Ark Server API (ASA) - Wiki
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APlayerController Struct Reference

#include <Actor.h>

+ Inheritance diagram for APlayerController:
+ Collaboration diagram for APlayerController:

Public Member Functions

TObjectPtr< UPlayer > & PlayerField ()
 
TObjectPtr< APawn > & AcknowledgedPawnField ()
 
TObjectPtr< UInterpTrackInstDirector > & ControllingDirTrackInstField ()
 
TObjectPtr< AHUD > & MyHUDField ()
 
TObjectPtr< APlayerCameraManager > & PlayerCameraManagerField ()
 
TSubclassOf< APlayerCameraManager > & PlayerCameraManagerClassField ()
 
UE::Math::TRotator< double > & TargetViewRotationField ()
 
UE::Math::TRotator< double > & BlendedTargetViewRotationField ()
 
floatSmoothTargetViewRotationSpeedField ()
 
floatLocalPlayerCachedLODDistanceFactorField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & HiddenActorsField ()
 
TArray< TWeakObjectPtr< UPrimitiveComponent >, TSizedDefaultAllocator< 32 > > & HiddenPrimitiveComponentsField ()
 
long doubleLastSpectatorStateSynchTimeField ()
 
UE::Math::TVector< double > & LastSpectatorSyncLocationField ()
 
UE::Math::TRotator< double > & LastSpectatorSyncRotationField ()
 
intClientCapField ()
 
TObjectPtr< UCheatManager > & CheatManagerField ()
 
TSubclassOf< UCheatManager > & CheatClassField ()
 
TObjectPtr< UPlayerInput > & PlayerInputField ()
 
TArray< FActiveForceFeedbackEffect, TSizedDefaultAllocator< 32 > > & ActiveForceFeedbackEffectsField ()
 
TSubclassOf< UAsyncPhysicsData > & AsyncPhysicsDataClassField ()
 
TObjectPtr< UAsyncPhysicsInputComponent > & AsyncPhysicsDataComponentField ()
 
TSortedMap< int, FDynamicForceFeedbackDetails *, TSizedDefaultAllocator< 32 >, TLess< int const > > & LatentDynamicForceFeedbacksField ()
 
TSharedPtr< FActiveHapticFeedbackEffect > & ActiveHapticEffect_LeftField ()
 
TSharedPtr< FActiveHapticFeedbackEffect > & ActiveHapticEffect_RightField ()
 
TSharedPtr< FActiveHapticFeedbackEffect > & ActiveHapticEffect_GunField ()
 
TSharedPtr< FActiveHapticFeedbackEffect > & ActiveHapticEffect_HMDField ()
 
FForceFeedbackValuesForceFeedbackValuesField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & PendingMapChangeLevelNamesField ()
 
FPlayerMuteListMuteListField ()
 
TObjectPtr< UNetConnection > & PendingSwapConnectionField ()
 
TObjectPtr< UNetConnection > & NetConnectionField ()
 
UE::Math::TRotator< double > & RotationInputField ()
 
floatInputYawScale_DEPRECATEDField ()
 
floatInputPitchScale_DEPRECATEDField ()
 
floatInputRollScale_DEPRECATEDField ()
 
FColorStreamingSourceDebugColorField ()
 
floatForceFeedbackScaleField ()
 
TArray< FKey, TSizedDefaultAllocator< 32 > > & ClickEventKeysField ()
 
TEnumAsByte< enum ECollisionChannel > & CurrentClickTraceChannelField ()
 
floatHitResultTraceDistanceField ()
 
unsigned __int16SeamlessTravelCountField ()
 
unsigned __int16LastCompletedSeamlessTravelCountField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & NetConditionGroupsField ()
 
TWeakObjectPtr< UPrimitiveComponent > & CurrentClickablePrimitiveField ()
 
FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > CurrentTouchablePrimitivesField ()
 
TArray< TWeakObjectPtr< UInputComponent >, TSizedDefaultAllocator< 32 > > & CurrentInputStackField ()
 
TObjectPtr< UInputComponent > & InactiveStateInputComponentField ()
 
TSubclassOf< UPlayerInput > & OverridePlayerInputClassField ()
 
FTimerHandleTimerHandle_UnFreezeField ()
 
FTimerHandleTimerHandle_DelayedPrepareMapChangeField ()
 
FTimerHandleTimerHandle_ClientCommitMapChangeField ()
 
TWeakObjectPtr< USceneComponent > & AudioListenerComponentField ()
 
TWeakObjectPtr< USceneComponent > & AudioListenerAttenuationComponentField ()
 
UE::Math::TVector< double > & AudioListenerLocationOverrideField ()
 
UE::Math::TRotator< double > & AudioListenerRotationOverrideField ()
 
UE::Math::TVector< double > & AudioListenerAttenuationOverrideField ()
 
TObjectPtr< ASpectatorPawn > & SpectatorPawnField ()
 
long doubleLastRetryPlayerTimeField ()
 
UE::Math::TVector< double > & SpawnLocationField ()
 
floatLastMovementUpdateTimeField ()
 
floatLastMovementHitchField ()
 
intLocalToServerAsyncPhysicsTickOffsetField ()
 
intClientLatestCorrectedOffsetServerStepField ()
 
intClientLatestAsyncPhysicsStepSentField ()
 
intClientLatestTimeDilationServerStepField ()
 
floatServerAsyncPhysicsTimeDilationToSendField ()
 
BitFieldValue< bool, unsigned __int32bShortConnectTimeOut ()
 
BitFieldValue< bool, unsigned __int32bCinematicMode ()
 
BitFieldValue< bool, unsigned __int32bHidePawnInCinematicMode ()
 
BitFieldValue< bool, unsigned __int32bIsUsingStreamingVolumes ()
 
BitFieldValue< bool, unsigned __int32bPlayerIsWaiting ()
 
BitFieldValue< bool, unsigned __int32bShowMouseCursor ()
 
BitFieldValue< bool, unsigned __int32bEnableClickEvents ()
 
BitFieldValue< bool, unsigned __int32bEnableTouchEvents ()
 
BitFieldValue< bool, unsigned __int32bEnableMouseOverEvents ()
 
BitFieldValue< bool, unsigned __int32bEnableTouchOverEvents ()
 
BitFieldValue< bool, unsigned __int32bForceFeedbackEnabled ()
 
BitFieldValue< bool, unsigned __int32bEnableMotionControls ()
 
BitFieldValue< bool, unsigned __int32bEnableStreamingSource ()
 
BitFieldValue< bool, unsigned __int32bStreamingSourceShouldActivate ()
 
BitFieldValue< bool, unsigned __int32bStreamingSourceShouldBlockOnSlowStreaming ()
 
BitFieldValue< bool, unsigned __int32bCinemaDisableInputMove ()
 
BitFieldValue< bool, unsigned __int32bCinemaDisableInputLook ()
 
BitFieldValue< bool, unsigned __int32bShouldPerformFullTickWhenPaused ()
 
BitFieldValue< bool, unsigned __int32bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32bOverrideAudioListener ()
 
BitFieldValue< bool, unsigned __int32bOverrideAudioAttenuationListener ()
 
BitFieldValue< bool, unsigned __int32bDisableHaptics ()
 
BitFieldValue< bool, unsigned __int32bShouldFlushInputWhenViewportFocusChanges ()
 
const UObjectGetStreamingSourceOwner ()
 
bool ShouldFlushKeysWhenViewportFocusChanges ()
 
EStreamingSourcePriority GetStreamingSourcePriority ()
 
bool StreamingSourceShouldBlockOnSlowStreaming ()
 
bool StreamingSourceShouldActivate ()
 
bool IsStreamingSourceEnabled ()
 
void GameHasEnded (AActor *EndGameFocus, bool bIsWinner)
 
unsigned __int64 GetSpectatorPawn ()
 
void FlushPressedKeys ()
 
void ClientClearCameraLensEffects ()
 
void ClientCommitMapChange ()
 
void ClientEnableNetworkVoice (bool bEnable)
 
void ClientGotoState (FName NewState)
 
void ClientMessage (const FString *S, FName Type, float MsgLifeTime)
 
void ClientMutePlayer (FUniqueNetIdRepl *PlayerId)
 
void ClientRepObjRef (UObject *Object)
 
void ClientRetryClientRestart (APawn *NewPawn)
 
void ClientReturnToMainMenu (const FString *ReturnReason)
 
void ClientReturnToMainMenuWithTextReason (const FText *ReturnReason)
 
void ClientTeamMessage (APlayerState *SenderPlayerState, const FString *S, FName Type, float MsgLifeTime)
 
void ClientUnmutePlayer (FUniqueNetIdRepl *PlayerId)
 
void ClientUnmutePlayers (const TArray< FUniqueNetIdRepl, TSizedDefaultAllocator< 32 > > *PlayerIds)
 
void ClientVoiceHandshakeComplete ()
 
void ClientWasKicked (const FText *KickReason)
 
void CopyStringToClipboard (const FString *S)
 
void ServerBlockPlayer (FUniqueNetIdRepl *PlayerId)
 
void ServerMutePlayer (FUniqueNetIdRepl *PlayerId)
 
void ServerRestartPlayer ()
 
void ServerUnblockPlayer (FUniqueNetIdRepl *PlayerId)
 
void ServerUnmutePlayer (FUniqueNetIdRepl *PlayerId)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
float GetNetPriority (const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
UPlayerGetNetOwningPlayer ()
 
UNetConnectionGetNetConnection ()
 
bool DestroyNetworkActorHandled ()
 
void FailedToSpawnPawn ()
 
FNameNetworkRemapPath (FName *result, FName InPackageName, bool bReading)
 
void SetNetSpeed (int NewSpeed)
 
FStringConsoleCommand (FString *result, const FString *Cmd, bool bWriteToLog)
 
void CleanUpAudioComponents ()
 
