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APrimalBuff_ApiUtils Member List

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

__vftableField()UObjectBaseinline
ActivePreventsBuffClassesField()APrimalBuffinline
ActorHasBegunPlay()AActorinline
ActorHasTag(FName Tag)AActorinline
ActorLineTraceSingle(FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)AActorinline
ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)AActorinline
ActorUsingQuickActionField()UPrimalActorinline
AddBuff(APrimalCharacter *ForCharacter, AActor *DamageCauser)APrimalBuffinline
AddBuffLifetime(const float AdditionalLifetime)APrimalBuffinline
AddBuffMaxNumStacksField()APrimalBuffinline
AddComponent(FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)AActorinline
AddComponentForReplication(UActorComponent *Component)AActorinline
AddControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
AddInstanceComponent(UActorComponent *Component)AActorinline
AdditionalRidingDistanceField()APrimalBuffinline
AddOwnedComponent(UActorComponent *Component)AActorinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)UObjectBaseUtilityinline
AllowActorComponentToReplicate(const UActorComponent *ComponentToReplicate)AActorinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)UPrimalActorinline
AllowManualMultiUseActivation(APlayerController *ForPC)UPrimalActorinline
AllowSaving()UPrimalActorinline
AllowSeamlessTravel()UPrimalActorinline
AnimNotifyCustomEvent(FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotify *AnimNotifyObject)APrimalBuffinline
AnimNotifyCustomState_Begin(FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, float TotalDuration, const UAnimNotifyState *AnimNotifyObject)APrimalBuffinline
AnimNotifyCustomState_End(FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotifyState *AnimNotifyObject)APrimalBuffinline
AoEApplyDamageField()APrimalBuffinline
AoEApplyDamageIntervalField()APrimalBuffinline
AoEApplyDamageTypeField()APrimalBuffinline
AOEBuffCanAffect(APrimalCharacter *forChar)APrimalBuffinline
AOEBuffIntervalMaxField()APrimalBuffinline
AOEBuffIntervalMinField()APrimalBuffinline
AoEBuffLocOffsetField()APrimalBuffinline
AOEBuffRangeField()APrimalBuffinline
AoEClassesToExcludeField()APrimalBuffinline
AoEClassesToIncludeField()APrimalBuffinline
AOEOtherBuffToApplyField()APrimalBuffinline
AoETraceToTargetsStartOffsetField()APrimalBuffinline
ApplyPhysicsImpulses_Implementation(float DeltaSeconds)APrimalBuffinline
ApplyWorldOffset(const UE::Math::TVector< double > *InOffset, bool bWorldShift)AActorinline
AreAllOuterObjectsValid()UObjectinline
AssetVersePathTagName()UObjectinlinestatic
AsyncPhysicsTickActor(float DeltaTime, float SimTime)AActorinline
AttachmentReplicationField()AActorinline
AttachToActor(AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AttachToComponent(USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AutoReceiveInputField()AActorinline
bActorBeginningPlayFromLevelStreaming()AActorinline
bActorEnableCollision()AActorinline
bActorInitialized()AActorinline
bActorIsBeingConstructed()AActorinline
bActorIsBeingDestroyed()AActorinline
bActorPreventPhysicsSceneRegistration()AActorinline
bActorSeamlessTraveled()AActorinline
bActorWantsDestroyDuringBeginPlay()AActorinline
bAddCharacterValues()APrimalBuffinline
bAddedPerformanceThrottledTick()UPrimalActorinline
bAddedRealtimeThrottledTick()UPrimalActorinline
bAddedServerThrottledTick()UPrimalActorinline
bAddedTagsList()UPrimalActorinline
bAddExtendBuffTime()APrimalBuffinline
bAddReactivates()APrimalBuffinline
bAddResetsBuffTime()APrimalBuffinline
bAddTPVCameraOffsetField()APrimalBuffinline
bAllowBuffStasis()APrimalBuffinline
bAllowBuffWhenInstigatorDead()APrimalBuffinline
bAllowMultiUseEntriesFromSelf()APrimalBuffinline
bAllowOnlyCustomFallDamage()APrimalBuffinline
bAllowReceiveTickEventOnDedicatedServer()AActorinline
bAllowTickBeforeBeginPlay()AActorinline
bAllowTurretsToTargetInstigatorIfTraceHitsBuff()APrimalBuffinline
bAlwaysCreatePhysicsState()UPrimalActorinline
bAlwaysRelevant()AActorinline
bAlwaysRelevantPrimalStructure()UPrimalActorinline
bAlwaysShowBuffDescription()APrimalBuffinline
bAoEApplyDamageAllTargetables()APrimalBuffinline
bAOEApplyOtherBuffIgnoreSameTeam()APrimalBuffinline
bAOEApplyOtherBuffOnDinos()APrimalBuffinline
bAOEApplyOtherBuffOnPlayers()APrimalBuffinline
bAOEApplyOtherBuffRequireSameTeam()APrimalBuffinline
bAoEBuffAllowIfAlreadyBuffed()APrimalBuffinline
bAOEBuffCarnosOnly()APrimalBuffinline
bAoEIgnoreDinosTargetingInstigator()APrimalBuffinline
bAOEOnlyApplyOtherBuffToWildDinos()APrimalBuffinline
bAoEOnlyOnDinosTargetingInstigator()APrimalBuffinline
bAoETraceToTargets()APrimalBuffinline
bApplyStatModifierToDinos()APrimalBuffinline
bApplyStatModifierToPlayers()APrimalBuffinline
bAsyncPhysicsTickEnabled()AActorinline
bAttachmentReplicationUseNetworkParent()UPrimalActorinline
bAutoDestroyWhenFinished()AActorinline
bAutoStasis()UPrimalActorinline
bBlockInput()AActorinline
bBlueprintMultiUseEntries()UPrimalActorinline
bBPAddMultiUseEntries()APrimalBuffinline
bBPAdjustStatusValueModification()APrimalBuffinline
bBPDrawBuffStatusHUD()APrimalBuffinline
bBPInventoryItemUsedHandlesDurability()UPrimalActorinline
bBPOverrideCharacterFlyingVelocity()APrimalBuffinline
bBPOverrideCharacterNewFallVelocity()APrimalBuffinline
bBPOverrideCharacterSwimmingVelocity()APrimalBuffinline
bBPOverrideCharacterWalkVelocity()APrimalBuffinline
bBPOverrideWeaponBob()APrimalBuffinline
bBPPostInitializeComponents()UPrimalActorinline
bBPPreInitializeComponents()UPrimalActorinline
bBPUseBumpedByPawn()APrimalBuffinline
bBPUseBumpedPawn()APrimalBuffinline
bBuffDrawFloatingHUD()APrimalBuffinline
bBuffDrawFloatingHUDRemotePlayers()APrimalBuffinline
bBuffForceNoTick()APrimalBuffinline
bBuffForceNoTickDedicated()APrimalBuffinline
bBuffHandleInstigatorMultiUseEntries()APrimalBuffinline
bBuffPreSerializeForInstigator()APrimalBuffinline
bBuffPreventsApplyingLevelUps()APrimalBuffinline
bBuffPreventsCryo()APrimalBuffinline
bBuffPreventsInventoryAccess()APrimalBuffinline
bBuffTickByInstigator()APrimalBuffinline
bCallPreReplication()AActorinline
bCallPreReplicationForReplay()AActorinline
bCanBeDamaged()AActorinline
bCanBeInCluster()AActorinline
bCausesCryoSickness()APrimalBuffinline
bCheckPreventInput()APrimalBuffinline
bClimbable()UPrimalActorinline
bCollideWhenPlacing()AActorinline
bCompleteCustomDepthStencilOverride()APrimalBuffinline
bContinueTickingClientAfterDeactivateField()APrimalBuffinline
