Ark Server API (ASA) - Wiki
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AActor Struct Reference

#include <Actor.h>

+ Inheritance diagram for AActor:
+ Collaboration diagram for AActor:

Public Member Functions

FActorTickFunctionPrimaryActorTickField ()
 
EActorUpdateOverlapsMethodUpdateOverlapsMethodDuringLevelStreamingField ()
 
intLastForceNetUpdateFrameField ()
 
floatInitialLifeSpanField ()
 
floatCustomTimeDilationField ()
 
intRayTracingGroupIdField ()
 
FRepAttachmentAttachmentReplicationField ()
 
FRepMovementReplicatedMovementField ()
 
TObjectPtr< AActor > & OwnerField ()
 
FNameNetDriverNameField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TEnumAsByte< enum EAutoReceiveInput::Type > & AutoReceiveInputField ()
 
intInputPriorityField ()
 
long doubleCreationTimeField ()
 
TObjectPtr< UInputComponent > & InputComponentField ()
 
floatNetCullDistanceSquaredField ()
 
intNetTagField ()
 
floatNetUpdateFrequencyField ()
 
floatMinNetUpdateFrequencyField ()
 
floatNetPriorityField ()
 
long doubleLastRenderTimeField ()
 
long doubleLastRenderTimeOnScreenField ()
 
long doubleLastRenderTimeIgnoreShadowField ()
 
TObjectPtr< APawn > & InstigatorField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & ChildrenField ()
 
TObjectPtr< USceneComponent > & RootComponentField ()
 
FTimerHandleTimerHandle_LifeSpanExpiredField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & LayersField ()
 
TWeakObjectPtr< UChildActorComponent > & ParentComponentField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & TagsField ()
 
intCachedStasisGridIndexField ()
 
FTakePointDamageSignatureOnTakePointDamageField ()
 
FActorBeginOverlapSignatureOnActorBeginOverlapField ()
 
FActorBeginCursorOverSignatureOnBeginCursorOverField ()
 
FActorOnClickedSignatureOnClickedField ()
 
FActorOnInputTouchBeginSignatureOnInputTouchBeginField ()
 
FActorBeginTouchOverSignatureOnInputTouchEnterField ()
 
FActorHitSignatureOnActorHitField ()
 
FActorEndPlaySignatureOnEndPlayField ()
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > & ReplicatedComponentsField ()
 
TSet< UActorComponent *, DefaultKeyFuncs< UActorComponent *, 0 >, FDefaultSetAllocator > & OwnedComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & InstanceComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & BlueprintCreatedComponentsField ()
 
FRenderCommandFenceDetachFenceField ()
 
BitFieldValue< bool, unsigned __int32bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32bNetStartup ()
 
BitFieldValue< bool, unsigned __int32bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32bCallPreReplication ()
 
BitFieldValue< bool, unsigned __int32bCallPreReplicationForReplay ()
 
BitFieldValue< bool, unsigned __int32bHidden ()
 
BitFieldValue< bool, unsigned __int32bTearOff ()
 
BitFieldValue< bool, unsigned __int32bForceNetAddressable ()
 
BitFieldValue< bool, unsigned __int32bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32bRelevantForNetworkReplays ()
 
BitFieldValue< bool, unsigned __int32bRelevantForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32bReplayRewindable ()
 
BitFieldValue< bool, unsigned __int32bAllowTickBeforeBeginPlay ()
 
BitFieldValue< bool, unsigned __int32bForceHighQualityViewerReplication ()
 
BitFieldValue< bool, unsigned __int32bActorPreventPhysicsSceneRegistration ()
 
BitFieldValue< bool, unsigned __int32bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32bBlockInput ()
 
BitFieldValue< bool, unsigned __int32bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32bGenerateOverlapEventsDuringLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32bEnableAutoLODGeneration ()
 
BitFieldValue< bool, unsigned __int32bIsEditorOnlyActor ()
 
BitFieldValue< bool, unsigned __int32bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32bDisableRigidBodyAnimNodes ()
 
BitFieldValue< bool, unsigned __int32bReplicates ()
 
BitFieldValue< bool, unsigned __int32bCanBeInCluster ()
 
BitFieldValue< bool, unsigned __int32bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bNetCheckedInitialPhysicsState ()
 
BitFieldValue< bool, unsigned __int32bReplicateUsingRegisteredSubObjectList ()
 
BitFieldValue< bool, unsigned __int32bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32bActorBeginningPlayFromLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32bTickFunctionsRegistered ()
 
BitFieldValue< bool, unsigned __int32bHasDeferredComponentRegistration ()
 
BitFieldValue< bool, unsigned __int32bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32bHasRegisteredAllComponents ()
 
BitFieldValue< bool, unsigned __int32bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32bPrimalDeferredConstruction ()
 
BitFieldValue< bool, unsigned __int32bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32bActorIsBeingDestroyed ()
 
BitFieldValue< bool, unsigned __int32bActorWantsDestroyDuringBeginPlay ()
 
BitFieldValue< bool, unsigned __int32ActorHasBegunPlay ()
 
BitFieldValue< bool, unsigned __int32bActorIsBeingConstructed ()
 
BitFieldValue< bool, unsigned __int32bAsyncPhysicsTickEnabled ()
 
FStringGetActorNameOrLabel (FString *result)
 
bool ServerHandleNetExecCommand (APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)
 
float GetRepGraphRelevantDistanceSq ()
 
long double GetLastGameplayRelevantTime ()
 
bool IncrementalUnregisterComponents ()
 
void AsyncPhysicsTickActor (float DeltaTime, float SimTime)
 
bool IsLevelBoundsRelevant ()
 
__int64 GetDefaultAttachComponent ()
 
bool IsHidden ()
 
void PostRegisterAllComponents ()
 
void OutsideWorldBounds ()
 
bool CanBeDamaged ()
 
void ForceDestroy ()
 
void InitializeDefaults ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
bool CanBeInCluster ()
 
bool IsEditorOnly ()
 
bool IsAsset ()
 
UWorldGetWorld ()
 
FTimerManagerGetWorldTimerManager ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)
 
bool K2_TeleportTo (UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
void Serialize (FArchive *Ar)
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void ApplyWorldOffset (const UE::Math::TVector< double > *InOffset, bool bWorldShift)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void TickActor (float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)
 
void Tick (float DeltaSeconds)
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void CallPreReplication (UNetDriver *NetDriver)
 
void PreReplicationForReplay (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (const AActor *Other)
 
bool IsBasedOnActor (const AActor *Other)
 
bool CheckStillInWorld ()
 
void ClearComponentOverlaps ()
 
void UpdateOverlaps (bool bDoNotifies)
 
bool IsOverlappingActor (const AActor *Other)
 
void GetOverlappingActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)
 
void GetOverlappingActors (TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents)
 
void GetOverlappingComponents (TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents)
 
void NotifyActorBeginOverlap (AActor *OtherActor)
 
void NotifyActorEndOverlap (AActor *OtherActor)
 
void NotifyActorBeginCursorOver ()
 
void NotifyActorEndCursorOver ()
 
void NotifyActorOnClicked (FKey *ButtonPressed)
 
void NotifyActorOnReleased (FKey *ButtonReleased)
 
void NotifyActorOnInputTouchBegin (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchEnd (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchEnter (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchLeave (const ETouchIndex::Type FingerIndex)
 
void NotifyHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)
 
bool WasRecentlyRendered (float Tolerance)
 
long double GetLastRenderTime (bool IgnoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasLocalNetOwner ()
 
bool HasNetOwner ()
 
void SetAutoDestroyWhenFinished (bool bVal)
 
bool AttachToComponent (USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName)
 
void OnRep_AttachmentReplication ()
 
bool AttachToActor (AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
void ForEachAttachedActors (TFunctionRef< bool __cdecl(AActor *)> *Functor)
 
void GetAttachedActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)
 
bool ActorHasTag (FName Tag)
 
APhysicsVolumeGetPhysicsVolume ()
 
bool IsRelevancyOwnerFor (const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void SetNetDormancy (ENetDormancy NewDormancy)
 
void FlushNetDormancy ()
 
void ForcePropertyCompare ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void RouteEndPlay (const EEndPlayReason::Type EndPlayReason)
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
void Destroyed ()
 
void TearOff ()
 
void Reset ()
 
void FellOutOfWorld (const UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)
 
float TakeDamage (float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
bool HasActiveCameraComponent ()
 
bool HasActivePawnControlCameraComponent ()
 
void ForceNetRelevant ()
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void UpdateReplicatedComponent (UActorComponent *Component)
 
void UpdateAllReplicatedComponents ()
 
void AddInstanceComponent (UActorComponent *Component)
 
UActorComponentFindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * K2_GetComponentsByClass (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByTag (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag)
 
UActorComponentFindComponentByInterface (const TSubclassOf< UInterface > Interface)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByInterface (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (const UE::Math::TTransform< double > *UserSpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)
 
bool BPClientHandleNetExecCommand (FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)
 
void MulticastDrawDebugLine (const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void FinishSpawning (const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void SetReplicateMovement (bool bInReplicateMovement)
 
void CopyRemoteRoleFrom (const AActor *CopyFromActor)
 
void PostNetInit ()
 
void SwapRoles ()
 
void DispatchBeginPlay (bool bFromLevelStreaming)
 
void BeginPlay ()
 
void EnableInput (APlayerController *PlayerController)
 
void CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (const FName InputAxisName)
 
bool SetActorLocation (const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
bool SetActorRotation (UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport)
 
bool SetActorLocationAndRotation (UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
bool SetActorLocationAndRotation (UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep)
 
bool SetActorTransform (const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeLocation (UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeRotation (UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeTransform (const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeScale3D (UE::Math::TVector< double > *NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void GetActorBounds (bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)
 
AWorldSettingsGetWorldSettings ()
 
ENetMode InternalGetNetMode ()
 
UNetDriverGetNetDriver ()
 
void SetNetDriverName (FName NewNetDriverName)
 
int GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
bool CallRemoteFunction (UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)
 
void DispatchPhysicsCollisionHit (const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)
 
bool IsSelectionChild ()
 
AActorGetSelectionParent ()
 
AActorGetRootSelectionParent ()
 
bool IsActorOrSelectionParentSelected ()
 
void PushSelectionToProxies ()
 
bool IsChildActor ()
 
