Ark Server API (ASA) - Wiki
Loading...
Searching...
No Matches
APrimalStructureLadder Member List

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

__vftableField()UObjectBaseinline
ActorHasBegunPlay()AActorinline
ActorHasTag(FName Tag)AActorinline
ActorLineTraceSingle(FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)AActorinline
ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)AActorinline
ActorUsingQuickActionField()UPrimalActorinline
AddComponent(FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)AActorinline
AddComponentForReplication(UActorComponent *Component)AActorinline
AddControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
AddInstanceComponent(UActorComponent *Component)AActorinline
AdditionalFoundationSupportDistanceForLinkedStructuresField()APrimalStructureinline
AddOwnedComponent(UActorComponent *Component)AActorinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)UObjectBaseUtilityinline
AdjustDamage(float *Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)APrimalTargetableActorinline
AdjustPlacementOnCollision(APlayerController *PC, UE::Math::TVector< double > *PlacementLocation, UE::Math::TRotator< double > *PlacementRotation, int AlignmentMode)APrimalStructureinline
AdvancedRotationPlacementOffsetField()APrimalStructureinline
AllowActorComponentToReplicate(const UActorComponent *ComponentToReplicate)AActorinline
AllowColoringBy(APlayerController *ForPC, UObject *anItem)APrimalStructureinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)UPrimalActorinline
AllowManualMultiUseActivation(APlayerController *ForPC)UPrimalActorinline
AllowPickupForItem(AShooterPlayerController *ForPC)APrimalStructureinline
AllowPlacingOnFloorClassesField()APrimalStructureinline
AllowPlacingOnSaddleParentClass(APrimalDinoCharacter *theDino, bool bForcePrevent, int *overrideReturnCode, AShooterPlayerController *PC)APrimalStructureinline
AllowRadialDamageWithoutVisiblityTrace(const FHitResult *Hit)APrimalTargetableActorinline
AllowRegisterComponentWithWorld(UActorComponent *MyComponent)APrimalStructureinline
AllowReplacementByStructureClassTypeField()APrimalStructureinline
AllowSaddleDinoClassesField()APrimalStructureinline
AllowSaving()UPrimalActorinline
AllowSeamlessTravel()UPrimalActorinline
AllowSnapByClassAndTags(const FPrimalStructureSnapPoint *MySnapPoint, APrimalStructure *OtherStructure, const FPrimalStructureSnapPoint *OtherSnapPoint)APrimalStructureinline
AllowSnapByTypeFlags(const FPrimalStructureSnapPoint *MySnapPoint, APrimalStructure *OtherStructure, int OtherSnapIndex)APrimalStructureinline
AllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)APrimalStructureinline
AllowSnappingWithClass(APrimalStructure *OtherStructure)APrimalStructureinline
AllowSnapRotationForStructure(int ThisSnapPointIndex, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex)APrimalStructureinline
AllowSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)APrimalStructureinline
AllowStructureAccess(APlayerController *ForPC)APrimalStructureinline
AllowStructureColorSetsField()APrimalStructureinline
AnimNotifyCustomEvent(FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotify *AnimNotifyObject)APrimalStructureinline
ApplyLinkedIDs(bool bRelinkParents)APrimalStructureinline
ApplyScale(bool bOnlyInitPhysics)APrimalStructureinline
ApplyWorldOffset(const UE::Math::TVector< double > *InOffset, bool bWorldShift)AActorinline
AreAllOuterObjectsValid()UObjectinline
AssetVersePathTagName()UObjectinlinestatic
AsyncPhysicsTickActor(float DeltaTime, float SimTime)AActorinline
