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Classes

ACharacter

APawn > AActor > UObject

Characters are Pawns that have a mesh, collision, and built-in movement logic. They are responsible for all physical interaction between the player or AI and the world, and also implement basic networking and input models. They are designed for a vertically-oriented player representation that can walk, jump, fly, and swim through the world using CharacterMovementComponent.

Member Type Offset Share
Mesh USkeletalMeshComponent* 0x280
CharacterMovement UCharacterMovementComponent* 0x288
CapsuleComponent UCapsuleComponent* 0x290
BasedMovement

Info about our current movement base (object we are standing on).

FBasedMovementInfo 0x298
ReplicatedBasedMovement

Replicated version of relative movement. Read-only on simulated proxies!

FBasedMovementInfo 0x2c8
AnimRootMotionTranslationScale

Scale to apply to root motion translation on this Character

float 0x2f8
BaseTranslationOffset

Saved translation offset of mesh.

FVector 0x2fc
BaseRotationOffset

Saved rotation offset of mesh.

FQuat 0x310
ReplicatedServerLastTransformUpdateTimeStamp

CharacterMovement ServerLastTransformUpdateTimeStamp value, replicated to simulated proxies.

float 0x320
ReplayLastTransformUpdateTimeStamp float 0x324
ReplicatedMovementMode

CharacterMovement MovementMode (and custom mode) replicated for simulated proxies.

char 0x328
bInBaseReplication

Flag that we are receiving replication of the based movement.

bool 0x329
CrouchedEyeHeight

Default crouched eye height

float 0x32c
bIsCrouched : 1 char 0x330
bProxyIsJumpForceApplied : 1 char 0x330
bPressedJump : 1 char 0x330
bClientUpdating : 1 char 0x330
bClientWasFalling : 1 char 0x330
bClientResimulateRootMotion : 1 char 0x330
bClientResimulateRootMotionSources : 1 char 0x330
bSimGravityDisabled : 1 char 0x330
bClientCheckEncroachmentOnNetUpdate : 1 char 0x331
bServerMoveIgnoreRootMotion : 1 char 0x331
bWasJumping : 1 char 0x331
JumpKeyHoldTime

Jump key Held Time. This is the time that the player has held the jump key, in seconds.

float 0x334
JumpForceTimeRemaining

Amount of jump force time remaining, if JumpMaxHoldTime > 0.

float 0x338
ProxyJumpForceStartedTime

Track last time a jump force started for a proxy.

float 0x33c
JumpMaxHoldTime

The max time the jump key can be held.

float 0x340
JumpMaxCount

The max number of jumps the character can perform.

int32_t 0x344
JumpCurrentCount

Tracks the current number of jumps performed.

int32_t 0x348
OnReachedJumpApex

Broadcast when Character's jump reaches its apex. Needs CharacterMovement->bNotifyApex = true

FMulticastInlineDelegate 0x350
MovementModeChangedDelegate

Multicast delegate for MovementMode changing.

FMulticastInlineDelegate 0x370
OnCharacterMovementUpdated

Event triggered at the end of a CharacterMovementComponent movement update.

FMulticastInlineDelegate 0x380
SavedRootMotion

For LocallyControlled Autonomous clients.

FRootMotionSourceGroup 0x390
ClientRootMotionParams

For LocallyControlled Autonomous clients. Saved root motion data to be used by SavedMoves.

FRootMotionMovementParams 0x3d0
RootMotionRepMoves

Array of previously received root motion moves from the server.

TArray<FSimulatedRootMotionReplicatedMove> 0x410
RepRootMotion

Replicated Root Motion montage

FRepRootMotionMontage 0x420