UChildActorComponentGetParentComponent ()
 
void GetAllChildActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)
 
void UnregisterAllComponents (bool bForReregister)
 
void RegisterAllComponents ()
 
bool IncrementalRegisterComponents (int NumComponentsToRegister, FRegisterComponentContext *Context)
 
void MarkComponentsAsPendingKill (__int64 a2)
 
void ReregisterAllComponents (bool a2)
 
void UpdateComponentTransforms ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (const EEndPlayReason::Type *EndPlayReason)
 
bool ActorLineTraceSingle (FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PreInitializeComponents ()
 
float GetActorTimeDilation ()
 
float GetDistanceTo (const AActor *OtherActor)
 
bool IsHLODRelevant ()
 
void SetLODParent (UPrimitiveComponent *InLODParent, float InParentDrawDistance)
 
int GetRayTracingGroupId ()
 
void SetCanBeDamaged (bool bInCanBeDamaged)
 
void RealtimeThrottledTick_Implementation (long double DeltaTime)
 
void DestroyConstructedComponents ()
 
bool ExecuteConstruction (const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)
 
void ProcessUserConstructionScript ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, const FName InName)
 
UActorComponentCreateComponentFromTemplateData (const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)
 
void FinishAddComponent (UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)
 
void CheckComponentInstanceName (const FName InName)
 
void PostCreateBlueprintComponent (UActorComponent *NewActorComp)
 
float GetNetPriority (const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetReplayPriority (const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void SyncReplicatedPhysicsSimulation ()
 
bool IsWithinNetRelevancyDistance (const UE::Math::TVector< double > *SrcLocation)
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)
 
bool IsReplayRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)
 
void GatherCurrentMovement ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void GetReplicatedCustomConditionState (FCustomPropertyConditionState *OutActiveState)
 
bool ReplicateSubobjects (UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)
 
ELifetimeCondition AllowActorComponentToReplicate (const UActorComponent *ComponentToReplicate)
 
void AddComponentForReplication (UActorComponent *Component)
 
void BuildReplicatedComponentsInfo ()
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *Subobject)
 
bool IsNameStableForNetworking ()
 
void Stasis ()
 
void ResetSpatialComponent ()
 
void Unstasis ()
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void PostInitializeComponents ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByCustomTag (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag)
 
void SendExecCommand (FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendExecCommandToEveryone (FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void ServerSendExecCommandToPlayer (APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
APlayerControllerGetOwnerController ()
 
bool IsOwnedOrControlledBy (const AActor *TestOwner)
 
void MulticastDrawDebugLine_Implementation (const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)
 
void MulticastDrawDebugLineTraceHitResult_Implementation (const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)
 
- Public Member Functions inherited from UPrimalActor
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
intTargetingTeamField ()
 
intCustomActorFlagsField ()
 
TObjectPtr< AActor > & ActorUsingQuickActionField ()
 
FNameCustomTagField ()
 
intCustomDataField ()
 
FActorCustomEventSignatureOnActorCustomEventField ()
 
long doubleLastThrottledTickTimeField ()
 
FActorMatineeUpdatedOnMatineeUpdatedField ()
 
TMulticastDelegate< void __cdecl(void), FDefaultDelegateUserPolicy > & OnMatineeUpdatedRawField ()
 
TEnumAsByte< enum EReplicationGraphBehavior > & DesiredRepGraphBehaviorField ()
 
long doubleForceMaximumReplicationRateUntilTimeField ()
 
long doubleLastActorForceReplicationTimeField ()
 
intLastActorForceReplicationFrameField ()
 
floatNetworkAndStasisRangeMultiplierField ()
 
floatNetworkRangeMultiplierField ()
 
floatNetCullDistanceSquaredDormantField ()
 
intNetworkDormantChildrenOpIdxField ()
 
intLastFrameCalculatedNetworkRangeMultiplierField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenDormantField ()
 
TObjectPtr< AActor > & NetworkSpatializationParentField ()
 
intDefaultStasisComponentOctreeFlagsField ()
 
intDefaultStasisedOctreeFlagsField ()
 
intDefaultUnstasisedOctreeFlagsField ()
 
floatOverrideStasisComponentRadiusField ()
 
TObjectPtr< UPrimitiveComponent > & StasisCheckComponentField ()
 
long doubleUnstasisLastInRangeTimeField ()
 
long doubleLastPreReplicationTimeField ()
 
long doubleLastEnterStasisTimeField ()
 
long doubleLastExitStasisTimeField ()
 
FStringLastSelectedWindSourceComponentNameField ()
 
unsigned __int8RandomStartByteField ()
 
unsigned __int64LastFrameUnStasisField ()
 
volatile intLastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & StasisUnRegisteredComponentsField ()
 
floatReplicationIntervalMultiplierField ()
 
floatClientReplicationSendNowThresholdField ()
 
intForceImmediateReplicationFrameField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
FActorSemaphoreTakenOnSemaphoreTakenField ()
 
long doubleOriginalCreationTimeField ()
 
__int64LastActorUnstasisedCycleField ()
 
unsigned intLastOnlyInitialReplicationPreReplicationFrameField ()
 
TArray< FTimerHandle, TSizedDefaultAllocator< 32 > > & TimerStasisStoreField ()
 
TArray< TObjectPtr< AMatineeActor >, TSizedDefaultAllocator< 32 > > & ControllingMatineeActorsField ()
 
intNetCriticalPriorityAdjustmentField ()
 
UMovementComponent *& DeferredMovementComponentField ()
 
BitFieldValue< bool, unsigned __int32bIsShooterPlayerController ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalDino ()
 
BitFieldValue< bool, unsigned __int32bIsShooterCharacter ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalCharacter ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalStructureExplosive ()
 
BitFieldValue< bool, unsigned __int32bIsInstancedFoliage ()
 
BitFieldValue< bool, unsigned __int32bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32bUseCanMoveThroughActor ()
 
BitFieldValue< bool, unsigned __int32bUseBPFilterMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32bClimbable ()
 
BitFieldValue< bool, unsigned __int32bUseBPDrawEntry ()
 
BitFieldValue< bool, unsigned __int32bPreventCliffPlatforms ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32bStasised ()
 
BitFieldValue< bool, unsigned __int32bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetBonesToHideOnAllocation ()
 
BitFieldValue< bool, unsigned __int32bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32bForceAllowNetMulticast ()
 
BitFieldValue< bool, unsigned __int32bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32bNetCritical ()
 
BitFieldValue< bool, unsigned __int32bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32bWillStasisAfterSpawn ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventAttachments ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedTagsList ()
 
BitFieldValue< bool, unsigned __int32bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32bUseStasisGrid ()
 
BitFieldValue< bool, unsigned __int32bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32bIsFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32bIsDestroyedFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32bIsValidUnstasisCaster ()
 
BitFieldValue< bool, unsigned __int32bUseBPAllowActorSpawn ()
 
BitFieldValue< bool, unsigned __int32bWantsRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bRealtimeThrottledTickUseNativeTick ()
 
bool IsValidUnStasisCaster ()
 
bool AllowSeamlessTravel ()
 
float GetNetworkRangeMultiplier ()
 
bool GetIsMapActor ()
 
bool AllowSaving ()
 
void ControlRigNotify (FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)
 
void ChangeActorTeam (int NewTeam)
 
bool ForceInfiniteDrawDistanceOnComponent (const UPrimitiveComponent *OnComponent)
 
void TargetingTeamChanged ()
 
float OffsetHUDFromCenterScreenY_Implementation ()
 
bool IsShooterCharacter ()
 
bool IsPrimalDino ()
 
bool IsPrimalCharacter ()
 
bool IsPrimalStructure ()
 
bool IsPrimalCharacterOrStructure ()
 
bool IsInstancedFoliage ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
FMultiUseWheelOptionGetWheelOptionInfoBP (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
void ModifyHudMultiUseLoc (UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
bool CheckBPAllowActorSpawn (UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)
 
void MatineeUpdated ()
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
float GetApproachRadius ()
 
bool UseNetworkRangeScaling ()
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (const UObject *InventoryItemObject)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyInstance)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyInstance)
 
void InputDismissPOI (APlayerController *ForPC, int Index)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance)
 
UTexture2DGetMultiUseIcon (APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)
 
void SetDesiredRepGraphBehavior (EReplicationGraphBehavior NewBehavior)
 
void FilterMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
FMultiUseWheelOptionGetWheelOptionInfo (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
FMultiUseWheelOptionGetWheelOptionByUseIndex (FMultiUseWheelOption *result, APlayerController *ForPC, int Index)
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void GetAllSceneComponents (TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
bool IsMatineeControlled ()
 
void OnUROPostInterpolation_AnyThread (float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)
 
- Public Member Functions inherited from UObject
bool ProcessConsoleExec (const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)
 
FStringGetDetailedInfoInternal (FString *result)
 
bool AreAllOuterObjectsValid ()
 
bool IsInBlueprint ()
 
bool IsBasedOnArchetype (const UObject *const SomeObject)
 
UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
UObjectGetDefaultSubobjectByName (FName ToFind)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void PostLoad ()
 
bool NeedsLoadForServer ()
 
bool NeedsLoadForClient ()
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ConditionalPostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void GetPreloadDependencies (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)
 
void Serialize (FStructuredArchiveRecord Record)
 
void SerializeScriptProperties (FArchive *Ar)
 
void SerializeScriptProperties (FStructuredArchiveSlot Slot)
 
void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)
 
void CollectDefaultSubobjects (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjects (bool bForceCheck)
 
bool CheckDefaultSubobjectsInternal ()
 
void GetAssetRegistryTags (FAssetData *Out)
 
void GetResourceSizeEx (FResourceSizeEx *CumulativeResourceSize)
 
bool IsAsset ()
 
FPrimaryAssetIdGetPrimaryAssetId (FPrimaryAssetId *result)
 
bool IsLocalizedResource ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)
 
void SaveConfig (unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)
 
FStringGetDefaultConfigFilename (FString *result)
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
void LocalizeProperty (UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)
 
void SkipFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
void CallFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
bool CallFunctionByNameWithArguments (const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)
 
UFunctionFindFunctionChecked (FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
void ProcessContextOpcode (FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)
 
UObjectGetArchetype ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
void SetLinker (FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
 
ARK_API FPropertyFindProperty (FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
FPackageFileVersionGetLinkerUEVersion (FPackageFileVersion *result)
 
FStringGetPathName (FString *result, const UObject *StopOuter)
 
void GetPathName (const UObject *StopOuter, FString *ResultString)
 
void GetPathName (const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)
 
FStringGetFullGroupName (FString *result, bool bStartWithOuter)
 
UObjectGetOutermostObject ()
 
UPackageGetPackage ()
 
bool MarkPackageDirty ()
 
UObjectGetTypedOuter (UClass *Target)
 
bool IsIn (const UObject *SomeOuter)
 
bool IsInPackage (const UPackage *SomePackage)
 
voidGetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)
 
bool CanBeInCluster ()
 
void CreateCluster ()
 
FLinkerLoadGetLinker ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
UObjectBase_vtbl *& __vftableField ()
 
EObjectFlagsObjectFlagsField ()
 
intInternalIndexField ()
 
UClass *& ClassPrivateField ()
 
UClass *& ClassField ()
 
FNameNamePrivateField ()
 
FNameNameField ()
 
UObject *& OuterPrivateField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
UPackageGetExternalPackageInternal ()
 
void SetExternalPackage (UPackage *InPackage)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
- Public Member Functions inherited from ActorExtensions
FVector GetActorForwardVector ()
 Returns the forward direction vector (length 1.0) from the actor's point of view.
 
bool IsA (UClass *SomeBase)
 Returns if the actor is from SomeBase or a subclass of SomeBase.
 
