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Submission: On May 29 via manual from LV — Scanned from DE
Submission: On May 29 via manual from LV — Scanned from DE
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Dumpspace - Fortnite * Discord * Recent * Changelog * Upload Dump * Classes * Structs * Functions * Enums * Offsets * Global Search 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}) }; Made with ♡ by Spuckwaffel Created by the community for the community contact-dumpspace@spuckwaffel.com The type xyz does not exist! 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