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Created November 16, 2022 10:46
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//ZILZAL#8470
Class: World.Object
Level* PersistentLevel;//[Offset: 0x20, Size: 4]
NetDriver* NetDriver;//[Offset: 0x24, Size: 4]
LineBatchComponent* LineBatcher;//[Offset: 0x28, Size: 4]
LineBatchComponent* PersistentLineBatcher;//[Offset: 0x2c, Size: 4]
LineBatchComponent* ForegroundLineBatcher;//[Offset: 0x30, Size: 4]
GameNetworkManager* NetworkManager;//[Offset: 0x34, Size: 4]
PhysicsCollisionHandler* PhysicsCollisionHandler;//[Offset: 0x38, Size: 4]
Object*[] ExtraReferencedObjects;//[Offset: 0x3c, Size: 12]
Object*[] PerModuleDataObjects;//[Offset: 0x48, Size: 12]
LevelStreaming*[] StreamingLevels;//[Offset: 0x54, Size: 12]
FString StreamingLevelsPrefix;//[Offset: 0x60, Size: 12]
Level* CurrentLevelPendingVisibility;//[Offset: 0x6c, Size: 4]
Level* CurrentLevelPendingInvisibility;//[Offset: 0x70, Size: 4]
DemoNetDriver* DemoNetDriver;//[Offset: 0x74, Size: 4]
ParticleEventManager* MyParticleEventManager;//[Offset: 0x78, Size: 4]
ObjectPoolManager ObjectPoolManager;//[Offset: 0x7c, Size: 132]
PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0x104, Size: 4]
Object*[] SyncPreLoadSet;//[Offset: 0x108, Size: 12]
NavigationSystem* NavigationSystem;//[Offset: 0x130, Size: 4]
GameModeBase* AuthorityGameMode;//[Offset: 0x134, Size: 4]
GameStateBase* GameState;//[Offset: 0x138, Size: 4]
AISystemBase* AISystem;//[Offset: 0x13c, Size: 4]
AvoidanceManager* AvoidanceManager;//[Offset: 0x140, Size: 4]
Level*[] Levels;//[Offset: 0x144, Size: 12]
LevelCollection[] LevelCollections;//[Offset: 0x150, Size: 12]
Level* CurrentLevel;//[Offset: 0x160, Size: 4]
GameInstance* OwningGameInstance;//[Offset: 0x164, Size: 4]
MaterialParameterCollectionInstance*[] ParameterCollectionInstances;//[Offset: 0x168, Size: 12]
Canvas* CanvasForRenderingToTarget;//[Offset: 0x174, Size: 4]
Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x178, Size: 4]
WorldComposition* WorldComposition;//[Offset: 0x6dc, Size: 4]
bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x722, Size: 1]
--------------------------------
Class: Object
void ExecuteUbergraph(int EntryPoint);// 0x2efb424
--------------------------------
Class: Level.Object
World* OwningWorld;//[Offset: 0x88, Size: 4]
Model* Model;//[Offset: 0x8c, Size: 4]
ModelComponent*[] ModelComponents;//[Offset: 0x90, Size: 12]
LevelActorContainer* ActorCluster;//[Offset: 0x9c, Size: 4]
int NumTextureStreamingUnbuiltComponents;//[Offset: 0xa0, Size: 4]
int NumTextureStreamingDirtyResources;//[Offset: 0xa4, Size: 4]
LevelScriptActor* LevelScriptActor;//[Offset: 0xa8, Size: 4]
NavigationObjectBase* NavListStart;//[Offset: 0xac, Size: 4]
NavigationObjectBase* NavListEnd;//[Offset: 0xb0, Size: 4]
NavigationDataChunk*[] NavDataChunks;//[Offset: 0xb4, Size: 12]
float LightmapTotalSize;//[Offset: 0xc0, Size: 4]
float ShadowmapTotalSize;//[Offset: 0xc4, Size: 4]
Vector[] StaticNavigableGeometry;//[Offset: 0xc8, Size: 12]
Guid[] StreamingTextureGuids;//[Offset: 0xd4, Size: 12]
bool bIsLightingScenario;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x250, Size: 1]
Guid LevelBuildDataId;//[Offset: 0x254, Size: 16]
MapBuildDataRegistry* MapBuildData;//[Offset: 0x264, Size: 4]
IntVector LightBuildLevelOffset;//[Offset: 0x268, Size: 12]
bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x274, Size: 1]
bool bIsVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x274, Size: 1]
bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x274, Size: 1]
int HighDeviceMemoryTotalSize;//[Offset: 0x2c8, Size: 4]
int LowDeviceMemoryTotalSize;//[Offset: 0x2cc, Size: 4]
WorldSettings* WorldSettings;//[Offset: 0x308, Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0x310, Size: 12]
--------------------------------
Class: Model.Object
--------------------------------
Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
BodySetup* ModelBodySetup;//[Offset: 0x5c8, Size: 4]
--------------------------------
Class: PrimitiveComponent.SceneComponent.ActorComponent.Object
float CullingScreenSize;//[Offset: 0x264, Size: 4]
float MinDrawDistance;//[Offset: 0x268, Size: 4]
float LDMaxDrawDistance;//[Offset: 0x26c, Size: 4]
float MaxDrawDistanceOffset;//[Offset: 0x270, Size: 4]
float CachedMaxDrawDistance;//[Offset: 0x274, Size: 4]
bool UseScopeDistanceCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x278, Size: 1]
byte DepthPriorityGroup;//[Offset: 0x279, Size: 1]
byte ViewOwnerDepthPriorityGroup;//[Offset: 0x27a, Size: 1]
enum LightmapType;//[Offset: 0x27b, Size: 1]
bool bBulletCanBreakThrough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c, Size: 1]
bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c, Size: 1]
bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27c, Size: 1]
bool bAsyncGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27c, Size: 1]
bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27d, Size: 1]
bool bCheckAsyncSceneOnMove;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27d, Size: 1]
bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27d, Size: 1]
bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27d, Size: 1]
bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27d, Size: 1]
bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27d, Size: 1]
bool bAllowCullDistanceVolumeMovable;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27d, Size: 1]
bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27d, Size: 1]
bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27e, Size: 1]
bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27e, Size: 1]
bool bRenderInMono;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27e, Size: 1]
bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27e, Size: 1]
bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27e, Size: 1]
bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27e, Size: 1]
bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27e, Size: 1]
bool bDrawIdeaOutline;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27e, Size: 1]
bool bIdeaOutlineUseNormalInVertexColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27f, Size: 1]
bool bIdeaOutlineNew;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27f, Size: 1]
bool bIdeaOutlineOcclusionHighlight;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27f, Size: 1]
bool bOverrideIdeaOutlineColor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27f, 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 bOnlyAsOccluder;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bc, Size: 1]
bool bSelectable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bc, Size: 1]
bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bc, Size: 1]
bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bc, Size: 1]
bool CastShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bc, Size: 1]
bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bd, Size: 1]
bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bd, Size: 1]
bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bd, Size: 1]
bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bd, Size: 1]
bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bd, Size: 1]
bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bd, Size: 1]
bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bd, Size: 1]
bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bd, Size: 1]
bool bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2be, Size: 1]
bool bNearCascade;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2be, Size: 1]
bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2be, Size: 1]
bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2be, Size: 1]
bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2be, Size: 1]
bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2be, Size: 1]
bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2be, Size: 1]
bool bReceiveCombinedCSMAndStaticShadowsFromStationaryLights;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2be, Size: 1]
bool bReceiveLandscapeShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bf, Size: 1]
bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bf, Size: 1]
bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bf, Size: 1]
bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bf, Size: 1]
bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bf, Size: 1]
bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bf, Size: 1]
bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bf, Size: 1]
bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bf, Size: 1]
bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c0, Size: 1]
byte bHasCustomNavigableGeometry;//[Offset: 0x2c1, Size: 1]
byte CanCharacterStepUpOn;//[Offset: 0x2c3, Size: 1]
LightingChannels LightingChannels;//[Offset: 0x2c4, Size: 1]
enum CustomDepthStencilWriteMask;//[Offset: 0x2c5, Size: 1]
int CustomDepthStencilValue;//[Offset: 0x2c8, Size: 4]
int TranslucencySortPriority;//[Offset: 0x2cc, Size: 4]
int TranslucencySortGroupPriority;//[Offset: 0x2d0, Size: 4]
int VisibilityId;//[Offset: 0x2d4, Size: 4]
byte PrimitiveShadingStrategy;//[Offset: 0x2dc, Size: 1]
byte ShadingRate;//[Offset: 0x2dd, Size: 1]
float FOVAdaptiveShadingFactor;//[Offset: 0x2e0, Size: 4]
bool bUnderWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e4, Size: 1]
float OverrideCylinderMaxDrawHeight;//[Offset: 0x2ec, Size: 4]
float BoundsScale;//[Offset: 0x2f4, Size: 4]
float OCBoundsScale;//[Offset: 0x2f8, Size: 4]
int OCBoundsExtent;//[Offset: 0x2fc, Size: 4]
float LastSubmitTime;//[Offset: 0x300, Size: 4]
float LastRenderTime;//[Offset: 0x304, Size: 4]
float LastRenderTimeOnScreen;//[Offset: 0x308, Size: 4]
float ShadowLastRenderTime;//[Offset: 0x30c, Size: 4]
bool bFreezeMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1]
Actor*[] MoveIgnoreActors;//[Offset: 0x314, Size: 12]
PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x320, Size: 12]
MaterialInterface*[] LODDefault;//[Offset: 0x334, Size: 12]
BodyInstance BodyInstance;//[Offset: 0x388, Size: 320]
delegate OnComponentHit;//[Offset: 0x4c8, Size: 12]
delegate OnComponentBeginOverlap;//[Offset: 0x4d4, Size: 12]
delegate OnComponentEndOverlap;//[Offset: 0x4e0, Size: 12]
delegate OnComponentWake;//[Offset: 0x4ec, Size: 12]
delegate OnComponentSleep;//[Offset: 0x4f8, Size: 12]
delegate OnBeginCursorOver;//[Offset: 0x510, Size: 12]
delegate OnEndCursorOver;//[Offset: 0x51c, Size: 12]
delegate OnClicked;//[Offset: 0x528, Size: 12]
delegate OnReleased;//[Offset: 0x534, Size: 12]
delegate OnInputTouchBegin;//[Offset: 0x540, Size: 12]
delegate OnInputTouchEnd;//[Offset: 0x54c, Size: 12]
delegate OnInputTouchEnter;//[Offset: 0x558, Size: 12]
delegate OnInputTouchLeave;//[Offset: 0x564, Size: 12]
PrimitiveComponent* LODParentPrimitive;//[Offset: 0x57c, Size: 4]
PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick;//[Offset: 0x580, Size: 60]
bool WasRecentlyRendered(float Tolerance);// 0x48fdf34
void WakeRigidBody(FName BoneName);// 0x48fdeb4
void WakeAllRigidBodies();// 0x48fde98
void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);// 0x48fde00
void SetVisibleDyeingColor(out const LinearColor InColor);// 0x48fdd7c
void SetUnderWater(bool bNewUnderWater);// 0x48fdcfc
void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x48fdc84
void SetTranslucentSortGroupPriority(int NewTranslucentSortGroupPriority);// 0x48fdc0c
void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights);// 0x48fdb8c
void SetSimulatePhysics(bool bSimulate);// 0x48fdb04
void SetRenderInMono(bool bValue);// 0x48fda84
void SetRenderInMainPass(bool bValue);// 0x48fda04
void SetRenderCustomDepth(bool bValue);// 0x48fd984
void SetReceivesDecals(bool bNewReceivesDecals);// 0x48fd904
void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x48fd884
void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x48fd770
void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x48fd64c
void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x48fd64c
void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName BoneName);// 0x48fd538
void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x48fd424
void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x48fd2ec
void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x48fd2ec
void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x48fd26c
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x48fd1ec
void SetOccludedDyeingColor(out const LinearColor InColor);// 0x48fd168
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);// 0x48fd0e0
void SetMaterialByNameAsyncCallBack(FName MaterialSlotName, MaterialInterface* AssetPtr);// 0x48fcf10
void SetMaterialByNameAsync(FName MaterialSlotName, FString MaterialPath);// 0x48fcd64
void SetMaterialByName(FName MaterialSlotName, MaterialInterface* Material);// 0x48fcca0
void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x48fcbdc
void SetMassScale(FName BoneName, float InMassScale);// 0x48fcb10
void SetMassOverrideInKg(FName BoneName, float MassInKg, bool bOverrideMass);// 0x48fc9f4
void SetMaskFilter(int InMaskFilter);// 0x48fc97c
void SetLODDefault(int LODIndex, MaterialInterface* LODMat);// 0x48fc8c0
void SetLockedAxis(byte LockedAxis);// 0x48fc840
void SetLinearDamping(float InDamping);// 0x2482fbc
void SetIdeaOutlineUseNormalInVertexColor(bool bNewUseNormalInVertexColor);// 0x2177e78
void SetIdeaOutlineOcclusionHighlight(bool bOcclusionHighlight);// 0x2177e78
void SetIdeaOutlineNew(bool bNew);// 0x2177e78
void SetEnableGravity(bool bGravityEnabled);// 0x48fc7b8
void SetDrawIdeaOutline(bool bNewDrawOutline);// 0x48fc738
void SetDrawDyeingMode(enum InDrawDyeingMode);// 0x48fc6c0
void SetDrawDyeing(bool bNewDrawOutline);// 0x48fc640
void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x48fc5c8
void SetCustomDepthStencilValue(int Value);// 0x48fc550
void SetCullDistance(float NewCullDistance);// 0x48fc4d8
void SetConstraintMode(byte ConstraintMode);// 0x48fc458
void SetCollisionResponseToChannel(byte Channel, byte NewResponse);// 0x48fc394
void SetCollisionResponseToAllChannels(byte NewResponse);// 0x48fc314
void SetCollisionProfileName(FName InCollisionProfileName);// 0x483d4ac
void SetCollisionObjectType(byte Channel);// 0x48fc294
void SetCollisionEnabled(byte NewType);// 0x48fc214
void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x48fc154
void SetCastShadow(bool NewCastShadow);// 0x48b9d1c
void SetCastPhotonShadow(bool bNewCastPhotonShadow);// 0x48fc0d4
void SetBoundsScale(float NewBoundsScale);// 0x48fc05c
void SetAngularDamping(float InDamping);// 0x48fbfdc
void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);// 0x48fbf10
void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool bAddToCurrent);// 0x48fbe34
void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool bAddToCurrent);// 0x48fbd2c
void SetAllPhysicsAngularVelocity(out const Vector NewAngVel, bool bAddToCurrent);// 0x48fbc50
void SetAllMassScale(float InMassScale);// 0x2454a44
Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);// 0x48fbb64
void PutRigidBodyToSleep(FName BoneName);// 0x48fbaec
void OverrideIdeaOutlineThickness(bool bOverride, const float InThickness);// 0x48fba24
void OverrideIdeaOutlineColor(bool bOverride, out const LinearColor InOutlineColor);// 0x48fb950
void K2_SetMoveIgnoreMask(int InIgnoreMask);// 0x48fb8dc
bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool bTraceComplex, bool bShowTrace, out Vector HitLocation, out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x48fb5ec
bool K2_IsQueryCollisionEnabled();// 0x48fb5ac
bool K2_IsPhysicsCollisionEnabled();// 0x48fb56c
bool K2_IsCollisionEnabled();// 0x48fb534
int K2_GetMoveIgnoreMask();// 0x48fb518
bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x48fb498
bool IsOverlappingActor(const Actor* Other);// 0x48fb418
bool IsGravityEnabled();// 0x2403c30
bool IsAnyRigidBodyAwake();// 0x48fb3e8
void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool bShouldIgnore);// 0x48fb324
void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x48fb260
WalkableSlopeOverride GetWalkableSlopeOverride();// 0x48fb224
Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);// 0x48fb140
Vector GetPhysicsLinearVelocity(FName BoneName);// 0x48fb0ac
Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x48fb018
Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x48faf6c
Vector GetPhysicsAngularVelocity(FName BoneName);// 0x48faf6c
void GetOverlappingComponents(out PrimitiveComponent*[] InOverlappingComponents);// 0x48faea0
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x48fad8c
int GetNumMaterials();// 0x47ffbb0
MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int SectionIndex);// 0x48facb0
MaterialInterface* GetMaterialAsync(int ElementIndex, delegate MaterialCallback);// 0x48fabb8
MaterialInterface* GetMaterial(int ElementIndex);// 0x48fab30
float GetMassScale(FName BoneName);// 0x48faaa8
float GetMass();// 0x48faa78
int GetMaskFilter();// 0x48faa5c
float GetLinearDamping();// 0x48faa2c
Vector GetInertiaTensor(FName BoneName);// 0x48fa990
byte GetCollisionResponseToChannel(byte Channel);// 0x48fa908
FName GetCollisionProfileName();// 0x48fa8c8
byte GetCollisionObjectType();// 0x48fa898
byte GetCollisionEnabled();// 0x24e75ec
float GetClosestPointOnCollision(out const Vector Point, out Vector OutPointOnBody, FName BoneName);// 0x48fa768
Vector GetCenterOfMass(FName BoneName);// 0x48fa6d4
float GetAngularDamping();// 0x48fa6a4
MaterialInstanceDynamic* CreateDynamicMaterialInstanceAsync(int ElementIndex, delegate MaterialInstCallback, MaterialInterface* SourceMaterial);// 0x48fa568
MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex, MaterialInterface* SourceMaterial);// 0x48fa49c
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterialAsync(int ElementIndex, MaterialInterface* Parent, delegate MaterialInstCallback);// 0x48fa360
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, MaterialInterface* Parent);// 0x48fa294
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicAsync(int ElementIndex, delegate MaterialInstCallback);// 0x48fa19c
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int ElementIndex);// 0x48fa114
PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x48fa054
Actor*[] CopyArrayOfMoveIgnoreActors();// 0x48f9f94
void ClearMoveIgnoreComponents();// 0x48f9f64
void ClearMoveIgnoreActors();// 0x48f9f50
bool CanCharacterStepUp(Pawn* Pawn);// 0x48f9ec8
void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);// 0x48f9c84
void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);// 0x48f9d94
void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x48f9c84
void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte Falloff, bool bVelChange);// 0x48f9ae0
void AddRadialForce(Vector Origin, float Radius, float Strength, byte Falloff, bool bAccelChange);// 0x48f993c
void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);// 0x48f9824
void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x48f970c
void AddForceAtLocationLocal(Vector force, Vector Location, FName BoneName);// 0x48f95f4
void AddForceAtLocation(Vector force, Vector Location, FName BoneName);// 0x48f94dc
void AddForce(Vector force, FName BoneName, bool bAccelChange);// 0x48f93c4
void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool bVelChange);// 0x48f92ac
void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool bVelChange);// 0x48f9170
void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x48f9058
--------------------------------
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);// 0x490f254
bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x490f190
void SetWorldScale3D(Vector NewScale);// 0x490f120
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);// 0x490f048
void SetSkipUpdateChildTransforms(bool EnableSkipUpdateChildTransforms);// 0x490efcc
void SetRelativeScale3D(Vector NewScale3D);// 0x490ef54
void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x490ee80
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale);// 0x490ed60
void ResetRelativeTransform();// 0x490ed4c
void OnRep_Visibility(bool OldValue);// 0x490eccc
void OnRep_Transform();// 0x490ecb8
void OnRep_AttachSocketName();// 0x490eca4
void OnRep_AttachParent();// 0x490eca4
void OnRep_AttachChildren();// 0x490ec90
void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490eab0
void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490e928
void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490e76c
void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490e5f0
void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490e410
void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490e294
void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490e0d8
void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490df5c
Transform K2_GetComponentToWorld();// 0x490defc
Vector K2_GetComponentScale();// 0x490deb4
Rotator K2_GetComponentRotation();// 0x490de6c
Vector K2_GetComponentLocation();// 0x490de24
void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum ScaleRule, bool bCallModify);// 0x490dcd4
bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x490daec
bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte AttachType, bool bWeldSimulatedBodies);// 0x490d990
void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490d7b0
void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490d634
void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490d4b8
void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490d33c
void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490d1c0
void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490cfe0
void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490ce5c
void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x490cce0
bool IsVisible();// 0x218e644
bool IsSimulatingPhysics(FName BoneName);// 0x490cc58
bool IsAnySimulatingPhysics();// 0x2905b10
Vector GetUpVector();// 0x490cc10
Transform GetSocketTransform(FName InSocketName, byte TransformSpace);// 0x490cb14
Rotator GetSocketRotation(FName InSocketName);// 0x490ca78
Quat GetSocketQuaternion(FName InSocketName);// 0x490c9dc
Vector GetSocketLocation(FName InSocketName);// 0x490c940
Vector GetRightVector();// 0x490c8f8
Transform GetRelativeTransform();// 0x490c898
PhysicsVolume* GetPhysicsVolume();// 0x490c870
void GetParentComponents(out SceneComponent*[] Parents);// 0x490c7a4
int GetNumChildrenComponents();// 0x490c77c
Vector GetForwardVector();// 0x48e38f0
Vector GetComponentVelocity();// 0x490c72c
Transform GetComponentTransformViewTranslatedBP();// 0x490c6f0
Transform GetComponentLocal(out const Transform LocalTransform);// 0x490c5f0
void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[] Children);// 0x490c4d0
SceneComponent* GetChildComponent(int ChildIndex);// 0x490c450
FName GetAttachSocketName();// 0x490c434
SceneComponent* GetAttachParent();// 0x2b20b3c
FName[] GetAllSocketNames();// 0x490c374
bool DoesSocketExist(FName InSocketName);// 0x490c2ec
void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);// 0x490c214
--------------------------------
Class: ActorComponent.Object
ActorComponentTickFunction PrimaryComponentTick;//[Offset: 0x20, Size: 60]
bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1]
FName[] ComponentTags;//[Offset: 0x60, Size: 12]
bool bDestroyIfOnClientNoLocalControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1]
float NetUpdateFrequency;//[Offset: 0x70, Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0x78, Size: 12]
bool bReplicates;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x84, Size: 1]
bool bNetAddressable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x84, Size: 1]
bool bAutoActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86, Size: 1]
bool bIsActive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x86, Size: 1]
bool bEditableWhenInherited;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x86, Size: 1]
bool bCanEverAffectNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x88, Size: 1]
bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x88, Size: 1]
bool bIsClientOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x88, Size: 1]
enum CreationMethod;//[Offset: 0x8a, Size: 1]
SimpleMemberReference[] UCSModifiedProperties;//[Offset: 0x8c, Size: 12]
delegate OnComponentActivated;//[Offset: 0x9c, Size: 12]
delegate OnComponentDeactivated;//[Offset: 0xa8, Size: 12]
void ToggleActive();// 0x22b8938
void SetTickGroup(byte NewTickGroup);// 0x47cd08c
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x47cd00c
void SetIsReplicated(bool ShouldReplicate);// 0x47ccf8c
void SetComponentTickInterval(float TickInterval);// 0x47ccf14
void SetComponentTickEnabled(bool bEnabled);// 0x2967c7c
void SetAutoActivate(bool bNewAutoActivate);// 0x21089e8
void SetActive(bool bNewActive, bool bReset);// 0x47cce3c
void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x47ccdbc
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x47ccd3c
void ReceiveTick(float DeltaSeconds);// 0x2efb424
void ReceiveEndPlay(byte EndPlayReason);// 0x2efb424
void ReceiveBeginPlay();// 0x2efb424
void OnRep_Replicates();// 0x47ccd28
void OnRep_IsActive();// 0x47ccd14
void K2_DestroyComponent(Object* Object);// 0x47ccc9c
bool IsComponentTickEnabled();// 0x47ccc74
bool IsBeingDestroyed();// 0x47ccc54
bool IsActive();// 0x26345e8
Actor* GetOwner();// 0x47ccc38
float GetComponentTickInterval();// 0x47ccc10
void ForceNetUpdate();// 0x22bf28c
void Deactivate();// 0x22b8900
bool ComponentHasTag(FName Tag);// 0x47ccb90
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x47ccb10
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x47cca90
void Activate(bool bReset);// 0x2108960
--------------------------------
Class: PhysicsVolume.Volume.Brush.Actor.Object
float TerminalVelocity;//[Offset: 0x320, Size: 4]
int Priority;//[Offset: 0x324, Size: 4]
float FluidFriction;//[Offset: 0x328, Size: 4]
bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32c, Size: 1]
bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x32c, Size: 1]
--------------------------------
Class: Volume.Brush.Actor.Object
--------------------------------
Class: Brush.Actor.Object
byte BrushType;//[Offset: 0x2f9, Size: 1]
Color BrushColor;//[Offset: 0x2fc, Size: 4]
int PolyFlags;//[Offset: 0x300, Size: 4]
bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x304, Size: 1]
bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x304, Size: 1]
bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x304, Size: 1]
bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x304, Size: 1]
Model* Brush;//[Offset: 0x308, Size: 4]
BrushComponent* BrushComponent;//[Offset: 0x30c, Size: 4]
bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1]
GeomSelection[] SavedSelections;//[Offset: 0x314, Size: 12]
--------------------------------
Class: Actor.Object
ActorTickFunction PrimaryActorTick;//[Offset: 0x1c, Size: 60]
bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1]
float CustomTimeDilation;//[Offset: 0x5c, Size: 4]
bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1]
bool bNetTemporary;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60, Size: 1]
bool bNetStartup;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x60, Size: 1]
bool bOnlyRelevantToOwner;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x60, Size: 1]
bool bOnlyRelevantToConnection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x60, Size: 1]
bool bRegionBasedNetConsideration;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x60, Size: 1]
bool bFastDistBasedRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x60, Size: 1]
bool bFastCustomOwnersRelevancy;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x60, Size: 1]
bool bAlwaysRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61, Size: 1]
bool bReplicateMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x61, Size: 1]
bool bTearOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x61, Size: 1]
bool bExchangedRoles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x61, Size: 1]
bool bNetLoadOnClient;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x61, Size: 1]
bool bNetUseOwnerRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x61, Size: 1]
bool bBlockInput;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x61, Size: 1]
bool bAllowTickBeforeBeginPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62, Size: 1]
bool bActorEnableCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x62, Size: 1]
bool bReplicates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x62, Size: 1]
byte RemoteRole;//[Offset: 0x63, Size: 1]
Actor* Owner;//[Offset: 0x64, Size: 4]
byte WorldParallelismID;//[Offset: 0x68, Size: 1]
FName NetDriverName;//[Offset: 0x70, Size: 8]
RepMovement ReplicatedMovement;//[Offset: 0x78, Size: 72]
float InitialLifeSpan;//[Offset: 0xc0, Size: 4]
RepAttachment AttachmentReplication;//[Offset: 0xc8, Size: 56]
byte Role;//[Offset: 0x100, Size: 1]
byte NetDormancy;//[Offset: 0x101, Size: 1]
byte AutoReceiveInput;//[Offset: 0x102, Size: 1]
int InputPriority;//[Offset: 0x104, Size: 4]
InputComponent* InputComponent;//[Offset: 0x108, Size: 4]
float NetCullDistanceSquared;//[Offset: 0x10c, Size: 4]
int NetTag;//[Offset: 0x110, Size: 4]
float NetConsiderFrequency;//[Offset: 0x118, Size: 4]
float NetUpdateFrequency;//[Offset: 0x11c, Size: 4]
float MinNetUpdateFrequency;//[Offset: 0x120, Size: 4]
bool bActorReplicateFreqLODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x124, Size: 1]
bool bActorReplicateFreqLODDistEnhancedOnBack;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x124, Size: 1]
ActorReplicateFreqLODConfig[] ActorReplicateFreqLODConfigs;//[Offset: 0x128, Size: 12]
byte ActorRepNetNotRelevantLODGroupID;//[Offset: 0x134, Size: 1]
int NetUpdateGroupID;//[Offset: 0x138, Size: 4]
float NetPriority;//[Offset: 0x13c, Size: 4]
bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x144, Size: 1]
bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x144, Size: 1]
bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x144, Size: 1]
bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x144, Size: 1]
bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x144, Size: 1]
bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x144, Size: 1]
bool bLowUpdateRateForReplay;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x144, Size: 1]
bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x144, Size: 1]
bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x145, Size: 1]
bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x145, Size: 1]
bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x145, Size: 1]
bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x145, Size: 1]
bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x145, Size: 1]
enum SpawnCollisionHandlingMethod;//[Offset: 0x146, Size: 1]
Pawn* Instigator;//[Offset: 0x154, Size: 4]
Actor*[] Children;//[Offset: 0x158, Size: 12]
SceneComponent* RootComponent;//[Offset: 0x164, Size: 4]
MatineeActor*[] ControllingMatineeActors;//[Offset: 0x168, Size: 12]
FName[] Layers;//[Offset: 0x180, Size: 12]
ChildActorComponent* ParentComponent;//[Offset: 0x18c, Size: 8]
FName[] Tags;//[Offset: 0x194, Size: 12]
uint64 HiddenEditorViews;//[Offset: 0x1a0, Size: 8]
delegate OnTakeAnyDamage;//[Offset: 0x1a8, Size: 12]
delegate OnTakePointDamage;//[Offset: 0x1b4, Size: 12]
delegate OnActorBeginOverlap;//[Offset: 0x1c0, Size: 12]
delegate OnActorEndOverlap;//[Offset: 0x1cc, Size: 12]
delegate OnBeginCursorOver;//[Offset: 0x1d8, Size: 12]
delegate OnEndCursorOver;//[Offset: 0x1e4, Size: 12]
delegate OnClicked;//[Offset: 0x1f0, Size: 12]
delegate OnReleased;//[Offset: 0x1fc, Size: 12]
delegate OnInputTouchBegin;//[Offset: 0x208, Size: 12]
delegate OnInputTouchEnd;//[Offset: 0x214, Size: 12]
delegate OnInputTouchEnter;//[Offset: 0x220, Size: 12]
delegate OnInputTouchLeave;//[Offset: 0x22c, Size: 12]
delegate OnActorHit;//[Offset: 0x238, Size: 12]
delegate OnDestroyed;//[Offset: 0x244, Size: 12]
delegate OnEndPlay;//[Offset: 0x250, Size: 12]
ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x2d4, Size: 12]
ActorComponent*[] InstanceComponents;//[Offset: 0x2e0, Size: 12]
bool WasRecentlyRendered(float Tolerance);// 0x47c9c04
void UserConstructionScript();// 0x2efb424
void TearOff();// 0x213600c
void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);// 0x47c9b48
void SetTickGroup(byte NewTickGroup);// 0x47c9ad0
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x47c9a50
void SetReplicates(bool bInReplicates);// 0x47c99d0
void SetReplicateMovement(bool bInReplicateMovement);// 0x47c9948
void SetOwner(Actor* NewOwner);// 0x217e39c
void SetNetUpdateGroupID(int InGroupID);// 0x47c98c8
void SetNetUpdateGroup(Actor* InConnectionActor);// 0x21841b8
void SetNetDormancy(byte NewDormancy);// 0x47c9850
void SetLifeSpan(float InLifespan);// 0x47c97d0
void SetActorTickInterval(float TickInterval);// 0x47c9758
void SetActorTickEnabled(bool bEnabled);// 0x47c96d8
void SetActorScale3D(Vector NewScale3D);// 0x47c9668
void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x47c95f8
void SetActorHiddenInGame(bool bNewHidden);// 0x2967f9c
void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x47c9578
void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x2189288
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x2189308
void ReceiveTick(float DeltaSeconds);// 0x2efb424
void ReceiveReInitForReplay();// 0x2efb424
void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser);// 0x2efb424
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);// 0x2efb424
void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent* OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector NormalImpulse, out const HitResult Hit);// 0x2efb424
void ReceiveEndPlay(byte EndPlayReason);// 0x2efb424
void ReceiveDestroyed();// 0x2efb424
void ReceiveBeginPlay();// 0x2efb424
void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2efb424
void ReceiveActorOnReleased(Key ButtonReleased);// 0x2efb424
void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x2efb424
void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x2efb424
void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x2efb424
void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x2efb424
void ReceiveActorOnClicked(Key ButtonPressed);// 0x2efb424
void ReceiveActorEndOverlap(Actor* OtherActor);// 0x2efb424
void ReceiveActorEndCursorOver();// 0x2efb424
void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x2efb424
void ReceiveActorBeginCursorOver();// 0x2efb424
void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups);// 0x47c9464
void OnRep_ReplicateMovement();// 0x22772d4
void OnRep_ReplicatedMovement();// 0x21bd4ec
void OnRep_Owner();// 0x22b8938
void OnRep_Instigator();// 0x21357ec
void OnRep_AttachmentReplication();// 0x21d46a4
void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation, float MaxRange, FName Tag);// 0x47c92c8
MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);// 0x2638040
bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x47c9200
bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c9010
bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);// 0x47c8f40
void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c8d60
void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c8be0
void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c8a64
bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c8894
bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c8714
void K2_OnReset();// 0x2efb424
void K2_OnEndViewTarget(PlayerController* PC);// 0x2efb424
void K2_OnBecomeViewTarget(PlayerController* PC);// 0x2efb424
SceneComponent* K2_GetRootComponent();// 0x23e5a50
Rotator K2_GetActorRotation();// 0x47c8620
Vector K2_GetActorLocation();// 0x47c85e0
void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum ScaleRule);// 0x47c84e0
void K2_DestroyComponent(ActorComponent* Component);// 0x47c8468
void K2_DestroyActor();// 0x2105518
void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x47c8288
void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x47c80a8
void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x47c7f54
void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x47c7e00
void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c7c20
void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c7a9c
void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c7920
void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c7740
void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c75c4
void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x47c7448
bool IsOverlappingActor(const Actor* Other);// 0x47c73c8
bool IsChildActor();// 0x47c73a0
bool IsActorTickEnabled();// 0x47c7378
bool IsActorBeingDestroyed();// 0x47c7354
bool HasAuthority();// 0x47c732c
float GetVerticalDistanceTo(const Actor* OtherActor);// 0x47c72ac
Vector GetVelocity();// 0x246c578
Transform GetTransform();// 0x47c7260
bool GetTickableWhenPaused();// 0x47c7238
float GetSquaredDistanceTo(const Actor* OtherActor);// 0x47c71b8
byte GetRole();// 0x47c7190
byte GetRemoteRole();// 0x47c7174
ChildActorComponent* GetParentComponent();// 0x47c714c
Actor* GetParentActor();// 0x47c7124
Actor* GetOwner();// 0x47c7108
void GetOverlappingComponents(out PrimitiveComponent*[] OverlappingComponents);// 0x47c703c
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x47c6f28
float GetLifeSpan();// 0x47c6ef8
Controller* GetInstigatorController();// 0x47c6ed0
Pawn* GetInstigator();// 0x47c6ea8
Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x47c6ba4
float GetInputAxisValue(const FName InputAxisName);// 0x47c6b24
float GetInputAxisKeyValue(const Key InputAxisKey);// 0x47c682c
float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x47c67ac
float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x47c672c
float GetGameTimeSinceCreation();// 0x47c6704
float GetDotProductTo(const Actor* OtherActor);// 0x47c6684
float GetDistanceTo(const Actor* OtherActor);// 0x47c6604
ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass, FName Tag);// 0x47c64b0
ActorComponent*[] GetComponentsByClass(class ActorComponent ComponentClass);// 0x47c63a8
ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);// 0x47c6328
FName GetAttachParentSocketName();// 0x47c62e8
Actor* GetAttachParentActor();// 0x47c62c0
void GetAttachedActors(out Actor*[] OutActors);// 0x47c61f4
void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);// 0x47c60d8
Vector GetActorUpVector();// 0x47c6064
float GetActorTimeDilation();// 0x47c603c
float GetActorTickInterval();// 0x47c6014
Vector GetActorScale3D();// 0x47c5fcc
Vector GetActorRightVector();// 0x47c5f58
Vector GetActorRelativeScale3D();// 0x47c5f10
Vector GetActorForwardVector();// 0x47c5e9c
void GetActorEyesViewPoint(out Vector OutLocation, out Rotator OutRotation);// 0x47c5dbc
bool GetActorEnableCollision();// 0x47c5d9c
void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out Vector BoxExtent);// 0x47c5c74
void ForceNetUpdate();// 0x22bf28c
void ForceNetConsider();// 0x24e7a88
void FlushNetDormancy();// 0x47c5c60
void EnableInput(PlayerController* PlayerController);// 0x47c5be0
void DisableInput(PlayerController* PlayerController);// 0x47c5b60
void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x47c5ae0
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x47c5a60
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x47c59e0
ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out const Transform RelativeTransform, const Object* ComponentTemplateContext);// 0x47c5820
bool ActorHasTag(FName Tag);// 0x47c5794
--------------------------------
Class: Color
byte B;//[Offset: 0x0, Size: 1]
byte G;//[Offset: 0x1, Size: 1]
byte R;//[Offset: 0x2, Size: 1]
byte A;//[Offset: 0x3, Size: 1]
--------------------------------
Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Model* Brush;//[Offset: 0x5bc, Size: 4]
BodySetup* BrushBodySetup;//[Offset: 0x5c0, Size: 4]
Vector PrePivot;//[Offset: 0x5c4, Size: 12]
--------------------------------
Class: BodySetup.Object
KAggregateGeom AggGeom;//[Offset: 0x1c, Size: 52]
FName BoneName;//[Offset: 0x50, Size: 8]
byte PhysicsType;//[Offset: 0x58, Size: 1]
bool bAlwaysFullAnimWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59, Size: 1]
bool bConsiderForBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x59, Size: 1]
bool bMeshCollideAll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x59, Size: 1]
bool bDoubleSidedGeometry;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x59, Size: 1]
bool bGenerateNonMirroredCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x59, Size: 1]
bool bSharedCookedData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x59, Size: 1]
bool bGenerateMirroredCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x59, Size: 1]
PhysicalMaterial* PhysMaterial;//[Offset: 0x5c, Size: 4]
bool bUsedPhysSimpleStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1]
StaticMesh*[] PhysSimpleStaticMeshList;//[Offset: 0x64, Size: 12]
byte CollisionReponse;//[Offset: 0x70, Size: 1]
bool bCollisionPerShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x71, Size: 1]
byte[] SphereCollisionEnabledList;//[Offset: 0x74, Size: 12]
byte[] CapsuleCollisionEnabledList;//[Offset: 0x80, Size: 12]
byte[] BoxCollisionEnabledList;//[Offset: 0x8c, Size: 12]
byte[] ConvexCollisionEnabledList;//[Offset: 0x98, Size: 12]
byte[] TriMeshesCollisionEnabledList;//[Offset: 0xa4, Size: 12]
byte CollisionTraceFlag;//[Offset: 0xb0, Size: 1]
BodyInstance DefaultInstance;//[Offset: 0xb8, Size: 320]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x1f8, Size: 16]
float BuildScale;//[Offset: 0x208, Size: 4]
Vector BuildScale3D;//[Offset: 0x20c, Size: 12]
--------------------------------
Class: KAggregateGeom
KSphereElem[] SphereElems;//[Offset: 0x0, Size: 12]
KBoxElem[] BoxElems;//[Offset: 0xc, Size: 12]
KSphylElem[] SphylElems;//[Offset: 0x18, Size: 12]
KConvexElem[] ConvexElems;//[Offset: 0x24, Size: 12]
--------------------------------
Class: KSphereElem.KShapeElem
Matrix TM;//[Offset: 0x10, Size: 64]
Vector Center;//[Offset: 0x50, Size: 12]
float Radius;//[Offset: 0x5c, Size: 4]
--------------------------------
Class: KShapeElem
--------------------------------
Class: Matrix
Plane XPlane;//[Offset: 0x0, Size: 16]
Plane YPlane;//[Offset: 0x10, Size: 16]
Plane ZPlane;//[Offset: 0x20, Size: 16]
Plane WPlane;//[Offset: 0x30, Size: 16]
--------------------------------
Class: Plane.Vector
float W;//[Offset: 0xc, Size: 4]
--------------------------------
Class: Vector
float X;//[Offset: 0x0, Size: 4]
float Y;//[Offset: 0x4, Size: 4]
float Z;//[Offset: 0x8, Size: 4]
--------------------------------
Class: KBoxElem.KShapeElem
Matrix TM;//[Offset: 0x10, Size: 64]
Quat Orientation;//[Offset: 0x50, Size: 16]
Vector Center;//[Offset: 0x60, Size: 12]
Rotator Rotation;//[Offset: 0x6c, Size: 12]
float X;//[Offset: 0x78, Size: 4]
float Y;//[Offset: 0x7c, Size: 4]
float Z;//[Offset: 0x80, Size: 4]
--------------------------------
Class: Quat
float X;//[Offset: 0x0, Size: 4]
float Y;//[Offset: 0x4, Size: 4]
float Z;//[Offset: 0x8, Size: 4]
float W;//[Offset: 0xc, Size: 4]
--------------------------------
Class: Rotator
float Pitch;//[Offset: 0x0, Size: 4]
float Yaw;//[Offset: 0x4, Size: 4]
float Roll;//[Offset: 0x8, Size: 4]
--------------------------------
Class: KSphylElem.KShapeElem
Matrix TM;//[Offset: 0x10, Size: 64]
Quat Orientation;//[Offset: 0x50, Size: 16]
Vector Center;//[Offset: 0x60, Size: 12]
Rotator Rotation;//[Offset: 0x6c, Size: 12]
float Radius;//[Offset: 0x78, Size: 4]
float Length;//[Offset: 0x7c, Size: 4]
--------------------------------
Class: KConvexElem.KShapeElem
Vector[] VertexData;//[Offset: 0x10, Size: 12]
Box ElemBox;//[Offset: 0x1c, Size: 28]
Transform Transform;//[Offset: 0x40, Size: 48]
--------------------------------
Class: Box
Vector Min;//[Offset: 0x0, Size: 12]
Vector Max;//[Offset: 0xc, Size: 12]
byte IsValid;//[Offset: 0x18, Size: 1]
--------------------------------
Class: Transform
Quat Rotation;//[Offset: 0x0, Size: 16]
Vector Translation;//[Offset: 0x10, Size: 12]
Vector Scale3D;//[Offset: 0x20, Size: 12]
--------------------------------
Class: PhysicalMaterial.Object
float Friction;//[Offset: 0x1c, Size: 4]
byte FrictionCombineMode;//[Offset: 0x20, Size: 1]
bool bOverrideFrictionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1]
float Restitution;//[Offset: 0x24, Size: 4]
byte RestitutionCombineMode;//[Offset: 0x28, Size: 1]
bool bOverrideRestitutionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1]
Color MaterialColor;//[Offset: 0x2c, Size: 4]
float Density;//[Offset: 0x30, Size: 4]
float RaiseMassToPower;//[Offset: 0x34, Size: 4]
float DestructibleDamageThresholdScale;//[Offset: 0x38, Size: 4]
PhysicalMaterialPropertyBase* PhysicalMaterialProperty;//[Offset: 0x3c, Size: 4]
byte SurfaceType;//[Offset: 0x40, Size: 1]
float TireFrictionScale;//[Offset: 0x44, Size: 4]
TireFrictionScalePair[] TireFrictionScales;//[Offset: 0x48, Size: 12]
--------------------------------
Class: PhysicalMaterialPropertyBase.Object
--------------------------------
Class: TireFrictionScalePair
TireType* TireType;//[Offset: 0x0, Size: 4]
float FrictionScale;//[Offset: 0x4, Size: 4]
--------------------------------
Class: TireType.DataAsset.Object
float FrictionScale;//[Offset: 0x20, Size: 4]
--------------------------------
Class: DataAsset.Object
class DataAsset* NativeClass;//[Offset: 0x1c, Size: 4]
--------------------------------
Class: StaticMesh.Object
bool bHasROCData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1]
int MinLOD;//[Offset: 0x2c, Size: 4]
MaterialInterface*[] Materials;//[Offset: 0x30, Size: 12]
StaticMaterial[] StaticMaterials;//[Offset: 0x3c, Size: 12]
float LightmapUVDensity;//[Offset: 0x48, Size: 4]
int LightMapResolution;//[Offset: 0x4c, Size: 4]
int LightMapCoordinateIndex;//[Offset: 0x50, Size: 4]
float DistanceFieldSelfShadowBias;//[Offset: 0x54, Size: 4]
bool bGenerateMeshDistanceField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1]
BodySetup* BodySetup;//[Offset: 0x5c, Size: 4]
int LODForCollision;//[Offset: 0x60, Size: 4]
float CullingScreenSize;//[Offset: 0x64, Size: 4]
bool bUseScreenSizeModifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1]
bool bLazyLoadBulkData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x69, Size: 1]
bool bIsGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a, Size: 1]
bool bIsTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b, Size: 1]
bool bEnableTransparentRenderOpt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1]
bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6d, Size: 1]
bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6d, Size: 1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e, Size: 1]
bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa0, Size: 1]
float LpvBiasMultiplier;//[Offset: 0xa4, Size: 4]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa8, Size: 1]
StaticMeshSocket*[] Sockets;//[Offset: 0xd4, Size: 12]
Vector PositiveBoundsExtension;//[Offset: 0xe8, Size: 12]
Vector NegativeBoundsExtension;//[Offset: 0xf4, Size: 12]
BoxSphereBounds ExtendedBounds;//[Offset: 0x100, Size: 28]
Vector4[] OcclusionCullingVertex;//[Offset: 0x11c, Size: 12]
Vector IndirectLightingCachePositionOffset;//[Offset: 0x128, Size: 12]
bool bUseQuantization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1]
int ElementToIgnoreForTexFactor;//[Offset: 0x138, Size: 4]
AssetUserData*[] AssetUserData;//[Offset: 0x13c, Size: 12]
NavCollision* NavCollision;//[Offset: 0x148, Size: 4]
int GetNumSections(int InLOD);// 0x492dc20
int GetNumLODs();// 0x492dbf8
int GetMaterialIndex(FName MaterialSlotName);// 0x492db78
MaterialInterface* GetMaterial(int MaterialIndex);// 0x492daf8
BoxSphereBounds GetBounds();// 0x492daa4
Box GetBoundingBox();// 0x492da50
--------------------------------
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);// 0x48b6bfc
void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups);// 0x48b6a94
PhysicalMaterial* GetPhysicalMaterial();// 0x28f6280
Material* GetBaseMaterial();// 0x48b6a6c
--------------------------------
Class: SubsurfaceProfile.Object
SubsurfaceProfileStruct Settings;//[Offset: 0x1c, Size: 36]
--------------------------------
Class: SubsurfaceProfileStruct
float ScatterRadius;//[Offset: 0x0, Size: 4]
LinearColor SubsurfaceColor;//[Offset: 0x4, Size: 16]
LinearColor FalloffColor;//[Offset: 0x14, Size: 16]
--------------------------------
Class: LinearColor
float R;//[Offset: 0x0, Size: 4]
float G;//[Offset: 0x4, Size: 4]
float B;//[Offset: 0x8, Size: 4]
float A;//[Offset: 0xc, Size: 4]
--------------------------------
Class: LightmassMaterialInterfaceSettings
bool bCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
float EmissiveBoost;//[Offset: 0x4, Size: 4]
float DiffuseBoost;//[Offset: 0x8, Size: 4]
float ExportResolutionScale;//[Offset: 0xc, Size: 4]
bool bOverrideCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1]
bool bOverrideEmissiveBoost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10, Size: 1]
bool bOverrideDiffuseBoost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10, Size: 1]
bool bOverrideExportResolutionScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10, Size: 1]
--------------------------------
Class: MaterialTextureInfo
float SamplingScale;//[Offset: 0x0, Size: 4]
int UVChannelIndex;//[Offset: 0x4, Size: 4]
FName TextureName;//[Offset: 0x8, Size: 8]
--------------------------------
Class: Material.MaterialInterface.Object
PhysicalMaterial* PhysMaterial;//[Offset: 0x50, Size: 4]
ColorMaterialInput DiffuseColor;//[Offset: 0x58, Size: 56]
ColorMaterialInput SpecularColor;//[Offset: 0x90, Size: 56]
ColorMaterialInput BaseColor;//[Offset: 0xc8, Size: 56]
ScalarMaterialInput Metallic;//[Offset: 0x100, Size: 56]
ScalarMaterialInput Specular;//[Offset: 0x138, Size: 56]
ScalarMaterialInput Roughness;//[Offset: 0x170, Size: 56]
VectorMaterialInput Normal;//[Offset: 0x1a8, Size: 64]
ColorMaterialInput EmissiveColor;//[Offset: 0x1e8, Size: 56]
ScalarMaterialInput Opacity;//[Offset: 0x220, Size: 56]
ScalarMaterialInput OpacityMask;//[Offset: 0x258, Size: 56]
byte MaterialDomain;//[Offset: 0x290, Size: 1]
byte BlendMode;//[Offset: 0x291, Size: 1]
byte DecalBlendMode;//[Offset: 0x292, Size: 1]
byte MaterialDecalResponse;//[Offset: 0x293, Size: 1]
byte ShadingModel;//[Offset: 0x294, Size: 1]
byte ShadingRate;//[Offset: 0x295, Size: 1]
float OpacityMaskClipValue;//[Offset: 0x298, Size: 4]
float VertexOffsetAlongNormal;//[Offset: 0x29c, Size: 4]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a0, Size: 1]
byte OITBlendMode;//[Offset: 0x2a1, Size: 1]
VectorMaterialInput WorldPositionOffset;//[Offset: 0x2a8, Size: 64]
VectorMaterialInput WorldDisplacement;//[Offset: 0x2e8, Size: 64]
ScalarMaterialInput TessellationMultiplier;//[Offset: 0x328, Size: 56]
ColorMaterialInput SubsurfaceColor;//[Offset: 0x360, Size: 56]
ScalarMaterialInput ClearCoat;//[Offset: 0x398, Size: 56]
ScalarMaterialInput ClearCoatRoughness;//[Offset: 0x3d0, Size: 56]
ScalarMaterialInput AmbientOcclusion;//[Offset: 0x408, Size: 56]
ScalarMaterialInput Refraction;//[Offset: 0x440, Size: 56]
Vector2MaterialInput CustomizedUVs;//[Offset: 0x478, Size: 64]
MaterialAttributesInput MaterialAttributes;//[Offset: 0x678, Size: 56]
ScalarMaterialInput PixelDepthOffset;//[Offset: 0x6b0, Size: 56]
Vector4MaterialInput CustomizedVertexColor;//[Offset: 0x6f0, Size: 80]
Vector4MaterialInput PlanarReflectionOffsetScale;//[Offset: 0x740, Size: 80]
bool bEnableSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x790, Size: 1]
bool bEnableMobileSeparateTranslucency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x790, Size: 1]
bool bEnableResponsiveAA;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x790, Size: 1]
bool bScreenSpaceReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x790, Size: 1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x790, Size: 1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x790, Size: 1]
bool DitherOpacityMask;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x790, Size: 1]
bool bAllowNegativeEmissiveColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x790, Size: 1]
int NumCustomizedUVs;//[Offset: 0x794, Size: 4]
byte TranslucencyLightingMode;//[Offset: 0x798, Size: 1]
float TranslucencyDirectionalLightingIntensity;//[Offset: 0x79c, Size: 4]
bool AllowTranslucentCustomDepthWrites;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a0, Size: 1]
float TranslucentShadowDensityScale;//[Offset: 0x7a4, Size: 4]
float TranslucentSelfShadowDensityScale;//[Offset: 0x7a8, Size: 4]
float TranslucentSelfShadowSecondDensityScale;//[Offset: 0x7ac, Size: 4]
float TranslucentSelfShadowSecondOpacity;//[Offset: 0x7b0, Size: 4]
float TranslucentBackscatteringExponent;//[Offset: 0x7b4, Size: 4]
LinearColor TranslucentMultipleScatteringExtinction;//[Offset: 0x7b8, Size: 16]
float TranslucentShadowStartOffset;//[Offset: 0x7c8, Size: 4]
bool bDisableDepthTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cc, Size: 1]
bool bGenerateSphericalParticleNormals;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cc, Size: 1]
bool bTangentSpaceNormal;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cc, Size: 1]
bool bUseEmissiveForDynamicAreaLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cc, Size: 1]
bool bBlockGI;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cc, Size: 1]
bool bUsedAsSpecialEngineMaterial;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cc, Size: 1]
bool bUsedWithSkeletalMesh;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cc, Size: 1]
bool bUsedWithGFur;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cc, Size: 1]
bool bUsedWithEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cd, Size: 1]
bool bUsedWithParticleSprites;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cd, Size: 1]
bool bUsedWithBeamTrails;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cd, Size: 1]
bool bUsedWithMeshParticles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cd, Size: 1]
bool bUsedWithNiagaraSprites;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cd, Size: 1]
bool bUsedWithNiagaraRibbons;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cd, Size: 1]
bool bUsedWithNiagaraMeshParticles;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cd, Size: 1]
bool bUsedWithIBL;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cd, Size: 1]
bool bUsedWithStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ce, Size: 1]
bool bUsedWithMorphTargets;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ce, Size: 1]
bool bUsedWithSplineMeshes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ce, Size: 1]
bool bUsedWithQuantizedMeshes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ce, Size: 1]
bool bUsedWithInstancedStaticMeshes;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ce, Size: 1]
bool bUsedWithInstancedPDSurface;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ce, Size: 1]
bool bUsesDistortion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7ce, Size: 1]
bool bUsedWithClothing;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7ce, Size: 1]
bool bUsedWithUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cf, Size: 1]
bool bUsedWithPPRBackgroud;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cf, Size: 1]
bool bUsedWithSurfelInjectColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cf, Size: 1]
bool bAutomaticallySetUsageInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cf, Size: 1]
bool bFullyRough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cf, Size: 1]
bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cf, Size: 1]
bool bForceMaterialFloat;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cf, Size: 1]
bool bUseLightmapDirectionality;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cf, Size: 1]
bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d0, Size: 1]
bool bUseSimplestShader;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d0, Size: 1]
bool bBypassSystemMaterialQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d0, Size: 1]
bool bBypassMobilePointLight;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d0, Size: 1]
bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d0, Size: 1]
bool bForceOutputLinearSpace;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d0, Size: 1]
bool bUseAsDrawToRenderTarget;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d0, Size: 1]
bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d0, Size: 1]
bool bShadowUseTentFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d1, Size: 1]
bool bUseLightmap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d1, Size: 1]
bool bUseIndirectLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d1, Size: 1]
bool bShadowOnEmissiveColor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d1, Size: 1]
bool bUsedGrassInstnaceColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d1, Size: 1]
bool bUsedVertexPointLight;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d1, Size: 1]
bool bUsedWithLandscapeShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d1, Size: 1]
bool bUseLandscapeMultiLayer;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d1, Size: 1]
bool bUsedWithPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d2, Size: 1]
bool bUsedWithPhotonShadowPCSS;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d2, Size: 1]
bool bUsedDynamicObjectVertexLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d2, Size: 1]
byte ShadowOverride;//[Offset: 0x7d3, Size: 1]
byte SimpleVertexNormalSituation;//[Offset: 0x7d4, Size: 1]
bool bZForceFar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d5, Size: 1]
bool bWettable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d5, Size: 1]
bool bUseLegacySpecular;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d5, Size: 1]
bool bCorrectBlendingColorInHDR;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d5, Size: 1]
bool bUseAsTranslucentEarlyZ;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d5, Size: 1]
bool bLiteRough;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d5, Size: 1]
bool bUseSimpleSkyLight;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d5, Size: 1]
bool bACESOff;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d5, Size: 1]
bool bEmissionOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d6, Size: 1]
bool bInstL2WOnlyTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d6, Size: 1]
bool bUseLiteFog;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d6, Size: 1]
bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d6, Size: 1]
bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d6, Size: 1]
bool bApplyVertexFog;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d6, Size: 1]
bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d6, Size: 1]
byte D3D11TessellationMode;//[Offset: 0x7d7, Size: 1]
bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d8, Size: 1]
bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d8, Size: 1]
float MaxDisplacement;//[Offset: 0x7dc, Size: 4]
bool Wireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7e0, Size: 1]
bool bOutputVelocityOnBasePass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7e0, Size: 1]
bool bUnlitOutputAllMTOnBasePass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7e0, Size: 1]
int EditorX;//[Offset: 0x7e4, Size: 4]
int EditorY;//[Offset: 0x7e8, Size: 4]
int EditorPitch;//[Offset: 0x7ec, Size: 4]
int EditorYaw;//[Offset: 0x7f0, Size: 4]
MaterialExpression*[] Expressions;//[Offset: 0x7f4, Size: 12]
MaterialFunctionInfo[] MaterialFunctionInfos;//[Offset: 0x800, Size: 12]
MaterialParameterCollectionInfo[] MaterialParameterCollectionInfos;//[Offset: 0x80c, Size: 12]
bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x818, Size: 1]
bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x818, Size: 1]
bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x818, Size: 1]
bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x818, Size: 1]
bool bIsSky;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x818, Size: 1]
bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x818, Size: 1]
bool bDisableDirectionalLighting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x818, Size: 1]
bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x818, Size: 1]
bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x819, Size: 1]
bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x819, Size: 1]
bool bUseLandscapeVertexHole;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x819, Size: 1]
uint32 UsageFlagWarnings;//[Offset: 0x81c, Size: 4]
byte BlendableLocation;//[Offset: 0x820, Size: 1]
int BlendablePriority;//[Offset: 0x824, Size: 4]
bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x828, Size: 1]
byte RefractionMode;//[Offset: 0x829, Size: 1]
float RefractionDepthBias;//[Offset: 0x82c, Size: 4]
bool bOceanFoam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x830, Size: 1]
bool bEnableMeshClip;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x830, Size: 1]
bool bEnableMeshDiscard;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x830, Size: 1]
bool bEnableMeshArcPlaneClip;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x830, Size: 1]
bool bIsEnhancedUImage;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x830, Size: 1]
Guid StateID;//[Offset: 0x834, Size: 16]
Texture*[] ExpressionTextureReferences;//[Offset: 0x8dc, Size: 12]
--------------------------------
Class: ColorMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
Color Constant;//[Offset: 0x34, Size: 4]
--------------------------------
Class: MaterialInput
int OutputIndex;//[Offset: 0x0, Size: 4]
FString InputName;//[Offset: 0x4, Size: 12]
int Mask;//[Offset: 0x10, Size: 4]
int MaskR;//[Offset: 0x14, Size: 4]
int MaskG;//[Offset: 0x18, Size: 4]
int MaskB;//[Offset: 0x1c, Size: 4]
int MaskA;//[Offset: 0x20, Size: 4]
FName ExpressionName;//[Offset: 0x28, Size: 8]
--------------------------------
Class: ScalarMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
float Constant;//[Offset: 0x34, Size: 4]
--------------------------------
Class: VectorMaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
Vector Constant;//[Offset: 0x34, Size: 12]
--------------------------------
Class: Vector2MaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
float ConstantX;//[Offset: 0x34, Size: 4]
float ConstantY;//[Offset: 0x38, Size: 4]
--------------------------------
Class: MaterialAttributesInput.ExpressionInput
int PropertyConnectedBitmask;//[Offset: 0x30, Size: 4]
--------------------------------
Class: ExpressionInput
int OutputIndex;//[Offset: 0x0, Size: 4]
FString InputName;//[Offset: 0x4, Size: 12]
int Mask;//[Offset: 0x10, Size: 4]
int MaskR;//[Offset: 0x14, Size: 4]
int MaskG;//[Offset: 0x18, Size: 4]
int MaskB;//[Offset: 0x1c, Size: 4]
int MaskA;//[Offset: 0x20, Size: 4]
FName ExpressionName;//[Offset: 0x28, Size: 8]
--------------------------------
Class: Vector4MaterialInput.MaterialInput
bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
Vector4 Constant;//[Offset: 0x40, Size: 16]
--------------------------------
Class: Vector4
float X;//[Offset: 0x0, Size: 4]
float Y;//[Offset: 0x4, Size: 4]
float Z;//[Offset: 0x8, Size: 4]
float W;//[Offset: 0xc, Size: 4]
--------------------------------
Class: MaterialExpression.Object
Material* Material;//[Offset: 0x1c, Size: 4]
MaterialFunction* Function;//[Offset: 0x20, Size: 4]
FString Desc;//[Offset: 0x24, Size: 12]
Color BorderColor;//[Offset: 0x30, Size: 4]
bool bRealtimePreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1]
bool bNeedToUpdatePreview;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34, Size: 1]
bool bIsParameterExpression;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34, Size: 1]
bool bCommentBubbleVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x34, Size: 1]
bool bShowOutputNameOnPin;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x34, Size: 1]
bool bShowMaskColorsOnPin;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x34, Size: 1]
bool bHidePreviewWindow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x34, Size: 1]
bool bCollapsed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x34, Size: 1]
bool bShaderInputData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x35, Size: 1]
bool bShowInputs;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x35, Size: 1]
bool bShowOutputs;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x35, Size: 1]
ExpressionOutput[] Outputs;//[Offset: 0x38, Size: 12]
--------------------------------
Class: MaterialFunction.Object
Guid StateID;//[Offset: 0x1c, Size: 16]
FString Description;//[Offset: 0x2c, Size: 12]
bool bExposeToLibrary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1]
bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1]
MaterialExpression*[] FunctionExpressions;//[Offset: 0x3c, Size: 12]
bool bReentrantFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1]
--------------------------------
Class: Guid
int A;//[Offset: 0x0, Size: 4]
int B;//[Offset: 0x4, Size: 4]
int C;//[Offset: 0x8, Size: 4]
int D;//[Offset: 0xc, Size: 4]
--------------------------------
Class: ExpressionOutput
FString OutputName;//[Offset: 0x0, Size: 12]
int Mask;//[Offset: 0xc, Size: 4]
int MaskR;//[Offset: 0x10, Size: 4]
int MaskG;//[Offset: 0x14, Size: 4]
int MaskB;//[Offset: 0x18, Size: 4]
int MaskA;//[Offset: 0x1c, Size: 4]
--------------------------------
Class: MaterialFunctionInfo
Guid StateID;//[Offset: 0x0, Size: 16]
MaterialFunction* Function;//[Offset: 0x10, Size: 4]
--------------------------------
Class: MaterialParameterCollectionInfo
Guid StateID;//[Offset: 0x0, Size: 16]
MaterialParameterCollection* ParameterCollection;//[Offset: 0x10, Size: 4]
--------------------------------
Class: MaterialParameterCollection.Object
Guid StateID;//[Offset: 0x1c, Size: 16]
CollectionScalarParameter[] ScalarParameters;//[Offset: 0x2c, Size: 12]
CollectionVectorParameter[] VectorParameters;//[Offset: 0x38, Size: 12]
--------------------------------
Class: CollectionScalarParameter.CollectionParameterBase
float DefaultValue;//[Offset: 0x18, Size: 4]
--------------------------------
Class: CollectionParameterBase
FName ParameterName;//[Offset: 0x0, Size: 8]
Guid ID;//[Offset: 0x8, Size: 16]
--------------------------------
Class: CollectionVectorParameter.CollectionParameterBase
LinearColor DefaultValue;//[Offset: 0x18, Size: 16]
--------------------------------
Class: Texture.Object
Guid LightingGuid;//[Offset: 0x20, Size: 16]
int LODBias;//[Offset: 0x30, Size: 4]
int NumCinematicMipLevels;//[Offset: 0x34, Size: 4]
bool SRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1]
bool bNotUsedInHighQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1]
bool bNotUsedInMediumQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x38, Size: 1]
bool bNotUsedInLowQuality;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x38, Size: 1]
bool NeverStream;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x38, Size: 1]
bool bNoTiling;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x38, Size: 1]
bool bUseCinematicMipLevels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x38, Size: 1]
AssetUserData*[] AssetUserData;//[Offset: 0x48, Size: 12]
int CachedCombinedLODBias;//[Offset: 0x54, Size: 4]
bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1]
byte CompressionSettings;//[Offset: 0x59, Size: 1]
byte Filter;//[Offset: 0x5a, Size: 1]
byte LODGroup;//[Offset: 0x5b, Size: 1]
byte CrunchSetting;//[Offset: 0x5c, Size: 1]
bool bOverrideCrunchCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d, Size: 1]
float CrunchCompressionAmount;//[Offset: 0x60, Size: 4]
byte BasisSetting;//[Offset: 0x64, Size: 1]
bool bOverrideBasisCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x65, Size: 1]
float BasisCompressionAmount;//[Offset: 0x68, Size: 4]
--------------------------------
Class: AssetUserData.Object
--------------------------------
Class: StaticMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 4]
FName MaterialSlotName;//[Offset: 0x8, Size: 8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x10, Size: 20]
SoftObjectPath MaterialSoftRef;//[Offset: 0x28, Size: 24]
--------------------------------
Class: MeshUVChannelInfo
bool bInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
bool bOverrideDensities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1]
float LocalUVDensities;//[Offset: 0x4, Size: 4]
--------------------------------
Class: SoftObjectPath
FName AssetPathName;//[Offset: 0x0, Size: 8]
FString SubPathString;//[Offset: 0x8, Size: 12]
--------------------------------
Class: StaticMeshSocket.Object
FName SocketName;//[Offset: 0x20, Size: 8]
Vector RelativeLocation;//[Offset: 0x28, Size: 12]
Rotator RelativeRotation;//[Offset: 0x34, Size: 12]
Vector RelativeScale;//[Offset: 0x40, Size: 12]
FString Tag;//[Offset: 0x4c, Size: 12]
--------------------------------
Class: BoxSphereBounds
Vector Origin;//[Offset: 0x0, Size: 12]
Vector BoxExtent;//[Offset: 0xc, Size: 12]
float SphereRadius;//[Offset: 0x18, Size: 4]
--------------------------------
Class: NavCollision.Object
NavCollisionCylinder[] CylinderCollision;//[Offset: 0x58, Size: 12]
NavCollisionBox[] BoxCollision;//[Offset: 0x64, Size: 12]
class NavArea* AreaClass;//[Offset: 0x70, Size: 4]
bool bIsDynamicObstacle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x74, Size: 1]
bool bGatherConvexGeometry;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x74, Size: 1]
--------------------------------
Class: NavCollisionCylinder
Vector Offset;//[Offset: 0x0, Size: 12]
float Radius;//[Offset: 0xc, Size: 4]
float Height;//[Offset: 0x10, Size: 4]
--------------------------------
Class: NavCollisionBox
Vector Offset;//[Offset: 0x0, Size: 12]
Vector Extent;//[Offset: 0xc, Size: 12]
--------------------------------
Class: NavArea.Object
float DefaultCost;//[Offset: 0x1c, Size: 4]
float FixedAreaEnteringCost;//[Offset: 0x20, Size: 4]
Color DrawColor;//[Offset: 0x24, Size: 4]
NavAgentSelector SupportedAgents;//[Offset: 0x28, Size: 4]
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c, Size: 1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c, Size: 1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c, Size: 1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c, Size: 1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2c, Size: 1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2c, Size: 1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2c, Size: 1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d, Size: 1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d, Size: 1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d, Size: 1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d, Size: 1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d, Size: 1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d, Size: 1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d, Size: 1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2d, Size: 1]
--------------------------------
Class: NavAgentSelector
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1]
--------------------------------
Class: BodyInstance
enum SleepFamily;//[Offset: 0x19, Size: 1]
byte DOFMode;//[Offset: 0x1a, Size: 1]
byte CollisionEnabled;//[Offset: 0x1b, Size: 1]
FName CollisionProfileName;//[Offset: 0x20, Size: 8]
CollisionResponse CollisionResponses;//[Offset: 0x28, Size: 44]
bool bUseCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55, Size: 1]
bool bNotifyRigidBodyCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55, Size: 1]
bool bSimulatePhysics;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55, Size: 1]
bool bOverrideMass;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55, Size: 1]
bool bEnableGravity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x55, Size: 1]
bool bAutoWeld;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x55, Size: 1]
bool bStartAwake;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x55, Size: 1]
bool bGenerateWakeEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x55, Size: 1]
bool bUpdateMassWhenScaleChanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x56, Size: 1]
bool bLockTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x56, Size: 1]
bool bLockRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x56, Size: 1]
bool bLockXTranslation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x56, Size: 1]
bool bLockYTranslation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x56, Size: 1]
bool bLockZTranslation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x56, Size: 1]
bool bLockXRotation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x56, Size: 1]
bool bLockYRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x56, Size: 1]
bool bLockZRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57, Size: 1]
bool bOverrideMaxAngularVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x57, Size: 1]
bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x57, Size: 1]
bool bOverrideMaxDepenetrationVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x57, Size: 1]
bool bOverrideWalkableSlopeOnInstance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x57, Size: 1]
float MaxDepenetrationVelocity;//[Offset: 0x58, Size: 4]
float MassInKgOverride;//[Offset: 0x64, Size: 4]
float LinearDamping;//[Offset: 0x68, Size: 4]
float AngularDamping;//[Offset: 0x6c, Size: 4]
Vector CustomDOFPlaneNormal;//[Offset: 0x70, Size: 12]
Vector COMNudge;//[Offset: 0x7c, Size: 12]
float MassScale;//[Offset: 0x88, Size: 4]
Vector InertiaTensorScale;//[Offset: 0x8c, Size: 12]
byte ObjectType;//[Offset: 0x98, Size: 1]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0xa4, Size: 16]
PhysicalMaterial* PhysMaterialOverride;//[Offset: 0xb4, Size: 4]
float MaxAngularVelocity;//[Offset: 0xb8, Size: 4]
float CustomSleepThresholdMultiplier;//[Offset: 0xbc, Size: 4]
float StabilizationThresholdMultiplier;//[Offset: 0xc0, Size: 4]
float PhysicsBlendWeight;//[Offset: 0xc4, Size: 4]
int PositionSolverIterationCount;//[Offset: 0xc8, Size: 4]
uint64 RigidActorSyncId;//[Offset: 0xe0, Size: 8]
uint64 RigidActorAsyncId;//[Offset: 0xe8, Size: 8]
int VelocitySolverIterationCount;//[Offset: 0xf0, Size: 4]
--------------------------------
Class: CollisionResponse
CollisionResponseContainer ResponseToChannels;//[Offset: 0x0, Size: 32]
ResponseChannel[] ResponseArray;//[Offset: 0x20, Size: 12]
--------------------------------
Class: CollisionResponseContainer
byte WorldStatic;//[Offset: 0x0, Size: 1]
byte WorldDynamic;//[Offset: 0x1, Size: 1]
byte Pawn;//[Offset: 0x2, Size: 1]
byte Visibility;//[Offset: 0x3, Size: 1]
byte Camera;//[Offset: 0x4, Size: 1]
byte PhysicsBody;//[Offset: 0x5, Size: 1]
byte Vehicle;//[Offset: 0x6, Size: 1]
byte Destructible;//[Offset: 0x7, Size: 1]
byte EngineTraceChannel1;//[Offset: 0x8, Size: 1]
byte EngineTraceChannel2;//[Offset: 0x9, Size: 1]
byte EngineTraceChannel3;//[Offset: 0xa, Size: 1]
byte EngineTraceChannel4;//[Offset: 0xb, Size: 1]
byte EngineTraceChannel5;//[Offset: 0xc, Size: 1]
byte EngineTraceChannel6;//[Offset: 0xd, Size: 1]
byte GameTraceChannel1;//[Offset: 0xe, Size: 1]
byte GameTraceChannel2;//[Offset: 0xf, Size: 1]
byte GameTraceChannel3;//[Offset: 0x10, Size: 1]
byte GameTraceChannel4;//[Offset: 0x11, Size: 1]
byte GameTraceChannel5;//[Offset: 0x12, Size: 1]
byte GameTraceChannel6;//[Offset: 0x13, Size: 1]
byte GameTraceChannel7;//[Offset: 0x14, Size: 1]
byte GameTraceChannel8;//[Offset: 0x15, Size: 1]
byte GameTraceChannel9;//[Offset: 0x16, Size: 1]
byte GameTraceChannel10;//[Offset: 0x17, Size: 1]
byte GameTraceChannel11;//[Offset: 0x18, Size: 1]
byte GameTraceChannel12;//[Offset: 0x19, Size: 1]
byte GameTraceChannel13;//[Offset: 0x1a, Size: 1]
byte GameTraceChannel14;//[Offset: 0x1b, Size: 1]
byte GameTraceChannel15;//[Offset: 0x1c, Size: 1]
byte GameTraceChannel16;//[Offset: 0x1d, Size: 1]
byte GameTraceChannel17;//[Offset: 0x1e, Size: 1]
byte GameTraceChannel18;//[Offset: 0x1f, Size: 1]
--------------------------------
Class: ResponseChannel
FName Channel;//[Offset: 0x0, Size: 8]
byte Response;//[Offset: 0x8, Size: 1]
--------------------------------
Class: WalkableSlopeOverride
byte WalkableSlopeBehavior;//[Offset: 0x0, Size: 1]
float WalkableSlopeAngle;//[Offset: 0x4, Size: 4]
--------------------------------
Class: ActorTickFunction.TickFunction
--------------------------------
Class: TickFunction
byte TickGroup;//[Offset: 0x4, Size: 1]
byte EndTickGroup;//[Offset: 0x5, Size: 1]
bool bTickEvenWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1]
bool bCanEverTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8, Size: 1]
bool bStartWithTickEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8, Size: 1]
bool bAllowTickOnDedicatedServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8, Size: 1]
float TickInterval;//[Offset: 0x30, Size: 4]
--------------------------------
Class: RepMovement
Vector LinearVelocity;//[Offset: 0x0, Size: 12]
Vector AngularVelocity;//[Offset: 0xc, Size: 12]
Vector Location;//[Offset: 0x18, Size: 12]
Rotator Rotation;//[Offset: 0x24, Size: 12]
bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1]
enum LocationQuantizationLevel;//[Offset: 0x31, Size: 1]
enum VelocityQuantizationLevel;//[Offset: 0x32, Size: 1]
enum RotationQuantizationLevel;//[Offset: 0x33, Size: 1]
bool LocationQuantizationLODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1]
FName LocationQuantizationLODGroup;//[Offset: 0x38, Size: 8]
byte ForcedLocationQuantizationLOD;//[Offset: 0x40, Size: 1]
--------------------------------
Class: RepAttachment
Actor* AttachParent;//[Offset: 0x0, Size: 4]
Vector_NetQuantize100 LocationOffset;//[Offset: 0x4, Size: 12]
Vector_NetQuantize100 RelativeScale3D;//[Offset: 0x10, Size: 12]
Rotator RotationOffset;//[Offset: 0x1c, Size: 12]
FName AttachSocket;//[Offset: 0x28, Size: 8]
SceneComponent* AttachComponent;//[Offset: 0x30, Size: 4]
byte ExtraData;//[Offset: 0x34, Size: 1]
--------------------------------
Class: Vector_NetQuantize100.Vector
--------------------------------
Class: InputComponent.ActorComponent.Object
bool WasControllerKeyJustReleased(Key Key);// 0x4841d9c
bool WasControllerKeyJustPressed(Key Key);// 0x4841d9c
bool IsControllerKeyDown(Key Key);// 0x4841d9c
void GetTouchState(int FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x4841c1c
Vector GetControllerVectorKeyState(Key Key);// 0x4841918
void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x4841838
float GetControllerKeyTimeDown(Key Key);// 0x484141c
void GetControllerAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x4841714
float GetControllerAnalogKeyState(Key Key);// 0x484141c
--------------------------------
Class: Key
FName KeyName;//[Offset: 0x0, Size: 8]
--------------------------------
Class: ActorReplicateFreqLODConfig
float DistSquared;//[Offset: 0x0, Size: 4]
float NetUpdateFreq;//[Offset: 0x4, Size: 4]
--------------------------------
Class: Pawn.Actor.Object
bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1]
bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1]
bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300, Size: 1]
bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x300, Size: 1]
bool bUseViewTranslatedTransform;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x300, Size: 1]
float BaseEyeHeight;//[Offset: 0x304, Size: 4]
byte AutoPossessPlayer;//[Offset: 0x308, Size: 1]
enum AutoPossessAI;//[Offset: 0x309, Size: 1]
class Controller* AIControllerClass;//[Offset: 0x30c, Size: 4]
PlayerState* PlayerState;//[Offset: 0x310, Size: 4]
byte RemoteViewPitch;//[Offset: 0x314, Size: 1]
Controller* LastHitBy;//[Offset: 0x318, Size: 4]
Controller* Controller;//[Offset: 0x31c, Size: 4]
Vector ControlInputVector;//[Offset: 0x328, Size: 12]
Vector LastControlInputVector;//[Offset: 0x334, Size: 12]
void SpawnDefaultController();// 0x250bdf8
void SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform);// 0x2549de4
void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);// 0x48dd178
void ReceiveUnpossessed(Controller* OldController);// 0x2efb424
void ReceivePossessed(Controller* NewController);// 0x2efb424
void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x48dd024
void OnRep_PlayerState();// 0x21b9d44
void OnRep_Controller();// 0x219c6c4
void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x48dcf10
Vector K2_GetMovementInputVector();// 0x48dce40
bool IsPlayerControlled();// 0x48dcee0
bool IsMoveInputIgnored();// 0x4806e6c
bool IsLocallyControlled();// 0x48dceb0
bool IsControlled();// 0x48dce88
Vector GetPendingMovementInputVector();// 0x48dce40
Vector GetNavAgentLocation();// 0x4806d78
PawnMovementComponent* GetMovementComponent();// 0x256ee44
static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x48dcdc8
Vector GetLastMovementInputVector();// 0x48dcd80
Rotator GetControlRotation();// 0x48dcd30
Controller* GetController();// 0x48dcd14
Rotator GetBaseAimRotation();// 0x48dccc4
void DetachFromControllerPendingDestroy();// 0x2adf784
Vector ConsumeMovementInputVector();// 0x48dcc74
void AddMovementInput(Vector WorldDirection, float ScaleValue, bool bForce);// 0x48dcb60
void AddControllerYawInput(float Val);// 0x48dcae0
void AddControllerRollInput(float Val);// 0x214fff4
void AddControllerPitchInput(float Val);// 0x48dca60
--------------------------------
Class: Controller.Actor.Object
Pawn* Pawn;//[Offset: 0x300, Size: 4]
Character* Character;//[Offset: 0x30c, Size: 4]
PlayerState* PlayerState;//[Offset: 0x310, Size: 4]
SceneComponent* TransformComponent;//[Offset: 0x314, Size: 4]
Rotator ControlRotation;//[Offset: 0x318, Size: 12]
bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x324, Size: 1]
bool bIsPlayerController;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x324, Size: 1]
FName StateName;//[Offset: 0x330, Size: 8]
Actor* ObservedActor;//[Offset: 0x338, Size: 4]
delegate OnInstigatedAnyDamage;//[Offset: 0x33c, Size: 12]
void UnPossess();// 0x24436b8
void StopMovement();// 0x218504c
void SetInitialLocationAndRotation(out const Vector NewLocation, out const Rotator NewRotation);// 0x48070f0
void SetIgnoreMoveInput(bool bNewMoveInput);// 0x243f31c
void SetIgnoreLookInput(bool bNewLookInput);// 0x4807068
void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x243e9e4
void ResetIgnoreMoveInput();// 0x2431d84
void ResetIgnoreLookInput();// 0x480704c
void ResetIgnoreInputFlags();// 0x4807030
void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType, Actor* DamagedActor, Actor* DamageCauser);// 0x2efb424
void Possess(Pawn* InPawn);// 0x2548390
void OnRep_PlayerState();// 0x21b9d44
void OnRep_Pawn();// 0x219c6c4
bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool bAlternateChecks);// 0x4806f14
Pawn* K2_GetPawn();// 0x4806eec
bool IsPlayerController();// 0x4806ecc
bool IsMoveInputIgnored();// 0x4806e9c
bool IsLookInputIgnored();// 0x4806e6c
bool IsLocalPlayerController();// 0x4806e28
bool IsLocalController();// 0x4806df8
Actor* GetViewTarget();// 0x4806dc8
Rotator GetDesiredRotation();// 0x4806d78
Rotator GetControlRotation();// 0x4806d28
void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x4806c5c
void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x4806b94
PlayerController* CastToPlayerController();// 0x4806b6c
--------------------------------
Class: Character.Pawn.Actor.Object
SkeletalMeshComponent* Mesh;//[Offset: 0x340, Size: 4]
CharacterMovementComponent* CharacterMovement;//[Offset: 0x344, Size: 4]
CapsuleComponent* CapsuleComponent;//[Offset: 0x348, Size: 4]
BasedMovementInfo BasedMovement;//[Offset: 0x350, Size: 48]
BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x380, Size: 48]
float AnimRootMotionTranslationScale;//[Offset: 0x3b0, Size: 4]
Vector BaseTranslationOffset;//[Offset: 0x3b4, Size: 12]
Quat BaseRotationOffset;//[Offset: 0x3c0, Size: 16]
float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x3d0, Size: 4]
byte ReplicatedMovementMode;//[Offset: 0x3e0, Size: 1]
bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e1, Size: 1]
int MiddleDeviceAllowedParticleNum;//[Offset: 0x3e4, Size: 4]
float MiddleDeviceAllowedParticleDistance;//[Offset: 0x3e8, Size: 4]
int LowDeviceAllowedParticleNum;//[Offset: 0x3ec, Size: 4]
float LowDeviceAllowedParticleDistance;//[Offset: 0x3f0, Size: 4]
float CrouchedEyeHeight;//[Offset: 0x3f8, Size: 4]
bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3fc, Size: 1]
byte Ping;//[Offset: 0x3fd, Size: 1]
bool bPressedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3fe, Size: 1]
bool bClientUpdating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3fe, Size: 1]
bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3fe, Size: 1]
bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3fe, Size: 1]
bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3fe, Size: 1]
bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3fe, Size: 1]
bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3fe, Size: 1]
bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3fe, Size: 1]
float JumpKeyHoldTime;//[Offset: 0x400, Size: 4]
float JumpMaxHoldTime;//[Offset: 0x404, Size: 4]
int JumpMaxCount;//[Offset: 0x408, Size: 4]
int JumpCurrentCount;//[Offset: 0x40c, Size: 4]
bool bWasJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x410, Size: 1]
delegate OnReachedJumpApex;//[Offset: 0x414, Size: 12]
delegate MovementModeChangedDelegate;//[Offset: 0x42c, Size: 12]
delegate OnCharacterMovementUpdated;//[Offset: 0x438, Size: 12]
RootMotionSourceGroup SavedRootMotion;//[Offset: 0x444, Size: 144]
RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x4e0, Size: 64]
SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x520, Size: 12]
RepRootMotionMontage RepRootMotion;//[Offset: 0x530, Size: 224]
void UnCrouch(bool bClientSimulation);// 0x47fd540
void StopJumping();// 0x47fd524
void StopAnimMontage(AnimMontage* AnimMontage);// 0x47fd4a4
void SetReplicateMovement(bool bInReplicateMovement);// 0x47c9948
void RootMotionDebugClientPrintOnScreen(FString inString);// 0x47fd3e0
float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName);// 0x47fd2c8
void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float TimeDelta);// 0x47fd148
void OnRep_ServerLastTransformUpdateTimeStamp();// 0x47fd134
void OnRep_RootMotion();// 0x47fd120
void OnRep_ReplicatedBasedMovement();// 0x24566fc
void OnRep_IsCrouched();// 0x236c254
void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x2efb424
void OnLanded(out const HitResult Hit);// 0x2efb424
void OnJumped();// 0x47fd104
void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x47fcfe8
void K2_UpdateCustomMovement(float DeltaTime);// 0x2efb424
void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2efb424
void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode, byte PrevCustomMode, byte NewCustomMode);// 0x2efb424
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2efb424
void Jump();// 0x2184c7c
bool IsPlayingRootMotion();// 0x47fcfc0
bool IsPlayingNetworkedRootMotionMontage();// 0x47fcf98
bool IsJumpProvidingForce();// 0x47fcf68
AnimMontage* GetCurrentMontage();// 0x47fcf40
Vector GetBaseTranslationOffset();// 0x47fcf1c
Rotator GetBaseRotationOffsetRotator();// 0x47fceb8
float GetAnimRootMotionTranslationScale();// 0x22a9ed8
void Crouch(bool bClientSimulation);// 0x47fce30
void ClientCheatWalk();// 0x47fce14
void ClientCheatGhost();// 0x2158638
void ClientCheatFly();// 0x47fcdf8
bool CanJumpInternal();// 0x218210c
bool CanJump();// 0x47fcdd0
void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator MeshRelativeRotation);// 0x47fcd08
--------------------------------
Class: SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
byte AnimationMode;//[Offset: 0x724, Size: 1]
class Object* AnimBlueprintGeneratedClass;//[Offset: 0x728, Size: 4]
class AnimInstance* AnimClass;//[Offset: 0x72c, Size: 4]
AnimInstance* AnimScriptInstance;//[Offset: 0x730, Size: 4]
AnimInstance*[] SubInstances;//[Offset: 0x734, Size: 12]
AnimInstance* PostProcessAnimInstance;//[Offset: 0x740, Size: 4]
SingleAnimationPlayData AnimationData;//[Offset: 0x744, Size: 16]
Transform[] CachedBoneSpaceTransforms;//[Offset: 0x778, Size: 12]
Transform[] CachedComponentSpaceTransforms;//[Offset: 0x784, Size: 12]
float GlobalAnimRateScale;//[Offset: 0x7a4, Size: 4]
enum UseAsyncScene;//[Offset: 0x7a8, Size: 1]
bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a9, Size: 1]
byte KinematicBonesUpdateType;//[Offset: 0x7aa, Size: 1]
byte PhysicsTransformUpdateMode;//[Offset: 0x7ab, Size: 1]
bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ac, Size: 1]
bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ac, Size: 1]
bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ac, Size: 1]
bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ac, Size: 1]
bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ac, Size: 1]
bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ac, Size: 1]
FName[] DisallowedAnimCurves;//[Offset: 0x7b0, Size: 12]
bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7bc, Size: 1]
bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7bc, Size: 1]
bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7bc, Size: 1]
bool bClothMorphTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7bc, Size: 1]
bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7bc, Size: 1]
float ClothBlendWeight;//[Offset: 0x7c0, Size: 4]
Vector RootBoneTranslation;//[Offset: 0x7c8, Size: 12]
bool bDeferMovementFromSceneQueries;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d4, Size: 1]
bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d4, Size: 1]
bool bPauseAnims;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d4, Size: 1]
bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d5, Size: 1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d6, Size: 1]
BodySetup* BodySetup;//[Offset: 0x7d8, Size: 4]
bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7dc, Size: 1]
bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7dd, Size: 1]
bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7dd, Size: 1]
bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7dd, Size: 1]
bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7dd, Size: 1]
bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7dd, Size: 1]
bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7dd, Size: 1]
bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7dd, Size: 1]
bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7dd, Size: 1]
uint16 CachedAnimCurveUidVersion;//[Offset: 0x7de, Size: 2]
Vector LineCheckBoundsScale;//[Offset: 0x7e0, Size: 12]
delegate OnConstraintBroken;//[Offset: 0x7f0, Size: 12]
class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0x8b8, Size: 4]
float TeleportDistanceThreshold;//[Offset: 0x8bc, Size: 4]
float TeleportRotationThreshold;//[Offset: 0x8c0, Size: 4]
delegate OnAnimInitialized;//[Offset: 0x9b0, Size: 12]
AnimSequence* SequenceToPlay;//[Offset: 0xa44, Size: 4]
AnimationAsset* AnimToPlay;//[Offset: 0xa48, Size: 4]
bool bDefaultLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa4c, Size: 1]
bool bDefaultPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa4c, Size: 1]
float DefaultPosition;//[Offset: 0xa50, Size: 4]
float DefaultPlayRate;//[Offset: 0xa54, Size: 4]
uint32 LastPoseTickFrame;//[Offset: 0xa58, Size: 4]
float LastPoseTickTime;//[Offset: 0xa5c, Size: 4]
bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa88, Size: 1]
bool bIsNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa8a, Size: 1]
void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);// 0x4916484
void SuspendClothingSimulation();// 0x4916470
void Stop();// 0x491645c
void SnapshotPose(out PoseSnapshot Snapshot);// 0x491634c
void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x2177e78
void SetTeleportRotationThreshold(float Threshold);// 0x49162d4
void SetTeleportDistanceThreshold(float Threshold);// 0x491625c
void SetPosition(float InPos, bool bFireNotifies);// 0x4916198
void SetPlayRate(float Rate);// 0x4916120
void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x49160a8
void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, FName BoneName, bool bIncludeSelf);// 0x4915f84
void SetMorphTarget(FName MorphTargetName, float Value, bool bRemoveZeroWeight);// 0x4915e70
void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x4915df0
void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName, bool bIncludeSelf);// 0x4915cd4
void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x4915c0c
void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x4915b8c
void SetConstraintProfileForAll(FName ProfileName, bool bDefaultIfNotFound);// 0x4915ac0
void SetConstraintProfile(FName JointName, FName ProfileName, bool bDefaultIfNotFound);// 0x49159a4
void SetClothMaxDistanceScale(float Scale);// 0x491592c
void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName BoneName);// 0x491585c
void SetAnimInstanceClass(class Object NewClass);// 0x49157e4
void SetAnimationMode(byte InAnimationMode);// 0x491576c
void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x49156f4
void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle);// 0x49155a0
void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);// 0x4915484
void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x4915404
void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x49152e4
void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x49151c4
void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType);// 0x4915074
void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x4914ff4
void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x4914f30
void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool bNewSimulate, bool bIncludeSelf);// 0x4914e04
void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x4914c90
void ResumeClothingSimulation();// 0x4914c7c
void ResetClothTeleportMode();// 0x4914c68
void ResetAllowedAnimCurveEvaluation();// 0x4914c54
void ResetAllBodiesSimulatePhysics();// 0x4914c40
void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x4914b7c
void Play(bool bLooping);// 0x4914afc
void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate);// 0x4914954
bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float Distance);// 0x4914768
bool IsPlaying();// 0x4914740
bool IsClothingSimulationSuspended();// 0x4914718
bool IsBodyGravityEnabled(FName BoneName);// 0x4914698
float GetTeleportRotationThreshold();// 0x4914670
float GetTeleportDistanceThreshold();// 0x4914670
AnimInstance*[] GetSubAnimInstances();// 0x49145b0
Vector GetSkeletalCenterOfMass();// 0x4914568
AnimInstance* GetPostProcessInstance();// 0x4914540
float GetPosition();// 0x4914518
float GetPlayRate();// 0x49144f0
float GetMorphTarget(FName MorphTargetName);// 0x4914470
bool GetDisableAnimCurves();// 0x491444c
void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float TwistAngle, out float Swing2Angle);// 0x49142cc
float GetClothMaxDistanceScale();// 0x49142a4
float GetBoneMass(FName BoneName, bool bScaleMass);// 0x49141d0
AnimInstance* GetAnimInstance();// 0x49141a8
byte GetAnimationMode();// 0x4914180
bool GetAllowedAnimCurveEvaluate();// 0x4914160
void ForceClothNextUpdateTeleportAndReset();// 0x491414c
void ForceClothNextUpdateTeleport();// 0x4914138
FName FindConstraintBoneName(int ConstraintIndex);// 0x49140b0
void ClearMorphTargets();// 0x491409c
void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);// 0x4913f8c
void BindClothToMasterPoseComponent();// 0x4913f78
void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x4913eac
void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool bVelChange, bool bIncludeSelf);// 0x4913d44
void AddForceToAllBodiesBelow(Vector force, FName BoneName, bool bAccelChange, bool bIncludeSelf);// 0x4913bdc
void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x4913abc
--------------------------------
Class: SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
SkeletalMesh* SkeletalMesh;//[Offset: 0x5dc, Size: 4]
SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x5e0, Size: 8]
bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62c, Size: 1]
PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x648, Size: 4]
int ForcedLodModel;//[Offset: 0x64c, Size: 4]
int MinLodModel;//[Offset: 0x650, Size: 4]
SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x660, Size: 12]
float StreamingDistanceMultiplier;//[Offset: 0x66c, Size: 4]
Color WireframeColor;//[Offset: 0x670, Size: 4]
bool bForceWireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x674, Size: 1]
bool bDisplayBones;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x674, Size: 1]
bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x674, Size: 1]
bool bHideSkin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x674, Size: 1]
bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x684, Size: 1]
bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x684, Size: 1]
bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x684, Size: 1]
byte MeshComponentUpdateFlag;//[Offset: 0x685, Size: 1]
bool NeedUpdateEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x686, Size: 1]
bool bDisableAnimOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x687, Size: 1]
bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x687, Size: 1]
bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x694, Size: 1]
bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x694, Size: 1]
byte CustomSortAlternateIndexMode;//[Offset: 0x695, Size: 1]
bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x696, Size: 1]
bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x696, Size: 1]
float CapsuleIndirectShadowMinVisibility;//[Offset: 0x698, Size: 4]
bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x69c, Size: 1]
BoxSphereBounds CachedLocalBounds;//[Offset: 0x6b4, Size: 28]
bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d0, Size: 1]
bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f0, Size: 1]
bool bEnableUpdateRateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f1, Size: 1]
bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f2, Size: 1]
void UnloadSkinWeightProfile(FName InProfileName);// 0x491a334
void UnHideBoneByName(FName BoneName);// 0x491a2bc
void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x491a0f8
void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4919f34
void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[] VertexColors);// 0x4919e24
bool SetSkinWeightProfile(FName InProfileName);// 0x4919da4
void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[] SkinWeights);// 0x4919c94
void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose);// 0x4919bc8
void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReinit);// 0x4919afc
void SetMinLOD(int InNewMinLOD);// 0x4919a84
void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent);// 0x4919a0c
void SetForcedLOD(int InNewForcedLOD);// 0x4919994
void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x4919914
void SetCastCapsuleDirectShadow(bool bNewValue);// 0x4919894
void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x491981c