FVector GetLocation ()
 Returns the actor's location in world space.
 

Static Public Member Functions

static UClassStaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UPrimalActor
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesUPrimalActor ()
 
- Static Public Member Functions inherited from UObject
static UClassStaticClass ()
 
static const FNameAssetVersePathTagName ()
 
static void ProcessInternal (UObject *Context, FFrame *Stack, void *const Z_Param__Result)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static __int64 GetLinkerCustomVersion ()
 

Additional Inherited Members

- Public Attributes inherited from UPrimalActor
TMulticastDelegate< void __cdecl(UPrimalActor *, int, int), FDefaultDelegateUserPolicyOnTeamChangedForActorField )()
 

Detailed Description

Definition at line 1101 of file Actor.h.

Member Function Documentation

◆ ActorHasBegunPlay()

BitFieldValue< bool, unsigned __int32 > AActor::ActorHasBegunPlay ( )
inline

Definition at line 1201 of file Actor.h.

◆ ActorHasTag()

bool AActor::ActorHasTag ( FName Tag)
inline

Definition at line 1299 of file Actor.h.

◆ ActorLineTraceSingle()

bool AActor::ActorLineTraceSingle ( FHitResult * OutHit,
const UE::Math::TVector< double > * Start,
const UE::Math::TVector< double > * End,
ECollisionChannel TraceChannel,
const FCollisionQueryParams * Params )
inline

Definition at line 1398 of file Actor.h.

◆ ActorPlaySound_Implementation()

void AActor::ActorPlaySound_Implementation ( USoundBase * SoundAsset,
bool bAttach,
FName BoneName,
UE::Math::TVector< double > * LocOffset )
inline

Definition at line 1458 of file Actor.h.

◆ AddComponent()

UActorComponent * AActor::AddComponent ( FName TemplateName,
bool bManualAttachment,
const UE::Math::TTransform< double > * RelativeTransform,
const UObject * ComponentTemplateContext,
bool bDeferredFinish )
inline

Definition at line 1414 of file Actor.h.

◆ AddComponentForReplication()

void AActor::AddComponentForReplication ( UActorComponent * Component)
inline

Definition at line 1434 of file Actor.h.

◆ AddInstanceComponent()

void AActor::AddInstanceComponent ( UActorComponent * Component)
inline

Definition at line 1330 of file Actor.h.

◆ AddOwnedComponent()

void AActor::AddOwnedComponent ( UActorComponent * Component)
inline

Definition at line 1326 of file Actor.h.

◆ AddTickPrerequisiteActor()

void AActor::AddTickPrerequisiteActor ( AActor * PrerequisiteActor)
inline

Definition at line 1242 of file Actor.h.

◆ AddTickPrerequisiteComponent()

void AActor::AddTickPrerequisiteComponent ( UActorComponent * PrerequisiteComponent)
inline

Definition at line 1243 of file Actor.h.

◆ AllowActorComponentToReplicate()

ELifetimeCondition AActor::AllowActorComponentToReplicate ( const UActorComponent * ComponentToReplicate)
inline

Definition at line 1433 of file Actor.h.

◆ ApplyWorldOffset()

void AActor::ApplyWorldOffset ( const UE::Math::TVector< double > * InOffset,
bool bWorldShift )
inline

Definition at line 1251 of file Actor.h.

◆ AsyncPhysicsTickActor()

void AActor::AsyncPhysicsTickActor ( float DeltaTime,
float SimTime )
inline

Definition at line 1212 of file Actor.h.

◆ AttachmentReplicationField()

FRepAttachment & AActor::AttachmentReplicationField ( )
inline

Definition at line 1111 of file Actor.h.

◆ AttachToActor()

bool AActor::AttachToActor ( AActor * ParentActor,
const FAttachmentTransformRules * AttachmentRules,
FName SocketName )
inline

Definition at line 1294 of file Actor.h.

◆ AttachToComponent()

bool AActor::AttachToComponent ( USceneComponent * Parent,
const FAttachmentTransformRules * AttachmentRules,
FName SocketName )
inline

Definition at line 1292 of file Actor.h.

◆ AutoReceiveInputField()

TEnumAsByte< enum EAutoReceiveInput::Type > & AActor::AutoReceiveInputField ( )
inline

Definition at line 1116 of file Actor.h.

◆ bActorBeginningPlayFromLevelStreaming()

BitFieldValue< bool, unsigned __int32 > AActor::bActorBeginningPlayFromLevelStreaming ( )
inline

Definition at line 1191 of file Actor.h.

◆ bActorEnableCollision()

BitFieldValue< bool, unsigned __int32 > AActor::bActorEnableCollision ( )
inline

Definition at line 1198 of file Actor.h.

◆ bActorInitialized()

BitFieldValue< bool, unsigned __int32 > AActor::bActorInitialized ( )
inline

Definition at line 1190 of file Actor.h.

◆ bActorIsBeingConstructed()

BitFieldValue< bool, unsigned __int32 > AActor::bActorIsBeingConstructed ( )
inline

Definition at line 1202 of file Actor.h.

◆ bActorIsBeingDestroyed()

BitFieldValue< bool, unsigned __int32 > AActor::bActorIsBeingDestroyed ( )
inline

Definition at line 1199 of file Actor.h.

◆ bActorPreventPhysicsSceneRegistration()

BitFieldValue< bool, unsigned __int32 > AActor::bActorPreventPhysicsSceneRegistration ( )
inline

Definition at line 1172 of file Actor.h.

◆ bActorSeamlessTraveled()

BitFieldValue< bool, unsigned __int32 > AActor::bActorSeamlessTraveled ( )
inline

Definition at line 1182 of file Actor.h.

◆ bActorWantsDestroyDuringBeginPlay()

BitFieldValue< bool, unsigned __int32 > AActor::bActorWantsDestroyDuringBeginPlay ( )
inline

Definition at line 1200 of file Actor.h.

◆ bAllowReceiveTickEventOnDedicatedServer()

BitFieldValue< bool, unsigned __int32 > AActor::bAllowReceiveTickEventOnDedicatedServer ( )
inline

Definition at line 1186 of file Actor.h.

◆ bAllowTickBeforeBeginPlay()

BitFieldValue< bool, unsigned __int32 > AActor::bAllowTickBeforeBeginPlay ( )
inline

Definition at line 1170 of file Actor.h.

◆ bAlwaysRelevant()

BitFieldValue< bool, unsigned __int32 > AActor::bAlwaysRelevant ( )
inline

Definition at line 1157 of file Actor.h.

◆ bAsyncPhysicsTickEnabled()

BitFieldValue< bool, unsigned __int32 > AActor::bAsyncPhysicsTickEnabled ( )
inline

Definition at line 1203 of file Actor.h.

◆ bAutoDestroyWhenFinished()

BitFieldValue< bool, unsigned __int32 > AActor::bAutoDestroyWhenFinished ( )
inline

Definition at line 1173 of file Actor.h.

◆ bBlockInput()

BitFieldValue< bool, unsigned __int32 > AActor::bBlockInput ( )
inline

Definition at line 1175 of file Actor.h.

◆ bCallPreReplication()

BitFieldValue< bool, unsigned __int32 > AActor::bCallPreReplication ( )
inline

Definition at line 1159 of file Actor.h.

◆ bCallPreReplicationForReplay()

BitFieldValue< bool, unsigned __int32 > AActor::bCallPreReplicationForReplay ( )
inline

Definition at line 1160 of file Actor.h.

◆ bCanBeDamaged()

BitFieldValue< bool, unsigned __int32 > AActor::bCanBeDamaged ( )
inline

Definition at line 1174 of file Actor.h.

◆ bCanBeInCluster()

BitFieldValue< bool, unsigned __int32 > AActor::bCanBeInCluster ( )
inline

Definition at line 1185 of file Actor.h.

◆ bCollideWhenPlacing()

BitFieldValue< bool, unsigned __int32 > AActor::bCollideWhenPlacing ( )
inline

Definition at line 1176 of file Actor.h.

◆ bDeferredBeginPlay()

BitFieldValue< bool, unsigned __int32 > AActor::bDeferredBeginPlay ( )
inline

Definition at line 1196 of file Actor.h.

◆ bDisableRigidBodyAnimNodes()

BitFieldValue< bool, unsigned __int32 > AActor::bDisableRigidBodyAnimNodes ( )
inline

Definition at line 1183 of file Actor.h.

◆ BecomeViewTarget()

void AActor::BecomeViewTarget ( APlayerController * PC)
inline

Definition at line 1319 of file Actor.h.

◆ BeginDestroy()

void AActor::BeginDestroy ( )
inline

Definition at line 1246 of file Actor.h.

◆ BeginPlay()

void AActor::BeginPlay ( )
inline

Definition at line 1354 of file Actor.h.

◆ bEnableAutoLODGeneration()

BitFieldValue< bool, unsigned __int32 > AActor::bEnableAutoLODGeneration ( )
inline

Definition at line 1180 of file Actor.h.

◆ bExchangedRoles()

BitFieldValue< bool, unsigned __int32 > AActor::bExchangedRoles ( )
inline

Definition at line 1164 of file Actor.h.

◆ bFindCameraComponentWhenViewTarget()

BitFieldValue< bool, unsigned __int32 > AActor::bFindCameraComponentWhenViewTarget ( )
inline

Definition at line 1177 of file Actor.h.

◆ bForceHighQualityViewerReplication()

BitFieldValue< bool, unsigned __int32 > AActor::bForceHighQualityViewerReplication ( )
inline

Definition at line 1171 of file Actor.h.

◆ bForceNetAddressable()

BitFieldValue< bool, unsigned __int32 > AActor::bForceNetAddressable ( )
inline

Definition at line 1163 of file Actor.h.

◆ bGenerateOverlapEventsDuringLevelStreaming()

BitFieldValue< bool, unsigned __int32 > AActor::bGenerateOverlapEventsDuringLevelStreaming ( )
inline

Definition at line 1178 of file Actor.h.