AttachedToDinoID1Field()APrimalStructureinline
AttachedToField()APrimalStructureinline
AttachmentReplicationField()AActorinline
AttachToActor(AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AttachToComponent(USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AttachToStaticMeshSocketMinScaleDefaultField()APrimalStructureinline
AttachToStaticMeshSocketMinScaleOverridesField()APrimalStructureinline
AttachToStaticMeshSocketNameBaseField()APrimalStructureinline
AutoReceiveInputField()AActorinline
bAbsoluteTakeAnythingAsGround()APrimalStructureinline
bActorBeginningPlayFromLevelStreaming()AActorinline
bActorEnableCollision()AActorinline
bActorInitialized()AActorinline
bActorIsBeingConstructed()AActorinline
bActorIsBeingDestroyed()AActorinline
bActorPreventPhysicsSceneRegistration()AActorinline
bActorSeamlessTraveled()AActorinline
bActorWantsDestroyDuringBeginPlay()AActorinline
bAddedPerformanceThrottledTick()UPrimalActorinline
bAddedRealtimeThrottledTick()UPrimalActorinline
bAddedServerThrottledTick()UPrimalActorinline
bAddedTagsList()UPrimalActorinline
bAdjustPlacementIfCollide()APrimalStructureinline
bAlignToSaddleWhenPlacing()APrimalStructureinline
bAllowAttachToPawn()APrimalStructureinline
bAllowAttachToSaddle()APrimalStructureinline
bAllowDamageByFriendlyDinos()APrimalTargetableActorinline
bAllowEnemyDemolish()APrimalStructureinline
bAllowInRegularStructurePreventionZones()APrimalStructureinline
bAllowLoadBearing()APrimalStructureinline
bAllowMultiplePrimarySnappedStructures()APrimalStructureinline
bAllowPickingUpStructureAfterPlacement()APrimalStructureinline
bAllowPlacingOnOtherTeamStructures()APrimalStructureinline
bAllowPlacingOnOtherTeamStructuresPvPOnly()APrimalStructureinline
bAllowPublicRetraction()APrimalStructureLadderinline
bAllowReceiveTickEventOnDedicatedServer()AActorinline
bAllowRegisterSkeletalMeshesOnDedicatedServer()APrimalStructureinline
bAllowSnapOntoSameLocation()APrimalStructureinline
bAllowSnapRotation()APrimalStructureinline
bAllowStructureColors()APrimalStructureinline
bAllowTargetingByCorruptDinos()APrimalStructureinline
bAllowTickBeforeBeginPlay()AActorinline
bAllowUseFromRidingDino()APrimalStructureinline
bAlwaysCreatePhysicsState()UPrimalActorinline
bAlwaysRelevant()AActorinline
bAlwaysRelevantPrimalStructure()UPrimalActorinline
bAsyncPhysicsTickEnabled()AActorinline
bAttachmentReplicationUseNetworkParent()UPrimalActorinline
bAttachToStaticMeshSocket()APrimalStructureinline
bAttachToStaticMeshSocketRotation()APrimalStructureinline
bAutoDestroyWhenFinished()AActorinline
bAutoStasis()UPrimalActorinline
bBedUsesDefaultDestination()APrimalStructureinline
bBeginPlayIgnoreApplyScale()APrimalStructureinline
bBlockInput()AActorinline
bBlueprintDrawHUD()APrimalStructureinline
bBlueprintDrawPreviewHUD()APrimalStructureinline
bBlueprintMultiUseEntries()UPrimalActorinline
bBPCheckItemRequiementsToBuild()APrimalStructureinline
bBPInventoryItemUsedHandlesDurability()UPrimalActorinline
bBPOverideDemolish()APrimalStructureinline
bBPOverrideAllowSnappingWith()APrimalStructureinline
bBPOverrideAllowSnappingWithButAlsoCallSuper()APrimalStructureinline
bBPOverrideAllowStructureAccess()APrimalStructureinline
bBPOverridePlacementRotation()APrimalStructureinline
bBPOverrideSnappedFromTransform()APrimalStructureinline
bBPOverrideSnappedToTransform()APrimalStructureinline
bBPPostInitializeComponents()UPrimalActorinline
bBPPostSetStructureCollisionChannels()APrimalStructureinline
bBPPreInitializeComponents()UPrimalActorinline
bCallPreReplication()AActorinline
bCallPreReplicationForReplay()AActorinline