AActorGetViewTarget ()
 
void AutoManageActiveCameraTarget (AActor *SuggestedTarget)
 
void ServerNotifyLoadedWorld_Implementation (FName WorldPackageName)
 
bool HasClientLoadedCurrentWorld ()
 
void ForceSingleNetUpdateFor (AActor *Target)
 
void SmoothTargetViewRotation (APawn *TargetPawn, float DeltaSeconds)
 
void InitInputSystem ()
 
void SafeRetryClientRestart ()
 
void ClientRetryClientRestart_Implementation (APawn *NewPawn)
 
void ClientRestart_Implementation (APawn *NewPawn)
 
void OnPossess (APawn *PawnToPossess)
 
void AcknowledgePossession (APawn *P)
 
void ReceivedPlayer (TSubclassOf< ASpectatorPawn > SpectatorClass)
 
void PostLoad ()
 
void GetActorEyesViewPoint (UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
void GetPlayerViewPoint (UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)
 
void UpdateRotation (float DeltaTime)
 
void PostInitializeComponents ()
 
void ServerShortTimeout_Implementation ()
 
void AddCheats (bool bForce)
 
void EnableCheats (const FString *pass)
 
void SpawnDefaultHUD ()
 
void CreateTouchInterface ()
 
void CleanupGameViewport ()
 
void GetViewportSize (int *SizeX, int *SizeY)
 
void Reset ()
 
void ClientReset_Implementation ()
 
bool IsFrozen ()
 
void ServerAcknowledgePossession_Implementation (APawn *P)
 
bool ServerAcknowledgePossession_Validate (APawn *P)
 
void OnUnPossess ()
 
void ClientSetHUD_Implementation (TSubclassOf< AHUD > NewHUDClass)
 
void CleanupPlayerState ()
 
bool UseShortConnectTimeout ()
 
void OnSerializeNewActor (FOutBunch *OutBunch)
 
void OnNetCleanup (UNetConnection *Connection)
 
void ClientReceiveLocalizedMessage_Implementation (TSubclassOf< ULocalMessage > Message, int Switch, APlayerState *RelatedPlayerState_1, APlayerState *RelatedPlayerState_2, UObject *OptionalObject)
 
void ClientPlaySound_Implementation (USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)
 
void ClientMessage_Implementation (const FString *S, FName Type, float MsgLifeTime)
 
void CopyStringToClipboard_Implementation (const FString *S)
 
void ClientTeamMessage_Implementation (APlayerState *SenderPlayerState, const FString *S, FName Type, float MsgLifeTime)
 
void ServerToggleAILogging_Implementation ()
 
void PawnLeavingGame ()
 
void BeginPlay ()
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
void Destroyed ()
 
void FOV (float F)
 
void Camera (FName NewMode)
 
void ServerCamera_Implementation (FName NewMode)
 
bool ServerCamera_Validate (FName NewMode)
 
void ClientSetCameraMode_Implementation (FName NewCamMode)
 
void SetCameraMode (FName NewCamMode)
 
void ResetCameraMode ()
 
void SendClientAdjustment ()
 
void ServerRecvClientInputFrame_Implementation (int InRecvClientInputFrame, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *Data)
 
void ClientRecvServerAckFrame_Implementation (int LastProcessedInputFrame, int RecvServerFrameNumber, char TimeDilation)
 
void ClientRecvServerAckFrameDebug_Implementation (unsigned __int8 NumBuffered, float TargetNumBufferedCmds)
 
void ClientCapBandwidth_Implementation (int Cap)
 
void UpdatePing (float InPing)
 
void SetSpawnLocation (const UE::Math::TVector< double > *NewLocation)
 
void SetInitialLocationAndRotation (const UE::Math::TVector< double > *NewLocation, const UE::Math::TRotator< double > *NewRotation)
 
void RestartLevel ()
 
void LocalTravel (const FString *FURL)
 
void ClientReturnToMainMenuWithTextReason_Implementation (const FText *ReturnReason)
 
void ClientReturnToMainMenu_Implementation (const FString *ReturnReason)
 
__int64 SetPause (bool bPause, TDelegate< bool __cdecl(void), FDefaultDelegateUserPolicy > *CanUnpauseDelegate)
 
bool IsPaused ()
 
void Pause ()
 
bool ServerPause_Validate ()
 
void ServerPause_Implementation ()
 
void SetName (const FString *S)
 
void ServerChangeName_Implementation (const FString *S)
 
bool ServerChangeName_Validate (const FString *S)
 
void SwitchLevel (const FString *FURL)
 
void NotifyLoadedWorld (FName WorldPackageName, bool bFinalDest)
 
void ClientGameEnded_Implementation (AActor *EndGameFocus, bool bIsWinner)
 
bool GetHitResultUnderFinger (ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
char ProjectWorldLocationToScreenWithDistance (UE::Math::TVector< double > *WorldLocation, UE::Math::TVector< double > *ScreenLocation, bool bPlayerViewportRelative)
 
bool GetHitResultAtScreenPosition (const UE::Math::TVector2< double > *ScreenPosition, const ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)
 
bool GetHitResultAtScreenPosition (const UE::Math::TVector2< double > *ScreenPosition, const TArray< TEnumAsByte< EObjectTypeQuery >, TSizedDefaultAllocator< 32 > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)
 
void PlayerTick (float DeltaTime)
 
bool InputKey (FKey *Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)
 
bool InputAxis (FKey *Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)
 
bool InputMotion (const UE::Math::TVector< double > *Tilt, const UE::Math::TVector< double > *RotationRate, const UE::Math::TVector< double > *Gravity, const UE::Math::TVector< double > *Acceleration)
 
bool ShouldShowMouseCursor ()
 
void SetupInputComponent ()
 
void BuildInputStack (TArray< UInputComponent *, TSizedDefaultAllocator< 32 > > *InputStack)
 
void ProcessPlayerInput (const float DeltaTime, const bool bGamePaused)
 
void PostProcessInput (const float DeltaTime, const bool bGamePaused)
 
void ResetIgnoreInputFlags ()
 
void SetCinematicMode (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)
 
void SetViewTargetWithBlend (AActor *NewViewTarget, float BlendTime, EViewTargetBlendFunction BlendFunc, float BlendExp, bool bLockOutgoing)
 
void ServerVerifyViewTarget_Implementation ()
 
void SpawnPlayerCameraManager ()
 
void GetAudioListenerPosition (UE::Math::TVector< double > *OutLocation, UE::Math::TVector< double > *OutFrontDir, UE::Math::TVector< double > *OutRightDir)
 
bool GetAudioListenerAttenuationOverridePosition (UE::Math::TVector< double > *OutLocation)
 
void ServerCheckClientPossession_Implementation ()
 
void ServerCheckClientPossessionReliable_Implementation ()
 
void SafeServerCheckClientPossession ()
 
void ServerSetSpectatorLocation_Implementation (UE::Math::TVector< double > *NewLoc, UE::Math::TRotator< double > *NewRot)
 
void ClientSetSpectatorWaiting_Implementation (bool bWaiting)
 
float GetDeprecatedInputYawScale ()
 
float GetDeprecatedInputPitchScale ()
 
void ServerViewNextPlayer_Implementation ()
 
void ServerViewPrevPlayer_Implementation ()
 
APlayerStateGetNextViewablePlayer (int dir)
 
void ViewAPlayer (int dir)
 
void StartFire (unsigned __int8 FireModeNum)
 
bool NotifyServerReceivedClientData (APawn *InPawn, float TimeStamp)
 
void ServerRestartPlayer_Implementation ()
 
bool CanRestartPlayer ()
 
void ClientIgnoreMoveInput_Implementation (bool bIgnore)
 
void ClientIgnoreLookInput_Implementation (bool bIgnore)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void SetCinematicMode (bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
 
void ClientSetCinematicMode_Implementation (bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)
 
void ClientForceGarbageCollection_Implementation ()
 
void ClientPrepareMapChange_Implementation (FName LevelName, bool bFirst, bool bLast)
 
void DelayedPrepareMapChange ()
 
void ClientCommitMapChange_Implementation ()
 
void ClientCancelPendingMapChange_Implementation ()
 
void ClientSetBlockOnAsyncLoading_Implementation ()
 
void GetSeamlessTravelActorList (bool bToEntry, TArray< AActor *, TSizedDefaultAllocator< 32 > > *ActorList)
 
void SeamlessTravelTo (APlayerController *NewPC)
 
void SeamlessTravelFrom (APlayerController *OldPC)
 
void PostSeamlessTravel ()
 
void GetStreamingSourceLocationAndRotation (UE::Math::TVector< double > *OutLocation, UE::Math::TRotator< double > *OutRotation)
 
void ClientEnableNetworkVoice_Implementation (bool bEnable)
 
void ToggleSpeaking (bool bSpeaking)
 
void ServerMutePlayer_Implementation (FUniqueNetIdRepl *PlayerId)
 
bool ServerUnmutePlayer_Validate (FUniqueNetIdRepl *PlayerId)
 
void ServerUnmutePlayer_Implementation (FUniqueNetIdRepl *PlayerId)
 
void ClientMutePlayer_Implementation (FUniqueNetIdRepl *PlayerId)
 
void ClientUnmutePlayer_Implementation (FUniqueNetIdRepl *PlayerId)
 
void ClientUnmutePlayers_Implementation (const TArray< FUniqueNetIdRepl, TSizedDefaultAllocator< 32 > > *PlayerIds)
 
void ServerBlockPlayer_Implementation (FUniqueNetIdRepl *PlayerId)
 
__int64 ServerUnblockPlayer_Validate (FUniqueNetIdRepl *PlayerId)
 
void ServerUnblockPlayer_Implementation (FUniqueNetIdRepl *PlayerId)
 
APlayerControllerGetPlayerControllerForMuting (const FUniqueNetIdRepl *PlayerNetId)
 
bool IsPlayerMuted (const FUniqueNetId *PlayerId)
 
void ClientStartOnlineSession_Implementation ()
 
void ClientEndOnlineSession_Implementation ()
 
void ConsoleKey (FKey *Key)
 
void SendToConsole (const FString *Command)
 
bool IsSplitscreenPlayer (int *OutSplitscreenPlayerIndex)
 
int GetSplitscreenPlayerCount ()
 
void ClientSetForceMipLevelsToBeResident_Implementation (UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)
 
void ClientPrestreamTextures_Implementation (AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)
 
void PlayDynamicForceFeedback (float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, TEnumAsByte< EDynamicForceFeedbackAction::Type > Action, FLatentActionInfo *LatentInfo)
 
void SetDisableHaptics (bool bNewDisabled)
 
void SetHapticsByValue (const float Frequency, const float Amplitude, EControllerHand Hand)
 
void SetControllerLightColor (FColor Color)
 
void ProcessForceFeedbackAndHaptics (const float DeltaTime, const bool bGamePaused)
 
void ClientSpawnGenericCameraLensEffect_Implementation (TSubclassOf< AActor > LensEffectEmitterClass)
 
void ClientClearCameraLensEffects_Implementation ()
 
void SetPawn (APawn *InPawn)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void SetPlayer (UPlayer *InPlayer)
 
ULocalPlayerGetLocalPlayer ()
 
int GetInputIndex ()
 
void TickPlayerInput (const float DeltaSeconds, const bool bGamePaused)
 
void TickActor (float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)
 
FStringGetPlayerNetworkAddress (FString *result)
 
bool DefaultCanUnpause ()
 
void StartSpectatingOnly ()
 
void EndPlayingState ()
 
void BeginSpectatingState ()
 
void SetSpectatorPawn (ASpectatorPawn *NewSpectatorPawn)
 