◆ bHasDeferredComponentRegistration()

BitFieldValue< bool, unsigned __int32 > AActor::bHasDeferredComponentRegistration ( )
inline

Definition at line 1193 of file Actor.h.

◆ bHasFinishedSpawning()

BitFieldValue< bool, unsigned __int32 > AActor::bHasFinishedSpawning ( )
inline

Definition at line 1189 of file Actor.h.

◆ bHasRegisteredAllComponents()

BitFieldValue< bool, unsigned __int32 > AActor::bHasRegisteredAllComponents ( )
inline

Definition at line 1195 of file Actor.h.

◆ bHidden()

BitFieldValue< bool, unsigned __int32 > AActor::bHidden ( )
inline

Definition at line 1161 of file Actor.h.

◆ bIgnoresOriginShifting()

BitFieldValue< bool, unsigned __int32 > AActor::bIgnoresOriginShifting ( )
inline

Definition at line 1179 of file Actor.h.

◆ bIsEditorOnlyActor()

BitFieldValue< bool, unsigned __int32 > AActor::bIsEditorOnlyActor ( )
inline

Definition at line 1181 of file Actor.h.

◆ BlueprintCreatedComponentsField()

TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & AActor::BlueprintCreatedComponentsField ( )
inline

Definition at line 1149 of file Actor.h.

◆ bNetCheckedInitialPhysicsState()

BitFieldValue< bool, unsigned __int32 > AActor::bNetCheckedInitialPhysicsState ( )
inline

Definition at line 1187 of file Actor.h.

◆ bNetLoadOnClient()

BitFieldValue< bool, unsigned __int32 > AActor::bNetLoadOnClient ( )
inline

Definition at line 1165 of file Actor.h.

◆ bNetStartup()

BitFieldValue< bool, unsigned __int32 > AActor::bNetStartup ( )
inline

Definition at line 1155 of file Actor.h.

◆ bNetTemporary()

BitFieldValue< bool, unsigned __int32 > AActor::bNetTemporary ( )
inline

Definition at line 1154 of file Actor.h.

◆ bNetUseOwnerRelevancy()

BitFieldValue< bool, unsigned __int32 > AActor::bNetUseOwnerRelevancy ( )
inline

Definition at line 1166 of file Actor.h.

◆ bOnlyRelevantToOwner()

BitFieldValue< bool, unsigned __int32 > AActor::bOnlyRelevantToOwner ( )
inline

Definition at line 1156 of file Actor.h.

◆ BPClientHandleNetExecCommand()

bool AActor::BPClientHandleNetExecCommand ( FName CommandName,
const FBPNetExecParams * ExecParams,
APlayerController * ForPC )
inline

Definition at line 1339 of file Actor.h.

◆ bPrimalDeferredConstruction()

BitFieldValue< bool, unsigned __int32 > AActor::bPrimalDeferredConstruction ( )
inline

Definition at line 1197 of file Actor.h.

◆ bRelevantForLevelBounds()

BitFieldValue< bool, unsigned __int32 > AActor::bRelevantForLevelBounds ( )
inline

Definition at line 1168 of file Actor.h.

◆ bRelevantForNetworkReplays()

BitFieldValue< bool, unsigned __int32 > AActor::bRelevantForNetworkReplays ( )
inline

Definition at line 1167 of file Actor.h.

◆ bReplayRewindable()

BitFieldValue< bool, unsigned __int32 > AActor::bReplayRewindable ( )
inline

Definition at line 1169 of file Actor.h.

◆ bReplicateMovement()

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateMovement ( )
inline

Definition at line 1158 of file Actor.h.

◆ bReplicates()

BitFieldValue< bool, unsigned __int32 > AActor::bReplicates ( )
inline

Definition at line 1184 of file Actor.h.

◆ bReplicateUsingRegisteredSubObjectList()

BitFieldValue< bool, unsigned __int32 > AActor::bReplicateUsingRegisteredSubObjectList ( )
inline

Definition at line 1188 of file Actor.h.

◆ bRunningUserConstructionScript()

BitFieldValue< bool, unsigned __int32 > AActor::bRunningUserConstructionScript ( )
inline

Definition at line 1194 of file Actor.h.

◆ bTearOff()

BitFieldValue< bool, unsigned __int32 > AActor::bTearOff ( )
inline

Definition at line 1162 of file Actor.h.

◆ bTickFunctionsRegistered()

BitFieldValue< bool, unsigned __int32 > AActor::bTickFunctionsRegistered ( )
inline

Definition at line 1192 of file Actor.h.

◆ BuildReplicatedComponentsInfo()

void AActor::BuildReplicatedComponentsInfo ( )
inline

Definition at line 1435 of file Actor.h.

◆ CachedStasisGridIndexField()

int & AActor::CachedStasisGridIndexField ( )
inline

Definition at line 1135 of file Actor.h.

◆ CalcCamera()

void AActor::CalcCamera ( float DeltaTime,
FMinimalViewInfo * OutResult )
inline

Definition at line 1321 of file Actor.h.

◆ CallPreReplication()

void AActor::CallPreReplication ( UNetDriver * NetDriver)
inline

Definition at line 1260 of file Actor.h.

◆ CallRemoteFunction()

bool AActor::CallRemoteFunction ( UFunction * Function,
void * Parameters,
FOutParmRec * OutParms,
FFrame * Stack )
inline

Definition at line 1379 of file Actor.h.

◆ CanBeDamaged()

bool AActor::CanBeDamaged ( )
inline

Definition at line 1223 of file Actor.h.

◆ CanBeInCluster()

bool AActor::CanBeInCluster ( )
inline

Definition at line 1232 of file Actor.h.

◆ CheckActorComponents()

bool AActor::CheckActorComponents ( )
inline

Definition at line 1229 of file Actor.h.

◆ CheckComponentInstanceName()

void AActor::CheckComponentInstanceName ( const FName InName)
inline

Definition at line 1416 of file Actor.h.

◆ CheckDefaultSubobjectsInternal()

bool AActor::CheckDefaultSubobjectsInternal ( )
inline

Definition at line 1228 of file Actor.h.

◆ CheckStillInWorld()

bool AActor::CheckStillInWorld ( )
inline

Definition at line 1267 of file Actor.h.

◆ ChildrenField()

TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & AActor::ChildrenField ( )
inline

Definition at line 1129 of file Actor.h.

◆ ClearComponentOverlaps()

void AActor::ClearComponentOverlaps ( )
inline

Definition at line 1268 of file Actor.h.

◆ ClearCrossLevelReferences()

void AActor::ClearCrossLevelReferences ( )
inline

Definition at line 1239 of file Actor.h.

◆ ClearNetworkSpatializationParent()

void AActor::ClearNetworkSpatializationParent ( )
inline

Definition at line 1443 of file Actor.h.

◆ CopyRemoteRoleFrom()

void AActor::CopyRemoteRoleFrom ( const AActor * CopyFromActor)
inline

Definition at line 1350 of file Actor.h.

◆ CreateComponentFromTemplate()

UActorComponent * AActor::CreateComponentFromTemplate ( UActorComponent * Template,
const FName InName )
inline

Definition at line 1412 of file Actor.h.

◆ CreateComponentFromTemplateData()

UActorComponent * AActor::CreateComponentFromTemplateData ( const FBlueprintCookedComponentInstancingData * TemplateData,
const FName InName )
inline

Definition at line 1413 of file Actor.h.

◆ CreateInputComponent()

void AActor::CreateInputComponent ( TSubclassOf< UInputComponent > InputComponentToCreate)
inline

Definition at line 1356 of file Actor.h.

◆ CreationTimeField()

long double & AActor::CreationTimeField ( )
inline

Definition at line 1118 of file Actor.h.

◆ CustomTimeDilationField()

float & AActor::CustomTimeDilationField ( )
inline

Definition at line 1109 of file Actor.h.

◆ Destroy()

bool AActor::Destroy ( bool bNetForce,
bool bShouldModifyLevel )
inline

Definition at line 1371 of file Actor.h.

◆ DestroyConstructedComponents()

void AActor::DestroyConstructedComponents ( )
inline

Definition at line 1409 of file Actor.h.

◆ Destroyed()

void AActor::Destroyed ( )
inline

Definition at line 1309 of file Actor.h.

◆ DetachFenceField()

FRenderCommandFence & AActor::DetachFenceField ( )
inline

Definition at line 1150 of file Actor.h.

◆ DetachRootComponentFromParent()

void AActor::DetachRootComponentFromParent ( bool bMaintainWorldPosition)
inline

Definition at line 1295 of file Actor.h.

◆ DisableComponentsSimulatePhysics()

void AActor::DisableComponentsSimulatePhysics ( )
inline

Definition at line 1337 of file Actor.h.

◆ DisableInput()

void AActor::DisableInput ( APlayerController * PlayerController)
inline

Definition at line 1357 of file Actor.h.

◆ DispatchBeginPlay()

void AActor::DispatchBeginPlay ( bool bFromLevelStreaming)
inline

Definition at line 1353 of file Actor.h.

◆ DispatchBlockingHit()

void AActor::DispatchBlockingHit ( UPrimitiveComponent * MyComp,
UPrimitiveComponent * OtherComp,
bool bSelfMoved,
const FHitResult * Hit )
inline

Definition at line 1317 of file Actor.h.

◆ DispatchPhysicsCollisionHit()

void AActor::DispatchPhysicsCollisionHit ( const FRigidBodyCollisionInfo * MyInfo,
const FRigidBodyCollisionInfo * OtherInfo,
const FCollisionImpactData * RigidCollisionData )
inline

Definition at line 1380 of file Actor.h.

◆ DisplayDebug()

void AActor::DisplayDebug ( UCanvas * Canvas,
const FDebugDisplayInfo * DebugDisplay,
float * YL,
float * YPos )
inline

Definition at line 1318 of file Actor.h.

◆ EnableInput()

void AActor::EnableInput ( APlayerController * PlayerController)
inline

Definition at line 1355 of file Actor.h.

◆ EndPlay()

void AActor::EndPlay ( const EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1308 of file Actor.h.

◆ EndViewTarget()

void AActor::EndViewTarget ( APlayerController * PC)
inline

Definition at line 1320 of file Actor.h.

◆ ExecuteConstruction()

bool AActor::ExecuteConstruction ( const UE::Math::TTransform< double > * Transform,
const FRotationConversionCache * TransformRotationCache,
const FComponentInstanceDataCache * InstanceDataCache,
bool bIsDefaultTransform,
ESpawnActorScaleMethod TransformScaleMethod )
inline

Definition at line 1410 of file Actor.h.

◆ FellOutOfWorld()

void AActor::FellOutOfWorld ( const UDamageType * dmgType)
inline

Definition at line 1312 of file Actor.h.