bCanAttachToExosuit()APrimalStructureinline
bCanBeDamaged()AActorinline
bCanBeInCluster()AActorinline
bCanBeRepaired()APrimalStructureinline
bCanBeStoredByExosuit()APrimalStructureinline
bCanBuildUpon()APrimalStructureinline
bCanDemolish()APrimalStructureinline
bCanRetract()APrimalStructureLadderinline
bCanRetractFromBottom()APrimalStructureLadderinline
bCarriedByDino()APrimalStructureinline
bCenterOffscreenFloatingHUDWidgets()APrimalStructureinline
bClientAddPlacedOnFloorStructures()APrimalStructureinline
bClientReceivedStructuresPlacedOnFloor()APrimalStructureinline
bClimbable()UPrimalActorinline
bCollideWhenPlacing()AActorinline
bCreatedDynamicMaterials()APrimalStructureinline
bDamageNotifyTeamAggroAI()APrimalTargetableActorinline
bDebug()APrimalStructureinline
bDeferredBeginPlay()AActorinline
bDemolished()APrimalStructureinline
bDemolishJustDestroy()APrimalStructureinline
bDeprecateStructure()APrimalStructureinline
bDestroyedMeshUseSkeletalMeshComponent()APrimalTargetableActorinline
bDestroyOnStasis()APrimalStructureinline
bDestroyOnStasisUnlessPrevented()APrimalStructureinline
bDestroyStructureIfFloorDestroyed()APrimalStructureinline
bDestructionActorTemplateServerOnly()APrimalTargetableActorinline
bDidHideGrass()APrimalStructureinline
bDidSpawnEffects()APrimalStructureinline
bDisablePickingUpStructureAfterPlacementOnTryMultiUse()APrimalStructureinline
bDisablePlacementOnDynamicsFoliageAndDoors()APrimalStructureinline
bDisablePlacementOnStructureFloors()APrimalStructureinline
bDisableRigidBodyAnimNodes()AActorinline
bDisableSnapStructure()APrimalStructureinline
bDisableStructureOnElectricStorm()APrimalStructureinline
bDisallowPreventCropsBiomes()APrimalStructureinline
bDoAllowRadialDamageWithoutVisiblityTrace()APrimalTargetableActorinline
bDoForceCreateDynamicMaterials()APrimalStructureinline
bDontActuallySnapJustPlacement()APrimalStructureinline
bDontCheckSnapsForObstruction()APrimalStructureinline
bDontOverrideCollisionProfile()APrimalStructureinline
bDontSetDamageParameters()APrimalStructureinline
bDontSetDynamicObstacle()APrimalStructureinline
bDontSetStructureCollisionChannels()APrimalStructureinline
bDormantNetMulticastForceFullReplication()UPrimalActorinline
BecomeViewTarget(APlayerController *PC)AActorinline
BedIDField()APrimalStructureinline
BeginDestroy()AActorinline
BeginPlay()APrimalStructureinline
bEnableAutoLODGeneration()AActorinline
bEnableMultiUse()UPrimalActorinline
bEnforceStructureLinkExactRotation()APrimalStructureinline
bExchangedRoles()AActorinline
bFinalPlacementDontAdjustForMaxRange()APrimalStructureinline
bFindCameraComponentWhenViewTarget()AActorinline
bFlipByScale()APrimalStructureinline
bFlipInvertLocOffset()APrimalStructureinline
bForceAllowInPreventionVolumes()APrimalStructureinline
bForceAllowNearSupplyCrateSpawns()APrimalStructureinline
bForceAllowNetMulticast()UPrimalActorinline
bForceAllowWallAttachments()APrimalStructureinline
bForceBlockIK()APrimalStructureinline
bForceBlockStationaryTraces()APrimalStructureinline
bForceCheckNearbyEnemyFoundation()APrimalStructureinline
bForcedHudDrawingRequiresSameTeam()UPrimalActorinline
bForceDisableFootSound()APrimalStructureinline
bForceFloatingDamageNumbers()APrimalTargetableActorinline
bForceFloorCollisionGroup()APrimalStructureinline
bForceGroundForFoundation()APrimalStructureinline
bForceHiddenReplication()UPrimalActorinline
bForceHideObstructedSnaps()APrimalStructureinline
bForceHighQualityViewerReplication()AActorinline
bForceIgnoreSpatialComponent()UPrimalActorinline
bForceIgnoreStationaryObjectTrace()APrimalStructureinline