ASpectatorPawnSpawnSpectatorPawn ()
 
void DestroySpectatorPawn ()
 
APawnGetPawnOrSpectator ()
 
void UpdateStateInputComponents ()
 
void ChangeState (FName NewState)
 
void EndSpectatingState ()
 
void BeginInactiveState ()
 
float GetMinRespawnDelay ()
 
void SetupInactiveStateInputComponent (UInputComponent *InComponent)
 
void PushInputComponent (UInputComponent *InInputComponent)
 
bool PopInputComponent (UInputComponent *InInputComponent)
 
bool IsInputComponentInStack (const UInputComponent *InInputComponent)
 
void AddPitchInput (float Val)
 
void AddYawInput (float Val)
 
void AddRollInput (float Val)
 
bool IsInputKeyDown (FKey *Key)
 
void GetInputMotionState (UE::Math::TVector< double > *Tilt, UE::Math::TVector< double > *RotationRate, UE::Math::TVector< double > *Gravity, UE::Math::TVector< double > *Acceleration)
 
float GetInputKeyTimeDown (FKey *Key)
 
bool GetMousePosition (float *LocationX, float *LocationY, bool bEvenWhenMouseNotAttached)
 
void GetInputMouseDelta (float *DeltaX, float *DeltaY)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
- Public Member Functions inherited from APrimalController
intLastValidUnstasisCasterFrameField ()
 
long doubleServerLastReceivedSpectatorLocTimeField ()
 
BitFieldValue< bool, unsigned __int32bDebugPathing ()
 
AActorGetAimedUseActor (UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation, bool bForceUpdateAimedActors)
 
APawnGetResponsibleDamager (AActor *DamageCauser)
 
- Public Member Functions inherited from AController
TObjectPtr< APlayerState > & PlayerStateField ()
 
TWeakObjectPtr< AActor > & StartSpotField ()
 
FInstigatedAnyDamageSignatureOnInstigatedAnyDamageField ()
 
FOnPossessedPawnChangedOnPossessedPawnChangedField ()
 
FNameStateNameField ()
 
TObjectPtr< APawn > & PawnField ()
 
TWeakObjectPtr< APawn > & OldPawnField ()
 
TObjectPtr< ACharacter > & CharacterField ()
 
TObjectPtr< USceneComponent > & TransformComponentField ()
 
UE::Math::TRotator< double > & ControlRotationField ()
 
unsigned __int8IgnoreMoveInputField ()
 
BitFieldValue< bool, unsigned __int32bAttachToPawn ()
 
BitFieldValue< bool, unsigned __int32bIsPlayerController ()
 
BitFieldValue< bool, unsigned __int32bCanPossessWithoutAuthority ()
 
void FailedToSpawnPawn ()
 
void ClientSetRotation (UE::Math::TRotator< double > *NewRotation, bool bResetCamera)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
bool IsLocalController ()
 
void SetInitialLocationAndRotation (const UE::Math::TVector< double > *NewLocation, const UE::Math::TRotator< double > *NewRotation)
 
void SetControlRotation (const UE::Math::TRotator< double > *NewRotation)
 
void SetIgnoreMoveInput (bool bNewMoveInput)
 
void ResetIgnoreMoveInput ()
 
bool IsMoveInputIgnored ()
 
void SetIgnoreLookInput (bool bNewLookInput)
 
void ResetIgnoreLookInput ()
 
bool IsLookInputIgnored ()
 
void ResetIgnoreInputFlags ()
 
void AttachToPawn (APawn *InPawn)
 
void DetachFromPawn ()
 
AActorGetViewTarget ()
 
void GetPlayerViewPoint (UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)
 
bool LineOfSightTo (const AActor *Other, UE::Math::TVector< double > *ViewPoint, __int64 bAlternateChecks)
 
void PostInitializeComponents ()
 
void Possess (APawn *InPawn)
 
void OnPossess (APawn *InPawn)
 
void UnPossess ()
 
void OnUnPossess ()
 
void PawnPendingDestroy (APawn *inPawn)
 
void Reset ()
 
void ClientSetLocation_Implementation (UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation)
 
void ClientSetRotation_Implementation (UE::Math::TRotator< double > *NewRotation, __int64 bResetCamera)
 
void RemovePawnTickDependency (APawn *InOldPawn)
 
void AddPawnTickDependency (APawn *NewPawn)
 
void SetPawn (APawn *InPawn)
 
void OnRep_Pawn ()
 
void OnRep_PlayerState ()
 
void Destroyed ()
 
void CleanupPlayerState ()
 
void InstigatedAnyDamage (float Damage, const UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)
 
void InitPlayerState ()
 
void GetActorEyesViewPoint (UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
FStringGetHumanReadableName (FString *result)
 
void ChangeState (FName NewState)
 
bool IsInState (FName InStateName)
 
const FNavAgentPropertiesGetNavAgentPropertiesRef ()
 
void GetMoveGoalReachTest (const AActor *MovingActor, const UE::Math::TVector< double > *MoveOffset, UE::Math::TVector< double > *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
bool ShouldPostponePathUpdates ()
 
bool IsFollowingAPath ()
 
IPathFollowingAgentInterfaceGetPathFollowingAgent ()
 
void StopMovement ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
bool ShouldParticipateInSeamlessTravel ()
 
void TickActor (float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)
 
- 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.
 
- Public Member Functions inherited from PlayerControllerExtensions
FString GetEOSId ()
 Returns the player's EOS id (platform unique identifier)
 

Static Public Member Functions

static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesAPlayerController ()
 
- Static Public Member Functions inherited from APrimalController
static UClassStaticClass ()
 
- Static Public Member Functions inherited from AController
static UClassStaticClass ()
 
static void StaticRegisterNativesAController ()
 
- 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 AController
TMulticastDelegate< void __cdecl(APawn *), FDefaultDelegateUserPolicyOnNewPawnField )()
 
- Public Attributes inherited from UPrimalActor
TMulticastDelegate< void __cdecl(UPrimalActor *, int, int), FDefaultDelegateUserPolicyOnTeamChangedForActorField )()
 

Detailed Description

Definition at line 2306 of file Actor.h.

Member Function Documentation

◆ AcknowledgedPawnField()

TObjectPtr< APawn > & APlayerController::AcknowledgedPawnField ( )
inline

Definition at line 2311 of file Actor.h.

◆ AcknowledgePossession()

void APlayerController::AcknowledgePossession ( APawn * P)
inline

Definition at line 2479 of file Actor.h.

◆ ActiveForceFeedbackEffectsField()

TArray< FActiveForceFeedbackEffect, TSizedDefaultAllocator< 32 > > & APlayerController::ActiveForceFeedbackEffectsField ( )
inline

Definition at line 2329 of file Actor.h.

◆ ActiveHapticEffect_GunField()

TSharedPtr< FActiveHapticFeedbackEffect > & APlayerController::ActiveHapticEffect_GunField ( )
inline

Definition at line 2336 of file Actor.h.

◆ ActiveHapticEffect_HMDField()

TSharedPtr< FActiveHapticFeedbackEffect > & APlayerController::ActiveHapticEffect_HMDField ( )
inline

Definition at line 2337 of file Actor.h.

◆ ActiveHapticEffect_LeftField()

TSharedPtr< FActiveHapticFeedbackEffect > & APlayerController::ActiveHapticEffect_LeftField ( )
inline

Definition at line 2334 of file Actor.h.

◆ ActiveHapticEffect_RightField()

TSharedPtr< FActiveHapticFeedbackEffect > & APlayerController::ActiveHapticEffect_RightField ( )
inline

Definition at line 2335 of file Actor.h.

◆ AddCheats()

void APlayerController::AddCheats ( bool bForce)
inline

Definition at line 2488 of file Actor.h.

◆ AddPitchInput()

void APlayerController::AddPitchInput ( float Val)
inline

Definition at line 2674 of file Actor.h.

◆ AddRollInput()

void APlayerController::AddRollInput ( float Val)
inline

Definition at line 2676 of file Actor.h.

◆ AddYawInput()

void APlayerController::AddYawInput ( float Val)
inline

Definition at line 2675 of file Actor.h.

◆ AsyncPhysicsDataClassField()

TSubclassOf< UAsyncPhysicsData > & APlayerController::AsyncPhysicsDataClassField ( )
inline

Definition at line 2330 of file Actor.h.

◆ AsyncPhysicsDataComponentField()

TObjectPtr< UAsyncPhysicsInputComponent > & APlayerController::AsyncPhysicsDataComponentField ( )
inline

Definition at line 2331 of file Actor.h.

◆ AudioListenerAttenuationComponentField()

TWeakObjectPtr< USceneComponent > & APlayerController::AudioListenerAttenuationComponentField ( )
inline

Definition at line 2368 of file Actor.h.

◆ AudioListenerAttenuationOverrideField()

UE::Math::TVector< double > & APlayerController::AudioListenerAttenuationOverrideField ( )
inline

Definition at line 2371 of file Actor.h.

◆ AudioListenerComponentField()

TWeakObjectPtr< USceneComponent > & APlayerController::AudioListenerComponentField ( )
inline

Definition at line 2367 of file Actor.h.

◆ AudioListenerLocationOverrideField()

UE::Math::TVector< double > & APlayerController::AudioListenerLocationOverrideField ( )
inline

Definition at line 2369 of file Actor.h.

◆ AudioListenerRotationOverrideField()

UE::Math::TRotator< double > & APlayerController::AudioListenerRotationOverrideField ( )
inline

Definition at line 2370 of file Actor.h.

◆ AutoManageActiveCameraTarget()

void APlayerController::AutoManageActiveCameraTarget ( AActor * SuggestedTarget)
inline

Definition at line 2468 of file Actor.h.

◆ bCinemaDisableInputLook()

BitFieldValue< bool, unsigned __int32 > APlayerController::bCinemaDisableInputLook ( )
inline

Definition at line 2406 of file Actor.h.

◆ bCinemaDisableInputMove()

BitFieldValue< bool, unsigned __int32 > APlayerController::bCinemaDisableInputMove ( )
inline

Definition at line 2405 of file Actor.h.

◆ bCinematicMode()

BitFieldValue< bool, unsigned __int32 > APlayerController::bCinematicMode ( )
inline

Definition at line 2391 of file Actor.h.

◆ bDisableHaptics()

BitFieldValue< bool, unsigned __int32 > APlayerController::bDisableHaptics ( )
inline

Definition at line 2411 of file Actor.h.

◆ BeginInactiveState()

void APlayerController::BeginInactiveState ( )
inline

Definition at line 2668 of file Actor.h.