bCustomDepthStencilIgnoreHealth()APrimalBuffinline
bDeactivateAfterAddingXP()APrimalBuffinline
bDeactivated()APrimalBuffinline
bDeactivateOnJump()APrimalBuffinline
bDediServerUseBPModifyPlayerBoneModifiers()APrimalBuffinline
bDeferredBeginPlay()AActorinline
bDestroyOnTargetStasis()APrimalBuffinline
bDestroyWhenUnpossessedField()APrimalBuffinline
bDinoIgnoreBuffPostprocessEffectWhenRidden()APrimalBuffinline
bDisableBloomField()APrimalBuffinline
bDisableFootstepsParticles()APrimalBuffinline
bDisableIfCharacterUnderwater()APrimalBuffinline
bDisableLightShaftsField()APrimalBuffinline
bDisableRigidBodyAnimNodes()AActorinline
bDisplayHUDProgressBar()APrimalBuffinline
bDoCharacterDetachment()APrimalBuffinline
bDoCharacterDetachmentIncludeCarrying()APrimalBuffinline
bDoCharacterDetachmentIncludeRiding()APrimalBuffinline
bDontPlayInstigatorActiveSoundOnDino()APrimalBuffinline
bDormantNetMulticastForceFullReplication()UPrimalActorinline
BecomeViewTarget(APlayerController *PC)AActorinline
BeginDestroy()AActorinline
BeginPlay()APrimalBuffinline
bEnableAutoLODGeneration()AActorinline
bEnabledCollisionNotify()APrimalBuffinline
bEnableMultiUse()UPrimalActorinline
bEnableStaticPathing()APrimalBuffinline
bExchangedRoles()AActorinline
bFindCameraComponentWhenViewTarget()AActorinline
bFollowTarget()APrimalBuffinline
bForceAddUnderwaterCharacterStatusValues()APrimalBuffinline
bForceAllowAddingWithoutController()APrimalBuffinline
bForceAllowNetMulticast()UPrimalActorinline
bForceAllowWhileBuried()APrimalBuffinline
bForceAlwaysAllowBuff()APrimalBuffinline
bForceCrosshair()APrimalBuffinline
bForcedHudDrawingRequiresSameTeam()UPrimalActorinline
bForceDrawMissionDinoTargetHealthbars()APrimalBuffinline
bForceHiddenReplication()UPrimalActorinline
bForceHideFloatingName()APrimalBuffinline
bForceHighQualityViewerReplication()AActorinline
bForceIgnoreSpatialComponent()UPrimalActorinline
bForceInfiniteDrawDistance()UPrimalActorinline
bForceInstigatorTick()APrimalBuffinline
bForceNetAddressable()AActorinline
bForceNetworkSpatialization()UPrimalActorinline
bForceOverrideCharacterFlyingVelocity()APrimalBuffinline
bForceOverrideCharacterNewFallVelocity()APrimalBuffinline
bForceOverrideCharacterSwimmingVelocity()APrimalBuffinline
bForceOverrideCharacterWalkingVelocity()APrimalBuffinline
bForcePlayerProne()APrimalBuffinline
bForcePreventSeamlessTravel()UPrimalActorinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()UPrimalActorinline
bForceSelfTick()APrimalBuffinline
bForceShowFloatingName()APrimalBuffinline
bForceUsePreventTargeting()APrimalBuffinline
bForceUsePreventTargetingTurret()APrimalBuffinline
bGenerateOverlapEventsDuringLevelStreaming()AActorinline
bHasDeferredComponentRegistration()AActorinline
bHasFinishedSpawning()AActorinline
bHasHighVolumeRPCs()UPrimalActorinline
bHasRegisteredAllComponents()AActorinline
bHibernateChange()UPrimalActorinline
bHidden()AActorinline
bHideBuffFromHUD()APrimalBuffinline
bHideTimerFromHUD()APrimalBuffinline
bHUDFormatTimerAsTimecode()APrimalBuffinline
bIgnoredByCharacterEncroachment()UPrimalActorinline
bIgnoreNetworkRangeScaling()UPrimalActorinline
bIgnoresOriginShifting()AActorinline
bImmobilizeTarget()APrimalBuffinline
bInterceptUseAction()APrimalBuffinline
bInterceptWeaponToggle()APrimalBuffinline
bIsBuffPersistent()APrimalBuffinline
bIsDestroyedFromChildActorComponent()UPrimalActorinline
bIsDisease()APrimalBuffinline
bIsEditorOnlyActor()AActorinline
bIsFromChildActorComponent()UPrimalActorinline
bIsHighRiskMissionBuff()APrimalBuffinline
bIsInstancedFoliage()UPrimalActorinline
bIsMapActor()UPrimalActorinline
bIsPrimalCharacter()UPrimalActorinline
bIsPrimalDino()UPrimalActorinline
bIsPrimalStructure()UPrimalActorinline
bIsPrimalStructureExplosive()UPrimalActorinline
bIsShooterCharacter()UPrimalActorinline
bIsShooterPlayerController()UPrimalActorinline
bIsValidUnstasisCaster()UPrimalActorinline
bListenForInput()APrimalBuffinline
bLoadedFromSaveGame()UPrimalActorinline
BlueprintCreatedComponentsField()AActorinline
bModifyFriction()APrimalBuffinline
bModifyMaxAcceleration()APrimalBuffinline
bModifyMaxSpeed()APrimalBuffinline
bModifyRotationRate()APrimalBuffinline
bMultiUseCenterHUD()UPrimalActorinline
bNetCheckedInitialPhysicsState()AActorinline
bNetCritical()UPrimalActorinline
bNetLoadOnClient()AActorinline
bNetMulticasting()UPrimalActorinline
bNetResetBuffStart()APrimalBuffinline
bNetStartup()AActorinline
bNetTemporary()AActorinline
bNetUseClientRelevancy()UPrimalActorinline
bNetUseOwnerRelevancy()AActorinline
bNetworkSpatializationForceRelevancyCheck()UPrimalActorinline
bNotifyDamage()APrimalBuffinline
bNotifyExperienceGained()APrimalBuffinline
bOnlyActivateSoundForInstigator()APrimalBuffinline
bOnlyAddCharacterValuesUnderwater()APrimalBuffinline
bOnlyInitialReplication()UPrimalActorinline
bOnlyRelevantToOwner()AActorinline
bOnlyReplicateOnNetForcedUpdate()UPrimalActorinline
bOnlyTickIfPlayerCharacterField()APrimalBuffinline
bOnlyTickWhenVisible()APrimalBuffinline
bOverrideBuffDescriptionField()APrimalBuffinline
bOverrideCharacterLanding()APrimalBuffinline
bOverrideCharacterMovementInput()APrimalBuffinline
bOverrideInventoryWeightMultipliers()APrimalBuffinline
bOverrideRightShoulderOnPlayer()APrimalBuffinline
BPActivated(AActor *ForInstigator)APrimalBuffinline
BPAdjustDamage_Ex(float Damage, const FHitResult *HitInfo, const UE::Math::TVector< double > *ImpulseDir, AController *EventInstigator, AActor *InDamageCauser, TSubclassOf< UDamageType > TheDamgeType)APrimalBuffinline
BPAdjustRadialDamage(float currentDamage, const UE::Math::TVector< double > *Origin, const FRadialDamageEvent *DamageEvent)APrimalBuffinline
BPAttachedRootComponent()UPrimalActorinline
BPClientHandleNetExecCommand(FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)AActorinline
BPDinoRefreshColorization(const TArray< FLinearColor, TSizedDefaultAllocator< 32 > > *DinoColors, TArray< FLinearColor, TSizedDefaultAllocator< 32 > > *OverrideColors)APrimalBuffinline
bPendingUnstasis()UPrimalActorinline
BPGetDinoNameColorOverride(FColor *result, AShooterHUD *HUD, FColor ColorToOverride)APrimalBuffinline
BPGetDinoNameColorOverride_Implementation(FColor *result, AShooterHUD *HUD, FColor ColorToOverride)APrimalBuffinline
bPlayerIgnoreBuffPostprocessEffectWhenRidingDino()APrimalBuffinline
BPNotifyActivationToOtherBuffClassesField()APrimalBuffinline
BPOverrideServerMultiUseAcceptRange_Implementation()UPrimalActorinline
BPPreSetupForInstigator(AActor *ForInstigator)APrimalBuffinline
bPreventActorStasis()UPrimalActorinline
bPreventCarryOrPassenger()APrimalBuffinline
bPreventCharacterBasing()UPrimalActorinline
bPreventCharacterBasingAllowSteppingUp()UPrimalActorinline
bPreventClearRiderOnDinoImmobilize()APrimalBuffinline
bPreventCliffPlatforms()UPrimalActorinline
bPreventDinoDismount()APrimalBuffinline
bPreventDinoRiding()APrimalBuffinline
bPreventFallDamage()APrimalBuffinline
bPreventInputDoesOffset()APrimalBuffinline
bPreventInstigatorAttack()APrimalBuffinline
bPreventJump()APrimalBuffinline
bPreventLevelBoundsRelevant()UPrimalActorinline
bPreventLogoutSleeping()APrimalBuffinline
bPreventNPCSpawnFloor()UPrimalActorinline
bPreventOnBigDino()APrimalBuffinline
bPreventOnBossDino()APrimalBuffinline
bPreventOnDedicatedServer()UPrimalActorinline
bPreventOnDino()APrimalBuffinline
bPreventOnPlayer()APrimalBuffinline
bPreventOnRobotDino()APrimalBuffinline
bPreventOnWildDino()APrimalBuffinline
bPreventRegularForceNetUpdate()UPrimalActorinline
bPreventSaving()UPrimalActorinline
bPrimalDeferredConstruction()AActorinline
BPSetupForInstigator(AActor *ForInstigator)APrimalBuffinline
bReactivateWithNewDamageCauser()APrimalBuffinline
bRealtimeThrottledTickUseNativeTick()UPrimalActorinline
bRelatedMissionWasInvalidField()APrimalBuffinline
bRelevantForLevelBounds()AActorinline
bRelevantForNetworkReplays()AActorinline
bRemoteForcedFlee()APrimalBuffinline
bReplayRewindable()AActorinline
bReplicateHidden()UPrimalActorinline
bReplicateMovement()AActorinline
bReplicates()AActorinline
bReplicateUsingRegisteredSubObjectList()AActorinline
bRequireController()APrimalBuffinline
bRunningUserConstructionScript()AActorinline
bSavedWhenStasised()UPrimalActorinline
bShowMammalIncubationOptionsField()APrimalBuffinline
bSkipInstigatorTick()APrimalBuffinline
bSlowInstigatorFalling()APrimalBuffinline
bStasisComponentRadiusForceDistanceCheck()UPrimalActorinline
bStasised()UPrimalActorinline
bStatusComponentUsingExtendedHUDText()APrimalBuffinline
bTearOff()AActorinline
bTickFunctionsRegistered()AActorinline
bTriggerBPStasis()APrimalBuffinline
bTriggerBPUnstasis()APrimalBuffinline
bTriggeredInstigatorDie()APrimalBuffinline
BuffAdjustDamage(float Damage, const FHitResult *HitInfo, AController *EventInstigator, AActor *TheDamageCauser, TSubclassOf< UDamageType > TheDamgeType)APrimalBuffinline
BuffClassesToCancelOnActivationField()APrimalBuffinline
BuffDamageCauserField()APrimalBuffinline
BuffDescriptionField()APrimalBuffinline
BuffedCharactersField()APrimalBuffinline
BuffPersistentDataClassField()APrimalBuffinline
BuffPostAdjustDamage(float Damage, const FHitResult *HitInfo, AController *EventInstigator, AActor *DamageCauser, TSubclassOf< UDamageType > TheDamgeType)APrimalBuffinline
BuffPostProcessEffectField()APrimalBuffinline
BuffPreventsOwnerClassField()APrimalBuffinline
BuffRequiresOwnerClassField()APrimalBuffinline
BuffStartTimeField()APrimalBuffinline
BuffTickClientMaxTimeField()APrimalBuffinline
BuffTickClientMinTimeField()APrimalBuffinline
BuffTickRemoteClientMaxTimeField()APrimalBuffinline
BuffTickRemoteClientMinTimeField()APrimalBuffinline
BuffTickServerMaxTimeField()APrimalBuffinline
BuffTickServerMinTimeField()APrimalBuffinline
BuffToGiveOnDeactivationField()APrimalBuffinline
BuildReplicatedComponentsInfo()AActorinline
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)UObjectinline
bUnstreamComponentsUseEndOverlap()UPrimalActorinline
bUseActivateSoundFadeInDuration()APrimalBuffinline
bUseAttachmentReplication()UPrimalActorinline
bUseBlueprintAnimNotificationsField()APrimalBuffinline
bUseBP_AdjustDamageEx()APrimalBuffinline
bUseBP_OnOwnerDealtDamage()APrimalBuffinline
bUseBP_OnOwnerTeleported()APrimalBuffinline
bUseBP_OverrideTerminalVelocity()APrimalBuffinline
bUseBPActivated()APrimalBuffinline
bUseBPAdjustCharacterMovementImpulse()APrimalBuffinline
bUseBPAdjustImpulseFromDamage()APrimalBuffinline
bUseBPAdjustRadialDamage()APrimalBuffinline
bUseBPAllowActorSpawn()UPrimalActorinline
bUseBPBuffKilledSomethingEvent()APrimalBuffinline
bUseBPCanBeCarried()APrimalBuffinline
bUseBPChangedActorTeam()UPrimalActorinline
bUseBPCheckForErrors()UPrimalActorinline
bUseBPCustomAllowAddBuffField()APrimalBuffinline
bUseBPCustomIsRelevantForClient()UPrimalActorinline
bUseBPDeactivatedField()APrimalBuffinline
bUseBPDinoNameColorOverride()APrimalBuffinline
bUseBPDinoRefreshColorization()APrimalBuffinline
bUseBPDrawEntry()UPrimalActorinline
bUseBPFilterMultiUseEntries()UPrimalActorinline
bUseBPForceAllowsInventoryUse()UPrimalActorinline
bUseBPForceCameraStyle()APrimalBuffinline
bUseBPGetBonesToHideOnAllocation()UPrimalActorinline
bUseBPGetBuffLevelUpStatOverride()APrimalBuffinline
bUseBPGetCameraShakeScalar()APrimalBuffinline
bUseBPGetGravity()APrimalBuffinline
bUseBPGetHUDDrawLocationOffset()UPrimalActorinline
bUseBPGetHUDElements()APrimalBuffinline
bUseBPGetMoveAnimRate()APrimalBuffinline
bUseBPGetMultiUseCenterText()UPrimalActorinline
bUseBPGetPlayerFootStepSoundField()APrimalBuffinline
bUseBPGetShowDebugAnimationComponents()UPrimalActorinline
bUseBPGetWaypointsBuff()APrimalBuffinline
bUseBPHandleOnStartAltFire()APrimalBuffinline
bUseBPHandleOnStartFire()APrimalBuffinline
bUseBPHandleOnStopAltFire()APrimalBuffinline
bUseBPHandleOnStopFire()APrimalBuffinline
bUseBPInitializedCharacterAnimScriptInstance()APrimalBuffinline
bUseBPInventoryItemDropped()UPrimalActorinline
bUseBPInventoryItemUsed()UPrimalActorinline
bUseBPIsCharacterHardAttached()APrimalBuffinline
bUseBPIsValidUnstasisActor()APrimalBuffinline
bUseBPModifyPlayerBoneModifiers()APrimalBuffinline
bUseBPNofityMontagePlay()APrimalBuffinline
bUseBPNonDedicatedPlayerPostAnimUpdate()APrimalBuffinline
bUseBPNotifyItemAdded()APrimalBuffinline
bUseBPNotifyItemQuantityUpdated()APrimalBuffinline
bUseBPNotifyItemRemoved()APrimalBuffinline
bUseBPNotifyOtherBuffActivated()APrimalBuffinline
bUseBPNotifyOtherBuffDeactivated()APrimalBuffinline
bUseBPNotifyPreventDismounting()APrimalBuffinline
bUseBPOnInstigatorCapsuleComponentHit()APrimalBuffinline
bUseBPOnInstigatorMovementModeChangedNotify()APrimalBuffinline
bUseBPOnOwnerMassTeleportEvent()APrimalBuffinline
bUseBPOverrideCameraViewTarget()APrimalBuffinline
bUseBPOverrideIsNetRelevantFor()APrimalBuffinline
bUseBPOverrideTalkerCharacter()APrimalBuffinline
bUseBPOverrideTargetingDesire()APrimalBuffinline
bUseBPOverrideTargetingLocation()UPrimalActorinline
bUseBPOverrideUILocation()UPrimalActorinline
bUseBPOverrideWaterJumpVelocity()APrimalBuffinline
bUseBPPreClaimWildFollower()APrimalBuffinline
bUseBPPreventAddingOtherBuff()APrimalBuffinline
bUseBPPreventAttachments()UPrimalActorinline
bUseBPPreventFirstPerson()APrimalBuffinline
bUseBPPreventFlight()APrimalBuffinline
bUseBPPreventInstigatorAttack()APrimalBuffinline
bUseBPPreventInstigatorMovementMode()APrimalBuffinline
bUseBPPreventNotifySound()APrimalBuffinline
bUseBPPreventOnStartJump()APrimalBuffinline
bUseBPPreventRunning()APrimalBuffinline
bUseBPPreventTekArmorBuffs()APrimalBuffinline
bUseBPPreventThrowingItem()APrimalBuffinline
bUseBPShouldForceOwnerDedicatedMovementTickPerFrame()APrimalBuffinline
bUseBuffOverrideFinalWanderLocation()APrimalBuffinline
bUseBuffOverrideInventoryAccessInput()APrimalBuffinline
bUseBuffTickClientField()APrimalBuffinline
bUseCanMoveThroughActor()UPrimalActorinline
bUseConsolidatedMultiUseWheel()APrimalBuffinline
bUseFinalAdjustDamage()APrimalBuffinline
bUseForcedBuffAimOverride()APrimalBuffinline
bUseGetGravityZScale()APrimalBuffinline
bUseInstigatorItem()APrimalBuffinline
bUseInterceptInstigatorPlayerEmote()APrimalBuffinline
bUseNetworkSpatialization()UPrimalActorinline
bUseOnlyPointForLevelBounds()UPrimalActorinline
bUsePostAdjustDamage()APrimalBuffinline
bUsesInstigator()APrimalBuffinline
bUseStasisGrid()UPrimalActorinline
bUseTickingDeactivation()APrimalBuffinline
bWantsPerformanceThrottledTick()UPrimalActorinline
bWantsRealtimeThrottledTick()UPrimalActorinline
bWantsServerThrottledTick()UPrimalActorinline
bWasDestroyed()APrimalBuffinline
bWasForceIgnoreSpatialComponent()UPrimalActorinline
bWasStasisedField()APrimalBuffinline
bWillStasisAfterSpawn()UPrimalActorinline
CachedStasisGridIndexField()AActorinline
CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)AActorinline
CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)UObjectinline
CallPreReplication(UNetDriver *NetDriver)AActorinline
CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)AActorinline
CanBeDamaged()AActorinline
CanBeInCluster()AActorinline
ChangeActorTeam(int NewTeam)UPrimalActorinline
CharacterAdd_DefaultHyperthermicInsulationField()APrimalBuffinline
CharacterAdd_DefaultHypothermicInsulationField()APrimalBuffinline
CharacterAOEBuffDamageField()APrimalBuffinline
CharacterAOEBuffResistanceField()APrimalBuffinline
CharacterMultiplier_DefaultExtraDamageMultiplierField()APrimalBuffinline
CharacterMultiplier_ExtraFoodConsumptionMultiplierField()APrimalBuffinline
CharacterMultiplier_ExtraWaterConsumptionMultiplierField()APrimalBuffinline
CharacterMultiplier_SubmergedOxygenDecreaseSpeedField()APrimalBuffinline
CharacterStatusValueModifiersField()APrimalBuffinline
CheckActorComponents()AActorinline
CheckBPAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)UPrimalActorinline
CheckComponentInstanceName(const FName InName)AActorinline
CheckDefaultSubobjects(bool bForceCheck)UObjectinline
CheckDefaultSubobjectsInternal()AActorinline
CheckStillInWorld()AActorinline
ChildrenField()AActorinline
ClassField()UObjectBaseinline
ClassPrivateField()UObjectBaseinline
ClearComponentOverlaps()AActorinline
ClearCrossLevelReferences()AActorinline
ClearNetworkSpatializationParent()AActorinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
ClientReceiveRelatedMissionData_Implementation(AMissionType *InMission, bool InHasRelatedMission)APrimalBuffinline
ClientReplicationSendNowThresholdField()UPrimalActorinline
CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
ControllingMatineeActorsField()UPrimalActorinline
ControlRigNotify(FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)UPrimalActorinline
CopyRemoteRoleFrom(const AActor *CopyFromActor)AActorinline
CreateCluster()UObjectBaseUtilityinline
CreateComponentFromTemplate(UActorComponent *Template, const FName InName)AActorinline
CreateComponentFromTemplateData(const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)AActorinline
CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)UObjectinline
CreateInputComponent(TSubclassOf< UInputComponent > InputComponentToCreate)AActorinline
CreationTimeField()AActorinline
CustomActorFlagsField()UPrimalActorinline
CustomDataField()UPrimalActorinline
CustomTagField()UPrimalActorinline
CustomTimeDilationField()AActorinline
Deactivate()APrimalBuffinline
DeactivateAfterTimeField()APrimalBuffinline
DeactivatedSoundField()APrimalBuffinline
DeactivateHandleField()APrimalBuffinline
DeactivationLifespanField()APrimalBuffinline
DefaultStasisComponentOctreeFlagsField()UPrimalActorinline
DefaultStasisedOctreeFlagsField()UPrimalActorinline
DefaultUnstasisedOctreeFlagsField()UPrimalActorinline
DeferredMovementComponentField()UPrimalActorinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DepleteInstigatorItemDurabilityPerSecondField()APrimalBuffinline
DesiredDinoColorsField()APrimalBuffinline
DesiredRepGraphBehaviorField()UPrimalActorinline
Destroy(bool bNetForce, bool bShouldModifyLevel)AActorinline
DestroyConstructedComponents()AActorinline
Destroyed()APrimalBuffinline
DetachFenceField()AActorinline
DetachRootComponentFromParent(bool bMaintainWorldPosition)AActorinline
DinoColorizationInterpSpeedField()APrimalBuffinline
DinoColorizationPriorityField()APrimalBuffinline
DinoRefreshColorization(const TArray< FLinearColor, TSizedDefaultAllocator< 32 > > *DinoColors)APrimalBuffinline
DisableComponentsSimulatePhysics()AActorinline
DisabledWeaponTagsField()APrimalBuffinline
DisableInput(APlayerController *PlayerController)AActorinline
DispatchBeginPlay(bool bFromLevelStreaming)AActorinline
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)AActorinline
DispatchPhysicsCollisionHit(const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)AActorinline
DisplayDebug(UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)AActorinline
DrawBasicFloatingHUD(AHUD *ForHUD)UPrimalActorinline
DrawBuffFloatingHUD(int BuffIndex, AShooterHUD *HUD, float CenterX, float CenterY, float DrawScale)APrimalBuffinline
EnableInput(APlayerController *PlayerController)AActorinline
EndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
EndViewTarget(APlayerController *PC)AActorinline
ExcludeAoEActor(AActor *ActorToConsider)APrimalBuffinline
ExcludePostProcessBlendableMaterial(const UMaterialInterface *BlendableMaterialInterface)APrimalBuffinline
ExecuteConstruction(const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
ExtendBuffTime(float AmountOfAdditionalTime)APrimalBuffinline
ExtendBuffTimeOverrideField()APrimalBuffinline
ExtraActivationSoundToPlayField()APrimalBuffinline
FellOutOfWorld(const UDamageType *dmgType)AActorinline
FilterMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)UPrimalActorinline
FinalLoadedFromSaveGame()APrimalBuffinline
FindComponentByClass(const TSubclassOf< UActorComponent > ComponentClass)AActorinline
FindComponentByInterface(const TSubclassOf< UInterface > Interface)AActorinline
FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)UObjectinline
FindProperty(FName name)UObject
FinishAddComponent(UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)AActorinline
FinishDestroy()UObjectinline
FinishSpawning(const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
FlushNetDormancy()AActorinline
FNameIntField()APrimalBuffinline
ForceAllowsInventoryUse(const UObject *InventoryItemObject)UPrimalActorinline
ForceDestroy()AActorinline
ForcedOnSpectatorPlayerControllerField()APrimalBuffinline
ForceImmediateReplicationFrameField()UPrimalActorinline
ForceInfiniteDrawDistanceOnComponent(const UPrimitiveComponent *OnComponent)UPrimalActorinline
ForceMaximumReplicationRateUntilTimeField()UPrimalActorinline
ForceNetRelevant()AActorinline
ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)AActorinline
ForceNetworkSpatializationBuffMaxLimitNumField()APrimalBuffinline
ForceNetworkSpatializationBuffMaxLimitRangeField()APrimalBuffinline
ForceNetworkSpatializationMaxLimitBuffTypeField()APrimalBuffinline
ForceNetworkSpatializationMaxLimitBuffTypeFlagField()APrimalBuffinline
ForcePropertyCompare()AActorinline
ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)UPrimalActorinline
ForEachAttachedActors(TFunctionRef< bool __cdecl(AActor *)> *Functor)AActorinline
FrictionModifierField()APrimalBuffinline
GatherCurrentMovement()AActorinline
GetActorBounds(bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)AActorinline
GetActorForwardVector()ActorExtensions
GetActorNameOrLabel(FString *result)AActorinline
GetActorTimeDilation()AActorinline
GetAllChildActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)AActorinline
GetAllSceneComponents(TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)UPrimalActorinline
GetAlternateMultiUseCategory()APrimalBuffinline
GetApproachRadius()UPrimalActorinline
GetArchetype()UObjectinline
GetAssetRegistryTags(FAssetData *Out)UObjectinline
GetAttachedActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)AActorinline
GetAttachParentActor()AActorinline
GetBuffDescription(FStatusValueModifierDescription *result)APrimalBuffinline
GetBuffPostprocessMaterial()APrimalBuffinline
GetBuffType_Implementation()APrimalBuffinline
GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentByCustomTag(FName TheTag)AActorinline
GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors)AActorinline
GetComponentsByCustomTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag)AActorinline
GetComponentsByInterface(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface)AActorinline
GetComponentsByTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag)AActorinline
GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)AActorinline
GetDebugInfoString(FString *result)APrimalBuffinline
GetDefaultAttachComponent()AActorinline
GetDefaultConfigFilename(FString *result)UObjectinline
GetDefaultSubobjectByName(FName ToFind)UObjectinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetDistanceTo(const AActor *OtherActor)AActorinline
GetEnabledGestationMonitoringTargets(TArray< APrimalDinoCharacter *, TSizedDefaultAllocator< 32 > > *result)APrimalBuffinline
GetExternalPackageInternal()UObjectBaseinline
GetFullGroupName(FString *result, bool bStartWithOuter)UObjectBaseUtilityinline
GetFunctionCallspace(UFunction *Function, FFrame *Stack)AActorinline
GetGameInstance()AActorinline
GetGravityZScale(float CurrentScale)APrimalBuffinline
GetHUDElements(APlayerController *ForPC, TArray< FHUDElement, TSizedDefaultAllocator< 32 > > *OutHUDElements)APrimalBuffinline
GetInputAxisValue(const FName InputAxisName)AActorinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetIsMapActor()UPrimalActorinline
GetLastGameplayRelevantTime()AActorinline
GetLastRenderTime(bool IgnoreShadow)AActorinline
GetLifeSpan()AActorinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)APrimalBuffinline
GetLinker()UObjectBaseUtilityinline
GetLinkerCustomVersion()UObjectBaseUtilityinlinestatic
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerUEVersion(FPackageFileVersion *result)UObjectBaseUtilityinline
GetLocation()ActorExtensions
GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)UPrimalActorinline
GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance)UPrimalActorinline
GetMultiUseIcon(APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)UPrimalActorinline
GetNetConnection()AActorinline
GetNetDriver()AActorinline
GetNetOwningPlayer()AActorinline
GetNetPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)AActorinline
GetNetStasisAndRangeMultiplier(bool bIsForNetworking)UPrimalActorinline
GetNetworkRangeMultiplier()UPrimalActorinline
GetNotificationForId(const FString &id)APrimalBuff_ApiUtilsinline
GetOutermostObject()UObjectBaseUtilityinline
GetOverlappingActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingActors(TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingComponents(TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents)AActorinline
GetOverlappingComponents(TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents)AActorinline
GetOwnerController()AActorinline
GetPackage()UObjectBaseUtilityinline
GetParentComponent()AActorinline
GetPathName(FString *result, const UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)UObjectBaseUtilityinline
GetPhysicsVolume()AActorinline
GetPreloadDependencies(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)UObjectinline
GetPrimaryAssetId(FPrimaryAssetId *result)UObjectinline
GetPrivateStaticClass()APrimalBuffinlinestatic
GetRayTracingGroupId()AActorinline
GetRemainingTime()APrimalBuffinline
GetRepGraphRelevantDistanceSq()AActorinline
GetReplayPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)AActorinline
GetReplicatedCustomConditionState(FCustomPropertyConditionState *OutActiveState)AActorinline
GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize)UObjectinline
GetRootSelectionParent()AActorinline
GetSelectionParent()AActorinline
GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)AActorinline
GetSubobjectsWithStableNamesForNetworking(TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)AActorinline
GetTypedOuter(UClass *Target)UObjectBaseUtilityinline
GetUniqueName(FString *result)APrimalBuffinline
GetUsablePriority()UPrimalActorinline
GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetWheelOptionByUseIndex(FMultiUseWheelOption *result, APlayerController *ForPC, int Index)UPrimalActorinline
GetWheelOptionInfo(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWheelOptionInfoBP(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWorld()AActorinline
GetWorldSettings()AActorinline
GetWorldTimerManager()AActorinline
HasActiveCameraComponent()AActorinline
HasActivePawnControlCameraComponent()AActorinline
HasLocalNetOwner()AActorinline
HasNetOwner()AActorinline
HideBuffFromHUD_Implementation()APrimalBuffinline
HyperThermiaInsulationField()APrimalBuffinline
HypoThermiaInsulationField()APrimalBuffinline
IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext *Context)AActorinline
IncrementalUnregisterComponents()AActorinline
InitializeComponents()AActorinline
InitializeDefaults()AActorinline
InitialLifeSpanField()AActorinline
InputComponentField()AActorinline
InputDismissPOI(APlayerController *ForPC, int Index)UPrimalActorinline
InputPriorityField()AActorinline
InstanceComponentsField()AActorinline
InstigatorAttachmentSocket_PlayerOverrideField()APrimalBuffinline
InstigatorAttachmentSocketField()APrimalBuffinline
InstigatorDie()APrimalBuffinline
InstigatorField()AActorinline
InstigatorItemField()APrimalBuffinline
InstigatorJumped()APrimalBuffinline
InsulationRangeField()APrimalBuffinline
InterceptInstigatorPlayerEmoteAnim(UAnimMontage *EmoteAnim)APrimalBuffinline
InternalGetNetMode()AActorinline
InternalIndexField()UObjectBaseinline
InternalTakeRadialDamage(float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
InventoryItemDropped(UObject *InventoryItemObject)UPrimalActorinline
InventoryItemUsed(UObject *InventoryItemObject)UPrimalActorinline
IsA(UClass *SomeBase)ActorExtensions
IsActorOrSelectionParentSelected()AActorinline
IsAsset()AActorinline
IsAttachedTo(const AActor *Other)AActorinline
IsBasedOnActor(const AActor *Other)AActorinline
IsBasedOnArchetype(const UObject *const SomeObject)UObjectinline
IsChildActor()AActorinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsEditorOnly()AActorinline
IsFullNameStableForNetworking()UObjectinline
IsHidden()AActorinline
IsHLODRelevant()AActorinline
IsIn(const UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInOrOwnedBy(const UObject *SomeOuter)AActorinline
IsInPackage(const UPackage *SomePackage)UObjectBaseUtilityinline
IsInstancedFoliage()UPrimalActorinline
IsLevelBoundsRelevant()AActorinline
IsLocalizedResource()UObjectinline
IsMatineeControlled()UPrimalActorinline
IsNameStableForNetworking()AActorinline
IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)APrimalBuffinline
IsNetStartupActor()AActorinline
IsOverlappingActor(const AActor *Other)AActorinline
IsOwnedOrControlledBy(const AActor *TestOwner)AActorinline
IsPrimalCharacter()UPrimalActorinline
IsPrimalCharacterOrStructure()UPrimalActorinline
IsPrimalDino()UPrimalActorinline
IsPrimalStructure()UPrimalActorinline
IsRelevancyOwnerFor(const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)AActorinline
IsReplayRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)AActorinline
IsRootComponentCollisionRegistered()AActorinline
IsSafeForRootSet()UObjectinline
IsSelectionChild()AActorinline
IsShooterCharacter()UPrimalActorinline
IsSupportedForNetworking()UObjectinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidUnStasisCaster()APrimalBuffinline
IsWithinNetRelevancyDistance(const UE::Math::TVector< double > *SrcLocation)AActorinline
K2_GetComponentsByClass(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass)AActorinline
K2_TeleportTo(UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport)AActorinline
LastActorForceReplicationFrameField()UPrimalActorinline
LastActorForceReplicationTimeField()UPrimalActorinline
LastActorUnstasisedCycleField()UPrimalActorinline
LastAoEApplyDamageTimeField()APrimalBuffinline
LastBuffTickTimeClientField()APrimalBuffinline
LastBuffTickTimeServerField()APrimalBuffinline
LastEnterStasisTimeField()UPrimalActorinline
LastExitStasisTimeField()UPrimalActorinline
LastForceNetUpdateFrameField()AActorinline
LastFrameCalculatedNetworkRangeMultiplierField()UPrimalActorinline
LastFrameUnStasisField()UPrimalActorinline
LastItemDurabilityDepletionTimeField()APrimalBuffinline
LastOnlyInitialReplicationPreReplicationFrameField()UPrimalActorinline
LastPostProcessVolumeSoundField()UPrimalActorinline
LastPreReplicationTimeField()UPrimalActorinline
LastRenderTimeField()AActorinline
LastRenderTimeIgnoreShadowField()AActorinline
LastRenderTimeOnScreenField()AActorinline
LastSelectedWindSourceComponentNameField()UPrimalActorinline
LastThrottledTickTimeField()UPrimalActorinline
LastUnstasisFrameCounterField()UPrimalActorinline
LayersField()AActorinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)UObjectinline
LocalizeProperty(UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)UObjectinline
MakeNoise(float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinline
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinlinestatic
MarkComponentsAsPendingKill(__int64 a2)AActorinline
MarkComponentsRenderStateDirty()AActorinline
MarkPackageDirty()UObjectBaseUtilityinline
MatineeUpdated()UPrimalActorinline
Maximum2DVelocityForStaminaRecoveryField()APrimalBuffinline
MaximumVelocityZForSlowingFallField()APrimalBuffinline
MaxStatScalersField()APrimalBuffinline
MeleeDamageMultiplierField()APrimalBuffinline
MinNetUpdateFrequencyField()AActorinline
ModifyBuffMPCValues(bool bReset)APrimalBuffinline
ModifyHudMultiUseLoc(UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)UPrimalActorinline
Multi_SyncBuffLifetime_Implementation(const float NewDeactivateAfterTime)APrimalBuffinline
MulticastDrawDebugLine(const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)AActorinline
MulticastDrawDebugLine_Implementation(const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)AActorinline
MulticastDrawDebugLineTraceHitResult_Implementation(const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)AActorinline
MulticastDrawDebugPoint(const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugSphere(const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)AActorinline
MulticastProperty(FName PropertyName, bool bUnreliable)UPrimalActorinline
MyBuffPersistentDataField()APrimalBuffinline
NameField()UObjectBaseinline
NamePrivateField()UObjectBaseinline
NeedsLoadForClient()UObjectinline
NeedsLoadForServer()UObjectinline
NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetCriticalPriorityAdjustmentField()UPrimalActorinline
NetCullDistanceSquaredDormantField()UPrimalActorinline
NetCullDistanceSquaredField()AActorinline
NetDeactivate_Implementation()APrimalBuffinline
NetDormancyField()AActorinline
NetDriverNameField()AActorinline
NetPriorityField()AActorinline
NetResetBuffStart_Implementation()APrimalBuffinline
NetSyncBuffLifetime()APrimalBuffinline
NetTagField()AActorinline
NetUpdateFrequencyField()AActorinline
NetworkAndStasisRangeMultiplierField()UPrimalActorinline
NetworkDormantChildrenOpIdxField()UPrimalActorinline
NetworkRangeMultiplierField()UPrimalActorinline
NetworkSpatializationChildrenDormantField()UPrimalActorinline
NetworkSpatializationChildrenField()UPrimalActorinline
NetworkSpatializationParentField()UPrimalActorinline
NextBuffTickTimeClientField()APrimalBuffinline
NextBuffTickTimeServerField()APrimalBuffinline
NotificationsField()APrimalBuff_ApiUtilsinline
NotifyActorBeginCursorOver()AActorinline
NotifyActorBeginOverlap(AActor *OtherActor)AActorinline
NotifyActorEndCursorOver()AActorinline
NotifyActorEndOverlap(AActor *OtherActor)AActorinline
NotifyActorOnClicked(FKey *ButtonPressed)AActorinline
NotifyActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnReleased(FKey *ButtonReleased)AActorinline
NotifyHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)AActorinline
ObjectFlagsField()UObjectBaseinline
OffsetHUDFromCenterScreenY_Implementation()UPrimalActorinline
OnActorBeginOverlapField()AActorinline
OnActorCustomEventField()UPrimalActorinline
OnActorHitField()AActorinline
OnBeginCursorOverField()AActorinline
OnBuffLifetimeUpdated()APrimalBuffinline
OnCapsuleHitCallback(UPrimitiveComponent *HitComponent, AActor *OtherActor, UPrimitiveComponent *OtherComp, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)APrimalBuffinline
OnClickedField()AActorinline
OnEndPlayField()AActorinline
OnInputTouchBeginField()AActorinline
OnInputTouchEnterField()AActorinline
OnlyForInstigatorSoundFadeInTimeField()APrimalBuffinline
OnMatineeUpdatedField()UPrimalActorinline
OnMatineeUpdatedRawField()UPrimalActorinline
OnOwnerTeleported()APrimalBuffinline
OnRep_AttachmentReplication()AActorinline
OnRep_ReplicatedMovement()AActorinline
OnSemaphoreTakenField()UPrimalActorinline
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectDestroyFromReplication(UObject *Subobject)AActorinline
OnTakePointDamageField()AActorinline
OnTargetingTeamChangedField()UPrimalActorinline
OnTeamChangedForActorFieldUPrimalActorinline
OnUROPostInterpolation_AnyThread(float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)UPrimalActorinline
OriginalCreationTimeField()UPrimalActorinline
OuterPrivateField()UObjectBaseinline
OutsideWorldBounds()AActorinline
OverrideCharacterFlyingVelocity(UE::Math::TVector< double > *InitialVelocity, const UE::Math::TVector< double > *Gravity, float DeltaTime)APrimalBuffinline
OverrideCharacterNewFallVelocity(UE::Math::TVector< double > *InitialVelocity, const UE::Math::TVector< double > *Gravity, float DeltaTime)APrimalBuffinline
OverrideCharacterSwimmingVelocity(UE::Math::TVector< double > *InitialVelocity, const UE::Math::TVector< double > *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)APrimalBuffinline
OverrideCharacterWalkingVelocity(UE::Math::TVector< double > *InitialVelocity, const float *Friction, float DeltaTime)APrimalBuffinline
OverrideInventoryItemClassWeightMultipliersField()APrimalBuffinline
OverrideStasisComponentRadiusField()UPrimalActorinline
OwnedComponentsField()AActorinline
OwnerField()AActorinline
ParentComponentField()AActorinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)UPrimalActorinline
PostActorConstruction()AActorinline
PostCreateBlueprintComponent(UActorComponent *NewActorComp)AActorinline
PostInitializeComponents()AActorinline
PostInitProperties()AActorinline
PostLoad()AActorinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)AActorinline
PostNetInit()AActorinline
PostNetReceive()AActorinline
PostNetReceiveLocationAndRotation()AActorinline
PostNetReceivePhysicState()AActorinline
PostprocessBlendablesToExcludeField()APrimalBuffinline
PostProcessInterpSpeedDownField()APrimalBuffinline
PostProcessInterpSpeedUpField()APrimalBuffinline
PostprocessMaterialAdjustersField()APrimalBuffinline
PostProcessModifyBlendableMaterial(const UMaterialInterface *BlendableMaterialInterface, UMaterialInstanceDynamic *MID)APrimalBuffinline
PostRegisterAllComponents()AActorinline
PostSpawnInitialize(const UE::Math::TTransform< double > *UserSpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
PreInitializeComponents()AActorinline
PreNetReceive()AActorinline
PreReplication(IRepChangedPropertyTracker *ChangedPropertyTracker)AActorinline
PreReplicationForReplay(IRepChangedPropertyTracker *ChangedPropertyTracker)AActorinline
PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)AActorinline
PreventActorClassesTargetingField()APrimalBuffinline
PreventActorClassesTargetingRangesField()APrimalBuffinline
PreventActorTargeting_Implementation(const AActor *ByActor)APrimalBuffinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)UPrimalActorinline
PreventCharacterLanding(const UE::Math::TVector< double > *ImpactPoint, const UE::Math::TVector< double > *ImpactAccel, UE::Math::TVector< double > *Velocity)APrimalBuffinline
PreventIfMovementMassGreaterThanField()APrimalBuffinline
PreventInstigatorAttack(int AttackIndex)APrimalBuffinline
PreventRunning()APrimalBuffinline
PrimaryActorTickField()AActorinline
ProcessConsoleExec(const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)UObjectinline
ProcessContextOpcode(FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)UObjectinline
ProcessEvent(UFunction *Function, void *Parameters)AActorinline
ProcessInternal(UObject *Context, FFrame *Stack, void *const Z_Param__Result)UObjectinlinestatic
ProcessStaticPathing(bool triggerRunning)APrimalBuffinline
ProcessUserConstructionScript()AActorinline
PushSelectionToProxies()AActorinline
RandomStartByteField()UPrimalActorinline
RayTracingGroupIdField()AActorinline
RealtimeThrottledTick_Implementation(long double DeltaTime)AActorinline
ReceiveDamageMultiplierField()APrimalBuffinline
ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)AActorinline
ReduceBuffTime(float AmountOfTimeToReduce)APrimalBuffinline
RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)AActorinline
