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APrimalProjectileBoomerang Struct Reference

#include <Actor.h>

+ Inheritance diagram for APrimalProjectileBoomerang:
+ Collaboration diagram for APrimalProjectileBoomerang:

Public Member Functions

USceneComponent *& RotationPointField ()
 
float & MaxDistanceToTravelField ()
 
float & ReturnTimeToInstigatorField ()
 
float & ElapsedTimeToInstigatorField ()
 
float & SqrDesideredTravelDistanceField ()
 
UE::Math::TVector< double > & P0Field ()
 
UE::Math::TVector< double > & P1Field ()
 
UE::Math::TVector< double > & P2Field ()
 
UE::Math::TVector< double > & P3Field ()
 
UE::Math::TVector< double > & NextPointToReachField ()
 
UE::Math::TVector< double > & StartPositionField ()
 
bool & bIsFollowingInstigatorField ()
 
TWeakObjectPtr< APrimalCharacter > & InstigatorCharacterReferenceField ()
 
TArray< AActor *, TSizedDefaultAllocator< 32 > > & HitHurtListField ()
 
float & ReturnFirstPointTravelDistanceMultiplierField ()
 
float & ReturnSecondPointTravelDistanceMultiplierField ()
 
void BeginPlay ()
 
void Tick (float DeltaSeconds)
 
void OnImpact_Implementation (const FHitResult *HitResult, bool bFromReplication)
 
void Explode_Implementation (const FHitResult *Impact)
 
void ReturnToOwner (bool bFollowInstigator)
 
void PickUpCheck_Implementation ()
 
void PickedUp_Implementation (AShooterCharacter *ByCharacter)
 
- Public Member Functions inherited from APrimalProjectileArrow
float & PickUpRadiusField ()
 
TSubclassOf< UPrimalItem > & PickupItemClassField ()
 
int & PickUpQuantityField ()
 
float & PercentChanceToBreakOnImpactField ()
 
TSubclassOf< UPrimalItem > & PickItemClassApplySkinField ()
 
USoundBase *& ArrowPickedUpSoundField ()
 
void PickedUp (AShooterCharacter *ByCharacter)
 
void PickUpCheck ()
 
void BeginPlay ()
 
void OnImpact_Implementation (const FHitResult *HitResult, bool bFromReplication)
 
void PickUpCheck_Implementation ()
 
void PickedUp_Implementation (AShooterCharacter *ByCharacter)
 
- Public Member Functions inherited from AShooterProjectile
float & FragmentOriginOffsetField ()
 
float & FragmentConeHalfAngleField ()
 
int & NumberOfFragmentProjectilesField ()
 
TSubclassOf< AShooterProjectile > & FragmentProjectileTemplateField ()
 
USphereComponent *& CollisionCompField ()
 
UParticleSystemComponent *& ParticleCompField ()
 
UStaticMeshComponent *& StaticMeshCompField ()
 
TSubclassOf< AActor > & ExplosionEmitterField ()
 
TSubclassOf< APrimalEmitterSpawnable > & ImpactEmitterField ()
 
TWeakObjectPtr< AController > & MyControllerField ()
 
float & ClientSideCollisionRadiusField ()
 
float & TraceForBlockingRadiusField ()
 
float & CustomColorDesaturationField ()
 
TArray< TWeakObjectPtr< UPrimitiveComponent >, TSizedDefaultAllocator< 32 > > & PreviousNonBlockingHitComponentsField ()
 
UE::Math::TRotator< double > & RotateMeshFactorField ()
 
float & TornOffLifeSpanField ()
 
float & PostExplosionKeepAliveLifeSpanField ()
 
long double & ExplosionNetworkTimeField ()
 
float & NudgedImpactDistanceField ()
 
bool & bForceNetUpdateField ()
 
float & ForceNetUpdateTimeIntervalField ()
 
TWeakObjectPtr< AShooterWeapon_Projectile > & WeaponField ()
 
float & ParticleColorIntensityField ()
 
float & ClientFailsafeLifespanField ()
 
FProjectileWeaponData & WeaponConfigField ()
 
FLinearColor & CustomColorField ()
 
TWeakObjectPtr< AActor > & DamageCauserField ()
 
FHitResult & ReplicatedHitInfoField ()
 
USoundCue *& ProjectileBounceSoundField ()
 
bool & ReceivedDestoryFromServerField ()
 
long double & LastProjectileBounceSoundField ()
 
UE::Math::TVector< double > & PreviousLocationField ()
 
int & RandIntSeedField ()
 
FieldArray< bool, 6 > bColorizeRegionsField ()
 
__int16 & CustomColorIDField ()
 
TArray< AActor *, TSizedDefaultAllocator< 32 > > & ImpactedActorsField ()
 
UE::Math::TVector< double > & LastVelocityField ()
 
TArray< TSubclassOf< UObject >, TSizedDefaultAllocator< 32 > > & IgnoreNonBlockingHitClassesField ()
 
int & ProjectileIDField ()
 
float & FluidSimSplashStrengthField ()
 
UNiagaraSystem *& FluidSimSplashTemplateOverrideField ()
 
UE::Math::TVector< double > & LastFoliageTraceCheckLocationField ()
 
long double & LastFoliageTraceCheckTimeField ()
 
float & DistanceCutoffForMidairProjectileFoliageTracingField ()
 
float & TimeBetweenMidairProjectileFoliageTracesField ()
 
BitFieldValue< bool, unsigned __int32 > bExploded ()
 
BitFieldValue< bool, unsigned __int32 > bSpawnExplosionTemplateOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bExplodeOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bExplodeOnImpact ()
 
BitFieldValue< bool, unsigned __int32 > bExplodeOnLifeTimeEnd ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnExplode ()
 
BitFieldValue< bool, unsigned __int32 > bForceUseTickFunction ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreFriendlyFire ()
 
BitFieldValue< bool, unsigned __int32 > bAttachOnImpact ()
 
BitFieldValue< bool, unsigned __int32 > bSpawnImpactEffectOnHit ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateImpact ()
 
BitFieldValue< bool, unsigned __int32 > bImpactSetRotationToNormal ()
 
BitFieldValue< bool, unsigned __int32 > bNoImpactEmitterOnCharacterHit ()
 
BitFieldValue< bool, unsigned __int32 > bRotateMeshWhileMoving ()
 
BitFieldValue< bool, unsigned __int32 > bCheckForNonBlockingHitImpactFX ()
 
BitFieldValue< bool, unsigned __int32 > bClientTickWhenInAirAndCheckForNonBlockingHitImpactFX ()
 
BitFieldValue< bool, unsigned __int32 > bTickedNonBlockingHitImpactFX ()
 
BitFieldValue< bool, unsigned __int32 > bUseTraceForBlocking ()
 
BitFieldValue< bool, unsigned __int32 > bHadAttachParent ()
 
BitFieldValue< bool, unsigned __int32 > bTraceImpacted ()
 
BitFieldValue< bool, unsigned __int32 > bStopOnExplode ()
 
BitFieldValue< bool, unsigned __int32 > bUseTraceForBlockingStopOnExplode ()
 
BitFieldValue< bool, unsigned __int32 > bUseMultiTraceForBlocking ()
 
BitFieldValue< bool, unsigned __int32 > bProjectileEffectsDeactivated ()
 
BitFieldValue< bool, unsigned __int32 > bExplodeEffectOnDestroy ()
 
BitFieldValue< bool, unsigned __int32 > bImpactRequiresDinoLineOfSight ()
 
BitFieldValue< bool, unsigned __int32 > bImpactPvEOnlyAlly ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPProjectileBounced ()
 
BitFieldValue< bool, unsigned __int32 > bAttachOnProjectileBounced ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPIgnoreProjectileImpact ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByTurrets ()
 
BitFieldValue< bool, unsigned __int32 > bResetHasImpactedOnMultiTraceForBlocking ()
 
BitFieldValue< bool, unsigned __int32 > bNonBlockingVolumeMustBeWater ()
 
BitFieldValue< bool, unsigned __int32 > bUseWeaponColorization ()
 
BitFieldValue< bool, unsigned __int32 > bUseCustomColor ()
 
BitFieldValue< bool, unsigned __int32 > bDoFullRadialDamage ()
 
BitFieldValue< bool, unsigned __int32 > bExplodeOnNonBlockingImpact ()
 
BitFieldValue< bool, unsigned __int32 > bRadialDamageIgnoreDamageCauser ()
 
BitFieldValue< bool, unsigned __int32 > bMultiTraceCollideAgainstPawns ()
 
BitFieldValue< bool, unsigned __int32 > bTraceForBlockingDoImpactBackTrace ()
 
BitFieldValue< bool, unsigned __int32 > bExplosionOrientUpwards ()
 
BitFieldValue< bool, unsigned __int32 > bColorizeStructureOnImpact ()
 
BitFieldValue< bool, unsigned __int32 > bClearStructureColorsOnImpact ()
 
BitFieldValue< bool, unsigned __int32 > bNonBlockingImpactNoExplosionEmitter ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnExplodeNonBlockingImpact ()
 
BitFieldValue< bool, unsigned __int32 > bDontFragmentOnDamage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventReflecting ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPIgnoreRadialDamageVictim ()
 
BitFieldValue< bool, unsigned __int32 > bDoFinalTraceCheckToDirectDamageVictim ()
 
BitFieldValue< bool, unsigned __int32 > bDoFinalTraceCheckFromInstigatorToDirectDamageVictim ()
 
BitFieldValue< bool, unsigned __int32 > bUseProjectileTraceChannel ()
 
BitFieldValue< bool, unsigned __int32 > bIsGlowStick ()
 
BitFieldValue< bool, unsigned __int32 > bIsGlowStickSelf ()
 
BitFieldValue< bool, unsigned __int32 > bUseClientHitDetermination ()
 
BitFieldValue< bool, unsigned __int32 > HasPerformedAnEnvirnonmentalImpact ()
 
bool BPIgnoreRadialDamageVictim (AActor *Victim)
 
void ClientNetExplode (FHitResult *HitResult)
 
void Explode (const FHitResult *Impact)
 
void OnImpact (const FHitResult *HitResult, bool bFromReplication)
 
bool PreventExplosionEmitter (const FHitResult *Impact)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void BeginPlay ()
 
void InitVelocity (UE::Math::TVector< double > *ShootDirection)
 
void InitVelocity (UE::Math::TVector< double > *ShootDirection, float CustomSpeed)
 
void Tick (float DeltaSeconds)
 
void OnTouch (AActor *OverlappedActor, AActor *Actor)
 
void DeleteNearbyGlowSticks ()
 
void NetResetTransformAndVelocity_Implementation (UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, UE::Math::TVector< double > *NewVelocity, const TArray< AActor *, TSizedDefaultAllocator< 32 > > *NewMoveIgnoreActors)
 
void OnImpact_Implementation (const FHitResult *HitResult, bool bFromReplication)
 
void ClientNetImpactFX_Implementation (FHitResult *HitResult)
 
void ClientOnImpact_Implementation (UE::Math::TVector< double > *ProjectileLocation, UE::Math::TRotator< double > *ProjectileRotation, FHitResult *HitResult)
 
void ClientNetExplode_Implementation (FHitResult *HitResult)
 
void LifeSpanExpired ()
 
void ClientNetDestroy_Implementation ()
 
void DeactivateProjectileEffects ()
 
void ApplyExplosionDamageAndVFX (const FHitResult *Impact, bool bForceSpawnExplosionEmitter)
 
void Explode_Implementation (const FHitResult *Impact)
 
void SpawnImpactEffect (const FHitResult *Impact)
 
void StopProjectileMovement ()
 
void RestartProjectileMovement ()
 
void DisableAndDestroy (bool forceOnClient)
 
void PostNetReceiveVelocity (const UE::Math::TVector< double > *NewVelocity)
 
void ProjectileBounced (const FHitResult *ImpactResult, const UE::Math::TVector< double > *ImpactVelocity)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void Destroyed ()
 
void PlayDestructionEffect (bool bOverrideHit, const FHitResult *HitResult)
 
float TakeDamage (float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *WithDamageCauser)
 
void OnRep_AttachmentReplication ()
 
void SpawnProjectile (UE::Math::TVector< double > *SpawnPos, FVector_NetQuantizeNormal *SpawnDir, TArray< AShooterProjectile *, TSizedDefaultAllocator< 32 > > *FragmentsSpawnedArray)
 
void NetUpdateTimer ()
 
void Colorize ()
 
void UpdateTargetPhysics ()
 
void AddMoveIgnoreActor (AActor *ignoreActor)
 
bool IgnoreRadialDamageToActor (AActor *Victim)
 
void ApplyDamageScalar (float Scalar)
 
void ExplodeAtLocation (UE::Math::TVector< double > *AtLocation, UE::Math::TVector< double > *AtNormal)
 
void Reset ()
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, UE::Math::TVector< double > *RelativeLocation, UE::Math::TRotator< double > *RelativeRotation)
 
bool ShouldNotifyServerOfClientImpact (AActor *ImpactedActor)
 
- Public Member Functions inherited from AActor
FActorTickFunction & PrimaryActorTickField ()
 
EActorUpdateOverlapsMethod & UpdateOverlapsMethodDuringLevelStreamingField ()
 
int & LastForceNetUpdateFrameField ()
 
float & InitialLifeSpanField ()
 
float & CustomTimeDilationField ()
 
int & RayTracingGroupIdField ()
 
FRepAttachment & AttachmentReplicationField ()
 
FRepMovement & ReplicatedMovementField ()
 
TObjectPtr< AActor > & OwnerField ()
 
FName & NetDriverNameField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TEnumAsByte< enum EAutoReceiveInput::Type > & AutoReceiveInputField ()
 
int & InputPriorityField ()
 
long double & CreationTimeField ()
 
TObjectPtr< UInputComponent > & InputComponentField ()
 
float & NetCullDistanceSquaredField ()
 
int & NetTagField ()
 
float & NetUpdateFrequencyField ()
 
float & MinNetUpdateFrequencyField ()
 
float & NetPriorityField ()
 
long double & LastRenderTimeField ()
 
long double & LastRenderTimeOnScreenField ()
 
long double & LastRenderTimeIgnoreShadowField ()
 
TObjectPtr< APawn > & InstigatorField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & ChildrenField ()
 
TObjectPtr< USceneComponent > & RootComponentField ()
 
FTimerHandle & TimerHandle_LifeSpanExpiredField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & LayersField ()
 
TWeakObjectPtr< UChildActorComponent > & ParentComponentField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & TagsField ()
 
int & CachedStasisGridIndexField ()
 
FTakePointDamageSignature & OnTakePointDamageField ()
 
FActorBeginOverlapSignature & OnActorBeginOverlapField ()
 
FActorBeginCursorOverSignature & OnBeginCursorOverField ()
 
FActorOnClickedSignature & OnClickedField ()
 
FActorOnInputTouchBeginSignature & OnInputTouchBeginField ()
 
FActorBeginTouchOverSignature & OnInputTouchEnterField ()
 
FActorHitSignature & OnActorHitField ()
 
FActorEndPlaySignature & OnEndPlayField ()
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > & ReplicatedComponentsField ()
 
TSet< UActorComponent *, DefaultKeyFuncs< UActorComponent *, 0 >, FDefaultSetAllocator > & OwnedComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & InstanceComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & BlueprintCreatedComponentsField ()
 
FRenderCommandFence & DetachFenceField ()
 
BitFieldValue< bool, unsigned __int32 > bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32 > bNetStartup ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32 > bCallPreReplication ()
 
BitFieldValue< bool, unsigned __int32 > bCallPreReplicationForReplay ()
 
BitFieldValue< bool, unsigned __int32 > bHidden ()
 
BitFieldValue< bool, unsigned __int32 > bTearOff ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetAddressable ()
 
BitFieldValue< bool, unsigned __int32 > bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32 > bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bRelevantForNetworkReplays ()
 
BitFieldValue< bool, unsigned __int32 > bRelevantForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bReplayRewindable ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTickBeforeBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bForceHighQualityViewerReplication ()
 
BitFieldValue< bool, unsigned __int32 > bActorPreventPhysicsSceneRegistration ()
 
BitFieldValue< bool, unsigned __int32 > bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32 > bBlockInput ()
 
BitFieldValue< bool, unsigned __int32 > bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32 > bGenerateOverlapEventsDuringLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32 > bEnableAutoLODGeneration ()
 
BitFieldValue< bool, unsigned __int32 > bIsEditorOnlyActor ()
 
BitFieldValue< bool, unsigned __int32 > bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32 > bDisableRigidBodyAnimNodes ()
 
BitFieldValue< bool, unsigned __int32 > bReplicates ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeInCluster ()
 
BitFieldValue< bool, unsigned __int32 > bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bNetCheckedInitialPhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateUsingRegisteredSubObjectList ()
 
BitFieldValue< bool, unsigned __int32 > bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32 > bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32 > bActorBeginningPlayFromLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32 > bTickFunctionsRegistered ()
 
BitFieldValue< bool, unsigned __int32 > bHasDeferredComponentRegistration ()
 
BitFieldValue< bool, unsigned __int32 > bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32 > bHasRegisteredAllComponents ()
 
BitFieldValue< bool, unsigned __int32 > bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > bPrimalDeferredConstruction ()
 
BitFieldValue< bool, unsigned __int32 > bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32 > bActorIsBeingDestroyed ()
 
BitFieldValue< bool, unsigned __int32 > bActorWantsDestroyDuringBeginPlay ()
 
BitFieldValue< bool, unsigned __int32 > ActorHasBegunPlay ()
 
BitFieldValue< bool, unsigned __int32 > bActorIsBeingConstructed ()
 
BitFieldValue< bool, unsigned __int32 > bAsyncPhysicsTickEnabled ()
 
FString * GetActorNameOrLabel (FString *result)
 
bool ServerHandleNetExecCommand (APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)
 
float GetRepGraphRelevantDistanceSq ()
 
long double GetLastGameplayRelevantTime ()
 
bool IncrementalUnregisterComponents ()
 
void AsyncPhysicsTickActor (float DeltaTime, float SimTime)
 
bool IsLevelBoundsRelevant ()
 
__int64 GetDefaultAttachComponent ()
 
bool IsHidden ()
 
void PostRegisterAllComponents ()
 
void OutsideWorldBounds ()
 
bool CanBeDamaged ()
 
void ForceDestroy ()
 
void InitializeDefaults ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
bool CanBeInCluster ()
 
bool IsEditorOnly ()
 
bool IsAsset ()
 
UWorld * GetWorld ()
 
FTimerManager * GetWorldTimerManager ()
 
UGameInstance * GetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)
 
bool K2_TeleportTo (UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
void Serialize (FArchive *Ar)
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void ApplyWorldOffset (const UE::Math::TVector< double > *InOffset, bool bWorldShift)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnection * GetNetConnection ()
 
UPlayer * GetNetOwningPlayer ()
 
void TickActor (float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)
 
void Tick (float DeltaSeconds)
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void CallPreReplication (UNetDriver *NetDriver)
 
void PreReplicationForReplay (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (const AActor *Other)
 
bool IsBasedOnActor (const AActor *Other)
 
bool CheckStillInWorld ()
 
void ClearComponentOverlaps ()
 
void UpdateOverlaps (bool bDoNotifies)
 
bool IsOverlappingActor (const AActor *Other)
 
void GetOverlappingActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)
 
void GetOverlappingActors (TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents)
 
void GetOverlappingComponents (TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents)
 
void NotifyActorBeginOverlap (AActor *OtherActor)
 
void NotifyActorEndOverlap (AActor *OtherActor)
 
void NotifyActorBeginCursorOver ()
 
void NotifyActorEndCursorOver ()
 
void NotifyActorOnClicked (FKey *ButtonPressed)
 
void NotifyActorOnReleased (FKey *ButtonReleased)
 
void NotifyActorOnInputTouchBegin (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchEnd (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchEnter (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchLeave (const ETouchIndex::Type FingerIndex)
 
void NotifyHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)
 
bool WasRecentlyRendered (float Tolerance)
 
long double GetLastRenderTime (bool IgnoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasLocalNetOwner ()
 
bool HasNetOwner ()
 
void SetAutoDestroyWhenFinished (bool bVal)
 
bool AttachToComponent (USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName)
 
void OnRep_AttachmentReplication ()
 
bool AttachToActor (AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
AActor * GetAttachParentActor ()
 
void ForEachAttachedActors (TFunctionRef< bool __cdecl(AActor *)> *Functor)
 
void GetAttachedActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)
 
bool ActorHasTag (FName Tag)
 
APhysicsVolume * GetPhysicsVolume ()
 
bool IsRelevancyOwnerFor (const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void SetNetDormancy (ENetDormancy NewDormancy)
 
void FlushNetDormancy ()
 
void ForcePropertyCompare ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void RouteEndPlay (const EEndPlayReason::Type EndPlayReason)
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
void Destroyed ()
 
void TearOff ()
 
void Reset ()
 
void FellOutOfWorld (const UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)
 
float TakeDamage (float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
bool HasActiveCameraComponent ()
 
bool HasActivePawnControlCameraComponent ()
 
void ForceNetRelevant ()
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void UpdateReplicatedComponent (UActorComponent *Component)
 
void UpdateAllReplicatedComponents ()
 
void AddInstanceComponent (UActorComponent *Component)
 
UActorComponent * FindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponent * GetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * K2_GetComponentsByClass (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByTag (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag)
 
UActorComponent * FindComponentByInterface (const TSubclassOf< UInterface > Interface)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByInterface (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (const UE::Math::TTransform< double > *UserSpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)
 
bool BPClientHandleNetExecCommand (FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)
 
void MulticastDrawDebugLine (const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void FinishSpawning (const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void SetReplicateMovement (bool bInReplicateMovement)
 
void CopyRemoteRoleFrom (const AActor *CopyFromActor)
 
void PostNetInit ()
 
void SwapRoles ()
 
void DispatchBeginPlay (bool bFromLevelStreaming)
 
void BeginPlay ()
 
void EnableInput (APlayerController *PlayerController)
 
void CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (const FName InputAxisName)
 
bool SetActorLocation (const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
bool SetActorRotation (UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport)
 
bool SetActorLocationAndRotation (UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
bool SetActorLocationAndRotation (UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep)
 
bool SetActorTransform (const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeLocation (UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeRotation (UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeTransform (const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeScale3D (UE::Math::TVector< double > *NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void GetActorBounds (bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)
 
AWorldSettings * GetWorldSettings ()
 
ENetMode InternalGetNetMode ()
 
UNetDriver * GetNetDriver ()
 
void SetNetDriverName (FName NewNetDriverName)
 
int GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
bool CallRemoteFunction (UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)
 
void DispatchPhysicsCollisionHit (const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)
 
bool IsSelectionChild ()
 
AActor * GetSelectionParent ()
 
AActor * GetRootSelectionParent ()
 
bool IsActorOrSelectionParentSelected ()
 
void PushSelectionToProxies ()
 
bool IsChildActor ()
 
UChildActorComponent * GetParentComponent ()
 
void GetAllChildActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)
 
void UnregisterAllComponents (bool bForReregister)
 
void RegisterAllComponents ()
 
bool IncrementalRegisterComponents (int NumComponentsToRegister, FRegisterComponentContext *Context)
 
void MarkComponentsAsPendingKill (__int64 a2)
 
void ReregisterAllComponents (bool a2)
 
void UpdateComponentTransforms ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (const EEndPlayReason::Type *EndPlayReason)
 
bool ActorLineTraceSingle (FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PreInitializeComponents ()
 
float GetActorTimeDilation ()
 
float GetDistanceTo (const AActor *OtherActor)
 
bool IsHLODRelevant ()
 
void SetLODParent (UPrimitiveComponent *InLODParent, float InParentDrawDistance)
 
int GetRayTracingGroupId ()
 
void SetCanBeDamaged (bool bInCanBeDamaged)
 
void RealtimeThrottledTick_Implementation (long double DeltaTime)
 
void DestroyConstructedComponents ()
 
bool ExecuteConstruction (const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)
 
void ProcessUserConstructionScript ()
 
UActorComponent * CreateComponentFromTemplate (UActorComponent *Template, const FName InName)
 
UActorComponent * CreateComponentFromTemplateData (const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)
 
UActorComponent * AddComponent (FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)
 
void FinishAddComponent (UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)
 
void CheckComponentInstanceName (const FName InName)
 
void PostCreateBlueprintComponent (UActorComponent *NewActorComp)
 
float GetNetPriority (const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetReplayPriority (const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void SyncReplicatedPhysicsSimulation ()
 
bool IsWithinNetRelevancyDistance (const UE::Math::TVector< double > *SrcLocation)
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)
 
bool IsReplayRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)
 
void GatherCurrentMovement ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void GetReplicatedCustomConditionState (FCustomPropertyConditionState *OutActiveState)
 
bool ReplicateSubobjects (UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)
 
ELifetimeCondition AllowActorComponentToReplicate (const UActorComponent *ComponentToReplicate)
 
void AddComponentForReplication (UActorComponent *Component)
 
void BuildReplicatedComponentsInfo ()
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *Subobject)
 
bool IsNameStableForNetworking ()
 
void Stasis ()
 
void ResetSpatialComponent ()
 
void Unstasis ()
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void PostInitializeComponents ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
UActorComponent * GetComponentByCustomTag (FName TheTag)
 
UPrimitiveComponent * GetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponent * GetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByCustomTag (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag)
 
void SendExecCommand (FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendExecCommandToEveryone (FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void ServerSendExecCommandToPlayer (APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
APlayerController * GetOwnerController ()
 
bool IsOwnedOrControlledBy (const AActor *TestOwner)
 
void MulticastDrawDebugLine_Implementation (const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)
 
void MulticastDrawDebugLineTraceHitResult_Implementation (const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)
 
- Public Member Functions inherited from UPrimalActor
FTargetingTeamChanged & OnTargetingTeamChangedField ()
 
int & TargetingTeamField ()
 
int & CustomActorFlagsField ()
 
TObjectPtr< AActor > & ActorUsingQuickActionField ()
 
FName & CustomTagField ()
 
int & CustomDataField ()
 
FActorCustomEventSignature & OnActorCustomEventField ()
 
long double & LastThrottledTickTimeField ()
 
FActorMatineeUpdated & OnMatineeUpdatedField ()
 
TMulticastDelegate< void __cdecl(void), FDefaultDelegateUserPolicy > & OnMatineeUpdatedRawField ()
 
TEnumAsByte< enum EReplicationGraphBehavior > & DesiredRepGraphBehaviorField ()
 
long double & ForceMaximumReplicationRateUntilTimeField ()
 
long double & LastActorForceReplicationTimeField ()
 
int & LastActorForceReplicationFrameField ()
 
float & NetworkAndStasisRangeMultiplierField ()
 
float & NetworkRangeMultiplierField ()
 
float & NetCullDistanceSquaredDormantField ()
 
int & NetworkDormantChildrenOpIdxField ()
 
int & LastFrameCalculatedNetworkRangeMultiplierField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenDormantField ()
 
TObjectPtr< AActor > & NetworkSpatializationParentField ()
 
int & DefaultStasisComponentOctreeFlagsField ()
 
int & DefaultStasisedOctreeFlagsField ()
 
int & DefaultUnstasisedOctreeFlagsField ()
 
float & OverrideStasisComponentRadiusField ()
 
TObjectPtr< UPrimitiveComponent > & StasisCheckComponentField ()
 
long double & UnstasisLastInRangeTimeField ()
 
long double & LastPreReplicationTimeField ()
 
long double & LastEnterStasisTimeField ()
 
long double & LastExitStasisTimeField ()
 
FString & LastSelectedWindSourceComponentNameField ()
 
unsigned __int8 & RandomStartByteField ()
 
unsigned __int64 & LastFrameUnStasisField ()
 
volatile int & LastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & StasisUnRegisteredComponentsField ()
 
float & ReplicationIntervalMultiplierField ()
 
float & ClientReplicationSendNowThresholdField ()
 
int & ForceImmediateReplicationFrameField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
FActorSemaphoreTaken & OnSemaphoreTakenField ()
 
long double & OriginalCreationTimeField ()
 
__int64 & LastActorUnstasisedCycleField ()
 
unsigned int & LastOnlyInitialReplicationPreReplicationFrameField ()
 
TArray< FTimerHandle, TSizedDefaultAllocator< 32 > > & TimerStasisStoreField ()
 
TArray< TObjectPtr< AMatineeActor >, TSizedDefaultAllocator< 32 > > & ControllingMatineeActorsField ()
 
int & NetCriticalPriorityAdjustmentField ()
 
UMovementComponent *& DeferredMovementComponentField ()
 
BitFieldValue< bool, unsigned __int32 > bIsShooterPlayerController ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsShooterCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalCharacter ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bIsPrimalStructureExplosive ()
 
BitFieldValue< bool, unsigned __int32 > bIsInstancedFoliage ()
 
BitFieldValue< bool, unsigned __int32 > bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32 > bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bUseCanMoveThroughActor ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPFilterMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32 > bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32 > bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32 > bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32 > bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32 > bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32 > bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32 > bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32 > bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32 > bClimbable ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPDrawEntry ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCliffPlatforms ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32 > bStasised ()
 
BitFieldValue< bool, unsigned __int32 > bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetBonesToHideOnAllocation ()
 
BitFieldValue< bool, unsigned __int32 > bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32 > bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32 > bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32 > bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32 > bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32 > bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowNetMulticast ()
 
BitFieldValue< bool, unsigned __int32 > bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32 > bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32 > bNetCritical ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32 > bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32 > bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32 > bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32 > bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32 > bWillStasisAfterSpawn ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32 > bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32 > bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedTagsList ()
 
BitFieldValue< bool, unsigned __int32 > bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32 > bUseStasisGrid ()
 
BitFieldValue< bool, unsigned __int32 > bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32 > bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bIsFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32 > bIsDestroyedFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32 > bIsValidUnstasisCaster ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowActorSpawn ()
 
BitFieldValue< bool, unsigned __int32 > bWantsRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bAddedRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32 > bRealtimeThrottledTickUseNativeTick ()
 
bool IsValidUnStasisCaster ()
 
bool AllowSeamlessTravel ()
 
float GetNetworkRangeMultiplier ()
 
bool GetIsMapActor ()
 
bool AllowSaving ()
 
void ControlRigNotify (FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)
 
void ChangeActorTeam (int NewTeam)
 
bool ForceInfiniteDrawDistanceOnComponent (const UPrimitiveComponent *OnComponent)
 
void TargetingTeamChanged ()
 
float OffsetHUDFromCenterScreenY_Implementation ()
 
bool IsShooterCharacter ()
 
bool IsPrimalDino ()
 
bool IsPrimalCharacter ()
 
bool IsPrimalStructure ()
 
bool IsPrimalCharacterOrStructure ()
 
bool IsInstancedFoliage ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
FMultiUseWheelOption * GetWheelOptionInfoBP (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
void ModifyHudMultiUseLoc (UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
bool CheckBPAllowActorSpawn (UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)
 
void MatineeUpdated ()
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
float GetApproachRadius ()
 
bool UseNetworkRangeScaling ()
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (const UObject *InventoryItemObject)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyInstance)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyInstance)
 
void InputDismissPOI (APlayerController *ForPC, int Index)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance)
 
UTexture2D * GetMultiUseIcon (APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)
 
void SetDesiredRepGraphBehavior (EReplicationGraphBehavior NewBehavior)
 
void FilterMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
FMultiUseWheelOption * GetWheelOptionInfo (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
FMultiUseWheelOption * GetWheelOptionByUseIndex (FMultiUseWheelOption *result, APlayerController *ForPC, int Index)
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void GetAllSceneComponents (TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
bool IsMatineeControlled ()
 
void OnUROPostInterpolation_AnyThread (float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)
 
- Public Member Functions inherited from UObject
bool ProcessConsoleExec (const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)
 
FString * GetDetailedInfoInternal (FString *result)
 
bool AreAllOuterObjectsValid ()
 
bool IsInBlueprint ()
 
bool IsBasedOnArchetype (const UObject *const SomeObject)
 
UObject * CreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
UObject * GetDefaultSubobjectByName (FName ToFind)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void PostLoad ()
 
bool NeedsLoadForServer ()
 
bool NeedsLoadForClient ()
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FString * GetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ConditionalPostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void GetPreloadDependencies (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)
 
void Serialize (FStructuredArchiveRecord Record)
 
void SerializeScriptProperties (FArchive *Ar)
 
void SerializeScriptProperties (FStructuredArchiveSlot Slot)
 
void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)
 
void CollectDefaultSubobjects (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjects (bool bForceCheck)
 
bool CheckDefaultSubobjectsInternal ()
 
void GetAssetRegistryTags (FAssetData *Out)
 
void GetResourceSizeEx (FResourceSizeEx *CumulativeResourceSize)
 
bool IsAsset ()
 
FPrimaryAssetId * GetPrimaryAssetId (FPrimaryAssetId *result)
 
bool IsLocalizedResource ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)
 
void SaveConfig (unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)
 
FString * GetDefaultConfigFilename (FString *result)
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
void LocalizeProperty (UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)
 
void SkipFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
void CallFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
bool CallFunctionByNameWithArguments (const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)
 
UFunction * FindFunctionChecked (FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
void ProcessContextOpcode (FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)
 
UObject * GetArchetype ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
void SetLinker (FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
 
ARK_API FProperty * FindProperty (FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
FPackageFileVersion * GetLinkerUEVersion (FPackageFileVersion *result)
 
FString * GetPathName (FString *result, const UObject *StopOuter)
 
void GetPathName (const UObject *StopOuter, FString *ResultString)
 
void GetPathName (const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)
 
FString * GetFullGroupName (FString *result, bool bStartWithOuter)
 
UObject * GetOutermostObject ()
 
UPackage * GetPackage ()
 
bool MarkPackageDirty ()
 
UObject * GetTypedOuter (UClass *Target)
 
bool IsIn (const UObject *SomeOuter)
 
bool IsInPackage (const UPackage *SomePackage)
 
void * GetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)
 
bool CanBeInCluster ()
 
void CreateCluster ()
 
FLinkerLoad * GetLinker ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
UObjectBase_vtbl *& __vftableField ()
 
EObjectFlags & ObjectFlagsField ()
 
int & InternalIndexField ()
 
UClass *& ClassPrivateField ()
 
UClass *& ClassField ()
 
FName & NamePrivateField ()
 
FName & NameField ()
 
UObject *& OuterPrivateField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
UPackage * GetExternalPackageInternal ()
 
void SetExternalPackage (UPackage *InPackage)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
- Public Member Functions inherited from ActorExtensions
FVector GetActorForwardVector ()
 Returns the forward direction vector (length 1.0) from the actor's point of view.
 
bool IsA (UClass *SomeBase)
 Returns if the actor is from SomeBase or a subclass of SomeBase.
 
FVector GetLocation ()
 Returns the actor's location in world space.
 

Static Public Member Functions

static UClass * StaticClass ()
 
- Static Public Member Functions inherited from APrimalProjectileArrow
static UClass * StaticClass ()
 
static void StaticRegisterNativesAPrimalProjectileArrow ()
 
- Static Public Member Functions inherited from AShooterProjectile
static UClass * StaticClass ()
 
static void StaticRegisterNativesAShooterProjectile ()
 
- Static Public Member Functions inherited from AActor
static UClass * StaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UPrimalActor
static UClass * GetPrivateStaticClass ()
 
static void StaticRegisterNativesUPrimalActor ()
 
- Static Public Member Functions inherited from UObject
static UClass * StaticClass ()
 
static const FName * AssetVersePathTagName ()
 
static void ProcessInternal (UObject *Context, FFrame *Stack, void *const Z_Param__Result)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static __int64 GetLinkerCustomVersion ()
 

Additional Inherited Members

- Public Attributes inherited from UPrimalActor
TMulticastDelegate< void __cdecl(UPrimalActor *, int, int), FDefaultDelegateUserPolicy > OnTeamChangedForActorField )()
 

Detailed Description

Definition at line 10229 of file Actor.h.

Member Function Documentation

◆ BeginPlay()

void APrimalProjectileBoomerang::BeginPlay ( )
inline

Definition at line 10256 of file Actor.h.

◆ bIsFollowingInstigatorField()

bool & APrimalProjectileBoomerang::bIsFollowingInstigatorField ( )
inline

Definition at line 10244 of file Actor.h.

◆ ElapsedTimeToInstigatorField()

float & APrimalProjectileBoomerang::ElapsedTimeToInstigatorField ( )
inline

Definition at line 10236 of file Actor.h.

◆ Explode_Implementation()

void APrimalProjectileBoomerang::Explode_Implementation ( const FHitResult * Impact)
inline

Definition at line 10259 of file Actor.h.

◆ HitHurtListField()

TArray< AActor *, TSizedDefaultAllocator< 32 > > & APrimalProjectileBoomerang::HitHurtListField ( )
inline

Definition at line 10246 of file Actor.h.

◆ InstigatorCharacterReferenceField()

TWeakObjectPtr< APrimalCharacter > & APrimalProjectileBoomerang::InstigatorCharacterReferenceField ( )
inline

Definition at line 10245 of file Actor.h.

◆ MaxDistanceToTravelField()

float & APrimalProjectileBoomerang::MaxDistanceToTravelField ( )
inline

Definition at line 10234 of file Actor.h.

◆ NextPointToReachField()

UE::Math::TVector< double > & APrimalProjectileBoomerang::NextPointToReachField ( )
inline

Definition at line 10242 of file Actor.h.

◆ OnImpact_Implementation()

void APrimalProjectileBoomerang::OnImpact_Implementation ( const FHitResult * HitResult,
bool bFromReplication )
inline

Definition at line 10258 of file Actor.h.

◆ P0Field()

UE::Math::TVector< double > & APrimalProjectileBoomerang::P0Field ( )
inline

Definition at line 10238 of file Actor.h.

◆ P1Field()

UE::Math::TVector< double > & APrimalProjectileBoomerang::P1Field ( )
inline

Definition at line 10239 of file Actor.h.

◆ P2Field()

UE::Math::TVector< double > & APrimalProjectileBoomerang::P2Field ( )
inline

Definition at line 10240 of file Actor.h.

◆ P3Field()

UE::Math::TVector< double > & APrimalProjectileBoomerang::P3Field ( )
inline

Definition at line 10241 of file Actor.h.

◆ PickedUp_Implementation()

void APrimalProjectileBoomerang::PickedUp_Implementation ( AShooterCharacter * ByCharacter)
inline

Definition at line 10262 of file Actor.h.

◆ PickUpCheck_Implementation()

void APrimalProjectileBoomerang::PickUpCheck_Implementation ( )
inline

Definition at line 10261 of file Actor.h.

◆ ReturnFirstPointTravelDistanceMultiplierField()

float & APrimalProjectileBoomerang::ReturnFirstPointTravelDistanceMultiplierField ( )
inline

Definition at line 10247 of file Actor.h.

◆ ReturnSecondPointTravelDistanceMultiplierField()

float & APrimalProjectileBoomerang::ReturnSecondPointTravelDistanceMultiplierField ( )
inline

Definition at line 10248 of file Actor.h.

◆ ReturnTimeToInstigatorField()

float & APrimalProjectileBoomerang::ReturnTimeToInstigatorField ( )
inline

Definition at line 10235 of file Actor.h.

◆ ReturnToOwner()

void APrimalProjectileBoomerang::ReturnToOwner ( bool bFollowInstigator)
inline

Definition at line 10260 of file Actor.h.

◆ RotationPointField()

USceneComponent *& APrimalProjectileBoomerang::RotationPointField ( )
inline

Definition at line 10233 of file Actor.h.

◆ SqrDesideredTravelDistanceField()

float & APrimalProjectileBoomerang::SqrDesideredTravelDistanceField ( )
inline

Definition at line 10237 of file Actor.h.

◆ StartPositionField()

UE::Math::TVector< double > & APrimalProjectileBoomerang::StartPositionField ( )
inline

Definition at line 10243 of file Actor.h.

◆ StaticClass()

static UClass * APrimalProjectileBoomerang::StaticClass ( )
inlinestatic

Definition at line 10255 of file Actor.h.

◆ Tick()

void APrimalProjectileBoomerang::Tick ( float DeltaSeconds)
inline

Definition at line 10257 of file Actor.h.


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