Blueprints are special assets that provide an intuitive, node-based interface that can be used to create new types of Actors and script level events; giving designers and gameplay programmers the tools to quickly create and iterate gameplay from within Unreal Editor without ever needing to write a line of code.
Member | Type | Offset | Share |
---|---|---|---|
ParentClass
Pointer to the parent class that the generated class should derive from. |
UObject* | 0x50 | |
BlueprintType
The type of this blueprint |
EBlueprintType | 0x58 | |
bRecompileOnLoad : 1 | char | 0x59 | |
bHasBeenRegenerated : 1 | char | 0x59 | |
bIsRegeneratingOnLoad : 1 | char | 0x59 | |
BlueprintSystemVersion
The version of the blueprint system that was used to create this blueprint |
int32_t | 0x5c | |
SimpleConstructionScript
'Simple' construction script - graph of components to instance |
USimpleConstructionScript* | 0x60 | |
ComponentTemplates
Array of component template objects, used by AddComponent function |
TArray<UActorComponent*> | 0x68 | |
Timelines
Array of templates for timelines that should be created |
TArray<UTimelineTemplate*> | 0x78 | |
ComponentClassOverrides
Array of blueprint overrides of component classes in parent classes |
TArray<FBPComponentClassOverride> | 0x88 | |
InheritableComponentHandler
Stores data to override (in children classes) components (created by SCS) from parent classes |
UInheritableComponentHandler* | 0x98 |