◆ BeginPlay()

void APlayerController::BeginPlay ( )
inline

Definition at line 2514 of file Actor.h.

◆ BeginSpectatingState()

void APlayerController::BeginSpectatingState ( )
inline

Definition at line 2660 of file Actor.h.

◆ bEnableClickEvents()

BitFieldValue< bool, unsigned __int32 > APlayerController::bEnableClickEvents ( )
inline

Definition at line 2396 of file Actor.h.

◆ bEnableMotionControls()

BitFieldValue< bool, unsigned __int32 > APlayerController::bEnableMotionControls ( )
inline

Definition at line 2401 of file Actor.h.

◆ bEnableMouseOverEvents()

BitFieldValue< bool, unsigned __int32 > APlayerController::bEnableMouseOverEvents ( )
inline

Definition at line 2398 of file Actor.h.

◆ bEnableStreamingSource()

BitFieldValue< bool, unsigned __int32 > APlayerController::bEnableStreamingSource ( )
inline

Definition at line 2402 of file Actor.h.

◆ bEnableTouchEvents()

BitFieldValue< bool, unsigned __int32 > APlayerController::bEnableTouchEvents ( )
inline

Definition at line 2397 of file Actor.h.

◆ bEnableTouchOverEvents()

BitFieldValue< bool, unsigned __int32 > APlayerController::bEnableTouchOverEvents ( )
inline

Definition at line 2399 of file Actor.h.

◆ bForceFeedbackEnabled()

BitFieldValue< bool, unsigned __int32 > APlayerController::bForceFeedbackEnabled ( )
inline

Definition at line 2400 of file Actor.h.

◆ bHidePawnInCinematicMode()

BitFieldValue< bool, unsigned __int32 > APlayerController::bHidePawnInCinematicMode ( )
inline

Definition at line 2392 of file Actor.h.

◆ bInputEnabled()

BitFieldValue< bool, unsigned __int32 > APlayerController::bInputEnabled ( )
inline

Definition at line 2408 of file Actor.h.

◆ bIsUsingStreamingVolumes()

BitFieldValue< bool, unsigned __int32 > APlayerController::bIsUsingStreamingVolumes ( )
inline

Definition at line 2393 of file Actor.h.

◆ BlendedTargetViewRotationField()

UE::Math::TRotator< double > & APlayerController::BlendedTargetViewRotationField ( )
inline

Definition at line 2317 of file Actor.h.

◆ bOverrideAudioAttenuationListener()

BitFieldValue< bool, unsigned __int32 > APlayerController::bOverrideAudioAttenuationListener ( )
inline

Definition at line 2410 of file Actor.h.

◆ bOverrideAudioListener()

BitFieldValue< bool, unsigned __int32 > APlayerController::bOverrideAudioListener ( )
inline

Definition at line 2409 of file Actor.h.

◆ bPlayerIsWaiting()

BitFieldValue< bool, unsigned __int32 > APlayerController::bPlayerIsWaiting ( )
inline

Definition at line 2394 of file Actor.h.

◆ bShortConnectTimeOut()

BitFieldValue< bool, unsigned __int32 > APlayerController::bShortConnectTimeOut ( )
inline

Definition at line 2390 of file Actor.h.

◆ bShouldFlushInputWhenViewportFocusChanges()

BitFieldValue< bool, unsigned __int32 > APlayerController::bShouldFlushInputWhenViewportFocusChanges ( )
inline

Definition at line 2412 of file Actor.h.

◆ bShouldPerformFullTickWhenPaused()

BitFieldValue< bool, unsigned __int32 > APlayerController::bShouldPerformFullTickWhenPaused ( )
inline

Definition at line 2407 of file Actor.h.

◆ bShowMouseCursor()

BitFieldValue< bool, unsigned __int32 > APlayerController::bShowMouseCursor ( )
inline

Definition at line 2395 of file Actor.h.

◆ bStreamingSourceShouldActivate()

BitFieldValue< bool, unsigned __int32 > APlayerController::bStreamingSourceShouldActivate ( )
inline

Definition at line 2403 of file Actor.h.

◆ bStreamingSourceShouldBlockOnSlowStreaming()

BitFieldValue< bool, unsigned __int32 > APlayerController::bStreamingSourceShouldBlockOnSlowStreaming ( )
inline

Definition at line 2404 of file Actor.h.

◆ BuildInputStack()

void APlayerController::BuildInputStack ( TArray< UInputComponent *, TSizedDefaultAllocator< 32 > > * InputStack)
inline

Definition at line 2561 of file Actor.h.

◆ CalcCamera()

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

Definition at line 2483 of file Actor.h.

◆ Camera()

void APlayerController::Camera ( FName NewMode)
inline

Definition at line 2519 of file Actor.h.

◆ CanRestartPlayer()

bool APlayerController::CanRestartPlayer ( )
inline

Definition at line 2587 of file Actor.h.

◆ ChangeState()

void APlayerController::ChangeState ( FName NewState)
inline

Definition at line 2666 of file Actor.h.

◆ CheatClassField()

TSubclassOf< UCheatManager > & APlayerController::CheatClassField ( )
inline

Definition at line 2327 of file Actor.h.

◆ CheatManagerField()

TObjectPtr< UCheatManager > & APlayerController::CheatManagerField ( )
inline

Definition at line 2326 of file Actor.h.

◆ CleanUpAudioComponents()

void APlayerController::CleanUpAudioComponents ( )
inline

Definition at line 2465 of file Actor.h.

◆ CleanupGameViewport()

void APlayerController::CleanupGameViewport ( )
inline

Definition at line 2493 of file Actor.h.

◆ CleanupPlayerState()

void APlayerController::CleanupPlayerState ( )
inline

Definition at line 2502 of file Actor.h.

◆ ClickEventKeysField()

TArray< FKey, TSizedDefaultAllocator< 32 > > & APlayerController::ClickEventKeysField ( )
inline

Definition at line 2350 of file Actor.h.

◆ ClientCancelPendingMapChange_Implementation()

void APlayerController::ClientCancelPendingMapChange_Implementation ( )
inline

Definition at line 2598 of file Actor.h.

◆ ClientCapBandwidth_Implementation()

void APlayerController::ClientCapBandwidth_Implementation ( int Cap)
inline

Definition at line 2530 of file Actor.h.

◆ ClientCapField()

int & APlayerController::ClientCapField ( )
inline

Definition at line 2325 of file Actor.h.

◆ ClientClearCameraLensEffects()

void APlayerController::ClientClearCameraLensEffects ( )
inline

Definition at line 2426 of file Actor.h.

◆ ClientClearCameraLensEffects_Implementation()

void APlayerController::ClientClearCameraLensEffects_Implementation ( )
inline

Definition at line 2644 of file Actor.h.

◆ ClientCommitMapChange()

void APlayerController::ClientCommitMapChange ( )
inline

Definition at line 2427 of file Actor.h.

◆ ClientCommitMapChange_Implementation()

void APlayerController::ClientCommitMapChange_Implementation ( )
inline

Definition at line 2597 of file Actor.h.

◆ ClientEnableNetworkVoice()

void APlayerController::ClientEnableNetworkVoice ( bool bEnable)
inline

Definition at line 2428 of file Actor.h.

◆ ClientEnableNetworkVoice_Implementation()

void APlayerController::ClientEnableNetworkVoice_Implementation ( bool bEnable)
inline

Definition at line 2608 of file Actor.h.

◆ ClientEndOnlineSession_Implementation()

void APlayerController::ClientEndOnlineSession_Implementation ( )
inline

Definition at line 2622 of file Actor.h.

◆ ClientForceGarbageCollection_Implementation()

void APlayerController::ClientForceGarbageCollection_Implementation ( )
inline

Definition at line 2593 of file Actor.h.

◆ ClientGameEnded_Implementation()

void APlayerController::ClientGameEnded_Implementation ( AActor * EndGameFocus,
bool bIsWinner )
inline

Definition at line 2549 of file Actor.h.

◆ ClientGotoState()

void APlayerController::ClientGotoState ( FName NewState)
inline

Definition at line 2429 of file Actor.h.

◆ ClientIgnoreLookInput_Implementation()

void APlayerController::ClientIgnoreLookInput_Implementation ( bool bIgnore)
inline

Definition at line 2589 of file Actor.h.

◆ ClientIgnoreMoveInput_Implementation()

void APlayerController::ClientIgnoreMoveInput_Implementation ( bool bIgnore)
inline

Definition at line 2588 of file Actor.h.

◆ ClientLatestAsyncPhysicsStepSentField()

int & APlayerController::ClientLatestAsyncPhysicsStepSentField ( )
inline

Definition at line 2382 of file Actor.h.

◆ ClientLatestCorrectedOffsetServerStepField()

int & APlayerController::ClientLatestCorrectedOffsetServerStepField ( )
inline

Definition at line 2381 of file Actor.h.

◆ ClientLatestTimeDilationServerStepField()

int & APlayerController::ClientLatestTimeDilationServerStepField ( )
inline

Definition at line 2383 of file Actor.h.

◆ ClientMessage()

void APlayerController::ClientMessage ( const FString * S,
FName Type,
float MsgLifeTime )
inline

Definition at line 2430 of file Actor.h.

◆ ClientMessage_Implementation()

void APlayerController::ClientMessage_Implementation ( const FString * S,
FName Type,
float MsgLifeTime )
inline

Definition at line 2509 of file Actor.h.

◆ ClientMutePlayer()

void APlayerController::ClientMutePlayer ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2431 of file Actor.h.

◆ ClientMutePlayer_Implementation()

void APlayerController::ClientMutePlayer_Implementation ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2613 of file Actor.h.

◆ ClientPlaySound_Implementation()

void APlayerController::ClientPlaySound_Implementation ( USoundBase * Sound,
float VolumeMultiplier,
float PitchMultiplier )
inline

Definition at line 2508 of file Actor.h.

◆ ClientPrepareMapChange_Implementation()

void APlayerController::ClientPrepareMapChange_Implementation ( FName LevelName,
bool bFirst,
bool bLast )
inline

Definition at line 2595 of file Actor.h.

◆ ClientPrestreamTextures_Implementation()

void APlayerController::ClientPrestreamTextures_Implementation ( AActor * ForcedActor,
float ForceDuration,
bool bEnableStreaming,
int CinematicTextureGroups )
inline

Definition at line 2628 of file Actor.h.

◆ ClientReceiveLocalizedMessage_Implementation()

void APlayerController::ClientReceiveLocalizedMessage_Implementation ( TSubclassOf< ULocalMessage > Message,
int Switch,
APlayerState * RelatedPlayerState_1,
APlayerState * RelatedPlayerState_2,
UObject * OptionalObject )
inline

Definition at line 2507 of file Actor.h.