◆ FindComponentByClass()

UActorComponent * AActor::FindComponentByClass ( const TSubclassOf< UActorComponent > ComponentClass)
inline

Definition at line 1331 of file Actor.h.

◆ FindComponentByInterface()

UActorComponent * AActor::FindComponentByInterface ( const TSubclassOf< UInterface > Interface)
inline

Definition at line 1335 of file Actor.h.

◆ FinishAddComponent()

void AActor::FinishAddComponent ( UActorComponent * NewActorComp,
bool bManualAttachment,
const UE::Math::TTransform< double > * RelativeTransform )
inline

Definition at line 1415 of file Actor.h.

◆ FinishSpawning()

void AActor::FinishSpawning ( const UE::Math::TTransform< double > * UserTransform,
bool bIsDefaultTransform,
const FComponentInstanceDataCache * InstanceDataCache,
ESpawnActorScaleMethod TransformScaleMethod )
inline

Definition at line 1346 of file Actor.h.

◆ FlushNetDormancy()

void AActor::FlushNetDormancy ( )
inline

Definition at line 1304 of file Actor.h.

◆ ForceDestroy()

void AActor::ForceDestroy ( )
inline

Definition at line 1224 of file Actor.h.

◆ ForceNetRelevant()

void AActor::ForceNetRelevant ( )
inline

Definition at line 1324 of file Actor.h.

◆ ForceNetUpdate()

void AActor::ForceNetUpdate ( bool bDormantDontReplicateProperties,
bool bAbsoluteForceNetUpdate,
bool bDontUpdateChannel )
inline

Definition at line 1302 of file Actor.h.

◆ ForcePropertyCompare()

void AActor::ForcePropertyCompare ( )
inline

Definition at line 1305 of file Actor.h.

◆ ForEachAttachedActors()

void AActor::ForEachAttachedActors ( TFunctionRef< bool __cdecl(AActor *)> * Functor)
inline

Definition at line 1297 of file Actor.h.

◆ GatherCurrentMovement()

void AActor::GatherCurrentMovement ( )
inline

Definition at line 1429 of file Actor.h.

◆ GetActorBounds()

void AActor::GetActorBounds ( bool bOnlyCollidingComponents,
UE::Math::TVector< double > * Origin,
UE::Math::TVector< double > * BoxExtent,
bool bIncludeFromChildActors )
inline

Definition at line 1373 of file Actor.h.

◆ GetActorNameOrLabel()

FString * AActor::GetActorNameOrLabel ( FString * result)
inline

Definition at line 1207 of file Actor.h.

◆ GetActorTimeDilation()

float AActor::GetActorTimeDilation ( )
inline

Definition at line 1402 of file Actor.h.

◆ GetAllChildActors()

void AActor::GetAllChildActors ( TArray< AActor *, TSizedDefaultAllocator< 32 > > * ChildActors,
bool bIncludeDescendants )
inline

Definition at line 1388 of file Actor.h.

◆ GetAttachedActors()

void AActor::GetAttachedActors ( TArray< AActor *, TSizedDefaultAllocator< 32 > > * OutActors,
bool bResetArray,
bool bRecursivelyIncludeAttachedActors )
inline

Definition at line 1298 of file Actor.h.

◆ GetAttachParentActor()

AActor * AActor::GetAttachParentActor ( )
inline

Definition at line 1296 of file Actor.h.

◆ GetComponentByClass()

UActorComponent * AActor::GetComponentByClass ( TSubclassOf< UActorComponent > ComponentClass)
inline

Definition at line 1332 of file Actor.h.

◆ GetComponentByCustomTag()

UActorComponent * AActor::GetComponentByCustomTag ( FName TheTag)
inline

Definition at line 1448 of file Actor.h.

◆ GetComponentsBoundingCylinder()

void AActor::GetComponentsBoundingCylinder ( float * OutCollisionRadius,
float * OutCollisionHalfHeight,
bool bNonColliding,
bool bIncludeFromChildActors )
inline

Definition at line 1262 of file Actor.h.

◆ GetComponentsByCustomTag()

TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * AActor::GetComponentsByCustomTag ( TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * result,
FName TheTag )
inline

Definition at line 1451 of file Actor.h.

◆ GetComponentsByInterface()

TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * AActor::GetComponentsByInterface ( TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * result,
TSubclassOf< UInterface > Interface )
inline

Definition at line 1336 of file Actor.h.

◆ GetComponentsByTag()

TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * AActor::GetComponentsByTag ( TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * result,
TSubclassOf< UActorComponent > ComponentClass,
FName Tag )
inline

Definition at line 1334 of file Actor.h.

◆ GetComponentsCollisionResponseToChannel()

ECollisionResponse AActor::GetComponentsCollisionResponseToChannel ( ECollisionChannel Channel)
inline

Definition at line 1325 of file Actor.h.

◆ GetDefaultAttachComponent()

__int64 AActor::GetDefaultAttachComponent ( )
inline

Definition at line 1214 of file Actor.h.

◆ GetDistanceTo()

float AActor::GetDistanceTo ( const AActor * OtherActor)
inline

Definition at line 1403 of file Actor.h.

◆ GetFunctionCallspace()

int AActor::GetFunctionCallspace ( UFunction * Function,
FFrame * Stack )
inline

Definition at line 1378 of file Actor.h.

◆ GetGameInstance()

UGameInstance * AActor::GetGameInstance ( )
inline

Definition at line 1237 of file Actor.h.

◆ GetInputAxisValue()

float AActor::GetInputAxisValue ( const FName InputAxisName)
inline

Definition at line 1358 of file Actor.h.

◆ GetLastGameplayRelevantTime()

long double AActor::GetLastGameplayRelevantTime ( )
inline

Definition at line 1210 of file Actor.h.

◆ GetLastRenderTime()

long double AActor::GetLastRenderTime ( bool IgnoreShadow)
inline

Definition at line 1287 of file Actor.h.

◆ GetLifeSpan()

float AActor::GetLifeSpan ( )
inline

Definition at line 1400 of file Actor.h.

◆ GetLifetimeReplicatedProps()

void AActor::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > * OutLifetimeProps)
inline

Definition at line 1430 of file Actor.h.

◆ GetNetConnection()

UNetConnection * AActor::GetNetConnection ( )
inline

Definition at line 1255 of file Actor.h.

◆ GetNetDriver()

UNetDriver * AActor::GetNetDriver ( )
inline

Definition at line 1376 of file Actor.h.

◆ GetNetOwningPlayer()

UPlayer * AActor::GetNetOwningPlayer ( )
inline

Definition at line 1256 of file Actor.h.

◆ GetNetPriority()

float AActor::GetNetPriority ( const UE::Math::TVector< double > * ViewPos,
const UE::Math::TVector< double > * ViewDir,
AActor * Viewer,
AActor * ViewTarget,
UActorChannel * InChannel,
float Time,
bool bLowBandwidth )
inline

Definition at line 1418 of file Actor.h.

◆ GetOverlappingActors() [1/2]

void AActor::GetOverlappingActors ( TArray< AActor *, TSizedDefaultAllocator< 32 > > * OutOverlappingActors,
TSubclassOf< AActor > ClassFilter )
inline

Definition at line 1271 of file Actor.h.

◆ GetOverlappingActors() [2/2]

void AActor::GetOverlappingActors ( TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > * OutOverlappingActors,
TSubclassOf< AActor > ClassFilter )
inline

Definition at line 1272 of file Actor.h.

◆ GetOverlappingComponents() [1/2]

void AActor::GetOverlappingComponents ( TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > * OutOverlappingComponents)
inline

Definition at line 1273 of file Actor.h.

◆ GetOverlappingComponents() [2/2]

void AActor::GetOverlappingComponents ( TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > * OutOverlappingComponents)
inline

Definition at line 1274 of file Actor.h.

◆ GetOwnerController()

APlayerController * AActor::GetOwnerController ( )
inline

Definition at line 1460 of file Actor.h.

◆ GetParentComponent()

UChildActorComponent * AActor::GetParentComponent ( )
inline

Definition at line 1387 of file Actor.h.

◆ GetPhysicsVolume()

APhysicsVolume * AActor::GetPhysicsVolume ( )
inline

Definition at line 1300 of file Actor.h.

◆ GetRayTracingGroupId()

int AActor::GetRayTracingGroupId ( )
inline

Definition at line 1406 of file Actor.h.

◆ GetRepGraphRelevantDistanceSq()

float AActor::GetRepGraphRelevantDistanceSq ( )
inline

Definition at line 1209 of file Actor.h.

◆ GetReplayPriority()

float AActor::GetReplayPriority ( const UE::Math::TVector< double > * ViewPos,
const UE::Math::TVector< double > * ViewDir,
AActor * Viewer,
AActor * ViewTarget,
UActorChannel *const InChannel,
float Time )
inline

Definition at line 1419 of file Actor.h.

◆ GetReplicatedCustomConditionState()

void AActor::GetReplicatedCustomConditionState ( FCustomPropertyConditionState * OutActiveState)
inline

Definition at line 1431 of file Actor.h.

◆ GetRootSelectionParent()

AActor * AActor::GetRootSelectionParent ( )
inline

Definition at line 1383 of file Actor.h.

◆ GetSelectionParent()

AActor * AActor::GetSelectionParent ( )
inline

Definition at line 1382 of file Actor.h.

◆ GetSimpleCollisionCylinder()

void AActor::GetSimpleCollisionCylinder ( float * CollisionRadius,
float * CollisionHalfHeight )
inline

Definition at line 1263 of file Actor.h.

◆ GetSubobjectsWithStableNamesForNetworking()

void AActor::GetSubobjectsWithStableNamesForNetworking ( TArray< UObject *, TSizedDefaultAllocator< 32 > > * ObjList)
inline

Definition at line 1436 of file Actor.h.

◆ GetVisibleComponentByClass()

UPrimitiveComponent * AActor::GetVisibleComponentByClass ( TSubclassOf< UPrimitiveComponent > ComponentClass)
inline

Definition at line 1449 of file Actor.h.

◆ GetVisibleUnhiddenComponentByClass()

UPrimitiveComponent * AActor::GetVisibleUnhiddenComponentByClass ( TSubclassOf< UPrimitiveComponent > ComponentClass)
inline

Definition at line 1450 of file Actor.h.

◆ GetWorld()

UWorld * AActor::GetWorld ( )
inline

Definition at line 1235 of file Actor.h.

◆ GetWorldSettings()

AWorldSettings * AActor::GetWorldSettings ( )
inline

Definition at line 1374 of file Actor.h.

◆ GetWorldTimerManager()

FTimerManager * AActor::GetWorldTimerManager ( )
inline

Definition at line 1236 of file Actor.h.

◆ HasActiveCameraComponent()

bool AActor::HasActiveCameraComponent ( )
inline

Definition at line 1322 of file Actor.h.

