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AGameMode Member List

This is the complete list of members for AGameMode, including all inherited members.

__vftableField()UObjectBaseinline
AbortMatch()AGameModeinline
ActorHasBegunPlay()AActorinline
ActorHasTag(FName Tag)AActorinline
ActorLineTraceSingle(FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)AActorinline
ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)AActorinline
ActorUsingQuickActionField()UPrimalActorinline
AddComponent(FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)AActorinline
AddComponentForReplication(UActorComponent *Component)AActorinline
AddControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
AddInactivePlayer(APlayerState *PlayerState, APlayerController *PC)AGameModeinline
AddInstanceComponent(UActorComponent *Component)AActorinline
AddOwnedComponent(UActorComponent *Component)AActorinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)UObjectBaseUtilityinline
AllowActorComponentToReplicate(const UActorComponent *ComponentToReplicate)AActorinline
AllowCheats(APlayerController *P)AGameModeBaseinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)UPrimalActorinline
AllowManualMultiUseActivation(APlayerController *ForPC)UPrimalActorinline
AllowPausing(APlayerController *PC)AGameModeBaseinline
AllowSaving()UPrimalActorinline
AllowSeamlessTravel()UPrimalActorinline
ApplyWorldOffset(const UE::Math::TVector< double > *InOffset, bool bWorldShift)AActorinline
AreAllOuterObjectsValid()UObjectinline
AssetVersePathTagName()UObjectinlinestatic
AsyncPhysicsTickActor(float DeltaTime, float SimTime)AActorinline
AttachmentReplicationField()AActorinline
AttachToActor(AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AttachToComponent(USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AutoReceiveInputField()AActorinline
bActorBeginningPlayFromLevelStreaming()AActorinline
bActorEnableCollision()AActorinline
bActorInitialized()AActorinline
bActorIsBeingConstructed()AActorinline
bActorIsBeingDestroyed()AActorinline
bActorPreventPhysicsSceneRegistration()AActorinline
bActorSeamlessTraveled()AActorinline
bActorWantsDestroyDuringBeginPlay()AActorinline
bAddedPerformanceThrottledTick()UPrimalActorinline
bAddedRealtimeThrottledTick()UPrimalActorinline
bAddedServerThrottledTick()UPrimalActorinline
bAddedTagsList()UPrimalActorinline
bAllowReceiveTickEventOnDedicatedServer()AActorinline
bAllowTickBeforeBeginPlay()AActorinline
bAlwaysCreatePhysicsState()UPrimalActorinline
bAlwaysRelevant()AActorinline
bAlwaysRelevantPrimalStructure()UPrimalActorinline
bAsyncPhysicsTickEnabled()AActorinline
bAttachmentReplicationUseNetworkParent()UPrimalActorinline
bAutoDestroyWhenFinished()AActorinline
bAutoStasis()UPrimalActorinline
bBlockInput()AActorinline
bBlueprintMultiUseEntries()UPrimalActorinline
bBPInventoryItemUsedHandlesDurability()UPrimalActorinline
bBPPostInitializeComponents()UPrimalActorinline
bBPPreInitializeComponents()UPrimalActorinline
bCallPreReplication()AActorinline
bCallPreReplicationForReplay()AActorinline
bCanBeDamaged()AActorinline
bCanBeInCluster()AActorinline
bClimbable()UPrimalActorinline
bCollideWhenPlacing()AActorinline
bDeferredBeginPlay()AActorinline
bDelayedStart()AGameModeinline
bDisableRigidBodyAnimNodes()AActorinline
bDormantNetMulticastForceFullReplication()UPrimalActorinline
BecomeViewTarget(APlayerController *PC)AActorinline
BeginDestroy()AActorinline
BeginPlay()AActorinline
bEnableAutoLODGeneration()AActorinline
bEnableMultiUse()UPrimalActorinline
bExchangedRoles()AActorinline
bFindCameraComponentWhenViewTarget()AActorinline
bForceAllowNetMulticast()UPrimalActorinline
bForcedHudDrawingRequiresSameTeam()UPrimalActorinline
bForceHiddenReplication()UPrimalActorinline
bForceHighQualityViewerReplication()AActorinline
bForceIgnoreSpatialComponent()UPrimalActorinline
bForceInfiniteDrawDistance()UPrimalActorinline
bForceNetAddressable()AActorinline
bForceNetworkSpatialization()UPrimalActorinline
bForcePreventSeamlessTravel()UPrimalActorinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()UPrimalActorinline
bGenerateOverlapEventsDuringLevelStreaming()AActorinline
bHasDeferredComponentRegistration()AActorinline
bHasFinishedSpawning()AActorinline
bHasHighVolumeRPCs()UPrimalActorinline
bHasRegisteredAllComponents()AActorinline
bHibernateChange()UPrimalActorinline
bHidden()AActorinline
bIgnoredByCharacterEncroachment()UPrimalActorinline
bIgnoreNetworkRangeScaling()UPrimalActorinline
bIgnoresOriginShifting()AActorinline
bIsDestroyedFromChildActorComponent()UPrimalActorinline
bIsEditorOnlyActor()AActorinline
bIsFromChildActorComponent()UPrimalActorinline
bIsInstancedFoliage()UPrimalActorinline
bIsMapActor()UPrimalActorinline
bIsPrimalCharacter()UPrimalActorinline
bIsPrimalDino()UPrimalActorinline
