScale;//[Offset: 0x5c8 , Size: 4] LinearColor LightMapDensityVertexMappedColor;//[Offset: 0x5cc , Size: 16] LinearColor LightMapDensitySelectedColor;//[Offset: 0x5dc , Size: 16] StatColorMapping[] StatColorMappings;//[Offset: 0x5ec , Size: 12] PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x5f8 , Size: 4] SoftObjectPath DefaultPhysMaterialName;//[Offset: 0x600 , Size: 24] GameNameRedirect[] ActiveGameNameRedirects;//[Offset: 0x618 , Size: 12] ClassRedirect[] ActiveClassRedirects;//[Offset: 0x624 , Size: 12] PluginRedirect[] ActivePluginRedirects;//[Offset: 0x630 , Size: 12] StructRedirect[] ActiveStructRedirects;//[Offset: 0x63c , Size: 12] Texture2D* PreIntegratedSkinBRDFTexture;//[Offset: 0x648 , Size: 4] SoftObjectPath PreIntegratedSkinBRDFTextureName;//[Offset: 0x650 , Size: 24] Texture2D* MiniFontTexture;//[Offset: 0x668 , Size: 4] SoftObjectPath MiniFontTextureName;//[Offset: 0x670 , Size: 24] Texture* WeightMapPlaceholderTexture;//[Offset: 0x688 , Size: 4] SoftObjectPath WeightMapPlaceholderTextureName;//[Offset: 0x690 , Size: 24] Texture2D* LightMapDensityTexture;//[Offset: 0x6a8 , Size: 4] SoftObjectPath LightMapDensityTextureName;//[Offset: 0x6b0 , Size: 24] GameViewportClient* GameViewport;//[Offset: 0x6cc , Size: 4] FString[] DeferredCommands;//[Offset: 0x6d0 , Size: 12] int TickCycles;//[Offset: 0x6dc , Size: 4] int GameCycles;//[Offset: 0x6e0 , Size: 4] int ClientCycles;//[Offset: 0x6e4 , Size: 4] float NearClipPlane;//[Offset: 0x6e8 , Size: 4] bool bHardwareSurveyEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6ec , Size: 1] bool bSubtitlesEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6ec , Size: 1] bool bSubtitlesForcedOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6ec , Size: 1] int MaximumLoopIterationCount;//[Offset: 0x6f0 , Size: 4] bool bCanBlueprintsTickByDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6f4 , Size: 1] bool bOptimizeAnimBlueprintMemberVariableAccess;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6f4 , Size: 1] bool bAllowMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6f4 , Size: 1] bool bEnableEditorPSysRealtimeLOD;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6f4 , Size: 1] bool bSmoothFrameRate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x6f4 , Size: 1] bool bUseFixedFrameRate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x6f4 , Size: 1] float FixedFrameRate;//[Offset: 0x6f8 , Size: 4] FloatRange SmoothedFrameRateRange;//[Offset: 0x6fc , Size: 16] bool bCheckForMultiplePawnsSpawnedInAFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70c , Size: 1] int NumPawnsAllowedToBeSpawnedInAFrame;//[Offset: 0x710 , Size: 4] bool bShouldGenerateLowQualityLightmaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x714 , Size: 1] Color C_WorldBox;//[Offset: 0x718 , Size: 4] Color C_BrushWire;//[Offset: 0x71c , Size: 4] Color C_AddWire;//[Offset: 0x720 , Size: 4] Color C_SubtractWire;//[Offset: 0x724 , Size: 4] Color C_SemiSolidWire;//[Offset: 0x728 , Size: 4] Color C_NonSolidWire;//[Offset: 0x72c , Size: 4] Color C_WireBackground;//[Offset: 0x730 , Size: 4] Color C_ScaleBoxHi;//[Offset: 0x734 , Size: 4] Color C_VolumeCollision;//[Offset: 0x738 , Size: 4] Color C_BSPCollision;//[Offset: 0x73c , Size: 4] Color C_OrthoBackground;//[Offset: 0x740 , Size: 4] Color C_Volume;//[Offset: 0x744 , Size: 4] Color C_BrushShape;//[Offset: 0x748 , Size: 4] float StreamingDistanceFactor;//[Offset: 0x74c , Size: 4] DirectoryPath GameScreenshotSaveDirectory;//[Offset: 0x750 , Size: 12] byte TransitionType;//[Offset: 0x75c , Size: 1] FString TransitionDescription;//[Offset: 0x760 , Size: 12] FString TransitionGameMode;//[Offset: 0x76c , Size: 12] float MeshLODRange;//[Offset: 0x778 , Size: 4] bool bAllowMatureLanguage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x77c , Size: 1] float CameraRotationThreshold;//[Offset: 0x780 , Size: 4] float CameraTranslationThreshold;//[Offset: 0x784 , Size: 4] float PrimitiveProbablyVisibleTime;//[Offset: 0x788 , Size: 4] float MaxOcclusionPixelsFraction;//[Offset: 0x78c , Size: 4] bool bPauseOnLossOfFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x790 , Size: 1] int MaxParticleResize;//[Offset: 0x794 , Size: 4] int MaxParticleResizeWarn;//[Offset: 0x798 , Size: 4] DropNoteInfo[] PendingDroppedNotes;//[Offset: 0x79c , Size: 12] RigidBodyErrorCorrection PhysicErrorCorrection;//[Offset: 0x7a8 , Size: 28] float NetClientTicksPerSecond;//[Offset: 0x7c4 , Size: 4] float DisplayGamma;//[Offset: 0x7c8 , Size: 4] float MinDesiredFrameRate;//[Offset: 0x7cc , Size: 4] int ShaderPrecompileProgress;//[Offset: 0x7d0 , Size: 4] LinearColor DefaultSelectedMaterialColor;//[Offset: 0x7d4 , Size: 16] LinearColor SelectedMaterialColor;//[Offset: 0x7e4 , Size: 16] LinearColor SelectionOutlineColor;//[Offset: 0x7f4 , Size: 16] LinearColor SubduedSelectionOutlineColor;//[Offset: 0x804 , Size: 16] LinearColor SelectedMaterialColorOverride;//[Offset: 0x814 , Size: 16] bool bIsOverridingSelectedColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824 , Size: 1] bool bEnableOnScreenDebugMessages;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x825 , Size: 1] bool bEnableOnScreenDebugMessagesDisplay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x825 , Size: 1] bool bSuppressMapWarnings;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x825 , Size: 1] bool bDisableAILogging;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x825 , Size: 1] uint32 bEnableVisualLogRecordingOnStart;//[Offset: 0x828 , Size: 4] int ScreenSaverInhibitorSemaphore;//[Offset: 0x830 , Size: 4] bool bLockReadOnlyLevels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x834 , Size: 1] FString ParticleEventManagerClassPath;//[Offset: 0x838 , Size: 12] float SelectionHighlightIntensity;//[Offset: 0x850 , Size: 4] float SelectionMeshSectionHighlightIntensity;//[Offset: 0x854 , Size: 4] float BSPSelectionHighlightIntensity;//[Offset: 0x858 , Size: 4] float HoverHighlightIntensity;//[Offset: 0x85c , Size: 4] float SelectionHighlightIntensityBillboards;//[Offset: 0x860 , Size: 4] NetDriverDefinition[] NetDriverDefinitions;//[Offset: 0x9b4 , Size: 12] FString[] ServerActors;//[Offset: 0x9c0 , Size: 12] FString[] RuntimeServerActors;//[Offset: 0x9cc , Size: 12] bool bStartedLoadMapMovie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9fc , Size: 1] int NextWorldContextHandle;//[Offset: 0xa0c , Size: 4] -------------------------------- Class: GameUserSettings.Object bool bUseVSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] uint32 ResolutionSizeX;//[Offset: 0x60 , Size: 4] uint32 ResolutionSizeY;//[Offset: 0x64 , Size: 4] uint32 LastUserConfirmedResolutionSizeX;//[Offset: 0x68 , Size: 4] uint32 LastUserConfirmedResolutionSizeY;//[Offset: 0x6c , Size: 4] int WindowPosX;//[Offset: 0x70 , Size: 4] int WindowPosY;//[Offset: 0x74 , Size: 4] int FullscreenMode;//[Offset: 0x78 , Size: 4] int LastConfirmedFullscreenMode;//[Offset: 0x7c , Size: 4] int PreferredFullscreenMode;//[Offset: 0x80 , Size: 4] uint32 Version;//[Offset: 0x84 , Size: 4] int AudioQualityLevel;//[Offset: 0x88 , Size: 4] float FrameRateLimit;//[Offset: 0x8c , Size: 4] int DesiredScreenWidth;//[Offset: 0x94 , Size: 4] bool bUseDesiredScreenHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98 , Size: 1] int DesiredScreenHeight;//[Offset: 0x9c , Size: 4] float LastRecommendedScreenWidth;//[Offset: 0xa0 , Size: 4] float LastRecommendedScreenHeight;//[Offset: 0xa4 , Size: 4] float LastCPUBenchmarkResult;//[Offset: 0xa8 , Size: 4] float LastGPUBenchmarkResult;//[Offset: 0xac , Size: 4] float[] LastCPUBenchmarkSteps;//[Offset: 0xb0 , Size: 12] float[] LastGPUBenchmarkSteps;//[Offset: 0xbc , Size: 12] float LastGPUBenchmarkMultiplier;//[Offset: 0xc8 , Size: 4] bool bUseHDRDisplayOutput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc , Size: 1] int HDRDisplayOutputNits;//[Offset: 0xd0 , Size: 4] delegate OnGameUserSettingsUINeedsUpdate;//[Offset: 0xd4 , Size: 12] void ValidateSettings();// 0x1df126c bool SupportsHDRDisplayOutput();// 0x3f88410 void SetVSyncEnabled(bool bEnable);// 0x3f88390 void SetVisualEffectQuality(int Value);// 0x22fd030 void SetViewDistanceQuality(int Value);// 0x3f88318 void SetToDefaults();// 0x1c9c4a4 void SetTextureQuality(int Value);// 0x3f882a0 void SetShadowQuality(int Value);// 0x3f88228 void SetScreenResolution(IntPoint Resolution);// 0x3f881b8 void SetResolutionScaleValueEx(float NewScaleValue);// 0x3f88140 void SetResolutionScaleValue(int NewScaleValue);// 0x3f880c8 void SetResolutionScaleNormalized(float NewScaleNormalized);// 0x3f88050 void SetPostProcessingQuality(int Value);// 0x3f87fd8 void SetOverallScalabilityLevel(int Value);// 0x1ca26bc void SetFullscreenMode(byte InFullscreenMode);// 0x3f87f60 void SetFrameRateLimit(float NewLimit);// 0x3f87ee8 void SetFoliageQuality(int Value);// 0x3f87e70 void SetBenchmarkFallbackValues();// 0x3f87e5c void SetAudioQualityLevel(int QualityLevel);// 0x3f87de4 void SetAntiAliasingQuality(int Value);// 0x3f87d6c void SaveSettings();// 0x1e5ee18 void RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float GPUMultiplier);// 0x3f87c64 void RevertVideoMode();// 0x3f87c50 void ResetToCurrentSettings();// 0x1d3d75c void LoadSettings(bool bForceReload);// 0x3f475fc bool IsVSyncEnabled();// 0x3f87c28 bool IsVSyncDirty();// 0x3f87c00 bool IsScreenResolutionDirty();// 0x3f87bd8 bool IsHDREnabled();// 0x3f87bb0 bool IsFullscreenModeDirty();// 0x3f87b88 bool IsDirty();// 0x1d7a3d0 int GetVisualEffectQuality();// 0x22ce2f4 int GetViewDistanceQuality();// 0x1ca0744 int GetTextureQuality();// 0x3f87b60 int GetShadowQuality();// 0x3f87b38 IntPoint GetScreenResolution();// 0x3f87af0 void GetResolutionScaleInformationEx(out float CurrentScaleNormalized, out float CurrentScaleValue, out float MinScaleValue, out float MaxScaleValue);// 0x3f8795c void GetResolutionScaleInformation(out float CurrentScaleNormalized, out int CurrentScaleValue, out int MinScaleValue, out int MaxScaleValue);// 0x3f877c8 float GetRecommendedResolutionScale();// 0x3f87798 byte GetPreferredFullscreenMode();// 0x3f87770 int GetPostProcessingQuality();// 0x22e47bc int GetOverallScalabilityLevel();// 0x3f87748 IntPoint GetLastConfirmedScreenResolution();// 0x3f87700 byte GetLastConfirmedFullscreenMode();// 0x3f876d8 static GameUserSettings* GetGameUserSettings();// 0x3f876b0 byte GetFullscreenMode();// 0x3f87688 float GetFrameRateLimit();// 0x3f87660 int GetFoliageQuality();// 0x3f87638 IntPoint GetDesktopResolution();// 0x3f875f0 static IntPoint GetDefaultWindowPosition();// 0x3f875b0 static byte GetDefaultWindowMode();// 0x1e24afc float GetDefaultResolutionScale();// 0x3f87580 static IntPoint GetDefaultResolution();// 0x3f87540 int GetCurrentHDRDisplayNits();// 0x3f87518 int GetAudioQualityLevel();// 0x3f874fc int GetAntiAliasingQuality();// 0x3f874d4 void EnableHDRDisplayOutput(bool bEnable, int DisplayNits);// 