◆ HasActivePawnControlCameraComponent()

bool AActor::HasActivePawnControlCameraComponent ( )
inline

Definition at line 1323 of file Actor.h.

◆ HasLocalNetOwner()

bool AActor::HasLocalNetOwner ( )
inline

Definition at line 1289 of file Actor.h.

◆ HasNetOwner()

bool AActor::HasNetOwner ( )
inline

Definition at line 1290 of file Actor.h.

◆ IncrementalRegisterComponents()

bool AActor::IncrementalRegisterComponents ( int NumComponentsToRegister,
FRegisterComponentContext * Context )
inline

Definition at line 1391 of file Actor.h.

◆ IncrementalUnregisterComponents()

bool AActor::IncrementalUnregisterComponents ( )
inline

Definition at line 1211 of file Actor.h.

◆ InitializeComponents()

void AActor::InitializeComponents ( )
inline

Definition at line 1396 of file Actor.h.

◆ InitializeDefaults()

void AActor::InitializeDefaults ( )
inline

Definition at line 1227 of file Actor.h.

◆ InitialLifeSpanField()

float & AActor::InitialLifeSpanField ( )
inline

Definition at line 1108 of file Actor.h.

◆ InputComponentField()

TObjectPtr< UInputComponent > & AActor::InputComponentField ( )
inline

Definition at line 1119 of file Actor.h.

◆ InputPriorityField()

int & AActor::InputPriorityField ( )
inline

Definition at line 1117 of file Actor.h.

◆ InstanceComponentsField()

TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & AActor::InstanceComponentsField ( )
inline

Definition at line 1148 of file Actor.h.

◆ InstigatorField()

TObjectPtr< APawn > & AActor::InstigatorField ( )
inline

Definition at line 1128 of file Actor.h.

◆ InternalGetNetMode()

ENetMode AActor::InternalGetNetMode ( )
inline

Definition at line 1375 of file Actor.h.

◆ InternalTakeRadialDamage()

float AActor::InternalTakeRadialDamage ( float Damage,
const FRadialDamageEvent * RadialDamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 1316 of file Actor.h.

◆ IsActorOrSelectionParentSelected()

bool AActor::IsActorOrSelectionParentSelected ( )
inline

Definition at line 1384 of file Actor.h.

◆ IsAsset()

bool AActor::IsAsset ( )
inline

Definition at line 1234 of file Actor.h.

◆ IsAttachedTo()

bool AActor::IsAttachedTo ( const AActor * Other)
inline

Definition at line 1265 of file Actor.h.

◆ IsBasedOnActor()

bool AActor::IsBasedOnActor ( const AActor * Other)
inline

Definition at line 1266 of file Actor.h.

◆ IsChildActor()

bool AActor::IsChildActor ( )
inline

Definition at line 1386 of file Actor.h.

◆ IsEditorOnly()

bool AActor::IsEditorOnly ( )
inline

Definition at line 1233 of file Actor.h.

◆ IsHidden()

bool AActor::IsHidden ( )
inline

Definition at line 1218 of file Actor.h.

◆ IsHLODRelevant()

bool AActor::IsHLODRelevant ( )
inline

Definition at line 1404 of file Actor.h.

◆ IsInOrOwnedBy()

bool AActor::IsInOrOwnedBy ( const UObject * SomeOuter)
inline

Definition at line 1447 of file Actor.h.

◆ IsLevelBoundsRelevant()

bool AActor::IsLevelBoundsRelevant ( )
inline

Definition at line 1213 of file Actor.h.

◆ IsNameStableForNetworking()

bool AActor::IsNameStableForNetworking ( )
inline

Definition at line 1439 of file Actor.h.

◆ IsNetRelevantFor()

bool AActor::IsNetRelevantFor ( const AActor * RealViewer,
const AActor * ViewTarget,
const UE::Math::TVector< double > * SrcLocation )
inline

Definition at line 1427 of file Actor.h.

◆ IsNetStartupActor()

bool AActor::IsNetStartupActor ( )
inline

Definition at line 1238 of file Actor.h.

◆ IsOverlappingActor()

bool AActor::IsOverlappingActor ( const AActor * Other)
inline

Definition at line 1270 of file Actor.h.

◆ IsOwnedOrControlledBy()

bool AActor::IsOwnedOrControlledBy ( const AActor * TestOwner)
inline

Definition at line 1461 of file Actor.h.

◆ IsRelevancyOwnerFor()

bool AActor::IsRelevancyOwnerFor ( const AActor * ReplicatedActor,
const AActor * ActorOwner,
const AActor * ConnectionActor )
inline

Definition at line 1301 of file Actor.h.

◆ IsReplayRelevantFor()

bool AActor::IsReplayRelevantFor ( const AActor * RealViewer,
const AActor * ViewTarget,
const UE::Math::TVector< double > * SrcLocation,
const float CullDistanceOverrideSq )
inline

Definition at line 1428 of file Actor.h.

◆ IsRootComponentCollisionRegistered()

bool AActor::IsRootComponentCollisionRegistered ( )
inline

Definition at line 1264 of file Actor.h.

◆ IsSelectionChild()

bool AActor::IsSelectionChild ( )
inline

Definition at line 1381 of file Actor.h.

◆ IsWithinNetRelevancyDistance()

bool AActor::IsWithinNetRelevancyDistance ( const UE::Math::TVector< double > * SrcLocation)
inline

Definition at line 1426 of file Actor.h.

◆ K2_GetComponentsByClass()

TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * AActor::K2_GetComponentsByClass ( TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * result,
TSubclassOf< UActorComponent > ComponentClass )
inline

Definition at line 1333 of file Actor.h.

◆ K2_TeleportTo()

bool AActor::K2_TeleportTo ( UE::Math::TVector< double > * DestLocation,
UE::Math::TRotator< double > * DestRotation,
bool bSimpleTeleport )
inline

Definition at line 1241 of file Actor.h.

◆ LastForceNetUpdateFrameField()

int & AActor::LastForceNetUpdateFrameField ( )
inline

Definition at line 1107 of file Actor.h.

◆ LastRenderTimeField()

long double & AActor::LastRenderTimeField ( )
inline

Definition at line 1125 of file Actor.h.

◆ LastRenderTimeIgnoreShadowField()

long double & AActor::LastRenderTimeIgnoreShadowField ( )
inline

Definition at line 1127 of file Actor.h.

◆ LastRenderTimeOnScreenField()

long double & AActor::LastRenderTimeOnScreenField ( )
inline

Definition at line 1126 of file Actor.h.

◆ LayersField()

TArray< FName, TSizedDefaultAllocator< 32 > > & AActor::LayersField ( )
inline

Definition at line 1132 of file Actor.h.

◆ MakeNoise()

void AActor::MakeNoise ( float Loudness,
APawn * NoiseInstigator,
UE::Math::TVector< double > * NoiseLocation,
float MaxRange,
FName Tag )
inline

Definition at line 1313 of file Actor.h.

◆ MakeNoiseImpl()

static void AActor::MakeNoiseImpl ( AActor * NoiseMaker,
float Loudness,
APawn * NoiseInstigator,
const UE::Math::TVector< double > * NoiseLocation,
float MaxRange,
FName Tag )
inlinestatic

Definition at line 1314 of file Actor.h.

◆ MarkComponentsAsPendingKill()

void AActor::MarkComponentsAsPendingKill ( __int64 a2)
inline

Definition at line 1392 of file Actor.h.

◆ MarkComponentsRenderStateDirty()

void AActor::MarkComponentsRenderStateDirty ( )
inline

Definition at line 1395 of file Actor.h.

◆ MinNetUpdateFrequencyField()

float & AActor::MinNetUpdateFrequencyField ( )
inline

Definition at line 1123 of file Actor.h.

◆ MulticastDrawDebugLine()

void AActor::MulticastDrawDebugLine ( const UE::Math::TVector< double > * LineStart,
const UE::Math::TVector< double > * LineEnd,
FLinearColor * LineColor,
float Duration,
float Thickness,
bool enableInShipping )
inline

Definition at line 1340 of file Actor.h.

◆ MulticastDrawDebugLine_Implementation()

void AActor::MulticastDrawDebugLine_Implementation ( const UE::Math::TVector< double > * TextLocation,
const FString * Text,
AActor * TestBaseActor )
inline

Definition at line 1462 of file Actor.h.

◆ MulticastDrawDebugLineTraceHitResult_Implementation()

void AActor::MulticastDrawDebugLineTraceHitResult_Implementation ( const FHitResult * Hit,
UE::Math::TVector< double > * TraceStart,
UE::Math::TVector< double > * TraceEnd )
inline

Definition at line 1463 of file Actor.h.

◆ MulticastDrawDebugPoint()

void AActor::MulticastDrawDebugPoint ( const UE::Math::TVector< double > * Position,
float Size,
FLinearColor * PointColor,
float Duration,
bool enableInShipping )
inline

Definition at line 1341 of file Actor.h.

◆ MulticastDrawDebugSphere()

void AActor::MulticastDrawDebugSphere ( const UE::Math::TVector< double > * Center,
float Radius,
int Segments,
FLinearColor * LineColor,
float Duration,
bool enableInShipping )
inline

Definition at line 1342 of file Actor.h.

◆ NetActorSpawnActor_Implementation()

void AActor::NetActorSpawnActor_Implementation ( TSubclassOf< AActor > ActorClass,
UE::Math::TVector< double > * AtLoc,
UE::Math::TRotator< double > * AtRot,
bool bIgnoreOnDedicatedServer,
USceneComponent * AttachToComponent,
FName BoneName,
AActor * SpawnOwner )
inline

Definition at line 1456 of file Actor.h.

◆ NetActorSpawnActorUnreliable_Implementation()

void AActor::NetActorSpawnActorUnreliable_Implementation ( TSubclassOf< AActor > ActorClass,
UE::Math::TVector< double > * AtLoc,
UE::Math::TRotator< double > * AtRot,
bool bIgnoreOnDedicatedServer,
USceneComponent * AttachToComponent,
FName BoneName,
AActor * SpawnOwner )
inline

Definition at line 1457 of file Actor.h.

◆ NetCullDistanceSquaredField()

float & AActor::NetCullDistanceSquaredField ( )
inline

Definition at line 1120 of file Actor.h.

◆ NetDormancyField()

TEnumAsByte< enum ENetDormancy > & AActor::NetDormancyField ( )
inline

Definition at line 1115 of file Actor.h.

◆ NetDriverNameField()

FName & AActor::NetDriverNameField ( )
inline

Definition at line 1114 of file Actor.h.

◆ NetPriorityField()

float & AActor::NetPriorityField ( )
inline

Definition at line 1124 of file Actor.h.