bForceInfiniteDrawDistance()UPrimalActorinline
bForceNetAddressable()AActorinline
bForceNetworkSpatialization()UPrimalActorinline
bForcePersonalStructureOwnership()APrimalStructureinline
bForcePlacingOnGround()APrimalStructureinline
bForcePlacingOnVerticalGround()APrimalStructureinline
bForcePreventEnemyStructuresNearby()APrimalStructureinline
bForcePreventSeamlessTravel()UPrimalActorinline
bForcePushTroughWallCheck()APrimalStructureinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()UPrimalActorinline
bForceSnappedStructureToGround()APrimalStructureinline
bForceUseSkeletalMeshComponent()APrimalStructureinline
bForceZeroDamageProcessing()APrimalTargetableActorinline
bFoundationRequiresGroundTrace()APrimalStructureinline
bGenerateOverlapEventsDuringLevelStreaming()AActorinline
bHasAnyStructuresPlacedOnFloor()APrimalStructureinline
bHasBeenAttachedToDinoField()APrimalStructureinline
bHasDeferredComponentRegistration()AActorinline
bHasFinishedSpawning()AActorinline
bHasHighVolumeRPCs()UPrimalActorinline
bHasLowerLaddersRetracted()APrimalStructureLadderinline
bHasRegisteredAllComponents()AActorinline
bHasResetDecayTime()APrimalStructureinline
bHasWindSourceComponentsToInteractWithVolumetricDispatcher()APrimalStructureinline
bHibernateChange()UPrimalActorinline
bHidden()AActorinline
bHighPriorityDemolish()APrimalStructureinline
bIgnoreDamageRepairCooldown()APrimalTargetableActorinline
bIgnoredByCharacterEncroachment()UPrimalActorinline
bIgnoredByTargeting()APrimalStructureinline
bIgnoreDestructionEffects()APrimalTargetableActorinline
bIgnoreDyingWhenDemolished()APrimalStructureinline
bIgnoreMaxStructuresInRange()APrimalStructureinline
bIgnoreMaxStructuresInSmallRadius()APrimalStructureinline
bIgnoreNetworkRangeScaling()UPrimalActorinline
bIgnorePawns()APrimalStructureinline
bIgnoreSnappedToOtherFloorStructures()APrimalStructureinline
bIgnoresOriginShifting()AActorinline
bImmuneToAutoDemolish()APrimalStructureinline
bInitializedMaterials()APrimalStructureinline
bIsBed()APrimalStructureinline
bIsBeingReplaced()APrimalStructureinline
bIsCoreStructure()APrimalStructureinline
bIsDead()APrimalTargetableActorinline
bIsDestroyedFromChildActorComponent()UPrimalActorinline
bIsDoorframe()APrimalStructureinline
bIsDrawingHUDPickupTimer()APrimalStructureinline
bIsEditorOnlyActor()AActorinline
bIsEnvironmentStructure()APrimalStructureinline
bIsFenceFoundation()APrimalStructureinline
bIsFlippable()APrimalStructureinline
bIsFlipped()APrimalStructureinline
bIsFloor()APrimalStructureinline
bIsFoundation()APrimalStructureinline
bIsFromChildActorComponent()UPrimalActorinline
bIsInstancedFoliage()UPrimalActorinline
bIsMapActor()UPrimalActorinline
bIsPlacingPlayerStructure()APrimalStructureinline
bIsPreviewStructure()APrimalStructureinline
bIsPrimalCharacter()UPrimalActorinline
bIsPrimalDino()UPrimalActorinline
bIsPrimalStructure()UPrimalActorinline
bIsPrimalStructureExplosive()UPrimalActorinline
bIsPvE()APrimalStructureinline
bIsRepairing()APrimalStructureinline
bIsRetracted()APrimalStructureLadderinline
bIsShooterCharacter()UPrimalActorinline
bIsShooterPlayerController()UPrimalActorinline
bIsTeleporter()APrimalStructureinline
bIsValidUnstasisCaster()UPrimalActorinline
bIsWall()APrimalStructureinline
bLoadedFromSaveGame()UPrimalActorinline
BlueprintCreatedComponentsField()AActorinline
bMultiUseCenterHUD()UPrimalActorinline
bNetCheckedInitialPhysicsState()AActorinline
bNetCritical()UPrimalActorinline
bNetLoadOnClient()AActorinline
bNetMulticasting()UPrimalActorinline
bNetStartup()AActorinline
bNetTemporary()AActorinline
