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2 days ago

Important notice to API Developers

From April 22nd the offset OFFSET_UWORLD will be renamed to OFFSET_GWORLD in all
games.
Games dumped by Dumper-7's latest release will already have this new name.
Until then it is strongly recommended to check with the API both offset names
for existence.


CLASSES


A_WaterMeshBlueprintMaster_C
AAbilitySystemDebugHUD
AAbilitySystemTestPawn
AAbstractNavData
AActor
AAFortGameplayCueNotifyLoop_SunroseFlying
AAGV_Storm_C
AAIController
AAIHotSpot
AAmbientAudioParameterActor
AAmbientSound
AAnnounce_EventCine_C
AAnnounce_Storm2018Cine_C
AAOE_Commando_KeepOutExplosion_C
AARDronePawn
AArenaCamPawn
AAsteria_Waterbody_Ocean_Parent_C


A_WATERMESHBLUEPRINTMASTER_C

AActor > UObject
Overview
Struct
MDK

Type

Member

Offset

Size

FPointerToUberGraphFrame

UberGraphFrame

0x290

8  

UStaticMeshComponent

*

CollisionMesh1

0x298

8  

UStaticMeshComponent

*

CollisionMesh2

0x2a0

8  

UStaticMeshComponent

*

CollisionMesh4

0x2a8

8  

UStaticMeshComponent

*

CollisionMesh3

0x2b0

8  

UStaticMeshComponent

*

StaticMesh1

0x2b8

8  

int32_t

Number_of_Collision_Meshes

0x2c0

4  

bool

FlipFlow

0x2c4

1  

bool

NoFlow

0x2c5

1  

UMaterialInterface

*

FlippedMaterial

0x2c8

8  

int32_t

Current_Characters_Personal_Water_Counter

0x2d0

4  

bool

Enable_Player_Water_Interactions

0x2d4

1  

bool

Entering_True_Exiting_False

0x2d5

1  

APlayerPawn_Generic_Parent_C

*

ExternalActor

0x2d8

8  

UStaticMeshComponent

*

Internal_Mesh

0x2e0

8  

bool

Continue

0x2e8

1  

double

Minimum_time_between_splashes

0x2f0

8  

bool

ShowTestMesh

0x2f8

1  

bool

HasExecutedConstuctionScript

0x2f9

1  

bool

Is_Deep_Water_Asset_

0x2fa

1  

// Inheritance: AActor > UObject namespace A_WaterMeshBlueprintMaster_C {
constexpr auto UberGraphFrame = 0x290; // FPointerToUberGraphFrame constexpr
auto CollisionMesh1 = 0x298; // UStaticMeshComponent* constexpr auto
CollisionMesh2 = 0x2a0; // UStaticMeshComponent* constexpr auto CollisionMesh4 =
0x2a8; // UStaticMeshComponent* constexpr auto CollisionMesh3 = 0x2b0; //
UStaticMeshComponent* constexpr auto StaticMesh1 = 0x2b8; //
UStaticMeshComponent* constexpr auto Number_of_Collision_Meshes = 0x2c0; //
int32_t constexpr auto FlipFlow = 0x2c4; // bool constexpr auto NoFlow = 0x2c5;
// bool constexpr auto FlippedMaterial = 0x2c8; // UMaterialInterface* constexpr
auto Current_Characters_Personal_Water_Counter = 0x2d0; // int32_t constexpr
auto Enable_Player_Water_Interactions = 0x2d4; // bool constexpr auto
Entering_True_Exiting_False = 0x2d5; // bool constexpr auto ExternalActor =
0x2d8; // APlayerPawn_Generic_Parent_C* constexpr auto Internal_Mesh = 0x2e0; //
UStaticMeshComponent* constexpr auto Continue = 0x2e8; // bool constexpr auto
Minimum_time_between_splashes = 0x2f0; // double constexpr auto ShowTestMesh =
0x2f8; // bool constexpr auto HasExecutedConstuctionScript = 0x2f9; // bool
constexpr auto Is_Deep_Water_Asset_ = 0x2fa; // bool }
// Inheritance: AActor > UObject class A_WaterMeshBlueprintMaster_C : public
AActor { friend MDKHandler; static inline constexpr uint64_t __MDKClassSize =
763; public: SMember(FPointerToUberGraphFrame) UberGraphFrame
OFFSET(getStruct<T>, {0x290, 8, 0, 0}) CMember(UStaticMeshComponent*)
CollisionMesh1 OFFSET(get<T>, {0x298, 8, 0, 0}) CMember(UStaticMeshComponent*)
CollisionMesh2 OFFSET(get<T>, {0x2a0, 8, 0, 0}) CMember(UStaticMeshComponent*)
CollisionMesh4 OFFSET(get<T>, {0x2a8, 8, 0, 0}) CMember(UStaticMeshComponent*)
CollisionMesh3 OFFSET(get<T>, {0x2b0, 8, 0, 0}) CMember(UStaticMeshComponent*)
StaticMesh1 OFFSET(get<T>, {0x2b8, 8, 0, 0}) DMember(int32_t)
Number_of_Collision_Meshes OFFSET(get<int32_t>, {0x2c0, 4, 0, 0}) DMember(bool)
FlipFlow OFFSET(get<bool>, {0x2c4, 1, 0, 0}) DMember(bool) NoFlow
OFFSET(get<bool>, {0x2c5, 1, 0, 0}) CMember(UMaterialInterface*) FlippedMaterial
OFFSET(get<T>, {0x2c8, 8, 0, 0}) DMember(int32_t)
Current_Characters_Personal_Water_Counter OFFSET(get<int32_t>, {0x2d0, 4, 0, 0})
DMember(bool) Enable_Player_Water_Interactions OFFSET(get<bool>, {0x2d4, 1, 0,
0}) DMember(bool) Entering_True_Exiting_False OFFSET(get<bool>, {0x2d5, 1, 0,
0}) CMember(APlayerPawn_Generic_Parent_C*) ExternalActor OFFSET(get<T>, {0x2d8,
8, 0, 0}) CMember(UStaticMeshComponent*) Internal_Mesh OFFSET(get<T>, {0x2e0, 8,
0, 0}) DMember(bool) Continue OFFSET(get<bool>, {0x2e8, 1, 0, 0})
DMember(double) Minimum_time_between_splashes OFFSET(get<double>, {0x2f0, 8, 0,
0}) DMember(bool) ShowTestMesh OFFSET(get<bool>, {0x2f8, 1, 0, 0}) DMember(bool)
HasExecutedConstuctionScript OFFSET(get<bool>, {0x2f9, 1, 0, 0}) DMember(bool)
Is_Deep_Water_Asset_ OFFSET(get<bool>, {0x2fa, 1, 0, 0}) };

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