0x3f8740c void ConfirmVideoMode();// 0x3f873f8 void ApplySettings(bool bCheckForCommandLineOverrides);// 0x3f87370 void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);// 0x3f872f0 void ApplyNonResolutionSettings();// 0x1cc7830 void ApplyHardwareBenchmarkResults();// 0x1c9c578 -------------------------------- Class: AssetManager.Object Object*[] ObjectReferenceList;//[Offset: 0x1bc , Size: 12] bool bIsGlobalAsyncScanEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c8 , Size: 1] bool bShouldGuessTypeAndName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c9 , Size: 1] bool bShouldUseSynchronousLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ca , Size: 1] bool bIsLoadingFromPakFiles;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cb , Size: 1] bool bShouldAcquireMissingChunksOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc , Size: 1] bool bOnlyCookProductionAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd , Size: 1] bool bIsBulkScanning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ce , Size: 1] bool bIsManagementDatabaseCurrent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cf , Size: 1] bool bUpdateManagementDatabaseAfterScan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0 , Size: 1] bool bIncludeOnlyOnDiskAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d1 , Size: 1] int NumberOfSpawnedNotifications;//[Offset: 0x1d4 , Size: 4] -------------------------------- Class: StatColorMapping FString StatName;//[Offset: 0x0 , Size: 12] StatColorMapEntry[] colorMap;//[Offset: 0xc , Size: 12] bool DisableBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18 , Size: 1] -------------------------------- Class: StatColorMapEntry float In;//[Offset: 0x0 , Size: 4] Color Out;//[Offset: 0x4 , Size: 4] -------------------------------- Class: GameNameRedirect FName OldGameName;//[Offset: 0x0 , Size: 8] FName NewGameName;//[Offset: 0x8 , Size: 8] -------------------------------- Class: ClassRedirect FName ObjectName;//[Offset: 0x0 , Size: 8] FName OldClassName;//[Offset: 0x8 , Size: 8] FName NewClassName;//[Offset: 0x10 , Size: 8] FName OldSubobjName;//[Offset: 0x18 , Size: 8] FName NewSubobjName;//[Offset: 0x20 , Size: 8] FName NewClassClass;//[Offset: 0x28 , Size: 8] FName NewClassPackage;//[Offset: 0x30 , Size: 8] bool InstanceOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38 , Size: 1] -------------------------------- Class: PluginRedirect FString OldPluginName;//[Offset: 0x0 , Size: 12] FString NewPluginName;//[Offset: 0xc , Size: 12] -------------------------------- Class: StructRedirect FName OldStructName;//[Offset: 0x0 , Size: 8] FName NewStructName;//[Offset: 0x8 , Size: 8] -------------------------------- Class: DirectoryPath FString Path;//[Offset: 0x0 , Size: 12] -------------------------------- Class: DropNoteInfo Vector Location;//[Offset: 0x0 , Size: 12] Rotator Rotation;//[Offset: 0xc , Size: 12] FString Comment;//[Offset: 0x18 , Size: 12] -------------------------------- Class: RigidBodyErrorCorrection float LinearDeltaThresholdSq;//[Offset: 0x0 , Size: 4] float LinearInterpAlpha;//[Offset: 0x4 , Size: 4] float LinearRecipFixTime;//[Offset: 0x8 , Size: 4] float AngularDeltaThreshold;//[Offset: 0xc , Size: 4] float AngularInterpAlpha;//[Offset: 0x10 , Size: 4] float AngularRecipFixTime;//[Offset: 0x14 , Size: 4] float BodySpeedThresholdSq;//[Offset: 0x18 , Size: 4] -------------------------------- Class: NetDriverDefinition FName DefName;//[Offset: 0x0 , Size: 8] FName DriverClassName;//[Offset: 0x8 , Size: 8] FName DriverClassNameFallback;//[Offset: 0x10 , Size: 8] -------------------------------- Class: GameFrontendHUD.FrontendHUD.Object delegate OnHandleWebviewActionDelegate;//[Offset: 0x15c , Size: 12] delegate OnHandleServerListDownload;//[Offset: 0x168 , Size: 12] FString CSVTableRelativeDir;//[Offset: 0x174 , Size: 12] GameStatusMap;//[Offset: 0x180 , Size: 60] LanguageMap;//[Offset: 0x1bc , Size: 60] bool EnableTickLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8 , Size: 1] GVoiceInterface* GVoice;//[Offset: 0x1fc , Size: 4] bool DisableGVoice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200 , Size: 1] BugReporter* BugReporter;//[Offset: 0x204 , Size: 4] int MaxUpdateRetryTimes;//[Offset: 0x208 , Size: 4] GDolphinUpdater* GDolphin;//[Offset: 0x214 , Size: 4] Translator* Translator;//[Offset: 0x218 , Size: 4] GCPufferDownloader* GPuffer;//[Offset: 0x21c , Size: 4] LaggingReporter* LaggingReporter;//[Offset: 0x220 , Size: 4] AsyncTaskDownloader* DownloadTask;//[Offset: 0x228 , Size: 4] bool bUseDolphinUpdateFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270 , Size: 1] bool bEnableUseDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271 , Size: 1] bool bEnableUseCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x272 , Size: 1] bool bUseDolphinUpdateAfterCDNFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x273 , Size: 1] bool bUseCDNUpdateAfterDolphinFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274 , Size: 1] bool bEnableEditorPufferDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275 , Size: 1] bool bIsWaitingUpdateStateData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x276 , Size: 1] bool IsUsingDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x277 , Size: 1] bool IsUsingCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278 , Size: 1] CDNUpdate* CDNUpdater;//[Offset: 0x280 , Size: 4] int ODPaksPoolSize;//[Offset: 0x284 , Size: 4] int ODPaksPoolSizeLowend;//[Offset: 0x288 , Size: 4] int ODPaksPoolSizeLowendThreshold;//[Offset: 0x28c , Size: 4] bool ODPaksEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290 , Size: 1] FName UnrealNetworkStatus;//[Offset: 0x2b8 , Size: 8] float UnrealNetworkConnectingTimer;//[Offset: 0x2d0 , Size: 4] float UnrealNetworkConnectingTime;//[Offset: 0x2e4 , Size: 4] bool bUseDynamicCreateLuaManager;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8 , Size: 1] FString[] PersistentLuaManager;//[Offset: 0x2ec , Size: 12] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x2fc , Size: 4] LuaEventBridge* LuaEventBridgeInstace;//[Offset: 0x300 , Size: 4] BattleWindowMgrLuaUtils* LuaBattleWindowMgr;//[Offset: 0x304 , Size: 4] LuaBlueprintMgr* LuaBlueprintSysMgr;//[Offset: 0x308 , Size: 4] FString ScriptBPRelativeDir;//[Offset: 0x310 , Size: 12] FString ScriptRelativeDir;//[Offset: 0x31c , Size: 12] FString InGameLuaDir;//[Offset: 0x328 , Size: 12] FString PreloadLuaFileRelativePath;//[Offset: 0x334 , Size: 12] FString[] LuaDirList;//[Offset: 0x340 , Size: 12] FString[] NoGCPackage;//[Offset: 0x34c , Size: 12] float LuaTickTime;//[Offset: 0x358 , Size: 4] bool bCallLuaTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c , Size: 1] bool bAutoLoginEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35d , Size: 1] int PingFirstReportIntervalSecond;//[Offset: 0x380 , Size: 4] int PingReportIntervalSecond;//[Offset: 0x384 , Size: 4] int vmInstrumentOptimization;//[Offset: 0x388 , Size: 4] TssManager* TssMgr;//[Offset: 0x38c , Size: 4] float PingReportInterval;//[Offset: 0x3a8 , Size: 4] uint32 ImageDownloadClearDayCount;//[Offset: 0x448 , Size: 4] delegate UIStackChangeDelegate;//[Offset: 0x44c , Size: 12] delegate UIStackRecoverDelegate;//[Offset: 0x458 , Size: 12] delegate GetUserSettingsDelegate;//[Offset: 0x468 , Size: 16] delegate SaveUserSettingsDelegate;//[Offset: 0x478 , Size: 16] delegate OnFRefreshAdaptationUIEvent;//[Offset: 0x488 , Size: 12] delegate OnFRefreshAdaptationExUIEvent;//[Offset: 0x494 , Size: 12] FString UserSettingsClassName;//[Offset: 0x4a0 , Size: 12] FString LanguageSettingsClassName;//[Offset: 0x4ac , Size: 12] FString ActiveSaveGameName;//[Offset: 0x4b8 , Size: 12] FString CachedSaveGameName;//[Offset: 0x4c4 , Size: 12] FString LanguageSaveGameName;//[Offset: 0x4d0 , Size: 12] class Object* UserSettingsClass;//[Offset: 0x4dc , Size: 4] SaveGame* UserSettings;//[Offset: 0x4e0 , Size: 4] CustomSettingSaveGame[] CustomSettingSaveGames;//[Offset: 0x4e4 , Size: 12] ImageDownloader* ImageDownloaderInGame;//[Offset: 0x574 , Size: 4] int FpsForWindowClient;//[Offset: 0x578 , Size: 4] UDPPingCollector* UDPPingCollector;//[Offset: 0x57c , Size: 4] bool UIElemLayoutJsonConfigSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580 , Size: 1] bool NationAllSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581 , Size: 1] bool NationBattleSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x582 , Size: 1] bool NationRankSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x583 , Size: 1] bool SelfieSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584 , Size: 1] bool ReportBugSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585 , Size: 1] bool FirstVoicePopupSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586 , Size: 1] bool GDPRForbidVoiceSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x587 , Size: 1] bool GDPRSettingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588 , Size: 1] int GDPRUserType;//[Offset: 0x58c , Size: 4] bool bShouldShowAdaptTipInLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x590 , Size: 1] float fLaggingFPSDiffThreshold;//[Offset: 0x594 , Size: 4] float fLaggingFPSDiffThresholdMin;//[Offset: 0x598 , Size: 4] float fLaggingFPSDiffThresholdMax;//[Offset: 0x59c , Size: 4] float fLaggingFrameTimeThreshold;//[Offset: 0x5a0 , Size: 4] float fLaggingFrameTimeThresholdMin;//[Offset: 0x5a4 , Size: 4] float fLaggingFrameTimeThresholdMax;//[Offset: 0x5a8 , Size: 4] float fFPSReportInterval;//[Offset: 0x5ac , Size: 4] bool bUnLoadNoGcPackage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bc , Size: 1] Package*[] NoGcPackages;//[Offset: 0x5c0 , Size: 12] bool bFlushAsyncLoadingBeforeGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cc , Size: 1] bool bEnablePandora;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cd , Size: 1] bool bEnableJMLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cf , Size: 1] bool bEnableH5Cache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x654 , Size: 1] ColorBlindnessMgr* ColorBlindnessMgrInstace;//[Offset: 0x658 , Size: 4] EffectSettingMgr* EffectSettingMgrInstace;//[Offset: 0x65c , Size: 4] NativeHUDTickContainer[] NativeHUDTickList;//[Offset: 0x660 , Size: 12] bool IsNativeHUDTickLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c , Size: 1] bool IsShutDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66d , Size: 1] int NativeHUDTickIndex;//[Offset: 0x670 , Size: 4] AsyncLoadHelper* AsyncLoadHelper;//[Offset: 0x674 , Size: 4] FString BattleUtilsClassName;//[Offset: 0x678 , Size: 12] BattleUtils* BattleUtils;//[Offset: 0x684 , Size: 4] void VNGPostPersonalInfo(FString OpenID, FString Name, FString passportId, FString email, FString phone, FString address);// 0x22df01c void UnRegisterUIShowHideEventDelegate(FString Source);// 0x22deec4 void TimeStatisticStop(int Type, FString Name);// 0x22ded24 