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SDKW - 64 Bit

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0% found this document useful (0 votes)
18 views547 pages

SDKW - 64 Bit

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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//@X_Values

//@X_Values
//@X_Values
//@X_Values
//@X_Values
//@X_Values

Class: World.Object
Level* PersistentLevel;//[Offset: 0x30, Size: 0x8]
NetDriver* NetDriver;//[Offset: 0x38, Size: 0x8]
LineBatchComponent* LineBatcher;//[Offset: 0x40, Size: 0x8]
LineBatchComponent* PersistentLineBatcher;//[Offset: 0x48, Size: 0x8]
LineBatchComponent* ForegroundLineBatcher;//[Offset: 0x50, Size: 0x8]
GameNetworkManager* NetworkManager;//[Offset: 0x58, Size: 0x8]
PhysicsCollisionHandler* PhysicsCollisionHandler;//[Offset: 0x60, Size: 0x8]
Object*[] ExtraReferencedObjects;//[Offset: 0x68, Size: 0x10]
Object*[] PerModuleDataObjects;//[Offset: 0x78, Size: 0x10]
Actor*[] LevelSequenceActors;//[Offset: 0x88, Size: 0x10]
LevelStreaming*[] StreamingLevels;//[Offset: 0x120, Size: 0x10]
StreamingLevelsToConsider StreamingLevelsToConsider;//[Offset: 0x130, Size:
0x28]
FString StreamingLevelsPrefix;//[Offset: 0x208, Size: 0x10]
Level* CurrentLevelPendingVisibility;//[Offset: 0x218, Size: 0x8]
Level* CurrentLevelPendingInvisibility;//[Offset: 0x220, Size: 0x8]
DemoNetDriver* DemoNetDriver;//[Offset: 0x228, Size: 0x8]
ParticleEventManager* MyParticleEventManager;//[Offset: 0x230, Size: 0x8]
PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0x238, Size: 0x8]
bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x256, Size: 0x1]
NavigationSystemBase* NavigationSystem;//[Offset: 0x258, Size: 0x8]
GameModeBase* AuthorityGameMode;//[Offset: 0x260, Size: 0x8]
GameStateBase* GameState;//[Offset: 0x268, Size: 0x8]
AISystemBase* AISystem;//[Offset: 0x270, Size: 0x8]
AvoidanceManager* AvoidanceManager;//[Offset: 0x278, Size: 0x8]
Level*[] Levels;//[Offset: 0x280, Size: 0x10]
LevelCollection[] LevelCollections;//[Offset: 0x290, Size: 0x10]
GameInstance* OwningGameInstance;//[Offset: 0x2c0, Size: 0x8]
MaterialParameterCollectionInstance*[]
ParameterCollectionInstances;//[Offset: 0x2c8, Size: 0x10]
Canvas* CanvasForRenderingToTarget;//[Offset: 0x2d8, Size: 0x8]
Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x2e0, Size: 0x8]
ActorComponent*[] ComponentsThatNeedEndOfFrameUpdate;//[Offset: 0x338, Size:
0x10]
ActorComponent*[] ComponentsThatNeedEndOfFrameUpdate_OnGameThread;//[Offset:
0x348, Size: 0x10]
WorldComposition* WorldComposition;//[Offset: 0x700, Size: 0x8]
WorldPSCPool PSCPool;//[Offset: 0x790, Size: 0x58]
WorldSettings* K2_GetWorldSettings();// 0x8f27204
void HandleTimelineScrubbed();// 0x8f27238

--------------------------------
Class: Object
void ExecuteUbergraph(int EntryPoint);// 0x704f228

--------------------------------
Class: WorldSettings.Info.Actor.Object
int VisibilityCellSize;//[Offset: 0x240, Size: 0x4]
byte VisibilityAggressiveness;//[Offset: 0x244, Size: 0x1]
bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x245, Size: 0x1]
bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x245, Size: 0x1]
bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x245, Size: 0x1]
bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x245, Size: 0x1]
bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x245, Size: 0x1]
bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x245, Size: 0x1]
DirectoryPath[] DirectoriesToScan;//[Offset: 0x248, Size: 0x10]
FilePath[] MapsToScan;//[Offset: 0x258, Size: 0x10]
DirectoryPath[] DirectoriesToNeverScan;//[Offset: 0x268, Size: 0x10]
FilePath[] MapsToNeverScan;//[Offset: 0x278, Size: 0x10]
SoftObjectPath[] WaitForShownLevels;//[Offset: 0x288, Size: 0x10]
bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x298, Size: 0x1]
bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x298, Size: 0x1]
bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x298, Size: 0x1]
bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x298, Size: 0x1]
bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x298, Size: 0x1]
bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x298, Size: 0x1]
bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x298, Size: 0x1]
bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x298, Size: 0x1]
bool bOverrideDefaultBroadphaseSettings;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x299, Size: 0x1]
NavigationSystemConfig* NavigationSystemConfig;//[Offset: 0x2a0, Size: 0x8]
NavigationSystemConfig* NavigationSystemConfigOverride;//[Offset: 0x2a8,
Size: 0x8]
float WorldToMeters;//[Offset: 0x2b0, Size: 0x4]
float KillZ;//[Offset: 0x2b4, Size: 0x4]
class DamageType* KillZDamageType;//[Offset: 0x2b8, Size: 0x8]
float WorldGravityZ;//[Offset: 0x2c0, Size: 0x4]
float GlobalGravityZ;//[Offset: 0x2c4, Size: 0x4]
class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x2c8, Size:
0x8]
class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x2d0,
Size: 0x8]
class GameModeBase* DefaultGameMode;//[Offset: 0x2d8, Size: 0x28]
class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x300, Size:
0x8]
int PackedLightAndShadowMapTextureSize;//[Offset: 0x308, Size: 0x4]
Vector DefaultColorScale;//[Offset: 0x30c, Size: 0xc]
float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x318, Size: 0x4]
float GlobalDistanceFieldViewDistance;//[Offset: 0x31c, Size: 0x4]
float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x320, Size:
0x4]
ReverbSettings DefaultReverbSettings;//[Offset: 0x328, Size: 0x20]
InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x348, Size: 0x24]
float MonoCullingDistance;//[Offset: 0x36c, Size: 0x4]
SoundMix* DefaultBaseSoundMix;//[Offset: 0x370, Size: 0x8]
float TimeDilation;//[Offset: 0x378, Size: 0x4]
float MatineeTimeDilation;//[Offset: 0x37c, Size: 0x4]
float DemoPlayTimeDilation;//[Offset: 0x380, Size: 0x4]
float MinGlobalTimeDilation;//[Offset: 0x384, Size: 0x4]
float MaxGlobalTimeDilation;//[Offset: 0x388, Size: 0x4]
float MinUndilatedFrameTime;//[Offset: 0x38c, Size: 0x4]
float MaxUndilatedFrameTime;//[Offset: 0x390, Size: 0x4]
BroadphaseSettings BroadphaseSettings;//[Offset: 0x394, Size: 0x40]
PlayerState* Pauser;//[Offset: 0x3d8, Size: 0x8]
NetViewer[] ReplicationViewers;//[Offset: 0x3e0, Size: 0x10]
AssetUserData*[] AssetUserData;//[Offset: 0x3f0, Size: 0x10]
PlayerState* PauserPlayerState;//[Offset: 0x400, Size: 0x8]
int MaxNumberOfBookmarks;//[Offset: 0x408, Size: 0x4]
class BookmarkBase* DefaultBookmarkClass;//[Offset: 0x410, Size: 0x8]
BookmarkBase*[] BookmarkArray;//[Offset: 0x418, Size: 0x10]
class BookmarkBase* LastBookmarkClass;//[Offset: 0x428, Size: 0x8]
void OnRep_WorldGravityZ();// 0x8f28418

--------------------------------
Class: Info.Actor.Object

--------------------------------
Class: Actor.Object
ActorTickFunction PrimaryActorTick;//[Offset: 0x30, Size: 0x30]
bool bNetTemporary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60,
Size: 0x1]
bool bNetStartup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60,
Size: 0x1]
bool bOnlyRelevantToOwner;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x60, Size: 0x1]
bool bAlwaysRelevant;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x60, Size: 0x1]
bool bReplicateMovement;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x60, Size: 0x1]
bool bHidden;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x60,
Size: 0x1]
bool bTearOff;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x60,
Size: 0x1]
bool bExchangedRoles;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x60, Size: 0x1]
bool bNetLoadOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x61, Size: 0x1]
bool bNetUseOwnerRelevancy;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x61, Size: 0x1]
bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x61, Size: 0x1]
bool bRelevantForLevelBounds;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x61, Size: 0x1]
bool bReplayRewindable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x61, Size: 0x1]
bool bAllowTickBeforeBeginPlay;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x61, Size: 0x1]
bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x61, Size: 0x1]
bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x61, Size: 0x1]
bool bBlockInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x62,
Size: 0x1]
bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x62, Size: 0x1]
bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x62, Size: 0x1]
bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask:
8, FieldMask: 8)[Offset: 0x62, Size: 0x1]
bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x62, Size: 0x1]
bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x62, Size: 0x1]
bool bIsEditorOnlyActor;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x62, Size: 0x1]
bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x62, Size: 0x1]
bool bReplicates;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x63,
Size: 0x1]
bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x63, Size: 0x1]
bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x63, Size: 0x1]
bool bDisableUpdateComponentToWorldIfHiddenInGame;//(ByteOffset: 0, ByteMask:
16, FieldMask: 16)[Offset: 0x63, Size: 0x1]
bool bActorEnableCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x68, Size: 0x1]
bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x68, Size: 0x1]
enum UpdateOverlapsMethodDuringLevelStreaming;//[Offset: 0x6a, Size: 0x1]
enum DefaultUpdateOverlapsMethodDuringLevelStreaming;//[Offset: 0x6b, Size:
0x1]
byte RemoteRole;//[Offset: 0x6c, Size: 0x1]
RepMovement ReplicatedMovement;//[Offset: 0x70, Size: 0x38]
float InitialLifeSpan;//[Offset: 0xa8, Size: 0x4]
float CustomTimeDilation;//[Offset: 0xac, Size: 0x4]
RepAttachment AttachmentReplication;//[Offset: 0xb8, Size: 0x40]
Actor* Owner;//[Offset: 0xf8, Size: 0x8]
FName NetDriverName;//[Offset: 0x100, Size: 0x8]
byte Role;//[Offset: 0x108, Size: 0x1]
byte NetDormancy;//[Offset: 0x109, Size: 0x1]
enum SpawnCollisionHandlingMethod;//[Offset: 0x10a, Size: 0x1]
byte AutoReceiveInput;//[Offset: 0x10b, Size: 0x1]
int InputPriority;//[Offset: 0x10c, Size: 0x4]
InputComponent* InputComponent;//[Offset: 0x110, Size: 0x8]
float NetCullDistanceSquared;//[Offset: 0x118, Size: 0x4]
int NetTag;//[Offset: 0x11c, Size: 0x4]
float NetUpdateFrequency;//[Offset: 0x120, Size: 0x4]
float MinNetUpdateFrequency;//[Offset: 0x124, Size: 0x4]
float NetPriority;//[Offset: 0x128, Size: 0x4]
Pawn* Instigator;//[Offset: 0x130, Size: 0x8]
Actor*[] Children;//[Offset: 0x138, Size: 0x10]
SceneComponent* RootComponent;//[Offset: 0x148, Size: 0x8]
MatineeActor*[] ControllingMatineeActors;//[Offset: 0x150, Size: 0x10]
FName[] Layers;//[Offset: 0x168, Size: 0x10]
ChildActorComponent* ParentComponent;//[Offset: 0x178, Size: 0x8]
FName[] Tags;//[Offset: 0x188, Size: 0x10]
delegate OnTakeAnyDamage;//[Offset: 0x198, Size: 0x1]
delegate OnTakePointDamage;//[Offset: 0x199, Size: 0x1]
delegate OnTakeRadialDamage;//[Offset: 0x19a, Size: 0x1]
delegate OnActorBeginOverlap;//[Offset: 0x19b, Size: 0x1]
delegate OnActorEndOverlap;//[Offset: 0x19c, Size: 0x1]
delegate OnBeginCursorOver;//[Offset: 0x19d, Size: 0x1]
delegate OnEndCursorOver;//[Offset: 0x19e, Size: 0x1]
delegate OnClicked;//[Offset: 0x19f, Size: 0x1]
delegate OnReleased;//[Offset: 0x1a0, Size: 0x1]
delegate OnInputTouchBegin;//[Offset: 0x1a1, Size: 0x1]
delegate OnInputTouchEnd;//[Offset: 0x1a2, Size: 0x1]
delegate OnInputTouchEnter;//[Offset: 0x1a3, Size: 0x1]
delegate OnInputTouchLeave;//[Offset: 0x1a4, Size: 0x1]
delegate OnActorHit;//[Offset: 0x1a5, Size: 0x1]
delegate OnDestroyed;//[Offset: 0x1a6, Size: 0x1]
delegate OnEndPlay;//[Offset: 0x1a7, Size: 0x1]
ActorComponent*[] InstanceComponents;//[Offset: 0x208, Size: 0x10]
ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x218, Size: 0x10]
bool WasRecentlyRendered(float Tolerance);// 0x8cece40
void UserConstructionScript();// 0x704f228
void TearOff();// 0x8cf1848
void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);//
0x8cee208
void SetTickGroup(byte NewTickGroup);// 0x8cecef4
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x8cedb88
void SetReplicates(bool bInReplicates);// 0x8cf16cc
void SetReplicateMovement(bool bInReplicateMovement);// 0x8cf1614
void SetOwner(Actor* NewOwner);// 0x8ced544
void SetNetDormancy(byte NewDormancy);// 0x8ced3cc
void SetLifeSpan(float InLifespan);// 0x8ced810
void SetAutoDestroyWhenFinished(bool bVal);// 0x8cf1798
void SetActorTickInterval(float TickInterval);// 0x8ced644
void SetActorTickEnabled(bool bEnabled);// 0x8ced724
void SetActorScale3D(Vector NewScale3D);// 0x8cf05c0
void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x8ceeed4
void SetActorHiddenInGame(bool bNewHidden);// 0x8ceede4
void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x8ceed34
void RemoveTickPrerequisiteComponent(ActorComponent*
PrerequisiteComponent);// 0x8cedc70
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x8cedd20
void ReceiveTick(float DeltaSeconds);// 0x704f228
void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType,
Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor*
DamageCauser);// 0x704f228
void ReceivePointDamage(float Damage, const DamageType* DamageType, Vector
HitLocation, Vector HitNormal, PrimitiveComponent* HitComponent, FName BoneName,
Vector ShotFromDirection, Controller* InstigatedBy, Actor* DamageCauser, out const
HitResult HitInfo);// 0x704f228
void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent*
OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector
NormalImpulse, out const HitResult Hit);// 0x704f228
void ReceiveEndPlay(byte EndPlayReason);// 0x704f228
void ReceiveDestroyed();// 0x704f228
void ReceiveBeginPlay();// 0x704f228
void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller*
InstigatedBy, Actor* DamageCauser);// 0x704f228
void ReceiveActorOnReleased(Key ButtonReleased);// 0x704f228
void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x704f228
void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x704f228
void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x704f228
void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x704f228
void ReceiveActorOnClicked(Key ButtonPressed);// 0x704f228
void ReceiveActorEndOverlap(Actor* OtherActor);// 0x704f228
void ReceiveActorEndCursorOver();// 0x704f228
void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x704f228
void ReceiveActorBeginCursorOver();// 0x704f228
void PrestreamTextures(float Seconds, bool bEnableStreaming, int
CinematicTextureGroups);// 0x8cecce0
void OnRep_ReplicateMovement();// 0x8cf1864
void OnRep_ReplicatedMovement();// 0x8ced5f4
void OnRep_Owner();// 0x8cf177c
void OnRep_Instigator();// 0x8cf15a4
void OnRep_AttachmentReplication();// 0x8cf15c0
void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation,
float MaxRange, FName Tag);// 0x8cec5f0
MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);//
0x8cedad8
bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x8ced110
bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x8cefa1c
bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);//
0x8cf0874
void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform,
bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x8ceef7c
void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x8cef16c
void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x8cef31c
bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation,
bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x8cf0668
bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8cf0dc0
void K2_OnReset();// 0x704f228
void K2_OnEndViewTarget(PlayerController* PC);// 0x704f228
void K2_OnBecomeViewTarget(PlayerController* PC);// 0x704f228
SceneComponent* K2_GetRootComponent();// 0x8cf09bc
ActorComponent*[] K2_GetComponentsByClass(class ActorComponent
ComponentClass);// 0x8cec9fc
Rotator K2_GetActorRotation();// 0x8cf0c78
Vector K2_GetActorLocation();// 0x8cf0f7c
void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum
ScaleRule);// 0x8cee018
void K2_DestroyComponent(ActorComponent* Component);// 0x8ceea68
void K2_DestroyActor();// 0x8ceecf8
void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum
LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);//
0x8cee6b0
void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum
LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);//
0x8cee2f8
void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName,
byte AttachLocationType, bool bWeldSimulatedBodies);// 0x8cee520
void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName,
byte AttachLocationType, bool bWeldSimulatedBodies);// 0x8cee8d8
void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool
bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x8cefc18
void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x8cefe08
void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ceffb8
void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x8cef4cc
void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x8cef6bc
void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8cef86c
bool IsOverlappingActor(const Actor* Other);// 0x8ced474
bool IsInCurrentLevel();// 0x8cecba4
bool IsChildActor();// 0x8ced380
bool IsActorTickEnabled();// 0x8ced6ec
bool IsActorBeingDestroyed();// 0x8ceda84
bool HasAuthority();// 0x8ceecd4
float GetVerticalDistanceTo(const Actor* OtherActor);// 0x8cf02c8
Vector GetVelocity();// 0x8cf097c
Transform GetTransform();// 0x8cf0fd4
bool GetTickableWhenPaused();// 0x8cedc38
float GetSquaredDistanceTo(const Actor* OtherActor);// 0x8cf0428
byte GetRemoteRole();// 0x8cf15dc
ChildActorComponent* GetParentComponent();// 0x8ced240
Actor* GetParentActor();// 0x8ced20c
Actor* GetOwner();// 0x8ced528
void GetOverlappingComponents(out PrimitiveComponent*[]
OverlappingComponents);// 0x8ced8c0
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor
ClassFilter);// 0x8ced980
byte GetLocalRole();// 0x8cf15f8
float GetLifeSpan();// 0x8ced7d4
Controller* GetInstigatorController();// 0x8cf1010
Pawn* GetInstigator();// 0x8cf1044
Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x8cf1078
float GetInputAxisValue(const FName InputAxisName);// 0x8cf1394
float GetInputAxisKeyValue(const Key InputAxisKey);// 0x8cf1208
float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x8cf0168
float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x8cf0378
float GetGameTimeSinceCreation();// 0x8cedaa4
float GetDotProductTo(const Actor* OtherActor);// 0x8cf0218
float GetDistanceTo(const Actor* OtherActor);// 0x8cf04d8
ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass,
FName Tag);// 0x8cec8bc
ActorComponent*[] GetComponentsByInterface(class Interface Interface);//
0x8cec7c4
ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);//
0x8cecaf4
FName GetAttachParentSocketName();// 0x8ced0a8
Actor* GetAttachParentActor();// 0x8ced0dc
void GetAttachedActors(out Actor*[] OutActors, bool bResetArray);// 0x8cecf9c
void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);//
0x8ced274
Vector GetActorUpVector();// 0x8cf0bd0
float GetActorTimeDilation();// 0x8cedf30
float GetActorTickInterval();// 0x8ced610
Vector GetActorScale3D();// 0x8cf0588
Vector GetActorRightVector();// 0x8cf0b7c
Vector GetActorRelativeScale3D();// 0x8ceee9c
Vector GetActorForwardVector();// 0x8cf0c24
void GetActorEyesViewPoint(out Vector OutLocation, out Rotator
OutRotation);// 0x8cecbdc
bool GetActorEnableCollision();// 0x8ceed14
void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out
Vector BoxExtent, bool bIncludeFromChildActors);// 0x8cf09d8
void ForceNetUpdate();// 0x8cece24
void FlushNetDormancy();// 0x8ced3b8
void EnableInput(PlayerController* PlayerController);// 0x8cf14f4
void DisableInput(PlayerController* PlayerController);// 0x8cf1444
void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x8cee158
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);//
0x8ceddd0
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x8cede80
ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out
const Transform RelativeTransform, const Object* ComponentTemplateContext);//
0x8ceeb10
bool ActorHasTag(FName Tag);// 0x8cedf64

--------------------------------
Class: ActorTickFunction.TickFunction

--------------------------------
Class: TickFunction
byte TickGroup;//[Offset: 0x8, Size: 0x1]
byte EndTickGroup;//[Offset: 0x9, Size: 0x1]
bool bTickEvenWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa, Size: 0x1]
bool bCanEverTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa,
Size: 0x1]
bool bStartWithTickEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xa, Size: 0x1]
bool bAllowTickOnDedicatedServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xa, Size: 0x1]
float TickInterval;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: RepMovement
Vector LinearVelocity;//[Offset: 0x0, Size: 0xc]
Vector AngularVelocity;//[Offset: 0xc, Size: 0xc]
Vector Location;//[Offset: 0x18, Size: 0xc]
Rotator Rotation;//[Offset: 0x24, Size: 0xc]
bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x34, Size: 0x1]
bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34,
Size: 0x1]
enum LocationQuantizationLevel;//[Offset: 0x35, Size: 0x1]
enum VelocityQuantizationLevel;//[Offset: 0x36, Size: 0x1]
enum RotationQuantizationLevel;//[Offset: 0x37, Size: 0x1]

--------------------------------
Class: Vector
float X;//[Offset: 0x0, Size: 0x4]
float Y;//[Offset: 0x4, Size: 0x4]
float Z;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: Rotator
float Pitch;//[Offset: 0x0, Size: 0x4]
float Yaw;//[Offset: 0x4, Size: 0x4]
float Roll;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: RepAttachment
Actor* AttachParent;//[Offset: 0x0, Size: 0x8]
Vector_NetQuantize100 LocationOffset;//[Offset: 0x8, Size: 0xc]
Vector_NetQuantize100 RelativeScale3D;//[Offset: 0x14, Size: 0xc]
Rotator RotationOffset;//[Offset: 0x20, Size: 0xc]
FName AttachSocket;//[Offset: 0x2c, Size: 0x8]
SceneComponent* AttachComponent;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: Vector_NetQuantize100.Vector

--------------------------------
Class: SceneComponent.ActorComponent.Object
PhysicsVolume* PhysicsVolume;//[Offset: 0xb8, Size: 0x8]
SceneComponent* AttachParent;//[Offset: 0xc0, Size: 0x8]
FName AttachSocketName;//[Offset: 0xc8, Size: 0x8]
SceneComponent*[] AttachChildren;//[Offset: 0xd0, Size: 0x10]
SceneComponent*[] ClientAttachedChildren;//[Offset: 0xe0, Size: 0x10]
Vector RelativeLocation;//[Offset: 0x124, Size: 0xc]
Rotator RelativeRotation;//[Offset: 0x130, Size: 0xc]
Vector RelativeScale3D;//[Offset: 0x13c, Size: 0xc]
Vector ComponentVelocity;//[Offset: 0x148, Size: 0xc]
bool bComponentToWorldUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x154, Size: 0x1]
bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x154, Size: 0x1]
bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x154, Size: 0x1]
bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x154, Size: 0x1]
bool bVisible;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x154,
Size: 0x1]
bool bShouldBeAttached;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x154, Size: 0x1]
bool bShouldSnapLocationWhenAttached;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x154, Size: 0x1]
bool bShouldSnapRotationWhenAttached;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x155, Size: 0x1]
bool bShouldUpdatePhysicsVolume;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x155, Size: 0x1]
bool bHiddenInGame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x155, Size: 0x1]
bool bBoundsChangeTriggersStreamingDataRebuild;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x155, Size: 0x1]
bool bUseAttachParentBound;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x155, Size: 0x1]
bool bDisableUpdateComponentToWorldIfNotVisiable;//(ByteOffset: 0, ByteMask:
32, FieldMask: 32)[Offset: 0x155, Size: 0x1]
bool bDisableUpdateComponentToWorldIfTickStateCoolingDown;//(ByteOffset: 0,
ByteMask: 64, FieldMask: 64)[Offset: 0x155, Size: 0x1]
bool bDisableDeferredUpdateComponent;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x155, Size: 0x1]
byte Mobility;//[Offset: 0x157, Size: 0x1]
byte DetailMode;//[Offset: 0x158, Size: 0x1]
delegate PhysicsVolumeChangedDelegate;//[Offset: 0x159, Size: 0x1]
void ToggleVisibility(bool bPropagateToChildren);// 0x8ecef6c
bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x8ecf99c
void SetWorldScale3D(Vector NewScale);// 0x8ed0b44
void SetVisibility(bool bNewVisibility, bool bPropagateToChildren, int
Flag);// 0x8ecf03c
void SetShouldUpdatePhysicsVolume(bool bInShouldUpdatePhysicsVolume);//
0x8ed1f74
void SetRelativeScale3D(Vector NewScale3D);// 0x8ed17fc
void SetMobility(byte NewMobility);// 0x8ece854
void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x8ecee70
void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool
bNewAbsoluteScale);// 0x8eceafc
void ResetRelativeTransform();// 0x8ed18a4
void OnRep_Visibility(bool OldValue);// 0x8ed1e74
void OnRep_Transform();// 0x8ed1f60
void OnRep_AttachSocketName();// 0x8ed1f24
void OnRep_AttachParent();// 0x8ed1f4c
void OnRep_AttachChildren();// 0x8ed1f38
void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out
HitResult SweepHitResult, bool bTeleport);// 0x8ed0954
void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed0bec
void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation,
bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x8ece904
void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed0d9c
void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x8ed1924
void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed1b14
void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator
NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);//
0x8ecec44
void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed1cc4
Transform K2_GetComponentToWorld();// 0x8ed02f0
Vector K2_GetComponentScale();// 0x8ed035c
Rotator K2_GetComponentRotation();// 0x8ed0394
Vector K2_GetComponentLocation();// 0x8ed03cc
void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum
ScaleRule, bool bCallModify);// 0x8ecf708
bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum
LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);//
0x8ecfa98
bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte
AttachType, bool bWeldSimulatedBodies);// 0x8ecfccc
void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x8ed0404
void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed05f4
void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed07a4
void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed149c
void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed164c
void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep,
out HitResult SweepHitResult, bool bTeleport);// 0x8ed0f4c
void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed113c
void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult
SweepHitResult, bool bTeleport);// 0x8ed12ec
bool IsVisible();// 0x8ecf184
bool IsSimulatingPhysics(FName BoneName);// 0x8ed018c
bool IsAnySimulatingPhysics();// 0x8ed014c
Vector GetUpVector();// 0x8ed0280
Transform GetSocketTransform(FName InSocketName, byte TransformSpace, bool
bDoParallel);// 0x8ecf4f4
Rotator GetSocketRotation(FName InSocketName);// 0x8ecf37c
Quat GetSocketQuaternion(FName InSocketName);// 0x8ecf2c0
Vector GetSocketLocation(FName InSocketName);// 0x8ecf438
bool GetShouldUpdatePhysicsVolume();// 0x8ed2024
Vector GetRightVector();// 0x8ed0248
Transform GetRelativeTransform();// 0x8ed18b8
PhysicsVolume* GetPhysicsVolume();// 0x8ecee3c
void GetParentComponents(out SceneComponent*[] Parents);// 0x8ed0054
int GetNumChildrenComponents();// 0x8ed0020
Vector GetForwardVector();// 0x8ed02b8
Vector GetComponentVelocity();// 0x8ecf1c4
void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[]
Children);// 0x8ecfe68
SceneComponent* GetChildComponent(int ChildIndex);// 0x8ecff70
FName GetAttachSocketName();// 0x8ed0114
SceneComponent* GetAttachParent();// 0x8ed0130
FName[] GetAllSocketNames();// 0x8ecf65c
bool DoesSocketExist(FName InSocketName);// 0x8ecf204
void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);//
0x8ecf89c

--------------------------------
Class: ActorComponent.Object
ActorComponentTickFunction PrimaryComponentTick;//[Offset: 0x30, Size: 0x30]
FName[] ComponentTags;//[Offset: 0x60, Size: 0x10]
AssetUserData*[] AssetUserData;//[Offset: 0x70, Size: 0x10]
int UCSSerializationIndex;//[Offset: 0x84, Size: 0x4]
bool bNetAddressable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x88, Size: 0x1]
bool bReplicates;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x88,
Size: 0x1]
bool bAutoActivate;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x89, Size: 0x1]
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8a,
Size: 0x1]
bool bEditableWhenInherited;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8a, Size: 0x1]
bool bCanEverAffectNavigation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x8a, Size: 0x1]
bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x8a, Size: 0x1]
enum CreationMethod;//[Offset: 0x8c, Size: 0x1]
delegate OnComponentActivated;//[Offset: 0x8d, Size: 0x1]
delegate OnComponentDeactivated;//[Offset: 0x8e, Size: 0x1]
SimpleMemberReference[] UCSModifiedProperties;//[Offset: 0x90, Size: 0x10]
void ToggleActive();// 0x8cf60b4
void SetTickGroup(byte NewTickGroup);// 0x8cf5b58
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x8cf5f2c
void SetIsReplicated(bool ShouldReplicate);// 0x8cf5e7c
void SetComponentTickInterval(float TickInterval);// 0x8cf5cdc
void SetComponentTickEnabled(bool bEnabled);// 0x8cf5dc4
void SetAutoActivate(bool bNewAutoActivate);// 0x8cf5fdc
void SetActive(bool bNewActive, bool bReset);// 0x8cf60d0
void RemoveTickPrerequisiteComponent(ActorComponent*
PrerequisiteComponent);// 0x8cf5898
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x8cf5948
void ReceiveTick(float DeltaSeconds);// 0x704f228
void ReceiveEndPlay(byte EndPlayReason);// 0x704f228
void ReceiveBeginPlay();// 0x704f228
void OnRep_IsActive();// 0x8cf6374
void K2_DestroyComponent(Object* Object);// 0x8cf5c00
bool IsComponentTickEnabled();// 0x8cf5d84
bool IsBeingDestroyed();// 0x8cf6390
bool IsActive();// 0x8cf6094
Actor* GetOwner();// 0x8cf6358
float GetComponentTickInterval();// 0x8cf5ca8
void Deactivate();// 0x8cf61d0
bool ComponentHasTag(FName Tag);// 0x8cf62a4
void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);//
0x8cf59f8
void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x8cf5aa8
void Activate(bool bReset);// 0x8cf61ec

--------------------------------
Class: ActorComponentTickFunction.TickFunction

--------------------------------
Class: PhysicsVolume.Volume.Brush.Actor.Object
float TerminalVelocity;//[Offset: 0x270, Size: 0x4]
int Priority;//[Offset: 0x274, Size: 0x4]
float FluidFriction;//[Offset: 0x278, Size: 0x4]
bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27c,
Size: 0x1]
bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x27c, Size: 0x1]

--------------------------------
Class: Volume.Brush.Actor.Object

--------------------------------
Class: Brush.Actor.Object
byte BrushType;//[Offset: 0x238, Size: 0x1]
Color BrushColor;//[Offset: 0x23c, Size: 0x4]
int PolyFlags;//[Offset: 0x240, Size: 0x4]
bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x244,
Size: 0x1]
bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x244, Size: 0x1]
bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x244, Size: 0x1]
bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x244, Size: 0x1]
Model* Brush;//[Offset: 0x248, Size: 0x8]
BrushComponent* BrushComponent;//[Offset: 0x250, Size: 0x8]
bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x258, Size: 0x1]
GeomSelection[] SavedSelections;//[Offset: 0x260, Size: 0x10]

--------------------------------
Class: Color
byte B;//[Offset: 0x0, Size: 0x1]
byte G;//[Offset: 0x1, Size: 0x1]
byte R;//[Offset: 0x2, Size: 0x1]
byte A;//[Offset: 0x3, Size: 0x1]

--------------------------------
Class: Model.Object
--------------------------------
Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Model* Brush;//[Offset: 0x598, Size: 0x8]
BodySetup* BrushBodySetup;//[Offset: 0x5a0, Size: 0x8]

--------------------------------
Class: PrimitiveComponent.SceneComponent.ActorComponent.Object
float MinDrawDistance;//[Offset: 0x330, Size: 0x4]
float LDMaxDrawDistance;//[Offset: 0x334, Size: 0x4]
float LDMinimalismDrawDistance;//[Offset: 0x338, Size: 0x4]
float CachedMaxDrawDistance;//[Offset: 0x33c, Size: 0x4]
float MinScreenSizeCulling;//[Offset: 0x340, Size: 0x4]
byte DepthPriorityGroup;//[Offset: 0x344, Size: 0x1]
byte ViewOwnerDepthPriorityGroup;//[Offset: 0x345, Size: 0x1]
byte IndirectLightingCacheQuality;//[Offset: 0x346, Size: 0x1]
enum LightmapType;//[Offset: 0x347, Size: 0x1]
bool bUseMaxLODAsImposter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x348, Size: 0x1]
bool bBatchImpostersAsInstances;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x348, Size: 0x1]
bool bNeverDistanceCull;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x348, Size: 0x1]
bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x348, Size: 0x1]
bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x349, Size: 0x1]
bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x349, Size: 0x1]
bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x349, Size: 0x1]
bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x349, Size: 0x1]
bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x349, Size: 0x1]
bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x349, Size: 0x1]
bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x349, Size: 0x1]
ReflectionCapture* MobileSourceCapture;//[Offset: 0x350, Size: 0x28]
bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x378, Size: 0x1]
bool bVisibleInRayTracing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x378, Size: 0x1]
bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x378, Size: 0x1]
bool bRenderInDepthPass;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x378, Size: 0x1]
bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x378, Size: 0x1]
bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x378, Size: 0x1]
bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x378, Size: 0x1]
bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x378, Size: 0x1]
bool bUseAsOccluder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x379, Size: 0x1]
bool bIgnoreOcclusionCull;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x379, Size: 0x1]
bool bSelectable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x379,
Size: 0x1]
bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x379, Size: 0x1]
bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x379, Size: 0x1]
bool CastShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x379,
Size: 0x1]
bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x379, Size: 0x1]
bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x379, Size: 0x1]
bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x37a, Size: 0x1]
bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x37a, Size: 0x1]
bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x37a, Size: 0x1]
bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x37a, Size: 0x1]
bool bForceGenLightmap;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x37a, Size: 0x1]
bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x37a, Size: 0x1]
bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x37a, Size: 0x1]
bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x37a, Size: 0x1]
bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x37b, Size: 0x1]
bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x37b, Size: 0x1]
bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x37b, Size: 0x1]
bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x37b, Size: 0x1]
bool bExcludeFromLightAttachmentGroup;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x37b, Size: 0x1]
bool bReceiveMobileCSMShadows;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x37b, Size: 0x1]
bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x37b, Size: 0x1]
bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x37b, Size: 0x1]
bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x37c, Size: 0x1]
bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x37c, Size: 0x1]
bool bReplicatePhysicsToAutonomousProxy;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x37c, Size: 0x1]
bool bFillCollisionUnderneathForNavmesh;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x37c, Size: 0x1]
bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x37c, Size: 0x1]
bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x37c, Size: 0x1]
bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x37c, Size: 0x1]
bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x37c, Size: 0x1]
bool bRenderMainPassStencil;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x37d, Size: 0x1]
byte bHasCustomNavigableGeometry;//[Offset: 0x37e, Size: 0x1]
byte CanCharacterStepUpOn;//[Offset: 0x380, Size: 0x1]
LightingChannels LightingChannels;//[Offset: 0x381, Size: 0x1]
enum CustomDepthStencilWriteMask;//[Offset: 0x382, Size: 0x1]
int CustomDepthStencilValue;//[Offset: 0x384, Size: 0x4]
bool bWriteGBufferStencil;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x388, Size: 0x1]
int GBufferStencilValue;//[Offset: 0x38c, Size: 0x4]
int MainPassDepthStencilValue;//[Offset: 0x390, Size: 0x4]
bool bOverrideCSMDepthBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x394, Size: 0x1]
float CSMDepthBias_Override;//[Offset: 0x398, Size: 0x4]
CustomPrimitiveData CustomPrimitiveData;//[Offset: 0x3a0, Size: 0x10]
CustomPrimitiveData CustomPrimitiveDataInternal;//[Offset: 0x3b0, Size: 0x10]
int TranslucencySortPriority;//[Offset: 0x3c0, Size: 0x4]
int VisibilityId;//[Offset: 0x3c4, Size: 0x4]
RuntimeVirtualTexture*[] RuntimeVirtualTextures;//[Offset: 0x3c8, Size: 0x10]
int8 VirtualTextureLodBias;//[Offset: 0x3d8, Size: 0x1]
int8 VirtualTextureCullMips;//[Offset: 0x3d9, Size: 0x1]
int8 VirtualTextureMinCoverage;//[Offset: 0x3da, Size: 0x1]
enum VirtualTextureRenderPassType;//[Offset: 0x3db, Size: 0x1]
float LpvBiasMultiplier;//[Offset: 0x3e0, Size: 0x4]
float BoundsScale;//[Offset: 0x3f4, Size: 0x4]
Actor*[] MoveIgnoreActors;//[Offset: 0x408, Size: 0x10]
PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x418, Size: 0x10]
BodyInstance BodyInstance;//[Offset: 0x438, Size: 0x130]
delegate OnComponentHit;//[Offset: 0x568, Size: 0x1]
delegate OnComponentBeginOverlap;//[Offset: 0x569, Size: 0x1]
delegate OnComponentEndOverlap;//[Offset: 0x56a, Size: 0x1]
delegate OnComponentWake;//[Offset: 0x56b, Size: 0x1]
delegate OnComponentSleep;//[Offset: 0x56c, Size: 0x1]
delegate OnBeginCursorOver;//[Offset: 0x56e, Size: 0x1]
delegate OnEndCursorOver;//[Offset: 0x56f, Size: 0x1]
delegate OnClicked;//[Offset: 0x570, Size: 0x1]
delegate OnReleased;//[Offset: 0x571, Size: 0x1]
delegate OnInputTouchBegin;//[Offset: 0x572, Size: 0x1]
delegate OnInputTouchEnd;//[Offset: 0x573, Size: 0x1]
delegate OnInputTouchEnter;//[Offset: 0x574, Size: 0x1]
delegate OnInputTouchLeave;//[Offset: 0x575, Size: 0x1]
PrimitiveComponent* LODParentPrimitive;//[Offset: 0x590, Size: 0x8]
bool WasRecentlyRendered(float Tolerance);// 0x8eb6cbc
void WakeRigidBody(FName BoneName);// 0x8eb35b4
void WakeAllRigidBodies();// 0x8eb1148
void SetWriteGBufferStencil(bool bValue);// 0x8eb1b2c
void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);//
0x8eb59d0
void SetUseCCD(bool InUseCCD, FName BoneName);// 0x8eb07cc
void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x8eb2edc
void SetSingleSampleShadowFromStationaryLights(bool
bNewSingleSampleShadowFromStationaryLights);// 0x8eb2f84
void SetSimulatePhysics(bool bSimulate);// 0x8eb5918
void SetRenderMainPassStencil(bool bValue);// 0x8eb192c
void SetRenderInMainPass(bool bValue);// 0x8eb187c
void SetRenderCustomDepth(bool bValue);// 0x8eb1d2c
void SetReceivesDecals(bool bNewReceivesDecals);// 0x8eb2e2c
void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x8eb0478
void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool
bAddToCurrent, FName BoneName);// 0x8eb3a58
void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool
bAddToCurrent, FName BoneName);// 0x8eb3b94
void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent,
FName BoneName);// 0x8eb3ce0
void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName
BoneName);// 0x8eb44e0
void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent,
FName BoneName);// 0x8eb3f88
void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent,
FName BoneName);// 0x8eb3e2c
void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName
BoneName);// 0x8eb40cc
void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x8eb33a4
void SetOverrideDepthBiasValue(float Value);// 0x8eb1724
void SetOverrideDepthBias(bool bValue);// 0x8eb17cc
void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x8eb32f4
void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);//
0x8eb3454
void SetMaterialByName(FName MaterialSlotName, MaterialInterface*
Material);// 0x8eb5ee8
void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x8eb5fe0
void SetMassScale(FName BoneName, float InMassScale);// 0x8eb0d7c
void SetMassOverrideInKg(FName BoneName, float MassInKg, bool
bOverrideMass);// 0x8eb0ac4
void SetMainPassStencilValue(int Value);// 0x8eb19dc
void SetLinearDamping(float InDamping);// 0x8eb0fa0
void SetLightingChannels(bool bChannel0, bool bChannel1, bool bChannel2);//
0x8eb6d70
void SetLightAttachmentsAsGroup(bool bInLightAttachmentsAsGroup);// 0x8eb30e4
void SetGenerateOverlapEvents(bool bInGenerateOverlapEvents);// 0x8eb6eb8
void SetGBufferStencilValue(int Value);// 0x8eb1a84
void SetExcludeFromLightAttachmentGroup(bool
bInExcludeFromLightAttachmentGroup);// 0x8eb3034
void SetEnableGravity(bool bGravityEnabled);// 0x8eb1090
void SetCustomPrimitiveDataVector4(int DataIndex, Vector4 Value);// 0x8eb6568
void SetCustomPrimitiveDataVector3(int DataIndex, Vector Value);// 0x8eb665c
void SetCustomPrimitiveDataVector2(int DataIndex, Vector2D Value);//
0x8eb674c
void SetCustomPrimitiveDataFloat(int DataIndex, float Value);// 0x8eb6838
void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x8eb1bdc
void SetCustomDepthStencilValue(int Value);// 0x8eb1c84
void SetCullDistance(float NewCullDistance);// 0x8eb03d0
void SetConstraintMode(byte ConstraintMode);// 0x8eb5868
void SetCollisionResponseToChannel(byte Channel, byte NewResponse);//
0x8eb05d8
void SetCollisionResponseToAllChannels(byte NewResponse);// 0x8eb0528
void SetCollisionProfileName(FName InCollisionProfileName, bool
bUpdateOverlaps);// 0x8eb2c78
void SetCollisionObjectType(byte Channel);// 0x8eb2b94
void SetCollisionEnabled(byte NewType);// 0x8eb2d7c
void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x8eb3664
void SetCastShadow(bool NewCastShadow);// 0x8eb3244
void SetCastInsetShadow(bool bInCastInsetShadow);// 0x8eb3194
void SetBoundsScale(float NewBoundsScale);// 0x8eb6194
void SetAngularDamping(float InDamping);// 0x8eb0eb4
void SetAllUseCCD(bool InUseCCD);// 0x8eb0714
void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);//
0x8eb4228
void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool
bAddToCurrent);// 0x8eb1164
void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool
bAddToCurrent);// 0x8eb1268
void SetAllMassScale(float InMassScale);// 0x8eb0c14
Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);//
0x8eb08c4
void PutRigidBodyToSleep(FName BoneName);// 0x8eb350c
bool K2_SphereTraceComponent(Vector TraceStart, Vector TraceEnd, float
SphereRadius, bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, out
Vector HitLocation, out Vector HitNormal, out FName BoneName, out HitResult
OutHit);// 0x8eb24a0
bool K2_SphereOverlapComponent(Vector InSphereCentre, float InSphereRadius,
bool bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, out Vector
HitLocation, out Vector HitNormal, out FName BoneName, out HitResult OutHit);//
0x8eb1ddc
bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool
bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, out Vector HitLocation,
out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x8eb2840
bool K2_IsQueryCollisionEnabled();// 0x8eb14d0
bool K2_IsPhysicsCollisionEnabled();// 0x8eb1488
bool K2_IsCollisionEnabled();// 0x8eb1518
bool K2_BoxOverlapComponent(Vector InBoxCentre, const Box InBox, bool
bTraceComplex, bool bShowTrace, bool bPersistentShowTrace, out Vector HitLocation,
out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x8eb2134
bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x8eb64b4
bool IsOverlappingActor(const Actor* Other);// 0x8eb6400
bool IsGravityEnabled();// 0x8eb1050
bool IsAnyRigidBodyAwake();// 0x8eb06d4
void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool
bShouldIgnore);// 0x8eb6a04
void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x8eb6bc0
WalkableSlopeOverride GetWalkableSlopeOverride();// 0x8eb5a98
Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);//
0x8eb432c
Vector GetPhysicsLinearVelocity(FName BoneName);// 0x8eb442c
Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x8eb380c
Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x8eb38c0
Vector GetPhysicsAngularVelocity(FName BoneName);// 0x8eb398c
void GetOverlappingComponents(out PrimitiveComponent*[]
OutOverlappingComponents);// 0x8eb623c
void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor
ClassFilter);// 0x8eb62fc
int GetNumMaterials();// 0x8eb16e8
MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int
SectionIndex);// 0x8eb5ad0
MaterialInterface* GetMaterial(int ElementIndex);// 0x8eb60dc
float GetMassScale(FName BoneName);// 0x8eb0cc4
float GetMass();// 0x8eb0a88
float GetLinearDamping();// 0x8eb0f64
Vector GetInertiaTensor(FName BoneName);// 0x8eb09cc
bool GetGenerateOverlapEvents();// 0x8eb6f68
byte GetCollisionResponseToChannel(byte Channel);// 0x8eb13d0
FName GetCollisionProfileName();// 0x8eb2c44
byte GetCollisionObjectType();// 0x8eb1394
byte GetCollisionEnabled();// 0x8eb155c
float GetClosestPointOnCollision(out const Vector Point, out Vector
OutPointOnBody, FName BoneName);// 0x8eb1598
Vector GetCenterOfMass(FName BoneName);// 0x8eb3758
float GetAngularDamping();// 0x8eb0e78
MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex,
MaterialInterface* SourceMaterial, FName OptionalName);// 0x8eb5be0
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int
ElementIndex, MaterialInterface* Parent);// 0x8eb5d2c
MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int
ElementIndex);// 0x8eb5e30
PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x8eb6958
Actor*[] CopyArrayOfMoveIgnoreActors();// 0x8eb6b14
void ClearMoveIgnoreComponents();// 0x8eb692c
void ClearMoveIgnoreActors();// 0x8eb6b00
bool CanCharacterStepUp(Pawn* Pawn);// 0x8eb0314
void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);//
0x8eb478c
void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);//
0x8eb4624
void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x8eb48dc
void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte
Falloff, bool bVelChange);// 0x8eb4fe8
void AddRadialForce(Vector Origin, float Radius, float Strength, byte
Falloff, bool bAccelChange);// 0x8eb4a2c
void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);//
0x8eb51cc
void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x8eb5718
void AddForceAtLocationLocal(Vector Force, Vector Location, FName
BoneName);// 0x8eb4c10
void AddForceAtLocation(Vector Force, Vector Location, FName BoneName);//
0x8eb4d54
void AddForce(Vector Force, FName BoneName, bool bAccelChange);// 0x8eb4e98
void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool
bVelChange);// 0x8eb5478
void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool
bVelChange);// 0x8eb5310
void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);//
0x8eb55c8

--------------------------------
Class: WalkableSlopeOverride
byte WalkableSlopeBehavior;//[Offset: 0x0, Size: 0x1]
float WalkableSlopeAngle;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: ReflectionCapture.Actor.Object
ReflectionCaptureComponent* CaptureComponent;//[Offset: 0x238, Size: 0x8]

--------------------------------
Class: ReflectionCaptureComponent.SceneComponent.ActorComponent.Object
BillboardComponent* CaptureOffsetComponent;//[Offset: 0x328, Size: 0x8]
enum ReflectionSourceType;//[Offset: 0x330, Size: 0x1]
TextureCube* Cubemap;//[Offset: 0x338, Size: 0x8]
float SourceCubemapAngle;//[Offset: 0x340, Size: 0x4]
float Brightness;//[Offset: 0x344, Size: 0x4]
Vector CaptureOffset;//[Offset: 0x348, Size: 0xc]
Guid MapBuildDataId;//[Offset: 0x354, Size: 0x10]
float Saturation;//[Offset: 0x364, Size: 0x4]
float Hue;//[Offset: 0x368, Size: 0x4]
bool CullByStencil;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x36c, Size: 0x1]

--------------------------------
Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Texture2D* Sprite;//[Offset: 0x598, Size: 0x8]
bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5a0, Size: 0x1]
float ScreenSize;//[Offset: 0x5a4, Size: 0x4]
float U;//[Offset: 0x5a8, Size: 0x4]
float UL;//[Offset: 0x5ac, Size: 0x4]
float V;//[Offset: 0x5b0, Size: 0x4]
float VL;//[Offset: 0x5b4, Size: 0x4]
void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x8d2d568
void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int
NewVL);// 0x8d2d390
void SetSprite(Texture2D* NewSprite);// 0x8d2d6f4

--------------------------------
Class: Texture2D.Texture.StreamableRenderAsset.Object
int LevelIndex;//[Offset: 0xb8, Size: 0x4]
int FirstResourceMemMip;//[Offset: 0xbc, Size: 0x4]
bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0xc0, Size: 0x1]
byte AddressX;//[Offset: 0xc1, Size: 0x1]
byte AddressY;//[Offset: 0xc2, Size: 0x1]
IntPoint ImportedSize;//[Offset: 0xc4, Size: 0x8]
int Blueprint_GetSizeY();// 0x8f1512c
int Blueprint_GetSizeX();// 0x8f15160

--------------------------------
Class: Texture.StreamableRenderAsset.Object
Guid LightingGuid;//[Offset: 0x48, Size: 0x10]
int LODBias;//[Offset: 0x58, Size: 0x4]
byte CompressionSettings;//[Offset: 0x5c, Size: 0x1]
byte Filter;//[Offset: 0x5d, Size: 0x1]
enum MipLoadOptions;//[Offset: 0x5e, Size: 0x1]
byte LODGroup;//[Offset: 0x5f, Size: 0x1]
bool SRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size:
0x1]
bool bNoTiling;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60,
Size: 0x1]
bool VirtualTextureStreaming;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x60, Size: 0x1]
bool CompressionYCoCg;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x60, Size: 0x1]
bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x62, Size: 0x1]
AssetUserData*[] AssetUserData;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: StreamableRenderAsset.Object
double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0x28, Size: 0x8]
int NumCinematicMipLevels;//[Offset: 0x30, Size: 0x4]
int StreamingIndex;//[Offset: 0x34, Size: 0x4]
int CachedCombinedLODBias;//[Offset: 0x38, Size: 0x4]
byte CachedNumResidentLODs;//[Offset: 0x3c, Size: 0x1]
bool bCachedReadyForStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x3d, Size: 0x1]
bool NeverStream;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3d,
Size: 0x1]
bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x3d, Size: 0x1]
bool bIsStreamable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3d,
Size: 0x1]
bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x3d, Size: 0x1]
bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x3d, Size: 0x1]
bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x3d, Size: 0x1]
bool bUseCinematicMipLevels;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x3d, Size: 0x1]

--------------------------------
Class: Guid
int A;//[Offset: 0x0, Size: 0x4]
int B;//[Offset: 0x4, Size: 0x4]
int C;//[Offset: 0x8, Size: 0x4]
int D;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: IntPoint
int X;//[Offset: 0x0, Size: 0x4]
int Y;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: AssetUserData.Object

--------------------------------
Class: TextureCube.Texture.StreamableRenderAsset.Object

--------------------------------
Class: LightingChannels
bool bChannel0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bChannel1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0,
Size: 0x1]
bool bChannel2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0,
Size: 0x1]

--------------------------------
Class: CustomPrimitiveData
float[] Data;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: BodySetup.Object
KAggregateGeom AggGeom;//[Offset: 0x28, Size: 0x58]
FName BoneName;//[Offset: 0x80, Size: 0x8]
byte PhysicsType;//[Offset: 0x88, Size: 0x1]
bool bAlwaysFullAnimWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x89, Size: 0x1]
bool bConsiderForBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x89, Size: 0x1]
bool bMeshCollideAll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x89, Size: 0x1]
bool bDoubleSidedGeometry;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x89, Size: 0x1]
bool bGenerateNonMirroredCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x89, Size: 0x1]
bool bSharedCookedData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x89, Size: 0x1]
bool bGenerateMirroredCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x89, Size: 0x1]
bool bSupportUVsAndFaceRemap;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x89, Size: 0x1]
byte CollisionReponse;//[Offset: 0x8b, Size: 0x1]
byte CollisionTraceFlag;//[Offset: 0x8c, Size: 0x1]
PhysicalMaterial* PhysMaterial;//[Offset: 0x90, Size: 0x8]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x98, Size: 0x10]
BodyInstance DefaultInstance;//[Offset: 0x120, Size: 0x130]
Vector BuildScale3D;//[Offset: 0x258, Size: 0xc]

--------------------------------
Class: KAggregateGeom
KSphereElem[] SphereElems;//[Offset: 0x0, Size: 0x10]
KBoxElem[] BoxElems;//[Offset: 0x10, Size: 0x10]
KSphylElem[] SphylElems;//[Offset: 0x20, Size: 0x10]
KConvexElem[] ConvexElems;//[Offset: 0x30, Size: 0x10]
KTaperedCapsuleElem[] TaperedCapsuleElems;//[Offset: 0x40, Size: 0x10]

--------------------------------
Class: KSphereElem.KShapeElem
Vector Center;//[Offset: 0x30, Size: 0xc]
float Radius;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: KShapeElem
float RestOffset;//[Offset: 0x8, Size: 0x4]
FName Name;//[Offset: 0xc, Size: 0x8]
bool bContributeToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x18, Size: 0x1]

--------------------------------
Class: KBoxElem.KShapeElem
Vector Center;//[Offset: 0x30, Size: 0xc]
Rotator Rotation;//[Offset: 0x3c, Size: 0xc]
float X;//[Offset: 0x48, Size: 0x4]
float Y;//[Offset: 0x4c, Size: 0x4]
float Z;//[Offset: 0x50, Size: 0x4]

--------------------------------
Class: KSphylElem.KShapeElem
Vector Center;//[Offset: 0x30, Size: 0xc]
Rotator Rotation;//[Offset: 0x3c, Size: 0xc]
float Radius;//[Offset: 0x48, Size: 0x4]
float Length;//[Offset: 0x4c, Size: 0x4]

--------------------------------
Class: KConvexElem.KShapeElem
Vector[] VertexData;//[Offset: 0x30, Size: 0x10]
int[] IndexData;//[Offset: 0x40, Size: 0x10]
Box ElemBox;//[Offset: 0x50, Size: 0x1c]
Transform Transform;//[Offset: 0x70, Size: 0x30]

--------------------------------
Class: Box
Vector Min;//[Offset: 0x0, Size: 0xc]
Vector Max;//[Offset: 0xc, Size: 0xc]
byte IsValid;//[Offset: 0x18, Size: 0x1]

--------------------------------
Class: Transform
Quat Rotation;//[Offset: 0x0, Size: 0x10]
Vector Translation;//[Offset: 0x10, Size: 0xc]
Vector Scale3D;//[Offset: 0x1c, Size: 0xc]

--------------------------------
Class: Quat
float X;//[Offset: 0x0, Size: 0x4]
float Y;//[Offset: 0x4, Size: 0x4]
float Z;//[Offset: 0x8, Size: 0x4]
float W;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: KTaperedCapsuleElem.KShapeElem
Vector Center;//[Offset: 0x30, Size: 0xc]
Rotator Rotation;//[Offset: 0x3c, Size: 0xc]
float Radius0;//[Offset: 0x48, Size: 0x4]
float Radius1;//[Offset: 0x4c, Size: 0x4]
float Length;//[Offset: 0x50, Size: 0x4]

--------------------------------
Class: PhysicalMaterial.Object
float Friction;//[Offset: 0x28, Size: 0x4]
byte FrictionCombineMode;//[Offset: 0x2c, Size: 0x1]
bool bOverrideFrictionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d, Size: 0x1]
float Restitution;//[Offset: 0x30, Size: 0x4]
byte RestitutionCombineMode;//[Offset: 0x34, Size: 0x1]
bool bOverrideRestitutionCombineMode;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x35, Size: 0x1]
float Density;//[Offset: 0x38, Size: 0x4]
float RaiseMassToPower;//[Offset: 0x3c, Size: 0x4]
float DestructibleDamageThresholdScale;//[Offset: 0x40, Size: 0x4]
PhysicalMaterialPropertyBase* PhysicalMaterialProperty;//[Offset: 0x48, Size:
0x8]
byte SurfaceType;//[Offset: 0x50, Size: 0x1]
float TireFrictionScale;//[Offset: 0x54, Size: 0x4]
TireFrictionScalePair[] TireFrictionScales;//[Offset: 0x58, Size: 0x10]

--------------------------------
Class: PhysicalMaterialPropertyBase.Object

--------------------------------
Class: TireFrictionScalePair
TireType* TireType;//[Offset: 0x0, Size: 0x8]
float FrictionScale;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: TireType.DataAsset.Object
float FrictionScale;//[Offset: 0x30, Size: 0x4]

--------------------------------
Class: DataAsset.Object
class DataAsset* NativeClass;//[Offset: 0x28, Size: 0x8]
--------------------------------
Class: BodyInstance
byte ObjectType;//[Offset: 0x6, Size: 0x1]
byte CollisionEnabled;//[Offset: 0x8, Size: 0x1]
enum SleepFamily;//[Offset: 0xa, Size: 0x1]
byte DOFMode;//[Offset: 0xb, Size: 0x1]
bool bUseCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size:
0x1]
bool bIgnoreAnalyticCollisions;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xc, Size: 0x1]
bool bNotifyRigidBodyCollision;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xc, Size: 0x1]
bool bSimulatePhysics;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xc, Size: 0x1]
bool bOverrideMass;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xc, Size: 0x1]
bool bEnableGravity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0xc, Size: 0x1]
bool bAutoWeld;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xc,
Size: 0x1]
bool bStartAwake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd,
Size: 0x1]
bool bGenerateWakeEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xd, Size: 0x1]
bool bUpdateMassWhenScaleChanges;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xd, Size: 0x1]
bool bLockTranslation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xd, Size: 0x1]
bool bLockRotation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xd, Size: 0x1]
bool bLockXTranslation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xd, Size: 0x1]
bool bLockYTranslation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0xd, Size: 0x1]
bool bLockZTranslation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xd, Size: 0x1]
bool bLockXRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe,
Size: 0x1]
bool bLockYRotation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe,
Size: 0x1]
bool bLockZRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe,
Size: 0x1]
bool bOverrideMaxAngularVelocity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xe, Size: 0x1]
bool bOverrideMaxDepenetrationVelocity;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xe, Size: 0x1]
bool bOverrideWalkableSlopeOnInstance;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xe, Size: 0x1]
bool bInterpolateWhenSubStepping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xf, Size: 0x1]
FName CollisionProfileName;//[Offset: 0x1c, Size: 0x8]
byte PositionSolverIterationCount;//[Offset: 0x24, Size: 0x1]
byte VelocitySolverIterationCount;//[Offset: 0x25, Size: 0x1]
CollisionResponse CollisionResponses;//[Offset: 0x28, Size: 0x30]
float MaxDepenetrationVelocity;//[Offset: 0x58, Size: 0x4]
float MassInKgOverride;//[Offset: 0x5c, Size: 0x4]
float LinearDamping;//[Offset: 0x68, Size: 0x4]
float AngularDamping;//[Offset: 0x6c, Size: 0x4]
Vector CustomDOFPlaneNormal;//[Offset: 0x70, Size: 0xc]
Vector COMNudge;//[Offset: 0x7c, Size: 0xc]
float MassScale;//[Offset: 0x88, Size: 0x4]
Vector InertiaTensorScale;//[Offset: 0x8c, Size: 0xc]
WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0xa8, Size: 0x10]
PhysicalMaterial* PhysMaterialOverride;//[Offset: 0xb8, Size: 0x8]
float MaxAngularVelocity;//[Offset: 0xc0, Size: 0x4]
float CustomSleepThresholdMultiplier;//[Offset: 0xc4, Size: 0x4]
float StabilizationThresholdMultiplier;//[Offset: 0xc8, Size: 0x4]
float PhysicsBlendWeight;//[Offset: 0xcc, Size: 0x4]

--------------------------------
Class: CollisionResponse
CollisionResponseContainer ResponseToChannels;//[Offset: 0x0, Size: 0x20]
ResponseChannel[] ResponseArray;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: CollisionResponseContainer
byte WorldStatic;//[Offset: 0x0, Size: 0x1]
byte WorldDynamic;//[Offset: 0x1, Size: 0x1]
byte Pawn;//[Offset: 0x2, Size: 0x1]
byte Visibility;//[Offset: 0x3, Size: 0x1]
byte Camera;//[Offset: 0x4, Size: 0x1]
byte PhysicsBody;//[Offset: 0x5, Size: 0x1]
byte Vehicle;//[Offset: 0x6, Size: 0x1]
byte Destructible;//[Offset: 0x7, Size: 0x1]
byte EngineTraceChannel1;//[Offset: 0x8, Size: 0x1]
byte EngineTraceChannel2;//[Offset: 0x9, Size: 0x1]
byte EngineTraceChannel3;//[Offset: 0xa, Size: 0x1]
byte EngineTraceChannel4;//[Offset: 0xb, Size: 0x1]
byte EngineTraceChannel5;//[Offset: 0xc, Size: 0x1]
byte EngineTraceChannel6;//[Offset: 0xd, Size: 0x1]
byte GameTraceChannel1;//[Offset: 0xe, Size: 0x1]
byte GameTraceChannel2;//[Offset: 0xf, Size: 0x1]
byte GameTraceChannel3;//[Offset: 0x10, Size: 0x1]
byte GameTraceChannel4;//[Offset: 0x11, Size: 0x1]
byte GameTraceChannel5;//[Offset: 0x12, Size: 0x1]
byte GameTraceChannel6;//[Offset: 0x13, Size: 0x1]
byte GameTraceChannel7;//[Offset: 0x14, Size: 0x1]
byte GameTraceChannel8;//[Offset: 0x15, Size: 0x1]
byte GameTraceChannel9;//[Offset: 0x16, Size: 0x1]
byte GameTraceChannel10;//[Offset: 0x17, Size: 0x1]
byte GameTraceChannel11;//[Offset: 0x18, Size: 0x1]
byte GameTraceChannel12;//[Offset: 0x19, Size: 0x1]
byte GameTraceChannel13;//[Offset: 0x1a, Size: 0x1]
byte GameTraceChannel14;//[Offset: 0x1b, Size: 0x1]
byte GameTraceChannel15;//[Offset: 0x1c, Size: 0x1]
byte GameTraceChannel16;//[Offset: 0x1d, Size: 0x1]
byte GameTraceChannel17;//[Offset: 0x1e, Size: 0x1]
byte GameTraceChannel18;//[Offset: 0x1f, Size: 0x1]

--------------------------------
Class: ResponseChannel
FName Channel;//[Offset: 0x0, Size: 0x8]
byte Response;//[Offset: 0x8, Size: 0x1]

--------------------------------
Class: MaterialInterface.Object
SubsurfaceProfile* SubsurfaceProfile;//[Offset: 0x38, Size: 0x8]
int TranslucencySortPriority;//[Offset: 0x44, Size: 0x4]
int PerSectionMultipassDrawCount;//[Offset: 0x4c, Size: 0x4]
MaterialInterface* PerSectionMultipassMaterial;//[Offset: 0x50, Size: 0x8]
bool bSupportMobileDynamicPointLight;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x58, Size: 0x1]
LightmassMaterialInterfaceSettings LightmassSettings;//[Offset: 0x70, Size:
0x10]
MaterialTextureInfo[] TextureStreamingData;//[Offset: 0x80, Size: 0x10]
AssetUserData*[] AssetUserData;//[Offset: 0x90, Size: 0x10]
bool bNeverUseInStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xa4, Size: 0x1]
void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident,
bool bForceMiplevelsToBeResidentValue, float ForceDuration, int
CinematicTextureGroups, bool bFastResponse);// 0x8e60738
PhysicalMaterialMask* GetPhysicalMaterialMask();// 0x8e60b18
PhysicalMaterial* GetPhysicalMaterialFromMap(int Index);// 0x8e60a60
PhysicalMaterial* GetPhysicalMaterial();// 0x8e60b54
MaterialParameterInfo GetParameterInfo(byte Association, FName ParameterName,
MaterialFunctionInterface* LayerFunction);// 0x8e6091c
Material* GetBaseMaterial();// 0x8e60b90

--------------------------------
Class: PhysicalMaterialMask.Object
int UVChannelIndex;//[Offset: 0x28, Size: 0x4]
byte AddressX;//[Offset: 0x2c, Size: 0x1]
byte AddressY;//[Offset: 0x2d, Size: 0x1]

--------------------------------
Class: MaterialFunctionInterface.Object
Guid StateId;//[Offset: 0x28, Size: 0x10]
enum MaterialFunctionUsage;//[Offset: 0x38, Size: 0x1]

--------------------------------
Class: MaterialParameterInfo
FName Name;//[Offset: 0x0, Size: 0x8]
byte Association;//[Offset: 0x8, Size: 0x1]
int Index;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: Material.MaterialInterface.Object
PhysicalMaterial* PhysMaterial;//[Offset: 0xa8, Size: 0x8]
PhysicalMaterialMask* PhysMaterialMask;//[Offset: 0xb0, Size: 0x8]
PhysicalMaterial* PhysicalMaterialMap;//[Offset: 0xb8, Size: 0x8]
ScalarMaterialInput Metallic;//[Offset: 0xf8, Size: 0xc]
ScalarMaterialInput Specular;//[Offset: 0x10c, Size: 0xc]
ScalarMaterialInput Anisotropy;//[Offset: 0x120, Size: 0xc]
VectorMaterialInput Normal;//[Offset: 0x134, Size: 0xc]
VectorMaterialInput Tangent;//[Offset: 0x148, Size: 0xc]
ColorMaterialInput EmissiveColor;//[Offset: 0x15c, Size: 0xc]
byte MaterialDomain;//[Offset: 0x170, Size: 0x1]
byte BlendMode;//[Offset: 0x171, Size: 0x1]
byte DecalBlendMode;//[Offset: 0x172, Size: 0x1]
byte MaterialDecalResponse;//[Offset: 0x173, Size: 0x1]
byte ShadingModel;//[Offset: 0x174, Size: 0x1]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x175, Size: 0x1]
MaterialShadingModelField ShadingModels;//[Offset: 0x176, Size: 0x2]
float OpacityMaskClipValue;//[Offset: 0x178, Size: 0x4]
VectorMaterialInput WorldPositionOffset;//[Offset: 0x17c, Size: 0xc]
ScalarMaterialInput Refraction;//[Offset: 0x190, Size: 0xc]
MaterialAttributesInput MaterialAttributes;//[Offset: 0x1a4, Size: 0x10]
ScalarMaterialInput PixelDepthOffset;//[Offset: 0x1bc, Size: 0xc]
ShadingModelMaterialInput ShadingModelFromMaterialExpression;//[Offset:
0x1d0, Size: 0xc]
bool bEnableSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1e4, Size: 0x1]
bool bEnableResponsiveAA;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1e4, Size: 0x1]
bool bScreenSpaceReflections;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x1e4, Size: 0x1]
bool bContactShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x1e4, Size: 0x1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1e4,
Size: 0x1]
bool bAllowTwosidedFallback;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x1e4, Size: 0x1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x1e4, Size: 0x1]
bool DitherOpacityMask;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x1e4, Size: 0x1]
bool bAllowNegativeEmissiveColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1e5, Size: 0x1]
byte TranslucencyLightingMode;//[Offset: 0x1e6, Size: 0x1]
bool bEnableMobileSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x1e7, Size: 0x1]
int NumCustomizedUVs;//[Offset: 0x1e8, Size: 0x4]
float TranslucencyDirectionalLightingIntensity;//[Offset: 0x1ec, Size: 0x4]
float TranslucentShadowDensityScale;//[Offset: 0x1f0, Size: 0x4]
float TranslucentSelfShadowDensityScale;//[Offset: 0x1f4, Size: 0x4]
float TranslucentSelfShadowSecondDensityScale;//[Offset: 0x1f8, Size: 0x4]
float TranslucentSelfShadowSecondOpacity;//[Offset: 0x1fc, Size: 0x4]
float TranslucentBackscatteringExponent;//[Offset: 0x200, Size: 0x4]
LinearColor TranslucentMultipleScatteringExtinction;//[Offset: 0x204, Size:
0x10]
float TranslucentShadowStartOffset;//[Offset: 0x214, Size: 0x4]
bool bDisableDepthTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x218, Size: 0x1]
bool bWriteOnlyAlpha;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x218, Size: 0x1]
bool bGenerateSphericalParticleNormals;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x218, Size: 0x1]
bool bTangentSpaceNormal;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x218, Size: 0x1]
bool bUseEmissiveForDynamicAreaLighting;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x218, Size: 0x1]
bool bBlockGI;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x218,
Size: 0x1]
bool bUsedAsSpecialEngineMaterial;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x218, Size: 0x1]
bool bUsedWithSkeletalMesh;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x218, Size: 0x1]
bool bUsedWithEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x219, Size: 0x1]
bool bUsedWithParticleSprites;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x219, Size: 0x1]
bool bUsedWithBeamTrails;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x219, Size: 0x1]
bool bUsedWithMeshParticles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x219, Size: 0x1]
bool bUsedWithNiagaraSprites;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x219, Size: 0x1]
bool bUsedWithNiagaraRibbons;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x219, Size: 0x1]
bool bUsedWithNiagaraMeshParticles;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x219, Size: 0x1]
bool bUsedWithGeometryCache;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x219, Size: 0x1]
bool bUsedWithStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x21a, Size: 0x1]
bool bUsedWithMorphTargets;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x21a, Size: 0x1]
bool bUsedWithSplineMeshes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x21a, Size: 0x1]
bool bUsedWithInstancedStaticMeshes;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x21a, Size: 0x1]
bool bUsedWithGeometryCollections;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x21a, Size: 0x1]
bool bUsesDistortion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x21a, Size: 0x1]
bool bUsedWithClothing;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x21a, Size: 0x1]
bool bUsedWithWater;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x21a, Size: 0x1]
bool bUsedWithHairStrands;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x21b, Size: 0x1]
bool bUsedWithLidarPointCloud;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x21b, Size: 0x1]
bool bUsedWithUI;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x21b,
Size: 0x1]
bool bAutomaticallySetUsageInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x21b, Size: 0x1]
bool bFullyRough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x21b, Size: 0x1]
bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x21b, Size: 0x1]
bool bIOSMaterialCodeFullPrecision;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x21b, Size: 0x1]
bool bIOSFullPrecision;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x21b, Size: 0x1]
bool bUseLightmapDirectionality;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x21c, Size: 0x1]
bool bUseAlphaToCoverage;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x21c, Size: 0x1]
bool bForwardRenderUsePreintegratedGFForSimpleIBL;//(ByteOffset: 0, ByteMask:
4, FieldMask: 4)[Offset: 0x21c, Size: 0x1]
bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x21c, Size: 0x1]
bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x21c, Size: 0x1]
bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x21c, Size: 0x1]
byte D3D11TessellationMode;//[Offset: 0x21d, Size: 0x1]
bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x21e, Size: 0x1]
bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x21e, Size: 0x1]
bool AllowTranslucentCustomDepthWrites;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x21e, Size: 0x1]
bool Wireframe;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x21e,
Size: 0x1]
byte ShadingRate;//[Offset: 0x21f, Size: 0x1]
bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x220, Size: 0x1]
bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x220,
Size: 0x1]
bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x220, Size: 0x1]
bool bIsFunctionPreviewMaterial;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x220, Size: 0x1]
bool bZWrite;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x220,
Size: 0x1]
byte DepthCompare;//[Offset: 0x221, Size: 0x1]
bool bMainPassStencilWrite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x222, Size: 0x1]
bool bMainPassStencilCompareEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x222, Size: 0x1]
byte MainPassStencilCompare;//[Offset: 0x223, Size: 0x1]
byte MainPassStencilRefValue;//[Offset: 0x224, Size: 0x1]
bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x225, Size: 0x1]
bool bCastRayTracedShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x225, Size: 0x1]
bool bUseTranslucencyVertexFog;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x225, Size: 0x1]
bool bIsSky;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x225, Size:
0x1]
bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x225, Size: 0x1]
bool bOutputTranslucentVelocity;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x225, Size: 0x1]
bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x225, Size: 0x1]
bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x225, Size: 0x1]
byte BlendableLocation;//[Offset: 0x226, Size: 0x1]
bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x227, Size: 0x1]
bool bEnableStencilTest;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x227, Size: 0x1]
byte StencilCompare;//[Offset: 0x228, Size: 0x1]
byte StencilRefValue;//[Offset: 0x229, Size: 0x1]
byte RefractionMode;//[Offset: 0x22a, Size: 0x1]
int BlendablePriority;//[Offset: 0x22c, Size: 0x4]
bool bIsBlendable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x230,
Size: 0x1]
uint32 UsageFlagWarnings;//[Offset: 0x234, Size: 0x4]
float RefractionDepthBias;//[Offset: 0x238, Size: 0x4]
Guid StateId;//[Offset: 0x23c, Size: 0x10]
float MaxDisplacement;//[Offset: 0x24c, Size: 0x4]
bool bUseLightmapPerPixelPerInstance;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x250, Size: 0x1]
MaterialCachedExpressionData CachedExpressionData;//[Offset: 0x2e0, Size:
0x228]

--------------------------------
Class: ScalarMaterialInput.MaterialInput
--------------------------------
Class: MaterialInput
int OutputIndex;//[Offset: 0x0, Size: 0x4]
FName ExpressionName;//[Offset: 0x4, Size: 0x8]

--------------------------------
Class: VectorMaterialInput.MaterialInput

--------------------------------
Class: ColorMaterialInput.MaterialInput

--------------------------------
Class: MaterialShadingModelField
uint16 ShadingModelField;//[Offset: 0x0, Size: 0x2]

--------------------------------
Class: MaterialAttributesInput.ExpressionInput
int PropertyConnectedBitmask;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: ExpressionInput
int OutputIndex;//[Offset: 0x0, Size: 0x4]
FName ExpressionName;//[Offset: 0x4, Size: 0x8]

--------------------------------
Class: ShadingModelMaterialInput.MaterialInput

--------------------------------
Class: LinearColor
float R;//[Offset: 0x0, Size: 0x4]
float G;//[Offset: 0x4, Size: 0x4]
float B;//[Offset: 0x8, Size: 0x4]
float A;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: MaterialCachedExpressionData
MaterialCachedParameters Parameters;//[Offset: 0x0, Size: 0x1a0]
Object*[] ReferencedTextures;//[Offset: 0x1a0, Size: 0x10]
MaterialFunctionInfo[] FunctionInfos;//[Offset: 0x1b0, Size: 0x10]
MaterialParameterCollectionInfo[] ParameterCollectionInfos;//[Offset: 0x1c0,
Size: 0x10]
MaterialFunctionInterface*[] DefaultLayers;//[Offset: 0x1d0, Size: 0x10]
MaterialFunctionInterface*[] DefaultLayerBlends;//[Offset: 0x1e0, Size: 0x10]
LandscapeGrassType*[] GrassTypes;//[Offset: 0x1f0, Size: 0x10]
FName[] DynamicParameterNames;//[Offset: 0x200, Size: 0x10]
bool[] QualityLevelsUsed;//[Offset: 0x210, Size: 0x10]
bool bHasRuntimeVirtualTextureOutput;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x220, Size: 0x1]
bool bHasSceneColor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x220, Size: 0x1]

--------------------------------
Class: MaterialCachedParameters
MaterialCachedParameterEntry Entries;//[Offset: 0x0, Size: 0x40]
float[] ScalarValues;//[Offset: 0x140, Size: 0x10]
LinearColor[] VectorValues;//[Offset: 0x150, Size: 0x10]
Texture*[] TextureValues;//[Offset: 0x160, Size: 0x10]
Font*[] FontValues;//[Offset: 0x170, Size: 0x10]
int[] FontPageValues;//[Offset: 0x180, Size: 0x10]
RuntimeVirtualTexture*[] RuntimeVirtualTextureValues;//[Offset: 0x190, Size:
0x10]

--------------------------------
Class: MaterialCachedParameterEntry
uint64[] NameHashes;//[Offset: 0x0, Size: 0x10]
MaterialParameterInfo[] ParameterInfos;//[Offset: 0x10, Size: 0x10]
Guid[] ExpressionGuids;//[Offset: 0x20, Size: 0x10]
bool[] Overrides;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: Font.Object
enum FontCacheType;//[Offset: 0x30, Size: 0x1]
FontCharacter[] Characters;//[Offset: 0x38, Size: 0x10]
Texture2D*[] Textures;//[Offset: 0x48, Size: 0x10]
int IsRemapped;//[Offset: 0x58, Size: 0x4]
float EmScale;//[Offset: 0x5c, Size: 0x4]
float Ascent;//[Offset: 0x60, Size: 0x4]
float Descent;//[Offset: 0x64, Size: 0x4]
float Leading;//[Offset: 0x68, Size: 0x4]
int Kerning;//[Offset: 0x6c, Size: 0x4]
FontImportOptionsData ImportOptions;//[Offset: 0x70, Size: 0xa8]
int NumCharacters;//[Offset: 0x118, Size: 0x4]
int[] MaxCharHeight;//[Offset: 0x120, Size: 0x10]
float ScalingFactor;//[Offset: 0x130, Size: 0x4]
int LegacyFontSize;//[Offset: 0x134, Size: 0x4]
FName LegacyFontName;//[Offset: 0x138, Size: 0x8]
CompositeFont CompositeFont;//[Offset: 0x140, Size: 0x38]

--------------------------------
Class: FontCharacter
int StartU;//[Offset: 0x0, Size: 0x4]
int StartV;//[Offset: 0x4, Size: 0x4]
int USize;//[Offset: 0x8, Size: 0x4]
int VSize;//[Offset: 0xc, Size: 0x4]
byte TextureIndex;//[Offset: 0x10, Size: 0x1]
int VerticalOffset;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: FontImportOptionsData
FString FontName;//[Offset: 0x0, Size: 0x10]
float Height;//[Offset: 0x10, Size: 0x4]
bool bEnableAntialiasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x14, Size: 0x1]
bool bEnableBold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14,
Size: 0x1]
bool bEnableItalic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14,
Size: 0x1]
bool bEnableUnderline;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x14, Size: 0x1]
bool bAlphaOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x14,
Size: 0x1]
byte CharacterSet;//[Offset: 0x15, Size: 0x1]
FString Chars;//[Offset: 0x18, Size: 0x10]
FString UnicodeRange;//[Offset: 0x28, Size: 0x10]
FString CharsFilePath;//[Offset: 0x38, Size: 0x10]
FString CharsFileWildcard;//[Offset: 0x48, Size: 0x10]
bool bCreatePrintableOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x58, Size: 0x1]
bool bIncludeASCIIRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x58, Size: 0x1]
LinearColor ForegroundColor;//[Offset: 0x5c, Size: 0x10]
bool bEnableDropShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x6c, Size: 0x1]
int TexturePageWidth;//[Offset: 0x70, Size: 0x4]
int TexturePageMaxHeight;//[Offset: 0x74, Size: 0x4]
int XPadding;//[Offset: 0x78, Size: 0x4]
int YPadding;//[Offset: 0x7c, Size: 0x4]
int ExtendBoxTop;//[Offset: 0x80, Size: 0x4]
int ExtendBoxBottom;//[Offset: 0x84, Size: 0x4]
int ExtendBoxRight;//[Offset: 0x88, Size: 0x4]
int ExtendBoxLeft;//[Offset: 0x8c, Size: 0x4]
bool bEnableLegacyMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x90, Size: 0x1]
int Kerning;//[Offset: 0x94, Size: 0x4]
bool bUseDistanceFieldAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x98, Size: 0x1]
int DistanceFieldScaleFactor;//[Offset: 0x9c, Size: 0x4]
float DistanceFieldScanRadiusScale;//[Offset: 0xa0, Size: 0x4]

--------------------------------
Class: CompositeFont
Typeface DefaultTypeface;//[Offset: 0x0, Size: 0x10]
CompositeFallbackFont FallbackTypeface;//[Offset: 0x10, Size: 0x18]
CompositeSubFont[] SubTypefaces;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: Typeface
TypefaceEntry[] Fonts;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: TypefaceEntry
FName Name;//[Offset: 0x0, Size: 0x8]
FontData Font;//[Offset: 0x8, Size: 0x20]

--------------------------------
Class: FontData
FString FontFilename;//[Offset: 0x0, Size: 0x10]
enum Hinting;//[Offset: 0x10, Size: 0x1]
enum LoadingPolicy;//[Offset: 0x11, Size: 0x1]
int SubFaceIndex;//[Offset: 0x14, Size: 0x4]
Object* FontFaceAsset;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: CompositeFallbackFont
Typeface Typeface;//[Offset: 0x0, Size: 0x10]
float ScalingFactor;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: CompositeSubFont.CompositeFallbackFont
Int32Range[] CharacterRanges;//[Offset: 0x18, Size: 0x10]
FString Cultures;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: Int32Range
Int32RangeBound LowerBound;//[Offset: 0x0, Size: 0x8]
Int32RangeBound UpperBound;//[Offset: 0x8, Size: 0x8]
--------------------------------
Class: Int32RangeBound
byte Type;//[Offset: 0x0, Size: 0x1]
int Value;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: RuntimeVirtualTexture.Object
enum MaterialType;//[Offset: 0x28, Size: 0x1]
bool bCompressTextures;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29, Size: 0x1]
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a,
Size: 0x1]
bool bClearTextures;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2b, Size: 0x1]
bool bSinglePhysicalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2c, Size: 0x1]
bool bPrivateSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2d, Size: 0x1]
bool bEnableScalability;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e, Size: 0x1]
int Size;//[Offset: 0x30, Size: 0x4]
int TileCount;//[Offset: 0x34, Size: 0x4]
int TileSize;//[Offset: 0x38, Size: 0x4]
int TileBorderSize;//[Offset: 0x3c, Size: 0x4]
int StreamLowMips;//[Offset: 0x40, Size: 0x4]
RuntimeVirtualTextureStreamingProxy* StreamingTexture;//[Offset: 0x48, Size:
0x8]
bool bEnableCompressCrunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x50, Size: 0x1]
int RemoveLowMips;//[Offset: 0x54, Size: 0x4]
int GetTileSize();// 0x8ec5048
int GetTileCount();// 0x8ec507c
int GetTileBorderSize();// 0x8ec5018
int GetSize();// 0x8ec50b0

--------------------------------
Class:
RuntimeVirtualTextureStreamingProxy.Texture2D.Texture.StreamableRenderAsset.Object
VirtualTextureBuildSettings Settings;//[Offset: 0xf0, Size: 0xc]
bool bSinglePhysicalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfc, Size: 0x1]
uint32 BuildHash;//[Offset: 0x100, Size: 0x4]

--------------------------------
Class: VirtualTextureBuildSettings
int TileSize;//[Offset: 0x0, Size: 0x4]
int TileBorderSize;//[Offset: 0x4, Size: 0x4]
bool bEnableCompressCrunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8, Size: 0x1]
bool bEnableCompressZlib;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9, Size: 0x1]

--------------------------------
Class: MaterialFunctionInfo
Guid StateId;//[Offset: 0x0, Size: 0x10]
MaterialFunctionInterface* Function;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: MaterialParameterCollectionInfo
Guid StateId;//[Offset: 0x0, Size: 0x10]
MaterialParameterCollection* ParameterCollection;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: MaterialParameterCollection.Object
Guid StateId;//[Offset: 0x28, Size: 0x10]
CollectionScalarParameter[] ScalarParameters;//[Offset: 0x38, Size: 0x10]
CollectionVectorParameter[] VectorParameters;//[Offset: 0x48, Size: 0x10]

--------------------------------
Class: CollectionScalarParameter.CollectionParameterBase
float DefaultValue;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: CollectionParameterBase
FName ParameterName;//[Offset: 0x0, Size: 0x8]
Guid ID;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: CollectionVectorParameter.CollectionParameterBase
LinearColor DefaultValue;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: LandscapeGrassType.Object
GrassVariety[] GrassVarieties;//[Offset: 0x28, Size: 0x10]
bool bEnableDensityScaling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38, Size: 0x1]
StaticMesh* GrassMesh;//[Offset: 0x40, Size: 0x8]
float GrassDensity;//[Offset: 0x48, Size: 0x4]
float PlacementJitter;//[Offset: 0x4c, Size: 0x4]
int StartCullDistance;//[Offset: 0x50, Size: 0x4]
int EndCullDistance;//[Offset: 0x54, Size: 0x4]
bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x58, Size: 0x1]
bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x59, Size: 0x1]

--------------------------------
Class: GrassVariety
StaticMesh* GrassMesh;//[Offset: 0x0, Size: 0x8]
PerPlatformFloat GrassDensity;//[Offset: 0x8, Size: 0x4]
bool bUseGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc,
Size: 0x1]
float PlacementJitter;//[Offset: 0x10, Size: 0x4]
PerPlatformInt StartCullDistance;//[Offset: 0x14, Size: 0x4]
PerPlatformInt EndCullDistance;//[Offset: 0x18, Size: 0x4]
int MinLOD;//[Offset: 0x1c, Size: 0x4]
enum Scaling;//[Offset: 0x20, Size: 0x1]
FloatInterval ScaleX;//[Offset: 0x24, Size: 0x8]
FloatInterval ScaleY;//[Offset: 0x2c, Size: 0x8]
FloatInterval ScaleZ;//[Offset: 0x34, Size: 0x8]
bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c, Size: 0x1]
bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3d, Size: 0x1]
bool bUseLandscapeLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e, Size: 0x1]
LightingChannels LightingChannels;//[Offset: 0x3f, Size: 0x1]
bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40, Size: 0x1]
bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x41, Size: 0x1]
bool bKeepInstanceBufferCPUCopy;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x42, Size: 0x1]
bool bUseLightmapPerPixelPerInstance;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x43, Size: 0x1]
int OverrideCVarMinVertsToSplitNode;//[Offset: 0x44, Size: 0x4]

--------------------------------
Class: StaticMesh.StreamableRenderAsset.Object
byte LODGroupAsInt;//[Offset: 0x60, Size: 0x1]
bool bStripLastLODLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x61, Size: 0x1]
byte RuntimeForceMinLOD;//[Offset: 0x62, Size: 0x1]
PerPlatformInt MinLOD;//[Offset: 0x64, Size: 0x4]
float LpvBiasMultiplier;//[Offset: 0x68, Size: 0x4]
StaticMaterial[] StaticMaterials;//[Offset: 0x70, Size: 0x10]
StaticMaterial[] PhysicalMaterialsOverride;//[Offset: 0x80, Size: 0x10]
float LightmapUVDensity;//[Offset: 0x90, Size: 0x4]
int LightMapResolution;//[Offset: 0x94, Size: 0x4]
int LightMapCoordinateIndex;//[Offset: 0x98, Size: 0x4]
bool bForceLODsShareLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9c, Size: 0x1]
LODRange[] LODsShareLightmap;//[Offset: 0xa0, Size: 0x10]
float DistanceFieldSelfShadowBias;//[Offset: 0xb0, Size: 0x4]
float MinScreenSize;//[Offset: 0xb4, Size: 0x4]
BodySetup* BodySetup;//[Offset: 0xb8, Size: 0x8]
BodySetup* AdditionalBodySetup;//[Offset: 0xc0, Size: 0x8]
FString AdditionalCollisionDefaultProfileName;//[Offset: 0xc8, Size: 0x10]
StaticMaterial[] AdditionalPhysicalMaterialsOverride;//[Offset: 0xd8, Size:
0x10]
int LODForCollision;//[Offset: 0xe8, Size: 0x4]
bool bGenerateMeshDistanceField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xec, Size: 0x1]
bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xec, Size: 0x1]
bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xec, Size: 0x1]
bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xec, Size: 0x1]
bool bSupportPhysicalMaterialMasks;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0xec, Size: 0x1]
bool bIsBuiltAtRuntime;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xec, Size: 0x1]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0xec, Size: 0x1]
bool bSupportGpuUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xed, Size: 0x1]
StaticMeshSocket*[] Sockets;//[Offset: 0x110, Size: 0x10]
Vector PositiveBoundsExtension;//[Offset: 0x130, Size: 0xc]
Vector NegativeBoundsExtension;//[Offset: 0x13c, Size: 0xc]
BoxSphereBounds ExtendedBounds;//[Offset: 0x148, Size: 0x1c]
int ElementToIgnoreForTexFactor;//[Offset: 0x164, Size: 0x4]
AssetUserData*[] AssetUserData;//[Offset: 0x168, Size: 0x10]
Object* EditableMesh;//[Offset: 0x180, Size: 0x8]
NavCollisionBase* NavCollision;//[Offset: 0x188, Size: 0x8]
void RemoveSocket(StaticMeshSocket* Socket);// 0x8f08c64
int GetNumSections(int InLOD);// 0x8f09074
int GetNumLODs();// 0x8f091fc
void GetMinimumLODForPlatforms(out <FName,int> PlatformMinimumLODs);//
0x8f09488
int GetMinimumLODForPlatform(out const FName PlatformName);// 0x8f093e4
int GetMaterialIndex(FName MaterialSlotName);// 0x8f08e64
MaterialInterface* GetMaterial(int MaterialIndex);// 0x8f08fc4
BoxSphereBounds GetBounds();// 0x8f09190
Box GetBoundingBox();// 0x8f09124
StaticMeshSocket* FindSocket(FName InSocketName);// 0x8f08d0c
static StaticMeshDescription* CreateStaticMeshDescription(Object* Outer);//
0x8f0933c
void BuildFromStaticMeshDescriptions(out const StaticMeshDescription*[]
StaticMeshDescriptions, bool bBuildSimpleCollision);// 0x8f09230
void AddSocket(StaticMeshSocket* Socket);// 0x8f08dbc
FName AddMaterial(MaterialInterface* Material);// 0x8f08f14

--------------------------------
Class: PerPlatformInt
int Default;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: StaticMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 0x8]
FName MaterialSlotName;//[Offset: 0x8, Size: 0x8]
FName ImportedMaterialSlotName;//[Offset: 0x10, Size: 0x8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x18, Size: 0x14]

--------------------------------
Class: MeshUVChannelInfo
bool bInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
bool bOverrideDensities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1, Size: 0x1]
float LocalUVDensities;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: LODRange
int MinLOD;//[Offset: 0x0, Size: 0x4]
int MaxLOD;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: StaticMeshSocket.Object
FName SocketName;//[Offset: 0x28, Size: 0x8]
Vector RelativeLocation;//[Offset: 0x30, Size: 0xc]
Rotator RelativeRotation;//[Offset: 0x3c, Size: 0xc]
Vector RelativeScale;//[Offset: 0x48, Size: 0xc]
FString Tag;//[Offset: 0x58, Size: 0x10]

--------------------------------
Class: BoxSphereBounds
Vector Origin;//[Offset: 0x0, Size: 0xc]
Vector BoxExtent;//[Offset: 0xc, Size: 0xc]
float SphereRadius;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: NavCollisionBase.Object
bool bIsDynamicObstacle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x28, Size: 0x1]
--------------------------------
Class: StaticMeshDescription.MeshDescriptionBase.Object
void SetVertexInstanceUV(VertexInstanceID VertexInstanceID, Vector2D UV, int
UVIndex);// 0x82e81b8
void SetPolygonGroupMaterialSlotName(PolygonGroupID PolygonGroupID, out const
FName SlotName);// 0x82e7d6c
Vector2D GetVertexInstanceUV(VertexInstanceID VertexInstanceID, int
UVIndex);// 0x82e82fc
void CreateCube(Vector Center, Vector HalfExtents, PolygonGroupID
PolygonGroup, out PolygonID PolygonID_PlusX, out PolygonID PolygonID_MinusX, out
PolygonID PolygonID_PlusY, out PolygonID PolygonID_MinusY, out PolygonID
PolygonID_PlusZ, out PolygonID PolygonID_MinusZ);// 0x82e7e78

--------------------------------
Class: MeshDescriptionBase.Object
void SetVertexPosition(VertexID VertexID, out const Vector Position);//
0x82d9ba8
void SetPolygonVertexInstance(PolygonID PolygonID, int PerimeterIndex,
VertexInstanceID VertexInstanceID);// 0x82d7a40
void SetPolygonPolygonGroup(PolygonID PolygonID, PolygonGroupID
PolygonGroupID);// 0x82d7948
void ReversePolygonFacing(PolygonID PolygonID);// 0x82d7894
void ReserveNewVertices(int NumberOfNewVertices);// 0x82dc2ec
void ReserveNewVertexInstances(int NumberOfNewVertexInstances);// 0x82dbfe8
void ReserveNewTriangles(int NumberOfNewTriangles);// 0x82db6f0
void ReserveNewPolygons(const int NumberOfNewPolygons);// 0x82db074
void ReserveNewPolygonGroups(int NumberOfNewPolygonGroups);// 0x82da9f8
void ReserveNewEdges(int NumberOfNewEdges);// 0x82dbbb4
bool IsVertexValid(VertexID VertexID);// 0x82dc090
bool IsVertexOrphaned(VertexID VertexID);// 0x82da6dc
bool IsVertexInstanceValid(VertexInstanceID VertexInstanceID);// 0x82dbc5c
bool IsTriangleValid(const TriangleID TriangleID);// 0x82db11c
bool IsTrianglePartOfNgon(TriangleID TriangleID);// 0x82d8c74
bool IsPolygonValid(PolygonID PolygonID);// 0x82daaa0
bool IsPolygonGroupValid(PolygonGroupID PolygonGroupID);// 0x82da79c
bool IsEmpty();// 0x82dc394
bool IsEdgeValid(EdgeID EdgeID);// 0x82db798
bool IsEdgeInternalToPolygon(EdgeID EdgeID, PolygonID PolygonID);// 0x82d9470
bool IsEdgeInternal(EdgeID EdgeID);// 0x82d957c
void GetVertexVertexInstances(VertexID VertexID, out VertexInstanceID[]
OutVertexInstanceIDs);// 0x82da2e8
Vector GetVertexPosition(VertexID VertexID);// 0x82d9cac
EdgeID GetVertexPairEdge(VertexID VertexID0, VertexID VertexID1);// 0x82da5d4
VertexID GetVertexInstanceVertex(VertexInstanceID VertexInstanceID);//
0x82d9aec
EdgeID GetVertexInstancePairEdge(VertexInstanceID VertexInstanceID0,
VertexInstanceID VertexInstanceID1);// 0x82d99e4
VertexInstanceID GetVertexInstanceForTriangleVertex(TriangleID TriangleID,
VertexID VertexID);// 0x82d8608
VertexInstanceID GetVertexInstanceForPolygonVertex(PolygonID PolygonID,
VertexID VertexID);// 0x82d7b80
void GetVertexInstanceConnectedTriangles(VertexInstanceID VertexInstanceID,
out TriangleID[] OutConnectedTriangleIDs);// 0x82d98cc
void GetVertexInstanceConnectedPolygons(VertexInstanceID VertexInstanceID,
out PolygonID[] OutConnectedPolygonIDs);// 0x82d96f8
void GetVertexConnectedTriangles(VertexID VertexID, out TriangleID[]
OutConnectedTriangleIDs);// 0x82da114
void GetVertexConnectedPolygons(VertexID VertexID, out PolygonID[]
OutConnectedPolygonIDs);// 0x82d9f40
void GetVertexConnectedEdges(VertexID VertexID, out EdgeID[] OutEdgeIDs);//
0x82da4bc
void GetVertexAdjacentVertices(VertexID VertexID, out VertexID[]
OutAdjacentVertexIDs);// 0x82d9d6c
void GetTriangleVertices(TriangleID TriangleID, out VertexID[]
OutVertexIDs);// 0x82d8940
void GetTriangleVertexInstances(TriangleID TriangleID, out VertexInstanceID[]
OutVertexInstanceIDs);// 0x82d8b5c
VertexInstanceID GetTriangleVertexInstance(TriangleID TriangleID, int
Index);// 0x82d8a58
PolygonGroupID GetTrianglePolygonGroup(TriangleID TriangleID);// 0x82d8d34
PolygonID GetTrianglePolygon(TriangleID TriangleID);// 0x82d8df0
void GetTriangleEdges(TriangleID TriangleID, out EdgeID[] OutEdgeIDs);//
0x82d8828
void GetTriangleAdjacentTriangles(TriangleID TriangleID, out TriangleID[]
OutTriangleIDs);// 0x82d8710
void GetPolygonVertices(PolygonID PolygonID, out VertexID[] OutVertexIDs);//
0x82d8148
void GetPolygonVertexInstances(PolygonID PolygonID, out VertexInstanceID[]
OutVertexInstanceIDs);// 0x82d831c
void GetPolygonTriangles(PolygonID PolygonID, out TriangleID[]
OutTriangleIDs);// 0x82d84f0
PolygonGroupID GetPolygonPolygonGroup(PolygonID PolygonID);// 0x82d7c88
void GetPolygonPerimeterEdges(PolygonID PolygonID, out EdgeID[]
OutEdgeIDs);// 0x82d8030
void GetPolygonInternalEdges(PolygonID PolygonID, out EdgeID[] OutEdgeIDs);//
0x82d7f18
void GetPolygonGroupPolygons(PolygonGroupID PolygonGroupID, out PolygonID[]
OutPolygonIDs);// 0x82d76c8
void GetPolygonAdjacentPolygons(PolygonID PolygonID, out PolygonID[]
OutPolygonIDs);// 0x82d7d44
int GetNumVertexVertexInstances(VertexID VertexID);// 0x82da22c
int GetNumVertexInstanceConnectedTriangles(VertexInstanceID
VertexInstanceID);// 0x82d9810
int GetNumVertexInstanceConnectedPolygons(VertexInstanceID
VertexInstanceID);// 0x82d963c
int GetNumVertexConnectedTriangles(VertexID VertexID);// 0x82da058
int GetNumVertexConnectedPolygons(VertexID VertexID);// 0x82d9e84
int GetNumVertexConnectedEdges(VertexID VertexID);// 0x82da400
int GetNumPolygonVertices(PolygonID PolygonID);// 0x82d8260
int GetNumPolygonTriangles(PolygonID PolygonID);// 0x82d8434
int GetNumPolygonInternalEdges(PolygonID PolygonID);// 0x82d7e5c
int GetNumPolygonGroupPolygons(PolygonGroupID PolygonGroupID);// 0x82d760c
int GetNumEdgeConnectedTriangles(EdgeID EdgeID);// 0x82d929c
int GetNumEdgeConnectedPolygons(EdgeID EdgeID);// 0x82d90c8
void GetEdgeVertices(const EdgeID EdgeID, out VertexID[] OutVertexIDs);//
0x82d8eac
VertexID GetEdgeVertex(EdgeID EdgeID, int VertexNumber);// 0x82d8fc4
void GetEdgeConnectedTriangles(EdgeID EdgeID, out TriangleID[]
OutConnectedTriangleIDs);// 0x82d9358
void GetEdgeConnectedPolygons(EdgeID EdgeID, out PolygonID[]
OutConnectedPolygonIDs);// 0x82d9184
void Empty();// 0x82dc3cc
void DeleteVertexInstance(VertexInstanceID VertexInstanceID, out VertexID[]
OrphanedVertices);// 0x82dbd1c
void DeleteVertex(VertexID VertexID);// 0x82dc150
void DeleteTriangle(TriangleID TriangleID, out EdgeID[] OrphanedEdges, out
VertexInstanceID[] OrphanedVertexInstances, out PolygonGroupID[]
OrphanedPolygonGroupsPtr);// 0x82db1dc
void DeletePolygonGroup(PolygonGroupID PolygonGroupID);// 0x82da85c
void DeletePolygon(PolygonID PolygonID, out EdgeID[] OrphanedEdges, out
VertexInstanceID[] OrphanedVertexInstances, out PolygonGroupID[]
OrphanedPolygonGroups);// 0x82dab60
void DeleteEdge(EdgeID EdgeID, out VertexID[] OrphanedVertices);// 0x82db858
void CreateVertexWithID(VertexID VertexID);// 0x82dc204
void CreateVertexInstanceWithID(VertexInstanceID VertexInstanceID, VertexID
VertexID);// 0x82dbe34
VertexInstanceID CreateVertexInstance(VertexID VertexID);// 0x82dbf2c
VertexID CreateVertex();// 0x82dc2b8
void CreateTriangleWithID(TriangleID TriangleID, PolygonGroupID
PolygonGroupID, out const VertexInstanceID[] VertexInstanceIDs, out EdgeID[]
NewEdgeIDs);// 0x82db3b4
TriangleID CreateTriangle(PolygonGroupID PolygonGroupID, out const
VertexInstanceID[] VertexInstanceIDs, out EdgeID[] NewEdgeIDs);// 0x82db56c
void CreatePolygonWithID(PolygonID PolygonID, PolygonGroupID PolygonGroupID,
out VertexInstanceID[] VertexInstanceIDs, out EdgeID[] NewEdgeIDs);// 0x82dad38
void CreatePolygonGroupWithID(PolygonGroupID PolygonGroupID);// 0x82da910
PolygonGroupID CreatePolygonGroup();// 0x82da9c4
PolygonID CreatePolygon(PolygonGroupID PolygonGroupID, out VertexInstanceID[]
VertexInstanceIDs, out EdgeID[] NewEdgeIDs);// 0x82daef0
void CreateEdgeWithID(EdgeID EdgeID, VertexID VertexID0, VertexID
VertexID1);// 0x82db970
EdgeID CreateEdge(VertexID VertexID0, VertexID VertexID1);// 0x82dbaac
void ComputePolygonTriangulation(PolygonID PolygonID);// 0x82d77e0

--------------------------------
Class: VertexID.ElementID

--------------------------------
Class: ElementID
int IDValue;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: PolygonID.ElementID

--------------------------------
Class: VertexInstanceID.ElementID

--------------------------------
Class: Vector2D
float X;//[Offset: 0x0, Size: 0x4]
float Y;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: PolygonGroupID.ElementID

--------------------------------
Class: TriangleID.ElementID

--------------------------------
Class: EdgeID.ElementID

--------------------------------
Class: PerPlatformFloat
float Default;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: FloatInterval
float Min;//[Offset: 0x0, Size: 0x4]
float Max;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SubsurfaceProfile.Object
SubsurfaceProfileStruct Settings;//[Offset: 0x28, Size: 0x8c]

--------------------------------
Class: SubsurfaceProfileStruct
LinearColor SurfaceAlbedo;//[Offset: 0x0, Size: 0x10]
LinearColor MeanFreePathColor;//[Offset: 0x10, Size: 0x10]
float MeanFreePathDistance;//[Offset: 0x20, Size: 0x4]
float WorldUnitScale;//[Offset: 0x24, Size: 0x4]
bool bEnableBurley;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28, Size: 0x1]
float ScatterRadius;//[Offset: 0x2c, Size: 0x4]
LinearColor SubsurfaceColor;//[Offset: 0x30, Size: 0x10]
LinearColor FalloffColor;//[Offset: 0x40, Size: 0x10]
LinearColor BoundaryColorBleed;//[Offset: 0x50, Size: 0x10]
float ExtinctionScale;//[Offset: 0x60, Size: 0x4]
float NormalScale;//[Offset: 0x64, Size: 0x4]
float ScatteringDistribution;//[Offset: 0x68, Size: 0x4]
float IOR;//[Offset: 0x6c, Size: 0x4]
float Roughness0;//[Offset: 0x70, Size: 0x4]
float Roughness1;//[Offset: 0x74, Size: 0x4]
float LobeMix;//[Offset: 0x78, Size: 0x4]
LinearColor TransmissionTintColor;//[Offset: 0x7c, Size: 0x10]

--------------------------------
Class: LightmassMaterialInterfaceSettings
float EmissiveBoost;//[Offset: 0x0, Size: 0x4]
float DiffuseBoost;//[Offset: 0x4, Size: 0x4]
float ExportResolutionScale;//[Offset: 0x8, Size: 0x4]
bool bCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xc, Size: 0x1]
bool bOverrideCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xc, Size: 0x1]
bool bOverrideEmissiveBoost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xc, Size: 0x1]
bool bOverrideDiffuseBoost;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xc, Size: 0x1]
bool bOverrideExportResolutionScale;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xc, Size: 0x1]

--------------------------------
Class: MaterialTextureInfo
float SamplingScale;//[Offset: 0x0, Size: 0x4]
int UVChannelIndex;//[Offset: 0x4, Size: 0x4]
FName TextureName;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: Vector4
float X;//[Offset: 0x0, Size: 0x4]
float Y;//[Offset: 0x4, Size: 0x4]
float Z;//[Offset: 0x8, Size: 0x4]
float W;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: HitResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bStartPenetrating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
int FaceIndex;//[Offset: 0x4, Size: 0x4]
float Time;//[Offset: 0x8, Size: 0x4]
float Distance;//[Offset: 0xc, Size: 0x4]
Vector_NetQuantize Location;//[Offset: 0x10, Size: 0xc]
Vector_NetQuantize ImpactPoint;//[Offset: 0x1c, Size: 0xc]
Vector_NetQuantizeNormal Normal;//[Offset: 0x28, Size: 0xc]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x34, Size: 0xc]
Vector_NetQuantize TraceStart;//[Offset: 0x40, Size: 0xc]
Vector_NetQuantize TraceEnd;//[Offset: 0x4c, Size: 0xc]
float PenetrationDepth;//[Offset: 0x58, Size: 0x4]
int Item;//[Offset: 0x5c, Size: 0x4]
PhysicalMaterial* PhysMaterial;//[Offset: 0x60, Size: 0x8]
Actor* Actor;//[Offset: 0x68, Size: 0x8]
PrimitiveComponent* Component;//[Offset: 0x70, Size: 0x8]
FName BoneName;//[Offset: 0x78, Size: 0x8]
FName MyBoneName;//[Offset: 0x80, Size: 0x8]

--------------------------------
Class: Vector_NetQuantize.Vector

--------------------------------
Class: Vector_NetQuantizeNormal.Vector

--------------------------------
Class: MaterialInstanceDynamic.MaterialInstance.MaterialInterface.Object
void SetVectorParameterValueByInfo(out const MaterialParameterInfo
ParameterInfo, LinearColor Value);// 0x8e5d31c
void SetVectorParameterValue(FName ParameterName, LinearColor Value);//
0x8e5d424
void SetTextureParameterValueByInfo(out const MaterialParameterInfo
ParameterInfo, Texture* Value);// 0x8e5d690
void SetTextureParameterValue(FName ParameterName, Texture* Value);//
0x8e5d798
void SetScalarParameterValueByInfo(out const MaterialParameterInfo
ParameterInfo, float Value);// 0x8e5da04
void SetScalarParameterValue(FName ParameterName, float Value);// 0x8e5db0c
void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA,
MaterialInstance* SourceB, float Alpha);// 0x8e5d05c
LinearColor K2_GetVectorParameterValueByInfo(out const MaterialParameterInfo
ParameterInfo);// 0x8e5d198
LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x8e5d268
Texture* K2_GetTextureParameterValueByInfo(out const MaterialParameterInfo
ParameterInfo);// 0x8e5d514
Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x8e5d5e0
float K2_GetScalarParameterValueByInfo(out const MaterialParameterInfo
ParameterInfo);// 0x8e5d888
float K2_GetScalarParameterValue(FName ParameterName);// 0x8e5d954
void K2_CopyMaterialInstanceParameters(MaterialInterface* Source, bool
bQuickParametersOnly);// 0x8e5cf60
void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x8e5ce10
void CopyInterpParameters(MaterialInstance* Source);// 0x8e5ceb8

--------------------------------
Class: MaterialInstance.MaterialInterface.Object
PhysicalMaterial* PhysMaterial;//[Offset: 0xa8, Size: 0x8]
PhysicalMaterial* PhysicalMaterialMap;//[Offset: 0xb0, Size: 0x8]
MaterialInterface* Parent;//[Offset: 0xf0, Size: 0x8]
bool bHasStaticPermutationResource;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0xf8, Size: 0x1]
bool bOverrideSubsurfaceProfile;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xf8, Size: 0x1]
bool bOverrideTranslucencySortPriority;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xf8, Size: 0x1]
bool bOverridePerSectionMultipassMaterial;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xf8, Size: 0x1]
bool bOverridePerSectionMultipassDrawCount;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xf8, Size: 0x1]
ScalarParameterValue[] ScalarParameterValues;//[Offset: 0x108, Size: 0x10]
VectorParameterValue[] VectorParameterValues;//[Offset: 0x118, Size: 0x10]
TextureParameterValue[] TextureParameterValues;//[Offset: 0x128, Size: 0x10]
RuntimeVirtualTextureParameterValue[]
RuntimeVirtualTextureParameterValues;//[Offset: 0x138, Size: 0x10]
FontParameterValue[] FontParameterValues;//[Offset: 0x148, Size: 0x10]
MaterialInstanceBasePropertyOverrides BasePropertyOverrides;//[Offset: 0x158,
Size: 0xc]
StaticParameterSet StaticParameters;//[Offset: 0x170, Size: 0x40]
MaterialCachedParameters CachedLayerParameters;//[Offset: 0x1b0, Size: 0x1a0]
Object*[] CachedReferencedTextures;//[Offset: 0x350, Size: 0x10]

--------------------------------
Class: ScalarParameterValue
MaterialParameterInfo ParameterInfo;//[Offset: 0x0, Size: 0x10]
float ParameterValue;//[Offset: 0x10, Size: 0x4]
Guid ExpressionGUID;//[Offset: 0x14, Size: 0x10]

--------------------------------
Class: VectorParameterValue
MaterialParameterInfo ParameterInfo;//[Offset: 0x0, Size: 0x10]
LinearColor ParameterValue;//[Offset: 0x10, Size: 0x10]
Guid ExpressionGUID;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: TextureParameterValue
MaterialParameterInfo ParameterInfo;//[Offset: 0x0, Size: 0x10]
Texture* ParameterValue;//[Offset: 0x10, Size: 0x8]
Guid ExpressionGUID;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: RuntimeVirtualTextureParameterValue
MaterialParameterInfo ParameterInfo;//[Offset: 0x0, Size: 0x10]
RuntimeVirtualTexture* ParameterValue;//[Offset: 0x10, Size: 0x8]
Guid ExpressionGUID;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: FontParameterValue
MaterialParameterInfo ParameterInfo;//[Offset: 0x0, Size: 0x10]
Font* FontValue;//[Offset: 0x10, Size: 0x8]
int FontPage;//[Offset: 0x18, Size: 0x4]
Guid ExpressionGUID;//[Offset: 0x1c, Size: 0x10]

--------------------------------
Class: MaterialInstanceBasePropertyOverrides
bool bOverride_OpacityMaskClipValue;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x0, Size: 0x1]
bool bOverride_BlendMode;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bOverride_ShadingModel;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x0, Size: 0x1]
bool bOverride_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x0, Size: 0x1]
bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x0, Size: 0x1]
bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x0, Size: 0x1]
bool TwoSided;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0,
Size: 0x1]
bool bOverride_AllowTwosidedFallback;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x0, Size: 0x1]
bool bAllowTwosidedFallback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1, Size: 0x1]
bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x1, Size: 0x1]
bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x1, Size: 0x1]
byte BlendMode;//[Offset: 0x2, Size: 0x1]
byte ShadingModel;//[Offset: 0x3, Size: 0x1]
float OpacityMaskClipValue;//[Offset: 0x4, Size: 0x4]
bool bOverride_ShadingRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8, Size: 0x1]
byte ShadingRate;//[Offset: 0x9, Size: 0x1]
bool bOverride_SupportMobileDynamicPointLight;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xa, Size: 0x1]
bool SupportMobileDynamicPointLight;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xa, Size: 0x1]

--------------------------------
Class: StaticParameterSet
StaticSwitchParameter[] StaticSwitchParameters;//[Offset: 0x0, Size: 0x10]
StaticComponentMaskParameter[] StaticComponentMaskParameters;//[Offset: 0x10,
Size: 0x10]
StaticTerrainLayerWeightParameter[] TerrainLayerWeightParameters;//[Offset:
0x20, Size: 0x10]
StaticMaterialLayersParameter[] MaterialLayersParameters;//[Offset: 0x30,
Size: 0x10]

--------------------------------
Class: StaticSwitchParameter.StaticParameterBase
bool Value;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size:
0x1]

--------------------------------
Class: StaticParameterBase
MaterialParameterInfo ParameterInfo;//[Offset: 0x0, Size: 0x10]
bool bOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
Guid ExpressionGUID;//[Offset: 0x14, Size: 0x10]

--------------------------------
Class: StaticComponentMaskParameter.StaticParameterBase
bool R;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size:
0x1]
bool G;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size:
0x1]
bool B;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size:
0x1]
bool A;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27, Size:
0x1]

--------------------------------
Class: StaticTerrainLayerWeightParameter.StaticParameterBase
int WeightmapIndex;//[Offset: 0x24, Size: 0x4]
bool bWeightBasedBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28, Size: 0x1]

--------------------------------
Class: StaticMaterialLayersParameter.StaticParameterBase
MaterialLayersFunctions Value;//[Offset: 0x28, Size: 0x40]

--------------------------------
Class: MaterialLayersFunctions
MaterialFunctionInterface*[] Layers;//[Offset: 0x0, Size: 0x10]
MaterialFunctionInterface*[] Blends;//[Offset: 0x10, Size: 0x10]
bool[] LayerStates;//[Offset: 0x20, Size: 0x10]
FString KeyString;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: Pawn.Actor.Object
bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x240, Size: 0x1]
bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x240, Size: 0x1]
bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x240, Size: 0x1]
bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x240, Size: 0x1]
float BaseEyeHeight;//[Offset: 0x244, Size: 0x4]
byte AutoPossessPlayer;//[Offset: 0x248, Size: 0x1]
enum AutoPossessAI;//[Offset: 0x249, Size: 0x1]
byte RemoteViewPitch;//[Offset: 0x24a, Size: 0x1]
class Controller* AIControllerClass;//[Offset: 0x250, Size: 0x8]
PlayerState* PlayerState;//[Offset: 0x258, Size: 0x8]
Controller* LastHitBy;//[Offset: 0x268, Size: 0x8]
Controller* Controller;//[Offset: 0x270, Size: 0x8]
Vector ControlInputVector;//[Offset: 0x27c, Size: 0xc]
Vector LastControlInputVector;//[Offset: 0x288, Size: 0xc]
void SpawnDefaultController();// 0x8e8cfc4
void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);//
0x8e8d13c
void ReceiveUnpossessed(Controller* OldController);// 0x704f228
void ReceivePossessed(Controller* NewController);// 0x704f228
void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool
bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x8e8d3d8
void OnRep_PlayerState();// 0x8e8d234
void OnRep_Controller();// 0x8e8d250
void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);//
0x8e8ca30
Vector K2_GetMovementInputVector();// 0x8e8c9f8
bool IsPlayerControlled();// 0x8e8d07c
bool IsPawnControlled();// 0x8e8d2c0
bool IsMoveInputIgnored();// 0x8e8cb74
bool IsLocallyControlled();// 0x8e8d0bc
bool IsControlled();// 0x8e8d2f8
bool IsBotControlled();// 0x8e8d03c
Vector GetPendingMovementInputVector();// 0x8e8ce3c
Vector GetNavAgentLocation();// 0x8e8d0fc
PawnMovementComponent* GetMovementComponent();// 0x8e8d558
static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x8e8d330
Vector GetLastMovementInputVector();// 0x8e8ce04
Rotator GetControlRotation();// 0x8e8d26c
Controller* GetController();// 0x8e8d2a4
Rotator GetBaseAimRotation();// 0x8e8cffc
void DetachFromControllerPendingDestroy();// 0x8e8cfe0
Vector ConsumeMovementInputVector();// 0x8e8cdc4
void AddMovementInput(Vector WorldDirection, float ScaleValue, bool
bForce);// 0x8e8ce74
void AddControllerYawInput(float val);// 0x8e8cc64
void AddControllerRollInput(float val);// 0x8e8cbb4
void AddControllerPitchInput(float val);// 0x8e8cd14

--------------------------------
Class: Controller.Actor.Object
PlayerState* PlayerState;//[Offset: 0x240, Size: 0x8]
delegate OnInstigatedAnyDamage;//[Offset: 0x250, Size: 0x10]
FName StateName;//[Offset: 0x260, Size: 0x8]
Pawn* Pawn;//[Offset: 0x268, Size: 0x8]
Character* Character;//[Offset: 0x278, Size: 0x8]
SceneComponent* TransformComponent;//[Offset: 0x280, Size: 0x8]
Rotator ControlRotation;//[Offset: 0x2b8, Size: 0xc]
bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2c4, Size: 0x1]
void UnPossess();// 0x8d6300c
void StopMovement();// 0x8d62ff0
void SetInitialLocationAndRotation(out const Vector NewLocation, out const
Rotator NewRotation);// 0x8d635f4
void SetIgnoreMoveInput(bool bNewMoveInput);// 0x8d62f38
void SetIgnoreLookInput(bool bNewLookInput);// 0x8d62e24
void SetControlRotation(out const Rotator NewRotation);// 0x8d636f8
void ResetIgnoreMoveInput();// 0x8d62f1c
void ResetIgnoreLookInput();// 0x8d62e08
void ResetIgnoreInputFlags();// 0x8d62dac
void ReceiveUnPossess(Pawn* UnpossessedPawn);// 0x704f228
void ReceivePossess(Pawn* PossessedPawn);// 0x704f228
void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType,
Actor* DamagedActor, Actor* DamageCauser);// 0x704f228
void Possess(Pawn* InPawn);// 0x8d63020
void OnRep_PlayerState();// 0x8d63464
void OnRep_Pawn();// 0x8d63480
bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool
bAlternateChecks);// 0x8d6349c
Pawn* K2_GetPawn();// 0x8d63200
bool IsPlayerController();// 0x8d63164
bool IsMoveInputIgnored();// 0x8d62edc
bool IsLookInputIgnored();// 0x8d62dc8
bool IsLocalPlayerController();// 0x8d63108
bool IsLocalController();// 0x8d630c8
Actor* GetViewTarget();// 0x8d631c4
Rotator GetDesiredRotation();// 0x8d63184
Rotator GetControlRotation();// 0x8d637b0
void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x8d63234
void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x8d63338
PlayerController* CastToPlayerController();// 0x8d63430
--------------------------------
Class: PlayerState.Info.Actor.Object
float Score;//[Offset: 0x238, Size: 0x4]
int PlayerId;//[Offset: 0x23c, Size: 0x4]
byte Ping;//[Offset: 0x240, Size: 0x1]
bool bShouldUpdateReplicatedPing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x242, Size: 0x1]
bool bIsSpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x242,
Size: 0x1]
bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x242, Size: 0x1]
bool bIsABot;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x242,
Size: 0x1]
bool bIsInactive;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x242, Size: 0x1]
bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x242, Size: 0x1]
int StartTime;//[Offset: 0x244, Size: 0x4]
class LocalMessage* EngineMessageClass;//[Offset: 0x248, Size: 0x8]
FString SavedNetworkAddress;//[Offset: 0x260, Size: 0x10]
UniqueNetIdRepl UniqueId;//[Offset: 0x270, Size: 0x28]
Pawn* PawnPrivate;//[Offset: 0x2a0, Size: 0x8]
FString PlayerNamePrivate;//[Offset: 0x318, Size: 0x10]
void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x704f228
void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x704f228
void OnRep_UniqueId();// 0x8eac318
void OnRep_Score();// 0x8eac388
void OnRep_PlayerName();// 0x8eac36c
void OnRep_PlayerId();// 0x8eac334
void OnRep_bIsInactive();// 0x8eac350
FString GetPlayerName();// 0x8eac268

--------------------------------
Class: LocalMessage.Object

--------------------------------
Class: UniqueNetIdRepl.UniqueNetIdWrapper
byte[] ReplicationBytes;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: UniqueNetIdWrapper

--------------------------------
Class: Character.Pawn.Actor.Object
SkeletalMeshComponent* Mesh;//[Offset: 0x298, Size: 0x8]
CharacterMovementComponent* CharacterMovement;//[Offset: 0x2a0, Size: 0x8]
CapsuleComponent* CapsuleComponent;//[Offset: 0x2a8, Size: 0x8]
BasedMovementInfo BasedMovement;//[Offset: 0x2b0, Size: 0x30]
BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x2e0, Size: 0x30]
float AnimRootMotionTranslationScale;//[Offset: 0x310, Size: 0x4]
Vector BaseTranslationOffset;//[Offset: 0x314, Size: 0xc]
Quat BaseRotationOffset;//[Offset: 0x320, Size: 0x10]
float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x330, Size:
0x4]
float ReplayLastTransformUpdateTimeStamp;//[Offset: 0x334, Size: 0x4]
byte ReplicatedMovementMode;//[Offset: 0x338, Size: 0x1]
bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x339, Size: 0x1]
float CrouchedEyeHeight;//[Offset: 0x33c, Size: 0x4]
bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x340,
Size: 0x1]
bool bProxyIsJumpForceApplied;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x340, Size: 0x1]
bool bPressedJump;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x340,
Size: 0x1]
bool bClientUpdating;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x340, Size: 0x1]
bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x340, Size: 0x1]
bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x340, Size: 0x1]
bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x340, Size: 0x1]
bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x340, Size: 0x1]
bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x341, Size: 0x1]
bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x341, Size: 0x1]
bool bWasJumping;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x341,
Size: 0x1]
float JumpKeyHoldTime;//[Offset: 0x344, Size: 0x4]
float JumpForceTimeRemaining;//[Offset: 0x348, Size: 0x4]
float ProxyJumpForceStartedTime;//[Offset: 0x34c, Size: 0x4]
float JumpMaxHoldTime;//[Offset: 0x350, Size: 0x4]
int JumpMaxCount;//[Offset: 0x354, Size: 0x4]
int JumpCurrentCount;//[Offset: 0x358, Size: 0x4]
delegate OnReachedJumpApex;//[Offset: 0x360, Size: 0x10]
delegate MovementModeChangedDelegate;//[Offset: 0x380, Size: 0x10]
delegate OnCharacterMovementUpdated;//[Offset: 0x390, Size: 0x10]
RootMotionSourceGroup SavedRootMotion;//[Offset: 0x3a0, Size: 0x38]
RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x3e0, Size: 0x40]
SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x420,
Size: 0x10]
RepRootMotionMontage RepRootMotion;//[Offset: 0x430, Size: 0x98]
void UnCrouch(bool bClientSimulation);// 0x8d5121c
void StopJumping();// 0x8d5197c
void StopAnimMontage(AnimMontage* AnimMontage);// 0x8d516c4
void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte
OldMoveFlags);// 0x8d529b8
void ServerMoveNoBase(float Timestamp, Vector_NetQuantize10 InAccel,
Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32
View, byte ClientMovementMode);// 0x8d53860
void ServerMoveDualNoBase(float TimeStamp0, Vector_NetQuantize10 InAccel0,
byte PendingFlags, uint32 View0, float Timestamp, Vector_NetQuantize10 InAccel,
Vector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint32 View, byte
ClientMovementMode);// 0x8d52fc8
void ServerMoveDualHybridRootMotion(float TimeStamp0, Vector_NetQuantize10
InAccel0, byte PendingFlags, uint32 View0, float Timestamp, Vector_NetQuantize10
InAccel, Vector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint32
View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte
ClientMovementMode);// 0x8d52b28
void ServerMoveDual(float TimeStamp0, Vector_NetQuantize10 InAccel0, byte
PendingFlags, uint32 View0, float Timestamp, Vector_NetQuantize10 InAccel,
Vector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint32 View,
PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte
ClientMovementMode);// 0x8d533c0
void ServerMove(float Timestamp, Vector_NetQuantize10 InAccel,
Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32
View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte
ClientMovementMode);// 0x8d53b18
void RootMotionDebugClientPrintOnScreen(FString inString);// 0x8d510cc
float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName
StartSectionName);// 0x8d51774
void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const
Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float
TimeDelta);// 0x8d5138c
void OnRep_RootMotion();// 0x8d510b8
void OnRep_ReplicatedBasedMovement();// 0x8d51a84
void OnRep_ReplayLastTransformUpdateTimeStamp();// 0x8d51a70
void OnRep_IsCrouched();// 0x8d519b4
void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);//
0x704f228
void OnLanded(out const HitResult Hit);// 0x704f228
void OnJumped();// 0x8d51528
void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool
bZOverride);// 0x8d51544
void K2_UpdateCustomMovement(float DeltaTime);// 0x704f228
void K2_OnStartCrouch(float HalfHeightAdjust, float
ScaledHalfHeightAdjust);// 0x704f228
void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode,
byte PrevCustomMode, byte NewCustomMode);// 0x704f228
void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);//
0x704f228
void Jump();// 0x8d51998
bool IsPlayingRootMotion();// 0x8d51080
bool IsPlayingNetworkedRootMotionMontage();// 0x8d51010
bool IsJumpProvidingForce();// 0x8d518c4
bool HasAnyRootMotion();// 0x8d51048
AnimMontage* GetCurrentMontage();// 0x8d51690
Vector GetBaseTranslationOffset();// 0x8d51a48
Rotator GetBaseRotationOffsetRotator();// 0x8d519d0
float GetAnimRootMotionTranslationScale();// 0x8d50fdc
void Crouch(bool bClientSimulation);// 0x8d512d4
void ClientVeryShortAdjustPosition(float Timestamp, Vector NewLoc,
PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool
bBaseRelativePosition, byte ServerMovementMode);// 0x8d523fc
void ClientCheatWalk();// 0x8d511c0
void ClientCheatGhost();// 0x8d51188
void ClientCheatFly();// 0x8d511a4
void ClientAdjustRootMotionSourcePosition(float Timestamp,
RootMotionSourceGroup ServerRootMotion, bool bHasAnimRootMotion, float
ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal
ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName
ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte
ServerMovementMode);// 0x8d51b98
void ClientAdjustRootMotionPosition(float Timestamp, float
ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal
ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName
ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte
ServerMovementMode);// 0x8d520b4
void ClientAdjustPosition(float Timestamp, Vector NewLoc, Vector NewVel,
PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool
bBaseRelativePosition, byte ServerMovementMode);// 0x8d52660
void ClientAckGoodMove(float Timestamp);// 0x8d52910
bool CanJumpInternal();// 0x8d51904
bool CanJump();// 0x8d51944
bool CanCrouch();// 0x8d511dc
void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator
MeshRelativeRotation);// 0x8d51aa0

--------------------------------
Class: AnimMontage.AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object
AlphaBlend BlendIn;//[Offset: 0xa8, Size: 0x30]
float BlendInTime;//[Offset: 0xd8, Size: 0x4]
AlphaBlend BlendOut;//[Offset: 0xe0, Size: 0x30]
float BlendOutTime;//[Offset: 0x110, Size: 0x4]
float BlendOutTriggerTime;//[Offset: 0x114, Size: 0x4]
FName SyncGroup;//[Offset: 0x118, Size: 0x8]
int SyncSlotIndex;//[Offset: 0x120, Size: 0x4]
MarkerSyncData MarkerData;//[Offset: 0x128, Size: 0x20]
CompositeSection[] CompositeSections;//[Offset: 0x148, Size: 0x10]
SlotAnimationTrack[] SlotAnimTracks;//[Offset: 0x158, Size: 0x10]
BranchingPoint[] BranchingPoints;//[Offset: 0x168, Size: 0x10]
bool bEnableRootMotionTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x178, Size: 0x1]
bool bEnableRootMotionRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x179, Size: 0x1]
bool bEnableAutoBlendOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x17a, Size: 0x1]
byte RootMotionRootLock;//[Offset: 0x17b, Size: 0x1]
BranchingPointMarker[] BranchingPointMarkers;//[Offset: 0x180, Size: 0x10]
int[] BranchingPointStateNotifyIndices;//[Offset: 0x190, Size: 0x10]
TimeStretchCurve TimeStretchCurve;//[Offset: 0x1a0, Size: 0x28]
FName TimeStretchCurveName;//[Offset: 0x1c8, Size: 0x8]
float GetDefaultBlendOutTime();// 0x8d0c5c0

--------------------------------
Class: AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object

--------------------------------
Class: AnimSequenceBase.AnimationAsset.Object
AnimNotifyEvent[] Notifies;//[Offset: 0x80, Size: 0x10]
float SequenceLength;//[Offset: 0x90, Size: 0x4]
float RateScale;//[Offset: 0x94, Size: 0x4]
RawCurveTracks RawCurveData;//[Offset: 0x98, Size: 0x10]
float GetPlayLength();// 0x8d1823c

--------------------------------
Class: AnimationAsset.Object
Skeleton* Skeleton;//[Offset: 0x38, Size: 0x8]
AnimMetaData*[] MetaData;//[Offset: 0x60, Size: 0x10]
AssetUserData*[] AssetUserData;//[Offset: 0x70, Size: 0x10]

--------------------------------
Class: AlphaBlend
CurveFloat* CustomCurve;//[Offset: 0x0, Size: 0x8]
float BlendTime;//[Offset: 0x8, Size: 0x4]
enum BlendOption;//[Offset: 0x24, Size: 0x1]

--------------------------------
Class: CurveFloat.CurveBase.Object
RichCurve FloatCurve;//[Offset: 0x30, Size: 0x80]
bool bIsEventCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb0, Size: 0x1]
float GetFloatValue(float InTime);// 0x8d652a8

--------------------------------
Class: CurveBase.Object
void GetValueRange(out float MinValue, out float MaxValue);// 0x8d64c90
void GetTimeRange(out float MinTime, out float MaxTime);// 0x8d64d94

--------------------------------
Class: RichCurve.RealCurve.IndexedCurve
RichCurveKey[] Keys;//[Offset: 0x70, Size: 0x10]

--------------------------------
Class: RealCurve.IndexedCurve
float DefaultValue;//[Offset: 0x68, Size: 0x4]
byte PreInfinityExtrap;//[Offset: 0x6c, Size: 0x1]
byte PostInfinityExtrap;//[Offset: 0x6d, Size: 0x1]

--------------------------------
Class: IndexedCurve
KeyHandleMap KeyHandlesToIndices;//[Offset: 0x8, Size: 0x60]

--------------------------------
Class: KeyHandleMap

--------------------------------
Class: RichCurveKey
byte InterpMode;//[Offset: 0x0, Size: 0x1]
byte TangentMode;//[Offset: 0x1, Size: 0x1]
byte TangentWeightMode;//[Offset: 0x2, Size: 0x1]
float Time;//[Offset: 0x4, Size: 0x4]
float Value;//[Offset: 0x8, Size: 0x4]
float ArriveTangent;//[Offset: 0xc, Size: 0x4]
float ArriveTangentWeight;//[Offset: 0x10, Size: 0x4]
float LeaveTangent;//[Offset: 0x14, Size: 0x4]
float LeaveTangentWeight;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: AnimNotifyEvent.AnimLinkableElement
float DisplayTime;//[Offset: 0x30, Size: 0x4]
float TriggerTimeOffset;//[Offset: 0x34, Size: 0x4]
float EndTriggerTimeOffset;//[Offset: 0x38, Size: 0x4]
float TriggerWeightThreshold;//[Offset: 0x3c, Size: 0x4]
FName NotifyName;//[Offset: 0x40, Size: 0x8]
AnimNotify* Notify;//[Offset: 0x48, Size: 0x8]
AnimNotifyState* NotifyStateClass;//[Offset: 0x50, Size: 0x8]
float Duration;//[Offset: 0x58, Size: 0x4]
AnimLinkableElement EndLink;//[Offset: 0x60, Size: 0x30]
bool bConvertedFromBranchingPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x90, Size: 0x1]
byte MontageTickType;//[Offset: 0x91, Size: 0x1]
float NotifyTriggerChance;//[Offset: 0x94, Size: 0x4]
byte NotifyFilterType;//[Offset: 0x98, Size: 0x1]
int NotifyFilterLOD;//[Offset: 0x9c, Size: 0x4]
int NotifyFilterSignificanceLevel;//[Offset: 0xa0, Size: 0x4]
bool bTriggerOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa4, Size: 0x1]
bool bTriggerOnFollower;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa5, Size: 0x1]
int TrackIndex;//[Offset: 0xa8, Size: 0x4]
--------------------------------
Class: AnimLinkableElement
AnimMontage* LinkedMontage;//[Offset: 0x8, Size: 0x8]
int SlotIndex;//[Offset: 0x10, Size: 0x4]
int SegmentIndex;//[Offset: 0x14, Size: 0x4]
byte LinkMethod;//[Offset: 0x18, Size: 0x1]
byte CachedLinkMethod;//[Offset: 0x19, Size: 0x1]
float SegmentBeginTime;//[Offset: 0x1c, Size: 0x4]
float SegmentLength;//[Offset: 0x20, Size: 0x4]
float LinkValue;//[Offset: 0x24, Size: 0x4]
AnimSequenceBase* LinkedSequence;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: AnimNotify.Object
bool Received_Notify(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation);// 0x704f228
FString GetNotifyName();// 0x8d15fa4

--------------------------------
Class:
SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneCo
mponent.ActorComponent.Object
class Object* AnimBlueprintGeneratedClass;//[Offset: 0x860, Size: 0x8]
class AnimInstance* AnimClass;//[Offset: 0x868, Size: 0x8]
AnimInstance* AnimScriptInstance;//[Offset: 0x870, Size: 0x8]
AnimInstance* PostProcessAnimInstance;//[Offset: 0x878, Size: 0x8]
SingleAnimationPlayData AnimationData;//[Offset: 0x880, Size: 0x18]
Vector RootBoneTranslation;//[Offset: 0x8a8, Size: 0xc]
Vector LineCheckBoundsScale;//[Offset: 0x8b4, Size: 0xc]
AnimInstance*[] LinkedInstances;//[Offset: 0x8e0, Size: 0x10]
Transform[] CachedBoneSpaceTransforms;//[Offset: 0x8f0, Size: 0x10]
Transform[] CachedComponentSpaceTransforms;//[Offset: 0x900, Size: 0x10]
float GlobalAnimRateScale;//[Offset: 0x930, Size: 0x4]
byte KinematicBonesUpdateType;//[Offset: 0x934, Size: 0x1]
byte PhysicsTransformUpdateMode;//[Offset: 0x935, Size: 0x1]
byte AnimationMode;//[Offset: 0x937, Size: 0x1]
bool bDisablePostProcessBlueprint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x939, Size: 0x1]
bool bUpdateOverlapsOnAnimationFinalize;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x939, Size: 0x1]
bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x939, Size: 0x1]
bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x939, Size: 0x1]
bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x939, Size: 0x1]
bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x93a, Size: 0x1]
bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x93a, Size: 0x1]
bool bDisableRigidBodyAnimNode;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x93a, Size: 0x1]
bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x93a, Size: 0x1]
bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x93a, Size: 0x1]
bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x93b, Size: 0x1]
bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x93b, Size: 0x1]
bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x93b, Size: 0x1]
bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x93b, Size: 0x1]
bool bDeferKinematicBoneUpdate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x93b, Size: 0x1]
bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x93b, Size: 0x1]
bool bPauseAnims;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x93b, Size: 0x1]
bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x93c, Size: 0x1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x93c, Size: 0x1]
bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x944, Size: 0x1]
bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x944, Size: 0x1]
bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x944, Size: 0x1]
bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x944, Size: 0x1]
bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x944, Size: 0x1]
bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x944, Size: 0x1]
bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x944, Size: 0x1]
bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x944, Size: 0x1]
bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x945, Size: 0x1]
bool bUseBendingElements;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x945, Size: 0x1]
bool bUseTetrahedralConstraints;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x945, Size: 0x1]
bool bUseThinShellVolumeConstraints;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x945, Size: 0x1]
bool bUseSelfCollisions;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x945, Size: 0x1]
bool bUseContinuousCollisionDetection;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x945, Size: 0x1]
bool bPropagateCurvesToSlaves;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x945, Size: 0x1]
bool bSkipKinematicUpdateWhenInterpolating;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x945, Size: 0x1]
bool bSkipBoundsUpdateWhenInterpolating;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x946, Size: 0x1]
bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x946, Size: 0x1]
uint16 CachedAnimCurveUidVersion;//[Offset: 0x948, Size: 0x2]
enum MassMode;//[Offset: 0x94a, Size: 0x1]
float UniformMass;//[Offset: 0x94c, Size: 0x4]
float TotalMass;//[Offset: 0x950, Size: 0x4]
float Density;//[Offset: 0x954, Size: 0x4]
float MinPerParticleMass;//[Offset: 0x958, Size: 0x4]
float ClothBlendWeight;//[Offset: 0x95c, Size: 0x4]
float EdgeStiffness;//[Offset: 0x960, Size: 0x4]
float BendingStiffness;//[Offset: 0x964, Size: 0x4]
float AreaStiffness;//[Offset: 0x968, Size: 0x4]
float VolumeStiffness;//[Offset: 0x96c, Size: 0x4]
float StrainLimitingStiffness;//[Offset: 0x970, Size: 0x4]
float ShapeTargetStiffness;//[Offset: 0x974, Size: 0x4]
FName[] DisallowedAnimCurves;//[Offset: 0x978, Size: 0x10]
BodySetup* BodySetup;//[Offset: 0x988, Size: 0x8]
delegate OnConstraintBroken;//[Offset: 0x998, Size: 0x10]
class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0x9a8,
Size: 0x8]
float TeleportDistanceThreshold;//[Offset: 0xa78, Size: 0x4]
float TeleportRotationThreshold;//[Offset: 0xa7c, Size: 0x4]
uint32 LastPoseTickFrame;//[Offset: 0xa88, Size: 0x4]
ClothingSimulationInteractor* ClothingInteractor;//[Offset: 0xae0, Size: 0x8]
delegate OnAnimInitialized;//[Offset: 0xbb0, Size: 0x10]
void UnlinkAnimClassLayers(class AnimInstance InClass);// 0x8edebd4
void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);//
0x8eddd18
void ToggleDisablePostProcessBlueprint();// 0x8edf204
void TermBodiesBelow(FName ParentBoneName);// 0x8edc950
void SuspendClothingSimulation();// 0x8edde3c
void Stop();// 0x8ede650
void SnapshotPose(out PoseSnapshot Snapshot);// 0x8eddf54
void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x8eddb48
void SetTeleportRotationThreshold(float Threshold);// 0x8edd6a4
void SetTeleportDistanceThreshold(float Threshold);// 0x8edd5c8
void SetPosition(float InPos, bool bFireNotifies);// 0x8ede51c
void SetPlayRate(float Rate);// 0x8ede440
void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x8edc7f8
void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision,
FName BoneName, bool bIncludeSelf);// 0x8edd350
void SetMorphTarget(FName MorphTargetName, float Value, bool
bRemoveZeroWeight);// 0x8ede0f0
void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x8edc748
void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName,
bool bIncludeSelf);// 0x8edd068
void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x8edd260
void SetDisablePostProcessBlueprint(bool bInDisablePostProcess);// 0x8edf11c
void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x8edda98
void SetConstraintProfileForAll(FName ProfileName, bool
bDefaultIfNotFound);// 0x8edbba0
void SetConstraintProfile(FName JointName, FName ProfileName, bool
bDefaultIfNotFound);// 0x8edbc9c
void SetClothMaxDistanceScale(float Scale);// 0x8edde78
void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName
BoneName);// 0x8edd49c
void SetAnimClass(class Object NewClass);// 0x8edf06c
void SetAnimationMode(byte InAnimationMode);// 0x8ede8ec
void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x8ede714
void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float
TwistLimitAngle, float Swing2LimitAngle);// 0x8edb82c
void SetAllowRigidBodyAnimNode(bool bInAllow, bool bReinitAnim);// 0x8eddc20
void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);//
0x8edd780
void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x8edd9c0
void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool
bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x8edbf70
void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool
bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x8edc0b8
void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float
InForceLimit, bool bSkipCustomPhysicsType);// 0x8edbde0
void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x8edc8a0
void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool
bSkipCustomPhysicsType);// 0x8edc4e8
void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool
bNewSimulate, bool bIncludeSelf);// 0x8edc5f8
void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float
PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x8edc34c
void ResumeClothingSimulation();// 0x8edde28
void ResetClothTeleportMode();// 0x8eddddc
void ResetAnimInstanceDynamics(enum InTeleportType);// 0x8ede994
void ResetAllowedAnimCurveEvaluation();// 0x8edd88c
void ResetAllBodiesSimulatePhysics();// 0x8edc5e4
void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x8ede7bc
void Play(bool bLooping);// 0x8ede664
void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping,
bool bIsPlaying, float Position, float PlayRate);// 0x8ede238
void LinkAnimGraphByTag(FName InTag, class AnimInstance InClass);// 0x8eded24
void LinkAnimClassLayers(class AnimInstance InClass);// 0x8edec7c
bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out
Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float
Distance);// 0x8edce64
bool IsPlaying();// 0x8ede618
bool IsClothingSimulationSuspended();// 0x8edddf0
bool IsBodyGravityEnabled(FName BoneName);// 0x8edd1ac
bool HasValidAnimationInstance();// 0x8edea3c
float GetTeleportRotationThreshold();// 0x8edd74c
float GetTeleportDistanceThreshold();// 0x8edd670
Vector GetSkeletalCenterOfMass();// 0x8edcd28
AnimInstance* GetPostProcessInstance();// 0x8edefd0
float GetPosition();// 0x8ede4e8
float GetPlayRate();// 0x8ede40c
float GetMorphTarget(FName MorphTargetName);// 0x8ede02c
AnimInstance* GetLinkedAnimLayerInstanceByGroup(FName InGroup);// 0x8edeb24
AnimInstance* GetLinkedAnimLayerInstanceByClass(class AnimInstance
InClass);// 0x8edea74
void GetLinkedAnimGraphInstancesByTag(FName InTag, out AnimInstance*[]
OutLinkedInstances);// 0x8edee14
AnimInstance* GetLinkedAnimGraphInstanceByTag(FName InTag);// 0x8edef20
bool GetDisablePostProcessBlueprint();// 0x8edf1cc
bool GetDisableAnimCurves();// 0x8edda70
void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float
TwistAngle, out float Swing2Angle);// 0x8edb684
float GetClothMaxDistanceScale();// 0x8eddf20
ClothingSimulationInteractor* GetClothingSimulationInteractor();// 0x8edd594
float GetBoneMass(FName BoneName, bool bScaleMass);// 0x8edcd60
AnimInstance* GetAnimInstance();// 0x8edf004
class Object GetAnimClass();// 0x8edf038
byte GetAnimationMode();// 0x8ede8b8
bool GetAllowRigidBodyAnimNode();// 0x8eddbf8
bool GetAllowedAnimCurveEvaluate();// 0x8edd99c
void ForceClothNextUpdateTeleportAndReset();// 0x8edde50
void ForceClothNextUpdateTeleport();// 0x8edde64
FName FindConstraintBoneName(int ConstraintIndex);// 0x8edbaf0
void ClearMorphTargets();// 0x8ede0dc
void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);//
0x8edb9b4
void BindClothToMasterPoseComponent();// 0x8edddc8
void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x8edd8a0
void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool
bVelChange, bool bIncludeSelf);// 0x8edc9f8
void AddForceToAllBodiesBelow(Vector Force, FName BoneName, bool
bAccelChange, bool bIncludeSelf);// 0x8edcb90
void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName,
float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x8edc200

--------------------------------
Class:
SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent
.Object
SkeletalMesh* SkeletalMesh;//[Offset: 0x648, Size: 0x8]
SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x650, Size: 0x8]
enum[] SkinCacheUsage;//[Offset: 0x658, Size: 0x10]
PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x760, Size: 0x8]
int ForcedLodModel;//[Offset: 0x768, Size: 0x4]
int MinLodModel;//[Offset: 0x76c, Size: 0x4]
float StreamingDistanceMultiplier;//[Offset: 0x77c, Size: 0x4]
SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x788, Size: 0x10]
enum VisibilityBasedAnimTickOption;//[Offset: 0x7bc, Size: 0x1]
bool bOverrideMinLod;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x7be, Size: 0x1]
bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x7be, Size: 0x1]
bool bForceWireframe;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x7be, Size: 0x1]
bool bDisplayBones;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x7be, Size: 0x1]
bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x7be, Size: 0x1]
bool bHideSkin;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x7be, Size: 0x1]
bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x7bf, Size: 0x1]
bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x7bf, Size: 0x1]
bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x7bf, Size: 0x1]
bool bOverrideMeshMinScreenSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x7bf, Size: 0x1]
bool bSyncAttachParentLOD;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x7bf, Size: 0x1]
bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x7bf, Size: 0x1]
bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x7bf, Size: 0x1]
bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x7bf, Size: 0x1]
bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x7c0, Size: 0x1]
bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c0,
Size: 0x1]
bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x7c0, Size: 0x1]
bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x7c0, Size: 0x1]
bool bRenderStatic;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x7c0, Size: 0x1]
bool bIgnoreMasterPoseComponentLOD;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x7c0, Size: 0x1]
bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x7c1, Size: 0x1]
bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x7c1, Size: 0x1]
float CapsuleIndirectShadowMinVisibility;//[Offset: 0x7c4, Size: 0x4]
BoxSphereBounds CachedWorldSpaceBounds;//[Offset: 0x7d8, Size: 0x1c]
Matrix CachedWorldToLocalTransform;//[Offset: 0x800, Size: 0x40]
void UnloadSkinWeightProfile(FName InProfileName);// 0x8ee508c
void UnHideBoneByName(FName BoneName);// 0x8ee46c0
void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator
InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x8ee4bd0
void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator
InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x8ee49fc
void ShowMaterialSection(int MaterialID, int SectionIndex, bool bShow, int
LODIndex);// 0x8ee4488
void ShowAllMaterialSections(int LODIndex);// 0x8ee43e0
void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[]
VertexColors);// 0x8ee5458
bool SetSkinWeightProfile(FName InProfileName);// 0x8ee5148
void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[]
SkinWeights);// 0x8ee52a4
void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose, bool
bForceSkipTickAnimation);// 0x8ee5880
void SetRenderStatic(bool bNewValue);// 0x8ee4234
void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReInit);//
0x8ee5fd0
void SetMinLOD(int InNewMinLOD);// 0x8ee5ef4
void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent,
bool bForceUpdate);// 0x8ee4f54
void SetForcedLOD(int InNewForcedLOD);// 0x8ee5e4c
void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x8ee5cb8
void SetCastCapsuleDirectShadow(bool bNewValue);// 0x8ee5d68
void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x8ee5c10
bool IsUsingSkinWeightProfile();// 0x8ee5050
bool IsMaterialSectionShown(int MaterialID, int LODIndex);// 0x8ee42e4
bool IsBoneHiddenByName(FName BoneName);// 0x8ee460c
void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x8ee4768
bool GetTwistAndSwingAngleOfDeltaRotationFromRefPose(FName BoneName, out
float OutTwistAngle, out float OutSwingAngle);// 0x8ee5564
FName GetSocketBoneName(FName InSocketName);// 0x8ee59cc
Vector GetRefPosePosition(int BoneIndex);// 0x8ee4da4
FName GetParentBone(FName BoneName);// 0x8ee57d0
int GetNumLODs();// 0x8ee5f9c
int GetNumBones();// 0x8ee5bdc
int GetForcedLOD();// 0x8ee5e18
Transform GetDeltaTransformFromRefPose(FName BoneName, FName BaseName);//
0x8ee56c8
FName GetCurrentSkinWeightProfileName();// 0x8ee5070
FName GetBoneName(int BoneIndex);// 0x8ee5a7c
int GetBoneIndex(FName BoneName);// 0x8ee5b2c
FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float
IgnoreScale, bool bRequirePhysicsAsset);// 0x8ee485c
void ClearVertexColorOverride(int LODIndex);// 0x8ee53b0
void ClearSkinWeightProfile();// 0x8ee5134
void ClearSkinWeightOverride(int LODIndex);// 0x8ee51fc
bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x8ee4e58
--------------------------------
Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
MaterialInterface*[] OverrideMaterials;//[Offset: 0x598, Size: 0x10]
bool bEnablePerSectionMultipass;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5a8, Size: 0x1]
int MaxPerSectionMultipassDrawCount;//[Offset: 0x5ac, Size: 0x4]
MaterialInterface*[] PerSectionMultipassMaterials;//[Offset: 0x5b0, Size:
0x10]
bool bNeedMultiplePass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x610, Size: 0x1]
bool bForceFrontFaceCull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x611, Size: 0x1]
bool bIgnoreTranslucentSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x612, Size: 0x1]
bool bIgnoreMaskedSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x613, Size: 0x1]
int MultiplePassTranslucencySortPriority;//[Offset: 0x614, Size: 0x4]
MaterialInterface* MultiplePassMaterial;//[Offset: 0x618, Size: 0x8]
MultipassAttribute[] AdditionalMultiplePassAttributes;//[Offset: 0x620, Size:
0x10]
bool bEnableMaterialParameterCaching;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x640, Size: 0x1]
void SetVectorParameterValueOnMaterials(const FName ParameterName, const
Vector ParameterValue);// 0x8e631ec
void SetScalarParameterValueOnMaterials(const FName ParameterName, const
float ParameterValue);// 0x8e632dc
void SetPerSectionMultipassState(bool Enable, int MaxCount);// 0x8e63514
void SetMultiSubpassAttributes(int ElementIndex, MultipassAttribute
MultiAttribute);// 0x8e638e0
void SetMultipleSubpassMaterial(int Index, MaterialInterface* Material);//
0x8e63a94
void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int
CinematicTextureGroups);// 0x8e633d0
bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x8e63604
MaterialInterface* GetMultipleSubpassMaterial(int Index);// 0x8e639dc
FName[] GetMaterialSlotNames();// 0x8e636c0
MaterialInterface*[] GetMaterials();// 0x8e6382c
int GetMaterialIndex(FName MaterialSlotName);// 0x8e63774

--------------------------------
Class: MultipassAttribute
MaterialInterface* MultipassMaterial;//[Offset: 0x0, Size: 0x8]
bool bUseIndependentAttribute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8, Size: 0x1]
bool bForceFrontFaceCull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9, Size: 0x1]
bool bIgnoreTranslucentSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa, Size: 0x1]
bool bIgnoreMaskedSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb, Size: 0x1]
int MultiplePassTranslucencySortPriority;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: SkelMeshSkinWeightInfo
int Bones;//[Offset: 0x0, Size: 0x4]
byte Weights;//[Offset: 0x30, Size: 0x1]

--------------------------------
Class: SkeletalMesh.StreamableRenderAsset.Object
Skeleton* Skeleton;//[Offset: 0x60, Size: 0x8]
BoxSphereBounds ImportedBounds;//[Offset: 0x68, Size: 0x1c]
BoxSphereBounds ExtendedBounds;//[Offset: 0x84, Size: 0x1c]
Vector PositiveBoundsExtension;//[Offset: 0xa0, Size: 0xc]
Vector NegativeBoundsExtension;//[Offset: 0xac, Size: 0xc]
SkeletalMaterial[] Materials;//[Offset: 0xb8, Size: 0x10]
BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xc8, Size: 0x10]
SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xd8, Size: 0x10]
PerPlatformInt MinLOD;//[Offset: 0x138, Size: 0x4]
byte LODGroup;//[Offset: 0x13c, Size: 0x1]
float MinScreenSize;//[Offset: 0x140, Size: 0x4]
PerPlatformBool DisableBelowMinLodStripping;//[Offset: 0x144, Size: 0x1]
byte SkelMirrorAxis;//[Offset: 0x145, Size: 0x1]
byte SkelMirrorFlipAxis;//[Offset: 0x146, Size: 0x1]
bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x147, Size: 0x1]
bool bUseHighPrecisionTangentBasis;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x147, Size: 0x1]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x147, Size: 0x1]
bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x147, Size: 0x1]
bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x147, Size: 0x1]
BodySetup* BodySetup;//[Offset: 0x148, Size: 0x8]
PhysicsAsset* PhysicsAsset;//[Offset: 0x150, Size: 0x8]
PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0x158, Size: 0x8]
NodeMappingContainer*[] NodeMappingData;//[Offset: 0x160, Size: 0x10]
MorphTarget*[] MorphTargets;//[Offset: 0x170, Size: 0x10]
class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x2f8, Size: 0x8]
ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x300, Size: 0x10]
SkeletalMeshSamplingInfo SamplingInfo;//[Offset: 0x310, Size: 0x30]
AssetUserData*[] AssetUserData;//[Offset: 0x340, Size: 0x10]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x358, Size: 0x10]
SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x378, Size: 0x10]
void SetLODSettings(SkeletalMeshLODSettings* InLODSettings);// 0x8ed8294
int NumSockets();// 0x8ed7d88
FString[] K2_GetAllMorphTargetNames();// 0x8ed8140
bool IsSectionUsingCloth(int InSectionIndex, bool
bCheckCorrespondingSections);// 0x8ed7bd4
SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x8ed7cd8
NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);//
0x8ed81e4
BoxSphereBounds GetImportedBounds();// 0x8ed833c
BoxSphereBounds GetBounds();// 0x8ed83a8
SkeletalMeshSocket* FindSocketInfo(FName InSocketName, out Transform
OutTransform, out int OutBoneIndex, out int OutIndex);// 0x8ed7dbc
SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int
OutIndex);// 0x8ed7f88
SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x8ed8090

--------------------------------
Class: Skeleton.Object
BoneNode[] BoneTree;//[Offset: 0x38, Size: 0x10]
Transform[] RefLocalPoses;//[Offset: 0x48, Size: 0x10]
Guid VirtualBoneGuid;//[Offset: 0x170, Size: 0x10]
VirtualBone[] VirtualBones;//[Offset: 0x180, Size: 0x10]
SkeletalMeshSocket*[] Sockets;//[Offset: 0x190, Size: 0x10]
SmartNameContainer SmartNames;//[Offset: 0x1f0, Size: 0x50]
BlendProfile*[] BlendProfiles;//[Offset: 0x270, Size: 0x10]
AnimSlotGroup[] SlotGroups;//[Offset: 0x280, Size: 0x10]
AssetUserData*[] AssetUserData;//[Offset: 0x358, Size: 0x10]

--------------------------------
Class: BoneNode
FName Name;//[Offset: 0x0, Size: 0x8]
int ParentIndex;//[Offset: 0x8, Size: 0x4]
byte TranslationRetargetingMode;//[Offset: 0xc, Size: 0x1]

--------------------------------
Class: VirtualBone
FName SourceBoneName;//[Offset: 0x0, Size: 0x8]
FName TargetBoneName;//[Offset: 0x8, Size: 0x8]
FName VirtualBoneName;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: SkeletalMeshSocket.Object
FName SocketName;//[Offset: 0x28, Size: 0x8]
FName BoneName;//[Offset: 0x30, Size: 0x8]
Vector RelativeLocation;//[Offset: 0x38, Size: 0xc]
Rotator RelativeRotation;//[Offset: 0x44, Size: 0xc]
Vector RelativeScale;//[Offset: 0x50, Size: 0xc]
bool bForceAlwaysAnimated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5c, Size: 0x1]
void InitializeSocketFromLocation(const SkeletalMeshComponent* SkelComp,
Vector WorldLocation, Vector WorldNormal);// 0x8ee2ddc
Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x8ee2f14

--------------------------------
Class: SmartNameContainer

--------------------------------
Class: BlendProfile.Object
Skeleton* OwningSkeleton;//[Offset: 0x30, Size: 0x8]
BlendProfileBoneEntry[] ProfileEntries;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: BlendProfileBoneEntry
BoneReference BoneReference;//[Offset: 0x0, Size: 0x10]
float BlendScale;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: BoneReference
FName BoneName;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: AnimSlotGroup
FName GroupName;//[Offset: 0x0, Size: 0x8]
FName[] SlotNames;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: SkeletalMaterial
MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 0x8]
FName MaterialSlotName;//[Offset: 0x8, Size: 0x8]
MeshUVChannelInfo UVChannelData;//[Offset: 0x10, Size: 0x14]

--------------------------------
Class: BoneMirrorInfo
int SourceIndex;//[Offset: 0x0, Size: 0x4]
byte BoneFlipAxis;//[Offset: 0x4, Size: 0x1]

--------------------------------
Class: SkeletalMeshLODInfo
PerPlatformFloat ScreenSize;//[Offset: 0x0, Size: 0x4]
float LODHysteresis;//[Offset: 0x4, Size: 0x4]
int[] LODMaterialMap;//[Offset: 0x8, Size: 0x10]
SkeletalMeshBuildSettings BuildSettings;//[Offset: 0x18, Size: 0x14]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x2c, Size:
0x3c]
BoneReference[] BonesToRemove;//[Offset: 0x68, Size: 0x10]
BoneReference[] BonesToPrioritize;//[Offset: 0x78, Size: 0x10]
float WeightOfPrioritization;//[Offset: 0x88, Size: 0x4]
AnimSequence* BakePose;//[Offset: 0x90, Size: 0x8]
AnimSequence* BakePoseOverride;//[Offset: 0x98, Size: 0x8]
FString SourceImportFilename;//[Offset: 0xa0, Size: 0x10]
enum SkinCacheUsage;//[Offset: 0xb0, Size: 0x1]
bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xb1, Size: 0x1]
bool bHasPerLODVertexColors;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xb1, Size: 0x1]
bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xb1, Size: 0x1]
bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xb1, Size: 0x1]

--------------------------------
Class: SkeletalMeshBuildSettings
bool bRecomputeNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0, Size: 0x1]
bool bRecomputeTangents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bUseMikkTSpace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0,
Size: 0x1]
bool bComputeWeightedNormals;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x0, Size: 0x1]
bool bRemoveDegenerates;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x0, Size: 0x1]
bool bUseHighPrecisionTangentBasis;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x0, Size: 0x1]
bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x0, Size: 0x1]
bool bBuildAdjacencyBuffer;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x0, Size: 0x1]
float ThresholdPosition;//[Offset: 0x4, Size: 0x4]
float ThresholdTangentNormal;//[Offset: 0x8, Size: 0x4]
float ThresholdUV;//[Offset: 0xc, Size: 0x4]
float MorphThresholdPosition;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: SkeletalMeshOptimizationSettings
byte TerminationCriterion;//[Offset: 0x0, Size: 0x1]
float NumOfTrianglesPercentage;//[Offset: 0x4, Size: 0x4]
float NumOfVertPercentage;//[Offset: 0x8, Size: 0x4]
uint32 MaxNumOfTriangles;//[Offset: 0xc, Size: 0x4]
uint32 MaxNumOfVerts;//[Offset: 0x10, Size: 0x4]
float MaxDeviationPercentage;//[Offset: 0x14, Size: 0x4]
byte ReductionMethod;//[Offset: 0x18, Size: 0x1]
byte SilhouetteImportance;//[Offset: 0x19, Size: 0x1]
byte TextureImportance;//[Offset: 0x1a, Size: 0x1]
byte ShadingImportance;//[Offset: 0x1b, Size: 0x1]
byte SkinningImportance;//[Offset: 0x1c, Size: 0x1]
bool bRemapMorphTargets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1d, Size: 0x1]
bool bRecalcNormals;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1d, Size: 0x1]
float WeldingThreshold;//[Offset: 0x20, Size: 0x4]
float NormalsThreshold;//[Offset: 0x24, Size: 0x4]
int MaxBonesPerVertex;//[Offset: 0x28, Size: 0x4]
bool bEnforceBoneBoundaries;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2c, Size: 0x1]
float VolumeImportance;//[Offset: 0x30, Size: 0x4]
bool bLockEdges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34,
Size: 0x1]
bool bLockColorBounaries;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x34, Size: 0x1]
int BaseLOD;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: AnimSequence.AnimSequenceBase.AnimationAsset.Object
int NumFrames;//[Offset: 0xa8, Size: 0x4]
TrackToSkeletonMap[] TrackToSkeletonMapTable;//[Offset: 0xb0, Size: 0x10]
AnimBoneCompressionSettings* BoneCompressionSettings;//[Offset: 0xd0, Size:
0x8]
AnimCurveCompressionSettings* CurveCompressionSettings;//[Offset: 0xd8, Size:
0x8]
byte AdditiveAnimType;//[Offset: 0x150, Size: 0x1]
byte RefPoseType;//[Offset: 0x151, Size: 0x1]
AnimSequence* RefPoseSeq;//[Offset: 0x158, Size: 0x8]
int RefFrameIndex;//[Offset: 0x160, Size: 0x4]
FName RetargetSource;//[Offset: 0x164, Size: 0x8]
enum Interpolation;//[Offset: 0x16c, Size: 0x1]
bool bEnableRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x16d, Size: 0x1]
byte RootMotionRootLock;//[Offset: 0x16e, Size: 0x1]
bool bForceRootLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x16f, Size: 0x1]
bool bUseNormalizedRootMotionScale;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x170, Size: 0x1]
bool bRootMotionSettingsCopiedFromMontage;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x171, Size: 0x1]
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x178, Size: 0x10]

--------------------------------
Class: TrackToSkeletonMap
int BoneTreeIndex;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: AnimBoneCompressionSettings.Object
AnimBoneCompressionCodec*[] Codecs;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: AnimBoneCompressionCodec.Object
FString Description;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: AnimCurveCompressionSettings.Object
AnimCurveCompressionCodec* Codec;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: AnimCurveCompressionCodec.Object

--------------------------------
Class: AnimSyncMarker
FName MarkerName;//[Offset: 0x0, Size: 0x8]
float Time;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: PerPlatformBool
bool Default;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]

--------------------------------
Class: PhysicsAsset.Object
int[] BoundsBodies;//[Offset: 0x30, Size: 0x10]
SkeletalBodySetup*[] SkeletalBodySetups;//[Offset: 0x40, Size: 0x10]
PhysicsConstraintTemplate*[] ConstraintSetup;//[Offset: 0x50, Size: 0x10]
SolverIterations SolverIterations;//[Offset: 0x60, Size: 0x18]
bool bNotForDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x78, Size: 0x1]
ThumbnailInfo* ThumbnailInfo;//[Offset: 0x120, Size: 0x8]
BodySetup*[] BodySetup;//[Offset: 0x128, Size: 0x10]

--------------------------------
Class: SkeletalBodySetup.BodySetup.Object
bool bSkipScaleFromAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x271, Size: 0x1]
PhysicalAnimationProfile[] PhysicalAnimationData;//[Offset: 0x278, Size:
0x10]

--------------------------------
Class: PhysicalAnimationProfile
FName ProfileName;//[Offset: 0x0, Size: 0x8]
PhysicalAnimationData PhysicalAnimationData;//[Offset: 0x8, Size: 0x24]

--------------------------------
Class: PhysicalAnimationData
FName BodyName;//[Offset: 0x0, Size: 0x8]
bool bIsLocalSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x8, Size: 0x1]
float OrientationStrength;//[Offset: 0xc, Size: 0x4]
float AngularVelocityStrength;//[Offset: 0x10, Size: 0x4]
float PositionStrength;//[Offset: 0x14, Size: 0x4]
float VelocityStrength;//[Offset: 0x18, Size: 0x4]
float MaxLinearForce;//[Offset: 0x1c, Size: 0x4]
float MaxAngularForce;//[Offset: 0x20, Size: 0x4]

--------------------------------
Class: PhysicsConstraintTemplate.Object
ConstraintInstance DefaultInstance;//[Offset: 0x28, Size: 0x1b8]
PhysicsConstraintProfileHandle[] ProfileHandles;//[Offset: 0x1e0, Size: 0x10]
ConstraintProfileProperties DefaultProfile;//[Offset: 0x1f0, Size: 0x104]

--------------------------------
Class: ConstraintInstance
FName JointName;//[Offset: 0x18, Size: 0x8]
FName ConstraintBone1;//[Offset: 0x20, Size: 0x8]
FName ConstraintBone2;//[Offset: 0x28, Size: 0x8]
Vector Pos1;//[Offset: 0x30, Size: 0xc]
Vector PriAxis1;//[Offset: 0x3c, Size: 0xc]
Vector SecAxis1;//[Offset: 0x48, Size: 0xc]
Vector Pos2;//[Offset: 0x54, Size: 0xc]
Vector PriAxis2;//[Offset: 0x60, Size: 0xc]
Vector SecAxis2;//[Offset: 0x6c, Size: 0xc]
Rotator AngularRotationOffset;//[Offset: 0x78, Size: 0xc]
bool bScaleLinearLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x84, Size: 0x1]
ConstraintProfileProperties ProfileInstance;//[Offset: 0x8c, Size: 0x104]

--------------------------------
Class: ConstraintProfileProperties
float ProjectionLinearTolerance;//[Offset: 0x0, Size: 0x4]
float ProjectionAngularTolerance;//[Offset: 0x4, Size: 0x4]
float LinearBreakThreshold;//[Offset: 0x8, Size: 0x4]
float AngularBreakThreshold;//[Offset: 0xc, Size: 0x4]
LinearConstraint LinearLimit;//[Offset: 0x10, Size: 0x1c]
ConeConstraint ConeLimit;//[Offset: 0x2c, Size: 0x20]
TwistConstraint TwistLimit;//[Offset: 0x4c, Size: 0x1c]
LinearDriveConstraint LinearDrive;//[Offset: 0x68, Size: 0x4c]
AngularDriveConstraint AngularDrive;//[Offset: 0xb4, Size: 0x4c]
bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x100, Size: 0x1]
bool bParentDominates;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x100, Size: 0x1]
bool bEnableProjection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x100, Size: 0x1]
bool bAngularBreakable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x100, Size: 0x1]
bool bLinearBreakable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x100, Size: 0x1]

--------------------------------
Class: LinearConstraint.ConstraintBaseParams
float Limit;//[Offset: 0x14, Size: 0x4]
byte XMotion;//[Offset: 0x18, Size: 0x1]
byte YMotion;//[Offset: 0x19, Size: 0x1]
byte ZMotion;//[Offset: 0x1a, Size: 0x1]

--------------------------------
Class: ConstraintBaseParams
float Stiffness;//[Offset: 0x0, Size: 0x4]
float Damping;//[Offset: 0x4, Size: 0x4]
float Restitution;//[Offset: 0x8, Size: 0x4]
float ContactDistance;//[Offset: 0xc, Size: 0x4]
bool bSoftConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x10, Size: 0x1]

--------------------------------
Class: ConeConstraint.ConstraintBaseParams
float Swing1LimitDegrees;//[Offset: 0x14, Size: 0x4]
float Swing2LimitDegrees;//[Offset: 0x18, Size: 0x4]
byte Swing1Motion;//[Offset: 0x1c, Size: 0x1]
byte Swing2Motion;//[Offset: 0x1d, Size: 0x1]
--------------------------------
Class: TwistConstraint.ConstraintBaseParams
float TwistLimitDegrees;//[Offset: 0x14, Size: 0x4]
byte TwistMotion;//[Offset: 0x18, Size: 0x1]

--------------------------------
Class: LinearDriveConstraint
Vector PositionTarget;//[Offset: 0x0, Size: 0xc]
Vector VelocityTarget;//[Offset: 0xc, Size: 0xc]
ConstraintDrive XDrive;//[Offset: 0x18, Size: 0x10]
ConstraintDrive YDrive;//[Offset: 0x28, Size: 0x10]
ConstraintDrive ZDrive;//[Offset: 0x38, Size: 0x10]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x48, Size: 0x1]

--------------------------------
Class: ConstraintDrive
float Stiffness;//[Offset: 0x0, Size: 0x4]
float Damping;//[Offset: 0x4, Size: 0x4]
float MaxForce;//[Offset: 0x8, Size: 0x4]
bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xc, Size: 0x1]
bool bEnableVelocityDrive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xc, Size: 0x1]

--------------------------------
Class: AngularDriveConstraint
ConstraintDrive TwistDrive;//[Offset: 0x0, Size: 0x10]
ConstraintDrive SwingDrive;//[Offset: 0x10, Size: 0x10]
ConstraintDrive SlerpDrive;//[Offset: 0x20, Size: 0x10]
Rotator OrientationTarget;//[Offset: 0x30, Size: 0xc]
Vector AngularVelocityTarget;//[Offset: 0x3c, Size: 0xc]
byte AngularDriveMode;//[Offset: 0x48, Size: 0x1]

--------------------------------
Class: PhysicsConstraintProfileHandle
ConstraintProfileProperties ProfileProperties;//[Offset: 0x0, Size: 0x104]
FName ProfileName;//[Offset: 0x104, Size: 0x8]

--------------------------------
Class: SolverIterations
int SolverIterations;//[Offset: 0x0, Size: 0x4]
int JointIterations;//[Offset: 0x4, Size: 0x4]
int CollisionIterations;//[Offset: 0x8, Size: 0x4]
int SolverPushOutIterations;//[Offset: 0xc, Size: 0x4]
int JointPushOutIterations;//[Offset: 0x10, Size: 0x4]
int CollisionPushOutIterations;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: ThumbnailInfo.Object

--------------------------------
Class: NodeMappingContainer.Object
<FName,NodeItem> SourceItems;//[Offset: 0x28, Size: 0x50]
<FName,NodeItem> TargetItems;//[Offset: 0x78, Size: 0x50]
<FName,FName> SourceToTarget;//[Offset: 0xc8, Size: 0x50]
Object* SourceAsset;//[Offset: 0x118, Size: 0x28]
Object* TargetAsset;//[Offset: 0x140, Size: 0x28]
--------------------------------
Class: NodeItem
FName ParentName;//[Offset: 0x0, Size: 0x8]
Transform Transform;//[Offset: 0x10, Size: 0x30]

--------------------------------
Class: MorphTarget.Object
SkeletalMesh* BaseSkelMesh;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: SkeletalMeshLODSettings.DataAsset.Object
PerPlatformInt MinLOD;//[Offset: 0x30, Size: 0x4]
PerPlatformBool DisableBelowMinLodStripping;//[Offset: 0x34, Size: 0x1]
PerPlatformBool bSupportLODStreaming;//[Offset: 0x35, Size: 0x1]
PerPlatformInt MaxNumStreamedLODs;//[Offset: 0x38, Size: 0x4]
PerPlatformInt MaxNumOptionalLODs;//[Offset: 0x3c, Size: 0x4]
SkeletalMeshLODGroupSettings[] LODGroups;//[Offset: 0x40, Size: 0x10]

--------------------------------
Class: SkeletalMeshLODGroupSettings
PerPlatformFloat ScreenSize;//[Offset: 0x0, Size: 0x4]
float LODHysteresis;//[Offset: 0x4, Size: 0x4]
enum BoneFilterActionOption;//[Offset: 0x8, Size: 0x1]
BoneFilter[] BoneList;//[Offset: 0x10, Size: 0x10]
FName[] BonesToPrioritize;//[Offset: 0x20, Size: 0x10]
float WeightOfPrioritization;//[Offset: 0x30, Size: 0x4]
AnimSequence* BakePose;//[Offset: 0x38, Size: 0x8]
SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x40, Size:
0x3c]

--------------------------------
Class: BoneFilter
bool bExcludeSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
FName BoneName;//[Offset: 0x4, Size: 0x8]

--------------------------------
Class: AnimInstance.Object
Skeleton* CurrentSkeleton;//[Offset: 0x28, Size: 0x8]
byte RootMotionMode;//[Offset: 0x30, Size: 0x1]
bool bUseMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x31, Size: 0x1]
bool bUsingCopyPoseFromMesh;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x31, Size: 0x1]
bool bReceiveNotifiesFromLinkedInstances;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x31, Size: 0x1]
bool bPropagateNotifiesToLinkedInstances;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x31, Size: 0x1]
bool bUseMainInstanceMontageEvaluationData;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x31, Size: 0x1]
bool bQueueMontageEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x31, Size: 0x1]
AnimationAsset*[] CachedOriginalAnimAssets;//[Offset: 0x48, Size: 0x10]
OverrideAnimConfig*[] CachedOverrideAnimConfig;//[Offset: 0x58, Size: 0x10]
delegate OnMontageBlendingOut;//[Offset: 0x68, Size: 0x10]
delegate OnMontageStarted;//[Offset: 0x78, Size: 0x10]
delegate OnMontageEnded;//[Offset: 0x88, Size: 0x10]
delegate OnAllMontageInstancesEnded;//[Offset: 0x98, Size: 0x10]
AnimNotifyQueue NotifyQueue;//[Offset: 0x130, Size: 0x70]
AnimNotifyEvent[] ActiveAnimNotifyState;//[Offset: 0x1a0, Size: 0x10]
void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic);// 0x8d017b0
void UnlinkAnimClassLayers(class AnimInstance InClass);// 0x8d02e70
Pawn* TryGetPawnOwner();// 0x8d04d24
void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x8d042d4
void SnapshotPose(out PoseSnapshot Snapshot);// 0x8d04b94
void SetUseMainInstanceMontageEvaluationData(bool bSet);// 0x8d0490c
void SetRootMotionMode(byte Value);// 0x8d02c68
void SetReceiveNotifiesFromLinkedInstances(bool bSet);// 0x8d04abc
void SetPropagateNotifiesToLinkedInstances(bool bSet);// 0x8d049e4
void SetMorphTarget(FName MorphTargetName, float Value);// 0x8d01ac0
void SavePoseSnapshot(FName SnapshotName);// 0x8d04c74
void ResetDynamics(enum InTeleportType);// 0x8d0125c
AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName
SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int
LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x8d043c8
float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float
BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x8d04680
void Montage_StopGroupByName(float InBlendOutTime, FName GroupName);//
0x8d03e08
void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);//
0x8d03efc
void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);//
0x8d034ec
void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);//
0x8d038a8
void Montage_SetNextSection(FName SectionNameToChange, FName NextSection,
const AnimMontage* Montage);// 0x8d0399c
void Montage_Resume(const AnimMontage* Montage);// 0x8d03cb8
float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum
ReturnValueType, float InTimeToStartMontageAt, bool bStopAllMontages);// 0x8d03ff0
void Montage_Pause(const AnimMontage* Montage);// 0x8d03d60
void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage*
Montage);// 0x8d03ad8
void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);//
0x8d03bc8
bool Montage_IsPlaying(const AnimMontage* Montage);// 0x8d03740
bool Montage_IsActive(const AnimMontage* Montage);// 0x8d037f4
float Montage_GetPosition(const AnimMontage* Montage);// 0x8d035e0
float Montage_GetPlayRate(const AnimMontage* Montage);// 0x8d032d8
bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x8d03438
FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x8d03690
float Montage_GetBlendTime(const AnimMontage* Montage);// 0x8d03388
void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x8d018a8
void LinkAnimGraphByTag(FName InTag, class AnimInstance InClass);// 0x8d02fc0
void LinkAnimClassLayers(class AnimInstance InClass);// 0x8d02f18
bool IsUsingMainInstanceMontageEvaluationData();// 0x8d049c4
bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker,
FName NextMarker, bool bRespectMarkerOrder);// 0x8d013c4
bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName
SlotNodeName);// 0x8d041d8
bool IsAnyMontagePlaying();// 0x8d032a0
bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);//
0x8d01560
bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float
OutMarkerTime);// 0x8d0165c
MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);//
0x8d01304
float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int
StateIndex);// 0x8d021c8
float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);//
0x8d022c0
float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);//
0x8d01ee0
float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x8d01fd8
float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x8d020d0
bool GetReceiveNotifiesFromLinkedInstances();// 0x8d04b74
bool GetPropagateNotifiesToLinkedInstances();// 0x8d04a9c
SkeletalMeshComponent* GetOwningComponent();// 0x8d048a4
Actor* GetOwningActor();// 0x8d048d8
AnimInstance* GetLinkedAnimLayerInstanceByGroup(FName InGroup);// 0x8d02dc0
AnimInstance* GetLinkedAnimLayerInstanceByClass(class AnimInstance
InClass);// 0x8d02d10
void GetLinkedAnimGraphInstancesByTag(FName InTag, out AnimInstance*[]
OutLinkedInstances);// 0x8d030b0
AnimInstance* GetLinkedAnimGraphInstanceByTag(FName InTag);// 0x8d031bc
float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int
TransitionIndex);// 0x8d023b8
float GetInstanceTransitionTimeElapsed(int MachineIndex, int
TransitionIndex);// 0x8d024b0
float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int
TransitionIndex);// 0x8d025a8
float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x8d02750
float GetInstanceMachineWeight(int MachineIndex);// 0x8d02848
float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x8d026a0
float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);//
0x8d028f8
float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x8d029a8
float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x8d02a58
float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x8d02b08
float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x8d02bb8
float GetCurveValue(FName CurveName);// 0x8d01e30
FName GetCurrentStateName(int MachineIndex);// 0x8d01bb4
AnimMontage* GetCurrentActiveMontage();// 0x8d0326c
void GetAllCurveNames(out FName[] OutNames);// 0x8d01c64
void GetActiveCurveNames(enum CurveType, out FName[] OutNames);// 0x8d01d24
void ClearMorphTargets();// 0x8d01aac
float CalculateDirection(out const Vector Velocity, out const Rotator
BaseRotation);// 0x8d019a0
void BlueprintUpdateAnimation(float DeltaTimeX);// 0x704f228
void BlueprintPostEvaluateAnimation();// 0x704f228
void BlueprintLinkedAnimationLayersInitialized();// 0x704f228
void BlueprintInitializeAnimation();// 0x704f228
void BlueprintBeginPlay();// 0x704f228

--------------------------------
Class: OverrideAnimConfig.DataAsset.Object
<FName,AnimationAsset*> OverrideAssets;//[Offset: 0x30, Size: 0x50]

--------------------------------
Class: AnimNotifyQueue
AnimNotifyEventReference[] AnimNotifies;//[Offset: 0x10, Size: 0x10]
<FName,AnimNotifyArray> UnfilteredMontageAnimNotifies;//[Offset: 0x20, Size:
0x50]

--------------------------------
Class: AnimNotifyEventReference
Object* NotifySource;//[Offset: 0x8, Size: 0x8]
--------------------------------
Class: AnimNotifyArray
AnimNotifyEventReference[] Notifies;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: PoseSnapshot
Transform[] LocalTransforms;//[Offset: 0x0, Size: 0x10]
FName[] BoneNames;//[Offset: 0x10, Size: 0x10]
FName SkeletalMeshName;//[Offset: 0x20, Size: 0x8]
FName SnapshotName;//[Offset: 0x28, Size: 0x8]
bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]

--------------------------------
Class: MarkerSyncAnimPosition
FName PreviousMarkerName;//[Offset: 0x0, Size: 0x8]
FName NextMarkerName;//[Offset: 0x8, Size: 0x8]
float PositionBetweenMarkers;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: ClothingAssetBase.Object
FString ImportedFilePath;//[Offset: 0x28, Size: 0x10]
Guid AssetGuid;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: SkeletalMeshSamplingInfo
SkeletalMeshSamplingRegion[] Regions;//[Offset: 0x0, Size: 0x10]
SkeletalMeshSamplingBuiltData BuiltData;//[Offset: 0x10, Size: 0x20]

--------------------------------
Class: SkeletalMeshSamplingRegion
FName Name;//[Offset: 0x0, Size: 0x8]
int LODIndex;//[Offset: 0x8, Size: 0x4]
bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xc, Size: 0x1]
SkeletalMeshSamplingRegionMaterialFilter[] MaterialFilters;//[Offset: 0x10,
Size: 0x10]
SkeletalMeshSamplingRegionBoneFilter[] BoneFilters;//[Offset: 0x20, Size:
0x10]

--------------------------------
Class: SkeletalMeshSamplingRegionMaterialFilter
FName MaterialName;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: SkeletalMeshSamplingRegionBoneFilter
FName BoneName;//[Offset: 0x0, Size: 0x8]
bool bIncludeOrExclude;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x8, Size: 0x1]
bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x8, Size: 0x1]

--------------------------------
Class: SkeletalMeshSamplingBuiltData
SkeletalMeshSamplingLODBuiltData[] WholeMeshBuiltData;//[Offset: 0x0, Size:
0x10]
SkeletalMeshSamplingRegionBuiltData[] RegionBuiltData;//[Offset: 0x10, Size:
0x10]
--------------------------------
Class: SkeletalMeshSamplingLODBuiltData

--------------------------------
Class: SkeletalMeshSamplingRegionBuiltData

--------------------------------
Class: SkinWeightProfileInfo
FName Name;//[Offset: 0x0, Size: 0x8]
PerPlatformBool DefaultProfile;//[Offset: 0x8, Size: 0x1]
PerPlatformInt DefaultProfileFromLODIndex;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: Blueprint.BlueprintCore.Object
class Object* ParentClass;//[Offset: 0x50, Size: 0x8]
byte BlueprintType;//[Offset: 0x58, Size: 0x1]
bool bRecompileOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x59, Size: 0x1]
bool bHasBeenRegenerated;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x59, Size: 0x1]
bool bIsRegeneratingOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x59, Size: 0x1]
int BlueprintSystemVersion;//[Offset: 0x5c, Size: 0x4]
SimpleConstructionScript* SimpleConstructionScript;//[Offset: 0x60, Size:
0x8]
ActorComponent*[] ComponentTemplates;//[Offset: 0x68, Size: 0x10]
TimelineTemplate*[] Timelines;//[Offset: 0x78, Size: 0x10]
BPComponentClassOverride[] ComponentClassOverrides;//[Offset: 0x88, Size:
0x10]
InheritableComponentHandler* InheritableComponentHandler;//[Offset: 0x98,
Size: 0x8]

--------------------------------
Class: BlueprintCore.Object
class Object* SkeletonGeneratedClass;//[Offset: 0x28, Size: 0x8]
class Object* GeneratedClass;//[Offset: 0x30, Size: 0x8]
bool bLegacyNeedToPurgeSkelRefs;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x38, Size: 0x1]
Guid BlueprintGuid;//[Offset: 0x3c, Size: 0x10]

--------------------------------
Class: SimpleConstructionScript.Object
SCS_Node*[] RootNodes;//[Offset: 0x28, Size: 0x10]
SCS_Node*[] AllNodes;//[Offset: 0x38, Size: 0x10]
SCS_Node* DefaultSceneRootNode;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: SCS_Node.Object
class Object* ComponentClass;//[Offset: 0x28, Size: 0x8]
ActorComponent* ComponentTemplate;//[Offset: 0x30, Size: 0x8]
BlueprintCookedComponentInstancingData
CookedComponentInstancingData;//[Offset: 0x38, Size: 0x48]
FName AttachToName;//[Offset: 0x80, Size: 0x8]
FName ParentComponentOrVariableName;//[Offset: 0x88, Size: 0x8]
FName ParentComponentOwnerClassName;//[Offset: 0x90, Size: 0x8]
bool bIsParentComponentNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x98, Size: 0x1]
SCS_Node*[] ChildNodes;//[Offset: 0xa0, Size: 0x10]
BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0xb0, Size: 0x10]
Guid VariableGuid;//[Offset: 0xc0, Size: 0x10]
FName InternalVariableName;//[Offset: 0xd0, Size: 0x8]

--------------------------------
Class: BlueprintCookedComponentInstancingData
BlueprintComponentChangedPropertyInfo[] ChangedPropertyList;//[Offset: 0x0,
Size: 0x10]
bool bHasValidCookedData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x21, Size: 0x1]

--------------------------------
Class: BlueprintComponentChangedPropertyInfo
FName PropertyName;//[Offset: 0x0, Size: 0x8]
int ArrayIndex;//[Offset: 0x8, Size: 0x4]
Struct* PropertyScope;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: Struct.Field.Object

--------------------------------
Class: Field.Object

--------------------------------
Class: BPVariableMetaDataEntry
FName DataKey;//[Offset: 0x0, Size: 0x8]
FString DataValue;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: TimelineTemplate.Object
float TimelineLength;//[Offset: 0x28, Size: 0x4]
byte LengthMode;//[Offset: 0x2c, Size: 0x1]
bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d,
Size: 0x1]
bool bLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d, Size:
0x1]
bool bReplicated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d,
Size: 0x1]
bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x2d, Size: 0x1]
TTEventTrack[] EventTracks;//[Offset: 0x30, Size: 0x10]
TTFloatTrack[] FloatTracks;//[Offset: 0x40, Size: 0x10]
TTVectorTrack[] VectorTracks;//[Offset: 0x50, Size: 0x10]
TTLinearColorTrack[] LinearColorTracks;//[Offset: 0x60, Size: 0x10]
BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x70, Size: 0x10]
Guid TimelineGuid;//[Offset: 0x80, Size: 0x10]
FName VariableName;//[Offset: 0x90, Size: 0x8]
FName DirectionPropertyName;//[Offset: 0x98, Size: 0x8]
FName UpdateFunctionName;//[Offset: 0xa0, Size: 0x8]
FName FinishedFunctionName;//[Offset: 0xa8, Size: 0x8]

--------------------------------
Class: TTEventTrack.TTTrackBase
FName FunctionName;//[Offset: 0x14, Size: 0x8]
CurveFloat* CurveKeys;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: TTTrackBase
FName TrackName;//[Offset: 0x8, Size: 0x8]
bool bIsExternalCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]

--------------------------------
Class: TTFloatTrack.TTPropertyTrack.TTTrackBase
CurveFloat* CurveFloat;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: TTPropertyTrack.TTTrackBase
FName PropertyName;//[Offset: 0x14, Size: 0x8]

--------------------------------
Class: TTVectorTrack.TTPropertyTrack.TTTrackBase
CurveVector* CurveVector;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: CurveVector.CurveBase.Object
RichCurve FloatCurves;//[Offset: 0x30, Size: 0x80]
Vector GetVectorValue(float InTime);// 0x8d665a4

--------------------------------
Class: TTLinearColorTrack.TTPropertyTrack.TTTrackBase
CurveLinearColor* CurveLinearColor;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: CurveLinearColor.CurveBase.Object
RichCurve FloatCurves;//[Offset: 0x30, Size: 0x80]
float AdjustHue;//[Offset: 0x230, Size: 0x4]
float AdjustSaturation;//[Offset: 0x234, Size: 0x4]
float AdjustBrightness;//[Offset: 0x238, Size: 0x4]
float AdjustBrightnessCurve;//[Offset: 0x23c, Size: 0x4]
float AdjustVibrance;//[Offset: 0x240, Size: 0x4]
float AdjustMinAlpha;//[Offset: 0x244, Size: 0x4]
float AdjustMaxAlpha;//[Offset: 0x248, Size: 0x4]
LinearColor GetLinearColorValue(float InTime);// 0x8d656e0
LinearColor GetClampedLinearColorValue(float InTime);// 0x8d65624

--------------------------------
Class: BPComponentClassOverride
FName ComponentName;//[Offset: 0x0, Size: 0x8]
class Object* ComponentClass;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: InheritableComponentHandler.Object
ComponentOverrideRecord[] Records;//[Offset: 0x28, Size: 0x10]
ActorComponent*[] UnnecessaryComponents;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: ComponentOverrideRecord
class Object* ComponentClass;//[Offset: 0x0, Size: 0x8]
ActorComponent* ComponentTemplate;//[Offset: 0x8, Size: 0x8]
ComponentKey ComponentKey;//[Offset: 0x10, Size: 0x20]
BlueprintCookedComponentInstancingData
CookedComponentInstancingData;//[Offset: 0x30, Size: 0x48]

--------------------------------
Class: ComponentKey
class Object* OwnerClass;//[Offset: 0x0, Size: 0x8]
FName SCSVariableName;//[Offset: 0x8, Size: 0x8]
Guid AssociatedGuid;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: SingleAnimationPlayData
AnimationAsset* AnimToPlay;//[Offset: 0x0, Size: 0x8]
bool bSavedLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8,
Size: 0x1]
bool bSavedPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8,
Size: 0x1]
float SavedPosition;//[Offset: 0xc, Size: 0x4]
float SavedPlayRate;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: ClothingSimulationFactory.Object

--------------------------------
Class: ClothingSimulationInteractor.Object
void SetAnimDriveSpringStiffness(float InStiffness);// 0x832ced8
void PhysicsAssetUpdated();// 0x832cfa4
void EnableGravityOverride(out const Vector InVector);// 0x832ce20
void DisableGravityOverride();// 0x832ce04
void ClothConfigUpdated();// 0x832cf88

--------------------------------
Class: SkelMeshComponentLODInfo
bool[] HiddenMaterials;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: Matrix
Plane XPlane;//[Offset: 0x0, Size: 0x10]
Plane YPlane;//[Offset: 0x10, Size: 0x10]
Plane ZPlane;//[Offset: 0x20, Size: 0x10]
Plane WPlane;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: Plane.Vector
float W;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: AnimNotifyState.Object
bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation, float FrameDeltaTime);// 0x704f228
bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation);// 0x704f228
bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase*
Animation, float TotalDuration);// 0x704f228
FString GetNotifyName();// 0x8d16d70

--------------------------------
Class: RawCurveTracks
FloatCurve[] FloatCurves;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: FloatCurve.AnimCurveBase
RichCurve FloatCurve;//[Offset: 0x18, Size: 0x80]

--------------------------------
Class: AnimCurveBase
FName LastObservedName;//[Offset: 0x0, Size: 0x8]
SmartName Name;//[Offset: 0x8, Size: 0xc]
int CurveTypeFlags;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: SmartName
FName DisplayName;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: MarkerSyncData
AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: CompositeSection.AnimLinkableElement
FName SectionName;//[Offset: 0x30, Size: 0x8]
float StartTime;//[Offset: 0x38, Size: 0x4]
FName NextSectionName;//[Offset: 0x3c, Size: 0x8]
AnimMetaData*[] MetaData;//[Offset: 0x48, Size: 0x10]

--------------------------------
Class: AnimMetaData.Object

--------------------------------
Class: SlotAnimationTrack
FName SlotName;//[Offset: 0x0, Size: 0x8]
AnimTrack AnimTrack;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: AnimTrack
AnimSegment[] AnimSegments;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: AnimSegment
AnimSequenceBase* AnimReference;//[Offset: 0x0, Size: 0x8]
float StartPos;//[Offset: 0x8, Size: 0x4]
float AnimStartTime;//[Offset: 0xc, Size: 0x4]
float AnimEndTime;//[Offset: 0x10, Size: 0x4]
float AnimPlayRate;//[Offset: 0x14, Size: 0x4]
int LoopingCount;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: BranchingPoint.AnimLinkableElement
FName EventName;//[Offset: 0x30, Size: 0x8]
float DisplayTime;//[Offset: 0x38, Size: 0x4]
float TriggerTimeOffset;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: BranchingPointMarker
int NotifyIndex;//[Offset: 0x0, Size: 0x4]
float TriggerTime;//[Offset: 0x4, Size: 0x4]
byte NotifyEventType;//[Offset: 0x8, Size: 0x1]

--------------------------------
Class: TimeStretchCurve
float SamplingRate;//[Offset: 0x0, Size: 0x4]
float CurveValueMinPrecision;//[Offset: 0x4, Size: 0x4]
TimeStretchCurveMarker[] Markers;//[Offset: 0x8, Size: 0x10]
float Sum_dT_i_by_C_i;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: TimeStretchCurveMarker
float Time;//[Offset: 0x0, Size: 0x4]
float Alpha;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: Vector_NetQuantize10.Vector

--------------------------------
Class: RootMotionSourceGroup
bool bHasAdditiveSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x28, Size: 0x1]
bool bHasOverrideSources;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x28, Size: 0x1]
bool bHasOverrideSourcesWithIgnoreZAccumulate;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x28, Size: 0x1]
bool bIsAdditiveVelocityApplied;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x28, Size: 0x1]
RootMotionSourceSettings LastAccumulatedSettings;//[Offset: 0x29, Size: 0x1]
Vector_NetQuantize10 LastPreAdditiveVelocity;//[Offset: 0x2c, Size: 0xc]

--------------------------------
Class: RootMotionSourceSettings
byte Flags;//[Offset: 0x0, Size: 0x1]

--------------------------------
Class:
CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementCompo
nent.ActorComponent.Object
Character* CharacterOwner;//[Offset: 0x148, Size: 0x8]
float GravityScale;//[Offset: 0x150, Size: 0x4]
float MaxStepHeight;//[Offset: 0x154, Size: 0x4]
float JumpZVelocity;//[Offset: 0x158, Size: 0x4]
float JumpOffJumpZFactor;//[Offset: 0x15c, Size: 0x4]
float WalkableFloorAngle;//[Offset: 0x160, Size: 0x4]
float WalkableFloorZ;//[Offset: 0x164, Size: 0x4]
byte MovementMode;//[Offset: 0x168, Size: 0x1]
byte CustomMovementMode;//[Offset: 0x169, Size: 0x1]
enum NetworkSmoothingMode;//[Offset: 0x16a, Size: 0x1]
float GroundFriction;//[Offset: 0x16c, Size: 0x4]
float MaxWalkSpeed;//[Offset: 0x18c, Size: 0x4]
float MaxWalkSpeedCrouched;//[Offset: 0x190, Size: 0x4]
float MaxSwimSpeed;//[Offset: 0x194, Size: 0x4]
float MaxFlySpeed;//[Offset: 0x198, Size: 0x4]
float MaxCustomMovementSpeed;//[Offset: 0x19c, Size: 0x4]
float MaxAcceleration;//[Offset: 0x1a0, Size: 0x4]
float MinAnalogWalkSpeed;//[Offset: 0x1a4, Size: 0x4]
float BrakingFrictionFactor;//[Offset: 0x1a8, Size: 0x4]
float BrakingFriction;//[Offset: 0x1ac, Size: 0x4]
float BrakingSubStepTime;//[Offset: 0x1b0, Size: 0x4]
float BrakingDecelerationWalking;//[Offset: 0x1b4, Size: 0x4]
float BrakingDecelerationFalling;//[Offset: 0x1b8, Size: 0x4]
float BrakingDecelerationSwimming;//[Offset: 0x1bc, Size: 0x4]
float BrakingDecelerationFlying;//[Offset: 0x1c0, Size: 0x4]
float AirControl;//[Offset: 0x1c4, Size: 0x4]
float AirControlBoostMultiplier;//[Offset: 0x1c8, Size: 0x4]
float AirControlBoostVelocityThreshold;//[Offset: 0x1cc, Size: 0x4]
float FallingLateralFriction;//[Offset: 0x1d0, Size: 0x4]
float CrouchedHalfHeight;//[Offset: 0x1d4, Size: 0x4]
float Buoyancy;//[Offset: 0x1d8, Size: 0x4]
float PerchRadiusThreshold;//[Offset: 0x1dc, Size: 0x4]
float PerchAdditionalHeight;//[Offset: 0x1e0, Size: 0x4]
Rotator RotationRate;//[Offset: 0x1e4, Size: 0xc]
bool bUseSeparateBrakingFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1f0, Size: 0x1]
bool bApplyGravityWhileJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x1f0, Size: 0x1]
bool bUseControllerDesiredRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x1f0, Size: 0x1]
bool bOrientRotationToMovement;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x1f0, Size: 0x1]
bool bSweepWhileNavWalking;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x1f0, Size: 0x1]
bool bMovementInProgress;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x1f0, Size: 0x1]
bool bEnableScopedMovementUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x1f0, Size: 0x1]
bool bEnableServerDualMoveScopedMovementUpdates;//(ByteOffset: 0, ByteMask:
1, FieldMask: 1)[Offset: 0x1f1, Size: 0x1]
bool bForceMaxAccel;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1f1, Size: 0x1]
bool bRunPhysicsWithNoController;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x1f1, Size: 0x1]
bool bForceNextFloorCheck;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x1f1, Size: 0x1]
bool bShrinkProxyCapsule;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x1f1, Size: 0x1]
bool bCanWalkOffLedges;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x1f1, Size: 0x1]
bool bCanWalkOffLedgesWhenCrouching;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x1f1, Size: 0x1]
bool bNetworkSkipProxyPredictionOnNetUpdate;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x1f2, Size: 0x1]
bool bNetworkAlwaysReplicateTransformUpdateTimestamp;//(ByteOffset: 0,
ByteMask: 4, FieldMask: 4)[Offset: 0x1f2, Size: 0x1]
bool bDeferUpdateMoveComponent;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x1f2, Size: 0x1]
bool bEnablePhysicsInteraction;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x1f2, Size: 0x1]
bool bTouchForceScaledToMass;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x1f2, Size: 0x1]
bool bPushForceScaledToMass;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x1f2, Size: 0x1]
bool bPushForceUsingZOffset;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x1f2, Size: 0x1]
bool bScalePushForceToVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1f3, Size: 0x1]
SceneComponent* DeferredUpdatedMoveComponent;//[Offset: 0x1f8, Size: 0x8]
float MaxOutOfWaterStepHeight;//[Offset: 0x200, Size: 0x4]
float OutofWaterZ;//[Offset: 0x204, Size: 0x4]
float Mass;//[Offset: 0x208, Size: 0x4]
float StandingDownwardForceScale;//[Offset: 0x20c, Size: 0x4]
float InitialPushForceFactor;//[Offset: 0x210, Size: 0x4]
float PushForceFactor;//[Offset: 0x214, Size: 0x4]
float PushForcePointZOffsetFactor;//[Offset: 0x218, Size: 0x4]
float TouchForceFactor;//[Offset: 0x21c, Size: 0x4]
float MinTouchForce;//[Offset: 0x220, Size: 0x4]
float MaxTouchForce;//[Offset: 0x224, Size: 0x4]
float RepulsionForce;//[Offset: 0x228, Size: 0x4]
Vector Acceleration;//[Offset: 0x22c, Size: 0xc]
Quat LastUpdateRotation;//[Offset: 0x240, Size: 0x10]
Vector LastUpdateLocation;//[Offset: 0x250, Size: 0xc]
Vector LastUpdateVelocity;//[Offset: 0x25c, Size: 0xc]
float ServerLastTransformUpdateTimeStamp;//[Offset: 0x268, Size: 0x4]
float ServerLastClientGoodMoveAckTime;//[Offset: 0x26c, Size: 0x4]
float ServerLastClientAdjustmentTime;//[Offset: 0x270, Size: 0x4]
Vector PendingImpulseToApply;//[Offset: 0x274, Size: 0xc]
Vector PendingForceToApply;//[Offset: 0x280, Size: 0xc]
float AnalogInputModifier;//[Offset: 0x28c, Size: 0x4]
float MaxSimulationTimeStep;//[Offset: 0x29c, Size: 0x4]
int MaxSimulationIterations;//[Offset: 0x2a0, Size: 0x4]
int MaxJumpApexAttemptsPerSimulation;//[Offset: 0x2a4, Size: 0x4]
float MaxDepenetrationWithGeometry;//[Offset: 0x2a8, Size: 0x4]
float MaxDepenetrationWithGeometryAsProxy;//[Offset: 0x2ac, Size: 0x4]
float MaxDepenetrationWithPawn;//[Offset: 0x2b0, Size: 0x4]
float MaxDepenetrationWithPawnAsProxy;//[Offset: 0x2b4, Size: 0x4]
float NetworkSimulatedSmoothLocationTime;//[Offset: 0x2b8, Size: 0x4]
float NetworkSimulatedSmoothRotationTime;//[Offset: 0x2bc, Size: 0x4]
float ListenServerNetworkSimulatedSmoothLocationTime;//[Offset: 0x2c0, Size:
0x4]
float ListenServerNetworkSimulatedSmoothRotationTime;//[Offset: 0x2c4, Size:
0x4]
float NetProxyShrinkRadius;//[Offset: 0x2c8, Size: 0x4]
float NetProxyShrinkHalfHeight;//[Offset: 0x2cc, Size: 0x4]
float NetworkMaxSmoothUpdateDistance;//[Offset: 0x2d0, Size: 0x4]
float NetworkNoSmoothUpdateDistance;//[Offset: 0x2d4, Size: 0x4]
float NetworkLinearSmoothingLerpLimit;//[Offset: 0x2d8, Size: 0x4]
float NetworkMinTimeBetweenClientAckGoodMoves;//[Offset: 0x2dc, Size: 0x4]
float NetworkMinTimeBetweenClientAdjustments;//[Offset: 0x2e0, Size: 0x4]
float NetworkMinTimeBetweenClientAdjustmentsLargeCorrection;//[Offset: 0x2e4,
Size: 0x4]
float NetworkLargeClientCorrectionDistance;//[Offset: 0x2e8, Size: 0x4]
float LedgeCheckThreshold;//[Offset: 0x2ec, Size: 0x4]
float JumpOutOfWaterPitch;//[Offset: 0x2f0, Size: 0x4]
FindFloorResult CurrentFloor;//[Offset: 0x2f4, Size: 0x94]
byte DefaultLandMovementMode;//[Offset: 0x388, Size: 0x1]
byte DefaultWaterMovementMode;//[Offset: 0x389, Size: 0x1]
byte GroundMovementMode;//[Offset: 0x38a, Size: 0x1]
bool bMaintainHorizontalGroundVelocity;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x38b, Size: 0x1]
bool bImpartBaseVelocityX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38b, Size: 0x1]
bool bImpartBaseVelocityY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x38b, Size: 0x1]
bool bImpartBaseVelocityZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x38b, Size: 0x1]
bool bImpartBaseAngularVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x38b, Size: 0x1]
bool bJustTeleported;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x38b, Size: 0x1]
bool bNetworkUpdateReceived;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x38b, Size: 0x1]
bool bNetworkMovementModeChanged;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x38b, Size: 0x1]
bool bIgnoreClientMovementErrorChecksAndCorrection;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 1)[Offset: 0x38c, Size: 0x1]
bool bServerAcceptClientAuthoritativePosition;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x38c, Size: 0x1]
bool bNotifyApex;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x38c,
Size: 0x1]
bool bCheatFlying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x38c,
Size: 0x1]
bool bWantsToCrouch;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x38c, Size: 0x1]
bool bCrouchMaintainsBaseLocation;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x38c, Size: 0x1]
bool bIgnoreBaseRotation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x38c, Size: 0x1]
bool bFastAttachedMove;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x38c, Size: 0x1]
bool bAlwaysCheckFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x38d, Size: 0x1]
bool bUseFlatBaseForFloorChecks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38d, Size: 0x1]
bool bPerformingJumpOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x38d, Size: 0x1]
bool bWantsToLeaveNavWalking;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x38d, Size: 0x1]
bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x38d, Size: 0x1]
bool bRequestedMoveUseAcceleration;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x38d, Size: 0x1]
bool bWasSimulatingRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x38d, Size: 0x1]
bool bAllowPhysicsRotationDuringAnimRootMotion;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x38e, Size: 0x1]
bool bHasRequestedVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38e, Size: 0x1]
bool bRequestedMoveWithMaxSpeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x38e, Size: 0x1]
bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x38e, Size: 0x1]
bool bProjectNavMeshWalking;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x38e, Size: 0x1]
bool bProjectNavMeshOnBothWorldChannels;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x38e, Size: 0x1]
float AvoidanceConsiderationRadius;//[Offset: 0x3a0, Size: 0x4]
Vector RequestedVelocity;//[Offset: 0x3a4, Size: 0xc]
int AvoidanceUID;//[Offset: 0x3b0, Size: 0x4]
NavAvoidanceMask AvoidanceGroup;//[Offset: 0x3b4, Size: 0x4]
NavAvoidanceMask GroupsToAvoid;//[Offset: 0x3b8, Size: 0x4]
NavAvoidanceMask GroupsToIgnore;//[Offset: 0x3bc, Size: 0x4]
float AvoidanceWeight;//[Offset: 0x3c0, Size: 0x4]
Vector PendingLaunchVelocity;//[Offset: 0x3c4, Size: 0xc]
float NavMeshProjectionInterval;//[Offset: 0x470, Size: 0x4]
float NavMeshProjectionTimer;//[Offset: 0x474, Size: 0x4]
float NavMeshProjectionInterpSpeed;//[Offset: 0x478, Size: 0x4]
float NavMeshProjectionHeightScaleUp;//[Offset: 0x47c, Size: 0x4]
float NavMeshProjectionHeightScaleDown;//[Offset: 0x480, Size: 0x4]
float NavWalkingFloorDistTolerance;//[Offset: 0x484, Size: 0x4]
CharacterMovementComponentPostPhysicsTickFunction
PostPhysicsTickFunction;//[Offset: 0x488, Size: 0x30]
float MinTimeBetweenTimeStampResets;//[Offset: 0x4d0, Size: 0x4]
RootMotionSourceGroup CurrentRootMotion;//[Offset: 0x4d8, Size: 0x38]
RootMotionMovementParams RootMotionParams;//[Offset: 0x5a0, Size: 0x40]
Vector AnimRootMotionVelocity;//[Offset: 0x5e0, Size: 0xc]
bool bCanAdjustWalkingVelocityOnSliding;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x610, Size: 0x1]
bool bCanAdjustFallingVelocityOnSliding;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x611, Size: 0x1]
float LimitedNewVelocityZOnTwoWallAdjust;//[Offset: 0x614, Size: 0x4]
void SetWalkableFloorZ(float InWalkableFloorZ);// 0x8d57e50
void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x8d57f2c
void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x8d58754
void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x8d5891c
void SetGroupsToIgnore(int GroupFlags);// 0x8d589cc
void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x8d58a74
void SetGroupsToAvoid(int GroupFlags);// 0x8d58b24
void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x8d58bcc
void SetAvoidanceGroup(int GroupFlags);// 0x8d58c7c
void SetAvoidanceEnabled(bool bEnable);// 0x8d5886c
float K2_GetWalkableFloorZ();// 0x8d57ef8
float K2_GetWalkableFloorAngle();// 0x8d57fd4
float K2_GetModifiedMaxAcceleration();// 0x8d58408
void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);//
0x8d57d20
void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float
SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x8d57b10
bool IsWalking();// 0x8d58714
bool IsWalkable(out const HitResult Hit);// 0x8d58008
float GetValidPerchRadius();// 0x8d580ec
float GetPerchRadiusThreshold();// 0x8d58120
PrimitiveComponent* GetMovementBase();// 0x8d586c4
float GetMinAnalogSpeed();// 0x8d58444
float GetMaxJumpHeightWithJumpTime();// 0x8d58480
float GetMaxJumpHeight();// 0x8d584bc
float GetMaxBrakingDeceleration();// 0x8d58390
float GetMaxAcceleration();// 0x8d583cc
Vector GetLastUpdateVelocity();// 0x8d58d24
Rotator GetLastUpdateRotation();// 0x8d58d4c
Vector GetLastUpdateLocation();// 0x8d58d88
Vector GetImpartedMovementBaseVelocity();// 0x8d58684
Vector GetCurrentAcceleration();// 0x8d58358
Character* GetCharacterOwner();// 0x8d58850
float GetAnalogInputModifier();// 0x8d58324
void DisableMovement();// 0x8d586f8
void ClearAccumulatedForces();// 0x8d58308
void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x8d578c4
void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float
BrakingDeceleration);// 0x8d584f8
void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x8d58204
void AddForce(Vector Force);// 0x8d58154

--------------------------------
Class:
PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object
Pawn* PawnOwner;//[Offset: 0x130, Size: 0x8]
Vector K2_GetInputVector();// 0x8e8e234
bool IsMoveInputIgnored();// 0x8e8e2a0
Vector GetPendingInputVector();// 0x8e8e358
Pawn* GetPawnOwner();// 0x8e8e26c
Vector GetLastInputVector();// 0x8e8e320
Vector ConsumeInputVector();// 0x8e8e2e0
void AddInputVector(Vector WorldVector, bool bForce);// 0x8e8e390
--------------------------------
Class: NavMovementComponent.MovementComponent.ActorComponent.Object
NavAgentProperties NavAgentProps;//[Offset: 0xf0, Size: 0x30]
float FixedPathBrakingDistance;//[Offset: 0x120, Size: 0x4]
bool bUpdateNavAgentWithOwnersCollision;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x124, Size: 0x1]
bool bUseAccelerationForPaths;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x124, Size: 0x1]
bool bUseFixedBrakingDistanceForPaths;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x124, Size: 0x1]
MovementProperties MovementState;//[Offset: 0x125, Size: 0x1]
Object* PathFollowingComp;//[Offset: 0x128, Size: 0x8]
void StopMovementKeepPathing();// 0x8e6d3c4
void StopActiveMovement();// 0x8e6d414
bool IsSwimming();// 0x8e6d2c4
bool IsMovingOnGround();// 0x8e6d304
bool IsFlying();// 0x8e6d284
bool IsFalling();// 0x8e6d344
bool IsCrouching();// 0x8e6d384

--------------------------------
Class: MovementComponent.ActorComponent.Object
SceneComponent* UpdatedComponent;//[Offset: 0xb0, Size: 0x8]
PrimitiveComponent* UpdatedPrimitive;//[Offset: 0xb8, Size: 0x8]
Vector Velocity;//[Offset: 0xc4, Size: 0xc]
Vector PlaneConstraintNormal;//[Offset: 0xd0, Size: 0xc]
Vector PlaneConstraintOrigin;//[Offset: 0xdc, Size: 0xc]
bool bUpdateOnlyIfRendered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xe8, Size: 0x1]
bool bAutoUpdateTickRegistration;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xe8, Size: 0x1]
bool bTickBeforeOwner;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xe8, Size: 0x1]
bool bAutoRegisterUpdatedComponent;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0xe8, Size: 0x1]
bool bConstrainToPlane;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xe8, Size: 0x1]
bool bSnapToPlaneAtStart;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xe8, Size: 0x1]
bool bAutoRegisterPhysicsVolumeUpdates;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xe8, Size: 0x1]
bool bComponentShouldUpdatePhysicsVolume;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xe8, Size: 0x1]
enum PlaneConstraintAxisSetting;//[Offset: 0xeb, Size: 0x1]
void StopMovementImmediately();// 0x8e68684
void SnapUpdatedComponentToPlane();// 0x8e67c3c
void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x8e684e8
void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x8e67fc4
void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x8e6816c
void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x8e68074
void SetPlaneConstraintEnabled(bool bEnabled);// 0x8e67f0c
void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x8e68238
void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x8e68598
bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult
OutHit, bool bSweep, bool bTeleport);// 0x8e682e8
float K2_GetModifiedMaxSpeed();// 0x8e6875c
float K2_GetMaxSpeedModifier();// 0x8e68798
bool IsExceedingMaxSpeed(float MaxSpeed);// 0x8e686a0
Vector GetPlaneConstraintOrigin();// 0x8e67e8c
Vector GetPlaneConstraintNormal();// 0x8e67ecc
enum GetPlaneConstraintAxisSetting();// 0x8e6821c
PhysicsVolume* GetPhysicsVolume();// 0x8e68648
float GetMaxSpeed();// 0x8e687d4
float GetGravityZ();// 0x8e68810
Vector ConstrainNormalToPlane(Vector Normal);// 0x8e67c58
Vector ConstrainLocationToPlane(Vector Location);// 0x8e67d14
Vector ConstrainDirectionToPlane(Vector Direction);// 0x8e67dd0

--------------------------------
Class: NavAgentProperties.MovementProperties
float AgentRadius;//[Offset: 0x4, Size: 0x4]
float AgentHeight;//[Offset: 0x8, Size: 0x4]
float AgentStepHeight;//[Offset: 0xc, Size: 0x4]
float NavWalkingSearchHeightScale;//[Offset: 0x10, Size: 0x4]
SoftClassPath PreferredNavData;//[Offset: 0x18, Size: 0x18]

--------------------------------
Class: MovementProperties
bool bCanCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bCanJump;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size:
0x1]
bool bCanWalk;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size:
0x1]
bool bCanSwim;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size:
0x1]
bool bCanFly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0,
Size: 0x1]

--------------------------------
Class: SoftClassPath.SoftObjectPath

--------------------------------
Class: SoftObjectPath
FName AssetPathName;//[Offset: 0x0, Size: 0x8]
FString SubPathString;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: NavAvoidanceMask
bool bGroup0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size:
0x1]
bool bGroup1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size:
0x1]
bool bGroup2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size:
0x1]
bool bGroup3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size:
0x1]
bool bGroup4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0,
Size: 0x1]
bool bGroup5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0,
Size: 0x1]
bool bGroup6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0,
Size: 0x1]
bool bGroup7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0,
Size: 0x1]
bool bGroup8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size:
0x1]
bool bGroup9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size:
0x1]
bool bGroup10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size:
0x1]
bool bGroup11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size:
0x1]
bool bGroup12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1,
Size: 0x1]
bool bGroup13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1,
Size: 0x1]
bool bGroup14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1,
Size: 0x1]
bool bGroup15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1,
Size: 0x1]
bool bGroup16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2, Size:
0x1]
bool bGroup17;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2, Size:
0x1]
bool bGroup18;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2, Size:
0x1]
bool bGroup19;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2, Size:
0x1]
bool bGroup20;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2,
Size: 0x1]
bool bGroup21;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2,
Size: 0x1]
bool bGroup22;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2,
Size: 0x1]
bool bGroup23;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2,
Size: 0x1]
bool bGroup24;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3, Size:
0x1]
bool bGroup25;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3, Size:
0x1]
bool bGroup26;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3, Size:
0x1]
bool bGroup27;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3, Size:
0x1]
bool bGroup28;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3,
Size: 0x1]
bool bGroup29;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3,
Size: 0x1]
bool bGroup30;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3,
Size: 0x1]
bool bGroup31;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3,
Size: 0x1]

--------------------------------
Class: FindFloorResult
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bWalkableFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0,
Size: 0x1]
bool bLineTrace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0,
Size: 0x1]
float FloorDist;//[Offset: 0x4, Size: 0x4]
float LineDist;//[Offset: 0x8, Size: 0x4]
HitResult HitResult;//[Offset: 0xc, Size: 0x88]
--------------------------------
Class: CharacterMovementComponentPostPhysicsTickFunction.TickFunction

--------------------------------
Class: RootMotionMovementParams
bool bHasRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
float BlendWeight;//[Offset: 0x4, Size: 0x4]
Transform RootMotionTransform;//[Offset: 0x10, Size: 0x30]

--------------------------------
Class:
CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Ob
ject
float CapsuleHalfHeight;//[Offset: 0x5b0, Size: 0x4]
float CapsuleRadius;//[Offset: 0x5b4, Size: 0x4]
void SetCapsuleSize(float InRadius, float InHalfHeight, bool
bUpdateOverlaps);// 0x8d5020c
void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x8d5010c
void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);//
0x8d5000c
void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float
OutHalfHeightWithoutHemisphere);// 0x8d4faa0
void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);//
0x8d4fbb0
float GetUnscaledCapsuleRadius();// 0x8d4fcf8
float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x8d4fcb8
float GetUnscaledCapsuleHalfHeight();// 0x8d4fcdc
float GetShapeScale();// 0x8d4fa60
void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float
OutHalfHeightWithoutHemisphere);// 0x8d4fd14
void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);//
0x8d4fe54
float GetScaledCapsuleRadius();// 0x8d4ffdc
float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x8d4ff78
float GetScaledCapsuleHalfHeight();// 0x8d4ffb8

--------------------------------
Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
BodySetup* ShapeBodySetup;//[Offset: 0x598, Size: 0x8]
class NavAreaBase* AreaClass;//[Offset: 0x5a0, Size: 0x8]
Color ShapeColor;//[Offset: 0x5a8, Size: 0x4]
bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5ac, Size: 0x1]
bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5ac, Size: 0x1]
bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x5ac, Size: 0x1]

--------------------------------
Class: NavAreaBase.Object

--------------------------------
Class: BasedMovementInfo
PrimitiveComponent* MovementBase;//[Offset: 0x0, Size: 0x8]
FName BoneName;//[Offset: 0x8, Size: 0x8]
Vector_NetQuantize100 Location;//[Offset: 0x10, Size: 0xc]
Rotator Rotation;//[Offset: 0x1c, Size: 0xc]
bool bServerHasBaseComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28, Size: 0x1]
bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29, Size: 0x1]
bool bServerHasVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2a, Size: 0x1]

--------------------------------
Class: SimulatedRootMotionReplicatedMove
float Time;//[Offset: 0x0, Size: 0x4]
RepRootMotionMontage RootMotion;//[Offset: 0x8, Size: 0x98]

--------------------------------
Class: RepRootMotionMontage
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
AnimMontage* AnimMontage;//[Offset: 0x8, Size: 0x8]
float Position;//[Offset: 0x10, Size: 0x4]
Vector_NetQuantize100 Location;//[Offset: 0x14, Size: 0xc]
Rotator Rotation;//[Offset: 0x20, Size: 0xc]
PrimitiveComponent* MovementBase;//[Offset: 0x30, Size: 0x8]
FName MovementBaseBoneName;//[Offset: 0x38, Size: 0x8]
bool bRelativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40, Size: 0x1]
bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41, Size: 0x1]
RootMotionSourceGroup AuthoritativeRootMotion;//[Offset: 0x48, Size: 0x38]
Vector_NetQuantize10 Acceleration;//[Offset: 0x80, Size: 0xc]
Vector_NetQuantize10 LinearVelocity;//[Offset: 0x8c, Size: 0xc]