bIsPrimalStructure()UPrimalActorinline
bIsPrimalStructureExplosive()UPrimalActorinline
bIsShooterCharacter()UPrimalActorinline
bIsShooterPlayerController()UPrimalActorinline
bIsValidUnstasisCaster()UPrimalActorinline
bLoadedFromSaveGame()UPrimalActorinline
BlueprintCreatedComponentsField()AActorinline
bMultiUseCenterHUD()UPrimalActorinline
bNetCheckedInitialPhysicsState()AActorinline
bNetCritical()UPrimalActorinline
bNetLoadOnClient()AActorinline
bNetMulticasting()UPrimalActorinline
bNetStartup()AActorinline
bNetTemporary()AActorinline
bNetUseClientRelevancy()UPrimalActorinline
bNetUseOwnerRelevancy()AActorinline
bNetworkSpatializationForceRelevancyCheck()UPrimalActorinline
bOnlyInitialReplication()UPrimalActorinline
bOnlyRelevantToOwner()AActorinline
bOnlyReplicateOnNetForcedUpdate()UPrimalActorinline
BPAttachedRootComponent()UPrimalActorinline
bPauseable()AGameModeBaseinline
BPClientHandleNetExecCommand(FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)AActorinline
bPendingUnstasis()UPrimalActorinline
BPOverrideServerMultiUseAcceptRange_Implementation()UPrimalActorinline
bPreventActorStasis()UPrimalActorinline
bPreventCharacterBasing()UPrimalActorinline
bPreventCharacterBasingAllowSteppingUp()UPrimalActorinline
bPreventCliffPlatforms()UPrimalActorinline
bPreventLevelBoundsRelevant()UPrimalActorinline
bPreventNPCSpawnFloor()UPrimalActorinline
bPreventOnDedicatedServer()UPrimalActorinline
bPreventRegularForceNetUpdate()UPrimalActorinline
bPreventSaving()UPrimalActorinline
bPrimalDeferredConstruction()AActorinline
bRealtimeThrottledTickUseNativeTick()UPrimalActorinline
bRelevantForLevelBounds()AActorinline
bRelevantForNetworkReplays()AActorinline
bReplayRewindable()AActorinline
bReplicateHidden()UPrimalActorinline
bReplicateMovement()AActorinline
bReplicates()AActorinline
bReplicateUsingRegisteredSubObjectList()AActorinline
Broadcast(AActor *Sender, const FString *Msg, FName Type)AGameModeinline
BroadcastLocalized(AActor *Sender, TSubclassOf< ULocalMessage > Message, int Switch, APlayerState *RelatedPlayerState_1, APlayerState *RelatedPlayerState_2, UObject *OptionalObject)AGameModeinline
bRunningUserConstructionScript()AActorinline
bSavedWhenStasised()UPrimalActorinline
bStartPlayersAsSpectators()AGameModeBaseinline
bStasisComponentRadiusForceDistanceCheck()UPrimalActorinline
bStasised()UPrimalActorinline
bTearOff()AActorinline
bTickFunctionsRegistered()AActorinline
BuildReplicatedComponentsInfo()AActorinline
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)UObjectinline
bUnstreamComponentsUseEndOverlap()UPrimalActorinline
bUseAttachmentReplication()UPrimalActorinline
bUseBPAllowActorSpawn()UPrimalActorinline
bUseBPChangedActorTeam()UPrimalActorinline
bUseBPCheckForErrors()UPrimalActorinline
bUseBPCustomIsRelevantForClient()UPrimalActorinline
bUseBPDrawEntry()UPrimalActorinline
bUseBPFilterMultiUseEntries()UPrimalActorinline
bUseBPForceAllowsInventoryUse()UPrimalActorinline
bUseBPGetBonesToHideOnAllocation()UPrimalActorinline
bUseBPGetHUDDrawLocationOffset()UPrimalActorinline
bUseBPGetMultiUseCenterText()UPrimalActorinline
bUseBPGetShowDebugAnimationComponents()UPrimalActorinline
bUseBPInventoryItemDropped()UPrimalActorinline
bUseBPInventoryItemUsed()UPrimalActorinline
bUseBPOverrideTargetingLocation()UPrimalActorinline
bUseBPOverrideUILocation()UPrimalActorinline
bUseBPPreventAttachments()UPrimalActorinline
bUseCanMoveThroughActor()UPrimalActorinline
bUseNetworkSpatialization()UPrimalActorinline
bUseOnlyPointForLevelBounds()UPrimalActorinline
bUseSeamlessTravel()AGameModeBaseinline
bUseStasisGrid()UPrimalActorinline
bWantsPerformanceThrottledTick()UPrimalActorinline
bWantsRealtimeThrottledTick()UPrimalActorinline
bWantsServerThrottledTick()UPrimalActorinline
bWasForceIgnoreSpatialComponent()UPrimalActorinline
bWillStasisAfterSpawn()UPrimalActorinline
CachedStasisGridIndexField()AActorinline
CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)AActorinline
CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)UObjectinline
CallPreReplication(UNetDriver *NetDriver)AActorinline
CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)AActorinline
CanBeDamaged()AActorinline
CanBeInCluster()AActorinline
CanServerTravel(const FString *URL, bool bAbsolute)AGameModeinline
ChangeActorTeam(int NewTeam)UPrimalActorinline
ChangeName(AController *Other, const FString *S, bool bNameChange)AGameModeBaseinline
CheckActorComponents()AActorinline
CheckBPAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)UPrimalActorinline
CheckComponentInstanceName(const FName InName)AActorinline
CheckDefaultSubobjects(bool bForceCheck)UObjectinline
CheckDefaultSubobjectsInternal()AActorinline
CheckStillInWorld()AActorinline
ChildrenField()AActorinline
ChoosePlayerStart(AController *Player)AGameModeBaseinline
ChoosePlayerStart_Implementation(AController *Player)AGameModeBaseinline
ClassField()UObjectBaseinline
ClassPrivateField()UObjectBaseinline
ClearComponentOverlaps()AActorinline
ClearCrossLevelReferences()AActorinline
ClearNetworkSpatializationParent()AActorinline
ClearPause()AGameModeBaseinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
ClientReplicationSendNowThresholdField()UPrimalActorinline
CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
ControllingMatineeActorsField()UPrimalActorinline
ControlRigNotify(FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)UPrimalActorinline
CopyRemoteRoleFrom(const AActor *CopyFromActor)AActorinline
CreateCluster()UObjectBaseUtilityinline
CreateComponentFromTemplate(UActorComponent *Template, const FName InName)AActorinline
CreateComponentFromTemplateData(const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)AActorinline
CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)UObjectinline
CreateInputComponent(TSubclassOf< UInputComponent > InputComponentToCreate)AActorinline
CreationTimeField()AActorinline
CustomActorFlagsField()UPrimalActorinline
CustomDataField()UPrimalActorinline
CustomTagField()UPrimalActorinline
CustomTimeDilationField()AActorinline
DefaultPawnClassField()AGameModeBaseinline
DefaultPlayerNameField()AGameModeBaseinline
DefaultStasisComponentOctreeFlagsField()UPrimalActorinline
DefaultStasisedOctreeFlagsField()UPrimalActorinline
DefaultUnstasisedOctreeFlagsField()UPrimalActorinline
DeferredMovementComponentField()UPrimalActorinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DesiredRepGraphBehaviorField()UPrimalActorinline
Destroy(bool bNetForce, bool bShouldModifyLevel)AActorinline
DestroyConstructedComponents()AActorinline
Destroyed()AActorinline
DetachFenceField()AActorinline
DetachRootComponentFromParent(bool bMaintainWorldPosition)AActorinline
DisableComponentsSimulatePhysics()AActorinline
DisableInput(APlayerController *PlayerController)AActorinline
DispatchBeginPlay(bool bFromLevelStreaming)AActorinline
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)AActorinline
DispatchPhysicsCollisionHit(const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)AActorinline
DisplayDebug(UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)AActorinline
DrawBasicFloatingHUD(AHUD *ForHUD)UPrimalActorinline
EnableInput(APlayerController *PlayerController)AActorinline
EndMatch()AGameModeinline
EndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
EndViewTarget(APlayerController *PC)AActorinline
EngineMessageClassField()AGameModeinline
ExecuteConstruction(const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
FailedToRestartPlayer(AController *NewPlayer)AGameModeBaseinline
FellOutOfWorld(const UDamageType *dmgType)AActorinline
FilterMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)UPrimalActorinline
FindComponentByClass(const TSubclassOf< UActorComponent > ComponentClass)AActorinline
FindComponentByInterface(const TSubclassOf< UInterface > Interface)AActorinline
FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)UObjectinline
FindInactivePlayer(APlayerController *PC)AGameModeinline
FindPlayerStart(AController *Player, const FString *IncomingName)AGameModeBaseinline
FindPlayerStart_Implementation(AController *Player, const FString *IncomingName)AGameModeBaseinline
FindProperty(FName name)UObject
FinishAddComponent(UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)AActorinline
FinishDestroy()UObjectinline
FinishRestartPlayer(AController *NewPlayer, const UE::Math::TRotator< double > *StartRotation)AGameModeBaseinline
FinishSpawning(const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
FlushNetDormancy()AActorinline
ForceAllowsInventoryUse(const UObject *InventoryItemObject)UPrimalActorinline
ForceClearUnpauseDelegates(AActor *PauseActor)AGameModeBaseinline
ForceDestroy()AActorinline
ForceImmediateReplicationFrameField()UPrimalActorinline
ForceInfiniteDrawDistanceOnComponent(const UPrimitiveComponent *OnComponent)UPrimalActorinline
ForceMaximumReplicationRateUntilTimeField()UPrimalActorinline
ForceNetRelevant()AActorinline
ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)AActorinline
ForcePropertyCompare()AActorinline
ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)UPrimalActorinline
ForEachAttachedActors(TFunctionRef< bool __cdecl(AActor *)> *Functor)AActorinline
GameSessionClassField()AGameModeBaseinline
GameSessionField()AGameModeBaseinline
GameStateClassField()AGameModeBaseinline
GameStateField()AGameModeBaseinline
GatherCurrentMovement()AActorinline
GenericPlayerInitialization(AController *C)AGameModeBaseinline
GetActorBounds(bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)AActorinline
GetActorForwardVector()ActorExtensions
GetActorNameOrLabel(FString *result)AActorinline
GetActorTimeDilation()AActorinline
GetAllChildActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)AActorinline
GetAllSceneComponents(TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)UPrimalActorinline
GetApproachRadius()UPrimalActorinline
GetArchetype()UObjectinline
GetAssetRegistryTags(FAssetData *Out)UObjectinline
GetAttachedActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)AActorinline
GetAttachParentActor()AActorinline
GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentByCustomTag(FName TheTag)AActorinline
GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors)AActorinline
GetComponentsByCustomTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag)AActorinline
GetComponentsByInterface(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface)AActorinline
GetComponentsByTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag)AActorinline
GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)AActorinline
GetDefaultAttachComponent()AActorinline
GetDefaultConfigFilename(FString *result)UObjectinline
GetDefaultPawnClassForController(AController *InController)AGameModeBaseinline
GetDefaultPawnClassForController_Implementation(AController *InController)AGameModeBaseinline
GetDefaultSubobjectByName(FName ToFind)UObjectinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetDistanceTo(const AActor *OtherActor)AActorinline
GetExternalPackageInternal()UObjectBaseinline
GetFullGroupName(FString *result, bool bStartWithOuter)UObjectBaseUtilityinline
GetFunctionCallspace(UFunction *Function, FFrame *Stack)AActorinline
GetGameInstance()AActorinline
GetGameSessionClass(TSubclassOf< AGameSession > *result)AGameModeBaseinline
GetGameState()AGameModeBaseinline
GetInputAxisValue(const FName InputAxisName)AActorinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetIsMapActor()UPrimalActorinline
GetLastGameplayRelevantTime()AActorinline
GetLastRenderTime(bool IgnoreShadow)AActorinline
GetLifeSpan()AActorinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)AActorinline
GetLinker()UObjectBaseUtilityinline
GetLinkerCustomVersion()UObjectBaseUtilityinlinestatic
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerUEVersion(FPackageFileVersion *result)UObjectBaseUtilityinline
GetLocation()ActorExtensions
GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)UPrimalActorinline
GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance)UPrimalActorinline
GetMultiUseIcon(APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)UPrimalActorinline
GetNetConnection()AActorinline
GetNetDriver()AActorinline
GetNetOwningPlayer()AActorinline
GetNetPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)AActorinline
GetNetStasisAndRangeMultiplier(bool bIsForNetworking)UPrimalActorinline
GetNetworkNumber(FString *result)AGameModeinline
GetNetworkRangeMultiplier()UPrimalActorinline
GetNumPlayers()AGameModeinline
GetNumSpectators()AGameModeinline
GetOutermostObject()UObjectBaseUtilityinline
GetOverlappingActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingActors(TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingComponents(TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents)AActorinline
GetOverlappingComponents(TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents)AActorinline
GetOwnerController()AActorinline
GetPackage()UObjectBaseUtilityinline
GetParentComponent()AActorinline
GetPathName(FString *result, const UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)UObjectBaseUtilityinline
GetPhysicsVolume()AActorinline
GetPlayerControllerClassToSpawnForSeamlessTravel(TSubclassOf< APlayerController > *result, APlayerController *PreviousPC)AGameModeBaseinline
GetPreloadDependencies(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)UObjectinline
GetPrimaryAssetId(FPrimaryAssetId *result)UObjectinline
GetPrivateStaticClass()AGameModeinlinestatic
GetRayTracingGroupId()AActorinline
GetRepGraphRelevantDistanceSq()AActorinline
GetReplayPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)AActorinline
GetReplicatedCustomConditionState(FCustomPropertyConditionState *OutActiveState)AActorinline
GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize)UObjectinline
GetRootSelectionParent()AActorinline
GetSeamlessTravelActorList(bool bToTransition, TArray< AActor *, TSizedDefaultAllocator< 32 > > *ActorList)AGameModeBaseinline
GetSelectionParent()AActorinline
GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)AActorinline
GetSubobjectsWithStableNamesForNetworking(TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)AActorinline
GetTypedOuter(UClass *Target)UObjectBaseUtilityinline
GetUsablePriority()UPrimalActorinline
GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetWheelOptionByUseIndex(FMultiUseWheelOption *result, APlayerController *ForPC, int Index)UPrimalActorinline
GetWheelOptionInfo(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWheelOptionInfoBP(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWorld()AActorinline
GetWorldSettings()AActorinline
GetWorldTimerManager()AActorinline
HandleDisconnect(UWorld *InWorld, UNetDriver *NetDriver)AGameModeinline
HandleMatchHasEnded()AGameModeinline
HandleMatchHasStarted()AGameModeinline
HandleMatchIsWaitingToStart()AGameModeinline
HandleSeamlessTravelPlayer(AController **C)AGameModeinline
HandleStartingNewPlayer_Implementation(APlayerController *NewPlayer)AGameModeinline
HasActiveCameraComponent()AActorinline
HasActivePawnControlCameraComponent()AActorinline
HasLocalNetOwner()AActorinline
HasMatchEnded()AGameModeinline
HasMatchStarted()AGameModeinline
HasNetOwner()AActorinline
HUDClassField()AGameModeBaseinline
InactivePlayerArrayField()AGameModeinline
InactivePlayerStateLifeSpanField()AGameModeinline
IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext *Context)AActorinline
IncrementalUnregisterComponents()AActorinline
InitGame(const FString *MapName, const FString *Options, FString *ErrorMessage)AGameModeinline
InitGameState()AGameModeBaseinline
InitializeComponents()AActorinline
InitializeDefaults()AActorinline
InitializeHUDForPlayer_Implementation(APlayerController *NewPlayer)AGameModeBaseinline
InitialLifeSpanField()AActorinline
InitNewPlayer(FString *result, APlayerController *NewPlayerController, const FUniqueNetIdRepl *UniqueId, const FString *Options, const FString *Portal)AGameModeBaseinline
InitSeamlessTravelPlayer(AController *NewController)AGameModeinline
InputComponentField()AActorinline
InputDismissPOI(APlayerController *ForPC, int Index)UPrimalActorinline
InputPriorityField()AActorinline
InstanceComponentsField()AActorinline
InstigatorField()AActorinline
InternalGetNetMode()AActorinline
InternalIndexField()UObjectBaseinline
InternalTakeRadialDamage(float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
InventoryItemDropped(UObject *InventoryItemObject)UPrimalActorinline
InventoryItemUsed(UObject *InventoryItemObject)UPrimalActorinline
IsA(UClass *SomeBase)ActorExtensions
IsActorOrSelectionParentSelected()AActorinline
IsAsset()AActorinline
IsAttachedTo(const AActor *Other)AActorinline
IsBasedOnActor(const AActor *Other)AActorinline
IsBasedOnArchetype(const UObject *const SomeObject)UObjectinline
IsChildActor()AActorinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsEditorOnly()AActorinline
IsFullNameStableForNetworking()UObjectinline
IsHandlingReplays()AGameModeinline
IsHidden()AActorinline
IsHLODRelevant()AActorinline
IsIn(const UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInOrOwnedBy(const UObject *SomeOuter)AActorinline
IsInPackage(const UPackage *SomePackage)UObjectBaseUtilityinline
IsInstancedFoliage()UPrimalActorinline
IsLevelBoundsRelevant()AActorinline
IsLocalizedResource()UObjectinline
IsMatchInProgress()AGameModeinline
IsMatineeControlled()UPrimalActorinline
IsNameStableForNetworking()AActorinline
IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)AActorinline
IsNetStartupActor()AActorinline
IsOverlappingActor(const AActor *Other)AActorinline
IsOwnedOrControlledBy(const AActor *TestOwner)AActorinline
IsPaused()AGameModeBaseinline
IsPrimalCharacter()UPrimalActorinline
IsPrimalCharacterOrStructure()UPrimalActorinline
IsPrimalDino()UPrimalActorinline
IsPrimalStructure()UPrimalActorinline
IsRelevancyOwnerFor(const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)AActorinline
IsReplayRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)AActorinline
IsRootComponentCollisionRegistered()AActorinline
IsSafeForRootSet()UObjectinline
IsSelectionChild()AActorinline
IsShooterCharacter()UPrimalActorinline
IsSupportedForNetworking()UObjectinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidUnStasisCaster()UPrimalActorinline
IsWithinNetRelevancyDistance(const UE::Math::TVector< double > *SrcLocation)AActorinline
K2_GetComponentsByClass(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass)AActorinline
K2_TeleportTo(UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport)AActorinline
LastActorForceReplicationFrameField()UPrimalActorinline
LastActorForceReplicationTimeField()UPrimalActorinline
LastActorUnstasisedCycleField()UPrimalActorinline
LastEnterStasisTimeField()UPrimalActorinline
LastExitStasisTimeField()UPrimalActorinline
LastForceNetUpdateFrameField()AActorinline
LastFrameCalculatedNetworkRangeMultiplierField()UPrimalActorinline
LastFrameUnStasisField()UPrimalActorinline
LastOnlyInitialReplicationPreReplicationFrameField()UPrimalActorinline
LastPostProcessVolumeSoundField()UPrimalActorinline
LastPreReplicationTimeField()UPrimalActorinline
LastRenderTimeField()AActorinline
LastRenderTimeIgnoreShadowField()AActorinline
LastRenderTimeOnScreenField()AActorinline
LastSelectedWindSourceComponentNameField()UPrimalActorinline
LastThrottledTickTimeField()UPrimalActorinline
LastUnstasisFrameCounterField()UPrimalActorinline
LayersField()AActorinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)UObjectinline
LocalizeProperty(UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)UObjectinline
Login(UPlayer *NewPlayer, ENetRole InRemoteRole, const FString *Portal, const FString *Options, const FUniqueNetIdRepl *UniqueId, FString *ErrorMessage)AGameModeBaseinline
Logout(AController *Exiting)AGameModeinline
MakeNoise(float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinline
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinlinestatic
MarkComponentsAsPendingKill(__int64 a2)AActorinline
MarkComponentsRenderStateDirty()AActorinline
MarkPackageDirty()UObjectBaseUtilityinline
MatchStateField()AGameModeinline
MatineeUpdated()UPrimalActorinline
MaxInactivePlayersField()AGameModeinline
MinNetUpdateFrequencyField()AActorinline
MinRespawnDelayField()AGameModeinline
ModifyHudMultiUseLoc(UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)UPrimalActorinline
MulticastDrawDebugLine(const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)AActorinline
MulticastDrawDebugLine_Implementation(const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)AActorinline
MulticastDrawDebugLineTraceHitResult_Implementation(const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)AActorinline
MulticastDrawDebugPoint(const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugSphere(const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)AActorinline
MulticastProperty(FName PropertyName, bool bUnreliable)UPrimalActorinline
MustSpectate(APlayerController *NewPlayerController)AGameModeBaseinline
MustSpectate_Implementation(APlayerController *NewPlayerController)AGameModeBaseinline
NameField()UObjectBaseinline
NamePrivateField()UObjectBaseinline
NeedsLoadForClient()UObjectinline
NeedsLoadForServer()UObjectinline
NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetCriticalPriorityAdjustmentField()UPrimalActorinline
NetCullDistanceSquaredDormantField()UPrimalActorinline
NetCullDistanceSquaredField()AActorinline
NetDormancyField()AActorinline
NetDriverNameField()AActorinline
NetPriorityField()AActorinline
NetTagField()AActorinline
NetUpdateFrequencyField()AActorinline
NetworkAndStasisRangeMultiplierField()UPrimalActorinline
NetworkDormantChildrenOpIdxField()UPrimalActorinline
NetworkRangeMultiplierField()UPrimalActorinline
NetworkSpatializationChildrenDormantField()UPrimalActorinline
NetworkSpatializationChildrenField()UPrimalActorinline
NetworkSpatializationParentField()UPrimalActorinline
NotifyActorBeginCursorOver()AActorinline
NotifyActorBeginOverlap(AActor *OtherActor)AActorinline
NotifyActorEndCursorOver()AActorinline
NotifyActorEndOverlap(AActor *OtherActor)AActorinline
NotifyActorOnClicked(FKey *ButtonPressed)AActorinline
NotifyActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnReleased(FKey *ButtonReleased)AActorinline
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)AActorinline
NumBotsField()AGameModeinline
NumPlayersField()AGameModeinline
NumSpectatorsField()AGameModeinline
NumTravellingPlayersField()AGameModeinline
ObjectFlagsField()UObjectBaseinline
OffsetHUDFromCenterScreenY_Implementation()UPrimalActorinline
OnActorBeginOverlapField()AActorinline
OnActorCustomEventField()UPrimalActorinline
OnActorHitField()AActorinline
OnBeginCursorOverField()AActorinline
OnClickedField()AActorinline
OnEndPlayField()AActorinline
OnInputTouchBeginField()AActorinline
OnInputTouchEnterField()AActorinline
OnMatchStateSet()AGameModeinline
OnMatineeUpdatedField()UPrimalActorinline
OnMatineeUpdatedRawField()UPrimalActorinline
OnRep_AttachmentReplication()AActorinline
OnRep_ReplicatedMovement()AActorinline
OnSemaphoreTakenField()UPrimalActorinline
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectDestroyFromReplication(UObject *Subobject)AActorinline
OnTakePointDamageField()AActorinline
OnTargetingTeamChangedField()UPrimalActorinline
OnTeamChangedForActorFieldUPrimalActorinline
OnUROPostInterpolation_AnyThread(float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)UPrimalActorinline
OptionsStringField()AGameModeBaseinline
OriginalCreationTimeField()UPrimalActorinline
OuterPrivateField()UObjectBaseinline
OutsideWorldBounds()AActorinline
OverridePlayerState(APlayerController *PC, APlayerState *OldPlayerState)AGameModeinline
OverrideStasisComponentRadiusField()UPrimalActorinline
OwnedComponentsField()AActorinline
OwnerField()AActorinline
ParentComponentField()AActorinline
PausersField()AGameModeBaseinline
PlayerCanRestart(APlayerController *Player)AGameModeBaseinline
PlayerCanRestart_Implementation(APlayerController *Player)AGameModeinline
PlayerControllerClassField()AGameModeBaseinline
PlayerStateClassField()AGameModeBaseinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)UPrimalActorinline
PostActorConstruction()AActorinline
PostCreateBlueprintComponent(UActorComponent *NewActorComp)AActorinline
PostInitializeComponents()AActorinline
PostInitProperties()AActorinline
PostLoad()AActorinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)AActorinline
PostLogin(APlayerController *NewPlayer)AGameModeinline
PostNetInit()AActorinline
PostNetReceive()AActorinline
PostNetReceiveLocationAndRotation()AActorinline
PostNetReceivePhysicState()AActorinline
PostRegisterAllComponents()AActorinline
PostSeamlessTravel()AGameModeinline
PostSpawnInitialize(const UE::Math::TTransform< double > *UserSpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
PreInitializeComponents()AGameModeBaseinline
PreLogin(const FString *Options, const FString *Address, const FUniqueNetIdRepl *UniqueId, FString *ErrorMessage)AGameModeBaseinline
PreNetReceive()AActorinline
PreReplication(IRepChangedPropertyTracker *ChangedPropertyTracker)AActorinline
PreReplicationForReplay(IRepChangedPropertyTracker *ChangedPropertyTracker)AActorinline
PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)AActorinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)UPrimalActorinline
PrimaryActorTickField()AActorinline
ProcessClientTravel(FString *URL, FGuid *NextMapGuid, bool bSeamless, bool bAbsolute)AGameModeBaseinline
ProcessClientTravel(FString *FURL, bool bSeamless, bool bAbsolute)AGameModeBaseinline
ProcessConsoleExec(const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)UObjectinline
ProcessContextOpcode(FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)UObjectinline
ProcessEvent(UFunction *Function, void *Parameters)AActorinline
ProcessInternal(UObject *Context, FFrame *Stack, void *const Z_Param__Result)UObjectinlinestatic
ProcessServerTravel(const FString *URL, bool bAbsolute)AGameModeBaseinline
ProcessUserConstructionScript()AActorinline
PushSelectionToProxies()AActorinline
RandomStartByteField()UPrimalActorinline
RayTracingGroupIdField()AActorinline
ReadyToStartMatch()AGameModeinline
ReadyToStartMatch_Implementation()AGameModeinline
RealtimeThrottledTick_Implementation(long double DeltaTime)AActorinline
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)AActorinline
RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)AActorinline
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)AActorinline
RegisterAllComponents()AActorinline
RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
RemoveOwnedComponent(UActorComponent *Component)AActorinline
RemovePlayerControllerFromPlayerCount(APlayerController *PC)AGameModeinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)AActorinline
ReplaySpectatorPlayerControllerClassField()AGameModeBaseinline
ReplicatedComponentsField()AActorinline
ReplicatedMovementField()AActorinline
ReplicateStreamingStatus(APlayerController *PC)AGameModeBaseinline
ReplicateSubobjects(UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)AActorinline
ReplicationIntervalMultiplierField()UPrimalActorinline
ReregisterAllComponents(bool a2)AActorinline
Reset()AGameModeBaseinline
ResetLevel()AGameModeBaseinline
ResetOwnedComponents()AActorinline
ResetSpatialComponent()AActorinline
RestartGame()AGameModeinline
RestartPlayer(AController *NewPlayer)AGameModeBaseinline
RestartPlayerAtPlayerStart(AController *NewPlayer, AActor *StartSpot)AGameModeBaseinline
RestartPlayerAtTransform(AController *NewPlayer, const UE::Math::TTransform< double > *SpawnTransform)AGameModeBaseinline
ReturnToMainMenuHost()AGameModeBaseinline
RootComponentField()AActorinline
RouteEndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)UObjectinline
Say(const FString *Msg)AGameModeinline
SendExecCommand(FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)AActorinline
Serialize(FArchive *Ar)AActorinline
UPrimalActor::Serialize(FStructuredArchiveRecord Record)UObjectinline
SerializeScriptProperties(FArchive *Ar)UObjectinline
SerializeScriptProperties(FStructuredArchiveSlot Slot)UObjectinline
ServerHandleNetExecCommand(APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)AActorinline
ServerSendExecCommandToEveryone(FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendExecCommandToPlayer(APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerStatReplicatorClassField()AGameModeBaseinline
ServerStatReplicatorField()AGameModeBaseinline
SetActorEnableCollision(bool bNewActorEnableCollision)AActorinline
SetActorHiddenInGame(bool bNewHidden)AActorinline
SetActorLocation(const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep)AActorinline
SetActorRelativeLocation(UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeRotation(UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeScale3D(UE::Math::TVector< double > *NewRelativeScale)AActorinline