void TimeStatisticStart(int Type);// 0x22decac void TickUdpCollector(float DeltaTime);// 0x22dec34 void StatisVisibilityWidget(Widget* Widget);// 0x1d3093c void StatisLoadedTexture(Texture* Texture);// 0x1d3093c bool StartGrayUpdate();// 0x22dec0c void StartDolphinUpdateAfterCDNUpdateFailed();// 0x22debf8 void StartCDNUpdateAfterDolphinUpdateFailed();// 0x22debe4 void ShutdownUnrealNetwork();// 0x1df1250 void SetShouldShowAdaptTipInLobby(bool bShoudShow);// 0x22deb64 void SetGameStatusMap( InGameStatusMap);// 0x22de9b8 bool SaveUserSettingsByDelegate(SaveGame* SaveGame, FString LayoutName);// 0x22de8b0 void RetryDownload();// 0x22de89c void RetryCDNDownload();// 0x22de888 void ResetUserSettings();// 0x22de874 void ReleaseBattleUtils();// 0x22de860 void RegisterUserSettingsDelegate_Int(FString PropertyName, delegate Delegate);// 0x22de698 void RegisterUserSettingsDelegate_Float(FString PropertyName, delegate Delegate);// 0x22de698 void RegisterUserSettingsDelegate_Enum(FString PropertyName, delegate Delegate);// 0x22de698 void RegisterUserSettingsDelegate_Bool(FString PropertyName, delegate Delegate);// 0x22de698 void RegisterUserSettingsDelegate(delegate Delegate);// 0x22de5f4 void RegisterUIShowHideEventDelegate(FString Source, delegate Delegate);// 0x22de42c void OnWebviewNotify(out const WebviewInfoWrapper webviewinfo);// 0x22de324 void OnWebviewActionNotify(FString URL);// 0x22de1cc void OnUAAssistantEvent(out const UAAssistantInfoWrapper UAAssistentInfo);// 0x22de0c0 void OnSDKCallbackEvent(out const SDKCallbackInfoWrapper sdkCallbackInfo);// 0x22ddfb4 void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x22ddee8 void OnRefreshAccountInfo(bool Result, int InChannel, FString InOpenId);// 0x22ddcf8 void OnQuickLoginNotify(out const WakeupInfoWrapper wakeupinfo);// 0x22ddbec void OnPlatformFriendNotify(out const PlatformFriendInfoMap PlatformFriendInfoMap);// 0x22ddadc void OnNotUpdateFinished();// 0x22ddac8 void OnLoginFlowNotify(int _Flow, int _Param, FString ExtraData);// 0x22dd8e0 void OnHttpImgResponse(Texture2D* Texture, ImageDownloader* downloader);// 0x22dd824 void OnGroupNotify(out const GroupInfoWrapper groupInfo);// 0x22dd764 void OnGetShortUrlNotify(int Ret, FString ShortUrl);// 0x22dd5c4 void OnGetCountryNoNotify(int country);// 0x22dd54c void OnGenQRImgNotify(int Ret, int Size, FString imgPath);// 0x22dd408 void OnGCloudNetStateChangeNotify(int State, int EventParam1, int EventParam2, int EventParam3);// 0x22dd2c0 void OnGameMasterEvent(FString EventName, int Ret);// 0x22dd124 void OnCheckUpdateStateFinished(out const DownloaderInfo Info);// 0x22dd01c void MakeToSuppotAdaptation(PanelSlot* PanelSlot);// 0x22dcfa4 void LuaDoString(FString LuaString);// 0x22dcee0 bool IsWindowOB();// 0x1d999ec bool IsInstallPlatform(FString Platform);// 0x22dcd80 bool IsCEHideLobbyUI();// 0x22dcd58 bool HasAnyNetMsgToHandle();// 0x22dcd30 SaveGame* GetUserSettingsByDelegate(FString LayoutName);// 0x22dcc6c SaveGame* GetUserSettings();// 0x1ccbd90 GDolphinUpdater* GetUpdater();// 0x22dcc50 Translator* GetTranslator();// 0x22dcc34 bool GetShouldShowAdaptTipInLobby();// 0x22dcc0c GCPufferDownloader* GetPufferDownloader();// 0x22dcbf0 FString GetPingReportInfo();// 0x22dcb30 FString GetPacketLossReportInfo();// 0x22dca70 LuaStateWrapper* GetLuaStateWrapper();// 0x22dca48 LuaEventBridge* GetLuaEventBridge();// 0x22dca20 LuaBlueprintMgr* GetLuaBlueprintSysMgr();// 0x22dc9f8 GVoiceInterface* GetGVoiceInterface();// 0x1ccbdc0 GameStateBase* GetGameState();// 0x22dc9d0 FString GetFPSReportInfo();// 0x22dc910 EffectSettingMgr* GetEffectSettingMgr();// 0x22dc8e0 int GetDetailNetInfoFromGCloud();// 0x1cb1cf8 SaveGame* GetCustomSetting(FString InSlotName);// 0x22dc81c ColorBlindnessMgr* GetColorBlindnessMgr();// 0x22dc7ec Object* GetClientNetObj();// 0x22dc7c4 BugReporter* GetBugReporter();// 0x22dc79c BattleUtils* GetBattleUtils();// 0x22dc774 FString GetBattleIDHexStr();// 0x22dc6b4 AsyncLoadHelper* GetAsyncLoadHelper();// 0x22dc68c void FinishModifyUserSettings();// 0x22dc678 void EnableFPSAndMemoryLog(bool bEnable);// 0x22dc5f8 void DispatchLongTimeNoOperation(out const int TimeOutCounter);// 0x22dc570 void DispatchConfirmMisKill(FString KillerName);// 0x22dc4b4 void CreateBattleUtils();// 0x22dc4a0 void ClearUIElemSettings();// 0x22dc48c void CheckLocalizationLanguage();// 0x22dc478 void CallGlobalScriptFunction(FString InFunctionName);// 0x22dc3b4 void BeginModifyUserSettings();// 0x22dc3a0 void BattleUtilsGameEnd();// 0x22dc38c void AfterLoadedEditorLogin();// 0x22dc378 void AddCustomSetting(FString InSlotName, SaveGame* InSaveGame);// 0x22dc278 void AddAdaptationWidgetDelegateEx(PanelSlot* PanelSlot);// 0x22dc200 void AddAdaptationWidgetDelegate(PanelSlot* PanelSlot);// 0x22dc188 -------------------------------- Class: GVoiceInterface.Object int lbsRoomMemberID;//[Offset: 0x54 , Size: 4] delegate CheckTempLbsRoomOnJoinRoom;//[Offset: 0x90 , Size: 16] delegate CheckTempLbsRoomOnQuitRoom;//[Offset: 0xa0 , Size: 16] FString ServerInfo;//[Offset: 0xb0 , Size: 12] uint32 openGvoiceLog;//[Offset: 0xbc , Size: 4] uint32 MicVolumeMUFactor;//[Offset: 0xc0 , Size: 4] uint32 SpeekerVolumeMUFactor;//[Offset: 0xc4 , Size: 4] GameFrontendHUD* GameFrontendHUD;//[Offset: 0xd4 , Size: 4] void UploadRecordFile();// 0x22ed234 void TestMic();// 0x22ed220 bool TeamSpeakerEnable();// 0x22ed204 bool TeamMicphoneEnable();// 0x22ed1e8 void SwitchMode(enum CharMode);// 0x22ed170 void SwitchMicphoneWhenCorpsMode();// 0x22ed15c void SwitchCampRoom(enum campMode);// 0x22ed0e4 void StopRecord();// 0x22ed0d0 void StopPlayRecordFile();// 0x22ed0bc void StopInterphone();// 0x22ed0a8 void StopCampMode();// 0x22ed094 void StartRecord();// 0x22ed080 void StartInterphone();// 0x22ed06c void StartCampMode(FString ZombieCampRoomName, FString ManCampRoomName, FString userId);// 0x22ecea8 void SpeechToText();// 0x22ece94 void ShowOpenSpeakerAtFirstMsg();// 0x22ece80 void ShowCorpsModeCannotUseLBSVoice();// 0x22ece6c void SetVoiceMode(int Type);// 0x22ecdf4 void SetSpeakerVolum(float Value);// 0x22ecd7c void SetSpeakerStatus(bool Flag);// 0x22eccfc void SetPlayerVolume(FString InPlayerid, int InVol);// 0x22ecb60 void SetMicphoneVolum(float Value);// 0x22ecae8 void SetMicphoneStatus(bool Flag);// 0x22eca68 void SetLbsVoiceRadius(float Radius);// 0x22ec9f4 void SetLbsRoomEnableStatus(bool Flag);// 0x22ec974 void SetGameFrontendHUD(GameFrontendHUD* InHUD);// 0x22ec8fc void SetCurrentDownloadFieldID(FString filedId);// 0x22ec7a0 void SetAllVoiceStatus(bool Flag);// 0x22ec720 void ResetWhenLogOut();// 0x22ec70c void ReactiveLbsStatus();// 0x22ec6f8 void QuitTempLbsRoom(FString roomStr);// 0x22ec5a0 void QuitRoom();// 0x22ec58c void PlayRecordFile();// 0x22ec578 void OpenTeamSpeakerOnly(bool ShowTips);// 0x22ec4f8 int OpenTeamMicphoneOnly(bool ShowTips);// 0x22ec470 int OpenTeamInterphone();// 0x22ec448 void OpenSpeakerByTempLbs(bool Open);// 0x22ec3c8 int OpenSpeaker();// 0x22ec3a0 void OpenMicByTempLbs(bool Open);// 0x22ec320 void OpenMicAndSpeakerAfterJoinLbsRoom();// 0x22ec30c int OpenMic();// 0x22ec2e4 void OpenIngameSpeaker();// 0x22ec2d0 int OpenIngameMicphone();// 0x22ec2a8 void OpenAllSpeaker(bool ShowTips);// 0x22ec228 int OpenAllMicphone(bool ShowTips);// 0x22ec1a0 int OpenAllInterphone();// 0x22ec178 void OnRoomTypeChanged(FString itemtext);// 0x1d7f898 bool LbsSpeakerEnable();// 0x22ec15c bool LbsMicphoneEnable();// 0x22ec140 void JoinTempLbsRoom(FString room, FString userId);// 0x22ebed0 void JoinRoom(FString room, FString userId);// 0x22ebc60 void JoinLbsRoom(FString lbsRoom, FString userId);// 0x22eb9f0 bool IsTeamInterphoneOpenned();// 0x22eb9d4 bool IsLbsInterphoneOpenned();// 0x22eb9b8 bool IsInterphoneMode();// 0x22eb97c void InitGVoiceComponent(FString userId);// 0x22eb824 bool HaveTeamRoom();// 0x22eb7fc bool HaveLbsRoom();// 0x22eb7d4 float GetVoiceLength();// 0x22eb7ac int GetPlayerVolume(FString InPlayerid);// 0x22eb64c void GetAuthKey();// 0x22eb638 void ForbidTeammateVoiceById(int memberID, bool IsEnable);// 0x22eb574 void EnbleMicAndSpeakerByRoomName(FString roomName, bool Enable);// 0x22eb3cc void DownloadRecordFile();// 0x22eb3b8 void CommonTestMic();// 0x22eb3a4 void CloseSpeaker();// 0x22eb390 void CloseMic();// 0x22eb37c void CloseIngameSpeaker();// 0x22eb368 void CloseIngameMicphone();// 0x22eb354 void CloseAllSpeaker(bool ShowTips);// 0x22eb2d4 void CloseAllMicphone(bool ShowTips);// 0x22eb254 void CheckAndEnableRoomSpeaker();// 0x22eb240 void ChatShowAgeRestrictionMsgInLobby();// 0x22eb22c void ChatShowAgeRestrictionMsgInFighting();// 0x22eb218 void ChatShowAgeRestrictionMsgInChat();// 0x22eb204 void ChatRequestPrivacyInSetting();// 0x22eb1f0 void ChatRequestPrivacyInGame();// 0x22eb1dc -------------------------------- Class: BugReporter.Object void SendScreenShot(FString errorReason, FString errorDescription, FString ImagePath, float X, float Y, float Z);// 0x22d0844 void SendLog(FString errorReason, FString errorDescription, float X, float Y, float Z, bool pullAll, bool zipLogUpload);// 0x22d0460 void ReadZipLog(FString Filename);// 0x22d0308 byte[] CompressLog(bool pullAllLog);// 0x22d01f8 -------------------------------- Class: GDolphinUpdater.Object pakHashList;//[Offset: 0x50 , Size: 60] bool Disable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1] bool AllowIOSBGDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114 , Size: 1] bool AllowIOSBGDownloadPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115 , Size: 1] bool DisableJPKRBGDownloadNightPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x116 , Size: 1] int DisableJPKRBGDownloadNightPushAfterHour;//[Offset: 0x118 , Size: 4] int DisableJPKRBGDownloadNightPushBeforeHour;//[Offset: 0x11c , Size: 4] int IOSBGDownloadPushDelaySeconds;//[Offset: 0x120 , Size: 4] bool EnableRandomBackupURL;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124 , Size: 1] bool EnablePufferUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x125 , Size: 1] FString UpdateInfoPath;//[Offset: 0x138 , Size: 12] bool OpenDebugLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144 , Size: 1] void StartAppUpdate();// 0x22e4a6c void SetEnableCDNGetVersion(bool Enable);// 0x22e49ec void OnDolphinBGDownloadDone();// 0x22e49d8 bool IsUpdating();// 0x22e49b0 bool IsGrayUpdate();// 0x22e4988 bool IsExamine();// 0x1d999ec void Install();// 0x22e4974 int GetTotalValue();// 0x22e494c int GetCurValue();// 0x22e4924 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x22e47e4 float GetCurPercent();// 0x22e47bc uint32 GetChannelIDWithHUD(GameFrontendHUD* InGameFrontendHUD);// 0x22e473c uint32 GetChannelID();// 0x22e4714 void FinishUpdate();// 0x22e4700 void FinishPufferUpdate();// 0x22e46ec void EnableIOSBGDownload4G(bool bEnableCellularAccess);// 0x1d05764 bool EnableCDNGetVersion();// 0x22e46c4 void ContinueUpdate();// 0x22e46b0 void CancelUpdate();// 0x22e469c