#pragma once //PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:40 2025 namespace SDK { //--------------------------------------------------------------------------- //Classes //--------------------------------------------------------------------------- // Class Gameplay.UAEGameMode // 0x0E90 (0x11D0 - 0x0340) class AUAEGameMode : public AGameMode { public: float GridCheckSize; // 0x0340(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) float DeepCheckSize; // 0x0344(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) int MaxPlayerLimit; // 0x0348(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) bool bEnableClimbing; // 0x034C(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x3]; // 0x034D(0x0003) MISSED OFFSET int WeatherID; // 0x0350(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) struct FString WeatherName; // 0x0354(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) int RoomMode; // 0x0360(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int SeasonIdx; // 0x0364(0x0004) (Edit, ZeroConstructor, IsPlainOldData) int AirdropId; // 0x0368(0x0004) (Edit, ZeroConstructor, IsPlainOldData) float MeteorShowerRatio; // 0x036C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) struct FString ItemTableName; // 0x0370(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) struct FString ItemClassPath; // 0x037C(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor) struct FString PickupBoxConfigClassPath; // 0x0388(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor) struct FString PickupBoxConfigDataTableName; // 0x0394(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor) struct FString VehicleTableName; // 0x03A0(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) struct FString VehicleClassPath; // 0x03AC(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor) int GameType; // 0x03B8(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) TMap BattleCustomConfig; // 0x03BC(0x0050) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) int MaxAllowReplicatedCharacterCount; // 0x03F8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) int AINoRepTimeInReady; // 0x03FC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) class UClass* ObserverPlayerStateClass; // 0x0400(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, NoClear, IsPlainOldData) bool bEnableDamage; // 0x0404(0x0001) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) unsigned char UnknownData01[0x3]; // 0x0405(0x0003) MISSED OFFSET float NearDeathRestoredOriginHealth; // 0x0408(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) float NearDeathDecreateBreathRate; // 0x040C(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) bool NearDeathApplyCurveLayeredDeathInterval; // 0x0410(0x0001) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) unsigned char UnknownData02[0x3]; // 0x0411(0x0003) MISSED OFFSET float RescueOtherRestoreDuration; // 0x0414(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) float DeadTombBoxLifeSpan; // 0x0418(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) int DefaultPlayerBornPointID; // 0x041C(0x0004) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) TArray ItemGroupComponents; // 0x0420(0x000C) (ExportObject, ZeroConstructor) TArray IDIPDynamicBlocks; // 0x042C(0x000C) (ZeroConstructor) TArray DynamicBlockActors; // 0x0438(0x000C) (ZeroConstructor, Transient) class AActor* ChosenPlayerStartBuildingGroup; // 0x0444(0x0004) (ZeroConstructor, Transient, IsPlainOldData) TArray DynamicTriggerConfigs; // 0x0448(0x000C) (ZeroConstructor) TArray DynamicTriggers; // 0x0454(0x000C) (ZeroConstructor) int IsGameModeFpp; // 0x0460(0x0004) (ZeroConstructor, IsPlainOldData) TArray DropdownSchemeArray; // 0x0464(0x000C) (ZeroConstructor) struct FString DelaySpawnActorPath; // 0x0470(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor) unsigned char UnknownData03[0xB04]; // 0x047C(0x0B04) MISSED OFFSET bool bIsPreCreatingPlayerController; // 0x0F80(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData04[0x97]; // 0x0F81(0x0097) MISSED OFFSET float OBInfoTimeStep; // 0x1018(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData05[0x1C]; // 0x101C(0x001C) MISSED OFFSET TArray AirDropBoxInfoList; // 0x1038(0x000C) (ZeroConstructor) TArray FiringPlayerList; // 0x1044(0x000C) (ZeroConstructor) TArray ObserverControllerList; // 0x1050(0x000C) (ZeroConstructor) unsigned char UnknownData06[0x104]; // 0x105C(0x0104) MISSED OFFSET TArray AdvConfigList; // 0x1160(0x000C) (ZeroConstructor) TArray AdvActorList; // 0x116C(0x000C) (ZeroConstructor, Transient) bool bEnablePlaneBanner; // 0x1178(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData07[0x3]; // 0x1179(0x0003) MISSED OFFSET struct FString HttpPlaneBannerLeftImgPath; // 0x117C(0x000C) (ZeroConstructor) struct FString HttpPlaneBannerRightImgPath; // 0x1188(0x000C) (ZeroConstructor) struct FCakeInfo CakeInfo; // 0x1194(0x0018) TArray CharacterOverrideAttrs; // 0x11AC(0x000C) (ZeroConstructor) unsigned char UnknownData08[0x18]; // 0x11B8(0x0018) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEGameMode"); return pStaticClass; } void SyncPlayerNames(); void SyncNewCorpsData(TArray OutCorpsData); class APawn* SpawnUAEPawnFor(class AController* NewPlayer, const struct FTransform& Trans); void SoftKickPlayer(uint32_t PlayerKey, const struct FName& PlayerType, bool bSendFailure, const struct FString& FailureMessage); void SetPlayerOpenId(uint32_t InPlayerKey, const struct FString& InPlayerOpenID); struct FGameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID); void RetrieveBattleData(struct FBattleData* OutBattleData); void RestartPlayerAtPlayerStart(class AController* NewPlayer, class AActor* StartSpot); void Rescue(class APawn* RescueWho, class APawn* Hero); void RegisterItemGroupSpotsByTag(const struct FName& Tag, class UGroupSpotSceneComponent* GroupSpotComponent); void RegisterItemGroupSpots(class UGroupSpotSceneComponent* GroupSpotComponent); void RefreshWorldActiveRange(); void RefreshWatchTeammates(class AUAEPlayerController* InController, int InTeamID); void RefreshPlayerNames(uint32_t InPlayerKey, const struct FString& InPlayerName, int TeamID, bool IsLogin); int RecoardAlivePlayerNum(); class APlayerController* PreCreatePlayerController(uint32_t PlayerKey); void OnPlayerFiring(uint32_t InPlayerKey); void OnObserverLogout(class AUAEPlayerController* InController); void OnObserverLogin(class AUAEPlayerController* InController); void OnMsg(const struct FString& Msg); void OnAirDropBoxLanded(int boxId, const struct FVector& pos); void OnAirDropBoxEmpty(int boxId); void NotifyPlayerExit(uint32_t PlayerKey, const struct FName& PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, const struct FString& FailureMessage); void NotifyPlayerAbleToExitSafely(uint32_t PlayerKey, const struct FName& PlayerType); void NotifyGameModeInit(); void NotifyAIPlayerEnter(uint32_t PlayerKey); float ModifyDamage(float Damage, const struct FDamageEvent& DamageEvent, class AController* EventInstigator, class