class AActor : public UObject
{
public:
struct FActorTickFunction PrimaryActorTick; // 0x0028(0x0030)(Edit, DisableEditOnInstance, NativeAccessSpecifierPublic)
uint8 bNetTemporary : 1; // 0x0058(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bNetStartup : 1; // 0x0058(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bOnlyRelevantToOwner : 1; // 0x0058(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bIsNotRelevantWhenHidden : 1; // 0x0058(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bAlwaysRelevant : 1; // 0x0058(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bReplicateMovement : 1; // 0x0058(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, Net, DisableEditOnInstance, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bReplicateAttachment : 1; // 0x0058(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bHidden : 1; // 0x0058(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Net, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bTearOff : 1; // 0x0059(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Net, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bForceNetAddressable : 1; // 0x0059(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bExchangedRoles : 1; // 0x0059(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bNetLoadOnClient : 1; // 0x0059(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bNetUseOwnerRelevancy : 1; // 0x0059(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bRelevantForNetworkReplays : 1; // 0x0059(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bShouldResetWithStage : 1; // 0x0059(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bRelevantForLevelBounds : 1; // 0x0059(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bReplayRewindable : 1; // 0x005A(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bAllowTickBeforeBeginPlay : 1; // 0x005A(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bAutoDestroyWhenFinished : 1; // 0x005A(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bCanBeDamaged : 1; // 0x005A(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, Net, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bBlockInput : 1; // 0x005A(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bCollideWhenPlacing : 1; // 0x005A(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bFindCameraComponentWhenViewTarget : 1; // 0x005A(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bGenerateOverlapEventsDuringLevelStreaming : 1; // 0x005A(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bIgnoresOriginShifting : 1; // 0x005B(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bUseCustomEnableAutoLODGenerationValue : 1; // 0x005B(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bEnableAutoLODGeneration : 1; // 0x005B(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bIsEditorOnlyActor : 1; // 0x005B(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bActorSeamlessTraveled : 1; // 0x005B(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 BitPad_7 : 1; // 0x005B(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ])
uint8 bIsExpensiveActor : 1; // 0x005B(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bReplicates : 1; // 0x005B(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected))
uint8 bAuthorityWhenNotReplicated : 1; // 0x005C(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected))
uint8 bCanBeInCluster : 1; // 0x005C(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected))
uint8 bAllowReceiveTickEventOnDedicatedServer : 1; // 0x005C(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected))
uint8 BitPad_8 : 5; // 0x005C(0x0001)(Fixing Bit-Field Size For New Byte [ Dumper-7 ])
uint8 BitPad_9 : 2; // 0x005D(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ])
uint8 bActorEnableCollision : 1; // 0x005D(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bActorIsBeingDestroyed : 1; // 0x005D(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Transient, DuplicateTransient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming; // 0x005E(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
EActorUpdateOverlapsMethod DefaultUpdateOverlapsMethodDuringLevelStreaming; // 0x005F(0x0001)(Edit, ZeroConstructor, Config, EditConst, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
ENetRole RemoteRole; // 0x0060(0x0001)(Net, ZeroConstructor, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
bool bDebugFlag; // 0x0061(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_28F[0x2]; // 0x0062(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
struct FRepMovement ReplicatedMovement; // 0x0064(0x0034)(Edit, Net, DisableEditOnInstance, RepNotify, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPrivate)
float InitialLifeSpan; // 0x0098(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float CustomTimeDilation; // 0x009C(0x0004)(BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_290[0x8]; // 0x00A0(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
struct FRepAttachment AttachmentReplication; // 0x00A8(0x0040)(Net, Transient, RepNotify, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPrivate)
class AActor* Owner; // 0x00E8(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
class FName NetDriverName; // 0x00F0(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
ENetRole Role; // 0x00F8(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
ENetDormancy NetDormancy; // 0x00F9(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod; // 0x00FA(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EAutoReceiveInput AutoReceiveInput; // 0x00FB(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EVolumetricLightmapOffsetMode VolumetricLightmapOffset; // 0x00FC(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_291[0x3]; // 0x00FD(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
int32 InputPriority; // 0x0100(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_292[0x4]; // 0x0104(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
class UInputComponent* InputComponent; // 0x0108(0x0008)(ExportObject, ZeroConstructor, InstancedReference, DuplicateTransient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float NetCullDistanceSquared; // 0x0110(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
int32 NetTag; // 0x0114(0x0004)(ZeroConstructor, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float NetUpdateFrequency; // 0x0118(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float MinNetUpdateFrequency; // 0x011C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
float NetPriority; // 0x0120(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_293[0x4]; // 0x0124(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
class APawn* Instigator; // 0x0128(0x0008)(BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
TArray<class AActor*> Children; // 0x0130(0x0010)(ZeroConstructor, Transient, NativeAccessSpecifierPublic)
class USceneComponent* RootComponent; // 0x0140(0x0008)(BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
TArray<class AMatineeActor*> ControllingMatineeActors; // 0x0148(0x0010)(ZeroConstructor, Transient, Protected, NativeAccessSpecifierProtected)
uint8 Pad_294[0x8]; // 0x0158(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class FName> Layers; // 0x0160(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic)
uint8 bOverride_ForceNoVolumetricLightMap : 1; // 0x0170(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bForceNoVolumetricLightMap : 1; // 0x0170(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 Pad_295[0x3]; // 0x0171(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
TWeakObjectPtr<class UChildActorComponent> ParentComponent; // 0x0174(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
uint8 Pad_296[0x4]; // 0x017C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class FName> Tags; // 0x0180(0x0010)(Edit, BlueprintVisible, ZeroConstructor, AdvancedDisplay, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnTakeAnyDamage; // 0x0190(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnTakePointDamage; // 0x0191(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnTakeRadialDamage; // 0x0192(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnActorBeginOverlap; // 0x0193(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnActorEndOverlap; // 0x0194(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnBeginCursorOver; // 0x0195(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnEndCursorOver; // 0x0196(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnClicked; // 0x0197(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnReleased; // 0x0198(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnInputTouchBegin; // 0x0199(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnInputTouchEnd; // 0x019A(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnInputTouchEnter; // 0x019B(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnInputTouchLeave; // 0x019C(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnActorHit; // 0x019D(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnDestroyed; // 0x019E(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ OnEndPlay; // 0x019F(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
uint8 Pad_297[0x60]; // 0x01A0(0x0060)(Fixing Size After Last Property [ Dumper-7 ])
TArray<class UActorComponent*> InstanceComponents; // 0x0200(0x0010)(ExportObject, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPrivate)
TArray<class UActorComponent*> BlueprintCreatedComponents; // 0x0210(0x0010)(ExportObject, ZeroConstructor, NonTransactional, ContainsInstancedReference, TextExportTransient, NativeAccessSpecifierPublic)
uint8 Pad_298[0x10]; // 0x0220(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
class UActorComponent* AddComponent(class FName TemplateName, bool bManualAttachment, const struct FTransform& RelativeTransform, const class UObject* ComponentTemplateContext, bool bDeferredFinish);
class UActorComponent* AddComponentByClass(TSubclassOf<class UActorComponent> Param_Class, bool bManualAttachment, const struct FTransform& RelativeTransform, bool bDeferredFinish);
void AddTickPrerequisiteActor(class AActor* PrerequisiteActor);
void AddTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent);
void DetachRootComponentFromParent(bool bMaintainWorldPosition);
void DisableInput(class APlayerController* PlayerController);
void EnableInput(class APlayerController* PlayerController);
void Event_OnResetStage();
void Event_PostInitializeComponents();
void Event_PostRegisterAllComponents();
void FinishAddComponent(class UActorComponent* Component, bool bManualAttachment, const struct FTransform& RelativeTransform);
void FlushNetDormancy();
void ForceNetUpdate();
bool GetTickableWhenPaused();
void K2_AddActorLocalOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddActorLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddActorLocalTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddActorWorldOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddActorWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddActorWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddActorWorldTransformKeepScale(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AttachToActor(class AActor* ParentActor, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies);