void CancelAppUpdate();// 0x22e4688 -------------------------------- Class: Translator.Object FString SubscriptionKey;//[Offset: 0x1c , Size: 12] FString StoredAccessToken;//[Offset: 0x28 , Size: 12] delegate OnGetAccessTokenDelegate;//[Offset: 0x38 , Size: 16] delegate OnDetectDelegate;//[Offset: 0x48 , Size: 16] delegate OnTranslateDelegate;//[Offset: 0x58 , Size: 16] GameFrontendHUD* GameFrontendHUD;//[Offset: 0xb8 , Size: 4] void TranslateV2(int Channel, int ID, FString Text);// 0x22f28f4 void Translate(FString URL, FString Verb, const Headers, FString Content);// 0x22f25b4 void PostMsg(FString URL, FString Content);// 0x22f2474 void OnTranslateV2(bool Success, FString Data);// 0x22f2368 void OnTranslate__DelegateSignature(bool IsSuccess, FString LanguageFrom, FString Translation);// 0x2859eb0 void OnTranslate(bool Success, FString Data);// 0x22f225c void OnGetAccessTokenV2(bool Success, FString Data);// 0x22f2150 void OnGetAccessToken__DelegateSignature(bool IsSuccess, FString Token);// 0x2859eb0 void OnGetAccessToken(bool Success, FString Data);// 0x22f2044 void OnDetectV2(bool Success, FString Data);// 0x22f1f38 void OnDetect__DelegateSignature(bool IsSuccess, FString from, FString to);// 0x2859eb0 void OnDetect(bool Success, FString Data);// 0x22f1e2c bool HasTranslating();// 0x22f1e04 void GetAccessToken(bool bForceGet, FString URL, FString Verb, const Headers, FString Content);// 0x22f1a70 void Detect(FString URL, FString Verb, const Headers, FString Content);// 0x22f1730 -------------------------------- Class: GCPufferDownloader.Object bool Disable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c , Size: 1] FString DownloadDir;//[Offset: 0x2d0 , Size: 12] FString PufferTmpDir;//[Offset: 0x2dc , Size: 12] uint32 CleanFlagVer;//[Offset: 0x2e8 , Size: 4] FString[] CleanFileNamePattern;//[Offset: 0x2ec , Size: 12] bool PreFetchPakEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8 , Size: 1] bool PreFetchFileClearEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9 , Size: 1] bool PreFetchConvertEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fa , Size: 1] FString[] PreFetchPakNames;//[Offset: 0x2fc , Size: 12] uint32 PreFetchReserveredDiskSpace;//[Offset: 0x308 , Size: 4] bool PreFetchODPak_Enable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30c , Size: 1] int PreFetchODPaks_MaxNum;//[Offset: 0x310 , Size: 4] int PreFetchODPaks_BatchSize;//[Offset: 0x314 , Size: 4] int PreFetchODPaks_FetchedNum;//[Offset: 0x318 , Size: 4] int PreFetchODPaks_FetchedIndex;//[Offset: 0x31c , Size: 4] FString[] PreFetchODPaks_Filenames;//[Offset: 0x320 , Size: 12] bool AllowIOSBGDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c , Size: 1] bool AllowIOSBGDownloadPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d , Size: 1] bool DisableJPKRBGDownloadNightPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32e , Size: 1] int DisableJPKRBGDownloadNightPushAfterHour;//[Offset: 0x330 , Size: 4] int DisableJPKRBGDownloadNightPushBeforeHour;//[Offset: 0x334 , Size: 4] int IOSBGDownloadPushDelaySeconds;//[Offset: 0x338 , Size: 4] bool DisableBGDownloadNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c , Size: 1] float PreFetchODPaks_StartTime;//[Offset: 0x340 , Size: 4] FString PreFetchODPaks_ConfigName;//[Offset: 0x344 , Size: 12] bool StopTask(uint64 TaskID);// 0x22e9f5c int StopMergeBinDiffPak(int outterTaskID);// 0x22e9edc bool StopCheckDownloadFileFraming(int outterTaskID);// 0x22e9e5c void StopBGDownloadNotification();// 0x22e9e48 bool StopAllTask();// 0x22e9e20 void StartDownloadItem(uint32 ItemID, uint32 Priority, delegate downloadDelegate);// 0x22e9cf4 void StartBGDownloadNotification(uint32 InDownloadedSize);// 0x22e9c7c void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x22e9a70 void SetTempProductIdBase(int ProductIdRaw);// 0x22e99f8 void SetTempProductId(FString ProductIdRaw);// 0x22e98a0 void SetPrefetchConfig(bool pakEnable, bool fileClearEnable, bool convertEnable, int reserveredDiskSpace, FString FileList, int InPreFetchODPaksMaxNum, int InPreFetchODPaksBatchSize);// 0x22e957c void SetIOSBGDownloadAttribute(bool bEnableCellularAccess, bool bEnableResumeData, int nMinFileSize, int nMaxTasks);// 0x22e941c bool SetImmDLMaxSpeed(uint64 MaxSpeed);// 0x22e9398 static int ReturnSplitMiniPakFilelist_LuaState();// 0x22e7294 static int ReturnLocalFiles_LuaState();// 0x22e7294 uint64 RequestFile(FString FilePath, bool ForceUpdate);// 0x22e91e8 bool RemountPakFiles();// 0x22e91c0 FString ReadFile(FString Filename);// 0x22e8fe0 bool PreFetchPakFiles();// 0x22e8fb8 int PreFetchODPakFilesUpdate();// 0x22e8f90 bool PreFetchODPakFilesPreProcess(bool Start);// 0x22e8f08 bool PreFetchODPakFilesPostProcess(int ErrorCode);// 0x22e8e88 bool PreFetchODPakFiles(bool Start);// 0x22e8e00 void OnItemDownloadedInFighting(FString PakName, uint32 ErrorCode);// 0x22e8c64 void OnHashGenerateFinished(int outterTaskID, FString hashCode);// 0x22e8ac4 int MoveFileTo(FString Filename, FString from, FString to);// 0x22e8734 int MoveFile(FString from, FString to);// 0x22e84bc int MergeBinDiffPak(int outterTaskID, FString PakFilenameOld, FString PakFilenameDiff, FString PakFilenameNew, bool fast);// 0x22e8094 bool IsODPaks(FString FilePath);// 0x22e7f34 bool IsODFileExists(FString Path);// 0x22e7e70 bool IsInitSuccess();// 0x22e7e48 bool IsFileReady(FString FilePath);// 0x22e7ce8 bool IsFileExist(FString Filename, FString extension);// 0x22e7a70 bool InitializeODPaks();// 0x22e7a48 FString GetTempWorkPath();// 0x22e7988 void GetProductIDBase(out int[] ProductIDs);// 0x22e78bc void GetProductID(out int[] ProductIDs);// 0x22e77f0 int GetODPakNum();// 0x22e77c8 FString GetODPakName(FString Path);// 0x22e7684 uint32 GetInitErrcode();// 0x22e765c uint32 GetFileSizeCompressed(FString FilePath);// 0x22e74fc float GetFileSize(FString Filename);// 0x22e7398 FString GetDownloadPath();// 0x22e72d8 float GetCurrentSpeed();// 0x22e72b0 int GetBatchODPaksDownloadList_LuaState();// 0x22e7294 void EnableUseOldInterface(bool Enable);// 0x22e7214 bool DeleteFileEvenIfUnfinished(FString FilePath);// 0x22e70b4 static bool DeleteFile(FString fullPath);// 0x22e6f5c bool ConvertPreFetchFiles();// 0x22e6f34 FString ConvertItemIdToPakName(uint32 ItemID);// 0x22e6e2c bool ClearUselessODPaks();// 0x22e6e04 bool ClearPreFetchODPaksFiles();// 0x22e6ddc bool ClearPreFetchFiles();// 0x22e6db4 bool CheckDownloadFileFraming(int outterTaskID, FString Filename, int chunkSize);// 0x22e6bc8 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x22e6958 -------------------------------- Class: LaggingReporter.Object GameFrontendHUD* GameFrontendHUD;//[Offset: 0x3c , Size: 4] -------------------------------- Class: AsyncTaskDownloader.BlueprintAsyncActionBase.Object delegate onRequestHandler;//[Offset: 0x3c , Size: 12] static AsyncTaskDownloader* DownloadContent(const FString URL, int loaderType, const FString savedDir, bool breakpointContinualTransfer);// 0x22cc398 -------------------------------- Class: BlueprintAsyncActionBase.Object void Activate();// 0x1dbf5b4 -------------------------------- Class: CDNUpdate.Object GameFrontendHUD* GameFrontendHUD;//[Offset: 0x90 , Size: 4] void StartUpdateApp();// 0x22d90e0 void StartAppUpdate(bool StartGrayUpdate);// 0x22d9060 void OnRequestProgress(out const CDNDownloaderInfo Info);// 0x22d8f94 void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x22d8ec8 bool IsUpdating();// 0x22d8ea0 bool IsGrayUpdate();// 0x22d8e78 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x22d8d38 void FinishUpdate();// 0x22d8d24 void ContinueUpdate();// 0x22d8d10 void CancelUpdate();// 0x22d8cfc -------------------------------- Class: CDNDownloaderInfo enum State;//[Offset: 0x0 , Size: 1] FString FileSavePath;//[Offset: 0x4 , Size: 12] bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] int BytesSent;//[Offset: 0x14 , Size: 4] int BytesReceived;//[Offset: 0x18 , Size: 4] int ContentType;//[Offset: 0x1c , Size: 4] int ResponseCode;//[Offset: 0x20 , Size: 4] -------------------------------- Class: LuaEventBridge.Object LuaStateWrapper* LuaStateWrapper;//[Offset: 0x1c , Size: 8] RegisterEventMap;//[Offset: 0x28 , Size: 60] LuaRegisterEventMap;//[Offset: 0x64 , Size: 60] FilterKeyRegisterMap;//[Offset: 0xa0 , Size: 60] LuaTemBPData*[] CurrentParamArray;//[Offset: 0xdc , Size: 12] Property*[] Params;//[Offset: 0xe8 , Size: 12] void SyncLuaRegisterEventNum(FString EventType, FString EventId, int Number);// 0x20a9d68 LuaTemBPData*[] GetCurrentParam();// 0x20a9d00 void DeactivateEventsByFilterKey(out const uint32 FilterKey);// 0x20a9c78 void ActiveEventByFilterKey(out const uint32 FilterKey, FString EventType, FString EventId);// 0x20a9ae0 -------------------------------- Class: EventTypeContainer EventIDContainer;//[Offset: 0x0 , Size: 60] -------------------------------- Class: EventIDContainer EventValueContainer[] EventValueContainer;//[Offset: 0x0 , Size: 12] -------------------------------- Class: EventValueContainer Object* ObjContext;//[Offset: 0x0 , Size: 8] FString FunctionName;//[Offset: 0x8 , Size: 12] FString EventType;//[Offset: 0x14 , Size: 12] FString EventId;//[Offset: 0x20 , Size: 12] -------------------------------- Class: LuaEventTypeContainer EventIDContainer;//[Offset: 0x0 , Size: 60] -------------------------------- Class: LuaEventTypeToIDSet EventTypeToIDSet;//[Offset: 0x0 , Size: 60] -------------------------------- Class: LuaEventTypeIDSet EventIDSet;//[Offset: 0x0 , Size: 60] -------------------------------- Class: LuaTemBPData.Object -------------------------------- Class: BattleWindowMgrLuaUtils.Object LuaStateWrapper* LuaStateWrapper;//[Offset: 0x1c , Size: 8] FString LuaManagerName;//[Offset: 0x24 , Size: 12] FString ShowUI;//[Offset: 0x30 , Size: 12] FString HideUI;//[Offset: 0x3c , Size: 12] FString CheckWindowOpen;//[Offset: 0x48 , Size: 12] -------------------------------- Class: LuaBlueprintMgr.Object SystemMap;//[Offset: 0x1c , Size: 60] LuaBluepirntSys* GetSystemByName(const FString SystemName);// 0x22f82b4 void AddSystem(const FString SystemName, const FString BPPath);// 0x22f8044 -------------------------------- Class: LuaBluepirntSys.Object FString LuaFilePath;//[Offset: 0x20 , Size: 12] void Init();// 0x2859eb0 -------------------------------- Class: TssManager.Object FString TssHostInfo;//[Offset: 0x1c , Size: 12] FString TssBuildInIpInfo;//[Offset: 0x28 , Size: 12] static int SendSkdData_LuaState();// 0x22e7294 static int SendEigeninfoData_LuaState();// 0x22e7294 static int OnRecvData_LuaState();// 0x22e7294 static int GetUserTag4Lua_LuaState();// 0x22e7294 static int GetDeviceFeature_LuaState();// 0x22e7294 static int EigenArrayObfuscationVerify_LuaState();// 0x22e7294 -------------------------------- Class: CustomSettingSaveGame FString LayoutSlotName;//[Offset: 0x0 , Size: 12] SaveGame* SaveGame;//[Offset: 0xc , Size: 4] -------------------------------- Class: ImageDownloader.Object delegate OnSuccess;//[Offset: 0x1c , Size: 12] delegate OnFail;//[Offset: 0x28 , Size: 12] FString FileURL;//[Offset: 0x34 , Size: 12] FString FileSavePath;//[Offset: 0x40 , Size: 12] FString UrlHash;//[Offset: 0x4c , Size: 12] bool InvalidImageFormat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58 , Size: 1] bool SaveDiskFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59 , Size: 1] bool ForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a , Size: 1] void Start(FString URL);// 0x22f316c static ImageDownloader* MakeDownloaderInGame();// 0x22f3144 static ImageDownloader* MakeDownloader();// 0x22f311c Texture2D* GetTextureFromUrlWithoutDownload(FString URL);// 0x22f2fbc -------------------------------- Class: UDPPingCollector.Object mUDPPingInfoMap;//[Offset: 0x44 , Size: 60] delegate UDPPingShadowResultToLuaDelegate;//[Offset: 0x90 , Size: 12] void TickUDPPing(float DeltaTime);// 0x2335714 void setUDPPingServerAddress(FString ServerIP, FString ServerPort, int ZoneID, int WaterMarkType);// 0x2335418 void PingServer(FString address, float Timeout, int WaterMarkType);// 0x2335238 void OnPingServerResultDelegate__DelegateSignature(FString address, bool IsSuccess, float Time);// 0x2859eb0 bool IsChooingZoneAccess();// 0x2335210 bool isAllZoneHasPingValue();// 0x23351e8 void Init(float MinPingintervalTime, float pingintervalTime, float pingTimeoutSecond, float normalDelayMilliSecond, float maxAutoChooseZoneDelayMilliSecond);// 0x2335058 float GetZoneServerDelay(FString ServerAddress);// 0x2334ef4 int GetMinDealyAddress();// 0x2334ecc void ChoosingZone(int ZoneID, FString AddrIP);// 0x2334d2c -------------------------------- Class: PingServerInfo -------------------------------- Class: Package.Object -------------------------------- Class: ColorBlindnessMgr.Object CBColorMap;//[Offset: 0x1c , Size: 60] CBParticleColorMap;//[Offset: 0x58 , Size: 60] HandleCBColorImageContaner;//[Offset: 0x94 , Size: 60] HandleCBColorMeshContaner;//[Offset: 0xd0 , Size: 60] HandleCBColorParticleContaner;//[Offset: 0x10c , Size: 60] void Reset();// 0x1d10c5c void RemoveParticleSystem(ParticleSystemComponent* ParticleSystem);// 0x1d10be4 void RemoveMeshComponent(MeshComponent* Mesh);// 0x1d10b6c void RemoveImage(Image* Image);// 0x1d10af4 void HandleUserSettingChange();// 0x1d10ae0 LinearColor GetColorByType(int Type);// 0x1d10a54 void Clear();// 0x1d10a40 void AddParticleSystem(ParticleSystemComponent* ParticleSystem, int Type);// 0x1d10984 void AddMeshComponent(MeshComponent* Mesh, int Type);// 0x1d108c8 void AddImage(Image* Image, LinearColor Color, int Type);// 0x1d107bc void AddColorByType(FString Type, LinearColor Color);// 0x1d10618 -------------------------------- Class: ParticleSysColor colorMap;//[Offset: 0x0 , Size: 60] -------------------------------- Class: ImageOriginal LinearColor OriginalColir;//[Offset: 0x8 , Size: 16] int Type;//[Offset: 0x18 , Size: 4] -------------------------------- Class: HandleMesh int Type;//[Offset: 0x8 , Size: 4] -------------------------------- Class: HandleParticleSystem int Type;//[Offset: 0x8 , Size: 4] -------------------------------- Class: EffectSettingMgr.Object FString SingleLayerColorTable;//[Offset: 0x1c , Size: 12] FString MultiLayerColorTable;//[Offset: 0x28 , Size: 12] void UpdateSingleLayerColor(LinearColor Color);// 0x1d35778 void UpdateMultiLayerColcor(FString Key, LinearColor Color);// 0x1d355d4 void SetParticleSystemColorSingleLayer(ParticleSystemComponent* ParticleSystem);// 0x1d3555c void SetParticleSystemColorMultiLayer(ParticleSystemComponent* ParticleSystem);// 0x1d354e4 -------------------------------- Class: NativeHUDTickContainer int WidgetIndex;//[Offset: 0x0 , Size: 4] UAEUserWidget* pWidget;//[Offset: 0x4 , Size: 8] -------------------------------- Class: AsyncLoadHelper.Object PreloadObjectMap;//[Offset: 0x1c , Size: 60] void SetMaxTaskNum(int Num);// 0x22cb4e0 void RunNextTask();// 0x22cb4cc void OnLoadCallBack(SoftObjectPath softObjPath);// 0x22cb360 void ClearOneTask(FString ObjectPath);// 0x22cb208 void ClearAllTask();// 0x22cb1f4 void AddTask(FString ObjectPath, int LoadPriority);// 0x22cb058 -------------------------------- Class: BattleUtils.Object GameFrontendHUD* OwningFrontendHUD;//[Offset: 0x20 , Size: 4] UAEGameMode* BattleGameMode;//[Offset: 0x38 , Size: 4] BattlePlayer*[] BattlePlayerList;//[Offset: 0x3c , Size: 12] BattleGameInfo CachedBattleGameInfo;//[Offset: 0x48 , Size: 48] GameModeAIPlayerParams CachedAIPlayerParams;//[Offset: 0x78 , Size: 696] FString LuaFilePath;//[Offset: 0x330 , Size: 12] uint32 SyncNewBattlePlayer(uint64 UId, out const PlayerInfoData Info);// 0x22cee58 void SyncGameInfo(out const BattleGameInfo Info);// 0x22ced4c void SyncGameExit();// 0x22ced38 void SyncBattlePlayerExit(uint64 UId, FName PlayerType, FString Reason);// 0x22ceb3c GameModePlayerParams RetrievePlayerParams(PlayerID PlayerID);// 0x22cea64 GameModeAIPlayerParams RetrieveAIPlayerParams(PlayerID PlayerID);// 0x22ce984 void ResponPlayerWeaponDIYData(uint64 PlayerUID, WeaponDIYData InWeaponDIYData);// 0x22ce858 void RequestSomePlayersBattleData(uint64[] PlayerUIDList, byte DataType);// 0x22ce6bc void RequestPlayerWeaponDIYData(uint64 PlayerUID, int WeaponSkinID, int PlanID);// 0x22ce5b4 void RequestOnePlayersBattleData(uint64 PlayerUID, byte DataType);// 0x22ce4ec void RequestAllPlayersBattleData(byte DataType);// 0x22ce474 void OnPostLoadMapWithWorld(World* World);// 0x22ce3fc BattlePlayer* NewBattlePlayer();// 0x22ce3d4 BattleAIPlayer* NewBattleAIPlayer();// 0x22ce3ac void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x22ce31c UAEGameMode* GetBattleGameMode();// 0x22ce2f4 void GenerateAIPlayerParams(out const PlayerInfoData Info);// 0x22ce1dc BattlePlayer* FindPlayerByUID(uint64 UId, FName PlayerType);// 0x22ce110 BattlePlayer* FindPlayerByPlayerName(FString PlayerName, FName PlayerType);// 0x22cdf68 BattlePlayer* FindPlayerByPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x22cdea4 -------------------------------- Class: BattlePlayer.Object uint64 UId;//[Offset: 0x20 , Size: 8] PlayerInfoData PlayerInfoData;//[Offset: 0x28 , Size: 152] PlayerAvatarData PlayerAvatarData;//[Offset: 0xc0 , Size: 16] WeaponDIYData;//[Offset: 0xd0 , Size: 60] BattleUtils* OwningBattleUtils;//[Offset: 0x10c , Size: 4] GameModePlayerParams ExtractGameModePlayerParams();// 0x22cd720 -------------------------------- Class: PlayerInfoData.ResponResult FString PlayerType;//[Offset: 0x4 , Size: 12] FString PlayerName;//[Offset: 0x10 , Size: 12] uint32 PlayerKey;//[Offset: 0x1c , Size: 4] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] byte PlayerGender;//[Offset: 0x21 , Size: 1] int TeamID;//[Offset: 0x24 , Size: 4] int64 CampID;//[Offset: 0x28 , Size: 8] int PlayerBornPointID;//[Offset: 0x30 , Size: 4] GameModePlayerItem[] ItemList;//[Offset: 0x34 , Size: 12] GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0x40 , Size: 12] GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0x4c , Size: 12] GameModePlayerRolewearInfo[] AllWear;//[Offset: 0x58 , Size: 12] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x64 , Size: 40] int planeAvatarId;//[Offset: 0x8c , Size: 4] int RolewearIndex;//[Offset: 0x90 , Size: 4] -------------------------------- Class: PlayerAvatarData.ResponResult AvatarBackpack[] AvatarBackpackData;//[Offset: 0x4 , Size: 12] -------------------------------- Class: AvatarBackpack int[] WeaponAvatarList;//[Offset: 0x0 , Size: 12] int[] VehicleAvatarList;//[Offset: 0xc , Size: 12] -------------------------------- Class: BattleGameInfo uint64 GameID;//[Offset: 0x0 , Size: 8] FString GameModeID;//[Offset: 0x8 , Size: 12] int GameMapID;//[Offset: 0x14 , Size: 4] int WeatherID;//[Offset: 0x18 , Size: 4] FString WeatherName;//[Offset: 0x1c , Size: 12] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28 , Size: 1] bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29 , Size: 1] -------------------------------- Class: GameModeAIPlayerParams.GameModePlayerParams int8 AIType;//[Offset: 0x2b0 , Size: 1] -------------------------------- Class: PlayerID FName PlayerType;//[Offset: 0x0 , Size: 8] uint32 PlayerKey;//[Offset: 0x8 , Size: 4] -------------------------------- Class: BattleAIPlayer.BattlePlayer.Object GameModeAIPlayerParams ExtractGameModeAIPlayerParams();// 0x22cdbdc -------------------------------- Class: WebviewInfoWrapper int ErrorCode;//[Offset: 0x0 , Size: 4] FString Reason;//[Offset: 0x4 , Size: 12] int extend;//[Offset: 0x10 , Size: 4] int Extend2;//[Offset: 0x14 , Size: 4] FString MsgData;//[Offset: 0x18 , Size: 12] -------------------------------- Class: UAAssistantInfoWrapper enum UAType;//[Offset: 0x0 , Size: 1] int Result;//[Offset: 0x4 , Size: 4] FString ExtraJson;//[Offset: 0x8 , Size: 12] FString RetsultMsg;//[Offset: 0x14 , Size: 12] -------------------------------- Class: SDKCallbackInfoWrapper enum CallbackType;//[Offset: 0x0 , Size: 1] FString CallbackParameter;//[Offset: 0x4 , Size: 12] FString ExtraJson;//[Offset: 0x10 , Size: 12] -------------------------------- Class: WakeupInfoWrapper -------------------------------- Class: PlatformFriendInfoMap int page;//[Offset: 0x0 , Size: 4] friendsInfo;//[Offset: 0x4 , Size: 60] -------------------------------- Class: GroupInfoWrapper int SnsAction;//[Offset: 0x0 , Size: 4] int Flag;//[Offset: 0x4 , Size: 4] int ErrorCode;//[Offset: 0x8 , Size: 4] int Platform;//[Offset: 0xc , Size: 4] FString Desc;//[Offset: 0x10 , Size: 12] WechatGroupInfomation wechatGroupInfo;//[Offset: 0x1c , Size: 36] -------------------------------- Class: WechatGroupInfomation FString OpenIdList;//[Offset: 0x0 , Size: 12] FString MemberNum;//[Offset: 0xc , Size: 12] FString ChatRoomURL;//[Offset: 0x18 , Size: 12] -------------------------------- Class: DownloaderInfo enum State;//[Offset: 0x0 , Size: 1] FString FileSavePath;//[Offset: 0x4 , Size: 12] bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] int BytesSent;//[Offset: 0x14 , Size: 4] int BytesReceived;//[Offset: 0x18 , Size: 4] int ContentType;//[Offset: 0x1c , Size: 4] int ResponseCode;//[Offset: 0x20 , Size: 4] FString StringContent;//[Offset: 0x24 , Size: 12] -------------------------------- Class: BP_STRUCT_BackpackMapping_type int ItemIDLv1_0_21A3A0400039E85B0FB4B5AE02FC6161;//[Offset: 0x0 , Size: 4] int ItemIDLv3_4_21A5A0C00039E85D0FB4B5A802FC6163;//[Offset: 0x4 , Size: 4] int SkinID_5_0CC9E5002CE60FA0348CD8800DC46CC4;//[Offset: 0x8 , Size: 4] int ItemIDLv2_6_21A4A0800039E85C0FB4B5AF02FC6162;//[Offset: 0xc , Size: 4] int SkinItemIDLv1_8_54E5658067900F920ABA96CA085B62E1;//[Offset: 0x10 , Size: 4] int SkinItemIDLv3_9_54E7660067900F940ABA96CC085B62E3;//[Offset: 0x14 , Size: 4] int LobbyShowItemID_10_2F22E9C00E7C61770577495A0A75F1B4;//[Offset: 0x18 , Size: 4] int SkinItemIDLv2_11_54E665C067900F930ABA96CD085B62E2;//[Offset: 0x1c , Size: 4] -------------------------------- Class: BP_STRUCT_LocalizeRes_type FString TextValue_0_4D37165A410D67320AF278A1C1028E4F;//[Offset: 0x0 , Size: 12] int TextId_1_20B947934F165858A322E599888F816E;//[Offset: 0xc , Size: 4] -------------------------------- Class: BattleItemHandle_VirtualCharacter_C.BattleItemHandle_VirtualItem_C.BattleItemHandleBase.ItemHandleBase.Object BattleItemData ExtractItemData( CallFunc_GetAssociationMap_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue, ItemAssociation[] CallFunc_Map_Values_Values, BattleItemData CallFunc_ConstructBattleItemDataByDefineID_ReturnValue, BattleItemData K2Node_SetFieldsInStruct_StructOut);// 0x2859eb0 -------------------------------- Class: BattleItemHandle_VirtualItem_C.BattleItemHandleBase.ItemHandleBase.Object -------------------------------- Class: StructAvatarSlotNameConfig MaleSlotName_18_7FE1681B41EEB7EBCDE882913B2F14FA;//[Offset: 0x0 , Size: 60] FemaleSlotName_19_D3A83E3D4F5ACA7D24D195B573FB01B1;//[Offset: 0x3c , Size: 60] -------------------------------- Class: BP_STRUCT_AvatarDefaultConfig_type int id_0_582DD74020EEE8C12D00E1A40C84B664;//[Offset: 0x0 , Size: 4] FString pant_1_00F930C0654EFFCD6B08CAF404B7FCD4;//[Offset: 0x4 , Size: 12] FString shirt_2_53D54E8062374FD817805CCA0B7038D4;//[Offset: 0x10 , Size: 12] FString shoe_3_12522FC065073BE56B0E507104B703D5;//[Offset: 0x1c , Size: 12] -------------------------------- Class: BackpackWeaponHandle.BattleItemHandleBase.ItemHandleBase.Object BackpackComponent* BackpackComp;//[Offset: 0xac , Size: 4] WeaponMeshCfg MeshPackage;//[Offset: 0xb0 , Size: 328] WeaponMeshCfg[] ExtMeshPackageList;//[Offset: 0x1f8 , Size: 12] class AnimInstance* animBP;//[Offset: 0x204 , Size: 4] class AnimInstance* animBPClass;//[Offset: 0x208 , Size: 40] AttachmentAvatarList;//[Offset: 0x230 , Size: 60] ItemDefineID[] DefaultAvatarList;//[Offset: 0x26c , Size: 12] ItemDefineID ParentID;//[Offset: 0x278 , Size: 24] ItemDefineID[] ParentIDList;//[Offset: 0x290 , Size: 12] enum OverrideSocket;//[Offset: 0x29c , Size: 1] BattleItemAdditionalData[] WeaponAttachmentAdditionalDataList;//[Offset: 0x2a0 , Size: 12] STExtraWeapon* CachedTargetWeapon;//[Offset: 0x2ac , Size: 4] BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x2b0 , Size: 72] WeaponAttachItemUnit[] CachedWeaponAttachmentListBeforeDrop;//[Offset: 0x2f8 , Size: 12] WeaponKillEffectCfg KillEffect;//[Offset: 0x304 , Size: 4] ParticleSystem* LightEffect;//[Offset: 0x308 , Size: 40] ParticleSystem* ShootLightEffect;//[Offset: 0x330 , Size: 40] HitSoundMap;//[Offset: 0x358 , Size: 60] AkAudioEvent* SlashSound;//[Offset: 0x398 , Size: 40] bool IsInitUIWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0 , Size: 1] PendantSocketRelativeTransform;//[Offset: 0x3c4 , Size: 60] int CachedWeaponDurability;//[Offset: 0x400 , Size: 4] void ReturnAllBullets();// 0x2859eb0 void PreLocalHandleDisuse();// 0x1ccda98 BattleItemAdditionalData MakeWeaponDurabilityData(int Durability);// 0x1ccd960 PickUpWrapperActor* LocalSpawnWrapperOnGround(class Object InWrapperClass, STExtraBaseCharacter* InOwningCharacter, ItemDefineID InDefineID);// 0x1ccd840 bool LocalHandleUse(out const BattleItemUseTarget InTarget, enum InReason, WeaponManagerComponent* InWeaponMgr, FName InTargetLogicSocket, bool bInTargetAutoUse, FName InMainLogicSlot1Name, FName InMainLogicSlot2Name, FName InSubLogicSlotName, bool bInIsPistol, STExtraPlayerController* InOwningPlayerController, BattleItemHandleBase* InCharacterItemHandle, BackpackComponent* InOwningBackpackComponnent, STExtraBaseCharacter* InOwningCharacter, class STExtraWeapon InWeaponClass, bool bInResetInitBulletInBullet, out STExtraWeapon* OutTargetWeaponActor, out FName bOutSocket);// 0x1ccd288 FName LocalGetAvailableInstantLogicSocketName(WeaponManagerComponent* InWeaponMgr, FName InTargetLogicSocket, bool bInTargetAutoUse, FName InMainLogicSlot1Name, FName InMainLogicSlot2Name, FName InSubLogicSlotName, bool bInIsPistol, STExtraPlayerController* InOwningPlayerController, out bool bOutNeedPutDownOldWeapon, out bool bOutAutoUse, enum InReason);// 0x1ccced0 void LocalAutoEquipAttachments();// 0x2859eb0 bool IsVirtualAvatarHandle();// 0x1cccea0 bool IsAvatarWeapon();// 0x1ccce78 void InitWeaponDurability(int WeaponDurability);// 0x1ccce00 void GetWidgetList(out UIWidgetRes[] UIList);// 0x1cccd2c int GetWeaponDurability();// 0x1cccd04 int GetSubSlotID();// 0x1ccbd90 int GetSlotID();// 0x1ccccd4 void GetParentDefineIDList(out ItemDefineID[] ParentList);// 0x1cccbac WeaponMeshCfg GetMeshPackCfgCopy();// 0x1cccb40 void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x1ccc978 void GetDefaultAvatarList(out ItemDefineID[] DefaultAvatarList);// 0x1ccc8a4 class Object GetAnimationBP();// 0x1ccbac0 bool BPModifyAutoUse(bool bInAutoUse, STExtraBaseCharacter* OwnerPawn);// 0x1ccc7cc -------------------------------- Class: WeaponAttachItemUnit ItemDefineID DefineID;//[Offset: 0x0 , Size: 24] enum socket;//[Offset: 0x18 , Size: 1] -------------------------------- Class: WeaponKillEffectCfg class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x0 , Size: 4] -------------------------------- Class: BP_STRUCT_LobbyBattleSlotMapping_type int battleSlot_0_36547D805DCA083A7265FAAF0A977AC4;//[Offset: 0x0 , Size: 4] int subType_1_755CD1002ECEDD52681F31B90D869BA5;//[Offset: 0x4 , Size: 4] -------------------------------- Class: BP_LobbyWeaponManager_C.LobbyWeaponManagerComponent.ActorComponent.Object void SetWeaponVisibility(bool bHide, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, STExtraWeapon*[] CallFunc_Map_Values_Values, int CallFunc_Array_Length_ReturnValue, STExtraWeapon* CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue);// 0x2859eb0 void SetWeaponPendantSocketType(STExtraWeapon* Target, enum SocketType, bool CallFunc_IsValid_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess);// 0x2859eb0 void OnWeaponEquipDone();// 0x2859eb0 void CreateWeapon(int inInt, out STExtraWeapon* Weapon, out BattleItemHandleBase* Handle, class BattleItemHandleBase tmpBattleHandle, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, class BackpackWeaponHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Handle, bool K2Node_ClassDynamicCast_bSuccess, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, class Object CallFunc_GetLobbyWeaponClass_ReturnValue, class STExtraWeapon K2Node_ClassDynamicCast_AsSTExtra_Weapon, bool K2Node_ClassDynamicCast_bSuccess2, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue3, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow3, bool CallFunc_GetTableData_ReturnValue3, Transform CallFunc_MakeTransform_ReturnValue, class Object CallFunc_GetClass_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess3, STExtraWeapon* CallFunc_FinishSpawningActor_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue2, class Object CallFunc_GetClass_ReturnValue2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base2, bool K2Node_ClassDynamicCast_bSuccess4);// 0x2859eb0 class Object GetLobbyWeaponClass(int InWeaponAvatarID, FString CallFunc_Concat_StrStr_ReturnValue, int CallFunc_GetWeaponAvatarParentID_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyWeaponClassTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, class Object CallFunc_GetClassByAssetReference_ReturnValue);// 0x2859eb0 STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bSync, class BattleItemHandleBase BattleHandle, Actor* CallFunc_GetOwner_ReturnValue, STExtraWeapon* CallFunc_CreateWeapon_weapon, BattleItemHandleBase* CallFunc_CreateWeapon_handle, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, bool CallFunc_NeedLODOptimize_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2);// 0x2859eb0 -------------------------------- Class: LobbyWeaponManagerComponent.ActorComponent.Object LogicSocketToWeaponAttachSocketMap;//[Offset: 0xbc , Size: 60] LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0xf8 , Size: 60] LogicSocketToPropSlotMap;//[Offset: 0x134 , Size: 60] FName LeftLogicSocketName;//[Offset: 0x170 , Size: 8] FName RightLogicSocketName;//[Offset: 0x178 , Size: 8] SpecialBagLevelMap;//[Offset: 0x180 , Size: 60] FName CurUseWeaponSocket;//[Offset: 0x1c0 , Size: 8] FName LastUseSocket;//[Offset: 0x1c8 , Size: 8] InventoryData;//[Offset: 0x1d0 , Size: 60] void UseWeaponBySocketID(FName SocketID);// 0x1db8fa0 void UnUseWeapon();// 0x1db8f8c void UnEquipWeaponBySocketID(FName SocketID);// 0x1db8f14 void SwapMainWeapon();// 0x1db8f00 void OnPawnEquipmentsChanged(enum SlotType, bool IsEquipped, int ItemID);// 0x1db8df4 void OnDestroy();// 0x1db8de0 STExtraWeapon* GetWeaponBySocketID(FName SocketID);// 0x1db8d60 FName GetWeaponAttachSocketFromSocketID(out const FName SocketID, STExtraWeapon* BackupWeapon);// 0x1db8c7c SceneComponent* GetWeaponAttachComp();// 0x1db8c54 STExtraWeapon* GetUsingWeapon();// 0x1db8c2c int GetLogicSocketSideType(FName SocketID);// 0x1db8bac int GetBagLevel();// 0x1db8b84 void EquipWeaponBySocketID(int WeaponSkinID, FName SocketID, bool bUse, bool bForceAsync);// 0x1db8a24 void DoWeapnAttachToBack(FName SocketID);// 0x1db89ac void DoUseWeaponBySocketID(FName SocketID);// 0x1db8934 void DoUnUseWeapon();// 0x1db8920 STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bSync);// 0x2859eb0 -------------------------------- Class: LobbyPlayEmoteComponent_BP_C.LobbyPlayEmoteComponent.SceneComponent.