AController* VictimController, class AActor* DamageCauser); void Killed(class AController* Killer, class AController* VictimPlayer, class APawn* VictimPawn, class UDamageType* DamageType); void InitWorldActiveRange(); void InitGenerator(); void InitDynamicTriggers(); void InitDynamicBlocks(); void InitAdvertisement(); void HeartBeat(); bool HasDynamicBlocks(); void HandlePlayerPaintDecalResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int DecalId, int Count); void HandlePlayerGiftItemResponse(uint32_t PlayerKey, const struct FName& PlayerType, int Result, int GiftResID, int Count); void GotoNearDeath(class AController* DamageInstigator, class APawn* VictimPawn); int GetSurvivingTeamCount(); int GetSurvivingCharacterCount(); TArray GetPlayerStateListWithTeamID(int TeamID, const struct FName& PlayerType); TArray GetPlayerControllerListWithTeamID(int TeamID, const struct FName& PlayerType); void GetPlayerAndRealAiNum(int* OutPlayerNum, int* OutRealAiNum); TArray GetObserverControllerList(); class AUAEPlayerState* FindPlayerStateWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType); class AUAEPlayerController* FindPlayerControllerWithPlayerKey(uint32_t PlayerKey, const struct FName& PlayerType); void DestroyNoActiveWorldActor(struct FVector* Location, float* Radius); void DestroyCharacterForPlayerController(class APlayerController* PC); void DebugEnterFriendObserver(class AUAEPlayerController* InController); void CollectAllPlayerInfo(float DeltaSeconds); void ChangeName(class AController* Controller, const struct FString& NewName, bool bNameChange); void AddAirDropBox(int boxId, const struct FVector& pos); }; // Class Gameplay.UAEGameState // 0x0008 (0x0310 - 0x0308) class AUAEGameState : public AGameState { public: unsigned char UnknownData00[0x6]; // 0x0308(0x0006) MISSED OFFSET bool IsSetItemMaxCount; // 0x030E(0x0001) (ZeroConstructor, Config, IsPlainOldData) unsigned char UnknownData01[0x1]; // 0x030F(0x0001) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEGameState"); return pStaticClass; } }; // Class Gameplay.UAEPlayerState // 0x0268 (0x0588 - 0x0320) class AUAEPlayerState : public APlayerState { public: float surviveTime; // 0x0320(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float Pronetime; // 0x0324(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x8]; // 0x0328(0x0008) MISSED OFFSET float marchDistance; // 0x0330(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float travelDistance; // 0x0334(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float DriveDistance; // 0x0338(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int destroyVehicleNum; // 0x033C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int rescueTimes; // 0x0340(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int startToRescueTimes; // 0x0344(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int GVMemberID; // 0x0348(0x0004) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x4]; // 0x034C(0x0004) MISSED OFFSET struct FName PlayerType; // 0x0350(0x0008) (ZeroConstructor, IsPlainOldData) bool bIsMonster; // 0x0358(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData02[0x3]; // 0x0359(0x0003) MISSED OFFSET uint32_t PlayerKey; // 0x035C(0x0004) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData03[0x10]; // 0x0360(0x0010) MISSED OFFSET uint64_t UID; // 0x0370(0x0008) (Net, ZeroConstructor, IsPlainOldData) struct FString PlayerUID; // 0x0378(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) int TeamID; // 0x0384(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) int CampID; // 0x0388(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) int PlayerBornPointID; // 0x038C(0x0004) (ZeroConstructor, IsPlainOldData) int Kills; // 0x0390(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData04[0x8]; // 0x0394(0x0008) MISSED OFFSET int Assists; // 0x039C(0x0004) (BlueprintVisible, Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData05[0x4]; // 0x03A0(0x0004) MISSED OFFSET unsigned char PlatformGender; // 0x03A4(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) bool bIsFireworksActOpen; // 0x03A5(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData06[0x2]; // 0x03A6(0x0002) MISSED OFFSET int MatchLabel; // 0x03A8(0x0004) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) uint32_t Killer; // 0x03AC(0x0004) (ZeroConstructor, IsPlainOldData) struct FString KillerName; // 0x03B0(0x000C) (ZeroConstructor) int KillerWeaponId; // 0x03BC(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float KillerDistance; // 0x03C0(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int ShootWeaponShotNum; // 0x03C4(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int ShootWeaponShotAndHitPlayerNum; // 0x03C8(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int HeadShotNum; // 0x03CC(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int HealTimes; // 0x03D0(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float DamageAmount; // 0x03D4(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float HealAmount; // 0x03D8(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) TArray KillFlow; // 0x03DC(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) unsigned char UnknownData07[0xC]; // 0x03E8(0x000C) MISSED OFFSET TArray TLog_PickUpItemFlowData; // 0x03F4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) TArray UseItemFlow; // 0x0400(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) TArray TLog_PropEquipUnequipFlowData; // 0x040C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) float OutsideBlueCircleTime; // 0x0418(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) TArray VehicleDriveDisDataArray; // 0x041C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) int FirstOpenedAirDropBoxNum; // 0x0428(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float HitEnemyHeadAmount; // 0x042C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int GetPropsNumFromTeammates; // 0x0430(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) int SendPropsNumToTeammates; // 0x0434(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) struct FFlareGunReport FlareGunReport; // 0x0438(0x0010) struct FVector LandLocation; // 0x0448(0x000C) (BlueprintVisible, BlueprintReadOnly, IsPlainOldData) struct FVector DeadLocation; // 0x0454(0x000C) (BlueprintVisible, BlueprintReadOnly, IsPlainOldData) struct FString DeadDamangeType; // 0x0460(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) struct FString DeadTimeStr; // 0x046C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor) unsigned char UnknownData08[0x8]; // 0x0478(0x0008) MISSED OFFSET struct FEquipmentData EquipmentData; // 0x0480(0x0050) unsigned char UnknownData09[0x8]; // 0x04D0(0x0008) MISSED OFFSET bool bIsGameTerminator; // 0x04D8(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData10[0x3]; // 0x04D9(0x0003) MISSED OFFSET int GamePlayingTime; // 0x04DC(0x0004) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData11[0x4]; // 0x04E0(0x0004) MISSED OFFSET int TouchDownAreaID; // 