void K2_AttachToComponent(class USceneComponent* Parent, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies);
void K2_DestroyActor();
void K2_DestroyComponent(class UActorComponent* Component);
void K2_DetachFromActor(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule);
void K2_OnBecomeViewTarget(class APlayerController* PC);
void K2_OnEndViewTarget(class APlayerController* PC);
void K2_OnReset();
bool K2_SetActorLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
bool K2_SetActorLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetActorRelativeLocation(const struct FVector& NewRelativeLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetActorRelativeRotation(const struct FRotator& NewRelativeRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetActorRelativeTransform(const struct FTransform& NewRelativeTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
bool K2_SetActorRotation(const struct FRotator& NewRotation, bool bTeleportPhysics);
bool K2_SetActorTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
bool K2_TeleportTo(const struct FVector& DestLocation, const struct FRotator& DestRotation);
class UMaterialInstanceDynamic* MakeMIDForMaterial(class UMaterialInterface* Parent);
void MakeNoise(float Loudness, class APawn* NoiseInstigator, const struct FVector& NoiseLocation, float MaxRange, class FName Tag);
void OnRep_AttachmentReplication();
void OnRep_Instigator();
void OnRep_Owner();
void OnRep_ReplicatedMovement();
void OnRep_ReplicateMovement();
void PrestreamTextures(float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups);
void ReceiveActorBeginCursorOver();
void ReceiveActorBeginOverlap(class AActor* OtherActor);
void ReceiveActorEndCursorOver();
void ReceiveActorEndOverlap(class AActor* OtherActor);
void ReceiveActorOnClicked(const struct FKey& ButtonPressed);
void ReceiveActorOnInputTouchBegin(const ETouchIndex FingerIndex);
void ReceiveActorOnInputTouchEnd(const ETouchIndex FingerIndex);
void ReceiveActorOnInputTouchEnter(const ETouchIndex FingerIndex);
void ReceiveActorOnInputTouchLeave(const ETouchIndex FingerIndex);
void ReceiveActorOnReleased(const struct FKey& ButtonReleased);
void ReceiveAnyDamage(float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, class AActor* DamageCauser);
void ReceiveBeginPlay();
void ReceiveDestroyed();
void ReceiveEndPlay(EEndPlayReason EndPlayReason);
void ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, const struct FVector& HitLocation, const struct FVector& HitNormal, const struct FVector& NormalImpulse, const struct FHitResult& Hit);
void ReceivePointDamage(float Damage, const class UDamageType* DamageType, const struct FVector& HitLocation, const struct FVector& HitNormal, class UPrimitiveComponent* HitComponent, class FName BoneName, const struct FVector& ShotFromDirection, class AController* InstigatedBy, class AActor* DamageCauser, const struct FHitResult& HitInfo);
void ReceiveRadialDamage(float DamageReceived, const class UDamageType* DamageType, const struct FVector& Origin, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser);
void ReceiveTick(float DeltaSeconds);
void RemoveTickPrerequisiteActor(class AActor* PrerequisiteActor);
void RemoveTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent);
void ResetOwnedComponents();
void SetActorEnableCollision(bool bNewActorEnableCollision);
void SetActorHiddenInGame(bool bNewHidden);
void SetActorRelativeScale3D(const struct FVector& NewRelativeScale);
void SetActorScale3D(const struct FVector& NewScale3D);
void SetActorTickEnabled(bool bEnabled);
void SetActorTickInterval(float TickInterval);
void SetAutoDestroyWhenFinished(bool bVal);
void SetForceNoVolumetricLightMap(bool bNoVolumetricLightMap);
void SetLifeSpan(float InLifespan);
void SetNetDormancy(ENetDormancy NewDormancy);
void SetOverrideForceNoVolumetricLightMap(bool bOverrideNoVolumetricLightMap);
void SetOwner(class AActor* NewOwner);
void SetReplicateMovement(bool bInReplicateMovement);
void SetReplicates(bool bInReplicates);
void SetTickableWhenPaused(bool bTickableWhenPaused);
void SetTickGroup(ETickingGroup NewTickGroup);
void SnapRootComponentTo(class AActor* InParentActor, class FName InSocketName);
void TearOff();
void UserConstructionScript();
bool ActorHasTag(class FName Tag) const;
void GetActorBounds(bool bOnlyCollidingComponents, struct FVector* Origin, struct FVector* BoxExtent, bool bIncludeFromChildActors) const;
bool GetActorEnableCollision() const;
void GetActorEyesViewPoint(struct FVector* OutLocation, struct FRotator* OutRotation) const;
struct FVector GetActorForwardVector() const;
struct FVector GetActorRelativeScale3D() const;
struct FVector GetActorRightVector() const;
struct FVector GetActorScale3D() const;
float GetActorTickInterval() const;
float GetActorTimeDilation() const;
struct FVector GetActorUpVector() const;
void GetAllChildActors(TArray<class AActor*>* ChildActors, bool bIncludeDescendants) const;
void GetAttachedActors(TArray<class AActor*>* OutActors, bool bResetArray) const;
class AActor* GetAttachParentActor() const;
class FName GetAttachParentSocketName() const;
class UActorComponent* GetComponentByClass(TSubclassOf<class UActorComponent> ComponentClass) const;
TArray<class UActorComponent*> GetComponentsByInterface(TSubclassOf<class IInterface> Interface) const;
TArray<class UActorComponent*> GetComponentsByTag(TSubclassOf<class UActorComponent> ComponentClass, class FName Tag) const;
float GetDistanceTo(const class AActor* OtherActor) const;
float GetDotProductTo(const class AActor* OtherActor) const;
float GetGameTimeSinceCreation() const;
float GetHorizontalDistanceTo(const class AActor* OtherActor) const;
float GetHorizontalDotProductTo(const class AActor* OtherActor) const;
float GetInputAxisKeyValue(const struct FKey& InputAxisKey) const;
float GetInputAxisValue(const class FName InputAxisName) const;
struct FVector GetInputVectorAxisValue(const struct FKey& InputAxisKey) const;
class APawn* GetInstigator() const;
class AController* GetInstigatorController() const;
float GetLifeSpan() const;
ENetRole GetLocalRole() const;
void GetOverlappingActors(TArray<class AActor*>* OverlappingActors, TSubclassOf<class AActor> ClassFilter) const;
void GetOverlappingComponents(TArray<class UPrimitiveComponent*>* OverlappingComponents) const;
class AActor* GetOwner() const;
class AActor* GetParentActor() const;
class UChildActorComponent* GetParentComponent() const;
ENetRole GetRemoteRole() const;
float GetSquaredDistanceTo(const class AActor* OtherActor) const;
float GetSquaredHorizontalDistanceTo(const class AActor* OtherActor) const;
const struct FTransform GetTransform() const;
struct FVector GetVelocity() const;
float GetVerticalDistanceTo(const class AActor* OtherActor) const;
bool HasAuthority() const;
bool IsActorBeingDestroyed() const;
bool IsActorTickEnabled() const;
bool IsChildActor() const;
bool IsOverlappingActor(const class AActor* Other) const;
struct FVector K2_GetActorLocation() const;
struct FRotator K2_GetActorRotation() const;
TArray<class UActorComponent*> K2_GetComponentsByClass(TSubclassOf<class UActorComponent> ComponentClass) const;
class USceneComponent* K2_GetRootComponent() const;
bool WasRecentlyRendered(float Tolerance) const;
public:
static class UClass* StaticClass()
{
return StaticClassImpl<"Actor">();
}
static class AActor* GetDefaultObj()
{
return GetDefaultObjImpl<AActor>();
}
};
class USceneComponent* RootComponent; // 0x0140(0x0008)(BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
class alignas(0x10) USceneComponent : public UActorComponent
{
public:
uint8 Pad_2E0[0x8]; // 0x00B8(0x0008)(Fixing Size After Last Property [ Dumper-7 ])
TWeakObjectPtr<class APhysicsVolume> PhysicsVolume; // 0x00C0(0x0008)(ZeroConstructor, Transient, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
class USceneComponent* AttachParent; // 0x00C8(0x0008)(ExportObject, Net, ZeroConstructor, InstancedReference, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
class FName AttachSocketName; // 0x00D0(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
TArray<class USceneComponent*> AttachChildren; // 0x00D8(0x0010)(ExportObject, Net, ZeroConstructor, Transient, RepNotify, ContainsInstancedReference, NativeAccessSpecifierPrivate)
TArray<class USceneComponent*> ClientAttachedChildren; // 0x00E8(0x0010)(ExportObject, ZeroConstructor, Transient, ContainsInstancedReference, NativeAccessSpecifierPrivate)
uint8 Pad_2E1[0x2C]; // 0x00F8(0x002C)(Fixing Size After Last Property [ Dumper-7 ])
struct FVector RelativeLocation; // 0x0124(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
struct FRotator RelativeRotation; // 0x0130(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, NativeAccessSpecifierPrivate)
struct FVector RelativeScale3D; // 0x013C(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
struct FVector ComponentVelocity; // 0x0148(0x000C)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 bComponentToWorldUpdated : 1; // 0x0154(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 BitPad_F : 1; // 0x0154(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ])
uint8 bAbsoluteLocation : 1; // 0x0154(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bAbsoluteRotation : 1; // 0x0154(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bAbsoluteScale : 1; // 0x0154(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bVisible : 1; // 0x0154(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Net, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bShouldBeAttached : 1; // 0x0154(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bShouldSnapLocationWhenAttached : 1; // 0x0154(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bShouldSnapRotationWhenAttached : 1; // 0x0155(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bShouldUpdatePhysicsVolume : 1; // 0x0155(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate))
uint8 bHiddenInGame : 1; // 0x0155(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bBoundsChangeTriggersStreamingDataRebuild : 1; // 0x0155(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bUseAttachParentBound : 1; // 0x0155(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 bAllowPrecomputedVisibilityOnMovable : 1; // 0x0155(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic))
uint8 Pad_2E2[0x1]; // 0x0156(0x0001)(Fixing Size After Last Property [ Dumper-7 ])
EComponentMobility Mobility; // 0x0157(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
EDetailMode DetailMode; // 0x0158(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
FMulticastSparseDelegateProperty_ PhysicsVolumeChangedDelegate; // 0x0159(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic)
uint8 Pad_2E3[0x2]; // 0x015A(0x0002)(Fixing Size After Last Property [ Dumper-7 ])
int32 VisibilityId; // 0x015C(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, EditConst, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
uint8 Pad_2E4[0xA8]; // 0x0160(0x00A8)(Fixing Struct Size After Last Property [ Dumper-7 ])
public:
void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);