SetActorRelativeTransform(const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRotation(UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport)AActorinline
SetActorTransform(const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetAutoDestroyWhenFinished(bool bVal)AActorinline
SetCanBeDamaged(bool bInCanBeDamaged)AActorinline
SetDesiredRepGraphBehavior(EReplicationGraphBehavior NewBehavior)UPrimalActorinline
SetExternalPackage(UPackage *InPackage)UObjectBaseinline
SetLifeSpan(float InLifespan)AActorinline
SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)UObjectinline
SetLODParent(UPrimitiveComponent *InLODParent, float InParentDrawDistance)AActorinline
SetMatchState(FName NewState)AGameModeinline
SetNetDormancy(ENetDormancy NewDormancy)AActorinline
SetNetDriverName(FName NewNetDriverName)AActorinline
SetNetworkSpatializationParent(AActor *NewParent)AActorinline
SetOwner(AActor *NewOwner)AActorinline
SetPause(APlayerController *PC, TDelegate< bool __cdecl(void), FDefaultDelegateUserPolicy > *CanUnpauseDelegate)AGameModeBaseinline
SetPlayerDefaults(APawn *PlayerPawn)AGameModeBaseinline
SetReplicateMovement(bool bInReplicateMovement)AActorinline
SetReplicates(bool bInReplicates)AActorinline
SetRootComponent(USceneComponent *NewRootComponent)AActorinline
SetSeamlessTravelViewTarget(APlayerController *PC)AGameModeinline
ShouldSpawnAtStartSpot(AController *Player)AGameModeBaseinline
ShouldStartInCinematicMode(APlayerController *Player, bool *OutHidePlayer, bool *OutHideHUD, bool *OutDisableMovement, bool *OutDisableTurning)AGameModeBaseinline
SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
SpawnDefaultPawnAtTransform(AController *NewPlayer, const UE::Math::TTransform< double > *SpawnTransform)AGameModeBaseinline
SpawnDefaultPawnAtTransform_Implementation(AController *NewPlayer, const UE::Math::TTransform< double > *SpawnTransform)AGameModeBaseinline
SpawnDefaultPawnFor_Implementation(AController *NewPlayer, AActor *StartSpot)AGameModeBaseinline
SpawnPlayerController(ENetRole InRemoteRole, const FString *Options)AGameModeBaseinline
SpawnPlayerController(ENetRole InRemoteRole, const UE::Math::TVector< double > *SpawnLocation, const UE::Math::TRotator< double > *SpawnRotation)AGameModeBaseinline
SpawnPlayerControllerCommon(ENetRole InRemoteRole, const UE::Math::TVector< double > *SpawnLocation, const UE::Math::TRotator< double > *SpawnRotation, TSubclassOf< APlayerController > InPlayerControllerClass)AGameModeBaseinline
SpawnReplayPlayerController(ENetRole InRemoteRole, const UE::Math::TVector< double > *SpawnLocation, const UE::Math::TRotator< double > *SpawnRotation)AGameModeBaseinline
SpectatorClassField()AGameModeBaseinline
StartMatch()AGameModeinline
StartPlay()AGameModeinline
StartToLeaveMap()AGameModeinline
Stasis()AActorinline
StasisCheckComponentField()UPrimalActorinline
StasisUnRegisteredComponentsField()UPrimalActorinline
StaticClass()AInfoinlinestatic
StaticRegisterNativesAActor()AActorinlinestatic
StaticRegisterNativesAGameMode()AGameModeinlinestatic
StaticRegisterNativesAGameModeBase()AGameModeBaseinlinestatic
StaticRegisterNativesUPrimalActor()UPrimalActorinlinestatic
StopActorSound(USoundBase *SoundAsset, float FadeOutTime)AActorinline
SwapPlayerControllers(APlayerController *OldPC, APlayerController *NewPC)AGameModeBaseinline
SwapRoles()AActorinline
SyncReplicatedPhysicsSimulation()AActorinline
TagsField()AActorinline
TakeDamage(float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
TargetingTeamChanged()UPrimalActorinline
TargetingTeamField()UPrimalActorinline
TearOff()AActorinline
TeleportTo(const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)AGameModeBaseinline
Tick(float DeltaSeconds)AGameModeinline
TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)AActorinline
TimerHandle_LifeSpanExpiredField()AActorinline
TimerStasisStoreField()UPrimalActorinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
UninitializeComponents(const EEndPlayReason::Type *EndPlayReason)AActorinline
UnregisterAllComponents(bool bForReregister)AActorinline
Unstasis()AActorinline
UnstasisLastInRangeTimeField()UPrimalActorinline
UpdateAllReplicatedComponents()AActorinline
UpdateComponentTransforms()AActorinline
UpdateGameplayMuteList(APlayerController *aPlayer)AGameModeBaseinline
UpdateOverlaps(bool bDoNotifies)AActorinline
UpdateOverlapsMethodDuringLevelStreamingField()AActorinline
UpdatePlayerStartSpot(AController *Player, const FString *Portal, FString *OutErrorMessage)AGameModeBaseinline
UpdateReplicatedComponent(UActorComponent *Component)AActorinline
UseNetworkRangeScaling()UPrimalActorinline
ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)AActorinline
WasRecentlyRendered(float Tolerance)AActorinline