0x04E4(0x0004) (ZeroConstructor, IsPlainOldData) int TouchDownLocTypeID; // 0x04E8(0x0004) (ZeroConstructor, IsPlainOldData) struct FString TouchDownObjectName; // 0x04EC(0x000C) (ZeroConstructor) TArray CompletedTaskList; // 0x04F8(0x000C) (ZeroConstructor) TArray SpecialCollectionList; // 0x0504(0x000C) (ZeroConstructor) TArray WeaponDamageRecordList; // 0x0510(0x000C) (ZeroConstructor) TArray SecretAreaIDList; // 0x051C(0x000C) (ZeroConstructor) TArray CollectItemRecord; // 0x0528(0x000C) (Net, ZeroConstructor) int KillNumInVehicle; // 0x0534(0x0004) (ZeroConstructor, IsPlainOldData) float TotalSprintDistance; // 0x0538(0x0004) (ZeroConstructor, IsPlainOldData) float TotalBeenDamageAmount; // 0x053C(0x0004) (ZeroConstructor, IsPlainOldData) float DestroyVehicleWheelNum; // 0x0540(0x0004) (ZeroConstructor, IsPlainOldData) int BreakDoorNum; // 0x0544(0x0004) (ZeroConstructor, IsPlainOldData) TArray UseSpecificBulletFlow; // 0x0548(0x000C) (ZeroConstructor) int FollowState; // 0x0554(0x0004) (ZeroConstructor, IsPlainOldData) int InviteTimes; // 0x0558(0x0004) (ZeroConstructor, IsPlainOldData) int MemberIdInVoiceRoom; // 0x055C(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) bool PlayerVoiceEnable; // 0x0560(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData12[0x27]; // 0x0561(0x0027) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEPlayerState"); return pStaticClass; } void SetGVMemberIDServerCall(int memberID); void SetGVMemberID(int memberID); void ReportTaskExtInfo(int TaskID, const struct FString& ExtInfo); void ReportTaskData(int TaskID, int process); void ReportSpecialCollection(int ItemID, int Count); void ReportSecretAreaID(int SecretAreaID); void ReportLandLocType(int TouchDownLocType, const struct FString& TouchDownLocName); void ReportLandArea(int TouchDownArea); void OnReportSpecificBulletUsed(int ItemID, int Count); void OnRep_UID(); void OnRep_PlayerKillsChange(); void OnRep_MatchLabel(); void OnRep_CollectItemRecord(); void OnRep_CampID(); bool IsSpecialPickItemCollectionCompleted(int ItemID); bool IsSpecialPickItem(int ItemID); uint32_t GetUserIDByMemberID(int memberID); struct FString GetUIDString(); struct FGameModeTeammateBattleResultData GetTeammateBattleResultData(); struct FGameModePlayerBattleResultData GetPlayerBattleResultData(); void ChangeCollectItemRecord(int InItemID, bool InNewState); }; // Class Gameplay.UAEPlayerController // 0x0240 (0x0790 - 0x0550) class AUAEPlayerController : public APlayerController { public: unsigned char UnknownData00[0x10]; // 0x0550(0x0010) MISSED OFFSET struct FName PlayerType; // 0x0560(0x0008) (ZeroConstructor, IsPlainOldData) struct FString PlayerName; // 0x0568(0x000C) (Net, ZeroConstructor) uint32_t PlayerKey; // 0x0574(0x0004) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0xC]; // 0x0578(0x000C) MISSED OFFSET int TeamID; // 0x0584(0x0004) (Net, ZeroConstructor, IsPlainOldData) struct FVector CharacterLocation; // 0x0588(0x000C) (Net, IsPlainOldData) int RoomMode; // 0x0594(0x0004) (Net, ZeroConstructor, IsPlainOldData) struct FWeatherInfo WeatherInfo; // 0x0598(0x0014) (Net) int PlayerStartID; // 0x05AC(0x0004) (Net, ZeroConstructor, IsPlainOldData) bool bUsedSimulation; // 0x05B0(0x0001) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData02[0x3]; // 0x05B1(0x0003) MISSED OFFSET struct FPlayerNetStats NetStats; // 0x05B4(0x0030) unsigned char UnknownData03[0x10]; // 0x05E4(0x0010) MISSED OFFSET TArray PlayerOBInfoList; // 0x05F4(0x000C) (BlueprintVisible, Net, ZeroConstructor) bool bIsGM; // 0x0600(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData04[0x1]; // 0x0601(0x0001) MISSED OFFSET bool bIsTeammateEscaped; // 0x0602(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) ECharacterGender DefaultCharacterGender; // 0x0603(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) TArray InitialItemList; // 0x0604(0x000C) (ZeroConstructor) TArray InitialWeaponAvatarList; // 0x0610(0x000C) (ZeroConstructor) TMap WeaponAvatarItemList; // 0x061C(0x0050) (ZeroConstructor) TArray InitialExpressionItemList; // 0x0658(0x000C) (ZeroConstructor) TArray InitialTaskDataList; // 0x0664(0x000C) (ZeroConstructor) TArray InitialSpecialPickItemList; // 0x0670(0x000C) (ZeroConstructor) int AnchorPlatResID; // 0x067C(0x0004) (Net, ZeroConstructor, IsPlainOldData) int AnchorPlatColorID; // 0x0680(0x0004) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData05[0x4]; // 0x0684(0x0004) MISSED OFFSET int64_t LastGameResultTime; // 0x0688(0x0008) (Net, ZeroConstructor, IsPlainOldData) bool bIsObserver; // 0x0690(0x0001) (Net, ZeroConstructor, IsPlainOldData) bool bIsSpectating; // 0x0691(0x0001) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData06[0x2]; // 0x0692(0x0002) MISSED OFFSET uint32_t WatchPlayerKey; // 0x0694(0x0004) (Net, ZeroConstructor, IsPlainOldData) bool bIsWatchEnd; // 0x0698(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData07[0x3]; // 0x0699(0x0003) MISSED OFFSET TArray FriendObservers; // 0x069C(0x000C) (Net, ZeroConstructor) unsigned char UnknownData08[0x8]; // 0x06A8(0x0008) MISSED OFFSET bool bIsSpectatingEnemy; // 0x06B0(0x0001) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData09[0x3]; // 0x06B1(0x0003) MISSED OFFSET TWeakObjectPtr InGameUIRoot; // 0x06B4(0x0008) (Edit, BlueprintVisible, ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData) unsigned char UnknownData10[0x3]; // 0x06BC(0x0003) MISSED OFFSET bool bReconnected; // 0x06BF(0x0001) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData11[0x10]; // 0x06C0(0x0010) MISSED OFFSET struct FScriptMulticastDelegate PlayerControllerLostDelegate; // 0x06D0(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate PlayerControllerRecoveredDelegate; // 0x06DC(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate PlayerControllerAboutToReconnectDelegate; // 0x06E8(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate PlayerControllerReconnectedDelegate; // 0x06F4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate PlayerControllerRespawnedDelegate; // 0x0700(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate PlayerControllerAboutToExitDelegate; // 0x070C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) unsigned char UnknownData12[0x78]; // 0x0718(0x0078) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEPlayerController"); return pStaticClass; } void UpdatePlayerOBBattleInfo(const struct FString& UIDString, const struct FPlayerOBBattleInfo& NewBattleInfo); void TestLogout(); void SetUsedSimulationCVar(bool Value); void SetPanels(TArray panels); void ServerTestLogout(); void ServerSetVoiceId(int VoiceID); void ServerKickSelf(); void ServerGotoSpectating(class APawn* ViewTarget); void ServerExitGame(); void ServerAcknowledgeReconnection_2(uint32_t Token); void ResetUsedSimulationCVar(); void ReleaseInGameUI(); void PrintStatistics(); void PlayerStartIDReceived(); void OnRep_WatchPlayerKey(); void OnRep_UsedSimulation(); void OnRep_PlayerOBInfoList(); void OnRep_LastGameResultTime(); void OnRep_IsSpectatingEnemy(); void