void K2_AddLocalOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddLocalTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddRelativeLocation(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddRelativeRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddWorldOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_AddWorldTransformKeepScale(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
bool K2_AttachToComponent(class USceneComponent* Parent, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies);
void K2_DetachFromComponent(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify);
void K2_SetRelativeLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetRelativeLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetRelativeRotation(const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetRelativeTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetWorldLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetWorldLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetWorldRotation(const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void K2_SetWorldTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport);
void OnRep_AttachChildren();
void OnRep_AttachParent();
void OnRep_AttachSocketName();
void OnRep_Transform();
void OnRep_Visibility(bool OldValue);
void ResetRelativeTransform();
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale);
void SetAllowPrecomputedVisibilityOnInvisible(bool bNewValue, bool bPropagateToChildren);
void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);
void SetMobility(EComponentMobility NewMobility);
void SetRelativeScale3D(const struct FVector& NewScale3D);
bool SetRuntimeVisibilityId(int32 InVisibilityId);
void SetShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume);
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);
void SetWorldScale3D(const struct FVector& NewScale);
bool SnapTo(class USceneComponent* InParent, class FName InSocketName);
void ToggleVisibility(bool bPropagateToChildren);
bool DoesSocketExist(class FName InSocketName) const;
TArray<class FName> GetAllSocketNames() const;
class USceneComponent* GetAttachParent() const;
class FName GetAttachSocketName() const;
class USceneComponent* GetChildComponent(int32 ChildIndex) const;
void GetChildrenComponents(bool bIncludeAllDescendants, TArray<class USceneComponent*>* Children) const;
struct FVector GetComponentVelocity() const;
struct FVector GetForwardVector() const;
int32 GetNumChildrenComponents() const;
void GetParentComponents(TArray<class USceneComponent*>* Parents) const;
class APhysicsVolume* GetPhysicsVolume() const;
struct FTransform GetRelativeTransform() const;
struct FVector GetRightVector() const;
bool GetShouldUpdatePhysicsVolume() const;
struct FVector GetSocketLocation(class FName InSocketName) const;
struct FQuat GetSocketQuaternion(class FName InSocketName) const;
struct FRotator GetSocketRotation(class FName InSocketName) const;
struct FTransform GetSocketTransform(class FName InSocketName, ERelativeTransformSpace TransformSpace) const;
struct FVector GetUpVector() const;
bool IsAnySimulatingPhysics() const;
bool IsSimulatingPhysics(class FName BoneName) const;
bool IsVisible() const;
struct FVector K2_GetComponentLocation() const;
struct FRotator K2_GetComponentRotation() const;
struct FVector K2_GetComponentScale() const;
struct FTransform K2_GetComponentToWorld() const;
public:
static class UClass* StaticClass()
{
return StaticClassImpl<"SceneComponent">();
}
static class USceneComponent* GetDefaultObj()
{
return GetDefaultObjImpl<USceneComponent>();
}
};
struct FVector RelativeLocation; // 0x0124(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
Hocam offset bulmayı anladım da, buradan yola çıkıp nasıl pointer, veya c.e içindeki adressi bulucam onu anlamaddm hala.Engine_classes.hpp'ye giriyorsun.
Almak istediğin offsetlerin neler olduğunu söylemediğinden sana bazı temel offsetlerin nasıl elde edilebileceğini anlatacağım:
AActor sınıfının içerisi bu şekilde görünür:
C++:class AActor : public UObject { public: struct FActorTickFunction PrimaryActorTick; // 0x0028(0x0030)(Edit, DisableEditOnInstance, NativeAccessSpecifierPublic) uint8 bNetTemporary : 1; // 0x0058(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bNetStartup : 1; // 0x0058(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOnlyRelevantToOwner : 1; // 0x0058(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bIsNotRelevantWhenHidden : 1; // 0x0058(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAlwaysRelevant : 1; // 0x0058(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bReplicateMovement : 1; // 0x0058(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, Net, DisableEditOnInstance, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bReplicateAttachment : 1; // 0x0058(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bHidden : 1; // 0x0058(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Net, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bTearOff : 1; // 0x0059(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Net, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bForceNetAddressable : 1; // 0x0059(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bExchangedRoles : 1; // 0x0059(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bNetLoadOnClient : 1; // 0x0059(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bNetUseOwnerRelevancy : 1; // 0x0059(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bRelevantForNetworkReplays : 1; // 0x0059(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bShouldResetWithStage : 1; // 0x0059(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bRelevantForLevelBounds : 1; // 0x0059(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bReplayRewindable : 1; // 0x005A(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAllowTickBeforeBeginPlay : 1; // 0x005A(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAutoDestroyWhenFinished : 1; // 0x005A(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bCanBeDamaged : 1; // 0x005A(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, Net, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bBlockInput : 1; // 0x005A(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bCollideWhenPlacing : 1; // 0x005A(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bFindCameraComponentWhenViewTarget : 1; // 0x005A(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bGenerateOverlapEventsDuringLevelStreaming : 1; // 0x005A(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bIgnoresOriginShifting : 1; // 0x005B(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bUseCustomEnableAutoLODGenerationValue : 1; // 0x005B(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bEnableAutoLODGeneration : 1; // 0x005B(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bIsEditorOnlyActor : 1; // 0x005B(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bActorSeamlessTraveled : 1; // 0x005B(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 BitPad_7 : 1; // 0x005B(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ]) uint8 bIsExpensiveActor : 1; // 0x005B(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bReplicates : 1; // 0x005B(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 bAuthorityWhenNotReplicated : 1; // 0x005C(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 bCanBeInCluster : 1; // 0x005C(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 bAllowReceiveTickEventOnDedicatedServer : 1; // 0x005C(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 BitPad_8 : 5; // 0x005C(0x0001)(Fixing Bit-Field Size For New Byte [ Dumper-7 ]) uint8 BitPad_9 : 2; // 0x005D(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ]) uint8 bActorEnableCollision : 1; // 0x005D(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bActorIsBeingDestroyed : 1; // 0x005D(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Transient, DuplicateTransient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming; // 0x005E(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) EActorUpdateOverlapsMethod DefaultUpdateOverlapsMethodDuringLevelStreaming; // 0x005F(0x0001)(Edit, ZeroConstructor, Config, EditConst, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) ENetRole RemoteRole; // 0x0060(0x0001)(Net, ZeroConstructor, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) bool bDebugFlag; // 0x0061(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_28F[0x2]; // 0x0062(0x0002)(Fixing Size After Last Property [ Dumper-7 ]) struct FRepMovement ReplicatedMovement; // 0x0064(0x0034)(Edit, Net, DisableEditOnInstance, RepNotify, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPrivate) float InitialLifeSpan; // 0x0098(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float CustomTimeDilation; // 0x009C(0x0004)(BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_290[0x8]; // 0x00A0(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) struct FRepAttachment AttachmentReplication; // 0x00A8(0x0040)(Net, Transient, RepNotify, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPrivate) class AActor* Owner; // 0x00E8(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) class FName NetDriverName; // 0x00F0(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) ENetRole Role; // 0x00F8(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) ENetDormancy NetDormancy; // 0x00F9(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod; // 0x00FA(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EAutoReceiveInput AutoReceiveInput; // 0x00FB(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EVolumetricLightmapOffsetMode VolumetricLightmapOffset; // 0x00FC(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_291[0x3]; // 0x00FD(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) int32 InputPriority; // 0x0100(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_292[0x4]; // 0x0104(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) class UInputComponent* InputComponent; // 0x0108(0x0008)(ExportObject, ZeroConstructor, InstancedReference, DuplicateTransient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float NetCullDistanceSquared; // 0x0110(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 NetTag; // 0x0114(0x0004)(ZeroConstructor, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float NetUpdateFrequency; // 0x0118(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float MinNetUpdateFrequency; // 0x011C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float NetPriority; // 0x0120(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_293[0x4]; // 0x0124(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) class APawn* Instigator; // 0x0128(0x0008)(BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPrivate) TArray<class AActor*> Children; // 0x0130(0x0010)(ZeroConstructor, Transient, NativeAccessSpecifierPublic) class USceneComponent* RootComponent; // 0x0140(0x0008)(BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) TArray<class AMatineeActor*> ControllingMatineeActors; // 0x0148(0x0010)(ZeroConstructor, Transient, Protected, NativeAccessSpecifierProtected) uint8 Pad_294[0x8]; // 0x0158(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) TArray<class FName> Layers; // 