USequenceAction > USequenceOp > USequenceObject > UObject
namespace Offsets { namespace Classes { // Inheritance: USequenceAction > USequenceOp > USequenceObject > UObject namespace USeqAct_ModifyHealth { constexpr auto DamageType = 0x108; // UDamageType* constexpr auto Momentum = 0x110; // float constexpr auto Amount = 0x114; // float constexpr auto Radius = 0x118; // float constexpr auto bHeal = 0x11c; // uint32_t : 1 constexpr auto bRadial = 0x11c; // uint32_t : 1 constexpr auto bFalloff = 0x11c; // uint32_t : 1 constexpr auto Instigator = 0x120; // AActor* } } }
public static class Offsets { public static class Classes { // Inheritance: USequenceAction > USequenceOp > USequenceObject > UObject public static class USeqAct_ModifyHealth { public const UInt16 DamageType = 0x108; // UDamageType* public const UInt16 Momentum = 0x110; // float public const UInt16 Amount = 0x114; // float public const UInt16 Radius = 0x118; // float public const UInt16 bHeal = 0x11c; // uint32_t : 1 public const UInt16 bRadial = 0x11c; // uint32_t : 1 public const UInt16 bFalloff = 0x11c; // uint32_t : 1 public const UInt16 Instigator = 0x120; // AActor* } } }