OnRep_IsSpectating(); void OnRep_IsObserver(); void OnRep_FriendObservers(); void KickSelf(); bool IsSpectator(); bool IsRoomMode(); bool IsPureSpectator(); bool IsObserver(); bool IsInSpectatingEnemy(); bool IsInSpectating(); bool IsFriendOrEnemySpectator(); bool IsFriendObserver(); bool IsDemoRecSpectator(); bool IsDemoPlaySpectator(); void InitWithPlayerParams(const struct FGameModePlayerParams& Params); void InitWeaponAvatarItems(); void InitPlayerOBInfoList(); void InitInGameUI(); int GotoSpectating(int PlayerID); struct FString GetOBPlayerUIDString(const struct FPlayerOBInfo& PlayerOBInfo); uint32_t GetCurrentOBPlayerKey(); int GetCurrentOBPlayerInfoIndex(); void ExitGame(); void ExhaustCPU(); void ExecDSCommand(const struct FString& DSCommand); void ExcuteIntRecord(const struct FString& Key, int Count); void ExcuteIntCounterRecord(const struct FString& Key, int Count); void EnableInGameUI(); void DumpNetActors(); void DumpAllUI(); void DumpAllObjects(); void DumpAllActors(); void DoCrash(); void DisableInGameUI(); void ClientShowTeammateEscapeNotice(); void ClientInitPlayerOBInfoButton(); void ClientBroadcastRespawnComplete(); void ClientBroadcastReconnectionSuccessful(); void ClientAcknowledgeReconnection_4(uint32_t Token); void CheckPlayerOBInfoButtonInit(); bool CheckAcknowledgedPawn(class APawn* InPawn); void CastUIMsg(const struct FString& strMsg, const struct FString& module); void CallLuaTableFunction(const struct FString& TableName, const struct FString& FunctionName); void CallLuaGlobalFunction(const struct FString& FunctionName); }; // Class Gameplay.ItemSceneComponent // 0x0010 (0x02D0 - 0x02C0) class UItemSceneComponent : public USceneComponent { public: bool IsEditorNetCullDistance; // 0x02C0(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x3]; // 0x02C1(0x0003) MISSED OFFSET float NetCullDistance; // 0x02C4(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x8]; // 0x02C8(0x0008) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.ItemSceneComponent"); return pStaticClass; } }; // Class Gameplay.UAECharacter // 0x0080 (0x0630 - 0x05B0) class AUAECharacter : public ACharacter { public: unsigned char UnknownData00[0x8]; // 0x05B0(0x0008) MISSED OFFSET struct FName PlayerType; // 0x05B8(0x0008) (ZeroConstructor, IsPlainOldData) struct FString PlayerName; // 0x05C0(0x000C) (Net, ZeroConstructor) uint32_t PlayerKey; // 0x05CC(0x0004) (Net, ZeroConstructor, IsPlainOldData) struct FString PlayerUID; // 0x05D0(0x000C) (Net, ZeroConstructor) int TeamID; // 0x05DC(0x0004) (Net, ZeroConstructor, IsPlainOldData) bool bTeamLeader; // 0x05E0(0x0001) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x3]; // 0x05E1(0x0003) MISSED OFFSET int CampID; // 0x05E4(0x0004) (Net, ZeroConstructor, IsPlainOldData) ECharacterGender DefaultCharacterGender; // 0x05E8(0x0001) (Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData02[0x3]; // 0x05E9(0x0003) MISSED OFFSET TArray InitialItemList; // 0x05EC(0x000C) (ZeroConstructor) TArray InitialTaskDataList; // 0x05F8(0x000C) (ZeroConstructor) bool bIsAI; // 0x0604(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) bool bIsMonster; // 0x0605(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) unsigned char UnknownData03[0x12]; // 0x0606(0x0012) MISSED OFFSET bool UseWholeBodyModel; // 0x0618(0x0001) (BlueprintVisible, BlueprintReadOnly, Net, ZeroConstructor, IsPlainOldData) bool DefaultIsUseWholeBodyModel; // 0x0619(0x0001) (Edit, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) unsigned char UnknownData04[0x16]; // 0x061A(0x0016) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAECharacter"); return pStaticClass; } void RegisterAsRegionObject(); void OnRep_UseWholeModel(); void OnRep_TeamID(); void OnRep_PlayerName(); void OnRep_PlayerKey(); void OnRep_CampID(); void NotifyPlayerActiveRegionsChanged(bool bEnter); struct FString GetPlayerKey(); TArray GetNonSimulatedComponents_OnFighting(); TArray GetNonSimulatedComponents_NonTeammates(); TArray GetNonSimulatedComponents(); TArray GetNonDedicatedComponents(); void DeactiveCameraOnSimulation(); void ClientAcknowledgeReconnection_3(uint32_t Token); }; // Class Gameplay.UAEHouseActor // 0x00A8 (0x0370 - 0x02C8) class AUAEHouseActor : public AUAENetActor { public: float WindowLoadDistanceSquared; // 0x02C8(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float WindowLoadDistanceSquaredOnVeryLowDevice; // 0x02CC(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) float WindowLoadDistanceSquaredOnServer; // 0x02D0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) TArray WindowList; // 0x02D4(0x000C) (Net, ZeroConstructor) TMap WindowComponents; // 0x02E0(0x0050) (ExportObject, ZeroConstructor, Transient) bool bEnableWindow; // 0x031C(0x0001) (ZeroConstructor, Config, IsPlainOldData) unsigned char UnknownData00[0x53]; // 0x031D(0x0053) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEHouseActor"); return pStaticClass; } void OnRep_WindowList(); void BroadcastWindowRepDataUpdated(const struct FUAEWindowRepData& InRepData); }; // Class Gameplay.UAEOBState // 0x0000 (0x0320 - 0x0320) class AUAEOBState : public APlayerState { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEOBState"); return pStaticClass; } }; // Class Gameplay.BackpackComponent // 0x0110 (0x01D0 - 0x00C0) class UBackpackComponent : public UActorComponent { public: unsigned char UnknownData00[0x4]; // 0x00C0(0x0004) MISSED OFFSET struct FScriptMulticastDelegate ItemListUpdatedDelegate; // 0x00C4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate SingleItemUpdatedDelegate; // 0x00D0(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate SingleItemDeleteDelegate; // 0x00DC(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate CapacityUpdatedDelegate; // 0x00E8(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate ItemOperationDelegate; // 0x00F4(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate ItemOperCountDelegate; // 0x0100(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate ItemOperationFailedDelegate; // 0x010C(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference, BlueprintAssignable) struct FScriptMulticastDelegate ItemUpdatedDelegate; // 0x0118(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference) struct FScriptMulticastDelegate ItemRemovedDelegate; // 0x0124(0x000C) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, InstancedReference) TArray specialCountLimit; // 0x0130(0x000C) (Net, ZeroConstructor) unsigned char UnknownData01[0xC]; // 0x013C(0x000C) MISSED OFFSET struct FIncNetArray ItemListNet; // 0x0148(0x0018) (Net) TArray CachItemList; // 0x0160(0x000C) (ZeroConstructor) TArray ItemHandleList; // 0x016C(0x000C) (ZeroConstructor) TMap ItemHandleMap; // 0x0178(0x0050) (ZeroConstructor) int CapacityThreshold; // 0x01B4(0x0004) (Edit, ZeroConstructor, IsPlainOldData) float Capacity; // 0x01B8(0x0004) (Edit, BlueprintVisible, Net, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) float OccupiedCapacity; // 0x01BC(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData02[0x10]; // 