◆ NetTagField()

int & AActor::NetTagField ( )
inline

Definition at line 1121 of file Actor.h.

◆ NetUpdateFrequencyField()

float & AActor::NetUpdateFrequencyField ( )
inline

Definition at line 1122 of file Actor.h.

◆ NotifyActorBeginCursorOver()

void AActor::NotifyActorBeginCursorOver ( )
inline

Definition at line 1277 of file Actor.h.

◆ NotifyActorBeginOverlap()

void AActor::NotifyActorBeginOverlap ( AActor * OtherActor)
inline

Definition at line 1275 of file Actor.h.

◆ NotifyActorEndCursorOver()

void AActor::NotifyActorEndCursorOver ( )
inline

Definition at line 1278 of file Actor.h.

◆ NotifyActorEndOverlap()

void AActor::NotifyActorEndOverlap ( AActor * OtherActor)
inline

Definition at line 1276 of file Actor.h.

◆ NotifyActorOnClicked()

void AActor::NotifyActorOnClicked ( FKey * ButtonPressed)
inline

Definition at line 1279 of file Actor.h.

◆ NotifyActorOnInputTouchBegin()

void AActor::NotifyActorOnInputTouchBegin ( const ETouchIndex::Type FingerIndex)
inline

Definition at line 1281 of file Actor.h.

◆ NotifyActorOnInputTouchEnd()

void AActor::NotifyActorOnInputTouchEnd ( const ETouchIndex::Type FingerIndex)
inline

Definition at line 1282 of file Actor.h.

◆ NotifyActorOnInputTouchEnter()

void AActor::NotifyActorOnInputTouchEnter ( const ETouchIndex::Type FingerIndex)
inline

Definition at line 1283 of file Actor.h.

◆ NotifyActorOnInputTouchLeave()

void AActor::NotifyActorOnInputTouchLeave ( const ETouchIndex::Type FingerIndex)
inline

Definition at line 1284 of file Actor.h.

◆ NotifyActorOnReleased()

void AActor::NotifyActorOnReleased ( FKey * ButtonReleased)
inline

Definition at line 1280 of file Actor.h.

◆ NotifyHit()

void AActor::NotifyHit ( UPrimitiveComponent * MyComp,
AActor * Other,
UPrimitiveComponent * OtherComp,
bool bSelfMoved,
UE::Math::TVector< double > * HitLocation,
UE::Math::TVector< double > * HitNormal,
UE::Math::TVector< double > * NormalImpulse,
const FHitResult * Hit )
inline

Definition at line 1285 of file Actor.h.

◆ OnActorBeginOverlapField()

FActorBeginOverlapSignature & AActor::OnActorBeginOverlapField ( )
inline

Definition at line 1137 of file Actor.h.

◆ OnActorHitField()

FActorHitSignature & AActor::OnActorHitField ( )
inline

Definition at line 1142 of file Actor.h.

◆ OnBeginCursorOverField()

FActorBeginCursorOverSignature & AActor::OnBeginCursorOverField ( )
inline

Definition at line 1138 of file Actor.h.

◆ OnClickedField()

FActorOnClickedSignature & AActor::OnClickedField ( )
inline

Definition at line 1139 of file Actor.h.

◆ OnEndPlayField()

FActorEndPlaySignature & AActor::OnEndPlayField ( )
inline

Definition at line 1143 of file Actor.h.

◆ OnInputTouchBeginField()

FActorOnInputTouchBeginSignature & AActor::OnInputTouchBeginField ( )
inline

Definition at line 1140 of file Actor.h.

◆ OnInputTouchEnterField()

FActorBeginTouchOverSignature & AActor::OnInputTouchEnterField ( )
inline

Definition at line 1141 of file Actor.h.

◆ OnRep_AttachmentReplication()

void AActor::OnRep_AttachmentReplication ( )
inline

Definition at line 1293 of file Actor.h.

◆ OnRep_ReplicatedMovement()

void AActor::OnRep_ReplicatedMovement ( )
inline

Definition at line 1422 of file Actor.h.

◆ OnSubobjectCreatedFromReplication()

void AActor::OnSubobjectCreatedFromReplication ( UObject * NewSubobject)
inline

Definition at line 1437 of file Actor.h.

◆ OnSubobjectDestroyFromReplication()

void AActor::OnSubobjectDestroyFromReplication ( UObject * Subobject)
inline

Definition at line 1438 of file Actor.h.

◆ OnTakePointDamageField()

FTakePointDamageSignature & AActor::OnTakePointDamageField ( )
inline

Definition at line 1136 of file Actor.h.

◆ OutsideWorldBounds()

void AActor::OutsideWorldBounds ( )
inline

Definition at line 1222 of file Actor.h.

◆ OwnedComponentsField()

TSet< UActorComponent *, DefaultKeyFuncs< UActorComponent *, 0 >, FDefaultSetAllocator > & AActor::OwnedComponentsField ( )
inline

Definition at line 1147 of file Actor.h.

◆ OwnerField()

TObjectPtr< AActor > & AActor::OwnerField ( )
inline

Definition at line 1113 of file Actor.h.

◆ ParentComponentField()

TWeakObjectPtr< UChildActorComponent > & AActor::ParentComponentField ( )
inline

Definition at line 1133 of file Actor.h.

◆ PostActorConstruction()

void AActor::PostActorConstruction ( )
inline

Definition at line 1347 of file Actor.h.

◆ PostCreateBlueprintComponent()

void AActor::PostCreateBlueprintComponent ( UActorComponent * NewActorComp)
inline

Definition at line 1417 of file Actor.h.

◆ PostInitializeComponents()

void AActor::PostInitializeComponents ( )
inline

Definition at line 1445 of file Actor.h.

◆ PostInitProperties()

void AActor::PostInitProperties ( )
inline

Definition at line 1231 of file Actor.h.

◆ PostLoad()

void AActor::PostLoad ( )
inline

Definition at line 1248 of file Actor.h.

◆ PostLoadSubobjects()

void AActor::PostLoadSubobjects ( FObjectInstancingGraph * OuterInstanceGraph)
inline

Definition at line 1249 of file Actor.h.

◆ PostNetInit()

void AActor::PostNetInit ( )
inline

Definition at line 1351 of file Actor.h.

◆ PostNetReceive()

void AActor::PostNetReceive ( )
inline

Definition at line 1421 of file Actor.h.

◆ PostNetReceiveLocationAndRotation()

void AActor::PostNetReceiveLocationAndRotation ( )
inline

Definition at line 1423 of file Actor.h.

◆ PostNetReceivePhysicState()

void AActor::PostNetReceivePhysicState ( )
inline

Definition at line 1424 of file Actor.h.

◆ PostRegisterAllComponents()

void AActor::PostRegisterAllComponents ( )
inline

Definition at line 1221 of file Actor.h.

◆ PostSpawnInitialize()

void AActor::PostSpawnInitialize ( const UE::Math::TTransform< double > * UserSpawnTransform,
AActor * InOwner,
APawn * InInstigator,
bool bRemoteOwned,
bool bNoFail,
bool bDeferConstruction,
bool bDeferBeginPlay,
bool bPrimalDeferConstruction,
ESpawnActorScaleMethod TransformScaleMethod )
inline

Definition at line 1338 of file Actor.h.

◆ PreInitializeComponents()

void AActor::PreInitializeComponents ( )
inline

Definition at line 1401 of file Actor.h.

◆ PreNetReceive()

void AActor::PreNetReceive ( )
inline

Definition at line 1420 of file Actor.h.

◆ PreReplication()

void AActor::PreReplication ( IRepChangedPropertyTracker * ChangedPropertyTracker)
inline

Definition at line 1259 of file Actor.h.

◆ PreReplicationForReplay()

void AActor::PreReplicationForReplay ( IRepChangedPropertyTracker * ChangedPropertyTracker)
inline

Definition at line 1261 of file Actor.h.

◆ PrestreamTextures()

void AActor::PrestreamTextures ( float Seconds,
bool bEnableStreaming,
int CinematicTextureGroups )
inline

Definition at line 1306 of file Actor.h.

◆ PrimaryActorTickField()

FActorTickFunction & AActor::PrimaryActorTickField ( )
inline

Definition at line 1105 of file Actor.h.

◆ ProcessEvent()

void AActor::ProcessEvent ( UFunction * Function,
void * Parameters )
inline

Definition at line 1250 of file Actor.h.

◆ ProcessUserConstructionScript()

void AActor::ProcessUserConstructionScript ( )
inline

Definition at line 1411 of file Actor.h.

◆ PushSelectionToProxies()

void AActor::PushSelectionToProxies ( )
inline

Definition at line 1385 of file Actor.h.

◆ RayTracingGroupIdField()

int & AActor::RayTracingGroupIdField ( )
inline

Definition at line 1110 of file Actor.h.

◆ RealtimeThrottledTick_Implementation()

void AActor::RealtimeThrottledTick_Implementation ( long double DeltaTime)
inline

Definition at line 1408 of file Actor.h.

◆ ReceiveHit()

void AActor::ReceiveHit ( UPrimitiveComponent * MyComp,
AActor * Other,
UPrimitiveComponent * OtherComp,
bool bSelfMoved,
UE::Math::TVector< double > * HitLocation,
UE::Math::TVector< double > * HitNormal,
UE::Math::TVector< double > * NormalImpulse,
const FHitResult * Hit )
inline

Definition at line 1343 of file Actor.h.

◆ RegisterActorTickFunctions()

void AActor::RegisterActorTickFunctions ( bool bRegister,
bool bSaveAndRestoreTickState )
inline

Definition at line 1252 of file Actor.h.

◆ RegisterAllActorTickFunctions()

void AActor::RegisterAllActorTickFunctions ( bool bRegister,
bool bDoComponents,
bool bSaveAndRestoreTickState )
inline

Definition at line 1253 of file Actor.h.

◆ RegisterAllComponents()

void AActor::RegisterAllComponents ( )
inline

Definition at line 1390 of file Actor.h.

◆ RemoveOwnedComponent()

void AActor::RemoveOwnedComponent ( UActorComponent * Component)
inline

Definition at line 1327 of file Actor.h.

◆ RemoveTickPrerequisiteActor()

void AActor::RemoveTickPrerequisiteActor ( AActor * PrerequisiteActor)
inline

Definition at line 1244 of file Actor.h.

◆ RemoveTickPrerequisiteComponent()

void AActor::RemoveTickPrerequisiteComponent ( UActorComponent * PrerequisiteComponent)
inline

Definition at line 1245 of file Actor.h.

◆ Rename()

bool AActor::Rename ( const wchar_t * InName,
UObject * NewOuter,
unsigned int Flags )
inline

Definition at line 1254 of file Actor.h.