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x310 , Size: 4] void OnEquipmentChange(bool CallFunc_OnStopEmote_ReturnValue, bool CallFunc_Set_Contains_ReturnValue);// 0x2859eb0 void OnStartLevelSequence(bool CallFunc_OnCameraStart_ReturnValue);// 0x2859eb0 void GetLobbyCamera(out CameraActor* CameraActor, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, CameraActor*[] CallFunc_GetAllActorsOfClass_OutActors, GameInstance* CallFunc_GetGameInstance_ReturnValue, CameraActor* CallFunc_Array_Get_Item, UAEGameInstance* K2Node_DynamicCast_AsUAEGame_Instance, bool K2Node_DynamicCast_bSuccess, FrontendHUD* CallFunc_GetAssociatedFrontendHUD_ReturnValue, FString CallFunc_GetObjectName_ReturnValue, FrontendUtils* CallFunc_GetUtils_ReturnValue, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, FString CallFunc_Conv_NameToString_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue);// 0x2859eb0 void OnStopLevelSequence(bool CallFunc_OnCameraStop_ReturnValue, CameraActor* CallFunc_GetLobbyCamera_cameraActor, FString ___string_Variable, PlayerController* CallFunc_GetPlayerController_ReturnValue, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2859eb0 void ChangetoLevelSequenceCamera(FString ___string_Variable, PlayerController* CallFunc_GetPlayerController_ReturnValue, Actor*[] CallFunc_GetAllActorsWithTag_OutActors, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, Actor* CallFunc_Array_Get_Item);// 0x2859eb0 void OnTrackEvent(FString EventData, bool K2Node_SwitchString_CmpSuccess, bool CallFunc_OnCameraTrackEvent_ReturnValue, bool CallFunc_IsValid_ReturnValue, BP_LevelSequenceCameraMask_C* CallFunc_Create_ReturnValue);// 0x2859eb0 void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x2859eb0 void StopCameraEmoteAnim();// 0x2859eb0 void ShowAvatarForEmote(bool Show, bool force);// 0x2859eb0 void ExecuteUbergraph_LobbyPlayEmoteComponent_BP(int EntryPoint, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess, int ___int_Array_Index_Variable, LevelSequence* K2Node_Event_CurrentCameraEmoteAnim, LevelSequenceActor* CallFunc_CreateLevelSequencePlayer_OutActor, LevelSequencePlayer* CallFunc_CreateLevelSequencePlayer_ReturnValue, bool CallFunc_IsValid_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_IsValid_ReturnValue2, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3, bool K2Node_Event_show, bool K2Node_Event_force, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_Not_PreBool_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_Not_PreBool_ReturnValue4, int ___int_Loop_Counter_Variable, bool CallFunc_IsValid_ReturnValue4, int CallFunc_Add_IntInt_ReturnValue, Actor*[] CallFunc_GetAttachedActors_OutActors, int CallFunc_Array_Length_ReturnValue, Actor* CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, STExtraWeapon* K2Node_DynamicCast_AsSTExtra_Weapon, bool K2Node_DynamicCast_bSuccess2);// 0x2859eb0 LevelSequencePlayer* LevelSequencePlayer;//[Offset: 0x314 , Size: 4] LevelSequenceActor* LevelSequenceActor;//[Offset: 0x318 , Size: 4] BP_LevelSequenceCameraMask_C* levelSequenceMask;//[Offset: 0x31c , Size: 4] stopEmoteArray;//[Offset: 0x320 , Size: 60] -------------------------------- Class: LobbyPlayEmoteComponent.SceneComponent.ActorComponent.Object BackpackEmoteHandle* curHandle;//[Offset: 0x260 , Size: 4] STExtraLobbyCharacter* OwnerCharacter;//[Offset: 0x264 , Size: 4] GenderMapping[] GenderMappingConfig;//[Offset: 0x268 , Size: 12] Character* MainCharacter;//[Offset: 0x274 , Size: 4] Character*[] FollowerCharacters;//[Offset: 0x278 , Size: 12] LevelSequencePlayer* CurLevelSequencePlayer;//[Offset: 0x284 , Size: 4] SoftObjectPath[] CurMultiEmotePathList;//[Offset: 0x288 , Size: 12] AnimationAsset*[] CurMultiEmoteAnimList;//[Offset: 0x294 , Size: 12] AnimMontage* CurEmoteMontage;//[Offset: 0x2a0 , Size: 4] int CurrentEmoteID;//[Offset: 0x2a4 , Size: 4] int DefaultHideAvatarTickCount;//[Offset: 0x2a8 , Size: 4] bool isPlayCameraAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ac , Size: 1] delegate OnEmoteCameraStart;//[Offset: 0x2d0 , Size: 16] delegate OnEmoteCameraStop;//[Offset: 0x2e0 , Size: 16] delegate OnEmoteCameraTrackEvent;//[Offset: 0x2f0 , Size: 16] void SyncMontageInner(AnimInstance* Leader, float DeltaTime);// 0x1db7744 void SyncMontage(float DeltaTime);// 0x1db76cc void StopMontageParticle(AnimMontage* Montage);// 0x1db7654 void StopLastEmoteParticle();// 0x1db7640 void StopCameraEmoteAnim();// 0x2859eb0 void ShowAvatarForEmote(bool Show, bool force);// 0x2859eb0 void PlayEmoteSound();// 0x1db762c void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x2859eb0 bool OnStopEmote();// 0x1db7604 void OnPlayEmoteActionEnd();// 0x1db75f0 bool OnPlayEmote(int EmoteId, int LocalLobbyPos, FString ExtraInfo);// 0x1db7400 void OnOneActionReady(int Index);// 0x1db7388 void OnLobbyEmoteCameraTrackEvent__DelegateSignature(FString TrackData);// 0x2859eb0 void OnLobbyEmoteCameraStop__DelegateSignature();// 0x2859eb0 void OnLobbyEmoteCameraStart__DelegateSignature();// 0x2859eb0 bool OnCameraTrackEvent(FString TrackData);// 0x1db7228 bool OnCameraStop();// 0x1db7200 bool OnCameraStart();// 0x1db71d8 void OnAsyncLoadSingleAnim(AnimationAsset* CurrentEmoteAnim, int Index);// 0x1db7014 void OnAsyncLoadMultiAnims(int Index);// 0x1db6f9c void OnAsyncLoadEmoteAction(int Index);// 0x1db6f24 bool LoopEmoteAnimFinishedFirstSection();// 0x1db6efc bool IsLoopMontage(AnimMontage* Montage);// 0x1db6e7c SoftObjectPath[] GetMultiAnimFollowerAssetRef();// 0x1db6d24 EmoteAnimCharacterConfig[] GetMultiAnimFollower();// 0x1db6bcc EmoteAnimConfig GetMultiAnimConfig();// 0x1db6b64 LevelSequence* GetMainCharacterCameraAnimAsset();// 0x1db6ac8 EmoteAnimCharacterConfig GetMainCharacterAssetRef();// 0x1db69c8 AnimationAsset* GetMainCharacterAnimAsset();// 0x1db692c BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x1db68ac AnimMontage* GetCurrentMontage();// 0x1db6884 bool EmoteAnimFinishedSuccessfully();// 0x1db685c bool DoesEmoteStop();// 0x1db6834 void ClearMultiAnimCharacters();// 0x1db6820 bool CanRotateMainCharacter();// 0x1db67f8 bool AsyncLoadSingleAnim(BackpackEmoteHandle* Handle);// 0x1db6778 bool AsyncLoadMultiAnims();// 0x1db6750 bool AsyncLoadEmoteAction(out FString ExtraInfo);// 0x1db667c -------------------------------- Class: GenderMapping FName GenderStr;//[Offset: 0x0 , Size: 8] byte GenderType;//[Offset: 0x8 , Size: 1] -------------------------------- Class: LevelSequencePlayer.MovieSceneSequencePlayer.Object delegate OnCameraCut;//[Offset: 0x5f0 , Size: 12] delegate OnTrackEvent;//[Offset: 0x5fc , Size: 12] Object*[] AdditionalEventReceivers;//[Offset: 0x634 , Size: 12] static LevelSequencePlayer* CreateLevelSequencePlayer(Object* WorldContextObject, LevelSequence* LevelSequence, MovieSceneSequencePlaybackSettings Settings, out LevelSequenceActor* OutActor);// 0x366a738 -------------------------------- Class: MovieSceneSequencePlayer.Object delegate OnPlay;//[Offset: 0x2e0 , Size: 12] delegate OnPlayReverse;//[Offset: 0x2ec , Size: 12] delegate OnStop;//[Offset: 0x2f8 , Size: 12] delegate OnPreStop;//[Offset: 0x304 , Size: 12] bool FreezeEndFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310 , Size: 1] delegate OnPause;//[Offset: 0x314 , Size: 12] delegate OnFinished;//[Offset: 0x320 , Size: 12] byte Status;//[Offset: 0x32c , Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32d , Size: 1] bool bPendingFirstUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x32d , Size: 1] MovieSceneSequence* Sequence;//[Offset: 0x330 , Size: 4] float TimeCursorPosition;//[Offset: 0x334 , Size: 4] float StartTime;//[Offset: 0x338 , Size: 4] float EndTime;//[Offset: 0x33c , Size: 4] int CurrentNumLoops;//[Offset: 0x340 , Size: 4] MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x350 , Size: 32] void Stop();// 0x32bb3e4 void StartPlayingNextTick();// 0x32bb3d0 void SetPlayRate(float PlayRate);// 0x32bb358 void SetPlaybackRange(const float NewStartTime, const float NewEndTime);// 0x32bb29c void SetPlaybackPosition(float NewPlaybackPosition);// 0x32bb224 void Scrub();// 0x32bb210 void PlayReverse();// 0x32bb1fc void PlayLooping(int NumLoops);// 0x32bb184 void Play();// 0x32bb170 void Pause();// 0x32bb15c void JumpToPosition(float NewPlaybackPosition);// 0x32bb0e4 bool IsPlaying();// 0x32bb0bc bool IsPaused();// 0x32bb094 void GoToEndAndStop();// 0x32bb080 float GetPlayRate();// 0x32bb058 float GetPlaybackStart();// 0x32bb03c float GetPlaybackPosition();// 0x32bb014 float GetPlaybackEnd();// 0x32baff8 float GetLength();// 0x32bafd0 Object*[] GetBoundObjects(MovieSceneObjectBindingID ObjectBinding);// 0x32bae8c void ChangePlaybackDirection();// 0x32bae78 -------------------------------- Class: MovieSceneSequencePlaybackSettings int LoopCount;//[Offset: 0x0 , Size: 4] float PlayRate;//[Offset: 0x4 , Size: 4] bool bRandomStartTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8 , Size: 1] float StartTime;//[Offset: 0xc , Size: 4] bool bRestoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10 , Size: 1] bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11 , Size: 1] bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12 , Size: 1] bool bHidePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13 , Size: 1] bool bHideHud;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14 , Size: 1] interface class * BindingOverrides;//[Offset: 0x18 , Size: 8] -------------------------------- Class: MovieSceneObjectBindingID int SequenceID;//[Offset: 0x0 , Size: 4] enum Space;//[Offset: 0x4 , Size: 1] Guid Guid;//[Offset: 0x8 , Size: 16] -------------------------------- Class: LevelSequenceActor.Actor.Object bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c8 , Size: 1] MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x2cc , Size: 32] LevelSequencePlayer* SequencePlayer;//[Offset: 0x2ec , Size: 4] SoftObjectPath LevelSequence;//[Offset: 0x2f0 , Size: 24] Actor*[] AdditionalEventReceivers;//[Offset: 0x308 , Size: 12] LevelSequenceBurnInOptions* BurnInOptions;//[Offset: 0x314 , Size: 4] MovieSceneBindingOverrides* BindingOverrides;//[Offset: 0x318 , Size: 4] LevelSequenceBurnIn* BurnInInstance;//[Offset: 0x31c , Size: 4] void SetSequence(LevelSequence* InSequence);// 0x36696ac void SetEventReceivers(Actor*[] AdditionalReceivers);// 0x3669554 void SetBinding(MovieSceneObjectBindingID Binding, out const Actor*[] Actors, bool bAllowBindingsFromAsset);// 0x36693bc void ResetBindings();// 0x366937c void ResetBinding(MovieSceneObjectBindingID Binding);// 0x3669284 void RemoveBinding(MovieSceneObjectBindingID Binding, Actor* Actor);// 0x3669144 LevelSequence* GetSequence(bool bLoad, bool bInitializePlayer);// 0x366906c void AddBinding(MovieSceneObjectBindingID Binding, Actor* Actor, bool bAllowBindingsFromAsset);// 0x3668ee4 -------------------------------- Class: LevelSequenceBurnInOptions.Object bool bUseBurnIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c , Size: 1] SoftClassPath BurnInClass;//[Offset: 0x20 , Size: 24] LevelSequenceBurnInInitSettings* Settings;//[Offset: 0x38 , Size: 4] -------------------------------- Class: LevelSequenceBurnInInitSettings.Object -------------------------------- Class: MovieSceneBindingOverrides.Object MovieSceneBindingOverrideData[] BindingData;//[Offset: 0x20 , Size: 12] -------------------------------- Class: MovieSceneBindingOverrideData MovieSceneObjectBindingID ObjectBindingId;//[Offset: 0x0 , Size: 24] Object* Object;//[Offset: 0x18 , Size: 8] bool bOverridesDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20 , Size: 1] -------------------------------- Class: LevelSequenceBurnIn.UserWidget.Widget.Visual.Object LevelSequencePlayerSnapshot FrameInformation;//[Offset: 0x1b8 , Size: 48] LevelSequenceActor* LevelSequenceActor;//[Offset: 0x1e8 , Size: 4] void SetSettings(Object* InSettings);// 0x2859eb0 class LevelSequenceBurnInInitSettings GetSettingsClass();// 0x22e7294 -------------------------------- Class: LevelSequencePlayerSnapshot FText MasterName;//[Offset: 0x0 , Size: 12] float MasterTime;//[Offset: 0xc , Size: 4] FText CurrentShotName;//[Offset: 0x10 , Size: 12] float CurrentShotLocalTime;//[Offset: 0x1c , Size: 4] CameraComponent* CameraComponent;//[Offset: 0x20 , Size: 4] LevelSequenceSnapshotSettings Settings;//[Offset: 0x24 , Size: 8] MovieSceneSequenceID ShotID;//[Offset: 0x2c , Size: 4] -------------------------------- Class: LevelSequenceSnapshotSettings byte ZeroPadAmount;//[Offset: 0x0 , Size: 1] float FrameRate;//[Offset: 0x4 , Size: 