0x01C0(0x0010) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.BackpackComponent"); return pStaticClass; } bool UseItem(const struct FItemDefineID& DefineID, const struct FBattleItemUseTarget& Target, EBattleItemUseReason Reason); float UpdateOccupiedCapacity(); float UpdateCapacity(); void UnequipItem(const struct FItemDefineID& DefineID); void TryMergeItemHandles(const struct FItemDefineID& DefineID); int TakeItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandleDrop); bool SwapItem(const struct FItemDefineID& DefineID1, const struct FItemDefineID& DefineID2); void ServerEnableItem(const struct FItemDefineID& DefineID, bool bUse); int ReturnItem(const struct FItemDefineID& DefineID, int Count, bool bCallHandlePickup); bool RemoveItemHandle(const struct FItemDefineID& DefineID); void ReceiveItemList(); void ReceiveCapacity(); bool PickupItem(const struct FItemDefineID& DefineID, const struct FBattleItemPickupInfo& PickupInfo, EBattleItemPickupReason Reason); void OnRep_specialCountLimit(); void OnRep_ItemListNet(); void OnRep_ItemList(); void OnRep_Capacity(); void NotifyItemUpdated(const struct FItemDefineID& DefineID); void NotifyItemRemoved(const struct FItemDefineID& DefineID); void NotifyItemListUpdated(); void NotifyCapacityUpdated(); class UBattleItemHandleBase* NewItemHandle(const struct FItemDefineID& DefineID); void ModifyItemHandleEquippingState(class UItemHandleBase* ItemHandle, bool bEquipping); void ModifyItemHandleCount(class UItemHandleBase* ItemHandle, int Count); struct FBattleItemData ItemNet2Data(const struct FNetArrayUnit& netItem); bool HasItemBySubType(int subType); bool HasItemByDefindIdRange(int LowValue, int HighValue); class UWorld* GetWorld_BP(); struct FSpecialPickInfo GetSpecialItemNow(const struct FItemDefineID& DefineID); struct FSpecialPickInfo GetSpecialItemBefore(int itemResID); TArray GetItemListByDefineID(const struct FItemDefineID& DefineID); TMap GetItemHandleMap(); TArray GetItemHandleList(); struct FBattleItemData GetItemByDefineID(const struct FItemDefineID& DefineID); struct FBattleItemFeatureData GetBattleItemFeatureDataByDefineID(const struct FItemDefineID& DefineID); TArray GetAllItemList(); void ForceNetUpdate(); void EquipItem(const struct FItemDefineID& DefineID); bool DropItem(const struct FItemDefineID& DefineID, int Count, EBattleItemDropReason Reason); bool DisuseItem(const struct FItemDefineID& DefineID, EBattleItemDisuseReason Reason); class UBattleItemHandleBase* CreateItemHandleInternal(const struct FItemDefineID& DefineID); class UItemHandleBase* CreateItemHandle(const struct FItemDefineID& DefineID); int ConsumeItem(const struct FItemDefineID& DefineID, int Count); void ClientUpdateItemData(const struct FBattleItemData& InItemData); void ClientRemoveItemData(const struct FBattleItemData& InItemData); void ClientBroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason); void ClientBroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason); int CheckCapacityForItem(const struct FItemDefineID& DefineID, int Count); bool CanDisuseToBackpack(const struct FItemDefineID& DefineID); void BroadcastItemOperCountDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, int Count); void BroadcastItemOperationFailedDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, EBattleItemOperationFailedReason FailedReason); void BroadcastItemOperationDelegate(const struct FItemDefineID& DefineID, EBattleItemOperationType operationType, unsigned char Reason); bool AddItemHandle(const struct FItemDefineID& DefineID, class UItemHandleBase* ItemHandle); }; // Class Gameplay.ItemActorComponent // 0x0000 (0x00C0 - 0x00C0) class UItemActorComponent : public UActorComponent { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.ItemActorComponent"); return pStaticClass; } }; // Class Gameplay.BaseGeneratorComponent // 0x00A8 (0x0168 - 0x00C0) class UBaseGeneratorComponent : public UItemActorComponent { public: int GenerateSpotCountPerTick; // 0x00C0(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) struct FString ItemTableName; // 0x00C4(0x000C) (Edit, BlueprintVisible, ZeroConstructor) class UUAEDataTable* ItemTable; // 0x00D0(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData) bool IsWriteStatisticsToLog; // 0x00D4(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x3]; // 0x00D5(0x0003) MISSED OFFSET int MaxItemCount; // 0x00D8(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x4]; // 0x00DC(0x0004) MISSED OFFSET TMap, struct FGroupSpotComponentArray> AllGroupSpots; // 0x00E0(0x0050) (ZeroConstructor) TArray AllSpotsToTick; // 0x011C(0x000C) (ExportObject, ZeroConstructor) TMap WorldTileSpots; // 0x0128(0x0050) (ZeroConstructor) unsigned char UnknownData02[0x4]; // 0x0164(0x0004) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.BaseGeneratorComponent"); return pStaticClass; } void RegisterWorldTileSpot(class USpotSceneComponent* Spot); void RegisterSpotComponentToTick(class USpotSceneComponent* SpotComponent); void RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent); void GeneratorWorldTileSpots(struct FWorldTileSpotArray* SpotArray); void GenerateSpots(); void GenerateSpotOnTick(); void CheckTileLevelsVisible(); }; // Class Gameplay.ConfigInterface // 0x0000 (0x0020 - 0x0020) class UConfigInterface : public UInterface { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.ConfigInterface"); return pStaticClass; } }; // Class Gameplay.GameModeConfigComponent // 0x0008 (0x00C8 - 0x00C0) class UGameModeConfigComponent : public UActorComponent { public: int appleGrenadeCount; // 0x00C0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x4]; // 0x00C4(0x0004) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.GameModeConfigComponent"); return pStaticClass; } }; // Class Gameplay.GameModeStatisticsComponent // 0x0000 (0x00C0 - 0x00C0) class UGameModeStatisticsComponent : public UActorComponent { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.GameModeStatisticsComponent"); return pStaticClass; } }; // Class Gameplay.GeneratorActorAIInterface // 0x0000 (0x0020 - 0x0020) class UGeneratorActorAIInterface : public UInterface { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.GeneratorActorAIInterface"); return pStaticClass; } void RegisterAIPickupPoint(class UItemSpotSceneComponent* Spot, class AActor* PickUpActor); }; // Class Gameplay.GeneratorActorInterface // 0x0000 (0x0020 - 0x0020) class UGeneratorActorInterface : public UInterface { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.GeneratorActorInterface"); return pStaticClass; } void InitData(class UItemSpotSceneComponent* ItemSpotSceneComponent, int ItemCount, const struct FString& Value, const struct FString& Category, bool RepeatGenerateItem); }; // Class Gameplay.GeneratorVehicleInterface // 0x0000 (0x0020 - 0x0020) class UGeneratorVehicleInterface : public UInterface { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.GeneratorVehicleInterface"); return pStaticClass; } void SetSafeSpawn(bool ab_IsSafeSpawn); void InitVehicle(int