--------------------------------
Class: DamageType.Object
bool bCausedByWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x28, Size: 0x1]
bool bScaleMomentumByMass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x28, Size: 0x1]
bool bRadialDamageVelChange;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x28, Size: 0x1]
float DamageImpulse;//[Offset: 0x2c, Size: 0x4]
float DestructibleImpulse;//[Offset: 0x30, Size: 0x4]
float DestructibleDamageSpreadScale;//[Offset: 0x34, Size: 0x4]
float DamageFalloff;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: PlayerController.Controller.Actor.Object
Player* Player;//[Offset: 0x2c8, Size: 0x8]
Pawn* AcknowledgedPawn;//[Offset: 0x2d0, Size: 0x8]
InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x2d8, Size: 0x8]
HUD* MyHUD;//[Offset: 0x2e0, Size: 0x8]
PlayerCameraManager* PlayerCameraManager;//[Offset: 0x2e8, Size: 0x8]
class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x2f0, Size:
0x8]
bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2f8, Size: 0x1]
Rotator TargetViewRotation;//[Offset: 0x2fc, Size: 0xc]
float SmoothTargetViewRotationSpeed;//[Offset: 0x314, Size: 0x4]
Actor*[] HiddenActors;//[Offset: 0x320, Size: 0x10]
PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x330, Size: 0x10]
float LastSpectatorStateSynchTime;//[Offset: 0x344, Size: 0x4]
Vector LastSpectatorSyncLocation;//[Offset: 0x348, Size: 0xc]
Rotator LastSpectatorSyncRotation;//[Offset: 0x354, Size: 0xc]
int ClientCap;//[Offset: 0x360, Size: 0x4]
CheatManager* CheatManager;//[Offset: 0x368, Size: 0x8]
class CheatManager* CheatClass;//[Offset: 0x370, Size: 0x8]
PlayerInput* PlayerInput;//[Offset: 0x378, Size: 0x8]
ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x380,
Size: 0x10]
bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x400, Size: 0x1]
byte NetPlayerIndex;//[Offset: 0x401, Size: 0x1]
NetConnection* PendingSwapConnection;//[Offset: 0x440, Size: 0x8]
NetConnection* NetConnection;//[Offset: 0x448, Size: 0x8]
float InputYawScale;//[Offset: 0x45c, Size: 0x4]
float InputPitchScale;//[Offset: 0x460, Size: 0x4]
float InputRollScale;//[Offset: 0x464, Size: 0x4]
bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x468, Size: 0x1]
bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x468, Size: 0x1]
bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x468, Size: 0x1]
bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x468, Size: 0x1]
bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x468, Size: 0x1]
bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x468, Size: 0x1]
float ForceFeedbackScale;//[Offset: 0x46c, Size: 0x4]
Key[] ClickEventKeys;//[Offset: 0x470, Size: 0x10]
byte DefaultMouseCursor;//[Offset: 0x480, Size: 0x1]
byte CurrentMouseCursor;//[Offset: 0x481, Size: 0x1]
byte DefaultClickTraceChannel;//[Offset: 0x482, Size: 0x1]
byte CurrentClickTraceChannel;//[Offset: 0x483, Size: 0x1]
float HitResultTraceDistance;//[Offset: 0x484, Size: 0x4]
uint16 SeamlessTravelCount;//[Offset: 0x488, Size: 0x2]
uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x48a, Size: 0x2]
InputComponent* InactiveStateInputComponent;//[Offset: 0x518, Size: 0x8]
bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x520, Size: 0x1]
TouchInterface* CurrentTouchInterface;//[Offset: 0x538, Size: 0x8]
SpectatorPawn* SpectatorPawn;//[Offset: 0x590, Size: 0x8]
bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x59c, Size: 0x1]
Vector SpawnLocation;//[Offset: 0x5a0, Size: 0xc]
bool WasInputKeyJustReleased(Key Key);// 0x8e9efe0
bool WasInputKeyJustPressed(Key Key);// 0x8e9f170
void ToggleSpeaking(bool bInSpeaking);// 0x8ea418c
void TestServerLevelVisibilityChange(const FName PackageName, const FName
Filename);// 0x8ea12e8
void SwitchLevel(FString URL);// 0x8ea5278
void StopHapticEffect(enum Hand);// 0x8ea10ac
void StartFire(byte FireModeNum);// 0x8ea42fc
void SetVirtualJoystickVisibility(bool bVisible);// 0x8e9e320
void SetViewTargetWithBlend(Actor* NewViewTarget, float BlendTime, byte
BlendFunc, float BlendExp, bool bLockOutgoing);// 0x8e9e088
void SetName(FString S);// 0x8ea5334
void SetMouseLocation(const int X, const int Y);// 0x8ea43ac
void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x8ea1f08
void SetHapticsByValue(const float Frequency, const float Amplitude, enum
Hand);// 0x8ea0f70
void SetDisableHaptics(bool bNewDisabled);// 0x8ea0eb8
void SetControllerLightColor(Color Color);// 0x8ea0e14
void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool
bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x8e9dc10
void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector
Location, Rotator Rotation);// 0x8e9df50
void SetAudioListenerAttenuationOverride(SceneComponent* AttachToComponent,
Vector AttenuationLocationOVerride);// 0x8e9de4c
void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x8e9f89c
void ServerViewPrevPlayer();// 0x8e9f9bc
void ServerViewNextPlayer();// 0x8e9fa18
void ServerVerifyViewTarget();// 0x8e9fa74
void ServerUpdateMultipleLevelsVisibility(const
UpdateLevelVisibilityLevelInfo[] LevelVisibilities);// 0x8e9fad0
void ServerUpdateLevelVisibility(const UpdateLevelVisibilityLevelInfo
LevelVisibility);// 0x8e9fbac
void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);//
0x8e9fc84
void ServerUnmutePlayer(UniqueNetIdRepl PlayerId);// 0x8ea3e98
void ServerToggleAILogging();// 0x8e9f6a0
void ServerShortTimeout();// 0x8e9fdc0
void ServerSetSpectatorWaiting(bool bWaiting);// 0x8ea5a80
void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x8e9fed4
void ServerRestartPlayer();// 0x8ea0010
void ServerPause();// 0x8ea006c
void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x8ea00c8
void ServerMutePlayer(UniqueNetIdRepl PlayerId);// 0x8ea4004
void ServerExecRPC(FString Msg);// 0x8ea5738
void ServerExec(FString Msg);// 0x8ea5684
void ServerCheckClientPossessionReliable();// 0x8e9fe1c
void ServerCheckClientPossession();// 0x8e9fe78
void ServerChangeName(FString S);// 0x8ea01a0
void ServerCamera(FName NewMode);// 0x8ea028c
void ServerAcknowledgePossession(Pawn* P);// 0x8ea0374
void SendToConsole(FString Command);// 0x8ea3a48
void RestartLevel();// 0x8ea58e0
void ResetControllerLightColor();// 0x8ea0e00
bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D
ScreenLocation, bool bPlayerViewportRelative);// 0x8ea449c
void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand,
float Scale, bool bLoop);// 0x8ea1154
void PlayDynamicForceFeedback(float Intensity, float Duration, bool
bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool
bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x8ea13d8
void Pause();// 0x8ea53f0
void OnServerStartedVisualLogger(bool bIsLogging);// 0x8e9db58
void LocalTravel(FString URL);// 0x8ea5824
void K2_ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect,
FName Tag, bool bLooping, bool bIgnoreTimeDilation, bool bPlayWhilePaused);//
0x8ea1894
bool IsInputKeyDown(Key Key);// 0x8e9f300
void GetViewportSize(out int SizeX, out int SizeY);// 0x8ea2030
SpectatorPawn* GetSpectatorPawn();// 0x8e9db3c
bool GetMousePosition(out float LocationX, out float LocationY);// 0x8e9e868
Vector GetInputVectorKeyState(Key Key);// 0x8e9ecc4
void GetInputTouchState(byte FingerIndex, out float LocationX, out float
LocationY, out bool bIsCurrentlyPressed);// 0x8e9eb1c
void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x8e9e5d8
void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector
Gravity, out Vector Acceleration);// 0x8e9e980
float GetInputKeyTimeDown(Key Key);// 0x8e9e6dc
void GetInputAnalogStickState(byte WhichStick, out float StickX, out float
StickY);// 0x8e9e488
float GetInputAnalogKeyState(Key Key);// 0x8e9ee54
HUD* GetHUD();// 0x8ea1ffc
bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[]
ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x8ea48a4
bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel,
bool bTraceComplex, out HitResult HitResult);// 0x8ea4a78
bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool
bTraceComplex, out HitResult HitResult);// 0x8ea4c3c
bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool
bTraceComplex, out HitResult HitResult);// 0x8ea4e00
bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex,
out HitResult HitResult);// 0x8ea4f88
bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out
HitResult HitResult);// 0x8ea5100
Vector GetFocalLocation();// 0x8e9dafc
void FOV(float NewFOV);// 0x8ea58fc
void EnableCheats();// 0x8ea59ac
bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector
WorldLocation, out Vector WorldDirection);// 0x8ea45f4
bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector
WorldDirection);// 0x8ea4794
void ConsoleKey(Key Key);// 0x8ea3b04
void ClientWasKicked(const FText KickReason);// 0x8ea071c
void ClientVoiceHandshakeComplete();// 0x8ea4170
void ClientUpdateMultipleLevelsStreamingStatus(const
UpdateLevelStreamingLevelStatus[] LevelStatuses);// 0x8ea0838
void ClientUpdateLevelStreamingStatus(FName PackageName, bool
bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int
LODIndex);// 0x8ea08f4
void ClientUnmutePlayer(UniqueNetIdRepl PlayerId);// 0x8ea3c90
void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid
MapPackageGuid);// 0x8ea0ad0
void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid
MapPackageGuid);// 0x8ea0c6c
void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type,
float MsgLifeTime);// 0x8e9f6fc
void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName
Tag);// 0x8ea16a0
void ClientStopCameraShakesFromSource(CameraShakeSourceComponent*
SourceComponent, bool bImmediately);// 0x8ea1a70
void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);//
0x8ea1b6c
void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x8ea1c70
void ClientStartOnlineSession();// 0x8ea0700
void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase
LensEffectEmitterClass);// 0x8ea1d3c
void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams
TransitionParams);// 0x8ea1dec
void ClientSetSpectatorWaiting(bool bWaiting);// 0x8ea59c8
void ClientSetHUD(class HUD NewHUDClass);// 0x8ea2134
void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float
ForceDuration, int CinematicTextureGroups);// 0x8ea21e4
void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement,
bool bAffectsTurning, bool bAffectsHUD);// 0x8ea232c
void ClientSetCameraMode(FName NewCamMode);// 0x8ea24c4
void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D
FadeAlpha, float FadeTime, bool bFadeAudio);// 0x8ea2574
void ClientSetBlockOnAsyncLoading();// 0x8ea2758
void ClientReturnToMainMenuWithTextReason(const FText ReturnReason);//
0x8ea54bc
void ClientReturnToMainMenu(FString ReturnReason);// 0x8ea55c8
void ClientRetryClientRestart(Pawn* NewPawn);// 0x8ea0634
void ClientRestart(Pawn* NewPawn);// 0x8ea2774
void ClientReset();// 0x8ea2824
void ClientRepObjRef(Object* Object);// 0x8ea540c
void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch,
PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object*
OptionalObject);// 0x8ea0458
void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool
bEnableStreaming, int CinematicTextureGroups);// 0x8ea2840
void ClientPrepareMapChange(FName LevelName, bool bFirst, bool bLast);//
0x8ea29d0
void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float
VolumeMultiplier, float PitchMultiplier);// 0x8ea2b1c
void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float
PitchMultiplier);// 0x8ea2ca8
void ClientPlayForceFeedback_Internal(ForceFeedbackEffect*
ForceFeedbackEffect, ForceFeedbackParameters Params);// 0x8ea1798
void ClientPlayCameraShakeFromSource(class CameraShake Shake,
CameraShakeSourceComponent* SourceComponent);// 0x8ea2dec
void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte
PlaySpace, Rotator UserPlaySpaceRot);// 0x8ea2edc
void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate,
float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte
Space, Rotator CustomPlaySpace);// 0x8ea306c
void ClientMutePlayer(UniqueNetIdRepl PlayerId);// 0x8ea3d94
void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x8ea3370
void ClientIgnoreMoveInput(bool bIgnore);// 0x8ea34c4
void ClientIgnoreLookInput(bool bIgnore);// 0x8ea357c
void ClientGotoState(FName NewState);// 0x8ea3634
void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x8ea36e4
void ClientForceGarbageCollection();// 0x8ea37e8
void ClientFlushLevelStreaming();// 0x8ea3804
void ClientEndOnlineSession();// 0x8ea06e4
void ClientEnableNetworkVoice(bool bEnable);// 0x8ea4244
void ClientCommitMapChange();// 0x8ea3818
void ClientClearCameraLensEffects();// 0x8ea1d20
void ClientCapBandwidth(int Cap);// 0x8ea3834
void ClientCancelPendingMapChange();// 0x8ea38e4
void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool
bOverrideLocation);// 0x8ea3900
void ClearAudioListenerOverride();// 0x8e9df3c
void ClearAudioListenerAttenuationOverride();// 0x8e9de38
bool CanRestartPlayer();// 0x8e9ddf8
void Camera(FName NewMode);// 0x8e9e270
void AddYawInput(float val);// 0x8e9f540
void AddRollInput(float val);// 0x8e9f490
void AddPitchInput(float val);// 0x8e9f5f0
void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x8e9e3d8

--------------------------------
Class: Key
FName KeyName;//[Offset: 0x0, Size: 0x8]
--------------------------------
Class: Player.Object
PlayerController* PlayerController;//[Offset: 0x30, Size: 0x8]
int CurrentNetSpeed;//[Offset: 0x38, Size: 0x4]
int ConfiguredInternetSpeed;//[Offset: 0x3c, Size: 0x4]
int ConfiguredLanSpeed;//[Offset: 0x40, Size: 0x4]

--------------------------------
Class: InterpTrackInstDirector.InterpTrackInst.Object
Actor* OldViewTarget;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: InterpTrackInst.Object

--------------------------------
Class: UserWidget.Widget.Visual.Object
LinearColor ColorAndOpacity;//[Offset: 0x140, Size: 0x10]
delegate ColorAndOpacityDelegate;//[Offset: 0x150, Size: 0x10]
SlateColor ForegroundColor;//[Offset: 0x160, Size: 0x28]
delegate ForegroundColorDelegate;//[Offset: 0x188, Size: 0x10]
Margin Padding;//[Offset: 0x198, Size: 0x10]
UMGSequencePlayer*[] ActiveSequencePlayers;//[Offset: 0x1a8, Size: 0x10]
UMGSequencePlayer*[] StoppedSequencePlayers;//[Offset: 0x1b8, Size: 0x10]
NamedSlotBinding[] NamedSlotBindings;//[Offset: 0x1c8, Size: 0x10]
WidgetTree* WidgetTree;//[Offset: 0x1d8, Size: 0x8]
int Priority;//[Offset: 0x1e0, Size: 0x4]
bool bSupportsKeyboardFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1e4, Size: 0x1]
bool bIsFocusable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1e4,
Size: 0x1]
bool bStopAction;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1e4,
Size: 0x1]
bool bHasScriptImplementedTick;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x1e4, Size: 0x1]
bool bHasScriptImplementedPaint;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x1e4, Size: 0x1]
enum TickFrequency;//[Offset: 0x1f0, Size: 0x1]
InputComponent* InputComponent;//[Offset: 0x1f8, Size: 0x8]
AnimationEventBinding[] AnimationCallbacks;//[Offset: 0x200, Size: 0x10]
void UnregisterInputComponent();// 0x81acec8
void UnbindFromAnimationStarted(WidgetAnimation* Animation, delegate
Delegate);// 0x81ae9c4
void UnbindFromAnimationFinished(WidgetAnimation* Animation, delegate
Delegate);// 0x81ae72c
void UnbindAllFromAnimationStarted(WidgetAnimation* Animation);// 0x81ae91c
void UnbindAllFromAnimationFinished(WidgetAnimation* Animation);// 0x81ae684
void Tick(Geometry MyGeometry, float InDeltaTime);// 0x704f228
void StopListeningForInputAction(FName ActionName, byte EventType);//
0x81acf04
void StopListeningForAllInputActions();// 0x81acef0
void StopAnimationsAndLatentActions();// 0x81aebb4
void StopAnimation(const WidgetAnimation* InAnimation);// 0x81ad800
void StopAllAnimations();// 0x81ad7ec
void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);//
0x81aef88
void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float
PlaybackSpeed);// 0x81ad3b8
void SetPadding(Margin InPadding);// 0x81adff8
void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x81aec10
void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int
NumLoopsToPlay);// 0x81ad4ac
void SetInputActionPriority(int NewPriority);// 0x81acd6c
void SetInputActionBlocking(bool bShouldBlock);// 0x81accbc
void SetForegroundColor(SlateColor InForegroundColor);// 0x81ae0a4
void SetDesiredSizeInViewport(Vector2D Size);// 0x81aeee4
void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x81ae23c
void SetAnchorsInViewport(Anchors Anchors);// 0x81aee38
void SetAlignmentInViewport(Vector2D Alignment);// 0x81aed94
void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x81ad310
void RemoveFromViewport();// 0x81af080
void RegisterInputComponent();// 0x81acedc
void PreConstruct(bool IsDesignTime);// 0x704f228
void PlaySound(SoundBase* SoundToPlay);// 0x81ad1b4
void PlayEnterAnim();// 0x704f228
UMGSequencePlayer* PlayAnimationTimeRange(WidgetAnimation* InAnimation, float
StartAtTime, float EndAtTime, int NumLoopsToPlay, byte PlayMode, float
PlaybackSpeed, bool bRestoreState);// 0x81adb48
UMGSequencePlayer* PlayAnimationReverse(WidgetAnimation* InAnimation, float
PlaybackSpeed, bool bRestoreState);// 0x81ad8a8
UMGSequencePlayer* PlayAnimationForward(WidgetAnimation* InAnimation, float
PlaybackSpeed, bool bRestoreState);// 0x81ad9f8
UMGSequencePlayer* PlayAnimation(WidgetAnimation* InAnimation, float
StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed, bool
bRestoreState);// 0x81addc4
float PauseAnimation(const WidgetAnimation* InAnimation);// 0x81ad73c
EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent
InTouchEvent);// 0x704f228
EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent
InTouchEvent);// 0x704f228
EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent
GestureEvent);// 0x704f228
EventReply OnTouchForceChanged(Geometry MyGeometry, out const PointerEvent
InTouchEvent);// 0x704f228
EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent
InTouchEvent);// 0x704f228
void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x704f228
EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const
PointerEvent MouseEvent);// 0x704f228
EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);//
0x704f228
void OnPaint(out PaintContext Context);// 0x704f228
EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x704f228
EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x704f228
void OnMouseLeave(out const PointerEvent MouseEvent);// 0x704f228
void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);//
0x704f228
void OnMouseCaptureLost();// 0x704f228
EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x704f228
EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent
MouseEvent);// 0x704f228
EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const
PointerEvent InMouseEvent);// 0x704f228
EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent
InMotionEvent);// 0x704f228
EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x704f228
EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x704f228
EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);//
0x704f228
void OnInitialized();// 0x704f228
EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);//
0x704f228
void OnFocusLost(FocusEvent InFocusEvent);// 0x704f228
bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent,
DragDropOperation* Operation);// 0x704f228
bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent,
DragDropOperation* Operation);// 0x704f228
void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);//
0x704f228
void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent,
DragDropOperation* Operation);// 0x704f228
void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent,
out DragDropOperation* Operation);// 0x704f228
void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation*
Operation);// 0x704f228
void OnAnimationStarted(const WidgetAnimation* Animation);// 0x81ae394
void OnAnimationFinished(const WidgetAnimation* Animation);// 0x81ae2e4
EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent
InAnalogInputEvent);// 0x704f228
void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x704f228
void ListenForInputAction(FName ActionName, byte EventType, bool bConsume,
delegate Callback);// 0x81acff8
bool IsPlayingAnimation();// 0x81ad190
bool IsListeningForInputAction(FName ActionName);// 0x81ace14
bool IsInViewport();// 0x81aecb8
bool IsInteractable();// 0x704f228
bool IsAnyAnimationPlaying();// 0x81ad5a0
bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);//
0x81ad25c
bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x81ad5d8
Pawn* GetOwningPlayerPawn();// 0x81aebdc
HUD* GetOwningHUD();// 0x81acc88
bool GetIsVisible();// 0x81aecf0
float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);//
0x81ad68c
Anchors GetAnchorsInViewport();// 0x81aed5c
Vector2D GetAlignmentInViewport();// 0x81aed28
void DoPlayEnterAnim(bool InPlayFlag);// 0x81ae444
void Destruct();// 0x704f228
void Construct();// 0x704f228
void CancelLatentActions();// 0x81aebc8
void BindToAnimationStarted(WidgetAnimation* Animation, delegate Delegate);//
0x81aeabc
void BindToAnimationFinished(WidgetAnimation* Animation, delegate
Delegate);// 0x81ae824
void BindToAnimationEvent(WidgetAnimation* Animation, delegate Delegate, enum
AnimationEvent, FName UserTag);// 0x81ae4f4
void AddToViewport(int ZOrder);// 0x81af148
bool AddToPlayerScreen(int ZOrder);// 0x81af094

--------------------------------
Class: Widget.Visual.Object
PanelSlot* Slot;//[Offset: 0x28, Size: 0x8]
delegate bIsEnabledDelegate;//[Offset: 0x30, Size: 0x10]
FText ToolTipText;//[Offset: 0x40, Size: 0x18]
delegate ToolTipTextDelegate;//[Offset: 0x58, Size: 0x10]
Widget* ToolTipWidget;//[Offset: 0x68, Size: 0x8]
delegate ToolTipWidgetDelegate;//[Offset: 0x70, Size: 0x10]
delegate VisibilityDelegate;//[Offset: 0x80, Size: 0x10]
WidgetTransform RenderTransform;//[Offset: 0x90, Size: 0x1c]
Vector2D RenderTransformPivot;//[Offset: 0xac, Size: 0x8]
bool bIsVariable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb4,
Size: 0x1]
bool bCreatedByConstructionScript;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xb4, Size: 0x1]
bool bIsEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xb4,
Size: 0x1]
bool bOverride_Cursor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xb4, Size: 0x1]
SlateAccessibleWidgetData* AccessibleWidgetData;//[Offset: 0xb8, Size: 0x8]
bool bIsVolatile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc0,
Size: 0x1]
byte Cursor;//[Offset: 0xc1, Size: 0x1]
enum Clipping;//[Offset: 0xc2, Size: 0x1]
enum Visibility;//[Offset: 0xc3, Size: 0x1]
float RenderOpacity;//[Offset: 0xc4, Size: 0x4]
byte DetailMode;//[Offset: 0xc8, Size: 0x1]
bool bSelectedDetailModeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc9, Size: 0x1]
int WidthDivisor;//[Offset: 0xcc, Size: 0x4]
int HeightDivisor;//[Offset: 0xd0, Size: 0x4]
WidgetNavigation* Navigation;//[Offset: 0xd8, Size: 0x8]
enum FlowDirectionPreference;//[Offset: 0xe0, Size: 0x1]
PropertyBinding*[] NativeBindings;//[Offset: 0x128, Size: 0x10]
void SetWidthHeightDivisors(int InWidthDivisor, int InHeightDivisor);//
0x81b90e8
void SetVisibility(enum InVisibility);// 0x81b940c
void SetUserFocus(PlayerController* PlayerController);// 0x81b8b08
void SetToolTipText(out const FText InToolTipText);// 0x81b968c
void SetToolTip(Widget* Widget);// 0x81b95e4
void SetSelectedDetailModeOnly(bool InSelectedDetailModeOnly);// 0x81b91d8
void SetRenderTranslation(Vector2D Translation);// 0x81b9930
void SetRenderTransformPivot(Vector2D Pivot);// 0x81b988c
void SetRenderTransformAngle(float Angle);// 0x81b9a08
void SetRenderTransform(WidgetTransform InTransform);// 0x81b9bf8
void SetRenderShear(Vector2D Shear);// 0x81b9ab0
void SetRenderScale(Vector2D Scale);// 0x81b9b54
void SetRenderOpacity(float InOpacity);// 0x81b9330
void SetNavigationRuleExplicit(enum Direction, Widget* InWidget);// 0x81b8690
void SetNavigationRuleCustomBoundary(enum Direction, delegate
InCustomDelegate);// 0x81b84a0
void SetNavigationRuleCustom(enum Direction, delegate InCustomDelegate);//
0x81b8598
void SetNavigationRuleBase(enum Direction, enum Rule);// 0x81b8784
void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);//
0x81b8878
void SetKeyboardFocus();// 0x81b8d9c
void SetIsEnabled(bool bInIsEnabled);// 0x81b979c
void SetFocus();// 0x81b8bb0
void SetDetailMode(byte InDetailMode);// 0x81b9288
void SetCursor(byte InCursor);// 0x81b953c
void SetClipping(enum InClipping);// 0x81b900c
void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x81b89b8
void ResetCursor();// 0x81b9528
void RemoveFromParent();// 0x81b8450
EventReply OnReply__DelegateSignature();// 0x704f228
EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const
PointerEvent MouseEvent);// 0x704f228
bool IsVisible();// 0x81b94f0
bool IsHovered();// 0x81b8f1c
void InvalidateLayoutAndVolatility();// 0x81b8ae0
bool HasUserFocusedDescendants(PlayerController* PlayerController);//
0x81b8bc4
bool HasUserFocus(PlayerController* PlayerController);// 0x81b8ce8
bool HasMouseCaptureByUser(int UserIndex, int PointerIndex);// 0x81b8db0
bool HasMouseCapture();// 0x81b8eac
bool HasKeyboardFocus();// 0x81b8ee4
bool HasFocusedDescendants();// 0x81b8c78
bool HasAnyUserFocus();// 0x81b8cb0
Widget* GetWidget__DelegateSignature();// 0x704f228
enum GetVisibility();// 0x81b94bc
Geometry GetTickSpaceGeometry();// 0x81b83e0
FText GetText__DelegateSignature();// 0x704f228
enum GetSlateVisibility__DelegateSignature();// 0x704f228
SlateColor GetSlateColor__DelegateSignature();// 0x704f228
SlateBrush GetSlateBrush__DelegateSignature();// 0x704f228
float GetRenderTransformAngle();// 0x81b99d4
float GetRenderOpacity();// 0x81b93d8
PanelWidget* GetParent();// 0x81b846c
Geometry GetPaintSpaceGeometry();// 0x81b83a8
PlayerController* GetOwningPlayer();// 0x81b8338
LocalPlayer* GetOwningLocalPlayer();// 0x81b82fc
byte GetMouseCursor__DelegateSignature();// 0x704f228
LinearColor GetLinearColor__DelegateSignature();// 0x704f228
bool GetIsEnabled();// 0x81b9854
int GetInt32__DelegateSignature();// 0x704f228
GameInstance* GetGameInstance();// 0x81b8374
float GetFloat__DelegateSignature();// 0x704f228
Vector2D GetDesiredSize();// 0x81b8aac
enum GetClipping();// 0x81b90b4
enum GetCheckBoxState__DelegateSignature();// 0x704f228
Geometry GetCachedGeometry();// 0x81b8418
bool GetBool__DelegateSignature();// 0x704f228
Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x704f228
Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x704f228
void ForceVolatile(bool bForce);// 0x81b8f5c
void ForceLayoutPrepass();// 0x81b8af4

--------------------------------
Class: Visual.Object

--------------------------------
Class: SlateColor
LinearColor SpecifiedColor;//[Offset: 0x0, Size: 0x10]
byte ColorUseRule;//[Offset: 0x10, Size: 0x1]

--------------------------------
Class: Margin
float Left;//[Offset: 0x0, Size: 0x4]
float Top;//[Offset: 0x4, Size: 0x4]
float Right;//[Offset: 0x8, Size: 0x4]
float Bottom;//[Offset: 0xc, Size: 0x4]
--------------------------------
Class: UMGSequencePlayer.Object
WidgetAnimation* Animation;//[Offset: 0x408, Size: 0x8]
void SetUserTag(FName InUserTag);// 0x81ab93c
FName GetUserTag();// 0x81ab9e4

--------------------------------
Class: WidgetAnimation.MovieSceneSequence.MovieSceneSignedObject.Object
MovieScene* MovieScene;//[Offset: 0x348, Size: 0x8]
WidgetAnimationBinding[] AnimationBindings;//[Offset: 0x350, Size: 0x10]
bool bLegacyFinishOnStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x360, Size: 0x1]
FString DisplayLabel;//[Offset: 0x368, Size: 0x10]
byte DetailMode;//[Offset: 0x378, Size: 0x1]
SoftObjectPath OnAnimationStartedSound;//[Offset: 0x380, Size: 0x18]
SoftObjectPath OnAnimationFinishedSound;//[Offset: 0x398, Size: 0x18]
void UnbindFromAnimationStarted(UserWidget* Widget, delegate Delegate);//
0x81bb17c
void UnbindFromAnimationFinished(UserWidget* Widget, delegate Delegate);//
0x81baee4
void UnbindAllFromAnimationStarted(UserWidget* Widget);// 0x81bb0d4
void UnbindAllFromAnimationFinished(UserWidget* Widget);// 0x81bae3c
void SetDetailMode(byte InDetailMode);// 0x81bad8c
float GetStartTime();// 0x81bb3a0
float GetEndTime();// 0x81bb36c
FString GetDisplayLabel();// 0x81bac88
byte GetDetailModeBP();// 0x81bad70
void BindToAnimationStarted(UserWidget* Widget, delegate Delegate);//
0x81bb274
void BindToAnimationFinished(UserWidget* Widget, delegate Delegate);//
0x81bafdc

--------------------------------
Class: MovieSceneSequence.MovieSceneSignedObject.Object
MovieSceneEvaluationTemplate PrecompiledEvaluationTemplate;//[Offset: 0x50,
Size: 0x2f0]
enum DefaultCompletionMode;//[Offset: 0x340, Size: 0x1]
bool bParentContextsAreSignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x341, Size: 0x1]
bool bPlayableDirectly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x342, Size: 0x1]
MovieSceneObjectBindingID[] FindBindingsByTag(FName InBindingName);//
0x7f694f0
MovieSceneObjectBindingID FindBindingByTag(FName InBindingName);// 0x7f695cc

--------------------------------
Class: MovieSceneSignedObject.Object
Guid Signature;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: MovieSceneObjectBindingID
int SequenceID;//[Offset: 0x0, Size: 0x4]
enum Space;//[Offset: 0x4, Size: 0x1]
Guid Guid;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: MovieSceneEvaluationTemplate
<MovieSceneTrackIdentifier,MovieSceneEvaluationTrack> Tracks;//[Offset: 0x0,
Size: 0x50]
MovieSceneEvaluationField EvaluationField;//[Offset: 0xa0, Size: 0x30]
MovieSceneSequenceHierarchy Hierarchy;//[Offset: 0xd0, Size: 0xa0]
Guid SequenceSignature;//[Offset: 0x170, Size: 0x10]
MovieSceneEvaluationTemplateSerialNumber TemplateSerialNumber;//[Offset:
0x180, Size: 0x4]
MovieSceneTemplateGenerationLedger TemplateLedger;//[Offset: 0x188, Size:
0xa8]
MovieSceneTrackFieldData TrackFieldData;//[Offset: 0x230, Size: 0x60]
MovieSceneSubSectionFieldData SubSectionFieldData;//[Offset: 0x290, Size:
0x60]

--------------------------------
Class: MovieSceneTrackIdentifier
uint32 Value;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: MovieSceneEvaluationTrack
Guid ObjectBindingID;//[Offset: 0x0, Size: 0x10]
uint16 EvaluationPriority;//[Offset: 0x10, Size: 0x2]
enum EvaluationMethod;//[Offset: 0x12, Size: 0x1]
MovieSceneEvaluationTrackSegments Segments;//[Offset: 0x18, Size: 0x20]
MovieSceneTrack* SourceTrack;//[Offset: 0x38, Size: 0x8]
SectionEvaluationDataTree EvaluationTree;//[Offset: 0x40, Size: 0x60]
MovieSceneEvalTemplatePtr[] ChildTemplates;//[Offset: 0xa0, Size: 0x10]
MovieSceneTrackImplementationPtr TrackTemplate;//[Offset: 0xb0, Size: 0x38]
FName EvaluationGroup;//[Offset: 0xe8, Size: 0x8]
bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xf0, Size: 0x1]
bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xf0, Size: 0x1]
bool bTearDownPriority;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xf0, Size: 0x1]

--------------------------------
Class: MovieSceneEvaluationTrackSegments
int[] SegmentIdentifierToIndex;//[Offset: 0x0, Size: 0x10]
MovieSceneSegment[] SortedSegments;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: MovieSceneSegment

--------------------------------
Class: MovieSceneTrack.MovieSceneSignedObject.Object
MovieSceneTrackEvalOptions EvalOptions;//[Offset: 0x50, Size: 0x4]
bool bIsEvalDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x55, Size: 0x1]

--------------------------------
Class: MovieSceneTrackEvalOptions
bool bCanEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0, Size: 0x1]
bool bEvalNearestSection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0, Size: 0x1]
bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x0, Size: 0x1]
bool bEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x0, Size: 0x1]

--------------------------------
Class: SectionEvaluationDataTree

--------------------------------
Class: MovieSceneEvalTemplatePtr

--------------------------------
Class: MovieSceneTrackImplementationPtr

--------------------------------
Class: MovieSceneEvaluationField
MovieSceneFrameRange[] Ranges;//[Offset: 0x0, Size: 0x10]
MovieSceneEvaluationGroup[] Groups;//[Offset: 0x10, Size: 0x10]
MovieSceneEvaluationMetaData[] MetaData;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: MovieSceneFrameRange

--------------------------------
Class: MovieSceneEvaluationGroup
MovieSceneEvaluationGroupLUTIndex[] LUTIndices;//[Offset: 0x0, Size: 0x10]
MovieSceneEvaluationFieldSegmentPtr[] SegmentPtrLUT;//[Offset: 0x10, Size:
0x10]

--------------------------------
Class: MovieSceneEvaluationGroupLUTIndex
int LUTOffset;//[Offset: 0x0, Size: 0x4]
int NumInitPtrs;//[Offset: 0x4, Size: 0x4]
int NumEvalPtrs;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: MovieSceneEvaluationFieldSegmentPtr.MovieSceneEvaluationFieldTrackPtr
MovieSceneSegmentIdentifier SegmentID;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: MovieSceneEvaluationFieldTrackPtr
MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 0x4]
MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: MovieSceneSequenceID
uint32 Value;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: MovieSceneSegmentIdentifier
int IdentifierIndex;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: MovieSceneEvaluationMetaData
MovieSceneSequenceID[] ActiveSequences;//[Offset: 0x0, Size: 0x10]
MovieSceneOrderedEvaluationKey[] ActiveEntities;//[Offset: 0x10, Size: 0x10]
<MovieSceneSequenceID,uint32> SubTemplateSerialNumbers;//[Offset: 0x20, Size:
0x50]

--------------------------------
Class: MovieSceneOrderedEvaluationKey
MovieSceneEvaluationKey Key;//[Offset: 0x0, Size: 0xc]
uint16 SetupIndex;//[Offset: 0xc, Size: 0x2]
uint16 TearDownIndex;//[Offset: 0xe, Size: 0x2]

--------------------------------
Class: MovieSceneEvaluationKey
MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 0x4]
MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 0x4]
uint32 SectionIndex;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: MovieSceneSequenceHierarchy
<MovieSceneSequenceID,MovieSceneSubSequenceData> SubSequences;//[Offset: 0x0,
Size: 0x50]
<MovieSceneSequenceID,MovieSceneSequenceHierarchyNode> Hierarchy;//[Offset:
0x50, Size: 0x50]

--------------------------------
Class: MovieSceneSubSequenceData
SoftObjectPath Sequence;//[Offset: 0x0, Size: 0x18]
MovieSceneSequenceTransform RootToSequenceTransform;//[Offset: 0x18, Size:
0x20]
FrameRate TickResolution;//[Offset: 0x38, Size: 0x8]
MovieSceneSequenceID DeterministicSequenceID;//[Offset: 0x40, Size: 0x4]
MovieSceneFrameRange PlayRange;//[Offset: 0x44, Size: 0x10]
MovieSceneFrameRange FullPlayRange;//[Offset: 0x54, Size: 0x10]
MovieSceneFrameRange UnwarpedPlayRange;//[Offset: 0x64, Size: 0x10]
MovieSceneFrameRange PreRollRange;//[Offset: 0x74, Size: 0x10]
MovieSceneFrameRange PostRollRange;//[Offset: 0x84, Size: 0x10]
int HierarchicalBias;//[Offset: 0x94, Size: 0x4]
MovieSceneSequenceInstanceDataPtr InstanceData;//[Offset: 0x98, Size: 0x18]
Guid SubSectionSignature;//[Offset: 0xb8, Size: 0x10]
MovieSceneSequenceTransform OuterToInnerTransform;//[Offset: 0xc8, Size:
0x20]

--------------------------------
Class: MovieSceneSequenceTransform
MovieSceneTimeTransform LinearTransform;//[Offset: 0x0, Size: 0xc]
MovieSceneNestedSequenceTransform[] NestedTransforms;//[Offset: 0x10, Size:
0x10]

--------------------------------
Class: MovieSceneTimeTransform
float TimeScale;//[Offset: 0x0, Size: 0x4]
FrameTime offset;//[Offset: 0x4, Size: 0x8]

--------------------------------
Class: FrameTime
FrameNumber FrameNumber;//[Offset: 0x0, Size: 0x4]
float SubFrame;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: FrameNumber
int Value;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: MovieSceneNestedSequenceTransform
MovieSceneTimeTransform LinearTransform;//[Offset: 0x0, Size: 0xc]
MovieSceneTimeWarping Warping;//[Offset: 0xc, Size: 0x8]
--------------------------------
Class: MovieSceneTimeWarping
FrameNumber Start;//[Offset: 0x0, Size: 0x4]
FrameNumber End;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: FrameRate
int Numerator;//[Offset: 0x0, Size: 0x4]
int Denominator;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: MovieSceneSequenceInstanceDataPtr

--------------------------------
Class: MovieSceneSequenceHierarchyNode
MovieSceneSequenceID ParentID;//[Offset: 0x0, Size: 0x4]
MovieSceneSequenceID[] Children;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: MovieSceneEvaluationTemplateSerialNumber
uint32 Value;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: MovieSceneTemplateGenerationLedger
MovieSceneTrackIdentifier LastTrackIdentifier;//[Offset: 0x0, Size: 0x4]
<Guid,MovieSceneTrackIdentifier> TrackSignatureToTrackIdentifier;//[Offset:
0x8, Size: 0x50]
<Guid,MovieSceneFrameRange> SubSectionRanges;//[Offset: 0x58, Size: 0x50]

--------------------------------
Class: MovieSceneTrackFieldData

--------------------------------
Class: MovieSceneSubSectionFieldData

--------------------------------
Class: MovieScene.MovieSceneSignedObject.Object
MovieSceneSpawnable[] Spawnables;//[Offset: 0x50, Size: 0x10]
MovieScenePossessable[] Possessables;//[Offset: 0x60, Size: 0x10]
MovieSceneBinding[] ObjectBindings;//[Offset: 0x70, Size: 0x10]
<FName,MovieSceneObjectBindingIDs> BindingGroups;//[Offset: 0x80, Size: 0x50]
MovieSceneTrack*[] MasterTracks;//[Offset: 0xd0, Size: 0x10]
MovieSceneTrack* CameraCutTrack;//[Offset: 0xe0, Size: 0x8]
MovieSceneFrameRange SelectionRange;//[Offset: 0xe8, Size: 0x10]
MovieSceneFrameRange PlaybackRange;//[Offset: 0xf8, Size: 0x10]
FrameRate TickResolution;//[Offset: 0x108, Size: 0x8]
FrameRate DisplayRate;//[Offset: 0x110, Size: 0x8]
enum EvaluationType;//[Offset: 0x118, Size: 0x1]
enum ClockSource;//[Offset: 0x119, Size: 0x1]
SoftObjectPath CustomClockSourcePath;//[Offset: 0x120, Size: 0x18]
MovieSceneMarkedFrame[] MarkedFrames;//[Offset: 0x138, Size: 0x10]

--------------------------------
Class: MovieSceneSpawnable
Transform SpawnTransform;//[Offset: 0x0, Size: 0x30]
FName[] Tags;//[Offset: 0x30, Size: 0x10]
bool bContinuouslyRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x40, Size: 0x1]
Guid Guid;//[Offset: 0x44, Size: 0x10]
FString Name;//[Offset: 0x58, Size: 0x10]
Object* ObjectTemplate;//[Offset: 0x68, Size: 0x8]
Guid[] ChildPossessables;//[Offset: 0x70, Size: 0x10]
enum Ownership;//[Offset: 0x80, Size: 0x1]
FName LevelName;//[Offset: 0x84, Size: 0x8]

--------------------------------
Class: MovieScenePossessable
FName[] Tags;//[Offset: 0x0, Size: 0x10]
Guid Guid;//[Offset: 0x10, Size: 0x10]
FString Name;//[Offset: 0x20, Size: 0x10]
class Object* PossessedObjectClass;//[Offset: 0x30, Size: 0x8]
Guid ParentGuid;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: MovieSceneBinding
Guid ObjectGuid;//[Offset: 0x0, Size: 0x10]
FString BindingName;//[Offset: 0x10, Size: 0x10]
MovieSceneTrack*[] Tracks;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: MovieSceneObjectBindingIDs
MovieSceneObjectBindingID[] Ids;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: MovieSceneMarkedFrame
FrameNumber FrameNumber;//[Offset: 0x0, Size: 0x4]
FString Label;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: WidgetAnimationBinding
FName WidgetName;//[Offset: 0x0, Size: 0x8]
FName SlotWidgetName;//[Offset: 0x8, Size: 0x8]
Guid AnimationGuid;//[Offset: 0x10, Size: 0x10]
bool bIsRootWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20, Size: 0x1]

--------------------------------
Class: NamedSlotBinding
FName Name;//[Offset: 0x0, Size: 0x8]
Widget* Content;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: Geometry

--------------------------------
Class: WidgetTree.Object
Widget* RootWidget;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: PanelSlot.Visual.Object
PanelWidget* Parent;//[Offset: 0x28, Size: 0x8]
Widget* Content;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: PanelWidget.Widget.Visual.Object
PanelSlot*[] Slots;//[Offset: 0x138, Size: 0x10]
bool RemoveChildAt(int Index);// 0x81994d8
bool RemoveChild(Widget* Content);// 0x8199374
bool HasChild(Widget* Content);// 0x819958c
bool HasAnyChildren();// 0x819933c
int GetChildrenCount();// 0x819984c
int GetChildIndex(const Widget* Content);// 0x8199640
Widget* GetChildAt(int Index);// 0x819979c
Widget*[] GetAllChildren();// 0x81996f0
void ClearChildren();// 0x8199320
PanelSlot* AddChild(Widget* Content);// 0x8199428

--------------------------------
Class: WidgetTransform
Vector2D Translation;//[Offset: 0x0, Size: 0x8]
Vector2D Scale;//[Offset: 0x8, Size: 0x8]
Vector2D Shear;//[Offset: 0x10, Size: 0x8]
float Angle;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: SlateAccessibleWidgetData.Object
bool bCanChildrenBeAccessible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28, Size: 0x1]
enum AccessibleBehavior;//[Offset: 0x29, Size: 0x1]
enum AccessibleSummaryBehavior;//[Offset: 0x2a, Size: 0x1]
FText AccessibleText;//[Offset: 0x30, Size: 0x18]
delegate AccessibleTextDelegate;//[Offset: 0x48, Size: 0x10]
FText AccessibleSummaryText;//[Offset: 0x58, Size: 0x18]
delegate AccessibleSummaryTextDelegate;//[Offset: 0x70, Size: 0x10]

--------------------------------
Class: WidgetNavigation.Object
WidgetNavigationData Up;//[Offset: 0x28, Size: 0x24]
WidgetNavigationData Down;//[Offset: 0x4c, Size: 0x24]
WidgetNavigationData Left;//[Offset: 0x70, Size: 0x24]
WidgetNavigationData Right;//[Offset: 0x94, Size: 0x24]
WidgetNavigationData Next;//[Offset: 0xb8, Size: 0x24]
WidgetNavigationData Previous;//[Offset: 0xdc, Size: 0x24]

--------------------------------
Class: WidgetNavigationData
enum Rule;//[Offset: 0x0, Size: 0x1]
FName WidgetToFocus;//[Offset: 0x4, Size: 0x8]
Widget* Widget;//[Offset: 0xc, Size: 0x8]
delegate CustomDelegate;//[Offset: 0x14, Size: 0x10]

--------------------------------
Class: PropertyBinding.Object
Object* SourceObject;//[Offset: 0x28, Size: 0x8]
DynamicPropertyPath SourcePath;//[Offset: 0x30, Size: 0x28]
FName DestinationProperty;//[Offset: 0x58, Size: 0x8]

--------------------------------
Class: DynamicPropertyPath.CachedPropertyPath

--------------------------------
Class: CachedPropertyPath
PropertyPathSegment[] Segments;//[Offset: 0x0, Size: 0x10]
Function* CachedFunction;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: PropertyPathSegment
FName Name;//[Offset: 0x0, Size: 0x8]
int ArrayIndex;//[Offset: 0x8, Size: 0x4]
Struct* Struct;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: Function.Struct.Field.Object

--------------------------------
Class: Anchors
Vector2D Minimum;//[Offset: 0x0, Size: 0x8]
Vector2D Maximum;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: SoundBase.Object
SoundClass* SoundClassObject;//[Offset: 0x28, Size: 0x8]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size:
0x1]
bool bOverrideConcurrency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x30, Size: 0x1]
bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x30, Size: 0x1]
bool bHasDelayNode;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x30,
Size: 0x1]
bool bHasConcatenatorNode;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x30, Size: 0x1]
bool bBypassVolumeScaleForPriority;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x30, Size: 0x1]
enum VirtualizationMode;//[Offset: 0x31, Size: 0x1]
<SoundConcurrency*> ConcurrencySet;//[Offset: 0x88, Size: 0x50]
SoundConcurrencySettings ConcurrencyOverrides;//[Offset: 0xd8, Size: 0x1c]
float Duration;//[Offset: 0xf4, Size: 0x4]
float MaxDistance;//[Offset: 0xf8, Size: 0x4]
float TotalSamples;//[Offset: 0xfc, Size: 0x4]
float Priority;//[Offset: 0x100, Size: 0x4]
SoundAttenuation* AttenuationSettings;//[Offset: 0x108, Size: 0x8]
SoundModulation Modulation;//[Offset: 0x110, Size: 0x10]
SoundSubmixBase* SoundSubmixObject;//[Offset: 0x120, Size: 0x8]
SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x128, Size: 0x10]
SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x138, Size: 0x8]
SoundSourceBusSendInfo[] BusSends;//[Offset: 0x140, Size: 0x10]
SoundSourceBusSendInfo[] PreEffectBusSends;//[Offset: 0x150, Size: 0x10]

--------------------------------
Class: SoundClass.Object
SoundClassProperties Properties;//[Offset: 0x28, Size: 0x58]
SoundClass*[] ChildClasses;//[Offset: 0x80, Size: 0x10]
PassiveSoundMixModifier[] PassiveSoundMixModifiers;//[Offset: 0x90, Size:
0x10]
SoundModulation Modulation;//[Offset: 0xa0, Size: 0x10]
SoundClass* ParentClass;//[Offset: 0xb0, Size: 0x8]

--------------------------------
Class: SoundClassProperties
float Volume;//[Offset: 0x0, Size: 0x4]
float Pitch;//[Offset: 0x4, Size: 0x4]
float LowPassFilterFrequency;//[Offset: 0x8, Size: 0x4]
float AttenuationDistanceScale;//[Offset: 0xc, Size: 0x4]
float StereoBleed;//[Offset: 0x10, Size: 0x4]
float LFEBleed;//[Offset: 0x14, Size: 0x4]
float VoiceCenterChannelVolume;//[Offset: 0x18, Size: 0x4]
float RadioFilterVolume;//[Offset: 0x1c, Size: 0x4]
float RadioFilterVolumeThreshold;//[Offset: 0x20, Size: 0x4]
bool bApplyEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24,
Size: 0x1]
bool bAlwaysPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x24,
Size: 0x1]
bool bIsUISound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x24,
Size: 0x1]
bool bIsMusic;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x24,
Size: 0x1]
bool bCenterChannelOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x24, Size: 0x1]
bool bApplyAmbientVolumes;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x24, Size: 0x1]
bool bReverb;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x24,
Size: 0x1]
float Default2DReverbSendAmount;//[Offset: 0x28, Size: 0x4]
byte OutputTarget;//[Offset: 0x2c, Size: 0x1]
enum LoadingBehavior;//[Offset: 0x2d, Size: 0x1]
SoundSubmix* DefaultSubmix;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: SoundSubmix.SoundSubmixWithParentBase.SoundSubmixBase.Object
bool bMuteWhenBackgrounded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x40, Size: 0x1]
SoundEffectSubmixPreset*[] SubmixEffectChain;//[Offset: 0x48, Size: 0x10]
SoundfieldEncodingSettingsBase* AmbisonicsPluginSettings;//[Offset: 0x58,
Size: 0x8]
int EnvelopeFollowerAttackTime;//[Offset: 0x60, Size: 0x4]
int EnvelopeFollowerReleaseTime;//[Offset: 0x64, Size: 0x4]
float OutputVolume;//[Offset: 0x68, Size: 0x4]
delegate OnSubmixRecordedFileDone;//[Offset: 0x70, Size: 0x10]
void StopRecordingOutput(const Object* WorldContextObject, enum ExportType,
FString Name, FString Path, SoundWave* ExistingSoundWaveToOverwrite);// 0x8ef7f40
void StopEnvelopeFollowing(const Object* WorldContextObject);// 0x8ef7df0
void StartRecordingOutput(const Object* WorldContextObject, float
ExpectedDuration);// 0x8ef8188
void StartEnvelopeFollowing(const Object* WorldContextObject);// 0x8ef7e98
void SetSubmixOutputVolume(const Object* WorldContextObject, float
InOutputVolume);// 0x8ef7bec
void AddEnvelopeFollowerDelegate(const Object* WorldContextObject, out const
delegate OnSubmixEnvelopeBP);// 0x8ef7ce0

--------------------------------
Class: SoundSubmixWithParentBase.SoundSubmixBase.Object
SoundSubmixBase* ParentSubmix;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: SoundSubmixBase.Object
SoundSubmixBase*[] ChildSubmixes;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: SoundEffectSubmixPreset.SoundEffectPreset.Object

--------------------------------
Class: SoundEffectPreset.Object

--------------------------------
Class: SoundfieldEncodingSettingsBase.Object

--------------------------------
Class: SoundWave.SoundBase.Object
int CompressionQuality;//[Offset: 0x160, Size: 0x4]
int StreamingPriority;//[Offset: 0x164, Size: 0x4]
enum SampleRateQuality;//[Offset: 0x168, Size: 0x1]
byte SoundGroup;//[Offset: 0x16a, Size: 0x1]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x16b,
Size: 0x1]
bool bStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x16b,
Size: 0x1]
bool bSeekableStreaming;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x16b, Size: 0x1]
enum LoadingBehavior;//[Offset: 0x16c, Size: 0x1]
bool bMature;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x16d,
Size: 0x1]
bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x16d, Size: 0x1]
bool bSingleLine;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x16d, Size: 0x1]
bool bIsAmbisonics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x16e, Size: 0x1]
float[] FrequenciesToAnalyze;//[Offset: 0x170, Size: 0x10]
SoundWaveSpectralTimeData[] CookedSpectralTimeData;//[Offset: 0x180, Size:
0x10]
SoundWaveEnvelopeTimeData[] CookedEnvelopeTimeData;//[Offset: 0x190, Size:
0x10]
int InitialChunkSize;//[Offset: 0x1a0, Size: 0x4]
FString SpokenText;//[Offset: 0x1e8, Size: 0x10]
float SubtitlePriority;//[Offset: 0x1f8, Size: 0x4]
float Volume;//[Offset: 0x1fc, Size: 0x4]
float Pitch;//[Offset: 0x200, Size: 0x4]
int NumChannels;//[Offset: 0x204, Size: 0x4]
int SampleRate;//[Offset: 0x208, Size: 0x4]
SubtitleCue[] Subtitles;//[Offset: 0x218, Size: 0x10]
CurveTable* Curves;//[Offset: 0x228, Size: 0x8]
CurveTable* InternalCurves;//[Offset: 0x230, Size: 0x8]

--------------------------------
Class: SoundWaveSpectralTimeData
SoundWaveSpectralDataEntry[] Data;//[Offset: 0x0, Size: 0x10]
float TimeSec;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: SoundWaveSpectralDataEntry
float Magnitude;//[Offset: 0x0, Size: 0x4]
float NormalizedMagnitude;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SoundWaveEnvelopeTimeData
float Amplitude;//[Offset: 0x0, Size: 0x4]
float TimeSec;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SubtitleCue
FText Text;//[Offset: 0x0, Size: 0x18]
float Time;//[Offset: 0x18, Size: 0x4]
--------------------------------
Class: CurveTable.Object

--------------------------------
Class: PassiveSoundMixModifier
SoundMix* SoundMix;//[Offset: 0x0, Size: 0x8]
float MinVolumeThreshold;//[Offset: 0x8, Size: 0x4]
float MaxVolumeThreshold;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: SoundMix.Object
bool bApplyEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28,
Size: 0x1]
float EQPriority;//[Offset: 0x2c, Size: 0x4]
AudioEQEffect EQSettings;//[Offset: 0x30, Size: 0x40]
SoundClassAdjuster[] SoundClassEffects;//[Offset: 0x70, Size: 0x10]
float InitialDelay;//[Offset: 0x80, Size: 0x4]
float FadeInTime;//[Offset: 0x84, Size: 0x4]
float Duration;//[Offset: 0x88, Size: 0x4]
float FadeOutTime;//[Offset: 0x8c, Size: 0x4]

--------------------------------
Class: AudioEQEffect.AudioEffectParameters
float FrequencyCenter0;//[Offset: 0x10, Size: 0x4]
float Gain0;//[Offset: 0x14, Size: 0x4]
float Bandwidth0;//[Offset: 0x18, Size: 0x4]
float FrequencyCenter1;//[Offset: 0x1c, Size: 0x4]
float Gain1;//[Offset: 0x20, Size: 0x4]
float Bandwidth1;//[Offset: 0x24, Size: 0x4]
float FrequencyCenter2;//[Offset: 0x28, Size: 0x4]
float Gain2;//[Offset: 0x2c, Size: 0x4]
float Bandwidth2;//[Offset: 0x30, Size: 0x4]
float FrequencyCenter3;//[Offset: 0x34, Size: 0x4]
float Gain3;//[Offset: 0x38, Size: 0x4]
float Bandwidth3;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: AudioEffectParameters

--------------------------------
Class: SoundClassAdjuster
SoundClass* SoundClassObject;//[Offset: 0x0, Size: 0x8]
float VolumeAdjuster;//[Offset: 0x8, Size: 0x4]
float PitchAdjuster;//[Offset: 0xc, Size: 0x4]
float LowPassFilterFrequency;//[Offset: 0x10, Size: 0x4]
bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x14, Size: 0x1]
float VoiceCenterChannelVolumeAdjuster;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: SoundModulation
SoundModulationPluginSourceSettingsBase*[] Settings;//[Offset: 0x0, Size:
0x10]

--------------------------------
Class: SoundModulationPluginSourceSettingsBase.Object

--------------------------------
Class: SoundConcurrency.Object
SoundConcurrencySettings Concurrency;//[Offset: 0x28, Size: 0x1c]

--------------------------------
Class: SoundConcurrencySettings
int MaxCount;//[Offset: 0x0, Size: 0x4]
bool bLimitToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4,
Size: 0x1]
byte ResolutionRule;//[Offset: 0x5, Size: 0x1]
float VolumeScale;//[Offset: 0x8, Size: 0x4]
float VolumeScaleAttackTime;//[Offset: 0xc, Size: 0x4]
bool bVolumeScaleCanRelease;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x10, Size: 0x1]
float VolumeScaleReleaseTime;//[Offset: 0x14, Size: 0x4]
float VoiceStealReleaseTime;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: SoundAttenuation.Object
SoundAttenuationSettings Attenuation;//[Offset: 0x28, Size: 0x3a0]

--------------------------------
Class: SoundAttenuationSettings.BaseAttenuationSettings
bool bAttenuate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb0,
Size: 0x1]
bool bSpatialize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xb0,
Size: 0x1]
bool bAttenuateWithLPF;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xb0, Size: 0x1]
bool bEnableListenerFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xb0, Size: 0x1]
bool bEnableFocusInterpolation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xb0, Size: 0x1]
bool bEnableOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xb0, Size: 0x1]
bool bUseComplexCollisionForOcclusion;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xb0, Size: 0x1]
bool bEnableReverbSend;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xb0, Size: 0x1]
bool bEnablePriorityAttenuation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xb1, Size: 0x1]
bool bApplyNormalizationToStereoSounds;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xb1, Size: 0x1]
bool bEnableLogFrequencyScaling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xb1, Size: 0x1]
bool bEnableSubmixSends;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xb1, Size: 0x1]
byte SpatializationAlgorithm;//[Offset: 0xb2, Size: 0x1]
float BinauralRadius;//[Offset: 0xb4, Size: 0x4]
enum AbsorptionMethod;//[Offset: 0xb8, Size: 0x1]
byte OcclusionTraceChannel;//[Offset: 0xb9, Size: 0x1]
enum ReverbSendMethod;//[Offset: 0xba, Size: 0x1]
enum PriorityAttenuationMethod;//[Offset: 0xbb, Size: 0x1]
float OmniRadius;//[Offset: 0xbc, Size: 0x4]
float StereoSpread;//[Offset: 0xc0, Size: 0x4]
float LPFRadiusMin;//[Offset: 0xc4, Size: 0x4]
float LPFRadiusMax;//[Offset: 0xc8, Size: 0x4]
RuntimeFloatCurve CustomLowpassAirAbsorptionCurve;//[Offset: 0xd0, Size:
0x88]
RuntimeFloatCurve CustomHighpassAirAbsorptionCurve;//[Offset: 0x158, Size:
0x88]
float LPFFrequencyAtMin;//[Offset: 0x1e0, Size: 0x4]
float LPFFrequencyAtMax;//[Offset: 0x1e4, Size: 0x4]
float HPFFrequencyAtMin;//[Offset: 0x1e8, Size: 0x4]
float HPFFrequencyAtMax;//[Offset: 0x1ec, Size: 0x4]
float FocusAzimuth;//[Offset: 0x1f0, Size: 0x4]
float NonFocusAzimuth;//[Offset: 0x1f4, Size: 0x4]
float FocusDistanceScale;//[Offset: 0x1f8, Size: 0x4]
float NonFocusDistanceScale;//[Offset: 0x1fc, Size: 0x4]
float FocusPriorityScale;//[Offset: 0x200, Size: 0x4]
float NonFocusPriorityScale;//[Offset: 0x204, Size: 0x4]
float FocusVolumeAttenuation;//[Offset: 0x208, Size: 0x4]
float NonFocusVolumeAttenuation;//[Offset: 0x20c, Size: 0x4]
float FocusAttackInterpSpeed;//[Offset: 0x210, Size: 0x4]
float FocusReleaseInterpSpeed;//[Offset: 0x214, Size: 0x4]
float OcclusionLowPassFilterFrequency;//[Offset: 0x218, Size: 0x4]
float OcclusionVolumeAttenuation;//[Offset: 0x21c, Size: 0x4]
float OcclusionInterpolationTime;//[Offset: 0x220, Size: 0x4]
float ReverbWetLevelMin;//[Offset: 0x224, Size: 0x4]
float ReverbWetLevelMax;//[Offset: 0x228, Size: 0x4]
float ReverbDistanceMin;//[Offset: 0x22c, Size: 0x4]
float ReverbDistanceMax;//[Offset: 0x230, Size: 0x4]
float ManualReverbSendLevel;//[Offset: 0x234, Size: 0x4]
RuntimeFloatCurve CustomReverbSendCurve;//[Offset: 0x238, Size: 0x88]
AttenuationSubmixSendSettings[] SubmixSendSettings;//[Offset: 0x2c0, Size:
0x10]
float PriorityAttenuationMin;//[Offset: 0x2d0, Size: 0x4]
float PriorityAttenuationMax;//[Offset: 0x2d4, Size: 0x4]
float PriorityAttenuationDistanceMin;//[Offset: 0x2d8, Size: 0x4]
float PriorityAttenuationDistanceMax;//[Offset: 0x2dc, Size: 0x4]
float ManualPriorityAttenuation;//[Offset: 0x2e0, Size: 0x4]
RuntimeFloatCurve CustomPriorityAttenuationCurve;//[Offset: 0x2e8, Size:
0x88]
SoundAttenuationPluginSettings PluginSettings;//[Offset: 0x370, Size: 0x30]

--------------------------------
Class: BaseAttenuationSettings
enum DistanceAlgorithm;//[Offset: 0x8, Size: 0x1]
byte AttenuationShape;//[Offset: 0x9, Size: 0x1]
float dBAttenuationAtMax;//[Offset: 0xc, Size: 0x4]
enum FalloffMode;//[Offset: 0x10, Size: 0x1]
Vector AttenuationShapeExtents;//[Offset: 0x14, Size: 0xc]
float ConeOffset;//[Offset: 0x20, Size: 0x4]
float FalloffDistance;//[Offset: 0x24, Size: 0x4]
RuntimeFloatCurve CustomAttenuationCurve;//[Offset: 0x28, Size: 0x88]

--------------------------------
Class: RuntimeFloatCurve
RichCurve EditorCurveData;//[Offset: 0x0, Size: 0x80]
CurveFloat* ExternalCurve;//[Offset: 0x80, Size: 0x8]

--------------------------------
Class: AttenuationSubmixSendSettings
SoundSubmix* Submix;//[Offset: 0x0, Size: 0x8]
enum SubmixSendMethod;//[Offset: 0x8, Size: 0x1]
float SubmixSendLevelMin;//[Offset: 0xc, Size: 0x4]
float SubmixSendLevelMax;//[Offset: 0x10, Size: 0x4]
float SubmixSendDistanceMin;//[Offset: 0x14, Size: 0x4]
float SubmixSendDistanceMax;//[Offset: 0x18, Size: 0x4]
float ManualSubmixSendLevel;//[Offset: 0x1c, Size: 0x4]
RuntimeFloatCurve CustomSubmixSendCurve;//[Offset: 0x20, Size: 0x88]

--------------------------------
Class: SoundAttenuationPluginSettings
SpatializationPluginSourceSettingsBase*[]
SpatializationPluginSettingsArray;//[Offset: 0x0, Size: 0x10]
OcclusionPluginSourceSettingsBase*[] OcclusionPluginSettingsArray;//[Offset:
0x10, Size: 0x10]
ReverbPluginSourceSettingsBase*[] ReverbPluginSettingsArray;//[Offset: 0x20,
Size: 0x10]

--------------------------------
Class: SpatializationPluginSourceSettingsBase.Object

--------------------------------
Class: OcclusionPluginSourceSettingsBase.Object

--------------------------------
Class: ReverbPluginSourceSettingsBase.Object

--------------------------------
Class: SoundSubmixSendInfo
enum SendLevelControlMethod;//[Offset: 0x0, Size: 0x1]
SoundSubmixBase* SoundSubmix;//[Offset: 0x8, Size: 0x8]
float SendLevel;//[Offset: 0x10, Size: 0x4]
float MinSendLevel;//[Offset: 0x14, Size: 0x4]
float MaxSendLevel;//[Offset: 0x18, Size: 0x4]
float MinSendDistance;//[Offset: 0x1c, Size: 0x4]
float MaxSendDistance;//[Offset: 0x20, Size: 0x4]
RuntimeFloatCurve CustomSendLevelCurve;//[Offset: 0x28, Size: 0x88]

--------------------------------
Class: SoundEffectSourcePresetChain.Object
SourceEffectChainEntry[] Chain;//[Offset: 0x28, Size: 0x10]
bool bPlayEffectChainTails;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38, Size: 0x1]

--------------------------------
Class: SourceEffectChainEntry
SoundEffectSourcePreset* Preset;//[Offset: 0x0, Size: 0x8]
bool bBypass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size:
0x1]

--------------------------------
Class: SoundEffectSourcePreset.SoundEffectPreset.Object

--------------------------------
Class: SoundSourceBusSendInfo
enum SourceBusSendLevelControlMethod;//[Offset: 0x0, Size: 0x1]
SoundSourceBus* SoundSourceBus;//[Offset: 0x8, Size: 0x8]
float SendLevel;//[Offset: 0x10, Size: 0x4]
float MinSendLevel;//[Offset: 0x14, Size: 0x4]
float MaxSendLevel;//[Offset: 0x18, Size: 0x4]
float MinSendDistance;//[Offset: 0x1c, Size: 0x4]
float MaxSendDistance;//[Offset: 0x20, Size: 0x4]
RuntimeFloatCurve CustomSendLevelCurve;//[Offset: 0x28, Size: 0x88]

--------------------------------
Class: SoundSourceBus.SoundWave.SoundBase.Object
enum SourceBusChannels;//[Offset: 0x304, Size: 0x1]
float SourceBusDuration;//[Offset: 0x308, Size: 0x4]
bool bAutoDeactivateWhenSilent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x30c, Size: 0x1]

--------------------------------
Class: PointerEvent.InputEvent

--------------------------------
Class: InputEvent

--------------------------------
Class: EventReply

--------------------------------
Class: FocusEvent

--------------------------------
Class: KeyEvent.InputEvent

--------------------------------
Class: PaintContext

--------------------------------
Class: MotionEvent.InputEvent

--------------------------------
Class: CharacterEvent.InputEvent

--------------------------------
Class: DragDropOperation.Object
FString Tag;//[Offset: 0x28, Size: 0x10]
Object* Payload;//[Offset: 0x38, Size: 0x8]
Widget* DefaultDragVisual;//[Offset: 0x40, Size: 0x8]
enum Pivot;//[Offset: 0x48, Size: 0x1]
Vector2D offset;//[Offset: 0x4c, Size: 0x8]
delegate OnDrop;//[Offset: 0x58, Size: 0x10]
delegate OnDragCancelled;//[Offset: 0x68, Size: 0x10]
delegate OnDragged;//[Offset: 0x78, Size: 0x10]
void Drop(out const PointerEvent PointerEvent);// 0x818a0b4
void Dragged(out const PointerEvent PointerEvent);// 0x8189dcc
void DragCancelled(out const PointerEvent PointerEvent);// 0x8189f40

--------------------------------
Class: AnalogInputEvent.KeyEvent.InputEvent

--------------------------------
Class: SlateBrush
Vector2D ImageSize;//[Offset: 0x8, Size: 0x8]
bool bLockRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
Vector2D LockedSize;//[Offset: 0x14, Size: 0x8]
bool bUsePixelMargin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c, Size: 0x1]
Margin Margin;//[Offset: 0x20, Size: 0x10]
SlateColor TintColor;//[Offset: 0x30, Size: 0x28]
SlateBrushOutlineSettings OutlineSettings;//[Offset: 0x60, Size: 0x40]
Object* ResourceObject;//[Offset: 0xa0, Size: 0x8]
FName ResourceName;//[Offset: 0xa8, Size: 0x8]
Box2D UVRegion;//[Offset: 0xb0, Size: 0x14]
byte DrawAs;//[Offset: 0xc4, Size: 0x1]
byte Tiling;//[Offset: 0xc5, Size: 0x1]
byte Mirroring;//[Offset: 0xc6, Size: 0x1]
byte ImageType;//[Offset: 0xc7, Size: 0x1]
bool bIsDynamicallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xec, Size: 0x1]
bool bHasUObject;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xec,
Size: 0x1]

--------------------------------
Class: SlateBrushOutlineSettings
Vector4 CornerRadii;//[Offset: 0x0, Size: 0x10]
SlateColor Color;//[Offset: 0x10, Size: 0x28]
float Width;//[Offset: 0x38, Size: 0x4]
byte RoundingType;//[Offset: 0x3c, Size: 0x1]
bool bUseBrushTransparency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d, Size: 0x1]

--------------------------------
Class: Box2D
Vector2D Min;//[Offset: 0x0, Size: 0x8]
Vector2D Max;//[Offset: 0x8, Size: 0x8]
byte bIsValid;//[Offset: 0x10, Size: 0x1]

--------------------------------
Class: LocalPlayer.Player.Object
GameViewportClient* ViewportClient;//[Offset: 0x70, Size: 0x8]
byte AspectRatioAxisConstraint;//[Offset: 0x94, Size: 0x1]
class PlayerController* PendingLevelPlayerControllerClass;//[Offset: 0x98,
Size: 0x8]
bool bSentSplitJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa0, Size: 0x1]
int ControllerId;//[Offset: 0xb8, Size: 0x4]

--------------------------------
Class: GameViewportClient.ScriptViewportClient.Object
Console* ViewportConsole;//[Offset: 0x40, Size: 0x8]
DebugDisplayProperty[] DebugProperties;//[Offset: 0x48, Size: 0x10]
int MaxSplitscreenPlayers;//[Offset: 0x68, Size: 0x4]
World* World;//[Offset: 0x70, Size: 0x8]
GameInstance* GameInstance;//[Offset: 0x78, Size: 0x8]
void SSSwapControllers();// 0x8dab6d4
void ShowTitleSafeArea();// 0x8dab6b8
void SetConsoleTarget(int PlayerIndex);// 0x8dab608

--------------------------------
Class: ScriptViewportClient.Object

--------------------------------
Class: Console.Object
LocalPlayer* ConsoleTargetPlayer;//[Offset: 0x38, Size: 0x8]
Texture2D* DefaultTexture_Black;//[Offset: 0x40, Size: 0x8]
Texture2D* DefaultTexture_White;//[Offset: 0x48, Size: 0x8]
FString[] HistoryBuffer;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: DebugDisplayProperty
Object* Obj;//[Offset: 0x0, Size: 0x8]
class Object* WithinClass;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: GameInstance.Object
LocalPlayer*[] LocalPlayers;//[Offset: 0x38, Size: 0x10]
OnlineSession* OnlineSession;//[Offset: 0x48, Size: 0x8]
Object*[] ReferencedObjects;//[Offset: 0x50, Size: 0x10]
void ReceiveShutdown();// 0x704f228
void ReceiveInit();// 0x704f228
void HandleTravelError(byte FailureType);// 0x704f228
void HandleNetworkError(byte FailureType, bool bIsServer);// 0x704f228
void DebugRemovePlayer(int ControllerId);// 0x8d9394c
void DebugCreatePlayer(int ControllerId);// 0x8d939fc

--------------------------------
Class: OnlineSession.Object

--------------------------------
Class: InputComponent.ActorComponent.Object
CachedKeyToActionInfo[] CachedKeyToActionInfo;//[Offset: 0x120, Size: 0x10]
bool WasControllerKeyJustReleased(Key Key);// 0x8db4898
bool WasControllerKeyJustPressed(Key Key);// 0x8db4a28
bool IsControllerKeyDown(Key Key);// 0x8db4bb8
void GetTouchState(int FingerIndex, out float LocationX, out float LocationY,
out bool bIsCurrentlyPressed);// 0x8db43d4
Vector GetControllerVectorKeyState(Key Key);// 0x8db457c
void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x8db4144
float GetControllerKeyTimeDown(Key Key);// 0x8db4248
void GetControllerAnalogStickState(byte WhichStick, out float StickX, out
float StickY);// 0x8db3ff4
float GetControllerAnalogKeyState(Key Key);// 0x8db470c

--------------------------------
Class: CachedKeyToActionInfo
PlayerInput* PlayerInput;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: PlayerInput.Object
KeyBind[] DebugExecBindings;//[Offset: 0x120, Size: 0x10]
FName[] InvertedAxis;//[Offset: 0x160, Size: 0x10]
void SetMouseSensitivity(const float Sensitivity);// 0x8eabbc0
void SetBind(FName BindName, FString Command);// 0x8eabac0
void InvertAxisKey(const Key AxisKey);// 0x8eab93c
void InvertAxis(const FName AxisName);// 0x8eab894
void ClearSmoothing();// 0x8eab880

--------------------------------
Class: KeyBind
Key Key;//[Offset: 0x0, Size: 0x18]
FString Command;//[Offset: 0x18, Size: 0x10]
bool Control;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28, Size:
0x1]
bool Shift;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28, Size:
0x1]
bool Alt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x28, Size:
0x1]
bool Cmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x28, Size:
0x1]
bool bIgnoreCtrl;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x28,
Size: 0x1]
bool bIgnoreShift;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x28, Size: 0x1]
bool bIgnoreAlt;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x28,
Size: 0x1]
bool bIgnoreCmd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x28, Size: 0x1]
bool bDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x29,
Size: 0x1]

--------------------------------
Class: AnimationEventBinding
WidgetAnimation* Animation;//[Offset: 0x0, Size: 0x8]
delegate Delegate;//[Offset: 0x8, Size: 0x10]
enum AnimationEvent;//[Offset: 0x18, Size: 0x1]
FName UserTag;//[Offset: 0x1c, Size: 0x8]

--------------------------------
Class: HUD.Actor.Object
PlayerController* PlayerOwner;//[Offset: 0x238, Size: 0x8]
bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x240, Size: 0x1]
bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x240,
Size: 0x1]
bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x240, Size: 0x1]
int CurrentTargetIndex;//[Offset: 0x244, Size: 0x4]
bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x248, Size: 0x1]
bool bShowOverlays;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x248, Size: 0x1]
bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x248, Size: 0x1]
Actor*[] PostRenderedActors;//[Offset: 0x250, Size: 0x10]
FName[] DebugDisplay;//[Offset: 0x268, Size: 0x10]
FName[] ToggledDebugCategories;//[Offset: 0x278, Size: 0x10]
Canvas* Canvas;//[Offset: 0x288, Size: 0x8]
Canvas* DebugCanvas;//[Offset: 0x290, Size: 0x8]
DebugTextInfo[] DebugTextList;//[Offset: 0x298, Size: 0x10]
class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x2a8, Size: 0x8]
Actor* ShowDebugTargetActor;//[Offset: 0x2b0, Size: 0x8]
void ShowHUD();// 0x8daf30c
void ShowDebugToggleSubCategory(FName Category);// 0x8daf1b4
void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x8daf10c
void ShowDebug(FName DebugType);// 0x8daf25c
void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x8daec10
void RemoveAllDebugStrings();// 0x8daed0c
void ReceiveHitBoxRelease(const FName BoxName);// 0x704f228
void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x704f228
void ReceiveHitBoxClick(const FName BoxName);// 0x704f228
void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x704f228
void ReceiveDrawHUD(int SizeX, int SizeY);// 0x704f228
Vector Project(Vector Location);// 0x8dad280
void PreviousDebugTarget();// 0x8dacc48
void NextDebugTarget();// 0x8dacc64
void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font*
Font, float Scale);// 0x8daea1c
PlayerController* GetOwningPlayerController();// 0x8daccb4
Pawn* GetOwningPawn();// 0x8dacc80
void GetActorsInSelectionRectangle(class Actor ClassFilter, out const
Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool
bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x8daceb0
void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float
Scale, bool bScalePosition);// 0x8dadd0c
void DrawTexture(Texture* Texture, float ScreenX, float ScreenY, float
ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float
TextureVHeight, LinearColor TintColor, byte BlendMode, float Scale, bool
bScalePosition, float Rotation, Vector2D RotPivot);// 0x8dadee8
void DrawText(FString Text, LinearColor TextColor, float ScreenX, float
ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x8dae7a0
void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float
ScreenW, float ScreenH);// 0x8dae3b0
void DrawMaterialTriangle(MaterialInterface* Material, Vector2D V0_Pos,
Vector2D V1_Pos, Vector2D V2_Pos, Vector2D V0_UV, Vector2D V1_UV, Vector2D V2_UV,
LinearColor V0_Color, LinearColor V1_Color, LinearColor V2_Color);// 0x8dad334
void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float
ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);//
0x8dad674
void DrawMaterial(MaterialInterface* Material, float ScreenX, float ScreenY,
float ScreenW, float ScreenH, float MaterialU, float MaterialV, float
MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float
Rotation, Vector2D RotPivot);// 0x8dad8e4
void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float
EndScreenY, LinearColor LineColor, float LineThickness);// 0x8dae580
void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out
Vector WorldDirection);// 0x8dad0f4
void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool
bConsumesInput, int Priority);// 0x8dacce8
void AddDebugText(FString DebugText, Actor* SrcActor, float Duration, Vector
offset, Vector DesiredOffset, Color TextColor, bool bSkipOverwriteCheck, bool
bAbsoluteLocation, bool bKeepAttachedToActor, Font* InFont, float FontScale, bool
bDrawShadow);// 0x8daed20

--------------------------------
Class: Canvas.Object
float OrgX;//[Offset: 0x28, Size: 0x4]
float OrgY;//[Offset: 0x2c, Size: 0x4]
float ClipX;//[Offset: 0x30, Size: 0x4]
float ClipY;//[Offset: 0x34, Size: 0x4]
Color DrawColor;//[Offset: 0x38, Size: 0x4]
bool bCenterX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c,
Size: 0x1]
bool bCenterY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c,
Size: 0x1]
bool bNoSmooth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c,
Size: 0x1]
int SizeX;//[Offset: 0x40, Size: 0x4]
int SizeY;//[Offset: 0x44, Size: 0x4]
Plane ColorModulate;//[Offset: 0x50, Size: 0x10]
Texture2D* DefaultTexture;//[Offset: 0x60, Size: 0x8]
Texture2D* GradientTexture0;//[Offset: 0x68, Size: 0x8]
ReporterGraph* ReporterGraph;//[Offset: 0x70, Size: 0x8]
Vector2D K2_TextSize(Font* RenderFont, FString RenderText, Vector2D Scale);//
0x8d4d3b8
Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x8d4d504
Vector K2_Project(Vector WorldLocation);// 0x8d4d74c
void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);//
0x8d4daf0
void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D
ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor
RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x8d4e8e4
void K2_DrawText(Font* RenderFont, FString RenderText, Vector2D
ScreenPosition, Vector2D Scale, LinearColor RenderColor, float Kerning, LinearColor
ShadowColor, Vector2D ShadowOffset, bool bCentreX, bool bCentreY, bool bOutlined,
LinearColor OutlineColor);// 0x8d4e290
void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D
Radius, int NumberOfSides, LinearColor RenderColor);// 0x8d4d800
void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[]
Triangles);// 0x8d4d9c4
void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D
ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D
CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x8d4e694
void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float
Thickness, LinearColor RenderColor);// 0x8d4ebd4
void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float
Thickness, LinearColor RenderColor);// 0x8d4dc1c
void K2_DrawBorder(Texture* BorderTexture, Texture* BackgroundTexture,
Texture* LeftBorderTexture, Texture* RightBorderTexture, Texture* TopBorderTexture,
Texture* BottomBorderTexture, Vector2D ScreenPosition, Vector2D ScreenSize,
Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor,
Vector2D BorderScale, Vector2D BackgroundScale, float Rotation, Vector2D
PivotPoint, Vector2D CornerSize);// 0x8d4dda8
void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector
WorldDirection);// 0x8d4d60c

--------------------------------
Class: ReporterGraph.ReporterBase.Object

--------------------------------
Class: ReporterBase.Object

--------------------------------
Class: CanvasUVTri
Vector2D V0_Pos;//[Offset: 0x0, Size: 0x8]
Vector2D V0_UV;//[Offset: 0x8, Size: 0x8]
LinearColor V0_Color;//[Offset: 0x10, Size: 0x10]
Vector2D V1_Pos;//[Offset: 0x20, Size: 0x8]
Vector2D V1_UV;//[Offset: 0x28, Size: 0x8]
LinearColor V1_Color;//[Offset: 0x30, Size: 0x10]
Vector2D V2_Pos;//[Offset: 0x40, Size: 0x8]
Vector2D V2_UV;//[Offset: 0x48, Size: 0x8]
LinearColor V2_Color;//[Offset: 0x50, Size: 0x10]

--------------------------------
Class: DebugTextInfo
Actor* SrcActor;//[Offset: 0x0, Size: 0x8]
Vector SrcActorOffset;//[Offset: 0x8, Size: 0xc]
Vector SrcActorDesiredOffset;//[Offset: 0x14, Size: 0xc]
FString DebugText;//[Offset: 0x20, Size: 0x10]
float TimeRemaining;//[Offset: 0x30, Size: 0x4]
float Duration;//[Offset: 0x34, Size: 0x4]
Color TextColor;//[Offset: 0x38, Size: 0x4]
bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3c, Size: 0x1]
bool bKeepAttachedToActor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x3c, Size: 0x1]
bool bDrawShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c,
Size: 0x1]
Vector OrigActorLocation;//[Offset: 0x40, Size: 0xc]
Font* Font;//[Offset: 0x50, Size: 0x8]
float FontScale;//[Offset: 0x58, Size: 0x4]

--------------------------------
Class: PlayerCameraManager.Actor.Object
PlayerController* PCOwner;//[Offset: 0x238, Size: 0x8]
SceneComponent* TransformComponent;//[Offset: 0x240, Size: 0x8]
float DefaultFOV;//[Offset: 0x250, Size: 0x4]
float DefaultOrthoWidth;//[Offset: 0x258, Size: 0x4]
float DefaultAspectRatio;//[Offset: 0x260, Size: 0x4]
CameraCacheEntry CameraCache;//[Offset: 0x2b0, Size: 0x670]
CameraCacheEntry LastFrameCameraCache;//[Offset: 0x920, Size: 0x670]
TViewTarget ViewTarget;//[Offset: 0xf90, Size: 0x680]
TViewTarget PendingViewTarget;//[Offset: 0x1610, Size: 0x680]
CameraCacheEntry CameraCachePrivate;//[Offset: 0x1ce0, Size: 0x670]
CameraCacheEntry LastFrameCameraCachePrivate;//[Offset: 0x2350, Size: 0x670]
CameraModifier*[] ModifierList;//[Offset: 0x29c0, Size: 0x10]
class CameraModifier[] DefaultModifiers;//[Offset: 0x29d0, Size: 0x10]
float FreeCamDistance;//[Offset: 0x29e0, Size: 0x4]
Vector FreeCamOffset;//[Offset: 0x29e4, Size: 0xc]
Vector ViewTargetOffset;//[Offset: 0x29f0, Size: 0xc]
EmitterCameraLensEffectBase*[] CameraLensEffects;//[Offset: 0x2a10, Size:
0x10]
CameraModifier_CameraShake* CachedCameraShakeMod;//[Offset: 0x2a20, Size:
0x8]
CameraAnimInst* AnimInstPool;//[Offset: 0x2a28, Size: 0x8]
PostProcessSettings[] PostProcessBlendCache;//[Offset: 0x2a68, Size: 0x10]
CameraAnimInst*[] ActiveAnims;//[Offset: 0x2a88, Size: 0x10]
CameraAnimInst*[] FreeAnims;//[Offset: 0x2a98, Size: 0x10]
CameraActor* AnimCameraActor;//[Offset: 0x2aa8, Size: 0x8]
bool bIsOrthographic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2ab0, Size: 0x1]
bool bDefaultConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x2ab0, Size: 0x1]
bool bClientSimulatingViewTarget;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x2ab0, Size: 0x1]
bool bUseClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x2ab0, Size: 0x1]
bool bGameCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x2ab1, Size: 0x1]
float ViewPitchMin;//[Offset: 0x2ab4, Size: 0x4]
float ViewPitchMax;//[Offset: 0x2ab8, Size: 0x4]
float ViewYawMin;//[Offset: 0x2abc, Size: 0x4]
float ViewYawMax;//[Offset: 0x2ac0, Size: 0x4]
float ViewRollMin;//[Offset: 0x2ac4, Size: 0x4]
float ViewRollMax;//[Offset: 0x2ac8, Size: 0x4]
float ServerUpdateCameraTimeout;//[Offset: 0x2ad0, Size: 0x4]
void SwapPendingViewTargetWhenUsingClientSideCameraUpdates();// 0x8e99af8
void StopCameraShake(CameraShake* ShakeInstance, bool bImmediately);//
0x8e9a798
void StopCameraFade();// 0x8e9a294
void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);//
0x8e99be8
void StopAllInstancesOfCameraShakeFromSource(CameraShakeSourceComponent*
SourceComponent, bool bImmediately);// 0x8e9a590
void StopAllInstancesOfCameraShake(class CameraShake Shake, bool
bImmediately);// 0x8e9a694
void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);//
0x8e99cec
void StopAllCameraShakes(bool bImmediately);// 0x8e9a4d8
void StopAllCameraAnims(bool bImmediate);// 0x8e99b30
void StartCameraFade(float FromAlpha, float ToAlpha, float Duration,
LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x8e9a2b0
void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool
bInFadeAudio);// 0x8e9a148
void SetGameCameraCutThisFrame();// 0x8e99b0c
bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x8e9ad74
void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);//
0x8e9ab50
CameraShake* PlayCameraShakeFromSource(class CameraShake ShakeClass,
CameraShakeSourceComponent* SourceComponent);// 0x8e9a89c
CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte
PlaySpace, Rotator UserPlaySpaceRot);// 0x8e9a99c
CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale,
float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float
Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x8e99df0
void PhotographyCameraModify(const Vector NewCameraLocation, const Vector
PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector
ResultCameraLocation);// 0x8e9b04c
void OnPhotographySessionStart();// 0x8e9b030
void OnPhotographySessionEnd();// 0x8e9b014
void OnPhotographyMultiPartCaptureStart();// 0x8e9aff8
void OnPhotographyMultiPartCaptureEnd();// 0x8e9afdc
PlayerController* GetOwningPlayerController();// 0x8e9afa0
float GetFOVAngle();// 0x8e9ad38
Rotator GetCameraRotation();// 0x8e9acf8
Vector GetCameraLocation();// 0x8e9acb8
CameraModifier* FindCameraModifierByClass(class CameraModifier
ModifierClass);// 0x8e9ae30
void ClearCameraLensEffects();// 0x8e9ab34
bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation,
out Rotator NewCameraRotation, out float NewCameraFOV);// 0x704f228
CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);//
0x8e9aee8
EmitterCameraLensEffectBase* AddCameraLensEffect(class
EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x8e9ac00

--------------------------------
Class: CameraShake.Object
bool bSingleInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x28, Size: 0x1]
float OscillationDuration;//[Offset: 0x2c, Size: 0x4]
float OscillationBlendInTime;//[Offset: 0x30, Size: 0x4]
float OscillationBlendOutTime;//[Offset: 0x34, Size: 0x4]
ROscillator RotOscillation;//[Offset: 0x38, Size: 0x24]
VOscillator LocOscillation;//[Offset: 0x5c, Size: 0x24]
FOscillator FOVOscillation;//[Offset: 0x80, Size: 0xc]
float AnimPlayRate;//[Offset: 0x8c, Size: 0x4]
float AnimScale;//[Offset: 0x90, Size: 0x4]
float AnimBlendInTime;//[Offset: 0x94, Size: 0x4]
float AnimBlendOutTime;//[Offset: 0x98, Size: 0x4]
float RandomAnimSegmentDuration;//[Offset: 0x9c, Size: 0x4]
CameraAnim* Anim;//[Offset: 0xa0, Size: 0x8]
bool bRandomAnimSegment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa8, Size: 0x1]
PlayerCameraManager* CameraOwner;//[Offset: 0xb8, Size: 0x8]
float ShakeScale;//[Offset: 0x148, Size: 0x4]
float OscillatorTimeRemaining;//[Offset: 0x14c, Size: 0x4]
CameraAnimInst* AnimInst;//[Offset: 0x150, Size: 0x8]
void ReceiveStopShake(bool bImmediately);// 0x704f228
void ReceivePlayShake(float Scale);// 0x704f228
bool ReceiveIsFinished();// 0x8d49944
void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const
MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x704f228

--------------------------------
Class: MinimalViewInfo
Vector Location;//[Offset: 0x0, Size: 0xc]
Rotator Rotation;//[Offset: 0xc, Size: 0xc]
float FOV;//[Offset: 0x18, Size: 0x4]
float DesiredFOV;//[Offset: 0x1c, Size: 0x4]
float OrthoWidth;//[Offset: 0x20, Size: 0x4]
float OrthoNearClipPlane;//[Offset: 0x24, Size: 0x4]
float OrthoFarClipPlane;//[Offset: 0x28, Size: 0x4]
float AspectRatio;//[Offset: 0x2c, Size: 0x4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x30, Size: 0x1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x30, Size: 0x1]
byte ProjectionMode;//[Offset: 0x31, Size: 0x1]
float PostProcessBlendWeight;//[Offset: 0x34, Size: 0x4]
PostProcessSettings PostProcessSettings;//[Offset: 0x40, Size: 0x5d0]
Vector2D OffCenterProjectionOffset;//[Offset: 0x610, Size: 0x8]

--------------------------------
Class: PostProcessSettings
bool bOverride_LDRSaturation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0, Size: 0x1]
bool bOverride_LDRContrast;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x0, Size: 0x1]
bool bOverride_LDRBrightness;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x0, Size: 0x1]
bool bOverride_NightfellOpacity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x0, Size: 0x1]
bool bOverride_NightfellFadeness;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x0, Size: 0x1]
bool bOverride_NightfellRadius;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x0, Size: 0x1]
bool bOverride_NightfellSecondRadius;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x0, Size: 0x1]
bool bOverride_NightfellLocation;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x0, Size: 0x1]
bool bOverride_NightfellSecondLocation;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x1, Size: 0x1]
bool bOverride_PCBloomIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x1, Size: 0x1]
bool bOverride_PCBloomThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x1, Size: 0x1]
bool bOverride_WhiteTemp;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x1, Size: 0x1]
bool bOverride_WhiteTint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x1, Size: 0x1]
bool bOverride_ColorSaturation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x1, Size: 0x1]
bool bOverride_ColorContrast;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x1, Size: 0x1]
bool bOverride_ColorGamma;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x1, Size: 0x1]
bool bOverride_ColorGain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2, Size: 0x1]
bool bOverride_ColorOffset;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2, Size: 0x1]
bool bOverride_ColorSaturationShadows;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x2, Size: 0x1]
bool bOverride_ColorContrastShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x2, Size: 0x1]
bool bOverride_ColorGammaShadows;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x2, Size: 0x1]
bool bOverride_ColorGainShadows;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x2, Size: 0x1]
bool bOverride_ColorOffsetShadows;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x2, Size: 0x1]
bool bOverride_ColorSaturationMidtones;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x2, Size: 0x1]
bool bOverride_ColorContrastMidtones;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x3, Size: 0x1]
bool bOverride_ColorGammaMidtones;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x3, Size: 0x1]
bool bOverride_ColorGainMidtones;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x3, Size: 0x1]
bool bOverride_ColorOffsetMidtones;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x3, Size: 0x1]
bool bOverride_ColorSaturationHighlights;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x3, Size: 0x1]
bool bOverride_ColorContrastHighlights;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x3, Size: 0x1]
bool bOverride_ColorGammaHighlights;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x3, Size: 0x1]
bool bOverride_ColorGainHighlights;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x3, Size: 0x1]
bool bOverride_ColorOffsetHighlights;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x4, Size: 0x1]
bool bOverride_ColorCorrectionShadowsMax;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x4, Size: 0x1]
bool bOverride_ColorCorrectionHighlightsMin;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x4, Size: 0x1]
bool bOverride_BlueCorrection;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x4, Size: 0x1]
bool bOverride_ExpandGamut;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x4, Size: 0x1]
bool bOverride_FilmWhitePoint;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x4, Size: 0x1]
bool bOverride_FilmSaturation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x4, Size: 0x1]
bool bOverride_FilmChannelMixerRed;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x4, Size: 0x1]
bool bOverride_FilmChannelMixerGreen;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x5, Size: 0x1]
bool bOverride_FilmChannelMixerBlue;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x5, Size: 0x1]
bool bOverride_FilmContrast;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x5, Size: 0x1]
bool bOverride_FilmDynamicRange;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x5, Size: 0x1]
bool bOverride_FilmHealAmount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x5, Size: 0x1]
bool bOverride_FilmToeAmount;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x5, Size: 0x1]
bool bOverride_FilmShadowTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x5, Size: 0x1]
bool bOverride_FilmShadowTintBlend;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x5, Size: 0x1]
bool bOverride_FilmShadowTintAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x6, Size: 0x1]
bool bOverride_FilmSlope;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x6, Size: 0x1]
bool bOverride_FilmToe;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x6, Size: 0x1]
bool bOverride_FilmShoulder;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x6, Size: 0x1]
bool bOverride_FilmBlackClip;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x6, Size: 0x1]
bool bOverride_FilmWhiteClip;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x6, Size: 0x1]
bool bOverride_SceneColorTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x6, Size: 0x1]
bool bOverride_SceneFringeIntensity;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x6, Size: 0x1]
bool bOverride_ChromaticAberrationStartOffset;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x7, Size: 0x1]
bool bOverride_AmbientCubemapTint;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x7, Size: 0x1]
bool bOverride_AmbientCubemapIntensity;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x7, Size: 0x1]
bool bOverride_BloomMethod;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x7, Size: 0x1]
bool bOverride_BloomIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x7, Size: 0x1]
bool bOverride_BloomThreshold;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x7, Size: 0x1]
bool bOverride_Bloom1Tint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x7, Size: 0x1]
bool bOverride_Bloom1Size;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x7, Size: 0x1]
bool bOverride_Bloom2Size;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom2Tint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom3Tint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom3Size;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom4Tint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom4Size;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom5Tint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom5Size;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x8, Size: 0x1]
bool bOverride_Bloom6Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x9, Size: 0x1]
bool bOverride_Bloom6Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x9, Size: 0x1]
bool bOverride_BloomSizeScale;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x9, Size: 0x1]
bool bOverride_BloomConvolutionTexture;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x9, Size: 0x1]
bool bOverride_BloomConvolutionSize;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x9, Size: 0x1]
bool bOverride_BloomConvolutionCenterUV;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x9, Size: 0x1]
bool bOverride_BloomConvolutionPreFilter;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x9, Size: 0x1]
bool bOverride_BloomConvolutionPreFilterMin;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x9, Size: 0x1]
bool bOverride_BloomConvolutionPreFilterMax;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xa, Size: 0x1]
bool bOverride_BloomConvolutionPreFilterMult;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xa, Size: 0x1]
bool bOverride_BloomConvolutionBufferScale;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xa, Size: 0x1]
bool bOverride_BloomDirtMaskIntensity;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xa, Size: 0x1]
bool bOverride_BloomDirtMaskTint;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0xa, Size: 0x1]
bool bOverride_BloomDirtMask;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xa, Size: 0x1]
bool bOverride_CameraShutterSpeed;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0xa, Size: 0x1]
bool bOverride_CameraISO;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xa, Size: 0x1]
bool bOverride_AutoExposureMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureLowPercent;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureHighPercent;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureMinBrightness;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureMaxBrightness;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureCalibrationConstant;//(ByteOffset: 0, ByteMask:
32, FieldMask: 32)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureSpeedUp;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureSpeedDown;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xb, Size: 0x1]
bool bOverride_AutoExposureBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xc, Size: 0x1]
bool bOverride_AutoExposureBiasCurve;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xc, Size: 0x1]
bool bOverride_AutoExposureMeterMask;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xc, Size: 0x1]
bool bOverride_AutoExposureApplyPhysicalCameraExposure;//(ByteOffset: 0,
ByteMask: 8, FieldMask: 8)[Offset: 0xc, Size: 0x1]
bool bOverride_HistogramLogMin;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xc, Size: 0x1]
bool bOverride_HistogramLogMax;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xc, Size: 0x1]
bool bOverride_LensFlareIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0xc, Size: 0x1]
bool bOverride_LensFlareTint;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xc, Size: 0x1]
bool bOverride_LensFlareTints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xd, Size: 0x1]
bool bOverride_LensFlareBokehSize;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xd, Size: 0x1]
bool bOverride_LensFlareBokehShape;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0xd, Size: 0x1]
bool bOverride_LensFlareThreshold;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0xd, Size: 0x1]
bool bOverride_VignetteIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0xd, Size: 0x1]
bool bOverride_GrainIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xd, Size: 0x1]
bool bOverride_GrainJitter;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0xd, Size: 0x1]
bool bOverride_AmbientOcclusionIntensity;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xd, Size: 0x1]
bool bOverride_AmbientOcclusionStaticFraction;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionRadius;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionFadeDistance;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionFadeRadius;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionDistance;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionPower;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionBias;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0xe, Size: 0x1]
bool bOverride_AmbientOcclusionQuality;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xf, Size: 0x1]
bool bOverride_AmbientOcclusionMipBlend;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0xf, Size: 0x1]
bool bOverride_AmbientOcclusionMipScale;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0xf, Size: 0x1]
bool bOverride_AmbientOcclusionMipThreshold;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0xf, Size: 0x1]
bool bOverride_RayTracingAO;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xf, Size: 0x1]
bool bOverride_RayTracingAOSamplesPerPixel;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0xf, Size: 0x1]
bool bOverride_LPVIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0xf, Size: 0x1]
bool bOverride_LPVDirectionalOcclusionIntensity;//(ByteOffset: 0, ByteMask:
128, FieldMask: 128)[Offset: 0xf, Size: 0x1]
bool bOverride_LPVDirectionalOcclusionRadius;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x10, Size: 0x1]
bool bOverride_LPVDiffuseOcclusionExponent;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x10, Size: 0x1]
bool bOverride_LPVSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x10, Size: 0x1]
bool bOverride_LPVDiffuseOcclusionIntensity;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x10, Size: 0x1]
bool bOverride_LPVSpecularOcclusionIntensity;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x10, Size: 0x1]
bool bOverride_LPVSize;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x10, Size: 0x1]
bool bOverride_LPVSecondaryOcclusionIntensity;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x10, Size: 0x1]
bool bOverride_LPVSecondaryBounceIntensity;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x10, Size: 0x1]
bool bOverride_LPVGeometryVolumeBias;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x11, Size: 0x1]
bool bOverride_LPVVplInjectionBias;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x11, Size: 0x1]
bool bOverride_LPVEmissiveInjectionIntensity;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x11, Size: 0x1]
bool bOverride_LPVFadeRange;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x11, Size: 0x1]
bool bOverride_LPVDirectionalOcclusionFadeRange;//(ByteOffset: 0, ByteMask:
16, FieldMask: 16)[Offset: 0x11, Size: 0x1]
bool bOverride_IndirectLightingColor;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x11, Size: 0x1]
bool bOverride_IndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x11, Size: 0x1]
bool bOverride_ColorGradingIntensity;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x11, Size: 0x1]
bool bOverride_ColorGradingLUT;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldFocalDistance;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldFstop;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldMinFstop;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldBladeCount;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldSensorWidth;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldDepthBlurRadius;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldDepthBlurAmount;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x12, Size: 0x1]
bool bOverride_DepthOfFieldFocalRegion;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x13, Size: 0x1]
bool bOverride_DepthOfFieldNearTransitionRegion;//(ByteOffset: 0, ByteMask:
2, FieldMask: 2)[Offset: 0x13, Size: 0x1]
bool bOverride_DepthOfFieldFarTransitionRegion;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x13, Size: 0x1]
bool bOverride_DepthOfFieldScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x13, Size: 0x1]
bool bOverride_DepthOfFieldNearBlurSize;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x13, Size: 0x1]
bool bOverride_DepthOfFieldFarBlurSize;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x13, Size: 0x1]
bool bOverride_MobileHQGaussian;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x13, Size: 0x1]
bool bOverride_DepthOfFieldOcclusion;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x13, Size: 0x1]
bool bOverride_DepthOfFieldSkyFocusDistance;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x14, Size: 0x1]
bool bOverride_DepthOfFieldVignetteSize;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x14, Size: 0x1]
bool bOverride_MotionBlurAmount;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x14, Size: 0x1]
bool bOverride_MotionBlurMax;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x14, Size: 0x1]
bool bOverride_MotionBlurTargetFPS;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x14, Size: 0x1]
bool bOverride_MotionBlurPerObjectSize;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x14, Size: 0x1]
bool bOverride_ScreenPercentage;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x14, Size: 0x1]
bool bOverride_ScreenSpaceReflectionIntensity;//(ByteOffset: 0, ByteMask:
128, FieldMask: 128)[Offset: 0x14, Size: 0x1]
bool bOverride_ScreenSpaceReflectionQuality;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x15, Size: 0x1]
bool bOverride_ScreenSpaceReflectionMaxRoughness;//(ByteOffset: 0, ByteMask:
2, FieldMask: 2)[Offset: 0x15, Size: 0x1]
bool bOverride_ScreenSpaceReflectionRoughnessScale;//(ByteOffset: 0,
ByteMask: 4, FieldMask: 4)[Offset: 0x15, Size: 0x1]
bool bOverride_ReflectionsType;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x15, Size: 0x1]
bool bOverride_RayTracingReflectionsMaxRoughness;//(ByteOffset: 0, ByteMask:
16, FieldMask: 16)[Offset: 0x15, Size: 0x1]
bool bOverride_RayTracingReflectionsMaxBounces;//(ByteOffset: 0, ByteMask:
32, FieldMask: 32)[Offset: 0x15, Size: 0x1]
bool bOverride_RayTracingReflectionsSamplesPerPixel;//(ByteOffset: 0,
ByteMask: 64, FieldMask: 64)[Offset: 0x15, Size: 0x1]
bool bOverride_RayTracingReflectionsShadows;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x15, Size: 0x1]
bool bOverride_RayTracingReflectionsTranslucency;//(ByteOffset: 0, ByteMask:
1, FieldMask: 1)[Offset: 0x16, Size: 0x1]
bool bOverride_TranslucencyType;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x16, Size: 0x1]
bool bOverride_RayTracingTranslucencyMaxRoughness;//(ByteOffset: 0, ByteMask:
4, FieldMask: 4)[Offset: 0x16, Size: 0x1]
bool bOverride_RayTracingTranslucencyRefractionRays;//(ByteOffset: 0,
ByteMask: 8, FieldMask: 8)[Offset: 0x16, Size: 0x1]
bool bOverride_RayTracingTranslucencySamplesPerPixel;//(ByteOffset: 0,
ByteMask: 16, FieldMask: 16)[Offset: 0x16, Size: 0x1]
bool bOverride_RayTracingTranslucencyShadows;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x16, Size: 0x1]
bool bOverride_RayTracingTranslucencyRefraction;//(ByteOffset: 0, ByteMask:
64, FieldMask: 64)[Offset: 0x16, Size: 0x1]
bool bOverride_RayTracingGI;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x16, Size: 0x1]
bool bOverride_RayTracingGIMaxBounces;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x17, Size: 0x1]
bool bOverride_RayTracingGISamplesPerPixel;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x17, Size: 0x1]
bool bOverride_PathTracingMaxBounces;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x17, Size: 0x1]
bool bOverride_PathTracingSamplesPerPixel;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x17, Size: 0x1]
bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x17, Size: 0x1]
byte BloomMethod;//[Offset: 0x18, Size: 0x1]
byte AutoExposureMethod;//[Offset: 0x19, Size: 0x1]
float WhiteTemp;//[Offset: 0x1c, Size: 0x4]
float WhiteTint;//[Offset: 0x20, Size: 0x4]
Vector4 LDRSaturation;//[Offset: 0x30, Size: 0x10]
Vector4 LDRContrast;//[Offset: 0x40, Size: 0x10]
Vector4 LDRBrightness;//[Offset: 0x50, Size: 0x10]
float NightfellRadius;//[Offset: 0x60, Size: 0x4]
float NightfellSecondRadius;//[Offset: 0x64, Size: 0x4]
float NightfellOpacity;//[Offset: 0x68, Size: 0x4]
float NightfellFadeness;//[Offset: 0x6c, Size: 0x4]
Vector4 NightfellLocation;//[Offset: 0x70, Size: 0x10]
Vector4 NightfellSecondLocation;//[Offset: 0x80, Size: 0x10]
float PCBloomIntensity;//[Offset: 0x90, Size: 0x4]
float PCBloomThreshold;//[Offset: 0x94, Size: 0x4]
Vector4 ColorSaturation;//[Offset: 0xa0, Size: 0x10]
Vector4 ColorContrast;//[Offset: 0xb0, Size: 0x10]
Vector4 ColorGamma;//[Offset: 0xc0, Size: 0x10]
Vector4 ColorGain;//[Offset: 0xd0, Size: 0x10]
Vector4 ColorOffset;//[Offset: 0xe0, Size: 0x10]
Vector4 ColorSaturationShadows;//[Offset: 0x100, Size: 0x10]
Vector4 ColorContrastShadows;//[Offset: 0x110, Size: 0x10]
Vector4 ColorGammaShadows;//[Offset: 0x120, Size: 0x10]
Vector4 ColorGainShadows;//[Offset: 0x130, Size: 0x10]
Vector4 ColorOffsetShadows;//[Offset: 0x140, Size: 0x10]
Vector4 ColorSaturationMidtones;//[Offset: 0x150, Size: 0x10]
Vector4 ColorContrastMidtones;//[Offset: 0x160, Size: 0x10]
Vector4 ColorGammaMidtones;//[Offset: 0x170, Size: 0x10]
Vector4 ColorGainMidtones;//[Offset: 0x180, Size: 0x10]
Vector4 ColorOffsetMidtones;//[Offset: 0x190, Size: 0x10]
Vector4 ColorSaturationHighlights;//[Offset: 0x1a0, Size: 0x10]
Vector4 ColorContrastHighlights;//[Offset: 0x1b0, Size: 0x10]
Vector4 ColorGammaHighlights;//[Offset: 0x1c0, Size: 0x10]
Vector4 ColorGainHighlights;//[Offset: 0x1d0, Size: 0x10]
Vector4 ColorOffsetHighlights;//[Offset: 0x1e0, Size: 0x10]
float ColorCorrectionHighlightsMin;//[Offset: 0x1f0, Size: 0x4]
float ColorCorrectionShadowsMax;//[Offset: 0x1f4, Size: 0x4]
float BlueCorrection;//[Offset: 0x1f8, Size: 0x4]
float ExpandGamut;//[Offset: 0x1fc, Size: 0x4]
float FilmSlope;//[Offset: 0x200, Size: 0x4]
float FilmToe;//[Offset: 0x204, Size: 0x4]
float FilmShoulder;//[Offset: 0x208, Size: 0x4]
float FilmBlackClip;//[Offset: 0x20c, Size: 0x4]
float FilmWhiteClip;//[Offset: 0x210, Size: 0x4]
LinearColor FilmWhitePoint;//[Offset: 0x214, Size: 0x10]
LinearColor FilmShadowTint;//[Offset: 0x224, Size: 0x10]
float FilmShadowTintBlend;//[Offset: 0x234, Size: 0x4]
float FilmShadowTintAmount;//[Offset: 0x238, Size: 0x4]
float FilmSaturation;//[Offset: 0x23c, Size: 0x4]
LinearColor FilmChannelMixerRed;//[Offset: 0x240, Size: 0x10]
LinearColor FilmChannelMixerGreen;//[Offset: 0x250, Size: 0x10]
LinearColor FilmChannelMixerBlue;//[Offset: 0x260, Size: 0x10]
float FilmContrast;//[Offset: 0x270, Size: 0x4]
float FilmToeAmount;//[Offset: 0x274, Size: 0x4]
float FilmHealAmount;//[Offset: 0x278, Size: 0x4]
float FilmDynamicRange;//[Offset: 0x27c, Size: 0x4]
LinearColor SceneColorTint;//[Offset: 0x280, Size: 0x10]
float SceneFringeIntensity;//[Offset: 0x290, Size: 0x4]
float ChromaticAberrationStartOffset;//[Offset: 0x294, Size: 0x4]
float BloomIntensity;//[Offset: 0x298, Size: 0x4]
float BloomThreshold;//[Offset: 0x29c, Size: 0x4]
float BloomSizeScale;//[Offset: 0x2a0, Size: 0x4]
float Bloom1Size;//[Offset: 0x2a4, Size: 0x4]
float Bloom2Size;//[Offset: 0x2a8, Size: 0x4]
float Bloom3Size;//[Offset: 0x2ac, Size: 0x4]
float Bloom4Size;//[Offset: 0x2b0, Size: 0x4]
float Bloom5Size;//[Offset: 0x2b4, Size: 0x4]
float Bloom6Size;//[Offset: 0x2b8, Size: 0x4]
LinearColor Bloom1Tint;//[Offset: 0x2bc, Size: 0x10]
LinearColor Bloom2Tint;//[Offset: 0x2cc, Size: 0x10]
LinearColor Bloom3Tint;//[Offset: 0x2dc, Size: 0x10]
LinearColor Bloom4Tint;//[Offset: 0x2ec, Size: 0x10]
LinearColor Bloom5Tint;//[Offset: 0x2fc, Size: 0x10]
LinearColor Bloom6Tint;//[Offset: 0x30c, Size: 0x10]
float BloomConvolutionSize;//[Offset: 0x31c, Size: 0x4]
Texture2D* BloomConvolutionTexture;//[Offset: 0x320, Size: 0x8]
Vector2D BloomConvolutionCenterUV;//[Offset: 0x328, Size: 0x8]
float BloomConvolutionPreFilterMin;//[Offset: 0x330, Size: 0x4]
float BloomConvolutionPreFilterMax;//[Offset: 0x334, Size: 0x4]
float BloomConvolutionPreFilterMult;//[Offset: 0x338, Size: 0x4]
float BloomConvolutionBufferScale;//[Offset: 0x33c, Size: 0x4]
Texture* BloomDirtMask;//[Offset: 0x340, Size: 0x8]
float BloomDirtMaskIntensity;//[Offset: 0x348, Size: 0x4]
LinearColor BloomDirtMaskTint;//[Offset: 0x34c, Size: 0x10]
LinearColor AmbientCubemapTint;//[Offset: 0x35c, Size: 0x10]
float AmbientCubemapIntensity;//[Offset: 0x36c, Size: 0x4]
TextureCube* AmbientCubemap;//[Offset: 0x370, Size: 0x8]
float CameraShutterSpeed;//[Offset: 0x378, Size: 0x4]
float CameraISO;//[Offset: 0x37c, Size: 0x4]
float DepthOfFieldFstop;//[Offset: 0x380, Size: 0x4]
float DepthOfFieldMinFstop;//[Offset: 0x384, Size: 0x4]
int DepthOfFieldBladeCount;//[Offset: 0x388, Size: 0x4]
float AutoExposureBias;//[Offset: 0x38c, Size: 0x4]
float AutoExposureBiasBackup;//[Offset: 0x390, Size: 0x4]
bool bOverride_AutoExposureBiasBackup;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x394, Size: 0x1]
bool AutoExposureApplyPhysicalCameraExposure;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x394, Size: 0x1]
CurveFloat* AutoExposureBiasCurve;//[Offset: 0x398, Size: 0x8]
Texture* AutoExposureMeterMask;//[Offset: 0x3a0, Size: 0x8]
float AutoExposureLowPercent;//[Offset: 0x3a8, Size: 0x4]
float AutoExposureHighPercent;//[Offset: 0x3ac, Size: 0x4]
float AutoExposureMinBrightness;//[Offset: 0x3b0, Size: 0x4]
float AutoExposureMaxBrightness;//[Offset: 0x3b4, Size: 0x4]
float AutoExposureSpeedUp;//[Offset: 0x3b8, Size: 0x4]
float AutoExposureSpeedDown;//[Offset: 0x3bc, Size: 0x4]
float HistogramLogMin;//[Offset: 0x3c0, Size: 0x4]
float HistogramLogMax;//[Offset: 0x3c4, Size: 0x4]
float AutoExposureCalibrationConstant;//[Offset: 0x3c8, Size: 0x4]
float LensFlareIntensity;//[Offset: 0x3cc, Size: 0x4]
LinearColor LensFlareTint;//[Offset: 0x3d0, Size: 0x10]
float LensFlareBokehSize;//[Offset: 0x3e0, Size: 0x4]
float LensFlareThreshold;//[Offset: 0x3e4, Size: 0x4]
Texture* LensFlareBokehShape;//[Offset: 0x3e8, Size: 0x8]
LinearColor LensFlareTints;//[Offset: 0x3f0, Size: 0x10]
float VignetteIntensity;//[Offset: 0x470, Size: 0x4]
float GrainJitter;//[Offset: 0x474, Size: 0x4]
float GrainIntensity;//[Offset: 0x478, Size: 0x4]
float AmbientOcclusionIntensity;//[Offset: 0x47c, Size: 0x4]
bool bOverride_SSGIAOIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x480, Size: 0x1]
float SSGIAOIntensity;//[Offset: 0x484, Size: 0x4]
bool bOverride_SSGIDiffuseIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x488, Size: 0x1]
float SSGIDiffuseIntensity;//[Offset: 0x48c, Size: 0x4]
float AmbientOcclusionStaticFraction;//[Offset: 0x490, Size: 0x4]
float AmbientOcclusionRadius;//[Offset: 0x494, Size: 0x4]
bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x498, Size: 0x1]
float AmbientOcclusionFadeDistance;//[Offset: 0x49c, Size: 0x4]
float AmbientOcclusionFadeRadius;//[Offset: 0x4a0, Size: 0x4]
float AmbientOcclusionDistance;//[Offset: 0x4a4, Size: 0x4]
float AmbientOcclusionPower;//[Offset: 0x4a8, Size: 0x4]
float AmbientOcclusionBias;//[Offset: 0x4ac, Size: 0x4]
float AmbientOcclusionQuality;//[Offset: 0x4b0, Size: 0x4]
float AmbientOcclusionMipBlend;//[Offset: 0x4b4, Size: 0x4]
float AmbientOcclusionMipScale;//[Offset: 0x4b8, Size: 0x4]
float AmbientOcclusionMipThreshold;//[Offset: 0x4bc, Size: 0x4]
bool RayTracingAO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c0,
Size: 0x1]
int RayTracingAOSamplesPerPixel;//[Offset: 0x4c4, Size: 0x4]
LinearColor IndirectLightingColor;//[Offset: 0x4c8, Size: 0x10]
float IndirectLightingIntensity;//[Offset: 0x4d8, Size: 0x4]
enum RayTracingGIType;//[Offset: 0x4dc, Size: 0x1]
int RayTracingGIMaxBounces;//[Offset: 0x4e0, Size: 0x4]
int RayTracingGISamplesPerPixel;//[Offset: 0x4e4, Size: 0x4]
float ColorGradingIntensity;//[Offset: 0x4e8, Size: 0x4]
Texture* ColorGradingLUT;//[Offset: 0x4f0, Size: 0x8]
float DepthOfFieldSensorWidth;//[Offset: 0x4f8, Size: 0x4]
float DepthOfFieldFocalDistance;//[Offset: 0x4fc, Size: 0x4]
float DepthOfFieldDepthBlurAmount;//[Offset: 0x500, Size: 0x4]
float DepthOfFieldDepthBlurRadius;//[Offset: 0x504, Size: 0x4]
float DepthOfFieldFocalRegion;//[Offset: 0x508, Size: 0x4]
float DepthOfFieldNearTransitionRegion;//[Offset: 0x50c, Size: 0x4]
float DepthOfFieldFarTransitionRegion;//[Offset: 0x510, Size: 0x4]
float DepthOfFieldScale;//[Offset: 0x514, Size: 0x4]
float DepthOfFieldNearBlurSize;//[Offset: 0x518, Size: 0x4]
float DepthOfFieldFarBlurSize;//[Offset: 0x51c, Size: 0x4]
float DepthOfFieldOcclusion;//[Offset: 0x520, Size: 0x4]
float DepthOfFieldSkyFocusDistance;//[Offset: 0x524, Size: 0x4]
float DepthOfFieldVignetteSize;//[Offset: 0x528, Size: 0x4]
float MotionBlurAmount;//[Offset: 0x52c, Size: 0x4]
float MotionBlurMax;//[Offset: 0x530, Size: 0x4]
int MotionBlurTargetFPS;//[Offset: 0x534, Size: 0x4]
float MotionBlurPerObjectSize;//[Offset: 0x538, Size: 0x4]
float LPVIntensity;//[Offset: 0x53c, Size: 0x4]
float LPVVplInjectionBias;//[Offset: 0x540, Size: 0x4]
float LPVSize;//[Offset: 0x544, Size: 0x4]
float LPVSecondaryOcclusionIntensity;//[Offset: 0x548, Size: 0x4]
float LPVSecondaryBounceIntensity;//[Offset: 0x54c, Size: 0x4]
float LPVGeometryVolumeBias;//[Offset: 0x550, Size: 0x4]
float LPVEmissiveInjectionIntensity;//[Offset: 0x554, Size: 0x4]
float LPVDirectionalOcclusionIntensity;//[Offset: 0x558, Size: 0x4]
float LPVDirectionalOcclusionRadius;//[Offset: 0x55c, Size: 0x4]
float LPVDiffuseOcclusionExponent;//[Offset: 0x560, Size: 0x4]
float LPVSpecularOcclusionExponent;//[Offset: 0x564, Size: 0x4]
float LPVDiffuseOcclusionIntensity;//[Offset: 0x568, Size: 0x4]
float LPVSpecularOcclusionIntensity;//[Offset: 0x56c, Size: 0x4]
enum ReflectionsType;//[Offset: 0x570, Size: 0x1]
float ScreenSpaceReflectionIntensity;//[Offset: 0x574, Size: 0x4]
float ScreenSpaceReflectionQuality;//[Offset: 0x578, Size: 0x4]
float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x57c, Size: 0x4]
float RayTracingReflectionsMaxRoughness;//[Offset: 0x580, Size: 0x4]
int RayTracingReflectionsMaxBounces;//[Offset: 0x584, Size: 0x4]
int RayTracingReflectionsSamplesPerPixel;//[Offset: 0x588, Size: 0x4]
enum RayTracingReflectionsShadows;//[Offset: 0x58c, Size: 0x1]
bool RayTracingReflectionsTranslucency;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x58d, Size: 0x1]
enum TranslucencyType;//[Offset: 0x58e, Size: 0x1]
float RayTracingTranslucencyMaxRoughness;//[Offset: 0x590, Size: 0x4]
int RayTracingTranslucencyRefractionRays;//[Offset: 0x594, Size: 0x4]
int RayTracingTranslucencySamplesPerPixel;//[Offset: 0x598, Size: 0x4]
enum RayTracingTranslucencyShadows;//[Offset: 0x59c, Size: 0x1]
bool RayTracingTranslucencyRefraction;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x59d, Size: 0x1]
int PathTracingMaxBounces;//[Offset: 0x5a0, Size: 0x4]
int PathTracingSamplesPerPixel;//[Offset: 0x5a4, Size: 0x4]
float PathTracingMaxPathExposure;//[Offset: 0x5a8, Size: 0x4]
bool PathTracingEnableDenoiser;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5ac, Size: 0x1]
bool PathTracingEnableEmissive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5ac, Size: 0x1]
float PathTracingFilterWidth;//[Offset: 0x5b0, Size: 0x4]
float LPVFadeRange;//[Offset: 0x5b4, Size: 0x4]
float LPVDirectionalOcclusionFadeRange;//[Offset: 0x5b8, Size: 0x4]
float ScreenPercentage;//[Offset: 0x5bc, Size: 0x4]
WeightedBlendables WeightedBlendables;//[Offset: 0x5c0, Size: 0x10]

--------------------------------
Class: WeightedBlendables
WeightedBlendable[] Array;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: WeightedBlendable
float Weight;//[Offset: 0x0, Size: 0x4]
Object* Object;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: ROscillator
FOscillator Pitch;//[Offset: 0x0, Size: 0xc]
FOscillator Yaw;//[Offset: 0xc, Size: 0xc]
FOscillator Roll;//[Offset: 0x18, Size: 0xc]

--------------------------------
Class: FOscillator
float Amplitude;//[Offset: 0x0, Size: 0x4]
float Frequency;//[Offset: 0x4, Size: 0x4]
byte InitialOffset;//[Offset: 0x8, Size: 0x1]
enum Waveform;//[Offset: 0x9, Size: 0x1]

--------------------------------
Class: VOscillator
FOscillator X;//[Offset: 0x0, Size: 0xc]
FOscillator Y;//[Offset: 0xc, Size: 0xc]
FOscillator Z;//[Offset: 0x18, Size: 0xc]

--------------------------------
Class: CameraAnim.Object
InterpGroup* CameraInterpGroup;//[Offset: 0x28, Size: 0x8]
float AnimLength;//[Offset: 0x30, Size: 0x4]
Box BoundingBox;//[Offset: 0x34, Size: 0x1c]
bool bRelativeToInitialTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x50, Size: 0x1]
bool bRelativeToInitialFOV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x50, Size: 0x1]
float BaseFOV;//[Offset: 0x54, Size: 0x4]
PostProcessSettings BasePostProcessSettings;//[Offset: 0x60, Size: 0x5d0]
float BasePostProcessBlendWeight;//[Offset: 0x630, Size: 0x4]

--------------------------------
Class: InterpGroup.Object
InterpTrack*[] InterpTracks;//[Offset: 0x30, Size: 0x10]
FName GroupName;//[Offset: 0x40, Size: 0x8]
Color GroupColor;//[Offset: 0x48, Size: 0x4]
bool bCollapsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c,
Size: 0x1]
bool bVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4c,
Size: 0x1]
bool bIsFolder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4c,
Size: 0x1]
bool bIsParented;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4c,
Size: 0x1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x4c,
Size: 0x1]

--------------------------------
Class: InterpTrack.Object
InterpTrack*[] SubTracks;//[Offset: 0x38, Size: 0x10]
class InterpTrackInst* TrackInstClass;//[Offset: 0x48, Size: 0x8]
byte ActiveCondition;//[Offset: 0x50, Size: 0x1]
FString TrackTitle;//[Offset: 0x58, Size: 0x10]
bool bOnePerGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x68,
Size: 0x1]
bool bDirGroupOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x68,
Size: 0x1]
bool bDisableTrack;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x68,
Size: 0x1]
bool bIsSelected;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x68,
Size: 0x1]
bool bIsAnimControlTrack;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x68, Size: 0x1]
bool bSubTrackOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x68, Size: 0x1]
bool bVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x68,
Size: 0x1]
bool bIsRecording;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x68, Size: 0x1]

--------------------------------
Class: CameraAnimInst.Object
CameraAnim* CamAnim;//[Offset: 0x28, Size: 0x8]
InterpGroupInst* InterpGroupInst;//[Offset: 0x30, Size: 0x8]
float PlayRate;//[Offset: 0x50, Size: 0x4]
InterpTrackMove* MoveTrack;//[Offset: 0x68, Size: 0x8]
InterpTrackInstMove* MoveInst;//[Offset: 0x70, Size: 0x8]
byte PlaySpace;//[Offset: 0x78, Size: 0x1]
void Stop(bool bImmediate);// 0x8d47828
void SetScale(float NewDuration);// 0x8d476d8
void SetDuration(float NewDuration);// 0x8d47780
--------------------------------
Class: InterpGroupInst.Object
InterpGroup* Group;//[Offset: 0x28, Size: 0x8]
Actor* GroupActor;//[Offset: 0x30, Size: 0x8]
InterpTrackInst*[] TrackInst;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: InterpTrackMove.InterpTrack.Object
InterpCurveVector PosTrack;//[Offset: 0x70, Size: 0x18]
InterpCurveVector EulerTrack;//[Offset: 0x88, Size: 0x18]
InterpLookupTrack LookupTrack;//[Offset: 0xa0, Size: 0x10]
FName LookAtGroupName;//[Offset: 0xb0, Size: 0x8]
float LinCurveTension;//[Offset: 0xb8, Size: 0x4]
float AngCurveTension;//[Offset: 0xbc, Size: 0x4]
bool bUseQuatInterpolation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xc0, Size: 0x1]
bool bShowArrowAtKeys;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xc0, Size: 0x1]
bool bDisableMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xc0, Size: 0x1]
bool bShowTranslationOnCurveEd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xc0, Size: 0x1]
bool bShowRotationOnCurveEd;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xc0, Size: 0x1]
bool bHide3DTrack;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0xc0, Size: 0x1]
byte RotMode;//[Offset: 0xc1, Size: 0x1]

--------------------------------
Class: InterpCurveVector
InterpCurvePointVector[] Points;//[Offset: 0x0, Size: 0x10]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
float LoopKeyOffset;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: InterpCurvePointVector
float InVal;//[Offset: 0x0, Size: 0x4]
Vector OutVal;//[Offset: 0x4, Size: 0xc]
Vector ArriveTangent;//[Offset: 0x10, Size: 0xc]
Vector LeaveTangent;//[Offset: 0x1c, Size: 0xc]
byte InterpMode;//[Offset: 0x28, Size: 0x1]

--------------------------------
Class: InterpLookupTrack
InterpLookupPoint[] Points;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: InterpLookupPoint
FName GroupName;//[Offset: 0x0, Size: 0x8]
float Time;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: InterpTrackInstMove.InterpTrackInst.Object
Vector ResetLocation;//[Offset: 0x28, Size: 0xc]
Rotator ResetRotation;//[Offset: 0x34, Size: 0xc]

--------------------------------
Class: CameraShakeSourceComponent.SceneComponent.ActorComponent.Object
enum Attenuation;//[Offset: 0x324, Size: 0x1]
float InnerAttenuationRadius;//[Offset: 0x328, Size: 0x4]
float OuterAttenuationRadius;//[Offset: 0x32c, Size: 0x4]
class CameraShake* CameraShake;//[Offset: 0x330, Size: 0x8]
bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338,
Size: 0x1]
void StopAllCameraShakes(bool bImmediately);// 0x8d4ca18
void PlayCameraShake(class CameraShake InCameraShake);// 0x8d4cac8
void Play();// 0x8d4cb70
float GetAttenuationFactor(out const Vector Location);// 0x8d4c960

--------------------------------
Class: CameraModifier.Object
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28, Size:
0x1]
bool bExclusive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28,
Size: 0x1]
byte Priority;//[Offset: 0x29, Size: 0x1]
PlayerCameraManager* CameraOwner;//[Offset: 0x30, Size: 0x8]
float AlphaInTime;//[Offset: 0x38, Size: 0x4]
float AlphaOutTime;//[Offset: 0x3c, Size: 0x4]
float Alpha;//[Offset: 0x40, Size: 0x4]
bool IsDisabled();// 0x8d48b28
Actor* GetViewTarget();// 0x8d48aec
void EnableModifier();// 0x8d48a18
void DisableModifier(bool bImmediate);// 0x8d48a34
void BlueprintModifyPostProcess(float DeltaTime, out float
PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x704f228
void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator
ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation,
out float NewFOV);// 0x704f228

--------------------------------
Class: EmitterCameraLensEffectBase.Emitter.Actor.Object
ParticleSystem* PS_CameraEffect;//[Offset: 0x288, Size: 0x8]
ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x290, Size: 0x8]
PlayerCameraManager* BaseCamera;//[Offset: 0x298, Size: 0x8]
Transform RelativeTransform;//[Offset: 0x2a0, Size: 0x30]
float BaseFOV;//[Offset: 0x2d0, Size: 0x4]
bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2d4, Size: 0x1]
bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2d4, Size: 0x1]
class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x2d8,
Size: 0x10]
float DistFromCamera;//[Offset: 0x2e8, Size: 0x4]

--------------------------------
Class: Emitter.Actor.Object
ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x238, Size: 0x8]
bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x240, Size: 0x1]
bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x240, Size: 0x1]
bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x240, Size: 0x1]
delegate OnParticleSpawn;//[Offset: 0x248, Size: 0x10]
delegate OnParticleBurst;//[Offset: 0x258, Size: 0x10]
delegate OnParticleDeath;//[Offset: 0x268, Size: 0x10]
delegate OnParticleCollide;//[Offset: 0x278, Size: 0x10]
void ToggleActive();// 0x8d7845c
void SetVectorParameter(FName ParameterName, Vector Param);// 0x8d78190
void SetTemplate(ParticleSystem* NewTemplate);// 0x8d78374
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);//
0x8d77ec0
void SetFloatParameter(FName ParameterName, float Param);// 0x8d78280
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x8d780a0
void SetActorParameter(FName ParameterName, Actor* Param);// 0x8d77fb0
void OnRep_bCurrentlyActive();// 0x8d78498
void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);//
0x8d784b4
bool IsActive();// 0x8d78424
void Deactivate();// 0x8d78470
void Activate();// 0x8d78484

--------------------------------
Class: ParticleSystem.FXSystemAsset.Object
float UpdateTime_FPS;//[Offset: 0x2c, Size: 0x4]
float UpdateTime_Delta;//[Offset: 0x30, Size: 0x4]
float WarmupTime;//[Offset: 0x34, Size: 0x4]
float WarmupTickRate;//[Offset: 0x38, Size: 0x4]
ParticleEmitter*[] Emitters;//[Offset: 0x40, Size: 0x10]
ParticleSystemComponent* PreviewComponent;//[Offset: 0x50, Size: 0x8]
InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x58, Size: 0x8]
float LODDistanceCheckTime;//[Offset: 0x60, Size: 0x4]
float MacroUVRadius;//[Offset: 0x64, Size: 0x4]
float[] LODDistances;//[Offset: 0x68, Size: 0x10]
ParticleSystemLOD[] LODSettings;//[Offset: 0x78, Size: 0x10]
Box FixedRelativeBoundingBox;//[Offset: 0x88, Size: 0x1c]
float SecondsBeforeInactive;//[Offset: 0xa4, Size: 0x4]
float Delay;//[Offset: 0xa8, Size: 0x4]
float DelayLow;//[Offset: 0xac, Size: 0x4]
bool bOrientZAxisTowardCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xb0, Size: 0x1]
bool bUseFixedRelativeBoundingBox;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0xb0, Size: 0x1]
bool bShouldResetPeakCounts;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xb0, Size: 0x1]
bool bHasPhysics;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xb0,
Size: 0x1]
bool bUseRealtimeThumbnail;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0xb0, Size: 0x1]
bool ThumbnailImageOutOfDate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xb0, Size: 0x1]
bool bUseDelayRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xb1, Size: 0x1]
bool bAllowManagedTicking;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xb1, Size: 0x1]
bool bAutoDeactivate;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xb1, Size: 0x1]
bool bRegenerateLODDuplicate;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0xb1, Size: 0x1]
byte SystemUpdateMode;//[Offset: 0xb2, Size: 0x1]
byte LODMethod;//[Offset: 0xb3, Size: 0x1]
enum InsignificantReaction;//[Offset: 0xb4, Size: 0x1]
byte OcclusionBoundsMethod;//[Offset: 0xb5, Size: 0x1]
enum MaxSignificanceLevel;//[Offset: 0xb7, Size: 0x1]
uint32 MinTimeBetweenTicks;//[Offset: 0xb8, Size: 0x4]
float InsignificanceDelay;//[Offset: 0xbc, Size: 0x4]
Vector MacroUVPosition;//[Offset: 0xc0, Size: 0xc]
Box CustomOcclusionBounds;//[Offset: 0xcc, Size: 0x1c]
LODSoloTrack[] SoloTracking;//[Offset: 0xe8, Size: 0x10]
NamedEmitterMaterial[] NamedMaterialSlots;//[Offset: 0xf8, Size: 0x10]
bool ContainsEmitterType(class Object TypeData);// 0x8e873dc

--------------------------------
Class: FXSystemAsset.Object
uint32 MaxPoolSize;//[Offset: 0x28, Size: 0x4]

--------------------------------
Class: ParticleEmitter.Object
FName EmitterName;//[Offset: 0x28, Size: 0x8]
int SubUVDataOffset;//[Offset: 0x30, Size: 0x4]
byte EmitterRenderMode;//[Offset: 0x34, Size: 0x1]
enum SignificanceLevel;//[Offset: 0x35, Size: 0x1]
bool bUseLegacySpawningBehavior;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x37, Size: 0x1]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x37, Size: 0x1]
bool bIsSoloing;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x37,
Size: 0x1]
bool bCookedOut;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x37,
Size: 0x1]
bool bDisabledLODsKeepEmitterAlive;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x37, Size: 0x1]
bool bDisableWhenInsignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38, Size: 0x1]
ParticleLODLevel*[] LODLevels;//[Offset: 0x40, Size: 0x10]
int PeakActiveParticles;//[Offset: 0x50, Size: 0x4]
int InitialAllocationCount;//[Offset: 0x54, Size: 0x4]
float QualityLevelSpawnRateScale;//[Offset: 0x58, Size: 0x4]
uint32 DetailModeBitmask;//[Offset: 0x5c, Size: 0x4]
bool bDisableHighDetailMaskOnPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x60, Size: 0x1]

--------------------------------
Class: ParticleLODLevel.Object
int Level;//[Offset: 0x28, Size: 0x4]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c,
Size: 0x1]
ParticleModuleRequired* RequiredModule;//[Offset: 0x30, Size: 0x8]
ParticleModule*[] Modules;//[Offset: 0x38, Size: 0x10]
ParticleModuleTypeDataBase* TypeDataModule;//[Offset: 0x48, Size: 0x8]
ParticleModuleSpawn* SpawnModule;//[Offset: 0x50, Size: 0x8]
ParticleModuleEventGenerator* EventGenerator;//[Offset: 0x58, Size: 0x8]
ParticleModuleSpawnBase*[] SpawningModules;//[Offset: 0x60, Size: 0x10]
ParticleModule*[] SpawnModules;//[Offset: 0x70, Size: 0x10]
ParticleModule*[] UpdateModules;//[Offset: 0x80, Size: 0x10]
ParticleModuleOrbit*[] OrbitModules;//[Offset: 0x90, Size: 0x10]
ParticleModuleEventReceiverBase*[] EventReceiverModules;//[Offset: 0xa0,
Size: 0x10]
bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xb0, Size: 0x1]
int PeakActiveParticles;//[Offset: 0xb4, Size: 0x4]

--------------------------------
Class: ParticleModuleRequired.ParticleModule.Object
MaterialInterface* Material;//[Offset: 0x30, Size: 0x8]
float MinFacingCameraBlendDistance;//[Offset: 0x38, Size: 0x4]
float MaxFacingCameraBlendDistance;//[Offset: 0x3c, Size: 0x4]
Vector EmitterOrigin;//[Offset: 0x40, Size: 0xc]
Rotator EmitterRotation;//[Offset: 0x4c, Size: 0xc]
byte ScreenAlignment;//[Offset: 0x58, Size: 0x1]
bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x59, Size: 0x1]
bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x59, Size: 0x1]
bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x59, Size: 0x1]
byte SortMode;//[Offset: 0x5a, Size: 0x1]
bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x5b, Size: 0x1]
bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x5b, Size: 0x1]
bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x5b, Size: 0x1]
float EmitterDuration;//[Offset: 0x5c, Size: 0x4]
RawDistributionFloat SpawnRate;//[Offset: 0x60, Size: 0x30]
ParticleBurst[] BurstList;//[Offset: 0x90, Size: 0x10]
float EmitterDelay;//[Offset: 0xa0, Size: 0x4]
float EmitterDelayLow;//[Offset: 0xa4, Size: 0x4]
bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa8, Size: 0x1]
byte InterpolationMethod;//[Offset: 0xa9, Size: 0x1]
bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xaa,
Size: 0x1]
bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xaa, Size: 0x1]
byte ParticleBurstMethod;//[Offset: 0xab, Size: 0x1]
bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xac, Size: 0x1]
bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xac, Size: 0x1]
byte OpacitySourceMode;//[Offset: 0xad, Size: 0x1]
byte EmitterNormalsMode;//[Offset: 0xae, Size: 0x1]
bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xaf, Size: 0x1]
int SubImages_Horizontal;//[Offset: 0xb0, Size: 0x4]
int SubImages_Vertical;//[Offset: 0xb4, Size: 0x4]
float RandomImageTime;//[Offset: 0xb8, Size: 0x4]
int RandomImageChanges;//[Offset: 0xbc, Size: 0x4]
Vector MacroUVPosition;//[Offset: 0xc0, Size: 0xc]
float MacroUVRadius;//[Offset: 0xcc, Size: 0x4]
enum UVFlippingMode;//[Offset: 0xd0, Size: 0x1]
byte BoundingMode;//[Offset: 0xd1, Size: 0x1]
bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xd2, Size: 0x1]
Vector NormalsSphereCenter;//[Offset: 0xd4, Size: 0xc]
float AlphaThreshold;//[Offset: 0xe0, Size: 0x4]
int EmitterLoops;//[Offset: 0xe4, Size: 0x4]
Texture2D* CutoutTexture;//[Offset: 0xe8, Size: 0x8]
int MaxDrawCount;//[Offset: 0xf0, Size: 0x4]
float EmitterDurationLow;//[Offset: 0xf4, Size: 0x4]
Vector NormalsCylinderDirection;//[Offset: 0xf8, Size: 0xc]
FName[] NamedMaterialOverrides;//[Offset: 0x108, Size: 0x10]
--------------------------------
Class: ParticleModule.Object
bool bSpawnModule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28,
Size: 0x1]
bool bUpdateModule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28,
Size: 0x1]
bool bFinalUpdateModule;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x28, Size: 0x1]
bool bUpdateForGPUEmitter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x28, Size: 0x1]
bool bCurvesAsColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x28, Size: 0x1]
bool b3DDrawMode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x28,
Size: 0x1]
bool bSupported3DDrawMode;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x28, Size: 0x1]
bool bEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x28,
Size: 0x1]
bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x29,
Size: 0x1]
bool LODDuplicate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x29,
Size: 0x1]
bool bSupportsRandomSeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x29, Size: 0x1]
bool bRequiresLoopingNotification;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x29, Size: 0x1]
byte LODValidity;//[Offset: 0x2a, Size: 0x1]

--------------------------------
Class: RawDistributionFloat.RawDistribution
float MinValue;//[Offset: 0x20, Size: 0x4]
float MaxValue;//[Offset: 0x24, Size: 0x4]
DistributionFloat* Distribution;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: RawDistribution
DistributionLookupTable Table;//[Offset: 0x0, Size: 0x20]

--------------------------------
Class: DistributionLookupTable
float TimeScale;//[Offset: 0x0, Size: 0x4]
float TimeBias;//[Offset: 0x4, Size: 0x4]
float[] Values;//[Offset: 0x8, Size: 0x10]
byte Op;//[Offset: 0x18, Size: 0x1]
byte EntryCount;//[Offset: 0x19, Size: 0x1]
byte EntryStride;//[Offset: 0x1a, Size: 0x1]
byte SubEntryStride;//[Offset: 0x1b, Size: 0x1]
byte LockFlag;//[Offset: 0x1c, Size: 0x1]

--------------------------------
Class: DistributionFloat.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30,
Size: 0x1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x30, Size: 0x1]

--------------------------------
Class: Distribution.Object
--------------------------------
Class: ParticleBurst
int count;//[Offset: 0x0, Size: 0x4]
int CountLow;//[Offset: 0x4, Size: 0x4]
float Time;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: ParticleModuleTypeDataBase.ParticleModule.Object

--------------------------------
Class: ParticleModuleSpawn.ParticleModuleSpawnBase.ParticleModule.Object
RawDistributionFloat Rate;//[Offset: 0x30, Size: 0x30]
RawDistributionFloat RateScale;//[Offset: 0x60, Size: 0x30]
byte ParticleBurstMethod;//[Offset: 0x90, Size: 0x1]
ParticleBurst[] BurstList;//[Offset: 0x98, Size: 0x10]
RawDistributionFloat BurstScale;//[Offset: 0xa8, Size: 0x30]
bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xd8, Size: 0x1]

--------------------------------
Class: ParticleModuleSpawnBase.ParticleModule.Object
bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2b, Size: 0x1]
bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2b, Size: 0x1]

--------------------------------
Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object
ParticleEvent_GenerateInfo[] Events;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: ParticleModuleEventBase.ParticleModule.Object

--------------------------------
Class: ParticleEvent_GenerateInfo
byte Type;//[Offset: 0x0, Size: 0x1]
int Frequency;//[Offset: 0x4, Size: 0x4]
int ParticleFrequency;//[Offset: 0x8, Size: 0x4]
bool FirstTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc,
Size: 0x1]
bool LastTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc,
Size: 0x1]
bool UseReflectedImpactVector;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xc, Size: 0x1]
bool bUseOrbitOffset;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xc, Size: 0x1]
FName CustomName;//[Offset: 0x10, Size: 0x8]
ParticleModuleEventSendToGame*[] ParticleModuleEventsToSendToGame;//[Offset:
0x18, Size: 0x10]

--------------------------------
Class: ParticleModuleEventSendToGame.Object

--------------------------------
Class: ParticleModuleOrbit.ParticleModuleOrbitBase.ParticleModule.Object
byte ChainMode;//[Offset: 0x2c, Size: 0x1]
RawDistributionVector OffsetAmount;//[Offset: 0x30, Size: 0x48]
OrbitOptions OffsetOptions;//[Offset: 0x78, Size: 0x4]
RawDistributionVector RotationAmount;//[Offset: 0x80, Size: 0x48]
OrbitOptions RotationOptions;//[Offset: 0xc8, Size: 0x4]
RawDistributionVector RotationRateAmount;//[Offset: 0xd0, Size: 0x48]
OrbitOptions RotationRateOptions;//[Offset: 0x118, Size: 0x4]

--------------------------------
Class: ParticleModuleOrbitBase.ParticleModule.Object
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2b, Size: 0x1]

--------------------------------
Class: RawDistributionVector.RawDistribution
float MinValue;//[Offset: 0x20, Size: 0x4]
float MaxValue;//[Offset: 0x24, Size: 0x4]
Vector MinValueVec;//[Offset: 0x28, Size: 0xc]
Vector MaxValueVec;//[Offset: 0x34, Size: 0xc]
DistributionVector* Distribution;//[Offset: 0x40, Size: 0x8]

--------------------------------
Class: DistributionVector.Distribution.Object
bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30,
Size: 0x1]
bool bIsDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30,
Size: 0x1]
bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x30, Size: 0x1]

--------------------------------
Class: OrbitOptions
bool bProcessDuringSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0, Size: 0x1]
bool bProcessDuringUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x0, Size: 0x1]
bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0, Size: 0x1]

--------------------------------
Class:
ParticleModuleEventReceiverBase.ParticleModuleEventBase.ParticleModule.Object
byte EventGeneratorType;//[Offset: 0x2b, Size: 0x1]
FName EventName;//[Offset: 0x2c, Size: 0x8]

--------------------------------
Class:
ParticleSystemComponent.FXSystemComponent.PrimitiveComponent.SceneComponent.ActorCo
mponent.Object
ParticleSystem* Template;//[Offset: 0x598, Size: 0x8]
MaterialInterface*[] EmitterMaterials;//[Offset: 0x5a0, Size: 0x10]
SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x5b0, Size: 0x10]
bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5c1, Size: 0x1]
bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x5c1, Size: 0x1]
bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x5c1, Size: 0x1]
bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x5c1, Size: 0x1]
bool bAutoAttachWeldSimulatedBodies;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x5c1, Size: 0x1]
bool bWarmingUp;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5c2,
Size: 0x1]
bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x5c2, Size: 0x1]
bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x5c2, Size: 0x1]
byte LODMethod;//[Offset: 0x5cd, Size: 0x1]
enum RequiredSignificance;//[Offset: 0x5ce, Size: 0x1]
ParticleSysParam[] InstanceParameters;//[Offset: 0x5d0, Size: 0x10]
delegate OnParticleSpawn;//[Offset: 0x5e0, Size: 0x10]
delegate OnParticleBurst;//[Offset: 0x5f0, Size: 0x10]
delegate OnParticleDeath;//[Offset: 0x600, Size: 0x10]
delegate OnParticleCollide;//[Offset: 0x610, Size: 0x10]
bool bOldPositionValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x620, Size: 0x1]
Vector OldPosition;//[Offset: 0x624, Size: 0xc]
Vector PartSysVelocity;//[Offset: 0x630, Size: 0xc]
float WarmupTime;//[Offset: 0x63c, Size: 0x4]
float WarmupTickRate;//[Offset: 0x640, Size: 0x4]
float SecondsBeforeInactive;//[Offset: 0x648, Size: 0x4]
float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x650, Size: 0x4]
ParticleSystemReplay*[] ReplayClips;//[Offset: 0x670, Size: 0x10]
float CustomTimeDilation;//[Offset: 0x688, Size: 0x4]
SceneComponent* AutoAttachParent;//[Offset: 0x6e0, Size: 0x8]
FName AutoAttachSocketName;//[Offset: 0x6e8, Size: 0x8]
enum AutoAttachLocationRule;//[Offset: 0x6f0, Size: 0x1]
enum AutoAttachRotationRule;//[Offset: 0x6f1, Size: 0x1]
enum AutoAttachScaleRule;//[Offset: 0x6f2, Size: 0x1]
delegate OnSystemFinished;//[Offset: 0x720, Size: 0x10]
delegate OnPreSystemActivated;//[Offset: 0x730, Size: 0x10]
void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName,
byte InWidthMode, float InWidth);// 0x8e88b24
void SetTemplate(ParticleSystem* NewTemplate);// 0x8e88e7c
void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);//
0x8e88f24
void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int
TargetIndex);// 0x8e89a70
void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int
TargetIndex);// 0x8e89928
void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int
TargetIndex);// 0x8e89bb4
void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int
SourceIndex);// 0x8e89e40
void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int
SourceIndex);// 0x8e89cf8
void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int
SourceIndex);// 0x8e89f84
void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x8e8a0c8
void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte
LocationType);// 0x8e8a1c0
int GetNumActiveParticles();// 0x8e88e48
MaterialInterface* GetNamedMaterial(FName InName);// 0x8e8896c
bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector
OutTangentPoint);// 0x8e89170
bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float
OutTargetStrength);// 0x8e89014
bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector
OutTargetPoint);// 0x8e892c4
bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector
OutTangentPoint);// 0x8e89574
bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float
OutSourceStrength);// 0x8e89418
bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector
OutSourcePoint);// 0x8e896c8
bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x8e8981c
void GenerateParticleEvent(const FName InEventName, const float
InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector
InVelocity);// 0x8e88798
void EndTrails();// 0x8e88cac
MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName,
MaterialInterface* SourceMaterial);// 0x8e88a24
void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte
InWidthMode, float InWidth);// 0x8e88cc0

--------------------------------
Class: FXSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
void SetVectorParameter(FName ParameterName, Vector Param);// 0x8e880b8
void SetUseAutoManageAttachment(bool bAutoManage);// 0x8e87af4
void SetFloatParameter(FName ParameterName, float Param);// 0x8e881b0
void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x8e87d88
void SetColorParameter(FName ParameterName, LinearColor Param);// 0x8e87fc0
void SetBoolParameter(FName ParameterName, bool Param);// 0x8e882ac
void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName,
enum LocationRule, enum RotationRule, enum ScaleRule);// 0x8e87bac
void SetActorParameter(FName ParameterName, Actor* Param);// 0x8e87ec8
void ReleaseToPool();// 0x8e87ad8
FXSystemAsset* GetFXSystemAsset();// 0x8e87e8c

--------------------------------
Class: ParticleSysParam
FName Name;//[Offset: 0x0, Size: 0x8]
byte ParamType;//[Offset: 0x8, Size: 0x1]
float Scalar;//[Offset: 0xc, Size: 0x4]
float Scalar_Low;//[Offset: 0x10, Size: 0x4]
Vector Vector;//[Offset: 0x14, Size: 0xc]
Vector Vector_Low;//[Offset: 0x20, Size: 0xc]
Color Color;//[Offset: 0x2c, Size: 0x4]
Actor* Actor;//[Offset: 0x30, Size: 0x8]
MaterialInterface* Material;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: ParticleSystemReplay.Object
int ClipIDNumber;//[Offset: 0x28, Size: 0x4]

--------------------------------
Class: InterpCurveEdSetup.Object
CurveEdTab[] Tabs;//[Offset: 0x28, Size: 0x10]
int ActiveTab;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: CurveEdTab
FString TabName;//[Offset: 0x0, Size: 0x10]
CurveEdEntry[] Curves;//[Offset: 0x10, Size: 0x10]
float ViewStartInput;//[Offset: 0x20, Size: 0x4]
float ViewEndInput;//[Offset: 0x24, Size: 0x4]
float ViewStartOutput;//[Offset: 0x28, Size: 0x4]
float ViewEndOutput;//[Offset: 0x2c, Size: 0x4]

--------------------------------
Class: CurveEdEntry
Object* CurveObject;//[Offset: 0x0, Size: 0x8]
Color CurveColor;//[Offset: 0x8, Size: 0x4]
FString CurveName;//[Offset: 0x10, Size: 0x10]
int bHideCurve;//[Offset: 0x20, Size: 0x4]
int bColorCurve;//[Offset: 0x24, Size: 0x4]
int bFloatingPointColorCurve;//[Offset: 0x28, Size: 0x4]
int bClamp;//[Offset: 0x2c, Size: 0x4]
float ClampLow;//[Offset: 0x30, Size: 0x4]
float ClampHigh;//[Offset: 0x34, Size: 0x4]

--------------------------------
Class: ParticleSystemLOD

--------------------------------
Class: LODSoloTrack
byte[] SoloEnableSetting;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: NamedEmitterMaterial
FName Name;//[Offset: 0x0, Size: 0x8]
MaterialInterface* Material;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: CameraCacheEntry
float Timestamp;//[Offset: 0x0, Size: 0x4]
MinimalViewInfo POV;//[Offset: 0x10, Size: 0x660]

--------------------------------
Class: TViewTarget
Actor* Target;//[Offset: 0x0, Size: 0x8]
MinimalViewInfo POV;//[Offset: 0x10, Size: 0x660]
PlayerState* PlayerState;//[Offset: 0x670, Size: 0x8]

--------------------------------
Class: CameraModifier_CameraShake.CameraModifier.Object
ActiveCameraShakeInfo[] ActiveShakes;//[Offset: 0x48, Size: 0x10]
<class CameraShake,PooledCameraShakes> ExpiredPooledShakesMap;//[Offset:
0x58, Size: 0x50]
float SplitScreenShakeScale;//[Offset: 0xa8, Size: 0x4]

--------------------------------
Class: ActiveCameraShakeInfo
CameraShake* ShakeInstance;//[Offset: 0x0, Size: 0x8]
CameraShakeSourceComponent* ShakeSource;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: PooledCameraShakes
CameraShake*[] PooledShakes;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: CameraActor.Actor.Object
byte AutoActivateForPlayer;//[Offset: 0x238, Size: 0x1]
CameraComponent* CameraComponent;//[Offset: 0x240, Size: 0x8]
SceneComponent* SceneComponent;//[Offset: 0x248, Size: 0x8]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x258, Size: 0x1]
float AspectRatio;//[Offset: 0x25c, Size: 0x4]
float FOVAngle;//[Offset: 0x260, Size: 0x4]
float PostProcessBlendWeight;//[Offset: 0x264, Size: 0x4]
PostProcessSettings PostProcessSettings;//[Offset: 0x270, Size: 0x5d0]
int GetAutoActivatePlayerIndex();// 0x8d47270

--------------------------------
Class: CameraComponent.SceneComponent.ActorComponent.Object
float FieldOfView;//[Offset: 0x324, Size: 0x4]
float OrthoWidth;//[Offset: 0x328, Size: 0x4]
float OrthoNearClipPlane;//[Offset: 0x32c, Size: 0x4]
float OrthoFarClipPlane;//[Offset: 0x330, Size: 0x4]
float AspectRatio;//[Offset: 0x334, Size: 0x4]
bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x338, Size: 0x1]
bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x338, Size: 0x1]
bool bLockToHmd;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x338,
Size: 0x1]
bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x338, Size: 0x1]
byte ProjectionMode;//[Offset: 0x339, Size: 0x1]
float PostProcessBlendWeight;//[Offset: 0x370, Size: 0x4]
PostProcessSettings PostProcessSettings;//[Offset: 0x3a0, Size: 0x5d0]
void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD);// 0x8d48090
void SetProjectionMode(byte InProjectionMode);// 0x8d47fec
void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x8d47f48
void SetOrthoWidth(float InOrthoWidth);// 0x8d483ec
void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x8d48348
void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x8d482a4
void SetFieldOfView(float InFieldOfView);// 0x8d48490
void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x8d48148
void SetAspectRatio(float InAspectRatio);// 0x8d48200
void RemoveBlendable(interface class InBlendableObject);// 0x8d47c04
void OnCameraMeshHiddenChanged();// 0x8d47bf0
void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);//
0x8d47dd8
void AddOrUpdateBlendable(interface class InBlendableObject, float
InWeight);// 0x8d47cc8

--------------------------------
Class: ViewTargetTransitionParams
float BlendTime;//[Offset: 0x0, Size: 0x4]
byte BlendFunction;//[Offset: 0x4, Size: 0x1]
float BlendExp;//[Offset: 0x8, Size: 0x4]
bool bLockOutgoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc,
Size: 0x1]
bool bWaitScoutViewBeforeAssign;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xc, Size: 0x1]

--------------------------------
Class: UpdateLevelVisibilityLevelInfo
FName PackageName;//[Offset: 0x0, Size: 0x8]
FName Filename;//[Offset: 0x8, Size: 0x8]
bool bIsVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10,
Size: 0x1]

--------------------------------
Class: HapticFeedbackEffect_Base.Object

--------------------------------
Class: LatentActionInfo
int Linkage;//[Offset: 0x0, Size: 0x4]
int UUID;//[Offset: 0x4, Size: 0x4]
FName ExecutionFunction;//[Offset: 0x8, Size: 0x8]
Object* CallbackTarget;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: ForceFeedbackEffect.Object
ForceFeedbackChannelDetails[] ChannelDetails;//[Offset: 0x28, Size: 0x10]
float Duration;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: ForceFeedbackChannelDetails
bool bAffectsLeftLarge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0, Size: 0x1]
bool bAffectsLeftSmall;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bAffectsRightLarge;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0, Size: 0x1]
bool bAffectsRightSmall;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x0, Size: 0x1]
RuntimeFloatCurve Curve;//[Offset: 0x8, Size: 0x88]

--------------------------------
Class: SpectatorPawn.DefaultPawn.Pawn.Actor.Object

--------------------------------
Class: DefaultPawn.Pawn.Actor.Object
float BaseTurnRate;//[Offset: 0x294, Size: 0x4]
float BaseLookUpRate;//[Offset: 0x298, Size: 0x4]
PawnMovementComponent* MovementComponent;//[Offset: 0x2a0, Size: 0x8]
SphereComponent* CollisionComponent;//[Offset: 0x2a8, Size: 0x8]
StaticMeshComponent* MeshComponent;//[Offset: 0x2b0, Size: 0x8]
bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2b8, Size: 0x1]
void TurnAtRate(float Rate);// 0x8d6ca70
void MoveUp_World(float val);// 0x8d6cb20
void MoveRight(float val);// 0x8d6cbd0
void MoveForward(float val);// 0x8d6cc80
void LookUpAtRate(float Rate);// 0x8d6c9c0

--------------------------------
Class:
SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Obj
ect
float SphereRadius;//[Offset: 0x5b0, Size: 0x4]
void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x8ef9ad8
float GetUnscaledSphereRadius();// 0x8ef9a74
float GetShapeScale();// 0x8ef9a34
float GetScaledSphereRadius();// 0x8ef9a90

--------------------------------
Class:
StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.
Object
int ForcedLodModel;//[Offset: 0x644, Size: 0x4]
int PreviousLODLevel;//[Offset: 0x648, Size: 0x4]
int MinLOD;//[Offset: 0x64c, Size: 0x4]
int SubDivisionStepSize;//[Offset: 0x650, Size: 0x4]
StaticMesh* StaticMesh;//[Offset: 0x658, Size: 0x8]
Color WireframeColorOverride;//[Offset: 0x660, Size: 0x4]
bool bEvaluateWorldPositionOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x664, Size: 0x1]
bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x664, Size: 0x1]
bool bOverrideMinLod;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x664, Size: 0x1]
bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x664, Size: 0x1]
bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x664, Size: 0x1]
bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x664, Size: 0x1]
bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x664, Size: 0x1]
bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x664, Size: 0x1]
bool bOverrideShadowMapRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x665, Size: 0x1]
bool bMinimizeLightmapRes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x665, Size: 0x1]
bool bOverrideMeshMinScreenSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x665, Size: 0x1]
bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x665, Size: 0x1]
bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x665, Size: 0x1]
bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x665, Size: 0x1]
bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x665, Size: 0x1]
bool bReverseCulling;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x665, Size: 0x1]
int OverriddenLightMapRes;//[Offset: 0x668, Size: 0x4]
float LightmapPrecision;//[Offset: 0x66c, Size: 0x4]
float ShadowmapPrecision;//[Offset: 0x670, Size: 0x4]
int OverriddenShadowMapRes;//[Offset: 0x674, Size: 0x4]
float DistanceFieldIndirectShadowMinVisibility;//[Offset: 0x678, Size: 0x4]
float DistanceFieldSelfShadowBias;//[Offset: 0x67c, Size: 0x4]
float StreamingDistanceMultiplier;//[Offset: 0x680, Size: 0x4]
StaticMeshComponentLODInfo[] LODData;//[Offset: 0x688, Size: 0x10]
StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x698, Size:
0x10]
bool bClearStaticLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6a8, Size: 0x1]
LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x6ac, Size: 0x18]
bool SetStaticMesh(StaticMesh* NewMesh);// 0x8f0c644
void SetShadowmapPrecision(float InShadowMapPrecision);// 0x8f0c7f0
void SetReverseCulling(bool ReverseCulling);// 0x8f0c348
void SetOverrideShadowMapRes(int InOverridShadowMapRes);// 0x8f0c898
void SetOverrideMinLOD(bool bInOverrideMinLOD, int InMinLOD);// 0x8f0c700
void SetOverrideLightMapRes(int InOverrideLightMapRes);// 0x8f0ca98
void SetLightmapPrecision(float InLightMapPrecision);// 0x8f0c9f0
void SetForcedLodModel(int NewForcedLodModel);// 0x8f0c59c
void SetDistanceFieldSelfShadowBias(float NewValue);// 0x8f0c4f4
void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x8f0cbf0
void GetLocalBounds(out Vector Min, out Vector Max);// 0x8f0c3f8
void EnableShadowmapResOverride(bool bInOverrideShadowMapRes);// 0x8f0c940
void EnableLightmapResOverride(bool bInOverrideLightMapRes);// 0x8f0cb40

--------------------------------
Class: StaticMeshComponentLODInfo

--------------------------------
Class: StreamingTextureBuildInfo
uint32 PackedRelativeBox;//[Offset: 0x0, Size: 0x4]
int TextureLevelIndex;//[Offset: 0x4, Size: 0x4]
float TexelFactor;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: LightmassPrimitiveSettings
bool bUseTwoSidedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0, Size: 0x1]
bool bShadowIndirectOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bUseEmissiveForStaticLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x0, Size: 0x1]
bool bUseVertexNormalForHemisphereGather;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x0, Size: 0x1]
float EmissiveLightFalloffExponent;//[Offset: 0x4, Size: 0x4]
float EmissiveLightExplicitInfluenceRadius;//[Offset: 0x8, Size: 0x4]
float EmissiveBoost;//[Offset: 0xc, Size: 0x4]
float DiffuseBoost;//[Offset: 0x10, Size: 0x4]
float FullyOccludedSamplesFraction;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: UpdateLevelStreamingLevelStatus
FName PackageName;//[Offset: 0x0, Size: 0x8]
int LODIndex;//[Offset: 0x8, Size: 0x4]
bool bNewShouldBeLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xc, Size: 0x1]
bool bNewShouldBeVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xc, Size: 0x1]
bool bNewShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xc, Size: 0x1]

--------------------------------
Class: ForceFeedbackParameters
FName Tag;//[Offset: 0x0, Size: 0x8]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8,
Size: 0x1]
bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9, Size: 0x1]
bool bPlayWhilePaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa, Size: 0x1]
float Intensity;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: TouchInterface.Object
TouchInputControl[] Controls;//[Offset: 0x28, Size: 0x10]
float ActiveOpacity;//[Offset: 0x38, Size: 0x4]
float InactiveOpacity;//[Offset: 0x3c, Size: 0x4]
float TimeUntilDeactive;//[Offset: 0x40, Size: 0x4]
float TimeUntilReset;//[Offset: 0x44, Size: 0x4]
float ActivationDelay;//[Offset: 0x48, Size: 0x4]
bool bPreventReCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c, Size: 0x1]
float StartupDelay;//[Offset: 0x50, Size: 0x4]

--------------------------------
Class: TouchInputControl
Texture2D* Image1;//[Offset: 0x0, Size: 0x8]
Texture2D* Image2;//[Offset: 0x8, Size: 0x8]
Vector2D Center;//[Offset: 0x10, Size: 0x8]
Vector2D VisualSize;//[Offset: 0x18, Size: 0x8]
Vector2D ThumbSize;//[Offset: 0x20, Size: 0x8]
Vector2D InteractionSize;//[Offset: 0x28, Size: 0x8]
Vector2D InputScale;//[Offset: 0x30, Size: 0x8]
Key MainInputKey;//[Offset: 0x38, Size: 0x18]
Key AltInputKey;//[Offset: 0x50, Size: 0x18]

--------------------------------
Class: CheatManager.Object
DebugCameraController* DebugCameraControllerRef;//[Offset: 0x28, Size: 0x8]
class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x30,
Size: 0x8]
void Walk();// 0x8d5b804
void ViewSelf();// 0x8d5b3e0
void ViewPlayer(FString S);// 0x8d5b324
void ViewClass(class Actor DesiredClass);// 0x8d5b1c4
void ViewActor(FName ActorName);// 0x8d5b274
void UpdateSafeArea();// 0x8d5a54c
void ToggleServerStatReplicatorUpdateStatNet();// 0x8d5a560
void ToggleServerStatReplicatorClientOverwrite();// 0x8d5a574
void ToggleDebugCamera();// 0x8d5af98
void ToggleAILogging();// 0x8d5af7c
void TestCollisionDistance();// 0x8d5ac34
void Teleport();// 0x8d5b8ec
void Summon(FString ClassName);// 0x8d5b418
void StreamLevelOut(FName PackageName);// 0x8d5afb4
void StreamLevelIn(FName PackageName);// 0x8d5b114
void SpawnServerStatReplicator();// 0x8d5a59c
void Slomo(float NewTimeDilation);// 0x8d5b71c
void SetWorldOrigin();// 0x8d5a6e4
void SetMouseSensitivityToDefault();// 0x8d5a6c8
void ServerToggleAILogging();// 0x8d5af20
void ReceiveInitCheatManager();// 0x704f228
void ReceiveEndPlay();// 0x704f228
void PlayersOnly();// 0x8d5b3fc
void OnlyLoadLevel(FName PackageName);// 0x8d5b064
void LogLoc();// 0x8d5a6f8
void InvertMouse();// 0x8d5a6ac
void God();// 0x8d5b7cc
void Ghost();// 0x8d5b7e8
void FreezeFrame(float Delay);// 0x8d5b908
void Fly();// 0x8d5b820
void FlushLog();// 0x8d5a714
void EnableDebugCamera();// 0x8d5a530
void DumpVoiceMutingState();// 0x8d5abc4
void DumpPartyState();// 0x8d5abfc
void DumpOnlineSessionState();// 0x8d5ac18
void DumpChatState();// 0x8d5abe0
void DisableDebugCamera();// 0x8d5a514
void DestroyTarget();// 0x8d5b650
void DestroyServerStatReplicator();// 0x8d5a588
void DestroyPawns(class Pawn aClass);// 0x8d5b4d4
void DestroyAllPawnsExceptTarget();// 0x8d5b584
void DestroyAll(class Actor aClass);// 0x8d5b5a0
void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x8d5ae0c
void DebugCapsuleSweepPawn();// 0x8d5ac6c
void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x8d5aca4
void DebugCapsuleSweepClear();// 0x8d5ac50
void DebugCapsuleSweepChannel(byte Channel);// 0x8d5ad5c
void DebugCapsuleSweepCapture();// 0x8d5ac88
void DebugCapsuleSweep();// 0x8d5af04
void DamageTarget(float DamageAmount);// 0x8d5b66c
void CheatScript(FString ScriptName);// 0x8d5a5b0
void ChangeSize(float F);// 0x8d5b83c
void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out
FString GoString, out FString LocString);// 0x8d5a730
void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float
Roll);// 0x8d5a9a4
void BugIt(FString ScreenShotDescription);// 0x8d5a8e8

--------------------------------
Class: DebugCameraController.PlayerController.Controller.Actor.Object
bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5b5, Size: 0x1]
bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x5b5, Size: 0x1]
bool bIsOrbitingSelectedActor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x5b5, Size: 0x1]
bool bOrbitPivotUseCenter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x5b5, Size: 0x1]
bool bEnableBufferVisualization;//(ByteOffset: 0, ByteMask: 16, FieldMask:
16)[Offset: 0x5b5, Size: 0x1]
bool bEnableBufferVisualizationFullMode;//(ByteOffset: 0, ByteMask: 32,
FieldMask: 32)[Offset: 0x5b5, Size: 0x1]
bool bIsBufferVisualizationInputSetup;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x5b5, Size: 0x1]
bool bLastDisplayEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x5b5, Size: 0x1]
DrawFrustumComponent* DrawFrustum;//[Offset: 0x5b8, Size: 0x8]
Actor* SelectedActor;//[Offset: 0x5c0, Size: 0x8]
PrimitiveComponent* SelectedComponent;//[Offset: 0x5c8, Size: 0x8]
HitResult SelectedHitPoint;//[Offset: 0x5d0, Size: 0x88]
PlayerController* OriginalControllerRef;//[Offset: 0x658, Size: 0x8]
Player* OriginalPlayer;//[Offset: 0x660, Size: 0x8]
float SpeedScale;//[Offset: 0x668, Size: 0x4]
float InitialMaxSpeed;//[Offset: 0x66c, Size: 0x4]
float InitialAccel;//[Offset: 0x670, Size: 0x4]
float InitialDecel;//[Offset: 0x674, Size: 0x4]
void ToggleDisplay();// 0x8d6b058
void ShowDebugSelectedInfo();// 0x8d6b06c
void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x8d6af7c
void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x704f228
void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector
SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);//
0x704f228
void ReceiveOnActivate(PlayerController* OriginalPC);// 0x704f228
Actor* GetSelectedActor();// 0x8d6b024

--------------------------------
Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Color FrustumColor;//[Offset: 0x598, Size: 0x4]
float FrustumAngle;//[Offset: 0x59c, Size: 0x4]
float FrustumAspectRatio;//[Offset: 0x5a0, Size: 0x4]
float FrustumStartDist;//[Offset: 0x5a4, Size: 0x4]
float FrustumEndDist;//[Offset: 0x5a8, Size: 0x4]
Texture* Texture;//[Offset: 0x5b0, Size: 0x8]

--------------------------------
Class: ActiveForceFeedbackEffect
ForceFeedbackEffect* ForceFeedbackEffect;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: NetConnection.Player.Object
ChildConnection*[] Children;//[Offset: 0x48, Size: 0x10]
NetDriver* Driver;//[Offset: 0x58, Size: 0x8]
class PackageMap* PackageMapClass;//[Offset: 0x60, Size: 0x8]
PackageMap* PackageMap;//[Offset: 0x68, Size: 0x8]
Channel*[] OpenChannels;//[Offset: 0x70, Size: 0x10]
Actor*[] SentTemporaries;//[Offset: 0x80, Size: 0x10]
Actor* ViewTarget;//[Offset: 0x90, Size: 0x8]
Actor* OwningActor;//[Offset: 0x98, Size: 0x8]
int MaxPacket;//[Offset: 0xa0, Size: 0x4]
bool InternalAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa4,
Size: 0x1]
UniqueNetIdRepl PlayerId;//[Offset: 0x160, Size: 0x28]
double LastReceiveTime;//[Offset: 0x1e0, Size: 0x8]
Channel*[] ChannelsToTick;//[Offset: 0x1520, Size: 0x10]

--------------------------------
Class: ChildConnection.NetConnection.Player.Object
NetConnection* Parent;//[Offset: 0x1b00, Size: 0x8]

--------------------------------
Class: NetDriver.Object
FString NetConnectionClassName;//[Offset: 0x30, Size: 0x10]
FString ReplicationDriverClassName;//[Offset: 0x40, Size: 0x10]
int MaxDownloadSize;//[Offset: 0x50, Size: 0x4]
bool bClampListenServerTickRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x54, Size: 0x1]
int NetServerMaxTickRate;//[Offset: 0x58, Size: 0x4]
int MaxNetTickRate;//[Offset: 0x5c, Size: 0x4]
int MaxInternetClientRate;//[Offset: 0x60, Size: 0x4]
int MaxClientRate;//[Offset: 0x64, Size: 0x4]
float ServerTravelPause;//[Offset: 0x68, Size: 0x4]
float SpawnPrioritySeconds;//[Offset: 0x6c, Size: 0x4]
float RelevantTimeout;//[Offset: 0x70, Size: 0x4]
float KeepAliveTime;//[Offset: 0x74, Size: 0x4]
float InitialConnectTimeout;//[Offset: 0x78, Size: 0x4]
float ConnectionTimeout;//[Offset: 0x7c, Size: 0x4]
float TimeoutMultiplierForUnoptimizedBuilds;//[Offset: 0x80, Size: 0x4]
bool bNoTimeouts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85,
Size: 0x1]
bool bNeverApplyNetworkEmulationSettings;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x86, Size: 0x1]
NetConnection* ServerConnection;//[Offset: 0x88, Size: 0x8]
NetConnection*[] ClientConnections;//[Offset: 0x90, Size: 0x10]
int RecentlyDisconnectedTrackingTime;//[Offset: 0x100, Size: 0x4]
World* World;//[Offset: 0x140, Size: 0x8]
Package* WorldPackage;//[Offset: 0x148, Size: 0x8]
class Object* NetConnectionClass;//[Offset: 0x170, Size: 0x8]
class Object* ReplicationDriverClass;//[Offset: 0x178, Size: 0x8]
FName NetDriverName;//[Offset: 0x190, Size: 0x8]
ChannelDefinition[] ChannelDefinitions;//[Offset: 0x198, Size: 0x10]
<FName,ChannelDefinition> ChannelDefinitionMap;//[Offset: 0x1a8, Size: 0x50]
Channel*[] ActorChannelPool;//[Offset: 0x1f8, Size: 0x10]
float Time;//[Offset: 0x210, Size: 0x4]
ReplicationDriver* ReplicationDriver;//[Offset: 0x6f8, Size: 0x8]

--------------------------------
Class: Package.Object

--------------------------------
Class: ChannelDefinition
FName ChannelName;//[Offset: 0x0, Size: 0x8]
FName ClassName;//[Offset: 0x8, Size: 0x8]
class Object* ChannelClass;//[Offset: 0x10, Size: 0x8]
int StaticChannelIndex;//[Offset: 0x18, Size: 0x4]
bool bTickOnCreate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c, Size: 0x1]
bool bServerOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d,
Size: 0x1]
bool bClientOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e,
Size: 0x1]
bool bInitialServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f, Size: 0x1]
bool bInitialClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20, Size: 0x1]

--------------------------------
Class: Channel.Object
NetConnection* Connection;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: ReplicationDriver.Object

--------------------------------
Class: PackageMap.Object

--------------------------------
Class: GeomSelection
int Type;//[Offset: 0x0, Size: 0x4]
int Index;//[Offset: 0x4, Size: 0x4]
int SelectionIndex;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: SimpleMemberReference
Object* MemberParent;//[Offset: 0x0, Size: 0x8]
FName MemberName;//[Offset: 0x8, Size: 0x8]
Guid MemberGuid;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: DirectoryPath
FString Path;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: FilePath
FString FilePath;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: NavigationSystemConfig.Object
SoftClassPath NavigationSystemClass;//[Offset: 0x28, Size: 0x18]
NavAgentSelector SupportedAgentsMask;//[Offset: 0x40, Size: 0x4]
FName DefaultAgentName;//[Offset: 0x44, Size: 0x8]
bool bIsOverriden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c,
Size: 0x1]

--------------------------------
Class: NavAgentSelector
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x0, Size: 0x1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1, Size: 0x1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1, Size: 0x1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x1, Size: 0x1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x1, Size: 0x1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x1, Size: 0x1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x1, Size: 0x1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x1, Size: 0x1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x1, Size: 0x1]

--------------------------------
Class: DefaultPhysicsVolume.PhysicsVolume.Volume.Brush.Actor.Object

--------------------------------
Class: PhysicsCollisionHandler.Object
float ImpactThreshold;//[Offset: 0x28, Size: 0x4]
float ImpactReFireDelay;//[Offset: 0x2c, Size: 0x4]
SoundBase* DefaultImpactSound;//[Offset: 0x30, Size: 0x8]
float LastImpactSoundTime;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: GameModeBase.Info.Actor.Object
FString OptionsString;//[Offset: 0x238, Size: 0x10]
class GameSession* GameSessionClass;//[Offset: 0x248, Size: 0x8]
class GameStateBase* GameStateClass;//[Offset: 0x250, Size: 0x8]
class PlayerController* PlayerControllerClass;//[Offset: 0x258, Size: 0x8]
class PlayerState* PlayerStateClass;//[Offset: 0x260, Size: 0x8]
class HUD* HUDClass;//[Offset: 0x268, Size: 0x8]
class Pawn* DefaultPawnClass;//[Offset: 0x270, Size: 0x8]
class SpectatorPawn* SpectatorClass;//[Offset: 0x278, Size: 0x8]
class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset:
0x280, Size: 0x8]
class ServerStatReplicator* ServerStatReplicatorClass;//[Offset: 0x288, Size:
0x8]
GameSession* GameSession;//[Offset: 0x290, Size: 0x8]
GameStateBase* GameState;//[Offset: 0x298, Size: 0x8]
ServerStatReplicator* ServerStatReplicator;//[Offset: 0x2a0, Size: 0x8]
FText DefaultPlayerName;//[Offset: 0x2a8, Size: 0x18]
bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2c0, Size: 0x1]
bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2c0, Size: 0x1]
bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c0,
Size: 0x1]
void StartPlay();// 0x8d95868
Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);//
0x8d94c00
Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform
SpawnTransform);// 0x8d94ad4
bool ShouldReset(Actor* ActorToReset);// 0x8d9576c
void ReturnToMainMenuHost();// 0x8d95734
void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform
SpawnTransform);// 0x8d94d00
void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);//
0x8d94e24
void RestartPlayer(Controller* NewPlayer);// 0x8d94f1c
void ResetLevel();// 0x8d95750
bool PlayerCanRestart(PlayerController* Player);// 0x8d94fcc
bool MustSpectate(PlayerController* NewPlayerController);// 0x8d955c8
void K2_PostLogin(PlayerController* NewPlayer);// 0x704f228
void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController*
NewPC);// 0x704f228
void K2_OnRestartPlayer(Controller* NewPlayer);// 0x704f228
void K2_OnLogout(Controller* ExitingController);// 0x704f228
void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);//
0x704f228
Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);//
0x8d95088
void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x8d949dc
void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x8d9492c
bool HasMatchStarted();// 0x8d95828
void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x8d95684
int GetNumSpectators();// 0x8d95884
int GetNumPlayers();// 0x8d958c0
class Object GetDefaultPawnClassForController(Controller* InController);//
0x8d958fc
Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x8d95190
Actor* ChoosePlayerStart(Controller* Player);// 0x8d952b0
void ChangeName(Controller* Controller, FString NewName, bool bNameChange);//
0x8d95368
bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);//
0x8d954c4

--------------------------------
Class: GameSession.Info.Actor.Object
int MaxSpectators;//[Offset: 0x238, Size: 0x4]
int MaxPlayers;//[Offset: 0x23c, Size: 0x4]
int MaxPartySize;//[Offset: 0x240, Size: 0x4]
byte MaxSplitscreensPerConnection;//[Offset: 0x244, Size: 0x1]
bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x245, Size: 0x1]
FName SessionName;//[Offset: 0x248, Size: 0x8]

--------------------------------
Class: GameStateBase.Info.Actor.Object
class GameModeBase* GameModeClass;//[Offset: 0x238, Size: 0x28]
GameModeBase* AuthorityGameMode;//[Offset: 0x260, Size: 0x8]
class SpectatorPawn* SpectatorClass;//[Offset: 0x268, Size: 0x8]
PlayerState*[] PlayerArray;//[Offset: 0x270, Size: 0x10]
bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x280, Size: 0x1]
float ReplicatedWorldTimeSeconds;//[Offset: 0x284, Size: 0x4]
float ServerWorldTimeSecondsDelta;//[Offset: 0x288, Size: 0x4]
float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x28c, Size: 0x4]
void OnRep_SpectatorClass();// 0x8da7058
void OnRep_ReplicatedWorldTimeSeconds();// 0x8da7020
void OnRep_ReplicatedHasBegunPlay();// 0x8da703c
void OnRep_GameModeClass();// 0x8da7074
bool HasMatchStarted();// 0x8da7200
bool HasBegunPlay();// 0x8da7240
float GetServerWorldTimeSeconds();// 0x8da7280
float GetPlayerStartTime(Controller* Controller);// 0x8da7148
float GetPlayerRespawnDelay(Controller* Controller);// 0x8da7090

--------------------------------
Class: ServerStatReplicator.Info.Actor.Object
bool bUpdateStatNet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x238, Size: 0x1]
bool bOverwriteClientStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x239, Size: 0x1]
uint32 Channels;//[Offset: 0x23c, Size: 0x4]
uint32 InRate;//[Offset: 0x240, Size: 0x4]
uint32 OutRate;//[Offset: 0x244, Size: 0x4]
uint32 MaxPacketOverhead;//[Offset: 0x24c, Size: 0x4]
uint32 InRateClientMax;//[Offset: 0x250, Size: 0x4]
uint32 InRateClientMin;//[Offset: 0x254, Size: 0x4]
uint32 InRateClientAvg;//[Offset: 0x258, Size: 0x4]
uint32 InPacketsClientMax;//[Offset: 0x25c, Size: 0x4]
uint32 InPacketsClientMin;//[Offset: 0x260, Size: 0x4]
uint32 InPacketsClientAvg;//[Offset: 0x264, Size: 0x4]
uint32 OutRateClientMax;//[Offset: 0x268, Size: 0x4]
uint32 OutRateClientMin;//[Offset: 0x26c, Size: 0x4]
uint32 OutRateClientAvg;//[Offset: 0x270, Size: 0x4]
uint32 OutPacketsClientMax;//[Offset: 0x274, Size: 0x4]
uint32 OutPacketsClientMin;//[Offset: 0x278, Size: 0x4]
uint32 OutPacketsClientAvg;//[Offset: 0x27c, Size: 0x4]
uint32 NetNumClients;//[Offset: 0x280, Size: 0x4]
uint32 InPackets;//[Offset: 0x284, Size: 0x4]
uint32 OutPackets;//[Offset: 0x288, Size: 0x4]
uint32 InBunches;//[Offset: 0x28c, Size: 0x4]
uint32 OutBunches;//[Offset: 0x290, Size: 0x4]
uint32 OutLoss;//[Offset: 0x294, Size: 0x4]
uint32 InLoss;//[Offset: 0x298, Size: 0x4]
uint32 VoiceBytesSent;//[Offset: 0x29c, Size: 0x4]
uint32 VoiceBytesRecv;//[Offset: 0x2a0, Size: 0x4]
uint32 VoicePacketsSent;//[Offset: 0x2a4, Size: 0x4]
uint32 VoicePacketsRecv;//[Offset: 0x2a8, Size: 0x4]
uint32 PercentInVoice;//[Offset: 0x2ac, Size: 0x4]
uint32 PercentOutVoice;//[Offset: 0x2b0, Size: 0x4]
uint32 NumActorChannels;//[Offset: 0x2b4, Size: 0x4]
uint32 NumConsideredActors;//[Offset: 0x2b8, Size: 0x4]
uint32 PrioritizedActors;//[Offset: 0x2bc, Size: 0x4]
uint32 NumRelevantActors;//[Offset: 0x2c0, Size: 0x4]
uint32 NumRelevantDeletedActors;//[Offset: 0x2c4, Size: 0x4]
uint32 NumReplicatedActorAttempts;//[Offset: 0x2c8, Size: 0x4]
uint32 NumReplicatedActors;//[Offset: 0x2cc, Size: 0x4]
uint32 NumActors;//[Offset: 0x2d0, Size: 0x4]
uint32 NumNetActors;//[Offset: 0x2d4, Size: 0x4]
uint32 NumDormantActors;//[Offset: 0x2d8, Size: 0x4]
uint32 NumInitiallyDormantActors;//[Offset: 0x2dc, Size: 0x4]
uint32 NumNetGUIDsAckd;//[Offset: 0x2e0, Size: 0x4]
uint32 NumNetGUIDsPending;//[Offset: 0x2e4, Size: 0x4]
uint32 NumNetGUIDsUnAckd;//[Offset: 0x2e8, Size: 0x4]
uint32 ObjPathBytes;//[Offset: 0x2ec, Size: 0x4]
uint32 NetGUIDOutRate;//[Offset: 0x2f0, Size: 0x4]
uint32 NetGUIDInRate;//[Offset: 0x2f4, Size: 0x4]
uint32 NetSaturated;//[Offset: 0x2f8, Size: 0x4]

--------------------------------
Class: GameNetworkManager.Info.Actor.Object
float BadPacketLossThreshold;//[Offset: 0x238, Size: 0x4]
float SeverePacketLossThreshold;//[Offset: 0x23c, Size: 0x4]
int BadPingThreshold;//[Offset: 0x240, Size: 0x4]
int SeverePingThreshold;//[Offset: 0x244, Size: 0x4]
int AdjustedNetSpeed;//[Offset: 0x248, Size: 0x4]
float LastNetSpeedUpdateTime;//[Offset: 0x24c, Size: 0x4]
int TotalNetBandwidth;//[Offset: 0x250, Size: 0x4]
int MinDynamicBandwidth;//[Offset: 0x254, Size: 0x4]
int MaxDynamicBandwidth;//[Offset: 0x258, Size: 0x4]
bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x25c, Size: 0x1]
bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x25c, Size: 0x1]
float StandbyRxCheatTime;//[Offset: 0x260, Size: 0x4]
float StandbyTxCheatTime;//[Offset: 0x264, Size: 0x4]
float PercentMissingForRxStandby;//[Offset: 0x268, Size: 0x4]
float PercentMissingForTxStandby;//[Offset: 0x26c, Size: 0x4]
float PercentForBadPing;//[Offset: 0x270, Size: 0x4]
float JoinInProgressStandbyWaitTime;//[Offset: 0x274, Size: 0x4]
float MoveRepSize;//[Offset: 0x278, Size: 0x4]
float MAXPOSITIONERRORSQUARED;//[Offset: 0x27c, Size: 0x4]
float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x280, Size: 0x4]
float CLIENTADJUSTUPDATECOST;//[Offset: 0x284, Size: 0x4]
float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x288, Size: 0x4]
float MaxClientForcedUpdateDuration;//[Offset: 0x28c, Size: 0x4]
float ServerForcedUpdateHitchThreshold;//[Offset: 0x290, Size: 0x4]
float ServerForcedUpdateHitchCooldown;//[Offset: 0x294, Size: 0x4]
float MaxMoveDeltaTime;//[Offset: 0x298, Size: 0x4]
float MaxClientSmoothingDeltaTime;//[Offset: 0x29c, Size: 0x4]
float ClientNetSendMoveDeltaTime;//[Offset: 0x2a0, Size: 0x4]
float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x2a4, Size: 0x4]
float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x2a8, Size: 0x4]
int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x2ac, Size: 0x4]
int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x2b0, Size: 0x4]
bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b4, Size: 0x1]
float ClientErrorUpdateRateLimit;//[Offset: 0x2b8, Size: 0x4]
float ClientNetCamUpdateDeltaTime;//[Offset: 0x2bc, Size: 0x4]
float ClientNetCamUpdatePositionLimit;//[Offset: 0x2c0, Size: 0x4]
bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2c4, Size: 0x1]
bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2c5, Size: 0x1]
float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x2c8, Size: 0x4]
float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x2cc, Size: 0x4]
float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x2d0, Size: 0x4]
float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x2d4, Size: 0x4]
bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset:
0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8, Size: 0x1]
bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d9, Size: 0x1]

--------------------------------
Class: ReverbSettings
bool bApplyReverb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
ReverbEffect* ReverbEffect;//[Offset: 0x8, Size: 0x8]
SoundEffectSubmixPreset* ReverbPluginEffect;//[Offset: 0x10, Size: 0x8]
float Volume;//[Offset: 0x18, Size: 0x4]
float FadeTime;//[Offset: 0x1c, Size: 0x4]

--------------------------------
Class: ReverbEffect.Object
float Density;//[Offset: 0x28, Size: 0x4]
float Diffusion;//[Offset: 0x2c, Size: 0x4]
float Gain;//[Offset: 0x30, Size: 0x4]
float GainHF;//[Offset: 0x34, Size: 0x4]
float DecayTime;//[Offset: 0x38, Size: 0x4]
float DecayHFRatio;//[Offset: 0x3c, Size: 0x4]
float ReflectionsGain;//[Offset: 0x40, Size: 0x4]
float ReflectionsDelay;//[Offset: 0x44, Size: 0x4]
float LateGain;//[Offset: 0x48, Size: 0x4]
float LateDelay;//[Offset: 0x4c, Size: 0x4]
float AirAbsorptionGainHF;//[Offset: 0x50, Size: 0x4]
float RoomRolloffFactor;//[Offset: 0x54, Size: 0x4]

--------------------------------
Class: InteriorSettings
bool bIsWorldSettings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
float ExteriorVolume;//[Offset: 0x4, Size: 0x4]
float ExteriorTime;//[Offset: 0x8, Size: 0x4]
float ExteriorLPF;//[Offset: 0xc, Size: 0x4]
float ExteriorLPFTime;//[Offset: 0x10, Size: 0x4]
float InteriorVolume;//[Offset: 0x14, Size: 0x4]
float InteriorTime;//[Offset: 0x18, Size: 0x4]
float InteriorLPF;//[Offset: 0x1c, Size: 0x4]
float InteriorLPFTime;//[Offset: 0x20, Size: 0x4]

--------------------------------
Class: BroadphaseSettings
bool bUseMBPOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
bool bUseMBPOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1, Size: 0x1]
bool bUseMBPOuterBounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2, Size: 0x1]
Box MBPBounds;//[Offset: 0x4, Size: 0x1c]
Box MBPOuterBounds;//[Offset: 0x20, Size: 0x1c]
uint32 MBPNumSubdivs;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: NetViewer
NetConnection* Connection;//[Offset: 0x0, Size: 0x8]
Actor* InViewer;//[Offset: 0x8, Size: 0x8]
Actor* ViewTarget;//[Offset: 0x10, Size: 0x8]
Vector ViewLocation;//[Offset: 0x18, Size: 0xc]
Vector ViewDir;//[Offset: 0x24, Size: 0xc]

--------------------------------
Class: BookmarkBase.Object

--------------------------------
Class: MatineeActor.Actor.Object
InterpData* MatineeData;//[Offset: 0x238, Size: 0x8]
FName MatineeControllerName;//[Offset: 0x240, Size: 0x8]
float PlayRate;//[Offset: 0x248, Size: 0x4]
bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x24c, Size: 0x1]
bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x24c, Size: 0x1]
float ForceStartPosition;//[Offset: 0x250, Size: 0x4]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x254,
Size: 0x1]
bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x254, Size: 0x1]
bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x254, Size: 0x1]
bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x254, Size: 0x1]
bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x254, Size: 0x1]
bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x254, Size: 0x1]
bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x254, Size: 0x1]
bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x254, Size: 0x1]
int PreferredSplitScreenNum;//[Offset: 0x258, Size: 0x4]
bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x25c, Size: 0x1]
bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x25c, Size: 0x1]
bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x25c,
Size: 0x1]
bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x25c,
Size: 0x1]
InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x260, Size: 0x10]
bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x270, Size: 0x1]
InterpGroupInst*[] GroupInst;//[Offset: 0x278, Size: 0x10]
CameraCutInfo[] CameraCuts;//[Offset: 0x288, Size: 0x10]
bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x298,
Size: 0x1]
bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x298, Size: 0x1]
bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x298,
Size: 0x1]
bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x298,
Size: 0x1]
float InterpPosition;//[Offset: 0x29c, Size: 0x4]
byte ReplicationForceIsPlaying;//[Offset: 0x2a4, Size: 0x1]
delegate OnPlay;//[Offset: 0x2a8, Size: 0x10]
delegate OnStop;//[Offset: 0x2b8, Size: 0x10]
delegate OnPause;//[Offset: 0x2c8, Size: 0x10]
void Stop();// 0x8e623b4
void SetPosition(float NewPosition, bool bJump);// 0x8e62280
void SetLoopingState(bool bNewLooping);// 0x8e621ac
void Reverse();// 0x8e62398
void Play();// 0x8e623d0
void Pause();// 0x8e6237c
void EnableGroupByName(FString GroupName, bool bEnable);// 0x8e62054
void ChangePlaybackDirection();// 0x8e62264

--------------------------------
Class: InterpData.Object
float InterpLength;//[Offset: 0x28, Size: 0x4]
float PathBuildTime;//[Offset: 0x2c, Size: 0x4]
InterpGroup*[] InterpGroups;//[Offset: 0x30, Size: 0x10]
InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x40, Size: 0x8]
float EdSectionStart;//[Offset: 0x48, Size: 0x4]
float EdSectionEnd;//[Offset: 0x4c, Size: 0x4]
bool bShouldBakeAndPrune;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x50, Size: 0x1]
InterpGroupDirector* CachedDirectorGroup;//[Offset: 0x58, Size: 0x8]
FName[] AllEventNames;//[Offset: 0x60, Size: 0x10]

--------------------------------
Class: InterpGroupDirector.InterpGroup.Object

--------------------------------
Class: InterpGroupActorInfo
FName ObjectName;//[Offset: 0x0, Size: 0x8]
Actor*[] Actors;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: CameraCutInfo
Vector Location;//[Offset: 0x0, Size: 0xc]
float Timestamp;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: ChildActorComponent.SceneComponent.ActorComponent.Object
class Actor* ChildActorClass;//[Offset: 0x328, Size: 0x8]
Actor* ChildActor;//[Offset: 0x330, Size: 0x8]
Actor* ChildActorTemplate;//[Offset: 0x338, Size: 0x8]
void SetChildActorClass(class Actor InClass);// 0x8d5ccf8

--------------------------------
Class: Interface.Object

--------------------------------
Class: Level.Object
World* OwningWorld;//[Offset: 0xb8, Size: 0x8]
Model* Model;//[Offset: 0xc0, Size: 0x8]
ModelComponent*[] ModelComponents;//[Offset: 0xc8, Size: 0x10]
LevelActorContainer* ActorCluster;//[Offset: 0xd8, Size: 0x8]
int NumTextureStreamingUnbuiltComponents;//[Offset: 0xe0, Size: 0x4]
int NumTextureStreamingDirtyResources;//[Offset: 0xe4, Size: 0x4]
LevelScriptActor* LevelScriptActor;//[Offset: 0xe8, Size: 0x8]
NavigationObjectBase* NavListStart;//[Offset: 0xf0, Size: 0x8]
NavigationObjectBase* NavListEnd;//[Offset: 0xf8, Size: 0x8]
NavigationDataChunk*[] NavDataChunks;//[Offset: 0x100, Size: 0x10]
float LightmapTotalSize;//[Offset: 0x110, Size: 0x4]
float ShadowmapTotalSize;//[Offset: 0x114, Size: 0x4]
Vector[] StaticNavigableGeometry;//[Offset: 0x118, Size: 0x10]
Guid[] StreamingTextureGuids;//[Offset: 0x128, Size: 0x10]
FString VLMBakeLevelName;//[Offset: 0x150, Size: 0x10]
Guid LevelBuildDataId;//[Offset: 0x1e0, Size: 0x10]
MapBuildDataRegistry* MapBuildData;//[Offset: 0x1f0, Size: 0x8]
<FName,LevelSolarDecorationLightMapGUIDArray>
LevelSolarDecorationLightMapGUIDs;//[Offset: 0x1f8, Size: 0x50]
IntVector LightBuildLevelOffset;//[Offset: 0x248, Size: 0xc]
bool bIsLightingScenario;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x254, Size: 0x1]
bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 8,
FieldMask: 8)[Offset: 0x254, Size: 0x1]
bool bStaticComponentsRegisteredInStreamingManager;//(ByteOffset: 0,
ByteMask: 16, FieldMask: 16)[Offset: 0x254, Size: 0x1]
bool bIsVisible;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x254,
Size: 0x1]
WorldSettings* WorldSettings;//[Offset: 0x2a8, Size: 0x8]
AssetUserData*[] AssetUserData;//[Offset: 0x2b8, Size: 0x10]
ReplicatedStaticActorDestructionInfo[]
DestroyedReplicatedStaticActors;//[Offset: 0x2d8, Size: 0x10]

--------------------------------
Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
BodySetup* ModelBodySetup;//[Offset: 0x5b0, Size: 0x8]

--------------------------------
Class: LevelActorContainer.Object
Actor*[] Actors;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: LevelScriptActor.Actor.Object
bool bInputEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x238, Size: 0x1]
void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector
NewOriginLocation);// 0x704f228
void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool
bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x8e37b6c
bool RemoteEvent(FName EventName);// 0x8e37d54
void LevelReset();// 0x704f228

--------------------------------
Class: IntVector
int X;//[Offset: 0x0, Size: 0x4]
int Y;//[Offset: 0x4, Size: 0x4]
int Z;//[Offset: 0x8, Size: 0x4]
--------------------------------
Class: NavigationObjectBase.Actor.Object
CapsuleComponent* CapsuleComponent;//[Offset: 0x240, Size: 0x8]
BillboardComponent* GoodSprite;//[Offset: 0x248, Size: 0x8]
BillboardComponent* BadSprite;//[Offset: 0x250, Size: 0x8]
bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x258, Size: 0x1]

--------------------------------
Class: NavigationDataChunk.Object
FName NavigationDataName;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: MapBuildDataRegistry.Object
byte LevelLightingQuality;//[Offset: 0x28, Size: 0x1]

--------------------------------
Class: LevelSolarDecorationLightMapGUIDArray
Guid[] MapBuildDataIdArray;//[Offset: 0x0, Size: 0x10]
uint32[] LODNumArray;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: ReplicatedStaticActorDestructionInfo
class Object* ObjClass;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: LineBatchComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object

--------------------------------
Class: LevelStreaming.Object
World* WorldAsset;//[Offset: 0x28, Size: 0x28]
FName PackageNameToLoad;//[Offset: 0x50, Size: 0x8]
FName[] LODPackageNames;//[Offset: 0x58, Size: 0x10]
Transform LevelTransform;//[Offset: 0x80, Size: 0x30]
int LevelLODIndex;//[Offset: 0xb0, Size: 0x4]
int StreamingPriority;//[Offset: 0xb4, Size: 0x4]
bool bShouldBeVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xba, Size: 0x1]
bool bShouldBeLoaded;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xba, Size: 0x1]
bool bLocked;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xba,
Size: 0x1]
bool bIsStatic;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xba,
Size: 0x1]
bool bShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xba, Size: 0x1]
bool bShouldBlockOnUnload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xbb, Size: 0x1]
bool bDisableDistanceStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xbb, Size: 0x1]
bool bDrawOnLevelStatusMap;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xbb, Size: 0x1]
LinearColor LevelColor;//[Offset: 0xbc, Size: 0x10]
LevelStreamingVolume*[] EditorStreamingVolumes;//[Offset: 0xd0, Size: 0x10]
float MinTimeBetweenVolumeUnloadRequests;//[Offset: 0xe0, Size: 0x4]
delegate OnLevelLoaded;//[Offset: 0xf0, Size: 0x10]
delegate OnLevelUnloaded;//[Offset: 0x100, Size: 0x10]
delegate OnLevelShown;//[Offset: 0x110, Size: 0x10]
delegate OnLevelHidden;//[Offset: 0x120, Size: 0x10]
Level* LoadedLevel;//[Offset: 0x130, Size: 0x8]
Level* PendingUnloadLevel;//[Offset: 0x138, Size: 0x8]
bool ShouldBeLoaded();// 0x8e384ac
void SetShouldBeVisible(bool bInShouldBeVisible);// 0x8e38728
void SetShouldBeLoaded(bool bInShouldBeLoaded);// 0x8e38670
void SetPriority(int NewPriority);// 0x8e38520
void SetLevelLODIndex(int LODIndex);// 0x8e385c8
bool IsStreamingStatePending();// 0x8e383fc
bool IsLevelVisible();// 0x8e38458
bool IsLevelLoaded();// 0x8e38434
FName GetWorldAssetPackageFName();// 0x8e384ec
Level* GetLoadedLevel();// 0x8e38490
LevelScriptActor* GetLevelScriptActor();// 0x8e3830c
LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x8e38340

--------------------------------
Class: LevelStreamingVolume.Volume.Brush.Actor.Object
FName[] StreamingLevelNames;//[Offset: 0x270, Size: 0x10]
bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x280, Size: 0x1]
bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x280,
Size: 0x1]
byte StreamingUsage;//[Offset: 0x281, Size: 0x1]

--------------------------------
Class: StreamingLevelsToConsider
LevelStreamingWrapper[] StreamingLevels;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: LevelStreamingWrapper
LevelStreaming* StreamingLevel;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: DemoNetDriver.NetDriver.Object
<FString,RollbackNetStartupActorInfo> RollbackNetStartupActors;//[Offset:
0x850, Size: 0x50]
float CheckpointSaveMaxMSPerFrame;//[Offset: 0x9fc, Size: 0x4]
MulticastRecordOptions[] MulticastRecordOptions;//[Offset: 0xa20, Size: 0x10]
bool bIsLocalReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa30, Size: 0x1]
PlayerController*[] SpectatorControllers;//[Offset: 0xa38, Size: 0x10]

--------------------------------
Class: RollbackNetStartupActorInfo
Object* Archetype;//[Offset: 0x8, Size: 0x8]
Object*[] ObjReferences;//[Offset: 0xa0, Size: 0x10]

--------------------------------
Class: MulticastRecordOptions
FString FuncPathName;//[Offset: 0x0, Size: 0x10]
bool bServerSkip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
bool bClientSkip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11,
Size: 0x1]

--------------------------------
Class: ParticleEventManager.Actor.Object

--------------------------------
Class: NavigationSystemBase.Object

--------------------------------
Class: AISystemBase.Object
SoftClassPath AISystemClassName;//[Offset: 0x28, Size: 0x18]
FName AISystemModuleName;//[Offset: 0x40, Size: 0x8]
bool bInstantiateAISystemOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x50, Size: 0x1]

--------------------------------
Class: AvoidanceManager.Object
float DefaultTimeToLive;//[Offset: 0x30, Size: 0x4]
float LockTimeAfterAvoid;//[Offset: 0x34, Size: 0x4]
float LockTimeAfterClean;//[Offset: 0x38, Size: 0x4]
float DeltaTimeToPredict;//[Offset: 0x3c, Size: 0x4]
float ArtificialRadiusExpansion;//[Offset: 0x40, Size: 0x4]
float TestHeightDifference;//[Offset: 0x44, Size: 0x4]
float HeightCheckMargin;//[Offset: 0x48, Size: 0x4]
bool RegisterMovementComponent(MovementComponent* MovementComp, float
AvoidanceWeight);// 0x8d2cbf0
int GetObjectCount();// 0x8d2cd24
int GetNewAvoidanceUID();// 0x8d2ccf0
Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);//
0x8d2cb3c

--------------------------------
Class: LevelCollection
GameStateBase* GameState;//[Offset: 0x8, Size: 0x8]
NetDriver* NetDriver;//[Offset: 0x10, Size: 0x8]
DemoNetDriver* DemoNetDriver;//[Offset: 0x18, Size: 0x8]
Level* PersistentLevel;//[Offset: 0x20, Size: 0x8]
<Level*> Levels;//[Offset: 0x28, Size: 0x50]

--------------------------------
Class: MaterialParameterCollectionInstance.Object
MaterialParameterCollection* Collection;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: WorldComposition.Object
LevelStreaming*[] TilesStreaming;//[Offset: 0x88, Size: 0x10]
double TilesStreamingTimeThreshold;//[Offset: 0x98, Size: 0x8]
bool bLoadAllTilesDuringCinematic;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa0, Size: 0x1]
bool bRebaseOriginIn3DSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa1, Size: 0x1]
float RebaseOriginDistance;//[Offset: 0xa4, Size: 0x4]
DirectoryPath[] DirectoriesToScan;//[Offset: 0xa8, Size: 0x10]
FilePath[] MapsToScan;//[Offset: 0xb8, Size: 0x10]
DirectoryPath[] DirectoriesToNeverScan;//[Offset: 0xc8, Size: 0x10]
FilePath[] MapsToNeverScan;//[Offset: 0xd8, Size: 0x10]
SoftObjectPath[] WaitForShownLevels;//[Offset: 0xe8, Size: 0x10]
void OnStreamingLevelShownHandle(FName LevelPackageName, LevelStreaming*
LevelStreaming);// 0x8f275b0

--------------------------------
Class: WorldPSCPool
<ParticleSystem*,PSCPool> WorldParticleSystemPools;//[Offset: 0x0, Size:
0x50]
--------------------------------
Class: PSCPool
PSCPoolElem[] FreeElements;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: PSCPoolElem
ParticleSystemComponent* PSC;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: SolarWorldSettings.WorldSettings.Info.Actor.Object
int mapID;//[Offset: 0x430, Size: 0x4]
SoftObjectPath PreloadAssets;//[Offset: 0x438, Size: 0x18]
bool bAsyncPreload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x450, Size: 0x1]
bool bHoldAllMips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x451, Size: 0x1]
SolarPostProcessSettingItem* PostProcessItem;//[Offset: 0x458, Size: 0x8]
SolarPostProcessSettingItem* PostProcessItem_PC;//[Offset: 0x460, Size: 0x8]
int CurrentActiveColorThemeIndex;//[Offset: 0x468, Size: 0x4]
int SolarMapTypeValue;//[Offset: 0x46c, Size: 0x4]
bool MapEnableLowMemoryGraphOpt;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x470, Size: 0x1]
Transform SpectatorPawnStartPoint;//[Offset: 0x480, Size: 0x30]

--------------------------------
Class: SolarPostProcessSettingItem.Object
ColorGradingItem ColorGradingItem;//[Offset: 0x30, Size: 0x5e0]
void SetPostSettingsByIndex(int Index, PostProcessSettings PPSettings);//
0x667786c
PostProcessSettings GetPostSettingsByIndex(int Index);// 0x667798c

--------------------------------
Class: ColorGradingItem
enum ColorTheme;//[Offset: 0x0, Size: 0x1]
PostProcessSettings PPSettings;//[Offset: 0x10, Size: 0x5d0]

--------------------------------
Class: BP_LobbyMode_C.GameModeBase.Info.Actor.Object
SceneComponent* DefaultSceneRoot;//[Offset: 0x2d8, Size: 0x8]

--------------------------------
Class: Lobby_C.LevelScriptActor.Actor.Object
PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x240, Size: 0x8]
void CloseVictoryUI();// 0x704f228
void ReceiveBeginPlay();// 0x704f228
void ExecuteUbergraph_Lobby(int EntryPoint, PlayerController*
CallFunc_GetPlayerController_ReturnValue, Actor*[]
CallFunc_GetAllActorsWithTag_OutActors, Actor* CallFunc_Array_Get_Item);//
0x704f228

--------------------------------
Class: PointerToUberGraphFrame

--------------------------------
Class: BP_LobbyGameState_C.SolarGameStateBase.GameStateBase.Info.Actor.Object
SceneComponent* DefaultSceneRoot;//[Offset: 0x330, Size: 0x8]

--------------------------------
Class: SolarGameStateBase.GameStateBase.Info.Actor.Object
GameStartConditionList GameStartConditions;//[Offset: 0x2b0, Size: 0x78]
SolarGameplayConfigComponent* GameplayConfigComponent;//[Offset: 0x328, Size:
0x8]

--------------------------------
Class: GameStartConditionList
GameplayTagContainer ServerStartConditionList;//[Offset: 0x8, Size: 0x20]
GameplayTagContainer ClientStartConditionList;//[Offset: 0x28, Size: 0x20]
GameplayTagContainer AdditionalClientStartConditionList;//[Offset: 0x48,
Size: 0x20]
GameStateBase* Owner;//[Offset: 0x68, Size: 0x8]

--------------------------------
Class: GameplayTagContainer
GameplayTag[] GameplayTags;//[Offset: 0x0, Size: 0x10]
GameplayTag[] ParentTags;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: GameplayTag
FName TagName;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: SolarGameplayConfigComponent.ActorComponent.Object
bool EnableTestGameplayConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb0, Size: 0x1]
class GameplayConfigBase* CGMConfig;//[Offset: 0xb8, Size: 0x8]
class GameplayConfigBase* TestCGMConfig;//[Offset: 0xc0, Size: 0x8]
GameplayConfigBase* InstGameplayConfig;//[Offset: 0xc8, Size: 0x8]
GameplayConfigBase* InstTestGameplayConfig;//[Offset: 0xd0, Size: 0x8]
GameplayConfigBase* GetConfigs();// 0x6651690

--------------------------------
Class: GameplayConfigBase.DataAsset.Object
GameModeGlobalSetting* GameModeSettingTemplate;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: GameModeGlobalSetting.Object
delegate OnGlobalSettingChanged;//[Offset: 0x28, Size: 0x10]
bool bOverrideVJetCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38, Size: 0x1]
float OverridenVJetCD;//[Offset: 0x3c, Size: 0x4]
bool bOverrideHJetCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40, Size: 0x1]
float OverridenHJetCD;//[Offset: 0x44, Size: 0x4]
bool bEnableJetCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]
enum JetAltitudeLimitationMode;//[Offset: 0x49, Size: 0x1]
bool bEnableEnergyCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a, Size: 0x1]
bool bEnableDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4b, Size: 0x1]
bool bEnableTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c, Size: 0x1]
bool bEnableMinHPLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4d, Size: 0x1]
float MinHPToLock;//[Offset: 0x50, Size: 0x4]
bool bEnableSkydiveFollowMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x54, Size: 0x1]
bool bEnableBigMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x55, Size: 0x1]
bool bShowVehicleOnMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x56, Size: 0x1]
bool bShowVehicleGroupInfoOnMap;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x57, Size: 0x1]
int KillStreakEndNoticeNumber;//[Offset: 0x58, Size: 0x4]
int KillLeaderMinKillNumber;//[Offset: 0x5c, Size: 0x4]
bool bShowRevengeNotice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x60, Size: 0x1]
bool bShowKillStreakEndNotice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x61, Size: 0x1]
bool bShowTotalKillNotice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x62, Size: 0x1]
bool bShowKillDownNotice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x63, Size: 0x1]
bool bShowKillLeaderNotice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x64, Size: 0x1]
bool bShowKillLeaderShutDownNotice;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x65, Size: 0x1]
bool bShowClearTeamNotice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x66, Size: 0x1]
enum WeaponInfiniteAmmoMode;//[Offset: 0x67, Size: 0x1]
bool bEnableWeaponPartEffectTip;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x68, Size: 0x1]
float[] WeaponLevelDamageFactorArray;//[Offset: 0x70, Size: 0x10]
bool bDestroyItemOnDiscard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x80, Size: 0x1]
bool bDestroyWeaponOnDiscard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x81, Size: 0x1]
bool bCanRebirth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x82,
Size: 0x1]
bool bCanLoginBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x83, Size: 0x1]
bool bEnableBattlePrompt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x84, Size: 0x1]
bool bEnableBattlePrompt_BeginPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x85, Size: 0x1]
bool bEnableOpponentPerspective;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x86, Size: 0x1]
bool bKillPlayerWhenOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x87, Size: 0x1]
int ConfigGameModeId;//[Offset: 0x88, Size: 0x4]
bool bEnableEnemyNameMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8c, Size: 0x1]
float EnableEnemyNameMarkDistance;//[Offset: 0x90, Size: 0x4]
float EnemyNameMarkDuration;//[Offset: 0x94, Size: 0x4]
int SummonedAirDropMaxSum;//[Offset: 0x98, Size: 0x4]
float SummonedAirDropLifeTime;//[Offset: 0x9c, Size: 0x4]
float SummonedAirDropDestroyEffectTime;//[Offset: 0xa0, Size: 0x4]
enum[] EnableOpponentPerspectiveInGameStates;//[Offset: 0xa8, Size: 0x10]
void SetWeaponInfiniteAmmoMode(enum NewValue);// 0x643f694
void SetTeamDamageEnabled(bool bNewValue);// 0x643fc50
void SetSkydiveFollowMovementEnabled(bool bNewValue);// 0x643f9f4
void SetShowVehicleOnMap(bool bNewValue);// 0x643f878
void SetShowVehicleGroupInfoOnMap(bool bNewValue);// 0x643f7ac
void SetShowTotalKillNotice(bool InShowTotalKillNotice);// 0x644062c
void SetShowShowClearTeamNotice(bool InShowClearTeamNotice);// 0x644030c
void SetShowRevengeNotice(bool InShowRevengeNotice);// 0x64407bc
void SetShowKillStreakEndNotice(bool InShowKillStreakEndNotice);// 0x64406f4
void SetShowKillLeaderShutDownNotice(bool InShowKillLeaderShutDownNotice);//
0x64403d4
void SetShowKillLeaderNotice(bool InShowKillLeaderNotice);// 0x644049c
void SetShowKillDownNotice(bool InShowKillDownNotice);// 0x6440564
void SetMinHPToLock(float NewValue);// 0x643fac0
void SetMinHPLockEnabled(bool bNewValue);// 0x643fb84
void SetKillStreakEndNoticeNumber(int InKillStreakEndNoticeNumber);//
0x6440944
void SetKillPlayerWhenOut(bool bNewValue);// 0x6440060
void SetKillLeaderMinKillNumber(int InKillLeaderMinKillNumber);// 0x6440884
void SetJetCostEnabled(bool bNewValue);// 0x643ff94
void SetJetAltitudeLimitationMode(enum NewValue);// 0x643fed0
void SetGameCanRebirth(bool bNewValue);// 0x644020c
void SetEnergyCostEnabled(bool bNewValue);// 0x643fe04
void SetDamageEnabled(bool bNewValue);// 0x643fd1c
void SetCanLoginBattle(bool bNewValue);// 0x6440144
void SetBigMapEnabled(bool bNewValue);// 0x643f944
void ReceiveSettingChanged();// 0x643f57c
bool IsVJetCDOverriden();// 0x6440a04
bool IsTeamDamageEnabled();// 0x643fc34
bool IsSkydiveFollowMovementEnabled();// 0x643f774
bool IsShowVehicleOnMap();// 0x643f85c
bool IsShowVehicleGroupInfoOnMap();// 0x643f790
bool IsShowTotalKillNotice();// 0x6440610
bool IsShowRevengeNotice();// 0x64407a0
bool IsShowKillStreakEndNotice();// 0x64406d8
bool IsShowKillLeaderShutDownNotice();// 0x64403b8
bool IsShowKillLeaderNotice();// 0x6440480
bool IsShowKillDownNotice();// 0x6440548
bool IsShowClearTeamNotice();// 0x64402f0
bool IsOpponentPerspectiveEnabled();// 0x644010c
bool IsMinHPLockEnabled();// 0x643fb68
bool IsKillPlayerWhenOut();// 0x6440044
bool IsJetCostEnabledEnabled();// 0x643ff78
bool IsHJetCDOverriden();// 0x64402d4
bool IsGameCanRebirth();// 0x64401f0
bool IsGameCanLoginBattle();// 0x6440128
bool IsEnergyCostEnabled();// 0x643fdcc
bool IsEnableWeaponPartEffectTip();// 0x643f65c
bool IsDestroyWeaponOnDiscard();// 0x643f73c
bool IsDestroyItemOnDiscard();// 0x643f758
bool IsDamageEnabled();// 0x643fd00
bool IsBigMapEnabled();// 0x643f928
enum GetWeaponInfiniteAmmoMode();// 0x643f678
float GetOverridenVJetCD();// 0x64409e8
float GetOverridenHJetCD();// 0x64402b8
float GetMinHPToLock();// 0x643faa4
int GetKillStreakEndNoticeNumber();// 0x6440928
int GetKillLeaderMinKillNumber();// 0x6440868
enum GetJetAltitudeLimitationMode();// 0x643feb4
float GetDamageFactorByWeaponLevel(int InWeaponLevel);// 0x643f5ac
int GetConfigGameModeId();// 0x643f590

--------------------------------
Class: AbstractNavData.NavigationData.Actor.Object

--------------------------------
Class: NavigationData.Actor.Object
PrimitiveComponent* RenderingComp;//[Offset: 0x240, Size: 0x8]
NavDataConfig NavDataConfig;//[Offset: 0x248, Size: 0x78]
bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2c0, Size: 0x1]
bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2c0, Size: 0x1]
bool bAutoDestroyWhenNoNavigation;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x2c0, Size: 0x1]
bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x2c0, Size: 0x1]
bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x2c0, Size: 0x1]
bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x2c0, Size: 0x1]
enum RuntimeGeneration;//[Offset: 0x2c1, Size: 0x1]
float ObservedPathsTickInterval;//[Offset: 0x2c4, Size: 0x4]
uint32 DataVersion;//[Offset: 0x2c8, Size: 0x4]
SupportedAreaData[] SupportedAreas;//[Offset: 0x3b0, Size: 0x10]

--------------------------------
Class: NavDataConfig.NavAgentProperties.MovementProperties
FName Name;//[Offset: 0x30, Size: 0x8]
Color Color;//[Offset: 0x38, Size: 0x4]
Vector DefaultQueryExtent;//[Offset: 0x3c, Size: 0xc]
class Actor* NavigationDataClass;//[Offset: 0x48, Size: 0x8]
class Actor* NavDataClass;//[Offset: 0x50, Size: 0x28]

--------------------------------
Class: SupportedAreaData
FString AreaClassName;//[Offset: 0x0, Size: 0x10]
int AreaID;//[Offset: 0x10, Size: 0x4]
class Object* AreaClass;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class:
SolarLobbyPlayerController.SolarPlayerControllerBase.PlayerController.Controller.Ac
tor.Object
void SolarGM_StartWarmup();// 0x451d9f4
int GetTotalFrameCount();// 0x66c9cc4

--------------------------------
Class: SolarPlayerControllerBase.PlayerController.Controller.Actor.Object
SolarInputModePolicyComponent* SolarInputModePolicyComponent;//[Offset:
0x5b8, Size: 0x8]
void SolarChangeStandardScreenSize(int SizeX, int SizeY);// 0x672d4c8
void PushInputModeUIOnly(FName Name, bool bShowCursor, Widget*
InWidgetToFocus, bool bLockMouseToViewport);// 0x672d090
void PushInputModeGameOnly(FName Name, bool bShowCursor);// 0x672d3b0
void PushInputModeGameAndUI(FName Name, bool bShowCursor, Widget*
InWidgetToFocus, bool bHideCursorDuringCapture);// 0x672d220
void PopInputMode(FName Name);// 0x672cfe8
IntPoint GetMobileStandardScreenSize();// 0x704f228
SolarInputModePolicyComponent* GetInputModePolicyComp();// 0x672d4ac
SolarInputModeDataBase GetInputMode(FName Name, out enum OutInputMode, out
bool bFound);// 0x672ce84
IntPoint GetCustomStandardScreenSize();// 0x704f228

--------------------------------
Class: SolarInputModePolicyComponent.ActorComponent.Object
--------------------------------
Class: SolarInputModeDataBase

--------------------------------
Class: SolarLobbyHUD.SolarHUD.HUD.Actor.Object

--------------------------------
Class: SolarHUD.HUD.Actor.Object

--------------------------------
Class: SolarVehiclePreview.Actor.Object
SkeletalMeshComponent* VehicleMesh;//[Offset: 0x238, Size: 0x8]
SkeletalMeshComponent* DissovleVehicleMesh;//[Offset: 0x240, Size: 0x8]
SkeletalMeshComponent* FresnelVehicleMesh;//[Offset: 0x248, Size: 0x8]
SkeletalMeshComponent*[] WeaponMeshes;//[Offset: 0x250, Size: 0x10]
SkeletalMeshComponent*[] DissovleWeaponMeshes;//[Offset: 0x260, Size: 0x10]
SkeletalMeshComponent*[] FresnelWeaponMeshes;//[Offset: 0x270, Size: 0x10]
SkeletalMeshComponent* MirrorVehicleMesh;//[Offset: 0x280, Size: 0x8]
SkeletalMeshComponent* MirrorDissovleVehicleMesh;//[Offset: 0x288, Size: 0x8]
SkeletalMeshComponent* MirrorFresnelVehicleMesh;//[Offset: 0x290, Size: 0x8]
SkeletalMeshComponent*[] MirrorWeaponMeshes;//[Offset: 0x298, Size: 0x10]
SkeletalMeshComponent*[] MirrorDissovleWeaponMeshes;//[Offset: 0x2a8, Size:
0x10]
SkeletalMeshComponent*[] MirrorFresnelWeaponMeshes;//[Offset: 0x2b8, Size:
0x10]
float SwitchEffectInterval;//[Offset: 0x2d8, Size: 0x4]
SwitchEffectInfo[] DissovleEffectInfos;//[Offset: 0x2f0, Size: 0x10]
SwitchEffectInfo[] FresnelEffectInfos;//[Offset: 0x300, Size: 0x10]
void StartPlayFresnelEffect();// 0x6d00734
void StartPlayDissovleEffect();// 0x6d00748
void CancelVehicleSkinStreaming();// 0x6d0075c
void ApplyVehicleSkinPreview(int SkinId, int PageType, Vector DefaultLoc);//
0x6d00770

--------------------------------
Class: SwitchEffectInfo
MeshComponent* MeshComp;//[Offset: 0x0, Size: 0x8]
MaterialInstanceDynamic*[] EffectMat;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: LevelSequenceActor.Actor.Object
MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x248, Size:
0x14]
LevelSequencePlayer* SequencePlayer;//[Offset: 0x260, Size: 0x8]
SoftObjectPath LevelSequence;//[Offset: 0x268, Size: 0x18]
Actor*[] AdditionalEventReceivers;//[Offset: 0x280, Size: 0x10]
LevelSequenceCameraSettings CameraSettings;//[Offset: 0x290, Size: 0x2]
LevelSequenceBurnInOptions* BurnInOptions;//[Offset: 0x298, Size: 0x8]
MovieSceneBindingOverrides* BindingOverrides;//[Offset: 0x2a0, Size: 0x8]
bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a8,
Size: 0x1]
bool bOverrideInstanceData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x2a8, Size: 0x1]
bool bReplicatePlayback;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x2a8, Size: 0x1]
Object* DefaultInstanceData;//[Offset: 0x2b0, Size: 0x8]
LevelSequenceBurnIn* BurnInInstance;//[Offset: 0x2b8, Size: 0x8]
bool bShowBurnin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2c0, Size: 0x1]
void ShowBurnin();// 0x836b09c
void SetSequence(LevelSequence* InSequence);// 0x836b344
void SetReplicatePlayback(bool ReplicatePlayback);// 0x836b0f8
void SetEventReceivers(Actor*[] AdditionalReceivers);// 0x836b1a8
void SetBindingByTag(FName BindingTag, out const Actor*[] Actors, bool
bAllowBindingsFromAsset);// 0x836adb8
void SetBinding(MovieSceneObjectBindingID Binding, out const Actor*[] Actors,
bool bAllowBindingsFromAsset);// 0x836af20
void ResetBindings();// 0x836a820
void ResetBinding(MovieSceneObjectBindingID Binding);// 0x836a834
void RemoveBindingByTag(FName Tag, Actor* Actor);// 0x836a900
void RemoveBinding(MovieSceneObjectBindingID Binding, Actor* Actor);//
0x836a9f0
void OnLevelSequenceLoaded__DelegateSignature();// 0x704f228
LevelSequence* LoadSequence();// 0x836b3ec
void HideBurnin();// 0x836b0b0
LevelSequencePlayer* GetSequencePlayer();// 0x836b0c4
LevelSequence* GetSequence();// 0x836b420
MovieSceneObjectBindingID[] FindNamedBindings(FName Tag);// 0x836a67c
MovieSceneObjectBindingID FindNamedBinding(FName Tag);// 0x836a758
void AddBindingByTag(FName BindingTag, Actor* Actor, bool
bAllowBindingsFromAsset);// 0x836ab08
void AddBinding(MovieSceneObjectBindingID Binding, Actor* Actor, bool
bAllowBindingsFromAsset);// 0x836ac4c

--------------------------------
Class: MovieSceneSequencePlaybackSettings
bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
MovieSceneSequenceLoopCount LoopCount;//[Offset: 0x4, Size: 0x4]
float PlayRate;//[Offset: 0x8, Size: 0x4]
float StartTime;//[Offset: 0xc, Size: 0x4]
bool bRandomStartTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x10, Size: 0x1]
bool bRestoreState;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10,
Size: 0x1]
bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x10, Size: 0x1]
bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x10, Size: 0x1]
bool bHidePlayer;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10,
Size: 0x1]
bool bHideHud;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x10,
Size: 0x1]
bool bDisableCameraCuts;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x10, Size: 0x1]
bool bPauseAtEnd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x10, Size: 0x1]

--------------------------------
Class: MovieSceneSequenceLoopCount
int Value;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: LevelSequencePlayer.MovieSceneSequencePlayer.Object
delegate OnCameraCut;//[Offset: 0x888, Size: 0x10]
CameraComponent* GetActiveCameraComponent();// 0x836cc54
static LevelSequencePlayer* CreateLevelSequencePlayer(Object*
WorldContextObject, LevelSequence* LevelSequence,
MovieSceneSequencePlaybackSettings Settings, out LevelSequenceActor* OutActor);//
0x836cc8c

--------------------------------
Class: MovieSceneSequencePlayer.Object
delegate OnPlay;//[Offset: 0x408, Size: 0x10]
delegate OnPlayReverse;//[Offset: 0x418, Size: 0x10]
delegate OnStop;//[Offset: 0x428, Size: 0x10]
delegate OnPause;//[Offset: 0x438, Size: 0x10]
delegate OnFinished;//[Offset: 0x448, Size: 0x10]
byte status;//[Offset: 0x458, Size: 0x1]
bool bReversePlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x459, Size: 0x1]
MovieSceneSequence* Sequence;//[Offset: 0x460, Size: 0x8]
FrameNumber StartTime;//[Offset: 0x468, Size: 0x4]
int DurationFrames;//[Offset: 0x46c, Size: 0x4]
int CurrentNumLoops;//[Offset: 0x470, Size: 0x4]
MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x488, Size:
0x14]
MovieSceneRootEvaluationTemplateInstance RootTemplateInstance;//[Offset:
0x4a0, Size: 0x320]
MovieSceneSequenceReplProperties NetSyncProps;//[Offset: 0x828, Size: 0x10]
interface class * PlaybackClient;//[Offset: 0x838, Size: 0x10]
void StopAtCurrentTime();// 0x7f71634
void Stop();// 0x7f71648
void SetTimeRange(float StartTime, float Duration);// 0x7f70e58
void SetPlayRate(float PlayRate);// 0x7f706a4
void SetPlaybackRange(const float NewStartTime, const float NewEndTime);//
0x7f71290
void SetPlaybackPosition(float NewPlaybackPosition);// 0x7f71380
void SetFrameRate(FrameRate FrameRate);// 0x7f71080
void SetFrameRange(int StartFrame, int Duration);// 0x7f70f48
void SetDisableCameraCuts(bool bInDisableCameraCuts);// 0x7f705ec
void ScrubToSeconds(float TimeInSeconds);// 0x7f70b10
bool ScrubToMarkedFrame(FString InLabel);// 0x7f708e8
void ScrubToFrame(FrameTime NewPosition);// 0x7f70d08
void Scrub();// 0x7f7165c
void RPC_OnStopEvent(FrameTime StoppedTime);// 0x7f7020c
void RPC_ExplicitServerUpdateEvent(enum Method, FrameTime RelevantTime);//
0x7f702bc
void PlayToSeconds(float TimeInSeconds);// 0x7f70bb8
bool PlayToMarkedFrame(FString InLabel);// 0x7f709a8
void PlayToFrame(FrameTime NewPosition);// 0x7f70db0
void PlayReverse();// 0x7f71740
void PlayLooping(int NumLoops);// 0x7f71684
void Play();// 0x7f71754
void Pause();// 0x7f71670
void JumpToSeconds(float TimeInSeconds);// 0x7f70a68
void JumpToPosition(float NewPlaybackPosition);// 0x7f711e8
bool JumpToMarkedFrame(FString InLabel);// 0x7f70828
void JumpToFrame(FrameTime NewPosition);// 0x7f70c60
bool IsReversed();// 0x7f70780
bool IsPlaying();// 0x7f707f0
bool IsPaused();// 0x7f707b8
void GoToEndAndStop();// 0x7f71620
QualifiedFrameTime GetStartTime();// 0x7f71060
float GetPlayRate();// 0x7f7074c
float GetPlaybackStart();// 0x7f714d8
float GetPlaybackPosition();// 0x7f7155c
float GetPlaybackEnd();// 0x7f7147c
MovieSceneObjectBindingID[] GetObjectBindings(Object* InObject);// 0x7f703b8
float GetLength();// 0x7f71528
FrameRate GetFrameRate();// 0x7f71130
int GetFrameDuration();// 0x7f7114c
QualifiedFrameTime GetEndTime();// 0x7f71038
QualifiedFrameTime GetDuration();// 0x7f71180
bool GetDisableCameraCuts();// 0x7f705cc
QualifiedFrameTime GetCurrentTime();// 0x7f711b4
Object*[] GetBoundObjects(MovieSceneObjectBindingID ObjectBinding);//
0x7f704b0
void ChangePlaybackDirection();// 0x7f7172c