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)AActorinline
RegisterAllComponents()AActorinline
RelatedMissionField()APrimalBuffinline
RemoteForcedFleeDurationField()APrimalBuffinline
RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
RemoveOwnedComponent(UActorComponent *Component)AActorinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)AActorinline
ReplicatedComponentsField()AActorinline
ReplicatedMovementField()AActorinline
ReplicateSubobjects(UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)AActorinline
ReplicationIntervalMultiplierField()UPrimalActorinline
ReregisterAllComponents(bool a2)AActorinline
Reset()AActorinline
ResetBuffStart()APrimalBuffinline
ResetOwnedComponents()AActorinline
ResetSpatialComponent()AActorinline
RootComponentField()AActorinline
RouteEndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)UObjectinline
SendExecCommand(FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)AActorinline
Serialize(FArchive *Ar)AActorinline
UPrimalActor::Serialize(FStructuredArchiveRecord Record)UObjectinline
SerializeScriptProperties(FArchive *Ar)UObjectinline
SerializeScriptProperties(FStructuredArchiveSlot Slot)UObjectinline
ServerHandleNetExecCommand(APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)AActorinline
ServerRequestRelatedMissionData()APrimalBuffinline
ServerRequestRelatedMissionData_Implementation()APrimalBuffinline
ServerSendExecCommandToEveryone(FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendExecCommandToPlayer(APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
SetActorEnableCollision(bool bNewActorEnableCollision)AActorinline
SetActorHiddenInGame(bool bNewHidden)AActorinline
SetActorLocation(const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep)AActorinline
SetActorRelativeLocation(UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeRotation(UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeScale3D(UE::Math::TVector< double > *NewRelativeScale)AActorinline
SetActorRelativeTransform(const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRotation(UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport)AActorinline
SetActorTransform(const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetAutoDestroyWhenFinished(bool bVal)AActorinline
SetBuffCauser(AActor *CausedBy)APrimalBuffinline
SetCanBeDamaged(bool bInCanBeDamaged)AActorinline
SetDesiredRepGraphBehavior(EReplicationGraphBehavior NewBehavior)UPrimalActorinline
SetExternalPackage(UPackage *InPackage)UObjectBaseinline
SetLifeSpan(float InLifespan)AActorinline
SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)UObjectinline
SetLODParent(UPrimitiveComponent *InLODParent, float InParentDrawDistance)AActorinline
SetNetDormancy(ENetDormancy NewDormancy)AActorinline
SetNetDriverName(FName NewNetDriverName)AActorinline
SetNetworkSpatializationParent(AActor *NewParent)AActorinline
SetOwner(AActor *NewOwner)AActorinline
SetReplicateMovement(bool bInReplicateMovement)AActorinline
SetReplicates(bool bInReplicates)AActorinline
SetRootComponent(USceneComponent *NewRootComponent)AActorinline
SetupForInstigator()APrimalBuffinline
ShouldForceOwnerDedicatedMovementTickPerFrame()APrimalBuffinline
SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
SlowInstigatorFallingAddZVelocityField()APrimalBuffinline
SlowInstigatorFallingDampenZVelocityField()APrimalBuffinline
StaminaDrainMultiplierField()APrimalBuffinline
Stasis()APrimalBuffinline
StasisCheckComponentField()UPrimalActorinline
StasisUnRegisteredComponentsField()UPrimalActorinline
StaticAddBuff(TSubclassOf< APrimalBuff > BuffClass, APrimalCharacter *ForCharacter, UPrimalItem *AssociatedItem, AActor *DamageCauser, bool bForceOnClient)APrimalBuffinlinestatic
StaticAddBuffToSpectatorController(TSubclassOf< APrimalBuff > BuffClass, AShooterPlayerController *SpectatorPlayerController)APrimalBuffinlinestatic
StaticClass()AActorinlinestatic
staticPathingDestinationField()APrimalBuffinline
StaticRegisterNativesAActor()AActorinlinestatic
StaticRegisterNativesAPrimalBuff()APrimalBuffinlinestatic
StaticRegisterNativesUPrimalActor()UPrimalActorinlinestatic
StopActorSound(USoundBase *SoundAsset, float FadeOutTime)AActorinline
SubmergedMaxAccelerationModifierField()APrimalBuffinline
SubmergedMaxSpeedModifierField()APrimalBuffinline
SubmergedRotationRateModifierField()APrimalBuffinline
SwapRoles()AActorinline
SyncReplicatedPhysicsSimulation()AActorinline
TagsField()AActorinline
TakeDamage(float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
TargetField()APrimalBuffinline
TargetingTeamChanged()UPrimalActorinline
TargetingTeamField()UPrimalActorinline
TearOff()AActorinline
teleporterHapticTimeField()APrimalBuffinline
TeleportTo(const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)AActorinline
TemplateAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, const FActorSpawnParameters *SpawnParameters)APrimalBuffinline
Tick(float DeltaSeconds)APrimalBuffinline
TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)AActorinline
TickingDeactivationTimeField()APrimalBuffinline
TimeForNextAOECheckField()APrimalBuffinline
TimerHandle_LifeSpanExpiredField()AActorinline
TimerStasisStoreField()UPrimalActorinline
TPVCameraOffsetField()APrimalBuffinline
TPVCameraOffsetMultiplierField()APrimalBuffinline
TPVCameraSpeedInterpolationMultiplierField()APrimalBuffinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
UninitializeComponents(const EEndPlayReason::Type *EndPlayReason)AActorinline
UnregisterAllComponents(bool bForReregister)AActorinline
Unstasis()APrimalBuffinline
UnstasisLastInRangeTimeField()UPrimalActorinline
UnsubmergedMaxAccelerationModifierField()APrimalBuffinline
UnsubmergedMaxSpeedModifierField()APrimalBuffinline
UnsubmergedRotationRateModifierField()APrimalBuffinline
UpdateAllReplicatedComponents()AActorinline
UpdateComponentTransforms()AActorinline
UpdateOverlaps(bool bDoNotifies)AActorinline
UpdateOverlapsMethodDuringLevelStreamingField()AActorinline
UpdateReplicatedComponent(UActorComponent *Component)AActorinline
UseNetworkRangeScaling()UPrimalActorinline
ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)APrimalBuffinline
ValuesToAddPerSecondField()APrimalBuffinline
ViewMaxExposureMultiplierField()APrimalBuffinline
ViewMinExposureMultiplierField()APrimalBuffinline
WasRecentlyRendered(float Tolerance)AActorinline
WeaponRecoilMultiplierField()APrimalBuffinline
XPEarningMultiplierField()APrimalBuffinline
XPtoAddField()APrimalBuffinline
XPtoAddRateField()APrimalBuffinline