FuelPercent, bool bEngineOn); }; // Class Gameplay.GlobalConfigActor // 0x0008 (0x02C0 - 0x02B8) class AGlobalConfigActor : public AActor { public: unsigned char UnknownData00[0x4]; // 0x02B8(0x0004) MISSED OFFSET bool bInitComponents; // 0x02BC(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x3]; // 0x02BD(0x0003) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.GlobalConfigActor"); return pStaticClass; } void Init(); }; // Class Gameplay.GroupSpotSceneComponent // 0x0010 (0x02E0 - 0x02D0) class UGroupSpotSceneComponent : public UItemSceneComponent { public: float LastGenerateItemTime; // 0x02D0(0x0004) (ZeroConstructor, IsPlainOldData) float GenerateItemTimeCD; // 0x02D4(0x0004) (ZeroConstructor, IsPlainOldData) bool bPickup; // 0x02D8(0x0001) (ZeroConstructor, IsPlainOldData) bool bRepeatGenerateItem; // 0x02D9(0x0001) (ZeroConstructor, IsPlainOldData) bool bIsValidGroup; // 0x02DA(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x5]; // 0x02DB(0x0005) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.GroupSpotSceneComponent"); return pStaticClass; } void SetGroupValid(bool Valid); bool IsValidGroup(); int FindWorldCompositionID(); void DoPickUp(); }; // Class Gameplay.ItemConfigActorComponent // 0x0048 (0x0108 - 0x00C0) class UItemConfigActorComponent : public UActorComponent { public: unsigned char UnknownData00[0x8]; // 0x00C0(0x0008) MISSED OFFSET TMap AllSpotGroups; // 0x00C8(0x0050) (ZeroConstructor) unsigned char UnknownData01[0x4]; // 0x0104(0x0004) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.ItemConfigActorComponent"); return pStaticClass; } void RegisterGroupSceneComponent(int GroupType, class USceneComponent* GroupSceneComponent); TArray RandomItemSpawnClass(const struct FString& ItemValue, const struct FString& ItemCategory); TArray RandomGroupSceneComponents(int GroupType, int Persent); class USceneComponent* RandomGroupSceneComponent(TArray AllGroups); class UClass* LoadActorClass(const struct FString& Path); TArray GetItemSpawnClass(const struct FItemSpawnData& Data); }; // Class Gameplay.ItemGeneratorComponent // 0x01E8 (0x0350 - 0x0168) class UItemGeneratorComponent : public UBaseGeneratorComponent { public: unsigned char UnknownData00[0x8]; // 0x0168(0x0008) MISSED OFFSET TEnumAsByte BornIslandGroupType; // 0x0170(0x0001) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) bool bStatisticsValid; // 0x0171(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x2]; // 0x0172(0x0002) MISSED OFFSET struct FItemGenerateStatisticsData ItemStatisticsData; // 0x0174(0x00C4) TArray SpotGroupPropertys; // 0x0238(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor) TMap, struct FSpotGroupProperty> SpotGroupPropertysDic; // 0x0244(0x0050) (ZeroConstructor) struct FSpotGroupProperty DefaultSpotGroupProperty; // 0x0280(0x0020) class UCurveFloat* SpotRateCurve; // 0x02A0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) class UCurveFloat* ItemRateCurve; // 0x02A4(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) TMap CategoryRates; // 0x02A8(0x0050) (Edit, BlueprintVisible, ZeroConstructor) TMap ItemGenerateSpawnDatas; // 0x02E4(0x0050) (ZeroConstructor) TArray BornIslandItems; // 0x0320(0x000C) (ZeroConstructor) TArray AllValidGroups; // 0x032C(0x000C) (ExportObject, ZeroConstructor) bool bIsGenerateBornIslandItems; // 0x0338(0x0001) (ZeroConstructor, IsPlainOldData) bool bIsGenerateMainlandItems; // 0x0339(0x0001) (ZeroConstructor, IsPlainOldData) bool bIsGenerateWorldTileItems; // 0x033A(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData02[0x5]; // 0x033B(0x0005) MISSED OFFSET struct FDateTime GenerateBornIslandTime; // 0x0340(0x0008) struct FDateTime GenerateMainlandTime; // 0x0348(0x0008) static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.ItemGeneratorComponent"); return pStaticClass; } void WriteItemClassStatisticsDatas(); void WriteGroupStatisticsDatas(); void WriteBuildingStatisticsDatas(); void WriteAllStatisticsDatasToLog(); void WriteAllStatisticsDatas(); void SetCatetoryRate(TMap Rates); void RegisterItemGenerateSpawnData(const struct FItemGenerateSpawnData& Data); void RegisterBornIslandItem(class AActor* Item); class UItemGroupSpotSceneComponent* RandomSingleGroup(const struct FSpotGroupProperty& GroupProperty, TArray* Groups); struct FItemGenerateSpawnData RandomItemGenerateSpawnData(TArray* items); void RandomGroupsByType(const struct FSpotGroupProperty& GroupProperty); void RandomGroups(); void RandomBornIslandGroups(); void LoadItemGenerateTable(); bool IsCatetoryEnabled(); void InitCatetorys(); struct FSpotGroupProperty GetSpotGroupPropertyByGroupType(TEnumAsByte SpotGroupType); bool GetRandomItemClassArray(bool RepeatGenerateItem, struct FString* Value, struct FString* Category, TArray* Results); float GetCatetoryRate(const struct FString& Catetory); void GenerateSpotOnTick(); void DeleteValidGroups(); void DeleteBornIslandItems(); }; // Class Gameplay.ItemGroupSpotSceneComponent // 0x0020 (0x0300 - 0x02E0) class UItemGroupSpotSceneComponent : public UGroupSpotSceneComponent { public: TArray SpotsCacheCur; // 0x02E0(0x000C) (ExportObject, ZeroConstructor) TArray SpotsCacheAll; // 0x02EC(0x000C) (ExportObject, ZeroConstructor) unsigned char UnknownData00[0x8]; // 0x02F8(0x0008) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.ItemGroupSpotSceneComponent"); return pStaticClass; } void SetGroupProperty(class UItemGeneratorComponent* Generator, const struct FSpotGroupProperty& Property); void RepeatSpots(); void RepeatSingleSpot(class UItemSpotSceneComponent* Spot); void RandomSpotByType(TEnumAsByte SpotType, const struct FSpotTypeProperty& Property, TArray* AllSpots); void RandomSingleSpot(const struct FSpotTypeProperty& Property, TArray* Spots); float RandomRepeatGenerateItemCD(const struct FSpotGroupProperty& GroupProperty); }; // Class Gameplay.SpotSceneComponent // 0x0020 (0x02F0 - 0x02D0) class USpotSceneComponent : public UItemSceneComponent { public: int WorldCompositionID; // 0x02D0(0x0004) (ZeroConstructor, IsPlainOldData) bool bRepeatGenerateItem; // 0x02D4(0x0001) (ZeroConstructor, IsPlainOldData) bool bIsSpotValid; // 0x02D5(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x2]; // 0x02D6(0x0002) MISSED OFFSET float LineOffsetZ; // 0x02D8(0x0004) (Edit, ZeroConstructor, IsPlainOldData) bool bRandomRotation; // 0x02DC(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x3]; // 0x02DD(0x0003) MISSED OFFSET float RandomRotationMin; // 0x02E0(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) float RandomRotationMax; // 0x02E4(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData02[0x8]; // 0x02E8(0x0008) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.SpotSceneComponent"); return pStaticClass; } void SetSpotValid(bool Valid); bool LineTraceSingle(class UObject* WorldContextObject, const struct FVector& Start, const struct FVector& End, bool bTraceComplex, TArray ActorsToIgnore, bool bIgnoreSelf, struct FHitResult* OutHit); bool IsSpotValid(); struct FString GetRandomCategory(TArray SpotWeights); bool