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Classes

AActor

UObject

Actor is the base class for an Object that can be placed or spawned in a level. Actors may contain a collection of ActorComponents, which can be used to control how actors move, how they are rendered, etc. The other main function of an Actor is the replication of properties and function calls across the network during play. Actor initialization has multiple steps, here's the order of important virtual functions that get called: UObject::PostLoad: For actors statically placed in a level, the normal UObject PostLoad gets called both in the editor and during gameplay. This is not called for newly spawned actors. UActorComponent::OnComponentCreated: When an actor is spawned in the editor or during gameplay, this gets called for any native components. For blueprint-created components, this gets called during construction for that component. This is not called for components loaded from a level. AActor::PreRegisterAllComponents: For statically placed actors and spawned actors that have native root components, this gets called now. For blueprint actors without a native root component, these registration functions get called later during construction. UActorComponent::RegisterComponent: All components are registered in editor and at runtime, this creates their physical/visual representation. These calls may be distributed over multiple frames, but are always after PreRegisterAllComponents. This may also get called later on after an UnregisterComponent call removes it from the world. AActor::PostRegisterAllComponents: Called for all actors both in the editor and in gameplay, this is the last function that is called in all cases. AActor::PostActorCreated: When an actor is created in the editor or during gameplay, this gets called right before construction. This is not called for components loaded from a level. AActor::UserConstructionScript: Called for blueprints that implement a construction script. AActor::OnConstruction: Called at the end of ExecuteConstruction, which calls the blueprint construction script. This is called after all blueprint-created components are fully created and registered. This is only called during gameplay for spawned actors, and may get rerun in the editor when changing blueprints. AActor::PreInitializeComponents: Called before InitializeComponent is called on the actor's components. This is only called during gameplay and in certain editor preview windows. UActorComponent::Activate: This will be called only if the component has bAutoActivate set. It will also got called later on if a component is manually activated. UActorComponent::InitializeComponent: This will be called only if the component has bWantsInitializeComponentSet. This only happens once per gameplay session. AActor::PostInitializeComponents: Called after the actor's components have been initialized, only during gameplay and some editor previews. AActor::BeginPlay: Called when the level starts ticking, only during actual gameplay. This normally happens right after PostInitializeComponents but can be delayed for networked or child actors.

Member Type Offset Share
PrimaryActorTick

Primary Actor tick function, which calls TickActor().

FActorTickFunction 0x28
bNetTemporary : 1 char 0x58
bNetStartup : 1 char 0x58
bOnlyRelevantToOwner : 1 char 0x58
bAlwaysRelevant : 1 char 0x58
bReplicateMovement : 1 char 0x58
bHidden : 1 char 0x58
bTearOff : 1 char 0x58
bExchangedRoles : 1 char 0x58
bNetLoadOnClient : 1 char 0x59
bNetUseOwnerRelevancy : 1 char 0x59
bRelevantForNetworkReplays : 1 char 0x59
bRelevantForLevelBounds : 1 char 0x59
bReplayRewindable : 1 char 0x59
bAllowTickBeforeBeginPlay : 1 char 0x59
bAutoDestroyWhenFinished : 1 char 0x59
bCanBeDamaged : 1 char 0x59
bBlockInput : 1 char 0x5a
bCollideWhenPlacing : 1 char 0x5a
bFindCameraComponentWhenViewTarget : 1 char 0x5a
bGenerateOverlapEventsDuringLevelStreaming : 1 char 0x5a
bIgnoresOriginShifting : 1 char 0x5a
bEnableAutoLODGeneration : 1 char 0x5a
bIsEditorOnlyActor : 1 char 0x5a
bActorSeamlessTraveled : 1 char 0x5a
bReplicates : 1 char 0x5b
bCanBeInCluster : 1 char 0x5b
bAllowReceiveTickEventOnDedicatedServer : 1 char 0x5b
bActorEnableCollision : 1 char 0x5c
bActorIsBeingDestroyed : 1 char 0x5c
UpdateOverlapsMethodDuringLevelStreaming

Condition for calling UpdateOverlaps() to initialize overlap state when loaded in during level streaming.

EActorUpdateOverlapsMethod 0x5d
DefaultUpdateOverlapsMethodDuringLevelStreaming EActorUpdateOverlapsMethod 0x5e
RemoteRole ENetRole 0x5f
ReplicatedMovement FRepMovement 0x60
InitialLifeSpan

How long this Actor lives before dying, 0=forever.

float 0x94
CustomTimeDilation

Allow each actor to run at a different time speed.

float 0x98
AttachmentReplication

Used for replicating attachment of this actor's RootComponent to another actor.