4] -------------------------------- Class: BP_LevelSequenceCameraMask_C.UserWidget.Widget.Visual.Object WidgetAnimation* FadeOut;//[Offset: 0x1b8 , Size: 4] CanvasPanel* CanvasPanel;//[Offset: 0x1bc , Size: 4] Image* Image;//[Offset: 0x1c0 , Size: 4] -------------------------------- Class: CanvasPanel.PanelWidget.Widget.Visual.Object bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4 , Size: 1] void SetDontPaintWhenChildEmpty(bool Enable);// 0x348b9fc bool GetDontPaintWhenChildEmpty();// 0x348b9d4 CanvasPanelSlot* AddChildToCanvas(Widget* Content);// 0x348b954 -------------------------------- Class: CanvasPanelSlot.PanelSlot.Visual.Object AnchorData LayoutData;//[Offset: 0x24 , Size: 40] bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c , Size: 1] bool bSupportNotch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d , Size: 1] int ZOrder;//[Offset: 0x50 , Size: 4] void SetZOrder(int InZOrder);// 0x348c64c void SetSupportNotch(bool InSupportNotch);// 0x348c5cc void SetSize(Vector2D InSize);// 0x348c55c void SetPosition(Vector2D InPosition);// 0x348c4ec void SetOffsets(Margin InOffset);// 0x348c464 void SetMinimum(Vector2D InMinimumAnchors);// 0x348c3f4 void SetMaximum(Vector2D InMaximumAnchors);// 0x348c384 void SetLayout(out const AnchorData InLayoutData);// 0x348c2ec void SetAutoSize(bool InbAutoSize);// 0x348c26c void SetAnchors(Anchors InAnchors);// 0x348c1e4 void SetAlignment(Vector2D InAlignment);// 0x348c174 int GetZOrder();// 0x348c14c Vector2D GetSize();// 0x348c10c Vector2D GetPosition();// 0x348c0cc Margin GetOffsets();// 0x348c088 AnchorData GetLayout();// 0x348c034 bool GetAutoSize();// 0x348c00c Anchors GetAnchors();// 0x348bfc8 Vector2D GetAlignment();// 0x348bf88 bool GeSupportNotch();// 0x348bf60 -------------------------------- Class: LobbyWeaponAnimationComponent_C.ActorComponent.Object void SyncMontage(float Position, bool CallFunc_IsValid_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, bool CallFunc_IsValid_ReturnValue2, AnimMontage* CallFunc_GetCurrentActiveMontage_ReturnValue, bool CallFunc_IsValid_ReturnValue3, float CallFunc_Montage_GetPosition_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue);// 0x2859eb0 void StopLobbyWeaponAnimation(bool CallFunc_IsValid_ReturnValue);// 0x2859eb0 void PlayOnAction(int ActionID, bool isMVPMotion, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyActionWeaponRef_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2859eb0 void PlayLobbyWeaponAnimationByID(int WeaponAnimationID, bool isMVPMotion, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, BP_STRUCT_LobbyWeaponAnimation_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, class Object CallFunc_GetClassByAssetReference_ReturnValue, class LobbyWeaponAnimationActor_C K2Node_ClassDynamicCast_AsLobby_Weapon_Animation_Actor, bool K2Node_ClassDynamicCast_bSuccess, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, LobbyWeaponAnimationActor_C* CallFunc_FinishSpawningActor_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue2, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue2, LobbyWeaponAnimationActor_C* CallFunc_FinishSpawningActor_ReturnValue2);// 0x2859eb0 void Destroy();// 0x2859eb0 void SetLobbyPlayerObj(BP_PlayerLobbyPawn_C* LobbyPlayerObj);// 0x2859eb0 BP_PlayerLobbyPawn_C* LobbyPlayer;//[Offset: 0xc0 , Size: 4] LobbyWeaponAnimationActor_C* WeaponAnimationActor;//[Offset: 0xc4 , Size: 4] bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8 , Size: 1] -------------------------------- Class: BP_STRUCT_LobbyActionWeaponRef_type int ActionID_0_284E37801299E72232C748730798C614;//[Offset: 0x0 , Size: 4] int WeaponActionID_1_2D2D7200775F04DA5CEAA9680C11A5C4;//[Offset: 0x4 , Size: 4] int WeaponID_3_4C59DA80554AE47019513EF506BFC7B4;//[Offset: 0x8 , Size: 4] -------------------------------- Class: BP_STRUCT_LobbyWeaponAnimation_type int UID_0_10B4DE80647FDFD62CA212CC08FE7DC4;//[Offset: 0x0 , Size: 4] FString BlueprintPath_1_5BB4F6800155AFFA599CC691037A5148;//[Offset: 0x4 , Size: 12] int DelayOutTime_2_1A47538047426C525839AEE100220975;//[Offset: 0x10 , Size: 4] int TotalTime_3_45F4CAC00CF5269D7341686E029FD145;//[Offset: 0x14 , Size: 4] -------------------------------- Class: LobbyWeaponAnimationActor_C.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2c8 , Size: 4] void PlayLobbyAnimation(AnimInstance* CallFunc_GetAnimInstance_ReturnValue, float CallFunc_Montage_Play_ReturnValue);// 0x2859eb0 void UserConstructionScript();// 0x2859eb0 void ReceiveBeginPlay();// 0x2859eb0 void OnAnimEnd(AnimMontage* Montage, bool bInterrupted);// 0x2859eb0 void SetAnimTimeInfo(int DelayTime, int TotalTime);// 0x2859eb0 void ExecuteUbergraph_LobbyWeaponAnimationActor(int EntryPoint, float CallFunc_Multiply_IntFloat_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, AnimMontage* K2Node_CustomEvent_Montage, bool K2Node_CustomEvent_bInterrupted, int K2Node_Event_DelayTime, int K2Node_Event_TotalTime, float CallFunc_Multiply_IntFloat_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue2);// 0x2859eb0 SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x2cc , Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2d0 , Size: 4] AnimMontage* WeaponMontage;//[Offset: 0x2d4 , Size: 4] int DelayTime;//[Offset: 0x2d8 , Size: 4] int TotalTime;//[Offset: 0x2dc , Size: 4] -------------------------------- Class: TimelineComponent.ActorComponent.Object Timeline TheTimeline;//[Offset: 0xc0 , Size: 136] bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x148 , Size: 1] void Stop();// 0x407dac8 void SetVectorCurve(CurveVector* NewVectorCurve, FName VectorTrackName);// 0x407da0c void SetTimelineLengthMode(byte NewLengthMode);// 0x407d994 void SetTimelineLength(float NewLength);// 0x407d91c void SetPlayRate(float NewRate);// 0x407d8a4 void SetPlaybackPosition(float NewPosition, bool bFireEvents, bool bFireUpdate);// 0x407d790 void SetNewTime(float NewTime);// 0x407d718 void SetLooping(bool bNewLooping);// 0x407d698 void SetLinearColorCurve(CurveLinearColor* NewLinearColorCurve, FName LinearColorTrackName);// 0x407d5dc void SetIgnoreTimeDilation(bool bNewIgnoreTimeDilation);// 0x407d55c void SetFloatCurve(CurveFloat* NewFloatCurve, FName FloatTrackName);// 0x407d4a0 void ReverseFromEnd();// 0x407d48c void Reverse();// 0x407d478 void PlayFromStart();// 0x407d464 void Play();// 0x407d450 void OnRep_Timeline();// 0x407d43c bool IsReversing();// 0x407d414 bool IsPlaying();// 0x407d3ec bool IsLooping();// 0x407d3c4 float GetTimelineLength();// 0x407d39c float GetPlayRate();// 0x1c9c604 float GetPlaybackPosition();// 0x3499af8 bool GetIgnoreTimeDilation();// 0x407d374 -------------------------------- Class: Timeline byte LengthMode;//[Offset: 0x0 , Size: 1] float Length;//[Offset: 0x4 , Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8 , Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8 , Size: 1] bool bPlaying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8 , Size: 1] float PlayRate;//[Offset: 0xc , Size: 4] float Position;//[Offset: 0x10 , Size: 4] TimelineEventEntry[] Events;//[Offset: 0x14 , Size: 12] TimelineVectorTrack[] InterpVectors;//[Offset: 0x20 , Size: 12] TimelineFloatTrack[] InterpFloats;//[Offset: 0x2c , Size: 12] TimelineLinearColorTrack[] InterpLinearColors;//[Offset: 0x38 , Size: 12] delegate TimelinePostUpdateFunc;//[Offset: 0x48 , Size: 16] delegate TimelineFinishedFunc;//[Offset: 0x58 , Size: 16] Object* PropertySetObject;//[Offset: 0x70 , Size: 8] FName DirectionPropertyName;//[Offset: 0x78 , Size: 8] Property* DirectionProperty;//[Offset: 0x80 , Size: 4] -------------------------------- Class: TimelineEventEntry float Time;//[Offset: 0x0 , Size: 4] delegate EventFunc;//[Offset: 0x8 , Size: 16] -------------------------------- Class: TimelineVectorTrack CurveVector* VectorCurve;//[Offset: 0x0 , Size: 4] delegate InterpFunc;//[Offset: 0x8 , Size: 16] FName TrackName;//[Offset: 0x18 , Size: 8] FName VectorPropertyName;//[Offset: 0x20 , Size: 8] StructProperty* VectorProperty;//[Offset: 0x28 , Size: 4] -------------------------------- Class: TimelineFloatTrack CurveFloat* FloatCurve;//[Offset: 0x0 , Size: 4] delegate InterpFunc;//[Offset: 0x8 , Size: 16] FName TrackName;//[Offset: 0x18 , Size: 8] FName FloatPropertyName;//[Offset: 0x20 , Size: 8] FloatProperty* FloatProperty;//[Offset: 0x28 , Size: 4] -------------------------------- Class: FloatProperty.NumericProperty.Property.Field.Object -------------------------------- Class: NumericProperty.Property.Field.Object -------------------------------- Class: TimelineLinearColorTrack CurveLinearColor* LinearColorCurve;//[Offset: 0x0 , Size: 4] delegate InterpFunc;//[Offset: 0x8 , Size: 16] FName TrackName;//[Offset: 0x18 , Size: 8] FName LinearColorPropertyName;//[Offset: 0x20 , Size: 8] StructProperty* LinearColorProperty;//[Offset: 0x28 , Size: 4] -------------------------------- Class: BP_Rifle_M16A4_10000_C.BP_LobbyWeapon_C.STExtraShootWeapon.STExtraWeapon.Actor.Object void UserConstructionScript();// 0x2859eb0 LobbyWeaponAnimList_Rifle_C* LobbyWeaponAnimList_Rifle;//[Offset: 0xc28 , Size: 4] -------------------------------- Class: BP_LobbyWeapon_C.STExtraShootWeapon.STExtraWeapon.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0xbe0 , Size: 4] Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level, int SideType, bool K2Node_SwitchInteger_CmpSuccess, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Transform CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, Transform CallFunc_GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, Transform CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2);// 0x2859eb0 void InitMesh(BattleItemHandleBase* Handle, FString CallFunc_GetDisplayName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2859eb0 void UserConstructionScript();// 0x2859eb0 void ExecuteUbergraph_BP_LobbyWeapon(int EntryPoint);// 0x2859eb0 WeaponAvatarComp_BP_C* WeaponAvatarComp_BP;//[Offset: 0xbe4 , Size: 4] bool bHoldBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe8 , Size: 1] WeaponAttachRelativeTransformMap;//[Offset: 0xbec , Size: 60] -------------------------------- Class: LobbyWeaponAnimList_Rifle_C.AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object -------------------------------- Class: WeaponAvatarComp_BP_C.WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object -------------------------------- Class: Lobby_Mid_Tplan_3D_UIBP_C.Actor.Object void UserConstructionScript();// 0x2859eb0 WidgetComponent* Widget;//[Offset: 0x2c8 , Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2cc , Size: 4] Transform UI_3D_Transform;//[Offset: 0x2d0 , Size: 48] Transform UI_3D_Transform_Long;//[Offset: 0x300 , Size: 48] Transform UI_3D_Rich;//[Offset: 0x330 , Size: 48] Transform UI_3D_Rich_Long;//[Offset: 0x360 , Size: 48] Transform UI_3D_Chrismas;//[Offset: 0x390 , Size: 48] Transform UI_3D_Chrismas_Long;//[Offset: 0x3c0 , Size: 48] --------------------------------