GenerateSpot(); class AActor* GenerateActor(class UClass* ActorClass, ESpawnActorCollisionHandlingMethod SpawnActorCollisionHandlingMethod, struct FVector* ActorLocation, struct FRotator* ActorRotator); }; // Class Gameplay.ItemSpotSceneComponent // 0x0050 (0x0340 - 0x02F0) class UItemSpotSceneComponent : public USpotSceneComponent { public: class UItemGeneratorComponent* ItemGenerator; // 0x02F0(0x0004) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData) TArray AllItems; // 0x02F4(0x000C) (ZeroConstructor) class UGroupSpotSceneComponent* GroupSpotSceneComponent; // 0x0300(0x0004) (ExportObject, ZeroConstructor, InstancedReference, IsPlainOldData) TMap CacheItemValeCategory; // 0x0304(0x0050) (ZeroConstructor) static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.ItemSpotSceneComponent"); return pStaticClass; } void SetSpotProperty(int CompositionID, TEnumAsByte GroupType, class UItemGeneratorComponent* Generator, const struct FSpotTypeProperty& Property, class UGroupSpotSceneComponent* Component, bool RepeatGenerateItem); void RepeatSpotProperty(const struct FSpotTypeProperty& Property); bool GenerateSpot(); void GenerateItems(TArray* AllItemClass); void DoPickUp(const struct FString& ItemValue, const struct FString& ItemCategory); int CountCacheItemValeCategory(); }; // Class Gameplay.SpotGeneratorStruct // 0x0004 (0x0020 - 0x001C) class USpotGeneratorStruct : public UObject { public: unsigned char UnknownData00[0x4]; // 0x001C(0x0004) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.SpotGeneratorStruct"); return pStaticClass; } }; // Class Gameplay.UAEAdvertisementActor // 0x0028 (0x02E8 - 0x02C0) class AUAEAdvertisementActor : public AStaticMeshActor { public: class UStaticMesh* StaticMesh; // 0x02C0(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) struct FString StaticMeshPath; // 0x02C4(0x000C) (Net, ZeroConstructor) struct FString PicUrl; // 0x02D0(0x000C) (Net, ZeroConstructor) class UFrontendHUD* FrontendHUD; // 0x02DC(0x0004) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x4]; // 0x02E0(0x0004) MISSED OFFSET float NetCullDistance; // 0x02E4(0x0004) (ZeroConstructor, Config, IsPlainOldData) static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEAdvertisementActor"); return pStaticClass; } void OnRequestImgSuccess(class UTexture2D* Texture, const struct FString& RequestedURL); void OnRep_PicURL(); void OnRep_MeshPath(); }; // Class Gameplay.UAECharAnimListCompBase // 0x0000 (0x0138 - 0x0138) class UUAECharAnimListCompBase : public UUAEAnimListComponentBase { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAECharAnimListCompBase"); return pStaticClass; } }; // Class Gameplay.UAECharacterAnimListComponent // 0x0048 (0x0180 - 0x0138) class UUAECharacterAnimListComponent : public UUAECharAnimListCompBase { public: TArray CharacterMovementAnimEditList; // 0x0138(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance) TArray CharacterFPPAnimEditList; // 0x0144(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance) TArray CharacterShieldAnimEditList; // 0x0150(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance) TArray CharacterJumpEditList; // 0x015C(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance) TArray CharacterJumpEditListFPP; // 0x0168(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance) class UCurveFloat* FallingIKCurve; // 0x0174(0x0004) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData) bool CurrentIsTPP; // 0x0178(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) bool CurrentHoldShield; // 0x0179(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x6]; // 0x017A(0x0006) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAECharacterAnimListComponent"); return pStaticClass; } void OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam); TArray GetCharacterJumpAnim(TEnumAsByte JumpType); class UAnimationAsset* GetCharacterAnim(TEnumAsByte AnimType, TEnumAsByte PoseType); }; // Class Gameplay.UAEChaVehAnimListComponent // 0x0010 (0x0148 - 0x0138) class UUAEChaVehAnimListComponent : public UUAECharAnimListCompBase { public: TArray VehCharAnimDataList; // 0x0138(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance) unsigned char UnknownData00[0x4]; // 0x0144(0x0004) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEChaVehAnimListComponent"); return pStaticClass; } }; // Class Gameplay.AELobbyCharAnimListComp // 0x0010 (0x0148 - 0x0138) class UAELobbyCharAnimListComp : public UUAECharAnimListCompBase { public: TArray CharacterMovementAnimEditList; // 0x0138(0x000C) (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance) unsigned char UnknownData00[0x4]; // 0x0144(0x0004) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.AELobbyCharAnimListComp"); return pStaticClass; } void OnAsyncLoadingFinished(const struct FAsyncLoadCharAnimParams& LoadingParam); class UAnimationAsset* GetCharacterAnim(TEnumAsByte AnimType, TEnumAsByte PoseType); }; // Class Gameplay.UAEProjectile // 0x0038 (0x02F0 - 0x02B8) class AUAEProjectile : public AActor { public: bool IsServerAlreadyExplodedCpp; // 0x02B8(0x0001) (BlueprintVisible, Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x3]; // 0x02B9(0x0003) MISSED OFFSET struct FVector ProjInitialRelativeOffset; // 0x02BC(0x000C) (BlueprintVisible, Net, IsPlainOldData) struct FVector ProjStandOffset; // 0x02C8(0x000C) (BlueprintVisible, BlueprintReadOnly, Net, IsPlainOldData) struct FVector ProjCrouchOffset; // 0x02D4(0x000C) (BlueprintVisible, BlueprintReadOnly, Net, IsPlainOldData) struct FVector ProjProneOffset; // 0x02E0(0x000C) (BlueprintVisible, BlueprintReadOnly, Net, IsPlainOldData) TEnumAsByte ProjPrevoisOwnerPose; // 0x02EC(0x0001) (BlueprintVisible, Net, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x3]; // 0x02ED(0x0003) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEProjectile"); return pStaticClass; } void WorkAsBuffApplierEvent(const struct FString& BuffName, class APawn* BuffTarget); void SetActorInitialRelativeOffset(const struct FVector& Offset, const struct FVector& StandOffset, const struct FVector& CrouchOffset, const struct FVector& ProneOffset, TEnumAsByte PrevoisOwnerPose); void OnRep_IsServerAlreadyExplodedCpp(); void IsServerAlreadyExplodedCppNotify(); bool IsOwnerAutomous(); void GlassDetect(const struct FVector& Start, const struct FVector& End); float GetRemainingEffectTime(); }; // Class Gameplay.UAESimpleSceneActor // 0x0000 (0x02B8 - 0x02B8) class AUAESimpleSceneActor : public AActor { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAESimpleSceneActor"); return pStaticClass; } }; // Class Gameplay.UAEWindowComponent // 0x0060 (0x06C0 - 0x0660) class UUAEWindowComponent : public UStaticMeshComponent { public: bool bBroken; // 0x0660(0x0001) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x3]; // 0x0661(0x0003) MISSED OFFSET class APawn* LastInstigatorPawn; // 0x0664(0x0004) (BlueprintVisible, BlueprintReadOnly, ZeroConstructor, Transient, IsPlainOldData) class UStaticMesh* BrokenMesh; // 0x0668(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) class