◆ ClientRecvServerAckFrame_Implementation()

void APlayerController::ClientRecvServerAckFrame_Implementation ( int LastProcessedInputFrame,
int RecvServerFrameNumber,
char TimeDilation )
inline

Definition at line 2528 of file Actor.h.

◆ ClientRecvServerAckFrameDebug_Implementation()

void APlayerController::ClientRecvServerAckFrameDebug_Implementation ( unsigned __int8 NumBuffered,
float TargetNumBufferedCmds )
inline

Definition at line 2529 of file Actor.h.

◆ ClientRepObjRef()

void APlayerController::ClientRepObjRef ( UObject * Object)
inline

Definition at line 2432 of file Actor.h.

◆ ClientReset_Implementation()

void APlayerController::ClientReset_Implementation ( )
inline

Definition at line 2496 of file Actor.h.

◆ ClientRestart_Implementation()

void APlayerController::ClientRestart_Implementation ( APawn * NewPawn)
inline

Definition at line 2477 of file Actor.h.

◆ ClientRetryClientRestart()

void APlayerController::ClientRetryClientRestart ( APawn * NewPawn)
inline

Definition at line 2433 of file Actor.h.

◆ ClientRetryClientRestart_Implementation()

void APlayerController::ClientRetryClientRestart_Implementation ( APawn * NewPawn)
inline

Definition at line 2476 of file Actor.h.

◆ ClientReturnToMainMenu()

void APlayerController::ClientReturnToMainMenu ( const FString * ReturnReason)
inline

Definition at line 2434 of file Actor.h.

◆ ClientReturnToMainMenu_Implementation()

void APlayerController::ClientReturnToMainMenu_Implementation ( const FString * ReturnReason)
inline

Definition at line 2538 of file Actor.h.

◆ ClientReturnToMainMenuWithTextReason()

void APlayerController::ClientReturnToMainMenuWithTextReason ( const FText * ReturnReason)
inline

Definition at line 2435 of file Actor.h.

◆ ClientReturnToMainMenuWithTextReason_Implementation()

void APlayerController::ClientReturnToMainMenuWithTextReason_Implementation ( const FText * ReturnReason)
inline

Definition at line 2537 of file Actor.h.

◆ ClientSetBlockOnAsyncLoading_Implementation()

void APlayerController::ClientSetBlockOnAsyncLoading_Implementation ( )
inline

Definition at line 2599 of file Actor.h.

◆ ClientSetCameraMode_Implementation()

void APlayerController::ClientSetCameraMode_Implementation ( FName NewCamMode)
inline

Definition at line 2522 of file Actor.h.

◆ ClientSetCinematicMode_Implementation()

void APlayerController::ClientSetCinematicMode_Implementation ( bool bInCinematicMode,
bool bAffectsMovement,
bool bAffectsTurning,
bool bAffectsHUD )
inline

Definition at line 2592 of file Actor.h.

◆ ClientSetForceMipLevelsToBeResident_Implementation()

void APlayerController::ClientSetForceMipLevelsToBeResident_Implementation ( UMaterialInterface * Material,
float ForceDuration,
int CinematicTextureGroups )
inline

Definition at line 2627 of file Actor.h.

◆ ClientSetHUD_Implementation()

void APlayerController::ClientSetHUD_Implementation ( TSubclassOf< AHUD > NewHUDClass)
inline

Definition at line 2501 of file Actor.h.

◆ ClientSetSpectatorWaiting_Implementation()

void APlayerController::ClientSetSpectatorWaiting_Implementation ( bool bWaiting)
inline

Definition at line 2576 of file Actor.h.

◆ ClientSpawnGenericCameraLensEffect_Implementation()

void APlayerController::ClientSpawnGenericCameraLensEffect_Implementation ( TSubclassOf< AActor > LensEffectEmitterClass)
inline

Definition at line 2642 of file Actor.h.

◆ ClientStartOnlineSession_Implementation()

void APlayerController::ClientStartOnlineSession_Implementation ( )
inline

Definition at line 2621 of file Actor.h.

◆ ClientTeamMessage()

void APlayerController::ClientTeamMessage ( APlayerState * SenderPlayerState,
const FString * S,
FName Type,
float MsgLifeTime )
inline

Definition at line 2438 of file Actor.h.

◆ ClientTeamMessage_Implementation()

void APlayerController::ClientTeamMessage_Implementation ( APlayerState * SenderPlayerState,
const FString * S,
FName Type,
float MsgLifeTime )
inline

Definition at line 2511 of file Actor.h.

◆ ClientUnmutePlayer()

void APlayerController::ClientUnmutePlayer ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2439 of file Actor.h.

◆ ClientUnmutePlayer_Implementation()

void APlayerController::ClientUnmutePlayer_Implementation ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2614 of file Actor.h.

◆ ClientUnmutePlayers()

void APlayerController::ClientUnmutePlayers ( const TArray< FUniqueNetIdRepl, TSizedDefaultAllocator< 32 > > * PlayerIds)
inline

Definition at line 2440 of file Actor.h.

◆ ClientUnmutePlayers_Implementation()

void APlayerController::ClientUnmutePlayers_Implementation ( const TArray< FUniqueNetIdRepl, TSizedDefaultAllocator< 32 > > * PlayerIds)
inline

Definition at line 2615 of file Actor.h.

◆ ClientVoiceHandshakeComplete()

void APlayerController::ClientVoiceHandshakeComplete ( )
inline

Definition at line 2442 of file Actor.h.

◆ ClientWasKicked()

void APlayerController::ClientWasKicked ( const FText * KickReason)
inline

Definition at line 2443 of file Actor.h.

◆ ConsoleCommand()

FString * APlayerController::ConsoleCommand ( FString * result,
const FString * Cmd,
bool bWriteToLog )
inline

Definition at line 2464 of file Actor.h.

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◆ ConsoleKey()

void APlayerController::ConsoleKey ( FKey * Key)
inline

Definition at line 2623 of file Actor.h.

◆ ControllingDirTrackInstField()

TObjectPtr< UInterpTrackInstDirector > & APlayerController::ControllingDirTrackInstField ( )
inline

Definition at line 2312 of file Actor.h.

◆ CopyStringToClipboard()

void APlayerController::CopyStringToClipboard ( const FString * S)
inline

Definition at line 2444 of file Actor.h.

◆ CopyStringToClipboard_Implementation()

void APlayerController::CopyStringToClipboard_Implementation ( const FString * S)
inline

Definition at line 2510 of file Actor.h.

◆ CreateTouchInterface()

void APlayerController::CreateTouchInterface ( )
inline

Definition at line 2491 of file Actor.h.

◆ CurrentClickablePrimitiveField()

TWeakObjectPtr< UPrimitiveComponent > & APlayerController::CurrentClickablePrimitiveField ( )
inline

Definition at line 2357 of file Actor.h.

◆ CurrentClickTraceChannelField()

TEnumAsByte< enum ECollisionChannel > & APlayerController::CurrentClickTraceChannelField ( )
inline

Definition at line 2352 of file Actor.h.

◆ CurrentInputStackField()

TArray< TWeakObjectPtr< UInputComponent >, TSizedDefaultAllocator< 32 > > & APlayerController::CurrentInputStackField ( )
inline

Definition at line 2359 of file Actor.h.

◆ CurrentTouchablePrimitivesField()

FieldArray< TWeakObjectPtr< UPrimitiveComponent >, 11 > APlayerController::CurrentTouchablePrimitivesField ( )
inline

Definition at line 2358 of file Actor.h.

◆ DefaultCanUnpause()

bool APlayerController::DefaultCanUnpause ( )
inline

Definition at line 2657 of file Actor.h.

◆ DelayedPrepareMapChange()

void APlayerController::DelayedPrepareMapChange ( )
inline

Definition at line 2596 of file Actor.h.

◆ Destroyed()

void APlayerController::Destroyed ( )
inline

Definition at line 2516 of file Actor.h.

◆ DestroyNetworkActorHandled()

bool APlayerController::DestroyNetworkActorHandled ( )
inline

Definition at line 2455 of file Actor.h.

◆ DestroySpectatorPawn()

void APlayerController::DestroySpectatorPawn ( )
inline

Definition at line 2663 of file Actor.h.

◆ DisableInput()

void APlayerController::DisableInput ( APlayerController * PlayerController)
inline

Definition at line 2683 of file Actor.h.

◆ DisplayDebug()

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

Definition at line 2590 of file Actor.h.

◆ EnableCheats()

void APlayerController::EnableCheats ( const FString * pass)
inline

Definition at line 2489 of file Actor.h.

◆ EnableInput()

void APlayerController::EnableInput ( APlayerController * PlayerController)
inline

Definition at line 2682 of file Actor.h.

◆ EndPlay()

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

Definition at line 2515 of file Actor.h.

◆ EndPlayingState()

void APlayerController::EndPlayingState ( )
inline

Definition at line 2659 of file Actor.h.

◆ EndSpectatingState()

void APlayerController::EndSpectatingState ( )
inline

Definition at line 2667 of file Actor.h.

◆ FailedToSpawnPawn()

void APlayerController::FailedToSpawnPawn ( )
inline

Definition at line 2456 of file Actor.h.

◆ FlushPressedKeys()

void APlayerController::FlushPressedKeys ( )
inline

Definition at line 2425 of file Actor.h.

◆ ForceFeedbackScaleField()

float & APlayerController::ForceFeedbackScaleField ( )
inline

Definition at line 2349 of file Actor.h.

◆ ForceFeedbackValuesField()

FForceFeedbackValues & APlayerController::ForceFeedbackValuesField ( )
inline

Definition at line 2338 of file Actor.h.

◆ ForceSingleNetUpdateFor()

void APlayerController::ForceSingleNetUpdateFor ( AActor * Target)
inline

Definition at line 2472 of file Actor.h.

◆ FOV()

void APlayerController::FOV ( float F)
inline

Definition at line 2517 of file Actor.h.

◆ GameHasEnded()

void APlayerController::GameHasEnded ( AActor * EndGameFocus,
bool bIsWinner )
inline

Definition at line 2423 of file Actor.h.

◆ GetActorEyesViewPoint()

void APlayerController::GetActorEyesViewPoint ( UE::Math::TVector< double > * out_Location,
UE::Math::TRotator< double > * out_Rotation )
inline

Definition at line 2482 of file Actor.h.

◆ GetAudioListenerAttenuationOverridePosition()

bool APlayerController::GetAudioListenerAttenuationOverridePosition ( UE::Math::TVector< double > * OutLocation)
inline

Definition at line 2571 of file Actor.h.

