| __vftableField() | UObjectBase | inline |
| AboveDeltaZAttackRangeField() | APrimalDinoAIController | inline |
| AccumulatedBehaviorDeltaField() | APrimalDinoAIController | inline |
| AccumulatedBehaviorFrameCountField() | APrimalDinoAIController | inline |
| ActorHasBegunPlay() | AActor | inline |
| ActorHasTag(FName Tag) | AActor | inline |
| ActorLineTraceSingle(FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params) | AActor | inline |
| ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset) | AActor | inline |
| ActorUsingQuickActionField() | UPrimalActor | inline |
| AddComponent(FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish) | AActor | inline |
| AddComponentForReplication(UActorComponent *Component) | AActor | inline |
| AddControllingMatineeActor(AMatineeActor *InMatineeActor) | UPrimalActor | inline |
| AddInstanceComponent(UActorComponent *Component) | AActor | inline |
| AddOwnedComponent(UActorComponent *Component) | AActor | inline |
| AddPawnTickDependency(APawn *NewPawn) | AController | inline |
| AddTickPrerequisiteActor(AActor *PrerequisiteActor) | AActor | inline |
| AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent) | AActor | inline |
| AddToAggro(const AActor *Attacker, float DamagePercent, bool bNotifyNeighbors, bool SetValue, bool bIsFromDamage, bool skipTeamCheck) | APrimalDinoAIController | inline |
| AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject) | UObjectBaseUtility | inline |
| AggroEntriesField() | APrimalDinoAIController | inline |
| AggroFactorDamagePercentageMultiplierField() | APrimalDinoAIController | inline |
| AggroFactorDecreaseGracePeriodField() | APrimalDinoAIController | inline |
| AggroFactorDecreaseSpeedField() | APrimalDinoAIController | inline |
| AggroFactorDesirabilityMultiplierField() | APrimalDinoAIController | inline |
| AggroNotifyNeighborsClassesField() | APrimalDinoAIController | inline |
| AggroNotifyNeighborsMultiplierField() | APrimalDinoAIController | inline |
| AggroNotifyNeighborsRangeFalloffField() | APrimalDinoAIController | inline |
| AggroNotifyNeighborsRangeField() | APrimalDinoAIController | inline |
| AggroToAddUponAcquiringTargetField() | APrimalDinoAIController | inline |
| AggroToAddUponRemovingTargetField() | APrimalDinoAIController | inline |
| AIFlightMaxLandingZDistanceField() | APrimalDinoAIController | inline |
| AllowActorComponentToReplicate(const UActorComponent *ComponentToReplicate) | AActor | inline |
| AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter) | UPrimalActor | inline |
| AllowManualMultiUseActivation(APlayerController *ForPC) | UPrimalActor | inline |
| AllowSaving() | UPrimalActor | inline |
| AllowSeamlessTravel() | UPrimalActor | inline |
| ApplyWorldOffset(const UE::Math::TVector< double > *InOffset, bool bWorldShift) | AActor | inline |
| AreAllOuterObjectsValid() | UObject | inline |
| AssetVersePathTagName() | UObject | inlinestatic |
| AsyncPhysicsTickActor(float DeltaTime, float SimTime) | AActor | inline |
| AttachmentReplicationField() | AActor | inline |
| AttachToActor(AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName) | AActor | inline |
| AttachToComponent(USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName) | AActor | inline |
| AttachToPawn(APawn *InPawn) | AController | inline |
| AttackDestinationOffsetField() | APrimalDinoAIController | inline |
| AttackIntervalField() | APrimalDinoAIController | inline |
| AttackRangeField() | APrimalDinoAIController | inline |
| AttackRotationGroundSpeedMultiplierField() | APrimalDinoAIController | inline |
| AttackRotationRangeDegreesField() | APrimalDinoAIController | inline |
| AttackRotationRateField() | APrimalDinoAIController | inline |
| AutoReceiveInputField() | AActor | inline |
| AvoidGenericToPoint(UE::Math::TVector< double > *TargetDestination) | APrimalDinoAIController | inline |
| AvoidOutOfWater() | APrimalDinoAIController | inline |
| BabyHasEnemyTreeField() | APrimalDinoAIController | inline |
| bActorBeginningPlayFromLevelStreaming() | AActor | inline |
| bActorEnableCollision() | AActor | inline |
| bActorInitialized() | AActor | inline |
| bActorIsBeingConstructed() | AActor | inline |
| bActorIsBeingDestroyed() | AActor | inline |
| bActorPreventPhysicsSceneRegistration() | AActor | inline |
| bActorSeamlessTraveled() | AActor | inline |
| bActorWantsDestroyDuringBeginPlay() | AActor | inline |
| bAddedPerformanceThrottledTick() | UPrimalActor | inline |
| bAddedRealtimeThrottledTick() | UPrimalActor | inline |
| bAddedServerThrottledTick() | UPrimalActor | inline |
| bAddedTagsList() | UPrimalActor | inline |
| bAllowForceFleeToSameTargetingTeam() | APrimalDinoAIController | inline |
| bAllowReceiveTickEventOnDedicatedServer() | AActor | inline |
| bAllowStrafe() | AAIController | inline |
| bAllowSwimWanderingForLandDinos() | APrimalDinoAIController | inline |
| bAllowTickBeforeBeginPlay() | AActor | inline |
| bAlwaysCreatePhysicsState() | UPrimalActor | inline |
| bAlwaysRelevant() | AActor | inline |
| bAlwaysRelevantPrimalStructure() | UPrimalActor | inline |
| bAlwaysStartledWhenAggroedByNeighbor() | APrimalDinoAIController | inline |
| BaseStructureTargetingDesireField() | APrimalDinoAIController | inline |
| bAsyncPhysicsTickEnabled() | AActor | inline |
| bAttachmentReplicationUseNetworkParent() | UPrimalActor | inline |
| bAttachToPawn() | AController | inline |
| bAttackForcesRunning() | APrimalDinoAIController | inline |
| bAutoDestroyWhenFinished() | AActor | inline |
| bAutoStasis() | UPrimalActor | inline |
| bBlockInput() | AActor | inline |
| bBlueprintMultiUseEntries() | UPrimalActor | inline |
| bBPInventoryItemUsedHandlesDurability() | UPrimalActor | inline |
| bBPPostInitializeComponents() | UPrimalActor | inline |
| bBPPreInitializeComponents() | UPrimalActor | inline |
| bCallPreReplication() | AActor | inline |
| bCallPreReplicationForReplay() | AActor | inline |
| bCanBeDamaged() | AActor | inline |
| bCanBeInCluster() | AActor | inline |
| bCanPossessWithoutAuthority() | AController | inline |
| bCanUseAttackStateOnTargetChange() | APrimalDinoAIController | inline |
| bCheckBuffTargetingDesireOverride() | APrimalDinoAIController | inline |
| bClimbable() | UPrimalActor | inline |
| bCollideWhenPlacing() | AActor | inline |
| bDebugPathing() | APrimalController | inline |
| bDeferredBeginPlay() | AActor | inline |
| bDeferredTickMode() | APrimalDinoAIController | inline |
| bDisableForceFlee() | APrimalDinoAIController | inline |
| bDisableRigidBodyAnimNodes() | AActor | inline |
| bDormantNetMulticastForceFullReplication() | UPrimalActor | inline |
| BecomeViewTarget(APlayerController *PC) | AActor | inline |
| BeginDestroy() | AActor | inline |
| BeginPlay() | APrimalDinoAIController | inline |
| BehaviourTreeField() | APrimalDinoAIController | inline |
| BelowDeltaZAttackRangeField() | APrimalDinoAIController | inline |
| bEnableAutoLODGeneration() | AActor | inline |
| bEnableMultiUse() | UPrimalActor | inline |
| bExchangedRoles() | AActor | inline |
| bExecutingRotateToFace() | AAIController | inline |
| BeyondTargetingRangeAggroAdditionField() | APrimalDinoAIController | inline |
| bFindCameraComponentWhenViewTarget() | AActor | inline |
| bFlyerAllowWaterTargeting() | APrimalDinoAIController | inline |
| bFlyerWanderDefaultToOrigin() | APrimalDinoAIController | inline |
| bFlyingUseMoveAroundBlockade() | APrimalDinoAIController | inline |
| bForceAllowNetMulticast() | UPrimalActor | inline |
| bForcedAggro() | APrimalDinoAIController | inline |
| bForcedHudDrawingRequiresSameTeam() | UPrimalActor | inline |
| bForceHiddenReplication() | UPrimalActor | inline |
| bForceHighQualityViewerReplication() | AActor | inline |
| bForceIgnoreSpatialComponent() | UPrimalActor | inline |
| bForceInfiniteDrawDistance() | UPrimalActor | inline |
| bForceNetAddressable() | AActor | inline |
| bForceNetworkSpatialization() | UPrimalActor | inline |
| bForceOnlyTargetingPlayerOrTamed() | APrimalDinoAIController | inline |
| bForceOnlyTargetingPlayers() | APrimalDinoAIController | inline |
| bForcePreventSeamlessTravel() | UPrimalActor | inline |
| bForceReplicateDormantChildrenWithoutSpatialRelevancy() | UPrimalActor | inline |
| bForceTargetDinoRider() | APrimalDinoAIController | inline |
| bForceTargetingAllStructures() | APrimalDinoAIController | inline |
| bGenerateOverlapEventsDuringLevelStreaming() | AActor | inline |
| bHasDeferredComponentRegistration() | AActor | inline |
| bHasFinishedSpawning() | AActor | inline |
| bHasHighVolumeRPCs() | UPrimalActor | inline |
| bHasRegisteredAllComponents() | AActor | inline |
| bHibernateChange() | UPrimalActor | inline |
| bHidden() | AActor | inline |
| bIgnoredByCharacterEncroachment() | UPrimalActor | inline |
| bIgnoreMoveAroundBlockade() | APrimalDinoAIController | inline |
| bIgnoreNetworkRangeScaling() | UPrimalActor | inline |
| bIgnoresOriginShifting() | AActor | inline |
| bIgnoreWaterOrAmphibiousTargets() | APrimalDinoAIController | inline |
| bIsDestroyedFromChildActorComponent() | UPrimalActor | inline |
| bIsEditorOnlyActor() | AActor | inline |
| bIsFromChildActorComponent() | UPrimalActor | inline |
| bIsInstancedFoliage() | UPrimalActor | inline |
| bIsMapActor() | UPrimalActor | inline |
| bIsMissionDino() | APrimalDinoAIController | inline |
| bIsPlayerController() | AController | inline |
| bIsPrimalCharacter() | UPrimalActor | inline |
| bIsPrimalDino() | UPrimalActor | inline |
| bIsPrimalStructure() | UPrimalActor | inline |
| bIsPrimalStructureExplosive() | UPrimalActor | inline |
| bIsShooterCharacter() | UPrimalActor | inline |
| bIsShooterPlayerController() | UPrimalActor | inline |
| bIsValidUnstasisCaster() | UPrimalActor | inline |
| bLastRequestedMoveToLocationWasPlayerCommand() | AAIController | inline |
| bLoadedFromSaveGame() | UPrimalActor | inline |
| bLOSflag() | AAIController | inline |
| BlueprintCreatedComponentsField() | AActor | inline |
| bModifiedWanderRadius() | APrimalDinoAIController | inline |
| bMultiUseCenterHUD() | UPrimalActor | inline |
| bNetCheckedInitialPhysicsState() | AActor | inline |
| bNetCritical() | UPrimalActor | inline |
| bNetLoadOnClient() | AActor | inline |
| bNetMulticasting() | UPrimalActor | inline |
| bNetStartup() | AActor | inline |
| bNetTemporary() | AActor | inline |
| bNetUseClientRelevancy() | UPrimalActor | inline |
| bNetUseOwnerRelevancy() | AActor | inline |
| bNetworkSpatializationForceRelevancyCheck() | UPrimalActor | inline |
| bNotAllowedToFindTargets() | APrimalDinoAIController | inline |
| bNotifyBPTargetSet() | APrimalDinoAIController | inline |
| bNotifyNeighborsWithoutDamageField() | APrimalDinoAIController | inline |
| bOnlyInitialReplication() | UPrimalActor | inline |
| bOnlyOverlapTargetCorpsesUnlessHasTargetField() | APrimalDinoAIController | inline |
| bOnlyRelevantToOwner() | AActor | inline |
| bOnlyReplicateOnNetForcedUpdate() | UPrimalActor | inline |
| BPAttachedRootComponent() | UPrimalActor | inline |
| BPClientHandleNetExecCommand(FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC) | AActor | inline |
| bPendingUnstasis() | UPrimalActor | inline |
| BPOnFleeEvent() | APrimalDinoAIController | inline |
| BPOverrideServerMultiUseAcceptRange_Implementation() | UPrimalActor | inline |
| bPreventActorStasis() | UPrimalActor | inline |
| bPreventCharacterBasing() | UPrimalActor | inline |
| bPreventCharacterBasingAllowSteppingUp() | UPrimalActor | inline |
| bPreventCliffPlatforms() | UPrimalActor | inline |
| bPreventLevelBoundsRelevant() | UPrimalActor | inline |
| bPreventNPCSpawnFloor() | UPrimalActor | inline |
| bPreventOnDedicatedServer() | UPrimalActor | inline |
| bPreventRegularForceNetUpdate() | UPrimalActor | inline |
| bPreventSaving() | UPrimalActor | inline |
| bPrimalDeferredConstruction() | AActor | inline |
| BrainComponentField() | AAIController | inline |
| bRealtimeThrottledTickUseNativeTick() | UPrimalActor | inline |
| bRelevantForLevelBounds() | AActor | inline |
| bRelevantForNetworkReplays() | AActor | inline |
| bReplayRewindable() | AActor | inline |
| bReplicateHidden() | UPrimalActor | inline |
| bReplicateMovement() | AActor | inline |
| bReplicates() | AActor | inline |
| bReplicateUsingRegisteredSubObjectList() | AActor | inline |
| bRidingDinoTargetPlayer() | APrimalDinoAIController | inline |
| bRidingPlayerTargetDino() | APrimalDinoAIController | inline |
| bRunningUserConstructionScript() | AActor | inline |
| bSavedWhenStasised() | UPrimalActor | inline |
| bSetControlRotationFromPawnOrientation() | AAIController | inline |
| bSkipExtraLOSChecks() | AAIController | inline |
| bStartAILogicOnPossess() | AAIController | inline |
| bStasisComponentRadiusForceDistanceCheck() | UPrimalActor | inline |
| bStasised() | UPrimalActor | inline |
| bStopAILogicOnUnposses() | AAIController | inline |
| bTargetChanged() | APrimalDinoAIController | inline |
| bTearOff() | AActor | inline |
| bTickFunctionsRegistered() | AActor | inline |
| BuildReplicatedComponentsInfo() | AActor | inline |
| BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping) | UObject | inline |
| bUnstreamComponentsUseEndOverlap() | UPrimalActor | inline |
| bUse_BPOverrideLandingLocation() | APrimalDinoAIController | inline |
| bUseAlternateMovePointField() | APrimalDinoAIController | inline |
| bUseAttachmentReplication() | UPrimalActor | inline |
| bUseBP_TamedOverrideHorizontalLandingRange() | APrimalDinoAIController | inline |
| bUseBPAllowActorSpawn() | UPrimalActor | inline |
| bUseBPChangedActorTeam() | UPrimalActor | inline |
| bUseBPCheckForErrors() | UPrimalActor | inline |
| bUseBPCustomIsRelevantForClient() | UPrimalActor | inline |
| bUseBPDrawEntry() | UPrimalActor | inline |
| bUseBPFilterMultiUseEntries() | UPrimalActor | inline |
| bUseBPForceAllowsInventoryUse() | UPrimalActor | inline |
| bUseBPForceTargetDinoRider() | APrimalDinoAIController | inline |
| bUseBPGetBonesToHideOnAllocation() | UPrimalActor | inline |
| bUseBPGetHUDDrawLocationOffset() | UPrimalActor | inline |
| bUseBPGetMultiUseCenterText() | UPrimalActor | inline |
| bUseBPGetShowDebugAnimationComponents() | UPrimalActor | inline |
| bUseBPInventoryItemDropped() | UPrimalActor | inline |
| bUseBPInventoryItemUsed() | UPrimalActor | inline |
| bUseBPOverrideIgnoredByWildDino() | APrimalDinoAIController | inline |
| bUseBPOverrideTargetingLocation() | UPrimalActor | inline |
| bUseBPOverrideUILocation() | UPrimalActor | inline |
| bUseBPPreventAttachments() | UPrimalActor | inline |
| bUseBPSetupFindTarget() | APrimalDinoAIController | inline |
| bUseBPShouldNotifyAnyNeighborField() | APrimalDinoAIController | inline |
| bUseBPTargetingDesire() | APrimalDinoAIController | inline |
| bUseBPUpdateBestTarget() | APrimalDinoAIController | inline |
| bUseCanMoveThroughActor() | UPrimalActor | inline |
| bUseCombatMoveTowardsTargetOffset() | APrimalDinoAIController | inline |
| bUseFlyingTargetOffsets() | APrimalDinoAIController | inline |
| bUseGeometryInsteadOfStationObjForFreeDepthTest() | APrimalDinoAIController | inline |
| bUseImprovedAggroFalloffBehavior() | APrimalDinoAIController | inline |
| bUseNetworkSpatialization() | UPrimalActor | inline |
| bUseOnlyPointForLevelBounds() | UPrimalActor | inline |
| bUseStasisGrid() | UPrimalActor | inline |
| bWantsPerformanceThrottledTick() | UPrimalActor | inline |
| bWantsPlayerState() | AAIController | inline |
| bWantsRealtimeThrottledTick() | UPrimalActor | inline |
| bWantsServerThrottledTick() | UPrimalActor | inline |
| bWasForceIgnoreSpatialComponent() | UPrimalActor | inline |
| bWaterDinoAllowUnsubmergedTargetsField() | APrimalDinoAIController | inline |
| bWillStasisAfterSpawn() | UPrimalActor | inline |
| CachedStasisGridIndexField() | AActor | inline |
| CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult) | AActor | inline |
| CalculateAndSetWonderingAIState(bool *StateChanged) | APrimalDinoAIController | inline |
| CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function) | UObject | inline |
| CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec) | UObject | inline |
| CallPreReplication(UNetDriver *NetDriver) | AActor | inline |
| CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack) | AActor | inline |
| CanBeDamaged() | AActor | inline |
| CanBeInCluster() | AActor | inline |
| CanLand() | APrimalDinoAIController | inline |
| ChangeActorTeam(int NewTeam) | UPrimalActor | inline |
| ChangeState(FName NewState) | AController | inline |
| CharacterField() | AController | inline |
| CheckActorComponents() | AActor | inline |
| CheckBPAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator) | UPrimalActor | inline |
| CheckComponentInstanceName(const FName InName) | AActor | inline |
| CheckDefaultSubobjects(bool bForceCheck) | UObject | inline |
| CheckDefaultSubobjectsInternal() | AActor | inline |
| CheckMoveAroundBlockadePoint(UE::Math::TVector< double > *moveToPoint) | APrimalDinoAIController | inline |
| CheckStillInWorld() | AActor | inline |
| ChildrenField() | AActor | inline |
| ClassField() | UObjectBase | inline |
| ClassPrivateField() | UObjectBase | inline |
| CleanupBrainComponent() | AAIController | inline |
| CleanupPlayerState() | AController | inline |
| ClearComponentOverlaps() | AActor | inline |
| ClearCrossLevelReferences() | AActor | inline |
| ClearFocus(unsigned __int8 InPriority) | AAIController | inline |
| ClearNetworkSpatializationParent() | AActor | inline |
| ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance) | UPrimalActor | inline |
| ClientReplicationSendNowThresholdField() | UPrimalActor | inline |
| ClientSetLocation_Implementation(UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation) | AController | inline |
| ClientSetRotation(UE::Math::TRotator< double > *NewRotation, bool bResetCamera) | AController | inline |
| ClientSetRotation_Implementation(UE::Math::TRotator< double > *NewRotation, __int64 bResetCamera) | AController | inline |
| CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects) | UObject | inline |
| CombatFlyingMoveTowardsTargetOffsetField() | APrimalDinoAIController | inline |
| ConditionalBeginDestroy() | UObject | inline |
| ConditionalFinishDestroy() | UObject | inline |
| ConditionalPostLoad() | UObject | inline |
| ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph) | UObject | inline |
| ControllingMatineeActorsField() | UPrimalActor | inline |
| ControlRigNotify(FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity) | UPrimalActor | inline |
| ControlRotationField() | AController | inline |
| CopyRemoteRoleFrom(const AActor *CopyFromActor) | AActor | inline |
| CorpseAttackDestinationMultiplierField() | APrimalDinoAIController | inline |
| CreateCluster() | UObjectBaseUtility | inline |
| CreateComponentFromTemplate(UActorComponent *Template, const FName InName) | AActor | inline |
| CreateComponentFromTemplateData(const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName) | AActor | inline |
| CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient) | UObject | inline |
| CreateInputComponent(TSubclassOf< UInputComponent > InputComponentToCreate) | AActor | inline |
| CreationTimeField() | AActor | inline |
| CustomActorFlagsField() | UPrimalActor | inline |
| CustomDataField() | UPrimalActor | inline |
| CustomTagField() | UPrimalActor | inline |
| CustomTimeDilationField() | AActor | inline |
| DamagedForceAggroIntervalField() | APrimalDinoAIController | inline |
| DefaultStasisComponentOctreeFlagsField() | UPrimalActor | inline |
| DefaultStasisedOctreeFlagsField() | UPrimalActor | inline |
| DefaultUnstasisedOctreeFlagsField() | UPrimalActor | inline |
| DeferredMovementComponentField() | UPrimalActor | inline |
| DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName) | UObjectBase | inline |
| DesiredRepGraphBehaviorField() | UPrimalActor | inline |
| Destroy(bool bNetForce, bool bShouldModifyLevel) | AActor | inline |
| DestroyConstructedComponents() | AActor | inline |
| Destroyed() | APrimalDinoAIController | inline |
| DetachFenceField() | AActor | inline |
| DetachFromPawn() | AController | inline |
| DetachRootComponentFromParent(bool bMaintainWorldPosition) | AActor | inline |
| DieIfLeftWaterReachedRadiusDistanceCheckMultiplierField() | APrimalDinoAIController | inline |
| DieIfLeftWaterTargetingRequiresFreeDepthField() | APrimalDinoAIController | inline |
| DieIfLeftWaterTargetUnsubmergedTimeoutField() | APrimalDinoAIController | inline |
| DieIfLeftWaterWanderMinimumWaterHeightMultiplierField() | APrimalDinoAIController | inline |
| DieIfLeftWaterWanderRequiresCapsuleMultiFreeDepthField() | APrimalDinoAIController | inline |
| DisableComponentsSimulatePhysics() | AActor | inline |
| DisableInput(APlayerController *PlayerController) | AActor | inline |
| DispatchBeginPlay(bool bFromLevelStreaming) | AActor | inline |
| DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit) | AActor | inline |
| DispatchPhysicsCollisionHit(const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData) | AActor | inline |
| DisplayDebug(UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos) | AAIController | inline |
| DrawBasicFloatingHUD(AHUD *ForHUD) | UPrimalActor | inline |
| EnableInput(APlayerController *PlayerController) | AActor | inline |
| EndPlay(const EEndPlayReason::Type EndPlayReason) | AActor | inline |
| EndViewTarget(APlayerController *PC) | AActor | inline |
| ExecuteConstruction(const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod) | AActor | inline |
| ExtraCorpseTargetingRangeField() | APrimalDinoAIController | inline |
| FailedToSpawnPawn() | AController | inline |
| FellOutOfWorld(const UDamageType *dmgType) | AActor | inline |
| FilterMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries) | UPrimalActor | inline |
| FindComponentByClass(const TSubclassOf< UActorComponent > ComponentClass) | AActor | inline |
| FindComponentByInterface(const TSubclassOf< UInterface > Interface) | AActor | inline |
| FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper) | UObject | inline |
| FindLandingPositionZOffsetField() | APrimalDinoAIController | inline |
| FindProperty(FName name) | UObject | |
| FindTarget(bool bDontSet) | APrimalDinoAIController | inline |
| FinishAddComponent(UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform) | AActor | inline |
| FinishDestroy() | UObject | inline |
| FinishSpawning(const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod) | AActor | inline |
| FleeFromAttackCoolDownTimeField() | APrimalDinoAIController | inline |
| FleeFromAttackTimeLimitField() | APrimalDinoAIController | inline |
| FleeFromAttackTreeField() | APrimalDinoAIController | inline |
| FlushNetDormancy() | AActor | inline |
| FlyingMoveTowardsTargetOffsetField() | APrimalDinoAIController | inline |
| FlyingReachedDestinationThresholdOffsetField() | APrimalDinoAIController | inline |
| FlyingTargetFocalPositionOffsetField() | APrimalDinoAIController | inline |
| FlyingWanderFixedDistanceAmountField() | APrimalDinoAIController | inline |
| FlyingWanderRandomDistanceAmountField() | APrimalDinoAIController | inline |
| FollowStoppingDistanceField() | APrimalDinoAIController | inline |
| ForceAggroUntilTimeField() | APrimalDinoAIController | inline |
| ForceAllowsInventoryUse(const UObject *InventoryItemObject) | UPrimalActor | inline |
| ForcedAggroHasEnemyTreeField() | APrimalDinoAIController | inline |
| ForcedAggroTimeCounterField() | APrimalDinoAIController | inline |
| ForcedAttackEnemyTeamField() | APrimalDinoAIController | inline |
| ForcedAttackTargetField() | APrimalDinoAIController | inline |
| ForceDestroy() | AActor | inline |
| ForcedFleeDurationField() | APrimalDinoAIController | inline |
| ForcedMoveToUntilTimeField() | APrimalDinoAIController | inline |
| ForceFleeUnderHealthPercentageField() | APrimalDinoAIController | inline |
| ForceImmediateReplicationFrameField() | UPrimalActor | inline |
| ForceInfiniteDrawDistanceOnComponent(const UPrimitiveComponent *OnComponent) | UPrimalActor | inline |
| ForceLand() | APrimalDinoAIController | inline |
| ForceMaximumReplicationRateUntilTimeField() | UPrimalActor | inline |
| ForceNetRelevant() | AActor | inline |
| ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel) | AActor | inline |
| ForcePropertyCompare() | AActor | inline |
| ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel) | UPrimalActor | inline |
| ForceTargetActorField() | APrimalDinoAIController | inline |
| ForEachAttachedActors(TFunctionRef< bool __cdecl(AActor *)> *Functor) | AActor | inline |
| GatherCurrentMovement() | AActor | inline |
| GetAcceptanceHeightOffset() | APrimalDinoAIController | inline |
| GetAcceptanceRadiusOffset() | APrimalDinoAIController | inline |
| GetActorBounds(bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors) | AActor | inline |
| GetActorEyesViewPoint(UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation) | AController | inline |
| GetActorForwardVector() | ActorExtensions | |
| GetActorNameOrLabel(FString *result) | AActor | inline |
| GetActorTimeDilation() | AActor | inline |
| GetAggroDesirability(const AActor *InTarget) | APrimalDinoAIController | inline |
| GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation, bool bForceUpdateAimedActors) | APrimalController | inline |
| GetAllChildActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants) | AActor | inline |
| GetAllSceneComponents(TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents) | UPrimalActor | inline |
| GetApproachRadius() | UPrimalActor | inline |
| GetArchetype() | UObject | inline |
| GetAssetRegistryTags(FAssetData *Out) | UObject | inline |
| GetAttachedActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors) | AActor | inline |
| GetAttachParentActor() | AActor | inline |
| GetClosestTree(FOverlapResult *OutHit) | APrimalDinoAIController | inline |
| GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass) | AActor | inline |
| GetComponentByCustomTag(FName TheTag) | AActor | inline |
| GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors) | AActor | inline |
| GetComponentsByCustomTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag) | AActor | inline |
| GetComponentsByInterface(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface) | AActor | inline |
| GetComponentsByTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag) | AActor | inline |
| GetComponentsCollisionResponseToChannel(ECollisionChannel Channel) | AActor | inline |
| GetCorpseFoodTarget() | APrimalDinoAIController | inline |
| GetDebugIcon(FString *result) | AAIController | inline |
| GetDebugInfoString(FString *result) | APrimalDinoAIController | inline |
| GetDefaultAttachComponent() | AActor | inline |
| GetDefaultConfigFilename(FString *result) | UObject | inline |
| GetDefaultSubobjectByName(FName ToFind) | UObject | inline |
| GetDetailedInfo(FString *result) | UObject | inline |
| GetDetailedInfoInternal(FString *result) | UObject | inline |
| GetDistanceTo(const AActor *OtherActor) | AActor | inline |
| GetExternalPackageInternal() | UObjectBase | inline |
| GetFocusActor() | AAIController | inline |
| GetFullGroupName(FString *result, bool bStartWithOuter) | UObjectBaseUtility | inline |
| GetFunctionCallspace(UFunction *Function, FFrame *Stack) | AActor | inline |
| GetGameInstance() | AActor | inline |
| GetGameplayTaskDefaultPriority() | AAIController | inline |
| GetHumanReadableName(FString *result) | AController | inline |
| GetInputAxisValue(const FName InputAxisName) | AActor | inline |
| GetInterfaceAddress(UClass *InterfaceClass) | UObjectBaseUtility | inline |
| GetIsMapActor() | UPrimalActor | inline |
| GetLastGameplayRelevantTime() | AActor | inline |
| GetLastRenderTime(bool IgnoreShadow) | AActor | inline |
| GetLifeSpan() | AActor | inline |
| GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps) | AController | inline |
| GetLinker() | UObjectBaseUtility | inline |
| GetLinkerCustomVersion() | UObjectBaseUtility | inlinestatic |
| GetLinkerIndex() | UObjectBaseUtility | inline |
| GetLinkerUEVersion(FPackageFileVersion *result) | UObjectBaseUtility | inline |
| GetLocation() | ActorExtensions | |
| GetMoveGoalReachTest(const AActor *MovingActor, const UE::Math::TVector< double > *MoveOffset, UE::Math::TVector< double > *GoalOffset, float *GoalRadius, float *GoalHalfHeight) | AController | inline |
| GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor) | UPrimalActor | inline |
| GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance) | UPrimalActor | inline |
| GetMultiUseIcon(APlayerController *ForPC, FMultiUseEntry *MultiUseEntry) | UPrimalActor | inline |
| GetNavAgentPropertiesRef() | AController | inline |
| GetNetConnection() | AActor | inline |
| GetNetDriver() | AActor | inline |
| GetNetOwningPlayer() | AActor | inline |
| GetNetPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth) | AActor | inline |
| GetNetStasisAndRangeMultiplier(bool bIsForNetworking) | UPrimalActor | inline |
| GetNetworkRangeMultiplier() | UPrimalActor | inline |
| GetOutermostObject() | UObjectBaseUtility | inline |
| GetOverlappingActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter) | AActor | inline |
| GetOverlappingActors(TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter) | AActor | inline |
| GetOverlappingComponents(TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents) | AActor | inline |
| GetOverlappingComponents(TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents) | AActor | inline |
| GetOwnerController() | AActor | inline |
| GetPackage() | UObjectBaseUtility | inline |
| GetParentComponent() | AActor | inline |
| GetPathFollowingAgent() | AAIController | inline |
| GetPathName(FString *result, const UObject *StopOuter) | UObjectBaseUtility | inline |
| GetPathName(const UObject *StopOuter, FString *ResultString) | UObjectBaseUtility | inline |
| GetPathName(const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString) | UObjectBaseUtility | inline |
| GetPhysicsVolume() | AActor | inline |
| GetPlayerViewPoint(UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation) | AController | inline |
| GetPreloadDependencies(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps) | UObject | inline |
| GetPrimaryAssetId(FPrimaryAssetId *result) | UObject | inline |
| GetPrivateStaticClass() | AAIController | inlinestatic |
| GetRayTracingGroupId() | AActor | inline |
| GetRepGraphRelevantDistanceSq() | AActor | inline |
| GetReplayPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time) | AActor | inline |
| GetReplicatedCustomConditionState(FCustomPropertyConditionState *OutActiveState) | AActor | inline |
| GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize) | UObject | inline |
| GetResponsibleDamager(AActor *DamageCauser) | APrimalController | inline |
| GetRootSelectionParent() | AActor | inline |
| GetSelectionParent() | AActor | inline |
| GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight) | AActor | inline |
| GetSubobjectsWithStableNamesForNetworking(TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList) | AActor | inline |
| GetTargetingDesire(const AActor *InTarget) | APrimalDinoAIController | inline |
| GetTypedOuter(UClass *Target) | UObjectBaseUtility | inline |
| GetUsablePriority() | UPrimalActor | inline |
| GetViewTarget() | AController | inline |
| GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass) | AActor | inline |
| GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass) | AActor | inline |
| GetWheelOptionByUseIndex(FMultiUseWheelOption *result, APlayerController *ForPC, int Index) | UPrimalActor | inline |
| GetWheelOptionInfo(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory) | UPrimalActor | inline |
| GetWheelOptionInfoBP(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory) | UPrimalActor | inline |
| GetWorld() | AActor | inline |
| GetWorldSettings() | AActor | inline |
| GetWorldTimerManager() | AActor | inline |
| HasActiveCameraComponent() | AActor | inline |
| HasActivePawnControlCameraComponent() | AActor | inline |
| HasEnemyTreeField() | APrimalDinoAIController | inline |
| HasLocalNetOwner() | AActor | inline |
| HasNetOwner() | AActor | inline |
| IgnoredTargetsField() | APrimalDinoAIController | inline |
| IgnoreMoveInputField() | AController | inline |
| IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext *Context) | AActor | inline |
| IncrementalUnregisterComponents() | AActor | inline |
| InitializeComponents() | AActor | inline |
| InitializeDefaults() | AActor | inline |
| InitialLifeSpanField() | AActor | inline |
| InitPlayerState() | AController | inline |
| InputComponentField() | AActor | inline |
| InputDismissPOI(APlayerController *ForPC, int Index) | UPrimalActor | inline |
| InputPriorityField() | AActor | inline |
| InstanceComponentsField() | AActor | inline |
| InstigatedAnyDamage(float Damage, const UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser) | AController | inline |
| InstigatorField() | AActor | inline |
| InternalGetNetMode() | AActor | inline |
| InternalIndexField() | UObjectBase | inline |
| InternalTakeRadialDamage(float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser) | AActor | inline |
| InventoryItemDropped(UObject *InventoryItemObject) | UPrimalActor | inline |
| InventoryItemUsed(UObject *InventoryItemObject) | UPrimalActor | inline |
| IsA(UClass *SomeBase) | ActorExtensions | |
| IsActorOrSelectionParentSelected() | AActor | inline |
| IsAsset() | AActor | inline |
| IsAttachedTo(const AActor *Other) | AActor | inline |
| IsBasedOnActor(const AActor *Other) | AActor | inline |
| IsBasedOnArchetype(const UObject *const SomeObject) | UObject | inline |
| IsChildActor() | AActor | inline |
| IsDefaultSubobject() | UObjectBaseUtility | inline |
| IsEditorOnly() | AActor | inline |
| IsFollowingAPath() | AAIController | inline |
| IsForceTargetDinoRider(AShooterCharacter *playerTarget) | APrimalDinoAIController | inline |
| IsFullNameStableForNetworking() | UObject | inline |
| IsHidden() | AActor | inline |
| IsHLODRelevant() | AActor | inline |
| IsIn(const UObject *SomeOuter) | UObjectBaseUtility | inline |
| IsInBlueprint() | UObject | inline |
| IsInOrOwnedBy(const UObject *SomeOuter) | AActor | inline |
| IsInPackage(const UPackage *SomePackage) | UObjectBaseUtility | inline |
| IsInstancedFoliage() | UPrimalActor | inline |
| IsInState(FName InStateName) | AController | inline |
| IsLevelBoundsRelevant() | AActor | inline |
| IsLocalController() | AController | inline |
| IsLocalizedResource() | UObject | inline |
| IsLookInputIgnored() | AController | inline |
| IsMatineeControlled() | UPrimalActor | inline |
| IsMoveInputIgnored() | AController | inline |
| IsNameStableForNetworking() | AActor | inline |
| IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation) | AActor | inline |
| IsNetStartupActor() | AActor | inline |
| IsOverlappingActor(const AActor *Other) | AActor | inline |
| IsOwnedOrControlledBy(const AActor *TestOwner) | AActor | inline |
| IsPrimalCharacter() | UPrimalActor | inline |
| IsPrimalCharacterOrStructure() | UPrimalActor | inline |
| IsPrimalDino() | UPrimalActor | inline |
| IsPrimalStructure() | UPrimalActor | inline |
| IsRelevancyOwnerFor(const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor) | AActor | inline |
| IsReplayRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq) | AActor | inline |
| IsRootComponentCollisionRegistered() | AActor | inline |
| IsSafeForRootSet() | UObject | inline |
| IsSelectionChild() | AActor | inline |
| IsShooterCharacter() | UPrimalActor | inline |
| IsSupportedForNetworking() | UObject | inline |
| IsValidLowLevel() | UObjectBase | inline |
| IsValidLowLevelFast(bool bRecursive) | UObjectBase | inline |
| IsValidUnStasisCaster() | UPrimalActor | inline |
| IsWithinAttackRange(AActor *Other, bool bForceUseLastAttackIndex) | APrimalDinoAIController | inline |
| IsWithinAttackRangeAndCalculateBestAttack(AActor *Other, bool *bAttackChanged) | APrimalDinoAIController | inline |
| IsWithinNetRelevancyDistance(const UE::Math::TVector< double > *SrcLocation) | AActor | inline |
| K2_GetComponentsByClass(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass) | AActor | inline |
| K2_TeleportTo(UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport) | AActor | inline |
| LandDinoMaxFlyerTargetDeltaZField() | APrimalDinoAIController | inline |
| LandDinoMaxWaterTargetDepthCapsuleMultiplierField() | APrimalDinoAIController | inline |
| LastActorForceReplicationFrameField() | UPrimalActor | inline |
| LastActorForceReplicationTimeField() | UPrimalActor | inline |
| LastActorUnstasisedCycleField() | UPrimalActor | inline |
| LastBlockadeCheckTimeField() | APrimalDinoAIController | inline |
| LastBlockadeHitLocationField() | APrimalDinoAIController | inline |
| LastBlockadeHitNormalField() | APrimalDinoAIController | inline |
| LastBlockadeWidthField() | APrimalDinoAIController | inline |
| LastCharacterTargetTeamField() | APrimalDinoAIController | inline |
| LastCheckAttackRangeClosestPointField() | APrimalDinoAIController | inline |
| LastCheckAttackRangePawnLocationField() | APrimalDinoAIController | inline |
| LastCheckAttackRangeTargetField() | APrimalDinoAIController | inline |
| LastCheckAttackRangeTargetLocationField() | APrimalDinoAIController | inline |
| LastEnterStasisTimeField() | UPrimalActor | inline |
| LastExecutedAttackTimeField() | APrimalDinoAIController | inline |
| LastExitStasisTimeField() | UPrimalActor | inline |
| LastFleeLocCheckField() | APrimalDinoAIController | inline |
| LastFleeLocCheckTimeField() | APrimalDinoAIController | inline |
| LastForcedAttackEnemyTeamTimeField() | APrimalDinoAIController | inline |
| LastForcedFleeTimeField() | APrimalDinoAIController | inline |
| LastForceNetUpdateFrameField() | AActor | inline |
| LastFrameCalculatedNetworkRangeMultiplierField() | UPrimalActor | inline |
| LastFrameUnStasisField() | UPrimalActor | inline |
| LastHadAggroEntriesTimeField() | APrimalDinoAIController | inline |
| LastMovingAroundBlockadeActorField() | APrimalDinoAIController | inline |
| LastMovingAroundBlockadeTimeField() | APrimalDinoAIController | inline |
| LastOnlyInitialReplicationPreReplicationFrameField() | UPrimalActor | inline |
| LastPostProcessVolumeSoundField() | UPrimalActor | inline |
| LastPreReplicationTimeField() | UPrimalActor | inline |
| LastRenderTimeField() | AActor | inline |
| LastRenderTimeIgnoreShadowField() | AActor | inline |
| LastRenderTimeOnScreenField() | AActor | inline |
| LastSelectedWindSourceComponentNameField() | UPrimalActor | inline |
| LastThrottledTickTimeField() | UPrimalActor | inline |
| LastUnstasisFrameCounterField() | UPrimalActor | inline |
| LastValidUnstasisCasterFrameField() | APrimalController | inline |
| LayersField() | AActor | inline |
| LineOfSightTo(const AActor *Other, UE::Math::TVector< double > *ViewPoint, bool bAlternateChecks) | AAIController | inline |
| APrimalController::LineOfSightTo(const AActor *Other, UE::Math::TVector< double > *ViewPoint, __int64 bAlternateChecks) | AController | inline |
| LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad) | UObject | inline |
| LocalizeProperty(UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress) | UObject | inline |
| MakeNoise(float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag) | AActor | inline |
| MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag) | AActor | inlinestatic |
| MarkComponentsAsPendingKill(__int64 a2) | AActor | inline |
| MarkComponentsRenderStateDirty() | AActor | inline |
| MarkPackageDirty() | UObjectBaseUtility | inline |
| MateBoostAggroNotifyNeighborsMultiplierField() | APrimalDinoAIController | inline |
| MatineeUpdated() | UPrimalActor | inline |
| MaxFlyingTargetDeltaZField() | APrimalDinoAIController | inline |
| MinAggroValueField() | APrimalDinoAIController | inline |
| MinAttackIntervalForFleeing_WaterField() | APrimalDinoAIController | inline |
| MinAttackIntervalForFleeingField() | APrimalDinoAIController | inline |
| MinimumWanderGroundNormalZField() | APrimalDinoAIController | inline |
| MinLocChangeIntervalForFleeingField() | APrimalDinoAIController | inline |
| MinNetUpdateFrequencyField() | AActor | inline |
| MissionTreeField() | APrimalDinoAIController | inline |
| ModifyHudMultiUseLoc(UE::Math::TVector2< double > *theVec, APlayerController *PC, int index) | UPrimalActor | inline |
| MoveAroundBlockade(UE::Math::TVector< double > *PreBumpLocation, AActor *BlockadeActor, UPrimitiveComponent *OtherComp, float BlockadeWidth, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *HitLocation) | APrimalDinoAIController | inline |
| MoveAroundBlockadeAdditionalWidthField() | APrimalDinoAIController | inline |
| MoveAroundObjectMaxVelocityField() | APrimalDinoAIController | inline |
| MovingAroundBlockadeDirectionField() | APrimalDinoAIController | inline |
| MovingAroundBlockadePointField() | APrimalDinoAIController | inline |
| MulticastDrawDebugLine(const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping) | AActor | inline |
| MulticastDrawDebugLine_Implementation(const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor) | AActor | inline |
| MulticastDrawDebugLineTraceHitResult_Implementation(const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd) | AActor | inline |
| MulticastDrawDebugPoint(const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping) | AActor | inline |
| MulticastDrawDebugSphere(const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping) | AActor | inline |
| MulticastProperty(FName PropertyName, bool bUnreliable) | UPrimalActor | inline |
| NameField() | UObjectBase | inline |
| NamePrivateField() | UObjectBase | inline |
| NaturalMaxDepthZField() | APrimalDinoAIController | inline |
| NaturalTargetingRangeField() | APrimalDinoAIController | inline |
| NeedsLoadForClient() | UObject | inline |
| NeedsLoadForServer() | UObject | inline |
| NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner) | AActor | inline |
| NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner) | AActor | inline |
| NetCriticalPriorityAdjustmentField() | UPrimalActor | inline |
| NetCullDistanceSquaredDormantField() | UPrimalActor | inline |
| NetCullDistanceSquaredField() | AActor | inline |
| NetDormancyField() | AActor | inline |
| NetDriverNameField() | AActor | inline |
| NetPriorityField() | AActor | inline |
| NetTagField() | AActor | inline |
| NetUpdateFrequencyField() | AActor | inline |
| NetworkAndStasisRangeMultiplierField() | UPrimalActor | inline |
| NetworkDormantChildrenOpIdxField() | UPrimalActor | inline |
| NetworkRangeMultiplierField() | UPrimalActor | inline |
| NetworkSpatializationChildrenDormantField() | UPrimalActor | inline |
| NetworkSpatializationChildrenField() | UPrimalActor | inline |
| NetworkSpatializationParentField() | UPrimalActor | inline |
| NoEnemyTreeField() | APrimalDinoAIController | inline |
| NotifyActorBeginCursorOver() | AActor | inline |
| NotifyActorBeginOverlap(AActor *OtherActor) | AActor | inline |
| NotifyActorEndCursorOver() | AActor | inline |
| NotifyActorEndOverlap(AActor *OtherActor) | AActor | inline |
| NotifyActorOnClicked(FKey *ButtonPressed) | AActor | inline |
| NotifyActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex) | AActor | inline |
| NotifyActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex) | AActor | inline |
| NotifyActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex) | AActor | inline |
| NotifyActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex) | AActor | inline |
| NotifyActorOnReleased(FKey *ButtonReleased) | AActor | inline |
| NotifyBump(UE::Math::TVector< double > *PreBumpLocation, AActor *Other, UPrimitiveComponent *OtherComp, const UE::Math::TVector< double > *HitNormal, const UE::Math::TVector< double > *HitLocation) | APrimalDinoAIController | inline |
| 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) | AActor | inline |
| NotifyTakeDamage(float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser) | APrimalDinoAIController | inline |
| NumAlliesToAttackField() | APrimalDinoAIController | inline |
| ObjectFlagsField() | UObjectBase | inline |
| OffsetHUDFromCenterScreenY_Implementation() | UPrimalActor | inline |
| OldPawnField() | AController | inline |
| OnActorBeginOverlapField() | AActor | inline |
| OnActorCustomEventField() | UPrimalActor | inline |
| OnActorHitField() | AActor | inline |
| OnBeginCursorOverField() | AActor | inline |
| OnClickedField() | AActor | inline |
| OnEndPlayField() | AActor | inline |
| OnInputTouchBeginField() | AActor | inline |
| OnInputTouchEnterField() | AActor | inline |
| OnInstigatedAnyDamageField() | AController | inline |
| OnMatineeUpdatedField() | UPrimalActor | inline |
| OnMatineeUpdatedRawField() | UPrimalActor | inline |
| OnNewPawnField | AController | inline |
| OnPossess(APawn *InPawn) | APrimalDinoAIController | inline |
| OnPossessedPawnChangedField() | AController | inline |
| OnRep_AttachmentReplication() | AActor | inline |
| OnRep_Pawn() | AController | inline |
| OnRep_PlayerState() | AController | inline |
| OnRep_ReplicatedMovement() | AActor | inline |
| OnSemaphoreTakenField() | UPrimalActor | inline |
| OnSubobjectCreatedFromReplication(UObject *NewSubobject) | AActor | inline |
| OnSubobjectDestroyFromReplication(UObject *Subobject) | AActor | inline |
| OnTakePointDamageField() | AActor | inline |
| OnTargetingTeamChangedField() | UPrimalActor | inline |
| OnTeamChangedForActorField | UPrimalActor | inline |
| OnUnPossess() | AAIController | inline |
| OnUROPostInterpolation_AnyThread(float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext) | UPrimalActor | inline |
| OrderedToLand() | APrimalDinoAIController | inline |
| OriginalCreationTimeField() | UPrimalActor | inline |
| OuterPrivateField() | UObjectBase | inline |
| OutsideWorldBounds() | AActor | inline |
| OverrideStasisComponentRadiusField() | UPrimalActor | inline |
| OwnedComponentsField() | AActor | inline |
| OwnerField() | AActor | inline |
| ParentComponentField() | AActor | inline |
| PawnField() | AController | inline |
| PawnPendingDestroy(APawn *inPawn) | AController | inline |
| PawnPersistentReferenceField() | APrimalDinoAIController | inline |
| PercentageTorporForFleeingField() | APrimalDinoAIController | inline |
| PlayerStateField() | AController | inline |
| PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier) | UPrimalActor | inline |
| PlayStartledAnim() | APrimalDinoAIController | inline |
| PlayStartledAnimHandleField() | APrimalDinoAIController | inline |
| Possess(APawn *InPawn) | AController | inline |
| PostActorConstruction() | AActor | inline |
| PostCreateBlueprintComponent(UActorComponent *NewActorComp) | AActor | inline |
| PostInitializeComponents() | AAIController | inline |
| PostInitProperties() | AActor | inline |
| PostLoad() | AActor | inline |
| PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph) | AActor | inline |
| PostNetInit() | AActor | inline |
| PostNetReceive() | AActor | inline |
| PostNetReceiveLocationAndRotation() | AActor | inline |
| PostNetReceivePhysicState() | AActor | inline |
| PostRegisterAllComponents() | AAIController | inline |
| PostSpawnInitialize(const UE::Math::TTransform< double > *UserSpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod) | AActor | inline |
| PreInitializeComponents() | AActor | inline |
| PreNetReceive() | AActor | inline |
| PreReplication(IRepChangedPropertyTracker *ChangedPropertyTracker) | AActor | inline |
| PreReplicationForReplay(IRepChangedPropertyTracker *ChangedPropertyTracker) | AActor | inline |
| PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups) | AActor | inline |
| PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent) | UPrimalActor | inline |
| PrimaryActorTickField() | AActor | inline |
| ProcessConsoleExec(const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor) | UObject | inline |
| ProcessContextOpcode(FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently) | UObject | inline |
| ProcessEvent(UFunction *Function, void *Parameters) | AActor | inline |
| ProcessInternal(UObject *Context, FFrame *Stack, void *const Z_Param__Result) | UObject | inlinestatic |
| ProcessUserConstructionScript() | AActor | inline |
| PushSelectionToProxies() | AActor | inline |
| RandomStartByteField() | UPrimalActor | inline |
| RangeTargetWildDinosMultiplierField() | APrimalDinoAIController | inline |
| RayTracingGroupIdField() | AActor | inline |
| RealtimeThrottledTick_Implementation(long double DeltaTime) | AActor | inline |
| RebootBrainComponent() | APrimalDinoAIController | inline |
| 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) | AActor | inline |
| RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState) | AActor | inline |
| RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState) | AActor | inline |
| RegisterAllComponents() | AActor | inline |
| RemoveControllingMatineeActor(AMatineeActor *InMatineeActor) | UPrimalActor | inline |
| RemoveOwnedComponent(UActorComponent *Component) | AActor | inline |
| RemovePawnTickDependency(APawn *InOldPawn) | AController | inline |
| RemoveTickPrerequisiteActor(AActor *PrerequisiteActor) | AActor | inline |
| RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent) | AActor | inline |
| Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags) | AActor | inline |
| ReplicatedComponentsField() | AActor | inline |
| ReplicatedMovementField() | AActor | inline |
| ReplicateSubobjects(UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags) | AActor | inline |
| ReplicationIntervalMultiplierField() | UPrimalActor | inline |
| ReregisterAllComponents(bool a2) | AActor | inline |
| Reset() | AAIController | inline |
| ResetIgnoreInputFlags() | AController | inline |
| ResetIgnoreLookInput() | AController | inline |
| ResetIgnoreMoveInput() | AController | inline |
| ResetOwnedComponents() | AActor | inline |
| ResetSpatialComponent() | AActor | inline |
| RootComponentField() | AActor | inline |
| RouteEndPlay(const EEndPlayReason::Type EndPlayReason) | AActor | inline |
| RunBehaviorTree(UBehaviorTree *BTAsset) | APrimalDinoAIController | inline |
| SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject) | UObject | inline |
| SeekingIntervalCheckToFlyField() | APrimalDinoAIController | inline |
| SeekingIntervalCheckToLandField() | APrimalDinoAIController | inline |
| SeekingPercentChanceToFlyField() | APrimalDinoAIController | inline |
| SeekingPercentChanceToLandField() | APrimalDinoAIController | inline |
| SendExecCommand(FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable) | AActor | inline |
| Serialize(FArchive *Ar) | AActor | inline |
| UPrimalActor::Serialize(FStructuredArchiveRecord Record) | UObject | inline |
| SerializeScriptProperties(FArchive *Ar) | UObject | inline |
| SerializeScriptProperties(FStructuredArchiveSlot Slot) | UObject | inline |
| ServerHandleNetExecCommand(APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams) | AActor | inline |
| ServerLastReceivedSpectatorLocTimeField() | APrimalController | inline |
| ServerSendExecCommandToEveryone(FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy) | AActor | inline |
| ServerSendExecCommandToPlayer(APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy) | AActor | inline |
| ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy) | AActor | inline |
| SetActorEnableCollision(bool bNewActorEnableCollision) | AActor | inline |
| SetActorHiddenInGame(bool bNewHidden) | AActor | inline |
| SetActorLocation(const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport) | AActor | inline |
| SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport) | AActor | inline |
| SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep) | AActor | inline |
| SetActorRelativeLocation(UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport) | AActor | inline |
| SetActorRelativeRotation(UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport) | AActor | inline |
| SetActorRelativeScale3D(UE::Math::TVector< double > *NewRelativeScale) | AActor | inline |
| SetActorRelativeTransform(const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport) | AActor | inline |
| SetActorRotation(UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport) | AActor | inline |
| SetActorTransform(const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport) | AActor | inline |
| SetAutoDestroyWhenFinished(bool bVal) | AActor | inline |
| SetCanBeDamaged(bool bInCanBeDamaged) | AActor | inline |
| SetControlRotation(const UE::Math::TRotator< double > *NewRotation) | AController | inline |
| SetDeferredTick(bool bShouldDefer, bool bIsDestroying) | APrimalDinoAIController | inline |
| SetDesiredRepGraphBehavior(EReplicationGraphBehavior NewBehavior) | UPrimalActor | inline |
| SetExternalPackage(UPackage *InPackage) | UObjectBase | inline |
| SetFocalPoint(UE::Math::TVector< double > *NewFocus, unsigned __int8 InPriority) | AAIController | inline |
| SetFocus(AActor *NewFocus, unsigned __int8 InPriority) | AAIController | inline |
| SetHasAttackPriority(bool Value) | APrimalDinoAIController | inline |
| SetIgnoreLookInput(bool bNewLookInput) | AController | inline |
| SetIgnoreMoveInput(bool bNewMoveInput) | AController | inline |
| SetInitialLocationAndRotation(const UE::Math::TVector< double > *NewLocation, const UE::Math::TRotator< double > *NewRotation) | AController | inline |
| SetLifeSpan(float InLifespan) | AActor | inline |
| SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting) | UObject | inline |
| SetLODParent(UPrimitiveComponent *InLODParent, float InParentDrawDistance) | AActor | inline |
| SetNetDormancy(ENetDormancy NewDormancy) | AActor | inline |
| SetNetDriverName(FName NewNetDriverName) | AActor | inline |
| SetNetworkSpatializationParent(AActor *NewParent) | AActor | inline |
| SetOwner(AActor *NewOwner) | AActor | inline |
| SetPawn(APawn *InPawn) | APrimalDinoAIController | inline |
| SetReplicateMovement(bool bInReplicateMovement) | AActor | inline |
| SetReplicates(bool bInReplicates) | AActor | inline |
| SetRootComponent(USceneComponent *NewRootComponent) | AActor | inline |
| SetTarget(const AActor *InTarget, bool bDontAddAggro, bool bOverlapFoundTarget) | APrimalDinoAIController | inline |
| ShouldForceFlee() | APrimalDinoAIController | inline |
| ShouldParticipateInSeamlessTravel() | AController | inline |
| ShouldPostponePathUpdates() | AController | inline |
| SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function) | UObject | inline |
| StartMovingAroundBlockadeLocationField() | APrimalDinoAIController | inline |
| StartSpotField() | AController | inline |
| Stasis() | AActor | inline |
| StasisCheckComponentField() | UPrimalActor | inline |
| StasisUnRegisteredComponentsField() | UPrimalActor | inline |
| StateNameField() | AController | inline |
| StaticClass() | APrimalDinoAIController | inlinestatic |
| StaticRegisterNativesAActor() | AActor | inlinestatic |
| StaticRegisterNativesAAIController() | AAIController | inlinestatic |
| StaticRegisterNativesAController() | AController | inlinestatic |
| StaticRegisterNativesAPrimalDinoAIController() | APrimalDinoAIController | inlinestatic |
| StaticRegisterNativesUPrimalActor() | UPrimalActor | inlinestatic |
| StopActorSound(USoundBase *SoundAsset, float FadeOutTime) | AActor | inline |
| StopBrainComponent(FString *reason) | APrimalDinoAIController | inline |
| StopMovement() | AController | inline |
| SwapRoles() | AActor | inline |
| SyncReplicatedPhysicsSimulation() | AActor | inline |
| TagsField() | AActor | inline |
| TakeDamage(float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser) | AActor | inline |
| TamedAITargetingRangeMultipliersField() | APrimalDinoAIController | inline |
| TamedCorpseFoodTargetingRangeField() | APrimalDinoAIController | inline |
| TamedFollowAcceptanceHeightOffsetField() | APrimalDinoAIController | inline |
| TamedFollowAcceptanceRadiusOffsetField() | APrimalDinoAIController | inline |
| TamedMaxFollowDistanceField() | APrimalDinoAIController | inline |
| TamedNoEnemyTreeField() | APrimalDinoAIController | inline |
| TamedTargetingDesireMultiplierClassesField() | APrimalDinoAIController | inline |
| TamedTargetingDesireMultiplierValuesField() | APrimalDinoAIController | inline |
| TamedTargetingRangeField() | APrimalDinoAIController | inline |
| TargetField() | APrimalDinoAIController | inline |
| TargetingDistanceReductionFactorExponentField() | APrimalDinoAIController | inline |
| TargetingDistanceReductionFactorLinearField() | APrimalDinoAIController | inline |
| TargetingTeamChanged() | UPrimalActor | inline |
| TargetingTeamField() | UPrimalActor | inline |
| TearOff() | AActor | inline |
| TeleportTo(const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck) | AActor | inline |
| Tick(float DeltaSeconds) | APrimalDinoAIController | inline |
| TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction) | AController | inline |
| TimerHandle_LifeSpanExpiredField() | AActor | inline |
| TimerStasisStoreField() | UPrimalActor | inline |
| TransformComponentField() | AController | inline |
| TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance) | UPrimalActor | inline |
| UninitializeComponents(const EEndPlayReason::Type *EndPlayReason) | AActor | inline |
| UnPossess() | AController | inline |
| UnregisterAllComponents(bool bForReregister) | AActor | inline |
| Unstasis() | APrimalDinoAIController | inline |
| UnstasisLastInRangeTimeField() | UPrimalActor | inline |
| UpdateAggro() | APrimalDinoAIController | inline |
| UpdateAllReplicatedComponents() | AActor | inline |
| UpdateComponentTransforms() | AActor | inline |
| UpdateControlRotation(float DeltaTime, bool bUpdatePawn) | AAIController | inline |
| UpdateOverlaps(bool bDoNotifies) | AActor | inline |
| UpdateOverlapsMethodDuringLevelStreamingField() | AActor | inline |
| UpdateReplicatedComponent(UActorComponent *Component) | AActor | inline |
| UseLowQualityBehaviorTreeTick() | APrimalDinoAIController | inline |
| UseNetworkRangeScaling() | UPrimalActor | inline |
| ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps) | AController | inline |
| WanderFixedDistanceAmountField() | APrimalDinoAIController | inline |
| WanderFlyingClampZHeightAboveGroundField() | APrimalDinoAIController | inline |
| WanderFlyingMinZHeightAboveGroundField() | APrimalDinoAIController | inline |
| WanderFlyingZScalerField() | APrimalDinoAIController | inline |
| WanderRandomDistanceAmountField() | APrimalDinoAIController | inline |
| WasRecentlyRendered(float Tolerance) | AActor | inline |
| WildAboveDeltaZTargetingRangeField() | APrimalDinoAIController | inline |
| WildBelowDeltaZTargetingRangeField() | APrimalDinoAIController | inline |
| WildTargetingDesireMultiplierClassesField() | APrimalDinoAIController | inline |
| WildTargetingDesireMultiplierValuesField() | APrimalDinoAIController | inline |