void ResetAnimUROParams(float[] DistanceFactors, int MaxEvalRateForInterpolation);// 0x4919680
bool IsUsingSkinWeightProfile();// 0x4919660
bool IsBoneHiddenByName(FName BoneName);// 0x49195e0
void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x491951c
FName GetSocketBoneName(FName InSocketName);// 0x4919490
FName GetParentBone(FName BoneName);// 0x4919404
int GetNumLODs();// 0x49193dc
int GetNumBones();// 0x49193b4
FName GetCurrentSkinWeightProfileName();// 0x4919390
FName GetBoneName(int BoneIndex);// 0x4919308
int GetBoneIndex(FName BoneName);// 0x4919288
FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset);// 0x4919110
void EnableMeshClipPlane(out const Plane ClipPlane, int PlaneIndex);// 0x48b9780
void EnableMeshClipArc(out const Plane ClipPlane, out const Vector4 ClipSphere);// 0x48b9670
void EnableMeshClip4Planes(out const Plane[] ClipPlanes, bool bBox);// 0x48b9544
void DisableMeshClipPlane(int PlaneIndex);// 0x21427dc
void DisableMeshClipArc();// 0x22f70f0
void DisableMeshClip4Planes();// 0x2281218
void ClearVertexColorOverride(int LODIndex);// 0x4919098
void ClearSkinWeightProfile();// 0x20ef4c8
void ClearSkinWeightOverride(int LODIndex);// 0x4919020
bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x4918f54
--------------------------------
Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
MaterialInterface*[] OverrideMaterials;//[Offset: 0x5bc, Size: 12]
void SetVectorParameterValueOnMaterials(const FName ParameterName, const Vector ParameterValue);// 0x48ba1b0
void SetScalarParameterValueOnMaterials(const FName ParameterName, const float ParameterValue);// 0x48ba0ec
void SetLayerVisibilityValue(byte Layer, bool Visible, bool bPropagateToChildren);// 0x48b9fd0
void SetLayerVisibilityEnable(bool Enable, bool bPropagateToChildren);// 0x48b9ef8
void SetLayerCastShadowValue(byte Layer, bool NewCastShadow);// 0x48b9e2c
void SetLayerCastShadowEnable(bool Enable);// 0x48b9da4
void SetCastShadow(bool NewCastShadow);// 0x48b9d1c
void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups);// 0x48b9c08
bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x48b9b80
FName[] GetMaterialSlotNames();// 0x48b9ab8
MaterialInterface*[] GetMaterials();// 0x48b99f0
int GetMaterialIndex(FName MaterialSlotName);// 0x48b9968
bool GetLayerVisibilityValue(byte Layer);// 0x48b98e0
bool GetLayerCastShadowValue(byte Layer);// 0x48b9858
void EnableMeshClipPlane(out const Plane ClipPlane, int PlaneIndex);// 0x48b9780
void EnableMeshClipArc(out const Plane ClipPlane, out const Vector4 ClipSphere);// 0x48b9670
void EnableMeshClip4Planes(out const Plane[] ClipPlanes, bool bBox);// 0x48b9544
void DisableMeshClipPlane(int PlaneIndex);// 0x21427dc
void DisableMeshClipArc();// 0x22f70f0
void DisableMeshClip4Planes();// 0x2281218
--------------------------------
Class: AnimInstance.Object
float DeltaTime;//[Offset: 0x1c, Size: 4]
Skeleton* CurrentSkeleton;//[Offset: 0x20, Size: 4]
byte RootMotionMode;//[Offset: 0x24, Size: 1]
bool bRunUpdatesInWorkerThreads;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1]
bool bCanUseParallelUpdateAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1]
bool bUseMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27, Size: 1]
bool bWarnAboutBlueprintUsage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1]
delegate OnMontageBlendingOut;//[Offset: 0x2c, Size: 12]
delegate OnMontageStarted;//[Offset: 0x38, Size: 12]
delegate OnMontageEnded;//[Offset: 0x44, Size: 12]
delegate OnAllMontageInstancesEnded;//[Offset: 0x50, Size: 12]
bool bQueueMontageEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1]
AnimNotifyEvent[] ActiveAnimNotifyState;//[Offset: 0x118, Size: 12]
bool bDispatchQueuedAnimEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec, Size: 1]
void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic);// 0x47d5c38
Pawn* TryGetPawnOwner();// 0x247a664
void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x47d5b7c
void SnapshotPose(out PoseSnapshot Snapshot);// 0x47d5a64
bool SetSubAnimNodeAnimInstance(FName SubInstanceSlotName, AnimInstance* AnimInstance);// 0x47d59a0
void SetRootMotionMode(byte Value);// 0x47d5920
void SetMorphTarget(FName MorphTargetName, float Value);// 0x47d585c
void SavePoseSnapshot(FName SnapshotName);// 0x47d57dc
bool ResetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x47d575c
AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x47d54e4
float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x47d52fc
void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);// 0x47d5240
void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);// 0x47d5184
void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);// 0x47d50c8
void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, const AnimMontage* Montage);// 0x47d4fc0
void Montage_Resume(const AnimMontage* Montage);// 0x47d4f48
float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum ReturnValueType, float InTimeToStartMontageAt);// 0x247da60
void Montage_Pause(const AnimMontage* Montage);// 0x47d4ed0
void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage* Montage);// 0x47d4e14
void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);// 0x47d4d58
bool Montage_IsPlaying(const AnimMontage* Montage);// 0x47d4cd8
bool Montage_IsActive(const AnimMontage* Montage);// 0x47d4c58
float Montage_GetPosition(const AnimMontage* Montage);// 0x47d4bd8
float Montage_GetPlayRate(const AnimMontage* Montage);// 0x47d4b58
FName Montage_GetNextSection(const AnimMontage* Montage, FName SectionName);// 0x47d4a80
bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x47d4a00
FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x47d4978
float Montage_GetBlendTime(const AnimMontage* Montage);// 0x47d48f8
void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x47d4828
bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder);// 0x47d46b8
bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName SlotNodeName);// 0x47d45f4
bool IsAnyMontagePlaying();// 0x47d45cc
bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);// 0x47d4500
bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float OutMarkerTime);// 0x47d43d0
MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);// 0x47d4338
AnimInstance* GetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x47d42b8
float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex);// 0x47d41f4
float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);// 0x47d4130
float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);// 0x47d406c
float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x47d3fa8
float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x47d3ee4
SkeletalMeshComponent* GetOwningComponent();// 0x47d3ebc
Actor* GetOwningActor();// 0x47d3e94
float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex);// 0x47d3dd0
float GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex);// 0x47d3d0c
float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex);// 0x47d3c48
float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x47d3b84
float GetInstanceMachineWeight(int MachineIndex);// 0x47d3b04
float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x47d3a84
float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);// 0x47d3a04
float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x47d3984
float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x47d3904
float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x47d3884
float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x47d3804
float GetCurveValue(FName CurveName);// 0x47d3784
FName GetCurrentStateName(int MachineIndex);// 0x47d36fc
AnimMontage* GetCurrentActiveMontage();// 0x47d36d4
bool DestroySubAnimInstance(AnimInstance* AnimInstance);// 0x47d3654
void DestroyAllSubAnimInstances();// 0x47d3640
AnimInstance* CreateSubAnimInstance(class AnimInstance InstanceClass, FName InstanceName);// 0x47d357c
void ClearMorphTargets();// 0x47d3568
float CalculateDirection(out const Vector Velocity, out const Rotator BaseRotation);// 0x47d3488
void BlueprintUpdateAnimation(float DeltaTimeX);// 0x2efb424
void BlueprintPostEvaluateAnimation();// 0x2efb424
void BlueprintInitializeAnimation();// 0x2efb424
void BlueprintBeginPlay();// 0x2efb424
--------------------------------
Class: Skeleton.Object
BoneNode[] BoneTree;//[Offset: 0x20, Size: 12]
Transform[] RefLocalPoses;//[Offset: 0x2c, Size: 12]
Guid VirtualBoneGuid;//[Offset: 0x108, Size: 16]
VirtualBone[] VirtualBones;//[Offset: 0x118, Size: 12]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x124, Size: 12]
SmartNameContainer SmartNames;//[Offset: 0x16c, Size: 60]
BlendProfile*[] BlendProfiles;//[Offset: 0x1b8, Size: 12]
AnimSlotGroup[] SlotGroups;//[Offset: 0x1c4, Size: 12]
AssetUserData*[] AssetUserData;//[Offset: 0x268, Size: 12]
--------------------------------
Class: BoneNode
FName Name;//[Offset: 0x0, Size: 8]
int ParentIndex;//[Offset: 0x8, Size: 4]
byte TranslationRetargetingMode;//[Offset: 0xc, Size: 1]
--------------------------------
Class: VirtualBone
FName SourceBoneName;//[Offset: 0x0, Size: 8]
FName TargetBoneName;//[Offset: 0x8, Size: 8]
FName VirtualBoneName;//[Offset: 0x10, Size: 8]
--------------------------------
Class: SkeletalMeshSocket.Object
FName SocketName;//[Offset: 0x20, Size: 8]
FName BoneName;//[Offset: 0x28, Size: 8]
Vector RelativeLocation;//[Offset: 0x30, Size: 12]
Rotator RelativeRotation;//[Offset: 0x3c, Size: 12]
Vector RelativeScale;//[Offset: 0x48, Size: 12]
bool bForceAlwaysAnimated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1]
void InitializeSocketFromLocation(const SkeletalMeshComponent* SkelComp, Vector WorldLocation, Vector WorldNormal);// 0x4917f38
Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x4917ea8
--------------------------------
Class: SmartNameContainer
--------------------------------
Class: BlendProfile.Object
Skeleton* OwningSkeleton;//[Offset: 0x20, Size: 4]
BlendProfileBoneEntry[] ProfileEntries;//[Offset: 0x24, Size: 12]
--------------------------------
Class: BlendProfileBoneEntry
BoneReference BoneReference;//[Offset: 0x0, Size: 24]
float BlendScale;//[Offset: 0x18, Size: 4]
--------------------------------
Class: BoneReference
FName BoneName;//[Offset: 0x0, Size: 8]
--------------------------------
Class: AnimSlotGroup
FName GroupName;//[Offset: 0x0, Size: 8]
FName[] SlotNames;//[Offset: 0x8, Size: 12]
--------------------------------
Class: AnimNotifyEvent.AnimLinkableElement
float DisplayTime;//[Offset: 0x24, Size: 4]
float TriggerTimeOffset;//[Offset: 0x28, Size: 4]
float EndTriggerTimeOffset;//[Offset: 0x2c, Size: 4]
float TriggerWeightThreshold;//[Offset: 0x30, Size: 4]
FName NotifyName;//[Offset: 0x38, Size: 8]
AnimNotify* Notify;//[Offset: 0x40, Size: 4]
AnimNotifyState* NotifyStateClass;//[Offset: 0x44, Size: 4]
float Duration;//[Offset: 0x48, Size: 4]
AnimLinkableElement EndLink;//[Offset: 0x4c, Size: 36]
bool bConvertedFromBranchingPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1]
byte MontageTickType;//[Offset: 0x71, Size: 1]
float NotifyTriggerChance;//[Offset: 0x74, Size: 4]
byte NotifyFilterType;//[Offset: 0x78, Size: 1]
int NotifyFilterLOD;//[Offset: 0x7c, Size: 4]
bool bTriggerOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1]
int TrackIndex;//[Offset: 0x84, Size: 4]
--------------------------------
Class: AnimLinkableElement
AnimMontage* LinkedMontage;//[Offset: 0x4, Size: 4]
int SlotIndex;//[Offset: 0x8, Size: 4]
int SegmentIndex;//[Offset: 0xc, Size: 4]
byte LinkMethod;//[Offset: 0x10, Size: 1]
byte CachedLinkMethod;//[Offset: 0x11, Size: 1]
float SegmentBeginTime;//[Offset: 0x14, Size: 4]
float SegmentLength;//[Offset: 0x18, Size: 4]
float LinkValue;//[Offset: 0x1c, Size: 4]
AnimSequenceBase* LinkedSequence;//[Offset: 0x20, Size: 4]
--------------------------------
Class: 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: 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();// 0x47dda88
--------------------------------
Class: AnimationAsset.Object
Skeleton* Skeleton;//[Offset: 0x20, Size: 4]
AnimMetaData*[] MetaData;//[Offset: 0x44, Size: 12]
AssetUserData*[] AssetUserData;//[Offset: 0x50, Size: 12]
--------------------------------
Class: AnimMetaData.Object
--------------------------------
Class: 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);// 0x48092cc
--------------------------------
Class: CurveBase.Object
void GetValueRange(out float MinValue, out float MaxValue);// 0x4808d08
void GetTimeRange(out float MinTime, out float MaxTime);// 0x4808c28
--------------------------------
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: 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: MarkerSyncData
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x0, Size: 12]
--------------------------------
Class: AnimSyncMarker
FName MarkerName;//[Offset: 0x0, Size: 8]
float Time;//[Offset: 0x8, Size: 4]
--------------------------------
Class: CompositeSection.AnimLinkableElement
FName SectionName;//[Offset: 0x28, Size: 8]
float StartTime;//[Offset: 0x30, Size: 4]
FName NextSectionName;//[Offset: 0x38, Size: 8]
AnimMetaData*[] MetaData;//[Offset: 0x40, Size: 12]
--------------------------------
Class: SlotAnimationTrack
FName SlotName;//[Offset: 0x0, Size: 8]
AnimTrack AnimTrack;//[Offset: 0x8, Size: 12]
--------------------------------
Class: AnimTrack
AnimSegment[] AnimSegments;//[Offset: 0x0, Size: 12]
--------------------------------
Class: AnimSegment
AnimSequenceBase* AnimReference;//[Offset: 0x0, Size: 4]
float StartPos;//[Offset: 0x4, Size: 4]
float AnimStartTime;//[Offset: 0x8, Size: 4]
float AnimEndTime;//[Offset: 0xc, Size: 4]
float AnimPlayRate;//[Offset: 0x10, Size: 4]
int LoopingCount;//[Offset: 0x14, Size: 4]
--------------------------------
Class: BranchingPoint.AnimLinkableElement
FName EventName;//[Offset: 0x28, Size: 8]
float DisplayTime;//[Offset: 0x30, Size: 4]
float TriggerTimeOffset;//[Offset: 0x34, Size: 4]
--------------------------------
Class: BranchingPointMarker
int NotifyIndex;//[Offset: 0x0, Size: 4]
float TriggerTime;//[Offset: 0x4, Size: 4]
byte NotifyEventType;//[Offset: 0x8, Size: 1]
--------------------------------
Class: TimeStretchCurve
float SamplingRate;//[Offset: 0x0, Size: 4]
float CurveValueMinPrecision;//[Offset: 0x4, Size: 4]
TimeStretchCurveMarker[] Markers;//[Offset: 0x8, Size: 12]
float Sum_dT_i_by_C_i;//[Offset: 0x14, Size: 4]
--------------------------------
Class: TimeStretchCurveMarker
float Time;//[Offset: 0x0, Size: 4]
float Alpha;//[Offset: 0xc, Size: 4]
--------------------------------
Class: AnimNotify.Object
bool Received_Notify(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2efb424
FString GetNotifyName();// 0x47dbaa4
--------------------------------
Class: AnimNotifyState.Object
bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float FrameDeltaTime);// 0x2efb424
bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2efb424
bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float TotalDuration);// 0x2efb424
FString GetNotifyName();// 0x47dbaa4
--------------------------------
Class: PoseSnapshot
Transform[] LocalTransforms;//[Offset: 0x0, Size: 12]
FName[] BoneNames;//[Offset: 0xc, Size: 12]
FName SkeletalMeshName;//[Offset: 0x18, Size: 8]
FName SnapshotName;//[Offset: 0x20, Size: 8]
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1]
--------------------------------
Class: MarkerSyncAnimPosition
FName PreviousMarkerName;//[Offset: 0x0, Size: 8]
FName NextMarkerName;//[Offset: 0x8, Size: 8]
float PositionBetweenMarkers;//[Offset: 0x10, Size: 4]
--------------------------------
Class: SkeletalMesh.Object
Skeleton* Skeleton;//[Offset: 0x2c, Size: 4]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31, Size: 1]
BoxSphereBounds ImportedBounds;//[Offset: 0x5c, Size: 28]
BoxSphereBounds ExtendedBounds;//[Offset: 0x78, Size: 28]
Vector PositiveBoundsExtension;//[Offset: 0x94, Size: 12]
Vector NegativeBoundsExtension;//[Offset: 0xa0, Size: 12]
Vector IndirectLightingCachePositionOffset;//[Offset: 0xac, Size: 12]
SkeletalMaterial[] Materials;//[Offset: 0xb8, Size: 12]
BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xc4, Size: 12]
byte SkelMirrorAxis;//[Offset: 0xd0, Size: 1]
byte SkelMirrorFlipAxis;//[Offset: 0xd1, Size: 1]
SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xd4, Size: 12]
bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe0, Size: 1]
bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe0, Size: 1]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe0, Size: 1]
bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xe0, Size: 1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xe0, Size: 1]
bool bEnableSelfCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xe0, Size: 1]
BodySetup* BodySetup;//[Offset: 0xe4, Size: 4]
PhysicsAsset* PhysicsAsset;//[Offset: 0xe8, Size: 4]
PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0xec, Size: 4]
NodeMappingContainer*[] NodeMappingData;//[Offset: 0xf0, Size: 12]
MorphTarget*[] MorphTargets;//[Offset: 0xfc, Size: 12]
ClothingAssetData_Legacy[] ClothingAssets;//[Offset: 0x218, Size: 12]
class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x224, Size: 4]
ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x228, Size: 12]
AssetUserData*[] AssetUserData;//[Offset: 0x234, Size: 12]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x244, Size: 12]
SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x25c, Size: 12]
int NumSockets();// 0x49122b8
bool IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections);// 0x49121ec
SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x491216c
NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);// 0x49120ec
BoxSphereBounds GetImportedBounds();// 0x4912098
BoxSphereBounds GetBounds();// 0x4912044
SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int OutIndex);// 0x4911f68
SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x4911ee8
--------------------------------
Class: SkeletalMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 4]
bool bEnableShadowCasting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1]
bool bRecomputeTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1]
FName MaterialSlotName;//[Offset: 0x8, Size: 8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x10, Size: 20]
SoftObjectPath MaterialSoftRef;//[Offset: 0x28, Size: 24]
--------------------------------
Class: BoneMirrorInfo
int SourceIndex;//[Offset: 0x0, Size: 4]
byte BoneFlipAxis;//[Offset: 0x4, Size: 1]
--------------------------------
Class: SkeletalMeshLODInfo
float ScreenSize;//[Offset: 0x0, Size: 4]
float LODHysteresis;//[Offset: 0x4, Size: 4]
int[] LODMaterialMap;//[Offset: 0x8, Size: 12]
bool[] bEnableShadowCasting;//[Offset: 0x14, Size: 12]
TriangleSortSettings[] TriangleSortSettings;//[Offset: 0x20, Size: 12]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x30, Size: 328]
SimplygonRemeshingSettings RemeshingSettings;//[Offset: 0x178, Size: 140]
GroupedSkeletalOptimizationSettings OptimizationSettings;//[Offset: 0x204, Size: 532]
FName[] RemovedBones;//[Offset: 0x418, Size: 12]
BoneReference[] BonesToRemove;//[Offset: 0x424, Size: 12]
AnimSequence* BakePose;//[Offset: 0x430, Size: 4]
FString SourceImportFilename;//[Offset: 0x434, Size: 12]
bool bHasPerLODVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x440, Size: 1]
--------------------------------
Class: TriangleSortSettings
byte TriangleSorting;//[Offset: 0x0, Size: 1]
byte CustomLeftRightAxis;//[Offset: 0x1, Size: 1]
FName CustomLeftRightBoneName;//[Offset: 0x8, Size: 8]
--------------------------------
Class: SkeletalMeshOptimizationSettings
byte ReductionMethod;//[Offset: 0x0, Size: 1]
float NumOfTrianglesPercentage;//[Offset: 0x4, Size: 4]
float MaxDeviationPercentage;//[Offset: 0x8, Size: 4]
int ScreenSize;//[Offset: 0xc, Size: 4]
float WeldingThreshold;//[Offset: 0x10, Size: 4]
bool bRecalcNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1]
float NormalsThreshold;//[Offset: 0x18, Size: 4]
byte SilhouetteImportance;//[Offset: 0x1c, Size: 1]
byte TextureImportance;//[Offset: 0x1d, Size: 1]
byte ShadingImportance;//[Offset: 0x1e, Size: 1]
byte SkinningImportance;//[Offset: 0x1f, Size: 1]
float BoneReductionRatio;//[Offset: 0x20, Size: 4]
int MaxBonesPerVertex;//[Offset: 0x24, Size: 4]
bool bTransferMorphTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1]
BoneReference[] BonesToRemove;//[Offset: 0x2c, Size: 12]
int BaseLOD;//[Offset: 0x38, Size: 4]
int LODChainLastIndex;//[Offset: 0x3c, Size: 4]
bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1]
bool bUseVertexWeightsForMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1]
bool bSimplifyMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42, Size: 1]
SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x44, Size: 104]
MaterialProxySettings MaterialSettings;//[Offset: 0xac, Size: 148]
bool bForceRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140, Size: 1]
AnimSequence* BakePose;//[Offset: 0x144, Size: 4]
--------------------------------
Class: SimplygonMaterialLODSettings
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
byte MaterialLODType;//[Offset: 0x1, Size: 1]
bool bUseAutomaticSizes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1]
byte TextureWidth;//[Offset: 0x3, Size: 1]
byte TextureHeight;//[Offset: 0x4, Size: 1]
byte SamplingQuality;//[Offset: 0x5, Size: 1]
int GutterSpace;//[Offset: 0x8, Size: 4]
byte TextureStrech;//[Offset: 0xc, Size: 1]
bool bReuseExistingCharts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1]
SimplygonChannelCastingSettings[] ChannelsToCast;//[Offset: 0x10, Size: 12]
bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1]
bool bBakeActorData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1]
bool bAllowMultiMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e, Size: 1]
bool bPreferTwoSideMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f, Size: 1]
bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1]
OutputMaterialInfo OutputMaterialInfo;//[Offset: 0x24, Size: 68]
--------------------------------
Class: SimplygonChannelCastingSettings
byte MaterialChannel;//[Offset: 0x0, Size: 1]
byte Caster;//[Offset: 0x1, Size: 1]
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1]
byte ColorChannels;//[Offset: 0x3, Size: 1]
int BitsPerChannel;//[Offset: 0x4, Size: 4]
bool bUseSRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1]
bool bBakeVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1]
bool bFlipBackfacingNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa, Size: 1]
bool bUseTangentSpaceNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb, Size: 1]
bool bFlipGreenChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1]
--------------------------------
Class: OutputMaterialInfo
--------------------------------
Class: MaterialProxySettings
IntPoint TextureSize;//[Offset: 0x0, Size: 8]
byte TextureSizingType;//[Offset: 0x8, Size: 1]
float GutterSpace;//[Offset: 0xc, Size: 4]
enum SamplingQuality;//[Offset: 0x10, Size: 1]
enum UVStrech;//[Offset: 0x11, Size: 1]
bool bSplitProxyMaterialBasedOnType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1]
bool bUseTangentSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13, Size: 1]
bool bNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1]
bool bMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1]
float MetallicConstant;//[Offset: 0x18, Size: 4]
bool bRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1]
float RoughnessConstant;//[Offset: 0x20, Size: 4]
bool bSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1]
float SpecularConstant;//[Offset: 0x28, Size: 4]
bool bEmissiveMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1]
bool bOpacityMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d, Size: 1]
float OpacityConstant;//[Offset: 0x30, Size: 4]
float AOConstant;//[Offset: 0x34, Size: 4]
bool bOpacityMaskMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1]
float OpacityMaskConstant;//[Offset: 0x3c, Size: 4]
bool bAmbientOcclusionMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1]
float AmbientOcclusionConstant;//[Offset: 0x44, Size: 4]
IntPoint DiffuseTextureSize;//[Offset: 0x48, Size: 8]
IntPoint NormalTextureSize;//[Offset: 0x50, Size: 8]
IntPoint MetallicTextureSize;//[Offset: 0x58, Size: 8]
IntPoint RoughnessTextureSize;//[Offset: 0x60, Size: 8]
IntPoint SpecularTextureSize;//[Offset: 0x68, Size: 8]
IntPoint EmissiveTextureSize;//[Offset: 0x70, Size: 8]
IntPoint OpacityTextureSize;//[Offset: 0x78, Size: 8]
IntPoint OpacityMaskTextureSize;//[Offset: 0x80, Size: 8]
IntPoint AmbientOcclusionTextureSize;//[Offset: 0x88, Size: 8]
byte MaterialMergeType;//[Offset: 0x90, Size: 1]
byte BlendMode;//[Offset: 0x91, Size: 1]
--------------------------------
Class: IntPoint
int X;//[Offset: 0x0, Size: 4]
int Y;//[Offset: 0x4, Size: 4]
--------------------------------
Class: AnimSequence.AnimSequenceBase.AnimationAsset.Object
int NumFrames;//[Offset: 0x7c, Size: 4]
TrackToSkeletonMap[] TrackToSkeletonMapTable;//[Offset: 0x80, Size: 12]
float StreamableFirstChunkSecond;//[Offset: 0x98, Size: 4]
float StreamableFollowingChunkSecond;//[Offset: 0x9c, Size: 4]
bool bUseStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1]
byte AdditiveAnimType;//[Offset: 0x108, Size: 1]
byte RefPoseType;//[Offset: 0x109, Size: 1]
AnimSequence* RefPoseSeq;//[Offset: 0x10c, Size: 4]
int RefFrameIndex;//[Offset: 0x110, Size: 4]
int EncodingPkgVersion;//[Offset: 0x114, Size: 4]
FName RetargetSource;//[Offset: 0x118, Size: 8]
enum Interpolation;//[Offset: 0x120, Size: 1]
bool bEnableRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x121, Size: 1]
byte RootMotionRootLock;//[Offset: 0x122, Size: 1]
bool bForceRootLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x123, Size: 1]
bool bRootMotionSettingsCopiedFromMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124, Size: 1]
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x128, Size: 12]
--------------------------------
Class: TrackToSkeletonMap
int BoneTreeIndex;//[Offset: 0x0, Size: 4]
--------------------------------
Class: SimplygonRemeshingSettings
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
int ScreenSize;//[Offset: 0x4, Size: 4]
bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1]
float HardAngleThreshold;//[Offset: 0xc, Size: 4]
int MergeDistance;//[Offset: 0x10, Size: 4]
bool bUseClippingPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1]
float ClippingLevel;//[Offset: 0x18, Size: 4]
int AxisIndex;//[Offset: 0x1c, Size: 4]
bool bPlaneNegativeHalfspace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1]
bool bUseMassiveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1]
bool bUseAggregateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22, Size: 1]
SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x24, Size: 104]
--------------------------------
Class: GroupedSkeletalOptimizationSettings
bool bAutoComputeLODDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
enum LevelOfDetailType;//[Offset: 0x1, Size: 1]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x4, Size: 328]
MeshProxySettings ProxySettings;//[Offset: 0x14c, Size: 196]
bool bForceLODRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1]
--------------------------------
Class: MeshProxySettings
int ScreenSize;//[Offset: 0x0, Size: 4]
MaterialProxySettings MaterialSettings;//[Offset: 0x4, Size: 148]
int TextureWidth;//[Offset: 0x98, Size: 4]
int TextureHeight;//[Offset: 0x9c, Size: 4]
bool bExportNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1]
bool bExportMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1, Size: 1]
bool bExportRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2, Size: 1]
bool bExportSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa3, Size: 1]
bool bCalculateCorrectLODModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1]
float MergeDistance;//[Offset: 0xa8, Size: 4]
float HardAngleThreshold;//[Offset: 0xac, Size: 4]
int LightMapResolution;//[Offset: 0xb0, Size: 4]
bool bComputeLightMapResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1]
bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb5, Size: 1]
bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb6, Size: 1]
bool bUseLandscapeCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb7, Size: 1]
byte LandscapeCullingPrecision;//[Offset: 0xb8, Size: 1]
bool bAssignLODGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9, Size: 1]
int LODGroupIndex;//[Offset: 0xbc, Size: 4]
bool bAggregateMeshes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1]
enum AggregatorMode;//[Offset: 0xc1, Size: 1]
bool bUseCustomHemisphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2, Size: 1]
--------------------------------
Class: PhysicsAsset.Object
int[] BoundsBodies;//[Offset: 0x1c, Size: 12]
SkeletalBodySetup*[] SkeletalBodySetups;//[Offset: 0x28, Size: 12]
PhysicsConstraintTemplate*[] ConstraintSetup;//[Offset: 0x34, Size: 12]
bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1]
ThumbnailInfo* ThumbnailInfo;//[Offset: 0xbc, Size: 4]
BodySetup*[] BodySetup;//[Offset: 0xc0, Size: 12]
--------------------------------
Class: SkeletalBodySetup.BodySetup.Object
PhysicalAnimationProfile[] PhysicalAnimationData;//[Offset: 0x2a8, Size: 12]
--------------------------------
Class: PhysicalAnimationProfile
FName ProfileName;//[Offset: 0x0, Size: 8]
PhysicalAnimationData PhysicalAnimationData;//[Offset: 0x8, Size: 40]
--------------------------------
Class: PhysicalAnimationData
FName BodyName;//[Offset: 0x0, Size: 8]
bool bIsLocalSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1]
float OrientationStrength;//[Offset: 0xc, Size: 4]
float AngularVelocityStrength;//[Offset: 0x10, Size: 4]
float PositionStrength;//[Offset: 0x14, Size: 4]
float VelocityStrength;//[Offset: 0x18, Size: 4]
float MaxLinearForce;//[Offset: 0x1c, Size: 4]
float MaxAngularForce;//[Offset: 0x20, Size: 4]
--------------------------------
Class: PhysicsConstraintTemplate.Object
ConstraintInstance DefaultInstance;//[Offset: 0x20, Size: 416]
PhysicsConstraintProfileHandle[] ProfileHandles;//[Offset: 0x1c0, Size: 12]
ConstraintProfileProperties DefaultProfile;//[Offset: 0x1cc, Size: 260]
--------------------------------
Class: ConstraintInstance
FName JointName;//[Offset: 0x10, Size: 8]
FName ConstraintBone1;//[Offset: 0x18, Size: 8]
FName ConstraintBone2;//[Offset: 0x20, Size: 8]
Vector Pos1;//[Offset: 0x28, Size: 12]
Vector PriAxis1;//[Offset: 0x34, Size: 12]
Vector SecAxis1;//[Offset: 0x40, Size: 12]
Vector Pos2;//[Offset: 0x4c, Size: 12]
Vector PriAxis2;//[Offset: 0x58, Size: 12]
Vector SecAxis2;//[Offset: 0x64, Size: 12]
Rotator AngularRotationOffset;//[Offset: 0x70, Size: 12]
bool bScaleLinearLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1]
ConstraintProfileProperties ProfileInstance;//[Offset: 0x84, Size: 260]
--------------------------------
Class: ConstraintProfileProperties
float ProjectionLinearTolerance;//[Offset: 0x0, Size: 4]
float ProjectionAngularTolerance;//[Offset: 0x4, Size: 4]
float LinearBreakThreshold;//[Offset: 0x8, Size: 4]
float AngularBreakThreshold;//[Offset: 0xc, Size: 4]
LinearConstraint LinearLimit;//[Offset: 0x10, Size: 28]
ConeConstraint ConeLimit;//[Offset: 0x2c, Size: 32]
TwistConstraint TwistLimit;//[Offset: 0x4c, Size: 28]
LinearDriveConstraint LinearDrive;//[Offset: 0x68, Size: 76]
AngularDriveConstraint AngularDrive;//[Offset: 0xb4, Size: 76]
bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x100, Size: 1]
bool bParentDominates;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x100, Size: 1]
bool bEnableProjection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x100, Size: 1]
bool bAngularBreakable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x100, Size: 1]
bool bLinearBreakable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x100, Size: 1]
--------------------------------
Class: LinearConstraint.ConstraintBaseParams
float Limit;//[Offset: 0x14, Size: 4]
byte XMotion;//[Offset: 0x18, Size: 1]
byte YMotion;//[Offset: 0x19, Size: 1]
byte ZMotion;//[Offset: 0x1a, Size: 1]
--------------------------------
Class: ConstraintBaseParams
float Stiffness;//[Offset: 0x0, Size: 4]
float Damping;//[Offset: 0x4, Size: 4]
float Restitution;//[Offset: 0x8, Size: 4]
float ContactDistance;//[Offset: 0xc, Size: 4]
bool bSoftConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1]
--------------------------------
Class: ConeConstraint.ConstraintBaseParams
float Swing1LimitDegrees;//[Offset: 0x14, Size: 4]
float Swing2LimitDegrees;//[Offset: 0x18, Size: 4]
byte Swing1Motion;//[Offset: 0x1c, Size: 1]
byte Swing2Motion;//[Offset: 0x1d, Size: 1]
--------------------------------
Class: TwistConstraint.ConstraintBaseParams
float TwistLimitDegrees;//[Offset: 0x14, Size: 4]
byte TwistMotion;//[Offset: 0x18, Size: 1]
--------------------------------
Class: LinearDriveConstraint
Vector PositionTarget;//[Offset: 0x0, Size: 12]
Vector VelocityTarget;//[Offset: 0xc, Size: 12]
ConstraintDrive XDrive;//[Offset: 0x18, Size: 16]
ConstraintDrive YDrive;//[Offset: 0x28, Size: 16]
ConstraintDrive ZDrive;//[Offset: 0x38, Size: 16]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1]
--------------------------------
Class: ConstraintDrive
float Stiffness;//[Offset: 0x0, Size: 4]
float Damping;//[Offset: 0x4, Size: 4]
float MaxForce;//[Offset: 0x8, Size: 4]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1]
bool bEnableVelocityDrive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1]
--------------------------------
Class: AngularDriveConstraint
ConstraintDrive TwistDrive;//[Offset: 0x0, Size: 16]
ConstraintDrive SwingDrive;//[Offset: 0x10, Size: 16]
ConstraintDrive SlerpDrive;//[Offset: 0x20, Size: 16]
Rotator OrientationTarget;//[Offset: 0x30, Size: 12]
Vector AngularVelocityTarget;//[Offset: 0x3c, Size: 12]
byte AngularDriveMode;//[Offset: 0x48, Size: 1]
--------------------------------
Class: PhysicsConstraintProfileHandle
ConstraintProfileProperties ProfileProperties;//[Offset: 0x0, Size: 260]
FName ProfileName;//[Offset: 0x108, Size: 8]
--------------------------------
Class: ThumbnailInfo.Object
--------------------------------
Class: NodeMappingContainer.Object
<FName,NodeMap> 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);// 0x480a53c
--------------------------------
Class: TTLinearColorTrack.TTTrackBase
CurveLinearColor* CurveLinearColor;//[Offset: 0xc, Size: 4]
--------------------------------
Class: CurveLinearColor.CurveBase.Object
RichCurve FloatCurves;//[Offset: 0x20, Size: 84]
LinearColor GetLinearColorValue(float InTime);// 0x48096b4
--------------------------------
Class: InheritableComponentHandler.Object
ComponentOverrideRecord[] Records;//[Offset: 0x1c, Size: 12]
ActorComponent*[] UnnecessaryComponents;//[Offset: 0x28, Size: 12]
--------------------------------
Class: ComponentOverrideRecord
class Object* ComponentClass;//[Offset: 0x0, Size: 4]
ActorComponent* ComponentTemplate;//[Offset: 0x4, Size: 4]
ComponentKey ComponentKey;//[Offset: 0x8, Size: 32]
BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28, Size: 56]
--------------------------------
Class: ComponentKey
class Object* OwnerClass;//[Offset: 0x0, Size: 4]
FName SCSVariableName;//[Offset: 0x8, Size: 8]
Guid AssociatedGuid;//[Offset: 0x10, Size: 16]
--------------------------------
Class: MorphTarget.Object
SkeletalMesh* BaseSkelMesh;//[Offset: 0x1c, Size: 4]
--------------------------------
Class: ClothingAssetData_Legacy
FName AssetName;//[Offset: 0x0, Size: 8]
FString ApexFileName;//[Offset: 0x8, Size: 12]
bool bClothPropertiesChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1]
ClothPhysicsProperties_Legacy PhysicsProperties;//[Offset: 0x18, Size: 80]
--------------------------------
Class: ClothPhysicsProperties_Legacy
float VerticalResistance;//[Offset: 0x0, Size: 4]
float HorizontalResistance;//[Offset: 0x4, Size: 4]
float BendResistance;//[Offset: 0x8, Size: 4]
float ShearResistance;//[Offset: 0xc, Size: 4]
float Friction;//[Offset: 0x10, Size: 4]
float Damping;//[Offset: 0x14, Size: 4]
float TetherStiffness;//[Offset: 0x18, Size: 4]
float TetherLimit;//[Offset: 0x1c, Size: 4]
float Drag;//[Offset: 0x20, Size: 4]
float StiffnessFrequency;//[Offset: 0x24, Size: 4]
float GravityScale;//[Offset: 0x28, Size: 4]
float MassScale;//[Offset: 0x2c, Size: 4]
float InertiaBlend;//[Offset: 0x30, Size: 4]
float SelfCollisionThickness;//[Offset: 0x34, Size: 4]
float SelfCollisionSquashScale;//[Offset: 0x38, Size: 4]
float SelfCollisionStiffness;//[Offset: 0x3c, Size: 4]
float SolverFrequency;//[Offset: 0x40, Size: 4]
float FiberCompression;//[Offset: 0x44, Size: 4]
float FiberExpansion;//[Offset: 0x48, Size: 4]
float FiberResistance;//[Offset: 0x4c, Size: 4]
--------------------------------
Class: ClothingAssetBase.Object
FString ImportedFilePath;//[Offset: 0x1c, Size: 12]
Guid AssetGuid;//[Offset: 0x28, Size: 16]
--------------------------------
Class: SkinWeightProfileInfo
FName Name;//[Offset: 0x0, Size: 8]
bool DefaultProfile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1]
int DefaultProfileFromLODIndex;//[Offset: 0xc, Size: 4]
--------------------------------
Class: SingleAnimationPlayData
AnimationAsset* AnimToPlay;//[Offset: 0x0, Size: 4]
bool bSavedLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1]
bool bSavedPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4, Size: 1]
float SavedPosition;//[Offset: 0x8, Size: 4]
float SavedPlayRate;//[Offset: 0xc, Size: 4]
--------------------------------
Class: ClothingSimulationFactory.Object
--------------------------------
Class: SkelMeshComponentLODInfo
bool[] HiddenMaterials;//[Offset: 0x0, Size: 12]
--------------------------------
Class: SkelMeshSkinWeightInfo
int Bones;//[Offset: 0x0, Size: 4]
byte Weights;//[Offset: 0x20, Size: 1]
--------------------------------
Class: CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
Character* CharacterOwner;//[Offset: 0x12c, Size: 4]
bool bApplyGravityWhileJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x130, Size: 1]
float GravityScale;//[Offset: 0x134, Size: 4]
float MaxStepHeight;//[Offset: 0x138, Size: 4]
float JumpZVelocity;//[Offset: 0x13c, Size: 4]
float JumpOffJumpZFactor;//[Offset: 0x140, Size: 4]
float WalkableFloorAngle;//[Offset: 0x144, Size: 4]
float WalkableFloorZ;//[Offset: 0x148, Size: 4]
byte MovementMode;//[Offset: 0x14c, Size: 1]
byte CustomMovementMode;//[Offset: 0x14d, Size: 1]
float GroundFriction;//[Offset: 0x170, Size: 4]
float MaxWalkSpeed;//[Offset: 0x174, Size: 4]
float MaxWalkSpeedCrouched;//[Offset: 0x178, Size: 4]
float MaxSwimSpeed;//[Offset: 0x17c, Size: 4]
float MaxFlySpeed;//[Offset: 0x180, Size: 4]
float MaxCustomMovementSpeed;//[Offset: 0x184, Size: 4]
float MaxAcceleration;//[Offset: 0x188, Size: 4]
float MinAnalogWalkSpeed;//[Offset: 0x18c, Size: 4]
float BrakingFrictionFactor;//[Offset: 0x190, Size: 4]
float BrakingFriction;//[Offset: 0x194, Size: 4]
bool bUseSeparateBrakingFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x198, Size: 1]
float BrakingDecelerationWalking;//[Offset: 0x19c, Size: 4]
float BrakingDecelerationFalling;//[Offset: 0x1a0, Size: 4]
float BrakingDecelerationSwimming;//[Offset: 0x1a4, Size: 4]
float BrakingDecelerationFlying;//[Offset: 0x1a8, Size: 4]
float AirControl;//[Offset: 0x1ac, Size: 4]
float AirControlBoostMultiplier;//[Offset: 0x1b0, Size: 4]
float AirControlBoostVelocityThreshold;//[Offset: 0x1b4, Size: 4]
float FallingLateralFriction;//[Offset: 0x1b8, Size: 4]
float CrouchedHalfHeight;//[Offset: 0x1bc, Size: 4]
float Buoyancy;//[Offset: 0x1c0, Size: 4]
float PerchRadiusThreshold;//[Offset: 0x1c4, Size: 4]
float PerchAdditionalHeight;//[Offset: 0x1c8, Size: 4]
Rotator RotationRate;//[Offset: 0x1cc, Size: 12]
bool bUseControllerDesiredRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d8, Size: 1]
bool bOrientRotationToMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d8, Size: 1]
bool bSweepWhileNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d8, Size: 1]
bool bMovementInProgress;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1d8, Size: 1]
bool bEnableScopedMovementUpdates;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d8, Size: 1]
bool bForceMaxAccel;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d8, Size: 1]
bool bRunPhysicsWithNoController;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1d8, Size: 1]
bool bForceNextFloorCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d9, Size: 1]
bool bShrinkProxyCapsule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d9, Size: 1]
bool bCanWalkOffLedges;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d9, Size: 1]
bool bCanWalkOffLedgesWhenCrouching;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d9, Size: 1]
bool bNetworkSkipProxyPredictionOnNetUpdate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d9, Size: 1]
bool bDeferUpdateMoveComponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d9, Size: 1]
SceneComponent* DeferredUpdatedMoveComponent;//[Offset: 0x1dc, Size: 4]
float MaxOutOfWaterStepHeight;//[Offset: 0x1e0, Size: 4]
float OutofWaterZ;//[Offset: 0x1e4, Size: 4]
float Mass;//[Offset: 0x1e8, Size: 4]
bool bEnablePhysicsInteraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec, Size: 1]
bool bTouchForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed, Size: 1]
bool bPushForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ee, Size: 1]
bool bPushForceUsingZOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef, Size: 1]
bool bScalePushForceToVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0, Size: 1]
float StandingDownwardForceScale;//[Offset: 0x1f4, Size: 4]
float InitialPushForceFactor;//[Offset: 0x1f8, Size: 4]
float PushForceFactor;//[Offset: 0x1fc, Size: 4]
float PushForcePointZOffsetFactor;//[Offset: 0x200, Size: 4]
float TouchForceFactor;//[Offset: 0x204, Size: 4]
float MinTouchForce;//[Offset: 0x208, Size: 4]
float MaxTouchForce;//[Offset: 0x20c, Size: 4]
float RepulsionForce;//[Offset: 0x210, Size: 4]
bool bForceBraking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x214, Size: 1]
float CrouchedSpeedMultiplier;//[Offset: 0x218, Size: 4]
float UpperImpactNormalScale;//[Offset: 0x21c, Size: 4]
Vector Acceleration;//[Offset: 0x220, Size: 12]
Vector LastUpdateLocation;//[Offset: 0x22c, Size: 12]
Quat LastUpdateRotation;//[Offset: 0x240, Size: 16]
Vector LastUpdateVelocity;//[Offset: 0x250, Size: 12]
float ServerLastTransformUpdateTimeStamp;//[Offset: 0x25c, Size: 4]
Vector PendingImpulseToApply;//[Offset: 0x260, Size: 12]
Vector PendingForceToApply;//[Offset: 0x26c, Size: 12]
float AnalogInputModifier;//[Offset: 0x278, Size: 4]
float MaxSimulationTimeStep;//[Offset: 0x284, Size: 4]
int MaxSimulationIterations;//[Offset: 0x288, Size: 4]
float MaxDepenetrationWithGeometry;//[Offset: 0x28c, Size: 4]
float MaxDepenetrationWithGeometryAsProxy;//[Offset: 0x290, Size: 4]
float MaxDepenetrationWithPawn;//[Offset: 0x294, Size: 4]
float MaxDepenetrationWithPawnAsProxy;//[Offset: 0x298, Size: 4]
float NetworkSimulatedSmoothLocationTime;//[Offset: 0x29c, Size: 4]
float NetworkSimulatedSmoothRotationTime;//[Offset: 0x2a0, Size: 4]
float ListenServerNetworkSimulatedSmoothLocationTime;//[Offset: 0x2a4, Size: 4]
float ListenServerNetworkSimulatedSmoothRotationTime;//[Offset: 0x2a8, Size: 4]
float NetProxyShrinkRadius;//[Offset: 0x2ac, Size: 4]
float NetProxyShrinkHalfHeight;//[Offset: 0x2b0, Size: 4]
float NetworkMaxSmoothUpdateDistance;//[Offset: 0x2b4, Size: 4]
float NetworkNoSmoothUpdateDistance;//[Offset: 0x2b8, Size: 4]
bool bReplaySmoothUseInterp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc, Size: 1]
enum NetworkSmoothingMode;//[Offset: 0x2bd, Size: 1]
float LedgeCheckThreshold;//[Offset: 0x2c0, Size: 4]
float JumpOutOfWaterPitch;//[Offset: 0x2c4, Size: 4]
FindFloorResult CurrentFloor;//[Offset: 0x2c8, Size: 152]
byte DefaultLandMovementMode;//[Offset: 0x360, Size: 1]
byte DefaultWaterMovementMode;//[Offset: 0x361, Size: 1]
byte GroundMovementMode;//[Offset: 0x362, Size: 1]
bool bMaintainHorizontalGroundVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x363, Size: 1]
bool bImpartBaseVelocityX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x363, Size: 1]
bool bImpartBaseVelocityY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x363, Size: 1]
bool bImpartBaseVelocityZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x363, Size: 1]
bool bImpartBaseAngularVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x363, Size: 1]
bool bJustTeleported;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x363, Size: 1]
bool bNetworkUpdateReceived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x368, Size: 1]
bool bNetworkMovementModeChanged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x368, Size: 1]
bool bIgnoreClientMovementErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x368, Size: 1]
bool bNotifyApex;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x368, Size: 1]
bool bCheatFlying;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x368, Size: 1]
bool bWantsToCrouch;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x368, Size: 1]
bool bCrouchMaintainsBaseLocation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x368, Size: 1]
bool bIgnoreBaseRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x368, Size: 1]
bool bFastAttachedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x369, Size: 1]
bool bAlwaysCheckFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x369, Size: 1]
bool bUseFlatBaseForFloorChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x369, Size: 1]
bool bPerformingJumpOff;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x369, Size: 1]
bool bWantsToLeaveNavWalking;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x369, Size: 1]
bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x369, Size: 1]
bool bRequestedMoveUseAcceleration;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x369, Size: 1]
bool bHasRequestedVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x36a, Size: 1]
bool bRequestedMoveWithMaxSpeed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x36a, Size: 1]
bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x36a, Size: 1]
bool bProjectNavMeshWalking;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x36a, Size: 1]
bool bProjectNavMeshOnBothWorldChannels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x36a, Size: 1]
float AvoidanceConsiderationRadius;//[Offset: 0x37c, Size: 4]
Vector RequestedVelocity;//[Offset: 0x380, Size: 12]
int AvoidanceUID;//[Offset: 0x38c, Size: 4]
NavAvoidanceMask AvoidanceGroup;//[Offset: 0x390, Size: 4]
NavAvoidanceMask GroupsToAvoid;//[Offset: 0x394, Size: 4]
NavAvoidanceMask GroupsToIgnore;//[Offset: 0x398, Size: 4]
float AvoidanceWeight;//[Offset: 0x39c, Size: 4]
Vector PendingLaunchVelocity;//[Offset: 0x3a0, Size: 12]
float NavMeshProjectionInterval;//[Offset: 0x450, Size: 4]
float NavMeshProjectionTimer;//[Offset: 0x454, Size: 4]
float NavMeshProjectionInterpSpeed;//[Offset: 0x458, Size: 4]
float NavMeshProjectionHeightScaleUp;//[Offset: 0x45c, Size: 4]
float NavMeshProjectionHeightScaleDown;//[Offset: 0x460, Size: 4]
float NavWalkingFloorDistTolerance;//[Offset: 0x464, Size: 4]
CharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction;//[Offset: 0x468, Size: 60]
float MinTimeBetweenTimeStampResets;//[Offset: 0x4ac, Size: 4]
RootMotionSourceGroup CurrentRootMotion;//[Offset: 0x4b0, Size: 144]
RootMotionMovementParams RootMotionParams;//[Offset: 0x5d0, Size: 64]
Vector AnimRootMotionVelocity;//[Offset: 0x610, Size: 12]
bool bWasSimulatingRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61c, Size: 1]
bool bAllowPhysicsRotationDuringAnimRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61d, Size: 1]
void SetWalkableFloorZ(float InWalkableFloorZ);// 0x48013c0
void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x4801348
void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x4801284
void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x4801200
void SetGroupsToIgnore(int GroupFlags);// 0x4801188
void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x4801104
void SetGroupsToAvoid(int GroupFlags);// 0x480108c
void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x4801008
void SetAvoidanceGroup(int GroupFlags);// 0x4800f90
void SetAvoidanceEnabled(bool bEnable);// 0x4800f10
void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte OldMoveFlags);// 0x4800dbc
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);// 0x4800884
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);// 0x480034c
void ServerMove(float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x47fffc0
float K2_GetWalkableFloorZ();// 0x229317c
float K2_GetWalkableFloorAngle();// 0x2293154
float K2_GetModifiedMaxAcceleration();// 0x47fff90
void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);// 0x47ffea8
void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x47ffce8
bool IsWalking();// 0x47ffcb8
bool IsWalkable(out const HitResult Hit);// 0x2372f4c
float GetValidPerchRadius();// 0x47ffc90
float GetPerchRadiusThreshold();// 0x47ffc68
PrimitiveComponent* GetMovementBase();// 0x47ffc40
float GetMinAnalogSpeed();// 0x47ffc10
float GetMaxJumpHeightWithJumpTime();// 0x47ffbe0
float GetMaxJumpHeight();// 0x23fd7dc
float GetMaxBrakingDeceleration();// 0x47ffbb0
float GetMaxAcceleration();// 0x47ffb80
Vector GetImpartedMovementBaseVelocity();// 0x47ffb30
Vector GetCurrentAcceleration();// 0x2372a94
Character* GetCharacterOwner();// 0x2376268
float GetAnalogInputModifier();// 0x47ffb08
void DisableMovement();// 0x47ffaec
void ClientVeryShortAdjustPosition(float TimeStamp, Vector NewLoc, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x47ff8ac
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);// 0x47ff4a4
void ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x47ff180
void ClientAdjustPosition(float TimeStamp, Vector NewLoc, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x47feed8
void ClientAckGoodMove(float TimeStamp);// 0x47fee58
void ClearAccumulatedForces();// 0x47fee3c
void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x47fec38
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);// 0x47feadc
void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x47fea10
void AddForce(Vector force);// 0x47fe998
--------------------------------
Class: PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
Pawn* PawnOwner;//[Offset: 0x120, Size: 4]
Vector K2_GetInputVector();// 0x48dde14
bool IsMoveInputIgnored();// 0x48dde5c
Vector GetPendingInputVector();// 0x48dde14
Pawn* GetPawnOwner();// 0x48dddec
Vector GetLastInputVector();// 0x48ddda4
Vector ConsumeInputVector();// 0x48ddd54
void AddInputVector(Vector WorldVector, bool bForce);// 0x2201890
--------------------------------
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();// 0x48c5c10
void StopActiveMovement();// 0x21a6d2c
bool IsSwimming();// 0x48c5be0
bool IsMovingOnGround();// 0x47ffcb8
bool IsFlying();// 0x48c5bb0
bool IsFalling();// 0x47e6118
bool IsCrouching();// 0x2ac04d0
--------------------------------
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();// 0x236f364
void SnapUpdatedComponentToPlane();// 0x48bca94
void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x250a1c0
void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x48bca1c
void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x48bc9a4
void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x48bc8dc
void SetPlaneConstraintEnabled(bool bEnabled);// 0x48bc854
void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x48bc7d4
void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x20ffed0
bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x48bc610
float K2_GetModifiedMaxSpeed();// 0x48bc5e0
float K2_GetMaxSpeedModifier();// 0x48bc5b0
bool IsExceedingMaxSpeed(float MaxSpeed);// 0x2196a04
Vector GetPlaneConstraintOrigin();// 0x48bc57c
Vector GetPlaneConstraintNormal();// 0x48bc548
enum GetPlaneConstraintAxisSetting();// 0x48bc52c
PhysicsVolume* GetPhysicsVolume();// 0x20ffcac
float GetMaxSpeed();// 0x48bc4fc
float GetGravityZ();// 0x48bc4cc
Vector ConstrainNormalToPlane(Vector Normal);// 0x48bc430
Vector ConstrainLocationToPlane(Vector Location);// 0x48bc394
Vector ConstrainDirectionToPlane(Vector Direction);// 0x48bc2f8
--------------------------------
Class: HitResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bStartPenetrating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
float Time;//[Offset: 0x4, Size: 4]
float Distance;//[Offset: 0x8, Size: 4]
Vector_NetQuantize Location;//[Offset: 0xc, Size: 12]
Vector_NetQuantize ImpactPoint;//[Offset: 0x18, Size: 12]
Vector_NetQuantizeNormal Normal;//[Offset: 0x24, Size: 12]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x30, Size: 12]
Vector_NetQuantize TraceStart;//[Offset: 0x3c, Size: 12]
Vector_NetQuantize TraceEnd;//[Offset: 0x48, Size: 12]
float PenetrationDepth;//[Offset: 0x54, Size: 4]
int Item;//[Offset: 0x58, Size: 4]
PhysicalMaterial* PhysMaterial;//[Offset: 0x5c, Size: 8]
Actor* Actor;//[Offset: 0x64, Size: 8]
PrimitiveComponent* Component;//[Offset: 0x6c, Size: 8]
FName BoneName;//[Offset: 0x78, Size: 8]
int FaceIndex;//[Offset: 0x80, Size: 4]
--------------------------------
Class: Vector_NetQuantize.Vector
--------------------------------
Class: Vector_NetQuantizeNormal.Vector
--------------------------------
Class: NavAgentProperties.MovementProperties
float AgentRadius;//[Offset: 0x4, Size: 4]
float AgentHeight;//[Offset: 0x8, Size: 4]
float AgentStepHeight;//[Offset: 0xc, Size: 4]
float NavWalkingSearchHeightScale;//[Offset: 0x10, Size: 4]
class NavigationData* PreferredNavData;//[Offset: 0x14, Size: 4]
--------------------------------
Class: MovementProperties
bool bCanCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bCanJump;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bCanWalk;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
bool bCanSwim;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1]
bool bCanFly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1]
--------------------------------
Class: NavigationData.Actor.Object
PrimitiveComponent* RenderingComp;//[Offset: 0x2fc, Size: 4]
NavDataConfig NavDataConfig;//[Offset: 0x300, Size: 80]
bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x350, Size: 1]
bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x350, Size: 1]
bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x350, Size: 1]
bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x350, Size: 1]
bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x350, Size: 1]
enum RuntimeGeneration;//[Offset: 0x351, Size: 1]
float ObservedPathsTickInterval;//[Offset: 0x354, Size: 4]
uint32 DataVersion;//[Offset: 0x358, Size: 4]
SupportedAreaData[] SupportedAreas;//[Offset: 0x3e4, Size: 12]
--------------------------------
Class: NavDataConfig.NavAgentProperties.MovementProperties
FName Name;//[Offset: 0x18, Size: 8]
Color Color;//[Offset: 0x20, Size: 4]
Vector DefaultQueryExtent;//[Offset: 0x24, Size: 12]
class NavigationData* NavigationDataClass;//[Offset: 0x30, Size: 4]
SoftClassPath NavigationDataClassName;//[Offset: 0x38, Size: 24]
--------------------------------
Class: SoftClassPath.SoftObjectPath
--------------------------------
Class: SupportedAreaData
FString AreaClassName;//[Offset: 0x0, Size: 12]
int AreaID;//[Offset: 0xc, Size: 4]
class Object* AreaClass;//[Offset: 0x10, Size: 4]
--------------------------------
Class: FindFloorResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bWalkableFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bLineTrace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
float FloorDist;//[Offset: 0x4, Size: 4]
float LineDist;//[Offset: 0x8, Size: 4]
HitResult HitResult;//[Offset: 0x10, Size: 136]
--------------------------------
Class: NavAvoidanceMask
bool bGroup0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bGroup1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bGroup2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
bool bGroup3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1]
bool bGroup4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1]
bool bGroup5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1]
bool bGroup6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1]
bool bGroup7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1]
bool bGroup8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1]
bool bGroup9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1]
bool bGroup10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1]
bool bGroup11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1]
bool bGroup12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1]
bool bGroup13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1]
bool bGroup14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1]
bool bGroup15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1]
bool bGroup16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2, Size: 1]
bool bGroup17;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2, Size: 1]
bool bGroup18;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2, Size: 1]
bool bGroup19;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2, Size: 1]
bool bGroup20;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2, Size: 1]
bool bGroup21;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2, Size: 1]
bool bGroup22;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2, Size: 1]
bool bGroup23;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2, Size: 1]
bool bGroup24;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3, Size: 1]
bool bGroup25;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3, Size: 1]
bool bGroup26;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3, Size: 1]
bool bGroup27;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3, Size: 1]
bool bGroup28;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3, Size: 1]
bool bGroup29;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3, Size: 1]
bool bGroup30;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3, Size: 1]
bool bGroup31;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3, Size: 1]
--------------------------------
Class: CharacterMovementComponentPostPhysicsTickFunction.TickFunction
--------------------------------
Class: RootMotionSourceGroup
bool bHasAdditiveSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c, Size: 1]
bool bHasOverrideSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d, Size: 1]
Vector_NetQuantize10 LastPreAdditiveVelocity;//[Offset: 0x80, Size: 12]
bool bIsAdditiveVelocityApplied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1]
RootMotionSourceSettings LastAccumulatedSettings;//[Offset: 0x8d, Size: 1]
--------------------------------
Class: Vector_NetQuantize10.Vector
--------------------------------
Class: RootMotionSourceSettings
byte Flags;//[Offset: 0x0, Size: 1]
--------------------------------
Class: RootMotionMovementParams
bool bHasRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
float BlendWeight;//[Offset: 0x4, Size: 4]
Transform RootMotionTransform;//[Offset: 0x10, Size: 48]
--------------------------------
Class: CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
float CapsuleHalfHeight;//[Offset: 0x5cc, Size: 4]
float CapsuleRadius;//[Offset: 0x5d0, Size: 4]
float CapsuleHeight;//[Offset: 0x5d4, Size: 4]
void SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps);// 0x47fbcb8
void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x47fbbf0
void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);// 0x47fbb28
void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x47fba3c
void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x47fb958
float GetUnscaledCapsuleRadius();// 0x47fb93c
float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x47fb90c
float GetUnscaledCapsuleHalfHeight();// 0x47fb8f0
float GetShapeScale();// 0x47fb880
void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x47fb728
void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x47fb5d8
float GetScaledCapsuleRadius();// 0x47fb560
float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x47fb4d8
float GetScaledCapsuleHalfHeight();// 0x47fb458
--------------------------------
Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color ShapeColor;//[Offset: 0x5bc, Size: 4]
BodySetup* ShapeBodySetup;//[Offset: 0x5c0, Size: 4]
bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c4, Size: 1]
bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5c4, Size: 1]
bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5c4, Size: 1]
class NavArea* AreaClass;//[Offset: 0x5c8, 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: 0x2fc, Size: 4]
byte Ping;//[Offset: 0x300, Size: 1]
FString PlayerName;//[Offset: 0x304, Size: 12]
int PlayerID;//[Offset: 0x31c, Size: 4]
bool bIsSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320, Size: 1]
bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x320, Size: 1]
bool bIsABot;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x320, Size: 1]
bool bIsInactive;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x320, Size: 1]
bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x320, Size: 1]
int StartTime;//[Offset: 0x324, Size: 4]
class LocalMessage* EngineMessageClass;//[Offset: 0x328, Size: 4]
FString SavedNetworkAddress;//[Offset: 0x330, Size: 12]
UniqueNetIdRepl UniqueId;//[Offset: 0x33c, Size: 12]
void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x2efb424
void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x2efb424
void OnRep_UniqueId();// 0x21ca874
void OnRep_Score();// 0x20e238c
void OnRep_PlayerName();// 0x20e03f4
void OnRep_bIsInactive();// 0x20eca5c
--------------------------------
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: 0x348, Size: 4]
Pawn* AcknowledgedPawn;//[Offset: 0x350, Size: 4]
InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x354, Size: 4]
HUD* MyHUD;//[Offset: 0x35c, Size: 4]
PlayerCameraManager* PlayerCameraManager;//[Offset: 0x360, Size: 4]
class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x364, Size: 4]
bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1]
Rotator TargetViewRotation;//[Offset: 0x36c, Size: 12]
float SmoothTargetViewRotationSpeed;//[Offset: 0x384, Size: 4]
Actor*[] HiddenActors;//[Offset: 0x388, Size: 12]
PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x394, Size: 12]
float LastSpectatorStateSynchTime;//[Offset: 0x3a4, Size: 4]
Vector LastSpectatorSyncLocation;//[Offset: 0x3a8, Size: 12]
Rotator LastSpectatorSyncRotation;//[Offset: 0x3b4, Size: 12]
int ClientCap;//[Offset: 0x3c0, Size: 4]
CheatManager* CheatManager;//[Offset: 0x3c4, Size: 4]
class CheatManager* CheatClass;//[Offset: 0x3c8, Size: 4]
PlayerInput* PlayerInput;//[Offset: 0x3cc, Size: 4]
ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x3d0, Size: 12]
bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x43e, Size: 1]
byte NetPlayerIndex;//[Offset: 0x43f, Size: 1]
NetConnection* PendingSwapConnection;//[Offset: 0x46c, Size: 4]
NetConnection* NetConnection;//[Offset: 0x470, Size: 4]
float InputYawScale;//[Offset: 0x480, Size: 4]
float InputPitchScale;//[Offset: 0x484, Size: 4]
float InputRollScale;//[Offset: 0x488, Size: 4]
bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48c, Size: 1]
bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x48c, Size: 1]
bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x48c, Size: 1]
bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x48c, Size: 1]
bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x48c, Size: 1]
bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x48c, Size: 1]
float ForceFeedbackScale;//[Offset: 0x490, Size: 4]
Key[] ClickEventKeys;//[Offset: 0x494, Size: 12]
byte DefaultMouseCursor;//[Offset: 0x4a0, Size: 1]
byte CurrentMouseCursor;//[Offset: 0x4a1, Size: 1]
byte DefaultClickTraceChannel;//[Offset: 0x4a2, Size: 1]
byte CurrentClickTraceChannel;//[Offset: 0x4a3, Size: 1]
float HitResultTraceDistance;//[Offset: 0x4a4, Size: 4]
bool bPauseUpdateStreamingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4b8, Size: 1]
InputComponent* InactiveStateInputComponent;//[Offset: 0x528, Size: 4]
bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x52c, Size: 1]
TouchInterface* CurrentTouchInterface;//[Offset: 0x538, Size: 4]
SpectatorPawn* SpectatorPawn;//[Offset: 0x57c, Size: 4]
Vector SpawnLocation;//[Offset: 0x580, Size: 12]
bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x590, Size: 1]
uint16 SeamlessTravelCount;//[Offset: 0x592, Size: 2]
uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x594, Size: 2]
bool bOpenReconnectViewPointFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c, Size: 1]
bool WasInputKeyJustReleased(Key Key);// 0x48f0f58
bool WasInputKeyJustPressed(Key Key);// 0x48f0c64
void ToggleSpeaking(bool bInSpeaking);// 0x48f0bdc
void SwitchLevel(FString URL);// 0x48f0b18
void StopHapticEffect(enum Hand);// 0x48f0aa0
void StartFire(byte FireModeNum);// 0x48f0a20
void SetVirtualJoystickVisibility(bool bVisible);// 0x48f0998
void SetViewTargetWithBlend(Actor* NewViewTarget, float blendTime, byte BlendFunc, float BlendExp, bool bLockOutgoing);// 0x48f07f8
void SetName(FString S);// 0x48f0734
void SetMouseLocation(const int X, const int Y);// 0x48f0678
void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x48f05bc
void SetHapticsByValue(const float Frequency, const float Amplitude, enum Hand);// 0x48f04bc
void SetControllerLightColor(Color Color);// 0x48f044c
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x48f0280
void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector Location, Rotator Rotation);// 0x48f0174
void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x48f0064
void ServerViewPrevPlayer();// 0x48f0008
void ServerViewNextPlayer();// 0x48effac
void ServerVerifyViewTarget();// 0x48eff50
void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible);// 0x48efe44
void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);// 0x48efd40
void ServerUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x48ef824
void ServerToggleAILogging();// 0x48ef7c8
void ServerShortTimeout();// 0x48ef76c
void ServerSetSpectatorWaiting(bool bWaiting);// 0x48ef6a4
void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x48ef58c
void ServerRestartPlayer();// 0x48ef530
void ServerPause();// 0x48ef4d4
void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x48ef430
void ServerMutePlayer(UniqueNetIdRepl PlayerID);// 0x48eef14
void ServerCheckClientPossessionReliable();// 0x48eeeb8
void ServerCheckClientPossession();// 0x48eee5c
void ServerChangeName(FString S);// 0x48eed68
void ServerCamera(FName NewMode);// 0x48eecb4
void ServerAcknowledgePossession(Pawn* P);// 0x48eec00
void SendToConsole(FString Command);// 0x48eeb3c
void RestartLevel();// 0x48eeb20
bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D ScreenLocation, bool bPlayerViewportRelative);// 0x48eea00
void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand, float Scale, bool bLoop);// 0x48ee8b0
void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x48ee5d0
void Pause();// 0x2483700
void OnServerStartedVisualLogger(bool bIsLogging);// 0x48ee53c
void LocalTravel(FString URL);// 0x48ee478
bool IsInputKeyDown(Key Key);// 0x48ee184
void GetViewportSize(out int SizeX, out int SizeY);// 0x48ee0a4
SpectatorPawn* GetSpectatorPawn();// 0x48ee088
bool GetMousePosition(out float LocationX, out float LocationY);// 0x48edfa0
Vector GetInputVectorKeyState(Key Key);// 0x48edc9c
void GetInputTouchState(byte FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x48edb1c
void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x48eda3c
void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector Gravity, out Vector Acceleration);// 0x48ed8b8
float GetInputKeyTimeDown(Key Key);// 0x48ed5c0
void GetInputAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x48ed49c
float GetInputAnalogKeyState(Key Key);// 0x48ed1a4
HUD* GetHUD();// 0x48ed17c
bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x48ecfa8
bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x48ece2c
bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x48eccb0
bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x48ecb20
bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x48ec9e8
bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x48ec8b0
Vector GetFocalLocation();// 0x242b508
void FOV(float NewFOV);// 0x48ec830
void EnableCheats();// 0x48ec814
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector WorldLocation, out Vector WorldDirection);// 0x48ec6a8
bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector WorldDirection);// 0x48ec5c8
void ConsoleKey(Key Key);// 0x48ec2d4
void ClientWasKicked(const FText KickReason);// 0x48ec140
void ClientVoiceHandshakeComplete();// 0x48ec124
void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex);// 0x48ebf6c
void ClientUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x48ebc00
void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x48eba50
void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x48eb8b0
void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type, float MsgLifeTime);// 0x48eb714
void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName Tag);// 0x48eb650
void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);// 0x48eb584
void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x48eb504
void ClientStartOnlineSession();// 0x240239c
void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x237d6b0
void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams TransitionParams);// 0x48eb3fc
void ClientSetSpectatorWaiting(bool bWaiting);// 0x48eb374
void ClientSetHUD(class HUD NewHUDClass);// 0x48eb2f4
void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float ForceDuration, int CinematicTextureGroups);// 0x48eb1ec
void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD);// 0x48eb070
void ClientSetCameraMode(FName NewCamMode);// 0x48eaff0
void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D FadeAlpha, float FadeTime, bool bFadeAudio);// 0x48eae4c
void ClientSetBlockOnAsyncLoading();// 0x2accb6c
void ClientReturnToMainMenu(FString ReturnReason);// 0x48ead88
void ClientRetryClientRestart(Pawn* NewPawn);// 0x224bd18
void ClientRestart(Pawn* NewPawn);// 0x214d210
void ClientReset();// 0x25466d8
void ClientRepObjRef(Object* Object);// 0x48ead08
void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch, PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object* OptionalObject);// 0x47e9f4c
void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups);// 0x48eabac
void ClientPrepareMapChange(FName LevelName, bool bFirst, bool bLast);// 0x48eaa88
void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float VolumeMultiplier, float PitchMultiplier);// 0x48ea934
void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);// 0x48ea82c
void ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, FName Tag);// 0x48ea6c0
void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x48ea56c
void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte Space, Rotator CustomPlaySpace);// 0x48ea29c
void ClientMutePlayer(UniqueNetIdRepl PlayerID);// 0x48e9f30
void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x48e9ddc
void ClientIgnoreMoveInput(bool bIgnore);// 0x48e9d54
void ClientIgnoreLookInput(bool bIgnore);// 0x48e9ccc
void ClientGotoState(FName NewState);// 0x48e9c4c
void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x48e9b80
void ClientForceGarbageCollection();// 0x2379344
void ClientFlushLevelStreaming();// 0x48e9b6c
void ClientEndOnlineSession();// 0x2158654
void ClientEnableNetworkVoice(bool bEnable);// 0x48e9ae4
void ClientCommitMapChange();// 0x2accba4
void ClientClearCameraLensEffects();// 0x2461884
void ClientCapBandwidth(int Cap);// 0x48e9a64
void ClientCancelPendingMapChange();// 0x2acbce4
void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool bOverrideLocation);// 0x48e9958
void ClearAudioListenerOverride();// 0x48e9944
void Camera(FName NewMode);// 0x48e98c4
void AddYawInput(float Val);// 0x48e9844
void AddRollInput(float Val);// 0x48e97c4
void AddPitchInput(float Val);// 0x2484ba0
void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x2423a20
--------------------------------
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: 0x2fc, Size: 4]
bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1]
bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1]
bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300, Size: 1]
bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x300, Size: 1]
bool bShowOverlays;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x300, Size: 1]
bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x300, Size: 1]
bool bDebugInfoUseModifiedActor;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x300, Size: 1]
Actor*[] PostRenderedActors;//[Offset: 0x304, Size: 12]
FName[] DebugDisplay;//[Offset: 0x318, Size: 12]
FName[] ToggledDebugCategories;//[Offset: 0x324, Size: 12]
Canvas* Canvas;//[Offset: 0x330, Size: 4]
Canvas* DebugCanvas;//[Offset: 0x334, Size: 4]
DebugTextInfo[] DebugTextList;//[Offset: 0x338, Size: 12]
class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x344, Size: 4]
Actor* ShowDebugTargetActor;//[Offset: 0x348, Size: 4]
Actor* UpdateShowDebugTargetActor();// 0x2efb424
void ShowHUD();// 0x20e238c
void ShowDebugToggleSubCategory(FName Category);// 0x483d5b8
void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x483d540
void ShowDebugForMoifiedTargetActor();// 0x483d52c
void ShowDebug(FName DebugType);// 0x483d4ac
void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x483d3e8
void RemoveAllDebugStrings();// 0x483d3d4
void ReceiveHitBoxRelease(const FName BoxName);// 0x2efb424
void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x2efb424
void ReceiveHitBoxClick(const FName BoxName);// 0x2efb424
void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x2efb424
void ReceiveDrawHUD(int SizeX, int SizeY);// 0x2efb424
Vector Project(Vector Location);// 0x483d340
void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font* Font, float Scale);// 0x483d144
PlayerController* GetOwningPlayerController();// 0x22964a8
Pawn* GetOwningPawn();// 0x483d11c
void GetActorsInSelectionRectangle(class Actor ClassFilter, out const Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x483cec4
void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition);// 0x483cd2c
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);// 0x483c8b4
void DrawText(FString Text, LinearColor TextColor, float ScreenX, float ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x483c63c
void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH);// 0x483c4a0
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);// 0x483c11c
void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);// 0x483bef4
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);// 0x483bb1c
void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, LinearColor LineColor, float LineThickness);// 0x483b938
void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out Vector WorldDirection);// 0x483b7d4
void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool bConsumesInput, int Priority);// 0x483b638
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);// 0x483b248
--------------------------------
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);// 0x47fa52c
Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x47fa41c
Vector K2_Project(Vector WorldLocation);// 0x47fa388
void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);// 0x47fa1e4
void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x47f9f10
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);// 0x47f9b08
void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D Radius, int NumberOfSides, LinearColor RenderColor);// 0x47f9974
void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[] Triangles);// 0x47f97d0
void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x47f95b8
void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float Thickness, LinearColor RenderColor);// 0x47f9460
void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float Thickness);// 0x47f9360
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);// 0x47f8e40
void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector WorldDirection);// 0x47f8d24
--------------------------------
Class: Texture2D.Texture.Object
int StreamingIndex;//[Offset: 0xa8, Size: 4]
int LevelIndex;//[Offset: 0xac, Size: 4]
int FirstResourceMemMip;//[Offset: 0xb0, Size: 4]
IntPoint ImportedSize;//[Offset: 0xb4, Size: 8]
double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0xc0, Size: 8]
bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1]
bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xca, Size: 1]
bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xca, Size: 1]
bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xca, Size: 1]
bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xca, Size: 1]
byte AddressX;//[Offset: 0xcb, Size: 1]
byte AddressY;//[Offset: 0xcc, Size: 1]
int Blueprint_GetSizeY();// 0x4933cd8
int Blueprint_GetSizeX();// 0x4933cb0
--------------------------------
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: 0x2fc, Size: 4]
SceneComponent* TransformComponent;//[Offset: 0x300, Size: 4]
float DefaultFOV;//[Offset: 0x310, Size: 4]
float DefaultOrthoWidth;//[Offset: 0x318, Size: 4]
float DefaultAspectRatio;//[Offset: 0x320, Size: 4]
CameraCacheEntry CameraCache;//[Offset: 0x370, Size: 1408]
CameraCacheEntry LastFrameCameraCache;//[Offset: 0x8f0, Size: 1408]
TViewTarget ViewTarget;//[Offset: 0xe70, Size: 1424]
TViewTarget PendingViewTarget;//[Offset: 0x1400, Size: 1424]
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);// 0x48e702c
void StopCameraFade();// 0x2184cb4
void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);// 0x48e6f60
void StopAllInstancesOfCameraShake(class CameraShake Shake, bool bImmediately);// 0x48e6e94
void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);// 0x48e6dc8
void StopAllCameraShakes(bool bImmediately);// 0x48e6d40
void StopAllCameraAnims(bool bImmediate);// 0x48e6cb8
void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x48e6acc
void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool bInFadeAudio);// 0x48e69b8
bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x48264ac
void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);// 0x48e6938
CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x48e67dc
CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x48e64b8
void PhotographyCameraModify(const Vector NewCameraLocation, const Vector PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector ResultCameraLocation);// 0x48e6350
void OnPhotographySessionStart();// 0x21ca874
void OnPhotographySessionEnd();// 0x20eca5c
void OnPhotographyMultiPartCaptureStart();// 0x20e03f4
void OnPhotographyMultiPartCaptureEnd();// 0x20e238c
PlayerController* GetOwningPlayerController();// 0x48e6320
float GetFOVAngle();// 0x47ffbe0
Rotator GetCameraRotation();// 0x48e62d8
Vector GetCameraLocation();// 0x48e6290
CameraModifier* FindCameraModifierByClass(class CameraModifier ModifierClass);// 0x48e6208
void ClearCameraLensEffects();// 0x245662c
bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation, out Rotator NewCameraRotation, out float NewCameraFOV);// 0x2efb424
CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);// 0x2182084
EmitterCameraLensEffectBase* AddCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x48e6180
--------------------------------
Class: CameraCacheEntry
float TimeStamp;//[Offset: 0x0, Size: 4]
MinimalViewInfo POV;//[Offset: 0x10, Size: 1392]
--------------------------------
Class: MinimalViewInfo
Vector Location;//[Offset: 0x0, Size: 12]
Vector LocationLocalSpace;//[Offset: 0xc, Size: 12]
Rotator Rotation;//[Offset: 0x18, Size: 12]
float FOV;//[Offset: 0x24, Size: 4]
float OrthoWidth;//[Offset: 0x28, Size: 4]
float OrthoNearClipPlane;//[Offset: 0x2c, Size: 4]
float OrthoFarClipPlane;//[Offset: 0x30, Size: 4]
float AspectRatio;//[Offset: 0x34, Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1]
byte ProjectionMode;//[Offset: 0x39, Size: 1]
float PostProcessBlendWeight;//[Offset: 0x3c, Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x40, Size: 1312]
Vector2D OffCenterProjectionOffset;//[Offset: 0x560, Size: 8]
--------------------------------
Class: PostProcessSettings
bool bOverride_WhiteTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bOverride_WhiteTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bOverride_ColorSaturation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
bool bOverride_ColorContrast;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1]
bool bOverride_ColorGamma;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1]
bool bOverride_ColorGain;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1]
bool bOverride_ColorOffset;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1]
bool bOverride_ColorSaturationShadows;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1]
bool bOverride_ColorContrastShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1]
bool bOverride_ColorGammaShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1]
bool bOverride_ColorGainShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1]
bool bOverride_ColorOffsetShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1]
bool bOverride_ColorSaturationMidtones;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1]
bool bOverride_ColorContrastMidtones;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1]
bool bOverride_ColorGammaMidtones;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1]
bool bOverride_ColorGainMidtones;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1]
bool bOverride_ColorOffsetMidtones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2, Size: 1]
bool bOverride_ColorSaturationHighlights;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2, Size: 1]
bool bOverride_ColorContrastHighlights;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2, Size: 1]
bool bOverride_ColorGammaHighlights;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2, Size: 1]
bool bOverride_ColorGainHighlights;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2, Size: 1]
bool bOverride_ColorOffsetHighlights;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2, Size: 1]
bool bOverride_ColorCorrectionShadowsMax;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2, Size: 1]
bool bOverride_ColorCorrectionHighlightsMin;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2, Size: 1]
bool bOverride_FilmWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3, Size: 1]
bool bOverride_FilmSaturation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3, Size: 1]
bool bOverride_FilmChannelMixerRed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3, Size: 1]
bool bOverride_FilmChannelMixerGreen;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3, Size: 1]
bool bOverride_FilmChannelMixerBlue;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3, Size: 1]
bool bOverride_FilmContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3, Size: 1]
bool bOverride_FilmDynamicRange;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3, Size: 1]
bool bOverride_FilmHealAmount;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3, Size: 1]
bool bOverride_FilmToeAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1]
bool bOverride_FilmShadowTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4, Size: 1]
bool bOverride_FilmShadowTintBlend;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4, Size: 1]
bool bOverride_FilmShadowTintAmount;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4, Size: 1]
bool bOverride_FilmSlope;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x4, Size: 1]
bool bOverride_FilmToe;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x4, Size: 1]
bool bOverride_FilmShoulder;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x4, Size: 1]
bool bOverride_FilmBlackClip;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x4, Size: 1]
bool bOverride_FilmWhiteClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5, Size: 1]
bool bOverride_SceneColorTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5, Size: 1]
bool bOverride_SceneFringeIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5, Size: 1]
bool bOverride_AmbientCubemapTint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5, Size: 1]
bool bOverride_AmbientCubemapIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5, Size: 1]
bool bOverride_BloomMethod;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x5, Size: 1]
bool bOverride_BloomIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x5, Size: 1]
bool bOverride_BloomThreshold;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5, Size: 1]
bool bOverride_Bloom1Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6, Size: 1]
bool bOverride_Bloom1Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6, Size: 1]
bool bOverride_Bloom2Size;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6, Size: 1]
bool bOverride_Bloom2Tint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6, Size: 1]
bool bOverride_Bloom3Tint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x6, Size: 1]
bool bOverride_Bloom3Size;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x6, Size: 1]
bool bOverride_Bloom4Tint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x6, Size: 1]
bool bOverride_Bloom4Size;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x6, Size: 1]
bool bOverride_Bloom5Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7, Size: 1]
bool bOverride_Bloom5Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7, Size: 1]
bool bOverride_Bloom6Tint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7, Size: 1]
bool bOverride_Bloom6Size;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7, Size: 1]
bool bOverride_BloomSizeScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7, Size: 1]
bool bOverride_BloomConvolutionTexture;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7, Size: 1]
bool bOverride_BloomConvolutionSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7, Size: 1]
bool bOverride_BloomConvolutionCenterUV;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7, Size: 1]
bool bOverride_BloomConvolutionPreFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1]
bool bOverride_BloomConvolutionPreFilterMin;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8, Size: 1]
bool bOverride_BloomConvolutionPreFilterMax;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8, Size: 1]
bool bOverride_BloomConvolutionPreFilterMult;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8, Size: 1]
bool bOverride_BloomConvolutionBufferScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x8, Size: 1]
bool bOverride_BloomDirtMaskIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x8, Size: 1]
bool bOverride_BloomDirtMaskTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x8, Size: 1]
bool bOverride_BloomDirtMask;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x8, Size: 1]
bool bOverride_RadialBlurCenterPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9, Size: 1]
bool bOverride_RadialBlurIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9, Size: 1]
bool bOverride_RadialBlurDistance;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9, Size: 1]
bool bOverride_AutoExposureMethod;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9, Size: 1]
bool bOverride_AutoExposureLowPercent;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9, Size: 1]
bool bOverride_AutoExposureHighPercent;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9, Size: 1]
bool bOverride_AutoExposureMinBrightness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x9, Size: 1]
bool bOverride_AutoExposureMaxBrightness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x9, Size: 1]
bool bOverride_AutoExposureSpeedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa, Size: 1]
bool bOverride_AutoExposureSpeedDown;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa, Size: 1]
bool bOverride_AutoExposureBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa, Size: 1]
bool bOverride_HistogramLogMin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa, Size: 1]
bool bOverride_HistogramLogMax;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa, Size: 1]
bool bOverride_LensFlareIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa, Size: 1]
bool bOverride_LensFlareTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa, Size: 1]
bool bOverride_LensFlareTints;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xa, Size: 1]
bool bOverride_LensFlareBokehSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb, Size: 1]
bool bOverride_LensFlareBokehShape;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xb, Size: 1]
bool bOverride_LensFlareThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xb, Size: 1]
bool bOverride_VignetteIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xb, Size: 1]
bool bOverride_GrainIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xb, Size: 1]
bool bOverride_GrainJitter;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xb, Size: 1]
bool bOverride_AmbientOcclusionIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xb, Size: 1]
bool bOverride_AmbientOcclusionStaticFraction;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xb, Size: 1]
bool bOverride_AmbientOcclusionRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionFadeDistance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionFadeRadius;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionDistance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionPower;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionQuality;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xc, Size: 1]
bool bOverride_AmbientOcclusionMipBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd, Size: 1]
bool bOverride_AmbientOcclusionMipScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd, Size: 1]
bool bOverride_AmbientOcclusionMipThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xd, Size: 1]
bool bOverride_LPVIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xd, Size: 1]
bool bOverride_LPVDirectionalOcclusionIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xd, Size: 1]
bool bOverride_LPVDirectionalOcclusionRadius;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xd, Size: 1]
bool bOverride_LPVDiffuseOcclusionExponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xd, Size: 1]
bool bOverride_LPVSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xd, Size: 1]
bool bOverride_LPVDiffuseOcclusionIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe, Size: 1]
bool bOverride_LPVSpecularOcclusionIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe, Size: 1]
bool bOverride_LPVSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe, Size: 1]
bool bOverride_LPVSecondaryOcclusionIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xe, Size: 1]
bool bOverride_LPVSecondaryBounceIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xe, Size: 1]
bool bOverride_LPVGeometryVolumeBias;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xe, Size: 1]
bool bOverride_LPVVplInjectionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xe, Size: 1]
bool bOverride_LPVEmissiveInjectionIntensity;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xe, Size: 1]
bool bOverride_LPVFadeRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf, Size: 1]
bool bOverride_LPVDirectionalOcclusionFadeRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf, Size: 1]
bool bOverride_SRTIndirectLightingColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf, Size: 1]
bool bOverride_SRTIndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf, Size: 1]
bool bOverride_SRTMaxOcclusionDistance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xf, Size: 1]
bool bOverride_SRTMinOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xf, Size: 1]
bool bOverride_SRTSkyLightScale;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xf, Size: 1]
bool bOverride_SRTFilterSmoothness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xf, Size: 1]
bool bOverride_IndirectLightingColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1]
bool bOverride_IndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10, Size: 1]
bool bOverride_ColorGradingIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10, Size: 1]
bool bOverride_ColorGradingLUT;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10, Size: 1]
bool bOverride_DepthOfFieldFocalDistance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10, Size: 1]
bool bOverride_DepthOfFieldFstop;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x10, Size: 1]
bool bOverride_DepthOfFieldSensorWidth;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x10, Size: 1]
bool bOverride_DepthOfFieldDepthBlurRadius;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x10, Size: 1]
bool bOverride_DepthOfFieldDepthBlurAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldFocalRegion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldNearTransitionRegion;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldFarTransitionRegion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldMaxBokehSize;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldNearBlurSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldFarBlurSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x11, Size: 1]
bool bOverride_DepthOfFieldMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x12, Size: 1]
bool bOverride_MobileHQGaussian;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x12, Size: 1]
bool bOverride_DepthOfFieldBokehShape;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x12, Size: 1]
bool bOverride_DepthOfFieldOcclusion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x12, Size: 1]
bool bOverride_DepthOfFieldColorThreshold;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x12, Size: 1]
bool bOverride_DepthOfFieldSizeThreshold;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x12, Size: 1]
bool bOverride_DepthOfFieldSkyFocusDistance;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x12, Size: 1]
bool bOverride_DepthOfFieldVignetteSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x12, Size: 1]
bool bOverride_MotionBlurAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13, Size: 1]
bool bOverride_MotionBlurMax;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13, Size: 1]
bool bOverride_MotionBlurPerObjectSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x13, Size: 1]
bool bOverride_ScreenPercentage;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x13, Size: 1]
bool bOverride_ScreenSpaceReflectionIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x13, Size: 1]
bool bOverride_ScreenSpaceReflectionQuality;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x13, Size: 1]
bool bOverride_ScreenSpaceReflectionMaxRoughness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x13, Size: 1]
bool bOverride_ScreenSpaceReflectionRoughnessScale;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x13, Size: 1]
bool bOverride_FxaaConsoleEdgeSharpness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14, Size: 1]
bool bOverride_FxaaConsoleEdgeThreshold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14, Size: 1]
bool bOverride_FxaaConsoleEdgeThresholdMin;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14, Size: 1]
float WhiteTemp;//[Offset: 0x18, Size: 4]
float WhiteTint;//[Offset: 0x1c, Size: 4]
Vector4 ColorSaturation;//[Offset: 0x20, Size: 16]
Vector4 ColorContrast;//[Offset: 0x30, Size: 16]
Vector4 ColorGamma;//[Offset: 0x40, Size: 16]
Vector4 ColorGain;//[Offset: 0x50, Size: 16]
Vector4 ColorOffset;//[Offset: 0x60, Size: 16]
Vector4 ColorSaturationShadows;//[Offset: 0x70, Size: 16]
Vector4 ColorContrastShadows;//[Offset: 0x80, Size: 16]
Vector4 ColorGammaShadows;//[Offset: 0x90, Size: 16]
Vector4 ColorGainShadows;//[Offset: 0xa0, Size: 16]
Vector4 ColorOffsetShadows;//[Offset: 0xb0, Size: 16]
float ColorCorrectionShadowsMax;//[Offset: 0xc0, Size: 4]
Vector4 ColorSaturationMidtones;//[Offset: 0xd0, Size: 16]
Vector4 ColorContrastMidtones;//[Offset: 0xe0, Size: 16]
Vector4 ColorGammaMidtones;//[Offset: 0xf0, Size: 16]
Vector4 ColorGainMidtones;//[Offset: 0x100, Size: 16]
Vector4 ColorOffsetMidtones;//[Offset: 0x110, Size: 16]
Vector4 ColorSaturationHighlights;//[Offset: 0x120, Size: 16]
Vector4 ColorContrastHighlights;//[Offset: 0x130, Size: 16]
Vector4 ColorGammaHighlights;//[Offset: 0x140, Size: 16]
Vector4 ColorGainHighlights;//[Offset: 0x150, Size: 16]
Vector4 ColorOffsetHighlights;//[Offset: 0x160, Size: 16]
float ColorCorrectionHighlightsMin;//[Offset: 0x170, Size: 4]
float FilmSlope;//[Offset: 0x174, Size: 4]
float FilmToe;//[Offset: 0x178, Size: 4]
float FilmShoulder;//[Offset: 0x17c, Size: 4]
float FilmBlackClip;//[Offset: 0x180, Size: 4]
float FilmWhiteClip;//[Offset: 0x184, Size: 4]
LinearColor FilmWhitePoint;//[Offset: 0x188, Size: 16]
LinearColor FilmShadowTint;//[Offset: 0x198, Size: 16]
float FilmShadowTintBlend;//[Offset: 0x1a8, Size: 4]
float FilmShadowTintAmount;//[Offset: 0x1ac, Size: 4]
float FilmSaturation;//[Offset: 0x1b0, Size: 4]
LinearColor FilmChannelMixerRed;//[Offset: 0x1b4, Size: 16]
LinearColor FilmChannelMixerGreen;//[Offset: 0x1c4, Size: 16]
LinearColor FilmChannelMixerBlue;//[Offset: 0x1d4, Size: 16]
float FilmContrast;//[Offset: 0x1e4, Size: 4]
float FilmToeAmount;//[Offset: 0x1e8, Size: 4]
float FilmHealAmount;//[Offset: 0x1ec, Size: 4]
float FilmDynamicRange;//[Offset: 0x1f0, Size: 4]
LinearColor SceneColorTint;//[Offset: 0x1f4, Size: 16]
float SceneFringeIntensity;//[Offset: 0x204, Size: 4]
byte BloomMethod;//[Offset: 0x208, Size: 1]
float BloomIntensity;//[Offset: 0x20c, Size: 4]
float BloomThreshold;//[Offset: 0x210, Size: 4]
float BloomSizeScale;//[Offset: 0x214, Size: 4]
float Bloom1Size;//[Offset: 0x218, Size: 4]
float Bloom2Size;//[Offset: 0x21c, Size: 4]
float Bloom3Size;//[Offset: 0x220, Size: 4]
float Bloom4Size;//[Offset: 0x224, Size: 4]
float Bloom5Size;//[Offset: 0x228, Size: 4]
float Bloom6Size;//[Offset: 0x22c, Size: 4]
LinearColor Bloom1Tint;//[Offset: 0x230, Size: 16]
LinearColor Bloom2Tint;//[Offset: 0x240, Size: 16]
LinearColor Bloom3Tint;//[Offset: 0x250, Size: 16]
LinearColor Bloom4Tint;//[Offset: 0x260, Size: 16]
LinearColor Bloom5Tint;//[Offset: 0x270, Size: 16]
LinearColor Bloom6Tint;//[Offset: 0x280, Size: 16]
Texture2D* BloomConvolutionTexture;//[Offset: 0x290, Size: 4]
float BloomConvolutionSize;//[Offset: 0x294, Size: 4]
Vector2D BloomConvolutionCenterUV;//[Offset: 0x298, Size: 8]
Vector BloomConvolutionPreFilter;//[Offset: 0x2a0, Size: 12]
float BloomConvolutionPreFilterMin;//[Offset: 0x2ac, Size: 4]
float BloomConvolutionPreFilterMax;//[Offset: 0x2b0, Size: 4]
float BloomConvolutionPreFilterMult;//[Offset: 0x2b4, Size: 4]
float BloomConvolutionBufferScale;//[Offset: 0x2b8, Size: 4]
Texture* BloomDirtMask;//[Offset: 0x2bc, Size: 4]
float BloomDirtMaskIntensity;//[Offset: 0x2c0, Size: 4]
LinearColor BloomDirtMaskTint;//[Offset: 0x2c4, Size: 16]
Vector2D RadialBlurCenterPos;//[Offset: 0x2d4, Size: 8]
float RadialBlurIntensity;//[Offset: 0x2dc, Size: 4]
float RadialBlurDistance;//[Offset: 0x2e0, Size: 4]
LinearColor AmbientCubemapTint;//[Offset: 0x2e4, Size: 16]
float AmbientCubemapIntensity;//[Offset: 0x2f4, Size: 4]
TextureCube* AmbientCubemap;//[Offset: 0x2f8, Size: 4]
byte AutoExposureMethod;//[Offset: 0x2fc, Size: 1]
float AutoExposureLowPercent;//[Offset: 0x300, Size: 4]
float AutoExposureHighPercent;//[Offset: 0x304, Size: 4]
float AutoExposureMinBrightness;//[Offset: 0x308, Size: 4]
float AutoExposureMaxBrightness;//[Offset: 0x30c, Size: 4]
float AutoExposureSpeedUp;//[Offset: 0x310, Size: 4]
float AutoExposureSpeedDown;//[Offset: 0x314, Size: 4]
bool BlindWatermarking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x318, Size: 1]
bool ShowFFTResult;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x318, Size: 1]
Texture2D* BlindWatermarkingTexture;//[Offset: 0x31c, Size: 4]
bool bOverride_BlindWatermarking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320, Size: 1]
bool bOverride_ShowFFTResult;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x320, Size: 1]
bool bOverride_BlindWatermarkingTexture;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x320, Size: 1]
float AutoExposureBias;//[Offset: 0x324, Size: 4]
float HistogramLogMin;//[Offset: 0x328, Size: 4]
float HistogramLogMax;//[Offset: 0x32c, Size: 4]
float LensFlareIntensity;//[Offset: 0x330, Size: 4]
LinearColor LensFlareTint;//[Offset: 0x334, Size: 16]
float LensFlareBokehSize;//[Offset: 0x344, Size: 4]
int LensFlareCount;//[Offset: 0x348, Size: 4]
float LensFlareThreshold;//[Offset: 0x34c, Size: 4]
Texture* LensFlareBokehShape;//[Offset: 0x350, Size: 4]
LinearColor LensFlareTints;//[Offset: 0x354, Size: 16]
float VignetteIntensity;//[Offset: 0x3d4, Size: 4]
float GrainJitter;//[Offset: 0x3d8, Size: 4]
float GrainIntensity;//[Offset: 0x3dc, Size: 4]
float AmbientOcclusionIntensity;//[Offset: 0x3e0, Size: 4]
float AmbientOcclusionStaticFraction;//[Offset: 0x3e4, Size: 4]
float AmbientOcclusionRadius;//[Offset: 0x3e8, Size: 4]
bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ec, Size: 1]
float AmbientOcclusionFadeDistance;//[Offset: 0x3f0, Size: 4]
float AmbientOcclusionFadeRadius;//[Offset: 0x3f4, Size: 4]
float AmbientOcclusionDistance;//[Offset: 0x3f8, Size: 4]
float AmbientOcclusionPower;//[Offset: 0x3fc, Size: 4]
float AmbientOcclusionBias;//[Offset: 0x400, Size: 4]
float AmbientOcclusionQuality;//[Offset: 0x404, Size: 4]
float AmbientOcclusionMipBlend;//[Offset: 0x408, Size: 4]
float AmbientOcclusionMipScale;//[Offset: 0x40c, Size: 4]
float AmbientOcclusionMipThreshold;//[Offset: 0x410, Size: 4]
LinearColor SRTIndirectLightingColor;//[Offset: 0x414, Size: 16]
float SRTIndirectLightingIntensity;//[Offset: 0x424, Size: 4]
float SRTMaxOcclusionDistance;//[Offset: 0x428, Size: 4]
float SRTMinOcclusion;//[Offset: 0x42c, Size: 4]
float SRTSkyLightScale;//[Offset: 0x430, Size: 4]
float SRTFilterSmoothness;//[Offset: 0x434, Size: 4]
LinearColor IndirectLightingColor;//[Offset: 0x438, Size: 16]
float IndirectLightingIntensity;//[Offset: 0x448, Size: 4]
float ColorGradingIntensity;//[Offset: 0x44c, Size: 4]
Texture* ColorGradingLUT;//[Offset: 0x450, Size: 4]
byte DepthOfFieldMethod;//[Offset: 0x454, Size: 1]
bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x455, Size: 1]
float DepthOfFieldFstop;//[Offset: 0x458, Size: 4]
float DepthOfFieldSensorWidth;//[Offset: 0x45c, Size: 4]
float DepthOfFieldFocalDistance;//[Offset: 0x460, Size: 4]
float DepthOfFieldDepthBlurAmount;//[Offset: 0x464, Size: 4]
float DepthOfFieldDepthBlurRadius;//[Offset: 0x468, Size: 4]
float DepthOfFieldFocalRegion;//[Offset: 0x46c, Size: 4]
float DepthOfFieldNearTransitionRegion;//[Offset: 0x470, Size: 4]
float DepthOfFieldFarTransitionRegion;//[Offset: 0x474, Size: 4]
float DepthOfFieldScale;//[Offset: 0x478, Size: 4]
float DepthOfFieldMaxBokehSize;//[Offset: 0x47c, Size: 4]
float DepthOfFieldNearBlurSize;//[Offset: 0x480, Size: 4]
float DepthOfFieldFarBlurSize;//[Offset: 0x484, Size: 4]
Texture* DepthOfFieldBokehShape;//[Offset: 0x488, Size: 4]
float DepthOfFieldOcclusion;//[Offset: 0x48c, Size: 4]
float DepthOfFieldColorThreshold;//[Offset: 0x490, Size: 4]
float DepthOfFieldSizeThreshold;//[Offset: 0x494, Size: 4]
float DepthOfFieldSkyFocusDistance;//[Offset: 0x498, Size: 4]
float DepthOfFieldVignetteSize;//[Offset: 0x49c, Size: 4]
float MotionBlurAmount;//[Offset: 0x4a0, Size: 4]
float MotionBlurMax;//[Offset: 0x4a4, Size: 4]
float MotionBlurPerObjectSize;//[Offset: 0x4a8, Size: 4]
float LPVIntensity;//[Offset: 0x4ac, Size: 4]
float LPVVplInjectionBias;//[Offset: 0x4b0, Size: 4]
float LPVSize;//[Offset: 0x4b4, Size: 4]
float LPVSecondaryOcclusionIntensity;//[Offset: 0x4b8, Size: 4]
float LPVSecondaryBounceIntensity;//[Offset: 0x4bc, Size: 4]
float LPVGeometryVolumeBias;//[Offset: 0x4c0, Size: 4]
float LPVEmissiveInjectionIntensity;//[Offset: 0x4c4, Size: 4]
float LPVDirectionalOcclusionIntensity;//[Offset: 0x4c8, Size: 4]
float LPVDirectionalOcclusionRadius;//[Offset: 0x4cc, Size: 4]
float LPVDiffuseOcclusionExponent;//[Offset: 0x4d0, Size: 4]
float LPVSpecularOcclusionExponent;//[Offset: 0x4d4, Size: 4]
float LPVDiffuseOcclusionIntensity;//[Offset: 0x4d8, Size: 4]
float LPVSpecularOcclusionIntensity;//[Offset: 0x4dc, Size: 4]
float ScreenSpaceReflectionIntensity;//[Offset: 0x4e0, Size: 4]
float ScreenSpaceReflectionQuality;//[Offset: 0x4e4, Size: 4]
float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x4e8, Size: 4]
float LPVFadeRange;//[Offset: 0x4ec, Size: 4]
float LPVDirectionalOcclusionFadeRange;//[Offset: 0x4f0, Size: 4]
float ScreenPercentage;//[Offset: 0x4f4, Size: 4]
WeightedBlendables WeightedBlendables;//[Offset: 0x4f8, Size: 12]
float FxaaConsoleEdgeSharpness;//[Offset: 0x504, Size: 4]
float FxaaConsoleEdgeThreshold;//[Offset: 0x508, Size: 4]
float FxaaConsoleEdgeThresholdMin;//[Offset: 0x50c, Size: 4]
Object*[] Blendables;//[Offset: 0x510, Size: 12]
--------------------------------
Class: TextureCube.Texture.Object
--------------------------------
Class: WeightedBlendables
WeightedBlendable[] Array;//[Offset: 0x0, Size: 12]
--------------------------------
Class: WeightedBlendable
float Weight;//[Offset: 0x0, Size: 4]
Object* Object;//[Offset: 0x4, Size: 4]
--------------------------------
Class: TViewTarget
Actor* Target;//[Offset: 0x0, Size: 4]
MinimalViewInfo POV;//[Offset: 0x10, Size: 1392]
PlayerState* PlayerState;//[Offset: 0x580, Size: 4]
--------------------------------
Class: CameraModifier.Object
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1]
bool bExclusive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1]
byte Priority;//[Offset: 0x1d, Size: 1]
PlayerCameraManager* CameraOwner;//[Offset: 0x20, Size: 4]
float AlphaInTime;//[Offset: 0x24, Size: 4]
float AlphaOutTime;//[Offset: 0x28, Size: 4]
float Alpha;//[Offset: 0x2c, Size: 4]
bool IsDisabled();// 0x21bf7b8
Actor* GetViewTarget();// 0x20e4834
void EnableModifier();// 0x2363934
void DisableModifier(bool bImmediate);// 0x47f6e3c
void BlueprintModifyPostProcess(float DeltaTime, out float PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x2efb424
void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation, out float NewFOV);// 0x2efb424
--------------------------------
Class: EmitterCameraLensEffectBase.Emitter.Actor.Object
ParticleSystem* PS_CameraEffect;//[Offset: 0x340, Size: 4]
ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x344, Size: 4]
PlayerCameraManager* BaseCamera;//[Offset: 0x348, Size: 4]
Transform RelativeTransform;//[Offset: 0x350, Size: 48]
float BaseFOV;//[Offset: 0x380, Size: 4]
bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x384, Size: 1]
bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x384, Size: 1]
class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x388, Size: 12]
float DistFromCamera;//[Offset: 0x394, Size: 4]
--------------------------------
Class: Emitter.Actor.Object
ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x2fc, Size: 4]
bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1]
bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1]
bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300, Size: 1]
delegate OnParticleSpawn;//[Offset: 0x304, Size: 12]
delegate OnParticleBurst;//[Offset: 0x310, Size: 12]
delegate OnParticleDeath;//[Offset: 0x31c, Size: 12]
delegate OnParticleCollide;//[Offset: 0x328, Size: 12]
delegate OnParticleCollideMoreInfo;//[Offset: 0x334, Size: 12]
void ToggleActive();// 0x4816b84
void SetVectorParameter(FName ParameterName, Vector Param);// 0x4816ac4
void SetTemplate(ParticleSystem* NewTemplate);// 0x20dc358
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x4816a08
void SetFloatParameter(FName ParameterName, float Param);// 0x4816944
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x481687c
void SetActorParameter(FName ParameterName, Actor* Param);// 0x48167c0
void OnRep_bCurrentlyActive();// 0x20e03f4
void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);// 0x20e0410
bool IsActive();// 0x4816798
void Deactivate();// 0x4816784
void Activate();// 0x4816770
--------------------------------
Class: ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
ParticleSystem* Template;//[Offset: 0x5bc, Size: 4]
MaterialInterface*[] EmitterMaterials;//[Offset: 0x5c0, Size: 12]
SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x5cc, Size: 12]
bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5d8, Size: 1]
bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d9, Size: 1]
bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5d9, Size: 1]
bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5d9, Size: 1]
bool bWarmingUp;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5d9, Size: 1]
bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5da, Size: 1]
bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5da, Size: 1]
byte LODMethod;//[Offset: 0x5dc, Size: 1]
enum RequiredSignificance;//[Offset: 0x5dd, Size: 1]
ParticleSysParam[] InstanceParameters;//[Offset: 0x5e0, Size: 12]
delegate OnParticleSpawn;//[Offset: 0x5ec, Size: 12]
delegate OnParticleBurst;//[Offset: 0x5f8, Size: 12]
delegate OnParticleDeath;//[Offset: 0x604, Size: 12]
delegate OnParticleCollide;//[Offset: 0x610, Size: 12]
delegate OnParticleCollideMoreInfo;//[Offset: 0x61c, Size: 12]
Vector OldPosition;//[Offset: 0x628, Size: 12]
Vector PartSysVelocity;//[Offset: 0x634, Size: 12]
float WarmupTime;//[Offset: 0x640, Size: 4]
float WarmupTickRate;//[Offset: 0x644, Size: 4]
float SecondsBeforeInactive;//[Offset: 0x64c, Size: 4]
float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x654, Size: 4]
ParticleSystemReplay*[] ReplayClips;//[Offset: 0x674, Size: 12]
float CustomTimeDilation;//[Offset: 0x688, Size: 4]
SceneComponent* AutoAttachParent;//[Offset: 0x6cc, Size: 8]
FName AutoAttachSocketName;//[Offset: 0x6d8, Size: 8]
enum AutoAttachLocationRule;//[Offset: 0x6e0, Size: 1]
enum AutoAttachRotationRule;//[Offset: 0x6e1, Size: 1]
enum AutoAttachScaleRule;//[Offset: 0x6e2, Size: 1]
delegate OnSystemFinished;//[Offset: 0x70c, Size: 12]
void SetVectorParameter(FName ParameterName, Vector Param);// 0x48db1b4
void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x48db05c
void SetTemplate(ParticleSystem* NewTemplate);// 0x48dafe4
void SetSocketName(FName InSocketName);// 0x48daf6c
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x48daeb0
void SetLODLevel(int InLODLevel);// 0x48dae30
void SetFloatParameter(FName ParameterName, float Param);// 0x48dad6c
void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x48dac98
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x48dabd0
void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int TargetIndex);// 0x48daac4
void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex);// 0x48da9bc
void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int TargetIndex);// 0x48da8b0
void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int SourceIndex);// 0x48da7a4
void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex);// 0x48da69c
void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int SourceIndex);// 0x48da590
void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x48da4cc
void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte LocationType);// 0x48da3a0
void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule);// 0x48da1fc
void SetActorParameter(FName ParameterName, Actor* Param);// 0x48da140
void OnMaterialLoaded(MaterialInterface* MaterialInstance, int ElementIndex);// 0x48da084
int GetNumActiveParticles();// 0x48da05c
MaterialInterface* GetNamedMaterial(FName InName);// 0x48d9fd4
int GetLODLevel();// 0x48d9fa4
bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector OutTangentPoint);// 0x48d9e88
bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float OutTargetStrength);// 0x48d9d68
bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector OutTargetPoint);// 0x48d9c4c
bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector OutTangentPoint);// 0x48d9b30
bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float OutSourceStrength);// 0x48d9a10
bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector OutSourcePoint);// 0x48d98f4
bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x48d981c
void GenerateParticleEvent(const FName InEventName, const float InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector InVelocity);// 0x48d967c
void EndTrails();// 0x48d9668
void CreateNamedDynamicMaterialInstanceAsync(FName InName, delegate MaterialInstCallback, MaterialInterface* SourceMaterial);// 0x48d9524
MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName, MaterialInterface* SourceMaterial);// 0x48d9458
void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x48d9300
--------------------------------
Class: ParticleSystem.Object
byte SystemUpdateMode;//[Offset: 0x1c, Size: 1]
bool bAlwaysUpdateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d, Size: 1]
float UpdateTime_FPS;//[Offset: 0x20, Size: 4]
float UpdateTime_Delta;//[Offset: 0x24, Size: 4]
float WarmupTime;//[Offset: 0x28, Size: 4]
float WarmupTickRate;//[Offset: 0x2c, Size: 4]
ParticleEmitter*[] Emitters;//[Offset: 0x30, Size: 12]
ParticleSystemComponent* PreviewComponent;//[Offset: 0x3c, Size: 4]
InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x40, Size: 4]
bool bOrientZAxisTowardCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1]
float LODDistanceCheckTime;//[Offset: 0x48, Size: 4]
bool bUseDeviceConstBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1]
byte LODMethod;//[Offset: 0x4d, Size: 1]
float[] LODDistances;//[Offset: 0x50, Size: 12]
bool bRegenerateLODDuplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c, Size: 1]
ParticleSystemLOD[] LODSettings;//[Offset: 0x60, Size: 12]
bool bUseFixedRelativeBoundingBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c, Size: 1]
Box FixedRelativeBoundingBox;//[Offset: 0x70, Size: 28]
float SecondsBeforeInactive;//[Offset: 0x8c, Size: 4]
bool bShouldResetPeakCounts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90, Size: 1]
bool bHasPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90, Size: 1]
bool bUseRealtimeThumbnail;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x90, Size: 1]
bool ThumbnailImageOutOfDate;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x90, Size: 1]
float Delay;//[Offset: 0x94, Size: 4]
float DelayLow;//[Offset: 0x98, Size: 4]
bool bUseDelayRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c, Size: 1]
bool bAutoDeactivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d, Size: 1]
uint32 MinTimeBetweenTicks;//[Offset: 0xa0, Size: 4]
enum InsignificantReaction;//[Offset: 0xa4, Size: 1]
float InsignificanceDelay;//[Offset: 0xa8, Size: 4]
enum MaxSignificanceLevel;//[Offset: 0xac, Size: 1]
Vector MacroUVPosition;//[Offset: 0xb0, Size: 12]
float MacroUVRadius;//[Offset: 0xbc, Size: 4]
byte OcclusionBoundsMethod;//[Offset: 0xc0, Size: 1]
Box CustomOcclusionBounds;//[Offset: 0xc4, Size: 28]
LODSoloTrack[] SoloTracking;//[Offset: 0xe0, Size: 12]
NamedEmitterMaterial[] NamedMaterialSlots;//[Offset: 0xec, Size: 12]
bool ContainsEmitterType(class Object TypeData);// 0x48d8620
--------------------------------
Class: ParticleEmitter.Object
FName EmitterName;//[Offset: 0x20, Size: 8]
int SubUVDataOffset;//[Offset: 0x28, Size: 4]
byte EmitterRenderMode;//[Offset: 0x2c, Size: 1]
ParticleLODLevel*[] LODLevels;//[Offset: 0x30, Size: 12]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c, Size: 1]
int PeakActiveParticles;//[Offset: 0x40, Size: 4]
int InitialAllocationCount;//[Offset: 0x44, Size: 4]
float MediumDetailSpawnRateScale;//[Offset: 0x48, Size: 4]
float QualityLevelSpawnRateScale;//[Offset: 0x4c, Size: 4]
float GPUToCPUEmitterSpawnRateScale;//[Offset: 0x50, Size: 4]
byte DetailMode;//[Offset: 0x54, Size: 1]
bool bIsSoloing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55, Size: 1]
bool bCookedOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55, Size: 1]
bool bDisabledLODsKeepEmitterAlive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55, Size: 1]
bool bDisableWhenInsignficant;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55, Size: 1]
enum SignificanceLevel;//[Offset: 0x56, Size: 1]
bool bSupportParticleDynamicInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57, Size: 1]
--------------------------------
Class: ParticleLODLevel.Object
int Level;//[Offset: 0x1c, Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1]
ParticleModuleRequired* RequiredModule;//[Offset: 0x24, Size: 4]
ParticleModule*[] Modules;//[Offset: 0x28, Size: 12]
ParticleModuleTypeDataBase* TypeDataModule;//[Offset: 0x34, Size: 4]
ParticleModuleSpawn* SpawnModule;//[Offset: 0x38, Size: 4]
ParticleModuleEventGenerator* EventGenerator;//[Offset: 0x3c, Size: 4]
ParticleModuleSpawnBase*[] SpawningModules;//[Offset: 0x40, Size: 12]
ParticleModule*[] SpawnModules;//[Offset: 0x4c, Size: 12]
ParticleModule*[] UpdateModules;//[Offset: 0x58, Size: 12]
ParticleModuleOrbit*[] OrbitModules;//[Offset: 0x64, Size: 12]
ParticleModuleEventReceiverBase*[] EventReceiverModules;//[Offset: 0x70, Size: 12]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1]
int PeakActiveParticles;//[Offset: 0x80, Size: 4]
--------------------------------
Class: ParticleModuleRequired.ParticleModule.Object
MaterialInterface* Material;//[Offset: 0x2c, Size: 4]
MaterialInterface* MaterialPath;//[Offset: 0x30, Size: 40]
Vector EmitterOrigin;//[Offset: 0x58, Size: 12]
Rotator EmitterRotation;//[Offset: 0x64, Size: 12]
byte ScreenAlignment;//[Offset: 0x70, Size: 1]
float MinFacingCameraBlendDistance;//[Offset: 0x74, Size: 4]
float MaxFacingCameraBlendDistance;//[Offset: 0x78, Size: 4]
bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1]
bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c, Size: 1]
bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c, Size: 1]
byte SortMode;//[Offset: 0x7d, Size: 1]
bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7e, Size: 1]
bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7e, Size: 1]
float EmitterDuration;//[Offset: 0x80, Size: 4]
float EmitterDurationLow;//[Offset: 0x84, Size: 4]
bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x88, Size: 1]
bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x88, Size: 1]
int EmitterLoops;//[Offset: 0x8c, Size: 4]
RawDistributionFloat SpawnRate;//[Offset: 0x90, Size: 40]
byte ParticleBurstMethod;//[Offset: 0xb8, Size: 1]
ParticleBurst[] BurstList;//[Offset: 0xbc, Size: 12]
float EmitterDelay;//[Offset: 0xc8, Size: 4]
float EmitterDelayLow;//[Offset: 0xcc, Size: 4]
bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd0, Size: 1]
bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd0, Size: 1]
byte InterpolationMethod;//[Offset: 0xd1, Size: 1]
int SubImages_Horizontal;//[Offset: 0xd4, Size: 4]
int SubImages_Vertical;//[Offset: 0xd8, Size: 4]
bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xdc, Size: 1]
float RandomImageTime;//[Offset: 0xe0, Size: 4]
int RandomImageChanges;//[Offset: 0xe4, Size: 4]
bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe8, Size: 1]
Vector MacroUVPosition;//[Offset: 0xec, Size: 12]
float MacroUVRadius;//[Offset: 0xf8, Size: 4]
bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xfc, Size: 1]
int MaxDrawCount;//[Offset: 0x100, Size: 4]
enum UVFlippingMode;//[Offset: 0x104, Size: 1]
Texture2D* CutoutTexture;//[Offset: 0x108, Size: 4]
Texture2D* CutoutTexturePath;//[Offset: 0x110, Size: 40]
byte BoundingMode;//[Offset: 0x138, Size: 1]
byte OpacitySourceMode;//[Offset: 0x139, Size: 1]
float AlphaThreshold;//[Offset: 0x13c, Size: 4]
int CutoutSubImagesX;//[Offset: 0x140, Size: 4]
int CutoutSubImagesY;//[Offset: 0x144, Size: 4]
byte EmitterNormalsMode;//[Offset: 0x148, Size: 1]
Vector NormalsSphereCenter;//[Offset: 0x14c, Size: 12]
Vector NormalsCylinderDirection;//[Offset: 0x158, Size: 12]
bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x164, Size: 1]
FName[] NamedMaterialOverrides;//[Offset: 0x168, Size: 12]
Vector2D[] UBOBoundingGeometry;//[Offset: 0x174, Size: 12]
bool bUseComputeRaster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x180, Size: 1]
--------------------------------
Class: ParticleModule.Object
bool bSpawnModule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1]
bool bUpdateModule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1]
bool bFinalUpdateModule;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1]
bool bUpdateForGPUEmitter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1]
bool bCurvesAsColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1]
bool b3DDrawMode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c, Size: 1]
bool bSupported3DDrawMode;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c, Size: 1]
bool bEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c, Size: 1]
bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d, Size: 1]
bool LODDuplicate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d, Size: 1]
bool bSupportsRandomSeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d, Size: 1]
bool bRequiresLoopingNotification;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d, Size: 1]
byte LODValidity;//[Offset: 0x1e, Size: 1]
--------------------------------
Class: RawDistributionFloat.RawDistribution
float MinValue;//[Offset: 0x1c, Size: 4]
float MaxValue;//[Offset: 0x20, Size: 4]
DistributionFloat* Distribution;//[Offset: 0x24, Size: 4]
--------------------------------
Class: RawDistribution
DistributionLookupTable Table;//[Offset: 0x0, Size: 28]
--------------------------------
Class: DistributionFloat.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1]
--------------------------------
Class: Distribution.Object
--------------------------------
Class: DistributionLookupTable
byte Op;//[Offset: 0x0, Size: 1]
byte EntryCount;//[Offset: 0x1, Size: 1]
byte EntryStride;//[Offset: 0x2, Size: 1]
byte SubEntryStride;//[Offset: 0x3, Size: 1]
float TimeScale;//[Offset: 0x4, Size: 4]
float TimeBias;//[Offset: 0x8, Size: 4]
float[] Values;//[Offset: 0xc, Size: 12]
byte LockFlag;//[Offset: 0x18, Size: 1]
--------------------------------
Class: ParticleBurst
int Count;//[Offset: 0x0, Size: 4]
int CountLow;//[Offset: 0x4, Size: 4]
float Time;//[Offset: 0x8, Size: 4]
--------------------------------
Class: ParticleModuleTypeDataBase.ParticleModule.Object
--------------------------------
Class: ParticleModuleSpawn.ParticleModuleSpawnBase.ParticleModule.Object
RawDistributionFloat Rate;//[Offset: 0x30, Size: 40]
RawDistributionFloat RateScale;//[Offset: 0x58, Size: 40]
byte ParticleBurstMethod;//[Offset: 0x80, Size: 1]
ParticleBurst[] BurstList;//[Offset: 0x84, Size: 12]
RawDistributionFloat BurstScale;//[Offset: 0x90, Size: 40]
bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8, Size: 1]
--------------------------------
Class: ParticleModuleSpawnBase.ParticleModule.Object
bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1]
bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c, Size: 1]
--------------------------------
Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object
ParticleEvent_GenerateInfo[] Events;//[Offset: 0x2c, Size: 12]
--------------------------------
Class: ParticleModuleEventBase.ParticleModule.Object
--------------------------------
Class: ParticleEvent_GenerateInfo
byte Type;//[Offset: 0x0, Size: 1]
int Frequency;//[Offset: 0x4, Size: 4]
int ParticleFrequency;//[Offset: 0x8, Size: 4]
bool FirstTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1]
bool LastTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1]
bool UseReflectedImpactVector;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc, Size: 1]
bool bUseOrbitOffset;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc, Size: 1]
FName CustomName;//[Offset: 0x10, Size: 8]
ParticleModuleEventSendToGame*[] ParticleModuleEventsToSendToGame;//[Offset: 0x18, Size: 12]
--------------------------------
Class: ParticleModuleEventSendToGame.Object
--------------------------------
Class: ParticleModuleOrbit.ParticleModuleOrbitBase.ParticleModule.Object
byte ChainMode;//[Offset: 0x2d, Size: 1]
RawDistributionVector OffsetAmount;//[Offset: 0x30, Size: 64]
OrbitOptions OffsetOptions;//[Offset: 0x70, Size: 4]
RawDistributionVector RotationAmount;//[Offset: 0x74, Size: 64]
OrbitOptions RotationOptions;//[Offset: 0xb4, Size: 4]
RawDistributionVector RotationRateAmount;//[Offset: 0xb8, Size: 64]
OrbitOptions RotationRateOptions;//[Offset: 0xf8, Size: 4]
--------------------------------
Class: ParticleModuleOrbitBase.ParticleModule.Object
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1]
--------------------------------
Class: RawDistributionVector.RawDistribution
float MinValue;//[Offset: 0x1c, Size: 4]
float MaxValue;//[Offset: 0x20, Size: 4]
Vector MinValueVec;//[Offset: 0x24, Size: 12]
Vector MaxValueVec;//[Offset: 0x30, Size: 12]
DistributionVector* Distribution;//[Offset: 0x3c, Size: 4]
--------------------------------
Class: DistributionVector.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1]
bool bIsDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20, Size: 1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1]
--------------------------------
Class: OrbitOptions
bool bProcessDuringSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bProcessDuringUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
--------------------------------
Class: ParticleModuleEventReceiverBase.ParticleModuleEventBase.ParticleModule.Object
byte EventGeneratorType;//[Offset: 0x2c, Size: 1]
FName EventName;//[Offset: 0x30, Size: 8]
--------------------------------
Class: InterpCurveEdSetup.Object
CurveEdTab[] Tabs;//[Offset: 0x1c, Size: 12]
int ActiveTab;//[Offset: 0x28, Size: 4]
--------------------------------
Class: CurveEdTab
FString TabName;//[Offset: 0x0, Size: 12]
CurveEdEntry[] Curves;//[Offset: 0xc, Size: 12]
float ViewStartInput;//[Offset: 0x18, Size: 4]
float ViewEndInput;//[Offset: 0x1c, Size: 4]
float ViewStartOutput;//[Offset: 0x20, Size: 4]
float ViewEndOutput;//[Offset: 0x24, Size: 4]
--------------------------------
Class: CurveEdEntry
Object* CurveObject;//[Offset: 0x0, Size: 4]
Color CurveColor;//[Offset: 0x4, Size: 4]
FString CurveName;//[Offset: 0x8, Size: 12]
int bHideCurve;//[Offset: 0x14, Size: 4]
int bColorCurve;//[Offset: 0x18, Size: 4]
int bFloatingPointColorCurve;//[Offset: 0x1c, Size: 4]
int bClamp;//[Offset: 0x20, Size: 4]
float ClampLow;//[Offset: 0x24, Size: 4]
float ClampHigh;//[Offset: 0x28, Size: 4]
--------------------------------
Class: ParticleSystemLOD
--------------------------------
Class: LODSoloTrack
byte[] SoloEnableSetting;//[Offset: 0x0, Size: 12]
--------------------------------
Class: NamedEmitterMaterial
FName Name;//[Offset: 0x0, Size: 8]
MaterialInterface* Material;//[Offset: 0x8, Size: 4]
--------------------------------
Class: ParticleSysParam
FName Name;//[Offset: 0x0, Size: 8]
byte ParamType;//[Offset: 0x8, Size: 1]
float Scalar;//[Offset: 0xc, Size: 4]
float Scalar_Low;//[Offset: 0x10, Size: 4]
Vector Vector;//[Offset: 0x14, Size: 12]
Vector Vector_Low;//[Offset: 0x20, Size: 12]
Color Color;//[Offset: 0x2c, Size: 4]
Actor* Actor;//[Offset: 0x30, Size: 4]
MaterialInterface* Material;//[Offset: 0x34, Size: 4]
--------------------------------
Class: ParticleSystemReplay.Object
int ClipIDNumber;//[Offset: 0x1c, Size: 4]
--------------------------------
Class: MaterialInstanceDynamic.MaterialInstance.MaterialInterface.Object
void SetVectorParameterValue(FName ParameterName, LinearColor Value);// 0x48b632c
void SetTextureParameterValue(FName ParameterName, Texture* Value);// 0x48b6270
void SetScalarParameterValue(FName ParameterName, float Value);// 0x48b61ac
void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA, MaterialInstance* SourceB, float Alpha);// 0x48b60ac
LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x48b601c
Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x48b5f9c
float K2_GetScalarParameterValue(FName ParameterName);// 0x48b5f1c
void K2_CopyMaterialInstanceParameters(MaterialInterface* Source);// 0x48b5ea4
void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x48b5e2c
void CopyInterpParameters(MaterialInstance* Source);// 0x48b5db4
--------------------------------
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]
<FString,Vector4> DynamicInstancingParameters;//[Offset: 0x8c, Size: 60]
bool bOverrideBaseProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1]
MaterialInstanceBasePropertyOverrides BasePropertyOverrides;//[Offset: 0xcc, Size: 16]
Texture*[] PermutationTextureReferences;//[Offset: 0xf0, Size: 12]
--------------------------------
Class: FontParameterValue
FName ParameterName;//[Offset: 0x0, Size: 8]
Font* FontValue;//[Offset: 0x8, Size: 4]
int FontPage;//[Offset: 0xc, Size: 4]
Guid ExpressionGUID;//[Offset: 0x10, Size: 16]
--------------------------------
Class: ScalarParameterValue
FName ParameterName;//[Offset: 0x0, Size: 8]
float ParameterValue;//[Offset: 0x8, Size: 4]
Guid ExpressionGUID;//[Offset: 0xc, Size: 16]
--------------------------------
Class: TextureParameterValue
FName ParameterName;//[Offset: 0x0, Size: 8]
Texture* ParameterValue;//[Offset: 0x8, Size: 4]
Guid ExpressionGUID;//[Offset: 0xc, Size: 16]
--------------------------------
Class: VectorParameterValue
FName ParameterName;//[Offset: 0x0, Size: 8]
LinearColor ParameterValue;//[Offset: 0x8, Size: 16]
Guid ExpressionGUID;//[Offset: 0x18, Size: 16]
--------------------------------
Class: MaterialInstanceBasePropertyOverrides
bool bOverride_OpacityMaskClipValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
bool bOverride_BlendMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1]
bool bOverride_ShadingModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1]
bool bOverride_ShadingRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1]
bool bOverride_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1]
bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1]
bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6, Size: 1]
float OpacityMaskClipValue;//[Offset: 0x8, Size: 4]
byte BlendMode;//[Offset: 0xc, Size: 1]
byte ShadingModel;//[Offset: 0xd, Size: 1]
byte ShadingRate;//[Offset: 0xe, Size: 1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf, Size: 1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf, Size: 1]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf, Size: 1]
--------------------------------
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);// 0x2efb424
void ReceivePlayShake(float Scale);// 0x2efb424
bool ReceiveIsFinished();// 0x21a17fc
void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x2efb424
--------------------------------
Class: ROscillator
FOscillator Pitch;//[Offset: 0x0, Size: 12]
FOscillator Yaw;//[Offset: 0xc, Size: 12]
FOscillator Roll;//[Offset: 0x18, Size: 12]
--------------------------------
Class: FOscillator
float Amplitude;//[Offset: 0x0, Size: 4]
float Frequency;//[Offset: 0x4, Size: 4]
byte InitialOffset;//[Offset: 0x8, Size: 1]
--------------------------------
Class: VOscillator
FOscillator X;//[Offset: 0x0, Size: 12]
FOscillator Y;//[Offset: 0xc, Size: 12]
FOscillator Z;//[Offset: 0x18, Size: 12]
--------------------------------
Class: CameraAnim.Object
InterpGroup* CameraInterpGroup;//[Offset: 0x1c, Size: 4]
float AnimLength;//[Offset: 0x20, Size: 4]
Box BoundingBox;//[Offset: 0x24, Size: 28]
bool bRelativeToInitialTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1]
bool bRelativeToInitialFOV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40, Size: 1]
float BaseFOV;//[Offset: 0x44, Size: 4]
PostProcessSettings BasePostProcessSettings;//[Offset: 0x50, Size: 1312]
float BasePostProcessBlendWeight;//[Offset: 0x570, Size: 4]
--------------------------------
Class: InterpGroup.Object
InterpTrack*[] InterpTracks;//[Offset: 0x20, Size: 12]
FName GroupName;//[Offset: 0x30, Size: 8]
Color GroupColor;//[Offset: 0x38, Size: 4]
bool bCollapsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c, Size: 1]
bool bVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c, Size: 1]
bool bIsFolder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c, Size: 1]
bool bIsParented;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3c, Size: 1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3c, Size: 1]
--------------------------------
Class: InterpTrack.Object
InterpTrack*[] SubTracks;//[Offset: 0x24, Size: 12]
class InterpTrackInst* TrackInstClass;//[Offset: 0x30, Size: 4]
byte ActiveCondition;//[Offset: 0x34, Size: 1]
FString TrackTitle;//[Offset: 0x38, Size: 12]
bool bOnePerGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1]
bool bDirGroupOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44, Size: 1]
bool bDisableTrack;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x44, Size: 1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x44, Size: 1]
bool bIsAnimControlTrack;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x44, Size: 1]
bool bSubTrackOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x44, Size: 1]
bool bVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x44, Size: 1]
bool bIsRecording;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x44, Size: 1]
--------------------------------
Class: CameraAnimInst.Object
CameraAnim* CamAnim;//[Offset: 0x1c, Size: 4]
InterpGroupInst* InterpGroupInst;//[Offset: 0x20, Size: 4]
float PlayRate;//[Offset: 0x3c, Size: 4]
InterpTrackMove* MoveTrack;//[Offset: 0x50, Size: 4]
InterpTrackInstMove* MoveInst;//[Offset: 0x54, Size: 4]
byte PlaySpace;//[Offset: 0x58, Size: 1]
void Stop(bool bImmediate);// 0x47f57f0
void SetScale(float NewDuration);// 0x2275e0c
void SetDuration(float NewDuration);// 0x47f5778
void SetCurrentTime(float NewTime);// 0x47f5700
--------------------------------
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: 0x2f9, Size: 1]
CameraComponent* CameraComponent;//[Offset: 0x2fc, Size: 4]
SceneComponent* SceneComponent;//[Offset: 0x300, Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30c, Size: 1]
float AspectRatio;//[Offset: 0x310, Size: 4]
float FOVAngle;//[Offset: 0x314, Size: 4]
float PostProcessBlendWeight;//[Offset: 0x318, Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x320, Size: 1312]
int GetAutoActivatePlayerIndex();// 0x47f5150
--------------------------------
Class: CameraComponent.SceneComponent.ActorComponent.Object
float FieldOfView;//[Offset: 0x260, Size: 4]
float OrthoWidth;//[Offset: 0x264, Size: 4]
float OrthoNearClipPlane;//[Offset: 0x268, Size: 4]
float OrthoFarClipPlane;//[Offset: 0x26c, Size: 4]
float AspectRatio;//[Offset: 0x270, Size: 4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274, Size: 1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x274, Size: 1]
bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x274, Size: 1]
bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x274, Size: 1]
bool bAutoFixFovByAspectRatio;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x274, Size: 1]
byte ProjectionMode;//[Offset: 0x275, Size: 1]
float PostProcessBlendWeight;//[Offset: 0x278, Size: 4]
PostProcessSettings PostProcessSettings;//[Offset: 0x280, Size: 1312]
bool bUseControllerViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x800, Size: 1]
void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD);// 0x47f632c
void SetProjectionMode(byte InProjectionMode);// 0x47f62b8
void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x47f6244
void SetOrthoWidth(float InOrthoWidth);// 0x47f61d0
void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x47f615c
void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x47f60e8
void SetFieldOfView(float InFieldOfView);// 0x2255b30
void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x47f6060
void SetAutoFixFovByAspectRatio(bool bInAutoFixFovByAspectRatio);// 0x47f5fe0
void SetAspectRatio(float InAspectRatio);// 0x47f5f6c
void SetActive(bool bNewActive, bool bReset);// 0x47cce3c
void RemoveBlendable(interface classNone InBlendableObject);// 0x47f5e7c
void OnViewportSizeChanged(Vector2D OldViewportSize, Vector2D NewViewportSize);// 0x47f5dc8
void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);// 0x22aa990
void ApplyDrawDistanceOffset(float InFieldOfView);// 0x47f5d50
void AddOrUpdateBlendable(interface classNone InBlendableObject, float InWeight);// 0x47f5c20
--------------------------------
Class: CheatManager.Object
DebugCameraController* DebugCameraControllerRef;//[Offset: 0x1c, Size: 4]
class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x20, Size: 4]
void Walk();// 0x2363934
void ViewSelf();// 0x21357ec
void ViewPlayer(FString S);// 0x480369c
void ViewClass(class Actor DesiredClass);// 0x240da78
void ViewActor(FName actorName);// 0x21058f4
void TriggerCrash();// 0x4803688
void ToggleDebugCamera();// 0x211a74c
void ToggleAILogging();// 0x2104f3c
void TestCollisionDistance();// 0x24d3f88
void Teleport();// 0x22b891c
void Summon(FString ClassName);// 0x28f68c0
void StreamLevelOut(FName PackageName);// 0x4803608
void StreamLevelIn(FName PackageName);// 0x4803588
void Slomo(float NewTimeDilation);// 0x4803508
void SetWorldOrigin();// 0x48034f4
void SetNavDrawDistance(float DrawDistance);// 0x480347c
void SetMouseSensitivityToDefault();// 0x4803468
void ServerToggleAILogging();// 0x480340c
void ReceiveInitCheatManager();// 0x2efb424
void ReceiveEndPlay();// 0x2efb424
void RebuildNavigation();// 0x48033f0
void PlayersOnly();// 0x2108cc4
void OnlyLoadLevel(FName PackageName);// 0x2382f94
void LogLoc();// 0x2904198
void InvertMouse();// 0x48033dc
void God();// 0x234dea4
void Ghost();// 0x221add8
void FreezeFrame(float Delay);// 0x210c1c0
void Fly();// 0x2108ca8
void FlushLog();// 0x290417c
void EnableDebugCamera();// 0x48033c0
void DumpVoiceMutingState();// 0x25519e8
void DumpPartyState();// 0x48033a4
void DumpOnlineSessionState();// 0x4803388
void DumpChatState();// 0x480336c
void DisableDebugCamera();// 0x2906258
void DestroyTarget();// 0x21090e8
void DestroyPawns(class Pawn aClass);// 0x48032ec
void DestroyAllPawnsExceptTarget();// 0x217ae40
void DestroyAll(class Actor aClass);// 0x3c4dbc0
void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x4803228
void DebugCapsuleSweepPawn();// 0x2380290
void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x48031a0
void DebugCapsuleSweepClear();// 0x290432c
void DebugCapsuleSweepChannel(byte Channel);// 0x4803120
void DebugCapsuleSweepCapture();// 0x2905e18
void DebugCapsuleSweep();// 0x2105a10
void DamageTarget(float DamageAmount);// 0x234dec0
void CheatScript(FString ScriptName);// 0x4802fc8
void ChangeSize(float F);// 0x24bd384
void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out FString GoString, out FString LocString);// 0x4802dcc
void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll);// 0x4802bec
void BugIt(FString ScreenShotDescription);// 0x4802b28
--------------------------------
Class: DebugCameraController.PlayerController.Controller.Actor.Object
bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59d, Size: 1]
bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x59d, Size: 1]
DrawFrustumComponent* DrawFrustum;//[Offset: 0x5a0, Size: 4]
float SpeedScale;//[Offset: 0x5b4, Size: 4]
float InitialMaxSpeed;//[Offset: 0x5b8, Size: 4]
float InitialAccel;//[Offset: 0x5bc, Size: 4]
float InitialDecel;//[Offset: 0x5c0, Size: 4]
void ToggleDisplay();// 0x480c2dc
void ShowDebugSelectedInfo();// 0x480c2c0
void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x480c248
void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x2efb424
void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);// 0x2efb424
void ReceiveOnActivate(PlayerController* OriginalPC);// 0x2efb424
Actor* GetSelectedActor();// 0x480c220
--------------------------------
Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color FrustumColor;//[Offset: 0x5bc, Size: 4]
float FrustumAngle;//[Offset: 0x5c0, Size: 4]
float FrustumAspectRatio;//[Offset: 0x5c4, Size: 4]
float FrustumStartDist;//[Offset: 0x5c8, Size: 4]
float FrustumEndDist;//[Offset: 0x5cc, Size: 4]
Texture* Texture;//[Offset: 0x5d0, 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);// 0x48f46cc
void SetBind(FName BindName, FString Command);// 0x48f45c4
void InvertAxisKey(const Key AxisKey);// 0x48f42d8
void InvertAxis(const FName AxisName);// 0x48f4260
void ClearSmoothing();// 0x48f424c
--------------------------------
Class: KeyBind
Key Key;//[Offset: 0x0, Size: 16]
FString Command;//[Offset: 0x10, Size: 12]
bool Control;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1]
bool Shift;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1]
bool Alt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1]
bool Cmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1]
bool bIgnoreCtrl;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1]
bool bIgnoreShift;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c, Size: 1]
bool bIgnoreAlt;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c, Size: 1]
bool bIgnoreCmd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c, Size: 1]
bool bDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d, Size: 1]
--------------------------------
Class: ActiveForceFeedbackEffect
ForceFeedbackEffect* ForceFeedbackEffect;//[Offset: 0x0, Size: 4]
--------------------------------
Class: ForceFeedbackEffect.Object
ForceFeedbackChannelDetails[] ChannelDetails;//[Offset: 0x1c, Size: 12]
float Duration;//[Offset: 0x28, Size: 4]
--------------------------------
Class: ForceFeedbackChannelDetails
bool bAffectsLeftLarge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bAffectsLeftSmall;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bAffectsRightLarge;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
bool bAffectsRightSmall;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1]
RuntimeFloatCurve Curve;//[Offset: 0x4, Size: 88]
--------------------------------
Class: RuntimeFloatCurve
RichCurve EditorCurveData;//[Offset: 0x0, Size: 84]
CurveFloat* ExternalCurve;//[Offset: 0x54, Size: 4]
--------------------------------
Class: NetConnection.Player.Object
ChildConnection*[] Children;//[Offset: 0x30, Size: 12]
NetDriver* Driver;//[Offset: 0x3c, Size: 4]
class PackageMap* PackageMapClass;//[Offset: 0x40, Size: 4]
PackageMap* PackageMap;//[Offset: 0x44, Size: 4]
Channel*[] OpenChannels;//[Offset: 0x48, Size: 12]
Actor*[] SentTemporaries;//[Offset: 0x54, Size: 12]
Actor* ViewTarget;//[Offset: 0x60, Size: 4]
Actor* OwningActor;//[Offset: 0x64, Size: 4]
Actor* ObserveTarget;//[Offset: 0x68, Size: 4]
int MaxPacket;//[Offset: 0x6c, Size: 4]
bool InternalAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1]
UniqueNetIdRepl PlayerID;//[Offset: 0xf0, Size: 12]
double LastReceiveTime;//[Offset: 0x148, Size: 8]
bool bOpenClampBandwidthDeltaTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x293c0, Size: 1]
float MaxBandwitdhDeltaTime;//[Offset: 0x293c4, Size: 4]
Channel*[] ChannelsToTick;//[Offset: 0x29570, Size: 12]
--------------------------------
Class: ChildConnection.NetConnection.Player.Object
NetConnection* Parent;//[Offset: 0x295ac, Size: 4]
--------------------------------
Class: NetDriver.Object
FString NetConnectionClassName;//[Offset: 0x20, Size: 12]
int MaxDownloadSize;//[Offset: 0x2c, Size: 4]
bool bClampListenServerTickRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1]
int NetServerMaxTickRate;//[Offset: 0x34, Size: 4]
int MaxInternetClientRate;//[Offset: 0x38, Size: 4]
int MaxClientRate;//[Offset: 0x3c, Size: 4]
float ServerTravelPause;//[Offset: 0x40, Size: 4]
float SpawnPrioritySeconds;//[Offset: 0x44, Size: 4]
float RelevantTimeout;//[Offset: 0x48, Size: 4]
float KeepAliveTime;//[Offset: 0x4c, Size: 4]
float InitialConnectTimeout;//[Offset: 0x50, Size: 4]
float ConnectionTimeout;//[Offset: 0x54, Size: 4]
float TimeoutMultiplierForUnoptimizedBuilds;//[Offset: 0x58, Size: 4]
bool bNoTimeouts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1]
bool bIgnoreStablyNamed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1]
NetConnection* ServerConnection;//[Offset: 0x60, Size: 4]
NetConnection*[] ClientConnections;//[Offset: 0x64, Size: 12]
World* World;//[Offset: 0x7c, Size: 4]
class Object* NetConnectionClass;//[Offset: 0x90, Size: 4]
Property* RoleProperty;//[Offset: 0x94, Size: 4]
Property* RemoteRoleProperty;//[Offset: 0x98, Size: 4]
FName NetDriverName;//[Offset: 0xa0, Size: 8]
float Time;//[Offset: 0xcc, Size: 4]
<Object*> 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]
SlateBrush Brush1;//[Offset: 0x8, Size: 152]
SlateBrush Brush2;//[Offset: 0xa0, Size: 152]
Vector2D Center;//[Offset: 0x138, Size: 8]
Vector2D VisualSize;//[Offset: 0x140, Size: 8]
Vector2D ThumbSize;//[Offset: 0x148, Size: 8]
Vector2D InteractionSize;//[Offset: 0x150, Size: 8]
Vector2D InputScale;//[Offset: 0x158, Size: 8]
Key MainInputKey;//[Offset: 0x160, Size: 16]
Key AltInputKey;//[Offset: 0x170, Size: 16]
--------------------------------
Class: SlateBrush
Vector2D ImageSize;//[Offset: 0x4, Size: 8]
Margin Margin;//[Offset: 0xc, Size: 16]
SlateColor TintColor;//[Offset: 0x1c, Size: 28]
bool bAsyncEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1]
bool bOnlySoftInEditor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39, Size: 1]
Object* ResourceObject;//[Offset: 0x3c, Size: 4]
Object* SoftResourceObject;//[Offset: 0x40, Size: 40]
FName ResourceName;//[Offset: 0x68, Size: 8]
Box2D UVRegion;//[Offset: 0x70, Size: 20]
byte DrawAs;//[Offset: 0x84, Size: 1]
byte Tiling;//[Offset: 0x85, Size: 1]
byte Mirroring;//[Offset: 0x86, Size: 1]
byte ImageType;//[Offset: 0x87, Size: 1]
bool bIsDynamicallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90, Size: 1]
bool bHasUObject;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90, Size: 1]
--------------------------------
Class: Margin
float Left;//[Offset: 0x0, Size: 4]
float Top;//[Offset: 0x4, Size: 4]
float Right;//[Offset: 0x8, Size: 4]
float Bottom;//[Offset: 0xc, Size: 4]
--------------------------------
Class: SlateColor
LinearColor SpecifiedColor;//[Offset: 0x0, Size: 16]
byte ColorUseRule;//[Offset: 0x10, Size: 1]
--------------------------------
Class: Box2D
Vector2D Min;//[Offset: 0x0, Size: 8]
Vector2D Max;//[Offset: 0x8, Size: 8]
byte bIsValid;//[Offset: 0x10, Size: 1]
--------------------------------
Class: SpectatorPawn.DefaultPawn.Pawn.Actor.Object
--------------------------------
Class: DefaultPawn.Pawn.Actor.Object
float BaseTurnRate;//[Offset: 0x340, Size: 4]
float BaseLookUpRate;//[Offset: 0x344, Size: 4]
PawnMovementComponent* MovementComponent;//[Offset: 0x348, Size: 4]
SphereComponent* CollisionComponent;//[Offset: 0x34c, Size: 4]
StaticMeshComponent* MeshComponent;//[Offset: 0x350, Size: 4]
bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x354, Size: 1]
void TurnAtRate(float Rate);// 0x480ece4
void MoveUp_World(float Val);// 0x480ec64
void MoveRight(float Val);// 0x24805f0
void MoveForward(float Val);// 0x480ebe4
void LookUpAtRate(float Rate);// 0x480eb6c
--------------------------------
Class: SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
float SphereRadius;//[Offset: 0x5cc, Size: 4]
void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x4923514
float GetUnscaledSphereRadius();// 0x47fb8f0
float GetShapeScale();// 0x47fb880
float GetScaledSphereRadius();// 0x47fb458
--------------------------------
Class: StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
int ForcedLodModel;//[Offset: 0x5dc, Size: 4]
int LowDeviceForcedLodModel;//[Offset: 0x5e0, Size: 4]
int PreviousLODLevel;//[Offset: 0x5e4, Size: 4]
int MinLOD;//[Offset: 0x5e8, Size: 4]
StaticMesh* StaticMesh;//[Offset: 0x5ec, Size: 4]
byte TileLength;//[Offset: 0x5f0, Size: 1]
byte TileNum;//[Offset: 0x5f1, Size: 1]
Texture2D* TileTexture;//[Offset: 0x5f4, Size: 4]
Vector2D TileLocalMin;//[Offset: 0x5f8, Size: 8]
bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x600, Size: 1]
bool bOverrideMinLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x600, Size: 1]
bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x600, Size: 1]
bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x600, Size: 1]
bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x600, Size: 1]
bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x600, Size: 1]
bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x600, Size: 1]
bool bOverrideCullingScreenSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x600, Size: 1]
bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x601, Size: 1]
bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x601, Size: 1]
bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x601, Size: 1]
bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x601, Size: 1]
bool bForceNotHzbOccluder;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x601, Size: 1]
bool bUseAsOccluderIgnoreMobility;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x601, Size: 1]
bool bCanBeOccludeed;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x601, Size: 1]
int OverriddenLightMapRes;//[Offset: 0x604, Size: 4]
float StreamingDistanceMultiplier;//[Offset: 0x608, Size: 4]
StaticMeshComponentLODInfo[] LODData;//[Offset: 0x60c, Size: 12]
StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x618, Size: 12]
bool IsDynamicInstancingParametersEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x624, Size: 1]
<FString,Vector4> DynamicInstancingParameters;//[Offset: 0x628, Size: 60]
LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x664, Size: 24]
IdeaBakingPrimitiveSettings IdeaBakingSettings;//[Offset: 0x67c, Size: 20]
Actor*[] AffectPointLightBPActors;//[Offset: 0x690, Size: 12]
StaticMeshPointLightVertexDataBuffer[] PointLightStaticMeshLODResources;//[Offset: 0x69c, Size: 12]
bool SetStaticMesh(StaticMesh* NewMesh);// 0x3e96d1c
void SetOverrideCullingScreenSizeEnable(bool bEnable);// 0x492e860
void SetOverrideCullingScreenSize(float ScreenSize);// 0x492e7e8
void SetLowDeviceForcedLodModel(int NewLowDeviceForcedLodModel);// 0x492e770
void SetForcedLodModel(int NewForcedLodModel);// 0x492e6f8
void SetDistanceFieldSelfShadowBias(float NewValue);// 0x21be6b4
void SetDirty();// 0x492e6e4
void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x492e66c
void GetLocalBounds(out Vector Min, out Vector Max);// 0x492e594
void EnableMeshClipPlane(out const Plane ClipPlane, int PlaneIndex);// 0x48b9780
void EnableMeshClipArc(out const Plane ClipPlane, out const Vector4 ClipSphere);// 0x48b9670
void EnableMeshClip4Planes(out const Plane[] ClipPlanes, bool bBox);// 0x48b9544
void DisableMeshClipPlane(int PlaneIndex);// 0x21427dc
void DisableMeshClipArc();// 0x22f70f0
void DisableMeshClip4Planes();// 0x2281218
--------------------------------
Class: StaticMeshComponentLODInfo
PaintedVertex[] PaintedVertices;//[Offset: 0x18, Size: 12]
--------------------------------
Class: PaintedVertex
Vector Position;//[Offset: 0x0, Size: 12]
PackedNormal Normal;//[Offset: 0xc, Size: 4]
Color Color;//[Offset: 0x10, Size: 4]
--------------------------------
Class: PackedNormal
byte X;//[Offset: 0x0, Size: 1]
byte Y;//[Offset: 0x1, Size: 1]
byte Z;//[Offset: 0x2, Size: 1]
byte W;//[Offset: 0x3, Size: 1]
--------------------------------
Class: StreamingTextureBuildInfo
uint32 PackedRelativeBox;//[Offset: 0x0, Size: 4]
int TextureLevelIndex;//[Offset: 0x4, Size: 4]
float TexelFactor;//[Offset: 0x8, Size: 4]
--------------------------------
Class: LightmassPrimitiveSettings
bool bUseTwoSidedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bShadowIndirectOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bUseEmissiveForStaticLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
bool bUseVertexNormalForHemisphereGather;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1]
float EmissiveLightFalloffExponent;//[Offset: 0x4, Size: 4]
float EmissiveLightExplicitInfluenceRadius;//[Offset: 0x8, Size: 4]
float EmissiveBoost;//[Offset: 0xc, Size: 4]
float DiffuseBoost;//[Offset: 0x10, Size: 4]
float FullyOccludedSamplesFraction;//[Offset: 0x14, Size: 4]
--------------------------------
Class: IdeaBakingPrimitiveSettings
float IdeaMaterialDiffuse;//[Offset: 0x0, Size: 4]
float LightmapBoost;//[Offset: 0x4, Size: 4]
float DiscardPixelFrontfaceFactor;//[Offset: 0x8, Size: 4]
float SunIntensity;//[Offset: 0xc, Size: 4]
float LocalLightsAffectMaxDistance;//[Offset: 0x10, Size: 4]
--------------------------------
Class: StaticMeshPointLightVertexDataBuffer
byte[] VertexData;//[Offset: 0x0, Size: 12]
--------------------------------
Class: UserWidget.Widget.Visual.Object
LinearColor ColorAndOpacity;//[Offset: 0xd4, Size: 16]
delegate ColorAndOpacityDelegate;//[Offset: 0xe8, Size: 16]
SlateColor ForegroundColor;//[Offset: 0xf8, Size: 28]
delegate ForegroundColorDelegate;//[Offset: 0x118, Size: 16]
Margin Padding;//[Offset: 0x128, Size: 16]
WAnimTime WAnimTime;//[Offset: 0x138, Size: 16]
UMGSequencePlayer*[] ActiveSequencePlayers;//[Offset: 0x148, Size: 12]
UMGSequencePlayer*[] StoppedSequencePlayers;//[Offset: 0x154, Size: 12]
delegate OnTouchStart;//[Offset: 0x160, Size: 16]
delegate OnTouchMove;//[Offset: 0x170, Size: 16]
delegate OnTouchEnd;//[Offset: 0x180, Size: 16]
NamedSlotBinding[] NamedSlotBindings;//[Offset: 0x190, Size: 12]
WidgetTree* WidgetTree;//[Offset: 0x19c, Size: 4]
int Priority;//[Offset: 0x1a0, Size: 4]
bool bSupportsKeyboardFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a4, Size: 1]
bool bIsFocusable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1a4, Size: 1]
bool bStopAction;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a4, Size: 1]
bool bCanEverTick;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1a4, Size: 1]
bool bCanEverPaint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1a4, Size: 1]
bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1a4, Size: 1]
bool bCookedWidgetTree;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1a4, Size: 1]
bool needAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a5, Size: 1]
bool isAutoLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a6, Size: 1]
FName[] autoPlayNameList;//[Offset: 0x1a8, Size: 12]
enum TickFrequency;//[Offset: 0x1b4, Size: 1]
InputComponent* InputComponent;//[Offset: 0x1b8, Size: 4]
void UnregisterInputComponent();// 0x3c757b8
void Tick(Geometry MyGeometry, float InDeltaTime);// 0x2efb424
void StopListeningForInputAction(FName ActionName, byte EventType);// 0x3c756ec
void StopListeningForAllInputActions();// 0x3c756d8
void StopAnimation(const WidgetAnimation* InAnimation);// 0x3c75660
void SetWAnimTime(WAnimTime InWAnimTime);// 0x3c755d8
void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);// 0x3c75518
void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float PlaybackSpeed);// 0x3c7545c
void SetPadding(Margin InPadding);// 0x3c753d4
void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x3c7535c
void SetOwningLocalPlayer(LocalPlayer* LocalPlayer);// 0x3c752e4
void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int NumLoopsToPlay);// 0x3c75228
void SetInputActionPriority(int NewPriority);// 0x3c751b0
void SetInputActionBlocking(bool bShouldBlock);// 0x3c75130
void SetForegroundColor(SlateColor InForegroundColor);// 0x3c74e10
void SetDontPaintWhenChildEmpty(bool Enable);// 0x3c74d90
void SetDesiredSizeInViewport(Vector2D Size);// 0x3c74d20
void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x3c74ca4
void SetAnchorsInViewport(Anchors Anchors);// 0x3c74c1c
void SetAlignmentInViewport(Vector2D Alignment);// 0x3c74bac
void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x3c74b34
void RemoveFromViewport();// 0x3c74b20
void RegisterInputComponent();// 0x3c74b0c
void PreConstruct(bool IsDesignTime);// 0x2efb424
void PlaySound(SoundBase* SoundToPlay);// 0x3c74a94
void PlayAnimationTo(WidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x3c748c0
void PlayAnimation(WidgetAnimation* InAnimation, float StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x3c74730
float PauseAnimation(const WidgetAnimation* InAnimation);// 0x3c746b0
EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2efb424
EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2efb424
EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent GestureEvent);// 0x2efb424
EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2efb424
void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x2efb424
EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2efb424
EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2efb424
void OnPaint(out PaintContext Context);// 0x2efb424
EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2efb424
EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2efb424
void OnMouseLeave(out const PointerEvent MouseEvent);// 0x2efb424
void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2efb424
void OnMouseCaptureLost();// 0x2efb424
EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2efb424
EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2efb424
EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const PointerEvent InMouseEvent);// 0x2efb424
EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent InMotionEvent);// 0x2efb424
EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2efb424
EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2efb424
EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);// 0x2efb424
EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);// 0x2efb424
void OnFocusLost(FocusEvent InFocusEvent);// 0x2efb424
bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2efb424
bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2efb424
void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2efb424
void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2efb424
void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent, out DragDropOperation* Operation);// 0x2efb424
void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2efb424
void OnAnimationStarted(const WidgetAnimation* Animation);// 0x23574cc
void OnAnimationFinished(const WidgetAnimation* Animation);// 0x2105534
EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent InAnalogInputEvent);// 0x2efb424
void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x2efb424
void ListenForInputAction(FName ActionName, byte EventType, bool bConsume, delegate Callback);// 0x3c74520
bool IsPlayingAnimation();// 0x3c744f8
bool IsListeningForInputAction(FName ActionName);// 0x3c74478
bool IsInViewport();// 0x3c74244
bool IsInteractable();// 0x2efb424
bool IsAnyAnimationPlaying();// 0x3c74450
bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);// 0x3c743d0
bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x3c74350
Widget* GetWidgetFromName(out const FName Name);// 0x3c742bc
Pawn* GetOwningPlayerPawn();// 0x3c74294
PlayerController* GetOwningPlayer();// 0x20e4834
LocalPlayer* GetOwningLocalPlayer();// 0x3c7426c
bool GetIsVisible();// 0x3c74244
bool GetDontPaintWhenChildEmpty();// 0x3c7421c
float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);// 0x3c7419c
Anchors GetAnchorsInViewport();// 0x3c74158
Vector2D GetAlignmentInViewport();// 0x3c74118
void Destruct();// 0x2efb424
void Construct();// 0x2efb424
void AddToViewport(int ZOrder);// 0x3c740a0
bool AddToPlayerScreen(int ZOrder);// 0x3c74020
--------------------------------
Class: Widget.Visual.Object
PanelSlot* Slot;//[Offset: 0x1c, Size: 4]
delegate bIsEnabledDelegate;//[Offset: 0x20, Size: 16]
FText ToolTipText;//[Offset: 0x30, Size: 12]
delegate ToolTipTextDelegate;//[Offset: 0x40, Size: 16]
Widget* ToolTipWidget;//[Offset: 0x50, Size: 4]
delegate ToolTipWidgetDelegate;//[Offset: 0x58, Size: 16]
delegate VisibilityDelegate;//[Offset: 0x68, Size: 16]
WidgetTransform RenderTransform;//[Offset: 0x78, Size: 28]
Vector2D RenderTransformPivot;//[Offset: 0x94, Size: 8]
bool bIsVariable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c, Size: 1]
bool bCreatedByConstructionScript;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9c, Size: 1]
bool bIsEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9c, Size: 1]
bool bOverride_Cursor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9c, Size: 1]
bool bIsVolatile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9c, Size: 1]
bool bDisableVolatileInSlateGI;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9c, Size: 1]
bool bWriteSceneZBuffer;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x9c, Size: 1]
byte UsedLayerPolicy;//[Offset: 0x9d, Size: 1]
byte PreservedLayerNum;//[Offset: 0x9e, Size: 1]
byte Cursor;//[Offset: 0x9f, Size: 1]
enum Clipping;//[Offset: 0xa0, Size: 1]
enum Visibility;//[Offset: 0xa1, Size: 1]
bool bVisiblePass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2, Size: 1]
enum WidgetVisible;//[Offset: 0xa3, Size: 1]
bool bOpenReciveClick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1]
bool bReciveClick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa5, Size: 1]
WidgetNavigation* Navigation;//[Offset: 0xa8, Size: 4]
PropertyBinding*[] NativeBindings;//[Offset: 0xc4, Size: 12]
void SetWidgetRender(const enum InWidgetVisible);// 0x3c79acc
void SetVisibility(enum InVisibility);// 0x3c79a4c
void SetUserFocus(PlayerController* PlayerController);// 0x3c799d4
void SetToolTipText(out const FText InToolTipText);// 0x3c79830
void SetToolTip(Widget* Widget);// 0x3c797b8
void SetRenderTranslation(Vector2D Translation);// 0x3c79748
void SetRenderTransformPivot(Vector2D Pivot);// 0x3c796d8
void SetRenderTransform(WidgetTransform InTransform);// 0x3c79600
void SetRenderShear(Vector2D Shear);// 0x3c79590
void SetRenderScale(Vector2D Scale);// 0x3c79520
void SetRenderAngle(float Angle);// 0x3c794a8
void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);// 0x3c793a0
void SetKeyboardFocus();// 0x3c7938c
void SetIsEnabled(bool bInIsEnabled);// 0x2108960
void SetCursor(byte InCursor);// 0x3c79314
void SetClipping(enum InClipping);// 0x3c7929c
void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x3c791e0
void ResetCursor();// 0x3c791cc
void RemoveFromParent();// 0x22b891c
EventReply OnReply__DelegateSignature();// 0x2efb424
EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2efb424
bool IsVisible();// 0x3c791a4
bool IsHovered();// 0x3c7917c
void InvalidateLayoutAndVolatility();// 0x3c79168
bool HasUserFocusedDescendants(PlayerController* PlayerController);// 0x3c790e8
bool HasUserFocus(PlayerController* PlayerController);// 0x3c79068
bool HasMouseCapture();// 0x3c79040
bool HasKeyboardFocus();// 0x3c79018
bool HasFocusedDescendants();// 0x3c78ff0
bool HasAnyUserFocus();// 0x3c78fc8
enum GetWidgetRender();// 0x3c78fa0
Widget* GetWidget__DelegateSignature();// 0x2efb424
enum GetVisibility();// 0x3c78f78
Geometry GetTickSpaceGeometry();// 0x3c78f48
Widget* GetTheTemplate();// 0x3c78f20
FText GetText__DelegateSignature();// 0x2efb424
enum GetSlateVisibility__DelegateSignature();// 0x2efb424
SlateColor GetSlateColor__DelegateSignature();// 0x2efb424
SlateBrush GetSlateBrush__DelegateSignature();// 0x2efb424
PanelWidget* GetParent();// 0x3c78ef8
Geometry GetPaintSpaceGeometry();// 0x3c78ec8
PlayerController* GetOwningPlayer();// 0x20e4834
byte GetMouseCursor__DelegateSignature();// 0x2efb424
LinearColor GetLinearColor__DelegateSignature();// 0x2efb424
bool GetIsEnabled();// 0x3c78ea0
int GetInt32__DelegateSignature();// 0x2efb424
float GetFloat__DelegateSignature();// 0x2efb424
Vector2D GetDesiredSize();// 0x3c78e60
enum GetClipping();// 0x3c78e38
enum GetCheckBoxState__DelegateSignature();// 0x2efb424
Geometry GetCachedGeometry();// 0x3c78e08
Geometry GetCachedAllottedGeometry();// 0x3c78dd8
bool GetBool__DelegateSignature();// 0x2efb424
Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x2efb424
Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x2efb424
void ForceVolatile(bool bForce);// 0x3c78d58
void ForceLayoutPrepass();// 0x3c78d44
void DisableVolatileInSlateGI(bool bDisabled);// 0x3c78cc4
void AdaptationWidgetSlot(out const Margin InOffset);// 0x3c78c34
--------------------------------
Class: Visual.Object
--------------------------------
Class: PanelSlot.Visual.Object
PanelWidget* Parent;//[Offset: 0x1c, Size: 4]
Widget* Content;//[Offset: 0x20, Size: 4]
--------------------------------
Class: PanelWidget.Widget.Visual.Object
PanelSlot*[] Slots;//[Offset: 0xd0, Size: 12]
bool RemoveChildAt(int Index);// 0x3c60574
bool RemoveChild(Widget* Content);// 0x3c604f4
bool HasChild(Widget* Content);// 0x3c60474
bool HasAnyChildren();// 0x3c6044c
int GetChildrenCount();// 0x3c60424
int GetChildIndex(Widget* Content);// 0x3c603a4
Widget* GetChildAt(int Index);// 0x3c60324
void ClearChildren();// 0x3c60310
PanelSlot* AddChild(Widget* Content);// 0x3c60290
--------------------------------
Class: WidgetTransform
Vector2D Translation;//[Offset: 0x0, Size: 8]
Vector2D Scale;//[Offset: 0x8, Size: 8]
Vector2D Shear;//[Offset: 0x10, Size: 8]
float Angle;//[Offset: 0x18, Size: 4]
--------------------------------
Class: WidgetNavigation.Object
WidgetNavigationData Up;//[Offset: 0x20, Size: 24]
WidgetNavigationData Down;//[Offset: 0x38, Size: 24]
WidgetNavigationData Left;//[Offset: 0x50, Size: 24]
WidgetNavigationData Right;//[Offset: 0x68, Size: 24]
WidgetNavigationData Next;//[Offset: 0x80, Size: 24]
WidgetNavigationData Previous;//[Offset: 0x98, Size: 24]
--------------------------------
Class: WidgetNavigationData
enum Rule;//[Offset: 0x0, Size: 1]
FName WidgetToFocus;//[Offset: 0x8, Size: 8]
Widget* Widget;//[Offset: 0x10, Size: 8]
--------------------------------
Class: PropertyBinding.Object
Object* SourceObject;//[Offset: 0x1c, Size: 8]
DynamicPropertyPath SourcePath;//[Offset: 0x24, Size: 12]
FName DestinationProperty;//[Offset: 0x30, Size: 8]
--------------------------------
Class: DynamicPropertyPath
PropertyPathSegment[] Segments;//[Offset: 0x0, Size: 12]
--------------------------------
Class: PropertyPathSegment
FName Name;//[Offset: 0x0, Size: 8]
int ArrayIndex;//[Offset: 0x8, Size: 4]
Struct* Struct;//[Offset: 0xc, Size: 4]
Field* Field;//[Offset: 0x10, Size: 4]
--------------------------------
Class: EventReply
--------------------------------
Class: Geometry
--------------------------------
Class: PointerEvent.InputEvent
--------------------------------
Class: InputEvent
--------------------------------
Class: WAnimTime
float PlayTime;//[Offset: 0x0, Size: 4]
float PlayTime;//[Offset: 0x4, Size: 4]
float PlayTime;//[Offset: 0x8, Size: 4]
float PlayTime;//[Offset: 0xc, Size: 4]
--------------------------------
Class: UMGSequencePlayer.Object
WidgetAnimation* Animation;//[Offset: 0x2e0, Size: 4]
--------------------------------
Class: WidgetAnimation.MovieSceneSequence.MovieSceneSignedObject.Object
delegate OnAnimationStarted;//[Offset: 0x220, Size: 12]
delegate OnAnimationFinished;//[Offset: 0x22c, Size: 12]
MovieScene* MovieScene;//[Offset: 0x238, Size: 4]
WidgetAnimationBinding[] AnimationBindings;//[Offset: 0x23c, Size: 12]
float GetStartTime();// 0x3c7aa68
float GetEndTime();// 0x3c7aa40
--------------------------------
Class: MovieSceneSequence.MovieSceneSignedObject.Object
CachedMovieSceneEvaluationTemplate EvaluationTemplate;//[Offset: 0x40, Size: 404]
MovieSceneTrackCompilationParams TemplateParameters;//[Offset: 0x1d4, Size: 2]
<Object*,CachedMovieSceneEvaluationTemplate> InstancedSubSequenceEvaluationTemplates;//[Offset: 0x1d8, Size: 60]
bool bParentContextsAreSignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214, Size: 1]
--------------------------------
Class: MovieSceneSignedObject.Object
Guid Signature;//[Offset: 0x1c, Size: 16]
--------------------------------
Class: MovieScene.MovieSceneSignedObject.Object
MovieSceneSpawnable[] Spawnables;//[Offset: 0x40, Size: 12]
MovieScenePossessable[] Possessables;//[Offset: 0x4c, Size: 12]
MovieSceneBinding[] ObjectBindings;//[Offset: 0x58, Size: 12]
MovieSceneTrack*[] MasterTracks;//[Offset: 0x64, Size: 12]
MovieSceneTrack* CameraCutTrack;//[Offset: 0x70, Size: 4]
FloatRange SelectionRange;//[Offset: 0x74, Size: 16]
FloatRange PlaybackRange;//[Offset: 0x84, Size: 16]
bool bForceFixedFrameIntervalPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1]
float FixedFrameInterval;//[Offset: 0x98, Size: 4]
float InTime;//[Offset: 0x9c, Size: 4]
float OutTime;//[Offset: 0xa0, Size: 4]
float StartTime;//[Offset: 0xa4, Size: 4]
float EndTime;//[Offset: 0xa8, Size: 4]
bool bLowDeviceFrameRateLimitEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1]
int LowDeviceFrameLimit;//[Offset: 0xb0, Size: 4]
--------------------------------
Class: MovieSceneSpawnable
Guid Guid;//[Offset: 0x0, Size: 16]
FString Name;//[Offset: 0x10, Size: 12]
Object* ObjectTemplate;//[Offset: 0x1c, Size: 4]
Guid[] ChildPossessables;//[Offset: 0x20, Size: 12]
enum Ownership;//[Offset: 0x2c, Size: 1]
enum DeviceLevel;//[Offset: 0x2d, Size: 1]
enum UserQualitySettingLevel;//[Offset: 0x2e, Size: 1]
--------------------------------
Class: MovieScenePossessable
Guid Guid;//[Offset: 0x0, Size: 16]
FString Name;//[Offset: 0x10, Size: 12]
class Object* PossessedObjectClass;//[Offset: 0x1c, Size: 4]
Guid ParentGuid;//[Offset: 0x20, Size: 16]
--------------------------------
Class: MovieSceneBinding
Guid ObjectGuid;//[Offset: 0x0, Size: 16]
FString BindingName;//[Offset: 0x10, Size: 12]
MovieSceneTrack*[] Tracks;//[Offset: 0x1c, Size: 12]
--------------------------------
Class: MovieSceneTrack.MovieSceneSignedObject.Object
MovieSceneTrackEvalOptions EvalOptions;//[Offset: 0x40, Size: 4]
--------------------------------
Class: MovieSceneTrackEvalOptions
bool bCanEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bEvalNearestSection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1]
bool bEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1]
--------------------------------
Class: FloatRange
FloatRangeBound LowerBound;//[Offset: 0x0, Size: 8]
FloatRangeBound UpperBound;//[Offset: 0x8, Size: 8]
--------------------------------
Class: FloatRangeBound
byte Type;//[Offset: 0x0, Size: 1]
float Value;//[Offset: 0x4, Size: 4]
--------------------------------
Class: CachedMovieSceneEvaluationTemplate.MovieSceneEvaluationTemplate
--------------------------------
Class: MovieSceneEvaluationTemplate
<uint32,MovieSceneEvaluationTrack> Tracks;//[Offset: 0x0, Size: 60]
MovieSceneEvaluationField EvaluationField;//[Offset: 0x78, Size: 36]
MovieSceneSequenceHierarchy Hierarchy;//[Offset: 0x9c, Size: 120]
MovieSceneTemplateGenerationLedger TemplateLedger;//[Offset: 0x114, Size: 124]
bool bHasLegacyTrackInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x190, Size: 1]
bool bKeepStaleTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x190, Size: 1]
--------------------------------
Class: MovieSceneEvaluationTrack
Guid ObjectBindingId;//[Offset: 0x0, Size: 16]
uint16 EvaluationPriority;//[Offset: 0x10, Size: 2]
enum EvaluationMethod;//[Offset: 0x12, Size: 1]
MovieSceneSegment[] Segments;//[Offset: 0x14, Size: 12]
MovieSceneEvalTemplatePtr[] ChildTemplates;//[Offset: 0x20, Size: 12]
MovieSceneTrackImplementationPtr TrackTemplate;//[Offset: 0x30, Size: 56]
FName EvaluationGroup;//[Offset: 0x68, Size: 8]
bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1]
bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70, Size: 1]
--------------------------------
Class: MovieSceneSegment
--------------------------------
Class: MovieSceneEvalTemplatePtr
--------------------------------
Class: MovieSceneTrackImplementationPtr
--------------------------------
Class: MovieSceneEvaluationField
FloatRange[] Ranges;//[Offset: 0x0, Size: 12]
MovieSceneEvaluationGroup[] Groups;//[Offset: 0xc, Size: 12]
MovieSceneEvaluationMetaData[] MetaData;//[Offset: 0x18, Size: 12]
--------------------------------
Class: MovieSceneEvaluationGroup
MovieSceneEvaluationGroupLUTIndex[] LUTIndices;//[Offset: 0x0, Size: 12]
MovieSceneEvaluationFieldSegmentPtr[] SegmentPtrLUT;//[Offset: 0xc, Size: 12]
--------------------------------
Class: MovieSceneEvaluationGroupLUTIndex
int LUTOffset;//[Offset: 0x0, Size: 4]
int NumInitPtrs;//[Offset: 0x4, Size: 4]
int NumEvalPtrs;//[Offset: 0x8, Size: 4]
--------------------------------
Class: MovieSceneEvaluationFieldSegmentPtr.MovieSceneEvaluationFieldTrackPtr
int SegmentIndex;//[Offset: 0x8, Size: 4]
--------------------------------
Class: MovieSceneEvaluationFieldTrackPtr
MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 4]
MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 4]
--------------------------------
Class: MovieSceneSequenceID
uint32 Value;//[Offset: 0x0, Size: 4]
--------------------------------
Class: MovieSceneTrackIdentifier
uint32 Value;//[Offset: 0x0, Size: 4]
--------------------------------
Class: MovieSceneEvaluationMetaData
MovieSceneSequenceID[] ActiveSequences;//[Offset: 0x0, Size: 12]
MovieSceneOrderedEvaluationKey[] ActiveEntities;//[Offset: 0xc, Size: 12]
--------------------------------
Class: MovieSceneOrderedEvaluationKey
MovieSceneEvaluationKey Key;//[Offset: 0x0, Size: 12]
uint32 EvaluationIndex;//[Offset: 0xc, Size: 4]
--------------------------------
Class: MovieSceneEvaluationKey
MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 4]
MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 4]
uint32 SectionIdentifier;//[Offset: 0x8, Size: 4]
--------------------------------
Class: MovieSceneSequenceHierarchy
<uint32,MovieSceneSubSequenceData> SubSequences;//[Offset: 0x0, Size: 60]
<uint32,MovieSceneSequenceHierarchyNode> 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]
<MovieSceneTrackIdentifier,int> TrackReferenceCounts;//[Offset: 0x4, Size: 60]
<Guid,MovieSceneTrackIdentifiers> TrackSignatureToTrackIdentifier;//[Offset: 0x40, Size: 60]
--------------------------------
Class: MovieSceneTrackIdentifiers
MovieSceneTrackIdentifier[] Data;//[Offset: 0x0, Size: 12]
--------------------------------
Class: MovieSceneTrackCompilationParams
bool bForEditorPreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
bool bDuringBlueprintCompile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1]
--------------------------------
Class: WidgetAnimationBinding
FName WidgetName;//[Offset: 0x0, Size: 8]
FName SlotWidgetName;//[Offset: 0x8, Size: 8]
Guid AnimationGuid;//[Offset: 0x10, Size: 16]
bool bIsRootWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1]
--------------------------------
Class: NamedSlotBinding
FName Name;//[Offset: 0x0, Size: 8]
Widget* Content;//[Offset: 0x8, Size: 4]
--------------------------------
Class: WidgetTree.Object
Widget* RootWidget;//[Offset: 0x1c, Size: 4]
Widget*[] AllWidgets;//[Offset: 0x20, Size: 12]
--------------------------------
Class: LocalPlayer.Player.Object
GameViewportClient* ViewportClient;//[Offset: 0x38, Size: 4]
byte AspectRatioAxisConstraint;//[Offset: 0x58, Size: 1]
class PlayerController* PendingLevelPlayerControllerClass;//[Offset: 0x5c, Size: 4]
bool bSentSplitJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1]
int ControllerId;//[Offset: 0xa0, Size: 4]
--------------------------------
Class: GameViewportClient.ScriptViewportClient.Object
Console* ViewportConsole;//[Offset: 0x24, Size: 4]
DebugDisplayProperty[] DebugProperties;//[Offset: 0x28, Size: 12]
World* World;//[Offset: 0x58, Size: 4]
GameInstance* GameInstance;//[Offset: 0x5c, Size: 4]
void SSSwapControllers();// 0x22772d4
void ShowTitleSafeArea();// 0x213600c
void SetConsoleTarget(int playerIndex);// 0x210c1c0
static void RemoveViewportChangeDelegate(out const delegate Delegate);// 0x48398a4
static void AddViewportChangeDelegate(out const delegate Delegate);// 0x48397e4
--------------------------------
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();// 0x2efb424
void ReceiveInit();// 0x2efb424
void HandleTravelError(byte FailureType);// 0x2efb424
void HandleNetworkError(byte FailureType, bool bIsServer);// 0x2efb424
int GetDeviceLevel();// 0x213c664
void DebugRemovePlayer(int ControllerId);// 0x4803508
void DebugCreatePlayer(int ControllerId);// 0x4824934
--------------------------------
Class: OnlineSession.Object
--------------------------------
Class: Anchors
Vector2D Minimum;//[Offset: 0x0, Size: 8]
Vector2D Maximum;//[Offset: 0x8, Size: 8]
--------------------------------
Class: SoundBase.Object
SoundClass* SoundClassObject;//[Offset: 0x1c, Size: 4]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1]
bool bOverrideConcurrency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20, Size: 1]
bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1]
bool bIgnoreFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x20, Size: 1]
SoundConcurrency* SoundConcurrencySettings;//[Offset: 0x24, Size: 4]
SoundConcurrencySettings ConcurrencyOverrides;//[Offset: 0x28, Size: 12]
byte MaxConcurrentResolutionRule;//[Offset: 0x34, Size: 1]
int MaxConcurrentPlayCount;//[Offset: 0x38, Size: 4]
float Duration;//[Offset: 0x3c, Size: 4]
SoundAttenuation* AttenuationSettings;//[Offset: 0x40, Size: 4]
float Priority;//[Offset: 0x44, Size: 4]
SoundSubmix* SoundSubmixObject;//[Offset: 0x48, Size: 4]
SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x4c, Size: 12]
SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x58, Size: 4]
SoundSourceBusSendInfo[] BusSends;//[Offset: 0x5c, Size: 12]
--------------------------------
Class: SoundClass.Object
SoundClassProperties Properties;//[Offset: 0x1c, Size: 40]
SoundClass*[] ChildClasses;//[Offset: 0x44, Size: 12]
PassiveSoundMixModifier[] PassiveSoundMixModifiers;//[Offset: 0x50, Size: 12]
SoundClass* ParentClass;//[Offset: 0x5c, Size: 4]
--------------------------------
Class: SoundClassProperties
float Volume;//[Offset: 0x0, Size: 4]
float Pitch;//[Offset: 0x4, Size: 4]
float StereoBleed;//[Offset: 0x8, Size: 4]
float LFEBleed;//[Offset: 0xc, Size: 4]
float VoiceCenterChannelVolume;//[Offset: 0x10, Size: 4]
float RadioFilterVolume;//[Offset: 0x14, Size: 4]
float RadioFilterVolumeThreshold;//[Offset: 0x18, Size: 4]
bool bApplyEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1]
bool bAlwaysPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1]
bool bIsUISound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1]
bool bIsMusic;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1]
bool bReverb;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1]
float Default2DReverbSendAmount;//[Offset: 0x20, Size: 4]
bool bCenterChannelOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24, Size: 1]
bool bApplyAmbientVolumes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x24, Size: 1]
byte OutputTarget;//[Offset: 0x25, Size: 1]
--------------------------------
Class: PassiveSoundMixModifier
SoundMix* SoundMix;//[Offset: 0x0, Size: 4]
float MinVolumeThreshold;//[Offset: 0x4, Size: 4]
float MaxVolumeThreshold;//[Offset: 0x8, Size: 4]
--------------------------------
Class: SoundMix.Object
bool bApplyEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1]
float EQPriority;//[Offset: 0x20, Size: 4]
AudioEQEffect EQSettings;//[Offset: 0x28, Size: 56]
SoundClassAdjuster[] SoundClassEffects;//[Offset: 0x60, Size: 12]
float InitialDelay;//[Offset: 0x6c, Size: 4]
float FadeInTime;//[Offset: 0x70, Size: 4]
float Duration;//[Offset: 0x74, Size: 4]
float FadeOutTime;//[Offset: 0x78, Size: 4]
--------------------------------
Class: AudioEQEffect
float FrequencyCenter0;//[Offset: 0x8, Size: 4]
float Gain0;//[Offset: 0xc, Size: 4]
float Bandwidth0;//[Offset: 0x10, Size: 4]
float FrequencyCenter1;//[Offset: 0x14, Size: 4]
float Gain1;//[Offset: 0x18, Size: 4]
float Bandwidth1;//[Offset: 0x1c, Size: 4]
float FrequencyCenter2;//[Offset: 0x20, Size: 4]
float Gain2;//[Offset: 0x24, Size: 4]
float Bandwidth2;//[Offset: 0x28, Size: 4]
float FrequencyCenter3;//[Offset: 0x2c, Size: 4]
float Gain3;//[Offset: 0x30, Size: 4]
float Bandwidth3;//[Offset: 0x34, Size: 4]
--------------------------------
Class: SoundClassAdjuster
SoundClass* SoundClassObject;//[Offset: 0x0, Size: 4]
float VolumeAdjuster;//[Offset: 0x4, Size: 4]
float PitchAdjuster;//[Offset: 0x8, Size: 4]
bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1]
float VoiceCenterChannelVolumeAdjuster;//[Offset: 0x10, Size: 4]
--------------------------------
Class: SoundConcurrency.Object
SoundConcurrencySettings Concurrency;//[Offset: 0x1c, Size: 12]
--------------------------------
Class: SoundConcurrencySettings
int MaxCount;//[Offset: 0x0, Size: 4]
bool bLimitToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1]
byte ResolutionRule;//[Offset: 0x5, Size: 1]
float VolumeScale;//[Offset: 0x8, Size: 4]
--------------------------------
Class: SoundAttenuation.Object
SoundAttenuationSettings Attenuation;//[Offset: 0x1c, Size: 532]
--------------------------------
Class: SoundAttenuationSettings.BaseAttenuationSettings
bool bAttenuate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1]
bool bSpatialize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c, Size: 1]
bool bAttenuateWithLPF;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c, Size: 1]
bool bEnableListenerFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7c, Size: 1]
bool bEnableFocusInterpolation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7c, Size: 1]
bool bEnableOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7c, Size: 1]
bool bUseComplexCollisionForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7c, Size: 1]
bool bEnableReverbSend;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7c, Size: 1]
bool bApplyNormalizationToStereoSounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d, Size: 1]
bool bEnableLogFrequencyScaling;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d, Size: 1]
byte DistanceType;//[Offset: 0x7e, Size: 1]
float OmniRadius;//[Offset: 0x80, Size: 4]
float StereoSpread;//[Offset: 0x84, Size: 4]
byte SpatializationAlgorithm;//[Offset: 0x88, Size: 1]
SpatializationPluginSourceSettingsBase* SpatializationPluginSettings;//[Offset: 0x8c, Size: 4]
float RadiusMin;//[Offset: 0x90, Size: 4]
float RadiusMax;//[Offset: 0x94, Size: 4]
float LPFRadiusMin;//[Offset: 0x98, Size: 4]
float LPFRadiusMax;//[Offset: 0x9c, Size: 4]
enum AbsorptionMethod;//[Offset: 0xa0, Size: 1]
RuntimeFloatCurve CustomLowpassAirAbsorptionCurve;//[Offset: 0xa4, Size: 88]
RuntimeFloatCurve CustomHighpassAirAbsorptionCurve;//[Offset: 0xfc, Size: 88]
float LPFFrequencyAtMin;//[Offset: 0x154, Size: 4]
float LPFFrequencyAtMax;//[Offset: 0x158, Size: 4]
float HPFFrequencyAtMin;//[Offset: 0x15c, Size: 4]
float HPFFrequencyAtMax;//[Offset: 0x160, Size: 4]
float FocusAzimuth;//[Offset: 0x164, Size: 4]
float NonFocusAzimuth;//[Offset: 0x168, Size: 4]
float FocusDistanceScale;//[Offset: 0x16c, Size: 4]
float NonFocusDistanceScale;//[Offset: 0x170, Size: 4]
float FocusPriorityScale;//[Offset: 0x174, Size: 4]
float NonFocusPriorityScale;//[Offset: 0x178, Size: 4]
float FocusVolumeAttenuation;//[Offset: 0x17c, Size: 4]
float NonFocusVolumeAttenuation;//[Offset: 0x180, Size: 4]
float FocusAttackInterpSpeed;//[Offset: 0x184, Size: 4]
float FocusReleaseInterpSpeed;//[Offset: 0x188, Size: 4]
byte OcclusionTraceChannel;//[Offset: 0x18c, Size: 1]
float OcclusionLowPassFilterFrequency;//[Offset: 0x190, Size: 4]
float OcclusionVolumeAttenuation;//[Offset: 0x194, Size: 4]
float OcclusionInterpolationTime;//[Offset: 0x198, Size: 4]
OcclusionPluginSourceSettingsBase* OcclusionPluginSettings;//[Offset: 0x19c, Size: 4]
enum ReverbSendMethod;//[Offset: 0x1a0, Size: 1]
ReverbPluginSourceSettingsBase* ReverbPluginSettings;//[Offset: 0x1a4, Size: 4]
float ReverbWetLevelMin;//[Offset: 0x1a8, Size: 4]
float ReverbWetLevelMax;//[Offset: 0x1ac, Size: 4]
float ReverbDistanceMin;//[Offset: 0x1b0, Size: 4]
float ReverbDistanceMax;//[Offset: 0x1b4, Size: 4]
RuntimeFloatCurve CustomReverbSendCurve;//[Offset: 0x1b8, Size: 88]
float ManualReverbSendLevel;//[Offset: 0x210, Size: 4]
--------------------------------
Class: BaseAttenuationSettings
enum DistanceAlgorithm;//[Offset: 0x4, Size: 1]
RuntimeFloatCurve CustomAttenuationCurve;//[Offset: 0x8, Size: 88]
byte AttenuationShape;//[Offset: 0x60, Size: 1]
float dBAttenuationAtMax;//[Offset: 0x64, Size: 4]
Vector AttenuationShapeExtents;//[Offset: 0x68, Size: 12]
float ConeOffset;//[Offset: 0x74, Size: 4]
float FalloffDistance;//[Offset: 0x78, Size: 4]
--------------------------------
Class: SpatializationPluginSourceSettingsBase.Object
--------------------------------
Class: OcclusionPluginSourceSettingsBase.Object
--------------------------------
Class: ReverbPluginSourceSettingsBase.Object
--------------------------------
Class: SoundSubmix.Object
SoundSubmix*[] ChildSubmixes;//[Offset: 0x1c, Size: 12]
SoundSubmix* ParentSubmix;//[Offset: 0x28, Size: 4]
SoundEffectSubmixPreset*[] SubmixEffectChain;//[Offset: 0x2c, Size: 12]
--------------------------------
Class: SoundEffectSubmixPreset.SoundEffectPreset.Object
--------------------------------
Class: SoundEffectPreset.Object
--------------------------------
Class: SoundSubmixSendInfo
float SendLevel;//[Offset: 0x0, Size: 4]
SoundSubmix* SoundSubmix;//[Offset: 0x4, Size: 4]
--------------------------------
Class: SoundEffectSourcePresetChain.Object
SourceEffectChainEntry[] Chain;//[Offset: 0x1c, Size: 12]
bool bPlayEffectChainTails;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28, Size: 1]
--------------------------------
Class: SourceEffectChainEntry
SoundEffectSourcePreset* Preset;//[Offset: 0x0, Size: 4]
bool bBypass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1]
--------------------------------
Class: SoundEffectSourcePreset.SoundEffectPreset.Object
--------------------------------
Class: SoundSourceBusSendInfo
float SendLevel;//[Offset: 0x0, Size: 4]
SoundSourceBus* SoundSourceBus;//[Offset: 0x4, Size: 4]
--------------------------------
Class: SoundSourceBus.SoundWave.SoundBase.Object
enum SourceBusChannels;//[Offset: 0x1cc, Size: 1]
float SourceBusDuration;//[Offset: 0x1d0, Size: 4]
bool bAutoDeactivateWhenSilent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d4, Size: 1]
--------------------------------
Class: SoundWave.SoundBase.Object
int CompressionQuality;//[Offset: 0x6c, Size: 4]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1]
bool bStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70, Size: 1]
int StreamingPriority;//[Offset: 0x74, Size: 4]
bool bMature;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x78, Size: 1]
bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x78, Size: 1]
bool bSingleLine;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x78, Size: 1]
bool bVirtualizeWhenSilent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x78, Size: 1]
byte SoundGroup;//[Offset: 0x7a, Size: 1]
FString SpokenText;//[Offset: 0x7c, Size: 12]
float SubtitlePriority;//[Offset: 0x88, Size: 4]
float Volume;//[Offset: 0x8c, Size: 4]
float Pitch;//[Offset: 0x90, Size: 4]
int NumChannels;//[Offset: 0x94, Size: 4]
int SampleRate;//[Offset: 0x98, Size: 4]
int RawPCMDataSize;//[Offset: 0x9c, Size: 4]
SubtitleCue[] Subtitles;//[Offset: 0xa0, Size: 12]
LocalizedSubtitle[] LocalizedSubtitles;//[Offset: 0xac, Size: 12]
CurveTable* Curves;//[Offset: 0xb8, Size: 4]
CurveTable* InternalCurves;//[Offset: 0xbc, Size: 4]
--------------------------------
Class: SubtitleCue
FText Text;//[Offset: 0x0, Size: 12]
float Time;//[Offset: 0xc, Size: 4]
--------------------------------
Class: LocalizedSubtitle
FString LanguageExt;//[Offset: 0x0, Size: 12]
SubtitleCue[] Subtitles;//[Offset: 0xc, Size: 12]
bool bMature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18, Size: 1]
bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x18, Size: 1]
bool bSingleLine;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x18, Size: 1]
--------------------------------
Class: CurveTable.Object
--------------------------------
Class: FocusEvent
--------------------------------
Class: KeyEvent.InputEvent
--------------------------------
Class: PaintContext
--------------------------------
Class: MotionEvent.InputEvent
--------------------------------
Class: CharacterEvent.InputEvent
--------------------------------
Class: DragDropOperation.Object
FString Tag;//[Offset: 0x1c, Size: 12]
Object* Payload;//[Offset: 0x28, Size: 4]
Widget* DefaultDragVisual;//[Offset: 0x2c, Size: 4]
enum Pivot;//[Offset: 0x30, Size: 1]
Vector2D Offset;//[Offset: 0x34, Size: 8]
delegate OnDrop;//[Offset: 0x3c, Size: 12]
delegate OnDragCancelled;//[Offset: 0x48, Size: 12]
delegate OnDragged;//[Offset: 0x54, Size: 12]
void Drop(out const PointerEvent PointerEvent);// 0x3c555f4
void Dragged(out const PointerEvent PointerEvent);// 0x3c553c0
void DragCancelled(out const PointerEvent PointerEvent);// 0x3c5518c
--------------------------------
Class: AnalogInputEvent.KeyEvent.InputEvent
--------------------------------
Class: ViewTargetTransitionParams
float blendTime;//[Offset: 0x0, Size: 4]
byte BlendFunction;//[Offset: 0x4, Size: 1]
float BlendExp;//[Offset: 0x8, Size: 4]
bool bLockOutgoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1]
--------------------------------
Class: HapticFeedbackEffect_Base.Object
--------------------------------
Class: LatentActionInfo
int Linkage;//[Offset: 0x0, Size: 4]
int UUID;//[Offset: 0x4, Size: 4]
FName ExecutionFunction;//[Offset: 0x8, Size: 8]
Object* CallbackTarget;//[Offset: 0x10, Size: 4]
--------------------------------
Class: MatineeActor.Actor.Object
InterpData* MatineeData;//[Offset: 0x2fc, Size: 4]
FName MatineeControllerName;//[Offset: 0x300, Size: 8]
float PlayRate;//[Offset: 0x308, Size: 4]
bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30c, Size: 1]
bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30c, Size: 1]
float ForceStartPosition;//[Offset: 0x310, Size: 4]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x314, Size: 1]
bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x314, Size: 1]
bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x314, Size: 1]
bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x314, Size: 1]
bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x314, Size: 1]
bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x314, Size: 1]
bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x314, Size: 1]
bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x314, Size: 1]
int PreferredSplitScreenNum;//[Offset: 0x318, Size: 4]
bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x31c, Size: 1]
bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x31c, Size: 1]
bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x31c, Size: 1]
bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x31c, Size: 1]
InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x320, Size: 12]
bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32c, Size: 1]
InterpGroupInst*[] GroupInst;//[Offset: 0x330, Size: 12]
CameraCutInfo[] CameraCuts;//[Offset: 0x33c, Size: 12]
bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x348, Size: 1]
bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x348, Size: 1]
bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x348, Size: 1]
bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x348, Size: 1]
float InterpPosition;//[Offset: 0x34c, Size: 4]
byte ReplicationForceIsPlaying;//[Offset: 0x354, Size: 1]
delegate OnPlay;//[Offset: 0x358, Size: 12]
delegate OnStop;//[Offset: 0x364, Size: 12]
delegate OnPause;//[Offset: 0x370, Size: 12]
void Stop();// 0x20eca5c
void SetPosition(float NewPosition, bool bJump);// 0x48b84c0
void SetLoopingState(bool bNewLooping);// 0x2347dac
void Reverse();// 0x21ca874
void Play();// 0x20e03f4
void Pause();// 0x20dc680
void EnableGroupByName(FString GroupName, bool bEnable);// 0x48b8318
void ChangePlaybackDirection();// 0x20dd234
--------------------------------
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);// 0x4804aa4
--------------------------------
Class: GeomSelection
int Type;//[Offset: 0x0, Size: 4]
int Index;//[Offset: 0x4, Size: 4]
int SelectionIndex;//[Offset: 0x8, Size: 4]
--------------------------------
Class: ActorComponentTickFunction.TickFunction
--------------------------------
Class: SimpleMemberReference
Object* MemberParent;//[Offset: 0x0, Size: 4]
FName MemberName;//[Offset: 0x8, Size: 8]
Guid MemberGuid;//[Offset: 0x10, Size: 16]
--------------------------------
Class: LightingChannels
bool bChannel0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bChannel1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
bool bChannel2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1]
--------------------------------
Class: PrimitiveComponentPostPhysicsTickFunction.TickFunction
--------------------------------
Class: LevelActorContainer.Object
Actor*[] Actors;//[Offset: 0x1c, Size: 12]
--------------------------------
Class: LevelScriptActor.Actor.Object
bool bInputEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f9, Size: 1]
void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector NewOriginLocation);// 0x2efb424
void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x489f598
bool RemoteEvent(FName EventName);// 0x489f510
void LevelReset();// 0x2efb424
--------------------------------
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: 0x300, Size: 4]
BillboardComponent* GoodSprite;//[Offset: 0x304, Size: 4]
BillboardComponent* BadSprite;//[Offset: 0x308, Size: 4]
bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30c, Size: 1]
--------------------------------
Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Texture2D* Sprite;//[Offset: 0x5bc, Size: 4]
bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c0, Size: 1]
float ScreenSize;//[Offset: 0x5c4, Size: 4]
float U;//[Offset: 0x5c8, Size: 4]
float UL;//[Offset: 0x5cc, Size: 4]
float V;//[Offset: 0x5d0, Size: 4]
float VL;//[Offset: 0x5d4, Size: 4]
void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x47ea0e4
void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int NewVL);// 0x47e9f4c
void SetSprite(Texture2D* NewSprite);// 0x218d1cc
--------------------------------
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: 0x300, Size: 1]
Vector2D[] FOVCulling;//[Offset: 0x304, Size: 12]
bool bWithoutFrontendHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1]
bool bWithoutWidget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x310, Size: 1]
bool bWithoutLobbyWidget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x310, Size: 1]
bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x310, Size: 1]
bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x310, Size: 1]
bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x310, Size: 1]
bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x310, Size: 1]
bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x310, Size: 1]
bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x311, Size: 1]
bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x311, Size: 1]
bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x311, Size: 1]
float KillZ;//[Offset: 0x314, Size: 4]
class DamageType* KillZDamageType;//[Offset: 0x318, Size: 4]
float WorldGravityZ;//[Offset: 0x31c, Size: 4]
float GlobalGravityZ;//[Offset: 0x320, Size: 4]
class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x324, Size: 4]
class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x328, Size: 4]
class GameModeBase* DefaultGameMode;//[Offset: 0x32c, Size: 4]
class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x330, Size: 4]
int PackedLightAndShadowMapTextureSize;//[Offset: 0x334, Size: 4]
bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x338, Size: 1]
Vector DefaultColorScale;//[Offset: 0x33c, Size: 12]
float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x348, Size: 4]
float GlobalDistanceFieldViewDistance;//[Offset: 0x34c, Size: 4]
bool bEnableWorldComposition2DLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x350, Size: 1]
float MaxWorldSize;//[Offset: 0x354, Size: 4]
int RegionSizeNear;//[Offset: 0x358, Size: 4]
int RegionSizeFar;//[Offset: 0x35c, Size: 4]
bool RegionXAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360, Size: 1]
bool RegionYAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x361, Size: 1]
int Graduation;//[Offset: 0x364, Size: 4]
float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x368, Size: 4]
bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x36c, Size: 1]
bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x36c, Size: 1]
int VisibilityCellSize;//[Offset: 0x370, Size: 4]
byte VisibilityAggressiveness;//[Offset: 0x374, Size: 1]
bool bDSPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x375, Size: 1]
bool bUsePrecomputedVolume;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x375, Size: 1]
byte CurrentDSPVSCategory;//[Offset: 0x376, Size: 1]
<byte,DSPVSParameter> DSPVSCategorys;//[Offset: 0x378, Size: 60]
bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3b4, Size: 1]
LightmassWorldInfoSettings LightmassSettings;//[Offset: 0x3b8, Size: 80]
IdeaBakingWorldInfoSettings IdeaBakingSettings;//[Offset: 0x408, Size: 100]
SurfelRayTracingSettings SurfelRayTracingSettings;//[Offset: 0x46c, Size: 64]
ReverbSettings DefaultReverbSettings;//[Offset: 0x4ac, Size: 16]
InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x4bc, Size: 36]
SoundMix* DefaultBaseSoundMix;//[Offset: 0x4e0, Size: 4]
float WorldToMeters;//[Offset: 0x4e4, Size: 4]
float MonoCullingDistance;//[Offset: 0x4e8, Size: 4]
BookMark* BookMarks;//[Offset: 0x4ec, Size: 4]
float TimeDilation;//[Offset: 0x514, Size: 4]
float MatineeTimeDilation;//[Offset: 0x518, Size: 4]
float DemoPlayTimeDilation;//[Offset: 0x51c, Size: 4]
float MinGlobalTimeDilation;//[Offset: 0x520, Size: 4]
float MaxGlobalTimeDilation;//[Offset: 0x524, Size: 4]
float MinUndilatedFrameTime;//[Offset: 0x528, Size: 4]
float MaxUndilatedFrameTime;//[Offset: 0x52c, Size: 4]
PlayerState* Pauser;//[Offset: 0x530, Size: 4]
bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x534, Size: 1]
bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x534, Size: 1]
NetViewer[] ReplicationViewers;//[Offset: 0x538, Size: 12]
AssetUserData*[] AssetUserData;//[Offset: 0x544, Size: 12]
bool bEnableUnLoadLevelGCMemoryOptimitize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1]
float[] LODRelativeDistances;//[Offset: 0x554, Size: 12]
bool bEnablestreamingLevelLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x560, Size: 1]
int WorldCompositionNums;//[Offset: 0x564, Size: 4]
int CompositionBlockLength;//[Offset: 0x568, Size: 4]
void OnRep_WorldGravityZ();// 0x20e03f4
--------------------------------
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: 0x2fc, Size: 12]
class GameSession* GameSessionClass;//[Offset: 0x308, Size: 4]
class GameStateBase* GameStateClass;//[Offset: 0x30c, Size: 4]
class PlayerController* PlayerControllerClass;//[Offset: 0x310, Size: 4]
class PlayerState* PlayerStateClass;//[Offset: 0x314, Size: 4]
class HUD* HUDClass;//[Offset: 0x318, Size: 4]
class Pawn* DefaultPawnClass;//[Offset: 0x31c, Size: 4]
class SpectatorPawn* SpectatorClass;//[Offset: 0x320, Size: 4]
class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset: 0x324, Size: 4]
GameSession* GameSession;//[Offset: 0x328, Size: 4]
GameStateBase* GameState;//[Offset: 0x32c, Size: 4]
FText DefaultPlayerName;//[Offset: 0x330, Size: 12]
bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x33c, Size: 1]
bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x33c, Size: 1]
bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x33c, Size: 1]
void StartPlay();// 0x2183554
Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);// 0x4826670
Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x4826540
bool ShouldReset(Actor* ActorToReset);// 0x48264ac
void ReturnToMainMenuHost();// 0x4826490
void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x4826370
void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x22efff0
void RestartPlayer(Controller* NewPlayer);// 0x214fff4
void ResetLevel();// 0x21f7970
bool PlayerCanRestart(PlayerController* Player);// 0x48262dc
bool MustSpectate(PlayerController* NewPlayerController);// 0x4826254
void K2_PostLogin(PlayerController* NewPlayer);// 0x2efb424
void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController* NewPC);// 0x2efb424
void K2_OnRestartPlayer(Controller* NewPlayer);// 0x2efb424
void K2_OnLogout(Controller* ExitingController);// 0x2efb424
void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);// 0x2efb424
Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);// 0x482614c
void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x24be61c
void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x20e0410
bool HasMatchStarted();// 0x4806df8
void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x48260cc
int GetNumSpectators();// 0x4806dc8
int GetNumPlayers();// 0x47ffc10
class Object GetDefaultPawnClassForController(Controller* InController);// 0x4826044
Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x4825f34
Actor* ChoosePlayerStart(Controller* Player);// 0x4825eac
void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x2acb9d4
bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);// 0x21837ec
--------------------------------
Class: GameSession.Info.Actor.Object
int MaxSpectators;//[Offset: 0x2fc, Size: 4]
int MaxPlayers;//[Offset: 0x300, Size: 4]
int MaxPartySize;//[Offset: 0x304, Size: 4]
byte MaxSplitscreensPerConnection;//[Offset: 0x308, Size: 1]
bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309, Size: 1]
FName SessionName;//[Offset: 0x310, Size: 8]
--------------------------------
Class: GameStateBase.Info.Actor.Object
class GameModeBase* GameModeClass;//[Offset: 0x2fc, Size: 4]
GameModeBase* AuthorityGameMode;//[Offset: 0x300, Size: 4]
class SpectatorPawn* SpectatorClass;//[Offset: 0x304, Size: 4]
PlayerState*[] PlayerArray;//[Offset: 0x308, Size: 12]
bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314, Size: 1]
float ReplicatedWorldTimeSeconds;//[Offset: 0x318, Size: 4]
float ServerWorldTimeSecondsDelta;//[Offset: 0x31c, Size: 4]
float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x320, Size: 4]
void OnRep_SpectatorClass();// 0x219c6c4
void OnRep_ReplicatedWorldTimeSeconds();// 0x4836db8
void OnRep_ReplicatedHasBegunPlay();// 0x21b9d44
void OnRep_GameModeClass();// 0x231da00
bool HasMatchStarted();// 0x248fce0
bool HasBegunPlay();// 0x251a668
float GetServerWorldTimeSeconds();// 0x256ee44
float GetPlayerStartTime(Controller* Controller);// 0x4836d30
float GetPlayerRespawnDelay(Controller* Controller);// 0x4836ca8
--------------------------------
Class: GameNetworkManager.Info.Actor.Object
int AdjustedNetSpeed;//[Offset: 0x2fc, Size: 4]
float LastNetSpeedUpdateTime;//[Offset: 0x300, Size: 4]
int TotalNetBandwidth;//[Offset: 0x304, Size: 4]
int MinDynamicBandwidth;//[Offset: 0x308, Size: 4]
int MaxDynamicBandwidth;//[Offset: 0x30c, Size: 4]
bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1]
bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x310, Size: 1]
float StandbyRxCheatTime;//[Offset: 0x314, Size: 4]
float StandbyTxCheatTime;//[Offset: 0x318, Size: 4]
int BadPingThreshold;//[Offset: 0x31c, Size: 4]
float PercentMissingForRxStandby;//[Offset: 0x320, Size: 4]
float PercentMissingForTxStandby;//[Offset: 0x324, Size: 4]
float PercentForBadPing;//[Offset: 0x328, Size: 4]
float JoinInProgressStandbyWaitTime;//[Offset: 0x32c, Size: 4]
float MoveRepSize;//[Offset: 0x330, Size: 4]
float MAXPOSITIONERRORSQUARED;//[Offset: 0x334, Size: 4]
float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x338, Size: 4]
float CLIENTADJUSTUPDATECOST;//[Offset: 0x33c, Size: 4]
float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x340, Size: 4]
float MaxMoveDeltaTime;//[Offset: 0x344, Size: 4]
float ClientNetSendMoveDeltaTime;//[Offset: 0x348, Size: 4]
float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x34c, Size: 4]
float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x350, Size: 4]
int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x354, Size: 4]
int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x358, Size: 4]
bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c, Size: 1]
float ClientErrorUpdateRateLimit;//[Offset: 0x360, Size: 4]
bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364, Size: 1]
bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x365, Size: 1]
float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x368, Size: 4]
float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x36c, Size: 4]
float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x370, Size: 4]
float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x374, Size: 4]
bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378, Size: 1]
bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379, Size: 1]
--------------------------------
Class: DSPVSParameter
bool bUsePrecomputedVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
int DSVisibilityCellSize;//[Offset: 0x4, Size: 4]
byte DSVisibilityAggressiveness;//[Offset: 0x8, Size: 1]
int[] DSDebugGroups;//[Offset: 0xc, Size: 12]
--------------------------------
Class: LightmassWorldInfoSettings
float StaticLightingLevelScale;//[Offset: 0x0, Size: 4]
int NumIndirectLightingBounces;//[Offset: 0x4, Size: 4]
int NumSkyLightingBounces;//[Offset: 0x8, Size: 4]
float IndirectLightingQuality;//[Offset: 0xc, Size: 4]
float IndirectLightingSmoothness;//[Offset: 0x10, Size: 4]
Color EnvironmentColor;//[Offset: 0x14, Size: 4]
float EnvironmentIntensity;//[Offset: 0x18, Size: 4]
float EmissiveBoost;//[Offset: 0x1c, Size: 4]
float DiffuseBoost;//[Offset: 0x20, Size: 4]
byte VolumeLightingMethod;//[Offset: 0x24, Size: 1]
float VolumetricLightmapDetailCellSize;//[Offset: 0x28, Size: 4]
float VolumetricLightmapMaximumBrickMemoryMb;//[Offset: 0x2c, Size: 4]
float VolumeLightSamplePlacementScale;//[Offset: 0x30, Size: 4]
bool bUseAmbientOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1]
bool bGenerateAmbientOcclusionMaterialMask;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34, Size: 1]
float DirectIlluminationOcclusionFraction;//[Offset: 0x38, Size: 4]
float IndirectIlluminationOcclusionFraction;//[Offset: 0x3c, Size: 4]
float OcclusionExponent;//[Offset: 0x40, Size: 4]
float FullyOccludedSamplesFraction;//[Offset: 0x44, Size: 4]
float MaxOcclusionDistance;//[Offset: 0x48, Size: 4]
bool bVisualizeMaterialDiffuse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c, Size: 1]
bool bVisualizeAmbientOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4c, Size: 1]
bool bCompressLightmaps;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4c, Size: 1]
bool bUseSimpleLightmap;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4c, Size: 1]
--------------------------------
Class: IdeaBakingWorldInfoSettings
enum BakingLayout;//[Offset: 0x0, Size: 1]
int NumCoarseSamples;//[Offset: 0x4, Size: 4]
int NumSamples;//[Offset: 0x8, Size: 4]
int NumLightingBounces;//[Offset: 0xc, Size: 4]
float LightmapBoost;//[Offset: 0x10, Size: 4]
float SunHardness;//[Offset: 0x14, Size: 4]
enum BakingMode;//[Offset: 0x18, Size: 1]
bool bUseParallelBaking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19, Size: 1]
bool bUseConservativeRasterization;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x19, Size: 1]
bool bUseLocalOcclusion;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x19, Size: 1]
float LocalOcclusionRadius;//[Offset: 0x1c, Size: 4]
float LocalOcclusionFallOff;//[Offset: 0x20, Size: 4]
float LocalOcclusionDistribution;//[Offset: 0x24, Size: 4]
float LocalOcclusionFadeRatio;//[Offset: 0x28, Size: 4]
int LocalOcclusionRes;//[Offset: 0x2c, Size: 4]
int LocalOcclusionMultiple;//[Offset: 0x30, Size: 4]
float LocalOcclusionPower;//[Offset: 0x34, Size: 4]
int LocalOcclusionDenoising;//[Offset: 0x38, Size: 4]
int LocalOcclusionDilation;//[Offset: 0x3c, Size: 4]
int NumDenoisingIterators;//[Offset: 0x40, Size: 4]
int NumDilationIterators;//[Offset: 0x44, Size: 4]
int DirectLightDenoising;//[Offset: 0x48, Size: 4]
float RayTraceMaxDistance;//[Offset: 0x4c, Size: 4]
float RayTraceBias;//[Offset: 0x50, Size: 4]
float RetraceDistance;//[Offset: 0x54, Size: 4]
float SmallestTexelRadius;//[Offset: 0x58, Size: 4]
uint32 AreaLightSampleCount;//[Offset: 0x5c, Size: 4]
bool bWithPortalDirectLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1]
bool bWithGrayDiffuse;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60, Size: 1]
--------------------------------
Class: SurfelRayTracingSettings
bool bAllowSurfelRayTracing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
Vector SurfelVoxelSize;//[Offset: 0x4, Size: 12]
IntVector SurfelHierarchyDimension;//[Offset: 0x10, Size: 12]
Vector IrradianceVolumeCellSize;//[Offset: 0x1c, Size: 12]
IntVector IrradianceVolumeDimension;//[Offset: 0x28, Size: 12]
uint32 IrradianceVolumeCellDim;//[Offset: 0x34, Size: 4]
uint32 SurfelInjectSingleSize;//[Offset: 0x38, Size: 4]
uint32 SurfelPoolInitScale;//[Offset: 0x3c, Size: 4]
--------------------------------
Class: ReverbSettings
bool bApplyReverb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
byte ReverbType;//[Offset: 0x1, Size: 1]
ReverbEffect* ReverbEffect;//[Offset: 0x4, Size: 4]
float Volume;//[Offset: 0x8, Size: 4]
float FadeTime;//[Offset: 0xc, Size: 4]
--------------------------------
Class: ReverbEffect.Object
float Density;//[Offset: 0x1c, Size: 4]
float Diffusion;//[Offset: 0x20, Size: 4]
float Gain;//[Offset: 0x24, Size: 4]
float GainHF;//[Offset: 0x28, Size: 4]
float DecayTime;//[Offset: 0x2c, Size: 4]
float DecayHFRatio;//[Offset: 0x30, Size: 4]
float ReflectionsGain;//[Offset: 0x34, Size: 4]
float ReflectionsDelay;//[Offset: 0x38, Size: 4]
float LateGain;//[Offset: 0x3c, Size: 4]
float LateDelay;//[Offset: 0x40, Size: 4]
float AirAbsorptionGainHF;//[Offset: 0x44, Size: 4]
float RoomRolloffFactor;//[Offset: 0x48, Size: 4]
--------------------------------
Class: InteriorSettings
bool bIsWorldSettings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
float ExteriorVolume;//[Offset: 0x4, Size: 4]
float ExteriorTime;//[Offset: 0x8, Size: 4]
float ExteriorLPF;//[Offset: 0xc, Size: 4]
float ExteriorLPFTime;//[Offset: 0x10, Size: 4]
float InteriorVolume;//[Offset: 0x14, Size: 4]
float InteriorTime;//[Offset: 0x18, Size: 4]
float InteriorLPF;//[Offset: 0x1c, Size: 4]
float InteriorLPFTime;//[Offset: 0x20, Size: 4]
--------------------------------
Class: BookMark.Object
Vector Location;//[Offset: 0x1c, Size: 12]
Rotator Rotation;//[Offset: 0x28, Size: 12]
FString[] HiddenLevels;//[Offset: 0x34, Size: 12]
--------------------------------
Class: NetViewer
NetConnection* Connection;//[Offset: 0x0, Size: 4]
Actor* InViewer;//[Offset: 0x4, Size: 4]
Actor* ViewTarget;//[Offset: 0x8, Size: 4]
Vector ViewLocation;//[Offset: 0xc, Size: 12]
Vector ViewDir;//[Offset: 0x18, Size: 12]
--------------------------------
Class: LineBatchComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
--------------------------------
Class: LevelStreaming.Object
FName PackageName;//[Offset: 0x20, Size: 8]
World* WorldAsset;//[Offset: 0x28, Size: 40]
FName PackageNameToLoad;//[Offset: 0x50, Size: 8]
FName[] LODPackageNames;//[Offset: 0x58, Size: 12]
Transform LevelTransform;//[Offset: 0x70, Size: 48]
bool bShouldBeVisibleInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa2, Size: 1]
bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa2, Size: 1]
bool bShouldBeLoaded;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa2, Size: 1]
bool bShouldBeVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa2, Size: 1]
bool bIsStatic;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa3, Size: 1]
bool bShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa3, Size: 1]
int LevelLODIndex;//[Offset: 0xa4, Size: 4]
bool bDisableDistanceStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8, Size: 1]
bool bDrawOnLevelStatusMap;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa8, Size: 1]
Color DrawColor;//[Offset: 0xac, Size: 4]
LinearColor LevelColor;//[Offset: 0xb0, Size: 16]
LevelStreamingVolume*[] EditorStreamingVolumes;//[Offset: 0xc0, Size: 12]
float MinTimeBetweenVolumeUnloadRequests;//[Offset: 0xcc, Size: 4]
FString[] Keywords;//[Offset: 0xd4, Size: 12]
delegate OnLevelLoaded;//[Offset: 0xe0, Size: 12]
delegate OnLevelUnloaded;//[Offset: 0xec, Size: 12]
delegate OnLevelShown;//[Offset: 0xf8, Size: 12]
delegate OnLevelHidden;//[Offset: 0x104, Size: 12]
delegate OnStatusChanged;//[Offset: 0x110, Size: 12]
Level* LoadedLevel;//[Offset: 0x11c, Size: 4]
Level* PendingUnloadLevel;//[Offset: 0x120, Size: 4]
Level*[] UnloadingLevels;//[Offset: 0x124, Size: 12]
bool IsStreamingStatePending();// 0x489ff18
bool IsLevelVisible();// 0x489fef0
bool IsLevelLoaded();// 0x489fecc
FName GetWorldAssetPackageFName();// 0x489fe8c
Level* GetLoadedLevel();// 0x489fe70
LevelScriptActor* GetLevelScriptActor();// 0x489fe48
LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x489fce8
--------------------------------
Class: LevelStreamingVolume.Volume.Brush.Actor.Object
FName[] StreamingLevelNames;//[Offset: 0x320, Size: 12]
bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32c, Size: 1]
bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x32c, Size: 1]
byte StreamingUsage;//[Offset: 0x32d, Size: 1]
--------------------------------
Class: DemoNetDriver.NetDriver.Object
<FString,RollbackNetStartupActorInfo> RollbackNetStartupActors;//[Offset: 0x52c, Size: 60]
float CheckpointSaveMaxMSPerFrame;//[Offset: 0x7ac, Size: 4]
bool bIsLocalReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c6, Size: 1]
bool bAllowForceNetUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c7, Size: 1]
GameInstance* GameInstance;//[Offset: 0x7e4, 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]
<class Object,ObjectPool> Pools;//[Offset: 0x4, Size: 60]
<FName,ObjectPoolClassConfig> mapClassConfigs;//[Offset: 0x40, Size: 60]
--------------------------------
Class: ObjectPool
class Object* ObjectClass;//[Offset: 0x0, Size: 4]
int ObjectLifePeriodTime;//[Offset: 0x4, Size: 4]
Object*[] Pool;//[Offset: 0x8, Size: 12]
<Object*,uint32> RecycleTime;//[Offset: 0x14, Size: 60]
int Size;//[Offset: 0x50, Size: 4]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1]
--------------------------------
Class: ObjectPoolClassConfig
FName ObjectClassName;//[Offset: 0x0, Size: 8]
bool ObjectPoolEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1]
int PoolSize;//[Offset: 0xc, Size: 4]
int LifePeriodTime;//[Offset: 0x10, Size: 4]
bool UseOldPoolLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1]
bool DisableOnLowMemDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1]
int BackendSwitchType;//[Offset: 0x18, Size: 4]
--------------------------------
Class: NavigationSystem.BlueprintFunctionLibrary.Object
NavigationData* MainNavData;//[Offset: 0x1c, Size: 4]
NavigationData* AbstractNavData;//[Offset: 0x20, Size: 4]
class CrowdManagerBase* CrowdManagerClass;//[Offset: 0x24, Size: 4]
bool bAutoCreateNavigationData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28, Size: 1]
bool bAllowClientSideNavigation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28, Size: 1]
bool bSupportRebuilding;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x28, Size: 1]
bool bInitialBuildingLocked;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x28, Size: 1]
bool bSkipAgentHeightCheckWhenPickingNavData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x28, Size: 1]
enum DataGatheringMode;//[Offset: 0x29, Size: 1]
bool bGenerateNavigationOnlyAroundNavigationInvokers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a, Size: 1]
float ActiveTilesUpdateInterval;//[Offset: 0x2c, Size: 4]
NavDataConfig[] SupportedAgents;//[Offset: 0x30, Size: 12]
float UpdateInterval;//[Offset: 0x3c, Size: 4]
float DirtyAreasUpdateFreq;//[Offset: 0x40, Size: 4]
NavigationData*[] NavDataSet;//[Offset: 0x44, Size: 12]
NavigationData*[] NavDataRegistrationQueue;//[Offset: 0x50, Size: 12]
delegate OnNavDataRegisteredEvent;//[Offset: 0xa4, Size: 12]
delegate OnNavigationGenerationFinishedDelegate;//[Offset: 0xb0, Size: 12]
enum OperationMode;//[Offset: 0x158, Size: 1]
void UpdateDynamicGenerateTargetNav(bool IsAdd, DynamicGenerateTargetNavigation GenerateTargetNav);// 0x48c25d0
void UnregisterNavigationInvoker(Actor* Invoker);// 0x48c2558
static void SimpleMoveToLocation(Controller* Controller, out const Vector Goal);// 0x48c2498
static void SimpleMoveToActor(Controller* Controller, const Actor* Goal);// 0x48c23e4
void SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs);// 0x48c236c
void SetGeometryGatheringMode(enum NewMode);// 0x48c22f4
void ResetMaxSimultaneousTileGenerationJobsCount();// 0x48c22e0
void RegisterNavigationInvoker(Actor* Invoker, float TileGenerationRadius, float TileRemovalRadius);// 0x48c21e0
static Vector ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x48c2034
void OnNavigationBoundsUpdated(NavMeshBoundsVolume* NavVolume);// 0x48c1fbc
static bool NavigationRaycast(Object* WorldContextObject, out const Vector RayStart, out const Vector RayEnd, out Vector HitLocation, class NavigationQueryFilter FilterClass, Controller* Querier);// 0x48c1dbc
static bool K2_ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, out Vector ProjectedLocation, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x48c1bcc
static bool K2_GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x48c19dc
static bool K2_GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x48c17ec
static bool IsNavigationBeingBuiltOrLocked(Object* WorldContextObject);// 0x48c1774
static bool IsNavigationBeingBuilt(Object* WorldContextObject);// 0x48c16fc
static Vector GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x48c1550
static Vector GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x48c13a4
static byte GetPathLength(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathLength, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x48c11a0
static byte GetPathCost(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathCost, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x48c0f9c
static NavigationSystem* GetNavigationSystem(Object* WorldContextObject);// 0x48c0f24
static NavigationPath* FindPathToLocationSynchronously(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x48c0d78
static NavigationPath* FindPathToActorSynchronously(Object* WorldContextObject, out const Vector PathStart, Actor* GoalActor, float TetherDistance, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x48c0b98
--------------------------------
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: 0x320, 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();// 0x48c0158
bool IsStringPulled();// 0x220ee08
bool IsPartial();// 0x48c0130
float GetPathLength();// 0x48c0108
float GetPathCost();// 0x48c00e0
FString GetDebugString();// 0x48c0020
void EnableRecalculationOnInvalidation(byte DoRecalculation);// 0x48bffa0
void EnableDebugDrawing(bool bShouldDrawDebugData, LinearColor PathColor);// 0x48bfed0
--------------------------------
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);// 0x47e9b2c
int GetObjectCount();// 0x47e9b04
int GetNewAvoidanceUID();// 0x47e9adc
Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);// 0x47e9a4c
--------------------------------
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]
<Level*> 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]
<FString> UnloadTileSet;//[Offset: 0xd0, Size: 60]
bool bClientUseInitViewpoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1]
Vector ClientInitViewPoint;//[Offset: 0x120, Size: 12]
bool SetStreamingDistanceScalePerLevel(out const FName LevelName, float Scale);// 0x493e044
bool SetStreamingDistanceScaleByLayer(FString LayerName, float Scale);// 0x493df3c
bool SetStreamingDistanceScaleAllLevel(float Scale);// 0x493debc
bool RemoveDynamicTile(FString TilePackageNameStr);// 0x493ddf8
LevelStreaming* GetDynamicTile(FString TilePackageNameStr);// 0x493dd34
void AddEnableStreamingTile(int EnableTileIdx);// 0x493dcbc
void AddEnableStreamingLayer(FString EnableLayerName);// 0x493db64
LevelStreaming* AddDynamicTile(FString TilePackageNameStr, int X, int Y, bool bAllowCopy, bool bDisableDistanceStreaming);// 0x493d978
--------------------------------
Class: InstancedFoliageActor.Actor.Object
--------------------------------
Class: ExponentialHeightFog.Info.Actor.Object
ExponentialHeightFogComponent* Component;//[Offset: 0x2fc, Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1]
void OnRep_bEnabled();// 0x20e238c
--------------------------------
Class: ExponentialHeightFogComponent.SceneComponent.ActorComponent.Object
float FogDensity;//[Offset: 0x260, Size: 4]
CustomHeightFog[] CustomHightFogDensity;//[Offset: 0x264, Size: 12]
bool bUseCustomFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270, Size: 1]
float CustomFogLow_Height;//[Offset: 0x274, Size: 4]
float CustomFogLow_DensityCoefficient;//[Offset: 0x278, Size: 4]
LinearColor CustomFogLow_Color;//[Offset: 0x27c, Size: 16]
float CustomFogHigh_Height;//[Offset: 0x28c, Size: 4]
float CustomFogHigh_DensityCoefficient;//[Offset: 0x290, Size: 4]
LinearColor CustomFogHigh_Color;//[Offset: 0x294, Size: 16]
LinearColor FogInscatteringColor;//[Offset: 0x2a4, Size: 16]
TextureCube* InscatteringColorCubemap;//[Offset: 0x2b4, Size: 4]
float InscatteringColorCubemapAngle;//[Offset: 0x2b8, Size: 4]
LinearColor InscatteringTextureTint;//[Offset: 0x2bc, Size: 16]
float FullyDirectionalInscatteringColorDistance;//[Offset: 0x2cc, Size: 4]
float NonDirectionalInscatteringColorDistance;//[Offset: 0x2d0, Size: 4]
float DirectionalInscatteringGapControl;//[Offset: 0x2d4, Size: 4]
float DirectionalInscatteringExponent;//[Offset: 0x2d8, Size: 4]
float DirectionalInscatteringStartDistance;//[Offset: 0x2dc, Size: 4]
LinearColor DirectionalInscatteringColor;//[Offset: 0x2e0, Size: 16]
float FogHeightFalloff;//[Offset: 0x2f0, Size: 4]
float FogMaxOpacity;//[Offset: 0x2f4, Size: 4]
float StartDistance;//[Offset: 0x2f8, Size: 4]
float FogCutoffDistance;//[Offset: 0x2fc, Size: 4]
bool bEnableVolumetricFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1]
float VolumetricFogScatteringDistribution;//[Offset: 0x304, Size: 4]
Color VolumetricFogAlbedo;//[Offset: 0x308, Size: 4]
LinearColor VolumetricFogEmissive;//[Offset: 0x30c, Size: 16]
float VolumetricFogExtinctionScale;//[Offset: 0x31c, Size: 4]
float VolumetricFogDistance;//[Offset: 0x320, Size: 4]
float VolumetricFogStaticLightingScatteringIntensity;//[Offset: 0x324, Size: 4]
bool bOverrideLightColorsWithFogInscatteringColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328, Size: 1]
float VolumetricFogStartDistance;//[Offset: 0x32c, Size: 4]
Texture2D* VolumetricFogNoiseTexture;//[Offset: 0x330, Size: 4]
Transform VolumetricFogNoiseTransform;//[Offset: 0x340, Size: 48]
void SetVolumetricFogStartDistance(float NewValue);// 0x4821848
void SetVolumetricFogScatteringDistribution(float NewValue);// 0x48217d0
void SetVolumetricFogNoiseTransform(Transform Transform);// 0x48216f0
void SetVolumetricFogNoiseTexture(Texture2D* NewValue);// 0x4821670
void SetVolumetricFogExtinctionScale(float NewValue);// 0x48215f8
void SetVolumetricFogEmissive(LinearColor NewValue);// 0x482157c
void SetVolumetricFogDistance(float NewValue);// 0x4821504
void SetVolumetricFogAlbedo(Color NewValue);// 0x4821494
void SetVolumetricFog(bool bNewValue);// 0x4821414
void SetStartDistance(float Value);// 0x482139c
void SetNonDirectionalInscatteringColorDistance(float Value);// 0x4821324
void SetInscatteringTextureTint(LinearColor Value);// 0x48212a8
void SetInscatteringColorCubemapAngle(float Value);// 0x4821230
void SetInscatteringColorCubemap(TextureCube* Value);// 0x48211b8
void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x4821140
void SetFogMaxOpacity(float Value);// 0x48210c8
void SetFogInscatteringColor(LinearColor Value);// 0x482104c
void SetFogHeightFalloff(float Value);// 0x4820fd4
void SetFogDensity(float Value);// 0x47e5294
void SetFogCutoffDistance(float Value);// 0x4820f5c
void SetDirectionalInscatteringStartDistance(float Value);// 0x4820ee4
void SetDirectionalInscatteringGapControl(float Value);// 0x4820e6c
void SetDirectionalInscatteringExponent(float Value);// 0x4820df4
void SetDirectionalInscatteringColor(LinearColor Value);// 0x4820d78
void SetCustomFogInscatteringColor(LinearColor Value, int Index);// 0x4820cb8
void SetCustomFogDensityCoefficient(float Value, int Index);// 0x4820bfc
--------------------------------
Class: CustomHeightFog
float Height;//[Offset: 0x0, Size: 4]
float DensityCoefficient;//[Offset: 0x4, Size: 4]
LinearColor CustomFogInscatteringColor;//[Offset: 0x8, Size: 16]
--------------------------------
Class: WaterSwimObject_C.WaterSwimActor.Actor.Object
PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x338, Size: 4]
void SetWaterMaterial(int NewParam, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, MaterialInterface* CallFunc_Array_Get_Item, bool CallFunc_Array_IsValidIndex_ReturnValue, bool CallFunc_IsValid_ReturnValue, FString CallFunc_GetObjectName_ReturnValue, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue3, bool CallFunc_IsValid_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue4, FString CallFunc_GetObjectName_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue5, FString CallFunc_Concat_StrStr_ReturnValue6, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue7, FString CallFunc_Concat_StrStr_ReturnValue8, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x2efb424
void RefreshWaterMaterial(PlayerController* CallFunc_GetPlayerController_ReturnValue, STExtraPlayerController* K2Node_DynamicCast_AsSTExtra_Player_Controller, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsInFight_ReturnValue);// 0x2efb424
void DoTrySetWaterMaterial(int NewParam, int CallFunc_Subtract_IntInt_ReturnValue, bool CallFunc_GreaterEqual_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_IsSupportIndex_NewParam1, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_BoolToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, MaterialInterface* CallFunc_Array_Get_Item, bool CallFunc_Array_IsValidIndex_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2efb424
void TrySetWaterMaterial(int NewParam);// 0x2efb424
void IsSupportIndex(int NewParam, out bool NewParam1, bool K2Node_SwitchInteger_CmpSuccess, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, GameInstance* CallFunc_GetGameInstance_ReturnValue, bool CallFunc_IsSupportIndex_NewParam1, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess, FString CallFunc_GetWeatherLevelName_ReturnValue, bool CallFunc_GetWaterReflectionSetting_ReturnValue, FString CallFunc_GetLoadWeatherName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_GetIsHighWeatherLevel_ReturnValue, RenderQualitySettings CallFunc_GetRenderQualityApplying_ReturnValue, bool CallFunc_IsOpenMSAA_ReturnValue, FString CallFunc_GetEnumeratorUserFriendlyName_ReturnValue, bool CallFunc_GreaterEqual_ByteByte_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue3, GameInstance* CallFunc_GetGameInstance_ReturnValue2, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance2, bool K2Node_DynamicCast_bSuccess2, bool CallFunc_IsSupportLDR_ReturnValue, bool CallFunc_IsOpenHDR_ReturnValue);// 0x2efb424
void IsNewIphone(out bool IsNewIphone, FString CallFunc_GetActiveDeviceProfileName_ReturnValue, bool CallFunc_Set_Contains_ReturnValue);// 0x2efb424
void SetWateMaterial(bool bHDR, bool CallFunc_IsHarmonyOS_ReturnValue, bool CallFunc_IsNewIphone_isNewIphone, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_IsValid_ReturnValue3, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, bool CallFunc_ActorHasTag_ReturnValue, bool CallFunc_ActorHasTag_ReturnValue2, GameInstance* CallFunc_GetGameInstance_ReturnValue, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsOpenHDR_ReturnValue, bool CallFunc_IsSupportLDR_ReturnValue, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue2, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue3);// 0x2efb424
void HideUnderWaterEffect(StaticMeshComponent* WaterPlane, ExponentialHeightFogComponent* CamFog);// 0x2efb424
void ShowUnderWaterEffect(StaticMeshComponent* WaterPlane, ExponentialHeightFogComponent* CamFog, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, ExponentialHeightFog*[] CallFunc_GetAllActorsOfClass_OutActors, ExponentialHeightFog* CallFunc_Array_Get_Item, bool CallFunc_IsValid_ReturnValue, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_PostAkEvent_ReturnValue);// 0x2efb424
bool IsCapsult(Object* PlayerPawn, ActorComponent* Comp, BP_PlayerPawn_C* K2Node_DynamicCast_AsBP_Player_Pawn, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, bool CallFunc_EqualEqual_ObjectObject_ReturnValue);// 0x2efb424
void UserConstructionScript();// 0x2efb424
void BndEvt__PostSceneBox_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature(PrimitiveComponent* OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x2efb424
void BndEvt__PostSceneBox_K2Node_ComponentBoundEvent_0_ComponentEndOverlapSignature__DelegateSignature(PrimitiveComponent* OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2efb424
void ReceiveBeginPlay();// 0x2efb424
void CustomEvent(byte gamePawnEvent);// 0x2efb424
void CustomEvent(int UserQualitySettingLevel);// 0x2efb424
void ReceiveEndPlay(byte EndPlayReason);// 0x2efb424
void CustomEvent(bool UserMsaaSetting);// 0x2efb424
void CustomEvent(bool bOpenWaterReflection);// 0x2efb424
void ExecuteUbergraph_WaterSwimObject(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3, delegate K2Node_CreateDelegate_OutputDelegate4, PrimitiveComponent* K2Node_ComponentBoundEvent_OverlappedComponent2, Actor* K2Node_ComponentBoundEvent_OtherActor2, PrimitiveComponent* K2Node_ComponentBoundEvent_OtherComp2, int K2Node_ComponentBoundEvent_OtherBodyIndex2, bool K2Node_ComponentBoundEvent_bFromSweep, HitResult K2Node_ComponentBoundEvent_SweepResult, PrimitiveComponent* K2Node_ComponentBoundEvent_OverlappedComponent, Actor* K2Node_ComponentBoundEvent_OtherActor, PrimitiveComponent* K2Node_ComponentBoundEvent_OtherComp, int K2Node_ComponentBoundEvent_OtherBodyIndex, bool CallFunc_IsCapsult_returnvalue, bool CallFunc_IsCapsult_returnvalue2, STExtraPetCharacter* K2Node_DynamicCast_AsSTExtra_Pet_Character, bool K2Node_DynamicCast_bSuccess, BP_PlayerPawn_C* K2Node_DynamicCast_AsBP_Player_Pawn, bool K2Node_DynamicCast_bSuccess2, interface classNone K2Node_DynamicCast_AsPet_Swim_Interface, bool K2Node_DynamicCast_bSuccess3, bool CallFunc_EqualEqual_ObjectObject_ReturnValue, bool CallFunc_IsValid_ReturnValue, STExtraPetCharacter* K2Node_DynamicCast_AsSTExtra_Pet_Character2, bool K2Node_DynamicCast_bSuccess4, BP_PlayerPawn_C* K2Node_DynamicCast_AsBP_Player_Pawn2, bool K2Node_DynamicCast_bSuccess5, interface classNone K2Node_DynamicCast_AsPet_Swim_Interface2, bool K2Node_DynamicCast_bSuccess6, bool CallFunc_EqualEqual_ObjectObject_ReturnValue2, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_IsDedicatedServer_ReturnValue, Vector CallFunc_K2_GetComponentLocation_ReturnValue, float CallFunc_BreakVector_X, float CallFunc_BreakVector_Y, float CallFunc_BreakVector_Z, bool CallFunc_IsDedicatedServer_ReturnValue2, bool CallFunc_IsDedicatedServer_ReturnValue3, byte K2Node_CustomEvent_gamePawnEvent, GameInstance* CallFunc_GetGameInstance_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess7, int K2Node_CustomEvent_UserQualitySettingLevel, byte K2Node_Event_EndPlayReason, bool CallFunc_IsDedicatedServer_ReturnValue4, GameInstance* CallFunc_GetGameInstance_ReturnValue2, bool K2Node_CustomEvent_UserMsaaSetting, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance2, bool K2Node_DynamicCast_bSuccess8, bool K2Node_CustomEvent_bOpenWaterReflection, MaterialInterface*[] K2Node_MakeArray_Array, bool CallFunc_ActorHasTag_ReturnValue, bool CallFunc_ActorHasTag_ReturnValue2, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4, bool CallFunc_IsValid_ReturnValue5, bool CallFunc_IsValid_ReturnValue6, bool CallFunc_IsValid_ReturnValue7, int CallFunc_GetPlatformInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue);// 0x2efb424
GameEventListener* GameEventListener;//[Offset: 0x33c, Size: 4]
ParticleSystemComponent* P_Water_down_01;//[Offset: 0x340, Size: 4]
AkComponent* Ak;//[Offset: 0x344, Size: 4]
PostProcessComponent* PostProcess;//[Offset: 0x348, Size: 4]
BoxComponent* PostSceneBox;//[Offset: 0x34c, Size: 4]
StaticMeshComponent* watermesh;//[Offset: 0x350, Size: 4]
SceneComponent* DefaultSceneRoot;//[Offset: 0x354, Size: 4]
float Gamma;//[Offset: 0x358, Size: 4]
PostProcessSettings NewVar;//[Offset: 0x360, Size: 1312]
STExtraBaseCharacter*[] playerList;//[Offset: 0x880, Size: 12]
byte NewVar;//[Offset: 0x88c, Size: 1]
float FogDensity;//[Offset: 0x890, Size: 4]
ExponentialHeightFog* HeightFog;//[Offset: 0x894, Size: 4]
MaterialInstanceDynamic* NoHDRWater;//[Offset: 0x898, Size: 4]
MaterialInstanceDynamic* HDROcean;//[Offset: 0x89c, Size: 4]
MaterialInstanceDynamic* HDRSwamp;//[Offset: 0x8a0, Size: 4]
MaterialInterface* HDROceanMaterial;//[Offset: 0x8a4, Size: 4]
MaterialInterface* SUPHDROceanMaterial;//[Offset: 0x8a8, Size: 4]
MaterialInterface* HDRSwampMaterial;//[Offset: 0x8ac, Size: 4]
MaterialInterface* SUPHDRSwampMaterial;//[Offset: 0x8b0, Size: 4]
MaterialInterface* NoHDRWaterMaterial;//[Offset: 0x8b4, Size: 4]
int CurrentMaterialIndex;//[Offset: 0x8b8, Size: 4]
MaterialInterface*[] MaterialList;//[Offset: 0x8bc, Size: 12]
bool IsSetSwamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c8, Size: 1]
<FString> newIOSDevice;//[Offset: 0x8cc, Size: 60]
MaterialInterface* WaterMaterial_SUP_HDR;//[Offset: 0x908, Size: 4]
MaterialInterface* WaterMaterial_HDR;//[Offset: 0x90c, Size: 4]
MaterialInterface* WaterMaterial_Normal;//[Offset: 0x910, Size: 4]
bool IsIphoneNewWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x914, Size: 1]
--------------------------------
Class: WaterSwimActor.Actor.Object
float Damage;//[Offset: 0x2fc, Size: 4]
float interval;//[Offset: 0x300, Size: 4]
class DamageType* DamageType;//[Offset: 0x304, Size: 4]
class Pawn[] DamageFilters;//[Offset: 0x308, Size: 12]
int[] BuffIDs;//[Offset: 0x314, Size: 12]
int[] SkillBuffIDs;//[Offset: 0x320, Size: 12]
BoxComponent* WaterBoxComp;//[Offset: 0x32c, Size: 4]
bool IsLocationInWater(out const Vector Location);// 0x254996c
bool GetWaterZHeight(out float MinHeight, out float MaxHeight);// 0x2549884
--------------------------------
Class: BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Vector BoxExtent;//[Offset: 0x5cc, Size: 12]
void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x47f39a4
Vector GetUnscaledBoxExtent();// 0x47f3978
Vector GetScaledBoxExtent();// 0x47f3924
--------------------------------
Class: PointerToUberGraphFrame
--------------------------------
Class: STExtraPlayerController.UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object
float FreeCameraStartMinPitchMin;//[Offset: 0xcc8, Size: 4]
float FreeCameraStartMinPitchMax;//[Offset: 0xccc, Size: 4]
bool bTrackingKillerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd0, Size: 1]
<int> TouchIndexSet;//[Offset: 0xcd4, Size: 60]
byte OnFireTouchFingerIndex;//[Offset: 0xd10, Size: 1]
int TouchEndTriggerSkillID;//[Offset: 0xd14, Size: 4]
delegate OnPlayerContollerTouchBegin;//[Offset: 0xd18, Size: 12]
delegate OnPlayerControllerTouchEnd;//[Offset: 0xd24, Size: 12]
<STExtraBaseCharacter*> FriendOBRelevancyCharacterSet;//[Offset: 0xd70, Size: 60]
float MinOBRelevancyJudgeDissquared;//[Offset: 0xdac, Size: 4]
FName FeatureActorName;//[Offset: 0xdb0, Size: 8]
ValidTouchMoveFrameConfig[] ValidTouchMoveFrameConfig;//[Offset: 0xdb8, Size: 12]
ValidTouchMoveFrameConfig CurValidTouchMoveFrameConfig;//[Offset: 0xdc4, Size: 24]
byte[] IgnoreCameraMovingIndexArray;//[Offset: 0xddc, Size: 12]
byte[] IgnoreCameraMovePendingArray;//[Offset: 0xde8, Size: 12]
byte[] AddTouchMoveFingerArray;//[Offset: 0xdf4, Size: 12]
bool bNeedSetFireTouchFingerIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe00, Size: 1]
byte OnFreeCameraFingerIndex;//[Offset: 0xe01, Size: 1]
float FreeCameraSPL_Hor;//[Offset: 0xe04, Size: 4]
float FreeCameraSPL_Ver;//[Offset: 0xe08, Size: 4]
float FreeCamera_FPP_MIN;//[Offset: 0xe0c, Size: 4]
float FreeCamera_FPP_MAX;//[Offset: 0xe10, Size: 4]
float FreeCamera_FPP_PITCH_MIN;//[Offset: 0xe14, Size: 4]
float FreeCamera_FPP_PITCH_MAX;//[Offset: 0xe18, Size: 4]
float FreeCamera_FPP_PITCH_MIN_LIMITED;//[Offset: 0xe1c, Size: 4]
float FreeCamera_FPP_PITCH_MAX_LIMITED;//[Offset: 0xe20, Size: 4]
float FreeCameraSPL_Hor_Parachute;//[Offset: 0xe24, Size: 4]
float FreeCameraSPL_Ver_Parachute;//[Offset: 0xe28, Size: 4]
float RecoverLagDelayTime;//[Offset: 0xe2c, Size: 4]
Vector2D StartPosition;//[Offset: 0xe30, Size: 8]
Vector2D CurFreeCamPosition;//[Offset: 0xe38, Size: 8]
Rotator EmoteFreeCamPrevFigureResultDelta;//[Offset: 0xe40, Size: 12]
Rotator SelfieFreeCamPrevFigureResultDelta;//[Offset: 0xe4c, Size: 12]
FString FollowCandidateName;//[Offset: 0xe5c, Size: 12]
<FString,bool> IsTeammatesAutoFollowing;//[Offset: 0xe68, Size: 60]
Rotator FreeCameraStartRotation;//[Offset: 0xea4, Size: 12]
Transform FPPModeSpringArmTrans;//[Offset: 0xeb0, Size: 48]
byte FreeCameraFigerIndex;//[Offset: 0xee0, Size: 1]
bool GMShowVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee1, Size: 1]
int8 CurrentBuildingIndex;//[Offset: 0xee2, Size: 1]
int WeaponReconnectOpIndex;//[Offset: 0xee4, Size: 4]
bool bHasInitUIFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee8, Size: 1]
bool isShowVaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeea, Size: 1]
BattleSceneAvatarDisplayInfo[] BattleSceneAvatarDisplayInfoList;//[Offset: 0xeec, Size: 12]
LinearColor CrossHairColor;//[Offset: 0xef8, Size: 16]
byte AutoAimType;//[Offset: 0xf08, Size: 1]
bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf10, Size: 1]
bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf11, Size: 1]
bool bIsInResultView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf20, Size: 1]
bool bForceHideConcentric;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf21, Size: 1]
bool bForceShowBlueCircleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf22, Size: 1]
FString[] ScreenAppearToBeRemovedInResult;//[Offset: 0xf24, Size: 12]
ClientFatalDamageRecordData[] ClientFatalDamageRecords;//[Offset: 0xf30, Size: 12]
ClientFatalDamageRecordData ClientFatalDamageLastRecords;//[Offset: 0xf3c, Size: 216]
SensibilityConfig SensibilityConfig;//[Offset: 0x1014, Size: 236]
bool bSingleShotWeaponShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1178, Size: 1]
bool bShotGunShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1179, Size: 1]
int UseMotionControlType;//[Offset: 0x117c, Size: 4]
bool IsGyroReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1180, Size: 1]
delegate OnCharacterNearDeathOrRescueingOtherNotifyDelegate;//[Offset: 0x1184, Size: 12]
delegate OnPlayerEnterFlying;//[Offset: 0x1190, Size: 12]
delegate OnPlayerChangeViewtargetToPlane;//[Offset: 0x119c, Size: 12]
delegate OnPlayerExitFlying;//[Offset: 0x11a8, Size: 12]
delegate OnPlayerEnterJumping;//[Offset: 0x11b4, Size: 12]
delegate OnPlayerExitJumping;//[Offset: 0x11c0, Size: 12]
delegate OnPlayerEnterParachute;//[Offset: 0x11cc, Size: 12]
delegate OnPlayerExitParachute;//[Offset: 0x11d8, Size: 12]
delegate OnPlayerEnterWater;//[Offset: 0x11e4, Size: 12]
delegate OnPlayerExitWater;//[Offset: 0x11f0, Size: 12]
delegate OnPlayerEnterFighting;//[Offset: 0x11fc, Size: 12]
delegate OnPlayerExitFighting;//[Offset: 0x1208, Size: 12]
delegate OnPlayerEnterFinished;//[Offset: 0x1214, Size: 12]
delegate OnPlayerStartReloadWeapon;//[Offset: 0x1220, Size: 12]
delegate OnPlayerEndReloadWeapon;//[Offset: 0x122c, Size: 12]
delegate OnTeammateHPChangeDelegate;//[Offset: 0x1238, Size: 12]
delegate OnShowHideSelfMarkDelegate;//[Offset: 0x1244, Size: 12]
delegate OnShowAllTeammatePosDelegate;//[Offset: 0x1250, Size: 12]
delegate OnShowAliasInfoDelegate;//[Offset: 0x125c, Size: 12]
delegate OnCongregationFlagDelegate;//[Offset: 0x1268, Size: 12]
delegate OnTeamFollowStageChangeDelegate;//[Offset: 0x1274, Size: 12]
delegate OnCharacterBreathChange;//[Offset: 0x1280, Size: 12]
delegate OnHideFollowPanelAndBtnDelegate;//[Offset: 0x128c, Size: 12]
delegate OnTeammateTemperatureChangeDelegate;//[Offset: 0x1298, Size: 12]
delegate OnRemindTeammateShoot;//[Offset: 0x12a4, Size: 12]
delegate OnLocalCharacterTemperatureChangeDel;//[Offset: 0x12b0, Size: 12]
delegate OnCharacterAntidoteChange;//[Offset: 0x12bc, Size: 12]
delegate OnOneTeamPlayerHPChangeDelegate;//[Offset: 0x12c8, Size: 12]
delegate OnNightBeggan;//[Offset: 0x12d4, Size: 12]
delegate OnNightEnded;//[Offset: 0x12e0, Size: 12]
delegate OnPlayerHitInfoUpdate;//[Offset: 0x12ec, Size: 12]
delegate OnPlayerSwitchToDeadBox;//[Offset: 0x12f8, Size: 12]
int SelectedNightRenderConfig;//[Offset: 0x1304, Size: 4]
delegate OnInitTaskData;//[Offset: 0x1308, Size: 12]
delegate OnInitCollectionData;//[Offset: 0x1314, Size: 12]
delegate OnPlayerDoEmote;//[Offset: 0x1320, Size: 12]
delegate OnPlayerEnterArea;//[Offset: 0x132c, Size: 12]
delegate OnPlayerKilling;//[Offset: 0x1338, Size: 12]
delegate OnPickupItem;//[Offset: 0x1344, Size: 12]
delegate OnDropItem;//[Offset: 0x1350, Size: 12]
delegate OnDeathBoxSpawned;//[Offset: 0x135c, Size: 12]
delegate OnTaskConditionActived;//[Offset: 0x1368, Size: 12]
delegate OnTaskConditionDeactived;//[Offset: 0x1374, Size: 12]
KillOrPutDownMessage KillOrPutDownMessageData;//[Offset: 0x13a0, Size: 132]
delegate OnKillOrPutDownMessage;//[Offset: 0x1424, Size: 12]
delegate OnStartFireEvent;//[Offset: 0x1430, Size: 12]
delegate OnStopFireEvent;//[Offset: 0x143c, Size: 12]
delegate OnReleaseFireBtn;//[Offset: 0x1448, Size: 12]
delegate OnReleaseScreen;//[Offset: 0x1454, Size: 12]
delegate OnFingerMove;//[Offset: 0x1460, Size: 12]
delegate OnHandleCameraModeChanged;//[Offset: 0x146c, Size: 12]
delegate OnSwitchCameraModeStart;//[Offset: 0x1478, Size: 12]
delegate OnSwitchCameraModeEnd;//[Offset: 0x1484, Size: 12]
delegate OnPlayerPickUpActor;//[Offset: 0x1490, Size: 12]
delegate OnPlayerPutDownActor;//[Offset: 0x149c, Size: 12]
delegate OnPlayerPutDownAllProp;//[Offset: 0x14a8, Size: 12]
delegate OnSwitchWeapon;//[Offset: 0x14b4, Size: 12]
delegate OnEquipWeaponDel;//[Offset: 0x14c0, Size: 12]
delegate OnUnequipWeaponDel;//[Offset: 0x14cc, Size: 12]
delegate OnUseInventoryItem;//[Offset: 0x14d8, Size: 12]
delegate OnChangeBattleOwnerDel;//[Offset: 0x14e4, Size: 12]
delegate OnDamageToOther;//[Offset: 0x14f0, Size: 12]
delegate OnLocalCharacterHPChangeDel;//[Offset: 0x14fc, Size: 12]
delegate DelegatePlayerGoldChange;//[Offset: 0x1508, Size: 12]
delegate DelegatePlayerLevelChange;//[Offset: 0x1514, Size: 12]
delegate OnGameStartCountDownDelegate;//[Offset: 0x1520, Size: 12]
delegate OnRank;//[Offset: 0x152c, Size: 12]
delegate OnGameStartDelegate;//[Offset: 0x1538, Size: 12]
delegate OnPlayerNameChange;//[Offset: 0x1544, Size: 12]
delegate OnUseMainSlot;//[Offset: 0x1550, Size: 12]
delegate OnBackpackMainSlot;//[Offset: 0x155c, Size: 12]
delegate OnRemoveMainSlot;//[Offset: 0x1568, Size: 12]
delegate OnRepPlayerState;//[Offset: 0x1574, Size: 12]
delegate OnRepTeammateChange;//[Offset: 0x1580, Size: 12]
delegate OnRepTeammateAvatarDisplayInfo;//[Offset: 0x158c, Size: 12]
delegate OnMapMarkChangeDelegate;//[Offset: 0x159c, Size: 12]
delegate OnShowSkillPrompt;//[Offset: 0x15a8, Size: 12]
delegate OnStartAutoSprintCountDown;//[Offset: 0x15b4, Size: 12]
delegate OnShowAutoSprintButton;//[Offset: 0x15c0, Size: 12]
delegate OnPlayerChangeWearingDone;//[Offset: 0x15cc, Size: 12]
delegate OnPlayerChangeWearingAnimFinished;//[Offset: 0x15d8, Size: 12]
delegate OnPlayerFinalAssistKill;//[Offset: 0x15e4, Size: 12]
delegate OnConsumableAvatarChange;//[Offset: 0x15f0, Size: 12]
delegate OnEquipmentAvatarChange;//[Offset: 0x15fc, Size: 12]
delegate OnEquipmentWeaponAvatarChange;//[Offset: 0x1608, Size: 12]
delegate OnGameStateChange;//[Offset: 0x1614, Size: 12]
delegate OnPlayerKilledOthersPlayer;//[Offset: 0x1620, Size: 12]
delegate OnChangeCharacterBeforeDelegate;//[Offset: 0x162c, Size: 12]
delegate OnChangeCharacterLogicDelegate;//[Offset: 0x1638, Size: 12]
delegate OnInfectionSelectZombieDelegate;//[Offset: 0x1644, Size: 12]
delegate OnSetChangeCharacterStateDelegate;//[Offset: 0x1650, Size: 12]
delegate OnSetViewTarget;//[Offset: 0x1664, Size: 12]
delegate OnCacheRecvInfectionSelectZombie;//[Offset: 0x1678, Size: 12]
delegate OpenSequencerDelegate;//[Offset: 0x1684, Size: 12]
STExtraBaseCharacter* tmpAnchorCharacter;//[Offset: 0x16a0, Size: 4]
delegate OnInterruptAutoSprintCountDown;//[Offset: 0x16a4, Size: 12]
delegate OnAutoSprintActive;//[Offset: 0x16b0, Size: 12]
delegate OnTakeDamagedDelegate;//[Offset: 0x16bc, Size: 12]
delegate OnPostTakeDamageDelegate;//[Offset: 0x16c8, Size: 12]
delegate OnPostTakeDamageForBP;//[Offset: 0x16d4, Size: 12]
delegate OnLostConnection;//[Offset: 0x16e0, Size: 12]
delegate OnReconnected;//[Offset: 0x16ec, Size: 12]
delegate OnExitGame;//[Offset: 0x16f8, Size: 12]
delegate OnSpectatorChange;//[Offset: 0x1704, Size: 12]
delegate OnSpectatorToFreeView;//[Offset: 0x1710, Size: 12]
delegate OnCharacterRecoveryHealth;//[Offset: 0x171c, Size: 12]
delegate RunOnNextFrameDelegate;//[Offset: 0x1728, Size: 12]
delegate MoveForwarDelegate;//[Offset: 0x1734, Size: 12]
delegate MoveRightDelegate;//[Offset: 0x1740, Size: 12]
NewbieGuideComponent* NewbieComponent;//[Offset: 0x174c, Size: 4]
int MaternalZombieWeight;//[Offset: 0x1750, Size: 4]
TimeWatchDogComponent* TimeWatchDogComponent;//[Offset: 0x1754, Size: 4]
HiggsBosonComponent* HiggsBosonComponent;//[Offset: 0x1758, Size: 4]
PlayerAntiCheatManager* AntiCheatManagerComp;//[Offset: 0x175c, Size: 4]
SpectatorComponent* SpectatorComponent;//[Offset: 0x1760, Size: 4]
bool bShouldReportAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1764, Size: 1]
delegate NewbieShowCurGuide;//[Offset: 0x1924, Size: 12]
delegate PlayerControllerEnterFightingStateDelegate;//[Offset: 0x1930, Size: 12]
bool EnableAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1940, Size: 1]
bool DisableNewStopFireLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1941, Size: 1]
bool UseScreenStopFireCheckOnlyInModeTwo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1942, Size: 1]
bool EnableDebugRotatoInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1943, Size: 1]
bool EnableDebugRotatoInfoTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1944, Size: 1]
bool EnableNewUpdateTeamPlayerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1945, Size: 1]
bool EnableNetCullingDistOnVeryLowDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1946, Size: 1]
float PC_CameraMoveRateX;//[Offset: 0x1948, Size: 4]
float PC_CameraMoveRateY;//[Offset: 0x194c, Size: 4]
float Mobile_CameraMoveRateX;//[Offset: 0x1950, Size: 4]
float Mobile_CameraMoveRateY;//[Offset: 0x1954, Size: 4]
CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveDis;//[Offset: 0x1958, Size: 4]
CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveSpeed;//[Offset: 0x195c, Size: 4]
bool bUseDisCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1960, Size: 1]
CommonCameraModeData NormalCameraModeData;//[Offset: 0x1964, Size: 36]
CommonCameraModeData NearCameraModeData;//[Offset: 0x1988, Size: 36]
Vector2D NearCameraModeCameraMoveAdditionalRate;//[Offset: 0x19ac, Size: 8]
Vector2D NearCameraModeCameraMoveMaxSpeed;//[Offset: 0x19b4, Size: 8]
AimCameraModeData AimCameraModeData;//[Offset: 0x19bc, Size: 36]
Vector2D AimCameraModeCameraMoveAdditionalRate;//[Offset: 0x19e0, Size: 8]
Vector2D AimCameraModeCameraMoveMaxSpeed;//[Offset: 0x19e8, Size: 8]
CommonCameraModeData PlaneCameraModeData;//[Offset: 0x19f0, Size: 36]
<byte,CameraViewPitchLimitData> CameraViewPitchLimitDataMap;//[Offset: 0x1a14, Size: 60]
float MoveCameraMinDistanceThreshold;//[Offset: 0x1a50, Size: 4]
float MoveCameraMinTimeThreshold;//[Offset: 0x1a54, Size: 4]
float MoveCameraMaxDistanceThreshold;//[Offset: 0x1a58, Size: 4]
<byte,int> PlayerClothLODLevel;//[Offset: 0x1a5c, Size: 60]
enum[] PlayerClothLODAvatarTypeList;//[Offset: 0x1a98, Size: 12]
bool ShouldShowPawnDetailInfoOnHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1aa4, Size: 1]
bool ShouldSpringUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1aa5, Size: 1]
Actor* BonfireUIAttachedActor;//[Offset: 0x1aac, Size: 4]
bool bShowSuperCodeUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ab0, Size: 1]
byte CurCameraMode;//[Offset: 0x1ab1, Size: 1]
FString BPClassOverrideTag;//[Offset: 0x1ab4, Size: 12]
FName AutoScopeAimCompName;//[Offset: 0x1ac0, Size: 8]
float AutoScopeAimTraceDistance;//[Offset: 0x1ac8, Size: 4]
bool bMoveable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1acc, Size: 1]
bool bMoveablePickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1acd, Size: 1]
bool bMoveableAirborne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ace, Size: 1]
bool bMoveableLandHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1acf, Size: 1]
float MoveableLandHardTime;//[Offset: 0x1ad0, Size: 4]
float CanMoveCDTime;//[Offset: 0x1ad4, Size: 4]
float CanSprintCDTime;//[Offset: 0x1ad8, Size: 4]
float SwitchPoseCDTime;//[Offset: 0x1adc, Size: 4]
float MovealbeSwitchPoseTime;//[Offset: 0x1ae0, Size: 4]
float AutoSprintRequestCD;//[Offset: 0x1ae4, Size: 4]
bool bCanGetTouchInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ae8, Size: 1]
Vector CurScreenMoveSpeed;//[Offset: 0x1aec, Size: 12]
float Mobile_CameraMoveAdjustSensitiveValue;//[Offset: 0x1af8, Size: 4]
float SpecialDeviceRate;//[Offset: 0x1afc, Size: 4]
<FString,float> SpecialDeviceRateConfigs;//[Offset: 0x1b00, Size: 60]
bool bIsBattleOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b3c, Size: 1]
bool bIsAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b3d, Size: 1]
bool bIsMeleeAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b3e, Size: 1]
STExtraBaseCharacter* STExtraBaseCharacter;//[Offset: 0x1b40, Size: 4]
bool CharacterTouchMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b44, Size: 1]
bool IsDeadForLogout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b45, Size: 1]
ServerHitEnemyReplicatedData ServerHitEnemyReplicatedData;//[Offset: 0x1b48, Size: 8]
bool bDebugShowYawInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b50, Size: 1]
float AccumulateYawInput;//[Offset: 0x1b54, Size: 4]
float LandAfterJumpPlaneDelayMoveTime;//[Offset: 0x1b58, Size: 4]
bool bLandAfterJumpPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b5c, Size: 1]
bool bIsLandingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b5d, Size: 1]
bool bIsNeedCheckPullPercentage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b5e, Size: 1]
float NoRespondArea;//[Offset: 0x1b60, Size: 4]
float ComfortableSwipeAddition;//[Offset: 0x1b64, Size: 4]
bool bIsLeftScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b68, Size: 1]
bool bIsRightScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b69, Size: 1]
byte sprintOptType;//[Offset: 0x1b6a, Size: 1]
float JoystickSprintDisThreshold;//[Offset: 0x1b6c, Size: 4]
float JoystickSprintDisThresholdNew;//[Offset: 0x1b70, Size: 4]
float JoystickSprintBtnHeight;//[Offset: 0x1b74, Size: 4]
int JoystickSprintSensitity;//[Offset: 0x1b78, Size: 4]
float JoystickSprintAngleThreshold;//[Offset: 0x1b7c, Size: 4]
bool bIsUseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b80, Size: 1]
byte JoystickOperatingMode;//[Offset: 0x1b81, Size: 1]
float EasyGoStraightAngle;//[Offset: 0x1b84, Size: 4]
float AssistAreaHalfHeight;//[Offset: 0x1b88, Size: 4]
float AssistAreaRadius;//[Offset: 0x1b8c, Size: 4]
bool bIsTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b90, Size: 1]
<byte,float> TouchForceMap;//[Offset: 0x1b94, Size: 60]
float TouchForceFireThreshold;//[Offset: 0x1bd0, Size: 4]
float DoubleClickFireTimeThreshold;//[Offset: 0x1bd4, Size: 4]
float DoubleClickFireDistanceThreshold;//[Offset: 0x1bd8, Size: 4]
float DoubleClickCancelDistanceThreshold;//[Offset: 0x1bdc, Size: 4]
int TouchForceWatchFrame;//[Offset: 0x1be0, Size: 4]
bool bUseTouchForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1be4, Size: 1]
float InputTouchRepeatLastTime;//[Offset: 0x1be8, Size: 4]
byte TouchFireType;//[Offset: 0x1bec, Size: 1]
float TestForce;//[Offset: 0x1bf0, Size: 4]
delegate On3DTouchForceChange;//[Offset: 0x1bf4, Size: 12]
delegate OnDoubleClickCheck;//[Offset: 0x1c00, Size: 12]
bool bIsAutoAimOnlyInTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0c, Size: 1]
bool bIsAutoAimOnlyOnFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0d, Size: 1]
bool bMoveInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0e, Size: 1]
bool bAutoSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0f, Size: 1]
float AutoSprintBtnTime;//[Offset: 0x1c10, Size: 4]
float AutoSprintWaitingTime;//[Offset: 0x1c14, Size: 4]
float AutoSprintThreshold;//[Offset: 0x1c18, Size: 4]
float JoystickTriggerSprintDuration;//[Offset: 0x1c1c, Size: 4]
float InHouseSpringArmLengthModifier;//[Offset: 0x1c20, Size: 4]
float InHouseSpringArmLengthModifierChangeSpeed;//[Offset: 0x1c24, Size: 4]
bool IsPlayerUnableToDoAutoSprintOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c28, Size: 1]
float CurrentCameraFOV;//[Offset: 0x1c2c, Size: 4]
float MinFovChangeView;//[Offset: 0x1c30, Size: 4]
WeaponSystemReconnectReplicateData WeaponSystemReconnectReplicateData;//[Offset: 0x1c38, Size: 32]
int GameTipMsgID;//[Offset: 0x1c58, Size: 4]
FString GameTipParam1;//[Offset: 0x1c5c, Size: 12]
FString GameTipParam2;//[Offset: 0x1c68, Size: 12]
float AutoSprintCD;//[Offset: 0x1cb0, Size: 4]
<uint32,TeamMateStateInfo> TeamMateStates;//[Offset: 0x1cb4, Size: 60]
<byte,TeamMateStateInfo> DoubleClickLastTouchInfoMap;//[Offset: 0x1cf0, Size: 60]
<byte,TeamMateStateInfo> DoubleClickCurTouchInfoMap;//[Offset: 0x1d2c, Size: 60]
float TeamInfoForceUpdateInterval;//[Offset: 0x1d6c, Size: 4]
Transform FPPCameraLerpStartTransformRelative;//[Offset: 0x1d90, Size: 48]
CurveFloat* CurveFPPCameraLerp;//[Offset: 0x1e58, Size: 4]
CameraComponent* PreActiveCameraCache;//[Offset: 0x1e5c, Size: 4]
CameraComponent* CurrentActiveCameraCache;//[Offset: 0x1e60, Size: 4]
SpringArmComponent* CurrentActiveSpringArmCache;//[Offset: 0x1e64, Size: 4]
PlayerTombBox* DeadTombBox;//[Offset: 0x1eb0, Size: 4]
bool bTempDeadBoxIgnoreTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1eb4, Size: 1]
FString[] ForbitPickList;//[Offset: 0x1eb8, Size: 12]
bool bForbitPickupEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed0, Size: 1]
int pickupPlayerChoice;//[Offset: 0x1ed4, Size: 4]
bool bCanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed8, Size: 1]
bool bShouldDisplayHitFinalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed9, Size: 1]
float RescueRemainingSeconds;//[Offset: 0x1edc, Size: 4]
float RescueTotalSeconds;//[Offset: 0x1ee0, Size: 4]
bool IsCurrentSpectatorFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ee4, Size: 1]
float FreeViewUpRate;//[Offset: 0x1ee8, Size: 4]
byte MaxTouchMoveDelayFrame;//[Offset: 0x1eec, Size: 1]
int MaxCacheInputSpeedNum;//[Offset: 0x1ef0, Size: 4]
bool bBleFreeCameraUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef4, Size: 1]
bool IsCatchUpByMonster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef5, Size: 1]
Vector PreMonsterCatchUpPos;//[Offset: 0x1ef8, Size: 12]
bool bSyncMLAIStateInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f04, Size: 1]
TeamateStateUAVChangedCompressData TeammateUAVStateChangeCompressedData;//[Offset: 0x1f08, Size: 20]
bool isPressingBtn_AimAndFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f1c, Size: 1]
byte CurTouchAimAndFireFingerIndex;//[Offset: 0x1f1d, Size: 1]
bool bOpeningBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f1e, Size: 1]
bool DiedisableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f1f, Size: 1]
byte CurSightZoomFingerIndex;//[Offset: 0x1f68, Size: 1]
byte CurAimFireFingerIndex;//[Offset: 0x1f69, Size: 1]
byte ValidTouchMove;//[Offset: 0x1fa4, Size: 1]
STExtraBaseCharacter* closedAimTarget;//[Offset: 0x1fd0, Size: 4]
BackpackComponent* BackpackComponent;//[Offset: 0x2060, Size: 4]
CommonBtnComponent* CommonBtnComponent;//[Offset: 0x2064, Size: 4]
ChatComponent* ChatComponent;//[Offset: 0x2068, Size: 4]
GuideComponent* GuideComponent;//[Offset: 0x206c, Size: 4]
QuickSignComponent* QuickSignComponent;//[Offset: 0x2070, Size: 4]
BaseTaskComponent* TaskComponent;//[Offset: 0x2074, Size: 4]
delegate ClientObserveCharacterDelegate;//[Offset: 0x207c, Size: 12]
bool bEnableDeathPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2095, Size: 1]
int8 bEnableDeathPlaybackDelay;//[Offset: 0x2096, Size: 1]
int[] ObserveReplicateItems;//[Offset: 0x2098, Size: 12]
delegate OnOBPlayerItemChangedDelegate;//[Offset: 0x20a4, Size: 12]
delegate OnOBPlayerWeaponChangedDelegate;//[Offset: 0x20b0, Size: 12]
delegate OnOBPlayerBulletChangedDelegate;//[Offset: 0x20bc, Size: 12]
delegate OnViewTargetAttachedToVehicleDelegate;//[Offset: 0x20c8, Size: 12]
delegate OnViewTargetDetachedFromVehicleDelegate;//[Offset: 0x20d4, Size: 12]
BattleItemSpectatingData[] ObservedItemList;//[Offset: 0x20fc, Size: 12]
bool bIsSendingObserveReq;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2108, Size: 1]
delegate OnViewTargetPoseChangedDelegate;//[Offset: 0x2148, Size: 12]
delegate OnAboutToChangeViewTarget;//[Offset: 0x2154, Size: 12]
delegate OnFinishedChangeViewTarget;//[Offset: 0x2160, Size: 12]
delegate OnCharacterStatesChange;//[Offset: 0x216c, Size: 12]
bool bIsCheckLevelStreamingReturnBeforeFighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2178, Size: 1]
bool bIsLevelLoadedSetGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2179, Size: 1]
FriendObserver[] FriendObserverDetails;//[Offset: 0x217c, Size: 12]
bool bShowWhoObservingMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2188, Size: 1]
delegate ObservedTargetDieDelegate;//[Offset: 0x218c, Size: 12]
float GotoSpectatingDelayTime;//[Offset: 0x219c, Size: 4]
SyncOBDataActor* SyncOBDataActor;//[Offset: 0x21a0, Size: 4]
AIPlayerInfoInOB[] NearAIPlayerList;//[Offset: 0x21a4, Size: 12]
FString TPPFollowAIPlayerKey;//[Offset: 0x21b4, Size: 12]
<FString,AllStarReportData> AllStarReportInfoCache;//[Offset: 0x21c0, Size: 60]
ObservedData ObservedData;//[Offset: 0x2200, Size: 72]
bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2255, Size: 1]
delegate OnToggleOBMapShowHide;//[Offset: 0x225c, Size: 12]
delegate OnInterruptGameButtonShow;//[Offset: 0x2268, Size: 12]
delegate OnToggleOBPlayerList;//[Offset: 0x227c, Size: 12]
delegate OnSwitchToPlayerByNumPressed;//[Offset: 0x2288, Size: 12]
delegate OnSwitchToTeamByNumPressed;//[Offset: 0x2294, Size: 12]
delegate OnToggleOBTeamList;//[Offset: 0x22a0, Size: 12]
delegate WeaponEquipAttachment;//[Offset: 0x22ac, Size: 12]
delegate OnVehicleExitFreeCamera;//[Offset: 0x22b8, Size: 12]
delegate OnFreeViewChangedDelegate;//[Offset: 0x22c4, Size: 12]
delegate OnOBVehicleViewChangedDelegate;//[Offset: 0x22d0, Size: 12]
float OBTPPFreeViewArmLengthMax;//[Offset: 0x22ec, Size: 4]
float OBTPPFreeViewArmLengthMin;//[Offset: 0x22f0, Size: 4]
bool IsSmoothlyVehicleViewSpringArm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2300, Size: 1]
bool NeedCheckChangeToVehicleView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2301, Size: 1]
CurveVector* OBVehicleViewArmOffset;//[Offset: 0x2304, Size: 8]
int OBVehicleViewAcceRecordsNum;//[Offset: 0x230c, Size: 4]
class CameraShake* OnHitCameraShake;//[Offset: 0x231c, Size: 4]
CurveVector* OBVehicleImpulseClamp;//[Offset: 0x2328, Size: 8]
CurveFloat* OBVehicleImpulseRollClamp;//[Offset: 0x2330, Size: 8]
float CurrentOBVehicleViewArmLength;//[Offset: 0x2338, Size: 4]
float OBVehicleViewArmLengthMax;//[Offset: 0x233c, Size: 4]
float OBVehicleViewArmLengthMin;//[Offset: 0x2340, Size: 4]
Vector OBVehicleRelativeLocation;//[Offset: 0x2344, Size: 12]
float OBVehicleViewFOV;//[Offset: 0x2350, Size: 4]
float fPlayerAliasInfoDistanceLimit;//[Offset: 0x2354, Size: 4]
byte iPlayerAliasInfoCount;//[Offset: 0x2358, Size: 1]
bool IsCharacterInitFlushStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2359, Size: 1]
bool IsAutoGetCircleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x235a, Size: 1]
delegate OnCharacterReceiveHealthChangeHistory;//[Offset: 0x235c, Size: 12]
delegate OnLiveStateChanged;//[Offset: 0x2368, Size: 12]
int FireMode;//[Offset: 0x2374, Size: 4]
bool bNotMoveFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2378, Size: 1]
bool bAlreadyFired;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2379, Size: 1]
bool bFireNotToBuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x237a, Size: 1]
bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x237b, Size: 1]
STExtraBaseCharacter*[] nowNearCharacterList;//[Offset: 0x237c, Size: 12]
STExtraVehicleBase*[] nowNearVehicleList;//[Offset: 0x2388, Size: 12]
STExtraVehicleBase*[] nowNearBlowVehicleList;//[Offset: 0x2394, Size: 12]
STExtraShootWeapon*[] nowShotWeaponList;//[Offset: 0x23a0, Size: 12]
STExtraShootWeapon*[] nowOneShotWeaponList;//[Offset: 0x23ac, Size: 12]
Actor*[] nowGrenadeList;//[Offset: 0x23b8, Size: 12]
bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c4, Size: 1]
delegate triggerVoiceCheckDelegate;//[Offset: 0x23c8, Size: 12]
delegate triggerMoveVoiceCheckDelegate;//[Offset: 0x23d4, Size: 12]
delegate triggerShotVoiceCheckDelegate;//[Offset: 0x23e0, Size: 12]
delegate triggerVehicleVoiceCheckDelegate;//[Offset: 0x23ec, Size: 12]
delegate triggerGlassVoiceCheckDelegate;//[Offset: 0x23f8, Size: 12]
delegate tirggerLandingVoiceCheckDelegate;//[Offset: 0x2404, Size: 12]
bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2410, Size: 1]
delegate OnPlayerCanJump;//[Offset: 0x2414, Size: 12]
delegate OnPlayerCannotJump;//[Offset: 0x2420, Size: 12]
bool bCanOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x242c, Size: 1]
delegate OnPlayerCanOpenParachute;//[Offset: 0x2430, Size: 12]
delegate OnPlayerCannotOpenParachute;//[Offset: 0x243c, Size: 12]
bool bCanCloseParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2448, Size: 1]
float PlaneFlyHeightFromGameMode;//[Offset: 0x244c, Size: 4]
float CanOpenParachuteHeight;//[Offset: 0x2450, Size: 4]
float ForceOpenParachuteHeight;//[Offset: 0x2454, Size: 4]
float CloseParachuteHeight;//[Offset: 0x2458, Size: 4]
float RealTimePawnHeight;//[Offset: 0x245c, Size: 4]
float OB_RotationLagSpeed;//[Offset: 0x246c, Size: 4]
OwnerClientCreateWeaponCache OwnerClientCreateWeaponCache;//[Offset: 0x2488, Size: 20]
WeaponMgrInfo[] SpawnAndBackpackWeaponReplicatedDataWithMgr;//[Offset: 0x249c, Size: 12]
Actor* ThePlane;//[Offset: 0x24a8, Size: 4]
float GameAssistantJoyStickOpacity;//[Offset: 0x24b4, Size: 4]
delegate OnNotifyServerOpenPickUpBox;//[Offset: 0x24b8, Size: 12]
delegate OnNotifyServerFirstOpenPickUpBox;//[Offset: 0x24c4, Size: 12]
delegate OnNotifyServerOpenAnyPickUpBox;//[Offset: 0x24d0, Size: 12]
bool bClientCheckResetViewTargetToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24dc, Size: 1]
float ClientCheckResetViewTargetToCharacterConfigSeconds;//[Offset: 0x24e0, Size: 4]
STExtraWeapon*[] TargetClientWeaponWaitForReconnectList;//[Offset: 0x24f8, Size: 12]
class KillerTracker* KillerTrackerTemplate;//[Offset: 0x2508, Size: 4]
FString LastBreathMurder;//[Offset: 0x2510, Size: 12]
bool LastBreathMurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x251c, Size: 1]
uint64 LastBreathMurderUID;//[Offset: 0x2520, Size: 8]
VehicleUserComponent* VehicleUserComp;//[Offset: 0x2528, Size: 4]
FString murderName;//[Offset: 0x252c, Size: 12]
FString FinalMurderName;//[Offset: 0x2538, Size: 12]
uint64 MurderUID;//[Offset: 0x2548, Size: 8]
bool MurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2550, Size: 1]
bool LastBreathMurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2551, Size: 1]
bool MurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2552, Size: 1]
bool bDisableItemOperationSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2586, Size: 1]
<class Object,ImpactMapValueData> ImpactEffectCachedListSimulateMap;//[Offset: 0x2598, Size: 60]
<class Object,ImpactMapValueData> ImpactEffectCachedListLocalMap;//[Offset: 0x25d4, Size: 60]
float OceanSideDetectDistance;//[Offset: 0x2618, Size: 4]
float OceanSideDetectInterval;//[Offset: 0x261c, Size: 4]
int CurrOBAirDropID;//[Offset: 0x2620, Size: 4]
<byte,FString> EndTouchScreenCommandMap;//[Offset: 0x2624, Size: 60]
bool bCanRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2660, Size: 1]
AkAudioEvent* HitVehicleSound;//[Offset: 0x2734, Size: 4]
bool bIsPressingFireBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2738, Size: 1]
FString ClientActivePlatformProfileName;//[Offset: 0x273c, Size: 12]
float ZMoveDisCalcThreshold;//[Offset: 0x2784, Size: 4]
bool bDebugDrawHUDCrossLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2788, Size: 1]
StateMachineComponent* NewStateMachineComp;//[Offset: 0x278c, Size: 4]
bool ExitFromHelicopterParachuteJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2790, Size: 1]
enum ServerStateType;//[Offset: 0x2791, Size: 1]
enum ClientStateType;//[Offset: 0x2792, Size: 1]
enum GameStateMsgType;//[Offset: 0x2793, Size: 1]
int HolographyCurrentSelectID;//[Offset: 0x279c, Size: 4]
bool bSwitchesInMapsExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27a0, Size: 1]
bool bIsEnterBattleResultStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27a1, Size: 1]
bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27a2, Size: 1]
float ObservingTime;//[Offset: 0x27a4, Size: 4]
KillerTracker* KillerCameraTracker;//[Offset: 0x27a8, Size: 4]
bool bEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27bc, Size: 1]
bool bEnableOBBulletTrackEffectSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27bd, Size: 1]
MonsterTreasureBox* CurHUDMonsterTreasureBox;//[Offset: 0x27cc, Size: 4]
FString DefaultHUDClassPath;//[Offset: 0x27d0, Size: 12]
delegate OnClientReportPeerVisualFieldAcotrList;//[Offset: 0x27f0, Size: 12]
STExtraPlayerController* DieInstigator;//[Offset: 0x27fc, Size: 4]
bool IsImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2800, Size: 1]
bool IsCharacterDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2801, Size: 1]
AvatarCapture* AvatarCaptureInfo;//[Offset: 0x2804, Size: 4]
int BOptimizeBulletHit;//[Offset: 0x2808, Size: 4]
ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x280c, Size: 56]
FootprintActorInfo[] FootprintActorInfo;//[Offset: 0x2844, Size: 12]
int MaxTeamFootprintCount;//[Offset: 0x2850, Size: 4]
int MaxOtherFootprintCount;//[Offset: 0x2854, Size: 4]
<enum,FootprintActorBlock> FootprintActorLookupTable;//[Offset: 0x2858, Size: 60]
<class Object,TrailMarkActorBlock> TrailMarkActorLookupTable;//[Offset: 0x2894, Size: 60]
IdeaDecalManager* IdeaDecalManager;//[Offset: 0x28d4, Size: 4]
MaterialInstanceDynamic*[] BloodDecalMaterials;//[Offset: 0x28d8, Size: 12]
<int,BackpackDecalHandle*> LocalDecalHandleMap;//[Offset: 0x28e4, Size: 60]
SupplySpot* CurrentSupplySpot;//[Offset: 0x2938, Size: 4]
EnhancerSpot* CurrentEnhancerSpot;//[Offset: 0x293c, Size: 4]
PlayerRevivalComponent* PlayerRevivalComp;//[Offset: 0x2940, Size: 4]
delegate OnPlayerEnterRevivalStateDelegate;//[Offset: 0x296c, Size: 12]
delegate OnPlayerLeaveRevivalStateDelegate;//[Offset: 0x2978, Size: 12]
delegate SetCaptureIDCardStatusDelegate;//[Offset: 0x2988, Size: 16]
delegate OnPlayerExitGameDelegate;//[Offset: 0x2998, Size: 12]
delegate OnEnterVehicleDelegate;//[Offset: 0x29b4, Size: 12]
delegate ClientOnEnterVehicle;//[Offset: 0x29c0, Size: 12]
delegate ClientOnLeaveVehicle;//[Offset: 0x29cc, Size: 12]
delegate ClientOnChangeVehicleSeatCompletedDelegate;//[Offset: 0x29d8, Size: 12]
delegate OnVehicleWeaponIsReadyForFireDelegate;//[Offset: 0x29e4, Size: 12]
delegate ClientOnDeathReplayDataWhenFatalDamagedDelegate;//[Offset: 0x29f0, Size: 12]
delegate OnViewTargetChange;//[Offset: 0x29fc, Size: 12]
delegate OnPreViewTargetChange;//[Offset: 0x2a08, Size: 12]
delegate OnImprisonStateChange;//[Offset: 0x2a14, Size: 12]
bool bEnableClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a20, Size: 1]
bool bClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a21, Size: 1]
float ControllerRelativeYawMin;//[Offset: 0x2a24, Size: 4]
float ControllerRelativeYawMax;//[Offset: 0x2a28, Size: 4]
RevivalPointActor* CurOperatePlayerRevivalPoint;//[Offset: 0x2a34, Size: 8]
int IdCardMarkType;//[Offset: 0x2a40, Size: 4]
bool DisableJoystickMultiControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a60, Size: 1]
int VehicleControlMode;//[Offset: 0x2a64, Size: 4]
bool VehicleJoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a68, Size: 1]
delegate InfectionShowKillNumDelegate;//[Offset: 0x2a6c, Size: 12]
delegate InfectionPlayerPawnInitType;//[Offset: 0x2a78, Size: 12]
float StreamingDistanceScaleFlying;//[Offset: 0x2a84, Size: 4]
bool bIsPlayerInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a88, Size: 1]
delegate OnPlayerInOutWhiteCircleChangedDelegate;//[Offset: 0x2a8c, Size: 12]
bool bIsPlayerOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a98, Size: 1]
delegate OnPlayerInOutBlueCircleChangedDelegate;//[Offset: 0x2a9c, Size: 12]
float MoveDistanceThreshold;//[Offset: 0x2aa8, Size: 4]
float SpeedRecordTime;//[Offset: 0x2aac, Size: 4]
float SpeedRecordAccTime;//[Offset: 0x2ab0, Size: 4]
delegate OnSelfPawnDeathDelegate;//[Offset: 0x2ab4, Size: 12]
delegate OnChangeToWalkingDead;//[Offset: 0x2ac0, Size: 12]
bool bCanChangeToWalkingDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2acc, Size: 1]
delegate OnNotifyCanChangeToWalkingDead;//[Offset: 0x2ad0, Size: 12]
delegate OnChangeToWalkingDeadRes;//[Offset: 0x2adc, Size: 12]
bool GMDisableLeftScreenControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ae8, Size: 1]
bool IsJoystickInLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ae9, Size: 1]
delegate OnWeakGuidEventDelegate;//[Offset: 0x2aec, Size: 12]
delegate OnStopWeakGuidDelegate;//[Offset: 0x2af8, Size: 12]
delegate OnEnableGuidActorDelegate;//[Offset: 0x2b04, Size: 12]
delegate OnInfectionShowTipMsgDelegate;//[Offset: 0x2b10, Size: 12]
delegate OnInfectionPlaySoundEventDelegate;//[Offset: 0x2b1c, Size: 12]
class DamageType* GiveupDamageTypeClass;//[Offset: 0x2b28, Size: 4]
uint32 LastKillerKey;//[Offset: 0x2b2c, Size: 4]
bool bAAlOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b30, Size: 1]
bool bIsBackPackPanelOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b31, Size: 1]
bool bUseAntiDataReportFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b3c, Size: 1]
bool bUseAntiDataReportFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b3d, Size: 1]
bool bUseAntiDataReportFilterCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b3e, Size: 1]
float LastReportAntiDataTime;//[Offset: 0x2b40, Size: 4]
delegate RefreshPickupFlagStatusDelegate;//[Offset: 0x2b44, Size: 12]
delegate OnRevivalAndEnterAirplane;//[Offset: 0x2b50, Size: 12]
delegate OnSpawnVehicleServerTimeUpdatedDelegate;//[Offset: 0x2b5c, Size: 12]
bool bDisableTouchMoveInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b68, Size: 1]
delegate OnPlayerControllerStateChangedDelegate;//[Offset: 0x2b6c, Size: 12]
delegate OnPlayerNumOnPlaneChangedDelegate;//[Offset: 0x2b78, Size: 12]
delegate OnReconnectResetUIByPlayerControllerStateDelegate;//[Offset: 0x2b84, Size: 12]
delegate OnMemberVoiceDelegate;//[Offset: 0x2b90, Size: 12]
delegate HideAllUIAfterDeadTipsShowDelegate;//[Offset: 0x2b9c, Size: 12]
Actor* InteractiveActor;//[Offset: 0x2ba8, Size: 4]
delegate OnVehicleWarKilledTrackerStartDelegate;//[Offset: 0x2bac, Size: 12]
delegate OnVehicleWarKilledTrackerFinishDelegate;//[Offset: 0x2bb8, Size: 12]
delegate OnVehicleWarVehicleRepawnDelegate;//[Offset: 0x2bc4, Size: 12]
delegate OnShowGeneralGameTipsDelegate;//[Offset: 0x2bd0, Size: 12]
FloatingTextComponent* FloatingTextComp;//[Offset: 0x2bdc, Size: 4]
delegate OnTouchInterfaceChangedDelegate;//[Offset: 0x2bf4, Size: 12]
<byte,ParachuteAnimAssetData> ParachuteAnimAssetCache;//[Offset: 0x2c00, Size: 60]
enum CurrentWeaponFunction;//[Offset: 0x2c3c, Size: 1]
float WeaponFunctionChangingInterval;//[Offset: 0x2c40, Size: 4]
bool bWeaponFunctionIsChanging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c44, Size: 1]
float WeaponFunctionLastChangingTime;//[Offset: 0x2c48, Size: 4]
WeatherConfigComponent* WeatherConfigComponent;//[Offset: 0x2c4c, Size: 4]
DynamicWeatherExMgr* DynamicWeatherExMgr;//[Offset: 0x2c50, Size: 4]
bool bDstWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c60, Size: 1]
bool bDstWeatherFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c70, Size: 1]
delegate OnIndoorStateChangeDelegate;//[Offset: 0x2c74, Size: 12]
double LastFlyLeapPlatfromTime;//[Offset: 0x2cc0, Size: 8]
bool bEnableDSErrorLogReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d04, Size: 1]
bool InWateringRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d05, Size: 1]
<int,int> ActivitdedIDMap;//[Offset: 0x2d08, Size: 60]
WeaponHitDetailInfo ShowWeaponHitDetailInfo;//[Offset: 0x2d58, Size: 16]
WeaponHitDetailInfo CacheWeaponHitDetailInfo;//[Offset: 0x2d68, Size: 16]
LastGameRemainItemData LastGameRemainItemData;//[Offset: 0x2d78, Size: 48]
bool bAddMovementTickInSpect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2da8, Size: 1]
bool bIsOpenGraySceneOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2daa, Size: 1]
bool bSceneIsGrayOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dab, Size: 1]
float FadeGrayInterpSpeed;//[Offset: 0x2dac, Size: 4]
<int,enum> PlayerAvatarHideState;//[Offset: 0x2db0, Size: 60]
float ParachuteSlideReportDuration;//[Offset: 0x2dec, Size: 4]
float ParachuteReportLocationDiffSq;//[Offset: 0x2df0, Size: 4]
ParachuteData ParachuteData;//[Offset: 0x2df8, Size: 128]
float TrustClientSinceEnterParachuteJump;//[Offset: 0x2e80, Size: 4]
float ClientParachuteLandedFinishTimeMax;//[Offset: 0x2e88, Size: 4]
VehicleMoveDragData DragData;//[Offset: 0x2e98, Size: 24]
int PhotographerOpenRecord;//[Offset: 0x2eb0, Size: 4]
int PhotographerTakePhotoRecord;//[Offset: 0x2eb4, Size: 4]
int PhotographerTemplateRecord;//[Offset: 0x2eb8, Size: 4]
float ReportSimulatedDragInterval;//[Offset: 0x2ebc, Size: 4]
delegate OnTeammateRescueStateChanged;//[Offset: 0x2ec8, Size: 12]
TimerHandle LocalRescueEndedTimer;//[Offset: 0x2ed8, Size: 8]
void ViewVehicle(float YawAdd, float PitchAdd, Vector Loc);// 0x2443a5c
void ViewPlane();// 0x2443a48
void VehicleWarOpenSequencerDelegate__DelegateSignature(out const BattleOpenSequencerInfo SequencerInfo);// 0x2efb424
void VehicleWarFireTakeDamagedEvent(Vector CauserLocation);// 0x24439d8
void UserDropItemOperation(ItemDefineID DefineID);// 0x2443950
void UseItem(int ID);// 0x24438d8
void UpdateTeammatesStreaming();// 0x24438bc
void UpdateSurfboardUI();// 0x24438a8
void UpdateSelfRevivalCountdown(int CurCountdown);// 0x2443828
void UpdatePoseViewPitchLimit();// 0x2443814
void UpdatePoseState(byte PoseType);// 0x244379c
void UpdateBodyIndoorState(bool BodyIndoor);// 0x24436d4
void UnPossess();// 0x24436b8
void UnLoadAllCollision(bool Unload);// 0x2443638
void TryReqMoveToTarget(int FollowType, FString FollowUID);// 0x2443498
void TriggerVehicleVoiceCheckFuction(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x24431e8
void TriggerShotVoiceCheckFuction(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x24432f0
void TriggerMoveVoiceCheckFuction(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x24431e8
void TriggerLandingVoiceCheckFuction(Vector posVector, float showTime);// 0x2443118
void TriggerHunterRevival();// 0x24431d4
void TriggerGlassVoiceCheckFuction(Vector posVector, float showTime);// 0x2443118
void TPPFollowAI(FString AIPlayerKey);// 0x21172ec
void TouchMove(Vector Loc, byte FingerIndex);// 0x244305c
bool TouchEnd(byte PressType);// 0x2442fdc
void TouchBegin(byte PressType);// 0x2442f64
void ToggleOBVehicleView();// 0x2442f50
void ToggleOBTPPFollowFreeView();// 0x2442f3c
void ToggleEnableOBBulletTrackEffectSetting(bool bEnable);// 0x2442ebc
void TestMapMarkClient(int inAlertID, int IconID, int testFuncIndex);// 0x2442dbc
void TempleStopMoving();// 0x2442da8
void TempleStartMoving();// 0x2442d94
void TempleSpawnBoss();// 0x2442d80
void TempleDisappear();// 0x2442d6c
void TeleportToTemple(byte bOutCollisionTeleportPoint);// 0x2442cf4
void TeleportAIToLoc(float X, float Y, float Z);// 0x2442bf4
void TeamMateUAVStateChanged(STExtraPlayerState* STPlayerState, TeamateStateUAVChangedCompressData ChangedCompressedData);// 0x2442b18
void TeamMateStateChangedZNQ(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, float HealthMax, int VoiceID);// 0x24428f0
void TeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, int VoiceID);// 0x2442710
void SwitchToTeamByNumPressed();// 0x24426fc
void SwitchToPlayerByNumPressed();// 0x24426e8
void SwitchToDeadBox();// 0x24426d4
void SwitchShowUI();// 0x24426c0
void SwitchPoseStateWithTransformServer(STExtraBaseCharacter* TargetCharacter, byte PoseState, Vector Position, Rotator Rotation);// 0x244250c
void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x2442410
void SwitchPoseStateFailedResponse(STExtraBaseCharacter* TargetCharacter, byte FailedPoseState, byte CurPoseState, enum FailReason);// 0x24422c0
void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x24421fc
void SwitchMouseCursorShowState();// 0x24421e8
void SwitchGenerateItem();// 0x244218c
void SwitchCameraModeScope(byte Mode, STExtraBaseCharacter* InCharacter);// 0x24420d0
void SwitchCameraModeByOrder();// 0x24420bc
void SwitchCameraMode(byte Mode, STExtraBaseCharacter* InCharacter, bool IsUseLerpFPP, bool IsForceSwitch);// 0x2441f60
void SwapWeaponByPropSlotOnServer(byte Slot1, byte Slot2, bool bForce);// 0x2441e58
void StopBuildingMode(bool HideUI, bool ShrinkMenu);// 0x2441d80
void StopAbsorb();// 0x2441d24
void StartReadyCountDown();// 0x2441d10
void StartLandOnGroundAfterJumpPlane();// 0x2441cfc
void StartInputCameraMoveTest(bool bIsStartInputCameraMoveTest, bool bIsStartTestAllTime, float IntervalTime);// 0x2441be4
void StartGame();// 0x2441bd0
void StartFreeCamera(byte FigerIndex);// 0x2441b58
void SpectatorCameraChange_Broadcast(bool bDie);// 0x2441a90
void SpawnFloatingTemple();// 0x2441a7c
void SpawnAITeam(int Num, int AITeamID, byte Difficulty);// 0x244197c
void SpawnAIPosi(int ID, int AITeamID, float PosiX, float PosiY, float PosiZ);// 0x24417ec
void SpawnAI(int Num, bool bSpawnAll);// 0x2441728
void SpawnActorWithPath(FString Path, float X, float Y, float Z);// 0x244159c
void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x2441524
bool SkipChangeViewTarget();// 0x24414f4
void ShutDownItemGenerate(bool IsOpen);// 0x2441474
void ShutDownBroadcastFatalDamage(bool IsOpen);// 0x2177e78
void ShowStringMsg(const FString Message, int MsgID, int ItemID, FString PlayerKeyString);// 0x244120c
void ShowPoints(const Vector[] Points, const Color Color, float LifeTime);// 0x24410c8
void ShowNavOperator();// 0x24410b4
void ShowMovePath(const Vector[] Path);// 0x2440ff0
void ShowGameTips(int TipsID, FString Params);// 0x2440ee8
void ShowFireBtn(bool bShow);// 0x2efb424
void ShowBulletShoot(Vector StartLoc, Rotator Rot);// 0x2440e20
void ShowAnimationButton(bool IsShow, int NewUIType);// 0x2440d50
bool ShouldSendFatalDamageToClient(UAECharacter* Causer, UAECharacter* Victim);// 0x2440c84
bool ShouldForceFPPView(STExtraPlayerCharacter* InCharacter);// 0x2440c04
void SetVirtualStickVisibility(bool bJSVisiable);// 0x2440b84
void SetVirtualStickAutoSprintStatus(bool bVirtualstickAutoSprint);// 0x2440b04
void SetVirtualJoystickWidgetRender(enum Visible);// 0x2440a8c
void SetViewYawLimit(float YawMin, float YawMax);// 0x24409d0
void SetViewTargetTest(Actor* NewViewTarget);// 0x2440958
void SetUAETriggerEnable(bool IsEnbale);// 0x24408d8
void SetTouchFingerIndex(bool TouchBegin, byte FingerIndex);// 0x2440810
void SetTeammateForbitPick(bool bForbit, int LogType);// 0x2440700
void SetStateLeftTime(int leftTime);// 0x2440688
void SetSpectatorPawnLotation(out const Vector NewLocation);// 0x2440604
void SetSkillFingerIndex(byte FingerIndex);// 0x244058c
void SetSingleThreadUpdateAnim(bool InIsSingleThread);// 0x244050c
void SetShoulderFingerIndex(bool TouchBegin, byte FingerIndex);// 0x2440444
void SetServerLevelLoadingMode(bool bNewLoadAll);// 0x2177e78
void SetScopeFingerIndex(bool TouchBegin, byte FingerIndex);// 0x244037c
void SetPlayerTeamBodyInstMask(int Mask);// 0x2440304
void SetPlayerMark(Vector Loc);// 0x2440258
void SetPlayerMapMultiMark(Vector NewLoc, bool bAdd, int MaxNum, bool bClearAll);// 0x2440098
void SetPlayerBodyInstMask(int Mask);// 0x2440020
void SetPlaneEnabled(bool InEnable);// 0x243ffa0
void SetPlane(Actor* Plane);// 0x243ff28
void SetPeekFingerIndex(bool TouchBegin, byte FingerIndex, bool AutoCancelPeek);// 0x243fe14
void SetParachuteAnimCached(byte AnimOverrideType, bool InValue);// 0x243fd50
void SetOBVehicleView(bool IsActive);// 0x243fcd0
void SetObservingTime(float Time);// 0x243fc58
void SetMovable(bool IsMovable);// 0x243fbd8
void SetLocalUnPossesTest(bool bControllerSide, bool bPawnSide);// 0x243fb08
void SetLaunchFlyStateOnServer(enum StateType);// 0x243fa90
void SetLaunchFlyState(enum StateType);// 0x243fa18
void SetJoyStickScale(float JSScale);// 0x243f9a0
void SetJoyStickPtrFireMode(int FireMode);// 0x243f928
void SetJoystickOperatingMode(byte OperatingMode, float GoStraightAngle);// 0x243f86c
void SetJoyStickOpacityNotUpdate(float JSOpacity);// 0x243f7f4
void SetJoyStickOpacity(float JSOpacity);// 0x243f77c
void SetJoyStickInteractionSize(Vector2D JSInteractionSize);// 0x243f70c
void SetJoyStickCenter(Vector2D JSCenter);// 0x243f69c
void SetIsSnowy(bool bSnowy);// 0x243f61c
void SetIsShowBlood(bool InIsShowBlood);// 0x243f59c
void SetIsRainy(bool bRainy);// 0x243f51c
void SetIsCacheReceiveRespawnZombie(bool isReceive);// 0x243f49c
void SetIsBlizzard(bool bBlizzard);// 0x243f41c
void SetInfectResetPlayerInterTime(float InterTime);// 0x243f3a4
void SetIgnoreMoveInput(bool bNewMoveInput);// 0x243f31c
void SetHasResultState(bool InState);// 0x243f29c
void SetGameStateReconnectInfoToClient(ReConnectGameStateInfo ReConnectInfo);// 0x243f0c8
void SetEnterInteractiveActor(Actor* IActor, bool IsIn);// 0x243f004
void SetEnableWingAvatar(bool Val);// 0x243ef84
void SetEnableVoiceByPlayerKey(STExtraPlayerState* State, bool Enable);// 0x243eec0
void SetDisableTouchMoveInput(bool bDisable);// 0x243ee40
void SetCustomSensibility(int WeaponID, int AttrIndex, float Value);// 0x243ed40
void SetCustomFlightRoute(float StartX, float StartY, float EndX, float EndY);// 0x243ebf8
void SetCurrentCameraFOV(float FOV, byte Mode);// 0x243eafc
void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x243e9e4
void SetClientSpawnAndBackpackWeaponReplicatedDataArray(uint32 CharacterGUID, const ItemDefineID[] DataList, int WeaponSyncTicket);// 0x243e860
void SetCircleInfoToClient(GetCircleInfo ReConnectInfo);// 0x243e6d0
void SetCaptureIDCardStatusDelegate__DelegateSignature(bool IsCapture);// 0x2efb424
void SetCanJump(bool CanJump);// 0x243e650
void SetCanGotoExPlane(bool bFlag);// 0x243e5d0
void SetCanDropItem(bool bCanDrop);// 0x243e550
void SetBeKickedPlayerName(FString InPlayerName);// 0x243e3f8
void SetAngledSightFingerIndex(bool TouchBegin, byte FingerIndex);// 0x243e330
void SetAllStarReportDataByOpenID(FString InPlayerOpenID, out AllStarReportData InReportData);// 0x243e21c
void SetAllInfectedAreaLevel(int LevelId);// 0x243e1a4
void ServerUseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x243dfe8
void ServerUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation, float TimeStamp);// 0x243de80
void ServerUpdateCurrentBuildIndex(int8 idx);// 0x243ddcc
void ServerTriggerSelectHolography(int HolographyID, int SkillID);// 0x243dcd0
void ServerTriggerSelectGrenade(int GrenadeID);// 0x243dc1c
void ServerTriggerCharacterSkillWithID(int SkillID, bool bEnable);// 0x243db0c
void ServerTriggerCharacterCustomEvent(byte SkillEvent, int SkillID);// 0x243da10
void ServerTestPaintDecal(int ID, const PlayerDecalData DecalData);// 0x243d85c
void ServerStopFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x243d51c
void ServerStopFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x243d1dc
void ServerStopFillGas(STExtraShootWeapon* TargetWeapon);// 0x243d128
void ServerStartPreBarrel(STExtraBaseCharacter* TargetCharacter, float HandledTime);// 0x243d02c
void ServerStartOnPlaneSurvive(float P_PlaneFlyHeight, float P_PlaneStartDistance, float P_PlaneFlySpeed, float P_HaveToJumpDistance, Vector P_MapCenterLoc, Vector P_PlaneStartLoc, float P_PlaneStartYaw);// 0x243cd84
void ServerStartFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo, float MaxAimDistance, Vector2D ScreenAimRect);// 0x243cba0
void ServerStartFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo);// 0x243ca5c
void ServerStartFillGas(STExtraShootWeapon* TargetWeapon);// 0x243c9a8
void ServerStartBarrelNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* ShootWeapon);// 0x243c8ac
void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x243c7f8
void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte ShootType);// 0x243c6fc
void ServerSetSelfForceHideState(int SlotID, bool bSelfHide);// 0x243c5ec
void ServerSetReloadMethod(Actor* TargetActor, byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x243c4a8
void ServerSetObsverLocation(const Vector locat);// 0x243c3fc
void ServerSetIsFreeView(bool isFreeView);// 0x243c334
void ServerSetFreeCameraRotationOnVehicle(Rotator InRotation, bool IsAutoReturn);// 0x243c220
void ServerSetFreeCamera(Rotator InRotation);// 0x243c174
void ServerSetControlRotationOnVehicle(Rotator InRotation, bool IsFreeCamera);// 0x243c060
void ServerSetControlRotation(const Rotator NewRotation);// 0x243bfb4
void ServerSendLogToLobby(FString ErrorLog);// 0x243bef8
void ServerReportWatchGamePlayerInfoButtonClick(uint64 WatchPlayer_UID, uint64 WatchedPlayer_UID, float Duration);// 0x243bd8c
void ServerReportVehicleDrag(const VehicleMoveDragData InDragData);// 0x243bc98
void ServerReportPhotographerOp(byte OperationType);// 0x243bbe4
void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x243b980
void ServerRemoteDestroyAllActor();// 0x243b968
void ServerRemoteDestroyActor(int SingleId);// 0x243b8f0
int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x243b794
void ServerReceiveThePlane(int64 TimeStamp);// 0x243b6dc
void ServerQuitSpectating();// 0x243b680
void ServerPickItem(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x243b28c
void ServerOpenParachute();// 0x243b230
void ServerObserveKiller();// 0x243b1d4
void ServerObserveCharacter(uint32 InPlayerKey);// 0x243b120
void ServerObserveAirDropBox(int boxId);// 0x243b06c
void ServerNotifyAutoFollowStatus(bool IsStartFollow, STExtraBaseCharacter* Target);// 0x243af5c
void ServerKickPlayerFromGame(uint32 InPlayerKey);// 0x243aea8
void ServerJumpFromPlane();// 0x243ae4c
void ServerInterruptGame();// 0x243adf0
void ServerInternalSetTeammateForbidPick(bool bIsForbid, int TLogIndex);// 0x243ad28
void ServerHearSound(int AkEventID, const Vector AkLocation);// 0x243ac34
void ServerHandleMsg(enum Msg);// 0x243ab80
void ServerHandleHitDataArrayFlowOpt(STExtraShootWeapon* TargetWeapon, SACData AntiCheatData, const BulletHitInfoWithoutDamage[] HitInfoWithoutDamageArray);// 0x243a95c
void ServerHandleHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData);// 0x243a810
void ServerHandleExtraHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData, const HitTargetExtraData[] HitExtraDataArray);// 0x243a63c
void ServerGetTotalPlayers();// 0x243a5e0
void ServerGetPlayerAliasInfoList();// 0x243a584
void ServerGetCircleInfo();// 0x243a528
void ServerFight();// 0x243a4cc
void ServerExitFromHelicopter(STExtraVehicleBase* ExitVehicle);// 0x243a418
void ServerExitFreeCamera();// 0x243a3bc
void ServerDropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x243a258
void ServerDriveFireBalloon(STExtraFireBalloon* FireBalloon, bool bNewDrive);// 0x243a148
void ServerDoPickupRevivalFlag();// 0x243a0ec
void ServerDisuseItem(ItemDefineID DefineID, enum Reason);// 0x2439fd0
void ServerControlFireBalloonMoveEx(STExtraFireBalloon* FireBalloon, float MoveUpValue, float MoveForwardValue, float MoveRightValue);// 0x2439e3c
void ServerControlFireBalloonMove(STExtraFireBalloon* FireBalloon, float MoveUpValue);// 0x2439d40
void ServerCMD_RPC(FString Cmd);// 0x2439c4c
void ServerCMD(FString Cmd);// 0x21172ec
void ServerClearTeammatesCache();// 0x2439bf0
void ServerChangeWeaponScheme(int Index);// 0x2439b3c
void ServerChangeWeaponFunction(enum NewWeaponFunction);// 0x2439a88
void ServerChangeVehicleAvatar(const int AvatarID);// 0x24399d4
void ServerChangeStatePC(enum TargetStateType);// 0x243995c
void ServerChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x24397f8
void ServerAutoSwitchSameSlotWeapon(byte CurrentSlot);// 0x2439780
void SendWeaponInfoToOB(out OBPlayerWeaponRecord[] WeaponReport);// 0x243964c
void SendStringWithMsgID(FString Message, int MsgID, FString PlayerKeyString);// 0x24394c8
void SendStringMsgWithTransform(FString Message, int MsgID, int ItemID, FString PlayerKeyString, int MsgExtraParam, byte CheckSetting, bool bIncludeTeammates);// 0x2439220
void SendStringMsg(FString Message, int MsgID, int ItemID, FString PlayerKeyString, int MsgExtraParam, byte CheckSetting, bool bIncludeTeammates);// 0x2438f78
void SendStringDirect(FString Message);// 0x2438ebc
void SendLogToLobbyOnece(byte LogType);// 0x2438e44
void SendGameStateInitOK();// 0x2438de8
void SendEndTouchScreenUICommand(out FString UIMsg);// 0x2438d1c
void SendDeviceInfo(const FString PlatformProfileName, const DeviceInfo DeviceInfo);// 0x2438ba0
void SendCustomMsg(FString Message, int MsgExtraParam, bool bSTTMsg);// 0x2438a54
void ScopeOut();// 0x2438a40
void ScopeIn();// 0x2438a2c
void S2C_ResponseSkillPrompt(bool bShow, float RemainingTime, FString PromptText, float TotalTime);// 0x2438844
void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x24386ec
void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x2438594
void RunOnNextFrameEvent();// 0x2438580
void RunOnNextFrame__DelegateSignature();// 0x2efb424
void RspGetVehiclePos(STExtraVehicleBase* SimVehicle, Vector pos);// 0x24384bc
void RPC_UseInteractiveActor();// 0x2438460
void RPC_Server_VehicleWarSetPlayerHasLogin();// 0x2438404
void RPC_Server_ShootSpecialBullet(Transform LaunchTrans, STExtraShootWeapon* TargetWeapon);// 0x2438280
void RPC_Server_ShootSeekAndLockProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf, const SeekAndLockRPGBulletUploadData UploadData);// 0x2437f10
void RPC_Server_ShootProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf);// 0x2437c00
void RPC_Server_ShootGrenadeBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf);// 0x24378f0
void RPC_Server_SetRemainBoxIsSearched(PlayerRemainTombBox* RemainBox);// 0x2437834
void RPC_Server_SetPlayerStateChoose(int choose);// 0x2437780
void RPC_Server_SetMicphoneTLogToServer(const TLog_Micphone MicphoneTlog);// 0x24376bc
void RPC_Server_SendLog(FString ErrorLog);// 0x24375c8
void RPC_Server_RequestRefreshOwnerPawnHealth();// 0x243756c
void RPC_Server_ReqHealth();// 0x2437510
void RPC_Server_ReportPeerVisualFieldActorList(const Actor*[] VisualFieldActorList);// 0x243741c
void RPC_Server_RemovePhotonDestructibleFragment(const HitResult Hit);// 0x243735c
void RPC_Server_RemoveFracturedMeshFragment(Actor* ImpactActor, Actor* OtherActor, Vector NormalImpulse, const HitResult Hit);// 0x24371b8
void RPC_Server_PrintHP();// 0x243715c
void RPC_Server_NotifySwapMainWeaponFinished(byte Slot1, byte Slot2);// 0x2437060
void RPC_Server_NotifyServerUseSpot(SupplySpot* InSupplySpot);// 0x2436fac
void RPC_Server_NotifyServerUseEnhancerSpot(EnhancerSpot* InEnhancerSpot);// 0x2436ef8
void RPC_Server_NotifyServerProjectileBulletImpact(const ExplosionProjectileHitInfo InExProjectileHitInfo, ProjectileBulletBase* Bullet);// 0x2436e04
void RPC_Server_NotifyServerPetNotDownload(int PetId);// 0x2436d50
void RPC_Server_NotifyServerOpenAnyPickUpBox(PlayerTombBox* TombBox);// 0x2436c9c
void RPC_Server_NotifyServerLaserProjectileBulletAutoExplode(ProjectileBulletBase* Bullet, const ExplosionProjectileHitInfo InExpProjectileInfo);// 0x2436ba8
void RPC_Server_NotifyServerEnemyStep(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2436a54
void RPC_Server_NotifyServerEnemyShoot(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience);// 0x24368a0
void RPC_Server_NotifyServerAddOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x24367ac
void RPC_Server_NotifyBreakWindow(UAEHouseActor* OwnerTarget, UAEWindowRepData Window);// 0x2436400
void RPC_Server_NorifyServerClientHasFinishReconnectedWeaponSystem();// 0x243639c
void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeaponWithWeaponMgr(const ItemDefineID[] WeaponIDArray, WeaponManagerComponent* WeaponMgr);// 0x2436260
void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeapon(const ItemDefineID[] WeaponIDArray);// 0x243616c
void RPC_Server_NorifyServerAddFirstOpenedTreasureBoxes(const int[] TreasureBoxIDArray);// 0x2436078
void RPC_Server_NorifyServerAddFirstOpenedPlayerTombBoxes(const int[] PlayerTombBoxIDArray);// 0x2435f84
void RPC_Server_NorifyServerAddFirstOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x2435e90
void RPC_Server_EquipWeaponBullet(STExtraShootWeapon* TargetWeapon, int BulletID);// 0x2435d94
void RPC_Server_ConfirmMisKill(uint32 bConfirm, const GameBaseInfo ClientBaseInfo);// 0x2435c4c
void RPC_Server_ClientHasReactivated();// 0x2435bf0
void RPC_Server_ClientHasFinishedRecoverWeapon_New(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x2435a8c
void RPC_Server_ClientHasFinishedRecoverWeapon(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x2435928
void RPC_Server_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x243582c
void RPC_Server_BattleStateTime(float InBattleStateTime);// 0x2435778
void RPC_ReviveState_GiveUpRevive();// 0x243571c
void RPC_RequireDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr);// 0x2435668
void RPC_RemoteCustomEventWithObjects(FString EventTag, FString CustomParam, Object* TObject01, Object* TObject02);// 0x2435454
void RPC_RemoteCustomEventWithObject(FString EventTag, FString CustomParam, Object* TObject);// 0x2435290
void RPC_RemoteCustomEvent(FString EventTag, FString CustomParam);// 0x2435114
void RPC_PushDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr, WeatherControllerRepData RepWeatherInfo);// 0x2435014
void RPC_OwnerClient_WeaponWarmUpEnd(STExtraWeapon* Weapon);// 0x2434f60
void RPC_OwnerClient_SwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x2434e08
void RPC_OwnerClient_SetTeammatesYouAttackFirstToClient(const FString[] ListOnServer);// 0x2434cac
void RPC_OwnerClient_SetMurderInfo(FString murderName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x2434aa4
void RPC_OwnerClient_SetLastBreathMurder(FString MurderPlayerName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x243489c
void RPC_OwnerClient_SetCurrentWeaponVisible(bool bVisible);// 0x24347d4
void RPC_OwnerClient_PlayerEnableAttrModifier(bool bEnable, const AttrModifyItem ItemData);// 0x24345fc
void RPC_OwnerClient_PlayerConsumeItem(const ItemDefineID ID, int Count);// 0x2434500
void RPC_OwnerClient_PlayerAddHealth(float AddVal, byte Reason);// 0x2434404
void RPC_OwnerClient_PlayerAddEnergy(float AddVal, byte Reason);// 0x2434308
void RPC_OwnerClient_NotifyClientEquipWeaponAttachment(byte WeaponPropSlot, const ItemDefineID DefineID, bool bEquip);// 0x24341b0
void RPC_OwnerClient_HandleAIShootBulletHit(Vector_NetQuantize10 BulletStart, Vector_NetQuantize10 BulletEnd);// 0x2434098
void RPC_OwnerClient_FlushPlayerHealthChangeHistory(const float[] ChangeHistory, STExtraBaseCharacter* TargetPlayer);// 0x2433f5c
void RPC_OwnerClient_ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x2433e18
void RPC_GiveUpGame();// 0x2433dbc
void RPC_DrawDebug_Sphere(const Vector Center, float Radius, Color Color, float LifeTime);// 0x2433c7c
void RPC_DrawDebug_Line(const Vector Start, const Vector End, Color Color, float LifeTime);// 0x2433b44
void RPC_ClientSetVehicleSpawnServerTime(float STime);// 0x2433ac4
void RPC_Client_UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x24339bc
void RPC_Client_UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x24337a8
void RPC_Client_UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x24335dc
void RPC_Client_UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x2433410
void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x2433244
void RPC_Client_ShowNewCommonCountDown(float TotalTime, int StringId, int TypeId);// 0x243313c
void RPC_Client_SetSpectatorPawnLotation(const Vector NewLocation);// 0x2433090
void RPC_Client_RemoteDestroyAllActor();// 0x2433074
void RPC_Client_RemoteDestroyActor(int SingleId);// 0x2432ff4
void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x2432e60
void RPC_Client_PreSetBulletListInClip(STExtraShootWeapon* TargetWeapon, BulletInClip CurBulletInClip);// 0x2432bc8
void RPC_Client_PlayerBulletHitVehicleSound(Vector Loc, Rotator Rot);// 0x2432ab0
void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x2432808
void RPC_Client_NotifyHealth(float Health);// 0x2432754
void RPC_Client_InfectionShowKillNum(int ShowKillNum);// 0x24326d4
void RPC_Client_DestroyWeapon(FName LogicSocket, const ItemDefineID ID, bool bEnableBroadcast);// 0x2432570
void RPC_Client_ClientDisplayScoreChangeTips(WarPlayerStateScore ScoreStruct);// 0x243247c
void RPC_Client_CircleRun(int Index, int TotalNum);// 0x2432380
void RPC_Client_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x2432284
void RPC_Client_BeginInteractiveProcess();// 0x2432268
void RPC_Client_AirAttack(const AirAttackOrder airAttackOrderSrc, const Vector AirAttackArea);// 0x24320e0
void RPC_CancelUseInteractiveActor();// 0x2432084
void RevivalTemateSuccess();// 0x2432068
void RevivalTemateFailImpl(FString Reason);// 0x2431fa4
void RevivalTemateFail(FString Reason);// 0x2431ee0
float RetriveMobileContentScaleFactor();// 0x2431eb8
void RetrievePlayerBattleResultData();// 0x20ef4c8
void RestoreDefaultInteractionSize(int JSIndex);// 0x2431e40
void RespawnRecoverData(UAEPlayerController* PC);// 0x2431dc8
bool ResetValidTouchMoveFrame();// 0x2431da0
void ResetMissingUIUpdate();// 0x2efb424
void ResetIgnoreMoveInput();// 0x2431d84
void RequireNetCullingDistanceByDevice();// 0x2431d28
void RequireDeviceInfo();// 0x2431d0c
void RequestPlayerNewbieInfo();// 0x2431cf8
bool RequestChangeWearInBattle(int NewIndex);// 0x2431c78
bool RequestChangeWear(int NewIndex);// 0x2431bf8
void ReqSwitchPersonPerspective(bool IsNewFPP);// 0x2431b30
void ReqRecordEnterIceMountain();// 0x2431ad4
void ReqGetVehiclePos(STExtraVehicleBase* SimVehicle);// 0x2431a20
void ReportWatchGamePlayerInfoButtonClick(float DuriationTime);// 0x24319a8
void ReportVehicleMoveFlow(const VehicleMoveFlow VehicleMoveFlow);// 0x243184c
void ReportPlayerPositionFlow(const PlayerPositionFlow PlayerPositionFlow);// 0x24316e4
void ReportClientParachuteData(ParachuteData InParachuteData);// 0x243141c
void ReportAntiCheatInfo();// 0x2431408
void Rep_RefreshInteractiveActor();// 0x24313f4
void RemoveTouchMoveFinger(byte FingerIndex);// 0x243137c
void RemoveCustomSensibility(int WeaponID);// 0x2431304
void RemoveAllDoors();// 0x24312f0
void ReleaseFire();// 0x2efb424
void ReInitUIAfterReCreatePawn(UAEPlayerController* UAEPC);// 0x2431278
void ReInitParachuteItem();// 0x2431264
void RefreshTopMostUIPanel(byte Type);// 0x2efb424
void RefreshShootDetailInfo();// 0x2431250
void RefreshPickupFlagStatusDelegate__DelegateSignature();// 0x2efb424
void RecoverStatusAfterReconnecting();// 0x2431234
void RecordPathPoint();// 0x2431220
void ReceiveClientRestart();// 0x2efb424
void ReceiveBackpackComponent();// 0x2431204
void QuitSpectating();// 0x24311f0
void PrintStringToScreen(FString inString, LinearColor TextColor, float Duration);// 0x24310a0
void PrintAllPickupWarpper();// 0x243108c
void PreViewTargetChangeDelegate__DelegateSignature(Actor* NewTarget, Actor* PrevTarget);// 0x2efb424
void PressGrenade(bool isThrow);// 0x2efb424
void PressFire(int FingerIndex);// 0x2efb424
void PlayerLiveStateChangedInOB(enum State, Character* OwnerCharacter);// 0x2430fd0
void PlayerKillingDelegate__DelegateSignature();// 0x2efb424
void PlayerEnterAreaDelegate__DelegateSignature(int AreaID);// 0x2efb424
void PlayerDoEmoteDelegate__DelegateSignature(int EmoteIndex);// 0x2efb424
void PlayerControllerToggleDelegate__DelegateSignature(bool bOpen);// 0x2efb424
void PlayerControllerSelfPawnDeathDelegate__DelegateSignature();// 0x2efb424
void PlayerControllerNotifyChangeToWalkingDead__DelegateSignature(bool bCanChange, bool bIsWalkingDeadFinish);// 0x2efb424
void PlayerControllerChangeToWalkingDeadRes__DelegateSignature(bool bSucc);// 0x2efb424
void PlayerControllerChangeToWalkingDead__DelegateSignature();// 0x2efb424
void PlayBattleSound(FString BankName, FString SoundName);// 0x2430e90
void PickupInitialItemListForRobustness();// 0x2430e7c
void OpenParachute();// 0x2430e68
void OnWeaponEquipAttachmentDelegate__DelegateSignature(STExtraShootWeapon* Weapon, enum Type, bool bEquip);// 0x2efb424
void OnWeaponEquipAttachment(byte WeaponPropSlot, out const ItemDefineID DefineID, bool bEquip);// 0x2efb424
void OnWeakGuidEventDelegate__DelegateSignature(int GuidID, Actor* GuidActor);// 0x2efb424
void OnWallFeedBack(bool _WallFeedBack);// 0x2430de8
void OnViewTargetPoseChanged(byte LastPose, byte NewPose);// 0x2430d2c
void OnViewTargetDetachedFromVehicle(STExtraVehicleBase* LastVehicle);// 0x2430cb4
void OnViewTargetChangeVehicleSeat();// 0x2430ca0
void OnViewTargetChangePoseDelegate__DelegateSignature(byte LastPose, byte NewPose);// 0x2efb424
void OnViewTargetChange__DelegateSignature(STExtraBaseCharacter* ViewTarget, STExtraBaseCharacter* LastViewTarget, bool bIsOnPlane);// 0x2efb424
void OnViewTargetAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x2430c28
void OnVehicleWeaponIsReadyForFireDelegate__DelegateSignature();// 0x2efb424
void OnVehicleWarVehicleRepawnDelegate__DelegateSignature();// 0x2efb424
void OnVehicleWarKilledTrackerStartDelegate__DelegateSignature();// 0x2efb424
void OnVehicleWarKilledTrackerFinishDelegate__DelegateSignature();// 0x2efb424
void OnVehicleExitFreeCameraDelegate__DelegateSignature(bool bExit);// 0x2efb424
void OnUseVehicleWarWeapon();// 0x2430c14
void OnUseVehicleWarItem();// 0x2430c00
void OnUseVehicleWarEyes();// 0x2430bec
void OnUseMainSlot__DelegateSignature(byte Slot);// 0x2efb424
void OnUseInventoryItemDelegate__DelegateSignature();// 0x2efb424
void OnUnequipWeaponDelegate__DelegateSignature();// 0x2efb424
void OnUITouchMoveDelegate__DelegateSignature(Vector Loc);// 0x2efb424
static void OnTryReqMoveToTarget(const Object* WorldContextObject, int FollowType, FString FollowUID);// 0x2430a0c
void OnTouchInterfaceChangedDelegate__DelegateSignature();// 0x2efb424
void OnTeammateTemperatureChangeDelegate__DelegateSignature();// 0x2efb424
void OnTeammatesAllDie();// 0x24309f8
void OnTeammateLogin(int InTeamID);// 0x2430980
void OnTeammateHPChangeDelegate__DelegateSignature();// 0x2efb424
void OnTeamFollowStageChangeDelegate__DelegateSignature();// 0x2efb424
void OnTaskConditionDeactivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2efb424
void OnTaskConditionActivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2efb424
void OnTakeDamaged__DelegateSignature(float DamageAngel);// 0x2efb424
void OnSwitchWeaponDelegate__DelegateSignature();// 0x2efb424
void OnSwitchToTeamByNumPressed__DelegateSignature();// 0x2efb424
void OnSwitchToPlayerByNumPressed__DelegateSignature();// 0x2efb424
void OnSwitchCameraModeStartDelegate__DelegateSignature(byte CameraMode);// 0x2efb424
void OnSwitchCameraModeEndDelegate__DelegateSignature(byte CameraMode);// 0x2efb424
void OnStopWeakGuidDelegate__DelegateSignature();// 0x2efb424
void OnStopFireDelegate__DelegateSignature();// 0x2efb424
void OnStartFireDelegate__DelegateSignature();// 0x2efb424
void OnStartAutoSprintCountDown__DelegateSignature();// 0x2efb424
void OnSpectatorToFreeView__DelegateSignature();// 0x2efb424
void OnSpectatorChangeFunc();// 0x243096c
void OnSpectatorChange__DelegateSignature();// 0x2efb424
void OnSpectatorCameraChange(bool bDie);// 0x2efb424
void OnSpawnVehicleServerTimeUpdatedDelegate__DelegateSignature();// 0x2efb424
void OnShowSkillPromptDelegate__DelegateSignature(bool IsShowPrompt, float LastTime, FString PromptText, Object* PromptIcon, float TotalTime, bool bCanCancelSkill, bool bShowAnim);// 0x2efb424
void OnShowHideSelfMarkDelegate__DelegateSignature();// 0x2efb424
void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2efb424
void OnShowAutoSprintButton__DelegateSignature(bool Visible, Vector2D showPos, bool IsInside);// 0x2efb424
void OnShowAnimationButton(bool IsShow, int NewUIType);// 0x243089c
void OnShowAllTeammatePosDelegate__DelegateSignature(bool bShow);// 0x2efb424
void OnShowAliasInfoDelegate__DelegateSignature();// 0x2efb424
void OnSetViewTarget__DelegateSignature(Actor* Target);// 0x2efb424
void OnSetChangeCharacterState__DelegateSignature(byte ChangeState);// 0x2efb424
void OnServerFinishPickupRevivalFlag();// 0x2430880
void OnRevivalAndEnterAirplane__DelegateSignature();// 0x2efb424
void OnRescuedStateChanged__DelegateSignature(bool bBeingRescued);// 0x2efb424
void OnRepTeammateChange__DelegateSignature();// 0x2efb424
void OnRepTeammateAvatarDisplayInfoChange__DelegateSignature();// 0x2efb424
void OnRepPlayerState__DelegateSignature();// 0x2efb424
void OnRepNotify_SetBattleOwner();// 0x243086c
void OnRepNotify_ServerHitEnemyReplicatedData();// 0x20ef4c8
void OnRep_WeatherFog();// 0x2430858
void OnRep_WeaponSystemReconnectReplicateData();// 0x2430844
void OnRep_WeaponFunctionChanged();// 0x2430830
void OnRep_WeaponAvatarDataList();// 0x2430814
void OnRep_UsedSimulation();// 0x24307f8
void OnRep_SwitchWeather();// 0x24307e4
void OnRep_STExtraBaseCharacter();// 0x24307d0
void OnRep_SpawnAndBackpackWeaponReplicatedDataWithMgr();// 0x24307bc
void OnRep_ShowWeaponHitDetailInfo();// 0x24307a8
void OnRep_ServerStateType();// 0x2430794
void OnRep_Plane();// 0x2430780
void OnRep_ObservedItemList();// 0x243076c
void OnRep_InWateringRangeBP();// 0x2efb424
void OnRep_InWateringCRange();// 0x2430718
void OnRep_InitialEquipmentAvatar();// 0x24306fc
void OnRep_InitialConsumableAvatar();// 0x24306e0
void OnRep_ImprisonmentTeammateSucess();// 0x24306cc
void OnRep_GameStateMsgType();// 0x24306b8
void OnRep_ForbitPickEffect();// 0x24306a4
void OnRep_ForbitPick();// 0x2430690
void OnRep_EnableDeathPlaybackDelay();// 0x243067c
void OnRep_DeadTombBox();// 0x2430668
void OnRep_CanOpenParachute();// 0x2430654
void OnRep_CanJump();// 0x2430640
void OnRep_CanImprisonmentTeammate();// 0x243062c
void OnRep_BattleSceneAvatarDisplayInfoList();// 0x2430618
void OnRep_BackpackComponent();// 0x2430604
void OnRep_AutoAimType();// 0x24305f0
void OnRemoveMainSlot__DelegateSignature(byte Slot);// 0x2efb424
void OnRemindTeammateShoot__DelegateSignature(FString sPlayerKey, bool bShow, float nDist);// 0x2efb424
void OnReleaseScreen__DelegateSignature(byte FingerIndex);// 0x2efb424
void OnReleaseFireBtnDelegate__DelegateSignature();// 0x2efb424
void OnReleaseFire();// 0x24305dc
void OnReconnectResetUIByPlayerControllerStateDelegate__DelegateSignature();// 0x2efb424
void OnReconnected__DelegateSignature();// 0x2efb424
void OnRank__DelegateSignature(int Kills, int Rank);// 0x2efb424
void OnPressVehicleWarMatchData();// 0x24305c8
void OnPressTurnplateQuickMsgBtn();// 0x24305b4
void OnPressTriggerEntireMapBtn();// 0x24305a0
void OnPressShowTagVehileSeatListBtn();// 0x243058c
void OnPressRolewearChangeBtn(int Index);// 0x2430514
void OnPressItemSKillBtn();// 0x2430500
void OnPressFire();// 0x24304ec
void OnPressBackpackBtn();// 0x24304d8
void OnPostTakeDamageForBP__DelegateSignature(float Damage, out const DamageEvent DamageEvent, Actor* Victim, Actor* DamageCauser);// 0x2efb424
void OnPlayerUseRecoverItem();// 0x24304c4
void OnPlayerStateChanged();// 0x24304b0
void OnPlayerReConnected(int LostPlayerKey);// 0x24303fc
void OnPlayerPutDownAllPropDelegate__DelegateSignature();// 0x2efb424
void OnPlayerPutDownActorDelegate__DelegateSignature(STExtraBaseCharacter* TargetPlayer, Actor* TargetActor);// 0x2efb424
void OnPlayerPickUpActorDelegate__DelegateSignature(byte SurvivePickUpGlobalCategory, int ID);// 0x2efb424
void OnPlayerNumOnPlaneChangedDelegate__DelegateSignature();// 0x2efb424
void OnPlayerNameChange__DelegateSignature(FString changedplayername);// 0x2efb424
void OnPlayerLostConnection(int LostPlayerKey);// 0x2430348
void OnPlayerLeaveRevivalStateDelegate__DelegateSignature();// 0x2efb424
void OnPlayerKilledOthersPlayer__DelegateSignature(FatalDamageParameter FatalDamageParameter);// 0x2efb424
void OnPlayerInOutWhiteCircleChangedDelegate__DelegateSignature(bool bIsInWhiteCircle);// 0x2efb424
void OnPlayerInOutBlueCircleChangedDelegate__DelegateSignature(bool bIsInBlueCircle);// 0x2efb424
void OnPlayerHitFireBtn(bool bIsRightBtn);// 0x24302c8
void OnPlayerFinalAssistKill__DelegateSignature();// 0x2efb424
void OnPlayerExitGameDelegate__DelegateSignature();// 0x2efb424
void OnPlayerEnterRevivalStateDelegate__DelegateSignature();// 0x2efb424
void OnPlayerControllerStateChangedDelegate__DelegateSignature(enum StateType);// 0x2efb424
void OnPlayerClickDriveBtn();// 0x24302b4
void OnPlayerChangeWearingDone__DelegateSignature(int Index, float LastTime);// 0x2efb424
void OnPlayerChangeWearingAnimFinished__DelegateSignature(int Reason);// 0x2efb424
void OnPlayerCanGetInVehicle(bool CanGetInVehicle);// 0x2430170
void OnPickupItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x2efb424
void OnPickUpExpand();// 0x2430108
void OnPickUpCollapsed(bool isCollapsed);// 0x2430088
void OnPickUpActor(int Guid, int PickupCount, int TotalCount);// 0x242ff88
void OnOneTeamPlayerHPChangeDelegate__DelegateSignature(int Index);// 0x2efb424
void OnOccupyNewbieGuide(int inGuideID);// 0x242ff10
void OnOBVehicleHitActor(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x242fda8
void OnObserverLevelLoaded();// 0x242fd94
void OnObservedWeaponDataChanged(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x242fcec
void OnObservedUsingWeaponChanged();// 0x242fcd8
void OnObservedPoisonFogStageChanged();// 0x242fcc4
void OnObservedItemsChanged();// 0x242fcb0
void OnObservedBulletNumChanged();// 0x242fc9c
void OnOBPawnExitVehicle(STExtraVehicleBase* InTargetVehicle);// 0x242fc24
void OnNightStateChangedDelegate__DelegateSignature();// 0x2efb424
void OnNewbieGuideHandlePickUp(int inPickUpID);// 0x242fbac
void OnMemberVoiceDelegate__DelegateSignature(int member, int Status);// 0x2efb424
void OnMapMarkChangeDelegate__DelegateSignature(int TeamMateSerialNumber);// 0x2efb424
void OnLostConnection__DelegateSignature();// 0x2efb424
void OnLocalCharacterTemperatureChangeDelegate__DelegateSignature(float currentTP, float ratioHP);// 0x2efb424
void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2efb424
void OnLiveStateChanged__DelegateSignature(enum LiveState);// 0x2efb424
void OnLandOnGroundAfterJumpPlaneEnd();// 0x2efb424
void OnKillerNotify(Actor* Killer);// 0x242fb34
void OnItemOperCount(ItemDefineID DefineID, enum OperationType, int Count);// 0x242fa24
void OnItemOperationInfo(BackpackComponent* Sender, out const ItemOperationInfo ItemOperationInfo);// 0x242f944
void OnItemOperation(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x242f834
void OnInterruptAutoSprintCountDown__DelegateSignature();// 0x2efb424
void OnInfectionShowTipMsgDelegate__DelegateSignature(int MsgID, int IconID, float showTime, float DelayTime);// 0x2efb424
void OnInfectionPlaySoundEvent__DelegateSignature(int SoundID);// 0x2efb424
void OnIndoorStateChangeDelegate__DelegateSignature();// 0x2efb424
void OnImprisonStateChange__DelegateSignature(bool bEnterImprison);// 0x2efb424
void OnHideFollowPanelAndBtnDelegate__DelegateSignature();// 0x2efb424
void OnHandleCameraModeChangedDelegate__DelegateSignature(byte CameraMode);// 0x2efb424
void OnGameStateChange__DelegateSignature(FName GameState);// 0x2efb424
void OnGameStartDelegate__DelegateSignature();// 0x2efb424
void OnGameStartCountDownDelegate__DelegateSignature(float CountdownTime);// 0x2efb424
void OnGameModeStateChanged();// 0x2efb424
void OnFingerMove__DelegateSignature(byte FingerIndex, Vector Loc);// 0x2efb424
void OnExitGame__DelegateSignature();// 0x2efb424
void OnEquipWeaponDelegate__DelegateSignature();// 0x2efb424
void OnEquipmentWeaponAvatarChange__DelegateSignature();// 0x2efb424
void OnEquipmentAvatarChange__DelegateSignature();// 0x2efb424
void OnEnterBattleResultStep();// 0x242f820
void OnDropItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x2efb424
void OnDoubleClickCheckDelegate__DelegateSignature(byte FingerIndex);// 0x2efb424
void OnDeathBoxSpawnedDelegate__DelegateSignature(Transform SpawnTransform);// 0x2efb424
void OnDeadBoxExpand();// 0x242f80c
void OnDeadBoxCollapsed(bool isCollpased);// 0x242f78c
void OnDamageToOtherDelegate__DelegateSignature(float damageToOther);// 0x2efb424
void OnConsumableAvatarChange__DelegateSignature();// 0x2efb424
void OnCongregationFlagDelegate__DelegateSignature();// 0x2efb424
void OnClientWillGotoSpectating();// 0x242f778
void OnClientReportPeerVisualFieldAcotrList__DelegateSignature(int CamID, Actor*[] PeerVisualFieldActorList);// 0x2efb424
void OnClickVehicleWarBuff();// 0x242f764
void OnClickToggleOBVehicleView();// 0x242f750
void OnCharacterVehicleCheckVoiceTriggerDelegate__DelegateSignature(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x2efb424
void OnCharacterShotCheckVoiceTriggerDelegate__DelegateSignature(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x2efb424
void OnCharacterRecoveryHealthEvent();// 0x242f73c
void OnCharacterRecoveryHealth__DelegateSignature();// 0x2efb424
void OnCharacterReceiveHealthChangeHistory__DelegateSignature(out const float[] HealthChangeHistory);// 0x2efb424
void OnCharacterNearDeathOrRescueingOtherNotifyDelegate__DelegateSignature(bool IsNearDeath, bool IsRescueingOther);// 0x2efb424
void OnCharacterMoveCheckVoiceTriggerDelegate__DelegateSignature(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2efb424
void OnCharacterLandingCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x2efb424
void OnCharacterGlassCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x2efb424
void OnCharacterCurrentActivityIDRep(int CurrentActivityID);// 0x242f6bc
void OnCharacterCheckVoiceTriggerDelegate__DelegateSignature(Actor* nowActor, float checkDis);// 0x2efb424
void OnCharacterBreathChangeDelegate__DelegateSignature(float currentBR, float ratioBR, Character* OwnerCharacter, int HealthStatus);// 0x2efb424
void OnCharacterAntidoteChangeDelegate__DelegateSignature(float FAntidoteExeTime, float FAntidoteMaxTime);// 0x2efb424
void OnChangeBattleOwnerDelegate__DelegateSignature();// 0x2efb424
void OnBuyRevivalTeammate(int TeammateIndex);// 0x242f63c
void OnBuyRevivalSign();// 0x242f620
void OnBackpackMainSlot__DelegateSignature(byte Slot);// 0x2efb424
void OnAutoSprintActive__DelegateSignature();// 0x2efb424
void OnAssociationOperation(ItemDefineID DefineID, ItemDefineID TargetDefineID, enum OperationType, byte Reason);// 0x242f4b8
void On3DTouchForceChangeDelegate__DelegateSignature();// 0x2efb424
void ObserveWhoKilledMe();// 0x242f4a4
void ObserveClientSetPoisonSmogStage(int SmogStage);// 0x242f3f0
void ObserveCharacter(FString InPlayerName);// 0x242f298
void ObserveAirDropBox(int boxId);// 0x242f220
void OBCameraTurnSlower();// 0x242f20c
void OBCameraTurnFaster();// 0x242f1f8
void OBCameraMoveSlower();// 0x242f1e4
void OBCameraMoveNear();// 0x242f1d0
void OBCameraMoveFaster();// 0x242f1bc
void OBCameraMoveFar();// 0x242f1a8
void NotifyOpenSequencer(BattleOpenSequencerInfo Info);// 0x242ef90
void NotifyIsInResultView(bool isInResultView);// 0x242ef04
void NotifyInOutPickUpActorWrapperBP(bool bIsIn);// 0x2efb424
void NotifyDeadBoxExpand();// 0x2efb424
void NotifyDeadBoxCollapsed(bool isCollpased);// 0x2efb424
void MoveUp(float Rate);// 0x242ee8c
void MoveToAIWithClassName(FString AIClassName, float XOffset, float YOffset, float ZOffset);// 0x242ed00
void MoveToAIByDropItem(int ItemID);// 0x242ec88
void MoveToAI();// 0x242ec74
void MoveTempleToSelf();// 0x242ec60
void MoveRightDelegate__DelegateSignature(float Rate);// 0x2efb424
void MoveForwarDelegate__DelegateSignature(float Rate);// 0x2efb424
void ModifyTouchIndex(Vector Loc, byte FingerIndex);// 0x242eba4
void ModifyCameraViewPitchLimitWithPose(byte Pose, float PitchMin, float PitchMax);// 0x242eaa4
void MemberVoice(int member, int Status);// 0x2efb424
void MarkStartFireFrame();// 0x242ea90
void LogAIItemCount(int ItemID, float Distance);// 0x242e9d4
void LocalProfileFootprint();// 0x242e9c0
void LocalGetGameStateReconnectInfo();// 0x242e9ac
void LoadAllLand(bool bLoadAll);// 0x242e92c
void LerpFPPCamera();// 0x242e918
void KickPlayerFromGame();// 0x242e904
void JumpFromPlane();// 0x242e8f0
void JoystickTriggerSprint(bool bIsSprint);// 0x2efb424
bool IsViewTarget(const Actor* pActor);// 0x242e868
bool IsUse3DTouch();// 0x242e840
bool IsTouchToRotControl();// 0x242e810
bool IsTombBoxTeammate(const PlayerTombBox* TombBox);// 0x242e790
bool IsToggleOBBulletTrackEffect();// 0x242e768
bool IsTeammate(const STExtraBaseCharacter* InCharacter);// 0x242e6e8
bool IsStandalone();// 0x242e6b4
bool IsShowBlood();// 0x242e694
bool IsSameTeam(Pawn* Other);// 0x242e614
bool IsRevivalMode();// 0x242e5e4
bool IsReleasePosInAimBtnRange(Vector Loc);// 0x242e564
bool IsParachuteAnimCached(byte AnimOverrideType);// 0x242e4e4
bool IsMurderSelfDefense(FString InformMurderName);// 0x242e420
bool IsMoveable_DontConsiderFollowingState();// 0x242e3f8
bool IsMoveable();// 0x242e3d0
bool IsLastBreathOrRescueingOther();// 0x242e3a8
bool IsInRevival();// 0x242e380
bool IsInPlane();// 0x242e358
bool IsInParachuteOpen();// 0x242e330
bool IsInParachuteJump();// 0x242e308
bool IsInParachute();// 0x242e2e0
bool IsInObservingPlayback();// 0x242e2b8
bool IsInNormalPlane();// 0x242e290
bool IsInInitial();// 0x242e268
bool IsInFreeCameraView();// 0x242e24c
bool IsInFinish();// 0x242e224
bool IsInFight();// 0x242e1fc
bool IsInDeathReplay();// 0x242e1d4
bool IsInDead();// 0x242e1ac
bool IsForbitPickMakeEffect();// 0x242e184
bool IsForbitPick(out const FName TombName);// 0x242e0f0
bool IsCharacterCanEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x242e024
bool IsCanViewEnemy();// 0x242dffc
bool IsCanSpectateTeammate();// 0x242dfd4
bool IsCanImprisonmentTeammate();// 0x242dfac
bool IsCacheReceiveRespawnZombie();// 0x242df84
bool IsAutoParachuteEnable();// 0x242df5c
bool IsAllowActorTouchMove();// 0x242df34
bool IsAGMPlayer();// 0x242df0c
void InputCameraMoveTest(float DeltaSeconds);// 0x242de94
void InitWeatherConfigComponent();// 0x242de80
void InitVehicleAvatarSkinList();// 0x242de64
void InitVehicleAvatarList();// 0x242de48
void InitTaskDatas(uint32 InPlayerKey);// 0x242ddd0
void InitTaskDataDelegate__DelegateSignature(int TaskId, int process, FString ext_info);// 0x2efb424
void InitTaskData(int TaskId, int process, FString ext_info);// 0x242dbe8
void InitTaskComponent();// 0x242dbd4
void InitNewbieComponent(out const int[] FinishedGuide, out const int[] FinishedCounts, int PlayerLevel, int PlayerExperienceType);// 0x2efb424
void InitJoyStickAfterActivation();// 0x2efb424
void InitCollectionDataDelegate__DelegateSignature(int ItemID, int CurrentCount, int TotalCount);// 0x2efb424
void InitCollectionData(int ItemID, int CurrentCount, int TotalCount);// 0x242dad4
void InfectionSelectZombieDelegate__DelegateSignature(enum TargetPawnType);// 0x2efb424
void InfectionEndRound();// 0x242dac0
void ImprisonmentTeammate(FString TeammateName);// 0x242d9cc
void HideGameTipForLowFPSWarning();// 0x242d9b8
void HideAllUIAfterDeadTipsShowDelegate__DelegateSignature();// 0x2efb424
FString HawkEyesLocalize(int InPlayerKey);// 0x242d8a8
void HandleVirtualJoystickInput(out const Geometry Geometry, out const Vector2D ScreenPosition, int PointerIndex, bool MouseDown);// 0x242d730
void HandleUpdateShovelingRelease();// 0x242d71c
void HandleUpdateShovelingPressed();// 0x242d708
void HandleUpdateShoveling();// 0x242d6f4
void HandleTogglePlayerListInOB();// 0x242d6e0
void HandleToggleOBTeamList(bool InShow);// 0x242d660
void HandleToggleMapInOB();// 0x242d64c
void HandleToggleHitDamageDisplay();// 0x242d638
void HandleToggleBulletTrack();// 0x242d624
void HandleTipInfo(FString FullMsg);// 0x242d568
void HandleSwitchToTeammatePrev();// 0x242d554
void HandleSwitchToTeammateNext();// 0x242d540
void HandleSwitchToTeam(int InTeamID);// 0x242d4c8
void HandleSwitchToPlayerIndex(int InPlayerIndex);// 0x242d450
void HandleMsg(enum Msg);// 0x242d3d8
void HandleLeaveFreeViewInOB();// 0x242d3c4
void HandleLandOnGroundEnd();// 0x242d3b0
void HandleFlyLeapPlatform();// 0x242d354
void HandleEnterFreeViewInOB();// 0x242d340
void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const WeatherChangeEvent Event);// 0x242d270
void HandleClientHasReactivated();// 0x242d25c
void HandleChangeRolewearDone();// 0x2efb424
void HandleCameraModeChanged(byte NewMode, STExtraBaseCharacter* InCharacter);// 0x242d1a0
int GotoSpectating(int TeammatePlayerid);// 0x242d118
void GotoFlying();// 0x242d104
void GotoDoubleCircleEdge(float Z);// 0x242d08c
void GMTeleport(FName Teleporter);// 0x242d014
void GMSetScalarParam(FString Name, FString ShaderName, float Value);// 0x242cd60
void GMSetBoolPoisonCircle();// 0x242cd4c
void GMSetBoolAirDrop();// 0x242cd38
void GMSetBoolAirAttack();// 0x242cd24
void GMSetBoolAI();// 0x242cd10
void GMSendDailyTaskReport();// 0x242ccfc
void GMEnableRandom();// 0x242cce8
void GMEnableAllComponent();// 0x242ccd4
void GMDisableRandom();// 0x242ccc0
void GMDisableAllComponent();// 0x242ccac
void GMBroastSyncTaskInfo();// 0x242cc98
void GMBeginCircle(int CurIndex, float PosX, float PosY);// 0x242cb98
int GetWriteCircleDistance();// 0x242cb70
WeatherConfigComponent* GetWeatherConfigComponent();// 0x242cb48
WeaponHitDisanceSectionArray GetWeaponHitDistanceSectionByID(int ID);// 0x242ca7c
int GetWeaponDIYPlanID(int WeaponID);// 0x242c9fc
int GetWeaponAvatarItemId(int BPID);// 0x242c974
int GetWeaponAvatarID(int WeaponID, bool isGrenade);// 0x242c8a8
float GetViewPortDPIScale();// 0x242c878
VehicleUserComponent* GetVehicleUserComp();// 0x242c850
bool GetUseMotionControlLog();// 0x242c828
bool GetUseMotionControlEnable();// 0x242c800
int GetUnlockWearCount();// 0x242c7d8
float GetTouchForce(byte FingerIndex);// 0x242c758
Actor* GetThePlane();// 0x242c738
STExtraPlayerState* GetTeammatePlayerStateFromPlayerTombBox(const PlayerTombBox* TombBox);// 0x242c6b8
SpringArmComponent* GetTargetedSpringArm();// 0x242c690
int GetStatTriangles();// 0x211f4a8
FString GetStatMemory();// 0x23fcc8c
int GetStatDrawCalls();// 0x211f4a8
STExtraPlayerState* GetSpecOrDemoPlayerState();// 0x242c668
Pawn* GetSpecOrDemoPawn();// 0x242c640
BattleItemData[] GetSpecialClothingInAllBackpack(int Index);// 0x242c4e8
int[] GetSpecialClothingCountInAllBackpack(int Index);// 0x242c3e0
int[] GetSpecialAreaList();// 0x242c320
int GetSpecialAreaID();// 0x242c2f8
SIslandInactiveClearComponent* GetSIslandInactiveClearComponent();// 0x242c2d0
Rotator GetSensibilityRate(float YawInput, float PitchInput, bool bIsMotionControl);// 0x242c1ac
BattleSceneAvatarDisplayInfo GetSelfAvatarDisplayInfo();// 0x242c050
FString GetRHIThreadTime();// 0x23fcc8c
int GetRevivalCountDownTime();// 0x242c028
FString GetRenderThreadTime();// 0x23fcc8c
FString GetRemarkNameByGID(FString actorName, FString actorUID);// 0x2efb424
QuickSignComponent* GetQuickSignComponent();// 0x242c000
FString GetPresentTime();// 0x23fcc8c
STScreenAppearanceComponent* GetPlayerScreenAppearanceComponent();// 0x242bfd8
PlayerInfoInOB GetPlayerInfoInOBByName(FString InPlayerName);// 0x242bef0
STExtraBaseCharacter* GetPlayerCharacterSafety();// 0x242bec8
CharacterParachuteComponent* GetParachuteComponent();// 0x242bea0
AnimationAsset* GetParachuteAnimAsset(byte AnimType, byte AnimOverrideType);// 0x242bddc
Transform GetPaintDecalTargetTransform();// 0x242bd7c
ObservingReplay* GetObservingPlayback();// 0x242bd54
Vector GetNewestAirDropBoxPos();// 0x242bd0c
FString GetMurderUIDStr();// 0x242bc10
FString GetMurderName();// 0x242bb50
bool GetMurderIsAI();// 0x242bb18
BattleItemSpectatingData[] GetMultiItemFromItemList(int[] ItemSpecifiedID);// 0x242b938
uint32 GetMoyaTime();// 0x242b910
byte GetMaxTouchForceFinger();// 0x242b8d0
Vector2D GetJoyStickVisualSize();// 0x242b890
float GetJoyStickOpacity();// 0x242b868
Vector2D GetJoyStickCenter();// 0x242b828
int GetItemUseSpecialAreaID(int ItemID);// 0x242b7a8
bool GetIsRespawn();// 0x242b788
bool GetIsMurderSameTeam();// 0x242b750
bool GetIsFreeCamera();// 0x242b730
enum GetInfectionPawnSubType();// 0x242b708
enum GetInfectionPawnMainType();// 0x242b6e0
IdeaDecalManager* GetIdeaDecalManager();// 0x242b6b8
FString GetGameThreadTime();// 0x23fcc8c
void GetGameStateReconnectInfoOnServer();// 0x242b65c
void GetGameResult();// 0x242b648
LastGameRemainItemData GetGameRemainItems();// 0x242b558
int GetFriendDistance();// 0x211f4a8
Vector GetFocalLocation();// 0x242b508
FString GetFinalMurderName();// 0x242b3e8
WeaponHitDetailInfo GetDetailHitInfo();// 0x242b2b4
void GetDailyTaskReportData(out DailyTaskReportInfo ResultData);// 0x242b138
enum GetCurrentStateType();// 0x242b110
Vector GetCurrentLevelOffset();// 0x242b0c8
STExtraPlayerState* GetCurPlayerState();// 0x242b0a0
int GetCurPlayerId();// 0x242b078
STExtraBaseCharacter* GetCurPlayerCharacter();// 0x242b050
Vector GetCurPawnLocation();// 0x242b008
Pawn* GetCurPawn();// 0x242afe0
float GetCurFPS();// 0x211f4a8
Rotator GetControlLookRotation();// 0x242af90
Vector GetControlLookPoint(int LineTraceRange, out bool HitTaget);// 0x242aea4
BattleItemData[] GetClothingInAllBackpack(int Index);// 0x242ad4c
class Object GetClassFromBPClassManager(class Object BaseClass);// 0x242accc
ChatComponent* GetChatComponent();// 0x242aca4
uint32 GetBeKickedPlayerKey();// 0x242ac7c
BackpackComponent* GetBackpackComponent();// 0x242ac54
AllStarReportData GetAllStarReportDataByOpenID(FString InPlayerOpenID);// 0x242ab88
void GenerateIdCardMark(out const Vector Loc);// 0x242aafc
SearchedTombBoxAndWrapperListResult[] GenerateAirDropData(int boxId);// 0x242a998
void GameModeGotoNextState();// 0x242a984
void GameModeGotoFightingState();// 0x242a970
void FreeCameraTouchMove(Vector Loc, byte FingerIndex);// 0x242a8b4
void ForceServerSetControlRotationOnVehicle();// 0x242a8a0
void ForceReleaseCurTouchMoveFinger();// 0x242a88c
void ForceDropItemsWithTypeList(out const int[] TypeList);// 0x242a7c0
void ForceDropItemsWithType(int TypeItem);// 0x242a748
void ForceDropItemsWithoutTypeList(out const int[] IgnoreTypeList);// 0x242a67c
void ForceDropItems(out const int[] ItemTableList);// 0x242a5b0
void ForceDropAllItem();// 0x242a59c
bool ForbidSpectateTeamMateOnPlane();// 0x242a56c
void FlushItem(int onlyStatic);// 0x242a4f4
void FireTakeDamagedEvent(Vector CauserLocation);// 0x242a484
void FireOrGrenade();// 0x242a470
void FindAIDropItem(int ItemID);// 0x242a3f8
void Fight();// 0x242a3e4
void FadeSceneToGrayOnDeath(bool bSet);// 0x242a364
BattleSceneAvatarDisplayInfo ExtractAvatarDisplayInfo(STExtraPlayerCharacter* TargetCharacter);// 0x242a1c0
void ExitNightState();// 0x242a1ac
void ExitFreeCamera(bool IsForceReset);// 0x242a12c
void ExecDSCommand(const FString DSCommand);// 0x242a068
void EquipIceDrinkItems(out const int[] ItemList);// 0x2429f9c
void EnterVehicleDelegate__DelegateSignature(bool IsEnter, Actor* Vehicle);// 0x2efb424
void EnterNightState();// 0x2429f88
void EndTouchScreen(Vector Loc, byte FingerIndex, bool UseOldEndFireJudge);// 0x2429e80
void EndForceTouchFire(Vector Loc);// 0x2429e10
void EnablePlayerInHouse(bool bIsIn);// 0x2429d90
void EnableMyLandscapeDraw();// 0x20ef4c8
void EnableGuidActorDelegate__DelegateSignature(int GuidID, bool bNewEnable);// 0x2efb424
void EnableAutoParachute(bool bEnable);// 0x2429d10
void DynamicCreateComponents();// 0x2429cfc
void DsLuaGM(const FString CmdString);// 0x2429ba4
void DsLuaDoString(FString LuaString);// 0x2429ae8
void DropItemsWithType(int TypeItem);// 0x2429a70
void DropItem(int ID);// 0x24299f8
void DropAllItem();// 0x24299e4
void DoUITouchMove(Vector Loc);// 0x2efb424
void DoubleClickCancel(const byte FingerIndex);// 0x242996c
void DoTouchMove(float Yaw, float Pitch);// 0x2efb424
void DoRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x24298b8
void DoGiveUpRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x2429804
void DoAfterCanNotPickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x2efb424
void DisplayLuaGameTipsWithTime(FString FunctionName, int ID, FString Param1, FString Param2, float ControlTime);// 0x24295b0
void DisplayLuaGameTips(FString FunctionName, int ID, FString Param1, FString Param2);// 0x24293a4
void DisplayLowFPSCountingDown();// 0x2429390
void DisplayGameWarningTipWithMsgIDAndString(int ID, FString Param1, FString Param2);// 0x24290d8
void DisplayGameTipWithMsgIDAndString(int ID, FString Param1, FString Param2);// 0x2428e20
void DisplayGameTipWithMsgID(int ID);// 0x2428da8
void DisplayGameTipForLowFPSWarning(int ID, FString Param1, FString Param2);// 0x2428af0
void DisplayCustomLuaGameTips(FString FunctionName, int ID, out const byte[] ExpandDataContent);// 0x242895c
void DisplayBattleGeneralTip(int ID, FString Param1, FString Param2);// 0x24286a4
void DispatchPlayerRespawnedEvent(UAEPlayerController* PlayerController);// 0x242862c
void DispatchPlayerReconnectedEvent();// 0x2428618
void DispatchPlayerLostEvent();// 0x2428604
void DispatchPlayerExitEvent();// 0x24285f0
void DispatchPlayerAboutToRespawnEvent(UAEPlayerController* PlayerController);// 0x2428578
void DisableMyLandscapeDraw();// 0x20ef4c8
void DelegatePlayerLevelChange__DelegateSignature(int Level);// 0x2efb424
void DelegatePlayerGoldChange__DelegateSignature(int Gold);// 0x2efb424
void DelayGotoSpectating();// 0x2428564
void DelayForceExitFreeCamera();// 0x2428550
void DebugWorldPlayerAvatarInfo();// 0x242853c
void DebugSetUIVisibility(bool bUIVisibility);// 0x2efb424
void DebugEnableFerrisWheelTick(bool bEnable);// 0x24284bc
void DebugEnableDrawSearchLine(int bEnabled);// 0x21be6b4
void DebugAirDropPickInfo(float DrawTime, float BoxDrawSize, float BoxDrawLineLength, float ListWrapperDrawSize, float ListWrapperDrawLineLength);// 0x242832c
void DealGetAllNearShotWeapon(float disRate);// 0x24282b4
void DealGetAllNearMoveVehicle(float checkDis, float minSpeed);// 0x24281f8
void DealGetAllNearMoveCharacter(float checkDis);// 0x2428180
void DeactiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x24280bc
void CorrectVehicleState(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x2427f00
void ConsumeRevivalSign();// 0x2427ee4
void ClientUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation);// 0x2427dcc
void ClientStopShoveling();// 0x2427d70
void ClientStartOnlineGame();// 0x2427d54
void ClientShowInfectAreaWarning();// 0x2427cf8
void ClientSetTotalPlayers(const PlayerStaticInfoInOB[] InPlayerStaticInfoList, const PlayerBaseInfoInOB[] InTotalPlayers);// 0x2427bd0
void ClientSetPoisonSmogStage(int SmogStage);// 0x2427b1c
void ClientSetOBData(uint32 InPlayerKey, int InTeamID, STExtraBaseCharacter* CurViewChar);// 0x2427a14
void ClientSetControlRotation(const Rotator NewRotation);// 0x242799c
void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x24278a0
void ClientSetAIPosToTarget(Vector StartPos, Vector targetPos);// 0x24277d8
void ClientSetAIPos(uint32 KeyID, Vector pos, bool isStart);// 0x24276c4
void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds);// 0x24275f4
void ClientRPC_TeamMateStateChanged(const TeamMateStateInfo TeamMateInfo);// 0x242754c
void ClientQuitViewEnemy();// 0x2427530
void ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x2427430
void ClientOnLeaveVehicleDelegate__DelegateSignature();// 0x2efb424
void ClientOnHurt();// 0x2427414
void ClientOnEnterVehicleDelegate__DelegateSignature(int SeatType);// 0x2efb424
void ClientOnDeathReplayDataWhenFatalDamaged__DelegateSignature(bool bIsDead, bool bIsValidDeathReplay, bool bIsSuicide, FString InPlayerName, FString PlayerUID, bool bIsPlayerAI, enum AIType, int DamageType, FString MLAIUID);// 0x2efb424
void ClientOnDamageToOther(float _DamageToOther);// 0x2427394
void ClientOnChangeVehicleSeatCompletedDelegate__DelegateSignature(enum SeatType);// 0x2efb424
void ClientObserveCharacter(uint32 InPlayerKey, bool IsOnPlane, enum InServerStateType);// 0x2427280
void ClientInterruptGame();// 0x2427224
void ClientInitIngameUIAfterRespawn();// 0x24271c8
void ClientHearSound(int AkEventID, const Vector AkLocation);// 0x242710c
void ClientHandleMsg(enum Msg, int64 TimeStamp);// 0x2427044
void ClientGotoSpectating();// 0x2427028
void ClientGiveUpRevivalTemmates();// 0x242700c
void ClientGameStarted();// 0x2426ff0
void ClientFriendBattleEnd(bool bIsShowWatchFriendBattleEndTips);// 0x2426f68
void ClientForbidLoadParahuteAnim(bool bCanForbid);// 0x2426ee0
void ClientExitFromHelicopter(bool SkipOpenParachute);// 0x2426e58
void ClientEnterViewBox(int boxId);// 0x2426dd8
void ClientEndOnlineGame();// 0x2426dbc
void ClientDisplayNormalTips(FString Content);// 0x2426cf8
void ClientDisplayLuaGameTipsWithTime(FString FunctionName, int ID, FString Param1, FString Param2, float ControlTime);// 0x2426a9c
void ClientDisplayLuaGameTips(FString FunctionName, int ID, FString Param1, FString Param2);// 0x2426888
void ClientDisplayGameTipWithMsgIDAndString(int ID, FString Param1, FString Param2);// 0x24266c4
void ClientDisplayGameTipWithMsgID(int ID);// 0x2426610
void ClientDisplayCustomLuaGameTips(FString FunctionName, int ID, const byte[] ExpandDataContent);// 0x2426484
void ClientCheckStartShovelingFail();// 0x2426428
void ClientChangeWeaponFunction(enum NewWeaponFunction);// 0x2426374
void ClientChangeStatePC(enum TargetStateType);// 0x24262f4
void ClearParachuteAnimAssetCache();// 0x24262e0
void ClearDeadTombBox();// 0x24262cc
void ClearBossBornPoint();// 0x24262b8
Vector2D ClampFreeCamIconOffset(out const Geometry MyGeometry);// 0x2426218
bool CientRevivalTemmates();// 0x24261f0
void CheckServerStateIgnoreTouch();// 0x24261d4
void CheckQuitSpectatingInClientRestart(Pawn* NewPawn);// 0x2426154
void CheckParachuteLandedFinish();// 0x2426140
bool CheckNeedReport(out const SACData InAntiCheatData);// 0x2426058
void CheckDeadBoxIgnoreTouch();// 0x242603c
void CheckConsumeGlideItem();// 0x2426028
bool CheckAllVehicleWeaponIsReadyForFire(bool WithBroadEvent);// 0x2425fa0
bool ChecCanChangeWeaponScheme();// 0x2425f70
void ChangeWeather(int WeatherID);// 0x2425ef8
bool ChangeWeaponSchemeIndex(int NewIndex);// 0x2425e78
void ChangeWeaponFunction(enum NewWeaponFunction);// 0x2425e00
void ChangeToWalkingDead();// 0x2425dec
void ChangeStatePC(enum TargetStateType);// 0x2425d74
void ChangeSpectatorStateToFreeView();// 0x2425d60
bool ChangeRolewearIndex(int NewIndex);// 0x2425ce0
void ChangePVELevel(int Lv);// 0x2425c68
void ChangeCharacterLogicDelegate__DelegateSignature(enum TargetPawnType);// 0x2efb424
void ChangeCharacterBeforeDelegate__DelegateSignature(enum TargetPawnType);// 0x2efb424
void ChangeAIBehaviorTree(int TreeIndex);// 0x2425bf0
void CanSeeAllUI(bool bUIVisibility);// 0x2177e78
bool CanBePickUpByItemID(out const ItemDefineID DefineID);// 0x2425b50
bool CanBePickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x2425a40
bool CanAutoSwitchGrenade(int GrenadeID);// 0x24259b8
void CallZombieFlowAirDrop(int ZombieID);// 0x2425940
void CallZombieAirDrop(int ZombieID);// 0x24258c8
void CallTeamMateUAVStateChanged(TeamMateStateInfo TeamMateInfo);// 0x24257e4
void CallTeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector Location, Rotator Rotation, float Health, int VoiceID, float Temperature);// 0x2425600
void CallShowTouchInterface(bool InShow);// 0x2425578
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);// 0x2424fa8
Vector2D CalcAttactBtnPos(float LocX, float LocY, float SizeX, float SizeY);// 0x2424e48
void CacheShootDetailInfoShootNum(int ShootNum);// 0x2424dd0
void CacheShootDetailInfoHitPos(byte HitPos);// 0x2424d58
void CacheRecvInfectionSelectZombie__DelegateSignature(bool bRecv);// 0x2efb424
void C2S_RequestSkillPrompt();// 0x2424cfc
void C2S_RequestBeingRescuedRemainingTime();// 0x2424ca0
void BroadcastFatalDamageToClientWithStruct(const FatalDamageParameter FatalDamageParameter);// 0x2424b50
void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x24248e0
SpringArmComponent* BPGetTargetedSpringArm();// 0x24248ac
bool BPGetIsAndroidSimulator();// 0x2424884
void BPCastUIMsgWithTwoParam(FString Func, FString module, FString Param1, FString Param2);// 0x2424638
void BPCastUIMsgWithParam(FString Func, FString module, FString Param1);// 0x2424474
void BP_OceanSideDetected(out const Vector OceansideLocation, bool bDetectedRiver);// 0x2efb424
void BP_BeginSpectatingState();// 0x2efb424
void BluePrintSetViewTarget(STExtraBaseCharacter* pCharacter);// 0x24243fc
void BindVoiceCheckFunction();// 0x24243e8
void BindVirtualJoystickInputDelegates(bool bBind);// 0x2424368
void BeginTouchScreen(Vector Loc, byte FingerIndex);// 0x24242ac
void BeginAbsorb();// 0x2424250
void BackToGameDataRefresh();// 0x242423c
bool AutoSelectViewTarget();// 0x2424214
void AutoSelectTeammateToView();// 0x2424200
void AddTouchMoveFinger(byte FingerIndex, byte Priority, out const Vector TouchLoc);// 0x24240f4
void AddParachuteAnimAssetCache(byte AnimType, AnimationAsset* AnimAsset, byte AnimOverrideType);// 0x2423ff4
void AddItemAttachList(int BaseItemID);// 0x2423f7c
void AddItem(int ID, int Count, int PickupType);// 0x2423e7c
void AddCharacterVirtualItemToBackpack();// 0x2423e68
void AddBossBornPoint(float BornX, float BornY);// 0x2423dac
void AddAvatarItem(int ID, int Color, int Pattern, int Num);// 0x2423c64
void AddAIItem(int ID, int Count, float Distance);// 0x2423b64
void ActiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x2423aa0
void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x2423a20
--------------------------------
Class: UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object
FName PlayerType;//[Offset: 0x638, Size: 8]
FString PlayerName;//[Offset: 0x640, Size: 12]
uint32 PlayerKey;//[Offset: 0x64c, Size: 4]
uint64 UId;//[Offset: 0x650, Size: 8]
FString PlayerOpenID;//[Offset: 0x658, Size: 12]
int TeamID;//[Offset: 0x664, Size: 4]
int64 IdxInTeam;//[Offset: 0x668, Size: 8]
int CampID;//[Offset: 0x670, Size: 4]
Vector CharacterLocation;//[Offset: 0x674, Size: 12]
int RoomMode;//[Offset: 0x680, Size: 4]
WeatherInfo WeatherInfo;//[Offset: 0x684, Size: 20]
int planeAvatarId;//[Offset: 0x698, Size: 4]
int DyeDebugFlag;//[Offset: 0x69c, Size: 4]
int PlayerStartID;//[Offset: 0x6a0, Size: 4]
bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a4, Size: 1]
PlayerNetStats NetStats;//[Offset: 0x6a8, Size: 48]
bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1]
FString PlanetailResLink;//[Offset: 0x6dc, Size: 12]
int InPacketLossRate;//[Offset: 0x6e8, Size: 4]
int OutPacketLossRate;//[Offset: 0x6ec, Size: 4]
int ClientNetworkType;//[Offset: 0x6f0, Size: 4]
bool bIsForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70c, Size: 1]
bool bIsGlobalObserverForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70d, Size: 1]
int GameReplayType;//[Offset: 0x710, Size: 4]
GameModePlayerUpassInfo InitialUpassInfo;//[Offset: 0x714, Size: 44]
GameModePlayerUpassInfo[] InitialUpassInfoList;//[Offset: 0x740, Size: 12]
PlayerOBInfo[] PlayerOBInfoList;//[Offset: 0x74c, Size: 12]
int LobbyShowWeaponID;//[Offset: 0x758, Size: 4]
bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75c, Size: 1]
FString Nation;//[Offset: 0x760, Size: 12]
bool bIsTeammateEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76c, Size: 1]
enum DefaultCharacterGender;//[Offset: 0x774, Size: 1]
int DefaultCharacterHeadID;//[Offset: 0x778, Size: 4]
GameModePlayerItem[] InitialItemList;//[Offset: 0x77c, Size: 12]
GameModePlayerRolewearInfo[] InitialAllWear;//[Offset: 0x788, Size: 12]
int RolewearIndex;//[Offset: 0x794, Size: 4]
int[] equip_plating_list;//[Offset: 0x798, Size: 12]
int VehicleSkinInReady;//[Offset: 0x7a4, Size: 4]
bool bSpwanInVehiclePlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a8, Size: 1]
GameModePlayerItem[] InitialWeaponAvatarList;//[Offset: 0x7ac, Size: 12]
GameModePlayerPetInfo InitialPetInfo;//[Offset: 0x7b8, Size: 24]
GameModePlayerKnapsackExtInfo[] InitialKnapsackExtInfo;//[Offset: 0x7d0, Size: 12]
GameModePlayeWeaponSchemeInfo[] InitialWeaponSchemeInfo;//[Offset: 0x7dc, Size: 12]
delegate OnInitialWeaponScheme;//[Offset: 0x7e8, Size: 12]
int CurWeaponSchemeIndex;//[Offset: 0x7f4, Size: 4]
int PveLevel;//[Offset: 0x7f8, Size: 4]
int[] InitialCharSkillList;//[Offset: 0x7fc, Size: 12]
GameModePlayerItem[] InitialVehicleAvatarList;//[Offset: 0x808, Size: 12]
GameModePlayerItems[] InitialVehicleAvatarSkinList;//[Offset: 0x814, Size: 12]
int ShowVehicleSkin;//[Offset: 0x820, Size: 4]
int[] HolographyList;//[Offset: 0x824, Size: 12]
GameModePlayerItem[] InitialBackPackPendantList;//[Offset: 0x830, Size: 12]
VehicleAvatarData[] InitialVehicleAdvanceAvatarList;//[Offset: 0x83c, Size: 12]
GameModePlayerItem[] InitialVehicleMusicList;//[Offset: 0x848, Size: 12]
GameModePlayerConsumableAvatar InitialConsumableAvatar;//[Offset: 0x854, Size: 16]
GameModePlayerEquipmentAvatar InitialEquipmentAvatar;//[Offset: 0x864, Size: 12]
<int,int> WeaponAvatarItemList;//[Offset: 0x870, Size: 60]
<int,int> GrenadeAvatarItemList;//[Offset: 0x8e8, Size: 60]
GameModeWeaponAvatarData[] WeaponAvatarDataList;//[Offset: 0x924, Size: 12]
<int,int> VehicleAvatarList;//[Offset: 0x930, Size: 60]
<int,VehicleAvatarData> VehicleAdvanceAvatarList;//[Offset: 0x96c, Size: 60]
<int,VehicleAvatarSkinList> VehicleAvatarSkinList;//[Offset: 0x9a8, Size: 60]
int[] VehicleMusicList;//[Offset: 0x9e4, Size: 12]
int[] DefaultVehicleMusic;//[Offset: 0x9f0, Size: 12]
GameModePlayerExpressionItem[] InitialExpressionItemList;//[Offset: 0x9fc, Size: 12]
GameModeWeaponDIYPlanData[] InitialWeaponDIYPlanData;//[Offset: 0xa08, Size: 12]
<int,int> WeaponDIYPlanDataMap;//[Offset: 0xa14, Size: 60]
<int,int> InitialWeaponPendantList;//[Offset: 0xa50, Size: 60]
GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0xa8c, Size: 12]
SpecialPickItem[] InitialSpecialPickItemList;//[Offset: 0xa98, Size: 12]
DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0xaa4, Size: 12]
uint32 TaskSyncToDsTs;//[Offset: 0xab0, Size: 4]
int AnchorPlatResID;//[Offset: 0xab4, Size: 4]
int AnchorPlatColorID;//[Offset: 0xab8, Size: 4]
delegate OnReceiveUIMessage;//[Offset: 0xad0, Size: 12]
int64 LastGameResultTime;//[Offset: 0xae0, Size: 8]
bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae8, Size: 1]
bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae9, Size: 1]
FString IpCountryStr;//[Offset: 0xaec, Size: 12]
bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf8, Size: 1]
bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf9, Size: 1]
bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafa, Size: 1]
bool bIsSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafb, Size: 1]
LobbyWatchInfo LobbyWatchInfo;//[Offset: 0xafc, Size: 8]
int HawkEyeSpectateMaxMatchCount;//[Offset: 0xb04, Size: 4]
int HawkEyeSpectateUsedMatchCount;//[Offset: 0xb08, Size: 4]
bool bIsWatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0c, Size: 1]
float UpdateOBCircleCounter;//[Offset: 0xb10, Size: 4]
float UpdateOBCircleInterval;//[Offset: 0xb14, Size: 4]
bool bAllowAutoSelectTeamMate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb18, Size: 1]
bool bWaitRetryGotoSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb19, Size: 1]
FString[] FriendObservers;//[Offset: 0xb1c, Size: 12]
bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb28, Size: 1]
bool bIsSpectatingEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb30, Size: 1]
UAEUserWidget* InGameUIRoot;//[Offset: 0xb78, Size: 8]
bool bReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb84, Size: 1]
bool bReconnecting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb85, Size: 1]
delegate PlayerControllerLostDelegate;//[Offset: 0xb94, Size: 12]
delegate SyncDailyTaskInfoDelegate;//[Offset: 0xba0, Size: 12]
delegate PlayerControllerRecoveredDelegate;//[Offset: 0xbac, Size: 12]
delegate PlayerControllerAboutToReconnectDelegate;//[Offset: 0xbb8, Size: 12]
delegate PlayerControllerReconnectedDelegate;//[Offset: 0xbc4, Size: 12]
delegate PlayerControllerAboutToRespawnDelegate;//[Offset: 0xbd0, Size: 12]
delegate PlayerControllerRespawnedDelegate;//[Offset: 0xbdc, Size: 12]
delegate PlayerControllerAboutToExitDelegate;//[Offset: 0xbe8, Size: 12]
delegate OnPlayerQuitSpectatingForClient;//[Offset: 0xbf4, Size: 12]
delegate OnPlayerControllerBattleBeginPlay;//[Offset: 0xc00, Size: 12]
bool bCanWatchEnemyInRoomMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc24, Size: 1]
int[] BuffEffectDisplayIDArray;//[Offset: 0xc2c, Size: 12]
bool IsDelayNotifyEnterBattleUntilLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc38, Size: 1]
float NotifyTimeOut;//[Offset: 0xc3c, Size: 4]
float DelayCloseLoadingTime;//[Offset: 0xc40, Size: 4]
FString NeedLoadLevelName;//[Offset: 0xc44, Size: 12]
FString NeedLoadedLevelFullName;//[Offset: 0xc50, Size: 12]
bool IsTickHouse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5c, Size: 1]
int AntiDataCD;//[Offset: 0xc68, Size: 4]
int ModeID;//[Offset: 0xc6c, Size: 4]
bool bOpenReconnectUseCharViewPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70, Size: 1]
float ClientToDSFlowLimitTime;//[Offset: 0xc90, Size: 4]
float ClientToDSFlowLimit;//[Offset: 0xc94, Size: 4]
FString UsingNetObjectPathNameMappingCSV;//[Offset: 0xca8, Size: 12]
bool UseingWeaponScheme();// 0x2adbd68
void TestShowLongTimeNoOperation();// 0x2adbd2c
void TestShowConfirmDialogOfMisKill();// 0x2adbd18
void TestRespawn();// 0x20ef4c8
void TestLogout();// 0x20ef4c8
void TestCastUIMsgWithPara(FString strMsg, FString module, int TestID);// 0x2adbb94
void SyncDailyTaskStoreInfo(DailyTaskStoreInfo[] NewDailyTaskStoreList);// 0x2adba38
void SetUsedSimulationCVar(bool Value);// 0x2adb9b8
static void SetTargetMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x2adb8d8
void SetPanels(out const UAEUserWidget*[] panels);// 0x2adb804
static void SetDSMsgReceiveDelegate(delegate InDelegate);// 0x2adb768
static void SetClientMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x2adb688
void ServerTestLogout();// 0x2adb62c
void ServerSetVoiceId(int VoiceID);// 0x2adb578
void ServerKickSelf();// 0x2adb51c
void ServerGotoSpectating(Pawn* ViewTarget);// 0x2adb468
void ServerExitGame();// 0x2adb40c
void ServerAcknowledgeReconnection(uint32 Token);// 0x2adb358
void SendNetObjectPathNameMappingHashToServer(uint32 VersionHash);// 0x2adb2a4
void SendLuaDSToClient(int ID, out const byte[] Content);// 0x2adb194
void SendLuaClientToDS(int ID, out const byte[] Content);// 0x2adb084
void RPC_Server_SyncClientNetInfo(int InLoss, int OutLoss, int InNetworkType);// 0x2adaf40
void RPC_Server_ReportClientNetInfo(int AvgPing, int MaxPing, int MinPing, int LostPackRate, int AvgNoOutlier, int StdNoOutlier, int NumNoOutlier, int InLoss, int OutLoss);// 0x2adac28
void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2adaaec
void RPC_LuaClientToDS(int ID, const byte[] Content);// 0x2ada9b0
void Respawn();// 0x2ada994
void ResetUsedSimulationCVar();// 0x2ada980
void ReleaseInGameUI();// 0x23a4340
void ReceivePostLoginInit();// 0x2efb424
void PrintStatistics();// 0x20ef4c8
void PlayerStartIDReceived();// 0x2ada96c
void OnRep_WeaponAvatarDataList();// 0x2430814
void OnRep_UsingNetObjectPathNameMappingCSV();// 0x2ada958
void OnRep_UsedSimulation();// 0x24307f8
void OnRep_PveLevel();// 0x2ada93c
void OnRep_PlayerOBInfoList();// 0x2ada928
void OnRep_LobbyWatchInfo();// 0x2ada90c
void OnRep_LastGameResultTime();// 0x2ada8f0
void OnRep_IsSpectatingEnemy();// 0x2ada8d4
void OnRep_IsSpectating();// 0x2ada8b8
void OnRep_IsObserver();// 0x2ada89c
void OnRep_InitialWeaponSchemeInfo();// 0x2ada888
void OnRep_InitialEquipmentAvatar();// 0x24306fc
void OnRep_InitialConsumableAvatar();// 0x24306e0
void OnRep_FriendObservers();// 0x2ada86c
void OnRep_CurWeaponSchemeIndex();// 0x20ef4c8
void OnRep_bRoomOwner();// 0x2ada850
void OnNetObjectPathNameMappingTableAsyncLoad();// 0x2ada83c
void NotifyEnterBattle();// 0x2ada828
void LuaDoString(FString LuaString);// 0x2ada764
void KickSelf();// 0x20ef4c8
bool IsSpectatorOrDemoPlayer();// 0x2ada73c
bool IsSpectator();// 0x2ada714
bool IsRoomMode();// 0x2ada6f0
bool IsPureSpectator();// 0x2ada6c8
bool IsObserver();// 0x2ada6a0
bool IsInSpectatingEnemy();// 0x2ada678
bool IsInSpectating();// 0x2ada650
bool IsHawkEyeSpectator();// 0x2ada628
bool IsFriendOrEnemySpectator();// 0x2ada600
bool IsFriendObserver();// 0x2ada5d8
bool IsExited();// 0x2ada5b0
bool IsDemoRecSpectator();// 0x2ada588
bool IsDemoPlaySpectator();// 0x2ada560
bool IsDemoPlayGlobalObserver();// 0x2ada538
void InitWithPlayerParams(out const GameModePlayerParams Params);// 0x2ada48c
void InitWeaponAvatarItems();// 0x2ada470
void InitVehicleMusicList();// 0x2ada454
void InitVehicleAvatarSkinList();// 0x242de64
void InitVehicleAvatarList();// 0x242de48
void InitVehicleAdvanceAvatarList();// 0x2ada438
void InitIngameUI();// 0x2ada41c
void InitGrenadeAvatarList(bool ReInitial);// 0x2ada394
int GotoSpectating(int PlayerID);// 0x242d118
bool GetWeaponPandentReflect(int wraponID, out int pendantID);// 0x2ada2c0
int GetWeaponAvatarItemId(int ID);// 0x242c974
void GetVisibleLevelsLoadedName(out FString[] VisibleLevels);// 0x2ada18c
FString GetLobbyWatchedPlayerKeyAsString();// 0x2ada0cc
DailyTaskStoreInfo GetDailyTaskStoreInfoByTaskId(int TaskId);// 0x2ada03c
int GetCurrentWeaponSchemeMainSlotItemId();// 0x2ada014
uint32 GetCurrentOBPlayerKey();// 0x2ad9fe4
int GetCurrentOBPlayerInfoIndex();// 0x2ad9fbc
void ForceNetReady();// 0x2ad9fa8
void ExitGame();// 0x2ad9f94
void ExhaustCPU();// 0x2ad9f80
void ExecDSCommand(const FString DSCommand);// 0x242a068
void ExcuteIntRecord(FString Key, int Count);// 0x2ad9de4
void ExcuteIntCounterRecord(FString Key, int Count);// 0x2ad9c48
void EnableInGameUI();// 0x2ad9c34
void DumpUAENetActors();// 0x2ad9c20
void DumpRegions();// 0x2ad9c0c
void DumpNetActors();// 0x20ef4c8
void DumpCharacters();// 0x2ad9bf8
void DumpAllUI();// 0x20ef4c8
void DumpAllObjects();// 0x20ef4c8
void DumpAllActors();// 0x20ef4c8
void DoLuaFile(FString Filename);// 0x2ad9b34
void DoCrash();// 0x20ef4c8
void DisableInGameUI();// 0x2ad9b20
void DelayEnterBattleCheck();// 0x2ad9b04
void DealWithPickUpFailed(ItemDefineID DefineID);// 0x2ad9a74
void ClientShowTeammateEscapeNotice();// 0x2ad9a58
void ClientRPC_CastUIMsgWithStrings(FString strMsg, FString module, const int TipsID, FString Param1, FString Param2);// 0x2ad97bc
void ClientRPC_CastUIMsgParams(FString strMsg, FString module, const int Type);// 0x2ad9630
void ClientRPC_CastUIMsg(FString strMsg, FString module);// 0x2ad94e8
void ClientInitPlayerOBInfoButton();// 0x2ad94cc
void ClientBroadcastRespawnComplete();// 0x2ad94b0
void ClientBroadcastReconnectionSuccessful();// 0x2ad9494
void ClientAcknowledgeReconnection(uint32 Token);// 0x2ad9414
void CheckPlayerOBInfoButtonInit();// 0x2ad93f8
bool CheckAcknowledgedPawn(Pawn* InPawn);// 0x2ad9370
void CastUIMsg(FString strMsg, FString module);// 0x2ad9228
enum CanPickUpItem(ItemDefineID DefineID);// 0x2ad9190
void CallLuaTableFunction(FString tableName, FString FunctionName);// 0x2ad9048
void CallLuaGlobalFunction(FString FunctionName);// 0x2ad8f84
void BroadcastUIMessage(FString MessageName, const int TipsIDOrType, FString Param1, FString Param2);// 0x2ad8d78
void BroadcastRespawnComplete();// 0x2ad8d64
--------------------------------
Class: LuaPlayerController.PlayerController.Controller.Actor.Object
LuaNetSerialization LuaNetSerialization;//[Offset: 0x5e4, Size: 60]
FString LuaFilePath;//[Offset: 0x620, Size: 12]
--------------------------------
Class: STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
delegate OnPlayerTeleport;//[Offset: 0xc9c, Size: 12]
delegate OnDeath;//[Offset: 0xca8, Size: 12]
delegate OnBulletChange;//[Offset: 0xcb4, Size: 12]
delegate OnPlayerPoseChange;//[Offset: 0xcc0, Size: 12]
delegate OnAnimAssetSkeletonMatch;//[Offset: 0xccc, Size: 12]
delegate OnPlayerEnterRescueingStatus;//[Offset: 0xcd8, Size: 12]
delegate OnPlayerEnterCallingForRevivalStatus;//[Offset: 0xce4, Size: 12]
delegate OnPlayerPickUp;//[Offset: 0xcf0, Size: 12]
delegate OnPlayerWeaponChangeState;//[Offset: 0xcfc, Size: 12]
delegate OnPlayerWeaponReloadLastBullet;//[Offset: 0xd08, Size: 12]
delegate OnWeaponFireModeChangeDelegate;//[Offset: 0xd14, Size: 12]
delegate OnWeaponShootIntervalModeChangeDelegate;//[Offset: 0xd20, Size: 12]
delegate OnHideUIAfterPlayerDeadDelegate;//[Offset: 0xd2c, Size: 12]
delegate OnPlayerHandFoldedChanged;//[Offset: 0xd38, Size: 12]
delegate IsEnterNearDeathDelegate;//[Offset: 0xd44, Size: 12]
delegate OnFollowStateChanged;//[Offset: 0xd50, Size: 12]
delegate OnPlayerStartRescue;//[Offset: 0xd84, Size: 12]
delegate OnCharacterAimModeChanged;//[Offset: 0xd90, Size: 12]
delegate OnPerspectiveChanged;//[Offset: 0xd9c, Size: 12]
delegate OnServerPerspectiveChanged;//[Offset: 0xda8, Size: 12]
delegate OnDoSomethingDelaySomeFrames;//[Offset: 0xdb4, Size: 12]
delegate OnDeathDelegate;//[Offset: 0xdc0, Size: 12]
delegate OnPostTakeDamage;//[Offset: 0xdcc, Size: 12]
delegate OnReconnectNotifyDelegate;//[Offset: 0xdd8, Size: 12]
delegate OnStartInitDelegate;//[Offset: 0xde4, Size: 12]
delegate OnCharacterShootHitServerDelegate;//[Offset: 0xdf0, Size: 12]
delegate OnUpdateForSleepComponent;//[Offset: 0xdfc, Size: 12]
delegate AnimMontagePlayDelegate;//[Offset: 0xe38, Size: 12]
delegate AnimPlaySlotAnimDelegate;//[Offset: 0xe44, Size: 12]
delegate OnCharacterStartFillGasDelegate;//[Offset: 0xe50, Size: 12]
delegate OnCharacterStartFireDelegate;//[Offset: 0xe5c, Size: 12]
delegate OnCharacterStopFireDelegate;//[Offset: 0xe68, Size: 12]
delegate OnCharacterShootDelegate;//[Offset: 0xe74, Size: 12]
delegate OnCharacterShootBulletDelegate;//[Offset: 0xe80, Size: 12]
delegate OnCharacterBecomeViewTarget;//[Offset: 0xe8c, Size: 12]
delegate OnCharacterEndViewTarget;//[Offset: 0xe98, Size: 12]
delegate OnCharacterWeaponEquipDelegate;//[Offset: 0xea4, Size: 12]
delegate OnCharacterWeaponUnEquipDelegate;//[Offset: 0xeb0, Size: 12]
delegate OnPawnChangeFinishDelegate;//[Offset: 0xebc, Size: 12]
delegate OnPawnRespawnDelegate;//[Offset: 0xec8, Size: 12]
delegate OnRequestPaintDecalDelegate;//[Offset: 0xed4, Size: 12]
delegate OnPawnExitParachute;//[Offset: 0xee0, Size: 12]
delegate SetClimbAnimationDelegate;//[Offset: 0xeec, Size: 12]
delegate OnCanVaultFlagChangeDelegate;//[Offset: 0xef8, Size: 12]
delegate OnPreRepAttachment;//[Offset: 0xf04, Size: 12]
delegate OnPostRepAttachment;//[Offset: 0xf10, Size: 12]
delegate OnCalcPickUpItemFlow;//[Offset: 0xf1c, Size: 12]
delegate OnCalcUseItemFlow;//[Offset: 0xf28, Size: 12]
delegate OnReceivePlayerKey;//[Offset: 0xf34, Size: 12]
AkAudioEvent* DeathSound;//[Offset: 0xf40, Size: 4]
AkAudioEvent* PickupSound;//[Offset: 0xf44, Size: 4]
AkAudioEvent* ThrowawayWeaponSound;//[Offset: 0xf48, Size: 4]
AkAudioEvent* SwitchFireModeSound;//[Offset: 0xf4c, Size: 4]
AkAudioEvent* SwitchSightSound;//[Offset: 0xf50, Size: 4]
AkAudioEvent* MountAccessoriesSound;//[Offset: 0xf54, Size: 4]
bool IsInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf58, Size: 1]
bool bShowName;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf58, Size: 1]
bool bShowDamageToOther;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf58, Size: 1]
float NetDelayMinAniCompensate;//[Offset: 0xf5c, Size: 4]
bool bIsFPPOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf60, Size: 1]
float Money;//[Offset: 0xf64, Size: 4]
bool bHasHandleDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf68, Size: 1]
bool bDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf69, Size: 1]
bool bIgnoreInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf69, Size: 1]
bool FriendThread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6a, Size: 1]
bool bUseSameTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6b, Size: 1]
bool bShootSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6c, Size: 1]
float MaxSwimSprintSpeed;//[Offset: 0xf70, Size: 4]
bool IsFiveTimesWalkSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf74, Size: 1]
bool bIsSelfieMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf75, Size: 1]
bool bIsDrawLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf76, Size: 1]
bool bAllowToggleADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf77, Size: 1]
float AllowToggleADSCoolDownLength;//[Offset: 0xf7c, Size: 4]
bool bCanBeHitWhenHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf81, Size: 1]
float PreviousValueToSetForHealthPredict;//[Offset: 0xf84, Size: 4]
float PreviousValueToSetForEnergyPredict;//[Offset: 0xf88, Size: 4]
float ValueLimitForHealthPredict;//[Offset: 0xf8c, Size: 4]
FName HeadSocketName;//[Offset: 0xf90, Size: 8]
FName LFootSocketName;//[Offset: 0xf98, Size: 8]
FName RFootSocketName;//[Offset: 0xfa0, Size: 8]
MoveAntiCheatComponent* MoveAntiCheatComponent;//[Offset: 0xfa8, Size: 4]
LagCompensationComponent* LagCompensationComponent;//[Offset: 0xfac, Size: 4]
BaseCharacterEffectCom* EffectComponent;//[Offset: 0xfb0, Size: 4]
EffectComponent* NewEffectComponent;//[Offset: 0xfb4, Size: 4]
CharacterParachuteComponent* ParachuteComponent;//[Offset: 0xfb8, Size: 4]
NavigationInvokerComponent* NavigationInvokerComponent;//[Offset: 0xfbc, Size: 4]
CapsuleComponent* DeltaRotationTestCapusle;//[Offset: 0xfc0, Size: 4]
GroupPhysicsComponent* GroupPhysics;//[Offset: 0xfc4, Size: 4]
bool bIsWeaponFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc8, Size: 1]
Rotator ServerControlRotation;//[Offset: 0xfcc, Size: 12]
byte PoseState;//[Offset: 0xfd8, Size: 1]
float LastChangeCapsuleSizeTime;//[Offset: 0xfdc, Size: 4]
Actor* ThePlane;//[Offset: 0xfe0, Size: 4]
float ReplicatedNowShovelingSpeed;//[Offset: 0xfe4, Size: 4]
Rotator ReplicatedShovelingRotation;//[Offset: 0xfe8, Size: 12]
bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xff4, Size: 1]
bool SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xff5, Size: 1]
bool IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xff6, Size: 1]
bool bIsHideCrossHairType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1000, Size: 1]
float VaultCheckBroadcastInterval;//[Offset: 0x1004, Size: 4]
bool bEnableSinkEnergy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1008, Size: 1]
Actor* CacheRepActorForGetRandomLoc;//[Offset: 0x100c, Size: 4]
float RadialDamageScale;//[Offset: 0x1018, Size: 4]
float MoveOptimizeChangeCD;//[Offset: 0x10bc, Size: 4]
byte LastPoseState;//[Offset: 0x10c4, Size: 1]
float LastSwitchCharPoseTime;//[Offset: 0x10c8, Size: 4]
bool bEnablePoseStateChangeOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e0, Size: 1]
float ConstPoseStateOptimizeOfflineTime;//[Offset: 0x10e4, Size: 4]
bool bUsePoseStateOfflineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ec, Size: 1]
bool bUpdateCameraWhenShootInMovePlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ed, Size: 1]
bool bAttachmentRepNotifyAlways;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ee, Size: 1]
bool bEnableSwoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ef, Size: 1]
float AnimDeathLifeSpan;//[Offset: 0x10f0, Size: 4]
bool DestroyOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10f4, Size: 1]
bool bRespawnResetAnimBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10f5, Size: 1]
class STExtraShootWeapon* AutoEquipWeaponTemplate;//[Offset: 0x10f8, Size: 4]
WeaponSlotSwitchTimeData[] SwitchSlotTimeDataList;//[Offset: 0x10fc, Size: 12]
Actor*[] PlayerSlotData;//[Offset: 0x1108, Size: 12]
Actor*[] InventoryData;//[Offset: 0x1114, Size: 12]
AkComponent* SoundComp;//[Offset: 0x116c, Size: 4]
AkComponent* AmbientSoundComp;//[Offset: 0x1170, Size: 4]
bool IsAmbientSoundPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1174, Size: 1]
bool bEnableFootSoundOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1175, Size: 1]
AkAudioEvent* FootstepSound;//[Offset: 0x1178, Size: 4]
AkAudioEvent* AmbientSound;//[Offset: 0x117c, Size: 4]
AkAudioEvent* AkHitHeadWithHelmet;//[Offset: 0x1180, Size: 4]
AkAudioEvent* AkHitHeadWithoutHelmet;//[Offset: 0x1184, Size: 4]
enum[] ModesIgnoreHitHead;//[Offset: 0x1188, Size: 12]
<FString,SpecialAmbientData> SpecialMapAmbientSoundConfig;//[Offset: 0x1194, Size: 60]
SceneComponent* MeshContainer;//[Offset: 0x11d0, Size: 4]
Vector2D MeshContainerDefaultOffsetXY;//[Offset: 0x11d4, Size: 8]
int CurrentTaskTriggerAreaID;//[Offset: 0x11dc, Size: 4]
float ProduceSoundInterval;//[Offset: 0x11e0, Size: 4]
float ProduceSoundVelocitySquared;//[Offset: 0x11e4, Size: 4]
float HearRadius;//[Offset: 0x11e8, Size: 4]
bool bVaultIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11f4, Size: 1]
bool bIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11f5, Size: 1]
Actor* WaterObj;//[Offset: 0x11f8, Size: 4]
bool UseShootVerifyEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11fc, Size: 1]
byte DSHitPartJudgment;//[Offset: 0x11fe, Size: 1]
STCharacterNearDeathComp* NearDeatchComponent;//[Offset: 0x1200, Size: 4]
STCharacterRescueOtherComp* RescueOtherComponent;//[Offset: 0x1204, Size: 4]
STCharacterFollowComp* AutoFollowComponent;//[Offset: 0x1208, Size: 4]
bool IsRescueingOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120c, Size: 1]
float ReplciateRestoringDuraion;//[Offset: 0x1210, Size: 4]
float NearDeathBreath;//[Offset: 0x1214, Size: 4]
bool IsBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1218, Size: 1]
float EnterNearDeathCDTimeInitValue;//[Offset: 0x121c, Size: 4]
bool bIsCallingForRevival;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1224, Size: 1]
float DistSquaredInterruptRevival;//[Offset: 0x1228, Size: 4]
BodyTypeDef ProneBodyDef;//[Offset: 0x122c, Size: 8]
BodyTypeDef StandBodyDef;//[Offset: 0x1234, Size: 8]
BodyTypeDef CrouchBodyDef;//[Offset: 0x123c, Size: 8]
BodyTypeDef DyingBodyDef;//[Offset: 0x1244, Size: 8]
BodyTypeDef VechicleBodyDef;//[Offset: 0x124c, Size: 8]
<FString,enum> NewHitBodyPosMap;//[Offset: 0x1254, Size: 60]
Vector ScopeNewIdleLoc;//[Offset: 0x1290, Size: 12]
Vector ScopeNewAimLoc;//[Offset: 0x129c, Size: 12]
float ScopeMoveInOutSpeed;//[Offset: 0x12a8, Size: 4]
Vector ScopeAimShootSpreadDir;//[Offset: 0x12ac, Size: 12]
float ScopeAimShootSpreadAddDirValSpeed;//[Offset: 0x12b8, Size: 4]
float ScopeAimShootSpreadDecDirValSpeed;//[Offset: 0x12bc, Size: 4]
float ScopeAimShootSpreadDirValMax;//[Offset: 0x12c0, Size: 4]
Rotator ScopeAimShootSpreadRot;//[Offset: 0x12c8, Size: 12]
float ScopeAimShootSpreadAddRotValSpeed;//[Offset: 0x12d4, Size: 4]
float ScopeAimShootSpreadDecRotValSpeed;//[Offset: 0x12d8, Size: 4]
float ScopeAimShootSpreadRotValMax;//[Offset: 0x12dc, Size: 4]
float ScopeLagScale;//[Offset: 0x12e4, Size: 4]
float ScopeAimCrosshairUIScale;//[Offset: 0x12e8, Size: 4]
float ScopeFov;//[Offset: 0x12ec, Size: 4]
bool bIsUseDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12f0, Size: 1]
class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x12f4, Size: 4]
class PlayerTombBox* DefaultDeadInventoryBoxTemplate;//[Offset: 0x12f8, Size: 4]
float DeadInventoryBoxOverrideFindPutDownPointZThreshold;//[Offset: 0x12fc, Size: 4]
int FirstDamageTypeSpesificID;//[Offset: 0x1300, Size: 4]
float RefreshUITimeAfterSpawn;//[Offset: 0x1304, Size: 4]
float RefreshUITimeAfterSpawnInterval;//[Offset: 0x1308, Size: 4]
Vector ScopeNewTargetLoc;//[Offset: 0x1314, Size: 12]
bool bMarkScopeLocDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1320, Size: 1]
CustomSpringArmComponent* SpringArmComp;//[Offset: 0x1324, Size: 4]
bool bFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1328, Size: 1]
CameraComponent* ThirdPersonCameraComponent;//[Offset: 0x132c, Size: 4]
SpringArmComponent* FPPSpringArmComp;//[Offset: 0x1330, Size: 4]
CameraComponent* FPPCameraComp;//[Offset: 0x1334, Size: 4]
SpringArmComponent* ScopeSpringArmComp;//[Offset: 0x1338, Size: 4]
CameraComponent* ScopeCameraComp;//[Offset: 0x133c, Size: 4]
SceneComponent* ShoulderCameraRoot;//[Offset: 0x1340, Size: 4]
bool bHasStuckOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1344, Size: 1]
SyncAKEvent SyncAKEvent;//[Offset: 0x1348, Size: 16]
delegate OnJoyStickInteruptDelegate;//[Offset: 0x1358, Size: 12]
delegate OnPlayerAttrChangeDelegate;//[Offset: 0x1364, Size: 12]
delegate OnCharacterAttrChangedWithDetail;//[Offset: 0x1370, Size: 12]
delegate OnMovementBaseChanged;//[Offset: 0x137c, Size: 12]
bool bIsDelayingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1388, Size: 1]
bool bDebugNewWeaponSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1389, Size: 1]
bool bDebugPVEShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x138a, Size: 1]
BoxComponent* ProneBoxComponent;//[Offset: 0x138c, Size: 4]
Vector ProneBoxRelativeLocation;//[Offset: 0x1390, Size: 12]
DamageCauserRecordData[] DamageCauserRecords;//[Offset: 0x139c, Size: 12]
DamageCauserRecordData[] DamageRecords;//[Offset: 0x13a8, Size: 12]
<STExtraPlayerState*,int> PlayerLastDamageTime;//[Offset: 0x13b4, Size: 60]
int MaxRecordOvertimeAssistTime;//[Offset: 0x13f0, Size: 4]
float LastDamageTime;//[Offset: 0x13f4, Size: 4]
float OutOfContestConfig;//[Offset: 0x13f8, Size: 4]
STCharacterMovementComponent* STCharacterMovement;//[Offset: 0x13fc, Size: 4]
bool AttackerNeedReceiveDamageRpc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1400, Size: 1]
float PickUpRadius;//[Offset: 0x1404, Size: 4]
SimLocalViewData SimulateViewData;//[Offset: 0x1408, Size: 16]
SimViewData NetSimulateViewData;//[Offset: 0x1418, Size: 6]
bool IsFakeOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x142c, Size: 1]
AnchorPlatData AnchorPlat;//[Offset: 0x1430, Size: 8]
bool bShouldIgnorePVSTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1458, Size: 1]
class TrailMarkActor* ProneTrailMarkClass;//[Offset: 0x1460, Size: 40]
TrailMarkActor* WeakProneTrailMarkActor;//[Offset: 0x1488, Size: 8]
delegate OnMoveBlockDelegate;//[Offset: 0x149c, Size: 12]
PickUpItemData[] CacheDropItemDataList;//[Offset: 0x14a8, Size: 12]
float MaxDispalyFootprintDistance;//[Offset: 0x14b8, Size: 4]
Rotator DefaultMeshRot;//[Offset: 0x14bc, Size: 12]
Vector DefaultMeshLoc;//[Offset: 0x14c8, Size: 12]
InteractiveMoveActor* CurrentInteractiveMoveActor;//[Offset: 0x14d4, Size: 4]
class AnimInstance* MainCharAnimClass;//[Offset: 0x14d8, Size: 4]
class AnimInstance* MainCharFPPAnimClass;//[Offset: 0x14dc, Size: 4]
class AnimInstance* MainCharTPPAnimClass;//[Offset: 0x14e0, Size: 4]
class AnimInstance* AvatarAnimClassCache;//[Offset: 0x14e4, Size: 4]
bool IsNetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14e8, Size: 1]
bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14e9, Size: 1]
int CurrentEmoteIndex;//[Offset: 0x14ec, Size: 4]
delegate EmoteMontageFinishedEvent;//[Offset: 0x14f4, Size: 12]
delegate OnLoadAndStartPlayEmoteAnimEvent;//[Offset: 0x1500, Size: 12]
delegate ReadyToPlayEmoteMontageFailedDelegate;//[Offset: 0x150c, Size: 12]
AnimationAsset* TempEmoteResource;//[Offset: 0x1518, Size: 40]
AnimSequenceBase* CurrentLoadedEmoteSequence;//[Offset: 0x1540, Size: 4]
float CurrentLoadedEmoteBlendTime;//[Offset: 0x1544, Size: 4]
bool bEnablePlayerPickUpAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1560, Size: 1]
bool bEnablePlayerDeadAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1561, Size: 1]
bool bRecordKillData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1562, Size: 1]
float AIThrowPitch;//[Offset: 0x1564, Size: 4]
Vector2D AISpeedScale;//[Offset: 0x1568, Size: 8]
bool bValidCalculate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1570, Size: 1]
<FName,enum> PawnStateRelatedBuffMap;//[Offset: 0x1574, Size: 60]
int[] ToRemoveBuffSkillIdListWhenOnPlane;//[Offset: 0x15b0, Size: 12]
bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15bc, Size: 1]
bool IsAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15bd, Size: 1]
STExtraBaseCharacter* WhoFollowMe;//[Offset: 0x15c0, Size: 4]
float[] HealthChangeHistoryPerFrame;//[Offset: 0x15c4, Size: 12]
float LastSyncHealthChange;//[Offset: 0x15d0, Size: 4]
Vector CurInputVector;//[Offset: 0x15d4, Size: 12]
StaticMeshComponent* ScopComp;//[Offset: 0x15e0, Size: 4]
PhysicsAsset* PhysicsAssetOverride_Dead;//[Offset: 0x15f0, Size: 4]
float voiceCheckCD;//[Offset: 0x15f4, Size: 4]
float voiceCheckShowCD;//[Offset: 0x15f8, Size: 4]
float VoiceCheckDis;//[Offset: 0x15fc, Size: 4]
float voiceCheckDisInParachute;//[Offset: 0x1600, Size: 4]
bool voiceCheckInParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1604, Size: 1]
int voiceBeginCheckDisWhenUAV;//[Offset: 0x1608, Size: 4]
<byte> DanyinCompletedIDSet;//[Offset: 0x1624, Size: 60]
PlayerGunCollosionComp* PlayerGunCollosionComp;//[Offset: 0x1660, Size: 4]
STExtraPlayerState* STExtraPlayerState;//[Offset: 0x1670, Size: 4]
byte MovementModeBeforeNearDeath;//[Offset: 0x1674, Size: 1]
float MoveableSwitchPoseTime;//[Offset: 0x1678, Size: 4]
STExtraPlayerState* WhoKillMeRecord;//[Offset: 0x167c, Size: 4]
int HandFolderRatio;//[Offset: 0x1680, Size: 4]
float SwimUpRate;//[Offset: 0x1684, Size: 4]
PlayerSwimComponent* swimComponet;//[Offset: 0x1688, Size: 4]
bool bEnableWorldPawnCollisionDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168d, Size: 1]
bool bEnableWorldPawnCollisionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168e, Size: 1]
WeaponRecordDataForReplay WeaponRecordDataForReplay;//[Offset: 0x1698, Size: 12]
bool SkipCirclePain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16a4, Size: 1]
bool bIsOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16a5, Size: 1]
PickUpItemData[] CacheDropList;//[Offset: 0x16ac, Size: 12]
bool bForbidAiPronePull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16b8, Size: 1]
bool bUpdateContainerLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16b9, Size: 1]
Vector MoveInputState;//[Offset: 0x16ec, Size: 12]
byte MovementInputReplication;//[Offset: 0x16f8, Size: 1]
float SwitchPoseCD;//[Offset: 0x171c, Size: 4]
float SwitchPoseStartTime;//[Offset: 0x1720, Size: 4]
float SwitchPerspectiveStartTime;//[Offset: 0x1724, Size: 4]
bool bHasCallGameModeKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1740, Size: 1]
float CollideByTeammateCDConfig;//[Offset: 0x1758, Size: 4]
PoseChangeTime SwitchPoseTime;//[Offset: 0x1760, Size: 16]
Transform HitBoxLeanTransL;//[Offset: 0x1770, Size: 48]
Transform HitBoxLeanTransR;//[Offset: 0x17a0, Size: 48]
BaseCharacterPickupProxy* PickupProxy;//[Offset: 0x17e8, Size: 4]
PickupManagerComponent* PickupManagerComponent;//[Offset: 0x17ec, Size: 4]
CharacterWeaponManagerComponent* WeaponManagerComponent;//[Offset: 0x17f0, Size: 4]
float DelayHideDuration;//[Offset: 0x17f4, Size: 4]
float DelayResetStandDuration;//[Offset: 0x17f8, Size: 4]
float DelayHideDuration_SimulatePhysicsDead;//[Offset: 0x17fc, Size: 4]
bool bEnableRagdollAfterDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1800, Size: 1]
float MaxRagdollActiveDuration;//[Offset: 0x1804, Size: 4]
bool bEnableAnimFrameCounter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1820, Size: 1]
PlayerAnimList CurPlayerAnimList;//[Offset: 0x1824, Size: 176]
AnimParamList CurAnimParamList;//[Offset: 0x18d4, Size: 312]
PlayerVehAnimList CurPlayerVehAnimList;//[Offset: 0x1a0c, Size: 128]
AnimVehParamList CurAnimVehParamList;//[Offset: 0x1a8c, Size: 48]
AnimStatusKeyList LastUpdateStatusKeyList;//[Offset: 0x1abc, Size: 32]
AnimStatusKeyList CurUpdateStatusKeyList;//[Offset: 0x1adc, Size: 32]
delegate ThrowGrenadeModeChangedDelegate;//[Offset: 0x1afc, Size: 12]
byte ThrowGrenadeMode;//[Offset: 0x1b08, Size: 1]
byte PrevThrowGrenadeMode;//[Offset: 0x1b09, Size: 1]
bool bShowHPFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b18, Size: 1]
bool IsPeekLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b19, Size: 1]
bool IsEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b1a, Size: 1]
float PeekCheckCollisionTimer;//[Offset: 0x1b1c, Size: 4]
bool PeekHasCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b24, Size: 1]
float AutoScopeDelayTimeWhenPeek;//[Offset: 0x1b28, Size: 4]
int IsEnableReportPlayerBehavior;//[Offset: 0x1b2c, Size: 4]
float HighWalkSpeed;//[Offset: 0x1b40, Size: 4]
float WalkSpeedChangeRate;//[Offset: 0x1b44, Size: 4]
float WalkSpeedThreshold;//[Offset: 0x1b48, Size: 4]
float MaxCrouchSpeed;//[Offset: 0x1b4c, Size: 4]
float MaxProneSpeed;//[Offset: 0x1b50, Size: 4]
float MaxSprintSpeed;//[Offset: 0x1b54, Size: 4]
float MaxSprintCrouchSpeed;//[Offset: 0x1b58, Size: 4]
float MaxSwimSpeed;//[Offset: 0x1b5c, Size: 4]
float HealthPredict;//[Offset: 0x1b60, Size: 4]
float BreathAmount;//[Offset: 0x1b64, Size: 4]
bool bShouldDrowningHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b68, Size: 1]
int PoisonSmogStage;//[Offset: 0x1b6c, Size: 4]
float PoisonSmogProgress;//[Offset: 0x1b70, Size: 4]
float AntidoteExeTime;//[Offset: 0x1b74, Size: 4]
float AntidoteMaxTime;//[Offset: 0x1b78, Size: 4]
float SpeedDynamicScale;//[Offset: 0x1b7c, Size: 4]
float TurnInPlaceAngel;//[Offset: 0x1b80, Size: 4]
delegate PoisonFogStageUpdatedDelegate;//[Offset: 0x1b84, Size: 12]
byte HealthStatus;//[Offset: 0x1b90, Size: 1]
byte LastHealthStatus;//[Offset: 0x1b91, Size: 1]
delegate OnHealthStatusChangeDelegate;//[Offset: 0x1b94, Size: 12]
<enum,BodyPartCfg> BodyPartConfigMap;//[Offset: 0x1ba0, Size: 60]
bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bdc, Size: 1]
float SpeedRate;//[Offset: 0x1be0, Size: 4]
float EnergySpeedScale;//[Offset: 0x1be4, Size: 4]
float RecoveryScale;//[Offset: 0x1be8, Size: 4]
float DefaultSpeedValue;//[Offset: 0x1bec, Size: 4]
float PawnBackpackCapacity;//[Offset: 0x1bf0, Size: 4]
float SwitchWeaponSpeedScale;//[Offset: 0x1bf4, Size: 4]
CharacterEnergyData Energy;//[Offset: 0x1bf8, Size: 52]
CharacterEnergyPhase[] TemperaturePhaseList;//[Offset: 0x1c2c, Size: 12]
bool bCheckRelevantWithFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c38, Size: 1]
float FarDistanceAimFOV;//[Offset: 0x1c3c, Size: 4]
float FarRelevantDistanceSqured;//[Offset: 0x1c40, Size: 4]
float MiddleDistanceAimFOV;//[Offset: 0x1c44, Size: 4]
float MiddleRelevantDistanceSqured;//[Offset: 0x1c48, Size: 4]
float VerticalSpeedFallingDamageThrehod;//[Offset: 0x1c50, Size: 4]
float VerticalFallingDamageCoefficient;//[Offset: 0x1c54, Size: 4]
float PrachuteLandedFallingDamageMax;//[Offset: 0x1c5c, Size: 4]
bool EnablePrachuteLandedFallingDamageMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c60, Size: 1]
float HorizontalSpeedFallingDamageThrehod;//[Offset: 0x1c64, Size: 4]
CurveFloat* CurveHorizontalSpeedFallingDamage;//[Offset: 0x1c68, Size: 4]
class STDamageCameraShake* DamageShakeClass;//[Offset: 0x1c6c, Size: 4]
float StandHalfHeight;//[Offset: 0x1c70, Size: 4]
float CrouchHalfHeight;//[Offset: 0x1c74, Size: 4]
float ProneHalfHeight;//[Offset: 0x1c78, Size: 4]
float CrouchEnableCheckTolerance;//[Offset: 0x1c7c, Size: 4]
float StandRadius;//[Offset: 0x1c80, Size: 4]
float DyingRadius;//[Offset: 0x1c84, Size: 4]
float DyingBeCarriedRadius;//[Offset: 0x1c88, Size: 4]
HealthPredictShowData[] HealthPredictShowDataList;//[Offset: 0x1c8c, Size: 12]
HealthPredictShowData[] EnergyPredictShowDataList;//[Offset: 0x1c98, Size: 12]
SecuryInfoComponent* SecuryComponent;//[Offset: 0x1ca4, Size: 4]
bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cb4, Size: 1]
delegate InAssistantStateDelegate;//[Offset: 0x1cb8, Size: 12]
bool bWasOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc4, Size: 1]
RepVehicleAttachment VehicleReplication;//[Offset: 0x1cc8, Size: 24]
RepVehicleAttachment CurrentVehicleAttachment;//[Offset: 0x1ce0, Size: 24]
STExtraVehicleBase* LastAttachedVehicle;//[Offset: 0x1cfc, Size: 4]
float LastVehicleDamageCD;//[Offset: 0x1d00, Size: 4]
float LastLeaveVehicleTime;//[Offset: 0x1d04, Size: 4]
int VehicleSeatIdx;//[Offset: 0x1d08, Size: 4]
bool bForceSetRepMovLocationOnAttachmentRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d12, Size: 1]
float LeaveVehicleVelocityKeepTime;//[Offset: 0x1d14, Size: 4]
bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d30, Size: 1]
PredictLineComponent* PredictLineComp;//[Offset: 0x1d34, Size: 4]
CharacterAvatarComponent2* AvatarComponent2;//[Offset: 0x1d38, Size: 4]
STExtraUnderWaterEffectComp* UnderWaterEffectComponent;//[Offset: 0x1d3c, Size: 4]
delegate OnAttachedToVehicle;//[Offset: 0x1d4c, Size: 12]
delegate OnDetachedFromVehicle;//[Offset: 0x1d58, Size: 12]
delegate OnChangedVehicleSeat;//[Offset: 0x1d64, Size: 12]
delegate OnPlayerStateUpdated;//[Offset: 0x1d70, Size: 12]
float MaxLeaveVehicleVelocity;//[Offset: 0x1d88, Size: 4]
delegate SwitchAngledSightEventDelegate;//[Offset: 0x1d98, Size: 12]
Rotator AngledSightRotOffset;//[Offset: 0x1da4, Size: 12]
STExtraWeapon* CurrentReloadWeapon;//[Offset: 0x1eb4, Size: 4]
bool EnableSprintSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1eb8, Size: 1]
float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x1ebc, Size: 4]
<FName,class ActorComponent> DynamicComponentMap;//[Offset: 0x1edc, Size: 60]
STParachuteState STReplicateParchuteState;//[Offset: 0x1f18, Size: 24]
SlideMoveData SlideMoveData;//[Offset: 0x1f30, Size: 20]
UAEChaParachuteAnimListComponent* CharParachuteAnimListComponentCache;//[Offset: 0x1f44, Size: 4]
STReplicatedMoveState STReplicatedMoveState;//[Offset: 0x1f48, Size: 32]
bool bReplicatedIsStartParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f68, Size: 1]
float MoveForwardInputValue;//[Offset: 0x1f6c, Size: 4]
float MoveRightInputValue;//[Offset: 0x1f70, Size: 4]
bool bIsParachuteLandingAnimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f74, Size: 1]
float ParachuteLandingHeightAdded;//[Offset: 0x1f78, Size: 4]
bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f7c, Size: 1]
bool bEnableAutoFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f7d, Size: 1]
float TargetPlayerAIPolicyDecisionLogInterval;//[Offset: 0x1f80, Size: 4]
float RelevantPlayerAIPolicyDecisionLogInterval;//[Offset: 0x1f84, Size: 4]
ParachuteFollowComponent* ParachuteFollowComp;//[Offset: 0x1f8c, Size: 4]
STExtraBaseCharacter*[] FlyingTeam;//[Offset: 0x1f90, Size: 12]
STExtraBaseCharacter* Leader;//[Offset: 0x1f9c, Size: 4]
enum FollowState;//[Offset: 0x1fa0, Size: 1]
ParachuteFollowState[] TeammateParachuteFollowState;//[Offset: 0x1fa4, Size: 12]
STExtraBaseCharacter*[] Inviters;//[Offset: 0x1fb0, Size: 12]
STExtraPlayerState*[] InviterStateArr;//[Offset: 0x1fbc, Size: 12]
FString LatestInviter;//[Offset: 0x1fc8, Size: 12]
bool IsDuringTransferLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fd4, Size: 1]
float MaxTemporaryNotAllowInvitedTime;//[Offset: 0x2018, Size: 4]
float maxShowAlpha;//[Offset: 0x2020, Size: 4]
float MoveMaxShowDis;//[Offset: 0x2024, Size: 4]
float WeaponMaxShowDis;//[Offset: 0x2028, Size: 4]
float VehicleMaxShowDis;//[Offset: 0x202c, Size: 4]
float FPPPutDownWeaponCoolingStart;//[Offset: 0x2058, Size: 4]
float FPPPutDownWeaponCoolingEnd;//[Offset: 0x205c, Size: 4]
float FPPSprintWeaponSmoothTime;//[Offset: 0x2060, Size: 4]
bool bDynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20ac, Size: 1]
LastEmoteInfo LastEmoteInfo;//[Offset: 0x20bc, Size: 12]
float CollectPlayerRouteInterval;//[Offset: 0x20cc, Size: 4]
int IsEnableReportRoute;//[Offset: 0x2150, Size: 4]
Vector EmoteColBox;//[Offset: 0x2198, Size: 12]
<int,Vector> EmoteColBoxMap;//[Offset: 0x21a4, Size: 60]
int IsEnableLogAIPlayerPos;//[Offset: 0x21e8, Size: 4]
float CompVisionOpDis;//[Offset: 0x21ec, Size: 4]
float CompVisionOpDelay;//[Offset: 0x21f0, Size: 4]
bool bHasAppliedVisionCompOp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21f4, Size: 1]
<SceneComponent*,CharacterCompOutOfVisionOptimizationItem> CharacterCompOutOfVisionOptimizationDataMap;//[Offset: 0x2204, Size: 60]
bool bEnableCompVisionOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2240, Size: 1]
float MaxRelavantDistance;//[Offset: 0x2248, Size: 4]
float MaxRelavantDistanceSquared;//[Offset: 0x224c, Size: 4]
int IsEnableReportPlayerKillFlow;//[Offset: 0x2250, Size: 4]
int IsEnableReportGameSetting;//[Offset: 0x2254, Size: 4]
int EnableReportGameSettingLevel;//[Offset: 0x2258, Size: 4]
int IsEnableReportMrpcsInCircleFlow;//[Offset: 0x225c, Size: 4]
int IsEnableReportMrpcsInPartCircleFlow;//[Offset: 0x2260, Size: 4]
int IsEnableReportMrpcsFlow;//[Offset: 0x2264, Size: 4]
bool CrowdAgentConsidered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2268, Size: 1]
BaseFPPComponent* FPPComp;//[Offset: 0x2270, Size: 4]
UAECharacterAnimListComponent* OwnedCharacterAnimComp;//[Offset: 0x2274, Size: 4]
float ClientSwitchWeaponDeltaTime;//[Offset: 0x2280, Size: 4]
float ClientCallSwitchWeaponDur;//[Offset: 0x2284, Size: 4]
bool bIsSwapingMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2288, Size: 1]
float EquipingScopeDelay;//[Offset: 0x228c, Size: 4]
bool bClientHasFinishedReloadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2291, Size: 1]
delegate OnEquipZoomScope;//[Offset: 0x2294, Size: 12]
float CharacterFallingVelocityZFactor;//[Offset: 0x22a4, Size: 4]
bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22d0, Size: 1]
bool IsOpenCommonShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22d1, Size: 1]
int AloneDistance;//[Offset: 0x22d8, Size: 4]
int NearTeamPlayerDistance;//[Offset: 0x22dc, Size: 4]
AnimationAsset* ChangeWearingMontage;//[Offset: 0x22e8, Size: 40]
float ChangeWearingLastTime;//[Offset: 0x2310, Size: 4]
int ChangeWearingPromptTextID;//[Offset: 0x2314, Size: 4]
FString ChangeWearingPromptText;//[Offset: 0x2318, Size: 12]
AnimMontage* ChangeWearingAnimMontage;//[Offset: 0x2324, Size: 4]
delegate WearingMontageFinishedEvent;//[Offset: 0x2328, Size: 12]
SoftObjectPath ChangeWearingIconPath;//[Offset: 0x2370, Size: 24]
Vector ChangeWearingColBox;//[Offset: 0x2388, Size: 12]
float PaintDecalMaxDistance;//[Offset: 0x2394, Size: 4]
bool bDetectingPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2398, Size: 1]
bool bValidPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2399, Size: 1]
float RequestPaintDecalCD;//[Offset: 0x239c, Size: 4]
float MaxRequestPaintDecalCD;//[Offset: 0x23a0, Size: 4]
ChildActorComponent* DecalComponent;//[Offset: 0x23a4, Size: 4]
Actor* DecalActor;//[Offset: 0x23a8, Size: 4]
bool bInBattleState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23ac, Size: 1]
float OutBattleStateTime;//[Offset: 0x23b0, Size: 4]
delegate OnBattleStateChange;//[Offset: 0x23b8, Size: 12]
delegate OnCharacterPlayEmote;//[Offset: 0x23c4, Size: 12]
delegate OnCharacterWin;//[Offset: 0x23d0, Size: 12]
delegate OnCharacterFallingModeChange;//[Offset: 0x23dc, Size: 12]
Vector LastServerHitImpactPoint;//[Offset: 0x23e8, Size: 12]
byte RemainUseSupplySpotTimes;//[Offset: 0x23f4, Size: 1]
byte RemainUseEnhancerSpotTimes;//[Offset: 0x23f5, Size: 1]
bool IsShowHealthBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23f6, Size: 1]
int[] UseEnhanceSpotTip;//[Offset: 0x23f8, Size: 12]
int MonsterDamageReduceSkillID;//[Offset: 0x2404, Size: 4]
<int,InteractionEmoteConfig> InteractionEmoteConfig;//[Offset: 0x2408, Size: 60]
STExtraBaseCharacter* InteractionEmoteSender;//[Offset: 0x2444, Size: 4]
STExtraBaseCharacter* InteractionEmoteReceiver;//[Offset: 0x2448, Size: 4]
bool IsInitCharacterSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2456, Size: 1]
FString CharacterSkillTableName;//[Offset: 0x2458, Size: 12]
STExtraVehicleBase* RelevantVehicleInReady;//[Offset: 0x2464, Size: 4]
PhysicsAsset* DeathCachePhysicsAsset;//[Offset: 0x2468, Size: 4]
AutoAimingConfig AutoAimingConfig;//[Offset: 0x247c, Size: 252]
byte MeleeAutoAimType;//[Offset: 0x2578, Size: 1]
bool bIsInObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2584, Size: 1]
PlayerRespawnData PlayerRespawnData;//[Offset: 0x2588, Size: 32]
bool bRespawnQuitSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25a8, Size: 1]
CharacterHide CharacterHide;//[Offset: 0x25ac, Size: 12]
float CharacterShowWeaponTime;//[Offset: 0x25b8, Size: 4]
enum CharacterMainType;//[Offset: 0x25bd, Size: 1]
enum CharacterSubType;//[Offset: 0x25be, Size: 1]
delegate BulletTrackShowDelegate;//[Offset: 0x25c0, Size: 12]
delegate OnClientHoldGrenadeStateChange;//[Offset: 0x25cc, Size: 12]
delegate MarkPlayerPosDelegate;//[Offset: 0x25d8, Size: 12]
float Config_PlayerHurt_ResetTime;//[Offset: 0x25e4, Size: 4]
PlayerMantleComponent* VaultControllerComp;//[Offset: 0x25e8, Size: 4]
AnimParamsComponent* AnimParamsComponent;//[Offset: 0x25ec, Size: 4]
bool EnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25f0, Size: 1]
bool EnableBulletFlySound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25f1, Size: 1]
bool bEnableSetMeshUpdateFlagInBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25f2, Size: 1]
delegate OnUseSpringJump;//[Offset: 0x25f4, Size: 12]
float LastSprintTriggerTime;//[Offset: 0x2600, Size: 4]
float FallingTime;//[Offset: 0x2608, Size: 4]
bool bInteractWithActivityActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260c, Size: 1]
bool IsShowRevivalPointIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260d, Size: 1]
bool bIsGiveupWhenMatchGoalAchieved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260e, Size: 1]
Actor* MyConstActor;//[Offset: 0x2610, Size: 4]
bool EnterSnowArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2614, Size: 1]
byte[] ShowSnowAreaTypes;//[Offset: 0x2618, Size: 12]
float TickCanDriveSnowBoardInterval;//[Offset: 0x2624, Size: 4]
float ClientAttachToVehicleKeepTime;//[Offset: 0x262c, Size: 4]
float RefreshAnimListTimerMaxTime;//[Offset: 0x2638, Size: 4]
float RealtimeVerifyInterval;//[Offset: 0x263c, Size: 4]
float RealtimeVerifyIntervalRandomOffset;//[Offset: 0x2640, Size: 4]
bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2654, Size: 1]
bool bTemperoryDisableFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2655, Size: 1]
float FixMovementOnVehicleInterval;//[Offset: 0x2658, Size: 4]
float voiceCheckUAVOperatorDeltaTime;//[Offset: 0x2660, Size: 4]
Transform DefaultParticleAttachTransform;//[Offset: 0x2670, Size: 48]
byte DefaultParticleAttachLocationType;//[Offset: 0x26a0, Size: 1]
InjuryParticleAttachOffset[] ParticleAttachOffsetArray;//[Offset: 0x26a4, Size: 12]
float ParticleShowingInterval;//[Offset: 0x26b0, Size: 4]
bool bIsShowingInjuryEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26b8, Size: 1]
bool bIsShowingToxicEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26b9, Size: 1]
ParticleSystem* InjuryAndToxicParticleEffect;//[Offset: 0x26c0, Size: 40]
Vector MoveAdditionalSpeed;//[Offset: 0x26e8, Size: 12]
int CharacterMovementReplicatID;//[Offset: 0x26f4, Size: 4]
int CharacterReplicatID;//[Offset: 0x26f8, Size: 4]
ParticleSystem* ProtectedInjuryAndToxicParticleEffect;//[Offset: 0x26fc, Size: 4]
float RTNoDamageTime;//[Offset: 0x2700, Size: 4]
bool IsCanEnableWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2704, Size: 1]
bool IsWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270c, Size: 1]
float MinWingUpControlTime;//[Offset: 0x2718, Size: 4]
WidgetComponent* PlayerInfoWidgetComp;//[Offset: 0x271c, Size: 4]
FString DebugInfoWidgetPath;//[Offset: 0x2720, Size: 12]
FString DebugInfoWidgetRefreshFunName;//[Offset: 0x272c, Size: 12]
Vector DebugInfoLocation;//[Offset: 0x2738, Size: 12]
Actor* ACurrentFloor;//[Offset: 0x2744, Size: 8]
bool IsMotifyAutoUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274c, Size: 1]
bool IsMotifyAttackerByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274d, Size: 1]
float WaitRefreshShootDetailInfoTime;//[Offset: 0x2750, Size: 4]
float CurWaitRefreshShootDetailInfoTime;//[Offset: 0x2754, Size: 4]
float[] AIHotValueDebugInfo;//[Offset: 0x2758, Size: 12]
Actor*[] OverlapDarkAreas;//[Offset: 0x2764, Size: 12]
float SwimmingSwitchMovementModeCD;//[Offset: 0x2770, Size: 4]
int PrepareEmoteId;//[Offset: 0x2778, Size: 4]
FString EmoteSouceEventName;//[Offset: 0x277c, Size: 12]
STExtraBaseCharacter* TargetPlayer;//[Offset: 0x2788, Size: 4]
bool bIsInUnderGroundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278c, Size: 1]
bool bIsAroundUndergroundEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278d, Size: 1]
bool bIsSkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278e, Size: 1]
uint32 SightVisionMask;//[Offset: 0x2790, Size: 4]
bool bUnderWaterPoseCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2795, Size: 1]
bool bReviseIgnoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2796, Size: 1]
bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2797, Size: 1]
bool bRepShoulderState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2798, Size: 1]
bool bForceChangePersonPerspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2799, Size: 1]
bool bSkillLockChangePersonPerspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x279a, Size: 1]
float SimulateFootstepQueryInternal;//[Offset: 0x2828, Size: 4]
<int> NotDownloadPetIDs;//[Offset: 0x2834, Size: 60]
bool bDisableAttachRepInBeCarried;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2870, Size: 1]
NetCarryBackState NetCarryBackState;//[Offset: 0x2874, Size: 12]
STCharacterCarryBackComp* CarryBackComponent;//[Offset: 0x2880, Size: 4]
DynamicOptimizeActorComponents* DynamicOptimizeActorComponent;//[Offset: 0x2884, Size: 4]
delegate OnCharacterHiddenStateChange;//[Offset: 0x2888, Size: 12]
BattleRoyaleGameMode* CachedGameMode;//[Offset: 0x2894, Size: 4]
void VaultStartPosNotifyBPToCpp(bool isvaultting, bool IsValidVault, STExtraBaseCharacter* vaultCharacter, Vector StartPos);// 0x23b0410
void VaultFailPawnCPP(const FString Content);// 0x23b034c
void VaultFailPawnBluePrint(out const FString Content);// 0x23b0278
bool ValidCalculate();// 0x23b0250
void UseVehWeaponView(STExtraShootWeapon* OldVehWeapon, STExtraShootWeapon* NewVehWeapon);// 0x23b0194
void UseSpringJump(int SpringID);// 0x23b011c
void UserCancelRescue();// 0x23b0108
void UpdateUnderGroundArea(bool bEnterUnderGroundArea);// 0x23b0088
bool UpdateShovelingState();// 0x23b0060
void UpdateShovelingHoldStateRelease();// 0x23b004c
void UpdateShovelingHoldStatePressed();// 0x23b0038
void UpdatePoseCollisionCpp(byte CurState, byte PreState);// 0x23aff7c
void UpdateFallingTime(float Delta);// 0x23aff04
void UpdateDynamicHoldGunOption();// 0x23afef0
void UpdateCurrentShootWeaponTick();// 0x23afedc
void UpdateAttrValue(FString AttrName, float Val, int Reason, bool bSet);// 0x23afd48
void UpdateAllInstanceBodyTransform(int Type);// 0x23afcd0
void UnequipWeaponFinish();// 0x20ef4c8
void UnequipWeapon(byte Slot, bool bSwitchWeapon);// 0x23afc0c
void TryToBroadcastFatalDamageEvent(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x23afa44
void TryReplaySpecialMontage();// 0x23afa30
void TryPeek(bool IsLeft, bool ButtonDown);// 0x23af960
void TryFollowInitialParachuteLeader(FString Name);// 0x23af808
bool TriggerEntrySkillWithParams(int SkillID, out const FString[] InKeyStrings, bool bEnable);// 0x23af628
bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x23af554
void ThrowGrenadeModeChangedDelegate__DelegateSignature(byte NewMode, byte PrevMode);// 0x2efb424
void TakeDamageWhenThrowedDelegate__DelegateSignature();// 0x2efb424
void SyncVoiceCellInfo(STExtraBaseCharacter* Char, int InVoice1, int InVoice2, float InVoice3);// 0x23af404
void SyncVisibilityFor(STExtraBaseCharacter* Char, bool bVisible);// 0x23af338
void SyncServerTagsChange(out const FName[] newTags, out const FName[] oldTags);// 0x23af1d4
void SyncPosition(STExtraBaseCharacter* Char, const Vector Position);// 0x23af118
void SyncFootVoice(STExtraBaseCharacter* Char, byte FootStepState, const Vector_NetQuantize100 VoiceCheckVector);// 0x23af018
void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x23aef98
bool SwitchWeaponCheck(byte Slot, bool bIgnoreState);// 0x23aeec4
bool SwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x23aed54
void SwitchToLastWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x23aec34
void SwitchToLastNoneGrenageWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState, bool bSwitchToNoneWhenNoWeapon);// 0x23aeac0
void SwitchShoulderStateServer(bool bShoulder);// 0x23ae9f8
void SwitchShoulderStateLocal(bool bShoulder);// 0x23ae970
void SwitchShoulderState(bool bShoulder);// 0x23ae8f0
bool SwitchPoseState(byte State, bool bIgnoreCD, bool bIgnoreCheck, bool ShouldShowPrompt, bool IsTriggerByPressBtn);// 0x23ae730
void SwapMainWeapon();// 0x23ae71c
void STServerUpdateStateDirectly(float InThrottleInput, float InSteeringInput, Vector InLocalVelocity);// 0x23ae5c0
void STServerUpdateState(float InThrottleInput, float InSteeringInput, int8 State, const Rotator CameraRotation);// 0x23ae438
float StopSlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float blendTime);// 0x23ae328
bool StopPlayEmoteAnim(int EmoteIndex);// 0x23ae2a8
void StopMove();// 0x23ae294
bool StopFireFilter();// 0x23ae264
void StopFire();// 0x23ae250
void StopFillGas();// 0x23ae23c
bool StopChangeWearingAnim();// 0x23ae214
void StopCarryBack(enum InDetachMethod);// 0x23ae19c
void StopAnimMontageOriginal(AnimMontage* AnimMontage);// 0x23ae124
void StopAllMontages(FString GroupName);// 0x23adfcc
void StopAllAnimations(bool bStop);// 0x23adf4c
void StartWaitRefreshShootDetailInfo();// 0x23adf38
bool StartPlayEmoteAnim(int EmoteIndex);// 0x23adeb8
void StartFireSimple(byte ShootMode);// 0x23ade38
bool StartFireFilter(STExtraShootWeapon* ExtraWeapon);// 0x23addb0
void StartFire(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget, bool DoCheck, STExtraShootWeapon* ExtraWeapon);// 0x23adbc4
void StartFillGas();// 0x23adbb0
bool StartChangeWearingAnim();// 0x23adb88
void SpawnFootprint(enum FootprintType);// 0x23adb10
void SpawnAndSwithToGrenadeServerCall(int InGrenadeID);// 0x23ada5c
STExtraWeapon* SpawnAndSwitchToGrenadeOnServer(int GrenadeID);// 0x23ad9dc
STExtraWeapon* SpawnAndSwitchToGrenadeOnClient(int GrenadeID);// 0x23ad95c
STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bResetBulletNum);// 0x23ad7a0
void ShowPlayerDebugInfo(bool bShow, int InDebugInfoType);// 0x23ad6d8
void ShowNightVisionFrame();// 0x23ad6bc
void ShowInjuryScreenEffect();// 0x23ad6a8
void ShowDebugRole();// 0x23ad694
void ShowDebugRecordData();// 0x23ad680
void ShowDebugPickUpFlow();// 0x23ad66c
void ShowDebugEquipOrUnequipFlow();// 0x23ad658
void ShowDebugBornLandFlow();// 0x23ad644
void ShowConfirmDialogOfMisKill();// 0x23ad628
bool ShouldUpdateHPOnUI();// 0x23ad5f8
bool ShouldShowCorp();// 0x23ad5d0
bool ShouldShowAnchor();// 0x23ad5a8
bool ShouldAutoScopeWhenPeek();// 0x23ad578
enum ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x23ad45c
void SeverParachuteSimualteDrag(uint32 DragCount);// 0x23ad3a8
void SetWeaponShootType(byte ShootType);// 0x23ad330
void SetViewTargetAgainForOB();// 0x23ad31c
void SetThrowGrenadeMode(byte ThrowMode);// 0x23ad2a4
void SetTargetPlayer(STExtraBaseCharacter* InTargetPlayer);// 0x23ad22c
void SetSightVision(bool Enable, enum Flag);// 0x23ad164
void SetSightCondition(bool Enable, enum Flag);// 0x23ad164
void SetRTNoDamageTimer(float Timer);// 0x23ad0ec
void SetReloadMethod(byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x23ad028
void SetPrepareEmoteId(int InEmoteID);// 0x23acfb0
void SetPawnReloadWeaponFinished(bool IsFinished);// 0x23acf28
void SetOverrideCirclePainActor(Actor* CirclePainActor);// 0x23aceb0
void SetMeshForceAnimLOD(int InNewForceAnimLOD);// 0x23ace38
void SetMeshContainerOffsetZ(float Z);// 0x23acdc0
void SetMeshContainerOffsetY(float Y);// 0x23acd48
void SetMeshContainerOffsetX(float X);// 0x23accd0
void SetIsDuringTransferLeader(bool isTransfer);// 0x23acc50
void SetIsAutoFollow(bool Val, STExtraBaseCharacter* IFollowWho);// 0x23acb88
void SetInsectCameraEnable(bool bEnable);// 0x23acb08
void SetHighWalkSpeed(float WalkSpeed);// 0x23aca90
void SetHealthSafety(float NewHealth, byte Reason);// 0x23ac9d4
void SetHandFoldRatio(int Ratio);// 0x23ac95c
static void SetExpandDataContent(out const byte[] Content);// 0x23ac898
void SetExitingParachute(bool ExitParachute);// 0x23ac818
void SetEnterSnowArea(bool IsEnterSnowArea);// 0x23ac798
void SetEmoteSouceEventName(FString EventName);// 0x23ac640
void SetDelayStateSwitchTime(float DelayTime);// 0x23ac5c8
void SetCurScopeFov(float InFov);// 0x23ac550
void SetCurrentVehicle(STExtraVehicleBase* InVehicle);// 0x23ac4dc
bool SetCurrentPersonPerspective(bool IsNewFPP, bool ForceSetting);// 0x23ac404
void SetCurrentFloor(Actor* floor);// 0x23ac38c
void SetComponentsActive(class Object ComponentClass, bool IsActive);// 0x23ac2c0
void SetCheatSpeedModifier(float NewModifier);// 0x23ac240
void SetCharAnimUpdateFlag();// 0x23ac224
void SetCharAnimInstanceClass(class Object NewAnimClass, FString SetReason, bool bForceClearOldAnim);// 0x23ac0d8
void SetCharacterHideInGame(bool bHide, bool bStopTick, bool bCloseCollision, float fScale);// 0x23abf6c
void SetChangeWearingPromptEnable(bool bShow);// 0x23abeec
void SetBasePoseStateMachineSwitching(bool bIsSwitching);// 0x23abe6c
void SetBaseBluePrint(PrimitiveComponent* NewBase, const FName BoneName, bool bNotifyActor);// 0x23abd5c
void SetAttachmentExtraData(int SeatIndex);// 0x23abce4
void SetAttachment(Actor* InAttachParent, SceneComponent* InAttachComponent, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D, FName AttachSocket);// 0x23abaf4
void SetAntidoteMaxTime(float MaxTime);// 0x23aba7c
void SetAntidoteExeTime(float ExeTime);// 0x23aba04
void SetAnimParamIsRescueing(bool Val);// 0x23ab984
void SetAnimParamIsNearDeathStatus(bool Val);// 0x23ab904
void SetAnimParamClimbAnimTime(float ExplicitTime, bool bFlag);// 0x23ab840
void SetAnimParamClimbAnimSwitch(bool bFlag, float TransTime);// 0x23ab778
void SetAnimParamCallingForRevival(bool bIsCalling);// 0x23ab6f8
void SetAnimParamAlwaysLandLight(bool bAlwaysLandLight);// 0x23ab678
void SetAnimMontagePlayRate(AnimMontage* AnimMontage, float InPlayRate);// 0x23ab5bc
void SetAmbientRTPC(FString RTPC, float Value);// 0x23ab420
void SetAIActive(bool bActive);// 0x23ab3a0
void SetActorLocationServerAndClient(Vector Location);// 0x23ab330
bool SetActorLocationSafetyWithParams(Vector NewLocation, out const ResolvePenetrationParams ResolveParams);// 0x23ab1ac
bool SetActorLocationSafety(Vector NewLocation);// 0x23ab134
void ServerUpdateShovelingHoldState(bool ishold);// 0x23ab06c
void ServerTriggerJump();// 0x23ab010
void ServerSetPoisonSmogStage(int SmogStage);// 0x23aaf98
void ServerSetPeekState(bool IsLeft, bool ButtonDown);// 0x23aae74
void ServerSetPeekCollision(bool HasCollision);// 0x23aadac
void ServerSetMovementStateNew(byte Input);// 0x23aacf8
void ServerSetMovementState(Vector Input);// 0x23aac4c
void ServerSendToLobbyServerUseItem(int ItemID, int Count);// 0x23aab90
void ServerResponseInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x23aa9ac
void ServerRequestPaintDecal(int DecalId, const PlayerDecalData DecalData);// 0x23aa7f8
void ServerPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x23aa6f4
void ServerPutDownTarget(Actor* Target);// 0x23aa640
void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x23aa4ac
void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x23aa234
void ServerInviteTeammate(FString Name, enum InvitationType);// 0x23aa0f8
void ServerHandleBulletHitData(STExtraWeapon* OwnerWeapon, out BulletHitInfoUploadData Data);// 0x23a9fe4
void ServerFollowTeammate(FString Name);// 0x23a9ef0
void ServerDropCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x23a9e3c
bool ServerCheckEmoteCanPlay(int EmoteIndex);// 0x23a9db4
void ServerChangeThrowGrenadeMode(byte ThrowMode);// 0x23a9d00
void ServerCancelFollow();// 0x23a9ca4
void SendServerMoveToClientUnreliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x23a9b6c
void SendServerMoveToClientUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x23a9a34
void SendClientMoveToServerUnreliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x23a98bc
void SendClientMoveToServerUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x23a9744
void SendClientMoveToServerReliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x23a95cc
void SendClientMoveToServerReliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x23a9454
SearchedTombBoxAndWrapperListResult[] SearchTombBoxes();// 0x23a9330
SearchedPickUpItemResult[] SearchPickUpWrapperActors(bool bIncludeWrapprsOnGround, bool bIncludeWrapprsInBox);// 0x23a922c
void Scoping(byte NewType);// 0x23a91b4
void ScopeOut(byte NewType);// 0x23a913c
void ScopeInterrupt(byte NewType);// 0x23a90c4
void ScopeIn(byte NewType);// 0x23a904c
void SaveMeshUpdateFlag();// 0x23a9028
void RspSetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x23a8f74
void RspPlayInteractionEmote(int EmoteId);// 0x23a8ec0
void RspClientSureLeaveVehicle(bool bCanLeave);// 0x23a8e38
void RPC_Server_TriggerEntryEventWithParams(int SkillID, const FString[] InKeyStrings, bool bEnable);// 0x23a8c30
void RPC_Server_TriggerEntryEventByID(int SkillID, bool bEnable);// 0x23a8b20
void RPC_Server_SwitchWeaponShootInterval(STExtraShootWeapon* Weapon, enum Mode);// 0x23a8a24
void RPC_Server_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x23a8858
void RPC_Server_SwapMainWeapon();// 0x23a87fc
void RPC_Server_SpawnAndSwitchToGrenade(int GrenadeID);// 0x23a8748
void RPC_Server_ShootVertifyFailAlarm(const enum VertifyRes, FString Tips);// 0x23a860c
void RPC_Server_SetHandFoldRatio(int Ratio);// 0x23a8558
void RPC_Server_SetCurScopeFov(float InFov);// 0x23a84a4
void RPC_Server_ReportSimulateCharacterLocation(STExtraBaseCharacter* MoveCharacter, const Vector Location, float TargetTime, int MoveType);// 0x23a8318
void RPC_Server_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x23a82bc
void RPC_Server_ChangeToShootGrenade();// 0x23a8260
void RPC_NetMulticast_HandlePlayerPickUpActor(float TargetZLoc);// 0x23a81ac
void RPC_CollideByTeamMate(STExtraBaseCharacter* pOtherChar);// 0x23a80f8
void RPC_Client_TeleportToFinish(bool bSuccess, Vector DestLocation, Rotator DestRotation);// 0x23a7f78
void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x23a7dac
void RPC_Client_SwapMainWeapon();// 0x23a7d50
void RPC_Client_SpawnAndSwitchToGrenade(int GrenadeID);// 0x23a7c9c
void RPC_Client_ShootVertifyRes(const enum VertifyRes, const BulletHitInfoUploadData HistoryShootData, const CharacterHistoryData HistoryChData, const Vector ServerVictmPos);// 0x23a7aa8
void RPC_Client_ShootVertifyFailAlarm(const enum VertifyRes, FString Tips);// 0x23a796c
void RPC_Client_SetReloadCurWeapon(STExtraWeapon* Weapon);// 0x23a78b8
void RPC_Client_ReportPlayerKillFlow(STExtraBaseCharacter* killedPlayer);// 0x23a7804
void RPC_Client_OnNearDeathRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x23a7714
void RPC_Client_OnNearDeathRecordingNotify(FString SpectatorName, bool bSpectatorIsAI);// 0x23a75c4
void RPC_Client_OnDeathStopRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x23a74d4
void RPC_Client_OnDeathStopRecordingNotify(FString SpectatorName, bool bSpectatorIsAI, bool bForce);// 0x23a7328
void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x23a7080
void RPC_Client_NoticeSimulateMoveErrorRange(STExtraBaseCharacter* MoveCharacter, float ErrorRange);// 0x23a6f84
void RPC_Client_MarkPlayersOnUI(const PlayerPosMarkerParam[] PlayerMarkersParam);// 0x23a6e90
void RPC_Client_DrawDebugSphere(Vector Center, float Radius, int Segments, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x23a6c1c
void RPC_Client_DrawDebugLine(Vector LineStart, Vector LineEnd, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x23a69ec
void RPC_Client_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x23a6990
void RPC_Client_ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x23a6838
void RestoreMeshUpdateFlag();// 0x23a6814
void ResponceInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x23a6680
void ResetValueLimitForHealthPredict();// 0x23a666c
void ResetCharAnimInstanceClass(FString SetReason, bool bForceClearOldAnim);// 0x23a655c
void ResetCharacterEnergy();// 0x23a6548
void ResetCharacter();// 0x23a652c
void ResetCamera();// 0x23a6518
void ResetAnimInstanceClass();// 0x23a6504
void RequestWeaponStopFire(STExtraShootWeapon* ShootWeapon);// 0x23a648c
void RequestUserCancleRescue();// 0x23a6430
void RequestServerSureLeaveVehicle();// 0x23a63d4
void RequestServerAssistantTrackVehicle(bool bEnterAssistant);// 0x23a630c
bool RequestPaintDecal(int DecalId);// 0x23a628c
void ReqStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x23a6190
void ReqStartChangeWearing();// 0x23a6134
void ReqSetIsWingUpControl(bool IsUpControl);// 0x23a606c
void ReqSetInteractionEmoteReceiver(STExtraBaseCharacter* Receiver);// 0x23a5fb8
void ReqPlayInteractionEmote(STExtraBaseCharacter* OtherCharacter, int SelfEmoteId, int OtherEmoteId);// 0x23a5e74
void ReqInteruptPlayEmote(int EmoteIndex);// 0x23a5dc0
void ReqInteruptChangeWearing();// 0x23a5d64
void ReqEmotePlayFinished(int EmoteIndex);// 0x23a5cb0
void ReqChangeWearingFinished(int Index);// 0x23a5bfc
void ReqAcceptInteractionEmote();// 0x23a5ba0
void ReportPVSException(const Vector OwnPos, const Vector OtherPos, const Vector Vel);// 0x23a5a74
void ReportExceptionOnVehicle(FString Msg);// 0x2efb424
void ReportAntiCheatInfo();// 0x20ef4c8
void RemoveClientLeaveStateCheck(enum State);// 0x23a59fc
void RemoveBuffWhenGotoPlane();// 0x23a59e8
bool ReloadWeaponFilter();// 0x23a59b8
bool ReloadCurrentWeapon();// 0x23a5990
void RegisterPlayerPickUpList();// 0x23a597c
void RefreshVehicleReplication();// 0x23a5968
void RefreshPersonPerspective();// 0x23a5954
void RefreshPawnVaultTypeServer();// 0x23a58f8
void RefreshPawnVaultTypeAll(bool isFpsEnable);// 0x23a5870
void RefreshMoveAttrModifier();// 0x23a585c
void RefreshAvatar(enum SlotType, bool IsEquipped, int ItemID);// 0x23a5750
void RecordFinalParachuteLeader();// 0x23a573c
void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x23a567c
void PutDownTarget(Actor* Target);// 0x23a5604
void PrintAIPolicyDecisionData();// 0x23a55f0
bool PreSwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x23a5480
void PreDoDrop(STExtraBaseCharacter* DamageCauser);// 0x23a5408
void PostGetPlayerAnimation();// 0x2efb424
void PostCollectDropWrapperList();// 0x2efb424
bool PoseOnGround(byte InPoseState);// 0x23a5380
void PlayWeaponSound(AkAudioEvent* WeaponSound, STExtraWeapon* Weapon);// 0x23a52c4
void PlaySwitchSightSound(bool IsScopeIn);// 0x23a5244
void PlaySwitchFireModeSound();// 0x23a5230
void PlaySpecialAmbientSound(AkAudioEvent* TargetSound);// 0x23a51b8
float PlaySlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float InPlayRate, float blendTime);// 0x23a5060
void PlaySelfThrowAwayWeaponSound();// 0x23a504c
void PlayPullBoltSound();// 0x23a5038
void PlayOperateItemSound(FString BankName, FString SoundName);// 0x23a4dc8
void PlayMountAccessoriesSound();// 0x23a4db4
void PlayMagOUTSound();// 0x23a4da0
void PlayMagINSound();// 0x23a4d8c
void PlayLocalShellDropFX();// 0x23a4d78
void PlayLoadBulletSound();// 0x23a4d64
void PlayFootstepSound(byte FootStepState);// 0x23a4ce4
bool PlayerConfirmToRescue();// 0x23a4cbc
void PlayChangeMagazineSound();// 0x23a4ca8
void PlayAmbientSound();// 0x23a4c94
void PickUpWrapperAttachmentItem(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x23a4a60
void PickUpWrapperActor(Actor* Target, out const PickUpItemData ItemData, int pickCount, int BattleItemClientPickupType);// 0x23a483c
void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x23a4608
void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x23a44c0
void PickUpActor(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x23a4378
void PawnVaultStopCPP();// 0x23a435c
void PawnVaultStopBluePrint();// 0x23a4340
void PawnVaultServerStopCheckCPP();// 0x23a42e4
void PawnVaultServerStopCheckBluePrint();// 0x23a42c8
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);// 0x23a3e40
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);// 0x23a3a64
void PawnVaultAllCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x23a36f0
void PawnVaultAllBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x23a3360
void PawnLeaveState(enum State);// 0x23a32e0
bool PawnHasState(enum PawnState);// 0x23a3258
bool PawnEnterState(enum State);// 0x23a31d0
bool PawnAllowState(enum State, bool withLog);// 0x23a30fc
void OnWeaponEquipmentUpdateHandled();// 0x214f4b8
void OnWeaponEquipmentUpdate();// 0x23a30e0
void OnWeaponDropStart(STExtraShootWeapon* ShootWeapon);// 0x23a3068
void OnWeaponDropFinished(STExtraShootWeapon* ShootWeapon);// 0x23a2ff0
void OnUnEquipWeaponWithParams(STExtraShootWeapon* ShootWeapon, enum Reason);// 0x23a2f2c
void OnUnEquipWeapon();// 0x2efb424
void OnStatusChanged();// 0x23a2f10
void OnStateLeave(enum EnteredState);// 0x23a2e90
void OnStateEnter(enum EnteredState);// 0x23a2e10
void OnShowName(bool _IsShow, FString _Name);// 0x2efb424
void OnServerCheckWarnSoundUAV(enum soundType);// 0x23a2d90
void OnScopeNotHandFold();// 0x23a2d7c
void OnScopeHandFold();// 0x23a2d68
void OnRep_WaterObj();// 0x23a2d54
void OnRep_VehicleSeatIdx();// 0x23a2d40
void OnRep_VehicleReplication();// 0x23a2d2c
void OnRep_UnmannedVehicleSyncData();// 0x23a2d10
void OnRep_ThrowGrenadeMode(byte PrevMode);// 0x23a2c98
void OnRep_Temperature(float LastValue);// 0x23a2c18
void OnRep_SwitchWeaponSpeedScale();// 0x23a2c04
void OnRep_StatusChanged(byte prevStatus);// 0x23a2b84
void OnRep_SightVisionMask();// 0x23a2b70
void OnRep_ShowRevivalPointIcon();// 0x23a2b54
void OnRep_ShowHPFX();// 0x23a2b40
void OnRep_ShoulderStateChanged();// 0x214f4d4
void OnRep_ServerLastTransformUpdateTimeStamp();// 0x23a2b2c
void OnRep_ScopeFov();// 0x23a2b18
void OnRep_ResetDataOnRespawn();// 0x23a2b04
void OnRep_ReplicatedParachuteState();// 0x20ef4c8
void OnRep_ReplicatedMoveState();// 0x23a2af0
void OnRep_ReplicatedMovement();// 0x21bd4ec
void OnRep_ReplicatedIsStartParachute();// 0x23a2adc
void OnRep_RemainUseSupplySpotTimes();// 0x23a2ac8
void OnRep_RemainUseEnhancerSpotTimes();// 0x23a2ab4
void OnRep_PoseStateNotify(byte LastState);// 0x23a2a3c
void OnRep_PoisonFogStageChange();// 0x23a2a28
void OnRep_PlayerKey();// 0x23a2a0c
void OnRep_PeekHasCollision();// 0x23a29f8
void OnRep_NetSimulateViewData();// 0x23a29e4
void OnRep_MovementInputReplication();// 0x23a29d0
void OnRep_MoneyNotify();// 0x23a29bc
void OnRep_IsWingUpControl();// 0x23a29a8
void OnRep_IsRescueingOtherStatusChange();// 0x23a2994
void OnRep_IsInvincible();// 0x23a2978
void OnRep_IsFPPChanged();// 0x23a295c
void OnRep_IsFakeOnVehicle();// 0x23a2940
void OnRep_IsBeingRescuedStatusChange();// 0x23a292c
void OnRep_InAssistantState();// 0x23a2918
void OnRep_HealthPredict();// 0x23a2904
void OnRep_HealthMax();// 0x23a28e8
void OnRep_Health(float PrevHealth);// 0x20f1a04
void OnRep_HandFolderRatio();// 0x23a28d4
void OnRep_FollowState();// 0x23a28c0
void OnRep_EnergyChange();// 0x23a28ac
void OnRep_CurrentVehicle(STExtraVehicleBase* LastVehicle);// 0x23a2834
void OnRep_CurrentStates(uint64 prevStates);// 0x23a27b0
void OnRep_CharacterHide();// 0x23a279c
void OnRep_CharacterFallingVelocityZFactor();// 0x23a2788
void OnRep_CarryBackStateChanged();// 0x214f9bc
void OnRep_BreathAmmountChange();// 0x23a2774
void OnRep_bIsCallingForRevival();// 0x23a2760
void OnRep_AntidoteMaxTimeSync();// 0x20ef4c8
void OnRep_AntidoteExeTimeSync();// 0x20ef4c8
void OnRep_AngleSightRotOffsetChanged();// 0x23a274c
void OnRep_AnchorPlat();// 0x23a2738
void OnRep_AKEventNotify();// 0x23a2724
void OnPreRepAttachmentDelegate__DelegateSignature(Actor* AttachParent, SceneComponent* AttachComponent, FName AttachSocket, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D);// 0x2efb424
void OnPostRepAttachmentDelegate__DelegateSignature(Actor* AttachParent, SceneComponent* AttachComponent, FName AttachSocket, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D);// 0x2efb424
void OnPostFlushHealthChangeHistoryOnServer();// 0x23a2708
void OnPoseStateChange(byte LastState, byte CurState);// 0x2efb424
void OnPlayEmoteStop(int EmoteIndex);// 0x23a2690
void OnPlayEmoteEnd(int EmoteIndex);// 0x23a2618
bool OnPlayEmote(int EmoteId);// 0x23a2598
void OnOverlapDarkArea(bool bIsBegin, Actor* DarkAreaActor);// 0x23a24d0
void OnOpenDoor(PUBGDoor* door, int DoorState);// 0x23a240c
void OnNotifyHurt();// 0x2efb424
void OnLoadEmoteAssetEnd(BackpackEmoteHandle* Handle, int EmoteIndex);// 0x23a2350
void OnLoadEmoteAssetBegin(BackpackEmoteHandle* Handle, int EmoteIndex, out SoftObjectPath[] OutAssetRefListToLoad);// 0x23a2194
void OnLeaveStateInChangeWearing(enum HasLeavedState);// 0x23a211c
void OnInterruptCurrentEmote();// 0x23a2108
void OnInterruptChangeWearing();// 0x23a20f4
void OnHealthChangeFromRPC(float PrevHealth, float InHealth);// 0x23a2038
void OnFollowStateChangedDelegate__DelegateSignature(enum LastFollowState, enum NewFollowState);// 0x2efb424
void OnFollowStateChange();// 0x23a2024
void OnFlushHealthChangeHistoryOnClient(out const float[] ChangeHistory);// 0x23a1f50
void OnEquipWeapon(byte Slot);// 0x2efb424
void OnEnterStateInChangeWearing(enum HasEnteredState);// 0x23a1ed8
void OnEndCurrentEmote(int EmoteIndex, int StopReason);// 0x23a1e1c
void OnEndChangeWearing(int StopReason);// 0x23a1da4
void OnDetectPaintDecalTarget(bool bStart);// 0x2efb424
void OnCurEquipedShootWeaponReloadLastBullet(int RemainReloadTimes);// 0x23a1d24
void OnCurEquipedShootWeaponChangeState(byte LastState, byte State);// 0x23a1c68
void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x23a1b68
void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x23a1a68
void OnChangeWearingAnimFinishedEvent(int Reason);// 0x23a19f0
bool OnChangeWearing(int Index);// 0x23a1970
void OnBPMoneyChange();// 0x2efb424
void OnBPIsInvincibleChange();// 0x2efb424
void OnBPHealthChange();// 0x2efb424
void OnBeforeGetUp();// 0x2efb424
void OnAsyncLoadEmoteAnim(AnimationAsset* CurrentEmoteAnim, BackpackEmoteHandle* Handle, int EmoteIndex);// 0x23a1768
void OnAsyncLoadChangeWearingAnim();// 0x23a1754
void OnActorHitHandle(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x23a15ec
void NotifyMissPickupAvailableActor(Actor* Target);// 0x23a1574
void NotifyMeetPickupAvailableActor(Actor* Target, bool bUpdatePickupManager);// 0x23a14b0
void NM_SetPeekState(bool Enable, bool IsLeft);// 0x23a13d8
void MulticastStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x23a12dc
void MulticastStartChangeWearing();// 0x23a1280
void MulticastPlayerSoundByID(int SoundID);// 0x23a11cc
void MulticastInteruptPlayEmoteOnServer(int EmoteIndex);// 0x23a1118
void MulticastInteruptPlayEmote(int EmoteIndex);// 0x23a1064
void MulticastInteruptChangeWearingOnServer();// 0x23a1008
void MulticastInteruptChangeWearing();// 0x23a0fac
bool Montage_IsPlaying(AnimMontage* AnimMontage);// 0x23a0f2c
void MeleeServer();// 0x23a0ed0
void MeleeReleased();// 0x23a0ebc
void MeleeLocal();// 0x2efb424
void MeleeBroadcastOtherClients();// 0x23a0e60
void Melee(bool IsForCE);// 0x23a0de0
void MarkRecentAutoPickUp(SearchedPickUpItemResult PickUpResult);// 0x23a0b7c
void LogWeaponsDataInWeaponManagerAndBackpack();// 0x23a0b68
void LocalUnEquipWeapon(STExtraWeapon* Weapon);// 0x23a0af0
bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool IsForceSwitch);// 0x23a09c8
bool LocalStartPlayEmote(int EmoteIndex);// 0x23a0948
bool LocalStartChangeWearing();// 0x23a0920
bool LocalInteruptPlayEmote(int EmoteIndex);// 0x23a08a0
bool LocalInteruptChangeWearing();// 0x23a0878
void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x23a07bc
void LevaveFire(STExtraShootWeapon* OwnerShootWeapon);// 0x23a073c
void LeaveState(enum State);// 0x23a06bc
void LeaveServerState(enum State);// 0x23a0608
void LeaveBattleState();// 0x23a05f4
bool IsWeaponOwnerLocallyControlled();// 0x23a05c4
bool IsVisionOptimizationComponent(SceneComponent* InSceneComp);// 0x23a0544
bool IsValidPaintDecalTarget_Simple();// 0x23a0524
bool IsValidPaintDecalTarget(out enum OutvalidationType, out Vector OutStart, out Vector OutEnd);// 0x23a03ec
bool IsUsingGrenade();// 0x23a03c4
bool IsThermalImagingValid();// 0x23a039c
bool IsSwimOnWaterSuface();// 0x23a0374
bool IsSameTeamWithPlayerState(PlayerState* otherPS);// 0x23a02f4
bool IsSameTeamWithLocal();// 0x23a02cc
bool IsSameTeam(Pawn* Other);// 0x23a0244
bool IsSameCharAnimClass(class Object NewAnimClass);// 0x23a01c4
bool IsReplayViewTarget();// 0x23a019c
bool IsProneMove();// 0x23a0174
bool IsOnVehicleNotUAV();// 0x23a014c
bool IsOnVehicle();// 0x23a0124
bool IsOnFireBalloon();// 0x23a00fc
bool IsNowUpWater();// 0x23a00d4
bool IsNightVisionValid();// 0x23a00ac
bool IsNearDeath();// 0x23a0084
bool IsLocalViewed();// 0x23a0054
bool IsLocalControlorView();// 0x23a002c
bool IsInteractiveMoveComponentTakeOverJump();// 0x23a0004
bool IsInInteractiveMoveComponentState();// 0x239ffdc
bool IsInFlyingTeam();// 0x239ffb4
bool IsInEditor();// 0x220ee08
bool IsInCarryBackState();// 0x239ff8c
bool IsInBeCarriedBackState();// 0x239ff64
bool IsHealthyAlive();// 0x239ff3c
bool IsHealthAlive();// 0x239ff14
bool IsHandleInFold();// 0x239feec
bool IsGunADS();// 0x239febc
bool IsFirstPerson();// 0x239fe94
bool IsExitingParachute();// 0x239fe6c
bool IsEnabledNewPickUpSystem();// 0x239fe44
bool IsEnableDamage(STExtraBaseCharacter* TargetBaseCharacter);// 0x239fdc4
bool IsEnableBulletFlySound();// 0x239fd94
bool IsDropAvatar();// 0x239fd64
bool IsDetectingPaintDecalTarget();// 0x239fd44
bool IsDefaultCharType();// 0x239fd14
bool IsComponentDormant(ActorComponent* InComp);// 0x239fc94
bool IsCompatibleSkeletalCharAnimClass(class Object NewAnimClass);// 0x239fc14
bool IsClientCarryBackViewTarget();// 0x239fbec
bool IsClientBeCarriedBackViewTarget();// 0x239fbc4
bool IsClient_WeaponOwner();// 0x239fb94
bool IsCharacterSprinting();// 0x239fb6c
bool IsChangeWearingState();// 0x239fb44
bool IsCarryBackEnable();// 0x239fb1c
bool IsCanDriveSnowBoard();// 0x239faf4
bool IsBattleState();// 0x239facc
bool IsAttackerIgnoreDamage(int DamageEventType);// 0x239fa44
bool IsAngledSight();// 0x239fa1c
bool IsAllowScopeIn();// 0x239f9f4
bool IsAlive();// 0x239f9c4
void InviteTeammate(FString Name, enum InvitationType);// 0x239f8c4
void InteractiveMoveComponentHandleJumpInput();// 0x239f8b0
void InteractiveMoveComponentHandleEnterInput();// 0x239f89c
void InsertDelayStateRelation(enum OldState, enum NewState);// 0x239f7e0
void InitCharacterSkillList();// 0x239f7cc
bool InDarkArea();// 0x239f7a4
void InClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x239f6e8
void HidePlayerMagOnGunReload();// 0x239f6d4
void HideNightVisionFrame();// 0x239f6b8
bool HaveAngledSight();// 0x239f690
bool HasState(enum State);// 0x239f608
bool HasSightCondition(enum Flags);// 0x239f588
bool HasCarryBackState(enum InState);// 0x239f508
bool HasAnyStates(enum[] States);// 0x239f3a8
bool HasAnySightVision(enum Flags);// 0x239f328
bool HasAllStates(enum[] States);// 0x239f1c8
void HandleWeaponShootLost();// 0x239f1ac
void HandleWeaponOnShoot();// 0x239f198
void HandleUnmannedVehicleControlAnimLoadFinished(byte InAnimType, STExtraVehicleBase* Vehicle, float PlayRate);// 0x239f098
void HandleStartFireDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x239f018
void HandleStartFillGasDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x239ef98
void HandleShootDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x239ef18
void HandlePlayOperateItemSoundOnServer(int ItemSoundID, enum ItemOperation);// 0x239ee5c
void HandlePlayerWeaponChangeState(byte WeaponStateType);// 0x239eddc
void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x239ed20
void HandlePlayerPickUpActor(Actor* WrapperActor, float TargetZLoc);// 0x239ec64
void HandlePlayEmoteCloseWeapon(byte TargetChangeSlot);// 0x239ebec
void HandleOpenPickUpBoxAction();// 0x239ebd8
void HandleOnCharAnimLoadingFinished();// 0x239ebbc
void HandleMoveAntiShootVerifyMiss();// 0x239eba0
void HandleConsumeItemSkillBreak();// 0x239eb8c
void HandleChangeWearingCloseWeapon(byte TargetChangeSlot);// 0x239eb14
void HandleBulletHitEvent(out const HitResult InImpactResult);// 0x239ea70
void HandleAutoSwitchWeaponDelay();// 0x239ea5c
void GrenadeBackToWeaponServerCall();// 0x239ea00
void GMShowName();// 0x20ef4c8
Actor* GetWeaponUserConst();// 0x239e9d0
float GetWeaponOwnerPawnHealth();// 0x239e9a0
WeaponManagerComponent* GetWeaponManager();// 0x239e970
Rotator GetViewRotation();// 0x239e920
int GetVehicleSeatSafetyIndex();// 0x239e8f8
PlayerMantleComponent* GetVaultComponent();// 0x239e8d0
float GetValueLimitForHealthPredict();// 0x239e8a8
STExtraUnderWaterEffectComp* getUnderWaterEffectComponent();// 0x239e880
Vector GetUIHelmetPosition();// 0x239e830
enum GetUAVState();// 0x239e814
byte GetThrowGrenadeMode();// 0x239e7f4
int GetTeamMateIndex(STExtraBaseCharacter* Teammate);// 0x239e774
STExtraBaseCharacter* GetTargetPlayer();// 0x239e754
SkeletalMeshComponent* GetSpecialWeaponAttachMesh();// 0x239e724
AkComponent* GetSoundComponent();// 0x239e6fc
int[] GetSkillIdListByCharaSkillID(int[] CharSkillTableIDList);// 0x239e51c
float GetSimpleCollisionHalfHeightInStandPose();// 0x239e4f4
FString GetShootWeaponNameByWeapon(int ItemDefineID);// 0x2efb424
Vector GetShootVertifyHitBoxScale(out const CharacterHistoryData CharacterHistotyData, out const MovementRecordData MovementRecordData);// 0x239e3a8
SecuryInfoComponent* GetSecuryComponent();// 0x239e380
int GetSaveRevivalCount();// 0x239e350
STCharacterRescueOtherComp* GetRescueOtherComponent();// 0x239e330
STExtraVehicleBase* GetRelevantVehicleInReady();// 0x239e310
int GetRedClothIDByEmote(int EmoteIndex);// 0x239e288
Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x239e1f0
BoxComponent* GetProneShapeComponent();// 0x239e1d0
byte GetPlayerWeaponFireMode();// 0x22b9d00
byte GetPlayerWeaponEquipSlot();// 0x239e1a8
AnimVehParamList GetPlayerVehAnimParam(float DeltaTime);// 0x239e0e4
PlayerVehAnimList GetPlayerVehAnimation();// 0x239e0b0
int GetPlayerTeamIndex();// 0x239e088
STExtraPlayerState* GetPlayerStateSafety();// 0x239e060
STExtraPlayerState* GetPlayerState();// 0x239e030
FString GetPlayerNameSafety();// 0x239df68
Vector GetPlayerMovementDir();// 0x239df18
FString GetPlayerDetailInfo();// 0x239de58
STExtraPlayerController* GetPlayerControllerSafety();// 0x239de28
STExtraPlayerController* GetPlayerControllerInReplay();// 0x239de00
AnimParamList GetPlayerAnimParam(float DeltaTime);// 0x239dcd0
PlayerAnimData GetPlayerAnimationByEventType(byte AnimEventType);// 0x239dc48
PlayerAnimList GetPlayerAnimation();// 0x239db3c
PickupManagerComponent* GetPickupManager();// 0x239db14
Vector GetOwnerShootStartLocation();// 0x239dac4
Vector GetOverrideCirclePainPos();// 0x239da7c
int GetNearTeamPlayerNum();// 0x239da54
Vector GetMoveInputLocalDir();// 0x239da0c
MoveAntiCheatComponent* GetMoveAntiCheatComponentInterface();// 0x239d9dc
int GetMeshAnimLOD();// 0x239d9b4
FString GetLatestInviter();// 0x239d8f4
STExtraPlayerState* GetLastInviterPlayerState();// 0x239d8cc
LagCompensationComponentBase* GetLagCompensationComponent();// 0x239d89c
float GetKdValue();// 0x239d874
bool GetIsPlayingEmote();// 0x239d854
bool GetIsFPPOnVehicle();// 0x239d824
bool GetIsFPP();// 0x239d7f4
bool GetIsChangeWearing();// 0x239d7d4
float GetInjuryFreeRate(int BodyPart);// 0x239d74c
enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x239d5d8
Vector GetHeadLocation(bool bUseHeadBone);// 0x239d540
int GetHandFolderRatio();// 0x239d510
Vector GetGunOwnerHeadLocation();// 0x239d4c0
GroupPhysicsComponent* GetGroupPhysicsComponent();// 0x239d4a4
enum GetGender();// 0x239d488
bool GetFuzzyPosition(out Vector FuzzyPostion);// 0x239d3fc
BaseFPPComponent* GetFPPComp();// 0x239d3d4
Vector GetFollowerLocOffset(STExtraBaseCharacter* follower);// 0x239d344
Vector GetFollowerLoc(STExtraBaseCharacter* follower);// 0x239d2b4
FString GetEmoteHandlePath(int ItemID);// 0x2efb424
BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x2efb424
FString GetEmote(int ItemDefineID);// 0x2efb424
STExtraWeapon* GetCurrentWeapon();// 0x239d28c
int GetCurrentVehicleAnimVehicleType();// 0x239d264
STExtraVehicleBase* GetCurrentVehicle();// 0x239d234
uint64 GetCurrentStatesInterface();// 0x239d204
STExtraShootWeapon* GetCurrentShootWeapon();// 0x239d1dc
STExtraWeapon* GetCurrentShieldWeapon();// 0x239d1b4
InteractiveActorMoveComponent* GetCurrentInteractiveMoveComponent();// 0x239d18c
int GetCurrentFloorType();// 0x239d164
float GetCrouchHalfHeight();// 0x239d144
FString GetCorpName();// 0x239d084
Controller* GetControllerSafety();// 0x239d054
UAEChaParachuteAnimListComponent* GetCharParachuteAnimListComponent();// 0x239d02c
float GetCharacterXYPlaneVelocity();// 0x239d004
enum GetCharacterSubType();// 0x239cfdc
enum GetCharacterMainType();// 0x239cfb4
CharacterEnergyData GetCharacterEnergy();// 0x239cdcc
UAECharacterAnimListComponent* GetCharacterAnimComponent();// 0x239cd9c
STCharacterCarryBackComp* GetCarryBackComp();// 0x239cd74
STExtraBaseCharacter* GetCarryBackCharacter();// 0x239cd4c
CapsuleComponent* GetCapsuleComponentInterface();// 0x239cd1c
Rotator GetCachedControlRotation();// 0x239ccd4
STExtraBaseCharacter* GetBeCarriedBackCharacter();// 0x239ccac
CharacterAvatarComponent2* getAvatarComponent2();// 0x239cc84
AnimParamsComponent* GetAnimParamsComponent();// 0x239cc64
bool GetAnimParamAlwaysLandLight();// 0x239cc3c
float GetAnimMontagePlayRate(AnimMontage* AnimMontage);// 0x239cbbc
float GetAdjustDurabilityReduce(float DurabilityReduce, enum HitPos);// 0x239caf8
PickUpItemData[] GetAdditionalTombBoxItemBP(int InstanceIDCnt);// 0x239ca44
SpringArmComponent* GetActiveSpringArm();// 0x239ca14
void GeneratePlayerBackpackWrappersToGround();// 0x239c9f8
void FpsPawnVaultToServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x239c72c
void FpsPawnVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x239c4e8
void ForceWeaponFireInMuzzleDirection(bool bUseMuzzleDirection);// 0x239c468
void ForceSyncPosistion(STExtraBaseCharacter* Char, const RepMovement RepMovement);// 0x239c3a4
void ForceSwitchWeaponBySlotOnServer(byte Slot, bool bUseAnimation);// 0x239c2d8
void ForceRepFPPChange(bool bSetSelf);// 0x239c250
void ForcePlayerUpdateAnimation();// 0x239c23c
void ForceDestroyWeaponInventoryAndClearData();// 0x239c228
void ForceCorrectClient(const Vector Postion, const Rotator Rotation, const Vector Velocity);// 0x239c138
void FollowTeammate(FString Name);// 0x239bfe0
enum FindBuffRelatedPawnState(FName _buffName);// 0x239bf60
bool FindActorLocationSafetyWithParams(out Vector FindLoc, Vector NewLocation, out const ResolvePenetrationParams ResolveParams);// 0x239bd84
bool FindActorLocationSafety(out Vector FindLoc, Vector NewLocation);// 0x239bcac
void FillPlayerAnimRate(out PlayerAnimList InAnimList);// 0x239bae0
bool FillGasWeaponFilter();// 0x239bab8
void FaceRotation(Rotator NewControlRotation, float DeltaTime);// 0x239b9f4
void ExitClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x239b97c
void EquipZoomScope(int WeaponID, int ScopeID);// 0x239b8c0
void EquipWeaponFinish();// 0x20ef4c8
void EquipWeapon(byte Slot, bool bSwitchWeapon);// 0x239b7fc
bool EnterState(enum State);// 0x239b774
void EnterServerState(enum State);// 0x239b6c0
void EnterFire();// 0x239b6a4
void EnterClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x239b62c
void EnterBattleState();// 0x239b618
void EnterAssistantOnTrackVehicle(bool bEnter);// 0x239b598
bool EnergyBuffConditionOK();// 0x239b570
void EnableStanbyAnim(bool bIsEnable);// 0x239b4f0
bool EmoteAnimFinishedSuccessfully();// 0x239b4c8
void DoDetectPaintDecalTarget(bool bStart);// 0x239b448
void DoAutoDropWeapon(STExtraShootWeapon* ShootWeapon);// 0x239b3d0
void DisappearOnDeath();// 0x239b3bc
void DettachWeapon();// 0x20ef4c8
bool DestroyWeaponOnServerByPropSlot(byte Slot, bool bEnableBroadcast);// 0x239b2f0
bool DestroyWeaponOnServer(FName LogicSocket, bool bEnableBroadcast);// 0x239b21c
void DestroyGrenadeAndSwitchBackToPreviousWeaponOnServer();// 0x239b208
void DelayResetStandState();// 0x239b1f4
void DelayMoveEnd();// 0x239b1e0
void DelayMove(float Time);// 0x239b168
void DelayHidden();// 0x239b14c
void DelayCustomDepth(float Time);// 0x239b0d4
void DelayChangeRectiftAvatar(float InDelayTime, enum InSlotType, int InItemID, bool bWear);// 0x239af84
void CurrentMeleeReleased();// 0x239af70
void CurrentMelee(bool IsForCE);// 0x239aef0
CapsuleComponent* CreateCapsuleComponentForDeltaRotation(enum Why);// 0x239ae68
byte ConvertWeaponSlotToCharacterAnimType(byte WeaponSlot);// 0x239ade8
byte ConvertWeaponFireModeToWeaponAnimType(byte FireMode);// 0x239ad68
byte ConvertCharacterPoseStateToPoseType(byte InPoseState);// 0x239ace8
void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x239abe4
void ControlClientPutDownTarget(Actor* Target);// 0x239ab30
void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);// 0x239aa34
void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x239a880
void CollectPlayerTombBoxIDCard(out PickUpItemData[] OutItemDataList, out int InstanceIDCnt);// 0x239a774
void ClientSyncServerTagsChange(const FName[] newTags, const FName[] oldTags);// 0x239a5f8
void ClientSomeOneResponseMe(FString BeInvitedName, enum res, enum InivationType);// 0x239a4ac
void ClientSomeOneInviteMe(FString SomeOne, enum InvitationType);// 0x239a3a4
void ClientShowVeteranRecruitParachuteTeamTip(const int TipsID, FString Param1, FString Param2);// 0x239a218
void ClientShowAutoGroupParachuteTeamTips(bool bDoGroupSuccessfully, FString LeaderName);// 0x239a104
void ClientSetLeaveVehicleLocation(Vector LeaveLocation);// 0x239a08c
void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x2399fc8
void ClientSetActorLocation(Vector Location, bool bDeactiveMov);// 0x2399efc
void ClientResponseFeedback(enum res);// 0x2399e7c
void ClientPlayVehicleOverlapCameraShake();// 0x2399e20
void ClientPlayInteractEmote(int EmoteId);// 0x2399da0
void ClientOnPossessBy(Controller* NewController);// 0x2399cec
void ClientFeedbackZombiePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x2399b1c
void ClientFeedbackZombieMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x2399938
void ClientFeedbackVehiclePointDamage(float Damage, const STPointDamageEvent DamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShot);// 0x2399768
void ClientChangeCharacterMesh(int MeshID);// 0x23996e8
void ClientBulletLineTrace(Vector_NetQuantize BornPos, Vector_NetQuantize EndPos, STExtraBaseCharacter* InstigatorCharacter);// 0x2399584
void ClientAttackerHandleShootDamageTips(const ShootDamageTipsStr ShootDamageTipsStr);// 0x23994c8
void ClientAIHotValueDebugInfo(const float[] Info);// 0x2399404
void ClearOnDeath(Controller* EventInstigater, Actor* DamageCauser);// 0x2399340
void ClearHPUI();// 0x2399324
void ClearClientJump();// 0x2399310
void ClampWorldLocation(out Vector OutVector);// 0x239928c
bool CheckWeaponIsCurUsingWeapon(STExtraWeapon* CurWeapon);// 0x2399204
bool CheckRecentAutoPickUp(SearchedPickUpItemResult PickUpResult, float OverTime);// 0x2398f54
void CheckPoseCollisionRight();// 0x2398f38
bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x2398ea0
bool CheckPickWeaponCanAutoUse();// 0x2398e70
bool CheckOnMoveablePlatform();// 0x23989ac
void CheckNeedReload(STExtraShootWeapon* OwnerShootWeapon, Actor* WeaponOwnerActor);// 0x2398dac
bool CheckIsWearingThoseClothes(out const int[] InClothIDList);// 0x2398cd8
bool CheckIsWearingThisCloth(int InClothID);// 0x2398c58
bool CheckIsValidEmoteIDBP(int EmoteIndex);// 0x2398bd0
bool CheckEmoteCollision(int EmoteId);// 0x2398b50
void CheckCharacterDelayHide();// 0x2398b3c
bool CheckCanShovelInSpringState();// 0x2398b0c
bool CheckCanAutoUseWeapon(STExtraWeapon* Weapon);// 0x2398a84
bool CheckBuffTarget(STBuff* Buff);// 0x23989fc
bool CheckBaseIsMoving();// 0x23989d4
bool CheckBaseIsMoveable();// 0x23989ac
void CharacterStateReset();// 0x2398998
void CharacterProcessAnimLanded();// 0x239897c
static byte CharacterPoseStateToPoseType(byte InPoseState);// 0x2398904
void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x23987f8
void CharacterHideInGameLogic();// 0x23987dc
bool ChangeWearingAnimFinishedSuccessfully();// 0x23987b4
void ChangeVehWeaponCameraData(bool Enable, float InVehicleSpringArmLength);// 0x23986ec
void ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x23985e4
bool CanSelfRescue();// 0x23985bc
bool CanRegisterToPickUpList(Actor* Actor);// 0x2398534
bool CanPlayHitAnim();// 0x2398504
bool CanPaintDecal(int DecalId);// 0x2398484
bool CanHearWeaponLockSound();// 0x2398454
bool CanEnterWaterArea(enum[] disallowedState);// 0x23982f4
bool CanEnterState(enum NewState);// 0x2398274
bool CanChangeThrowMode();// 0x239824c
void CancelFollow();// 0x2398238
bool CanAutoUseWeaopon(int WeaponID);// 0x23981b0
void CalculateUseBuffFlow(int InBuffID);// 0x2398138
void CalculateTakeItemFlow(int SpesificID, int Count);// 0x239807c
float CalculateTakeDamageFinalDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x2397f08
void CalculateShootPlayerHeadNum(int AddShootTimes, bool IsAI);// 0x2397e3c
void CalculatePickUpItemFlowInstance(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam, uint64 InstanceID);// 0x2397c58
void CalculatePickUpItemFlow(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam);// 0x2397ac4
void CalculateHeathRecoverVal(float RecoverVal, int Reason);// 0x2397a00
void CalculateHeathRecoverTimes();// 0x23979e4
void CalculateBuildingEnterFlow(int InBuildingID, int InCount);// 0x2397928
void CalculateBornLandThrowGrenade(int ID);// 0x23978b0
void CalculateBornLandGrenadeBattle(int ID, bool bHitOthers);// 0x23977ec
void CalculateAreaUseItemFlow(int SpesificID, int Count);// 0x2397730
void CalculateActivityEventFlow(TLog_ActivityEventType InEventID, int InCount);// 0x2397658
void CalcKillDataDeferred(out const DamageCauserRecordData Record);// 0x23975b0
void BulletLineTrace(Vector BornPos, Vector EndPos, PrimitiveComponent* MeshComp, Actor* BulletActor);// 0x2397464
void BulletChange();// 0x2397408
void BroadcastOtherClientsDie(Controller* Killer, Actor* DamageCauser, const HitResult KillingHitInfo, Vector KillingHitImpulseDir, const DamageEvent DamageEvent, bool bIsPointDamage);// 0x23971a4
void BroadcastFatalDamageInfoWrapper(UAECharacter* Causer, UAECharacter* VictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int PreviousHealthStatus, UAECharacter* WhoKillMe, int KillerKillCount);// 0x2396ef0
void BroadcastFatalDamageInfo(UAECharacter* Causer, UAECharacter* Victim, ClientFatalDamageRecordData Data);// 0x2396d20
void BroadcastClientsSimulateVehicleDamageDie(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x2396a54
void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x23967d8
void BroadcastClientsSimulateSTRadialDamage(float BaseDamage, const STRadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x23963e4
void BroadcastClientsSimulateRadialDamageDie(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x23960ac
void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2395dc4
void BroadcastClientsSimulatePoisonDamageDie(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x2395af8
void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x239587c
void BroadcastClientsSimulatePointDamageDie(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x23955b0
void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2395334
void BroadcastClientsSimulateMeleeDamageDie(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x2395054
void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2394dc4
void BroadcastClientsSimulateFallingDamageDie(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x2394af8
void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x239487c
void BroadcastClientsSimulateDrowningDamageDie(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x23945b0
void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2394334
void BroadcastClientsSimulateDotDamageDie(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x2394064
void BroadcastClientsSimulateDotDamage(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2393de4
void BroadcastClientsSimulateBurningDamageDie(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x2393b0c
void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2393884
void BroadcastClientsSimulateAirAttackDamageDie(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x239354c
void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x2393264
float BPTakeDamage(float Damage, const Controller* EventInstigator, const Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x23930e8
void BPResetCharacter();// 0x2efb424
void BPReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, float Radius, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser, out const Vector ImpulseDir);// 0x2efb424
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);// 0x2efb424
void BPReceiveMeleeDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2efb424
void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2efb424
void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2efb424
void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2efb424
void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x2392f74
float BPCalFinalDamage(Controller* Killer, float FinalDamage, bool bHeadShoot, bool bBreathing);// 0x2392e08
void BP_SetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x2efb424
void BP_ResetDataOnRespawn();// 0x2392dec
int BP_GetWeaponSyncTicket();// 0x2392dbc
enum BP_CheckWeaponSyncTicket(int InTicket);// 0x2392d34
void AutoScopeWhenPeek();// 0x2392d20
void AttachWeapon();// 0x20ef4c8
void AsyncAnimOpenDoorCallback(AnimationAsset* RetAsset);// 0x2392ca8
void AsyncAnimListOpenDoorCallback(AnimationAsset*[] RetAssetList);// 0x2392b50
void ApplyLeaveVehicleVelocity(Vector InLeaveVelocity);// 0x2392ae0
bool AllowState(enum State, bool withLog);// 0x2392a0c
void AIStartFireOnServer(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget);// 0x23928b8
void AddPlayerLastDamageTime(STExtraPlayerState* Player, int Time);// 0x23927fc
void AddOneDamageCauserRecord(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x239263c
void AddMoveOffSet(float Forward, float Right, float Up);// 0x239253c
void AddDamageRecord(Controller* Causer, float Damage, int HSChangeMargin, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x2392388
void AddClientLeaveStateCheck(enum State, float Duration);// 0x23922cc
void ActivateParachuteFreeFallingShake(float FreeFallingShakeTime);// 0x2392254
--------------------------------
Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object
bool bForceOpenPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cc, Size: 1]
delegate CharacterAnimEventDelegate;//[Offset: 0x8d0, Size: 12]
delegate CharacterCommonEventDelegate;//[Offset: 0x8dc, Size: 12]
delegate OnPushDamageDynamicDelegate;//[Offset: 0x910, Size: 12]
delegate OnTakeDamageDynamicDelegate;//[Offset: 0x91c, Size: 12]
delegate OnPreTakeDamageDynamicDelegate;//[Offset: 0x928, Size: 12]
delegate OnClientPushDamageEvent;//[Offset: 0x934, Size: 12]
float Health;//[Offset: 0x9b8, Size: 4]
float HealthMax;//[Offset: 0x9bc, Size: 4]
int[] TypeIds;//[Offset: 0x9c0, Size: 12]
float SwimSpeedDynamicScale;//[Offset: 0x9cc, Size: 4]
bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9d0, Size: 1]
bool bAIIgnore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d1, Size: 1]
float threatenValue;//[Offset: 0x9d4, Size: 4]
float HurtParticleOffset;//[Offset: 0x9d8, Size: 4]
delegate DoOnNextFrameEnsureSpawnActorTriggerSuccess;//[Offset: 0x9e4, Size: 12]
STExtraVehicleBase* CurrentVehicle;//[Offset: 0x9f0, Size: 4]
UnmannedVehicleSyncData CurrentUnmannedVehicleSyncData;//[Offset: 0x9f4, Size: 8]
UnmannedVehicleSyncData LastUnmannedVehicleSyncData;//[Offset: 0x9fc, Size: 8]
STExtraVehicleBase* CurrentRemoteControlledVehicle;//[Offset: 0xa04, Size: 4]
WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xa08, Size: 4]
bool EnableStatesInterruptRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0c, Size: 1]
FString CharacterStateType;//[Offset: 0xa14, Size: 12]
bool bEnableDebugServiceInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa20, Size: 1]
FString BehaviorServiceDebugInfo;//[Offset: 0xa60, Size: 12]
FString ServiceDebugInfoForShow;//[Offset: 0xa6c, Size: 12]
int DebugInfoDetailLv;//[Offset: 0xa78, Size: 4]
int DebugInfoType;//[Offset: 0xa7c, Size: 4]
delegate OnHandleSkillStartDelegate;//[Offset: 0xa80, Size: 12]
delegate OnHandleSkillEndDelegate;//[Offset: 0xa8c, Size: 12]
float SkillPromptStartTime;//[Offset: 0xa9c, Size: 4]
float SkillPromptDuration;//[Offset: 0xaa0, Size: 4]
STBaseBuffSystemComponent* BuffSystemComponent;//[Offset: 0xab0, Size: 4]
STBuffSystemComponent* BuffSystem;//[Offset: 0xab4, Size: 4]
UTSkillManagerComponent* SkillManager;//[Offset: 0xab8, Size: 4]
AttrModifyComponent* AttrModifyComp;//[Offset: 0xabc, Size: 4]
ActorAttributeComponent* ActorAttribute;//[Offset: 0xac0, Size: 4]
delegate StateEnterHandler;//[Offset: 0xac4, Size: 12]
delegate StateLeaveHandler;//[Offset: 0xad0, Size: 12]
delegate StateInterruptedHandlerBP;//[Offset: 0xae8, Size: 12]
delegate OnSimulateCharacterStatesChange;//[Offset: 0xaf4, Size: 12]
uint64 CurrentStates;//[Offset: 0xb18, Size: 8]
uint64 DisabledStates;//[Offset: 0xb20, Size: 8]
PawnStateDisable[] DisabledPawnStates;//[Offset: 0xb28, Size: 12]
float RencentStatesValidRange;//[Offset: 0xb34, Size: 4]
<float,uint64> RencentStatesMap;//[Offset: 0xb38, Size: 60]
delegate OnPawnStateDisabled;//[Offset: 0xb74, Size: 12]
delegate OnPawnStateEnabled;//[Offset: 0xb80, Size: 12]
enum[] DamageableGameObjectTypeList;//[Offset: 0xb8c, Size: 12]
PartHitComponent* PartHitComponent;//[Offset: 0xb98, Size: 4]
bool bIsGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9d, Size: 1]
TurnAroundViewComponent* TurnAroundViewComp;//[Offset: 0xba4, Size: 4]
byte TeamNum;//[Offset: 0xbac, Size: 1]
TickControlComponent* TickControlComp;//[Offset: 0xbb0, Size: 4]
float SpeedScale;//[Offset: 0xbbc, Size: 4]
float SpeedValue;//[Offset: 0xbc0, Size: 4]
float Temperature;//[Offset: 0xbc4, Size: 4]
float TemperatureMax;//[Offset: 0xbc8, Size: 4]
float TemperatureMin;//[Offset: 0xbcc, Size: 4]
bool bUseModifiedTargetLocIfNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbdc, Size: 1]
bool bCanBePickByPicker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbdd, Size: 1]
CharacterMaterialComponent* CharacterMaterialComponent;//[Offset: 0xbe4, Size: 4]
float VehicleDetailedTraceDist;//[Offset: 0xbe8, Size: 4]
float SpringArmTraceDist;//[Offset: 0xbec, Size: 4]
<byte,CharacterBodyOffset> BodyRelativeOffsetConfig;//[Offset: 0xbf0, Size: 60]
ActivitySyncData ActicitySyncData;//[Offset: 0xc2c, Size: 28]
bool bDisableFaceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc50, Size: 1]
void StopCurrentLevelSequence();// 0x2efb424
bool SetSubAnimNodeAnimInstance(FName SubInstanceSlotName, AnimInstance* AnimInstance);// 0x23de77c
void SetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x23de6b8
bool SetBuffExpiry(FName BuffName, float ExpirySecondsFromNow);// 0x23de5e4
void S2C_InterruptState(int StateID, int InterruptedBy);// 0x23de520
void RPC_Client_SetServiceDebugInfo(FString Info);// 0x23de45c
bool ResetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x23de3dc
void ResetPawnStateDisabled(enum State);// 0x23de364
bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x23de254
bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x23de0fc
bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x23ddfd8
void RemoveBaseBuffSystemComponent();// 0x23ddfc4
void PlayLevelSequenceByPathAndBindingInfo(FString SequenceActorPath, FString LevelSequencePath, out const <FString,FString> TrackBindingInfo, float TimeOffset);// 0x2efb424
void PlayLevelSequenceByPath(FString SequenceActorPath, FString LevelSequencePath, float TimeOffset);// 0x2efb424
float PlayAnimMontageWithStartPos(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName, float StartPos);// 0x23dde64
void OnRep_UnmannedVehicleSyncData();// 0x23a2d10
void OnRep_Temperature(float LastValue);// 0x23a2c18
void OnRep_HealthMax();// 0x23a28e8
void OnRep_Health(float PrevHealth);// 0x20f1a04
void OnRep_DisabledStates(uint64 prevStates);// 0x23ddde0
void OnRep_CurrentStates(uint64 prevStates);// 0x23a27b0
void OnRep_ActivitySyncData();// 0x23dddcc
void OnLeaveStateForBp(enum State);// 0x2efb424
void OnHandleSkillStart__DelegateSignature(Character* OwnerCharacter, int SkillID);// 0x2efb424
void OnHandleSkillEnd__DelegateSignature(Character* OwnerCharacter, enum StopReason, int SkillID);// 0x2efb424
void OnEnterStateForBp(enum State);// 0x2efb424
void LeaveState(enum State);// 0x23a06bc
bool IsPawnStateDisabledByWeapon(STExtraWeapon* Weapon, enum State);// 0x23ddd00
bool IsPawnStateDisabled(enum State);// 0x23ddc80
bool IsCanDamageTeammate(out const DamageEvent DamageEvent);// 0x23ddbdc
bool IsCanDamageSelf(out const DamageEvent DamageEvent);// 0x23ddb38
bool IsAlive();// 0x239f9c4
bool HasState(enum State);// 0x239f608
bool HasRencentState(enum State);// 0x23ddab0
bool HasBuffID(int BuffID);// 0x23dda28
bool HasBuff(FName BuffName);// 0x23dd9a0
STExtraVehicleBase* GetUnmannedVehicle();// 0x23dd984
UTSkillManagerComponent* GetSkillManager();// 0x23dd954
float GetScaledSpeed();// 0x23dd924
FString GetPlayerNameSafety();// 0x239df68
STExtraPlayerController* GetPlayerControllerSafety();// 0x239de28
enum GetObserverType();// 0x23dd8f4
enum[] GetDamageableGameObjectType();// 0x23dd82c
STExtraVehicleBase* GetCurrentVehicle();// 0x239d234
float GetBuffExpiry(FName BuffName);// 0x23dd7a4
float GetBuffDuration(int InstID, int CauseSkillID);// 0x23dd6d8
UAEBlackboard* GetBuffBlackboard(int BuffID);// 0x23dd658
void FillBuffBlackboard(int BuffID, UAEBlackboardParameter[] ParamList);// 0x23dd4d0
int ExtractDamageParams(out const DamageEvent DamageEvent, Actor* DamagetCauser, out int DamagetType);// 0x23dd390
int ExtractDamageAdditionType(out const DamageEvent DamageEvent, Actor* DamagetCauser);// 0x23dd2a4
bool EnterState(enum State);// 0x239b774
bool DestroySubAnimInstance(AnimInstance* AnimInstance);// 0x23dd224
void DelayHidden();// 0x239b14c
AnimInstance* CreateSubAnimInstance(class AnimInstance InstanceClass, FName InstanceName);// 0x23dd160
void Client_ShowDebugString(Vector InLocation, FString InText, Actor* InActor, Color InColor, float InTime);// 0x23dcf8c
void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor, float InTime);// 0x23dce40
void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float InTime);// 0x23dccf4
void Client_ShowDebugCone(Vector InLocation, float InRadius, Color InColor, float InTime, Vector forwardDir, float ang);// 0x23dcb10
void Client_ShowDebugCapsule(Vector InLocation, float InRadius, float Length, Color InColor, float InTime, Rotator Rot, float ang);// 0x23dc8e4
void Client_ShowDebugBox(Vector Center, Color InColor, float InTime, Vector Extent, Quat Rot);// 0x23dc740
void ClearBuff();// 0x23dc724
bool CanBeAttackedByWeapon(int WeaponID);// 0x23dc69c
void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2efb424
void BPOnRespawned();// 0x2efb424
void BPOnRecycled();// 0x2efb424
bool AllowState(enum State, bool withLog);// 0x2392a0c
void AddEntryEventTokenByID(int SkillID);// 0x23dc624
bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer, int Level);// 0x23dc4cc
bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID, int Level);// 0x23dc32c
int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x23dc188
--------------------------------
Class: UAECharacter.Character.Pawn.Actor.Object
int iRegionCharacter;//[Offset: 0x658, Size: 4]
FName RepPropertyCategory;//[Offset: 0x660, Size: 8]
FName PlayerType;//[Offset: 0x668, Size: 8]
FString PlayerName;//[Offset: 0x670, Size: 12]
FString Nation;//[Offset: 0x67c, Size: 12]
uint32 PlayerKey;//[Offset: 0x688, Size: 4]
FString PlayerUID;//[Offset: 0x68c, Size: 12]
FString MLAIPlayerUID;//[Offset: 0x698, Size: 12]
int TeamID;//[Offset: 0x6a4, Size: 4]
bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8, Size: 1]
int CampID;//[Offset: 0x6ac, Size: 4]
int resID;//[Offset: 0x6b0, Size: 4]
enum DefaultCharacterGender;//[Offset: 0x6b4, Size: 1]
GameModePlayerItem[] InitialItemList;//[Offset: 0x6b8, Size: 12]
GameModePlayerUpassInfo UpassInfo;//[Offset: 0x6c4, Size: 44]
GameModePlayerPetInfo PetInfo;//[Offset: 0x6f0, Size: 24]
int planeAvatarId;//[Offset: 0x708, Size: 4]
int DyeDebugFlag;//[Offset: 0x70c, Size: 4]
GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x710, Size: 12]
bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71c, Size: 1]
bool bIsMLAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71d, Size: 1]
bool bIsAIWithPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71e, Size: 1]
float DestinyValue;//[Offset: 0x720, Size: 4]
float RatingScore;//[Offset: 0x730, Size: 4]
bool UseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x734, Size: 1]
bool DefaultIsUseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x735, Size: 1]
FString LuaFilePath;//[Offset: 0x744, Size: 12]
LuaNetSerialization LuaNetSerialization;//[Offset: 0x750, Size: 60]
void SetNetCullDistanceSquared(float fNetCullDistanceSquared);// 0x20dc3d8
void SendLuaDSToClient(int ID, out const byte[] Content);// 0x2ac2cc0
void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2ac2b84
void OnRep_UseWholeModel();// 0x2ac2b70
void OnRep_TeamID();// 0x2ac2b5c
void OnRep_PlayerUID();// 0x2ac2b48
void OnRep_PlayerKey();// 0x23a2a0c
void OnRep_MLAIPlayerUID();// 0x2ac2b34
void OnRep_CampID();// 0x2ac2b20
bool IsDefaultCharType();// 0x239fd14
int GetTeamId();// 0x2ac2b04
FString GetPlayerKey();// 0x2ac2a44
ActorComponent*[] GetNonSimulatedComponents_OnFighting();// 0x2ac297c
ActorComponent*[] GetNonSimulatedComponents_NonTeammates();// 0x2ac28b4
ActorComponent*[] GetNonSimulatedComponents();// 0x2ac27ec
ActorComponent*[] GetNonDedicatedComponents();// 0x2ac2724
PrimitiveComponent* GetMovementBaseComponent();// 0x2ac26fc
int GetCampId();// 0x2ac26d4
void ClientAcknowledgeReconnection(uint32 Token);// 0x21427dc
--------------------------------
Class: STExtraVehicleBase.Pawn.Actor.Object
int iRegionVehicle;//[Offset: 0x43c, Size: 4]
class AnimInstance[] CharacterInVehicleAnimBPs;//[Offset: 0x440, Size: 12]
bool MeshAlwaysTickPoseAndRefreshBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44c, Size: 1]
bool AutoEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44d, Size: 1]
enum VehicleType;//[Offset: 0x44e, Size: 1]
enum VehicleShapeType;//[Offset: 0x44f, Size: 1]
ItemDefineID AvatarDefaultCfg;//[Offset: 0x450, Size: 24]
ItemDefineID AvatarDefaultCfgLOD;//[Offset: 0x468, Size: 24]
MaterialInterface* BrokenMat;//[Offset: 0x480, Size: 4]
ParticleSystem* AssetParticleExplosion;//[Offset: 0x488, Size: 40]
ParticleSystem* PS_OnHitObstacles;//[Offset: 0x4b0, Size: 4]
<FName,ParticleSoftWrapperArray> ParticleSoftWrapperMap;//[Offset: 0x4b4, Size: 60]
<FName,ParticleRuntimeDataArray> ParticleRuntimeDataMap;//[Offset: 0x4f0, Size: 60]
Texture2D* VehicleIcon;//[Offset: 0x52c, Size: 4]
bool AdjustViewDistanceByHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x530, Size: 1]
float AdjustViewDistanceBaseDist;//[Offset: 0x534, Size: 4]
float AdjustViewDistanceBaseFactor;//[Offset: 0x538, Size: 4]
bool IsUnmannedVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53c, Size: 1]
bool bCanChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53d, Size: 1]
float ShowGrainyScreenMinDist;//[Offset: 0x540, Size: 4]
bool ImmuePassageDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544, Size: 1]
float FuelConsumptionModifierBoost;//[Offset: 0x548, Size: 4]
bool bCanBoostSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1]
bool bUseSyncAtClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1]
bool bCheckOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54e, Size: 1]
float LanscapeCheckDistance;//[Offset: 0x550, Size: 4]
bool bLockZeroAngularDamping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x554, Size: 1]
float LockZeroAngularDampingValue;//[Offset: 0x558, Size: 4]
bool bInvulnerableWhenHasRiders;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c, Size: 1]
bool bRespawnNeedAdjustLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55d, Size: 1]
int MainMaterialIndex;//[Offset: 0x560, Size: 4]
FText VehicleDisplayName;//[Offset: 0x564, Size: 12]
bool ShowVehicleEnterButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x570, Size: 1]
bool AdvanceVehicleShowAsStandardVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x571, Size: 1]
Vector AirDropVelocity;//[Offset: 0x574, Size: 12]
StaticMesh* AirDropParachuteMesh;//[Offset: 0x580, Size: 4]
FName AirDropParachuteSocketName;//[Offset: 0x588, Size: 8]
float AirdropOvertime;//[Offset: 0x590, Size: 4]
delegate OnVehicleStartAirdrop;//[Offset: 0x594, Size: 12]
delegate OnVehicleEndAirdrop;//[Offset: 0x5a0, Size: 12]
bool bAllowDifferentTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ac, Size: 1]
bool SupportMusicGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ad, Size: 1]
bool VehicleBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ae, Size: 1]
float BackpackCapacity;//[Offset: 0x5b0, Size: 4]
FName BackpackName;//[Offset: 0x5b8, Size: 8]
int[] marr_MidIndexes;//[Offset: 0x5c0, Size: 12]
float EnterVehicleCameraBlendTime;//[Offset: 0x5cc, Size: 4]
float ExitVehicleCameraBlendTime;//[Offset: 0x5d0, Size: 4]
bool bEnableVehicleSteeringCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d4, Size: 1]
float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x5d8, Size: 4]
bool DisableTickVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc, Size: 1]
float StaticForceFixInterval;//[Offset: 0x5e0, Size: 4]
float voiceCheckCD;//[Offset: 0x5e4, Size: 4]
float voiceCheckShowCD;//[Offset: 0x5e8, Size: 4]
float VoiceCheckDis;//[Offset: 0x5ec, Size: 4]
float voiceUsingHornCheckDis;//[Offset: 0x5f0, Size: 4]
float voiceCheckSpeed;//[Offset: 0x5f4, Size: 4]
bool EnableMapMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x614, Size: 1]
Vector[] RouteList;//[Offset: 0x618, Size: 12]
int[] AutoDrive_BestWaypoint;//[Offset: 0x624, Size: 12]
int AutoDrive_CurrentTargetWaypointIdx;//[Offset: 0x630, Size: 4]
Vector AutoDriverTargetPosition;//[Offset: 0x634, Size: 12]
Vector AutoDriverStartPosition;//[Offset: 0x640, Size: 12]
delegate OnSeatAttached;//[Offset: 0x64c, Size: 12]
delegate OnSeatDetached;//[Offset: 0x658, Size: 12]
delegate OnSeatChange;//[Offset: 0x664, Size: 12]
delegate OnStartResolveStuck;//[Offset: 0x670, Size: 12]
delegate OnEndResolveStuck;//[Offset: 0x67c, Size: 12]
bool mb_ZeroLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x688, Size: 1]
FString LuaFilePath;//[Offset: 0x68c, Size: 12]
LuaNetSerialization LuaNetSerialization;//[Offset: 0x698, Size: 60]
bool bDebugDrawEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d4, Size: 1]
float PassengerInjuryAvoidance;//[Offset: 0x6d8, Size: 4]
bool IsCanVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6dc, Size: 1]
bool CanPushUpCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6dd, Size: 1]
bool CanSimulatePhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6de, Size: 1]
uint16 ReplicatedFuelRatio;//[Offset: 0x6e0, Size: 2]
ParticleSystem* ParticleExplosion;//[Offset: 0x718, Size: 4]
enum VehicleHealthState;//[Offset: 0x71c, Size: 1]
bool bIsEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71d, Size: 1]
bool bIsUsingHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71e, Size: 1]
bool bIsBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71f, Size: 1]
bool bIsVehicleSpringArmAutoReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x720, Size: 1]
Vector BloodEffectScale;//[Offset: 0x724, Size: 12]
SkeletalMeshComponent* Mesh;//[Offset: 0x730, Size: 4]
VehicleSeatComponent* VehicleSeats;//[Offset: 0x734, Size: 4]
VehicleDamageComponent* VehicleDamage;//[Offset: 0x738, Size: 4]
VehicleCommonComponent* VehicleCommon;//[Offset: 0x73c, Size: 4]
BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x740, Size: 4]
VehicleSyncComponent* VehicleSyncComponent;//[Offset: 0x744, Size: 4]
LagCompensationComponentBase* VehicleShootAntiCheat;//[Offset: 0x748, Size: 4]
<VehicleComponent*> TickedComponents;//[Offset: 0x74c, Size: 60]
VehicleComponent*[] WeakTickedComponents;//[Offset: 0x788, Size: 12]
bool bClearComponentTickWhenDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x794, Size: 1]
float EnActiveTimeThreshold;//[Offset: 0x79c, Size: 4]
bool bFreezeNeedChangeVehiclePhysx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a8, Size: 1]
float VehicleHitThreshold;//[Offset: 0x7b8, Size: 4]
float VehicleHitCharacterThreshold;//[Offset: 0x7bc, Size: 4]
float AndroidGLES2TailLightScale;//[Offset: 0x7cc, Size: 4]
int EnableTickEffectsDevciveLevel;//[Offset: 0x7d0, Size: 4]
VehBackpackItem[] VehicleBackpackItems;//[Offset: 0x7dc, Size: 12]
bool bServerPrecentPenetratingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e9, Size: 1]
bool bServerClearLinearVelocityZEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ea, Size: 1]
bool bPeneTerrainProtectionEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7eb, Size: 1]
float lastForwardSpeed;//[Offset: 0x7ec, Size: 4]
delegate OnClientEnterVehicleEvent;//[Offset: 0x7f0, Size: 12]
delegate OnClientExitVehicleEvent;//[Offset: 0x7fc, Size: 12]
delegate OnClientChangeVehicleSeatEvent;//[Offset: 0x808, Size: 12]
bool NeedCheckMovetoVehicleStraight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x814, Size: 1]
float VehicleEnterDistance;//[Offset: 0x818, Size: 4]
float TickEnterSphereInterval;//[Offset: 0x81c, Size: 4]
float EnterSphereExtraHeight;//[Offset: 0x820, Size: 4]
bool EnableTickEnterSphereAsyncLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x82d, Size: 1]
float AsyncLoadResDistance;//[Offset: 0x830, Size: 4]
float TickEnterSphereAsyncLoadResInterval;//[Offset: 0x834, Size: 4]
bool EnableCullWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x83d, Size: 1]
float TickEnterCullWaterSphereInterval;//[Offset: 0x840, Size: 4]
float EnterCullWaterDistanceSq;//[Offset: 0x844, Size: 4]
Vector CullWaterCapsuleA;//[Offset: 0x848, Size: 12]
Vector CullWaterCapsuleB;//[Offset: 0x854, Size: 12]
float CullWaterCapsuleRadius;//[Offset: 0x860, Size: 4]
float CullWaterCapsuleBlendWidth;//[Offset: 0x864, Size: 4]
float PeneTerrainProtectionInterval;//[Offset: 0x870, Size: 4]
float SaveValidTransformInterval;//[Offset: 0x874, Size: 4]
Vector PeneTerrainProtectionFixOffset;//[Offset: 0x878, Size: 12]
bool bIsAirdroppingVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ac, Size: 1]
StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x8b8, Size: 4]
AkAudioEvent* Sfx_EngineLoop;//[Offset: 0x8bc, Size: 4]
AkAudioEvent* Sfx_EngineLoop_Team;//[Offset: 0x8c0, Size: 4]
AkAudioEvent* Sfx_Boost;//[Offset: 0x8c4, Size: 4]
AkAudioEvent* Sfx_FireLoop;//[Offset: 0x8c8, Size: 4]
AkAudioEvent* Sfx_Landing;//[Offset: 0x8cc, Size: 4]
AkAudioEvent* Sfx_Explosion;//[Offset: 0x8d0, Size: 4]
AkAudioEvent* Sfx_HitBody;//[Offset: 0x8d4, Size: 4]
AkAudioEvent* Sfx_HitZombie;//[Offset: 0x8d8, Size: 4]
AkAudioEvent* Sfx_HitMetal;//[Offset: 0x8dc, Size: 4]
AkAudioEvent* Sfx_Horn;//[Offset: 0x8e0, Size: 4]
AkAudioEvent* Sfx_Throttle;//[Offset: 0x8e4, Size: 4]
AkAudioEvent* Sfx_UnderWater_In;//[Offset: 0x8e8, Size: 4]
AkAudioEvent* Sfx_UnderWater_Out;//[Offset: 0x8ec, Size: 4]
AkAudioEvent* Sfx_CannotThrottle;//[Offset: 0x8f0, Size: 4]
AkAudioEvent* Sfx_BodyOverlapDamage;//[Offset: 0x8f4, Size: 4]
AkAudioEvent* Sfx_EngineStart;//[Offset: 0x8f8, Size: 4]
AkAudioEvent* Sfx_EngineStop;//[Offset: 0x8fc, Size: 4]
float EngineSfxEndDelayTime;//[Offset: 0x900, Size: 4]
bool bAudioLogEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x904, Size: 1]
STExtraVehicleSfxLoop EngineSfxLoop;//[Offset: 0x908, Size: 92]
STExtraVehicleSfxLoop FireSfxLoop;//[Offset: 0x964, Size: 92]
STExtraVehicleSfxLoop HornSfxLoop;//[Offset: 0x9c0, Size: 92]
AkComponent* SoundComponent;//[Offset: 0xa1c, Size: 4]
float RPMSfxScale;//[Offset: 0xa4c, Size: 4]
float ThrottleSfxMinSpeed;//[Offset: 0xa50, Size: 4]
enum VehicleSyncTag;//[Offset: 0xa69, Size: 1]
float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0xa6c, Size: 4]
delegate OnVehiclePossessed;//[Offset: 0xa70, Size: 12]
delegate OnVehicleUnPossessed;//[Offset: 0xa7c, Size: 12]
VehicleSimViewData SimulateViewData;//[Offset: 0xa98, Size: 4]
VehicleSimViewData SimulateFreeCameraViewData;//[Offset: 0xa9c, Size: 4]
VehicleSpringArmComponent* mp_VehicleSpringArm;//[Offset: 0xaa0, Size: 4]
bool bAddVehicleRotationChangeOnPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa4, Size: 1]
delegate OnVehicleHealthStateChanged;//[Offset: 0xae0, Size: 12]
bool bAlwaysIgnoreRideCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaec, Size: 1]
float MinRideAngleDgree;//[Offset: 0xaf0, Size: 4]
bool bServerDetachApplyVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf4, Size: 1]
bool bCanUseSpeculativeCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb00, Size: 1]
bool bUseSpeculativeCCDOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb01, Size: 1]
float VehicleRadiusImulseScale;//[Offset: 0xb04, Size: 4]
float VehicleAdditionalBlowUp;//[Offset: 0xb08, Size: 4]
bool bResolvingStuckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb30, Size: 1]
float StuckMinImpulse;//[Offset: 0xb34, Size: 4]
float ContinuousStuckInterval;//[Offset: 0xb38, Size: 4]
float ContinuousStuckTimeBeforeResoving;//[Offset: 0xb3c, Size: 4]
float StuckResovingTime;//[Offset: 0xb40, Size: 4]
float ContinuousStuckTimer;//[Offset: 0xb48, Size: 4]
float StuckResovingTimer;//[Offset: 0xb4c, Size: 4]
float PenePercent;//[Offset: 0xb50, Size: 4]
bool bShouldRespawnSelfWhenUnusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xba0, Size: 1]
float RespawnWaitingTime;//[Offset: 0xba4, Size: 4]
float RespawnTickInterval;//[Offset: 0xba8, Size: 4]
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbac, Size: 1]
bool bServerDetachEveryoneWhenRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc30, Size: 1]
bool bEnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc38, Size: 1]
class VehicleAntiCheatTask[] VACTaskSetups;//[Offset: 0xc3c, Size: 12]
VehicleAntiCheatTask*[] VACTasks;//[Offset: 0xc48, Size: 12]
VehicleAntiCheatTask*[] VacInstancedTasks;//[Offset: 0xc54, Size: 12]
bool bEnableServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc90, Size: 1]
bool EnableServerRecordWhenEnterCheatPunishMentNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc98, Size: 1]
SkeletalMeshComponent* FPPMeshComponent;//[Offset: 0xcb0, Size: 4]
MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0xcb4, Size: 4]
SkeletalMesh* MeshAssetRef;//[Offset: 0xcb8, Size: 40]
SkeletalMesh* TPPMesh;//[Offset: 0xce0, Size: 4]
bool bOnPlayerActiveRegionsChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7c, Size: 1]
bool bInActiveRegions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7d, Size: 1]
bool bEnableSkeletalMeshOptimizationDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7e, Size: 1]
Vector SeekLockOffset;//[Offset: 0xd80, Size: 12]
FName SeekLockSocket;//[Offset: 0xd90, Size: 8]
float ProduceSoundInterval;//[Offset: 0xd98, Size: 4]
delegate VehicleAnimEventDelegate;//[Offset: 0xda0, Size: 12]
BattleItemHandleBase* BindingHandle;//[Offset: 0xdac, Size: 4]
delegate OnEnterVehicle;//[Offset: 0xdb0, Size: 12]
float OverlapCameraShakeInterval;//[Offset: 0xdc4, Size: 4]
float OverlapDamageRate;//[Offset: 0xdcc, Size: 4]
float OverlapImpulseRate;//[Offset: 0xdd0, Size: 4]
float OverlapImpulseRateZ;//[Offset: 0xdd4, Size: 4]
float MaxOverlapImpulse;//[Offset: 0xdd8, Size: 4]
float MinOverlapSpeed;//[Offset: 0xddc, Size: 4]
float OverlapSimpleCharacterInterval;//[Offset: 0xde0, Size: 4]
float OverlapVehicleDamageRate;//[Offset: 0xde8, Size: 4]
float MaxOverlapVehicleDamageRange;//[Offset: 0xdec, Size: 4]
ESTAINoiseEventParams EngineParams;//[Offset: 0xdf4, Size: 16]
float EngineSoundCheckInterval;//[Offset: 0xe04, Size: 4]
float EngineSoundMinCheckSpeed;//[Offset: 0xe0c, Size: 4]
ESTAINoiseEventParams LoudspeakerParams;//[Offset: 0xe10, Size: 16]
bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe21, Size: 1]
class AttrModifyComponent* AttrModifyCompClass;//[Offset: 0xe24, Size: 4]
class STBuffSystemComponent* BuffSystemCompClass;//[Offset: 0xe28, Size: 4]
AttrModifyComponent* AttrModifyComp;//[Offset: 0xe2c, Size: 4]
STBuffSystemComponent* BuffSystemComp;//[Offset: 0xe30, Size: 4]
enum[] DamageableGameObjectTypeList;//[Offset: 0xe34, Size: 12]
delegate OnVehicleAvatarDataCopied;//[Offset: 0xe40, Size: 12]
VehicleAvatarComponent* VehicleAvatar;//[Offset: 0xe4c, Size: 4]
VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0xe50, Size: 4]
bool bAdvanceAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe54, Size: 1]
bool ForcePlayerUpdateAnimEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe55, Size: 1]
int CandidateAvatarID;//[Offset: 0xe58, Size: 4]
bool bNeedDelayProcessAvatarOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5c, Size: 1]
bool bEnableWeakTickComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe64, Size: 1]
float WeakTickDoSomethingDuration;//[Offset: 0xe68, Size: 4]
bool bSpawnedInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe6c, Size: 1]
IdeaDecalActor*[] AttachedDecalActors;//[Offset: 0xe70, Size: 12]
float MaxLinearVelocity;//[Offset: 0xe7c, Size: 4]
bool bInBuffSpeedState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe80, Size: 1]
int TeamID;//[Offset: 0xe84, Size: 4]
int CampID;//[Offset: 0xe88, Size: 4]
float VehicleGoStraight;//[Offset: 0xe8c, Size: 4]
bool DamageIgnoreWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe90, Size: 1]
STExtraPlayerCharacter* ReqExchangeCharacter;//[Offset: 0xe94, Size: 4]
float ExchangeVehicleSeatInterval;//[Offset: 0xe98, Size: 4]
delegate OnHitSpecialEffectDelegate;//[Offset: 0xea0, Size: 12]
delegate OnControlRotationInit;//[Offset: 0xeac, Size: 12]
WeaponManagerBaseComponent* WeaponManagerComponent;//[Offset: 0xeb8, Size: 4]
EffectComponent* NewEffectComponent;//[Offset: 0xebc, Size: 4]
bool OpenShootVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec0, Size: 1]
bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec1, Size: 1]
int WeaponReconnectIdx;//[Offset: 0xec4, Size: 4]
WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xec8, Size: 4]
enum UAVOperateState;//[Offset: 0xed0, Size: 1]
float SingleMoveRate;//[Offset: 0xed4, Size: 4]
SoftObjectPath VehicleStatesConfigClass;//[Offset: 0xed8, Size: 24]
SoftObjectPath VehicleBloodMaxHpConfigClass;//[Offset: 0xef0, Size: 24]
int CurrentVehicleStatesData;//[Offset: 0xf08, Size: 4]
PlayerTombBox*[] TombBoxOnVehicle;//[Offset: 0xf18, Size: 12]
STExtraBaseCharacter*[] StandingVehiclePlayers;//[Offset: 0xf24, Size: 12]
bool IsExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf30, Size: 1]
FName ExplodedTombBoxPlaceSocket;//[Offset: 0xf38, Size: 8]
float TombBoxTraceLength;//[Offset: 0xf40, Size: 4]
float PlayerOutAngleCosin;//[Offset: 0xf44, Size: 4]
bool bFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf48, Size: 1]
bool bNeedFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf49, Size: 1]
bool bInHouseSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4a, Size: 1]
float SleepVehicleTolerance;//[Offset: 0xf4c, Size: 4]
float StaticFixAngel;//[Offset: 0xf50, Size: 4]
float ClientAwakeVehicleTolerance;//[Offset: 0xf54, Size: 4]
float SleepVehicleTickTime;//[Offset: 0xf58, Size: 4]
float ServerInitForceSleepPhysicsDelay;//[Offset: 0xf60, Size: 4]
float ClientInitForceSleepPhysicsDelay;//[Offset: 0xf64, Size: 4]
int CannotEnterTips;//[Offset: 0xf70, Size: 4]
bool CanLeaveVehicleVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf74, Size: 1]
float LeaveVehicleVelocity;//[Offset: 0xf78, Size: 4]
int CannotLeaveTips_HighSpeed;//[Offset: 0xf7c, Size: 4]
int CannotDriveTips;//[Offset: 0xf80, Size: 4]
delegate VehicleBeforeWheelDestroy;//[Offset: 0xf88, Size: 12]
Vector AttachedRelLoc;//[Offset: 0xf94, Size: 12]
Actor* AttachedActor;//[Offset: 0xfa0, Size: 4]
int HasAttachedActorTips;//[Offset: 0xfa4, Size: 4]
bool bEnableTickSafeSpawnInternalNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb0, Size: 1]
VehicleAIComponent* VehicleAIComponent;//[Offset: 0xfb4, Size: 4]
float LandTraceMaxHeight;//[Offset: 0xfb8, Size: 4]
FName ChassisBoneName;//[Offset: 0xfc0, Size: 8]
byte CameraDataType;//[Offset: 0xfc8, Size: 1]
bool ShowUpDownGUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc9, Size: 1]
bool ShowHeightUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfca, Size: 1]
bool ShowFuelCapacity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfcb, Size: 1]
bool ShowSeatUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfcc, Size: 1]
int VehicleOperationMode;//[Offset: 0xfd0, Size: 4]
bool bEnableMoveForwardInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd4, Size: 1]
void WeakTick(float DeltaTime);// 0x2485088
void VehicleBeenDestroyedCleanInfoDisplay(enum InVehicleHealthState);// 0x2485010
void UpdateHeightToLand();// 0x2484ffc
void UnregisterComponentWeakTick(VehicleComponent* InComponent);// 0x2484f84
void UnregisterComponentTick(VehicleComponent* InComponent);// 0x2484f0c
void TickVehicleHealthState();// 0x2461884
void TickEnableAvatarOutline();// 0x2484ef8
void StopEngine();// 0x2484edc
void StopAutoDriving();// 0x2484ec8
void StartFireSimple(byte ShootMode);// 0x2484e50
void StartEngine();// 0x2484e34
void StartAirDrop();// 0x2484e18
void SpawnItemForVehicleBackpack(out const PickUpItemData[] ItemList);// 0x2484d6c
void ShowBoostingEffect(bool bShow);// 0x2efb424
bool ShouldUseSpecialHitEffect();// 0x2484d3c
enum ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x2484c20
void SetWeaponReconnectIdx(int ReconnectOpIndex);// 0x2484ba0
void SetVehicleStates(int ID, bool bEnable, float fTime);// 0x2484a94
void SetVehicleReplicatedFuelRatio(float InFuel);// 0x2484a1c
void SetVehicleMusicPlayState(bool bEnabled);// 0x2efb424
void SetUsingHorn(bool bUse);// 0x248499c
void SetUAVOperateState(enum NewState);// 0x2484924
void SetSpawnedInReady(bool bFlag);// 0x24848a8
void SetSimulatePhysics(bool bSimulate);// 0x2484828
void SetRegionBasedNetConsideration(bool bUseRegion);// 0x24847a8
void SetPhysActive(bool bActive, float Delay);// 0x24846e0
void SetJoystickMoveVelocity(Vector2D moveVelocity);// 0x2484670
void SetHandBrake(float Rate);// 0x24845f0
void SetBoosting(bool bEnalbed);// 0x2484568
void SetAirControlF(float Rate);// 0x24844e8
void SetAirControlB(float Rate);// 0x2484468
void ServerSetUsingHorn(bool bUse);// 0x24843a0
void ServerSetIsVehicleSpringArmAutoReturn(bool bEnalbed);// 0x24842d8
void ServerSetBoosting(bool bEnalbed);// 0x2484210
void ServerSetAttachedActor(Actor* InAttachTarget);// 0x2484198
void ServerSetAirControlF(float Rate);// 0x24840e4
void ServerSetAirControlB(float Rate);// 0x2484030
void ServerResetToPosition(Vector NewLocation, Rotator NewRotation);// 0x2483f68
void ServerDetachEveryoneFromSeat(bool bMustExit, bool bApplyVehicleVelocity);// 0x2483e98
void SendVehicleInAirChangedTimeToServer();// 0x2483e3c
void SendTriggerEventToServer(VehicleTriggerComponent* VTComp);// 0x2483d88
void SendCreateDamage(STExtraSimpleCharacter* Target);// 0x2483cd4
void SendClient_ForceUpdate_ControlRotationOnVehicle_SimulateViewData();// 0x215861c
void SafeSleepVehicle();// 0x2483cc0
void RestartAntiCheat();// 0x2483cac
void ResetJoystickMove();// 0x2483c98
void RequestChangeVehicleAvatar();// 0x2483c3c
bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x2483b2c
bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x24839d4
void RemoveAntiStuckBox();// 0x24839c0
void RegisterItemHandle(BattleItemHandleBase* BindingHandle);// 0x2483948
void RegisterComponentWeakTick(VehicleComponent* InComponent);// 0x24838d0
void RegisterComponentTick(VehicleComponent* InComponent);// 0x2483858
void RecordValidTransform();// 0x2483844
void RecordInAirTime();// 0x2483830
void ProcessAvatarOutline();// 0x237310c
void PrintStats();// 0x24618b4
bool PreChangeVehicleFPPAvatar();// 0x2483808
bool PreChangeVehicleBrokenAvatar();// 0x24837e0
bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x248371c
void PostLoadFPPMesh();// 0x2483700
void PlaySfxOneShot(AkAudioEvent* AkEvent);// 0x2483688
bool PawnHasState(enum PawnState);// 0x2483600
bool OverlapTest(out const Transform Transform, PrimitiveComponent* PrimComp, out const Transform PrimCompTransform, bool UseOBB);// 0x2483410
void OnUserSwitchWeapon(STExtraBaseCharacter* InUser, byte Slot);// 0x2483344
void OnUpdateEffects();// 0x2efb424
void OnStopFire();// 0x2efb424
void OnSkeletalMeshSleep(PrimitiveComponent* WakingComponent, FName BoneName);// 0x2483288
void OnSkeletalMeshAwake(PrimitiveComponent* WakingComponent, FName BoneName);// 0x24831cc
void OnSetTailLightValue(float LightValue);// 0x2efb424
void OnServerPlayerChangeVehicleSeat(enum LastSeatType, enum NewSeatType);// 0x2efb424
void OnRep_VehicleSyncFlag();// 0x24831b8
void OnRep_VehicleHealthState();// 0x24831a4
void OnRep_TeamID();// 0x2477d04
void OnRep_SimulateViewData();// 0x2483190
void OnRep_SimulateFreeCameraViewData();// 0x248317c
void OnRep_ServerLastReplicatedServer();// 0x2483168
void OnRep_ReplicatedFuelRatio();// 0x2483154
void OnRep_IsVehicleSpringArmAutoReturn();// 0x2483140
void OnRep_IsForbidNightVehicle();// 0x248312c
void OnRep_IsEngineStarted();// 0x2483118
void OnRep_IsBoosting();// 0x2483104
void OnRep_IsAirdroppingVehicle();// 0x24830f0
void OnRep_FrozenStatic();// 0x24830dc
void OnRep_CurrentVehicleStatesData(int OldVehicleStatesData);// 0x2483064
void OnRep_CandidateAvatar();// 0x2efb424
void OnRep_CampID();// 0x20ef4c8
void OnRep_AttachedRelLoc();// 0x2483050
void OnRep_AttachedActor();// 0x248303c
void OnPlayerReqExitVehicle(STExtraPlayerCharacter* Player);// 0x2482fbc
void OnPlayerExitVehicle(bool IsDriver, const STExtraPlayerCharacter* Character, bool bSuccess);// 0x2efb424
void OnPlayerEnterVehicle(bool IsSuccess, enum SeatType);// 0x2efb424
void OnMeshLoaded(SoftObjectPath AssetRef);// 0x2482e50
void OnFireBeginOverlapEvent(Actor* OtherActor);// 0x2482dd8
void OnEngineStop();// 0x2efb424
void OnEngineStart();// 0x2efb424
void OnBoostingChanged();// 0x2efb424
void NotifyServerProjectileBulletImpact(out const ExplosionProjectileHitInfo InExpProjectileInfo, ProjectileBulletBase* Bullet);// 0x2482d04
void MultiCast_ApplyImpulse(const Vector Origin, float DamageOuterRadius, float BaseMomentumMag);// 0x2482c04
void LoadFPPVehicleModel();// 0x2482bf0
bool IsVehicleWarVehicle();// 0x2482bc0
bool IsValidYawInput(float YawInput, VehicleSpringArmComponent* SpringArm);// 0x2482af4
bool IsUsingFPPModel();// 0x2482acc
bool IsUnusable();// 0x2482a9c
bool IsUCAV();// 0x2482a74
bool IsUAV();// 0x2482a44
bool IsSpawnedInReady();// 0x2482a28
bool IsSimulatePhysics();// 0x2482a00
bool IsNotInWater();// 0x24829d0
bool IsMotorbike();// 0x24829a8
bool IsInMidAir();// 0x2482978
bool IsInBuffSpeedState();// 0x248295c
bool IsHelicopter();// 0x2482934
bool IsEntirelyUnderWater();// 0x248290c
bool IsElectronic_Failure();// 0x24828e4
bool IsClient_WeaponOwner();// 0x23dd8f4
bool IsCanEnter();// 0x24828b4
bool IsAutoDriving();// 0x248288c
bool IsArmedVehicle();// 0x2482864
bool IsAmphibiousVehicle();// 0x248283c
bool IsAlive();// 0x248280c
bool IsAirVehicle();// 0x2159114
bool IsAI();// 0x24827dc
bool IsActiveEffect(FName EffectName);// 0x248275c
void InitVehicle(int FuelPercent, bool bEngineOn, bool bInHouse);// 0x2482640
bool HasVehicleStates(int ID, int srcVehicleStatesData);// 0x248257c
bool HasSkillID(int SkillID);// 0x24824fc
bool HasBuffID(int BuffID);// 0x2482474
bool HasAutoDriveTarget();// 0x248244c
void HandlePlayerAttachedToVehcicle(STExtraBaseCharacter* Player);// 0x24823cc
void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x248234c
void HandleOnVehicleAvatarDataCopied();// 0x2482338
void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x2482230
void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x2482098
void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x2481f90
void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x2476778
void HandleMoveAntiShootVerifyMiss();// 0x2481f74
void HandleMeshPhysicsCreated();// 0x2481f60
void HandleLocalPlayerLeaveVehicle(STExtraPlayerCharacter* Player);// 0x2481ee0
void HandleLocalPlayerEnterVehicle(STExtraPlayerCharacter* Player);// 0x23f812c
void HandleLocalPlayerDeadth(STExtraBaseCharacter* Player);// 0x2481e68
Actor* GetWeaponUserConst();// 0x2481e38
Actor* GetWeaponUser();// 0x2481e08
int GetWeaponReconnectIdx();// 0x2481dd8
WeaponOwnerProxy* GetWeaponOwnerProxy();// 0x2481da8
uint32 GetWeaponOwnerPlayerKey();// 0x2481d78
float GetWeaponOwnerPawnHealth();// 0x2481d48
WeaponManagerBaseComponent* GetWeaponManagerBase();// 0x2481d18
WeaponManagerComponent* GetWeaponManager();// 0x2481ce8
Rotator GetViewRotation();// 0x239e920
SkeletalMeshComponent* GetVehicleWheelMesh();// 0x2481cc0
VehicleShootWeapon* GetVehicleWeapon(int SeatId, int WeaponListID);// 0x2481bfc
VehicleSyncComponent* GetVehicleSync();// 0x2481be0
VehicleSpringArmComponent* GetVehicleSpringArm();// 0x2481bb8
int GetVehicleSkinItemID();// 0x2481b90
VehicleSeatComponent* GetVehicleSeats();// 0x2481b74
float GetVehicleReplicatedFuelRatio();// 0x2481b4c
VehicleDamageComponent* GetVehicleDamage();// 0x2481b30
VehicleCommonComponent* GetVehicleCommon();// 0x23f6e64
Vector GetVehicleCenter();// 0x2481ae8
VehicleAvatarComponent* GetVehicleAvatar();// 0x2481ac0
VehicleAIComponent* GetVehicleAIComponent();// 0x2481aa4
VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x2481a7c
bool GetUsingHorn();// 0x2481a54
int GetTeamId();// 0x2481a2c
MaterialInstanceDynamic* GetTailLightDIM();// 0x2481a04
AkComponent* GetSoundComponent();// 0x24819dc
Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x225981c
Vector GetRotationInputDir();// 0x237e95c
float GetReloadAllWeaponTime();// 0x24819b4
Actor*[] GetQueryIgnoreActors();// 0x24818ec
Rotator GetPhysicsBoundsRotation(bool IsOBB);// 0x2481854
Vector GetPhysicsBoundsExtent(bool IsOBB);// 0x24817bc
Vector GetPhysicsBoundsCenter(bool IsOBB);// 0x2481724
float GetMoveRightRate();// 0x2481708
float GetMoveForwardRate();// 0x24816ec
SkeletalMeshComponent* GetMesh();// 0x24816d0
LagCompensationComponentBase* GetLagCompensationComponent();// 0x24816a0
BattleItemHandleBase* GetItemHandle();// 0x2481684
bool GetIsPhysSleep();// 0x2481654
bool GetIsOpenVertify();// 0x2481638
float GetHandBrakeRate();// 0x248161c
Vector GetGunOwnerHeadLocation();// 0x24815cc
MaterialInstanceDynamic* GetFrontLightDIM();// 0x24815a4
float GetForwardSpeed();// 0x22b32c0
STExtraPlayerCharacter* GetFirstPassenger();// 0x248157c
MaterialInstanceDynamic* GetFFPLightDIM();// 0x2481554
SkeletalMeshComponent* GetEquipWeaponAttachMesh();// 0x214f3b8
bool GetEnableTickEnterSphereAsyncLoadRes();// 0x2481538
STExtraPlayerCharacter* GetDriver();// 0x2481510
uint64 GetCurrentStatesInterface();// 0x24814e0
void GetCurrentOverlapActors(out STExtraSimpleCharacter*[] Result);// 0x2481414
void GetCullWaterCapsule(out Vector OutCapsulePointA, out Vector OutCapsulePointB, out float OutCullWaterCapsuleRadius, out float OutCullWaterCapsuleBlendWidth);// 0x2481288
class AnimInstance GetCharacterInVehicleAnimBP(int SeatId);// 0x2481208
int GetCampId();// 0x24811e0
BuoyancyForceComponent* GetBuoyancyForce();// 0x24811c4
Vector GetBoxExtent();// 0x248117c
int GetAvatarId();// 0x2481154
void GetAllVehicleWeaponList(out VehicleShootWeapon*[] OutList);// 0x2481088
void GetAllSkeletalMeshList(out SkeletalMeshComponent*[] OutList);// 0x2480fbc
void ExitFPPVehicle();// 0x2480fa8
void EnterFPPVehicle();// 0x2480f94
void EnablePlayMusic(bool InEnable);// 0x2480f18
void EnableMoveForwardInput(bool InEnable);// 0x2480e9c
void EnableAvatarOutline(enum OutlineType);// 0x2480e24
void DestroyAndRespawnSelf();// 0x2480e10
void DeactiveEffect(FName EffectName);// 0x2480d98
void CreateAntiStuckBox();// 0x2480d84
void CorrectControlRotation(Rotator NewRotation);// 0x2480d0c
void ClientPlayVehicleCameraShake();// 0x2480cb0
void ClientFeedbackPointDamage(Actor* DamageCauser);// 0x2480bfc
void ClearInputs();// 0x2480be8
void ClearDecals();// 0x2480bd4
void ClearBuff();// 0x2480bb8
void ClearAllInputState();// 0x2480b9c
void ClearAllComponentWeakTick();// 0x2480b88
void ClearAllComponentTick();// 0x2480b74
bool CheckHaveSpecialAttachActor();// 0x2472304
void CheckEnableAvatarOutline();// 0x2efb424
bool CheckAllWeaponIsReadyForFire();// 0x2480b4c
void ChangeVehicleAvatar(STExtraPlayerController* MainPlayerController);// 0x24549c4
void ChangeAssetBy(BackpackVehicleAvatarHandle* InAvatarHandle);// 0x2480ad4
bool CanVehicleJump();// 0x2480aac
bool CanPushUpCharacterWhenPenetrating();// 0x2480a90
bool CanLeaveVehicle();// 0x2386f18
bool CanDrive(STExtraPlayerCharacter* Character);// 0x2480a08
bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);// 0x2480980
bool CanAutoDrivingNoDriver();// 0x2480958
bool CanAutoDriving();// 0x2480930
void CalcPhysicsBounds(out Vector OutLocation, out Rotator OutRotation, out const Transform NewVehicleTM, bool IsOBB);// 0x2480760
void BroadCastEnterVehicleEvent(bool IsSucc, enum SeatType);// 0x248068c
void BroadcastClientVehicleExplosionEffect();// 0x2480670
void BPPostLoadFPPMesh();// 0x2efb424
void BPPlayOverlapDamageCameraShake();// 0x2efb424
void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x24805f0
void AutoLoadEffect();// 0x24805dc
bool ApplyAnimation();// 0x24805b4
void AfterBeginPlay();// 0x2efb424
void AddHealthSafety(float AddVal);// 0x2480534
bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer, int Level);// 0x24803dc
bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID, int Level);// 0x248023c
void ActiveEffectAsync(FName EffectName);// 0x24801c4
void ActiveEffect(FName EffectName);// 0x248014c
--------------------------------
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: ParticleSoftWrapperArray
ParticleSoftWrapper[] WrapperArray;//[Offset: 0x0, Size: 12]
--------------------------------
Class: ParticleSoftWrapper
ParticleSystem* Template;//[Offset: 0x0, Size: 40]
Vector Location;//[Offset: 0x28, Size: 12]
Rotator Rotation;//[Offset: 0x34, Size: 12]
Vector Scale;//[Offset: 0x40, Size: 12]
FName AttachSocketName;//[Offset: 0x50, Size: 8]
bool bAutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1]
int ValidDeviceLevel;//[Offset: 0x5c, Size: 4]
--------------------------------
Class: ParticleRuntimeDataArray
ParticleRuntimeData[] DataArray;//[Offset: 0x0, Size: 12]
--------------------------------
Class: ParticleRuntimeData
ParticleSystemComponent* SpawnedComponent;//[Offset: 0x0, Size: 4]
--------------------------------
Class: LuaNetSerialization
--------------------------------
Class: VehicleSeatComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object
float VaildExitVehicleHeight;//[Offset: 0x14c, Size: 4]
STExtraVehicleSeat[] Seats;//[Offset: 0x150, Size: 12]
STExtraPlayerCharacter*[] SeatOccupiers;//[Offset: 0x15c, Size: 12]
STExtraVehicleWeaponsOnSeat[] VehicleWeapons;//[Offset: 0x168, Size: 12]
STExtraVehicleAttachment[] VehicleAttachmentsConfig;//[Offset: 0x174, Size: 12]
VehicleAttachmentBase*[] VehicleAttachments;//[Offset: 0x180, Size: 12]
delegate OnSeatOccupiersChanged;//[Offset: 0x18c, Size: 12]
delegate OnSeatSocketChanged;//[Offset: 0x198, Size: 12]
delegate OnVehicleWeaponRep;//[Offset: 0x1a4, Size: 12]
FName[] AlternativeLeaveVehicleSockets;//[Offset: 0x1b0, Size: 12]
FName[] AlternativeEnterVehicleSockets;//[Offset: 0x1bc, Size: 12]
float LeaveVehicleVelocityScale;//[Offset: 0x1c8, Size: 4]
bool bCheckValidLeaveLocationBySweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc, Size: 1]
bool bCheckLeaveLocationSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd, Size: 1]
float LeaveLocationSpaceInflation;//[Offset: 0x1d0, Size: 4]
bool bEnableForceLeave;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4, Size: 1]
bool bHidenCharacterOnSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d5, Size: 1]
byte[] SeatGUITypes;//[Offset: 0x1e0, Size: 12]
delegate OnSeatAttached;//[Offset: 0x1ec, Size: 12]
delegate OnSeatDetachedBefore;//[Offset: 0x1f8, Size: 12]
delegate OnSeatDetached;//[Offset: 0x204, Size: 12]
delegate OnSeatChanged;//[Offset: 0x210, Size: 12]
delegate OnUpdateSeatGUI;//[Offset: 0x21c, Size: 12]
FString LatestDriverPlayerName;//[Offset: 0x228, Size: 12]
delegate OnDriverChange;//[Offset: 0x234, Size: 12]
FString LatestDriverPlayerUID;//[Offset: 0x240, Size: 12]
int MaxInUseSeatGUIIndex;//[Offset: 0x250, Size: 4]
STExtraPlayerController* RemoteController;//[Offset: 0x258, Size: 4]
bool bDelayOnRepOccupiersInReConnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c, Size: 1]
STExtraPlayerCharacter* mp_CurDriver;//[Offset: 0x260, Size: 4]
void VehicleWeaponRepDelegate__DelegateSignature();// 0x2efb424
void TestReleaseSeatAnim();// 0x2525f84
void SeatOccupiersChangedDelegate__DelegateSignature();// 0x2efb424
void ReAttachAllCharacters();// 0x2525f70
void ProcessPawnUseVehWeaponRotation(STExtraBaseCharacter* InChar, FName AttachSocketName);// 0x2525eb4
void OnSeatSocketChanged__DelegateSignature();// 0x2efb424
void OnRep_VehicleWeapons();// 0x2525ea0
void OnRep_Occupiers();// 0x2525e8c
void OnRep_Attachments();// 0x2525e78
void OnDeleyReleaseWeapon(STExtraPlayerCharacter* Character, int SeatIdx);// 0x2525dbc
bool IsSeatIndexAvailable(int SeatIndex);// 0x2525d3c
bool IsSeatAvailableTeam(STExtraBaseCharacter* InCharacter);// 0x2525cbc
bool IsSeatAvailable(enum SeatType);// 0x2525c3c
bool IsDriver(STExtraBaseCharacter* InCharacter);// 0x2525bbc
bool IsCharacterControlWeapon(STExtraPlayerCharacter* InCharacter);// 0x2525b3c
bool HasCharacter(const STExtraBaseCharacter* Character);// 0x2525abc
int GetSeatNum();// 0x23e5a6c
bool GetPlayerSeatInfo(STExtraPlayerCharacter* InPlayer, out STExtraVehicleSeat SeatInfo);// 0x25258a0
STExtraBaseCharacter* GetPassenger(int SeatIndex);// 0x2525818
int GetInUseSeatNum();// 0x25257f0
STExtraBaseCharacter* GetFirstSeatCharacterBySeatType(enum SeatType);// 0x2525770
STExtraPlayerCharacter* GetFirstPassenger();// 0x2525748
int GetDriverSeatIndex();// 0x2525720
STExtraPlayerCharacter* GetDriver();// 0x25256f8
int GetChracterSeatIndex(STExtraBaseCharacter* Character);// 0x2525678
int GetAvailableSeatIndex(enum SeatType);// 0x25255f8
void ClientSetLocalWeaponWillCtr(STExtraPlayerCharacter* Character, VehicleShootWeapon* VehShootWeapon);// 0x25254fc
void ClientSetLeaveVehicleLocation(STExtraPlayerCharacter* Character, Vector LeaveLocation);// 0x2525438
void ClientChangeSeatCameraData(STExtraPlayerCharacter* Character, int OldIndex, int NewIndex);// 0x25252f4
void ChangeCharacterSeatSocket(out const FName[] InSeatSockets);// 0x2525228
--------------------------------
Class: VehicleComponent.LuaActorComponent.ActorComponent.Object
--------------------------------
Class: LuaActorComponent.ActorComponent.Object
LuaNetSerialization LuaNetSerialization;//[Offset: 0x100, Size: 60]
FString LuaFilePath;//[Offset: 0x13c, Size: 12]
void UnRegistLuaTick();// 0x567840c
void RegistLuaTick(float TickInterval);// 0x5678828
--------------------------------
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]
bool NarrowSeatNeedUseCommomAimAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1]
int GUIDisplayIndex;//[Offset: 0x28, Size: 4]
CurveFloat* MinViewPitchCurve;//[Offset: 0x2c, Size: 4]
Rotator CharRotVsVehiRot;//[Offset: 0x30, Size: 12]
byte SeatSideType;//[Offset: 0x3c, Size: 1]
bool bEnableVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1]
bool bEnableUsedAsFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e, Size: 1]
bool bEnableChangeFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f, Size: 1]
STExtraVehicleWeaponConfig[] VehicleWeaponConfig;//[Offset: 0x40, Size: 12]
bool bDefaultControlWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1]
FName VehicleWeaponSeatSocket;//[Offset: 0x50, Size: 8]
bool bAddDynamicCapsuleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1]
float Radius;//[Offset: 0x5c, Size: 4]
float HalfHeight;//[Offset: 0x60, Size: 4]
Transform CollisionOffset;//[Offset: 0x70, Size: 48]
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1]
float OnSeatCameraSpringArmLength;//[Offset: 0xa4, Size: 4]
--------------------------------
Class: STExtraVehicleWeaponConfig
FName VehicleWeaponSocket;//[Offset: 0x0, Size: 8]
class VehicleShootWeapon* VehicleWeaponClass;//[Offset: 0x8, Size: 4]
Vector2D ViewYawLimit;//[Offset: 0xc, Size: 8]
Vector2D ViewPitchLimit;//[Offset: 0x14, Size: 8]
bool bVerifyMuzzleDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1]
float MuzzleDirTor;//[Offset: 0x20, Size: 4]
bool bVerifyMuzzleLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1]
float MuzzleVehicleTore;//[Offset: 0x28, Size: 4]
bool bVerifyMuzzleBoxRanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1]
Box MuzzleRangeBox;//[Offset: 0x30, Size: 28]
float DistTorSquared;//[Offset: 0x4c, Size: 4]
bool UseByDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1]
int VehicleWeaponParentIndex;//[Offset: 0x54, Size: 4]
--------------------------------
Class: VehicleShootWeapon.STExtraShootWeapon.STExtraWeapon.LuaActor.Actor.Object
delegate OnVehWeaponUseStateChange;//[Offset: 0xf04, Size: 12]
float RotateSpeedOnVehicle;//[Offset: 0xf10, Size: 4]
bool bDoWeaponYawOnComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf14, Size: 1]
bool bDoWeaponRotationLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf15, Size: 1]
float WeaponRotationLagYawThreshold;//[Offset: 0xf18, Size: 4]
float WeaponRotationLagPitchThreshold;//[Offset: 0xf1c, Size: 4]
bool bUseWeaponRotationLagSubstepping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf20, Size: 1]
bool bEquipOnDriversSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf21, Size: 1]
float WeaponRotationLagMaxTimeStep;//[Offset: 0xf24, Size: 4]
float WeaponRotationLagSpeed;//[Offset: 0xf28, Size: 4]
float WeaponRotationScopingScale;//[Offset: 0xf2c, Size: 4]
float WeaponRotationYawScopingScale;//[Offset: 0xf30, Size: 4]
bool bUseVehWeaponDisableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf34, Size: 1]
bool bWeaponStateNotifyCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf35, Size: 1]
byte FireMode;//[Offset: 0xf36, Size: 1]
enum CameraSpace;//[Offset: 0xf37, Size: 1]
bool bUseVehWeaponView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf38, Size: 1]
bool bUseOwnerActorView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf39, Size: 1]
bool bIgnorePawnControlView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf3a, Size: 1]
bool bDebugCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf3b, Size: 1]
FName CameraParentComponentTag;//[Offset: 0xf40, Size: 8]
bool bAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf48, Size: 1]
FName VehWeaponBindSocket;//[Offset: 0xf50, Size: 8]
CameraOffsetData VehWeaponViewCameraData;//[Offset: 0xf58, Size: 28]
bool bUseAnimRotationLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf74, Size: 1]
CameraOffsetData OwnerActorViewCameraData;//[Offset: 0xf78, Size: 28]
Vector2D PitchRange;//[Offset: 0xf94, Size: 8]
Vector2D YawRange;//[Offset: 0xf9c, Size: 8]
bool bUseSeatLimitCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa4, Size: 1]
bool bShowCrosshairUsedByDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa5, Size: 1]
bool bNeedCalcMuzzleSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa6, Size: 1]
FName OnBlockMuzzleSocket;//[Offset: 0xfa8, Size: 8]
AnimSequence* VehicleWeaponIdle;//[Offset: 0xfb0, Size: 4]
AnimSequence* VehicleWeaponReload;//[Offset: 0xfb4, Size: 4]
AnimSequence* VehicleWeaponUnuseIdle;//[Offset: 0xfb8, Size: 4]
float VehicleWeaponReloadRate;//[Offset: 0xfbc, Size: 4]
AnimMontage* VehicleWeaponFireMontage;//[Offset: 0xfc0, Size: 4]
bool bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc4, Size: 1]
FName VehicleWeaponGripSocketR;//[Offset: 0xfc8, Size: 8]
FName VehicleWeaponGripSocketL;//[Offset: 0xfd0, Size: 8]
bool bControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd8, Size: 1]
bool bEnableControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd9, Size: 1]
bool bEnableAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfda, Size: 1]
bool bEnableFreeCameraWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfdb, Size: 1]
bool bEnableExitWeaponViewWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfdc, Size: 1]
bool bEnableReturnBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfec, Size: 1]
bool bEnableRotateCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfed, Size: 1]
bool bEnableMoveCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfee, Size: 1]
bool bEnableScopeAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfef, Size: 1]
float UnEquipTime;//[Offset: 0xff0, Size: 4]
bool bAnimFollowCameraOnlyInADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xff6, Size: 1]
FName CharacterSocket;//[Offset: 0xff8, Size: 8]
float TimeDelayAttachCharacter;//[Offset: 0x1000, Size: 4]
bool bEnableShowVehicleWeaponUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1004, Size: 1]
bool bEnableShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1005, Size: 1]
bool bEnableShowSlotUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1006, Size: 1]
bool bEnableShowInterferenceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1007, Size: 1]
bool bEnableShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1008, Size: 1]
bool bUsePredictLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1009, Size: 1]
class GrenadePredictLine* GrenadePredictLineClass;//[Offset: 0x100c, Size: 4]
FName GrenadePredictLineSocket;//[Offset: 0x1010, Size: 8]
GrenadePredictLine* GrenadePredictLine;//[Offset: 0x1018, Size: 4]
bool bCanConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x101c, Size: 1]
float FuelConsumptionRate;//[Offset: 0x1020, Size: 4]
Rotator MuzzleShootDirection;//[Offset: 0x1028, Size: 12]
float LastUseTimeStamp;//[Offset: 0x1034, Size: 4]
Vector MuzzleShootTarget;//[Offset: 0x1038, Size: 12]
Vector2D MuzzleShootTargetOnScreenLoc;//[Offset: 0x1044, Size: 8]
Vector4 Limit;//[Offset: 0x1050, Size: 16]
Vector2D UIOffset;//[Offset: 0x1060, Size: 8]
float StartReloadDelayTime;//[Offset: 0x1078, Size: 4]
float EndReloadDelayTime;//[Offset: 0x1088, Size: 4]
STExtraPlayerCharacter* RefSeatPlayer;//[Offset: 0x108c, Size: 4]
bool bLocalUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1090, Size: 1]
Actor* OwnerActor;//[Offset: 0x1094, Size: 4]
STExtraVehicleBase* OwnerVehicle;//[Offset: 0x1098, Size: 4]
WeaponOverHeatingComponent* WeaponOverHeatingComp;//[Offset: 0x10b8, Size: 4]
int BulletTypeTipMsgID;//[Offset: 0x10bc, Size: 4]
int NotEnoughEnergyTipMsgID;//[Offset: 0x10c0, Size: 4]
int CantUseFireWeaponTipMsgID;//[Offset: 0x10c4, Size: 4]
void StartReloadAnim();// 0x25276a0
void SetVehWeaponTickEnabled(bool bEnabled);// 0x2527620
void SetUsePawnControlRotation(STExtraPlayerCharacter* Character, bool IsUse, bool IsThirdPerson);// 0x252750c
void SetCameraSpace(enum InCameraSpace);// 0x2527494
void OnVehicleExplode();// 0x2527478
void OnRep_OwnerActorBP();// 0x2efb424
void OnRep_OwnerActor();// 0x2527464
void OnClientVehWeaponUseStateChange__DelegateSignature(STExtraPlayerCharacter* uCharacter, bool bUse);// 0x2efb424
void NetMulticastReturnBullets();// 0x2527408
void MulUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed, const WeaponSyncData SyncData);// 0x25272ac
void K2_SetSpecialMeshHide(bool isHide);// 0x2efb424
void K2_OnUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed);// 0x2efb424
void K2_OnReturnBullets();// 0x2efb424
MeshComponent* K2_GetWeaponMeshComp();// 0x2efb424
void HnadleScopeInAfterReload();// 0x2527298
void HandleWeaponStateChanged(byte LastState, byte NewState);// 0x25271dc
void HandleWeaponStartReload();// 0x25271c8
void HandleWeaponEndReload();// 0x25271b4
void HandleEndTouchScreenInReloading(byte FingerIndex);// 0x2527134
void HandleBeginTouchScreenInReloading(out const Vector2D Loc);// 0x25270b0
STExtraPlayerCharacter* GetPlayerCharacter();// 0x2527088
STExtraVehicleBase* GetOwnerVehicle();// 0x2527060
Rotator GetOwnerCameraRotator();// 0x2527018
Vector2D GetMuzzleShootTargetOnScreen();// 0x2526fd8
Transform GetCharacterSocketTransform();// 0x2526f78
void DoVehicleWeaponEquipActionBP(bool bEquip);// 0x2efb424
void DoUsedOrNotBP(STExtraPlayerCharacter* Character, bool bUsed);// 0x2efb424
void DoAutoReloadVehicleWeapon(STExtraShootWeapon* ShootWeapon);// 0x2526f00
bool CheckIsAutonomousOrObTarget();// 0x2526ed8
void ChangeScopingRotateSpeed(bool IsScoping);// 0x2526e58
void AfterReloadEnd();// 0x2526e44
--------------------------------
Class: STExtraShootWeapon.STExtraWeapon.LuaActor.Actor.Object
bool CloseLowLevelDeviceHitEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x908, Size: 1]
bool bUseAdjusetImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x909, Size: 1]
float voiceCheckCD;//[Offset: 0x90c, Size: 4]
float voiceCheckShowCD;//[Offset: 0x910, Size: 4]
bool isDefaultSlienceWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x914, Size: 1]
WeaponVerifyConfig ShootVerifyConfig;//[Offset: 0x930, Size: 64]
bool bIsPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x970, Size: 1]
bool bIsAIOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x971, Size: 1]
delegate OnShootWeaponAutoReloadDel;//[Offset: 0x974, Size: 12]
delegate OnCurBulletChange;//[Offset: 0x980, Size: 12]
delegate OnCurBarrelBulletChangeDelegate;//[Offset: 0x98c, Size: 12]
delegate OnStartFireDelegate;//[Offset: 0x998, Size: 12]
delegate OnStopFireDelegate;//[Offset: 0x9a4, Size: 12]
delegate OnWeaponShootDelegate;//[Offset: 0x9b0, Size: 12]
delegate OnServerWeaponShootDelegate;//[Offset: 0x9bc, Size: 12]
delegate OnWeaponShootHitDelegate;//[Offset: 0x9c8, Size: 12]
delegate OnWeaponReloadStartDelegate;//[Offset: 0x9d4, Size: 12]
delegate OnWeaponReloadReplayDelegate;//[Offset: 0x9e0, Size: 12]
delegate OnWeaponReloadEndDelegage;//[Offset: 0x9ec, Size: 12]
delegate OnWeaponEquipDelegate;//[Offset: 0x9f8, Size: 12]
delegate OnWeaponUnEquipDelegate;//[Offset: 0xa04, Size: 12]
delegate OnWeaponEquipAnimProcessDelegate;//[Offset: 0xa10, Size: 12]
delegate OnWeaponUnEquipAnimProcessDelegate;//[Offset: 0xa1c, Size: 12]
delegate OnLeftLastBulletWhenReloadOneByOneDelegate;//[Offset: 0xa28, Size: 12]
delegate OnBulletNumChangeDelegate;//[Offset: 0xa34, Size: 12]
delegate OnShootIntervalModeChangeDelegate;//[Offset: 0xa40, Size: 12]
delegate OnWeaponShootPlayerNotifyDelegate;//[Offset: 0xa58, Size: 12]
delegate OnWeaponDurabilityChangedDelegate;//[Offset: 0xa64, Size: 12]
delegate OnWeaponSecurityLogShootActorDelegate;//[Offset: 0xa70, Size: 12]
delegate OnShootWeaponAutoDrop;//[Offset: 0xa7c, Size: 12]
delegate OnWeaponDropStart;//[Offset: 0xa88, Size: 12]
delegate OnWeaponDropFinished;//[Offset: 0xa94, Size: 12]
delegate OnBulletLaunch;//[Offset: 0xaa0, Size: 12]
delegate OnBulletImpact;//[Offset: 0xaac, Size: 12]
delegate OnBulletImpactFX;//[Offset: 0xab8, Size: 12]
delegate OnSpawnBulletImpactFX;//[Offset: 0xac4, Size: 12]
delegate OnChangeShootType;//[Offset: 0xad0, Size: 12]
CrossHairComponent* CachedCrossHairComponent;//[Offset: 0xadc, Size: 4]
BulletHitInfoUploadComponent* CachedBulletHitInfoUploadComponent;//[Offset: 0xae0, Size: 4]
BulletTrackComponent* CachedBulletTrackComponent;//[Offset: 0xae4, Size: 4]
delegate OnScopeIn;//[Offset: 0xae8, Size: 12]
delegate OnScopeOut;//[Offset: 0xaf4, Size: 12]
delegate OnScopeInContinue;//[Offset: 0xb00, Size: 12]
STExtraShootWeaponComponent* ShootWeaponComponent;//[Offset: 0xb0c, Size: 4]
MultiBulletComponent* MultiBulletComponent;//[Offset: 0xb10, Size: 4]
GrenadeLaunchComponent* GrenadeLaunchComponent;//[Offset: 0xb14, Size: 4]
FillGasComponent* FillGasComponent;//[Offset: 0xb18, Size: 4]
int CurBulletNumInClip;//[Offset: 0xb1c, Size: 4]
BulletInClip CurBulletInClip;//[Offset: 0xb20, Size: 16]
int CurMaxBulletNumInOneClip;//[Offset: 0xb30, Size: 4]
int CurBulletNumInBarrel;//[Offset: 0xb34, Size: 4]
int DynamicReloadType;//[Offset: 0xb38, Size: 4]
byte ShootMode;//[Offset: 0xb3c, Size: 1]
byte CurShootType;//[Offset: 0xb3d, Size: 1]
int CurShootTotalType;//[Offset: 0xb40, Size: 4]
float VoiceCheckDis;//[Offset: 0xb44, Size: 4]
float SilenceVoiceCheckDis;//[Offset: 0xb48, Size: 4]
float nowVoiceCheckDis;//[Offset: 0xb4c, Size: 4]
Vector ShootTargetLoc;//[Offset: 0xb50, Size: 12]
int AngledSightID;//[Offset: 0xb68, Size: 4]
byte TraceChannel;//[Offset: 0xb6c, Size: 1]
Vector LastImpactEffectLocation;//[Offset: 0xb70, Size: 12]
float LastImpactEffectTime;//[Offset: 0xb7c, Size: 4]
int CurBurstShootIndex;//[Offset: 0xb84, Size: 4]
Transform BoltActionTransform;//[Offset: 0xb90, Size: 48]
bool bHasFinishConfirmedFromServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc0, Size: 1]
int ClientShootTimes;//[Offset: 0xbc4, Size: 4]
AkAudioEvent* BulletFlySound;//[Offset: 0xbc8, Size: 4]
AkAudioEvent* LoadBulletSound;//[Offset: 0xbcc, Size: 4]
AkAudioEvent* ChangeMagazineSound;//[Offset: 0xbd0, Size: 4]
AkAudioEvent* MagazineINSound;//[Offset: 0xbd4, Size: 4]
AkAudioEvent* MagazineOUTSound;//[Offset: 0xbd8, Size: 4]
AkAudioEvent* PullBoltSound;//[Offset: 0xbdc, Size: 4]
Vector BulletDecalScale;//[Offset: 0xbe0, Size: 12]
BulletInClip CurBulletInClipOnSimulatedClients;//[Offset: 0xbec, Size: 16]
bool CurAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbfd, Size: 1]
float DropDuration;//[Offset: 0xc00, Size: 4]
NormalProjectileComponent* NormalProjectileComponent;//[Offset: 0xc04, Size: 4]
float AIShootLoudness;//[Offset: 0xc08, Size: 4]
float AIShootStartAttenuationDis;//[Offset: 0xc0c, Size: 4]
float AIShootMaxDis;//[Offset: 0xc10, Size: 4]
float AISilenceShootLoudness;//[Offset: 0xc14, Size: 4]
float AISilenceShootStartAttenuationDis;//[Offset: 0xc18, Size: 4]
float AISilenceShootMaxDis;//[Offset: 0xc1c, Size: 4]
bool bEnableSwitchToGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc20, Size: 1]
byte CurShootWeaponState;//[Offset: 0xc21, Size: 1]
ShootWeaponEntity* ShootWeaponEntityComp;//[Offset: 0xc30, Size: 4]
ShootWeaponEffectComponent* ShootWeaponEffectComp;//[Offset: 0xc34, Size: 4]
ShootWeaponAutoTestHandle* AutoTestHandle;//[Offset: 0xc38, Size: 4]
int md_MaxBulletArraySize;//[Offset: 0xc3c, Size: 4]
enum CurShootIntervalMode;//[Offset: 0xc40, Size: 1]
bool IsEquipSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc41, Size: 1]
bool IsEquipACCore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc42, Size: 1]
bool IsEquipFiringSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc43, Size: 1]
bool IsEquipCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc44, Size: 1]
Vector OffsetFPPLocation;//[Offset: 0xc48, Size: 12]
Rotator OffsetFPPRotation;//[Offset: 0xc54, Size: 12]
Vector OffsetFPPCrouchLocation;//[Offset: 0xc60, Size: 12]
Rotator OffsetFPPCrouchRotation;//[Offset: 0xc6c, Size: 12]
Vector OffsetFPPProneLocation;//[Offset: 0xc78, Size: 12]
Rotator OffsetFPPProneRotation;//[Offset: 0xc84, Size: 12]
Rotator OffsetFPPScopeRotation;//[Offset: 0xc90, Size: 12]
Vector OffsetAngledFPPLocation;//[Offset: 0xc9c, Size: 12]
Rotator OffsetAngledFPPRotation;//[Offset: 0xca8, Size: 12]
Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xcb4, Size: 12]
Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xcc0, Size: 12]
Vector OffsetAngledFPPProneLocation;//[Offset: 0xccc, Size: 12]
Rotator OffsetAngledFPPProneRotation;//[Offset: 0xcd8, Size: 12]
Rotator OffsetAngledFPPScopeRotation;//[Offset: 0xce4, Size: 12]
bool DefaultScopeVisiable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf0, Size: 1]
enum[] AvailableWeaponAttachmentSocketTypeList;//[Offset: 0xd00, Size: 12]
AttrModifyComponent* AttrModifierCompoment;//[Offset: 0xd0c, Size: 4]
WeaponAttrModifyConfig[] WeaponAttrModifyConfigList;//[Offset: 0xd10, Size: 12]
int[] AttachedAttachmentID;//[Offset: 0xd1c, Size: 12]
<int64,int> AttachedAttachmentInstanceID;//[Offset: 0xd28, Size: 60]
int[] DefaultAttachedAttachmentID;//[Offset: 0xd64, Size: 12]
uint32 ShootID;//[Offset: 0xd70, Size: 4]
WeaponAntiCheatComp* AntiCheatComp;//[Offset: 0xd74, Size: 4]
SimulateBulletHitInfoData[] SimulateHitDataArray;//[Offset: 0xd78, Size: 12]
bool IsInitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd88, Size: 1]
bool IsRegisterCanModifyAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd89, Size: 1]
bool bIsResettedMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe30, Size: 1]
bool bUnlimitBulletWhenStandAlone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe70, Size: 1]
bool bEnableReloadADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe78, Size: 1]
bool bCanAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe79, Size: 1]
delegate OnSetRearSightIndexDelegate;//[Offset: 0xe7c, Size: 12]
int WeaponDurability;//[Offset: 0xe88, Size: 4]
int8 CurRearSightIndex;//[Offset: 0xe8c, Size: 1]
bool bEquipmentModifierOnlyRepOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe94, Size: 1]
int UpgradeInfoID;//[Offset: 0xe98, Size: 4]
uint32[] UpgradeBModifyIdArray;//[Offset: 0xe9c, Size: 12]
bool bUseNewUploadData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xea8, Size: 1]
bool bUseHitDataFlowOpt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xea9, Size: 1]
enum LastRequestFireRet;//[Offset: 0xeaa, Size: 1]
BulletHitInfoUploadDataInReplay[] RepRelpayHitDataArray;//[Offset: 0xee8, Size: 12]
void UpdateComponentTick();// 0x2461994
void TimerNetMulticastShootBug();// 0x20ef4c8
bool StopFireFilter();// 0x21590e4
void StopFire(byte ToState);// 0x2461914
void StopFillGas();// 0x2461900
int StartReload();// 0x24618d0
bool StartFireFilter();// 0x21591a4
void StartFire();// 0x24618b4
void StartFillGas();// 0x24618a0
void StartDoPreBarrel(float HandledTime);// 0x237d6b0
void StartDoBarrel();// 0x2461884
void ShowDefaultScope(bool bShow);// 0x2461804
void ShowDefaultAttachmentComponentByType(enum Type, bool bVisible);// 0x2461740
void ShootIDIsNotValid();// 0x2461724
void SetWeaponAttrModifierEnable(FString AttrModifierID, bool Enable, bool ClientSimulate);// 0x24615cc
void SetUpgradeInfoID(int ID);// 0x2461554
void SetReloadWithNoCostFromEntity(bool bReloadWithNoCost);// 0x24614d4
void SetReloadTypeOnServer(byte ReloadType);// 0x246145c
void SetRearSightIndex(int Index);// 0x24613e4
void SetCurShootType(byte ShootType);// 0x246136c
void SetCurrentBulletNumInClipOnServer(BulletInClip InBulletInClip);// 0x2461208
void SetCurrentBulletNumInClipOnClient(BulletInClip InBulletInClip);// 0x24610a4
void SetCurReloadMethod(byte method);// 0x246102c
void SetBulletInClip(out BulletInWeapon[] InCurBulletList, int Count);// 0x2460f18
void SetBaseImpactDamageEntity(float Damage);// 0x21be6b4
void SetAvailableWeaponAttachmentSocketTypeList(out enum[] List);// 0x2460e0c
bool ScopeOut();// 0x23f7818
void ScopeInContinue();// 0x2460df8
bool ScopeIn();// 0x2460dc8
void S2C_SyncAllClientsBulletsNum(int BulletsNum);// 0x2460d48
void RPC_ServerStopReload(int InterruptState);// 0x2460c94
void RPC_ServerSetMaxBulletNum();// 0x2460c38
void RPC_ServerSetBaseImpactDamageEntity(float Damage);// 0x2460b84
void RPC_Server_SetRearSightIndex(int Index);// 0x2460ad0
void RPC_ClientSetCurShootType(byte ShootType);// 0x2460a1c
void RPC_ClientSetCurReloadMethod(byte method);// 0x2460968
void RPC_ClientNotifyLeftLastBulletWhenReloadOneByOne(int RemainReloadTimes);// 0x2454a44
void RPC_ClientChangeFreshWeaponState_WithParams(byte State, byte Parameter);// 0x246086c
void RPC_Client_SetBulletNumInClip(BulletInClip InBulletInClip);// 0x2460624
void RPC_Client_DebugShootOtherBlock(Actor* BlockAct, PrimitiveComponent* BlockComp, Vector BlockActWorldVec, Vector BlockCompWorldVec);// 0x2460470
void RotateCrossHair(Rotator Rot);// 0x2460400
void ResetInitialBulletNumInClip(bool bSetZero);// 0x2460380
void ResetCurBulletNumInBarrel();// 0x246036c
void ReSetBulletInClip(BulletInClip NewBulletInClip);// 0x2460208
void RemoveGrenadeLaunchBullet(int RemoveNum);// 0x2460190
void RemoveBulletInClip(int RemoveNum, bool IsRevert);// 0x24600cc
void RefreshBulletInClip(int Count);// 0x2460054
void ReduceWeaponDurability(int ReduceAmount);// 0x245ffdc
void PreSetBulletListInClip(BulletInClip NewBulletInClip);// 0x245fe78
byte PopNextSpecialBulletID();// 0x245fe48
void OnWeaponUnEquipDelegate__DelegateSignature();// 0x2efb424
void OnWeaponUnEquipAnimProcessDelegate__DelegateSignature();// 0x2efb424
void OnWeaponShootPlayerNotifyDelegate__DelegateSignature();// 0x2efb424
void OnWeaponShootHitDelegate__DelegateSignature(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x2efb424
void OnWeaponShootDelegate__DelegateSignature();// 0x2efb424
void OnWeaponSecurityLogShootActorDelegate__DelegateSignature(Actor* InHitActor, out const SecurityLogHitTargetInfo TargetInfo);// 0x2efb424
void OnWeaponReloadStartDelegate__DelegateSignature();// 0x2efb424
void OnWeaponReloadReplayDelegate__DelegateSignature();// 0x2efb424
void OnWeaponReloadEndDelegage__DelegateSignature();// 0x2efb424
void OnWeaponEquipDelegate__DelegateSignature();// 0x2efb424
void OnWeaponEquipAnimProcessDelegate__DelegateSignature();// 0x2efb424
void OnWeaponDurabilityChangeDelegate__DelegateSignature();// 0x2efb424
void OnStopFireDelegate__DelegateSignature();// 0x2efb424
void OnStartFireDelegate__DelegateSignature();// 0x2efb424
void OnSpawnBulletImpactFX__DelegateSignature(out const BulletHitInfoUploadData ImpactResult, STEShootWeaponBulletImpactEffect* ImpactEffect);// 0x2efb424
void OnShootWeaponDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2efb424
void OnShootWeaponAutoReloadDelegate__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2efb424
void OnShootWeaponAutoDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2efb424
void OnShootIntervalModeChangeDelegate__DelegateSignature();// 0x2efb424
void OnSetRearSightIndexDelegate__DelegateSignature(int PrevIndex, int PostIndex);// 0x2efb424
void OnScopeInContinue__DelegateSignature();// 0x2efb424
void OnRep_WeaponDurability();// 0x245fe34
void OnRep_UpgradeInfoID();// 0x245fe20
void OnRep_SimulateHitDataArray();// 0x245fe0c
void OnRep_RelpayHitDataArray();// 0x245fdf8
void OnRep_IsEquipACCore();// 0x245fde4
void OnRep_DynamicReloadType(int OldVal);// 0x245fd6c
void OnRep_CurRearSightIndex(int8 PrevIndex);// 0x245fcf4
void OnRep_CurMaxBulletNumChange();// 0x245fce0
void OnRep_CurCurShootIntervalMode();// 0x245fccc
void OnRep_CurBulletInClipOnSimulatedClients();// 0x245fcb8
void OnMaxBulletChange__DelegateSignature();// 0x2efb424
void OnLeftLastBulletWhenReloadOneByOne__DelegateSignature(int RemainNum);// 0x2efb424
void OnCurBulletChange__DelegateSignature();// 0x2efb424
void OnCurBarrelBulletChangeDelegate__DelegateSignature();// 0x2efb424
void OnChangeShootType__DelegateSignature(STExtraShootWeapon* ShootWeapon, byte ShootType);// 0x2efb424
void OnBulletNumChangeDelegate__DelegateSignature();// 0x2efb424
void OnBulletLaunch__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet);// 0x2efb424
void OnBulletImpactFX__DelegateSignature(out const BulletHitInfoUploadData ImpactResult, STEShootWeaponBulletImpactEffect* ImpactEffect);// 0x2efb424
void OnBulletImpact__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet, out const HitResult HitRet);// 0x2efb424
void NotifyServerNoneShootAction();// 0x245fc5c
void NotifyLeftLastBulletWhenReloadOneByOneOnServer(int RemainReloadTimes);// 0x245fbe4
void NotifyClientNoneShootAction();// 0x245fb88
void LocalSetBulletNumInClip(BulletInClip InBulletInClip);// 0x245fa24
bool IsWeaponDurabilityLoss();// 0x245f9fc
bool IsWeaponAttachmentFullEquiped();// 0x245f9d4
bool IsVehicleWeapon();// 0x245f9ac
bool IsUsingGrenadeLaunch();// 0x245f984
bool IsUseNewUploadData();// 0x245f95c
bool IsSwallowBulletTarget(Actor* TargetActor);// 0x245f8d4
bool IsSupportBolt();// 0x245f8a4
bool IsSupportAutoAim();// 0x245f87c
bool IsSpecialBulletIDValid(byte SpecialBulletID, int CurShootID);// 0x245f7b0
bool IsOwnerInGunADS();// 0x245f788
bool IsInPreFire();// 0x245f760
static bool IsGHasInfiniteBullets();// 0x245f738
bool IsForbidShootTarget(Actor* TargetActor);// 0x245f6b0
bool IsEnableReloadADS();// 0x245f694
bool IsEnableDropBullet();// 0x245f66c
bool IsDriverVehicleWeapon();// 0x245f644
bool IsAutoDrop();// 0x245f61c
void InitWeaponDurability(int NewVal);// 0x245f5a4
bool HasUpgrade();// 0x245f57c
bool HasMultiBullet();// 0x245f554
void HandleWeaponScopeUnEquiped(enum Type);// 0x245f4dc
void HandleWeaponScopeEquiped(enum Type);// 0x245f464
void HandleWeaponAvatarPutOnSlot(int SlotID);// 0x21be6b4
void HandleWeaponAvatarLoaded(int SlotID, ItemDefineID DefineID);// 0x245f394
void HandleWeaponAvatarClearSlot(int SlotID);// 0x21be6b4
void HandleScopeOut(bool bIsBegin);// 0x245f314
void HandleScopeIn(bool bIsBegin);// 0x245f294
void HandlePartsEquipped(int WeaponSlotID, bool IsEquipped);// 0x245f1d0
void HandleAllWeaponAvatarLoaded();// 0x245f1bc
byte GetWeaponReloadType();// 0x245f194
int GetWeaponIDFromEntity();// 0x245f16c
int GetWeaponID();// 0x245f13c
int GetWeaponDurability();// 0x245f114
float GetWeaponBodyLength();// 0x245f0ec
Vector GetVolleyShootDirection(Vector TargetLoc, Vector OldStartLoc, Vector NewStartLoc, Vector BulletDir);// 0x245ef54
ParticleSystem* GetVisualBulletTrackFX();// 0x245ef2c
bool GetVisualBulletTrackEnabled();// 0x245ef04
WeaponVisualBulletItemConfig GetVisualBulletItemConfig();// 0x245eec4
FName GetVerifyScopeSocketNameFromEntity();// 0x245ee84
bool GetUseSpecificBulletNumOnReloadFromEntity();// 0x245ee5c
bool GetUseReasonableBoltFromEntity();// 0x245ee34
int GetUpgradeInfoID();// 0x245ee0c
float GetTraceDistanceFromEntity();// 0x245ede4
FName GetSilencerSocketNameFromEntity();// 0x245eda4
ShootWeaponEntity* GetShootWeaponEntityComponent();// 0x245ed7c
ShootWeaponEffectComponent* GetShootWeaponEffectComponent();// 0x245ed54
byte GetShootTypeFromEntity();// 0x245ed2c
int GetShootReduceDurabilityAmount();// 0x245ed04
int GetShootIntervalShowNumberFromEntity();// 0x245ecdc
float GetShootIntervalFromEntity(int BulletIndex);// 0x245ec54
FName GetShellDropSocketNameFromEntity();// 0x245ec14
MeshComponent* GetScopeMeshByType(FName SocketName, enum Type, int SocketIndex);// 0x245eb04
int GetScopeID(bool bIsAngledOpticalSight);// 0x245ea74
MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x245e950
MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x245e838
int GetRemainReloadTimes();// 0x245e810
bool GetReloadWithNoCostFromEntity();// 0x245e7e8
float GetReloadTimeMagOutFromEntity();// 0x245e7c0
float GetReloadTimeMagInFromEntity();// 0x245e798
float GetReloadTimeFromEntity();// 0x245e770
FString GetReloadTIDPostfixByReloadType(byte ReloadType, bool IsTactical);// 0x245e61c
FName GetReloadTIDNameNew(byte method);// 0x245e594
FName GetReloadTIDName(byte method);// 0x245e504
float GetReloadTacticalTimeFromEntity();// 0x245e4dc
int GetReloadSpecificBulletNumFromEntity();// 0x245e4b4
float GetReloadRateFromEntity();// 0x245e48c
float GetReloadDurationStartFromEntity();// 0x245e464
float GetReloadDurationLoopFromEntity();// 0x245e43c
float GetReloadDurationEndFromEntity();// 0x245e414
Transform GetRelativeMuzzleTransform();// 0x245e3ac
float GetReferenceDistance();// 0x245e384
FName GetRearSightSocket(int Index);// 0x245e2fc
Rotator GetRearSightRot();// 0x245e2b4
int GetRearSightIndex();// 0x245e28c
Rotator GetRearSightHandRotOffset();// 0x245e244
float GetRangeModifier();// 0x245e21c
SRangeAttenuateConfig[] GetRangeAttenuateFromEntity();// 0x245e15c
float GetPreFireTimeFromEntity();// 0x245e134
float GetPreFireAnimScaleFromEntity();// 0x245e10c
float GetPostReloadTimeFromEntity();// 0x245e0e4
float GetPostFireTimeFromEntity();// 0x245e0bc
float GetPostFillGasTime();// 0x245e094
FName GetOverrideScopeAimSocketName();// 0x245e054
int GetOnceReloadBulletNumOverride();// 0x245e024
byte GetNextSpecialBulletID();// 0x245dff4
bool GetNeedMagAnimationWhenReload();// 0x245dfcc
Transform GetMuzzleTransform();// 0x245df64
FName GetMuzzleSocketNameFromEntity();// 0x245df1c
float GetMinShootIntervalFromEntity();// 0x245def4
float GetMaxVelocityOffsetAddRateFromEntity();// 0x245decc
float GetMaxValidHitTimeFromEntity();// 0x245dea4
float GetMaxImpactEffectSkipTimeFromEntity();// 0x245de7c
int GetMaxBulletNumInOneClipFromEntity();// 0x245de54
int GetMaxBulletNumInBarrelFromEntity();// 0x245de2c
bool GetIsNeedOffsetVelocityFromEntity();// 0x245de04
bool GetIsEnableScopeInFromEntity();// 0x245dddc
float GetImpactEffectSkipDistanceFromEntity();// 0x245ddb4
float GetIgnoreRangeAttenuatDis();// 0x245dd8c
WeaponHitPartCoff GetHitPartCoff(Actor* Victim, bool IsGunADS);// 0x245dca4
AkAudioEvent* GetGrenadeLaunchShootSound();// 0x245dc7c
WeaponCrossHairPerformData[] GetGrenadeLaunchCrossHairData();// 0x245db20
float GetGasAddDamageRate();// 0x245daf8
float GetGameDeviationFactor();// 0x245dad0
FName GetFiringSuppressorSocketNameFromEntity();// 0x245da90
float GetFireSensitiveYawRate();// 0x245da68
float GetFireSensitivePitchRate();// 0x245da40
int GetExtraShootIntervalShowNumberFromEntity();// 0x245da18
float GetExtraShootIntervalFromEntity();// 0x245d9f0
<int,bool> GetEquipAttachSlotMap();// 0x245d820
MeshComponent* GetDefaultAttachmentComponentByType(enum Type);// 0x245d798
byte GetCurSightVisionType();// 0x245d770
byte GetCurSightType();// 0x245d740
enum GetCurShootIntervalMode();// 0x245d724
int GetCurrentBulletNumInClip();// 0x245d708
float GetCurReloadTime();// 0x245d6e0
byte GetCurReloadMethod();// 0x245d6b8
float GetCurGasRate();// 0x245d690
float GetCurGasAngle();// 0x245d668
int GetCurBulletNumInClip();// 0x245d640
float GetCrossHairInitSize();// 0x245d618
float GetCrossHairBurstSpeed();// 0x245d5f0
float GetCrossHairBurstIncreaseSpeed();// 0x245d5c8
byte GetControllerRole();// 0x21f7a7c
int GetConstantWeaponDurabilityFromEntity();// 0x245d5a0
bool GetClipHasInfiniteBulletsFromEntity();// 0x245d578
MeshComponent* GetChildMeshComp(FName compTag);// 0x245d4f8
bool GetCanRecordHitDetailFromEntity();// 0x245d4d0
float GetBurstShootIntervalFromEntity();// 0x245d4a8
float GetBurstShootCDFromEntity();// 0x245d480
int GetBurstShootBulletsNumFromEntity();// 0x245d458
ItemDefineID GetBulletTypeFromEntity();// 0x245d40c
BulletTrackComponent* GetBulletTrackComponent();// 0x245d3e4
float GetBulletRangeEntity();// 0x245d3bc
int GetBulletNumSingleShotFromEntity();// 0x245d394
int GetBulletNumSingleShotAtFire(bool IsGunADS);// 0x245d304
float GetBulletMomentumFromEntity();// 0x245d2dc
float GetBulletFireSpeedFromEntity();// 0x245d2b4
float GetBaseReloadTime(bool bTactical);// 0x245d22c
float GetBaseImpactDamageEntity();// 0x245d204
enum[] GetAvailableWeaponAttachmentSocketTypeList();// 0x245d0ec
float GetAutoShootCDFromEntity();// 0x245d0bc
bool GetAutoReloadFromEntity();// 0x245d094
float GetAnimForegripParam();// 0x245d06c
bool GetADSManualStop();// 0x245d044
float GetAccessoriesVRecoilFactor();// 0x245d01c
float GetAccessoriesRecoveryFactor();// 0x245cff4
float GetAccessoriesHRecoilFactor();// 0x245cfcc
float GetAccessoriesDeviationFactor();// 0x245cfa4
void ForceSyncAllClientsBulletsNumOnServer();// 0x245cf90
void FixBulletNumWithValideData();// 0x245cf7c
void EnableInfiniteBullets(bool bEnableInfiniteBullets);// 0x245cefc
void DoGrenadeLaunchStartReload();// 0x245cee8
void CostGasByOneShoot();// 0x245ced4
bool ConditionForbidShootTarget();// 0x2159114
void ConditionDrawRelpayHitData(out const BulletHitInfoUploadDataInReplay HitData);// 0x245cdc8
void ClearWeaponAttrModifier();// 0x245cdb4
void ClampBulletInClip(int MinCount, int MaxCount);// 0x245ccf8
void CheckReloadAttr();// 0x245cce4
bool CheckNeedClientSetMaxBulletNum();// 0x245ccbc
bool CanSwitchToGrenade();// 0x245cca0
float CalcReloadAnimRate(AnimMontage* ReloadMontage, byte WeaponReloadMethod);// 0x245cbdc
void BP_OnSyncSimulatedClientsCurBullets();// 0x2efb424
void AddWeaponDurability(int AddAmount);// 0x245cb64
bool AddWeaponAttrModifierConfig(FString ConfigId, out const WeaponAttrModifyData[] AttrModifiers, int UnquieID);// 0x245c95c
void AddOwnerOffsetVelocity(out Vector OrginalVelocity);// 0x245c8d8
void AddFillGas(float AddTime);// 0x245c860
void AddBulletInClip(BulletInWeapon[] InCurBulletList, int Count);// 0x245c6c4
--------------------------------
Class: STExtraWeapon.LuaActor.Actor.Object
int iRegionWeapon;//[Offset: 0x3d8, Size: 4]
float MaxWaitHandleAvatarMeshChangedTime;//[Offset: 0x3dc, Size: 4]
bool GM_DisableHandleAvatarMeshChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e0, Size: 1]
bool GM_UseAsyncMeshLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e1, Size: 1]
bool GM_EnableNewWeaponInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e2, Size: 1]
bool GM_EnableCheckReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e3, Size: 1]
bool GM_EnableCheckReInitSimWeaponOwnerProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4, Size: 1]
MainWeaponTableStruct WeaponCfg;//[Offset: 0x3e8, Size: 16]
Transform WeaponAttachMeshOffset;//[Offset: 0x400, Size: 48]
Transform FPPWeaponOffset;//[Offset: 0x430, Size: 48]
Transform FPPWeaponOffsetNonShooting;//[Offset: 0x460, Size: 48]
Transform FPPWeaponOffsetSprint;//[Offset: 0x490, Size: 48]
Transform TDModeFPPWeaponOffset;//[Offset: 0x4c0, Size: 48]
Transform TDModeFPPWeaponOffsetNonShooting;//[Offset: 0x4f0, Size: 48]
Transform TDModeFPPWeaponOffsetSprint;//[Offset: 0x520, Size: 48]
int CrossHairType;//[Offset: 0x550, Size: 4]
float UnMatchStateSyncCheckInterval;//[Offset: 0x554, Size: 4]
WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x558, Size: 4]
PredictLineComponent* PredictLine;//[Offset: 0x55c, Size: 4]
FName WeaponStaticMeshCompTag;//[Offset: 0x560, Size: 8]
WeaponOwnerProxy* OwnerProxy;//[Offset: 0x568, Size: 4]
delegate WeaponEffectActionDelegate;//[Offset: 0x56c, Size: 12]
delegate FireOneShotEffectDelegate;//[Offset: 0x578, Size: 12]
delegate OnShootWeaponChangeState;//[Offset: 0x584, Size: 12]
delegate OnWeaponChangeStateCommon;//[Offset: 0x590, Size: 12]
delegate OnWeaponAttachToBackDelegate;//[Offset: 0x59c, Size: 12]
delegate OnWeaponDrawHUDDelegate;//[Offset: 0x5a8, Size: 12]
delegate OnDisconnectToClientOnServerDelegate;//[Offset: 0x5b4, Size: 12]
delegate OnReconnectToClientOnServerDelegate;//[Offset: 0x5c0, Size: 12]
delegate OnRecoverOnClientDelegate;//[Offset: 0x5cc, Size: 12]
delegate OnWeaponTriggerEventDelegate;//[Offset: 0x5d8, Size: 12]
delegate OnWeaponBaseEquipDelegate;//[Offset: 0x5e4, Size: 12]
delegate OnWeaponBaseUnEquipDelegate;//[Offset: 0x5f0, Size: 12]
delegate OnEquipOrUnEuipAttachmentDelegate;//[Offset: 0x5fc, Size: 12]
WeaponEntity* WeaponEntityComp;//[Offset: 0x608, Size: 4]
WeaponSpecificHandler* WeaponSpecHandler;//[Offset: 0x60c, Size: 4]
byte CurFreshWeaponState;//[Offset: 0x610, Size: 1]
delegate OnGetOwnerActorDelegate;//[Offset: 0x614, Size: 12]
byte SyncFreshWeaponStateForRep;//[Offset: 0x620, Size: 1]
FName WeaponAttachSocketName;//[Offset: 0x628, Size: 8]
bool bNeedReconnct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x630, Size: 1]
bool bClientHasFinishedCteate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x631, Size: 1]
bool GM_CloseMaxWeaponReconnetTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x632, Size: 1]
float MaxReconnectTime;//[Offset: 0x634, Size: 4]
float StartReconnectTime;//[Offset: 0x638, Size: 4]
WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x640, Size: 104]
SceneComponent*[] UpdateOptimizationList;//[Offset: 0x6b0, Size: 12]
bool bEnableCompUpdateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bc, Size: 1]
SpawnAndBackpackWeaponReplicatedData OwnerClientCreateWeaponData;//[Offset: 0x6c0, Size: 88]
float ServerStartCreateWeaponTime;//[Offset: 0x718, Size: 4]
float ServerFinishCreateWeaponTime;//[Offset: 0x71c, Size: 4]
bool bPlayBackpackToIdleAnimWhenGet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x720, Size: 1]
WeaponTriggerEventHandleSkill* SkillHandleComp;//[Offset: 0x724, Size: 4]
StaticMeshComponent* WeaponStaticMeshComp;//[Offset: 0x72c, Size: 4]
byte CurWeaponState;//[Offset: 0x730, Size: 1]
Actor* SimulatedOwnerActor;//[Offset: 0x734, Size: 4]
Pawn* SimulatedOwnerPawn;//[Offset: 0x738, Size: 4]
<SceneComponent*,SceneCompUpdateOptimizationItem> SceneCompsUpdateOpCatche;//[Offset: 0x740, Size: 60]
WeaponStateManager* _WeaponStateManager;//[Offset: 0x788, Size: 4]
MeshSynData[] synData;//[Offset: 0x790, Size: 12]
bool IsMeshInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79c, Size: 1]
float MaxWaitMeshInitTime;//[Offset: 0x7a0, Size: 4]
float WaitMeshInitTime;//[Offset: 0x7a4, Size: 4]
bool UseReplaceBulletType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a8, Size: 1]
bool bNeedUpdateWeaponAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a9, Size: 1]
WeaponLogicBaseComponent*[] TickComponentList;//[Offset: 0x7ac, Size: 12]
bool IsNeedReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c0, Size: 1]
GrenadeAvatarComponent* GrenadeAvatarComponent;//[Offset: 0x7c4, Size: 4]
bool EnableWeaponReloadAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c8, Size: 1]
bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c9, Size: 1]
delegate ForceHideWeaponWidget;//[Offset: 0x7cc, Size: 12]
bool bNeedHiddenWhenCameraModeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d8, Size: 1]
ActorComponent*[] CrossHairComps;//[Offset: 0x7dc, Size: 12]
byte WeaponUIType;//[Offset: 0x7e8, Size: 1]
Transform DefaultRelativeTransform;//[Offset: 0x7f0, Size: 48]
Rotator RotForSimulate;//[Offset: 0x820, Size: 12]
int FuncFlag;//[Offset: 0x82c, Size: 4]
bool bTriggerWeaponEffectWhenAppActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x834, Size: 1]
byte AppActiveWeaponAction;//[Offset: 0x835, Size: 1]
<SceneComponent*,CharacterCompOutOfVisionOptimizationItem> WeaponCompOutOfVisionOptimizationDataMap;//[Offset: 0x838, Size: 60]
FString[] ComponentTickWhiteList;//[Offset: 0x874, Size: 12]
<ActorComponent*,bool> CompTickStateMap;//[Offset: 0x880, Size: 60]
bool bIsInValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bc, Size: 1]
void WeaponNotifyChangeStateDelegate__DelegateSignature(byte State);// 0x2efb424
void WeaponEffectActionDelegate__DelegateSignature(byte Action);// 0x2efb424
void UpdateWeaponAvatar(float DeltaTime);// 0x2efb424
void TriggerWeaponEvent(enum Event);// 0x248fd10
bool StartScopeFilter();// 0x248fce0
void SpecialResetForWeaponCrosshair();// 0x2efb424
void RPC_ClientSyncPostFireHandledTime(float InPostFireHandledTime);// 0x248fc2c
void RPC_ClientChangeFreshWeaponState(byte State);// 0x248fb78
void RespawnData();// 0x2efb424
void ResetData();// 0x2efb424
void ReceivedUseWeapon();// 0x2efb424
void ReceivedDisuseWeapon();// 0x2efb424
void PlayLocalShellDropFX();// 0x2efb424
void OnWeaponTriggerEventDelegate__DelegateSignature(enum Event);// 0x2efb424
void OnWeaponDrawHUD__DelegateSignature(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x2efb424
void OnWeaponBaseUnEquipDelegate__DelegateSignature();// 0x2efb424
void OnWeaponBaseEquipDelegate__DelegateSignature();// 0x2efb424
void OnWeaponAttachToBackDelegate__DelegateSignature(FName SocketName);// 0x2efb424
void OnShootWeaponChangeStateDelegate__DelegateSignature(byte LastState, byte NewState);// 0x2efb424
void OnRep_WeaponReconnectReplicateData();// 0x248fb64
void OnRep_WeaponAttachSocketName();// 0x248fb50
void OnRep_SimulatedOwnerPawn();// 0x248fb3c
void OnRep_OwnerClientCreateWeaponData();// 0x248fb28
void OnRep_bPlayBackpackToIdleAnimWhenGet();// 0x248fb14
void OnRep_AvatarMeshChanged();// 0x248fb00
void OnRep_AttachmentReplication();// 0x21d46a4
void OnReleaseTrigger();// 0x248fae4
void OnRecoverOnClientDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2efb424
void OnReconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2efb424
void OnPushTrigger();// 0x22ea384
void OnGetOwnerActorDelegate__DelegateSignature(Actor* OwnerActor);// 0x2efb424
void OnEquipOrUnEuipAttachmentDelegate__DelegateSignature(bool IsEquip, BackpackWeaponAttachHandle* AttachHandle);// 0x2efb424
void OnDisconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2efb424
void NewInitWeapon();// 0x248fad0
bool JudgeHasEquipedComponentSlot(byte Slot);// 0x248fa50
bool IsUseAttrModify();// 0x248fa20
bool IsSimulated();// 0x248f9f8
bool IsLocalOrSpectorPlayer();// 0x248f9d0
bool IsAutonomous();// 0x248f9a8
void InitWeapon();// 0x248f994
bool HasComponentSlot(byte Slot);// 0x248f914
void HandleReconnectNew(Actor* WeaponOwner);// 0x248f89c
byte GetWeaponTypeNew();// 0x248f874
byte GetWeaponType();// 0x248f84c
StaticMeshComponent* GetWeaponStaticMeshComponent();// 0x248f824
byte GetWeaponStateType();// 0x248f7fc
byte GetWeaponSlot();// 0x248f7d4
int GetWeaponSkillID();// 0x248f7ac
SkeletalMeshComponent* GetWeaponSkeletalMeshComponent();// 0x248f784
enum GetWeaponOwnerObserverType();// 0x248f75c
FString GetWeaponName();// 0x248f69c
MeshComponent* GetWeaponMeshComponent();// 0x248f66c
int GetWeaponID();// 0x245f13c
byte GetWeaponHoldType();// 0x248f644
byte GetWeaponFireMode();// 0x248f614
WeaponEntity* GetWeaponEntityComponent();// 0x248f5ec
FString GetWeaponDetailInfo();// 0x248f52c
FName GetWeaponAttachSocket();// 0x248f4e4
WeaponSpecificHandler* GetSpecificHandler();// 0x248f4bc
float GetSpecialScopeFov();// 0x248f48c
int GetScopeID(bool bIsAngledOpticalSight);// 0x245ea74
MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x245e950
MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x245e838
FString GetOwnerPlayerName();// 0x248f3cc
PlayerController* GetOwnerPlayerController();// 0x248f39c
Pawn* GetOwnerPawn();// 0x248f374
FString GetOwnerName();// 0x248f2b4
Controller* GetOwnerController();// 0x248f284
Actor* GetOwnerActor();// 0x248f254
ItemDefineID GetItemDefineID();// 0x248f208
GrenadeAvatarComponent* GetGrenadeAvatar();// 0x248f1e0
byte GetCurSightType();// 0x245d740
WeaponComponentItemData GetComponentSlotTarget(byte Slot);// 0x248f09c
LinearColor GetColorByTeamID(int TeamID);// 0x2efb424
ItemHandleBase* GetBackpackItemHandle();// 0x248f074
void ForceHideWeaponWidget__DelegateSignature(bool bIsBegin);// 0x2efb424
void DelayHandleAvatarMeshChanged();// 0x248f060
void CreateWeaponHandleCallback(ItemDefineID DefineID, BattleItemHandleBase* BattleItemHandle);// 0x248ef94
void ClientLoadDefaultMesh();// 0x248ef80
void CheckNeedReInitWeaponOwnerData(Actor* OwnerActor);// 0x248ef08
bool CheckHasFuncByInt(int Func);// 0x248ee88
bool CheckHasFunc(enum Func);// 0x248ee88
void ChangeSequenceState(byte StateType);// 0x248ee08
void CallForceHideWeaponWidgetDel();// 0x248edf4
--------------------------------
Class: LuaActor.Actor.Object
LuaNetSerialization LuaNetSerialization;//[Offset: 0x340, Size: 60]
FString LuaFilePath;//[Offset: 0x37c, Size: 12]
void UnRegistLuaTick();// 0x567840c
void RegistLuaTick(float TickInterval);// 0x5678394
--------------------------------
Class: MainWeaponTableStruct
int KeyID;//[Offset: 0x0, Size: 4]
int[] SkillIDList;//[Offset: 0x4, Size: 12]
--------------------------------
Class: WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x668, Size: 1]
bool SetAutonomousLoadRes();// 0x210280c
void SelectWeaponGunOnePart(int WeaponGunPart);// 0x254e240
void EnableDIYPatternMirro(bool bMirro, bool bLeftToRight);// 0x254e170
--------------------------------
Class: WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
STExtraWeapon* OwnerWeapon;//[Offset: 0x488, Size: 4]
delegate OnScopeEquipDelegate;//[Offset: 0x490, Size: 12]
delegate OnScopeUnequipDelegate;//[Offset: 0x49c, Size: 12]
delegate OnWeaponAvatarLoaded;//[Offset: 0x4a8, Size: 12]
delegate OnWeaponAvatarLoaded2;//[Offset: 0x4b4, Size: 12]
delegate OnWeaponAttachAvatarLoaded;//[Offset: 0x4c0, Size: 12]
delegate OnWeaponAvatarClearSlot;//[Offset: 0x4cc, Size: 12]
delegate OnWeaponAvatarPutOnSlot;//[Offset: 0x4d8, Size: 12]
bool bIsEquipScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e4, Size: 1]
delegate OnWeaponPartsEquipped;//[Offset: 0x4e8, Size: 12]
delegate OnWeaponPartsRender;//[Offset: 0x4f4, Size: 12]
delegate OnWeaponEffectParticleCreate;//[Offset: 0x500, Size: 12]
<int,HandleMeshPack> DefaultAttachmentMesh;//[Offset: 0x524, Size: 60]
<int,HandleMeshPack> DefaultAttachmentMeshOverride;//[Offset: 0x560, Size: 60]
MeshSynData[] DefaultSynData;//[Offset: 0x59c, Size: 12]
FString OwnerPlayerUID;//[Offset: 0x5ac, Size: 12]
WeaponDIYData WeaponDIYData;//[Offset: 0x5bc, Size: 60]
DIYEnableLevel[] EnableLevelMap;//[Offset: 0x600, Size: 12]
bool bShouldFindItemSkipInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60c, Size: 1]
ItemDefineID WeaponDefineID;//[Offset: 0x610, Size: 24]
bool ShouldDisplayByQuality(int SlotID);// 0x2550708
void SetPendantSocketType(enum SocketType);// 0x2550690
bool SetAutonomousLoadRes();// 0x210280c
void ResponWeaponDIYData(FString InPlayerUID, int WeaponAvatarID);// 0x25504f4
void ResetAttachmentSocket();// 0x25504e0
void ResetAttachmentParent();// 0x25504cc
void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x2550388
void RequestDIYPlan(int WeaponAvatarID, int InDIYPlanID);// 0x2efb424
void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x20ffdfc
void RemoveDefaultAttachmentOverride(int SlotID);// 0x2550310
BattleItemHandleBase* ReloadItemHandle(BattleItemHandleBase* InHandle);// 0x2550290
void RefreshAvatarStateChanged();// 0x2102474
void RecreateMeshByHandle(BattleItemHandleBase* PendingRecreateHandle);// 0x2550218
bool PutOnMasterComponentByItemHandle(BattleItemHandleBase* WeaponHandle);// 0x2550198
void PutOnEquipmentDIYData(int WeaponAvatarID, int InDIYPlanID);// 0x25500dc
bool PutOnEquipmentByResID(int resID);// 0x2550054
bool PutOnEquipmentByItemHandle(BattleItemHandleBase* ItemHandle);// 0x254ffd4
bool PutOffEquimentByResID(int resID);// 0x254ff4c
void ProcessWeaponDIYDataAction(out const WeaponDIYData InWeaponDIYData);// 0x254fe88
void ProcessLoadAllMesh();// 0x2102458
bool PreFiltHandles(BattleItemHandleBase* AvatarHandle, out MeshSynData OutSyncData);// 0x254fdac
void OnWeaponPartsRenderEvent__DelegateSignature(int WeaponSlotID);// 0x2efb424
void OnWeaponPartsEquipEvent__DelegateSignature(int WeaponSlotID, bool IsEquipped);// 0x2efb424
void OnWeaponAvatarPutOnSlot__DelegateSignature(int SlotID);// 0x2efb424
void OnWeaponAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2efb424
void OnWeaponAvatarLoaded2__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2efb424
void OnWeaponAvatarClearSlot__DelegateSignature(int SlotID);// 0x2efb424
void OnWeaponAttachAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2efb424
void OnScopeUnequipDelegate__DelegateSignature(enum AttachmentSocketType);// 0x2efb424
void OnScopeEquipDelegate__DelegateSignature(enum AttachmentSocketTypeD);// 0x2efb424
void OnRespawned();// 0x20ffde0
void OnRep_NetAvatarDataChanged(out const MeshSynData[] InSyncData);// 0x254fce0
void OnRecycled();// 0x20cd3f4
void OnEffectParticleCreate__DelegateSignature();// 0x2efb424
void OnAsyncLoadBattleHandlesDone(int AsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles);// 0x254fbc8
void NetSyncData(int InSlotID, enum InOperationType, BattleItemHandleBase* InHandle);// 0x21020c8
bool LoadMeshListAsync(out BattleItemHandleBase*[] InHandleList, bool bNeedDirectLoad);// 0x254fa9c
bool IsTeammate();// 0x20ffdb0
bool IsSelf();// 0x20ffd58
void InitMasterComponent();// 0x254fa88
void InitialAvatarParam();// 0x254fa74
void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x254f9fc
void InitDefaultAvatar(BattleItemHandleBase* Handle);// 0x254f984
void InitDefaultAttachment(BattleItemHandleBase* WeaponHandle);// 0x254f90c
int GetWeaponParentID(int InSlotID, out const ItemDefineID InItemDefineID);// 0x254f830
Controller* GetWeaponController();// 0x254f808
STExtraWeapon* GetOwnerWeapon();// 0x254f7e0
STExtraBaseCharacter* GetOwnerCharacter();// 0x254f7b8
ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x254f724
BattleItemHandleBase* GetEquippedHandle(int InSlotID);// 0x254f6a4
bool GetEquipmentMeshBySlot(int InSlotID, out MeshData OutMeshPack);// 0x254f5ac
AvatarDIYEntityFactory* GetEntityFactory();// 0x2101c58
MeshComponent* GetAttachmentSocketTransform(int InSlotID);// 0x2101cf8
AnimationAsset* GetAttachmentAnim(enum InSlotType, int AnimIdx);// 0x254f4e8
WeaponAvatarDIYEntity* FindAvatarEntityByMesh(MeshComponent* InMeshComp);// 0x254f468
void DestroyWeapon();// 0x254f454
void ClearMeshBySlot(int SlotID, bool putDefault, bool bClearMesh);// 0x254f338
void ClearMeshByItemHandle(BattleItemHandleBase* ItemHandle);// 0x2347a20
bool CheckSlotIsEquipped(int InSlotID, bool bIncludingDefault);// 0x254f26c
bool CheckIsAlreadyEquipped(ItemDefineID InDefineID);// 0x254f1dc
void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs);// 0x254f110
void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x20ff940
void ApplyAttachmentOverride(BattleItemHandleBase* InAttachHandle);// 0x254f098
void ApplyAttachment(BattleItemHandleBase* InAttachHandle);// 0x254f020
void AddUnlockWeaponAttachmentAvatarList(int WeaponBPID, out <int,int> OutAttachmentSkinIDList);// 0x254eed0
void AddDefaultAttachmentOverride(int AttchmentID);// 0x254ee58
int AddAction_ParticleByName(int SlotID, out const FName ParticleName);// 0x254ed80
int AddAction_MatParamModify(int SlotID, int CfgIndex);// 0x254ecbc
--------------------------------
Class: AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object
AvatarDIYEntity*[] EntityTickList;//[Offset: 0x228, Size: 12]
<int,AvatarDIYEntity*> AvatarEntityMap;//[Offset: 0x234, Size: 60]
int[] PendingDeleteSlotID;//[Offset: 0x270, Size: 12]
AvatarDIYEntityFactory* EntityFactory;//[Offset: 0x27c, Size: 4]
<int,FName> SlotToSocket;//[Offset: 0x280, Size: 60]
int StepCount;//[Offset: 0x2bc, Size: 4]
delegate AsyncLoadAvatarAllMeshDone;//[Offset: 0x2c0, Size: 12]
ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x2cc, Size: 12]
int AsyncLoadReqID;//[Offset: 0x370, Size: 4]
int LastAsyncLoadReqID;//[Offset: 0x374, Size: 4]
bool bSyncDIYDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1]
enum DisplayQuality;//[Offset: 0x389, Size: 1]
<int,ItemDefineID> DefaultAvataConfig;//[Offset: 0x38c, Size: 60]
bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8, Size: 1]
<int,bool> OutlineEnableList;//[Offset: 0x3f0, Size: 60]
bool NeedUpdateTransformOption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c, Size: 1]
<int,TextureRenderTarget2D*> DIYRTCacheMap;//[Offset: 0x430, Size: 60]
int CurrentDecalBakingRequestID;//[Offset: 0x46c, Size: 4]
delegate OnAvatarDIYDecalBakingFinished;//[Offset: 0x470, Size: 12]
delegate OnAvatarAllMeshLoaded;//[Offset: 0x47c, Size: 12]
void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x2102bb0
void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);// 0x2102adc
bool SetMeshVisibleByID(int InSlotID, bool bIsVisible, bool bForceShow);// 0x21029b8
void SetMaster(MeshComponent* InComponent, FName InName, enum InType);// 0x21028b0
void SetDisplayQuality(enum Quality);// 0x210283c
bool SetAutonomousLoadRes();// 0x210280c
void RequestSyncLoadMeshes();// 0x21027f8
void RequestSyncLoadHandles();// 0x21027e4
void RequestAsyncLoadMeshes();// 0x21027c8
void RequestAsyncLoadHandles();// 0x21027ac
void RemoveDIYRTCacheInBattle(int InSlotID);// 0x2102734
void RemoveAllDIYRTCacheInBattle();// 0x2102720
void RemoveActionByType(int SlotID, enum InActionType, bool bDelayClear);// 0x2102618
void RemoveAction(int SlotID, int ActionInstanceID, bool bDelayClear);// 0x2102510
void ReloadAllEquippedAvatar(bool ForceAutonoumous);// 0x2102490
void RefreshAvatarStateChanged();// 0x2102474
void ProcessLoadAllMesh();// 0x2102458
void PreProcessBeforeLoadMesh();// 0x210243c
void PostProcessAfterLoadMesh();// 0x2102420
void OnRespawned();// 0x20ffde0
void OnRecycled();// 0x20cd3f4
void OnEngineDecalBakingFinished(out const DecalBakingRequest InRequestStruct);// 0x2102340
void OnAvatarDIYDecalBakingFinished__DelegateSignature(int RequestID, TextureRenderTarget2D* RenderTarget);// 0x2efb424
void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2efb424
void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x21022c0
void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x21021ec
void OnAllAvatarHandleLoadedDone();// 0x21021d0
void NetSyncData(int SlotID, enum OperationType, BattleItemHandleBase* Handle);// 0x21020c8
bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x2101ffc
bool IsAutonomousAvatar();// 0x2101fd4
AvatarDIYEntity* GetOrCreateAvatarEntity(int SlotID, int SubSlotID);// 0x2101f10
<int,MeshComponent*> GetMeshComponentList();// 0x2101d80
MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x2101cf8
ItemHandleBase*[] GetLoadedItemHandlePool();// 0x2101c88
AvatarDIYEntityFactory* GetEntityFactory();// 0x2101c58
TextureRenderTarget2D* GetDIYRTCacheInLobby(int InSlotID);// 0x2101bd8
enum GetDisplayQuality();// 0x2101bbc
void GetCurMeshComponents(out MeshComponent*[] OutMeshComponets);// 0x2101ae8
AvatarDIYEntity* GetAvatarEntity(int SlotID, int SubSlotID);// 0x2101a24
void EnableSyncLoadDIYDecal(bool bInSyncDIYDecal, int InMaxDecalProcessPreFrame);// 0x210195c
void EnableSyncLoadAvatar(bool bInSyncAvatar);// 0x21018dc
void DrawOutlineEffect(bool Enable, int SlotID);// 0x210180c
AvatarDIYEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x2101748
void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x2101674
void AsyncLoadAvatarAllMeshDone__DelegateSignature(AvatarDIYComponent* AvatarDIYComponent);// 0x2efb424
void AddDIYRTCacheInBattle(int InSlotID, TextureRenderTarget2D* InTexture2D);// 0x21015b8
int AddAction_Modle(int SlotID, int ModleID);// 0x21014f4
int AddAction_Material(int SlotID, int MaterialID);// 0x2101430
int AddAction_DIYSlotMatParam(out const int[] InSlotMatParam);// 0x210135c
int AddAction_DIYPattern(int SlotID, out const DIYMergedTexData[] InDIYMergeData);// 0x21011dc
int AddAction_DIYMirroParam(int SlotID, out const int[] InMirroParam);// 0x21010c4
int AddAction_DIYMatParam(int SlotID, out const int[] InMatIDList);// 0x2100fac
int AddAction(int SlotID, out const AvatarActionBase InActionBase);// 0x2100eb8
--------------------------------
Class: AvatarComponentBase.ActorComponent.Object
MeshComponent* MasterBoneComponent;//[Offset: 0x160, Size: 4]
LuaNetSerialization LuaNetSerialization;//[Offset: 0x164, Size: 60]
bool bIsLobbyAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1]
bool bIsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1, Size: 1]
bool bForceClientMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a2, Size: 1]
bool bNeedUpdateLightMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a3, Size: 1]
FName LightVectorName;//[Offset: 0x1a8, Size: 8]
DirectionalLight* DirectionalLight;//[Offset: 0x1b0, Size: 4]
delegate OnItemDownloadDelegate;//[Offset: 0x1b8, Size: 16]
delegate OnBatchItemDownloadDelegate;//[Offset: 0x1c8, Size: 16]
<int,int> ItemsRequestDownloadTimes;//[Offset: 0x1d8, Size: 60]
bool bSyncAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214, Size: 1]
enum AvatarEnum;//[Offset: 0x215, Size: 1]
FString LuaFilePath;//[Offset: 0x218, Size: 12]
void RequestDownloadItemInBattle(int InItemID);// 0x20ffed0
void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x20ffdfc
void OnRespawned();// 0x20ffde0
void OnRecycled();// 0x20cd3f4
bool IsTeammate();// 0x20ffdb0
bool IsServerMode();// 0x20ffd88
bool IsSelf();// 0x20ffd58
bool IsLogicRunningMode();// 0x20ffd30
bool IsLobbyAvatar();// 0x20ffd14
bool IsLobbyActor();// 0x20ffcf8
bool IsForceClientMode();// 0x20ffcdc
uint32 GetPlayerKey();// 0x20ffcac
GameInstance* GetGameInstance();// 0x20ffc7c
void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x20ffbb8
void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x20ff940
--------------------------------
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]
<FString,AvatarDIYEntity*> 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]
<FString,AvatarDIYEntity*> SubEntityList;//[Offset: 0x1c8, Size: 60]
void UpdateVisibility();// 0x2105a10
void UnRegisterTick();// 0x21059f4
void TickEntity(float DeltaTime);// 0x2105974
void SetSocketName(FName InName);// 0x21058f4
void SetParentDefineID(ItemDefineID ParentID);// 0x2105868
void SetLoadedHandle(BattleItemHandleBase* ItemHandle);// 0x21057e8
void SetAvatarVisibility(bool bIsVisible, bool bForce);// 0x2105710
void SetAvatarEntityParticleVisibility(bool visibie);// 0x2105688
void RevertEntityMeshData();// 0x2105674
void RenderEntity();// 0x2105658
void RegisterTick();// 0x210563c
bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x21055b4
void PutOnDefaultEquipment(int InSlotID);// 0x2105534
void PrepareEntity();// 0x2105518
void OnPreRender();// 0x21054fc
void OnPostRender();// 0x21054e0
void MaskActionDirty(bool bFlag);// 0x2105460
bool IsEntityAvailable(enum VisibilityType);// 0x21053d8
CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x210530c
void Init(int InSlotID, int InSubSlotID, AvatarDIYComponent* InAvatarComponent);// 0x2105204
bool HasSomeAction(enum InActionType);// 0x2105184
bool HasMainAction();// 0x210515c
FName GetSocketName();// 0x2105114
enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x210508c
ItemDefineID GetParentDefineID();// 0x2105038
MeshData GetMeshData();// 0x2104fd4
BattleItemHandleBase* GetLoadedHandle();// 0x2104fac
ItemDefineID GetDefineID();// 0x2104f58
void EnterRenderPipeline();// 0x2104f3c
void EnterLogicPipeline();// 0x2104f20
void DrawOutline(bool bEnable);// 0x2104e98
bool CreateAndApplyResource();// 0x2104e68
void ClearRenderEntity();// 0x2104e4c
void ClearEquipmentRenderData(int CurrSlotID, bool bPutDefault);// 0x2104d80
void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x2104ca8
void ClearEntity(bool ForceClear);// 0x2104c20
--------------------------------
Class: MeshGroup
MeshAsset[] MeshAssetList;//[Offset: 0x0, Size: 12]
Object*[] MeshObjectList;//[Offset: 0xc, Size: 12]
MeshComponent*[] MeshCompList;//[Offset: 0x18, Size: 12]
--------------------------------
Class: MeshAsset
Transform Transform;//[Offset: 0x0, Size: 48]
SkeletalMesh* SkeletalMesh;//[Offset: 0x30, Size: 40]
StaticMesh* StaticMesh;//[Offset: 0x58, Size: 40]
FName AttachSocket;//[Offset: 0x80, Size: 8]
enum meshType;//[Offset: 0x88, Size: 1]
bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89, Size: 1]
class AnimInstance* animBP;//[Offset: 0x8c, Size: 4]
class AnimInstance* animBPClass;//[Offset: 0x90, Size: 40]
bool bAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1]
bool bUpdateTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9, Size: 1]
--------------------------------
Class: BattleItemHandleBase.ItemHandleBase.Object
FString LuaFilePath;//[Offset: 0xc8, Size: 12]
bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1]
enum ItemStoreArea;//[Offset: 0xd5, Size: 1]
BattleItemAdditionalData[] AdditionalData;//[Offset: 0xd8, Size: 12]
bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1]
float UnitWeight;//[Offset: 0xe8, Size: 4]
bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec, Size: 1]
bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed, Size: 1]
bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee, Size: 1]
int ItemAttrsFlag;//[Offset: 0xf0, Size: 4]
void UpdateAttributeModify(bool bEnable);// 0x2193e54
bool UnEquip();// 0x263475c
bool HanldePickupAssociationData(out const BattleItemAdditionalData[] PickupAdditionalData);// 0x2634618
bool HanldeDropAssociationData();// 0x26345e8
bool HanldeCleared();// 0x229bbf0
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x211b400
bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo PickupInfo, enum Reason);// 0x211afdc
bool HandleEnable(bool bEnable);// 0x211aac4
bool HandleDrop(int InCount, enum Reason);// 0x211a9f8
bool HandleDisuse(enum Reason);// 0x2108fc4
bool HandleChangeItemStoreArea(enum InItemStoreArea);// 0x2634560
bool HandleBindToTargetItem();// 0x221e878
World* GetWorldInternal();// 0x2634530
World* GetCurrentWorld();// 0x2634508
BattleItemData ExtractItemData();// 0x2121524
void ClearAdditionalData();// 0x26344f4
bool CheckCanUse(out const interface classNone ItemContainer, BattleItemUseTarget Target, enum Reason);// 0x2634394
--------------------------------
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]
<FName,ItemAssociation> AssociationMap;//[Offset: 0x28, Size: 60]
ItemDefineID DefineID;//[Offset: 0x68, Size: 24]
void SetAssociation(FName Name, ItemAssociation Association);// 0x2639edc
void RemoveAssociation(FName Name);// 0x2639e64
void Init(ItemDefineID InDefineID);// 0x2639dd4
ItemDefineID GetDefineID();// 0x2639d90
<FName,ItemAssociation> GetAssociationMap();// 0x2639c10
ItemAssociation[] GetAssociationListByTargetType(int Type);// 0x2639b08
ItemAssociation GetAssociationByTargetDefineID(ItemDefineID TargetDefineID);// 0x2639a5c
ItemAssociation GetAssociation(FName Name);// 0x26399bc
void Constuct(out const ItemDefineID InDefineID);// 0x2639924
void AddAssociation(FName Name, ItemAssociation Association);// 0x263981c
--------------------------------
Class: ItemAssociation
FName AssociationName;//[Offset: 0x0, Size: 8]
ItemDefineID AssociationTargetDefineID;//[Offset: 0x8, Size: 24]
ItemHandleBase* AssociationTargetHandle;//[Offset: 0x20, Size: 4]
--------------------------------
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: 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: 44]
ItemAssociation[] Associations;//[Offset: 0x90, Size: 12]
--------------------------------
Class: ItemData
ItemDefineID DefineID;//[Offset: 0x8, Size: 24]
FString Name;//[Offset: 0x20, Size: 12]
FString Desc;//[Offset: 0x2c, Size: 12]
FString Icon;//[Offset: 0x38, Size: 12]
ItemHandleBase* ItemHandle;//[Offset: 0x44, Size: 4]
--------------------------------
Class: BattleItemFeatureData
float UnitWeight;//[Offset: 0x0, Size: 4]
int MaxCount;//[Offset: 0x4, Size: 4]
int CountLimit;//[Offset: 0x8, Size: 4]
bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1]
bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1]
bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe, Size: 1]
bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf, Size: 1]
bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1]
int ItemAttrsFlag;//[Offset: 0x14, Size: 4]
int SortingPriority;//[Offset: 0x18, Size: 4]
int Worth;//[Offset: 0x1c, Size: 4]
int ItemCapacity;//[Offset: 0x20, Size: 4]
int ItemDurability;//[Offset: 0x24, Size: 4]
int ItemType;//[Offset: 0x28, Size: 4]
--------------------------------
Class: MeshData
StaticMesh* stMesh;//[Offset: 0x0, Size: 4]
SkeletalMesh* skMesh;//[Offset: 0x4, Size: 4]
MaterialInstance* matIns;//[Offset: 0x8, Size: 4]
MaterialInstance*[] additionalMats;//[Offset: 0xc, Size: 12]
enum meshType;//[Offset: 0x18, Size: 1]
int[] hiddenSlots;//[Offset: 0x1c, Size: 12]
ReplacedSlotInfo[] replacedSlots;//[Offset: 0x28, Size: 12]
HideBoneData[] hideBoneSlots;//[Offset: 0x34, Size: 12]
ItemDefineID definedID;//[Offset: 0x40, Size: 24]
bool functionValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1]
--------------------------------
Class: ReplacedSlotInfo
--------------------------------
Class: HideBoneData
--------------------------------
Class: CustomWidgetComponent.WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Actor* OwnerActor;//[Offset: 0x6d4, Size: 4]
MeshComponent* AttachedMeshComponent;//[Offset: 0x6d8, Size: 4]
ParticleSystemComponent* UIParticleComp;//[Offset: 0x6dc, Size: 4]
StaticMeshComponent* SurfaceEffectMesh;//[Offset: 0x6e0, Size: 4]
void SetupAttachMeshComponent(MeshComponent* MeshComp, FName AttachSocket, out const Transform RelativeTrans);// 0x21abec0
Actor* GetBindOwner();// 0x21abe9c
MeshComponent* GetAttachedMeshComponent();// 0x21abe80
void CreateParticle(ParticleSystem* ParticleRes, MeshComponent* MeshComp, FName SocketName, out const Transform RelativeTrans);// 0x21abcd0
void BindOwner(Actor* Owner);// 0x21abc50
void BindEvent(bool bShowWidget);// 0x21abbc8
--------------------------------
Class: WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
bool bAntialiased;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d9, Size: 1]
float RTScale;//[Offset: 0x5dc, Size: 4]
enum Space;//[Offset: 0x5e0, Size: 1]
enum TimingPolicy;//[Offset: 0x5e1, Size: 1]
class UserWidget* WidgetClass;//[Offset: 0x5e4, Size: 4]
IntPoint DrawSize;//[Offset: 0x5e8, Size: 8]
bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f0, Size: 1]
bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f1, Size: 1]
float RedrawTime;//[Offset: 0x5f4, Size: 4]
IntPoint CurrentDrawSize;//[Offset: 0x600, Size: 8]
bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60c, Size: 1]
Vector2D Pivot;//[Offset: 0x610, Size: 8]
bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x618, Size: 1]
bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x619, Size: 1]
LocalPlayer* OwnerPlayer;//[Offset: 0x61c, Size: 4]
LinearColor BackgroundColor;//[Offset: 0x620, Size: 16]
LinearColor TintColorAndOpacity;//[Offset: 0x630, Size: 16]
float OpacityFromTexture;//[Offset: 0x640, Size: 4]
enum BlendMode;//[Offset: 0x644, Size: 1]
bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x645, Size: 1]
bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x646, Size: 1]
UserWidget* Widget;//[Offset: 0x648, Size: 4]
BodySetup* BodySetup;//[Offset: 0x65c, Size: 4]
MaterialInterface* TranslucentMaterialAA;//[Offset: 0x660, Size: 4]
MaterialInterface* TranslucentMaterialAA_OneSided;//[Offset: 0x664, Size: 4]
MaterialInterface* TranslucentMaterial;//[Offset: 0x668, Size: 4]
MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x66c, Size: 4]
MaterialInterface* OpaqueMaterial;//[Offset: 0x670, Size: 4]
MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x674, Size: 4]
MaterialInterface* MaskedMaterial;//[Offset: 0x678, Size: 4]
MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x67c, Size: 4]
TextureRenderTarget2D* RenderTarget;//[Offset: 0x680, Size: 4]
MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x684, Size: 4]
bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x688, Size: 1]
bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x689, Size: 1]
FName SharedLayerName;//[Offset: 0x690, Size: 8]
int LayerZOrder;//[Offset: 0x698, Size: 4]
enum GeometryMode;//[Offset: 0x69c, Size: 1]
float CylinderArcAngle;//[Offset: 0x6a0, Size: 4]
void SetWidget(UserWidget* Widget);// 0x3c80e70
void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);// 0x3c80df4
void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x3c80d7c
void SetDrawSize(Vector2D Size);// 0x3c80d0c
void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x3c80c90
void RequestRedraw();// 0x215c64c
UserWidget* GetUserWidgetObject();// 0x3c80c68
TextureRenderTarget2D* GetRenderTarget();// 0x3c80c40
LocalPlayer* GetOwnerPlayer();// 0x3c80c18
MaterialInstanceDynamic* GetMaterialInstance();// 0x3c80bf0
Vector2D GetDrawSize();// 0x3c80bb0
--------------------------------
Class: TextureRenderTarget2D.TextureRenderTarget.Texture.Object
int SizeX;//[Offset: 0xb0, Size: 4]
int SizeY;//[Offset: 0xb4, Size: 4]
LinearColor ClearColor;//[Offset: 0xb8, Size: 16]
byte AddressX;//[Offset: 0xc8, Size: 1]
byte AddressY;//[Offset: 0xc9, Size: 1]
bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xca, Size: 1]
bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xca, Size: 1]
byte RenderTargetFormat;//[Offset: 0xcb, Size: 1]
bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xcc, Size: 1]
bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xcc, Size: 1]
byte OverrideFormat;//[Offset: 0xcd, Size: 1]
--------------------------------
Class: TextureRenderTarget.Texture.Object
float TargetGamma;//[Offset: 0xa8, Size: 4]
--------------------------------
Class: AvatarDIYEntityFactory.Object
AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x2106738
--------------------------------
Class: DirectionalLight.Light.Actor.Object
--------------------------------
Class: Light.Actor.Object
LightComponent* LightComponent;//[Offset: 0x2fc, Size: 4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1]
void ToggleEnabled();// 0x48a1054
void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x48a0fe4
void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x48a0f6c
void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x48a0ef4
void SetLightColor(LinearColor NewLightColor);// 0x48a0e78
void SetEnabled(bool bSetEnabled);// 0x48a0df8
void SetCastShadows(bool bNewValue);// 0x48a0d78
void SetBrightness(float NewBrightness);// 0x48a0d00
void SetAffectTranslucentLighting(bool bNewValue);// 0x48a0c80
void OnRep_bEnabled();// 0x20e238c
bool IsEnabled();// 0x48a0c58
LinearColor GetLightColor();// 0x48a0c14
float GetBrightness();// 0x48a0bec
--------------------------------
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);// 0x48a1f9c
void SetTemperature(float NewTemperature);// 0x48a1f24
void SetShadowBias(float NewValue);// 0x48a1eac
void SetLightPriority(int Priority);// 0x48a1e34
void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x48a1dc4
void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x48a1d4c
void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x48a1cd4
void SetLightFunctionDisabledBrightness(float NewValue);// 0x48a1c5c
void SetLightColor(LinearColor NewLightColor, bool bSRGB);// 0x48a1b94
void SetIntensity(float NewIntensity);// 0x48a1b1c
void SetIndirectLightingIntensity(float NewIntensity);// 0x48a1aa4
void SetIESTexture(TextureLightProfile* NewValue);// 0x48a1a2c
void SetEnableLightShaftBloom(bool bNewValue);// 0x48a19ac
void SetBloomTint(Color NewValue);// 0x48a193c
void SetBloomThreshold(float NewValue);// 0x48a18c4
void SetBloomScale(float NewValue);// 0x48a184c
void SetAffectTranslucentLighting(bool bNewValue);// 0x48a17cc
void SetAffectDynamicIndirectLighting(bool bNewValue);// 0x48a174c
void ForceUpdateShadowState();// 0x48a1738
--------------------------------
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);// 0x48a3188
void SetCastShadows(bool bNewValue);// 0x48a3108
LinearColor GetLightColor();// 0x48a30c4
--------------------------------
Class: TextureLightProfile.Texture2D.Texture.Object
float Brightness;//[Offset: 0xe4, Size: 4]
float TextureMultiplier;//[Offset: 0xe8, Size: 4]
--------------------------------
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: 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: AvatarActionBase
--------------------------------
Class: HandleMeshPack
BattleItemHandleBase* Handle;//[Offset: 0x0, Size: 4]
WeaponMeshCfg MeshCfg;//[Offset: 0x8, Size: 328]
--------------------------------
Class: WeaponMeshCfg
StaticMesh* stMesh;//[Offset: 0x0, Size: 40]
SkeletalMesh* skMesh;//[Offset: 0x28, Size: 40]
StaticMesh* stMeshLod;//[Offset: 0x50, Size: 40]
SkeletalMesh* skMeshLod;//[Offset: 0x78, Size: 40]
MaterialInterface* MeshMat;//[Offset: 0xa0, Size: 40]
FName MeshMatSlotName;//[Offset: 0xc8, Size: 8]
MaterialInterface* OverrideMatByGameMode;//[Offset: 0xd0, Size: 40]
MaterialInterface* baseMat;//[Offset: 0xf8, Size: 4]
MaterialInterface* baseMatClass;//[Offset: 0x100, Size: 40]
ParticleRes[] ParticleEffects;//[Offset: 0x128, Size: 12]
UIWidgetRes[] WidgetList;//[Offset: 0x134, Size: 12]
enum meshType;//[Offset: 0x140, Size: 1]
--------------------------------
Class: ParticleRes
ParticleSystem* ParticleRes;//[Offset: 0x0, Size: 4]
FName AttachSocket;//[Offset: 0x8, Size: 8]
--------------------------------
Class: UIWidgetRes
class UserWidget* UserWidget;//[Offset: 0x0, Size: 4]
FName AttachSocket;//[Offset: 0x8, Size: 8]
Transform Trans;//[Offset: 0x10, Size: 48]
Vector2D DrawSize;//[Offset: 0x40, Size: 8]
bool bShowDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48, Size: 1]
bool bUseScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49, Size: 1]
--------------------------------
Class: MeshSynData
ItemDefineID DefineID;//[Offset: 0x0, Size: 24]
int gender;//[Offset: 0x18, Size: 4]
enum OperationType;//[Offset: 0x1c, Size: 1]
int AdditionalItemID;//[Offset: 0x20, Size: 4]
int DIYPlanID;//[Offset: 0x24, Size: 4]
--------------------------------
Class: 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: DIYEnableLevel
int DeviceLevel;//[Offset: 0x0, Size: 4]
int EnableLevel;//[Offset: 0x4, Size: 4]
--------------------------------
Class: WeaponAvatarDIYEntity.AvatarDIYEntity.Object
void SetWeaponEntityVisibility(bool visibie);// 0x2551ae4
void SetSocketName(FName InName);// 0x21058f4
void SetLoadedHandle(BattleItemHandleBase* ItemHandle);// 0x21057e8
void RenderEntity();// 0x2105658
void RemoveParticleEffect();// 0x2551ac8
bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x21055b4
void PrepareEntity();// 0x2105518
void OnPreRender();// 0x21054fc
void OnPostRender();// 0x21054e0
bool IsForceEnableAnim();// 0x2551a98
enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x210508c
ItemDefineID GetDefineID();// 0x2104f58
void EnterLogicPipeline();// 0x2104f20
void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x2104ca8
void BroadcastWeaponRenderEvent();// 0x2551a84
void BroadcastWeaponEquipEvent(bool IsEquipped);// 0x2551a04
void ApplyParticleEffect();// 0x25519e8
void AddWeaponHandleAction();// 0x25519d4
--------------------------------
Class: PredictLineComponent.SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
bool bCharacterComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c8, Size: 1]
class Actor* PredictActorTemplate;//[Offset: 0x6cc, Size: 4]
StaticMesh* MeshTemplate;//[Offset: 0x6d0, Size: 40]
ParticleSystem* PredictEndPointFX;//[Offset: 0x6f8, Size: 40]
CurveFloat* PredictEndPointScaleCurve;//[Offset: 0x720, Size: 40]
PredictProjectilePathParams PredictProjectilePathParams;//[Offset: 0x748, Size: 112]
delegate InitNewSplineMeshDelegate;//[Offset: 0x7b8, Size: 12]
PredictLineMaterialParams Param_StartPointLocation;//[Offset: 0x7c8, Size: 16]
PredictLineMaterialParams Param_EndPointLocation;//[Offset: 0x7d8, Size: 16]
PredictLineMaterialParams Param_EndPointFalloff;//[Offset: 0x7e8, Size: 16]
PredictLineMaterialParams Param_PredictLineColor;//[Offset: 0x7f8, Size: 16]
LinearColor PredictLineColor;//[Offset: 0x808, Size: 16]
PredictLineConfigParams PredictLineConfigParams;//[Offset: 0x818, Size: 12]
PredictProjectilePathResult PredictResult;//[Offset: 0x830, Size: 176]
CurveFloat* Curve_PredictEndPointScale;//[Offset: 0x8e0, Size: 4]
ParticleSystem* FX_PredictEndPoint;//[Offset: 0x8e4, Size: 4]
StaticMesh* SplineMeshTemplate;//[Offset: 0x8e8, Size: 4]
SplineMeshComponent*[] CachedSplineMeshes;//[Offset: 0x8f0, Size: 12]
int RedrawCounter;//[Offset: 0x8fc, Size: 4]
FString LuaFilePath;//[Offset: 0x900, Size: 12]
void SetPredictParams(out const Vector InStartPoint, out const Vector InVelocity, out const Vector InAcceleration);// 0x22e3b98
void SetPredictLineColor(out const LinearColor NewColor);// 0x22e3b14
void SetPredictActorTemplate(class Actor InActorTemplate);// 0x22e3a9c
void LoadPredictDefaultRes();// 0x22e3a88
Actor* GetBindPredictLineTarget();// 0x21425e0
void BindPredictLineTarget(Actor* InCachedTarget);// 0x218d1cc
--------------------------------
Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
SplineCurves SplineCurves;//[Offset: 0x5bc, Size: 80]
InterpCurveVector SplineInfo;//[Offset: 0x60c, Size: 20]
InterpCurveQuat SplineRotInfo;//[Offset: 0x620, Size: 20]
InterpCurveVector SplineScaleInfo;//[Offset: 0x634, Size: 20]
InterpCurveFloat SplineReparamTable;//[Offset: 0x648, Size: 20]
bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65c, Size: 1]
int ReparamStepsPerSegment;//[Offset: 0x660, Size: 4]
float Duration;//[Offset: 0x664, Size: 4]
bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x668, Size: 1]
bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x669, Size: 1]
bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66a, Size: 1]
bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66b, Size: 1]
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c, Size: 1]
bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66d, Size: 1]
bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66e, Size: 1]
float LoopPosition;//[Offset: 0x670, Size: 4]
Vector DefaultUpVector;//[Offset: 0x674, Size: 12]
bool bUseConfigRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680, Size: 1]
void UpdateSpline();// 0x49287d0
void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector InLocation);// 0x49286fc
void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector, byte CoordinateSpace, bool bUpdateSpline);// 0x492859c
void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x4927df4
void SetTangentsAtSplinePoint(int PointIndex, out const Vector InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x49283e8
void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x4928288
void SetSplineWorldPoints(out const Vector[] Points);// 0x49281b4
void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);// 0x49280ac
void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool bUpdateSpline);// 0x4927f4c
void SetSplineLocalPoints(out const Vector[] Points);// 0x4927e78
void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x4927df4
void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation, byte CoordinateSpace, bool bUpdateSpline);// 0x4927c94
void SetDrawDebug(bool bShow);// 0x4927c14
void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);// 0x4927b48
void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline);// 0x4927a34
void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x4927964
void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x49278a0
bool IsClosedLoop();// 0x4927878
Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x49277e4
Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);// 0x4927700
Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x492766c
Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);// 0x4927588
Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x49274f4
Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x4927460
Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);// 0x492737c
Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x49272e8
Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x49271c4
Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x49270f0
Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x492701c
Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity, bool bUseScale);// 0x4926e90
Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace, bool bUseScale);// 0x4926d54
Transform GetTransformAtDistanceAlongSpline(float Distance, byte CoordinateSpace, bool bUseScale);// 0x4926c18
Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4926af4
Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x49258f8
Vector GetTangentAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4926a20
byte GetSplinePointType(int PointIndex);// 0x49269a0
float GetSplineLength();// 0x4926978
Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x492689c
Vector GetScaleAtSplinePoint(int PointIndex);// 0x492680c
Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x492677c
Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4926658
Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4926584
Rotator GetRotationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x49264b0
float GetRollAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x49263a0
float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x49262dc
float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4926218
Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x49260f4
Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4926020
Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4925f4c
int GetNumberOfSplinePoints();// 0x4925f24
Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4925e00
Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4925d2c
Vector GetLocationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4925c58
void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location, out Vector Tangent, byte CoordinateSpace);// 0x4925af0
void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector LocalLocation, out Vector LocalTangent);// 0x49259cc
Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x49258f8
float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x4925878
float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x49257f8
float GetDistanceAlongSplineAtSplineInputKey(float InKey);// 0x4925778
Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4925654
Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4925580
Vector GetDirectionAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x49254ac
Vector GetDefaultUpVector(byte CoordinateSpace);// 0x492541c
float GetCurvatureAtSplinePoint(int PointIndex);// 0x492539c
float GetCurvatureAtDistance(float Distance);// 0x492531c
Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4925248
Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4925164
Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace, bool bUseScale);// 0x4925018
Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4924f34
Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);// 0x4924e98
Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4924db4
float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4924ce0
Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4924bfc
Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4924b18
float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);// 0x4924a8c
Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x49249a8
void ClearSplinePoints(bool bUpdateSpline);// 0x4924928
void AddSplineWorldPoint(out const Vector Position);// 0x492489c
void AddSplinePointAtIndex(out const Vector Position, int Index, byte CoordinateSpace, bool bUpdateSpline);// 0x492473c
void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool bUpdateSpline);// 0x4924624
void AddSplineLocalPoint(out const Vector Position);// 0x4924598
void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);// 0x492447c
void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x4924374
--------------------------------
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: PredictProjectilePathParams
Vector StartLocation;//[Offset: 0x0, Size: 12]
Vector LaunchVelocity;//[Offset: 0xc, Size: 12]
Vector LaunchAcceleration;//[Offset: 0x18, Size: 12]
bool bTraceWithCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1]
float ProjectileRadius;//[Offset: 0x28, Size: 4]
float MaxSimTime;//[Offset: 0x2c, Size: 4]
bool bTraceWithChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1]
byte TraceChannel;//[Offset: 0x31, Size: 1]
byte[] ObjectTypes;//[Offset: 0x34, Size: 12]
Actor*[] ActorsToIgnore;//[Offset: 0x40, Size: 12]
float SimFrequency;//[Offset: 0x4c, Size: 4]
float OverrideGravityZ;//[Offset: 0x50, Size: 4]
float GravityScale;//[Offset: 0x54, Size: 4]
float IgnoreGravityDis;//[Offset: 0x58, Size: 4]
byte DrawDebugType;//[Offset: 0x5c, Size: 1]
float DrawDebugTime;//[Offset: 0x60, Size: 4]
bool bTraceComplex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1]
--------------------------------
Class: PredictLineMaterialParams
MaterialParameterCollection* MaterialParamCollection;//[Offset: 0x0, Size: 4]
FName ParamName;//[Offset: 0x8, Size: 8]
--------------------------------
Class: PredictLineConfigParams
bool bShowEndPointEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
int ShowSplineCount;//[Offset: 0x4, Size: 4]
float ShowSplineCountPercent;//[Offset: 0x8, Size: 4]
--------------------------------
Class: PredictProjectilePathResult
PredictProjectilePathPointData[] PathData;//[Offset: 0x0, Size: 12]
PredictProjectilePathPointData LastTraceDestination;//[Offset: 0xc, Size: 28]
HitResult HitResult;//[Offset: 0x28, Size: 136]
--------------------------------
Class: PredictProjectilePathPointData
Vector Location;//[Offset: 0x0, Size: 12]
Vector Velocity;//[Offset: 0xc, Size: 12]
float Time;//[Offset: 0x18, Size: 4]
--------------------------------
Class: SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
SplineMeshParams SplineParams;//[Offset: 0x6ac, Size: 88]
Vector SplineUpDir;//[Offset: 0x704, Size: 12]
bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x710, Size: 1]
bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x710, Size: 1]
byte ForwardAxis;//[Offset: 0x711, Size: 1]
float SplineBoundaryMin;//[Offset: 0x714, Size: 4]
float SplineBoundaryMax;//[Offset: 0x718, Size: 4]
BodySetup* BodySetup;//[Offset: 0x71c, Size: 4]
Guid CachedMeshBodySetupGuid;//[Offset: 0x720, Size: 16]
bool bMeshDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x730, Size: 1]
void UpdateMesh();// 0x492b8d4
void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x492b810
void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x492b750
void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x492b68c
void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x492b5c8
void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x492b508
void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos, Vector EndTangent, bool bUpdateMesh);// 0x492b368
void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);// 0x492b294
void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x492b1d0
void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x492b10c
void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x492b04c
void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x492af88
void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x492aec4
void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x492ae04
void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x492ad40
void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x492ac7c
Vector GetStartTangent();// 0x492ac34
Vector2D GetStartScale();// 0x492abf4
float GetStartRoll();// 0x492abcc
Vector GetStartPosition();// 0x492ab84
Vector2D GetStartOffset();// 0x492ab44
Vector GetSplineUpDir();// 0x492aafc
byte GetForwardAxis();// 0x492aad4
Vector GetEndTangent();// 0x492aa8c
Vector2D GetEndScale();// 0x492aa4c
float GetEndRoll();// 0x2401dbc
Vector GetEndPosition();// 0x492aa04
Vector2D GetEndOffset();// 0x492a9c4
float GetBoundaryMin();// 0x492a99c
float GetBoundaryMax();// 0x2286e60
--------------------------------
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: 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: 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();// 0x2efb424
void HandlePlayerSwitchCameraMode(byte Mode);// 0x255e93c
void HandlePlayerChangePose(byte LastPose, byte NewPose);// 0x255e880
STExtraPlayerController* GetOwnerSTExtraPlayerController();// 0x255e858
STExtraBaseCharacter* GetOwnerSTExtraPlayerCharacter();// 0x255e830
PlayerController* GetOwnerPlayerController();// 0x255e808
Pawn* GetOwnerPawn();// 0x255e7e0
Controller* GetOwnerController();// 0x255e7b8
Actor* GetOwnerActor();// 0x255e79c
--------------------------------
Class: WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object
int WeaponID;//[Offset: 0x100, Size: 4]
int SkillID;//[Offset: 0x104, Size: 4]
byte WeaponType;//[Offset: 0x108, Size: 1]
byte weaponTypeNew;//[Offset: 0x109, Size: 1]
byte WeaponHoldType;//[Offset: 0x10a, Size: 1]
FName WeaponAttachSocket;//[Offset: 0x110, Size: 8]
bool bUseCustomWeaponBackpackAttachSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1]
FName CustomWeaponBackpackAttachSocket;//[Offset: 0x120, Size: 8]
bool ShowBulletTraceWhenScoped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128, Size: 1]
int MaxNoGravityRange;//[Offset: 0x12c, Size: 4]
float LaunchGravityScale;//[Offset: 0x130, Size: 4]
bool bEnableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1]
int UnableProneHoldingTipID;//[Offset: 0x138, Size: 4]
bool bEnableVehicleHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c, Size: 1]
bool bEnableLeanOutHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d, Size: 1]
bool bEnableShovelHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13e, Size: 1]
bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13f, Size: 1]
int UnableShovelHoldingTipID;//[Offset: 0x140, Size: 4]
bool bEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144, Size: 1]
int UnablePeekTipID;//[Offset: 0x148, Size: 4]
bool bEnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c, Size: 1]
bool GuidedMissileVehicleRenderIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14d, Size: 1]
<byte,bool> PlugComponentSlotMap;//[Offset: 0x150, Size: 60]
<byte,WeaponComponentItemData> PlugComponentSlotDataMap;//[Offset: 0x18c, Size: 60]
float SwitchFromIdleToBackpackTime;//[Offset: 0x1c8, Size: 4]
float SwitchFromBackpackToIdleTime;//[Offset: 0x1cc, Size: 4]
enum[] DisableWeaponPlayerStateList;//[Offset: 0x1d0, Size: 12]
int DisableUseWeaponPlayerStateMsgIDDefault;//[Offset: 0x1dc, Size: 4]
int DisableUseWeaponPlayerStateMsgIDSpecific;//[Offset: 0x1e0, Size: 4]
Transform AttachToBackRelativeTransform_NoBagL;//[Offset: 0x1f0, Size: 48]
Transform AttachToBackRelativeTransform_NoBagR;//[Offset: 0x220, Size: 48]
Transform AttachToBackRelativeTransform_Lv1BagL;//[Offset: 0x250, Size: 48]
Transform AttachToBackRelativeTransform_Lv1BagR;//[Offset: 0x280, Size: 48]
Transform AttachToBackRelativeTransform_Lv2BagL;//[Offset: 0x2b0, Size: 48]
Transform AttachToBackRelativeTransform_Lv2BagR;//[Offset: 0x2e0, Size: 48]
Transform AttachToBackRelativeTransform_Lv3BagL;//[Offset: 0x310, Size: 48]
Transform AttachToBackRelativeTransform_Lv3BagR;//[Offset: 0x340, Size: 48]
<int,Transform> AttachToBackRelativeTransform_BagL_Map;//[Offset: 0x370, Size: 60]
<int,Transform> AttachToBackRelativeTransform_BagR_Map;//[Offset: 0x3ac, Size: 60]
MaterialInstance* WeaponMaterialUsedForDisplay;//[Offset: 0x3e8, Size: 4]
bool bIsShieldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1]
bool bCanBeHoldedWithShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1]
bool bHasTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ee, Size: 1]
float StandbyAnimTimeInterval;//[Offset: 0x3f0, Size: 4]
byte[] AutoCheckCreateSkillCompWeaponTypeList;//[Offset: 0x3f4, Size: 12]
bool bAutoCheckCreateSkillComp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1]
--------------------------------
Class: WeaponLogicBaseComponent.ActorComponent.Object
STExtraWeapon* OwnerWeapon;//[Offset: 0xf4, Size: 4]
STExtraPlayerController* GlobalController;//[Offset: 0xfc, Size: 4]
void UpdateComponentTick();// 0x219fce0
STExtraWeapon* TryGetOwnerWeapon();// 0x2556358
STExtraShootWeapon* TryGetOwnerShootWeapon();// 0x2556330
void MarkWeaponLogicComponentTickRoleEnable(byte Role, bool bTickEnable);// 0x255626c
bool IsWeaponOwnerOBTarget();// 0x2556244
bool IsWeaponLogicComponentTickRoleEnabled(byte Role);// 0x25561c4
bool IsWeaponLogicComponentTickEnabled();// 0x255619c
bool IsLocalOrSpectorPlayer();// 0x2556174
FString GetWeaponDetailInfo();// 0x25560b4
byte GetOwnerPawnRole();// 0x255608c
--------------------------------
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: TableRowBase
--------------------------------
Class: WeaponComponentDataTableRow.SurviveTableRowBase.TableRowBase
int WeaponComponentID;//[Offset: 0xc, Size: 4]
byte Type;//[Offset: 0x10, Size: 1]
StaticMesh* ShowMesh;//[Offset: 0x14, Size: 4]
--------------------------------
Class: WeaponSpecificHandler.WeaponLogicBaseComponent.ActorComponent.Object
ItemDefineID ItemDefineID;//[Offset: 0x100, Size: 24]
FName LogicSocket;//[Offset: 0x118, Size: 8]
FName AttachSocket;//[Offset: 0x120, Size: 8]
byte SurviveWeaponPropSlot;//[Offset: 0x128, Size: 1]
float AIMinAttackDist;//[Offset: 0x12c, Size: 4]
float AIMaxAttackDist;//[Offset: 0x130, Size: 4]
float AIAttackDist;//[Offset: 0x134, Size: 4]
ItemHandleBase* GetBackpackItemHandle();// 0x255fd68
int GetAvailableBulletsNumInBackpack();// 0x255fd40
--------------------------------
Class: WeaponReconnectReplicateData
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x0, Size: 4]
Actor* WeaponOwner;//[Offset: 0x4, Size: 4]
bool UseNewReconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1]
FString OwnerPlayerName;//[Offset: 0xc, Size: 12]
FName WeaponInventoryLogicSocket;//[Offset: 0x18, Size: 8]
BulletInClip WeaponBulletInClip;//[Offset: 0x20, Size: 16]
uint32 WeaponShootID;//[Offset: 0x30, Size: 4]
uint32 WeaponClipID;//[Offset: 0x34, Size: 4]
byte CurWeaponState;//[Offset: 0x38, Size: 1]
byte CurShootType;//[Offset: 0x39, Size: 1]
int CurShootTotalType;//[Offset: 0x3c, Size: 4]
ItemDefineID DefineID;//[Offset: 0x40, Size: 24]
int BackpackPistolListIndex;//[Offset: 0x58, Size: 4]
bool bIsCurrentWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1]
int OperationIndex;//[Offset: 0x60, Size: 4]
--------------------------------
Class: BulletInClip
int CurBulletNumInClip;//[Offset: 0x0, Size: 4]
BulletInWeapon[] CurBulletIDList;//[Offset: 0x4, Size: 12]
--------------------------------
Class: BulletInWeapon
int BulletID;//[Offset: 0x0, Size: 4]
int Count;//[Offset: 0x4, Size: 4]
--------------------------------
Class: SpawnAndBackpackWeaponReplicatedData
STExtraWeapon* TargetWeapon;//[Offset: 0x0, Size: 4]
FName LogicSocket;//[Offset: 0x8, Size: 8]
bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1]
bool bNeedSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1]
ItemDefineID ID;//[Offset: 0x18, Size: 24]
bool bResetBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1]
int ClientResetBulletNum;//[Offset: 0x34, Size: 4]
int OperationIndex;//[Offset: 0x38, Size: 4]
Actor* WeaponOwnerActor;//[Offset: 0x3c, Size: 4]
FString OwnerCharacterName;//[Offset: 0x40, Size: 12]
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1]
int SyncTicket;//[Offset: 0x50, Size: 4]
--------------------------------
Class: WeaponTriggerEventHandleSkill.WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object
void ProcessTriggerEventInternal(enum Event);// 0x236f380
static int GetWeaponSkillID(STExtraWeapon* Weapon);// 0x2561240
--------------------------------
Class: WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object
void ProcessTriggerEventInternal(enum Event);// 0x236f380
void ProcessTriggerEvent(enum Event);// 0x23217dc
--------------------------------
Class: SceneCompUpdateOptimizationItem
--------------------------------
Class: WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.Object
WeaponStateBase* CurrentState;//[Offset: 0x100, Size: 4]
WeaponStateBase* DefaultState;//[Offset: 0x104, Size: 4]
<byte,WeaponStateBase*> StateMap;//[Offset: 0x108, Size: 60]
WeaponStateBase* GetCurrentState();// 0x2560360
byte GetCurrentFreshWeaponStateType();// 0x2560338
--------------------------------
Class: WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object
delegate OnBeginState;//[Offset: 0x100, Size: 12]
delegate OnEndState;//[Offset: 0x10c, Size: 12]
bool bNeedConditionGateCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1]
byte FreshWeaponStateType;//[Offset: 0x119, Size: 1]
--------------------------------
Class: GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object
delegate GrenadeAvatarEqiuped;//[Offset: 0x3ac, Size: 12]
void PreChangeGrenadeAvatar(int InItemID);// 0x223f1d0
void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x219dac4
FString GetItemAvatarHandlePath(int ItemID);// 0x2efb424
BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x2efb424
int GetDefaultAvatarID(int InAvatarID);// 0x2efb424
void AddAssetSoftObject(out SoftObjectPath[] FSoftObjectPathList);// 0x223f094
--------------------------------
Class: ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object
delegate VehicleEquipedDefaultAvatarEvent;//[Offset: 0x224, Size: 12]
bool bNeedCheckResExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230, Size: 1]
ItemDefineID DefaultCfg;//[Offset: 0x238, Size: 24]
bool bEnableLobbyMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x250, Size: 1]
MeshComponent* ItemBodyMesh;//[Offset: 0x254, Size: 4]
NetItemAvatarData NetAvatarData;//[Offset: 0x258, Size: 32]
BackpackCommonAvatarHandle* ItemAvatarHandle;//[Offset: 0x310, Size: 4]
BackpackCommonAvatarHandle* DefaultItemAvatarHandle;//[Offset: 0x314, Size: 4]
int ItemType;//[Offset: 0x318, Size: 4]
SkeletalMesh* MasterSkeletalMesh;//[Offset: 0x320, Size: 40]
StaticMesh* MasterStaticMesh;//[Offset: 0x348, Size: 40]
<FString,Object*> AssetObjectMap;//[Offset: 0x370, Size: 60]
void VehicleEquipedDefaultAvatar__DelegateSignature(int AvatarID, int DefaultAvatarID);// 0x2efb424
void SyncChangeItemAvatar(int InItemID);// 0x21b27f4
void SetMasterStaticMeshPath(FString InPath, bool bForce);// 0x2259a88
void SetMasterSkeletalMeshPath(FString InPath, bool bForce);// 0x2259980
void ResetItemAvatar();// 0x225996c
void RequestDownloadItemInBattle(int InItemID);// 0x20ffed0
void PreChangeItemAvatar(int InItemID);// 0x21b2760
void OnRep_ItemAvatarChanged();// 0x2259950
bool IsValidAvatar();// 0x2259928
BackpackCommonAvatarHandle* GetValidAvatarHandle();// 0x22598f8
Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x225981c
MeshComponent* GetItemBodyMesh();// 0x2259800
MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance, MaterialInterface* MatBase);// 0x2156250
void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x20ffbb8
void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x21b25e8
void ChangeItemAvatar(int InItemID, bool bUpdateFlag);// 0x2259734
void AsyncChangeItemAvatar(int InItemID);// 0x21b2540
bool ApplyMesh(MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x21b236c
bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x21b226c
void AddAssetSoftObject(out SoftObjectPath[] ObjectPathList);// 0x223f094
--------------------------------
Class: BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
ItemAvatarData[] ItemAvatarMats;//[Offset: 0xf4, Size: 12]
SkeletalMesh* ItemSkletalMesh;//[Offset: 0x100, Size: 40]
StaticMesh* ItemStaticMesh;//[Offset: 0x128, Size: 40]
class AnimInstance* ItemAnimBPPath;//[Offset: 0x150, Size: 40]
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x211b400
bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo PickupInfo, enum Reason);// 0x211afdc
bool HandleDrop(int InCount, enum Reason);// 0x211a9f8
bool HandleDisuse(enum Reason);// 0x2108fc4
BackpackComponent* GetBackpackComponent();// 0x211f4a8
bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x211f3e4
--------------------------------
Class: ItemAvatarData
FName SlotID;//[Offset: 0x0, Size: 8]
MaterialInterface* MatInstance;//[Offset: 0x8, Size: 40]
MaterialInterface* LobbyMatInstance;//[Offset: 0x30, Size: 40]
--------------------------------
Class: BackpackComponent.LuaActorComponent.ActorComponent.Object
delegate ItemListUpdatedDelegate;//[Offset: 0x154, Size: 12]
delegate SingleItemUpdatedDelegate;//[Offset: 0x160, Size: 12]
delegate SingleItemDeleteDelegate;//[Offset: 0x16c, Size: 12]
delegate BatchItemUpdateDelegate;//[Offset: 0x178, Size: 12]
delegate BatchItemDeleteDelegate;//[Offset: 0x184, Size: 12]
delegate CapacityUpdatedDelegate;//[Offset: 0x190, Size: 12]
delegate ItemOperationDelegate;//[Offset: 0x19c, Size: 12]
delegate ItemOperationInfoDelegate;//[Offset: 0x1a8, Size: 12]
delegate AssociationOperationDelegate;//[Offset: 0x1b4, Size: 12]
delegate ItemOperCountDelegate;//[Offset: 0x1c0, Size: 12]
delegate ItemOperationFailedDelegate;//[Offset: 0x1cc, Size: 12]
delegate BackPackTipsToPlayerDelegate;//[Offset: 0x1d8, Size: 12]
delegate ItemHandleAddDelegate;//[Offset: 0x1e4, Size: 12]
<int,int> PickupLimitSetting;//[Offset: 0x1f0, Size: 60]
delegate ItemUpdatedDelegate;//[Offset: 0x22c, Size: 12]
delegate ItemRemovedDelegate;//[Offset: 0x238, Size: 12]
CustomAccessoriesData[] CustomAccessoriesData;//[Offset: 0x244, Size: 12]
BattleItemPickupAfterLand[] BattleItemPickupAfterLandList;//[Offset: 0x250, Size: 12]
SpecialPickInfo[] specialCountLimit;//[Offset: 0x25c, Size: 12]
IncNetArray ItemListNet;//[Offset: 0x274, Size: 24]
IncNetArray ItemListNetCache;//[Offset: 0x28c, Size: 24]
<int,BattleItemData> CacheBattleItemMap;//[Offset: 0x2a4, Size: 60]
ItemDefineID[] BroadcastInsertItemList;//[Offset: 0x2e0, Size: 12]
ItemDefineID[] BroadcastUpdateItemList;//[Offset: 0x2ec, Size: 12]
ItemDefineID[] BroadcastDeleteItemList;//[Offset: 0x2f8, Size: 12]
bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1]
ItemHandleBase*[] ItemHandleList;//[Offset: 0x308, Size: 12]
<ItemDefineID,ItemHandleBase*> ItemHandleMap;//[Offset: 0x314, Size: 60]
int CapacityThreshold;//[Offset: 0x350, Size: 4]
float Capacity;//[Offset: 0x354, Size: 4]
float OccupiedCapacity;//[Offset: 0x358, Size: 4]
float SafetyBoxCapacity;//[Offset: 0x35c, Size: 4]
float SafetyBoxOccupiedCapacity;//[Offset: 0x360, Size: 4]
int virtualitemid;//[Offset: 0x374, Size: 4]
bool IsForbidAutoEquipAttachments;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380, Size: 1]
int[] NeedToShowTypeList;//[Offset: 0x384, Size: 12]
bool bVerifyWeaponPackageData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1]
bool bShowBounty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391, Size: 1]
delegate BackpackShowBountyDelegate;//[Offset: 0x394, Size: 12]
bool UseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x2a9174c
float UpdateCapacity();// 0x218dc00
void UnlockUpdateItemListReceive();// 0x2a91738
void UnequipItem(ItemDefineID DefineID);// 0x2a916b0
void TryMergeItemHandles(out const ItemDefineID DefineID, enum InItemStoreArea);// 0x2a915dc
int TakeItem(ItemDefineID DefineID, int Count, bool bCallHandleDrop);// 0x2a914b8
bool SwapItem(ItemDefineID DefineID1, ItemDefineID DefineID2);// 0x2a913cc
void ServerSetShowBounty(bool bInShowBounty);// 0x2a91304
void ServerSetCustomAccessories(int WeaponItemID, int Index, int ItemID);// 0x2a911c0
void ServerEnableItem(ItemDefineID DefineID, bool bUse);// 0x2a91090
int ReturnItem(ItemDefineID DefineID, int Count, bool bCallHandlePickup);// 0x2a90f6c
bool RemoveItemHandle(out const ItemDefineID DefineID);// 0x2a90ecc
void ReceiveItemList();// 0x22d1634
void ReceiveCapacity();// 0x22932c4
bool PickupItemFromWrapperDetail(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x2a90b84
bool PickUpItem_Default(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x2a90884
bool PickupItem(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x2a9053c
void PickupBattleItemOnPlane();// 0x2a90528
bool PickItem_IntoSafetyBox(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x2a90228
bool PickItem_IntoBackpack(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x2a8ff28
void OnRep_specialCountLimit();// 0x2a8ff14
void OnRep_ItemListNet();// 0x2a8ff00
void OnRep_Capacity();// 0x2a8feec
void NotifyItemUpdated(out const ItemDefineID DefineID);// 0x2a8fe54
void NotifyItemRemoved(out const ItemDefineID DefineID);// 0x2a8fdbc
void NotifyItemListUpdated();// 0x2a8fda0
void NotifyCapacityUpdated();// 0x2a8fd84
BattleItemHandleBase* NewItemHandle(out const ItemDefineID DefineID);// 0x2a8fce4
ItemDefineID NewItemDefineID(out const ItemDefineID DefineID);// 0x2a8fc30
void ModifyItemHandleEquippingState(ItemHandleBase* ItemHandle, bool bEquipping);// 0x2a8fb6c
void ModifyItemHandleCount(ItemHandleBase* ItemHandle, int Count);// 0x2a8fab0
void ModifyAutoPickClipType(int InAutoPickClipType);// 0x2a8f9fc
void ModifyAimNotAutoUse(bool bAdd);// 0x2a8f934
void LockUpdateItemListReceive();// 0x2a8f920
BattleItemData ItemNet2Data(out const NetArrayUnit NetItem);// 0x2a8f764
bool IsNeedToShowInBackpack(int TypeDefineID);// 0x2a8f6e4
bool IsItemListUpdatedHasSomeItemTypes(out const int[] ItemTypes);// 0x2a8f610
bool IsItemListUpdatedHasSomeItemSubTypes(out const int[] ItemSubTypes);// 0x2a8f53c
bool IsItemListUpdatedHasSomeItems(out const int[] ItemTypeSpecificIDs);// 0x2a8f468
bool IsItemListUpdatedHasOneItemType(int ItemType);// 0x2a8f3e8
bool IsItemListUpdatedHasOneItemSubType(int ItemSubType);// 0x2a8f368
bool IsItemListUpdatedHasOneItem(int ItemTypeSpecificID);// 0x2a8f2e8
bool IsItemExist(out const ItemDefineID DefineID);// 0x2a8f248
bool IsEnableWeaponAttachmentBindToWeapon();// 0x231cc30
bool IsCustomIgnoreAccessories(int WeaponID, int Index);// 0x2a8f184
bool IsCustomAccessories(int WeaponID, int ItemID);// 0x2a8f0c0
bool IsBackPackContainItemId(int ItemID);// 0x2a8f040
bool IsAutoUse(int ItemID);// 0x2efb424
bool HasUnEquipItemByDefindIdRange(int LowValue, int HighValue);// 0x2a8ef7c
bool HasTagSub(int ItemID, out const FName TagName);// 0x2efb424
bool HasItemBySubType(int SubType);// 0x2a8eefc
bool HasItemByDefineID(out const ItemDefineID DefineID);// 0x2a8ee64
bool HasItemByDefindIdRange(int LowValue, int HighValue);// 0x2a8eda0
void HandleDropInDisuse(out const ItemDefineID DefineID, BattleItemHandleBase* ItemHandle, enum Reason, float OccupiedCapacityBeforeDisuse);// 0x2a8ec38
World* GetWorld_BP();// 0x2a8ec10
int GetUnEquipItemNumByItemId(int ItemID);// 0x2a8eb90
SpecialPickInfo GetSpecialItemNow(ItemDefineID DefineID);// 0x2a8eaf0
SpecialPickInfo GetSpecialItemBefore(int ItemResId);// 0x2a8ea60
BattleItemData GetLeastElectrictyBattleItemData(ItemDefineID DefineID, FString AdditionalDataName);// 0x2a8e88c
int GetItemSubType(int ItemID);// 0x2efb424
BattleItemData[] GetItemListByDefineID(out const ItemDefineID DefineID);// 0x2a8e71c
<ItemDefineID,ItemHandleBase*> GetItemHandleMap();// 0x2a8e6e4
ItemHandleBase*[] GetItemHandleList();// 0x2a8e674
int GetItemCountByType(int InItemType);// 0x2a8e5f4
int GetItemCountByItemSpecialID(int InItemSpecialID);// 0x2a8e574
BattleItemData GetItemByDefineID(out const ItemDefineID DefineID);// 0x2a8e4b0
float GetItemAssociateWeights(out const BattleItemData InItemData);// 0x2a8e3f8
BattleItemData GetFirstItemBySubType(int SubType);// 0x2a8e34c
BattleItemData GetFirstItemByDefineIDIgnoreInstance(out const ItemDefineID DefineID);// 0x2a8e288
BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const ItemDefineID DefineID);// 0x2a8e1c4
BattleItemData[] GetAllItemList(enum InItemStoreArea);// 0x2a8e06c
int GetAllItemCountByItemSpecialID(int InItemSpecialID);// 0x2a8dfec
enum GetAIPickupType(int ItemID);// 0x2283db8
void ForceNetUpdate();// 0x22bf28c
void EquipItem(ItemDefineID DefineID);// 0x2a8df64
bool DropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x2a8de44
bool DisuseItem(ItemDefineID DefineID, enum Reason);// 0x2a8dd68
BattleItemHandleBase* CreateItemHandleInternal(out const ItemDefineID DefineID);// 0x2a8dcc8
ItemHandleBase* CreateItemHandle(out const ItemDefineID DefineID);// 0x2a8dc28
int ConsumeItem(ItemDefineID DefineID, int Count);// 0x2a8db54
void ClientBroadcastItemOperationFailedDelegate(const ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x2a8da4c
void ClientBroadcastItemOperationDelegate(const ItemDefineID DefineID, enum OperationType, byte Reason);// 0x2a8d944
int CheckSpecialMaxCountForItem(ItemDefineID DefineID, int Count);// 0x2a8d870
bool CheckSkillPropItemCanBePickup(BackpackComponent* BackpackComp, ItemDefineID DefineID);// 0x2a8d790
bool CheckPickUpItemDefaultSuccess(out const ItemDefineID DefineID, bool bPickupSucc, bool bAutoEquip);// 0x2a8d654
int CheckLeftLimitCountForItem(int InItemID, int InCount);// 0x2a8d588
void CheckItemEmptyInBackpack(int InItemID);// 0x2a8d510
int CheckCapacityForItem(ItemDefineID DefineID, int Count, enum InItemStoreArea);// 0x2a8d3f8
bool ChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x2a8d2d8
bool CanDisuseToBackpack(ItemDefineID DefineID);// 0x2a8d240
bool CacheItemAssociationBeforeDisuse(ItemDefineID DefineID, enum Reason);// 0x2a8d164
void BroadcastItemOperCountDelegate(out const ItemDefineID DefineID, enum OperationType, int Count);// 0x2a8d04c
void BroadcastItemOperationInfoDelegate(out const ItemOperationInfo ItemOperationInfo);// 0x2a8cfb0
void BroadcastItemOperationFailedDelegate(out const ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x2a8ce98
void BroadcastItemOperationDelegate(out const ItemDefineID DefineID, enum OperationType, byte Reason);// 0x2a8cd80
bool AddItemHandle(out const ItemDefineID DefineID, ItemHandleBase* ItemHandle);// 0x2a8cc9c
void AddBattleItemPickupOnPlane(out ItemDefineID DefineID, out BattleItemPickupInfo PickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x2a8c9fc
--------------------------------
Class: CustomAccessoriesData
int WeaponID;//[Offset: 0x0, Size: 4]
int Index;//[Offset: 0x4, Size: 4]
int ItemID;//[Offset: 0x8, Size: 4]
--------------------------------
Class: BattleItemPickupAfterLand
ItemDefineID DefineID;//[Offset: 0x0, Size: 24]
BattleItemPickupInfo PickupInfo;//[Offset: 0x18, Size: 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 bMarkDelete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1]
--------------------------------
Class: BattleItemNet
ItemDefineID DefineID;//[Offset: 0x0, Size: 24]
int Count;//[Offset: 0x18, Size: 4]
bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1]
enum ItemStoreArea;//[Offset: 0x1d, Size: 1]
BattleItemAdditionalData[] AdditionalData;//[Offset: 0x20, Size: 12]
ItemAssociation[] Associations;//[Offset: 0x2c, Size: 12]
int Durability;//[Offset: 0x38, Size: 4]
--------------------------------
Class: ItemOperationInfo
ItemDefineID DefineID;//[Offset: 0x0, Size: 24]
enum BattleItemOperationType;//[Offset: 0x18, Size: 1]
byte Reason;//[Offset: 0x19, Size: 1]
int Count;//[Offset: 0x1c, Size: 4]
--------------------------------
Class: CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
<enum,FName> SlotTypeToSocket;//[Offset: 0x710, Size: 60]
<enum,FName> SubSlotTypeToSocket;//[Offset: 0x74c, Size: 60]
int gender;//[Offset: 0x788, Size: 4]
delegate OnAvatarEquipped;//[Offset: 0x78c, Size: 12]
AvatarSlotNameConfig DefaultSlotNameConfig;//[Offset: 0x798, Size: 120]
<enum,AvatarSlotNameConfig> SlotNameMap;//[Offset: 0x810, Size: 60]
int HeadAvatarID;//[Offset: 0x860, Size: 4]
int PreHeadAvatarID;//[Offset: 0x864, Size: 4]
SoftObjectPath HeadMeshSoftPath;//[Offset: 0x868, Size: 24]
class AnimInstance* HeadAniminstanceClass;//[Offset: 0x880, Size: 4]
bool isEnable2PassHairMarkDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x885, Size: 1]
bool forceLodMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x894, Size: 1]
bool bEnableCameraModeLODControll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x895, Size: 1]
<FName> HadHideBoneNames;//[Offset: 0x898, Size: 60]
enum[] OpenResetHideBone;//[Offset: 0x8d4, Size: 12]
<enum,AvatarHideBonesDesc> AvatarHideBoneMap;//[Offset: 0x8e0, Size: 60]
int[] ignoreSlots;//[Offset: 0x91c, Size: 12]
int WholeBodyModelID;//[Offset: 0x928, Size: 4]
int CurrentClothID;//[Offset: 0x92c, Size: 4]
int[] NeedRemoveSlot;//[Offset: 0x930, Size: 12]
<enum,int> AvatarRectifyData;//[Offset: 0x93c, Size: 60]
bool bWearingSuit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x978, Size: 1]
<enum,FName> ClothMaterialColorName;//[Offset: 0x97c, Size: 60]
<enum,FName> ClothMaterialSkinName;//[Offset: 0x9b8, Size: 60]
<enum,BackpackAvatarItemColor*> RunningColorHandle;//[Offset: 0x9f4, Size: 60]
<enum,BackpackAvatarItemPattern*> RunningPatternHandle;//[Offset: 0xa30, Size: 60]
<int,AvatarEffectGroup> LoadedEffectGroup;//[Offset: 0xa6c, Size: 60]
delegate OnAvatarAttachEquipped;//[Offset: 0xaa8, Size: 12]
delegate OnClothParticleEquipped;//[Offset: 0xab4, Size: 12]
delegate OnClothPlaneCutChanged;//[Offset: 0xac0, Size: 12]
<int,AvatarAttachMeshGroup> LoadedAttachMeshGroup;//[Offset: 0xacc, Size: 60]
int ConfigMinDistFromMainChar;//[Offset: 0xb08, Size: 4]
int ConfigMaxDistFromMainChar;//[Offset: 0xb0c, Size: 4]
int ConfigBaseNonRenderedUpdateRate;//[Offset: 0xb10, Size: 4]
float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0xb14, Size: 12]
AvatarAttachMeshFrameSkipMap[] ConfigLODToFrameSkipMap;//[Offset: 0xb20, Size: 12]
float ConfigBoundScale;//[Offset: 0xb2c, Size: 4]
int EnableEquipAvatarPendant;//[Offset: 0xb30, Size: 4]
bool bConsiderDefaultReplaceModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb34, Size: 1]
bool bAllowSetInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb35, Size: 1]
<int,AdditonalAvatarStruct> AdditionalAvatarMap;//[Offset: 0xb38, Size: 60]
FakeHeadInfo FakeHeadInfo;//[Offset: 0xb78, Size: 56]
class AnimInstance* SoftAnimBPClass;//[Offset: 0xbb0, Size: 40]
bool EnableCachedAvatarRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd8, Size: 1]
bool bEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbdb, Size: 1]
bool HasVehicleAjustHandle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbdc, Size: 1]
int BodySlotStateChangeCount;//[Offset: 0xbe0, Size: 4]
float CutPlaneW;//[Offset: 0xbe4, Size: 4]
bool EnableClothPlaneCut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe8, Size: 1]
SkinnedMeshComponent* ClothSkinMeshTobeCut;//[Offset: 0xc00, Size: 4]
bool bEnableAvatarReAttachFeature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc04, Size: 1]
bool bVisibleChangeRefreshAvatarReAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc05, Size: 1]
enum[] AlwaysResetReAttachSlotList;//[Offset: 0xc08, Size: 12]
<enum,AvatarReAttachConfigCollection> PendingAvatarReAttachCollectionMap;//[Offset: 0xc14, Size: 60]
<enum,ReAttachConfig> FinalWorkingAvatarReAttachMap;//[Offset: 0xc50, Size: 60]
int BackAircraftType;//[Offset: 0xc8c, Size: 4]
int BackSkateType;//[Offset: 0xc90, Size: 4]
int TypeToInt(enum InSlotType);// 0x2185ec4
void TemporarySetHidedBonesVisibility(bool Visible);// 0x2185e44
void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x2185d08
void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x2185c34
void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x2185b60
bool SetSkinMaterial(int SlotID, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x2185a40
void SetNormalMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, int SlotID, BackpackAvatarHandle* InAvatarHandle);// 0x21858c8
bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x2185750
void SetIgnoreSlots(BackpackAvatarHandle* avatar);// 0x21856d8
void SetClothParticleVisibility(int SlotID, bool Visible, bool IsForCE);// 0x21855c4
void SetCastPhotonShadow(bool Enable);// 0x2185544
bool SetBodySuitsMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, BackpackAvatarHandle* InAvatarHandle);// 0x2185408
void SetAvatarVisibility(enum SlotType, bool Visible, bool IsForCE);// 0x21852f4
void SetAvatarGender(int AGender);// 0x21834dc
void SetAvatarForceLOD(enum SlotType, int LODLevel);// 0x2185238
void SetAllMeshCharMode(bool bMainChar);// 0x21851b8
void ResetOnReCycle();// 0x21851a4
void ResetBackpackPendant(int InSlotID, BackpackAvatarHandle* AvatarHandle);// 0x21850e8
void ResetAnimDynamicsByMeshComp(MeshComponent* MeshComp);// 0x2185068
void ResetAllAnimDynamics();// 0x218504c
void RequestSyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x2184f80
void RemoveForceReplaceOnVehicle(int SlotID);// 0x2184f08
void RemoveClothParticleEffect(int SlotID);// 0x2184e90
void RemoveAvatarReAttach(const enum InTriggerSlot);// 0x2184e18
void RemoveAttachMesh(int SlotID);// 0x2184da0
void RefreshAvatarReAttachForAssociatedSlot(const enum InScaledSlot, const enum InAssociatedSlot);// 0x2184ce4
void RefreshAvatarReAttach();// 0x2184cd0
void ProcessUnDownloadHead();// 0x2184cb4
void ProcessClothSuits();// 0x2184c98
void ProcessChangedVehicleSeat();// 0x2efb424
void ProcessAvatarRectify();// 0x2184c7c
void PreProcessBeforeLoadMesh();// 0x2184c60
void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2efb424
void PostProcessAfterLoadMesh();// 0x2184c44
void OnSyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x2184b78
void OnRespawned();// 0x20ffde0
void OnRep_EnableClothPlaneCut();// 0x2184b64
void OnRep_BodySlotStateChangedInternal();// 0x2184b50
void OnRep_BodySlotStateChanged();// 0x2184b34
void OnRecycled();// 0x20cd3f4
void OnPlayerLeaveState(enum State);// 0x2184abc
void OnPlayerEnterState(enum State);// 0x2184a44
void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x2184970
void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x218489c
void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x21847ec
void OnEnterOrLeaveVehicle();// 0x2efb424
void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x21846cc
void OnClothPlaneCutChanged__DelegateSignature(bool IsEnable);// 0x2efb424
void OnClothParticleEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2efb424
void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID, int RealShowItemID);// 0x2184558
void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x218447c
void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x2184344
void OnAvatarEquippedCall(enum SlotType, bool bEquipped, int ItemID);// 0x2184238
void OnAvatarEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2efb424
void OnAvatarAttachEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x2efb424
void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x21841b8
void OnAsyncLoadBattleHandlesDone_Download(int InAsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles);// 0x21840a0
void OnAsyncLoadBattleHandlesDone(int InBodySlotStateChangeCount, out const BattleItemHandleBase*[] AvatarHandles);// 0x2183f88
void ModifySlotFakeID(enum Slot, int FakeID);// 0x2183ecc
void MarkAvatarBoneRetargetLODFeature(const enum InAvatarSlot, const bool InIsUseEnable);// 0x2183e00
bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x2183cd8
bool IsWearingAvatarNeedParachuteWind();// 0x2efb424
bool IsUseDefaultReplaceModel(int InSlotID, out const ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle);// 0x2183bb0
bool IsTeammate();// 0x20ffdb0
bool IsSelf();// 0x20ffd58
bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x2183ab4
bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x21839b8
bool IsPendantExistAndBackpackHided(int SlotType);// 0x2183938
bool IsNeedModifyVehicle(int TemplateID);// 0x21838b8
bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x21837ec
bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x21836bc
bool IsInVehicleTemplateConfig(int VehicleID, int TemplateID);// 0x21835f8
bool IsCutPlaneOnVehicleOpen();// 0x2efb424
enum IntToType(int InSlotID);// 0x2183584
void InitMasterComponent();// 0x2183570
void Initialize();// 0x2183554
void InitialAvatarParam(int AGender);// 0x21834dc
void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x2183464
void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x2183364
bool InitBodyMeshByHead(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x2183280
bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh);// 0x2efb424
bool HaveSubTypeMesh(enum SlotType, int SubType);// 0x21831bc
bool HandleUnEquipCloth(out const ItemDefineID InItemID);// 0x2183124
bool HandleUnEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x2183048
void HandleHeadEquipped(BattleItemHandleBase* Handle);// 0x2182fd0
void HandleEquipInitalCloth(BattleItemHandleBase* InItemHandle);// 0x2182f58
bool HandleEquipCloth(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x2182e7c
bool HandleEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x2182da0
StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x2182cec
enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x2182bdc
SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x2182b28
int GetRepalceIDOnVehicle(int OriginID);// 0x2efb424
enum GetPendantSlotType();// 0x2182af8
MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x2182a70
MaterialInstanceDynamic* GetMaterialBySlotName(enum InSlotType, FName SlotName);// 0x21829ac
MaterialInstance* GetMaterial(out const MeshPackage MeshPack);// 0x21828f8
BackpackAvatarHandle* GetLoadedHandle(int SlotID);// 0x2182878
int GetEquipmentSkinItemID(int InItemID);// 0x21827f0
bool GetEquimentMeshBySlot(int Slot, out MeshData MeshPack);// 0x21826f8
int[] GetDefaultBodyItemIDList();// 0x2182638
FName GetClothMaterialSkinName(enum SlotType, bool bSuit);// 0x2182564
FName GetClothMaterialColorName(enum SlotType, bool bSuit);// 0x2182490
MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, BackpackAvatarHandle* InAvatarHandle);// 0x2182388
enum GetBPSlotNameConfigType(BackpackAvatarHandle* InAvatarHandle);// 0x2efb424
BackpackAvatarItemPattern* GetAvatarItemPattern(enum InSlotType, int InPatternID, int InNumID);// 0x2182280
BackpackAvatarItemColor* GetAvatarItemColor(enum InSlotType, int InColorID);// 0x21821bc
int GetAvatarIDBySlotID(int SlotID);// 0x218213c
enum GetAttachPartSlotType();// 0x218210c
MeshComponent* GetAttachParentMesh(int SlotID);// 0x2182084
bool GetAttachMeshResRef(out const AvatarAttachMeshData MeshPack, out SoftObjectPath OutAssetRef);// 0x2181f00
void GetAllEquipItems(out int[] EquipItems);// 0x2181e34
void GenerateVehicleTemplateConfig();// 0x2efb424
bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle);// 0x2efb424
void ForceReplaceAvatarOnVehicle(int SlotID);// 0x2181dbc
void FillVehicleTemplateConfig(int TemplateID, int VehicleID);// 0x2181d00
bool EnableEquipAvatarPendantFeature();// 0x2181cd8
bool DeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x2181c04
BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID);// 0x2efb424
BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID);// 0x2efb424
ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x2181b20
void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x2181a88
bool CheckShouldEquipDefaultItem(int InSlotID);// 0x2181a00
bool CheckIsHiddenByOther(int InItemResID);// 0x2181980
void CheckAvatarReAttachForSlotAssociation(const enum InSlot);// 0x2181908
void CheckAvatarReAttachForSlot(const enum InScaledSlot);// 0x2181890
void CheckAvatarReAttachCancelForSlotAssociation(const enum InScaledSlot);// 0x2181818
void CancelAvatarReAttach(out const ReAttachConfig InAvatarReAttachInfo);// 0x2181620
void BPOnRemoveAvatarReAttach();// 0x2efb424
void BPOnDeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x2efb424
bool BPIsNeedModifyVehicle(int VehicleID, int TemplateID, int SeatIdx);// 0x2efb424
void AsyncLoadClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x2181564
void AsyncLoadAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x21814a8
void ApplyMeshCompCollision(int SlotID);// 0x2181430
bool ApplyMaterial(MeshComponent* InMeshComponent, ItemHandleBase* InItemHandle);// 0x2181364
void ApplyClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x21812a8
void ApplyAvatarReAttach(out const ReAttachConfig InAvatarReAttachInfo);// 0x21810b0
void ApplyAvatarCustomInfo(int InSlotID, MaterialInstanceDynamic* InMatDynamic, BackpackAvatarItemColor* InColorHandle, BackpackAvatarItemPattern* InPatternHandle);// 0x2180f68
void ApplyAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x2180eac
void ApplyAnimListOverride(ItemHandleBase* InItemHandle, bool IsPutOn);// 0x2180de0
void AddAvatarReAttach(const enum InTriggerSlot, out const AvatarReAttachConfigCollection InAvatarReAttachCollection);// 0x2180cf0
void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x2180c70
void ActivateLimitEffect(FName ComponentTag, bool bActivate);// 0x2180b9c
--------------------------------
Class: SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
<int,FName> SlotToSocket;//[Offset: 0x42c, Size: 60]
<int,ItemDefineID> DefaultAvataConfig;//[Offset: 0x468, Size: 60]
<int,SlotMeshDesc> LoadedMeshComps;//[Offset: 0x4a4, Size: 60]
<int,SlotHandleDesc> LoadedHandleDescs;//[Offset: 0x4e0, Size: 60]
delegate OnAvatarBeginLoadMesh;//[Offset: 0x51c, Size: 12]
delegate OnAvatarAllMeshLoaded;//[Offset: 0x528, Size: 12]
delegate OnAvatarMeshEquipped;//[Offset: 0x534, Size: 12]
delegate OnAvatarMeshMaterialApplyed;//[Offset: 0x540, Size: 12]
bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1]
bool EnableMeshOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1]
bool IsGameStateValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54e, Size: 1]
ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x550, Size: 12]
int AsyncLoadReqID;//[Offset: 0x5f4, Size: 4]
int LastAsyncLoadReqID;//[Offset: 0x5f8, Size: 4]
bool bAutonomousLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1]
AvatarEntity*[] EntityTickList;//[Offset: 0x614, Size: 12]
<int,AvatarEntity*> AvatarEntityList;//[Offset: 0x620, Size: 60]
AvatarEntityFactory* EntityFactory;//[Offset: 0x65c, Size: 4]
delegate OnRegisterEntityTick;//[Offset: 0x660, Size: 12]
bool bLoadWithBatchBody;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c, Size: 1]
enum[] LoadWithBatchBodyFilterTypes;//[Offset: 0x670, Size: 12]
int[] LoadWithBatchBodyFilterTemplateIDs;//[Offset: 0x67c, Size: 12]
void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x2185d08
void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x2185c34
void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x2185b60
bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x2185750
void SetLoadMeshWithBatchBody(bool bFlag);// 0x2337094
void ResetSlotSyncData();// 0x2337078
void RequestSyncLoadMeshesWithPath(out const SoftObjectPath[] AssetPathList);// 0x2336f44
void RequestSyncLoadMeshes();// 0x2336f30
void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x20ffdfc
void RequestAsyncLoadMeshes();// 0x2336f1c
void RequestAsyncLoadHandles();// 0x2336f08
void RemoveEquippedAvatar(int InSlotID);// 0x2336e88
void RemoveAllEquippedAvatar(bool bClearMasterMesh);// 0x2336e00
void ReloadLogicAvatar(int SlotID, enum ReloadType, bool bReBuild);// 0x2336cf0
void ReloadAllLogicAvatar(enum ReloadType);// 0x2336c70
void ReloadAllEquippedAvatar(enum ReloadType);// 0x2336bf0
void RegisterEntityTick(AvatarEntity* Entity, bool isRegister);// 0x2336b2c
bool PutOnEquipmentByResID(int resID);// 0x2336aa4
bool PutOffEquimentByResID(int resID);// 0x2336a1c
void PreProcessBeforeLoadMesh();// 0x2184c60
void PostProcessAfterLoadMesh();// 0x2184c44
void OnSyncLoadMeshesDone();// 0x2336a08
void OnRespawned();// 0x20ffde0
void OnRep_BodySlotStateChanged();// 0x2184b34
void OnRegisterEntityTick__DelegateSignature();// 0x2efb424
void OnRecycled();// 0x20cd3f4
void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x218489c
void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x21847ec
void OnAvatarMeshMaterialApplyed__DelegateSignature(MeshComponent* MeshComponent);// 0x2efb424
void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID, int RealShowItemID);// 0x2184558
void OnAvatarMeshEquipped__DelegateSignature(int SlotID, bool bEquipped, int ItemID);// 0x2efb424
void OnAvatarBeginLoadMesh__DelegateSignature();// 0x2efb424
void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2efb424
void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x21841b8
void OnAsyncLoadHandlesDone_Download(out const ItemHandleBase*[] AvatarHandles);// 0x2336934
void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x2336860
void OnAllAvatarHandleLoadedDoneSync();// 0x233684c
void OnAllAvatarHandleLoadedDone();// 0x2336838
bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x2332494
bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x2183cd8
bool IsValidStateToRequestDownload();// 0x2336810
bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x2336744
bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x21837ec
bool IsItemHasEquipped(int InItemID);// 0x2331aec
bool IsForceRecreateMeshBoneRetargetAdaptSlot(const enum InTestSlot);// 0x23366bc
bool IsEnableItemDownload(int ItemID);// 0x2efb424
bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x23319b4
bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x2336634
bool IsAdvanceVehicleBodySlot(int SlotID);// 0x23365ac
void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x23364e8
enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x2182bdc
enum GetMeshTypeBySlot(int InSlotID);// 0x2336468
MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x23363e8
MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x2182a70
ItemHandleBase*[] GetLoadedItemHandlePool();// 0x2336378
int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID);// 0x2336268
int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID);// 0x2336158
AvatarEntityFactory* GetEntityFactory();// 0x2336128
SoftObjectPath GetBatchDefaultBodyPath();// 0x2efb424
ItemHandleBase* GetAvatarHandleExternal(out const ItemDefineID InItemID, bool bDirectCreate);// 0x2336044
AvatarEntity* GetAvatarEntity(int SlotID, FName Option, int SubSlotID);// 0x2335f3c
MeshComponent* GetAttachParentMesh(int SlotID);// 0x2182084
MeshComponent*[] GetAllMeshComponents(bool CheckVisible);// 0x2335e2c
int GetAdvanceVehicleInsideSlotID();// 0x2335dfc
bool GenerateDefaultAvatarConfig(int InBaseSkinID);// 0x2efb424
bool DeleteAvatarMeshData(int InSlotID, bool DestroyComp);// 0x2181c04
ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x2181b20
AvatarEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x2335d38
bool CheckSlotInfo(int InSlotID, out bool isHide, out bool isReplace, out bool bVisable, out ItemDefineID OutItemID);// 0x2335b50
bool CanLoadItemWithBatchBody(out const ItemDefineID InItemID);// 0x2335ab8
void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x23359e4
void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs, out ItemDefineID[] OutRequestItemList);// 0x2335878
enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x2335768
void BPCreateAvatarCustomHandle(int SlotID, int ItemID, out const AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle);// 0x2efb424
void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x20ff940
--------------------------------
Class: SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object
<int,AvatarSlotDesc> LogicSlotDesc;//[Offset: 0x224, Size: 60]
<int,AvatarSlotDesc> ViewSlotDesc;//[Offset: 0x260, Size: 60]
NetAvatarSyncData NetAvatarData;//[Offset: 0x29c, Size: 24]
AvatarSlotDesc[] PendingEquipItemLogic;//[Offset: 0x2b4, Size: 12]
AvatarSlotDesc[] PendingUnEquipItemLogic;//[Offset: 0x2c0, Size: 12]
delegate OnAvatarEquippedEvent;//[Offset: 0x2cc, Size: 12]
delegate OnAvatarUnequippedEvent;//[Offset: 0x2d8, Size: 12]
delegate OnAvatarEquippedFailedEvent;//[Offset: 0x2e4, Size: 12]
int ItemType;//[Offset: 0x2f0, Size: 4]
enum CustomType;//[Offset: 0x2f4, Size: 1]
<int,ForceEquipSlotInfo> ForceEquipItemLogic;//[Offset: 0x2f8, Size: 60]
bool bEnableRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c, Size: 1]
bool bEnableBPModifyRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33d, Size: 1]
bool bEnableBPModifySlotType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33e, Size: 1]
bool bEnableBPModifySlotName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33f, Size: 1]
int SubSlotStartNum;//[Offset: 0x340, Size: 4]
int SubSlotIntervalNum;//[Offset: 0x344, Size: 4]
<int,enum> SlotHideStateMap;//[Offset: 0x348, Size: 60]
<int,TempAvatarSlotDesc> TempRunningSlotDesc;//[Offset: 0x384, Size: 60]
int[] AlawysHideResetOperation;//[Offset: 0x408, Size: 12]
bool bEnableConflictRule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1]
delegate OnAvatarConflictProcess;//[Offset: 0x418, Size: 12]
void SetForceHideState(int InSlotID, enum InForceHideState);// 0x233279c
void RemoveTempRunningSlotDesc(int SlotID, int Index);// 0x23326e0
void RemoveForceEquipItem(int SlotID);// 0x2332668
void RemoveAllEquippedItem();// 0x2332654
void OnRespawned();// 0x20ffde0
void OnRep_BodySlotStateChanged();// 0x2184b34
void OnRecycled();// 0x20cd3f4
void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x2184970
void OnHandleUnequipSlot(int InSlotID);// 0x23325dc
void OnHandleUnequipItem(out const AvatarSyncData InSyncData);// 0x2332534
void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x21847ec
void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x21846cc
void OnAvatarUnequippedEvent__DelegateSignature(int SlotID, ItemDefineID OldItemID);// 0x2efb424
void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x218447c
void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x2184344
void OnAvatarEquippedFailedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2efb424
void OnAvatarEquippedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2efb424
void OnAvatarConflictProcess__DelegateSignature(int SlotID, ItemDefineID NewItemID, int[] ConflictSlotID);// 0x2efb424
bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x2332494
bool ModifyViewDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x2332384
bool ModifyViewDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x2332274
bool ModifyViewDataByForceHide(int InSlotID, bool bHide);// 0x23321a8
bool ModifySyncDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x2332098
bool ModifySyncDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x2331f88
bool ModifySyncDataByForceHide(int InSlotID, enum HideState);// 0x2331ec4
int MakeStateInfo(out const int[] InSlotDesc);// 0x2331df0
AvatarTableData MakeAvatarTableData(out const ItemDefineID InItemID);// 0x2331d24
bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x2183ab4
bool IsItemHasMutilReplaceMesh(int InSlotID, out const ItemDefineID InItemID);// 0x2331c40
bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x21836bc
bool IsEquippedThoseItemList(out const int[] InItemListID);// 0x2331b6c
bool IsEquippedItemID(int InItemID);// 0x2331aec
bool IsEquippedItemDefineID(out const ItemDefineID InItemID);// 0x2331a54
bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x23319b4
bool HasLogicEquipped(out const ItemDefineID InItemID);// 0x233191c
bool HandleUnequipSlot(int InSlotID);// 0x233189c
bool HandleUnequipItem(out const ItemDefineID InItemID);// 0x2331804
void HandleItemSlotState(out <int,int> OutHideMap, out <int,int> OutReplaceMap);// 0x2331624
void HandleItemResetOrderDesc();// 0x2331610
void HandleItemResetOperation();// 0x23315fc
void HandleItemReplaceRelation();// 0x23315e8
void HandleItemHideRelation();// 0x23315d4
bool HandleEquipItem(out const ItemDefineID InItemID, out const AvatarCustom InCustomInfo);// 0x23314d8
void GetViewDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2331330
void GetViewDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2331188
bool GetViewDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x23310ac
bool GetViewDataBySlot(const int InSlotID, out AvatarSlotDesc OutSlotDesc);// 0x2330f94
void GetSyncDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2330dec
void GetSyncDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2330c44
bool GetSyncDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x2330b68
bool GetSyncDataBySlot(const int InSlotID, out AvatarSyncData OutSlotDesc);// 0x2330a74
int GetLogicEquippedSlot(out const ItemDefineID InItemID);// 0x23309dc
int GetItemTemplateID(out const ItemDefineID InItemID);// 0x233093c
enum GetForceHideState(int InSlotID);// 0x23308b4
ItemDefineID GetEquippedItemDefineID3(int InSlotID);// 0x2330820
void GetEquippedItemDefineID2(int InSlotID, out ItemDefineID ItemDefineID, out ItemDefineID RealShowItemDefineID);// 0x23306f0
ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x233065c
int GetAvatarSlotID(int InSubSlotID);// 0x23305dc
void ClientPostProcessViewDataMiddle();// 0x2255ab4
void ClientPostProcessViewDataBefore();// 0x23305c0
void ClientPostProcessViewDataAfter();// 0x2255a98
void ClientBuildAvatarRelationData();// 0x23305ac
void ClientBodySlotStateChanged();// 0x2330598
bool CheckItemConflictRule(out const ItemDefineID InItemID, out const AvatarTableData InAvatarData);// 0x2330450
void BuildAvatarItemMap(out <int,int> OutHideMap, out <int,int> OutReplaceMap);// 0x2330270
void BPHandleIgnoreReplace();// 0x2194c98
bool BPClientPostProcessViewDataMiddle();// 0x2330240
bool BPClientPostProcessViewDataBefore();// 0x2330210
bool BPClientPostProcessViewDataAfter();// 0x231cc30
void AddForceEquipItem(int SlotID, int ItemID, enum HideState);// 0x2330110
--------------------------------
Class: AvatarSlotDesc
int SlotID;//[Offset: 0x0, Size: 4]
int SubSlotID;//[Offset: 0x4, Size: 4]
ItemDefineID ItemDefineID;//[Offset: 0x8, Size: 24]
ItemDefineID RealShowItemDefineID;//[Offset: 0x20, Size: 24]
int gender;//[Offset: 0x38, Size: 4]
int HideState;//[Offset: 0x3c, Size: 4]
int ReplaceState;//[Offset: 0x40, Size: 4]
bool IsExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1]
AvatarCustom CustomInfo;//[Offset: 0x48, Size: 20]
bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1]
enum SlotDescDiff;//[Offset: 0x5d, Size: 1]
ItemDefineID OldItemDefineID;//[Offset: 0x60, Size: 24]
--------------------------------
Class: AvatarCustom
enum CustomType;//[Offset: 0x0, Size: 1]
int ColorID;//[Offset: 0x4, Size: 4]
int PatternID;//[Offset: 0x8, Size: 4]
int NumID;//[Offset: 0xc, Size: 4]
int ParticleID;//[Offset: 0x10, Size: 4]
--------------------------------
Class: NetAvatarSyncData
AvatarSyncData[] SlotSyncData;//[Offset: 0x0, Size: 12]
int gender;//[Offset: 0xc, Size: 4]
int BaseID;//[Offset: 0x10, Size: 4]
int UpdateFlag;//[Offset: 0x14, Size: 4]
--------------------------------
Class: AvatarSyncData
int ItemID;//[Offset: 0x0, Size: 4]
int AdditionalItemID;//[Offset: 0x4, Size: 4]
int SlotID;//[Offset: 0x8, Size: 4]
int SubSlotID;//[Offset: 0xc, Size: 4]
int HideState;//[Offset: 0x10, Size: 4]
int ReplaceState;//[Offset: 0x14, Size: 4]
int FakeItemID;//[Offset: 0x18, Size: 4]
enum ForceDescDiff;//[Offset: 0x1c, Size: 1]
enum OperationType;//[Offset: 0x1d, Size: 1]
AvatarCustom CustomInfo;//[Offset: 0x20, Size: 20]
enum ForceHideState;//[Offset: 0x34, Size: 1]
--------------------------------
Class: ForceEquipSlotInfo
--------------------------------
Class: TempAvatarSlotDesc
int SlotID;//[Offset: 0x0, Size: 4]
AvatarTableData RelationData;//[Offset: 0x4, Size: 124]
int[] ReplaceDesc;//[Offset: 0x80, Size: 12]
int[] HideDesc;//[Offset: 0x8c, Size: 12]
bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98, Size: 1]
--------------------------------
Class: AvatarTableData
int SlotID;//[Offset: 0x0, Size: 4]
int SubSlotID;//[Offset: 0x4, Size: 4]
int[] HideFlags;//[Offset: 0x8, Size: 12]
int[] ReplaceFlags;//[Offset: 0x14, Size: 12]
int[] RecoverHideFlagsWhenSelfHidden;//[Offset: 0x20, Size: 12]
int[] RecoverReplaceFlagsWhenSelfHidden;//[Offset: 0x2c, Size: 12]
int[] RecoverHideFlagsWhenSelfReplaced;//[Offset: 0x38, Size: 12]
int[] RecoverReplaceFlagsWhenSelfReplaced;//[Offset: 0x44, Size: 12]
int[] ConflictConfig;//[Offset: 0x50, Size: 12]
int[] ConflictConfigWhenSelfReplaced;//[Offset: 0x5c, Size: 12]
int HideBoneSlotID;//[Offset: 0x68, Size: 4]
int HideBoneType;//[Offset: 0x6c, Size: 4]
FName[] HideBoneNames;//[Offset: 0x70, Size: 12]
--------------------------------
Class: SlotMeshDesc
int SlotID;//[Offset: 0x0, Size: 4]
MeshComponent* MeshComp;//[Offset: 0x4, Size: 8]
ParticleGroup ParticleGroup;//[Offset: 0xc, Size: 36]
--------------------------------
Class: ParticleGroup
ParticleSystem*[] ParticleSystemList;//[Offset: 0x0, Size: 12]
ParticleSystemComponent*[] ParticleCompList;//[Offset: 0xc, Size: 12]
ParticleAsset[] ParticleAssetList;//[Offset: 0x18, Size: 12]
--------------------------------
Class: ParticleAsset
Transform Transform;//[Offset: 0x0, Size: 48]
ParticleSystem* ParticleSystem;//[Offset: 0x30, Size: 40]
FName AttachSocket;//[Offset: 0x58, Size: 8]
FName ComponentTag;//[Offset: 0x60, Size: 8]
ParticleSysParam[] InstanceParameters;//[Offset: 0x68, Size: 12]
bool bLimitCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74, Size: 1]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75, Size: 1]
bool bAutoActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76, Size: 1]
bool EnableCullDist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x77, Size: 1]
float CullDist;//[Offset: 0x78, Size: 4]
--------------------------------
Class: SlotHandleDesc
int SlotID;//[Offset: 0x0, Size: 4]
ItemHandleBase* EquipHandle;//[Offset: 0x4, Size: 8]
AvatarCustomBase*[] CustomHandles;//[Offset: 0xc, Size: 12]
SoftObjectPath EquipMeshAssetPath;//[Offset: 0x18, Size: 24]
--------------------------------
Class: AvatarCustomBase.CustomBase.Object
CustomMatConfig[] MatConfigs;//[Offset: 0x30, Size: 12]
void SetCustomMatParam(MaterialInterface* InMaterial, out const CustomMatConfig InMatConfig, bool bSetTexture);// 0x21a2d00
void AsyncLoadCustomAssetDone();// 0x21a2cec
bool ApplyCustomInfo();// 0x21a17fc
--------------------------------
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);// 0x21a2974
MeshComponent* GetOwnerMeshComp();// 0x21a294c
ActorComponent* GetOwnerComp();// 0x21a2924
bool ClearCustomInfo();// 0x21a1840
bool ApplyCustomInfo();// 0x21a17fc
--------------------------------
Class: CustomMatConfig
FName SlotName;//[Offset: 0x0, Size: 8]
CustomMatScalar[] ScalarConfig;//[Offset: 0x8, Size: 12]
CustomMatColor[] ColorConfig;//[Offset: 0x14, Size: 12]
CustomMatTextrue[] TextrueConfig;//[Offset: 0x20, Size: 12]
--------------------------------
Class: CustomMatScalar
FName ParamName;//[Offset: 0x0, Size: 8]
FName Tips;//[Offset: 0x8, Size: 8]
float Scalar;//[Offset: 0x10, Size: 4]
--------------------------------
Class: CustomMatColor
FName ParamName;//[Offset: 0x0, Size: 8]
FName Tips;//[Offset: 0x8, Size: 8]
LinearColor Color;//[Offset: 0x10, Size: 16]
--------------------------------
Class: CustomMatTextrue
FName ParamName;//[Offset: 0x0, Size: 8]
FName Tips;//[Offset: 0x8, Size: 8]
Texture* Textrue;//[Offset: 0x10, Size: 40]
FString TextruePath;//[Offset: 0x38, Size: 12]
--------------------------------
Class: AvatarEntity.Object
int SlotID;//[Offset: 0x1c, Size: 4]
int SubSlotID;//[Offset: 0x20, Size: 4]
BattleItemHandleBase* LoadedHandle;//[Offset: 0x24, Size: 4]
BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0x28, Size: 4]
SlotViewAvatarComponent* AvatarComponent;//[Offset: 0x2c, Size: 4]
MeshComponent* MeshComponent;//[Offset: 0x30, Size: 4]
MeshData EntityMeshData;//[Offset: 0x38, Size: 96]
MeshData CachedEntityMeshData;//[Offset: 0x98, Size: 96]
bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1]
bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf9, Size: 1]
bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa, Size: 1]
bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb, Size: 1]
FName SocketName;//[Offset: 0x100, Size: 8]
ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x108, Size: 12]
SoftObjectPath MeshAssetPath;//[Offset: 0x118, Size: 24]
ItemDefineID ParentDefineID;//[Offset: 0x130, Size: 24]
<FString,AvatarEntity*> SubEntityList;//[Offset: 0x148, Size: 60]
void UpdateVisibility();// 0x2109374
void UnRegisterTick();// 0x2109358
void TickEntity();// 0x210563c
void SetSocketName();// 0x2104e4c
void SetParentDefineID(ItemDefineID ParentID);// 0x21092cc
void SetAvatarVisibility(bool visibie, bool IsForCE);// 0x21091f4
void RevertEntityMeshData();// 0x21091e0
void RenderEntity(out SoftObjectPath SoftPath);// 0x2109104
void RegisterTick();// 0x21090e8
bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x2108164
void PutOnDefaultEquipment(enum SlotType);// 0x2109068
void OnPostRender();// 0x210904c
bool IsEntityAvailable(enum VisibilityType);// 0x2108fc4
CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x2108ef8
void Init(int SlotID, int SubSlotID, SlotViewAvatarComponent* AvatarComponent);// 0x2108df0
enum GetMeshType();// 0x2108dc0
MeshData GetMeshData();// 0x2108d5c
BattleItemHandleBase* GetLoadedHandle();// 0x2108d34
ItemDefineID GetDefineID();// 0x2108ce0
void EnterRenderPipeline();// 0x2108cc4
void EnterLogicPipeline();// 0x2108ca8
void DrawOutline(bool bEnable);// 0x2108c20
bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x2108b3c
void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x2108a70
void ClearEquipmentLogic(bool putDefault);// 0x21089e8
void ClearEntity(bool ForceClear);// 0x2108960
void ApplyAnimation();// 0x2108944
void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);// 0x21088c4
--------------------------------
Class: BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object
enum SlotID;//[Offset: 0xf4, Size: 1]
enum SubSlot;//[Offset: 0xf5, Size: 1]
enum specialType;//[Offset: 0xf6, Size: 1]
enum ForceMeshType;//[Offset: 0xf7, Size: 1]
enum ForceLODMeshType;//[Offset: 0xf8, Size: 1]
<enum,int> SuitConfig;//[Offset: 0xfc, Size: 60]
MeshPackage MeshPack;//[Offset: 0x138, Size: 568]
MeshPackage replacedMeshPack;//[Offset: 0x370, Size: 568]
MeshPackage[] MutilReplacedMeshPack;//[Offset: 0x5a8, Size: 12]
enum[] hiddenFlags;//[Offset: 0x5b4, Size: 12]
enum[] subHiddenFlags;//[Offset: 0x5c0, Size: 12]
enum[] ReplaceFlags;//[Offset: 0x5cc, Size: 12]
enum[] ignoreFlags;//[Offset: 0x5d8, Size: 12]
AvatarPostOperation[] postOperation;//[Offset: 0x5e4, Size: 12]
BackpackComponent* pBackpackComp;//[Offset: 0x5f0, Size: 4]
int ItemCapacity;//[Offset: 0x5f4, Size: 4]
int Durability;//[Offset: 0x5f8, Size: 4]
BodyAttachmentConfig BodyAttachmentConfig;//[Offset: 0x604, Size: 36]
enum hideBoneSlot;//[Offset: 0x628, Size: 1]
FName hideBoneName;//[Offset: 0x630, Size: 8]
FName[] hideBoneNameArray;//[Offset: 0x638, Size: 12]
enum HideBoneType;//[Offset: 0x644, Size: 1]
<int,AvatarPendantConfig_SpecialParam> PendantSpecialConfigMap;//[Offset: 0x648, Size: 60]
AvatarPendantConfig[] PendantConfigList;//[Offset: 0x684, Size: 12]
int PendantConfigIndex;//[Offset: 0x690, Size: 4]
float PendantScale;//[Offset: 0x694, Size: 4]
int DefaultExtendPendantID;//[Offset: 0x698, Size: 4]
AvatarAnimOverrideData[] CharacterAnimListOverrideList;//[Offset: 0x69c, Size: 12]
byte CharacterAnimOverrideType;//[Offset: 0x6a8, Size: 1]
BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x6b0, Size: 72]
BattleItemAdditionalData[] ArmorAttachmentAdditionalDataList;//[Offset: 0x6f8, Size: 12]
ArmorAttachItemUnit[] CachedArmorAttachmentListBeforeDrop;//[Offset: 0x704, Size: 12]
AvatarReAttachConfigCollection AvatarReAttachCollection;//[Offset: 0x710, Size: 12]
bool bForceUseClothAnimBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71c, Size: 1]
void SetItemDurability(int InDurability);// 0x211b744
void SetItemCapacity(int InCapacity);// 0x211b6cc
void PreLocalHandleDisuse();// 0x211b6b8
void OnCharacterAttrChangedWithDetailEvent(Actor* Owner, FString AttrName, float deltaVal, float resultVal);// 0x211b52c
bool HasCustomInfo();// 0x211b504
bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x211b400
bool HandleRealShowMeshpack(out const AvatarSlotDesc InSlotDesc, Object* Outer);// 0x211b2e8
bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo PickupInfo, enum Reason);// 0x211afdc
bool HandleMutilReplaceMeshPack(int ReplaceState, out MeshPackage OutMeshPack, Object* Outer);// 0x211ae98
bool HandleMutilMeshPack(out MeshPackage OutMeshPack, Object* Outer);// 0x211ad98
bool HandleMeshpackPostProcess(out const MeshPackage InMeshPack, out MeshPackage OutMeshPack, Object* Outer);// 0x211ac20
bool HandleMeshAttached(MeshComponent* SkeletalMeshComp, Object* Outer);// 0x211ab54
bool HandleEnable(bool bEnable);// 0x211aac4
bool HandleDrop(int InCount, enum Reason);// 0x211a9f8
bool HandleDisuse(enum Reason);// 0x2108fc4
BackpackComponent* GetBackpackComponent();// 0x211a9d0
bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity, enum Reason, enum DisuseReason);// 0x211a878
bool BPOnCharacterAttrChangedWithDetailEvent(float resultVal);// 0x211a7f0
bool BPNeedCheckCapacityInHandleDisuse(enum Reason);// 0x211a768
void AutoEquipChips();// 0x211a74c
--------------------------------
Class: MeshPackage.AssetPackage
StaticMesh* maleStMesh;//[Offset: 0x8, Size: 40]
StaticMesh* femaleStMesh;//[Offset: 0x30, Size: 40]
StaticMesh* maleLODStMesh;//[Offset: 0x58, Size: 40]
StaticMesh* femaleLODStMesh;//[Offset: 0x80, Size: 40]
SkeletalMesh* maleSkMesh;//[Offset: 0xa8, Size: 40]
SkeletalMesh* femaleSkMesh;//[Offset: 0xd0, Size: 40]
SkeletalMesh* maleLODSkMesh;//[Offset: 0xf8, Size: 40]
SkeletalMesh* femaleLODSkMesh;//[Offset: 0x120, Size: 40]
MaterialInterface* maleMat;//[Offset: 0x148, Size: 40]
MaterialInterface* femaleMat;//[Offset: 0x170, Size: 40]
MaterialSet[] additionalMaleMats;//[Offset: 0x198, Size: 12]
MaterialSet[] additionalFemaleMats;//[Offset: 0x1a4, Size: 12]
MaterialInterface* baseMat;//[Offset: 0x1b0, Size: 4]
class AnimInstance* animBP;//[Offset: 0x1b4, Size: 4]
AnimSequence* LobbyIdleAnim;//[Offset: 0x1b8, Size: 40]
bool IsEffectOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1]
enum EffectCreateType;//[Offset: 0x1e1, Size: 1]
AvatarEffectData[] EffectDataList;//[Offset: 0x1e4, Size: 12]
AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0x1f0, Size: 12]
class AnimInstance* animBPClass;//[Offset: 0x200, Size: 40]
--------------------------------
Class: AssetPackage
--------------------------------
Class: MaterialSet
MaterialInterface* targetMat;//[Offset: 0x0, Size: 40]
enum targetSlot;//[Offset: 0x28, Size: 1]
MaterialInterface* targetBaseMat;//[Offset: 0x30, Size: 40]
--------------------------------
Class: AvatarEffectData
Transform Transform;//[Offset: 0x0, Size: 48]
ParticleSystem* ParticleSystem;//[Offset: 0x30, Size: 40]
FName AttachSocket;//[Offset: 0x58, Size: 8]
FName ComponentTag;//[Offset: 0x60, Size: 8]
enum ValidMethod;//[Offset: 0x68, Size: 1]
enum ValidDevice;//[Offset: 0x69, Size: 1]
bool bIsActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a, Size: 1]
bool bIsActivateWithMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b, Size: 1]
bool IsLobbyActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1]
ParticleSysParam[] InstanceParameters;//[Offset: 0x70, Size: 12]
--------------------------------
Class: AvatarAttachMeshData.AssetPackage
Transform Transform;//[Offset: 0x10, Size: 48]
FName AttachSocket;//[Offset: 0x40, Size: 8]
FName SlotName;//[Offset: 0x48, Size: 8]
StaticMesh* StaticMesh;//[Offset: 0x50, Size: 40]
SkeletalMesh* SkeletalMesh;//[Offset: 0x78, Size: 40]
SkeletalMesh* LODSkeletalMesh;//[Offset: 0xa0, Size: 40]
MaterialInterface* MatInstance;//[Offset: 0xc8, Size: 40]
class AnimInstance* AttachAnimBP;//[Offset: 0xf0, Size: 4]
bool bUseScreenFactorOptimizeAnimRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4, Size: 1]
--------------------------------
Class: AvatarPostOperation
enum SlotID;//[Offset: 0x0, Size: 1]
enum operationWhenReplaced;//[Offset: 0x1, Size: 1]
enum operationWhenHidden;//[Offset: 0x2, Size: 1]
--------------------------------
Class: BodyAttachmentConfig
FText AttachmentID;//[Offset: 0x0, Size: 12]
BodyAttachmentAttrModify[] BodyAttachmentAttrModifiers;//[Offset: 0xc, Size: 12]
FString BodyDurabilityIndexName;//[Offset: 0x18, Size: 12]
--------------------------------
Class: BodyAttachmentAttrModify
FString ModifyAttr;//[Offset: 0x0, Size: 12]
enum Op;//[Offset: 0xc, Size: 1]
float ModifyValue;//[Offset: 0x10, Size: 4]
--------------------------------
Class: AvatarPendantConfig_SpecialParam
FName SpecialUseExplanation;//[Offset: 0x0, Size: 8]
Transform AdditionalTransform2SocketRelativeTransform;//[Offset: 0x10, Size: 48]
--------------------------------
Class: AvatarPendantConfig
FString ConfigName;//[Offset: 0x0, Size: 12]
Transform SocketRelativeTransform;//[Offset: 0x10, Size: 48]
Vector AngularLimitsMin;//[Offset: 0x40, Size: 12]
Vector AngularLimitsMax;//[Offset: 0x4c, Size: 12]
--------------------------------
Class: AvatarAnimOverrideData
byte Layer;//[Offset: 0x0, Size: 1]
class UAECharAnimListCompBase* AnimListCompClass;//[Offset: 0x4, Size: 4]
UAECharAnimListCompBase* AnimListCompInstance;//[Offset: 0x8, Size: 4]
--------------------------------
Class: UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object
CharacterAsynLoadedTypeAnim[] CharacterAsynLoadedAnims;//[Offset: 0x174, Size: 12]
--------------------------------
Class: UAEAnimListComponentBase.ActorComponent.Object
<int,AnimListMapValueData> AnimListMap;//[Offset: 0x10c, Size: 60]
AnimationAsset*[] AnimationCatcheList;//[Offset: 0x148, Size: 12]
bool bDisableAnimListOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170, Size: 1]
--------------------------------
Class: AnimListMapValueData
AnimListData[] AnimListMapValue;//[Offset: 0x0, Size: 12]
--------------------------------
Class: AnimListData
int LayerID;//[Offset: 0x0, Size: 4]
AnimationAsset* Animation;//[Offset: 0x4, Size: 4]
--------------------------------
Class: CharacterAsynLoadedTypeAnim
byte AnimTypeAsynLoaded;//[Offset: 0x0, Size: 1]
FString AnimsCatorgeryName;//[Offset: 0x4, Size: 12]
CharacterAnimTypeAsynLoadedPhaseData Anim;//[Offset: 0x10, Size: 72]
--------------------------------
Class: CharacterAnimTypeAsynLoadedPhaseData
FString PhaseName;//[Offset: 0x0, Size: 12]
<byte,AnimationAsset*> PhaseAnimSoftPtr;//[Offset: 0xc, Size: 60]
--------------------------------
Class: ArmorAttachItemUnit
ItemDefineID DefineID;//[Offset: 0x0, Size: 24]
FName SlotName;//[Offset: 0x18, Size: 8]
--------------------------------
Class: AvatarReAttachConfigCollection
ReAttachConfig[] AvatarReAttachList;//[Offset: 0x0, Size: 12]
--------------------------------
Class: ReAttachConfig
enum ReAttachSlot;//[Offset: 0x0, Size: 1]
enum TriggerSlot;//[Offset: 0x1, Size: 1]
int Priority;//[Offset: 0x4, Size: 4]
bool bForceRecreateAdaptSlotMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1]
enum SlotAdaptSpace;//[Offset: 0x9, Size: 1]
Transform AttachTransform;//[Offset: 0x10, Size: 48]
bool bForceRecreateAdaptAssociatedSlotMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1]
enum AssociatedSlotAdaptSpace;//[Offset: 0x41, Size: 1]
Transform AssociatedSlotAdaptTransform;//[Offset: 0x50, Size: 48]
enum[] AssociatedSlotList;//[Offset: 0x80, Size: 12]
<FName,Transform> WingClothScaleTransformMap;//[Offset: 0x8c, Size: 60]
--------------------------------
Class: AvatarEntityFactory.Object
AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x2106738
--------------------------------
Class: AvatarSlotNameConfig
<enum,FString> MaleSlotName;//[Offset: 0x0, Size: 60]
<enum,FString> FemaleSlotName;//[Offset: 0x3c, Size: 60]
--------------------------------
Class: AvatarHideBonesDesc
HideBoneData[] hideBoneSlots;//[Offset: 0x0, Size: 12]
--------------------------------
Class: BackpackAvatarItemColor.CustomHandleBase.Object
SlotToMatColor[] SlotMatColorArray;//[Offset: 0x24, Size: 12]
void SetCustomColorDeffered(MaterialInterface* InMaterial, out const SlotToMatColor InMatColor);// 0x211e518
void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x211e45c
--------------------------------
Class: CustomHandleBase.Object
CharacterAvatarComponent2* OwnerComponent;//[Offset: 0x1c, Size: 8]
void SetMaterialTexture(MaterialInterface* InMaterial, FName InName, Texture* InTexture);// 0x211de48
void SetMaterialScalar(MaterialInterface* InMaterial, FName InName, float InValue);// 0x211dd40
void SetMaterialColor(MaterialInterface* InMaterial, FName InName, LinearColor InColor);// 0x211dc2c
CharacterAvatarComponent2* GetOwnerComponent();// 0x211dc04
--------------------------------
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);// 0x211ed7c
void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x211ecc0
bool IsPatternNumMode();// 0x211ec98
void InitPatternNumID(int InNumID);// 0x211ec24
void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1, out SoftObjectPath OutTexture2);// 0x2efb424
--------------------------------
Class: SlotToMatPattern
enum SlotID;//[Offset: 0x0, Size: 1]
Texture* PatternTexture;//[Offset: 0x8, Size: 40]
float IconScale;//[Offset: 0x30, Size: 4]
Texture* PatternTexture;//[Offset: 0x38, Size: 40]
float IconScale;//[Offset: 0x60, Size: 4]
LinearColor IconOffset;//[Offset: 0x64, Size: 16]
--------------------------------
Class: AvatarEffectGroup
ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x0, Size: 12]
AvatarEffectData[] EffectDataList;//[Offset: 0xc, Size: 12]
--------------------------------
Class: AvatarAttachMeshGroup
MeshComponent*[] AttachMeshCompList;//[Offset: 0x0, Size: 12]
AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0xc, Size: 12]
--------------------------------
Class: AvatarAttachMeshFrameSkipMap
int LODLevel;//[Offset: 0x0, Size: 4]
int SkipFrame;//[Offset: 0x4, Size: 4]
--------------------------------
Class: AdditonalAvatarStruct
int ItemID;//[Offset: 0x0, Size: 4]
int[] SlotIDList;//[Offset: 0x4, Size: 12]
--------------------------------
Class: FakeHeadInfo
bool bEnableFakeHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
SkeletalMesh* SoftFakeHeadMesh;//[Offset: 0x8, Size: 40]
class AnimInstance* FakeHeadAnimBPClass;//[Offset: 0x30, Size: 4]
--------------------------------
Class: NetItemAvatarData
ItemDefineID ItemDefineID;//[Offset: 0x0, Size: 24]
int UpdateFlag;//[Offset: 0x18, Size: 4]
--------------------------------
Class: ItemAvatarMatPath
FName SlotID;//[Offset: 0x0, Size: 8]
SoftObjectPath MatInstancePath;//[Offset: 0x8, Size: 24]
SoftObjectPath MatBasePath;//[Offset: 0x20, Size: 24]
--------------------------------
Class: CharacterCompOutOfVisionOptimizationItem
bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1]
bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1]
bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1]
bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1]
bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1]
--------------------------------
Class: HUDWidgetBase.Object
float DesignedResolution;//[Offset: 0x1c, Size: 4]
Vector2D Position;//[Offset: 0x20, Size: 8]
Vector2D Size;//[Offset: 0x28, Size: 8]
Vector2D Origin;//[Offset: 0x30, Size: 8]
Vector2D ScreenPosition;//[Offset: 0x38, Size: 8]
bool bScaleByDesignedResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1]
bool bMaintainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40, Size: 1]
float Opacity;//[Offset: 0x44, Size: 4]
bool bIgnoreHUDBaseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1]
SurviveHUD* HUDOwner;//[Offset: 0x4c, Size: 4]
STExtraPlayerController* ExtraPlayerOwner;//[Offset: 0x50, Size: 4]
Pawn* CharacterOwner;//[Offset: 0x54, Size: 4]
bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59, Size: 1]
float LastRenderTime;//[Offset: 0x5c, Size: 4]
Vector2D RenderPosition;//[Offset: 0x60, Size: 8]
Vector2D RenderSize;//[Offset: 0x68, Size: 8]
float RenderScale;//[Offset: 0x70, Size: 4]
Vector2D CanvasCenter;//[Offset: 0x74, Size: 8]
Canvas* Canvas;//[Offset: 0x7c, Size: 4]
float AspectScale;//[Offset: 0x80, Size: 4]
Vector2D CanvasClip;//[Offset: 0x84, Size: 8]
StructProperty*[] RenderObjectList;//[Offset: 0x8c, Size: 12]
bool ShouldDraw(bool bShowScores);// 0x224e818
void SetHidden(bool bIsHidden);// 0x224e790
void RenderObj_TextureAt(out HUDRenderObject_Texture TextureObject, float X, float Y, float Width, float Height);// 0x224e520
void RenderObj_Texture(out HUDRenderObject_Texture TextureObject, Vector2D DrawOffset);// 0x224e38c
Vector2D RenderObj_TextAt(out HUDRenderObject_Text TextObject, float X, float Y);// 0x224e238
Vector2D RenderObj_Text(out HUDRenderObject_Text TextObject, Vector2D DrawOffset);// 0x224e12c
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);// 0x224dca0
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);// 0x224d534
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);// 0x224d108
void DrawAllRenderObjects(float DeltaTime, Vector2D DrawOffset);// 0x224d04c
void Draw(float DeltaTime);// 0x21fe0f4
LinearColor ApplyHUDColor(LinearColor DrawColor);// 0x224cfb0
--------------------------------
Class: SurviveHUD.HUD.Actor.Object
FString LuaFilePath;//[Offset: 0x3e4, Size: 12]
bool bIsWorldMapVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3f0, Size: 1]
Vector MarkerPosition;//[Offset: 0x3f4, Size: 12]
bool bShowCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1]
bool bDrawCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x401, Size: 1]
bool ShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x402, Size: 1]
bool OBShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x403, Size: 1]
HitPerformData HitPerform;//[Offset: 0x404, Size: 120]
Texture2D* HUDMainTexture;//[Offset: 0x47c, Size: 4]
Texture2D* CrossHairDisableTexture;//[Offset: 0x480, Size: 4]
Texture2D* CrossHairDisablePaintingTexture;//[Offset: 0x484, Size: 4]
bool PlayHudHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488, Size: 1]
class HUDWidgetBase[] HUDWidgetClassList;//[Offset: 0x48c, Size: 12]
HUDWidgetBase*[] HudWidgets;//[Offset: 0x498, Size: 12]
SimpleCrossHairData[] PriorCrossHairList;//[Offset: 0x4a4, Size: 12]
Texture2D* HUDPlayerTexture;//[Offset: 0x4bc, Size: 4]
CanvasIcon Crosshair;//[Offset: 0x4c0, Size: 20]
CanvasIcon ProgreesBar;//[Offset: 0x524, Size: 20]
CanvasIcon BKProgreesBar;//[Offset: 0x538, Size: 20]
CanvasIcon ProgressBarPlayer;//[Offset: 0x54c, Size: 20]
CanvasIcon Marker;//[Offset: 0x574, Size: 20]
Texture2D* HUDWorldMapTexture;//[Offset: 0x588, Size: 4]
CanvasIcon WORLDMAP;//[Offset: 0x58c, Size: 20]
Texture2D* AimCrosshairTextrue;//[Offset: 0x5a0, Size: 4]
float DateDrawOffsetX;//[Offset: 0x5d0, Size: 4]
void SetShowDebugInfo(bool bNewDebugShow);// 0x249f22c
void OnAsyncLoadingFinished();// 0x249f218
bool IsValidDamageNumber(const Actor* DamageCauser, int DamageTypeId);// 0x249f14c
LinearColor GetPlayerNameColorByTeamID(int TeamID);// 0x249f0b8
FString GetDateString();// 0x249eff8
LinearColor GetColorByTeamID(int TeamID);// 0x249ef64
void EnableCrosshair(bool bEnable);// 0x249eee8
void DrawScreenString(FText Text, float X, float Y);// 0x249ebb8
void DrawPickupInfo(float X, float Y);// 0x2231e9c
void DrawCircleUFunction(Vector2D Center, float Radius, LinearColor Color);// 0x249eaac
void AddHitDamageNumberWithConfig(float Damage, const Actor* HitTarget, const STExtraPlayerController* PC, int ConfigIndex, bool bIsHeadshot, bool bIsDeadlyShot, bool bIsCareTeam);// 0x249e87c
void AddHitDamageNumber(float Damage, const Actor* HitTarget, bool IsHeadShot, int MyTeamID, int EnemyTeamID, int PlayerNumPerTeam);// 0x249e6a0
void AddHitDamage(float Damage, bool IsHeadShot, out const DamageEvent DamageEvent, Actor* HitActor, bool bIgnoreDamageType);// 0x249e4d8
--------------------------------
Class: HitPerformData
WeaponCrossHairIconData[] IconList;//[Offset: 0x0, Size: 12]
float DefaultSpread;//[Offset: 0xc, Size: 4]
float SpreadMax;//[Offset: 0x10, Size: 4]
float HeadExtraScale;//[Offset: 0x14, Size: 4]
float AddSpreadScale;//[Offset: 0x18, Size: 4]
float SpreadDecreaseSpeed;//[Offset: 0x1c, Size: 4]
float DefaultOffset;//[Offset: 0x20, Size: 4]
float DefaultAlpha;//[Offset: 0x24, Size: 4]
float AlphaDecreaseSpeed;//[Offset: 0x28, Size: 4]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1]
LinearColor HitBodyDrawColor;//[Offset: 0x30, Size: 16]
LinearColor HitHeadDrawColor;//[Offset: 0x40, Size: 16]
LinearColor HitToDeathDrawColor;//[Offset: 0x50, Size: 16]
AkAudioEvent* HeadShotSound;//[Offset: 0x60, Size: 4]
AkAudioEvent* BodyShotSound;//[Offset: 0x64, Size: 4]
AkAudioEvent* DeadlyShotSound;//[Offset: 0x68, Size: 4]
float CurCrosshairSpread;//[Offset: 0x6c, Size: 4]
--------------------------------
Class: WeaponCrossHairIconData
CanvasIcon2D Icon;//[Offset: 0x0, Size: 20]
float Offset;//[Offset: 0x14, Size: 4]
Vector2D IconOffset;//[Offset: 0x18, Size: 8]
float Alpha;//[Offset: 0x20, Size: 4]
float Scale;//[Offset: 0x24, Size: 4]
float IconRotate;//[Offset: 0x28, Size: 4]
float LogicRotate;//[Offset: 0x2c, Size: 4]
bool IsSpreadEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1]
float BlendInOutRatePerSec;//[Offset: 0x34, Size: 4]
--------------------------------
Class: CanvasIcon2D
Texture2D* Texture;//[Offset: 0x0, Size: 4]
float U;//[Offset: 0x4, Size: 4]
float V;//[Offset: 0x8, Size: 4]
float UL;//[Offset: 0xc, Size: 4]
float VL;//[Offset: 0x10, Size: 4]
--------------------------------
Class: 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: SimpleCrossHairData
FString Tag;//[Offset: 0x0, Size: 12]
Texture2D* CrossHairTexture;//[Offset: 0xc, Size: 4]
float Scale;//[Offset: 0x10, Size: 4]
int Priority;//[Offset: 0x14, Size: 4]
--------------------------------
Class: CanvasIcon
Texture* Texture;//[Offset: 0x0, Size: 4]
float U;//[Offset: 0x4, Size: 4]
float V;//[Offset: 0x8, Size: 4]
float UL;//[Offset: 0xc, Size: 4]
float VL;//[Offset: 0x10, Size: 4]
--------------------------------
Class: DamageEvent
class DamageType* DamageTypeClass;//[Offset: 0x4, Size: 4]
--------------------------------
Class: StructProperty.Property.Field.Object
--------------------------------
Class: HUDRenderObject_Texture.HUDRenderObject
Texture* Atlas;//[Offset: 0x30, Size: 4]
TextureUVs UVs;//[Offset: 0x34, Size: 16]
bool bUseTeamColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1]
LinearColor[] TeamColorOverrides;//[Offset: 0x48, Size: 12]
bool bIsBorderElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1]
bool bIsSlateElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1]
Vector2D RenderOffset;//[Offset: 0x58, Size: 8]
float Rotation;//[Offset: 0x60, Size: 4]
Vector2D RotPivot;//[Offset: 0x64, Size: 8]
--------------------------------
Class: HUDRenderObject
bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1]
float RenderPriority;//[Offset: 0x8, Size: 4]
Vector2D Position;//[Offset: 0xc, Size: 8]
Vector2D Size;//[Offset: 0x14, Size: 8]
LinearColor RenderColor;//[Offset: 0x1c, Size: 16]
float RenderOpacity;//[Offset: 0x2c, Size: 4]
--------------------------------
Class: TextureUVs
float U;//[Offset: 0x0, Size: 4]
float V;//[Offset: 0x4, Size: 4]
float UL;//[Offset: 0x8, Size: 4]
float VL;//[Offset: 0xc, Size: 4]
--------------------------------
Class: HUDRenderObject_Text.HUDRenderObject
FText Text;//[Offset: 0x38, Size: 12]
Font* Font;//[Offset: 0x44, Size: 4]
float TextScale;//[Offset: 0x48, Size: 4]
bool bDrawShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1]
Vector2D ShadowDirection;//[Offset: 0x50, Size: 8]
LinearColor ShadowColor;//[Offset: 0x58, Size: 16]
bool bDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1]
LinearColor OutlineColor;//[Offset: 0x6c, Size: 16]
byte HorzPosition;//[Offset: 0x7c, Size: 1]
byte VertPosition;//[Offset: 0x7d, Size: 1]
--------------------------------
Class: FontRenderInfo
bool bClipText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
bool bEnableShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1]
DepthFieldGlowInfo GlowInfo;//[Offset: 0x4, Size: 36]
--------------------------------
Class: DepthFieldGlowInfo
bool bEnableGlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1]
LinearColor GlowColor;//[Offset: 0x4, Size: 16]
Vector2D GlowOuterRadius;//[Offset: 0x14, Size: 8]
Vector2D GlowInnerRadius;//[Offset: 0x1c, Size: 8]
--------------------------------
Class: BackpackWeaponAttachHandle.BattleItemHandleBase.ItemHandleBase.Object
WeaponAttachmentConfig WeaponAttachmentConfig;//[Offset: 0x100, Size: 496]
class AnimInstance* animBP;//[Offset: 0x2f0, Size: 4]
class AnimInstance* animBPClass;//[Offset: 0x2f8, Size: 40]
WeaponPendantSocket[] PendantConfigList;//[Offset: 0x320, Size: 12]
WeaponPendantMap[] WeaponPendantMap;//[Offset: 0x32c, Size: 12]
BackpackComponent* BackpackComp;//[Offset: 0x338, Size: 4]
delegate OnEquipOrUnEquipToWeaponDelegate;//[Offset: 0x33c, Size: 12]
void ReturnWeaponAdditionalBulletsToBackpack(STExtraShootWeapon* Weapon, int BulletNum);// 0x213b3b4
void ResetNeedReturnBulletsWhenDisuseExtendMaxBulletDJ();// 0x213b398
void OnEquipOrUnEquipToWeaponDelegate__DelegateSignature(STExtraWeapon* Weapon, bool bIsEquip);// 0x2efb424
bool IsVirtualAvatarHandle();// 0x213b368
void HandleEquipOrUnEquipToWeaponDelegate(STExtraWeapon* Weapon, bool bIsEquip);// 0x213b29c
void HandleDisuseReplaceByNew(BackpackWeaponAttachHandle* NewHandle);// 0x213b224
void GetWidgetList(out UIWidgetRes[] UIList);// 0x213b150
int GetSubSlotID();// 0x213b120
int GetSlotID();// 0x213b0f0
WeaponMeshCfg GetMeshPackCfgCopy();// 0x213b084
void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x213aebc
WeaponAttachmentConfig GetAttachmentConfig();// 0x213ae50
class Object GetAnimationBP();// 0x213ae20
bool EquipOrUnEuipAttachment(STExtraShootWeapon* InWeapon, bool IsEquip, enum Reason);// 0x213ad0c
--------------------------------
Class: WeaponAttachmentConfig
FText AttachmentName;//[Offset: 0x0, Size: 12]
enum AttachmentSocketType;//[Offset: 0xc, Size: 1]
enum SubSlot;//[Offset: 0xd, Size: 1]
enum SightType;//[Offset: 0xe, Size: 1]
bool IsExtendMaxBulletNumInOneClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf, Size: 1]
bool IsSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1]
bool IsFireSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1]
bool IsCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1]
WeaponAttachmentAttrModify[] WeaponAttachmentAttrModifys;//[Offset: 0x14, Size: 12]
WeaponAttachmentDesc[] WeaponAttachmentDescs;//[Offset: 0x20, Size: 12]
<int,FName> socketTypeToName;//[Offset: 0x2c, Size: 60]
WeaponMeshCfg MeshPackage;//[Offset: 0x68, Size: 328]
WeaponMeshCfg[] ExtMeshList;//[Offset: 0x1b0, Size: 12]
ReplacedAttament[] replacementWeapon;//[Offset: 0x1bc, Size: 12]
AnimationAsset*[] AttachmentAnimList;//[Offset: 0x1c8, Size: 12]
ItemDefineID ParentID;//[Offset: 0x1d8, Size: 24]
--------------------------------
Class: WeaponAttachmentAttrModify
FString ModifyAttr;//[Offset: 0x0, Size: 12]
enum Op;//[Offset: 0xc, Size: 1]
bool bModifyResource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1]
float ModifyValue;//[Offset: 0x10, Size: 4]
Object* ModifyResValue;//[Offset: 0x18, Size: 40]
--------------------------------
Class: WeaponAttachmentDesc
FText Desc;//[Offset: 0x0, Size: 12]
FText DescValue;//[Offset: 0xc, Size: 12]
--------------------------------
Class: ReplacedAttament
ItemDefineID[] targetWeaponIDList;//[Offset: 0x0, Size: 12]
WeaponMeshCfg replacedAttachmentCfg;//[Offset: 0x10, Size: 328]
WeaponMeshCfg[] ExtReplacedAttachmentCfgList;//[Offset: 0x158, Size: 12]
int replacedAttachmentMatIndex;//[Offset: 0x164, Size: 4]
AnimationAsset*[] replacedAttachmentAnimList;//[Offset: 0x168, Size: 12]
--------------------------------
Class: WeaponPendantSocket
enum PendantSocketType;//[Offset: 0x0, Size: 1]
int PendantIndex;//[Offset: 0x4, Size: 4]
bool IsOpenConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1]
AvatarPendantConfig AnimConstraint;//[Offset: 0x10, Size: 96]
--------------------------------
Class: WeaponPendantMap
int WeaponID;//[Offset: 0x0, Size: 4]
WeaponPendantSocket[] PendantInfoList;//[Offset: 0x4, Size: 12]
--------------------------------
Class: WeaponVerifyConfig
int VerifyIgnoreType;//[Offset: 0x0, Size: 4]
bool bVerifySooterSkeleton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1]
float ShooterMuzzleOffsetAdditional;//[Offset: 0x8, Size: 4]
float ShooterMuzzleCircleAddit;//[Offset: 0xc, Size: 4]
bool bUseCompressDataUpload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1]
bool bVerifyAttachDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1]
bool bForceAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1]
float MaxAttachDistanceHorizon;//[Offset: 0x14, Size: 4]
float MaxAttachDistanceZ;//[Offset: 0x18, Size: 4]
float MinAttachDistanceZ;//[Offset: 0x1c, Size: 4]
float MaxGunRoot;//[Offset: 0x20, Size: 4]
float MaxMuzzleGun;//[Offset: 0x24, Size: 4]
float DistMuzzleGun;//[Offset: 0x28, Size: 4]
float MuzzleHighCD;//[Offset: 0x2c, Size: 4]
float AimFlyCD;//[Offset: 0x30, Size: 4]
bool bVerifyRpgController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1]
bool bVerifyFakeTraceBock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1]
float MaxBackTraceSize;//[Offset: 0x38, Size: 4]
bool bVerifyRpgShootInterval;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1]
bool bVerifyRpgShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1]
--------------------------------
Class: CrossHairComponent.WeaponLogicBaseComponent.ActorComponent.Object
<FName,FString> CrossHairNameAndTextureMap;//[Offset: 0x100, Size: 60]
WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x13c, Size: 12]
LinearColor MainTargetColor;//[Offset: 0x148, Size: 16]
LinearColor SecondaryTargetColor;//[Offset: 0x158, Size: 16]
LinearColor WeaponSightLockColor;//[Offset: 0x168, Size: 16]
LinearColor WeaponSightLockHDRColor;//[Offset: 0x178, Size: 16]
<int,int> SightTypeToIndex;//[Offset: 0x188, Size: 60]
<byte,SightMaterialModify> SightMaterialModifyMap;//[Offset: 0x1c4, Size: 60]
WeaponCrossHairPerformData[] CrossHairDataOverride;//[Offset: 0x200, Size: 12]
float PistolCenterDownDis;//[Offset: 0x20c, Size: 4]
bool bDrawDebugCrossHairCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1]
float DrawDebugCrossHairCircleAreaSteps;//[Offset: 0x214, Size: 4]
bool bDrawDebugSpreadCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x218, Size: 1]
float DrawDebugSpreadCircleAreaSteps;//[Offset: 0x21c, Size: 4]
bool bForceHDR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1]
float RotateAngle;//[Offset: 0x224, Size: 4]
STExtraPlayerController* PlayerController;//[Offset: 0x228, Size: 4]
ShootWeaponEntity* ShootWeaponEntity;//[Offset: 0x230, Size: 4]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x234, Size: 4]
BulletTrackComponent* BulletTrackComp;//[Offset: 0x238, Size: 4]
Texture2D* CrossHairTextureNormal;//[Offset: 0x23c, Size: 4]
Texture2D* CrossHairEmptyHand;//[Offset: 0x240, Size: 4]
Texture2D* CrossHairPistolEdge;//[Offset: 0x244, Size: 4]
Texture2D* CrossHairPistolCenter;//[Offset: 0x248, Size: 4]
Texture2D* CrossHairShotGun;//[Offset: 0x24c, Size: 4]
bool bInitAiming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26b, Size: 1]
void UpdateComponentTick();// 0x219fce0
void DrawWeaponCrosshairInner(HUDWidgetBase* WeaponHudWidget, float DeltaTime);// 0x219fc1c
void DrawSpreadEnd();// 0x219fc08
void DrawDebugPointEnd();// 0x219fbf4
--------------------------------
Class: WeaponCrossHairPerformData
WeaponCrossHairIconData[] Crosshair;//[Offset: 0x0, Size: 12]
enum SpreadType;//[Offset: 0xc, Size: 1]
--------------------------------
Class: SightMaterialModify
SightMaterialModifyItem[] AimMaterialModify;//[Offset: 0x0, Size: 12]
SightMaterialModifyItem[] NoAimMaterialModify;//[Offset: 0xc, Size: 12]
--------------------------------
Class: SightMaterialModifyItem
int MaterialID;//[Offset: 0x0, Size: 4]
FName ParameterName;//[Offset: 0x8, Size: 8]
LinearColor Value;//[Offset: 0x10, Size: 16]
--------------------------------
Class: ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object
class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x404, Size: 4]
float BulletFireSpeed;//[Offset: 0x408, Size: 4]
bool bAddOwnerOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c, Size: 1]
float MaxVelocityOffsetAddRate;//[Offset: 0x410, Size: 4]
int MaxBulletNumInOneClip;//[Offset: 0x414, Size: 4]
int MaxBulletNumInBarrel;//[Offset: 0x418, Size: 4]
int ExtendMaxBulletNumInOneClip;//[Offset: 0x41c, Size: 4]
ExtendBulletNumAttachment[] ReplaceExtendMaxBulletNumList;//[Offset: 0x420, Size: 12]
float ShootInterval;//[Offset: 0x42c, Size: 4]
int ShootIntervalShowNumber;//[Offset: 0x430, Size: 4]
float ExtraShootInterval;//[Offset: 0x434, Size: 4]
int ExtraShootIntervalShowNumber;//[Offset: 0x438, Size: 4]
<int,float> VolatileShootIntervalMap;//[Offset: 0x43c, Size: 60]
bool bHasSingleFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x478, Size: 1]
bool bHasAutoFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479, Size: 1]
bool bHasBurstFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47a, Size: 1]
bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47b, Size: 1]
int BurstShootBulletsNum;//[Offset: 0x47c, Size: 4]
bool bHasVolleyFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x480, Size: 1]
int VolleyShootBulletsNum;//[Offset: 0x484, Size: 4]
float VolleyBulletSpreadFactor;//[Offset: 0x488, Size: 4]
FName[] VolleyMuzzleSocketNameList;//[Offset: 0x48c, Size: 12]
float BurstShootInterval;//[Offset: 0x498, Size: 4]
float BurstShootCD;//[Offset: 0x49c, Size: 4]
int BulletNumSingleShot;//[Offset: 0x4a0, Size: 4]
FName MuzzleSocketName;//[Offset: 0x4a8, Size: 8]
FName DefaultMuzzleSocketName;//[Offset: 0x4b0, Size: 8]
FName SilencerSocketName;//[Offset: 0x4b8, Size: 8]
FName FiringSuppressorSocketName;//[Offset: 0x4c0, Size: 8]
FName ShellDropSocketName;//[Offset: 0x4c8, Size: 8]
FName ScopeAimCameraSocketName;//[Offset: 0x4d0, Size: 8]
float ImpactEffectSkipDistance;//[Offset: 0x4d8, Size: 4]
float MaxImpactEffectSkipTime;//[Offset: 0x4dc, Size: 4]
byte ShootType;//[Offset: 0x4e0, Size: 1]
int ShootTotalType;//[Offset: 0x4e4, Size: 4]
bool ADSManualStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e8, Size: 1]
float WeaponWarnUpTime;//[Offset: 0x4ec, Size: 4]
bool ClientShootIntervalControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f0, Size: 1]
WeaponHitPartCoff WeaponHitPartCoff;//[Offset: 0x4f4, Size: 20]
WeaponHitPartCoff WeaponHitPartCoffZombie;//[Offset: 0x508, Size: 20]
float BaseImpactDamage;//[Offset: 0x51c, Size: 4]
float VehicleDamageScale;//[Offset: 0x520, Size: 4]
float BulletMomentum;//[Offset: 0x524, Size: 4]
float BulletRange;//[Offset: 0x528, Size: 4]
class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x52c, Size: 4]
byte ImpactDirType;//[Offset: 0x530, Size: 1]
SRangeAttenuateConfig[] RangeAttenuate;//[Offset: 0x534, Size: 12]
float RangeModifier;//[Offset: 0x540, Size: 4]
float ReferenceDistance;//[Offset: 0x544, Size: 4]
float IgnoreRangeAttenuatDis;//[Offset: 0x548, Size: 4]
class DamageType* DamageType;//[Offset: 0x54c, Size: 4]
ItemDefineID BulletType;//[Offset: 0x550, Size: 24]
ItemDefineID ReplaceBulletType;//[Offset: 0x568, Size: 24]
bool bHasInfiniteClips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1]
bool bClipHasInfiniteBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581, Size: 1]
int InitBulletInClip;//[Offset: 0x584, Size: 4]
bool bAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588, Size: 1]
float TraceDistance;//[Offset: 0x58c, Size: 4]
float MaxValidHitTime;//[Offset: 0x590, Size: 4]
<byte,float> BreakThroughDampRateConfig;//[Offset: 0x594, Size: 60]
FName SpesificWeaponBulletCanBreakThroughTargetTag;//[Offset: 0x5d0, Size: 8]
float MaxDamageRate;//[Offset: 0x5d8, Size: 4]
<byte,int> BreakThroughMaxNumConfig;//[Offset: 0x5dc, Size: 60]
bool bHasOBBulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x618, Size: 1]
CurveFloat* OBBulletSpeedScaleCurve;//[Offset: 0x61c, Size: 4]
WeaponVisualBulletClientModeConfig VisualBulletTrackConfig;//[Offset: 0x620, Size: 88]
Vector2D LocalOBBulletLaunchRangeFromMuzzle;//[Offset: 0x678, Size: 8]
Vector2D LocalSimulateBulletLaunchRangeFromMuzzle;//[Offset: 0x680, Size: 8]
float BulletTrackDistanceFix;//[Offset: 0x688, Size: 4]
float DamageImpulse;//[Offset: 0x68c, Size: 4]
byte ReloadType;//[Offset: 0x690, Size: 1]
float PreFireTime;//[Offset: 0x694, Size: 4]
float PreFireAnimScale;//[Offset: 0x698, Size: 4]
float PostFireTime;//[Offset: 0x69c, Size: 4]
float PostReloadTime;//[Offset: 0x6a0, Size: 4]
bool bNeedMagAnimationWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a4, Size: 1]
float ReloadDurationStart;//[Offset: 0x6a8, Size: 4]
float ReloadDurationStartTacticalOffset;//[Offset: 0x6ac, Size: 4]
float ReloadDurationLoop;//[Offset: 0x6b0, Size: 4]
float ReloadDurationEnd;//[Offset: 0x6b4, Size: 4]
float ReloadTime;//[Offset: 0x6b8, Size: 4]
float ReloadTimeTactical;//[Offset: 0x6bc, Size: 4]
float ReloadTimeMagOut;//[Offset: 0x6c0, Size: 4]
float ReloadTimeMagOutTactical;//[Offset: 0x6c4, Size: 4]
float ReloadTimeMagIn;//[Offset: 0x6c8, Size: 4]
float ReloadTimeMagInTactical;//[Offset: 0x6cc, Size: 4]
float ReloadRate;//[Offset: 0x6d0, Size: 4]
FName ReloadAllTIDName;//[Offset: 0x6d8, Size: 8]
FName ReloadTacticalTIDName;//[Offset: 0x6e0, Size: 8]
bool bUseSpecificBulletNumOnReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e8, Size: 1]
int ReloadSpecificBulletNum;//[Offset: 0x6ec, Size: 4]
bool ReloadWithNoCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f0, Size: 1]
bool InitAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f1, Size: 1]
bool bAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f2, Size: 1]
bool bAutoSwitchWhenNoBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f3, Size: 1]
float DropDuration;//[Offset: 0x6f4, Size: 4]
bool bStoreBulletsToWrapperWhenDisUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f8, Size: 1]
int InterruptReloadByFireMinBulletThreshold;//[Offset: 0x6fc, Size: 4]
AutoAimingConfig AutoAimingConfig;//[Offset: 0x700, Size: 252]
AutoAimingConfigByGameMode[] AdjustAutoAimingConfigByModeList;//[Offset: 0x7fc, Size: 12]
bool IsSupportAutoAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x808, Size: 1]
SRecoilInfo RecoilInfo;//[Offset: 0x80c, Size: 100]
float AccessoriesVRecoilFactor;//[Offset: 0x870, Size: 4]
float AccessoriesHRecoilFactor;//[Offset: 0x874, Size: 4]
float AccessoriesRecoveryFactor;//[Offset: 0x878, Size: 4]
SDeviation DeviationInfo;//[Offset: 0x87c, Size: 68]
float ShotGunCenterPerc;//[Offset: 0x8c0, Size: 4]
float ShotGunVerticalSpread;//[Offset: 0x8c4, Size: 4]
float ShotGunHorizontalSpread;//[Offset: 0x8c8, Size: 4]
float GameDeviationFactor;//[Offset: 0x8cc, Size: 4]
float GameDeviationAccuracy;//[Offset: 0x8d0, Size: 4]
float AccessoriesDeviationFactor;//[Offset: 0x8d4, Size: 4]
byte CrossHairType;//[Offset: 0x8d8, Size: 1]
float CrossHairInitialSize;//[Offset: 0x8dc, Size: 4]
float CrossHairBurstSpeed;//[Offset: 0x8e0, Size: 4]
float CrossHairBurstIncreaseSpeed;//[Offset: 0x8e4, Size: 4]
float VehicleWeaponDeviationAngle;//[Offset: 0x8e8, Size: 4]
bool bDrawCrosshairWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ec, Size: 1]
FName DefaultScopeSocket;//[Offset: 0x8f0, Size: 8]
FName DefaultGripSocket;//[Offset: 0x8f8, Size: 8]
FName DefaultGunStockSocket;//[Offset: 0x900, Size: 8]
FName DefaultMagSocket;//[Offset: 0x908, Size: 8]
float WeaponBodyLength;//[Offset: 0x910, Size: 4]
FName[] OpticalSightAttachmentSocketNameList;//[Offset: 0x914, Size: 12]
float WeaponAimFOV;//[Offset: 0x924, Size: 4]
float WeaponAimInTime;//[Offset: 0x928, Size: 4]
float WeaponAimPitchRate;//[Offset: 0x92c, Size: 4]
float WeaponAimYawRate;//[Offset: 0x930, Size: 4]
float GameMotionYawRate;//[Offset: 0x934, Size: 4]
float GameMotionPitchRate;//[Offset: 0x938, Size: 4]
float ForegripParam;//[Offset: 0x93c, Size: 4]
float MagParam;//[Offset: 0x940, Size: 4]
bool SimulateMagParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x944, Size: 1]
float SensitiveFireYawRate;//[Offset: 0x948, Size: 4]
byte SightType;//[Offset: 0x94c, Size: 1]
float SensitiveFirePitchRate;//[Offset: 0x950, Size: 4]
byte SightVisionType;//[Offset: 0x954, Size: 1]
ItemDefineID DefaultScopeID;//[Offset: 0x958, Size: 24]
float MaxBulletImpactFXClampDistance;//[Offset: 0x970, Size: 4]
int MaxBulletImpactFXSpawnNum;//[Offset: 0x974, Size: 4]
float RecoilKickADS;//[Offset: 0x978, Size: 4]
float ExtraHitPerformScale;//[Offset: 0x97c, Size: 4]
float HUDAlphaDecreaseSpeedScale;//[Offset: 0x980, Size: 4]
bool bAutoExitScopeAfterFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x984, Size: 1]
enum ReleaseFireType;//[Offset: 0x985, Size: 1]
bool bEnableScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x986, Size: 1]
bool bUseReasonableBolt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x987, Size: 1]
bool bLock90DirWhenPitchAbove75;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x988, Size: 1]
float LockAnimPitchDegree;//[Offset: 0x98c, Size: 4]
float LockAnimPitchDegreeCrouch;//[Offset: 0x990, Size: 4]
float AnimationKick;//[Offset: 0x994, Size: 4]
int ReloadAnimSlot;//[Offset: 0x998, Size: 4]
bool ReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99c, Size: 1]
bool bEnableNightVersionWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99d, Size: 1]
float HandleFolderFactorScale;//[Offset: 0x9a0, Size: 4]
bool bShowBarrelBulletNumUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a4, Size: 1]
bool bRecordHitDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9a5, Size: 1]
int ConstantWeaponDurability;//[Offset: 0x9a8, Size: 4]
int ShootReduceDurabilityAmount;//[Offset: 0x9ac, Size: 4]
Rotator[] RearSightRotConfig;//[Offset: 0x9b0, Size: 12]
FName[] RearSightSocketConfig;//[Offset: 0x9bc, Size: 12]
Rotator[] RearSightHandRotOffsetConfig;//[Offset: 0x9c8, Size: 12]
int RearSightRotIndex;//[Offset: 0x9d4, Size: 4]
bool bForceUseShootIntervalConsistent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d8, Size: 1]
int MaxFireNumPerFrame;//[Offset: 0x9dc, Size: 4]
bool bCachedDefaultConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e0, Size: 1]
byte[] CoronaEffectCfg;//[Offset: 0xd8c, Size: 12]
ItemDefineID GetBulletType();// 0x2322060
--------------------------------
Class: STExtraShootWeaponBulletBase.Actor.Object
BulletMovementComponent* PMComp;//[Offset: 0x334, Size: 4]
bool bLaunchWithGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1]
int MaxNoGravityRange;//[Offset: 0x33c, Size: 4]
float LaunchGravityScale;//[Offset: 0x340, Size: 4]
int PunctureTimes;//[Offset: 0x344, Size: 4]
class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x348, Size: 4]
class DamageType* DamageType;//[Offset: 0x34c, Size: 4]
ParticleSystem* NormalTailFX;//[Offset: 0x350, Size: 4]
bool bShowNormalTailFXImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1]
bool bDrawImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355, Size: 1]
ParticleSystem* BeamTailFX;//[Offset: 0x358, Size: 4]
Vector RootScale;//[Offset: 0x35c, Size: 12]
bool bUseOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1]
bool bHasFlyPastEarSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x369, Size: 1]
Vector ShootDir;//[Offset: 0x36c, Size: 12]
bool bIgnoreCahracterRootCompImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378, Size: 1]
float ShowBulletEffectMinDistance;//[Offset: 0x37c, Size: 4]
STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x470, Size: 4]
delegate OnResetBullet;//[Offset: 0x474, Size: 12]
delegate OnBulletImpact;//[Offset: 0x480, Size: 12]
delegate OnLaunchBullet;//[Offset: 0x48c, Size: 12]
delegate OnRecycleBullet;//[Offset: 0x498, Size: 12]
ParticleSystemComponent* BeamTailFXComp;//[Offset: 0x4a4, Size: 4]
Actor* WeaponOwnerPawn;//[Offset: 0x4a8, Size: 4]
float WeaponFloorHeight;//[Offset: 0x55c, Size: 4]
Vector WeaponOwnerPos;//[Offset: 0x560, Size: 12]
byte CachedOwnerRole;//[Offset: 0x56c, Size: 1]
uint32 OwnerPlayerKey;//[Offset: 0x570, Size: 4]
bool bEnableClientBlockVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1]
bool bEnableUpdateBulletTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x575, Size: 1]
int MaxTraceTimes;//[Offset: 0x578, Size: 4]
bool bEnableFillSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57c, Size: 1]
bool IngoreSameGroupBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57d, Size: 1]
void ResetBulletDelegate__DelegateSignature();// 0x2efb424
void ReloadNoEncodeAttr();// 0x20dd234
void OnShowBulletEffect();// 0x2efb424
void OnRecycleBulletDelegate__DelegateSignature();// 0x2efb424
void OnImpactEnd(out const HitResult _ImpactResult);// 0x215723c
void OnImpactDelegate__DelegateSignature(HitResult HitInfo);// 0x2efb424
void OnImpact(out const HitResult _ImpactResult);// 0x2157198
bool NeedCheckBulletFlySound();// 0x21aeeec
void LaunchBulletDelegate__DelegateSignature();// 0x2efb424
int GetShootID();// 0x2466428
float GetMaxBulletFlySpeed();// 0x231a284
Controller* GetInstigatorControllerSafe();// 0x2466400
STExtraBaseCharacter* GetInstigatorCharacter();// 0x24663d8
bool ConditionalDestroyBullet(out const HitResult _ImpactResult);// 0x2466334
bool ClientVerifyBlock(out const Vector MuzzlePos, out const Vector ImpactPoint, Actor* Weapon, Actor* ImpactActor);// 0x24661c4
--------------------------------
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();// 0x2177a08
void ResetTickDelay();// 0x21779ec
void IgnoreBounceReflectOnce();// 0x21779d0
void ForceStop();// 0x21779bc
--------------------------------
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);// 0x4901d38
void SetVelocityInLocalSpace(Vector NewVelocity);// 0x4901cc0
void OnProjectileStopDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2efb424
void OnProjectileBounceDelegate__DelegateSignature(out const HitResult ImpactResult, out const Vector ImpactVelocity);// 0x2efb424
Vector LimitVelocity(Vector NewVelocity);// 0x4901c2c
--------------------------------
Class: STEShootWeaponBulletImpactEffect.Actor.Object
<Vector2D,HitEffectItemDataList> HitEffectDirectionOverrideDataMap;//[Offset: 0x2fc, Size: 60]
ParticleSystem* DefaultFX;//[Offset: 0x338, Size: 4]
ParticleSystem* ConcreteFX;//[Offset: 0x33c, Size: 4]
ParticleSystem* DirtFX;//[Offset: 0x340, Size: 4]
ParticleSystem* WaterFX;//[Offset: 0x344, Size: 4]
ParticleSystem* MetalFX;//[Offset: 0x348, Size: 4]
ParticleSystem* WoodFX;//[Offset: 0x34c, Size: 4]
ParticleSystem* GlassFX;//[Offset: 0x350, Size: 4]
ParticleSystem* GrassFX;//[Offset: 0x354, Size: 4]
ParticleSystem* FleshFX;//[Offset: 0x358, Size: 4]
ParticleSystem* SteelFX;//[Offset: 0x35c, Size: 4]
ParticleSystem* SandbagFX;//[Offset: 0x360, Size: 4]
ParticleSystem* SandFX;//[Offset: 0x364, Size: 4]
ParticleSystem* ClothFX;//[Offset: 0x368, Size: 4]
ParticleSystem* PlasticFX;//[Offset: 0x36c, Size: 4]
ParticleSystem* LeatherFX;//[Offset: 0x370, Size: 4]
ParticleSystem* CeramicsFX;//[Offset: 0x374, Size: 4]
ParticleSystem* PaperFX;//[Offset: 0x378, Size: 4]
ParticleSystem* StoneFX;//[Offset: 0x37c, Size: 4]
ParticleSystem* SnowFX;//[Offset: 0x380, Size: 4]
ParticleSystem* PopCanFX;//[Offset: 0x384, Size: 4]
ParticleSystem* PyreflyFX;//[Offset: 0x388, Size: 4]
ParticleSystem* LeafFX;//[Offset: 0x38c, Size: 4]
ParticleSystem* CarFX;//[Offset: 0x390, Size: 4]
ParticleSystem* AsphaltFX;//[Offset: 0x394, Size: 4]
ParticleSystem* IceFX;//[Offset: 0x398, Size: 4]
ParticleSystem* BallCarFX;//[Offset: 0x39c, Size: 4]
ParticleSystem* FleshFXNormal;//[Offset: 0x3a0, Size: 4]
ParticleSystem* FleshFXExpand;//[Offset: 0x3a4, Size: 4]
bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8, Size: 1]
AkAudioEvent* DefaultSound;//[Offset: 0x3ac, Size: 4]
AkAudioEvent* ConcreteSound;//[Offset: 0x3b0, Size: 4]
AkAudioEvent* DirtSound;//[Offset: 0x3b4, Size: 4]
AkAudioEvent* WaterSound;//[Offset: 0x3b8, Size: 4]
AkAudioEvent* MetalSound;//[Offset: 0x3bc, Size: 4]
AkAudioEvent* WoodSound;//[Offset: 0x3c0, Size: 4]
AkAudioEvent* GlassSound;//[Offset: 0x3c4, Size: 4]
AkAudioEvent* GrassSound;//[Offset: 0x3c8, Size: 4]
AkAudioEvent* FleshSound;//[Offset: 0x3cc, Size: 4]
AkAudioEvent* SteelSound;//[Offset: 0x3d0, Size: 4]
AkAudioEvent* SandbagSound;//[Offset: 0x3d4, Size: 4]
AkAudioEvent* SandSound;//[Offset: 0x3d8, Size: 4]
AkAudioEvent* ClothSound;//[Offset: 0x3dc, Size: 4]
AkAudioEvent* PlasticSound;//[Offset: 0x3e0, Size: 4]
AkAudioEvent* LeatherSound;//[Offset: 0x3e4, Size: 4]
AkAudioEvent* CeramicsSound;//[Offset: 0x3e8, Size: 4]
AkAudioEvent* PaperSound;//[Offset: 0x3ec, Size: 4]
AkAudioEvent* StoneSound;//[Offset: 0x3f0, Size: 4]
AkAudioEvent* SnowSound;//[Offset: 0x3f4, Size: 4]
AkAudioEvent* PopCanSound;//[Offset: 0x3f8, Size: 4]
AkAudioEvent* PyreflySound;//[Offset: 0x3fc, Size: 4]
AkAudioEvent* LeafSound;//[Offset: 0x400, Size: 4]
AkAudioEvent* CarSound;//[Offset: 0x404, Size: 4]
AkAudioEvent* AsphaltSound;//[Offset: 0x408, Size: 4]
AkAudioEvent* IceSound;//[Offset: 0x40c, Size: 4]
AkAudioEvent* WindBreakSound;//[Offset: 0x410, Size: 4]
AkAudioEvent* BallCarSound;//[Offset: 0x414, Size: 4]
AkAudioEvent* ShootFeedbackSound;//[Offset: 0x418, Size: 4]
AkAudioEvent* ShootShieldFeedbackSound;//[Offset: 0x41c, Size: 4]
DecalData DefaultDecal;//[Offset: 0x420, Size: 28]
DecalData ConcreteDecal;//[Offset: 0x43c, Size: 28]
DecalData DirtDecal;//[Offset: 0x458, Size: 28]
DecalData WaterDecal;//[Offset: 0x474, Size: 28]
DecalData MetalDecal;//[Offset: 0x490, Size: 28]
DecalData WoodDecal;//[Offset: 0x4ac, Size: 28]
DecalData GrassDecal;//[Offset: 0x4c8, Size: 28]
DecalData GlassDecal;//[Offset: 0x4e4, Size: 28]
DecalData FleshDecal;//[Offset: 0x500, Size: 28]
DecalData SteelDecal;//[Offset: 0x51c, Size: 28]
DecalData SandbagDecal;//[Offset: 0x538, Size: 28]
DecalData SandDecal;//[Offset: 0x554, Size: 28]
DecalData ClothDecal;//[Offset: 0x570, Size: 28]
DecalData PlasticDecal;//[Offset: 0x58c, Size: 28]
DecalData LeatherDecal;//[Offset: 0x5a8, Size: 28]
DecalData CeramicsDecal;//[Offset: 0x5c4, Size: 28]
DecalData PaperDecal;//[Offset: 0x5e0, Size: 28]
DecalData StoneDecal;//[Offset: 0x5fc, Size: 28]
DecalData SnowDecal;//[Offset: 0x618, Size: 28]
DecalData PopCanDecal;//[Offset: 0x634, Size: 28]
DecalData PyreflyDecal;//[Offset: 0x650, Size: 28]
DecalData LeafDecal;//[Offset: 0x66c, Size: 28]
DecalData CarDecal;//[Offset: 0x688, Size: 28]
DecalData AsphaltDecal;//[Offset: 0x6a4, Size: 28]
DecalData IceDecal;//[Offset: 0x6c0, Size: 28]
BulletHitInfoUploadData SurfaceHit;//[Offset: 0x6e0, Size: 272]
bool bAudioOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f0, Size: 1]
bool bIgnoreDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f1, Size: 1]
bool bAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f2, Size: 1]
DecalComponent* ImpactDecalComp;//[Offset: 0x7f4, Size: 4]
ParticleSystemComponent* ImpactParticleComp;//[Offset: 0x7f8, Size: 4]
Vector DecalScale;//[Offset: 0x800, Size: 12]
SceneComponent* TargetImpactComp;//[Offset: 0x820, Size: 4]
ParticleSystem* GreenBloodFleshFX;//[Offset: 0x89c, Size: 4]
<int,ParticleSystem*> WeaponAvatarSpecialFleshFX;//[Offset: 0x8a0, Size: 60]
bool LoadNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e0, Size: 1]
bool UseNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e1, Size: 1]
void TimerHideDecal();// 0x237b960
void OnLoadImpactFxAsyncCallBack(SoftObjectPath ImpactFxPath, float DistanceScaler, byte HitSurfaceType);// 0x237b76c
void OnHandleImpactFx(ParticleSystem* ImpactFX, float DistanceScaler, byte HitSurfaceType);// 0x237b66c
SoftObjectPath GetDirectionImpactFXPath(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x237b480
bool GetDirectionImpactFXAsync(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x237b2e4
--------------------------------
Class: HitEffectItemDataList
<byte,ParticleSystem*> ItemDataListMap;//[Offset: 0x0, Size: 60]
--------------------------------
Class: DecalData
float DecalSize;//[Offset: 0x0, Size: 4]
float LifeSpan;//[Offset: 0x4, Size: 4]
Material* DecalMaterial;//[Offset: 0x8, Size: 4]
float ImpactEffectStartScaleDistance;//[Offset: 0xc, Size: 4]
float ImpactEffectEndScaleDistance;//[Offset: 0x10, Size: 4]
float ImpactEffectStartScaleValue;//[Offset: 0x14, Size: 4]
float ImpactEffectEndScaleValue;//[Offset: 0x18, Size: 4]
--------------------------------
Class: BulletHitInfoUploadData
Vector ImpactPoint;//[Offset: 0x0, Size: 12]
Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12]
Vector_NetQuantize VictimLocation;//[Offset: 0x24, Size: 12]
Vector_NetQuantize BulletPos;//[Offset: 0x30, Size: 12]
Vector_NetQuantize ShootMomentMuzzlePos;//[Offset: 0x3c, Size: 12]
Vector2D ShootDir2D;//[Offset: 0x48, Size: 8]
byte SurfaceType;//[Offset: 0x50, Size: 1]
uint32 ShootID;//[Offset: 0x54, Size: 4]
int BulletTypeSpecialID;//[Offset: 0x58, Size: 4]
uint16 CompensationTime;//[Offset: 0x5c, Size: 2]
Actor* Actor;//[Offset: 0x60, Size: 8]
PrimitiveComponent* Component;//[Offset: 0x68, Size: 8]
int TimeStamp;//[Offset: 0x70, Size: 4]
int ClientShootTime;//[Offset: 0x74, Size: 4]
byte SpecialBulletID;//[Offset: 0x78, Size: 1]
byte HitBodyType;//[Offset: 0x79, Size: 1]
uint32 CharacterImpactOffsetSquared;//[Offset: 0x7c, Size: 4]
float MuzzleFloorHeight;//[Offset: 0x80, Size: 4]
Vector_NetQuantize WeaponOwnerHeadPos;//[Offset: 0x84, Size: 12]
float DamageRate;//[Offset: 0x90, Size: 4]
bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1]
Vector_NetQuantize GunTailPos;//[Offset: 0x98, Size: 12]
FName BoneName;//[Offset: 0xa8, Size: 8]
Transform BoneTrans;//[Offset: 0xb0, Size: 48]
byte ImpactEffectMask;//[Offset: 0xe0, Size: 1]
--------------------------------
Class: DecalComponent.SceneComponent.ActorComponent.Object
MaterialInterface* DecalMaterial;//[Offset: 0x260, Size: 4]
int SortOrder;//[Offset: 0x264, Size: 4]
float FadeScreenSize;//[Offset: 0x268, Size: 4]
float FadeStartDelay;//[Offset: 0x26c, Size: 4]
float FadeDuration;//[Offset: 0x270, Size: 4]
bool bDestroyOwnerAfterFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274, Size: 1]
Vector DecalSize;//[Offset: 0x278, Size: 12]
void SetSortOrder(int Value);// 0x480e678
void SetFadeScreenSize(float NewFadeScreenSize);// 0x480e600
void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade);// 0x480e4f8
void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x480e480
float GetFadeStartDelay();// 0x480e458
float GetFadeDuration();// 0x480e430
MaterialInterface* GetDecalMaterial();// 0x480e408
MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x480e3d8
--------------------------------
Class: ExtendBulletNumAttachment
int TypeSpecificID;//[Offset: 0x0, Size: 4]
int ExtendMaxBulletNumInOneClip;//[Offset: 0x4, Size: 4]
--------------------------------
Class: WeaponHitPartCoff
float Head;//[Offset: 0x0, Size: 4]
float Body;//[Offset: 0x4, Size: 4]
float Limbs;//[Offset: 0x8, Size: 4]
float Hand;//[Offset: 0xc, Size: 4]
float Foot;//[Offset: 0x10, Size: 4]
--------------------------------
Class: SRangeAttenuateConfig
int rangeStart;//[Offset: 0x0, Size: 4]
int rangeEnd;//[Offset: 0x4, Size: 4]
float rangeAttenuateFactor;//[Offset: 0x8, Size: 4]
--------------------------------
Class: WeaponVisualBulletClientModeConfig
WeaponVisualBulletCameraModeConfig AutonomousClientSetting;//[Offset: 0x0, Size: 24]
WeaponVisualBulletCameraModeConfig OBPawnPerspectiveClientSetting;//[Offset: 0x18, Size: 24]
WeaponVisualBulletCameraModeConfig ReplayPawnPerspectiveClientSetting;//[Offset: 0x30, Size: 24]
WeaponVisualBulletItemConfig DefaultSetting;//[Offset: 0x48, Size: 8]
WeaponVisualBulletItemConfig ReplayDefaultSetting;//[Offset: 0x50, Size: 8]
--------------------------------
Class: WeaponVisualBulletCameraModeConfig
WeaponVisualBulletItemConfig FPPSetting;//[Offset: 0x0, Size: 8]
WeaponVisualBulletItemConfig TPPSetting;//[Offset: 0x8, Size: 8]
WeaponVisualBulletItemConfig GunADSSetting;//[Offset: 0x10, Size: 8]
--------------------------------
Class: WeaponVisualBulletItemConfig
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1]
ParticleSystem* VisualBulletTrackFX;//[Offset: 0x4, Size: 4]
--------------------------------
Class: AutoAimingConfig
AutoAimingRangeConfig OuterRange;//[Offset: 0x0, Size: 76]
AutoAimingRangeConfig InnerRange;//[Offset: 0x4c, Size: 76]
AutoAimingRangeConfig ScopeRange;//[Offset: 0x98, Size: 76]
float followTimeMax;//[Offset: 0xe4, Size: 4]
bool TriggerBeforeFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8, Size: 1]
CurveFloat* SpeedCurve;//[Offset: 0xec, Size: 4]
CurveFloat* DistanceSpeedCurve;//[Offset: 0xf0, Size: 4]
CurveFloat* SensitiveSpeedCurve;//[Offset: 0xf4, Size: 4]
float MaxAngle;//[Offset: 0xf8, Size: 4]
--------------------------------
Class: AutoAimingRangeConfig
float Speed;//[Offset: 0x0, Size: 4]
float CenterSpeedRate;//[Offset: 0x4, Size: 4]
float RangeRate;//[Offset: 0x8, Size: 4]
float SpeedRate;//[Offset: 0xc, Size: 4]
float RangeRateSight;//[Offset: 0x10, Size: 4]
float SpeedRateSight;//[Offset: 0x14, Size: 4]
float CrouchRate;//[Offset: 0x18, Size: 4]
float ProneRate;//[Offset: 0x1c, Size: 4]
float DyingRate;//[Offset: 0x20, Size: 4]
float DriveVehicleRate;//[Offset: 0x24, Size: 4]
float InVehicleRate;//[Offset: 0x28, Size: 4]
float FreeFallRate;//[Offset: 0x2c, Size: 4]
float OpeningRate;//[Offset: 0x30, Size: 4]
float LandingRate;//[Offset: 0x34, Size: 4]
float adsorbMaxRange;//[Offset: 0x38, Size: 4]
float adsorbMinRange;//[Offset: 0x3c, Size: 4]
float adsorbMinAttenuationDis;//[Offset: 0x40, Size: 4]
float adsorbMaxAttenuationDis;//[Offset: 0x44, Size: 4]
float adsorbActiveMinRange;//[Offset: 0x48, Size: 4]
--------------------------------
Class: AutoAimingConfigByGameMode
class GameStateBase* GameStateClass;//[Offset: 0x0, Size: 4]
AutoAimingConfig AutoAimingConfig;//[Offset: 0x4, Size: 252]
--------------------------------
Class: SRecoilInfo
float VerticalRecoilMin;//[Offset: 0x0, Size: 4]
float VerticalRecoilMax;//[Offset: 0x4, Size: 4]
float VerticalRecoilVariation;//[Offset: 0x8, Size: 4]
float VerticalRecoveryModifier;//[Offset: 0xc, Size: 4]
float VerticalRecoveryClamp;//[Offset: 0x10, Size: 4]
float VerticalRecoveryMax;//[Offset: 0x14, Size: 4]
float LeftMax;//[Offset: 0x18, Size: 4]
float RightMax;//[Offset: 0x1c, Size: 4]
float HorizontalTendency;//[Offset: 0x20, Size: 4]
CurveVector* RecoilCurve;//[Offset: 0x24, Size: 4]
int BulletPerSwitch;//[Offset: 0x28, Size: 4]
float TimePerSwitch;//[Offset: 0x2c, Size: 4]
bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1]
float RecoilSpeedVertical;//[Offset: 0x34, Size: 4]
float RecoilSpeedHorizontal;//[Offset: 0x38, Size: 4]
float RecovertySpeedVertical;//[Offset: 0x3c, Size: 4]
float RecoilValueClimb;//[Offset: 0x40, Size: 4]
float RecoilValueFail;//[Offset: 0x44, Size: 4]
float RecoilModifierStand;//[Offset: 0x48, Size: 4]
float RecoilModifierCrouch;//[Offset: 0x4c, Size: 4]
float RecoilModifierProne;//[Offset: 0x50, Size: 4]
float RecoilHorizontalMinScalar;//[Offset: 0x54, Size: 4]
float BurstEmptyDelay;//[Offset: 0x58, Size: 4]
bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1]
float ShootSightReturnSpeed;//[Offset: 0x60, Size: 4]
--------------------------------
Class: SDeviation
float DeviationBase;//[Offset: 0x0, Size: 4]
float DeviationBaseAim;//[Offset: 0x4, Size: 4]
float DeviationBaseADS;//[Offset: 0x8, Size: 4]
float DeviationRecoilGain;//[Offset: 0xc, Size: 4]
float DeviationRecoilGainAim;//[Offset: 0x10, Size: 4]
float DeviationRecoilGainADS;//[Offset: 0x14, Size: 4]
float DeviationMax;//[Offset: 0x18, Size: 4]
float DeviationMinMove;//[Offset: 0x1c, Size: 4]
float DeviationMaxMove;//[Offset: 0x20, Size: 4]
float DeviationMoveMultiplier;//[Offset: 0x24, Size: 4]
float DeviationMoveMinRefrence;//[Offset: 0x28, Size: 4]
float DeviationMoveMaxRefrence;//[Offset: 0x2c, Size: 4]
float DeviationStanceStand;//[Offset: 0x30, Size: 4]
float DeviationStanceCrouch;//[Offset: 0x34, Size: 4]
float DeviationStanceProne;//[Offset: 0x38, Size: 4]
float DeviationStanceJump;//[Offset: 0x3c, Size: 4]
float DeviationShoulderMultiplier;//[Offset: 0x40, Size: 4]
--------------------------------
Class: BulletTrackComponent.WeaponLogicBaseComponent.ActorComponent.Object
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x100, Size: 4]
STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x104, Size: 4]
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x108, Size: 4]
bool IsAutonomousOrSpectorWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174, Size: 1]
SRecoilInfo RecoilInfo_NoTss;//[Offset: 0x178, Size: 100]
SDeviation DeviationInfo_NoTss;//[Offset: 0x1dc, Size: 68]
void SetUseTss(bool bUse);// 0x2177e78
void OnWeaponStopFire();// 0x2177e64
void OnWeaponStartFire();// 0x2177e50
void OnWeaponShoot();// 0x2177e3c
void GetDataFromWeaponEntity();// 0x2177e28
Vector GetCurRecoilInfo();// 0x2177de0
float GetCurDeviation();// 0x2177db8
void CheckComponentTick();// 0x2177da4
--------------------------------
Class: BulletHitInfoUploadComponent.WeaponLogicBaseComponent.ActorComponent.Object
float UploadInterval;//[Offset: 0x100, Size: 4]
bool bEnableTssSdkAntiData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104, Size: 1]
bool bEnableTssSdkAntiDataFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105, Size: 1]
bool bEnableTssSdkAntiDataFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106, Size: 1]
bool bDisableDsTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x107, Size: 1]
bool bDisableDsAntiDataReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1]
bool bEnableAddSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109, Size: 1]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x10c, Size: 4]
STExtraPlayerController* OwnerPlayerController;//[Offset: 0x168, Size: 4]
bool NeedSendSimpleCharacterHitData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1]
void HandleOnWeaponStopFire();// 0x20ef4c8
void HandleOnWeaponStartFire();// 0x2176a00
bool CheckCloseDSTick();// 0x21769d8
--------------------------------
Class: STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object
float LastCalcShootTime;//[Offset: 0x104, Size: 4]
HitResult CalcShootHitRet;//[Offset: 0x108, Size: 136]
bool bShootIDNotMatchReportKillflow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190, Size: 1]
STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x194, Size: 4]
<byte,ShootWeaponCustomDamageList> CustomBulletDamage;//[Offset: 0x198, Size: 60]
FName NormalBulletsTrackCompTag;//[Offset: 0x1d8, Size: 8]
BulletTrackComponent* ShootWeaponBulletsTrackComponent;//[Offset: 0x1e0, Size: 4]
ShootWeaponEntity* ShootWeaponEntityComponent;//[Offset: 0x1e4, Size: 4]
delegate OnShoot;//[Offset: 0x1e8, Size: 12]
VolleyShootInfoCache[] VolleyShootLocCache;//[Offset: 0x47c, Size: 12]
AIActingComponent* CacheAIActingComp;//[Offset: 0x4a4, Size: 4]
void UpdateVolleyShootParameters(Vector TargetLoc, out Vector StartLoc, out Rotator BulletRot, out Vector BulletDir);// 0x24670d8
void ShootDelegate__DelegateSignature();// 0x2efb424
void OnWeaponClipMaxBulletChanged();// 0x24670c4
void OnWeaponBulletChanged();// 0x24670b0
void OnContinuousShootStateChangedDelegate__DelegateSignature(bool bIsContinuousShooting);// 0x2efb424
void OnContinuousShootDelegate__DelegateSignature(int BulletsNum);// 0x2efb424
bool IsBulletHasShotFlag(int ShootID, enum ShotFlag);// 0x2466fec
void GetBulletPosAndVelocity(out Vector StartPos, out Vector Velocity);// 0x2466f14
HitResult ConditionPreCalcShootHitRet(bool WithDeviation, float ToleranceTime);// 0x2466df4
--------------------------------
Class: ShootWeaponCustomDamageList
<enum,ShootWeaponCustomDamage> Data;//[Offset: 0x0, Size: 60]
float RangeModifier;//[Offset: 0x3c, Size: 4]
float ReferenceDistance;//[Offset: 0x40, Size: 4]
float IgnoreRangeAttenuatDis;//[Offset: 0x44, Size: 4]
float BaseImpactDamage;//[Offset: 0x48, Size: 4]
class STExtraShootWeaponBulletBase* BulletClass;//[Offset: 0x4c, Size: 4]
--------------------------------
Class: ShootWeaponCustomDamage
ParticleSystem* ParticleSystem;//[Offset: 0x0, Size: 40]
float DamageRate;//[Offset: 0x28, Size: 4]
--------------------------------
Class: VolleyShootInfoCache
Vector StartLoc;//[Offset: 0x0, Size: 12]
Vector ShootDir;//[Offset: 0xc, Size: 12]
--------------------------------
Class: AIActingComponent.LuaInstancedActorComponent.ActorComponent.Object
FString AIActingLuaConfig;//[Offset: 0x114, Size: 12]
FString DefaultLuaFilePath;//[Offset: 0x120, Size: 12]
int WillKilledBotNum;//[Offset: 0x12c, Size: 4]
int PlayersOnSquare;//[Offset: 0x130, Size: 4]
int OriginalTotalAINum;//[Offset: 0x134, Size: 4]
AIWayPointActor*[] WayPointActorList;//[Offset: 0x144, Size: 12]
bool bUseCacheWayPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150, Size: 1]
AIActingCandidateData[] CandidateAIList;//[Offset: 0x154, Size: 12]
AIActingCandidateData[] CandidateMLDeliveryList;//[Offset: 0x160, Size: 12]
bool bCheckTeleportLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200, Size: 1]
float AverageRating;//[Offset: 0x204, S
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