Aim_head
Aim_head
$Get=
OnTakeAnyDamage;//[Offset: 0x178 , Size: 12]
delegate OnTakePointDamage;//[Offset: 0x184 , Size: 12]
delegate OnActorBeginOverlap;//[Offset: 0x190 , Size: 12]
delegate OnActorEndOverlap;//[Offset: 0x19c , Size: 12]
delegate OnBeginCursorOver;//[Offset: 0x1a8 , Size: 12]
delegate OnEndCursorOver;//[Offset: 0x1b4 , Size: 12]
delegate OnClicked;//[Offset: 0x1c0 , Size: 12]
delegate OnReleased;//[Offset: 0x1cc , Size: 12]
delegate OnInputTouchBegin;//[Offset: 0x1d8 , Size: 12]
delegate OnInputTouchEnd;//[Offset: 0x1e4 , Size: 12]
delegate OnInputTouchEnter;//[Offset: 0x1f0 , Size: 12]
delegate OnInputTouchLeave;//[Offset: 0x1fc , Size: 12]
delegate OnActorHit;//[Offset: 0x208 , Size: 12]
delegate OnDestroyed;//[Offset: 0x214 , Size: 12]
delegate OnEndPlay;//[Offset: 0x220 , Size: 12]
ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x2a4 , Size: 12]
ActorComponent*[] InstanceComponents;//[Offset: 0x2b0 , Size: 12]
bool WasRecentlyRendered(float Tolerance);// 0x3f778ec
void UserConstructionScript();// 0x290cdcc
void TearOff();// 0x1d5dfb0
void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);//
0x3f77830
void SetTickGroup(byte NewTickGroup);// 0x3f777b8
void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x3f77738
void SetReplicates(bool bInReplicates);// 0x3f776b8
void SetReplicateMovement(bool bInReplicateMovement);// 0x3f77630
void SetOwner(Actor* NewOwner);// 0x1d9460c
void SetNetDormancy(byte NewDormancy);// 0x3f775b8
void SetLifeSpan(float InLifespan);// 0x3f77538
void SetActorTickInterval(float TickInterval);// 0x3f774c0
void SetActorTickEnabled(bool bEnabled);// 0x3f77440
void SetActorScale3D(Vector NewScale3D);// 0x3f773d0
void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x3f77360
void SetActorHiddenInGame(bool bNewHidden);// 0x3f772d8
void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x3f77258
void RemoveTickPrerequisiteComponent(ActorComponent*
PrerequisiteComponent);// 0x1d9d1a4
void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x1d9d224
void ReceiveTick(float DeltaSeconds);// 0x290cdcc
void ReceiveReInitForReplay();// 0x290cdcc
void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType,
Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor*
DamageCauser);// 0x290cdcc
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);// 0x290cdcc
void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent*
OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector
NormalImpulse, out const HitResult Hit);// 0x290cdcc
void ReceiveEndPlay(byte EndPlayReason);// 0x290cdcc
void ReceiveDestroyed();// 0x290cdcc
void ReceiveBeginPlay();// 0x290cdcc
void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller*
InstigatedBy, Actor* DamageCauser);// 0x290cdcc
void ReceiveActorOnReleased(Key ButtonReleased);// 0x290cdcc
void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x290cdcc
void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x290cdcc
void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x290cdcc
void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x290cdcc
void ReceiveActorOnClicked(Key ButtonPressed);// 0x290cdcc
void ReceiveActorEndOverlap(Actor* OtherActor);// 0x290cdcc
void ReceiveActorEndCursorOver();// 0x290cdcc
void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x290cdcc
void ReceiveActorBeginCursorOver();// 0x290cdcc
void PrestreamTextures(float Seconds, bool bEnableStreaming, int
CinematicTextureGroups);// 0x3f77144
void OnRep_ReplicateMovement();// 0x1e5d9cc
void OnRep_ReplicatedMovement();// 0x1d082cc
void OnRep_Owner();// 0x1e93f54
void OnRep_Instigator();// 0x1d645a0
@terror_gm