--------------------------------
Class: QualifiedFrameTime
FrameTime Time;//[Offset: 0x0, Size: 0x8]
FrameRate Rate;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: MovieSceneRootEvaluationTemplateInstance
<MovieSceneSequenceID,Object*> DirectorInstances;//[Offset: 0x18, Size: 0x50]

--------------------------------
Class: MovieSceneSequenceReplProperties
FrameTime LastKnownPosition;//[Offset: 0x0, Size: 0x8]
byte LastKnownStatus;//[Offset: 0x8, Size: 0x1]
int LastKnownNumLoops;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: LevelSequence.MovieSceneSequence.MovieSceneSignedObject.Object
MovieScene* MovieScene;//[Offset: 0x348, Size: 0x8]
LevelSequenceObjectReferenceMap ObjectReferences;//[Offset: 0x350, Size:
0x50]
LevelSequenceBindingReferences BindingReferences;//[Offset: 0x3a0, Size:
0xa0]
<FString,LevelSequenceObject> PossessedObjects;//[Offset: 0x440, Size: 0x50]
class Object* DirectorClass;//[Offset: 0x490, Size: 0x8]
void RemoveMetaDataByClass(class Object InClass);// 0x8369b24
Object* FindOrAddMetaDataByClass(class Object InClass);// 0x8369c54
Object* FindMetaDataByClass(class Object InClass);// 0x8369cf4
Object* CopyMetaData(Object* InMetaData);// 0x8369bb4

--------------------------------
Class: LevelSequenceObjectReferenceMap

--------------------------------
Class: LevelSequenceBindingReferences
<Guid,LevelSequenceBindingReferenceArray> BindingIdToReferences;//[Offset:
0x0, Size: 0x50]
<Guid> AnimSequenceInstances;//[Offset: 0x50, Size: 0x50]

--------------------------------
Class: LevelSequenceBindingReferenceArray
LevelSequenceBindingReference[] References;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: LevelSequenceBindingReference
FString PackageName;//[Offset: 0x0, Size: 0x10]
SoftObjectPath ExternalObjectPath;//[Offset: 0x10, Size: 0x18]
FString ObjectPath;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: LevelSequenceObject
Object* ObjectOrOwner;//[Offset: 0x0, Size: 0x1c]
FString ComponentName;//[Offset: 0x20, Size: 0x10]
Object* CachedComponent;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: LevelSequenceCameraSettings
bool bOverrideAspectRatioAxisConstraint;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x0, Size: 0x1]
byte AspectRatioAxisConstraint;//[Offset: 0x1, Size: 0x1]

--------------------------------
Class: LevelSequenceBurnInOptions.Object
bool bUseBurnIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28,
Size: 0x1]
SoftClassPath BurnInClass;//[Offset: 0x30, Size: 0x18]
LevelSequenceBurnInInitSettings* Settings;//[Offset: 0x48, Size: 0x8]
void SetBurnIn(SoftClassPath InBurnInClass);// 0x836a3f8

--------------------------------
Class: LevelSequenceBurnInInitSettings.Object

--------------------------------
Class: MovieSceneBindingOverrides.Object
MovieSceneBindingOverrideData[] BindingData;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: MovieSceneBindingOverrideData
MovieSceneObjectBindingID ObjectBindingID;//[Offset: 0x0, Size: 0x18]
Object* Object;//[Offset: 0x18, Size: 0x8]
bool bOverridesDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20, Size: 0x1]

--------------------------------
Class: LevelSequenceBurnIn.UserWidget.Widget.Visual.Object
LevelSequencePlayerSnapshot FrameInformation;//[Offset: 0x260, Size: 0xb8]
LevelSequenceActor* LevelSequenceActor;//[Offset: 0x318, Size: 0x8]
void SetSettings(Object* InSettings);// 0x704f228
class LevelSequenceBurnInInitSettings GetSettingsClass();// 0x836beec

--------------------------------
Class: LevelSequencePlayerSnapshot
FString MasterName;//[Offset: 0x0, Size: 0x10]
QualifiedFrameTime MasterTime;//[Offset: 0x10, Size: 0x10]
QualifiedFrameTime SourceTime;//[Offset: 0x20, Size: 0x10]
FString CurrentShotName;//[Offset: 0x30, Size: 0x10]
QualifiedFrameTime CurrentShotLocalTime;//[Offset: 0x40, Size: 0x10]
QualifiedFrameTime CurrentShotSourceTime;//[Offset: 0x50, Size: 0x10]
FString SourceTimecode;//[Offset: 0x60, Size: 0x10]
CameraComponent* CameraComponent;//[Offset: 0x70, Size: 0x28]
LevelSequenceSnapshotSettings Settings;//[Offset: 0x98, Size: 0xc]
LevelSequence* ActiveShot;//[Offset: 0xa8, Size: 0x8]
MovieSceneSequenceID ShotID;//[Offset: 0xb0, Size: 0x4]

--------------------------------
Class: LevelSequenceSnapshotSettings
byte ZeroPadAmount;//[Offset: 0x0, Size: 0x1]
FrameRate FrameRate;//[Offset: 0x4, Size: 0x8]

--------------------------------
Class: BP_SolarLobbyCharacter_C.SolarLobbyCharacter.Pawn.Actor.Object
PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x530, Size: 0x8]
MediaSoundComponent* MediaSound;//[Offset: 0x538, Size: 0x8]
<int,bool> NewVar;//[Offset: 0x540, Size: 0x50]
CurveVector* CloseShotTransCurve;//[Offset: 0x590, Size: 0x8]
void ClearCharacterByLua();// 0x451d9f4
void InitCharacterByLua();// 0x451d9f4
bool IsCanOpenMirror();// 0x451d9f4
bool IsCanOpenChangeAnim();// 0x451d9f4
FString GetModuleName();// 0x704f228
void SetMultiPassPlatformSetting(enum
CallFunc_GetCurFeatureLevel_ReturnValue, bool
CallFunc_NotEqual_ByteByte_ReturnValue);// 0x704f228
void LoadCloseShotTransCurve();// 0x704f228
void SetLightingChannelsByTeamPosition(int TeamPosition, bool
K2Node_SwitchInteger_CmpSuccess);// 0x704f228
void OnLoaded_9F473E79496ABED0AC5345B6396925E3(Object* Loaded);// 0x704f228
void ReceiveBeginPlay();// 0x704f228
void ExecuteUbergraph_BP_SolarLobbyCharacter(int EntryPoint, Object*
K2Node_CustomEvent_Loaded, delegate K2Node_CreateDelegate_OutputDelegate, Object*
Temp_object_Variable, CurveVector* K2Node_DynamicCast_AsCurve_Vector, bool
K2Node_DynamicCast_bSuccess);// 0x704f228

--------------------------------
Class: SolarLobbyCharacter.Pawn.Actor.Object
CurveVector* DissolveCurvePath;//[Offset: 0x2a0, Size: 0x28]
MaterialInterface* DissolveMatPath;//[Offset: 0x2c8, Size: 0x28]
CurveVector* FresnelCurvePath;//[Offset: 0x2f0, Size: 0x28]
MaterialInterface* FresnelMatPath;//[Offset: 0x318, Size: 0x28]
CurveVector* CloseShotTransCurvePath;//[Offset: 0x340, Size: 0x28]
ParticleSystem* SwitchParticleEffectPath;//[Offset: 0x368, Size: 0x28]
float SwitchEffectInterval;//[Offset: 0x398, Size: 0x4]
float SelfDelayShowSeconds;//[Offset: 0x39c, Size: 0x4]
MaterialInterface* HighGraphicsTranslucentMaterialPath;//[Offset: 0x3a0,
Size: 0x28]
MaterialInterface* LowGraphicsTranslucentMaterialPath;//[Offset: 0x3c8, Size:
0x28]
MaterialInterface* DepthOnlyMaterialPath;//[Offset: 0x3f0, Size: 0x28]
bool bNeedDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x418, Size: 0x1]
MaterialInterface* ShadowMat;//[Offset: 0x420, Size: 0x8]
byte LobbyPosIndex;//[Offset: 0x428, Size: 0x1]
bool EnalbeShadowMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x429, Size: 0x1]
AkComponent* AkAudioComponent;//[Offset: 0x438, Size: 0x8]
SolarAkGameObject* SolarAkGameObject;//[Offset: 0x440, Size: 0x8]
SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x448, Size: 0x8]
SkeletalMeshComponent* SkeletalMeshDepthOnly;//[Offset: 0x450, Size: 0x8]
SkeletalMeshComponent* MirrorSkeletalMesh;//[Offset: 0x458, Size: 0x8]
Actor* LobbyAccessory;//[Offset: 0x460, Size: 0x8]
Actor* MirrorLobbyAccessory;//[Offset: 0x468, Size: 0x8]
SkeletalMeshComponent* DissovleSkeletalMesh;//[Offset: 0x470, Size: 0x8]
SkeletalMeshComponent* FresnelSkeletalMesh;//[Offset: 0x478, Size: 0x8]
SkeletalMeshComponent* MirrorDissovleSkeletalMesh;//[Offset: 0x480, Size:
0x8]
SkeletalMeshComponent* MirrorFresnelSkeletalMesh;//[Offset: 0x488, Size: 0x8]
MaterialInterface* DissovleMat;//[Offset: 0x490, Size: 0x8]
MaterialInterface* FresnelMat;//[Offset: 0x498, Size: 0x8]
CurveVector* DissovleCurve;//[Offset: 0x4a0, Size: 0x8]
CurveVector* FresnelCurve;//[Offset: 0x4a8, Size: 0x8]
MaterialInstanceDynamic*[] DynamicDissovleMats;//[Offset: 0x4b8, Size: 0x10]
MaterialInstanceDynamic*[] DynamicFresnelMats;//[Offset: 0x4c8, Size: 0x10]
bool bCanPlayVoiceInIdleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ec, Size: 0x1]
bool bOpenMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ed, Size: 0x1]
bool CharacterIsVisiblity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ee, Size: 0x1]
int CurSkinId;//[Offset: 0x4f0, Size: 0x4]
int CurChunkId;//[Offset: 0x4f4, Size: 0x4]
bool bIsPlayIdleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4f8, Size: 0x1]
bool CharacterCanBeLooked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4f9, Size: 0x1]
class Object* AnimBPClass;//[Offset: 0x500, Size: 0x8]
MaterialInterface* HighGraphicsTranslucentMat;//[Offset: 0x518, Size: 0x8]
MaterialInterface* LowGraphicsTranslucentMat;//[Offset: 0x520, Size: 0x8]
MaterialInterface* DepthOnlyMat;//[Offset: 0x528, Size: 0x8]
void UpdateLobbyAccessory(FString InAccessoryPath);// 0x66c8a84
void StopPlayIdleShow();// 0x66c8604
void StartPlaySwitchEffect();// 0x66c8450
void StartPlayFresnelSwitchEffect();// 0x66c8428
void StartPlayDissovleSwitchEffect();// 0x66c843c
void SetSwitchEffetComp(SkeletalMeshComponent* EffectComp,
SkeletalMeshComponent* DefaultComp, MaterialInterface* EffectMat, out
MaterialInstanceDynamic*[] DyniamEffectMats);// 0x66c8464
void SetPropVisiable(bool isVisiable);// 0x66c89d4
void SetMeshVisibility(bool IsVisible);// 0x66c8b9c
void SetIsPlayIdleShow(bool InIsPlayIdleShow);// 0x66c82c0
void SetCharacterToTranslucent(int InSkinID, bool bResetAnim);// 0x66c81ac
void SetCharacterRotationByDelta(float InDeltaYaw);// 0x66c8d54
void SetCharacterMeshAndMat(int InSkinID, bool IsForce);// 0x66c885c
void SetCharacterByLoadedData(SolarLobbyCharacterData* InData, int
InSkinID);// 0x66c8c60
void PlayIdleShow();// 0x66c8618
void OpenLookAtAndSetPostProcessABPCameraLocation(const bool bOpen, FString
ModuleCameraName);// 0x66c8760
bool IsCanOpenMirror();// 0x66c8994
bool IsCanOpenChangeAnim();// 0x66c8954
void InitSolarAkGameObject(ActorComponent* Component, bool bReset);//
0x66c8f68
void InitCharacterByLua();// 0x704f228
SolarAkGameObject* GetSolarAkGameObject();// 0x66c8b80
SolarLobbyCharacterData* GetLobbySkinResourceBySkinId(int InSkinID, bool
IsLowRes);// 0x66c862c
bool GetIsPlayIdleShow();// 0x66c82a4
SolarLobbyAnimInstance* GetCharAnimInstance();// 0x66c872c
void EnableShadowMode(bool Enable);// 0x66c80fc
void DetachCharacterSocketPS(bool bDetachAllPS);// 0x66c8dfc
void DelayShowSelf(SolarLobbyCharacterData* InData);// 0x66c836c
void ClearSwitchEffect();// 0x66c8414
void ClearCharacterByLua();// 0x704f228
void CancelCharacterSkinStreaming();// 0x66c8c4c
void AttachCharacterSocketPS(out const PSAttachElem[] PSAttachArray);//
0x66c8eac

--------------------------------
Class: MediaSoundComponent.SynthComponent.SceneComponent.ActorComponent.Object
enum Channels;//[Offset: 0x800, Size: 0x4]
bool DynamicRateAdjustment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x804, Size: 0x1]
float RateAdjustmentFactor;//[Offset: 0x808, Size: 0x4]
FloatRange RateAdjustmentRange;//[Offset: 0x80c, Size: 0x10]
MediaPlayer* MediaPlayer;//[Offset: 0x820, Size: 0x8]
void SetSpectralAnalysisSettings(float[] InFrequenciesToAnalyze, enum
InFFTSize);// 0x8359f78
void SetMediaPlayer(MediaPlayer* NewMediaPlayer);// 0x835a184
void SetEnvelopeFollowingsettings(int AttackTimeMsec, int ReleaseTimeMsec);//
0x8359d2c
void SetEnableSpectralAnalysis(bool bInSpectralAnalysisEnabled);// 0x835a0d4
void SetEnableEnvelopeFollowing(bool bInEnvelopeFollowing);// 0x8359e1c
MediaSoundComponentSpectralData[] GetSpectralData();// 0x8359ecc
MediaPlayer* GetMediaPlayer();// 0x835a22c
float GetEnvelopeValue();// 0x8359cf8
bool BP_GetAttenuationSettingsToApply(out SoundAttenuationSettings
OutAttenuationSettings);// 0x835a260

--------------------------------
Class: SynthComponent.SceneComponent.ActorComponent.Object
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x324,
Size: 0x1]
bool bStopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x324, Size: 0x1]
bool bAllowSpatialization;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x324, Size: 0x1]
bool bOverrideAttenuation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x324, Size: 0x1]
bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x324, Size: 0x1]
SoundAttenuation* AttenuationSettings;//[Offset: 0x328, Size: 0x8]
SoundAttenuationSettings AttenuationOverrides;//[Offset: 0x330, Size: 0x3a0]
SoundConcurrency* ConcurrencySettings;//[Offset: 0x6d0, Size: 0x8]
<SoundConcurrency*> ConcurrencySet;//[Offset: 0x6d8, Size: 0x50]
SoundClass* SoundClass;//[Offset: 0x728, Size: 0x8]
SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x730, Size: 0x8]
SoundSubmixBase* SoundSubmix;//[Offset: 0x738, Size: 0x8]
SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x740, Size: 0x10]
SoundSourceBusSendInfo[] BusSends;//[Offset: 0x750, Size: 0x10]
SoundModulation Modulation;//[Offset: 0x760, Size: 0x10]
SoundSourceBusSendInfo[] PreEffectBusSends;//[Offset: 0x770, Size: 0x10]
bool bIsUISound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x780,
Size: 0x1]
bool bIsPreviewSound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x780, Size: 0x1]
int EnvelopeFollowerAttackTime;//[Offset: 0x784, Size: 0x4]
int EnvelopeFollowerReleaseTime;//[Offset: 0x788, Size: 0x4]
delegate OnAudioEnvelopeValue;//[Offset: 0x790, Size: 0x10]
SynthSound* Synth;//[Offset: 0x7c0, Size: 0x8]
AudioComponent* AudioComponent;//[Offset: 0x7c8, Size: 0x8]
void Stop();// 0x823565c
void Start();// 0x8235670
void SetVolumeMultiplier(float VolumeMultiplier);// 0x823557c
void SetSubmixSend(SoundSubmixBase* Submix, float SendLevel);// 0x8235488
bool IsPlaying();// 0x8235624

--------------------------------
Class: FloatRange
FloatRangeBound LowerBound;//[Offset: 0x0, Size: 0x8]
FloatRangeBound UpperBound;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: FloatRangeBound
byte Type;//[Offset: 0x0, Size: 0x1]
float Value;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: MediaPlayer.Object
delegate OnEndReached;//[Offset: 0x28, Size: 0x10]
delegate OnMediaClosed;//[Offset: 0x38, Size: 0x10]
delegate OnMediaOpened;//[Offset: 0x48, Size: 0x10]
delegate OnMediaOpenFailed;//[Offset: 0x58, Size: 0x10]
delegate OnPlaybackResumed;//[Offset: 0x68, Size: 0x10]
delegate OnPlaybackSuspended;//[Offset: 0x78, Size: 0x10]
delegate OnSeekCompleted;//[Offset: 0x88, Size: 0x10]
delegate OnTracksChanged;//[Offset: 0x98, Size: 0x10]
Timespan CacheAhead;//[Offset: 0xa8, Size: 0x8]
Timespan CacheBehind;//[Offset: 0xb0, Size: 0x8]
Timespan CacheBehindGame;//[Offset: 0xb8, Size: 0x8]
bool NativeAudioOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc0, Size: 0x1]
bool PlayOnOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1,
Size: 0x1]
bool Shuffle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc2, Size:
0x1]
bool Loop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc2, Size:
0x1]
MediaPlaylist* Playlist;//[Offset: 0xc8, Size: 0x8]
int PlaylistIndex;//[Offset: 0xd0, Size: 0x4]
Timespan TimeDelay;//[Offset: 0xd8, Size: 0x8]
float HorizontalFieldOfView;//[Offset: 0xe0, Size: 0x4]
float VerticalFieldOfView;//[Offset: 0xe4, Size: 0x4]
Rotator ViewRotation;//[Offset: 0xe8, Size: 0xc]
Guid PlayerGuid;//[Offset: 0x120, Size: 0x10]
bool SupportsSeeking();// 0x8354b04
bool SupportsScrubbing();// 0x8354b3c
bool SupportsRate(float Rate, bool Unthinned);// 0x8354b74
bool SetViewRotation(out const Rotator Rotation, bool Absolute);// 0x8354d20
bool SetViewField(float Horizontal, float Vertical, bool Absolute);//
0x8354e30
bool SetVideoTrackFrameRate(int TrackIndex, int FormatIndex, float
FrameRate);// 0x8354f80
bool SetTrackFormat(enum TrackType, int TrackIndex, int FormatIndex);//
0x83550c8
void SetTimeDelay(Timespan TimeDelay);// 0x8354c7c
bool SetRate(float Rate);// 0x83552c4
bool SetNativeVolume(float Volume);// 0x8355210
void SetMediaOptions(const MediaSource* options);// 0x8355378
bool SetLooping(bool Looping);// 0x8355420
void SetDesiredPlayerName(FName playerName);// 0x83554dc
void SetBlockOnTime(out const Timespan Time);// 0x8355584
bool SelectTrack(enum TrackType, int TrackIndex);// 0x8355634
bool Seek(out const Timespan Time);// 0x8355734
bool Rewind();// 0x83557f0
bool Reopen();// 0x8355828
bool Previous();// 0x8355860
void PlayAndSeek();// 0x8355898
bool Play();// 0x83558ac
bool Pause();// 0x83558e4
bool OpenUrl(FString URL);// 0x835591c
bool OpenSourceWithOptions(MediaSource* MediaSource, out const
MediaPlayerOptions options);// 0x8355bdc
void OpenSourceLatent(const Object* WorldContextObject, LatentActionInfo
LatentInfo, MediaSource* MediaSource, out const MediaPlayerOptions options, out
bool bSuccess);// 0x83559dc
bool OpenSource(MediaSource* MediaSource);// 0x8355cf8
bool OpenPlaylistIndex(MediaPlaylist* InPlaylist, int Index);// 0x8355dac
bool OpenPlaylist(MediaPlaylist* InPlaylist);// 0x8355eac
bool OpenFile(FString FilePath);// 0x8355f64
bool Next();// 0x8356024
bool IsReady();// 0x835605c
bool IsPreparing();// 0x83560cc
bool IsPlaying();// 0x8356104
bool IsPaused();// 0x835613c
bool IsLooping();// 0x8356174
bool IsConnecting();// 0x83561ac
bool IsClosed();// 0x8356094
bool IsBuffering();// 0x83561e4
bool HasError();// 0x835621c
Rotator GetViewRotation();// 0x8356288
FString GetVideoTrackType(int TrackIndex, int FormatIndex);// 0x83562c0
FloatRange GetVideoTrackFrameRates(int TrackIndex, int FormatIndex);//
0x8356400
float GetVideoTrackFrameRate(int TrackIndex, int FormatIndex);// 0x83564f8
IntPoint GetVideoTrackDimensions(int TrackIndex, int FormatIndex);//
0x83565f0
float GetVideoTrackAspectRatio(int TrackIndex, int FormatIndex);// 0x83566ec
float GetVerticalFieldOfView();// 0x83567e4
FString GetUrl();// 0x8356818
FString GetTrackLanguage(enum TrackType, int TrackIndex);// 0x835689c
int GetTrackFormat(enum TrackType, int TrackIndex);// 0x83569e0
FText GetTrackDisplayName(enum TrackType, int TrackIndex);// 0x8356adc
Timespan GetTimeDelay();// 0x8356254
Timespan GetTime();// 0x8356cac
void GetSupportedRates(out FloatRange[] OutRates, bool Unthinned);//
0x8356ce0
int GetSelectedTrack(enum TrackType);// 0x8356dec
float GetRate();// 0x8356e9c
int GetPlaylistIndex();// 0x8356ed0
MediaPlaylist* GetPlaylist();// 0x8356eec
FName GetPlayerName();// 0x8356f08
int GetNumTracks(enum TrackType);// 0x8357038
int GetNumTrackFormats(enum TrackType, int TrackIndex);// 0x8356f3c
FText GetMediaName();// 0x83570e8
Timespan GetLastVideoSampleProcessedTime();// 0x8356c44
Timespan GetLastAudioSampleProcessedTime();// 0x8356c78
float GetHorizontalFieldOfView();// 0x83571c0
Timespan GetDuration();// 0x83571f4
FName GetDesiredPlayerName();// 0x8357228
FString GetAudioTrackType(int TrackIndex, int FormatIndex);// 0x835725c
int GetAudioTrackSampleRate(int TrackIndex, int FormatIndex);// 0x835739c
int GetAudioTrackChannels(int TrackIndex, int FormatIndex);// 0x8357494
void Close();// 0x835758c
bool CanPlayUrl(FString URL);// 0x83575a0
bool CanPlaySource(MediaSource* MediaSource);// 0x8357660
bool CanPause();// 0x8357714

--------------------------------
Class: Timespan

--------------------------------
Class: MediaPlaylist.Object
MediaSource*[] Items;//[Offset: 0x28, Size: 0x10]
bool Replace(int Index, MediaSource* Replacement);// 0x8358cfc
bool RemoveAt(int Index);// 0x8358dfc
bool Remove(MediaSource* MediaSource);// 0x8358eb0
int Num();// 0x8358f64
void Insert(MediaSource* MediaSource, int Index);// 0x8358f80
MediaSource* GetRandom(out int OutIndex);// 0x8359074
MediaSource* GetPrevious(out int InOutIndex);// 0x8359130
MediaSource* GetNext(out int InOutIndex);// 0x83591ec
MediaSource* Get(int Index);// 0x83592a8
bool AddUrl(FString URL);// 0x8359358
bool AddFile(FString FilePath);// 0x8359418
bool Add(MediaSource* MediaSource);// 0x83594d8

--------------------------------
Class: MediaSource.Object
bool Validate();// 0x835aae0
void SetMediaOptionString(out const FName Key, FString Value);// 0x835a6ec
void SetMediaOptionInt64(out const FName Key, int64 Value);// 0x835a7f0
void SetMediaOptionFloat(out const FName Key, float Value);// 0x835a8e8
void SetMediaOptionBool(out const FName Key, bool Value);// 0x835a9e0
FString GetUrl();// 0x835ab20

--------------------------------
Class: MediaPlayerOptions
MediaPlayerTrackOptions Tracks;//[Offset: 0x0, Size: 0x1c]
Timespan SeekTime;//[Offset: 0x20, Size: 0x8]
enum PlayOnOpen;//[Offset: 0x28, Size: 0x1]
enum Loop;//[Offset: 0x29, Size: 0x1]

--------------------------------
Class: MediaPlayerTrackOptions
int Audio;//[Offset: 0x0, Size: 0x4]
int Caption;//[Offset: 0x4, Size: 0x4]
int MetaData;//[Offset: 0x8, Size: 0x4]
int Script;//[Offset: 0xc, Size: 0x4]
int Subtitle;//[Offset: 0x10, Size: 0x4]
int Text;//[Offset: 0x14, Size: 0x4]
int Video;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: MediaSoundComponentSpectralData
float FrequencyHz;//[Offset: 0x0, Size: 0x4]
float Magnitude;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SynthSound.SoundWaveProcedural.SoundWave.SoundBase.Object
SynthComponent* OwningSynthComponent;//[Offset: 0x360, Size: 0x8]
--------------------------------
Class: SoundWaveProcedural.SoundWave.SoundBase.Object

--------------------------------
Class: AudioComponent.SceneComponent.ActorComponent.Object
SoundBase* Sound;//[Offset: 0x328, Size: 0x8]
AudioComponentParam[] InstanceParameters;//[Offset: 0x330, Size: 0x10]
SoundClass* SoundClassOverride;//[Offset: 0x340, Size: 0x8]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x348,
Size: 0x1]
bool bStopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x348, Size: 0x1]
bool bShouldRemainActiveIfDropped;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x348, Size: 0x1]
bool bAllowSpatialization;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x348, Size: 0x1]
bool bOverrideAttenuation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x348, Size: 0x1]
bool bOverrideSubtitlePriority;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x348, Size: 0x1]
bool bIsUISound;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x348,
Size: 0x1]
bool bEnableLowPassFilter;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x348, Size: 0x1]
bool bOverridePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x349, Size: 0x1]
bool bSuppressSubtitles;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x349, Size: 0x1]
bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x34a, Size: 0x1]
FName AudioComponentUserID;//[Offset: 0x350, Size: 0x8]
float PitchModulationMin;//[Offset: 0x358, Size: 0x4]
float PitchModulationMax;//[Offset: 0x35c, Size: 0x4]
float VolumeModulationMin;//[Offset: 0x360, Size: 0x4]
float VolumeModulationMax;//[Offset: 0x364, Size: 0x4]
float VolumeMultiplier;//[Offset: 0x368, Size: 0x4]
int EnvelopeFollowerAttackTime;//[Offset: 0x36c, Size: 0x4]
int EnvelopeFollowerReleaseTime;//[Offset: 0x370, Size: 0x4]
float Priority;//[Offset: 0x374, Size: 0x4]
float SubtitlePriority;//[Offset: 0x378, Size: 0x4]
SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x380, Size: 0x8]
float PitchMultiplier;//[Offset: 0x388, Size: 0x4]
float LowPassFilterFrequency;//[Offset: 0x38c, Size: 0x4]
SoundAttenuation* AttenuationSettings;//[Offset: 0x398, Size: 0x8]
SoundAttenuationSettings AttenuationOverrides;//[Offset: 0x3a0, Size: 0x3a0]
SoundConcurrency* ConcurrencySettings;//[Offset: 0x740, Size: 0x8]
<SoundConcurrency*> ConcurrencySet;//[Offset: 0x748, Size: 0x50]
enum AutoAttachLocationRule;//[Offset: 0x7a4, Size: 0x1]
enum AutoAttachRotationRule;//[Offset: 0x7a5, Size: 0x1]
enum AutoAttachScaleRule;//[Offset: 0x7a6, Size: 0x1]
delegate OnAudioFinished;//[Offset: 0x7a8, Size: 0x10]
delegate OnAudioPlaybackPercent;//[Offset: 0x7d0, Size: 0x10]
delegate OnAudioSingleEnvelopeValue;//[Offset: 0x7f8, Size: 0x10]
delegate OnAudioMultiEnvelopeValue;//[Offset: 0x820, Size: 0x10]
SoundModulation Modulation;//[Offset: 0x848, Size: 0x10]
delegate OnQueueSubtitles;//[Offset: 0x858, Size: 0x10]
SceneComponent* AutoAttachParent;//[Offset: 0x868, Size: 0x8]
FName AutoAttachSocketName;//[Offset: 0x870, Size: 0x8]
void StopDelayed(float DelayTime);// 0x8d287f0
void Stop();// 0x8d28898
void SetWaveParameter(FName InName, SoundWave* InWave);// 0x8d283ac
void SetVolumeMultiplier(float NewVolumeMultiplier);// 0x8d28114
void SetUISound(bool bInUISound);// 0x8d27fbc
void SetSubmixSend(SoundSubmixBase* Submix, float SendLevel);// 0x8d27e08
void SetSourceBusSendPreEffect(SoundSourceBus* SoundSourceBus, float
SourceBusSendLevel);// 0x8d27d14
void SetSourceBusSendPostEffect(SoundSourceBus* SoundSourceBus, float
SourceBusSendLevel);// 0x8d27c20
void SetSound(SoundBase* NewSound);// 0x8d28c38
void SetPitchMultiplier(float NewPitchMultiplier);// 0x8d2806c
void SetPaused(bool bPause);// 0x8d28740
void SetLowPassFilterFrequency(float InLowPassFilterFrequency);// 0x8d27ac8
void SetLowPassFilterEnabled(bool InLowPassFilterEnabled);// 0x8d27b70
void SetIntParameter(FName InName, int inInt);// 0x8d281bc
void SetFloatParameter(FName InName, float InFloat);// 0x8d2849c
void SetBoolParameter(FName InName, bool InBool);// 0x8d282b0
void Play(float StartTime);// 0x8d288b4
bool IsPlaying();// 0x8d28700
bool HasCookedFFTData();// 0x8d27a90
bool HasCookedAmplitudeEnvelopeData();// 0x8d27a58
enum GetPlayState();// 0x8d286cc
bool GetCookedFFTDataForAllPlayingSounds(out SoundWaveSpectralDataPerSound[]
OutSoundWaveSpectralData);// 0x8d277e8
bool GetCookedFFTData(out const float[] FrequenciesToGet, out
SoundWaveSpectralData[] OutSoundWaveSpectralData);// 0x8d27928
bool GetCookedEnvelopeDataForAllPlayingSounds(out
SoundWaveEnvelopeDataPerSound[] OutEnvelopeData);// 0x8d2765c
bool GetCookedEnvelopeData(out float OutEnvelopeData);// 0x8d27728
void FadeOut(float FadeOutDuration, float FadeVolumeLevel, const enum
FadeCurve);// 0x8d28964
void FadeIn(float FadeInDuration, float FadeVolumeLevel, float StartTime,
const enum FadeCurve);// 0x8d28aa8
bool BP_GetAttenuationSettingsToApply(out SoundAttenuationSettings
OutAttenuationSettings);// 0x8d27588
void AdjustVolume(float AdjustVolumeDuration, float AdjustVolumeLevel, const
enum FadeCurve);// 0x8d28590
void AdjustAttenuation(out const SoundAttenuationSettings
InAttenuationSettings);// 0x8d27efc

--------------------------------
Class: AudioComponentParam
FName ParamName;//[Offset: 0x0, Size: 0x8]
float FloatParam;//[Offset: 0x8, Size: 0x4]
bool BoolParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc,
Size: 0x1]
int IntParam;//[Offset: 0x10, Size: 0x4]
SoundWave* SoundWaveParam;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SoundWaveSpectralDataPerSound
SoundWaveSpectralData[] SpectralData;//[Offset: 0x0, Size: 0x10]
float PlaybackTime;//[Offset: 0x10, Size: 0x4]
SoundWave* SoundWave;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SoundWaveSpectralData
float FrequencyHz;//[Offset: 0x0, Size: 0x4]
float Magnitude;//[Offset: 0x4, Size: 0x4]
float NormalizedMagnitude;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: SoundWaveEnvelopeDataPerSound
float Envelope;//[Offset: 0x0, Size: 0x4]
float PlaybackTime;//[Offset: 0x4, Size: 0x4]
SoundWave* SoundWave;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: AkComponent.AkGameObject.SceneComponent.ActorComponent.Object
bool bUseSpatialAudio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x342, Size: 0x1]
byte OcclusionCollisionChannel;//[Offset: 0x348, Size: 0x1]
bool EnableSpotReflectors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x349, Size: 0x1]
float OuterRadius;//[Offset: 0x34c, Size: 0x4]
float InnerRadius;//[Offset: 0x350, Size: 0x4]
AkAuxBus* EarlyReflectionAuxBus;//[Offset: 0x358, Size: 0x8]
FString EarlyReflectionAuxBusName;//[Offset: 0x360, Size: 0x10]
int EarlyReflectionOrder;//[Offset: 0x370, Size: 0x4]
float EarlyReflectionBusSendGain;//[Offset: 0x374, Size: 0x4]
float EarlyReflectionMaxPathLength;//[Offset: 0x378, Size: 0x4]
float roomReverbAuxBusGain;//[Offset: 0x37c, Size: 0x4]
int diffractionMaxEdges;//[Offset: 0x380, Size: 0x4]
int diffractionMaxPaths;//[Offset: 0x384, Size: 0x4]
float diffractionMaxPathLength;//[Offset: 0x388, Size: 0x4]
bool DrawFirstOrderReflections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x38c, Size: 0x1]
bool DrawSecondOrderReflections;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x38c, Size: 0x1]
bool DrawHigherOrderReflections;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x38c, Size: 0x1]
bool DrawDiffraction;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x38c, Size: 0x1]
bool StopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x38d, Size: 0x1]
float AttenuationScalingFactor;//[Offset: 0x390, Size: 0x4]
float OcclusionRefreshInterval;//[Offset: 0x394, Size: 0x4]
bool bUseReverbVolumes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x398, Size: 0x1]
bool AutoUpdatePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x508, Size: 0x1]
bool EnableSpatialAudio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x509, Size: 0x1]
bool AutoPostEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50a, Size: 0x1]
float DistanceToListener;//[Offset: 0x50c, Size: 0x4]
void UseReverbVolumes(bool inUseReverbVolumes);// 0x5081e08
void UseEarlyReflections(AkAuxBus* AuxBus, int Order, float BusSendGain,
float MaxPathLength, bool SpotReflectors, FString AuxBusName);// 0x5081be0
void SetSwitch(AkSwitchValue* SwitchValue, FString SwitchGroup, FString
SwitchState);// 0x5082028
void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed);// 0x5081f78
void SetOutputBusVolume(float BusVolume);// 0x50819dc
void SetListeners(out const AkComponent*[] Listeners);// 0x5081eb8
void SetGameObjectRadius(float in_outerRadius, float in_innerRadius);//
0x5082a4c
void SetEarlyReflectionsVolume(float SendVolume);// 0x5081a84
void SetEarlyReflectionsAuxBus(FString AuxBusName);// 0x5081b2c
void SetAttenuationScalingFactor(float Value);// 0x5081934
void PostTrigger(AkTrigger* TriggerValue, FString Trigger);// 0x508221c
void PostAssociatedAkEventAndWaitForEndAsync(out int PlayingID, out const
AkExternalSourceInfo[] ExternalSources, LatentActionInfo LatentInfo);// 0x50827b4
int PostAssociatedAkEventAndWaitForEnd(out const AkExternalSourceInfo[]
ExternalSources, LatentActionInfo LatentInfo);// 0x5082924
int PostAkEventByName(FString in_EventName);// 0x5082370
void PostAkEventAndWaitForEndAsync(AkAudioEvent* AkEvent, out int PlayingID,
out const AkExternalSourceInfo[] ExternalSources, LatentActionInfo LatentInfo);//
0x508242c
int PostAkEventAndWaitForEnd(AkAudioEvent* AkEvent, FString in_EventName, out
const AkExternalSourceInfo[] ExternalSources, LatentActionInfo LatentInfo);//
0x50825e8
float GetAttenuationRadius();// 0x5081900

--------------------------------
Class: AkGameObject.SceneComponent.ActorComponent.Object
AkAudioEvent* AkAudioEvent;//[Offset: 0x328, Size: 0x8]
FString EventName;//[Offset: 0x330, Size: 0x10]
void Stop();// 0x50873e0
void SetRTPCValue(AkRtpc* RTPCValue, float Value, int InterpolationTimeMs,
FString RTPC);// 0x50871e4
void PostAssociatedAkEventAsync(const Object* WorldContextObject, int
CallbackMask, out const delegate PostEventCallback, out const
AkExternalSourceInfo[] ExternalSources, LatentActionInfo LatentInfo, out int
PlayingID);// 0x50878c0
int PostAssociatedAkEvent(int CallbackMask, out const delegate
PostEventCallback, out const AkExternalSourceInfo[] ExternalSources);// 0x5087b34
void PostAkEventAsync(const Object* WorldContextObject, AkAudioEvent*
AkEvent, out int PlayingID, int CallbackMask, out const delegate PostEventCallback,
out const AkExternalSourceInfo[] ExternalSources, LatentActionInfo LatentInfo);//
0x50873f4
int PostAkEvent(AkAudioEvent* AkEvent, int CallbackMask, out const delegate
PostEventCallback, out const AkExternalSourceInfo[] ExternalSources, FString
in_EventName);// 0x50876a8
void GetRTPCValue(AkRtpc* RTPCValue, enum InputValueType, out float Value,
out enum OutputValueType, FString RTPC, int PlayingID);// 0x5086f4c

--------------------------------
Class: AkAuxBus.AkAssetBase.AkAudioType.Object
AkAudioBank* RequiredBank;//[Offset: 0x50, Size: 0x8]

--------------------------------
Class: AkAssetBase.AkAudioType.Object
AkAssetPlatformData* PlatformAssetData;//[Offset: 0x40, Size: 0x8]

--------------------------------
Class: AkAudioType.Object
uint32 ShortID;//[Offset: 0x28, Size: 0x4]
Object*[] UserData;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: AkAudioBank.AkAssetBase.AkAudioType.Object
bool AutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49,
Size: 0x1]
<FString,AkAssetPlatformData*> LocalizedPlatformAssetDataMap;//[Offset: 0x50,
Size: 0x50]
<AkAudioEvent*> LinkedAkEvents;//[Offset: 0xa0, Size: 0x50]
AkAssetPlatformData* CurrentLocalizedPlatformAssetData;//[Offset: 0xf0, Size:
0x8]

--------------------------------
Class: AkAssetPlatformData.Object
AkAssetData* CurrentAssetData;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: AkAssetData.Object
uint32 CachedHash;//[Offset: 0x28, Size: 0x4]

--------------------------------
Class: AkAudioEvent.AkAssetBase.AkAudioType.Object
<FString,AkAssetPlatformData*> LocalizedPlatformAssetDataMap;//[Offset: 0x50,
Size: 0x50]
AkAudioBank* RequiredBank;//[Offset: 0xa0, Size: 0x8]
AkAssetPlatformData* CurrentLocalizedPlatformData;//[Offset: 0xb0, Size: 0x8]
float MaxAttenuationRadius;//[Offset: 0xb8, Size: 0x4]
bool IsInfinite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc,
Size: 0x1]
float MinimumDuration;//[Offset: 0xc0, Size: 0x4]
float MaximumDuration;//[Offset: 0xc4, Size: 0x4]
float GetMinimumDuration();// 0x507feb4
float GetMaximumDuration();// 0x507fe80
float GetMaxAttenuationRadius();// 0x507ff20
bool GetIsInfinite();// 0x507fee8

--------------------------------
Class: AkSwitchValue.AkGroupValue.AkAudioType.Object

--------------------------------
Class: AkGroupValue.AkAudioType.Object
AkMediaAsset*[] MediaDependencies;//[Offset: 0x40, Size: 0x10]
uint32 GroupShortID;//[Offset: 0x50, Size: 0x4]

--------------------------------
Class: AkMediaAsset.Object
uint32 ID;//[Offset: 0x28, Size: 0x4]
bool AutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c,
Size: 0x1]
Object*[] UserData;//[Offset: 0x30, Size: 0x10]
AkMediaAssetData* CurrentMediaAssetData;//[Offset: 0x40, Size: 0x8]

--------------------------------
Class: AkMediaAssetData.Object
bool IsStreamed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28,
Size: 0x1]
bool UseDeviceMemory;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29, Size: 0x1]

--------------------------------
Class: AkTrigger.AkAudioType.Object

--------------------------------
Class: AkExternalSourceInfo
FString ExternalSrcName;//[Offset: 0x0, Size: 0x10]
enum CodecID;//[Offset: 0x10, Size: 0x1]
FString Filename;//[Offset: 0x18, Size: 0x10]
AkExternalMediaAsset* ExternalSourceAsset;//[Offset: 0x28, Size: 0x8]
bool IsStreamed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]

--------------------------------
Class: AkExternalMediaAsset.AkMediaAsset.Object

--------------------------------
Class: AkRtpc.AkAudioType.Object

--------------------------------
Class: SolarAkGameObject.Object
static void Wakeup();// 0x653c878
static void Suspend(bool bInRenderAnyway);// 0x653c88c
int StopSoundByEvent(FString InEventName);// 0x653bdc0
static int StaticStopSoundByEvent(FString InEventName);// 0x653c55c
static void StaticSetRTPCValue(FString InRTPC, float InValue, int
InInterpolationTimeMs);// 0x653c420
static int StaticPostAkEventByNameAndWaitForEnd(Object* InWorldContextObject,
FString InEventName, LatentActionInfo InLatentInfo);// 0x653c2c8
static int StaticPostAkEventByName(FString InEventName);// 0x653c7c4
static int StaticPlaySoundByEvent(FString InEventName);// 0x653c610
static int StaticPlaySoundAtLocation(AkAudioEvent* InAkEvent, Vector
InLocation, Rotator InOrientation, Object* InWorldContextObject);// 0x653c144
static int StaticComponentPostAkEventByName(AkComponent* InAkComponent,
FString InEventName);// 0x653c6c4
void SetSwitch(FString InSwitchGroup, FString InSwitchState);// 0x653bcb4
void SetRTPCValue(FString InRTPC, float InValue, int InInterpolationTimeMs,
float InUpdateThreshold);// 0x653bb1c
static void SetMasterRTPCMute(bool bInMute);// 0x653c0a4
int PostAkEventByNameAndWaitForEnd(FString InEventName, LatentActionInfo
InLatentInfo);// 0x653ba08
int PostAkEventByName(FString InEventName1, FString InEventName2, enum
EmitterType);// 0x653bf38
int PlaySoundByEvent(FString InEventName);// 0x653be7c

--------------------------------
Class: SolarLobbyCharacterData.DataAsset.Object
SoftObjectPath SkinShareImage;//[Offset: 0x30, Size: 0x18]
SoftObjectPath SkinBackgroundShare;//[Offset: 0x48, Size: 0x18]
SoftObjectPath Mesh;//[Offset: 0x60, Size: 0x18]
SoftObjectPath Material;//[Offset: 0x78, Size: 0x18]
<uint16,CharacterTransformData> CharacterTransformData;//[Offset: 0x90, Size:
0x50]
<uint16,CloseShotTransformData> CloseShotTransformData;//[Offset: 0xe0, Size:
0x50]
SoftObjectPath[] MaterialArray;//[Offset: 0x130, Size: 0x10]
SoftObjectPath OutlineNoStencilMaterial;//[Offset: 0x140, Size: 0x18]
<FString,MaterialInterface*> CharacterChangeMat;//[Offset: 0x158, Size: 0x50]
SoftObjectPath AnimBlueprint;//[Offset: 0x1a8, Size: 0x18]
SoftObjectPath WinAnimation;//[Offset: 0x1c0, Size: 0x18]
SoftObjectPath[] IdleShowList;//[Offset: 0x1d8, Size: 0x10]
SoftObjectPath LobbyIdleAnimation;//[Offset: 0x1e8, Size: 0x18]
SoftObjectPath AccessoryBlueprint;//[Offset: 0x200, Size: 0x18]
SoftObjectPath EnterAnim;//[Offset: 0x218, Size: 0x18]
SoftObjectPath ExitAnim;//[Offset: 0x230, Size: 0x18]
SoftObjectPath RefuseAnim;//[Offset: 0x248, Size: 0x18]
SoftObjectPath EncounterIdleAnim;//[Offset: 0x260, Size: 0x18]
SoftObjectPath[] EncounterIdleShowList;//[Offset: 0x278, Size: 0x10]
SoftObjectPath RecommendAnimBlueprint;//[Offset: 0x288, Size: 0x18]
bool bParameterChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2a0, Size: 0x1]
PSAttachElem[] PSAttachArray;//[Offset: 0x2a8, Size: 0x10]
SoftObjectPath IdleShowSequence;//[Offset: 0x2b8, Size: 0x18]
SoftObjectPath LeftHandProp;//[Offset: 0x2d0, Size: 0x18]
SoftObjectPath RightHandProp;//[Offset: 0x2e8, Size: 0x18]

--------------------------------
Class: CharacterTransformData
Vector CharacterOffset;//[Offset: 0x0, Size: 0xc]
Rotator CharacterRot;//[Offset: 0xc, Size: 0xc]
Vector CharacterScale;//[Offset: 0x18, Size: 0xc]

--------------------------------
Class: CloseShotTransformData
Vector CharacterOffset;//[Offset: 0x0, Size: 0xc]
Rotator CharacterRot;//[Offset: 0xc, Size: 0xc]
Vector CharacterScale;//[Offset: 0x18, Size: 0xc]

--------------------------------
Class: PSAttachElem
SoftObjectPath ParticleSystemPath;//[Offset: 0x0, Size: 0x18]
FName SocketName;//[Offset: 0x18, Size: 0x8]
Vector LocationOffset;//[Offset: 0x20, Size: 0xc]
Rotator RotationOffset;//[Offset: 0x2c, Size: 0xc]

--------------------------------
Class: SolarLobbyAnimInstance.AnimInstance.Object
bool bPlayIdleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x298, Size: 0x1]
bool bInIdleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x299, Size: 0x1]
bool bResetToIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29a, Size: 0x1]
bool EnableAnimSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29b, Size: 0x1]
bool bCloseShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c,
Size: 0x1]
bool bResetToCloseShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29d, Size: 0x1]
void ShowRecommendUI(bool bVisible);// 0x66c71f4
void SetIsCloseShot(bool InbCloseShot);// 0x66c7440
void SetEnableAnimSound(bool InEnableAnimSound);// 0x66c737c
void SetCharacterInIdleShow(bool IsPlayingIdleShow);// 0x66c7130
void SetCharacterCanBeLooked(bool IsVisible);// 0x704f228
void ResetToIdle();// 0x66c7368
void ResetToCloseShot();// 0x66c742c
void RefreshTick();// 0x66c72a4
void RandIdleShow();// 0x704f228
void LookAtFunctionSwitcher(const bool bOpen);// 0x704f228
void KawaiiPhysicsSwitcher(const bool bOpen);// 0x704f228
void GetCameraLocation(FString ModuleCameraName);// 0x704f228
void ExitAnimFinish();// 0x66c71e0
void AnimPlayIdleShow(bool Enable);// 0x66c72b8

--------------------------------
Class: BP_PBags_MC_Set01_C.BP_SolarBackpackActor_C.SolarBackpackActor.Actor.Object

--------------------------------
Class: BP_SolarBackpackActor_C.SolarBackpackActor.Actor.Object
MaterialInstanceConstant* MI_Outline;//[Offset: 0x340, Size: 0x8]
float PcOutlineWidthBias;//[Offset: 0x348, Size: 0x4]
MaterialInterface*[] NoNeedOutlineMats;//[Offset: 0x350, Size: 0x10]
void Check Platform PCOnly(out bool isIgnoreTranslucentSection, FString
CallFunc_GetPlatformName_ReturnValue, bool CallFunc_Contains_ReturnValue, bool
CallFunc_Contains_ReturnValue, bool CallFunc_BooleanOR_ReturnValue);// 0x704f228
void Check Platform Graphics(out bool NeedOutLine, byte
CallFunc_MakeLiteralByte_ReturnValue, enum CallFunc_GetCurQualityLevel_ReturnValue,
bool CallFunc_LessEqual_ByteByte_ReturnValue, FString
CallFunc_GetPlatformName_ReturnValue, bool CallFunc_Contains_ReturnValue, bool
CallFunc_Contains_ReturnValue, bool CallFunc_BooleanOR_ReturnValue);// 0x704f228
void SetOutline(int Temp_int_Array_Index_Variable, int
Temp_int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, bool
CallFunc_Check_Platform_PCOnly_isIgnoreTranslucentSection, MaterialInstanceDynamic*
CallFunc_CreateDynamicMaterialInstance_ReturnValue, float
CallFunc_K2_GetScalarParameterValue_ReturnValue, float
CallFunc_Multiply_FloatFloat_ReturnValue, MaterialInterface*[]
CallFunc_GetMaterials_ReturnValue, MaterialInterface* CallFunc_Array_Get_Item, int
CallFunc_Array_Length_ReturnValue, Material* CallFunc_GetBaseMaterial_ReturnValue,
bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_Array_Contains_ReturnValue,
MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue,
Texture* CallFunc_K2_GetTextureParameterValue_ReturnValue, bool
CallFunc_Check_Platform_Graphics_NeedOutLine);// 0x704f228
void LobbyForceSetLOD();// 0x704f228
MaterialInstanceDynamic* TryCreateDynamicMaterialInstance(PrimitiveComponent*
Component, int ElementIndex, MaterialInterface* SourceMaterial, FName OptionlName,
MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, bool
CallFunc_IsValid_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue,
MaterialInterface* CallFunc_GetMaterial_ReturnValue, MaterialInstanceDynamic*
K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess,
bool CallFunc_EqualEqual_ObjectObject_ReturnValue, bool
CallFunc_BooleanOR_ReturnValue);// 0x704f228
void FX_Idle();// 0x704f228
void FX_Flying();// 0x704f228
void FX_Charging();// 0x704f228
void FX_LowPower();// 0x704f228
void FX_Default(bool CallFunc_IsFly_ReturnValue);// 0x704f228

--------------------------------
Class: SolarBackpackActor.Actor.Object
SceneComponent* BackpackRoot;//[Offset: 0x238, Size: 0x8]
BackpackVertAnimMeshComponent* BackpackMesh;//[Offset: 0x240, Size: 0x8]
SolarCharacter* BackPackActorOwner;//[Offset: 0x248, Size: 0x8]
SolarBackpackSFX*[] BackpackSFX;//[Offset: 0x250, Size: 0x10]
SolarBackpackSFX* BackpackOffgasSFX;//[Offset: 0x260, Size: 0x8]
bool bEnableMeshEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x27b, Size: 0x1]
class SolarBackpackSFX* TrailClass;//[Offset: 0x280, Size: 0x8]
class SolarBackpackSFX* OffgasClass;//[Offset: 0x288, Size: 0x8]
<ParticleSystemComponent*> ListenSet;//[Offset: 0x290, Size: 0x50]
FString AssemblingId;//[Offset: 0x2e8, Size: 0x10]
FName KnapsackFlySoundName;//[Offset: 0x2f8, Size: 0x8]
FName StartKnapsackLandingSoundName;//[Offset: 0x300, Size: 0x8]
FName StopKnapsackLandingSoundName;//[Offset: 0x308, Size: 0x8]
FName StartWallRunSoundName;//[Offset: 0x310, Size: 0x8]
FName StopWallRunSoundName;//[Offset: 0x318, Size: 0x8]
FName StartSlideTackleSoundName;//[Offset: 0x320, Size: 0x8]
FName StopSlideTackleSoundName;//[Offset: 0x328, Size: 0x8]
FName PrimaryWeaponAttachSocketName;//[Offset: 0x330, Size: 0x8]
FName SecondaryWeaponAttachSocketName;//[Offset: 0x338, Size: 0x8]
void SetBackpackVisibilityByFlag(bool bNewVisibility, int Flag);// 0x654f554
void RefreshActorEffect();// 0x654f3bc
void OnSkydiveStageChanged(SolarCharacter* Character, enum LastStage, enum
CurrentStage);// 0x654f12c
void OnMeshEffectFactorChange();// 0x704f228
void OnChildPSCompPreActive(ParticleSystemComponent* PSComponent);//
0x654f314
void OnChildPSCompFinish(ParticleSystemComponent* PSComponent);// 0x654f26c
bool IsFly();// 0x654f3d0
bool IsCharging();// 0x654f440
void HideBackpackByInvisibilityFlags(int InInvisibilityFlags);// 0x654f4ac
bool HasEnergy();// 0x654f408
float GetBackpackOriginScale();// 0x654f478

--------------------------------
Class: MaterialInstanceConstant.MaterialInstance.MaterialInterface.Object
PhysicalMaterialMask* PhysMaterialMask;//[Offset: 0x430, Size: 0x8]
LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x8e5c9fc
Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x8e5cab0
float K2_GetScalarParameterValue(FName ParameterName);// 0x8e5cb60

--------------------------------
Class: SolarCharacter.SolarCharacterBase.Character.Pawn.Actor.Object
delegate OnCharacterAllReadyDelegate;//[Offset: 0x658, Size: 0x10]
delegate PendingBeginPlay;//[Offset: 0x698, Size: 0x10]
delegate OnPlayerStatePossessDelegate;//[Offset: 0x6c0, Size: 0x10]
delegate OnPlayerStateRepDelegate;//[Offset: 0x6d0, Size: 0x10]
enum SolarCharacterType;//[Offset: 0x6e0, Size: 0x1]
Vector2D CharacterCapsuleSizeOverride;//[Offset: 0x6e4, Size: 0x8]
ReconnectionParams ReconnectionParams;//[Offset: 0x723, Size: 0x2]
SolarAnimInstance* SolarAnimInstance;//[Offset: 0x748, Size: 0x8]
SolarPile*[] ChargingPileQueue;//[Offset: 0x7f8, Size: 0x10]
delegate OnCharacterIDSet;//[Offset: 0x838, Size: 0x10]
delegate OnSkinIDSet;//[Offset: 0x848, Size: 0x10]
delegate OnCharacterSkinReset;//[Offset: 0x858, Size: 0x10]
enum BodyScaleType;//[Offset: 0x868, Size: 0x1]
int AssignedCharacterID;//[Offset: 0x86c, Size: 0x4]
int AssignedSkinID;//[Offset: 0x870, Size: 0x4]
<GameplayTag,SkeletalMeshComponent*> SkeletalOrnaments;//[Offset: 0x880,
Size: 0x50]
<GameplayTag,StaticMeshComponent*> StaticOrnaments;//[Offset: 0x8d0, Size:
0x50]
<GameplayTag,ChildActorComponent*> ChildActorOrnaments;//[Offset: 0x920,
Size: 0x50]
<GameplayTag,CharacterTagListenerForOrnamentComp>
OrnamentCompVisibleTagDependencies;//[Offset: 0x970, Size: 0x50]
OrnamentMontageInfo OrnamentMontageInfo;//[Offset: 0x9c0, Size: 0x18]
SolarBackpackActor* SolarBackpackActor;//[Offset: 0xa38, Size: 0x8]
SolarBackpackComponent* SolarBackpackComponent;//[Offset: 0xa40, Size: 0x8]
float EnhancerReduceTreatement;//[Offset: 0xa48, Size: 0x4]
float EnhancerReduceShieldRecharge;//[Offset: 0xa4c, Size: 0x4]
delegate OnBackpackItemUpdate;//[Offset: 0xa70, Size: 0x10]
delegate OnBackpackEnergyUpdate;//[Offset: 0xa80, Size: 0x10]
delegate OnBackpackEquipUpdate;//[Offset: 0xa90, Size: 0x10]
delegate OnBatteryIdUpdate;//[Offset: 0xaa0, Size: 0x10]
delegate OnEnergyStateUpdate;//[Offset: 0xab0, Size: 0x10]
delegate OnChargeInfoUpdate;//[Offset: 0xac0, Size: 0x10]
delegate OnConsumableNumUpdated;//[Offset: 0xad0, Size: 0x10]
delegate OnMaxEnergyUpdate;//[Offset: 0xae0, Size: 0x10]
delegate OnCurEnergyUpdate;//[Offset: 0xaf0, Size: 0x10]
delegate OnBackpackWeaponPartUpdate;//[Offset: 0xb00, Size: 0x10]
<int,int> ShieldUpMatCostMap;//[Offset: 0xb10, Size: 0x50]
<int,int> CharacterMaxPileMap;//[Offset: 0xb60, Size: 0x50]
<int,int> MaxPileMap;//[Offset: 0xbb0, Size: 0x50]
ReplicateMaxPileData[] MaxPileArray;//[Offset: 0xc00, Size: 0x10]
<int,SolarItemData> IdKeyItemMap;//[Offset: 0xc10, Size: 0x50]
ReplicateItemData[] IdKeyItemArray;//[Offset: 0xc60, Size: 0x10]
<enum,SolarItemData> TypeKeyItemMap;//[Offset: 0xc70, Size: 0x50]
ReplicateItemData[] TypeKeyItemArray;//[Offset: 0xcc0, Size: 0x10]
ReplicateItemData[] WeaponDataArray;//[Offset: 0xcd0, Size: 0x10]
<int,SolarItemData> WeaponDataMap;//[Offset: 0xce0, Size: 0x50]
int[] WeaponPartsArray;//[Offset: 0xd80, Size: 0x10]
WeaponIgnoreScopeLists IgnoreScopeLists;//[Offset: 0xd90, Size: 0x20]
byte EnergyState;//[Offset: 0xdb0, Size: 0x1]
float MaxEnergyValue;//[Offset: 0xdb4, Size: 0x4]
float CurrEnergyValue;//[Offset: 0xdb8, Size: 0x4]
float MaxExtraEnergyValue;//[Offset: 0xdbc, Size: 0x4]
float CurrExtraEnergyValue;//[Offset: 0xdc0, Size: 0x4]
int EnergyModuleID;//[Offset: 0xdc4, Size: 0x4]
float AddedEnergyMax;//[Offset: 0xdc8, Size: 0x4]
int ExtraEnergyModuleID;//[Offset: 0xdcc, Size: 0x4]
float AddedExtraEnergyMax;//[Offset: 0xdd0, Size: 0x4]
int VJetPackModuleID;//[Offset: 0xdd4, Size: 0x4]
int HJetPackModuleID;//[Offset: 0xdd8, Size: 0x4]
bool bSettingEnergyCostEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xddd, Size: 0x1]
int DayLightID;//[Offset: 0xde0, Size: 0x4]
float SolarChargeRatio;//[Offset: 0xde4, Size: 0x4]
bool bReviveItemCleared;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xde8, Size: 0x1]
BackpackJetPrepelInfo JetPropellingInfo;//[Offset: 0xdec, Size: 0xc]
Vector2D InputVector;//[Offset: 0xdf8, Size: 0x8]
SolarInputActionContext* InputActionContext;//[Offset: 0xe10, Size: 0x8]
byte IdleTurnType;//[Offset: 0xe18, Size: 0x1]
Rotator CharacterLookAt;//[Offset: 0xe20, Size: 0xc]
delegate OnHealthUpdateDelegate;//[Offset: 0xe60, Size: 0x10]
float PendingRegeneration;//[Offset: 0xe70, Size: 0x4]
float DiedTime;//[Offset: 0xe74, Size: 0x4]
bool bIsDeathVerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xe7c, Size: 0x1]
<int,int> WeaponItemIdsWhenDeath;//[Offset: 0xe90, Size: 0x50]
int ShieldItemIdWhenDeath;//[Offset: 0xee0, Size: 0x4]
DestroyCorpseInfo OnCharacterDestroyCorpseInfo;//[Offset: 0xee4, Size: 0x8]
SolarTeamRescueComponent* SolarTeamRescueComponent;//[Offset: 0xef8, Size:
0x8]
byte CurrentRescueState;//[Offset: 0xf00, Size: 0x1]
byte LastRescueState;//[Offset: 0xf01, Size: 0x1]
SolarCharacter* DyingBeRescuedCharacter;//[Offset: 0xf30, Size: 0x8]
SolarCharacter*[] RescuingCharacters;//[Offset: 0xf38, Size: 0x10]
bool bNeedInhibitMoveByRescue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf48, Size: 0x1]
SolarUAVRescue* UAVRescuer;//[Offset: 0xf4c, Size: 0x8]
RescuingCountDownInfo RescueInfo;//[Offset: 0xf54, Size: 0x18]
float RescueLeftTimer;//[Offset: 0xf6c, Size: 0x4]
StaticMeshComponent* RescueInjector;//[Offset: 0xf70, Size: 0x8]
float ConfigRescueTime;//[Offset: 0xf9c, Size: 0x4]
SolarPlayerWeapon*[] DeathBoxWeaponArray;//[Offset: 0xfa8, Size: 0x10]
SolarItemData[] DeathBoxArray;//[Offset: 0xfb8, Size: 0x10]
float DeathBoxEnergy;//[Offset: 0xfc8, Size: 0x4]
ParticleSystemComponent* SwimmingWaterEffect;//[Offset: 0xfd0, Size: 0x8]
ParticleSystemComponent*[] HorizontalFlyWaterEffects;//[Offset: 0xfd8, Size:
0x10]
bool bInOutboundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xff0, Size: 0x1]
int OutBoundWarningTime;//[Offset: 0xff4, Size: 0x4]
SolarItemComponent* SolarItemComponent;//[Offset: 0x1030, Size: 0x8]
SolarPickupComponent* SolarPickupComponent;//[Offset: 0x1038, Size: 0x8]
bool bIsElectricStoreOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1040, Size: 0x1]
SolarTreatmentComponent* SolarTreatmentComponent;//[Offset: 0x1048, Size:
0x8]
enum CurrentTreatState;//[Offset: 0x1060, Size: 0x1]
int TreatmentCount;//[Offset: 0x1064, Size: 0x4]
delegate OnShieldRecharge;//[Offset: 0x1100, Size: 0x10]
delegate OnShieldBreak;//[Offset: 0x1110, Size: 0x10]
delegate OnShowShieldHUD;//[Offset: 0x1120, Size: 0x10]
delegate OnShowShieldHUDItem;//[Offset: 0x1130, Size: 0x10]
delegate OnShieldUpFX;//[Offset: 0x1140, Size: 0x10]
delegate OnCurShieldValueChanged;//[Offset: 0x1150, Size: 0x10]
delegate OnShieldIDChanged;//[Offset: 0x1160, Size: 0x10]
delegate OnShieldValueLow;//[Offset: 0x1170, Size: 0x10]
delegate OnShieldValueChanged;//[Offset: 0x1180, Size: 0x10]
int CurrShieldId;//[Offset: 0x1194, Size: 0x4]
int CurUniqueShieldId;//[Offset: 0x1198, Size: 0x4]
float MaxShieldValue;//[Offset: 0x119c, Size: 0x4]
int NextUpgradeShieldID;//[Offset: 0x11a0, Size: 0x4]
int NextUpgradeShieldEnergy;//[Offset: 0x11a4, Size: 0x4]
float CurrShieldValue;//[Offset: 0x11a8, Size: 0x4]
enum CurrShieldState;//[Offset: 0x11ac, Size: 0x1]
int CurrShieldLevel;//[Offset: 0x11b0, Size: 0x4]
bool bHasPreAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x11bc, Size: 0x1]
StaticMeshComponent* ShieldRepairOperator;//[Offset: 0x1268, Size: 0x8]
StaticMesh* ShieldOperatorSM;//[Offset: 0x1270, Size: 0x8]
StaticMesh* ShieldOperatorBigSM;//[Offset: 0x1278, Size: 0x8]
ParticleSystemComponent* ShieldRepairFX;//[Offset: 0x1280, Size: 0x8]
ParticleSystemComponent* ShieldMultiRecoverFX;//[Offset: 0x1288, Size: 0x8]
ParticleSystemComponent* ShieldUpgradeBodyFX;//[Offset: 0x1290, Size: 0x8]
StaticMeshComponent* ShieldUpgradeOperator;//[Offset: 0x1298, Size: 0x8]
StaticMesh* ShieldUpgradeOperatorSM;//[Offset: 0x12a0, Size: 0x8]
Timeline ShieldOperatorExpandTimeline;//[Offset: 0x12a8, Size: 0x98]
Timeline ShieldOperatorNarrowTimeline;//[Offset: 0x1340, Size: 0x98]
<enum,ShieldSoundData> ShieldSounds;//[Offset: 0x13d8, Size: 0x50]
delegate OnTemporaryShieldValueChanged;//[Offset: 0x1430, Size: 0x10]
StaticMeshComponent* TreasureBoxOperator;//[Offset: 0x1468, Size: 0x8]
DeathTreasureBox* CurChargingDeathBox;//[Offset: 0x1480, Size: 0x8]
DeathTreasureBox*[] DeathBoxes;//[Offset: 0x1488, Size: 0x10]
SolarSlotMachine* InteractionSlotMachine;//[Offset: 0x14a0, Size: 0x8]
delegate OnLocalPlayerSpectateMeStatusChanged;//[Offset: 0x14a8, Size: 0x10]
CharacterSpectateInfoComponent* CharacterSpectateInfoComp;//[Offset: 0x14c8,
Size: 0x8]
delegate OnHUDNickNameSet;//[Offset: 0x14f0, Size: 0x10]
delegate OnHUDTeamPosSet;//[Offset: 0x1500, Size: 0x10]
delegate OnHUDRescueBtnActivitySet;//[Offset: 0x1510, Size: 0x10]
float HUDZNomral;//[Offset: 0x1528, Size: 0x4]
float HUDChangeTime;//[Offset: 0x152c, Size: 0x4]
SolarRadarComponent* SolarRadarComponent;//[Offset: 0x1540, Size: 0x8]
RadarDataSpecContainer ActivatedRadars;//[Offset: 0x1548, Size: 0x120]
SolarRadarStation* TargetRadarStation;//[Offset: 0x1668, Size: 0x8]
SolarElectricShop* TargetElectricShop;//[Offset: 0x1680, Size: 0x8]
TimerHandle StatisticsTimerHandle;//[Offset: 0x1698, Size: 0x8]
SolarCharacter* CachedInstigatorCharacter;//[Offset: 0x1788, Size: 0x8]
float ArmorReduceValue;//[Offset: 0x185c, Size: 0x4]
float HeadHitValue;//[Offset: 0x1860, Size: 0x4]
delegate OnTakeDamageDelegate;//[Offset: 0x1868, Size: 0x10]
CriticalHitInfo[] CriticalHits;//[Offset: 0x1898, Size: 0x10]
IMChatObject* IMChatObj;//[Offset: 0x1918, Size: 0x8]
int AIActorCapacity;//[Offset: 0x1920, Size: 0x4]
float StandJogSpeed;//[Offset: 0x19e0, Size: 0x4]
float StandRunSpeed;//[Offset: 0x19e4, Size: 0x4]
float StandSprintSpeed;//[Offset: 0x19e8, Size: 0x4]
float CrouchJogSpeed;//[Offset: 0x19ec, Size: 0x4]
float CrouchRunSpeed;//[Offset: 0x19f0, Size: 0x4]
delegate OnJogSetClient;//[Offset: 0x19f8, Size: 0x10]
bool bIsSprintingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a08, Size: 0x1]
int DefaultMoveSpeedConfigId;//[Offset: 0x1a60, Size: 0x4]
SolarCharacterMovementComponent* CachedSolarCharacterMovement;//[Offset:
0x1a80, Size: 0x8]
byte CurrentSteppedSurfaceType;//[Offset: 0x1a88, Size: 0x1]
enum CurrentCustomJumpType;//[Offset: 0x1ad4, Size: 0x1]
delegate OnJetFlyStart;//[Offset: 0x1ad8, Size: 0x10]
enum CurrentJetFlyType;//[Offset: 0x1ae8, Size: 0x1]
bool bNewJetFlyCheckFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1ae9, Size: 0x1]
bool bIsSlideTackling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1b34, Size: 0x1]
float SlideTackleAnimRotationPitch;//[Offset: 0x1b38, Size: 0x4]
float SlideTackleAnimRotationRoll;//[Offset: 0x1b3c, Size: 0x4]
bool bStartedSlideTackleFromFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x1b58, Size: 0x1]
int InCapsuleIDDebugOnly;//[Offset: 0x1b78, Size: 0x4]
AnimSequence* CruiseStartAnim;//[Offset: 0x1b80, Size: 0x8]
AnimSequence* CruiseLoopAnim;//[Offset: 0x1b88, Size: 0x8]
AnimSequence* CruiseEndAnim;//[Offset: 0x1b90, Size: 0x8]
float PrepareToParachuteStartTime;//[Offset: 0x1b98, Size: 0x4]
float PrepareToParachuteDuration;//[Offset: 0x1b9c, Size: 0x4]
Vector PrepareToParachuteLocation;//[Offset: 0x1ba0, Size: 0xc]
Vector AgreedParachuteLocation;//[Offset: 0x1bac, Size: 0xc]
int CapsuleID;//[Offset: 0x1bd0, Size: 0x4]
bool bEnableCruising;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1bf0, Size: 0x1]
SolarCapsuleRoot* BoardedRoot;//[Offset: 0x1bf8, Size: 0x8]
Vector_NetQuantize100 BoardedLocation;//[Offset: 0x1c00, Size: 0xc]
Rotator BoardedRotation;//[Offset: 0x1c0c, Size: 0xc]
enum CruiseState;//[Offset: 0x1c18, Size: 0x1]
int ForceParachuteCountDown;//[Offset: 0x1c1c, Size: 0x4]
CharacterCruiseComponent* CruiseComponentPrivate;//[Offset: 0x1c20, Size:
0x8]
SingleCruiseParamForReplicated CurrentSingleCruiseParam;//[Offset: 0x1c78,
Size: 0x28]
enum SingleCruiseState;//[Offset: 0x1ca0, Size: 0x1]
SolarCharacter*[] SingleCruiseTeamCharacters;//[Offset: 0x1ca8, Size: 0x10]
SolarCapsuleActor* SingleCruiseCapsuleActor;//[Offset: 0x1cb8, Size: 0x8]
delegate OnSkydiveTraced;//[Offset: 0x1ce0, Size: 0x10]
ExponentialHeightFog* HeightFogActor;//[Offset: 0x1cf0, Size: 0x8]
ParticleSystemComponent*[] SkydiveFlyingEffects;//[Offset: 0x1cf8, Size:
0x10]
ParticleSystemComponent*[] SkydiveLandingEffects;//[Offset: 0x1d08, Size:
0x10]
ParticleSystemComponent*[] SkydiveWholeLifetimeEffects;//[Offset: 0x1d18,
Size: 0x10]
enum BGMInBattle;//[Offset: 0x1d28, Size: 0x1]
FName SpecialSkydiveTypeName;//[Offset: 0x1d2c, Size: 0x8]
enum CurrentSkydiveStage;//[Offset: 0x1d34, Size: 0x1]
delegate OnSkydivingStageChangedDelegate;//[Offset: 0x1d38, Size: 0x10]
ActorComponent* FollowedLeaderMovementComponent;//[Offset: 0x1d60, Size: 0x8]
WeaponSystemPlayerBase* WeaponSystemComponent;//[Offset: 0x1dc0, Size: 0x8]
delegate OnCharacterFired;//[Offset: 0x1dd0, Size: 0x10]
SkeletalMeshComponent* FirstPersonMesh;//[Offset: 0x1de0, Size: 0x8]
bool bInhibitGunCollisionDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x1e05, Size: 0x1]
WeaponSystemVehicleComponent* WeaponSystemVehicle;//[Offset: 0x1ed8, Size:
0x8]
BoardedVehicleInfo BoardedVehicleInfo;//[Offset: 0x1ef8, Size: 0x10]
bool bOutVehicleShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f08, Size: 0x1]
StaticMeshComponent* VehicleRepairToolMesh;//[Offset: 0x2030, Size: 0x8]
delegate OnCharacterActivateEMP;//[Offset: 0x2050, Size: 0x10]
delegate OnCharacterSwitchEMPEffect;//[Offset: 0x2060, Size: 0x10]
bool bActiveEMP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2070, Size: 0x1]
bool bActiveInfiniteAmmo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2071, Size: 0x1]
bool bNoticedCantCharge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2072, Size: 0x1]
SkillSpeedChangeCurveContainer SkillSpeedChangeCurveContainer;//[Offset:
0x2078, Size: 0x178]
BlindMarkEffectInfo[] BlindMarkEffectCauserList;//[Offset: 0x2210, Size:
0x10]
enum CurrentSkillAnimType;//[Offset: 0x2250, Size: 0x1]
enum CurrentSkillAnimRightHandType;//[Offset: 0x2251, Size: 0x1]
float SkillAnimDistanceBlendRatio;//[Offset: 0x2254, Size: 0x4]
ScoutEnemyObject* ScoutEnemyObj;//[Offset: 0x2270, Size: 0x8]
SolarSkillFunctionaryObjectBase*[] SkillFunctionaryObjects;//[Offset: 0x2278,
Size: 0x10]
SolarCharacterBillboardIconComponent* BillboardIconComponent;//[Offset:
0x2288, Size: 0x8]
int DuckRollingJumpPoseIndex;//[Offset: 0x2290, Size: 0x4]
bool bCanSkilledJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2294, Size: 0x1]
DuckRollingMeshComponent* CachedDuckRollingMeshComponent;//[Offset: 0x22a0,
Size: 0x8]
byte WallRunSurfaceAngle;//[Offset: 0x2320, Size: 0x1]
int8 WallRunLateralMagnitude;//[Offset: 0x2321, Size: 0x1]
enum WallRunState;//[Offset: 0x2322, Size: 0x1]
int LeadDanceID;//[Offset: 0x2324, Size: 0x4]
MotionWarpingComponent* SolarMotionWarpingComponent;//[Offset: 0x2328, Size:
0x8]
FString DebugStringBotAIInfo;//[Offset: 0x23d8, Size: 0x10]
FString DebugStringToDrawGASServer;//[Offset: 0x23e8, Size: 0x10]
FString DebugStringDSTransferLog;//[Offset: 0x23f8, Size: 0x10]
SolarSkillDebugObject* SkillDebugObject;//[Offset: 0x2408, Size: 0x8]
RoleAbilitySpecInfoContainer RoleAbilitySpecInfoContainer;//[Offset: 0x2410,
Size: 0x120]
FString DebugBuffString;//[Offset: 0x2530, Size: 0x10]
BuffSystemComponent* BuffSystemComponent;//[Offset: 0x2540, Size: 0x8]
int BattleUpgradeEffectCurrentLevel;//[Offset: 0x2624, Size: 0x4]
BattleUpgradeEffectContainer BattleUpgradeEffects;//[Offset: 0x2628, Size:
0x120]
SolarUAVRescue* PermanentRescueUAV;//[Offset: 0x27c8, Size: 0x8]
<SkywardDiveLauncher*,bool> AvailableSkywardDiveLaunchers;//[Offset: 0x27f0,
Size: 0x50]
SolarFocusLockComponent* FocusLockComp;//[Offset: 0x2888, Size: 0x8]
enum CurrentZiplineMoveState;//[Offset: 0x2890, Size: 0x1]
Vector ZiplineStartLoc;//[Offset: 0x2894, Size: 0xc]
SolarZiplineObj* CurrentZiplineObj;//[Offset: 0x28a8, Size: 0x8]
enum ZippingTargetSide;//[Offset: 0x28b0, Size: 0x1]
bool bNetIsZipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28b1, Size: 0x1]
StaticMeshComponent* ZiplineConnectionCmp;//[Offset: 0x28c0, Size: 0x8]
StaticMeshComponent* ZiplineInHandConnectionCmp;//[Offset: 0x28c8, Size: 0x8]
ParticleSystemComponent* ZiplineConnectionPSC;//[Offset: 0x28d0, Size: 0x8]
SummonItemBase* SummonItem;//[Offset: 0x28f0, Size: 0x8]
SolarCharacter* LastHitCharacter;//[Offset: 0x2a08, Size: 0x8]
bool WorldToScreen(out const Vector Location, out Vector2D Screen);//
0x65a0c24
void UseDanceEmoteByID(int ID);// 0x659e39c
void UpgradeShieldResponse(const bool bSuccess, const bool bStartUpgrade);//
0x65aef14
void UpgradeGenericSkill(int LevelUp);// 0x65a5244
void UpgradeClassTypeSkill(int LevelUp);// 0x65a519c
void UpdateWeaponCrosshair(float InDeltaTime);// 0x65a2f80
void UpdateVehicleStealthProgress(float StealthMaterialPercent);// 0x65a1aa0
void UpdateShieldUpgradeMatMaxPile();// 0x65afcdc
void UpdateShieldPropertyByAblility();// 0x65a9f24
void UpdateRoleAbilityState(byte RoleAbilityIndex, enum Ope);// 0x659fc7c
void UpdateRespawnDeviceMarkData(float DeltaTime);// 0x65aa8b4
void UpdateRescueProgress(const float MaxTime, const float LeftTime, const
int RescuingNum);// 0x65acd24
void UpdateExtraMagToSpectateInfo(SolarSpectateInfo* SpectateInfo);//
0x65a2e20
void UpdateDyingAttr(float DeltaTime);// 0x65ad0e4
float UpdateCurrentHealth(const float UpdateValue, const byte ChangeType,
SolarCharacter* InInstigatorCharacter, Actor* InDamageCauserActor, out
SolarPointDamageEvent DamageEvent);// 0x65ad548
void UpdateBeRescueState();// 0x65acc8c
void UpdateBattleUpgradeEffectToSpectateInfo(SolarSpectateInfo*
SpectateInfo);// 0x659e444
void UnbindActorToSelfTeam(Actor* Actor);// 0x65a5834
void TurnCharacterWithAngle(float Degree, bool bIsYawOrPitch);// 0x65adcc0
void TurnCharacterToDirection(out const Vector Dir);// 0x65addbc
void TryStopSpectateCountdown();// 0x65a82e8
void TryStopShieldRecharge();// 0x65a9d64
void TryStatisticsRechargedTimes();// 0x65a9a90
void TryStartSpectateCountdown();// 0x65a82fc
void TryStartShieldRecharge(bool bUseBigRecharger);// 0x65a9d78
void TryRefreshAllyBillboardIcon();// 0x659de48
void TryRechargeShield(bool bUseBigRecharger);// 0x65aa71c
void TryDiscardShieldUpgradeMatItems(const int InItemNum);// 0x65a85e0
void TryBreakShieldRecharge();// 0x65a8c60
void TryBreakScopeStatus();// 0x65a3338
void TryBindPowerBarDelegates();// 0x65ac1d0
void TryBindPickupDelegates();// 0x65ac20c
void TryBindItemPanelDelegates();// 0x65ac1f8
void TryBindHPPanelDelegates();// 0x65ac1e4
void TryAutoMarkItemForTeammateServer(const SolarItemData[] ItemData);//
0x65a5c34
void ToggleDebugInfo();// 0x65a0468
void ToggleDebugGASInfo();// 0x65a0454
void TickShieldOperatorTimeline(float InDeltaTime);// 0x65aa234
void TemporaryShieldValueChanged__DelegateSignature(float OldValue, float
NewValue);// 0x704f228
float TakeDamageResolve(float Damage, out const SolarPointDamageEvent
DamageEvent, SCMPlayerState* EventInstigator, Actor* DamageCauser);// 0x65a5da8
void Suicide();// 0x65ad748
void StopTreatmentProgressBar();// 0x65ab144
void StopTreatment();// 0x65ab2e8
void StopShieldRechargeProgressBar();// 0x65a9fdc
void StopShieldRechargeProgress();// 0x65a9e28
void StopRescueProgressBar();// 0x65ace60
void StopRepairWeakPointProgressBar();// 0x65a1b70
void StopClimbSound();// 0x65b0bd4
void StatisticElectricShopOnActivated(out const Vector InLocation);//
0x65a7968
void StartTreatmentProgressBar(const float Duration);// 0x65ab158
void StartTreatment(const bool InUseMedicine);// 0x65ab2fc
void StartShieldRechargeProgressBar(const float InRechargeDuration, int
InContributorCharacterId);// 0x65a9ff0
void StartShieldRechargeProgress();// 0x65a9e3c
void StartRescueProgressBar(const float Duration, const float RemainingTime,
const bool bShowBtn, bool bIsUAV);// 0x65ace74
void StartRepairWeakPointProgressBar(const float Duration);// 0x65a1b84
void SpecAnimInstStopMontage(enum SpecAnimType, AnimMontage* AnimMontage);//
0x65b1020
float SpecAnimInstPlayMontage(enum SpecAnimType, AnimMontage* AnimMontage,
float InPlayRate, FName StartSectionName);// 0x65b111c
AnimMontage* SpecAnimInstGetCurrentMontage(enum SpecAnimType);// 0x65b0f70
void SpawnDeathBoxActor(SolarPlayerState* InKillerPS);// 0x65ac970
void SolarLaunchCharacter(out const Vector LaunchVelocity, bool bXYOverride,
bool bZOverride, Actor* JumpPad);// 0x65a42c4
void SolarGM_SimulateShootDetail(int ShootTimes, float SpreadAngleBegin,
float SpreadAngleEnd);// 0x65a0208
void SolarGM_CleanupShootDetail();// 0x65a0344
void ShowShieldUIFX(const int ShiledID);// 0x704f228
void ShowShieldUI(const bool IsShow);// 0x704f228
void ShowRevivePickupEffect();// 0x65a88f8
void ShowReviveClearEffect();// 0x65a88e4
void ShowRescueInjector();// 0x65ad028
void ShowNoticeCantCharge();// 0x65a1900
bool ShouldForceOverrideDamageTaken(float Damage, out const
SolarPointDamageEvent DamageEvent, SCMPlayerState* EventInstigator, Actor*
DamageCauser, out float OverrideDamageTaken);// 0x65a5f5c
void ShieldUpgradeToNextLevel();// 0x65aa4fc
void ShieldOperatorInterpFunc(float InValue);// 0x65aa2f0
void SetSpectateTargetCharacter(SolarCharacter* InSpectateTargetCharacter);//
0x65a83b8
void SetSkillStateForResurrectionCoin();// 0x65aa898
void SetSelfEnergyCostEnable(bool bEnable);// 0x65ac7ec
void SetOpenScopeDuration(float InDuration, bool bInOpenScope);// 0x65a3234
void SetNewCharacterSkin(SkeletalMesh* NewMesh, MaterialInterface*
NewMaterial, out const FName MatSlotName, class Object NewAnimClass);// 0x65b05ac
void SetMaxWalkSpeed(float NewWalkSpeed);// 0x65a47a4
void SetInfiniteAmmoState(const bool Enable);// 0x65a1914
void SetCurrShieldValue(const float InValue, bool bFromDamage);// 0x65aa5a4
void SetCurrExtraEnergy(float Amount);// 0x65ac670
void SetBackpackConfig(const int InCharacterId);// 0x65b026c
void ServerUseItemRequest(int ItemID, int Num);// 0x65ac0d8
bool ServerUpgradeShield();// 0x65af014
void ServerUpdateWallRunState(enum NewState);// 0x65a06dc
void ServerUpdateWallRunAngle(byte ClientSurfaceAngle, int8
ClientLateralMagnitude);// 0x65a0530
void ServerUpdateDuckRollingJumpPoseIndex(int Index);// 0x65a0fb8
void ServerTryRechargeShield(const float InRecoverySpeed);// 0x65a99e8
void ServerTriggerRadarStation();// 0x65a7b30
void ServerTossCoin(SolarSlotMachine* InSlotMachine);// 0x65a8834
void ServerSwitchVehicleSeat(float LocalTime, SolarVehiclePawn* InVehicle,
int TargetSeatIndex, const Vector_NetQuantize VehicleLocation, const
Vector_NetQuantizeNormal VehicleEuler);// 0x65a2408
void ServerSwitchShield(const SolarItemData NewShieldData);// 0x65a98ec
void ServerStatisticsRechargedTimes(const int RechargedTimes, const int
BigRechargedTimes);// 0x65a9ab8
void ServerStatisticElectricShopOnActivated(const Vector InLocation);//
0x65a78bc
void ServerStartRespawnDevice(int DeviceID);// 0x65aab24
void ServerStartRescue(SolarCharacter* TargetCharacter);// 0x65ad2e8
void ServerSetTreasureBoxState(SolarTreasureBoxActor* TreasureBox, const enum
NewState, SolarCharacter* RequestCharacter);// 0x65abc7c
void ServerSetJetPackModule(const int NewJetPackModuleID, const bool
bForVertical);// 0x65ae314
void ServerSetIsEnterWorshipArea(SolarMissionWorshipTargetActor*
WorshipTarget, const bool IsEnter, SolarCharacter* RequestCharacter);// 0x65abb38
void ServerSetInputVector(uint16 AxisX, uint16 AxisY);// 0x65ae1dc
void ServerSetIdleTurnType(byte TurnType);// 0x65ae12c
void ServerSetGetOnVehicleInfo(float LocalTime, SolarVehiclePawn* InVehicle,
int SeatIndex);// 0x65a28e4
void ServerSetEnergyState(enum State);// 0x65af498
void ServerSetDebugCharacterGASValue(int Value);// 0x65a0080
void ServerSetCurChargingDeathBox(DeathTreasureBox* DeathBox);// 0x65a89b4
void ServerSetChargingPile(const bool bEnter, SolarPile* InChargingPile);//
0x65ae9ec
void ServerSetCanBeDamaged(bool bInCanBeDamaged);// 0x65a6460
void ServerSendGameplayEvent(const GameplayTag EventTag, const
GameplayEventData Payload);// 0x65a52ec
void ServerSelectLevelSkill(int Level, int SelectedIndex);// 0x659e4ec
void ServerRPCUpgradeWeapon(SolarElectricShop* InTargetShop,
SolarPlayerWeapon* InTargetWeapon);// 0x65af068
void ServerRPCUpgradeShield();// 0x65af04c
void ServerRPCTakeWeaponPartToBag(const int Slot, const int
WeaponPartType);// 0x65ae604
void ServerRPCTakeBagPartToWeapon(const int Slot, const int
WeaponPartType);// 0x65ae50c
void ServerRPCSwitchWeaponPart(const int Slot, const int WeaponPartType);//
0x65ae414
void ServerRPCSetSelfEnergyCostEnable(bool bEnable);// 0x65ac89c
void ServerRPCPurchaseEShopItems(const int InProductID, const bool
bIsRecommend, SolarElectricShop* InTargetShop);// 0x65af2a4
void ServerRPCDisplayAllElectricShops();// 0x65a78a0
void ServerRPCDiscardWeaponPart(const int Slot, const int WeaponPartType);//
0x65ae6fc
void ServerRPCDiscardWeapon(const int InSlot);// 0x65aed6c
void ServerRPCDiscardItem(const int InItemID, const int InItemNum);//
0x65aee1c
void ServerRequestStartResurrect(DeathTreasureBox* TargetDeathBox);//
0x65aa7e8
void ServerRequestCancelResurrect();// 0x65aa7cc
void ServerPostAutoFireStatusChanged(bool bInOn);// 0x65a2ec8
void ServerPlayTreatmentCancelSound();// 0x65ab128
void ServerPickUpWeapon(Actor* Actor, bool bIsAutoPickup, const int
TargetIndex, Vector ClientCharPos, Vector ClientItemPos);// 0x65ab5c8
void ServerPickUpTreasureItem(SolarTreasureBoxActor* TreasureBox, int64
ItemThisID, bool bIsAutoPickup, int TargetIndex, Vector ClientCharPos, Vector
ClientItemPos);// 0x65ab3ac
void ServerPickUpItemsMerged(const PickUpParams[] MergedPickupItems);//
0x65ab970
void ServerPickUpItem(SolarItemActor* ItemActor, bool bIsAutoPickup, int
TargetIndex, Vector ClientCharPos, Vector ClientItemPos);// 0x65ab79c
void ServerOpenCipherBox(SolarTreasureBoxActor* InBoxActor);// 0x65ac028
void ServerOnDestructActor(SolarDestructibleActor* DestructibleActor,
SolarVehiclePawn* VehiclePawn, float SpeedDifference, Vector Impulse, Vector
ImpactPoint);// 0x65adf5c
void ServerMoveNoBaseEx(float Timestamp, Vector_NetQuantize10 InAccel,
Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32
View, byte ClientMovementMode, uint32 ClientCustomMoveData);// 0x65a4d54
void ServerMoveDualNoBaseEx(float TimeStamp0, Vector_NetQuantize10 InAccel0,
byte PendingFlags, uint32 View0, uint32 PendingCustomMoveData, float Timestamp,
Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte NewFlags, byte
ClientRoll, uint32 View, byte ClientMovementMode, uint32 NewCustomMoveData);//
0x65a48b4
void ServerKillMe(enum DamageType);// 0x65ad75c
void ServerInitSheildComp(const int InShiledID);// 0x65a9bb4
void ServerGMVehicleSubHealth(int SubHealth);// 0x65a1e08
void ServerGetOffVehicleEjected(bool bNeedNotify, const
Vector_NetQuantizeNormal EjectDirection, const VehicleEjectParams Params);//
0x65a25d8
void ServerGetOffVehicle(bool bNeedNotify);// 0x65a2720
void ServerGameStatisticsSlideTackleCooldown();// 0x65a6a68
void ServerFinishTossCoin(SolarSlotMachine* InSlotMachine);// 0x65a86d4
void ServerEnableServerGASDebugByDisplayDebug(bool bEnabled);// 0x659ffc8
void ServerDetectBlock();// 0x65a01ec
void ServerDealMeleeDamage(SolarCharacter* Target, const Vector ClientHitLoc,
const FName DetectionBoneName);// 0x65a3654
void ServerConsumeExtraEnergy(const float InAmount, const enum InUsage);//
0x65ae7f4
void ServerConsumeEnergy(const float InAmount, const enum InUsage);//
0x65ae8f0
void ServerClearJetModule();// 0x65ae2f8
void ServerClearEnergyState(enum State);// 0x65af3e8
void ServerChangeRechargeState(const bool bRecharge, const bool
bUseBigRecharger);// 0x65a9c64
void ServerCancelVehicleAbility(byte AbilityIndex);// 0x65a20d4
void ServerCancelVault(float InAnimPosition, Vector InLandLocation);//
0x65a07a8
void ServerCancelTossCoin(SolarSlotMachine* InSlotMachine);// 0x65a8784
void ServerCancelRespawnDevice();// 0x65aab08
void ServerCancelRescue();// 0x65ad2b8
void ServerCancelOpenCipherBox(SolarTreasureBoxActor* InBoxActor);//
0x65abf78
void ServerCancelMeleeWarp();// 0x65a078c
void ServerBoostWallRun(const WallRunBoostComponent* InBoostComponent);//
0x65a062c
void ServerBackpackGM(const enum InGmType, const int InItemID, const int
InItemNum, const int InSlot);// 0x65aebdc
void ServerAskForActiveAbilityInfosToRestoreOnReconnected();// 0x65a5118
void ServerApplyVehicleAbility(byte AbilityIndex);// 0x65a2184
void ServerAddVehicleTime(float InAddTime);// 0x65a69b8
void ServerAcceptMapSpawnMission(SolarMissionSpawnActor* MissionSpawn,
SolarCharacter* RequestCharacter);// 0x65aba40
void RoleAbilityRefreshGERemainByDuration(const GameplayTag Tag, int
NewCount, byte AbilityIndex);// 0x659eec8
void RoleAbilityHoldingTagCallback(const GameplayTag Tag, int NewCount, byte
AbilityIndex);// 0x659f158
void RoleAbilityForbiddenAbilityTagCallback(const GameplayTag Tag, int
NewCount, byte AbilityIndex);// 0x659f3e8
void RoleAbilityEndedCallBack(GameplayAbility* InAbility);// 0x659ecb8
void RoleAbilityDisableTagCallback(const GameplayTag Tag, int NewCount, byte
AbilityIndex);// 0x659f2a0
void RoleAbilityCoolDownTagCallback(const GameplayTag Tag, int NewCount, byte
AbilityIndex);// 0x659f530
void RoleAbilityContinuousTagCallback(const GameplayTag Tag, int NewCount,
byte AbilityIndex);// 0x659f010
void RoleAbilityCommittedCallBack(GameplayAbility* InAbility);// 0x659ed68
void RoleAbilityActiveCallBack(GameplayAbility* InAbility);// 0x659ee18
void ReturnMostValuableItemIDServer(const byte TeammatePosInTeam, const int64
ItemThisID);// 0x65a5a34
void RequestUseBackpackItemServer(const int InItemID, const int InItemNum);//
0x65aeae4
void RequestToStopVehicleRepairing();// 0x65a1c2c
void RequestToStopGetOnVehicle();// 0x65a23f4
void RequestToStartVehicleRepairing(SolarVehiclePawn* InVehicle);// 0x65a1c40
void RequestTeamSingleCruise(out const SingleCruiseBaseParam StartParam,
const SolarCharacter*[] TeamCharacters);// 0x65a3e78
void RequestTeamRespawnFalling(out const RespawnFallingBaseParam StartParam,
const SolarCharacter*[] TeamCharacters);// 0x65a3794
void RequestSingleCruise(out const SingleCruiseBaseParam StartParam);//
0x65a3fd0
void RequestRespawnFalling(out const RespawnFallingBaseParam StartParam);//
0x65a38ec
void RequestPlayShieldSound(out ShieldSoundData ShieldSound, bool
bIsOnly1P);// 0x65a8e8c
void RequestDisplayAllElectricShops();// 0x65a7a18
void RequestCancelRescue();// 0x65ad000
void RemoveTreasureBoxOperator();// 0x65a8a64
void RemoveTempComponent(PrimitiveComponent* TargetComp);// 0x65a09b8
void RemoveShieldUpgradeOperator();// 0x65aa180
void RemoveShieldRepairEffectItem();// 0x65aa1bc
void RemoveShieldOperator();// 0x65aa1f8
void RemovePerspectiveTargetTag(bool bCausedBySuperRadar);// 0x65a134c
void RefreshWeaponDataMapAndArray();// 0x65afd04
void RefreshTypeItemMapAndArray();// 0x65afd18
void RefreshRenderConsoleVarForSkydive();// 0x704f228
void RefreshMaxPileMapAndArray();// 0x65afd40
void RefreshIdItemMapAndArray();// 0x65afd2c
void ReceiveUpdateSkydiveLandingEffects(float DistanceToGround);// 0x704f228
void ReceiveUpdateSkydiveFlyingEffects(float FallingRate);// 0x704f228
void ReceivePlaySkydiveLandingEndEffects(bool bIsInWater);// 0x704f228
void ReceivedOnShieldIdChanged(int LastShieldId);// 0x65a8ba4
void ReceiveAfterTakeDamageResolve(float Damage, out const
SolarPointDamageEvent DamageEvent, SCMPlayerState* EventInstigator, Actor*
DamageCauser);// 0x704f228
void QuitVehicleWholeShield();// 0x65a19e4
void QuitVehicleStealth();// 0x65a1b48
void PurchaseEShopItemsResponse(const int InProductID, const bool bSuccess,
SolarElectricShop* InTargetShop);// 0x65af160
void PostNotEnoughEnergyNotice();// 0x65a23e0
void PlaySquatSound();// 0x65b0bac
void PlaySpeedUpEffect(bool bIsUp);// 0x65ade6c
void PlayShieldSoundByType(enum ShieldSoundType);// 0x65a8fc0
void PlayParachuteStartSound();// 0x65a4138
void PlayMontageOnOrnament(GameplayTag OrnamentTag, AnimMontage*
MontageToPlay);// 0x65b03cc
void PlayerStateReplicatedForHUD();// 0x65a81e4
void OutBoundAreaTimerDelegate();// 0x65ac220
void OnZiplineInteractStateChanged__DelegateSignature(enum InState);//
0x704f228
void OnVaultInput();// 0x65a089c
void OnUsingSkillStatusChanged(const GameplayTag Tag, int NewCount);//
0x659fb88
void OnUpdateShieldId();// 0x65a91b8
void OnUpdateResurrectProgress(const float MaxTime, const float LeftTime,
const int RescuingNum);// 0x65aabd4
void OnUIDurationGameplayEffectTimeChanged(ActiveGameplayEffectHandle
InHandle, float NewStartTime, float NewDuration);// 0x659e6d8
void OnUAVSpawnRelatedTagChange(const GameplayTag Tag, int NewCount);//
0x659e26c
void OnTreatmentStop__DelegateSignature(bool bWasCancelled);// 0x704f228
void OnTeamUseRespawnDeviceStateChanged(bool bTeamCanUseRespawnDevice);//
0x65aa95c
void OnTargetRadarStationChanged__DelegateSignature(SolarRadarStation*
InRadarStation);// 0x704f228
void OnTakeDamage__DelegateSignature(const SolarCharacter* Character, const
SolarCharacter* DamageInstigatorCharacter, out const SolarPointDamageEvent
DamageEvent, float HPDamage);// 0x704f228
void OnStrongholdStateChanged(int NoticeID);// 0x65b1430
void OnStartResurrectProgress(const int InTextId, const float InDuration,
const float InRemaining, const bool bShowCancel);// 0x65aad24
void OnStartRemindTeammateRescue();// 0x65ad534
void OnSpawnExpItem();// 0x65a8688
void OnSkydiveTraced__DelegateSignature(out const HitResult HitResult);//
0x704f228
void OnSkydiveStateChanged(SolarCharacter* Character, enum LastStage, enum
CurrentStage);// 0x65a3d38
void OnSkydiveStageChanged(enum LastStage, enum CurrentStage);// 0x704f228
void OnShowShieldHUD__DelegateSignature(bool bIsShowShieldHUD);// 0x704f228
bool OnShouldTakeDamage(float Damage, out const SolarPointDamageEvent
DamageEvent, SCMPlayerState* EventInstigator, Actor* DamageCauser);// 0x65a616c
void OnShieldValueLowDelegate__DelegateSignature(bool bIsShieldValueLow);//
0x704f228
void OnShieldValueChanged__DelegateSignature(enum WidgetState, float
CurValue, float ChangeValue, const enum ShieldRechargeState, bool bFixPreAdd);//
0x704f228
void OnShieldRechargeStart();// 0x65aa524
void OnShieldRechargeProgressBarComplete();// 0x65a9f60
void OnShieldRechargeProgressBarCancel();// 0x65a9f4c
void OnShieldRechargeEnd();// 0x65aa510
void OnShieldIDChangedDelegate__DelegateSignature(int ShiledID, float
CurValue, float MaxValue, int QualityColor, bool bIsAdvancedShield);// 0x704f228
void OnSheildUpFXDelegate__DelegateSignature();// 0x704f228
void OnSheildRechargeDelegate__DelegateSignature();// 0x704f228
void OnSheildBreakDelegate__DelegateSignature();// 0x704f228
void OnSeverRemindTeammateRescueNotify(int RemindRescueSoundID);// 0x65ad484
void OnRoleGameplayEffectRemoved(out const ActiveGameplayEffect
ActiveGameplayEffect);// 0x659e81c
void OnRoleGameplayEffectApplied(AbilitySystemComponent* ASC, out const
GameplayEffectSpec InGameplayEffectSpec, ActiveGameplayEffectHandle
InGameplayEffectHandle);// 0x659eb60
void OnRoleAbilityAuxiliaryPressed();// 0x659fad4
void OnRespawnDeviceComplete__DelegateSignature();// 0x704f228
void OnReplayCameraModeChanged(enum OldMode, enum CurMode);// 0x65a08c4
void OnRepItemWeaponParts();// 0x65b00e0
void OnRepIgnoreScopeSlots();// 0x65b00cc
void OnRep_WeaponSystemVehicle();// 0x65a1ce8
void OnRep_WeaponDataMap();// 0x65b00f4
void OnRep_VJetPackModuleID();// 0x65affd4
void OnRep_TypeKeyItemArrayChange();// 0x65b0108
void OnRep_TreatmentState(enum LastState);// 0x65aafd8
void OnRep_TreatmentCount(int LastCount);// 0x65ab080
void OnRep_TargetRadarStation();// 0x65a7b1c
void OnRep_SkillAnimDistanceBlendRatio();// 0x65a17c8
void OnRep_SingleCruiseState(enum LastSingleCruiseState);// 0x65a3c90
void OnRep_SettingEnergyCostChanged();// 0x65affac
void OnRep_ReviveItemCleared();// 0x65aff98
void OnRep_RescueState();// 0x65ad18c
void OnRep_RescueInfo();// 0x65accb4
void OnRep_PendingRegeneration();// 0x65ad454
void OnRep_OutVehicleShotState();// 0x65a1cfc
void OnRep_OutBoundWarningTime();// 0x65ac234
void OnRep_OrnamentMontageInfo(OrnamentMontageInfo LastInfo);// 0x65b0314
void OnRep_OnCharacterDestroyCorpseInfo();// 0x65adb00
void OnRep_NetIsZipping();// 0x659dd78
void OnRep_MaxPileArrayChange();// 0x65b0130
void OnRep_MaxExtraEnergyChanged();// 0x65b00a4
void OnRep_IsSlideTackling();// 0x65a4174
void OnRep_IsDeathVerge();// 0x65ad87c
void OnRep_InOutboundArea();// 0x65ac248
void OnRep_InCapsuleIDDebugOnly();// 0x65a4160
void OnRep_IdleTurnType();// 0x65adbfc
void OnRep_IdKeyItemArrayChange();// 0x65b011c
void OnRep_HJetPackModuleID();// 0x65affc0
void OnRep_ForceParachuteCountDown();// 0x65a40b0
void OnRep_ExtraEnergyModuleIDChanged();// 0x65affe8
void OnRep_EnergyStateChanged();// 0x65b00b8
void OnRep_EnableCruising();// 0x65a40ec
void OnRep_DuckRollingJumpPoseIndex();// 0x65a0fa4
void OnRep_DiedTime();// 0x65ad398
void OnRep_CurUniqueShieldId();// 0x65a91cc
void OnRep_CurrShieldValue(float PreviousValue);// 0x65a9110
void OnRep_CurrShieldState(enum LastState);// 0x65a9068
void OnRep_CurrShieldId(int InLastShieldId);// 0x65a91e0
void OnRep_CurrentZiplineObj(SolarZiplineObj* LastZiplineObj);// 0x659dd8c
void OnRep_CurrentZiplineMoveState();// 0x659de34
void OnRep_CurrentSkydiveStage(enum LastStage);// 0x65a39e0
void OnRep_CurrentSkillAnimType();// 0x65a1338
void OnRep_CurrentEnergyChanged(float LastEnergyValue);// 0x65afffc
void OnRep_CurChargingDeathBoxChanged(DeathTreasureBox* PreBox);// 0x65a890c
void OnRep_CruiseState();// 0x65a40c4
void OnRep_CharacterLookAt(out const Rotator LastLookAt);// 0x65adc10
void OnRep_CharacterCapsuleSizeOverride();// 0x65b1694
void OnRep_CapsuleID();// 0x65a40d8
void OnRep_CanSkilledJump();// 0x65a0f90
void OnRep_bNeedInhibitMoveByRescue();// 0x65acca0
void OnRep_BlindMarkEffectCauserList();// 0x65a13fc
void OnRep_BGMInBattle();// 0x65a39cc
void OnRep_AssignedSkinID(int OldSkinID);// 0x65b04bc
void OnRep_AssignedCharacterID();// 0x65b0564
void OnRep_ActiveInfiniteAmmo();// 0x65a18d8
void OnRep_ActiveEMP();// 0x65a18ec
void OnPlayingScrubCharactersCreated();// 0x65a08b0
void OnPlayerKilled(SCMPlayerState* KillerPlayer, out SolarPointDamageEvent
InDamageEvent, Actor* InDamageCauser);// 0x704f228
void OnPlayerKill(SCMPlayerState* KilledPlayer, out SolarPointDamageEvent
InDamageEvent, Actor* InDamageCauser);// 0x704f228
void OnPlayerDataRepAsPlayer(byte TeamID);// 0x65a7e80
void OnPlayerBackpackEnergyUpdate();// 0x65b0bc0
void OnPickupSettingChanged();// 0x65aba2c
void OnOutVehicleStateChanged();// 0x65a2b2c
void OnMultiRemindTeammateRescueNotify();// 0x65ad468
void OnMontageNotifyCallback(FName NotifyName, out const
BranchingPointNotifyPayload BranchingPointPayload);// 0x65b0e70
void OnMaxEnergyUpdateEvent__DelegateSignature(float InMaxValue);// 0x704f228
void OnMassInvisibilityStateChanged(const GameplayTag
MassInvisibilityStateTag, int NewCount);// 0x65a1664
void OnLocalPlayerSpectateTargetChanged(SolarPlayerState* OldTarget,
SolarSpectateInfo* LocalPlayerSpectateInfo);// 0x65a81f8
void OnLocalPlayerSpectateMeStatusChanged__DelegateSignature(SolarCharacter*
Character, bool bIsSpectating);// 0x704f228
void OnLevelSequence_PlayAirborneJumpSound();// 0x65a414c
void OnJogSetClient__DelegateSignature(bool bSet);// 0x704f228
void OnJetFlyStart__DelegateSignature(out const enum Type);// 0x704f228
void OnInitRoleAbilityInternal(int CharacterId, int AbilityLevel, byte
RoleAbilityIndex, Object*[] LoadedAbilityClasses);// 0x659f848
void OnHUDTeamPosSet__DelegateSignature(byte PosInTeam);// 0x704f228
void OnHUDRescueBtnActivitySet__DelegateSignature(bool bIsActive);//
0x704f228
void OnHUDNickNameSet__DelegateSignature(FString NickName);// 0x704f228
void OnHealthUpdated__DelegateSignature(const SolarCharacter* Character);//
0x704f228
bool OnExitOpenTreasureBox();// 0x65a8ac4
bool OnEnterOpenTreasureBox();// 0x65a8afc
void OnEnterCombat(enum battleType);// 0x65a3028
void OnEnergyStateUpdateEvent__DelegateSignature(byte InEnergyState);//
0x704f228
void OnDrivingStateChanged(SolarVehiclePawn* SolarVehicle, enum
NewDriveState, enum OldDriveState, int NewSeatIndex, int OldSeatIndex);// 0x704f228
void OnDetectElectricShop(bool bEnter, SolarElectricShop* InElectricShop);//
0x65a7a2c
void OnCurShieldValueChangedDelegate__DelegateSignature(enum WidgetState,
float InCurValue, float InChangeValue, FString InSolarPlayerId);// 0x704f228
void OnCurEnergyUpdateEvent__DelegateSignature(float InCurValue, float
InChangeValue);// 0x704f228
void OnConsumableNumChangedEvent__DelegateSignature();// 0x704f228
void OnClientMovementComponentEnabled();// 0x65b17ec
void OnChargeInfoUpdateEvent__DelegateSignature(SolarCharacter*
OwnerCharacter, const float ChargeFrequency, const float ChargeQuantity);//
0x704f228
void OnCharacterSpawnDeathBox(const bool bCheat, SolarPlayerState*
InKiller);// 0x65acb1c
void OnCharacterSkinReset__DelegateSignature();// 0x704f228
void OnCharacterInhibitBattlePromptTagChanged(const GameplayTag Tag, int
NewCount);// 0x659e5e4
void OnCharacterDaraSet__DelegateSignature(int DataID);// 0x704f228
void OnCancelResurrectProgress();// 0x65aad10
void OnBeRescuedSucceed__DelegateSignature();// 0x704f228
void OnBatteryIdUpdateEvent__DelegateSignature(int InBatteryId);// 0x704f228
void OnBackpackWeaponPartUpdateEvent__DelegateSignature();// 0x704f228
void OnBackpackItemUpdateEvent__DelegateSignature();// 0x704f228
void OnBackpackEquipUpdateEvent__DelegateSignature();// 0x704f228
void OnBackpackEnergyUpdateEvent__DelegateSignature();// 0x704f228
void OnApplyDyingDamage(float DeltaTime);// 0x65ad03c
void OnAnimInitializedOnSkeletalMesh();// 0x65b1368
void NotifyLeaveSafeArea();// 0x65ac284
void NotifyEnterSafeArea();// 0x65ac270
bool NetGetOnVehicle(SolarVehiclePawn* InVehicle, int SeatIndex);// 0x65a2a2c
bool NetGetOffVehicle(bool bShouldEject, bool bNeedNotify);// 0x65a27d8
void MultiSetGetOffVehicleLocationAndRotation(const Vector DropLocation,
float TeleportRotYaw);// 0x65a1d10
void MultiResetCharacter(const Vector Location, const Rotator Rotation, bool
bClearWeapons);// 0x65b16a8
void MultiPlayHitSounds(const HitSoundData[] HitSoundDataList);// 0x65b0af0
void MultiOnRebirth(float ServerTime);// 0x65adb14
void MulticastPlayDuckRollingHitCharacterEffect(SolarCharacter*
TargetCharacter, const Vector HitLocation, bool bNoDamage);// 0x65a1068
void MulticastExchangeByDoppelganger(Vector_NetQuantize InLocation);//
0x65a15b4
void MulticastAddHitTrace(const HitTraceInfo[] Infos);// 0x65a5cec
void KillMe();// 0x65a0358
void K2_TryRemoveBillboardIcon(GameplayTag IconTag);// 0x65a11b0
void K2_SetCanShowBattlePrompt(bool NewValue);// 0x65b017c
void K2_RemoveGameplayTag(GameplayTag Tag, bool bReplicated);// 0x65a54a0
SoundGroupPlayContext K2_PlaySoundGroupByContext(FName SoundGroupName,
SoundGroupPlayContext Context);// 0x65b0c98
SoundGroupPlayContext K2_PlaySoundGroup(FName SoundGroupName);// 0x65b0db8
bool K2_IsSwimming();// 0x65a4220
bool K2_IsInAir();// 0x65a4258
bool K2_HasMatchingGameplayTag(GameplayTag Tag);// 0x65a5698
WidgetComponent* K2_GetTeamHUDComp();// 0x65a7e4c
HUD* K2_GetControlledHUD();// 0x65b1a5c
void K2_AddGameplayTag(GameplayTag Tag, bool bReplicated);// 0x65a559c
void K2_AddBillboardIcon(GameplayTag IconTag);// 0x65a1258
bool IsWeaponsAvailable();// 0x65a31c0
bool IsWallRunning(bool bIncludeCancel);// 0x65a44c0
bool IsViewportFocused();// 0x65a0d34
bool IsVerticalJetFlying();// 0x65a41b0
bool IsVehicleFire();// 0x65a34d4
bool IsTeammateWithLocalOrSpecTargetPlayer(bool bIncludingSelf);// 0x65b1808
bool IsTeammateWith(const SolarCharacter* Other);// 0x65a8130
bool IsSprinting();// 0x65a4670
bool IsSpectatingOtherPlayer();// 0x65a85a8
bool IsSkyCharging();// 0x65ac420
bool IsShieldValueLow();// 0x65a8b6c
bool IsShieldMaxLevel();// 0x65aa538
bool IsShieldFullyCharged();// 0x65a8d1c
bool IsScopeWantedByWeapon(int Slot, FName ScopeTag);// 0x65afd54
bool IsScopeOpened();// 0x65a33bc
bool IsRescuing();// 0x65ad1d8
bool IsReplayPlaying();// 0x65a84c8
bool IsReloading();// 0x65a342c
bool IsRechargerEnough();// 0x65a8cac
bool IsPlayerLocallyControlledOrSpectatedAsLocal();// 0x65b1ec0
bool IsPlayerLocallyControlledOrSpectated();// 0x65b1ef8
bool IsPileCharging();// 0x65ac3e8
bool IsOwnerOffline();// 0x65a8b34
bool IsOpeningTreasureBox();// 0x65a8a8c
bool IsNoCharging();// 0x65ac340
bool IsMovingOnGround(enum VelocityStatus);// 0x65a46f0
bool IsMeleeAttacking();// 0x65a357c
bool IsMaxLevelInGame();// 0x65a869c
bool IsLocallyControlledOrSpectated();// 0x65b1f30
bool IsLaunching();// 0x65a4450
bool IsJumping();// 0x65a4488
bool IsJetFlying();// 0x65a41d8
bool IsInZoneInvisibility();// 0x65a157c
bool IsInVehicle();// 0x65a2ba8
bool IsInSmoke();// 0x65a1544
bool IsInSkywardDive();// 0x65a1300
bool IsInsideVehicle();// 0x65a2b40
bool IsInScopeView();// 0x65a3384
bool IsInRoleAbilityState(byte RoleAbilityIndex, enum InState);// 0x659fd70
bool IsInRescueState();// 0x65ad280
bool IsInMassInvisibilityPrepare();// 0x65a1758
bool IsInMassInvisibility();// 0x65a1790
bool IsInInvisibleStatus();// 0x65a17dc
bool IsInFPSView();// 0x65a334c
bool IsInDeathVerge();// 0x65ad844
bool IsHumanCharacter();// 0x65b18c4
bool IsHorizontalJetFlying();// 0x65a4188
bool IsHoldingWeapon();// 0x65a31f8
bool IsFullHealth();// 0x65aaeb4
bool IsFullBodyMeleeAttacking();// 0x65a3544
bool IsFiring();// 0x65a350c
bool IsEquiping();// 0x65a33f4
bool IsEnergyCostAndChargeDisabled();// 0x65ac7b4
bool IsE2M();// 0x65ac378
bool IsDying();// 0x65ad248
bool IsDoingAnyAttack();// 0x65a349c
bool IsCruising();// 0x65a4100
bool IsCrouching();// 0x65a4638
bool IsClimbing(bool bIncludeWallRun);// 0x65a457c
static bool IsClientLocalCharacter(const SolarCharacter* InCharacter);//
0x65b1c88
bool IsCharacterSimulated();// 0x65b1e88
bool IsCharacterDebugBlockDetectionEnabled();// 0x65a041c
bool IsBoxCharging();// 0x65ac3b0
bool IsBolting();// 0x65a3464
bool IsBigRechargerEnough();// 0x65a8c74
bool IsBeingSpectatedOrRecordingReplay();// 0x65a8500
bool IsBeingSpectatedAsLocalPlayer();// 0x65a8538
bool IsBeingSpectated();// 0x65a8570
bool IsBeingRescue();// 0x65ad1a0
bool IsAllyWithPlayerState(const SolarPlayerState* Other);// 0x659e004
bool IsAllyWithLocalPlayer();// 0x659df18
bool IsAllyWithLocalOrSpecTargetPlayer(bool bIncludingSelf);// 0x659de5c
bool IsAllyWith(const SolarCharacter* Other);// 0x659df50
bool IsAllEnergyFull();// 0x65ac604
bool IsAiming();// 0x65a35b4
bool IsAbleToContinueRecharge();// 0x65a8d54
void InputRoleAbilityTactical3Released();// 0x659fae8
void InputRoleAbilityTactical3Pressed();// 0x659fafc
void InputRoleAbilityTactical2Released();// 0x659fb10
void InputRoleAbilityTactical2Pressed();// 0x659fb24
void InputRoleAbilityTactical1Released();// 0x659fb38
void InputRoleAbilityTactical1Pressed();// 0x659fb4c
void InputRoleAbilitySuperReleased();// 0x659fb60
void InputRoleAbilitySuperPressed();// 0x659fb74
void InputCancelRoleAbility();// 0x659fac0
void InitShieldUpgradeMatMaxPile();// 0x65afcf0
void InitShieldPropertyByConfig();// 0x65a9f38
void InitShieldOperatorTimeline();// 0x65aa2dc
void InitializeCharacterData(const int InCharacterId, const int InSkinID);//
0x65b07e0
void InitGameStatisticEquipment();// 0x65a7104
void InitCharacterDefaultShield(out const SolarItemData InShiledID);//
0x65a8d8c
void IncreaseRechargedTimes();// 0x65a9aa4
void HideShieldUpgradeOperator();// 0x65aa194
void HideShieldRepairEffectItem();// 0x65aa1d0
void HideShieldOperator();// 0x65aa20c
void HideRescueInjector();// 0x65ad014
bool HasAnyShieldEquiped();// 0x65a9e50
bool HasAnyRecharger();// 0x65a8ce4
bool HandleDying(byte ChangeType, Controller* InstigatorController);//
0x65ada00
int GetWeaponSpecializationLevel();// 0x65a35ec
<enum,int> GetWeaponPartsMap();// 0x65afe54
int[] GetWeaponPartsArray();// 0x65afe74
bool GetWeaponItemDataBySlot(const int InSlot, out SolarItemData ItemData);//
0x65af6e4
<int,SolarItemData> GetWeaponDataMap();// 0x65aff38
byte GetVehicleAbilityCounter();// 0x65a2234
<enum,SolarItemData> GetTypeKeyItemMap();// 0x65aff58
float GetTreatmentRemaining();// 0x65aafa4
float GetTreatmentDuration(const bool InUseMedicine);// 0x65aaeec
byte GetSteppedSurfaceType();// 0x65a4290
SolarSpectateInfo* GetSpectateInfo();// 0x65a8494
AnimInstance* GetSpecAnimInstance(enum SpecAnimType);// 0x65b12b8
SolarReplayPlayerController* GetSolarReplayPlayerController();// 0x65b1d9c
SolarPlayerState* GetSolarPlayerStateFromSameTeam();// 0x65b19b0
SolarPlayerState* GetSolarPlayerStateFromSameAlly();// 0x65b19ec
SolarPlayerState* GetSolarPlayerState();// 0x65b1a28
FString GetSolarPlayerID();// 0x65b18fc
SolarPlayerController* GetSolarPlayerController(bool bSkipPossessCheck);//
0x65b1dd0
SolarPlayerCameraManager* GetSolarPlayerCameraManager();// 0x65b0abc
SolarCharacterMovementComponent* GetSolarCharacterMovementComponent();//
0x65a4880
SolarBotAIController* GetSolarAIController();// 0x65b1d34
SolarAbilitySystemComponent* GetSolarAbilitySystemComponentSimple();//
0x65a574c
Vector GetSocketLocationAtPrimaryMesh(out const FName InSocketName);//
0x65a0ed0
float GetSkydiveRestartFlyingHeight();// 0x65a3c28
float GetSkydiveLandingHeight();// 0x65a3c5c
static CharacterSkinConfig* GetSkinConfig(const int InSkinID);// 0x65b0738
int GetShieldWorthByID(const int InShieldID);// 0x65a9e74
int GetShieldUpgradeNeedMatNum();// 0x65afc40
int GetShieldUpgradeMatNum();// 0x65afc74
int GetShieldUpgradeMatMaxPile();// 0x65afca8
float GetShieldRecoveryAmount();// 0x65aa0e4
float GetShieldRechargeRemainningTime();// 0x65aa14c
float GetShieldRechargeDuration();// 0x65aa118
int GetShieldMaxLevel();// 0x65a9f74
SolarSpectateInfo* GetServerSpectateInfo();// 0x65a8460
SolarCharacterMovementComponent* GetSafeSolarCharacterMovement();// 0x65a484c
byte GetRoleAbilityState(byte RoleAbilityIndex);// 0x659fe70
SolarUAVRescue* GetRescuingUAV();// 0x65acc20
float GetRecoveryDuartionModify();// 0x704f228
float GetRecoveryAmountModify();// 0x704f228
SolarUAVRescue* GetPermanentRescueUAV();// 0x659e360
Rotator GetNormalizeCameraRotation();// 0x65b08d0
bool GetNewItemData(int InItemID, int InItemNum, out SolarItemData
OutItemData);// 0x65af548
byte GetMyTeamID();// 0x65b0578
float GetMaxShieldValue();// 0x65aa570
float GetMaxExtraEnergy();// 0x65ac63c
float GetMaxEnergy();// 0x65ac74c
void GetMarkWigetAimingTranslucentValue(out const float CheckDistancePercent,
out float TranslucentValue);// 0x65a802c
void GetMarkWigetAimingScaleValue(out const float CheckDistancePercent, out
float ScaleValue);// 0x65a7f28
SolarPlayerState* GetLastDownBy();// 0x65ad80c
int GetItemNumById(const int InItemID);// 0x65afae0
int GetItemMaxPile(int InItemID);// 0x65afb90
bool GetItemDataByType(const enum ItemType, out SolarItemData ItemData);//
0x65af838
bool GetItemDataById(const int InItemID, out SolarItemData ItemData);//
0x65af98c
bool GetIsActiveEMP();// 0x65a19c4
Vector GetInputVector();// 0x65ae2d8
<int,SolarItemData> GetIdKeyItemMap();// 0x65aff78
int GetGenericSkillLevel();// 0x65a5168
SolarCharacter* GetFirstRescuingCharacters();// 0x65acc58
static SolarCharacter* GetFirstPlayerControllerCharacter(World* World);//
0x65b1a90
static SolarPlayerController* GetFirstPlayerController(World* World);//
0x65b1b38
int GetExtraEnergyModuleID();// 0x65ac954
float GetEnergyConsumptionModify();// 0x704f228
enum GetDriveState();// 0x65a2c08
Actor* GetDamagerCauserActor();// 0x65a6518
float GetCurrShieldValue();// 0x65aa6d4
int GetCurrShieldID();// 0x65aa6a0
float GetCurrExtraEnergy();// 0x65ac718
SolarPlayerWeapon* GetCurrentWeapon();// 0x65a3620
enum GetCurrentWalkMode();// 0x65a46bc
float GetCurrentVehicleAbilityCooldownRemaining(byte AbilityIndex);//
0x65a1f74
float GetCurrentVehicleAbilityCooldownDuration(byte AbilityIndex);//
0x65a2024
int GetCurrentShieldLevel();// 0x65a9fa8
enum GetCurrentCustomJumpType();// 0x65a4200
float GetCurrEnergy();// 0x65ac780
PlayerController* GetControllingOrReplayController();// 0x65b1d68
float GetConfigRescueTime();// 0x65accc8
StaticMesh* GetClipMeshOfHoldingWeapon();// 0x65a30d0
static SolarPlayerController* GetClientLocalPlayerController(const
SolarCharacter* InCharacter);// 0x65b1be0
static SolarPlayerCameraManager* GetClientLocalPlayerCameraManager(const
SolarCharacter* InCharacter);// 0x65b0a14
int GetClassTypeSkillLevel();// 0x65a5134
void GetChargingStateForUI(out bool IsSky, out bool IsPile, out bool IsBox,
out bool IsE2M);// 0x65ac458
Rotator GetCharacterLookAt();// 0x65adf1c
int GetCharacterCameraConfigFOVSection();// 0x65b0978
float GetCharacterCameraConfigFOV();// 0x65b09ac
SolarCharacterCameraComponent* GetCharacterCamera();// 0x65b09e0
bool GetCanShowBattlePrompt();// 0x65b0144
Rotator GetCameraRotation();// 0x65b0908
Vector GetCameraLocation();// 0x65b0940
void GetAllSkydiveLandingEffects(out ParticleSystemComponent*[]
OutEffects);// 0x65a3a88
void GetAllSkydiveFlyingEffects(out ParticleSystemComponent*[] OutEffects);//
0x65a3b58
void GatheringDeathBoxItem(const bool bCheat, SolarPlayerState* InKiller);//
0x65aca18
void GameStatisticsWeaponHit(SolarCharacterBase* DamageCauserCharacter, out
const SolarPointDamageEvent DamageInfo, const float ActualDamage);// 0x65a7684
void GameStatisticsVehicleLanded(out const HitResult Hit);// 0x65a6be8
void GameStatisticsVehicleInAir();// 0x65a6cb8
void GameStatisticsVehicleHit(Actor* DamageCauser, float HitDamage);//
0x65a712c
void GameStatisticsRiftReport(enum Type);// 0x65a6b2c
void GameStatisticsRespawnDevice(Vector Location);// 0x65a6a84
void GameStatisticsItemChange(const int ItemID, const enum PickType, const
int OldNum, const int NewNum, const int TriggerType, const int InTreateTimes, const
int InShieldRechargeTimes, const int InBigShieldRechargeTimes, const int
InBandgeUsageTimes);// 0x65a7220
void GameStatisticsGodWeapon();// 0x65a6bd4
void GameStatisticsGetOnVehicleReason(int Type, FString Type_Parameter);//
0x65a6dcc
void GameStatisticsGetOffVehicleReason(const SolarWeapon* CurrentWeapon,
FString Param);// 0x65a6ccc
void GameStatisticsEquipment();// 0x65a7118
void GameStatisticsElectricShopActivated(out const Vector InLocation);//
0x65a6f20
void GameStatisticsDamageReason(out const SolarPointDamageEvent
InDamageEvent, const float ActualDamage);// 0x65a6fd0
void GameStatisticsCharacterSkill(bool bIsSuperSkill);// 0x65a75d4
void GameStatisticsBackpackFly(out const BackpackStatisticsInfo
InBackpackStatisticsInfo);// 0x65a7524
void ForceBreakSprintState();// 0x65a46a8
bool FindUnblockedLocation(out Vector InOutCenter);// 0x65b14d8
void FindMostValuableItemClient(const SolarItemData[] ItemData, const byte
FromWhichTeammate);// 0x65a5b30
void ExitDyingMovement();// 0x65accfc
void ExitDeathVerge(bool bClientSimulation);// 0x65ad890
void ExecuteGM(FString GMType, FString Param1, FString Param2);// 0x65a0d6c
void EnterVehicleWholeShield(MaterialInterface* ShieldMaterialSource);//
0x65a19f8
void EnterVehicleStealth();// 0x65a1b5c
void EnterDyingMovement();// 0x65acd10
void EnterDeathVerge(bool bClientSimulation);// 0x65ad948
void EnableCharacterDebugInfo_BlockDetection(bool bEnabled);// 0x65a036c
void DoReceivingPoisonDamage();// 0x65ac25c
void DisCardShield();// 0x65a8c4c
void CreateTreasureBoxOperator();// 0x65a8a78
void CreateShieldUpgradeOperator();// 0x65aa1a8
void CreateShieldRepairEffectItem();// 0x65aa1e4
void CreateShieldOperator();// 0x65aa220
void CompleteRescuingImmediate();// 0x65ad2d4
void ClientUpdateTracking(int Mode, int Index, const Vector Location);//
0x65a2c3c
void ClientStartRecharge(const float InCurrentValue, const float
InRecoveryDuration, const float InRecoveryAmount, const enum ShieldRechargeType,
const int InShieldContributorCharacterId, bool bFixPreAdd);// 0x65a96c0
void ClientShowStrongholdNotice(int NoticeID, int StrongholdID);// 0x65b159c
void ClientSetServerBlockDetectionResult(FString Info);// 0x65a0130
void ClientRPCDisplayAllElectricShops(const Vector[] AllPositions);//
0x65a77e4
void ClientRestoreActiveAbilitiesOnReconnected(const RestoreAbilityInfo[]
SpecHandles);// 0x65a505c
void ClientRefreshAllShieldShops();// 0x65aa398
void ClientReceiveScanResult(const ScannedInfo_NetQuantize[] ScannedDatas,
const GameplayAbilitySpecHandle InRadarHandle, float SpanTimer);// 0x65a7d00
void ClientReceiveHitMessage(const enum[] InHitTypeArray);// 0x65a3104
void ClientPlaySoundGroup(const FName SoundGroupName);// 0x65b0be8
void ClientPlayHitEffect(const HitResult InHitResult, enum InHitType, const
Vector InRelativeHitLocation, SolarCharacter* InCauserOwner, SolarWeapon* InCauser,
int InWeaponID, int InWeaponSkinID, float ServerTime);// 0x65a66e4
void ClientPlayDeathShow(SolarPlayerState* InInstigatorPlayer, int
InWeaponID, int InWeaponSkinID, bool bInVictoryDeath);// 0x65a654c
void ClientOpenCipherBoxResponse(const bool bIsOpening);// 0x65abec0
void ClientOnTriggerCharacterDown();// 0x65a6428
void ClientOnShieldUpgrade(int CurrentShieldLevel);// 0x65a9340
void ClientOnShieldReduceEffect(bool bBroken);// 0x65a9288
void ClientOnReconnecting(const ReconnectionParams Params);// 0x65b137c
void ClientOnContinuousTreatmentStarted(const bool InUseMedicine);//
0x65ab21c
void ClientNotifyGameProgressCondition(out const GameplayTag
InProgressTag);// 0x65a5780
void ClientNotifyDetectedByRadarStart(const GameplayAbilitySpecHandle
InRadarHandle, class SolarRadarBase InRadarClass);// 0x65a7c00
void ClientNotifyDetectedByRadarEnd(const GameplayAbilitySpecHandle
InRadarHandle);// 0x65a7b4c
void ClientNoticePickup(const int64 ItemID, const int ItemNum);// 0x65abdc4
void ClientLeaveFromSkywardDiveLauncher(SkywardDiveLauncher* InLauncher);//
0x659e0b8
void ClientKilledCharacter();// 0x65a6444
void ClientEnterAndRefreshSkywardDiveLauncher(SkywardDiveLauncher*
InLauncher, bool bInHasAvailableDevice);// 0x659e168
void ClientCreateTreatEffect();// 0x65ab200
void ClientCompleteRecharge(const float InCurrentValue, const float
InChangeValue);// 0x65a95c8
void ClientCancelRespawnDevice(int DeviceID, enum Reason);// 0x65aaa0c
void ClientCancelRecharge(const bool BreakAnimOnly, const float
InCurrentValue, const float InChangeValue, const float MaxShieldVal, const enum
CancelReason);// 0x65a93f0
void ClientAddOnScreenDebugMessage(FString inString);// 0x65a181c
void ClientAckValidShieldUpgradeInteract(SolarShieldUpgradeItemShop* InShop,
enum AckReason, const int InShieldMatNum);// 0x65aa3b4
void ClearGameStatisticEquipment();// 0x65a70f0
void ClearDeathBoxData();// 0x65acb08
void CheckToChangeRoleAbilities(byte RoleAbilityIndex);// 0x659fa18
bool CheckStateCanBeRescue();// 0x65ad210
float CheckSelfAltitudeInstantlyByTrace(out HitResult HitGeography, bool
bCheckEveryFrame, float traceDistOverride, bool bSimpleCheck);// 0x65a0a60
void ChangeSeatByIndex(int TargetSeatIndex);// 0x65a2324
void ChangeSeatByDefault();// 0x65a23cc
void ChangeRoleAbilityByIndex(int CharacterId, int AbilityLevel, byte
RoleAbilityIndex, Object*[] LoadedAbilityClasses);// 0x659f678
void CGM_SpawnDeathBox();// 0x65acc0c
bool CanStickOutOfVehicle(bool bIgnoreSelfWeaponCheck);// 0x65a1eb8
bool CanRebirth();// 0x65adbc4
bool CanOperateBackpack();// 0x65b022c
void CancelVehicleAbility();// 0x65a2268
void CancelTreatment();// 0x65ab2d4
void CalculateBubbleKillNum(out SolarCharacter*[] InstigatorCharacters,
Actor* AttackWeapon);// 0x65a6324
void BroadcastCharacterAbilityCDRefundEvent(byte RoleAbilityIndex);//
0x659ff20
void BreakRechargeShield();// 0x65aa708
void BindUpdateHUDToOnHealthUpdateDelegateProc(const SolarCharacter*
Character);// 0x65ad3ac
void BindLocalPlayerSpectateDelegates(SolarSpectateInfo* LocalSpecInfo);//
0x65a8310
void BindActorToSelfTeam(Actor* Actor);// 0x65a58dc
void BeginplayPending__DelegateSignature();// 0x704f228
void BeginPlayBlueprint();// 0x704f228
void AutoMarkItemForTeammateClient(const int64 ItemThisID);// 0x65a5984
void AreaOverlapOnCapsuleEndOverlap(PrimitiveComponent* OverlappedComponent,
Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x659d9ac
void AreaOverlapOnCapsuleBeginOverlap(PrimitiveComponent*
OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int
OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x659db34
void ApplyVehicleAbility(byte AbilityIndex);// 0x65a227c
void AfterTakeDamageResolve(float Damage, out const SolarPointDamageEvent
DamageEvent, SCMPlayerState* EventInstigator, Actor* DamageCauser);// 0x704f228
void AfterDealDamageResolve(float Damage, out const SolarPointDamageEvent
DamageEvent, SCMPlayerState* EventInstigator, Actor* DamageCauser);// 0x704f228
void AddTrackingTarget(SolarCharacterBase* Tracked);// 0x65a2d78
void AddPerspectiveTargetTag(bool bCausedBySuperRadar, SolarCharacter*
InTargetCharacter, ActiveGameplayEffectHandle InHandle);// 0x65a1410
void AddDebugString(FString DebugString);// 0x65a047c
void AddCurrExtraEnergyValue(float DeltaEnergy);// 0x65ac298

--------------------------------
Class: SolarCharacterBase.Character.Pawn.Actor.Object
SpawnedActorHandle CachedActorHandle;//[Offset: 0x500, Size: 0x4]
InWaterActorInfo InWaterActorInfo;//[Offset: 0x504, Size: 0x18]
SolarCharacterBase* InstigatorCharacter;//[Offset: 0x520, Size: 0x8]
bool bLastDamageHasInstigatorCharacter;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x528, Size: 0x1]
ParticleSystem* DeathEffectSoft;//[Offset: 0x530, Size: 0x28]
float VehicleCollisionProtectionTimeOnJumpingOff;//[Offset: 0x58c, Size: 0x4]
float PushYScale;//[Offset: 0x590, Size: 0x4]
float PushXScaleOnSwimming;//[Offset: 0x594, Size: 0x4]
float PushYScaleOnSwimming;//[Offset: 0x598, Size: 0x4]
float PushZScaleOnSwimming;//[Offset: 0x59c, Size: 0x4]
SolarAbilitySystemComponent* SolarAbilitySystemComponent;//[Offset: 0x5a0,
Size: 0x8]
bool bHoldSignificanceWhenDyingForAutonomous;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x5cc, Size: 0x1]
AkComponent* AkAudioComponent;//[Offset: 0x5d0, Size: 0x8]
SolarAkGameObject* SolarAkGameObject;//[Offset: 0x5d8, Size: 0x8]
CharacterSoundConfig* CharacterSoundConfig;//[Offset: 0x5e0, Size: 0x8]
void SetAttributeWithGAS(const GameplayAttribute InAttribute, byte
ModifyType, float InValue);// 0x65c6a54
void ResetAudioComponentTransform();// 0x65c6918
void PostAkEventByName(FString EventName1, FString EventName2);// 0x65c692c
void OnRep_InWaterActorInfo();// 0x65c6e38
bool K2_IsInWater();// 0x65c7214
bool K2_IsAlive();// 0x65c6c44
bool IsPlayerLocallyControlled();// 0x65c72d0
bool IsInWater();// 0x65c6e4c
bool IsInSight(out const Vector InTargetPos, const float InMaxAngle, const
bool bHorizontalOnly);// 0x65c6f40
bool IsInRoom();// 0x65c71d4
bool IsBlocked(const Actor* InOtherActor);// 0x65c6e8c
bool InSameTeamWithFirstPlayerController();// 0x65c7254
void InitSolarAkGameObject(ActorComponent* Component, bool bReset);//
0x65c6724
FString GetSoundEventString(enum SoundOpt);// 0x65c6820
SolarAkGameObject* GetSolarAkGameObject();// 0x65c6a38
SolarAbilitySystemComponent* GetSafeASC();// 0x65c6bf4
float GetMaxHealth();// 0x65c6dfc
float GetLockHealth();// 0x65c6d84
float GetCurrentHealth();// 0x65c6dc0
enum GetCharacterType();// 0x65c7294
Vector GetCharacterLocation(bool bMiddle);// 0x65c70dc
Vector GetCharacterDirection();// 0x65c709c
SolarBackpackComponent* GetBackpack();// 0x65c7198
void ClientOnPushedByVehicle();// 0x65c6c28
bool CheckOpenParticleOptimization(int Bias);// 0x65c6670
void ChangeCurrentHealthWithGAS(byte ModifyType, float InValue);// 0x65c6c88

--------------------------------
Class: GameplayAttribute
FString AttributeName;//[Offset: 0x0, Size: 0x10]
FieldPathProperty Attribute;//[Size: 0x20]
Struct* AttributeOwner;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: SpawnedActorHandle
uint32 Handle;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: InWaterActorInfo
bool bIsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
float WaterLineHeight;//[Offset: 0x4, Size: 0x4]
SolarWaterActorNew* WaterActor;//[Offset: 0x8, Size: 0x8]
SolarShallowWaterActor* ShallowWaterActor;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: SolarWaterActorNew.Actor.Object
StaticMesh* VolumeMeshAsset;//[Offset: 0x238, Size: 0x28]
StaticMesh* SurfaceMeshAsset;//[Offset: 0x260, Size: 0x28]
MaterialInterface* WaterExtremeMaterial;//[Offset: 0x288, Size: 0x28]
MaterialInterface* WaterUltraMaterial;//[Offset: 0x2b0, Size: 0x28]
MaterialInterface* WaterHDRMaterial;//[Offset: 0x2d8, Size: 0x28]
MaterialInterface* WaterHDMaterial;//[Offset: 0x300, Size: 0x28]
MaterialInterface* WaterBalancedMaterial;//[Offset: 0x328, Size: 0x28]
MaterialInterface* WaterSmoothMaterial;//[Offset: 0x350, Size: 0x28]
MaterialInterface* WaterPerformanceMaterial;//[Offset: 0x378, Size: 0x28]
bool bUnderwater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a0, Size: 0x1]
MaterialInterface* WaterScreenMaterial;//[Offset: 0x3a8, Size: 0x28]
MaterialInterface* WaterVolumeMaterial;//[Offset: 0x3d0, Size: 0x28]
bool bPerformanceVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f8, Size: 0x1]
float HeightOffset;//[Offset: 0x3fc, Size: 0x4]
MaterialParameterCollection* WaterMPC;//[Offset: 0x400, Size: 0x8]
SolarPostProcessSettingItem* SolarPostAsset;//[Offset: 0x408, Size: 0x8]
bool bCutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410,
Size: 0x1]
LinearColor CutlineColor;//[Offset: 0x414, Size: 0x10]
float CutlineOffset;//[Offset: 0x424, Size: 0x4]
float CutlineFadeness;//[Offset: 0x428, Size: 0x4]
float CutlineThickness;//[Offset: 0x42c, Size: 0x4]
Texture2D* NormalTexture;//[Offset: 0x430, Size: 0x28]
float Flatten;//[Offset: 0x458, Size: 0x4]
float Speed;//[Offset: 0x45c, Size: 0x4]
float Tiling;//[Offset: 0x460, Size: 0x4]
float FarSpeed;//[Offset: 0x464, Size: 0x4]
float FarTiling;//[Offset: 0x468, Size: 0x4]
bool bAddtationNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x46c, Size: 0x1]
Texture2D* AddtationAreaTexture;//[Offset: 0x470, Size: 0x28]
float AddtationSpeed;//[Offset: 0x498, Size: 0x4]
float AddtationTiling;//[Offset: 0x49c, Size: 0x4]
float AddtationAreaDistribution;//[Offset: 0x4a0, Size: 0x4]
float SpecularIntensity;//[Offset: 0x4a4, Size: 0x4]
float ReflectionDistortion;//[Offset: 0x4a8, Size: 0x4]
TextureCube* ReflectionCubemap;//[Offset: 0x4b0, Size: 0x28]
bool bSSR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8, Size:
0x1]
float SSRFadeness;//[Offset: 0x4dc, Size: 0x4]
float SSRRaylength;//[Offset: 0x4e0, Size: 0x4]
bool bIridescence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4e4, Size: 0x1]
float IridescenceIOR;//[Offset: 0x4e8, Size: 0x4]
Texture2D* IridescenceAreaTexture;//[Offset: 0x4f0, Size: 0x28]
bool bRefraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x518, Size: 0x1]
float RefractionIOR;//[Offset: 0x51c, Size: 0x4]
LinearColor ScatteringColor;//[Offset: 0x520, Size: 0x10]
float ScatteringScale;//[Offset: 0x530, Size: 0x4]
float ScatteringDensity;//[Offset: 0x534, Size: 0x4]
float ScatteringAnisotropy;//[Offset: 0x538, Size: 0x4]
LinearColor AbsorptionColor;//[Offset: 0x53c, Size: 0x10]
float AbsorptionDistance;//[Offset: 0x54c, Size: 0x4]
bool bAbsorptionFromTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x550, Size: 0x1]
Texture2D* AbsorptionTexture;//[Offset: 0x558, Size: 0x28]
CharacterWaterEffectConfig CharacterWaterEffect;//[Offset: 0x580, Size: 0xa0]
VehicleWaterEffectConfig VehicleWaterEffect;//[Offset: 0x620, Size: 0xa0]
SpawnedActorHandle CachedActorHandle;//[Offset: 0x6c0, Size: 0x4]
SolarWaterMesh* VolumeMeshComponent;//[Offset: 0x6c8, Size: 0x8]
SolarWaterMesh* SurfaceMeshComponent;//[Offset: 0x6d0, Size: 0x8]
bool bVehicleCanExitWaterFromBottom;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6d8, Size: 0x1]
void OnExitWaterSurface(PrimitiveComponent* OverlappedComp, Actor* Other,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x6c90f0c
void OnEnterWaterSurface(PrimitiveComponent* OverlappedComp, Actor* Other,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x6c91094
void HandleEnterExitWaterSurface();// 0x6c90ef8
float GetWaterLineHeight();// 0x6c912d8

--------------------------------
Class: CharacterWaterEffectConfig
ParticleSystem* WalkingEffect;//[Offset: 0x0, Size: 0x28]
ParticleSystem* SwimmingEffect;//[Offset: 0x28, Size: 0x28]
ParticleSystem* HeavyJumpEffect;//[Offset: 0x50, Size: 0x28]
ParticleSystem* SoftJumpEffect;//[Offset: 0x78, Size: 0x28]

--------------------------------
Class: VehicleWaterEffectConfig
ParticleSystem* HorizontalLightEffect;//[Offset: 0x0, Size: 0x28]
ParticleSystem* HorizontalHeavyEffect;//[Offset: 0x28, Size: 0x28]
ParticleSystem* VerticalLightEffect;//[Offset: 0x50, Size: 0x28]
ParticleSystem* VerticalHeavyEffect;//[Offset: 0x78, Size: 0x28]

--------------------------------
Class:
SolarWaterMesh.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.
ActorComponent.Object

--------------------------------
Class: SolarShallowWaterActor.Actor.Object
StaticMesh* VolumeMeshAsset;//[Offset: 0x238, Size: 0x28]
StaticMesh* SurfaceMeshAsset;//[Offset: 0x260, Size: 0x28]
MaterialInterface* WaterExtremeMaterial;//[Offset: 0x288, Size: 0x28]
MaterialInterface* WaterUltraMaterial;//[Offset: 0x2b0, Size: 0x28]
MaterialInterface* WaterHDRMaterial;//[Offset: 0x2d8, Size: 0x28]
MaterialInterface* WaterHDMaterial;//[Offset: 0x300, Size: 0x28]
MaterialInterface* WaterBalancedMaterial;//[Offset: 0x328, Size: 0x28]
MaterialInterface* WaterSmoothMaterial;//[Offset: 0x350, Size: 0x28]
MaterialInterface* WaterPerformanceMaterial;//[Offset: 0x378, Size: 0x28]
bool bUnderwater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3a0, Size: 0x1]
MaterialInterface* WaterScreenMaterial;//[Offset: 0x3a8, Size: 0x28]
MaterialInterface* WaterVolumeMaterial;//[Offset: 0x3d0, Size: 0x28]
bool bPerformanceVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f8, Size: 0x1]
float HeightOffset;//[Offset: 0x3fc, Size: 0x4]
MaterialParameterCollection* WaterMPC;//[Offset: 0x400, Size: 0x8]
SolarPostProcessSettingItem* SolarPostAsset;//[Offset: 0x408, Size: 0x8]
bool bCutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410,
Size: 0x1]
LinearColor CutlineColor;//[Offset: 0x414, Size: 0x10]
float CutlineOffset;//[Offset: 0x424, Size: 0x4]
float CutlineFadeness;//[Offset: 0x428, Size: 0x4]
float CutlineThickness;//[Offset: 0x42c, Size: 0x4]
Texture2D* NormalTexture;//[Offset: 0x430, Size: 0x28]
float Flatten;//[Offset: 0x458, Size: 0x4]
float Speed;//[Offset: 0x45c, Size: 0x4]
float Tiling;//[Offset: 0x460, Size: 0x4]
float FarSpeed;//[Offset: 0x464, Size: 0x4]
float FarTiling;//[Offset: 0x468, Size: 0x4]
bool bAddtationNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x46c, Size: 0x1]
Texture2D* AddtationAreaTexture;//[Offset: 0x470, Size: 0x28]
float AddtationSpeed;//[Offset: 0x498, Size: 0x4]
float AddtationTiling;//[Offset: 0x49c, Size: 0x4]
float AddtationAreaDistribution;//[Offset: 0x4a0, Size: 0x4]
float SpecularIntensity;//[Offset: 0x4a4, Size: 0x4]
float ReflectionDistortion;//[Offset: 0x4a8, Size: 0x4]
TextureCube* ReflectionCubemap;//[Offset: 0x4b0, Size: 0x28]
bool bSSR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8, Size:
0x1]
float SSRFadeness;//[Offset: 0x4dc, Size: 0x4]
float SSRRaylength;//[Offset: 0x4e0, Size: 0x4]
bool bIridescence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4e4, Size: 0x1]
float IridescenceIOR;//[Offset: 0x4e8, Size: 0x4]
Texture2D* IridescenceAreaTexture;//[Offset: 0x4f0, Size: 0x28]
bool bRefraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x518, Size: 0x1]
float RefractionIOR;//[Offset: 0x51c, Size: 0x4]
LinearColor ScatteringColor;//[Offset: 0x520, Size: 0x10]
float ScatteringScale;//[Offset: 0x530, Size: 0x4]
float ScatteringDensity;//[Offset: 0x534, Size: 0x4]
float ScatteringAnisotropy;//[Offset: 0x538, Size: 0x4]
LinearColor AbsorptionColor;//[Offset: 0x53c, Size: 0x10]
float AbsorptionDistance;//[Offset: 0x54c, Size: 0x4]
bool bAbsorptionFromTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x550, Size: 0x1]
Texture2D* AbsorptionTexture;//[Offset: 0x558, Size: 0x28]
CharacterWaterEffectConfig CharacterWaterEffect;//[Offset: 0x580, Size: 0xa0]
VehicleWaterEffectConfig VehicleWaterEffect;//[Offset: 0x620, Size: 0xa0]
SpawnedActorHandle CachedActorHandle;//[Offset: 0x6c0, Size: 0x4]
SolarWaterMesh* VolumeMeshComponent;//[Offset: 0x6c8, Size: 0x8]
SolarWaterMesh* SurfaceMeshComponent;//[Offset: 0x6d0, Size: 0x8]
bool bVehicleCanExitWaterFromBottom;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6d8, Size: 0x1]
float GetWaterLineHeight();// 0x677fa44

--------------------------------
Class: ReconnectionParams
bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool HoldingWeaponNeedBolt;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x0, Size: 0x1]
int8 HoldingWeaponSlot;//[Offset: 0x1, Size: 0x1]

--------------------------------
Class: SolarAnimInstance.AnimInstance.Object
SolarCharacter* SolarCharacterOwner;//[Offset: 0x2a0, Size: 0x8]
byte OwnerRole;//[Offset: 0x2a8, Size: 0x1]
FName LeftHandIKSocketName;//[Offset: 0x2b4, Size: 0x8]
FName RightHandWeaponSocketName;//[Offset: 0x2bc, Size: 0x8]
Transform LeftHandIKSocket2BoneTrans;//[Offset: 0x2d0, Size: 0x30]
Vector LeftHandEffectorLocation;//[Offset: 0x300, Size: 0xc]
Rotator LeftHandEffectorRotation;//[Offset: 0x30c, Size: 0xc]
Vector CurrentLeftHandJointLocation;//[Offset: 0x33c, Size: 0xc]
Vector RightHandEffectorLocation;//[Offset: 0x348, Size: 0xc]
Vector RightHandJointLocation;//[Offset: 0x354, Size: 0xc]
float LeftIKHandWeight;//[Offset: 0x360, Size: 0x4]
float CurrentReloadTimeRate;//[Offset: 0x364, Size: 0x4]
float CurrentSwitchWeaponTimeRate;//[Offset: 0x368, Size: 0x4]
float CurrentBoltTimeRate;//[Offset: 0x36c, Size: 0x4]
bool bInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370,
Size: 0x1]
float ViewPitch;//[Offset: 0x374, Size: 0x4]
float ViewYaw;//[Offset: 0x378, Size: 0x4]
BlendSpace* FireTPPBlendSpace;//[Offset: 0x388, Size: 0x8]
float FireTPPBlendSpaceX;//[Offset: 0x390, Size: 0x4]
float FIreTPPBlendSpaceY;//[Offset: 0x394, Size: 0x4]
float MinSwimSpeed;//[Offset: 0x398, Size: 0x4]
float Direction;//[Offset: 0x39c, Size: 0x4]
float Speed;//[Offset: 0x3a0, Size: 0x4]
float InputDirection;//[Offset: 0x3a4, Size: 0x4]
float SprintAnimDirection;//[Offset: 0x3a8, Size: 0x4]
byte IdleTurnType;//[Offset: 0x3ac, Size: 0x1]
float TurnExplicitTime;//[Offset: 0x3b0, Size: 0x4]
float DamageDirection;//[Offset: 0x3b4, Size: 0x4]
float DamageReactionAlpha;//[Offset: 0x3b8, Size: 0x4]
float DamageNomalizeTime;//[Offset: 0x3bc, Size: 0x4]
float DamageReactionBlendAlpha;//[Offset: 0x3c0, Size: 0x4]
LeftHandGripConfig CurrentGripData;//[Offset: 0x4cc, Size: 0x84]
bool bHoldingShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5d4, Size: 0x1]
bool ShieldRechargeIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5d5, Size: 0x1]
float FallingInputScale;//[Offset: 0x624, Size: 0x4]
Vector IKOffsetLeftFootVector;//[Offset: 0x628, Size: 0xc]
Vector IKOffsetRightFootVector;//[Offset: 0x634, Size: 0xc]
Vector JointTargetLeftFootVector;//[Offset: 0x640, Size: 0xc]
Vector JointTargetRightFootVector;//[Offset: 0x64c, Size: 0xc]
Rotator LeftFootRotation;//[Offset: 0x658, Size: 0xc]
Rotator RightFootRotation;//[Offset: 0x664, Size: 0xc]
Vector HipOffsetVector;//[Offset: 0x670, Size: 0xc]
float FootIKTraceDistanceRate;//[Offset: 0x67c, Size: 0x4]
float CrouchFootIKTraceDistanceRate;//[Offset: 0x680, Size: 0x4]
float FootIKInterpSpeed;//[Offset: 0x684, Size: 0x4]
FName LeftFootSocket;//[Offset: 0x688, Size: 0x8]
FName RightFootSocket;//[Offset: 0x690, Size: 0x8]
bool AnimParam_LeftOrRight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x698, Size: 0x1]
float LandingBlendWeight;//[Offset: 0x69c, Size: 0x4]
float DefaultLeftHandWeaponAttachingBlendTime;//[Offset: 0x6a0, Size: 0x4]
float DefaultLeftHandWeaponDetachingBlendTime;//[Offset: 0x6a4, Size: 0x4]
float CurrentLeftHandWeaponAttachingBlendTime;//[Offset: 0x6a8, Size: 0x4]
float CurrentLeftHandWeaponDetachingBlendTime;//[Offset: 0x6ac, Size: 0x4]
float FootIKEnableDelayTime;//[Offset: 0x6d8, Size: 0x4]
bool bActiveFootIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6dc, Size: 0x1]
float FlailRate;//[Offset: 0x710, Size: 0x4]
float ConfigPitchToZeroTime;//[Offset: 0x714, Size: 0x4]
JetPackPoseSpeedRange JetPack2PoseSpeedRangeX;//[Offset: 0x718, Size: 0x8]
JetPackPoseSpeedRange JetPack2PoseSpeedRangeY;//[Offset: 0x720, Size: 0x8]
JetPackPoseSpeedRange JetPack2PoseSpeedRangeZ;//[Offset: 0x728, Size: 0x8]
float JetPack2PoseRestoreSmoothSpeed;//[Offset: 0x730, Size: 0x4]
JetPackPoseSpeedRange JetPack2UnderWaterPoseSpeedRangeX;//[Offset: 0x734,
Size: 0x8]
JetPackPoseSpeedRange JetPack2UnderWaterPoseSpeedRangeY;//[Offset: 0x73c,
Size: 0x8]
bool bNewJet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x752,
Size: 0x1]
bool bIsJetFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x753, Size: 0x1]
bool bEnableDamageReact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x754, Size: 0x1]
bool bEnableWeaponAdditiveA;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x754, Size: 0x1]
bool bEnableHandIK;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x754, Size: 0x1]
bool bEnableFootIK;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x754, Size: 0x1]
bool bEnableWeaponAdditiveB;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x754, Size: 0x1]
bool bEnableWeaponJitter;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x754, Size: 0x1]
byte MaxLODDamageReact;//[Offset: 0x755, Size: 0x1]
byte MaxLODWeaponAdditiveA;//[Offset: 0x756, Size: 0x1]
byte MaxLODHandIK;//[Offset: 0x757, Size: 0x1]
byte MaxLODFootIK;//[Offset: 0x758, Size: 0x1]
byte MaxLODWeaponAdditiveB;//[Offset: 0x759, Size: 0x1]
byte MaxLODWeaponJitter;//[Offset: 0x75a, Size: 0x1]
bool bIsDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x75b,
Size: 0x1]
float DeathAnimStartPosition;//[Offset: 0x75c, Size: 0x4]
<enum,AnimInstance*> SolarAnimInstances;//[Offset: 0x760, Size: 0x50]
bool bIsWalking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b0,
Size: 0x1]
bool bIsStepping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7b0,
Size: 0x1]
bool bIsCrouching;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7b0,
Size: 0x1]
bool bIsFalling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7b0,
Size: 0x1]
bool bIsSkydiveFalling;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x7b0, Size: 0x1]
bool bIsHeavyLanded;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x7b0, Size: 0x1]
bool bIsFlying;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7b0,
Size: 0x1]
bool bIsSwimming;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x7b0, Size: 0x1]
bool bIsSprinting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b1,
Size: 0x1]
bool bIsInhibitSprinting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x7b1, Size: 0x1]
bool bIsSixDirRunForward;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x7b1, Size: 0x1]
bool bIsVaulting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x7b1, Size: 0x1]
bool bShouldUpperBodyAdditiveBlend;//(ByteOffset: 0, ByteMask: 32, FieldMask:
32)[Offset: 0x7b1, Size: 0x1]
bool bAllowJumpOnFalling;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x7b1, Size: 0x1]
enum CurrentWalkMode;//[Offset: 0x7b2, Size: 0x1]
enum LastWalkMode;//[Offset: 0x7b3, Size: 0x1]
enum LastFrameWalkMode;//[Offset: 0x7b4, Size: 0x1]
enum CurrentAirMoveMode;//[Offset: 0x7b5, Size: 0x1]
enum LastAirMoveMode;//[Offset: 0x7b6, Size: 0x1]
Vector MoveVelocity;//[Offset: 0x7b8, Size: 0xc]
Vector LastMoveModeVelocity;//[Offset: 0x7c4, Size: 0xc]
float SprintAnimDirectionInterpolationTime;//[Offset: 0x7d0, Size: 0x4]
bool bIsSlideTackling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x7d4, Size: 0x1]
bool bStartedSlideTackleFromFalling;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x7d4, Size: 0x1]
float SlideTackleSlopeAngle;//[Offset: 0x7d8, Size: 0x4]
float SlideTackleSlopeRoll;//[Offset: 0x7dc, Size: 0x4]
enum CurrentCruiseState;//[Offset: 0x7e0, Size: 0x1]
AnimSequence* CruiseStartSequence;//[Offset: 0x7e8, Size: 0x8]
AnimSequence* CruiseLoopSequence;//[Offset: 0x7f0, Size: 0x8]
AnimSequence* CruiseEndSequence;//[Offset: 0x7f8, Size: 0x8]
float MinSpeedForSkydiveFlyingInputBonus;//[Offset: 0x800, Size: 0x4]
float MaxSpeedForSkydiveFlyingInputBonus;//[Offset: 0x804, Size: 0x4]
float InputYThresholdToCalcInputYByCamera;//[Offset: 0x808, Size: 0x4]
float MinDeltaYawFromCameraToGetMaxInputY;//[Offset: 0x80c, Size: 0x4]
enum CurrentSkydiveStage;//[Offset: 0x810, Size: 0x1]
float MinWallRunSurfaceAngle;//[Offset: 0x814, Size: 0x4]
float MaxWallRunSurfaceAngle;//[Offset: 0x818, Size: 0x4]
enum WeaponStatus;//[Offset: 0x81c, Size: 0x1]
bool bIsBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x81d,
Size: 0x1]
bool bIsReloading;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x81d,
Size: 0x1]
bool bIsEquiping;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x81d,
Size: 0x1]
bool bIsFiring;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x81d,
Size: 0x1]
bool bIsLeftHandDetaching;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)
[Offset: 0x81d, Size: 0x1]
bool bIsGunCollisionDetected;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0x81d, Size: 0x1]
bool bInhibitGunCollisionDetection;//(ByteOffset: 0, ByteMask: 64, FieldMask:
64)[Offset: 0x81d, Size: 0x1]
bool bIsUsingLeftHandVirtualBoneIK;//(ByteOffset: 0, ByteMask: 128,
FieldMask: 128)[Offset: 0x81d, Size: 0x1]
bool bIsInVehicle;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x81e,
Size: 0x1]
float SpecSkillBlendOutTime;//[Offset: 0x820, Size: 0x4]
enum CurrentSkillAnimType;//[Offset: 0x824, Size: 0x1]
float SkillDistanceBlendRatio;//[Offset: 0x828, Size: 0x4]
enum CurrentZiplineType;//[Offset: 0x838, Size: 0x1]
enum CurrentZiplineMoveState;//[Offset: 0x839, Size: 0x1]
Vector LeftHandToZiplineIKPos;//[Offset: 0x83c, Size: 0xc]
void UpdateSpecSkillBlendOutTime(float BlendOutTime);// 0x6544d50
void OnMontagePlayEnded(AnimMontage* Montage, bool bInterrupted);// 0x65451f4
bool NeedResolveWeaponJitter();// 0x65451bc
bool JetPack2IsDashingCompletelyOver();// 0x65450dc
bool IsHoldingWeapon();// 0x6544e1c
bool IsAiming();// 0x6544df8
float GetWallRunSurfaceAngle();// 0x6544ea8
enum GetWallRunState();// 0x6544e40
float GetWallRunLateralMagnitude();// 0x6544e74
Vector2D GetSkydiveFlyingInput();// 0x6544edc
int GetOwnerGroupID();// 0x6545070
Vector GetJetPackDashAnimationBlend();// 0x6545114
Vector GetInputVector();// 0x6545184
Vector GetFallingInputVector();// 0x654514c
float GenJumpDirection(float InInputDirection);// 0x6544f10
float GenBackwardDirection(float InInputDirection);// 0x6544fc0
bool CheckNewJetAndReset();// 0x65450a4

--------------------------------
Class: BlendSpace.BlendSpaceBase.AnimationAsset.Object
byte AxisToScaleAnimation;//[Offset: 0x148, Size: 0x1]

--------------------------------
Class: BlendSpaceBase.AnimationAsset.Object
bool bRotationBlendInMeshSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x88, Size: 0x1]
float AnimLength;//[Offset: 0x8c, Size: 0x4]
InterpolationParameter InterpolationParam;//[Offset: 0x90, Size: 0x8]
float TargetWeightInterpolationSpeedPerSec;//[Offset: 0xa8, Size: 0x4]
byte NotifyTriggerMode;//[Offset: 0xac, Size: 0x1]
PerBoneInterpolation[] PerBoneBlend;//[Offset: 0xb0, Size: 0x10]
int SampleIndexWithMarkers;//[Offset: 0xc0, Size: 0x4]
BlendSample[] SampleData;//[Offset: 0xc8, Size: 0x10]
EditorElement[] GridSamples;//[Offset: 0xd8, Size: 0x10]
BlendParameter BlendParameters;//[Offset: 0xe8, Size: 0x20]

--------------------------------
Class: InterpolationParameter
float InterpolationTime;//[Offset: 0x0, Size: 0x4]
byte InterpolationType;//[Offset: 0x4, Size: 0x1]

--------------------------------
Class: PerBoneInterpolation
BoneReference BoneReference;//[Offset: 0x0, Size: 0x10]
float InterpolationSpeedPerSec;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: BlendSample
AnimSequence* Animation;//[Offset: 0x0, Size: 0x8]
Vector SampleValue;//[Offset: 0x8, Size: 0xc]
float RateScale;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: EditorElement
int Indices;//[Offset: 0x0, Size: 0x4]
float Weights;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: BlendParameter
FString DisplayName;//[Offset: 0x0, Size: 0x10]
float Min;//[Offset: 0x10, Size: 0x4]
float Max;//[Offset: 0x14, Size: 0x4]
int GridNum;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: LeftHandGripConfig
Rotator HandL;//[Offset: 0x0, Size: 0xc]
Rotator Thumbl01;//[Offset: 0xc, Size: 0xc]
Rotator Thumbl02;//[Offset: 0x18, Size: 0xc]
Rotator Index01;//[Offset: 0x24, Size: 0xc]
Rotator Index02;//[Offset: 0x30, Size: 0xc]
Rotator Middle01;//[Offset: 0x3c, Size: 0xc]
Rotator Middle02;//[Offset: 0x48, Size: 0xc]
Rotator Ring01;//[Offset: 0x54, Size: 0xc]
Rotator Ring02;//[Offset: 0x60, Size: 0xc]
Rotator Pinky01;//[Offset: 0x6c, Size: 0xc]
Rotator Pinky02;//[Offset: 0x78, Size: 0xc]

--------------------------------
Class: JetPackPoseSpeedRange
float Min;//[Offset: 0x0, Size: 0x4]
float Max;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarPile.SolarMapElementBase.Actor.Object
StaticMeshComponent* NormalMesh;//[Offset: 0x2b0, Size: 0x8]
SphereComponent* CollisionComp;//[Offset: 0x2b8, Size: 0x8]
ActorComponent*[] ExtraChargingVFXComps;//[Offset: 0x2c0, Size: 0x10]
SpawnedActorHandle CachedActorHandle;//[Offset: 0x2d0, Size: 0x4]
enum Channel;//[Offset: 0x2ec, Size: 0x1]
enum PileType;//[Offset: 0x2ed, Size: 0x1]
int Zone;//[Offset: 0x2f0, Size: 0x4]
float MaxEnergy;//[Offset: 0x2f4, Size: 0x4]
float PowerRecoveryCD;//[Offset: 0x2f8, Size: 0x4]
float PowerRecoveryFrequency;//[Offset: 0x2fc, Size: 0x4]
float PowerRecoveryQuantity;//[Offset: 0x300, Size: 0x4]
bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304,
Size: 0x1]
bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x305,
Size: 0x1]
bool bCanRecover;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x306, Size: 0x1]
bool bIsActivated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x307, Size: 0x1]
int Level;//[Offset: 0x308, Size: 0x4]
bool bIsLosingEnergy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30c, Size: 0x1]
int OwnerTeam;//[Offset: 0x310, Size: 0x4]
SolarCharacter* OwnerCharacter;//[Offset: 0x314, Size: 0x8]
ChargingInfo defaultChargingInfo;//[Offset: 0x320, Size: 0x30]
ChargingInfo[] ChargingInfoList;//[Offset: 0x350, Size: 0x10]
float CurrentEnergy;//[Offset: 0x360, Size: 0x4]
float SphereRadius;//[Offset: 0x368, Size: 0x4]
TimerHandle RecoveryHandle;//[Offset: 0x370, Size: 0x8]
TimerHandle ServerChargingTimerHandle;//[Offset: 0x380, Size: 0x8]
TimerHandle ClientChargingTimerHandle;//[Offset: 0x388, Size: 0x8]
ParticleSystemComponent*[] ChargeParticleEffects;//[Offset: 0x390, Size:
0x10]
AkComponent* AkAudioComponent;//[Offset: 0x3a0, Size: 0x8]
SolarAkGameObject* SolarAkGameObject;//[Offset: 0x3a8, Size: 0x8]
bool bEnableHealth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b2, Size: 0x1]
float MaxHealth;//[Offset: 0x3b4, Size: 0x4]
float ReducedHealth;//[Offset: 0x3b8, Size: 0x4]
float CurrentHealth;//[Offset: 0x3bc, Size: 0x4]
float TweenTimeSpeed;//[Offset: 0x3c0, Size: 0x4]
float RestTweenTime;//[Offset: 0x3c4, Size: 0x4]
float TargetOpacity;//[Offset: 0x3c8, Size: 0x4]
float CurrentOpacity;//[Offset: 0x3cc, Size: 0x4]
float OpacityTweenTime;//[Offset: 0x3d0, Size: 0x4]
MaterialInstanceDynamic* DynamicMatChargingCircle;//[Offset: 0x3d8, Size:
0x8]
ChargingPilePreset ChargingPilePreset;//[Offset: 0x3e0, Size: 0x150]
StaticMeshComponent* RangeRingMeshComp;//[Offset: 0x530, Size: 0x8]
StaticMeshComponent* ChargeCircleMeshComp;//[Offset: 0x538, Size: 0x8]
bool bCharging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x540,
Size: 0x1]
void ToggleExtraChargingVFX(bool Toggle);// 0x66ff5a8
void SetIsActivated(bool bActivated);// 0x704f228
void RemoveChargeParticle(SolarCharacter* InCharacter);// 0x66ff01c
void RemoveAllEffects();// 0x66ff008
void ReceivePileExpired();// 0x704f228
void ReceiveEnergyChanged();// 0x704f228
void ReceiveChargingPileInitialize();// 0x704f228
void ReceiveCharacterShowEffect(const Actor* Other);// 0x704f228
void ReceiveCharacterHideEffect(const Actor* Other);// 0x704f228
void PlaySkillStartSound();// 0x66fefec
void PlaySkillEndSound();// 0x66fefd0
void PlayRecoveryAnim(bool bStart);// 0x704f228
void PlayChargingAnimation(bool Reverse);// 0x704f228
void OnUntrigger(PrimitiveComponent* OverlappedComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x66ff6a4
void OnTrigger(PrimitiveComponent* OverlappedComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x66ff82c
void OnRep_IsLosingEnergyChanged();// 0x66fef58
void OnRep_Energy();// 0x66fef94
void OnRep_Enable();// 0x66fefa8
void OnRep_CurrentHealth();// 0x66fef6c
void OnRep_ChargingInfoListChanged();// 0x66fef80
void OnRep_CanRecover();// 0x66fef44
void OnRep_Broken();// 0x66fefbc
void OnRefreshRangeRing();// 0x66fee80
void OnRefreshChargeCircle(const bool InCharging);// 0x66fee94
void OnCharacterBatteryIdChanged(SolarCharacter* InCharacter, float
Frequency, float Quantity);// 0x66ff3b8
bool IsCharacterInRange(SolarCharacter* InCharacter);// 0x66ff4f4
bool IsAnyCharacterInRange();// 0x66ff680
ChargingInfo GetChargingInfoByCharacter(SolarCharacter* Character);//
0x66ff16c
void GameStatisticsChargingPile(out ChargingInfo ChargingInfo, int pileLevel,
Vector Location, float energyUse);// 0x66ff228
void CreateChargeParticle(SolarCharacter* InCharacter);// 0x66ff0c4
void ChangeColor();// 0x704f228
bool CanWork();// 0x66ff658

--------------------------------
Class: SolarMapElementBase.Actor.Object
FString Side;//[Offset: 0x248, Size: 0x10]
FString Job;//[Offset: 0x258, Size: 0x10]
FString ElementID;//[Offset: 0x268, Size: 0x10]
enum Type;//[Offset: 0x278, Size: 0x1]
enum State;//[Offset: 0x279, Size: 0x1]
enum Visibility;//[Offset: 0x27a, Size: 0x1]
class SolarGameMode_HandleElementRPC* BP_HandleActorRPC;//[Offset: 0x280,
Size: 0x8]
FName ElementTypeName;//[Offset: 0x288, Size: 0x8]
FString GroupKey;//[Offset: 0x290, Size: 0x10]
byte bUseSceneActorOptimization;//[Offset: 0x2a0, Size: 0x1]
void SetElementVisibility(const enum NewType);// 0x66d5b20
enum SetElementState(const enum NewState);// 0x66d5bd0
void OnRep_ElementVisibility();// 0x66d5af8
void OnRep_ElementState();// 0x66d5b0c
void OnElementVisibilityChanged(const enum CurrentVisibility);// 0x704f228
void OnElementStateChanged(const enum CurrentState);// 0x704f228

--------------------------------
Class: SolarGameMode_HandleElementRPC.ActorComponent.Object
FName ComponentTagName;//[Offset: 0xb0, Size: 0x8]
void OnRep_ComponentName();// 0x6642990

--------------------------------
Class: ChargingInfo
SolarCharacter* Ch;//[Offset: 0x0, Size: 0x8]
float Time;//[Offset: 0x8, Size: 0x4]
float LastChargeTime;//[Offset: 0xc, Size: 0x4]
bool bShowEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
float Quantity;//[Offset: 0x14, Size: 0x4]
float Frequency;//[Offset: 0x18, Size: 0x4]
enum PileHealingType;//[Offset: 0x1c, Size: 0x1]
float TotalChargeEnergy;//[Offset: 0x20, Size: 0x4]
SolarBackpackComponent* BackpackComponent;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: SolarBackpackComponent.ActorComponent.Object
float DeathBoxEnergyRate;//[Offset: 0xb8, Size: 0x4]
float RebirthEnergyRate;//[Offset: 0xbc, Size: 0x4]
delegate OnWeaponCreateCompleteDelegate;//[Offset: 0x120, Size: 0x10]
float InitialSolarCharge;//[Offset: 0x1a8, Size: 0x4]
float SolarChargeInterval;//[Offset: 0x1ac, Size: 0x4]
float InitialEnergyLimit;//[Offset: 0x1b0, Size: 0x4]
float InitialExtraEnergyLimit;//[Offset: 0x1b4, Size: 0x4]
float InitialExtraEnergyCharge;//[Offset: 0x1b8, Size: 0x4]
float InitialChargeCD;//[Offset: 0x1bc, Size: 0x4]
float RechargeFrequencyFromSky;//[Offset: 0x1d0, Size: 0x4]
float RechargeFrequencyFromDeathBox;//[Offset: 0x1d4, Size: 0x4]
float RechargeFrequencyFromPile;//[Offset: 0x1d8, Size: 0x4]
float RechargeQuantityFromSky;//[Offset: 0x1dc, Size: 0x4]
float RechargeQuantityFromDeathBox;//[Offset: 0x1e0, Size: 0x4]
float RechargeQuantityFromPile;//[Offset: 0x1e4, Size: 0x4]
float JetPackVerticalDashSpeedScale;//[Offset: 0x278, Size: 0x4]
float JetPackHorizontalDashSpeedScale;//[Offset: 0x27c, Size: 0x4]
<int,class GameplayAbility> ItemAbilities;//[Offset: 0x280, Size: 0x50]
<int,GameplayAbilitySpecHandle> GivenAbilityHandles;//[Offset: 0x2d0, Size:
0x50]
bool bWeaponPartPickable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x374, Size: 0x1]
<int,int> defaultDeathBoxEnergyConfig;//[Offset: 0x378, Size: 0x50]
<int,DateTime> DroppedItemIDMap;//[Offset: 0x3c8, Size: 0x50]
float DiscardItemDelayNoticeTime;//[Offset: 0x418, Size: 0x4]
void WeaponCreateCompleteDelegate__DelegateSignature(byte SlotType,
SolarPlayerWeapon* WeaponPtr, SolarBackpackComponent* SolarBackpackComponent);//
0x704f228
void UpdateCurrentExtraEnergy(float UpdateValue, enum Usage);// 0x6554170
void UpdateCurrentEnergy(float UpdateValue, enum Usage);// 0x6554264
void UpdateConsumeSlotUI();// 0x6556f18
bool TryTriggerAbility(const int InItemID);// 0x65522cc
void TrySendDropItemTips(const int InDroppedItemID);// 0x6550850
float TakeDeathBoxEnergy();// 0x655092c
void SmoothEnergy(const float Amount);// 0x655318c
void SetMaxPileMap(int ItemID, int MaxNum);// 0x6556e28
void SetBoxCharging(bool bSet);// 0x6553d00
void SetBackPackGM(enum gmtypy, int ID, int Num, int Slot);// 0x655653c
bool ServerUseItem(int ItemID, int Num);// 0x6554864
void ServerSetJetPackModule(int NewJetPackModuleID, bool bForVertical);//
0x65524e4
void ServerSetEnergyState(enum State);// 0x65532dc
void ServerRPCUpgradeWeapon(SolarElectricShop* InTargetShop,
SolarPlayerWeapon* InTargetWeapon);// 0x655191c
void ServerRPCUpgradeShield();// 0x6551908
void ServerRPCTakeWeaponPartToBag(const int Slot, const int
WeaponPartType);// 0x6551200
void ServerRPCTakeBagPartToWeapon(const int Slot, const int
WeaponPartType);// 0x6551110
void ServerRPCSwitchWeaponPart(const int Slot, const int WeaponPartType);//
0x6551020
void ServerRPCPurchaseEShopItems(const int InProductID, const bool
bIsRecommend, SolarElectricShop* InTargetShop);// 0x6551b48
void ServerRPCDisCardWeaponUICall(int Slot);// 0x6556254
void ServerRPCDiscardWeaponPart(const int Slot, const int WeaponPartType);//
0x65512f0
void ServerRPCDiscardWeapon(const int InSlot);// 0x65560bc
void ServerRPCDisCardItemUICall(int ID, int Num);// 0x65562fc
void ServerRPCDiscardItem(const int InItemID, const int InItemNum);//
0x6556164
bool ServerDiscardWeapon(const int Slot, const int InTriggerType);//
0x6554960
bool ServerDiscardFromBackpackByType(const enum ItemType, const bool
InDropItem, const int InTriggerType);// 0x6554a5c
bool ServerDiscardFromBackpack(const int ItemID, const int Num, const bool
InDropItem, const int InTriggerType);// 0x6554bac
void ServerConsumeExtraEnergy(const float Amount, const enum Usage);//
0x6553a24
void ServerConsumeEnergy(const float Amount, const enum Usage);// 0x6553b18
void ServerClearJetModule();// 0x65524d0
void ServerClearEnergyState(enum State);// 0x6553234
void ServerClearAllItems();// 0x6554fc0
void ServerBackpackGM(const enum InGmType, const int InItemID, const int
InItemNum, const int InSlot);// 0x65546dc
bool ServerAddWeaponToWeaponSysByDataCache(const byte SlotType, out const
SolarItemData WeaponData, const bool bDestroyPrev, const bool IsAutoPickup, const
int InTriggerType, SolarPlayerWeapon* WeaponActorExists);// 0x6554d44
int ServerAddToItemMapByIdAndNumForced(const int ItemID, const int Num);//
0x6555170
int ServerAddToItemMap(SolarItemData ItemData);// 0x6555268
void ServerAddToEquipMap(out const SolarItemData ItemData, bool Bydefault,
bool InDropItem);// 0x6554fd4
int ServerAddToBackpackByIdAndNum(const int ItemID, const int Num, const bool
Bydefault, const float CurValue, const bool NeedReset, const int UserId, const int
TriggerType, const int SourceType, const bool bShowItemTips);// 0x6555734
int ServerAddToBackpack(out const SolarItemData ItemData, const bool
Bydefault, const int TriggerType);// 0x6555590
void ReqUseEnergy(float Amount, enum Usage);// 0x6553c0c
void RequestUpgradeWeapon(SolarElectricShop* InTargetShop, SolarPlayerWeapon*
InTargetWeapon);// 0x6551c98
void RequestUpgradeShield();// 0x6551c84
void ReqesutPurchaseEShopItems(const int InProductID, const bool
bIsRecommend, SolarElectricShop* InTargetShop);// 0x6551d88
void RefreshWeaponPartsInBackPackUI();// 0x6556f40
void RefreshWeaponInBackPackUIInternal();// 0x6556f90
void RefreshWeaponInBackPackUI();// 0x6556f54
void RefreshItemInBackPackUI();// 0x6556f7c
void RefreshEquipInBackPackUI();// 0x6556f68
void RefreshBackPackUIState();// 0x6556f2c
void PurchaseEShopItemsResponse_Implementation(const int InProductID, const
bool bSuccess, SolarElectricShop* InTargetShop);// 0x6551a0c
int PredictEnergy(const float Amount);// 0x65530dc
void OnReceiveItemAbilityCoolDown(out const GameplayTag Tags, const bool
bAdd);// 0x6551fc4
bool NetUseEnergy(float InCostEnergy, enum Usage);// 0x6554358
void NetTakeWeaponPartToBagLuaCall(const int Slot, const int
WeaponPartType);// 0x65515c0
void NetTakeBagPartToWeaponLuaCall(const int Slot, const int
WeaponPartType);// 0x65514d0
void NetSwitchWeaponPartLuaCall(const int Slot, const int WeaponPartType);//
0x65513e0
void NetDiscardWeaponPartLuaCall(const int Slot, const int WeaponPartType);//
0x65516b0
bool ModuleOverflow2(int ModuleMax);// 0x65538bc
bool ModuleOverflow(int ModuleMax);// 0x6553970
void LogBackPackItem();// 0x6556528
bool IsReviveItemRecommend();// 0x6550764
bool IsReviveItemPickable();// 0x655072c
bool IsReviveItem(const int InItemID);// 0x655079c
bool IsExtraEnergyID(int ID);// 0x65544c0
bool IsEquippedWeapon(const int InThisID);// 0x6556818
bool IsEquippedOrHasBetterPart(const int PartType, const int Level, const int
PartID);// 0x6550c0c
bool IsEnergyID(int ID);// 0x6554574
int IsBetterWeaponThanEquiped(out const SolarItemData InItemData, const int
InWeaponLevel, const int InWeaponExp);// 0x6552614
bool IsBetterWeaponForBag(out const SolarItemData InItemData, int
InWeaponLevel, int InWeaponExp);// 0x65527b0
bool IsBetterScopeForBag(const int PartType, const int Level);// 0x6550a5c
bool IsBetterPartForBag(const int PartType, const int Level);// 0x6550960
bool IsAutoPickupDroppedScope();// 0x65564f0
void InitDefaultItem(int ItemID, int Num);// 0x6556400
void InitDeathBoxEnergyRate();// 0x65563ec
bool HasEmptyWeaponSlot();// 0x6552c58
bool GetWeaponSlotEmpty(int Slot);// 0x6552af4
bool GetWeaponPartInBagClient(int TargetPartType, out int OutPartLevel, out
int OutItemID);// 0x6550d54
SolarItemData GetWeaponItemDataBySlot(int Slot);// 0x6552c90
bool GetWeaponDataBySolt(int Slot, out SolarItemData ItemData);// 0x65568cc
float GetTotalEnergy();// 0x6552f58
float GetQuantityFrom(enum Usage);// 0x6554058
SolarItemData GetNewItemData(int ItemID, int Num);// 0x65566c4
float GetMaxExtraEnergy();// 0x6554108
float GetMaxEnergy();// 0x6554458
float GetMaxDeathBoxEnergyFromConfig();// 0x65508f8
int GetItemNumById(int ItemID);// 0x6556cc8
int GetItemMaxPile(int ItemID);// 0x6556d78
bool GetItemDataByType(enum ItemType, out SolarItemData ItemData);//
0x6556a20
bool GetItemDataById(int ItemID, out SolarItemData ItemData);// 0x6556b74
float GetFrequencyFrom(enum Usage);// 0x6553fa8
SolarItemData GetEquipItemDataByType(enum ItemType);// 0x6552d9c
int GetEquipIdByType(enum ItemType);// 0x6552ea8
float GetCurrExtraEnergy();// 0x655413c
SolarItemData GetCurrentWeaponItemData();// 0x6552ba8
bool GetCurrentWeaponIsOverloading();// 0x65525dc
float GetCurrEnergy();// 0x655448c
SolarCharacter* GetCharacterOwner();// 0x6556fa4
byte GetBestSuitSlotForCandidateWeapon(out const SolarItemData WeaponData,
const bool IsAutoPickup, const byte PreferSlot);// 0x6552950
bool GetAnyScopeInBagClient(out int OutPartType, out int OutPartLevel, out
int OutItemID);// 0x6550eb8
float GetAbilityRemainingCD(const int InItemID);// 0x65520c4
float GetAbilityDuration(const int InItemID);// 0x6552174
void GameStatistics_ItemUseCount(out const SolarItemData InItemData);//
0x6551ec4
void ExecuteGM(FString InStrGM);// 0x6554628
void EquipModuleByID(int ModuleID);// 0x655342c
int EquipModule(const int ID, const float ModuleMax);// 0x65537c0
void EquipHelmetByID(const int ID);// 0x65534d4
void EquipBatteryByID(int BatteryID);// 0x6553384
int EquipBattery(const int ID, const float BatteryMax, const float Charge,
const float CD);// 0x655357c
void DiscardItemAndResetCharacterData(out const SolarItemData DiscardItem,
const bool DiscardDataOnly);// 0x6555c44
void DiscardItem(SolarItemData DiscardItem);// 0x6555d9c
void DelayCheckClearAbility(const int InItemID);// 0x6552224
void CommitEnergy(const int ID);// 0x6553034
bool ClearBackpackItemByID(const int InItemID);// 0x6555a44
void CheckToGiveAbility(const int InItemID);// 0x6552428
void CheckToClearAbility(const int InItemID);// 0x6552380
bool CheckIsRecWeaponParts(const int ItemID);// 0x65517a0
bool CheckIsEquippedDifferentScope(const int PartID);// 0x6550b58
bool CheckCanAutoPickupWeaponPart(const int ItemID);// 0x6551854
float ChargeMain(const float Amount, enum Usage);// 0x6553eac
float ChargeExtra(const float Amount, enum Usage);// 0x6553db0
void CancelEnergy(const int ID);// 0x6552f8c
bool BatteryOverflow(int BatteryMax);// 0x655370c
enum AddBackpackItemByID(const int InItemID, const int InItemNum, const bool
InDropItem);// 0x6555af8

--------------------------------
Class: SolarPlayerWeapon.SolarWeapon.Actor.Object
SphereComponent* SphereComponent;//[Offset: 0x848, Size: 0x8]
float SpawnOffset;//[Offset: 0x850, Size: 0x4]
SolarItemData ItemData;//[Offset: 0x858, Size: 0xc8]
byte[] MarkedTeamIdList;//[Offset: 0x920, Size: 0x10]
Vector_NetQuantize DroppedLocation;//[Offset: 0x930, Size: 0xc]
byte ItemCurrentState;//[Offset: 0x93c, Size: 0x1]
byte ItemCurrentDiscardState;//[Offset: 0x93d, Size: 0x1]
Vector RootOffset;//[Offset: 0x940, Size: 0xc]
Object*[] AsyncAssetCacheArray;//[Offset: 0x958, Size: 0x10]
bool bIsAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x968, Size: 0x1]
float LifespanAfterAutoDrop;//[Offset: 0x96c, Size: 0x4]
bool bUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x970,
Size: 0x1]
WeaponPartsComponent* WeaponPartsComponent;//[Offset: 0x978, Size: 0x8]
int ScopePartID;//[Offset: 0x980, Size: 0x4]
int GripPartID;//[Offset: 0x984, Size: 0x4]
int StockPartID;//[Offset: 0x988, Size: 0x4]
int MuzzlePartID;//[Offset: 0x98c, Size: 0x4]
int ClipPartID;//[Offset: 0x990, Size: 0x4]
SoftObjectPath[] DiscardMatPath;//[Offset: 0x9b0, Size: 0x10]
SoftObjectPath HoldMeshMaterialPath;//[Offset: 0x9c0, Size: 0x18]
MaterialInterface* OutlineBaseMat;//[Offset: 0x9d8, Size: 0x8]
ParticleSystemComponent*[] SkinExtraPSCArray;//[Offset: 0x9e0, Size: 0x10]
MaterialInstanceDynamic*[] MeshDiscardMaterialArray;//[Offset: 0x9f0, Size:
0x10]
MaterialInstanceDynamic* MeshSubpassMaterial;//[Offset: 0xa00, Size: 0x8]
ParticleSystem* SkinDedicatedSpecialEffect;//[Offset: 0xa08, Size: 0x8]
ParticleSystem* MeshEffectForFPP;//[Offset: 0xa10, Size: 0x8]
ParticleSystem* MeshEffectForTPP;//[Offset: 0xa18, Size: 0x8]
ParticleSystemComponent* MeshEffectEmitterForFPP;//[Offset: 0xa20, Size: 0x8]
ParticleSystemComponent* MeshEffectEmitterForTPP;//[Offset: 0xa28, Size: 0x8]
WeaponSkinData* WeaponSkinData;//[Offset: 0xa60, Size: 0x8]
int WeaponSkinID;//[Offset: 0xa68, Size: 0x4]
int DefaultSkinID;//[Offset: 0xa6c, Size: 0x4]
WeaponShootPatternRuntime* ShootPattern;//[Offset: 0xa78, Size: 0x8]
WeaponShootSpeedPatternRuntime* ShootSpeedPattern;//[Offset: 0xa80, Size:
0x8]
WeaponSpreadAndRecoil* SpreadAndRecoil;//[Offset: 0xa88, Size: 0x8]
PlayerWeaponShootStatus NetShootStatus;//[Offset: 0xb24, Size: 0x3]
SoundGroupPlayContext FireLoopSoundContext;//[Offset: 0xb48, Size: 0x10]
PlayerVirtualBulletCollector* PlayerVirtualBulletCollector;//[Offset: 0xb68,
Size: 0x8]
PlayerVirtualBulletSpawnParameterSimulationArray
SimulationVirtualBulletSpawnParams;//[Offset: 0xb70, Size: 0x128]
<uint32,VirtualBulletHitParameterArray> ReceivedShotBulletHits;//[Offset:
0xcc0, Size: 0x50]
SolarLandscapeListenerConfig LandscapeListenerConfig;//[Offset: 0xd10, Size:
0x10]
bool bLocationSetByLandscape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd20, Size: 0x1]
void SetDedicatedSkinEffect(const WeaponSkinData* InSkinData);// 0x6745804
void PostUpdateAppearance();// 0x704f228
void OnSetWeaponSkinMesh(SkeletalMesh* InMesh, class Object InAnimClass);//
0x6745634
void OnRep_NetShootStatus();// 0x6745620
void OnRep_ItemCurrentState(byte OldState);// 0x67458c0
void OnRep_ItemCurrentDiscardState();// 0x67458ac
void K2_SwitchDrawDistance(bool hold);// 0x6745724
int GetQuality();// 0x67459a4
byte GetItemCurrentState();// 0x6745968
void ClearSkinExtraPSC();// 0x67457dc
void ClearDedicatedSkinEffect();// 0x67457f0

--------------------------------
Class: SolarWeapon.Actor.Object
WeaponMechanicalState WeaponState;//[Offset: 0x320, Size: 0x58]
enum DefaultDamageType;//[Offset: 0x378, Size: 0x1]
SolarVirtualBulletCollector* VirtualBulletCollector;//[Offset: 0x380, Size:
0x8]
enum OverloadState;//[Offset: 0x398, Size: 0x1]
float OverloadAccum;//[Offset: 0x39c, Size: 0x4]
CurveFloat* OverloadCurve;//[Offset: 0x3b0, Size: 0x8]
float FireChargingTime;//[Offset: 0x3d8, Size: 0x4]
int FireChargingPhase;//[Offset: 0x3dc, Size: 0x4]
float FireChargingSumTime;//[Offset: 0x3e0, Size: 0x4]
float ChargeAnimationRate;//[Offset: 0x3ec, Size: 0x4]
class GameplayEffect* ChargingEffect;//[Offset: 0x3f0, Size: 0x8]
CurveFloat* NormalOverloadCoolingCurve;//[Offset: 0x408, Size: 0x8]
FireMode FireMode;//[Offset: 0x410, Size: 0x20]
SolarCharacter* OwnerCharacter;//[Offset: 0x430, Size: 0x8]
SolarCharacter* OldOwnerCharacter;//[Offset: 0x438, Size: 0x8]
GameplayAbilitySpecHandle[] EquippedAbilityHandles;//[Offset: 0x448, Size:
0x10]
class SolarWeaponProjectileSpline* ProjSplineClass;//[Offset: 0x458, Size:
0x8]
SolarWeaponProjectileSpline* ProjSpline;//[Offset: 0x460, Size: 0x8]
bool bShowSpecialEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x468, Size: 0x1]
SingleWeaponConfig* Config;//[Offset: 0x470, Size: 0x8]
Texture2D* WeaponIcon;//[Offset: 0x478, Size: 0x8]
int weaponid;//[Offset: 0x480, Size: 0x4]
GlobalWeaponConfig* GlobalConfigPrivate;//[Offset: 0x488, Size: 0x8]
bool bInfinitePackageAmmo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x494, Size: 0x1]
int ExtraAmmo;//[Offset: 0x498, Size: 0x4]
<ParticleSystem*,ParticleLoopListener*> LoopParticlesMap;//[Offset: 0x4a0,
Size: 0x50]
int ClipRemainAmmoCount;//[Offset: 0x4f0, Size: 0x4]
<enum,WeaponAnimationInfo> WeaponAnimationMap;//[Offset: 0x4f8, Size: 0x50]
bool bResetMuzzleIndexWhenStopFire;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x548, Size: 0x1]
bool bResetMuzzleIndexAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x549, Size: 0x1]
SoftObjectPath FightMeshPath;//[Offset: 0x558, Size: 0x18]
SkeletalMeshComponent* Mesh;//[Offset: 0x570, Size: 0x8]
SkeletalMesh* OriginalMesh;//[Offset: 0x578, Size: 0x8]
class WeaponAnimInstance* OriginalAnimBP;//[Offset: 0x580, Size: 0x8]
SolarAkGameObject* SolarAkGameObjectPrivate;//[Offset: 0x588, Size: 0x8]
int SoundFireAutoCount;//[Offset: 0x590, Size: 0x4]
bool bTriggerSoundFireAuto;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x594, Size: 0x1]
int OldSoundFireAutoCount;//[Offset: 0x598, Size: 0x4]
bool bTriggerSoundB9A04Skill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x59c, Size: 0x1]
bool bTriggerSoundFireBurst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x59d, Size: 0x1]
int SkillFireCount;//[Offset: 0x5a0, Size: 0x4]
int SingleFireCount;//[Offset: 0x5a4, Size: 0x4]
int FireOverloadCount;//[Offset: 0x5a8, Size: 0x4]
int FireLastCount;//[Offset: 0x5ac, Size: 0x4]
OverrideBulletStruct OverrideBullet;//[Offset: 0x5e8, Size: 0x20]
bool bDetectedEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60c, Size: 0x1]
bool bTracingAimTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60d, Size: 0x1]
MaterialInterface* SpecialFireChargeMaterial;//[Offset: 0x618, Size: 0x8]
<int,Color> SpecialFireChargeColorMap;//[Offset: 0x620, Size: 0x50]
bool bPerspectiveForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x670, Size: 0x1]
enum CurrentSpreadState;//[Offset: 0x680, Size: 0x1]
int ContinuousAddSpreadByFireCount;//[Offset: 0x684, Size: 0x4]
bool bLastAddSpreadByFireIsHipFire;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x688, Size: 0x1]
float LastAddSpreadByFireTime;//[Offset: 0x68c, Size: 0x4]
float SpreadPrepareTimer;//[Offset: 0x690, Size: 0x4]
float PendingBaseSpread;//[Offset: 0x694, Size: 0x4]
float TargetBaseSpread;//[Offset: 0x698, Size: 0x4]
float PendingAddSpread;//[Offset: 0x69c, Size: 0x4]
float TargetAddSpread;//[Offset: 0x6a0, Size: 0x4]
HitResult AimHitResult;//[Offset: 0x700, Size: 0x88]
void WeaponStateOnRepReload();// 0x6c95ad8
int WeaponPostAkEventByName(FString InEventName1);// 0x6c96ee4
bool VerifyLastClipAmmo(int InLastClipAmmo);// 0x6c95ea0
bool TryHitOperation(out const FireUniqueID FireUniqueID, out const Vector
StartLocation, out const Vector WeaponLocation, const float DamageScale, out const
BulletHitDetailData HitDetailData, const bool IsNotDelay);// 0x6c95f54
void StopVibrate();// 0x6c9665c
void StopSoundDelay(const float DelayTime);// 0x6c96c7c
void StopSound(enum Opt, int idx);// 0x6c96a1c
void StartSound(enum Opt, int idx);// 0x6c96b10
void StartAsyncLoading();// 0x6c96238
void ShowSpecialEffect(bool bShow);// 0x6c978ec
void SetReservedAmmoForce(int InAmount);// 0x6c98acc
void SetLastFireTime(float InFireTime);// 0x6c9873c
void ServerWeaponSound(const enum Opt, const bool TriggerSound);// 0x6c96d38
void ServerSetTracingAimTarget(bool InbTracingAimTarget);// 0x6c95bb4
void ServerPlayAnimWithNetMulticast(enum InMontageType, float
ExpectAnimLength);// 0x6c980d4
void ReceivePlayImpactPositionEffect(ParticleSystemComponent* PSC, out const
Vector Position, const float Scale);// 0x704f228
void ReceiveChargingState(const enum State);// 0x6c99488
void PrimaryCost();// 0x6c99c50
void PlayVibrate(enum InType);// 0x6c965b4
void PlayReloadRestoreVibrate();// 0x6c966a8
void PlayReloadGetOldVibrate();// 0x6c966c4
void PlayFireVibrate();// 0x6c966e0
void PlayChargeVibrate();// 0x6c96670
void PlayBulletHitEffect(out const HitResult HitResult, BulletEffectConfig*
BulletEffect, bool bForce, Pawn* HitCauser, float HitEffectScale);// 0x6c97308
void PlayBoltVibrate();// 0x6c9668c
void PlayAutoSingleSound();// 0x6c96a08
void PlayAnimWithNetMulticast(enum InMontageType, float ExpectAnimLength,
bool bNeedNetMulticast, int AnimCount);// 0x6c981d0
void OnRep_WeaponState(out const WeaponMechanicalState InLastData);//
0x6c99c88
void OnRep_WeaponID();// 0x6c9932c
void OnRep_TracingAimTarget();// 0x6c95ba0
void OnRep_SoundFireSkillCast();// 0x6c96c40
void OnRep_SoundFireSingle();// 0x6c96c2c
void OnRep_SoundFireOverload();// 0x6c96c18
void OnRep_SoundFireLast();// 0x6c96c04
void OnRep_SoundFireBurst();// 0x6c96c54
void OnRep_SoundFireAutoCount();// 0x6c96d24
void OnRep_SoundB9A04Skill();// 0x6c96c68
void OnRep_OverloadStateChange(enum PreviousState);// 0x6c99af8
void OnRep_OldOwnerCharacter(SolarCharacter* OldCharacter);// 0x6c993c4
void OnRep_FireModes();// 0x6c9946c
void OnRep_FireChargingPhase(int InOldFireChargingPhase);// 0x6c99538
void OnRep_ExtraAmmo();// 0x6c991d8
void OnRep_ClipRemainAmmoCount(int LastClipRemainAmmoCount);// 0x6c985f0
void OnPlayMuzzleEffect();// 0x6c979dc
void OnLoadInitAssetComplete();// 0x6c9634c
void OnInternalUnControlled();// 0x6c991ec
void OnInternalControlled(SolarCharacter* OwnerChar);// 0x6c99208
void OnInstantLineShotHit(out const HitResult InHit, const float
DamageScale);// 0x704f228
void OnInitFlowComplete();// 0x6c96438
void OnFireChargeBurstCountChange(int BurstSum);// 0x6c99ba0
void LuaStopSoundWithParameters(enum Opt, int idx, out const PlaySoundParams
Params);// 0x6c96770
void LuaStartSoundWithParameters(enum Opt, int idx, out const PlaySoundParams
Params);// 0x6c968bc
void LoadInitAsset();// 0x6c96268
void K2_PlaySoundGroup(FName SoundGroupName);// 0x6c96e3c
AmmoConfig* K2_GetOverrideAmmoConfigBase();// 0x6c98698
SingleWeaponConfig* K2_GetCurrentConfig();// 0x6c985bc
bool IsVisible();// 0x6c98360
bool IsShotAimEnemy();// 0x6c95c6c
bool IsEnergyID(const int BulletItemID);// 0x6c98850
bool IsControlled();// 0x6c992b8
bool IsCanFire();// 0x6c95e68
ParticleSystemComponent* InternalPlayEffectAttached(ParticleSystem* PS,
SceneComponent* AttachToComponent, FName AttachPointName, AttachedEffectParam
Param);// 0x6c976fc
ParticleSystemComponent* InternalPlayEffectAtLocation(const Object*
WorldContext, ParticleSystem* PS, LocationEffectParam Param, bool bUseDistScale);//
0x6c9750c
void InternalClientPlayFiringEffects();// 0x6c979a4
bool InSameTeam();// 0x6c966fc
void InitConfigs();// 0x6c9624c
enum GetWeaponType();// 0x6c95e00
FString GetWeaponTextType();// 0x6c98460
int GetWeaponLevel();// 0x6c99340
int GetWeaponID();// 0x6c983a0
Texture2D* GetWeaponIcon();// 0x6c9850c
enum GetWeaponBrand();// 0x6c95e34
AnimMontage* GetWeaponAnimSequence(const enum InMontageType);// 0x6c97c38
WeaponAnimationInfo GetWeaponAnimationInfo(const enum InMontageType);//
0x6c97de0
int GetSpareAmmo();// 0x6c98c9c
float GetSoundRTPCValue();// 0x6c9673c
SolarAkGameObject* GetSolarAkGameObject();// 0x6c96fa8
int GetSkinID();// 0x6c961fc
float GetShotGunSpreadSeed();// 0x6c98f30
Vector GetShotDir(bool NeedSpread);// 0x6c99114
Vector GetShootingTraceStartLocation();// 0x6c98904
enum GetShootingOption();// 0x6c98c68
int GetReservedAmmo();// 0x6c98c34
float GetReloadProgress();// 0x6c983f4
float GetPostFireDuration();// 0x6c98944
WeaponPartsComponent* GetPartsComponent();// 0x6c95dc4
float GetOverloadPercent();// 0x6c989e8
float GetOverloadMaxValue();// 0x6c986cc
SolarWeaponProjectileSpline* GetOrCreateWeaponProjectileSpline();// 0x6c99390
int GetMaxAmmo(bool bWithExtraAmmoByChaAbility);// 0x6c98b74
float GetLastFireTime();// 0x6c987e4
bool GetIsSupportSecondaryFire();// 0x6c98428
bool GetIsSupportAutoFire();// 0x6c95aa0
bool GetIsSupportAssistAim();// 0x6c983bc
bool GetIsCoolDown();// 0x6c98818
float GetFireInterval();// 0x6c98978
void GetFireChargeInfo(out int OutChargingPhase, out float OutChargingTime,
out float OutRate, out FireChargeData OutChargeData);// 0x6c99880
WeaponDebugFlag GetDebugFlag();// 0x6c99abc
int GetCurScopeType();// 0x6c9857c
enum GetCurrentScopeType();// 0x6c98540
FireChargeData GetCurrentFireChargeData(const AmmoConfig* InAmmo);//
0x6c99690
AmmoConfig* GetCurrentFireChargeAmmoData(const AmmoConfig* InAmmo);//
0x6c995e0
int GetCurrentClipAmmo();// 0x6c98cd8
bool GetCurrentChargeModePercent(out int OutChargeMode, out float
OutChargePercent);// 0x6c95cac
int GetCostPerAttack();// 0x6c98708
float GetChargingPercent();// 0x6c989b4
void GetBulletHitEffectRot(out const HitResult HitResult, out Rotator
TargetPos, const bool bIsHitShield);// 0x6c97190
void GetBulletHitEffectPos(out const HitResult HitResult, out Vector
TargetRot, float offset);// 0x6c97020
BulletEffectConfig* GetBulletEffectConfig(const AmmoConfig* InAmmoCfg);//
0x6c96454
class SolarBullet GetBulletClass(const AmmoConfig* AmmoCfg);// 0x6c96504
float GetBotAIDamageFactor();// 0x6c992f8
int GetAmmoItemID();// 0x6c98d14
bool GetAllInitAssetPath(out SoftObjectPath[] PathArray);// 0x6c96368
bool GetAllCfgAssetsPath(out SoftObjectPath[] PathArray);// 0x6c9627c
AkComponent* GetAkComponent();// 0x6c96fe4
void GetAimStartEnd(const AmmoConfig* InAmmo, out Vector OutStart, out Vector
OutEnd, out Actor* OutTargetActor, bool NeedSpread);// 0x6c98d48
enum FindMontageKeyFromWeaponAnim(const AnimMontage* InAnimation);//
0x6c979f8
void DestroyWeaponProjectileSpline();// 0x6c9937c
void ClientPlayFiringEffects();// 0x6c979c0
void ClientPlayAnimWithNetMulticast(enum InMontageType, float
ExpectAnimLength);// 0x6c97fd8
void ClientNotifyUpdateReservedAmmoForce(int InAmount);// 0x6c98a1c
bool CheckOpenParticleOptimization(int Bias);// 0x6c95aec
bool CanOverload();// 0x6c99c6c
float CalcScale(out const FireMode Mode);// 0x6c98f6c
int CalcCost(out const FireMode Mode);// 0x6c99040

--------------------------------
Class: FireUniqueID
uint32 Data;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: BulletHitDetailData
Pawn* SourcePawn;//[Offset: 0x0, Size: 0x8]
Actor* HitActor;//[Offset: 0x8, Size: 0x8]
PrimitiveComponent* HitComponent;//[Offset: 0x10, Size: 0x8]
Vector_NetQuantize HitActorLocation;//[Offset: 0x18, Size: 0xc]
Vector_NetQuantize100 HitLocation;//[Offset: 0x24, Size: 0xc]
Vector_NetQuantize100 HitNormal;//[Offset: 0x30, Size: 0xc]
FName HitBone;//[Offset: 0x3c, Size: 0x8]
int BulletIndex;//[Offset: 0x44, Size: 0x4]
int FaceIndex;//[Offset: 0x48, Size: 0x4]

--------------------------------
Class: WeaponMechanicalState
enum UniqueState;//[Offset: 0x0, Size: 0x1]
enum SideFlags;//[Offset: 0x4, Size: 0x4]
SolarWeapon* Weapon;//[Offset: 0x10, Size: 0x8]
SingleWeaponConfig* Config;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SingleWeaponConfig.DataAsset.Object
WeaponDebugFlag DebugFlag;//[Offset: 0x30, Size: 0x5]
enum WeaponBrand;//[Offset: 0x35, Size: 0x1]
enum WeaponType;//[Offset: 0x36, Size: 0x1]
bool bSupportSecondaryFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x37, Size: 0x1]
SolarWeaponFireSocketData[] FireSockets;//[Offset: 0x38, Size: 0x10]
bool bIsSingleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]
bool bCanSuspendBolt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x49, Size: 0x1]
bool bIsHeavyFireWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a, Size: 0x1]
bool bIsFlamethrowerWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4b, Size: 0x1]
bool bSupportSingleShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c, Size: 0x1]
bool bSupportAutoShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4d, Size: 0x1]
bool bSupportBurstShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4e, Size: 0x1]
float MaxSpread;//[Offset: 0x50, Size: 0x4]
float MinSpread;//[Offset: 0x54, Size: 0x4]
float HipFireBaseSpread;//[Offset: 0x58, Size: 0x4]
bool bCalcSpreadByDistributionCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5c, Size: 0x1]
RuntimeFloatCurve SpreadDistributionCurve;//[Offset: 0x60, Size: 0x88]
float SpreadStatuSpeed;//[Offset: 0xe8, Size: 0x4]
Vector2D[] CustomSpreadArray;//[Offset: 0xf0, Size: 0x10]
class SolarWeaponAT_CtrlFireBase* CtrlFireTaskClass;//[Offset: 0x100, Size:
0x8]
class SolarWeaponAT_FireBase* FireTaskClass;//[Offset: 0x108, Size: 0x8]
AmmoConfig* PrimaryAmmo;//[Offset: 0x110, Size: 0x8]
int PrimaryAmmoIndex;//[Offset: 0x118, Size: 0x4]
int PrimaryAmmoCap;//[Offset: 0x11c, Size: 0x4]
AmmoConfig* UpgradedSecAmmo;//[Offset: 0x120, Size: 0x8]
LinearColor UpgradedSecAmmoColor;//[Offset: 0x128, Size: 0x10]
bool bNeedOverload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x138, Size: 0x1]
float OverloadMaxValue;//[Offset: 0x13c, Size: 0x4]
float NormalOverloadCoolingRate;//[Offset: 0x140, Size: 0x4]
CurveFloat* NormalOverloadCoolingCurve;//[Offset: 0x148, Size: 0x8]
float OverloadCoolingPeriod;//[Offset: 0x150, Size: 0x4]
CurveFloat* OverloadReduceRateCurve;//[Offset: 0x158, Size: 0x8]
float OverloadWarningRate;//[Offset: 0x160, Size: 0x4]
bool bCanAutoFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x164, Size: 0x1]
AutoFireConfig* AutoFireConfig;//[Offset: 0x168, Size: 0x8]
bool bCanAimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x170, Size: 0x1]
WeaponAssistAimWeaponConfigAll AssistAimWeaponConfigAll;//[Offset: 0x178,
Size: 0x60]
WeaponAssistAimWeaponConfigAll AssistAimWeaponConfigAllGamepad;//[Offset:
0x1d8, Size: 0x60]
float ScopeOpenTime;//[Offset: 0x238, Size: 0x4]
float ScopeOpenFOVTimeScale;//[Offset: 0x23c, Size: 0x4]
enum[] SupportChangeTypeArray;//[Offset: 0x240, Size: 0x10]
int[] DefaultPartsArray;//[Offset: 0x250, Size: 0x10]
bool bIsGatling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260,
Size: 0x1]
float GatlingRotaryAcceleration;//[Offset: 0x264, Size: 0x4]
float GatlingFireRotarySpeed;//[Offset: 0x268, Size: 0x4]
float GatlingMaxRotarySpeed;//[Offset: 0x26c, Size: 0x4]
float GatlingHoldTime;//[Offset: 0x270, Size: 0x4]
float GatlingRotaryAttenuation;//[Offset: 0x274, Size: 0x4]
float GatlingScatteringMagnification;//[Offset: 0x278, Size: 0x4]
ParticleSystem* GatlingOverHeatSmokeEffect;//[Offset: 0x280, Size: 0x8]
class GameplayAbility[] GasAbilities;//[Offset: 0x288, Size: 0x10]
float HeadshotDamageFactor;//[Offset: 0x298, Size: 0x4]
SolarWeaponCrosshairData CrosshairWidgetData;//[Offset: 0x2a0, Size: 0x40]
SoftObjectPath WeaponIcon;//[Offset: 0x2e0, Size: 0x18]
SlateBrush PrimaryFireBrush;//[Offset: 0x300, Size: 0xf0]
int PrimaryFireTxt;//[Offset: 0x3f0, Size: 0x4]
SlateBrush SecondaryFireBrush;//[Offset: 0x400, Size: 0xf0]
int SecondaryFireTxt;//[Offset: 0x4f0, Size: 0x4]
FString WeaponTextType;//[Offset: 0x4f8, Size: 0x10]
SoftObjectPath ItemIcon;//[Offset: 0x508, Size: 0x18]
SoftObjectPath UpgradeParticleSystem;//[Offset: 0x520, Size: 0x18]
void InitSupportChangeTypeArray(int[] Data);// 0x6515ac0
void InitSpreadData(float Max, float Min, float hipbase, float adsbase, float
vhadsbase, float statuspeed);// 0x65158a8
void InitScopeData(bool onekey, float scopetime);// 0x65157b8
void InitOverload(bool InAllow, float InMax, float InNormalCoolingRate, float
InCoolingPeriod, float InOverloadWarningRate);// 0x6515be4
void InitBase(int WPType);// 0x6515db0
bool GetIsSupportPart(enum Type);// 0x6515704

--------------------------------
Class: WeaponDebugFlag
bool bIgnoreActivated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
bool bExtraInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1,
Size: 0x1]
bool bMechanicalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2, Size: 0x1]
bool bShowAimDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3,
Size: 0x1]
bool bShowShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4, Size: 0x1]

--------------------------------
Class: SolarWeaponFireSocketData
FName[] MultiBulletSocketNames;//[Offset: 0x0, Size: 0x10]
FName[] MuzzleSocketNames;//[Offset: 0x10, Size: 0x10]
FName[] AdsMuzzleSocketNames;//[Offset: 0x20, Size: 0x10]
FName[] MuzzleBlockCheckSocketNames;//[Offset: 0x30, Size: 0x10]
FName[] MultiCastShellSocketNames;//[Offset: 0x40, Size: 0x10]
FName[] AdsMultiCastShellSocketNames;//[Offset: 0x50, Size: 0x10]

--------------------------------
Class:
SolarWeaponAT_CtrlFireBase.SolarWeaponAT_TaskBase.SolarAbilityTask.AbilityTask.Game
playTask.Object
delegate OnDoFire;//[Offset: 0xa8, Size: 0x10]

--------------------------------
Class: SolarWeaponAT_TaskBase.SolarAbilityTask.AbilityTask.GameplayTask.Object
delegate OnTaskEnd;//[Offset: 0x78, Size: 0x10]
GameplayAbility* OwnerAbility;//[Offset: 0x88, Size: 0x8]
SolarCharacter* TaskCharacter;//[Offset: 0x90, Size: 0x8]
WeaponSystemBase* TaskWeaponSysBase;//[Offset: 0x98, Size: 0x8]
static SolarWeaponAT_TaskBase* CreateTaskDynamically(class
SolarWeaponAT_TaskBase RealClass, GameplayAbility* OwningAbility, const FName
TaskInstanceName, SolarCharacter* InCharacter);// 0x6ca1110

--------------------------------
Class: SolarAbilityTask.AbilityTask.GameplayTask.Object

--------------------------------
Class: AbilityTask.GameplayTask.Object
GameplayAbility* Ability;//[Offset: 0x60, Size: 0x8]
AbilitySystemComponent* AbilitySystemComponent;//[Offset: 0x68, Size: 0x8]

--------------------------------
Class: GameplayTask.Object
FName InstanceName;//[Offset: 0x30, Size: 0x8]
enum ResourceOverlapPolicy;//[Offset: 0x3a, Size: 0x1]
GameplayTask* ChildTask;//[Offset: 0x58, Size: 0x8]
void ReadyForActivation();// 0x90ac300
void GenericGameplayTaskDelegate__DelegateSignature();// 0x704f228
void EndTask();// 0x90ac2ec

--------------------------------
Class: GameplayAbility.Object
GameplayTagContainer AbilityTags;//[Offset: 0xa8, Size: 0x20]
bool bReplicateInputDirectly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc8, Size: 0x1]
bool RemoteInstanceEnded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc9, Size: 0x1]
byte ReplicationPolicy;//[Offset: 0xce, Size: 0x1]
byte InstancingPolicy;//[Offset: 0xcf, Size: 0x1]
bool bServerRespectsRemoteAbilityCancellation;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xd0, Size: 0x1]
bool bRetriggerInstancedAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xd1, Size: 0x1]
GameplayAbilityActivationInfo CurrentActivationInfo;//[Offset: 0xd8, Size:
0x20]
GameplayEventData CurrentEventData;//[Offset: 0xf8, Size: 0xb0]
byte NetExecutionPolicy;//[Offset: 0x1a8, Size: 0x1]
byte NetSecurityPolicy;//[Offset: 0x1a9, Size: 0x1]
class GameplayEffect* CostGameplayEffectClass;//[Offset: 0x1b0, Size: 0x8]
AbilityTriggerData[] AbilityTriggers;//[Offset: 0x1b8, Size: 0x10]
class GameplayEffect* CooldownGameplayEffectClass;//[Offset: 0x1c8, Size:
0x8]
GameplayTagQuery CancelAbilitiesMatchingTagQuery;//[Offset: 0x1d0, Size:
0x48]
GameplayTagContainer CancelAbilitiesWithTag;//[Offset: 0x218, Size: 0x20]
GameplayTagContainer BlockAbilitiesWithTag;//[Offset: 0x238, Size: 0x20]
GameplayTagContainer ActivationOwnedTags;//[Offset: 0x258, Size: 0x20]
GameplayTagContainer ActivationRequiredTags;//[Offset: 0x278, Size: 0x20]
GameplayTagContainer ActivationBlockedTags;//[Offset: 0x298, Size: 0x20]
GameplayTagContainer SourceRequiredTags;//[Offset: 0x2b8, Size: 0x20]
GameplayTagContainer SourceBlockedTags;//[Offset: 0x2d8, Size: 0x20]
GameplayTagContainer TargetRequiredTags;//[Offset: 0x2f8, Size: 0x20]
GameplayTagContainer TargetBlockedTags;//[Offset: 0x318, Size: 0x20]
GameplayTask*[] ActiveTasks;//[Offset: 0x358, Size: 0x10]
AnimMontage* CurrentMontage;//[Offset: 0x378, Size: 0x8]
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e0,
Size: 0x1]
bool bIsCancelable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3e1, Size: 0x1]
bool bIsBlockingOtherAbilities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3e2, Size: 0x1]
bool bMarkPendingKillOnAbilityEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3f8, Size: 0x1]
void SetShouldBlockOtherAbilities(bool bShouldBlockAbilities);// 0x41e0590
void SetCanBeCanceled(bool bCanBeCanceled);// 0x41e04c4
void SendGameplayEvent(GameplayTag EventTag, GameplayEventData Payload);//
0x41dfe64
void RemoveGrantedByEffect();// 0x41e0160
void MontageStop(float OverrideBlendOutTime);// 0x41de54c
void MontageSetNextSectionName(FName FromSectionName, FName ToSectionName);//
0x41de5f4
void MontageJumpToSection(FName SectionName);// 0x41de6e4
GameplayAbilityTargetingLocationInfo
MakeTargetLocationInfoFromOwnerSkeletalMeshComponent(FName SocketName);// 0x41de3f0
GameplayAbilityTargetingLocationInfo
MakeTargetLocationInfoFromOwnerActor();// 0x41de4c8
GameplayEffectSpecHandle MakeOutgoingGameplayEffectSpec(class GameplayEffect
GameplayEffectClass, float Level);// 0x41e067c
bool K2_ShouldAbilityRespondToEvent(GameplayAbilityActorInfo ActorInfo,
GameplayEventData Payload);// 0x704f228
void K2_RemoveGameplayCue(GameplayTag GameplayCueTag);// 0x41dea80
void K2_OnEndAbility(bool bWasCancelled);// 0x704f228
void K2_ExecuteGameplayCueWithParams(GameplayTag GameplayCueTag, out const
GameplayCueParameters GameplayCueParameters);// 0x41defa4
void K2_ExecuteGameplayCue(GameplayTag GameplayCueTag,
GameplayEffectContextHandle Context);// 0x41df198
void K2_EndAbility();// 0x41dfe48
void K2_CommitExecute();// 0x704f228
bool K2_CommitAbilityCost(bool BroadcastCommitEvent);// 0x41e02ac
bool K2_CommitAbilityCooldown(bool BroadcastCommitEvent, bool
ForceCooldown);// 0x41e0370
bool K2_CommitAbility();// 0x41e0484
bool K2_CheckAbilityCost();// 0x41e022c
bool K2_CheckAbilityCooldown();// 0x41e026c
void K2_CancelAbility();// 0x41e057c
bool K2_CanActivateAbility(GameplayAbilityActorInfo ActorInfo, out
GameplayTagContainer RelevantTags);// 0x704f228
ActiveGameplayEffectHandle[] K2_ApplyGameplayEffectSpecToTarget(const
GameplayEffectSpecHandle EffectSpecHandle, GameplayAbilityTargetDataHandle
TargetData);// 0x41df6e4
ActiveGameplayEffectHandle K2_ApplyGameplayEffectSpecToOwner(const
GameplayEffectSpecHandle EffectSpecHandle);// 0x41dfb70
void K2_AddGameplayCueWithParams(GameplayTag GameplayCueTag, out const
GameplayCueParameters GameplayCueParameter, bool bRemoveOnAbilityEnd);// 0x41deb30
void K2_AddGameplayCue(GameplayTag GameplayCueTag,
GameplayEffectContextHandle Context, bool bRemoveOnAbilityEnd);// 0x41ded78
void K2_ActivateAbilityFromEvent(out const GameplayEventData EventData);//
0x704f228
void K2_ActivateAbility();// 0x704f228
void InvalidateClientPredictionKey();// 0x41e017c
SkeletalMeshComponent* GetOwningComponentFromActorInfo();// 0x41e0bd4
Actor* GetOwningActorFromActorInfo();// 0x41e0c3c
GameplayEffectContextHandle GetGrantedByEffectContext();// 0x41e0a54
Object* GetCurrentSourceObject();// 0x41e0190
AnimMontage* GetCurrentMontage();// 0x41e01f8
float GetCooldownTimeRemaining();// 0x41e0648
GameplayEffectContextHandle
GetContextFromOwner(GameplayAbilityTargetDataHandle OptionalTargetData);//
0x41e0854
Actor* GetAvatarActorFromActorInfo();// 0x41e0c08
GameplayAbilityActorInfo GetActorInfo();// 0x41e0c70
AbilitySystemComponent* GetAbilitySystemComponentFromActorInfo();// 0x41e0ba0
int GetAbilityLevel();// 0x41e01c4
void EndTaskByInstanceName(FName InstanceName);// 0x41de8dc
void EndAbilityState(FName OptionalStateNameToEnd);// 0x41de78c
void ConfirmTaskByInstanceName(FName InstanceName, bool bEndTask);//
0x41de984
void CancelTaskByInstanceName(FName InstanceName);// 0x41de834
void BP_RemoveGameplayEffectFromOwnerWithHandle(ActiveGameplayEffectHandle
Handle, int StacksToRemove);// 0x41df370
void BP_RemoveGameplayEffectFromOwnerWithGrantedTags(GameplayTagContainer
WithGrantedTags, int StacksToRemove);// 0x41df46c
void BP_RemoveGameplayEffectFromOwnerWithAssetTags(GameplayTagContainer
WithAssetTags, int StacksToRemove);// 0x41df5a8
ActiveGameplayEffectHandle[]
BP_ApplyGameplayEffectToTarget(GameplayAbilityTargetDataHandle TargetData, class
GameplayEffect GameplayEffectClass, int GameplayEffectLevel, int Stacks);//
0x41df944
ActiveGameplayEffectHandle BP_ApplyGameplayEffectToOwner(class GameplayEffect
GameplayEffectClass, int GameplayEffectLevel, int Stacks);// 0x41dfcfc

--------------------------------
Class: GameplayEventData
GameplayTag EventTag;//[Offset: 0x0, Size: 0x8]
Actor* Instigator;//[Offset: 0x8, Size: 0x8]
Actor* Target;//[Offset: 0x10, Size: 0x8]
Object* OptionalObject;//[Offset: 0x18, Size: 0x8]
Object* OptionalObject2;//[Offset: 0x20, Size: 0x8]
GameplayEffectContextHandle ContextHandle;//[Offset: 0x28, Size: 0x18]
GameplayTagContainer InstigatorTags;//[Offset: 0x40, Size: 0x20]
GameplayTagContainer TargetTags;//[Offset: 0x60, Size: 0x20]
float EventMagnitude;//[Offset: 0x80, Size: 0x4]
GameplayAbilityTargetDataHandle TargetData;//[Offset: 0x88, Size: 0x28]

--------------------------------
Class: GameplayEffectContextHandle

--------------------------------
Class: GameplayAbilityTargetDataHandle

--------------------------------
Class: GameplayAbilityActivationInfo
byte ActivationMode;//[Offset: 0x0, Size: 0x1]
bool bCanBeEndedByOtherInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x1, Size: 0x1]
PredictionKey PredictionKeyWhenActivated;//[Offset: 0x8, Size: 0x18]
--------------------------------
Class: PredictionKey
int16 Current;//[Offset: 0x0, Size: 0x2]
int16 Base;//[Offset: 0x2, Size: 0x2]
PackageMap* PredictiveConnection;//[Offset: 0x8, Size: 0x8]
bool bIsStale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
bool bIsServerInitiated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11, Size: 0x1]