FRepAttachment 0xa0
Owner

Owner of this Actor, used primarily for replication (bNetUseOwnerRelevancy & bOnlyRelevantToOwner) and visibility (PrimitiveComponent bOwnerNoSee and bOnlyOwnerSee)

AActor* 0xe0
NetDriverName

Used to specify the net driver to replicate on (NAME_None || NAME_GameNetDriver is the default net driver)

FName 0xe8
Role ENetRole 0xf0
NetDormancy

Dormancy setting for actor to take itself off of the replication list without being destroyed on clients.

ENetDormancy 0xf1
SpawnCollisionHandlingMethod

Controls how to handle spawning this actor in a situation where it's colliding with something else.

ESpawnActorCollisionHandlingMethod 0xf2
AutoReceiveInput

Automatically registers this actor to receive input from a player.

EAutoReceiveInput 0xf3
InputPriority

The priority of this input component when pushed in to the stack.

int32_t 0xf4
InputComponent

Component that handles input for this actor, if input is enabled.

UInputComponent* 0xf8
NetCullDistanceSquared

Square of the max distance from the client's viewpoint that this actor is relevant and will be replicated.

float 0x100
NetTag

Internal - used by UNetDriver

int32_t 0x104
NetUpdateFrequency

How often (per second) this actor will be considered for replication, used to determine NetUpdateTime

float 0x108
MinNetUpdateFrequency

Used to determine what rate to throttle down to when replicated properties are changing infrequently

float 0x10c
NetPriority

Priority for this actor when checking for replication in a low bandwidth or saturated situation, higher priority means it is more likely to replicate

float 0x110
Instigator APawn* 0x118
Children

Array of all Actors whose Owner is this actor, these are not necessarily spawned by UChildActorComponent

TArray<AActor*> 0x120
RootComponent

The component that defines the transform (location, rotation, scale) of this Actor in the world, all other components must be attached to this one somehow

USceneComponent* 0x130
ControllingMatineeActors

The matinee actors that control this actor.

TArray<AMatineeActor*> 0x138
Layers

Layers the actor belongs to.

TArray<FName> 0x150
ParentComponent TWeakObjectPtr<UChildActorComponent> 0x160
Tags

Array of tags that can be used for grouping and categorizing.

TArray<FName> 0x170
OnTakeAnyDamage

Called when the actor is damaged in any way.

FMulticastSparseDelegate 0x180
OnTakePointDamage

Called when the actor is damaged by point damage.

FMulticastSparseDelegate 0x181
OnTakeRadialDamage

Called when the actor is damaged by radial damage.

FMulticastSparseDelegate 0x182
OnActorBeginOverlap

Called when another actor begins to overlap this actor, for example a player walking into a trigger.

FMulticastSparseDelegate 0x183
OnActorEndOverlap

Called when another actor stops overlapping this actor.

FMulticastSparseDelegate 0x184
OnBeginCursorOver

Called when the mouse cursor is moved over this actor if mouse over events are enabled in the player controller.

FMulticastSparseDelegate 0x185
OnEndCursorOver

Called when the mouse cursor is moved off this actor if mouse over events are enabled in the player controller.

FMulticastSparseDelegate 0x186
OnClicked

Called when the left mouse button is clicked while the mouse is over this actor and click events are enabled in the player controller.

FMulticastSparseDelegate 0x187
OnReleased

Called when the left mouse button is released while the mouse is over this actor and click events are enabled in the player controller.

FMulticastSparseDelegate 0x188
OnInputTouchBegin

Called when a touch input is received over this actor when touch events are enabled in the player controller.

FMulticastSparseDelegate 0x189
OnInputTouchEnd

Called when a touch input is received over this component when touch events are enabled in the player controller.

FMulticastSparseDelegate 0x18a
OnInputTouchEnter

Called when a finger is moved over this actor when touch over events are enabled in the player controller.

FMulticastSparseDelegate 0x18b
OnInputTouchLeave

Called when a finger is moved off this actor when touch over events are enabled in the player controller.

FMulticastSparseDelegate 0x18c
OnActorHit

Called when this Actor hits (or is hit by) something solid.

FMulticastSparseDelegate 0x18d
OnDestroyed

Event triggered when the actor has been explicitly destroyed.

FMulticastSparseDelegate 0x18e
OnEndPlay

Event triggered when the actor is being deleted or removed from a level.

FMulticastSparseDelegate 0x18f
InstanceComponents TArray<UActorComponent*> 0x1f0
BlueprintCreatedComponents

Array of ActorComponents that are created by blueprints and serialized per-instance.

TArray<UActorComponent*> 0x200