◆ ReplicatedComponentsField()

TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > & AActor::ReplicatedComponentsField ( )
inline

Definition at line 1146 of file Actor.h.

◆ ReplicatedMovementField()

FRepMovement & AActor::ReplicatedMovementField ( )
inline

Definition at line 1112 of file Actor.h.

◆ ReplicateSubobjects()

bool AActor::ReplicateSubobjects ( UActorChannel * Channel,
FOutBunch * Bunch,
FReplicationFlags * RepFlags )
inline

Definition at line 1432 of file Actor.h.

◆ ReregisterAllComponents()

void AActor::ReregisterAllComponents ( bool a2)
inline

Definition at line 1393 of file Actor.h.

◆ Reset()

void AActor::Reset ( )
inline

Definition at line 1311 of file Actor.h.

◆ ResetOwnedComponents()

void AActor::ResetOwnedComponents ( )
inline

Definition at line 1230 of file Actor.h.

◆ ResetSpatialComponent()

void AActor::ResetSpatialComponent ( )
inline

Definition at line 1441 of file Actor.h.

◆ RootComponentField()

TObjectPtr< USceneComponent > & AActor::RootComponentField ( )
inline

Definition at line 1130 of file Actor.h.

◆ RouteEndPlay()

void AActor::RouteEndPlay ( const EEndPlayReason::Type EndPlayReason)
inline

Definition at line 1307 of file Actor.h.

◆ SendExecCommand()

void AActor::SendExecCommand ( FName CommandName,
const FNetExecParams * ExecParams,
bool bIsReliable )
inline

Definition at line 1452 of file Actor.h.

◆ Serialize()

void AActor::Serialize ( FArchive * Ar)
inline

Definition at line 1247 of file Actor.h.

◆ ServerHandleNetExecCommand()

bool AActor::ServerHandleNetExecCommand ( APlayerController * FromPC,
FName CommandName,
const FBPNetExecParams * ExecParams )
inline

Definition at line 1208 of file Actor.h.

◆ ServerSendExecCommandToEveryone()

void AActor::ServerSendExecCommandToEveryone ( FName CommandName,
const FBPNetExecParams * ExecParams,
bool bIsReliable,
bool bForceSendToLocalPlayer,
bool bIgnoreRelevancy )
inline

Definition at line 1453 of file Actor.h.

◆ ServerSendExecCommandToPlayer()

void AActor::ServerSendExecCommandToPlayer ( APrimalPlayerController * aPC,
FName CommandName,
const FBPNetExecParams * ExecParams,
bool bIsReliable,
bool bForceSendToLocalPlayer,
bool bIgnoreRelevancy )
inline

Definition at line 1455 of file Actor.h.

◆ ServerSendSimpleExecCommandToEveryone()

void AActor::ServerSendSimpleExecCommandToEveryone ( FName CommandName,
bool bIsReliable,
bool bForceSendToLocalPlayer,
bool bIgnoreRelevancy )
inline

Definition at line 1454 of file Actor.h.

◆ SetActorEnableCollision()

void AActor::SetActorEnableCollision ( bool bNewActorEnableCollision)
inline

Definition at line 1370 of file Actor.h.

◆ SetActorHiddenInGame()

void AActor::SetActorHiddenInGame ( bool bNewHidden)
inline

Definition at line 1369 of file Actor.h.

◆ SetActorLocation()

bool AActor::SetActorLocation ( const UE::Math::TVector< double > * NewLocation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport )
inline

Definition at line 1359 of file Actor.h.

◆ SetActorLocationAndRotation() [1/2]

bool AActor::SetActorLocationAndRotation ( UE::Math::TVector< double > * NewLocation,
const UE::Math::TQuat< double > * NewRotation,
__int64 bSweep )
inline

Definition at line 1363 of file Actor.h.

◆ SetActorLocationAndRotation() [2/2]

bool AActor::SetActorLocationAndRotation ( UE::Math::TVector< double > * NewLocation,
UE::Math::TRotator< double > * NewRotation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport )
inline

Definition at line 1361 of file Actor.h.

◆ SetActorRelativeLocation()

void AActor::SetActorRelativeLocation ( UE::Math::TVector< double > * NewRelativeLocation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport )
inline

Definition at line 1365 of file Actor.h.

◆ SetActorRelativeRotation()

void AActor::SetActorRelativeRotation ( UE::Math::TRotator< double > * NewRelativeRotation,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport )
inline

Definition at line 1366 of file Actor.h.

◆ SetActorRelativeScale3D()

void AActor::SetActorRelativeScale3D ( UE::Math::TVector< double > * NewRelativeScale)
inline

Definition at line 1368 of file Actor.h.

◆ SetActorRelativeTransform()

void AActor::SetActorRelativeTransform ( const UE::Math::TTransform< double > * NewRelativeTransform,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport )
inline

Definition at line 1367 of file Actor.h.

◆ SetActorRotation()

bool AActor::SetActorRotation ( UE::Math::TRotator< double > * NewRotation,
ETeleportType Teleport )
inline

Definition at line 1360 of file Actor.h.

◆ SetActorTransform()

bool AActor::SetActorTransform ( const UE::Math::TTransform< double > * NewTransform,
bool bSweep,
FHitResult * OutSweepHitResult,
ETeleportType Teleport )
inline

Definition at line 1364 of file Actor.h.

◆ SetAutoDestroyWhenFinished()

void AActor::SetAutoDestroyWhenFinished ( bool bVal)
inline

Definition at line 1291 of file Actor.h.

◆ SetCanBeDamaged()

void AActor::SetCanBeDamaged ( bool bInCanBeDamaged)
inline

Definition at line 1407 of file Actor.h.

◆ SetLifeSpan()

void AActor::SetLifeSpan ( float InLifespan)
inline

Definition at line 1399 of file Actor.h.

◆ SetLODParent()

void AActor::SetLODParent ( UPrimitiveComponent * InLODParent,
float InParentDrawDistance )
inline

Definition at line 1405 of file Actor.h.

◆ SetNetDormancy()

void AActor::SetNetDormancy ( ENetDormancy NewDormancy)
inline

Definition at line 1303 of file Actor.h.

◆ SetNetDriverName()

void AActor::SetNetDriverName ( FName NewNetDriverName)
inline

Definition at line 1377 of file Actor.h.

◆ SetNetworkSpatializationParent()

void AActor::SetNetworkSpatializationParent ( AActor * NewParent)
inline

Definition at line 1444 of file Actor.h.

◆ SetOwner()

void AActor::SetOwner ( AActor * NewOwner)
inline

Definition at line 1288 of file Actor.h.

◆ SetReplicateMovement()

void AActor::SetReplicateMovement ( bool bInReplicateMovement)
inline

Definition at line 1349 of file Actor.h.

◆ SetReplicates()

void AActor::SetReplicates ( bool bInReplicates)
inline

Definition at line 1348 of file Actor.h.

◆ SetRootComponent()

bool AActor::SetRootComponent ( USceneComponent * NewRootComponent)
inline

Definition at line 1372 of file Actor.h.

◆ Stasis()

void AActor::Stasis ( )
inline

Definition at line 1440 of file Actor.h.

◆ StaticClass()

static UClass * AActor::StaticClass ( )
inlinestatic

Definition at line 1215 of file Actor.h.

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◆ StaticRegisterNativesAActor()

static void AActor::StaticRegisterNativesAActor ( )
inlinestatic

Definition at line 1344 of file Actor.h.

◆ StopActorSound()

void AActor::StopActorSound ( USoundBase * SoundAsset,
float FadeOutTime )
inline

Definition at line 1459 of file Actor.h.

◆ SwapRoles()

void AActor::SwapRoles ( )
inline

Definition at line 1352 of file Actor.h.

◆ SyncReplicatedPhysicsSimulation()

void AActor::SyncReplicatedPhysicsSimulation ( )
inline

Definition at line 1425 of file Actor.h.

◆ TagsField()

TArray< FName, TSizedDefaultAllocator< 32 > > & AActor::TagsField ( )
inline

Definition at line 1134 of file Actor.h.

◆ TakeDamage()

float AActor::TakeDamage ( float DamageAmount,
const FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 1315 of file Actor.h.

◆ TearOff()

void AActor::TearOff ( )
inline

Definition at line 1310 of file Actor.h.

◆ TeleportTo()

bool AActor::TeleportTo ( const UE::Math::TVector< double > * DestLocation,
const UE::Math::TRotator< double > * DestRotation,
bool bIsATest,
bool bNoCheck )
inline

Definition at line 1240 of file Actor.h.

◆ Tick()

void AActor::Tick ( float DeltaSeconds)
inline

Definition at line 1258 of file Actor.h.

◆ TickActor()

void AActor::TickActor ( float DeltaSeconds,
ELevelTick TickType,
FActorTickFunction * ThisTickFunction )
inline

Definition at line 1257 of file Actor.h.

◆ TimerHandle_LifeSpanExpiredField()

FTimerHandle & AActor::TimerHandle_LifeSpanExpiredField ( )
inline

Definition at line 1131 of file Actor.h.

◆ UninitializeComponents()

void AActor::UninitializeComponents ( const EEndPlayReason::Type * EndPlayReason)
inline

Definition at line 1397 of file Actor.h.

◆ UnregisterAllComponents()

void AActor::UnregisterAllComponents ( bool bForReregister)
inline

Definition at line 1389 of file Actor.h.

◆ Unstasis()

void AActor::Unstasis ( )
inline

Definition at line 1442 of file Actor.h.

◆ UpdateAllReplicatedComponents()

void AActor::UpdateAllReplicatedComponents ( )
inline

Definition at line 1329 of file Actor.h.

◆ UpdateComponentTransforms()

void AActor::UpdateComponentTransforms ( )
inline

Definition at line 1394 of file Actor.h.

◆ UpdateOverlaps()

void AActor::UpdateOverlaps ( bool bDoNotifies)
inline

Definition at line 1269 of file Actor.h.

◆ UpdateOverlapsMethodDuringLevelStreamingField()

EActorUpdateOverlapsMethod & AActor::UpdateOverlapsMethodDuringLevelStreamingField ( )
inline

Definition at line 1106 of file Actor.h.

◆ UpdateReplicatedComponent()

void AActor::UpdateReplicatedComponent ( UActorComponent * Component)
inline

Definition at line 1328 of file Actor.h.

◆ ValidateGeneratedRepEnums()

void AActor::ValidateGeneratedRepEnums ( const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > * ClassReps)
inline

Definition at line 1345 of file Actor.h.

◆ WasRecentlyRendered()

bool AActor::WasRecentlyRendered ( float Tolerance)
inline

Definition at line 1286 of file Actor.h.


The documentation for this struct was generated from the following file: