Ark Server API (ASA) - Wiki
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ACharacter Struct Reference

#include <Actor.h>

+ Inheritance diagram for ACharacter:
+ Collaboration diagram for ACharacter:

Public Member Functions

TObjectPtr< USkeletalMeshComponent > & MeshField ()
 
TObjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
TObjectPtr< UCapsuleComponent > & CapsuleComponentField ()
 
FBasedMovementInfoBasedMovementField ()
 
FReplicatedBasedMovementInfoReplicatedBasedMovementField ()
 
floatAnimRootMotionTranslationScaleField ()
 
UE::Math::TVector< double > & BaseTranslationOffsetField ()
 
UE::Math::TQuat< double > & BaseRotationOffsetField ()
 
long doubleReplicatedServerLastTransformUpdateTimeStampField ()
 
floatReplayLastTransformUpdateTimeStampField ()
 
boolbInBaseReplicationField ()
 
floatCrouchedEyeHeightField ()
 
floatJumpKeyHoldTimeField ()
 
floatJumpOfWaterKeyHoldTimeField ()
 
floatJumpForceTimeRemainingField ()
 
floatProxyJumpForceStartedTimeField ()
 
floatJumpMaxHoldTimeField ()
 
intJumpMaxCountField ()
 
intJumpCurrentCountField ()
 
intJumpCurrentCountPreJumpField ()
 
unsigned intNumActorOverlapEventsCounterField ()
 
FCharacterReachedApexSignatureOnReachedJumpApexField ()
 
FLandedSignatureLandedDelegateField ()
 
FMovementModeChangedSignatureMovementModeChangedDelegateField ()
 
FCharacterMovementUpdatedSignatureOnCharacterMovementUpdatedField ()
 
FRootMotionSourceGroupSavedRootMotionField ()
 
FRootMotionMovementParamsClientRootMotionParamsField ()
 
TArray< FSimulatedRootMotionReplicatedMove, TSizedDefaultAllocator< 32 > > & RootMotionRepMovesField ()
 
FRepRootMotionMontageRepRootMotionField ()
 
long doubleLeftDynamicActorBaseTimeField ()
 
long doubleLastClientForceUpdateMovementTimeField ()
 
BitFieldValue< bool, unsigned __int32bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32bProxyIsJumpForceApplied ()
 
BitFieldValue< bool, unsigned __int32bCurrentlyUpdatingRootMotion ()
 
BitFieldValue< bool, unsigned __int32bPressedJump ()
 
BitFieldValue< bool, unsigned __int32bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32bClientResimulateRootMotionSources ()
 
BitFieldValue< bool, unsigned __int32bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32bClientCheckEncroachmentOnNetUpdate ()
 
BitFieldValue< bool, unsigned __int32bServerMoveIgnoreRootMotion ()
 
BitFieldValue< bool, unsigned __int32bWasJumping ()
 
UPrimitiveComponentGetMovementBase ()
 
UPawnMovementComponentGetMovementComponent ()
 
void ClientAdjustRootMotionSourcePosition (float TimeStamp, FRootMotionSourceGroup *ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, UE::Math::TVector< double > *ServerLoc, FVector_NetQuantizeNormal *ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void OnJumped ()
 
void OnLanded (const FHitResult *Hit)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void PostInitializeComponents ()
 
void CacheInitialMeshOffset (UE::Math::TVector< double > *MeshRelativeLocation, UE::Math::TRotator< double > *MeshRelativeRotation, __int64 a4)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetDefaultHalfHeight ()
 
UActorComponentFindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass)
 
void NotifyJumpApex ()
 
void Landed (const FHitResult *Hit)
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
void ResetJumpState ()
 
bool IsJumpProvidingForce ()
 
void RecalculateBaseEyeHeight ()
 
void OnRep_IsCrouched (__int64 a2)
 
void SetReplicateMovement (bool bInReplicateMovement)
 
bool CanCrouch ()
 
void Crouch (bool bClientSimulation)
 
void UnCrouch (bool bClientSimulation)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void ApplyDamageMomentum (float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void ClearCrossLevelReferences (__int64 a2, __int64 a3, __int64 a4)
 
void SetBase (UPrimitiveComponent *NewBaseComponent, const FName InBoneName, bool bNotifyPawn)
 
void TurnOff ()
 
void Restart ()
 
void PawnClientRestart ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
void TornOff ()
 
void NotifyActorBeginOverlap (AActor *OtherActor)
 
void NotifyActorEndOverlap (AActor *OtherActor)
 
void BaseChange ()
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void LaunchCharacter (UE::Math::TVector< double > *LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, unsigned __int8 PrevCustomMode)
 
bool ShouldNotifyLanded (const FHitResult *Hit)
 
void Jump ()
 
void StopJumping ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearJumpInput (float DeltaTime)
 
float GetJumpMaxHoldTime ()
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void SimulatedRootMotionPositionFixup (float DeltaSeconds)
 
bool RestoreReplicatedMove (const FSimulatedRootMotionReplicatedMove *RootMotionRepMove)
 
void OnUpdateSimulatedPosition (const UE::Math::TVector< double > *OldLocation, const UE::Math::TQuat< double > *OldRotation)
 
void PostNetReceiveLocationAndRotation ()
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetReplicatedCustomConditionState (FCustomPropertyConditionState *OutActiveState)
 
void PreReplicationForReplay (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
UAnimMontageGetCurrentMontage ()
 
void ClientCheatWalk_Implementation ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
bool IsBasedOnDynamicActor ()
 
void ClientForceUpdateMovement_Implementation (UE::Math::TVector< double > *NewLocation, UE::Math::TVector< double > *NewVelocity)
 
- Public Member Functions inherited from APrimalPawn
FRotator_NetQuantizeSmartPitchLastMovementDesiredRotationField ()
 
floatHarvestingDestructionMeshRangeMultiplerField ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventMovementMode ()
 
BitFieldValue< bool, unsigned __int32bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32bClearOnConsume ()
 
BitFieldValue< bool, unsigned __int32bUse_ModifySavedMoveAcceleration_PreRep ()
 
BitFieldValue< bool, unsigned __int32bUse_ModifySavedMoveAcceleration_PostRep ()
 
BitFieldValue< bool, unsigned __int32bSetDefaultMovementMode ()
 
AControllerGetCharacterController ()
 
void SetLastMovementDesiredRotation (const UE::Math::TRotator< double > *InRotation)
 
void InterceptInputEvent (const FString *InputName)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
bool AllowMovementMode (EMovementMode NewMovementMode, unsigned __int8 NewCustomMode)
 
bool PreventMovementMode (EMovementMode NewMovementMode, unsigned __int8 NewCustomMode)
 
APlayerControllerGetOwnerController ()
 
bool IsLocallyControlledByPlayer ()
 
void InitInputComponent ()
 
- Public Member Functions inherited from APawn
floatBaseEyeHeightField ()
 
FieldArray< char, 1 > AutoPossessAIField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
TObjectPtr< APlayerState > & PlayerStateField ()
 
floatBlendedReplayViewPitchField ()
 
TObjectPtr< AController > & LastHitByField ()
 
TObjectPtr< AController > & ControllerField ()
 
TObjectPtr< AController > & PreviousControllerField ()
 
floatAllowedYawErrorField ()
 
UE::Math::TVector< double > & ControlInputVectorField ()
 
UE::Math::TVector< double > & LastControlInputVectorField ()
 
TSubclassOf< UInputComponent > & OverrideInputComponentClassField ()
 
BitFieldValue< bool, unsigned __int32bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32bForceUseCustomCameraComponent ()
 
BitFieldValue< bool, unsigned __int32bDisableControllerDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32bProcessingOutsideWorldBounds ()
 
BitFieldValue< bool, unsigned __int32bIsLocalViewTarget ()
 
bool IsPawnControlled ()
 
AShooterPlayerStateGetPlayerState ()
 
void PostLoad ()
 
void BeginPlay ()
 
void GetMoveGoalReachTest (const AActor *MovingActor, const UE::Math::TVector< double > *MoveOffset, UE::Math::TVector< double > *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void PreInitializeComponents ()
 
void PostInitializeComponents ()
 
void PostRegisterAllComponents ()
 
UPawnMovementComponentGetMovementComponent ()
 
void UpdateNavAgent ()
 
void SetCanAffectNavigationGeneration (bool bNewValue, bool bForceUpdate)
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
bool IsLocallyControlled ()
 
bool IsPlayerControlled ()
 
bool IsBotControlled ()
 
bool ReachedDesiredRotation ()
 
float GetDefaultHalfHeight ()
 
bool ShouldTickIfViewportsOnly ()
 
void SpawnDefaultController ()
 
void TurnOff ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
APlayerControllerGetLocalViewingPlayerController ()
 
void PawnClientRestart ()
 
void NotifyRestarted ()
 
void Destroyed ()
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
bool ShouldTakeDamage (float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float TakeDamage (float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void OnRep_Controller ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
void NotifyControllerChanged ()
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
UInputComponentCreatePlayerInputComponent ()
 
void DestroyPlayerInputComponent ()
 
bool IsMoveInputIgnored ()
 
void AddMovementInput (UE::Math::TVector< double > *WorldDirection, float ScaleValue, bool bForce)
 
void AddControllerPitchInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddControllerRollInput (float Val)
 
void Restart ()
 
APhysicsVolumeGetPawnPhysicsVolume ()
 
APhysicsVolumeGetPhysicsVolume ()
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
FStringGetHumanReadableName (FString *result)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void GetActorEyesViewPoint (UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)
 
bool InFreeCam ()
 
void OutsideWorldBounds ()
 
void FaceRotation (UE::Math::TRotator< double > *NewControlRotation, float DeltaTime)
 
void DetachFromControllerPendingDestroy ()
 
AControllerGetDamageInstigator (AController *InstigatedBy, const UDamageType *DamageType)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
void PostNetReceiveVelocity (const UE::Math::TVector< double > *NewVelocity)
 
void PostNetReceiveLocationAndRotation ()
 
bool IsBasedOnActor (const AActor *Other)
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
const FNavAgentPropertiesGetNavAgentPropertiesRef ()
 
FVectorGetPawnViewLocation (FVector *result)
 
- Public Member Functions inherited from AActor
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 StaticRegisterNativesACharacter ()
 
- Static Public Member Functions inherited from APrimalPawn
static UClassStaticClass ()
 
static void StaticRegisterNativesAPrimalPawn ()
 
- Static Public Member Functions inherited from APawn
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesAPawn ()
 
- Static Public Member Functions inherited from AActor
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 4193 of file Actor.h.

Member Function Documentation

◆ AnimRootMotionTranslationScaleField()

float & ACharacter::AnimRootMotionTranslationScaleField ( )
inline

Definition at line 4202 of file Actor.h.

◆ ApplyDamageMomentum()

void ACharacter::ApplyDamageMomentum ( float DamageTaken,
const FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 4273 of file Actor.h.

◆ BaseChange()

void ACharacter::BaseChange ( )
inline

Definition at line 4284 of file Actor.h.

◆ BasedMovementField()

FBasedMovementInfo & ACharacter::BasedMovementField ( )
inline

Definition at line 4200 of file Actor.h.

◆ BaseRotationOffsetField()

UE::Math::TQuat< double > & ACharacter::BaseRotationOffsetField ( )
inline

Definition at line 4204 of file Actor.h.

◆ BaseTranslationOffsetField()

UE::Math::TVector< double > & ACharacter::BaseTranslationOffsetField ( )
inline

Definition at line 4203 of file Actor.h.

◆ bClientCheckEncroachmentOnNetUpdate()

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientCheckEncroachmentOnNetUpdate ( )
inline

Definition at line 4240 of file Actor.h.

◆ bClientResimulateRootMotion()

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientResimulateRootMotion ( )
inline

Definition at line 4237 of file Actor.h.

◆ bClientResimulateRootMotionSources()

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientResimulateRootMotionSources ( )
inline

Definition at line 4238 of file Actor.h.

◆ bClientUpdating()

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientUpdating ( )
inline

Definition at line 4235 of file Actor.h.

◆ bClientWasFalling()

BitFieldValue< bool, unsigned __int32 > ACharacter::bClientWasFalling ( )
inline

Definition at line 4236 of file Actor.h.

◆ bCurrentlyUpdatingRootMotion()

BitFieldValue< bool, unsigned __int32 > ACharacter::bCurrentlyUpdatingRootMotion ( )
inline

Definition at line 4233 of file Actor.h.

◆ bInBaseReplicationField()

bool & ACharacter::bInBaseReplicationField ( )
inline

Definition at line 4207 of file Actor.h.

◆ bIsCrouched()

BitFieldValue< bool, unsigned __int32 > ACharacter::bIsCrouched ( )
inline

Definition at line 4231 of file Actor.h.

◆ bPressedJump()

BitFieldValue< bool, unsigned __int32 > ACharacter::bPressedJump ( )
inline

Definition at line 4234 of file Actor.h.

◆ bProxyIsJumpForceApplied()

BitFieldValue< bool, unsigned __int32 > ACharacter::bProxyIsJumpForceApplied ( )
inline

Definition at line 4232 of file Actor.h.

◆ bServerMoveIgnoreRootMotion()

BitFieldValue< bool, unsigned __int32 > ACharacter::bServerMoveIgnoreRootMotion ( )
inline

Definition at line 4241 of file Actor.h.

◆ bSimGravityDisabled()

BitFieldValue< bool, unsigned __int32 > ACharacter::bSimGravityDisabled ( )
inline

Definition at line 4239 of file Actor.h.

◆ bWasJumping()

BitFieldValue< bool, unsigned __int32 > ACharacter::bWasJumping ( )
inline

Definition at line 4242 of file Actor.h.

◆ CacheInitialMeshOffset()

void ACharacter::CacheInitialMeshOffset ( UE::Math::TVector< double > * MeshRelativeLocation,
UE::Math::TRotator< double > * MeshRelativeRotation,
__int64 a4 )
inline

Definition at line 4255 of file Actor.h.

◆ CanCrouch()

bool ACharacter::CanCrouch ( )
inline

Definition at line 4268 of file Actor.h.

◆ CanJump()

bool ACharacter::CanJump ( )
inline

Definition at line 4261 of file Actor.h.

◆ CanJumpInternal_Implementation()

bool ACharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 4262 of file Actor.h.

◆ CapsuleComponentField()

TObjectPtr< UCapsuleComponent > & ACharacter::CapsuleComponentField ( )
inline

Definition at line 4199 of file Actor.h.

◆ CharacterMovementField()

TObjectPtr< UCharacterMovementComponent > & ACharacter::CharacterMovementField ( )
inline

Definition at line 4198 of file Actor.h.

◆ CheckJumpInput()

void ACharacter::CheckJumpInput ( float DeltaTime)
inline

Definition at line 4291 of file Actor.h.

◆ ClearCrossLevelReferences()

void ACharacter::ClearCrossLevelReferences ( __int64 a2,
__int64 a3,
__int64 a4 )
inline

Definition at line 4274 of file Actor.h.

◆ ClearJumpInput()

void ACharacter::ClearJumpInput ( float DeltaTime)
inline

Definition at line 4292 of file Actor.h.

◆ ClientAdjustRootMotionSourcePosition()

void ACharacter::ClientAdjustRootMotionSourcePosition ( float TimeStamp,
FRootMotionSourceGroup * ServerRootMotion,
bool bHasAnimRootMotion,
float ServerMontageTrackPosition,
UE::Math::TVector< double > * ServerLoc,
FVector_NetQuantizeNormal * ServerRotation,
float ServerVelZ,
UPrimitiveComponent * ServerBase,
FName ServerBoneName,
bool bHasBase,
bool bBaseRelativePosition,
unsigned __int8 ServerMovementMode )
inline

Definition at line 4249 of file Actor.h.

◆ ClientCheatFly_Implementation()

void ACharacter::ClientCheatFly_Implementation ( )
inline

Definition at line 4310 of file Actor.h.

◆ ClientCheatGhost_Implementation()

void ACharacter::ClientCheatGhost_Implementation ( )
inline

Definition at line 4311 of file Actor.h.

◆ ClientCheatWalk_Implementation()

void ACharacter::ClientCheatWalk_Implementation ( )
inline

Definition at line 4309 of file Actor.h.

◆ ClientForceUpdateMovement_Implementation()

void ACharacter::ClientForceUpdateMovement_Implementation ( UE::Math::TVector< double > * NewLocation,
UE::Math::TVector< double > * NewVelocity )
inline

Definition at line 4313 of file Actor.h.

◆ ClientRootMotionParamsField()

FRootMotionMovementParams & ACharacter::ClientRootMotionParamsField ( )
inline

Definition at line 4223 of file Actor.h.

◆ Crouch()

void ACharacter::Crouch ( bool bClientSimulation)
inline

Definition at line 4269 of file Actor.h.

◆ CrouchedEyeHeightField()

float & ACharacter::CrouchedEyeHeightField ( )
inline

Definition at line 4208 of file Actor.h.

◆ DisplayDebug()

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

Definition at line 4285 of file Actor.h.

◆ FindComponentByClass()

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

Definition at line 4258 of file Actor.h.

◆ GetCurrentMontage()

UAnimMontage * ACharacter::GetCurrentMontage ( )
inline

Definition at line 4308 of file Actor.h.

◆ GetDefaultHalfHeight()

float ACharacter::GetDefaultHalfHeight ( )
inline

Definition at line 4257 of file Actor.h.

◆ GetJumpMaxHoldTime()

float ACharacter::GetJumpMaxHoldTime ( )
inline

Definition at line 4293 of file Actor.h.

◆ GetLifetimeReplicatedProps()

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

Definition at line 4305 of file Actor.h.

◆ GetMovementBase()

UPrimitiveComponent * ACharacter::GetMovementBase ( )
inline

Definition at line 4247 of file Actor.h.

◆ GetMovementComponent()

UPawnMovementComponent * ACharacter::GetMovementComponent ( )
inline

Definition at line 4248 of file Actor.h.

◆ GetReplicatedCustomConditionState()

void ACharacter::GetReplicatedCustomConditionState ( FCustomPropertyConditionState * OutActiveState)
inline

Definition at line 4303 of file Actor.h.

◆ GetSimpleCollisionCylinder()

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

Definition at line 4256 of file Actor.h.

◆ IsBasedOnDynamicActor()

bool ACharacter::IsBasedOnDynamicActor ( )
inline

Definition at line 4312 of file Actor.h.

◆ IsJumpProvidingForce()

bool ACharacter::IsJumpProvidingForce ( )
inline

Definition at line 4264 of file Actor.h.

◆ Jump()

void ACharacter::Jump ( )
inline

Definition at line 4289 of file Actor.h.

◆ JumpCurrentCountField()

int & ACharacter::JumpCurrentCountField ( )
inline

Definition at line 4215 of file Actor.h.

◆ JumpCurrentCountPreJumpField()

int & ACharacter::JumpCurrentCountPreJumpField ( )
inline

Definition at line 4216 of file Actor.h.

◆ JumpForceTimeRemainingField()

float & ACharacter::JumpForceTimeRemainingField ( )
inline

Definition at line 4211 of file Actor.h.

◆ JumpKeyHoldTimeField()

float & ACharacter::JumpKeyHoldTimeField ( )
inline

Definition at line 4209 of file Actor.h.

◆ JumpMaxCountField()

int & ACharacter::JumpMaxCountField ( )
inline

Definition at line 4214 of file Actor.h.

◆ JumpMaxHoldTimeField()

float & ACharacter::JumpMaxHoldTimeField ( )
inline

Definition at line 4213 of file Actor.h.

◆ JumpOfWaterKeyHoldTimeField()

float & ACharacter::JumpOfWaterKeyHoldTimeField ( )
inline

Definition at line 4210 of file Actor.h.

◆ Landed()

void ACharacter::Landed ( const FHitResult * Hit)
inline

Definition at line 4260 of file Actor.h.

◆ LandedDelegateField()

FLandedSignature & ACharacter::LandedDelegateField ( )
inline

Definition at line 4219 of file Actor.h.

◆ LastClientForceUpdateMovementTimeField()

long double & ACharacter::LastClientForceUpdateMovementTimeField ( )
inline

Definition at line 4227 of file Actor.h.

◆ LaunchCharacter()

void ACharacter::LaunchCharacter ( UE::Math::TVector< double > * LaunchVelocity,
bool bXYOverride,
bool bZOverride )
inline

Definition at line 4286 of file Actor.h.

◆ LeftDynamicActorBaseTimeField()

long double & ACharacter::LeftDynamicActorBaseTimeField ( )
inline

Definition at line 4226 of file Actor.h.

◆ MeshField()

TObjectPtr< USkeletalMeshComponent > & ACharacter::MeshField ( )
inline

Definition at line 4197 of file Actor.h.

◆ MovementModeChangedDelegateField()

FMovementModeChangedSignature & ACharacter::MovementModeChangedDelegateField ( )
inline

Definition at line 4220 of file Actor.h.

◆ NotifyActorBeginOverlap()

void ACharacter::NotifyActorBeginOverlap ( AActor * OtherActor)
inline

Definition at line 4282 of file Actor.h.

◆ NotifyActorEndOverlap()

void ACharacter::NotifyActorEndOverlap ( AActor * OtherActor)
inline

Definition at line 4283 of file Actor.h.

◆ NotifyJumpApex()

void ACharacter::NotifyJumpApex ( )
inline

Definition at line 4259 of file Actor.h.

◆ NumActorOverlapEventsCounterField()

unsigned int & ACharacter::NumActorOverlapEventsCounterField ( )
inline

Definition at line 4217 of file Actor.h.

◆ OnCharacterMovementUpdatedField()

FCharacterMovementUpdatedSignature & ACharacter::OnCharacterMovementUpdatedField ( )
inline

Definition at line 4221 of file Actor.h.

◆ OnEndCrouch()

void ACharacter::OnEndCrouch ( float HeightAdjust,
float ScaledHeightAdjust )
inline

Definition at line 4271 of file Actor.h.

◆ OnJumped()

void ACharacter::OnJumped ( )
inline

Definition at line 4250 of file Actor.h.

◆ OnLanded()

void ACharacter::OnLanded ( const FHitResult * Hit)
inline

Definition at line 4251 of file Actor.h.

◆ OnMovementModeChanged()

void ACharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
unsigned __int8 PrevCustomMode )
inline

Definition at line 4287 of file Actor.h.

◆ OnReachedJumpApexField()

FCharacterReachedApexSignature & ACharacter::OnReachedJumpApexField ( )
inline

Definition at line 4218 of file Actor.h.

◆ OnRep_IsCrouched()

void ACharacter::OnRep_IsCrouched ( __int64 a2)
inline

Definition at line 4266 of file Actor.h.

◆ OnRep_ReplicatedBasedMovement()

void ACharacter::OnRep_ReplicatedBasedMovement ( )
inline

Definition at line 4296 of file Actor.h.

◆ OnRep_ReplicatedMovement()

void ACharacter::OnRep_ReplicatedMovement ( )
inline

Definition at line 4297 of file Actor.h.

◆ OnStartCrouch()

void ACharacter::OnStartCrouch ( float HeightAdjust,
float ScaledHeightAdjust )
inline

Definition at line 4272 of file Actor.h.

◆ OnUpdateSimulatedPosition()

void ACharacter::OnUpdateSimulatedPosition ( const UE::Math::TVector< double > * OldLocation,
const UE::Math::TQuat< double > * OldRotation )
inline

Definition at line 4300 of file Actor.h.

◆ PawnClientRestart()

void ACharacter::PawnClientRestart ( )
inline

Definition at line 4278 of file Actor.h.

◆ PlayAnimMontage()

float ACharacter::PlayAnimMontage ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 4306 of file Actor.h.

◆ PossessedBy()

void ACharacter::PossessedBy ( AController * NewController)
inline

Definition at line 4279 of file Actor.h.

◆ PostInitializeComponents()

void ACharacter::PostInitializeComponents ( )
inline

Definition at line 4254 of file Actor.h.

◆ PostNetReceive()

void ACharacter::PostNetReceive ( )
inline

Definition at line 4295 of file Actor.h.

◆ PostNetReceiveLocationAndRotation()

void ACharacter::PostNetReceiveLocationAndRotation ( )
inline

Definition at line 4301 of file Actor.h.

◆ PreNetReceive()

void ACharacter::PreNetReceive ( )
inline

Definition at line 4294 of file Actor.h.