UParticleSystem* BrokenEffect; // 0x066C(0x0004) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x50]; // 0x0670(0x0050) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.UAEWindowComponent"); return pStaticClass; } void NotifyServerBroken(); void NotifyRepDataUpdated(bool bInitial, bool bLocal); void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal); void LocalHandleWindowBroken(bool bInitial, bool bLocal); void HandleBroken(class APlayerController* Instigator, bool bLocal); struct FUAEWindowRepData GetRepData(); }; // Class Gameplay.VehicleConfigActorComponent // 0x0000 (0x00C0 - 0x00C0) class UVehicleConfigActorComponent : public UActorComponent { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.VehicleConfigActorComponent"); return pStaticClass; } class UClass* LoadActorClass(const struct FString& Path); }; // Class Gameplay.VehicleAndTreasureBoxGeneratorComponent // 0x0118 (0x0280 - 0x0168) class UVehicleAndTreasureBoxGeneratorComponent : public UBaseGeneratorComponent { public: unsigned char UnknownData00[0x8]; // 0x0168(0x0008) MISSED OFFSET TArray TreasureBoxSpotPropertys; // 0x0170(0x000C) (Edit, BlueprintVisible, ZeroConstructor) bool bStatisticsValid; // 0x017C(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) bool bIsRandom; // 0x017D(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x2]; // 0x017E(0x0002) MISSED OFFSET TMap, struct FVehicleSpotComponentArray> AllVehicleSpots; // 0x0180(0x0050) (ZeroConstructor) TMap, struct FVehicleSpotComponentArray> AllTreasureBoxSpots; // 0x01BC(0x0050) (ZeroConstructor) TMap VehicleGenerateSpawnDatas; // 0x01F8(0x0050) (ZeroConstructor) struct FVehicleGenerateStatisticsData VehicleStatisticsData; // 0x0234(0x0048) class UUAEDataTable* VehicleDataTable; // 0x027C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.VehicleAndTreasureBoxGeneratorComponent"); return pStaticClass; } void WriteVehicleSpotStatisticsDatas(); void WriteVehicleClassStatisticsDatas(); void WriteAllVehicleStatisticsDatasToLog(); void WriteAllVehicleStatisticsDatas(); void RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data); void RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent); void RandomTreasureBoxSpotsByType(struct FTreasureBoxSpotProperty* Property, struct FVehicleSpotComponentArray* Spots); void RandomTreasureBoxSingleSpots(TArray* AllSpots, struct FTreasureBoxSpotProperty* Property); void RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots); void RandomSingleSpots(TArray* AllSpots, struct FVehicleSpotProperty* Property); void RandomGroups(); void LoadVehicleGenerateTable(); struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(TEnumAsByte SpotType); struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty); struct FVehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(struct FTreasureBoxSpotProperty* SpotProperty); struct FVehicleGenerateSpawnData GetRandomVehicleClass(const struct FString& Category); struct FString GetRandomCategory(TArray SpotWeights); void GenerateSpotOnTick(); void DeleteGroups(); void AddVehicleSpotCount(TEnumAsByte SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ); void AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count); }; // Class Gameplay.VehicleGeneratorComponent // 0x00D0 (0x0238 - 0x0168) class UVehicleGeneratorComponent : public UBaseGeneratorComponent { public: unsigned char UnknownData00[0x8]; // 0x0168(0x0008) MISSED OFFSET bool bStatisticsValid; // 0x0170(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) bool bIsRandom; // 0x0171(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData) unsigned char UnknownData01[0x2]; // 0x0172(0x0002) MISSED OFFSET TMap, struct FVehicleSpotComponentArray> AllVehicleSpots; // 0x0174(0x0050) (ZeroConstructor) TMap VehicleGenerateSpawnDatas; // 0x01B0(0x0050) (ZeroConstructor) struct FVehicleGenerateStatisticsData VehicleStatisticsData; // 0x01EC(0x0048) unsigned char UnknownData02[0x4]; // 0x0234(0x0004) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.VehicleGeneratorComponent"); return pStaticClass; } void WriteVehicleSpotStatisticsDatas(); void WriteVehicleClassStatisticsDatas(); void WriteAllVehicleStatisticsDatas(); void RegisterVehicleGenerateSpawnData(const struct FVehicleGenerateSpawnData& Data); void RegisterGroupSpotComponent(class UGroupSpotSceneComponent* GroupSpotComponent); void RandomSpotsByType(struct FVehicleSpotProperty* Property, struct FVehicleSpotComponentArray* Spots); void RandomSingleSpots(TArray* AllSpots, struct FVehicleSpotProperty* Property); void RandomGroups(); void LoadVehicleGenerateTable(); struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(TEnumAsByte SpotType); struct FVehicleGenerateRandomInfo GetVehicleSpotRandomInfo(struct FVehicleSpotProperty* SpotProperty); struct FVehicleGenerateSpawnData GetRandomVehicleClass(const struct FString& Category); struct FString GetRandomCategory(TArray SpotWeights); void GenerateSpotOnTick(); void DeleteGroups(); void AddVehicleSpotCount(TEnumAsByte SpotType, const struct FString& Path, float LocationX, float LocationY, float LocationZ); void AddVehicleClassCount(const struct FString& Path, bool IsValid, int Count); }; // Class Gameplay.VehicleGroupSpotSceneComponent // 0x0000 (0x02E0 - 0x02E0) class UVehicleGroupSpotSceneComponent : public UGroupSpotSceneComponent { public: static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.VehicleGroupSpotSceneComponent"); return pStaticClass; } }; // Class Gameplay.VehicleSpotSceneComponent // 0x0020 (0x0310 - 0x02F0) class UVehicleSpotSceneComponent : public USpotSceneComponent { public: unsigned char UnknownData00[0x20]; // 0x02F0(0x0020) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.VehicleSpotSceneComponent"); return pStaticClass; } void SetSpotRandomInfo(struct FVehicleGenerateRandomInfo* RandomInfo); bool GenerateSpot(); }; // Class Gameplay.WeatherConfigComponent // 0x0030 (0x00F0 - 0x00C0) class UWeatherConfigComponent : public UActorComponent { public: struct FWeatherInfo WeatherLevelInfo; // 0x00C0(0x0014) (BlueprintVisible, BlueprintReadOnly, Net) struct FString LastLoadedWeatherLevelName; // 0x00D4(0x000C) (ZeroConstructor) struct FString DefaultWeatherLevelName; // 0x00E0(0x000C) (Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor) bool bLoadWeatherLevel; // 0x00EC(0x0001) (BlueprintVisible, ZeroConstructor, IsPlainOldData) bool bDefaulLevelLoaded; // 0x00ED(0x0001) (ZeroConstructor, IsPlainOldData) unsigned char UnknownData00[0x2]; // 0x00EE(0x0002) MISSED OFFSET static UClass* StaticClass() { static UClass *pStaticClass = 0; if (!pStaticClass) pStaticClass = UObject::FindClass("Class Gameplay.WeatherConfigComponent"); return pStaticClass; } void UnloadStreamLevel(const struct FString& LevelName); void SyncWeatherLevelInfo(); void OnUnLoadStreamLevelCompleted(); void OnRep_WeatherSyncCount(); void OnLoadStreamLevelCompleted(); void LoadWeatherLevel(); void LoadStreamLevel(const struct FString& LevelName, int WeatherID); void LoadDefaultWeatherLevel(); void Init(); }; }