Classes

AHUD

AActor > UObject

Base class of the heads-up display. This has a canvas and a debug canvas on which primitives can be drawn. It also contains a list of simple hit boxes that can be used for simple item click detection. A method of rendering debug text is also included. Provides some simple methods for rendering text, textures, rectangles and materials which can also be accessed from blueprints.

Member Type Offset Share
PlayerOwner

PlayerController which owns this HUD.

APlayerController* 0x220
bLostFocusPaused : 1 char 0x228
bShowHUD : 1 char 0x228
bShowDebugInfo : 1 char 0x228
CurrentTargetIndex

Current target in our considered Targets list for 'showdebug'

int32_t 0x22c
bShowHitBoxDebugInfo : 1 char 0x230
bShowOverlays : 1 char 0x230
bEnableDebugTextShadow : 1 char 0x230
PostRenderedActors

Holds a list of Actors that need PostRender() calls.

TArray<AActor*> 0x238
DebugDisplay

Array of names specifying what debug info to display for viewtarget actor.

TArray<FName> 0x250
ToggledDebugCategories

Array of names specifying what subsets of debug info to display for viewtarget actor.

TArray<FName> 0x260
Canvas

Canvas to Draw HUD on.

UCanvas* 0x270
DebugCanvas

'Foreground' debug canvas, will draw in front of SlateUI.

UCanvas* 0x278
DebugTextList

List of debug strings attached to actors, sorted by actor first, then by order of addition

TArray<FDebugTextInfo> 0x280
ShowDebugTargetDesiredClass

Class filter for selecting 'ShowDebugTargetActor' when 'bShowDebugForReticleTarget' is true.

AActor* 0x290
ShowDebugTargetActor

Show Debug Actor used if 'bShowDebugForReticleTarget' is true, only updated if trace from reticle hit a new Actor of class 'ShowDebugTargetDesiredClass'

AActor* 0x298