--------------------------------
Class: GameplayAbilityTargetingLocationInfo
byte LocationType;//[Offset: 0x8, Size: 0x1]
Transform LiteralTransform;//[Offset: 0x10, Size: 0x30]
Actor* SourceActor;//[Offset: 0x40, Size: 0x8]
MeshComponent* SourceComponent;//[Offset: 0x48, Size: 0x8]
GameplayAbility* SourceAbility;//[Offset: 0x50, Size: 0x8]
FName SourceSocketName;//[Offset: 0x58, Size: 0x8]

--------------------------------
Class: GameplayEffect.Object
enum DurationPolicy;//[Offset: 0x30, Size: 0x1]
GameplayEffectModifierMagnitude DurationMagnitude;//[Offset: 0x38, Size:
0x1a8]
ScalableFloat Period;//[Offset: 0x1e0, Size: 0x20]
bool bExecutePeriodicEffectOnApplication;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x200, Size: 0x1]
enum PeriodicInhibitionPolicy;//[Offset: 0x201, Size: 0x1]
GameplayModifierInfo[] Modifiers;//[Offset: 0x208, Size: 0x10]
GameplayEffectExecutionDefinition[] Executions;//[Offset: 0x218, Size: 0x10]
ScalableFloat ChanceToApplyToTarget;//[Offset: 0x228, Size: 0x20]
class GameplayEffectCustomApplicationRequirement[]
ApplicationRequirements;//[Offset: 0x248, Size: 0x10]
class GameplayEffect[] TargetEffectClasses;//[Offset: 0x258, Size: 0x10]
ConditionalGameplayEffect[] ConditionalGameplayEffects;//[Offset: 0x268,
Size: 0x10]
class GameplayEffect[] OverflowEffects;//[Offset: 0x278, Size: 0x10]
bool bDenyOverflowApplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x288, Size: 0x1]
bool bClearStackOnOverflow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x289, Size: 0x1]
class GameplayEffect[] PrematureExpirationEffectClasses;//[Offset: 0x290,
Size: 0x10]
class GameplayEffect[] RoutineExpirationEffectClasses;//[Offset: 0x2a0, Size:
0x10]
bool bRequireModifierSuccessToTriggerCues;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2b0, Size: 0x1]
bool bSuppressStackingCues;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b1, Size: 0x1]
GameplayEffectCue[] GameplayCues;//[Offset: 0x2b8, Size: 0x10]
GameplayEffectUIData* UIData;//[Offset: 0x2c8, Size: 0x8]
InheritedTagContainer InheritableGameplayEffectTags;//[Offset: 0x2d0, Size:
0x60]
InheritedTagContainer InheritableOwnedTagsContainer;//[Offset: 0x330, Size:
0x60]
GameplayTagRequirements OngoingTagRequirements;//[Offset: 0x390, Size: 0x50]
GameplayTagRequirements ApplicationTagRequirements;//[Offset: 0x3e0, Size:
0x50]
GameplayTagRequirements RemovalTagRequirements;//[Offset: 0x430, Size: 0x50]
GameplayTagRequirements RemovalSourceTagRequirements;//[Offset: 0x480, Size:
0x50]
InheritedTagContainer RemoveGameplayEffectsWithTags;//[Offset: 0x4d0, Size:
0x60]
GameplayTagRequirements GrantedApplicationImmunityTags;//[Offset: 0x530,
Size: 0x50]
GameplayEffectQuery GrantedApplicationImmunityQuery;//[Offset: 0x580, Size:
0x150]
GameplayEffectQuery RemoveGameplayEffectQuery;//[Offset: 0x6d8, Size: 0x150]
enum StackingType;//[Offset: 0x829, Size: 0x1]
int StackLimitCount;//[Offset: 0x82c, Size: 0x4]
enum StackDurationRefreshPolicy;//[Offset: 0x830, Size: 0x1]
enum StackPeriodResetPolicy;//[Offset: 0x831, Size: 0x1]
enum StackExpirationPolicy;//[Offset: 0x832, Size: 0x1]
GameplayAbilitySpecDef[] GrantedAbilities;//[Offset: 0x838, Size: 0x10]
FName[] ScreenEffects;//[Offset: 0x848, Size: 0x10]
GameplayTagContainer PostProcessEffectTags;//[Offset: 0x858, Size: 0x20]

--------------------------------
Class: GameplayEffectModifierMagnitude
enum MagnitudeCalculationType;//[Offset: 0x0, Size: 0x1]
ScalableFloat ScalableFloatMagnitude;//[Offset: 0x8, Size: 0x20]
AttributeBasedFloat AttributeBasedMagnitude;//[Offset: 0x28, Size: 0xf8]
CustomCalculationBasedFloat CustomMagnitude;//[Offset: 0x120, Size: 0x78]
SetByCallerFloat SetByCallerMagnitude;//[Offset: 0x198, Size: 0x10]

--------------------------------
Class: ScalableFloat
float Value;//[Offset: 0x0, Size: 0x4]
CurveTableRowHandle Curve;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: CurveTableRowHandle
CurveTable* CurveTable;//[Offset: 0x0, Size: 0x8]
FName RowName;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: AttributeBasedFloat
ScalableFloat Coefficient;//[Offset: 0x0, Size: 0x20]
ScalableFloat PreMultiplyAdditiveValue;//[Offset: 0x20, Size: 0x20]
ScalableFloat PostMultiplyAdditiveValue;//[Offset: 0x40, Size: 0x20]
GameplayEffectAttributeCaptureDefinition BackingAttribute;//[Offset: 0x60,
Size: 0x40]
CurveTableRowHandle AttributeCurve;//[Offset: 0xa0, Size: 0x10]
enum AttributeCalculationType;//[Offset: 0xb0, Size: 0x1]
enum FinalChannel;//[Offset: 0xb1, Size: 0x1]
GameplayTagContainer SourceTagFilter;//[Offset: 0xb8, Size: 0x20]
GameplayTagContainer TargetTagFilter;//[Offset: 0xd8, Size: 0x20]

--------------------------------
Class: GameplayEffectAttributeCaptureDefinition
GameplayAttribute AttributeToCapture;//[Offset: 0x0, Size: 0x38]
enum AttributeSource;//[Offset: 0x38, Size: 0x1]
bool bSnapshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39,
Size: 0x1]

--------------------------------
Class: CustomCalculationBasedFloat
class GameplayModMagnitudeCalculation* CalculationClassMagnitude;//[Offset:
0x0, Size: 0x8]
ScalableFloat Coefficient;//[Offset: 0x8, Size: 0x20]
ScalableFloat PreMultiplyAdditiveValue;//[Offset: 0x28, Size: 0x20]
ScalableFloat PostMultiplyAdditiveValue;//[Offset: 0x48, Size: 0x20]
CurveTableRowHandle FinalLookupCurve;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: GameplayModMagnitudeCalculation.GameplayEffectCalculation.Object
bool bAllowNonNetAuthorityDependencyRegistration;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x38, Size: 0x1]
float CalculateBaseMagnitude(out const GameplayEffectSpec Spec);// 0x4200090

--------------------------------
Class: GameplayEffectCalculation.Object
GameplayEffectAttributeCaptureDefinition[]
RelevantAttributesToCapture;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: GameplayEffectSpec
GameplayEffect* Def;//[Offset: 0x0, Size: 0x8]
GameplayEffectModifiedAttribute[] ModifiedAttributes;//[Offset: 0x8, Size:
0x10]
GameplayEffectAttributeCaptureSpecContainer
CapturedRelevantAttributes;//[Offset: 0x18, Size: 0x28]
float Duration;//[Offset: 0x50, Size: 0x4]
float Period;//[Offset: 0x54, Size: 0x4]
float ChanceToApplyToTarget;//[Offset: 0x58, Size: 0x4]
TagContainerAggregator CapturedSourceTags;//[Offset: 0x60, Size: 0x88]
TagContainerAggregator CapturedTargetTags;//[Offset: 0xe8, Size: 0x88]
GameplayTagContainer DynamicGrantedTags;//[Offset: 0x170, Size: 0x20]
GameplayTagContainer DynamicAssetTags;//[Offset: 0x190, Size: 0x20]
ModifierSpec[] Modifiers;//[Offset: 0x1b0, Size: 0x10]
int StackCount;//[Offset: 0x1c0, Size: 0x4]
bool bCompletedSourceAttributeCapture;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x1c4, Size: 0x1]
bool bCompletedTargetAttributeCapture;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x1c4, Size: 0x1]
bool bDurationLocked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x1c4, Size: 0x1]
GameplayAbilitySpecDef[] GrantedAbilitySpecs;//[Offset: 0x1c8, Size: 0x10]
GameplayEffectContextHandle EffectContext;//[Offset: 0x278, Size: 0x18]
float Level;//[Offset: 0x290, Size: 0x4]

--------------------------------
Class: GameplayEffectModifiedAttribute
GameplayAttribute Attribute;//[Offset: 0x0, Size: 0x38]
float TotalMagnitude;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: GameplayEffectAttributeCaptureSpecContainer
GameplayEffectAttributeCaptureSpec[] SourceAttributes;//[Offset: 0x0, Size:
0x10]
GameplayEffectAttributeCaptureSpec[] TargetAttributes;//[Offset: 0x10, Size:
0x10]
bool bHasNonSnapshottedAttributes;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x20, Size: 0x1]

--------------------------------
Class: GameplayEffectAttributeCaptureSpec
GameplayEffectAttributeCaptureDefinition BackingDefinition;//[Offset: 0x0,
Size: 0x40]

--------------------------------
Class: TagContainerAggregator
GameplayTagContainer CapturedActorTags;//[Offset: 0x0, Size: 0x20]
GameplayTagContainer CapturedSpecTags;//[Offset: 0x20, Size: 0x20]
GameplayTagContainer ScopedTags;//[Offset: 0x40, Size: 0x20]

--------------------------------
Class: ModifierSpec
float EvaluatedMagnitude;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: GameplayAbilitySpecDef
class GameplayAbility* Ability;//[Offset: 0x0, Size: 0x8]
ScalableFloat LevelScalableFloat;//[Offset: 0x8, Size: 0x20]
int InputID;//[Offset: 0x28, Size: 0x4]
enum RemovalPolicy;//[Offset: 0x2c, Size: 0x1]
Object* SourceObject;//[Offset: 0x30, Size: 0x8]
GameplayAbilitySpecHandle AssignedHandle;//[Offset: 0x88, Size: 0x4]

--------------------------------
Class: GameplayAbilitySpecHandle
int Handle;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: SetByCallerFloat
FName DataName;//[Offset: 0x0, Size: 0x8]
GameplayTag DataTag;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: GameplayModifierInfo
GameplayAttribute Attribute;//[Offset: 0x0, Size: 0x38]
byte ModifierOp;//[Offset: 0x38, Size: 0x1]
ScalableFloat Magnitude;//[Offset: 0x40, Size: 0x20]
GameplayEffectModifierMagnitude ModifierMagnitude;//[Offset: 0x60, Size:
0x1a8]
GameplayModEvaluationChannelSettings EvaluationChannelSettings;//[Offset:
0x208, Size: 0x1]
GameplayTagRequirements SourceTags;//[Offset: 0x210, Size: 0x50]
GameplayTagRequirements TargetTags;//[Offset: 0x260, Size: 0x50]

--------------------------------
Class: GameplayModEvaluationChannelSettings
enum Channel;//[Offset: 0x0, Size: 0x1]

--------------------------------
Class: GameplayTagRequirements
enum RequireTagCheckRule;//[Offset: 0x0, Size: 0x1]
GameplayTagContainer RequireTags;//[Offset: 0x8, Size: 0x20]
enum IgnoreTagCheckRule;//[Offset: 0x28, Size: 0x1]
GameplayTagContainer IgnoreTags;//[Offset: 0x30, Size: 0x20]

--------------------------------
Class: GameplayEffectExecutionDefinition
class GameplayEffectExecutionCalculation* CalculationClass;//[Offset: 0x0,
Size: 0x8]
GameplayTagContainer PassedInTags;//[Offset: 0x8, Size: 0x20]
GameplayEffectExecutionScopedModifierInfo[] CalculationModifiers;//[Offset:
0x28, Size: 0x10]
class GameplayEffect[] ConditionalGameplayEffectClasses;//[Offset: 0x38,
Size: 0x10]
ConditionalGameplayEffect[] ConditionalGameplayEffects;//[Offset: 0x48, Size:
0x10]

--------------------------------
Class: GameplayEffectExecutionCalculation.GameplayEffectCalculation.Object
bool bRequiresPassedInTags;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x38, Size: 0x1]
void Execute(out const GameplayEffectCustomExecutionParameters
ExecutionParams, out GameplayEffectCustomExecutionOutput OutExecutionOutput);//
0x41fe34c

--------------------------------
Class: GameplayEffectCustomExecutionParameters

--------------------------------
Class: GameplayEffectCustomExecutionOutput
GameplayModifierEvaluatedData[] OutputModifiers;//[Offset: 0x0, Size: 0x10]
bool bTriggerConditionalGameplayEffects;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x10, Size: 0x1]
bool bHandledStackCountManually;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x10, Size: 0x1]
bool bHandledGameplayCuesManually;//(ByteOffset: 0, ByteMask: 4, FieldMask:
4)[Offset: 0x10, Size: 0x1]

--------------------------------
Class: GameplayModifierEvaluatedData
GameplayAttribute Attribute;//[Offset: 0x0, Size: 0x38]
byte ModifierOp;//[Offset: 0x38, Size: 0x1]
float Magnitude;//[Offset: 0x3c, Size: 0x4]
ActiveGameplayEffectHandle Handle;//[Offset: 0x40, Size: 0x8]
bool IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48,
Size: 0x1]

--------------------------------
Class: ActiveGameplayEffectHandle
int Handle;//[Offset: 0x0, Size: 0x4]
bool bPassedFiltersAndWasExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x4, Size: 0x1]

--------------------------------
Class: GameplayEffectExecutionScopedModifierInfo
GameplayEffectAttributeCaptureDefinition CapturedAttribute;//[Offset: 0x0,
Size: 0x40]
GameplayTag TransientAggregatorIdentifier;//[Offset: 0x40, Size: 0x8]
enum AggregatorType;//[Offset: 0x48, Size: 0x1]
byte ModifierOp;//[Offset: 0x49, Size: 0x1]
GameplayEffectModifierMagnitude ModifierMagnitude;//[Offset: 0x50, Size:
0x1a8]
GameplayModEvaluationChannelSettings EvaluationChannelSettings;//[Offset:
0x1f8, Size: 0x1]
GameplayTagRequirements SourceTags;//[Offset: 0x200, Size: 0x50]
GameplayTagRequirements TargetTags;//[Offset: 0x250, Size: 0x50]

--------------------------------
Class: ConditionalGameplayEffect
class GameplayEffect* EffectClass;//[Offset: 0x0, Size: 0x8]
GameplayTagContainer RequiredSourceTags;//[Offset: 0x8, Size: 0x20]

--------------------------------
Class: GameplayEffectCustomApplicationRequirement.Object
bool CanApplyGameplayEffect(const GameplayEffect* GameplayEffect, out const
GameplayEffectSpec Spec, AbilitySystemComponent* ASC);// 0x41fdc8c

--------------------------------
Class: AbilitySystemComponent.GameplayTasksComponent.ActorComponent.Object
AttributeDefaults[] DefaultStartingData;//[Offset: 0x130, Size: 0x10]
AttributeSet*[] SpawnedAttributes;//[Offset: 0x140, Size: 0x10]
FName AffectedAnimInstanceTag;//[Offset: 0x150, Size: 0x8]
float OutgoingDuration;//[Offset: 0x2f8, Size: 0x4]
float IncomingDuration;//[Offset: 0x2fc, Size: 0x4]
FString[] ClientDebugStrings;//[Offset: 0x320, Size: 0x10]
FString[] ServerDebugStrings;//[Offset: 0x330, Size: 0x10]
bool UserAbilityActivationInhibited;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3a0, Size: 0x1]
bool ReplicationProxyEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a1, Size: 0x1]
bool bSuppressGrantAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a2, Size: 0x1]
bool bSuppressGameplayCues;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3a3, Size: 0x1]
GameplayAbilityTargetActor*[] SpawnedTargetActors;//[Offset: 0x3a8, Size:
0x10]
Actor* OwnerActor;//[Offset: 0x3e0, Size: 0x8]
Actor* AvatarActor;//[Offset: 0x3e8, Size: 0x8]
GameplayAbilitySpecContainer ActivatableAbilities;//[Offset: 0x400, Size:
0x120]
GameplayAbility*[] AllReplicatedInstancedAbilities;//[Offset: 0x550, Size:
0x10]
GameplayAbilityRepAnimMontage RepAnimMontageInfo;//[Offset: 0x740, Size:
0x48]
GameplayAbilityLocalAnimMontage[] LocalAnimMontageInfoContainer;//[Offset:
0x788, Size: 0x10]
GameplayAbilityRepAnimMontageContainer RepAnimMontageInfoContainer;//[Offset:
0x798, Size: 0x120]
bool bCachedIsNetSimulated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8b8, Size: 0x1]
bool bPendingMontageRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8b9, Size: 0x1]
GameplayAbilityLocalAnimMontage LocalAnimMontageInfo;//[Offset: 0x8c0, Size:
0x30]
ActiveGameplayEffectsContainer ActiveGameplayEffects;//[Offset: 0x990, Size:
0x488]
ActiveGameplayCueContainer ActiveGameplayCues;//[Offset: 0xe18, Size: 0x128]
ActiveGameplayCueContainer MinimalReplicationGameplayCues;//[Offset: 0xf40,
Size: 0x128]
byte[] BlockedAbilityBindings;//[Offset: 0x1190, Size: 0x10]
MinimalReplicationTagCountMap MinimalReplicationTags;//[Offset: 0x12c8, Size:
0x60]
ReplicatedPredictionKeyMap ReplicatedPredictionKeyMap;//[Offset: 0x1338,
Size: 0x118]
bool TryActivateAbilityByClass(class GameplayAbility InAbilityToActivate,
bool bAllowRemoteActivation);// 0x41c52c8
bool TryActivateAbilitiesByTag(out const GameplayTagContainer
GameplayTagContainer, bool bAllowRemoteActivation);// 0x41c53d0
void TargetConfirm();// 0x41c4cf4
void TargetCancel();// 0x41c4cd8
void SetUserAbilityActivationInhibited(bool NewInhibit);// 0x41c4d10
void SetActiveGameplayEffectLevelUsingQuery(GameplayEffectQuery Query, int
NewLevel);// 0x41c8104
void SetActiveGameplayEffectLevel(ActiveGameplayEffectHandle ActiveHandle,
int NewLevel);// 0x41c8220
void ServerTryActivateAbilityWithEventData(GameplayAbilitySpecHandle
AbilityToActivate, bool InputPressed, PredictionKey PredictionKey,
GameplayEventData TriggerEventData);// 0x41c39e0
void ServerTryActivateAbility(GameplayAbilitySpecHandle AbilityToActivate,
bool InputPressed, PredictionKey PredictionKey);// 0x41c3f2c
void ServerSetReplicatedTargetDataCancelled(GameplayAbilitySpecHandle
AbilityHandle, PredictionKey AbilityOriginalPredictionKey, PredictionKey
CurrentPredictionKey);// 0x41c42d4
void ServerSetReplicatedTargetData(GameplayAbilitySpecHandle AbilityHandle,
PredictionKey AbilityOriginalPredictionKey, const GameplayAbilityTargetDataHandle
ReplicatedTargetDataHandle, GameplayTag ApplicationTag, PredictionKey
CurrentPredictionKey);// 0x41c449c
void ServerSetReplicatedEventWithPayload(byte EventType,
GameplayAbilitySpecHandle AbilityHandle, PredictionKey
AbilityOriginalPredictionKey, PredictionKey CurrentPredictionKey,
Vector_NetQuantize100 VectorPayload);// 0x41c4858
void ServerSetReplicatedEvent(byte EventType, GameplayAbilitySpecHandle
AbilityHandle, PredictionKey AbilityOriginalPredictionKey, PredictionKey
CurrentPredictionKey);// 0x41c4ab8
void ServerSetInputReleased(GameplayAbilitySpecHandle AbilityHandle);//
0x41c40fc
void ServerSetInputPressed(GameplayAbilitySpecHandle AbilityHandle);//
0x41c41e8
void ServerPrintDebug_RequestWithStrings(const FString[] Strings);//
0x41c5154
void ServerPrintDebug_Request();// 0x41c526c
void ServerEndAbility(GameplayAbilitySpecHandle AbilityToEnd,
GameplayAbilityActivationInfo ActivationInfo, PredictionKey PredictionKey);//
0x41c375c
void ServerCurrentMontageSetPlayRate(AnimMontage* ClientAnimMontage, float
InPlayRate);// 0x41c29b0
void ServerCurrentMontageSetNextSectionName(AnimMontage* ClientAnimMontage,
float ClientPosition, FName SectionName, FName NextSectionName);// 0x41c2c18
void ServerCurrentMontageJumpToSectionName(AnimMontage* ClientAnimMontage,
FName SectionName);// 0x41c2ae8
void ServerCancelAbility(GameplayAbilitySpecHandle AbilityToCancel,
GameplayAbilityActivationInfo ActivationInfo);// 0x41c34e4
void ServerAbilityRPCBatch(ServerAbilityRPCBatch BatchInfo);// 0x41c4e00
void RemoveActiveGameplayEffectBySourceEffect(class GameplayEffect
GameplayEffect, AbilitySystemComponent* InstigatorAbilitySystemComponent, int
StacksToRemove);// 0x41c88d4
bool RemoveActiveGameplayEffect(ActiveGameplayEffectHandle Handle, int
StacksToRemove);// 0x41c8a18
int RemoveActiveEffectsWithTags(GameplayTagContainer Tags);// 0x41c77c0
int RemoveActiveEffectsWithSourceTags(GameplayTagContainer Tags);// 0x41c76c8
int RemoveActiveEffectsWithGrantedTags(GameplayTagContainer Tags);//
0x41c74d8
int RemoveActiveEffectsWithAppliedTags(GameplayTagContainer Tags);//
0x41c75d0
void OnRep_ServerDebugString();// 0x41c4fec
void OnRep_ReplicatedAnimMontage();// 0x41c2de8
void OnRep_OwningActor();// 0x41c4cc4
void OnRep_ClientDebugString();// 0x41c5008
void OnRep_ActivateAbilities();// 0x41c40e0
void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const
GameplayTagContainer GameplayCueTags, PredictionKey PredictionKey,
GameplayCueParameters GameplayCueParameters);// 0x41c655c
void NetMulticast_InvokeGameplayCuesExecuted(const GameplayTagContainer
GameplayCueTags, PredictionKey PredictionKey, GameplayEffectContextHandle
EffectContext);// 0x41c6d6c
void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const
GameplayTagContainer GameplayCueTags, PredictionKey PredictionKey,
GameplayCueParameters GameplayCueParameters);// 0x41c55bc
void NetMulticast_InvokeGameplayCueExecuted_WithParams(const GameplayTag
GameplayCueTag, PredictionKey PredictionKey, GameplayCueParameters
GameplayCueParameters);// 0x41c6948
void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const
GameplayEffectSpecForRPC Spec, PredictionKey PredictionKey);// 0x41c7214
void NetMulticast_InvokeGameplayCueExecuted(const GameplayTag GameplayCueTag,
PredictionKey PredictionKey, GameplayEffectContextHandle EffectContext);//
0x41c6fe4
void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const
GameplayTag GameplayCueTag, PredictionKey PredictionKey, GameplayCueParameters
GameplayCueParameters);// 0x41c59a8
void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const
GameplayEffectSpecForRPC Spec, PredictionKey PredictionKey);// 0x41c5d58
void NetMulticast_InvokeGameplayCueAdded_WithParams(const GameplayTag
GameplayCueTag, PredictionKey PredictionKey, GameplayCueParameters Parameters);//
0x41c5f04
void NetMulticast_InvokeGameplayCueAdded(const GameplayTag GameplayCueTag,
PredictionKey PredictionKey, GameplayEffectContextHandle EffectContext);//
0x41c632c
GameplayEffectSpecHandle MakeOutgoingSpec(class GameplayEffect
GameplayEffectClass, float Level, GameplayEffectContextHandle Context);// 0x41c85c4
GameplayEffectContextHandle MakeEffectContext();// 0x41c8470
void K2_InitStats(class AttributeSet Attributes, const DataTable*
DataTable);// 0x41c8db4
bool IsGameplayCueActive(const GameplayTag GameplayCueTag);// 0x41c5500
bool GetUserAbilityActivationInhibited();// 0x41c4dc8
float GetGameplayEffectMagnitude(ActiveGameplayEffectHandle Handle,
GameplayAttribute Attribute);// 0x41c7fb0
int GetGameplayEffectCount(class GameplayEffect SourceGameplayEffect,
AbilitySystemComponent* OptionalInstigatorFilterComponent, bool
bEnforceOnGoingCheck);// 0x41c8324
ActiveGameplayEffectHandle[] GetActiveEffectsWithAllTags(GameplayTagContainer
Tags);// 0x41c78b8
ActiveGameplayEffectHandle[] GetActiveEffects(out const GameplayEffectQuery
Query);// 0x41c79f4
void ClientTryActivateAbility(GameplayAbilitySpecHandle AbilityToActivate);//
0x41c392c
void ClientSetReplicatedEvent(byte EventType, GameplayAbilitySpecHandle
AbilityHandle, PredictionKey AbilityOriginalPredictionKey);// 0x41c470c
void ClientPrintDebug_Response(const FString[] Strings, int GameFlags);//
0x41c5024
void ClientEndAbility(GameplayAbilitySpecHandle AbilityToEnd,
GameplayAbilityActivationInfo ActivationInfo);// 0x41c3644
void ClientCancelAbility(GameplayAbilitySpecHandle AbilityToCancel,
GameplayAbilityActivationInfo ActivationInfo);// 0x41c33cc
void ClientActivateAbilitySucceedWithEventData(GameplayAbilitySpecHandle
AbilityToActivate, PredictionKey PredictionKey, GameplayEventData
TriggerEventData);// 0x41c2e04
void ClientActivateAbilitySucceed(GameplayAbilitySpecHandle
AbilityToActivate, PredictionKey PredictionKey);// 0x41c31c0
void ClientActivateAbilityFailed(GameplayAbilitySpecHandle AbilityToActivate,
int16 PredictionKey);// 0x41c32cc
ActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(class
GameplayEffect GameplayEffectClass, AbilitySystemComponent* Target, float Level,
GameplayEffectContextHandle Context);// 0x41c7d34
ActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(class GameplayEffect
GameplayEffectClass, float Level, GameplayEffectContextHandle EffectContext);//
0x41c7b00
ActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(out const
GameplayEffectSpecHandle SpecHandle, AbilitySystemComponent* Target);// 0x41c8c48
ActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(out const
GameplayEffectSpecHandle SpecHandle);// 0x41c8b28
void AbilityConfirmOrCancel__DelegateSignature();// 0x704f228
void AbilityAbilityKey__DelegateSignature(int InputID);// 0x704f228

--------------------------------
Class: GameplayTasksComponent.ActorComponent.Object
bool bIsNetDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xbc,
Size: 0x1]
GameplayTask*[] SimulatedTasks;//[Offset: 0xc0, Size: 0x10]
GameplayTask*[] TaskPriorityQueue;//[Offset: 0xd0, Size: 0x10]
GameplayTask*[] TickingTasks;//[Offset: 0xf0, Size: 0x10]
GameplayTask*[] KnownTasks;//[Offset: 0x100, Size: 0x10]
delegate OnClaimedResourcesChange;//[Offset: 0x110, Size: 0x10]
void OnRep_SimulatedTasks();// 0x90adad8
static enum K2_RunGameplayTask(interface class TaskOwner, GameplayTask* Task,
byte Priority, class GameplayTaskResource[] AdditionalRequiredResources, class
GameplayTaskResource[] AdditionalClaimedResources);// 0x90ad870

--------------------------------
Class: AttributeDefaults
class AttributeSet* Attributes;//[Offset: 0x0, Size: 0x8]
DataTable* DefaultStartingTable;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: AttributeSet.Object

--------------------------------
Class: DataTable.Object
ScriptStruct* RowStruct;//[Offset: 0x28, Size: 0x8]
bool bStripFromClientBuilds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80, Size: 0x1]
bool bIgnoreExtraFields;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x80, Size: 0x1]
bool bIgnoreMissingFields;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x80, Size: 0x1]
FString ImportKeyField;//[Offset: 0x88, Size: 0x10]

--------------------------------
Class: ScriptStruct.Struct.Field.Object

--------------------------------
Class: GameplayTaskResource.Object
int ManualResourceID;//[Offset: 0x28, Size: 0x4]
int8 AutoResourceID;//[Offset: 0x2c, Size: 0x1]
bool bManuallySetID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2d, Size: 0x1]
--------------------------------
Class: GameplayAbilityTargetActor.Actor.Object
bool ShouldProduceTargetDataOnServer;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x238, Size: 0x1]
GameplayAbilityTargetingLocationInfo StartLocation;//[Offset: 0x240, Size:
0x60]
PlayerController* MasterPC;//[Offset: 0x2d0, Size: 0x8]
GameplayAbility* OwningAbility;//[Offset: 0x2d8, Size: 0x8]
bool bDestroyOnConfirmation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2e0, Size: 0x1]
Actor* SourceActor;//[Offset: 0x2e8, Size: 0x8]
WorldReticleParameters ReticleParams;//[Offset: 0x2f0, Size: 0xc]
class GameplayAbilityWorldReticle* ReticleClass;//[Offset: 0x300, Size: 0x8]
GameplayTargetDataFilterHandle Filter;//[Offset: 0x308, Size: 0x10]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318,
Size: 0x1]
AbilitySystemComponent* GenericDelegateBoundASC;//[Offset: 0x330, Size: 0x8]
void ConfirmTargeting();// 0x41e464c
void CancelTargeting();// 0x41e4630

--------------------------------
Class: WorldReticleParameters
Vector AOEScale;//[Offset: 0x0, Size: 0xc]

--------------------------------
Class: GameplayAbilityWorldReticle.Actor.Object
WorldReticleParameters Parameters;//[Offset: 0x238, Size: 0xc]
bool bFaceOwnerFlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x244, Size: 0x1]
bool bSnapToTargetedActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x245, Size: 0x1]
bool bIsTargetValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x246, Size: 0x1]
bool bIsTargetAnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x247, Size: 0x1]
PlayerController* MasterPC;//[Offset: 0x248, Size: 0x8]
Actor* TargetingActor;//[Offset: 0x250, Size: 0x8]
void SetReticleMaterialParamVector(FName ParamName, Vector Value);//
0x704f228
void SetReticleMaterialParamFloat(FName ParamName, float Value);// 0x704f228
void OnValidTargetChanged(bool bNewValue);// 0x704f228
void OnTargetingAnActor(bool bNewValue);// 0x704f228
void OnParametersInitialized();// 0x704f228
void FaceTowardSource(bool bFaceIn2D);// 0x41ef584

--------------------------------
Class: GameplayTargetDataFilterHandle

--------------------------------
Class: GameplayAbilitySpecContainer.FastArraySerializer
GameplayAbilitySpec[] Items;//[Offset: 0x108, Size: 0x10]
AbilitySystemComponent* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: FastArraySerializer
int ArrayReplicationKey;//[Offset: 0x54, Size: 0x4]
enum DeltaFlags;//[Offset: 0x100, Size: 0x1]
--------------------------------
Class: GameplayAbilitySpec.FastArraySerializerItem
GameplayAbilitySpecHandle Handle;//[Offset: 0xc, Size: 0x4]
GameplayAbility* Ability;//[Offset: 0x10, Size: 0x8]
int Level;//[Offset: 0x18, Size: 0x4]
int InputID;//[Offset: 0x1c, Size: 0x4]
Object* SourceObject;//[Offset: 0x20, Size: 0x8]
byte ActiveCount;//[Offset: 0x28, Size: 0x1]
bool InputPressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x29,
Size: 0x1]
bool RemoveAfterActivation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x29, Size: 0x1]
bool PendingRemove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x29,
Size: 0x1]
bool bActivateOnce;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x29,
Size: 0x1]
GameplayAbilityActivationInfo ActivationInfo;//[Offset: 0x30, Size: 0x20]
GameplayAbility*[] NonReplicatedInstances;//[Offset: 0x50, Size: 0x10]
GameplayAbility*[] ReplicatedInstances;//[Offset: 0x60, Size: 0x10]
ActiveGameplayEffectHandle GameplayEffectHandle;//[Offset: 0x70, Size: 0x8]
int ClientCachedLevel;//[Offset: 0xc8, Size: 0x4]

--------------------------------
Class: FastArraySerializerItem
int ReplicationID;//[Offset: 0x0, Size: 0x4]
int ReplicationKey;//[Offset: 0x4, Size: 0x4]
int MostRecentArrayReplicationKey;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: GameplayAbilityRepAnimMontage
AnimMontage* AnimMontage;//[Offset: 0x10, Size: 0x8]
float PlayRate;//[Offset: 0x18, Size: 0x4]
float Position;//[Offset: 0x1c, Size: 0x4]
float BlendTime;//[Offset: 0x20, Size: 0x4]
byte NextSectionID;//[Offset: 0x24, Size: 0x1]
bool bRepPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x25,
Size: 0x1]
bool IsStopped;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x25,
Size: 0x1]
bool ForcePlayBit;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x25,
Size: 0x1]
bool SkipPositionCorrection;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x25, Size: 0x1]
bool bSkipPlayRate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x25, Size: 0x1]
PredictionKey PredictionKey;//[Offset: 0x28, Size: 0x18]
byte SectionIdToPlay;//[Offset: 0x40, Size: 0x1]

--------------------------------
Class: GameplayAbilityLocalAnimMontage
AnimMontage* AnimMontage;//[Offset: 0x0, Size: 0x8]
bool PlayBit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8,
Size: 0x1]
PredictionKey PredictionKey;//[Offset: 0x10, Size: 0x18]
GameplayAbility* AnimatingAbility;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: GameplayAbilityRepAnimMontageContainer.FastArraySerializer
GameplayAbilityRepAnimMontage[] AbilityMontages;//[Offset: 0x108, Size: 0x10]
AbilitySystemComponent* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: ActiveGameplayEffectsContainer.FastArraySerializer
ActiveGameplayEffect[] GameplayEffects_Internal;//[Offset: 0x140, Size: 0x10]
GameplayEffect*[] ApplicationImmunityQueryEffects;//[Offset: 0x460, Size:
0x10]

--------------------------------
Class: ActiveGameplayEffect.FastArraySerializerItem
GameplayEffectSpec Spec;//[Offset: 0x18, Size: 0x298]
PredictionKey PredictionKey;//[Offset: 0x2b0, Size: 0x18]
float StartServerWorldTime;//[Offset: 0x2c8, Size: 0x4]
float CachedStartServerWorldTime;//[Offset: 0x2cc, Size: 0x4]
float StartWorldTime;//[Offset: 0x2d0, Size: 0x4]
bool bIsInhibited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2d4, Size: 0x1]

--------------------------------
Class: ActiveGameplayCueContainer.FastArraySerializer
ActiveGameplayCue[] GameplayCues;//[Offset: 0x108, Size: 0x10]
AbilitySystemComponent* Owner;//[Offset: 0x120, Size: 0x8]

--------------------------------
Class: ActiveGameplayCue.FastArraySerializerItem
GameplayTag GameplayCueTag;//[Offset: 0xc, Size: 0x8]
PredictionKey PredictionKey;//[Offset: 0x18, Size: 0x18]
GameplayCueParameters Parameters;//[Offset: 0x30, Size: 0xd0]
bool bPredictivelyRemoved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x100, Size: 0x1]

--------------------------------
Class: GameplayCueParameters
float NormalizedMagnitude;//[Offset: 0x0, Size: 0x4]
float RawMagnitude;//[Offset: 0x4, Size: 0x4]
GameplayEffectContextHandle EffectContext;//[Offset: 0x8, Size: 0x18]
GameplayTag MatchedTagName;//[Offset: 0x20, Size: 0x8]
GameplayTag OriginalTag;//[Offset: 0x28, Size: 0x8]
GameplayTagContainer AggregatedSourceTags;//[Offset: 0x30, Size: 0x20]
GameplayTagContainer AggregatedTargetTags;//[Offset: 0x50, Size: 0x20]
Vector_NetQuantize10 Location;//[Offset: 0x70, Size: 0xc]
Vector_NetQuantizeNormal Normal;//[Offset: 0x7c, Size: 0xc]
Actor* Instigator;//[Offset: 0x88, Size: 0x8]
Actor* EffectCauser;//[Offset: 0x90, Size: 0x8]
Object* SourceObject;//[Offset: 0x98, Size: 0x8]
PhysicalMaterial* PhysicalMaterial;//[Offset: 0xa0, Size: 0x8]
int GameplayEffectLevel;//[Offset: 0xa8, Size: 0x4]
int AbilityLevel;//[Offset: 0xac, Size: 0x4]
SceneComponent* TargetAttachComponent;//[Offset: 0xb0, Size: 0x8]
Actor*[] RelatedActorArray;//[Offset: 0xb8, Size: 0x10]

--------------------------------
Class: MinimalReplicationTagCountMap
AbilitySystemComponent* Owner;//[Offset: 0x50, Size: 0x8]

--------------------------------
Class: ReplicatedPredictionKeyMap.FastArraySerializer
ReplicatedPredictionKeyItem[] PredictionKeys;//[Offset: 0x108, Size: 0x10]
--------------------------------
Class: ReplicatedPredictionKeyItem.FastArraySerializerItem
PredictionKey PredictionKey;//[Offset: 0x10, Size: 0x18]

--------------------------------
Class: GameplayEffectQuery
delegate CustomMatchDelegate_BP;//[Offset: 0x10, Size: 0x10]
GameplayTagQuery OwningTagQuery;//[Offset: 0x20, Size: 0x48]
GameplayTagQuery EffectTagQuery;//[Offset: 0x68, Size: 0x48]
GameplayTagQuery SourceTagQuery;//[Offset: 0xb0, Size: 0x48]
GameplayAttribute ModifyingAttribute;//[Offset: 0xf8, Size: 0x38]
Object* EffectSource;//[Offset: 0x130, Size: 0x8]
class GameplayEffect* EffectDefinition;//[Offset: 0x138, Size: 0x8]

--------------------------------
Class: GameplayTagQuery
int TokenStreamVersion;//[Offset: 0x0, Size: 0x4]
GameplayTag[] TagDictionary;//[Offset: 0x8, Size: 0x10]
byte[] QueryTokenStream;//[Offset: 0x18, Size: 0x10]
FString UserDescription;//[Offset: 0x28, Size: 0x10]
FString AutoDescription;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: ServerAbilityRPCBatch
GameplayAbilitySpecHandle AbilitySpecHandle;//[Offset: 0x0, Size: 0x4]
PredictionKey PredictionKey;//[Offset: 0x8, Size: 0x18]
GameplayAbilityTargetDataHandle TargetData;//[Offset: 0x20, Size: 0x28]
bool InputPressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]
bool Ended;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49, Size:
0x1]
bool Started;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a,
Size: 0x1]

--------------------------------
Class: GameplayEffectSpecForRPC
GameplayEffect* Def;//[Offset: 0x0, Size: 0x8]
GameplayEffectModifiedAttribute[] ModifiedAttributes;//[Offset: 0x8, Size:
0x10]
GameplayEffectContextHandle EffectContext;//[Offset: 0x18, Size: 0x18]
GameplayTagContainer AggregatedSourceTags;//[Offset: 0x30, Size: 0x20]
GameplayTagContainer AggregatedTargetTags;//[Offset: 0x50, Size: 0x20]
float Level;//[Offset: 0x70, Size: 0x4]
float AbilityLevel;//[Offset: 0x74, Size: 0x4]

--------------------------------
Class: GameplayEffectSpecHandle

--------------------------------
Class: GameplayEffectCue
GameplayAttribute MagnitudeAttribute;//[Offset: 0x0, Size: 0x38]
float MinLevel;//[Offset: 0x38, Size: 0x4]
float MaxLevel;//[Offset: 0x3c, Size: 0x4]
GameplayTagContainer GameplayCueTags;//[Offset: 0x40, Size: 0x20]

--------------------------------
Class: GameplayEffectUIData.Object

--------------------------------
Class: InheritedTagContainer
GameplayTagContainer CombinedTags;//[Offset: 0x0, Size: 0x20]
GameplayTagContainer Added;//[Offset: 0x20, Size: 0x20]
GameplayTagContainer Removed;//[Offset: 0x40, Size: 0x20]

--------------------------------
Class: AbilityTriggerData
GameplayTag TriggerTag;//[Offset: 0x0, Size: 0x8]
byte TriggerSource;//[Offset: 0x8, Size: 0x1]

--------------------------------
Class: GameplayAbilityActorInfo
Actor* OwnerActor;//[Offset: 0x8, Size: 0x8]
Actor* AvatarActor;//[Offset: 0x10, Size: 0x8]
PlayerController* PlayerController;//[Offset: 0x18, Size: 0x8]
AbilitySystemComponent* AbilitySystemComponent;//[Offset: 0x20, Size: 0x8]
SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x28, Size: 0x8]
AnimInstance* AnimInstance;//[Offset: 0x30, Size: 0x8]
MovementComponent* MovementComponent;//[Offset: 0x38, Size: 0x8]
FName AffectedAnimInstanceTag;//[Offset: 0x40, Size: 0x8]

--------------------------------
Class: WeaponSystemBase.ActorComponent.Object
SolarCharacter* OwnerCharacterPrivate;//[Offset: 0xb0, Size: 0x8]
WeaponSystemAutoFire* WeaponSystemAutoFire;//[Offset: 0x128, Size: 0x8]
WeaponSystemAssistAim* WeaponSystemAssistAim;//[Offset: 0x130, Size: 0x8]
void SwitchWeaponCanAutoFireWhilePressing();// 0x6d37234
void SwitchSingleWeaponPressMode();// 0x6d37248
void SwitchScopeButtonRotatableMode();// 0x6d3720c
void SwitchQuickScopeActivited();// 0x6d37148
void SwitchDoScopeMode();// 0x6d37220
void SwitchBreakReloadMode();// 0x6d37134
void SwitchAutoSwitchWeaponWhileNoAmmo();// 0x6d37120
void SwitchAutoScopeEnable();// 0x6d3725c
void SwitchAutoFire(bool BOpened);// 0x6d37070
void SwitchAssistAim(bool bOn_Touch, bool bOn_Gamepad);// 0x6d36f78
void SetCurrentActiveWeapon(SolarWeapon* Weapon);// 0x6d36ce0
void SetCrosshairVisible(bool bInVisible);// 0x6d36bf0
void SetAutoScope(bool bOpen);// 0x6d3715c
void ServerVirtualBulletShotHit(SolarWeapon* InWeapon, const
SolarVirtualBulletHitParameter[] AllHitParams, Pawn* SourcePawn);// 0x6d361a4
void ServerVirtualBulletShot(SolarWeapon* InWeapon, const
SolarVirtualBulletSpawnParameter InParameter);// 0x6d363f4
void ServerUpdateMechanicalState(SolarWeapon* InWeapon, enum
NewMechanicalState, enum NewSubFlags);// 0x6d36aa8
void ServerSpawnProjWithVelocity(SolarWeapon* InWeapon, const SpawnProjParam
Param);// 0x6d368b8
void ServerPlayNoAmmoSound();// 0x6d36cc4
void ServerInstantLineShot(SolarWeapon* InWeapon, const Vector_NetQuantize
Start, const Vector_NetQuantize End, const float DamageScale, const
MutiBulletHitData HitData);// 0x6d3668c
void ServerFireChargeShoot(SolarWeapon* InWeapon, const AmmoConfig* InAmmo,
const int8 InFireChargingPhase, int InFireChargingTime);// 0x6d35bf0
void ServerFireChargePhaseChange(SolarWeapon* InWeapon, const int8
InFireChargingPhase);// 0x6d35d80
void ServerChangeOverloadState(SolarWeapon* InWeapon, const enum InState);//
0x6d369ac
void ServerCanisterShot(SolarWeapon* InWeapon, const Vector_NetQuantize End,
const MutiBulletHitData HitData);// 0x6d3600c
void OnToggleAutoFire();// 0x6d36f50
void OnToggleAssistAim();// 0x6d36f64
void OnMatchStateChanged(out const FName InMatchState);// 0x6d36d88
void NetMulticastPlayNoAmmoSound();// 0x6d36ca8
void ClientVirtualBulletShot(SolarWeapon* InWeapon, const
SolarVirtualBulletSpawnParameter InParameter);// 0x6d362f4
void ClientInstantLineShot(SolarWeapon* InWeapon, const HitResult[]
HitResults, const Vector_NetQuantize End, const float DamageScale);// 0x6d364f4
void ClientFireChargeShoot(SolarWeapon* InWeapon, const AmmoConfig* InAmmo,
const int8 InFireChargingPhase, int InFireChargingTime);// 0x6d35a60
void ClientCanisterShot(SolarWeapon* InWeapon, const Vector_NetQuantize
Start, const WeaponShotHitResult[] ValidHits, const Vector_NetQuantize Target);//
0x6d35e7c
bool CheckAutoFire(out bool bOutCanFire, bool bCheckShootType);// 0x6d36e3c

--------------------------------
Class: SolarVirtualBulletHitParameter
FireUniqueID FireUniqueID;//[Offset: 0x0, Size: 0x4]
float FireTimeStamp;//[Offset: 0x4, Size: 0x4]
float HitTimeStamp;//[Offset: 0x8, Size: 0x4]
Vector_NetQuantize PlayerViewDir;//[Offset: 0xc, Size: 0xc]
int8 FireChargePhase;//[Offset: 0x18, Size: 0x1]
float FireChargeTime;//[Offset: 0x1c, Size: 0x4]
int HitStartIndex;//[Offset: 0x20, Size: 0x4]
Vector_NetQuantize StartLoc;//[Offset: 0x24, Size: 0xc]
Vector_NetQuantize TargetLoc;//[Offset: 0x30, Size: 0xc]
AmmoConfig* Ammo;//[Offset: 0x40, Size: 0x8]
SolarWeaponHitAntiData[] HitAntiDatas;//[Offset: 0x48, Size: 0x10]
HitResult[] Hits;//[Offset: 0x58, Size: 0x10]
Actor*[] IgnoreHitedActors;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: AmmoConfig.DataAsset.Object
enum HoldAction;//[Offset: 0x30, Size: 0x1]
FireChargeData[] FireChargeDatas;//[Offset: 0x38, Size: 0x10]
FString FireChargeStopSoundName;//[Offset: 0x48, Size: 0x10]
float ChargingToleranceEndTime;//[Offset: 0x58, Size: 0x4]
float ChargingWorkingEndTime;//[Offset: 0x5c, Size: 0x4]
float ChargingHoldingEndTime;//[Offset: 0x60, Size: 0x4]
float ChargingTrajectoryTime;//[Offset: 0x64, Size: 0x4]
bool bCostToChargeScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68, Size: 0x1]
int FireCostFullShot;//[Offset: 0x6c, Size: 0x4]
bool bForceFullShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x70, Size: 0x1]
float MaxChargingDamageScale;//[Offset: 0x74, Size: 0x4]
float DeltaAngle;//[Offset: 0x78, Size: 0x4]
FString Name;//[Offset: 0x80, Size: 0x10]
FString Des;//[Offset: 0x90, Size: 0x10]
int PropId;//[Offset: 0xa0, Size: 0x4]
float LifeTime;//[Offset: 0xa4, Size: 0x4]
enum FireMethodType;//[Offset: 0xa8, Size: 0x1]
enum TrajectoryType;//[Offset: 0xa9, Size: 0x1]
float CustomValue;//[Offset: 0xac, Size: 0x4]
class SolarBullet* BulletClass;//[Offset: 0xb0, Size: 0x8]
BulletEffectConfig* BulletEffect;//[Offset: 0xb8, Size: 0x8]
SoftClassPath BulletClassPath;//[Offset: 0xc0, Size: 0x18]
SoftObjectPath BulletEffectPath;//[Offset: 0xd8, Size: 0x18]
enum TriggerType;//[Offset: 0xf0, Size: 0x1]
float MaxRange;//[Offset: 0xf4, Size: 0x4]
float EffRange;//[Offset: 0xf8, Size: 0x4]
float Radius;//[Offset: 0xfc, Size: 0x4]
float InitSpeed;//[Offset: 0x100, Size: 0x4]
enum FireCostType;//[Offset: 0x104, Size: 0x1]
int FireCostPerAttack;//[Offset: 0x108, Size: 0x4]
int FireSpeedChangeTime;//[Offset: 0x10c, Size: 0x4]
float FireSpeedChangeCOP;//[Offset: 0x110, Size: 0x4]
float FastestFireInterval;//[Offset: 0x114, Size: 0x4]
float SlowestFireInterval;//[Offset: 0x118, Size: 0x4]
float BaseFireInterval;//[Offset: 0x11c, Size: 0x4]
float FireIntervalRevertPreTime;//[Offset: 0x120, Size: 0x4]
float FireIntervalReavertSpeed;//[Offset: 0x124, Size: 0x4]
float BoltActionTime;//[Offset: 0x128, Size: 0x4]
float StartBoltDuration;//[Offset: 0x12c, Size: 0x4]
float FirePrepareTime;//[Offset: 0x130, Size: 0x4]
float FireStateBreakTime;//[Offset: 0x134, Size: 0x4]
float FireStreakBreakTime;//[Offset: 0x138, Size: 0x4]
float BaseReloadTime;//[Offset: 0x13c, Size: 0x4]
float ReloadBoltTime;//[Offset: 0x140, Size: 0x4]
float PostFireOverload;//[Offset: 0x144, Size: 0x4]
bool bPlayHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x148, Size: 0x1]
bool bPlayExplodeSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x149, Size: 0x1]
float FlySoundReceiveRadius;//[Offset: 0x14c, Size: 0x4]
float FlySoundIgnoreDistance;//[Offset: 0x150, Size: 0x4]
int SingleSoundCount;//[Offset: 0x154, Size: 0x4]
FString Play_Land_Common_Hit_1P;//[Offset: 0x158, Size: 0x10]
FString Play_Land_Common_Hit_3P;//[Offset: 0x168, Size: 0x10]
FString Play_Land_Common_Hit_3P_Enemy;//[Offset: 0x178, Size: 0x10]
FString Play_Land_Fly_Once_3P;//[Offset: 0x188, Size: 0x10]
FString Play_Land_Fly_Once_3P_Enemy;//[Offset: 0x198, Size: 0x10]
FString Play_Land_Fly_Loop_1P;//[Offset: 0x1a8, Size: 0x10]
FString Play_Land_Fly_Loop_3P;//[Offset: 0x1b8, Size: 0x10]
FString Play_Land_Fly_Loop_3P_Enemy;//[Offset: 0x1c8, Size: 0x10]
FString Stop_Land_Fly_Loop_1P;//[Offset: 0x1d8, Size: 0x10]
FString Stop_Land_Fly_Loop_3P;//[Offset: 0x1e8, Size: 0x10]
FString Stop_Land_Fly_Loop_3P_Enemy;//[Offset: 0x1f8, Size: 0x10]
FString Play_Fire_Empty_1p;//[Offset: 0x208, Size: 0x10]
FString Play_Fire_Empty_3p;//[Offset: 0x218, Size: 0x10]
FString Play_Fire_Empty_3p_Enemy;//[Offset: 0x228, Size: 0x10]
CurveFloat* PostFireSpreadCurveStruct;//[Offset: 0x238, Size: 0x8]
float SpreadFirePreTime;//[Offset: 0x240, Size: 0x4]
float SpreadPostFireSpeed;//[Offset: 0x244, Size: 0x4]
float SpreadRestorePreTime;//[Offset: 0x248, Size: 0x4]
float SpreadRestoreSpeed;//[Offset: 0x24c, Size: 0x4]
byte[] IgnoreEPhysicalSurface;//[Offset: 0x250, Size: 0x10]
float ProjectileMaxGravity;//[Offset: 0x260, Size: 0x4]
float ParticleStartDistance;//[Offset: 0x264, Size: 0x4]
float TrajectoryStartDistance;//[Offset: 0x268, Size: 0x4]
bool bPenetrable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x26c, Size: 0x1]
bool bTakeDamageAfterDeathVerge;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x26d, Size: 0x1]
CurveFloat* PenetrationDamageMultiplierCurve;//[Offset: 0x270, Size: 0x8]
CurveFloat* CylinderDamageMultiplierCurve;//[Offset: 0x278, Size: 0x8]
enum VirtualBulletType;//[Offset: 0x280, Size: 0x1]
bool bStepOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x281, Size: 0x1]
bool bUseSubstepping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x282, Size: 0x1]
float MaxSimulationTimeStep;//[Offset: 0x284, Size: 0x4]
int MaxSimulationIterations;//[Offset: 0x288, Size: 0x4]
AmmoConfig* TraceOverrideAmmo;//[Offset: 0x290, Size: 0x8]
byte TraceTargetFlag;//[Offset: 0x298, Size: 0x1]
TracerBulletData TracerData;//[Offset: 0x2a0, Size: 0x40]
CurveFloat* BulletOffsetCurve;//[Offset: 0x2e0, Size: 0x8]
Vector2D[] BulletOffsetAngles;//[Offset: 0x2e8, Size: 0x10]
CurveFloat* BulletDamageCurve;//[Offset: 0x2f8, Size: 0x8]
CurveFloat* BulletMovementCurve;//[Offset: 0x300, Size: 0x8]
bool bThirdPesonViewXScaledByDistance;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x308, Size: 0x1]
bool bForceApplyAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x309, Size: 0x1]
int DescriptionLocalTextIDNumber;//[Offset: 0x30c, Size: 0x4]
int RangeLocalTextID;//[Offset: 0x310, Size: 0x4]
int DifficultyLocalTextID;//[Offset: 0x314, Size: 0x4]
SolarDamageInfo DamageInfo;//[Offset: 0x318, Size: 0x50]
SolarDamageInfo DestroyDamageInfo;//[Offset: 0x368, Size: 0x50]
void InitSpreadData(float firepre, float changespeed, float restorepre, float
restorespeed);// 0x6373f94
void InitPostFireSpreadCurveStruct(FString Path);// 0x6373ee0
void InitBaseData(int Trigger);// 0x6374118

--------------------------------
Class: FireChargeData
bool IfContinuousCharge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0, Size: 0x1]
float ChargeTime;//[Offset: 0x4, Size: 0x4]
CurveFloat* ChargeDamageRadiusCurve;//[Offset: 0x8, Size: 0x8]
CurveFloat* ChargeDamageMagnificationCurve;//[Offset: 0x10, Size: 0x8]
CurveFloat* ChargeHitExplosionRangeCurve;//[Offset: 0x18, Size: 0x8]
bool IfPenetrable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20, Size: 0x1]
AmmoConfig* OverrideAmmo;//[Offset: 0x28, Size: 0x8]
int OverrideAmmoID;//[Offset: 0x30, Size: 0x4]
FString ChargeSoundName;//[Offset: 0x38, Size: 0x10]
FString ChargeSoundEnemyName;//[Offset: 0x48, Size: 0x10]
FString FireSoundName;//[Offset: 0x58, Size: 0x10]
FString FireSoundEnemyName;//[Offset: 0x68, Size: 0x10]
bool IfBurst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78,
Size: 0x1]
CurveFloat* BulletBurstCountCurve;//[Offset: 0x80, Size: 0x8]
bool IfCostToChargeScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x88, Size: 0x1]
int FireCostFullShot;//[Offset: 0x8c, Size: 0x4]
bool IfForceFullShotCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x90, Size: 0x1]
bool bNeedPlayCameraShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x91, Size: 0x1]
CurveFloat* AmmoSpeedScaleCurve;//[Offset: 0x98, Size: 0x8]
CurveFloat* AmmoEffectXScaleCurve;//[Offset: 0xa0, Size: 0x8]
CurveFloat* AmmoEffectYZScaleCurve;//[Offset: 0xa8, Size: 0x8]
CurveFloat* OverloadCurve;//[Offset: 0xb0, Size: 0x8]
float ChargeAnimationRate;//[Offset: 0xb8, Size: 0x4]
CurveFloat* DeflectionAngleCurve;//[Offset: 0xc0, Size: 0x8]
--------------------------------
Class: SolarBullet.Actor.Object
float TotalEffectTime;//[Offset: 0x238, Size: 0x4]
bool bAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c,
Size: 0x1]
bool bShowHitCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x23d, Size: 0x1]
bool bForceShowHitOnPenetrable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x23e, Size: 0x1]
bool bShowHitToTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x23f, Size: 0x1]
bool bShowHitWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x240, Size: 0x1]
ParticleSystem* BulletEffect;//[Offset: 0x248, Size: 0x8]
ParticleSystem* TrajectoryEffect;//[Offset: 0x250, Size: 0x8]
ParticleSystem* TrajectoryEffectOther;//[Offset: 0x258, Size: 0x8]
SoftObjectPath SimpleCanisterShotEffectPath;//[Offset: 0x260, Size: 0x18]
ParticleSystem* TrajectoryBeamEffect;//[Offset: 0x278, Size: 0x8]
ParticleSystem* TrajectoryBeamEffectOther;//[Offset: 0x280, Size: 0x8]
ParticleSystem* HitEffect;//[Offset: 0x288, Size: 0x8]
ParticleSystem* MuzzleEffect;//[Offset: 0x290, Size: 0x8]
bool bKeepOneActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x298, Size: 0x1]
ParticleSystem* MuzzleEffectScope;//[Offset: 0x2a0, Size: 0x8]
ParticleSystem* MuzzleEffectOther;//[Offset: 0x2a8, Size: 0x8]
ParticleSystem* FlameArresterMuzzleEffect;//[Offset: 0x2b0, Size: 0x8]
ParticleSystem* FlameArresterMuzzleEffectScope;//[Offset: 0x2b8, Size: 0x8]
ParticleSystem* FlameArresterMuzzleEffectOther;//[Offset: 0x2c0, Size: 0x8]
ParticleSystem* SpecialEffect;//[Offset: 0x2c8, Size: 0x8]
ParticleSystem* DecalEffect;//[Offset: 0x2d0, Size: 0x8]
ParticleSystem* DecalEffect2;//[Offset: 0x2d8, Size: 0x8]
SoftObjectPath ShieldEffect;//[Offset: 0x2e0, Size: 0x18]
bool bOverrideCharacterHitFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2f8, Size: 0x1]
<byte,SoftObjectPath> PhysicsHitEffects;//[Offset: 0x300, Size: 0x50]
float DecalLifeSpan;//[Offset: 0x350, Size: 0x4]
ParticleSystem* ShellCaseEffect;//[Offset: 0x358, Size: 0x8]
ParticleSystem* ShellCaseEffectOnScope;//[Offset: 0x360, Size: 0x8]
bool CanExplodeWhenOutRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x368, Size: 0x1]
FString HoldingPreViewSound_1P;//[Offset: 0x370, Size: 0x10]
FString HoldingPreViewSound_3P;//[Offset: 0x380, Size: 0x10]
byte BulletCollisionType;//[Offset: 0x390, Size: 0x1]
void OnPlayImpactEffect(ParticleSystemComponent* PSC);// 0x704f228
SoftObjectPath GetHitPhysicEffectPath(out const byte HitSurface);// 0x6590754

--------------------------------
Class: BulletEffectConfig.DataAsset.Object
float TotalEffectTime;//[Offset: 0x30, Size: 0x4]
StaticMesh* MeshBulletEffect;//[Offset: 0x38, Size: 0x8]
ParticleSystem* BulletEffect;//[Offset: 0x40, Size: 0x8]
CurveVector* BulletEffectScaleCurve1P;//[Offset: 0x48, Size: 0x8]
CurveVector* BulletEffectScaleCurve3P;//[Offset: 0x50, Size: 0x8]
bool bAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58,
Size: 0x1]
ParticleSystem* TrajectoryEffect;//[Offset: 0x60, Size: 0x8]
ParticleSystem* TrajectoryEffectOther;//[Offset: 0x68, Size: 0x8]
SoftObjectPath SimpleCanisterShotEffectPath;//[Offset: 0x70, Size: 0x18]
ParticleSystem* TrajectoryBeamEffect;//[Offset: 0x88, Size: 0x8]
ParticleSystem* TrajectoryBeamEffectOther;//[Offset: 0x90, Size: 0x8]
ParticleSystem* HitEffect;//[Offset: 0x98, Size: 0x8]
ParticleSystem* DecalEffect;//[Offset: 0xa0, Size: 0x8]
ParticleSystem* DecalEffect2;//[Offset: 0xa8, Size: 0x8]
MaterialInterface* DecalEffectMaterial;//[Offset: 0xb0, Size: 0x8]
StaticMesh* DecalEffectMesh;//[Offset: 0xb8, Size: 0x8]
Vector DecalEffectSize;//[Offset: 0xc0, Size: 0xc]
SoftObjectPath[] ShieldEffectArray;//[Offset: 0xd0, Size: 0x10]
bool bOverrideCharacterHitFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe0, Size: 0x1]
bool bShowHitCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe1, Size: 0x1]
bool bForceShowHitOnPenetrable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe2, Size: 0x1]
bool bShowHitToTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe3, Size: 0x1]
bool bShowHitWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe4, Size: 0x1]
<byte,SoftObjectPath> PhysicsHitEffects;//[Offset: 0xe8, Size: 0x50]
float DecalLifeSpan;//[Offset: 0x138, Size: 0x4]
bool bKeepOneActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x13c, Size: 0x1]
FName LightLifeTimeParamName;//[Offset: 0x140, Size: 0x8]
float LightLifeTime;//[Offset: 0x148, Size: 0x4]
ParticleSystem* MuzzleEffect;//[Offset: 0x150, Size: 0x8]
ParticleSystem* MuzzleEffectScope;//[Offset: 0x158, Size: 0x8]
ParticleSystem* MuzzleEffectOther;//[Offset: 0x160, Size: 0x8]
ParticleSystem* FlameArresterMuzzleEffect;//[Offset: 0x168, Size: 0x8]
ParticleSystem* FlameArresterMuzzleEffectScope;//[Offset: 0x170, Size: 0x8]
ParticleSystem* FlameArresterMuzzleEffectOther;//[Offset: 0x178, Size: 0x8]
ComplexEffectDataOnMuzzle MuzzleSmokeEffect;//[Offset: 0x180, Size: 0x18]
ComplexEffectDataOnMuzzle MuzzleCustomEffect;//[Offset: 0x198, Size: 0x18]
ParticleSystem* SpecialEffect;//[Offset: 0x1b0, Size: 0x8]
ParticleSystem* ShellCaseEffect;//[Offset: 0x1b8, Size: 0x8]
ParticleSystem* ShellCaseEffectOnScope;//[Offset: 0x1c0, Size: 0x8]
bool CanExplodeWhenOutRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c8, Size: 0x1]
FString HoldingPreViewSound_1P;//[Offset: 0x1d0, Size: 0x10]
FString HoldingPreViewSound_3P;//[Offset: 0x1e0, Size: 0x10]
byte BulletCollisionType;//[Offset: 0x1f0, Size: 0x1]
void OnPlayImpactEffect(ParticleSystemComponent* PSC);// 0x704f228
SoftObjectPath GetHitPhysicEffectPath(out const byte HitSurface);// 0x63a8dd0
void CopyFromSolarBullet(SolarBullet* Bullet);// 0x63a8ef0

--------------------------------
Class: ComplexEffectDataOnMuzzle
ParticleSystem* Self;//[Offset: 0x0, Size: 0x8]
ParticleSystem* ScopeOpened;//[Offset: 0x8, Size: 0x8]
ParticleSystem* Enemy;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: TracerBulletData
float DeflectionAnglePerSec;//[Offset: 0x0, Size: 0x4]
float MaximumDetectionAngle;//[Offset: 0x4, Size: 0x4]
float HomingRange;//[Offset: 0x8, Size: 0x4]
bool bTraceTargetOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc, Size: 0x1]
FString TracingTargetWarningSound;//[Offset: 0x10, Size: 0x10]
FString TracingTargetWarningRTPC;//[Offset: 0x20, Size: 0x10]
FString TracingAuthorPromptSound;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: SolarDamageInfo
Actor* TargetActor;//[Offset: 0x0, Size: 0x8]
Actor* SourceActor;//[Offset: 0x8, Size: 0x8]
Actor* DamageCauserActor;//[Offset: 0x10, Size: 0x8]
float OriginalDamage;//[Offset: 0x18, Size: 0x4]
float OriginalDamageForVehicle;//[Offset: 0x1c, Size: 0x4]
enum DamageType;//[Offset: 0x24, Size: 0x1]
float DamageRadial;//[Offset: 0x28, Size: 0x4]
bool bRadialIgnoreCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x30, Size: 0x1]
bool bRadialIgnoreVehicle;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x30, Size: 0x1]
bool bEnableSelfDamage;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x30, Size: 0x1]
bool bCheckSourceToTargetCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x30, Size: 0x1]
bool bApplyToSource;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x30, Size: 0x1]
bool bJustForShield;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x30, Size: 0x1]
float ExplosionMinDistance;//[Offset: 0x34, Size: 0x4]
float ExplosionMaxDistance;//[Offset: 0x38, Size: 0x4]
CurveFloat* ExplosionDistanceScaleCurve;//[Offset: 0x40, Size: 0x8]
GameplayTag RoleAbilityTag;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: SolarWeaponHitAntiData

--------------------------------
Class: WeaponSystemAutoFire.Object

--------------------------------
Class: WeaponSystemAssistAim.Object
WeaponAssistAimWeaponConfig* CurrentAssistAimWpnCfg;//[Offset: 0x48, Size:
0x8]
void RefreshCurrentWeapon(SolarWeapon* Weapon);// 0x6d35498
bool Init(Actor* InWeaponHolder);// 0x6d35540
bool GetActive();// 0x6d3547c

--------------------------------
Class: WeaponAssistAimWeaponConfig.DataAsset.Object
float MaxTargetDetectionDistance;//[Offset: 0x30, Size: 0x4]
BaseFollowSpeedByTag[] BaseFollowSpeedByTags;//[Offset: 0x38, Size: 0x10]
<enum,CharacterAssistAimTargetConfig>
AssistAimTargetConfigMapForCharacter;//[Offset: 0x48, Size: 0x50]
CharacterAssistAimTargetConfig
DefaultAssistAimTargetConfigForCharacter;//[Offset: 0x98, Size: 0xd8]
WeaponAssistAimTargetConfig DefaultAssistAimTargetConfig;//[Offset: 0x170,
Size: 0x48]
GameplayTagRequirements TargetVelocityFollowTagRequirements;//[Offset: 0x1b8,
Size: 0x50]
float TargetVelocityFollowDeactivationDelay;//[Offset: 0x208, Size: 0x4]
RuntimeFloatCurve TargetVelocityFollowHorizontalRatioCurve;//[Offset: 0x210,
Size: 0x88]
RuntimeFloatCurve TargetVelocityFollowVerticalRatioCurve;//[Offset: 0x298,
Size: 0x88]
float TargetVelocityFollowHorizontalRatioCurveScale;//[Offset: 0x320, Size:
0x4]
float TargetVelocityFollowVerticalRatioCurveScale;//[Offset: 0x324, Size:
0x4]
float TargetVelocityFollowMaxHorizontalSpeed;//[Offset: 0x328, Size: 0x4]
float TargetVelocityFollowMaxVerticalSpeed;//[Offset: 0x32c, Size: 0x4]
RuntimeFloatCurve TargetVelocityFollowRatioScaleByDistanceCurve;//[Offset:
0x330, Size: 0x88]
RuntimeFloatCurve GlobalSensitivityScaleCurve;//[Offset: 0x3b8, Size: 0x88]
float GlobalSensitivityScaleCurveScale;//[Offset: 0x440, Size: 0x4]

--------------------------------
Class: BaseFollowSpeedByTag
GameplayTagRequirements TagRequirements;//[Offset: 0x0, Size: 0x50]
float SameTargetTriggerCooldown;//[Offset: 0x50, Size: 0x4]
float SameTargetTriggerDuration;//[Offset: 0x54, Size: 0x4]
float HorizontalSpeed;//[Offset: 0x58, Size: 0x4]
float VerticalSpeed;//[Offset: 0x5c, Size: 0x4]
RuntimeFloatCurve SpeedScaleByDistanceCurve;//[Offset: 0x60, Size: 0x88]
RuntimeFloatCurve HorizontalSpeedScaleByCrosshairDistanceCurve;//[Offset:
0xe8, Size: 0x88]
RuntimeFloatCurve VerticalSpeedScaleByCrosshairDistanceCurve;//[Offset:
0x170, Size: 0x88]

--------------------------------
Class: CharacterAssistAimTargetConfig
WeaponAssistAimTargetConfig Standing;//[Offset: 0x0, Size: 0x48]
WeaponAssistAimTargetConfig Crouching;//[Offset: 0x48, Size: 0x48]
WeaponAssistAimTargetConfig Crawling;//[Offset: 0x90, Size: 0x48]

--------------------------------
Class: WeaponAssistAimTargetConfig
Vector2D BaseFollowTriggerExtent;//[Offset: 0x0, Size: 0x8]
Vector2D BaseFollowStopExtent;//[Offset: 0x8, Size: 0x8]
BaseFollowExtentByTag[] BaseFollowExtentByTags;//[Offset: 0x10, Size: 0x10]
Vector2D TargetVelocityFollowTriggerExtent;//[Offset: 0x20, Size: 0x8]
Vector2D LockAimingExtent;//[Offset: 0x28, Size: 0x8]
Vector2D GlobalSensitivityScaleTriggerExtent;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: BaseFollowExtentByTag
GameplayTagRequirements TagRequirements;//[Offset: 0x0, Size: 0x50]
Vector2D BaseFollowTriggerExtent;//[Offset: 0x50, Size: 0x8]
Vector2D BaseFollowStopExtent;//[Offset: 0x58, Size: 0x8]

--------------------------------
Class: SolarVirtualBulletSpawnParameter
FireUniqueID FireUniqueID;//[Offset: 0x0, Size: 0x4]
float FireTimeStamp;//[Offset: 0x4, Size: 0x4]
float InitalElapsedTime;//[Offset: 0x8, Size: 0x4]
Vector_NetQuantizeNormal PlayerViewDir;//[Offset: 0xc, Size: 0xc]
Vector_NetQuantize PlayerViewLoc;//[Offset: 0x18, Size: 0xc]
byte IsScopeOpen;//[Offset: 0x24, Size: 0x1]
int8 FireChargePhase;//[Offset: 0x25, Size: 0x1]
float FireChargeTime;//[Offset: 0x28, Size: 0x4]
Vector_NetQuantize StartLoc;//[Offset: 0x2c, Size: 0xc]
Vector_NetQuantize TargetLoc;//[Offset: 0x38, Size: 0xc]
Vector_NetQuantizeNormal Dir;//[Offset: 0x44, Size: 0xc]
Vector_NetQuantize MuzzleFxLoc;//[Offset: 0x50, Size: 0xc]
float CurveOffsetAngle;//[Offset: 0x5c, Size: 0x4]
SolarVirtualBulletHomingTarget HomingTarget;//[Offset: 0x60, Size: 0x18]
AmmoConfig* Ammo;//[Offset: 0x78, Size: 0x8]
FString AntiData;//[Offset: 0x80, Size: 0x10]
Actor* Target;//[Offset: 0x90, Size: 0x8]
Vector_NetQuantize HitTargetRelativeLocation;//[Offset: 0x98, Size: 0xc]

--------------------------------
Class: SolarVirtualBulletHomingTarget
bool bSet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size:
0x1]
bool bLocalCharacterLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1, Size: 0x1]
Actor* HomingTargetActor;//[Offset: 0x4, Size: 0x8]
Vector CurrentLoc;//[Offset: 0xc, Size: 0xc]

--------------------------------
Class: SpawnProjParam
Vector_NetQuantize Start;//[Offset: 0x0, Size: 0xc]
Vector Velocity;//[Offset: 0xc, Size: 0xc]
byte Mode;//[Offset: 0x18, Size: 0x1]
byte CurRocketNum;//[Offset: 0x19, Size: 0x1]
bool bTriggerAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a,
Size: 0x1]
float Scale;//[Offset: 0x1c, Size: 0x4]
float SpeedScale;//[Offset: 0x20, Size: 0x4]
Actor* Target;//[Offset: 0x24, Size: 0x8]
uint32 SpawnID;//[Offset: 0x2c, Size: 0x4]
float Timestamp;//[Offset: 0x30, Size: 0x4]
SolarPlayerController* InstigatorController;//[Offset: 0x34, Size: 0x8]
Vector_NetQuantize RelativeLocation;//[Offset: 0x3c, Size: 0xc]

--------------------------------
Class:
SolarPlayerController.SolarPlayerControllerBase.PlayerController.Controller.Actor.O
bject
delegate OnPawnReplicated;//[Offset: 0x600, Size: 0x10]
delegate OnPlayerStateRepDelegate;//[Offset: 0x610, Size: 0x10]
delegate OnCatchInputActionDelegate;//[Offset: 0x620, Size: 0x10]
delegate OnEnterLandingDelegate;//[Offset: 0x630, Size: 0x10]
SolarInputManager* InputManager;//[Offset: 0x640, Size: 0x8]
AiPalComponent* AiPalComponent;//[Offset: 0x650, Size: 0x8]
SolarEasyAntiCheatComponent* AntiCheatComponent;//[Offset: 0x658, Size: 0x8]
delegate OnHUDSpawnedDelegate;//[Offset: 0x660, Size: 0x10]
SolarInputActionContext*[] InputActionContextArray;//[Offset: 0x778, Size:
0x10]
Vector2D InputMovementVector;//[Offset: 0x790, Size: 0x8]
float InputRotatePitch;//[Offset: 0x798, Size: 0x4]
float ActionWheelHoldDownTime;//[Offset: 0x7a8, Size: 0x4]
float WorldMarkMessageDelayTime;//[Offset: 0x7bc, Size: 0x4]
float WarningMarkRadius;//[Offset: 0x7c0, Size: 0x4]
float PingHoldDownTime;//[Offset: 0x7c4, Size: 0x4]
float VoiceWheelMouseMoveRatio;//[Offset: 0x7c8, Size: 0x4]
float WheelRadius;//[Offset: 0x7cc, Size: 0x4]
float CancelRadius;//[Offset: 0x7d0, Size: 0x4]
float OpenMarkWheelRadius;//[Offset: 0x7d4, Size: 0x4]
float OpenMarkWheelMovement_G;//[Offset: 0x7d8, Size: 0x4]
WorldMarkComponent* WorldMarkComponent;//[Offset: 0x818, Size: 0x8]
ActorMarkBase*[] DeathBoxWorldMarks;//[Offset: 0x880, Size: 0x10]
float DeathBoxMarksRefreshInterval;//[Offset: 0x894, Size: 0x4]
int MaxDeathBoxWorldMarkNumber;//[Offset: 0x89c, Size: 0x4]
class ActorMarkBase* DeathBoxMarkClass;//[Offset: 0x8a0, Size: 0x8]
class SolarCharacterSpringArmComponent* FollowArmClass;//[Offset: 0x8d0,
Size: 0x8]
class SolarCharacterCameraComponent* FollowCameraClass;//[Offset: 0x8d8,
Size: 0x8]
float FreeLookSmoothSpeed;//[Offset: 0x8e0, Size: 0x4]
SolarCharacterSpringArmComponent* FollowArm;//[Offset: 0x910, Size: 0x8]
SolarCharacterCameraComponent* FollowCamera;//[Offset: 0x918, Size: 0x8]
FString PlayerId;//[Offset: 0x998, Size: 0x10]
SolarVehiclePawn*[] InteractingVehicles;//[Offset: 0x9c0, Size: 0x10]
SolarVehiclePawn* BestInteractingVehicle;//[Offset: 0x9d0, Size: 0x8]
AbilityCooldownTimer[] ActivedAbilityCooldownArray;//[Offset: 0x9d8, Size:
0x10]
SkillPreviewData* SkillPreviewData;//[Offset: 0xa58, Size: 0x8]
StaticMeshComponent* PreviewMeshComponent;//[Offset: 0xa60, Size: 0x8]
DecalComponent* PreviewDecalComponent;//[Offset: 0xa68, Size: 0x8]
ParticleSystemComponent* PreviewParticleComponent;//[Offset: 0xa70, Size:
0x8]
SplineMeshComponent*[] PreviewSplineMeshComponents;//[Offset: 0xa78, Size:
0x10]
delegate OnTeammateHUDDodgeSet;//[Offset: 0xad8, Size: 0x10]
SolarTeammateWidgetProxyActor* TeammateWidgetProxyActor;//[Offset: 0xae8,
Size: 0x8]
bool bIsAlreadyParachuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xaf0, Size: 0x1]
enum[] HitInfoArray;//[Offset: 0xaf8, Size: 0x10]
Actor*[] UniqueActorArray;//[Offset: 0xb18, Size: 0x10]
float HangUpTime;//[Offset: 0xb28, Size: 0x4]
UserWidget* DamageTextWidget;//[Offset: 0xb48, Size: 0x8]
SolarDamageText[] SameFrameDamageTextDataCache;//[Offset: 0xb50, Size: 0x10]
delegate OnSpectateInfoRep;//[Offset: 0xc08, Size: 0x10]
bool bShowCursorWhenSpectateOthers;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc78, Size: 0x1]
float SpectateNetCamUpdatePositionLimit;//[Offset: 0xc7c, Size: 0x4]
float FreeLookSpectateSmoothSpeed;//[Offset: 0xc80, Size: 0x4]
int[] UsableJetpacks;//[Offset: 0xc98, Size: 0x10]
int[] UsableTailFlames;//[Offset: 0xca8, Size: 0x10]
FName PickUpExpItemSound;//[Offset: 0xcb8, Size: 0x8]
FString CachedRechamberSound;//[Offset: 0xcc0, Size: 0x10]
FName EMPScreenEffectName;//[Offset: 0xd0c, Size: 0x8]
float AntiCheatUploadInterval;//[Offset: 0xd14, Size: 0x4]
FixedAntiCheatData FixedAntiCheatData;//[Offset: 0xd18, Size: 0x1c]
FString[] CustomAntiCheatNames;//[Offset: 0xee8, Size: 0x10]
FString[] CustomAntiCheatContents;//[Offset: 0xef8, Size: 0x10]
FString[] CustomAntiCheatContents_Seconds;//[Offset: 0xf08, Size: 0x10]
int ClientAIPalEnv;//[Offset: 0xf18, Size: 0x4]
FString[] CachedReportRotatorInput;//[Offset: 0xf40, Size: 0x10]
int EnableLocalDSAntiCheatReport;//[Offset: 0xf60, Size: 0x4]
uint32[] PackedCameraShakeInputs;//[Offset: 0xf68, Size: 0x10]
SolarMeerkatManager* GamePlayMeerkatManager;//[Offset: 0x1020, Size: 0x8]
byte PrepareReplicateFlags;//[Offset: 0x10a8, Size: 0x1]
void WorldMarkWheelYAxis_G(float Movement);// 0x671a25c
void WorldMarkWheelYAxis(float Movement);// 0x671a3ac
void WorldMarkWheelXAxis_G(float Movement);// 0x671a304
void WorldMarkWheelXAxis(float Movement);// 0x671a454
void WorldMarkDelayExecFunction();// 0x671aa48
void UploadReplayMonitor();// 0x704f228
void UpdateEnableAiPalRate(int Rate);// 0x704f228
void UpdateClientRecordTimeOffset(int64 CurrentDemoTime);// 0x670a8f0
void UnMarkWorldInLevel(int64 instanceID);// 0x67123bc
void Turn(float Value);// 0x671b2e4
void TryRecordBattlePlayerData();// 0x704f228
void TryRechargeShield(bool bUseBigRecharger);// 0x670e7dc
void TriggerVoiceByType(enum VoiceType);// 0x6712314
void TriggerVoiceByNumber(int VoiceIndex);// 0x671226c
void ToggleEMPScreenEffect(bool bInVisible);// 0x670be40
void SwtichVehicleSeatNotification();// 0x6712b80
void SwitchWeaponByReverseOrder();// 0x670c924
void SwitchWeaponByOrder();// 0x670c938
void SwitchSpectatedCharacterInTeam(int PosInTeam);// 0x670d174
void SwitchInputBinding(out const FName InputName, enum SwitchTpye);//
0x670e21c
void StopSpectateCountdown();// 0x670d74c
void StopRecordingAtDS();// 0x6715fac
void StartTreatment(const bool bUseMedicine);// 0x670e894
void StartSpectateCountdown(RepCountdownData InCountdownData);// 0x670d760
void StartRecordingAtDS(FString Filename, FString UploadURL, enum
ForceReplayType);// 0x6715fdc
void SolarSlot(int ID);// 0x6712a20
void SolarShowPanelUI(int Type);// 0x67186cc
void SolarShowDebug(FString Value);// 0x6718cf4
void SolarServerNetProfileStop();// 0x670fd00
void SolarServerNetProfileStart();// 0x670fd14
void SolarOpenUI(FString UIID, int RootID);// 0x6718828
void SolarModule(int ID);// 0x6712ad0
void SolarISPC(FString _str);// 0x6717c9c
void SolarGM_Weapon(FString Type, FString paramOne, FString paramTwo);//
0x6718a18
void SolarGM_UpdateTaskInfo();// 0x6715e98
void SolarGM_ToggleSkydiveState();// 0x67150f8
void SolarGM_TeleportToBotAIServer(uint32 CtrlIndex);// 0x6717630
void SolarGM_StopRecordingAtDS();// 0x6715fc8
void SolarGM_StopBotAIBehaviorTreeServer(bool bStop);// 0x6717578
void SolarGM_StartShrinkSafeArea();// 0x6717f0c
void SolarGM_StartRecordingAtDS(FString Filename, FString UploadURL, enum
ForceReplayType);// 0x671613c
void SolarGM_SpawnBotAIAtCrosshairByNumServer(int Num, int CharacterId, bool
bAsTeammate, int DifficultyLevel);// 0x6717798
void SolarGM_SpawnBotAIAtCrosshair(int CharacterId, bool bAsTeammate, int
DifficultyLevel);// 0x6717a68
void SolarGM_SpawnAIAtCrosshairServer(int CharacterId, bool bAsTeammate, int
DifficultyLevel);// 0x6717924
void SolarGM_ShowRedZoneDamage(bool IsShow);// 0x6717060
void SolarGM_ShowNotice(int NoticeID);// 0x6716d44
void SolarGM_SetTouchSmoothParams(bool bEnabled, float AngleThreshold, float
PrevFrameWeight, float CurFrameWeight);// 0x6714cc0
void SolarGM_SetTouchRawInputScale(float ScaleX, float ScaleY);// 0x6714a94
void SolarGM_SetTouchNoiseParams(float ThresholdFactor, float
MinNoiseMultiplier, float MaxNoiseMultiplier);// 0x6714b84
void SolarGM_SetTouchMaxFirstMove(float MaxFirstMove);// 0x6714e44
void SolarGM_SetTouchDeviceScale(float Scale);// 0x67149ec
void SolarGM_SetTouchConstantScale(float Scale);// 0x6714944
void SolarGM_SetTouchAccCurveScale(float ScaleX, float ScaleY);// 0x6714854
void SolarGM_SetTeamID(int InTeamID);// 0x6716b04
void SolarGM_SetStatDataForDebug();// 0x6716bc8
void SolarGM_SetSolarPlayerID(FString InSolarPlayer);// 0x6716350
void SolarGM_SetReconnection(bool IsReconnection);// 0x6716c94
void SolarGM_SetPlayerData(FString InPlayerID);// 0x67169a0
void SolarGM_SetNickName(FString NickName);// 0x67151c8
void SolarGM_SetGyroscopeTiltZThresholdSwitch(FString bSwitch);// 0x671664c
void SolarGM_SetGyroscopeTiltZThreshold(float Value);// 0x6716700
void SolarGM_SetGyroscopeTiltYThreshold(float Value);// 0x67167a8
void SolarGM_SetGyroscopeTiltFrameCount(float Value);// 0x67165a4
void SolarGM_SetGyroscopeRotationRateYThreshold(float Value);// 0x67168f8
void SolarGM_SetGyroscopeRotationRateXThreshold(float Value);// 0x6716850
void SolarGM_ServerToggleSkydiveState();// 0x67150dc
void SolarGM_ServerStartShrinkSafeArea();// 0x6717ef0
void SolarGM_ServerShowRedZoneDamage(bool IsShow);// 0x6716fa8
void SolarGM_ServerSetTeamID(int InTeamID);// 0x6716a54
void SolarGM_ServerSetStatDataForDebug();// 0x6716bac
void SolarGM_ServerSetSolarPlayerID(FString InSolarPlayer);// 0x6716294
void SolarGM_ServerSetReconnection(bool IsReconnection);// 0x6716bdc
void SolarGM_ServerSetPlayerData(FString InPlayerID);// 0x6716434
void SolarGM_ServerSetNickName(FString NickName);// 0x671510c
void SolarGM_ServerSendFishingBot();// 0x6717548
void SolarGM_ServerPlayerAbnormal();// 0x670af8c
void SolarGM_ServerMarkVehicleSpawnerInMap(int InputIndex);// 0x670eb60
void SolarGM_ServerDumpAllPlayer();// 0x671747c
void SolarGM_ServerDebugOffline();// 0x6716404
void SolarGM_ServerConsoleCommand(FString InConsoleCommand);// 0x6712d54
void SolarGM_ServerClosePoisonDamage(bool isClose);// 0x6717f20
void SolarGM_ServerChangeRespawnerDeviceState(int ID, enum NewState);//
0x6714eec
void SolarGM_ServerChangeDayLight(int ID);// 0x6717d98
void SolarGM_SendFishingBot();// 0x6717564
void SolarGM_ResetZoneBombsFire();// 0x6716e08
void SolarGM_ReRandomSafeArea();// 0x670f2f8
void SolarGM_RedZoneServer(const int ZoneId);// 0x6718088
void SolarGM_RedZone(const int ZoneId);// 0x6718138
void SolarGM_PostPlayerInfoHttp();// 0x6718b7c
void SolarGM_PoisonServer(FString GMType);// 0x6718210
void SolarGM_Poison(FString GMType);// 0x67182cc
void SolarGM_PlayerUndetectableByAIServer(int debugValue);// 0x6717110
void SolarGM_PlayerUndetectableByAI(int debugValue);// 0x67171c0
void SolarGM_PlayerAbnormal();// 0x670afa8
void SolarGM_NoviceGuidance(int ActionID, bool bOn);// 0x6717ba4
void SolarGM_NotifyPlayerHasCheatByNickName(FString NickName);// 0x6715c58
void SolarGM_NotifyPlayerHasCheat(FString SolarPlayerId);// 0x6715dc8
void SolarGM_ManualShrinkSafeArea(int InCount);// 0x670f250
void SolarGM_KillAllAIServer(bool KillBot);// 0x67176e0
void SolarGM_KickMeOut();// 0x6715f98
void SolarGM_InitTaskInfo();// 0x6715ec8
void SolarGM_HeroPick_MySelfGotoPickHero_Internal();// 0x670adb8
void SolarGM_HeroPick_AllPlayersGotoPickHero_Internal();// 0x670add4
void SolarGM_GMGoSpectatePreviousPlayer();// 0x670dcac
void SolarGM_GMGoSpectatePlayerByIndex(uint32 Index);// 0x670dc04
void SolarGM_GMGoSpectateNextPlayer();// 0x670dcc0
void SolarGM_Freelook(bool Open);// 0x6718b90
void SolarGM_DumpAllPlayer(bool bSendToServer);// 0x6717498
void SolarGM_DisablePoisonEffect();// 0x67181fc
void SolarGM_DebugSafeArea();// 0x670f30c
void SolarGM_DebugOffline();// 0x6716420
void SolarGM_DebugAllAIServer(int debugValue);// 0x6717268
void SolarGM_DebugAllAI(int debugValue);// 0x6717318
void SolarGM_ClosePoisonDamage(bool isClose);// 0x6717fd8
void SolarGM_ClientShowRedZoneDamage(Vector bombLocation, Vector
characterlocation, float Distance, float Damage);// 0x6716e1c
void SolarGM_ClientSetPlayerData(FString InPlayerID);// 0x67164f0
void SolarGM_ClientMarkVehicleSpawnerInMap(const Transform[]
VehicleSpawnerTransforms, const int[] VehicleSpawnerSpawnIds, int InputIndex);//
0x670ea00
void SolarGM_ClientGotoLogin();// 0x704f228
void SolarGM_ClientDumpAllPlayer(FString DumpString);// 0x67173c0
void SolarGM_Character(FString GMType, FString Param1, FString Param2);//
0x6718380
void SolarGM_ChangeVehicleVectorProperty(FString InPropertyName, float InX,
float InY, float InZ);// 0x6713cd0
void SolarGM_ChangeVehicleRotatorProperty(FString InPropertyName, float
InPitch, float InYaw, float InRoll);// 0x671380c
void SolarGM_ChangeVehicleIntProperty(FString InPropertyName, int inInt);//
0x671406c
void SolarGM_ChangeVehicleGASAttribute(FString InPropertyName, float
InValue);// 0x6712f18
void SolarGM_ChangeVehicleFloatProperty(FString InPropertyName, float
InFloat);// 0x6714374
void SolarGM_ChangeVehicleCurveProperty(FString InPropertyName, byte
InChangeType, float InKey, float InValue);// 0x6713348
void SolarGM_ChangeVehicleBoolProperty(FString InPropertyName, bool
InBool);// 0x671468c
void SolarGM_ChangeRespawnerDeviceState(int ID, enum NewState);// 0x6714fe8
void SolarGM_ChangeDayLight(int ID);// 0x6717e48
void SolarGM_BeginHeroPickMySelf();// 0x670aea0
void SolarGM_BattleLua(FString CmdName, out const FString[] Params);//
0x704f228
void SolarGM_Battle(FString CmdName, out const FString[] Params);// 0x67184e4
void SolarGM(FString _str);// 0x6718c40
void SolarEnergy(int InMode, int ID);// 0x6718928
void SolarCloseUI(FString UIID);// 0x6718774
void SolarClosePanelUI(int Type);// 0x6718624
void SolarClientNetProfileStop();// 0x670fd28
void SolarClientNetProfileStart();// 0x670fd3c
void ShowBackpackUI();// 0x704f228
void SetScoutViewToActor(const Actor* InActor);// 0x670d54c
void SetNativeRequestFreeLook(bool bInFreeLook);// 0x6719758
void SetInputActionSwitch(int ActionID, bool bOn);// 0x704f228
void SetAllTeammateHUDDodge(bool bDodge);// 0x67100f0
void ServerVerifyLockPlayerData(const uint32[] ClientLockPlayerDiffs);//
0x670b134
void ServerUpdateTaskInfo();// 0x6715e7c
void ServerUpdateSolarAbilityParamsDebugOnly(enum SkillTypeIndex, FString
ParamKey, byte ParamType, FString ParamValue);// 0x670c470
void ServerUnforbidRoleAbilitySkillDebugOnly();// 0x670c878
void ServerUFileTimerProcessing(const TransferFileInfo UFileInfo);//
0x670aed0
void ServerTriggleScreenshotTask(FString TargetPlayerID);// 0x670bb34
void ServerTeleportTo(const Vector DestLocation);// 0x670ed40
void ServerSwitchSpectatedCharacterInTeam(int PosInTeam);// 0x670d0c4
void ServerSpawnVehicleWithVehicleID(const int VehicleID);// 0x670f810
void ServerSpawnVehicleWithSkinID(const int SkinId, const Vector
InLocation);// 0x670f71c
void ServerSpawnVehicle(const int SpawnID);// 0x670f8c0
void ServerSpawnTreasureBox(const int TreasureBoxID);// 0x670f650
void ServerSpawnSolarRadar(FString BpPath);// 0x670fad0
void ServerSpawnRandomPack(int InPackID, int count);// 0x6715aa4
void ServerSpawnPSO_BP_ObjectByPath(FString BpPath, const Vector Location);//
0x670edec
void ServerSpawnOutcomeContent(const int OutcomeID);// 0x670f970
void ServerSpawnHotSpringBox(int ItemID, int Level);// 0x670eeec
void ServerSpawnChargingPile(FString BpPath);// 0x670fb8c
void ServerSpawnBossVehicle();// 0x670f700
void ServerSpawnAirship(float Loc_X, float Loc_Y, float AirDropRainOffset);//
0x670f45c
void ServerSpawnAirdrop(const int AirdropID);// 0x670f5a0
void ServerSolarSetPlayerValue(FString InType, FString InValue);// 0x670ec2c
void ServerSetUseRoleSkillDataTable(bool bValue);// 0x670c300
void ServerSetSummonItemIgnoreBombDamage(bool bIgnore);// 0x670c3b8
void ServerSetSafeAreaDebugger(bool bDebug, bool bReRandom);// 0x670f150
void ServerSetRoleAbilitySkillCostInfoDebugOnly(int InTotalCount, float
InDuration);// 0x670c61c
void ServerSetRoleAbilitySkillCDDurationDebugOnly(float InCD);// 0x670c7c8
void ServerSetPlayerLevel(int InLevel);// 0x670cccc
void ServerSetHeroPickTime(int Time);// 0x670adf0
void ServerSetHangUpBehavior();// 0x670e5cc
void ServerSetFreeLook(bool bInFreeLook);// 0x67191a4
void ServerSetCapsuleIDDebugOnly(float InCapsuleID);// 0x670c718
void ServerSetAppLifetimeState(enum NewLifeState);// 0x670e72c
void ServerSetActorOwner(Actor* TargetActor);// 0x671b644
void ServerScreenshotProcessing(const SShotImageInfo ImageInfo);// 0x670b5e8
void ServerRPCResetZoneBombsFire();// 0x6716dec
void ServerResetUniqueSkillCDDebugOnly();// 0x670c8b0
void ServerRequestTransferSkydivingLeaderTo(byte PosInTeam);// 0x670dee4
void ServerRequestTransferSkydivingLeader();// 0x670dec8
void ServerRequestSkydivingFollow(SolarPlayerState* LeaderPlayerState);//
0x670ddfc
void ServerRequestAutoSkydivingFollow();// 0x670deac
void ServerReqStartReviveItemRecycleCountDownData();// 0x6719e50
void ServerReadyToReplicate();// 0x670acd0
void ServerPlayerUpgrade(int InLevel);// 0x670cc1c
void ServerPlayerRequestLogout();// 0x671b7d8
void ServerPlayerOutBySelf(enum InPath);// 0x671b728
void ServerOpenPlayerAnalyticsCollector(int OpenMode);// 0x670acec
void ServerNotifyShowEmoji(int EmojiID, SolarCharacter* UseEmojiCharacter,
float ValidEmojiUseDistance);// 0x670fe68
void ServerNotifyPlayerHasCheatByNickName(FString NickName);// 0x6715b9c
void ServerNotifyPlayerHasCheat(FString SolarPlayerId);// 0x6715d0c
void ServerNetProfile(bool startOrStop);// 0x670fc48
void ServerManualShrinkSafeArea(int InCount);// 0x670efe4
void ServerLogItemSpawn(const int InLogLevel);// 0x670fa20
void ServerInitTaskInfo();// 0x6715eac
void ServerHandleTimerMessage(const byte[] TimerMessage);// 0x670b078
void ServerGoSpectatePreviousPlayer();// 0x670dbf0
void ServerGoSpectatePlayerByPlayerIdInternal(FString SolarPlayerId);//
0x670cf58
void ServerGoSpectatePlayerByPlayerId(FString SolarPlayerId);// 0x670da80
void ServerGoSpectatePlayerByIndex_Internal(int Index);// 0x670d014
void ServerGoSpectatePlayerByIndex(int Index);// 0x670db34
void ServerGoSpectateNextPlayer();// 0x670dbdc
void ServerGMOpenNewExpSpringStageAroundPlayer(float Dist, float
PreOpenDuration, float OpenDuration, float ActiveDuration, int FullExpOut, FName
RewardRawName);// 0x671566c
void ServerGMInteract(FString Cmd, const FString[] Args);// 0x670f320
void ServerGMExpSpringSetDebugFlagAroundPlayer(float Distance, bool
IsDebug);// 0x671527c
void ServerGMChangeExpSpringPointStateCurStage(byte NewPointState, bool
NeedNetLoss);// 0x6715474
void ServerGainExperience(int InExp);// 0x670cd7c
void ServerForbidRoleAbilitySkillDebugOnly();// 0x670c894
void ServerEnableCheats();// 0x670ec10
void ServerDisablePoison();// 0x67181e0
void ServerCmd(FString Cmd);// 0x670e944
void ServerClearUniqueSkillCDDebugOnly();// 0x670c8cc
void ServerClearTeamSummonItemMark();// 0x6710464
void ServerChangeVehicleVectorProperty(FString InPropertyName, float InX,
float InY, float InZ);// 0x6713b34
void ServerChangeVehicleRotatorProperty(FString InPropertyName, float
InPitch, float InYaw, float InRoll);// 0x6713670
void ServerChangeVehicleIntProperty(FString InPropertyName, int InFloat);//
0x6713f64
void ServerChangeVehicleGASAttribute(FString InPropertyName, float
InValue);// 0x6712e10
void ServerChangeVehicleFloatProperty(FString InPropertyName, float
InFloat);// 0x671426c
void ServerChangeVehicleCurveProperty(FString InPropertyName, byte
InChangeType, float InKey, float InValue);// 0x67131ac
void ServerChangeVehicleBoolProperty(FString InPropertyName, bool InBool);//
0x671457c
void ServerCancelSkydivingFollow();// 0x670dde0
void ServerBeginHeroPickMySelf();// 0x670aeb4
void ServerBeginDefenderShow();// 0x670ad9c
void ServerBeginCruise(float OverrideHeight);// 0x670cabc
void ServerApplyStunEffectToSelf(float InDuration);// 0x670c0a0
void ServerAntiCheatVerifyRotationInputValue(const uint32[] ClientInputs,
const uint32[] RecordRotationInputs);// 0x670b1f0
void ServerAntiCheatProcessCameraShakeData(const uint32[]
CameraShakeInputs);// 0x670b52c
void ServerAbilityUpgrade(byte InAbilityIndex);// 0x670cb6c
void SendRepliableMessageServer(const int Message);// 0x6711774
void SendRepliableMessageInMsgBucket(out const int[] MessageIDs);// 0x67118d8
void SendRepliableMessageByMessageID(out const int ID);// 0x6711824
void SendQuickMessageServer(FString Message, bool bSound);// 0x6711998
void SendQuickMessageNewServer(const int VoiceType, CharacterVoiceContext
Context);// 0x6711150
void SendQuickMessageNewClient(const int VoiceType, CharacterVoiceContext
Context, bool bShowLocMessage);// 0x6710e10
void SendQuickMessageNew(out const int VoiceType, out const
CharacterVoiceContext Context);// 0x6711414
void SendQuickMessageClient(FString NickName, FString Message, bool
IsLocalPlayer, bool bSound, int PosInTeam);// 0x671157c
void SendLocalizationTeamMessageServer(int TextID, const LocTextParam[]
TextParams, FString SoundEvent);// 0x6710acc
void SendLocalizationTeamMessageNewServer(const LocTextParam[] TextParams,
const int SoundID1, const int SoundDI2);// 0x671097c
void SendLocalizationTeamMessageNewClient(const int CharacterId, const int
SkinId, bool bGender, const int SoundID1, FString NickName, const LocTextParam[]
TextParams, int PosInTeam, const int SoundID2);// 0x67104b0
void SendLocalizationTeamMessageClient(const SolarPlayerState* SenderPS, int
TextID, const LocTextParam[] TextParams, FString SoundEvent, int PosInTeam);//
0x6710788
void SendLocalizationTeamMessage(int TextID, out const <FString,int>
TextParamsId, FString SoundEvent1, FString SoundEvent2);// 0x6710c28
void ResponseChosenMark();// 0x671a650
void ResetJoyStickControlInput();// 0x6719808
void ResetAllInput();// 0x671ad2c
void RequestTransferSkydivingLeaderTo(byte PosInTeam);// 0x670e0b8
void RequestTransferSkydivingLeader();// 0x670e0a4
void RequestSkydivingFollow(SolarPlayerState* LeaderPlayerState);// 0x670e174
void RequestNotifyShowEmoji(int EmojiID, SolarCharacter* UseEmojiCharacter,
float ValidEmojiUseDistance);// 0x670ffb0
void RequestAutoSkydivingFollow();// 0x670e090
void ReportClientUploadReplayMonitorFailed(FString Reason);// 0x670a834
void RemoveWorldMarkByRep(out WorldMarkData WorldMarkData);// 0x671a7e8
void RecordSpectateInfoToBI(out SpectateReportInfo SpectateReportInfo);//
0x704f228
void ReadyToReplicate();// 0x670aca8
void QuickMessageLuaCall(FString Message, bool bSound);// 0x6711d68
int QueryStage();// 0x704f228
void PostInputAction(FName ActionName, byte KeyEvent);// 0x671981c
void PostAkEventByName(FString EventName1, FString EventName2);// 0x671b3e0
void PlayVehicleWeakPointBrokenSound(const SolarVehicleSoundDataAsset*
VehicleSoundDataAsset);// 0x6712b94
void PlayerGotoLobbyWithLogout();// 0x671b528
void PlayCustomVoiceByID(int VoiceID, CharacterVoiceContext Context);//
0x6711fac
void PassiveTriggeredVoice(enum VoiceType, CharacterVoiceContext Context);//
0x6711aa8
void OnVehiclePitchRotateInputDelegate__DelegateSignature(float
InputValue);// 0x704f228
void OnTeamNumChangeFun(enum ChangeType, int OldValue, int NewValue);//
0x6711e70
void OnTeammateHUDDodgeSet__DelegateSignature(bool bDodge);// 0x704f228
void OnSuperScaningStart(out const FString[] InScanPlayers);// 0x670c218
void OnSuperScaningRemovePlayer(FString InRemovePlayer);// 0x670c164
void OnSuperScaningEnd();// 0x670c150
void OnStopUpdateSpectateInfo(SolarSpectateInfo* SpecInfo);// 0x670d30c
void OnSpectateTargetItemsChanged(SolarSpectateInfo* SpecInfo);// 0x670d6a4
void OnSpectateTargetChangedHandler(SolarPlayerState* OldTarget,
SolarSpectateInfo* MySpecInfo);// 0x670d45c
void OnSpectateInfoRep__DelegateSignature(SolarSpectateInfo* SpectateInfo);//
0x704f228
void OnSkydivingStatusUpdated(SolarPlayerState* SelfPlayerState, bool
bInIsSkydiving);// 0x704f228
void OnShowGameNotice(const int InNoticeID, out const <FString,FString>
InNoticeParams);// 0x670c960
RotationBarMarkWidget*[] OnShowActorMarkDelegate__DelegateSignature(Actor*[]
MarkActors);// 0x704f228
void OnSeamlessTravelEnd();// 0x671b3c4
void OnScopeAxisInput(float InAxisValue);// 0x67190fc
void OnReviveSelfTriggered(bool bAppear);// 0x671a044
void OnRep_PrepareReplicateFlags();// 0x670acbc
void OnPutAwayWeaponReleased();// 0x670c8fc
void OnPutAwayWeaponPressed();// 0x670c910
void OnPreviousPawnEndPlay(Actor* Actor, byte EndPlayReason);// 0x6712c60
void OnPlayerStateSpectateInfoRepHandler(SolarSpectateInfo* SpecInfo);//
0x670d5f4
void OnPlayerStateRepHandlerForSpectate(enum RepType, PlayerState*
InPlayerState);// 0x670d838
void OnPawnReplicated__DelegateSignature();// 0x704f228
void OnMarkWorldRemoved__DelegateSignature(int RemovalWorldMarkGUID, enum
RemovalWorldMarkType);// 0x704f228
void OnMarkWorldCreated__DelegateSignature(int NewWorldMarkGUID, enum
NewWorldMarkType, float NewWorldMarkMarkTimeStamp, Vector NewWorldMarkLocation);//
0x704f228
void OnEnterVoyageDelegate__DelegateSignature();// 0x704f228
void OnEnterLanding();// 0x670fd50
void OnCustomizeLevelLoaded();// 0x670dcd4
void
OnCleanActorMarkWithWidgetsDelegate__DelegateSignature(RotationBarMarkWidget*[]
MarkWidgets);// 0x704f228
void OnCleanActorMarkWithActorsDelegate__DelegateSignature(Actor*[]
MarkActors);// 0x704f228
void OnCharacterRebirthLua();// 0x704f228
void OnCharacterDeathLua();// 0x704f228
void OnCatchInputActionDelegate__DelegateSignature(FName ActionName, byte
InputEventType);// 0x704f228
void OnBeginUpdateSpectateInfo(SolarSpectateInfo* SpecInfo);// 0x670d3b4
void OnBeforeSpectateTargetChange(SolarPlayerState* NewTarget,
SolarSpectateInfo* SpectateInfo);// 0x670d21c
void OnAppHasReactivated();// 0x6710368
void OnAppHasDeactiveated();// 0x6710384
void OnAppActivationStateChanged(const bool AppActivated);// 0x6710398
void OnActionWheelClosed();// 0x671aaac
void NotifyMonsterSpawn();// 0x704f228
void NotifyCrouchIsLocked();// 0x704f228
void NotifyAppReactivate();// 0x704f228
void NotifyAppHasDeactivate();// 0x704f228
void NofityCustomizeLevelLoaded();// 0x704f228
void MobileSwitchWeapon();// 0x670c94c
void MarkWorldInLevelLuaCall(out const WorldMarkData InWorldMarkedData);//
0x6712564
void MarkWorldInLevel(const WorldMarkData InWorldMarkedData);// 0x67124a4
void MarkWorldByRep(out WorldMarkData NewWorldMarkData);// 0x671a8ac
void MarkWarningOnWorld();// 0x671a70c
void MarkQuickChatOnWorld(int QuickChatID);// 0x671a664
void MarkPointOnWorld();// 0x671a720
void MarkPointInNavMapLuaCall(out const Vector2D InMarkedPoint);// 0x6712728
void MarkPointInNavMap(const Vector2D InMarkedPoint, bool bFromWorldMark);//
0x6712628
void MarkOnWorldInServerByMinimapPosition(const Vector2D MinimapPos);//
0x67127d8
void MarkOnWorldByMinimapPosition(int PosInTeam, const Vector2D
MinimapPos);// 0x6712884
void MarkItemInPickupList(out const Vector ItemLocation, out const
SolarItemData ItemData);// 0x671a4fc
void MarkedAsAppHasReactivated();// 0x6710330
void MarkedAsAppHasDeactivated();// 0x671034c
void LuaShowUI(FString WidgetPath, FString UIName);// 0x704f228
void LuaCallInputTouch(uint32 Handle, byte Type, out const Vector2D
TouchLocation);// 0x670e5e8
void LookUp(float Value);// 0x671afe0
void LogMarkAndQuickVoice(int Type, int SubType);// 0x671b088
void KickMeOutAtDS(FString InPlayerID);// 0x6715edc
static void K2_ShowDamageText(float InDamage, out const HitResult
InHitResult, Actor* InDamageSource, Controller* InAutonomousController, out const
SolarPointDamageEvent InPointDamageEvent);// 0x670e3d0
bool IsThirdPersonSpectateCameraMode();// 0x670da08
bool IsSpectatingOtherPlayer();// 0x670da48
bool IsMatching();// 0x704f228
bool IsHasSkydiveAndEnd();// 0x670e058
bool IsHasCharacterAndSkin(int CharacterId, int SkinId);// 0x670bfa4
void InputWorldMarkReleased();// 0x671a970
void InputWorldMarkPressed();// 0x671a984
void InputVerticalJetReleased();// 0x671acb4
void InputVerticalJetPressed();// 0x671acc8
void InputVehicleInteractionReleased();// 0x6719b58
void InputVehicleInteractionPressed();// 0x6719b6c
void InputUseRecommendBtnPCReleased();// 0x6719d10
void InputUseRecommendBtnPCPressed();// 0x6719d24
void InputUseMedicineReleased();// 0x6719d88
void InputUseMedicinePressed();// 0x6719d9c
void InputUseMedicineOrItemWheelReleased();// 0x6719d60
void InputUseMedicineOrItemWheelPressed();// 0x6719d74
void InputUseBandageReleased();// 0x6719d38
void InputUseBandagePressed();// 0x6719d4c
void InputToggleTertiaryWeapon_Checkbox();// 0x671a1a8
void InputToggleSkydivingFollowRouletteTriggered();// 0x6719a3c
void InputToggleSecondaryWeaponReleased();// 0x671a1e4
void InputToggleSecondaryWeaponPressed();// 0x671a1f8
void InputToggleSecondaryWeapon_Checkbox();// 0x671a1bc
void InputTogglePrimaryWeaponReleased();// 0x671a20c
void InputTogglePrimaryWeaponPressed();// 0x671a220
void InputTogglePrimaryWeapon_Checkbox();// 0x671a1d0
void InputTogglePickupReleased();// 0x671ab24
void InputTogglePickupPressed();// 0x671ab38
bool InputTestPriority3Pressed();// 0x6719a78
bool InputTestPriority2Pressed();// 0x6719ab0
bool InputTestPriority1Released();// 0x6719ae8
bool InputTestPriority1Pressed();// 0x6719b20
void InputSwitchToSeatTwoPressed();// 0x6719bf8
void InputSwitchToSeatThreePressed();// 0x6719be4
void InputSwitchToSeatOnePressed();// 0x6719c0c
void InputSwitchToSeatFourPressed();// 0x6719bd0
void InputSwitchFireModeReleased();// 0x6719c20
void InputSwitchFireModePressed();// 0x6719c34
void InputStartRepairVehicleReleased();// 0x6719b80
void InputSprintLockStart();// 0x671a144
void InputSprintFreeTerminate();// 0x671a158
void InputSprintFreeStart();// 0x671a16c
void InputSprintFreeReleasedOnPC();// 0x671a180
void InputSprintFreePressedOnPC();// 0x671a194
void InputSkydivingFollowRouletteSelect4();// 0x67199cc
void InputSkydivingFollowRouletteSelect3();// 0x67199e8
void InputSkydivingFollowRouletteSelect2();// 0x6719a04
void InputSkydivingFollowRouletteSelect1();// 0x6719a20
void InputSkydivingFollowRouletteSelect(int PosInTeam);// 0x6719924
void InputShieldUpgradeReleased();// 0x6719ce8
void InputShieldUpgradePressed();// 0x6719cfc
void InputShieldUpgradeCancelReleased();// 0x6719cc0
void InputShieldUpgradeCancelPressed();// 0x6719cd4
void InputRightMouseButtonReleased();// 0x671a11c
void InputRightMouseButtonPressed();// 0x671a130
void InputReviveSelfReleased();// 0x671a030
void InputReloadReleased();// 0x671a234
void InputReloadPressed();// 0x671a248
void InputRechargeShieldReleased();// 0x6719c98
void InputRechargeShieldPressed();// 0x6719cac
void InputQuickAdsReleased();// 0x671abec
void InputQuickAdsPressed();// 0x671ac00
void InputPickupReleased();// 0x6719c48
void InputPickupPressed();// 0x6719c5c
void InputMoveRight(float InValueY);// 0x671ae90
void InputMovementYReceived(float InValueY);// 0x671ad40
void InputMovementXReceived(float InValueX);// 0x671ade8
void InputMoveForward(float InValueX);// 0x671af38
void InputMapPressed();// 0x671ab10
void InputLeftFireReleased();// 0x671ac14
void InputLeftFirePressed();// 0x671ac28
void InputKeepSprintPressed();// 0x6719a64
void InputJumpReleased();// 0x671ad04
void InputJumpPressed();// 0x671ad18
void InputItemActionWheelReleased();// 0x671aae8
void InputItemActionWheelPressed();// 0x671aafc
void InputInteractReleased();// 0x671ab74
void InputInteractPressed();// 0x671ab88
void InputInteractAndReloadReleased();// 0x671ab4c
void InputInteractAndReloadPressed();// 0x671ab60
void InputHorizontalJetReleased();// 0x671ac8c
void InputHorizontalJetPressed();// 0x671aca0
void InputGunsightReleased();// 0x671a0f4
void InputGunsightPressed();// 0x671a108
void InputGetOnVehicleReleased();// 0x6719ba8
void InputGetOffVehicleReleased();// 0x6719b94
void InputFreeLookReleased();// 0x671ab9c
void InputFreeLookPressed();// 0x671abb0
void InputFireReleased();// 0x671ac3c
void InputFirePressed();// 0x671ac50
void InputEquip2Released();// 0x6719e00
void InputEquip2Pressed();// 0x6719e14
void InputEquip1Released();// 0x6719e28
void InputEquip1Pressed();// 0x6719e3c
void InputEmoteActionWheelReleased();// 0x671aac0
void InputEmoteActionWheelPressed();// 0x671aad4
void InputEjectReleased();// 0x6719dd8
void InputEjectPressed();// 0x6719dec
void InputDriveVehicleReleased();// 0x6719bbc
void InputCrouchReleased();// 0x671acdc
void InputCrouchPressed();// 0x671acf0
void InputCancelSkydivingFollowingTriggered();// 0x6719a50
void InputCancelActionReleased();// 0x671abc4
void InputCancelActionPressed();// 0x671abd8
void InputBuilding();// 0x6719910
void InputBigRechargeShieldReleased();// 0x6719c70
void InputBigRechargeShieldPressed();// 0x6719c84
void InputBackpackReleased();// 0x6719db0
void InputBackpackPressed();// 0x6719dc4
void InputAltFireReleased();// 0x671ac64
void InputAltFirePressed();// 0x671ac78
void InputActionWheelPreviousPage();// 0x671aa5c
void InputActionWheelNextPage();// 0x671aa70
void InputActionWheelExec();// 0x671aa98
void InputActionWheelCancel();// 0x671aa84
bool IfSolarCharacterIsDriver();// 0x67101a0
bool HasSkin(int InSkinID);// 0x670bef0
void GyroscopeTilt(Vector Tilt);// 0x671b23c
void GyroscopeRotationRate(Vector RotationRate);// 0x671b194
void GMOpenNewExpSpringStageAroundPlayer(float Dist, float PreOpenDuration,
float OpenDuration, float ActiveDuration, int FullExpOut, FName RewardRawName);//
0x6715888
void GMExpSpringSetDebugFlagAroundPlayer(float Distance, bool IsDebug);//
0x6715378
void GMChangeExpSpringPointStateCurStage(byte NewPointState, bool
NeedNetLoss);// 0x6715570
SolarCharacter* GetViewportFocusedCharacter(bool
bReturnPossessedCharacterIfSpectateNull);// 0x6719298
Vector2D GetViewportCenter();// 0x6719384
int64 GetUploadReplayMonitorStartTime();// 0x670a800
int64 GetUploadReplayMonitorEndTime();// 0x670a7cc
FString GetTimeRangeMeta(int64 StartTime, int64 EndTime);// 0x670a68c
Rotator GetSpectateTargetRotation();// 0x670d92c
SolarPlayerState* GetSpectateTargetPlayerState();// 0x670d96c
SolarSpectateInfo* GetSpectateInfo();// 0x670d9d4
SolarCharacter* GetSpectatedCharacter();// 0x670d9a0
SolarPlayerState* GetSolarViewPlayerState();// 0x6719350
SolarPlayerState* GetSolarPlayerState();// 0x6718da8
SolarCharacter* GetSolarCharacter();// 0x671b4ec
enum GetPlayNetStateInGame();// 0x671b6f4
Rotator GetPlayerViewRotation(bool bWithoutCameraModifiers, bool
bWithRotationInput);// 0x67193f0
Vector GetPlayerViewLocation(bool bWithoutCameraModifiers, bool
bWithRotationInput);// 0x67194fc
PlayerStatisticsData* GetPlayerStatData();// 0x67190c8
FString GetPlayerID();// 0x6710240
FString GetNoticeLocalText(int InNoticeID, out const <FString,FString>
InNoticeParams);// 0x704f228
byte GetMyTeamID();// 0x67102f4
byte GetMyPosInTeam();// 0x671020c
Vector2D GetMyMarkedPointInNavMap();// 0x67101d8
int GetMultiKillNum();// 0x6719060
int GetKillNum();// 0x6719094
int GetKillingSpreesNum();// 0x671902c
SolarCameraComponent* GetCurrentCameraComponent();// 0x671963c
void GetControlledVehiclePropertyContainer(out Object*[] OutObjects);//
0x6714794
Rotator GetCharacterViewRotation();// 0x67193b8
SolarCharacterCameraComponent* GetCharacterCamera();// 0x6719608
Rotator GetCameraRotation();// 0x6719718
Vector GetCameraLocation();// 0x67196d8
SolarCharacter* GetCameraFocusedCharacter();// 0x671925c
float GetCameraDefaultFOVAngle();// 0x6719670
float GetCameraCurrentFOVAngle();// 0x67196a4
void GameStartConditionsCompletedInternal();// 0x670ac78
void GameStartConditionsCompleted();// 0x670ac94
void EndOBCurrentBattle();// 0x670cf30
void DropPassengerNotification();// 0x6712c44
void DestroyCharacterCorpse();// 0x671b3a8
void DebugUpdateTask();// 0x704f228
void DebugSetPlayerData();// 0x704f228
void DebugInitTask();// 0x704f228
void CustomModeShowNotice(const int InType, const int InNoticeID, class
Object InClass, const float InTime, FString InText, Object* InIcon, const int
InNoticeColor);// 0x704f228
void CustomAntiCheatDataExport(out const FString[] DataName, out const
FString[] DataContent);// 0x704f228
void ControlsSwitchWeaponByOrder();// 0x670c8e8
void ClientUploadReplayMonitorImpl(ReplayMonitorInfo MonitorInfo);//
0x670a9a0
void ClientUploadReplayMonitor(ReplayMonitorInfo MonitorInfo);// 0x670ab10
void ClientTravelToSettleMap(const PlayerGameResultBitWrapper[] PlayerData,
const GlobaGameResultInfoWrapper GameInfo);// 0x671b53c
void ClientStartReviveItemRecycleCountDown(const int CurrentTime, const int
DurationTime);// 0x6719e6c
void ClientShowUI(FString WidgetPath, FString UIName);// 0x6718ea0
void ClientShowDiePage();// 0x6718fb4
void ClientSetSafeAreaPosArray(const Vector[] InSafeAreaPosArray);//
0x670f094
void ClientScreenshotTask(const ScreenshotSetting Setting);// 0x670b910
void ClientReviveWillBeDisabledHint(const int Duration);// 0x6719f64
void ClientReviveBeDisabledHint();// 0x671a014
void ClientRespondSkydivingFollowAutoChangedOnLeaderLeaving(SolarPlayerState*
NewLeaderPlayerState, SolarPlayerState* OldLeaderPlayerState);// 0x670dce8
void ClientReceviceDamageText(const SolarDamageText[]
InSolarDamageTextDatas);// 0x670e314
void ClientRaiseScreenshotJob(enum ShotMoment);// 0x670ba84
void ClientPlayerActivityHeatUpdate(const ReplayActivityHeatFragment
ActivityHeatFragment);// 0x670ce2c
void ClientNotifyShowEmoji(int EmojiID, SolarCharacter* UseEmojiCharacter);//
0x670fd6c
void ClientNotifyCheatedPlayer(const FText OutReason);// 0x670b804
void ClientNotifyAbnormalPlayer(const FText OutReason);// 0x670b6f8
void ClientHandleTimerMessage(const byte[] TimerMessage);// 0x670afbc
void ClientEnableAiPalComponent(int Rate);// 0x671b810
void ClientCloseUI(FString UIName);// 0x6718de4
void ClientClearTeamSummonItemMark();// 0x6710448
void ClientClearAudioListenerOverride();// 0x671b38c
void ClientCharacterIsDead();// 0x6718fd0
void ClearWorldMarkCachedData(bool NeedRemoveWidget);// 0x671a998
void ClearMarkedPointInNavMapLuaCall();// 0x671049c
void ClearMarkedPointInNavMap();// 0x6710480
void ChangeVehicleVectorPropertyInternal(FString InPropertyName, float InX,
float InY, float InZ);// 0x67139a0
void ChangeVehicleRotatorPropertyInternal(FString InPropertyName, float
InPitch, float InYaw, float InRoll);// 0x67134dc
void ChangeVehicleIntPropertyInternal(FString InPropertyName, int InFloat);//
0x6713e64
void ChangeVehicleFloatPropertyInternal(FString InPropertyName, float
InFloat);// 0x671416c
void ChangeVehicleCurvePropertyInternal(FString InPropertyName, byte
InChangeType, float InKey, float InValue);// 0x6713018
void ChangeVehicleBoolPropertyInternal(FString InPropertyName, bool
InBool);// 0x6714474
bool CanWorldMark();// 0x671246c
bool CanSolarCharacterLaunchJetPack();// 0x67129b0
bool CanSolarCharacterInput();// 0x67129e8
bool CanSolarCharacterCrouch();// 0x6712978
bool CanMarkPointOnWorld(enum MarkType);// 0x671a734
void CancelSkydivingFollow();// 0x670e160
void BuildSkydivingFollowOnLeavingTeam(bool bIgnoreNotification);// 0x670df94
void BuildSkydivingFollowOnEnteringTeam();// 0x670e044
void BindDelegatesDependGameState();// 0x671b180
void BeginOBCurrentBattle();// 0x670cf44
void BackToLobby();// 0x671b7f4
void AssembleCustomAntiCheatData(SolarWeapon* ActiveWeapon, SolarVehiclePawn*
BoardedVehicle);// 0x704f228
void AntiCheatRecordServerShootData(out const Vector BulletDir, out const
Vector ViewDir);// 0x670b304
void AntiCheatRecordInputData(Vector2D TouchInput, Vector2D MouseInput,
Vector2D GamePadInput);// 0x670b400
void AntiCheatDataSchedulerUpload(const FString[] DataName, const FString[]
DataContent, const FString[] DataContentSeconds, const FixedAntiCheatData
FixedData);// 0x670bbf0

--------------------------------
Class: RepCountdownData
int RepTimes;//[Offset: 0x0, Size: 0x4]
int RepTextID;//[Offset: 0x4, Size: 0x4]
int RepPassiveTextID;//[Offset: 0x8, Size: 0x4]
int RepPassiveCharacterID;//[Offset: 0xc, Size: 0x4]
float RepDuration;//[Offset: 0x10, Size: 0x4]
float RepRemaining;//[Offset: 0x14, Size: 0x4]
float RepAmount;//[Offset: 0x18, Size: 0x4]
float RepStartTime;//[Offset: 0x1c, Size: 0x4]
float RepEndTime;//[Offset: 0x20, Size: 0x4]
int RepCancel;//[Offset: 0x24, Size: 0x4]
GameplayTag RepTag;//[Offset: 0x28, Size: 0x8]
float RemainingTime;//[Offset: 0x30, Size: 0x4]

--------------------------------
Class: SolarInputManager.ActorComponent.Object
SolarPlayerSensitivitys* SenSetting;//[Offset: 0xd8, Size: 0x8]
TouchHandler TouchHandler;//[Offset: 0x108, Size: 0xe0]
void SetMouseScaler(Vector2D InVal);// 0x668b810
void OnCacheNeedUpdate();// 0x668b8f0
Vector2D GetMouseScaler();// 0x668b8b8
Vector2D GetDeltaMove();// 0x668b7dc

--------------------------------
Class: SolarPlayerSensitivitys.Object
void InitPlayerSensitivity();// 0x672e610

--------------------------------
Class: TouchHandler.InputHandler
CurveFloat* HoriCurve;//[Offset: 0xb8, Size: 0x8]
CurveFloat* VertCurve;//[Offset: 0xc0, Size: 0x8]

--------------------------------
Class: InputHandler

--------------------------------
Class: AiPalComponent.ActorComponent.Object
void SetThreshold(float ThresholdPer);// 0x47ca1f8
void SetPlayerID(FString PlayerId);// 0x47ca2a0
void SetMaxDetectTimes(int DetectGap_ms);// 0x47ca0a8
void SetDetectGap_ms(int DetectGap_ms);// 0x47ca150
void SetClientEnv(FString ClientEnv);// 0x47ca408
void SetBattleID(FString BattleID);// 0x47ca354
void EndDetect();// 0x47ca080
void Capture();// 0x47ca06c
void BeginDetect();// 0x47ca094

--------------------------------
Class: SolarEasyAntiCheatComponent.ActorComponent.Object
SolarEasyAntiCheatManager* AntiCheatManager;//[Offset: 0xb8, Size: 0x8]
Actor* Owner;//[Offset: 0xc0, Size: 0x8]
void ServerOnUnRegisterClient();// 0x6609538
void ServerOnRegisterClient(FString ProductID);// 0x6609554
void ServerOnReceiveClientNotifyMessage(uint32 DataLenBytes, FString Data);//
0x6609868
void ClientOnReceiveServerNotifyMessage(uint32 DataLenBytes, FString Data);//
0x6609760
void ClientOnActionRequired(const int ClientAction, const int ActionReason,
FString Details);// 0x6609610

--------------------------------
Class: SolarEasyAntiCheatManager.Object
bool EnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30, Size: 0x1]
bool bEnableAntiCheatLauncherCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x31, Size: 0x1]
void TestSendDSAction(const int ActionReason, FString ActionDetials);//
0x6609d58
void SwitchAntiCheatState();// 0x704f228
void SetEOSOpenIDToken(FString OpenIDToken);// 0x6609c34
void SendSteamAntiCheatRequest(const int ErrorCode);// 0x704f228
void ReportAntiCheatBI(const int ErrorCode);// 0x704f228
bool IsLaunchbyEOSBootstrapper();// 0x6609ce8
bool IsEOSSettingChanged();// 0x6609d20
void EasyAntiCheatLogin(FString AppToken);// 0x6609e58
void AntiCheatLauncherCheck();// 0x704f228
bool AntiCheatEosSettingCheck();// 0x704f228

--------------------------------
Class: SolarInputActionContext.Object
SolarInputTypeContext* InputTypeContext;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: SolarInputTypeContext.Object
enum Type;//[Offset: 0x28, Size: 0x1]
int Priority;//[Offset: 0x2c, Size: 0x4]
InputMappingContext* InputMappingContext;//[Offset: 0x30, Size: 0x8]
<Key,InputAction*> KeyChordInputActionDict;//[Offset: 0x38, Size: 0x50]
<FName,SolarInputActionEntry> ActionInputActionDict;//[Offset: 0x88, Size:
0x50]

--------------------------------
Class: InputMappingContext.DataAsset.Object
EnhancedActionKeyMapping[] Mappings;//[Offset: 0x30, Size: 0x10]
FText ContextDescription;//[Offset: 0x40, Size: 0x18]
void UnmapKey(const InputAction* Action, Key Key);// 0x47c3934
void UnmapAll();// 0x47c3878
void UnmapAction(const InputAction* Action);// 0x47c388c
EnhancedActionKeyMapping MapKey(const InputAction* Action, Key ToKey);//
0x47c3af8

--------------------------------
Class: EnhancedActionKeyMapping
InputAction* Action;//[Offset: 0x0, Size: 0x8]
Key Key;//[Offset: 0x8, Size: 0x18]
bool bShouldBeIgnored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x20, Size: 0x1]
InputTrigger*[] Triggers;//[Offset: 0x28, Size: 0x10]
InputModifier*[] Modifiers;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: InputAction.DataAsset.Object
bool bConsumeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30, Size: 0x1]
bool bTriggerWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x31, Size: 0x1]
bool bReserveAllMappings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x32, Size: 0x1]
enum ValueType;//[Offset: 0x33, Size: 0x1]
InputTrigger*[] Triggers;//[Offset: 0x38, Size: 0x10]
InputModifier*[] Modifiers;//[Offset: 0x48, Size: 0x10]

--------------------------------
Class: InputTrigger.Object
float ActuationThreshold;//[Offset: 0x28, Size: 0x4]
InputActionValue LastValue;//[Offset: 0x2c, Size: 0x10]
enum UpdateState(const EnhancedPlayerInput* PlayerInput, InputActionValue
ModifiedValue, float DeltaTime);// 0x47c5a1c
bool IsActuated(out const InputActionValue ForValue);// 0x47c5bb4
enum GetTriggerType();// 0x47c5b78

--------------------------------
Class: InputActionValue

--------------------------------
Class: EnhancedPlayerInput.PlayerInput.Object
<InputMappingContext*,int> AppliedInputContexts;//[Offset: 0x3a8, Size: 0x50]
EnhancedActionKeyMapping[] EnhancedActionMappings;//[Offset: 0x3f8, Size:
0x10]
<InputAction*,InputActionInstance> ActionInstanceData;//[Offset: 0x458, Size:
0x50]

--------------------------------
Class: InputActionInstance
InputAction* SourceAction;//[Offset: 0x0, Size: 0x8]
Key FromKey;//[Offset: 0x8, Size: 0x18]
InputTrigger*[] Triggers;//[Offset: 0x28, Size: 0x10]
InputModifier*[] Modifiers;//[Offset: 0x38, Size: 0x10]
InputModifier*[] PerInputModifiers;//[Offset: 0x48, Size: 0x10]
InputModifier*[] FinalValueModifiers;//[Offset: 0x58, Size: 0x10]
float ElapsedProcessedTime;//[Offset: 0x78, Size: 0x4]
float ElapsedTriggeredTime;//[Offset: 0x7c, Size: 0x4]
enum TriggerEvent;//[Offset: 0x80, Size: 0x1]

--------------------------------
Class: InputModifier.Object
InputActionValue ModifyRaw(const EnhancedPlayerInput* PlayerInput,
InputActionValue CurrentValue, float DeltaTime);// 0x47c46a0
LinearColor GetVisualizationColor(InputActionValue SampleValue,
InputActionValue FinalValue);// 0x47c4538
enum GetExecutionPhase();// 0x47c4664

--------------------------------
Class: SolarInputActionEntry
InputAction*[] InputActionList;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: WorldMarkComponent.ActorComponent.Object
interface class * Owner;//[Offset: 0xc0, Size: 0x10]
uint32 WorldMarkPoolOriginSize;//[Offset: 0xd0, Size: 0x4]
float MinCheckDistance;//[Offset: 0xd4, Size: 0x4]
float MaxCheckDistance;//[Offset: 0xd8, Size: 0x4]
bool AutoMarkIsCoolingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xdc, Size: 0x1]
int AttachedToCharacterNumLimit;//[Offset: 0x138, Size: 0x4]
HUD_WorldMark*[] ChosenMarksTable;//[Offset: 0x190, Size: 0x10]
HUD_WorldMark* CurrentChosenMark;//[Offset: 0x1a0, Size: 0x8]
HUD_WorldMark* NearestChosenMark;//[Offset: 0x1a8, Size: 0x8]
WorldMarkData CachedWorldMarkResult;//[Offset: 0x228, Size: 0x78]
HUD_WorldMark*[] WorldMarkPool;//[Offset: 0x2b0, Size: 0x10]
void VehicleNotify(int VehicleID, int NameLocID, SolarPlayerController*
Controller);// 0x6d560dc
bool VagueMarkCharacter();// 0x6d554bc
void UpdateAttachedMarks();// 0x6d55d94
void UnMarkItemByIDLuaCall(int64 instanceID);// 0x6d56020
void ResponseChosenMark();// 0x6d56bfc
void RemoveWorldMark(int PosInTeam, out const WorldMarkData
InWorldMarkedData);// 0x6d56584
void RemoveItemMarkWhenPlayerPicked(out const int64 InItemInstanceId);//
0x6d564d0
void RemoveAttachedMarkByActors(out Actor*[] InActors);// 0x6d55da8
void ReleaseWorldMarkPool();// 0x6d55d6c
void RefreshChosenMark();// 0x6d55974
void RecycleWorldMark(HUD_WorldMark* WorldMark);// 0x6d55f10
void PushBackQueueGroupMapWidget(enum Type, int PosInTeam, HUD_WorldMark*
Widget);// 0x6d5563c
HUD_WorldMark* PopQueueGroupMapWidget(enum Type, int PosInTeam);// 0x6d5577c
void OnVehicleEndPlay(Actor* Actor, byte EndPlayReason);// 0x6d553c8
void OnReplayCameraModeChanged(enum OldMode, enum CurMode);// 0x6d55224
void OnMarkBeChosen(HUD_WorldMark* MarkWidget, bool IfWasChosen);// 0x6d55988
void OnHUDSpawned(HUD* NewHUD);// 0x6d5517c
void NotifyThatToFarToMark();// 0x6d560c8
void MarkWarningOnWorld();// 0x6d56cb8
void MarkQuickChatOnWorld(int QuickChatID);// 0x6d56c10
void MarkPointOnWorld();// 0x6d56ccc
void MarkOnWorldByMinimapPosition(int PosInTeam, out const Vector2D
MinimapPos);// 0x6d56d9c
void MarkItemInPickupList(out const Vector ItemLocation, out const
SolarItemData ItemData);// 0x6d56aa8
void MarkActorByAttachToThem(Actor* InActor);// 0x6d55e68
void InteractTypeNotify(enum Type, SolarPlayerController* Controller);//
0x6d562cc
void InitWorldMarkPool();// 0x6d55d80
void Init(interface class CharacterController);// 0x6d56e94
HUD_WorldMarkPanel* GetWorldMarkPanel();// 0x6d55fec
int GetQuickVoiceLocalizationID(out const int VoiceID);// 0x6d55b88
FString GetQuickVoiceEventName(out const int VoiceID);// 0x6d55a84
int GetQueueGroupMapSize(enum Type, int PosInTeam);// 0x6d55878
WorldMarkInteractableTypeSetting GetInteractiveObjectsSetting(enum Type);//
0x6d56218
HUD_WorldMark* GetFreeWorldMark();// 0x6d55fb8
void CreateWorldMarkInternal(int PosInTeam, out const WorldMarkData
InWorldMarkedData, int IconIndex);// 0x6d56688
void CreateWorldMark(int PosInTeam, out WorldMarkData InWorldMarkedData);//
0x6d567d0
void CreateWarningWidget(out WorldMarkData Data, bool NeedSendMessage);//
0x6d568d4
void CreateItemMarkWidget(out WorldMarkData Data);// 0x6d569e4
void CreateInvalidWidget(out WorldMarkData Data, bool bShouldNotify);//
0x6d563c0
void ClearCachedWorldMarkResult(bool NeedRemoveWidget);// 0x6d55318
bool CheckMarkPointIsOutOfMap(out const Vector Location);// 0x6d56ce0
bool CheckIfWorldPosValid(out WorldMarkData Data, out const int PosInTeam);//
0x6d55c44
bool CheckIfThisItemBeenMarkedInternal(int instanceID, int PosInTeam);//
0x6d55540
bool CheckAutoMarkDamagingCharacter();// 0x6d554f4
void AutoMarkDamagingCharacter();// 0x6d5552c

--------------------------------
Class: WorldMarkData.FastArraySerializerItem
int WorldMarkGUID;//[Offset: 0xc, Size: 0x4]
Vector_NetQuantize WorldPos;//[Offset: 0x10, Size: 0xc]
byte PosInTeam;//[Offset: 0x1c, Size: 0x1]
Vector2D ScreenCoordinate;//[Offset: 0x20, Size: 0x8]
enum Type;//[Offset: 0x28, Size: 0x1]
int ItemID;//[Offset: 0x2c, Size: 0x4]
int64 ItemInstanceId;//[Offset: 0x30, Size: 0x8]
int NameLocID;//[Offset: 0x38, Size: 0x4]
FString IconImg;//[Offset: 0x40, Size: 0x10]
int WeaponLevel;//[Offset: 0x50, Size: 0x4]
enum InteractableType;//[Offset: 0x54, Size: 0x1]
int MarkVoiceEventName;//[Offset: 0x58, Size: 0x4]
int OuterBoxThisID;//[Offset: 0x5c, Size: 0x4]
float MarkTimeStamp;//[Offset: 0x60, Size: 0x4]
bool bShowOnlyOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x64, Size: 0x1]
float LifeTime;//[Offset: 0x68, Size: 0x4]
float ExtraLiveTime;//[Offset: 0x6c, Size: 0x4]
Actor* AttachedActor;//[Offset: 0x70, Size: 0x8]

--------------------------------
Class:
HUD_WorldMark.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.Wi
dget.Visual.Object
float LiveTime;//[Offset: 0x490, Size: 0x4]
float ExtraLiveTime;//[Offset: 0x494, Size: 0x4]
Vector2D IconOffset;//[Offset: 0x498, Size: 0x8]
Vector4 PostProcessingRectangleOffset;//[Offset: 0x4a0, Size: 0x10]
Vector4 PostProcessingRadius;//[Offset: 0x4b0, Size: 0x10]
float ResponCheckRangeParam;//[Offset: 0x4c0, Size: 0x4]
float RefreshTime;//[Offset: 0x4c4, Size: 0x4]
Vector WorldPos;//[Offset: 0x4c8, Size: 0xc]
Vector2D ScreenSize;//[Offset: 0x4d4, Size: 0x8]
Vector2D IconSize;//[Offset: 0x4e4, Size: 0x8]
bool bIsOutOfRangeLastTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ec, Size: 0x1]
bool bHasBeenAnsweredByMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ed, Size: 0x1]
bool bIfWasChosen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ee, Size: 0x1]
bool bIsCreateBySelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ef, Size: 0x1]
Image* ImgMarkArrow;//[Offset: 0x4f0, Size: 0x8]
CanvasPanel* Panel_Out;//[Offset: 0x4f8, Size: 0x8]
TextBlock* Distance;//[Offset: 0x500, Size: 0x8]
CanvasPanel* Panel_WorldMark;//[Offset: 0x508, Size: 0x8]
WidgetAnimation* Anim_Mark_Enter;//[Offset: 0x510, Size: 0x8]
float UpdateIconStyleTime_LowLevel;//[Offset: 0x518, Size: 0x4]
float UpdateIconStyleTime_HighLevel;//[Offset: 0x51c, Size: 0x4]
int PosInTeam;//[Offset: 0x524, Size: 0x4]
WorldMarkData Data;//[Offset: 0x528, Size: 0x78]
enum Type;//[Offset: 0x5a0, Size: 0x1]
float MaxWorldDistance;//[Offset: 0x5a4, Size: 0x4]
float MinWorldDistance;//[Offset: 0x5a8, Size: 0x4]
CurveFloat* OpacityCurve;//[Offset: 0x5b0, Size: 0x8]
CurveFloat* OpacityCurveInNoScopeView;//[Offset: 0x5b8, Size: 0x8]
bool bAttachToObject;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c0, Size: 0x1]
float MeshWidgetAnimationTotalTime;//[Offset: 0x5dc, Size: 0x4]
bool MeshWidgetAnimationNeedPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5e0, Size: 0x1]
float HUDAnimationDelayTime;//[Offset: 0x5e4, Size: 0x4]
float HUDAnimationTime;//[Offset: 0x5e8, Size: 0x4]
bool HUDAnimationIsPlayed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5ec, Size: 0x1]
float LastVehicleMeshWidgetIconUVIndex;//[Offset: 0x5fc, Size: 0x4]
LinearColor WorldMarkColorByPosInTeam;//[Offset: 0x600, Size: 0x10]
LinearColor WorldMarkBlackgroundColor;//[Offset: 0x610, Size: 0x10]
int CurrentIconImgIndex;//[Offset: 0x620, Size: 0x4]
void UpdateStyleByScreenPosition(Vector2D ScreenPos, bool bOutOfRange);//
0x6474b20
void UpdateDistance(out const Vector TargetPos);// 0x6474c18
void SwitchWidget(bool bOutOfRange);// 0x704f228
void SetIfBeChosen(bool bIfChosen);// 0x704f228
void SetIconRenderScaleByType(Vector2D NewScale);// 0x704f228
void SetIconOpacityByType(float Percent);// 0x6474a78
void SetDistanceStyleByLocationToCenterPercent(float Percent);// 0x704f228
void ResponseByLocal();// 0x704f228
void RemoveItemMarkWhenPlayerPicked();// 0x704f228
void OnWidgetRecycled();// 0x704f228
void OnPlayerDead(out const KillInfo DeathMsgInfo);// 0x64748f4
void OnMeshWidgetAnimationFinished();// 0x704f228
void LogMarkResponse();// 0x6474a64
void InitWidget(Object* Owner, int InPosInTeam, out const WorldMarkData
InWorldMarkedData, int IconImgIndex);// 0x704f228
void InitAttachedWidgetStyle();// 0x704f228
void InitAttachedWidget(Actor* ActorAttachedTo);// 0x6474cd0
void DestroySelf();// 0x704f228
bool CheckIsLowLevelDevice();// 0x6474a2c
void CancelResponse();// 0x704f228

--------------------------------
Class:
SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.Widget.Visual.Ob
ject
enum WidgetLayerLevel;//[Offset: 0x338, Size: 0x1]
int WidgetFlags;//[Offset: 0x33c, Size: 0x4]
bool bIsPersistent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x340, Size: 0x1]
enum WidgetScope;//[Offset: 0x341, Size: 0x1]
enum CaptureInput;//[Offset: 0x342, Size: 0x1]
bool bHideCursorDuringCapture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x343, Size: 0x1]
int MyRoot;//[Offset: 0x344, Size: 0x4]
FString widgetkey;//[Offset: 0x348, Size: 0x10]
bool bReceiveKeyMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x358, Size: 0x1]
bool bReceiveShowMouse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x359, Size: 0x1]
enum ShowScope;//[Offset: 0x35a, Size: 0x1]
bool bShowTransBlackAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x35b, Size: 0x1]
class WidgetInputManager* InputManagerClass;//[Offset: 0x360, Size: 0x8]
WidgetInputManager* InputManager;//[Offset: 0x368, Size: 0x8]
bool WidgetTickEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x370, Size: 0x1]
bool bInterestLocalLang;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x374, Size: 0x1]
SolarInputActionContext* InputActionContext;//[Offset: 0x380, Size: 0x8]
SoftObjectPath OnOpenedSound;//[Offset: 0x440, Size: 0x18]
SoftObjectPath OnClosedSound;//[Offset: 0x458, Size: 0x18]
SolarUserWidget*[] AllSolarUserWidgetChilds;//[Offset: 0x470, Size: 0x10]
SolarAdapterWidget*[] DelaySolarAdapterWidgetChilds;//[Offset: 0x480, Size:
0x10]
bool TestUserWidgetFlag(enum InUserWidgetFlag);// 0x6c5a050
void StopListeningForInputHandle(const int Handle);// 0x6c597c4
void StopListeningForInputActionEx(FName ActionName, byte EventType);//
0x6c5986c
void ShowSelfPanelUI();// 0x6c59050
void ShowMouseCursor();// 0x6c59668
void SetZOrder(int ZOrder);// 0x6c5a35c
void SetWidgetVisible(Widget* Widget, bool bVisible, bool bHitTest);//
0x6c5a1e0
void SetWidgetTickEnabled(bool bEnabled);// 0x6c5a420
void SetWidgetScope(enum InWidgetScope);// 0x6c59f38
void SetWidgetLayerLevel(enum InWidgetLayerLevel);// 0x6c5a138
void SetWidgetKey(FString InWidgetKey);// 0x6c59e84
void SetInputActionIsEnabled(FName ActionName, byte EventType, bool
bInIsEnabled);// 0x6c5967c
void ReceiveTick(out const Geometry MyGeometry, float InDeltaTime);//
0x704f228
void ReceiveShow();// 0x704f228
void ReceiveHide();// 0x704f228
void OnTouchManagerInitialized();// 0x704f228
void OnSolarUIOpened();// 0x6c594e0
void OnSolarUIClosed();// 0x6c594c4
void OnShow();// 0x6c594a8
void OnLocalLangChangedEx(FString InLang);// 0x704f228
void OnHide();// 0x6c5948c
Widget* OnGetWidgetToFocus();// 0x6c593a0
SolarUserWidget* OnGetInputActionMainWidget();// 0x6c59364
void OnDeinitialize();// 0x704f228
void OnBackKey(enum BackKeyType);// 0x6c593dc
int ListenForInputActionEx(FName ActionName, byte EventType, bool
bInIsEnabled, delegate Callback);// 0x6c59b08
int ListenForEnhancedInputAction(FName ActionName, enum TriggerType, bool
bInIsEnabled, delegate Callback);// 0x6c59960
SolarCharacter* K2_GetSpectatedCharacter();// 0x6c5a568
SolarCharacter* K2_GetCameraFocusedCharacter();// 0x6c5a59c
bool IsWidgetTickEnabled();// 0x6c5a404
static bool IsSolarUserWidgetAndBindLua(Widget* InWidget);// 0x6c58ed4
bool IsPlatformSwitch();// 0x6c5a324
bool IsPersistent();// 0x6c59fe0
bool IsEnableWidgetHide();// 0x6c5a018
void HideMouseCursor();// 0x6c59654
int GetWidgetLayer();// 0x6c5a104
static FString GetWidgetKeyByPanelName(enum PanelName);// 0x6c59cb0
FString GetWidgetKey();// 0x6c59dd4
Vector2D[] GetTouchedLocation();// 0x6c595a8
SolarCharacter* GetSpectatedOrOwnerCharacter();// 0x6c5a500
enum GetShowScope();// 0x6c59da0
Vector2D[] GetPointerLocation();// 0x6c594fc
SolarPlayerState* GetOwningSolarPlayerState();// 0x6c5a4cc
SolarCharacter* GetOwningSolarPlayerCharacter();// 0x6c5a534
SolarUserWidget*[] GetAllSolarUserWidgetChilds();// 0x6c591f0
Widget* FindWidgetFromName(out const FName Name);// 0x6c58f80
void ExecuteSolarUIShow(enum InWidgetStackAction);// 0x6c59134
void ExecuteSolarUIOpened();// 0x6c591dc
void ExecuteSolarUIHide(enum InWidgetStackAction);// 0x6c5908c
void ExecuteSolarUIClosed();// 0x6c59078
void ExecuteSolarUIClean();// 0x6c59064
void ExecuteBindCustomControl();// 0x6c59350
void CloseSelfPanelUI();// 0x6c5903c
SolarUserWidget*[] CacheAllSolarUserWidgetChilds();// 0x6c592a0

--------------------------------
Class: SolarUserWidgetBase.SolarNavigationBase.UserWidget.Widget.Visual.Object
bool bPreviewUseWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x300, Size: 0x1]
enum LayoutPreviewType;//[Offset: 0x301, Size: 0x1]
enum LayoutTypeDeprecated;//[Offset: 0x302, Size: 0x1]
WidgetAnimation* PlayingAnimation;//[Offset: 0x304, Size: 0x8]
PlayAnimationParams[] PendingPlayAnimations;//[Offset: 0x320, Size: 0x10]
void SetBlockInputForOneTick();// 0x5104d20
bool PlayAnimationByName(out const FName AnimationName, float StartAtTime,
int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x5104f60
void PlayAnimationByExclusively(WidgetAnimation* InAnimation, float
StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed, bool
bRestoreState);// 0x5104d34
void OnSynchronizeProperties();// 0x704f228
void OnExclusivelyAnimationFinished();// 0x5104ccc
bool IsPlatformDesktop();// 0x5104ce0
WidgetAnimation* GetAnimationByName(out const FName AnimationName);//
0x5105150

--------------------------------
Class: SolarNavigationBase.UserWidget.Widget.Visual.Object
<FName,SolarWidgetNavigationData> VisualNavigationData;//[Offset: 0x260,
Size: 0x50]
<FName,uint16> WidgetHashTable;//[Offset: 0x2b0, Size: 0x50]

--------------------------------
Class: KillInfo
FString KillerPlayerID;//[Offset: 0x0, Size: 0x10]
int KillerSkinID;//[Offset: 0x10, Size: 0x4]
int KillerTeamID;//[Offset: 0x14, Size: 0x4]
FString KillerName;//[Offset: 0x18, Size: 0x10]
int KillerFlag;//[Offset: 0x28, Size: 0x4]
FString VictimPlayerID;//[Offset: 0x30, Size: 0x10]
int VictimSkinID;//[Offset: 0x40, Size: 0x4]
int VictimTeamID;//[Offset: 0x44, Size: 0x4]
FString VictimName;//[Offset: 0x48, Size: 0x10]
int VictimFlag;//[Offset: 0x58, Size: 0x4]
FString KillIcon;//[Offset: 0x60, Size: 0x10]
FString KillLeaderID;//[Offset: 0x70, Size: 0x10]
enum KillParamsCompressInfo;//[Offset: 0x80, Size: 0x2]
int KillNum;//[Offset: 0x84, Size: 0x4]
int WeaponSkinID;//[Offset: 0x88, Size: 0x4]
byte KillerVipType;//[Offset: 0x8c, Size: 0x1]
byte VictimVipType;//[Offset: 0x8d, Size: 0x1]
enum KillerInputType;//[Offset: 0x8e, Size: 0x1]
enum VictimInputType;//[Offset: 0x8f, Size: 0x1]
bool bDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90, Size:
0x1]
bool bAssit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91,
Size: 0x1]
bool bPlayComboKillSoundEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x92, Size: 0x1]
int KillReportID;//[Offset: 0x94, Size: 0x4]

--------------------------------
Class: SolarWidgetNavigationData
bool bHasNavUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bHasNavDown;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0,
Size: 0x1]
bool bHasNavLeft;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0,
Size: 0x1]
bool bHasNavRight;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0,
Size: 0x1]

--------------------------------
Class: WidgetInputManager.Object
delegate OnTouchStartDetected;//[Offset: 0x28, Size: 0x10]
delegate OnTouchUpdate;//[Offset: 0x38, Size: 0x10]
delegate OnTouchEndDetected;//[Offset: 0x48, Size: 0x10]
delegate OnPointerStartDetected;//[Offset: 0x58, Size: 0x10]
delegate OnPointerUpdate;//[Offset: 0x68, Size: 0x10]
delegate OnPointerEndDetected;//[Offset: 0x78, Size: 0x10]
<int,Vector2D> TouchedList;//[Offset: 0x90, Size: 0x50]
<int,Vector2D> PointerList;//[Offset: 0xe0, Size: 0x50]
Widget* K2_GetManagedWidget();// 0x6d4e3e4
static bool GetWidgetTouchedList(SolarUserWidget* InWidget, out
<int,Vector2D> OutList);// 0x6d4e544
static bool GetWidgetPointerList(SolarUserWidget* InWidget, out
<int,Vector2D> OutList);// 0x6d4e418

--------------------------------
Class: PlayAnimationParams

--------------------------------
Class: Image.Widget.Visual.Object
SlateBrush Brush;//[Offset: 0x140, Size: 0xf0]
delegate BrushDelegate;//[Offset: 0x230, Size: 0x10]
LinearColor ColorAndOpacity;//[Offset: 0x240, Size: 0x10]
delegate ColorAndOpacityDelegate;//[Offset: 0x250, Size: 0x10]
bool bFlipForRightToLeftFlowDirection;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x260, Size: 0x1]
delegate OnMouseButtonDownEvent;//[Offset: 0x264, Size: 0x10]
SoftObjectPath OnClickedSound;//[Offset: 0x278, Size: 0x18]
void SetOpacity(float InOpacity);// 0x819025c
void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x8190304
void SetBrushTintColor(SlateColor TintColor);// 0x8190004
void SetBrushSize(Vector2D DesiredSize);// 0x81901b8
void SetBrushResourceObject(Object* ResourceObject, bool bMatchSize);//
0x818ff08
void SetBrushFromTextureDynamic(Texture2DDynamic* Texture, bool
bMatchSize);// 0x818f884
void SetBrushFromTexture(Texture2D* Texture, bool bMatchSize);// 0x818fab0
void SetBrushFromSoftTexture(Texture2D* SoftTexture, bool bMatchSize);//
0x818f634
void SetBrushFromSoftMaterial(MaterialInterface* SoftMaterial);// 0x818f508
void SetBrushFromMaterial(MaterialInterface* Material);// 0x818f7d4
void SetBrushFromAtlasInterface(interface class AtlasRegion, bool
bMatchSize);// 0x818f988
void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x818fbb4
void SetBrush(out const SlateBrush InBrush);// 0x818fc64
MaterialInstanceDynamic* GetDynamicMaterial();// 0x818f4d4

--------------------------------
Class: Texture2DDynamic.Texture.StreamableRenderAsset.Object
byte Format;//[Offset: 0xc0, Size: 0x1]

--------------------------------
Class: SlateBrushAsset.Object
SlateBrush Brush;//[Offset: 0x30, Size: 0xf0]

--------------------------------
Class:
SolarAdapterWidget.SolarAdapterWidgetBase.ContentWidget.PanelWidget.Widget.Visual.O
bject

--------------------------------
Class: SolarAdapterWidgetBase.ContentWidget.PanelWidget.Widget.Visual.Object
enum WidgetLoadType;//[Offset: 0x149, Size: 0x1]
SoftClassPath MobileWidgetPath;//[Offset: 0x150, Size: 0x18]
SoftClassPath DesktopWidgetPath;//[Offset: 0x168, Size: 0x18]
enum UseDesktopWidgetType;//[Offset: 0x180, Size: 0x1]
WidgetOverrideParam[] OverrideParamList;//[Offset: 0x188, Size: 0x10]
<FString,UserWidget*> CacheWidgetMap;//[Offset: 0x198, Size: 0x50]
UserWidget* AdapteeWidget;//[Offset: 0x1e8, Size: 0x8]
bool bNeedExecuteWidgetOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1f0, Size: 0x1]
void SetUseDesktopWidgetType(enum InType);// 0x5102570
void SetNeedExecuteWidgetOpened(bool bInNeedExecuteWidgetOpened);// 0x51024c0
void RefreshUIByOverrideParams(out const WidgetOverrideParam[]
WidgetOverrideParams);// 0x5102618
void LoadUserWidgetResource();// 0x5102708
bool IsNeedExecuteWidgetOpened();// 0x5102488
UserWidget* GetAdapteeWidget();// 0x51026d4

--------------------------------
Class: ContentWidget.PanelWidget.Widget.Visual.Object
PanelSlot* SetContent(Widget* Content);// 0x8189a10
PanelSlot* GetContentSlot();// 0x8189ac0
Widget* GetContent();// 0x81899dc

--------------------------------
Class: WidgetOverrideParam
enum Type;//[Offset: 0x0, Size: 0x1]
FName ChildName;//[Offset: 0x4, Size: 0x8]
bool bEnableLocText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc, Size: 0x1]
FText Text;//[Offset: 0x10, Size: 0x18]
int LocTextID;//[Offset: 0x28, Size: 0x4]
SlateBrush Brush;//[Offset: 0x30, Size: 0xf0]
FString CustomParameter;//[Offset: 0x120, Size: 0x10]
GameplayTag GameplayTag;//[Offset: 0x130, Size: 0x8]
FString[] MetaData;//[Offset: 0x138, Size: 0x10]

--------------------------------
Class: SolarPlayerState.PlayerState.Info.Actor.Object
delegate OnTeammatePlayerStateRepDelegate;//[Offset: 0x340, Size: 0x10]
delegate OnPlayerChangedGoldsDelegate;//[Offset: 0x350, Size: 0x10]
delegate OnOBPlayerRepDelegate;//[Offset: 0x360, Size: 0x10]
int Gold;//[Offset: 0x370, Size: 0x4]
int[] CostedGolds;//[Offset: 0x378, Size: 0x10]
int[] ReceivedGolds;//[Offset: 0x388, Size: 0x10]
int CharacterId;//[Offset: 0x398, Size: 0x4]
int SkinId;//[Offset: 0x39c, Size: 0x4]
FString ClanId;//[Offset: 0x3a0, Size: 0x10]
FString ClanName;//[Offset: 0x3b0, Size: 0x10]
FString ClanShortName;//[Offset: 0x3c0, Size: 0x10]
int BagId;//[Offset: 0x3d0, Size: 0x4]
int CapsuleID;//[Offset: 0x3d4, Size: 0x4]
FString SolarPlayerId;//[Offset: 0x3d8, Size: 0x10]
FString NickName;//[Offset: 0x3e8, Size: 0x10]
uint32 BattleVoiceId;//[Offset: 0x3f8, Size: 0x4]
EquipVoiceData[] CurUseVoiceData;//[Offset: 0x400, Size: 0x10]
int64 RTCType;//[Offset: 0x410, Size: 0x8]
uint64 UserId;//[Offset: 0x418, Size: 0x8]
byte PosInTeam;//[Offset: 0x420, Size: 0x1]
int CharacterLevel;//[Offset: 0x424, Size: 0x4]
int AvatarID;//[Offset: 0x428, Size: 0x4]
FString AvatarUrl;//[Offset: 0x430, Size: 0x10]
int AvatarFrameID;//[Offset: 0x440, Size: 0x4]
int EnterType;//[Offset: 0x444, Size: 0x4]
int Gender;//[Offset: 0x448, Size: 0x4]
int AccountLevel;//[Offset: 0x44c, Size: 0x4]
int FriendNum;//[Offset: 0x450, Size: 0x4]
int RoleID;//[Offset: 0x454, Size: 0x4]
MedalInfo[] Medals;//[Offset: 0x458, Size: 0x10]
delegate OnAllCharacterDataChange;//[Offset: 0x468, Size: 0x10]
BattleCharacterData[] AllCharacterData;//[Offset: 0x478, Size: 0x10]
delegate OnAllSkinsDataChange;//[Offset: 0x488, Size: 0x10]
CharacterSkin[] AllSkins;//[Offset: 0x498, Size: 0x10]
int[] AllVoices;//[Offset: 0x4a8, Size: 0x10]
BattleCharacterData CurUsedCharacterData;//[Offset: 0x4b8, Size: 0x60]
int[] KillReports;//[Offset: 0x518, Size: 0x10]
ExpRankMedalData[] AllExpRankMedalData;//[Offset: 0x528, Size: 0x10]
LastBattleInfo LastBattleInfo;//[Offset: 0x538, Size: 0x1c]
FString[] ReCombatLimitPlayer;//[Offset: 0x558, Size: 0x10]
int RoleUltimateSkillCDState;//[Offset: 0x568, Size: 0x4]
SettlementParam_ExtraRewardInfo[] ExtraRewards;//[Offset: 0x570, Size: 0x10]
SettlementReward[] SettlementRewards;//[Offset: 0x580, Size: 0x10]
SettlementCrateReward[] CrateRewards;//[Offset: 0x590, Size: 0x10]
uint32 PlayerNumber;//[Offset: 0x5a0, Size: 0x4]
<int,int> VehicleSkinData;//[Offset: 0x5a8, Size: 0x50]
float CurrentHealth;//[Offset: 0x5f8, Size: 0x4]
float MaxHealth;//[Offset: 0x5fc, Size: 0x4]
ShieldInfo CurShieldInfo;//[Offset: 0x600, Size: 0x8]
byte ReviveItemNum;//[Offset: 0x608, Size: 0x1]
byte ReviveCountByItem;//[Offset: 0x609, Size: 0x1]
int TalentID;//[Offset: 0x60c, Size: 0x4]
int LikeValue;//[Offset: 0x610, Size: 0x4]
int FriendWatchLikeValue;//[Offset: 0x614, Size: 0x4]
int WatchingFriendCount;//[Offset: 0x618, Size: 0x4]
FString[] WatchingFriendPlayerIDs;//[Offset: 0x620, Size: 0x10]
delegate OnWatchingFriendCountChanged;//[Offset: 0x630, Size: 0x10]
int SpectatorNum;//[Offset: 0x640, Size: 0x4]
enum TalentState;//[Offset: 0x644, Size: 0x1]
Vector2D MarkedPointInNavMap;//[Offset: 0x648, Size: 0x8]
Vector SelfLastVehicleLocation;//[Offset: 0x650, Size: 0xc]
Vector TeamLastVehicleLocation;//[Offset: 0x65c, Size: 0xc]
byte CurrentPlayerStateInGame;//[Offset: 0x668, Size: 0x1]
byte CurrentCharacterStateInGame;//[Offset: 0x688, Size: 0x1]
int AccountFlag;//[Offset: 0x68c, Size: 0x4]
int ClanFlag;//[Offset: 0x690, Size: 0x4]
int[] EquippedEmotes;//[Offset: 0x698, Size: 0x10]
<int,EquippedEmotesData> AllCharacterEquippedEmotes;//[Offset: 0x6a8, Size:
0x50]
FString OS;//[Offset: 0x6f8, Size: 0x10]
FString OsType;//[Offset: 0x708, Size: 0x10]
FString DeviceModel;//[Offset: 0x718, Size: 0x10]
enum InputType;//[Offset: 0x728, Size: 0x1]
bool bUsedGamePad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x729, Size: 0x1]
bool bIsSameTeamWithLocalPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x72a, Size: 0x1]
bool HasReconnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x72b, Size: 0x1]
bool bHasHangUpBehavior;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x730, Size: 0x1]
float HangUpTime;//[Offset: 0x734, Size: 0x4]
enum[] SettlePunishTypesEnum;//[Offset: 0x738, Size: 0x10]
float OfflineBattleTime;//[Offset: 0x748, Size: 0x4]
int Elo;//[Offset: 0x74c, Size: 0x4]
int RankLevel;//[Offset: 0x750, Size: 0x4]
int RankLevel2;//[Offset: 0x754, Size: 0x4]
int LegendRank;//[Offset: 0x758, Size: 0x4]
float StartWaitTime;//[Offset: 0x75c, Size: 0x4]
float ReportedWaitTime;//[Offset: 0x760, Size: 0x4]
byte VipType;//[Offset: 0x764, Size: 0x1]
int WarmupTag;//[Offset: 0x768, Size: 0x4]
float Frustration;//[Offset: 0x76c, Size: 0x4]
byte LobbyTeamMemberNum;//[Offset: 0x770, Size: 0x1]
bool bTeamIDHasChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x771, Size: 0x1]
int RepliableMessageID;//[Offset: 0x774, Size: 0x4]
float RepliableMessageStartTime;//[Offset: 0x778, Size: 0x4]
bool bIsOBPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x788, Size: 0x1]
int WarmId;//[Offset: 0x78c, Size: 0x4]
int WarmType;//[Offset: 0x790, Size: 0x4]
bool AllowOtherJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x794, Size: 0x1]
FString SocialTeamID;//[Offset: 0x798, Size: 0x10]
float WaitTimeBeforeEnterSpectateMode;//[Offset: 0x7ac, Size: 0x4]
class SolarSpectateInfo* SpectateInfoClass;//[Offset: 0x7b0, Size: 0x8]
delegate OnSpectateInfoRep;//[Offset: 0x7b8, Size: 0x10]
SolarPlayerState* KillerPlayerState;//[Offset: 0x7c8, Size: 0x8]
KillerInfo KillerInfo;//[Offset: 0x7d0, Size: 0x48]
SolarPlayerState* RevengePlayerState;//[Offset: 0x818, Size: 0x8]
KillEnemySnapshot[] KilledEnemysRecord;//[Offset: 0x820, Size: 0x10]
SolarSpectateInfo* SpectateInfo;//[Offset: 0x830, Size: 0x8]
enum NetStateInGame;//[Offset: 0x838, Size: 0x1]
bool bHasLogin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x839,
Size: 0x1]
bool bHasUpdateByServerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x848, Size: 0x1]
int KillNum;//[Offset: 0x84c, Size: 0x4]
int KillStreak;//[Offset: 0x850, Size: 0x4]
int KillDownNum;//[Offset: 0x854, Size: 0x4]
int AssistNum;//[Offset: 0x858, Size: 0x4]
int KillPlayer;//[Offset: 0x85c, Size: 0x4]
int DeathNum;//[Offset: 0x860, Size: 0x4]
float LifeTime;//[Offset: 0x864, Size: 0x4]
float HealSelf;//[Offset: 0x868, Size: 0x4]
Vector DeathPos;//[Offset: 0x86c, Size: 0xc]
int SaveCount;//[Offset: 0x878, Size: 0x4]
float ReceivedHeal;//[Offset: 0x87c, Size: 0x4]
int CarSkillCount;//[Offset: 0x880, Size: 0x4]
int P_BattleResult;//[Offset: 0x884, Size: 0x4]
int ReconnectNum;//[Offset: 0x8b8, Size: 0x4]
int StrongholdID;//[Offset: 0x8c8, Size: 0x4]
int SkyDivingStrongholdID;//[Offset: 0x8cc, Size: 0x4]
PlayerInfoActorComponent* PlayerInfoActorComponent;//[Offset: 0x8d0, Size:
0x8]
float MultiKillDurationTime;//[Offset: 0x8dc, Size: 0x4]
float TotalReceivedDamage;//[Offset: 0x8f8, Size: 0x4]
SettlementTempData SettleSyncData;//[Offset: 0x950, Size: 0xe8]
int PlayerRank;//[Offset: 0xa38, Size: 0x4]
bool bMVP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa3c, Size:
0x1]
float MvpScore;//[Offset: 0xa40, Size: 0x4]
float KDA;//[Offset: 0xa44, Size: 0x4]
int ResurrectionTimes;//[Offset: 0xa48, Size: 0x4]
int[] CharacterExpReason;//[Offset: 0xa50, Size: 0x10]
int GainCombatScore;//[Offset: 0xa60, Size: 0x4]
int AccountExp;//[Offset: 0xa64, Size: 0x4]
<int,int> WeaponExps;//[Offset: 0xa68, Size: 0x50]
int Zomborg;//[Offset: 0xab8, Size: 0x4]
int ZomborgExtra;//[Offset: 0xabc, Size: 0x4]
<int,int> CollectionItemRewards;//[Offset: 0xac0, Size: 0x50]
int[] StrategyConditionIDs;//[Offset: 0xb10, Size: 0x10]
int SettlementDisplayStrategyID;//[Offset: 0xb20, Size: 0x4]
enum PlayerOutPath;//[Offset: 0xb40, Size: 0x1]
int[] UsedCharacterIDs;//[Offset: 0xb48, Size: 0x10]
bool bPresettling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb74, Size: 0x1]
float HistoryPerformanceFactor;//[Offset: 0xb80, Size: 0x4]
float VehicleProbability;//[Offset: 0xb84, Size: 0x4]
bool bIsTimeoutPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb88, Size: 0x1]
bool bShowBattlePrompt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xb89, Size: 0x1]
ExposeLocationMap ExposeLocationMap;//[Offset: 0xbb0, Size: 0x58]
SolarPlayerState*[] ExposeLocationArray;//[Offset: 0xc08, Size: 0x10]
Vector PlayerLocation;//[Offset: 0xc18, Size: 0xc]
SolarPlayerState* ExposeTo;//[Offset: 0xc28, Size: 0x8]
int SkydivingLeaderPosInTeam;//[Offset: 0xc38, Size: 0x4]
byte SkydivingFollowFormationPos;//[Offset: 0xc3c, Size: 0x1]
enum SkydivingState;//[Offset: 0xc44, Size: 0x1]
SolarAchievementComponent* AchievementComponent;//[Offset: 0xc48, Size: 0x8]
int[] PreCompletedAchievementIDs;//[Offset: 0xc58, Size: 0x10]
int PlayerLevel;//[Offset: 0xc80, Size: 0x4]
int PlayerExperience;//[Offset: 0xc84, Size: 0x4]
int AbilityUpgradePoint;//[Offset: 0xc88, Size: 0x4]
int HistoryShieldUpgradeItemNum;//[Offset: 0xc8c, Size: 0x4]
SpatializeInfoTrack* TrackInfo;//[Offset: 0xcb0, Size: 0x8]
float TrackMaxRevealDistance;//[Offset: 0xcb8, Size: 0x4]
enum AppLifetimeState;//[Offset: 0xcbc, Size: 0x1]
int TailFlameId;//[Offset: 0xcc0, Size: 0x4]
SolarTeamInfo* Team;//[Offset: 0xcc8, Size: 0x8]
SolarBattleWeaponData[] BattleWeaponDataArray;//[Offset: 0xcf8, Size: 0x10]
SolarPlayerData SolarPlayerData;//[Offset: 0xd08, Size: 0x68]
<FName,FString> TlogPropertyMap;//[Offset: 0xd70, Size: 0x50]
<FName,FString> TlogDataPropertyMap;//[Offset: 0xdc0, Size: 0x50]
HeroPickInfo* HeroPickInfo;//[Offset: 0xe10, Size: 0x8]
bool bMonitorScreenshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe30, Size: 0x1]
bool bMonitorEigenvalue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe31, Size: 0x1]
bool bMonitorReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe32, Size: 0x1]
bool bMonitorClientReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe33, Size: 0x1]
Object*[] PreloadAssetHolder;//[Offset: 0xe88, Size: 0x10]
bool WillFollowMovementOfSkydivingLeader();// 0x67335c0
void UpgradePlayerLevel(int LevelAdded);// 0x6733424
void UpdateCurUseCharacterData(int InCharacterId);// 0x6734ba0
void UpdateCurUseCharacterAndSkinData(int InCharacterId, int InSkinID);//
0x6734ab0
void UpdateAICharacterDataList(out const BattleCharacterData
InCharacterData);// 0x67349cc
bool TryGetVehicleDamageInfo(out int[] OutVehicleDamageInfo);// 0x673134c
bool TryGetSafeAreaInfo(out int[] OutSafeZoneInfo);// 0x6731418
bool TryGetPlayerBackpackItems(out int[] OutWeaponIds);// 0x67314e4
void SyncMarkedWorldData(const WorldMarkData InMarkData);// 0x67340b4
void SynchronizePlayerStateInGame(enum InEPlayerStateInGame, bool
InIfOrNot);// 0x6737ecc
void SynchronizeCharacterStateInGame(enum InECharacterStateInGame, bool
InIfOrNot);// 0x6737fc8
void StatWeaponLevelAndTime();// 0x6734948
void StatWeaponBattleDetailInfo();// 0x6734934
void StatVehicleDriveTypeLuaCall(int DriveType);// 0x6734f64
void StatVehicleDriveType(int DriveType);// 0x6734eb4
void SetRoleUltimateSkillCDState(const int NewState);// 0x6735d04
void SetRoleID(const int InRoleID);// 0x6735e5c
void SetPlayerNetStateInGame(enum InPlayerNetStateInGame);// 0x67373cc
void SetIsTimeoutPlayer(const bool InValue);// 0x673701c
void SetDeserter(bool InIsDeserter);// 0x6734c5c
void SetDeathboxSkinId(out const int[] InOwnedDeathboxSkinIds);// 0x67315b0
void ServerUpdateInputType(enum NowInputType);// 0x6736238
void ServerUnexposeLocationToOtherOnce(SolarPlayerState* OtherPS);//
0x6733ae0
void ServerUnexposeLocationToOther(SolarPlayerState* OtherPS);// 0x6733a38
void ServerSetClientRecording(bool bInIsClientRecording);// 0x6735620
void ServerReportWaitTime();// 0x67360a4
void ServerPlayerSelectSkin(int InCharacterId, int InSkinID);// 0x6731748
void ServerHeroRequest(int InCharacterId);// 0x6731698
void ServerExposeLocationToOther(SolarPlayerState* OtherPS);// 0x6733b88
void ServerChangeRoleID(const int InRoleID);// 0x6735dac
void RequestServerUpdateInputType(enum NowInputType);// 0x6736190
void ReportWaitTime();// 0x67360c0
void RemoveMiniMapMarkedWorldData();// 0x6734248
void RemoveMarkedWorldDataFromLua(out const WorldMarkData InMarkData);//
0x6734174
void RemoveMarkedWorldData(const WorldMarkData InMarkData);// 0x6734264
void ReceiveTeamIdReplicated(bool bRelatedToSelf);// 0x704f228
void ReceiveTalentStateSet(enum InState);// 0x704f228
void ReceiveTalentIDReplication(enum RepType, PlayerState* ClientOwnerPS);//
0x6733cd0
void ReceiveSideReplicatedAfter();// 0x704f228
void ReceivePostInitializeComponents();// 0x704f228
bool ReceiveGold(const int InReceivedGold, const bool NeedSyncToServer, const
bool NeedSyncToDS);// 0x67366a8
void ReceiveClientInitialize(Controller* C);// 0x704f228
void PlayerSelectSkin(int InCharacterId, int InSkinID);// 0x673194c
void PlayerSelectHero(int InCharacterId, int InSkinID, bool bConfirm);//
0x6731a44
bool PlayerIsResurrecting();// 0x704f228
bool PlayerHasLogin();// 0x6737394
bool PlayerCanRebirthByReviveItem(bool bCheckItemNum, bool
bIncludingReviving);// 0x6736ef4
bool PlayerCanRebirthByBuyResurrection();// 0x6736ebc
bool PlayerCanRebirthByAllMeans();// 0x6736e84
bool PlayerCanRebirthBlueprint();// 0x6736520
bool PlayerCanRebirth();// 0x6737128
bool PlayerCanBuyRescue();// 0x67370e8
void OnWatchingFriendCountChanged__DelegateSignature(int count);// 0x704f228
void OnVectorRepDataGet(FString InSolarPlayerId, enum InType, out Vector
InValue);// 0x673500c
void OnUpdatedPlayerStateLoginData();// 0x67374dc
void OnTeammatePlayerStateRepDelegate__DelegateSignature();// 0x704f228
void OnTeamInfoChanged__DelegateSignature(SolarTeamInfo* PreviousTeam,
SolarTeamInfo* NowTeam);// 0x704f228
void OnStopReceiveExposedLocation(SolarPlayerState* OtherPS);// 0x704f228
void OnStartResurrectProgress(const int InTextId, const float InDuration,
const float InRemaining, const bool bShowCancel);// 0x6732b90
void OnSpectateTargetChanged(SolarPlayerState* InOldTarget,
SolarSpectateInfo* InSpectateInfo);// 0x6735804
void OnSpectateInfoRep__DelegateSignature(SolarSpectateInfo* SpectateInfo);//
0x704f228
void OnRequestStartResurrect(DeathTreasureBox* InDeatbox);// 0x704f228
void OnRequestCancelResurrect(DeathTreasureBox* InDeatbox);// 0x704f228
void OnReplayRecordingStopped();// 0x67356ec
void OnReplayRecordingStarted();// 0x6735700
void OnRep_WatchingFriendCount();// 0x67356d8
void OnRep_UserId();// 0x704f228
void OnRep_TotalReceivedDamage();// 0x6734d40
void OnRep_TeammatesState();// 0x704f228
void OnRep_TeamLastVehicleLocation();// 0x673449c
void OnRep_TeamChanged(SolarTeamInfo* PreviousTeam);// 0x673238c
void OnRep_TalentID();// 0x6734518
void OnRep_TailFlameId();// 0x6732ad4
void OnRep_SpectateInfo();// 0x6735ad4
void OnRep_SkydivingState();// 0x6733574
void OnRep_SkydivingLeaderPosInTeam(int OldValue);// 0x67334cc
void OnRep_SkinId();// 0x673481c
void OnRep_Side(FString OldSide);// 0x6733ef0
void OnRep_SelfLastVehicleLocation();// 0x67344b8
void OnRep_SaveCount();// 0x6735558
void OnRep_RTCType();// 0x704f228
void OnRep_RoleID();// 0x704f228
void OnRep_ReviveItemNum();// 0x6734618
void OnRep_ReviveCountByItem();// 0x67345fc
void OnRep_RepliableMsg();// 0x6734504
void OnRep_ReceivedHeal();// 0x6735544
void OnRep_PosInTeam(out const byte InLastPosInTeam);// 0x673452c
void OnRep_PlayerLocation();// 0x6733a00
void OnRep_PlayerLevel();// 0x6733080
void OnRep_PlayerExp();// 0x6733064
void OnRep_P_BattleResult();// 0x673551c
void OnRep_NickName(FString OldNickName);// 0x673473c
void OnRep_NetStateInGame();// 0x6733fac
void OnRep_MaxHealth();// 0x67346f0
void OnRep_MarkedPointInNavMap();// 0x67344d4
void OnRep_LifeTime();// 0x6735594
void OnRep_KillStreak();// 0x67355f8
void OnRep_KillPlayer();// 0x67355bc
void OnRep_KillNum();// 0x673560c
void OnRep_KillDownNum();// 0x67355e4
void OnRep_Job();// 0x6733edc
void OnRep_IsOBPlayer();// 0x67344f0
void OnRep_InputType();// 0x67362e8
void OnRep_HeroPickInfo();// 0x6731684
void OnRep_HealSelf();// 0x6735580
void OnRep_Gold();// 0x67348e8
void OnRep_ExposeLocationArray();// 0x6733a1c
void OnRep_EquippedEmotes();// 0x6733fc8
void OnRep_DeathPos();// 0x673556c
void OnRep_DeathNum();// 0x67355a8
void OnRep_CurUseVoiceData();// 0x6734728
void OnRep_CurShieldInfo(out const ShieldInfo InLastShieldInfo);// 0x6734634
void OnRep_CurrentPlayerStateInGame(out const byte
InLastPlayerStateInGame);// 0x67343e0
void OnRep_CurrentHealth();// 0x673470c
void OnRep_CurrentCharacterStateInGame(out const byte
InLastCharacterStateInGame);// 0x6734324
void OnRep_ClanId();// 0x6734800
void OnRep_ClanFlag();// 0x6733fdc
void OnRep_CharacterId(int OldCharacterId);// 0x6734838
void OnRep_CarSkillCount();// 0x6735530
void OnRep_BattleVoiceId();// 0x704f228
void OnRep_BagId();// 0x6732a18
void OnRep_AssistNum();// 0x67355d0
void OnRep_AllSkins();// 0x67364f8
void OnRep_AllCharacterData();// 0x673650c
void OnRep_AccountFlag();// 0x6733ff0
void OnRep_AbilityUpgrade();// 0x6733048
void OnRefreshReviveInfo();// 0x67345e8
void OnReceiveExposedLocation(SolarPlayerState* OtherPS, out const Vector
Location);// 0x704f228
FString OnPlayerUpgrade(int NewLevel, bool bFromServer);// 0x704f228
void OnPlayerUpdateStatData(enum InType);// 0x673540c
void OnPlayerGainExperience(int GainedExp, int CurrentExp, int TotalExp, enum
BehaviorType);// 0x6732ec0
void OnPlayerChangedGolds(enum ChangedGoldType, int CostGoldNum, enum
CostResult);// 0x6736560
void OnOtherPlayerStopSpectateMyTeam(SolarSpectateInfo* InSpectateInfo);//
0x704f228
void OnOtherPlayerStopSpectateMe(SolarPlayerState* InSpectatorPlayerState,
SolarSpectateInfo* InSpectateInfo);// 0x67358f4
void OnOtherPlayerBeginSpectateMe(SolarPlayerState* InSpectatorPlayerState,
SolarSpectateInfo* InSpectateInfo);// 0x67359e4
void OnOBPlayerRepDelegate__DelegateSignature(bool bIsOBPlayer);// 0x704f228
void OnLiveWatchPlayerCountChanged(int count);// 0x6735ae8
void OnLiveWatchOnlyMsgReceived(FString Content);// 0x6735b90
void OnLeaveLocalPlayerTeam(SolarTeamInfo* TeamInfo, SolarPlayerState*
PlayerState);// 0x6731b90
void OnJoinLocalPlayerTeam(SolarTeamInfo* TeamInfo, SolarPlayerState*
PlayerState);// 0x6731c80
void OnIntRepDataGet(FString InSolarPlayerId, enum InType, out int
InValue);// 0x67352b4
void OnInputTypeChanged(enum NowInputType);// 0x67360d4
void OnFloatRepDataGet(FString InSolarPlayerId, enum InType, out float
InValue);// 0x673515c
void OnEnterHeroPick();// 0x6731670
void OnDamageChanged__DelegateSignature(float Damage);// 0x704f228
void OnClientSpectateTargetChanged(SolarPlayerState* InOldTarget,
SolarSpectateInfo* InSpectateInfo);// 0x6735714
void OnCharacterRepPlayerState(SolarPlayerState* InPS);// 0x67311f4
void OnCancelResurrectProgress(const int InTextId);// 0x6732ae8
void NotifyUpdateTeamMateLevelUI();// 0x704f228
void NotifyAddExperience(int ExpAdded, enum ExpBehaviorType);// 0x6733234
bool NeedPerformSpectateInfoOnSimulate();// 0x673606c
int LuaGetExpFromWeaponImplementation(enum InBehaviorType, int InParamOne,
int InParamTwo, float InDamage);// 0x704f228
void LeaveTeam();// 0x6731e30
void JoinTeamByPolicy(enum TeamType, bool AutoBalance);// 0x6732048
void JoinTeamByPolicies(enum[] JoinPolicies, bool AutoBalance);// 0x6732144
void JoinTeamByName(FString InTeamName);// 0x6731eec
void JoinTeamByID(const byte InTeamID);// 0x6731e44
void JoinTeam(SolarTeamInfo* InTeam);// 0x6731fa0
bool IsWaitingLogin();// 0x673731c
bool IsUsingClanForFlag();// 0x67363a8
bool IsUnfollowShortcutEnabled();// 0x6733588
bool IsTimeOutPlayer();// 0x67370cc
bool IsTeammateWithLocalOrSpecTargetPlayer();// 0x6737a74
bool IsTeammateWith(const SolarPlayerState* Other);// 0x6737be0
bool IsSwitchPlayer();// 0x6736b48
bool IsSpectatingOtherPlayer();// 0x673601c
bool IsSkydivingLeader();// 0x6733774
bool IsSkydivingCompleted();// 0x67335f8
bool IsSkydiving();// 0x673361c
bool IsSameTeamWithLocalPlayer();// 0x6737aec
bool IsReconnecting();// 0x673735c
bool IsPreStartSkydiving();// 0x6733640
bool IsPlayerWaitingForTeammatesHelp();// 0x704f228
bool IsPlayerTeam();// 0x67377d4
bool IsPlayerSameTeam(FString TargetPlayerID);// 0x6731d70
bool IsPlayerOnline();// 0x673723c
bool IsPlayerOffline();// 0x6737274
bool IsPlayerLeaveBattle();// 0x6736a70
bool IsPlayerBattleEnd();// 0x6736ab0
bool IsPlayer();// 0x6737184
bool IsOutBySelf();// 0x67372e4
bool IsOfflinePlayer();// 0x67371c4
bool IsOBPlayer();// 0x6737168
bool IsNotStartSkydiving();// 0x6733664
bool IsMySkydivingLeader(int LeaderPosInTeam);// 0x6733688
bool IsMVP();// 0x67348fc
bool IsMaxLevelInGame();// 0x6732e88
bool IsLocalPlayerCameraFocusingMe();// 0x6735fac
bool IsKickOutByServer();// 0x67372ac
bool IsInStronghold();// 0x6736b24
bool IsDeserter();// 0x6734d08
bool IsBuyingResurrection();// 0x704f228
bool IsBeingSpectated();// 0x6735fe4
bool IsAllyWithLocalPlayer();// 0x6737aac
bool IsAllyWithLocalOrSpecTargetPlayer();// 0x6737a34
bool IsAllyWith(const SolarPlayerState* Other);// 0x6737b24
bool IsAIPlayer();// 0x67371fc
bool IsACheater();// 0x6734994
void InitInputType();// 0x673617c
void IncreaseReviveCount();// 0x6737000
bool HasSkydivingLeader();// 0x673373c
bool HasCheatSelf();// 0x673495c
int GetVehicleSkinID(int VehicleID);// 0x6736d9c
FString GetUserID();// 0x6735c4c
int[] GetUsableTailFlameIds();// 0x6732818
void GetUsableSkinsForCharacter(const int InCharacterId, out int[] Result,
out bool bCharacterUsable);// 0x67326bc
int[] GetUsableJetpackIds();// 0x67328c4
float GetTotalReceivedDamage();// 0x6734d84
float GetTotalCausedDamage();// 0x6734d54
byte GetTeamRank();// 0x6732278
FString GetTeamName();// 0x67322ac
void GetTeammatePlayers(bool bIncludingSelf, out SolarPlayerState*[]
OutTeammates);// 0x673791c
SolarPlayerState* GetTeammatePlayerByPosInTeam(int InPosInTeam);// 0x6737724
int GetTeammateNum(bool bIncludeSelf);// 0x67369b8
byte GetTeamID();// 0x6732358
SolarGameModeStatisticsComponent* GetStatComponent();// 0x6737474
SolarSpectateInfo* GetSpectateTargetSpectateInfo();// 0x6735f20
SolarPlayerState* GetSpectateTargetPlayerState();// 0x6735f4c
SolarCharacter* GetSpectateTargetCharacter();// 0x6735f70
SolarSpectateInfo* GetSpectateInfo();// 0x6735f04
SolarReplayPlayerController* GetSolarReplayPlayerController();// 0x67374f0
SolarPlayerController* GetSolarPlayerController();// 0x6737558
SolarCharacter* GetSolarCharacter();// 0x673758c
SolarBotAIController* GetSolarBotAIController();// 0x6737524
void GetSkinInfo(int InSkinID, out CharacterSkin ResultInfo);// 0x6736ba4
int GetRankScore();// 0x6736cb8
void GetRankMedalData(int InCharacterId, out ExpRankMedalData Result);//
0x67363e0
int GetRankLevelID();// 0x6736cd4
SolarCharacter* GetPossessedCharacter();// 0x6733c64
PlayerStatisticsData* GetPlayerStatData();// 0x67374a8
enum GetPlayerNetState();// 0x67373b0
FString GetPlayerNameWithoutUID();// 0x673766c
FString GetPlayerNameOrBroadcastHeroName();// 0x67375c0
MedalInfo[] GetMedalInfo();// 0x6736cf0
int GetMaxShieldMatCountToDeathbox();// 0x6732d20
int GetMatchRuleId();// 0x6736af0
SolarPlayerState* GetLocalPlayerState();// 0x6737cc8
SolarPlayerState* GetLocalOrSpecTargetPlayerState();// 0x6737c94
SolarCharacter* GetLocalOrSpecTargetCharacter();// 0x6737cfc
SolarCharacter* GetLocalCharacter();// 0x6737d30
int GetLegendRank();// 0x6736c9c
int GetKillTeammate();// 0x67354e8
SolarPlayerState* GetKillerPlayerState();// 0x6736050
int GetKillDownTeammate();// 0x67354b4
int GetExpByBehavior(enum InBehaviorType, int InParamOne, int InParamTwo,
float InDamage);// 0x673309c
int GetExpAddValueFromItem(int ItemID);// 0x704f228
bool GetDropExpItems(const int InLevelGap, out <int,int> OutExpItemMap);//
0x6732d54
int GetDriveVehicleID();// 0x6733c30
Vector GetDeathBoxLocation();// 0x704f228
float GetCurrentTalentCDDuration();// 0x6733dc4
float GetCurrentTalentActiveDuration();// 0x6733df8
void GetCurrentSkinForCharacter(const int InCharacterId, out bool
bCharacterUsable, out int OutSkinId);// 0x673256c
FString GetClanShortName();// 0x67362fc
int GetCharacterRandomEquippedVoiceByType(enum VoiceType);// 0x673129c
Vector GetCharacterLocation();// 0x6733c98
FString[] GetBuyResurrectionSavedTeammateIDArr();// 0x704f228
int[] GetBuyResurrectionSavedTeammateBonusArr();// 0x704f228
bool GetBattleCharacterData(const int InCharacterId, out BattleCharacterData
OutBattleCharacterData);// 0x6732434
void GetAlliesPlayers(bool bIncludingSelf, out SolarPlayerState*[]
OutAllies);// 0x673780c
void ForceRemoveMarkByPickupItem(const int64 ItemInstanceId);// 0x6734004
bool CostGold(const int InCostedGold, const bool NeedSyncToServer);//
0x6736800
void ClientPlayShieldHitEffect(SolarCharacter* InHitCharacter);// 0x6733e2c
void ClientNotifyKillNumChanged(const int KillNumber, const int SpreesNum);//
0x6734dbc
void ClientImmediatelyTeammatesSkinID(const SolarPlayerState*[] InTeammates,
const int[] InSkinID);// 0x6731838
void ClearTeammatesMark();// 0x6734da0
bool CheckIfTeamLastVehicleLocationValid();// 0x6738134
bool CheckIfTeamIdValid();// 0x6738214
bool CheckIfSelfLastVehicleLocationValid();// 0x673816c
bool CheckIfPosInTeamValid();// 0x67381dc
bool CheckIfMarkedPointInNavMapValid();// 0x67381a4
bool CheckIfInactive();// 0x67380fc
bool CheckIfDataValid();// 0x67380c4
bool CheckIfBeInSpecifiedPlayerState(enum InEPlayerStateInGame);// 0x6737d64
bool CheckIfBeInSpecifiedCharacterState(enum InECharacterStateInGame);//
0x6737e18
bool CheckIfBattleVoiceIdValid();// 0x673824c
bool CheckGoldIsEnough(const int InCostedGold);// 0x6736904
void ChangeTailFlameId(int InTailFlameId);// 0x6732a2c
void ChangeBagById(int InBagId);// 0x6732970
bool CanReviveItemPutInDeathBox();// 0x6736e4c
bool CanBeSkydivingLeader();// 0x67339c8
bool CanAcceptSkydivingLeaderTransferRequest(const SolarPlayerState*
RequesterPlayerState);// 0x67337ac
bool CanAcceptSkydivingFollowRequest(const SolarPlayerState*
RequesterPlayerState);// 0x6733914
bool CanAcceptSkydivingFollowInvitation(const SolarPlayerState*
InviterPlayerState);// 0x6733860
void BroadcastPlayerPreSettle();// 0x6734c48
void AddExperience(int InExp, enum InType);// 0x6733330

--------------------------------
Class: BattleCharacterData
int CharacterId;//[Offset: 0x0, Size: 0x4]
int SkinId;//[Offset: 0x4, Size: 0x4]
int CharacterLevel;//[Offset: 0x8, Size: 0x4]
int TalentID;//[Offset: 0xc, Size: 0x4]
int UseTimes;//[Offset: 0x10, Size: 0x4]
int CardPose;//[Offset: 0x14, Size: 0x4]
int Cardbackground;//[Offset: 0x18, Size: 0x4]
int CharacterExp;//[Offset: 0x1c, Size: 0x4]
int Title;//[Offset: 0x20, Size: 0x4]
int64 Expired;//[Offset: 0x28, Size: 0x8]
int CombatScore;//[Offset: 0x30, Size: 0x4]
int BagId;//[Offset: 0x34, Size: 0x4]
int TailFlameId;//[Offset: 0x38, Size: 0x4]
int CapsuleActorId;//[Offset: 0x3c, Size: 0x4]
int DeathBoxId;//[Offset: 0x40, Size: 0x4]
int CharacterOwnerType;//[Offset: 0x44, Size: 0x4]
EquipVoiceData[] Voice;//[Offset: 0x48, Size: 0x10]
int KillReport;//[Offset: 0x58, Size: 0x4]

--------------------------------
Class: EquipVoiceData
int Type;//[Offset: 0x0, Size: 0x4]
int[] Ids;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: MedalInfo
int MedalID;//[Offset: 0x0, Size: 0x4]
int MedalType;//[Offset: 0x4, Size: 0x4]
int MedalPos;//[Offset: 0x8, Size: 0x4]
int MedalLv;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: CharacterSkin
int SkinId;//[Offset: 0x0, Size: 0x4]
int SkinOwnerType;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: ExpRankMedalData
FString Area;//[Offset: 0x0, Size: 0x10]
FString Country;//[Offset: 0x10, Size: 0x10]
int Rank;//[Offset: 0x20, Size: 0x4]
int CharacterId;//[Offset: 0x24, Size: 0x4]
int CharacterType;//[Offset: 0x28, Size: 0x4]
int RankScore;//[Offset: 0x2c, Size: 0x4]
int RankType;//[Offset: 0x30, Size: 0x4]
int AutoID;//[Offset: 0x34, Size: 0x4]

--------------------------------
Class: LastBattleInfo
float MvpScore;//[Offset: 0x0, Size: 0x4]
int KillNum;//[Offset: 0x4, Size: 0x4]
int HitDown;//[Offset: 0x8, Size: 0x4]
int AssistNum;//[Offset: 0xc, Size: 0x4]
int RescueNum;//[Offset: 0x10, Size: 0x4]
int AliveTime;//[Offset: 0x14, Size: 0x4]
int CauseDamage;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: SettlementParam_ExtraRewardInfo
int TextID;//[Offset: 0x0, Size: 0x4]
FString LocVariable;//[Offset: 0x8, Size: 0x10]
FString Content;//[Offset: 0x18, Size: 0x10]
FString ItemList;//[Offset: 0x28, Size: 0x10]
int Order;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: SettlementReward
int ItemID;//[Offset: 0x0, Size: 0x4]
int Amount;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SettlementCrateReward
int64 crateID;//[Offset: 0x0, Size: 0x8]
SettlementReward[] Items;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: ShieldInfo
int ShieldID;//[Offset: 0x0, Size: 0x4]
float CurValue;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: EquippedEmotesData
int[] EmoteData;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: SolarSpectateInfo.Actor.Object
delegate OnBeginUpdateSpectateInfo;//[Offset: 0x238, Size: 0x10]
delegate OnStopUpdateSpectateInfo;//[Offset: 0x248, Size: 0x10]
delegate OnOtherPlayerBeginSpectateMe;//[Offset: 0x258, Size: 0x10]
delegate OnOtherPlayerStopSpectateMe;//[Offset: 0x268, Size: 0x10]
delegate OnBeforeSpectateTargetChange;//[Offset: 0x278, Size: 0x10]
delegate OnSpectateTargetChanged;//[Offset: 0x288, Size: 0x10]
delegate OnSpectatePhaseChanged;//[Offset: 0x298, Size: 0x10]
delegate OnSwitchSpectateTargetFailed;//[Offset: 0x2a8, Size: 0x10]
delegate OnSpectatorOfMyTargetChanged;//[Offset: 0x2b8, Size: 0x10]
SolarPlayerState* PendingSpectateTargetOnServer;//[Offset: 0x2c8, Size: 0x8]
enum SpectatePhase;//[Offset: 0x2d0, Size: 0x1]
SolarPlayerState* SpectateTargetPlayerState;//[Offset: 0x2d8, Size: 0x8]
SolarPlayerState*[] PlayersSpectatingMe;//[Offset: 0x2e8, Size: 0x10]
bool bIsServerRecording;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x308, Size: 0x1]
SolarReplaySubsystem* ReplaySubsystem;//[Offset: 0x310, Size: 0x8]
SpectateConditions SpectateConditions;//[Offset: 0x318, Size: 0x28]
SolarPlayerState* LatestAttacker;//[Offset: 0x360, Size: 0x8]
SolarPlayerState* LatestVictim;//[Offset: 0x368, Size: 0x8]
float TotalCausedDamage;//[Offset: 0x380, Size: 0x4]
ReplicateItemData[] CharacterBackpackItems;//[Offset: 0x388, Size: 0x10]
ReplicateMaxPileData[] CharacterBackpackItemMaxPiles;//[Offset: 0x398, Size:
0x10]
CharacterRoleAbilityInfo[] CharacterRoleAbilitiesInfo;//[Offset: 0x3a8, Size:
0x10]
float MassInvisibilityEffectRemainingTime;//[Offset: 0x3b8, Size: 0x4]
RepCountdownData SpectateCountdownData;//[Offset: 0x3bc, Size: 0x34]
bool bInOutboundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3f0, Size: 0x1]
int OutBoundWarningTime;//[Offset: 0x3f4, Size: 0x4]
BattleUpgradeEffectParamData[] BattleUpgradeEffectData;//[Offset: 0x3f8,
Size: 0x10]
int ExtraARMag;//[Offset: 0x408, Size: 0x4]
int ExtraSGMag;//[Offset: 0x40c, Size: 0x4]
bool bExposedByRadar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x410, Size: 0x1]
Vector_NetQuantize[] PreparedBombingAreaLocations;//[Offset: 0x418, Size:
0x10]
VehicleSpectateInfo VehicleSpectateInfo;//[Offset: 0x428, Size: 0x14]
bool bShowBattlePrompt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x43c, Size: 0x1]
FName[] ScreenEffects;//[Offset: 0x440, Size: 0x10]
PostProcessEffectInfo[] PostProcessEffectInfos;//[Offset: 0x450, Size: 0x10]
void StopSpectateOtherPlayer();// 0x679e7cc
void SetSpectateTargetForPlayingReplay(SolarPlayerState*
TargetPlayerState);// 0x679dc68
void SetSpectateConditions(out const SpectateConditions
InSpectateConditions);// 0x679e7f4
void ServerSpectatePreviousPlayer();// 0x679e794
void ServerSpectateNextPlayer();// 0x679e7b0
void ServerSkipBlockWhenAced_Internal();// 0x679e674
void ServerSkipBlockWhenAced();// 0x679e780
void ServerChangeLikeValue(const int Value, const int AddInteractValue, enum
ActionType);// 0x679e204
void PreLoadStreamingLevelsAroundTarget(const Vector Location);// 0x679e6ac
void OnSwitchSpectateTargetFailed__DelegateSignature(SolarSpectateInfo*
SpectateInfo);// 0x704f228
void OnStreamingLevelsAroundTargetLoaded();// 0x679e690
void OnStopUpdateSpectateInfo__DelegateSignature(SolarSpectateInfo*
SpectateInfo);// 0x704f228
void OnStopRecordingReplay();// 0x679e758
void OnStartRecordingReplay();// 0x679e76c
void OnSpectatorOfMyTargetChanged__DelegateSignature(SolarSpectateInfo*
SpectateInfo);// 0x704f228
void OnSpectateTargetChanged__DelegateSignature(SolarPlayerState* OldTarget,
SolarSpectateInfo* SpectateInfo);// 0x704f228
void OnSpectatePhaseChanged__DelegateSignature(enum CurrentPhase);//
0x704f228
void OnRep_VehicleSpectateInfo(out const VehicleSpectateInfo
PreviousVehicleSpectateInfo);// 0x679d9f8
void OnRep_TotalCausedDamage();// 0x679dc54
void OnRep_SpectateTargetPlayerState(SolarPlayerState* LastTarget);//
0x679e5b8
void OnRep_SpectatePhase();// 0x679e660
void OnRep_SpectateCountdownData();// 0x679dc18
void OnRep_ScreenEffectTags();// 0x679d904
void OnRep_PreparedBombingAreaChanged();// 0x679d9e4
void OnRep_PostProcessEffectInfos();// 0x679d8f0
void OnRep_PlayersSpectatingMe();// 0x679e5a4
void OnRep_OutBoundWarningTime();// 0x679dbf0
void OnRep_InOutboundArea();// 0x679dc04
void OnRep_ExposedByRadar();// 0x679dac8
void OnRep_CharacterRoleAbilitiesInfo();// 0x679dc2c
void OnRep_CharacterBackpackItems();// 0x679dc40
void OnRep_bIsServerRecording();// 0x679e590
void OnRep_BattleUpgradeEffectData();// 0x679dbdc
void OnRemoveGameplayEffectCallback(out const ActiveGameplayEffect
EffectRemoved);// 0x679d45c
void OnOtherPlayerStopSpectateMe__DelegateSignature(SolarPlayerState*
SpectatorPlayerState, SolarSpectateInfo* SpectateInfo);// 0x704f228
void OnOtherPlayerBeginSpectateMe__DelegateSignature(SolarPlayerState*
SpectatorPlayerState, SolarSpectateInfo* SpectateInfo);// 0x704f228
void OnLikeActionCalled(const int Value, const int AddInteractValue, enum
ActionType);// 0x679e348
void OnDamageChanged__DelegateSignature(float Damage);// 0x704f228
void OnBeginUpdateSpectateInfo__DelegateSignature(SolarSpectateInfo*
SpectateInfo);// 0x704f228
void OnBeforeSpectateTargetChange__DelegateSignature(SolarPlayerState*
NewTarget, SolarSpectateInfo* SpectateInfo);// 0x704f228
void OnApplyGameplayEffectCallback(AbilitySystemComponent* Target, out const
GameplayEffectSpec SpecApplied, ActiveGameplayEffectHandle ActiveHandle);//
0x679d7a0
bool NeedUpdateSpectateInfo();// 0x679ec88
bool IsSpectatingOtherPlayer();// 0x679ecdc
bool IsRecordingReplay();// 0x679ecc0
bool IsClientRecording();// 0x679ec50
SolarPlayerState*[] GetSpectatorsOfMyTarget();// 0x679eac4
SolarPlayerState*[] GetSpectatingMePlayerStates();// 0x679ebf8
SolarPlayerState* GetSpectateTargetPlayerState();// 0x679ebdc
SolarCharacter* GetSpectateTargetCharacter();// 0x679ea90
void GetSpectateReportInfo(out SpectateReportInfo SpectateReportInfo, bool
HasNextTarget);// 0x679e484
SolarSpectateInfo* GetSpectateInfoOfMyTarget();// 0x679eb70
SpectateConditions GetSpectateConditions();// 0x679e964
SolarPlayerState* GetSolarPlayerState();// 0x679e930
SolarCharacter* GetSolarCharacter();// 0x679e8fc
SolarPlayerState* GetLastSpectateTargetPlayerState();// 0x679eba4
SolarCharacter* GetLastSpectateTargetCharacter();// 0x679ea5c
SolarPlayerState*[] GetAllAlivePlayers();// 0x679dd10
void ClientSetVehicleSpectateInfo(const VehicleSpectateInfo
InSpectateInfo);// 0x679d918
void ClientRadarOnceScanned(int ScannedNum, bool bSuperRadar);// 0x679dadc
void ClientNotifySelfLikeValueChanged(enum ActionType, const int DeltaValue,
const int NowValue, SolarPlayerState* SendPlayer, SolarPlayerState* ReceivePlayer,
const int GiftID);// 0x679ddbc
void ClientNotifyLikeValueChanged(enum ActionType, const int DeltaValue,
const int NowValue, SolarPlayerState* SendPlayer, SolarPlayerState* ReceivePlayer,
const int GiftID);// 0x679dfe0
bool CanISpectate(const SolarPlayerState* Target);// 0x679ed00
void BeginSpectateOtherPlayer();// 0x679e7e0

--------------------------------
Class: SolarReplaySubsystem.ReplaySubsystem.GameInstanceSubsystem.Subsystem.Object
delegate OnPlayingStartedDelegate;//[Offset: 0x50, Size: 0x10]
delegate OnPlayingLoadLevelsStartedDelegate;//[Offset: 0x60, Size: 0x10]
delegate OnPlayingLevelLoadedDelegate;//[Offset: 0x70, Size: 0x10]
delegate OnPlayingStreamReadiedDelegate;//[Offset: 0x80, Size: 0x10]
delegate OnPlayingAtEndDelegate;//[Offset: 0x90, Size: 0x10]
delegate OnPlayingFinishedDelegate;//[Offset: 0xa0, Size: 0x10]
delegate OnRecordingStartedDelegate;//[Offset: 0xb0, Size: 0x10]
delegate OnRecordingStartFailedDelegate;//[Offset: 0xc0, Size: 0x10]
delegate OnRecordingFinishedDelegate;//[Offset: 0xd0, Size: 0x10]
delegate OnPlayingScrubStartDelegate;//[Offset: 0xe0, Size: 0x10]
delegate OnPlayingPreScrubDelegate;//[Offset: 0xf0, Size: 0x10]
delegate OnPlayingFirstScrubFinishedDelegate;//[Offset: 0x100, Size: 0x10]
delegate OnPlayingScrubFailedDelegate;//[Offset: 0x110, Size: 0x10]
delegate OnPlayingScrubCharactersCreatedDelegate;//[Offset: 0x120, Size:
0x10]
delegate OnPlayingPauseDelegate;//[Offset: 0x130, Size: 0x10]
delegate OnPlayingContinueDelegate;//[Offset: 0x140, Size: 0x10]
delegate OnPlaybackSpeedChangedDelegate;//[Offset: 0x150, Size: 0x10]
delegate OnCheatersPlayerIDChanged;//[Offset: 0x160, Size: 0x10]
delegate OnAutoPlaybackSpeedUpStart;//[Offset: 0x170, Size: 0x10]
delegate OnAutoPlaybackSpeedUpStop;//[Offset: 0x180, Size: 0x10]
delegate OnHighlightListChanged;//[Offset: 0x1d0, Size: 0x10]
SolarReplaySubsystemSettings* ReplaySettings;//[Offset: 0x210, Size: 0x8]
SolarGameInstanceBase* SolarGameInstance;//[Offset: 0x218, Size: 0x8]
SolarRecordReplayInfoBase* RecordReplayInfo;//[Offset: 0x228, Size: 0x8]
SolarTryToPlayReplay* TryToPlayReplay;//[Offset: 0x230, Size: 0x8]
SolarPlayReplayInfoBase* PlayReplayInfo;//[Offset: 0x238, Size: 0x8]
SolarRequestReplayDownloadUrl* RequestReplayDownloadUrl;//[Offset: 0x240,
Size: 0x8]
SolarReplaySubsystemLuaImpl* LuaImpl;//[Offset: 0x248, Size: 0x8]
UserWidget* WaitingReplayStartUI;//[Offset: 0x2a8, Size: 0x8]
void UpdateHighlightInfos();// 0x6768058
void StopRecord();// 0x6768cf0
void StopPlay();// 0x67688dc
void StartRecord(FString SessionName, FString UploadURL, enum
ForceReplayType);// 0x6768d04
void StartPlayLiveWatchOnly(FString InPlayerID);// 0x6768a48
void StartPlayHighlight(FString InBattleID, FString InPlayerID, enum
EntryType);// 0x67688f0
void StartPlay(FString InBattleID, FString URL, enum ReplayType, bool
bIsLocal, bool bIsLive);// 0x6768afc
void SpeedUpTimeDilation();// 0x6767e50
void SlowDownTimeDilation();// 0x6767e3c
bool ShouldShowProgressBar();// 0x6767d84
void SetTimeDilation(float Dilation);// 0x6767e64
void SetRequestTryStrategy(float Interval, int Times);// 0x6768e90
void SetReadyToRecord(bool bIsReady, out const FString[] OBPlayerIDs);//
0x67694b4
void SetAntiCheatMonitorPlayers(out const FString[] PlayerIDs);// 0x6767c74
void ResetTimeDilation();// 0x6767e28
void ReportReplayConversion(const ReplayReportData ReplayReportData);//
0x6769134
void ReportHighlightConversion(const HighlightReportData
HighlightReportData);// 0x67692bc
void ReceiveLiveWatchOnlyMsg(out const LiveWatchOnlyMsg Msg);// 0x676806c
void PausePlayReplay();// 0x6768030
void OnRecordStopped();// 0x67679fc
void OnPostLoadMapWithWorld(World* World);// 0x6767b1c
void OnPlayStopped(bool bRetry, FString GotoMap);// 0x67678b0
void OnPlayerStopWatchingLive(FString StopWatchingPlayerID);// 0x6768218
void OnPlayerStartWatchingLive(FString RequestWatchingPlayerID, FString
BeWatchingPlayerID);// 0x67682cc
void OnLocalStreamerFinishedWriting(FString StreamName, FString
FullReplayFile);// 0x6767a10
bool IsTournament();// 0x6767dbc
bool IsScrubing();// 0x67684b8
bool IsReplayLive();// 0x6768480
bool IsRecordingHighlight();// 0x676855c
bool IsRecording();// 0x6768594
bool IsReadyToRecord();// 0x67695e4
bool IsPlayingHighlight();// 0x6768524
bool IsPlaying();// 0x67685cc
bool IsLocal();// 0x6768410
bool IsLiveWatchOnly();// 0x67683d8
bool IsHighlightVersionOut(FString ChangeList, FString MainBuildVersion);//
0x6768f84
bool IsAutoDirecting();// 0x6768448
void IgnoreTournamentDelayTimeForNextPlay();// 0x6768044
bool HasHighlight(FString InBattleID, FString PlayerId);// 0x6768718
void GotoTimeInSecond(float Second);// 0x6767f0c
float GetTotalSessionTimeInSecond();// 0x6767fe8
float GetTimeDilation();// 0x6767df4
enum GetReplayState();// 0x6768e5c
SolarReplayPlayerController* GetReplayController();// 0x676961c
enum GetHighlightEntryType();// 0x67684f0
int GetHighlightBestMark(FString InBattleID, FString PlayerId);// 0x6768604
float GetCurrentSessionTimeInSecond();// 0x6767fb4
FString GetCurrentSessionName();// 0x6768830
FString GetBeWatchingPlayerID();// 0x6768158
void DestroyWaitingReplayStartUI();// 0x6767d70
void DebugAllPlayerIsBeWatching(bool bAllPlayerIsBeWatching);// 0x6767bc4
void CreateWaitingReplayStartUI();// 0x6767d5c
void ContinuePlayReplay();// 0x676801c

--------------------------------
Class: ReplaySubsystem.GameInstanceSubsystem.Subsystem.Object
bool bLoadDefaultMapOnStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30, Size: 0x1]

--------------------------------
Class: GameInstanceSubsystem.Subsystem.Object

--------------------------------
Class: Subsystem.Object

--------------------------------
Class: ReplayReportData
FString BattleID;//[Offset: 0x60, Size: 0x10]
float ReplayDuration;//[Offset: 0x70, Size: 0x4]
float AutoSpectateDuration;//[Offset: 0x74, Size: 0x4]

--------------------------------
Class: HighlightReportData
int Source;//[Offset: 0x0, Size: 0x4]
FString BattleID;//[Offset: 0x8, Size: 0x10]
FString mapID;//[Offset: 0x18, Size: 0x10]
int MatchRanking;//[Offset: 0x28, Size: 0x4]
int Rank;//[Offset: 0x2c, Size: 0x4]
int KillNum;//[Offset: 0x30, Size: 0x4]
FString HighestRating;//[Offset: 0x38, Size: 0x10]
bool bIsInterrupt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]

--------------------------------
Class: LiveWatchOnlyMsg
FString BattleID;//[Offset: 0x0, Size: 0x10]
FString FromPlayerID;//[Offset: 0x10, Size: 0x10]
FString ToPlayerID;//[Offset: 0x20, Size: 0x10]
FString Content;//[Offset: 0x30, Size: 0x10]
--------------------------------
Class: SolarReplaySubsystemSettings.DeveloperSettings.Object
SoftObjectPath WaitingOBMap;//[Offset: 0x38, Size: 0x18]
SoftClassPath WaitingReplayStartUIClass;//[Offset: 0x50, Size: 0x18]
SoftClassPath OBModeSpectatorPawnClass;//[Offset: 0x68, Size: 0x18]
SoftClassPath OBModeHUDClass;//[Offset: 0x80, Size: 0x18]
SoftClassPath OBHeadInfoWidgetClass;//[Offset: 0x98, Size: 0x18]
GameplayCueTag PerspectiveCueTag;//[Offset: 0xb0, Size: 0x8]
GameplayCueTag PerspectiveInSmokeCueTag;//[Offset: 0xb8, Size: 0x8]
SoftObjectPath PerspectiveMaterial;//[Offset: 0xc0, Size: 0x18]
AddMultiplePassMaterialChangeParams PerspectiveMaterialParams;//[Offset:
0xd8, Size: 0x40]
AddMultiplePassMaterialChangeParams
PerspectiveMaterialParamsInSmoke;//[Offset: 0x118, Size: 0x40]
FName DirectorModeInputModeName;//[Offset: 0x158, Size: 0x8]
SoftClassPath DirectorModeSpectatorPawnClass;//[Offset: 0x160, Size: 0x18]
float UpdateDistanceInterval;//[Offset: 0x178, Size: 0x4]
float OBTeamListNearbyDistance;//[Offset: 0x17c, Size: 0x4]
float OBHeadInfoNearDistance;//[Offset: 0x180, Size: 0x4]
float OBHeadInfoFarDistance;//[Offset: 0x184, Size: 0x4]
float OBDamageTextHideDistance;//[Offset: 0x188, Size: 0x4]
float OBDelayTimeForTournament;//[Offset: 0x18c, Size: 0x4]
float OBLivePreDownloadTime;//[Offset: 0x190, Size: 0x4]
float OBSkipBeginningTime;//[Offset: 0x194, Size: 0x4]
float[] OBPlaybackSpeedList;//[Offset: 0x198, Size: 0x10]
byte OBPlaybackSpeedDefaultIndex;//[Offset: 0x1a8, Size: 0x1]
byte OBLiveDelayChunkCount;//[Offset: 0x1a9, Size: 0x1]
bool bEnableLevelStreamingFixes;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1aa, Size: 0x1]
bool bEnableCheckpoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1ab, Size: 0x1]
int RecordHz;//[Offset: 0x1ac, Size: 0x4]
int CheckpointInterval;//[Offset: 0x1b0, Size: 0x4]
int HttpChunkInterval;//[Offset: 0x1b4, Size: 0x4]
int ReplayCacheFileRetentionTimeInSeconds;//[Offset: 0x1b8, Size: 0x4]
int HighlightFileRetentionTimeInSeconds;//[Offset: 0x1bc, Size: 0x4]
int HighlightFileMaxCount;//[Offset: 0x1c0, Size: 0x4]
int HighlightMinimalDiskSpaceInMB;//[Offset: 0x1c4, Size: 0x4]
int[] EnableHighlightModeGroups;//[Offset: 0x1c8, Size: 0x10]
int CheckpointIntervalForLiveWatchOnly;//[Offset: 0x1d8, Size: 0x4]
float ChunkIntervalForLiveWatchOnly;//[Offset: 0x1dc, Size: 0x4]
bool bEnableLevelStreamingFixesForLiveWatchOnly;//(ByteOffset: 0, ByteMask:
1, FieldMask: 255)[Offset: 0x1e0, Size: 0x1]