◆ GetAudioListenerPosition()

void APlayerController::GetAudioListenerPosition ( UE::Math::TVector< double > * OutLocation,
UE::Math::TVector< double > * OutFrontDir,
UE::Math::TVector< double > * OutRightDir )
inline

Definition at line 2570 of file Actor.h.

◆ GetDeprecatedInputPitchScale()

float APlayerController::GetDeprecatedInputPitchScale ( )
inline

Definition at line 2578 of file Actor.h.

◆ GetDeprecatedInputYawScale()

float APlayerController::GetDeprecatedInputYawScale ( )
inline

Definition at line 2577 of file Actor.h.

◆ GetHitResultAtScreenPosition() [1/2]

bool APlayerController::GetHitResultAtScreenPosition ( const UE::Math::TVector2< double > * ScreenPosition,
const ECollisionChannel TraceChannel,
bool bTraceComplex,
FHitResult * HitResult )
inline

Definition at line 2552 of file Actor.h.

◆ GetHitResultAtScreenPosition() [2/2]

bool APlayerController::GetHitResultAtScreenPosition ( const UE::Math::TVector2< double > * ScreenPosition,
const TArray< TEnumAsByte< EObjectTypeQuery >, TSizedDefaultAllocator< 32 > > * ObjectTypes,
bool bTraceComplex,
FHitResult * HitResult )
inline

Definition at line 2553 of file Actor.h.

◆ GetHitResultUnderFinger()

bool APlayerController::GetHitResultUnderFinger ( ETouchIndex::Type FingerIndex,
ECollisionChannel TraceChannel,
bool bTraceComplex,
FHitResult * HitResult )
inline

Definition at line 2550 of file Actor.h.

◆ GetInputIndex()

int APlayerController::GetInputIndex ( )
inline

Definition at line 2650 of file Actor.h.

◆ GetInputKeyTimeDown()

float APlayerController::GetInputKeyTimeDown ( FKey * Key)
inline

Definition at line 2679 of file Actor.h.

◆ GetInputMotionState()

void APlayerController::GetInputMotionState ( UE::Math::TVector< double > * Tilt,
UE::Math::TVector< double > * RotationRate,
UE::Math::TVector< double > * Gravity,
UE::Math::TVector< double > * Acceleration )
inline

Definition at line 2678 of file Actor.h.

◆ GetInputMouseDelta()

void APlayerController::GetInputMouseDelta ( float * DeltaX,
float * DeltaY )
inline

Definition at line 2681 of file Actor.h.

◆ GetLifetimeReplicatedProps()

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

Definition at line 2646 of file Actor.h.

◆ GetLocalPlayer()

ULocalPlayer * APlayerController::GetLocalPlayer ( )
inline

Definition at line 2648 of file Actor.h.

◆ GetMinRespawnDelay()

float APlayerController::GetMinRespawnDelay ( )
inline

Definition at line 2669 of file Actor.h.

◆ GetMousePosition()

bool APlayerController::GetMousePosition ( float * LocationX,
float * LocationY,
bool bEvenWhenMouseNotAttached )
inline

Definition at line 2680 of file Actor.h.

◆ GetNetConnection()

UNetConnection * APlayerController::GetNetConnection ( )
inline

Definition at line 2454 of file Actor.h.

◆ GetNetOwningPlayer()

UPlayer * APlayerController::GetNetOwningPlayer ( )
inline

Definition at line 2453 of file Actor.h.

◆ GetNetPriority()

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

Definition at line 2452 of file Actor.h.

◆ GetNextViewablePlayer()

APlayerState * APlayerController::GetNextViewablePlayer ( int dir)
inline

Definition at line 2581 of file Actor.h.

◆ GetPawnOrSpectator()

APawn * APlayerController::GetPawnOrSpectator ( )
inline

Definition at line 2664 of file Actor.h.

◆ GetPlayerControllerForMuting()

APlayerController * APlayerController::GetPlayerControllerForMuting ( const FUniqueNetIdRepl * PlayerNetId)
inline

Definition at line 2619 of file Actor.h.

◆ GetPlayerNetworkAddress()

FString * APlayerController::GetPlayerNetworkAddress ( FString * result)
inline

Definition at line 2656 of file Actor.h.

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◆ GetPlayerViewPoint()

void APlayerController::GetPlayerViewPoint ( UE::Math::TVector< double > * out_Location,
UE::Math::TRotator< double > * out_Rotation )
inline

Definition at line 2484 of file Actor.h.

◆ GetPrivateStaticClass()

static UClass * APlayerController::GetPrivateStaticClass ( )
inlinestatic

Definition at line 2416 of file Actor.h.

◆ GetSeamlessTravelActorList()

void APlayerController::GetSeamlessTravelActorList ( bool bToEntry,
TArray< AActor *, TSizedDefaultAllocator< 32 > > * ActorList )
inline

Definition at line 2600 of file Actor.h.

◆ GetSpectatorPawn()

unsigned __int64 APlayerController::GetSpectatorPawn ( )
inline

Definition at line 2424 of file Actor.h.

◆ GetSplitscreenPlayerCount()

int APlayerController::GetSplitscreenPlayerCount ( )
inline

Definition at line 2626 of file Actor.h.

◆ GetStreamingSourceLocationAndRotation()

void APlayerController::GetStreamingSourceLocationAndRotation ( UE::Math::TVector< double > * OutLocation,
UE::Math::TRotator< double > * OutRotation )
inline

Definition at line 2604 of file Actor.h.

◆ GetStreamingSourceOwner()

const UObject * APlayerController::GetStreamingSourceOwner ( )
inline

Definition at line 2417 of file Actor.h.

◆ GetStreamingSourcePriority()

EStreamingSourcePriority APlayerController::GetStreamingSourcePriority ( )
inline

Definition at line 2419 of file Actor.h.

◆ GetViewportSize()

void APlayerController::GetViewportSize ( int * SizeX,
int * SizeY )
inline

Definition at line 2494 of file Actor.h.

◆ GetViewTarget()

AActor * APlayerController::GetViewTarget ( )
inline

Definition at line 2466 of file Actor.h.

◆ HasClientLoadedCurrentWorld()

bool APlayerController::HasClientLoadedCurrentWorld ( )
inline

Definition at line 2471 of file Actor.h.

◆ HiddenActorsField()

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

Definition at line 2320 of file Actor.h.

◆ HiddenPrimitiveComponentsField()

TArray< TWeakObjectPtr< UPrimitiveComponent >, TSizedDefaultAllocator< 32 > > & APlayerController::HiddenPrimitiveComponentsField ( )
inline

Definition at line 2321 of file Actor.h.

◆ HitResultTraceDistanceField()

float & APlayerController::HitResultTraceDistanceField ( )
inline

Definition at line 2353 of file Actor.h.

◆ InactiveStateInputComponentField()

TObjectPtr< UInputComponent > & APlayerController::InactiveStateInputComponentField ( )
inline

Definition at line 2360 of file Actor.h.

◆ InitInputSystem()

void APlayerController::InitInputSystem ( )
inline

Definition at line 2474 of file Actor.h.

◆ InputAxis()

bool APlayerController::InputAxis ( FKey * Key,
float Delta,
float DeltaTime,
int NumSamples,
bool bGamepad )
inline

Definition at line 2557 of file Actor.h.

◆ InputKey()

bool APlayerController::InputKey ( FKey * Key,
EInputEvent EventType,
float AmountDepressed,
bool bGamepad )
inline

Definition at line 2555 of file Actor.h.

◆ InputMotion()

bool APlayerController::InputMotion ( const UE::Math::TVector< double > * Tilt,
const UE::Math::TVector< double > * RotationRate,
const UE::Math::TVector< double > * Gravity,
const UE::Math::TVector< double > * Acceleration )
inline

Definition at line 2558 of file Actor.h.

◆ InputPitchScale_DEPRECATEDField()

float & APlayerController::InputPitchScale_DEPRECATEDField ( )
inline

Definition at line 2345 of file Actor.h.

◆ InputRollScale_DEPRECATEDField()

float & APlayerController::InputRollScale_DEPRECATEDField ( )
inline

Definition at line 2346 of file Actor.h.

◆ InputYawScale_DEPRECATEDField()

float & APlayerController::InputYawScale_DEPRECATEDField ( )
inline

Definition at line 2344 of file Actor.h.

◆ IsFrozen()

bool APlayerController::IsFrozen ( )
inline

Definition at line 2497 of file Actor.h.

◆ IsInputComponentInStack()

bool APlayerController::IsInputComponentInStack ( const UInputComponent * InInputComponent)
inline

Definition at line 2673 of file Actor.h.

◆ IsInputKeyDown()

bool APlayerController::IsInputKeyDown ( FKey * Key)
inline

Definition at line 2677 of file Actor.h.

◆ IsNetRelevantFor()

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

Definition at line 2653 of file Actor.h.

◆ IsPaused()

bool APlayerController::IsPaused ( )
inline

Definition at line 2540 of file Actor.h.

◆ IsPlayerMuted()

bool APlayerController::IsPlayerMuted ( const FUniqueNetId * PlayerId)
inline

Definition at line 2620 of file Actor.h.

◆ IsSplitscreenPlayer()

bool APlayerController::IsSplitscreenPlayer ( int * OutSplitscreenPlayerIndex)
inline

Definition at line 2625 of file Actor.h.

◆ IsStreamingSourceEnabled()

bool APlayerController::IsStreamingSourceEnabled ( )
inline

Definition at line 2422 of file Actor.h.

◆ LastCompletedSeamlessTravelCountField()

unsigned __int16 & APlayerController::LastCompletedSeamlessTravelCountField ( )
inline

Definition at line 2355 of file Actor.h.

◆ LastMovementHitchField()

float & APlayerController::LastMovementHitchField ( )
inline

Definition at line 2376 of file Actor.h.

◆ LastMovementUpdateTimeField()

float & APlayerController::LastMovementUpdateTimeField ( )
inline

Definition at line 2375 of file Actor.h.

◆ LastRetryPlayerTimeField()

long double & APlayerController::LastRetryPlayerTimeField ( )
inline

Definition at line 2373 of file Actor.h.

◆ LastSpectatorStateSynchTimeField()

long double & APlayerController::LastSpectatorStateSynchTimeField ( )
inline

Definition at line 2322 of file Actor.h.

◆ LastSpectatorSyncLocationField()

UE::Math::TVector< double > & APlayerController::LastSpectatorSyncLocationField ( )
inline

Definition at line 2323 of file Actor.h.

◆ LastSpectatorSyncRotationField()

UE::Math::TRotator< double > & APlayerController::LastSpectatorSyncRotationField ( )
inline

Definition at line 2324 of file Actor.h.

◆ LatentDynamicForceFeedbacksField()

TSortedMap< int, FDynamicForceFeedbackDetails *, TSizedDefaultAllocator< 32 >, TLess< int const > > & APlayerController::LatentDynamicForceFeedbacksField ( )
inline

Definition at line 2333 of file Actor.h.

◆ LocalPlayerCachedLODDistanceFactorField()

float & APlayerController::LocalPlayerCachedLODDistanceFactorField ( )
inline

Definition at line 2319 of file Actor.h.

◆ LocalToServerAsyncPhysicsTickOffsetField()

int & APlayerController::LocalToServerAsyncPhysicsTickOffsetField ( )
inline

Definition at line 2380 of file Actor.h.

◆ LocalTravel()

void APlayerController::LocalTravel ( const FString * FURL)
inline

Definition at line 2536 of file Actor.h.

◆ MuteListField()

FPlayerMuteList & APlayerController::MuteListField ( )
inline

Definition at line 2340 of file Actor.h.

◆ MyHUDField()

TObjectPtr< AHUD > & APlayerController::MyHUDField ( )
inline

Definition at line 2313 of file Actor.h.

◆ NetConditionGroupsField()

TArray< FName, TSizedDefaultAllocator< 32 > > & APlayerController::NetConditionGroupsField ( )
inline

Definition at line 2356 of file Actor.h.

◆ NetConnectionField()

TObjectPtr< UNetConnection > & APlayerController::NetConnectionField ( )
inline

Definition at line 2342 of file Actor.h.

◆ NetworkRemapPath()

FName * APlayerController::NetworkRemapPath ( FName * result,
FName InPackageName,
bool bReading )
inline

Definition at line 2457 of file Actor.h.

◆ NotifyLoadedWorld()

void APlayerController::NotifyLoadedWorld ( FName WorldPackageName,
bool bFinalDest )
inline

Definition at line 2548 of file Actor.h.

◆ NotifyServerReceivedClientData()

bool APlayerController::NotifyServerReceivedClientData ( APawn * InPawn,
float TimeStamp )
inline

Definition at line 2585 of file Actor.h.

◆ OnNetCleanup()

void APlayerController::OnNetCleanup ( UNetConnection * Connection)
inline

Definition at line 2506 of file Actor.h.

◆ OnPossess()

void APlayerController::OnPossess ( APawn * PawnToPossess)
inline

Definition at line 2478 of file Actor.h.

◆ OnSerializeNewActor()

void APlayerController::OnSerializeNewActor ( FOutBunch * OutBunch)
inline

Definition at line 2505 of file Actor.h.

◆ OnUnPossess()

void APlayerController::OnUnPossess ( )
inline

Definition at line 2500 of file Actor.h.

◆ OverridePlayerInputClassField()

TSubclassOf< UPlayerInput > & APlayerController::OverridePlayerInputClassField ( )
inline

Definition at line 2363 of file Actor.h.

◆ Pause()

void APlayerController::Pause ( )
inline

Definition at line 2541 of file Actor.h.

◆ PawnLeavingGame()

void APlayerController::PawnLeavingGame ( )
inline

Definition at line 2513 of file Actor.h.

◆ PendingMapChangeLevelNamesField()

TArray< FName, TSizedDefaultAllocator< 32 > > & APlayerController::PendingMapChangeLevelNamesField ( )
inline

Definition at line 2339 of file Actor.h.

◆ PendingSwapConnectionField()

TObjectPtr< UNetConnection > & APlayerController::PendingSwapConnectionField ( )
inline

Definition at line 2341 of file Actor.h.

◆ PlayDynamicForceFeedback()

void APlayerController::PlayDynamicForceFeedback ( float Intensity,
float Duration,
bool bAffectsLeftLarge,
bool bAffectsLeftSmall,
bool bAffectsRightLarge,
bool bAffectsRightSmall,
TEnumAsByte< EDynamicForceFeedbackAction::Type > Action,
FLatentActionInfo * LatentInfo )
inline

Definition at line 2631 of file Actor.h.

◆ PlayerCameraManagerClassField()

TSubclassOf< APlayerCameraManager > & APlayerController::PlayerCameraManagerClassField ( )
inline

Definition at line 2315 of file Actor.h.

◆ PlayerCameraManagerField()

TObjectPtr< APlayerCameraManager > & APlayerController::PlayerCameraManagerField ( )
inline

Definition at line 2314 of file Actor.h.

◆ PlayerField()

TObjectPtr< UPlayer > & APlayerController::PlayerField ( )
inline

Definition at line 2310 of file Actor.h.

◆ PlayerInputField()

TObjectPtr< UPlayerInput > & APlayerController::PlayerInputField ( )
inline

Definition at line 2328 of file Actor.h.

◆ PlayerTick()

void APlayerController::PlayerTick ( float DeltaTime)
inline

Definition at line 2554 of file Actor.h.

◆ PopInputComponent()

bool APlayerController::PopInputComponent ( UInputComponent * InInputComponent)
inline

Definition at line 2672 of file Actor.h.

◆ PostInitializeComponents()

void APlayerController::PostInitializeComponents ( )
inline

Definition at line 2486 of file Actor.h.

◆ PostLoad()

void APlayerController::PostLoad ( )
inline

Definition at line 2481 of file Actor.h.

◆ PostProcessInput()

void APlayerController::PostProcessInput ( const float DeltaTime,
const bool bGamePaused )
inline

Definition at line 2563 of file Actor.h.

◆ PostSeamlessTravel()

void APlayerController::PostSeamlessTravel ( )
inline

Definition at line 2603 of file Actor.h.

◆ ProcessForceFeedbackAndHaptics()

void APlayerController::ProcessForceFeedbackAndHaptics ( const float DeltaTime,
const bool bGamePaused )
inline

Definition at line 2636 of file Actor.h.

◆ ProcessPlayerInput()

void APlayerController::ProcessPlayerInput ( const float DeltaTime,
const bool bGamePaused )
inline

Definition at line 2562 of file Actor.h.

◆ ProjectWorldLocationToScreenWithDistance()

char APlayerController::ProjectWorldLocationToScreenWithDistance ( UE::Math::TVector< double > * WorldLocation,
UE::Math::TVector< double > * ScreenLocation,
bool bPlayerViewportRelative )
inline

Definition at line 2551 of file Actor.h.

◆ PushInputComponent()

void APlayerController::PushInputComponent ( UInputComponent * InInputComponent)
inline

Definition at line 2671 of file Actor.h.

◆ ReceivedPlayer()

void APlayerController::ReceivedPlayer ( TSubclassOf< ASpectatorPawn > SpectatorClass)
inline

Definition at line 2480 of file Actor.h.

◆ Reset()

void APlayerController::Reset ( )
inline

Definition at line 2495 of file Actor.h.

◆ ResetCameraMode()

void APlayerController::ResetCameraMode ( )
inline

Definition at line 2524 of file Actor.h.

◆ ResetIgnoreInputFlags()

void APlayerController::ResetIgnoreInputFlags ( )
inline

Definition at line 2564 of file Actor.h.

◆ RestartLevel()

void APlayerController::RestartLevel ( )
inline

Definition at line 2535 of file Actor.h.

◆ RotationInputField()

UE::Math::TRotator< double > & APlayerController::RotationInputField ( )
inline

Definition at line 2343 of file Actor.h.

◆ SafeRetryClientRestart()

void APlayerController::SafeRetryClientRestart ( )
inline

Definition at line 2475 of file Actor.h.

◆ SafeServerCheckClientPossession()

void APlayerController::SafeServerCheckClientPossession ( )
inline

Definition at line 2574 of file Actor.h.

◆ SeamlessTravelCountField()

unsigned __int16 & APlayerController::SeamlessTravelCountField ( )
inline

Definition at line 2354 of file Actor.h.

◆ SeamlessTravelFrom()

void APlayerController::SeamlessTravelFrom ( APlayerController * OldPC)
inline

Definition at line 2602 of file Actor.h.

◆ SeamlessTravelTo()

void APlayerController::SeamlessTravelTo ( APlayerController * NewPC)
inline

Definition at line 2601 of file Actor.h.

◆ SendClientAdjustment()

void APlayerController::SendClientAdjustment ( )
inline

Definition at line 2526 of file Actor.h.

◆ SendToConsole()

void APlayerController::SendToConsole ( const FString * Command)
inline

Definition at line 2624 of file Actor.h.

◆ ServerAcknowledgePossession_Implementation()

void APlayerController::ServerAcknowledgePossession_Implementation ( APawn * P)
inline

Definition at line 2498 of file Actor.h.

◆ ServerAcknowledgePossession_Validate()

bool APlayerController::ServerAcknowledgePossession_Validate ( APawn * P)
inline

Definition at line 2499 of file Actor.h.

◆ ServerAsyncPhysicsTimeDilationToSendField()

float & APlayerController::ServerAsyncPhysicsTimeDilationToSendField ( )
inline

Definition at line 2384 of file Actor.h.

◆ ServerBlockPlayer()

void APlayerController::ServerBlockPlayer ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2445 of file Actor.h.

◆ ServerBlockPlayer_Implementation()

void APlayerController::ServerBlockPlayer_Implementation ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2616 of file Actor.h.

◆ ServerCamera_Implementation()

void APlayerController::ServerCamera_Implementation ( FName NewMode)
inline

Definition at line 2520 of file Actor.h.

◆ ServerCamera_Validate()

bool APlayerController::ServerCamera_Validate ( FName NewMode)
inline

Definition at line 2521 of file Actor.h.

◆ ServerChangeName_Implementation()

void APlayerController::ServerChangeName_Implementation ( const FString * S)
inline

Definition at line 2545 of file Actor.h.

◆ ServerChangeName_Validate()

bool APlayerController::ServerChangeName_Validate ( const FString * S)
inline

Definition at line 2546 of file Actor.h.

◆ ServerCheckClientPossession_Implementation()

void APlayerController::ServerCheckClientPossession_Implementation ( )
inline

Definition at line 2572 of file Actor.h.

◆ ServerCheckClientPossessionReliable_Implementation()

void APlayerController::ServerCheckClientPossessionReliable_Implementation ( )
inline

Definition at line 2573 of file Actor.h.

◆ ServerMutePlayer()

void APlayerController::ServerMutePlayer ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2446 of file Actor.h.

◆ ServerMutePlayer_Implementation()

void APlayerController::ServerMutePlayer_Implementation ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2610 of file Actor.h.

◆ ServerNotifyLoadedWorld_Implementation()

void APlayerController::ServerNotifyLoadedWorld_Implementation ( FName WorldPackageName)
inline

Definition at line 2470 of file Actor.h.

◆ ServerPause_Implementation()

void APlayerController::ServerPause_Implementation ( )
inline

Definition at line 2543 of file Actor.h.

◆ ServerPause_Validate()

bool APlayerController::ServerPause_Validate ( )
inline

Definition at line 2542 of file Actor.h.

◆ ServerRecvClientInputFrame_Implementation()

void APlayerController::ServerRecvClientInputFrame_Implementation ( int InRecvClientInputFrame,
const TArray< unsigned char, TSizedDefaultAllocator< 32 > > * Data )
inline

Definition at line 2527 of file Actor.h.

◆ ServerRestartPlayer()

void APlayerController::ServerRestartPlayer ( )
inline

Definition at line 2447 of file Actor.h.

◆ ServerRestartPlayer_Implementation()

void APlayerController::ServerRestartPlayer_Implementation ( )
inline

Definition at line 2586 of file Actor.h.

◆ ServerSetSpectatorLocation_Implementation()

void APlayerController::ServerSetSpectatorLocation_Implementation ( UE::Math::TVector< double > * NewLoc,
UE::Math::TRotator< double > * NewRot )
inline

Definition at line 2575 of file Actor.h.

◆ ServerShortTimeout_Implementation()

void APlayerController::ServerShortTimeout_Implementation ( )
inline

Definition at line 2487 of file Actor.h.

◆ ServerToggleAILogging_Implementation()

void APlayerController::ServerToggleAILogging_Implementation ( )
inline

Definition at line 2512 of file Actor.h.

◆ ServerUnblockPlayer()

void APlayerController::ServerUnblockPlayer ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2448 of file Actor.h.

◆ ServerUnblockPlayer_Implementation()

void APlayerController::ServerUnblockPlayer_Implementation ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2618 of file Actor.h.

◆ ServerUnblockPlayer_Validate()

__int64 APlayerController::ServerUnblockPlayer_Validate ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2617 of file Actor.h.

◆ ServerUnmutePlayer()

void APlayerController::ServerUnmutePlayer ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2449 of file Actor.h.

◆ ServerUnmutePlayer_Implementation()

void APlayerController::ServerUnmutePlayer_Implementation ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2612 of file Actor.h.

◆ ServerUnmutePlayer_Validate()

bool APlayerController::ServerUnmutePlayer_Validate ( FUniqueNetIdRepl * PlayerId)
inline

Definition at line 2611 of file Actor.h.

◆ ServerVerifyViewTarget_Implementation()

void APlayerController::ServerVerifyViewTarget_Implementation ( )
inline

Definition at line 2568 of file Actor.h.

◆ ServerViewNextPlayer_Implementation()

void APlayerController::ServerViewNextPlayer_Implementation ( )
inline

Definition at line 2579 of file Actor.h.

◆ ServerViewPrevPlayer_Implementation()

void APlayerController::ServerViewPrevPlayer_Implementation ( )
inline

Definition at line 2580 of file Actor.h.

◆ SetCameraMode()

void APlayerController::SetCameraMode ( FName NewCamMode)
inline

Definition at line 2523 of file Actor.h.

◆ SetCinematicMode() [1/2]

void APlayerController::SetCinematicMode ( bool bInCinematicMode,
bool bAffectsMovement,
bool bAffectsTurning )
inline

Definition at line 2565 of file Actor.h.

◆ SetCinematicMode() [2/2]

void APlayerController::SetCinematicMode ( bool bInCinematicMode,
bool bHidePlayer,
bool bAffectsHUD,
bool bAffectsMovement,
bool bAffectsTurning )
inline

Definition at line 2591 of file Actor.h.

◆ SetControllerLightColor()

void APlayerController::SetControllerLightColor ( FColor Color)
inline

Definition at line 2635 of file Actor.h.

◆ SetDisableHaptics()

void APlayerController::SetDisableHaptics ( bool bNewDisabled)
inline

Definition at line 2633 of file Actor.h.

◆ SetHapticsByValue()

void APlayerController::SetHapticsByValue ( const float Frequency,
const float Amplitude,
EControllerHand Hand )
inline

Definition at line 2634 of file Actor.h.

◆ SetInitialLocationAndRotation()

void APlayerController::SetInitialLocationAndRotation ( const UE::Math::TVector< double > * NewLocation,
const UE::Math::TRotator< double > * NewRotation )
inline

Definition at line 2533 of file Actor.h.

◆ SetName()

void APlayerController::SetName ( const FString * S)
inline

Definition at line 2544 of file Actor.h.

◆ SetNetSpeed()

void APlayerController::SetNetSpeed ( int NewSpeed)
inline

Definition at line 2463 of file Actor.h.

◆ SetPause()

__int64 APlayerController::SetPause ( bool bPause,
TDelegate< bool __cdecl(void), FDefaultDelegateUserPolicy > * CanUnpauseDelegate )
inline

Definition at line 2539 of file Actor.h.

◆ SetPawn()

void APlayerController::SetPawn ( APawn * InPawn)
inline

Definition at line 2645 of file Actor.h.

◆ SetPlayer()

void APlayerController::SetPlayer ( UPlayer * InPlayer)
inline

Definition at line 2647 of file Actor.h.

◆ SetSpawnLocation()

void APlayerController::SetSpawnLocation ( const UE::Math::TVector< double > * NewLocation)
inline

Definition at line 2532 of file Actor.h.

◆ SetSpectatorPawn()

void APlayerController::SetSpectatorPawn ( ASpectatorPawn * NewSpectatorPawn)
inline

Definition at line 2661 of file Actor.h.

◆ SetupInactiveStateInputComponent()

void APlayerController::SetupInactiveStateInputComponent ( UInputComponent * InComponent)
inline

Definition at line 2670 of file Actor.h.

◆ SetupInputComponent()

void APlayerController::SetupInputComponent ( )
inline

Definition at line 2560 of file Actor.h.

◆ SetViewTargetWithBlend()

void APlayerController::SetViewTargetWithBlend ( AActor * NewViewTarget,
float BlendTime,
EViewTargetBlendFunction BlendFunc,
float BlendExp,
bool bLockOutgoing )
inline

Definition at line 2566 of file Actor.h.

◆ ShouldFlushKeysWhenViewportFocusChanges()

bool APlayerController::ShouldFlushKeysWhenViewportFocusChanges ( )
inline

Definition at line 2418 of file Actor.h.

◆ ShouldShowMouseCursor()

bool APlayerController::ShouldShowMouseCursor ( )
inline

Definition at line 2559 of file Actor.h.

◆ SmoothTargetViewRotation()

void APlayerController::SmoothTargetViewRotation ( APawn * TargetPawn,
float DeltaSeconds )
inline

Definition at line 2473 of file Actor.h.

◆ SmoothTargetViewRotationSpeedField()

float & APlayerController::SmoothTargetViewRotationSpeedField ( )
inline

Definition at line 2318 of file Actor.h.

◆ SpawnDefaultHUD()

void APlayerController::SpawnDefaultHUD ( )
inline

Definition at line 2490 of file Actor.h.

◆ SpawnLocationField()

UE::Math::TVector< double > & APlayerController::SpawnLocationField ( )
inline

Definition at line 2374 of file Actor.h.

◆ SpawnPlayerCameraManager()

void APlayerController::SpawnPlayerCameraManager ( )
inline

Definition at line 2569 of file Actor.h.

◆ SpawnSpectatorPawn()

ASpectatorPawn * APlayerController::SpawnSpectatorPawn ( )
inline

Definition at line 2662 of file Actor.h.

◆ SpectatorPawnField()

TObjectPtr< ASpectatorPawn > & APlayerController::SpectatorPawnField ( )
inline

Definition at line 2372 of file Actor.h.

◆ StartFire()

void APlayerController::StartFire ( unsigned __int8 FireModeNum)
inline

Definition at line 2584 of file Actor.h.

◆ StartSpectatingOnly()

void APlayerController::StartSpectatingOnly ( )
inline

Definition at line 2658 of file Actor.h.

◆ StaticRegisterNativesAPlayerController()

static void APlayerController::StaticRegisterNativesAPlayerController ( )
inlinestatic

Definition at line 2450 of file Actor.h.

◆ StreamingSourceDebugColorField()

FColor & APlayerController::StreamingSourceDebugColorField ( )
inline

Definition at line 2347 of file Actor.h.

◆ StreamingSourceShouldActivate()

bool APlayerController::StreamingSourceShouldActivate ( )
inline

Definition at line 2421 of file Actor.h.

◆ StreamingSourceShouldBlockOnSlowStreaming()

bool APlayerController::StreamingSourceShouldBlockOnSlowStreaming ( )
inline

Definition at line 2420 of file Actor.h.

◆ SwitchLevel()

void APlayerController::SwitchLevel ( const FString * FURL)
inline

Definition at line 2547 of file Actor.h.

◆ TargetViewRotationField()

UE::Math::TRotator< double > & APlayerController::TargetViewRotationField ( )
inline

Definition at line 2316 of file Actor.h.

◆ TickActor()

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

Definition at line 2652 of file Actor.h.

◆ TickPlayerInput()

void APlayerController::TickPlayerInput ( const float DeltaSeconds,
const bool bGamePaused )
inline

Definition at line 2651 of file Actor.h.

◆ TimerHandle_ClientCommitMapChangeField()

FTimerHandle & APlayerController::TimerHandle_ClientCommitMapChangeField ( )
inline

Definition at line 2366 of file Actor.h.

◆ TimerHandle_DelayedPrepareMapChangeField()

FTimerHandle & APlayerController::TimerHandle_DelayedPrepareMapChangeField ( )
inline

Definition at line 2365 of file Actor.h.

◆ TimerHandle_UnFreezeField()

FTimerHandle & APlayerController::TimerHandle_UnFreezeField ( )
inline

Definition at line 2364 of file Actor.h.

◆ ToggleSpeaking()

void APlayerController::ToggleSpeaking ( bool bSpeaking)
inline

Definition at line 2609 of file Actor.h.

◆ UpdatePing()

void APlayerController::UpdatePing ( float InPing)
inline

Definition at line 2531 of file Actor.h.

◆ UpdateRotation()

void APlayerController::UpdateRotation ( float DeltaTime)
inline

Definition at line 2485 of file Actor.h.

◆ UpdateStateInputComponents()

void APlayerController::UpdateStateInputComponents ( )
inline

Definition at line 2665 of file Actor.h.

◆ UseShortConnectTimeout()

bool APlayerController::UseShortConnectTimeout ( )
inline

Definition at line 2504 of file Actor.h.

◆ ValidateGeneratedRepEnums()

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

Definition at line 2451 of file Actor.h.

◆ ViewAPlayer()

void APlayerController::ViewAPlayer ( int dir)
inline

Definition at line 2582 of file Actor.h.


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