0x0160(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic) uint8 bOverride_ForceNoVolumetricLightMap : 1; // 0x0170(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bForceNoVolumetricLightMap : 1; // 0x0170(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 Pad_295[0x3]; // 0x0171(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) TWeakObjectPtr<class UChildActorComponent> ParentComponent; // 0x0174(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate) uint8 Pad_296[0x4]; // 0x017C(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) TArray<class FName> Tags; // 0x0180(0x0010)(Edit, BlueprintVisible, ZeroConstructor, AdvancedDisplay, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnTakeAnyDamage; // 0x0190(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnTakePointDamage; // 0x0191(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnTakeRadialDamage; // 0x0192(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnActorBeginOverlap; // 0x0193(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnActorEndOverlap; // 0x0194(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnBeginCursorOver; // 0x0195(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnEndCursorOver; // 0x0196(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnClicked; // 0x0197(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnReleased; // 0x0198(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchBegin; // 0x0199(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchEnd; // 0x019A(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchEnter; // 0x019B(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchLeave; // 0x019C(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnActorHit; // 0x019D(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnDestroyed; // 0x019E(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnEndPlay; // 0x019F(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) uint8 Pad_297[0x60]; // 0x01A0(0x0060)(Fixing Size After Last Property [ Dumper-7 ]) TArray<class UActorComponent*> InstanceComponents; // 0x0200(0x0010)(ExportObject, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPrivate) TArray<class UActorComponent*> BlueprintCreatedComponents; // 0x0210(0x0010)(ExportObject, ZeroConstructor, NonTransactional, ContainsInstancedReference, TextExportTransient, NativeAccessSpecifierPublic) uint8 Pad_298[0x10]; // 0x0220(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ]) public: class UActorComponent* AddComponent(class FName TemplateName, bool bManualAttachment, const struct FTransform& RelativeTransform, const class UObject* ComponentTemplateContext, bool bDeferredFinish); class UActorComponent* AddComponentByClass(TSubclassOf<class UActorComponent> Param_Class, bool bManualAttachment, const struct FTransform& RelativeTransform, bool bDeferredFinish); void AddTickPrerequisiteActor(class AActor* PrerequisiteActor); void AddTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent); void DetachRootComponentFromParent(bool bMaintainWorldPosition); void DisableInput(class APlayerController* PlayerController); void EnableInput(class APlayerController* PlayerController); void Event_OnResetStage(); void Event_PostInitializeComponents(); void Event_PostRegisterAllComponents(); void FinishAddComponent(class UActorComponent* Component, bool bManualAttachment, const struct FTransform& RelativeTransform); void FlushNetDormancy(); void ForceNetUpdate(); bool GetTickableWhenPaused(); void K2_AddActorLocalOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorLocalTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldTransformKeepScale(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AttachToActor(class AActor* ParentActor, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); void K2_AttachToComponent(class USceneComponent* Parent, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); void K2_DestroyActor(); void K2_DestroyComponent(class UActorComponent* Component); void K2_DetachFromActor(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule); void K2_OnBecomeViewTarget(class APlayerController* PC); void K2_OnEndViewTarget(class APlayerController* PC); void K2_OnReset(); bool K2_SetActorLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_SetActorLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetActorRelativeLocation(const struct FVector& NewRelativeLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetActorRelativeRotation(const struct FRotator& NewRelativeRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetActorRelativeTransform(const struct FTransform& NewRelativeTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_SetActorRotation(const struct FRotator& NewRotation, bool bTeleportPhysics); bool K2_SetActorTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_TeleportTo(const struct FVector& DestLocation, const struct FRotator& DestRotation); class UMaterialInstanceDynamic* MakeMIDForMaterial(class UMaterialInterface* Parent); void MakeNoise(float Loudness, class APawn* NoiseInstigator, const struct FVector& NoiseLocation, float MaxRange, class FName Tag); void OnRep_AttachmentReplication(); void OnRep_Instigator(); void OnRep_Owner(); void OnRep_ReplicatedMovement(); void OnRep_ReplicateMovement(); void PrestreamTextures(float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups); void ReceiveActorBeginCursorOver(); void ReceiveActorBeginOverlap(class AActor* OtherActor); void ReceiveActorEndCursorOver(); void ReceiveActorEndOverlap(class AActor* OtherActor); void ReceiveActorOnClicked(const struct FKey& ButtonPressed); void ReceiveActorOnInputTouchBegin(const ETouchIndex FingerIndex); void ReceiveActorOnInputTouchEnd(const ETouchIndex FingerIndex); void ReceiveActorOnInputTouchEnter(const ETouchIndex FingerIndex); void ReceiveActorOnInputTouchLeave(const ETouchIndex FingerIndex); void ReceiveActorOnReleased(const struct FKey& ButtonReleased); void ReceiveAnyDamage(float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, class AActor* DamageCauser); void ReceiveBeginPlay(); void ReceiveDestroyed(); void ReceiveEndPlay(EEndPlayReason EndPlayReason); void ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, const struct FVector& HitLocation, const struct FVector& HitNormal, const struct FVector& NormalImpulse, const struct FHitResult& Hit); void ReceivePointDamage(float Damage, const class UDamageType* DamageType, const struct FVector& HitLocation, const struct FVector& HitNormal, class UPrimitiveComponent* HitComponent, class FName BoneName, const struct FVector& ShotFromDirection, class AController* InstigatedBy, class AActor* DamageCauser, const struct FHitResult& HitInfo); void ReceiveRadialDamage(float DamageReceived, const class UDamageType* DamageType, const struct FVector& Origin, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser); void ReceiveTick(float DeltaSeconds); void RemoveTickPrerequisiteActor(class AActor* PrerequisiteActor); void RemoveTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent); void ResetOwnedComponents(); void SetActorEnableCollision(bool bNewActorEnableCollision); void SetActorHiddenInGame(bool bNewHidden); void SetActorRelativeScale3D(const struct FVector& NewRelativeScale); void SetActorScale3D(const struct FVector& NewScale3D); void SetActorTickEnabled(bool bEnabled); void SetActorTickInterval(float TickInterval); void SetAutoDestroyWhenFinished(bool bVal); void SetForceNoVolumetricLightMap(bool bNoVolumetricLightMap); void SetLifeSpan(float InLifespan); void SetNetDormancy(ENetDormancy NewDormancy); void SetOverrideForceNoVolumetricLightMap(bool bOverrideNoVolumetricLightMap); void SetOwner(class AActor* NewOwner); void SetReplicateMovement(bool bInReplicateMovement); void SetReplicates(bool bInReplicates); void SetTickableWhenPaused(bool bTickableWhenPaused); void SetTickGroup(ETickingGroup NewTickGroup); void SnapRootComponentTo(class AActor* InParentActor, class FName InSocketName); void TearOff(); void UserConstructionScript(); bool ActorHasTag(class FName Tag) const; void GetActorBounds(bool bOnlyCollidingComponents, struct FVector* Origin, struct FVector* BoxExtent, bool bIncludeFromChildActors) const; bool GetActorEnableCollision() const; void GetActorEyesViewPoint(struct FVector* OutLocation, struct FRotator* OutRotation) const; struct FVector GetActorForwardVector() const; struct FVector GetActorRelativeScale3D() const; struct FVector GetActorRightVector() const; struct FVector GetActorScale3D() const; float GetActorTickInterval() const; float GetActorTimeDilation() const; struct FVector GetActorUpVector() const; void GetAllChildActors(TArray<class AActor*>* ChildActors, bool bIncludeDescendants) const; void GetAttachedActors(TArray<class AActor*>* OutActors, bool bResetArray) const; class AActor* GetAttachParentActor() const; class FName GetAttachParentSocketName() const; class UActorComponent* GetComponentByClass(TSubclassOf<class UActorComponent> ComponentClass) const; TArray<class UActorComponent*> GetComponentsByInterface(TSubclassOf<class IInterface> Interface) const; TArray<class UActorComponent*> GetComponentsByTag(TSubclassOf<class UActorComponent> ComponentClass, class FName Tag) const; float GetDistanceTo(const class AActor* OtherActor) const; float GetDotProductTo(const class AActor* OtherActor) const; float GetGameTimeSinceCreation() const; float GetHorizontalDistanceTo(const class AActor* OtherActor) const; float GetHorizontalDotProductTo(const class AActor* OtherActor) const; float GetInputAxisKeyValue(const struct FKey& InputAxisKey) const; float GetInputAxisValue(const class FName InputAxisName) const; struct FVector GetInputVectorAxisValue(const struct FKey& InputAxisKey) const; class APawn* GetInstigator() const; class AController* GetInstigatorController() const; float GetLifeSpan() const; ENetRole GetLocalRole() const; void GetOverlappingActors(TArray<class AActor*>* OverlappingActors, TSubclassOf<class AActor> ClassFilter) const; void GetOverlappingComponents(TArray<class UPrimitiveComponent*>* OverlappingComponents) const; class AActor* GetOwner() const; class AActor* GetParentActor() const; class UChildActorComponent* GetParentComponent() const; ENetRole GetRemoteRole() const; float GetSquaredDistanceTo(const class AActor* OtherActor) const; float GetSquaredHorizontalDistanceTo(const class AActor* OtherActor) const; const struct FTransform GetTransform() const; struct FVector GetVelocity() const; float GetVerticalDistanceTo(const class AActor* OtherActor) const; bool HasAuthority() const; bool IsActorBeingDestroyed() const; bool IsActorTickEnabled() const; bool IsChildActor() const; bool IsOverlappingActor(const class AActor* Other) const; struct FVector K2_GetActorLocation() const; struct FRotator K2_GetActorRotation() const; TArray<class UActorComponent*> K2_GetComponentsByClass(TSubclassOf<class UActorComponent> ComponentClass) const; class USceneComponent* K2_GetRootComponent() const; bool WasRecentlyRendered(float Tolerance) const; public: static class UClass* StaticClass() { return StaticClassImpl<"Actor">(); } static class AActor* GetDefaultObj() { return GetDefaultObjImpl<AActor>(); } };
Örnek olarak RootComponent ve RelativeLocation offsetini alalım.