--------------------------------
Class: DeveloperSettings.Object

--------------------------------
Class: GameplayCueTag
GameplayTag GameplayCueTag;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: AddMultiplePassMaterialChangeParams
GameplayTag PriorityTag;//[Offset: 0x0, Size: 0x8]
enum ResolveStrategy;//[Offset: 0x8, Size: 0x1]
enum CompatibilityMode;//[Offset: 0x9, Size: 0x1]
GameplayTagContainer SpecifiedPriorityTags;//[Offset: 0x10, Size: 0x20]
bool bNeedMultiplePass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x30, Size: 0x1]
bool bForceFrontFaceCull;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x30, Size: 0x1]
bool bIgnoreTranslucentSection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x30, Size: 0x1]
bool bIgnoreMaskedSection;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x30, Size: 0x1]
bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 16,
FieldMask: 16)[Offset: 0x30, Size: 0x1]
bool bUseAsOccluder;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x30, Size: 0x1]
bool bIgnoreOcclusionCull;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x30, Size: 0x1]
bool bRenderMainPassStencil;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x30, Size: 0x1]
bool bSetTranslucencySortPriorityOnly;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x31, Size: 0x1]
bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x31, Size: 0x1]
int MainPassDepthStencilValue;//[Offset: 0x34, Size: 0x4]
int TranslucencySortPriority;//[Offset: 0x38, Size: 0x4]
int CustomDepthStencilValue;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: SolarGameInstanceBase.SolarArchitecture.GameInstance.Object
SoftObjectPath LoginMap;//[Offset: 0x350, Size: 0x18]
SoftObjectPath LobbyMap;//[Offset: 0x368, Size: 0x18]
SoftObjectPath EntryMap;//[Offset: 0x380, Size: 0x18]
SoftObjectPath GameMap;//[Offset: 0x398, Size: 0x18]
SoftObjectPath SettlementMap;//[Offset: 0x3b0, Size: 0x18]
SoftObjectPath ConfigServerMap;//[Offset: 0x3c8, Size: 0x18]
FString ConfigBattleAddr;//[Offset: 0x3e0, Size: 0x10]
int ConfigBattlePort;//[Offset: 0x3f0, Size: 0x4]
FString ConfigBackendAddr;//[Offset: 0x3f8, Size: 0x10]
int ConfigBackendPort;//[Offset: 0x408, Size: 0x4]
int BuildNumber;//[Offset: 0x40c, Size: 0x4]
class SolarSaveGame* SaveGameClass;//[Offset: 0x410, Size: 0x28]
SoftClassPath DefaultOperationLayout;//[Offset: 0x438, Size: 0x18]
SoftClassPath DefaultLockSettings;//[Offset: 0x450, Size: 0x18]
SoftClassPath DefaultGameModeLockSettings;//[Offset: 0x468, Size: 0x18]
bool bNeedRebootButNot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x480, Size: 0x1]
int LastChoosedVoiceLangID;//[Offset: 0x484, Size: 0x4]
FString CachedNetworkErrorString;//[Offset: 0x488, Size: 0x10]
SolarOperationUIElement* CachedDefaultOperationLayout;//[Offset: 0x498, Size:
0x8]
bool bBaseManagersInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a0, Size: 0x1]
bool bGameManagersInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a1, Size: 0x1]
bool bLuaManagersInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4a2, Size: 0x1]
delegate OnBaseManagersInit;//[Offset: 0x4a8, Size: 0x10]
delegate OnGameManagersInit;//[Offset: 0x4b8, Size: 0x10]
delegate OnLuaManagersInit;//[Offset: 0x4c8, Size: 0x10]
GameArgs* GameArgsManager;//[Offset: 0x650, Size: 0x8]
UIManager* UIManager;//[Offset: 0x658, Size: 0x8]
UINavigationManager* UINavigationManager;//[Offset: 0x660, Size: 0x8]
SeparatedPkgManager* SolarSepPkgManager;//[Offset: 0x668, Size: 0x8]
SolarInputMappingManager* SolarInputMappingManager;//[Offset: 0x670, Size:
0x8]
SolarTimerManager* SolarTimerManager;//[Offset: 0x678, Size: 0x8]
SolarMainPlayerModel* MainPlayerModel;//[Offset: 0x680, Size: 0x8]
SolarGameConfigManager* GameConfigManager;//[Offset: 0x688, Size: 0x8]
BattlePassConfigInfo* BattlePassConfigInfo;//[Offset: 0x690, Size: 0x8]
SolarLuaHelper* SolarLuaHelper;//[Offset: 0x698, Size: 0x8]
SolarAnoHelper* SolarAnoHelper;//[Offset: 0x6a0, Size: 0x8]
SolarNPHelper* SolarNPHelper;//[Offset: 0x6a8, Size: 0x8]
SolarTcpNetworkManager* SolarTcpNetworkManager;//[Offset: 0x6b8, Size: 0x8]
SolarUDPManager* SolarUDPManager;//[Offset: 0x6c0, Size: 0x8]
SolarAssetManager* SolarAssetManager;//[Offset: 0x6c8, Size: 0x8]
SolarItemManager* SolarItemManager;//[Offset: 0x6d0, Size: 0x8]
SolarInteractableManager* SolarInteractableManager;//[Offset: 0x6d8, Size:
0x8]
SolarPlatformHelper* SolarPlatformHelper;//[Offset: 0x6e0, Size: 0x8]
SolarMapManager* SolarMapManager;//[Offset: 0x6e8, Size: 0x8]
WeaponGrowthManager* WeaponGrowthManager;//[Offset: 0x6f0, Size: 0x8]
SolarAkGameObject* SolarAkGameObject;//[Offset: 0x6f8, Size: 0x8]
IMChatObject* SolarIMChatObject;//[Offset: 0x700, Size: 0x8]
SolarLuaManager* SolarLuaManager;//[Offset: 0x708, Size: 0x8]
SolarGameStatistics* SolarGameStatistics;//[Offset: 0x710, Size: 0x8]
SolarWeaponMergeMeshManager* WeaponMergeMeshManager;//[Offset: 0x718, Size:
0x8]
CrashReportManager* CrashReportManager;//[Offset: 0x720, Size: 0x8]
SolarPopPanelManager* SolarPopPanelManager;//[Offset: 0x728, Size: 0x8]
SolarApplicationLifetimeManager* SolarApplicationLifetimeManager;//[Offset:
0x730, Size: 0x8]
SolarGameplayLogger* SolarGameplayLoggger;//[Offset: 0x738, Size: 0x8]
SCustomizedGameModeManager* CustomizedGameManager;//[Offset: 0x740, Size:
0x8]
SolarRedHintManager* SolarRedHintMgr;//[Offset: 0x748, Size: 0x8]
SolarGameModeSelectionManager* SolarGameModeSelectionMgr;//[Offset: 0x750,
Size: 0x8]
SolarPingFpsManager* SolarPingFpsMgr;//[Offset: 0x758, Size: 0x8]
SolarGraphicsUserSettingsManager* SolarGraphicsUserSettingsMgr;//[Offset:
0x760, Size: 0x8]
SolarGameUserSettingsMgr* SolarGameUserSettingsMgr;//[Offset: 0x768, Size:
0x8]
SolarLoginManager* SolarLoginManager;//[Offset: 0x770, Size: 0x8]
SolarLockSettingsMgr* SolarLockSettingsMgr;//[Offset: 0x778, Size: 0x8]
SolarGameProgressManager* SolarGameProgressMgr;//[Offset: 0x780, Size: 0x8]
SolarABTestManager* SolarABTestManager;//[Offset: 0x788, Size: 0x8]
SolarHttpManager* SolarHttpManager;//[Offset: 0x790, Size: 0x8]
SolarActivityManager* SolarActivityManager;//[Offset: 0x798, Size: 0x8]
SolarTutorialManager* SolarTutorialManager;//[Offset: 0x7a0, Size: 0x8]
SolarEigenvalueManager* SolarEigenvalueManager;//[Offset: 0x7a8, Size: 0x8]
SolarSaveGame* SolarSaveGame;//[Offset: 0x7b0, Size: 0x8]
SolarAccessLuaDataUtils* LuaDataAccessUtils;//[Offset: 0x7d0, Size: 0x8]
SolarAkSoundManager* SolarAkSoundManager;//[Offset: 0x7d8, Size: 0x8]
bool bIsDedicatedServerStressTest;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7e0, Size: 0x1]
KeyMappingManager* KeyMappingManager;//[Offset: 0x7e8, Size: 0x8]
SolarEasyAntiCheatManager* SolarEasyAntiCheatManager;//[Offset: 0x7f0, Size:
0x8]
SolarSpecialEffectsMgr* SolarSpecialEffectsManager;//[Offset: 0x7f8, Size:
0x8]
SolarFontManager* SolarFontManager;//[Offset: 0x800, Size: 0x8]
SolarPermissionManager* SolarPermissionManager;//[Offset: 0x808, Size: 0x8]
SolarGraphicSettings* SolarGraphicSettings;//[Offset: 0x820, Size: 0x8]
AndroidInputManager* AndroidInputManager;//[Offset: 0x828, Size: 0x8]
ProtectBaseManager* ProtectBaseManager;//[Offset: 0x830, Size: 0x8]
delegate OnPatchComplete;//[Offset: 0x848, Size: 0x10]
delegate OnTouchInputDelegate;//[Offset: 0x858, Size: 0x10]
RegistedActorContainer CachedRegistedActors;//[Offset: 0x868, Size: 0x50]
bool IsHotPatched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d0, Size: 0x1]
bool bCheatedInGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d4, Size: 0x1]
bool bAbnormalInGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8d5, Size: 0x1]
FText KickOutReason;//[Offset: 0x8d8, Size: 0x18]
AntiCheatSetting[] AntiCheatSettings;//[Offset: 0x8f0, Size: 0x10]
ScreenshotConfig ScreenshotConfig;//[Offset: 0x900, Size: 0x50]
FString AntiCheatConfig;//[Offset: 0x950, Size: 0x10]
ReplayMonitorConfig ReplayMonitorConfig;//[Offset: 0x960, Size: 0x18]
FString DynamicTaskConfig;//[Offset: 0x978, Size: 0x10]
FString ScreenshotZoneMap;//[Offset: 0x988, Size: 0x10]
<FString,FString> DynamicTaskPlayerIDMap;//[Offset: 0x998, Size: 0x50]
MeerkatInstanceConfigManager* MeerkatGlobalConfigManager;//[Offset: 0x9e8,
Size: 0x8]
bool bLaunchServerTravelSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa58, Size: 0x1]
void UpdateScreenshotSetting();// 0x6635b8c
void UpdateAntiCheatSetting();// 0x6635ba0
void TestEnsureMsgInternal();// 0x6636398
void TestCrashInternal();// 0x66363ac
void SolarGm_UploadLogFile();// 0x6636ed8
void SolarGM_Tut(FString Cmd, out const FString[] Args);// 0x6637a1c
void SolarGM_TriggerSteamAntiCheat(const int ActionReason, FString
ActionDetials);// 0x6636548
void SolarGM_TransmitGMLua(FString playerName, out const FString[]
GmArray);// 0x704f228
void SolarGM_TransmitGM(FString playerName, out const FString[]
transmitGm);// 0x66377d8
void SolarGm_TestGamepadVibrateEffect(FString ClipName, int Duration, int
Loop, int Priority, int Interval, int Amplitude);// 0x6636cb0
void SolarGM_TestEnsureMsgWithLua();// 0x704f228
void SolarGM_TestEnsureMsgWithBP();// 0x704f228
void SolarGM_TestEnsureMsg();// 0x6636520
void SolarGM_TestCrashWithLua();// 0x704f228
void SolarGM_TestCrashWithBP();// 0x704f228
void SolarGM_TestCrash();// 0x6636534
void SolarGm_SwitchFastFont(bool bIsEnable);// 0x6636648
void SolarGM_StopRecordingReplay();// 0x6637648
void SolarGM_StopRecordHighlight();// 0x6637710
void SolarGM_StopPlayingReplay();// 0x663704c
void SolarGM_StartRecordingLocalReplay(FString Filename);// 0x663765c
void SolarGM_StartRecordHighlight(FString SessionNameOverride);// 0x6637724
void SolarGm_SoundDebug(FString GMType, FString Param1);// 0x66369a4
void SolarGm_SetUseForceFeedback(bool Value);// 0x6636c00
void SolarGm_SetSkydivingIconUpdateRate(float InRate);// 0x6636b58
void SolarGm_SetEnemyFireIconUpdateRate(float InRate);// 0x6636ab0
void SolarGm_RunPriorityDebug(FString TableName);// 0x66368f0
void SolarGM_RequestWatchingLiveOfPlayer(FString PlayerId);// 0x66371c4
void SolarGM_RequestPlayReplayByBattleID(FString InBattleID, bool IsLive);//
0x6637278
void SolarGM_RequestPlayReplay(FString InBattleID, FString DownloadUrl, bool
bAsTournament);// 0x6637380
void SolarGM_RequestPlayMonitor(FString InBattleID, FString InPlayerID,
FString DownloadUrl);// 0x6637060
void SolarGM_ReplayDebugLog(bool bOpenDebugLog);// 0x6636f9c
void SolarGM_QuickMatchLua(int mapID, int ruleID);// 0x704f228
void SolarGM_QuickMatch(int mapID, int ruleID);// 0x6637b5c
void SolarGM_PlayLocalReplay(FString Filename);// 0x6637594
void SolarGM_PlayHighlight(FString Filename);// 0x66374e0
void SolarGM_LobbyLua(FString CmdName, out const FString[] Params);//
0x704f228
void SolarGM_Lobby(FString CmdName, out const FString[] Params);// 0x6637d3c
void SolarGM_LoadLevelInstance(FString arg1);// 0x6637e7c
void SolarGM_KickMeOut();// 0x6637a08
void SolarGm_EnableLuaCallStackProfile(bool bIsEnable);// 0x6636eec
void SolarGm_CustomVoice(int VoiceID);// 0x66366f8
void SolarGm_CharacterVoice(int VoiceID);// 0x66367a0
void SolarGm_BattleBroadcast(int VoiceID);// 0x6636848
void SolarGM_AddWeaponExpLua(int weaponid, int count);// 0x704f228
void SolarGM_AddWeaponExp(int weaponid, int count);// 0x6637918
void SolarGM_AddItemLua(int ItemID, int count);// 0x704f228
void SolarGM_AddItem(int ItemID, int count);// 0x6637c4c
void ShutDownRTCSdk();// 0x704f228
void ShutDownPCSDK();// 0x704f228
void ShutDownLimSdk();// 0x704f228
void ShutdownAnoSDK();// 0x704f228
void SetIsFirstLaunch(bool bIsFirst);// 0x6635c64
void SetClientInitConfig(out const byte[] ConfigData);// 0x663816c
void SetClientConfigFile(int64 TaskID, out const byte[] ConfigFile);//
0x6638060
void SetCleanUpfile(bool bCleanCache);// 0x6635bb4
bool ServerTravel(FString Map, int ListenPort, bool bSpectator, bool
bSkipGameNotify, FString options);// 0x66394b0
void SaveGame();// 0x66364d8
void RequestShutDown(FString Reason);// 0x6637f78
void ReportLoadingInfoToBI(out FString[] LoadingInfo, float LoadingTime, bool
bIsFinished);// 0x704f228
void RegisterNetworkManager();// 0x704f228
void ReceiveClientWasKicked(FString KickReason);// 0x704f228
void OnStartBattle(FString InBattleID);// 0x66363c0
void OnOtherNetworkFailureDisconnect();// 0x704f228
void OnManagersInitialized__DelegateSignature();// 0x704f228
void OnHotPatchComplete();// 0x6636474
void OnDisconnect();// 0x704f228
void LuaStartGameFrameWork();// 0x704f228
void LuaInitGameFrameWork();// 0x704f228
bool IsStandalone();// 0x66390c0
static bool IsSolarServer(const Object* WorldContextObject);// 0x6638fdc
bool IsSkipLogin();// 0x663619c
bool IsServerOrStandalone();// 0x6638f34
bool IsListenServer();// 0x6638fa4
bool IsGIsEditor();// 0x66390f8
bool IsFirstLaunchAfterVersionUpdate();// 0x6635d14
bool IsEditor();// 0x6639130
bool IsDedicatedServerStressTest();// 0x6635d30
bool IsDedicatedServer();// 0x6639088
bool IsClientOrStandalone();// 0x6638efc
bool IsClient();// 0x6638f6c
void InitLuaClasses();// 0x704f228
void InitGameManagers();// 0x66361e8
bool HasCommandlineParam(FString Param);// 0x66360dc
SolarWeaponMergeMeshManager* GetWeaponMergeMeshManager();// 0x66386e4
WeaponGrowthManager* GetWeaponGrowthManager();// 0x66388b8
UINavigationManager* GetUINavigationManager();// 0x6638d7c
SolarVibrateManager* GetSolarVibrateManager();// 0x66383f8
SolarTutorialManager* GetSolarTutorialManager();// 0x663842c
SolarTimerManager* GetSolarTimerManager();// 0x6638d14
SolarTcpNetworkManager* GetSolarTcpNetworkManager();// 0x6638a24
SolarTableManager* GetSolarTableManager();// 0x6638a58
SolarSaveGame* GetSolarSaveGame();// 0x66364ec
SolarReplaySubsystem* GetSolarReplaySubsystem();// 0x66383c4
SolarRedHintManager* GetSolarRedHintManager();// 0x663881c
SolarPopPanelManager* GetSolarPopPanelManager();// 0x66387b4
SolarPlatformHelper* GetSolarPlatformHelper();// 0x6638920
SolarPingFpsManager* GetSolarPingFpsManager();// 0x6638780
SolarPermissionManager* GetSolarPermissionManager();// 0x66382f4
static SolarNPHelper* GetSolarNPHelperStatic(Object* WorldContextObject);//
0x6638b34
SolarNPHelper* GetSolarNPHelper();// 0x6638bdc
SolarMapManager* GetSolarMapManager();// 0x66388ec
SolarMainPlayerModel* GetSolarMainPlayerModel();// 0x6638ce0
SolarLuaManager* GetSolarLuaManager();// 0x663874c
SolarLuaHelper* GetSolarLuaHelper();// 0x6638c44
SolarLoginManager* GetSolarLoginManager();// 0x66384c8
SolarLockSettingsMgr* GetSolarLockSettingsManager();// 0x6638614
SolarItemManager* GetSolarItemManager();// 0x6638988
SolarInteractableManager* GetSolarInteractableManager();// 0x6638954
SolarInputMappingManager* GetSolarInputMappingManager();// 0x6638d48
IMChatObject* GetSolarIMChatObject();// 0x6638850
SolarHttpManager* GetSolarHttpManager();// 0x6638500
SolarGraphicsUserSettingsManager* GetSolarGraphicsUserSettingsManager();//
0x663867c
SolarGameUserSettingsMgr* GetSolarGameUserSettingsManager();// 0x6638648
SolarGameplayLogger* GetSolarGameplayLogger();// 0x6638460
SolarGameModeSelectionManager* GetSolarGameModeSelectionManager();//
0x66387e8
static SolarGameInstanceBase* GetSolarGameInstanceBase(Object*
WorldContextObject);// 0x6638538
SolarEigenvalueManager* GetSolarEigenvalueManager();// 0x663835c
SolarEasyAntiCheatManager* GetSolarEasyAntiCheatManager();// 0x66382a4
static SolarAnoHelper* GetSolarAnoHelperStatic(Object* WorldContextObject);//
0x6638a8c
SolarAnoHelper* GetSolarAnoHelper();// 0x6638c10
SolarAkSoundManager* GetSolarAkSoundManager();// 0x6636488
SolarAkGameObject* GetSolarAkGameObject();// 0x6638884
SolarActivityManager* GetSolarActivityManager();// 0x66384e4
SolarABTestManager* GetSolarABTestManager();// 0x663851c
SeparatedPkgManager* GetSeparatedPkgManager();// 0x66389bc
int GetRuleID();// 0x6635a0c
int GetRTCType();// 0x663577c
int GetRankMatchID();// 0x66358c4
ProtectBaseManager* GetProtectBaseManager();// 0x6638270
int GetPort();// 0x6635aa8
byte GetPlayStage();// 0x66382d8
SolarCharacter* GetPlayerCharacter();// 0x6638494
FString GetPIEServerURL();// 0x6638de4
int GetPIEInstance();// 0x6638db0
int GetNumMode();// 0x66359d8
FString GetNetModeString();// 0x6639168
byte GetNetMode();// 0x6639214
int GetMaxPlayer();// 0x66358f8
FString GetMatchMode();// 0x6635818
KeyMappingManager* GetKeyMappingManager();// 0x6638328
bool GetIsMutiPlayer();// 0x6638ec4
SolarGameStatistics* GetGameStatistics();// 0x6638718
int GetGameModeGroupID();// 0x6635a40
SolarGameConfigManager* GetGameConfigManager();// 0x6638cac
int GetEntryID();// 0x6635a74
int GetEloStart();// 0x66357e4
int GetEloEnd();// 0x66357b0
DownloaderManager* GetDownloaderManager();// 0x6638390
SolarOperationUIElement* GetDefaultOperationLayout();// 0x66364a4
SCustomizedGameModeManager* GetCustomizedGameManager();// 0x66385e0
CrashReportManager* GetCrashReportManager();// 0x66386b0
FString GetCommandlineParam(FString Param);// 0x6635fdc
int GetClientNumber();// 0x6638e90
static void GetCategorizedActorsOfType(const Object* WorldContextObject, enum
InActorType, out Actor*[] OutActors);// 0x6635e94
static void GetCategorizedActorsByBits(const Object* WorldContextObject, byte
InActorBit, out Actor*[] OutActors);// 0x6635d4c
BlueCircleManager* GetBlueCircleManager();// 0x663823c
int GetBattleVoiceID();// 0x6635748
BattlePassConfigInfo* GetBattlePassConfigInfo();// 0x6638c78
FString GetBattleKey();// 0x663592c
FString GetBattleID();// 0x6635adc
SolarAssetManager* GetAssetManager();// 0x66389f0
int64 GetAppActiveTimestampInterval();// 0x663802c
void ExecuteCommandArray(out const FString[] cmdArray);// 0x66361fc
void ExecuteCommand(FString Cmd);// 0x66362e4
void ExecuteChangeAudioModeLuaCall(bool bTurnOn);// 0x704f228
void ExecuteBackKeyLuaCall();// 0x704f228
void ExecGameArgs(FString Args, out FString FailReason, out byte Branches);//
0x6639248
void ClientTravel(FString URL, byte TravelType, bool bSeamless, int FGuid_A,
int FGuid_B, int FGuid_C, int FGuid_D);// 0x66396ac
void ClearGameManagers();// 0x66361d4
void CheckSavedDirFiles(out FString[] Files);// 0x704f228
void Browse(FString URL, byte TravelType);// 0x66393b0
void AsyncDownLoadConfigFile(int64 TaskID, FString URL);// 0x704f228

--------------------------------
Class: SolarArchitecture.GameInstance.Object
delegate OnOnScopeChangeDelegate;//[Offset: 0x1a0, Size: 0x10]
void OnScopeChanged(enum InLastScope, enum InCurScope);// 0x704f228
bool IsScopeSettlement();// 0x6d65778
bool IsScopeLogin();// 0x6d657e4
bool IsScopeLobby();// 0x6d657c0
bool IsScopeBattle();// 0x6d6579c
bool IsInScope(enum InScopeMask);// 0x6d65808
SolarAbstractModel* GetModel(out const class SolarAbstractModel
ModelClass);// 0x6d658d8
SolarAbstractManager* GetManager(out const class SolarAbstractManager
ManagerClass);// 0x6d65994
enum GetCurScope();// 0x6d658bc

--------------------------------
Class: SolarAbstractModel.SolarContainer.Object

--------------------------------
Class: SolarContainer.Object
void ReceiveInitialize();// 0x704f228
void ReceiveDeinitialize();// 0x704f228
bool IsWorldTearingDown();// 0x6d66c60

--------------------------------
Class: SolarSaveGame.SaveGame.Object
bool HasShowNewPlayerGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x28, Size: 0x1]
int EditorGameModeId;//[Offset: 0x2c, Size: 0x4]
NeverShowCheckWindow[] NeverShowCheckWindowList;//[Offset: 0x30, Size: 0x10]
bool HasReadSurvey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40, Size: 0x1]
bool HasReadSurvey2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x41, Size: 0x1]
bool HasPlayedHuntMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x42, Size: 0x1]
byte MatchTimes;//[Offset: 0x43, Size: 0x1]
bool HasCompleteTeamUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x44, Size: 0x1]
bool IsMorrowPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x45, Size: 0x1]
bool bClickSocialEntranceBtnDiscord;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x46, Size: 0x1]
bool bClickSocialEntranceBtnFacebook;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x47, Size: 0x1]
bool bClickSocialEntranceBtnYouTube;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x48, Size: 0x1]
bool bClickSocialEntranceBtnTikTok;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x49, Size: 0x1]
bool bClickSocialEntranceBtnInstagram;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x4a, Size: 0x1]
bool bClickSocialTip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4b, Size: 0x1]
bool bClickLiveBroadcast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4c, Size: 0x1]
int64 SocialLinkLastClickTime;//[Offset: 0x50, Size: 0x8]
bool bHasReportedOnline15min;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x58, Size: 0x1]
bool bHasReportedOnline30min;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x59, Size: 0x1]
bool bHasPlayedPackEnterAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5a, Size: 0x1]
bool bHasClickClanPermission;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5b, Size: 0x1]
bool bHasClickVipCard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5c, Size: 0x1]
int64 PatFaceRefreshTimeStamp;//[Offset: 0x60, Size: 0x8]
PatfaceShowTime[] PatfaceShowTimeList;//[Offset: 0x68, Size: 0x10]
bool bAutoDownloadSepPkgsOnWifi;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x78, Size: 0x1]
bool bHasLobbyDownloadSepPkgsRedDot;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x79, Size: 0x1]
int64 bShowLobbyDownloadSepPkgsRedDotTimeStamp;//[Offset: 0x80, Size: 0x8]
bool bHasNoticeAvailableVoice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x88, Size: 0x1]
int64 LastOpenedEventPassID;//[Offset: 0x90, Size: 0x8]
int64 LastOpenedBattlePassID;//[Offset: 0x98, Size: 0x8]
FString LastLoginAccount;//[Offset: 0xa0, Size: 0x10]
FString LastLoginAccountName;//[Offset: 0xb0, Size: 0x10]
FString LastLoginAncInfo;//[Offset: 0xc0, Size: 0x10]
FString LastNoticeShowInfo;//[Offset: 0xd0, Size: 0x10]
FString LastLoginIPStr;//[Offset: 0xe0, Size: 0x10]
FString LastLoginOpenId;//[Offset: 0xf0, Size: 0x10]
FString LastLoginPlayerId;//[Offset: 0x100, Size: 0x10]
bool bNeverShowCellularTipUntilNextLaunch;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x110, Size: 0x1]
<FString,FString> SteamLoginedTokenMap;//[Offset: 0x118, Size: 0x50]
<FString,FString> SteamLoginedUidMap;//[Offset: 0x168, Size: 0x50]
int BattlePassID;//[Offset: 0x1b8, Size: 0x4]
int[] MarkingPassTaskID;//[Offset: 0x1c0, Size: 0x10]
int[] DisplayedProductIDs;//[Offset: 0x1d0, Size: 0x10]
int[] ClickedPosterRecIDs;//[Offset: 0x1e0, Size: 0x10]
uint32[] ReadMailIds;//[Offset: 0x1f8, Size: 0x10]
bool ValidateNeverShowCheckWindow(int TargetConfirmID);// 0x677b598
void UpdateSteamLoginedAccountInfo(FString SteamId, FString AppToken, FString
AppUid);// 0x677aff8
void UpdateNeverShowCheckWindow(int TargetConfirmID, enum NewDuration);//
0x677b4a8
void UpdateMarkTask(int InBattlePassID, int TaskID, bool Add);// 0x677b64c
void UpdateDisplayedIDs(out const int[] InIDs);// 0x677b320
void UpdateClickedPosterRecIDs(const int InID);// 0x677b264
void SetMarkingTask(int InBattlePassID, out int[] InTaskID);// 0x677b790
void PrintTwiceConfirmCheckWindowList();// 0x677b3e0
FString GetSteamLoginedAccountUid(FString SteamId);// 0x677adf8
FString GetSteamLoginedAccountToken(FString SteamId);// 0x677aef8
void GetMarkingTask(int InBattlePassID, out int[] OutTaskID);// 0x677b89c
bool DeleteNeverShowCheckWindow(int TargetConfirmID);// 0x677b3f4
void ClearPatfaceShowTimeList();// 0x677b250
void ClearDisplayIDs();// 0x677b30c
void AddPatfaceShowTimeList(int InID, int64 InCanShowTimeStamp);// 0x677b15c

--------------------------------
Class: SaveGame.Object

--------------------------------
Class: NeverShowCheckWindow
int ConfirmID;//[Offset: 0x0, Size: 0x4]
DateTime Timestamp;//[Offset: 0x8, Size: 0x8]
enum Duration;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: DateTime

--------------------------------
Class: PatfaceShowTime
int ID;//[Offset: 0x0, Size: 0x4]
int64 CanShowTimeStamp;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: SolarOperationUIElement.Object
OperationUIElement[] CharacterOperationUI;//[Offset: 0x28, Size: 0x10]
OperationUIElement[] DirectionOperationUI;//[Offset: 0x38, Size: 0x10]
OperationUIElement[] SteeringOperationUI;//[Offset: 0x48, Size: 0x10]
OperationUIElement[] JoyStickOperationUI;//[Offset: 0x58, Size: 0x10]

--------------------------------
Class: OperationUIElement
FString PanelName;//[Offset: 0x0, Size: 0x10]
FString PanelAliasName;//[Offset: 0x10, Size: 0x10]
float CurScale;//[Offset: 0x20, Size: 0x4]
float MinScale;//[Offset: 0x24, Size: 0x4]
float MaxScale;//[Offset: 0x28, Size: 0x4]
float CurOpacity;//[Offset: 0x2c, Size: 0x4]
float MinOpacity;//[Offset: 0x30, Size: 0x4]
float MaxOpacity;//[Offset: 0x34, Size: 0x4]
bool bCanHide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38,
Size: 0x1]
bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39,
Size: 0x1]
bool bLockAxisX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a,
Size: 0x1]
float minOffsetY;//[Offset: 0x3c, Size: 0x4]
float maxOffsetY;//[Offset: 0x40, Size: 0x4]
bool bCannotChangeScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x44, Size: 0x1]
bool bCannotChangeOpacity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x45, Size: 0x1]
bool bVisibleInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x46, Size: 0x1]
Vector2D Translation;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: GameArgs.Object
FString[] CommandLineArgs;//[Offset: 0x30, Size: 0x10]
bool SkipTutorial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40, Size: 0x1]
bool ExecGameArgs(FString Args, out FString FailReason);// 0x451d9f4

--------------------------------
Class: UIManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
delegate[] OnBigMapOpenDelegateGroup;//[Offset: 0x70, Size: 0x10]
delegate[] OnBigMapVisibilityChangedDelegateGroup;//[Offset: 0x80, Size:
0x10]
DataTable* BattleWidgetSettings;//[Offset: 0x90, Size: 0x8]
SolarUIRoot* SolarUIRoot;//[Offset: 0x98, Size: 0x8]
DestroyObjectStruct[] NeedToDestroyObjects;//[Offset: 0xa0, Size: 0x10]
void WatchReference();// 0x6cec3c4
void WatchAllReference();// 0x6cec3b0
static void UpdateButtonSprite(Button* TargetButton, FString AtlasType,
FString NormalSpName, FString PressedSpName, FString HoveredSpName, FString
DisableSpName);// 0x6cee200
void TriggerDelegate();// 0x6cec694
SolarUserWidget* ShowUIByName(FString InName, int RootID);// 0x451d9f4
static void SetWidgetLayout(Widget* InWidget, float Scale, float Opacity,
float PositionX, float PositionY, bool bInVisible, bool bInCanHide, float
AnchorsMinimumX, float AnchorsMinimumY, out const Anchors InDefaultAnchors);//
0x6cec8f8
static void SetWidgetChildrenLayout(UserWidget* InRootWidget, out const FName
PanelAliasName, float Scale, float Opacity, float PositionX, float PositionY, bool
bInVisible, bool bInCanHide, float AnchorsMinimumX, float AnchorsMinimumY, out
const Anchors InDefaultAnchors);// 0x6cecc3c
SolarUserWidget* SetUIActive(SolarUserWidget* InWidget, const bool
Inactive);// 0x704f228
static void SetMaterialInstanceParams(Image* Image, FString ParamName, float
Value);// 0x6ced6e0
static void SetMaterialInstanceColor(Image* Image, FString ParamName, out
const LinearColor Value);// 0x6ced5a0
void SetLoadingUIByLevelAndDisplay(int InModelID, int InLevel, int
InMapIndex, bool InDisableCustomLoading);// 0x451d9f4
static void SetImageTintColor(Image* Img, out const LinearColor InColor);//
0x6ced8fc
static void SetImageTexture(Image* Img, Texture2D* Texture);// 0x6cedee0
void SetImageFromTextureOrSprite(Image* DstImage, out const SoftObjectPath
Path, bool bMatchSize);// 0x6ceea8c
static void SetImageColor(Image* Img, float R, float G, float B, float A);//
0x6cedd20
static void SetFireInputStyle(FireInputWidget* FireInput, const
SlateWidgetStyleAsset* Style);// 0x6cedb60
static void SetCheckedState(CheckBox* Box, const enum State);// 0x6ced9e4
static void SetCheckboxStyle(CheckBox* CheckBox, const SlateWidgetStyleAsset*
Style);// 0x6ced81c
static void SetCheckBoxIsChecked(CheckBox* CheckBox, bool Checked);//
0x6cee06c
static void SetButtonStyle(Button* Btn, const SlateWidgetStyleAsset*
Style);// 0x6cedc40
void RemoveAllWidgets();// 0x451d9f4
void OpenUIGM(FString UIID, int RootID);// 0x451d9f4
void OpenConfirmUIInLua(int ConfirmID);// 0x451d9f4
void OnLuaObjectDestroy(UserWidget* InUserWidget);// 0x451d9f4
void OnLuaHotReloadFileChanged(FString LuaSysPath, FString LuaPathName);//
0x451d9f4
void OnInitLuaHotReload();// 0x451d9f4
void OnGameManagersInitialized();// 0x6cec3ec
void OnClientStartGame();// 0x6cec3d8
void LuaCloseUI(FString MapName);// 0x451d9f4
static Texture2D* LoadTexture2DBySoftPath(out const SoftObjectPath Path);//
0x6ceebec
static Texture2D* LoadTexture2DByPath(Object* InOuter, FString FullPath);//
0x6ceecc0
static Texture2D* LoadTexture2D(Object* InOuter, FString TextureType, FString
TexName);// 0x6ceedc0
static Texture2D* LoadQualityBGPostfix(Object* InOuter, const int InQuality,
FString Postfix);// 0x6cee748
static Texture2D* LoadQualityBG(Object* InOuter, const int InQuality);//
0x6cee894
static PaperSprite* LoadPaperSprite(Object* InOuter, FString AtlasPath,
FString SpName);// 0x6ceef18
static MaterialInterface* LoadMaterialInstance(Object* InOuter, FString
MaterialType, FString MaterialName);// 0x6cee450
static bool IsWidgetVisibleForDisplay(const Widget* InWidget);// 0x6cef070
static void InvalidateWidgetPrepass(Widget* InWidget);// 0x6cedac8
static void InitLvlTextWidget(TextBlock* InHeadTextWidget, TextBlock*
InTrailTextWidget);// 0x6cecfd8
static SolarCharacter* GetWidgetOwningCharacter(const Widget* InWidget);//
0x6cef11c
static FString GetWeaponTextureFullPath(out FString IconPath);// 0x6ced49c
static SoftObjectPath GetWeaponSilhouetteTextureFullPath(Object*
WorldContext, int ItemID);// 0x6ced358
UserWidget* GetUIPanel(FString MapName);// 0x451d9f4
static FString GetTexture2DFullPath(out FString PrePath, out FString
IconPath);// 0x6ced1f8
static FString GetQualityBGFullPath(const int InQuality, const bool
bWithSuffix);// 0x6ced0b8
Texture2D* GetPlayerAvatarByID(int PlayerAvatarID);// 0x451d9f4
int GetLobbyID();// 0x451d9f4
static ItemQualityData GetItemQualityData(Widget* WorldWidget, int
InQuality);// 0x6cee5a8
static bool GetCheckBoxIsChecked(CheckBox* CheckBox);// 0x6cedfc0
static CanvasPanelSlot* GetCanvasPanelSlotForWidget(Widget* Widget);//
0x6cee158
CustomWidget_TableRow GetBattleWidgetSetting(FString ConfigName);// 0x6cec400
UserWidget* GetBattleBackpackWidget();// 0x451d9f4
void ExitSpectateMode();// 0x451d9f4
void EnterSpectateMode();// 0x451d9f4
void DestroyWidget(UserWidget* InWidget);// 0x6cec6a8
static SoftObjectPath CreateSoftObjectPath(FString InFullPath);// 0x6cee988
void CloseUIGM(FString UIID);// 0x451d9f4
void CloseLoadingUI();// 0x451d9f4
static Margin ClampInScreenOffsets(Widget* WorldContextObject, out const
Margin Offsets, out const Anchors Anchors, out const Vector2D Alignment);//
0x6cec750

--------------------------------
Class: SolarGameManager.SolarAbstractManager.SolarContainer.Object
SolarGameInstanceBase* OwnerGameInstance;//[Offset: 0x28, Size: 0x8]
void ReceiveManagerIntialized();// 0x704f228

--------------------------------
Class: SolarAbstractManager.SolarContainer.Object

--------------------------------
Class: Button.ContentWidget.PanelWidget.Widget.Visual.Object
SlateWidgetStyleAsset* Style;//[Offset: 0x150, Size: 0x8]
ButtonStyle WidgetStyle;//[Offset: 0x160, Size: 0x420]
LinearColor ColorAndOpacity;//[Offset: 0x580, Size: 0x10]
LinearColor BackgroundColor;//[Offset: 0x590, Size: 0x10]
byte ClickMethod;//[Offset: 0x5a0, Size: 0x1]
byte TouchMethod;//[Offset: 0x5a1, Size: 0x1]
byte PressMethod;//[Offset: 0x5a2, Size: 0x1]
bool IsFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5a3, Size: 0x1]
delegate OnClicked;//[Offset: 0x5a8, Size: 0x10]
delegate OnPressed;//[Offset: 0x5b8, Size: 0x10]
delegate OnReleased;//[Offset: 0x5c8, Size: 0x10]
delegate OnHovered;//[Offset: 0x5d8, Size: 0x10]
delegate OnUnhovered;//[Offset: 0x5e8, Size: 0x10]
SoftObjectPath OnClickedSound;//[Offset: 0x5f8, Size: 0x18]
void SetTouchMethod(byte InTouchMethod);// 0x81848a8
void SetStyle(out const ButtonStyle InStyle);// 0x8184b80
void SetPressMethod(byte InPressMethod);// 0x8184800
void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x8184ad8
void SetClickMethod(byte InClickMethod);// 0x8184950
void SetBackgroundColor(LinearColor InBackgroundColor);// 0x8184a30
bool IsPressed();// 0x81849f8

--------------------------------
Class: ButtonStyle.SlateWidgetStyle
SlateBrush Normal;//[Offset: 0x10, Size: 0xf0]
SlateBrush Hovered;//[Offset: 0x100, Size: 0xf0]
SlateBrush Pressed;//[Offset: 0x1f0, Size: 0xf0]
SlateBrush Disabled;//[Offset: 0x2e0, Size: 0xf0]
Margin NormalPadding;//[Offset: 0x3d0, Size: 0x10]
Margin PressedPadding;//[Offset: 0x3e0, Size: 0x10]
SlateSound PressedSlateSound;//[Offset: 0x3f0, Size: 0x18]
SlateSound HoveredSlateSound;//[Offset: 0x408, Size: 0x18]

--------------------------------
Class: SlateWidgetStyle

--------------------------------
Class: SlateSound
Object* ResourceObject;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: SlateWidgetStyleAsset.Object
SlateWidgetStyleContainerBase* CustomStyle;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: SlateWidgetStyleContainerBase.Object

--------------------------------
Class:
SolarUIRoot.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.Widg
et.Visual.Object

--------------------------------
Class: DestroyObjectStruct
UserWidget* RootWidget;//[Offset: 0x0, Size: 0x8]
FString FullPath;//[Offset: 0x8, Size: 0x10]
DestroyObjectEntry[] Objects;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: DestroyObjectEntry
Object* Object;//[Offset: 0x0, Size: 0x8]
FString FullPath;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: FireInputWidget.Widget.Visual.Object
SlateBrush JoyStickThumb;//[Offset: 0x140, Size: 0xf0]
SlateBrush JoyStickThumbPress;//[Offset: 0x230, Size: 0xf0]
SlateBrush JoyStickIcon;//[Offset: 0x320, Size: 0xf0]
Vector2D VisualSize;//[Offset: 0x410, Size: 0x8]
Vector2D ThumbSize;//[Offset: 0x418, Size: 0x8]
Vector2D InputScale;//[Offset: 0x420, Size: 0x8]
Vector2D IconSize;//[Offset: 0x428, Size: 0x8]
float ActiveOpacity;//[Offset: 0x430, Size: 0x4]
float InactiveOpacity;//[Offset: 0x434, Size: 0x4]
float TimeUntilDeactive;//[Offset: 0x438, Size: 0x4]
bool bPreventReCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x43c, Size: 0x1]
delegate OnJoystickPressed;//[Offset: 0x450, Size: 0x10]
delegate OnJoystickRelease;//[Offset: 0x460, Size: 0x10]
delegate OnInputYawAndPitch;//[Offset: 0x470, Size: 0x10]
void SetJoyStickThumbBrush(out const ButtonStyle ButtonStyle);// 0x6433234
void SetJoyStickIcon(out const SlateBrush Icon);// 0x6432f98
void SetInputScale(Vector2D Scale);// 0x6433800
void ResetControlInput();// 0x6432f84

--------------------------------
Class: CheckBox.ContentWidget.PanelWidget.Widget.Visual.Object
enum CheckedState;//[Offset: 0x149, Size: 0x1]
delegate CheckedStateDelegate;//[Offset: 0x14c, Size: 0x10]
CheckBoxStyle WidgetStyle;//[Offset: 0x160, Size: 0x930]
SlateWidgetStyleAsset* Style;//[Offset: 0xa90, Size: 0x8]
SlateBrushAsset* UncheckedImage;//[Offset: 0xa98, Size: 0x8]
SlateBrushAsset* UncheckedHoveredImage;//[Offset: 0xaa0, Size: 0x8]
SlateBrushAsset* UncheckedPressedImage;//[Offset: 0xaa8, Size: 0x8]
SlateBrushAsset* CheckedImage;//[Offset: 0xab0, Size: 0x8]
SlateBrushAsset* CheckedHoveredImage;//[Offset: 0xab8, Size: 0x8]
SlateBrushAsset* CheckedPressedImage;//[Offset: 0xac0, Size: 0x8]
SlateBrushAsset* UndeterminedImage;//[Offset: 0xac8, Size: 0x8]
SlateBrushAsset* UndeterminedHoveredImage;//[Offset: 0xad0, Size: 0x8]
SlateBrushAsset* UndeterminedPressedImage;//[Offset: 0xad8, Size: 0x8]
byte HorizontalAlignment;//[Offset: 0xae0, Size: 0x1]
Margin Padding;//[Offset: 0xae4, Size: 0x10]
SlateColor BorderBackgroundColor;//[Offset: 0xaf8, Size: 0x28]
byte ClickMethod;//[Offset: 0xb20, Size: 0x1]
byte TouchMethod;//[Offset: 0xb21, Size: 0x1]
byte PressMethod;//[Offset: 0xb22, Size: 0x1]
bool IsFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb23, Size: 0x1]
delegate OnCheckStateChanged;//[Offset: 0xb28, Size: 0x10]
SoftObjectPath OnClickedSound;//[Offset: 0xb38, Size: 0x18]
void SetTouchMethod(byte InTouchMethod);// 0x8186d54
void SetPressMethod(byte InPressMethod);// 0x8186cac
void SetIsChecked(bool InIsChecked);// 0x8186f4c
void SetClickMethod(byte InClickMethod);// 0x8186dfc
void SetCheckedState(enum InCheckedState);// 0x8186ea4
bool IsPressed();// 0x8187068
bool IsChecked();// 0x8187030
enum GetCheckedState();// 0x8186ffc

--------------------------------
Class: CheckBoxStyle.SlateWidgetStyle
byte CheckBoxType;//[Offset: 0x8, Size: 0x1]
SlateBrush UncheckedImage;//[Offset: 0x10, Size: 0xf0]
SlateBrush UncheckedHoveredImage;//[Offset: 0x100, Size: 0xf0]
SlateBrush UncheckedPressedImage;//[Offset: 0x1f0, Size: 0xf0]
SlateBrush CheckedImage;//[Offset: 0x2e0, Size: 0xf0]
SlateBrush CheckedHoveredImage;//[Offset: 0x3d0, Size: 0xf0]
SlateBrush CheckedPressedImage;//[Offset: 0x4c0, Size: 0xf0]
SlateBrush UndeterminedImage;//[Offset: 0x5b0, Size: 0xf0]
SlateBrush UndeterminedHoveredImage;//[Offset: 0x6a0, Size: 0xf0]
SlateBrush UndeterminedPressedImage;//[Offset: 0x790, Size: 0xf0]
Margin Padding;//[Offset: 0x880, Size: 0x10]
SlateColor ForegroundColor;//[Offset: 0x890, Size: 0x28]
SlateColor BorderBackgroundColor;//[Offset: 0x8b8, Size: 0x28]
SlateSound CheckedSlateSound;//[Offset: 0x8e0, Size: 0x18]
SlateSound UncheckedSlateSound;//[Offset: 0x8f8, Size: 0x18]
SlateSound HoveredSlateSound;//[Offset: 0x910, Size: 0x18]

--------------------------------
Class: PaperSprite.Object
Texture*[] AdditionalSourceTextures;//[Offset: 0x38, Size: 0x10]
PaperSpriteDataSheet* SpriteDataSheet;//[Offset: 0x48, Size: 0x8]
Vector2D BakedSourceUV;//[Offset: 0x50, Size: 0x8]
Vector2D BakedSourceDimension;//[Offset: 0x58, Size: 0x8]
Texture2D* BakedSourceTexture;//[Offset: 0x60, Size: 0x8]
MaterialInterface* DefaultMaterial;//[Offset: 0x68, Size: 0x8]
MaterialInterface* AlternateMaterial;//[Offset: 0x70, Size: 0x8]
PaperSpriteSocket[] Sockets;//[Offset: 0x78, Size: 0x10]
byte SpriteCollisionDomain;//[Offset: 0x88, Size: 0x1]
float PixelsPerUnrealUnit;//[Offset: 0x8c, Size: 0x4]
BodySetup* BodySetup;//[Offset: 0x90, Size: 0x8]
int AlternateMaterialSplitIndex;//[Offset: 0x98, Size: 0x4]
Vector4[] BakedRenderData;//[Offset: 0xa0, Size: 0x10]

--------------------------------
Class: PaperSpriteDataSheet.Object
<FString,PaperSpriteData> SpriteDataMap;//[Offset: 0x28, Size: 0x50]

--------------------------------
Class: PaperSpriteData
Vector2D SourceUV;//[Offset: 0x0, Size: 0x8]
Vector2D SourceDimension;//[Offset: 0x8, Size: 0x8]
int AlternateMaterialSplitIndex;//[Offset: 0x10, Size: 0x4]
Vector4[] BakedRenderData;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: PaperSpriteSocket
Transform LocalTransform;//[Offset: 0x0, Size: 0x30]
FName SocketName;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: TextBlock.TextLayoutWidget.Widget.Visual.Object
FText Text;//[Offset: 0x160, Size: 0x18]
delegate TextDelegate;//[Offset: 0x178, Size: 0x10]
SlateColor ColorAndOpacity;//[Offset: 0x188, Size: 0x28]
delegate ColorAndOpacityDelegate;//[Offset: 0x1b0, Size: 0x10]
SlateFontInfo Font;//[Offset: 0x1c0, Size: 0x68]
SlateBrush StrikeBrush;//[Offset: 0x230, Size: 0xf0]
SlateBrush BackgroundBrush;//[Offset: 0x320, Size: 0xf0]
Vector2D ShadowOffset;//[Offset: 0x410, Size: 0x8]
LinearColor ShadowColorAndOpacity;//[Offset: 0x418, Size: 0x10]
delegate ShadowColorAndOpacityDelegate;//[Offset: 0x428, Size: 0x10]
float MinDesiredWidth;//[Offset: 0x438, Size: 0x4]
bool bWrapWithInvalidationPanel;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x43c, Size: 0x1]
int LetterSpacing;//[Offset: 0x440, Size: 0x4]
bool bAutoWrapText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x444, Size: 0x1]
enum TextTransformPolicy;//[Offset: 0x445, Size: 0x1]
bool bSimpleTextMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x446, Size: 0x1]
void SetTextTransformPolicy(enum InTransformPolicy);// 0x81a92d8
void SetText(FText InText);// 0x81a8ff0
void SetStrikeBrush(SlateBrush InStrikeBrush);// 0x81a99a0
void SetShadowOffset(Vector2D InShadowOffset);// 0x81aa020
void SetShadowColorAndOpacity(LinearColor InShadowColorAndOpacity);//
0x81aa0c4
void SetOpacity(float InOpacity);// 0x81aa16c
void SetMinDesiredWidth(float InMinDesiredWidth);// 0x81a9430
void SetFont(SlateFontInfo InFontInfo);// 0x81a9e68
void SetColorAndOpacity(SlateColor InColorAndOpacity);// 0x81aa214
void SetBackgroundBrush(SlateBrush InBackgroundBrush);// 0x81a94d8
void SetAutoWrapText(bool InAutoTextWrap);// 0x81a9380
FText GetText();// 0x81a9198
MaterialInstanceDynamic* GetDynamicOutlineMaterial();// 0x81a9270
MaterialInstanceDynamic* GetDynamicFontMaterial();// 0x81a92a4

--------------------------------
Class: TextLayoutWidget.Widget.Visual.Object
ShapedTextOptions ShapedTextOptions;//[Offset: 0x138, Size: 0x3]
byte Justification;//[Offset: 0x13b, Size: 0x1]
enum WrappingPolicy;//[Offset: 0x13c, Size: 0x1]
bool AutoWrapText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13d,
Size: 0x1]
float WrapTextAt;//[Offset: 0x140, Size: 0x4]
Margin Margin;//[Offset: 0x144, Size: 0x10]
float LineHeightPercentage;//[Offset: 0x154, Size: 0x4]
bool AlwaysKeepJustification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x158, Size: 0x1]
void SetJustification(byte InJustification);// 0x81aaa98

--------------------------------
Class: SlateFontInfo
Object* FontObject;//[Offset: 0x0, Size: 0x8]
Object* FontMaterial;//[Offset: 0x8, Size: 0x8]
FontOutlineSettings OutlineSettings;//[Offset: 0x10, Size: 0x30]
FName TypefaceFontName;//[Offset: 0x50, Size: 0x8]
int Size;//[Offset: 0x58, Size: 0x4]
int LetterSpacing;//[Offset: 0x5c, Size: 0x4]

--------------------------------
Class: FontOutlineSettings
int OutlineSize;//[Offset: 0x0, Size: 0x4]
int OutlineBlur;//[Offset: 0x4, Size: 0x4]
bool bUseFloatOutlineSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8, Size: 0x1]
float FloatOutlineSize;//[Offset: 0xc, Size: 0x4]
bool bSeparateFillAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10, Size: 0x1]
bool bApplyOutlineToDropShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x11, Size: 0x1]
Object* OutlineMaterial;//[Offset: 0x18, Size: 0x8]
LinearColor OutlineColor;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: ShapedTextOptions
bool bOverride_TextShapingMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0, Size: 0x1]
bool bOverride_TextFlowDirection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x0, Size: 0x1]
enum TextShapingMethod;//[Offset: 0x1, Size: 0x1]
enum TextFlowDirection;//[Offset: 0x2, Size: 0x1]

--------------------------------
Class: ItemQualityData
LinearColor BaseColor;//[Offset: 0x0, Size: 0x10]
LinearColor HUDColor;//[Offset: 0x10, Size: 0x10]
LinearColor HighQualityColor;//[Offset: 0x20, Size: 0x10]
LinearColor LowQualityColor;//[Offset: 0x30, Size: 0x10]
LinearColor HUDBGColor;//[Offset: 0x40, Size: 0x10]
LinearColor HUDDecorateColor;//[Offset: 0x50, Size: 0x10]
SoftObjectPath QualityIcon;//[Offset: 0x60, Size: 0x18]
FString QualityChar;//[Offset: 0x78, Size: 0x10]

--------------------------------
Class: CanvasPanelSlot.PanelSlot.Visual.Object
AnchorData LayoutData;//[Offset: 0x38, Size: 0x2c]
bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64,
Size: 0x1]
int ZOrder;//[Offset: 0x68, Size: 0x4]
void SetZOrder(int InZOrder);// 0x8185e20
void SetSize(Vector2D InSize);// 0x8186284
void SetPosition(Vector2D InPosition);// 0x818635c
void SetOffsets(Margin InOffset);// 0x81861a4
void SetMinimum(Vector2D InMinimumAnchors);// 0x8185d48
void SetMaximum(Vector2D InMaximumAnchors);// 0x8185ca4
void SetLayout(out const AnchorData InLayoutData);// 0x8186470
void SetAutoSize(bool InbAutoSize);// 0x8185f00
void SetAnchors(Anchors InAnchors);// 0x81860c0
void SetAlignment(Vector2D InAlignment);// 0x8185fe4
int GetZOrder();// 0x8185dec
Vector2D GetSize();// 0x8186250
Vector2D GetPosition();// 0x8186328
Margin GetOffsets();// 0x818616c
AnchorData GetLayout();// 0x8186400
bool GetAutoSize();// 0x8185ec8
Anchors GetAnchors();// 0x8186088
Vector2D GetAlignment();// 0x8185fb0

--------------------------------
Class: AnchorData
Margin Offsets;//[Offset: 0x0, Size: 0x10]
Anchors Anchors;//[Offset: 0x10, Size: 0x10]
bool bLockRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20,
Size: 0x1]
Vector2D Alignment;//[Offset: 0x24, Size: 0x8]

--------------------------------
Class: CustomWidget_TableRow.TableRowBase
SoftObjectPath TeammateState;//[Offset: 0x8, Size: 0x18]
SoftObjectPath BattleScore;//[Offset: 0x20, Size: 0x18]
SoftObjectPath SpectatorListPath;//[Offset: 0x38, Size: 0x18]
SoftObjectPath SafeAreaProgress;//[Offset: 0x50, Size: 0x18]
FName[] OptionalLoadAdapterWidgets;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: TableRowBase

--------------------------------
Class:
UINavigationManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
<FString,SolarUserWidget*> WidgetOpenedMap;//[Offset: 0x38, Size: 0x50]
UserWidget*[] TmpRemovedWidgets;//[Offset: 0x88, Size: 0x10]
SolarUserWidget*[] CachedCreatedWidgets;//[Offset: 0x98, Size: 0x10]
SolarUIRoot* SolarUIRoot;//[Offset: 0xb8, Size: 0x8]
void UnbindCustomControlDefine(SolarUserWidget* PanelWidget, SolarUserWidget*
UserWidget);// 0x451d9f4
SolarUserWidget* ShowUIBySubClass(const class SolarUserWidget SubClass, enum
RootID);// 0x6cf4090
bool ShowPanelUI(SolarUserWidget* createWidget, FString UniqueWidgetKey);//
0x451d9f4
void RemoveUserWidgetLuaRef(SolarUserWidget* UserWidget);// 0x6cf42e4
void RemoveUIFromOpenedMap(FString UniqueWidgetKey);// 0x6cf43b4
void RemoveAllSolarWidgets();// 0x451d9f4
void PrePooledWidgetReset(UserWidget* UserWidget);// 0x451d9f4
void OnShowPanelUI(SolarUserWidget* UserWidget, enum InWidgetStackAction);//
0x6cf3c3c
void OnPostLoadMapInitUIRoot(World* InWorld);// 0x6cf3aa0
void OnOpenPanelUI(SolarUserWidget* UserWidget);// 0x6cf3dd8
void OnInputBoxStateChangeDelegate__DelegateSignature(bool bShow, int Left,
int Top, int Right, int Bottom);// 0x704f228
void OnHidePanelUI(SolarUserWidget* UserWidget, enum InWidgetStackAction);//
0x6cf3b48
void OnDisplayMetricsChanged();// 0x451d9f4
void OnClosePanelUI(SolarUserWidget* UserWidget);// 0x6cf3d30
bool IsUserWidgetInScope(out const class SolarUserWidget Class, out enum
OutCurScope, out enum OutDstScope);// 0x6cf3e80
void HandleVirtualKeyboardDisplay(bool bShow, int Left, int Top, int Right,
int Bottom);// 0x451d9f4
SolarUserWidget* GetShowTopWidget();// 0x451d9f4
UserWidget* GetOpenedWidget(FString UniqueWidgetKey);// 0x451d9f4
void CloseUIBySubClass(const class SolarUserWidget SubClass);// 0x6cf3fe8
void ClosePanelUI(SolarUserWidget* closeWidget, FString UniqueWidgetKey);//
0x451d9f4
void ClearNonPersistentWidget();// 0x6cf438c
void ClearAllOpenedWidget();// 0x6cf43a0
void BindWidgetVisibilityChangedEvent(out const delegate
VisibilityChangedEvent);// 0x6cf39d0
void BindCustomControlDefine(SolarUserWidget* PanelWidget, SolarUserWidget*
UserWidget, FString FullPath);// 0x451d9f4
void BatchRemovedWidgets(bool bRemoveAll);// 0x6cf418c
void AddUIToOpenedMap(FString UniqueWidgetKey, SolarUserWidget* Widget);//
0x6cf4468
void AddBatchRemovedWidget(SolarUserWidget* UserWidget);// 0x6cf423c

--------------------------------
Class: SeparatedPkgManager.Object
delegate OnSepPkgDataInitFinish;//[Offset: 0x30, Size: 0x10]
<int,SeparatedPkgDownloader*> ActiveDownloaders;//[Offset: 0x70, Size: 0x50]
bool RequireSeparatedPackageDownload(int InPkgID, out SeparatedPkgDownloader*
OutDownloader, bool bIncludeMain, bool bIncludeOptional);// 0x650ffcc
void OnPakFileMounted_Implement(FString PakFilename, const int ChunkID);//
0x451d9f4
bool IsSepareatedPkgDownloading(out const int PkgID);// 0x650ff0c
bool IsSeparatedPackageAvailable(int InPkgID);// 0x451d9f4
void InvokeOnSepPkgDataInitFinish();// 0x650fda0
bool IfSeparatedPakDownloaded(int PakID, bool bIsOptional);// 0x451d9f4
FString GetSeparetedPkgSavedDirectory();// 0x65102cc
static SeparatedPkgManager* GetSeparatedPackageManager(Object*
WorldContextObject);// 0x650fdb4
FString[] GetContentBasePakNames();// 0x650fce8
SeparatedPkgDownloader* GetActiveDownloader(int InPkgID);// 0x6510174
void Deinitialize();// 0x651038c
void ClearSepPkgDownloader(int InPkgID);// 0x6510224
void ClearAllDownloaders();// 0x6510378
void BindOnPakFileMounted();// 0x650fd8c
void AllOptionalPaksDownloaded(bool bAllDownloaded);// 0x650fe5c
void AddAvailableChunk(int ChunkID);// 0x451d9f4

--------------------------------
Class: SeparatedPkgDownloader.Object
delegate OnDownloadInfoDetected;//[Offset: 0x30, Size: 0x10]
delegate OnSepPkgDownloading;//[Offset: 0x40, Size: 0x10]
delegate OnSepPkgReady;//[Offset: 0x50, Size: 0x10]
delegate OnSepPkgDownloadFailed;//[Offset: 0x60, Size: 0x10]
delegate OnHashCheckFailedPkgDownloader;//[Offset: 0x70, Size: 0x10]
enum DownloadState;//[Offset: 0x80, Size: 0x1]
int PkgID;//[Offset: 0x94, Size: 0x4]
bool bIncludeMain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa0, Size: 0x1]
bool bIncludeOptional;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa1, Size: 0x1]
int64 StartTimeStamp;//[Offset: 0xa8, Size: 0x8]
PakDownloadInfo[] PakInfosOnServer;//[Offset: 0xb0, Size: 0x10]
int TotalDownloadSize;//[Offset: 0xc0, Size: 0x4]
DownloadFileInfo[] NeedDownloadPaks;//[Offset: 0xc8, Size: 0x10]
void StartMountPaks();// 0x650df78
void StartGettingSeparatedPackage();// 0x650e04c
bool ResumeDownloadSeparatedPaks();// 0x650df8c
void ResumeDownloading();// 0x650e024
void PromptSeparatedPackageDownloadInfo();// 0x650e010
bool PauseDownloadSeparatedPaks();// 0x650dfc4
void OnPaksMountFailed();// 0x650d7fc
void OnPaksMountCompleted(int InLastMountOrder);// 0x650d810
void OnPaksFailed(enum InErrorType, int InErrorCode, out const FString[]
Headers);// 0x650d8b8
void OnPackageListFailed(enum InErrorType, int InErrorCode, out const
FString[] Headers);// 0x650ddf8
void OnHashCheckFailed();// 0x650dffc
void OnEacPakCompleted(FString LocalFilePath, int64 CDNServerTimeStamp);//
0x650dcf8
void OnEachPakDownloading(FString Filename, int DownloadSize, int TotalSize,
int CachedSize);// 0x650da38
void OnAllPaksCompleted(out const FString[] LocalFilePaths, int64
CDNServerTimeStamp);// 0x650dbcc
static int64 GetLocalTime();// 0x650d7c8
void ClearEvents();// 0x650e038
void CheckServerInfo();// 0x704f228

--------------------------------
Class: PakDownloadInfo
FString Filename;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: DownloadFileInfo
FString URL;//[Offset: 0x0, Size: 0x10]
FString Filename;//[Offset: 0x10, Size: 0x10]
FString HashStr;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class:
SolarInputMappingManager.SolarGameManager.SolarAbstractManager.SolarContainer.Objec
t
delegate OnInputMappingUpdate;//[Offset: 0x38, Size: 0x10]
delegate OnInputDeviceChanged;//[Offset: 0x48, Size: 0x10]
<FString,InputKeyMappingEntry> KeyMappingEntryDict;//[Offset: 0x58, Size:
0x50]
InputKeyMappingEntry[] CacheKeyMappingEntries;//[Offset: 0xa8, Size: 0x10]
InputAction*[] PreCacheInputActions;//[Offset: 0xb8, Size: 0x10]
static void SplitInputChord(out const InputChord InInputChord, out FString
KeyStr1, out FString KeyStr2);// 0x668be90
bool IsInputTypeGamepad();// 0x668c6cc
bool IsInputKeyMappingEmpty(FString InActionID);// 0x451d9f4
bool IsHoldGamepadInput();// 0x668c704
void InputDeviceChangedDelegate__DelegateSignature(InputDeviceProxy
InputDeviceProxy);// 0x704f228
InputKeyMappingEntry[] GetKeyMappingEntries();// 0x451d9f4
static FString GetKeyInputChordDisplayStr(out const InputChord
InInputChord);// 0x668bd08
static FString GetKeyDisplayStr(const FName KeyStr);// 0x668bc18
enum GetCurrentInputType();// 0x668c770
FName GetCurrentGamepadType();// 0x668c73c
InputKeyMappingEntry FindKeyMappingEntry(FString ActionID);// 0x668c7a4
static InputKeyMappingEntry CreateKeyMappingEntry(FString InActionID, FString
InActionName, const enum InActionType, float InScale, FString InKeyStr1, FString
InKeyStr2, FString InKeyStr3, const enum InInputTriggerType1, const enum
InInputTriggerType2, const enum InInputTriggerType3);// 0x668c270
static bool CreateInputChord(FString KeyStr1, FString KeyStr2, out InputChord
OutInputChord);// 0x668c084
void ApplyKeyMappings();// 0x668c6b8

--------------------------------
Class: InputChord
Key Key;//[Offset: 0x0, Size: 0x18]
bool bShift;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18, Size:
0x1]
bool bCtrl;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x18, Size:
0x1]
bool bAlt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x18, Size:
0x1]
bool bCmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x18, Size:
0x1]

--------------------------------
Class: InputKeyMappingEntry
bool bValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size:
0x1]
FString ActionID;//[Offset: 0x8, Size: 0x10]
FString ActionName;//[Offset: 0x18, Size: 0x10]
enum ActionType;//[Offset: 0x28, Size: 0x1]
float Scale;//[Offset: 0x2c, Size: 0x4]
InputKeyMappingPair[] KeyMappingPairList;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: InputKeyMappingPair
FString KeyStr1;//[Offset: 0x0, Size: 0x10]
FString KeyStr2;//[Offset: 0x10, Size: 0x10]
enum TriggerType;//[Offset: 0x20, Size: 0x1]

--------------------------------
Class: InputDeviceProxy
enum InputType;//[Offset: 0x0, Size: 0x1]
FName GamepadType;//[Offset: 0x4, Size: 0x8]

--------------------------------
Class: SolarTimerManager.Object
bool bFullCleanup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30, Size: 0x1]
void UnPauseTimerInternal(TimerHandle Handle);// 0x6c419a0
void TimerCallbackToLuaInternal(FString CallbackKey);// 0x451d9f4
TimerHandle SetTimerForNextTickInternal(FString CallbackKey);// 0x6c41b98
void PauseTimerInternal(TimerHandle Handle);// 0x6c41a48
void OnLuaContextCleanup(const bool InBFullCleanup);// 0x451d9f4
bool IsValidTimerInternal(TimerHandle Handle);// 0x6c41838
bool IsTimerActiveInternal(TimerHandle Handle);// 0x6c418ec
void ClearTimerInternal(TimerHandle Handle);// 0x6c41af0
TimerHandle AddTimerInternal(FString CallbackKey, const float Rate, const
bool IsLoop, const float InitialStartDelay);// 0x6c41c54

--------------------------------
Class: TimerHandle
uint64 Handle;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: SolarMainPlayerModel.Object
void SyncFromPlayerData(int InAccountFlag);// 0x66d54e8
bool IsAccountFlagOn();// 0x66d54b0

--------------------------------
Class: SolarGameConfigManager.Object
DataTable* WeaponDTInstance;//[Offset: 0x30, Size: 0x8]
DataTable* WeaponAppearanceDTInstance;//[Offset: 0x38, Size: 0x8]
DataTable* WeaponAttributeDTInstance;//[Offset: 0x40, Size: 0x8]
DataTable* WeaponAttributeEffectDTInstance;//[Offset: 0x48, Size: 0x8]
DataTable* WeaponPartEffectDTInstance;//[Offset: 0x50, Size: 0x8]
DataTable* HandHeldWeaponCrosshairDTInstance;//[Offset: 0x58, Size: 0x8]
DataTable* WeaponSpreadDTInstance;//[Offset: 0x60, Size: 0x8]
DataTable* WeaponRecoilDTInstance;//[Offset: 0x68, Size: 0x8]
DataTable* ItemActorDTInstance;//[Offset: 0x70, Size: 0x8]
DataTable* BackpackTrailAssembingDTInstance;//[Offset: 0x78, Size: 0x8]
DataTable* CharacterDTInstance;//[Offset: 0x80, Size: 0x8]
DataTable* ItemResourceDTInstance;//[Offset: 0x88, Size: 0x8]
DataTable* BuffEffectDTInstance;//[Offset: 0x90, Size: 0x8]
DataTable* ScreenEffectDTInstance;//[Offset: 0x98, Size: 0x8]
SolarSpecABPDataSetting* SpecABPDataSetting;//[Offset: 0xa0, Size: 0x8]
GlobalWeaponConfig* WeaponsConfigAsset;//[Offset: 0xa8, Size: 0x8]
GlobalVehicleWeaponConfig* GlobalVehicleWeaponConfigAsset;//[Offset: 0xb0,
Size: 0x8]
GlobalHandheldWeaponConfig* GlobalHandheldWeaponConfigAsset;//[Offset: 0xb8,
Size: 0x8]
SolarRoleSkillDataConfig* RoleConfigAsset;//[Offset: 0xc0, Size: 0x8]
float HeadHitValue;//[Offset: 0xc8, Size: 0x4]
int BackpackEnergyID;//[Offset: 0xcc, Size: 0x4]
int BackpackExtraEnergyID;//[Offset: 0xd0, Size: 0x4]
int MedicineItemId;//[Offset: 0xd4, Size: 0x4]
int BandageItemId;//[Offset: 0xd8, Size: 0x4]
int RadarItemId;//[Offset: 0xdc, Size: 0x4]
int ShieldRechargerItemId;//[Offset: 0xe0, Size: 0x4]
int ShieldBigRechargerItemId;//[Offset: 0xe4, Size: 0x4]
float UnPickupItemTime;//[Offset: 0xe8, Size: 0x4]
float UnAutoPickupItemTime;//[Offset: 0xec, Size: 0x4]
float AutoPickupTime;//[Offset: 0xf0, Size: 0x4]
float AutoMarkCDTime;//[Offset: 0xf4, Size: 0x4]
int[] AutoMarkItemTypeList;//[Offset: 0xf8, Size: 0x10]
float AutoMarkTeammateDistance;//[Offset: 0x108, Size: 0x4]
float AutoMarkDamagingCharacterDistance;//[Offset: 0x10c, Size: 0x4]
float PickupCapsuleRadius;//[Offset: 0x110, Size: 0x4]
float PickupCapsuleHalfHeight;//[Offset: 0x114, Size: 0x4]
void OnInitialized();// 0x451d9f4
SolarRoleSkillDataConfig* GetSolarRoleSkillDataConfig();// 0x66346dc
LinearColor GetLowQualityColorByQuality(int Quality);// 0x6634b74
LinearColor GetHUDDecorateColorByQuality(int Quality);// 0x66346f8
LinearColor GetHUDColorByQuality(int Quality);// 0x6634860
LinearColor GetHUDBGColorByQuality(int Quality);// 0x66347ac
LinearColor GetHighQualityColorByQuality(int Quality);// 0x6634914
GlobalWeaponConfig* GetGlobalWeaponConfig();// 0x6634c90
GlobalVehicleWeaponConfig* GetGlobalVehicleWeaponConfig();// 0x6634c5c
GlobalHandheldWeaponConfig* GetGlobalHandheldWeaponConfig();// 0x6634c28
FString GetFGByQuality(int Quality);// 0x66349c8
LinearColor GetColorByQuality(int Quality);// 0x6634ac0

--------------------------------
Class: SolarRoleSkillDataConfig.DataAsset.Object
DataTable* RoleSkillDataTable;//[Offset: 0x30, Size: 0x8]
PassiveSkillDataAsset* ClassCommonPassiveSkill;//[Offset: 0x38, Size: 0x28]
<enum,HeroClassConfig> HeroClassConfigs;//[Offset: 0x60, Size: 0x50]
DataTable* BattleUpgradeEffectTypeDataTable;//[Offset: 0xb0, Size: 0x8]
int RoleSkillCannotActiveNoticeID;//[Offset: 0xb8, Size: 0x4]
int RoleSkillInCDOrCostNoticeID;//[Offset: 0xbc, Size: 0x4]
SoftClassPath UniqueSkillForbiddenGameplayEffect;//[Offset: 0xc0, Size: 0x18]
SoftClassPath TacticalSkillForbiddenGameplayEffect;//[Offset: 0xd8, Size:
0x18]
SoftClassPath InitCDValueGameplayEffect;//[Offset: 0xf0, Size: 0x18]
SoftClassPath InitCostCountGameplayEffect;//[Offset: 0x108, Size: 0x18]
SoftClassPath SuperSkillBlockGameplayEffect;//[Offset: 0x120, Size: 0x18]
SoftClassPath TacticalSkillBlockGameplayEffect;//[Offset: 0x138, Size: 0x18]
SoftClassPath[] SkillCoolDownEffects;//[Offset: 0x150, Size: 0x10]
SoftClassPath[] SkillCostEffects;//[Offset: 0x160, Size: 0x10]
SoftClassPath[] SkillTriggerWindowEffects;//[Offset: 0x170, Size: 0x10]
SoftClassPath[] DisableSkillGameplayEffects;//[Offset: 0x180, Size: 0x10]
SoftClassPath[] HoldingSkillStatusEffects;//[Offset: 0x190, Size: 0x10]
SoftClassPath[] UsingContinuousSkillStatusMainEffects;//[Offset: 0x1a0, Size:
0x10]
SoftClassPath[] UsingContinuousSkillStatusSubEffects;//[Offset: 0x1b0, Size:
0x10]
SolarAttributeDependency[] AttributeDependencyArray;//[Offset: 0x1c0, Size:
0x10]
class GameplayEffect* CalAttributeDependencyEffect;//[Offset: 0x1d0, Size:
0x8]
<int,FString> CharacterUpgradeEffects;//[Offset: 0x1d8, Size: 0x50]
<SoftObjectPath,Object*> PreloadAssetHolder;//[Offset: 0x228, Size: 0x50]
DataTable* RoleSkillDataTable_Debug;//[Offset: 0x2c8, Size: 0x8]
DataTable* GetRoleSkillDataTable();// 0x6773c20
enum GetLevelUpRewardType(const int CharacterId, const int TargetLevel);//
0x6773598
SoftObjectPath GetLevelUpInnerIconPath(const int CharacterId, const int
TargetLevel);// 0x6773850
FString GetLevelUpInnerDescription(const int CharacterId, const int
TargetLevel);// 0x6773adc
SoftObjectPath[] GetLevelUpAllInnerIconPath(const int CharacterId, const int
TargetLevel);// 0x6773690
FString[] GetLevelUpAllInnerDescription(const int CharacterId, const int
TargetLevel);// 0x67739a0
FString GetEffectIdForCharacterUpgrade(const int TargetLevel);// 0x67733f0
enum GetClassTypeForCharacter(const int CharacterId);// 0x67734e8

--------------------------------
Class: PassiveSkillDataAsset.PrimaryDataAsset.DataAsset.Object
SoftClassPath SkillClassPath;//[Offset: 0x30, Size: 0x18]
SoftObjectPath SkillIconPath;//[Offset: 0x48, Size: 0x18]
WrappedLocalTextID SkillName;//[Offset: 0x60, Size: 0x4]
WrappedLocalTextID SkillDescription;//[Offset: 0x64, Size: 0x4]
PassiveSkillLevelDescription[] LevelUpConfigs;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: PrimaryDataAsset.DataAsset.Object

--------------------------------
Class: WrappedLocalTextID
int LocalTextId;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: PassiveSkillLevelDescription
WrappedLocalTextID InnerDescriptionLocalTextID;//[Offset: 0x0, Size: 0x4]
WrappedLocalTextID ShortDescriptionLocalTextID;//[Offset: 0x4, Size: 0x4]
SoftObjectPath InnerIconPath;//[Offset: 0x8, Size: 0x18]

--------------------------------
Class: HeroClassConfig
PassiveSkillDataAsset* SpecificPassiveSkill;//[Offset: 0x0, Size: 0x28]
float HPGridUnit;//[Offset: 0x28, Size: 0x4]
bool bEnableCombatRegeneration;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2c, Size: 0x1]
int RegenGrids;//[Offset: 0x30, Size: 0x4]

--------------------------------
Class: SolarAttributeDependency
GameplayAttribute ModifierAttribute;//[Offset: 0x0, Size: 0x38]
class GameplayModMagnitudeCalculation* ModifierMMC;//[Offset: 0x38, Size:
0x8]

--------------------------------
Class: SolarSpecABPDataSetting.DeveloperSettings.Object
SolarSpecABPData[] SpecABPDataArray;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: SolarSpecABPData
enum SkillAnimType;//[Offset: 0x0, Size: 0x1]
enum SpecAnimType;//[Offset: 0x1, Size: 0x1]
class SolarSpecABPBase* SpecAnimInst;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: SolarSpecABPBase.AnimInstance.Object

--------------------------------
Class: GlobalWeaponConfig.SolarDataAsset.DataAsset.Object
Vector2D StandardViewportSize;//[Offset: 0x38, Size: 0x8]
float StandardDPIScale;//[Offset: 0x40, Size: 0x4]
bool bWeaponReceiveShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x44, Size: 0x1]
<class Actor,WeaponHitResponse> WeaponHitResponseClassMap;//[Offset: 0x48,
Size: 0x50]
<FName,WeaponHitResponse> WeaponHitResponseTagMap;//[Offset: 0x98, Size:
0x50]
<class Actor,WeaponHitResponse> WeaponHitResponseSameTeamClassMap;//[Offset:
0xe8, Size: 0x50]
<FName,WeaponHitResponse> WeaponHitResponseSameTeamTagMap;//[Offset: 0x138,
Size: 0x50]
RuntimeFloatCurve HitEffectScaleRuntimeCurve;//[Offset: 0x188, Size: 0x88]
RuntimeFloatCurve WeaponCrosshairSpreadSpeedRuntimeCurve;//[Offset: 0x210,
Size: 0x88]
RuntimeFloatCurve WeaponCrosshairBackSpeedRuntimeCurve;//[Offset: 0x298,
Size: 0x88]
bool bForbidAssistAimInPrepareState;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x320, Size: 0x1]
GlobalAutoFireConfig* GlobalAutoFireConfig;//[Offset: 0x328, Size: 0x8]
WeaponAssistAimConfig* AssistAimConfig;//[Offset: 0x330, Size: 0x8]
<enum,FString> HitFeedbackMapForUI;//[Offset: 0x338, Size: 0x50]
float CrosshairAlphaOnHit;//[Offset: 0x388, Size: 0x4]
float CrosshairDefaultAlpha;//[Offset: 0x38c, Size: 0x4]
float CrosshairFadeOutTime;//[Offset: 0x390, Size: 0x4]
float CrosshairFadeInTime;//[Offset: 0x394, Size: 0x4]
float EnableHeadShotDamageMinScale;//[Offset: 0x398, Size: 0x4]
SolarWeaponSoundGroupConfig SoundGroupConfig;//[Offset: 0x39c, Size: 0x70]
DataTable*[] SoundGroupMappings;//[Offset: 0x410, Size: 0x10]
DataTable*[] FireSoundGroupMappings;//[Offset: 0x420, Size: 0x10]
<byte,SolarWeaponAmmoPreloadData> AmmoPreloadDataMap;//[Offset: 0x430, Size:
0x50]
SlowdownAmmoConfig SlowdownAmmoConfig;//[Offset: 0x480, Size: 0x28]
enum[] DecalHighQualityLevels;//[Offset: 0x4a8, Size: 0x10]
int DecalEffectMaxNum_Local;//[Offset: 0x4b8, Size: 0x4]
int DecalEffectMaxNum_Other;//[Offset: 0x4bc, Size: 0x4]
float DecalEffectTime_Local;//[Offset: 0x4c0, Size: 0x4]
float DecalEffectTime_Other;//[Offset: 0x4c4, Size: 0x4]

--------------------------------
Class: SolarDataAsset.DataAsset.Object
void InitFromAsset();// 0x704f228

--------------------------------
Class: WeaponHitResponse
bool bForceBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bForcePenetrate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bForceAimIgnore;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x0, Size: 0x1]
bool bAffectHalo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0,
Size: 0x1]
bool bTakeDamage;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0,
Size: 0x1]
bool bShowExplode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0,
Size: 0x1]
bool bShowDecal;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0,
Size: 0x1]
bool bPlaySound;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0,
Size: 0x1]

--------------------------------
Class: GlobalAutoFireConfig.DataAsset.Object
byte TargetFlag;//[Offset: 0x30, Size: 0x1]
bool bEnableInPrepareState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x31, Size: 0x1]
GameplayTagContainer ResetStateTags;//[Offset: 0x38, Size: 0x20]

--------------------------------
Class: WeaponAssistAimConfig.DataAsset.Object
byte AssistAimTargetFlag;//[Offset: 0x30, Size: 0x1]
byte[] TargetDetectionBlockTypes;//[Offset: 0x38, Size: 0x10]
byte[] LockAimingBlockTypes;//[Offset: 0x48, Size: 0x10]
int MaxAllowedTargetCandidateCount;//[Offset: 0x58, Size: 0x4]
float DistanceToAimCenterWeight;//[Offset: 0x5c, Size: 0x4]
float DistanceToLocalCharacterWeight;//[Offset: 0x60, Size: 0x4]
bool bEnableAssistFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x64, Size: 0x1]
bool bEnableAssistBaseFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x65, Size: 0x1]
bool bEnableAssistTargetFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x66, Size: 0x1]
bool bEnableGlobalSensitivityScale;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x67, Size: 0x1]
WeaponAssistAimWeaponConfigAll DefaultAssistAimWeaponConfigAll;//[Offset:
0x68, Size: 0x60]
WeaponAssistAimWeaponConfigAll
DefaultAssistAimWeaponConfigAllGamepad;//[Offset: 0xc8, Size: 0x60]
bool bEnableAssistAimInSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x128, Size: 0x1]
WeaponAssistAimWeaponConfigAll AssistAimWeaponConfigSwitch;//[Offset: 0x130,
Size: 0x60]
WeaponAssistAimByCharacterTag[]
AssistAimWeaponConfigsByCharacterTag;//[Offset: 0x190, Size: 0x10]

--------------------------------
Class: WeaponAssistAimWeaponConfigAll
WeaponAssistAimWeaponConfig* DefaultConfig;//[Offset: 0x0, Size: 0x8]
WeaponAssistAimWeaponConfig* DefaultScopeConfig;//[Offset: 0x8, Size: 0x8]
<enum,WeaponAssistAimWeaponConfig*> ScopeConfigMap;//[Offset: 0x10, Size:
0x50]

--------------------------------
Class: WeaponAssistAimByCharacterTag
GameplayTagRequirements TagRequirements;//[Offset: 0x0, Size: 0x50]
WeaponAssistAimWeaponConfig* AssistAimConfig;//[Offset: 0x50, Size: 0x8]

--------------------------------
Class: SolarWeaponSoundGroupConfig
FName Equip;//[Offset: 0x0, Size: 0x8]
FName UnEquip;//[Offset: 0x8, Size: 0x8]
FName OpenScope;//[Offset: 0x10, Size: 0x8]
FName CloseScope;//[Offset: 0x18, Size: 0x8]
FName Fire;//[Offset: 0x20, Size: 0x8]
FName FireLoopStart;//[Offset: 0x28, Size: 0x8]
FName FireLoopStop;//[Offset: 0x30, Size: 0x8]
FName FireLast;//[Offset: 0x38, Size: 0x8]
FName FireEnd;//[Offset: 0x40, Size: 0x8]
FName BulletDropSwitchGroupName;//[Offset: 0x48, Size: 0x8]
FName BulletDropOne;//[Offset: 0x50, Size: 0x8]
FName BulletDropTwo;//[Offset: 0x58, Size: 0x8]
FName BulletDropThree;//[Offset: 0x60, Size: 0x8]
FName BulletDropMulti;//[Offset: 0x68, Size: 0x8]

--------------------------------
Class: SolarWeaponAmmoPreloadData
enum[] WeaponTypeArray;//[Offset: 0x0, Size: 0x10]
int[] WeaponIDArray;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: SlowdownAmmoConfig
enum[] EnableWeaponTypeArray;//[Offset: 0x0, Size: 0x10]
class GameplayEffect* EffectClass;//[Offset: 0x10, Size: 0x8]
AmmoGameplayEffectCallerData[] CallerDataArray;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: AmmoGameplayEffectCallerData
GameplayTag DataTag;//[Offset: 0x0, Size: 0x8]
float DefaultDataValue;//[Offset: 0x8, Size: 0x4]
float[] DataValueArray;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: GlobalVehicleWeaponConfig.SolarDataAsset.DataAsset.Object
AssitLockBoneWeight[] AssistLockBoneWeight;//[Offset: 0x38, Size: 0x10]
AssitLockBoneWeight[] SortAssistLockBoneWeight;//[Offset: 0x48, Size: 0x10]
float CoefficientHUD;//[Offset: 0x58, Size: 0x4]
float CoefficientWorld;//[Offset: 0x5c, Size: 0x4]
float CoefficientHUDUnlock;//[Offset: 0x60, Size: 0x4]
float CoefficientWorldUnlock;//[Offset: 0x64, Size: 0x4]
float HudDistFromAssistLockPawnToSecondReticle;//[Offset: 0x68, Size: 0x4]
RuntimeFloatCurve AssistLockUIScaleCurve;//[Offset: 0x70, Size: 0x88]

--------------------------------
Class: AssitLockBoneWeight
FName BoneName;//[Offset: 0x0, Size: 0x8]
float BoneWeight;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: GlobalHandheldWeaponConfig.SolarDataAsset.DataAsset.Object
DataTable* WeaponLODTable;//[Offset: 0x38, Size: 0x8]
int WeaponPartEffectTipMaxNum;//[Offset: 0x40, Size: 0x4]
float DoScopeInterval;//[Offset: 0x44, Size: 0x4]
float DoScopeMixedTimeThreshold;//[Offset: 0x48, Size: 0x4]
float SprintingFireDelay;//[Offset: 0x4c, Size: 0x4]
DataTable* WeaponScopeSensitivityTable;//[Offset: 0x50, Size: 0x8]
<enum,SolarWeaponFireInputRespondConfig>
WeaponFireInputRespondConfigs;//[Offset: 0x58, Size: 0x50]
<int,enum> AudioPromptForNoAmmoTable;//[Offset: 0xa8, Size: 0x50]
int WeaponSummonBlockNoticeID;//[Offset: 0xf8, Size: 0x4]
DataTable* WeaponSkinTable;//[Offset: 0x100, Size: 0x8]
<enum,FName> PartSocketNameTable;//[Offset: 0x108, Size: 0x50]
DataTable* WeaponAttachTransformTable;//[Offset: 0x158, Size: 0x8]
float WeaponOnBackpackCrouchLerpTime;//[Offset: 0x160, Size: 0x4]
float ReloadVerificationTimeThreshold;//[Offset: 0x164, Size: 0x4]
float MoveSpeedReduceBonusInFireResetDelay;//[Offset: 0x168, Size: 0x4]
bool bAdjustNearClipPlaneOnAds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x16c, Size: 0x1]
float NearClipPlaneOnAds;//[Offset: 0x170, Size: 0x4]
float DepthOffsetParamA;//[Offset: 0x174, Size: 0x4]
float DepthOffsetParamB;//[Offset: 0x178, Size: 0x4]
float AdsDirCheckMaxDistance;//[Offset: 0x17c, Size: 0x4]
float AdsDirCorrectionDistance;//[Offset: 0x180, Size: 0x4]
bool bAdjustSmokeMaterialOnAds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x184, Size: 0x1]
MaterialParameterCollection* SmokeMaterialParameterCollection;//[Offset:
0x188, Size: 0x8]
FName[] BlockMuzzleEffectPartCategoryTags;//[Offset: 0x190, Size: 0x10]
WeaponGunPlayNewAdsGlobalConfig* GunPlayGlobalConfig;//[Offset: 0x1a0, Size:
0x8]
bool bEnableNewShootPipeline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a8, Size: 0x1]
bool bEnableGunEndShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1a9, Size: 0x1]
bool bEnableRecoilRecovery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1aa, Size: 0x1]
bool bRecoilRecoveryBlockGunEndShake;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1ab, Size: 0x1]
float RecoilRecoveryScale;//[Offset: 0x1ac, Size: 0x4]
enum AimOffsetAdjustType;//[Offset: 0x1b0, Size: 0x1]
float MaxPredictionTimeOfSimulationShoot;//[Offset: 0x1b4, Size: 0x4]
float MinPredictionTimeOfSimulationShootOverShootInterval;//[Offset: 0x1b8,
Size: 0x4]
float MaxBulletSimulationArraySize;//[Offset: 0x1bc, Size: 0x4]
float MaxAllowedBulletSimulationLag;//[Offset: 0x1c0, Size: 0x4]
float BulletSimulationFireIntervalScale;//[Offset: 0x1c4, Size: 0x4]
float FireIntervalThresholdOfForceSimulationShootOnStop;//[Offset: 0x1c8,
Size: 0x4]
enum[] HUDWeaponPartSequenceArray;//[Offset: 0x1d0, Size: 0x10]
float HideCrosshairBulletWidgetTime;//[Offset: 0x1e0, Size: 0x4]
WeaponHUDAmmoColor HUDAmmoColorConfig;//[Offset: 0x1e4, Size: 0x30]
float CrosshairAmmoFadeOutSpeed;//[Offset: 0x214, Size: 0x4]
float CrosshairAmmoFadeInSpeed;//[Offset: 0x218, Size: 0x4]
int CrosshairAmmoShowUpperLimit;//[Offset: 0x21c, Size: 0x4]

--------------------------------
Class: SolarWeaponFireInputRespondConfig
bool bShootAtPressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
bool bQuickAdsShootAtPressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1, Size: 0x1]
bool bToAdsWhileAutoFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2, Size: 0x1]
bool bAutoCloseScopeWhileQuickAds;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3, Size: 0x1]
bool bCanShootWhileScoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4, Size: 0x1]

--------------------------------
Class: WeaponGunPlayNewAdsGlobalConfig.DataAsset.Object
SkeletalMeshComponentConfig* FPPMeshConfigDefault;//[Offset: 0x30, Size: 0x8]
<int,SkeletalMeshComponentConfig*> FPPMeshConfigMap;//[Offset: 0x38, Size:
0x50]
FName FirstPersonMeshCameraJointName;//[Offset: 0x88, Size: 0x8]
FName AttachToFPPMeshSocketName;//[Offset: 0x90, Size: 0x8]
FName AttachToTPPMeshSocketName;//[Offset: 0x98, Size: 0x8]
Vector AttachToTPPMeshSocketRelativeLocation;//[Offset: 0xa0, Size: 0xc]
Rotator AttachToTPPMeshSocketRelativeRotation;//[Offset: 0xac, Size: 0xc]
bool bShootAlongGunDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb8, Size: 0x1]
FName LeftHandleIKSocketName;//[Offset: 0xbc, Size: 0x8]
FName RightHandleIKSocketName;//[Offset: 0xc4, Size: 0x8]
FName MuzzleEffectSocketName;//[Offset: 0xcc, Size: 0x8]
FName ScopeX0SocketName;//[Offset: 0xd4, Size: 0x8]
FName ScopeX1SocketName;//[Offset: 0xdc, Size: 0x8]
FName ScopeX2SocketName;//[Offset: 0xe4, Size: 0x8]
FName ScopeX4SocketName;//[Offset: 0xec, Size: 0x8]
FName ScopeX8SocketName;//[Offset: 0xf4, Size: 0x8]
FName ReticleSocketName;//[Offset: 0xfc, Size: 0x8]
FName WeaponFocusSocketName;//[Offset: 0x104, Size: 0x8]
FName BarrelSocketName;//[Offset: 0x10c, Size: 0x8]
FName ClipSocketName;//[Offset: 0x114, Size: 0x8]
Rotator MaxRotationInputSpeed;//[Offset: 0x11c, Size: 0xc]
SoftObjectPath TempWeaponSkinOverrideTablePath;//[Offset: 0x128, Size: 0x18]

--------------------------------
Class: SkeletalMeshComponentConfig.DataAsset.Object
SoftClassPath AnimClass;//[Offset: 0x30, Size: 0x18]
SoftObjectPath SkeletalMesh;//[Offset: 0x48, Size: 0x18]

--------------------------------
Class: WeaponHUDAmmoColor
LinearColor NormalColor;//[Offset: 0x0, Size: 0x10]
LinearColor LowAmmoColor;//[Offset: 0x10, Size: 0x10]
LinearColor NoAmmoColor;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: BattlePassConfigInfo.Object
BattlePassLevelInfo[] BattlePassLevel;//[Offset: 0x28, Size: 0x10]
bool IsMaxLevelWithExp(int BattlePassID, int TotalExp);// 0x6391650
void Initialize();// 0x639139c
int GetLevelByTestExp(int BattlePassID, int InTestExp);// 0x6391558
int GetExpNeedForLv(int BattlePassID, int Level);// 0x63913b0
int GetBattllePassMaxLevel(int BattlePassID);// 0x63914a8

--------------------------------
Class: BattlePassLevelInfo

--------------------------------
Class: SolarLuaHelper.Object
static bool WriteFile(FString FilePath, FString Content);// 0x66ced0c
static void UELogWarning(FString str);// 0x66d1fe4
static void UELogNetwork(FString str);// 0x66d1e9c
static void UELogError(FString str);// 0x66d1f40
static void UELog(FString str);// 0x66d2088
static Object* TryLoadBySoftObjectPath(out const SoftObjectPath
ObjectPath);// 0x66d0cc8
static bool TryConvertFilenameToLongPackageName(FString InFilename, out
FString OutPackageName);// 0x66d0f14
void TryCancelJoinCustomServerRoom();// 0x451d9f4
static void ToggleCursor(PlayerController* InPlayerController);// 0x66cfc98
static void SolarSetMSAAEnabled(bool bEnable);// 0x66cfa84
static bool SolarGetTextureStreamingEnable();// 0x66cf9ac
static void SolarEnableTextureStreaming(bool bEnable);// 0x66cf9e4
static int ShouldEnterLobby();// 0x66cf4d8
void SettlementDebugSendBackendData(const SettlementSubsystem* Subsystem);//
0x451d9f4
static void SetSkeletalMeshMatFromConfig(SkeletalMeshComponent*
SkeletalMeshComponent, out const SoftObjectPath NewMatResPath, int ElementIndex);//
0x66d03f0
static void SetSkeletalMeshMat(SkeletalMeshComponent* SkeletalMeshComponent,
FString NewMatResPath, int ElementIndex);// 0x66d0a9c
static void SetSkeletalMeshFromConfig(SkeletalMeshComponent*
SkeletalMeshComponent, out const SoftObjectPath NewMeshResPath);// 0x66d0530
static void SetSkeletalMesh(SkeletalMeshComponent* SkeletalMeshComponent,
FString NewMeshResPath);// 0x66d0bd8
static void SetSkeletalAnimBPFromConfig(SkeletalMeshComponent*
SkeletalMeshComponent, out const SoftObjectPath NewAnimBPResPath);// 0x66d02fc
static void SetSkeletalAnimBP(SkeletalMeshComponent* SkeletalMeshComponent,
FString NewAnimBPResPath);// 0x66d0914
void SetRenderBatch(int Mode);// 0x66cf50c
void SetPlayerNameColorByVIPState(TextBlock* TextWidget, byte VipType);//
0x451d9f4
void SetPlayerGameResults(out const PlayerGameResult*[] InPlayerGameResults,
const GlobalGameResultInfo* GameInfo);// 0x451d9f4
static void SetPatchChangeList(FString ChangeListNum);// 0x66d1638
static void SetPatchBuildVersion(FString Version);// 0x66d1838
static void SetEnableSoftwareCursorWidgets(const bool bIsEnabled);//
0x66cfd30
static void SetCurThirdPartyInfo(FString InCurThirdPartyInfo);// 0x66cdc68
static void SetCanChangeInputType(PlayerController* InPlayerController, const
bool bCanChange);// 0x66cff80
static void SetActorYawByDeltaRotatedImpl(Actor* InActor, float InDeltaYaw,
bool bCheckCharaCanBeRotated);// 0x66d07dc
static void SetActorYawByDelta(Actor* InActor, float InDeltaYaw);// 0x66d06f8
static void ResumeBatching();// 0x66cf4c4
static Object* ResolveSoftObjectPath(out const SoftObjectPath ObjectPath);//
0x66d0d9c
static void ResetIOSgestureRecognizers();// 0x66d0624
void ReloadVoiceBanks();// 0x66cf108
static FString ReadFileContent(FString FilePath);// 0x66cee1c
void PlayVoiceLocally(int CharacterId, int SkinId, enum Type);// 0x66d221c
void OnBroadcastModeChanged(const bool bOpen);// 0x66d2358
static bool MoveFile(FString DestFilePath, FString SrcFilePath);// 0x66ce79c
void LuaSetCrosshairVisibility(bool bInVisible, byte InVisibilityFlag);//
0x66d212c
static Object* LoadObject_WithOuter(Object* Outer, FString ObjectName);//
0x66d1d9c
static byte[] LoadFileToArray(FString FilePath);// 0x66cec14
bool IsWorldTearingDown();// 0x66d2408
static bool IsReleasePackage();// 0x66cd914
static bool IsLocalBuild();// 0x66cf48c
static bool IsInputTypeGamepad(PlayerController* InPlayerController);//
0x66cfdd0
static bool IsCurrentChangeListGreaterThan(int CL);// 0x66d18dc
bool IsBattlePassInfoUpdated(SolarPlayerState* InPlayerState);// 0x66cde6c
static bool HasReviveItemManager(Object* InWorldContext);// 0x66cf3e0
static FString HashMd5(FString InputText);// 0x66d19bc
bool HasEnableABTestHeroPick();// 0x451d9f4
static int64 GetUtcNowTimestamp();// 0x66cdf20
FString GetTaskDesc(int TaskID);// 0x451d9f4
SolarGameState* GetSolarGameState();// 0x66d2690
static FString GetShortName(FString LongName);// 0x66cf7b0
static FString GetShaderCacheDirectory();// 0x66cdf54
static SettlementSubsystem* GetSettlementSubsstem(Object* InWorldContext);//
0x66cd86c
static FString[] GetServersUrlList();// 0x66d10d4
static FString GetServerEnvTag();// 0x66d121c
static Vector2D GetScreenSizeXY();// 0x66d1988
static Vector2D GetScreenResolution();// 0x66cf3ac
static FString GetPatchChangeList();// 0x66d158c
static FString GetPatchBuildVersion();// 0x66d1788
int GetMonsterDropItemOutcomeID(int MonsterAICharID, int StrengthGrade);//
0x704f228
int GetMonsterDeathBoxID(int MonsterAICharID);// 0x704f228
static FString GetMainBuildVersion();// 0x66d16dc
SolarReplayPlayerController* GetLocalSolarReplayPlayerController();//
0x66d26f8
SolarPlayerState* GetLocalSolarPlayerState();// 0x66d265c
SolarPlayerController* GetLocalSolarPlayerController();// 0x66d272c
PlayerController* GetLocalPlayerController();// 0x66d26c4
static Key GetLeftMouseKeyDown();// 0x66d1ab4
void GetKeyMappingInfoByRowName(FString RowName, out KeyMappingRowInfo
OutClassInfo);// 0x66cf280
static FString GetHostByDomainName(FString DomainName, bool bAppendPort);//
0x66cdd1c
FString GetGameModeParam(int GameModeID, FString Key);// 0x451d9f4
static int GetFileSize(FString FilePath);// 0x66ce398
static EmojiBubbleSubsystem* GetEmojiBubbleSubsystem(SolarGameInstanceBase*
GI);// 0x66d0114
static bool GetCurrentInputType(PlayerController* InPlayerController, out
enum OutInputType);// 0x66cfe7c
static CommonInputSubsystem* GetCommonInputSubsystem(PlayerController*
PlayerController);// 0x66d006c
static FString GetClipboardPasteText();// 0x66cf658
static FString GetChangeList();// 0x66d12cc
static FString GetBuildVariation();// 0x66d142c
static FString GetBuildMode();// 0x66d14dc
bool GetBroadcastState();// 0x451d9f4
FString GetBroadcastPlayerName(FString SolarPlayerId);// 0x451d9f4
int GetBroadcastPlayerId(int PlayerId);// 0x451d9f4
FString GetBroadcastHeroName(FString SolarPlayerId);// 0x451d9f4
static Vector GetBoneLocationByName(SkeletalMeshComponent*
SkeletalMeshComponent, FName BoneName, byte Space);// 0x66d01bc
static FString[] GetBackdoorUrlList();// 0x66d1178
static FString GetAutomationTaskId();// 0x66cdbbc
static FString GetAutomationDeviceUid();// 0x66cdb10
static FString GetAndroidPkgName();// 0x66cf704
static FString[] GetAllLoadedPackagesPath();// 0x66d1030
static FString GetActualBuildVersion();// 0x66d137c
static FString GetAbsolutePathForWrite(FString FilePath);// 0x66cef18
static FString GetAbsolutePathForRead(FString FilePath);// 0x66cf010
static Color FromHex(FString HexString);// 0x66d0e60
static FString[] FindFilesRecursive(FString Directory, FString Filename);//
0x66ce44c
static FString[] FindFiles(FString Directory, FString FileExtension);//
0x66ce598
static bool FilterProfanity(out FString InOutString, bool
bUseSingleReplacementChar);// 0x66cda00
static void EndOfPlayInEditor(Object* InWorldContext, FString EndReason, bool
bPopMsgBox);// 0x66d1bfc
static FString EncodeDebugPlayerGameResult(out PlayerGameResultBitWrapper
InPlayerData);// 0x66cd53c
static FString Encode(out const byte[] InData);// 0x66cd768
void DoLuaDebug(out const FString[] cmdArray);// 0x451d9f4
static bool DirectoryExist(FString TargetDirectory);// 0x66ce000
static bool DeleteFile(FString FilePath);// 0x66ce6e4
static bool DeleteDirectoryRecursively(FString Path);// 0x66ce170
static bool DeleteDirectory(FString Path);// 0x66ce0b8
static FString DecodeFileRawData(out const byte[] InDonwloadRawData, const
bool bNeedDecode);// 0x66ce9bc
static FString DecodeFile(FString InFilePath);// 0x66ceb1c
static void Decode(FString InContent, out byte[] OutData);// 0x66cd654
static LevelStreamingDynamic* CreateStreamInstance(World* World, FString
PackageName);// 0x66cf8ac
Actor* CreateEmptySkeletalMeshActor();// 0x66d2440
MaterialInstanceDynamic* CreateDynamicMaterial(CameraActor* CameraActor,
FString TemplateMatResPath, const int RTSizeX, const int RTSizeY, byte
RenderTargetFormat);// 0x66d2474
static bool CreateDirectoryTree(FString Path);// 0x66ce2e0
static bool CreateDirectory(FString Path);// 0x66ce228
static bool CopyFile(FString DestFilePath, FString SrcFilePath);// 0x66ce8ac
static void ConvertKeyMappingName(out const Key Key, out FString
OutDisplayName);// 0x66cf11c
static void CloseVirtualKeyboard();// 0x66d0638
static void ClipboardCopyText(FString Content);// 0x66cf5b4
static void ClearSkeletalMeshMat(SkeletalMeshComponent*
SkeletalMeshComponent);// 0x66d0a04
static bool CheckIsNeedDownLoad(int ChunkID);// 0x66d064c
static bool CheckCanCommunicate(bool bShowUI);// 0x66cd94c
static void ApplyVehicleSkinPreview(Object* PreviewVehicleObj, int SkinId,
int PageType, Vector DefaultLoc);// 0x66cfb24

--------------------------------
Class: SettlementSubsystem.GameInstanceSubsystem.Subsystem.Object
GlobaGameResultInfoWrapper GameInfo;//[Offset: 0x40, Size: 0x18]
PlayerGameResultBitWrapper[] PlayerData;//[Offset: 0x58, Size: 0x10]
PlayerGameResult* SelfPlayerGameResult;//[Offset: 0x68, Size: 0x8]
float WaitingTimeToSettlementMap;//[Offset: 0x78, Size: 0x4]
FString PendingSettleDataBattleID;//[Offset: 0x88, Size: 0x10]
void TryGotoSettlementMap();// 0x6513148
void StartTimerToLobby();// 0x65130e4
void SetSettlementUIData(out const PlayerGameResultBitWrapper[] InPlayerData,
out const GlobaGameResultInfoWrapper InGameInfo);// 0x6513364
void ImmediatelyGoToSettlementMap();// 0x6513120
void GoToWaitingMap();// 0x6513134
void GotoToLobby();// 0x651310c
PlayerGameResult* GetPlayerGameResult(FString InSolarPlayerId);// 0x6513190
GlobalGameResultInfo* GetGlobalGameInfo();// 0x6513280
CustomSettlementManager* GetCustomSettlementManager();// 0x651315c
PlayerGameResult* GetClientSelfGameResult();// 0x651324c
PlayerGameResult*[] GetAllGameResults();// 0x65132b4
void CalculateSettlePageIndex();// 0x65130f8

--------------------------------
Class: GlobaGameResultInfoWrapper
byte[] GlobaGameResultInfoBitData;//[Offset: 0x0, Size: 0x10]
GlobalGameResultInfo* GameResult;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: GlobalGameResultInfo.SaveGame.Object
int GameModeID;//[Offset: 0x28, Size: 0x4]
FString BattleID;//[Offset: 0x30, Size: 0x10]
int NumMode;//[Offset: 0x40, Size: 0x4]
int PlayerCount;//[Offset: 0x44, Size: 0x4]
int TeamCount;//[Offset: 0x48, Size: 0x4]
bool IsCustomRoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c, Size: 0x1]
FString SelfPlayerID;//[Offset: 0x50, Size: 0x10]
int SelfTeamId;//[Offset: 0x60, Size: 0x4]
int[] SettlementPageIndexs;//[Offset: 0x68, Size: 0x10]
int PageSkipIndex;//[Offset: 0x78, Size: 0x4]
class SettlementPageFormula* SettlementPageFormula;//[Offset: 0x80, Size:
0x28]
class SolarUWSettlementBase[] SettlementPage;//[Offset: 0xa8, Size: 0x10]
--------------------------------
Class: SettlementPageFormula.Object
void CalculateSettlementPageIndex(PlayerGameResult* InPlayerGameResult,
GlobalGameResultInfo* GlobalGameResultInfo, out int[] Indexs);// 0x704f228

--------------------------------
Class: PlayerGameResult.SaveGame.Object
CGFormula* Formula;//[Offset: 0x28, Size: 0x8]
bool HasGroupBackendVerified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30, Size: 0x1]
bool HasPlayerSettled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x31, Size: 0x1]
FString SolarPlayerId;//[Offset: 0x38, Size: 0x10]
int64 UserId;//[Offset: 0x48, Size: 0x8]
int CharacterId;//[Offset: 0x50, Size: 0x4]
int SkinId;//[Offset: 0x54, Size: 0x4]
int BagId;//[Offset: 0x58, Size: 0x4]
int CapsuleID;//[Offset: 0x5c, Size: 0x4]
int TailFlameId;//[Offset: 0x60, Size: 0x4]
FString NickName;//[Offset: 0x68, Size: 0x10]
int PlayerRank;//[Offset: 0x78, Size: 0x4]
int Gender;//[Offset: 0x7c, Size: 0x4]
int AvatarID;//[Offset: 0x80, Size: 0x4]
FString AvatarUrl;//[Offset: 0x88, Size: 0x10]
int AvatarFrameID;//[Offset: 0x98, Size: 0x4]
byte VipType;//[Offset: 0x9c, Size: 0x1]
int AccountFlag;//[Offset: 0xa0, Size: 0x4]
int CurCharacterLevel;//[Offset: 0xa4, Size: 0x4]
int TotalCharacterExp;//[Offset: 0xa8, Size: 0x4]
int CharacterExp;//[Offset: 0xac, Size: 0x4]
int[] CharacterExpReason;//[Offset: 0xb0, Size: 0x10]
bool bCharExpFull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc0, Size: 0x1]
int TotalAccountExp;//[Offset: 0xc4, Size: 0x4]
int AccountExp;//[Offset: 0xc8, Size: 0x4]
int AccountLevel;//[Offset: 0xcc, Size: 0x4]
bool bHaveRankData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd0, Size: 0x1]
int RankID;//[Offset: 0xd4, Size: 0x4]
int RankDiff;//[Offset: 0xd8, Size: 0x4]
int RankBeforeScore;//[Offset: 0xdc, Size: 0x4]
int RankSurviveScore;//[Offset: 0xe0, Size: 0x4]
int RankBeforeSurviveScore;//[Offset: 0xe4, Size: 0x4]
int RankDefeatScore;//[Offset: 0xe8, Size: 0x4]
int RankBeforeDefeatScore;//[Offset: 0xec, Size: 0x4]
float RankDefeatRatio;//[Offset: 0xf0, Size: 0x4]
int RankAfterScore;//[Offset: 0xf4, Size: 0x4]
int RankLegend;//[Offset: 0xf8, Size: 0x4]
byte RankProtectType;//[Offset: 0xfc, Size: 0x1]
bool IsRankFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd,
Size: 0x1]
int WinninScoreID;//[Offset: 0x100, Size: 0x4]
int TeamRank;//[Offset: 0x104, Size: 0x4]
int TeamID;//[Offset: 0x108, Size: 0x4]
FString TeamName;//[Offset: 0x110, Size: 0x10]
int PosInTeam;//[Offset: 0x120, Size: 0x4]
bool bHasHangUpBehavior;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x124, Size: 0x1]
float MvpScore;//[Offset: 0x128, Size: 0x4]
float KDA;//[Offset: 0x12c, Size: 0x4]
bool IsAce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130,
Size: 0x1]
bool IsBot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x131,
Size: 0x1]
KillerInfo KillerInfo;//[Offset: 0x138, Size: 0x48]
int InputType;//[Offset: 0x180, Size: 0x4]
int KillNum;//[Offset: 0x184, Size: 0x4]
<FString,int> KillNumToPlayerID;//[Offset: 0x188, Size: 0x50]
int KillNpcNum;//[Offset: 0x1d8, Size: 0x4]
int KillNumToRealPlayer;//[Offset: 0x1dc, Size: 0x4]
int[] VehicleKillNum_ID;//[Offset: 0x1e0, Size: 0x10]
int[] VehicleKillNum_Value;//[Offset: 0x1f0, Size: 0x10]
int KillTeammate;//[Offset: 0x200, Size: 0x4]
int KillInAirNum;//[Offset: 0x204, Size: 0x4]
int KillDownInAirNum;//[Offset: 0x208, Size: 0x4]
int WeaponSkillKillNum;//[Offset: 0x20c, Size: 0x4]
int P_KillStreak;//[Offset: 0x210, Size: 0x4]
int[] KillStreakHistory;//[Offset: 0x218, Size: 0x10]
int RevengeNum;//[Offset: 0x228, Size: 0x4]
int DeathNum;//[Offset: 0x22c, Size: 0x4]
<FString,int> DeathNumByPlayerID;//[Offset: 0x230, Size: 0x50]
int KillDownNum;//[Offset: 0x280, Size: 0x4]
int KillDownTeammate;//[Offset: 0x284, Size: 0x4]
float AccurateDamage;//[Offset: 0x288, Size: 0x4]
int AccurateDameageTimes;//[Offset: 0x28c, Size: 0x4]
int BeAccurateDameageTimes;//[Offset: 0x290, Size: 0x4]
int HitTimes;//[Offset: 0x294, Size: 0x4]
int HitedTimes;//[Offset: 0x298, Size: 0x4]
int AttackTimes;//[Offset: 0x29c, Size: 0x4]
int AccurateKillTimes;//[Offset: 0x2a0, Size: 0x4]
int AccurateKillDownTimes;//[Offset: 0x2a4, Size: 0x4]
float CauseDamage;//[Offset: 0x2a8, Size: 0x4]
<FString,int> CauseDamageToPlayerID;//[Offset: 0x2b0, Size: 0x50]
<int,int> CauseDamageByHero;//[Offset: 0x300, Size: 0x50]
float CauseDamageToRealPlayer;//[Offset: 0x350, Size: 0x4]
float ReceivedDamage;//[Offset: 0x354, Size: 0x4]
<FString,int> ReceivedDamageByPlayerID;//[Offset: 0x358, Size: 0x50]
int AssistNum;//[Offset: 0x3a8, Size: 0x4]
float CollectEnergy;//[Offset: 0x3ac, Size: 0x4]
int BuyESElectricNum;//[Offset: 0x3b0, Size: 0x4]
int ResurrectionCapsule;//[Offset: 0x3b4, Size: 0x4]
int TeamFriendRevive;//[Offset: 0x3b8, Size: 0x4]
int ResurrectionNum;//[Offset: 0x3bc, Size: 0x4]
float ReceivedHeal;//[Offset: 0x3c0, Size: 0x4]
float HealSelf;//[Offset: 0x3c4, Size: 0x4]
float TeammateHeal;//[Offset: 0x3c8, Size: 0x4]
int OpenAirBoxNum;//[Offset: 0x3cc, Size: 0x4]
float LifeTime;//[Offset: 0x3d0, Size: 0x4]
int SaveCount;//[Offset: 0x3d4, Size: 0x4]
int FlyCount;//[Offset: 0x3d8, Size: 0x4]
int VehicleTime;//[Offset: 0x3dc, Size: 0x4]
int[] WeaponKillNum_ID;//[Offset: 0x3e0, Size: 0x10]
float[] WeaponKillNum_Value;//[Offset: 0x3f0, Size: 0x10]
int[] WeaponDamage_ID;//[Offset: 0x400, Size: 0x10]
float[] WeaponDamage_Value;//[Offset: 0x410, Size: 0x10]
int[] VehicleDamage_ID;//[Offset: 0x420, Size: 0x10]
float[] VehicleDamage_Value;//[Offset: 0x430, Size: 0x10]
int DyingByNpc;//[Offset: 0x440, Size: 0x4]
int DyingByMonster;//[Offset: 0x444, Size: 0x4]
int ArmorUseCount;//[Offset: 0x448, Size: 0x4]
int ShieldRechargeCount;//[Offset: 0x44c, Size: 0x4]
int DyingCount;//[Offset: 0x450, Size: 0x4]
int WeaponID1;//[Offset: 0x454, Size: 0x4]
int WeaponID2;//[Offset: 0x458, Size: 0x4]
int WeaponLevel1;//[Offset: 0x45c, Size: 0x4]
int WeaponLevel2;//[Offset: 0x460, Size: 0x4]
int RadarUseCount;//[Offset: 0x464, Size: 0x4]
bool IsAlive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x468,
Size: 0x1]
float DropoutTime;//[Offset: 0x46c, Size: 0x4]
int DropoutEvent;//[Offset: 0x470, Size: 0x4]
int TotalVechileDistance;//[Offset: 0x474, Size: 0x4]
int ReconnectNum;//[Offset: 0x478, Size: 0x4]
int HasHighlight;//[Offset: 0x47c, Size: 0x4]
int[] VehicleDistance_ID;//[Offset: 0x480, Size: 0x10]
int[] VehicleDistance_Value;//[Offset: 0x490, Size: 0x10]
int GameModeSubID;//[Offset: 0x4a0, Size: 0x4]
FString KillerPlayerID;//[Offset: 0x4a8, Size: 0x10]
int64 KillerUserId;//[Offset: 0x4b8, Size: 0x8]
FString KillerNickName;//[Offset: 0x4c0, Size: 0x10]
FString KillerOS;//[Offset: 0x4d0, Size: 0x10]
FString OS;//[Offset: 0x4e0, Size: 0x10]
int[] CharacterKillNumIDs;//[Offset: 0x4f0, Size: 0x10]
int[] CharacterKillNumValues;//[Offset: 0x500, Size: 0x10]
int WarmType;//[Offset: 0x510, Size: 0x4]
int[] AchievementIDs;//[Offset: 0x518, Size: 0x10]
int[] AchievementValues;//[Offset: 0x528, Size: 0x10]
int LikeValue;//[Offset: 0x538, Size: 0x4]
int[] StrategyConditionIDs;//[Offset: 0x540, Size: 0x10]
int SettlementDisplayStrategyID;//[Offset: 0x550, Size: 0x4]
int LastUseVehicleID;//[Offset: 0x554, Size: 0x4]
FString[] SavedTeammateIDArr;//[Offset: 0x558, Size: 0x10]
int[] SavedTeammateBonusArr;//[Offset: 0x568, Size: 0x10]
FString ClanId;//[Offset: 0x578, Size: 0x10]
FString ClanName;//[Offset: 0x588, Size: 0x10]
FString ClanShortName;//[Offset: 0x598, Size: 0x10]
int KnockoutPoints;//[Offset: 0x5a8, Size: 0x4]
bool bIsKnockoutPointsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5ac, Size: 0x1]
int BattlePassAddExp;//[Offset: 0x5b0, Size: 0x4]
int BattlePassExp;//[Offset: 0x5b4, Size: 0x4]
int BattlePassID;//[Offset: 0x5b8, Size: 0x4]
int[] BattlePassTaskWeek;//[Offset: 0x5c0, Size: 0x10]
int[] BattlePassTaskID;//[Offset: 0x5d0, Size: 0x10]
int[] BattlePassTaskAdd;//[Offset: 0x5e0, Size: 0x10]
int[] BattlePassTaskVal;//[Offset: 0x5f0, Size: 0x10]
int64[] BattlePassInstID;//[Offset: 0x600, Size: 0x10]
int[] UsedCharacterIDs;//[Offset: 0x610, Size: 0x10]
int CardPose;//[Offset: 0x620, Size: 0x4]
int Cardbackground;//[Offset: 0x624, Size: 0x4]
int SameClanCnt;//[Offset: 0x628, Size: 0x4]
bool IsCheater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x62c,
Size: 0x1]
enum[] SettlePunishTypesEnum;//[Offset: 0x630, Size: 0x10]
byte[] SettlePunishTypes;//[Offset: 0x640, Size: 0x10]
int MedicineUseCount;//[Offset: 0x650, Size: 0x4]
int DriveHoverCarInWaterDistance;//[Offset: 0x654, Size: 0x4]
int SwimDistance;//[Offset: 0x658, Size: 0x4]
int DanceCount;//[Offset: 0x65c, Size: 0x4]
int PosionWalkDistance;//[Offset: 0x660, Size: 0x4]
int ShieldExpGainCount;//[Offset: 0x664, Size: 0x4]
int UpgradeShieldCount;//[Offset: 0x668, Size: 0x4]
int UpgradeRedShieldCount;//[Offset: 0x66c, Size: 0x4]
int JumpBoardUseCount;//[Offset: 0x670, Size: 0x4]
int TerminaterCount;//[Offset: 0x674, Size: 0x4]
int CarSkillCount;//[Offset: 0x678, Size: 0x4]
int UltimateSkillUseCount;//[Offset: 0x67c, Size: 0x4]
int TacticalSkillUseCount;//[Offset: 0x680, Size: 0x4]
float DamageByAI;//[Offset: 0x684, Size: 0x4]
float DamageByMonster;//[Offset: 0x688, Size: 0x4]
float DamageToNpc;//[Offset: 0x68c, Size: 0x4]
float DamageToMonster;//[Offset: 0x690, Size: 0x4]
int WarmId;//[Offset: 0x694, Size: 0x4]
int WarmTableId;//[Offset: 0x698, Size: 0x4]
FString[] ReCombatLimitPlayer;//[Offset: 0x6a0, Size: 0x10]
int CollectBoxNum;//[Offset: 0x6b0, Size: 0x4]
int WalkDistance;//[Offset: 0x6b4, Size: 0x4]
<int,int> ItemTypeCollectCount;//[Offset: 0x6b8, Size: 0x50]
<int,int> StrongholdVisitCount;//[Offset: 0x708, Size: 0x50]
<int,int> StrongholdKillCount;//[Offset: 0x758, Size: 0x50]
<int,int> StrongholdBoxCollectCount;//[Offset: 0x7a8, Size: 0x50]
<int,int> StrongholdDanceCount;//[Offset: 0x7f8, Size: 0x50]
<int,int> StrongholdWalkDistance;//[Offset: 0x848, Size: 0x50]
<int,int> StrongholdDamage;//[Offset: 0x898, Size: 0x50]
int[] StrongholdItemCollectCount_ID;//[Offset: 0x8e8, Size: 0x10]
StrongholdItemCountValue[] StrongholdItemCollectCount_Value;//[Offset: 0x8f8,
Size: 0x10]
int SkyDivingStrongholdID;//[Offset: 0x908, Size: 0x4]
bool IsOnline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90c,
Size: 0x1]
float OfflineBattleTime;//[Offset: 0x910, Size: 0x4]
bool IsEnterBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x914, Size: 0x1]
FString TeamScoreCompare;//[Offset: 0x918, Size: 0x10]
int KillSameCharactorCount;//[Offset: 0x928, Size: 0x4]
int LevelUpCount;//[Offset: 0x92c, Size: 0x4]
int ZiplineUseCount;//[Offset: 0x930, Size: 0x4]
int RepairVehicleCnt;//[Offset: 0x934, Size: 0x4]
int SlideShovelDistance;//[Offset: 0x938, Size: 0x4]
FString PersonalCustomDataPBName;//[Offset: 0x940, Size: 0x10]
FString[] PersonalCustomDataValues;//[Offset: 0x950, Size: 0x10]
FString TeamCustomDataPBName;//[Offset: 0x960, Size: 0x10]
FString[] TeamCustomDataValues;//[Offset: 0x970, Size: 0x10]
bool HasInitReward;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x980, Size: 0x1]
bool IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x981,
Size: 0x1]
bool IsMVP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x982,
Size: 0x1]
int Zomborg;//[Offset: 0x984, Size: 0x4]
int ZomborgExtra;//[Offset: 0x988, Size: 0x4]
int CombatScore;//[Offset: 0x98c, Size: 0x4]
int GainCombatScore;//[Offset: 0x990, Size: 0x4]
SettlementCrateReward[] CrateRewards;//[Offset: 0x998, Size: 0x10]
SettlementParam_ExtraRewardInfo[] ExtraRewards;//[Offset: 0x9a8, Size: 0x10]
SettlementReward[] SettlementRewardsStruct;//[Offset: 0x9b8, Size: 0x10]
<int,int> CollectionItemRewards;//[Offset: 0x9c8, Size: 0x50]
int[] UnlockSkin;//[Offset: 0xa18, Size: 0x10]
EventBpRewardData[] EventBpRewards;//[Offset: 0xa28, Size: 0x10]
void InitTeamBattleStat(SolarPlayerState* InPS);// 0x64cd3fc
void InitPlayerReward(SolarPlayerState* InPS);// 0x64cd34c
void InitPersonalBattleStat(SolarPlayerState* InPS);// 0x64cd4ac

--------------------------------
Class: CGFormula.Info.Actor.Object
KnockoutParams KnockoutParams;//[Offset: 0x238, Size: 0x28]
bool bInitKnockParams;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x260, Size: 0x1]
static FString[] MakeStringForLuaByAnyStruct(Object* AnyStruct);// 0x63b7e1c
bool IsSettlementBagItem(SolarPlayerState* InPS);// 0x704f228
void InitKnockoutPointParams(out KnockoutParams InParams);// 0x63b6968
int GetZomborg(SolarPlayerState* InPS);// 0x704f228
void GetTeamScoreComparison(SolarPlayerState* InPS, out FString
OutTeamScore);// 0x704f228
void GetStrategyGuideConditions(SolarPlayerState* InPS, out int[]
OutResult);// 0x704f228
void GetShowPageIndexs(SolarPlayerState* InPS, out const SettlePageParam
InParam, out int[] OutResult);// 0x704f228
SettlementReward[] GetSettlementRewards(SolarPlayerState* InPS);// 0x704f228
FString[] GetPersonalResultPlayerExData(FString SolarPlayerId, out FString
InPBName);// 0x704f228
float GetKDA(SolarPlayerState* InPS);// 0x704f228
FString[] GetGroupResultPlayerExData(FString SolarPlayerId, out FString
InPBName);// 0x704f228
SettlementParam_ExtraRewardInfo[] GetExtraRewards(SolarPlayerState* InPS);//
0x704f228
int GetCombatScore(SolarPlayerState* InPS);// 0x63b6a3c
<int,int> GetCollectionItemRewards(SolarPlayerState* InPS);// 0x704f228
void GetCharacterExp(SolarPlayerState* InPS, out int OutGetExp, out int[]
OutReason);// 0x704f228
int GetAccountExp(SolarPlayerState* InPS);// 0x704f228
int CalculateTeamRank(SolarPlayerState* InPS);// 0x63b6af4
enum[] CalculatePunish(SolarPlayerState* InPS);// 0x63b6c64
int CalculatePlayerRank(SolarPlayerState* InPS);// 0x63b6bac
float CalculateMVPScore(SolarPlayerState* InPS);// 0x704f228
int CalculateKnockoutPoints(const int InTeamRank, const int InKillNum, const
float InTotalDamage, const float InTotalDamageTaken);// 0x63b67dc

--------------------------------
Class: KnockoutParams
float KnockoutKillPoint;//[Offset: 0x0, Size: 0x4]
float[] KnockoutRankPoints;//[Offset: 0x8, Size: 0x10]
float KnockoutDamagePoint;//[Offset: 0x18, Size: 0x4]
float KnockoutDamageTakenPoint;//[Offset: 0x1c, Size: 0x4]
float ScalarParam;//[Offset: 0x20, Size: 0x4]

--------------------------------
Class: SettlePageParam
int WeaponExpSettlmentNum;//[Offset: 0x0, Size: 0x4]
bool IsRankFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4,
Size: 0x1]

--------------------------------
Class: KillerInfo
SolarPlayerState* KillerPlayerState;//[Offset: 0x0, Size: 0x8]
--------------------------------
Class: StrongholdItemCountValue
SimpleItemTypeData[] ItemCountValue;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: SimpleItemTypeData
int ItemType;//[Offset: 0x0, Size: 0x4]
int count;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: EventBpRewardData
int BattlePassID;//[Offset: 0x0, Size: 0x4]
int BattlePassExp;//[Offset: 0x4, Size: 0x4]
int BattlePassAddExp;//[Offset: 0x8, Size: 0x4]
EventBpRewardTaskChangeData[] BattlePassTasks;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: EventBpRewardTaskChangeData
int ID;//[Offset: 0x0, Size: 0x4]
int Add;//[Offset: 0x4, Size: 0x4]
int val;//[Offset: 0x8, Size: 0x4]
int week;//[Offset: 0xc, Size: 0x4]
int64 InstID;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class:
SolarUWSettlementBase.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserW
idget.Widget.Visual.Object
int MvpCharacterID;//[Offset: 0x490, Size: 0x4]
int MvpSkinID;//[Offset: 0x494, Size: 0x4]
void PlayMvpCharacterVoice();// 0x6c5e934

--------------------------------
Class: PlayerGameResultBitWrapper
byte[] PlayerGameResultBitData;//[Offset: 0x0, Size: 0x10]
PlayerGameResult* PlayerGameResult;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: CustomSettlementManager.GameManagerBase.Info.Actor.Object
<FString,PlayerGameResult*> AllPlayerGameResults;//[Offset: 0x240, Size:
0x50]
bool HasReportAllCompetitionData;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x291, Size: 0x1]
<FString,PlayerGameResultBitWrapper> CacheSettltUIData;//[Offset: 0x298,
Size: 0x50]
GlobalGameResultInfo* GlobalGameInfo;//[Offset: 0x2e8, Size: 0x8]
<FString,SettlementDisplayData> CacheSettlementDisplayData;//[Offset: 0x2f0,
Size: 0x50]
void ReportTeamStatToBackEnd(byte TeamID);// 0x704f228
void ReportPlayerReward(PlayerGameResult* PlayerGameResult);// 0x704f228
void ReportPlayerDisplayDataToBackEnd(FString InSolarPlayerId);// 0x704f228
void ReportPersonalStatToBackEnd(FString InSoldPlayerId);// 0x704f228
void ReportGroupDataToBackEnd(byte TeamID);// 0x704f228
void ReportAllPlayerCompetitionData();// 0x704f228
void RemovePlayerGameResult(FString PlayerId);// 0x6423f38
PlayerGameResult* GetPlayerGameResult(FString PlayerId);// 0x6423fec
GlobalGameResultInfo* GetGlobalGameInfo();// 0x6423e44
void GetAllPlayerGameResult(out PlayerGameResult*[]
OutAllPlayerGameResults);// 0x6423e78

--------------------------------
Class: GameManagerBase.Info.Actor.Object

--------------------------------
Class: SettlementDisplayData
PlayerGameResultBitWrapper[] PlayerDatas;//[Offset: 0x0, Size: 0x10]
GlobaGameResultInfoWrapper GameInfo;//[Offset: 0x10, Size: 0x18]

--------------------------------
Class: SolarGameState.GameState.GameStateBase.Info.Actor.Object
SolarCharacter* LatestKillerCharacter;//[Offset: 0x338, Size: 0x8]
SolarCharacter* LatestDeathCharacter;//[Offset: 0x340, Size: 0x8]
Actor*[] VictoryStatues;//[Offset: 0x3b8, Size: 0x10]
StaticMeshActor*[] Portraits;//[Offset: 0x3c8, Size: 0x10]
SolarPlayerState*[] RealPlayerStateArray;//[Offset: 0x448, Size: 0x10]
bool bShowBattlePrompt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x458, Size: 0x1]
int[] MapVehicleSpawnTypes;//[Offset: 0x460, Size: 0x10]
byte TeamCount;//[Offset: 0x498, Size: 0x1]
int AlivePlayerCount;//[Offset: 0x49c, Size: 0x4]
byte AliveTeamCount;//[Offset: 0x4a0, Size: 0x1]
PrePooledBundle[] PrePooledBundles;//[Offset: 0x4b0, Size: 0x10]
int TotalBoardingNum;//[Offset: 0x4c0, Size: 0x4]
int CapsulePlayerNum;//[Offset: 0x4c4, Size: 0x4]
<class Object> LimitMaxReplicatedNumClasses;//[Offset: 0x4c8, Size: 0x50]
float StartTime;//[Offset: 0x518, Size: 0x4]
SolarPlayerState*[] OBPlayerList;//[Offset: 0x520, Size: 0x10]
int TeammateNumMode;//[Offset: 0x530, Size: 0x4]
GameStartConditionList GameStartConditions;//[Offset: 0x538, Size: 0x78]
SolarGameplayConfigComponent* GameplayConfigComponent;//[Offset: 0x5b0, Size:
0x8]
SolarTeamInfo*[] Teams;//[Offset: 0x5b8, Size: 0x10]
byte NumReplicatedTeams;//[Offset: 0x5c8, Size: 0x1]
SolarPlayerActivityHeatComponent* SolarPlayerActivityHeatComponent;//[Offset:
0x5e8, Size: 0x8]
byte Countdown;//[Offset: 0x5f0, Size: 0x1]
int EndMatchCountdown;//[Offset: 0x5f4, Size: 0x4]
bool bHasTeamShowAfterHeroPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5f8, Size: 0x1]
bool bEnableInWaterMaterialEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x5f9, Size: 0x1]
bool bEnablePickupTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5fa, Size: 0x1]
HellStrikeWarningWidgetInfoContainer HellStrikeWarningWidgetMarks;//[Offset:
0x600, Size: 0x120]
void SetTeamLastVehicleLocation(byte InTeamID, out const Vector
InVehiclePosition);// 0x66589d4
void SetCustomConfigValue(enum InType, float InValue);// 0x6658acc
void ServerUpdateMapVehicleSpawnTypes(out const int[]
InSpawnTargetVehicleTypes);// 0x6659104
void PlayVictoryPortrait(SolarCharacter* FirstFirePlayer);// 0x6659f30
void PlayTeamVictoryVoice();// 0x6659630
void OnSetMatchState__DelegateSignature(out const FName NewState);//
0x704f228
void OnSafeAreaIndexChanged(int NewIndex);// 0x665905c
void OnRepOBPlayerListDelegate__DelegateSignature();// 0x704f228
void OnRep_VehicleSpawnIDChanged();// 0x66591c4
void OnRep_TeamCount();// 0x6658d9c
void OnRep_PlayerCount(int InOldPlayerCount);// 0x6658db8
void OnRep_OBPlayerList();// 0x6658cc4
void OnRep_NumReplicatedTeams();// 0x66589c0
void OnRep_EndMatchCountdown();// 0x665814c
void OnRep_Countdown();// 0x6658168
void OnRep_CapsulePlayerNum();// 0x6658cb0
void OnRep_AliveTeamCount();// 0x6658d64
void OnRep_AlivePlayerCount();// 0x6658d80
void OnRecordingConnectionChanged();// 0x6658370
void OnPlayerStateEndPlay(Actor* Actor, byte EndPlayReason);// 0x6658f68
void OnPlayerPreJoinChangedDelegate__DelegateSignature(SolarPlayerState*
PlayerState);// 0x704f228
void OnLocalSpectateTargetChanged(SolarPlayerState* OldTarget,
SolarSpectateInfo* SpectateInfo);// 0x6658bc0
void OnLiveWatchPlayerCountChanged(FString PlayerId, uint32 count);//
0x6658184
void OnLiveWatchOnlyMsgReceived(out const LiveWatchOnlyMsg Msg);// 0x6658284
void OnCountdownChangeDelegate__DelegateSignature(byte InValue);// 0x704f228
void NotifyCheatedPlayer(SolarPlayerState* CheatedPlayerState, out const
FText OutReason);// 0x704f228
void NotifyBombingEnd(int BombId);// 0x6659ae0
void NotifyBombingBegin(int BombId, const Vector Location, float Radius);//
0x6659b90
void NotifyAbnormalPlayer(SolarPlayerState* AbnormalPlayerState, out const
FText OutReason);// 0x704f228
void NetMulticastVictoryAction(FString WinTeamName, SolarCharacter*
LastKiller, SolarCharacter* LastDeath);// 0x6659fd8
void NetMulticastPlayVictoryPortrait(FString WinTeamName, int
LocationArrayIndex);// 0x6659e28
void NetMulticastNotifyCheatedPlayer(SolarPlayerState* CheatedPlayerState,
const FText BanReason);// 0x66591d8
void K2_SetCanShowBattlePrompt(bool NewValue);// 0x6659324
bool IsSupportWeaponUpgrade();// 0x665a488
bool IsSupportCharacterTacticalAbility();// 0x665a534
bool IsSupportCharacterSuperAbility();// 0x665a5a0
bool IsSupportCharacterRole();// 0x665a5d8
bool IsSupportCharacterInGameLeveling();// 0x665a4c0
bool IsCanAutoSpectate();// 0x66580f0
float GetWorldStartTimeSeconds();// 0x6659de0
int GetWatchingPlayerCount(bool IgnoreOffline);// 0x665a318
void GetTeams(out SolarTeamInfo*[] OutTeams, bool FilterNoMemberTeam, bool
FilterAlreadySettled);// 0x6658384
SolarPlayerState* GetTeamPlayerState(const byte InTeamID, const byte
InPosInTeam);// 0x66599e4
byte GetTeammateNum(const byte InTeamID);// 0x665992c
byte GetTeamCount();// 0x6658d2c
SolarTeamInfo* GetTeamByName(FString InTeamName);// 0x6658804
SolarTeamInfo* GetTeam(byte InTeamID);// 0x6658910
enum GetTacticalSkillStateOperationOnInit();// 0x665a500
enum GetSuperSkillStateOperationOnInit();// 0x665a56c
SolarPlayerState* GetSpecTargetOrLocalPlayerState(bool
bReturnLocalIfSpecTargetNull);// 0x6659734
SolarSafeArea* GetSolarSafeArea();// 0x6659d78
int GetRemainingTeamCount();// 0x6658cd8
void GetPlayerTeams(out SolarTeamInfo*[] OutTeams, bool
FilterAlreadySettled);// 0x66586f8
SolarPlayerState* GetPlayerStateByPlayerId(FString InPlayerID);// 0x66594b8
SolarPlayerState* GetPlayerStateByNickName(FString InNickName);// 0x66593fc
int GetPlayerCount();// 0x6658d48
SolarCharacter* GetPlayerByPlayerId(FString InPlayerID);// 0x6659574
void GetOnlyPlayerTeams(out SolarTeamInfo*[] OutTeams, bool
FilterAlreadySettled);// 0x66584e0
void GetOnlyBotTeams(out SolarTeamInfo*[] OutTeams, bool
FilterAlreadySettled);// 0x66585ec
SolarPlayerState* GetOfflinePlayerState(FString OfflinePlayerId);// 0x6659678
bool GetOBPlayerList(out SolarPlayerState*[] OutPlayerList);// 0x6658e9c
SolarPlayerState* GetLocalSolarPlayerState();// 0x66597ec
FString GetGameStateName();// 0x665a6d0
int GetEndMatchCountdown();// 0x6658130
bool GetCanShowBattlePrompt();// 0x66593dc
float GetBattleStartTimeSeconds();// 0x6659dac
int GetAllTeamsPlayersCount();// 0x6658e68
void GetAllCharactersExceptTeammate(out SolarCharacter*[] CharacterArray);//
0x665a610
byte GetAliveTeamCount();// 0x6658cf4
int GetAliveSolarPlayersCount(bool IgnoreOffline);// 0x665a3d0
byte GetAlivePlayerNumInTeamExceptDying(const byte InTeamID, bool
bExceptCheater);// 0x6659820
int GetAlivePlayerCount();// 0x6658d10
void DoVictoryActionOnServer(FString InWinTeamName);// 0x665a264
void DoSlomoOnLocal(float TimeDilation, float TimeDuration, float
DelayTime);// 0x665a128
void DelayPlayVictoryMusic();// 0x6659e14
void CelebrateBattleEnd(Vector Location);// 0x704f228
byte CalculateTeamNum();// 0x6659644
void CacheSafeArea(SolarSafeArea* SafeArea);// 0x6659cd0

--------------------------------
Class: GameState.GameStateBase.Info.Actor.Object
FName MatchState;//[Offset: 0x2a4, Size: 0x8]
FName PreviousMatchState;//[Offset: 0x2ac, Size: 0x8]
int ElapsedTime;//[Offset: 0x2b4, Size: 0x4]
void OnRep_MatchState();// 0x8da6d40
void OnRep_ElapsedTime();// 0x8da6d24

--------------------------------
Class: StaticMeshActor.Actor.Object
StaticMeshComponent* StaticMeshComponent;//[Offset: 0x238, Size: 0x8]
bool bStaticMeshReplicateMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x240, Size: 0x1]
enum NavigationGeometryGatheringMode;//[Offset: 0x241, Size: 0x1]
void SetMobility(byte InMobility);// 0x8f0bb44

--------------------------------
Class: PrePooledBundle
FName ClassPath;//[Offset: 0x0, Size: 0x8]
int Number;//[Offset: 0x8, Size: 0x4]
bool bNeedOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc, Size: 0x1]
bool bNeedOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd, Size: 0x1]

--------------------------------
Class: SolarTeamInfo.Info.Actor.Object
byte TeamID;//[Offset: 0x250, Size: 0x1]
byte TeamRank;//[Offset: 0x251, Size: 0x1]
byte KillCount;//[Offset: 0x252, Size: 0x1]
byte MemberLimit;//[Offset: 0x2a8, Size: 0x1]
FText TeamName;//[Offset: 0x2b0, Size: 0x18]
byte MatchCount;//[Offset: 0x2c8, Size: 0x1]
bool bHasSettled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c9,
Size: 0x1]
bool bHasTeamGameEnd;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x2c9, Size: 0x1]
delegate OnJoinTeam;//[Offset: 0x2ca, Size: 0x1]
delegate OnLeaveTeam;//[Offset: 0x2cb, Size: 0x1]
SolarPlayerState*[] BotMembers;//[Offset: 0x2d0, Size: 0x10]
SolarPlayerState*[] PlayerMembers;//[Offset: 0x2e0, Size: 0x10]
SolarPlayerState*[] TeamMembers;//[Offset: 0x2f0, Size: 0x10]
SolarTeamInfoComponent* TeamInfoDetails;//[Offset: 0x300, Size: 0x8]
enum MatchResult;//[Offset: 0x309, Size: 0x1]
void Settle(byte Rank);// 0x6c39700
void RemoveFromTeam(SolarPlayerState* PS);// 0x6c39b4c
void ReceivedTeamID();// 0x6c399cc
void ReceivedKillCount();// 0x6c399b0
void ReceivedHasSettled();// 0x6c39994
void RearrangeMembersPos();// 0x6c39948
void OnRepDataChanges__DelegateSignature(out const AnyValue OldValue, out
const AnyValue NewValue);// 0x704f228
void OnRepDataChange__DelegateSignature(out const AnyValue OldValue, out
const AnyValue NewValue);// 0x704f228
void OnPlayerStateEndPlay(Actor* Actor, byte EndPlayReason);// 0x6c39524
void OnGetTeamIntData(FString InTeamName, enum InType, out int InValue);//
0x6c39dc8
bool IsInTeam(const SolarPlayerState* PS);// 0x6c39a98
bool IsAPlayerTeam();// 0x6c39818
bool IsAOnlyPlayerTeam();// 0x6c397e0
bool IsAOnlyBotTeam();// 0x6c397a8
bool IsA(enum TeamType);// 0x6c3964c
void InitFromGameModeConfig();// 0x6c39978
bool HasBeenEliminated();// 0x6c39850
SolarPlayerState* GetTeammatePlayerByPosInTeam(int InPosInTeam);// 0x6c399e8
int GetSize();// 0x6c3995c
void GetSCMPlayerStateTeamMembers(out SCMPlayerState*[] OutTeamMembers);//
0x6c39888
int GetAliveTeammateNum();// 0x6c39618
void BindDataChangeEvent(FString DataName, out const delegate InEvent);//
0x6c39cac
void AddToTeam(SolarPlayerState* PS);// 0x6c39bfc

--------------------------------
Class: SolarTeamInfoComponent.ActorComponent.Object
int KillDownCount;//[Offset: 0xb0, Size: 0x4]
int AssistCount;//[Offset: 0xb4, Size: 0x4]
int DeathCount;//[Offset: 0xb8, Size: 0x4]
int SaveCount;//[Offset: 0xbc, Size: 0x4]
SolarTeamAttributeSet TeamAttributeSet;//[Offset: 0xc0, Size: 0x78]
WorldMarkDataDetails WorldMarkDatas;//[Offset: 0x138, Size: 0x120]
SolarTeamInfo* CacheOwner;//[Offset: 0x258, Size: 0x8]
void OnWorldMarkAttachedSummonItemActorDead(SummonItemBase* SummonItem, enum
Reason);// 0x6c3c824
void OnWorldMarkAttachedActorEndPlay(Actor* Actor, byte EndPlayReason);//
0x6c3c918
void OnRep_WorldMarkDatas();// 0x6c3c810
void OnRep_SaveCount();// 0x6c3ca0c
void OnRep_KillDownCount();// 0x6c3ca48
void OnRep_DeathCount();// 0x6c3ca20
void OnRep_AssistCount();// 0x6c3ca34

--------------------------------
Class: SolarTeamAttributeSet
SolarTeamAttribute TeamTreatmentDurationReductionMultiple;//[Offset: 0x0,
Size: 0x18]
SolarTeamAttribute TeamShieldChargeDurationReductionMultiple;//[Offset: 0x18,
Size: 0x18]
SolarTeamAttribute TeamBigShieldChargeDurationReductionMultiple;//[Offset:
0x30, Size: 0x18]
SolarTeamAttribute TeamItemDiscountMultiple;//[Offset: 0x48, Size: 0x18]
SolarTeamAttribute TeamItemAdditionMultiple;//[Offset: 0x60, Size: 0x18]

--------------------------------
Class: SolarTeamAttribute
float Value;//[Offset: 0x0, Size: 0x4]
SCMPlayerState*[] Contributors;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: SCMPlayerState.SolarPlayerState.PlayerState.Info.Actor.Object
enum PlayerOutType;//[Offset: 0xe99, Size: 0x1]
enum PlayerType;//[Offset: 0xe9a, Size: 0x1]
enum PlayerGameRole;//[Offset: 0xe9b, Size: 0x1]
delegate OnPlayerBattleEnd;//[Offset: 0xeb0, Size: 0x10]
enum BattleState;//[Offset: 0x12d8, Size: 0x1]
bool bPreJoinPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x12d9, Size: 0x1]
SCMReplicateHostData[] ReplicateData;//[Offset: 0x12e0, Size: 0x10]
SCMPlayerState*[] RevivingTeammatePS;//[Offset: 0x1300, Size: 0x10]
DeathTreasureBox* DeathBoxRef;//[Offset: 0x1310, Size: 0x8]
Vector DeathBoxLoc;//[Offset: 0x1318, Size: 0xc]
Vector[] DeathLocations;//[Offset: 0x1328, Size: 0x10]
Vector[] LandLocations;//[Offset: 0x1338, Size: 0x10]
bool bResurrecting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1348, Size: 0x1]
enum ResurrectType;//[Offset: 0x1349, Size: 0x1]
int ResurrectTimeCfg;//[Offset: 0x134c, Size: 0x4]
int ResurrectTime;//[Offset: 0x1350, Size: 0x4]
float ResurrectStartTime;//[Offset: 0x1354, Size: 0x4]
bool bIsReviveSkydiving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1358, Size: 0x1]
enum CharacterHealthState;//[Offset: 0x1359, Size: 0x1]
Vector ResurrectLocation;//[Offset: 0x135c, Size: 0xc]
ResurrectInfo ResurrectOptions;//[Offset: 0x1368, Size: 0x5]
enum ResurrectMethod;//[Offset: 0x136d, Size: 0x1]
bool bFirstDive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x136e, Size: 0x1]
bool bShouldSettle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x136f, Size: 0x1]
class GameplayAbility* ActivationAbilityClass;//[Offset: 0x1370, Size: 0x8]
delegate OnResurrectionBegin;//[Offset: 0x1378, Size: 0x10]
delegate OnResurrectionFinished;//[Offset: 0x1388, Size: 0x10]
delegate OnResurrectTimeChanged;//[Offset: 0x1398, Size: 0x10]
SolarTaskComponent* TaskSystem;//[Offset: 0x13c0, Size: 0x8]
class ActorComponent[] GMComponentClasses;//[Offset: 0x13c8, Size: 0x10]
ActorComponent*[] SpawnedGMComps;//[Offset: 0x13d8, Size: 0x10]
void UpdateTaskInfo(out const TaskUpdateInfo InTaskInfo);// 0x64ec1a4
void UpDateDataManager(const SCMReplicateHostData[] InReplicateData, bool
bInit);// 0x64ecf14
void TestRequestResurrectInTime(int Time, enum Type, Vector Location,
ResurrectInfo options, bool bUseParamZ);// 0x64ec468
void ShowResurrectUI(int Time);// 0x704f228
void SetResurrecting(bool bInResurrecting);// 0x64ecb8c
void SetPlayerBattleState(enum InBattleState);// 0x64ed558
void SetDeathBoxRef(DeathTreasureBox* InDeathBox);// 0x64ecc3c
void ServerTestRequestResurrectInTime(int Time, enum Type, Vector Location,
ResurrectInfo options, bool bUseParamZ);// 0x64ec284
void ServerChangePlayerCharacter(int NewCharacterID, int NewSkinID);//
0x64ed358
void ServerBeginSpectate(SCMPlayerState* TargetPlayer);// 0x64ed450
void ReviveSelfAsWinner(bool bOverrideLocation, out const Vector
ReviveLocation);// 0x64ecd30
void ReviveByRespawnDevice();// 0x64ecd1c
void RequestStartGame();// 0x64ebdcc
void RequestSetWeaponTypeAvailableLuaCall(enum WeaponUIType, bool
bIsAvailable);// 0x64eafdc
void RequestSetWeaponTypeAvailable(enum WeaponUIType, bool bIsAvailable);//
0x64eaed8
void RequestSetWeaponAvailableLuaCall(int weaponid, bool bIsAvailable);//
0x64eade0
void RequestSetWeaponAvailable(int weaponid, bool bIsAvailable);// 0x64eace0
void RequestSetVehicleTypeAvailableLuaCall(int VehicleTypeID, bool
bIsAvailable);// 0x64ea9e8
void RequestSetVehicleTypeAvailable(int VehicleTypeID, bool bIsAvailable);//
0x64ea8e8
void RequestSetVehicleClassAvailableLuaCall(enum VehicleClass, bool
bIsAvailable);// 0x64eabe4
void RequestSetVehicleClassAvailable(enum VehicleClass, bool bIsAvailable);//
0x64eaae0
void RequestSetUserSettingLuaCall(out const int Category, out const int Name,
enum ParamType, out const int Value);// 0x64eb7fc
void RequestSetUserSetting(const int Category, const int Name, enum
ParamType, const int Value);// 0x64eb668
void RequestSetRoomPoolPrizeTypeLuaCall(int TypeID);// 0x64eb188
void RequestSetRoomPoolPrizeType(int TypeID);// 0x64eb0d8
void RequestSetRoomPasswdLuaCall(FString Passwd);// 0x64eb5b4
void RequestSetRoomPasswd(FString Passwd);// 0x64eb4f8
void RequestSetRoomNameLuaCall(FString Name);// 0x64eb444
void RequestSetRoomName(FString Name);// 0x64eb388
void RequestSetRoomLevelLimitLuaCall(int Level);// 0x64eb2e0
void RequestSetRoomLevelLimit(int Level);// 0x64eb230
void RequestSetInviteEnableLuaCall(bool bEnable);// 0x64eba5c
void RequestSetInviteEnable(bool bEnable);// 0x64eb9a4
void RequestSetFreePoisonCircleLuaCall(bool bOpen);// 0x64ea7d8
void RequestSetFreePoisonCircle(bool bOpen);// 0x64ea720
void RequestSetExchangeEnableLuaCall(bool bEnable);// 0x64ebbc4
void RequestSetExchangeEnable(bool bEnable);// 0x64ebb0c
void RequestResurrectInTime(int Time, enum Type, Vector Location,
ResurrectInfo options, bool bUseParamZ);// 0x64ec968
void RequestPlayersRandomToTeamLuaCall();// 0x64ea8a4
void RequestPlayersRandomToTeam();// 0x64ea888
void RequestPlayersFillTeamLuaCall();// 0x64ea8d4
void RequestPlayersFillTeam();// 0x64ea8b8
void RequestKickPlayerOutLuaCall(SCMPlayerState* Player);// 0x64ebd24
void RequestKickPlayerOut(SCMPlayerState* Player);// 0x64ebc74
void RequestExchangeTeamsAndPos(SCMPlayerState* PlayerA, SCMPlayerState*
PlayerB);// 0x64ebde8
void RequestChangeTeam(SCMPlayerState* Player, FString TeamName, const int
NewPosInTeam);// 0x64ebf90
void RequesJoinOB(SCMPlayerState* Player);// 0x64ebee0
void PickupPickableItem(Object* Item);// 0x704f228
void OnUpdateLifeTime();// 0x64ece50
void OnRep_RevivingTeammatePS();// 0x64ece3c
void OnRep_ResurrectTime();// 0x64ecb58
void OnRep_Resurrecting();// 0x704f228
void OnRep_PreJoinPlayer();// 0x64ed1d4
void OnRep_IsReviveSkydiving();// 0x704f228
void OnRep_CharacterHealthState();// 0x64ecb44
void OnRep_BattleState();// 0x64ed1e8
void OnReceiveResurrectTimeChanged(int InResurrectTime, int
InConfigResurrectTime);// 0x64ec644
void OnReceiveResurrectionFinished(SCMPlayerState* Player, enum Type);//
0x64ec734
void OnPlayerKilled(SCMPlayerState* KillerPlayer, out SolarPointDamageEvent
InDamageEvent, Actor* InDamageCauser);// 0x704f228
void OnPlayerKill(SCMPlayerState* KilledPlayer, out SolarPointDamageEvent
InDamageEvent, Actor* InDamageCauser);// 0x704f228
void OnCharacterLanded();// 0x704f228
void OnCharacterEjectStateChanged(enum EjectState, SolarCharacter*
Character);// 0x64ec828
void NotifyUpdateCGMData(FString InDataName);// 0x64ed120
void NotifyClientUpdateDataManager(bool bInit);// 0x64ece64
bool NeedConsiderRepData();// 0x64ed0dc
bool IsPreJoinPlayer();// 0x64ed500
bool IsAnyTeamMemberCanRevive();// 0x64ecce4
void InitTaskInfo(out const BattlePassInfo InTaskInfo);// 0x64ec0e4
bool GetResurrecting();// 0x64ecb6c
SCMReplicateHostData[] GetReplicateDataArray();// 0x64ed020
enum GetPlayerBattleState();// 0x64ed538
int GetPingMedian(float InPercent);// 0x64ed1fc
SCMPlayerState*[] GetMyTeamPlayerList();// 0x64ed2ac
Vector GetLastDeathLocation();// 0x64ec930
void EnterSkydiveFly();// 0x64ec91c
void DropPickableItem(Object* Item);// 0x704f228
void CreateDeathBoxMark();// 0x704f228

--------------------------------
Class: SCMReplicateHostData
enum HostType;//[Offset: 0x0, Size: 0x1]
FString HostID;//[Offset: 0x8, Size: 0x10]
SCMRepData[] RepDataArray;//[Offset: 0x18, Size: 0x10]
SCMRepDataArray[] RepArrDataArray;//[Offset: 0x28, Size: 0x10]
SCMRepDataMap[] RepMapDataArray;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: SCMRepData
FString Name;//[Offset: 0x0, Size: 0x10]
enum Type;//[Offset: 0x10, Size: 0x1]
enum DataChangeType;//[Offset: 0x11, Size: 0x1]
int VInt;//[Offset: 0x14, Size: 0x4]
float VFloat;//[Offset: 0x18, Size: 0x4]
Vector_NetQuantize100 VVector;//[Offset: 0x1c, Size: 0xc]
FString VString;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: SCMRepDataArray
FString Name;//[Offset: 0x0, Size: 0x10]
enum Type;//[Offset: 0x10, Size: 0x1]
enum[] ChangeTypeArray;//[Offset: 0x18, Size: 0x10]
uint32[] ChangeIndexArray;//[Offset: 0x28, Size: 0x10]
int[] VInt;//[Offset: 0x38, Size: 0x10]
float[] VFloat;//[Offset: 0x48, Size: 0x10]
Vector_NetQuantize100[] VVector;//[Offset: 0x58, Size: 0x10]
FString[] VString;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: SCMRepDataMap
FString Name;//[Offset: 0x0, Size: 0x10]
enum Type;//[Offset: 0x10, Size: 0x1]
enum[] ChangeTypeArray;//[Offset: 0x18, Size: 0x10]
FString[] KeyArray;//[Offset: 0x28, Size: 0x10]
int[] VInt;//[Offset: 0x38, Size: 0x10]
float[] VFloat;//[Offset: 0x48, Size: 0x10]
Vector_NetQuantize100[] VVector;//[Offset: 0x58, Size: 0x10]
FString[] VString;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: TaskUpdateInfo
bool delAllTask;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
int64[] delIDs;//[Offset: 0x8, Size: 0x10]
BattlePassInfo Task;//[Offset: 0x18, Size: 0x28]
FString PlayerId;//[Offset: 0x40, Size: 0x10]

--------------------------------
Class: BattlePassInfo
TaskBriefData[] tasks;//[Offset: 0x0, Size: 0x10]
int64 BattlePassID;//[Offset: 0x10, Size: 0x8]
int64 currWeek;//[Offset: 0x18, Size: 0x8]
int64 maxWeek;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: TaskBriefData
int64 TaskID;//[Offset: 0x0, Size: 0x8]
int64 BaseValue;//[Offset: 0x8, Size: 0x8]
int64 CurValue;//[Offset: 0x10, Size: 0x8]
int64 status;//[Offset: 0x20, Size: 0x8]
enum page;//[Offset: 0x28, Size: 0x1]
int64 week;//[Offset: 0x30, Size: 0x8]
bool IsMarked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38,
Size: 0x1]

--------------------------------
Class: ResurrectInfo
bool bClearWeapons;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
bool bClearAllItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1, Size: 0x1]
bool bEmptyEnergy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2,
Size: 0x1]
bool bReChargeJetToFull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3, Size: 0x1]
enum ResurrectMethod;//[Offset: 0x4, Size: 0x1]

--------------------------------
Class:
DeathTreasureBox.SolarTreasureBoxActor.SolarItemActor.SolarDormantActor.Actor.Objec
t
float CharacterPickupRange;//[Offset: 0x684, Size: 0x4]
float CurrEnergyValue;//[Offset: 0x688, Size: 0x4]
float CurrExtraEnergyValue;//[Offset: 0x68c, Size: 0x4]
FString PlayerId;//[Offset: 0x690, Size: 0x10]
FString NickName;//[Offset: 0x6a0, Size: 0x10]
SolarPlayerWeapon*[] WeaponList;//[Offset: 0x6b0, Size: 0x10]
BoxChargingInfo[] ChargingChars;//[Offset: 0x6c0, Size: 0x10]
float PickupRadius;//[Offset: 0x6d0, Size: 0x4]
float ResurrectDistance;//[Offset: 0x6d4, Size: 0x4]
FString[] RevivingTeammatePlayerID;//[Offset: 0x6d8, Size: 0x10]
byte CurrResurrectionState;//[Offset: 0x6e8, Size: 0x1]
bool ResurrectionComplete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6e9, Size: 0x1]
SkeletalMeshComponent* PreViewMesh;//[Offset: 0x6f0, Size: 0x8]
FName ReviveStartSound;//[Offset: 0x6f8, Size: 0x8]
FName ReviveBeforeCompleteSound;//[Offset: 0x700, Size: 0x8]
FName ReviveCompleteSound;//[Offset: 0x708, Size: 0x8]
FName ReviveFailedSound;//[Offset: 0x710, Size: 0x8]
float ResurrectionBeforeSoundTime;//[Offset: 0x718, Size: 0x4]
ParticleSystem* ReviveCompletePS;//[Offset: 0x720, Size: 0x8]
FName ReviveCompletePSAttachedSocket;//[Offset: 0x728, Size: 0x8]
float PreviewMeshZOffset;//[Offset: 0x730, Size: 0x4]
float PreviewMeshZRotation;//[Offset: 0x734, Size: 0x4]
bool IsPickuped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738,
Size: 0x1]
SceneComponent* FXPosComponent;//[Offset: 0x748, Size: 0x8]
ParticleSystem*[] QualityPS;//[Offset: 0x750, Size: 0x10]
class ActorEffect* RevivePreviewEffectClass;//[Offset: 0x770, Size: 0x8]
<enum,SoftObjectPath> PreviewAnim;//[Offset: 0x780, Size: 0x50]
float SphereRadius;//[Offset: 0x7d0, Size: 0x4]
float UnpickableSphereRadius;//[Offset: 0x7d4, Size: 0x4]
RescuingCountDownInfo RevivingInfo;//[Offset: 0x7dc, Size: 0x18]
void ReceiveSetUIEnable(bool IsShow);// 0x704f228
void ReceiveRemoveEffect(const SolarCharacter* SolarChar);// 0x704f228
void ReceiveRefreshExtraEnergy(FString Message);// 0x704f228
void ReceiveAddEffect(const SolarCharacter* SolarChar);// 0x704f228
void OnUntrigger(PrimitiveComponent* OverlappedComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x6424c3c
void OnTrigger(PrimitiveComponent* OverlappedComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const
HitResult SweepResult);// 0x6424dc4
void OnRep_RevivingTeammatePlayerID();// 0x6424c28
void OnRep_RevivingInfo();// 0x6424a10
void OnRep_PickupedChanged();// 0x6424c00
void OnRep_CurrExtraEnergyValueChanged();// 0x6424c14
void OnRep_BResurrectionStateChanged();// 0x6424bec
void OnRefreshPickupStatusEffect(bool IsShow);// 0x704f228
bool IsInResurrectRange(SolarCharacter* InReqCharacter, out float
RealDistance);// 0x6424a24
bool CanBuyResurrect(const SolarCharacter* InReqCharacter);// 0x6424b30

--------------------------------
Class: SolarTreasureBoxActor.SolarItemActor.SolarDormantActor.Actor.Object
enum CurrentState;//[Offset: 0x494, Size: 0x1]
SolarItemDataArray ItemDataList;//[Offset: 0x4a8, Size: 0x118]
SolarItemData[] SortedGameItemDatas;//[Offset: 0x5c0, Size: 0x10]
int DataLeng;//[Offset: 0x5e0, Size: 0x4]
enum CostType;//[Offset: 0x5e4, Size: 0x1]
int CostNum;//[Offset: 0x5e8, Size: 0x4]
int HighestItemQuality;//[Offset: 0x640, Size: 0x4]
float BurstRadius;//[Offset: 0x648, Size: 0x4]
float BurstRadiusRandScale;//[Offset: 0x64c, Size: 0x4]
float BurstLocalHeight;//[Offset: 0x650, Size: 0x4]
float BurstEulerAngle;//[Offset: 0x654, Size: 0x4]
bool bBurstSplitItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x658, Size: 0x1]
enum BurstMethod;//[Offset: 0x659, Size: 0x1]
float RadSafeSlopeToBurstOn;//[Offset: 0x65c, Size: 0x4]
float GoldenSpiralMinRadiusSquared;//[Offset: 0x660, Size: 0x4]
SolarBurstItemActor*[] BurstItemActors;//[Offset: 0x668, Size: 0x10]
Vector MeshBoxExtent;//[Offset: 0x678, Size: 0xc]
void UpdateTreasureBoxInternal();// 0x6c45b10
void UpdateOpenBoxUIByState(const enum NewState);// 0x704f228
void UpdateItemDataListInternal();// 0x6c45b2c
void StopOpenAnimation();// 0x704f228
void ServerSetState(const enum NewState, SolarCharacter* RequestCharacter);//
0x6c45a08
void ServerNotifyPlayerOpen(const SolarCharacter* RequestCharacter, enum
InItemType);// 0x6c45914
void PlayOpenAnimation();// 0x704f228
void OnRep_ItemDataList();// 0x6c45c38
void OnRep_CurrentState();// 0x6c45afc
void OnClientItemHighestQualityChanged(int NewQuality, int PrevQuality);//
0x6c45b40
int GetNumCost();// 0x6c45c70
enum GetCostType();// 0x6c45c54
void ConstructTreasureBoxTest(out int[] itemIdList);// 0x6c45c8c
void ConstructTreasureBox(int dropId);// 0x6c45d4c
bool BOpened();// 0x6c458d4

--------------------------------
Class: SolarItemActor.SolarDormantActor.Actor.Object
SolarItemData ItemData;//[Offset: 0x2f0, Size: 0xc8]
Vector_NetQuantize DroppedLocation;//[Offset: 0x3b8, Size: 0xc]
float SpawnOffset;//[Offset: 0x3c4, Size: 0x4]
SoftObjectPath[] DiscardMatPath;//[Offset: 0x3c8, Size: 0x10]
SoftObjectPath OutlineMatPath;//[Offset: 0x3d8, Size: 0x18]
SoftObjectPath FXPath;//[Offset: 0x3f0, Size: 0x18]
float NoneMeshFxOffset;//[Offset: 0x408, Size: 0x4]
float PositionTolerance;//[Offset: 0x40c, Size: 0x4]
FString FXBPPath;//[Offset: 0x410, Size: 0x10]
SphereComponent* SphereComponent;//[Offset: 0x420, Size: 0x8]
Actor* FXActor;//[Offset: 0x42c, Size: 0x8]
byte ItemCurrentState;//[Offset: 0x434, Size: 0x1]
byte[] MarkedTeamIdList;//[Offset: 0x440, Size: 0x10]
StaticMeshComponent* StaticMeshComp;//[Offset: 0x458, Size: 0x8]
MaterialInstanceDynamic*[] NormalMats;//[Offset: 0x460, Size: 0x10]
MaterialInstanceDynamic*[] OutlineMats;//[Offset: 0x470, Size: 0x10]
bool bAdjustDroppedLocationByLandscape;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x480, Size: 0x1]
SolarLandscapeListenerConfig LandscapeListenerConfig;//[Offset: 0x484, Size:
0x10]
void UnMarkThisItem(byte TeamID);// 0x669bd20
void SwitchDiscardMaterials();// 0x669bf90
void SetOutlineMeshVisible(bool Visible);// 0x669be80
void SetItemData(out const SolarItemData _ItemData);// 0x669bfdc
void OnServerPawned();// 0x669bfc0
void OnRep_ItemDataChange();// 0x669c100
void OnRep_ItemCurrentStateChanged();// 0x669bfa4
void OnRep_DroppedLocation();// 0x669c0e4
void NotifyThisItemWasPickedUp();// 0x669bd0c
void MarkThisItem(byte TeamID);// 0x669bdd0
StaticMeshComponent* GetStaticMeshComp();// 0x669bf38
int GetQuality();// 0x669bf54

--------------------------------
Class: SolarDormantActor.Actor.Object

--------------------------------
Class: SolarItemData.FastArraySerializerItem
int ItemID;//[Offset: 0xc, Size: 0x4]
int64 ThisID;//[Offset: 0x10, Size: 0x8]
FString Name;//[Offset: 0x18, Size: 0x10]
FString Icon;//[Offset: 0x28, Size: 0x10]
FString Info;//[Offset: 0x38, Size: 0x10]
int count;//[Offset: 0x48, Size: 0x4]
enum ItemType;//[Offset: 0x4c, Size: 0x4]
int Quality;//[Offset: 0x50, Size: 0x4]
int MaxPile;//[Offset: 0x54, Size: 0x4]
bool IfReplace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58,
Size: 0x1]
FString AbilityBP;//[Offset: 0x60, Size: 0x10]
FString ItemBP;//[Offset: 0x70, Size: 0x10]
int DropTime;//[Offset: 0x80, Size: 0x4]
int UnPickupTime;//[Offset: 0x84, Size: 0x4]
bool IsRecommend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88,
Size: 0x1]
bool bDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89,
Size: 0x1]
bool IsPickupLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x8a, Size: 0x1]
int64 UserId;//[Offset: 0x90, Size: 0x8]
int Level;//[Offset: 0x98, Size: 0x4]
int Prize;//[Offset: 0x9c, Size: 0x4]
float CurValue;//[Offset: 0xa0, Size: 0x4]
bool UseOnPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4,
Size: 0x1]
enum AppearanceType;//[Offset: 0xa5, Size: 0x1]
bool bUpdateOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa6, Size: 0x1]
int SourceType;//[Offset: 0xa8, Size: 0x4]
bool bShowPickupTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xac, Size: 0x1]
FString OwnerPlayerID;//[Offset: 0xb0, Size: 0x10]

--------------------------------
Class: SolarItemDataArray.FastArraySerializer
SolarItemData[] ItemDatas;//[Offset: 0x108, Size: 0x10]

--------------------------------
Class: BoxChargingInfo

--------------------------------
Class: SolarBurstItemActor.SolarItemActor.SolarDormantActor.Actor.Object
SolarTreasureBoxActor* OwnerBox;//[Offset: 0x4a0, Size: 0x8]
SolarItemBurstShowComponent* BurstShowComponent;//[Offset: 0x4a8, Size: 0x8]

--------------------------------
Class: SolarItemBurstShowComponent.SceneComponent.ActorComponent.Object
bool bLandedOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x350, Size: 0x1]
float BurstTimeTotal;//[Offset: 0x354, Size: 0x4]
SyncBurstItemParam BurstItemParam;//[Offset: 0x358, Size: 0x28]
void OnRep_BurstItemParam();// 0x669cd94

--------------------------------
Class: SyncBurstItemParam
Vector_NetQuantize StartLoc;//[Offset: 0x0, Size: 0xc]
Vector_NetQuantize MediumLoc;//[Offset: 0xc, Size: 0xc]
Vector_NetQuantize EndLoc;//[Offset: 0x18, Size: 0xc]
float BurstLocalHeight;//[Offset: 0x24, Size: 0x4]

--------------------------------
Class: SolarLandscapeListenerConfig
bool bListenLandscape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
enum LSModifiedStrategy;//[Offset: 0x1, Size: 0x1]
bool bAdjustRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2, Size: 0x1]
enum LSDestroyStrategy;//[Offset: 0x3, Size: 0x1]
Vector FreeFallBoxExtent;//[Offset: 0x4, Size: 0xc]

--------------------------------
Class: ActorEffect.Object
class ActorEffectController* ControllerClass;//[Offset: 0x28, Size: 0x8]
ActorEffectController* Controller;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: ActorEffectController.Object

--------------------------------
Class: RescuingCountDownInfo
float RescueMaxTime;//[Offset: 0x0, Size: 0x4]
float RescueLeftTime;//[Offset: 0x4, Size: 0x4]
float RescueSpeedRate;//[Offset: 0x8, Size: 0x4]
float RescueReduceRate;//[Offset: 0xc, Size: 0x4]
int RescueNum;//[Offset: 0x10, Size: 0x4]
bool bCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14,
Size: 0x1]

--------------------------------
Class: SolarPointDamageEvent.PointDamageEvent.DamageEvent
bool bBreakShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa8, Size: 0x1]
bool bIgnoreShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa9, Size: 0x1]
float ActualShieldDamage;//[Offset: 0xac, Size: 0x4]
bool bBreakArmor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0,
Size: 0x1]
bool bIgnoreArmor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb1, Size: 0x1]
float ActualArmorDamage;//[Offset: 0xb4, Size: 0x4]
bool bPreFakeInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb8, Size: 0x1]
byte HealthChangeType;//[Offset: 0xb9, Size: 0x1]
enum ResultType;//[Offset: 0xba, Size: 0x1]
bool bJustForShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbb, Size: 0x1]
bool bCanDamageTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbc, Size: 0x1]
int UseWeaponID;//[Offset: 0xc0, Size: 0x4]
enum DamageType;//[Offset: 0xc4, Size: 0x1]
Actor* DamageCauser;//[Offset: 0xc8, Size: 0x8]
FString HitBoneName;//[Offset: 0xe0, Size: 0x10]
bool bHitVehicleWeakPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xf0, Size: 0x1]
bool bHitHumanoidTargetHead;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xf0, Size: 0x1]
float HeadshotDamageFactor;//[Offset: 0xf4, Size: 0x4]
bool bDecisiveHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x105, Size: 0x1]

--------------------------------
Class: PointDamageEvent.DamageEvent
float Damage;//[Offset: 0x10, Size: 0x4]
Vector_NetQuantizeNormal ShotDirection;//[Offset: 0x14, Size: 0xc]
HitResult HitInfo;//[Offset: 0x20, Size: 0x88]

--------------------------------
Class: DamageEvent
class DamageType* DamageTypeClass;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: SolarTaskComponent.ActorComponent.Object
delegate TaskUpdateDelegate;//[Offset: 0xb8, Size: 0x10]
delegate TaskCompoleteDelegate;//[Offset: 0xc8, Size: 0x10]
delegate MarkingTaskChangedDelegate;//[Offset: 0xd8, Size: 0x10]
delegate ClientTaskUpdatedDelegate;//[Offset: 0xe8, Size: 0x10]
delegate ClientBattlePassTimeInfoDelegate;//[Offset: 0xf8, Size: 0x10]
DataTable* TaskTypeHandleConfig;//[Offset: 0x108, Size: 0x8]
class TaskFormula* TaskFormula;//[Offset: 0x110, Size: 0x8]
TaskFormula* FormulaInst;//[Offset: 0x118, Size: 0x8]
int64[] MarkingTask;//[Offset: 0x120, Size: 0x10]
BattlePassTimeInfo BattlePassTimeInfo;//[Offset: 0x130, Size: 0x18]
TaskBriefData[] tasks;//[Offset: 0x148, Size: 0x10]
void ServerEnableMarkTask(int64 InTaskID, bool bMarking);// 0x6c30a7c
void OnRep_Tasks();// 0x6c308bc
void OnRep_MarkingTask();// 0x6c308d0
void OnRep_BattlePassTimeInfo();// 0x6c308a8
bool IsMaxLevel();// 0x704f228
bool IsEnable();// 0x6c30c2c
BattlePassTimeInfo GetBattlePassTimeInfo();// 0x6c308e4
TaskBriefData[] GetAllTaskBriefData();// 0x6c30944
int64[] GetAllMarkTask();// 0x6c30908
void EnableMarkTask(int64 InTaskID, bool bMarking);// 0x6c30980
void ClientNotifyTaskComplete(const TaskBriefData InTaskInfo);// 0x6c30b80

--------------------------------
Class: BattlePassTimeInfo
int64 BattlePassID;//[Offset: 0x0, Size: 0x8]
int64 currWeek;//[Offset: 0x8, Size: 0x8]
int64 maxWeek;//[Offset: 0x10, Size: 0x8]
--------------------------------
Class: TaskFormula.Info.Actor.Object
SolarTaskComponent* TaskSystem;//[Offset: 0x238, Size: 0x8]
void SetTaskProgress(int64 InTaskID, int64 ProgressValue, bool
bOverrideLastMatch);// 0x6c30434
void IncreaseTaskProgress(int64 InTaskID, int64 ProgressValue);// 0x6c30578
int GetTaskConditionValue(int64 InTaskID, int64 Index);// 0x6c3033c

--------------------------------
Class: WorldMarkDataDetails.FastArraySerializer
byte PlayerPosMax;//[Offset: 0x101, Size: 0x1]
WorldMarkData[] AllMarkDatas;//[Offset: 0x108, Size: 0x10]
SolarTeamInfoComponent* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: SummonItemBase.Pawn.Actor.Object
delegate OnDeath;//[Offset: 0x2c8, Size: 0x1]
AkComponent* AkAudioComponent;//[Offset: 0x2d0, Size: 0x8]
StaticMeshComponent* HPBar;//[Offset: 0x2d8, Size: 0x8]
SpawnedActorHandle CachedActorHandle;//[Offset: 0x2e0, Size: 0x4]
SolarCharacter* SourceSummoner;//[Offset: 0x2e4, Size: 0x8]
SolarPlayerState* SourceSummonerPS;//[Offset: 0x2ec, Size: 0x8]
BuffSystemComponent* BuffSystemComponent;//[Offset: 0x2f8, Size: 0x8]
FString DebugBuffString;//[Offset: 0x300, Size: 0x10]
enum DeathReason;//[Offset: 0x310, Size: 0x1]
float CurrentHealth;//[Offset: 0x314, Size: 0x4]
bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318,
Size: 0x1]
float FunctionalTimerMax;//[Offset: 0x394, Size: 0x4]
float FunctionalTimerDelta;//[Offset: 0x398, Size: 0x4]
Vector CenterOffset;//[Offset: 0x3b8, Size: 0xc]
GameplayEffectSpecHandle GEToSelfHandle;//[Offset: 0x3c8, Size: 0x10]
GameplayEffectSpecHandle GEToTargetHandle;//[Offset: 0x3d8, Size: 0x10]
GameplayTagContainer SummonItemAttributeTags;//[Offset: 0x3f0, Size: 0x20]
int SummonerID;//[Offset: 0x410, Size: 0x4]
float MaxHealth;//[Offset: 0x414, Size: 0x4]
float ReducedHealth;//[Offset: 0x418, Size: 0x4]
float DelayDestroyTime;//[Offset: 0x41c, Size: 0x4]
bool bTeammateDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x420, Size: 0x1]
bool bSuicideWithSummonerChange;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x421, Size: 0x1]
float TimeDuration;//[Offset: 0x424, Size: 0x4]
bool bOnlyOne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428,
Size: 0x1]
FName HPBarTagName;//[Offset: 0x42c, Size: 0x8]
FName HPBarPercentName;//[Offset: 0x434, Size: 0x8]
FName HPBarColorName;//[Offset: 0x43c, Size: 0x8]
LinearColor HPBarColorTeammate;//[Offset: 0x444, Size: 0x10]
LinearColor HPBarColorEnemy;//[Offset: 0x454, Size: 0x10]
int HPBarMaterialIndex;//[Offset: 0x464, Size: 0x4]
Vector CenterLocationOffset;//[Offset: 0x468, Size: 0xc]
float DestroyDeathWithinSeconds;//[Offset: 0x474, Size: 0x4]
bool bSupportAutoFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x478, Size: 0x1]
bool bSupportAssistAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x479, Size: 0x1]
WeaponAssistAimTargetConfig AssistAimTargetConfig;//[Offset: 0x480, Size:
0x48]
bool bCanAffectedByEMP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c8, Size: 0x1]
SoftObjectPath OverrideParalyzedEffectPath;//[Offset: 0x4d0, Size: 0x18]
Vector ParalyzedEffectLocationOffset;//[Offset: 0x4e8, Size: 0xc]
Rotator ParalyzedEffectRotationOverride;//[Offset: 0x4f4, Size: 0xc]
Vector ParalyzedEffectScaleOverride;//[Offset: 0x500, Size: 0xc]
bool bShowDamageText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50c, Size: 0x1]
SolarSpawnAdjustConfig* SpawnAdjustConfig;//[Offset: 0x510, Size: 0x8]
bool bAddCoreToActorCollisionIgnoreSystem;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x518, Size: 0x1]
bool bDestroyWhenHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x519, Size: 0x1]
SummonItemBaseConfig* SummonItemConfig;//[Offset: 0x520, Size: 0x8]
Vector[] ValidHitReactionInfos;//[Offset: 0x538, Size: 0x10]
SolarPlayerState*[] ValidInstigatorPSs;//[Offset: 0x548, Size: 0x10]
SummonItemReplicationTagCountMap SummonItemReplicationTags;//[Offset: 0x558,
Size: 0xb0]
<GameplayTag,ActorEffect*> SummonItemActorEffects;//[Offset: 0x608, Size:
0x50]
bool bParalyzed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x658,
Size: 0x1]
ParticleSystemComponent* ParalyzedEffectInstance;//[Offset: 0x660, Size: 0x8]
bool bEnableHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x670, Size: 0x1]
FName HitSoundSubTableKey;//[Offset: 0x674, Size: 0x8]
FName HitSoundSubTableKey2;//[Offset: 0x67c, Size: 0x8]
float MarkLifeTime;//[Offset: 0x684, Size: 0x4]
FString MarkVoiceID;//[Offset: 0x688, Size: 0x10]
SolarLandscapeListenerConfig LandscapeListenerConfig;//[Offset: 0x698, Size:
0x10]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8,
Size: 0x1]
void SwitchFunctionalTimer(bool InbEnable, float InMaxTime);// 0x6cc8d08
void Suicide();// 0x6cc9510
void SetBarDisplayVisibility(const SolarPlayerState*[] InstigatorPSArray);//
0x6cc8bf4
bool RequestPlaySoundByTeam(out const <enum,SolarSummonSoundData>
InSoundData);// 0x6cc8df8
bool RequestPlaySound(out const FString[] InSoundData);// 0x6cc8eec
void ReceiveUpdateHealthEvent(float InCurrentHealthRate);// 0x704f228
void ReceiveUpdateFunctionalTimerEvent(float InTimerRate);// 0x704f228
void ReceiveDeathEvent(enum InDeathReason);// 0x6cc8fe0
void OnSummonItemParalyzedEffectFinished();// 0x6cc9228
void OnSummonItemHitReaction(const Vector_NetQuantizeNormal HitDirection);//
0x6cc917c
void OnSourceCharacterChange();// 0x6cc8cb0
void OnRep_Paralyzed();// 0x6cc8bd8
void OnRep_Dead();// 0x6cc914c
void OnRep_CurrentHealth();// 0x6cc9168
void OnLocalPlayerSpectateTargetChanged(SolarPlayerState* InOldTarget,
SolarSpectateInfo* InSpectateInfo);// 0x6cc8a40
void MultiPlayHitSounds(const HitSoundData[] HitSoundDataList);// 0x6cc9090
void K2_PlaySoundGroup(FName InSoundGroupName,
SoundGroupPlayContextByCharacter InContext);// 0x6cc9244
bool IsDead();// 0x6cc94d0
void GMSetMaxHealth(float InMaxHealth);// 0x6cc93b4
int GetSummonerID();// 0x6cc9364
SolarPlayerState* GetSourceSummonerPS();// 0x6cc9490
SolarCharacter* GetSourceSummoner();// 0x6cc94b0
float GetMaxHealth();// 0x6cc945c
float GetCurrentHealth();// 0x6cc9380
class Object GetClassType();// 0x6cc8ccc
void BindLocalPlayerSpectateDelegates(SolarSpectateInfo* InSpectateInfo);//
0x6cc8b30

--------------------------------
Class: BuffSystemComponent.Object
Actor* OwnerActor;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: SolarSpawnAdjustConfig.DataAsset.Object
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
SpawnAdjustTestConfig[] AdjustBlockConfigs;//[Offset: 0x38, Size: 0x10]
bool bUseActorRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]
float AdjustVerticalDist;//[Offset: 0x4c, Size: 0x4]
float AdjustHorizonDist;//[Offset: 0x50, Size: 0x4]
float AdjustFindStep;//[Offset: 0x54, Size: 0x4]
float TraceUpLength;//[Offset: 0x58, Size: 0x4]
float TraceDownLength;//[Offset: 0x5c, Size: 0x4]
float TraceZOffset;//[Offset: 0x60, Size: 0x4]
byte[] AdjustPlaceTypes;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: SpawnAdjustTestConfig
byte[] AdjustBlockTypes;//[Offset: 0x0, Size: 0x10]
Vector AdjustDetectBoxExtent;//[Offset: 0x10, Size: 0xc]
Vector AdjustDetectBoxOffset;//[Offset: 0x1c, Size: 0xc]

--------------------------------
Class: SummonItemBaseConfig.DataAsset.Object
GameplayTag AbilityTag;//[Offset: 0x30, Size: 0x8]
enum HPBarDisplayMode;//[Offset: 0x38, Size: 0x1]
float ShowTime;//[Offset: 0x3c, Size: 0x4]
float HideTime;//[Offset: 0x40, Size: 0x4]
RuntimeFloatCurve HideCurve;//[Offset: 0x48, Size: 0x88]
FName BarAlphaParamName;//[Offset: 0xd0, Size: 0x8]
GameplayTag MapMarkTypeTag;//[Offset: 0xd8, Size: 0x8]
bool PrintMarkLogInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe0, Size: 0x1]
<GameplayTag,class ActorEffect> ActorEffectMap;//[Offset: 0xe8, Size: 0x50]

--------------------------------
Class: SummonItemReplicationTagCountMap
SummonItemBase* Owner;//[Offset: 0xa0, Size: 0x8]

--------------------------------
Class: SolarSummonSoundData
FString[] SoundNames;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: HitSoundData
Actor* Instigator;//[Offset: 0x0, Size: 0x8]
enum SourceType;//[Offset: 0x8, Size: 0x1]
enum TargetType;//[Offset: 0x9, Size: 0x1]
FName SubTableKey;//[Offset: 0xc, Size: 0x8]
FName SubTableKey2;//[Offset: 0x14, Size: 0x8]

--------------------------------
Class: SoundGroupPlayContextByCharacter.SoundGroupPlayContext
SolarCharacter* Self;//[Offset: 0xc, Size: 0x8]
SolarCharacter* Instigator;//[Offset: 0x14, Size: 0x8]
SolarCharacter* LocalCharacter;//[Offset: 0x1c, Size: 0x8]

--------------------------------
Class: SoundGroupPlayContext
byte LabelFlags;//[Offset: 0x8, Size: 0x1]

--------------------------------
Class: AnyValue

--------------------------------
Class: SolarPlayerActivityHeatComponent.ActorComponent.Object
CurveFloat* DistScoreCurve;//[Offset: 0xc0, Size: 0x8]
float KillCombineTimeOffset;//[Offset: 0xc8, Size: 0x4]
float FirstKillPlayTimeBefore;//[Offset: 0xcc, Size: 0x4]
float LastKillPlayTimeLater;//[Offset: 0xd0, Size: 0x4]
void SaveActivityHeatFragmentToReplay();// 0x6704540
void ReceiveKillInfoNotify(SolarPlayerState* InKiller, SolarPlayerState*
InVictim, out const SolarPointDamageEvent DamageEvent);// 0x670481c
void ReceiveActivityHeatFragmentsFromReplay(FString PlayerId, out const
ReplayActivityHeatFragment NewFragment);// 0x67043ec
void OnPlayerWin(FString SolarPlayerId);// 0x67046b4
void OnPlayerResurrectionParachute(FString SolarPlayerId);// 0x6704974
void OnPlayerDeath(FString SolarPlayerId);// 0x6704768
void OnPlayerCruiseEnded(FString SolarPlayerId);// 0x6704a28
ReplayActivityHeatFragment[] GetPlayerActivityHeatFragmentsById(FString
SolarPlayerId);// 0x6704554
void FillInPlayerActivityHeatKillDetail(SolarPlayerState* InKiller,
SolarPlayerState* InVictim, out const SolarPointDamageEvent DamageEvent, out
PlayerActivityHeatKillDetail OutKillDetail);// 0x6704adc
int AddPlayerActivityHeatRawData(FString SolarPlayerId, enum
ActivityHeatType);// 0x6704cb4

--------------------------------
Class: ReplayActivityHeatFragment
int FragmentId;//[Offset: 0x4, Size: 0x4]
enum ActivityHeatType;//[Offset: 0x8, Size: 0x1]
float TotalScore;//[Offset: 0xc, Size: 0x4]
float BeginTime;//[Offset: 0x10, Size: 0x4]
float EndTime;//[Offset: 0x14, Size: 0x4]
ReplayActivityKillDetail[] ActivityKillDetails;//[Offset: 0x18, Size: 0x10]
int KillNum;//[Offset: 0x28, Size: 0x4]
float ActivityHotTime;//[Offset: 0x2c, Size: 0x4]

--------------------------------
Class: ReplayActivityKillDetail
float KillTime;//[Offset: 0x0, Size: 0x4]
enum KillUseType;//[Offset: 0x4, Size: 0x1]
enum DamageType;//[Offset: 0x5, Size: 0x1]
int KillToolID;//[Offset: 0x8, Size: 0x4]
int KillToolExtraID;//[Offset: 0xc, Size: 0x4]
FString KillerSolarPlayerID;//[Offset: 0x10, Size: 0x10]
FString VictimSolarPlayerID;//[Offset: 0x20, Size: 0x10]
int HighlightEffectGroupID;//[Offset: 0x30, Size: 0x4]

--------------------------------
Class: PlayerActivityHeatKillDetail
float KillTime;//[Offset: 0x0, Size: 0x4]
Vector VictimPosition;//[Offset: 0x4, Size: 0xc]
FString KillerID;//[Offset: 0x10, Size: 0x10]
FString VictimID;//[Offset: 0x20, Size: 0x10]
enum DamageType;//[Offset: 0x30, Size: 0x1]
bool IsAbilityKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x31, Size: 0x1]
bool IsScopedKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x32, Size: 0x1]
bool IsVehicleKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x33, Size: 0x1]
bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34,
Size: 0x1]
bool IsAbilityActivated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x35, Size: 0x1]
int KillToolID;//[Offset: 0x38, Size: 0x4]
int KillToolExtraID;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: HellStrikeWarningWidgetInfoContainer.FastArraySerializer
HellStrikeWarningWidgetInfo[] HellStrikeWarningWidgetMarkInfos;//[Offset:
0x108, Size: 0x10]
World* OwnerWorld;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: HellStrikeWarningWidgetInfo.FastArraySerializerItem
float Timestamp;//[Offset: 0x10, Size: 0x4]
byte InstigatorTeamID;//[Offset: 0x14, Size: 0x1]
Vector_NetQuantize InstigatorLocation;//[Offset: 0x18, Size: 0xc]

--------------------------------
Class: SolarSafeArea.SCMMapElementBase.Actor.Object
int CurrentIndex;//[Offset: 0x290, Size: 0x4]
float TargetTime;//[Offset: 0x294, Size: 0x4]
float BeginShrinkTime;//[Offset: 0x298, Size: 0x4]
float DamageValue;//[Offset: 0x29c, Size: 0x4]
Vector BeginLocation;//[Offset: 0x2a0, Size: 0xc]
float BeginScale;//[Offset: 0x2ac, Size: 0x4]
enum AreaStatus;//[Offset: 0x2b0, Size: 0x1]
bool IsLocalPlayerCameraInSafeArea;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2c1, Size: 0x1]
bool IsLocalViewFocusedCharacterInSafeArea;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2c2, Size: 0x1]
bool bCanCausingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x318, Size: 0x1]
float FirstDamageDelay;//[Offset: 0x31c, Size: 0x4]
float DamageInterval;//[Offset: 0x320, Size: 0x4]
float InPoisonSoundSecond;//[Offset: 0x324, Size: 0x4]
int WarningNotificationIndex;//[Offset: 0x328, Size: 0x4]
<int,int> NoticeDataMap;//[Offset: 0x330, Size: 0x50]
<int,FString> SoundEventNameDataMap;//[Offset: 0x380, Size: 0x50]
<int,int> QuickVoiceDataMap;//[Offset: 0x3d0, Size: 0x50]
int ShrinkEndNotificationIndex;//[Offset: 0x420, Size: 0x4]
int ShrinkEndNoticeId;//[Offset: 0x424, Size: 0x4]
FString ShrinkEndSoundEventName;//[Offset: 0x428, Size: 0x10]
SolarPlayerController* LocalController;//[Offset: 0x438, Size: 0x8]
void StartShrink();// 0x6779630
void ShowPoisonPerSecond();// 0x677955c
void ShowPoisonEffect(bool bShow);// 0x6779578
void ShowEffectInside(bool bInside);// 0x704f228
void Resume();// 0x6779d70
void ReceiveShrinkEnd();// 0x704f228
void ReceiveActorLeaveSafeAreaCircle(Actor* Actor);// 0x704f228
void ReceiveActorEnterSafeAreaCircle(Actor* Actor);// 0x704f228
void Pause();// 0x6779d8c
void OnRep_CurrentIndexChange();// 0x6779548
bool IsPause();// 0x6779d4c
bool IsLocationInTargetSafeArea(out const Vector InLocation);// 0x67798fc
bool IsLocationInSafeAreaDetailed(out const Vector InLocation, out bool
OutInTargetSafeArea);// 0x677971c
bool IsLocationInSafeArea(out const Vector InLocation);// 0x6779a70
bool IsLocationInPoisonArea(out const Vector InLocation);// 0x6779660
bool IsLocationInCurrentSafeArea(out const Vector InLocation);// 0x6779838
bool IsActorInSafeArea(const Actor* InActor);// 0x6779b2c
void GMStartShrinkArea();// 0x677964c
float GetShrinkTargetTime();// 0x6779c1c
enum GetSafeAreaStatus();// 0x6779d30
Vector GetNextAreaLocation();// 0x6779cd4
int GetCurrentIndex();// 0x6779d14
float GetCurrentDamage();// 0x6779be0
Vector GetCurrentAreaBeginLocation();// 0x6779c58
float GetBeginShrinkTime();// 0x6779c98
enum GetActorInSafeAreaStatus(Actor* InActor);// 0x67799c0

--------------------------------
Class: SCMMapElementBase.Actor.Object
bool bPersistent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x238, Size: 0x1]
FString Side;//[Offset: 0x240, Size: 0x10]
FString Job;//[Offset: 0x250, Size: 0x10]
FString ElementID;//[Offset: 0x260, Size: 0x10]
enum Type;//[Offset: 0x270, Size: 0x1]
enum State;//[Offset: 0x271, Size: 0x1]
enum Visibility;//[Offset: 0x272, Size: 0x1]
class SCMMapElementRPCComponent* MapElementRPCComponentClass;//[Offset:
0x278, Size: 0x8]
FName ElementName;//[Offset: 0x280, Size: 0x8]
byte bUseSceneActorOptimization;//[Offset: 0x288, Size: 0x1]
enum SetElementVisibility(const enum NewType);// 0x64e8c68
enum SetElementState(const enum NewState);// 0x64e8d20
void OnRep_ElementVisibility();// 0x64e8c40
void OnRep_ElementState();// 0x64e8c54
void OnElementVisibilityChanged(const enum CurrentVisibility);// 0x704f228
void OnElementStateChanged(const enum CurrentState);// 0x704f228

--------------------------------
Class: SCMMapElementRPCComponent.ActorComponent.Object

--------------------------------
Class:
SolarReplayPlayerController.SolarPlayerController.SolarPlayerControllerBase.PlayerC
ontroller.Controller.Actor.Object
float WaitFirstTeamNumberInputTime;//[Offset: 0x10c4, Size: 0x4]
float WaitTeamNumberInputTime;//[Offset: 0x10c8, Size: 0x4]
SolarReplayCameraControlComp* SolarReplayCameraControlComp;//[Offset: 0x10d0,
Size: 0x8]
SolarReplayHighlightComponent* SolarReplayHighlightComponent;//[Offset:
0x10d8, Size: 0x8]
SolarReplayAutoDirectorComponent* SolarReplayAutoDirectorComponent;//[Offset:
0x10e0, Size: 0x8]
delegate OnEmitBulletDelegate;//[Offset: 0x1160, Size: 0x10]
delegate OnAutoDirectorEnableChanged;//[Offset: 0x1170, Size: 0x10]
<FString,float> HorizontalDistanceBetweenPlayerAndOBCamera;//[Offset: 0x1180,
Size: 0x50]
SolarReplaySubsystem* ReplaySubsystem;//[Offset: 0x11d0, Size: 0x8]
DemoNetDriver* DemoNetDriver;//[Offset: 0x11d8, Size: 0x8]
<byte,MaterialInstanceDynamic*> TeamNumToPerspectiveMaterialMap;//[Offset:
0x1200, Size: 0x50]
void UpdateDistanceBetweenOBCamAndPlayer();// 0x67636e4
void StopSpectatePlayer();// 0x67646d4
void StopPlayReplay();// 0x6764614
void SpectateVictim();// 0x6764490
void SpectatePlayerByPlayerID(FString SolarPlayerId);// 0x67646e8
void SpectateAttacker();// 0x676447c
void SolarGM_ToggleProgressControlButton();// 0x67642c4
void SolarGM_SetWatchingLiveTarget(FString InPlayerID);// 0x6764210
void SolarGM_SetVictimCamera(FString FOV, FString Distance, FString Pitch,
FString BlendAlpha, FString AngularSpeed);// 0x6763a8c
void SolarGM_SetReplayCameraMode(enum CameraMode, int CameraID, FString
ActorNameOrSuggestPlayerID, bool bIgnoreBlockCheck);// 0x6764070
void SolarGM_SetFollowProjectileCamera(FString FOV, FString Distance, FString
Yaw, FString Pitch, FString Roll, FString offset);// 0x6763820
void SolarGM_SetCloseUpCamera(FString FOV, FString ViewDistance, FString
HAngle, FString VAngle, FString TargetSocket, FString offset, FString Roll);//
0x6763ca0
void SolarGM_SetCameraParam(FString Name, FString Value);// 0x6763f64
void ShowDamageText(out SolarDamageText[] InDamageTexts);// 0x67644a4
void SetUISettingHeadInfoStyle(out const enum InType);// 0x676479c
void SetDamageTextVisible(bool bIsVisible);// 0x6764564
void SetBattleOBHUDType(out const enum Type);// 0x676435c
void PauseReplay();// 0x6764314
void OnReplayPlayingLevelLoaded();// 0x6763720
void OnReplayPlayingFirstScrubFinished();// 0x676370c
void OnReplayCameraLostTarget();// 0x67636f8
void OnPlayingFinished();// 0x6763734
void OnEmitBulletDelegate__DelegateSignature(Vector StartLoc, Vector AimLoc,
FString SolarPlayerId);// 0x704f228
void OnBattleOBHUDTypeChanged(out const enum CurrentType);// 0x6763748
bool IsSpectatingPlayer();// 0x6764444
bool IsAutoDirectorEnable();// 0x6764900
float GotoTimeByAutoDirector(float Time);// 0x6764850
SolarPlayerState* GetWatchingLiveTarget();// 0x6764328
<FString,float> GetHorizontalDistanceBetweenPlayerAndOBCamera();// 0x67637fc
FString GetCurrentSpectatePlayerID();// 0x6764628
enum GetBattleOBHUDType();// 0x6764410
void ExitDirectorMode();// 0x67642d8
void EnterDirectorMode();// 0x67642ec
void ContinueReplay();// 0x6764300

--------------------------------
Class: SolarDamageText
bool bHitHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
bool bHitShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1,
Size: 0x1]
bool bBrokenShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2, Size: 0x1]
bool bDecisiveHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3,
Size: 0x1]
int Damage;//[Offset: 0x4, Size: 0x4]
Actor* Target;//[Offset: 0x8, Size: 0x8]
Actor* Source;//[Offset: 0x10, Size: 0x8]
Vector HitLocation;//[Offset: 0x18, Size: 0xc]
uint32 TargetUniqueID;//[Offset: 0x24, Size: 0x4]

--------------------------------
Class: SolarReplayCameraControlComp.ActorComponent.Object
delegate OnReplayCameraModeChanged;//[Offset: 0xb0, Size: 0x10]
SolarSpectateInfo* ReplayPCSpectateInfo;//[Offset: 0xf0, Size: 0x8]
float DefaultSpeed;//[Offset: 0xf8, Size: 0x4]
float MoveSpeedChangeStep;//[Offset: 0xfc, Size: 0x4]
float MoveSpeedMin;//[Offset: 0x100, Size: 0x4]
float MoveSpeedMax;//[Offset: 0x104, Size: 0x4]
float SpeedUpScale;//[Offset: 0x108, Size: 0x4]
float DefaultTurnRate;//[Offset: 0x10c, Size: 0x4]
float TurnRateChangeStep;//[Offset: 0x110, Size: 0x4]
float TurnSpeedMin;//[Offset: 0x114, Size: 0x4]
float TurnSpeedMax;//[Offset: 0x118, Size: 0x4]
float DistanceChangeStep;//[Offset: 0x11c, Size: 0x4]
SolarReplayCameraBase* ReplayCamera;//[Offset: 0x120, Size: 0x8]
SolarPlayerState* LastTarget;//[Offset: 0x130, Size: 0x8]
ReplayCameraCache* CacheCameras;//[Offset: 0x148, Size: 0x8]
ReplayCameraCache* CacheCamerasForCheck;//[Offset: 0x150, Size: 0x8]
void OnStreamingReadied();// 0x6761c90
void OnSpectateInfoRep(SolarSpectateInfo* InSpecInfo);// 0x6761ca4
void OnReplayCameraModeChanged__DelegateSignature(enum OldMode, enum
CurMode);// 0x704f228
void OnPlayingScrubStart();// 0x6761c7c
void OnPlayingScrubCharactersCreated();// 0x6761c54
void OnPlayingFirstScrubFinished();// 0x6761c68
enum GetReplayCameraMode();// 0x6761d4c
void ChangeLockSpectatorModeDistance(float val);// 0x6761d80

--------------------------------
Class: SolarReplayCameraBase.Object

--------------------------------
Class: ReplayCameraCache.Object
<enum,SolarReplayCameraBase*> CacheCameras;//[Offset: 0x28, Size: 0x50]

--------------------------------
Class: SolarReplayHighlightComponent.ActorComponent.Object
OBHighlightOverviewWidget* HighlightOverviewWidget;//[Offset: 0xe8, Size:
0x8]
void ReportHighlightConversion(bool bIsInterrupt);// 0x6762628
void ReceiveHighlightOverviewData(out const PlayerHighlightOverview
OverviewData);// 0x6762414
void ReceiveHighlightData(FString PlayerId, out const
ReplayActivityHeatFragment NewFragment);// 0x67624d4
void OnSwitchViewTargetFinished();// 0x6762400
void OnReplayWidgetTranslatePlayEndOver();// 0x67623b0
void OnReplayWidgetTranslatePlayBeginOver();// 0x67623c4
void OnReplayWidgetOverviewPlayEnd();// 0x67623d8
void OnReplayWidgetHighlightPlayEnd();// 0x676239c
void OnReplayScrubFinished();// 0x67623ec
void OnProjectileSpawned(SolarSkill_Projectile* Projectile);// 0x6762124
UISubsystem* GetUISubSystem();// 0x6762334
SolarReplaySubsystem* GetReplaySubsystem();// 0x6762368
void CalcMarkType(out const float Score, out enum OutType, out FString
OutName);// 0x67621cc

--------------------------------
Class: PlayerHighlightOverview
int KillNum;//[Offset: 0x0, Size: 0x4]
int AssistNum;//[Offset: 0x4, Size: 0x4]
int Damage;//[Offset: 0x8, Size: 0x4]
FString PlayerId;//[Offset: 0x10, Size: 0x10]
int RemainPlayers;//[Offset: 0x20, Size: 0x4]
enum BestMark;//[Offset: 0x24, Size: 0x1]

--------------------------------
Class:
OBHighlightOverviewWidget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.U
serWidget.Widget.Visual.Object
CanvasPanel* Panel_ScopeUI;//[Offset: 0x490, Size: 0x8]
delegate OverviewPlayEnd;//[Offset: 0x498, Size: 0x10]
delegate TranslatePlayBeginOver;//[Offset: 0x4a8, Size: 0x10]
delegate TranslatePlayEndOver;//[Offset: 0x4b8, Size: 0x10]
delegate HighlightPlayEnd;//[Offset: 0x4c8, Size: 0x10]
Texture2D* PunchIcon;//[Offset: 0x4d8, Size: 0x8]
FString PunchLocText;//[Offset: 0x4e0, Size: 0x10]
void SwitchKillToolData(out const ReplayActivityKillDetail KillDetail);//
0x64b4334
void ShowHighlightTranslateNum(out const int TranslateNum);// 0x704f228
void ShowHighlightOverviewData(out const PlayerHighlightOverview
OverviewData);// 0x704f228
void ShowHighlightMarkResult(out const float TotalScore, FString MarkName);//
0x704f228
void ShowHighlightKillToolEffect(FString ToolName, out const Texture2D*
ToolIcon);// 0x704f228
void ShowHighlightKillNum(out const int KillNum);// 0x704f228
void OnTranslatePlayEndOver();// 0x64b4574
void OnTranslatePlayBeginOver();// 0x64b4588
void OnOverviewPlayEnd();// 0x64b459c
void OnHighlightPlayEnd();// 0x64b4560
bool IsEqualChangeList();// 0x64b41f4
void HighlightOver();// 0x704f228
void HighlightFragmentOver();// 0x704f228
void ContinueHighlightTranslate();// 0x704f228
void CollectReplayPlayerOverviewData(FString PlayerId, out
ReplayPlayerOverviewData PlayerOverviewData);// 0x64b4414
void CalcHighlightMarkResult(float Score, out const
ReplayActivityKillDetail[] KillDetails);// 0x64b422c
void AddScopeToPanel(UserWidget* InChildWidget, bool bInSpectate);//
0x64b40f8

--------------------------------
Class: ReplayPlayerOverviewData
FString playerName;//[Offset: 0x0, Size: 0x10]
FString HeroName;//[Offset: 0x10, Size: 0x10]
Texture2D* SkinResourcePtr;//[Offset: 0x20, Size: 0x28]
int PlayerNum;//[Offset: 0x48, Size: 0x4]
FString GameModeName;//[Offset: 0x50, Size: 0x10]

--------------------------------
Class: CanvasPanel.PanelWidget.Widget.Visual.Object
int ReservedLayerSpace;//[Offset: 0x14c, Size: 0x4]
CanvasPanelSlot* AddChildToCanvas(Widget* Content);// 0x8185860

--------------------------------
Class: SolarSkill_Projectile.Actor.Object
SolarProjectileMovementComponent* ProjectileMovementComponent;//[Offset:
0x240, Size: 0x8]
PrimitiveComponent* DefaultUpdateComponent;//[Offset: 0x248, Size: 0x8]
GameplayTag AbilityTag;//[Offset: 0x250, Size: 0x8]
Vector ProjectileVelocity;//[Offset: 0x258, Size: 0xc]
float ProjectileCustomGravity;//[Offset: 0x264, Size: 0x4]
GameplayEffectSpecHandle ToSelfGameplayEffectHandle;//[Offset: 0x268, Size:
0x10]
GameplayEffectSpecHandle ToTargetGameplayEffectHandle;//[Offset: 0x278, Size:
0x10]
HitResult ProjectileStopResult;//[Offset: 0x288, Size: 0x88]
HitResult LocalProjectileStopResult;//[Offset: 0x310, Size: 0x88]
bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398,
Size: 0x1]
bool bInstantStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x399, Size: 0x1]
float ForceStopTime;//[Offset: 0x39c, Size: 0x4]
float DeferExplodeTime;//[Offset: 0x3a0, Size: 0x4]
SoftObjectPath ProjectileStopEffectPath;//[Offset: 0x3a8, Size: 0x18]
Transform ProjectileStopEffectTransform;//[Offset: 0x3c0, Size: 0x30]
SoftObjectPath ProjectileExplosionEffectPath;//[Offset: 0x3f0, Size: 0x18]
Transform ProjectileExplosionEffectTransform;//[Offset: 0x410, Size: 0x30]
SoftObjectPath ProjectileTrajectoryEffectPath;//[Offset: 0x440, Size: 0x18]
bool bDestroyOnExplode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x458, Size: 0x1]
float DeferDestroyTime;//[Offset: 0x45c, Size: 0x4]
bool bHiddenOnStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x460, Size: 0x1]
bool bHiddenOnExplode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x461, Size: 0x1]
class Actor* SpawnActorClassOnStop;//[Offset: 0x468, Size: 0x8]
class Actor* SpawnActorClassOnExplode;//[Offset: 0x470, Size: 0x8]
bool bForbidSpawnActorOnHitSomeActor;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x478, Size: 0x1]
class Actor[] ForbidSpawnActorArray;//[Offset: 0x480, Size: 0x10]
enum[] MovingIgnoreCollisionTypes;//[Offset: 0x490, Size: 0x10]
float RefundCDPercent;//[Offset: 0x4a0, Size: 0x4]
AkComponent* AkAudioComponent;//[Offset: 0x548, Size: 0x8]
FString SetProjectileVelocitySoundEvent1P;//[Offset: 0x550, Size: 0x10]
FString SetProjectileVelocitySoundEvent3P;//[Offset: 0x560, Size: 0x10]
FString SetProjectileVelocitySoundEvent3PEnemy;//[Offset: 0x570, Size: 0x10]
FString OnProjectileMovementStopSoundEvent1P;//[Offset: 0x580, Size: 0x10]
FString OnProjectileMovementStopSoundEvent3P;//[Offset: 0x590, Size: 0x10]
FString OnProjectileMovementStopSoundEvent3PEnemy;//[Offset: 0x5a0, Size:
0x10]
FString CommonHitSound1P;//[Offset: 0x5b0, Size: 0x10]
FString CommonHitSound3P;//[Offset: 0x5c0, Size: 0x10]
FString CommonHitSound3PEnemy;//[Offset: 0x5d0, Size: 0x10]
FString ExplosionSound1P;//[Offset: 0x5e0, Size: 0x10]
FString ExplosionSound3P;//[Offset: 0x5f0, Size: 0x10]
FString ExplosionSound3PEnemy;//[Offset: 0x600, Size: 0x10]
bool bEnableCustomBounce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x638, Size: 0x1]
SolarProjectileCustomBounceData CustomBounceData;//[Offset: 0x63c, Size: 0x8]
bool bEnableForceStopOnHitForBounce;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x644, Size: 0x1]
class Actor[] ForceStopOnHitArrayForBounce;//[Offset: 0x648, Size: 0x10]
bool bEnableBounceHitSpecificActor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x658, Size: 0x1]
class Actor[] CanBounceSpecificActorArray;//[Offset: 0x660, Size: 0x10]
bool bJustAllyBounceOnForceStopBounce;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x670, Size: 0x1]
bool bNeedDestroyWhenBlockedByDeepWater;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x671, Size: 0x1]
bool bAttachToHitActorOnStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x678, Size: 0x1]
bool bDestroyOnAttachActorDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x679, Size: 0x1]
Actor* AttachActor;//[Offset: 0x67c, Size: 0x8]
bool bReceiveAttachActorEndPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x684, Size: 0x1]
void RefundSkillCD();// 0x678a05c
void ReceiveSetProjectileMovement();// 0x704f228
void ReceiveProjectileMovementStop(out const HitResult InImpactResult);//
0x704f228
void ReceiveExplosion(out const HitResult InImpactResult);// 0x704f228
void ReceiveAttachActorEndPlay(Actor* InActor, byte InEndPlayReason);//
0x6789400
void OnTypeIgnoreCollisionActorChange(bool bAdd, enum Type, Actor*
InActor);// 0x6789834
void OnTeamIgnoreCollisionActorChange(bool bAdd, Actor* InActor, byte
TeamID);// 0x6789ad4
void OnRep_ReceiveAttachActorEndPlay();// 0x67892d4
void OnRep_ProjectileVelocity();// 0x678a048
void OnRep_ProjectileStopResult();// 0x678a020
void OnRep_ProjectileCustomGravity();// 0x678a034
void OnRep_AttachActor();// 0x67892f0
void OnProjectileMovementStopInternal(out const HitResult InImpactResult);//
0x6789e70
void OnProjectileMovementStop(out const HitResult InImpactResult);//
0x6789f48
void OnProjectileBounce(out const HitResult InImpactResult, out const Vector
InImpactVelocity);// 0x6789d4c
void OnProjectileBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x67895f0
void OnChangeOwnerCharacterInternal();// 0x6789c44
void OnChangeOwnerCharacter();// 0x6789c60
void OnAttachSummonItemDeath(SummonItemBase* InSummonItem, enum InReason);//
0x678930c
void OnAttachActorEndPlay(Actor* InActor, byte InEndPlayReason);// 0x67894fc
void K2_PlaySound(FString InControlledOrSpectatedSoundName, FString
InTeammateSoundName, FString InEnemySoundName);// 0x6789970
SolarCharacter* GetOwnerCharacter();// 0x6789c10
void ExplodeInternal(out const HitResult InImpactResult);// 0x6789c74

--------------------------------
Class:
SolarProjectileMovementComponent.ProjectileMovementComponent.MovementComponent.Acto
rComponent.Object
byte[] ExtraObjectTypes;//[Offset: 0x1d0, Size: 0x10]
float PredictRadius;//[Offset: 0x1e0, Size: 0x4]
FName[] OnlyInfluencedActorTags;//[Offset: 0x1e8, Size: 0x10]
ProjectileMovementData[] MovementDatas;//[Offset: 0x1f8, Size: 0x10]
enum BounceType;//[Offset: 0x208, Size: 0x1]
float CanBounceAngle;//[Offset: 0x20c, Size: 0x4]
int MaxBounceCount;//[Offset: 0x210, Size: 0x4]
class Actor[] ForceStopOnHitArray;//[Offset: 0x218, Size: 0x10]
class Actor[] CanBounceSpecificActorArray;//[Offset: 0x228, Size: 0x10]
float BounceStopSimulatingDegree;//[Offset: 0x238, Size: 0x4]

--------------------------------
Class: ProjectileMovementComponent.MovementComponent.ActorComponent.Object
float InitialSpeed;//[Offset: 0xec, Size: 0x4]
float MaxSpeed;//[Offset: 0xf0, Size: 0x4]
bool bRotationFollowsVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xf4, Size: 0x1]
bool bRotationRemainsVertical;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xf4, Size: 0x1]
bool bShouldBounce;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf4,
Size: 0x1]
bool bInitialVelocityInLocalSpace;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0xf4, Size: 0x1]
bool bForceSubStepping;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0xf4, Size: 0x1]
bool bSimulationEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)
[Offset: 0xf4, Size: 0x1]
bool bSweepCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0xf4, Size: 0x1]
bool bIsHomingProjectile;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0xf4, Size: 0x1]
bool bBounceAngleAffectsFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xf5, Size: 0x1]
bool bIsSliding;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf5,
Size: 0x1]
bool bInterpMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xf5, Size: 0x1]
bool bInterpRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0xf5, Size: 0x1]
float PreviousHitTime;//[Offset: 0xf8, Size: 0x4]
Vector PreviousHitNormal;//[Offset: 0xfc, Size: 0xc]
float ProjectileGravityScale;//[Offset: 0x108, Size: 0x4]
float Buoyancy;//[Offset: 0x10c, Size: 0x4]
float Bounciness;//[Offset: 0x110, Size: 0x4]
float Friction;//[Offset: 0x114, Size: 0x4]
float BounceVelocityStopSimulatingThreshold;//[Offset: 0x118, Size: 0x4]
float MinFrictionFraction;//[Offset: 0x11c, Size: 0x4]
delegate OnProjectileBounce;//[Offset: 0x120, Size: 0x10]
delegate OnProjectileStop;//[Offset: 0x130, Size: 0x10]
float HomingAccelerationMagnitude;//[Offset: 0x140, Size: 0x4]
SceneComponent* HomingTargetComponent;//[Offset: 0x144, Size: 0x8]
float MaxSimulationTimeStep;//[Offset: 0x14c, Size: 0x4]
int MaxSimulationIterations;//[Offset: 0x150, Size: 0x4]
int BounceAdditionalIterations;//[Offset: 0x154, Size: 0x4]
float InterpLocationTime;//[Offset: 0x158, Size: 0x4]
float InterpRotationTime;//[Offset: 0x15c, Size: 0x4]
float InterpLocationMaxLagDistance;//[Offset: 0x160, Size: 0x4]
float InterpLocationSnapToTargetDistance;//[Offset: 0x164, Size: 0x4]
void StopSimulating(out const HitResult HitResult);// 0x8ebeeec
void SetVelocityInLocalSpace(Vector NewVelocity);// 0x8ebefc4
void SetInterpolatedComponent(SceneComponent* Component);// 0x8ebee3c
void ResetInterpolation();// 0x8ebed1c
void OnProjectileStopDelegate__DelegateSignature(out const HitResult
ImpactResult);// 0x704f228
void OnProjectileBounceDelegate__DelegateSignature(out const HitResult
ImpactResult, out const Vector ImpactVelocity);// 0x704f228
void MoveInterpolationTarget(out const Vector NewLocation, out const Rotator
NewRotation);// 0x8ebed38
Vector LimitVelocity(Vector NewVelocity);// 0x8ebec3c
bool IsVelocityUnderSimulationThreshold();// 0x8ebf074
bool IsInterpolationComplete();// 0x8ebecf0

--------------------------------
Class: ProjectileMovementData
float SimTime;//[Offset: 0x0, Size: 0x4]
float Gravity;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarProjectileCustomBounceData
float CanBounceAngle;//[Offset: 0x0, Size: 0x4]
int MaxBounceCount;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: UISubsystem.GameInstanceSubsystem.Subsystem.Object
UIGlobalConfig* GlobalConfig;//[Offset: 0x30, Size: 0x8]
GeneralInteractionButtonConfigDataAsset* InteractionListConfig;//[Offset:
0x38, Size: 0x8]
UIPanelConfig* UIPanelConfig;//[Offset: 0x40, Size: 0x8]
<FString,SolarUserWidget*> CacheWidgets;//[Offset: 0x48, Size: 0x50]
void PostInitializeAfterPatch();// 0x6cfaae0

--------------------------------
Class: UIGlobalConfig.DataAsset.Object
<byte,TeamMemberColor> TeamMemberColors;//[Offset: 0x30, Size: 0x50]
<byte,ItemQualityData> ItemQualityData;//[Offset: 0x80, Size: 0x50]
<byte,OBTeamColor> OBTeamColors;//[Offset: 0xd0, Size: 0x50]
<enum,WorldMarkInteractableTypeSetting>
WorldMarkInteractableTypeSettings;//[Offset: 0x120, Size: 0x50]
<enum,float> WorldMarkMeshWidgetStyleSettings;//[Offset: 0x170, Size: 0x50]
<enum,float> WorldMarkMeshWidgetMiniMapStyleSettings;//[Offset: 0x1c0, Size:
0x50]
CurveFloat* WorldMarkMeshWidgetIconOffsetCurve;//[Offset: 0x210, Size: 0x8]
float AutoMarkDamagingCharacterCD;//[Offset: 0x218, Size: 0x4]
int WorldMarkIconInMiniMapImageOffset;//[Offset: 0x21c, Size: 0x4]
int WarningMarkIconColorIndexInMiniMap;//[Offset: 0x220, Size: 0x4]
<byte,int> TeamMemberColorIndex;//[Offset: 0x228, Size: 0x50]
<enum,FString> ActionWheelImagePath;//[Offset: 0x278, Size: 0x50]
DataTable* WorldMarkDataIconIndexConfig;//[Offset: 0x2c8, Size: 0x8]
class WorldMark_HeroSubItem* HeroSubItemMarkWidgetClass;//[Offset: 0x2d0,
Size: 0x8]
<GameplayTag,HeroSubItemMarkData> HeroSubItemMarkConfig;//[Offset: 0x2d8,
Size: 0x50]
class WorldMark_CenterToTarget* CenterToTargetWidgetClass;//[Offset: 0x328,
Size: 0x8]
<GameplayTag,CenterToTargetWidgetData> CenterToTargetWidgetConfig;//[Offset:
0x330, Size: 0x50]
class WorldMark_ScanActorMark* RadarMarkWidgetClass;//[Offset: 0x380, Size:
0x8]
OBTeamColor GetOBTeamColor(const int TeamNum);// 0x6ceb914

--------------------------------
Class: OBTeamColor
FString Desc;//[Offset: 0x0, Size: 0x10]
LinearColor Main;//[Offset: 0x10, Size: 0x10]
LinearColor Vice;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: TeamMemberColor
LinearColor Main;//[Offset: 0x0, Size: 0x10]
LinearColor Vice;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: WorldMarkInteractableTypeSetting
int IconIndex;//[Offset: 0x0, Size: 0x4]
int LocID;//[Offset: 0x4, Size: 0x4]
int VoiceID;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class:
WorldMark_HeroSubItem.ActorMarkBase.SolarUserWidget.SolarUserWidgetBase.SolarNaviga
tionBase.UserWidget.Widget.Visual.Object
enum HeroSubItemType;//[Offset: 0x544, Size: 0x1]
enum HeroSubItemDeviceState;//[Offset: 0x545, Size: 0x1]
Image* Img_Device;//[Offset: 0x548, Size: 0x8]
Image* Img_Arrow;//[Offset: 0x550, Size: 0x8]
CanvasPanel* Panel_Angle;//[Offset: 0x558, Size: 0x8]
SolarTextBlock* Txt_Warning;//[Offset: 0x560, Size: 0x8]
WidgetAnimation* Anim_Destroy;//[Offset: 0x568, Size: 0x8]
void SetTextShowDuration(float InDuration);// 0x6d51fec
void SetText(int InLocalTextId);// 0x6d5209c
void SetSwitcherKey(bool bVisible, int ActiveIndex);// 0x704f228
void SetItemImageByResourceObject(Object* ResourceObject);// 0x704f228
void SetItemImage(Texture2D* InTexture, Vector2D SizeOverride);// 0x704f228
void SetDeviceState(enum NewState);// 0x6d5214c
void SetArrowColor(LinearColor InColor);// 0x704f228
void OnSetSubItemType(enum Type);// 0x704f228
void OnRemove();// 0x704f228
void OnOutOfScreenChanged(bool bNewOutOfScreen);// 0x704f228
void OnDeviceStateChange(enum OldState, enum NewState);// 0x704f228

--------------------------------
Class:
ActorMarkBase.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.Wi
dget.Visual.Object
bool bEnableWeltDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a0, Size: 0x1]
float LerpAlpha;//[Offset: 0x4ac, Size: 0x4]
float AngleForArrow;//[Offset: 0x4b0, Size: 0x4]
Vector4 RectangleOffset;//[Offset: 0x4d0, Size: 0x10]
Vector4 Radius;//[Offset: 0x4e0, Size: 0x10]
Actor* CurrentFollowActor;//[Offset: 0x4f0, Size: 0x8]
PlayerController* CurrentPlayerController;//[Offset: 0x4f8, Size: 0x8]
Vector2D MarkIconAlignment;//[Offset: 0x500, Size: 0x8]
Vector2D MarkPanelSize;//[Offset: 0x508, Size: 0x8]
Vector2D MarkPanelDesignOffset;//[Offset: 0x510, Size: 0x8]
CurveFloat* ActorMarkWidgetTranslucentValueCurve;//[Offset: 0x520, Size: 0x8]
CurveFloat* ActorMarkWidgetScaleValueCurve;//[Offset: 0x528, Size: 0x8]
float MaxVisibleDis;//[Offset: 0x540, Size: 0x4]
void SetUpdateState(bool InShouldUpdateLocation);// 0x635f8d0
void InitActorMarkBaseByFixedPos(Vector Pos, PlayerController* Controller);//
0x635fa38
void InitActorMarkBase(Actor* InActor, PlayerController* Controller);//
0x635fb2c
float GetTeamHUDTranslucentData(float CheckDistancePercent);// 0x635f820
float GetTeamHUDScaleData(float CheckDistancePercent);// 0x635f770
Vector GetFollowActorLocation();// 0x635f738
float GetDistance(bool bIncludeZ);// 0x635f980
Actor* GetCurrentFollowActor();// 0x635f704

--------------------------------
Class: SolarTextBlock.TextLayoutWidget.Widget.Visual.Object
bool bEnableLocText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x159, Size: 0x1]
FText Text;//[Offset: 0x160, Size: 0x18]
int LocTextID;//[Offset: 0x178, Size: 0x4]
enum PreviewLang;//[Offset: 0x17c, Size: 0x1]
bool bCapitalsLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x17d, Size: 0x1]
Vector2D CalcSize;//[Offset: 0x180, Size: 0x8]
delegate TextDelegate;//[Offset: 0x188, Size: 0x10]
SlateColor ColorAndOpacity;//[Offset: 0x198, Size: 0x28]
delegate ColorAndOpacityDelegate;//[Offset: 0x1c0, Size: 0x10]
SlateFontInfo Font;//[Offset: 0x1d0, Size: 0x68]
SlateFontSizeForLang SpecialLangFont;//[Offset: 0x238, Size: 0x18]
SlateBrush StrikeBrush;//[Offset: 0x250, Size: 0xf0]
SlateBrush BackgroundBrush;//[Offset: 0x340, Size: 0xf0]
Vector2D ShadowOffset;//[Offset: 0x430, Size: 0x8]
LinearColor ShadowColorAndOpacity;//[Offset: 0x438, Size: 0x10]
delegate ShadowColorAndOpacityDelegate;//[Offset: 0x448, Size: 0x10]
float MinDesiredWidth;//[Offset: 0x458, Size: 0x4]
bool bEnableAutoAdjustMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x45c, Size: 0x1]
int MinFontSize;//[Offset: 0x460, Size: 0x4]
float MaxDisplayTextWidth;//[Offset: 0x464, Size: 0x4]
int MaxDisplayLineCount;//[Offset: 0x468, Size: 0x4]
bool bWrapWithInvalidationPanel;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x46c, Size: 0x1]
bool bAutoWrapText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x46d, Size: 0x1]
bool bUsingAccurateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x46e, Size: 0x1]
bool bEnableCacheSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x46f, Size: 0x1]
bool bSimpleTextMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x470, Size: 0x1]
bool bNeverResize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x471, Size: 0x1]
void SetWrapTextAt(float InWrapTextAt);// 0x6c3f2f0
void SetWrappingPolicy(enum InWrappingPolicy);// 0x6c3f240
void SetText(FText InText);// 0x6c3edb4
void SetStrikeBrush(SlateBrush InStrikeBrush);// 0x6c3fc8c
void SetShadowOffset(Vector2D InShadowOffset);// 0x6c4032c
void SetShadowColorAndOpacity(LinearColor InShadowColorAndOpacity);//
0x6c403d8
void SetOpacity(float InOpacity);// 0x6c40488
void SetMinDesiredWidth(float InMinDesiredWidth);// 0x6c3f70c
void SetMaxDisplayTextWidth(float InMaxDisplayTextWidth);// 0x6c3f664
void SetMaxDisplayLineCount(int InMaxDisplayLineCount);// 0x6c3f5bc
void SetMargin(Margin InMargin);// 0x6c3f508
void SetLocTextID(int InLocTextID);// 0x6c40538
void SetLocLangTextData(FText InText, bool InEnableLocText, int InLocTextID,
enum InPreviewLang, SlateFontSizeForLang InSlateFontSizeForLang);// 0x6c405e8
void SetLineHeightPercentage(float InLineHeightPercentage);// 0x6c3f458
void SetFont(SlateFontInfo InFontInfo);// 0x6c4016c
void SetColorAndOpacity(SlateColor InColorAndOpacity);// 0x6c40914
void SetBackgroundBrush(SlateBrush InBackgroundBrush);// 0x6c3f7bc
void SetAutoWrapText(bool InAutoTextWrap);// 0x6c3f3a0
Vector2D GetTextSize();// 0x6c3f18c
FText GetText();// 0x6c3ef5c
FString GetOmittedText();// 0x6c3f0e0
MaterialInstanceDynamic* GetDynamicOutlineMaterial();// 0x6c3f1c8
MaterialInstanceDynamic* GetDynamicFontMaterial();// 0x6c3f204
FString GetDisplayedText();// 0x6c3f034

--------------------------------
Class: SlateFontSizeForLang
bool bEnableFontForLang;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0, Size: 0x1]
int DefaultFontSize;//[Offset: 0x4, Size: 0x4]
SlateFontSizeLangData[] FontForLangGroup;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: SlateFontSizeLangData
enum SpecialLang;//[Offset: 0x0, Size: 0x1]
int SpecialFontSize;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: HeroSubItemMarkData
PaperSprite* ImageRes;//[Offset: 0x0, Size: 0x28]

--------------------------------
Class:
WorldMark_CenterToTarget.ActorMarkBase.SolarUserWidget.SolarUserWidgetBase.SolarNav
igationBase.UserWidget.Widget.Visual.Object
Vector2D CenterPointOffset;//[Offset: 0x544, Size: 0x8]
float EdgeLeft;//[Offset: 0x54c, Size: 0x4]
float EdgeRight;//[Offset: 0x550, Size: 0x4]
float EdgeTop;//[Offset: 0x554, Size: 0x4]
float EdgeDown;//[Offset: 0x558, Size: 0x4]
float StayCenterDuration;//[Offset: 0x55c, Size: 0x4]
float MoveToTargetDuration;//[Offset: 0x560, Size: 0x4]
float TextShowDuration;//[Offset: 0x564, Size: 0x4]
Image* Img_MarkIcon;//[Offset: 0x568, Size: 0x8]
SolarTextBlock* Txt_Mark;//[Offset: 0x570, Size: 0x8]
CanvasPanel* Panel_Arrow;//[Offset: 0x578, Size: 0x8]
void OnRemove();// 0x704f228

--------------------------------
Class: CenterToTargetWidgetData
PaperSprite* ImageRes;//[Offset: 0x0, Size: 0x28]
int LocTextID;//[Offset: 0x28, Size: 0x4]
float Duration;//[Offset: 0x2c, Size: 0x4]
--------------------------------
Class:
WorldMark_ScanActorMark.ActorMarkBase.SolarUserWidget.SolarUserWidgetBase.SolarNavi
gationBase.UserWidget.Widget.Visual.Object
Vector4 InsideRectangleOffset;//[Offset: 0x550, Size: 0x10]
CurveFloat* ScanMarkDistanceScaleCurve;//[Offset: 0x560, Size: 0x8]
float OutOfScreenScale;//[Offset: 0x568, Size: 0x4]
float MarkLifeTime;//[Offset: 0x56c, Size: 0x4]
WidgetAnimation* Anim_Scan;//[Offset: 0x570, Size: 0x8]
WidgetAnimation* Anim_Exit;//[Offset: 0x578, Size: 0x8]
CanvasPanel* Panel_Scan;//[Offset: 0x580, Size: 0x8]
bool bIsFading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588,
Size: 0x1]
bool bHasAnimationPlayed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x589, Size: 0x1]

--------------------------------
Class: GeneralInteractionButtonConfigDataAsset.DataAsset.Object
<GameplayTag,InteractionButtonSpec> InteractionButtons;//[Offset: 0x30, Size:
0x50]

--------------------------------
Class: InteractionButtonSpec
int Priority;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: UIPanelConfig.Object
<enum,UIPanelConfigEntry> PanelConfigs;//[Offset: 0x28, Size: 0x50]
<enum,UIWidgetProxyConfigEntry> WidgetProxyConfigs;//[Offset: 0x78, Size:
0x50]

--------------------------------
Class: UIPanelConfigEntry
SoftClassPath MobileUIPath;//[Offset: 0x0, Size: 0x18]
SoftClassPath DesktopUIPath;//[Offset: 0x18, Size: 0x18]
enum UILayerRoot;//[Offset: 0x30, Size: 0x1]
bool bPrecache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31,
Size: 0x1]

--------------------------------
Class: UIWidgetProxyConfigEntry
enum RootPanelName;//[Offset: 0x0, Size: 0x1]
FString WidgetFullPath;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: SolarReplayAutoDirectorComponent.ActorComponent.Object
<enum,float> AutoDirectorActivityEventScoreSetting;//[Offset: 0xe8, Size:
0x50]
<SolarPlayerState*> CurrentAllPlayerInAreaRadius;//[Offset: 0x230, Size:
0x50]
void UpdateCamera();// 0x675f5d0
void TryPlayNextNode();// 0x675f620
void OnScrubFinished();// 0x675f60c
void OnReplayCameraBlocked();// 0x675f5e4
void OnPreFreeCameraFinished();// 0x675f634
void OnPlayerTakeDamage(SolarPlayerState* SourcePlayerState,
SolarPlayerState* TargetPlayerState, out const SolarPointDamageEvent DamageEvent,
float ActualDamage);// 0x675fac8
void OnPlayerStartSkydive(SolarCharacter* Character, enum LastStage, enum
CurrentStage);// 0x675fc70
void OnPlayerResurrectTeammate(SolarCharacter*
ImplementResurrectionCharacter);// 0x675f750
void OnPlayerRescueTeammate(SolarCharacter* ImplementRescueCharacter,
SolarCharacter* BeingRescuedCharacter);// 0x675f7f8
void OnPlayerPickupItem(SolarCharacter* Character, Actor* PickupItem);//
0x675f9d8
void OnPlayerActiveRoleAbility(SolarCharacter* Character, byte
AbilityIndex);// 0x675f65c
void OnLevelsAroundScoutViewLoaded();// 0x675f5f8
void OnCharacterGetOnVehicle(SolarCharacter* Character, Pawn* Vehicle);//
0x675f8e8
void EnumerateAutoDirectorNodeInfo();// 0x675f648

