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Aim_head

The document outlines various classes and functions related to actor damage and interaction events in a game engine. It includes details about damage handling, overlap events, user interactions, and actor properties with their respective offsets and sizes. Additionally, it lists methods for managing actor behavior, such as tick settings, replication, and collision handling.

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0% found this document useful (0 votes)
22 views2 pages

Aim_head

The document outlines various classes and functions related to actor damage and interaction events in a game engine. It includes details about damage handling, overlap events, user interactions, and actor properties with their respective offsets and sizes. Additionally, it lists methods for managing actor behavior, such as tick settings, replication, and collision handling.

Uploaded by

tiktokark9991
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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[ActorObject]

+Class=OnTakeAnyDamage="99.7f"; Offset: "0x178";


+Class=OnActorHit="99.7f"; Offset: "0x208";
+Class=OnActorTakePointDamage"99.7f"; Offset: "0x184";

$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

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