CTRL + F ile aramayı açıyor ve RootComponent'i aratıyoruz.
Karşımıza bu şekilde bir kod çıkacak:
Yan tarafta bulunan 0x0140 = 0x140 bizim RootComponent offsetimiz.C++:class USceneComponent* RootComponent; // 0x0140(0x0008)(BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
Gelelim RelativeLocation'a RootComponent'e yaptığımızın aynını yapıyoruz.
Yukarıdaki gibi sınıfımızı buluyoruz ve işte karşımızda RelativeLocation:C++:class alignas(0x10) USceneComponent : public UActorComponent { public: uint8 Pad_2E0[0x8]; // 0x00B8(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) TWeakObjectPtr<class APhysicsVolume> PhysicsVolume; // 0x00C0(0x0008)(ZeroConstructor, Transient, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate) class USceneComponent* AttachParent; // 0x00C8(0x0008)(ExportObject, Net, ZeroConstructor, InstancedReference, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) class FName AttachSocketName; // 0x00D0(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) TArray<class USceneComponent*> AttachChildren; // 0x00D8(0x0010)(ExportObject, Net, ZeroConstructor, Transient, RepNotify, ContainsInstancedReference, NativeAccessSpecifierPrivate) TArray<class USceneComponent*> ClientAttachedChildren; // 0x00E8(0x0010)(ExportObject, ZeroConstructor, Transient, ContainsInstancedReference, NativeAccessSpecifierPrivate) uint8 Pad_2E1[0x2C]; // 0x00F8(0x002C)(Fixing Size After Last Property [ Dumper-7 ]) struct FVector RelativeLocation; // 0x0124(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) struct FRotator RelativeRotation; // 0x0130(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, NativeAccessSpecifierPrivate) struct FVector RelativeScale3D; // 0x013C(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) struct FVector ComponentVelocity; // 0x0148(0x000C)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 bComponentToWorldUpdated : 1; // 0x0154(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 BitPad_F : 1; // 0x0154(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ]) uint8 bAbsoluteLocation : 1; // 0x0154(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bAbsoluteRotation : 1; // 0x0154(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bAbsoluteScale : 1; // 0x0154(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bVisible : 1; // 0x0154(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Net, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldBeAttached : 1; // 0x0154(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldSnapLocationWhenAttached : 1; // 0x0154(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldSnapRotationWhenAttached : 1; // 0x0155(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldUpdatePhysicsVolume : 1; // 0x0155(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bHiddenInGame : 1; // 0x0155(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bBoundsChangeTriggersStreamingDataRebuild : 1; // 0x0155(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bUseAttachParentBound : 1; // 0x0155(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAllowPrecomputedVisibilityOnMovable : 1; // 0x0155(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 Pad_2E2[0x1]; // 0x0156(0x0001)(Fixing Size After Last Property [ Dumper-7 ]) EComponentMobility Mobility; // 0x0157(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EDetailMode DetailMode; // 0x0158(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ PhysicsVolumeChangedDelegate; // 0x0159(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) uint8 Pad_2E3[0x2]; // 0x015A(0x0002)(Fixing Size After Last Property [ Dumper-7 ]) int32 VisibilityId; // 0x015C(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, EditConst, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_2E4[0xA8]; // 0x0160(0x00A8)(Fixing Struct Size After Last Property [ Dumper-7 ]) public: void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify); void K2_AddLocalOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddLocalTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddRelativeLocation(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddRelativeRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldTransformKeepScale(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_AttachToComponent(class USceneComponent* Parent, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); void K2_DetachFromComponent(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify); void K2_SetRelativeLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetRelativeLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetRelativeRotation(const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetRelativeTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldRotation(const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void OnRep_AttachChildren(); void OnRep_AttachParent(); void OnRep_AttachSocketName(); void OnRep_Transform(); void OnRep_Visibility(bool OldValue); void ResetRelativeTransform(); void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale); void SetAllowPrecomputedVisibilityOnInvisible(bool bNewValue, bool bPropagateToChildren); void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren); void SetMobility(EComponentMobility NewMobility); void SetRelativeScale3D(const struct FVector& NewScale3D); bool SetRuntimeVisibilityId(int32 InVisibilityId); void SetShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume); void SetVisibility(bool bNewVisibility, bool bPropagateToChildren); void SetWorldScale3D(const struct FVector& NewScale); bool SnapTo(class USceneComponent* InParent, class FName InSocketName); void ToggleVisibility(bool bPropagateToChildren); bool DoesSocketExist(class FName InSocketName) const; TArray<class FName> GetAllSocketNames() const; class USceneComponent* GetAttachParent() const; class FName GetAttachSocketName() const; class USceneComponent* GetChildComponent(int32 ChildIndex) const; void GetChildrenComponents(bool bIncludeAllDescendants, TArray<class USceneComponent*>* Children) const; struct FVector GetComponentVelocity() const; struct FVector GetForwardVector() const; int32 GetNumChildrenComponents() const; void GetParentComponents(TArray<class USceneComponent*>* Parents) const; class APhysicsVolume* GetPhysicsVolume() const; struct FTransform GetRelativeTransform() const; struct FVector GetRightVector() const; bool GetShouldUpdatePhysicsVolume() const; struct FVector GetSocketLocation(class FName InSocketName) const; struct FQuat GetSocketQuaternion(class FName InSocketName) const; struct FRotator GetSocketRotation(class FName InSocketName) const; struct FTransform GetSocketTransform(class FName InSocketName, ERelativeTransformSpace TransformSpace) const; struct FVector GetUpVector() const; bool IsAnySimulatingPhysics() const; bool IsSimulatingPhysics(class FName BoneName) const; bool IsVisible() const; struct FVector K2_GetComponentLocation() const; struct FRotator K2_GetComponentRotation() const; struct FVector K2_GetComponentScale() const; struct FTransform K2_GetComponentToWorld() const; public: static class UClass* StaticClass() { return StaticClassImpl<"SceneComponent">(); } static class USceneComponent* GetDefaultObj() { return GetDefaultObjImpl<USceneComponent>(); } };
C++:struct FVector RelativeLocation; // 0x0124(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
0x0124 = 0x124 RelativeLocation offsetimiz.
Böylelikle offsetlerin hemen hemen nasıl bulunduğunu anladığınızı düşünüyorum.