--------------------------------
Class: KeyMappingRowInfo.TableRowBase
FString Label;//[Offset: 0x8, Size: 0x10]
FString ActionDisplayName;//[Offset: 0x18, Size: 0x10]
FString ActionName;//[Offset: 0x28, Size: 0x10]
bool Continuity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38,
Size: 0x1]
float Scale;//[Offset: 0x3c, Size: 0x4]
FString RealAction;//[Offset: 0x40, Size: 0x10]
FString[] FirstDefaultKeys;//[Offset: 0x50, Size: 0x10]
FString[] SecondDefaultKeys;//[Offset: 0x60, Size: 0x10]
FString Description;//[Offset: 0x70, Size: 0x10]
FString[] RelatedActions;//[Offset: 0x80, Size: 0x10]
bool Stationary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90,
Size: 0x1]

--------------------------------
Class: EmojiBubbleSubsystem.GameInstanceSubsystem.Subsystem.Object
DataTable* EmojiTable;//[Offset: 0x30, Size: 0x8]
void ShowEmojiBubbleToContainerInLobby(int EmojiID, SolarLobbyCharacter*
InLobbyCharacter, FString PlayerId);// 0x6430b60
void ShowEmojiBubbleToContainer(int EmojiID, SolarCharacter* InCharacter);//
0x6430cac
void ResetAllEmojiBubble();// 0x6430da0
bool GetEmojiConfigByID(int EmojiID, out EmojiBubbleConfig OutConfig);//
0x6430a2c

--------------------------------
Class: EmojiBubbleConfig.TableRowBase
SoftClassPath EmojiPath;//[Offset: 0x8, Size: 0x18]

--------------------------------
Class: CommonInputSubsystem.LocalPlayerSubsystem.Subsystem.Object
delegate OnInputMethodChanged;//[Offset: 0x50, Size: 0x10]
int NumberOfInputMethodChangesRecently;//[Offset: 0x60, Size: 0x4]
double LastInputMethodChangeTime;//[Offset: 0x68, Size: 0x8]
double LastTimeInputMethodThrashingBegan;//[Offset: 0x70, Size: 0x8]
enum LastInputType;//[Offset: 0x78, Size: 0x1]
enum CurrentInputType;//[Offset: 0x79, Size: 0x1]
FName GamepadInputType;//[Offset: 0x7c, Size: 0x8]
<FName,enum> CurrentInputLocks;//[Offset: 0x88, Size: 0x50]
bool bIsGamepadSimulatedClick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf0, Size: 0x1]
bool ShouldShowInputKeys();// 0x468c450
void SetGamepadInputType(const FName InGamepadInputType);// 0x468c4c0
bool SetCurrentInputType(enum NewInputType);// 0x468c59c
void SetCanChangeInputMethod(const bool bCanChange);// 0x468c3a0
bool IsUsingPointerInput();// 0x468c488
bool IsInputMethodActive(enum InputMethod);// 0x468c6b8
enum GetDefaultInputType();// 0x468c650
enum GetCurrentInputType();// 0x468c684
FName GetCurrentGamepadName();// 0x468c568

--------------------------------
Class: LocalPlayerSubsystem.Subsystem.Object

--------------------------------
Class: LevelStreamingDynamic.LevelStreaming.Object
bool bInitiallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x151, Size: 0x1]
bool bInitiallyVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x151, Size: 0x1]
static LevelStreamingDynamic* LoadLevelInstanceBySoftObjectPtr(Object*
WorldContextObject, World* Level, Vector Location, Rotator Rotation, out bool
bOutSuccess);// 0x8e38dfc
static LevelStreamingDynamic* LoadLevelInstance(Object* WorldContextObject,
FString LevelName, Vector Location, Rotator Rotation, out bool bOutSuccess);//
0x8e39058

--------------------------------
Class: SolarAnoHelper.Object
bool bOpenAnoSDK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
void SendAntiDataToSsmOnDs(FString AntiDataLog, const SolarPlayerController*
PC);// 0x451d9f4
void SendAntiDataToSsmOnClientNative(FString ExtraParam, byte AntiType);//
0x65478d8
void SendAntiDataToSsmOnClient(FString Param, const byte AntiType);//
0x451d9f4
void InitializeBind();// 0x6547a00
FString GetAntiLogOnClient(const byte Type);// 0x451d9f4
void AnoUnRegisterCallBack();// 0x451d9f4
void AnoSDKResume();// 0x65479ec
void AnoSDKPause();// 0x65479d8

--------------------------------
Class: SolarNPHelper.Object
bool bOpenNPSDK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
void SendTokToBackend(FString Token, FString SceneData);// 0x451d9f4
FString GetPlatformBID();// 0x451d9f4
void GetConfigFromBackend(FString SdkData);// 0x451d9f4

--------------------------------
Class:
SolarTcpNetworkManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
bool bIsSsmMatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x51, Size: 0x1]
SolarTCPSocketClient* SocketClient;//[Offset: 0x58, Size: 0x8]
bool IsSsm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size:
0x1]
FString EncryptKeyClientTCPDynamic;//[Offset: 0x68, Size: 0x10]
bool bEncrypt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78,
Size: 0x1]
bool bCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x79, Size: 0x1]
delegate DisconnectedDelegate;//[Offset: 0x7c, Size: 0x10]
delegate ConnectedDelegate;//[Offset: 0x8c, Size: 0x10]
delegate MessageReceivedDelegate;//[Offset: 0x9c, Size: 0x10]
void UpdatePlayerData(FString PlayerId, SolarPlayerState* PlayerState);//
0x451d9f4
bool UpdateBotAIData(SolarPlayerState* PlayerState);// 0x451d9f4
void TryEndBattle();// 0x451d9f4
void SyncSsmDataToGameState();// 0x451d9f4
void SsmDSSendGiftRequest(const int GiftID, const int Num, FString
SendPlayerId, FString RecivePlayerId, SolarPlayerState* SendPlayer);// 0x451d9f4
void SsmDSChangeRoleIDRequest(FString InPlayerID, int InRoleID);// 0x451d9f4
void SetKnockoutPoints(FString InClanId, const int InKnockoutPoints);//
0x451d9f4
void SendSceenshot2Server(FString UserId, FString PlayerId, FString BattleID,
int64 ScreenshotTime, int ImageSize, int ImageWidth, int ImageHeight, FString
ImageType, FString ImageBuffer);// 0x451d9f4
void SendInputDeviceChangedWrapper(enum NowInputType);// 0x451d9f4
void RequestOpenMatchChannel(const int InMatchType, out const int[]
InPlayerStructure, const int InMaxMatchTime);// 0x704f228
void ReportTournamentSpectate(out <FString,FString>
TournamentSpectateData);// 0x451d9f4
void RemovePlayerData(FString PlayerId);// 0x451d9f4
void RecordLastUsedVehicle();// 0x451d9f4
void QueryAntiSDKInfo();// 0x451d9f4
void PlayerRequireToChangeGold(const int InChangedGoldType, const int
InGoldNum, FString InPlayerID, SolarPlayerState* InPlayer);// 0x451d9f4
void PlayerCancelJoinRequest(FString PlayerId);// 0x451d9f4
void PlayerCancelJoin(FString PlayerId);// 0x451d9f4
void OpenSupplement(int MaxSecond);// 0x704f228
void OnStartBattleResponse();// 0x6c35758
void OnRecvData(out const byte[] Data);// 0x451d9f4
void OnRecordBattleStartTime(const float InStartTime);// 0x451d9f4
bool OnReceivedTeamPreJoinRequest(out const FString[] PlayerIDs, int
TeamID);// 0x6c358d4
void OnReceivedPlayerJoinData(FString PlayerId);// 0x6c35820
void OnReceivedPlayerCancelJoin(FString PlayerId);// 0x6c3576c
void OnPostLoadMapWithWorld(World* World);// 0x451d9f4
void OnPlayerLogin(FString PlayerId);// 0x451d9f4
void OnMessageReceived(int ConnId, out const byte[] Message);// 0x6c3563c
void OnDisconnected(int ConnId);// 0x451d9f4
void OnConnected(int ConnId);// 0x451d9f4
void NotifyTournamentSpectateState(bool bIsEnterReplay, out FString
BattleID);// 0x451d9f4
void NotifyRoomDataChanged(out const CustomRoomData CustomRoomData);//
0x451d9f4
void NotifyPlayerReward(PlayerGameResult* PlayerGameResult);// 0x704f228
void NotifyPlayerOffline(SolarPlayerController* PC);// 0x451d9f4
void NotifyPlayerEnterBattle(SolarPlayerController* PC);// 0x451d9f4
void NotifyOBPlayersChanged(out FString[] PlayerIDs);// 0x451d9f4
void NotifyEquipCharacterSkinRequest(FString PlayerId, int CharacterId, int
SkinId);// 0x451d9f4
void NotifyClientBattleStateFish();// 0x451d9f4
bool IsAllowReconnectGame();// 0x451d9f4
void HandlePlayerLogoutInPreparatoryPhase(Controller* PC);// 0x451d9f4
void HandlePlayerLogoutInBattlePhase(SolarPlayerState* PS);// 0x451d9f4
int GetWeaponSkinIDByWeaponID(FString PlayerId, const int weaponid);//
0x451d9f4
int GetTournamentID();// 0x451d9f4
SolarGameModeInfo GetSolarGameModeInfo();// 0x451d9f4
int GetRuleID();// 0x704f228
int GetPort();// 0x704f228
int[] GetPlayerUsableTailFlameIds(FString PlayerId);// 0x451d9f4
int[] GetPlayerUsableJetpackIds(FString PlayerId);// 0x451d9f4
byte[] GetPlayerTeamIDs();// 0x451d9f4
FString[] GetPlayerRoleAndOpenIDs();// 0x451d9f4
int GetPlayerCount();// 0x451d9f4
FString GetPlayerClanID(FString PlayerId);// 0x451d9f4
void GetPlayerBattleRequestInfo(FString InSolarPlayerId, out
PlayerBattleRequestInfo OutResult);// 0x451d9f4
bool GetMLRelatedAIDataMLClosed();// 0x451d9f4
FString GetLocalPlayerID();// 0x451d9f4
FString GetLocalIPAddress();// 0x6c35a14
KnockoutParams GetKnockoutPointParams();// 0x451d9f4
bool GetIsCloseMatch();// 0x451d9f4
bool GetHasMonster();// 0x451d9f4
bool GetHasMachineLearning();// 0x451d9f4
int GetClientRuleID();// 0x451d9f4
int[] GetClientMatchingMapIds();// 0x451d9f4
int GetClientGameModeGroupId();// 0x451d9f4
int GetClientEntryID();// 0x451d9f4
FString GetClientBattleID();// 0x451d9f4
<int,int> GetAILevelConfig();// 0x704f228
int GetAboutToEnterPlayerCount();// 0x704f228
void FreeBotAIData(SolarPlayerState* PlayerState);// 0x451d9f4
void FakePlayerJoin(FString PlayerId, int TeamID);// 0x451d9f4
void DebugData_SetPlayerDataOnLogin(SolarPlayerState* PlayerState);//
0x451d9f4
void CloseSupplement();// 0x451d9f4
bool CheckJoinToken(FString Token, FString PlayerId);// 0x451d9f4
bool CheckIfPlayerHasJoined(FString PlayerId);// 0x451d9f4
void CheckBattleOver();// 0x451d9f4

--------------------------------
Class: SolarTCPSocketClient.Object
int SendBufferSize;//[Offset: 0x34, Size: 0x4]
int ReceiveBufferSize;//[Offset: 0x38, Size: 0x4]
float TimeBetweenTicks;//[Offset: 0x3c, Size: 0x4]
bool SendData(int ConnectionId, byte[] Data);// 0x511d98c
void Disconnect(int ConnectionId);// 0x511daec
void Connect(FString IP, int Port, out const delegate OnConnected, out const
delegate OnDisconnected, out const delegate OnMessageReceived, out int
ConnectionId);// 0x511db94

--------------------------------
Class: CustomRoomData
FString Name;//[Offset: 0x0, Size: 0x10]
int64 MinPlayerLimit;//[Offset: 0x10, Size: 0x8]
int64 MaxPlayerLimit;//[Offset: 0x18, Size: 0x8]
FString OwnerID;//[Offset: 0x20, Size: 0x10]
FString Passwd;//[Offset: 0x30, Size: 0x10]
int LevelLimit;//[Offset: 0x40, Size: 0x4]
int64 ShowID;//[Offset: 0x48, Size: 0x8]
int64 MaxOBPlayerLimit;//[Offset: 0x50, Size: 0x8]
bool bIsEnabledSwapPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x58, Size: 0x1]
bool bIsEnabledInvite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x59, Size: 0x1]
bool bIsEnableTeamJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5a, Size: 0x1]
enum RoomType;//[Offset: 0x5b, Size: 0x1]
TournamentData TournamentData;//[Offset: 0x5c, Size: 0x10]
int RewardPoolID;//[Offset: 0x6c, Size: 0x4]
int RewardPoolPrizeType;//[Offset: 0x70, Size: 0x4]
CustomServerData CustomServerData;//[Offset: 0x78, Size: 0x68]
int KeepMatchTime;//[Offset: 0xe0, Size: 0x4]
bool bIsFreePoisonCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe4, Size: 0x1]

--------------------------------
Class: TournamentData
int StartTime;//[Offset: 0x0, Size: 0x4]
int DelayTime;//[Offset: 0x4, Size: 0x4]
int Turn;//[Offset: 0x8, Size: 0x4]
enum TournamentType;//[Offset: 0xc, Size: 0x1]

--------------------------------
Class: CustomServerData
FString ID;//[Offset: 0x0, Size: 0x10]
int ConfigID;//[Offset: 0x10, Size: 0x4]
int[] WeaponBlacklist;//[Offset: 0x18, Size: 0x10]
int[] WeaponTypeBlacklist;//[Offset: 0x28, Size: 0x10]
int[] VehicleTypeBlacklist;//[Offset: 0x38, Size: 0x10]
int[] VehicleClassBlacklist;//[Offset: 0x48, Size: 0x10]
FString[] AdministratorList;//[Offset: 0x58, Size: 0x10]

--------------------------------
Class: SolarGameModeInfo
int GameModeID;//[Offset: 0x0, Size: 0x4]
FString MapName;//[Offset: 0x8, Size: 0x10]
int NumMode;//[Offset: 0x18, Size: 0x4]
int PlayerCount;//[Offset: 0x1c, Size: 0x4]
int TeamCount;//[Offset: 0x20, Size: 0x4]

--------------------------------
Class: PlayerBattleRequestInfo
FString NickName;//[Offset: 0x0, Size: 0x10]
int AccountLevel;//[Offset: 0x10, Size: 0x4]
PlatformParams PlatformParams;//[Offset: 0x18, Size: 0x18]

--------------------------------
Class: PlatformParams
int64 UserId;//[Offset: 0x0, Size: 0x8]
FString OpenID;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: SolarUDPManager.Object
int SendBufferSize;//[Offset: 0x30, Size: 0x4]
int ReceiveBufferSize;//[Offset: 0x34, Size: 0x4]
void OnMessageReceived(out const byte[] Data);// 0x451d9f4

--------------------------------
Class: SolarAssetManager.AssetManager.Object
delegate OnAssetManagerPreloadCompleted;//[Offset: 0x450, Size: 0x10]
SolarChunkAssignData* ChunkAssignDataCache;//[Offset: 0x460, Size: 0x8]
<FString,Object*> CachedObjMap;//[Offset: 0x468, Size: 0x50]
<Object*,uint64> CachedForNextTick;//[Offset: 0x4b8, Size: 0x50]
void UnLoadPrimaryAssetByLabelPathForLua(FString PrimaryAssetPath);//
0x654abc8
void PreloadGameNormalAssets(SolarGameInstanceBase* GameInstancePtr);//
0x654ab20
float GetPreloadAssetsProgress();// 0x654aaec

--------------------------------
Class: AssetManager.Object
Object*[] ObjectReferenceList;//[Offset: 0x2c0, Size: 0x10]
bool bIsGlobalAsyncScanEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d0, Size: 0x1]
bool bShouldGuessTypeAndName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d1, Size: 0x1]
bool bShouldUseSynchronousLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d2, Size: 0x1]
bool bIsLoadingFromPakFiles;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d3, Size: 0x1]
bool bShouldAcquireMissingChunksOnLoad;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2d4, Size: 0x1]
bool bOnlyCookProductionAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d5, Size: 0x1]
bool bIsBulkScanning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2d6, Size: 0x1]
bool bIsPrimaryAssetDirectoryCurrent;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2d7, Size: 0x1]
bool bIsManagementDatabaseCurrent;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2d8, Size: 0x1]
bool bUpdateManagementDatabaseAfterScan;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2d9, Size: 0x1]
bool bIncludeOnlyOnDiskAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2da, Size: 0x1]
int NumberOfSpawnedNotifications;//[Offset: 0x2dc, Size: 0x4]

--------------------------------
Class: SolarChunkAssignData.DataAsset.Object
DirectoryPath[] DirectoriesToNeverClean;//[Offset: 0x30, Size: 0x10]
<FString,ChunkAssignRule> Rules;//[Offset: 0x40, Size: 0x50]

--------------------------------
Class: ChunkAssignRule
FString FullPath;//[Offset: 0x0, Size: 0x10]
int ChunkID;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: SolarItemManager.Object
SolarItemRootActor* RootActor;//[Offset: 0x40, Size: 0x8]
<int,Actor*> SpawnedActors;//[Offset: 0x48, Size: 0x50]
SolarItemSpawner*[] ItemSpawners;//[Offset: 0xe8, Size: 0x10]
SolarItemSpawner*[] NSItemSpanwers;//[Offset: 0xf8, Size: 0x10]
SolarVehicleSpawnerSets* SolarVehicleSpawnerSets;//[Offset: 0x108, Size: 0x8]
<int,OutcomeData> ItemOutcomeDatas;//[Offset: 0x110, Size: 0x50]
<int,OutcomeDataCollection> OutcomeCollection;//[Offset: 0x160, Size: 0x50]
<int,SimpleDropItemDataCollection> OriginDropItemDatas;//[Offset: 0x1b0,
Size: 0x50]
<int,FinalDropDataCollection> AirDropItemDatas;//[Offset: 0x200, Size: 0x50]
<int,int> AirDropChestIndexMap;//[Offset: 0x250, Size: 0x50]
<int,int> UsedAirDropChestIndexMap;//[Offset: 0x2a0, Size: 0x50]
<int,int> MaxPileMap;//[Offset: 0x2f0, Size: 0x50]
RandomStream ItemStream;//[Offset: 0x340, Size: 0x8]
float DelaySpawnTime;//[Offset: 0x348, Size: 0x4]
FString[] SubLevelNames;//[Offset: 0x350, Size: 0x10]
bool BInitSpawner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x360, Size: 0x1]
bool BSpawnerDestoryed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x361, Size: 0x1]
TimerHandle ItemInitSpawnerHandle;//[Offset: 0x368, Size: 0x8]
float DelayInitSpawnerTime;//[Offset: 0x370, Size: 0x4]
TimerHandle ItemLoopSpawnHandle;//[Offset: 0x378, Size: 0x8]
float SpawnLoopInterval;//[Offset: 0x380, Size: 0x4]
float SpawnMinDisSquared;//[Offset: 0x384, Size: 0x4]
float SpawnMaxHeightOffset;//[Offset: 0x388, Size: 0x4]
float ChestSpawnMinDisSquared;//[Offset: 0x38c, Size: 0x4]
float VehicleSpawnMinDisSquared;//[Offset: 0x390, Size: 0x4]
DataTable* ItemResReferenceTable;//[Offset: 0x398, Size: 0x8]
FString ItemResReferenceTablePath;//[Offset: 0x3a0, Size: 0x10]
bool BOpenLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e8,
Size: 0x1]
int FirstSpawnerIndex;//[Offset: 0x3ec, Size: 0x4]
int FirstTBoxIndex;//[Offset: 0x3f0, Size: 0x4]
int FirstAirDropIndex;//[Offset: 0x3f4, Size: 0x4]
int FirstVehicleIndex;//[Offset: 0x3f8, Size: 0x4]
int FirstTacticalIndex;//[Offset: 0x3fc, Size: 0x4]
int FirstSlotMachineIndex;//[Offset: 0x400, Size: 0x4]
int ChestKeyCode;//[Offset: 0x404, Size: 0x4]
int Level1OutcomeID;//[Offset: 0x408, Size: 0x4]
int Level2OutcomeID;//[Offset: 0x40c, Size: 0x4]
int Level3OutcomeID;//[Offset: 0x410, Size: 0x4]
<int,SolarItemSpawner*> ItemSpawnersMap;//[Offset: 0x480, Size: 0x50]
<int,SolarAirDropSpawner*> AirDropSpawnersMap;//[Offset: 0x4d0, Size: 0x50]
<int,SolarItemSpawnerArray> NSItemSpawnerMap;//[Offset: 0x520, Size: 0x50]
<int,enum> ItemID2Types;//[Offset: 0x630, Size: 0x50]
int64 ThisIdRefCount;//[Offset: 0x690, Size: 0x8]
int64 ServerNowSeconds;//[Offset: 0x698, Size: 0x8]
FString RootActorBpPath;//[Offset: 0x6a0, Size: 0x10]
float CheckDropRadius;//[Offset: 0x6b0, Size: 0x4]
float CheckDropHeight;//[Offset: 0x6b4, Size: 0x4]
float DropLineTraceLength;//[Offset: 0x6b8, Size: 0x4]
float DropUnitOffset;//[Offset: 0x6bc, Size: 0x4]
SolarMapManager* MapManager;//[Offset: 0x6c0, Size: 0x8]
SolarAirDropSpawner*[] ActiveAirDropBox;//[Offset: 0x6c8, Size: 0x10]
AirDropTreasureBox*[] AirDropsList;//[Offset: 0x708, Size: 0x10]
DeathTreasureBox*[] DeathTreasureBoxList;//[Offset: 0x718, Size: 0x10]
void UpdateItemParams();// 0x66b702c
bool TryDropAtLocation(SolarCharacterBase* Owner, out Vector CheckPos, const
bool bIsDeathBox);// 0x66ae06c
void SplitBurstItems(const SolarItemData Source, out SolarItemData[]
SplitedPile);// 0x66b5b10
void SpawnTreasureBoxByID(const int TreasureId, Transform trans,
SolarItemData[] ItemsToSpawn, SolarCharacter* SummonCharacter, const float
InSpawnDelay, const float InStartHeight);// 0x66b47e0
void SpawnTacticalBoxByChestID(const int ChestID, out const Transform
SpawnTransform, out const SolarItemData[] ItemsToSpawn, out const
TacticalBoxTransforms[] GroupTransformArray);// 0x66b460c
void SpawnTacticalBoxByChestData(out const SolarItemData ChestData, out const
Transform SpawnTransform, out const SolarItemData[] ItemsToSpawn, out const
TacticalBoxTransforms[] GroupTransformArray);// 0x66b43d0
void SpawnSlotMachine(const int ChestID, out const Transform
SpawnTransform);// 0x66b39dc
void SpawnRandomPackItems(SolarCharacter* InCharacter, SolarItemData[]
ItemDataArray);// 0x66af928
void SpawnMutipleItems(SolarCharacter* InCharacter, const int InItemID, const
int InPerCount, const int InTotalCount);// 0x66afbb4
void SpawnMissionWorshipActor(const SoftClassPath MissionActor, Transform
trans, SolarItemData[] ItemsToSpawn, SolarMissionWorshipTargetSpawner*
TargetSpawner);// 0x66b3de8
void SpawnMissionSpawnActor(const SoftClassPath MissionActor,
SolarMissionSpawnSpawner* Spawner, Transform trans);// 0x66b4208
void SpawnMissionRewardItems(SolarCharacter* InCharacter, out const int[]
InItemIDs, out const int[] InItemNums);// 0x66afa4c
void SpawnMissionChestActor(const SoftClassPath MissionActor, Transform
trans, SolarMissionChestTargetSpawner* TargetSpawner);// 0x66b4034
void SpawnItemsByOutcomeID(const int OutcomeID, out Transform trans);//
0x66b4a60
void SpawnItems(const int ItemID, const int ItemNum, Transform trans);//
0x66b5ec4
SolarItemData SpawnItemData(int ItemID);// 0x66b6f20
void SpawnHotSpringBox(const int ChestID, Transform trans, int Level);//
0x66b3af8
void SpawnDeathBox(SolarCharacterBase* Owner, out const Rotator Rotator, out
SolarItemData[] DataTarray, out const int DeathBoxId, out const
SolarPlayerWeapon*[] DeathBoxWeaponArray, out const float CurrEnergyValue, out
const float CurrExtraEnergyValue, out const int MonsterId);// 0x66affa8
void SpawnAirDropByID(const int ChestID, Vector Location, SolarItemData[]
ItemsToSpawn);// 0x66b3c60
void ServerAddExtraGlobalOutcome(out const int[] InExtraIDs);// 0x66b62f0
void ResetThisID();// 0x66b6d20
bool RefreshOutcomePoolContent(out OutcomeData InOutcomeData);// 0x66b4e68
void OnUpdateServerNowSeconds(const int InNowSeconds);// 0x66b02e4
void OnCustomGameStateChanged(const enum InNewState);// 0x66b6e78
void OnAsyncLoadTreasureBoxComplete(SoftClassPath SClassPath, SolarItemData
BoxItemData, SolarItemData[] ItemDataList, Transform trans, SolarCharacter*
InCharacter, const float InSpawnDelay, const float InStartHeight);// 0x66b2b44
void OnAsyncLoadTacticalBoxComplete(SoftClassPath SClassPath, SolarItemData
BoxItemData, SolarItemData[] ItemDataList, Transform trans, TacticalBoxTransforms[]
GroupTransformArray);// 0x66b25fc
void OnAsyncLoadSlotMachineComplete(SoftClassPath SClassPath, SolarItemData
BoxItemData, Transform trans);// 0x66b1888
void OnAsyncLoadMissionWorshipComplete(SoftClassPath SClassPath,
SolarItemData[] ItemDataList, Transform trans, SolarMissionWorshipTargetSpawner*
TargetSpawner);// 0x66b12a0
void OnAsyncLoadMissionSpawnComplete(SoftClassPath SClassPath, Transform
trans, SolarMissionSpawnSpawner* Spawner);// 0x66b16b4
void OnAsyncLoadMissionChestComplete(SoftClassPath SClassPath, Transform
trans, SolarMissionChestTargetSpawner* TargetSpawner);// 0x66b14e0
void OnAsyncLoadItemComplete(SoftClassPath SClassPath, SolarItemData
ItemData, Transform trans);// 0x66b3104
void OnAsyncLoadHotSpringBoxComplete(SoftClassPath SClassPath, SolarItemData
BoxItemData, Transform trans, int Level);// 0x66b1cb8
void OnAsyncLoadDiscardItemComplete(SoftClassPath SClassPath, SolarCharacter*
Owner, SolarItemData ItemData);// 0x66b0848
void OnAsyncLoadDeathBoxComplete(class Object DeathBoxClass,
SolarCharacterBase* Owner, Rotator Rotator, SolarItemData[] DataTarray,
SolarItemData DeathBoxData, SolarPlayerWeapon*[] DeathBoxWeaponArray, float
CurrEnergyValue, float CurrExtraEnergyValue, const int MonsterId);// 0x66b0c50
void OnAsyncLoadAirdropComplete(SoftClassPath SClassPath, SolarItemData
BoxItemData, SolarItemData[] ItemDataList, Vector Location);// 0x66b213c
void NotifySpawnerDestroy();// 0x66b3534
void NotifyAvailableAirDropsNumChanged();// 0x66adc78
void NotifyAirDropOpened();// 0x66adc8c
void NetStartAirDrops(const int SpawnerID, const int ChestID);// 0x66b5a0c
bool NetRunSpecOutcomesAndItems(out const <int,int> InOutcomeMap, out const
<int,int> InItemMap, out SolarItemData[] OutItemArray);// 0x66b4b7c
bool NetRunSpecOutcome(const int InData, out SolarItemData[] OutItemArray);//
0x66b4d54
void NetRunGlobalDrop();// 0x66b6abc
void NetRunDrop(const enum InSpecifiedStage);// 0x66b6ad0
bool NetDropOutcomeContent(const int TargetContentID, out OutcomeData
OutcomeData, out <int,SimpleDropItemDataCollection> InDropItemDatas, bool
fromSpawner, out const Transform trans);// 0x66b63b0
bool NetDropOutcome(out OutcomeData OutcomeData, out int
OutTargetContentID);// 0x66b66a4
void NetDropGlobalOutcome(out GlobalOutcomeData GlobalOutcomeData);//
0x66b61e8
void LoadSpawnerLevelComplete();// 0x66b6b78
void LoadItemSpawnerLevels();// 0x66b6b8c
bool IsPosBlocked(out const Vector CheckPos);// 0x66adfb0
bool IsInSafeArea(out const Vector Location);// 0x66adec0
bool IsBetterWeaponPart(SolarPlayerWeapon* TargetWeapon, out const
WeaponPartInfo InPartInfo, const int InCheckItemID);// 0x66af2fc
void InitWeaponPartLevel(out SolarItemData InItemData);// 0x66b053c
void InitWeaponLevel(out SolarItemData InItemData);// 0x66b043c
void InitItemDataShieldValue(out SolarItemData InItemData);// 0x66b063c
int64 IncreaseThisID();// 0x66b6cec
static int GetVehicleGroupIDByVehicleID(int InVehicleID);// 0x66b52b4
static SolarVehicleData GetVehicleConfigData(const int InVehicleID);//
0x66b535c
int GetServerNowSeconds();// 0x66b02b0
int GetRankSeasonID();// 0x451d9f4
void GetRandomPackOutcomeDataTeammate(RandomPackData SelfBlackList,
RandomPackData TeammateWhiteList, RandomPackData DefaultPackData, out
SolarItemData[] OutItemArray);// 0x66ae418
void GetRandomPackOutcomeData(RandomPackData FilterPackData, RandomPackData
DefaultPackData, out SolarItemData[] OutItemArray);// 0x66ae888
void GetRandomPackItemsMultiple(SolarCharacter* InCharacter, out <int,int>
RandomPackIDs, out SolarItemData[] OutItemArray);// 0x66af7a8
void GetRandomPackItems(SolarCharacter* InCharacter, const int InItemID,
const int InCount, out SolarItemData[] OutItemArray);// 0x66af60c
RandomPackData GetRandomPackDataByID(const int ItemID);// 0x66b5704
int GetRandomIDInMapWithConfig(const int TotalWeight, out <int,int>
WeightIDMap);// 0x66b685c
int GetRandomIDInMap(const int TotalWeight, out <int,int> WeightIDMap);//
0x66b698c
int GetRandomAirDropIDInMap();// 0x66adf7c
bool GetOutcomeOrRandomPackByChestID(const int ChestID, out int OutcomeID,
out <int,int> OutRandomPackIDs);// 0x66b3688
OutcomeData GetOutcomeDataByID(const int OutcomeID);// 0x66b5818
OutcomeContentData GetOutcomeContentDataByID(const int ContentID);//
0x66b58e4
bool GetItemResReference(int InItemID, out ItemResReference OutData);//
0x66b6d34
int GetItemPrize(const int InItemID);// 0x66b038c
int GetItemMaxPileByID(const int InItemID);// 0x66b392c
bool GetGlobalOutcomeData(const int GamePlayMode, out GlobalOutcomeData[]
GlobalOutcomeDatas);// 0x66b55f0
int GetEntryID();// 0x451d9f4
bool GetCurrItemSubLevels(FString InMapName, out FString[]
OutSubLevelNames);// 0x66b6ba0
OutcomeData GetCookedOutcomeDataByID(const int OutcomeID);// 0x66b4fd0
bool GetChestsFromChestSpawn(const int ChestSpawnID, out int[] ChestIDs);//
0x66b519c
bool GetChestIDByChestSpawnID(const int ChestSpawnID, out int
OutItemInBattleID);// 0x66b3820
int GetAvailableAirDropsNum();// 0x66adca0
bool GetAirDropChestIDsByGamePlayMode(const int GamePlayMode, out int[]
ChestIDs);// 0x66b3570
SolarAirDropSpawner*[] GetActiveAirDropBox();// 0x66adcd4
void FindTransformForBoxItem(SolarTreasureBoxActor* TargetActor, out
Transform InTrans, bool bUseNewLocation);// 0x66afd3c
Rotator FindRotationForDropItem(Actor* TargetActor, out Vector
FindTargetPos);// 0x66afea4
bool FindPosForDropItem(SolarCharacterBase* Owner, out Vector FindTargetPos,
const bool bPreferCenter, const bool bIsDeathBox);// 0x66ae1c4
void FilterWeaponParts(WeaponSystemPlayerBase* WeaponSystemComp, out
RandomPackData PackData);// 0x66af198
void FilterWeapon(WeaponSystemPlayerBase* WeaponSystemComp, out
RandomPackData PackData);// 0x66aec48
void FilterReviveItem(out RandomPackData PackData);// 0x66aedac
void FilterRandomPackItems(SolarCharacter* InCharacter, const int InItemID,
out RandomPackData PackData);// 0x66af458
void FilterEquipment(SolarCharacter* InCharacter, out RandomPackData
PackData);// 0x66af034
void FilterCustomModeWeapon(out SolarItemData[] OutItemArray);// 0x66aeb8c
void FilterCharacterExp(SolarCharacter* InCharacter, out RandomPackData
PackData);// 0x66aeed0
SolarItemData CreateItemDataByKey(const int InItemID);// 0x66b073c
void ConvertToItemDataAndSetToSpawners();// 0x66b5afc
void ClearSpawnLoopTimer();// 0x66b3548
void CheckSpawnItemByDis();// 0x66b355c
bool CheckPointInCircle(Vector2D Center, float Radius, Vector2D
PlayerPoint);// 0x66add80
bool CheckActorAbleToPlaceDeathBox(const Actor* ActorPtr);// 0x66ae364
void AddOneDropDataToTempDatas(const int SpawnerID, const int InItemID, const
int InItemNum, out <int,SimpleDropItemDataCollection> InDropItemDatas);// 0x66b602c
bool AddExtraGlobalOutcomeData(const int[] InExtraGlobalOutcomeIDs, out
GlobalOutcomeData[] GlobalOutcomeDatas);// 0x66b5454
void AddAirDropToList(AirDropTreasureBox* AirDrop);// 0x66adbd0

--------------------------------
Class: SolarItemRootActor.Actor.Object
int MAX_LOAD_NUM;//[Offset: 0x238, Size: 0x4]
int MAX_SPAWN_NUM;//[Offset: 0x23c, Size: 0x4]
int CurrLoadNum;//[Offset: 0x240, Size: 0x4]
int CurrSpawnNum;//[Offset: 0x244, Size: 0x4]
int TempFrame;//[Offset: 0x248, Size: 0x4]
int FrameInterval;//[Offset: 0x24c, Size: 0x4]

--------------------------------
Class: TacticalBoxTransforms
Transform[] GroupTransforms;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class:
SolarMissionWorshipTargetSpawner.SolarMissionTargetSpawner.SolarMissionSpawner.Sola
rItemSpawner.SolarMapElementBase.Actor.Object
int WorshipID;//[Offset: 0x430, Size: 0x4]
int MissionOutcomeID;//[Offset: 0x434, Size: 0x4]
SolarMissionInfoWorship*[] MissionList;//[Offset: 0x438, Size: 0x10]
SolarMissionWorshipTargetActor* TargetActor;//[Offset: 0x448, Size: 0x8]

--------------------------------
Class:
SolarMissionTargetSpawner.SolarMissionSpawner.SolarItemSpawner.SolarMapElementBase.
Actor.Object
enum MissionContent;//[Offset: 0x410, Size: 0x1]

--------------------------------
Class: SolarMissionSpawner.SolarItemSpawner.SolarMapElementBase.Actor.Object
SoftClassPath MissionActor;//[Offset: 0x3f8, Size: 0x18]

--------------------------------
Class: SolarItemSpawner.SolarMapElementBase.Actor.Object
int SpawnerID;//[Offset: 0x2a4, Size: 0x4]
SolarItemManager* CacheSolarItemManager;//[Offset: 0x2d8, Size: 0x8]
enum SpawnStage;//[Offset: 0x2e0, Size: 0x1]
enum SpawnerType;//[Offset: 0x2e1, Size: 0x1]
enum SpawnerLevel;//[Offset: 0x2e2, Size: 0x1]
enum SpawnerDropType;//[Offset: 0x2e3, Size: 0x1]
int OutcomeID;//[Offset: 0x2e4, Size: 0x4]
<int,int> RandomPackIDs;//[Offset: 0x2e8, Size: 0x50]
Vector OriginPos;//[Offset: 0x338, Size: 0xc]
Vector BoxExtent;//[Offset: 0x344, Size: 0xc]
Box SpawnerBox;//[Offset: 0x350, Size: 0x1c]
float RotateAngleRange;//[Offset: 0x36c, Size: 0x4]
bool HasSpawnedItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x370, Size: 0x1]
bool bActiveSpawner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x371, Size: 0x1]
FString SyncItemId;//[Offset: 0x378, Size: 0x10]
bool BOpenLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388,
Size: 0x1]
bool bRefresh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389,
Size: 0x1]
float RefreshTime;//[Offset: 0x38c, Size: 0x4]
bool bUseSpawnerTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x390, Size: 0x1]
bool bToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x391, Size: 0x1]
int NumberOfPoints;//[Offset: 0x394, Size: 0x4]
float fScalarParams;//[Offset: 0x398, Size: 0x4]
enum AppearanceType;//[Offset: 0x39c, Size: 0x1]
bool bUpdateOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x39d, Size: 0x1]
TimerHandle ItemLoadHandle;//[Offset: 0x3c0, Size: 0x8]
TimerHandle ItemSpawnHandle;//[Offset: 0x3c8, Size: 0x8]
TimerHandle ItemRefreshHandle;//[Offset: 0x3d0, Size: 0x8]
void SpawnSingleItem();// 0x66bd030
void SpawnInNextTick();// 0x66bcee0
void SaveSpawnerRange();// 0x66bd044
void RandomRotatorForItem(enum ItemType, out Quat TargetRotator);// 0x66bd1ec
void RandomPosInBoundingBox(out Vector TargetPos);// 0x66bd394
void PlaceItemToTheGround(out Vector InOutLocation);// 0x66bd13c
void OnItemSpawned(Actor* Item);// 0x66bd060
void OnAsyncLoadComplete(SoftClassPath SClassPath, SolarItemData ItemData);//
0x66bcb10
void NetStartSpawnItems(SolarItemRootActor* OwnerActor);// 0x66bd478
void LoadSingleWeaponAsset(out const SolarItemData ItemData);// 0x66bcf1c
void LoadSingleItemAsset();// 0x66bd01c
void LoadInNextTick();// 0x66bcef4
void InitSpawnerBound();// 0x66bd128
void GetSuitableDropPos(out Vector TargetPos);// 0x66bd2e4
SolarItemManager* GetSolarItemManager();// 0x66bd444
SolarItemData[] GetItemsToSpawn();// 0x66bd108
void GenerateDropPosition();// 0x66bcafc
void ClearUnpickedItems();// 0x66bcae8
void ClearLoopTimer();// 0x66bcf08

--------------------------------
Class: SolarMissionInfoWorship.SolarMissionInfoBase.Object
bool bIsCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60, Size: 0x1]
byte DancingPlayerNum;//[Offset: 0x61, Size: 0x1]
<SolarPlayerState*,SolarMissionWorshipPlayerData> OnAreaPlayer;//[Offset:
0x68, Size: 0x50]

--------------------------------
Class: SolarMissionInfoBase.Object
bool bIsTimeOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28,
Size: 0x1]
bool bIsPlayerAllDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x29, Size: 0x1]
bool bIsTargetMissed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2a, Size: 0x1]
uint32 TaskID;//[Offset: 0x2c, Size: 0x4]
SolarMissionInfoData BaseInfo;//[Offset: 0x30, Size: 0x8]
PlayerState* AcceptPlayer;//[Offset: 0x38, Size: 0x8]
PlayerState* SubmitPlayer;//[Offset: 0x40, Size: 0x8]
SolarMissionTargetSpawner* Target;//[Offset: 0x48, Size: 0x8]
float AcceptTime;//[Offset: 0x58, Size: 0x4]
float MissionDeadline;//[Offset: 0x5c, Size: 0x4]

--------------------------------
Class: SolarMissionInfoData
uint32 MissionID;//[Offset: 0x0, Size: 0x4]
enum TaskOwner;//[Offset: 0x4, Size: 0x1]
enum TaskType;//[Offset: 0x5, Size: 0x1]

--------------------------------
Class: SolarMissionWorshipPlayerData

--------------------------------
Class:
SolarMissionWorshipTargetActor.SolarTreasureBoxActor.SolarItemActor.SolarDormantAct
or.Actor.Object

--------------------------------
Class:
SolarMissionSpawnSpawner.SolarMissionSpawner.SolarItemSpawner.SolarMapElementBase.A
ctor.Object
<int,float> MissionIDList;//[Offset: 0x410, Size: 0x50]
float[] MissionWidgetSum;//[Offset: 0x460, Size: 0x10]
int[] MissionIDArray;//[Offset: 0x470, Size: 0x10]
enum SpawnType;//[Offset: 0x480, Size: 0x1]
int SpawnSecond;//[Offset: 0x484, Size: 0x4]
SolarMissionSpawnActor* SpawnActor;//[Offset: 0x488, Size: 0x8]
float NextSpawnTime;//[Offset: 0x490, Size: 0x4]
<PlayerState*,float> NextSpawnTimeForPlayer;//[Offset: 0x498, Size: 0x50]
PlayerState*[] SpawnPlayer;//[Offset: 0x4e8, Size: 0x10]

--------------------------------
Class: SolarMissionSpawnActor.SolarItemActor.SolarDormantActor.Actor.Object
SolarMissionInfoData MissionInfo;//[Offset: 0x494, Size: 0x8]
SolarMissionSpawnSpawner* Spawner;//[Offset: 0x4a0, Size: 0x8]

--------------------------------
Class:
SolarMissionChestTargetSpawner.SolarMissionTargetSpawner.SolarMissionSpawner.SolarI
temSpawner.SolarMapElementBase.Actor.Object
int ChestID;//[Offset: 0x430, Size: 0x4]
SolarMissionInfoChest*[] MissionList;//[Offset: 0x438, Size: 0x10]

--------------------------------
Class: SolarMissionInfoChest.SolarMissionInfoBase.Object
bool bIsChestOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60, Size: 0x1]

--------------------------------
Class: OutcomeData
int ID;//[Offset: 0x0, Size: 0x4]
int[] Contents;//[Offset: 0x8, Size: 0x10]
enum SpawnStage;//[Offset: 0x18, Size: 0x1]
enum OutcomeType;//[Offset: 0x19, Size: 0x1]
<int,int> OutcomePools;//[Offset: 0x20, Size: 0x50]
<int,int> OutcomeDynamicWeights;//[Offset: 0x70, Size: 0x50]
<int,int> OutcomeSubWeights;//[Offset: 0xc0, Size: 0x50]
int PoolTotalWeight;//[Offset: 0x110, Size: 0x4]
int PoolOutcomeID;//[Offset: 0x114, Size: 0x4]
int MaxTimes;//[Offset: 0x118, Size: 0x4]
int MinTimes;//[Offset: 0x11c, Size: 0x4]
int SpawnerID;//[Offset: 0x120, Size: 0x4]
int NetSetTimes;//[Offset: 0x124, Size: 0x4]
int DropedTimes;//[Offset: 0x128, Size: 0x4]
<int,OutcomeContentData> ContentDatas;//[Offset: 0x130, Size: 0x50]
bool IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x180,
Size: 0x1]
int GlobalDropTimes;//[Offset: 0x184, Size: 0x4]
OutcomeTypeLimitData[] LimitTypeDatas;//[Offset: 0x188, Size: 0x10]
OutcomeIDLimitData[] LimitIDDatas;//[Offset: 0x198, Size: 0x10]

--------------------------------
Class: OutcomeContentData
int ID;//[Offset: 0x0, Size: 0x4]
int ItemID;//[Offset: 0x4, Size: 0x4]
int Weight;//[Offset: 0x8, Size: 0x4]
int[] RandomNums;//[Offset: 0x10, Size: 0x10]
int MaxTimes;//[Offset: 0x20, Size: 0x4]
int MinTimes;//[Offset: 0x24, Size: 0x4]
int RelatedContentID;//[Offset: 0x28, Size: 0x4]
enum ItemType;//[Offset: 0x2c, Size: 0x4]
int DropedTimes;//[Offset: 0x30, Size: 0x4]
bool IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34,
Size: 0x1]
bool IsDeleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35,
Size: 0x1]

--------------------------------
Class: OutcomeTypeLimitData
enum LimitType;//[Offset: 0x0, Size: 0x4]
int MinTimes;//[Offset: 0x4, Size: 0x4]
int MaxTimes;//[Offset: 0x8, Size: 0x4]
int CurrDropTimes;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: OutcomeIDLimitData
int[] LimitIDs;//[Offset: 0x0, Size: 0x10]
int MinTimes;//[Offset: 0x10, Size: 0x4]
int MaxTimes;//[Offset: 0x14, Size: 0x4]
int CurrDropTimes;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: SimpleDropItemDataCollection
<int,int> Datas;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: GlobalOutcomeData
int ID;//[Offset: 0x0, Size: 0x4]
int SingleMaxTimes;//[Offset: 0x4, Size: 0x4]
int TotalMaxTimes;//[Offset: 0x8, Size: 0x4]
int TotalMinTimes;//[Offset: 0xc, Size: 0x4]
int NetSetTimes;//[Offset: 0x10, Size: 0x4]
int DropedTimes;//[Offset: 0x14, Size: 0x4]
<int,int> ItemIDNumMap;//[Offset: 0x18, Size: 0x50]
int[] AffectedOutcomes;//[Offset: 0x68, Size: 0x10]
bool IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78,
Size: 0x1]

--------------------------------
Class: WeaponPartInfo
enum PartType;//[Offset: 0x0, Size: 0x1]
int PartLevel;//[Offset: 0x4, Size: 0x4]
FName PartTag;//[Offset: 0x8, Size: 0x8]
int bCanEquip;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: SolarVehicleData
int VehicleID;//[Offset: 0x0, Size: 0x4]
FString VehicleBP;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: RandomPackData
<int,int> IDWeightMap;//[Offset: 0x0, Size: 0x50]
int RollTimes;//[Offset: 0xa0, Size: 0x4]
bool bReturnPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4,
Size: 0x1]
int SelfAdjustType;//[Offset: 0xa8, Size: 0x4]
int TotalWeight;//[Offset: 0xac, Size: 0x4]

--------------------------------
Class: ItemResReference.TableRowBase
FString Description;//[Offset: 0x8, Size: 0x10]
SoftObjectPath Icon;//[Offset: 0x18, Size: 0x18]
SoftObjectPath AbilityBP;//[Offset: 0x30, Size: 0x18]

--------------------------------
Class: SolarAirDropSpawner.SolarItemSpawner.SolarMapElementBase.Actor.Object
bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f8,
Size: 0x1]
float SpawnDelay;//[Offset: 0x3fc, Size: 0x4]
float AudioActorHeightOffset;//[Offset: 0x400, Size: 0x4]
float AudioActorFallSpeed;//[Offset: 0x404, Size: 0x4]
SoftClassPath PillarMeshBPClassPathName;//[Offset: 0x408, Size: 0x18]
int ChestID;//[Offset: 0x428, Size: 0x4]

--------------------------------
Class: SolarVehicleSpawnerSets.Actor.Object
VehicleSpawner[] VehicleSpawnerSets;//[Offset: 0x238, Size: 0x10]
VehicleSpawnGroupTable* VehicleSpawnGroupTable;//[Offset: 0x248, Size: 0x8]
enum SpawnStage;//[Offset: 0x250, Size: 0x1]
DataTable* BossSpawnInfoTable;//[Offset: 0x258, Size: 0x8]
BossSpawnZone[] BossSpawnZones;//[Offset: 0x260, Size: 0x10]
Vector AirShipCheckBoxtent;//[Offset: 0x270, Size: 0xc]
float RemoveMarkHealthPrecent;//[Offset: 0x27c, Size: 0x4]
VehicleSpawnerEffectDataContainer VehicleSpawnerEffects;//[Offset: 0x280,
Size: 0x120]
VehicleMapMarkDataContainer VehicleMapMarks;//[Offset: 0x3a0, Size: 0x120]
void OnSpawnVehicleDriverGetOn(int GetOnSeatIndex, SolarCharacter*
GetOnPlayer);// 0x6c82cb4
void OnSpawnVehicleDestroyed(Actor* DestroyedActor);// 0x6c82c0c
void NetMulticastNotifyDebugMessage(FString DebugString, const int
DebugIndex);// 0x6c82b04

--------------------------------
Class: VehicleSpawner
SolarVehicleSpawnerSets* SolarVehicleSpawnerSets;//[Offset: 0x8, Size: 0x8]
Transform VehicleSpawnerTransform;//[Offset: 0x10, Size: 0x30]
int SpawnerID;//[Offset: 0x40, Size: 0x4]
VehicleSpawnRefreshInfo VehicleSpawnRefreshInfo;//[Offset: 0x44, Size: 0xc]
Vector VehicleCheckBoxSize;//[Offset: 0x50, Size: 0xc]
SolarVehicleSpawnEffect* VehicleSpawnEffect;//[Offset: 0x60, Size: 0x8]
int ExpSpringIndex;//[Offset: 0x68, Size: 0x4]

--------------------------------
Class: VehicleSpawnRefreshInfo
bool bVehicleRefresh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
int VehicleRefreshSecond;//[Offset: 0x4, Size: 0x4]
bool bVehicleRefreshRand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8, Size: 0x1]
bool bVehicleRefreshWaitPreBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x9, Size: 0x1]

--------------------------------
Class: SolarVehicleSpawnEffect.Actor.Object
StaticMeshComponent* RefreshProgressMesh;//[Offset: 0x238, Size: 0x8]
BoxComponent* BoxCollision;//[Offset: 0x240, Size: 0x8]
FName EffectMaterialParameterName;//[Offset: 0x248, Size: 0x8]
FName VehicleSummonMeshTagName;//[Offset: 0x250, Size: 0x8]
StaticMeshComponent*[] SummonMeshComponentArray;//[Offset: 0x258, Size: 0x10]
int VehicleID;//[Offset: 0x268, Size: 0x4]
Vector BoxExtent;//[Offset: 0x26c, Size: 0xc]
float EffectTime;//[Offset: 0x278, Size: 0x4]
StaticMesh* GetVehicleMesh(int InVehicleID);// 0x704f228

--------------------------------
Class:
BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Vector BoxExtent;//[Offset: 0x5b0, Size: 0xc]
float LineThickness;//[Offset: 0x5bc, Size: 0x4]
void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x8d45b10
Vector GetUnscaledBoxExtent();// 0x8d45ab4
Vector GetScaledBoxExtent();// 0x8d45ad8

--------------------------------
Class: VehicleSpawnGroupTable.DataTable.Object

--------------------------------
Class: BossSpawnZone
float ZoneRadius;//[Offset: 0x0, Size: 0x4]
Vector ZoneLocation;//[Offset: 0x4, Size: 0xc]
BossSpawner[] BossSpawnerSets;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: BossSpawner.VehicleSpawner

--------------------------------
Class: VehicleSpawnerEffectDataContainer.FastArraySerializer
VehicleSpawnerEffectData[] VehicleSpawnerEffectDatas;//[Offset: 0x108, Size:
0x10]
SolarVehicleSpawnerSets* SolarVehicleSpawnerSets;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: VehicleSpawnerEffectData.FastArraySerializerItem
int SpawnerIndex;//[Offset: 0xc, Size: 0x4]
int VehicleID;//[Offset: 0x10, Size: 0x4]
float EffectTime;//[Offset: 0x14, Size: 0x4]
enum VehicleSpawnEffectType;//[Offset: 0x18, Size: 0x1]

--------------------------------
Class: VehicleMapMarkDataContainer.FastArraySerializer
VehicleMapMarkData[] VehicleMapMarkDatas;//[Offset: 0x108, Size: 0x10]
SolarVehicleSpawnerSets* SolarVehicleSpawnerSets;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: VehicleMapMarkData.FastArraySerializerItem
int VehicleSpawnId;//[Offset: 0x10, Size: 0x4]
int SpawnerIndex;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: OutcomeDataCollection
OutcomeData[] Datas;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: FinalDropDataCollection
SolarItemData[] Datas;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: RandomStream
int InitialSeed;//[Offset: 0x0, Size: 0x4]
int Seed;//[Offset: 0x4, Size: 0x4]
--------------------------------
Class: SolarItemSpawnerArray
SolarItemSpawner*[] ItemSpawnerArray;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: SolarMapManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
MapData MapData;//[Offset: 0x38, Size: 0x3c]
VehicleData VehicleData;//[Offset: 0x74, Size: 0x10]
MiniMapAirlineData CurAirlineData;//[Offset: 0x84, Size: 0x30]
Vector AirlineActorLoc;//[Offset: 0xb4, Size: 0xc]
int CurrentMapID;//[Offset: 0xc0, Size: 0x4]
FString CurrentMapName;//[Offset: 0xc8, Size: 0x10]
VisualSoundConfig* BattlePromptConfig;//[Offset: 0x148, Size: 0x8]
GameModeGlobalSetting* GameModeGlobalSetting;//[Offset: 0x150, Size: 0x8]
BattlePromptData BattlePromptData;//[Offset: 0x158, Size: 0x18]
BattlePromptData EnemyFireData;//[Offset: 0x238, Size: 0x18]
MiniMapMarkConfig* MiniMapMarkConfig;//[Offset: 0x490, Size: 0x8]
Vector2D WorldLocationToMiniMap(Vector WorldLocation);// 0x66d9294
float WorldLengthToMiniMap(float WorldLength);// 0x66d90e8
void UnInitMapData();// 0x66d9608
void ReceiveInitMapData(int mapID);// 0x451d9f4
void OnMarkDataChanged__DelegateSignature();// 0x704f228
void OnLeaveParachuting();// 0x66d8520
void OnEnterParachuting();// 0x66d8534
Vector2D Normal2D(Vector2D VectorToTransForm);// 0x66d8b34
Vector MiniMapToWorldLocation(Vector2D PositionXY, float Z);// 0x66d9198
void MeshWidgetFadeOutTimerStep();// 0x66d850c
bool IsOutOfBound(Vector2D PlayerNavPos);// 0x66d8f8c
static bool IsMiniMapAirlineDataValid(out const MiniMapAirlineData InData);//
0x66d8824
void InitMapData(int mapID);// 0x66d961c
SolarCharacter* GetViewportFocusedCharacter();// 0x66d9344
bool GetSafeAreaInfo(out SafeAreaMapInfo OutAreaInfo);// 0x66d8ed0
Vector GetRandomVectorFromMapDarkData(Object* WorldContextObject, enum
InType, bool GetWhiteArea);// 0x66d86d0
CurveFloat* GetMiniMapFOVCurve(float InRadius);// 0x66d8e20
int GetLenegthFromPlayerToMarkPoint(Vector MarkPosRealWorld, Vector
CurrentPlayerLocation);// 0x66d9434
bool GetIntersectionOnMapFrame(Vector2D TeamMatePos, Vector2D MapAPos, float
MapFrameHeight, float MapFrameWidth, out Vector2D InterSecionList, out enum
CrossDirection);// 0x66d8904
float GetDistanceToSafeArea(out const SafeAreaMapInfo AreaInfo, out const
Vector FromLocation);// 0x66d8cec
int GetCurrentMapID();// 0x66d95d4
MiniMapAirlineData GetCurAirlineData();// 0x66d8df8
VisualSoundConfig* GetBattlePromptConfig();// 0x66d8548
static SolarMapManager* Get(const Object* Obj);// 0x66d952c
Vector2D FixNavPos(Vector2D PlayerNavPos);// 0x66d903c
void ClearMeshWidgetData();// 0x66d84f8
bool CheckMapDarkDataWithVector(Vector InVector, enum InType, bool
GetWhiteArea);// 0x66d857c
bool CheckIfMarkedPointValid(out const Vector2D InMarkedPoint);// 0x66d9378
float CalculatePoisonDistance(out const SafeAreaMapInfo AreaInfo, out const
Vector FromLocation);// 0x66d8be0

--------------------------------
Class: MiniMapAirlineData
enum AirlineType;//[Offset: 0x0, Size: 0x1]
Vector2D StartPoint;//[Offset: 0x4, Size: 0x8]
Vector2D EndPoint;//[Offset: 0xc, Size: 0x8]
Vector2D RealStartPoint;//[Offset: 0x14, Size: 0x8]
Vector2D RealEndPoint;//[Offset: 0x1c, Size: 0x8]
Vector2D AirlineDir;//[Offset: 0x24, Size: 0x8]
float AirlineLength;//[Offset: 0x2c, Size: 0x4]

--------------------------------
Class: MapData
Vector2D MapTopLeftCoord;//[Offset: 0x0, Size: 0x8]
Vector2D MapRightBottomCoord;//[Offset: 0x8, Size: 0x8]
Vector2D MapImageSize;//[Offset: 0x10, Size: 0x8]
int MapImage;//[Offset: 0x18, Size: 0x4]
float AirlineZ;//[Offset: 0x1c, Size: 0x4]
float HorizonLineZ;//[Offset: 0x20, Size: 0x4]
float TopZ;//[Offset: 0x24, Size: 0x4]
float BottomZ;//[Offset: 0x28, Size: 0x4]
float AverageZ;//[Offset: 0x2c, Size: 0x4]
float InitFogZ;//[Offset: 0x30, Size: 0x4]
float TargetFogZ;//[Offset: 0x34, Size: 0x4]
float MapFOV;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: VehicleData
float Speed1;//[Offset: 0x0, Size: 0x4]
float Fov1;//[Offset: 0x4, Size: 0x4]
float Speed2;//[Offset: 0x8, Size: 0x4]
float Fov2;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: VisualSoundConfig.DataAsset.Object
byte ElemMaxCount;//[Offset: 0x30, Size: 0x1]
float VehicleMoveDecidingSpeed;//[Offset: 0x34, Size: 0x4]
<enum,enum> CalculatePointMap;//[Offset: 0x38, Size: 0x50]
<enum,bool> IgnoredFrontMap;//[Offset: 0x88, Size: 0x50]
float IgnoredCheckRate;//[Offset: 0xd8, Size: 0x4]
float IgnoredCheckAngle;//[Offset: 0xdc, Size: 0x4]
float IgnoredCheckDis_PlayerDefault;//[Offset: 0xe0, Size: 0x4]
float IgnoredCheckDis_VehicleDefault;//[Offset: 0xe4, Size: 0x4]
<int,float> IgnoredCheckDis_VehicleMap;//[Offset: 0xe8, Size: 0x50]
VisualSoundTagData SelfParentTagsData;//[Offset: 0x138, Size: 0x40]
<enum,VisualSoundTagData> SelfTagsMap;//[Offset: 0x178, Size: 0x50]
VisualSoundTagData EnemyParentTagsData;//[Offset: 0x1c8, Size: 0x40]
<enum,VisualSoundData> EnemyDataMap;//[Offset: 0x208, Size: 0x50]

--------------------------------
Class: VisualSoundTagData
GameplayTagContainer RequiredTagsAny;//[Offset: 0x0, Size: 0x20]
GameplayTagContainer BlockedTagsAny;//[Offset: 0x20, Size: 0x20]

--------------------------------
Class: VisualSoundData
VisualSoundTagData TagsCondition;//[Offset: 0x0, Size: 0x40]
enum DetectionRule;//[Offset: 0x40, Size: 0x1]
float DetectionDis;//[Offset: 0x44, Size: 0x4]
float DetectionZ;//[Offset: 0x48, Size: 0x4]
float AliveTime;//[Offset: 0x4c, Size: 0x4]
float CanBreakTime;//[Offset: 0x50, Size: 0x4]
--------------------------------
Class: SafeAreaMapInfo
Vector CurrentLocation;//[Offset: 0x0, Size: 0xc]
float CurrentRadius;//[Offset: 0xc, Size: 0x4]
Vector NextLocation;//[Offset: 0x10, Size: 0xc]
float NextRadius;//[Offset: 0x1c, Size: 0x4]
float BeginShrinkTime;//[Offset: 0x20, Size: 0x4]
float TargetShrinkTime;//[Offset: 0x24, Size: 0x4]
float CurrentConfigRadius;//[Offset: 0x28, Size: 0x4]
Vector CurrentAreaBeginLocation;//[Offset: 0x2c, Size: 0xc]

--------------------------------
Class: BattlePromptData
byte MaxLength;//[Offset: 0x0, Size: 0x1]
BattlePromptElem[] BattlePromptElemArr;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: BattlePromptElem

--------------------------------
Class: MiniMapMarkConfig.DataAsset.Object
GameplayTag AirDropTag;//[Offset: 0x30, Size: 0x8]
GameplayTag ReviveTag;//[Offset: 0x38, Size: 0x8]
GameplayTag EnemyFireTag;//[Offset: 0x40, Size: 0x8]
<GameplayTag,MeshWidgetMarkData> MeshWidgetMarkDataMap;//[Offset: 0x48, Size:
0x50]
<GameplayTag,MiniMapMarkData> MiniMapSingleMarkDataMap;//[Offset: 0x98, Size:
0x50]
<GameplayTag,MiniMapMultiMarkData> MiniMapMultiMarkDataMap;//[Offset: 0xe8,
Size: 0x50]
CurveFloat* MeshWidgetFadeOutCurve;//[Offset: 0x138, Size: 0x8]
<enum,AirdropMeshWidgetData> AirdropMeshWidgetDataMap;//[Offset: 0x140, Size:
0x50]
float ReviveAnimLifeTime;//[Offset: 0x190, Size: 0x4]
<enum,ConfigMiniMapMeshWidgetData> ReviveMeshWidgetDataMap;//[Offset: 0x198,
Size: 0x50]
<byte,byte> ReviveIconColorMap;//[Offset: 0x1e8, Size: 0x50]
<byte,byte> ReviveAnimColorMap;//[Offset: 0x238, Size: 0x50]

--------------------------------
Class: MeshWidgetMarkData
bool bMatchWorldSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
float Size;//[Offset: 0x4, Size: 0x4]
byte UVIndex;//[Offset: 0x8, Size: 0x1]
int ColorIndex;//[Offset: 0xc, Size: 0x4]
byte MarkPriority;//[Offset: 0x10, Size: 0x1]
bool NeedFadeOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11,
Size: 0x1]

--------------------------------
Class: MiniMapMarkData
float UpdateFrequency;//[Offset: 0x0, Size: 0x4]
enum VisibilityOption;//[Offset: 0x4, Size: 0x1]
GameplayTag IconTypeTag;//[Offset: 0x8, Size: 0x8]
<GameplayTag,MiniMapMarkStyle> Styles;//[Offset: 0x10, Size: 0x50]

--------------------------------
Class: MiniMapMarkStyle
<enum,int> IntPropertyMap;//[Offset: 0x0, Size: 0x50]
<enum,float> FloatPropertyMap;//[Offset: 0x50, Size: 0x50]

--------------------------------
Class: MiniMapMultiMarkData
MiniMapMarkData[] MarkDataArray;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: AirdropMeshWidgetData
ConfigMiniMapMeshWidgetData IconData;//[Offset: 0x0, Size: 0x1c]
ConfigMiniMapMeshWidgetData DiffuseData;//[Offset: 0x1c, Size: 0x1c]
ConfigMiniMapMeshWidgetData FlashData;//[Offset: 0x38, Size: 0x1c]

--------------------------------
Class: ConfigMiniMapMeshWidgetData
float TimeSpeed;//[Offset: 0x0, Size: 0x4]
byte IconTexId;//[Offset: 0x4, Size: 0x1]
byte ColorOpacityIndex;//[Offset: 0x5, Size: 0x1]
Vector2D OpacityCoeff;//[Offset: 0x8, Size: 0x8]
Vector2D ScaleAndRipplingCoeff;//[Offset: 0x10, Size: 0x8]
float AnimaSizeScale;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class:
AirDropTreasureBox.SolarCipherBox.SolarTreasureBoxActor.SolarItemActor.SolarDormant
Actor.Actor.Object
bool bPendingDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x708, Size: 0x1]
float StartDropHeight;//[Offset: 0x70c, Size: 0x4]
Vector TargetLocation;//[Offset: 0x710, Size: 0xc]
Rotator TargetRotation;//[Offset: 0x71c, Size: 0xc]
Vector SummonCharLocation;//[Offset: 0x728, Size: 0xc]
float RecordDropTime;//[Offset: 0x734, Size: 0x4]
enum MovementState;//[Offset: 0x73c, Size: 0x1]
float InitialHeight;//[Offset: 0x740, Size: 0x4]
float DropGravity;//[Offset: 0x744, Size: 0x4]
float MaxDropSpeed;//[Offset: 0x748, Size: 0x4]
float DecelerateHeight;//[Offset: 0x74c, Size: 0x4]
float ApplyDamageHeight;//[Offset: 0x750, Size: 0x4]
float DecelerateTime;//[Offset: 0x754, Size: 0x4]
CurveFloat* DecelerateCurve;//[Offset: 0x758, Size: 0x8]
float SqueezePawnRadius;//[Offset: 0x760, Size: 0x4]
float ThrustPawnStrength;//[Offset: 0x764, Size: 0x4]
float CollideUpBoundingRatio;//[Offset: 0x768, Size: 0x4]
float CollidePushUpAngle;//[Offset: 0x76c, Size: 0x4]
CurveFloat* CollidePushSpeedCurve;//[Offset: 0x770, Size: 0x8]
float ApplyDamageRate;//[Offset: 0x7b0, Size: 0x4]
SolarDamageInfo DamageInfo;//[Offset: 0x7b8, Size: 0x50]
FString SummonPlayerID;//[Offset: 0x818, Size: 0x10]
ParticleSystem* OpenAirdropEffect;//[Offset: 0x828, Size: 0x28]
ParticleSystem* LandHitEffect;//[Offset: 0x850, Size: 0x28]
ParticleSystem* LandSmokeEffect;//[Offset: 0x878, Size: 0x28]
ParticleSystem* PendingDestroyEffect;//[Offset: 0x8a0, Size: 0x28]
ParticleSystem* DestroyEffect;//[Offset: 0x8c8, Size: 0x28]
ParticleSystem* FallingEffect;//[Offset: 0x8f0, Size: 0x28]
ParticleSystem* FallingImpulseEffect;//[Offset: 0x918, Size: 0x28]
ParticleSystem* LightBeamEffect;//[Offset: 0x940, Size: 0x28]
Transform FallingEffectOffset;//[Offset: 0x970, Size: 0x30]
Transform FallingImpulseEffectOffset;//[Offset: 0x9a0, Size: 0x30]
Transform LightBeamEffectOffset;//[Offset: 0x9d0, Size: 0x30]
Transform PendingDestroyEffectOffset;//[Offset: 0xa00, Size: 0x30]
AnimationAsset* LandAnimation;//[Offset: 0xa30, Size: 0x8]
AnimationAsset* OpenAnimation;//[Offset: 0xa38, Size: 0x8]
float ShowLandSmokeHeight;//[Offset: 0xa40, Size: 0x4]
float AirDropSpawnDelay;//[Offset: 0xa44, Size: 0x4]
float FallingEffectDelay;//[Offset: 0xa48, Size: 0x4]
bool bSummonBySkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa4c, Size: 0x1]
float YawOffset;//[Offset: 0xa50, Size: 0x4]
SkeletalMeshComponent* SkeletalMeshComp;//[Offset: 0xa58, Size: 0x8]
ParticleSystemComponent* LandSmokePSC;//[Offset: 0xa68, Size: 0x8]
ParticleSystemComponent* PendingDestroyPSC;//[Offset: 0xa70, Size: 0x8]
ParticleSystemComponent* FallingPSC;//[Offset: 0xa78, Size: 0x8]
ParticleSystemComponent* FallingImpulsePSC;//[Offset: 0xa80, Size: 0x8]
ParticleSystemComponent* LightBeamPSC;//[Offset: 0xa88, Size: 0x8]
SoftClassPath AirDropGuideMeshBPClassPath;//[Offset: 0xa98, Size: 0x18]
float GuideArrowDisappearHeight;//[Offset: 0xab0, Size: 0x4]
FString SNameLandHit;//[Offset: 0xab8, Size: 0x10]
FString SNameAirDropSpawn;//[Offset: 0xac8, Size: 0x10]
FString SNameStartDrop;//[Offset: 0xad8, Size: 0x10]
FString SNameStopDrop;//[Offset: 0xae8, Size: 0x10]
FString SNameDecelerateAudio;//[Offset: 0xaf8, Size: 0x10]
FString SNamePlayLandedLoopAudio;//[Offset: 0xb08, Size: 0x10]
FString SNameStopLandedLoopAudio;//[Offset: 0xb18, Size: 0x10]
FString SNamePlayOnGroundBroadcastLoopAudio;//[Offset: 0xb28, Size: 0x10]
FString SNameStopOnGroundBroadcastLoopAudio;//[Offset: 0xb38, Size: 0x10]
FString PendingDestroyLoopStart;//[Offset: 0xb48, Size: 0x10]
FString PendingDestroyLoopEnd;//[Offset: 0xb58, Size: 0x10]
FString SNameDestroySound;//[Offset: 0xb68, Size: 0x10]
FName ColorKeyTag1;//[Offset: 0xbe0, Size: 0x8]
FName ColorKeyTag2;//[Offset: 0xbe8, Size: 0x8]
FName ColorKeyGlow;//[Offset: 0xbf0, Size: 0x8]
FName ColorKeyMesh;//[Offset: 0xbf8, Size: 0x8]
FName AlphaKey;//[Offset: 0xc00, Size: 0x8]
FName LightBeamAlphaKey;//[Offset: 0xc08, Size: 0x8]
FName ColorKeyTagFlow1;//[Offset: 0xc10, Size: 0x8]
FName ColorKeyTagFlow2;//[Offset: 0xc18, Size: 0x8]
FName ColorKeyLightEffect;//[Offset: 0xc20, Size: 0x8]
float FadeTweenDuration;//[Offset: 0xc28, Size: 0x4]
float RedTweenDuration;//[Offset: 0xc2c, Size: 0x4]
LinearColor BlueColorTag1;//[Offset: 0xc30, Size: 0x10]
LinearColor RedColorTag1;//[Offset: 0xc40, Size: 0x10]
LinearColor BlueColorTag2;//[Offset: 0xc50, Size: 0x10]
LinearColor RedColorTag2;//[Offset: 0xc60, Size: 0x10]
LinearColor BlueColorGlow;//[Offset: 0xc70, Size: 0x10]
LinearColor RedColorGlow;//[Offset: 0xc80, Size: 0x10]
LinearColor BlueColorMesh;//[Offset: 0xc90, Size: 0x10]
LinearColor RedColorMesh;//[Offset: 0xca0, Size: 0x10]
LinearColor RedColorTagFlow1;//[Offset: 0xcb0, Size: 0x10]
LinearColor RedColorTagFlow2;//[Offset: 0xcc0, Size: 0x10]
LinearColor BlueColorTagFlow1;//[Offset: 0xcd0, Size: 0x10]
LinearColor BlueColorTagFlow2;//[Offset: 0xce0, Size: 0x10]
LinearColor RedColorLightEffect;//[Offset: 0xcf0, Size: 0x10]
LinearColor BlueColorLightEffect;//[Offset: 0xd00, Size: 0x10]
void ReceiveOnOpenStateChanged(enum InPrevOpenState, enum InCurrOpenState);//
0x704f228
void PlayLandingAnimation();// 0x704f228
void OnStateChanged();// 0x636e80c
void OnRep_TargetLocation(Vector PreTargetLocation);// 0x636e5ec
void OnRep_SummonPlayerID();// 0x636e73c
void OnRep_SummonCharLocation();// 0x636e5d8
void OnRep_StartDropHeight();// 0x636e7f8
void OnRep_RecordDropTime(float PreDropTime);// 0x636e750
void OnRep_PendingDestroy();// 0x636e828
void OnRep_MovementState(enum PreMovementState);// 0x636e694
void OnMovementStateChanged(enum InPrevMovementState, enum
InCurrMovementState);// 0x704f228
void OnFadeOutFallingEffect();// 0x704f228
bool IsSummonedByCharacter();// 0x636e5a0

--------------------------------
Class:
SolarCipherBox.SolarTreasureBoxActor.SolarItemActor.SolarDormantActor.Actor.Object
float openProgress;//[Offset: 0x684, Size: 0x4]
SolarCharacter* OpeningCharacter;//[Offset: 0x688, Size: 0x8]
enum OpenState;//[Offset: 0x690, Size: 0x1]
float OpenTime;//[Offset: 0x694, Size: 0x4]
FString SNameBoxOpen;//[Offset: 0x6a8, Size: 0x10]
FString SNamePlayStartHack;//[Offset: 0x6b8, Size: 0x10]
FString SNameStopStartHack;//[Offset: 0x6c8, Size: 0x10]
FString SNamePlayHackingLoop;//[Offset: 0x6d8, Size: 0x10]
FString SNameStopHackingLoop;//[Offset: 0x6e8, Size: 0x10]
AkComponent* AkAudioComponent;//[Offset: 0x6f8, Size: 0x8]
SolarAkGameObject* SolarAkGameObject;//[Offset: 0x700, Size: 0x8]
void OnRep_OpenState(enum PreOpenState);// 0x65f675c
void OnRep_OpenProgressChange();// 0x65f6818
void OnRep_OpenCharacterChange();// 0x65f6804
void InitSolarAkGameObject(ActorComponent* Component, bool bReset);//
0x65f6660

--------------------------------
Class: WeaponSystemPlayerBase.WeaponSystemBase.ActorComponent.Object
PlayerWeaponSlotInfo PrimarySlotInfo;//[Offset: 0x178, Size: 0xc]
PlayerWeaponSlotInfo SecondarySlotInfo;//[Offset: 0x184, Size: 0xc]
PlayerWeaponSlotInfo TertiarySlotInfo;//[Offset: 0x190, Size: 0xc]
PlayerWeaponEquipStatusInfo NetEquipStatusInfo;//[Offset: 0x1c0, Size: 0x4]
delegate OnWeaponFiredDelegate;//[Offset: 0x2d8, Size: 0x10]
PlayerWeaponScopeStatus NetScopeStatus;//[Offset: 0x30c, Size: 0x18]
StaticMeshActor* DroppedClip;//[Offset: 0x358, Size: 0x8]
StaticMeshActor* ExtractedClip;//[Offset: 0x370, Size: 0x8]
void ServerSwitchWeapon(byte SlotType);// 0x6d3cc4c
void ServerPlayerVirtualBulletShot(SolarPlayerWeapon* InWeapon, const
PlayerVirtualBulletSpawnParameter InParameter);// 0x6d3c4dc
void ServerPlayerVirtualBulletHit(SolarPlayerWeapon* InWeapon, const
PlayerVirtualBulletHitParameter[] AllHitParams, SolarCharacter* SourceCharacter);//
0x6d3c234
void ServerOnWeaponReloadComplete(SolarPlayerWeapon* ReloadWeapon, bool
bCompleted);// 0x6d3ca1c
void RefreshWeaponRelativeTransOnBackpack(byte WeaponSlot);// 0x6d3cb54
void OnWeaponUpdatePart(int InNewPartId, int InOldPartID, uint32
InWeaponUniqueID);// 0x6d3cdfc
void OnWeaponUpdateClipCapacity(const SolarWeapon* InWeapon);// 0x6d3c634
void OnWeaponQuitReload(bool InbReloadSuccess, uint32 InUniqueID);//
0x6d3c738
void OnWeaponEnterReload(uint32 InUniqueID);// 0x6d3c830
void OnWeaponEndPlay(Actor* InActor, byte InEndPlayReason);// 0x6d3d134
void OnRep_TertiarySlotInfo();// 0x6d3cc10
void OnRep_SecondarySlotInfo();// 0x6d3cc24
void OnRep_PrimarySlotInfo();// 0x6d3cc38
void OnRep_NetScopeStatus();// 0x6d3c710
void OnRep_NetEquipStatusInfo();// 0x6d3cbfc
void OnCustomFOVSaved();// 0x6d3c724
void OnCharacterMontageNotifyCallback(FName NotifyName, out const
BranchingPointNotifyPayload BranchingPointPayload);// 0x6d3ccfc
void OnCharacterAllReady(SolarCharacter* Character);// 0x6d3d228
SolarPlayerWeapon* GetWeaponBySlot(int InSlotType);// 0x6d3cfe8
SolarPlayerWeapon* GetPackSecondaryWeapon();// 0x6d3d0cc
SolarPlayerWeapon* GetPackPrimaryWeapon();// 0x6d3d100
int GetLastActiveWeaponSlot();// 0x6d3cf80
Texture2D* GetCurrentWeaponIcon();// 0x6d3cf38
float GetCurrentWeaponBoltTime();// 0x6d3cb20
SolarPlayerWeapon* GetCurrentWeapon();// 0x6d3d098
int GetCurrentActiveSlot();// 0x6d3cfb4
StaticMesh* GetClipMeshOfCurrentWeapon();// 0x6d3c6dc
void ClientPlayerVirtualBulletShot(SolarPlayerWeapon* InWeapon, const
PlayerVirtualBulletSpawnParameter InParameter);// 0x6d3c384
void ClientOnWeaponReloadRejected(SolarPlayerWeapon* ReloadWeapon, bool
bCompleted, int ClipAmmoCount);// 0x6d3c8d8
void CleanWeaponSlotsUI();// 0x6d3cf6c

--------------------------------
Class: PlayerWeaponSlotInfo
SolarPlayerWeapon* Weapon;//[Offset: 0x0, Size: 0x8]
bool bServerHasWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x8, Size: 0x1]
bool bIsSwapping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8,
Size: 0x1]
bool bIsDestroying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8,
Size: 0x1]
enum SwapTargetEquipStatus;//[Offset: 0x9, Size: 0x1]

--------------------------------
Class: PlayerWeaponEquipStatusInfo
enum PrimaryWeaponStatus;//[Offset: 0x0, Size: 0x1]
enum SecondaryWeaponStatus;//[Offset: 0x1, Size: 0x1]
enum TertiaryWeaponStatus;//[Offset: 0x2, Size: 0x1]
byte Version;//[Offset: 0x3, Size: 0x1]

--------------------------------
Class: PlayerWeaponScopeStatus
bool bIsOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bIsOpenInProgress;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x0, Size: 0x1]
bool bIsInVehicle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0,
Size: 0x1]
bool bServerHasWeapon;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x0, Size: 0x1]
SolarPlayerWeapon* OwnerWeapon;//[Offset: 0x4, Size: 0x8]
SolarVehiclePawn* BoardedVehicle;//[Offset: 0xc, Size: 0x8]
byte BoardedSeatIndex;//[Offset: 0x14, Size: 0x1]

--------------------------------
Class: SolarVehiclePawn.Pawn.Actor.Object
PrimitiveComponent* VehicleRoot;//[Offset: 0x2e8, Size: 0x8]
SkeletalMeshComponentBudgeted* VehicleMesh;//[Offset: 0x2f0, Size: 0x8]
uint32 VehicleID;//[Offset: 0x2f8, Size: 0x4]
bool bVehicleMeshAggregationTick;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2fc, Size: 0x1]
class SkeletalMeshComponentBudgeted* VehicleStencilClass;//[Offset: 0x300,
Size: 0x28]
SkeletalMeshComponentBudgeted* VehicleStencilNew;//[Offset: 0x328, Size: 0x8]
SolarNetMovementComponent* NetMovementComponent;//[Offset: 0x330, Size: 0x8]
AkComponent* AkComponent;//[Offset: 0x338, Size: 0x8]
SolarAkGameObject* SolarAkGameObject;//[Offset: 0x340, Size: 0x8]
SolarVehicleAbilitySystemComponent* VehicleAbilitySystem;//[Offset: 0x348,
Size: 0x8]
BuffSystemComponent* BuffSystemComponent;//[Offset: 0x350, Size: 0x8]
FString DebugBuffString;//[Offset: 0x358, Size: 0x10]
SolarVehicleSpringArmComponent* SpringArmComponent;//[Offset: 0x368, Size:
0x8]
SolarVehicleCameraComponent* CameraComponent;//[Offset: 0x370, Size: 0x8]
SolarVehicleAttributeSet* VehicleAttributeSet;//[Offset: 0x378, Size: 0x8]
BasedMovement BasedMovement;//[Offset: 0x380, Size: 0x28]
float InteractionDistance;//[Offset: 0x3a8, Size: 0x4]
VehicleSeatSlot[] SeatSlots;//[Offset: 0x3b0, Size: 0x10]
int HealthUIID;//[Offset: 0x3c0, Size: 0x4]
Texture2D* VehicleBrandIcon;//[Offset: 0x3c8, Size: 0x28]
Vector OutVehicleOffset;//[Offset: 0x3f0, Size: 0xc]
float WaterDraftDepth;//[Offset: 0x3fc, Size: 0x4]
class SolarVehicleGA_Carpad* CarpadAbility;//[Offset: 0x400, Size: 0x8]
Vector[] DropPassengerLocations;//[Offset: 0x408, Size: 0x10]
Vector DropPassengerAtTop;//[Offset: 0x418, Size: 0xc]
Vector DamageBoxLocation;//[Offset: 0x424, Size: 0xc]
Vector DamageBoxExtent;//[Offset: 0x430, Size: 0xc]
FName[] PenetrationDamageBones;//[Offset: 0x440, Size: 0x10]
float VehicleMaxSpeedOnUI;//[Offset: 0x450, Size: 0x4]
enum VehicleControlUIType;//[Offset: 0x454, Size: 0x1]
enum VehicleAnimationType;//[Offset: 0x455, Size: 0x1]
FName VehicleDirectionBoneForPassenger;//[Offset: 0x458, Size: 0x8]
VehicleVFX GCCameraVFX;//[Offset: 0x460, Size: 0x90]
float GCCameraEffectAngle;//[Offset: 0x4f0, Size: 0x4]
VehicleVFX[] NosVFXes;//[Offset: 0x4f8, Size: 0x10]
<byte,ParticleSystem*> RaiseDustEffects;//[Offset: 0x508, Size: 0x50]
float SpeedThresholdForCollidingDamage;//[Offset: 0x558, Size: 0x4]
float SpeedThresholdForStandingOn;//[Offset: 0x55c, Size: 0x4]
float SpeedThresholdForGetOnVehicle;//[Offset: 0x560, Size: 0x4]
float SprayVelocity;//[Offset: 0x564, Size: 0x4]
float HeavyInSpeed;//[Offset: 0x568, Size: 0x4]
float CriticalAngle;//[Offset: 0x56c, Size: 0x4]
Vector OffsetBasedVechileLoction;//[Offset: 0x570, Size: 0xc]
float CollisionSparkThreshold;//[Offset: 0x57c, Size: 0x4]
ParticleSystem* CollisionSparkParticle;//[Offset: 0x580, Size: 0x28]
FName CollisionSparkParamNowel;//[Offset: 0x5a8, Size: 0x8]
FName CollisionSparkParamQuantity;//[Offset: 0x5b0, Size: 0x8]
float VehicleSpeedThresholdToPlayVFX;//[Offset: 0x5b8, Size: 0x4]
RuntimeFloatCurve CollisionSparkCurveFromImpulseToNowel;//[Offset: 0x5c0,
Size: 0x88]
RuntimeFloatCurve CollisionSparkCurveFromImpulseToQuantity;//[Offset: 0x648,
Size: 0x88]
VehicleVFX SpeedParticle;//[Offset: 0x6d0, Size: 0x90]
VehicleVFXMesh[] DriverOnVFXMeshes;//[Offset: 0x760, Size: 0x10]
VehicleVFX[] DriverOnVFXs;//[Offset: 0x770, Size: 0x10]
Vector SpawnOffset;//[Offset: 0x780, Size: 0xc]
VehicleCameraDataAsset* CameraDataAsset;//[Offset: 0x790, Size: 0x8]
FString SpeedVibrationHeString;//[Offset: 0x798, Size: 0x10]
RuntimeFloatCurve SpeedVibrationCurve;//[Offset: 0x7a8, Size: 0x88]
float MinSpeedDifferenceForCollisionVibration;//[Offset: 0x830, Size: 0x4]
FString CollisionVibrationHeString;//[Offset: 0x838, Size: 0x10]
FString LandingVibrationHeString;//[Offset: 0x848, Size: 0x10]
RuntimeFloatCurve LandingVibrationCurve;//[Offset: 0x858, Size: 0x88]
float MaxSpeedDecelerationRate;//[Offset: 0x8e0, Size: 0x4]
SolarVehicleMaterialData BackLampData;//[Offset: 0x8e8, Size: 0x28]
SolarVehicleMaterialData[] VehicleMaterialDataArray;//[Offset: 0x910, Size:
0x10]
SolarVehicleSoundDataAsset* VehicleSoundDataAsset;//[Offset: 0x920, Size:
0x8]
class GameplayEffect* DefaultAttributes;//[Offset: 0x928, Size: 0x8]
class GameplayEffect* CanDriveEffect;//[Offset: 0x930, Size: 0x8]
class GameplayEffect* CanGetOnEffect;//[Offset: 0x938, Size: 0x8]
class GameplayEffect* UnderWaterEffect;//[Offset: 0x940, Size: 0x8]
SolarDamageInfo ExplosionDamageInfo;//[Offset: 0x948, Size: 0x50]
VehicleVFX ExplosionVFX;//[Offset: 0x9a0, Size: 0x90]
VehicleVFXMesh VehicleBrokenMesh;//[Offset: 0xa30, Size: 0x80]
DamageStatusVehicleVFXs VehicleDamageStatusVFXs;//[Offset: 0xab0, Size: 0x20]
class GameplayEffect* VehicleDamageStatusEffects;//[Offset: 0xb50, Size: 0x8]
int MaxLodLevelForUpdateVisual;//[Offset: 0xb78, Size: 0x4]
VehicleWeakPointSpec[] VehicleWeakPointContainer;//[Offset: 0xb80, Size:
0x10]
RuntimeFloatCurve[] WeakPointBrokenSpeedCurves;//[Offset: 0xb90, Size: 0x10]
class GameplayEffect* WeakPointBrokenEffect;//[Offset: 0xba0, Size: 0x8]
PrimitiveComponent* PlatformComponent;//[Offset: 0xba8, Size: 0x8]
bool bCanStandOnPlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbb0, Size: 0x1]
float DistanceThresholdForAttachPlatform;//[Offset: 0xbb4, Size: 0x4]
float DegreeThresholdForAttachPlatform;//[Offset: 0xbb8, Size: 0x4]
float SpeedThresholdForAttachPlatform;//[Offset: 0xbbc, Size: 0x4]
float TimerForPenetration;//[Offset: 0xbc0, Size: 0x4]
float PenetrationThreshold;//[Offset: 0xbc4, Size: 0x4]
float CollideDamage;//[Offset: 0xbc8, Size: 0x4]
float CrashDamageWeight;//[Offset: 0xbcc, Size: 0x4]
float SelfCrashDamageRate;//[Offset: 0xbd0, Size: 0x4]
float PassengerDamageRatio;//[Offset: 0xbd4, Size: 0x4]
float MinPlayerDamageVelocity;//[Offset: 0xbd8, Size: 0x4]
float CollidedCharacterDmgRatio;//[Offset: 0xbdc, Size: 0x4]
float CollideUpBoundingRatio;//[Offset: 0xbe0, Size: 0x4]
CurveFloat* CollidePushSpeedCurve;//[Offset: 0xbe8, Size: 0x8]
float CollidePushUpAngle;//[Offset: 0xbf0, Size: 0x4]
float CharacterProtectTime;//[Offset: 0xbf4, Size: 0x4]
float SimulatedVehicleVelocityMultiplierAfterCollision;//[Offset: 0xbf8,
Size: 0x4]
int[] StealthHideMats;//[Offset: 0xc00, Size: 0x10]
enum ReplicatedAnimState;//[Offset: 0xc18, Size: 0x1]
bool bRemoveStencil;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xc19, Size: 0x1]
delegate OnPlayerGetOnVehicle;//[Offset: 0xc30, Size: 0x1]
delegate OnPlayerGetOffVehicle;//[Offset: 0xc31, Size: 0x1]
int[] OccupiedSeats;//[Offset: 0xd00, Size: 0x10]
SolarInputActionContext* InputActionContext;//[Offset: 0xd10, Size: 0x8]
Vector_NetQuantizeNormal ReplicatedPlayerInputVector;//[Offset: 0xd1c, Size:
0xc]
Actor*[] ActorsOnPlatform;//[Offset: 0xd60, Size: 0x10]
SpawnedActorHandle CachedActorHandle;//[Offset: 0xd94, Size: 0x4]
byte CurPlayerInputMask;//[Offset: 0xd98, Size: 0x1]
byte ReplicatedPlayerInputMask;//[Offset: 0xd99, Size: 0x1]
SolarNavModifierComponent* SolarNavModifierComp;//[Offset: 0xe88, Size: 0x8]
bool bDynamicAffectNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe90, Size: 0x1]
bool bUseCustomCollisionCylinder;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe91, Size: 0x1]
float CustomRadius;//[Offset: 0xe94, Size: 0x4]
float CustomHalfHeight;//[Offset: 0xe98, Size: 0x4]
int SkinId;//[Offset: 0xef8, Size: 0x4]
bool bVehicleBurningStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf11, Size: 0x1]
float EnterWaterDuration;//[Offset: 0xff8, Size: 0x4]
VehicleWaterInfo WaterInfo;//[Offset: 0x1000, Size: 0xc]
CurveFloat* SpeedCameraShakeCurve;//[Offset: 0x1050, Size: 0x8]
CurveFloat* SpeedScreenEffectOpacityCurve;//[Offset: 0x1058, Size: 0x8]
CurveFloat* SpeedScreenEffectPlayRateCurve;//[Offset: 0x1060, Size: 0x8]
float MinCameraShakeSpeed;//[Offset: 0x1068, Size: 0x4]
float MinScreenEffectSpeed;//[Offset: 0x106c, Size: 0x4]
class CameraShake* VehicleSpeedCameraShake;//[Offset: 0x1070, Size: 0x8]
FName VehicleSpeedScreenEffectRowId;//[Offset: 0x1078, Size: 0x8]
bool bEnableHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10a0, Size: 0x1]
float AgentRadiusAdjustment;//[Offset: 0x1118, Size: 0x4]
Vector AgentLocationAdjustment;//[Offset: 0x111c, Size: 0xc]
void SetWeakPointHealth(byte WeakPointID, float InHealth);// 0x6c65f58
void SetTakeMoveInput(bool bInTakeDirection, bool bInTakeRotation);//
0x6c6623c
void SetPlayerInputVector(out const Vector2D InputVector, float CameraYaw);//
0x6c6655c
void SetCurrentHealth(float InHealth);// 0x6c64e98
void ServerSetPlayerInput(const Vector_NetQuantizeNormal InputVector, const
byte InputMask);// 0x6c65c28
void ServerSendsTransformToEveryoneWithMovementBase(const byte[] Value,
SolarVehiclePawn* InMovementBase);// 0x6c64cd4
void ServerSendsTransformToEveryone(const byte[] Value);// 0x6c64ddc
void ServerSendsTeleportStateToEveryone(const Vector_NetQuantize InLocation,
const Vector_NetQuantizeNormal InNormalizeEuler, float InServerTimeStamp);//
0x6c64490
void ServerSendCorrectionToClient(float ServerTimeStamp, Vector_NetQuantize
WorldLocation, Vector_NetQuantizeNormal WorldRotationCompressed, enum InReason);//
0x6c64308
void ServerHandleVehicleCollision(const VehicleCollisionInfo
InVehicleCollisionInfo);// 0x6c6599c
void ServerDrawActorLocationAndRotationOnClient(const Vector InLocation,
const Rotator InRotator);// 0x6c64218
void ServerApplyDamageToVehilceAndPassenger(SolarVehiclePawn* OtherVehicle,
float DamageToSelf, float DamageToOther, const Vector_NetQuantize HitLocation);//
0x6c65aa0
void ReleaseDamagedStatusVFX(byte InDamagedStatus);// 0x6c65048
void PlayVehicleEjectSound(SolarCharacter* ejectedCharacter);// 0x6c65804
void PlayDamagedStatusSingleVFX(byte InDamagedStatus);// 0x6c65198
void PlayDamagedStatusLoopVFX(byte InDamagedStatus);// 0x6c650f0
void OverlapTraceOnServer();// 0x6c64118
void OnStencilLoaded();// 0x6c65f44
void OnSkinDataAssetLoadedNext(SoftObjectPath SkinVehiclePath);// 0x6c655fc
void OnSkinDataAssetLoaded(SoftObjectPath SkinVehiclePath);// 0x6c65700
void OnRep_WeakPointHealthOrStateChanged(VehicleWeakPointSpec[]
OldVehicleWeakPointDatas);// 0x6c65d20
void OnRep_VehicleBurning();// 0x6c65270
void OnRep_SkinId();// 0x6c655e8
void OnRep_ReplicatedPlayerInputMask(byte OldReplicatedPlayerInputMask);//
0x6c65e88
void OnRep_ReplicatedAnimState(enum PreviousState);// 0x6c66710
void OnRep_RemoveStencil();// 0x6c66650
void OnRep_CachedActorHandle();// 0x6c65f30
void MultiPlayHitSounds(const HitSoundData[] HitSoundDataList);// 0x6c6405c
bool IsVehicleFullHealth();// 0x6c65010
bool IsVehicleDangerous();// 0x6c661d8
bool IsVehicleCanGetOff();// 0x6c661fc
bool IsVehicleBroken();// 0x6c661b4
bool IsManuallyCancelAbilityActive(byte SeatIndex);// 0x6c65434
bool IsAbilityActive(byte SeatIndex, byte AbilityIndex);// 0x6c654e8
bool InSameTeam();// 0x6c66334
VehicleWeakPointSpec[] GetVehicleWeakPoints();// 0x6c6604c
int GetVehicleTypeID();// 0x6c6636c
PhysicalMaterial* GetVehicleRootPhysMaterial();// 0x6c66528
int GetVehicleGroupID();// 0x6c663a0
float GetSpeedInKmh();// 0x6c667d4
float GetSpeed();// 0x6c66810
Vector GetSpawnOffset();// 0x6c66190
Vector2D GetPlayerInputVector();// 0x6c664ec
int GetPassengerCount();// 0x6c663d4
int GetNextVacantSeat(int InCurrentSeatIndex);// 0x6c6643c
float GetMaxHealth();// 0x6c64fa8
int GetManuallyCancelAbilityIndex(byte SeatIndex);// 0x6c65384
int GetHealthPercentInt();// 0x6c64f74
SolarCharacter* GetDriverCharacter();// 0x6c66408
float GetDangerHealthPrecent();// 0x6c64f40
float GetCurrentHealth();// 0x6c64fdc
void DeleteStencilMesh();// 0x6c667c0
void ClientVehicleExplosion();// 0x6c65240
void ClientVehicleBroken();// 0x6c65254
void ClientSendsTransformToServerWithMovementBaseAfterCorrection(float
DriverLocalTime, float ServerTimeStamp, const byte[] Value, const LocalVehicleState
LocalState, SolarVehiclePawn* InMovementBase);// 0x6c645cc
void ClientSendsTransformToServerWithMovementBase(float DriverLocalTime,
const byte[] Value, const LocalVehicleState LocalState, SolarVehiclePawn*
InMovementBase);// 0x6c647d8
void ClientSendsTransformToServerAfterCorrection(float DriverLocalTime, float
ServerTimeStamp, const byte[] Value, const LocalVehicleState LocalState);//
0x6c6499c
void ClientSendsTransformToServer(float DriverLocalTime, const byte[] Value,
const LocalVehicleState LocalState);// 0x6c64b5c
void ClientHandleVehicleImpulse(const Vector_NetQuantize InImpulse);//
0x6c66664
void ClientHandleVehicleCollision(const Vector_NetQuantize InVelocity, const
Vector_NetQuantize InAngularVelocity);// 0x6c658ac
bool CheckUpdateVisual();// 0x6c6412c
bool CheckOpenParticleOptimization(int Bias);// 0x6c64164
bool CanActivateAbility(byte SeatIndex, byte AbilityIndex);// 0x6c65284

--------------------------------
Class: VehicleCollisionInfo
PrimitiveComponent* CollidedSimulatedPrimitive;//[Offset: 0x8, Size: 0x8]
Vector_NetQuantize SelfPreVelocity;//[Offset: 0x10, Size: 0xc]
Vector_NetQuantize SelfCurrentVelocity;//[Offset: 0x1c, Size: 0xc]
Vector_NetQuantize OtherVehicleLinearVelocity;//[Offset: 0x28, Size: 0xc]
Vector_NetQuantize OtherVehicleAngularVelocity;//[Offset: 0x34, Size: 0xc]
Vector_NetQuantize OtherVehicleLocation;//[Offset: 0x40, Size: 0xc]
Vector_NetQuantizeNormal OtherVehicleRotation;//[Offset: 0x4c, Size: 0xc]

--------------------------------
Class: VehicleWeakPointSpec
float CurrentHealth;//[Offset: 0x0, Size: 0x4]
bool bInRepairing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4,
Size: 0x1]
SolarCharacter* LocalRepairingCharacter;//[Offset: 0x8, Size: 0x8]
bool bLocalCharacterRepairing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10, Size: 0x1]
SolarVehicleWeakPointComponent* WeakPointMeshComponent;//[Offset: 0x18, Size:
0x8]
SolarVehiclePawn* VehiclePawn;//[Offset: 0x20, Size: 0x8]
byte WeakPointID;//[Offset: 0x28, Size: 0x1]
FName[] WeakPointSockets;//[Offset: 0x30, Size: 0x10]
Vector WeakPointOffset;//[Offset: 0x40, Size: 0xc]
StaticMesh* WeakPointStaticMesh;//[Offset: 0x50, Size: 0x28]
Transform WeakPointRelativeTransform;//[Offset: 0x80, Size: 0x30]
float MaxWeakPointHealth;//[Offset: 0xb0, Size: 0x4]
float RepairDuration;//[Offset: 0xb4, Size: 0x4]
bool bRecoverBoneScaleAfterVFXFinished;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xb8, Size: 0x1]
VehicleVFX BrokenWeakPointVFX;//[Offset: 0xc0, Size: 0x90]
VehicleVFX RepairingWeakPointVFX;//[Offset: 0x150, Size: 0x90]
float FacingAngle;//[Offset: 0x1e0, Size: 0x4]
float DistFromCharacterToWeakPoint;//[Offset: 0x1e4, Size: 0x4]

--------------------------------
Class:
SolarVehicleWeakPointComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent
.SceneComponent.ActorComponent.Object

--------------------------------
Class: VehicleVFX
ParticleSystem* Particle;//[Offset: 0x0, Size: 0x28]
FName AttachedSocket;//[Offset: 0x28, Size: 0x8]
Transform OffsetTransform;//[Offset: 0x30, Size: 0x30]
CurveFloat* ActivateCurve;//[Offset: 0x60, Size: 0x8]
FName ParameterName;//[Offset: 0x68, Size: 0x8]

--------------------------------
Class: LocalVehicleState
float SpeedMultiplier;//[Offset: 0x0, Size: 0x4]
Vector_NetQuantize[] AdditionalImpulses;//[Offset: 0x8, Size: 0x10]
Vector_NetQuantize[] CachedLocations;//[Offset: 0x18, Size: 0x10]
byte AdditionalFlag;//[Offset: 0x28, Size: 0x1]
float AdditionalSpeedMultiplier;//[Offset: 0x2c, Size: 0x4]

--------------------------------
Class:
SkeletalMeshComponentBudgeted.SkeletalMeshComponent.SkinnedMeshComponent.MeshCompon
ent.PrimitiveComponent.SceneComponent.ActorComponent.Object
byte AnimDetailMode;//[Offset: 0xce8, Size: 0x1]
bool bAutoRegisterWithBudgetAllocator;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0xd10, Size: 0x1]
bool bAutoCalculateSignificance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0xd10, Size: 0x1]
bool bShouldUseActorRenderedFlag;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0xd10, Size: 0x1]
void SetAutoRegisterWithBudgetAllocator(bool
bInAutoRegisterWithBudgetAllocator);// 0x40eae4c

--------------------------------
Class: SolarNetMovementComponent.ActorComponent.Object
float InterpolatedBackTime;//[Offset: 0xe4, Size: 0x4]
float ServerBufferCheckMinSpeed;//[Offset: 0xe8, Size: 0x4]
float ServerBufferIgnoreCheckTimer;//[Offset: 0xec, Size: 0x4]
float AtRestThresholdCount;//[Offset: 0xf0, Size: 0x4]
enum ExtrapolationMode;//[Offset: 0xf4, Size: 0x1]
bool bUseExtrapolationTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xf5, Size: 0x1]
float ExtrapolationTimeLimit;//[Offset: 0xf8, Size: 0x4]
bool bUseExtrapolationDistanceLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xfc, Size: 0x1]
float ExtrapolationDistanceLimit;//[Offset: 0x100, Size: 0x4]
float SendPositionThreshold;//[Offset: 0x104, Size: 0x4]
float SendRotationThreshold;//[Offset: 0x108, Size: 0x4]
float SendVelocityThreshold;//[Offset: 0x10c, Size: 0x4]
float SendAngularVelocityThreshold;//[Offset: 0x110, Size: 0x4]
float ResetTimeOffsetsThreshold;//[Offset: 0x114, Size: 0x4]
float UsingRepLocationThreshold;//[Offset: 0x118, Size: 0x4]
float LinearVelcolityForPositionThreshold;//[Offset: 0x11c, Size: 0x4]
float ReceivedPositionThreshold;//[Offset: 0x120, Size: 0x4]
float AngularVelocityForRotationThreshold;//[Offset: 0x124, Size: 0x4]
float ReceivedRotationThreshold;//[Offset: 0x128, Size: 0x4]
float PositionSnapThreshold;//[Offset: 0x12c, Size: 0x4]
float RotationSnapThreshold;//[Offset: 0x130, Size: 0x4]
float PositionLerpSpeed;//[Offset: 0x134, Size: 0x4]
float RotationLerpSpeed;//[Offset: 0x138, Size: 0x4]
float SpeedOfLerp;//[Offset: 0x13c, Size: 0x4]
enum SyncPosition;//[Offset: 0x140, Size: 0x1]
enum SyncRotation;//[Offset: 0x141, Size: 0x1]
enum SyncVelocity;//[Offset: 0x142, Size: 0x1]
enum SyncAngularVelocity;//[Offset: 0x143, Size: 0x1]
bool bSyncDesiredYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x144, Size: 0x1]
bool isPositionCompressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x145, Size: 0x1]
bool isRotationCompressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x146, Size: 0x1]
bool isVelocityCompressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x147, Size: 0x1]
bool isAngularVelocityCompressed;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x148, Size: 0x1]
float SendRate;//[Offset: 0x14c, Size: 0x4]
float TimeSmoothing;//[Offset: 0x150, Size: 0x4]
bool bUsingOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x154, Size: 0x1]
bool bAlwaysSendOrigin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x155, Size: 0x1]
PrimitiveComponent* PrimitiveComponent;//[Offset: 0x190, Size: 0x8]
SceneComponent* RelativeComponent;//[Offset: 0x198, Size: 0x8]
SolarVehiclePawn* PreviousBaseVehicleActor;//[Offset: 0x1a0, Size: 0x8]
float AtRestPositionThreshold;//[Offset: 0x520, Size: 0x4]
float AtRestRotationThreshold;//[Offset: 0x524, Size: 0x4]
SolarVehiclePawn* VehiclePawn;//[Offset: 0x538, Size: 0x8]
--------------------------------
Class:
SolarVehicleAbilitySystemComponent.AbilitySystemComponent.GameplayTasksComponent.Ac
torComponent.Object
void ServerApplyAbilityDamageToTargetsAndEndAbility(const Actor*[] Targets,
const GameplayAbilitySpecHandle AbilityHandle, const GameplayCueParameters
AdditionalParameter);// 0x6c5f330
void ServerApplyAbilityDamageToTargets(const Actor*[] Targets, const
GameplayAbilitySpecHandle AbilityHandle, const GameplayCueParameters
AdditionalParameter);// 0x6c5f568

--------------------------------
Class:
SolarVehicleSpringArmComponent.SolarSpringArmComponent.SpringArmComponent.SceneComp
onent.ActorComponent.Object
SolarVehicleCameraComponent* VehicleCamera;//[Offset: 0x408, Size: 0x8]
SolarVehiclePawn* VehiclePawn;//[Offset: 0x410, Size: 0x8]

--------------------------------
Class:
SolarSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object
float CameraLocationLagTime;//[Offset: 0x3c0, Size: 0x4]
bool HandleTargetOffsetAsRelativeValue;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x3c4, Size: 0x1]
static SolarSpringArmComponent* GetSpringArmComponentFromActor(const Actor*
InActor);// 0x67a3854

--------------------------------
Class: SpringArmComponent.SceneComponent.ActorComponent.Object
float TargetArmLength;//[Offset: 0x324, Size: 0x4]
Vector SocketOffset;//[Offset: 0x328, Size: 0xc]
Vector TargetOffset;//[Offset: 0x334, Size: 0xc]
float ProbeSize;//[Offset: 0x340, Size: 0x4]
byte ProbeChannel;//[Offset: 0x344, Size: 0x1]
bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x345, Size: 0x1]
bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x345, Size: 0x1]
bool bInheritPitch;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x345, Size: 0x1]
bool bInheritYaw;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x345,
Size: 0x1]
bool bInheritRoll;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x345, Size: 0x1]
bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x345, Size: 0x1]
bool bEnableCameraRotationLag;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x345, Size: 0x1]
bool bUseCameraLagSubstepping;//(ByteOffset: 0, ByteMask: 128, FieldMask:
128)[Offset: 0x345, Size: 0x1]
bool bDrawDebugLagMarkers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x346, Size: 0x1]
float CameraLagSpeed;//[Offset: 0x348, Size: 0x4]
float CameraRotationLagSpeed;//[Offset: 0x34c, Size: 0x4]
float CameraLagMaxTimeStep;//[Offset: 0x350, Size: 0x4]
float CameraLagMaxDistance;//[Offset: 0x354, Size: 0x4]
bool IsCollisionFixApplied();// 0x8f07bcc
Vector GetUnfixedCameraPosition();// 0x8f07c04
Rotator GetTargetRotation();// 0x8f07c3c
--------------------------------
Class:
SolarVehicleCameraComponent.SolarCameraComponent.CameraComponent.SceneComponent.Act
orComponent.Object
SolarVehiclePawn* Vehicle;//[Offset: 0xa48, Size: 0x8]
SolarVehicleSpringArmComponent* VehicleSpringArm;//[Offset: 0xa50, Size: 0x8]
VehicleCameraDataAsset*[] CameraDataAssets;//[Offset: 0xa68, Size: 0x10]

--------------------------------
Class: SolarCameraComponent.CameraComponent.SceneComponent.ActorComponent.Object
SolarSpringArmComponent* SpringArm;//[Offset: 0x970, Size: 0x8]
float ConfigDistanceToTarget;//[Offset: 0xa10, Size: 0x4]
Vector ConfigCameraOffset;//[Offset: 0xa14, Size: 0xc]
Vector ConfigTargetOffset;//[Offset: 0xa20, Size: 0xc]
float ConfigFOV;//[Offset: 0xa2c, Size: 0x4]
float ViewPitchMax;//[Offset: 0xa30, Size: 0x4]
float ViewPitchMin;//[Offset: 0xa34, Size: 0x4]
float ViewYawMax;//[Offset: 0xa38, Size: 0x4]
float ViewYawMin;//[Offset: 0xa3c, Size: 0x4]
float CameraOccupiedRoom;//[Offset: 0xa40, Size: 0x4]
bool EnableDistanceSmooth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa44, Size: 0x1]
bool EnableFOVSmooth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa45, Size: 0x1]
bool bEnableCameraOffsetSmooth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa46, Size: 0x1]
bool bEnableTargetOffsetSmooth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa47, Size: 0x1]
static SolarCameraComponent* GetCameraComponentFromActor(const Actor*
InActor);// 0x6593e14

--------------------------------
Class: VehicleCameraDataAsset.DataAsset.Object
RuntimeFloatCurve TargetArmLengthCurve;//[Offset: 0x30, Size: 0x88]
float TargetArmLengthInterpSpeed;//[Offset: 0xb8, Size: 0x4]
Vector TargetOffset;//[Offset: 0xbc, Size: 0xc]
FName TargetOffsetSocket;//[Offset: 0xc8, Size: 0x8]
bool bTargetOffsetIgnoreRoll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd0, Size: 0x1]
bool bTargetOffsetIgnorePitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd1, Size: 0x1]
bool bCameraRollSameWithVehicleRoll;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xd2, Size: 0x1]
Vector SocketOffset;//[Offset: 0xd4, Size: 0xc]
float MinPitch;//[Offset: 0xe0, Size: 0x4]
float MaxPitch;//[Offset: 0xe4, Size: 0x4]
RuntimeFloatCurve CameraFovCurve;//[Offset: 0xe8, Size: 0x88]
float CameraFovInterpSpeed;//[Offset: 0x170, Size: 0x4]
bool bCameraFollowVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x174, Size: 0x1]
float DefaultPitch;//[Offset: 0x178, Size: 0x4]
RuntimeFloatCurve CameraFollowSpeedCurve;//[Offset: 0x180, Size: 0x88]
float CameraFollowTimeThreshold;//[Offset: 0x208, Size: 0x4]
float CameraResetFollowSpeed;//[Offset: 0x20c, Size: 0x4]
float CameraFollowSpeedThreshold;//[Offset: 0x210, Size: 0x4]
bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x214, Size: 0x1]
RuntimeFloatCurve CameraLagInterpSpeedCurve;//[Offset: 0x218, Size: 0x88]
RuntimeFloatCurve CameraLagCurve;//[Offset: 0x2a0, Size: 0x88]
RuntimeFloatCurve AdditionalTargetOffsetOnZ;//[Offset: 0x328, Size: 0x88]
float BlendTime;//[Offset: 0x3b0, Size: 0x4]

--------------------------------
Class: SolarVehicleAttributeSet.SolarAttributeSet.AttributeSet.Object
GameplayAttributeData CurrentVehicleHealth;//[Offset: 0x30, Size: 0x10]
GameplayAttributeData MaxVehicleHealth;//[Offset: 0x40, Size: 0x10]
GameplayAttributeData MaxBrokenHealth;//[Offset: 0x50, Size: 0x10]
GameplayAttributeData StealthMaterialPercent;//[Offset: 0x60, Size: 0x10]
GameplayAttributeData SpeedMultiplier;//[Offset: 0x70, Size: 0x10]
GameplayAttributeData CurrentVehicleWholeShield;//[Offset: 0x80, Size: 0x10]
GameplayAttributeData MaxVehicleWholeShield;//[Offset: 0x90, Size: 0x10]
void OnRep_StealthMaterialPercent(out const GameplayAttributeData
OldStealthMaterialPercent);// 0x6c6348c
void OnRep_SpeedMultiplier(out const GameplayAttributeData
OldSpeedMultiplier);// 0x6c633c4
void OnRep_MaxVehicleWholeShield(out const GameplayAttributeData
OldMaxVehicleWholeShield);// 0x6c63234
void OnRep_MaxVehicleHealth(out const GameplayAttributeData
OldMaxVehicleHealth);// 0x6c6361c
void OnRep_MaxBrokenHealth(out const GameplayAttributeData
OldMaxBrokenHealth);// 0x6c63554
void OnRep_CurrentVehicleWholeShield(out const GameplayAttributeData
OldVehicleWholeShield);// 0x6c632fc
void OnRep_CurrentVehicleHealth(out const GameplayAttributeData
OldVehicleHealth);// 0x6c636e4

--------------------------------
Class: SolarAttributeSet.AttributeSet.Object
void K2_SetAttributeValue(FName AttributeName, float NewVal);// 0x654b8ac
void K2_OnReplicationAttribute(out const GameplayAttributeData OldValue, out
const GameplayAttributeData ReplicatedAttribute, FName AttributeName);// 0x654bb34
void K2_InitAttributeValue(out GameplayAttributeData OriginAttribute, float
NewVal);// 0x654b7a8
static float K2_GetAttributeValue(out const GameplayAttributeData
OriginAttribute);// 0x654b9a0
GameplayAttribute K2_GetAttribute(FName AttributeName);// 0x654ba60

--------------------------------
Class: GameplayAttributeData
float BaseValue;//[Offset: 0x8, Size: 0x4]
float CurrentValue;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: BasedMovement
PrimitiveComponent* MovementBase;//[Offset: 0x0, Size: 0x8]
Vector_NetQuantize100 Location;//[Offset: 0x8, Size: 0xc]
Rotator Rotation;//[Offset: 0x14, Size: 0xc]
bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20, Size: 0x1]
bool bServerHasVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x21, Size: 0x1]

--------------------------------
Class: VehicleSeatSlot
FName SeatSocketName;//[Offset: 0x0, Size: 0x8]
FName SeatWeaponSocket;//[Offset: 0x8, Size: 0x8]
bool bDisplayBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]
bool SeatStickOutEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11, Size: 0x1]
VehicleCameraDataAsset* OutShootCameraData;//[Offset: 0x18, Size: 0x8]
OutVehicleADSCameraDataAsset* OutShootAimCameraData;//[Offset: 0x20, Size:
0x8]
CurveFloat* OutShootPitchLimitCurve;//[Offset: 0x28, Size: 0x8]
VehicleSeatAbility[] VechicleAbilities;//[Offset: 0x30, Size: 0x10]
class SolarVehicleWeapon* VehicleWeaponClass;//[Offset: 0x40, Size: 0x8]
bool bAutoEquipWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]
Texture2D* SeatDisplayIcon;//[Offset: 0x50, Size: 0x28]
float DamageRatio;//[Offset: 0x78, Size: 0x4]
float PenetrationDamageRatio;//[Offset: 0x7c, Size: 0x4]
BoxSphereBounds PenetrationSphere;//[Offset: 0x80, Size: 0x1c]
Rotator EjectRotation;//[Offset: 0x9c, Size: 0xc]
bool bOverrideDefaultEjectParams;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa8, Size: 0x1]
VehicleEjectParams EjectParams;//[Offset: 0xac, Size: 0x10]
SolarCharacter* SeatPassenger;//[Offset: 0xbc, Size: 0x8]
SolarVehicleWeapon* SeatWeapon;//[Offset: 0xc8, Size: 0x8]
VehicleSkinWeapon SeatWeaponSkinData;//[Offset: 0xd0, Size: 0x40]

--------------------------------
Class: OutVehicleADSCameraDataAsset.VehicleCameraDataAsset.DataAsset.Object
<enum,float> VehicleOutShootFOVMagnifiers;//[Offset: 0x3b8, Size: 0x50]

--------------------------------
Class: VehicleSeatAbility
class SolarVehicleGameplayAbility* AbilityClass;//[Offset: 0x0, Size: 0x8]
GameplayAbilitySpecHandle ServerOrDriverAbilityHandle;//[Offset: 0x8, Size:
0x4]
GameplayAbilitySpecHandle SkinPreAbilityHandle;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: SolarVehicleGameplayAbility.GameplayAbility.Object
bool bCancelAfterVacateSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f9, Size: 0x1]
bool bCancelManually;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3fa, Size: 0x1]
GameplayTagContainer GameplayCueTags;//[Offset: 0x400, Size: 0x20]
FString AbilityActivateVirationHeString;//[Offset: 0x420, Size: 0x10]
FString AbilityEndVirationHeString;//[Offset: 0x430, Size: 0x10]
bool bCheckInstigatorBeforeActivation;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x440, Size: 0x1]
bool bActivateAbilityOnGranted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x441, Size: 0x1]
float DurationTime;//[Offset: 0x444, Size: 0x4]
class GameplayEffect* ActivateEffect;//[Offset: 0x448, Size: 0x8]
byte AbilityCount;//[Offset: 0x450, Size: 0x1]
float AbilityCountRecoverTime;//[Offset: 0x454, Size: 0x4]
Texture2D* AbilityIcon;//[Offset: 0x458, Size: 0x28]
Texture2D* AdditionalAbilityIcon;//[Offset: 0x480, Size: 0x28]
int AbilityDescription;//[Offset: 0x4a8, Size: 0x4]
FString AbilityTextType;//[Offset: 0x4b0, Size: 0x10]
float DamageToVehicle;//[Offset: 0x4c0, Size: 0x4]
float DamageToCharacter;//[Offset: 0x4c4, Size: 0x4]
float DamageToSummon;//[Offset: 0x4c8, Size: 0x4]
class CameraShake* ActivateCameraShake;//[Offset: 0x4d0, Size: 0x8]
--------------------------------
Class: SolarVehicleWeapon.SolarWeapon.Actor.Object
float MaxWeaponPitch;//[Offset: 0x7a8, Size: 0x4]
float MinWeaponPitch;//[Offset: 0x7ac, Size: 0x4]
float MaxWeaponYaw;//[Offset: 0x7b0, Size: 0x4]
float MinWeaponYaw;//[Offset: 0x7b4, Size: 0x4]
float PitchFollowSpeed;//[Offset: 0x7b8, Size: 0x4]
float YawFollowSpeed;//[Offset: 0x7bc, Size: 0x4]
float SimulationSmoothLerpSpeed;//[Offset: 0x7c0, Size: 0x4]
float SimulationSmoothLerpThreshold;//[Offset: 0x7c4, Size: 0x4]
bool bAbsoluteRotator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7c8, Size: 0x1]
bool bHasScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c9,
Size: 0x1]
bool bHiddenMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x7ca, Size: 0x1]
VehicleScopeCameraDataAsset* ScopeCameraData;//[Offset: 0x7d0, Size: 0x8]
float QuickAdsFireDelay;//[Offset: 0x7d8, Size: 0x4]
enum DefaultWeaponScopeType;//[Offset: 0x7dc, Size: 0x1]
class VehicleWeaponScopeWidget* ScopeUI;//[Offset: 0x7e0, Size: 0x8]
float PitchCameraOffset;//[Offset: 0x7e8, Size: 0x4]
bool bCameraFocusWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7ec, Size: 0x1]
bool bUseNormalCameraMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7ed, Size: 0x1]
FName FireSocketName;//[Offset: 0x7f0, Size: 0x8]
float UpdateShotStartLocThreshold;//[Offset: 0x7f8, Size: 0x4]
byte FireAixsType;//[Offset: 0x7fc, Size: 0x1]
FName TurretVSocketName;//[Offset: 0x800, Size: 0x8]
FName TurretHSocketName;//[Offset: 0x808, Size: 0x8]
float ShootTolerance;//[Offset: 0x810, Size: 0x4]
SolarCharacter* WeaponOwner;//[Offset: 0x818, Size: 0x8]
SolarVehiclePawn* AttachedVehicle;//[Offset: 0x820, Size: 0x8]
bool bActivedWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x829, Size: 0x1]
uint32 RotationYawAndPitchPacket;//[Offset: 0x82c, Size: 0x4]
SkeletalMeshComponent* VehicleMesh;//[Offset: 0x848, Size: 0x8]
class SkeletalMeshComponent* VehicleStencilClass;//[Offset: 0x850, Size:
0x28]
SkeletalMeshComponent* VehicleStencilNew;//[Offset: 0x878, Size: 0x8]
FName AttachBoneName;//[Offset: 0x880, Size: 0x8]
bool bUseAssistLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xa88, Size: 0x1]
bool bShowAssistLockUI;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0xa88, Size: 0x1]
Vector2D AssistLockImageSize;//[Offset: 0xa8c, Size: 0x8]
Vector2D PCAssistLockImageSize;//[Offset: 0xa94, Size: 0x8]
bool bAutoLockSpreadSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xa9c, Size: 0x1]
float AutoLockSpreadDecPerSecond;//[Offset: 0xaa0, Size: 0x4]
float PreSelectProgress;//[Offset: 0xaa4, Size: 0x4]
RuntimeFloatCurve ProgressUpgradeSpeedCurve;//[Offset: 0xaa8, Size: 0x88]
enum AssistLockState;//[Offset: 0xb30, Size: 0x1]
bool bSimulateWeaponFireSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb31, Size: 0x1]
float TriggerSmoothReticleDistance;//[Offset: 0xb34, Size: 0x4]
Vector2D SmoothReticleSpeed;//[Offset: 0xb38, Size: 0x8]
Transform CachedWeaponRelativeTransform;//[Offset: 0xb40, Size: 0x30]
Transform CachedFireMuzzleTransform;//[Offset: 0xb70, Size: 0x30]
Transform CachedTurretVSocketTransform;//[Offset: 0xba0, Size: 0x30]
Transform CachedTurretHSocketTransform;//[Offset: 0xbd0, Size: 0x30]
float SimulateMuzzleDistanceThreshold;//[Offset: 0xc00, Size: 0x4]
class SolarBullet* VehicleWeaponPrimaryOverrideBulletClass;//[Offset: 0xc60,
Size: 0x8]
class SolarBullet* VehicleWeaponSecondaryOverrideBulletClass;//[Offset:
0xc68, Size: 0x8]
class SolarBullet* VehicleWeaponPrimaryOverrideTraceBulletClass;//[Offset:
0xc70, Size: 0x8]
GameplayTagContainer BlockVehicleWeaponFireTags;//[Offset: 0xc78, Size: 0x20]
bool bEnablePreAimingLaser;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xcb1, Size: 0x1]
bool bNotOptTickIntervalPreAimingActive;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xcb2, Size: 0x1]
FName PreAimingLaserLaunchScoket;//[Offset: 0xcb4, Size: 0x8]
ParticleSystem* PreAimingLaserFX;//[Offset: 0xcc0, Size: 0x28]
ParticleSystem* PreAimingLaserEnermyFX;//[Offset: 0xce8, Size: 0x28]
int PreAimingLaserChagringPhase;//[Offset: 0xd10, Size: 0x4]
ParticleSystemComponent* PreAimingLaserEffect;//[Offset: 0xd18, Size: 0x8]
bool bEnableBackupAmmo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd20, Size: 0x1]
int BackupAmmoFireCost;//[Offset: 0xd24, Size: 0x4]
int MaxBackupAmmo;//[Offset: 0xd28, Size: 0x4]
float ReloadBackupAmmoInterval;//[Offset: 0xd2c, Size: 0x4]
int ReloadBackupAmmoNum;//[Offset: 0xd30, Size: 0x4]
BackupAmmoCostInfo[] BackupAmmoCostArray;//[Offset: 0xd38, Size: 0x10]
bool bEnableRechamber;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd50, Size: 0x1]
float PlayRechamberFinishTime;//[Offset: 0xd54, Size: 0x4]
FString RechamberStartAndStopSound;//[Offset: 0xd60, Size: 0x10]
FString RechamberFinishSound;//[Offset: 0xd70, Size: 0x10]
VehicleVFX RechamberAlertVFX;//[Offset: 0xd80, Size: 0x90]
int RechamberAlertMaterialIndex;//[Offset: 0xe10, Size: 0x4]
bool bKeepReloadAfterUncontrolled;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xe14, Size: 0x1]
FString ReloadSoundName1P;//[Offset: 0xe18, Size: 0x10]
FString ReloadSoundName3P;//[Offset: 0xe28, Size: 0x10]
FString ReloadSoundName3PEnemy;//[Offset: 0xe38, Size: 0x10]
bool bReloadingAfterUncontrol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe48, Size: 0x1]
class SolarVehicleGameplayAbility* ReloadAbilityClass;//[Offset: 0xe50, Size:
0x8]
bool bIsLargeCaliberWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe58, Size: 0x1]
CameraShakeData[] LargeCaliberHitCameraShakes;//[Offset: 0xe60, Size: 0x10]
CameraShakeData[] WeaponFireCameraShakes;//[Offset: 0xe70, Size: 0x10]
CameraShakeData[] WeaponScopeFireCameraShakes;//[Offset: 0xe80, Size: 0x10]
CameraShakeData[] UsingSkillCameraShakes;//[Offset: 0xe90, Size: 0x10]
CameraShakeData[] WeaponChargingCameraShakes;//[Offset: 0xea0, Size: 0x10]
AlertAreaStateContainer AlertAreaState;//[Offset: 0xeb8, Size: 0x68]
AlertAreaData AlertAreaData;//[Offset: 0xf20, Size: 0xc8]
void VehicleWeaponOpenScope();// 0x6c8e908
void VehicleWeaponCloseScope();// 0x6c8e8f4
void ServerUpdateVehicleWeaponRotate(uint32 PackedRotation);// 0x6c8ec18
void ServerSendCurveShotHit(uint32 SpawnID, float InTime,
SolarPlayerController* InPlayerController, const HitResult InHit);// 0x6c8e994
void ServerCancelVehicleFireAbility(const GameplayAbilitySpecHandle
InAbilityHandle);// 0x6c8e574
void ServerAddWeaponFireTagToCharacter(SolarCharacter* InFiredCharacter);//
0x6c8e628
void ResetWeaponRotation(float DeltaTime);// 0x6c8eb70
void OnVehicleWeaponUnControlled();// 0x704f228
void OnVehicleWeaponControlled();// 0x704f228
void OnStencilLoaded();// 0x6c8ecc8
bool IsPlayerLocallyControlledWeapon();// 0x6c8eb38
Vector GetShotTargetLocation();// 0x6c8e88c
Vector GetAimTargetLocation();// 0x6c8e95c
void ClientWeaponReloadFailed(float InSpentTime, bool bWasCancelled);//
0x6c8e788
void ClientFinishedWeaponReload(int InNeedAmmo);// 0x6c8e6d8
void ClientDrawDebugString(FString Text);// 0x6c8e4b8
bool CheckCanOpenScope();// 0x6c8e91c
bool CanEnterFireState();// 0x6c8e8b4

--------------------------------
Class: VehicleScopeCameraDataAsset.VehicleCameraDataAsset.DataAsset.Object
<enum,float> VechielScopeFOVMagnifiers;//[Offset: 0x3b8, Size: 0x50]
<enum,FloatRange> WeaponPitchLimits;//[Offset: 0x408, Size: 0x50]
float VehicleScopeFovBlendTime;//[Offset: 0x458, Size: 0x4]

--------------------------------
Class:
VehicleWeaponScopeWidget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.Us
erWidget.Widget.Visual.Object
enum PresetScopeType;//[Offset: 0x490, Size: 0x1]
Image* img_Vehicle;//[Offset: 0x498, Size: 0x8]
Image* Img_Weapon;//[Offset: 0x4a0, Size: 0x8]
CanvasPanel* Panel_Pitch;//[Offset: 0x4a8, Size: 0x8]
WeaponScopeSliderWidget* Crosshair_Slider;//[Offset: 0x4b0, Size: 0x8]
SolarCheckBox* Btn_Pitch;//[Offset: 0x4b8, Size: 0x8]
CanvasPanel* SecondReticlePanel;//[Offset: 0x4c0, Size: 0x8]
CanvasPanel* Panel_BG;//[Offset: 0x4c8, Size: 0x8]
CanvasPanel* Panel_Border;//[Offset: 0x4d0, Size: 0x8]
Image* ReticleDirection;//[Offset: 0x4d8, Size: 0x8]
CanvasPanel* Coredot;//[Offset: 0x4e0, Size: 0x8]
SolarWeaponRechamberWidget* HUD_CarFireCD_L;//[Offset: 0x4e8, Size: 0x8]
WidgetAnimation* Anim_Enter;//[Offset: 0x4f0, Size: 0x8]
CanvasPanelSlot* SecondReticleSlot;//[Offset: 0x4f8, Size: 0x8]
CanvasPanelSlot* ReticleDirectionSlot;//[Offset: 0x500, Size: 0x8]
Image* ProgressImage;//[Offset: 0x508, Size: 0x8]
WidgetAnimation* ProgressAnima;//[Offset: 0x510, Size: 0x8]
MaterialInstanceDynamic* ProgressMaterial;//[Offset: 0x518, Size: 0x8]
void SetChargeProgress(out Image* InProgressImage, out WidgetAnimation*
InProgressAnima);// 0x704f228
void OnUpdateChargeProgress(bool InbCharging, int InChargeMode, float
InChargeProgress);// 0x6d08ec4
void OnScopeTriggerChanged(bool bChecked);// 0x6d090dc
void ApplyWeaponCrossHairToScope(out const VehicleWeaponCrossHairInfo
InCrossHairInfo);// 0x6d09000

--------------------------------
Class: VehicleWeaponCrossHairInfo
bool bShowCrossHair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
Vector2D CrossHairPosition;//[Offset: 0x4, Size: 0x8]
float CrossHairOpacity;//[Offset: 0xc, Size: 0x4]
bool bShowReticleDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10, Size: 0x1]
Vector2D ReticleDirectionPosition;//[Offset: 0x14, Size: 0x8]
float ReticleDirectionAngle;//[Offset: 0x1c, Size: 0x4]
bool bCrossHairForbid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20, Size: 0x1]

--------------------------------
Class:
WeaponScopeSliderWidget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.Use
rWidget.Widget.Visual.Object
ScopeSliderData[] ScopeSliderDatas;//[Offset: 0x490, Size: 0x10]
int ScopeSliderType;//[Offset: 0x4a0, Size: 0x4]
float SliderAnimPlaySpeed;//[Offset: 0x4a4, Size: 0x4]
float SliderValueScale;//[Offset: 0x4a8, Size: 0x4]
Slider* Slider_ADS;//[Offset: 0x4b0, Size: 0x8]
SolarTextBlock* Txt_Scope;//[Offset: 0x4b8, Size: 0x8]
WidgetAnimation* Anim_Type0;//[Offset: 0x4c0, Size: 0x8]
WidgetAnimation* Anim_Type1;//[Offset: 0x4c8, Size: 0x8]
WidgetAnimation* AnimToPlay;//[Offset: 0x4d0, Size: 0x8]
void OnSwitchToNextVehicleScope();// 0x6d32fc8
void OnSliderValueChangedOnPC(float InValue);// 0x6d32fdc
void OnSliderValueChanged(float InValue);// 0x6d33084

--------------------------------
Class: ScopeSliderData
Vector2D SliderPercentRange;//[Offset: 0x0, Size: 0x8]
float SliderAnimeTimer;//[Offset: 0x8, Size: 0x4]
enum ScopeMagnifier;//[Offset: 0xc, Size: 0x1]
FText DisplayText;//[Offset: 0x10, Size: 0x18]

--------------------------------
Class: Slider.Widget.Visual.Object
float Value;//[Offset: 0x138, Size: 0x4]
delegate ValueDelegate;//[Offset: 0x13c, Size: 0x10]
float MinValue;//[Offset: 0x14c, Size: 0x4]
float MaxValue;//[Offset: 0x150, Size: 0x4]
SliderStyle WidgetStyle;//[Offset: 0x160, Size: 0x5c0]
byte Orientation;//[Offset: 0x720, Size: 0x1]
LinearColor SliderBarColor;//[Offset: 0x724, Size: 0x10]
LinearColor SliderHandleColor;//[Offset: 0x734, Size: 0x10]
Vector2D SliderHandleOffset;//[Offset: 0x744, Size: 0x8]
bool CommitTouchStartValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x74c, Size: 0x1]
bool IndentHandle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x74d, Size: 0x1]
bool Locked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74e,
Size: 0x1]
bool MouseUsesStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x74f, Size: 0x1]
bool RequiresControllerLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x750, Size: 0x1]
float StepSize;//[Offset: 0x754, Size: 0x4]
bool IsFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x758, Size: 0x1]
SoftObjectPath OnCaptureBeginSound;//[Offset: 0x760, Size: 0x18]
SoftObjectPath OnCaptureEndSound;//[Offset: 0x778, Size: 0x18]
delegate OnMouseCaptureBegin;//[Offset: 0x790, Size: 0x10]
delegate OnMouseCaptureEnd;//[Offset: 0x7a0, Size: 0x10]
delegate OnControllerCaptureBegin;//[Offset: 0x7b0, Size: 0x10]
delegate OnControllerCaptureEnd;//[Offset: 0x7c0, Size: 0x10]
delegate OnValueChanged;//[Offset: 0x7d0, Size: 0x10]
void SetValue(float InValue);// 0x81a6408
void SetStepSize(float InValue);// 0x81a60b0
void SetSliderHandleOffset(Vector2D InValue);// 0x81a5ebc
void SetSliderHandleColor(LinearColor InValue);// 0x81a5f60
void SetSliderBarColor(LinearColor InValue);// 0x81a6008
void SetNormalBarImage(out const SlateBrush InImage);// 0x81a5b7c
void SetMinValue(float InValue);// 0x81a6360
void SetMaxValue(float InValue);// 0x81a62b8
void SetLocked(bool InValue);// 0x81a6158
void SetIndentHandle(bool InValue);// 0x81a6208
void SetHoveredBarImage(out const SlateBrush InImage);// 0x81a58e0
void SetBarThickness(float InValue);// 0x81a5e18
float GetValue();// 0x81a64e4
float GetNormalizedValue();// 0x81a64b0

--------------------------------
Class: SliderStyle.SlateWidgetStyle
SlateBrush NormalBarImage;//[Offset: 0x10, Size: 0xf0]
SlateBrush HoveredBarImage;//[Offset: 0x100, Size: 0xf0]
SlateBrush DisabledBarImage;//[Offset: 0x1f0, Size: 0xf0]
SlateBrush NormalThumbImage;//[Offset: 0x2e0, Size: 0xf0]
SlateBrush HoveredThumbImage;//[Offset: 0x3d0, Size: 0xf0]
SlateBrush DisabledThumbImage;//[Offset: 0x4c0, Size: 0xf0]
float BarThickness;//[Offset: 0x5b0, Size: 0x4]

--------------------------------
Class: SolarCheckBox.CheckBox.ContentWidget.PanelWidget.Widget.Visual.Object
Widget* OnGroup;//[Offset: 0xb70, Size: 0x8]
Widget* OffGroup;//[Offset: 0xb78, Size: 0x8]
enum CheckedGroupVisibility;//[Offset: 0xb80, Size: 0x1]
enum UncheckedGroupVisibility;//[Offset: 0xb81, Size: 0x1]
void OnStateChanged(bool bIsChecked);// 0x65f3678
void ManualSetIsChecked(bool InIsChecked, bool bBroadCast);// 0x65f3728

--------------------------------
Class:
SolarWeaponRechamberWidget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.
UserWidget.Widget.Visual.Object
Image* img_FireCD;//[Offset: 0x490, Size: 0x8]
WidgetAnimation* EmptyBullet_Anim;//[Offset: 0x498, Size: 0x8]
MaterialInstanceDynamic* ProgressMaterial;//[Offset: 0x4a0, Size: 0x8]

--------------------------------
Class: BackupAmmoCostInfo
float CostTime;//[Offset: 0x0, Size: 0x4]
int CostCount;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: CameraShakeData
class CameraShake* CameraShakeClass;//[Offset: 0x0, Size: 0x8]
CurveFloat* CameraShakeScaleCurve;//[Offset: 0x8, Size: 0x8]
float ScaleMultiplier;//[Offset: 0x10, Size: 0x4]
float ScopeScaleMultiplier;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: AlertAreaStateContainer
SolarVehiclePawn* OwnerVehicle;//[Offset: 0x0, Size: 0x8]
<FireUniqueID,AlertAreaState> AlertAreaMap;//[Offset: 0x18, Size: 0x50]

--------------------------------
Class: AlertAreaState
ParticleSystemComponent* TargetParticleComponent;//[Offset: 0x0, Size: 0x8]
DecalComponent* TargetDecalComponent;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: DecalComponent.SceneComponent.ActorComponent.Object
MaterialInterface* DecalMaterial;//[Offset: 0x328, Size: 0x8]
int SortOrder;//[Offset: 0x330, Size: 0x4]
float FadeScreenSize;//[Offset: 0x334, Size: 0x4]
float FadeStartDelay;//[Offset: 0x338, Size: 0x4]
float FadeDuration;//[Offset: 0x33c, Size: 0x4]
float FadeInDuration;//[Offset: 0x340, Size: 0x4]
float FadeInStartDelay;//[Offset: 0x344, Size: 0x4]
bool bDestroyOwnerAfterFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x348, Size: 0x1]
Vector DecalSize;//[Offset: 0x34c, Size: 0xc]
int DecalLayer;//[Offset: 0x358, Size: 0x4]
void SetSortOrder(int Value);// 0x8d6c144
void SetFadeScreenSize(float NewFadeScreenSize);// 0x8d6c1ec
void SetFadeOut(float StartDelay, float Duration, bool
DestroyOwnerAfterFade);// 0x8d6c384
void SetFadeIn(float StartDelay, float Duaration);// 0x8d6c294
void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x8d6c09c
float GetFadeStartDelay();// 0x8d6c564
float GetFadeInStartDelay();// 0x8d6c4fc
float GetFadeInDuration();// 0x8d6c4c8
float GetFadeDuration();// 0x8d6c530
MaterialInterface* GetDecalMaterial();// 0x8d6c068
MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x8d6c02c

--------------------------------
Class: AlertAreaData
ParticleSystem* BulletTargetAreaInSameTeam;//[Offset: 0x0, Size: 0x28]
MaterialInterface* BulletDecalMaterialInSameTeam;//[Offset: 0x28, Size: 0x28]
ParticleSystem* BulletTargetAreaInEnemy;//[Offset: 0x50, Size: 0x28]
MaterialInterface* BulletDecalMaterialInEnemy;//[Offset: 0x78, Size: 0x28]
float AreaParticleScale;//[Offset: 0xa0, Size: 0x4]
Vector AreaDecalSize;//[Offset: 0xa4, Size: 0xc]
float AreaFadeOutTime;//[Offset: 0xb0, Size: 0x4]
FName AreaFadeOutName;//[Offset: 0xb4, Size: 0x8]
float ForceAreaDisplayRange;//[Offset: 0xbc, Size: 0x4]
float AreaDisplayMaxRange;//[Offset: 0xc0, Size: 0x4]

--------------------------------
Class: VehicleEjectParams
float EjectTime;//[Offset: 0x0, Size: 0x4]
float EjectDistance;//[Offset: 0x4, Size: 0x4]
float EjectBreakableTime;//[Offset: 0x8, Size: 0x4]
float EjectCameraFadeOutTime;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: VehicleSkinWeapon
SkeletalMesh* WeaponSkinMesh;//[Offset: 0x0, Size: 0x8]
class VehicleWeaponAnimInstance* WeaponAnimClass;//[Offset: 0x8, Size: 0x8]
MaterialInterface*[] WeaponOverrideMaterials;//[Offset: 0x10, Size: 0x10]
class SolarBullet* OverrideBulletClass;//[Offset: 0x20, Size: 0x8]
BulletEffectConfig* OverrideBulletEffect;//[Offset: 0x28, Size: 0x8]
class SolarBullet* OverrideTraceBulletClass;//[Offset: 0x30, Size: 0x8]
BulletEffectConfig* OverrideTraceBulletEffect;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: VehicleWeaponAnimInstance.WeaponAnimInstance.AnimInstance.Object
Rotator VehicleWeaponPitchRot;//[Offset: 0x308, Size: 0xc]
Rotator VehicleWeaponYawRot;//[Offset: 0x314, Size: 0xc]
Vector LeftBoneIKOffset;//[Offset: 0x320, Size: 0xc]
Vector RightBoneIKOffset;//[Offset: 0x32c, Size: 0xc]
bool bVehicleWeaponReloading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x338, Size: 0x1]
bool bIsCharging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x339, Size: 0x1]
float ChargingPlayRate;//[Offset: 0x33c, Size: 0x4]
float ChargingTime;//[Offset: 0x340, Size: 0x4]
float FullChargingTime;//[Offset: 0x344, Size: 0x4]

--------------------------------
Class: WeaponAnimInstance.AnimInstance.Object
bool bInterrupt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298,
Size: 0x1]
bool bReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x299,
Size: 0x1]
bool bOverload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29a,
Size: 0x1]
bool bBolt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29b,
Size: 0x1]
AnimMsgData[] MsgArray;//[Offset: 0x2a0, Size: 0x10]
AnimMsgData CurrentMsg;//[Offset: 0x2b0, Size: 0x8]
bool bCurrentMsgUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2b8, Size: 0x1]
AnimSequence* IdleAnim;//[Offset: 0x2c0, Size: 0x8]
AnimSequence* FireAnim;//[Offset: 0x2c8, Size: 0x8]
AnimSequence* AltFireAnim;//[Offset: 0x2d0, Size: 0x8]
AnimSequence* ReloadAnim;//[Offset: 0x2d8, Size: 0x8]
AnimSequence* OverloadAnim;//[Offset: 0x2e0, Size: 0x8]
AnimSequence* OpenScopeAnim;//[Offset: 0x2e8, Size: 0x8]
AnimSequence* CloseScopeAnim;//[Offset: 0x2f0, Size: 0x8]
AnimSequence* BoltAnim;//[Offset: 0x2f8, Size: 0x8]
bool SwitchStateCheck(enum CheckState);// 0x6d0fa68
void SetInterruptIsTrue();// 0x6d0f748
bool RouterNodeJudge();// 0x6d0f9c0
void OnQuitState(enum State);// 0x6d0f770
void OnEnterState(enum State);// 0x6d0f818
void Interrupt();// 0x6d0f75c
bool HasMsg();// 0x6d0f9f8
bool ConsumMsg();// 0x6d0fa30
bool AddMsg(enum State, float Speed);// 0x6d0f8c0

--------------------------------
Class: AnimMsgData
enum State;//[Offset: 0x0, Size: 0x1]
float Speed;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarVehicleGA_Carpad.SolarVehicleGameplayAbility.GameplayAbility.Object

--------------------------------
Class: VehicleVFXMesh
StaticMesh* Mesh;//[Offset: 0x0, Size: 0x28]
MaterialInterface*[] OverrideMaterials;//[Offset: 0x28, Size: 0x10]
FName AttachedSocket;//[Offset: 0x38, Size: 0x8]
Transform OffsetTransform;//[Offset: 0x40, Size: 0x30]

--------------------------------
Class: SolarVehicleMaterialData
int8 MaterialIndex;//[Offset: 0x0, Size: 0x1]
FName ParamName;//[Offset: 0x4, Size: 0x8]
float OnValue;//[Offset: 0xc, Size: 0x4]
float OffValue;//[Offset: 0x10, Size: 0x4]
float ActiveSpeed;//[Offset: 0x14, Size: 0x4]
MaterialInstanceDynamic* MatInstanceDynamic;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SolarVehicleSoundDataAsset.DataAsset.Object
FString Engine_3P;//[Offset: 0x30, Size: 0x10]
FString Engine_3P_Enemy;//[Offset: 0x40, Size: 0x10]
FString Engine_Start_3P;//[Offset: 0x50, Size: 0x10]
FString Engine_Start_3P_Enemy;//[Offset: 0x60, Size: 0x10]
FString Engine_Down_3P;//[Offset: 0x70, Size: 0x10]
FString Engine_Down_3P_Enemy;//[Offset: 0x80, Size: 0x10]
FString Engine_Stop_3P;//[Offset: 0x90, Size: 0x10]
FString Engine_Stop_3P_Enemy;//[Offset: 0xa0, Size: 0x10]
FString Engine_RTPC;//[Offset: 0xb0, Size: 0x10]
FString Engine_Input_RTPC;//[Offset: 0xc0, Size: 0x10]
bool bUseEngineRpm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd0, Size: 0x1]
float MaxMoveSpeed;//[Offset: 0xd4, Size: 0x4]
FString MoveSpeed_Acc_RTPC;//[Offset: 0xd8, Size: 0x10]
FString Tire_3P;//[Offset: 0xe8, Size: 0x10]
FString Tire_3P_Enemy;//[Offset: 0xf8, Size: 0x10]
FString Tire_End_3P;//[Offset: 0x108, Size: 0x10]
FString Tire_End_3P_Enemy;//[Offset: 0x118, Size: 0x10]
FString Tire_RTPC;//[Offset: 0x128, Size: 0x10]
FString Tire_Group;//[Offset: 0x138, Size: 0x10]
<byte,FString> Tire_States;//[Offset: 0x148, Size: 0x50]
FString Vehicle_Collision_3P;//[Offset: 0x198, Size: 0x10]
FString Vehicle_Collision_3P_Enemy;//[Offset: 0x1a8, Size: 0x10]
FString Vehicle_Collision_RTPC;//[Offset: 0x1b8, Size: 0x10]
FString Play_Booster_3P;//[Offset: 0x1c8, Size: 0x10]
FString Play_Booster_3P_Enemy;//[Offset: 0x1d8, Size: 0x10]
FString Stop_Booster_3P;//[Offset: 0x1e8, Size: 0x10]
FString Stop_Booster_3P_Enemy;//[Offset: 0x1f8, Size: 0x10]
FString Vehicle_Speedboard_1P;//[Offset: 0x208, Size: 0x10]
FString Vehicle_Speedboard_3P;//[Offset: 0x218, Size: 0x10]
FString Vehicle_Speedboard_3P_Enemy;//[Offset: 0x228, Size: 0x10]
FString Vehicle_Eject_1P;//[Offset: 0x238, Size: 0x10]
FString Vehicle_Eject_3P;//[Offset: 0x248, Size: 0x10]
FString Vehicle_Eject_3P_Enemy;//[Offset: 0x258, Size: 0x10]
FString Play_Vehicle_Destroyed;//[Offset: 0x268, Size: 0x10]
FString Weakpoint_Broken_3P;//[Offset: 0x278, Size: 0x10]
FString Weakpoint_Broken_3P_Enemy;//[Offset: 0x288, Size: 0x10]
FString Weakpoint_Fixed_3P;//[Offset: 0x298, Size: 0x10]
FString Weakpoint_Fixed_3P_Enemy;//[Offset: 0x2a8, Size: 0x10]
FString WeakPoint_Broken_1P_UI;//[Offset: 0x2b8, Size: 0x10]
<enum,FName> WeakPointHitSoundGroupNames;//[Offset: 0x2c8, Size: 0x50]
FString Braking_Loop_RTPC;//[Offset: 0x318, Size: 0x10]
FString Play_Braking_Loop_3P;//[Offset: 0x328, Size: 0x10]
FString Play_Braking_Loop_3P_Enemy;//[Offset: 0x338, Size: 0x10]
FString Stop_Braking_Loop_3P;//[Offset: 0x348, Size: 0x10]
FString Stop_Braking_Loop_3P_Enemy;//[Offset: 0x358, Size: 0x10]
float BrakingLoopSoundDegree;//[Offset: 0x368, Size: 0x4]
float BrakingLoopSoundSpeed;//[Offset: 0x36c, Size: 0x4]
FString Play_Reverse_Loop;//[Offset: 0x370, Size: 0x10]
FString Stop_Reverse_Loop;//[Offset: 0x380, Size: 0x10]
FString Drift_RTPC;//[Offset: 0x390, Size: 0x10]
FString Drift_Start;//[Offset: 0x3a0, Size: 0x10]
FString Drift_Stop;//[Offset: 0x3b0, Size: 0x10]
FString RPMRedLine_Start;//[Offset: 0x3c0, Size: 0x10]
FString RPMRedLine_Stop;//[Offset: 0x3d0, Size: 0x10]
byte SpeedDifferenceInKmThresholdForHitSound;//[Offset: 0x3e0, Size: 0x1]
FString Play_SelfHealing_3P;//[Offset: 0x3e8, Size: 0x10]
FString Stop_SelfHealing_3P;//[Offset: 0x3f8, Size: 0x10]
FString Play_vehicle_crash_ground_3P;//[Offset: 0x408, Size: 0x10]
FString Play_vehicle_crash_ground_3P_enemy;//[Offset: 0x418, Size: 0x10]
FString Vehicle_Crash_Ground_RTPC;//[Offset: 0x428, Size: 0x10]
float VehicleCrashGroundRtpcMultiplier;//[Offset: 0x438, Size: 0x4]
FString Play_vehicle_crash_water_3P;//[Offset: 0x440, Size: 0x10]
FString Play_vehicle_crash_water_3P_enemy;//[Offset: 0x450, Size: 0x10]
FString Play_vehicle_fixing_weakpoint_3P;//[Offset: 0x460, Size: 0x10]
FString Stop_vehicle_fixing_weakpoint_3P;//[Offset: 0x470, Size: 0x10]
FString Play_VehicleWholdShieldBegin_Start_1P;//[Offset: 0x480, Size: 0x10]
FString Play_VehicleWholdShieldBegin_Loop_1P;//[Offset: 0x490, Size: 0x10]
FString Stop_VehicleWholdShieldBegin_Start_3P;//[Offset: 0x4a0, Size: 0x10]
FString Stop_VehicleWholdShieldBegin_Loop_3P;//[Offset: 0x4b0, Size: 0x10]
FString Play_VehicleWholdShieldEnd_Start_1P;//[Offset: 0x4c0, Size: 0x10]
FString Play_VehicleWholdShieldEnd_Loop_1P;//[Offset: 0x4d0, Size: 0x10]
FString Stop_VehicleWholdShieldEnd_Start_3P;//[Offset: 0x4e0, Size: 0x10]
FString Stop_VehicleWholdShieldEnd_Loop_3P;//[Offset: 0x4f0, Size: 0x10]
FString Play_HitVehicleWholdShield_1P;//[Offset: 0x500, Size: 0x10]
FString Play_HitVehicleWholdShield_3P;//[Offset: 0x510, Size: 0x10]
FString HoverJumpOnActive1P;//[Offset: 0x520, Size: 0x10]
FString HoverJumpOnActive3P;//[Offset: 0x530, Size: 0x10]
FString HoverJumpWhileActive1P;//[Offset: 0x540, Size: 0x10]
FString HoverJumpWhileActive3P;//[Offset: 0x550, Size: 0x10]
FString HoverJumpOnRemove1P;//[Offset: 0x560, Size: 0x10]
FString HoverJumpOnRemove3P;//[Offset: 0x570, Size: 0x10]
FString Play_VehicleTrumpet_1P;//[Offset: 0x580, Size: 0x10]
FString Play_VehicleTrumpet_3P;//[Offset: 0x590, Size: 0x10]
FString Stop_VehicleTrumpet_1P;//[Offset: 0x5a0, Size: 0x10]
FString Stop_VehicleTrumpet_3P;//[Offset: 0x5b0, Size: 0x10]
FString Play_vehicle_common_braking_loop_3P;//[Offset: 0x5c0, Size: 0x10]
FString Play_vehicle_common_braking_loop_3P_enemy;//[Offset: 0x5d0, Size:
0x10]
FString Stop_vehicle_common_braking_loop_3P;//[Offset: 0x5e0, Size: 0x10]
FString Stop_vehicle_common_braking_loop_3P_enemy;//[Offset: 0x5f0, Size:
0x10]
FString Play_Vehicle_UpShift_3P;//[Offset: 0x600, Size: 0x10]
FString Play_Vehicle_UpShift_3P_Enemy;//[Offset: 0x610, Size: 0x10]
FString Play_Vehicle_DownShift_3P;//[Offset: 0x620, Size: 0x10]
FString Play_Vehicle_DownShift_3P_Enemy;//[Offset: 0x630, Size: 0x10]
FString Play_IronMan_Laser_Hit;//[Offset: 0x640, Size: 0x10]
FString FootPlant;//[Offset: 0x650, Size: 0x10]
FString Landing_3P;//[Offset: 0x660, Size: 0x10]
FString Landing_3P_Enemy;//[Offset: 0x670, Size: 0x10]
bool bUseDoppler;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x680, Size: 0x1]
float AddDopplerIntensity;//[Offset: 0x684, Size: 0x4]
float MinusDopplerIntensity;//[Offset: 0x688, Size: 0x4]
float UpdateDopplerTime;//[Offset: 0x68c, Size: 0x4]

--------------------------------
Class: DamageStatusVehicleVFXs
VehicleVFX[] SingleVehicleVFXs;//[Offset: 0x0, Size: 0x10]
VehicleVFX[] VehicleVFXs;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class:
SolarNavModifierComponent.NavModifierComponent.NavRelevantComponent.ActorComponent.
Object
void OnVehicleRootHit(PrimitiveComponent* HitComp, Actor* OtherActor,
PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);//
0x66ecf28
void OnDriverGetOnVehicle(int GetOnSeatIndex, SolarCharacter* GetOnPlayer);//
0x66ed208
void OnDriverGetOffVehicle(int GetOffSeatIndex, SolarCharacter*
GetOffPlayer);// 0x66ed114

--------------------------------
Class: NavModifierComponent.NavRelevantComponent.ActorComponent.Object
class NavArea* AreaClass;//[Offset: 0xe0, Size: 0x8]
Vector FailsafeExtent;//[Offset: 0xe8, Size: 0xc]
bool bIncludeAgentHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xf4, Size: 0x1]
void SetAreaClass(class NavArea NewAreaClass);// 0x91e8f34

--------------------------------
Class: NavRelevantComponent.ActorComponent.Object
bool bAttachToOwnersRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xd4, Size: 0x1]
Object* CachedNavParent;//[Offset: 0xd8, Size: 0x8]
void SetNavigationRelevancy(bool bRelevant);// 0x91e9498

--------------------------------
Class: NavArea.NavAreaBase.Object
float DefaultCost;//[Offset: 0x2c, Size: 0x4]
float FixedAreaEnteringCost;//[Offset: 0x30, Size: 0x4]
Color DrawColor;//[Offset: 0x34, Size: 0x4]
NavAgentSelector SupportedAgents;//[Offset: 0x38, Size: 0x4]
bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset:
0x3c, Size: 0x1]
bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x3d, Size: 0x1]
bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x3d, Size: 0x1]
bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x3d, Size: 0x1]
bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x3d, Size: 0x1]
bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x3d, Size: 0x1]
bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x3d, Size: 0x1]
bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset:
0x3d, Size: 0x1]
bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x3d, Size: 0x1]

--------------------------------
Class: VehicleWaterInfo
float WaterLineHeight;//[Offset: 0x0, Size: 0x4]
SolarWaterActorNew* WaterActor;//[Offset: 0x4, Size: 0x8]

--------------------------------
Class: PlayerVirtualBulletSpawnParameter
FireUniqueID FireUniqueID;//[Offset: 0x0, Size: 0x4]
float FireTimeStamp;//[Offset: 0x4, Size: 0x4]
float InitialElapsedTime;//[Offset: 0x8, Size: 0x4]
Vector_NetQuantizeNormal PlayerViewDir;//[Offset: 0xc, Size: 0xc]
Vector_NetQuantize PlayerViewLoc;//[Offset: 0x18, Size: 0xc]
byte IsScopeOpen;//[Offset: 0x24, Size: 0x1]
Vector_NetQuantize CharacterLoc;//[Offset: 0x28, Size: 0xc]
Vector_NetQuantize StartLoc;//[Offset: 0x34, Size: 0xc]
Vector_NetQuantize TargetLoc;//[Offset: 0x40, Size: 0xc]
Vector_NetQuantizeNormal Dir;//[Offset: 0x4c, Size: 0xc]
Vector_NetQuantize MuzzleFxLoc;//[Offset: 0x58, Size: 0xc]
Actor* Target;//[Offset: 0x64, Size: 0x8]
Vector_NetQuantize HitTargetRelativeLocation;//[Offset: 0x6c, Size: 0xc]

--------------------------------
Class: PlayerVirtualBulletHitParameter
FireUniqueID FireUniqueID;//[Offset: 0x0, Size: 0x4]
float FireTimeStamp;//[Offset: 0x4, Size: 0x4]
float HitTimeStamp;//[Offset: 0x8, Size: 0x4]
Vector_NetQuantizeNormal PlayerViewDir;//[Offset: 0xc, Size: 0xc]
Vector_NetQuantize StartLoc;//[Offset: 0x18, Size: 0xc]
Vector_NetQuantize TargetLoc;//[Offset: 0x24, Size: 0xc]
SolarWeaponHitAntiData[] HitAntiDatas;//[Offset: 0x30, Size: 0x10]
HitResult[] Hits;//[Offset: 0x40, Size: 0x10]
Actor*[] IgnoreHitedActors;//[Offset: 0x50, Size: 0x10]

--------------------------------
Class: BranchingPointNotifyPayload

--------------------------------
Class:
SolarInteractableManager.SolarGameManager.SolarAbstractManager.SolarContainer.Objec
t
int ZoneNum;//[Offset: 0x40, Size: 0x4]
int TotalNum;//[Offset: 0x44, Size: 0x4]
RadarStationCollection[] CurrRadarStations;//[Offset: 0x48, Size: 0x10]
SolarElectricShop*[] CurrElectricShops;//[Offset: 0x58, Size: 0x10]
<int,SolarShieldUpgradeItemShop*> ActiveShieldUpgradeItemShopList;//[Offset:
0x68, Size: 0x50]
FString SceneObjectLevelName;//[Offset: 0xb8, Size: 0x10]
SolarGlobalRepInfo* GlobalMapRepInfo;//[Offset: 0xc8, Size: 0x8]
<int,SolarShieldUpgradeShopRepInfo*> ShieldUpgradeShopRepInfo;//[Offset:
0xd0, Size: 0x50]
<int,SolarRespawnDeviceRepInfo*> RespawnDeviceRepInfo;//[Offset: 0x130, Size:
0x50]
int RespawnDeviceNum;//[Offset: 0x180, Size: 0x4]
<int,SolarRespawnDevice*> ActiveRespawnDeviceList;//[Offset: 0x188, Size:
0x50]
<int,TacticalTreasureBoxRepInfo*> AllTacticalBoxInfos;//[Offset: 0x1d8, Size:
0x50]
void OnSceneObjectsLoadComplete(FString LevelName);// 0x66929e4
void OnLocalPlayerSpectateTargetChanged(SolarPlayerState* OldTarget,
SolarSpectateInfo* InSpectateInfo);// 0x669284c
void OnBindLocalPlayerSpectateTargetChanged(SolarSpectateInfo* SpecInfo);//
0x669293c
int GetShieldUpgradeItemShopGroupID();// 0x6692818

--------------------------------
Class: RadarStationCollection
int Zone;//[Offset: 0x0, Size: 0x4]
SolarRadarStation*[] AllRadarStations;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: SolarRadarStation.Actor.Object
SphereComponent* SphereComp;//[Offset: 0x238, Size: 0x8]
class SolarOnceGlobalScanRadar* RadarClass;//[Offset: 0x240, Size: 0x8]
GameplayTag MarkerTag;//[Offset: 0x248, Size: 0x8]
float ResultDisplayTime;//[Offset: 0x250, Size: 0x4]
int InteractionDuration;//[Offset: 0x254, Size: 0x4]
int ActiveCD;//[Offset: 0x258, Size: 0x4]
RadarStationState RadarStationState;//[Offset: 0x260, Size: 0x10]
void OnSphereCompEndOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x67553c8
void OnSphereCompBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x6755550
void OnRep_RadarStationState();// 0x67553a0
void CoolDownTimer();// 0x67553b4

--------------------------------
Class: SolarOnceGlobalScanRadar.SolarRadarBase.Actor.Object
Vector_NetQuantize[] ScannedResults;//[Offset: 0x3e0, Size: 0x10]
void OnRep_ScannedResults();// 0x66f3d9c

--------------------------------
Class: SolarRadarBase.Actor.Object
bool bAttachToSpawner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x238, Size: 0x1]
bool bDestroyOnLifetimeReached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x239, Size: 0x1]
enum RadarShape;//[Offset: 0x23a, Size: 0x1]
float EffectRadius;//[Offset: 0x23c, Size: 0x4]
Vector2D EffectSize;//[Offset: 0x240, Size: 0x8]
bool bTeamShare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x248,
Size: 0x1]
FString DetectedNotifySound;//[Offset: 0x250, Size: 0x10]
int DetectedNotifyEventID;//[Offset: 0x260, Size: 0x4]
GameplayTag DetectedIconTag;//[Offset: 0x264, Size: 0x8]
class GameplayEffect* DebuffEffctClass;//[Offset: 0x270, Size: 0x8]
GameplayTag RadarImmunityTag;//[Offset: 0x278, Size: 0x8]
float RadarMarkUIDuration;//[Offset: 0x280, Size: 0x4]
<Actor*,RadarDelegateHandle> ProcessingActorsImmunityTagsHandleMap;//[Offset:
0x288, Size: 0x50]
Pawn* CachedRadarSpawner;//[Offset: 0x2f8, Size: 0x8]
SolarCharacter* CachedRadarInitiator;//[Offset: 0x300, Size: 0x8]
GameplayAbilitySpecHandle RadarHandle;//[Offset: 0x308, Size: 0x4]
bool bPerspectiveInScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x318, Size: 0x1]
bool bAddWorldMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x319, Size: 0x1]
GameplayCueTag CharacterPerspectiveCueTag;//[Offset: 0x31c, Size: 0x8]
GameplayCueTag CharacterPerspectiveInSmokeCueTag;//[Offset: 0x324, Size: 0x8]
Actor*[] PerspectiveedActors;//[Offset: 0x330, Size: 0x10]
<Actor*,PerspectiveActorInfo> ProcessingActors;//[Offset: 0x340, Size: 0x50]
<SolarCharacter*,ActiveGameplayEffectHandle> ScanNotifiedPlayers;//[Offset:
0x390, Size: 0x50]
Transform ServerSpawningRadar(Pawn* RadarOwner, SolarCharacter*
RadarInstigator, out const GameplayAbilitySpecHandle InRadarHandle, float
InLifeTime);// 0x6752528
void OnPlayerDeath(SolarCharacter* InPlayer);// 0x675246c
void OnLifetimeReached();// 0x6752514

--------------------------------
Class: RadarDelegateHandle

--------------------------------
Class: PerspectiveActorInfo

--------------------------------
Class: RadarStationState
enum State;//[Offset: 0x0, Size: 0x1]
SolarCharacter* InteractingCharacter;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: SolarElectricShop.SolarInteractableActor.Actor.Object
int MaxWeaponLevel;//[Offset: 0x248, Size: 0x4]
int MaxShieldLevel;//[Offset: 0x24c, Size: 0x4]
float[] UpgradeEnergyCosts;//[Offset: 0x250, Size: 0x10]
StaticMeshComponent* ShopMesh;//[Offset: 0x260, Size: 0x8]
SphereComponent* CollisionComp;//[Offset: 0x268, Size: 0x8]
int SpawnID;//[Offset: 0x270, Size: 0x4]
bool bSpecificShopID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x274, Size: 0x1]
DataTable* ShopMeshPathTable;//[Offset: 0x278, Size: 0x28]
bool bIfShowInMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2a0, Size: 0x1]
class MapMarkBase* MapIcon;//[Offset: 0x2a8, Size: 0x28]
int MapIconID;//[Offset: 0x2d0, Size: 0x4]
float MaxTirggerAngle;//[Offset: 0x2d4, Size: 0x4]
int ShopID;//[Offset: 0x2d8, Size: 0x4]
bool bIsBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dc,
Size: 0x1]
float TirggerDistance;//[Offset: 0x2e0, Size: 0x4]
enum CurrentModeAnimType;//[Offset: 0x2e4, Size: 0x1]
enum WantedModeAnimType;//[Offset: 0x2e5, Size: 0x1]
SolarCharacter*[] InstigateCharacters;//[Offset: 0x2e8, Size: 0x10]
DataTable* ShopMeshDataTable;//[Offset: 0x2f8, Size: 0x8]
ElectricShopSection[] ItemSections;//[Offset: 0x300, Size: 0x10]
ElectricShopCDRecord[] ItemCDRecords;//[Offset: 0x310, Size: 0x10]
float[] PoolRefreshTimeList;//[Offset: 0x320, Size: 0x10]
PoolRefreshInfo[] PoolRefreshInfoList;//[Offset: 0x330, Size: 0x10]
int CurPoolGroupID;//[Offset: 0x340, Size: 0x4]
MapMarkBase*[] MapMarkArray;//[Offset: 0x358, Size: 0x10]
TimerHandle[] CachedHandles;//[Offset: 0x368, Size: 0x10]
float DemoRotationSpeed;//[Offset: 0x378, Size: 0x4]
float DemoSwtichTime;//[Offset: 0x37c, Size: 0x4]
float DemoOffsetFromZ;//[Offset: 0x380, Size: 0x4]
DataTable* ItemDemoBPTable;//[Offset: 0x388, Size: 0x28]
DataTable* ItemDemoBPDataTable;//[Offset: 0x3b0, Size: 0x8]
<SoftObjectPath,ElectricShopItemDemo*> DemoActorMap;//[Offset: 0x3b8, Size:
0x50]
ElectricShopItemDemo* CurDemo;//[Offset: 0x408, Size: 0x8]
TimerHandle DemoLoopPlaybackHandle;//[Offset: 0x410, Size: 0x8]
ElectricShopItemDemo*[] SpawnedDemoActorList;//[Offset: 0x418, Size: 0x10]
Object*[] CachedDemoItemsClass;//[Offset: 0x450, Size: 0x10]
void UpgradeWeaponResponse(SolarPlayerWeapon* InWeapon, SolarCharacter*
InCharacter);// 0x660e060
void UpgradeShieldResponse(SolarCharacter* InCharacter);// 0x660defc
bool ServerUpgradeWeapon(SolarPlayerWeapon* InWeapon, SolarCharacter*
InCharacter);// 0x660e158
bool ServerUpgradeShield(SolarCharacter* InCharacter);// 0x660dfac
void ServerStatisticElectricShop(const SolarCharacter* ActivateCharacter,
enum StatisticType, const int InValueA, const int InValueB);// 0x660d8c8
bool ServerPurchaseEShopItems(const int InProductID, const bool bIsRecommend,
SolarCharacter* InCharacter);// 0x660e460
bool RemoveInstigator(SolarCharacter* InCharacter);// 0x660ef40
bool RefreshSellingItem(const int InProductID);// 0x660d630
void RefreshItemCDRecords(out const ElectricShopItem InItem, FString
InPlayerID);// 0x660d6e4
void PurchaseEShopItemsResponse(const int InProductID, const bool bSuccess,
SolarCharacter* InCharacter);// 0x660e31c
void OnShopIDReplicatedBP();// 0x704f228
void OnRep_ShopID();// 0x660eaac
void OnRep_ItemSections();// 0x660ea98
void OnRep_ItemCDRecords();// 0x660ea84
void OnRep_CurPoolGroupID(int PrePoolGroupID);// 0x660d820
void OnPlayWeaponUpgradeAnim();// 0x704f228
void OnPlayPurchaseAnim();// 0x704f228
void OnPlayIdleAnim();// 0x704f228
void OnEndOverlap(PrimitiveComponent* OverlappedComponent, Actor* OtherActor,
PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x660eac0
void OnCurrentAnimFinish();// 0x660e5b0
void OnBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x660ec48
bool IsProductRecommendEquipType(const enum ProductType);// 0x660e268
bool IsInteractable(SolarCharacter* InCharacter);// 0x660ee8c
void InitWeaponUpgradeEnergyCost();// 0x660e254
void InitializeElectricShop();// 0x660f09c
float GetServerWorldTime();// 0x660d7ec
float GetRemainingCD(const int ProductID);// 0x660de4c
float GetDiscountedPrice(SolarCharacter* BuyerCharacter, float Price);//
0x660da5c
void GetDiscountedItem(SolarCharacter* BuyerCharacter, out ElectricShopItem
OutItem);// 0x660db58
bool GetCurrentItem(const int InProductID, out ElectricShopItem OutItem);//
0x660dc50
FString GetBuyerID(const int ProductID);// 0x660dd54
ElectricShopItem GenerateNewItem(const int InProductID);// 0x660d570
void ClientUpgradeWeaponSuccess();// 0x660e770
void ClientUpgradeShieldSuccess();// 0x660e66c
void ClientUpdateModelAnim();// 0x704f228
void ClientPurchaseSuccess();// 0x660ea70
void ClientHUDUpgradeWeaponSuccess(SolarPlayerWeapon* InWeapon,
SolarCharacter* InCharacter);// 0x660e680
void ClientHUDUpgradeShieldSuccess(SolarCharacter* InCharacter);// 0x660e5c4
void ClientHUDPurchaseSuccess(const int InProductID, SolarCharacter*
InCharacter);// 0x660e97c
void ClientHUDPoolRefresh(SolarCharacter* InCharacter);// 0x660e784
void ClientHUDItemRefresh(SolarCharacter* InCharacter);// 0x660e82c
void ClientHUDCDRefresh(SolarCharacter* InCharacter);// 0x660e8d4
void AddInstigator(SolarCharacter* InCharacter);// 0x660eff4

--------------------------------
Class: SolarInteractableActor.Actor.Object
enum InteractType;//[Offset: 0x238, Size: 0x1]
byte bUseSceneActorOptimization;//[Offset: 0x244, Size: 0x1]
void SetUserActor(Actor* InUser);// 0x66922f4
void InteractWithActor(Actor* InActor);// 0x704f228
Actor* GetUserActor();// 0x66922c0

--------------------------------
Class: ElectricShopItem
int ItemID;//[Offset: 0x0, Size: 0x4]
float Prize;//[Offset: 0x4, Size: 0x4]
int Num;//[Offset: 0x8, Size: 0x4]
int ProductID;//[Offset: 0xc, Size: 0x4]
float CoolDown;//[Offset: 0x10, Size: 0x4]
int Generation;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class:
MapMarkBase.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.Widg
et.Visual.Object
MiniMapBase* MapOwner;//[Offset: 0x490, Size: 0x8]
Vector2D MarkIconRealLoc;//[Offset: 0x498, Size: 0x8]
Vector2D MarkIconAlignment;//[Offset: 0x4a0, Size: 0x8]
bool IsOnBigMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a8,
Size: 0x1]
enum MarkerType;//[Offset: 0x4a9, Size: 0x1]
bool IsMapObject;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4aa, Size: 0x1]
bool MoveAble;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ab,
Size: 0x1]
bool SupportEdge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ac, Size: 0x1]
bool SupportEdgeWithBigMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ad, Size: 0x1]
Actor* TargetActorRef;//[Offset: 0x4b0, Size: 0x8]
void UpdateIconWithActor(Actor* InTargetActor);// 0x648fa6c
void SetUpdateState(bool ShouldUpdateLocation);// 0x648f770
void SetMarkPos(out const Vector Loc);// 0x648f6c0
void SetEdgeSupport(bool IsSupportEdge, bool WithBigMap);// 0x648f8c4
void SetColorOpacityIndex(byte InColorOpacityIndex);// 0x648f61c
void OnReceivedMarkInit();// 0x704f228
void OnBigMapOpen();// 0x704f228
void InitVehicleMarkIcon(int VehicleID, int InputIndex, int SpawnerIndex);//
0x704f228
void InitStaticIcon(int MarkID);// 0x648f9bc
void InitMarkIcon(int MarkID, Actor* InTargetActor, bool InMoveable);//
0x648fb14
void InitAIMarkIcon(byte status, FString BotID);// 0x704f228
void EdgeFix(Vector2D Pos);// 0x648f820
void CleanData();// 0x704f228

--------------------------------
Class:
MiniMapBase.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.Widg
et.Visual.Object
int MaxPool;//[Offset: 0x490, Size: 0x4]
<FString,MapMarkElemArray> MapMarkPool;//[Offset: 0x498, Size: 0x50]
void RemoveMarkIcon(MapMarkBase* InMapMark);// 0x704f228
void RemoveDotLineOnMap(int DotLineID);// 0x704f228
void RemoveAllMapMarks();// 0x6497f60
bool RecycleMapMark(FString MapMarkName, MapMarkBase* MapMarkToRecycle);//
0x6497f74
void MapScaleFormat(MapMarkBase* MapMark);// 0x6497eb0
MapMarkBase* InitMarkIconOnMapFrame(class MapMarkBase InMapMarkClass, out
const Vector2D Pivot, int ZOrder);// 0x704f228
MapMarkBase* InitMarkIcon(class MapMarkBase InMapMarkClass, out const
Vector2D InMarkPos, bool EdgeSupport, bool EdgeSupportWithBigMap, int ZOrder);//
0x704f228
void InitMapMarkPool();// 0x649813c
MapMarkBase* GetFreeMapMark(FString MapMarkName);// 0x6498080
MapMarkBase* CreateMapMark(FString MapMarkName);// 0x704f228
int AddDotLineOnMap(Actor* StartPointActor, Actor* EndPointActor, LinearColor
DotLineColor);// 0x704f228

--------------------------------
Class: MapMarkElemArray
MapMarkElem[] MapMarkElems;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: MapMarkElem
MapMarkBase* MapMark;//[Offset: 0x0, Size: 0x8]
bool bUsing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size:
0x1]

--------------------------------
Class: ElectricShopSection
ElectricShopItem[] Items;//[Offset: 0x0, Size: 0x10]
float CoolDownDuration;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: ElectricShopCDRecord
int ProductID;//[Offset: 0x0, Size: 0x4]
float Duration;//[Offset: 0x4, Size: 0x4]
float EndWorldTime;//[Offset: 0x8, Size: 0x4]
FString BuyerID;//[Offset: 0x10, Size: 0x10]
--------------------------------
Class: PoolRefreshInfo
int PoolGroupID;//[Offset: 0x0, Size: 0x4]
float PoolRefreshTime;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: ElectricShopItemDemo.Actor.Object

--------------------------------
Class: SolarShieldUpgradeItemShop.SolarInteractableActor.Actor.Object
int groupid;//[Offset: 0x248, Size: 0x4]
int Uid;//[Offset: 0x24c, Size: 0x4]
int EExpBehaviorID;//[Offset: 0x250, Size: 0x4]
int UpgradeAnimStartFrame;//[Offset: 0x25c, Size: 0x4]
int UpgradeAnimEndFrame;//[Offset: 0x260, Size: 0x4]
float UpgradeAnimDuration;//[Offset: 0x264, Size: 0x4]
int MatPrimitiveDataIndex;//[Offset: 0x268, Size: 0x4]
StaticMeshComponent* BodyMesh;//[Offset: 0x270, Size: 0x8]
SphereComponent* CollisionComp;//[Offset: 0x278, Size: 0x8]
StaticMeshComponent* HeadUpIconMesh;//[Offset: 0x280, Size: 0x8]
StaticMeshComponent* BodyScreenMesh;//[Offset: 0x288, Size: 0x8]
int UpgradeItemNum;//[Offset: 0x2a8, Size: 0x4]
ParticleSystem* InteractionTriggeredEffect;//[Offset: 0x2b0, Size: 0x28]
SphereComponent* AudioTriggerComp;//[Offset: 0x2f0, Size: 0x8]
FString SNameHint;//[Offset: 0x2f8, Size: 0x10]
FString SNameStopHint;//[Offset: 0x308, Size: 0x10]
void OnUpdateInteractedPlayerOrTeamList();// 0x678277c
void OnRep_UID();// 0x6782768
void OnOtherPlayerInteracted();// 0x6781fbc
void OnActorEndOverlapAudioSphere(PrimitiveComponent* OverlappedComponent,
Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x6781fd0
void OnActorEndOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x678239c
void OnActorBeginOverlapAudioSphere(PrimitiveComponent* OverlappedComponent,
Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool
bFromSweep, out const HitResult SweepResult);// 0x6782158
void OnActorBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x6782524
bool HasLocalPlayerInteracted();// 0x6781f84

--------------------------------
Class: SolarGlobalRepInfo.Info.Actor.Object
int ShieldUpgradeItemShopGroupID;//[Offset: 0x238, Size: 0x4]
void OnRep_ShieldUpgradeItemShopGroupID();// 0x6676a24

--------------------------------
Class: SolarShieldUpgradeShopRepInfo.Info.Actor.Object
SolarShieldUpgradeShopData ShieldShopData;//[Offset: 0x248, Size: 0x10]
uint32[] InteractedPlayerIDList;//[Offset: 0x258, Size: 0x10]
byte[] InteractedTeamIDList;//[Offset: 0x268, Size: 0x10]
GameplayTag MiniMapMarkTag;//[Offset: 0x278, Size: 0x8]
void OnRep_ShieldUpgradeShopData();// 0x66761c4
void OnRep_InteractedTeamIDList();// 0x667619c
void OnRep_InteractedPlayerIDList();// 0x66761b0

--------------------------------
Class: SolarShieldUpgradeShopData
int Uid;//[Offset: 0x0, Size: 0x4]
Vector_NetQuantize Pos;//[Offset: 0x4, Size: 0xc]

--------------------------------
Class: SolarRespawnDeviceRepInfo.Info.Actor.Object
SolarRespawnDeviceData RespawnDeviceData;//[Offset: 0x238, Size: 0x10]
enum RespawnDeviceState;//[Offset: 0x248, Size: 0x1]
void RemoveMarkForRespawnDevice();// 0x66764e8
void OnRep_RespawnDeviceState();// 0x6676524
void OnRep_RespawnDeviceData();// 0x6676510
void CreateMarkForRespawnDevice();// 0x66764fc

--------------------------------
Class: SolarRespawnDeviceData
int RespawnDeviceID;//[Offset: 0x0, Size: 0x4]
Vector_NetQuantize Location;//[Offset: 0x4, Size: 0xc]

--------------------------------
Class: SolarRespawnDevice.SolarInteractableActor.Actor.Object
int RespawnDeviceID;//[Offset: 0x250, Size: 0x4]
enum State;//[Offset: 0x254, Size: 0x1]
SphereComponent* SphereComponent;//[Offset: 0x258, Size: 0x8]
ParticleSystemComponent* ActiveEffectComponent;//[Offset: 0x260, Size: 0x8]
StaticMeshComponent* StaticMeshComponent;//[Offset: 0x268, Size: 0x8]
TimerHandle RespawnTimerHandle;//[Offset: 0x270, Size: 0x8]
TimerHandle DestroyFXTimerHandle;//[Offset: 0x278, Size: 0x8]
SolarCharacter* CurrentInteractingCharacter;//[Offset: 0x280, Size: 0x8]
float DestroyFXTime;//[Offset: 0x288, Size: 0x4]
FString SNameInteraction;//[Offset: 0x290, Size: 0x10]
FString SNameCancel;//[Offset: 0x2a0, Size: 0x10]
FString SNameComplete;//[Offset: 0x2b0, Size: 0x10]
void ServerTick(float DeltaTime);// 0x676fae4
void ServerStartDestroy(float DelayTime);// 0x676f96c
void OnRep_RespawnDeviceID();// 0x676fa28
void OnRep_CurrentIteractingCharacter();// 0x676fa14
void OnDestroyFXUpdate();// 0x676f944
SolarInteractableManager* GetInteractableManger();// 0x676f910
void ClientTick(float DeltaTime);// 0x676fa3c
void ClientPendingDestroy();// 0x676f958

--------------------------------
Class: TacticalTreasureBoxRepInfo.Info.Actor.Object
TacticalBoxData BoxInfo;//[Offset: 0x23c, Size: 0x14]
void OnRep_BoxInfo();// 0x6676834

--------------------------------
Class: TacticalBoxData
int ThisID;//[Offset: 0x0, Size: 0x4]
Vector_NetQuantize Location;//[Offset: 0x4, Size: 0xc]
bool BOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]

--------------------------------
Class: SolarPlatformHelper.Object
SolarPlatformStats* SolarPlatformStats;//[Offset: 0x30, Size: 0x8]
SolarGameInstanceBase* SolarGameInstanceBase;//[Offset: 0x38, Size: 0x8]
static bool UseRenderThread();// 0x6701344
static bool SupportsMultithreading();// 0x67010dc
static double Seconds();// 0x6701f84
void ReceiveShutdown();// 0x704f228
void ReceiveInit();// 0x704f228
static bool IsThisApplicationForeground();// 0x67015c4
static bool IsRunningOnBattery();// 0x670114c
static bool IsNightMode();// 0x6701114
static bool Is64bitOperatingSystem();// 0x670192c
static bool Is32BitsDevice();// 0x670103c
static int64 GetVideoMemory();// 0x6701074
FString GetUniqueDeviceId();// 0x6702020
static FString GetTimeZoneId();// 0x6701298
static FString GetSuitableStringWithUnitOfBytes(uint64 NumberOfBytes, FString
ExtraUnit);// 0x6701dd8
SolarPlatformStats* GetSolarPlatformStats();// 0x6701fb8
int GetSimultaneousInstanceId();// 0x6701fec
static FString GetPrimaryGPUBrand();// 0x6701a10
static FString GetPathVarDelimiter();// 0x6701cf8
static void GetOSVersions(out FString out_OSVersionLabel, out FString
out_OSSubVersionLabel);// 0x6701818
static FString GetOSVersion();// 0x670176c
static int GetMoniterRefreshRate();// 0x67010a8
static int GetMaxPathLength();// 0x6701da4
GameUserSettings* GetGameUserSettings();// 0x6701f1c
static FString GetEnvironmentVariable(FString VariableName);// 0x670137c
Engine* GetEngine();// 0x6701f50
static bool GetDiskTotalAndFreeSpace(FString InPath, out uint64
TotalNumberOfBytes, out uint64 NumberOfFreeBytes);// 0x67015fc
static float GetDeviceTemperatureLevel();// 0x6701184
static FString GetDeviceMakeAndModel();// 0x6701964
static FString GetDefaultDeviceProfileName();// 0x67011ec
static FString GetCPUVendor();// 0x6701c4c
static uint32 GetCPUInfo();// 0x6701c18
static FString GetCPUChipset();// 0x6701abc
static FString GetCPUBrand();// 0x6701b6c
static int GetBatteryLevel();// 0x67011b8
static FString ClipboardPaste();// 0x6701474
static void ClipboardCopy(FString str);// 0x6701520

--------------------------------
Class: SolarPlatformStats.Object
uint64 MaxUsedPhysical;//[Offset: 0x30, Size: 0x8]
void StopTracing();// 0x6702f04
void StartTracing();// 0x6702f18
void ReceiveWorldCleanup(World* World, bool bSessionEnded, bool
bCleanupResources);// 0x451d9f4
void ReceiveShutdown();// 0x704f228
void ReceivePostWorldInitialization(World* World);// 0x451d9f4
void ReceiveInit();// 0x704f228
uint64 GetRHIUsedMemory();// 0x6702f2c
float GetRenderThreadTime();// 0x6702f60
int GetNumDrawCalls();// 0x6702fc8
int GetMinFPS();// 0x451d9f4
int GetMaxDrawnPrimitives();// 0x6702d30
int GetMaxDrawCalls();// 0x6702d64
float GetGameThreadTime();// 0x6702f94
double GetAvgFrameTime_RHIThread();// 0x6702e00
double GetAvgFrameTime_RenderThread();// 0x6702e34
double GetAvgFrameTime_GPU();// 0x6702dcc
double GetAvgFrameTime_GameThread();// 0x6702e68
double GetAvgFPS();// 0x6702d98
int GetAvgDrawnPrimitives();// 0x6702e9c
int GetAvgDrawCalls();// 0x6702ed0
int GetAverageFPS();// 0x451d9f4

--------------------------------
Class: GameUserSettings.Object
bool bUseVSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28,
Size: 0x1]
bool bUseDynamicResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29, Size: 0x1]
uint32 ResolutionSizeX;//[Offset: 0x80, Size: 0x4]
uint32 ResolutionSizeY;//[Offset: 0x84, Size: 0x4]
uint32 LastUserConfirmedResolutionSizeX;//[Offset: 0x88, Size: 0x4]
uint32 LastUserConfirmedResolutionSizeY;//[Offset: 0x8c, Size: 0x4]
int WindowPosX;//[Offset: 0x90, Size: 0x4]
int WindowPosY;//[Offset: 0x94, Size: 0x4]
int FullscreenMode;//[Offset: 0x98, Size: 0x4]
int LastConfirmedFullscreenMode;//[Offset: 0x9c, Size: 0x4]
int PreferredFullscreenMode;//[Offset: 0xa0, Size: 0x4]
uint32 Version;//[Offset: 0xa4, Size: 0x4]
int AudioQualityLevel;//[Offset: 0xa8, Size: 0x4]
int LastConfirmedAudioQualityLevel;//[Offset: 0xac, Size: 0x4]
float FrameRateLimit;//[Offset: 0xb0, Size: 0x4]
int DesiredScreenWidth;//[Offset: 0xb8, Size: 0x4]
bool bUseDesiredScreenHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbc, Size: 0x1]
int DesiredScreenHeight;//[Offset: 0xc0, Size: 0x4]
int LastUserConfirmedDesiredScreenWidth;//[Offset: 0xc4, Size: 0x4]
int LastUserConfirmedDesiredScreenHeight;//[Offset: 0xc8, Size: 0x4]
float LastRecommendedScreenWidth;//[Offset: 0xcc, Size: 0x4]
float LastRecommendedScreenHeight;//[Offset: 0xd0, Size: 0x4]
float LastCPUBenchmarkResult;//[Offset: 0xd4, Size: 0x4]
float LastGPUBenchmarkResult;//[Offset: 0xd8, Size: 0x4]
float[] LastCPUBenchmarkSteps;//[Offset: 0xe0, Size: 0x10]
float[] LastGPUBenchmarkSteps;//[Offset: 0xf0, Size: 0x10]
float LastGPUBenchmarkMultiplier;//[Offset: 0x100, Size: 0x4]
bool bUseHDRDisplayOutput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x104, Size: 0x1]
int HDRDisplayOutputNits;//[Offset: 0x108, Size: 0x4]
delegate OnGameUserSettingsUINeedsUpdate;//[Offset: 0x110, Size: 0x10]
void ValidateSettings();// 0x8da7e08
bool SupportsHDRDisplayOutput();// 0x8da79a4
void SetVSyncEnabled(bool bEnable);// 0x8da8f98
void SetVisualEffectQuality(int Value);// 0x8da812c
void SetViewDistanceQuality(int Value);// 0x8da849c
void SetToDefaults();// 0x8da7cfc
void SetTextureQuality(int Value);// 0x8da8208
void SetShadowQuality(int Value);// 0x8da83c0
void SetShadingQuality(int Value);// 0x8da7e98
void SetScreenResolution(IntPoint Resolution);// 0x8da918c
void SetResolutionScaleValueEx(float NewScaleValue);// 0x8da85ec
void SetResolutionScaleValue(int NewScaleValue);// 0x8da8694
void SetResolutionScaleNormalized(float NewScaleNormalized);// 0x8da8544
void SetPostProcessingQuality(int Value);// 0x8da8050
void SetOverallScalabilityLevel(int Value);// 0x8da8b04
void SetFullscreenMode(byte InFullscreenMode);// 0x8da907c
void SetFrameRateLimit(float NewLimit);// 0x8da8be8
void SetFoliageQuality(int Value);// 0x8da7f74
void SetDynamicResolutionEnabled(bool bEnable);// 0x8da8eb0
void SetBenchmarkFallbackValues();// 0x8da8d54
void SetAudioQualityLevel(int QualityLevel);// 0x8da8cac
void SetAntiAliasingQuality(int Value);// 0x8da82e4
void SaveSettings();// 0x8da7d34
void RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float
GPUMultiplier);// 0x8da7a00
void RevertVideoMode();// 0x8da8d68
void ResetToCurrentSettings();// 0x8da7d18
void LoadSettings(bool bForceReload);// 0x8da7d50
bool IsVSyncEnabled();// 0x8da8f60
bool IsVSyncDirty();// 0x8da8dd0
bool IsScreenResolutionDirty();// 0x8da8e40
bool IsHDREnabled();// 0x8da7848
bool IsFullscreenModeDirty();// 0x8da8e08
bool IsDynamicResolutionEnabled();// 0x8da8e78
bool IsDynamicResolutionDirty();// 0x8da8d98
bool IsDirty();// 0x8da7e24
int GetVisualEffectQuality();// 0x8da80f8
int GetViewDistanceQuality();// 0x8da8468
int GetTextureQuality();// 0x8da81d4
static int GetSyncInterval();// 0x8da7bac
int GetShadowQuality();// 0x8da838c
int GetShadingQuality();// 0x8da7e64
IntPoint GetScreenResolution();// 0x8da92a0
float GetResolutionScaleNormalized();// 0x8da873c
void GetResolutionScaleInformationEx(out float CurrentScaleNormalized, out
float CurrentScaleValue, out float MinScaleValue, out float MaxScaleValue);//
0x8da8770
void GetResolutionScaleInformation(out float CurrentScaleNormalized, out int
CurrentScaleValue, out int MinScaleValue, out int MaxScaleValue);// 0x8da891c
float GetRecommendedResolutionScale();// 0x8da7c84
byte GetPreferredFullscreenMode();// 0x8da9048
int GetPostProcessingQuality();// 0x8da801c
int GetOverallScalabilityLevel();// 0x8da8ac8
IntPoint GetLastConfirmedScreenResolution();// 0x8da9268
byte GetLastConfirmedFullscreenMode();// 0x8da9124
static GameUserSettings* GetGameUserSettings();// 0x8da7b44
byte GetFullscreenMode();// 0x8da9158
float GetFrameRateLimit();// 0x8da8bb4
static int GetFramePace();// 0x8da7b78
int GetFoliageQuality();// 0x8da7f40
IntPoint GetDesktopResolution();// 0x8da9230
static IntPoint GetDefaultWindowPosition();// 0x8da7c14
static byte GetDefaultWindowMode();// 0x8da7be0
float GetDefaultResolutionScale();// 0x8da7cc0
static IntPoint GetDefaultResolution();// 0x8da7c4c
int GetCurrentHDRDisplayNits();// 0x8da7880
int GetAudioQualityLevel();// 0x8da8c90
int GetAntiAliasingQuality();// 0x8da82b0
void EnableHDRDisplayOutput(bool bEnable, int DisplayNits);// 0x8da78b4
void ConfirmVideoMode();// 0x8da8d7c
void ApplySettings(bool bCheckForCommandLineOverrides);// 0x8da93a4
void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);// 0x8da92d8
void ApplyNonResolutionSettings();// 0x8da9388
void ApplyHardwareBenchmarkResults();// 0x8da79e4

--------------------------------
Class: Engine.Object
Font* TinyFont;//[Offset: 0x30, Size: 0x8]
SoftObjectPath TinyFontName;//[Offset: 0x38, Size: 0x18]
Font* SmallFont;//[Offset: 0x50, Size: 0x8]
SoftObjectPath SmallFontName;//[Offset: 0x58, Size: 0x18]
Font* MediumFont;//[Offset: 0x70, Size: 0x8]
SoftObjectPath MediumFontName;//[Offset: 0x78, Size: 0x18]
Font* LargeFont;//[Offset: 0x90, Size: 0x8]
SoftObjectPath LargeFontName;//[Offset: 0x98, Size: 0x18]
Font* SubtitleFont;//[Offset: 0xb0, Size: 0x8]
SoftObjectPath SubtitleFontName;//[Offset: 0xb8, Size: 0x18]
Font*[] AdditionalFonts;//[Offset: 0xd0, Size: 0x10]
FString[] AdditionalFontNames;//[Offset: 0xe8, Size: 0x10]
class Console* ConsoleClass;//[Offset: 0xf8, Size: 0x8]
SoftClassPath ConsoleClassName;//[Offset: 0x100, Size: 0x18]
class GameViewportClient* GameViewportClientClass;//[Offset: 0x118, Size:
0x8]
SoftClassPath GameViewportClientClassName;//[Offset: 0x120, Size: 0x18]
class LocalPlayer* LocalPlayerClass;//[Offset: 0x138, Size: 0x8]
SoftClassPath LocalPlayerClassName;//[Offset: 0x140, Size: 0x18]
class WorldSettings* WorldSettingsClass;//[Offset: 0x158, Size: 0x8]
SoftClassPath WorldSettingsClassName;//[Offset: 0x160, Size: 0x18]
SoftClassPath NavigationSystemClassName;//[Offset: 0x178, Size: 0x18]
class NavigationSystemBase* NavigationSystemClass;//[Offset: 0x190, Size:
0x8]
SoftClassPath NavigationSystemConfigClassName;//[Offset: 0x198, Size: 0x18]
class NavigationSystemConfig* NavigationSystemConfigClass;//[Offset: 0x1b0,
Size: 0x8]
SoftClassPath AvoidanceManagerClassName;//[Offset: 0x1b8, Size: 0x18]
class AvoidanceManager* AvoidanceManagerClass;//[Offset: 0x1d0, Size: 0x8]
class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x1d8,
Size: 0x8]
SoftClassPath PhysicsCollisionHandlerClassName;//[Offset: 0x1e0, Size: 0x18]
SoftClassPath GameUserSettingsClassName;//[Offset: 0x1f8, Size: 0x18]
class GameUserSettings* GameUserSettingsClass;//[Offset: 0x210, Size: 0x8]
SoftClassPath AIControllerClassName;//[Offset: 0x218, Size: 0x18]
GameUserSettings* GameUserSettings;//[Offset: 0x230, Size: 0x8]
class LevelScriptActor* LevelScriptActorClass;//[Offset: 0x238, Size: 0x8]
SoftClassPath LevelScriptActorClassName;//[Offset: 0x240, Size: 0x18]
SoftClassPath DefaultBlueprintBaseClassName;//[Offset: 0x258, Size: 0x18]
SoftClassPath GameSingletonClassName;//[Offset: 0x270, Size: 0x18]
Object* GameSingleton;//[Offset: 0x288, Size: 0x8]
SoftClassPath AssetManagerClassName;//[Offset: 0x290, Size: 0x18]
AssetManager* AssetManager;//[Offset: 0x2a8, Size: 0x8]
SoftClassPath RuntimeAssetsCollectionClassName;//[Offset: 0x2b0, Size: 0x18]
RuntimeAssetsCollectionBase* RuntimeAssetsCollection;//[Offset: 0x2c8, Size:
0x8]
Texture2D* DefaultTexture;//[Offset: 0x2d0, Size: 0x8]
SoftObjectPath DefaultTextureName;//[Offset: 0x2d8, Size: 0x18]
Texture* DefaultDiffuseTexture;//[Offset: 0x2f0, Size: 0x8]
SoftObjectPath DefaultDiffuseTextureName;//[Offset: 0x2f8, Size: 0x18]
Texture2D* DefaultBSPVertexTexture;//[Offset: 0x310, Size: 0x8]
SoftObjectPath DefaultBSPVertexTextureName;//[Offset: 0x318, Size: 0x18]
Texture2D* HighFrequencyNoiseTexture;//[Offset: 0x330, Size: 0x8]
SoftObjectPath HighFrequencyNoiseTextureName;//[Offset: 0x338, Size: 0x18]
Texture2D* DefaultBokehTexture;//[Offset: 0x350, Size: 0x8]
SoftObjectPath DefaultBokehTextureName;//[Offset: 0x358, Size: 0x18]
Texture2D* DefaultBloomKernelTexture;//[Offset: 0x370, Size: 0x8]
SoftObjectPath DefaultBloomKernelTextureName;//[Offset: 0x378, Size: 0x18]
Material* WireframeMaterial;//[Offset: 0x390, Size: 0x8]
FString WireframeMaterialName;//[Offset: 0x398, Size: 0x10]
Material* DebugMeshMaterial;//[Offset: 0x3a8, Size: 0x8]
SoftObjectPath DebugMeshMaterialName;//[Offset: 0x3b0, Size: 0x18]
Material* EmissiveMeshMaterial;//[Offset: 0x3c8, Size: 0x8]
SoftObjectPath EmissiveMeshMaterialName;//[Offset: 0x3d0, Size: 0x18]
Material* LevelColorationLitMaterial;//[Offset: 0x3e8, Size: 0x8]
FString LevelColorationLitMaterialName;//[Offset: 0x3f0, Size: 0x10]
Material* LevelColorationUnlitMaterial;//[Offset: 0x400, Size: 0x8]
FString LevelColorationUnlitMaterialName;//[Offset: 0x408, Size: 0x10]
Material* LightingTexelDensityMaterial;//[Offset: 0x418, Size: 0x8]
FString LightingTexelDensityName;//[Offset: 0x420, Size: 0x10]
Material* ShadedLevelColorationLitMaterial;//[Offset: 0x430, Size: 0x8]
FString ShadedLevelColorationLitMaterialName;//[Offset: 0x438, Size: 0x10]
Material* ShadedLevelColorationUnlitMaterial;//[Offset: 0x448, Size: 0x8]
FString ShadedLevelColorationUnlitMaterialName;//[Offset: 0x450, Size: 0x10]
Material* RemoveSurfaceMaterial;//[Offset: 0x460, Size: 0x8]
SoftObjectPath RemoveSurfaceMaterialName;//[Offset: 0x468, Size: 0x18]
Material* VertexColorMaterial;//[Offset: 0x480, Size: 0x8]
FString VertexColorMaterialName;//[Offset: 0x488, Size: 0x10]
Material* VertexColorViewModeMaterial_ColorOnly;//[Offset: 0x498, Size: 0x8]
FString VertexColorViewModeMaterialName_ColorOnly;//[Offset: 0x4a0, Size:
0x10]
Material* VertexColorViewModeMaterial_AlphaAsColor;//[Offset: 0x4b0, Size:
0x8]
FString VertexColorViewModeMaterialName_AlphaAsColor;//[Offset: 0x4b8, Size:
0x10]
Material* VertexColorViewModeMaterial_RedOnly;//[Offset: 0x4c8, Size: 0x8]
FString VertexColorViewModeMaterialName_RedOnly;//[Offset: 0x4d0, Size: 0x10]
Material* VertexColorViewModeMaterial_GreenOnly;//[Offset: 0x4e0, Size: 0x8]
FString VertexColorViewModeMaterialName_GreenOnly;//[Offset: 0x4e8, Size:
0x10]
Material* VertexColorViewModeMaterial_BlueOnly;//[Offset: 0x4f8, Size: 0x8]
FString VertexColorViewModeMaterialName_BlueOnly;//[Offset: 0x500, Size:
0x10]
SoftObjectPath DebugEditorMaterialName;//[Offset: 0x510, Size: 0x18]
Material* ConstraintLimitMaterial;//[Offset: 0x528, Size: 0x8]
MaterialInstanceDynamic* ConstraintLimitMaterialX;//[Offset: 0x530, Size:
0x8]
MaterialInstanceDynamic* ConstraintLimitMaterialXAxis;//[Offset: 0x538, Size:
0x8]
MaterialInstanceDynamic* ConstraintLimitMaterialY;//[Offset: 0x540, Size:
0x8]
MaterialInstanceDynamic* ConstraintLimitMaterialYAxis;//[Offset: 0x548, Size:
0x8]
MaterialInstanceDynamic* ConstraintLimitMaterialZ;//[Offset: 0x550, Size:
0x8]
MaterialInstanceDynamic* ConstraintLimitMaterialZAxis;//[Offset: 0x558, Size:
0x8]
MaterialInstanceDynamic* ConstraintLimitMaterialPrismatic;//[Offset: 0x560,
Size: 0x8]
Material* InvalidLightmapSettingsMaterial;//[Offset: 0x568, Size: 0x8]
SoftObjectPath InvalidLightmapSettingsMaterialName;//[Offset: 0x570, Size:
0x18]
Material* PreviewShadowsIndicatorMaterial;//[Offset: 0x588, Size: 0x8]
SoftObjectPath PreviewShadowsIndicatorMaterialName;//[Offset: 0x590, Size:
0x18]
Material* ArrowMaterial;//[Offset: 0x5a8, Size: 0x8]
MaterialInstanceDynamic* ArrowMaterialYellow;//[Offset: 0x5b0, Size: 0x8]
SoftObjectPath ArrowMaterialName;//[Offset: 0x5b8, Size: 0x18]
LinearColor LightingOnlyBrightness;//[Offset: 0x5d0, Size: 0x10]
LinearColor[] ShaderComplexityColors;//[Offset: 0x5e0, Size: 0x10]
LinearColor[] QuadComplexityColors;//[Offset: 0x5f0, Size: 0x10]
LinearColor[] LightComplexityColors;//[Offset: 0x600, Size: 0x10]
LinearColor[] StationaryLightOverlapColors;//[Offset: 0x610, Size: 0x10]
LinearColor[] LODColorationColors;//[Offset: 0x620, Size: 0x10]
LinearColor[] HLODColorationColors;//[Offset: 0x630, Size: 0x10]
LinearColor[] StreamingAccuracyColors;//[Offset: 0x640, Size: 0x10]
float MaxPixelShaderAdditiveComplexityCount;//[Offset: 0x650, Size: 0x4]
float MaxES3PixelShaderAdditiveComplexityCount;//[Offset: 0x654, Size: 0x4]
float MinLightMapDensity;//[Offset: 0x658, Size: 0x4]
float IdealLightMapDensity;//[Offset: 0x65c, Size: 0x4]
float MaxLightMapDensity;//[Offset: 0x660, Size: 0x4]
bool bRenderLightMapDensityGrayscale;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x664, Size: 0x1]
float RenderLightMapDensityGrayscaleScale;//[Offset: 0x668, Size: 0x4]
float RenderLightMapDensityColorScale;//[Offset: 0x66c, Size: 0x4]
LinearColor LightMapDensityVertexMappedColor;//[Offset: 0x670, Size: 0x10]
LinearColor LightMapDensitySelectedColor;//[Offset: 0x680, Size: 0x10]
StatColorMapping[] StatColorMappings;//[Offset: 0x690, Size: 0x10]
PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x6a0, Size: 0x8]
SoftObjectPath DefaultPhysMaterialName;//[Offset: 0x6a8, Size: 0x18]
GameNameRedirect[] ActiveGameNameRedirects;//[Offset: 0x6c0, Size: 0x10]
ClassRedirect[] ActiveClassRedirects;//[Offset: 0x6d0, Size: 0x10]
PluginRedirect[] ActivePluginRedirects;//[Offset: 0x6e0, Size: 0x10]
StructRedirect[] ActiveStructRedirects;//[Offset: 0x6f0, Size: 0x10]
Texture2D* PreIntegratedSkinBRDFTexture;//[Offset: 0x700, Size: 0x8]
SoftObjectPath PreIntegratedSkinBRDFTextureName;//[Offset: 0x708, Size: 0x18]
Texture2D* BlueNoiseTexture;//[Offset: 0x720, Size: 0x8]
SoftObjectPath BlueNoiseTextureName;//[Offset: 0x728, Size: 0x18]
Texture2D* MiniFontTexture;//[Offset: 0x740, Size: 0x8]
SoftObjectPath MiniFontTextureName;//[Offset: 0x748, Size: 0x18]
Texture* WeightMapPlaceholderTexture;//[Offset: 0x760, Size: 0x8]
SoftObjectPath WeightMapPlaceholderTextureName;//[Offset: 0x768, Size: 0x18]
Texture2D* LightMapDensityTexture;//[Offset: 0x780, Size: 0x8]
SoftObjectPath LightMapDensityTextureName;//[Offset: 0x788, Size: 0x18]
GameViewportClient* GameViewport;//[Offset: 0x7a8, Size: 0x8]
FString[] DeferredCommands;//[Offset: 0x7b0, Size: 0x10]
int TickCycles;//[Offset: 0x7c0, Size: 0x4]
int GameCycles;//[Offset: 0x7c4, Size: 0x4]
int ClientCycles;//[Offset: 0x7c8, Size: 0x4]
float NearClipPlane;//[Offset: 0x7cc, Size: 0x4]
bool bHardwareSurveyEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x7d0, Size: 0x1]
bool bSubtitlesEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x7d0, Size: 0x1]
bool bSubtitlesForcedOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0x7d0, Size: 0x1]
int MaximumLoopIterationCount;//[Offset: 0x7d4, Size: 0x4]
bool bCanBlueprintsTickByDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x7d8, Size: 0x1]
bool bOptimizeAnimBlueprintMemberVariableAccess;//(ByteOffset: 0, ByteMask:
2, FieldMask: 2)[Offset: 0x7d8, Size: 0x1]
bool bAllowMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 4,
FieldMask: 4)[Offset: 0x7d8, Size: 0x1]
bool bEnableEditorPSysRealtimeLOD;//(ByteOffset: 0, ByteMask: 8, FieldMask:
8)[Offset: 0x7d8, Size: 0x1]
bool bSmoothFrameRate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x7d8, Size: 0x1]
bool bUseFixedFrameRate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)
[Offset: 0x7d8, Size: 0x1]
float FixedFrameRate;//[Offset: 0x7dc, Size: 0x4]
FloatRange SmoothedFrameRateRange;//[Offset: 0x7e0, Size: 0x10]
EngineCustomTimeStep* CustomTimeStep;//[Offset: 0x7f0, Size: 0x8]
FString SkipLODStripStaticMeshNames;//[Offset: 0x818, Size: 0x10]
SoftClassPath CustomTimeStepClassName;//[Offset: 0x828, Size: 0x18]
TimecodeProvider* TimecodeProvider;//[Offset: 0x840, Size: 0x8]
SoftClassPath TimecodeProviderClassName;//[Offset: 0x868, Size: 0x18]
bool bGenerateDefaultTimecode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x880, Size: 0x1]
FrameRate GenerateDefaultTimecodeFrameRate;//[Offset: 0x884, Size: 0x8]
float GenerateDefaultTimecodeFrameDelay;//[Offset: 0x88c, Size: 0x4]
bool bCheckForMultiplePawnsSpawnedInAFrame;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x890, Size: 0x1]
int NumPawnsAllowedToBeSpawnedInAFrame;//[Offset: 0x894, Size: 0x4]
bool bShouldGenerateLowQualityLightmaps;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 1)[Offset: 0x898, Size: 0x1]
Color C_WorldBox;//[Offset: 0x89c, Size: 0x4]
Color C_BrushWire;//[Offset: 0x8a0, Size: 0x4]
Color C_AddWire;//[Offset: 0x8a4, Size: 0x4]
Color C_SubtractWire;//[Offset: 0x8a8, Size: 0x4]
Color C_SemiSolidWire;//[Offset: 0x8ac, Size: 0x4]
Color C_NonSolidWire;//[Offset: 0x8b0, Size: 0x4]
Color C_WireBackground;//[Offset: 0x8b4, Size: 0x4]
Color C_ScaleBoxHi;//[Offset: 0x8b8, Size: 0x4]
Color C_VolumeCollision;//[Offset: 0x8bc, Size: 0x4]
Color C_BSPCollision;//[Offset: 0x8c0, Size: 0x4]
Color C_OrthoBackground;//[Offset: 0x8c4, Size: 0x4]
Color C_Volume;//[Offset: 0x8c8, Size: 0x4]
Color C_BrushShape;//[Offset: 0x8cc, Size: 0x4]
float StreamingDistanceFactor;//[Offset: 0x8d0, Size: 0x4]
DirectoryPath GameScreenshotSaveDirectory;//[Offset: 0x8d8, Size: 0x10]
enum TransitionType;//[Offset: 0x8e8, Size: 0x1]
FString TransitionDescription;//[Offset: 0x8f0, Size: 0x10]
FString TransitionGameMode;//[Offset: 0x900, Size: 0x10]
float MeshLODRange;//[Offset: 0x910, Size: 0x4]
bool bAllowMatureLanguage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x914, Size: 0x1]
float CameraRotationThreshold;//[Offset: 0x918, Size: 0x4]
float CameraTranslationThreshold;//[Offset: 0x91c, Size: 0x4]
float PrimitiveProbablyVisibleTime;//[Offset: 0x920, Size: 0x4]
float MaxOcclusionPixelsFraction;//[Offset: 0x924, Size: 0x4]
bool bPauseOnLossOfFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x928, Size: 0x1]
int MaxParticleResize;//[Offset: 0x92c, Size: 0x4]
int MaxParticleResizeWarn;//[Offset: 0x930, Size: 0x4]
DropNoteInfo[] PendingDroppedNotes;//[Offset: 0x938, Size: 0x10]
float NetClientTicksPerSecond;//[Offset: 0x948, Size: 0x4]
float DisplayGamma;//[Offset: 0x94c, Size: 0x4]
float MinDesiredFrameRate;//[Offset: 0x950, Size: 0x4]
LinearColor DefaultSelectedMaterialColor;//[Offset: 0x954, Size: 0x10]
LinearColor SelectedMaterialColor;//[Offset: 0x964, Size: 0x10]
LinearColor SelectionOutlineColor;//[Offset: 0x974, Size: 0x10]
LinearColor SubduedSelectionOutlineColor;//[Offset: 0x984, Size: 0x10]
LinearColor SelectedMaterialColorOverride;//[Offset: 0x994, Size: 0x10]
bool bIsOverridingSelectedColor;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x9a4, Size: 0x1]
bool bEnableOnScreenDebugMessages;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x9a5, Size: 0x1]
bool bEnableOnScreenDebugMessagesDisplay;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x9a5, Size: 0x1]
bool bSuppressMapWarnings;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x9a5, Size: 0x1]
bool bDisableAILogging;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x9a5, Size: 0x1]
uint32 bEnableVisualLogRecordingOnStart;//[Offset: 0x9a8, Size: 0x4]
int ScreenSaverInhibitorSemaphore;//[Offset: 0x9b0, Size: 0x4]
bool bLockReadOnlyLevels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x9b4, Size: 0x1]
FString ParticleEventManagerClassPath;//[Offset: 0x9b8, Size: 0x10]
float SelectionHighlightIntensity;//[Offset: 0x9c8, Size: 0x4]
float BSPSelectionHighlightIntensity;//[Offset: 0x9cc, Size: 0x4]
float SelectionHighlightIntensityBillboards;//[Offset: 0x9d0, Size: 0x4]
NetDriverDefinition[] NetDriverDefinitions;//[Offset: 0xc20, Size: 0x10]
FString[] ServerActors;//[Offset: 0xc30, Size: 0x10]
FString[] RuntimeServerActors;//[Offset: 0xc40, Size: 0x10]
float NetErrorLogInterval;//[Offset: 0xc50, Size: 0x4]
bool bStartedLoadMapMovie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0xc54, Size: 0x1]
int NextWorldContextHandle;//[Offset: 0xc68, Size: 0x4]

--------------------------------
Class: RuntimeAssetsCollectionBase.Object

--------------------------------
Class: StatColorMapping
FString StatName;//[Offset: 0x0, Size: 0x10]
StatColorMapEntry[] ColorMap;//[Offset: 0x10, Size: 0x10]
bool DisableBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20,
Size: 0x1]

--------------------------------
Class: StatColorMapEntry
float In;//[Offset: 0x0, Size: 0x4]
Color Out;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: GameNameRedirect
FName OldGameName;//[Offset: 0x0, Size: 0x8]
FName NewGameName;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: ClassRedirect
FName ObjectName;//[Offset: 0x0, Size: 0x8]
FName OldClassName;//[Offset: 0x8, Size: 0x8]
FName NewClassName;//[Offset: 0x10, Size: 0x8]
FName OldSubobjName;//[Offset: 0x18, Size: 0x8]
FName NewSubobjName;//[Offset: 0x20, Size: 0x8]
FName NewClassClass;//[Offset: 0x28, Size: 0x8]
FName NewClassPackage;//[Offset: 0x30, Size: 0x8]
bool InstanceOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38, Size: 0x1]

--------------------------------
Class: PluginRedirect
FString OldPluginName;//[Offset: 0x0, Size: 0x10]
FString NewPluginName;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: StructRedirect
FName OldStructName;//[Offset: 0x0, Size: 0x8]
FName NewStructName;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: EngineCustomTimeStep.Object

--------------------------------
Class: TimecodeProvider.Object
float FrameDelay;//[Offset: 0x28, Size: 0x4]
Timecode GetTimecode();// 0x8f18ee8
enum GetSynchronizationState();// 0x8f18e04
QualifiedFrameTime GetQualifiedFrameTime();// 0x8f18f88
FrameRate GetFrameRate();// 0x8f18e40
Timecode GetDelayedTimecode();// 0x8f18e7c
QualifiedFrameTime GetDelayedQualifiedFrameTime();// 0x8f18f54

--------------------------------
Class: Timecode
int Hours;//[Offset: 0x0, Size: 0x4]
int Minutes;//[Offset: 0x4, Size: 0x4]
int Seconds;//[Offset: 0x8, Size: 0x4]
int Frames;//[Offset: 0xc, Size: 0x4]
bool bDropFrameFormat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]

--------------------------------
Class: DropNoteInfo
Vector Location;//[Offset: 0x0, Size: 0xc]
Rotator Rotation;//[Offset: 0xc, Size: 0xc]
FString Comment;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: NetDriverDefinition
FName DefName;//[Offset: 0x0, Size: 0x8]
FName DriverClassName;//[Offset: 0x8, Size: 0x8]
FName DriverClassNameFallback;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: WeaponGrowthManager.Object
FString GetWeaponBpPath(int ID);// 0x6d1d940

--------------------------------
Class: IMChatObject.Object
bool GMEIsInRoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
bool NertcIsInRoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x31, Size: 0x1]
bool AgoraIsInRoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x32, Size: 0x1]
float RTCCullDistance;//[Offset: 0x34, Size: 0x4]
int[] InUIDList;//[Offset: 0x38, Size: 0x10]
int[] OutUIDList;//[Offset: 0x48, Size: 0x10]
delegate OnPlayerUIDsChanged;//[Offset: 0x58, Size: 0x10]
delegate OnPlayerUIDsChangedWithParams;//[Offset: 0x68, Size: 0x10]
void UnInitEvents();// 0x6481f1c
void SendPlayerPosToIMServerEveryFrame(out const Vector PlayerPosition, out
const Rotator PlayerRotator, float DeltaTime);// 0x6481f44
void OnPlayerUIDListChangedWithParams__DelegateSignature(int[] UidList);//
0x704f228
void OnPlayerUIDListChanged__DelegateSignature();// 0x704f228
void NotifyCullPlayerUIDs(out const int[] Uids);// 0x451d9f4
void NotifyBattlePlayerChanged(int NumPlayers, int PreviousNumPlayers);//
0x451d9f4
void InitEnvents();// 0x6481f30
void InitConstValue();// 0x451d9f4
void ClearAgoraPosCheckTimer();// 0x6481f08

--------------------------------
Class: SolarLuaManager.Object
delegate OnHandleLuaException;//[Offset: 0x30, Size: 0x10]
SoftObjectPath LuaErrorWidgetPath;//[Offset: 0x50, Size: 0x18]
LuaErrorWidgetBase* LuaErrorWidget;//[Offset: 0x70, Size: 0x8]
bool bPrintErrorToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x78, Size: 0x1]
Color LuaErrorColor;//[Offset: 0x7c, Size: 0x4]
float LuaErrorDuration;//[Offset: 0x80, Size: 0x4]
bool bShowStackTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x84, Size: 0x1]
int MaxStackTraceStrLen;//[Offset: 0x88, Size: 0x4]
void SetLuaErrorPopWidget(LuaErrorWidgetBase* Widget);// 0x66d5100
void OnLuaContextCleanup(bool bFullCleanup);// 0x451d9f4
static enum GetBuildConfiguration();// 0x66d51a8
void AddToDoNotShowAgainList(FString Msg);// 0x66d504c

--------------------------------
Class: LuaErrorWidgetBase.UserWidget.Widget.Visual.Object
void ShowLuaError(out const FString[] LuaErrorMsgs);// 0x704f228

--------------------------------
Class: SolarGameStatistics.Object
FString PlayerIdName;//[Offset: 0x30, Size: 0x10]
FString LogTypeName;//[Offset: 0x40, Size: 0x10]
SolarGameInstanceBase* Owner;//[Offset: 0x58, Size: 0x8]
SolarGameStatisticsLogHeadInfo LogHeadInfo;//[Offset: 0x60, Size: 0x28]
static SolarGameStatisticsLogHeadInfo StaticGetLogHeadInfo();// 0x665e8b4
void SetSwapLogFileSize(int InSize);// 0x665eddc
void SetSwapLogFileInterval(int InInterval);// 0x665ed3c
void SetLogValueSeparater(FString InValueSeparater);// 0x665ec4c
void SetLogTerminator(FString InTerminator);// 0x665ea6c
void SetLogFileNameSuffix(FString InLogFileNameSuffix);// 0x665f00c
void SetLogFileNamePrefix(FString InLogFileNamePrefix);// 0x665f0fc
void SetLogFileExtension(FString InLogFileExtension);// 0x665ef1c
void SetLogFileDir(FString InLogFileDir);// 0x665f1ec
void SetLogElementSeparater(FString InElementSeparater);// 0x665eb5c
void SetLogCheckIntervalMS(int InLogCheckIntervalMS);// 0x665ee7c
void ReceiveShutdown();// 0x451d9f4
void ReceiveInit();// 0x451d9f4
void NotifyBattleStart(FString InBattleID);// 0x665fcc4
void NotifyBattleEnd();// 0x665fcb0
static void LogInternal(FString InLog);// 0x665e6d0
static void LogGameStats_KeyValues(FString InKey, out const FString[]
InValues);// 0x665f9d8
static void LogGameStats_KeyValue(FString InKey, FString InValue);//
0x665fb10
static void LogGameStats_Key(FString InKey);// 0x665fc0c
bool IsUseEmptyHeadData(FString InPlayerID);// 0x451d9f4
int GetSwapLogFileSize();// 0x665f5d0
int GetSwapLogFileInterval();// 0x665f5ac
FString GetSCMLogDataString(const bool bIncludeStatistics, SolarPlayerState*
InPS);// 0x451d9f4
static FString GetProperLogElement(FString InElement);// 0x665e774
FString GetLogValueSeparater();// 0x665f4bc
FString GetLogTerminator();// 0x665f2dc
SolarGameStatisticsLogHeadInfo GetLogHeadInfo();// 0x665e990
FString GetLogFileNameSuffix();// 0x665f708
FString GetLogFileNamePrefix();// 0x665f7f8
FString GetLogFileExtension();// 0x665f618
FString GetLogFileDir();// 0x665f8e8
FString GetLogElementSeparater();// 0x665f3cc
FString GetLogDataString(const bool bIncludeStatistics, FString
InPlayerID);// 0x704f228
int GetLogCheckIntervalMS();// 0x665f5f4
FString GetHeadDataString(FString InPlayerID);// 0x451d9f4
FString GetEmptyHeadDataString();// 0x451d9f4
bool CanReportBIWrapper(FString InLogType);// 0x451d9f4

--------------------------------
Class: SolarGameStatisticsLogHeadInfo
int BattleInstanceId;//[Offset: 0x0, Size: 0x4]
int PIEInstance;//[Offset: 0x4, Size: 0x4]
FString BattleID;//[Offset: 0x8, Size: 0x10]
FString WorldName;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: SolarWeaponMergeMeshManager.Object
WeaponMergeMeshStruct[] MergeMeshArray;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: WeaponMergeMeshStruct
Guid Guid;//[Offset: 0x0, Size: 0x10]
int weaponid;//[Offset: 0x10, Size: 0x4]
int SkinId;//[Offset: 0x14, Size: 0x4]
int[] Parts;//[Offset: 0x18, Size: 0x10]
SkeletalMesh* MergeMesh;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: CrashReportManager.Object
void SetUserId(FString InUserID);// 0x6415e4c
void SetDeviceUUID(FString InDeviceUUID);// 0x6415d98
static void ReportLuaException(FString ErrorMsg, FString Traceback, bool
bHandled);// 0x6415c48

--------------------------------
Class:
SolarPopPanelManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object

--------------------------------
Class:
SolarApplicationLifetimeManager.SolarGameManager.SolarAbstractManager.SolarContaine
r.Object
int64 AppWillDeactivateTimestamp;//[Offset: 0x38, Size: 0x8]
int64 AppHasReactivatedTimestamp;//[Offset: 0x40, Size: 0x8]
void ReceiveOnWindowMinimized(const bool bIsMinimized);// 0x451d9f4
void ReceiveOnStandardScreenSizeChange(int SizeX, int SizeY);// 0x451d9f4
void ReceiveOnAppWillDeactivate(int64 InTimestamp);// 0x451d9f4
void ReceiveOnAppHasReactivated(int64 InTimestamp);// 0x451d9f4
void ReceiveOnAppActivationStateChanged(bool AppActivated);// 0x451d9f4

--------------------------------
Class: SolarGameplayLogger.Object
enum[] DefaultChannels;//[Offset: 0x28, Size: 0x10]
static void SolarDebugLog(enum Channel, FString Message);// 0x6651c10
static void EnableDebugLogChannel(enum Channel);// 0x6651b78
static void DisableDebugLogChannel(enum Channel);// 0x6651ae0

--------------------------------
Class: SCustomizedGameModeManager.Object
SolarGameMode_ElementManager* ElementManager;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: SolarGameMode_ElementManager.Object
SolarMapElementBase*[] ElementsList;//[Offset: 0x30, Size: 0x10]
SolarPlayerStart*[] PlayerStartList;//[Offset: 0x40, Size: 0x10]
<FName,class SolarGameMode_HandleElementRPC> HandleActorRPCBPs;//[Offset:
0x50, Size: 0x50]
<FString,SolarMapElementBase*> ElementMap;//[Offset: 0xa0, Size: 0x50]