◆ PreReplication()

void ACharacter::PreReplication ( IRepChangedPropertyTracker * ChangedPropertyTracker)
inline

Definition at line 4302 of file Actor.h.

◆ PreReplicationForReplay()

void ACharacter::PreReplicationForReplay ( IRepChangedPropertyTracker * ChangedPropertyTracker)
inline

Definition at line 4304 of file Actor.h.

◆ ProxyJumpForceStartedTimeField()

float & ACharacter::ProxyJumpForceStartedTimeField ( )
inline

Definition at line 4212 of file Actor.h.

◆ RecalculateBaseEyeHeight()

void ACharacter::RecalculateBaseEyeHeight ( )
inline

Definition at line 4265 of file Actor.h.

◆ ReplayLastTransformUpdateTimeStampField()

float & ACharacter::ReplayLastTransformUpdateTimeStampField ( )
inline

Definition at line 4206 of file Actor.h.

◆ ReplicatedBasedMovementField()

FReplicatedBasedMovementInfo & ACharacter::ReplicatedBasedMovementField ( )
inline

Definition at line 4201 of file Actor.h.

◆ ReplicatedServerLastTransformUpdateTimeStampField()

long double & ACharacter::ReplicatedServerLastTransformUpdateTimeStampField ( )
inline

Definition at line 4205 of file Actor.h.

◆ RepRootMotionField()

FRepRootMotionMontage & ACharacter::RepRootMotionField ( )
inline

Definition at line 4225 of file Actor.h.

◆ ResetJumpState()

void ACharacter::ResetJumpState ( )
inline

Definition at line 4263 of file Actor.h.

◆ Restart()

void ACharacter::Restart ( )
inline

Definition at line 4277 of file Actor.h.

◆ RestoreReplicatedMove()

bool ACharacter::RestoreReplicatedMove ( const FSimulatedRootMotionReplicatedMove * RootMotionRepMove)
inline

Definition at line 4299 of file Actor.h.

◆ RootMotionRepMovesField()

TArray< FSimulatedRootMotionReplicatedMove, TSizedDefaultAllocator< 32 > > & ACharacter::RootMotionRepMovesField ( )
inline

Definition at line 4224 of file Actor.h.

◆ SavedRootMotionField()

FRootMotionSourceGroup & ACharacter::SavedRootMotionField ( )
inline

Definition at line 4222 of file Actor.h.

◆ SetBase()

void ACharacter::SetBase ( UPrimitiveComponent * NewBaseComponent,
const FName InBoneName,
bool bNotifyPawn )
inline

Definition at line 4275 of file Actor.h.

◆ SetReplicateMovement()

void ACharacter::SetReplicateMovement ( bool bInReplicateMovement)
inline

Definition at line 4267 of file Actor.h.

◆ ShouldNotifyLanded()

bool ACharacter::ShouldNotifyLanded ( const FHitResult * Hit)
inline

Definition at line 4288 of file Actor.h.

◆ SimulatedRootMotionPositionFixup()

void ACharacter::SimulatedRootMotionPositionFixup ( float DeltaSeconds)
inline

Definition at line 4298 of file Actor.h.

◆ StaticClass()

static UClass * ACharacter::StaticClass ( )
inlinestatic

Definition at line 4246 of file Actor.h.

◆ StaticRegisterNativesACharacter()

static void ACharacter::StaticRegisterNativesACharacter ( )
inlinestatic

Definition at line 4252 of file Actor.h.

◆ StopAnimMontage()

void ACharacter::StopAnimMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 4307 of file Actor.h.

◆ StopJumping()

void ACharacter::StopJumping ( )
inline

Definition at line 4290 of file Actor.h.

◆ TornOff()

void ACharacter::TornOff ( )
inline

Definition at line 4281 of file Actor.h.

◆ TurnOff()

void ACharacter::TurnOff ( )
inline

Definition at line 4276 of file Actor.h.

◆ UnCrouch()

void ACharacter::UnCrouch ( bool bClientSimulation)
inline

Definition at line 4270 of file Actor.h.

◆ UnPossessed()

void ACharacter::UnPossessed ( )
inline

Definition at line 4280 of file Actor.h.

◆ ValidateGeneratedRepEnums()

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

Definition at line 4253 of file Actor.h.


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