Hocam offset bulmayı anladım da, buradan yola çıkıp nasıl pointer, veya c.e içindeki adressi bulucam onu anlamaddm hala.
hocam discord var mı?GameBase + UWorld ile bulduğunuz offsetlere erişebilirsiniz. Pointer almanıza gerek yok.
Discord: kusursuz31hocam discord var mı?
Selamlar, öncelikle elinize sağlık verdiğiniz cevaplar için ve açtığınız konu için. Benim de bu konuda bir sorum olacaktı. Bir adet kernel mode driver'ım var ve bununla bağlantılı user mode programım var. Dumper-7.dll'i de kendim buildledim fakat bir oyunu bu dll'i kullanarak nasıl dump edebilirim (offsetlerini bulabilirim) bilmiyorum. Bana bu konuda yardımcı olabilir misin ?Engine_classes.hpp'ye giriyorsun.
Almak istediğin offsetlerin neler olduğunu söylemediğinden sana bazı temel offsetlerin nasıl elde edilebileceğini anlatacağım:
AActor sınıfının içerisi bu şekilde görünür:
C++:class AActor : public UObject { public: struct FActorTickFunction PrimaryActorTick; // 0x0028(0x0030)(Edit, DisableEditOnInstance, NativeAccessSpecifierPublic) uint8 bNetTemporary : 1; // 0x0058(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bNetStartup : 1; // 0x0058(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bOnlyRelevantToOwner : 1; // 0x0058(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bIsNotRelevantWhenHidden : 1; // 0x0058(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAlwaysRelevant : 1; // 0x0058(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bReplicateMovement : 1; // 0x0058(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, Net, DisableEditOnInstance, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bReplicateAttachment : 1; // 0x0058(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bHidden : 1; // 0x0058(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Net, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bTearOff : 1; // 0x0059(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Net, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bForceNetAddressable : 1; // 0x0059(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bExchangedRoles : 1; // 0x0059(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bNetLoadOnClient : 1; // 0x0059(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bNetUseOwnerRelevancy : 1; // 0x0059(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bRelevantForNetworkReplays : 1; // 0x0059(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bShouldResetWithStage : 1; // 0x0059(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bRelevantForLevelBounds : 1; // 0x0059(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bReplayRewindable : 1; // 0x005A(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAllowTickBeforeBeginPlay : 1; // 0x005A(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAutoDestroyWhenFinished : 1; // 0x005A(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bCanBeDamaged : 1; // 0x005A(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, Net, SaveGame, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bBlockInput : 1; // 0x005A(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bCollideWhenPlacing : 1; // 0x005A(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bFindCameraComponentWhenViewTarget : 1; // 0x005A(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bGenerateOverlapEventsDuringLevelStreaming : 1; // 0x005A(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bIgnoresOriginShifting : 1; // 0x005B(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bUseCustomEnableAutoLODGenerationValue : 1; // 0x005B(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bEnableAutoLODGeneration : 1; // 0x005B(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bIsEditorOnlyActor : 1; // 0x005B(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bActorSeamlessTraveled : 1; // 0x005B(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 BitPad_7 : 1; // 0x005B(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ]) uint8 bIsExpensiveActor : 1; // 0x005B(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bReplicates : 1; // 0x005B(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 bAuthorityWhenNotReplicated : 1; // 0x005C(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 bCanBeInCluster : 1; // 0x005C(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, NoDestructor, AdvancedDisplay, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 bAllowReceiveTickEventOnDedicatedServer : 1; // 0x005C(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)) uint8 BitPad_8 : 5; // 0x005C(0x0001)(Fixing Bit-Field Size For New Byte [ Dumper-7 ]) uint8 BitPad_9 : 2; // 0x005D(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ]) uint8 bActorEnableCollision : 1; // 0x005D(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bActorIsBeingDestroyed : 1; // 0x005D(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Transient, DuplicateTransient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) EActorUpdateOverlapsMethod UpdateOverlapsMethodDuringLevelStreaming; // 0x005E(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) EActorUpdateOverlapsMethod DefaultUpdateOverlapsMethodDuringLevelStreaming; // 0x005F(0x0001)(Edit, ZeroConstructor, Config, EditConst, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) ENetRole RemoteRole; // 0x0060(0x0001)(Net, ZeroConstructor, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) bool bDebugFlag; // 0x0061(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_28F[0x2]; // 0x0062(0x0002)(Fixing Size After Last Property [ Dumper-7 ]) struct FRepMovement ReplicatedMovement; // 0x0064(0x0034)(Edit, Net, DisableEditOnInstance, RepNotify, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPrivate) float InitialLifeSpan; // 0x0098(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float CustomTimeDilation; // 0x009C(0x0004)(BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_290[0x8]; // 0x00A0(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) struct FRepAttachment AttachmentReplication; // 0x00A8(0x0040)(Net, Transient, RepNotify, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPrivate) class AActor* Owner; // 0x00E8(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) class FName NetDriverName; // 0x00F0(0x0008)(ZeroConstructor, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) ENetRole Role; // 0x00F8(0x0001)(Net, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) ENetDormancy NetDormancy; // 0x00F9(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) ESpawnActorCollisionHandlingMethod SpawnCollisionHandlingMethod; // 0x00FA(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EAutoReceiveInput AutoReceiveInput; // 0x00FB(0x0001)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EVolumetricLightmapOffsetMode VolumetricLightmapOffset; // 0x00FC(0x0001)(Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_291[0x3]; // 0x00FD(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) int32 InputPriority; // 0x0100(0x0004)(Edit, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_292[0x4]; // 0x0104(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) class UInputComponent* InputComponent; // 0x0108(0x0008)(ExportObject, ZeroConstructor, InstancedReference, DuplicateTransient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float NetCullDistanceSquared; // 0x0110(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) int32 NetTag; // 0x0114(0x0004)(ZeroConstructor, Transient, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float NetUpdateFrequency; // 0x0118(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float MinNetUpdateFrequency; // 0x011C(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) float NetPriority; // 0x0120(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_293[0x4]; // 0x0124(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) class APawn* Instigator; // 0x0128(0x0008)(BlueprintVisible, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, ExposeOnSpawn, HasGetValueTypeHash, NativeAccessSpecifierPrivate) TArray<class AActor*> Children; // 0x0130(0x0010)(ZeroConstructor, Transient, NativeAccessSpecifierPublic) class USceneComponent* RootComponent; // 0x0140(0x0008)(BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected) TArray<class AMatineeActor*> ControllingMatineeActors; // 0x0148(0x0010)(ZeroConstructor, Transient, Protected, NativeAccessSpecifierProtected) uint8 Pad_294[0x8]; // 0x0158(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) TArray<class FName> Layers; // 0x0160(0x0010)(ZeroConstructor, NativeAccessSpecifierPublic) uint8 bOverride_ForceNoVolumetricLightMap : 1; // 0x0170(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bForceNoVolumetricLightMap : 1; // 0x0170(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 Pad_295[0x3]; // 0x0171(0x0003)(Fixing Size After Last Property [ Dumper-7 ]) TWeakObjectPtr<class UChildActorComponent> ParentComponent; // 0x0174(0x0008)(ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate) uint8 Pad_296[0x4]; // 0x017C(0x0004)(Fixing Size After Last Property [ Dumper-7 ]) TArray<class FName> Tags; // 0x0180(0x0010)(Edit, BlueprintVisible, ZeroConstructor, AdvancedDisplay, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnTakeAnyDamage; // 0x0190(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnTakePointDamage; // 0x0191(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnTakeRadialDamage; // 0x0192(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnActorBeginOverlap; // 0x0193(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnActorEndOverlap; // 0x0194(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnBeginCursorOver; // 0x0195(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnEndCursorOver; // 0x0196(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnClicked; // 0x0197(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnReleased; // 0x0198(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchBegin; // 0x0199(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchEnd; // 0x019A(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchEnter; // 0x019B(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnInputTouchLeave; // 0x019C(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnActorHit; // 0x019D(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnDestroyed; // 0x019E(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ OnEndPlay; // 0x019F(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) uint8 Pad_297[0x60]; // 0x01A0(0x0060)(Fixing Size After Last Property [ Dumper-7 ]) TArray<class UActorComponent*> InstanceComponents; // 0x0200(0x0010)(ExportObject, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPrivate) TArray<class UActorComponent*> BlueprintCreatedComponents; // 0x0210(0x0010)(ExportObject, ZeroConstructor, NonTransactional, ContainsInstancedReference, TextExportTransient, NativeAccessSpecifierPublic) uint8 Pad_298[0x10]; // 0x0220(0x0010)(Fixing Struct Size After Last Property [ Dumper-7 ]) public: class UActorComponent* AddComponent(class FName TemplateName, bool bManualAttachment, const struct FTransform& RelativeTransform, const class UObject* ComponentTemplateContext, bool bDeferredFinish); class UActorComponent* AddComponentByClass(TSubclassOf<class UActorComponent> Param_Class, bool bManualAttachment, const struct FTransform& RelativeTransform, bool bDeferredFinish); void AddTickPrerequisiteActor(class AActor* PrerequisiteActor); void AddTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent); void DetachRootComponentFromParent(bool bMaintainWorldPosition); void DisableInput(class APlayerController* PlayerController); void EnableInput(class APlayerController* PlayerController); void Event_OnResetStage(); void Event_PostInitializeComponents(); void Event_PostRegisterAllComponents(); void FinishAddComponent(class UActorComponent* Component, bool bManualAttachment, const struct FTransform& RelativeTransform); void FlushNetDormancy(); void ForceNetUpdate(); bool GetTickableWhenPaused(); void K2_AddActorLocalOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorLocalTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddActorWorldTransformKeepScale(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AttachToActor(class AActor* ParentActor, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); void K2_AttachToComponent(class USceneComponent* Parent, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); void K2_DestroyActor(); void K2_DestroyComponent(class UActorComponent* Component); void K2_DetachFromActor(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule); void K2_OnBecomeViewTarget(class APlayerController* PC); void K2_OnEndViewTarget(class APlayerController* PC); void K2_OnReset(); bool K2_SetActorLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_SetActorLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetActorRelativeLocation(const struct FVector& NewRelativeLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetActorRelativeRotation(const struct FRotator& NewRelativeRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetActorRelativeTransform(const struct FTransform& NewRelativeTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_SetActorRotation(const struct FRotator& NewRotation, bool bTeleportPhysics); bool K2_SetActorTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_TeleportTo(const struct FVector& DestLocation, const struct FRotator& DestRotation); class UMaterialInstanceDynamic* MakeMIDForMaterial(class UMaterialInterface* Parent); void MakeNoise(float Loudness, class APawn* NoiseInstigator, const struct FVector& NoiseLocation, float MaxRange, class FName Tag); void OnRep_AttachmentReplication(); void OnRep_Instigator(); void OnRep_Owner(); void OnRep_ReplicatedMovement(); void OnRep_ReplicateMovement(); void PrestreamTextures(float Seconds, bool bEnableStreaming, int32 CinematicTextureGroups); void ReceiveActorBeginCursorOver(); void ReceiveActorBeginOverlap(class AActor* OtherActor); void ReceiveActorEndCursorOver(); void ReceiveActorEndOverlap(class AActor* OtherActor); void ReceiveActorOnClicked(const struct FKey& ButtonPressed); void ReceiveActorOnInputTouchBegin(const ETouchIndex FingerIndex); void ReceiveActorOnInputTouchEnd(const ETouchIndex FingerIndex); void ReceiveActorOnInputTouchEnter(const ETouchIndex FingerIndex); void ReceiveActorOnInputTouchLeave(const ETouchIndex FingerIndex); void ReceiveActorOnReleased(const struct FKey& ButtonReleased); void ReceiveAnyDamage(float Damage, const class UDamageType* DamageType, class AController* InstigatedBy, class AActor* DamageCauser); void ReceiveBeginPlay(); void ReceiveDestroyed(); void ReceiveEndPlay(EEndPlayReason EndPlayReason); void ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, const struct FVector& HitLocation, const struct FVector& HitNormal, const struct FVector& NormalImpulse, const struct FHitResult& Hit); void ReceivePointDamage(float Damage, const class UDamageType* DamageType, const struct FVector& HitLocation, const struct FVector& HitNormal, class UPrimitiveComponent* HitComponent, class FName BoneName, const struct FVector& ShotFromDirection, class AController* InstigatedBy, class AActor* DamageCauser, const struct FHitResult& HitInfo); void ReceiveRadialDamage(float DamageReceived, const class UDamageType* DamageType, const struct FVector& Origin, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser); void ReceiveTick(float DeltaSeconds); void RemoveTickPrerequisiteActor(class AActor* PrerequisiteActor); void RemoveTickPrerequisiteComponent(class UActorComponent* PrerequisiteComponent); void ResetOwnedComponents(); void SetActorEnableCollision(bool bNewActorEnableCollision); void SetActorHiddenInGame(bool bNewHidden); void SetActorRelativeScale3D(const struct FVector& NewRelativeScale); void SetActorScale3D(const struct FVector& NewScale3D); void SetActorTickEnabled(bool bEnabled); void SetActorTickInterval(float TickInterval); void SetAutoDestroyWhenFinished(bool bVal); void SetForceNoVolumetricLightMap(bool bNoVolumetricLightMap); void SetLifeSpan(float InLifespan); void SetNetDormancy(ENetDormancy NewDormancy); void SetOverrideForceNoVolumetricLightMap(bool bOverrideNoVolumetricLightMap); void SetOwner(class AActor* NewOwner); void SetReplicateMovement(bool bInReplicateMovement); void SetReplicates(bool bInReplicates); void SetTickableWhenPaused(bool bTickableWhenPaused); void SetTickGroup(ETickingGroup NewTickGroup); void SnapRootComponentTo(class AActor* InParentActor, class FName InSocketName); void TearOff(); void UserConstructionScript(); bool ActorHasTag(class FName Tag) const; void GetActorBounds(bool bOnlyCollidingComponents, struct FVector* Origin, struct FVector* BoxExtent, bool bIncludeFromChildActors) const; bool GetActorEnableCollision() const; void GetActorEyesViewPoint(struct FVector* OutLocation, struct FRotator* OutRotation) const; struct FVector GetActorForwardVector() const; struct FVector GetActorRelativeScale3D() const; struct FVector GetActorRightVector() const; struct FVector GetActorScale3D() const; float GetActorTickInterval() const; float GetActorTimeDilation() const; struct FVector GetActorUpVector() const; void GetAllChildActors(TArray<class AActor*>* ChildActors, bool bIncludeDescendants) const; void GetAttachedActors(TArray<class AActor*>* OutActors, bool bResetArray) const; class AActor* GetAttachParentActor() const; class FName GetAttachParentSocketName() const; class UActorComponent* GetComponentByClass(TSubclassOf<class UActorComponent> ComponentClass) const; TArray<class UActorComponent*> GetComponentsByInterface(TSubclassOf<class IInterface> Interface) const; TArray<class UActorComponent*> GetComponentsByTag(TSubclassOf<class UActorComponent> ComponentClass, class FName Tag) const; float GetDistanceTo(const class AActor* OtherActor) const; float GetDotProductTo(const class AActor* OtherActor) const; float GetGameTimeSinceCreation() const; float GetHorizontalDistanceTo(const class AActor* OtherActor) const; float GetHorizontalDotProductTo(const class AActor* OtherActor) const; float GetInputAxisKeyValue(const struct FKey& InputAxisKey) const; float GetInputAxisValue(const class FName InputAxisName) const; struct FVector GetInputVectorAxisValue(const struct FKey& InputAxisKey) const; class APawn* GetInstigator() const; class AController* GetInstigatorController() const; float GetLifeSpan() const; ENetRole GetLocalRole() const; void GetOverlappingActors(TArray<class AActor*>* OverlappingActors, TSubclassOf<class AActor> ClassFilter) const; void GetOverlappingComponents(TArray<class UPrimitiveComponent*>* OverlappingComponents) const; class AActor* GetOwner() const; class AActor* GetParentActor() const; class UChildActorComponent* GetParentComponent() const; ENetRole GetRemoteRole() const; float GetSquaredDistanceTo(const class AActor* OtherActor) const; float GetSquaredHorizontalDistanceTo(const class AActor* OtherActor) const; const struct FTransform GetTransform() const; struct FVector GetVelocity() const; float GetVerticalDistanceTo(const class AActor* OtherActor) const; bool HasAuthority() const; bool IsActorBeingDestroyed() const; bool IsActorTickEnabled() const; bool IsChildActor() const; bool IsOverlappingActor(const class AActor* Other) const; struct FVector K2_GetActorLocation() const; struct FRotator K2_GetActorRotation() const; TArray<class UActorComponent*> K2_GetComponentsByClass(TSubclassOf<class UActorComponent> ComponentClass) const; class USceneComponent* K2_GetRootComponent() const; bool WasRecentlyRendered(float Tolerance) const; public: static class UClass* StaticClass() { return StaticClassImpl<"Actor">(); } static class AActor* GetDefaultObj() { return GetDefaultObjImpl<AActor>(); } };
Örnek olarak RootComponent ve RelativeLocation offsetini alalım.
CTRL + F ile aramayı açıyor ve RootComponent'i aratıyoruz.
Karşımıza bu şekilde bir kod çıkacak:
Yan tarafta bulunan 0x0140 = 0x140 bizim RootComponent offsetimiz.C++:class USceneComponent* RootComponent; // 0x0140(0x0008)(BlueprintVisible, ExportObject, BlueprintReadOnly, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, Protected, HasGetValueTypeHash, NativeAccessSpecifierProtected)
Gelelim RelativeLocation'a RootComponent'e yaptığımızın aynını yapıyoruz.
Yukarıdaki gibi sınıfımızı buluyoruz ve işte karşımızda RelativeLocation:C++:class alignas(0x10) USceneComponent : public UActorComponent { public: uint8 Pad_2E0[0x8]; // 0x00B8(0x0008)(Fixing Size After Last Property [ Dumper-7 ]) TWeakObjectPtr<class APhysicsVolume> PhysicsVolume; // 0x00C0(0x0008)(ZeroConstructor, Transient, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPrivate) class USceneComponent* AttachParent; // 0x00C8(0x0008)(ExportObject, Net, ZeroConstructor, InstancedReference, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) class FName AttachSocketName; // 0x00D0(0x0008)(Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) TArray<class USceneComponent*> AttachChildren; // 0x00D8(0x0010)(ExportObject, Net, ZeroConstructor, Transient, RepNotify, ContainsInstancedReference, NativeAccessSpecifierPrivate) TArray<class USceneComponent*> ClientAttachedChildren; // 0x00E8(0x0010)(ExportObject, ZeroConstructor, Transient, ContainsInstancedReference, NativeAccessSpecifierPrivate) uint8 Pad_2E1[0x2C]; // 0x00F8(0x002C)(Fixing Size After Last Property [ Dumper-7 ]) struct FVector RelativeLocation; // 0x0124(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) struct FRotator RelativeRotation; // 0x0130(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, NativeAccessSpecifierPrivate) struct FVector RelativeScale3D; // 0x013C(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate) struct FVector ComponentVelocity; // 0x0148(0x000C)(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 bComponentToWorldUpdated : 1; // 0x0154(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 BitPad_F : 1; // 0x0154(0x0001)(Fixing Bit-Field Size Between Bits [ Dumper-7 ]) uint8 bAbsoluteLocation : 1; // 0x0154(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bAbsoluteRotation : 1; // 0x0154(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bAbsoluteScale : 1; // 0x0154(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, Net, RepNotify, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bVisible : 1; // 0x0154(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Net, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldBeAttached : 1; // 0x0154(0x0001)(BitIndex: 0x06, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldSnapLocationWhenAttached : 1; // 0x0154(0x0001)(BitIndex: 0x07, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldSnapRotationWhenAttached : 1; // 0x0155(0x0001)(BitIndex: 0x00, PropSize: 0x0001 (Net, Transient, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bShouldUpdatePhysicsVolume : 1; // 0x0155(0x0001)(BitIndex: 0x01, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPrivate)) uint8 bHiddenInGame : 1; // 0x0155(0x0001)(BitIndex: 0x02, PropSize: 0x0001 (Edit, BlueprintVisible, BlueprintReadOnly, Interp, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bBoundsChangeTriggersStreamingDataRebuild : 1; // 0x0155(0x0001)(BitIndex: 0x03, PropSize: 0x0001 (NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bUseAttachParentBound : 1; // 0x0155(0x0001)(BitIndex: 0x04, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 bAllowPrecomputedVisibilityOnMovable : 1; // 0x0155(0x0001)(BitIndex: 0x05, PropSize: 0x0001 (Edit, BlueprintVisible, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)) uint8 Pad_2E2[0x1]; // 0x0156(0x0001)(Fixing Size After Last Property [ Dumper-7 ]) EComponentMobility Mobility; // 0x0157(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic) EDetailMode DetailMode; // 0x0158(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) FMulticastSparseDelegateProperty_ PhysicsVolumeChangedDelegate; // 0x0159(0x0001)(InstancedReference, BlueprintAssignable, NoDestructor, NativeAccessSpecifierPublic) uint8 Pad_2E3[0x2]; // 0x015A(0x0002)(Fixing Size After Last Property [ Dumper-7 ]) int32 VisibilityId; // 0x015C(0x0004)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, EditConst, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic) uint8 Pad_2E4[0xA8]; // 0x0160(0x00A8)(Fixing Struct Size After Last Property [ Dumper-7 ]) public: void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify); void K2_AddLocalOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddLocalRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddLocalTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddRelativeLocation(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddRelativeRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldOffset(const struct FVector& DeltaLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldRotation(const struct FRotator& DeltaRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldTransform(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_AddWorldTransformKeepScale(const struct FTransform& DeltaTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); bool K2_AttachToComponent(class USceneComponent* Parent, class FName SocketName, EAttachmentRule LocationRule, EAttachmentRule RotationRule, EAttachmentRule ScaleRule, bool bWeldSimulatedBodies); void K2_DetachFromComponent(EDetachmentRule LocationRule, EDetachmentRule RotationRule, EDetachmentRule ScaleRule, bool bCallModify); void K2_SetRelativeLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetRelativeLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetRelativeRotation(const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetRelativeTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldLocation(const struct FVector& NewLocation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldLocationAndRotation(const struct FVector& NewLocation, const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldRotation(const struct FRotator& NewRotation, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void K2_SetWorldTransform(const struct FTransform& NewTransform, bool bSweep, struct FHitResult* SweepHitResult, bool bTeleport); void OnRep_AttachChildren(); void OnRep_AttachParent(); void OnRep_AttachSocketName(); void OnRep_Transform(); void OnRep_Visibility(bool OldValue); void ResetRelativeTransform(); void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale); void SetAllowPrecomputedVisibilityOnInvisible(bool bNewValue, bool bPropagateToChildren); void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren); void SetMobility(EComponentMobility NewMobility); void SetRelativeScale3D(const struct FVector& NewScale3D); bool SetRuntimeVisibilityId(int32 InVisibilityId); void SetShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume); void SetVisibility(bool bNewVisibility, bool bPropagateToChildren); void SetWorldScale3D(const struct FVector& NewScale); bool SnapTo(class USceneComponent* InParent, class FName InSocketName); void ToggleVisibility(bool bPropagateToChildren); bool DoesSocketExist(class FName InSocketName) const; TArray<class FName> GetAllSocketNames() const; class USceneComponent* GetAttachParent() const; class FName GetAttachSocketName() const; class USceneComponent* GetChildComponent(int32 ChildIndex) const; void GetChildrenComponents(bool bIncludeAllDescendants, TArray<class USceneComponent*>* Children) const; struct FVector GetComponentVelocity() const; struct FVector GetForwardVector() const; int32 GetNumChildrenComponents() const; void GetParentComponents(TArray<class USceneComponent*>* Parents) const; class APhysicsVolume* GetPhysicsVolume() const; struct FTransform GetRelativeTransform() const; struct FVector GetRightVector() const; bool GetShouldUpdatePhysicsVolume() const; struct FVector GetSocketLocation(class FName InSocketName) const; struct FQuat GetSocketQuaternion(class FName InSocketName) const; struct FRotator GetSocketRotation(class FName InSocketName) const; struct FTransform GetSocketTransform(class FName InSocketName, ERelativeTransformSpace TransformSpace) const; struct FVector GetUpVector() const; bool IsAnySimulatingPhysics() const; bool IsSimulatingPhysics(class FName BoneName) const; bool IsVisible() const; struct FVector K2_GetComponentLocation() const; struct FRotator K2_GetComponentRotation() const; struct FVector K2_GetComponentScale() const; struct FTransform K2_GetComponentToWorld() const; public: static class UClass* StaticClass() { return StaticClassImpl<"SceneComponent">(); } static class USceneComponent* GetDefaultObj() { return GetDefaultObjImpl<USceneComponent>(); } };
C++:struct FVector RelativeLocation; // 0x0124(0x000C)(Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData, RepNotify, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPrivate)
0x0124 = 0x124 RelativeLocation offsetimiz.
Böylelikle offsetlerin hemen hemen nasıl bulunduğunu anladığınızı düşünüyorum.
Bu konuda belirttiğim şeyler zaten, Unreal Engine 4 ve 5 oyunları için SDK generate etme ve içerisinden offset çıkarmayı anlatıyor. DM üzerinden de söylediğim gibi Dumper-7'i build edip oyuna inject etmeniz yeterlidir dump etmesi için.Selamlar, öncelikle elinize sağlık verdiğiniz cevaplar için ve açtığınız konu için. Benim de bu konuda bir sorum olacaktı. Bir adet kernel mode driver'ım var ve bununla bağlantılı user mode programım var. Dumper-7.dll'i de kendim buildledim fakat bir oyunu bu dll'i kullanarak nasıl dump edebilirim (offsetlerini bulabilirim) bilmiyorum. Bana bu konuda yardımcı olabilir misin ?