--------------------------------
Class: SolarPlayerStart.PlayerStart.NavigationObjectBase.Actor.Object
float Distance;//[Offset: 0x270, Size: 0x4]
FString Side;//[Offset: 0x278, Size: 0x10]
FString Job;//[Offset: 0x288, Size: 0x10]
FString ElementID;//[Offset: 0x298, Size: 0x10]
enum Type;//[Offset: 0x2a8, Size: 0x1]
enum State;//[Offset: 0x2a9, Size: 0x1]
enum Visibility;//[Offset: 0x2aa, Size: 0x1]
FName ElementTypeName;//[Offset: 0x2ac, Size: 0x8]
FString GroupKey;//[Offset: 0x2b8, Size: 0x10]
Vector[] PlayerLocations;//[Offset: 0x2c8, Size: 0x10]
void SetElementVisibility(const enum NewType);// 0x672f080
enum SetElementState(const enum NewState);// 0x672f130
void OnElementVisibilityChanged(const enum CurrentVisibility);// 0x704f228
void OnElementStateChanged(const enum CurrentState);// 0x704f228

--------------------------------
Class: PlayerStart.NavigationObjectBase.Actor.Object
FName PlayerStartTag;//[Offset: 0x25c, Size: 0x8]

--------------------------------
Class:
SolarRedHintManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object

--------------------------------
Class:
SolarGameModeSelectionManager.SolarGameManager.SolarAbstractManager.SolarContainer.
Object
SolarGameModeLockSettings* CurGameModeLockSettings;//[Offset: 0x38, Size:
0x8]
SolarGameModeLockSettings* DefaultGameModeLockSettings;//[Offset: 0x58, Size:
0x8]
void SaveGameModeLockSettings();// 0x664dee8
void LoadGameModeLockSettings();// 0x664defc

--------------------------------
Class: SolarGameModeLockSettings.SaveGame.Object
<int,bool> GameModeLockStatus;//[Offset: 0x28, Size: 0x50]
int[] LobbyGameModeRecIDs;//[Offset: 0x78, Size: 0x10]
int[] GameModeGuideIDs;//[Offset: 0x88, Size: 0x10]
void CopyFrom(SolarGameModeLockSettings* InLockSettings);// 0x664dcc8

--------------------------------
Class: SolarPingFpsManager.Object
byte GetPingDS;//[Offset: 0x30, Size: 0x1]
float GetPingBackend;//[Offset: 0x34, Size: 0x4]
float FPS;//[Offset: 0x38, Size: 0x4]
byte GetPingBattleServer();// 0x6700b08
float GetPacketsLossRate();// 0x6700aa0
float GetAverageFPS();// 0x6700ad4

--------------------------------
Class: SolarGraphicsUserSettingsManager.Object
delegate OnSelectMonitorCompleted;//[Offset: 0x40, Size: 0x10]
SolarGameInstanceBase* SolarGameInstance;//[Offset: 0x50, Size: 0x8]
void UseLobbyGraphicsQuality();// 0x66780d0
void UseInGameGraphicsQuality();// 0x66780e4
void Shutdown();// 0x6678338
void SetSettingsCameraFOV(float InFOV);// 0x6677eec
void SetCurQualityLevel(enum InQualityLevel);// 0x66780f8
void SaveGameSettings();// 0x6678310
void ResetToDefault();// 0x6678324
void PreInit(SolarGameInstanceBase* GameInstance);// 0x6678360
void OnSelectMonitorCompletedBroadcast();// 0x6677ea0
void OnSelectMonitorCompleted__DelegateSignature();// 0x704f228
void OnSelectHeroPick(bool bHeroPickNotify);// 0x6677df0
bool IsShowLobbyOutline();// 0x6677eb4
bool IsLowLevelDevice();// 0x66782d8
void Init();// 0x667834c
float GetSettingsCameraFOV();// 0x6677fc8
enum GetSelectQualityLevel();// 0x6678270
enum GetMinQualityLevel();// 0x66781a0
byte GetMinFrameRateLevel();// 0x6678030
enum GetMaxQualityLevel();// 0x66781d4
byte GetMaxFrameRateLevel();// 0x6678064
enum GetDefaultQualityLevel();// 0x6678208
float GetDefaultCameraFOV();// 0x6677f94
IntPoint GetCurrentResolution();// 0x6678098
enum GetCurrentDeviceLevel();// 0x66782a4
enum GetCurQualityLevel();// 0x667823c
int GetCurNativeRefreshRate();// 0x6677ffc

--------------------------------
Class: SolarGameUserSettingsMgr.Object
SolarGameUserSettings* MobileGameUserSettings;//[Offset: 0x28, Size: 0x8]
SolarGameUserSettingsPC* DesktopGameUserSettings;//[Offset: 0x30, Size: 0x8]
SolarGameUserSettings* CurGameUserSettings;//[Offset: 0x38, Size: 0x8]
SolarGameSettingsRange* MobileGameSettingsRange;//[Offset: 0x40, Size: 0x8]
SolarGameSettingsRange* DesktopGameSettingsRange;//[Offset: 0x48, Size: 0x8]
SolarGameSettingsRange* DefaultGameSettingsRange;//[Offset: 0x50, Size: 0x8]
bool bIsDefalutSettings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x58, Size: 0x1]
SolarMouseSensitivity* MouseSensitivitySettings;//[Offset: 0x60, Size: 0x8]
SolarGameInstanceBase* SolarGameInstance;//[Offset: 0x68, Size: 0x8]
void SynchronizeInputSettings();// 0x666a544
void SetMouseSensitivityFromJson(FString InJsonStr);// 0x666a558
void SaveGameSettingsByPlatform(SolarGameUserSettings* InGameUserSettings);//
0x666ab24
void SaveGameSettings();// 0x666abcc
void ResetToDefaultByPlatform(SolarGameUserSettings* InGameUserSettings, enum
SettingPart);// 0x666ac88
void ResetToDefault(enum SettingPart);// 0x666ad7c
void ResetMouseSensitivity();// 0x666a700
void RefreshValid(SolarGameInstanceBase* GameInstance, bool SaveIfDirty);//
0x666a87c
void RefreshAnalogCursorSpeed();// 0x666a868
void OnUseIndependentKeySettingChanged();// 0x666a82c
void OnSettingConfigSaved();// 0x666a854
void OnScreenDamageEffectSettingChanged();// 0x666a818
void OnPickupSettingChanged();// 0x666a840
void OnOffScreenSettingChanged();// 0x666a804
void OnLockMouseChanged();// 0x666a7f0
void LoadDefaultConfig(SolarGameUserSettings* InGameUserSettings);//
0x666abe0
bool IsHighlightMomentOpen();// 0x666a74c
bool IsEnableGamepadInput();// 0x666a714
void InitializeSettings(SolarGameInstanceBase* GameInstance);// 0x666a978
void Init(SolarGameInstanceBase* GameInstance);// 0x666ae24
FString GetMouseSensitivityToJson();// 0x666a654
SolarMouseSensitivity* GetMouseSensitivity();// 0x666aa20
SolarGameUserSettings* GetMobileGameUserSettings();// 0x666aaf0
SolarGameSettingsRange* GetMobileGameSettingsRange();// 0x666aa88
SolarGameUserSettingsPC* GetDesktopGameUserSettings();// 0x666aabc
SolarGameSettingsRange* GetDesktopGameSettingsRange();// 0x666aa54
int GetCurNativeRefreshRate();// 0x666a784
bool FixConfigVersion();// 0x666a7b8

--------------------------------
Class: SolarGameUserSettings.DeveloperSettings.Object
PickupUserSettings PickupSettings;//[Offset: 0x38, Size: 0x18]
WeaponUserSettings WeaponSettings;//[Offset: 0x50, Size: 0x20]
LanguageUserSettings LanguageSettings;//[Offset: 0x70, Size: 0x3]
CharacterVoiceUserSettings CharacterVoiceSettings;//[Offset: 0x73, Size: 0x1]
SoundUserSettings SoundSettings;//[Offset: 0x78, Size: 0x60]
BasicUserSettings BasicSettings;//[Offset: 0xd8, Size: 0x30]
PersonalityUserSettings PersonalitySettings;//[Offset: 0x108, Size: 0xe0]
SensitivityUserSettings SensitivitySettings;//[Offset: 0x1e8, Size: 0x94]
ShakeUserSettings ShakeSettings;//[Offset: 0x27c, Size: 0x1]
VehicleControlUserSettings DriverSettings;//[Offset: 0x27d, Size: 0x5]
ChatOperatorUserSettings ChatOperatorSettings;//[Offset: 0x282, Size: 0x2]
RtcChannelUserSettings RtcBattleGroundSettings;//[Offset: 0x284, Size: 0x2]
CustomVaultUserSettings VaultSettings;//[Offset: 0x288, Size: 0x10]
SoftClassPath DefaultSettingsRangePath;//[Offset: 0x298, Size: 0x18]
bool bIsSynchronized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2b0, Size: 0x1]
enum ConfigVersion;//[Offset: 0x2b1, Size: 0x1]
bool bFirstTimeLanunchGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b2, Size: 0x1]
FString ToJsonObjectString(SolarGameUserSettingsMgr* InUserSettingsMgr);//
0x66648fc
void SetVaultSensitivityMode(const byte ModeIndex);// 0x6664c90
void ResetSyncSettings(SolarGameUserSettingsMgr* InUserSettingsMgr);//
0x66643b8
bool IsEnableGamepadInput();// 0x6664d38
WeaponUserSettings GetWeaponSettings();// 0x666538c
CustomVaultUserSettings GetVaultSettings();// 0x6664ec4
SoundUserSettings GetSoundSettings();// 0x666520c
ShakeUserSettings GetShakeSettings();// 0x66650f4
SensitivityUserSettings GetSensitivitySettings();// 0x6665134
RtcChannelUserSettings GetRtcBattleGroundSettings();// 0x666502c
PickupUserSettings GetPickupSettings();// 0x66653cc
PersonalityUserSettings GetPersonalitySettings();// 0x6664f04
LanguageUserSettings GetLanguageSettings();// 0x6665344
bool GetEnableOpponentPerspectiveByDefault();// 0x6664e8c
bool GetEnableOpponentEnhancePerspectiveByDefault();// 0x6664e54
VehicleControlUserSettings GetDriverSettings();// 0x66650ac
float GetDefaultCustomizedCharacterCameraFOV();// 0x6664e20
ChatOperatorUserSettings GetChatOperatorSettings();// 0x666506c
CharacterVoiceUserSettings GetCharacterVoiceSettings();// 0x6665304
BasicUserSettings GetBasicSettings();// 0x666519c
void FromJsonObjectString(FString JsonStr);// 0x6664468
SolarGameUserSettings* CreateDefaultObjectFromIni(SolarGameUserSettingsMgr*
InUserSettingsMgr);// 0x6664d70
bool CheckJsonObjectString(FString JsonStr);// 0x66646a0

--------------------------------
Class: PickupUserSettings
bool bAutoPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
bool bAutoPickupDroppedScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1, Size: 0x1]
bool bStopAutoPickupWhenClose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2, Size: 0x1]
bool bUseTileView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3,
Size: 0x1]
bool bAutoShowTileView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4, Size: 0x1]
PickupItemData[] PickupItemList;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: PickupItemData
int ItemID;//[Offset: 0x0, Size: 0x4]
int ItemNum;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: WeaponUserSettings
bool bAimAssist_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
bool bAutoFire_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1, Size: 0x1]
bool bVehicleWeaponAutoFire_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x2, Size: 0x1]
bool bEnableRecoilRecovery_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x3, Size: 0x1]
bool bAutoScope_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4, Size: 0x1]
bool bAutoScope_All;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5, Size: 0x1]
bool bAutoScope_SpecialButtonGlobal;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x6, Size: 0x1]
bool bAutoScopeRifle_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7, Size: 0x1]
bool bAutoScopeSubmachinegun_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x8, Size: 0x1]
bool bAutoScopeShotgunSingle_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x9, Size: 0x1]
bool bAutoScopeShotgunAuto_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xa, Size: 0x1]
bool bAutoScopeSniperSingle_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xb, Size: 0x1]
bool bAutoScopeSniperAuto_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xc, Size: 0x1]
bool bAutoScopeSpecial_Global;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xd, Size: 0x1]
bool bSniperSingleShootOnPressed_Global;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xe, Size: 0x1]
bool bShotgunSingleShootOnPressed_Global;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xf, Size: 0x1]
CurveFloat* HitEffectDistanceToScaleCurve;//[Offset: 0x10, Size: 0x8]
enum DoScopeMode_Global;//[Offset: 0x18, Size: 0x1]
bool bOpenVehicleWeaponCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x19, Size: 0x1]
bool bVehicleAutoScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1a, Size: 0x1]
bool bVehicleAutoScope_SpecialButton;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1b, Size: 0x1]
bool bCanScopeButtonRotateView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c, Size: 0x1]
bool bShowQuickChangeScopeButton;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1d, Size: 0x1]
enum BreakReloadMode;//[Offset: 0x1e, Size: 0x1]
bool bAutoSwitchWeaponWhileNoAmmo;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x1f, Size: 0x1]

--------------------------------
Class: LanguageUserSettings
enum CurLanguage;//[Offset: 0x0, Size: 0x1]
enum CurCharacterVoiceLanguage;//[Offset: 0x1, Size: 0x1]
bool HasLoadedChinese;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2, Size: 0x1]

--------------------------------
Class: CharacterVoiceUserSettings
enum CurVoiceLanguage;//[Offset: 0x0, Size: 0x1]

--------------------------------
Class: SoundUserSettings
ConditionValue Sound_Global;//[Offset: 0x0, Size: 0x8]
ConditionValue Sound_Action;//[Offset: 0x8, Size: 0x8]
ConditionValue Sound_BackGround;//[Offset: 0x10, Size: 0x8]
ConditionValue Sound_Character;//[Offset: 0x18, Size: 0x8]
int MicroPhoneVolume;//[Offset: 0x20, Size: 0x4]
int LoudSpeakerVolume;//[Offset: 0x24, Size: 0x4]
enum Sound_Quality;//[Offset: 0x28, Size: 0x1]
enum AudioMode;//[Offset: 0x29, Size: 0x1]
int MicLevel;//[Offset: 0x2c, Size: 0x4]
int SpeakerLevel;//[Offset: 0x30, Size: 0x4]
int ChooseMicIndex;//[Offset: 0x34, Size: 0x4]
int ChooseSpeakerIndex;//[Offset: 0x38, Size: 0x4]
FString MicDeviceID;//[Offset: 0x40, Size: 0x10]
FString SpeakerDeviceID;//[Offset: 0x50, Size: 0x10]

--------------------------------
Class: ConditionValue
bool bOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size:
0x1]
int CurValue;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: BasicUserSettings
bool bOpenUniversalMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x0, Size: 0x1]
enum OpenOffScreen;//[Offset: 0x1, Size: 0x1]
bool bOpenQuickChat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2, Size: 0x1]
bool bAutoOverturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3, Size: 0x1]
bool bPowerAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4,
Size: 0x1]
bool bOpenRecruitRecommend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5, Size: 0x1]
enum curGyroscpeChooseLevel;//[Offset: 0x6, Size: 0x1]
bool bHorizontalGyroscopeInvert;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x7, Size: 0x1]
bool bVerticalGyroscopeInvert;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8, Size: 0x1]
enum CurrentDamageTextDisplayMode;//[Offset: 0x9, Size: 0x1]
enum CurrentSkillTriggerMode;//[Offset: 0xa, Size: 0x1]
enum OpenHighlightMoment;//[Offset: 0xb, Size: 0x1]
enum OpenOutline;//[Offset: 0xc, Size: 0x1]
enum OpenEnhanceOutline;//[Offset: 0xd, Size: 0x1]
enum CurrentEnhanceOutlineMode;//[Offset: 0xe, Size: 0x1]
bool bShowInputKeyTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf, Size: 0x1]
enum ShowInputTipsType;//[Offset: 0x10, Size: 0x1]
bool bEnableGamepadInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11, Size: 0x1]
enum OpenScreenDamageEffect;//[Offset: 0x12, Size: 0x1]
bool bOpenMiniMapRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x13, Size: 0x1]
bool bOpenDirectionBlood3D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x14, Size: 0x1]
enum VaultSensitivityMode;//[Offset: 0x15, Size: 0x1]
bool bQuickGetUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16,
Size: 0x1]
bool bUseCustomFovInAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x17, Size: 0x1]
bool bWeaponCanAutoFireWhilePressing;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x18, Size: 0x1]
VaultUserSettings[] VaultUserSettingsPresets;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: VaultUserSettings
FloatValue JoystickForwardRange;//[Offset: 0x0, Size: 0x4]
FloatValue MaxFacingAngle2D;//[Offset: 0x4, Size: 0x4]
FloatValue AutoMaxFacingAngle2D;//[Offset: 0x8, Size: 0x4]
FloatValue WallRunCameraAngleTolerance;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: FloatValue
float Value;//[Offset: 0x0, Size: 0x4]
--------------------------------
Class: PersonalityUserSettings
ColorPreset[] TeammatePerspectiveColors;//[Offset: 0x0, Size: 0x10]
ParticlePreset[] BloodMistColors;//[Offset: 0x10, Size: 0x10]
ColorValue TeammatePerspectiveColor;//[Offset: 0x20, Size: 0x10]
ParticleSystem* BloodMistParticle;//[Offset: 0x30, Size: 0x28]
enum CurSoundVisualType;//[Offset: 0x58, Size: 0x1]
TileSoundVisual Tile;//[Offset: 0x5c, Size: 0x14]
StretchSoundVisual Stretch;//[Offset: 0x70, Size: 0x24]
AroundSoundVisual Around;//[Offset: 0x94, Size: 0x34]
int TeammateColor;//[Offset: 0xc8, Size: 0x4]
int BloodMistColor;//[Offset: 0xcc, Size: 0x4]
enum CrosshairBulletVisibilityMode;//[Offset: 0xd0, Size: 0x1]
int CrosshairBulletHorizontalOffset;//[Offset: 0xd4, Size: 0x4]
int CrosshairBulletVerticalOffset;//[Offset: 0xd8, Size: 0x4]

--------------------------------
Class: ColorPreset
int ColorID;//[Offset: 0x0, Size: 0x4]
ColorValue ModelColor;//[Offset: 0x4, Size: 0x10]
ColorValue UIColor;//[Offset: 0x14, Size: 0x10]
int ColorNameLocalText;//[Offset: 0x24, Size: 0x4]
bool bNotShowDomestic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28, Size: 0x1]
bool bDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29,
Size: 0x1]
bool bDefaultDomestic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2a, Size: 0x1]

--------------------------------
Class: ColorValue
LinearColor Value;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: ParticlePreset
int ColorID;//[Offset: 0x0, Size: 0x4]
ParticleSystem* Particle;//[Offset: 0x8, Size: 0x28]
ColorValue UIColor;//[Offset: 0x30, Size: 0x10]
int ColorNameLocalText;//[Offset: 0x40, Size: 0x4]
bool bNotShowDomestic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x44, Size: 0x1]
bool bDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45,
Size: 0x1]
bool bDefaultDomestic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x46, Size: 0x1]

--------------------------------
Class: TileSoundVisual
int AlphaValue;//[Offset: 0x0, Size: 0x4]
int MinAlphaValue;//[Offset: 0x4, Size: 0x4]
int MaxAlphaValue;//[Offset: 0x8, Size: 0x4]
int AlphaStep;//[Offset: 0xc, Size: 0x4]
bool bAlphaShowPercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]

--------------------------------
Class: StretchSoundVisual
int AlphaValue;//[Offset: 0x0, Size: 0x4]
int MinAlphaValue;//[Offset: 0x4, Size: 0x4]
int MaxAlphaValue;//[Offset: 0x8, Size: 0x4]
int AngleValue;//[Offset: 0xc, Size: 0x4]
int MinAngleValue;//[Offset: 0x10, Size: 0x4]
int MaxAngleValue;//[Offset: 0x14, Size: 0x4]
int AlphaStep;//[Offset: 0x18, Size: 0x4]
int AngleStep;//[Offset: 0x1c, Size: 0x4]
bool bAlphaShowPercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x20, Size: 0x1]
bool bAngleShowPercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x21, Size: 0x1]

--------------------------------
Class: AroundSoundVisual
int AlphaValue;//[Offset: 0x0, Size: 0x4]
int MinAlphaValue;//[Offset: 0x4, Size: 0x4]
int MaxAlphaValue;//[Offset: 0x8, Size: 0x4]
int HeightValue;//[Offset: 0xc, Size: 0x4]
int MinHeightValue;//[Offset: 0x10, Size: 0x4]
int MaxHeightValue;//[Offset: 0x14, Size: 0x4]
int ScaleValue;//[Offset: 0x18, Size: 0x4]
int MinScaleValue;//[Offset: 0x1c, Size: 0x4]
int MaxScaleValue;//[Offset: 0x20, Size: 0x4]
int AlphaStep;//[Offset: 0x24, Size: 0x4]
int HeightStep;//[Offset: 0x28, Size: 0x4]
int ScaleStep;//[Offset: 0x2c, Size: 0x4]
bool bAlphaShowPercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30, Size: 0x1]
bool bHeightShowPercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x31, Size: 0x1]
bool bScaleShowPercent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x32, Size: 0x1]

--------------------------------
Class: SensitivityUserSettings
enum Sensitivity_AccMode;//[Offset: 0x0, Size: 0x1]
FloatValue Sensitivity_CurveScale;//[Offset: 0x4, Size: 0x4]
FloatValue Sensitivity_Free;//[Offset: 0x8, Size: 0x4]
FloatValue Sensitivity_SecondarySkills;//[Offset: 0xc, Size: 0x4]
FloatValue Sensitivity_SuperSkills;//[Offset: 0x10, Size: 0x4]
CameraSensitivityData Sensitivity_NoShoot;//[Offset: 0x14, Size: 0x20]
CameraSensitivityData Sensitivity_Shoot;//[Offset: 0x34, Size: 0x20]
GyroscopeSensitivityData GyroscopeData;//[Offset: 0x54, Size: 0x20]
FloatValue Sensitivity_VehicleDriver;//[Offset: 0x74, Size: 0x4]
FloatValue Sensitivity_VehicleFire;//[Offset: 0x78, Size: 0x4]
VehicleCameraSensitivityData Sensitivity_Vehicle_NoShoot;//[Offset: 0x7c,
Size: 0xc]
VehicleCameraSensitivityData Sensitivity_Vehicle_Shoot;//[Offset: 0x88, Size:
0xc]

--------------------------------
Class: CameraSensitivityData
FloatValue Sensitivity_Basic;//[Offset: 0x0, Size: 0x4]
FloatValue Sensitivity_Shoulder;//[Offset: 0x4, Size: 0x4]
FloatValue Sensitivity_RedPoint;//[Offset: 0x8, Size: 0x4]
FloatValue Sensitivity_Lens_Two;//[Offset: 0xc, Size: 0x4]
FloatValue Sensitivity_Lens_Three;//[Offset: 0x10, Size: 0x4]
FloatValue Sensitivity_Lens_Four;//[Offset: 0x14, Size: 0x4]
FloatValue Sensitivity_Lens_Six;//[Offset: 0x18, Size: 0x4]
FloatValue Sensitivity_Lens_Eight;//[Offset: 0x1c, Size: 0x4]
--------------------------------
Class: GyroscopeSensitivityData
FloatValue GyroscopeSensitivity_Basic;//[Offset: 0x0, Size: 0x4]
FloatValue GyroscopeSensitivity_Shoulder;//[Offset: 0x4, Size: 0x4]
FloatValue GyroscopeSensitivity_RedPoint;//[Offset: 0x8, Size: 0x4]
FloatValue GyroscopeSensitivity_Lens_Two;//[Offset: 0xc, Size: 0x4]
FloatValue GyroscopeSensitivity_Lens_Three;//[Offset: 0x10, Size: 0x4]
FloatValue GyroscopeSensitivity_Lens_Four;//[Offset: 0x14, Size: 0x4]
FloatValue GyroscopeSensitivity_Lens_Six;//[Offset: 0x18, Size: 0x4]
FloatValue GyroscopeSensitivity_Lens_Eight;//[Offset: 0x1c, Size: 0x4]

--------------------------------
Class: VehicleCameraSensitivityData
FloatValue Sensitivity_Lens_Two;//[Offset: 0x0, Size: 0x4]
FloatValue Sensitivity_Lens_Four;//[Offset: 0x4, Size: 0x4]
FloatValue Sensitivity_Lens_Eight;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: ShakeUserSettings
enum ShakeMainStatus;//[Offset: 0x0, Size: 0x1]

--------------------------------
Class: VehicleControlUserSettings
enum WheeledVehicleDriveType;//[Offset: 0x0, Size: 0x1]
bool bCanAdjustInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1, Size: 0x1]
bool bCanAutoSteering;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2, Size: 0x1]
enum LastWheeledVehicleDriveType;//[Offset: 0x3, Size: 0x1]
bool bCanVehicleCameraShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4, Size: 0x1]

--------------------------------
Class: ChatOperatorUserSettings
enum Speaker;//[Offset: 0x0, Size: 0x1]
enum Mic;//[Offset: 0x1, Size: 0x1]

--------------------------------
Class: RtcChannelUserSettings
enum Speaker;//[Offset: 0x0, Size: 0x1]
enum Mic;//[Offset: 0x1, Size: 0x1]

--------------------------------
Class: CustomVaultUserSettings
VaultUserSettings CustomVaultUserSetting;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: SolarGameUserSettingsPC.SolarGameUserSettings.DeveloperSettings.Object
SensitivityUserSettings SensitivitySettingsKeyboard;//[Offset: 0x2b4, Size:
0x94]
SensitivityUserSettings SensitivitySettingsGamepad;//[Offset: 0x348, Size:
0x94]
MouseAndKeyboardSettings KeyboardControlSettings;//[Offset: 0x3dc, Size:
0x10]
GamepadSettings GamepadSettings;//[Offset: 0x3f0, Size: 0xe0]
GamepadAdvancedSettings GamepadAdvancedSettings;//[Offset: 0x4d0, Size: 0x3c]
PickupUserSettingsPC PickupSettingsPC;//[Offset: 0x50c, Size: 0x1]
bool bEnableCursorNoticePanel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x50d, Size: 0x1]
delegate OnSolarSelectMonitorCompleted;//[Offset: 0x510, Size: 0x10]
enum ConfigVersionPC;//[Offset: 0x520, Size: 0x1]

--------------------------------
Class: MouseAndKeyboardSettings
FloatValue MainSensitivity;//[Offset: 0x0, Size: 0x4]
bool bMouseInvert;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4,
Size: 0x1]
enum AimMode;//[Offset: 0x5, Size: 0x1]
enum SprintMode;//[Offset: 0x6, Size: 0x1]
enum MedicWheelMode;//[Offset: 0x7, Size: 0x1]
enum EmojiWheelMode;//[Offset: 0x8, Size: 0x1]
enum CurrentItemHUDStyle;//[Offset: 0x9, Size: 0x1]
enum CurrentItemHUDStyleNew;//[Offset: 0xa, Size: 0x1]
bool UseIndependentKeyInExpandedMode;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xb, Size: 0x1]
bool UseIndependentKeyInActionWheelMode;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xc, Size: 0x1]
bool UseIndependentKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd, Size: 0x1]

--------------------------------
Class: GamepadSettings
SolarAimModeWithLocalText[] AimModeMap;//[Offset: 0x0, Size: 0x10]
SolarSprintModeWithLocalText[] SprintModeMap;//[Offset: 0x10, Size: 0x10]
FloatWithLocalText[] ViewSensitivityMap;//[Offset: 0x20, Size: 0x10]
ObjectWithLocalText[] ResponseCurveMap;//[Offset: 0x30, Size: 0x10]
FloatWithLocalText[] LeftStickDeadzoneMap;//[Offset: 0x40, Size: 0x10]
FloatWithLocalText[] RightStickDeadzoneMap;//[Offset: 0x50, Size: 0x10]
FloatWithLocalText[] TriggerDeadzoneMap;//[Offset: 0x60, Size: 0x10]
FloatWithLocalText[] VibrationLevelMap;//[Offset: 0x70, Size: 0x10]
RangeData CursorSpeedRange;//[Offset: 0x80, Size: 0x8]
SolarWheelModeTypeWithLocalText[] WheelModeTypeMap;//[Offset: 0x88, Size:
0x10]
int AimModeID;//[Offset: 0x98, Size: 0x4]
int SprintModeID;//[Offset: 0x9c, Size: 0x4]
ConditionValue MainHorizontalSensitivity;//[Offset: 0xa0, Size: 0x8]
ConditionValue MainVerticalSensitivity;//[Offset: 0xa8, Size: 0x8]
int RightStickSensitivityID;//[Offset: 0xb0, Size: 0x4]
int RightStickResponseCurveID;//[Offset: 0xb4, Size: 0x4]
bool bInvertedLook;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb8, Size: 0x1]
int LeftStickDeadzoneID;//[Offset: 0xbc, Size: 0x4]
int RightStickDeadzoneID;//[Offset: 0xc0, Size: 0x4]
int TriggerDeadzoneID;//[Offset: 0xc4, Size: 0x4]
FloatValue CursorSpeed;//[Offset: 0xc8, Size: 0x4]
int VibrationLevelID;//[Offset: 0xcc, Size: 0x4]
bool bEnableAimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd0, Size: 0x1]
bool bEnableClassicWheeledVehicleControlMode;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xd1, Size: 0x1]
int MedicWheelModeID;//[Offset: 0xd4, Size: 0x4]
int EmojiWheelModeID;//[Offset: 0xd8, Size: 0x4]
bool bShowInputKeyTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xdc, Size: 0x1]

--------------------------------
Class: SolarAimModeWithLocalText
int LocalText;//[Offset: 0x0, Size: 0x4]
enum AimMode;//[Offset: 0x4, Size: 0x1]

--------------------------------
Class: SolarSprintModeWithLocalText
int LocalText;//[Offset: 0x0, Size: 0x4]
enum SprintMode;//[Offset: 0x4, Size: 0x1]

--------------------------------
Class: FloatWithLocalText
int LocalText;//[Offset: 0x0, Size: 0x4]
float Value;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: ObjectWithLocalText
int LocalText;//[Offset: 0x0, Size: 0x4]
SoftObjectPath ObjectPath;//[Offset: 0x8, Size: 0x18]

--------------------------------
Class: RangeData
float MinValue;//[Offset: 0x0, Size: 0x4]
float MaxValue;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarWheelModeTypeWithLocalText
int LocalText;//[Offset: 0x0, Size: 0x4]
enum WheelPadMode;//[Offset: 0x4, Size: 0x1]

--------------------------------
Class: GamepadAdvancedSettings
RangeData ScalerRange;//[Offset: 0x0, Size: 0x8]
RangeData SpeedUpScalerRange;//[Offset: 0x8, Size: 0x8]
RangeData SpeedUpDelayRange;//[Offset: 0x10, Size: 0x8]
RangeData SpeedUpStartRange;//[Offset: 0x18, Size: 0x8]
FloatValue ScalerX;//[Offset: 0x20, Size: 0x4]
FloatValue ScalerY;//[Offset: 0x24, Size: 0x4]
FloatValue SpeedUpScalerX;//[Offset: 0x28, Size: 0x4]
FloatValue SpeedUpScalerY;//[Offset: 0x2c, Size: 0x4]
FloatValue SpeedUpDelayTime;//[Offset: 0x30, Size: 0x4]
FloatValue SpeedUpStartTime;//[Offset: 0x34, Size: 0x4]
bool bEnableAdsSpeedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x38, Size: 0x1]

--------------------------------
Class: PickupUserSettingsPC
bool bAutoPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]

--------------------------------
Class: SolarGameSettingsRange.Object
SoundSettingsRange SoundSettings;//[Offset: 0x28, Size: 0x20]
SensitivitySettingsRange SensitivitySettings;//[Offset: 0x48, Size: 0x120]
VaultSettingsRange VaultSettings;//[Offset: 0x168, Size: 0x20]

--------------------------------
Class: SoundSettingsRange
RangeData Sound_Global;//[Offset: 0x0, Size: 0x8]
RangeData Sound_Action;//[Offset: 0x8, Size: 0x8]
RangeData Sound_BackGround;//[Offset: 0x10, Size: 0x8]
RangeData Sound_Character;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SensitivitySettingsRange
RangeData Sensitivity_CurveScale;//[Offset: 0x0, Size: 0x8]
RangeData Sensitivity_Free;//[Offset: 0x8, Size: 0x8]
RangeData Sensitivity_SecondarySkills;//[Offset: 0x10, Size: 0x8]
RangeData Sensitivity_SuperSkills;//[Offset: 0x18, Size: 0x8]
CameraSensitivityRangeData Sensitivity_NoShoot;//[Offset: 0x20, Size: 0x40]
CameraSensitivityRangeData Sensitivity_Shoot;//[Offset: 0x60, Size: 0x40]
VehicleCameraSensitivityRangeData Sensitivity_Vehicle_NoShoot;//[Offset:
0xa0, Size: 0x18]
VehicleCameraSensitivityRangeData Sensitivity_Vehicle_Shoot;//[Offset: 0xb8,
Size: 0x18]
RangeData Sensitivity_VehicleDriver;//[Offset: 0xd0, Size: 0x8]
RangeData Sensitivity_VehicleFire;//[Offset: 0xd8, Size: 0x8]
GyroscopeSensitivityRangeData Sensitivity_GyroscopeData;//[Offset: 0xe0,
Size: 0x40]

--------------------------------
Class: CameraSensitivityRangeData
RangeData Sensitivity_Basic;//[Offset: 0x0, Size: 0x8]
RangeData Sensitivity_Shoulder;//[Offset: 0x8, Size: 0x8]
RangeData Sensitivity_RedPoint;//[Offset: 0x10, Size: 0x8]
RangeData Sensitivity_Lens_Two;//[Offset: 0x18, Size: 0x8]
RangeData Sensitivity_Lens_Three;//[Offset: 0x20, Size: 0x8]
RangeData Sensitivity_Lens_Four;//[Offset: 0x28, Size: 0x8]
RangeData Sensitivity_Lens_Six;//[Offset: 0x30, Size: 0x8]
RangeData Sensitivity_Lens_Eight;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: VehicleCameraSensitivityRangeData
RangeData Sensitivity_Lens_Two;//[Offset: 0x0, Size: 0x8]
RangeData Sensitivity_Lens_Four;//[Offset: 0x8, Size: 0x8]
RangeData Sensitivity_Lens_Eight;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: GyroscopeSensitivityRangeData
RangeData GyroscopeSensitivity_Basic;//[Offset: 0x0, Size: 0x8]
RangeData GyroscopeSensitivity_Shoulder;//[Offset: 0x8, Size: 0x8]
RangeData GyroscopeSensitivity_RedPoint;//[Offset: 0x10, Size: 0x8]
RangeData GyroscopeSensitivity_Lens_Two;//[Offset: 0x18, Size: 0x8]
RangeData GyroscopeSensitivity_Lens_Three;//[Offset: 0x20, Size: 0x8]
RangeData GyroscopeSensitivity_Lens_Four;//[Offset: 0x28, Size: 0x8]
RangeData GyroscopeSensitivity_Lens_Six;//[Offset: 0x30, Size: 0x8]
RangeData GyroscopeSensitivity_Lens_Eight;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: VaultSettingsRange
RangeData JoystickForwardRange;//[Offset: 0x0, Size: 0x8]
RangeData MaxFacingAngle2D;//[Offset: 0x8, Size: 0x8]
RangeData AutoMaxFacingAngle2D;//[Offset: 0x10, Size: 0x8]
RangeData WallRunCameraAngleTolerance;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SolarMouseSensitivity.DeveloperSettings.Object
float Sensitivity_ADS;//[Offset: 0x38, Size: 0x4]
bool bCustomMouseSensitivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3c, Size: 0x1]
float Sensitivity_Lens_One;//[Offset: 0x40, Size: 0x4]
float Sensitivity_Lens_Two;//[Offset: 0x44, Size: 0x4]
float Sensitivity_Lens_Four;//[Offset: 0x48, Size: 0x4]
float Sensitivity_Lens_Eight;//[Offset: 0x4c, Size: 0x4]
bool bLockMouse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50,
Size: 0x1]

--------------------------------
Class:
SolarLoginManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
void InitFromLogin();// 0x451d9f4
void Init(SolarGameInstanceBase* GameInstance);// 0x704f228

--------------------------------
Class: SolarLockSettingsMgr.Object
SolarLockSettings* CurLockSettings;//[Offset: 0x28, Size: 0x8]
SolarGameInstanceBase* SolarGameInstance;//[Offset: 0x30, Size: 0x8]
SolarLockSettings* DefaultLockSettings;//[Offset: 0x48, Size: 0x8]
void SaveLockSettings();// 0x66ca450
void LoadLockSettings();// 0x66ca464
void Init(SolarGameInstanceBase* GameInstance);// 0x66ca3a8

--------------------------------
Class: SolarLockSettings.SaveGame.Object
<int,bool> FeaturesLockStatus;//[Offset: 0x28, Size: 0x50]
void CopyFrom(SolarLockSettings* InLockSettings);// 0x66ca188

--------------------------------
Class:
SolarGameProgressManager.SolarGameManager.SolarAbstractManager.SolarContainer.Objec
t
delegate OnGameStartConditionsCompleted;//[Offset: 0x38, Size: 0x10]
delegate OnGameStart;//[Offset: 0x48, Size: 0x10]
void OnWorldConditionsCompleted();// 0x6653d00
void OnStreamingLevelComplete();// 0x6653d14
void OnShadersCompileComplete();// 0x6653d28
void OnGameStartConditionsCompleted__DelegateSignature();// 0x704f228
void OnGameStart__DelegateSignature();// 0x704f228
static void K2_ReceiveGlobalConditionCompleted(const Object*
WorldContextObject, GameplayTag CompletedCondition);// 0x66539a8
static void K2_ReceiveConditionCompleted(const Object* WorldContextObject,
GameplayTag CompletedCondition);// 0x6653a88
void K2_OnGlobalConditionCompleted(GameplayTag CompletedCondition);//
0x6653b68
void K2_OnConditionCompleted(World* CurrentWorld, GameplayTag
CompletedCondition);// 0x6653c10
static bool IsGameStartNeedCondition(const Object* WorldContextObject, out
const GameplayTag InCondition);// 0x6653e90
bool IsConditionInList(out const GameplayTag InCondition, World*
WorldCheck);// 0x6654048
bool IsAllStartGameConditionCompleted(World* WorldCheck);// 0x6653f94
bool InitGameStartCondition(World* CurrentWorld, GameplayTagContainer
ConditionList, GameplayTagContainer AdditionalConditionList);// 0x6654154
static bool HasGameStarted(const Object* WorldContextObject);// 0x6653de4
static SolarGameProgressManager* Get(const Object* WorldContextObject);//
0x6653d3c

--------------------------------
Class:
SolarABTestManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object

--------------------------------
Class: SolarHttpManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
<FString,int> ReportStr2ReprotTimes;//[Offset: 0x48, Size: 0x50]
int ReportRetryTimes;//[Offset: 0x98, Size: 0x4]
delegate OnImgUploaded;//[Offset: 0xa0, Size: 0x10]
int Jank;//[Offset: 0xcc, Size: 0x4]
int BigJank;//[Offset: 0xd0, Size: 0x4]
float FPS25;//[Offset: 0xd4, Size: 0x4]
int TimeOutSeconds;//[Offset: 0x100, Size: 0x4]
bool bEnableTimeOutFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x104, Size: 0x1]
int PeakPlayerNum;//[Offset: 0x110, Size: 0x4]
int PeakAINum;//[Offset: 0x114, Size: 0x4]
int PeakVehicleNum;//[Offset: 0x118, Size: 0x4]
int GTJankCount;//[Offset: 0x11c, Size: 0x4]
int RTJankCount;//[Offset: 0x120, Size: 0x4]
int RHIJankCount;//[Offset: 0x124, Size: 0x4]
int GPUJankCount;//[Offset: 0x128, Size: 0x4]
void UploadToHTTP(FString URL, FString str);// 0x66847a4
void UploadImg(out const int AppId, out const int AppUid, FString AppToken,
out const int GameID, out const int Uid, FString SourceImgPath);// 0x6684470
FString StringToBase64(FString str);// 0x66849b4
void StopRecordJank();// 0x66846cc
void StartRecordJank();// 0x66846e0
void ResetPerfData(bool bKeepCurrentData);// 0x6684280
void ReportAbnormalPlayerWeaponToBackend(FString InPlayerID, FString
InVariableName, FString InVariableValue, FString InAttackLocation, FString
InHitLocation, FString InHitBoneScale, FString InWeaponBlueprintName);// 0x451d9f4
void ReportAbnormalPlayerVehicleToBackend(FString InPlayerID, FString
InVariableName, FString InVariableValue, FString InVehiclePreviousLocation, FString
InVehiclePresentLocation, FString InVehicleBlueprintName);// 0x451d9f4
void ReportAbnormalPlayerToBackend(FString InPlayerID, FString
InVariableName, FString InVariableValue);// 0x451d9f4
void ReportAbnormalPlayerBaittingToBackend(FString InPlayerID, FString
InVariableName, FString InVariableValue, FString InDamageType, FString
InBotLocation, FString InPlayerLocation);// 0x451d9f4
void ReCordOnlineError(FString InStr);// 0x451d9f4
void OnMatchHasStarted(FString InGameStateStr);// 0x451d9f4
void OnImgUploaded__DelegateSignature(int RespCode, FString RespMsg, FString
ImgUrl);// 0x704f228
bool IsFileSizeExceedLimit(FString SourceImgPath, out const int64
SizeLimit);// 0x6684358
void InitializeDelegates();// 0x6684344
bool GetIsUploading();// 0x6684ab8
FString GetHttpReportUrl();// 0x66846f4
float GetAvgNum(int PerfType);// 0x66841bc
void ClearDelegates();// 0x6684330
void CleanPerfDirtyData();// 0x668426c
FString Base64ToMD5(FString str);// 0x66848b0

--------------------------------
Class:
SolarActivityManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
bool IsCollectionRedeemOpen(int ActivityId);// 0x451d9f4
int[] GetActivityItemIDList(int OutcomeID);// 0x652ff2c

--------------------------------
Class:
SolarTutorialManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
enum CurrentTutorialStage;//[Offset: 0x50, Size: 0x1]
delegate OnRegisterEvent;//[Offset: 0x58, Size: 0x10]
delegate OnStepActionBegan;//[Offset: 0x68, Size: 0x10]
delegate OnStepActionEnded;//[Offset: 0x78, Size: 0x10]
delegate OnStepActionReset;//[Offset: 0x88, Size: 0x10]
delegate OnStepActionDisposed;//[Offset: 0x98, Size: 0x10]
TutorialGlobalConfig* TutorialGlobalConfig;//[Offset: 0x118, Size: 0x8]
<int,TutorialTableRow> TutorialTableMapRows;//[Offset: 0x120, Size: 0x50]
TutorialActionTableRow[] ActionTableRows;//[Offset: 0x170, Size: 0x10]
<int,TutorialConditionTableRow> ConditionTableMapRows;//[Offset: 0x180, Size:
0x50]
<int,Tutorial*> Tutorials;//[Offset: 0x1d0, Size: 0x50]
bool bIsConditionCheckCodeParsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x330, Size: 0x1]
FString TutorialDataTablePath;//[Offset: 0x338, Size: 0x10]
FString ActionDataTablePath;//[Offset: 0x348, Size: 0x10]
FString ConditionDataTablePath;//[Offset: 0x358, Size: 0x10]
FString TutorialGlobalConfigPath;//[Offset: 0x368, Size: 0x10]
<uint16,FName> OriginCheckFuncNames;//[Offset: 0x378, Size: 0x50]
<uint16,Function*> CheckFuncs;//[Offset: 0x3c8, Size: 0x50]
<FString,CacheConditionInfo> CacheRanConditions;//[Offset: 0x428, Size: 0x50]
TutorialLevelSaveGame* CurrentTutorialLevelSaveGame;//[Offset: 0x488, Size:
0x8]
FString[] TriggerWidgetClicked(out const FString[] Params);// 0x6c4f3e0
FString[] TriggerWeaponSlotHasSpecifiedItem(out const FString[] Params);//
0x6c500f0
FString[] TriggerUseSpecifiedWeaponAbility(out const FString[] Params);//
0x6c50220
FString[] TriggerUseSpecifiedVehicleWeapon(out const FString[] Params);//
0x6c50350
FString[] TriggerUseSpecifiedVehicleAbility(out const FString[] Params);//
0x6c50480
FString[] TriggerTutorialLevelDone(out const FString[] Params);// 0x6c4f180
void TriggerTutorialInternal(enum TriggerID);// 0x6c50ef8
void TriggerTutorialEvents(out enum[] TriggerTypeArrays, bool
bPostTrigger);// 0x6c50fb4
void TriggerTutorialEvent(enum TriggerType, bool bPostTrigger);// 0x6c510d0
FString[] TriggerSprintingContinuously(out const FString[] Params);//
0x6c4f640
FString[] TriggerSpecifiedPlayerProficiency(out const FString[] Params);//
0x6c4e800
FString[] TriggerShieldNotFull(out const FString[] Params);// 0x6c4fe90
FString[] TriggerRunningStep(out const FString[] Params);// 0x6c4ef20
FString[] TriggerPlayerUpgradeBattleLevel(out const FString[] Params);//
0x6c4e6d0
FString[] TriggerPlayerInTargetStage(out const FString[] Params);// 0x6c4ea60
FString[] TriggerPlayerAcountLevel(out const FString[] Params);// 0x6c4f510
FString[] TriggerPlayerAbilityTagChanged(out const FString[] Params);//
0x6c4e5a0
FString[] TriggerOpenTreasureBox(out const FString[] Params);// 0x6c4f9d0
FString[] TriggerOpenBigMapUMG(out const FString[] Params);// 0x6c4fd60
FString[] TriggerNearAirDropBox(out const FString[] Params);// 0x6c4fb00
FString[] TriggerJumpBegin(out const FString[] Params);// 0x6c4f770
FString[] TriggerHasUIPanelOpened(out const FString[] Params);// 0x6c4e930
FString[] TriggerHasTakenDamage(out const FString[] Params);// 0x6c4ecc0
FString[] TriggerHasSpecifiedItem(out const FString[] Params);// 0x6c4edf0
FString[] TriggerHasSpecifiedEquipmentByType(out const FString[] Params);//
0x6c4f8a0
FString[] TriggerFeatureUnlock(out const FString[] Params);// 0x6c4f2b0
FString[] TriggerEquipSpecifiedWeapon(out const FString[] Params);//
0x6c4ffc0
FString[] TriggerBotAIDying(out const FString[] Params);// 0x6c4f050
FString[] TriggerApproachTreasureBox(out const FString[] Params);// 0x6c4eb90
FString[] TriggerAlreadyTriggeredMaxCount(out const FString[] Params);//
0x6c505b0
FString[] TriggerAirDropBoxLanded(out const FString[] Params);// 0x6c4fc30
void TickActivatedTutorials();// 0x6c50fa0
void SetWidgetInteractionFlag(FString InWidgetName, enum
InWidgetInteractionFlag);// 0x6c4c974
void SetTipsUIInteractionFlag(int TutorialID, bool boolChange);// 0x6c4c43c
void SetSignNameBool(FString SignName, bool InValue);// 0x6c4c5f4
void SetFlagNameCount(FString FlagName, int Num);// 0x6c4c7b8
void SetAirDropBoxLandedAddOneNum(int Value);// 0x6c4ca74
void SaveTutorialLevelSaveGame();// 0x6c4c174
void SaveLevelTutorialID(FString InLevelName, int InTutorialID);// 0x6c4bc44
void SaveLevelTutorialHasFinished(FString InLevelName, bool InFinished);//
0x6c4be4c
void SaveLevelPlayerStartTag(FString InLevelName, FString
InPlayerStartTag);// 0x6c4c068
void RequestAddTutorialProgress(int TutorialID, int Progress);// 0x451d9f4
void ReceiveOnSingleTutorialStart(int TutorialID);// 0x451d9f4
void ReceiveOnSingleTutorialFinished(int TutorialID);// 0x451d9f4
void ReceiveLoadTutorialLevelData();// 0x451d9f4
void ReceiveLoadData();// 0x451d9f4
void ReceiveClearData();// 0x451d9f4
void OnPostLoadMap(FString LevelName);// 0x6c506e0
bool IsInTutorialLevel();// 0x6c4c188
void InterruptActivatedTutorials(FString ReasonStr);// 0x6c50e44
void InitGuideActorByActionID(int[] ActionIDs,
TutorialLevelInteractableActor* TutorialGuideActor);// 0x6c50c64
bool HasAnyTutorialPlaying();// 0x6c50e0c
bool HasAnyMandatoryTutorialPlaying();// 0x6c50dd4
void GM_OpenUI(int ID);// 0x451d9f4
void GM_CloseUI(int ID);// 0x451d9f4
enum GetWidgetInteractionFlag(FString InWidgetName);// 0x6c4c8b8
int GetTutorialSingleRoundTriggerMax(int TutorialID);// 0x451d9f4
TutorialLevelSaveGame* GetTutorialLevelSaveGame();// 0x6c4bc10
bool GetTipsUIInteractionFlag(int TutorialID);// 0x6c4c388
bool GetSignNameBool(FString SignName);// 0x6c4c534
UserWidget* GetPanelUI(FString PanelName);// 0x451d9f4
int GetLevelTutorialID(FString InLevelName, int DefaultValue);// 0x6c4bd44
bool GetLevelTutorialHasFinished(FString InLevelName, bool DefaultValue);//
0x6c4bf54
static FString GetGestureTypeName(enum InType);// 0x6c4c298
int GetFlagNameCount(FString FlagName);// 0x6c4c6fc
byte GetCurrentPlayerLevel();// 0x451d9f4
TutorialActionTableRow GetActionDataByID(int ActionDataID);// 0x6c50794
Widget* FindWidget(out const FName[] InWidgetLink);// 0x6c4c1c0
void EnterTutorialLevel(FString LevelName, int Proficiency);// 0x451d9f4
bool CheckTutorialTipUIOnClick(out const FString[] InParams);// 0x6c4d3e8
bool CheckIfWidgetReleased(out const FString[] InParams);// 0x6c4d7dc
bool CheckIfWidgetPressed(out const FString[] InParams);// 0x6c4d8d0
bool CheckIfWidgetPlayAnimationFinish(out const FString[] InParams);//
0x6c4cdf8
bool CheckIfWidgetClicked(out const FString[] InParams);// 0x6c4dd48
bool CheckIfWeaponSlotHasSpecifiedItem(out const FString[] InParams);//
0x6c4ceec
bool CheckIfUIPanelOpened(out const FString[] InParams);// 0x451d9f4
bool CheckIfTutorialLevelDone(out const FString[] InParams);// 0x451d9f4
bool CheckIfTakeDamage(out const FString[] InParams);// 0x6c4e3b8
bool CheckIfSprintingContinuously(out const FString[] InParams);// 0x6c4e1d0
bool CheckIfSpecifiedPlayerProficiency(out const FString[] InParams);//
0x6c4cd04
bool CheckIfShieldNotFull();// 0x6c4de74
bool CheckIfRunningStep(out const FString[] InParams);// 0x6c4d200
bool CheckIfReloading();// 0x6c4d678
bool CheckIfRechargingShield();// 0x6c4de3c
bool CheckIfPlayerLevel(out const FString[] InParams);// 0x6c4e2c4
bool CheckIfPlayerInTargetScene(out const FString[] InParams);// 0x6c4d6b0
bool CheckIfPlayerHasAbility(out const FString[] InParams);// 0x6c4cb1c
bool CheckIfPlayerBattleLevel(out const FString[] InParams);// 0x6c4cc10
bool CheckIfOpenBigMapUMG();// 0x6c4dab8
bool CheckIfNearAirDropBox();// 0x6c4daf0
bool CheckIfJumpBegin();// 0x6c4e128
bool CheckIfJetFlyingVertically();// 0x6c4e080
bool CheckIfJetFlyingHorizontally();// 0x6c4e0b8
bool CheckIfInWater();// 0x6c4df1c
bool CheckIfInVehicle();// 0x6c4d608
bool CheckIfInAir();// 0x6c4dee4
bool CheckIfHasSpecifiedItem(out const FString[] InParams);// 0x6c4e4ac
bool CheckIfHasSpecifiedEquipmentByType(out const FString[] InParams);//
0x6c4d10c
bool CheckIfHasSpecifiedEquipmentById(out const FString[] InParams);//
0x6c4d018
bool CheckIfHasShield();// 0x6c4deac
bool CheckIfHasMatched();// 0x451d9f4
bool CheckIfGrowTaskInLevelReceivedAnimationFinish(out const FString[]
InParams);// 0x451d9f4
bool CheckIfGrowLevelRewardIsInStatus(out const FString[] InParams);//
0x451d9f4
bool CheckIfFeatureUnlock(out const FString[] InParams);// 0x451d9f4
bool CheckIfFeatureOpen(out const FString[] InParams);// 0x451d9f4
bool CheckIfEquipSpecifiedWeapon(out const FString[] InParams);// 0x6c4d514
bool CheckIfDying();// 0x6c4e048
bool CheckIfDead();// 0x6c4cfe0
bool CheckIfCurrentWeaponAmmoFull();// 0x6c4d640
bool CheckIfConsumingMedicine();// 0x6c4e0f0
bool CheckIfClaimBattlePassLevelReward(out const FString[] InParams);//
0x451d9f4
bool CheckIfCanUseSpecifiedWeaponAbility(out const FString[] InParams);//
0x6c4d9c4
bool CheckIfCanUseSpecifiedVehicleWeapon(out const FString[] InParams);//
0x6c4db60
bool CheckIfCanUseSpecifiedVehicleAbility(out const FString[] InParams);//
0x6c4dc54
bool CheckIfCanOpenTreasureBox();// 0x6c4d7a4
bool CheckIfCanJetFlyVertically();// 0x6c4e160
bool CheckIfCanJetFlyHorizontally();// 0x6c4e198
bool CheckIfBoughtBattlePass();// 0x451d9f4
bool CheckIfBotAIDying(out const FString[] InParams);// 0x6c4d2f4
bool CheckIfBattlePassLevelGreaterThan(out const FString[] InParams);//
0x451d9f4
bool CheckIfApproachElectronicTreasureBox();// 0x6c4d4dc
bool CheckIfAlreadyTriggeredMaxCount(out const FString[] InParams);//
0x451d9f4
bool CheckIfAirDropBoxLanded();// 0x6c4db28
bool CheckConsumeItemButtonType(out const FString[] InParams);// 0x6c4df54
void AddTutorialProgress(int TutorialID, int Progress);// 0x451d9f4

--------------------------------
Class: TutorialGlobalConfig.DataAsset.Object
bool bSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
<FString,enum> MapName2TutorialStage;//[Offset: 0x38, Size: 0x50]
float SubtitleDisappearTime;//[Offset: 0x88, Size: 0x4]
float AsyncLoadUIDelayTime;//[Offset: 0x8c, Size: 0x4]
float SameConditionCheckInterval;//[Offset: 0x90, Size: 0x4]
TutorialLevelConfig TutorialLevelConfig;//[Offset: 0x98, Size: 0x38]
enum GetTutorialStageByLevelName(FString LevelName);// 0x6c48ba8
FString GetTutorialLevelMainMapPath();// 0x6c48afc
FString GetTutorialLevelMainMapName();// 0x6c48a4c
TutorialLevelConfigData GetTutorialLevelConfigDataByName(FString
LevelName);// 0x6c48c64

--------------------------------
Class: TutorialLevelConfig
TutorialLevelConfigData[] LevelConfigDatas;//[Offset: 0x0, Size: 0x10]
SoftObjectPath MainMapPath;//[Offset: 0x10, Size: 0x18]
int VeteranTutorialID;//[Offset: 0x28, Size: 0x4]
float RepeatOperationTime;//[Offset: 0x2c, Size: 0x4]
float WaitToEndTime;//[Offset: 0x30, Size: 0x4]

--------------------------------
Class: TutorialLevelConfigData
FString LevelName;//[Offset: 0x0, Size: 0x10]
int[] TutorialIds;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: TutorialTableRow.TutorialTableRowBase.TableRowBase
FString Desc;//[Offset: 0x10, Size: 0x10]
enum Type;//[Offset: 0x20, Size: 0x1]
enum TriggerStage;//[Offset: 0x21, Size: 0x1]
TutorialSoftCondition TriggerCondition;//[Offset: 0x28, Size: 0x28]
int EndNum;//[Offset: 0x50, Size: 0x4]
TutorialSoftCondition ForeverClosedCondition;//[Offset: 0x58, Size: 0x28]
int[] ActionIDs;//[Offset: 0x80, Size: 0x10]
bool bUpload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90,
Size: 0x1]
bool bMandatory;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91,
Size: 0x1]
bool bStartUpload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x92, Size: 0x1]
bool bWindows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x93,
Size: 0x1]
bool biOS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size:
0x1]
bool bAndroid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x95,
Size: 0x1]

--------------------------------
Class: TutorialTableRowBase.TableRowBase
int ID;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: TutorialSoftCondition
FString ConditionStr;//[Offset: 0x0, Size: 0x10]
SoftObjectPath ConditionBP;//[Offset: 0x10, Size: 0x18]

--------------------------------
Class: TutorialActionTableRow.TutorialTableRowBase.TableRowBase
FString Desc;//[Offset: 0x10, Size: 0x10]
enum UIType;//[Offset: 0x20, Size: 0x1]
TutorialTipAndEffectUI TutorialTipAndEffectUI;//[Offset: 0x28, Size: 0x78]
TutorialTipAndEffectUI CommonViceUI;//[Offset: 0xa0, Size: 0x78]
TutorialSpecialUI TutorialSpecialUI;//[Offset: 0x118, Size: 0x18]
int NoticeLocTextId;//[Offset: 0x130, Size: 0x4]
TutorialSubtitle TutorialSubtitle;//[Offset: 0x138, Size: 0x18]
bool bRepeatTip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150,
Size: 0x1]
TutorialRepeatTip RepeatTip;//[Offset: 0x158, Size: 0x18]
TutorialBackgroundMusicTableRow TutorialBackgroundMusic;//[Offset: 0x170,
Size: 0x20]
TutorialSoftCondition EndCondition;//[Offset: 0x190, Size: 0x28]
TutorialSoftCondition InterruptCondition;//[Offset: 0x1b8, Size: 0x28]
float WaitTime;//[Offset: 0x1e0, Size: 0x4]
float MinExecuteTime;//[Offset: 0x1e4, Size: 0x4]
int[] OpenBehaviors;//[Offset: 0x1e8, Size: 0x10]
int[] CloseBehaviors;//[Offset: 0x1f8, Size: 0x10]
int FixedTriggerAreaID;//[Offset: 0x208, Size: 0x4]
int[] BotAISpawnIDs;//[Offset: 0x210, Size: 0x10]
int[] BotAIDeathIDs;//[Offset: 0x220, Size: 0x10]
int[] BotAIOnVehicleSpawnIDs;//[Offset: 0x230, Size: 0x10]
int[] BotAIOnVehicleDeathIDs;//[Offset: 0x240, Size: 0x10]

--------------------------------
Class: TutorialTipAndEffectUI
FString LinkedComponent;//[Offset: 0x0, Size: 0x10]
FString LimitedListView;//[Offset: 0x10, Size: 0x10]
SoftObjectPath TutorialExpressionBPPath;//[Offset: 0x20, Size: 0x18]
SoftObjectPath TutorialEffectBPPath;//[Offset: 0x38, Size: 0x18]
Vector2D TutorialBPLocation;//[Offset: 0x50, Size: 0x8]
bool HorizontalDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x58, Size: 0x1]
int LocTextID;//[Offset: 0x5c, Size: 0x4]
float DelayShowUITime;//[Offset: 0x60, Size: 0x4]
float WaitUIShowTime;//[Offset: 0x64, Size: 0x4]
enum UIParent;//[Offset: 0x68, Size: 0x1]
TutorialMask Mask;//[Offset: 0x6c, Size: 0x8]
enum GestureType;//[Offset: 0x74, Size: 0x1]
enum GestureHandType;//[Offset: 0x75, Size: 0x1]

--------------------------------
Class: TutorialMask
bool bUseMask;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
enum MaskType;//[Offset: 0x1, Size: 0x1]
float EdgeOffset;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: TutorialSpecialUI
SoftObjectPath TutorialSpecialUIBPPath;//[Offset: 0x0, Size: 0x18]

--------------------------------
Class: TutorialSubtitle
TutorialSingleSubtitle[] Subtitles;//[Offset: 0x0, Size: 0x10]
float DelayTime;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: TutorialSingleSubtitle
FString LocalTextId;//[Offset: 0x0, Size: 0x10]
FString Voice;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: TutorialRepeatTip
float StartTime;//[Offset: 0x0, Size: 0x4]
TutorialSingleSubtitle[] Subtitles;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: TutorialBackgroundMusicTableRow
FString TutorialPlayMusicName;//[Offset: 0x0, Size: 0x10]
FString TutorialStopMusicName;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: TutorialConditionTableRow.TutorialTableRowBase.TableRowBase
byte TriggerType;//[Offset: 0xc, Size: 0x1]
FString[] Parameters;//[Offset: 0x10, Size: 0x10]
FString Description;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: TutorialLevelInteractableActor.Actor.Object
void UnregisterEvent();// 0x704f228
void RegisterEvent();// 0x704f228
SolarTutorialManager* GetSolarTutorialManager();// 0x6cda760

--------------------------------
Class: TutorialLevelSaveGame.SaveGame.Object
<FString,TutorialLevelSaveData> TutorialLevelSaveDatas;//[Offset: 0x28, Size:
0x50]
enum PlayerProficiency;//[Offset: 0x78, Size: 0x1]

--------------------------------
Class: TutorialLevelSaveData
FString LevelName;//[Offset: 0x0, Size: 0x10]
FString PlayerStartTag;//[Offset: 0x10, Size: 0x10]
bool bTutorialHasFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x20, Size: 0x1]
int TutorialID;//[Offset: 0x24, Size: 0x4]

--------------------------------
Class: Tutorial.Object
TutorialTableRow Data;//[Offset: 0x60, Size: 0x98]
TutorialTriggerCondition* TriggerConditionBP;//[Offset: 0xf8, Size: 0x8]
TutorialTaskSequenceAction* TutorialTask;//[Offset: 0x100, Size: 0x8]
void Stop();// 0x6cd8008
void OnSingleTaskFinish();// 0x6cd7f88
TutorialTableRow GetTableRowData();// 0x6cd7fd0
int GetCurrentFinishNum();// 0x6cd7f9c

--------------------------------
Class: TutorialTriggerCondition.TutorialCondition.Object
SolarTutorialManager* GetSolarTutorialManager();// 0x6cdc0e0
bool CheckSatisfy(out const TutorialTableRow InData);// 0x704f228
--------------------------------
Class: TutorialCondition.Object
FString GetWorldName();// 0x6cda4ec
SolarCharacter* GetPlayer();// 0x6cda598

--------------------------------
Class: TutorialTaskSequenceAction.SequenceNode.ActionNode.Object

--------------------------------
Class: SequenceNode.ActionNode.Object
ActionNode*[] Nodes;//[Offset: 0x70, Size: 0x10]
ActionNode*[] ExecutingNodes;//[Offset: 0x80, Size: 0x10]
int TotalCount();// 0x6510d2c
ActionNode* GetCurrentExecutingNode();// 0x6510cf8
SequenceNode* Append(ActionNode* Node);// 0x6510c48

--------------------------------
Class: ActionNode.Object
delegate OnBeganCallback;//[Offset: 0x28, Size: 0x10]
delegate OnEndedCallback;//[Offset: 0x38, Size: 0x10]
delegate OnResetCallback;//[Offset: 0x48, Size: 0x10]
delegate OnDisposedCallback;//[Offset: 0x58, Size: 0x10]
void Reset();// 0x6358b4c
bool Finished();// 0x6358b1c
void Finish();// 0x6358b60
bool Execute(float DeltaTime);// 0x6358b7c
bool Disposed();// 0x6358b00
void Dispose();// 0x6358b38

--------------------------------
Class: CacheConditionInfo

--------------------------------
Class: SolarEigenvalueManager.Object
SolarEigenvalueCollector* EigenvalueCollector;//[Offset: 0x28, Size: 0x8]
SolarPlayerAnalyticsRecorder* PlayerAnalyticsRecorder;//[Offset: 0x30, Size:
0x8]

--------------------------------
Class: SolarEigenvalueCollector.Object

--------------------------------
Class: SolarPlayerAnalyticsRecorder.Actor.Object
void OnPlayerWeaponShootSuccessHit(SolarWeapon* Weapon, bool
bCharacterDamage, bool bHeadHit, out const PlayerVirtualBulletHitParameter
HitParams, float ShotTime, bool IsScopeOpen);// 0x67062ac
void OnPlayerWeaponShoot(SolarWeapon* Weapon, const float FireTimeStamp,
uint32 FireUniqueID);// 0x6706544
void OnPlayerTakeDamage(SolarPlayerState* SourcePlayerState,
SolarPlayerState* TargetPlayerState, out const SolarPointDamageEvent DamageEvent,
float ActualDamage);// 0x6706778
void OnPlayerCommitAbility(SolarCharacter* Character, byte AbilityIndex);//
0x6706684

--------------------------------
Class: SolarAccessLuaDataUtils.Object
SolarGameInstanceBase* SolarGameInstance;//[Offset: 0x30, Size: 0x8]
void GetMatchResult(out MatchResult MatchResult);// 0x451d9f4
--------------------------------
Class: MatchResult
FString BattleID;//[Offset: 0x0, Size: 0x10]
FString BattleAddr;//[Offset: 0x10, Size: 0x10]
FString Token;//[Offset: 0x20, Size: 0x10]
int ModeID;//[Offset: 0x30, Size: 0x4]
int ruleID;//[Offset: 0x34, Size: 0x4]
FString SelfPlayerID;//[Offset: 0x38, Size: 0x10]
MatchResult_Group[] Groups;//[Offset: 0x48, Size: 0x10]
FString MapName;//[Offset: 0x58, Size: 0x10]
SoftObjectPath MapPath;//[Offset: 0x68, Size: 0x18]

--------------------------------
Class: MatchResult_Group
int groupid;//[Offset: 0x0, Size: 0x4]
MatchResult_Player[] Players;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: MatchResult_Player
FString PlayerId;//[Offset: 0x0, Size: 0x10]
FString playerName;//[Offset: 0x10, Size: 0x10]
int AvatarID;//[Offset: 0x20, Size: 0x4]
int fightCharacterID;//[Offset: 0x24, Size: 0x4]
int fightCharacterSkinID;//[Offset: 0x28, Size: 0x4]
SoftObjectPath SkinConfigPath;//[Offset: 0x30, Size: 0x18]
FString CharacterName;//[Offset: 0x48, Size: 0x10]

--------------------------------
Class:
SolarAkSoundManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
World* CurrentWorld;//[Offset: 0x30, Size: 0x8]
DataTable* SoundPriorityGroupDataTable;//[Offset: 0x180, Size: 0x8]
void UnloadCharacterOwnedBanks(int CharacterId, byte Mode);// 0x6541c9c
void UnloadAllCharacterOwnedBanksWithResList(byte Mode, out const <byte>
ResCategoryList);// 0x6541a4c
void UnloadAllCharacterOwnedBanks(byte Mode);// 0x65418fc
void TrySetLobbyMusicState(out const FString[] StateGroupNames, out const
FString[] StateNames, int ID, int ProtectTime, bool bIsModule, const Object*
Context);// 0x6543a94
static bool StopEventByName(FString EventName, AkGameObject* Emitter, float
FadeOutTime);// 0x65424bc
static bool StopEvent(AkAudioEvent* EventReference, AkGameObject* Emitter,
float FadeOutTime);// 0x654260c
void SetVoiceLanguage();// 0x6541f70
static bool SetSwitch(FString SwitchGroupName, FString SwitchName,
AkGameObject* Target);// 0x6543938
static bool SetState(FString StateGroupName, FString StateName, const Object*
Context);// 0x6543d28
static void SetMasterRTPCMute(bool bIsMute);// 0x6543474
static bool SetGlobalRTPC(FString ParameterName, float Value, float
UpdateTolerance, Object* Context);// 0x6543604
static bool SetEmitterRTPC(FString ParameterName, float Value, AkGameObject*
Emitter, float UpdateTolerance);// 0x654379c
static void SetBusConfig(FString BusName, enum ChannelConfiguration);//
0x6543514
static bool ResumeEventByName(FString EventName, AkGameObject* Emitter, float
FadeOutTime);// 0x654221c
void ReloadVoiceBanks();// 0x65418e8
static int PlayGenericUISoundByName(FString EventName, const Object*
Context);// 0x65417e8
static int PlayEventWithLatentAction(Object* WorldContextObject, FString
EventName, AkComponent* Emitter, LatentActionInfo LatentInfo);// 0x6542a60
static int PlayEventAtLocationByName(FString EventName, Vector Location,
Rotator Rotation, const Object* Context);// 0x654274c
static int PlayEventAtLocation(AkAudioEvent* EventReference, Vector Location,
Rotator Rotation, Object* Context);// 0x65428dc
static int PlayEvent3DByName(FString EventName, AkGameObject* Emitter);//
0x6542c00
static int PlayEvent2DByNameWithPrefixStop(FString EventName, const Object*
Context);// 0x6542d00
static int PlayEvent2DByNameWithPrefixPlay(FString EventName, const Object*
Context);// 0x6542e00
static int PlayEvent2DByNameWithPrefix(FString EventName, FString Prefix,
const Object* Context);// 0x6542f00
static int PlayEvent2DByName(FString EventName, const Object* Context);//
0x6543058
static int PlayEvent2D(AkAudioEvent* EventReference, const Object*
Context);// 0x6543158
static bool PauseEventByName(FString EventName, AkGameObject* Emitter, float
FadeOutTime);// 0x654236c
void OnEventWithPriorityPlayed(out const EventWithPriorityCallbackData
Data);// 0x6541e84
void OnBankAsyncUnloaded(enum Result, uint32 BankId);// 0x6543e84
void OnBankAsyncLoaded(enum Result, uint32 BankId);// 0x6543f78
void LoadCharacterOwnedBanks(int CharacterId, byte Mode);// 0x6541d90
void LoadAllCharacterOwnedBanksWithResList(byte Mode, out const <byte>
ResCategoryList);// 0x6541b74
void LoadAllCharacterOwnedBanks(byte Mode);// 0x65419a4
static AkComponent* GetOrCreateAkComponent(Actor* Emitter, FString
ComponentName, SceneComponent* AttachToComponent, FString AttachSocket);//
0x6543248
static AkComponent* GetDefaultListener();// 0x6543440
static bool DoSetLobbyMusicState(out const FString[] StateGroupNames, out
const FString[] StateNames, int ID, int ProtectTime, bool bIsModule, const Object*
Context);// 0x6541f84

--------------------------------
Class: EventWithPriorityCallbackData
FString NickName;//[Offset: 0x0, Size: 0x10]
int LocalizationID;//[Offset: 0x10, Size: 0x4]
int LocalizationIDSecond;//[Offset: 0x14, Size: 0x4]
FString EventNameSecond;//[Offset: 0x18, Size: 0x10]
int PosInTeam;//[Offset: 0x28, Size: 0x4]
bool bIsLocalPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2c, Size: 0x1]

--------------------------------
Class: KeyMappingManager.Object
delegate OnKeyMappingUpdate;//[Offset: 0x120, Size: 0x10]
delegate OnKeyMappingConfirm;//[Offset: 0x130, Size: 0x10]
delegate OnKeyboardUpdate;//[Offset: 0x140, Size: 0x10]
<FString,FString> OccupiedKeyMap;//[Offset: 0x160, Size: 0x50]
KeyMappingFileMgr* KeyMappingFileMgr;//[Offset: 0x260, Size: 0x8]
void SwitchKeyMappingPlanIndex(int PlanIndex);// 0x6487d58
void SwitchKeyMapping(FString ActionName, int SettingIndex, bool Enable, bool
Force);// 0x6487e00
void ResetKeyMapping();// 0x6487d44
bool IsComboKey(FString KeyName);// 0x64879f0
void ImportKeyMappingSetting();// 0x6487f9c
bool HasKeyModified();// 0x64879b8
FString[] GetAllActionNames(int PlanIndex);// 0x6487c40
FString[] GetActionKeyMapping(FString ActionName, int PlanIndex, int
SettingIndex);// 0x6487ab0
void ApplyResult();// 0x6487d30

--------------------------------
Class: KeyMappingFileMgr.Object

--------------------------------
Class: SolarSpecialEffectsMgr.Object

--------------------------------
Class: SolarFontManager.Object
Font* ChineseFont;//[Offset: 0x30, Size: 0x8]
void SaveChineseFontSetting(bool bHasLoad);// 0x66320a4
bool MergeCompositeFont(FString NewFontAssetPath);// 0x6631f28
Font* LoadNewFont(FString NewFontAssetPath);// 0x6631fe8
bool IsNeedMergeChineseFont(bool bAutoLoad);// 0x6632154
void Init();// 0x451d9f4

--------------------------------
Class:
SolarPermissionManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
delegate OnAndroidRequestPermissionsFinish;//[Offset: 0x38, Size: 0x10]
delegate OnAllPermissionsCheckedFinish;//[Offset: 0x48, Size: 0x10]
void OnPermissionsCheckedFinishBroadcast(const bool bAllGranted);// 0x66f5d7c
void OnAndroidPermissionResult(out const FString[] Permissions, out const
bool[] Results);// 0x66f5e2c
SolarPermissionManager* Get();// 0x66f5d48
static bool CheckAndroidPermission(FString Permission);// 0x66f6058
void AcquireAndroidPermissions(out const FString[] Permissions);// 0x66f5f70

--------------------------------
Class: SolarGraphicSettings.Object
uint32 CurrentActiveColorThemeIndex;//[Offset: 0x28, Size: 0x4]
FrameRateLevelItem FrameRateLevelItem;//[Offset: 0x2c, Size: 0x10]
int MobileMaxFrameRate;//[Offset: 0x7c, Size: 0x4]
int HighRefreshRateThreshold;//[Offset: 0x80, Size: 0x4]
int DefaultMSAALevel;//[Offset: 0x84, Size: 0x4]
ContentScaleFactorLevelItem ContentScaleFactorLevelItems;//[Offset: 0x88,
Size: 0x58]
<enum,enum> DefaultContentScaleFactorLevel;//[Offset: 0x1e8, Size: 0x50]

--------------------------------
Class: FrameRateLevelItem
enum FrameRateLevel;//[Offset: 0x0, Size: 0x1]
float FrameRateLobby;//[Offset: 0x4, Size: 0x4]
float FrameRateInGame;//[Offset: 0x8, Size: 0x4]
float FrameRatePC;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: ContentScaleFactorLevelItem
enum ContentScaleFactorLevel;//[Offset: 0x0, Size: 0x1]
<enum,float> DeviceLevelContentScaleFactorMap;//[Offset: 0x8, Size: 0x50]

--------------------------------
Class: AndroidInputManager.Object
delegate OnAndroidBackPressed;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: ProtectBaseManager.Object

--------------------------------
Class: RegistedActorContainer

--------------------------------
Class: AntiCheatSetting
int64 ID;//[Offset: 0x0, Size: 0x8]
int64 ValueType;//[Offset: 0x8, Size: 0x8]
double ValueStart;//[Offset: 0x10, Size: 0x8]
double ValueEnd;//[Offset: 0x18, Size: 0x8]
int64 Tolerance;//[Offset: 0x20, Size: 0x8]
int64 ProbeInterval;//[Offset: 0x28, Size: 0x8]
FString VariableName;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: ScreenshotConfig
bool EnableOnCurrentReportGameCheating;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x0, Size: 0x1]
int MaxCountInRound;//[Offset: 0x4, Size: 0x4]
FString ScreenshotMoment;//[Offset: 0x8, Size: 0x10]
int ScreenshotInterval;//[Offset: 0x18, Size: 0x4]
int ScreenshotWidth;//[Offset: 0x1c, Size: 0x4]
int ScreenshotQuality;//[Offset: 0x20, Size: 0x4]
FString ImageSaveType;//[Offset: 0x28, Size: 0x10]
FString ScreenshotMode;//[Offset: 0x38, Size: 0x10]
int ImageMaxSize;//[Offset: 0x48, Size: 0x4]

--------------------------------
Class: ReplayMonitorConfig
float MonitorTimeBeforeKill;//[Offset: 0x0, Size: 0x4]
float MonitorTimeAfterKill;//[Offset: 0x4, Size: 0x4]
FString MonitorReplayUploadURL;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: MeerkatInstanceConfigManager.Object

--------------------------------
Class:
SolarVibrateManager.SolarGameManager.SolarAbstractManager.SolarContainer.Object
GameplayVibrateDataAsset* GameplayVibrateDataAsset;//[Offset: 0x68, Size:
0x8]
<enum,enum> CurrentVibrateCategoryIntensityMobile;//[Offset: 0x70, Size:
0x50]
<enum,enum> CurrentVibrateCategoryIntensityGamepad;//[Offset: 0xc0, Size:
0x50]
DataTable* WeaponVibrateTable;//[Offset: 0x110, Size: 0x8]
VibrateConfig* VibrateConfig;//[Offset: 0x118, Size: 0x8]
enum WeaponVibrateFactorMobile;//[Offset: 0x120, Size: 0x1]
enum WeaponVibrateFactorGamepad;//[Offset: 0x121, Size: 0x1]
float CacheWeaponChargeTime;//[Offset: 0x124, Size: 0x4]
<FString,ForceFeedbackEffect*> EffectDataMap;//[Offset: 0x128, Size: 0x50]
void Stop();// 0x6c8fbc8
void SetWeaponVibrateFactor();// 0x6c8f794
void SetVibrateAbilityEnable(bool bOnEnable);// 0x6c8fa28
void SetGameplayVibrateIntensityByUserSetting();// 0x6c8f8e8
void SetGameplayVibrateIntensity(enum Category, enum Intensity);// 0x6c8f8fc
void SendLoopParam(int Amplitude, int Interval);// 0x6c8fad8
void PlayWeaponVibrate(int InWeaponID, enum InType, float InChargeTime);//
0x6c8f7a8
void PlayByParams(out const VibratePlayParams Params);// 0x6c8fbdc
bool GetVibrateAbilityEnable();// 0x6c8f9f0

--------------------------------
Class: VibratePlayParams
FString ClipToPlay;//[Offset: 0x0, Size: 0x10]
int Duration;//[Offset: 0x10, Size: 0x4]
int Loop;//[Offset: 0x14, Size: 0x4]
int Priority;//[Offset: 0x18, Size: 0x4]
int Interval;//[Offset: 0x1c, Size: 0x4]
int Amplitude;//[Offset: 0x20, Size: 0x4]
float ForceFeedbackAmplitude;//[Offset: 0x24, Size: 0x4]

--------------------------------
Class: GameplayVibrateDataAsset.DataAsset.Object
<enum,VibrateIntensityPlayParams> CategoryIntensityMap;//[Offset: 0x30, Size:
0x50]

--------------------------------
Class: VibrateIntensityPlayParams
<enum,VibrateDevicePlayParams> IntensityMap;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: VibrateDevicePlayParams
<enum,VibratePlayParams> DeviceMap;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: VibrateConfig.DataAsset.Object
DataTable* dataTab;//[Offset: 0x30, Size: 0x8]
DataTable* ForceFeedbackDataTab;//[Offset: 0x38, Size: 0x8]
<enum,VibrateWeaponFactorDeviceMap> WeaponVibrateFactorMap;//[Offset: 0x40,
Size: 0x50]
SoftObjectPath WeaponDataTabPath;//[Offset: 0x90, Size: 0x18]

--------------------------------
Class: VibrateWeaponFactorDeviceMap
<enum,float> DeviceMap;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: SolarTableManager.Object
FString SystemLang;//[Offset: 0x30, Size: 0x10]
static void ToUpper(out FString OutLocalText);// 0x67b3ad0
static void ToLower(out FString OutLocalText);// 0x67b3924
static void SetIMInitFlag(bool Flag);// 0x67b3b80
static void SetCurrentLangEnum(enum InLang);// 0x67b418c
static void SetCurrentLang(FString InLang);// 0x67b4224
void ReceiveInit();// 0x451d9f4
void OnSetCurrentLang(FString InLang);// 0x704f228
static void MakeUpperLocalTextWithLang(out FString OutLocalText, enum
InLang);// 0x67b39d4
static void MakeLowerLocalTextWithLang(out FString OutLocalText, enum
InLang);// 0x67b3828
static bool IsLocalTextIDValid(int ID);// 0x67b3c58
static bool GetLocalTextWithLangName(out FString OutResult, int ID, FString
InLangName, bool bMakeUpperText);// 0x67b3d04
static FString GetLocalTextWithLang(int ID, enum InLang, bool
bMakeUpperText);// 0x67b3eb8
static FString GetLocalText(int ID, bool bMakeUpperText);// 0x67b4048
static bool GetIMInitFlag();// 0x67b3c20
static enum GetCurrentLangEnum();// 0x67b42c8
static FString GetCurrentLang();// 0x67b42fc

--------------------------------
Class: DownloaderManager.GameInstanceSubsystem.Subsystem.Object
DownloaderManagerLuaImpl* LuaImpl;//[Offset: 0x40, Size: 0x8]
bool bIsDownloaderEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x48, Size: 0x1]
bool bSystemSupportFileCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x49, Size: 0x1]
int CacheExpiredSeconds;//[Offset: 0x4c, Size: 0x4]
int CacheClearMaxSpacePercent;//[Offset: 0x50, Size: 0x4]
float TimeOutSeconds;//[Offset: 0x54, Size: 0x4]
float UrlTaskCallbackTimeOutSeconds;//[Offset: 0x58, Size: 0x4]
int SubTaskChunkSize;//[Offset: 0x5c, Size: 0x4]
int CurDownloadingSubTaskNum;//[Offset: 0x60, Size: 0x4]
int MaxDownloadingSubTaskNum;//[Offset: 0x64, Size: 0x4]
<FName,DownloaderMainTask*> MainTasksMap;//[Offset: 0x68, Size: 0x50]
<FString,DownloaderHttpTask*> LightWeightHttpTasksMap;//[Offset: 0xb8, Size:
0x50]
<FString,FString> UrlEncodedStrMap;//[Offset: 0x108, Size: 0x50]
DownloaderSubTask*[] SubTasksQueue;//[Offset: 0x158, Size: 0x10]
bool bInitLuaComplete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x168, Size: 0x1]
void TyrLaunchSubTasksQueue();// 0x47faa6c
void StopMainTask(out const FName InMainTaskName);// 0x47faa80
void SetUrlTaskCallbackTimeOutSeconds(const float InTimeOutSeconds);//
0x47fbae0
void SetTimeOutSeconds(const float InTimeOutSeconds);// 0x47fbbbc
void SetSubTaskChunkSize(const int InSubTaskChunkSize);// 0x47fb84c
void SetMaxDownloadingSubTaskNum(const int InMaxDownloadingSubTaskNum);//
0x47fb770
void SetManagerEnable(const bool bInEnable);// 0x47fbcd0
void SetCacheExpiredSeconds(const int InCacheExpiredSeconds);// 0x47fba04
void SetCacheClearMaxSpacePercent(const int InCacheClearMaxSpacePercent);//
0x47fb928
void ResumeMainTask(out const FName InMainTaskName);// 0x47fabe8
void ReadyMainTaskFinish(out const FName InMainTaskName);// 0x47fac9c
void PushBatchSubTasksToQueue(out const DownloaderSubTask*[] InSubTasks,
const bool bInCutQueue);// 0x47fa960
void PauseMainTask(out const FName InMainTaskName);// 0x47fab34
bool IsSystemSupportFileCache();// 0x47fbc98
bool IsManagerEnable();// 0x47fbd80
bool IsMainTaskExist(out const FName InMainTaskName);// 0x47fb53c
void Init();// 0x47fc14c
FString GetUrlTaskRecordFilePath(out const DownloaderTaskInfo InTaskInfo);//
0x47fae90
float GetUrlTaskCallbackTimeOutSeconds();// 0x47fbb88
FString GetUrlTaskCacheDirPath(out const DownloaderTaskInfo InTaskInfo);//
0x47fafd0
int GetUrlsCachedSize(out const DownloaderTaskInfo[] InAllTaskInfos);//
0x47fb110
FString GetUrlEncodedStr(out const DownloaderTaskInfo InTaskInfo);//
0x47fad50
float GetTimeOutSeconds();// 0x47fbc64
int GetSubTaskChunkSize();// 0x47fb8f4
int GetMaxDownloadingSubTaskNum();// 0x47fb818
enum GetMainTaskStatus(out const FName InMainTaskName);// 0x47fb210
<FName,DownloaderMainTask*> GetMainTasksMap();// 0x47fb6f0
FName GetMainTaskName(out const DownloaderTaskInfo[] InAllTaskInfos);//
0x47fb5fc
DownloaderMainTask* GetMainTaskByName(out const FName InMainTaskName);//
0x47fb388
DownloaderHttpTask* GetlightWeightHttpTaskByURL(FString InNecessaryURL);//
0x47fb2cc
int GetCacheExpiredSeconds();// 0x47fbaac
int GetCacheClearMaxSpacePercent();// 0x47fb9d0
static DownloaderManager* Get(const Object* WorldContextObject);// 0x47fc160
void CurDownSubTasksNumSubOne();// 0x47fa94c
DownloaderHttpTask* CreateLightWeightTask(out const DownloaderTaskInfo
InTaskInfo);// 0x47fbf48
DownloaderHttpTask* CreateJsonReqTask(FString InNecessaryURL, out const
DownloaderReqJson InReqJson);// 0x47fbdb8
DownloaderMainTask* CreateBigFilesDownloadTask(out const DownloaderTaskInfo[]
InAllTaskInfos);// 0x47fc04c
void ClearCompletedMainTask();// 0x47fa924
void ClearCompletedLightWeightHttpTask();// 0x47fa910
void ClearCache();// 0x47fa938
void Clear();// 0x47fa8fc
bool CheckTaskInfosValid(out const DownloaderTaskInfo[] InAllTaskInfos);//
0x47fb444

--------------------------------
Class: DownloaderSubTask.Object
delegate OnSubTaskProgress;//[Offset: 0x28, Size: 0x10]
delegate OnSubTaskSuccess;//[Offset: 0x38, Size: 0x10]
delegate OnSubTaskFailed;//[Offset: 0x48, Size: 0x10]
DownloaderManager* Manager;//[Offset: 0x58, Size: 0x8]
DownloaderHttpTask* RealHttpTask;//[Offset: 0x60, Size: 0x8]
void OnRealHttpTaskSuccess(out const DownloaderResponse InResponse);//
0x47fd0f0
void OnRealHttpTaskProgress(const int InBytesSent, const int
InBytesReceived);// 0x47fcf08
void OnRealHttpTaskFailed(out const enum InFailedType, const int
InErrorCode);// 0x47fcff8

--------------------------------
Class: DownloaderResponse
bool bWasSuccessful;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
bool bDownloadFromCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1, Size: 0x1]
FString NecessaryURL;//[Offset: 0x8, Size: 0x10]
FString UsedCDNBaseURL;//[Offset: 0x18, Size: 0x10]
int ErrorCode;//[Offset: 0x28, Size: 0x4]
byte[] RawData;//[Offset: 0x30, Size: 0x10]
FString RawFileSavePath;//[Offset: 0x40, Size: 0x10]
int DataLength;//[Offset: 0x50, Size: 0x4]
int ContentLength;//[Offset: 0x54, Size: 0x4]
int64 Timestamp;//[Offset: 0x58, Size: 0x8]

--------------------------------
Class: DownloaderHttpTask.Object
delegate OnTaskProgress;//[Offset: 0x28, Size: 0x10]
delegate OnTaskSuccess;//[Offset: 0x38, Size: 0x10]
delegate OnTaskFailed;//[Offset: 0x48, Size: 0x10]
DownloaderManager* Manager;//[Offset: 0x58, Size: 0x8]
DownloaderResponse DownloadResponse;//[Offset: 0x240, Size: 0x60]
void SetWriteFilePath(FString InWriteFilePath);// 0x47f9a40
void OnWriteFileComplete(bool bWriteResult);// 0x47f9990
void CreateAndProcessHttpRequest();// 0x47f9af4

--------------------------------
Class: DownloaderTaskInfo
FString NecessaryURL;//[Offset: 0x0, Size: 0x10]
FString[] BaseCDNUrlList;//[Offset: 0x10, Size: 0x10]
FString JsonRequestStr;//[Offset: 0x20, Size: 0x10]
FString HashStr;//[Offset: 0x30, Size: 0x10]
int MaxRetryTime;//[Offset: 0x40, Size: 0x4]
int FileSize;//[Offset: 0x44, Size: 0x4]
bool bUsingResumeTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]
bool bClearSubTaskCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x49, Size: 0x1]
bool bAsyncWrite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a,
Size: 0x1]
bool bAsyncMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b,
Size: 0x1]
bool bAsyncHashCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4c, Size: 0x1]
bool bUseBackgroundDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4d, Size: 0x1]
bool bForceRedownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4e, Size: 0x1]
bool bForceWrite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f,
Size: 0x1]
bool bNeedHashCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x50, Size: 0x1]
bool bEnableTimeOutFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x51, Size: 0x1]
float TimeOutSeconds;//[Offset: 0x54, Size: 0x4]
bool bCallBackWithRawData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x58, Size: 0x1]
bool bCutInLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59,
Size: 0x1]
FString FileDirectory;//[Offset: 0x60, Size: 0x10]
FString FileFullName;//[Offset: 0x70, Size: 0x10]
bool bCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80,
Size: 0x1]
bool bSuccessful;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81,
Size: 0x1]
int64 StartTimeStamp;//[Offset: 0x88, Size: 0x8]
int64 CompleteTimeStamp;//[Offset: 0x90, Size: 0x8]
FString Filename;//[Offset: 0x98, Size: 0x10]
FString FileExtension;//[Offset: 0xa8, Size: 0x10]

--------------------------------
Class: DownloaderManagerLuaImpl.Object
void UnInitDownloaderMgrLuaInternal();// 0x451d9f4
void ReportCdnDownloadFailedInternal(FString InNecessaryURL, out const enum
InFailedType, const int InErrorCode, FString InCdnUrl, const int64 InCostTime);//
0x451d9f4
bool InitDownloaderMgrLuaInternal();// 0x451d9f4

--------------------------------
Class: DownloaderMainTask.Object
delegate OnMainTaskProgress;//[Offset: 0x28, Size: 0x10]
delegate OnMainTaskSuccess;//[Offset: 0x38, Size: 0x10]
delegate OnMainTaskFailed;//[Offset: 0x48, Size: 0x10]
DownloaderManager* Manager;//[Offset: 0x58, Size: 0x8]
DownloaderResponse[] AllUrlTasksResponses;//[Offset: 0x60, Size: 0x10]
DownloaderSubTask*[] PausingSubTasks;//[Offset: 0x70, Size: 0x10]
<FName,DownloaderUrlTask*> AllUrlTasksMap;//[Offset: 0x80, Size: 0x50]
<FString,DownloaderProgressInfo> AllUrlTasksProgressInfoMap;//[Offset: 0xd0,
Size: 0x50]
void SetTaskReadyLaunch();// 0x47fa0dc
void OnUrlTaskSuccess(out const DownloaderResponse InResponse);// 0x47fa008
void OnUrlTaskProgress(out const DownloaderProgressInfo InProgressInfo);//
0x47f9e6c
void OnUrlTaskFailed(out const DownloaderFailedInfo InFailedInfo);//
0x47f9f44

--------------------------------
Class: DownloaderProgressInfo
FString NecessaryURL;//[Offset: 0x0, Size: 0x10]
int BytesSent;//[Offset: 0x10, Size: 0x4]
int BytesReceived;//[Offset: 0x14, Size: 0x4]
int CacheWritedSize;//[Offset: 0x18, Size: 0x4]
int MixedSize;//[Offset: 0x1c, Size: 0x4]
int TotalDownloadSize;//[Offset: 0x20, Size: 0x4]

--------------------------------
Class: DownloaderFailedInfo
FString NecessaryURL;//[Offset: 0x0, Size: 0x10]
int ErrorCode;//[Offset: 0x10, Size: 0x4]
enum FailedType;//[Offset: 0x14, Size: 0x1]

--------------------------------
Class: DownloaderUrlTask.Object
delegate OnUrlTaskProgress;//[Offset: 0x28, Size: 0x10]
delegate OnUrlTaskSuccess;//[Offset: 0x38, Size: 0x10]
delegate OnUrlTaskFailed;//[Offset: 0x48, Size: 0x10]
DownloaderManager* Manager;//[Offset: 0x58, Size: 0x8]
<FName,DownloaderSubTask*> AllSubTasksMap;//[Offset: 0x60, Size: 0x50]
void OnSubTaskSuccess(out const DownloaderResponse InResponse);// 0x47fe2f8
void OnSubTaskProgress(const int InCurBytesSent, const int
InCurBytesReceived);// 0x47fe110
void OnSubTaskFailed(out const enum InFailedType, const int InErrorCode);//
0x47fe200
void OnMergeFileComplete(const bool bMergeResult);// 0x47fe060
void OnHashCheckFileComplete(const bool bHashCheckResult);// 0x47fdfb0
void OnCallbackTimeOutFailed();// 0x47fdf9c

--------------------------------
Class: DownloaderReqJson
enum Verb;//[Offset: 0x0, Size: 0x1]
<FString,FString> Headers;//[Offset: 0x8, Size: 0x50]
<FString,FString> Queries;//[Offset: 0x58, Size: 0x50]
FString Body;//[Offset: 0xa8, Size: 0x10]

--------------------------------
Class: BlueCircleManager.GameManagerBase.Info.Actor.Object
BlueCircleInfo[] BlueCircleInfoList;//[Offset: 0x238, Size: 0x10]
SolarBlueCircle* BlueCircle;//[Offset: 0x248, Size: 0x8]
GameplayTag MiniMapTag;//[Offset: 0x250, Size: 0x8]
class Actor* BlueCircleClass;//[Offset: 0x258, Size: 0x8]
int[] LevelToOutcomIDs;//[Offset: 0x260, Size: 0x10]
int[] ExtraOutcomeIDs;//[Offset: 0x270, Size: 0x10]
BlueCircleInfo ActiveBlueCircleInfo;//[Offset: 0x280, Size: 0x14]
void OnRep_ActiveBlueCircleInfo();// 0x63999b4
void OnLevelLoaded(FString LevelName);// 0x63999c8
int[] GetExtraOutcomeIDs();// 0x63998dc
BlueCircleInfo GetActiveBlueCircleInfo();// 0x63998b8
void CheckMarkVisible();// 0x63999a0

--------------------------------
Class: BlueCircleInfo
Vector CenterLocation;//[Offset: 0x0, Size: 0xc]
float Radius;//[Offset: 0xc, Size: 0x4]
bool bHiddenInLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]

--------------------------------
Class: SolarBlueCircle.Actor.Object
float HightLimit;//[Offset: 0x238, Size: 0x4]
float MinimumDistance;//[Offset: 0x23c, Size: 0x4]
float FadeOutTime;//[Offset: 0x240, Size: 0x4]
StaticMeshComponent* CenterStaticMeshComponent;//[Offset: 0x248, Size: 0x8]
StaticMeshComponent* GlowStaticMeshComponent;//[Offset: 0x250, Size: 0x8]
void SetBlueCircleEnd();// 0x655c560
void OnCustomGameStateChanged(const enum NewGameState);// 0x655c574
StaticMeshComponent* GetGlowStaticMeshComponent();// 0x704f228
StaticMeshComponent* GetCenterStaticMeshComponent();// 0x704f228
void BlueCircleFadeout();// 0x655c54c

--------------------------------
Class: SolarRecordReplayInfoBase.SolarReplayInfoBase.Object
void WriteHeaderData(out FString[] OutHeaderData);// 0x6756680

--------------------------------
Class: SolarReplayInfoBase.Object
FString CurrentSessionName;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: SolarTryToPlayReplay.Object
void ShowRetryDialog();// 0x704f228
void PlayReplay();// 0x6748584
void OnPlayStartFailed(World* World, byte FailureType);// 0x6748490
void BroadcastOnStartPlayReplayFailed(bool bRetry);// 0x67483e0

--------------------------------
Class: SolarPlayReplayInfoBase.SolarReplayInfoBase.Object
void StopPlay(bool bRetry);// 0x6748bbc
void ProcessHeaderData(out const FString[] HeaderData);// 0x6748884
void OnPlayPreScrub(World* World);// 0x6748a24
void OnPlayAtEnd(World* World);// 0x6748974
void AppendCheatersPlayerID(out const FString[] InCheatersPlayerID);//
0x6748ad4

--------------------------------
Class: SolarRequestReplayDownloadUrl.Object
StartPlayParams StartParams;//[Offset: 0x60, Size: 0x38]
void StartRequestDownloadUrl();// 0x704f228
void Init(out const StartPlayParams Params);// 0x704f228
void BroadcastOnURLRequestFailed();// 0x6747ee8
void BroadcastOnURLRequested(out const StartPlayParams Params);// 0x6747efc

--------------------------------
Class: StartPlayParams
FString BattleID;//[Offset: 0x0, Size: 0x10]
FString PlayerId;//[Offset: 0x10, Size: 0x10]
FString URL;//[Offset: 0x20, Size: 0x10]
enum Type;//[Offset: 0x30, Size: 0x1]
bool bIsLocal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31,
Size: 0x1]
bool bIsLive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32,
Size: 0x1]

--------------------------------
Class: SolarReplaySubsystemLuaImpl.Object
void SetRequestTryStrategyImpl(float Interval, int Times);// 0x451d9f4
void SetReadyToRecordImpl(bool bIsReady, out const FString[] OBPlayerIDs);//
0x451d9f4
void ReportReplayConversionImpl(const ReplayReportData ReplayReportData);//
0x451d9f4
void ReportHighlightConversionImpl(const HighlightReportData
HighlightReportData);// 0x451d9f4
void OnDestroyImpl();// 0x451d9f4
bool IsReadyToRecordImpl();// 0x451d9f4
bool IsHighlightVersionOutImpl(FString ChangeList, FString
MainBuildVersion);// 0x451d9f4

--------------------------------
Class: SpectateConditions
bool bCanBeSpectate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
float LookAtSelfDeathBoxCountDown;//[Offset: 0x4, Size: 0x4]
float BlockWhenAcedCountDown;//[Offset: 0x8, Size: 0x4]
enum[] FindSpectateTargetPolicy;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: ReplicateItemData
int ItemID;//[Offset: 0x0, Size: 0x4]
int count;//[Offset: 0x4, Size: 0x4]
int Slot;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: ReplicateMaxPileData
int ItemID;//[Offset: 0x0, Size: 0x4]
int MaxPile;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: CharacterRoleAbilityInfo
bool bHasAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
bool bIsCountingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2, Size: 0x1]
float StartCDTime;//[Offset: 0x4, Size: 0x4]
float TotalCDTime;//[Offset: 0x8, Size: 0x4]
int State;//[Offset: 0xc, Size: 0x4]
bool bOngoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14,
Size: 0x1]
int Level;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: BattleUpgradeEffectParamData
enum EffectType;//[Offset: 0x0, Size: 0x1]
int ParameterSum;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: VehicleSpectateInfo
SolarVehiclePawn* SpectateVehicle;//[Offset: 0x0, Size: 0x8]
SolarVehicleWeapon* SpectateVehicleWeapon;//[Offset: 0x8, Size: 0x8]
enum VehicleWeaponScopeType;//[Offset: 0x10, Size: 0x1]

--------------------------------
Class: PostProcessEffectInfo
GameplayTag PostProcessTag;//[Offset: 0x0, Size: 0x8]
int InstigatorEffectLevel;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: SpectateReportInfo
uint32 RankLevelID;//[Offset: 0x0, Size: 0x4]
FString TargetUserID;//[Offset: 0x8, Size: 0x10]
byte TargetType;//[Offset: 0x18, Size: 0x1]
uint32 SpectateElapsedTime;//[Offset: 0x1c, Size: 0x4]
byte Type;//[Offset: 0x20, Size: 0x1]

--------------------------------
Class: KillEnemySnapshot

--------------------------------
Class:
PlayerInfoActorComponent.ConnectionRelevantActorComponent.ActorComponent.Object
SolarPlayerState* CacheOwner;//[Offset: 0xb0, Size: 0x8]
int KillTeammate;//[Offset: 0xb8, Size: 0x4]
int KillDownTeammate;//[Offset: 0xbc, Size: 0x4]
void OnRep_KillTeammate();// 0x64cfb34
void OnRep_KillDownTeammate();// 0x64cfb20

--------------------------------
Class: ConnectionRelevantActorComponent.ActorComponent.Object

--------------------------------
Class: SettlementTempData
int TotalAccountExp;//[Offset: 0x0, Size: 0x4]
int AccountLevel;//[Offset: 0x4, Size: 0x4]
int CurCharacterLevel;//[Offset: 0x58, Size: 0x4]
int TotalCharacterExp;//[Offset: 0x5c, Size: 0x4]
bool bCharExpFull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x60, Size: 0x1]
bool bHaveRankData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x61, Size: 0x1]
int RankBeforeScore;//[Offset: 0x64, Size: 0x4]
int RankAfterScore;//[Offset: 0x68, Size: 0x4]
int RankSurviveScore;//[Offset: 0x6c, Size: 0x4]
int RankBeforeSurviveScore;//[Offset: 0x70, Size: 0x4]
int RankDefeatScore;//[Offset: 0x74, Size: 0x4]
int RankBeforeDefeatScore;//[Offset: 0x78, Size: 0x4]
float RankDefeatRatio;//[Offset: 0x7c, Size: 0x4]
int RankLegend;//[Offset: 0x80, Size: 0x4]
byte RankProtectType;//[Offset: 0x84, Size: 0x1]
bool IsRankFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85,
Size: 0x1]
int WinninScoreID;//[Offset: 0x88, Size: 0x4]
int BattlePassID;//[Offset: 0x8c, Size: 0x4]
int BattlePassAddExp;//[Offset: 0x90, Size: 0x4]
int BattlePassExp;//[Offset: 0x94, Size: 0x4]
int[] BattlePassTaskID;//[Offset: 0x98, Size: 0x10]
int[] BattlePassTaskWeek;//[Offset: 0xa8, Size: 0x10]
int[] BattlePassTaskAdd;//[Offset: 0xb8, Size: 0x10]
int[] BattlePassTaskVal;//[Offset: 0xc8, Size: 0x10]
int64[] BattlePassInstID;//[Offset: 0xd8, Size: 0x10]

--------------------------------
Class: ExposeLocationMap
<SolarPlayerState*,int> InnerMap;//[Offset: 0x0, Size: 0x50]
SolarPlayerState* Owner;//[Offset: 0x50, Size: 0x8]

--------------------------------
Class: SolarAchievementComponent.ActorComponent.Object
DataTable* AchievementHandleConfig;//[Offset: 0xb0, Size: 0x8]
class AchievementFormula* AchievementFormulaClass;//[Offset: 0xb8, Size: 0x8]
AchievementFormula* AchievementFormula;//[Offset: 0xc0, Size: 0x8]
<int,AchievementResult> AllStatisticAchievement;//[Offset: 0x170, Size: 0x50]
void UnlockAchievement(int InAchievementID);// 0x652fb64
void SetAchievementValue(int InAchievementID, int InUpdateValue);// 0x652f984
bool IsAchievementCompleted(int InAchievementID);// 0x652f820
void IncreaseAchievementValue(int InAchievementID, int InUpdateValue);//
0x652fa74
int GetAchievementPorgressValue(int InAchievementID);// 0x652f8d4

--------------------------------
Class: AchievementFormula.Actor.Object
SolarAchievementComponent* GetAchievementComponent();// 0x652f5e4
int GetAchievedTargetValue(int InAchievementID);// 0x652f534
int[] GetAchievedConditionValue(int InAchievementID);// 0x652f43c

--------------------------------
Class: AchievementResult
int AchievementID;//[Offset: 0x0, Size: 0x4]
int ProgressValue;//[Offset: 0x4, Size: 0x4]
bool IsUnlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8,
Size: 0x1]
enum AchievementReportType;//[Offset: 0x9, Size: 0x1]

--------------------------------
Class: SpatializeInfoTrack.SpatializeInfo.Info.Actor.Object
TrackArray TrackArray;//[Offset: 0x240, Size: 0x130]
float Timeout;//[Offset: 0x3fc, Size: 0x4]
float MinRevealDistance;//[Offset: 0x400, Size: 0x4]
int MaxTrackNum;//[Offset: 0x404, Size: 0x4]
<TrackItem,3DMeshWidgetTrack*> CurTrackWidgets;//[Offset: 0x408, Size: 0x50]
void UpdateWidgets(bool bFromNetUpdate);// 0x6cbb7d8

--------------------------------
Class: SpatializeInfo.Info.Actor.Object
--------------------------------
Class: TrackArray.FastArraySerializer
TrackItem[] Tracks;//[Offset: 0x108, Size: 0x10]

--------------------------------
Class: TrackItem.SpatializeItem.FastArraySerializerItem
float Time;//[Offset: 0x18, Size: 0x4]
FString PID;//[Offset: 0x20, Size: 0x10]
bool bValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
bool bProjected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31,
Size: 0x1]
Vector FloorLocation;//[Offset: 0x34, Size: 0xc]

--------------------------------
Class: SpatializeItem.FastArraySerializerItem
Vector Location;//[Offset: 0xc, Size: 0xc]

--------------------------------
Class: 3DMeshWidgetTrack.3DMeshWidget.Actor.Object
Vector BoxHalfExtent;//[Offset: 0x250, Size: 0xc]
float PlayerNearbyAlpha;//[Offset: 0x25c, Size: 0x4]
bool bDebugCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x260, Size: 0x1]
FName MaterialAlphaParamName;//[Offset: 0x264, Size: 0x8]
FName MaterialCountDownName;//[Offset: 0x26c, Size: 0x8]
float MaxTraceDist;//[Offset: 0x274, Size: 0x4]
float DistFromGround;//[Offset: 0x278, Size: 0x4]
StaticMeshComponent* StaticMeshCountDown;//[Offset: 0x280, Size: 0x8]
TextRenderComponent* DistTextComp;//[Offset: 0x288, Size: 0x8]
MaterialInstanceDynamic* DynamicMaterialIcon;//[Offset: 0x290, Size: 0x8]
MaterialInstanceDynamic* DynamicMaterialCountDown;//[Offset: 0x298, Size:
0x8]
MaterialInstanceDynamic* DynamicMaterialDistText;//[Offset: 0x2a0, Size: 0x8]

--------------------------------
Class: 3DMeshWidget.Actor.Object
SceneComponent* DefaultSceneRoot;//[Offset: 0x238, Size: 0x8]
StaticMeshComponent* StaticMeshComp;//[Offset: 0x240, Size: 0x8]

--------------------------------
Class: TextRenderComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
FText Text;//[Offset: 0x598, Size: 0x18]
MaterialInterface* TextMaterial;//[Offset: 0x5b0, Size: 0x8]
bool bFullyExpandedUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5b8, Size: 0x1]
Font* Font;//[Offset: 0x5c0, Size: 0x8]
byte HorizontalAlignment;//[Offset: 0x5c8, Size: 0x1]
byte VerticalAlignment;//[Offset: 0x5c9, Size: 0x1]
Color TextRenderColor;//[Offset: 0x5cc, Size: 0x4]
float XScale;//[Offset: 0x5d0, Size: 0x4]
float YScale;//[Offset: 0x5d4, Size: 0x4]
float WorldSize;//[Offset: 0x5d8, Size: 0x4]
float InvDefaultSize;//[Offset: 0x5dc, Size: 0x4]
float HorizSpacingAdjust;//[Offset: 0x5e0, Size: 0x4]
float VertSpacingAdjust;//[Offset: 0x5e4, Size: 0x4]
bool bAlwaysRenderAsText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x5e8, Size: 0x1]
void SetYScale(float Value);// 0x8f1399c
void SetXScale(float Value);// 0x8f13a44
void SetWorldSize(float Value);// 0x8f137a4
void SetVertSpacingAdjust(float Value);// 0x8f1384c
void SetVerticalAlignment(byte Value);// 0x8f13b90
void SetTextRenderColor(Color Value);// 0x8f13aec
void SetTextMaterial(MaterialInterface* Material);// 0x8f13d88
void SetText(FString Value);// 0x8f13f50
void SetHorizSpacingAdjust(float Value);// 0x8f138f4
void SetHorizontalAlignment(byte Value);// 0x8f13c38
void SetFont(Font* Value);// 0x8f13ce0
void K2_SetText(out const FText Value);// 0x8f13e30
Vector GetTextWorldSize();// 0x8f13734
Vector GetTextLocalSize();// 0x8f1376c

--------------------------------
Class: SolarBattleWeaponData
int weaponid;//[Offset: 0x0, Size: 0x4]
int SkinId;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarPlayerData
int battle_fight_num;//[Offset: 0x0, Size: 0x4]
int teammate_nonfriend_num;//[Offset: 0x4, Size: 0x4]
int airbox_number;//[Offset: 0x8, Size: 0x4]
int CollectBoxNum;//[Offset: 0xc, Size: 0x4]
int CollectBoxNumWithHighQuality;//[Offset: 0x10, Size: 0x4]
int BuyESElectricNum;//[Offset: 0x14, Size: 0x4]
<int,int> StrongholdBoxCollectCount;//[Offset: 0x18, Size: 0x50]

--------------------------------
Class: SolarGameModeStatisticsComponent.GameModeCompBase.ActorComponent.Object
<FString,PlayerStatisticsData*> AllPlayerStatData;//[Offset: 0x100, Size:
0x50]
enum[] SpecialFuncTag;//[Offset: 0x150, Size: 0x10]
int[] GetValue_IntArray(FString InPlayerID, enum InType);// 0x664f700
int GetValue_Int(FString InPlayerID, enum InType);// 0x664f5f8
PlayerStatisticsData* GetPlayerStatData(FString InPlayerID);// 0x664f89c

--------------------------------
Class: GameModeCompBase.ActorComponent.Object
bool bPreStartPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb8, Size: 0x1]
bool bTakeChargeStartPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb9, Size: 0x1]
bool bPostStartPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xba, Size: 0x1]
bool bPreHandleMatchHasStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xbd, Size: 0x1]
bool bTakeChargeHandleMatchHasStarted;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xbe, Size: 0x1]
bool bPostHandleMatchHasStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0xbf, Size: 0x1]
class SolarGameStateComponent* GameStateCompClass;//[Offset: 0xd0, Size: 0x8]
SolarGameStateComponent* GameStateComp;//[Offset: 0xd8, Size: 0x8]
bool bPreRestartPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe0, Size: 0x1]
bool bTakeChargeRestartPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe1, Size: 0x1]
bool bPostRestartPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe2, Size: 0x1]
bool bPreEndPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5,
Size: 0x1]
bool bTakeChargeEndPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xe6, Size: 0x1]
bool bPostEndPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xe7, Size: 0x1]
void PreStartPlayBind(out const GameModeCompBase*[] ComponentCollection);//
0x643e6d8
void PreRestartPlayerBind(out const GameModeCompBase*[] ComponentCollection,
Controller* NewPlayer);// 0x643dd94
void PreHandleMatchHasStartedBind(out const GameModeCompBase*[]
ComponentCollection);// 0x643e2b0
void PreGameModeStartPlay(out const GameModeCompBase*[]
ComponentCollection);// 0x643e610
void PreGameModeRestartPlayer(out const GameModeCompBase*[]
ComponentCollection, Controller* NewPlayer);// 0x643dc88
void PreGameModeHandleMatchHasStarted(out const GameModeCompBase*[]
ComponentCollection);// 0x643e1e8
void PreGameModeEndPlay(out const GameModeCompBase*[] ComponentCollection,
byte EndPlayReason);// 0x643d704
void PreEndPlayBind(out const GameModeCompBase*[] ComponentCollection, byte
EndPlayReason);// 0x643d810
void PostStartPlayBind(out const GameModeCompBase*[] ComponentCollection);//
0x643e438
void PostRestartPlayerBind(out const GameModeCompBase*[] ComponentCollection,
Controller* NewPlayer);// 0x643da20
void PostHandleMatchHasStartedBind(out const GameModeCompBase*[]
ComponentCollection);// 0x643e010
void PostGameModeStartPlay(out const GameModeCompBase*[]
ComponentCollection);// 0x643e370
void PostGameModeRestartPlayer(out const GameModeCompBase*[]
ComponentCollection, Controller* NewPlayer);// 0x643d914
void PostGameModeHandleMatchHasStarted(out const GameModeCompBase*[]
ComponentCollection);// 0x643df48
void PostGameModeEndPlay(out const GameModeCompBase*[] ComponentCollection,
byte EndPlayReason);// 0x643d390
void PostEndPlayBind(out const GameModeCompBase*[] ComponentCollection, byte
EndPlayReason);// 0x643d49c
void OnMatchStateSet(FName InState);// 0x643de98
void OnGameModeStartPlay(out bool bOutSuccess, out const GameModeCompBase*[]
ComponentCollection);// 0x643e4f8
void OnGameModeRestartPlayer(out bool bOutSuccess, out const
GameModeCompBase*[] ComponentCollection, Controller* NewPlayer);// 0x643db24
void OnGameModeHandleMatchHasStarted(out bool bOutSuccess, out const
GameModeCompBase*[] ComponentCollection);// 0x643e0d0
void OnGameModeEndPlay(out bool bOutSuccess, out const GameModeCompBase*[]
ComponentCollection, byte EndPlayReason);// 0x643d5a0
SolarGameMode* GetGameModeOwner();// 0x643e798

--------------------------------
Class: PlayerStatisticsData.Object
delegate OnIncreaseWeaponKillNum;//[Offset: 0x28, Size: 0x10]
Vector GetValue_Vector(enum InType);// 0x664e898
int GetValue_StringIntMap(enum InType, FString InKey);// 0x664ecb0
void GetValue_MapStringInt(enum InType, out <FString,int> OutValue);//
0x664e368
void GetValue_MapKeyWithValueInt(enum InType, out int[] OutValue);//
0x664e78c
void GetValue_MapKeyWithValueFloat(enum InType, out int[] OutValue);//
0x664e680
void GetValue_MapIntInt(enum InType, out <int,int> OutValue);// 0x664e490
int GetValue_IntFromMap(enum InType, int IntKey);// 0x664edb8
void GetValue_IntArray(enum InType, out int[] OutResult);// 0x664ea58
int GetValue_Int(enum InType);// 0x664eeb4
float GetValue_FloatFromMap(enum InType, int IntKey, bool Floor);// 0x664eb64
void GetValue_FloatArray(enum InType, out float[] OutResult);// 0x664e94c
float GetValue_Float(enum InType, bool Floor);// 0x664ef64
void BP_GetValue_StrongholdItemCount(int StrongholdID, out
SimpleItemTypeData[] OutValue);// 0x664e25c

--------------------------------
Class: SolarGameMode.GameMode.GameModeBase.Info.Actor.Object
delegate PreStartPlay;//[Offset: 0x320, Size: 0x10]
delegate CalledStartPlay;//[Offset: 0x330, Size: 0x10]
delegate PostStartPlay;//[Offset: 0x340, Size: 0x10]
delegate PreHandleMatchHasStarted;//[Offset: 0x350, Size: 0x10]
delegate CalledHandleMatchHasStarted;//[Offset: 0x360, Size: 0x10]
delegate PostHandleMatchHasStarted;//[Offset: 0x370, Size: 0x10]
delegate PreRestartPlayer;//[Offset: 0x380, Size: 0x10]
delegate CalledRestartPlayer;//[Offset: 0x390, Size: 0x10]
delegate PostRestartPlayer;//[Offset: 0x3a0, Size: 0x10]
delegate PreEndPlay;//[Offset: 0x3b0, Size: 0x10]
delegate CalledEndPlay;//[Offset: 0x3c0, Size: 0x10]
delegate PostEndPlay;//[Offset: 0x3d0, Size: 0x10]
GameModeCompBase*[] GameModeComponents;//[Offset: 0x3e0, Size: 0x10]
bool bShowPickupTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3f1, Size: 0x1]
int GamePlayMode;//[Offset: 0x3f4, Size: 0x4]
class Actor[] ManagerClasses;//[Offset: 0x3f8, Size: 0x10]
FString CharacterClassPath;//[Offset: 0x410, Size: 0x10]
int CharacterIdInTrainningCourse;//[Offset: 0x420, Size: 0x4]
int SkinIdInTrainningCourse;//[Offset: 0x424, Size: 0x4]
int BagIdInTrainingCourse;//[Offset: 0x428, Size: 0x4]
bool bManuallyModifyCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x42c, Size: 0x1]
int SpecifiedCharacterSkinID;//[Offset: 0x430, Size: 0x4]
bool bManuallyModifyCharacterBagId;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x434, Size: 0x1]
int SpecifiedCharacterBagID;//[Offset: 0x438, Size: 0x4]
bool bManuallyModifyCharacterBagTrailId;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x43c, Size: 0x1]
int SpecifiedCharacterBagTrailID;//[Offset: 0x440, Size: 0x4]
delegate OnPostSpawnDefaultSolarCharacterAtTransform;//[Offset: 0x448, Size:
0x10]
SolarGameModeAIComponent* AIMgrComponent;//[Offset: 0x458, Size: 0x8]
SolarGameModeStatisticsComponent* StatComponent;//[Offset: 0x460, Size: 0x8]
Actor*[] PreStarts;//[Offset: 0x468, Size: 0x10]
SolarTeamInfo*[] Teams;//[Offset: 0x478, Size: 0x10]
SolarTeamInfo*[] AliveTeams;//[Offset: 0x488, Size: 0x10]
SolarPlayerState*[] AlivePlayers;//[Offset: 0x498, Size: 0x10]
class SolarTeamInfo* TeamClass;//[Offset: 0x4a8, Size: 0x8]
DataTable* TeamDataTable;//[Offset: 0x4b0, Size: 0x8]
SolarFlyTrail* FlyTrailActor;//[Offset: 0x570, Size: 0x8]
FString[] BannedPlayerIDList;//[Offset: 0x5c0, Size: 0x10]
int CountdownToBeginTime;//[Offset: 0x5d8, Size: 0x4]
int CountdownToStopMatchingTime;//[Offset: 0x5dc, Size: 0x4]
bool bBotsDataReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x5e0, Size: 0x1]
SolarCharacterDataCollector* CharacterDataCollector;//[Offset: 0x608, Size:
0x8]
void UpdatePlayerData(int CharacterSkinID, int CharacterBagID, int
CharacterBagTrailID, int CharacterCapsuleID, SolarPlayerState* PlayerState);//
0x704f228
void UpdateDeserterTag(SolarPlayerState* PlayerState);// 0x663fb3c
void UpdateBotPlayerData(SolarPlayerState* PlayerState);// 0x704f228
FString TryKickOutOnlinePlayer(FString PlayerId, const bool
IsAllowReconnect);// 0x6641330
void SpawnBotTick();// 0x663f5ec
void SolarGM_SetAntiCheatData(FString InVariableName, float InMin, float
InMax, float InThreshold, bool bInBanPlayer);// 0x663f938
void SetGamePlayMode(int InGamePlayMode);// 0x66410fc
void SetCountdownToStopMatching(int MaxTime);// 0x663f49c
void SetCountdownToBegin(int MaxTime);// 0x663f544
void RestartPlayerTakeChargeEvent__DelegateSignature(out bool bOutSuccess,
out const GameModeCompBase*[] ComponentCollection, Controller* NewPlayer);//
0x704f228
void RestartPlayerEvent__DelegateSignature(out const GameModeCompBase*[]
ComponentCollection, Controller* NewPlayer);// 0x704f228
void ReceiveRecordLaunchParams();// 0x704f228
void PresettleAll();// 0x663fb20
void PreAssignTeam(byte DesiredTeamID, FString[] Players);// 0x66404ec
void
PostSpawnDefaultSolarCharacterAtTransformDelegate__DelegateSignature(SolarPlayerSta
te* NewPlayer, SolarCharacter* NewCharacter);// 0x704f228
void PostPreAssignTeams();// 0x66404d0
static bool ParseLaunchParamIntValue(FString Match, out int Result);//
0x663f828
static bool ParseLaunchParamFStringValue(FString Match, out FString
Result);// 0x663f70c
void OnStartBattleresponded();// 0x6641254
bool OnPlayerReJoinRequest(FString PlayerId, out FString ErrorMsg);//
0x6641484
void OnPlayerLeaveTeam(SolarTeamInfo* InTeamInfo, SolarPlayerState*
InPlayerState);// 0x663fda4
void OnPlayerJoinTeam(SolarTeamInfo* InTeamInfo, SolarPlayerState*
InPlayerState);// 0x663fe94
void OnPlayerAliveStateChanged(SolarPlayerState* InPlayerState, bool
bAlive);// 0x663fca8
void OnBotsDataReady();// 0x663f608
void NotifyItemStateChanged(const Actor* Item, const int State);// 0x704f228
void KickOutPlayerToLobby(FString InPlayerID);// 0x664127c
void KickOutAllPlayerToLobby();// 0x6641268
bool IsCustomRoom(int InRuleID);// 0x704f228
bool IsBannedForCheating(FString PlayerId);// 0x663f64c
void InitCharacterClassPath(int CharacterId);// 0x704f228
void GetTeams(out SolarTeamInfo*[] OutTeams, bool FilterNoMemberTeam, bool
FilterAlreadySettled);// 0x6640090
int GetRandomSkinByCharacterID(const int InCharacterId);// 0x704f228
int GetRandomCharacterID();// 0x704f228
int[] GetRandomAISkinIDByEliminateIDs(out const int[] EliminateIDs);//
0x704f228
int[] GetRandomAISkinID(const SolarPlayerState* InPS, bool bOnlyLowerPos);//
0x704f228
bool GetPreStartTransform(out Transform OutTransform);// 0x66401ec
int GetMatchTeammateCount();// 0x6640670
int GetGamePlayMode();// 0x66410c0
static GameModeGlobalSetting* GetGameModeSetting(const Object*
WorldContextObject);// 0x66411ac
void GetEmptyTeams(out SolarTeamInfo*[] OutTeams, bool Reverse);// 0x663ff84
void GameModeComponentTakeChargeEvent__DelegateSignature(out bool
bOutSuccess, out const GameModeCompBase*[] ComponentCollection);// 0x704f228
void GameModeComponentEvent__DelegateSignature(out const GameModeCompBase*[]
ComponentCollection);// 0x704f228
void EndPlayTakeChargeEvent__DelegateSignature(out bool bOutSuccess, out
const GameModeCompBase*[] ComponentCollection, byte EndPlayReason);// 0x704f228
void EndPlayEvent__DelegateSignature(out const GameModeCompBase*[]
ComponentCollection, byte EndPlayReason);// 0x704f228
void EnableActorChannelCloseDelayForCharacters();// 0x663f638
void DisableActorChannelCloseDelayForCharacters();// 0x663f624
SolarPlayerState* CreateBotAISingle(int CharacterId, out const Vector
Location, enum[] JoinPolicies, class SolarBotAIController ControllerClass, const
int Difficultly);// 0x6640d48
SolarPlayerState* CreateBotAIAndJoinTeamByName(int CharacterId, out const
Vector Location, FString TeamName, class SolarBotAIController ControllerClass,
const int Difficultly, bool SpawnCharacter);// 0x66408d4
SolarPlayerState* CreateBotAIAndJoinTeamByID(int CharacterId, out const
Vector Location, const byte TeamID, class SolarBotAIController ControllerClass,
const int Difficultly, bool SpawnCharacter);// 0x6640b14
SolarPlayerState* CreateBotAIAndJoinTeam(int CharacterId, out const Vector
Location, SolarTeamInfo* TeamInfo, class SolarBotAIController ControllerClass,
const int Difficultly, bool SpawnCharacter);// 0x66406a4
SolarPlayerState* CreateBotAI(int CharacterId, out const Vector Location,
const int Difficultly);// 0x6640f6c
bool CanPlayerBattle(SolarPlayerState* PlayerState);// 0x663fbec
bool CanEndMatchEarly();// 0x663f45c
void AssignPlayerBattleExtraData(FString[] InPlayerIDs, int[]
InGroupNonFriendNums);// 0x66402d4

--------------------------------
Class: GameMode.GameModeBase.Info.Actor.Object
FName MatchState;//[Offset: 0x2d8, Size: 0x8]
bool bDelayedStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x2e0, Size: 0x1]
int NumSpectators;//[Offset: 0x2e4, Size: 0x4]
int NumPlayers;//[Offset: 0x2e8, Size: 0x4]
int NumBots;//[Offset: 0x2ec, Size: 0x4]
float MinRespawnDelay;//[Offset: 0x2f0, Size: 0x4]
int NumTravellingPlayers;//[Offset: 0x2f4, Size: 0x4]
class LocalMessage* EngineMessageClass;//[Offset: 0x2f8, Size: 0x8]
PlayerState*[] InactivePlayerArray;//[Offset: 0x300, Size: 0x10]
float InactivePlayerStateLifeSpan;//[Offset: 0x310, Size: 0x4]
int MaxInactivePlayers;//[Offset: 0x314, Size: 0x4]
bool bHandleDedicatedServerReplays;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x318, Size: 0x1]
void StartMatch();// 0x8d94238
void SetBandwidthLimit(float AsyncIOBandwidthLimit);// 0x8d93ff8
void Say(FString Msg);// 0x8d940a8
void RestartGame();// 0x8d94200
bool ReadyToStartMatch();// 0x8d941a4
bool ReadyToEndMatch();// 0x8d94164
void K2_OnSetMatchState(FName NewState);// 0x704f228
bool IsMatchInProgress();// 0x8d94294
bool HasMatchEnded();// 0x8d94254
FName GetMatchState();// 0x8d942d4
void EndMatch();// 0x8d9421c
void AbortMatch();// 0x8d941e4

--------------------------------
Class: SolarGameModeAIComponent.GameModeCompBase.ActorComponent.Object
class SolarBotAIController* BotAIControllerClass;//[Offset: 0xf0, Size: 0x8]
<int,SolarBotBattleConfig*> BotDifficultyConfigs;//[Offset: 0xf8, Size: 0x50]
class SolarAIControllerBase* OfflinePlayerAIControllerClass;//[Offset: 0x148,
Size: 0x8]
SolarGameMode* GameModeOwner;//[Offset: 0x150, Size: 0x8]
bool bEnableIrisAIStrategy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x158, Size: 0x1]
bool bEnableMLSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x159, Size: 0x1]
bool bPreserveBotOnMatchStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15a, Size: 0x1]
bool bUseCtrlIndexAsBotName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x15b, Size: 0x1]
class SolarBotAITeamManager* BotTeamManagerClass;//[Offset: 0x160, Size: 0x8]
class SolarPreservedBotManager* BotPreservedManagerClass;//[Offset: 0x168,
Size: 0x8]
class SolarBotGameplayTaskManager* BotGameplayTaskManagerClass;//[Offset:
0x170, Size: 0x8]
int MaxNumPreservedBots;//[Offset: 0x178, Size: 0x4]
float MaxRatioPreservedBots;//[Offset: 0x17c, Size: 0x4]
SolarBotAITeamManager* BotTeamManager;//[Offset: 0x180, Size: 0x8]
SolarPreservedBotManager* BotPreservedManager;//[Offset: 0x188, Size: 0x8]
SolarBotGameplayTaskManager* BotGameplayTaskManager;//[Offset: 0x190, Size:
0x8]
bool bInitBotByTeamPreset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x198, Size: 0x1]
bool bCanBotTeamRebirth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x199, Size: 0x1]
bool bCanPlayerTeamRebirth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x19a, Size: 0x1]
bool bCanBotTeamBuyRescue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x19b, Size: 0x1]
bool bCanPlayerTeamBuyRescue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x19c, Size: 0x1]
SolarFuncBotController*[] FunctionalBots;//[Offset: 0x1a0, Size: 0x10]
<enum,class SolarBotWarmSystemBase> WarmSystemClassConfig;//[Offset: 0x1b0,
Size: 0x50]
SolarBotWarmSystemBase* BotWarmSystem;//[Offset: 0x200, Size: 0x8]
bool bEnableBehaviorMonitor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x208, Size: 0x1]
bool bOnlyRecordPlayerCombat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x209, Size: 0x1]
SolarBotBehaviorMonitor* BehaviorMonitor;//[Offset: 0x210, Size: 0x8]
class SolarBotDirectorSystem* DirectorSystemClassConfig;//[Offset: 0x218,
Size: 0x8]
SolarBotDirectorSystem* BotDirectorSystem;//[Offset: 0x220, Size: 0x8]
SolarGameBotSetting GameBotSetting;//[Offset: 0x228, Size: 0xd8]
SolarFuncBotController* SpawnFunctionalBot(out const SolarFuncBotSpawnParam
SpawnParam);// 0x6642c5c
void OnReceiveBotKilled(SolarPlayerState* InPS);// 0x6642d4c
void OnBattleStarted();// 0x6642e34
void OnBattleOver();// 0x6642dfc
void OnAllBotSpawnFinished();// 0x6642e18
void OnAcquiredIrisAIFeedStrategy(out const FeedBotStrategyInfo[]
StrategyInfos);// 0x704f228
static int GetGameBotBaseDifficulty(Object* Context);// 0x6642b80
void GetDeathBoxExtraStuff(SolarPlayerState* BotState, SolarPlayerState*
PlayerState, out <int,int> Stuff);// 0x6642e50
enum GetCurrentWarmSystemType();// 0x6642c28
static SolarGameModeAIComponent* Get(const Object* Context);// 0x6642fc8

--------------------------------
Class: SolarFuncBotSpawnParam
class SolarFuncBotController* CtrlSubClass;//[Offset: 0x0, Size: 0x8]
class SolarCharacter* CharacterSubClass;//[Offset: 0x8, Size: 0x8]
int CharacterId;//[Offset: 0x10, Size: 0x4]
int SkinId;//[Offset: 0x14, Size: 0x4]
SolarBotAIConfig* ConfigPreset;//[Offset: 0x18, Size: 0x8]
Transform SpawnTrans;//[Offset: 0x20, Size: 0x30]

--------------------------------
Class:
SolarFuncBotController.SolarBotControllerBase.SolarAIControllerBase.AIController.Co
ntroller.Actor.Object

--------------------------------
Class:
SolarBotControllerBase.SolarAIControllerBase.AIController.Controller.Actor.Object
NavAgentProperties VehicleAgentProperties;//[Offset: 0x370, Size: 0x30]
SolarFollowingComponent* PathFollowingComp;//[Offset: 0x3a0, Size: 0x8]
float CharacterLookAtInterpSpeed;//[Offset: 0x3b4, Size: 0x4]
Vector2D MovementVector;//[Offset: 0x3b8, Size: 0x8]
SolarBotAIConfig* BotConfigPreset;//[Offset: 0x3e8, Size: 0x8]
SolarBotBattleConfig* BotBattleConfig;//[Offset: 0x3f0, Size: 0x8]
SolarBotBattleConfigNew DefaultBotBattleConfig;//[Offset: 0x3f8, Size: 0x110]
FName DefaultFireBone;//[Offset: 0x508, Size: 0x8]
float BotAIAttackRange;//[Offset: 0x574, Size: 0x4]
float BotAIAttackRangeUnArm;//[Offset: 0x578, Size: 0x4]
bool bCanAutoSwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x57c, Size: 0x1]
float MinimumDistanceForRepeatedBoarding;//[Offset: 0x590, Size: 0x4]
void SwitchVehicleSeat(int TargetSeatIdx, bool bLatent);// 0x6579984
void SetLowHealthProtectThreshold(float InThreshold);// 0x6579c54
void SetBotConfigPreset(SolarBotAIConfig* InConfig);// 0x6579fb8
void SetAdditiveFireConfig(out const BotSpecifiedFireConfig AdditiveConfig,
FName IdentifierTag);// 0x6579da4
void RemoveAdditiveFireConfig(FName IdentifierTag);// 0x6579cfc
void OnPlayerGetOffVehicle(int GetOffSeatIndex, SolarCharacter*
GetOffPlayer);// 0x6579890
SolarFollowingComponent* GetSolarFollowingComponent();// 0x657a09c
SolarCharacter* GetPossessedCharacter();// 0x657a068
void GetOnVehicle(SolarVehiclePawn* Vehicle, bool bLatent);// 0x6579b3c
void GetOffVehicle(bool bLatent);// 0x6579a84
BotFireConfig GetFireConfig(const Actor* InTargetActor, bool bModified);//
0x6579eb0
void ClearAllDynamicFireConfig();// 0x6579c40

--------------------------------
Class: SolarAIControllerBase.AIController.Controller.Actor.Object
BehaviorTree* BehaviorTree;//[Offset: 0x360, Size: 0x8]

--------------------------------
Class: AIController.Controller.Actor.Object
bool bStartAILogicOnPossess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x300, Size: 0x1]
bool bStopAILogicOnUnposses;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x300, Size: 0x1]
bool bLOSflag;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300,
Size: 0x1]
bool bSkipExtraLOSChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset:
0x300, Size: 0x1]
bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset:
0x300, Size: 0x1]
bool bWantsPlayerState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset:
0x300, Size: 0x1]
bool bSetControlRotationFromPawnOrientation;//(ByteOffset: 0, ByteMask: 64,
FieldMask: 64)[Offset: 0x300, Size: 0x1]
PathFollowingComponent* PathFollowingComponent;//[Offset: 0x308, Size: 0x8]
BrainComponent* BrainComponent;//[Offset: 0x310, Size: 0x8]
AIPerceptionComponent* PerceptionComponent;//[Offset: 0x318, Size: 0x8]
PawnActionsComponent* ActionsComp;//[Offset: 0x320, Size: 0x8]
BlackboardComponent* Blackboard;//[Offset: 0x328, Size: 0x8]
GameplayTasksComponent* CachedGameplayTasksComponent;//[Offset: 0x330, Size:
0x8]
class NavigationQueryFilter* DefaultNavigationFilterClass;//[Offset: 0x338,
Size: 0x8]
delegate ReceiveMoveCompleted;//[Offset: 0x340, Size: 0x10]
bool UseBlackboard(BlackboardData* BlackboardAsset, out BlackboardComponent*
BlackboardComponent);// 0x9292180
void UnclaimTaskResource(class GameplayTaskResource ResourceClass);//
0x9292030
void SetPathFollowingComponent(PathFollowingComponent* NewPFComponent);//
0x9291bc8
void SetMoveBlockDetection(bool bEnable);// 0x9292348
bool RunBehaviorTree(BehaviorTree* BTAsset);// 0x929228c
void OnUsingBlackBoard(BlackboardComponent* BlackboardComp, BlackboardData*
BlackboardAsset);// 0x704f228
void OnGameplayTaskResourcesClaimed(GameplayResourceSet NewlyClaimed,
GameplayResourceSet FreshlyReleased);// 0x9291ca8
byte MoveToLocation(out const Vector Dest, float AcceptanceRadius, bool
bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool
bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);//
0x929249c
byte MoveToActor(Actor* Goal, float AcceptanceRadius, bool bStopOnOverlap,
bool bUsePathfinding, bool bCanStrafe, class NavigationQueryFilter FilterClass,
bool bAllowPartialPath);// 0x9292770
void K2_SetFocus(Actor* NewFocus);// 0x9291dec
void K2_SetFocalPoint(Vector FP);// 0x9291e94
void K2_ClearFocus();// 0x9291da4
bool HasPartialPath();// 0x9292430
PathFollowingComponent* GetPathFollowingComponent();// 0x9291c8c
byte GetMoveStatus();// 0x9292468
Vector GetImmediateMoveDestination();// 0x92923f8
Actor* GetFocusActor();// 0x9291db8
Vector GetFocalPointOnActor(const Actor* Actor);// 0x9291f3c
Vector GetFocalPoint();// 0x9291ff8
AIPerceptionComponent* GetAIPerceptionComponent();// 0x9291c70
void ClaimTaskResource(class GameplayTaskResource ResourceClass);// 0x92920d8

--------------------------------
Class: SolarBotAIConfig.DataAsset.Object
GameplayTagContainer IdentifierTags;//[Offset: 0x30, Size: 0x20]
SolarBotConfigSection_Battle* BattleSection;//[Offset: 0x50, Size: 0x8]
SolarBotConfigSection_Loot* LootSection;//[Offset: 0x58, Size: 0x8]
SolarBotConfigSection_Perception* PerceptionSection;//[Offset: 0x60, Size:
0x8]
SolarBotConfigSection_RoleSkill* RoleSkillSection;//[Offset: 0x68, Size: 0x8]
SolarBotConfigSection*[] CustomSections;//[Offset: 0x70, Size: 0x10]

--------------------------------
Class: SolarBotConfigSection_Battle.SolarBotConfigSection.Object
SolarBotBattleConfigNew BotBattleConfig;//[Offset: 0x30, Size: 0x110]
SolarBotUseSniperPosConfig SniperPosConfig;//[Offset: 0x140, Size: 0x1c]
BehaviorTree* BattleSubTree;//[Offset: 0x160, Size: 0x8]

--------------------------------
Class: SolarBotConfigSection.Object
GameplayTag SectionTag;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: SolarBotBattleConfigNew
BotFireConfig DefaultFireConfig;//[Offset: 0x0, Size: 0xc]
BotSpecifiedFireCurveConfig[] SpecifiedFireCurveConfigs;//[Offset: 0x10,
Size: 0x10]
BotSpecifiedFireConfig[] SpecifiedFireConfigs;//[Offset: 0x20, Size: 0x10]
float DefaultFireLockRadius;//[Offset: 0x30, Size: 0x4]
<enum,RangeFloat> ShotLockRadiusMap;//[Offset: 0x38, Size: 0x50]
FName[] TargetCharacterBones;//[Offset: 0x88, Size: 0x10]
bool bPreventFatalDamageToPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x98, Size: 0x1]
float HealthLeftThreshold;//[Offset: 0x9c, Size: 0x4]
float WarmUpDuration;//[Offset: 0xa0, Size: 0x4]
float WarmUpBaseFactor;//[Offset: 0xa4, Size: 0x4]
float WarmUpMaxInflictDamage;//[Offset: 0xa8, Size: 0x4]
float WarmUpEndFaceToAngleThreshold;//[Offset: 0xac, Size: 0x4]
bool bEnableShootSimulator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb0, Size: 0x1]
SolarBotShootConfig DefaultShootConfig;//[Offset: 0xb4, Size: 0x58]

--------------------------------
Class: BotFireConfig
float HitRate;//[Offset: 0x0, Size: 0x4]
float ActiveDamageRate;//[Offset: 0x4, Size: 0x4]
float ActiveDamageFactor;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: BotSpecifiedFireCurveConfig.BotSpecifiedFireConfig
bool bEnableHitRateCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10, Size: 0x1]
RuntimeFloatCurve HitRateHPCurve;//[Offset: 0x18, Size: 0x88]
bool bEnableDamageRateCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa0, Size: 0x1]
RuntimeFloatCurve DamageRateHPCurve;//[Offset: 0xa8, Size: 0x88]
bool bEnableDamageFactorCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x130, Size: 0x1]
RuntimeFloatCurve DamageFactorHPCurve;//[Offset: 0x138, Size: 0x88]

--------------------------------
Class: BotSpecifiedFireConfig
enum UsedWeaponType;//[Offset: 0x0, Size: 0x1]
enum TargetCtlType;//[Offset: 0x1, Size: 0x1]
enum TargetType;//[Offset: 0x2, Size: 0x1]
BotFireConfig FireConfig;//[Offset: 0x4, Size: 0xc]

--------------------------------
Class: RangeFloat
float Min;//[Offset: 0x0, Size: 0x4]
float Max;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarBotShootConfig
enum FirePolicy;//[Offset: 0x0, Size: 0x1]
float FollowInterpSpeed;//[Offset: 0x4, Size: 0x4]
float AntiHorizRecoilStrenghth;//[Offset: 0x8, Size: 0x4]
float AntiVertRecoilStrenghth;//[Offset: 0xc, Size: 0x4]
float LockHeightOffset;//[Offset: 0x10, Size: 0x4]
float AimInterpSpeed;//[Offset: 0x14, Size: 0x4]
float MaxFollowDeltaAngle;//[Offset: 0x18, Size: 0x4]
float MaxPreciseMoveAngle;//[Offset: 0x1c, Size: 0x4]
float RoughMoveMaxAngle;//[Offset: 0x20, Size: 0x4]
float FollowMoveSpeed;//[Offset: 0x24, Size: 0x4]
float PreciseMoveSpeed;//[Offset: 0x28, Size: 0x4]
float RoughMoveSpeed;//[Offset: 0x2c, Size: 0x4]
float LockMoveSpeed;//[Offset: 0x30, Size: 0x4]
float PreciseMoveDeviationYaw;//[Offset: 0x34, Size: 0x4]
float PreciseMoveDeviationPitch;//[Offset: 0x38, Size: 0x4]
float RoughMoveDeviationYaw;//[Offset: 0x3c, Size: 0x4]
float RoughMoveDeviationPitch;//[Offset: 0x40, Size: 0x4]
float LockMoveMaxDeltaYaw;//[Offset: 0x44, Size: 0x4]
float LockMoveMaxDeltaPitch;//[Offset: 0x48, Size: 0x4]
float RoughMoveReactionTime;//[Offset: 0x4c, Size: 0x4]
float PreciseMoveReactionTime;//[Offset: 0x50, Size: 0x4]
float MaxFollowUnreachTime;//[Offset: 0x54, Size: 0x4]

--------------------------------
Class: SolarBotUseSniperPosConfig
int MinNumSpawnerHasSearched;//[Offset: 0x0, Size: 0x4]
float MinElapsedReachedZone;//[Offset: 0x4, Size: 0x4]
float MinEnemyDistance;//[Offset: 0x8, Size: 0x4]
int MinNumBeHitAbandonPos;//[Offset: 0xc, Size: 0x4]
int MaxDurationOccupyPos;//[Offset: 0x10, Size: 0x4]
float MaxDurationReachedPos;//[Offset: 0x14, Size: 0x4]
float IntervalUseNextPos;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: BehaviorTree.Object
BTCompositeNode* RootNode;//[Offset: 0x30, Size: 0x8]
BlackboardData* BlackboardAsset;//[Offset: 0x38, Size: 0x8]
BTDecorator*[] RootDecorators;//[Offset: 0x40, Size: 0x10]
BTDecoratorLogic[] RootDecoratorOps;//[Offset: 0x50, Size: 0x10]

--------------------------------
Class: BTCompositeNode.BTNode.Object
BTCompositeChild[] Children;//[Offset: 0x58, Size: 0x10]
BTService*[] Services;//[Offset: 0x68, Size: 0x10]
bool bApplyDecoratorScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x88, Size: 0x1]

--------------------------------
Class: BTNode.Object
FString NodeName;//[Offset: 0x30, Size: 0x10]
BehaviorTree* TreeAsset;//[Offset: 0x40, Size: 0x8]
BTCompositeNode* ParentNode;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: BTCompositeChild
BTCompositeNode* ChildComposite;//[Offset: 0x0, Size: 0x8]
BTTaskNode* ChildTask;//[Offset: 0x8, Size: 0x8]
BTDecorator*[] Decorators;//[Offset: 0x10, Size: 0x10]
BTDecoratorLogic[] DecoratorOps;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: BTTaskNode.BTNode.Object
BTService*[] Services;//[Offset: 0x58, Size: 0x10]
bool bIgnoreRestartSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x68, Size: 0x1]

--------------------------------
Class: BTService.BTAuxiliaryNode.BTNode.Object
float Interval;//[Offset: 0x58, Size: 0x4]
float RandomDeviation;//[Offset: 0x5c, Size: 0x4]
bool bCallTickOnSearchStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x60, Size: 0x1]
bool bRestartTimerOnEachActivation;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x60, Size: 0x1]

--------------------------------
Class: BTAuxiliaryNode.BTNode.Object

--------------------------------
Class: BTDecorator.BTAuxiliaryNode.BTNode.Object
bool bInverseCondition;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)
[Offset: 0x58, Size: 0x1]
byte FlowAbortMode;//[Offset: 0x59, Size: 0x1]

--------------------------------
Class: BTDecoratorLogic
byte Operation;//[Offset: 0x0, Size: 0x1]
uint16 Number;//[Offset: 0x2, Size: 0x2]

--------------------------------
Class: BlackboardData.DataAsset.Object
BlackboardData* Parent;//[Offset: 0x30, Size: 0x8]
BlackboardEntry[] Keys;//[Offset: 0x38, Size: 0x10]
bool bHasSynchronizedKeys;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x48, Size: 0x1]

--------------------------------
Class: BlackboardEntry
FName EntryName;//[Offset: 0x0, Size: 0x8]
BlackboardKeyType* KeyType;//[Offset: 0x8, Size: 0x8]
bool bInstanceSynced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x10, Size: 0x1]

--------------------------------
Class: BlackboardKeyType.Object

--------------------------------
Class: SolarBotConfigSection_Loot.SolarBotConfigSection.Object
SolarBotLootValuationConfig ValuationConfig;//[Offset: 0x30, Size: 0x58]
SolarBotLootSearchConfig SearchConfig;//[Offset: 0x88, Size: 0x3c]
SolarBotLootWeaponFeedConfig WeaponFeedConfig;//[Offset: 0xc8, Size: 0x20]
BehaviorTree* LootSubTree;//[Offset: 0xe8, Size: 0x8]

--------------------------------
Class: SolarBotLootValuationConfig
float MoveCostFactor;//[Offset: 0x0, Size: 0x4]
float DistSelfToSpawnerFactor;//[Offset: 0x4, Size: 0x4]
float DistSpawnerOffsetFactor;//[Offset: 0x8, Size: 0x4]
float AvgDistSpawnerToTeammatesFactor;//[Offset: 0xc, Size: 0x4]
float AssualtRifleBaseValue;//[Offset: 0x10, Size: 0x4]
float ShotgunBaseValue;//[Offset: 0x14, Size: 0x4]
float SubmachinegunBaseValue;//[Offset: 0x18, Size: 0x4]
float SniperBaseValue;//[Offset: 0x1c, Size: 0x4]
float WeaponQualityValue;//[Offset: 0x20, Size: 0x4]
float AmmoBaseValue;//[Offset: 0x24, Size: 0x4]
float AmmoMatchFactor;//[Offset: 0x28, Size: 0x4]
float ShieldBaseValue;//[Offset: 0x2c, Size: 0x4]
float ShieldQualityValue;//[Offset: 0x30, Size: 0x4]
float JetpackModuleBaseValue;//[Offset: 0x34, Size: 0x4]
float JetpackModuleQualityValue;//[Offset: 0x38, Size: 0x4]
float MedkitBaseValue;//[Offset: 0x3c, Size: 0x4]
float MedkitHPRatioFactor;//[Offset: 0x40, Size: 0x4]
enum[] SearchTargetOutOfCurrentLootZone;//[Offset: 0x48, Size: 0x10]

--------------------------------
Class: SolarBotLootSearchConfig
float MaxSearchRangeNearbyPlayer;//[Offset: 0x0, Size: 0x4]
float MinSearchRangeNearbyPlayer;//[Offset: 0x4, Size: 0x4]
float RadiusTolerance;//[Offset: 0x8, Size: 0x4]
Vector2D NearbyEnemyOuterFactorRange;//[Offset: 0xc, Size: 0x8]
Vector2D NearbyEnemyInnerFactorRange;//[Offset: 0x14, Size: 0x8]
Vector2D NearbyEnemyCountRange;//[Offset: 0x1c, Size: 0x8]
Vector2D NearbySpawnerOuterFactorRange;//[Offset: 0x24, Size: 0x8]
Vector2D NearbySpawnerInnerFactorRange;//[Offset: 0x2c, Size: 0x8]
Vector2D NearbySpawnerCountRange;//[Offset: 0x34, Size: 0x8]

--------------------------------
Class: SolarBotLootWeaponFeedConfig
float MaxNoWeaponTime;//[Offset: 0x0, Size: 0x4]
int[] FeedWeaponIDs;//[Offset: 0x8, Size: 0x10]
float CheckPlayerSightInterval;//[Offset: 0x18, Size: 0x4]
bool bStartFeedAfterSearchedAnySpawner;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x1c, Size: 0x1]

--------------------------------
Class: SolarBotConfigSection_Perception.SolarBotConfigSection.Object
SolarBotThreatConfig ThreatConfig;//[Offset: 0x30, Size: 0x70]
<enum,SolarBotThreatConfig> WPSpecificThreatConfig;//[Offset: 0xa0, Size:
0x50]

--------------------------------
Class: SolarBotThreatConfig
float ThreatUpdateInterval;//[Offset: 0x0, Size: 0x4]
float AttackTriggerThreshold;//[Offset: 0x4, Size: 0x4]
float CancelAttackTriggerThreshold;//[Offset: 0x8, Size: 0x4]
float SwitchTargetDifferenceValue;//[Offset: 0xc, Size: 0x4]
float DistanceThreshold;//[Offset: 0x10, Size: 0x4]
float DistanceThresholdInSmoke;//[Offset: 0x14, Size: 0x4]
float SightLoseRange;//[Offset: 0x18, Size: 0x4]
float PeripheralVisionAngleDegrees;//[Offset: 0x1c, Size: 0x4]
float SightIncreaseBase;//[Offset: 0x20, Size: 0x4]
float SightIncreaseDistanceFactor;//[Offset: 0x24, Size: 0x4]
float SightDecreaseBase;//[Offset: 0x28, Size: 0x4]
float SightDecreaseDistanceFactor;//[Offset: 0x2c, Size: 0x4]
float SightDecreaseMax;//[Offset: 0x30, Size: 0x4]
float SightMaxValue;//[Offset: 0x34, Size: 0x4]
float HearingAddBase;//[Offset: 0x38, Size: 0x4]
float HearingAddDistanceFactor;//[Offset: 0x3c, Size: 0x4]
float HearingDecreasePerTick;//[Offset: 0x40, Size: 0x4]
float HearingMaxValue;//[Offset: 0x44, Size: 0x4]
float HitSoundAlertRange;//[Offset: 0x48, Size: 0x4]
float BotThreatFactor;//[Offset: 0x4c, Size: 0x4]
float PlayerThreatFactor;//[Offset: 0x50, Size: 0x4]
float DeathVergeFactor;//[Offset: 0x54, Size: 0x4]
float MassInvisibilityPrepareFactor;//[Offset: 0x58, Size: 0x4]
float MaxDistanceThreatFactor;//[Offset: 0x5c, Size: 0x4]
float DistanceThreatFactorDecayRate;//[Offset: 0x60, Size: 0x4]
float AccompanyThreatMaxValue;//[Offset: 0x64, Size: 0x4]
float AccompanyThreatAddBase;//[Offset: 0x68, Size: 0x4]
float AccompanyDecreasePerTick;//[Offset: 0x6c, Size: 0x4]

--------------------------------
Class: SolarBotConfigSection_RoleSkill.SolarBotConfigSection.Object
SolarBotRoleSkillConfig[] RoleSkillConfig;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: SolarBotRoleSkillConfig
GameplayTag SkillTag;//[Offset: 0x0, Size: 0x8]
float MaxDistanceToTargetLocation;//[Offset: 0x8, Size: 0x4]
float DistanceFromTargetActor;//[Offset: 0xc, Size: 0x4]
float RandomRadius;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: PathFollowingComponent.ActorComponent.Object
NavMovementComponent* MovementComp;//[Offset: 0xe8, Size: 0x8]
NavigationData* MyNavData;//[Offset: 0x100, Size: 0x8]
void OnNavDataRegistered(NavigationData* NavData);// 0x92b8a40
void OnActorBump(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse,
out const HitResult Hit);// 0x92b8b54
Vector GetPathDestination();// 0x92b8ae8
byte GetPathActionType();// 0x92b8b20

--------------------------------
Class:
SolarFollowingComponent.CrowdFollowingComponent.PathFollowingComponent.ActorCompone
nt.Object
bool bEnableOffmeshDetect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29c, Size: 0x1]
float MinDetectInterval;//[Offset: 0x2a0, Size: 0x4]
uint32 MaxDetectIteration;//[Offset: 0x2a4, Size: 0x4]
Vector InitialOffmeshSolveExtent;//[Offset: 0x2a8, Size: 0xc]
float MinZDiffDetectUndergroud;//[Offset: 0x2b4, Size: 0x4]
float AgentSwimingHalfHeightPct;//[Offset: 0x2b8, Size: 0x4]
float AgentNormalHalfHeightPct;//[Offset: 0x2bc, Size: 0x4]
float ReachTestCheckAngleWV;//[Offset: 0x2c0, Size: 0x4]
float MinSpeedLastSegmentWV;//[Offset: 0x2c4, Size: 0x4]
float TurningSpeedWV;//[Offset: 0x2c8, Size: 0x4]
float TurningSteeringThresholdWV;//[Offset: 0x2cc, Size: 0x4]
float BlockDetectionDistanceCharacter;//[Offset: 0x2d0, Size: 0x4]
float BlockDetectionDistanceVehicle;//[Offset: 0x2d4, Size: 0x4]
GameplayTagContainer SolveBlockForbiddenTags;//[Offset: 0x2d8, Size: 0x20]
bool bEnableSolveBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x308, Size: 0x1]
SolarVehiclePawn* VehicleActor;//[Offset: 0x340, Size: 0x8]
float SensorTraceDistance;//[Offset: 0x354, Size: 0x4]
bool bEnableDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x358, Size: 0x1]
float RightSensorAlpha;//[Offset: 0x35c, Size: 0x4]
float CentralSensorAlpha;//[Offset: 0x360, Size: 0x4]
float LeftSensorAlpha;//[Offset: 0x364, Size: 0x4]
float SteeringAngle;//[Offset: 0x368, Size: 0x4]
float VehicleSteeringSensitivity;//[Offset: 0x36c, Size: 0x4]
float BrakingForce;//[Offset: 0x370, Size: 0x4]
float DecelerationDistance;//[Offset: 0x374, Size: 0x4]
float VehicleDecelerationSpeed;//[Offset: 0x378, Size: 0x4]
float VehicleTurningSpeed;//[Offset: 0x37c, Size: 0x4]
float CheckReverseDistance;//[Offset: 0x380, Size: 0x4]
float HoverCheckBlockSpeed;//[Offset: 0x384, Size: 0x4]
float WheeledCheckBlockSpeed;//[Offset: 0x388, Size: 0x4]
float LeggedVehicleCheckBlockSpeed;//[Offset: 0x38c, Size: 0x4]
float CheckBlockTime;//[Offset: 0x394, Size: 0x4]
int TryReverseTimes;//[Offset: 0x3a0, Size: 0x4]
float TryReverseDurationTime;//[Offset: 0x3a4, Size: 0x4]
float SolveBlockGoFrontTime;//[Offset: 0x3b0, Size: 0x4]
bool bPathFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3b8, Size: 0x1]
bool bKeepVelocityDuringRVO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3d4, Size: 0x1]
VehicleDetector[] DetectorList;//[Offset: 0x3d8, Size: 0x10]
float BlockAlpha;//[Offset: 0x3e8, Size: 0x4]
bool bNeedReFindPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3ec, Size: 0x1]
int VehicleBlockedLocationCheckCount;//[Offset: 0x3f0, Size: 0x4]
float VehicleBlockedLocationDistance;//[Offset: 0x3f4, Size: 0x4]
void SetVehicle(Actor* VehicleActorIn);// 0x6631a0c
void OnUpdatedCharacterMovementModeChanged(Character* Character, byte
PrevMovementMode, byte PreviousCustomMode);// 0x6631ab4
void OnUpdatedCharacterLanded(out const HitResult Hit);// 0x6631bfc

--------------------------------
Class: CrowdFollowingComponent.PathFollowingComponent.ActorComponent.Object
CharacterMovementComponent* CharacterMovement;//[Offset: 0x268, Size: 0x8]
Vector CrowdAgentMoveDirection;//[Offset: 0x270, Size: 0xc]
void SuspendCrowdSteering(bool bSuspend);// 0x92acc60

--------------------------------
Class: VehicleDetector
Rotator VehicleLocalRotator;//[Offset: 0x0, Size: 0xc]
Vector StartLocParameter;//[Offset: 0xc, Size: 0xc]

--------------------------------
Class: SolarBotBattleConfig.DataAsset.Object
SolarBotBattleConfigNew BattleConfig;//[Offset: 0x30, Size: 0x110]
int MLDifficulty;//[Offset: 0x140, Size: 0x4]
SolarBotUseSniperPosConfig SniperPosConfig;//[Offset: 0x144, Size: 0x1c]
BehaviorTree* BattleSubTree;//[Offset: 0x160, Size: 0x8]

--------------------------------
Class: BlackboardComponent.ActorComponent.Object
BrainComponent* BrainComp;//[Offset: 0xb0, Size: 0x8]
BlackboardData* DefaultBlackboardAsset;//[Offset: 0xb8, Size: 0x8]
BlackboardData* BlackboardAsset;//[Offset: 0xc0, Size: 0x8]
BlackboardKeyType*[] KeyInstances;//[Offset: 0xe8, Size: 0x10]
void SetValueAsVector(out const FName KeyName, Vector VectorValue);//
0x929f340
void SetValueAsString(out const FName KeyName, FString StringValue);//
0x929f530
void SetValueAsRotator(out const FName KeyName, Rotator VectorValue);//
0x929f248
void SetValueAsObject(out const FName KeyName, Object* ObjectValue);//
0x929fb64
void SetValueAsName(out const FName KeyName, FName NameValue);// 0x929f438
void SetValueAsInt(out const FName KeyName, int IntValue);// 0x929f87c
void SetValueAsFloat(out const FName KeyName, float FloatValue);// 0x929f784
void SetValueAsEnum(out const FName KeyName, byte EnumValue);// 0x929f974
void SetValueAsClass(out const FName KeyName, class Object ClassValue);//
0x929fa6c
void SetValueAsBool(out const FName KeyName, bool BoolValue);// 0x929f684
bool IsVectorValueSet(out const FName KeyName);// 0x929f188
Vector GetValueAsVector(out const FName KeyName);// 0x929fd1c
FString GetValueAsString(out const FName KeyName);// 0x929fe98
Rotator GetValueAsRotator(out const FName KeyName);// 0x929fc5c
Object* GetValueAsObject(out const FName KeyName);// 0x92a034c
FName GetValueAsName(out const FName KeyName);// 0x929fddc
int GetValueAsInt(out const FName KeyName);// 0x92a0118
float GetValueAsFloat(out const FName KeyName);// 0x92a005c
byte GetValueAsEnum(out const FName KeyName);// 0x92a01d4
class Object GetValueAsClass(out const FName KeyName);// 0x92a0290
bool GetValueAsBool(out const FName KeyName);// 0x929ff9c
bool GetRotationFromEntry(out const FName KeyName, out Rotator
ResultRotation);// 0x929ef60
bool GetLocationFromEntry(out const FName KeyName, out Vector
ResultLocation);// 0x929f074
void ClearValue(out const FName KeyName);// 0x929eeac

--------------------------------
Class: BrainComponent.ActorComponent.Object
BlackboardComponent* BlackboardComp;//[Offset: 0xb8, Size: 0x8]
AIController* AIOwner;//[Offset: 0xc0, Size: 0x8]
void StopLogic(FString Reason);// 0x92a1d0c
void StartLogic();// 0x92a1de4
void RestartLogic();// 0x92a1dc8
bool IsRunning();// 0x92a1ccc
bool IsPaused();// 0x92a1c8c

--------------------------------
Class: AIPerceptionComponent.ActorComponent.Object
AISenseConfig*[] SensesConfig;//[Offset: 0xb0, Size: 0x10]
class AISense* DominantSense;//[Offset: 0xc0, Size: 0x8]
AIController* AIOwner;//[Offset: 0xd8, Size: 0x8]
delegate OnPerceptionUpdated;//[Offset: 0x160, Size: 0x10]
delegate OnTargetPerceptionUpdated;//[Offset: 0x170, Size: 0x10]
void SetSenseEnabled(class AISense SenseClass, const bool bEnable);//
0x929418c
void RequestStimuliListenerUpdate();// 0x929479c
void OnOwnerEndPlay(Actor* Actor, byte EndPlayReason);// 0x92947b0
void GetPerceivedHostileActors(out Actor*[] OutActors);// 0x92946c8
void GetPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);//
0x92943a4
void GetKnownPerceivedActors(class AISense SenseToUse, out Actor*[]
OutActors);// 0x92944b0
void GetCurrentlyPerceivedActors(class AISense SenseToUse, out Actor*[]
OutActors);// 0x92945bc
bool GetActorsPerception(Actor* Actor, out ActorPerceptionBlueprintInfo
Info);// 0x9294288
void ForgetAll();// 0x9294788

--------------------------------
Class: AISenseConfig.Object
Color DebugColor;//[Offset: 0x28, Size: 0x4]
float MaxAge;//[Offset: 0x2c, Size: 0x4]
bool bStartsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x30, Size: 0x1]

--------------------------------
Class: AISense.Object
float DefaultExpirationAge;//[Offset: 0x28, Size: 0x4]
enum NotifyType;//[Offset: 0x2c, Size: 0x1]
bool bWantsNewPawnNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x2d, Size: 0x1]
bool bAutoRegisterAllPawnsAsSources;//(ByteOffset: 0, ByteMask: 2, FieldMask:
2)[Offset: 0x2d, Size: 0x1]
AIPerceptionSystem* PerceptionSystemInstance;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: AIPerceptionSystem.AISubsystem.Object
AISense*[] Senses;//[Offset: 0x90, Size: 0x10]
float PerceptionAgingRate;//[Offset: 0xa0, Size: 0x4]
static void ReportPerceptionEvent(Object* WorldContextObject, AISenseEvent*
PerceptionEvent);// 0x929549c
void ReportEvent(AISenseEvent* PerceptionEvent);// 0x929557c
static bool RegisterPerceptionStimuliSource(Object* WorldContextObject, class
AISense Sense, Actor* Target);// 0x929535c
void OnPerceptionStimuliSourceEndPlay(Actor* Actor, byte EndPlayReason);//
0x9295124
static class AISense GetSenseClassForStimulus(Object* WorldContextObject, out
const AIStimulus Stimulus);// 0x9295218

--------------------------------
Class: AISubsystem.Object
AISystem* AISystem;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: AISystem.AISystemBase.Object
SoftClassPath PerceptionSystemClassName;//[Offset: 0x58, Size: 0x18]
SoftClassPath HotSpotManagerClassName;//[Offset: 0x70, Size: 0x18]
float AcceptanceRadius;//[Offset: 0x88, Size: 0x4]
float PathfollowingRegularPathPointAcceptanceRadius;//[Offset: 0x8c, Size:
0x4]
float PathfollowingNavLinkAcceptanceRadius;//[Offset: 0x90, Size: 0x4]
bool bFinishMoveOnGoalOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x94, Size: 0x1]
bool bAcceptPartialPaths;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x95, Size: 0x1]
bool bAllowStrafing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x96, Size: 0x1]
bool bEnableBTAITasks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x97, Size: 0x1]
bool bAllowControllersAsEQSQuerier;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x98, Size: 0x1]
bool bEnableDebuggerPlugin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x99, Size: 0x1]
bool bForgetStaleActors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x9a, Size: 0x1]
byte DefaultSightCollisionChannel;//[Offset: 0x9b, Size: 0x1]
BehaviorTreeManager* BehaviorTreeManager;//[Offset: 0xa0, Size: 0x8]
EnvQueryManager* EnvironmentQueryManager;//[Offset: 0xa8, Size: 0x8]
AIPerceptionSystem* PerceptionSystem;//[Offset: 0xb0, Size: 0x8]
AIAsyncTaskBlueprintProxy*[] AllProxyObjects;//[Offset: 0xb8, Size: 0x10]
AIHotSpotManager* HotSpotManager;//[Offset: 0xc8, Size: 0x8]
NavLocalGridManager* NavLocalGrids;//[Offset: 0xd0, Size: 0x8]
void AILoggingVerbose();// 0x929a5f0
void AIIgnorePlayers();// 0x929a60c

--------------------------------
Class: BehaviorTreeManager.Object
int MaxDebuggerSteps;//[Offset: 0x28, Size: 0x4]
BehaviorTreeTemplateInfo[] LoadedTemplates;//[Offset: 0x30, Size: 0x10]
BehaviorTreeComponent*[] ActiveComponents;//[Offset: 0x40, Size: 0x10]

--------------------------------
Class: BehaviorTreeTemplateInfo
BehaviorTree* Asset;//[Offset: 0x0, Size: 0x8]
BTCompositeNode* Template;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: BehaviorTreeComponent.BrainComponent.ActorComponent.Object
BTNode*[] NodeInstances;//[Offset: 0x130, Size: 0x10]
BehaviorTree* DefaultBehaviorTreeAsset;//[Offset: 0x288, Size: 0x8]
void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree* BehaviorAsset);//
0x929bc58
float GetTagCooldownEndTime(GameplayTag CooldownTag);// 0x929be98
void AddCooldownTagDuration(GameplayTag CooldownTag, float CoolDownDuration,
bool bAddToExistingDuration);// 0x929bd50

--------------------------------
Class: EnvQueryManager.AISubsystem.Object
EnvQueryInstanceCache[] InstanceCache;//[Offset: 0xb0, Size: 0x10]
EnvQueryContext*[] LocalContexts;//[Offset: 0xc0, Size: 0x10]
EnvQueryInstanceBlueprintWrapper*[] GCShieldedWrappers;//[Offset: 0xd0, Size:
0x10]
float MaxAllowedTestingTime;//[Offset: 0x134, Size: 0x4]
bool bTestQueriesUsingBreadth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x138, Size: 0x1]
int QueryCountWarningThreshold;//[Offset: 0x13c, Size: 0x4]
double QueryCountWarningInterval;//[Offset: 0x140, Size: 0x8]
static EnvQueryInstanceBlueprintWrapper* RunEQSQuery(Object*
WorldContextObject, EnvQuery* QueryTemplate, Object* Querier, byte RunMode, class
EnvQueryInstanceBlueprintWrapper WrapperClass);// 0x92b1bec

--------------------------------
Class: EnvQueryInstanceCache
EnvQuery* Template;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: EnvQuery.DataAsset.Object
FName QueryName;//[Offset: 0x30, Size: 0x8]
EnvQueryOption*[] options;//[Offset: 0x38, Size: 0x10]

--------------------------------
Class: EnvQueryOption.Object
EnvQueryGenerator* Generator;//[Offset: 0x28, Size: 0x8]
EnvQueryTest*[] Tests;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: EnvQueryGenerator.EnvQueryNode.Object
FString OptionName;//[Offset: 0x30, Size: 0x10]
class EnvQueryItemType* ItemType;//[Offset: 0x40, Size: 0x8]
bool bAutoSortTests;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x48, Size: 0x1]

--------------------------------
Class: EnvQueryNode.Object
int VerNum;//[Offset: 0x28, Size: 0x4]

--------------------------------
Class: EnvQueryItemType.Object

--------------------------------
Class: EnvQueryTest.EnvQueryNode.Object
int TestOrder;//[Offset: 0x2c, Size: 0x4]
byte TestPurpose;//[Offset: 0x30, Size: 0x1]
FString TestComment;//[Offset: 0x38, Size: 0x10]
byte MultipleContextFilterOp;//[Offset: 0x48, Size: 0x1]
byte MultipleContextScoreOp;//[Offset: 0x49, Size: 0x1]
byte FilterType;//[Offset: 0x4a, Size: 0x1]
AIDataProviderBoolValue BoolValue;//[Offset: 0x50, Size: 0x38]
AIDataProviderFloatValue FloatValueMin;//[Offset: 0x88, Size: 0x38]
AIDataProviderFloatValue FloatValueMax;//[Offset: 0xc0, Size: 0x38]
byte ScoringEquation;//[Offset: 0xf9, Size: 0x1]
byte ClampMinType;//[Offset: 0xfa, Size: 0x1]
byte ClampMaxType;//[Offset: 0xfb, Size: 0x1]
enum NormalizationType;//[Offset: 0xfc, Size: 0x1]
AIDataProviderFloatValue ScoreClampMin;//[Offset: 0x100, Size: 0x38]
AIDataProviderFloatValue ScoreClampMax;//[Offset: 0x138, Size: 0x38]
AIDataProviderFloatValue ScoringFactor;//[Offset: 0x170, Size: 0x38]
AIDataProviderFloatValue ReferenceValue;//[Offset: 0x1a8, Size: 0x38]
bool bDefineReferenceValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1e0, Size: 0x1]
bool bWorkOnFloatValues;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x1f0, Size: 0x1]

--------------------------------
Class: AIDataProviderBoolValue.AIDataProviderTypedValue.AIDataProviderValue
bool DefaultValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x30, Size: 0x1]

--------------------------------
Class: AIDataProviderTypedValue.AIDataProviderValue
class Object* PropertyType;//[Offset: 0x20, Size: 0x8]
--------------------------------
Class: AIDataProviderValue
AIDataProvider* DataBinding;//[Offset: 0x10, Size: 0x8]
FName DataField;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: AIDataProvider.Object

--------------------------------
Class: AIDataProviderFloatValue.AIDataProviderTypedValue.AIDataProviderValue
float DefaultValue;//[Offset: 0x30, Size: 0x4]

--------------------------------
Class: EnvQueryContext.Object

--------------------------------
Class: EnvQueryInstanceBlueprintWrapper.Object
int QueryID;//[Offset: 0x30, Size: 0x4]
class EnvQueryItemType* ItemType;//[Offset: 0x58, Size: 0x8]
int OptionIndex;//[Offset: 0x60, Size: 0x4]
delegate OnQueryFinishedEvent;//[Offset: 0x68, Size: 0x10]
void SetNamedParam(FName ParamName, float Value);// 0x92b0b64
Vector[] GetResultsAsLocations();// 0x92b0c58
Actor*[] GetResultsAsActors();// 0x92b0d04
bool GetQueryResultsAsLocations(out Vector[] ResultLocations);// 0x92b0db0
bool GetQueryResultsAsActors(out Actor*[] ResultActors);// 0x92b0e7c
float GetItemScore(int ItemIndex);// 0x92b0f48
void
EQSQueryDoneSignature__DelegateSignature(EnvQueryInstanceBlueprintWrapper*
QueryInstance, byte QueryStatus);// 0x704f228

--------------------------------
Class: AIAsyncTaskBlueprintProxy.Object
delegate OnSuccess;//[Offset: 0x28, Size: 0x10]
delegate OnFail;//[Offset: 0x38, Size: 0x10]
void OnMoveCompleted(AIRequestID RequestID, byte MovementResult);// 0x92905e4

--------------------------------
Class: AIRequestID
uint32 RequestID;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: AIHotSpotManager.Object

--------------------------------
Class: NavLocalGridManager.Object
static bool SetLocalNavigationGridDensity(Object* WorldContextObject, float
CellSize);// 0x92b8384
static void RemoveLocalNavigationGrid(Object* WorldContextObject, int GridId,
bool bRebuildGrids);// 0x92b79a4
static bool FindLocalNavigationGridPath(Object* WorldContextObject, out const
Vector Start, out const Vector End, out Vector[] PathPoints);// 0x92b77f8
static int AddLocalNavigationGridForPoints(Object* WorldContextObject, out
const Vector[] Locations, const int Radius2D, const float Height, bool
bRebuildGrids);// 0x92b7fb8
static int AddLocalNavigationGridForPoint(Object* WorldContextObject, out
const Vector Location, const int Radius2D, const float Height, bool
bRebuildGrids);// 0x92b81a8
static int AddLocalNavigationGridForCapsule(Object* WorldContextObject, out
const Vector Location, float CapsuleRadius, float CapsuleHalfHeight, const int
Radius2D, const float Height, bool bRebuildGrids);// 0x92b7ad8
static int AddLocalNavigationGridForBox(Object* WorldContextObject, out const
Vector Location, Vector Extent, Rotator Rotation, const int Radius2D, const float
Height, bool bRebuildGrids);// 0x92b7d48

--------------------------------
Class: AISenseEvent.Object

--------------------------------
Class: AIStimulus
float Age;//[Offset: 0x0, Size: 0x4]
float ExpirationAge;//[Offset: 0x4, Size: 0x4]
float Strength;//[Offset: 0x8, Size: 0x4]
Vector StimulusLocation;//[Offset: 0xc, Size: 0xc]
Vector ReceiverLocation;//[Offset: 0x18, Size: 0xc]
FName Tag;//[Offset: 0x24, Size: 0x8]
bool bSuccessfullySensed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x38, Size: 0x1]

--------------------------------
Class: ActorPerceptionBlueprintInfo
Actor* Target;//[Offset: 0x0, Size: 0x8]
AIStimulus[] LastSensedStimuli;//[Offset: 0x8, Size: 0x10]
bool bIsHostile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18,
Size: 0x1]

--------------------------------
Class: GameplayResourceSet

--------------------------------
Class: NavigationQueryFilter.Object
NavigationFilterArea[] Areas;//[Offset: 0x28, Size: 0x10]
NavigationFilterFlags IncludeFlags;//[Offset: 0x38, Size: 0x4]
NavigationFilterFlags ExcludeFlags;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: NavigationFilterArea
class NavArea* AreaClass;//[Offset: 0x0, Size: 0x8]
float TravelCostOverride;//[Offset: 0x8, Size: 0x4]
float EnteringCostOverride;//[Offset: 0xc, Size: 0x4]
bool bIsExcluded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10,
Size: 0x1]
bool bOverrideTravelCost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x10, Size: 0x1]
bool bOverrideEnteringCost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x10, Size: 0x1]

--------------------------------
Class: NavigationFilterFlags
bool bNavFlag0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
bool bNavFlag1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0,
Size: 0x1]
bool bNavFlag2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0,
Size: 0x1]
bool bNavFlag3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0,
Size: 0x1]
bool bNavFlag4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0,
Size: 0x1]
bool bNavFlag5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0,
Size: 0x1]
bool bNavFlag6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0,
Size: 0x1]
bool bNavFlag7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0,
Size: 0x1]
bool bNavFlag8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1,
Size: 0x1]
bool bNavFlag9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1,
Size: 0x1]
bool bNavFlag10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1,
Size: 0x1]
bool bNavFlag11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1,
Size: 0x1]
bool bNavFlag12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1,
Size: 0x1]
bool bNavFlag13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1,
Size: 0x1]
bool bNavFlag14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1,
Size: 0x1]
bool bNavFlag15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1,
Size: 0x1]

--------------------------------
Class: PawnActionsComponent.ActorComponent.Object
Pawn* ControlledPawn;//[Offset: 0xb0, Size: 0x8]
PawnActionStack[] ActionStacks;//[Offset: 0xb8, Size: 0x10]
PawnActionEvent[] ActionEvents;//[Offset: 0xc8, Size: 0x10]
PawnAction* CurrentAction;//[Offset: 0xd8, Size: 0x8]
bool K2_PushAction(PawnAction* NewAction, byte Priority, Object*
Instigator);// 0x92ba294
static bool K2_PerformAction(Pawn* Pawn, PawnAction* Action, byte
Priority);// 0x92ba3e0
byte K2_ForceAbortAction(PawnAction* ActionToAbort);// 0x92ba134
byte K2_AbortAction(PawnAction* ActionToAbort);// 0x92ba1e4

--------------------------------
Class: PawnAction.Object
PawnAction* ChildAction;//[Offset: 0x28, Size: 0x8]
PawnAction* ParentAction;//[Offset: 0x30, Size: 0x8]
PawnActionsComponent* OwnerComponent;//[Offset: 0x38, Size: 0x8]
Object* Instigator;//[Offset: 0x40, Size: 0x8]
BrainComponent* BrainComp;//[Offset: 0x48, Size: 0x8]
bool bAllowNewSameClassInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x80, Size: 0x1]
bool bReplaceActiveSameClassInstance;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x80, Size: 0x1]
bool bShouldPauseMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)
[Offset: 0x80, Size: 0x1]
bool bAlwaysNotifyOnFinished;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)
[Offset: 0x80, Size: 0x1]
byte GetActionPriority();// 0x92b92a8
void Finish(byte WithResult);// 0x92b9108
static PawnAction* CreateActionInstance(Object* WorldContextObject, class
PawnAction ActionClass);// 0x92b91b8

--------------------------------
Class: PawnActionStack
PawnAction* TopAction;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: PawnActionEvent
PawnAction* Action;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class:
SolarBotAIController.SolarBotControllerBase.SolarAIControllerBase.AIController.Cont
roller.Actor.Object
SolarBotLootComponent* BotLootComponent;//[Offset: 0x5b8, Size: 0x8]
SolarPerceptionComponent* BotPerceptionComponent;//[Offset: 0x5c0, Size: 0x8]
WorldMarkComponent* WorldMarkComponent;//[Offset: 0x5e0, Size: 0x8]
float DefaultMaxStepHeight;//[Offset: 0x5e8, Size: 0x4]
class NavigationQueryFilter* BPDefaultNavigationFilterClass;//[Offset: 0x5f0,
Size: 0x8]
<GameplayTag,BehaviorTree*> SubTreeMap;//[Offset: 0x5f8, Size: 0x50]
float MinSpecVehicleDeltaPitch;//[Offset: 0x648, Size: 0x4]
delegate OnBotAIDeath;//[Offset: 0x650, Size: 0x10]
bool bInitDefaultWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x660, Size: 0x1]
int BotDefaultWeaponId;//[Offset: 0x664, Size: 0x4]
bool bSpawnDeathBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x668, Size: 0x1]
int UniqueSpawnerID;//[Offset: 0x66c, Size: 0x4]
int DefaultDifficultyLevel;//[Offset: 0x670, Size: 0x4]
int CurrentDifficultyLevel;//[Offset: 0x674, Size: 0x4]
SolarBotShootSimulater* ShootSimulater;//[Offset: 0x680, Size: 0x8]
enum BotAIType;//[Offset: 0x6f8, Size: 0x1]
int BotFeature;//[Offset: 0x6fc, Size: 0x4]
int BotStyle;//[Offset: 0x700, Size: 0x4]
NgaiAIControllerComponent* NgaiComponent;//[Offset: 0x708, Size: 0x8]
float SkywardFlyDetectDist;//[Offset: 0x710, Size: 0x4]
float SkywardFlyExtraDist;//[Offset: 0x714, Size: 0x4]
Vector SkywardFlyProjectExtent;//[Offset: 0x718, Size: 0xc]
int MaxSkywardFlyCount;//[Offset: 0x724, Size: 0x4]
float ValidEmojiUseDistance;//[Offset: 0x768, Size: 0x4]
float WorldMarkMessageDelayTime;//[Offset: 0x838, Size: 0x4]
void UpdateDynamicSubtree();// 0x656876c
void StopBehaviorTree();// 0x656819c
void SetViewTargetWithBlend(Actor* NewViewTarget, float BlendTime, byte
BlendFunc, float BlendExp, bool bLockOutgoing);// 0x6568344
bool SetupBotAIDifficulty(int DifficultyLevel, bool bAsDefault);// 0x6568240
bool SetupBotAICanUseCharacterData(int CharacterId, int SkinId);// 0x704f228
void SetLootSubtree(BehaviorTree* BehaviorAsset);// 0x656852c
void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree* BehaviorAsset);//
0x656867c
void SetBattleSubtree(BehaviorTree* BehaviorAsset);// 0x65685d4
void OnReset();// 0x704f228
void OnEnterLanding();// 0x6568224
void OnAbilityEnd(out const AbilityEndedData EndedData);// 0x6567f84
void OnAbilityActivated(GameplayAbility* ActivatedAbility);// 0x6567edc
bool IsTeamLeader();// 0x656807c
bool IsInPlayerTeam();// 0x6568044
bool IsIndependent();// 0x65680b4
bool IsAccompanyingPlayer();// 0x65681b0
enum[] GetPreferPickHeroTypes();// 0x6567e30
int GetPlayerStrengthGrade(out const SolarPlayerParamSet PlayerParamSet);//
0x6567d68
byte GetMyTeamID();// 0x65681e8
bool CanActivateVehicleAbility(int SeatIndex, int AbilityIndex);// 0x6568780
float CalculateScoreForAITarget(const Actor* AITargetActor);// 0x65680ec

--------------------------------
Class: SolarBotLootComponent.ActorComponent.Object
SolarBotLootValuationConfig DefaultValuationConfig;//[Offset: 0xb0, Size:
0x58]

--------------------------------
Class: SolarPerceptionComponent.AIPerceptionComponent.ActorComponent.Object
SolarBotThreatConfig DefaultThreatConfig;//[Offset: 0x180, Size: 0x70]
<enum,class Actor> ConfigAreaTypeIdentifyMap;//[Offset: 0x1f0, Size: 0x50]
PerceivableEAInfluenceConfig EffectAreasInfluenceConfig;//[Offset: 0x240,
Size: 0x60]
float MaxInfluenceRadius;//[Offset: 0x2a0, Size: 0x4]
float SmokeGrenadeAffectRadius;//[Offset: 0x2a4, Size: 0x4]
float EnergyBubbleAffectRadius;//[Offset: 0x2a8, Size: 0x4]
float SummonWallAffectRadius;//[Offset: 0x2ac, Size: 0x4]
float UAVShieldAffectRadius;//[Offset: 0x2b0, Size: 0x4]
float UAVRescueAffectRadius;//[Offset: 0x2b4, Size: 0x4]
bool bTargetSelectEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2b8, Size: 0x1]
FName[] ForbiddenTags;//[Offset: 0x2c0, Size: 0x10]
int MaxNumCachedDamage;//[Offset: 0x308, Size: 0x4]
void UpdateSenseConfig(float NewSightRadius, float SightLoseRange);//
0x66f55cc
void SetTargetSelectEnabled(bool bInEnable);// 0x66f5878
void SetForbiddenTags(out const FName[] Tags, bool bCleanExists);// 0x66f576c
void OnBotPerceptionUpdated(Actor* Actor, AIStimulus Stimulus);// 0x66f51a0
bool IsInEffectAreaOfType(enum Type, const Actor* InTestActor);// 0x66f541c
bool IsInAnyEffectArea(out PerceivableEffectArea[] ActiveEffectAreas, const
Actor* InTestActor);// 0x66f5304
float GetTargetCurrentThreatValue(SolarCharacter* ThreatTarget);// 0x66f551c
void ClearCurrentThreat(bool bCleanBestTarget);// 0x66f56bc

--------------------------------
Class: PerceivableEAInfluenceConfig
<enum,float> AreaTypeValueMap;//[Offset: 0x0, Size: 0x50]
float HostileAreaFactor;//[Offset: 0x50, Size: 0x4]
float NeutralAreaFactor;//[Offset: 0x54, Size: 0x4]
float FriendlyAreaFactor;//[Offset: 0x58, Size: 0x4]

--------------------------------
Class: PerceivableEffectArea
enum AreaType;//[Offset: 0x0, Size: 0x1]
Vector EffectLocation;//[Offset: 0x4, Size: 0xc]
float EffectRadius;//[Offset: 0x10, Size: 0x4]
Actor* EffectActor;//[Offset: 0x14, Size: 0x8]
Actor* Instigator;//[Offset: 0x1c, Size: 0x8]

--------------------------------
Class: SolarBotShootSimulater.Object
SolarBotAIController* OwnerController;//[Offset: 0x28, Size: 0x8]
Actor* LockedTargetActor;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: NgaiAIControllerComponent.ActorComponent.Object
SolarCharacterBase* EnemyCharacterBase;//[Offset: 0xb0, Size: 0x8]
--------------------------------
Class: AbilityEndedData
GameplayAbility* AbilityThatEnded;//[Offset: 0x0, Size: 0x8]
GameplayAbilitySpecHandle AbilitySpecHandle;//[Offset: 0x8, Size: 0x4]
bool bReplicateEndAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xc, Size: 0x1]
bool bWasCancelled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd, Size: 0x1]

--------------------------------
Class: SolarPlayerParamSet
float HistoryHitRate;//[Offset: 0x0, Size: 0x4]
float HistoryKillNum;//[Offset: 0x4, Size: 0x4]
float HistoryKillBotNum;//[Offset: 0x8, Size: 0x4]
float HistoryKillPlayerNum;//[Offset: 0xc, Size: 0x4]
float HistoryDyingCount;//[Offset: 0x10, Size: 0x4]
float HistoryCauseDamage;//[Offset: 0x14, Size: 0x4]
float HistoryReceivedDamage;//[Offset: 0x18, Size: 0x4]
float CurrentTime;//[Offset: 0x1c, Size: 0x4]
float HitRate;//[Offset: 0x20, Size: 0x4]
int KillNum;//[Offset: 0x24, Size: 0x4]
int KillBotNum;//[Offset: 0x28, Size: 0x4]
int KillPlayerNum;//[Offset: 0x2c, Size: 0x4]
int DyingCount;//[Offset: 0x30, Size: 0x4]
float CauseDamage;//[Offset: 0x34, Size: 0x4]
float ReceivedDamage;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: SolarBotAITeamManager.Object
float UpdateInterval;//[Offset: 0x28, Size: 0x4]
float DefaultSeparateDistance;//[Offset: 0x2c, Size: 0x4]
float DefaultReturnDistance;//[Offset: 0x30, Size: 0x4]
class SolarBotTeamVisualizer* DebugVisualizerClass;//[Offset: 0x90, Size:
0x8]
SolarBotTeamVisualizer* DebugVisualizer;//[Offset: 0x98, Size: 0x8]
SolarBotAIConfig*[] CandidateBotConfigs;//[Offset: 0xb0, Size: 0x10]
<SolarCharacter*,SolarBotAIController*> AllocatedCharacters;//[Offset: 0xc0,
Size: 0x50]
SolarCharacter*[] AbandonedCharacters;//[Offset: 0x110, Size: 0x10]
<enum,BotEmojiSetting> EmojiTaskSettings;//[Offset: 0x130, Size: 0x50]
<int,enum> ResponseToVoiceType;//[Offset: 0x180, Size: 0x50]
<enum,enum> ResponseToMarkType;//[Offset: 0x1d0, Size: 0x50]
<enum,BotResponseSetting> ResponseTaskSettings;//[Offset: 0x220, Size: 0x50]
void UpdateAllocatedList(SolarBotAIController* InController, out const
SolarCharacter*[] AliveCharacterArray);// 0x6569e1c
bool TryCancelCurrentRescueTarget(SolarBotAIController* InController, const
SolarCharacter* CancelledCharacter);// 0x6569d20
bool ShouldTeamActivate(out const SolarBotTeamInfo BotInfo);// 0x656b780
void SetTeamBlackboardValueAsVector(int TeamID, out const FName KeyName,
Vector VectorValue, enum InBotState, bool bSkipIndependent);// 0x656a444
void SetTeamBlackboardValueAsString(int TeamID, out const FName KeyName,
FString StringValue, enum InBotState, bool bSkipIndependent);// 0x656a80c
void SetTeamBlackboardValueAsRotator(int TeamID, out const FName KeyName,
Rotator VectorValue, enum InBotState, bool bSkipIndependent);// 0x656a260
void SetTeamBlackboardValueAsObject(int TeamID, out const FName KeyName,
Object* ObjectValue, enum InBotState, bool bSkipIndependent);// 0x656b3d0
void SetTeamBlackboardValueAsName(int TeamID, out const FName KeyName, FName
NameValue, enum InBotState, bool bSkipIndependent);// 0x656a628
void SetTeamBlackboardValueAsInt(int TeamID, out const FName KeyName, int
IntValue, enum InBotState, bool bSkipIndependent);// 0x656ae24
void SetTeamBlackboardValueAsFloat(int TeamID, out const FName KeyName, float
FloatValue, enum InBotState, bool bSkipIndependent);// 0x656ac40
void SetTeamBlackboardValueAsEnum(int TeamID, out const FName KeyName, byte
EnumValue, enum InBotState, bool bSkipIndependent);// 0x656b008
void SetTeamBlackboardValueAsClass(int TeamID, out const FName KeyName, class
Object ClassValue, enum InBotState, bool bSkipIndependent);// 0x656b1ec
void SetTeamBlackboardValueAsBool(int TeamID, out const FName KeyName, bool
BoolValue, enum InBotState, bool bSkipIndependent);// 0x656aa58
void SetBotDropOut(const SolarBotAIController* InController, bool
bDropOut);// 0x656b944
void OnTeamDeactive(out const SolarBotTeamInfo TeamInfo);// 0x704f228
void OnTeamActivate(out const SolarBotTeamInfo TeamInfo);// 0x704f228
void OnBotUnRegister(out const SolarBotMemberInfo BotInfo);// 0x704f228
void OnBotStateChanged(out const SolarBotMemberInfo BotInfo, enum
OldState);// 0x704f228
void OnBotRegister(out const SolarBotMemberInfo BotInfo);// 0x704f228
bool IsValidTeamID(int InTeamID);// 0x656b5b4
bool IsTeamLeader(const SolarBotAIController* InController);// 0x656bb40
bool IsIndependent(const SolarBotAIController* InController);// 0x656b890
bool GetTeamPlayerInfo(const SolarBotAIController* InController, out
SolarCharacter*[] PlayerArray);// 0x656bdb0
bool GetRescueInfo(SolarBotAIController* InController, out SolarCharacter*[]
DyingPlayerArray, out SolarCharacter*[] DeadPlayerArray, out SolarCharacter*[]
DyingBotArray, out SolarCharacter*[] DeadBotArray);// 0x656a024
bool GetBotTeamInfo(const SolarBotAIController* InController, out
SolarBotTeamInfo OutTeamInfo);// 0x656bec8
bool GetBotMemberInfo(const SolarBotAIController* InController, out
SolarBotMemberInfo OutMemberInfo);// 0x656bbf4
static SolarBotAITeamManager* Get(const Object* Context);// 0x656c010
bool CheckBotTeamState(const SolarBotAIController* InController, enum
MemberState);// 0x656ba40
Vector CalculateTeamPosition(out const SolarBotTeamInfo TeamInfo);//
0x656b670
bool AllocatedRescueTarget(SolarBotAIController* InController,
SolarCharacter* RescuedCharacter);// 0x6569f28
void AbandonedCurrentRescueTarget(SolarBotAIController* InController,
SolarCharacter* AbandonedCharacter);// 0x6569c30

--------------------------------
Class: SolarBotTeamVisualizer.Info.Actor.Object
Color[] DrawDebugColors;//[Offset: 0x238, Size: 0x10]
Font* TextFont;//[Offset: 0x248, Size: 0x8]
BotTeamDebugInfo[] BotTeamDebugInfos;//[Offset: 0x250, Size: 0x10]
float ScreamDebugInfoLifeTime;//[Offset: 0x260, Size: 0x4]
<int,FString> CharacterIDToNameMap;//[Offset: 0x268, Size: 0x50]
float DebugTextScale;//[Offset: 0x2b8, Size: 0x4]
float ScreamDebugInfoTriggerTime;//[Offset: 0x2bc, Size: 0x4]
WarmBotDebugInfo[] ScreamDebugInfos;//[Offset: 0x2c0, Size: 0x10]
FString DebugPrefix;//[Offset: 0x2d0, Size: 0x10]
<FString,MapMarkBase*> BotMapMarksBig;//[Offset: 0x2f8, Size: 0x50]
<FString,MapMarkBase*> BotMapMarksLittle;//[Offset: 0x348, Size: 0x50]
BotMapMarkDebugInfo[] BotMapMarkDebugInfos;//[Offset: 0x3a0, Size: 0x10]

--------------------------------
Class: BotTeamDebugInfo
int TeamID;//[Offset: 0x0, Size: 0x4]
BotMemberDebugInfo[] MemberDebugInfos;//[Offset: 0x8, Size: 0x10]
--------------------------------
Class: BotMemberDebugInfo
Vector MemberLocation;//[Offset: 0x0, Size: 0xc]
FString IDStr;//[Offset: 0x10, Size: 0x10]
enum MemberState;//[Offset: 0x20, Size: 0x1]

--------------------------------
Class: WarmBotDebugInfo
ActiveBotDebugInfo[] PoppedBots;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: ActiveBotDebugInfo
FString BotName;//[Offset: 0x0, Size: 0x10]
bool bTeleSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]
int BotCharacterID;//[Offset: 0x14, Size: 0x4]
int BotTeamID;//[Offset: 0x18, Size: 0x4]
FString BotConfigName;//[Offset: 0x20, Size: 0x10]
Vector BotLocation;//[Offset: 0x30, Size: 0xc]
Vector WarmTargetLocation;//[Offset: 0x3c, Size: 0xc]
float DistanceToWarmTarget;//[Offset: 0x48, Size: 0x4]
Vector BotLocationOnTeleport;//[Offset: 0x4c, Size: 0xc]
Vector WarmTargetLocationOnTeleport;//[Offset: 0x58, Size: 0xc]
float DistanceToWarmTargetOnTeleport;//[Offset: 0x64, Size: 0x4]
bool bIsAlive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68,
Size: 0x1]

--------------------------------
Class: BotMapMarkDebugInfo
FString BotName;//[Offset: 0x0, Size: 0x10]
Transform BotTransform;//[Offset: 0x10, Size: 0x30]
enum BotState;//[Offset: 0x40, Size: 0x1]
FString BotID;//[Offset: 0x48, Size: 0x10]
int BotTeamID;//[Offset: 0x58, Size: 0x4]

--------------------------------
Class: BotEmojiSetting
<int,float> EmojiPool;//[Offset: 0x0, Size: 0x50]
GameplayTagContainer TagsRequested;//[Offset: 0x50, Size: 0x20]
float PersonalCD;//[Offset: 0x70, Size: 0x4]
float TeamCD;//[Offset: 0x74, Size: 0x4]
float MinTimeDelay;//[Offset: 0x78, Size: 0x4]
float MaxTimeDelay;//[Offset: 0x7c, Size: 0x4]
float TriggeredProbability;//[Offset: 0x80, Size: 0x4]

--------------------------------
Class: BotResponseSetting
float PersonalCD;//[Offset: 0x0, Size: 0x4]
float TeamCD;//[Offset: 0x4, Size: 0x4]
float MinTimeDelay;//[Offset: 0x8, Size: 0x4]
float MaxTimeDelay;//[Offset: 0xc, Size: 0x4]
float TriggeredProbability;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: SolarBotTeamInfo
bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
int TeamID;//[Offset: 0x4, Size: 0x4]
Vector TeamPosition;//[Offset: 0x8, Size: 0xc]
float SeparateDistance;//[Offset: 0x14, Size: 0x4]
float ReturnDistance;//[Offset: 0x18, Size: 0x4]
bool bPlayerNeedPraise;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1c, Size: 0x1]
bool bHasInitByTeamConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1d, Size: 0x1]
SolarBotMemberInfo[] MemberInfos;//[Offset: 0x20, Size: 0x10]
<enum,float> TeamEmojiTimeStamp;//[Offset: 0x30, Size: 0x50]
<enum,float> TeamResponseTimeStamp;//[Offset: 0x80, Size: 0x50]

--------------------------------
Class: SolarBotMemberInfo
SolarBotAIController* BotController;//[Offset: 0x0, Size: 0x8]
enum MemberState;//[Offset: 0x8, Size: 0x1]
<enum,float> MemberEmojiTimeStamp;//[Offset: 0x10, Size: 0x50]
<enum,float> MemberResponseTimeStamp;//[Offset: 0x60, Size: 0x50]

--------------------------------
Class: SolarPreservedBotManager.Object
<SolarPlayerState*,enum> PreservedBots;//[Offset: 0x38, Size: 0x50]
SolarPlayerState*[] FailedBots;//[Offset: 0x88, Size: 0x10]
<int,Vector> SilenceLocationInDiffMap;//[Offset: 0x98, Size: 0x50]
float MinDetectDistance;//[Offset: 0xe8, Size: 0x4]
SolarPreservedBotPopTask*[] PopTasks;//[Offset: 0x110, Size: 0x10]
EQSParametrizedQueryExecutionRequest DefaultPopQuery;//[Offset: 0x120, Size:
0x48]
<enum,EQSParametrizedQueryExecutionRequest> PopQueryMap;//[Offset: 0x168,
Size: 0x50]
EnvQuery* SeparateQuery;//[Offset: 0x1b8, Size: 0x8]
byte SeparateEQSRunMode;//[Offset: 0x1c0, Size: 0x1]
SolarBotTimelineAIItemSetting DefaultItemTemplate;//[Offset: 0x1c8, Size:
0xf0]
float TimeBetweenDyingAndDead;//[Offset: 0x2b8, Size: 0x4]
delegate OnSendBotsSuccess;//[Offset: 0x2c8, Size: 0x10]
delegate OnSendBotsFail;//[Offset: 0x2d8, Size: 0x10]
static void TryUpdateEquipment(const Object* Context, out const
SolarBotTimelineAIItemSetting ItemSetting);// 0x674d6d8
static bool TryPopBotByNum(const Object* Context, int PopNum, out const
PopParameter InPopParam);// 0x674daa0
static void TryPopAllBotByGuarantee(const Object* Context, out const Vector
PopLocation);// 0x674d864
static void TryPopAllBot(const Object* Context, out const PopParameter
InPopParam, bool bDisablePreserveAfterPop);// 0x674d94c
void TryKillOneBot();// 0x674d6c4
static void TryAddPreservedBot(SolarPlayerState* InBot, const float
DelayTime);// 0x674dbfc
void OnPopSingleBotSuccess(SolarPreservedBotPopTask* InTask);// 0x674d574
void OnPopBotsFinished(SolarPreservedBotPopTask* InTask);// 0x674d61c
void OnGetFinalTeleportLocSuccess(SolarPreservedBotPopTask* InTask,
SolarPlayerState* BotPS, out const Vector TeleportLoc);// 0x674d434
void OnGetFinalTeleportLocFail(SolarPreservedBotPopTask* InTask,
SolarPlayerState* BotPS);// 0x674d344
static void OnCharacterDeath(const SolarPlayerController* InPlayer);//
0x674dec8
void InitBotPreservedManagerByPreservedNum(byte InPreservedNum, int
GameMapID);// 0x674dce0
void InitBotPreservedManager(byte InActivePlayerNum, int GameMapID);//
0x674ddd4
static SolarPreservedBotManager* Get(const Object* Context);// 0x674df60

--------------------------------
Class: SolarPreservedBotPopTask.Object
int CurrentTaskID;//[Offset: 0x28, Size: 0x4]
Vector[] PickedTeleportCenters;//[Offset: 0x40, Size: 0x10]
SolarPlayerState*[] FailedBots;//[Offset: 0x50, Size: 0x10]
SolarBotAIController*[] PendingSeparateBots;//[Offset: 0x60, Size: 0x10]
delegate OnGetTeleportLocationSuccess;//[Offset: 0x70, Size: 0x10]
delegate OnPopBotsFinished;//[Offset: 0x80, Size: 0x10]
delegate OnGetFinalTeleportLocSuccess;//[Offset: 0x90, Size: 0x10]
delegate OnGetFinalTeleportLocFail;//[Offset: 0xa0, Size: 0x10]
Vector GetWarmTargetTraceCenter();// 0x674e5e0
Vector GetWarmTargetLocation();// 0x674e618
Actor*[] GetWarmTargetActors();// 0x674e650

--------------------------------
Class: EQSParametrizedQueryExecutionRequest
EnvQuery* QueryTemplate;//[Offset: 0x0, Size: 0x8]
AIDynamicParam[] QueryConfig;//[Offset: 0x8, Size: 0x10]
BlackboardKeySelector EQSQueryBlackboardKey;//[Offset: 0x18, Size: 0x28]
byte RunMode;//[Offset: 0x40, Size: 0x1]
bool bUseBBKeyForQueryTemplate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x41, Size: 0x1]

--------------------------------
Class: AIDynamicParam
FName ParamName;//[Offset: 0x0, Size: 0x8]
enum ParamType;//[Offset: 0x8, Size: 0x1]
float Value;//[Offset: 0xc, Size: 0x4]
BlackboardKeySelector BBKey;//[Offset: 0x10, Size: 0x28]

--------------------------------
Class: BlackboardKeySelector
BlackboardKeyType*[] AllowedTypes;//[Offset: 0x0, Size: 0x10]
FName SelectedKeyName;//[Offset: 0x10, Size: 0x8]
class BlackboardKeyType* SelectedKeyType;//[Offset: 0x18, Size: 0x8]
byte SelectedKeyID;//[Offset: 0x20, Size: 0x1]
bool bNoneIsAllowedValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x21, Size: 0x1]

--------------------------------
Class: SolarBotTimelineAIItemSetting
<enum,SolarBotTimelineEquipmentArray> Equipment;//[Offset: 0x0, Size: 0x50]
<int,IntPoint> Consumable;//[Offset: 0x50, Size: 0x50]
<enum,SolarBotTimelineEquipmentArray> WeaponPart;//[Offset: 0xa0, Size: 0x50]

--------------------------------
Class: SolarBotTimelineEquipmentArray
<int,int> IDArray;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: PopParameter
SolarPlayerState*[] WarmTargets;//[Offset: 0x0, Size: 0x10]
Vector PopLocation;//[Offset: 0x10, Size: 0xc]
TraceRecord[] TargetTraces;//[Offset: 0x20, Size: 0x10]
EnvQuery* TeleportLocEQS;//[Offset: 0x30, Size: 0x8]
byte TeleportLocEQSRunMode;//[Offset: 0x38, Size: 0x1]
bool bPopVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39,
Size: 0x1]
bool bForcePop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a,
Size: 0x1]

--------------------------------
Class: TraceRecord
Vector[] TargetTrace;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: SolarBotGameplayTaskManager.Object
float UpdateInterval;//[Offset: 0x28, Size: 0x4]
float ExpSpringTriggerThreshold;//[Offset: 0x38, Size: 0x4]

--------------------------------
Class: SolarBotWarmSystemBase.Object
float UpdateInterval;//[Offset: 0x28, Size: 0x4]
bool bEnableBonusDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x2c, Size: 0x1]
int MaxNumExtraExpItem;//[Offset: 0x30, Size: 0x4]
int MaxNumExtraWeaponPart;//[Offset: 0x34, Size: 0x4]
bool bRemoveOriginWeaponParts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x38, Size: 0x1]
<enum,SolarWeaponPartBonusDropSetting>
WeaponPartDropPriorityConfig;//[Offset: 0x40, Size: 0x50]
float WeaponPartBasePriorityPerLevel;//[Offset: 0x90, Size: 0x4]
SolarBotTimelineGameSetting WarmSysGameSetting;//[Offset: 0xa0, Size: 0x88]

--------------------------------
Class: SolarWeaponPartBonusDropSetting
<enum,float> PriorityMap;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: SolarBotTimelineGameSetting.TableRowBase
enum WarmSystemType;//[Offset: 0x8, Size: 0x1]
int MaxiumTeam;//[Offset: 0xc, Size: 0x4]
FString Comment;//[Offset: 0x10, Size: 0x10]
DataTable* Action;//[Offset: 0x20, Size: 0x8]
DataTable* Item;//[Offset: 0x28, Size: 0x8]
DataTable* Downsize;//[Offset: 0x30, Size: 0x8]
<DataTable*,float> ItemProgressionWeightMap;//[Offset: 0x38, Size: 0x50]

--------------------------------
Class: SolarBotBehaviorMonitor.Object

--------------------------------
Class: SolarBotDirectorSystem.Object
float MaxLootDistanceToAirline;//[Offset: 0x28, Size: 0x4]
bool bCanSelectLootZoneOutPoisonCircle;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x2c, Size: 0x1]
bool bStaticDistributeDestZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x2d, Size: 0x1]
enum ParachuteAssignType;//[Offset: 0x2e, Size: 0x1]
int ActiveZoneCount;//[Offset: 0x30, Size: 0x4]
float CenterZoneWeight;//[Offset: 0x34, Size: 0x4]
float EdgeZoneWeight;//[Offset: 0x38, Size: 0x4]
float BigZoneWeight;//[Offset: 0x3c, Size: 0x4]
float SmallZoneWeight;//[Offset: 0x40, Size: 0x4]
float SafeAreaMargin;//[Offset: 0x44, Size: 0x4]
enum GlobalAdjustStrategy;//[Offset: 0xa0, Size: 0x1]
<int,AlivePlayerCountSetting> SafeAreaIndexCountConfig;//[Offset: 0xa8, Size:
0x50]
RangeFloat AdjustBotCountIntervalRange;//[Offset: 0xf8, Size: 0x8]
enum ReviveMethod;//[Offset: 0x100, Size: 0x1]
int MaxReviveCountPerBot;//[Offset: 0x104, Size: 0x4]
int MaxReviveCountTotal;//[Offset: 0x108, Size: 0x4]
EnvQuery* BotReviveLocEQS;//[Offset: 0x110, Size: 0x8]
byte TeleportLocEQSRunMode;//[Offset: 0x118, Size: 0x1]
RangeFloat DyingDurationRange;//[Offset: 0x11c, Size: 0x8]
float MinReductionCheckDist;//[Offset: 0x124, Size: 0x4]
SolarPlayerState*[] ReductionKillers;//[Offset: 0x188, Size: 0x10]
SolarPlayerState* PendingReviveBotPS;//[Offset: 0x1a8, Size: 0x8]

--------------------------------
Class: AlivePlayerCountSetting
RangeInteger TargetCountRange;//[Offset: 0x0, Size: 0x8]
int LimitCount;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: RangeInteger
int Min;//[Offset: 0x0, Size: 0x4]
int Max;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarGameBotSetting.TableRowBase
FString Description;//[Offset: 0x8, Size: 0x10]
int Difficulty;//[Offset: 0x18, Size: 0x4]
RangeInteger DifficultyRange;//[Offset: 0x1c, Size: 0x8]
<enum,int> MLTypeWeightMap;//[Offset: 0x28, Size: 0x50]
int[] MLStyleRatio;//[Offset: 0x78, Size: 0x10]
<SolarBotTeamConfig*,float> TeamConfigWeightMap;//[Offset: 0x88, Size: 0x50]

--------------------------------
Class: SolarBotTeamConfig.DataAsset.Object
bool bUseSpecificMemberPreset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x30, Size: 0x1]
SolarBotAIConfig*[] SpecificMemberPresets;//[Offset: 0x38, Size: 0x10]
SolarBotTeamBuildRule[] BuildRules;//[Offset: 0x48, Size: 0x10]
GameplayTagContainer ForbiddenTags;//[Offset: 0x58, Size: 0x20]

--------------------------------
Class: SolarBotTeamBuildRule
FString Description;//[Offset: 0x0, Size: 0x10]
bool bIsHeroPickTypeRule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x10, Size: 0x1]
<GameplayTag,float> TagWeights;//[Offset: 0x18, Size: 0x50]

--------------------------------
Class: FeedBotStrategyInfo
FString PlayerId;//[Offset: 0x0, Size: 0x10]
float FeedPriority;//[Offset: 0x10, Size: 0x4]
float Difficulty;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: SolarFlyTrail.Actor.Object
SolarTrailProxyComponent*[] CachedProxyComponents;//[Offset: 0x238, Size:
0x10]
SoftObjectPath TrailEffectClass;//[Offset: 0x248, Size: 0x18]
class SolarTrailEffect* FallbackTrailEffectClass;//[Offset: 0x260, Size:
0x28]
class Object* CachedTrailEffectClass;//[Offset: 0x288, Size: 0x8]
CharacterSkydiveTrailStaticInfoContainer SkydiveTrailStaticInfo;//[Offset:
0x2e0, Size: 0x120]
PackedSkydiveTrailFrameInfoContainer SkydiveTrailFrameInfo;//[Offset: 0x400,
Size: 0x120]
class SkydiveTrailEffect* SkydiveTrailEffectClass;//[Offset: 0x520, Size:
0x8]
float SkydiveTrailDataKeepDuration;//[Offset: 0x528, Size: 0x4]
<SolarPlayerState*,CharacterSkydiveTrailData> SkydiveTrailData;//[Offset:
0x530, Size: 0x50]
SolarPlayerState* LocalPlayerSkydiveTrailProxy;//[Offset: 0x580, Size: 0x8]
void OnRep_TrailEffectClass();// 0x6626de4

--------------------------------
Class: SolarTrailProxyComponent.SceneComponent.ActorComponent.Object
SolarCharacter* PlayerBeingTracked;//[Offset: 0x324, Size: 0x8]

--------------------------------
Class: SolarTrailEffect.Actor.Object
void OnFinished();// 0x704f228
Transform GetTrackingTransform(const SolarCharacter* Character);// 0x6625ffc
void AttachToCharacter(const SolarCharacter* Character);// 0x66260c4

--------------------------------
Class: CharacterSkydiveTrailStaticInfoContainer.FastArraySerializer
CharacterSkydiveTrailStaticInfo[] InfoArray;//[Offset: 0x108, Size: 0x10]
SolarFlyTrail* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: CharacterSkydiveTrailStaticInfo.FastArraySerializerItem
FString CharacterId;//[Offset: 0x10, Size: 0x10]
SolarPlayerState* PlayerState;//[Offset: 0x20, Size: 0x8]
FString TrailAssemblingId;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: PackedSkydiveTrailFrameInfoContainer.FastArraySerializer
PackedSkydiveTrailFrameInfo[] InfoArray;//[Offset: 0x108, Size: 0x10]
SolarFlyTrail* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: PackedSkydiveTrailFrameInfo.FastArraySerializerItem
float Timestamp;//[Offset: 0xc, Size: 0x4]
SkydiveTrailFrameInfo[] FrameInfos;//[Offset: 0x10, Size: 0x10]
SolarPlayerState*[] FinishedPlayerStates;//[Offset: 0x20, Size: 0x10]

--------------------------------
Class: SkydiveTrailFrameInfo
SolarPlayerState* OwnerPlayerState;//[Offset: 0x0, Size: 0x8]
Vector_NetQuantize Location;//[Offset: 0x8, Size: 0xc]
Vector_NetQuantize Velocity;//[Offset: 0x14, Size: 0xc]

--------------------------------
Class: SkydiveTrailEffect.Actor.Object
SolarFlyTrail* FlyTrailManager;//[Offset: 0x238, Size: 0x8]
void UpdateTrailEffect(const float CurrentTime);// 0x6626664
void OnTrailFinish();// 0x6626714
void InitEffectAppearance(bool IsDefender, bool IsSameTeamWithLocalPlayer);//
0x704f228
void InitAppearanceByPlayerState(const SolarPlayerState* PlayerState);//
0x662687c
void AddTrailPoint(float Timestamp, out const Vector Location, out const
Vector Velocity);// 0x6626730

--------------------------------
Class: CharacterSkydiveTrailData

--------------------------------
Class: SolarCharacterDataCollector.Object

--------------------------------
Class: SolarGameStateComponent.ActorComponent.Object
GameModeCompBase* AuthorityGameModeComp;//[Offset: 0xb0, Size: 0x8]

--------------------------------
Class: HeroPickInfo.Info.Actor.Object
FString TeamName;//[Offset: 0x238, Size: 0x10]
delegate HeroRequestDelegate;//[Offset: 0x248, Size: 0x10]
enum HeroPickType;//[Offset: 0x258, Size: 0x1]
int TeammateNumMode;//[Offset: 0x25c, Size: 0x4]
HeroPickWidget* HeroPickWidget;//[Offset: 0x260, Size: 0x8]
PlayerSelectInfo[] PlayerSelectInfos;//[Offset: 0x268, Size: 0x10]
float[] HeroPickTimes;//[Offset: 0x278, Size: 0x10]
float WaitingToStartTime;//[Offset: 0x28c, Size: 0x4]
float WaitingForEndTime;//[Offset: 0x290, Size: 0x4]
float RemainWaitingForEndTime;//[Offset: 0x294, Size: 0x4]
bool InProgress_WaitingToEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x298, Size: 0x1]
int CurrentPickPlayerIndex;//[Offset: 0x29c, Size: 0x4]
float Duration;//[Offset: 0x2a0, Size: 0x4]
void ShowHeroPickView();// 0x6460350
void OnRep_WaitingToStartTime();// 0x6460378
void OnRep_SelectPlayerChange();// 0x64603a0
void OnRep_PlayerSelectInfos();// 0x64603b4
void OnRep_InProgress_WaitingToEnd();// 0x6460364
void OnRep_HeroPickTime();// 0x646038c
void OnGameStart();// 0x6460590
void NetMulticastHeroRequest(int PlayPos, int CharacterId);// 0x6460498
bool IsWaitingToEnd();// 0x64603c8
bool HasConfirmInPos(int Pos);// 0x64603e4

--------------------------------
Class:
HeroPickWidget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.W
idget.Visual.Object
HeroPickInfo* PickInfo;//[Offset: 0x498, Size: 0x8]
UI_HeroPick_HeroListCollection* CharacterList;//[Offset: 0x4a0, Size: 0x8]
HeroPickPlayerSlot*[] PlayerSlots;//[Offset: 0x4a8, Size: 0x10]
<int,HeroPickCharacterData*> SelectDataMap;//[Offset: 0x4b8, Size: 0x50]
int CurSelectPos;//[Offset: 0x50c, Size: 0x4]
int CurrentSelectCharacterID;//[Offset: 0x518, Size: 0x4]
bool Enable3DLayout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x51c, Size: 0x1]
bool HasTimelineDisplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x51d, Size: 0x1]
bool UseOpeningTransitionAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x51e, Size: 0x1]
bool StartSkinUIAtTheBeginning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x51f, Size: 0x1]
bool EnablePurchase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x520, Size: 0x1]
float HeroRequestDuration;//[Offset: 0x530, Size: 0x4]
void UpdateHeroIntroduce(int InCharacterId);// 0x704f228
void UpdateCurSelectingPlayerSlot(int CurPlayePos);// 0x704f228
void TryToEnableHeroRequest();// 0x6465030
void ShowPlayerHeroInfo(int Pos, int CharacterId);// 0x704f228
void ShowPlayerConfirm(int Pos);// 0x6464eb0
void ShowMyTurnInHeroList();// 0x646501c
void ShowMyTurn(bool bShow);// 0x704f228
void ShowMainUICharacter(bool bShow);// 0x704f228
void ShowHeroRequest(int Pos, int CharacterId);// 0x6465044
void SetHeroPortrait(int Pos, int InCharacterId, int SkinId);// 0x6464d2c
void SetEnableRequestHero(bool Enable);// 0x704f228
void SetEnabledCountdownDisplay(bool Enable);// 0x704f228
void SetClassNameAndIcon(FString ClassName, out const Texture2D*
ClassIcon);// 0x704f228
void SetCharacterAbilityHexagon(int InCharacterId);// 0x704f228
void ServerHeroRequest();// 0x6464e9c
void PlayCharacterConfirmVoice(int SkinId);// 0x704f228
void OnOwnedSkinChange();// 0x6464bac
void OnOwnedHeroChange();// 0x6464bc0
void OnGameStateSet(GameStateBase* GameState);// 0x6464bd4
HeroPickCharacterData* GetUISelectDataByPos(int Pos);// 0x6464c7c
int GetTeammateNumMode();// 0x6464e68
int GetLocalPlayerPosInTeam();// 0x6465134
HeroPickCharacterData* FindCharacterListData(int CharacterId);// 0x6464f6c
void Enable3DHeroPickLayout(bool Enalbe3DLayout);// 0x704f228
void DisplayPlayerPickedHero(int Pos, int CharacterId, int InSkinID);//
0x704f228
void ConfirmSelect();// 0x6464f58
void BP_SetHeroPortrait(int Pos, out const Texture2D* CharacterIcon);//
0x704f228
void BP_PlayerConfirm(int InPos);// 0x704f228
void BP_OnSelfCharacterSelected(int CharacterId, int SkinId, bool
IsConfirm);// 0x704f228
void BP_OnOwnedSkinChange();// 0x704f228
void BP_OnOwnedHeroChange();// 0x704f228
void BeginWaitingEnd(float TotalCountDownTime);// 0x704f228
void BeginCountDown(float CountDownTime);// 0x704f228

--------------------------------
Class:
UI_HeroPick_HeroListCollection.SolarUserWidget.SolarUserWidgetBase.SolarNavigationB
ase.UserWidget.Widget.Visual.Object
void OnHeroListSelectionChanged(Object* Item);// 0x6cdd450

--------------------------------
Class:
HeroPickPlayerSlot.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidg
et.Widget.Visual.Object
enum UiState;//[Offset: 0x4a8, Size: 0x1]
void UpdateSelectPercent(float Percent);// 0x704f228
void UpdateIconAndName(FString HeroName, int HeroExpLevel, out const
Texture2D* IconPath);// 0x704f228
void ShowConfirm();// 0x704f228
void SetPlayerPos(FString playerName, const byte InPosInTeam);// 0x704f228
void CloseHeroRequest();// 0x6461840
void ChangeUIStage(enum State);// 0x704f228
void BP_ShowHeroRequest(FString HeroName);// 0x704f228
void BP_CloseHeroRequest();// 0x704f228

--------------------------------
Class: HeroPickCharacterData.Object
int CharacterId;//[Offset: 0x28, Size: 0x4]
int SkinId;//[Offset: 0x2c, Size: 0x4]
int CharacterProficiencyLevel;//[Offset: 0x30, Size: 0x4]
int CharacterOwnerType;//[Offset: 0x34, Size: 0x4]
int ConfigSortNum;//[Offset: 0x40, Size: 0x4]
FString HeroName;//[Offset: 0x48, Size: 0x10]
enum CharacterType;//[Offset: 0x58, Size: 0x1]
int[] SelectedPlayerPos;//[Offset: 0x60, Size: 0x10]
int ConfirmPos;//[Offset: 0x70, Size: 0x4]

--------------------------------
Class: PlayerSelectInfo
SolarPlayerState* Player;//[Offset: 0x0, Size: 0x8]
FString NickNameWithoutUID;//[Offset: 0x8, Size: 0x10]
FString PlayerUID;//[Offset: 0x18, Size: 0x10]
int PlayerPos;//[Offset: 0x28, Size: 0x4]
int CharacterId;//[Offset: 0x2c, Size: 0x4]
int SkinId;//[Offset: 0x30, Size: 0x4]
int HeroExpLevel;//[Offset: 0x34, Size: 0x4]
bool HasConfirm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38,
Size: 0x1]
float PlayerSelectTime;//[Offset: 0x3c, Size: 0x4]
bool IsInHeroPickProcess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x40, Size: 0x1]

--------------------------------
Class:
HUD_WorldMarkPanel.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidg
et.Widget.Visual.Object
HUD_MarkEnemyInfo*[] MarkdEnemyWidgets;//[Offset: 0x490, Size: 0x10]
CanvasPanel* MarkPanel;//[Offset: 0x4a0, Size: 0x8]
class HUD_MarkEnemyInfo* MarkEnemyInfoWidgetClass;//[Offset: 0x4a8, Size:
0x8]
class HUD_MarkDoppelganger* MarkDoppelgangerWidgetClass;//[Offset: 0x4b0,
Size: 0x8]
class HUD_MarkDoppelgangerExchange*
MarkDoppelgangerExchangeWidgetClass;//[Offset: 0x4b8, Size: 0x8]
class HUD_MarkLockTarget* MarkLockTargetWidgetClass;//[Offset: 0x4c0, Size:
0x8]
class HUD_ScanEffect* ScanEffectWidgetClass;//[Offset: 0x4c8, Size: 0x8]
class HUD_ProjectedShieldFocusLockContainer*
ProjectedShieldFocusLockContainerClass;//[Offset: 0x4d0, Size: 0x8]
class HUD_EnemyFirePosition* EnemyFirePositionWidgetClass;//[Offset: 0x4d8,
Size: 0x8]
HUD_MarkEnemyInfo*[] MarkEnemyWidgets;//[Offset: 0x4e0, Size: 0x10]
HUD_MarkDoppelganger*[] MarkDoppelgangerWidgets;//[Offset: 0x4f0, Size: 0x10]
HUD_MarkDoppelgangerExchange*[] MarkDoppelgangerExchangeWidgets;//[Offset:
0x500, Size: 0x10]
<FName,HUD_MarkLockTarget*> MarkLockTargetWidgets;//[Offset: 0x510, Size:
0x50]
<Actor*,WorldMark_ScanActorMark*> RadarScanMarkWidgets;//[Offset: 0x560,
Size: 0x50]
HUD_ProjectedShieldFocusLockContainer*
ProjectedShieldFocusLockWidgetContainer;//[Offset: 0x5b0, Size: 0x8]
HUD_EnemyFirePosition*[] MarkEnemyFirePositionWidgets;//[Offset: 0x5b8, Size:
0x10]
MeshRectangleWidget* MeshWidget_Warning;//[Offset: 0x600, Size: 0x8]
MeshRectangleWidget* MeshWidget_Mark_Icon;//[Offset: 0x608, Size: 0x8]
MeshRectangleWidget* MeshWidget_Mark_Icon_BG;//[Offset: 0x610, Size: 0x8]
SoftClassPath C4MarkWidgetClassPath;//[Offset: 0x648, Size: 0x18]
Vector2D C4MarkWidgetSize;//[Offset: 0x660, Size: 0x8]
UserWidget* C4MarkWidget;//[Offset: 0x668, Size: 0x8]
void RegisterDataProvider();// 0x6475c9c
void OnUnRegisterActorMarkRequested(Actor* FollowActor);// 0x64766f4
void OnSuperScanningWidgetShow(bool bShow);// 0x64764a8
void OnSuperRadarStart(out const FString[] InPlayers);// 0x647660c
void OnSuperRadarRemovePlayer(FString InPlayer);// 0x6476558
void OnSuperRadarEnd();// 0x6476494
void OnSpectateTargetChanged(SolarPlayerState* OldTarget, SolarPlayerState*
NewTarget);// 0x6476194
void OnScoutCharactersChange(FString[] ScoutedCharacters, FString[]
ToBeScoutedCharacters);// 0x6476284
void OnRoleAbilityListenAuxiliaryAction(bool bListen);// 0x6475b28
void OnRoleAbilityAuxiliaryAction();// 0x6475b14
void OnReplayPlayingFinished();// 0x6475c88
FString OnRegisterPositionMarkRequested(out ActorMarkBase* OutResult, const
class ActorMarkBase InMarkClass, out const Vector InPosition);// 0x6476938
FString OnRegisterActorMarkRequested(out ActorMarkBase* OutResult, const
class ActorMarkBase InMarkClass, Actor* FollowActor);// 0x647679c
void OnProjectedShieldBestTargetChanged(SolarCharacter* NewBestCharacter);//
0x6476044
void OnLockTargetChange(out const FName Identifier, const Actor* NewTarget,
const Actor* OldTarget);// 0x6475d58
void OnEnemyFireInNightComes(SolarCharacter* InCharacter);// 0x6475cb0
void OnDoppelgangerActive(SolarCharacter* InDoppelganger, bool bActive);//
0x6475f48
void OnDamagingActorsChange();// 0x6476480
void OnC4MarkVisiblityChanged(bool bInVisible);// 0x6475bd8
void OnBattleHUDVisibleChanged(bool Visible);// 0x6475e98
void OnAimingEnemy(SolarCharacter* InEnemy);// 0x64760ec

--------------------------------
Class:
HUD_MarkEnemyInfo.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidge
t.Widget.Visual.Object
SolarTextBlock* Txt_Lvl;//[Offset: 0x490, Size: 0x8]
BattleHPWidget* HPAndShield;//[Offset: 0x498, Size: 0x8]
CanvasPanel* CanvasPanel;//[Offset: 0x4a0, Size: 0x8]
WidgetAnimation* Anim_Exit;//[Offset: 0x4a8, Size: 0x8]
WidgetAnimation* Anim_Enter;//[Offset: 0x4b0, Size: 0x8]
float UpdateVisibleInterval;//[Offset: 0x4b8, Size: 0x4]
CurveFloat* DistaceToScaleCurve;//[Offset: 0x4c0, Size: 0x8]
float MinDisplayHpValue;//[Offset: 0x4c8, Size: 0x4]
float HPGridUnit;//[Offset: 0x4cc, Size: 0x4]
bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d0,
Size: 0x1]
FName[] OcclusionCheckBones;//[Offset: 0x4d8, Size: 0x10]
enum[] OcclusionCheckIgnoreCollisionTypes;//[Offset: 0x4e8, Size: 0x10]
WidgetAnimation* Anim_Name_Exit;//[Offset: 0x4f8, Size: 0x8]
WidgetAnimation* Anim_Name_Enter;//[Offset: 0x500, Size: 0x8]
SolarTextBlock* Txt_PlayerName;//[Offset: 0x508, Size: 0x8]
HUD_ScanEffect* ScanEffectWidget;//[Offset: 0x510, Size: 0x8]
float ZOffset;//[Offset: 0x54c, Size: 0x4]
void HideNameMark();// 0x646dcb4

--------------------------------
Class:
BattleHPWidget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.W
idget.Visual.Object
bool bSplitHPBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4b8, Size: 0x1]
bool bNeedLowHpflash;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4b9, Size: 0x1]
bool bHPNeedPreAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x4ba, Size: 0x1]
float LowHpflashing;//[Offset: 0x4bc, Size: 0x4]
SolarShieldProgressBoard* AdvBar_Shield;//[Offset: 0x4c0, Size: 0x8]
SolarHPProgressBoard* AdvBar_HP;//[Offset: 0x4c8, Size: 0x8]
WidgetSwitcher* Switcher_Armor;//[Offset: 0x4d0, Size: 0x8]
MechaHPProgressWidget* UMecha_HP;//[Offset: 0x4d8, Size: 0x8]
SolarAdvEffectProgressBoard* AdvBar_EffectHP;//[Offset: 0x4e0, Size: 0x8]
SolarAdvEffectProgressBoard* AdvBar_EffectShield;//[Offset: 0x4e8, Size: 0x8]
Image* Img_LowHP_Loop;//[Offset: 0x4f0, Size: 0x8]
WidgetAnimation* Anim_Hit_Armor;//[Offset: 0x4f8, Size: 0x8]
WidgetAnimation* Anim_Hit_HP;//[Offset: 0x500, Size: 0x8]
LinearColor HPColorNormal;//[Offset: 0x520, Size: 0x10]
LinearColor HPColorDying;//[Offset: 0x530, Size: 0x10]
void UpdateHPBar(const float InCurHealth, const float InMaxHealth, const
float InHPGridUnit, bool bInstantly);// 0x638f400
void UpdateBySelfPlayerID();// 0x638f590
void SetDefaultShieldSpacing(float InShieldSpacing);// 0x638ec20
void OnTreatStatusChanged(const SinglePlayerHPModel* HPModel);// 0x638f208
void OnTemporaryShieldValueChanged(const SinglePlayerTemporaryShieldModel*
InModel);// 0x638ecc8
void OnShieldValueChanged(const SinglePlayerShieldModel* ShieldModel);//
0x638eec0
void OnShieldChanged(const SinglePlayerShieldModel* ShieldModel);// 0x638ef68
void OnShieldAvailableChanged(const SinglePlayerShieldModel* ShieldModel);//
0x638f010
void OnPlayerUsingShieldRechargingChanged(const SinglePlayerShieldModel*
ShieldModel);// 0x638ed70
void OnPlayerInVehicleStateChanged(const SinglePlayerShieldModel*
ShieldModel);// 0x638ee18
void OnHPModelChanged(const SinglePlayerHPModel* HPModel);// 0x638f2b0
void OnCustomConfigShieldScaleChange(float InShieldScale);// 0x638f0b8
void OnCustomConfigHealthScaleChange(float InHealthScale);// 0x638f160
void OnCharacterEndPlay(SolarCharacter* Character);// 0x638f358

--------------------------------
Class: SinglePlayerHPModel.SingleCharacterModelBase.Object
void OnTreatStatusChanged(const GameplayTag InChangedTag, int InTagCount);//
0x672dac0
void OnRescueStateChanged(byte InRescueState, SolarCharacter* Character);//
0x672dbb4
void OnHPValueChanged(const SolarCharacter* Character);// 0x672dca8

--------------------------------
Class: SingleCharacterModelBase.Object

--------------------------------
Class: SinglePlayerTemporaryShieldModel.SingleCharacterModelBase.Object
void OnPlayerTemporaryShieldChanged(float InOldValue, float InNewValue);//
0x6514e74

--------------------------------
Class: SinglePlayerShieldModel.SingleCharacterModelBase.Object
void ShieldValueChanged(const enum InWidgetState, const float InCurValue,
const float InChangeValue, const enum InRechargeState, bool bInFixPreAdd);//
0x672e92c
void ShieldChanged(const int CurrShieldId, const float InCurValue, const
float InMaxValue, const int InQualityColor, const bool bInIsAdvancedShield);//
0x672eb08
void OnUsingShieldRechargingChanged(const GameplayTag InChangedTag, int
InTagCount);// 0x672e790
void OnCurrentCharacterStateInGameChanged(byte InState);// 0x672e884

--------------------------------
Class:
SolarShieldProgressBoard.SolarAdvProgressBoard.UserWidget.Widget.Visual.Object
float AutoRechargeSpeed;//[Offset: 0x2c0, Size: 0x4]
float RechargeTime;//[Offset: 0x2c4, Size: 0x4]
float PreChangeSpeed;//[Offset: 0x2c8, Size: 0x4]
LinearColor TemporaryShieldColor;//[Offset: 0x2cc, Size: 0x10]
LinearColor BackgroundColor;//[Offset: 0x2dc, Size: 0x10]
void UpdateCurrentValue(float Current);// 0x6781a40
void SetSpeed(float NewSpeed);// 0x67815e8
void SetProgressColorByID(out const LinearColor InColor, const int InID);//
0x704f228
void SetPreAddColor();// 0x6781a2c
void InitProgressBoard(float Current, float Max, int Fragment, int
MaxFragment, int InShiledID);// 0x678185c
void InitProgress();// 0x6781ae8
float GetSpeed();// 0x6781690
void DoMinusValue(const float InCurrentValue, const float InChangeValue);//
0x67816c4
void DoAddValue(const float InCurrentValue);// 0x67817b4

--------------------------------
Class: SolarAdvProgressBoard.UserWidget.Widget.Visual.Object
Image* ProgressBoard;//[Offset: 0x260, Size: 0x8]
MaterialInstance* ProgressShader;//[Offset: 0x268, Size: 0x8]
float Spacing;//[Offset: 0x270, Size: 0x4]
bool bNeedAlternateColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x274, Size: 0x1]
LinearColor IncreaseColor;//[Offset: 0x278, Size: 0x10]
LinearColor DecreaseColor;//[Offset: 0x288, Size: 0x10]
int ChannelNum;//[Offset: 0x298, Size: 0x4]
AdvProgressChannelInfo[] ChannelList;//[Offset: 0x2a0, Size: 0x10]
void SetSpacing(const float InValue);// 0x6531864

--------------------------------
Class: AdvProgressChannelInfo
enum State;//[Offset: 0x0, Size: 0x1]
float Percent;//[Offset: 0x4, Size: 0x4]
float TargetPercent;//[Offset: 0x8, Size: 0x4]
float Speed;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: SolarHPProgressBoard.SolarAdvProgressBoard.UserWidget.Widget.Visual.Object
float Speed;//[Offset: 0x2c0, Size: 0x4]
float DelayReduceSpeed;//[Offset: 0x2c4, Size: 0x4]
float RechargeSpeed;//[Offset: 0x2c8, Size: 0x4]
float RechargeTime;//[Offset: 0x2cc, Size: 0x4]
bool bDebugMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0,
Size: 0x1]
int RechargeIndex;//[Offset: 0x2dc, Size: 0x4]
void UpdateProgressBoard(float Current, float Max, float Fragment, bool
bInstantly);// 0x6683738
void UpdateMaxValue(float Max);// 0x6683970
void UpdateCurrentValue(float Current);// 0x66838c8
void SetProgressColorByID(out const LinearColor InColor, const int InID);//
0x704f228
void SetPreAddColor();// 0x66833cc
void SetFragment(float Num);// 0x66835e8
void SetCurrentValueInstantly(float Current);// 0x6683690
void SetAlternateColor(out const LinearColor InColor, bool IsChangeBoth, bool
IsForIncrease);// 0x66833e0
void PreAddValue(const float InCurrentValue, const float InChangeValue, const
enum RechargeState, const bool bInFixPreAdd, const bool bInAdaptiveRecharge);//
0x66830b8
void InitProgressBoard(float Current, float Max, float Fragment);// 0x6683290
void InitProgress();// 0x6683a18
LinearColor GetAlternateColor(bool bIncrease);// 0x668352c
void DoMinusValue(const float InCurrentValue, const float InChangeValue);//
0x6682de8
void DoAddValue(const float InCurrentValue, const float InChangeValue);//
0x6682fc8
void CancelAddValue(const float InCurrentValue, const float InChangeValue);//
0x6682ed8

--------------------------------
Class: WidgetSwitcher.PanelWidget.Widget.Visual.Object
int ActiveWidgetIndex;//[Offset: 0x14c, Size: 0x4]
void SetActiveWidgetIndex(int Index);// 0x81c9360
void SetActiveWidget(Widget* Widget);// 0x81c92b0
Widget* GetWidgetAtIndex(int Index);// 0x81c9200
int GetNumWidgets();// 0x81c9444
int GetActiveWidgetIndex();// 0x81c9410
Widget* GetActiveWidget();// 0x81c91cc

--------------------------------
Class:
MechaHPProgressWidget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserW
idget.Widget.Visual.Object
SolarHPProgressBoard* Mecha_HP;//[Offset: 0x490, Size: 0x8]
int Tile;//[Offset: 0x498, Size: 0x4]
void UpdateHPType(byte InTile);// 0x704f228

--------------------------------
Class: SolarAdvEffectProgressBoard.UserWidget.Widget.Visual.Object
Image* HPEffectImg;//[Offset: 0x260, Size: 0x8]
MaterialInstance* ProgressShader;//[Offset: 0x268, Size: 0x8]
enum EffectType;//[Offset: 0x270, Size: 0x1]
float EffectSpeed;//[Offset: 0x274, Size: 0x4]

--------------------------------
Class:
HUD_ScanEffect.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidget.W
idget.Visual.Object
WidgetAnimation* Anim_Scan;//[Offset: 0x490, Size: 0x8]
WidgetAnimation* Anim_FadeOut;//[Offset: 0x498, Size: 0x8]
FString ScanSound;//[Offset: 0x4a0, Size: 0x10]
float MinAnimLength;//[Offset: 0x4b0, Size: 0x4]
FName BoneName;//[Offset: 0x4b4, Size: 0x8]

--------------------------------
Class:
HUD_MarkDoppelganger.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWi
dget.Widget.Visual.Object
CanvasPanel* CanvasPanel;//[Offset: 0x490, Size: 0x8]
BattleHPWidget* HPAndShield;//[Offset: 0x498, Size: 0x8]
float ZOffset;//[Offset: 0x4a0, Size: 0x4]
RuntimeFloatCurve DistanceToScaleCurve;//[Offset: 0x4a8, Size: 0x88]

--------------------------------
Class:
HUD_MarkDoppelgangerExchange.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBas
e.UserWidget.Widget.Visual.Object
CanvasPanel* CanvasPanel;//[Offset: 0x490, Size: 0x8]
float ZOffset;//[Offset: 0x498, Size: 0x4]
void SetDoppelgangerType(bool bSuper);// 0x704f228

--------------------------------
Class:
HUD_MarkLockTarget.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserWidg
et.Widget.Visual.Object
Image* Img_Lock;//[Offset: 0x490, Size: 0x8]
float ZOffset;//[Offset: 0x498, Size: 0x4]

--------------------------------
Class:
HUD_ProjectedShieldFocusLockContainer.SolarUserWidget.SolarUserWidgetBase.SolarNavi
gationBase.UserWidget.Widget.Visual.Object
SolarAdapterWidget* AdapterWidget;//[Offset: 0x490, Size: 0x8]

--------------------------------
Class:
HUD_EnemyFirePosition.SolarUserWidget.SolarUserWidgetBase.SolarNavigationBase.UserW
idget.Widget.Visual.Object
WidgetAnimation* Anim_Fire;//[Offset: 0x490, Size: 0x8]
FName BoneName;//[Offset: 0x498, Size: 0x8]
CurveFloat* DistanceToScaleCurve;//[Offset: 0x4a0, Size: 0x8]
float EffectLength;//[Offset: 0x4a8, Size: 0x4]

--------------------------------
Class: MeshRectangleWidget.MeshWidgetUWidget.Widget.Visual.Object
MaterialInterface* BaseMaterial;//[Offset: 0x148, Size: 0x8]
int NumFloat4PerInstance;//[Offset: 0x150, Size: 0x4]
void SetInstanceNum(int NewNum);// 0x511687c
void ModifyInstanceNum(int dNum);// 0x51167d4
void InitUnitTestProvider();// 0x5116924

--------------------------------
Class: MeshWidgetUWidget.Widget.Visual.Object

--------------------------------
Class:
SolarCharacterSpringArmComponent.SolarSpringArmComponent.SpringArmComponent.SceneCo
mponent.ActorComponent.Object
SolarCharacterCameraComponent* Camera;//[Offset: 0x408, Size: 0x8]
SolarCharacter* OwnerCharacter;//[Offset: 0x410, Size: 0x8]
void UnregisterOverlappingObstacle(const Actor* InObstacle);// 0x65dd104
void RegisterOverlappingObstacle(const Actor* InObstacle);// 0x65dd1ac

--------------------------------
Class:
SolarCharacterCameraComponent.SolarCameraComponent.CameraComponent.SceneComponent.A
ctorComponent.Object
SolarCharacter* Character;//[Offset: 0xa48, Size: 0x8]
SolarCharacterCameraDataAsset* CharacterCameraConfig;//[Offset: 0xa60, Size:
0x8]
CameraShakeBySource* CameraShakeWithBoneTemplate;//[Offset: 0xb28, Size: 0x8]
CameraShakeBySource* CameraShakeWithBoneInst;//[Offset: 0xb30, Size: 0x8]
void OnLocalPlayerSpectateMeStatusChanged(SolarCharacter* InCharacter, bool
bIsSpectating);// 0x65c949c
void OnCustomFOVSaved();// 0x65c9598
float GetUnscaledFOV();// 0x65c95c8
float GetUnconvertedFOV();// 0x65c95ac
float GetStandardFOVScale();// 0x65c95e4
float GetStandardFOV();// 0x65c9618
float GetCustomizedFOV();// 0x65c9634

--------------------------------
Class: SolarCharacterCameraDataAsset.DataAsset.Object
FName CameraAnimBone;//[Offset: 0x30, Size: 0x8]
FName CameraAnimCurveName;//[Offset: 0x38, Size: 0x8]
float CrouchTargetOffsetZ;//[Offset: 0x40, Size: 0x4]
CameraComposition CameraComposition;//[Offset: 0x48, Size: 0x108]
RuntimeCurveLinearColor TargetOffsetByPitchCurve;//[Offset: 0x150, Size:
0x208]
CurveFloat* DeltaFOVScaleCurve;//[Offset: 0x358, Size: 0x8]
float ShoulderShotCameraFOV;//[Offset: 0x360, Size: 0x4]
float ShoulderShotCameraZoomInOutTime;//[Offset: 0x364, Size: 0x4]
float SwimDistanceToTarget;//[Offset: 0x368, Size: 0x4]
Vector CruiseCameraOffset;//[Offset: 0x36c, Size: 0xc]
Vector CruiseTargetOffset;//[Offset: 0x378, Size: 0xc]
float CruiseDistanceToTarget;//[Offset: 0x384, Size: 0x4]
Vector SkydiveCameraOffset;//[Offset: 0x388, Size: 0xc]
Vector SkydiveTargetOffset;//[Offset: 0x394, Size: 0xc]
float SkydiveDistanceToTarget;//[Offset: 0x3a0, Size: 0x4]
float SkydiveDistanceToTargetOnBoosting;//[Offset: 0x3a4, Size: 0x4]
float SkydiveViewPitchMax;//[Offset: 0x3a8, Size: 0x4]
float SkydiveViewPitchMin;//[Offset: 0x3ac, Size: 0x4]
CameraSettings JetFlySettingsVertical;//[Offset: 0x3b0, Size: 0x20]
CameraSettings JetFlySettingsFront;//[Offset: 0x3d0, Size: 0x20]
CameraSettings JetFlySettingsBack;//[Offset: 0x3f0, Size: 0x20]
CameraSettings JetFlySettingsLeft;//[Offset: 0x410, Size: 0x20]
CameraSettings JetFlySettingsRight;//[Offset: 0x430, Size: 0x20]
RuntimeFloatCurve JetFlyFadeInCurve;//[Offset: 0x450, Size: 0x88]
RuntimeFloatCurve JetFlyFadeOutCurve;//[Offset: 0x4d8, Size: 0x88]
Vector SlideTackleCameraOffset;//[Offset: 0x560, Size: 0xc]
Vector SlideTackleTargetOffset;//[Offset: 0x56c, Size: 0xc]
float SlideTackleDistanceToTarget;//[Offset: 0x578, Size: 0x4]
float ZiplineDistanceToTarget;//[Offset: 0x57c, Size: 0x4]
Vector ZiplineCameraOffset;//[Offset: 0x580, Size: 0xc]
float ZiplineCameraBlockEvadeSpeed;//[Offset: 0x58c, Size: 0x4]
float ZiplineCameraBlockRadius;//[Offset: 0x590, Size: 0x4]
class CameraShake* CameraShakeSkydiveFlying;//[Offset: 0x598, Size: 0x8]
float CameraShakeSkydiveFlyingSpeedMin;//[Offset: 0x5a0, Size: 0x4]
float CameraShakeSkydiveFlyingSpeedMax;//[Offset: 0x5a4, Size: 0x4]
class CameraShake* CameraShakeJetPackLaunch;//[Offset: 0x5a8, Size: 0x8]
class CameraShake* CameraShakeLand;//[Offset: 0x5b0, Size: 0x8]
class CameraShake* CameraShakeVehicleEjectLaunch;//[Offset: 0x5b8, Size: 0x8]
float CameraShakeLandDistanceMin;//[Offset: 0x5c0, Size: 0x4]
float CameraShakeLandDistanceMax;//[Offset: 0x5c4, Size: 0x4]
<enum,class CameraShake> CamShakeConfig;//[Offset: 0x5c8, Size: 0x50]
float TargetOffsetLerpSpeed;//[Offset: 0x618, Size: 0x4]
float CustomizedCameraOffsetSmoothFactor;//[Offset: 0x61c, Size: 0x4]
float CustomizedTargetOffsetSmoothFactor;//[Offset: 0x620, Size: 0x4]
float ThirdPersonDistanceToTargetOnSprinting;//[Offset: 0x624, Size: 0x4]
float ThirdPersonDeltaFOVOnSprinting;//[Offset: 0x628, Size: 0x4]
float ThirdPersonVerticalOffset;//[Offset: 0x62c, Size: 0x4]
float ThirdPersonVerticalOffsetWhenCrouched;//[Offset: 0x630, Size: 0x4]
float ThirdPersonVerticalOffsetWhenCrouchMoving;//[Offset: 0x634, Size: 0x4]
float ThirdPersonHorizontalOffset;//[Offset: 0x638, Size: 0x4]
CurveFloat* FollowForwardOffsetCurve;//[Offset: 0x640, Size: 0x8]
float FollowForwardOffsetMultiplier;//[Offset: 0x648, Size: 0x4]
float CrouchCameraLagTime;//[Offset: 0x64c, Size: 0x4]
float UnCrouchCameraLagTime;//[Offset: 0x650, Size: 0x4]
float ShoulderShotVerticalOffset;//[Offset: 0x654, Size: 0x4]
float ShoulderShotVerticalOffsetWhenCrouched;//[Offset: 0x658, Size: 0x4]
float ShoulderShotHorizontalOffset;//[Offset: 0x65c, Size: 0x4]
float ShoulderShotDistanceToTarget;//[Offset: 0x660, Size: 0x4]
CurveFloat* ShoulderShotFollowDistanceCurve;//[Offset: 0x668, Size: 0x8]
float ScopeShotVerticalOffsetWithStanding;//[Offset: 0x670, Size: 0x4]
float ScopeShotVerticalOffsetWhenCrouch;//[Offset: 0x674, Size: 0x4]
float DistanceToScopePivot;//[Offset: 0x678, Size: 0x4]
float ArmDistanceToCamera;//[Offset: 0x67c, Size: 0x4]
float ScopeHorizontalOffset;//[Offset: 0x680, Size: 0x4]
float SwimDistSwitchSpeed;//[Offset: 0x684, Size: 0x4]
float TakeOffCamPitchMin;//[Offset: 0x688, Size: 0x4]
float TakeOffCamPitchMax;//[Offset: 0x68c, Size: 0x4]
float LandingSpeedThreshold;//[Offset: 0x690, Size: 0x4]

--------------------------------
Class: CameraComposition
CameraProperty DefaultCameraProperty;//[Offset: 0x0, Size: 0xb8]
<uint32,CameraProperty> CameraPropertyCharacterMap;//[Offset: 0xb8, Size:
0x50]

--------------------------------
Class: CameraProperty
Vector2D SocketOffset;//[Offset: 0x0, Size: 0x8]
Vector2D ShoulderSocketOffset;//[Offset: 0x8, Size: 0x8]
Vector2D ScopeSocketOffset;//[Offset: 0x10, Size: 0x8]
float TargetOffset;//[Offset: 0x18, Size: 0x4]
float ArmLen;//[Offset: 0x1c, Size: 0x4]
RuntimeFloatCurve DeltaArmLenByPitchCurve;//[Offset: 0x20, Size: 0x88]
bool bHideDefaultOnlyProperty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xa8, Size: 0x1]
Vector2D PitchMinMax;//[Offset: 0xac, Size: 0x8]

--------------------------------
Class: RuntimeCurveLinearColor
RichCurve ColorCurves;//[Offset: 0x0, Size: 0x80]
CurveLinearColor* ExternalCurve;//[Offset: 0x200, Size: 0x8]
--------------------------------
Class: CameraSettings
float DistanceToTarget;//[Offset: 0x0, Size: 0x4]
float CameraFOV;//[Offset: 0x4, Size: 0x4]
Vector TargetOffset;//[Offset: 0x8, Size: 0xc]
Vector CameraOffset;//[Offset: 0x14, Size: 0xc]

--------------------------------
Class: CameraShakeBySource.CustomizedCameraShake.Object
SkeletalMeshComponent* TargetMesh;//[Offset: 0x48, Size: 0x8]
SolarPlayerCameraManager* Manager;//[Offset: 0x50, Size: 0x8]
FName BoneName;//[Offset: 0x58, Size: 0x8]
FName CurveName;//[Offset: 0x60, Size: 0x8]
bool bValidEvenIfInvisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68, Size: 0x1]

--------------------------------
Class: CustomizedCameraShake.Object
bool bSingleInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x28, Size: 0x1]
bool bDisableObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x29, Size: 0x1]
CameraModifier_CustomizedCameraShake* Modifier;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: CameraModifier_CustomizedCameraShake.CameraModifier.Object
<class CustomizedCameraShake,CustomizedCameraShakePool>
ShakePoolByClass;//[Offset: 0x48, Size: 0x50]
CustomizedCameraShakeTemplatePool[] ShakePoolByTemplate;//[Offset: 0x98,
Size: 0x10]
ActiveCustomizedCameraShake[] ActiveShakes;//[Offset: 0xa8, Size: 0x10]

--------------------------------
Class: CustomizedCameraShakePool
CustomizedCameraShake*[] PooledShakes;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: CustomizedCameraShakeTemplatePool
CustomizedCameraShake*[] PooledShakes;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: ActiveCustomizedCameraShake
CustomizedCameraShake* ShakeInstance;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: SolarPlayerCameraManager.PlayerCameraManager.Actor.Object
Actor* OldViewTarget;//[Offset: 0x3150, Size: 0x8]
CameraModifier_CustomizedCameraShake*
CachedCustomizedCameraShakeModifier;//[Offset: 0x3158, Size: 0x8]
MaterialInterface*[] CameraPostProcessMaterials;//[Offset: 0x32d0, Size:
0x10]
void OnPlayerGetOnViewTargetVehicle(int GetOnSeatIndex, SolarCharacter*
GetOnPlayer);// 0x6706ee0
CustomizedCameraShake* K2_PlayCustomizedCameraShakeByClass(class
CustomizedCameraShake ShakeClass, float Scale);// 0x6706fd4
MinimalViewInfo GetDebugPOV();// 0x6706d78

--------------------------------
Class: AbilityCooldownTimer
GameplayTag AbilityCooldownTag;//[Offset: 0x0, Size: 0x8]
float AbilityAppliedTime;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: SkillPreviewData.DataAsset.Object
FName StartSocketName;//[Offset: 0x30, Size: 0x8]
Vector StartSocketOffset;//[Offset: 0x38, Size: 0xc]
StaticMesh* PreViewMesh;//[Offset: 0x48, Size: 0x8]
MaterialInterface*[] PreviewMeshMaterials;//[Offset: 0x50, Size: 0x10]
Transform PreviewMeshTransform;//[Offset: 0x60, Size: 0x30]
enum AlignType;//[Offset: 0x90, Size: 0x1]

--------------------------------
Class:
SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneCompo
nent.ActorComponent.Object
SplineMeshParams SplineParams;//[Offset: 0x800, Size: 0x58]
Vector SplineUpDir;//[Offset: 0x858, Size: 0xc]
float SplineBoundaryMin;//[Offset: 0x864, Size: 0x4]
Guid CachedMeshBodySetupGuid;//[Offset: 0x868, Size: 0x10]
BodySetup* BodySetup;//[Offset: 0x878, Size: 0x8]
float SplineBoundaryMax;//[Offset: 0x880, Size: 0x4]
bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x884, Size: 0x1]
bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)
[Offset: 0x884, Size: 0x1]
bool bMeshDirty;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x884,
Size: 0x1]
byte ForwardAxis;//[Offset: 0x885, Size: 0x1]
float VirtualTextureMainPassMaxDrawDistance;//[Offset: 0x888, Size: 0x4]
void UpdateMesh();// 0x8f06bdc
void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x8f06974
void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x8f063fc
void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x8f062cc
void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x8f06aa8
void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x8f061a0
void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos,
Vector EndTangent, bool bUpdateMesh);// 0x8f06528
void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);//
0x8f05bb4
void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x8f05ce8
void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x8f0670c
void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x8f06074
void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x8f05f44
void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x8f06840
void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x8f05e18
void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x8f05a84
void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x8f05954
Vector GetStartTangent();// 0x8f06a70
Vector2D GetStartScale();// 0x8f064f4
float GetStartRoll();// 0x8f063c8
Vector GetStartPosition();// 0x8f06ba4
Vector2D GetStartOffset();// 0x8f06298
Vector GetSplineUpDir();// 0x8f05cb0
byte GetForwardAxis();// 0x8f05de4
Vector GetEndTangent();// 0x8f06808
Vector2D GetEndScale();// 0x8f0616c
float GetEndRoll();// 0x8f06040
Vector GetEndPosition();// 0x8f0693c
Vector2D GetEndOffset();// 0x8f05f10
float GetBoundaryMin();// 0x8f05b80
float GetBoundaryMax();// 0x8f05a50

--------------------------------
Class: SplineMeshParams
Vector StartPos;//[Offset: 0x0, Size: 0xc]
Vector StartTangent;//[Offset: 0xc, Size: 0xc]
Vector2D StartScale;//[Offset: 0x18, Size: 0x8]
float StartRoll;//[Offset: 0x20, Size: 0x4]
Vector2D StartOffset;//[Offset: 0x24, Size: 0x8]
Vector EndPos;//[Offset: 0x2c, Size: 0xc]
Vector2D EndScale;//[Offset: 0x38, Size: 0x8]
Vector EndTangent;//[Offset: 0x40, Size: 0xc]
float EndRoll;//[Offset: 0x4c, Size: 0x4]
Vector2D EndOffset;//[Offset: 0x50, Size: 0x8]

--------------------------------
Class: SolarTeammateWidgetProxyActor.Actor.Object
SolarTeammateHUDWidgetComponent*[] WidgetComponents;//[Offset: 0x248, Size:
0x10]
SolarCharacter* FocusedCharacter;//[Offset: 0x258, Size: 0x8]
void OnLeaveAnyTeam(SolarTeamInfo* TeamInfo, SolarPlayerState*
PlayerState);// 0x6c3dda8
void OnJoinAnyTeam(SolarTeamInfo* TeamInfo, SolarPlayerState* PlayerState);//
0x6c3de98
void OnFocusedCharacterAllReady(SolarCharacter* Character);// 0x6c3df88

--------------------------------
Class:
SolarTeammateHUDWidgetComponent.WidgetComponent.MeshComponent.PrimitiveComponent.Sc
eneComponent.ActorComponent.Object
float CheckHUDDistanceToCenter;//[Offset: 0x770, Size: 0x4]
float HUDTranslucentValue;//[Offset: 0x774, Size: 0x4]
float LocationUpdateTolerance;//[Offset: 0x778, Size: 0x4]
float InterpolationTimeRatio;//[Offset: 0x77c, Size: 0x4]
float InterpolationSpeed;//[Offset: 0x780, Size: 0x4]
float InterpolationEaseInOutExp;//[Offset: 0x784, Size: 0x4]
CurveFloat* DistanceToScaleCurve;//[Offset: 0x788, Size: 0x8]
bool bUseDistanceToCharacterForScale;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x790, Size: 0x1]
class WorldMark_ReviveTeammatesFalling* DyingMarkClass;//[Offset: 0x798,
Size: 0x8]
WorldMark_ReviveTeammatesFalling* DyingMark;//[Offset: 0x7a0, Size: 0x8]
class WorldMark_HUDTeammateOffScreen* TeammateHUDOffScreenClass;//[Offset:
0x7a8, Size: 0x8]
WorldMark_HUDTeammateOffScreen* OffScreenWorldMark;//[Offset: 0x7b0, Size:
0x8]
Vector TargetWorldLocation;//[Offset: 0x7bc, Size: 0xc]
FString NotifyHelpSoundName;//[Offset: 0x7e8, Size: 0x10]
SolarCharacter* RepresentCharacter;//[Offset: 0x7f8, Size: 0x8]
int PosInTeam;//[Offset: 0x80c, Size: 0x4]
void SetHUDVisibility(bool bVis);// 0x6c3d634
void SelectHeroStateChangedEvent(bool bHUDVisible);// 0x6c3d4dc
void RemindTeammateRescueHelp(SolarPlayerState* SolarPlayerState);//
0x6c3d58c
void OnSpecTargetChanged(SolarPlayerState* OldTarget, SolarPlayerState*
NewTarget);// 0x6c3d6e4
void OnSkillResetCamera(bool bShowHUD);// 0x6c3d8dc
void OnResurrectionStateChanged(enum NewState);// 0x6c3d434
void OnRescueStateChanged(byte CurrentRescueState, SolarCharacter*
Character);// 0x6c3d7d4
void OnRefreshHUDShouldShowOffScreen();// 0x6c3d8c8
void OnGameUserOffScreenChanged();// 0x6c3d98c
void OnBattleHUDVisibilityChanged(const bool bBattleHUDVis);// 0x6c3d384

--------------------------------
Class:
WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Obje
ct
enum Space;//[Offset: 0x641, Size: 0x1]
enum TimingPolicy;//[Offset: 0x642, Size: 0x1]
class UserWidget* WidgetClass;//[Offset: 0x648, Size: 0x8]
IntPoint DrawSize;//[Offset: 0x650, Size: 0x8]
bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x658, Size: 0x1]
bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x659, Size: 0x1]
float RedrawTime;//[Offset: 0x65c, Size: 0x4]
IntPoint CurrentDrawSize;//[Offset: 0x668, Size: 0x8]
bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x670, Size: 0x1]
Vector2D Pivot;//[Offset: 0x674, Size: 0x8]
bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x67c, Size: 0x1]
bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x67d, Size: 0x1]
enum WindowVisibility;//[Offset: 0x67e, Size: 0x1]
bool bApplyGammaCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x67f, Size: 0x1]
LocalPlayer* OwnerPlayer;//[Offset: 0x680, Size: 0x8]
LinearColor BackgroundColor;//[Offset: 0x688, Size: 0x10]
LinearColor TintColorAndOpacity;//[Offset: 0x698, Size: 0x10]
float OpacityFromTexture;//[Offset: 0x6a8, Size: 0x4]
enum BlendMode;//[Offset: 0x6ac, Size: 0x1]
bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6ad, Size: 0x1]
bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6ae, Size: 0x1]
UserWidget* Widget;//[Offset: 0x6b0, Size: 0x8]
BodySetup* BodySetup;//[Offset: 0x6d8, Size: 0x8]
MaterialInterface* TranslucentMaterial;//[Offset: 0x6e0, Size: 0x8]
MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x6e8, Size: 0x8]
MaterialInterface* OpaqueMaterial;//[Offset: 0x6f0, Size: 0x8]
MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x6f8, Size: 0x8]
MaterialInterface* MaskedMaterial;//[Offset: 0x700, Size: 0x8]
MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x708, Size: 0x8]
TextureRenderTarget2D* RenderTarget;//[Offset: 0x710, Size: 0x8]
MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x718, Size: 0x8]
bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x720, Size: 0x1]
bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x721, Size: 0x1]
FName SharedLayerName;//[Offset: 0x724, Size: 0x8]
int LayerZOrder;//[Offset: 0x72c, Size: 0x4]
enum GeometryMode;//[Offset: 0x730, Size: 0x1]
float CylinderArcAngle;//[Offset: 0x734, Size: 0x4]
void SetWindowVisibility(enum InVisibility);// 0x81c37c4
void SetWindowFocusable(bool bInWindowFocusable);// 0x81c3888
void SetWidgetSpace(enum NewSpace);// 0x81c3ad4
void SetWidget(UserWidget* Widget);// 0x81c43a4
void SetTwoSided(const bool bWantTwoSided);// 0x81c4008
void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);//
0x81c3df0
void SetTickWhenOffscreen(const bool bWantTickWhenOffscreen);// 0x81c3f40
void SetRedrawTime(float InRedrawTime);// 0x81c3b94
void SetPivot(out const Vector2D InPivot);// 0x81c3d1c
void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x81c42fc
void SetManuallyRedraw(bool bUseManualRedraw);// 0x81c4230
void SetGeometryMode(enum InGeometryMode);// 0x81c3a14
void SetDrawSize(Vector2D Size);// 0x81c40f0
void SetDrawAtDesiredSize(bool bInDrawAtDesiredSize);// 0x81c3c54
void SetCylinderArcAngle(const float InCylinderArcAngle);// 0x81c3954
void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x81c3e98
void RequestRedraw();// 0x81c40d4
enum GetWindowVisiblility();// 0x81c386c
bool GetWindowFocusable();// 0x81c3938
enum GetWidgetSpace();// 0x81c3b78
UserWidget* GetUserWidgetObject();// 0x81c44bc
bool GetTwoSided();// 0x81c40b8
bool GetTickWhenOffscreen();// 0x81c3fec
TextureRenderTarget2D* GetRenderTarget();// 0x81c4488
float GetRedrawTime();// 0x81c3c38
Vector2D GetPivot();// 0x81c3dd0
LocalPlayer* GetOwnerPlayer();// 0x81c41fc
MaterialInstanceDynamic* GetMaterialInstance();// 0x81c4454
bool GetManuallyRedraw();// 0x81c42e0
enum GetGeometryMode();// 0x81c3ab8
Vector2D GetDrawSize();// 0x81c41c8
bool GetDrawAtDesiredSize();// 0x81c3d00
float GetCylinderArcAngle();// 0x81c39f8
Vector2D GetCurrentDrawSize();// 0x81c4194

--------------------------------
Class:
WorldMark_ReviveTeammatesFalling.WorldMark_ReviveBase.ActorMarkBase.SolarUserWidget
.SolarUserWidgetBase.SolarNavigationBase.UserWidget.Widget.Visual.Object
CanvasPanel* Panel;//[Offset: 0x5a8, Size: 0x8]
CanvasPanel* Panel_rotate;//[Offset: 0x5b0, Size: 0x8]
ScaleBox* ScaleBox;//[Offset: 0x5b8, Size: 0x8]
Image* Img_Light;//[Offset: 0x5c0, Size: 0x8]
Image* img_HeadBg_Shadow;//[Offset: 0x5c8, Size: 0x8]
Image* img_PlayerHead;//[Offset: 0x5d0, Size: 0x8]
Image* ProgressCD;//[Offset: 0x5d8, Size: 0x8]
MaterialInstanceDynamic* CDMaterial;//[Offset: 0x5e0, Size: 0x8]
FName ProgressParamName;//[Offset: 0x5e8, Size: 0x8]
LinearColor ProgressParamDefaultValue;//[Offset: 0x5f0, Size: 0x10]
FString TimeParamName;//[Offset: 0x600, Size: 0x10]
int TimeFormatLocalTextID;//[Offset: 0x610, Size: 0x4]
void SetPlayerRescueState(bool InBeingRescue);// 0x704f228

--------------------------------
Class:
WorldMark_ReviveBase.ActorMarkBase.SolarUserWidget.SolarUserWidgetBase.SolarNavigat
ionBase.UserWidget.Widget.Visual.Object
CurveFloat* ScaleChangeDistanceScaleCurve;//[Offset: 0x548, Size: 0x8]
float LerpSpeed;//[Offset: 0x550, Size: 0x4]
WidgetAnimation* Occupy_Anim;//[Offset: 0x558, Size: 0x8]
WidgetAnimation* Anim_Enter;//[Offset: 0x560, Size: 0x8]
WidgetAnimation* Anim_Exit;//[Offset: 0x568, Size: 0x8]
delegate OnExitAnimationFinished;//[Offset: 0x570, Size: 0x10]
FString StartNotifySoundName;//[Offset: 0x588, Size: 0x10]
FString NotifySoundName;//[Offset: 0x598, Size: 0x10]
void SetPlayerIDAndChangeColor(FString PlayerId);// 0x704f228
void InitBySolarPlayerState(SolarPlayerState* PlayerState);// 0x6d53078
void ExitAnimEnd();// 0x6d53064

--------------------------------
Class: ScaleBox.ContentWidget.PanelWidget.Widget.Visual.Object
byte Stretch;//[Offset: 0x149, Size: 0x1]
byte StretchDirection;//[Offset: 0x14a, Size: 0x1]
float UserSpecifiedScale;//[Offset: 0x14c, Size: 0x4]
bool IgnoreInheritedScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x150, Size: 0x1]
float IgnoreSlightScaleModificationPercent;//[Offset: 0x154, Size: 0x4]
void SetUserSpecifiedScale(float InUserSpecifiedScale);// 0x819ec34
void SetStretchDirection(byte InStretchDirection);// 0x819ecdc
void SetStretch(byte InStretch);// 0x819ed84
void SetIgnoreInheritedScale(bool bInIgnoreInheritedScale);// 0x819eb84

--------------------------------
Class:
WorldMark_HUDTeammateOffScreen.ActorMarkBase.SolarUserWidget.SolarUserWidgetBase.So
larNavigationBase.UserWidget.Widget.Visual.Object
CanvasPanel* Panel_Num;//[Offset: 0x548, Size: 0x8]
CanvasPanel* Panel_Arrow;//[Offset: 0x550, Size: 0x8]
SolarTextBlock* Txt_Num;//[Offset: 0x558, Size: 0x8]
void SetPlayerIDAndColor(FString PlayerId);// 0x704f228
void RefreshPosInTeam(const byte PosInTeam);// 0x704f228
void OnUpdateMemberNum(const byte PosInTeam);// 0x6d52a20
void OnSpecTargetChanged(SolarPlayerState* OldTarget, SolarPlayerState*
NewTarget);// 0x6d52ac8
void OnRescueStateChanged(byte CurrentRescueState);// 0x6d52bb8

--------------------------------
Class:
TextureRenderTarget2D.TextureRenderTarget.Texture.StreamableRenderAsset.Object
int SizeX;//[Offset: 0xc0, Size: 0x4]
int SizeY;//[Offset: 0xc4, Size: 0x4]
bool bAutoRTSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc8,
Size: 0x1]
LinearColor ClearColor;//[Offset: 0xcc, Size: 0x10]
byte AddressX;//[Offset: 0xdc, Size: 0x1]
byte AddressY;//[Offset: 0xdd, Size: 0x1]
bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xde, Size: 0x1]
bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xde, Size:
0x1]
bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset:
0xde, Size: 0x1]
byte RenderTargetFormat;//[Offset: 0xdf, Size: 0x1]
bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0xe0, Size: 0x1]
byte MipsSamplerFilter;//[Offset: 0xe1, Size: 0x1]
byte MipsAddressU;//[Offset: 0xe2, Size: 0x1]
byte MipsAddressV;//[Offset: 0xe3, Size: 0x1]
byte OverrideFormat;//[Offset: 0xe4, Size: 0x1]

--------------------------------
Class: TextureRenderTarget.Texture.StreamableRenderAsset.Object
float TargetGamma;//[Offset: 0xb8, Size: 0x4]

--------------------------------
Class: FixedAntiCheatData
int FOV;//[Offset: 0x0, Size: 0x4]
byte AxisConstraint;//[Offset: 0x4, Size: 0x1]
bool bAssistAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5,
Size: 0x1]
Vector HeadBoneScale;//[Offset: 0x8, Size: 0xc]
bool CurrWeaponRecoil;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x14, Size: 0x1]
float LatestTimeDiscrepancyError;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: SolarMeerkatManager.ActorComponent.Object
MeerkatSubScheduleMB* MBCheckInstance;//[Offset: 0xb0, Size: 0x8]
MeerkatSubScheduleHp* HpCheckInstance;//[Offset: 0xb8, Size: 0x8]
MeerkatSubScheduleAE* AECheckInstance;//[Offset: 0xc0, Size: 0x8]
MeerkatSubScheduleAR* ARCheckInstance;//[Offset: 0xc8, Size: 0x8]
MeerkatSubScheduleCC* CCCheckInstance;//[Offset: 0xd0, Size: 0x8]
MeerkatSubScheduleNP* NPCheckInstance;//[Offset: 0xd8, Size: 0x8]
MeerkatSubScheduleFU* FUInstance;//[Offset: 0xe0, Size: 0x8]

--------------------------------
Class: MeerkatSubScheduleMB.SolarMeerkatScheduleComponent.ActorComponent.Object

--------------------------------
Class: SolarMeerkatScheduleComponent.ActorComponent.Object
MeerkatConfig MeerkatData;//[Offset: 0xbc, Size: 0x14]
void ServerReportRPC(FString Key, FString Value);// 0x6549b84
void ClientUpdateScheduleConfig(const MeerkatConfig Config);// 0x6549c98
void ClientToServerLog(FString Prefix, FString Context);// 0x6549a70

--------------------------------
Class: MeerkatConfig
int ID;//[Offset: 0x0, Size: 0x4]
float Min;//[Offset: 0x4, Size: 0x4]
float Max;//[Offset: 0x8, Size: 0x4]
int Tolerance;//[Offset: 0xc, Size: 0x4]
int ProbeInterval;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: MeerkatSubScheduleHp.SolarMeerkatScheduleComponent.ActorComponent.Object
void ClientNotifySeverHpExceptionOccur();// 0x637f5ac

--------------------------------
Class: MeerkatSubScheduleAE.SolarMeerkatScheduleComponent.ActorComponent.Object

--------------------------------
Class: MeerkatSubScheduleAR.SolarMeerkatScheduleComponent.ActorComponent.Object

--------------------------------
Class: MeerkatSubScheduleCC.SolarMeerkatScheduleComponent.ActorComponent.Object
--------------------------------
Class: MeerkatSubScheduleNP.SolarMeerkatScheduleComponent.ActorComponent.Object
void SeverTriggerClientGetTokAndSendToBackend();// 0x637f954
void ClientNotifyServerLastGetTokResult(FString Tok);// 0x637f898

--------------------------------
Class: MeerkatSubScheduleFU.SolarMeerkatScheduleComponent.ActorComponent.Object

--------------------------------
Class: TransferFileInfo
uint32 CurrentIndex;//[Offset: 0x0, Size: 0x4]
uint32 TotalCnt;//[Offset: 0x4, Size: 0x4]
FString ContentBuffer;//[Offset: 0x8, Size: 0x10]

--------------------------------
Class: SShotImageInfo
FString UserId;//[Offset: 0x0, Size: 0x10]
FString PlayerId;//[Offset: 0x10, Size: 0x10]
FString BattleID;//[Offset: 0x20, Size: 0x10]
int64 ScreenshotTime;//[Offset: 0x30, Size: 0x8]
int ImageSize;//[Offset: 0x38, Size: 0x4]
int ImageWidth;//[Offset: 0x3c, Size: 0x4]
int ImageHeight;//[Offset: 0x40, Size: 0x4]
FString ImageType;//[Offset: 0x48, Size: 0x10]
FString ImageBuffer;//[Offset: 0x58, Size: 0x10]

--------------------------------
Class: CharacterVoiceContext.SoundContextBase
int VoiceType;//[Offset: 0x20, Size: 0x4]
FString EventName;//[Offset: 0x28, Size: 0x10]
FString EventNameSecond;//[Offset: 0x38, Size: 0x10]
int LocalizationID;//[Offset: 0x48, Size: 0x4]
int LocalizationIDSecond;//[Offset: 0x4c, Size: 0x4]
FString NickName;//[Offset: 0x50, Size: 0x10]
enum SyncType;//[Offset: 0x60, Size: 0x1]
float EffectiveRadius;//[Offset: 0x64, Size: 0x4]
bool bValidEvenInSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68, Size: 0x1]

--------------------------------
Class: SoundContextBase
SolarCharacter* SelfCharacter;//[Offset: 0x0, Size: 0x8]
FString SolarPlayerId;//[Offset: 0x8, Size: 0x10]
enum Relationship;//[Offset: 0x18, Size: 0x4]
int PosInTeam;//[Offset: 0x1c, Size: 0x4]

--------------------------------
Class: LocTextParam
FString ParamName;//[Offset: 0x0, Size: 0x10]
int LocTextID;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: RotationBarMarkWidget.UserWidget.Widget.Visual.Object
FName FlagName;//[Offset: 0x288, Size: 0x8]
FName TextName;//[Offset: 0x290, Size: 0x8]
Image* FlagImage;//[Offset: 0x298, Size: 0x8]
TextBlock* TextBlock;//[Offset: 0x2a0, Size: 0x8]
Actor* TargetActor;//[Offset: 0x2a8, Size: 0x8]
void SetupOrder(int InOrderID);// 0x704f228
void SetUpdateState(bool ShouldUpdateLocation);// 0x64e3024
void SetPosition(Vector2D InPosition);// 0x64e2f80
void SetFlagIcon(PaperSprite* InSprite);// 0x64e2ed8
void InitializeMark(Actor* InTargetActor, bool InMoveable);// 0x64e30d4
float GetAngle();// 0x64e2ea4

--------------------------------
Class: ReplayMonitorInfo
FString Token;//[Offset: 0x0, Size: 0x10]
FString UploadURL;//[Offset: 0x10, Size: 0x10]
int64 StartTime;//[Offset: 0x20, Size: 0x8]
int64 EndTime;//[Offset: 0x28, Size: 0x8]
int64 Timestamp;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: ScreenshotSetting
bool EnableOnCurrentReportGameCheating;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x0, Size: 0x1]
int MaxCountInRound;//[Offset: 0x4, Size: 0x4]
bool[] ScreenshotMoment;//[Offset: 0x8, Size: 0x10]
int ScreenshotInterval;//[Offset: 0x18, Size: 0x4]
int ScreenshotWidth;//[Offset: 0x1c, Size: 0x4]
int ScreenshotQuality;//[Offset: 0x20, Size: 0x4]
FString ImageSaveType;//[Offset: 0x28, Size: 0x10]
enum ScreenshotMode;//[Offset: 0x38, Size: 0x1]
int ImageMaxSize;//[Offset: 0x3c, Size: 0x4]

--------------------------------
Class: MutiBulletHitData
FireUniqueID FireUniqueID;//[Offset: 0x0, Size: 0x4]
int8 FireMode;//[Offset: 0x4, Size: 0x1]
int8 IsScopeOpen;//[Offset: 0x5, Size: 0x1]
float HorizontalVar;//[Offset: 0x8, Size: 0x4]
float VerticalVar;//[Offset: 0xc, Size: 0x4]
bool bValidHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
Vector_NetQuantize100 StartLocation;//[Offset: 0x14, Size: 0xc]
Vector_NetQuantize WeaponLocation;//[Offset: 0x20, Size: 0xc]
Vector_NetQuantize characterlocation;//[Offset: 0x2c, Size: 0xc]
float DamageScale;//[Offset: 0x38, Size: 0x4]
int LastClipAmmo;//[Offset: 0x3c, Size: 0x4]
int LastFireTimeWithThousandthSecond;//[Offset: 0x40, Size: 0x4]
SolarWeaponHitAntiData[] HitAntiDatas;//[Offset: 0x48, Size: 0x10]
BulletHitDetailData[] HitDetailDataArray;//[Offset: 0x58, Size: 0x10]

--------------------------------
Class: WeaponShotHitResult
Actor* Actor;//[Offset: 0x0, Size: 0x8]
Vector_NetQuantize Location;//[Offset: 0x8, Size: 0xc]
FName BoneName;//[Offset: 0x14, Size: 0x8]
Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x1c, Size: 0xc]
bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28,
Size: 0x1]
PrimitiveComponent* Component;//[Offset: 0x2c, Size: 0x8]
int FaceIndex;//[Offset: 0x34, Size: 0x4]

--------------------------------
Class:
SolarWeaponAT_FireBase.SolarWeaponAT_TaskBase.SolarAbilityTask.AbilityTask.Gameplay
Task.Object
AmmoConfig* Ammo;//[Offset: 0xb8, Size: 0x8]
void K2_RequireEndFireTask();// 0x704f228
void K2_RealFireTick(float DeltaTime);// 0x704f228
void K2_PrepareRealFire();// 0x704f228
void K2_ActivateRealFire();// 0x704f228

--------------------------------
Class: AutoFireConfig.DataAsset.Object
AutoFireBoxExtent TPPBoxExtent;//[Offset: 0x30, Size: 0xc]
AutoFireBoxExtent FPPBoxExtent;//[Offset: 0x3c, Size: 0xc]
float LockingDuration;//[Offset: 0x48, Size: 0x4]
float LockedDuration;//[Offset: 0x4c, Size: 0x4]
float UnlockingDuration;//[Offset: 0x50, Size: 0x4]
class GameplayEffect* EffectClassForOwner;//[Offset: 0x58, Size: 0x8]

--------------------------------
Class: AutoFireBoxExtent
float Width;//[Offset: 0x0, Size: 0x4]
float Height;//[Offset: 0x4, Size: 0x4]
float Depth;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: SolarWeaponCrosshairData
byte HasReload;//[Offset: 0x0, Size: 0x1]
byte HasForbid;//[Offset: 0x1, Size: 0x1]
byte HasOverload;//[Offset: 0x2, Size: 0x1]
byte HasChargeProgress;//[Offset: 0x3, Size: 0x1]
byte HasFeedback;//[Offset: 0x4, Size: 0x1]
enum WeaponType;//[Offset: 0x5, Size: 0x1]
bool bIsEnergyType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x6, Size: 0x1]
class UserWidget* CrossHairWidget;//[Offset: 0x8, Size: 0x8]
class UserWidget* BulletContainerWidget;//[Offset: 0x10, Size: 0x8]
class UserWidget* WeaponRechamberWidget;//[Offset: 0x18, Size: 0x8]
SolarNoAmmoAlertWidgetLayout AmmoAlertWidgetLayout;//[Offset: 0x20, Size:
0x18]

--------------------------------
Class: SolarNoAmmoAlertWidgetLayout
bool bOverrideLayout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
Vector2D offset;//[Offset: 0x4, Size: 0x8]
float SpinAngle;//[Offset: 0xc, Size: 0x4]
Vector2D Scale;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: SolarVirtualBulletCollector.ActorComponent.Object
SolarWeapon* CacheWeapon;//[Offset: 0xb0, Size: 0x8]
SolarCharacterBase* CacheCharacter;//[Offset: 0xb8, Size: 0x8]
World* CacheWorld;//[Offset: 0xc0, Size: 0x8]
SolarVirtualBullet[] Bullets;//[Offset: 0xc8, Size: 0x10]
SolarVirtualBullet[] PendingBulletsInSimulated;//[Offset: 0xd8, Size: 0x10]
SolarVirtualBullet[] BulletsInSimulated;//[Offset: 0xe8, Size: 0x10]
SolarVirtualBullet[] BulletsInDedicatedServer;//[Offset: 0xf8, Size: 0x10]

--------------------------------
Class: SolarVirtualBullet
SolarVirtualBulletCollector* Collector;//[Offset: 0x8, Size: 0x8]
ParticleSystemComponent* BulletEffect;//[Offset: 0x10, Size: 0x8]
ParticleSystemComponent* TrajectoryEffect;//[Offset: 0x18, Size: 0x8]
ParticleSystemComponent* TrajectoryBeamEffect;//[Offset: 0x20, Size: 0x8]
SolarVirtualBulletAKComponent* AkComponent;//[Offset: 0x28, Size: 0x8]
AmmoConfig* CacheAmmo;//[Offset: 0x1a0, Size: 0x8]

--------------------------------
Class:
SolarVirtualBulletAKComponent.AkComponent.AkGameObject.SceneComponent.ActorComponen
t.Object

--------------------------------
Class: WeaponSkinData.DataAsset.Object
enum WeaponSkinType;//[Offset: 0x30, Size: 0x1]
WeaponBodyData WeaponData;//[Offset: 0x38, Size: 0xb0]
bool bWeaponExtraMeshUseWeaponMaterial;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xe8, Size: 0x1]
WeaponExtraMeshConfig WeaponExtraMeshConfig;//[Offset: 0xf0, Size: 0x110]
WeaponSkinPartData[] MuzzlePartDataArray;//[Offset: 0x200, Size: 0x10]
WeaponSkinPartData[] ScopePartDataArray;//[Offset: 0x210, Size: 0x10]
WeaponSkinPartData[] GripPartDataArray;//[Offset: 0x220, Size: 0x10]
class SolarBullet* DedicatedBulletEffect;//[Offset: 0x230, Size: 0x8]
SoftClassPath DedicatedBulletActorPath;//[Offset: 0x238, Size: 0x18]
SoftObjectPath DedicatedBulletEffectPath;//[Offset: 0x250, Size: 0x18]
ParticleSystem* DedicatedKillEffect;//[Offset: 0x268, Size: 0x8]
SoftObjectPath DedicatedKillEffectPath;//[Offset: 0x270, Size: 0x18]
SoftObjectPath DedicatedSpecialEffectPath;//[Offset: 0x288, Size: 0x18]
WeaponMeshEffectData WeaponMeshEffectDataForFPP;//[Offset: 0x2a0, Size: 0x60]
WeaponMeshEffectData WeaponMeshEffectDataForTPP;//[Offset: 0x300, Size: 0x60]
class ActorEffect* DedicatedDissolvedDeathActorEffect;//[Offset: 0x360, Size:
0x8]
SoftObjectPath DedicatedDissolvedDeathFXPath;//[Offset: 0x368, Size: 0x18]
SolarCharacterDeathShowConfig* DeathShowConfig;//[Offset: 0x380, Size: 0x8]
FString PlayAudioEventName;//[Offset: 0x388, Size: 0x10]
FString StopAudioEventName;//[Offset: 0x398, Size: 0x10]
AnimSequence* OutsideAnimation;//[Offset: 0x3a8, Size: 0x8]
void ModifyResPath();// 0x6d1f97c

--------------------------------
Class: WeaponBodyData
int weaponid;//[Offset: 0x0, Size: 0x4]
SoftObjectPath WeaponMesh;//[Offset: 0x8, Size: 0x18]
class WeaponAnimInstance* WeaponAnimBP;//[Offset: 0x20, Size: 0x8]
<enum,SoftObjectPath> OverrideWeaponAnimSequenceMap;//[Offset: 0x28, Size:
0x50]
SoftObjectPath LodpMesh;//[Offset: 0x78, Size: 0x18]
SoftObjectPath[] WeaponMaterials;//[Offset: 0x90, Size: 0x10]
WeaponSkinExtraPS[] SkinPSArray;//[Offset: 0xa0, Size: 0x10]

--------------------------------
Class: WeaponSkinExtraPS
bool bStimulatedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
FName Socket;//[Offset: 0x4, Size: 0x8]
ParticleSystem* PS;//[Offset: 0x10, Size: 0x8]
SoftObjectPath PSPath;//[Offset: 0x18, Size: 0x18]

--------------------------------
Class: WeaponExtraMeshConfig
WeaponExtraMeshData[] ExtraMeshDataArray;//[Offset: 0x0, Size: 0x10]
WeaponExtraScopeData ScopeData;//[Offset: 0x10, Size: 0xc0]
WeaponExtraClipData ClipData;//[Offset: 0xd0, Size: 0x3c]

--------------------------------
Class: WeaponExtraMeshData
FName SocketName;//[Offset: 0x0, Size: 0x8]
SoftObjectPath MeshPath;//[Offset: 0x8, Size: 0x18]
SoftObjectPath LodpMeshPath;//[Offset: 0x20, Size: 0x18]
SoftObjectPath[] MaterialPathArray;//[Offset: 0x38, Size: 0x10]
FName FeatureTag;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: WeaponExtraScopeData
FName CategoryTag;//[Offset: 0x0, Size: 0x8]
Vector FPPLocationOffset;//[Offset: 0x8, Size: 0xc]
Rotator FPPRotationOffset;//[Offset: 0x14, Size: 0xc]
SolarAmmoMeshData AmmoMeshData;//[Offset: 0x20, Size: 0x48]
SoftObjectPath FPPMeshPath;//[Offset: 0x68, Size: 0x18]
SoftObjectPath[] FPPMaterialPathArray;//[Offset: 0x80, Size: 0x10]
SoftObjectPath CrosshairMeshPath;//[Offset: 0x90, Size: 0x18]
SoftObjectPath CrosshairMaterialPath;//[Offset: 0xa8, Size: 0x18]

--------------------------------
Class: SolarAmmoMeshData
int MaterialIndex;//[Offset: 0x0, Size: 0x4]
LinearColor DefaultColor;//[Offset: 0x4, Size: 0x10]
LinearColor WarningColor;//[Offset: 0x14, Size: 0x10]
LinearColor SeriousWarningColor;//[Offset: 0x24, Size: 0x10]
float WarningLine;//[Offset: 0x34, Size: 0x4]
float SeriousWarningLine;//[Offset: 0x38, Size: 0x4]
float SeriousWarningBlinkLine;//[Offset: 0x3c, Size: 0x4]
float SeriousWarningBlinkStrength;//[Offset: 0x40, Size: 0x4]
float SeriousWarningBlinkFrequence;//[Offset: 0x44, Size: 0x4]

--------------------------------
Class: WeaponExtraClipData
Vector LocationOffsetInHandForPop;//[Offset: 0x0, Size: 0xc]
Rotator RotationOffsetInHandForPop;//[Offset: 0xc, Size: 0xc]
float DropLifeSpanForPop;//[Offset: 0x18, Size: 0x4]
FName SocketNameForLeftHandPop;//[Offset: 0x1c, Size: 0x8]
FName SocketNameForRightHandPop;//[Offset: 0x24, Size: 0x8]
FName SocketNameForLeftHandPush;//[Offset: 0x2c, Size: 0x8]
FName SocketNameForRightHandPush;//[Offset: 0x34, Size: 0x8]

--------------------------------
Class: WeaponSkinPartData
FName CategoryTag;//[Offset: 0x0, Size: 0x8]
bool bInVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8,
Size: 0x1]
SoftObjectPath ConfigPath;//[Offset: 0x10, Size: 0x18]
SoftObjectPath[] MaterialPathArray;//[Offset: 0x28, Size: 0x10]

--------------------------------
Class: WeaponMeshEffectData
SoftObjectPath EffectPath;//[Offset: 0x0, Size: 0x18]
FName SocketName;//[Offset: 0x18, Size: 0x8]
Transform RelativeTransform;//[Offset: 0x20, Size: 0x30]
CurveVector* ScaleCurveForFOV;//[Offset: 0x50, Size: 0x8]
CurveVector* LocationCurveForFOV;//[Offset: 0x58, Size: 0x8]

--------------------------------
Class: SolarCharacterDeathShowConfig.DataAsset.Object
SolarCharacterDeathEffectData[] EffectArrayForKnockDown;//[Offset: 0x30,
Size: 0x10]
SolarCharacterDeathEffectData[] EffectArrayForDeath;//[Offset: 0x40, Size:
0x10]
bool bPlayCommonComboKillSoundEffect;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x50, Size: 0x1]

--------------------------------
Class: SolarCharacterDeathEffectData
SoftObjectPath Path;//[Offset: 0x0, Size: 0x18]
SoftObjectPath PathForOther;//[Offset: 0x18, Size: 0x18]
Transform RelativeTransform;//[Offset: 0x30, Size: 0x30]
FName SocketName;//[Offset: 0x60, Size: 0x8]
bool bAttachToSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x68, Size: 0x1]

--------------------------------
Class: FireMode
byte Index;//[Offset: 0x0, Size: 0x1]
float FireRateAccumulation;//[Offset: 0x4, Size: 0x4]
float FireRateAccumulationBurstInterval;//[Offset: 0x8, Size: 0x4]
ParticleSystemComponent* ChargingEffect;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SolarWeaponProjectileSpline.Actor.Object
SplineComponent* Spline;//[Offset: 0x238, Size: 0x8]
SplineMeshComponent* SplineMeshComponentCache;//[Offset: 0x248, Size: 0x8]
StaticMeshComponent* PreviewedStaticMesh;//[Offset: 0x250, Size: 0x8]
SceneComponent* PreviewRoot;//[Offset: 0x258, Size: 0x8]
void ShowHitPointAt(out const Vector Loc);// 0x704f228
void SetPreviewTransform(out const Vector PreviewLoc, out const Vector
PreviewUpDir, out const Vector PreviewScale);// 0x6cadd68
void SetPoints(out const Vector[] Points);// 0x704f228
void SetNeedUpdateDisplayThrowTrajectory(bool Value);// 0x6cadcb8
void K2_OnDisplaySummonPreview();// 0x704f228
void HideHitPoint();// 0x704f228
void HideAllSummonPreview();// 0x6cadeb8
void Hide();// 0x704f228
SplineMeshComponent* GetSplineMeshComponent();// 0x704f228
void DrawSplineMesh(out const Vector[] InPredictPoints);// 0x6caded4
void ChangeSummonPreviewAttachParent();// 0x704f228

--------------------------------
Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
SplineCurves SplineCurves;//[Offset: 0x598, Size: 0x68]
InterpCurveVector SplineInfo;//[Offset: 0x600, Size: 0x18]
InterpCurveQuat SplineRotInfo;//[Offset: 0x618, Size: 0x18]
InterpCurveVector SplineScaleInfo;//[Offset: 0x630, Size: 0x18]
InterpCurveFloat SplineReparamTable;//[Offset: 0x648, Size: 0x18]
bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x660, Size: 0x1]
int ReparamStepsPerSegment;//[Offset: 0x664, Size: 0x4]
float Duration;//[Offset: 0x668, Size: 0x4]
bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x66c, Size: 0x1]
bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x66d, Size: 0x1]
bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x66e, Size: 0x1]
bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x66f, Size: 0x1]
bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670,
Size: 0x1]
bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x671, Size: 0x1]
bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x672, Size: 0x1]
float LoopPosition;//[Offset: 0x674, Size: 0x4]
Vector DefaultUpVector;//[Offset: 0x678, Size: 0xc]
void UpdateSpline();// 0x8f02abc
void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector
InLocation);// 0x8f00d90
void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector,
byte CoordinateSpace, bool bUpdateSpline);// 0x8f0088c
void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);//
0x8f01f00
void SetTangentsAtSplinePoint(int PointIndex, out const Vector
InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool
bUpdateSpline);// 0x8f00a1c
void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte
CoordinateSpace, bool bUpdateSpline);// 0x8f00c00
void SetSplineWorldPoints(out const Vector[] Points);// 0x8f010e8
void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);//
0x8f00694
void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool
bUpdateSpline);// 0x8f011b0
void SetSplineLocalPoints(out const Vector[] Points);// 0x8f01020
void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);//
0x8f01e50
void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation,
byte CoordinateSpace, bool bUpdateSpline);// 0x8f00e90
void SetDrawDebug(bool bShow);// 0x8f01da0
void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);//
0x8eff3b8
void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool
bUpdateSpline);// 0x8f01b64
void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x8f01ca8
void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x8f01478
bool IsClosedLoop();// 0x8f01b2c
Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x8efed2c
Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);//
0x8efddf0
Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x8efeb74
Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);//
0x8efe404
Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x8f00474
Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x8eff09c
Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);//
0x8efe1a4
Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x8efeee4
Vector GetVectorPropertyAtSplinePoint(int Index, FName PropertyName);//
0x8eff4e0
Vector GetVectorPropertyAtSplineInputKey(float InKey, FName PropertyName);//
0x8f01fb0
Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x8efdc9c
Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8effe74
Vector GetUpVectorAtSplineInputKey(float InKey, byte CoordinateSpace);//
0x8f025bc
Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x8efea74
Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity, bool bUseScale);// 0x8efd998
Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace,
bool bUseScale);// 0x8effa64
Transform GetTransformAtSplineInputKey(float InKey, byte CoordinateSpace,
bool bUseScale);// 0x8f0235c
Transform GetTransformAtDistanceAlongSpline(float Distance, byte
CoordinateSpace, bool bUseScale);// 0x8efe664
Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x8efe050
Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8f00274
Vector GetTangentAtSplineInputKey(float InKey, byte CoordinateSpace);//
0x8f028bc
Vector GetTangentAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x8efede4
byte GetSplinePointType(int PointIndex);// 0x8f007dc
float GetSplineLength();// 0x8eff4ac
Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x8efd740
Vector GetScaleAtSplinePoint(int PointIndex);// 0x8effbc4
Vector GetScaleAtSplineInputKey(float InKey);// 0x8f021ac
Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x8efe7c4
Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x8efdefc
Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8efff74
Rotator GetRotationAtSplineInputKey(float InKey, byte CoordinateSpace);//
0x8f026bc
Rotator GetRotationAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x8efec2c
float GetRollAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x8efd848
float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x8effc78
float GetRollAtSplineInputKey(float InKey, byte CoordinateSpace);// 0x8f02260
float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);//
0x8efe878
Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x8efdb48
Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8effd74
Vector GetRightVectorAtSplineInputKey(float InKey, byte CoordinateSpace);//
0x8f024bc
Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x8efe974
int GetNumberOfSplineSegments();// 0x8f0062c
int GetNumberOfSplinePoints();// 0x8f00660
Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x8efe510
Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8f0052c
Vector GetLocationAtSplineInputKey(float InKey, byte CoordinateSpace);//
0x8f029bc
Vector GetLocationAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x8eff154
void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location,
out Vector Tangent, byte CoordinateSpace);// 0x8eff8d4
void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector
LocalLocation, out Vector LocalTangent);// 0x8eff78c
Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8f00074
float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x8eff254
float GetFloatPropertyAtSplinePoint(int Index, FName PropertyName);//
0x8eff5e0
float GetFloatPropertyAtSplineInputKey(float InKey, FName PropertyName);//
0x8f020b0
float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x8eff6dc
Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool
bUseConstantVelocity);// 0x8efe2b0
Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8f00374
Vector GetDirectionAtSplineInputKey(float InKey, byte CoordinateSpace);//
0x8f027bc
Vector GetDirectionAtDistanceAlongSpline(float Distance, byte
CoordinateSpace);// 0x8efef9c
Vector GetDefaultUpVector(byte CoordinateSpace);// 0x8eff304
Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);//
0x8f00174
Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x8efd160
Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace, bool bUseScale);// 0x8efcd30
Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte
CoordinateSpace);// 0x8efd370
Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);//
0x8efce98
Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x8efd268
float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte
CoordinateSpace);// 0x8efcf54
Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x8efd058
Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x8efd580
float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);//
0x8efd688
Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation,
byte CoordinateSpace);// 0x8efd478
void ClearSplinePoints(bool bUpdateSpline);// 0x8f01a7c
void AddSplineWorldPoint(out const Vector Position);// 0x8f013c0
void AddSplinePointAtIndex(out const Vector Position, int Index, byte
CoordinateSpace, bool bUpdateSpline);// 0x8f01570
void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool
bUpdateSpline);// 0x8f01704
void AddSplineLocalPoint(out const Vector Position);// 0x8f01308
void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);//
0x8f0184c
void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x8f01958

--------------------------------
Class: SplineCurves
InterpCurveVector Position;//[Offset: 0x0, Size: 0x18]
InterpCurveQuat Rotation;//[Offset: 0x18, Size: 0x18]
InterpCurveVector Scale;//[Offset: 0x30, Size: 0x18]
InterpCurveFloat ReparamTable;//[Offset: 0x48, Size: 0x18]
SplineMetadata* MetaData;//[Offset: 0x60, Size: 0x8]

--------------------------------
Class: InterpCurveQuat
InterpCurvePointQuat[] Points;//[Offset: 0x0, Size: 0x10]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
float LoopKeyOffset;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: InterpCurvePointQuat
float InVal;//[Offset: 0x0, Size: 0x4]
Quat OutVal;//[Offset: 0x10, Size: 0x10]
Quat ArriveTangent;//[Offset: 0x20, Size: 0x10]
Quat LeaveTangent;//[Offset: 0x30, Size: 0x10]
byte InterpMode;//[Offset: 0x40, Size: 0x1]

--------------------------------
Class: InterpCurveFloat
InterpCurvePointFloat[] Points;//[Offset: 0x0, Size: 0x10]
bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10,
Size: 0x1]
float LoopKeyOffset;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: InterpCurvePointFloat
float InVal;//[Offset: 0x0, Size: 0x4]
float OutVal;//[Offset: 0x4, Size: 0x4]
float ArriveTangent;//[Offset: 0x8, Size: 0x4]
float LeaveTangent;//[Offset: 0xc, Size: 0x4]
byte InterpMode;//[Offset: 0x10, Size: 0x1]

--------------------------------
Class: SplineMetadata.Object

--------------------------------
Class: SplinePoint
float InputKey;//[Offset: 0x0, Size: 0x4]
Vector Position;//[Offset: 0x4, Size: 0xc]
Vector ArriveTangent;//[Offset: 0x10, Size: 0xc]
Vector LeaveTangent;//[Offset: 0x1c, Size: 0xc]
Rotator Rotation;//[Offset: 0x28, Size: 0xc]
Vector Scale;//[Offset: 0x34, Size: 0xc]
byte Type;//[Offset: 0x40, Size: 0x1]

--------------------------------
Class: ParticleLoopListener.Object
void OnParticleFinished(ParticleSystemComponent* PS);// 0x6c9588c

--------------------------------
Class: WeaponAnimationInfo
SoftObjectPath AssetPath;//[Offset: 0x0, Size: 0x18]
float PlayRate;//[Offset: 0x18, Size: 0x4]
bool bUseAdaptivePlayRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1c, Size: 0x1]
bool bKeepEndingPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1d, Size: 0x1]
AnimMontage* Animation;//[Offset: 0x20, Size: 0x8]
AnimMontage* AnimOverride;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: WeaponPartsComponent.ActorComponent.Object
WeaponPartScopeComp* ScopeComp;//[Offset: 0xc8, Size: 0x8]
WeaponPartClipComp* ClipComp;//[Offset: 0xd0, Size: 0x8]
WeaponPartMuzzleComp* MuzzleComp;//[Offset: 0xd8, Size: 0x8]
WeaponPartGripComp* GripComp;//[Offset: 0xe0, Size: 0x8]
WeaponPartGunStockComp* GunStockComp;//[Offset: 0xe8, Size: 0x8]
WeaponPartComp*[] PartList;//[Offset: 0xf0, Size: 0x10]
FName OldClipSocket;//[Offset: 0x100, Size: 0x8]
SkeletalMeshComponent* ScopeMeshComp;//[Offset: 0x110, Size: 0x8]
SkeletalMeshComponent* BarrelMeshComp;//[Offset: 0x118, Size: 0x8]
SkeletalMeshComponent* ClipMeshComp;//[Offset: 0x120, Size: 0x8]
bool IsAmmoExist(int ID);// 0x6d2477c

--------------------------------
Class:
WeaponPartScopeComp.WeaponPartComp.WeaponPartStaticMeshComponent.StaticMeshComponen
t.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
StaticMeshComponent* ScopeCrosshair;//[Offset: 0x880, Size: 0x8]
enum GetScopeType();// 0x6d249b8
Vector GetScopeAimCenterPoint();// 0x6d249ec
Rotator GetFPPRotation();// 0x6d24a24
Vector GetFPPLocation();// 0x6d24a5c

--------------------------------
Class:
WeaponPartComp.WeaponPartStaticMeshComponent.StaticMeshComponent.MeshComponent.Prim
itiveComponent.SceneComponent.ActorComponent.Object
enum WeaponPartType;//[Offset: 0x7f8, Size: 0x1]
Object*[] LoadedAssetCacheArray;//[Offset: 0x830, Size: 0x10]
WeaponPartDataAsset* PartDataAssetPrivate;//[Offset: 0x840, Size: 0x8]

--------------------------------
Class:
WeaponPartStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.
SceneComponent.ActorComponent.Object

--------------------------------
Class: WeaponPartDataAsset.DataAsset.Object
bool bOnlyData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
int[] OnlyDataForWeaponSkinIDArray;//[Offset: 0x38, Size: 0x10]
SoftObjectPath ViewStaticMeshPath;//[Offset: 0x48, Size: 0x18]
Transform PreviewTransform;//[Offset: 0x60, Size: 0x30]
SoftObjectPath FightStaticMeshPath;//[Offset: 0x90, Size: 0x18]
SoftObjectPath PartIcon;//[Offset: 0xa8, Size: 0x18]
<int,Vector> SpecificScaleMap;//[Offset: 0xc0, Size: 0x50]

--------------------------------
Class:
WeaponPartClipComp.WeaponPartComp.WeaponPartStaticMeshComponent.StaticMeshComponent
.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
Rotator GetHandRotOffset();// 0x6d2372c
Vector GetHandLocOffset();// 0x6d23764
float GetDropLifeSpan();// 0x6d236f8
FName GetCharacterHandSocket(enum ClipAttachType);// 0x6d23648
FName GetCharacterHandInverseSocket(enum ClipAttachType);// 0x6d23598

--------------------------------
Class:
WeaponPartMuzzleComp.WeaponPartComp.WeaponPartStaticMeshComponent.StaticMeshCompone
nt.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object
bool HasSilencer();// 0x6d243a8
bool HasFlameArrester();// 0x6d24370

--------------------------------
Class:
WeaponPartGripComp.WeaponPartComp.WeaponPartStaticMeshComponent.StaticMeshComponent
.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object

--------------------------------
Class:
WeaponPartGunStockComp.WeaponPartComp.WeaponPartStaticMeshComponent.StaticMeshCompo
nent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object

--------------------------------
Class: WeaponShootPatternRuntime.SolarPatternRuntime.Object

--------------------------------
Class: SolarPatternRuntime.Object
SolarPattern* PattenData;//[Offset: 0x28, Size: 0x8]

--------------------------------
Class: SolarPattern.Object
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28,
Size: 0x1]

--------------------------------
Class: WeaponShootSpeedPatternRuntime.SolarPatternRuntime.Object

--------------------------------
Class: WeaponSpreadAndRecoil.Object
WeaponSpreadPatternRuntime* SpreadPattern;//[Offset: 0x28, Size: 0x8]
WeaponSpreadPatternRuntime* SpreadPatternADS;//[Offset: 0x30, Size: 0x8]
WeaponRecoilPatternRuntimeBase* OpenRecoilPattern;//[Offset: 0x38, Size: 0x8]
WeaponRecoilPatternRuntimeBase* OpenRecoilPatternADS;//[Offset: 0x40, Size:
0x8]
WeaponRecoilRecoveryPatternRuntime* RecoilRecoveryPattern;//[Offset: 0x48,
Size: 0x8]
WeaponRecoilPatternRuntime* RecoilPattern;//[Offset: 0x50, Size: 0x8]
WeaponTPPKickPatternRuntime* TPPKickPattern;//[Offset: 0x58, Size: 0x8]
WeaponGunKickPatternRuntime* GunKickPattern;//[Offset: 0x60, Size: 0x8]
WeaponGunKickAnimPatternRuntime* GunKickAnimPattern;//[Offset: 0x68, Size:
0x8]
WeaponGunKickNewAdsPatternRuntime* GunKickNewAdsPattern;//[Offset: 0x70,
Size: 0x8]
RecoverableRecoilPatternRuntime* CrossHairKickPattern;//[Offset: 0x78, Size:
0x8]
WeaponCameraShakePatternRuntime* ShakePatternOnShot;//[Offset: 0x80, Size:
0x8]
WeaponCameraShakePatternRuntime* ShakePatternOnScopeShot;//[Offset: 0x88,
Size: 0x8]
WeaponShootCameraShakePatternRuntime* ShakePatternNewAds;//[Offset: 0x90,
Size: 0x8]
SolarPlayerWeapon* Weapon;//[Offset: 0xb0, Size: 0x8]
WeaponGunPlayNewAdsConfig* GunPlayConfig;//[Offset: 0x178, Size: 0x8]
WeaponIdleBreathCameraShake* IdleBreathShakeInst;//[Offset: 0x208, Size: 0x8]
WeaponBobCameraShake* BobShakeInst;//[Offset: 0x240, Size: 0x8]

--------------------------------
Class: WeaponSpreadPatternRuntime.Object

--------------------------------
Class: WeaponRecoilPatternRuntimeBase.SolarStructPatternRuntime.Object

--------------------------------
Class: SolarStructPatternRuntime.Object

--------------------------------
Class: WeaponRecoilRecoveryPatternRuntime.SolarStructPatternRuntime.Object

--------------------------------
Class:
WeaponRecoilPatternRuntime.RecoverableRecoilPatternRuntime.SolarIncreaseAndDecrease
PatternRuntime.SolarPatternRuntime.Object

--------------------------------
Class:
RecoverableRecoilPatternRuntime.SolarIncreaseAndDecreasePatternRuntime.SolarPattern
Runtime.Object

--------------------------------
Class: SolarIncreaseAndDecreasePatternRuntime.SolarPatternRuntime.Object

--------------------------------
Class:
WeaponTPPKickPatternRuntime.SolarIncreaseAndDecreasePatternRuntime.SolarPatternRunt
ime.Object

--------------------------------
Class:
WeaponGunKickPatternRuntime.SolarIncreaseAndDecreasePatternRuntime.SolarPatternRunt
ime.Object

--------------------------------
Class: WeaponGunKickAnimPatternRuntime.SolarPatternRuntime.Object
AnimSequence* AnimSingle;//[Offset: 0x30, Size: 0x8]
AnimSequence* AnimAuto;//[Offset: 0x38, Size: 0x8]
AnimSequence* AnimRecover;//[Offset: 0x40, Size: 0x8]
AnimSequence* CurrentAnim;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: WeaponGunKickNewAdsPatternRuntime.SolarPatternRuntime.Object

--------------------------------
Class: WeaponCameraShakePatternRuntime.SolarPatternRuntime.Object

--------------------------------
Class:
WeaponShootCameraShakePatternRuntime.CustomizedCameraShakePatternRuntimeBase.Weapon
CameraShakePatternRuntime.SolarPatternRuntime.Object
--------------------------------
Class:
CustomizedCameraShakePatternRuntimeBase.WeaponCameraShakePatternRuntime.SolarPatter
nRuntime.Object

--------------------------------
Class: WeaponGunPlayNewAdsConfig.DataAsset.Object
FName AttachSocketName;//[Offset: 0x30, Size: 0x8]
FName MuzzleFXSocketName;//[Offset: 0x38, Size: 0x8]
float GunPlayFireInterval;//[Offset: 0x40, Size: 0x4]
AdsUpTransitionParams AdsUpTransitionParams;//[Offset: 0x44, Size: 0x20]
float AdsUpSpreadTransitionStartRatio;//[Offset: 0x64, Size: 0x4]
float AdsUpSpreadTransitionEndRatio;//[Offset: 0x68, Size: 0x4]
Vector HoldLocStand;//[Offset: 0x6c, Size: 0xc]
Vector HoldLocCrouch;//[Offset: 0x78, Size: 0xc]
WeaponSpringDamperSmoothData HoldLocSmooth;//[Offset: 0x84, Size: 0x8]
WeaponPivotData HoldRotPivot;//[Offset: 0x8c, Size: 0x14]
Rotator HoldRotStand;//[Offset: 0xa0, Size: 0xc]
Rotator HoldRotCrouch;//[Offset: 0xac, Size: 0xc]
WeaponSpringDamperSmoothData HoldRotSmooth;//[Offset: 0xb8, Size: 0x8]
WeaponAdsIdleBreathParams IdleBreathParams;//[Offset: 0xc0, Size: 0x38]
WeaponIdleBreathCameraShake* IdleBreathShakeTemplate;//[Offset: 0xf8, Size:
0x8]
WeaponAdsSwayParams SwayParams;//[Offset: 0x100, Size: 0x38]
WeaponAdsBobParams BobParams;//[Offset: 0x138, Size: 0x38]
WeaponAdsBobParams CrouchBobParams;//[Offset: 0x170, Size: 0x38]
WeaponBobCameraShake* BobShakeTemplate;//[Offset: 0x1a8, Size: 0x8]
WeaponAdsWalkShiftParams WalkShiftParams;//[Offset: 0x1b0, Size: 0x48]
DisturbParams TakeoffDisturbParams;//[Offset: 0x1f8, Size: 0x50]
DisturbParams LandingDisturbParams;//[Offset: 0x248, Size: 0x50]
CameraShakeWithVectorCurveSmoothed* LandingDisturbShakeTemplate;//[Offset:
0x298, Size: 0x8]
WeaponPivotData GunKickNewAdsRotPivot;//[Offset: 0x2a0, Size: 0x14]
WeaponGunKickNewAdsPattern* GunKickNewAdsPattern;//[Offset: 0x2b8, Size: 0x8]
RollKickParams RollKickParams;//[Offset: 0x2c0, Size: 0x24]
CrossHairKickParams CrossHairKickParams;//[Offset: 0x2e8, Size: 0xb8]
float LocApplyShakeRatio;//[Offset: 0x3a0, Size: 0x4]
float RotApplyShakeRatio;//[Offset: 0x3a4, Size: 0x4]
WeaponShootCameraShakePattern* ShakePattern;//[Offset: 0x3a8, Size: 0x8]
<enum,float> ShakeScaleMap;//[Offset: 0x3b0, Size: 0x50]

--------------------------------
Class: AdsUpTransitionParams
float StartAtAdsUpAnimRatio;//[Offset: 0x0, Size: 0x4]
WeaponSpringDamperSmoothData Smooth;//[Offset: 0x4, Size: 0x8]
AdsXOffsetByScope XOffsetByScope;//[Offset: 0xc, Size: 0x14]

--------------------------------
Class: WeaponSpringDamperSmoothData
float SmoothingTime;//[Offset: 0x0, Size: 0x4]
float DampingRatio;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: AdsXOffsetByScope
float Default;//[Offset: 0x0, Size: 0x4]
float ScopeX1;//[Offset: 0x4, Size: 0x4]
float ScopeX2;//[Offset: 0x8, Size: 0x4]
float ScopeX4;//[Offset: 0xc, Size: 0x4]
float ScopeX8;//[Offset: 0x10, Size: 0x4]
--------------------------------
Class: WeaponPivotData
FName Socket;//[Offset: 0x0, Size: 0x8]
Vector offset;//[Offset: 0x8, Size: 0xc]

--------------------------------
Class: WeaponAdsIdleBreathParams
WeaponPivotData RotPivot;//[Offset: 0x0, Size: 0x14]
WeaponCurveVectorData RotCurve;//[Offset: 0x18, Size: 0x10]
float RotFrequency;//[Offset: 0x28, Size: 0x4]
WeaponSpringDamperSmoothData RotSmooth;//[Offset: 0x2c, Size: 0x8]

--------------------------------
Class: WeaponCurveVectorData
CurveVector* Curve;//[Offset: 0x0, Size: 0x8]
float ValueScale;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: WeaponIdleBreathCameraShake.CustomizedCameraShake.Object
float SmoothTime;//[Offset: 0x48, Size: 0x4]
float DampingRatio;//[Offset: 0x4c, Size: 0x4]
float ScaleFactor;//[Offset: 0x50, Size: 0x4]

--------------------------------
Class: WeaponAdsSwayParams
WeaponPivotData RotPivot;//[Offset: 0x0, Size: 0x14]
WeaponCurveVectorData RotCurve;//[Offset: 0x18, Size: 0x10]
WeaponSpringDamperSmoothData RotSmooth;//[Offset: 0x28, Size: 0x8]
float WeightOnMoving;//[Offset: 0x30, Size: 0x4]

--------------------------------
Class: WeaponAdsBobParams
WeaponPivotData RotPivot;//[Offset: 0x0, Size: 0x14]
WeaponCurveVectorData RotCurve;//[Offset: 0x18, Size: 0x10]
float RotFrequency;//[Offset: 0x28, Size: 0x4]
float MinForwardSpeedToPitchCoefficient;//[Offset: 0x2c, Size: 0x4]
WeaponSpringDamperSmoothData RotSmooth;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class: WeaponBobCameraShake.CustomizedCameraShake.Object
WeaponShakeCurveVectorData StandShakeCurve;//[Offset: 0x48, Size: 0x10]
WeaponShakeCurveVectorData CrouchShakeCurve;//[Offset: 0x58, Size: 0x10]
float SmoothTime;//[Offset: 0x68, Size: 0x4]
float DampingRatio;//[Offset: 0x6c, Size: 0x4]

--------------------------------
Class: WeaponShakeCurveVectorData
CurveVector* Curve;//[Offset: 0x0, Size: 0x8]
float ValueScale;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: WeaponAdsWalkShiftParams
WeaponCurveVectorData LocCurve;//[Offset: 0x0, Size: 0x10]
WeaponSpringDamperSmoothData LocSmooth;//[Offset: 0x10, Size: 0x8]
WeaponPivotData RotPivot;//[Offset: 0x18, Size: 0x14]
WeaponCurveVectorData RotCurve;//[Offset: 0x30, Size: 0x10]
WeaponSpringDamperSmoothData RotSmooth;//[Offset: 0x40, Size: 0x8]
--------------------------------
Class: DisturbParams
float Duration;//[Offset: 0x0, Size: 0x4]
WeaponCurveVectorData LocCurve;//[Offset: 0x8, Size: 0x10]
WeaponSpringDamperSmoothData LocSmooth;//[Offset: 0x18, Size: 0x8]
WeaponPivotData RotPivot;//[Offset: 0x20, Size: 0x14]
WeaponCurveVectorData RotCurve;//[Offset: 0x38, Size: 0x10]
WeaponSpringDamperSmoothData RotSmooth;//[Offset: 0x48, Size: 0x8]

--------------------------------
Class: CameraShakeWithVectorCurveSmoothed.CustomizedCameraShake.Object
float ShakeTime;//[Offset: 0x48, Size: 0x4]
CameraShakeWithVectorCurveSmoothedElement Location;//[Offset: 0x50, Size:
0x18]
CameraShakeWithVectorCurveSmoothedElement Rotation;//[Offset: 0x68, Size:
0x18]

--------------------------------
Class: CameraShakeWithVectorCurveSmoothedElement
CurveVector* Curve;//[Offset: 0x0, Size: 0x8]
float CurveScale;//[Offset: 0x8, Size: 0x4]
float SmoothTime;//[Offset: 0xc, Size: 0x4]
float DampingRatio;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class: WeaponGunKickNewAdsPattern.SolarPattern.Object
float LogicDataKeepTime;//[Offset: 0x2c, Size: 0x4]
CurveVector* LogicLocCurve;//[Offset: 0x30, Size: 0x8]
WeaponGunKickSpringDamperSmoothData LogicLocSmooth;//[Offset: 0x38, Size:
0x8]
CurveVector* LogicRotCurve;//[Offset: 0x40, Size: 0x8]
WeaponGunKickSpringDamperSmoothData LogicRotSmooth;//[Offset: 0x48, Size:
0x8]
bool bEnableAnimSmoothing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x50, Size: 0x1]
float AnimSmoothingStartTime;//[Offset: 0x54, Size: 0x4]
WeaponGunKickSpringDamperSmoothData AnimLocSmooth;//[Offset: 0x58, Size: 0x8]
WeaponGunKickSpringDamperSmoothData AnimRotSmooth;//[Offset: 0x60, Size: 0x8]

--------------------------------
Class: WeaponGunKickSpringDamperSmoothData
float SmoothingTime;//[Offset: 0x0, Size: 0x4]
float DampingRatio;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: RollKickParams
WeaponPivotData RotPivot;//[Offset: 0x0, Size: 0x14]
float KickScale;//[Offset: 0x14, Size: 0x4]
float RecoveryDelay;//[Offset: 0x18, Size: 0x4]
WeaponSpringDamperSmoothData RotSmooth;//[Offset: 0x1c, Size: 0x8]

--------------------------------
Class: CrossHairKickParams
WeaponPivotData RotPivot;//[Offset: 0x0, Size: 0x14]
RuntimeFloatCurve AutoFireAttenuationCurve;//[Offset: 0x18, Size: 0x88]
float NoiseStride;//[Offset: 0xa0, Size: 0x4]
float PitchNoiseScale;//[Offset: 0xa4, Size: 0x4]
float YawNoiseScale;//[Offset: 0xa8, Size: 0x4]
float RecoveryDelay;//[Offset: 0xac, Size: 0x4]
WeaponSpringDamperSmoothData RotSmooth;//[Offset: 0xb0, Size: 0x8]

--------------------------------
Class:
WeaponShootCameraShakePattern.CustomizedCameraShakePatternBase.WeaponCameraShakePat
tern.SolarPattern.Object
WeaponShootCameraShake* ShakeTemplate;//[Offset: 0x30, Size: 0x8]

--------------------------------
Class:
CustomizedCameraShakePatternBase.WeaponCameraShakePattern.SolarPattern.Object

--------------------------------
Class: WeaponCameraShakePattern.SolarPattern.Object

--------------------------------
Class: WeaponShootCameraShake.CustomizedCameraShake.Object
float LifeTime;//[Offset: 0x48, Size: 0x4]
WeaponShootCameraShakeElement Location;//[Offset: 0x50, Size: 0x20]
WeaponShootCameraShakeElement Rotation;//[Offset: 0x70, Size: 0x20]

--------------------------------
Class: WeaponShootCameraShakeElement
WeaponShakeCurveVectorData ShakeCurve;//[Offset: 0x0, Size: 0x10]
bool bEnableSmoothing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]
float SmoothBeginLocation;//[Offset: 0x14, Size: 0x4]
float SmoothTime;//[Offset: 0x18, Size: 0x4]
float DampingRatio;//[Offset: 0x1c, Size: 0x4]

--------------------------------
Class: PlayerWeaponShootStatus
bool bIsShooting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
byte StartShootTimes;//[Offset: 0x1, Size: 0x1]
byte FireTimesOfShoot;//[Offset: 0x2, Size: 0x1]

--------------------------------
Class: PlayerVirtualBulletCollector.ActorComponent.Object
SolarPlayerWeapon* CacheWeapon;//[Offset: 0xb0, Size: 0x8]
SolarCharacter* CacheCharacter;//[Offset: 0xb8, Size: 0x8]
World* CacheWorld;//[Offset: 0xc0, Size: 0x8]
PlayerVirtualBullet[] Bullets;//[Offset: 0xc8, Size: 0x10]
PlayerVirtualBullet[] PendingBulletsInSimulated;//[Offset: 0xd8, Size: 0x10]
PlayerVirtualBullet[] BulletsInSimulated;//[Offset: 0xe8, Size: 0x10]
PlayerVirtualBullet[] BulletsInDedicatedServer;//[Offset: 0xf8, Size: 0x10]

--------------------------------
Class: PlayerVirtualBullet
PlayerVirtualBulletCollector* Collector;//[Offset: 0x8, Size: 0x8]
StaticMeshComponent* MeshBulletEffect;//[Offset: 0x10, Size: 0x8]
ParticleSystemComponent* BulletEffect;//[Offset: 0x18, Size: 0x8]
ParticleSystemComponent* TrajectoryEffect;//[Offset: 0x20, Size: 0x8]
ParticleSystemComponent* TrajectoryBeamEffect;//[Offset: 0x28, Size: 0x8]
PlayerVirtualBulletAKComponent* AkComponent;//[Offset: 0x30, Size: 0x8]
AmmoConfig* AmmoConfig;//[Offset: 0x138, Size: 0x8]

--------------------------------
Class:
PlayerVirtualBulletAKComponent.AkComponent.AkGameObject.SceneComponent.ActorCompone
nt.Object

--------------------------------
Class: PlayerVirtualBulletSpawnParameterSimulationArray.FastArraySerializer
PlayerVirtualBulletSpawnParameterSimulation[] ParameterArray;//[Offset:
0x108, Size: 0x10]

--------------------------------
Class: PlayerVirtualBulletSpawnParameterSimulation.FastArraySerializerItem
float ServerTime;//[Offset: 0xc, Size: 0x4]
FireUniqueID FireUniqueID;//[Offset: 0x10, Size: 0x4]
Vector_NetQuantize StartLoc;//[Offset: 0x14, Size: 0xc]
Vector_NetQuantize TargetLoc;//[Offset: 0x20, Size: 0xc]
Vector_NetQuantizeNormal Dir;//[Offset: 0x2c, Size: 0xc]
float CurveOffsetAngle;//[Offset: 0x38, Size: 0x4]
Actor* Target;//[Offset: 0x3c, Size: 0x8]
Vector_NetQuantize HitTargetRelativeLocation;//[Offset: 0x44, Size: 0xc]

--------------------------------
Class: VirtualBulletHitParameterArray
PlayerVirtualBulletHitParameter[] Params;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: PlaySoundParams
bool HasSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
bool InSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1,
Size: 0x1]
bool IsInRoom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2,
Size: 0x1]
int SoundFireAutoCount;//[Offset: 0x4, Size: 0x4]
bool bTriggerSoundFireBurst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8, Size: 0x1]

--------------------------------
Class: AttachedEffectParam
SceneComponent* AttachToComponent;//[Offset: 0x0, Size: 0x8]
FName AttachPointName;//[Offset: 0x8, Size: 0x8]
Vector Location;//[Offset: 0x10, Size: 0xc]
Rotator Rotation;//[Offset: 0x1c, Size: 0xc]
Vector Scale;//[Offset: 0x28, Size: 0xc]
byte LocationType;//[Offset: 0x34, Size: 0x1]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x35, Size: 0x1]
enum PoolingMethod;//[Offset: 0x36, Size: 0x1]
bool bAutoActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x37, Size: 0x1]

--------------------------------
Class: LocationEffectParam
Vector Location;//[Offset: 0x0, Size: 0xc]
Rotator Rotation;//[Offset: 0xc, Size: 0xc]
Vector Scale;//[Offset: 0x18, Size: 0xc]
bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x24, Size: 0x1]
enum PoolingMethod;//[Offset: 0x25, Size: 0x1]
bool bAutoActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x26, Size: 0x1]
--------------------------------
Class: OverrideBulletStruct
class SolarBullet* PrimaryOverrideBulletClass;//[Offset: 0x0, Size: 0x8]
BulletEffectConfig* PrimaryOverrideBulletEffect;//[Offset: 0x8, Size: 0x8]
class SolarBullet* PrimaryOverrideTraceBulletClass;//[Offset: 0x10, Size:
0x8]
BulletEffectConfig* PrimaryOverrideTraceBulletEffect;//[Offset: 0x18, Size:
0x8]

--------------------------------
Class: ChargingPilePreset
SoftObjectPath NormalMeshPath;//[Offset: 0x0, Size: 0x18]
SoftObjectPath BrokenMeshPath;//[Offset: 0x18, Size: 0x18]
SoftObjectPath BrokenMatPath;//[Offset: 0x30, Size: 0x18]
SoftObjectPath RangeRingPath;//[Offset: 0x48, Size: 0x18]
SoftObjectPath RangeRingMatPath;//[Offset: 0x60, Size: 0x18]
SoftObjectPath ChargeCirclePath;//[Offset: 0x78, Size: 0x18]
SoftObjectPath ChargeCircleMatPath;//[Offset: 0x90, Size: 0x18]
SoftObjectPath ChargeParticleEffectPath;//[Offset: 0xa8, Size: 0x18]
SoftObjectPath OutlineMatPath;//[Offset: 0xc0, Size: 0x18]
Transform RangeRingTrans;//[Offset: 0xe0, Size: 0x30]
Transform ChargeCircleTrans;//[Offset: 0x110, Size: 0x30]
Vector BeamStartPos;//[Offset: 0x140, Size: 0xc]

--------------------------------
Class:
SolarAbilitySystemComponent.AbilitySystemComponent.GameplayTasksComponent.ActorComp
onent.Object
SolarGameplayAbilitySet*[] DefaultAbilitySets;//[Offset: 0x1470, Size: 0x10]
GameplayEffectDurationMonitorInfo[] EffectDurationMonitorInfoArray;//[Offset:
0x1490, Size: 0x10]
SkeletalMeshComponent* OptionMeshForRepMontage;//[Offset: 0x1540, Size: 0x8]
bool bPendingMontageRepForMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x1548, Size: 0x1]
GameplayAbilityLocalAnimMontageForMesh[]
LocalAnimMontageInfoForMeshes;//[Offset: 0x1550, Size: 0x10]
GameplayAbilityRepAnimMontageForMesh[] RepAnimMontageInfoForMeshes;//[Offset:
0x1560, Size: 0x10]
GameplayAbilityChargeInfo[] ChargeInfoArray;//[Offset: 0x1578, Size: 0x10]
SkillProjectile*[] SkillProjectiles;//[Offset: 0x1588, Size: 0x10]
GameplayAbilitySpecHandle
UpgradePassiveSkillLevelBySpec(GameplayAbilitySpecHandle AbilitySpecHandle, bool
bForNextActivate, int LevelUp);// 0x6529c64
void ServerSyncSkillProjectile(uint32 InID, const Vector_NetQuantize
InLocation, const Quat InRotation, const Vector_NetQuantize InVelocity, float
InMovingTime);// 0x6527940
void ServerCurrentMontageSetPlayRateForMesh(SkeletalMeshComponent* InMesh,
AnimMontage* ClientAnimMontage, float InPlayRate);// 0x6527b08
void ServerCurrentMontageSetNextSectionNameForMesh(SkeletalMeshComponent*
InMesh, AnimMontage* ClientAnimMontage, float ClientPosition, FName SectionName,
FName NextSectionName);// 0x6527de8
void ServerCurrentMontageJumpToSectionNameForMesh(SkeletalMeshComponent*
InMesh, AnimMontage* ClientAnimMontage, FName SectionName);// 0x6527c78
void ServerAddPayloadToAbilitySpec(GameplayAbilitySpecHandle
AbilitySpecHandle, const GameplayEventData Payload);// 0x6527694
void PostDefaultAbilitiesGranted();// 0x704f228
void OnSharedCueInstigatorEndPlay(Actor* Actor, byte EndPlayReason);//
0x652800c
void OnRep_ReplicatedAnimMontageForMesh();// 0x6527ff0
void OnNotifiedTagChanged(out const GameplayTag Tag, bool bAdded);//
0x652a1d8
void K2_RemoveGameplayCueLocalShared(Actor* Instigator, const GameplayTag
GameplayCueTag, GameplayCueParameters GameplayCueParameters);// 0x6528100
void K2_RemoveGameplayCueLocal(const GameplayTag GameplayCueTag,
GameplayCueParameters GameplayCueParameters);// 0x65288b8
int K2_RemoveActiveEffectsWithTag(GameplayTag GameplayTag);// 0x65297a8
void K2_RefreshAbilityActorInfo();// 0x6529db4
GameplayAbilitySpecHandle K2_GiveAbilityAndActivateOnce(const class
GameplayAbility AbilityClass, int Level);// 0x6529e80
GameplayAbilitySpecHandle K2_GiveAbility(const class GameplayAbility
AbilityClass, int Level);// 0x6529f7c
void K2_GetEffectMaxTimeRemainingAndDuration(GameplayTag EffectTag, out float
TimeRemaining, out float Duration);// 0x6529658
ActiveGameplayEffectHandle K2_GetActiveGameplayEffectHandle(GameplayTag
EffectAssetTag);// 0x6529858
GameplayEffectContextHandle K2_GetActiveGameplayEffectContext(GameplayTag
EffectAssetTag);// 0x6529918
AttributeSet* K2_FindOwnedAttributeSetByClass(class AttributeSet Class);//
0x652a128
void K2_ExecuteGameplayCueLocal(const GameplayTag GameplayCueTag,
GameplayCueParameters GameplayCueParameters);// 0x6529050
void K2_ClearAbility(out const GameplayAbilitySpecHandle Handle);// 0x6529dc8
void K2_CancelAbilityByTag(GameplayTag AbilityTag);// 0x6529bbc
void K2_AddGameplayCueLocalShared(Actor* Instigator, const GameplayTag
GameplayCueTag, GameplayCueParameters GameplayCueParameters);// 0x65284dc
void K2_AddGameplayCueLocal(const GameplayTag GameplayCueTag,
GameplayCueParameters GameplayCueParameters);// 0x6528c84
bool IsNotifiedTagAvailable(out const GameplayTag Tag);// 0x652a2e0
GameplayAbilitySpecHandle GiveDefaultAbility(const class GameplayAbility
AbilityClass);// 0x652a078
GameplayAbility* GetAbilityInstByParentClass(class GameplayAbility
ParentClass, bool bRequireActive);// 0x6529ab8
void ClientSyncSkillProjectile(uint32 InID, const Vector_NetQuantize
InLocation);// 0x652784c
void ClientReceivePayloadToAbilitySpec(GameplayAbilitySpecHandle
AbilitySpecHandle, const GameplayEventData Payload);// 0x65274dc
ActiveGameplayEffectHandle
ChangeActiveEffectRemainTime(ActiveGameplayEffectHandle InEffect, float InValue,
byte InOption);// 0x65293a8
ActiveGameplayEffectHandle
ChangeActiveEffectDuration(ActiveGameplayEffectHandle InEffect, float InDuration,
enum InChangeProxy);// 0x6529500

--------------------------------
Class: SolarGameplayAbilitySet.DataAsset.Object
class GameplayAbility[] Abilities;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: GameplayEffectDurationMonitorInfo
GameplayAttribute EffectDurationAttribute;//[Offset: 0x0, Size: 0x38]
class GameplayEffect* EffectDefinition;//[Offset: 0x38, Size: 0x8]
enum ChangePolicy;//[Offset: 0x40, Size: 0x1]

--------------------------------
Class: GameplayAbilityLocalAnimMontageForMesh
SkeletalMeshComponent* Mesh;//[Offset: 0x0, Size: 0x8]
GameplayAbilityLocalAnimMontage LocalMontageInfo;//[Offset: 0x8, Size: 0x30]
--------------------------------
Class: GameplayAbilityRepAnimMontageForMesh
SkeletalMeshComponent* Mesh;//[Offset: 0x0, Size: 0x8]
GameplayAbilityRepAnimMontage RepMontageInfo;//[Offset: 0x8, Size: 0x48]

--------------------------------
Class: GameplayAbilityChargeInfo
GameplayAttribute ChargeCountAttribute;//[Offset: 0x0, Size: 0x38]
class GameplayEffect* ChargeCountCostEffect;//[Offset: 0x38, Size: 0x8]
GameplayTag CompleteChargeOnceEventTag;//[Offset: 0x40, Size: 0x8]
bool bCompleteChargeOnceEventOnlyMatchExact;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x48, Size: 0x1]

--------------------------------
Class: SkillProjectile.Actor.Object
SphereComponent* SphereRoot;//[Offset: 0x238, Size: 0x8]
SolarProjectileMovementComponent* ProjectileMovement;//[Offset: 0x240, Size:
0x8]
AkComponent* AkComponent;//[Offset: 0x248, Size: 0x8]
PrimitiveComponent* ProjectileMeshComponent;//[Offset: 0x250, Size: 0x8]
ParticleSystemComponent* TrajectoryParticleComponent;//[Offset: 0x258, Size:
0x8]
SolarTeamInfo* OwnerTeamInfo;//[Offset: 0x260, Size: 0x8]
SolarPlayerState* OwnerPlayerState;//[Offset: 0x268, Size: 0x8]
SolarCharacter* OwnerCharacter;//[Offset: 0x270, Size: 0x8]
SkillProjectileData* SkillProjectileData;//[Offset: 0x278, Size: 0x8]
uint32 ProjectileID;//[Offset: 0x280, Size: 0x4]
void OnTypeIgnoreCollisionActorChange(bool bAdd, enum Type, Actor*
InActor);// 0x651c608
void OnTeamIgnoreCollisionActorChange(bool bAdd, Actor* InActor, byte
TeamID);// 0x651c744
void OnRep_ProjectileId();// 0x651c880

--------------------------------
Class: SkillProjectileData.DataAsset.Object
int ProjectileItemID;//[Offset: 0x30, Size: 0x4]
GameplayTag AbilityTag;//[Offset: 0x34, Size: 0x8]
bool bPredictMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x3c, Size: 0x1]
SkillProjectileParticle TrajectoryParticle;//[Offset: 0x40, Size: 0x80]
FName LaunchSound;//[Offset: 0xc0, Size: 0x8]
FName MovingSound;//[Offset: 0xc8, Size: 0x8]
FName BounceSound;//[Offset: 0xd0, Size: 0x8]
FName StopMoveSound;//[Offset: 0xd8, Size: 0x8]
MaterialInstance* ProjectileMeshAllyMaterial;//[Offset: 0xe0, Size: 0x28]
MaterialInstance* ProjectileMeshEnemyMaterial;//[Offset: 0x108, Size: 0x28]
enum[] MovingIgnoreCollisionTypes;//[Offset: 0x130, Size: 0x10]

--------------------------------
Class: SkillProjectileParticle
ParticleSystem* Particle;//[Offset: 0x0, Size: 0x28]
ParticleSystem* EnemyParticle;//[Offset: 0x28, Size: 0x28]
Transform OffsetTransform;//[Offset: 0x50, Size: 0x30]

--------------------------------
Class: CharacterSoundConfig.DataAsset.Object
<enum,FString> SoundEventTable;//[Offset: 0x30, Size: 0x50]
<byte,FName> SurfaceTypeToHitByBulletSoundGroup;//[Offset: 0x80, Size: 0x50]
Transform DefaultTransform;//[Offset: 0xd0, Size: 0x30]

--------------------------------
Class: SolarSlotMachine.SolarItemActor.SolarDormantActor.Actor.Object
AkComponent* AkAudioComponent;//[Offset: 0x4a0, Size: 0x8]
SkeletalMeshComponentBudgeted* SkeletalMeshComp;//[Offset: 0x4a8, Size: 0x8]
SolarBurstItemComponent* BurstItemComponent;//[Offset: 0x4b0, Size: 0x8]
float DrawingTime;//[Offset: 0x4b8, Size: 0x4]
float ResultingTime;//[Offset: 0x4bc, Size: 0x4]
float BurstingTime;//[Offset: 0x4c0, Size: 0x4]
float InteractionAngle;//[Offset: 0x4c4, Size: 0x4]
enum MachineState;//[Offset: 0x4c9, Size: 0x1]
enum RewardQuality;//[Offset: 0x4ca, Size: 0x1]
SolarCharacter* UsingCharacter;//[Offset: 0x4d0, Size: 0x8]
SolarItemData[] OutItemArray;//[Offset: 0x4e0, Size: 0x10]
SolarCharacter* OverlapingCharacter;//[Offset: 0x4f8, Size: 0x8]
void SetClientAnimPlaying(bool bPlaying);// 0x679b0a4
void OnRep_RewardQuality();// 0x679b07c
void OnRep_MachineState();// 0x679b090

--------------------------------
Class: SolarBurstItemComponent.ActorComponent.Object
int OutcomeID;//[Offset: 0xb0, Size: 0x4]
ItemBurstParam BurstParam;//[Offset: 0xb4, Size: 0x1c]
bool bCanBurstItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xd0, Size: 0x1]
Transform BurstTrans;//[Offset: 0xe0, Size: 0x30]
void SetBurstTransform(out const Transform NewBurstTrans);// 0x6590de8
void BurstOutcomeItems();// 0x6590ec4

--------------------------------
Class: ItemBurstParam
float BurstRadius;//[Offset: 0x0, Size: 0x4]
float BurstRadiusRandScale;//[Offset: 0x4, Size: 0x4]
float BurstLocalHeight;//[Offset: 0x8, Size: 0x4]
float BurstEulerAngle;//[Offset: 0xc, Size: 0x4]
bool bBurstSplitItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x10, Size: 0x1]
enum BurstMethod;//[Offset: 0x11, Size: 0x1]
float RadSafeSlopeToBurstOn;//[Offset: 0x14, Size: 0x4]
float GoldenSpiralMinRadiusSquared;//[Offset: 0x18, Size: 0x4]

--------------------------------
Class: PickUpParams
Actor* Target;//[Offset: 0x4, Size: 0x8]
bool bAutoPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc,
Size: 0x1]
int64 ItemThisID;//[Offset: 0x10, Size: 0x8]
int TargetIndex;//[Offset: 0x18, Size: 0x4]
int ItemID;//[Offset: 0x1c, Size: 0x4]
enum ItemType;//[Offset: 0x20, Size: 0x4]

--------------------------------
Class: SolarDestructibleActor.StaticMeshActor.Actor.Object
byte[] OnHitIgnoreChannels;//[Offset: 0x248, Size: 0x10]
float AddForceCoefficient;//[Offset: 0x258, Size: 0x4]
float BrokenDestroyTime;//[Offset: 0x25c, Size: 0x4]
bool bChildDetachOnBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x260, Size: 0x1]
FString BrokenSoundName;//[Offset: 0x268, Size: 0x10]
Vector BrokenSoundLocationOffset;//[Offset: 0x278, Size: 0xc]
void OnDestructibleActorHit(Actor* SelfActor, Actor* OtherActor, out const
HitResult Hit, float SpeedDifference);// 0x6604330
void OnClientBrokenEffect();// 0x704f228
void OnBroken(SolarVehiclePawn* VehiclePawn, float SpeedDifference, Vector
Impulse, Vector ImpactPoint);// 0x66041a8

--------------------------------
Class:
WallRunBoostComponent.BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent
.ActorComponent.Object
float ExtendDuration;//[Offset: 0x5c0, Size: 0x4]

--------------------------------
Class: CharacterTagListenerForOrnamentComp
<OrnamentCompAndVisibilityConfigPair> OrnamentCompPairs;//[Offset: 0x0, Size:
0x50]

--------------------------------
Class: OrnamentCompAndVisibilityConfigPair
SceneComponent* OrnamentComp;//[Offset: 0x0, Size: 0x8]
OrnamentComponentVisibilityConfig* VisibilityConfig;//[Offset: 0x8, Size:
0x8]

--------------------------------
Class: OrnamentComponentVisibilityConfig.DataAsset.Object
GameplayTagRequirements VisibleTagRequirements;//[Offset: 0x30, Size: 0x50]
GameplayTag VisibilityFlagTag;//[Offset: 0x80, Size: 0x8]
GameplayTagRequirements GetVisibleTagRequirements();// 0x64c4c30
GameplayTag GetVisibilityFlagTag();// 0x64c4c14

--------------------------------
Class: OrnamentMontageInfo
AnimMontage* ActiveMontage;//[Offset: 0x0, Size: 0x8]
GameplayTag OrnamentTag;//[Offset: 0x8, Size: 0x8]
bool bForcePlayBit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10,
Size: 0x1]

--------------------------------
Class: WeaponIgnoreScopeLists
FName[] Weapon1IgnoreList;//[Offset: 0x0, Size: 0x10]
FName[] Weapon2IgnoreList;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: BackpackJetPrepelInfo
bool IsPropelling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
int PropellingCounter;//[Offset: 0x4, Size: 0x4]
byte JetType;//[Offset: 0x8, Size: 0x1]
bool bCheckGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9,
Size: 0x1]
bool bMuteSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa,
Size: 0x1]

--------------------------------
Class: DestroyCorpseInfo
bool bDestroyCorpse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x0, Size: 0x1]
float ServerTime;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: SolarTeamRescueComponent.ActorComponent.Object
SolarCharacter* OwnerChara;//[Offset: 0xb8, Size: 0x8]
float TempReqTime;//[Offset: 0xd4, Size: 0x4]
float RequestTimeout;//[Offset: 0xd8, Size: 0x4]
bool bSendRequest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xdc, Size: 0x1]
bool bLastRescueBtnVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xdd, Size: 0x1]
SolarCharacter* ClosestTarget;//[Offset: 0xe0, Size: 0x8]
SolarCharacter*[] NearByDeathVergeTeamMates;//[Offset: 0xf0, Size: 0x10]
void TryRescueClosestTeammateLuaCall();// 0x704f228
void TryRescueClosestTeammate();// 0x6c3e234
void ShowTeamRescueToUI(bool IsShow);// 0x704f228
void SetRescueBtnVisibility(bool bIsVisible);// 0x6c3e40c
void ReqStartTeamRescue(SolarCharacter* TargetCharacter);// 0x6c3e364
void ReqCancelTeamRescure();// 0x6c3e350
void OnRescueStateChangeInternal();// 0x704f228
void OnRescueStateChange();// 0x6c3e570
bool DetectRescueTeammate(float DeltaTime);// 0x6c3e4bc
bool CanRescue(SolarCharacter* Player, const bool bStart);// 0x6c3e248

--------------------------------
Class: SolarUAVRescue.SolarUAV.SummonItemBase.Pawn.Actor.Object
enum NewState;//[Offset: 0x741, Size: 0x1]
GameplayTagContainer HideIfCharacterOwnTags;//[Offset: 0x748, Size: 0x20]
AnimationAsset* SuspendAnim_Active_NotWork;//[Offset: 0x768, Size: 0x8]
AnimationAsset* SuspendAnim_Active_Work;//[Offset: 0x770, Size: 0x8]
AnimationAsset* SuspendAnim_Deactive;//[Offset: 0x778, Size: 0x8]
AnimationAsset* ActiveAnim;//[Offset: 0x780, Size: 0x8]
AnimationAsset* DeactiveAnim;//[Offset: 0x788, Size: 0x8]
AnimationAsset* BeginWorkAnim;//[Offset: 0x790, Size: 0x8]
AnimationAsset* EndWorkAnim;//[Offset: 0x798, Size: 0x8]
AnimationAsset* ExplodeAnim;//[Offset: 0x7a0, Size: 0x8]
ParticleSystem* ActiveEffect;//[Offset: 0x7a8, Size: 0x8]
ParticleSystem* AppearBeginEffect;//[Offset: 0x7b0, Size: 0x8]
FName AppearBeginEffectSocket;//[Offset: 0x7b8, Size: 0x8]
ParticleSystem* JetEffect;//[Offset: 0x7c0, Size: 0x8]
FName JetEffectSocket;//[Offset: 0x7c8, Size: 0x8]
Transform JetEffectTrans;//[Offset: 0x7d0, Size: 0x30]
ParticleSystem* ActiveLoopEffect;//[Offset: 0x800, Size: 0x8]
ParticleSystem* ChaActiveEffect;//[Offset: 0x808, Size: 0x8]
ParticleSystem* ExplodeEffect;//[Offset: 0x810, Size: 0x8]
ParticleSystem* DeathVergeEffect;//[Offset: 0x818, Size: 0x8]
FName ChaActiveEffectSocket;//[Offset: 0x820, Size: 0x8]
float AppearEffectLength;//[Offset: 0x828, Size: 0x4]
MaterialInstance* MatAppearing;//[Offset: 0x830, Size: 0x8]
MatAppearingData[] MatAppearingData;//[Offset: 0x838, Size: 0x10]
MaterialInstance* MatAppearEndBody;//[Offset: 0x848, Size: 0x8]
MaterialInstance* MatAppearEndEye;//[Offset: 0x850, Size: 0x8]
FString BeginSound;//[Offset: 0x858, Size: 0x10]
FString EndSound;//[Offset: 0x868, Size: 0x10]
FString ActiveChaSound;//[Offset: 0x878, Size: 0x10]
FString ActiveAnimSound;//[Offset: 0x888, Size: 0x10]
FString BeginActiveLoopSound;//[Offset: 0x898, Size: 0x10]
FString EndActiveLoopSound;//[Offset: 0x8a8, Size: 0x10]
FString DeactiveAnimSound;//[Offset: 0x8b8, Size: 0x10]
FString ExplodeSound;//[Offset: 0x8c8, Size: 0x10]
FString BeginDeathVergeLoopSound;//[Offset: 0x8d8, Size: 0x10]
FString EndDeathVergeLoopSound;//[Offset: 0x8e8, Size: 0x10]
float ChaSpeedThreshold;//[Offset: 0x8f8, Size: 0x4]
float RotateSpeed;//[Offset: 0x8fc, Size: 0x4]
float YawOffset;//[Offset: 0x900, Size: 0x4]
CurveFloat* ActivatingScaleCurve;//[Offset: 0x908, Size: 0x8]
CurveFloat* DeactivatingScaleCurve;//[Offset: 0x910, Size: 0x8]
CurveFloat* TargetSpeedByDistance;//[Offset: 0x918, Size: 0x8]
float Acceleration;//[Offset: 0x920, Size: 0x4]
float MaxDistance;//[Offset: 0x924, Size: 0x4]
Vector DefaultLocationOffset;//[Offset: 0x934, Size: 0xc]
Vector CrouchLocationOffset;//[Offset: 0x940, Size: 0xc]
float TargetLocationOffsetSpeed;//[Offset: 0x94c, Size: 0x4]
float ActiveDuration;//[Offset: 0x974, Size: 0x4]
float ActiveEffectLength;//[Offset: 0x978, Size: 0x4]
float DeathVergeHealthThreshold;//[Offset: 0x97c, Size: 0x4]
SoftObjectPath UAVIcon;//[Offset: 0x980, Size: 0x18]
ParticleSystemComponent* DeathVergeEffectHandle;//[Offset: 0x9a8, Size: 0x8]
ParticleSystemComponent* ActiveLoopEffectHandle;//[Offset: 0x9b0, Size: 0x8]
bool bFollowCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x9b8, Size: 0x1]
bool bAppearEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bb,
Size: 0x1]
bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa20,
Size: 0x1]
bool bPermanent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa21,
Size: 0x1]
bool bExplodeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xa22, Size: 0x1]
float HealTickInterval;//[Offset: 0xa48, Size: 0x4]
float HealFirstTimeDelay;//[Offset: 0xa4c, Size: 0x4]
float HealHealthAmount;//[Offset: 0xa50, Size: 0x4]
float HealShieldAmount;//[Offset: 0xa54, Size: 0x4]
ParticleSystem* HealLineEffect;//[Offset: 0xa58, Size: 0x8]
FName HealMeshSocket;//[Offset: 0xa60, Size: 0x8]
FString BeginHealSound;//[Offset: 0xa68, Size: 0x10]
FString BeginHealLoopSound;//[Offset: 0xa78, Size: 0x10]
FString EndHealSound;//[Offset: 0xa88, Size: 0x10]
FString EndHealLoopSound;//[Offset: 0xa98, Size: 0x10]
FString BeginHealHPLoopSound;//[Offset: 0xaa8, Size: 0x10]
FString EndHealHPLoopSound;//[Offset: 0xab8, Size: 0x10]
FString BeginHealShieldLoopSound;//[Offset: 0xac8, Size: 0x10]
FString EndHealShieldLoopSound;//[Offset: 0xad8, Size: 0x10]
ParticleSystemComponent* HealLineEffectHandle;//[Offset: 0xae8, Size: 0x8]
ParticleSystem* RescueEffect;//[Offset: 0xaf8, Size: 0x8]
ParticleSystem* RescueEffect_Enermy;//[Offset: 0xb00, Size: 0x8]
Transform RescueEffectTransform;//[Offset: 0xb10, Size: 0x30]
FName RescueMeshSocket;//[Offset: 0xb40, Size: 0x8]
float RescueTime;//[Offset: 0xb48, Size: 0x4]
bool bCheckRescueBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xb4c, Size: 0x1]
float CheckRescueBlockInteval;//[Offset: 0xb50, Size: 0x4]
FString BeginRescueLoopSound;//[Offset: 0xb58, Size: 0x10]
FString EndRescueLoopSound;//[Offset: 0xb68, Size: 0x10]
FString CompleteRescueSound;//[Offset: 0xb78, Size: 0x10]
ParticleSystemComponent* RescueEffectHandle;//[Offset: 0xb88, Size: 0x8]
MaterialInstanceDynamic* MatInstanceAppearingBody;//[Offset: 0xba0, Size:
0x8]
MaterialInstanceDynamic* MatInstanceAppearingEye;//[Offset: 0xba8, Size: 0x8]
bool bNavigateToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xbb0, Size: 0x1]
float RecordInterval;//[Offset: 0xbb4, Size: 0x4]
float NavigateInterval;//[Offset: 0xbb8, Size: 0x4]
float BeginNavigateDistance;//[Offset: 0xbbc, Size: 0x4]
float EndNavigateDistance;//[Offset: 0xbc0, Size: 0x4]
class GameplayEffect* UAVHealBuffGameplayEffect;//[Offset: 0xbf0, Size: 0x8]
class GameplayEffect* UAVRescueGameplayEffect;//[Offset: 0xbf8, Size: 0x8]
void TickRescue(float DeltaTime);// 0x6c56dc4
void TickNavigate(float DeltaTime);// 0x6c56c48
void TickHeal(float DeltaTime);// 0x6c56ebc
void ServerSetRescueBlocked(bool bBlocked);// 0x6c56cf8
void OnRescueComplete();// 0x6c56db0
void OnRep_NewState();// 0x6c57350
void OnRep_Active();// 0x6c56f6c
void OnMontageEnded(AnimMontage* Montage, bool bInterrupted);// 0x6c57364
void OnCheckUAVHide(const GameplayTag Tag, int NewCount);// 0x6c56f80
void OnCharacterEndPlay(Actor* Actor, byte EndPlayReason);// 0x6c5725c
void OnCharacterDeathVergeStatusTag(const GameplayTag Tag, int NewCount);//
0x6c57168
void OnCharacterDeathStatusTag(const GameplayTag Tag, int NewCount);//
0x6c57074
float GetRescueTime();// 0x6c56e88
void CompleteRescueImmediate();// 0x6c56e74

--------------------------------
Class: SolarUAV.SummonItemBase.Pawn.Actor.Object
float DebugLineThickness;//[Offset: 0x6ac, Size: 0x4]
SkeletalMeshComponent* Mesh;//[Offset: 0x6b0, Size: 0x8]
FName AttachCharacterSocketName;//[Offset: 0x6b8, Size: 0x8]
AnimationAsset* AppearAnim;//[Offset: 0x6c0, Size: 0x8]
float AppearAnimLength;//[Offset: 0x6c8, Size: 0x4]
AnimationAsset* DisappearAnim;//[Offset: 0x6d0, Size: 0x8]
float DisppearAnimLength;//[Offset: 0x6d8, Size: 0x4]
bool bProbeCollisionConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6e8, Size: 0x1]
float ProbeCollisionInterval;//[Offset: 0x6ec, Size: 0x4]
float ProbeCollisionRadius;//[Offset: 0x6f0, Size: 0x4]
float AvoidCollisionMaxHeight;//[Offset: 0x6f4, Size: 0x4]
float AvoidCollisionOverTime;//[Offset: 0x6f8, Size: 0x4]
float AvoidCollisionCDTime;//[Offset: 0x6fc, Size: 0x4]
void UAVDestroy();// 0x6c56834
void OnCharacterInVehicleTag(const GameplayTag Tag, int NewCount);//
0x6c56740
void Disappear();// 0x6c56850

--------------------------------
Class: MatAppearingData
CurveFloat* MatCurve;//[Offset: 0x0, Size: 0x8]
FName MatParam;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: SolarItemComponent.ActorComponent.Object
SolarCharacter* OwnerChara;//[Offset: 0xb0, Size: 0x8]
void UseItemRequestLuaCall(int ItemID, int Num);// 0x669f788
void OnPlayerBackpackItemUpdate();// 0x669f774
bool CanUseMedicine();// 0x669f73c
--------------------------------
Class:
SolarPickupComponent.CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneCompon
ent.ActorComponent.Object
SolarCharacter* OwnerChar;//[Offset: 0x5c8, Size: 0x8]
float PickUpHighlyThresholdFactor;//[Offset: 0x5d8, Size: 0x4]
bool bWantedClearItemData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x5dd, Size: 0x1]
<enum,SolarPickupHandlerBase*> PickupHandlerMap;//[Offset: 0x5f0, Size: 0x50]
SolarPickupHandlerBase* NormalPickupHandler;//[Offset: 0x640, Size: 0x8]
bool GlobalPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x648, Size: 0x1]
SolarCipherBox*[] CacheOverlapCipherBoxes;//[Offset: 0x650, Size: 0x10]
SolarTreasureBoxActor* TargetCipherBox;//[Offset: 0x660, Size: 0x8]
SolarCipherBox* CacheOverlapCipherBox;//[Offset: 0x668, Size: 0x8]
ActorArrayMap NormalPickupItems;//[Offset: 0x678, Size: 0x50]
Actor*[] ProccessedList;//[Offset: 0x6c8, Size: 0x10]
Actor*[] SortedPickupActors;//[Offset: 0x6d8, Size: 0x10]
bool bPickupListVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6e9, Size: 0x1]
bool bPickupListCollapsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6ea, Size: 0x1]
UIManager* UIManager;//[Offset: 0x6f0, Size: 0x8]
SolarItemManager* ItemManager;//[Offset: 0x6f8, Size: 0x8]
bool GlobalAutoPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x752, Size: 0x1]
float UnAutoPickupItemTime;//[Offset: 0x754, Size: 0x4]
float AutoPickupTime;//[Offset: 0x758, Size: 0x4]
bool StopAutoPickupWhenClose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x760, Size: 0x1]
bool bReqPickItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x761, Size: 0x1]
bool AutoPickupDroppedScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x762, Size: 0x1]
<int,enum> AutoPickSettings;//[Offset: 0x768, Size: 0x50]
bool bPickupCheckBoxOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x7d0, Size: 0x1]
TimerHandle AutoPickupTimer;//[Offset: 0x7d8, Size: 0x8]
delegate OnItemDataSet;//[Offset: 0x818, Size: 0x10]
delegate UpdateCheckBoxesVisibility;//[Offset: 0x828, Size: 0x10]
delegate OnUpdateCheckBoxesHighLight;//[Offset: 0x838, Size: 0x10]
delegate OnUpdateCheckBoxesStates;//[Offset: 0x848, Size: 0x10]
delegate OnPickupListClear;//[Offset: 0x858, Size: 0x10]
delegate OnTogglePickupList;//[Offset: 0x868, Size: 0x10]
int StartFireFlagCount;//[Offset: 0x878, Size: 0x4]
float DelayedDisplayTime;//[Offset: 0x880, Size: 0x4]
float DelayProcessFireTime;//[Offset: 0x884, Size: 0x4]
TimerHandle AutoShowPickupListHandle;//[Offset: 0x888, Size: 0x8]
TimerHandle DelayProcessFireResultHandle;//[Offset: 0x890, Size: 0x8]
TimerHandle EnsuredAutoShowHandle;//[Offset: 0x898, Size: 0x8]
FString[] FireResultMsgs;//[Offset: 0x8a0, Size: 0x10]
DeathTreasureBox*[] NearByDeathboxes;//[Offset: 0x8c8, Size: 0x10]
DeathTreasureBox* NearestResurrectBox;//[Offset: 0x8d8, Size: 0x8]
bool LastResurrecteBtnVisbile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x8e0, Size: 0x1]
float CheckResurrectInterval;//[Offset: 0x8e4, Size: 0x4]
float TempResurrectInterval;//[Offset: 0x8e8, Size: 0x4]
float CheckStopResurrectInterval;//[Offset: 0x8ec, Size: 0x4]
float TempStopResurrectInterval;//[Offset: 0x8f0, Size: 0x4]
int PickupRecommendPriority;//[Offset: 0x8f8, Size: 0x4]
<enum,int> ItemPriorityMap;//[Offset: 0x900, Size: 0x50]
<enum,int> ItemMutiPickupMap;//[Offset: 0x950, Size: 0x50]
<enum,int> WeaponPartPriorityMap;//[Offset: 0x9a0, Size: 0x50]
<int,int> WeaponPartIDPriorityMap;//[Offset: 0x9f0, Size: 0x50]
Actor* PendingFirstItemActor;//[Offset: 0xa40, Size: 0x8]
bool bInteractiveCheckOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xb98, Size: 0x1]
float CheckInteractiveRate;//[Offset: 0xb9c, Size: 0x4]
void UpdateResurrection(const float InDeltaTime);// 0x66f7374
void UpdateItemUI(bool bForce);// 0x66f8628
void UpdateCheckboxSwitches(const bool InPickupOpen);// 0x66f7a28
void TryReqPickupItem(SolarItemActor* ItemActor, bool IsAutoPickup, int
TargetIndex);// 0x66f978c
void TryPickupTreasureItem(SolarTreasureBoxActor* PickActor, out const
SolarItemData ItemData, const int TargetIndex);// 0x66f7e74
void TryPickupItem(Actor* PickActor, const int TargetIndex);// 0x66f8004
bool TryOpenCipherBox(SolarTreasureBoxActor* CipherBox);// 0x66f87b4
void TryClearDirtyData(const bool bForce);// 0x66f997c
void TryChangePickupListVisibility(const enum InReason, const bool
InVisibility);// 0x66f9b8c
bool TryCancelOpenCipherBox(SolarTreasureBoxActor* CipherBox);// 0x66f8700
void TogglePickupList(const bool InVisibility);// 0x66f9a2c
void StopListenFireInput(bool bIsInstantlyStop);// 0x66f7950
void StopAutoPickupTimer();// 0x66f7d38
void StartListenFireInput();// 0x66f7a00
void StartAutoPickupTimer();// 0x66f7d4c
bool ShouldPickupTreasureBoxItem(SolarTreasureBoxActor* InTreasureBox);//
0x66f98c8
void SetStopAutoPickupWhenClose(const bool InStopAutoPickupWhenClose);//
0x66f7bc4
void SetPickupSwitchInLua(const bool IsOpen);// 0x704f228
void SetPickupSwitch(const bool IsOpen);// 0x66f8cd0
void SetPickupListVisibility(const bool InVisibility);// 0x66f9adc
void SetPickupCapsuleSize(out const Vector Size);// 0x66f9d78
void SetAutoPickupSwitch(const bool InCanAutoPickup);// 0x66f7c74
void SetAutoPickupDroppedScope(const bool InAutoPickupDroppedScope);//
0x66f7b14
void RestartPickupTimer();// 0x66f7aec
void ReqPickupWeapon(Actor* WeaponData, bool IsAutoPickup, const int
TargetIndex);// 0x66f9514
void ReqPickupTreasureItem(SolarTreasureBoxActor* TreasureBox, int64
ItemThisID, bool IsAutoPickup, int TargetIndex, enum InItemType, bool bSorted);//
0x66f92f4
void ReqPickupItem(SolarItemActor* ItemActor, bool IsAutoPickup, int
TargetIndex);// 0x66f9650
void ReqOpenTreasureBox(SolarTreasureBoxActor* TreasureBox);// 0x66f924c
void ReqLeaveWorshipArea(SolarMissionWorshipTargetActor* WorshipTarget);//
0x66f9054
void ReqEnterWorshipArea(SolarMissionWorshipTargetActor* WorshipTarget);//
0x66f90fc
void ReqAcceptMapSpawnMission(SolarMissionSpawnActor* MissionActor);//
0x66f91a4
void RemoveNearbyDeathbox(DeathTreasureBox* InDeathBox);// 0x66f7224
void RefreshResurrectBtn();// 0x66f70f0
void RefreshPickupTimer();// 0x66f7b00
void RefreshItemUI();// 0x66f9c9c
void RecheckPendingActors();// 0x66f84b0
void ReceiveFireResult(FString InFireResultMsg);// 0x66f789c
void ProcessFireResultMsgs();// 0x66f7888
void OnWeaponUpgrade(SolarPlayerWeapon* InWeapon);// 0x66f741c
void OnWeaponSlotUpdateParts(int InWeaponSlotID);// 0x66f74c4
void OnWeaponSlotEquip(int InWeaponSlotID, SolarPlayerWeapon* InWeapon);//
0x66f756c
void OnUsingSkillStatusChanged();// 0x66f7660
void OnUpdateItemUIDataChanged(Object* Object, int OldItemID, int
NewItemID);// 0x66f817c
void OnTreasureBoxStateChange(int64 ThisID, const enum State, bool
bIsEmpty);// 0x66f8f0c
void OnReceiveCharacterKilledSomeone();// 0x66f7a14
void OnPickupSettingChanged();// 0x66f7d24
void OnPickupConfirmHandle();// 0x66f7d60
void OnPickupActorEnd(Actor* ItemActor);// 0x66f8360
void OnPickupActorBegin(Actor* ItemActor);// 0x66f8408
void OnEquipChanged();// 0x66f8168
void OnCharacterDeathBegin();// 0x66f891c
void OnActorDestroyed(Actor* Actor);// 0x66f82b8
void MarkDirtyForTick();// 0x66f9cb0
bool IsValidItemActor(const Actor* ItemActor);// 0x66f9cc4
bool IsRecommendScope(const int InScopeID, SolarPlayerWeapon* Weapon, const
byte SlotType);// 0x66f8930
bool IsNeedReplace(const enum InType, out const SolarItemData InItemData);//
0x66f8db8
bool IsCharacterInAir();// 0x66f8d80
void InitPickupPriorityMaps();// 0x66f6ff8
SolarItemData GetTreasureItemDataByThisID(SolarTreasureBoxActor* TreasureBox,
int64 ItemThisID);// 0x66f8b7c
enum GetRecommendScopeSlot(const int InScopeID, bool IsAutoPickup);//
0x66f8a7c
int GetPickupWeaponPartTypePriority(out const SolarItemData InItemData);//
0x66f6e40
int GetPickupTypePriority(const enum InItemType);// 0x66f6f48
Actor* GetPickupTreasureBoxActor();// 0x66f85f4
int GetPickupPriority(out const SolarItemData InItemType);// 0x66f6d38
DeathTreasureBox* GetNearestResurrectBox();// 0x66f700c
<int,ActorArray> GetItemDataMap();// 0x66f8574
int GetItemDataCount(enum PickupItemType);// 0x66f84c4
bool GetIsGlobalPickup();// 0x66f8130
bool GetIsAutoPickupDroppedScope();// 0x66f80f8
void DoStopOpenCipherBox();// 0x66f86d8
void DoOpenCipherBox();// 0x66f86ec
void DetectNearestResurrectTarget();// 0x66f7210
void CloseItemUI();// 0x66f9c88
void ClearAutoShowPickupListHandle();// 0x66f7874
void ClearAllTimer();// 0x66f7ad8
void CheckToShowConfirm(out const SolarItemData ItemData);// 0x66f7d74
bool CheckIsItemMaximizing(const int ItemID);// 0x66f8868
bool CanResurrectOwner(DeathTreasureBox* InDeathBox, out float
OutDistance);// 0x66f7104
bool CanMutiAutoPickup(const enum InItemType);// 0x66f6c84
void CallHUDSetTreasureBoxActor(Actor* InActor);// 0x66f771c
void CallHUDSetActiveResurrectBtn(const bool Inactive);// 0x66f7040
void CallHUDSetActiveOpenBoxBtn(const bool Inactive);// 0x66f77c4
void CallHUDHideOpenBoxUIByThisID(const int64 InThisID);// 0x66f7674
void AddNearbyDeathbox(DeathTreasureBox* InDeathBox);// 0x66f72cc

--------------------------------
Class: SolarPickupHandlerBase.Object
enum Type;//[Offset: 0x28, Size: 0x1]
SolarPickupComponent* OwnerComponent;//[Offset: 0x30, Size: 0x8]
SolarItemManager* ItemManager;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: ActorArrayMap
<int,ActorArray> ActorArrayMap;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: ActorArray
Actor*[] ActorArray;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: SolarTreatmentComponent.ActorComponent.Object
delegate OnCharacterHealthLow;//[Offset: 0xb0, Size: 0x10]
SolarCharacter* OwnerCharacter;//[Offset: 0xe0, Size: 0x8]
void TryStopTreatment();// 0x6c46a60
void TryStatisticsTreatedTimes();// 0x6c468d8
void TryStartTreatment(const bool InUseMedicine);// 0x6c46a74
void StopProgress();// 0x6c4699c
void StartProgress(const bool InUseMedicine);// 0x6c469b0
bool IsTreateItemEnough(const bool InUseMedicine);// 0x6c46c18
bool IsFullHealth();// 0x6c46be0
bool IsAbleToContinueTreatment(const bool InUseMedicine);// 0x6c46cd4
void IncreaseTreatedTimes(const bool InUseMedicine);// 0x6c468ec
bool CanStartTreatment();// 0x704f228
bool CanBeTreated(const bool InUseMedicine);// 0x6c46b24

--------------------------------
Class: Timeline
byte LengthMode;//[Offset: 0x0, Size: 0x1]
bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size:
0x1]
bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset:
0x1, Size: 0x1]
bool bPlaying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size:
0x1]
float Length;//[Offset: 0x4, Size: 0x4]
float PlayRate;//[Offset: 0x8, Size: 0x4]
float Position;//[Offset: 0xc, Size: 0x4]
TimelineEventEntry[] Events;//[Offset: 0x10, Size: 0x10]
TimelineVectorTrack[] InterpVectors;//[Offset: 0x20, Size: 0x10]
TimelineFloatTrack[] InterpFloats;//[Offset: 0x30, Size: 0x10]
TimelineLinearColorTrack[] InterpLinearColors;//[Offset: 0x40, Size: 0x10]
delegate TimelinePostUpdateFunc;//[Offset: 0x50, Size: 0x10]
delegate TimelineFinishedFunc;//[Offset: 0x60, Size: 0x10]
Object* PropertySetObject;//[Offset: 0x70, Size: 0x8]
FName DirectionPropertyName;//[Offset: 0x78, Size: 0x8]

--------------------------------
Class: TimelineEventEntry
float Time;//[Offset: 0x0, Size: 0x4]
delegate EventFunc;//[Offset: 0x4, Size: 0x10]

--------------------------------
Class: TimelineVectorTrack
CurveVector* VectorCurve;//[Offset: 0x0, Size: 0x8]
delegate InterpFunc;//[Offset: 0x8, Size: 0x10]
FName TrackName;//[Offset: 0x18, Size: 0x8]
FName VectorPropertyName;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: TimelineFloatTrack
CurveFloat* FloatCurve;//[Offset: 0x0, Size: 0x8]
delegate InterpFunc;//[Offset: 0x8, Size: 0x10]
FName TrackName;//[Offset: 0x18, Size: 0x8]
FName FloatPropertyName;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: TimelineLinearColorTrack
CurveLinearColor* LinearColorCurve;//[Offset: 0x0, Size: 0x8]
delegate InterpFunc;//[Offset: 0x8, Size: 0x10]
FName TrackName;//[Offset: 0x18, Size: 0x8]
FName LinearColorPropertyName;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: ShieldSoundData
<enum,enum> SoundData;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class:
CharacterSpectateInfoComponent.SpectateInfoActorComponent.ConnectionRelevantActorCo
mponent.ActorComponent.Object
FreeLookSpectateInfo FreeLookSpectateInfo;//[Offset: 0xb8, Size: 0x10]
void OnRep_FreeLookSpectateInfo(out const FreeLookSpectateInfo OldValue);//
0x6410774

--------------------------------
Class:
SpectateInfoActorComponent.ConnectionRelevantActorComponent.ActorComponent.Object

--------------------------------
Class: FreeLookSpectateInfo
bool bIsInFreeLook;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0,
Size: 0x1]
Rotator PlayerCameraRotation;//[Offset: 0x4, Size: 0xc]

--------------------------------
Class: SolarRadarComponent.ActorComponent.Object
RadarScanSoundDataAsset* RadarScanSoundDataAsset;//[Offset: 0xc8, Size: 0x8]
<GameplayAbilitySpecHandle,DetectedRadarInfo> DetectedRadarMap;//[Offset:
0xf8, Size: 0x50]
<uint32,RadarMapMark> RadarMapMarkContainer;//[Offset: 0x148, Size: 0x50]
SolarCharacter* CharacterOwner;//[Offset: 0x198, Size: 0x8]
MaterialChangeHandle DetectedMaterialHandle;//[Offset: 0x1a0, Size: 0x8]
void OnRadarImmunityTagChanged(const GameplayTag Tag, int NewCount);//
0x6752fe0
void OnPlayerDeath(SolarCharacter* InPlayer);// 0x6752f38
void OnceScanSuccessNotifation(int ScanedNum);// 0x704f228
void OnceScanFailedNotifation();// 0x704f228
FString GetModuleName_Implementation();// 0x67530d4

--------------------------------
Class: RadarScanSoundDataAsset.DataAsset.Object
FString RadarScan_Loop_Start;//[Offset: 0x30, Size: 0x10]
FString RadarScan_Loop_End;//[Offset: 0x40, Size: 0x10]
FString RadarScan_Once_Success;//[Offset: 0x50, Size: 0x10]
FString RadarScan_Once_Failed;//[Offset: 0x60, Size: 0x10]
FString SuperRadarScan_FoundEnemy;//[Offset: 0x70, Size: 0x10]

--------------------------------
Class: DetectedRadarInfo

--------------------------------
Class: RadarMapMark
MapMarkBase*[] MapMarkWidgets;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: MaterialChangeHandle

--------------------------------
Class: RadarDataSpecContainer.FastArraySerializer
RadarDataSpec[] Radars;//[Offset: 0x108, Size: 0x10]
SolarRadarComponent* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: RadarDataSpec.FastArraySerializerItem
GameplayAbilitySpecHandle RadarHandle;//[Offset: 0xc, Size: 0x4]
Pawn* RadarSpawner;//[Offset: 0x10, Size: 0x8]

--------------------------------
Class: CriticalHitInfo
SolarPlayerState* Instigator;//[Offset: 0x0, Size: 0x8]
float Damage;//[Offset: 0x8, Size: 0x4]
float DamageTime;//[Offset: 0xc, Size: 0x4]
int LastDamageWeaponID;//[Offset: 0x10, Size: 0x4]

--------------------------------
Class:
SolarCharacterMovementComponent.SolarCharacterMovementCompBase.CharacterMovementCom
ponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.
Object
SolarCharacter* SolarCharacterOwner;//[Offset: 0x6b8, Size: 0x8]
float DefaultUnscaledCapsuleHalfHeight;//[Offset: 0x6c0, Size: 0x4]
float DefaultLazyRefreshBonesDelay;//[Offset: 0x6c4, Size: 0x4]
bool bKeepWalkSpeedOnTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x6fc, Size: 0x1]
float MinJogSpeedScaleOnBlocked;//[Offset: 0x700, Size: 0x4]
float MinRunSpeedScaleOnBlocked;//[Offset: 0x704, Size: 0x4]
float MinSprintSpeedScaleOnBlocked;//[Offset: 0x708, Size: 0x4]
float MinCrawlSpeedScaleOnBlocked;//[Offset: 0x70c, Size: 0x4]
float MinSwimSpeedScaleOnBlocked;//[Offset: 0x710, Size: 0x4]
float MinAccelerationProjectRatioForValidGroundSlide;//[Offset: 0x714, Size:
0x4]
bool bOverrideFallingGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x718, Size: 0x1]
float OverriddenFallingGravity;//[Offset: 0x71c, Size: 0x4]
float FallingHorizontalSpeedUpperLimit;//[Offset: 0x720, Size: 0x4]
float MaxLocationDifferenceToTrustClientMove;//[Offset: 0x724, Size: 0x4]
enum ClientMoveTrustType;//[Offset: 0x728, Size: 0x1]
float AirControlHighSpeedBoostMultiplier;//[Offset: 0x72c, Size: 0x4]
float AirControlHighSpeedBoostVelocityThreshold;//[Offset: 0x730, Size: 0x4]
enum CurrentAirMoveMode;//[Offset: 0x79a, Size: 0x1]
enum LastAirMoveMode;//[Offset: 0x79b, Size: 0x1]
CustomJumpParams CustomJumpParams;//[Offset: 0x7a0, Size: 0x2a0]
CustomJumpParams CustomLaunchParams;//[Offset: 0xa40, Size: 0x2a0]
float HeavyLandingSpeedThreshold;//[Offset: 0xce0, Size: 0x4]
float HeavyLandingEffectDuration;//[Offset: 0xce4, Size: 0x4]
RuntimeFloatCurve HeavyLandingAccelerationRatioCurve;//[Offset: 0xce8, Size:
0x88]
JetPackConfig* JetPackConfig;//[Offset: 0xd98, Size: 0x8]
SlideTackleConfig* SlideTackleConfig;//[Offset: 0xdb8, Size: 0x8]
Rotator SkydiveLandingRotationRate;//[Offset: 0xe0c, Size: 0xc]
float HinderAngel;//[Offset: 0xe28, Size: 0x4]
float HinderPercent;//[Offset: 0xe2c, Size: 0x4]
float HinderZ;//[Offset: 0xe30, Size: 0x4]
float SwimSpeedWhenSprintLockConfig;//[Offset: 0xe34, Size: 0x4]
float SwimSpeedConfig;//[Offset: 0xe38, Size: 0x4]
float SwimSpeedSmoothSpeed;//[Offset: 0xe3c, Size: 0x4]
float SwimMaxFloatingUpSpeed;//[Offset: 0xe40, Size: 0x4]
float SwimMaxSinkingSpeed;//[Offset: 0xe44, Size: 0x4]
PhysicsVolume* NextPhysicsVolume;//[Offset: 0xe48, Size: 0x8]
bool bWantDeathVerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0xf9d, Size: 0x1]
float DeathVergeBodyRadius;//[Offset: 0xfa0, Size: 0x4]
float DeathVergeHalfHeight;//[Offset: 0xfa4, Size: 0x4]
Actor* HangingTargetObj;//[Offset: 0xfb0, Size: 0x8]
Vector HangingTargetVelocity;//[Offset: 0xfb8, Size: 0xc]
bool UseHangingTargetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfc4, Size: 0x1]
bool UseHangingTargetPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xfc5, Size: 0x1]
float SkywardFlyVerticalAcceleration;//[Offset: 0xfc8, Size: 0x4]
float MaxSkywardFlyHorizontalSpeed;//[Offset: 0xfcc, Size: 0x4]
float MaxSkywardFlyVerticalSpeed;//[Offset: 0xfd0, Size: 0x4]
float BrakingDecelerationSkywardFlying;//[Offset: 0xfd4, Size: 0x4]
float SkywardFlyLateralFriction;//[Offset: 0xfd8, Size: 0x4]
float SkywardFlyAirControl;//[Offset: 0xfdc, Size: 0x4]
float SkywardFlyAirControlBoostMultiplier;//[Offset: 0xfe0, Size: 0x4]
float SkywardFlyAirControlBoostVelocityThreshold;//[Offset: 0xfe4, Size: 0x4]
float HitHeadFallingVerticalSpeed;//[Offset: 0xfe8, Size: 0x4]
float HitHeadVerticalDeceleration;//[Offset: 0xfec, Size: 0x4]
float ServerZiplineHitStruggleTime;//[Offset: 0x1038, Size: 0x4]
float ClientZiplineHitStruggleTime;//[Offset: 0x103c, Size: 0x4]
void
UpdateCharacterStateAfterMovement__DelegateSignature(SolarCharacterMovementComponen
t* MovementComponent, float DeltaTime);// 0x704f228
void SetHinderZ(float InHinderZ);// 0x65dc21c
void SetHinderAngel(float InHinderAngel);// 0x65dc2c4
void OnZiplineMoveToTheEnd__DelegateSignature();// 0x704f228
void OnZiplineMoveBlocked__DelegateSignature();// 0x704f228
void OnMovementBaseChanged(Character* Character, PrimitiveComponent* OldBase,
PrimitiveComponent* NewBase);// 0x65dc3a4
void HinderUphill(out const Vector SlopeNormal, out Vector MoveVelocity);//
0x65dc118
enum GetLastWalkMode();// 0x65dc36c
enum GetCurrentWalkMode();// 0x65dc388

--------------------------------
Class:
SolarCharacterMovementCompBase.CharacterMovementComponent.PawnMovementComponent.Nav
MovementComponent.MovementComponent.ActorComponent.Object
float NetworkProxyPredictionLeadTime;//[Offset: 0x618, Size: 0x4]
float NetworkProxyPredictionMaxSpeed;//[Offset: 0x61c, Size: 0x4]
float SimStepOptimizedDist;//[Offset: 0x620, Size: 0x4]
int TimeDiscrepancyUploadThres;//[Offset: 0x658, Size: 0x4]
SolarClientAdjustPositionInfo CachedClientAdjustPositionInfo;//[Offset:
0x660, Size: 0x38]

--------------------------------
Class: SolarClientAdjustPositionInfo
PrimitiveComponent* NewBase;//[Offset: 0x20, Size: 0x8]

--------------------------------
Class: CustomJumpParams
float JumpHeight;//[Offset: 0x0, Size: 0x4]
float JumpTime;//[Offset: 0x4, Size: 0x4]
float JumpDelay;//[Offset: 0x8, Size: 0x4]
float JumpOnFallingTimeThreshold;//[Offset: 0xc, Size: 0x4]
float JumpOnFallingHeightThreshold;//[Offset: 0x10, Size: 0x4]
GameplayTagRequirements JumpOnFallingTagRequirements;//[Offset: 0x18, Size:
0x50]
bool bEnableLateralSpeedAdjust;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x68, Size: 0x1]
RuntimeFloatCurve LateralSpeedAdjustCurve;//[Offset: 0x70, Size: 0x88]
bool bEnableJumpHeightAdjust;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0xf8, Size: 0x1]
RuntimeFloatCurve JumpHeightAdjustCurve;//[Offset: 0x100, Size: 0x88]
float AdjacentJumpEffectDuration;//[Offset: 0x188, Size: 0x4]
RuntimeFloatCurve AdjacentJumpHeightRatioCurve;//[Offset: 0x190, Size: 0x88]
RuntimeFloatCurve AdjacentJumpTimeRatioCurve;//[Offset: 0x218, Size: 0x88]

--------------------------------
Class: JetPackConfig.DataAsset.Object
JetPackVerticalConfig Vertical;//[Offset: 0x30, Size: 0x44]
JetPackHorizontalConfig Horizontal;//[Offset: 0x74, Size: 0x30]
VehicleEjectParams DefaultVehicleEjectParams;//[Offset: 0xa4, Size: 0x10]

--------------------------------
Class: JetPackVerticalConfig
float CurrentSpeedResidueVertical;//[Offset: 0x0, Size: 0x4]
float CurrentSpeedResidueVerticalMax;//[Offset: 0x4, Size: 0x4]
float AltitudeLimitation;//[Offset: 0x8, Size: 0x4]
float DashHeightForLimitedAltitude;//[Offset: 0xc, Size: 0x4]
float SlantDashInputThreshold;//[Offset: 0x10, Size: 0x4]
float VerticalDashTime;//[Offset: 0x14, Size: 0x4]
float VerticalDashHeight;//[Offset: 0x18, Size: 0x4]
float VerticalDashAngle;//[Offset: 0x1c, Size: 0x4]
float VerticalDashMaxHorizontalEndSpeed;//[Offset: 0x20, Size: 0x4]
float VerticalDashBreakableTime;//[Offset: 0x24, Size: 0x4]
float VerticalDashCameraFadeOutTime;//[Offset: 0x28, Size: 0x4]
float SlantDashTime;//[Offset: 0x2c, Size: 0x4]
float SlantDashHeight;//[Offset: 0x30, Size: 0x4]
float SlantDashAngle;//[Offset: 0x34, Size: 0x4]
float SlantDashMaxHorizontalEndSpeed;//[Offset: 0x38, Size: 0x4]
float SlantDashBreakableTime;//[Offset: 0x3c, Size: 0x4]
float SlantDashCameraFadeOutTime;//[Offset: 0x40, Size: 0x4]

--------------------------------
Class: JetPackHorizontalConfig
float CurrentSpeedResidueHorizontal;//[Offset: 0x0, Size: 0x4]
float CurrentSpeedResidueHorizontalMax;//[Offset: 0x4, Size: 0x4]
float HorizontalDashTime;//[Offset: 0x8, Size: 0x4]
float HorizontalDashDistance;//[Offset: 0xc, Size: 0x4]
float HorizontalDashAngle;//[Offset: 0x10, Size: 0x4]
float HorizontalDashEndSpeed;//[Offset: 0x14, Size: 0x4]
float HorizontalDashBreakableTime;//[Offset: 0x18, Size: 0x4]
float HorizontalDashCameraFadeOutTime;//[Offset: 0x1c, Size: 0x4]
float UnderWaterHorizontalDashTime;//[Offset: 0x20, Size: 0x4]
float UnderWaterHorizontalDashDistance;//[Offset: 0x24, Size: 0x4]
float UnderWaterHorizontalDashBreakableTime;//[Offset: 0x28, Size: 0x4]
float UnderWaterHorizontalDashCameraFadeOutTime;//[Offset: 0x2c, Size: 0x4]

--------------------------------
Class: SlideTackleConfig.DataAsset.Object
GameplayTagRequirements EnterTagRequirements;//[Offset: 0x30, Size: 0x50]
float EnterSpeedThreshold;//[Offset: 0x80, Size: 0x4]
float EnterSpeedThresholdFromFall;//[Offset: 0x84, Size: 0x4]
float EnterLandingSpeedZThresholdFromFall;//[Offset: 0x88, Size: 0x4]
float ExitSpeedThreshold;//[Offset: 0x8c, Size: 0x4]
float CancelSpeedThreshold;//[Offset: 0x90, Size: 0x4]
float CoolDownTimeAdd;//[Offset: 0x94, Size: 0x4]
float MaxCoolDownTime;//[Offset: 0x98, Size: 0x4]
RuntimeFloatCurve InitSpeedAdjustCurve;//[Offset: 0xa0, Size: 0x88]
RuntimeFloatCurve AdjacentSlideInitSpeedRatioCurve;//[Offset: 0x128, Size:
0x88]
RuntimeFloatCurve EnterSpeedToInitSpeedRatioCurve;//[Offset: 0x1b0, Size:
0x88]
float InitSpeedReachTime;//[Offset: 0x238, Size: 0x4]
float RequiredMinInitSpeed;//[Offset: 0x23c, Size: 0x4]
float SlideDeceleration;//[Offset: 0x240, Size: 0x4]
float SlideDecelerationAds;//[Offset: 0x244, Size: 0x4]
SlideDecelerationAdjustment[] SlideDecelerationAdjustments;//[Offset: 0x248,
Size: 0x10]
float MaxSlideSpeed;//[Offset: 0x258, Size: 0x4]
RuntimeFloatCurve SlopeAccelerationCurve;//[Offset: 0x260, Size: 0x88]
RuntimeFloatCurve SlopeAccelerationBySlideDirCurve;//[Offset: 0x2e8, Size:
0x88]
RuntimeFloatCurve SlideTurnForceXCurve;//[Offset: 0x370, Size: 0x88]
RuntimeFloatCurve SlideTurnForceYCurve;//[Offset: 0x3f8, Size: 0x88]
bool bEnableSlopeEdgeAdjustment;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x480, Size: 0x1]
Vector SlopeEdgeDetectStartOffset;//[Offset: 0x484, Size: 0xc]
Vector SlopeEdgeDetectPointOffset;//[Offset: 0x490, Size: 0xc]
float SlopeEdgeDetectMinDotProduct;//[Offset: 0x49c, Size: 0x4]
float SlopeEdgeDetectPredictTime;//[Offset: 0x4a0, Size: 0x4]
float InputBufferTimeOnFalling;//[Offset: 0x4a4, Size: 0x4]
bool bEnableCancelInputOnFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask:
255)[Offset: 0x4a8, Size: 0x1]
bool bEnterCrouchOnCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4a9, Size: 0x1]
bool bEnterCrouchOnCompletedPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4aa, Size: 0x1]
bool bEnableCustomizedFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x4ab, Size: 0x1]
float CustomizedFOV;//[Offset: 0x4ac, Size: 0x4]
float MaxAllowedAimOffsetYaw;//[Offset: 0x4b0, Size: 0x4]
RuntimeFloatCurve SlideJumpVelocityInheritanceCurve;//[Offset: 0x4b8, Size:
0x88]
bool bCalcMaxSpeedBySlideSpeedOnStopped;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0x540, Size: 0x1]
RuntimeFloatCurve MaxSpeedInterpCurveAfterStopped;//[Offset: 0x548, Size:
0x88]
--------------------------------
Class: SlideDecelerationAdjustment
GameplayTagRequirements TagRequirements;//[Offset: 0x0, Size: 0x50]
float DecelerationBonus;//[Offset: 0x50, Size: 0x4]

--------------------------------
Class: SolarCapsuleRoot.Actor.Object
SceneComponent* RootComp;//[Offset: 0x240, Size: 0x8]
WidgetComponent* LocationSign;//[Offset: 0x248, Size: 0x8]
float CatchupDuration;//[Offset: 0x260, Size: 0x4]
float CatchupBaseLerp;//[Offset: 0x264, Size: 0x4]
MiniMapAirlineData MiniMapData;//[Offset: 0x28c, Size: 0x30]
UsingAirlineData CurrentAirline;//[Offset: 0x2bc, Size: 0x44]
bool bCruiseEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300,
Size: 0x1]
float CruiseStartTime;//[Offset: 0x304, Size: 0x4]
Vector CruiseStartLoc;//[Offset: 0x308, Size: 0xc]
Rotator CruiseStartRot;//[Offset: 0x314, Size: 0xc]
int ForceParachuteWarningTime;//[Offset: 0x320, Size: 0x4]
float MaxAllowedSmoothDistance;//[Offset: 0x324, Size: 0x4]
float ClientSpeedScale;//[Offset: 0x328, Size: 0x4]
float ClientRotationSmoothSpeed;//[Offset: 0x32c, Size: 0x4]
CapsuleFormationData* CapsuleFormationData;//[Offset: 0x348, Size: 0x8]
<Vector,TeamFormationUnit> CruiseFormation;//[Offset: 0x350, Size: 0x50]
BoarderInfo[] BoardingPlayerList;//[Offset: 0x3a0, Size: 0x10]
void ServerUnBoardCharacter(SolarCharacter* Character);// 0x65972c4
void OnRep_MiniMapAirline();// 0x6597454
void OnRep_CurrentAirline();// 0x6597440
void OnRep_CruiseEnd();// 0x659742c
void OnBoardedCharacterDestroyed(Actor* DestroyedActor);// 0x659721c
void LuaNotifyCruiseState(bool bStart);// 0x659716c
MiniMapAirlineData K2_GetAirlineData();// 0x6597468
static SolarCapsuleRoot* GetSolarCapsuleRoot(const Object*
WorldContextObject);// 0x65974d0
float GetCruiseProgress();// 0x659749c
int BoardingCharacter(out const BoarderInfo BoarderInfo);// 0x659736c

--------------------------------
Class: BoarderInfo
SolarCharacter* Boarder;//[Offset: 0x0, Size: 0x8]
SolarPlayerState* BoarderPlayerState;//[Offset: 0x8, Size: 0x8]
int BoarderTeamID;//[Offset: 0x10, Size: 0x4]
int BoarderTeamSize;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: UsingAirlineData
int mapID;//[Offset: 0x0, Size: 0x4]
Vector StartPoint;//[Offset: 0x4, Size: 0xc]
Vector EndPoint;//[Offset: 0x10, Size: 0xc]
Vector2D Direction;//[Offset: 0x1c, Size: 0x8]
float Speed;//[Offset: 0x24, Size: 0x4]
float Height;//[Offset: 0x28, Size: 0x4]
Vector CanParachutePoint;//[Offset: 0x2c, Size: 0xc]
Vector ForceParachutePoint;//[Offset: 0x38, Size: 0xc]

--------------------------------
Class: CapsuleFormationData.DataAsset.Object
<byte,EchelonFormation> TeamFormation;//[Offset: 0x30, Size: 0x50]
CruiseFormation CruiseFormation;//[Offset: 0x80, Size: 0x10]
void OverrideTeamFormation(out const <byte,EchelonFormation>
InNewFormation);// 0x63afe68
void ClearTeamFormationData();// 0x63afe54
void ClearCruiseFormationData();// 0x63afd7c
void AddTeamFormationLocation(const byte InEchelon, out const Vector
InLocation);// 0x63aff50
static void AddLocationToTeamFormation(out <byte,EchelonFormation>
InFormation, const byte InEchelon, out const Vector InLocation);// 0x63afc08
void AddEchelonFormation(const byte InEchelon, out const EchelonFormation
InFormation);// 0x63b0048
void AddCruiseFormation(out const CruiseFormation InFormation);// 0x63afd90

--------------------------------
Class: EchelonFormation
Vector[] LocationList;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: CruiseFormation
Vector[] LocationList;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: TeamFormationUnit
<byte,EchelonFormationUnit> TeamFormation;//[Offset: 0x0, Size: 0x50]

--------------------------------
Class: EchelonFormationUnit
BoardingSpotInfo[] EchelonFormation;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: BoardingSpotInfo
Vector SpotLocation;//[Offset: 0x0, Size: 0xc]
SolarPlayerState* BoardingPlayer;//[Offset: 0x10, Size: 0x8]
SolarPlayerState* LeaderPlayer;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: CharacterCruiseComponent.ActorComponent.Object
SolarCapsuleActor* BoardedCapsulePrivate;//[Offset: 0xb0, Size: 0x8]
FName CruiseStartSoundGroupName;//[Offset: 0xc4, Size: 0x8]
SolarCharacter* GetCharacterOwner();// 0x63fd7e0

--------------------------------
Class: SolarCapsuleActor.Actor.Object
SoftObjectPath StartCruisingPath;//[Offset: 0x238, Size: 0x18]
SoftObjectPath StopCruisingPath;//[Offset: 0x250, Size: 0x18]
FName EndSequenceCharacterAnimationSlotName;//[Offset: 0x268, Size: 0x8]
float EndSequenceCharacterAnimationBlendOutTime;//[Offset: 0x270, Size: 0x4]
FName CruiseCharacterBindingName;//[Offset: 0x274, Size: 0x8]
FName CruiseCapsuleBindingName;//[Offset: 0x27c, Size: 0x8]
FName CruiseCameraBindingName;//[Offset: 0x284, Size: 0x8]
float SequenceCameraBlendDuration;//[Offset: 0x28c, Size: 0x4]
AnimationAsset* CapsuleCruisingLoopAnim;//[Offset: 0x290, Size: 0x8]
AnimSequence* CharacterCruiseLoopAnim;//[Offset: 0x298, Size: 0x8]
SoftObjectPath CapsuleCruisingStopAnimPath;//[Offset: 0x2a0, Size: 0x18]
AnimSequence* CharacterCruiseEndAnim;//[Offset: 0x2b8, Size: 0x8]
SkeletalMeshComponent* CapsuleSkeletalMesh;//[Offset: 0x2c0, Size: 0x8]
StaticMeshComponent*[] AirflowMeshEffects;//[Offset: 0x2c8, Size: 0x10]
ParticleSystemComponent*[] AirflowParticleEffects;//[Offset: 0x2d8, Size:
0x10]
LevelSequenceActor* SequenceActor;//[Offset: 0x2e8, Size: 0x8]
CineCameraActor* SequenceCamera;//[Offset: 0x2f0, Size: 0x8]
LevelSequence* StartCruisingSequence;//[Offset: 0x2f8, Size: 0x8]
LevelSequence* StopCruisingSequence;//[Offset: 0x300, Size: 0x8]
AnimationAsset* CapsuleCruisingEndAnim;//[Offset: 0x308, Size: 0x8]
SolarCharacter* BoardedCharacterPrivate;//[Offset: 0x310, Size: 0x8]
ParticleSystemComponent* CloudParticleComponent;//[Offset: 0x318, Size: 0x8]
SoftObjectPath CloudParticlePath;//[Offset: 0x320, Size: 0x18]
ParticleSystem* CloudParticleAsset;//[Offset: 0x358, Size: 0x8]
SoftObjectPath CapsuleSinglyCruisingStopAnimPath;//[Offset: 0x368, Size:
0x18]
AnimationAsset* CapsuleSinglyCruisingEndAnim;//[Offset: 0x380, Size: 0x8]
LevelSequence* StartSingleCruiseSequence;//[Offset: 0x388, Size: 0x8]
float CharacterParachuteAnimTime;//[Offset: 0x390, Size: 0x4]
void StopCruiseSequenceFinished();// 0x659510c
void StartCruiseSequenceFinished();// 0x6595120
void PlayStopSinglyCruiseAnimation();// 0x65950e4
void PlayStopCruiseSequence();// 0x659524c
void PlayStopCruiseAnimation();// 0x6595238
void PlayStartCruiseSequence();// 0x6595274
void PlayCruiseLoopAnimation();// 0x6595260
void OnSingleCruiseLevelSequenceFinished();// 0x65950f8
void HideCapsuleAirflowVFX();// 0x6595224
static SolarCapsuleActor* CreateCapsuleActorForBoarder(SolarCharacter*
InBoarder, class SolarCapsuleActor CapsuleActorClass);// 0x6595134
void BindToLevelSequenceActorForSingleCruise(LevelSequenceActor*
LevelSequenceActor, int SelfIndex);// 0x704f228

--------------------------------
Class: CineCameraActor.CameraActor.Actor.Object
CameraLookatTrackingSettings LookatTrackingSettings;//[Offset: 0x840, Size:
0x50]
CineCameraComponent* GetCineCameraComponent();// 0x81ce5b0

--------------------------------
Class: CameraLookatTrackingSettings
bool bEnableLookAtTracking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x0, Size: 0x1]
bool bDrawDebugLookAtTrackingPosition;//(ByteOffset: 0, ByteMask: 2,
FieldMask: 2)[Offset: 0x0, Size: 0x1]
float LookAtTrackingInterpSpeed;//[Offset: 0x4, Size: 0x4]
Actor* ActorToTrack;//[Offset: 0x18, Size: 0x28]
Vector RelativeOffset;//[Offset: 0x40, Size: 0xc]
bool bAllowRoll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c,
Size: 0x1]

--------------------------------
Class: CineCameraComponent.CameraComponent.SceneComponent.ActorComponent.Object
CameraFilmbackSettings FilmbackSettings;//[Offset: 0x970, Size: 0xc]
CameraFilmbackSettings Filmback;//[Offset: 0x97c, Size: 0xc]
CameraLensSettings LensSettings;//[Offset: 0x988, Size: 0x18]
CameraFocusSettings FocusSettings;//[Offset: 0x9a0, Size: 0x58]
float CurrentFocalLength;//[Offset: 0x9f8, Size: 0x4]
float CurrentAperture;//[Offset: 0x9fc, Size: 0x4]
float CurrentFocusDistance;//[Offset: 0xa00, Size: 0x4]
NamedFilmbackPreset[] FilmbackPresets;//[Offset: 0xa10, Size: 0x10]
NamedLensPreset[] LensPresets;//[Offset: 0xa20, Size: 0x10]
FString DefaultFilmbackPresetName;//[Offset: 0xa30, Size: 0x10]
FString DefaultFilmbackPreset;//[Offset: 0xa40, Size: 0x10]
FString DefaultLensPresetName;//[Offset: 0xa50, Size: 0x10]
float DefaultLensFocalLength;//[Offset: 0xa60, Size: 0x4]
float DefaultLensFStop;//[Offset: 0xa64, Size: 0x4]
void SetLensPresetByName(FString InPresetName);// 0x81cf238
void SetFilmbackPresetByName(FString InPresetName);// 0x81cf398
void SetCurrentFocalLength(out const float InFocalLength);// 0x81cf648
float GetVerticalFieldOfView();// 0x81cf5e0
static NamedLensPreset[] GetLensPresetsCopy();// 0x81cf0d0
FString GetLensPresetName();// 0x81cf2ec
float GetHorizontalFieldOfView();// 0x81cf614
FString GetFilmbackPresetName();// 0x81cf534
FString GetDefaultFilmbackPresetName();// 0x81cf44c

--------------------------------
Class: NamedLensPreset
FString Name;//[Offset: 0x0, Size: 0x10]
CameraLensSettings LensSettings;//[Offset: 0x10, Size: 0x18]

--------------------------------
Class: CameraLensSettings
float MinFocalLength;//[Offset: 0x0, Size: 0x4]
float MaxFocalLength;//[Offset: 0x4, Size: 0x4]
float MinFStop;//[Offset: 0x8, Size: 0x4]
float MaxFStop;//[Offset: 0xc, Size: 0x4]
float MinimumFocusDistance;//[Offset: 0x10, Size: 0x4]
int DiaphragmBladeCount;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: CameraFilmbackSettings
float SensorWidth;//[Offset: 0x0, Size: 0x4]
float SensorHeight;//[Offset: 0x4, Size: 0x4]
float SensorAspectRatio;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: CameraFocusSettings
enum FocusMethod;//[Offset: 0x0, Size: 0x1]
float ManualFocusDistance;//[Offset: 0x4, Size: 0x4]
CameraTrackingFocusSettings TrackingFocusSettings;//[Offset: 0x8, Size: 0x38]
bool bDrawDebugFocusPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)
[Offset: 0x40, Size: 0x1]
Color DebugFocusPlaneColor;//[Offset: 0x44, Size: 0x4]
bool bSmoothFocusChanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset:
0x48, Size: 0x1]
float FocusSmoothingInterpSpeed;//[Offset: 0x4c, Size: 0x4]
float FocusOffset;//[Offset: 0x50, Size: 0x4]

--------------------------------
Class: CameraTrackingFocusSettings
Actor* ActorToTrack;//[Offset: 0x0, Size: 0x28]
Vector RelativeOffset;//[Offset: 0x28, Size: 0xc]
bool bDrawDebugTrackingFocusPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask:
1)[Offset: 0x34, Size: 0x1]

--------------------------------
Class: NamedFilmbackPreset
FString Name;//[Offset: 0x0, Size: 0x10]
CameraFilmbackSettings FilmbackSettings;//[Offset: 0x10, Size: 0xc]

--------------------------------
Class: SingleCruiseParamForReplicated
bool bCanFreeJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
float FlyDuringTime;//[Offset: 0x4, Size: 0x4]
float StartTime;//[Offset: 0x8, Size: 0x4]
float CanParachuteTime;//[Offset: 0xc, Size: 0x4]
Vector StartLocation;//[Offset: 0x10, Size: 0xc]
Vector EndLocation;//[Offset: 0x1c, Size: 0xc]

--------------------------------
Class: ExponentialHeightFog.Info.Actor.Object
ExponentialHeightFogComponent* Component;//[Offset: 0x238, Size: 0x8]
bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x240,
Size: 0x1]
void OnRep_bEnabled();// 0x8d8d4a8

--------------------------------
Class: ExponentialHeightFogComponent.SceneComponent.ActorComponent.Object
bool EnableFarlightMobile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x324, Size: 0x1]
SLDistanceFogData DistanceFogData_M;//[Offset: 0x328, Size: 0x18]
SLHeightFogData HeightFogData_M;//[Offset: 0x340, Size: 0x10]
SLDirectionalLightScattering ScatteringData_M;//[Offset: 0x350, Size: 0x20]
LinearColor FogColor_M;//[Offset: 0x370, Size: 0x10]
float FogDensity;//[Offset: 0x380, Size: 0x4]
float FogHeightFalloff;//[Offset: 0x384, Size: 0x4]
ExponentialHeightFogData SecondFogData;//[Offset: 0x388, Size: 0xc]
LinearColor FogInscatteringColor;//[Offset: 0x394, Size: 0x10]
TextureCube* InscatteringColorCubemap;//[Offset: 0x3a8, Size: 0x8]
float InscatteringColorCubemapAngle;//[Offset: 0x3b0, Size: 0x4]
LinearColor InscatteringTextureTint;//[Offset: 0x3b4, Size: 0x10]
float FullyDirectionalInscatteringColorDistance;//[Offset: 0x3c4, Size: 0x4]
float NonDirectionalInscatteringColorDistance;//[Offset: 0x3c8, Size: 0x4]
float DirectionalInscatteringExponent;//[Offset: 0x3cc, Size: 0x4]
float DirectionalInscatteringStartDistance;//[Offset: 0x3d0, Size: 0x4]
LinearColor DirectionalInscatteringColor;//[Offset: 0x3d4, Size: 0x10]
float FogMaxOpacity;//[Offset: 0x3e4, Size: 0x4]
float StartDistance;//[Offset: 0x3e8, Size: 0x4]
float FogCutoffDistance;//[Offset: 0x3ec, Size: 0x4]
bool bEnableVolumetricFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x3f0, Size: 0x1]
float VolumetricFogScatteringDistribution;//[Offset: 0x3f4, Size: 0x4]
Color VolumetricFogAlbedo;//[Offset: 0x3f8, Size: 0x4]
LinearColor VolumetricFogEmissive;//[Offset: 0x3fc, Size: 0x10]
float VolumetricFogExtinctionScale;//[Offset: 0x40c, Size: 0x4]
float VolumetricFogDistance;//[Offset: 0x410, Size: 0x4]
float VolumetricFogStaticLightingScatteringIntensity;//[Offset: 0x414, Size:
0x4]
bool bOverrideLightColorsWithFogInscatteringColors;//(ByteOffset: 0,
ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 0x1]
void SetVolumetricFogScatteringDistribution(float NewValue);// 0x8d8de54
void SetVolumetricFogExtinctionScale(float NewValue);// 0x8d8ddac
void SetVolumetricFogEmissive(LinearColor NewValue);// 0x8d8dc60
void SetVolumetricFogDistance(float NewValue);// 0x8d8dbb8
void SetVolumetricFogAlbedo(Color NewValue);// 0x8d8dd08
void SetVolumetricFog(bool bNewValue);// 0x8d8defc
void SetStartDistance(float Value);// 0x8d8e054
void SetSecondFogData_FogHeightOffset(float Value);// 0x8d8e8dc
void SetSecondFogData_FogHeightFalloff(float Value);// 0x8d8e984
void SetSecondFogData_FogDensity(float Value);// 0x8d8ea2c
void SetNonDirectionalInscatteringColorDistance(float Value);// 0x8d8e4ec
void SetInscatteringTextureTint(LinearColor Value);// 0x8d8e444
void SetInscatteringColorCubemapAngle(float Value);// 0x8d8e63c
void SetInscatteringColorCubemap(TextureCube* Value);// 0x8d8e6e4
void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x8d8e594
void SetFogMaxOpacity(float Value);// 0x8d8e0fc
void SetFogInscatteringColor(LinearColor Value);// 0x8d8e78c
void SetFogHeightFalloff(float Value);// 0x8d8e1a4
void SetFogDensity(float Value);// 0x8d8e834
void SetFogCutoffDistance(float Value);// 0x8d8dfac
void SetDirectionalInscatteringStartDistance(float Value);// 0x8d8e2f4
void SetDirectionalInscatteringExponent(float Value);// 0x8d8e39c
void SetDirectionalInscatteringColor(LinearColor Value);// 0x8d8e24c
void Set_HStartDistance(float _HStartDistance);// 0x8d8ef6c
void Set_HMaxFadingDistance(float _HMaxFadingDistance);// 0x8d8eec4
void Set_HFogHeight(float _HFogHeight);// 0x8d8f0bc
void Set_HFogFallOff(float _HFogFallOff);// 0x8d8f014
void Set_FogColor_M(LinearColor _FogColor_M);// 0x8d8ead4
void Set_DStartDistance(float _DStartDistance);// 0x8d8f164
void Set_DMaxOpacity(float _DMaxOpacity);// 0x8d8f20c
void Set_DMaxDistance(float _DMaxDistance);// 0x8d8f35c
void Set_DirectionalInscatteringStartDistance_M(float
_DirectionalInscatteringStartDistance_M);// 0x8d8ed74
void Set_DirectionalInscatteringMaxDistance_M(float
_DirectionalInscatteringMaxDistance_M);// 0x8d8eccc
void Set_DirectionalInscatteringGamma_M(float
_DirectionalInscatteringGamma_M);// 0x8d8eb7c
void Set_DirectionalInscatteringExponent_M(float
_DirectionalInscatteringExponent_M);// 0x8d8ee1c
void Set_DirectionalInscatteringColor_M(LinearColor
_DirectionalInscatteringColor_M);// 0x8d8ec24
void Set_DFogHeight(float _DFogHeight);// 0x8d8f4ac
void Set_DFogGamma(float _DFogGamma);// 0x8d8f2b4
void Set_DFogFallOff(float _DFogFallOff);// 0x8d8f404

--------------------------------
Class: SLDistanceFogData
float DFogHeight;//[Offset: 0x0, Size: 0x4]
float DFogFallOff;//[Offset: 0x4, Size: 0x4]
float DMaxDistance;//[Offset: 0x8, Size: 0x4]
float DFogGamma;//[Offset: 0xc, Size: 0x4]
float DMaxOpacity;//[Offset: 0x10, Size: 0x4]
float DStartDistance;//[Offset: 0x14, Size: 0x4]

--------------------------------
Class: SLHeightFogData
float HFogHeight;//[Offset: 0x0, Size: 0x4]
float HFogHeightFalloff;//[Offset: 0x4, Size: 0x4]
float HStartDistance;//[Offset: 0x8, Size: 0x4]
float HMaxFadingDistance;//[Offset: 0xc, Size: 0x4]

--------------------------------
Class: SLDirectionalLightScattering
float DirectionalInscatteringExponent_M;//[Offset: 0x0, Size: 0x4]
float DirectionalInscatteringStartDistance_M;//[Offset: 0x4, Size: 0x4]
float DirectionalInscatteringMaxDistance_M;//[Offset: 0x8, Size: 0x4]
LinearColor DirectionalInscatteringColor_M;//[Offset: 0xc, Size: 0x10]
float DirectionalInscatteringGamma_M;//[Offset: 0x1c, Size: 0x4]
--------------------------------
Class: ExponentialHeightFogData
float FogDensity;//[Offset: 0x0, Size: 0x4]
float FogHeightFalloff;//[Offset: 0x4, Size: 0x4]
float FogHeightOffset;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: WeaponSystemVehicleComponent.WeaponSystemBase.ActorComponent.Object
SolarVehicleWeapon* CurrentWeapon;//[Offset: 0x168, Size: 0x8]
SolarCharacter* MyPawn;//[Offset: 0x170, Size: 0x8]
WeaponAction WeaponEquipAction;//[Offset: 0x194, Size: 0x8]
WeaponAction WeaponUnequipAction;//[Offset: 0x19c, Size: 0x8]
<FName,enum> SavedWeaponScopeMap;//[Offset: 0x1a8, Size: 0x50]
bool bQuickAdsHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x1f9, Size: 0x1]
float QuickAdsPressedTime;//[Offset: 0x208, Size: 0x4]
void ServerStatVehicleWeaponFire();// 0x6d3e2f0
void ServerReload(const byte ModeIndex, const int Need);// 0x6d3e348
void ServerChangeWeaponScopeType(enum InScopeType);// 0x6d3e240
void OnRep_WeaponUnequipAction();// 0x6d3e30c
void OnRep_WeaponEquipAction();// 0x6d3e320
void OnRep_CurrentWeapon(SolarVehicleWeapon* PreviousWeapon);// 0x6d3e444
void OnQuickAdsFire();// 0x6d3e334
SolarVehicleWeapon* GetCurrentVehicleWeapon();// 0x6d3e4ec

--------------------------------
Class: WeaponAction
int ActionCount;//[Offset: 0x0, Size: 0x4]
int ActionParameter;//[Offset: 0x4, Size: 0x4]

--------------------------------
Class: BoardedVehicleInfo
SolarVehiclePawn* BoardedVehicle;//[Offset: 0x0, Size: 0x8]
int BoardedSeatIndex;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: SkillSpeedChangeCurveContainer.FastArraySerializer
SolarCharacter* Owner;//[Offset: 0x108, Size: 0x8]
SpeedBuffState[] SpeedBuffStates;//[Offset: 0x110, Size: 0x10]

--------------------------------
Class: SpeedBuffState.FastArraySerializerItem
GameplayTag SpeedBuffTag;//[Offset: 0xc, Size: 0x8]
bool bInEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14,
Size: 0x1]
SpeedBuff* SpeedBuffData;//[Offset: 0x18, Size: 0x8]
float ElapsedTime;//[Offset: 0x20, Size: 0x4]
float InEffectTime;//[Offset: 0x24, Size: 0x4]
int Handle;//[Offset: 0x28, Size: 0x4]
SolarCharacter*[] TargetCharacters;//[Offset: 0x30, Size: 0x10]

--------------------------------
Class: SpeedBuff.SkillBuff.DataAsset.Object
float Duration;//[Offset: 0x110, Size: 0x4]
GameplayCueTag CharacterCueTag;//[Offset: 0x114, Size: 0x8]
enum SpeedChangeType;//[Offset: 0x11c, Size: 0x1]
bool bChasingTargetSpeedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x11d, Size: 0x1]
float ValidAngle;//[Offset: 0x120, Size: 0x4]
float MaxDistance;//[Offset: 0x124, Size: 0x4]
float MinTimeIfActive;//[Offset: 0x128, Size: 0x4]
bool bRemoveOnPlayerDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x12c, Size: 0x1]

--------------------------------
Class: SkillBuff.DataAsset.Object
GameplayTag BuffTag;//[Offset: 0x30, Size: 0x8]
float PendingRemoveTime;//[Offset: 0x38, Size: 0x4]
enum BuffValueType;//[Offset: 0x3c, Size: 0x1]
RuntimeFloatCurve BuffValueCurve;//[Offset: 0x40, Size: 0x88]
float BuffValue;//[Offset: 0xc8, Size: 0x4]
GameplayTagContainer ApplyIgnoreTags;//[Offset: 0xd0, Size: 0x20]
GameplayTagContainer RemovalTags;//[Offset: 0xf0, Size: 0x20]

--------------------------------
Class: BlindMarkEffectInfo
ActiveGameplayEffectHandle ActiveEffectHandle;//[Offset: 0x0, Size: 0x8]
SolarCharacter* EffectCauser;//[Offset: 0x8, Size: 0x8]

--------------------------------
Class: ScoutEnemyObject.Object
ScoutEnemyConfig* ScoutEnemyConfig;//[Offset: 0x60, Size: 0x8]

--------------------------------
Class: ScoutEnemyConfig.DataAsset.Object
bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30,
Size: 0x1]
int ScoutMaxNum;//[Offset: 0x34, Size: 0x4]
float TimeToScanEffect;//[Offset: 0x38, Size: 0x4]
float MaxDetectionDistance;//[Offset: 0x3c, Size: 0x4]
Vector2D BondingBoxExtent;//[Offset: 0x40, Size: 0x8]
bool bSupportHipFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x48, Size: 0x1]
bool bBroadcastScouted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x49, Size: 0x1]
<enum,float> BoxScaleRatioByScope;//[Offset: 0x50, Size: 0x50]
GameplayTagContainer BlockWithMyTags;//[Offset: 0xa0, Size: 0x20]
GameplayTagContainer BlockWithEnemyTags;//[Offset: 0xc0, Size: 0x20]

--------------------------------
Class: SolarSkillFunctionaryObjectBase.Object
DataAsset*[] SkillConfigs;//[Offset: 0x28, Size: 0x10]
SolarCharacter* OwnerCharacter;//[Offset: 0x38, Size: 0x8]

--------------------------------
Class: SolarCharacterBillboardIconComponent.SceneComponent.ActorComponent.Object
CharacterBillboardIconConfigDataAsset* ConfigDataAsset;//[Offset: 0x328,
Size: 0x8]
enum ActiveMassInVisibilityWarningType;//[Offset: 0x330, Size: 0x1]
int VisibilityFlag;//[Offset: 0x334, Size: 0x4]
SolarCharacter* CharacterOwner;//[Offset: 0x338, Size: 0x8]
StaticMeshComponent* BillboardOne;//[Offset: 0x340, Size: 0x8]
StaticMeshComponent* BillboardTwo;//[Offset: 0x348, Size: 0x8]
<GameplayTag,SolarCharacterBillboardIconRuntimeInfo> ActiveIcons;//[Offset:
0x350, Size: 0x50]
StaticMeshComponent*[] IdleComponents;//[Offset: 0x3d0, Size: 0x10]
void K2_RemoveBillboardIcon(GameplayTag IconTag);// 0x65c9128
void K2_AddBillboardIcon(GameplayTag IconTag, bool bUsingCount);// 0x65c91d0
--------------------------------
Class: CharacterBillboardIconConfigDataAsset.DataAsset.Object
Vector BillboardComponentScale;//[Offset: 0x30, Size: 0xc]
Vector BillboardOffsetDefault;//[Offset: 0x3c, Size: 0xc]
Vector BillboardOffsetCrouch;//[Offset: 0x48, Size: 0xc]
Vector BillboardOffsetCrawl;//[Offset: 0x54, Size: 0xc]
float BillboardOffsetSmoothSpeed;//[Offset: 0x60, Size: 0x4]
float BillboardOffsetForceNoSmoothDistance;//[Offset: 0x64, Size: 0x4]
class StaticMeshComponent* IconComponentClass;//[Offset: 0x68, Size: 0x8]
SolarCharacterBillboardIconGroupConfig[] IconGroupConfigs;//[Offset: 0x70,
Size: 0x10]
GameplayTag CharacterInvisibilityWarningIconTag;//[Offset: 0x80, Size: 0x8]
GameplayTag VehicleInvisibilityWarningIconTag;//[Offset: 0x88, Size: 0x8]
FName IconOffsetYParamName;//[Offset: 0x90, Size: 0x8]
int CoexistIconMaxCount;//[Offset: 0x98, Size: 0x4]

--------------------------------
Class: SolarCharacterBillboardIconGroupConfig
SolarCharacterBillboardIconConfig[] IconConfigs;//[Offset: 0x0, Size: 0x10]

--------------------------------
Class: SolarCharacterBillboardIconConfig
GameplayTag IconTag;//[Offset: 0x0, Size: 0x8]
Texture2D* IconSoftPtr;//[Offset: 0x8, Size: 0x28]

--------------------------------
Class: SolarCharacterBillboardIconRuntimeInfo
StaticMeshComponent* Component;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class:
DuckRollingMeshComponent.SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.P
rimitiveComponent.SceneComponent.ActorComponent.Object
class PrimitiveComponent* ShieldComponentClass;//[Offset: 0xcf0, Size: 0x8]
<SoftObjectPath,SoftObjectPath> MaterialEffectMaterialMapping;//[Offset:
0xcf8, Size: 0x50]
float HeadRelativeHeight;//[Offset: 0xd48, Size: 0x4]
PrimitiveComponent* ShieldComponent;//[Offset: 0xd50, Size: 0x8]
Object*[] MeshOverrides;//[Offset: 0xd58, Size: 0x10]
Object*[] LoadedEffectMaterials;//[Offset: 0xd68, Size: 0x10]
void UpdateWorldRotation(out const Rotator WorldRotation);// 0x642a61c
void ReceiveOnRegister();// 0x704f228

--------------------------------
Class: MotionWarpingComponent.ActorComponent.Object
bool bSearchForWindowsInAnimsWithinMontages;//(ByteOffset: 0, ByteMask: 1,
FieldMask: 255)[Offset: 0xb0, Size: 0x1]
delegate OnPreUpdate;//[Offset: 0xb8, Size: 0x10]
Character* CharacterOwner;//[Offset: 0xc8, Size: 0x8]
RootMotionModifier*[] Modifiers;//[Offset: 0xd0, Size: 0x10]
<FName,MotionWarpingTarget> WarpTargetMap;//[Offset: 0xe0, Size: 0x50]
int RemoveWarpTarget(FName WarpTargetName);// 0x42ed214
void DisableAllRootMotionModifiers();// 0x42ed9a4
void AddOrUpdateWarpTargetFromTransform(FName WarpTargetName, Transform
TargetTransform);// 0x42ed764
void AddOrUpdateWarpTargetFromLocationAndRotation(FName WarpTargetName,
Vector TargetLocation, Rotator TargetRotation);// 0x42ed2c4
void AddOrUpdateWarpTargetFromLocation(FName WarpTargetName, Vector
TargetLocation);// 0x42ed4b0
void AddOrUpdateWarpTargetFromComponent(FName WarpTargetName, const
SceneComponent* Component, FName BoneName, bool bFollowComponent);// 0x42ed5d4
void AddOrUpdateWarpTarget(FName WarpTargetName, out const
MotionWarpingTarget WarpTarget);// 0x42ed884

--------------------------------
Class: RootMotionModifier.Object
AnimSequenceBase* Animation;//[Offset: 0x28, Size: 0x8]
float StartTime;//[Offset: 0x30, Size: 0x4]
float EndTime;//[Offset: 0x34, Size: 0x4]
float PreviousPosition;//[Offset: 0x38, Size: 0x4]
float CurrentPosition;//[Offset: 0x3c, Size: 0x4]
float Weight;//[Offset: 0x40, Size: 0x4]
bool bInLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x44, Size: 0x1]
Transform StartTransform;//[Offset: 0x50, Size: 0x30]
float ActualStartTime;//[Offset: 0x80, Size: 0x4]
delegate OnActivateDelegate;//[Offset: 0x84, Size: 0x10]
delegate OnUpdateDelegate;//[Offset: 0x94, Size: 0x10]
delegate OnDeactivateDelegate;//[Offset: 0xa4, Size: 0x10]
enum State;//[Offset: 0xb4, Size: 0x1]

--------------------------------
Class: MotionWarpingTarget
Transform Transform;//[Offset: 0x0, Size: 0x30]
SceneComponent* Component;//[Offset: 0x30, Size: 0x8]
FName BoneName;//[Offset: 0x38, Size: 0x8]
bool bFollowComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x40, Size: 0x1]

--------------------------------
Class: SolarSkillDebugObject.Object
SkillDebugFloat NightComes_OngoingEffectDuration;//[Offset: 0x28, Size: 0x4]
SkillDebugFloat NightComes_EffectRadius;//[Offset: 0x2c, Size: 0x4]
SkillDebugFloat NightComes_NightFellRadius_Ally;//[Offset: 0x30, Size: 0x4]
SkillDebugFloat NightComes_NightFellRadius_Enemy;//[Offset: 0x34, Size: 0x4]
SkillDebugFloat NightComes_MaxHealth;//[Offset: 0x38, Size: 0x4]
SkillDebugFloat SmokeGrenade_SmokeRadius;//[Offset: 0x3c, Size: 0x4]
SkillDebugFloat SmokeGrenade_DamagePerTime;//[Offset: 0x40, Size: 0x4]
SkillDebugFloat SmokeGrenade_DamageFreq;//[Offset: 0x44, Size: 0x4]
SkillDebugFloat MassInvisibility_WarningOtherRange;//[Offset: 0x48, Size:
0x4]
SkillDebugFloat MassInvisibility_MassInvisibilityEffectDuration;//[Offset:
0x4c, Size: 0x4]
SkillDebugFloat MassInvisibility_PrepareToNormalLerpTime;//[Offset: 0x50,
Size: 0x4]
SkillDebugFloat SniperMaster_SRHeadshotDamageMultiple;//[Offset: 0x54, Size:
0x4]
SkillDebugFloat UAVRescue_HealTickInterval;//[Offset: 0x58, Size: 0x4]
SkillDebugFloat UAVRescue_HealHealthAmount;//[Offset: 0x5c, Size: 0x4]
SkillDebugFloat UAVRescue_HealShieldAmount;//[Offset: 0x60, Size: 0x4]
SkillDebugFloat UAVRescue_RescueTime;//[Offset: 0x64, Size: 0x4]
SkillDebugFloat RecoverDevice_SphereRadius;//[Offset: 0x68, Size: 0x4]
SkillDebugFloat RecoverDevice_HealQuantity;//[Offset: 0x6c, Size: 0x4]
SkillDebugFloat RecoverDevice_HealFrequency;//[Offset: 0x70, Size: 0x4]
SkillDebugFloat FastRelief_RescueReductionMultiple;//[Offset: 0x74, Size:
0x4]
SkillDebugVector2D EMP_TestRange;//[Offset: 0x78, Size: 0x8]
SkillDebugFloat EMP_DamageValueToCharacterShield;//[Offset: 0x80, Size: 0x4]
SkillDebugFloat EMP_FixedDamageValueToCharacterShield;//[Offset: 0x84, Size:
0x4]
SkillDebugFloat Blink_PredictSpeed;//[Offset: 0x88, Size: 0x4]
SkillDebugFloat Blink_VanishTime;//[Offset: 0x8c, Size: 0x4]
SkillDebugFloat Blink_AppearTime;//[Offset: 0x90, Size: 0x4]
SkillDebugFloat SubMachineMaster_SMGLoadSpeedMultiple;//[Offset: 0x94, Size:
0x4]
SkillDebugFloat BlackHole_TestRadius;//[Offset: 0x98, Size: 0x4]
SkillDebugFloat BlackHole_MaxAttractiveSpeedReduceCurveZoomRate;//[Offset:
0x9c, Size: 0x4]
SkillDebugFloat BlackHole_ForbidAttractiveDistance;//[Offset: 0xa0, Size:
0x4]
SkillDebugFloat Incendiary_Damage;//[Offset: 0xa4, Size: 0x4]
SkillDebugFloat Incendiary_BurnRadius;//[Offset: 0xa8, Size: 0x4]
SkillDebugFloat ShotgunMaster_SGLoadSpeedMultiple;//[Offset: 0xac, Size: 0x4]
SkillDebugFloat ShotgunMaster_ExtraSGMag;//[Offset: 0xb0, Size: 0x4]
SkillDebugFloat SuperRadar_Radius;//[Offset: 0xb4, Size: 0x4]
SkillDebugFloat SuperRadar_Duration;//[Offset: 0xb8, Size: 0x4]
SkillDebugVector BlindMark_CheckMeshScale;//[Offset: 0xbc, Size: 0xc]
SkillDebugFloat BlindMark_CheckDelayTime;//[Offset: 0xc8, Size: 0x4]
SkillDebugFloat JohnWick_SuperSkillAccelerationRatio;//[Offset: 0xcc, Size:
0x4]
SkillDebugFloat JohnWick_TacticalSkillAccelerationRatio;//[Offset: 0xd0,
Size: 0x4]
SkillDebugFloat RapidBoost_RapidBoostDuration;//[Offset: 0xd4, Size: 0x4]
SkillDebugFloat RapidBoost_TacticalSkill1CDFixedValue;//[Offset: 0xd8, Size:
0x4]
SkillDebugFloat RapidBoost_TacticalSkill2CDFixedValue;//[Offset: 0xdc, Size:
0x4]
SkillDebugFloat RapidBoost_TacticalSkill1CostFixedValue;//[Offset: 0xe0,
Size: 0x4]
SkillDebugFloat RapidBoost_TacticalSkill2CostFixedValue;//[Offset: 0xe4,
Size: 0x4]
SkillDebugFloat JumpPad_HorizantalSpeedMultipleFac;//[Offset: 0xe8, Size:
0x4]
SkillDebugFloat JumpPad_MaxHorizantalSpeed;//[Offset: 0xec, Size: 0x4]
SkillDebugFloat JumpPad_VerticalSpeed;//[Offset: 0xf0, Size: 0x4]
SkillDebugFloat JumpPad_Health;//[Offset: 0xf4, Size: 0x4]
SkillDebugFloat TeamBoost_DebuffImmunityDurationValue;//[Offset: 0xf8, Size:
0x4]
SkillDebugFloat TeamBoost_TeamBoostDurationValue;//[Offset: 0xfc, Size: 0x4]
SkillDebugFloat TeamBoost_TeamBoostSelfSpeedUpRateValue;//[Offset: 0x100,
Size: 0x4]
SkillDebugFloat TeamBoost_TeamBoostSelfDamageAddRateValue;//[Offset: 0x104,
Size: 0x4]
SkillDebugFloat TeamBoost_TeamBoostTeammateSpeedUpRateValue;//[Offset: 0x108,
Size: 0x4]
SkillDebugFloat TeamBoost_TeamBoostTeammateDamageAddRateValue;//[Offset:
0x10c, Size: 0x4]
SkillDebugFloat SkywardDive_MaxSkywardHeightConfig;//[Offset: 0x110, Size:
0x4]
SkillDebugFloat SkywardDive_LauncherMaxHealth;//[Offset: 0x114, Size: 0x4]
SkillDebugFloat Rocket_DamagePerBullet;//[Offset: 0x118, Size: 0x4]
SkillDebugFloat Rocket_ExplodeRadius;//[Offset: 0x11c, Size: 0x4]
SkillDebugFloat Rocket_SlowDownValue;//[Offset: 0x120, Size: 0x4]
SkillDebugFloat AIDog_InitialHP;//[Offset: 0x124, Size: 0x4]
SkillDebugFloat AIDog_MoveSpeed;//[Offset: 0x128, Size: 0x4]
SkillDebugFloat AIDog_AmmoInitialSpeed;//[Offset: 0x12c, Size: 0x4]
SkillDebugFloat AIDog_BurstGroupInterval;//[Offset: 0x130, Size: 0x4]
SkillDebugFloat AIDog_AmmoDamage;//[Offset: 0x134, Size: 0x4]
SkillDebugFloat AIDog_AmmoSlowDownEffectValue;//[Offset: 0x138, Size: 0x4]
SkillDebugFloat AIDog_AmmoSlowDownDurationValue;//[Offset: 0x13c, Size: 0x4]
SkillDebugFloat Owl_TraceLineLength;//[Offset: 0x140, Size: 0x4]
SkillDebugFloat Owl_FindEnemyRadius;//[Offset: 0x144, Size: 0x4]
SkillDebugFloat Owl_SpeedCurveTrackEnemyZoomRate;//[Offset: 0x148, Size: 0x4]
SkillDebugFloat Owl_ExplodePrepareTime;//[Offset: 0x14c, Size: 0x4]
SkillDebugFloat Owl_ExplodeRadius;//[Offset: 0x150, Size: 0x4]
SkillDebugFloat Owl_ExplodeDamage;//[Offset: 0x154, Size: 0x4]
SkillDebugFloat Owl_EnhancedExplodeDamage;//[Offset: 0x158, Size: 0x4]
SkillDebugFloat Owl_PerspectiveDuration;//[Offset: 0x15c, Size: 0x4]
SkillDebugFloat Owl_EffectSpeedIncreaseValue;//[Offset: 0x160, Size: 0x4]
SkillDebugFloat Owl_MaxHealth;//[Offset: 0x164, Size: 0x4]
SkillDebugFloat Owl_LifeTime;//[Offset: 0x168, Size: 0x4]
SkillDebugFloat Owl_VulnerableValue;//[Offset: 0x16c, Size: 0x4]
SkillDebugFloat ActivateState_Duration;//[Offset: 0x170, Size: 0x4]
SkillDebugFloat ActivateState_AttackPeriod;//[Offset: 0x174, Size: 0x4]
SkillDebugFloat ActivateState_AmmoSpeed;//[Offset: 0x178, Size: 0x4]
SkillDebugFloat ActivateState_AmmoExplodeDamage;//[Offset: 0x17c, Size: 0x4]
SkillDebugFloat ActivateState_AmmoExplodeRange;//[Offset: 0x180, Size: 0x4]
SkillDebugFloat ActivateState_UpgradedShield;//[Offset: 0x184, Size: 0x4]
SkillDebugFloat ActivateState_SpeedUpValue;//[Offset: 0x188, Size: 0x4]

--------------------------------
Class: SkillDebugFloat
float Value;//[Offset: 0x0, Size: 0x4]

--------------------------------
Class: SkillDebugVector2D
Vector2D Value;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class: SkillDebugVector
Vector Value;//[Offset: 0x0, Size: 0xc]

--------------------------------
Class: RoleAbilitySpecInfoContainer.FastArraySerializer
RoleAbilitySpecInfo[] GASpecInfos;//[Offset: 0x108, Size: 0x10]
Actor* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: RoleAbilitySpecInfo.FastArraySerializerItem
byte AbilityIndex;//[Offset: 0xc, Size: 0x1]
GameplayAbilitySpecHandle[] GASpecHandles;//[Offset: 0x10, Size: 0x10]
byte FocusGASpecIndex;//[Offset: 0x20, Size: 0x1]

--------------------------------
Class: BattleUpgradeEffectContainer.FastArraySerializer
BattleUpgradeEffect[] DataArray;//[Offset: 0x108, Size: 0x10]
SolarCharacter* Owner;//[Offset: 0x118, Size: 0x8]

--------------------------------
Class: BattleUpgradeEffect.FastArraySerializerItem
int Level;//[Offset: 0xc, Size: 0x4]
int EffectID;//[Offset: 0x10, Size: 0x4]
int[] EffectCandidate;//[Offset: 0x18, Size: 0x10]

--------------------------------
Class: SkywardDiveLauncher.SummonItemBase.Pawn.Actor.Object
SkeletalMeshComponent* GroundMesh;//[Offset: 0x6b0, Size: 0x8]
BoxComponent* TriggerVolume;//[Offset: 0x6b8, Size: 0x8]
float SpawnTimeConfig;//[Offset: 0x6c0, Size: 0x4]
ParticleSystem* AvailableDeviceParticle;//[Offset: 0x6c8, Size: 0x8]
ParticleSystem* SpawnBeamParticle;//[Offset: 0x6d0, Size: 0x8]
FString SpawnSoundName;//[Offset: 0x6d8, Size: 0x10]
AnimSequence* SpawnAnim;//[Offset: 0x6e8, Size: 0x8]
LaunchDeviceInfo[] LauncherDeviceArray;//[Offset: 0x6f0, Size: 0x10]
float CharacterLaunchPadHeightOffset;//[Offset: 0x700, Size: 0x4]
float LowHealthPercentage;//[Offset: 0x704, Size: 0x4]
ParticleSystem* LowHealthParticle;//[Offset: 0x708, Size: 0x8]
ParticleSystem* DeathExplodeParticle;//[Offset: 0x710, Size: 0x8]
FString DeathExplodeSoundName;//[Offset: 0x718, Size: 0x10]
ParticleSystemComponent* SpawnBeamEffect;//[Offset: 0x728, Size: 0x8]
ParticleSystemComponent* LowHealthEffect;//[Offset: 0x730, Size: 0x8]
bool bNewlySpawned;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x738, Size: 0x1]
void OnTriggerVolumeOverlapedEnd(PrimitiveComponent* OverlappedComp, Actor*
Other, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x65231a8
void OnTriggerVolumeOverlapedBegin(PrimitiveComponent* OverlappedComp, Actor*
Other, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x6523330
void OnCharacterDeath(SolarCharacter* InCharacter);// 0x6523100

--------------------------------
Class: LaunchDeviceInfo
bool bIsUsing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
FName LaunchPadLocSocketName;//[Offset: 0x4, Size: 0x8]
FName PrepareEffectLocSocketName;//[Offset: 0xc, Size: 0x8]
ParticleSystemComponent* AvailableDeviceEffect;//[Offset: 0x18, Size: 0x8]

--------------------------------
Class: SolarFocusLockComponent.ActorComponent.Object

--------------------------------
Class: SolarZiplineObj.Actor.Object
GameplayTag ZipTriggerTag;//[Offset: 0x238, Size: 0x8]
GameplayTag ZippingStatusTag;//[Offset: 0x240, Size: 0x8]
ZiplineObjData ZiplineObjData;//[Offset: 0x248, Size: 0x88]
RuntimeFloatCurve LerpDistanceCurve;//[Offset: 0x2d0, Size: 0x88]
RuntimeFloatCurve StartPointLerpTimeCurve;//[Offset: 0x358, Size: 0x88]
RuntimeFloatCurve InitialSpeedCurve;//[Offset: 0x3e0, Size: 0x88]
RuntimeFloatCurve LaunchDirectionDegreeCurve;//[Offset: 0x468, Size: 0x88]
RuntimeFloatCurve LaunchSpeedCurve;//[Offset: 0x4f0, Size: 0x88]
WaitingCheckedCharacter WaitingCheckedCharacter;//[Offset: 0x578, Size: 0x10]
SceneComponent* DefaultScene;//[Offset: 0x588, Size: 0x8]
SceneComponent* ASideSceneComp;//[Offset: 0x590, Size: 0x8]
SceneComponent* PointASceneComp;//[Offset: 0x598, Size: 0x8]
BoxComponent* BoxABoxComp;//[Offset: 0x5a0, Size: 0x8]
SceneComponent* BeginASceneComp;//[Offset: 0x5a8, Size: 0x8]
CapsuleComponent* CapsuleStartA;//[Offset: 0x5b0, Size: 0x8]
SceneComponent* ArriveASceneComp;//[Offset: 0x5b8, Size: 0x8]
CapsuleComponent* CapsuleArriveA;//[Offset: 0x5c0, Size: 0x8]
SceneComponent* LaunchTargetASceneComp;//[Offset: 0x5c8, Size: 0x8]
CapsuleComponent* CapsuleLaunchTargetA;//[Offset: 0x5d0, Size: 0x8]
SolarCableComponent* SolarCableComp;//[Offset: 0x5d8, Size: 0x8]
SceneComponent* BSideSceneComp;//[Offset: 0x5e0, Size: 0x8]
SceneComponent* PointBSceneComp;//[Offset: 0x5e8, Size: 0x8]
BoxComponent* BoxBBoxComp;//[Offset: 0x5f0, Size: 0x8]
SceneComponent* BeginBSceneComp;//[Offset: 0x5f8, Size: 0x8]
CapsuleComponent* CapsuleBeginB;//[Offset: 0x600, Size: 0x8]
SceneComponent* ArriveBSceneComp;//[Offset: 0x608, Size: 0x8]
CapsuleComponent* CapsuleArriveB;//[Offset: 0x610, Size: 0x8]
SceneComponent* LaunchTargetBSceneComp;//[Offset: 0x618, Size: 0x8]
CapsuleComponent* CapsuleLaunchTargetB;//[Offset: 0x620, Size: 0x8]
BoxComponent* CableBoxComp;//[Offset: 0x628, Size: 0x8]
SolarCharacter*[] SlidingCharacters;//[Offset: 0x630, Size: 0x10]
CatenaryCableData CatenaryCableData;//[Offset: 0x640, Size: 0xc]
Vector VerticalMoveOffset;//[Offset: 0x64c, Size: 0xc]
StaticMesh* ConnectionMesh;//[Offset: 0x670, Size: 0x8]
Transform ConnectionMeshRelativeTrans;//[Offset: 0x680, Size: 0x30]
StaticMesh* InHandMesh;//[Offset: 0x6b0, Size: 0x8]
ParticleSystem* ConnectionFX;//[Offset: 0x6b8, Size: 0x8]
FName ConnectionFXStartSocketName;//[Offset: 0x6c0, Size: 0x8]
float FallingGravity;//[Offset: 0x6c8, Size: 0x4]
float CustomCameraDisToCharacter;//[Offset: 0x6cc, Size: 0x4]
float TimeToLerpToSideOnZipline;//[Offset: 0x6d0, Size: 0x4]
void SetNewTransform();// 0x6cb60c8
void RefreshCableLength();// 0x6cb5294
void OnRep_SlidingCharacters();// 0x6cb5368
void OnEndOverlap(Actor* OtherActor, enum InSide);// 0x6cb537c
void OnCableEndOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x6cb5564
void OnCableBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x6cb56ec
void OnBSideEndOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x6cb5930
void OnBSideBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x6cb5ab8
void OnBeginOverlap(Actor* OtherActor, enum InSide);// 0x6cb5470
void OnASideEndOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x6cb5cfc
void OnASideBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x6cb5e84
void K2_OnZiplineEndOverlap(const SolarCharacter* InCharacter);// 0x704f228
void K2_OnZiplineBeginOverlap(const SolarCharacter* InCharacter);// 0x704f228
void K2_OnGoZip(const SolarCharacter* InCharacter);// 0x704f228
float CalcConnectionMeshZOffSet(out const Vector InMoveOriPosition);//
0x6cb52a8

--------------------------------
Class: ZiplineObjData
SidesOfZiplineData ASideData;//[Offset: 0x0, Size: 0x38]
SidesOfZiplineData BSideData;//[Offset: 0x38, Size: 0x38]
enum ZiplineType;//[Offset: 0x70, Size: 0x1]
float PitchToSlideUp;//[Offset: 0x74, Size: 0x4]
bool bLookAtTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x78, Size: 0x1]
float SlidingVelocity;//[Offset: 0x7c, Size: 0x4]
float ZiplineAcc;//[Offset: 0x80, Size: 0x4]
float CancelledVelocity;//[Offset: 0x84, Size: 0x4]

--------------------------------
Class: SidesOfZiplineData
Vector BeginningLocation;//[Offset: 0x0, Size: 0xc]
Vector ArrivingLocation;//[Offset: 0xc, Size: 0xc]
Vector LaunchingTargetLocation;//[Offset: 0x18, Size: 0xc]
bool bIfLaunchingAfterArrived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)
[Offset: 0x24, Size: 0x1]
float LaunchingAngleInDegree;//[Offset: 0x28, Size: 0x4]
Vector LaunchingVelocity;//[Offset: 0x2c, Size: 0xc]

--------------------------------
Class: WaitingCheckedCharacter
SolarCharacter* Character;//[Offset: 0x0, Size: 0x8]

--------------------------------
Class:
SolarCableComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.
Object
bool bAttachStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset:
0x641, Size: 0x1]
bool bAttachEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x642,
Size: 0x1]
ComponentReference AttachEndTo;//[Offset: 0x648, Size: 0x28]
FName AttachEndToSocketName;//[Offset: 0x670, Size: 0x8]
Vector EndLocation;//[Offset: 0x678, Size: 0xc]
float CableLength;//[Offset: 0x684, Size: 0x4]
int NumSegments;//[Offset: 0x688, Size: 0x4]
float CableWidth;//[Offset: 0x68c, Size: 0x4]
int NumSides;//[Offset: 0x690, Size: 0x4]
float MaterialLength;//[Offset: 0x694, Size: 0x4]
float TileMaterial;//[Offset: 0x698, Size: 0x4]
float CableBoundingRadius;//[Offset: 0x69c, Size: 0x4]
CatenaryCableData CatenaryCableData;//[Offset: 0x6b0, Size: 0xc]
void SetAttachEndToComponent(SceneComponent* Component, FName SocketName);//
0x6593750
void SetAttachEndTo(Actor* Actor, FName ComponentProperty, FName
SocketName);// 0x6593614
void OnCableBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor*
OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out
const HitResult SweepResult);// 0x65932a8
void GetCableParticleLocations(out Vector[] Locations);// 0x65934ec
SceneComponent* GetAttachedComponent();// 0x65935ac
Actor* GetAttachedActor();// 0x65935e0

--------------------------------
Class: ComponentReference
Actor* OtherActor;//[Offset: 0x0, Size: 0x8]
FName ComponentProperty;//[Offset: 0x8, Size: 0x8]
FString PathToComponent;//[Offset: 0x10, Size: 0x10]

--------------------------------
Class: CatenaryCableData
float CoeA;//[Offset: 0x0, Size: 0x4]
float CoeB;//[Offset: 0x4, Size: 0x4]
float CoeC;//[Offset: 0x8, Size: 0x4]

--------------------------------
Class: SingleCruiseBaseParam

--------------------------------
Class: RespawnFallingBaseParam

--------------------------------
Class: HitTraceInfo
Actor* CausingActor;//[Offset: 0x0, Size: 0x8]
Vector_NetQuantize HitLocation;//[Offset: 0x8, Size: 0xc]
Vector_NetQuantizeNormal TraceDirection;//[Offset: 0x14, Size: 0xc]
enum HitTraceType;//[Offset: 0x20, Size: 0x1]
bool bMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21,
Size: 0x1]
FName BoneName;//[Offset: 0x24, Size: 0x8]

--------------------------------
Class: CharacterSkinConfig.DataAsset.Object
SoftObjectPath SkinIcon;//[Offset: 0x30, Size: 0x18]
SoftObjectPath DefaultIcon;//[Offset: 0x48, Size: 0x18]
SoftObjectPath SkinRes;//[Offset: 0x60, Size: 0x18]
SoftObjectPath CharaSkinRes;//[Offset: 0x78, Size: 0x18]
FName CharaSkinMatSlotName;//[Offset: 0x90, Size: 0x8]
SoftClassPath AnimBPRes;//[Offset: 0x98, Size: 0x18]
OverrideAnimConfig*[] OverrideAnimAssets;//[Offset: 0xb0, Size: 0x10]
OverrideAnimConfig* OverrideAnimAsset;//[Offset: 0xc0, Size: 0x28]
<GameplayTag,StaticMeshOrnamentConfig> StaticMeshOrnamentsConfig;//[Offset:
0xe8, Size: 0x50]
<GameplayTag,SkeletalMeshOrnamentConfig>
SkeletalMeshOrnamentsConfig;//[Offset: 0x138, Size: 0x50]
<GameplayTag,ChildActorOrnamentConfig> ChildActorOrnamentsConfig;//[Offset:
0x188, Size: 0x50]
<GameplayTag,StaticMeshOrnamentConfig> GetStaticMeshOrnamentsConfig();//
0x6409c04
SoftObjectPath GetSkinRes();// 0x6409f1c
SoftObjectPath GetSkinIcon();// 0x6409fa8
<GameplayTag,SkeletalMeshOrnamentConfig> GetSkeletalMeshOrnamentsConfig();//
0x6409be4
OverrideAnimConfig*[] GetOverrideAnimAssets();// 0x6409c24
<GameplayTag,ChildActorOrnamentConfig> GetChildActorOrnamentsConfig();//
0x6409bc4
SoftObjectPath GetCharaSkinRes();// 0x6409e8c
FName GetCharaSkinMatSlotName();// 0x6409e70
SoftObjectPath GetAnimBPRes();// 0x6409de4

--------------------------------
Class: StaticMeshOrnamentConfig
SoftObjectPath OrnamentRes;//[Offset: 0x0, Size: 0x18]
FName OrnamentAttachSocket;//[Offset: 0x18, Size: 0x8]
Transform OrnamentRelativeTransform;//[Offset: 0x20, Size: 0x30]
SoftObjectPath OrnamentVisibilityConfig;//[Offset: 0x50, Size: 0x18]
FName[] OrnamentComponentTags;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: SkeletalMeshOrnamentConfig
SoftObjectPath OrnamentRes;//[Offset: 0x0, Size: 0x18]
SoftClassPath OrnamentABPRes;//[Offset: 0x18, Size: 0x18]
FName OrnamentAttachSocket;//[Offset: 0x30, Size: 0x8]
Transform OrnamentRelativeTransform;//[Offset: 0x40, Size: 0x30]
SoftObjectPath OrnamentVisibilityConfig;//[Offset: 0x70, Size: 0x18]
FName[] OrnamentComponentTags;//[Offset: 0x88, Size: 0x10]

--------------------------------
Class: ChildActorOrnamentConfig
SoftClassPath OrnamentRes;//[Offset: 0x0, Size: 0x18]
FName OrnamentAttachSocket;//[Offset: 0x18, Size: 0x8]
Transform OrnamentRelativeTransform;//[Offset: 0x20, Size: 0x30]
SoftObjectPath OrnamentVisibilityConfig;//[Offset: 0x50, Size: 0x18]
FName[] OrnamentComponentTags;//[Offset: 0x68, Size: 0x10]

--------------------------------
Class: BackpackStatisticsInfo
bool IsVertical;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0,
Size: 0x1]
Vector PlayerStartLocation;//[Offset: 0x4, Size: 0xc]
Vector PlayerEndLocation;//[Offset: 0x10, Size: 0xc]

--------------------------------
Class: RestoreAbilityInfo
GameplayAbilitySpecHandle Handle;//[Offset: 0x0, Size: 0x4]
PredictionKey ActivationPredictionKey;//[Offset: 0x8, Size: 0x18]

--------------------------------
Class: ScannedInfo_NetQuantize
uint32 UniqueId;//[Offset: 0x0, Size: 0x4]
class MapMarkBase* TargetMarkClass;//[Offset: 0x8, Size: 0x8]
Vector_NetQuantize TargetLocation;//[Offset: 0x10, Size: 0xc]

--------------------------------
Class:
BackpackVertAnimMeshComponent.VertAnimMeshComponent.StaticMeshComponent.MeshCompone
nt.PrimitiveComponent.SceneComponent.ActorComponent.Object
VertexAnimInfo DefaultAnimInfo;//[Offset: 0x828, Size: 0x10]
<byte,VertexAnimInfo> BackPackAnimInfoMap;//[Offset: 0x838, Size: 0x50]
SolarCharacter* SolarCharacter;//[Offset: 0x888, Size: 0x8]
SolarBackpackActor* BackPackActor;//[Offset: 0x890, Size: 0x8]

--------------------------------
Class:
VertAnimMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneCom
ponent.ActorComponent.Object
void PlayInfo(out const VertexAnimInfo InAnimInfo);// 0x6d09be4
void Play(int InStartFrame, int InEndFrame, float InLength, bool InLoop);//
0x6d09a54

--------------------------------
Class: VertexAnimInfo
int StartFrame;//[Offset: 0x0, Size: 0x4]
int EndFrame;//[Offset: 0x4, Size: 0x4]
float Length;//[Offset: 0x8, Size: 0x4]
bool Loop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size:
0x1]

--------------------------------
Class: SolarBackpackSFX.Actor.Object
void SetCameraFadeEnable(bool bInEnable);// 0x704f228
void OnPropellingModeChanged(enum PropellingMode);// 0x704f228
ParticleSystemComponent* GetTrailEffectComponent();// 0x655b670
void ClearParticleTemplate();// 0x655b3d4
void BackpackSFXLaunch(bool GroundDetected, out const Vector GroundLocation,
out const Vector GroundNormal);// 0x655b510
void BackpackSFXEnd();// 0x655b3f0
void BackpackSFXBegin(byte InJetType, bool GroundDetected);// 0x655b40c

--------------------------------

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