bNetUseClientRelevancy()UPrimalActorinline
bNetUseOwnerRelevancy()AActorinline
bNetworkSpatializationForceRelevancyCheck()UPrimalActorinline
bNoCollision()APrimalStructureinline
BoneDamageAdjustersField()APrimalTargetableActorinline
bOnlyAllowPlacementInWater()APrimalStructureinline
bOnlyFoundationIfSnappedToFoundation()APrimalStructureinline
bOnlyInitialReplication()UPrimalActorinline
bOnlyRelevantToOwner()AActorinline
bOnlyReplicateOnNetForcedUpdate()UPrimalActorinline
bOverrideFoundationSupportDistance()APrimalStructureinline
bPaintingUseSkeletalMesh()APrimalStructureinline
BPAllowSnappingWith(APrimalStructure *OtherStructure, APlayerController *ForPC)APrimalStructureinline
BPAllowSwitchToVariant(FName VariantTag)APrimalStructureinline
BPApplyCustomDurabilityOnPickup(UPrimalItem *pickedup)APrimalStructureinline
BPAttachedRootComponent()UPrimalActorinline
BPClientHandleNetExecCommand(FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)AActorinline
BPDefaultProcessEditText(AShooterPlayerController *ForPC, const FString *TextToUse, bool checkedBox)APrimalStructureinline
bPendingRemoval()APrimalStructureinline
bPendingUnstasis()UPrimalActorinline
bPerInstanceSnapPoints()APrimalStructureinline
bPickupGiveItemRequiresAccess()APrimalStructureinline
BPIsAllowedToBuild(const FPlacementData *OutPlacementData, int CurrentAllowedReason)APrimalStructureinline
BPIsAllowedToBuildEx(const FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement, bool bChoosingRotation)APrimalStructureinline
bPlacementAdjustHeight()APrimalStructureinline
bPlacementChooseRotation()APrimalStructureinline
bPlacementIgnoreChooseRotation()APrimalStructureinline
bPlacementShouldNotBeHorizontal()APrimalStructureinline
bPlacementTraceIgnorePawns()APrimalStructureinline
bPlacementUsesWeaponClipAmmo()APrimalStructureinline
bPlacingOnGroundRequiresNoStructure()APrimalStructureinline
BPNetRefreshStructureColors_Implementation(bool bUseColors)APrimalStructureinline
BPNotifyAmmoBoxReloadedStructure(APrimalStructure *ReloadedStructure)APrimalStructureinline
BPOnStructurePickup(APlayerController *PlayerController, TSubclassOf< UPrimalItem > ItemType, UPrimalItem *NewlyPickedUpItem, bool bIsQuickPickup)APrimalStructureinline
bPostSpawnInitialized()APrimalStructureLadderinline
BPOverrideAllowStructureAccess(AShooterPlayerController *ForPC, bool bIsAccessAllowed, bool bForInventoryOnly)APrimalStructureinline
BPOverrideDemolish(AShooterPlayerController *ForPC)APrimalStructureinline
BPOverrideDestroyedMeshTextures()APrimalTargetableActorinline
BPOverrideServerMultiUseAcceptRange_Implementation()UPrimalActorinline
BPPreventPlacingStructureOntoMe(APlayerController *PC, APrimalStructure *ForNewStructure, const FHitResult *ForHitResult)APrimalStructureinline
BPPreventSpawnForPlayer(AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)APrimalStructureinline
BPRefreshedStructureColors()APrimalStructureinline
bPreventActorStasis()UPrimalActorinline
bPreventAttachedChildStructures()APrimalStructureinline
bPreventAttachToSaddle()APrimalStructureinline
bPreventCharacterBasing()UPrimalActorinline
bPreventCharacterBasingAllowSteppingUp()UPrimalActorinline
bPreventCliffPlatforms()UPrimalActorinline
bPreventCreationOfDynamicMaterials()APrimalStructureinline
bPreventDefaultVariant()APrimalStructureinline
bPreventDinoPlacementDistanceIncrease()APrimalStructureinline
bPreventLevelBoundsRelevant()UPrimalActorinline
bPreventNPCSpawnFloor()UPrimalActorinline
bPreventOnDedicatedServer()UPrimalActorinline
bPreventPlacementInWater()APrimalStructureinline
bPreventPreviewIfWeaponPlaced()APrimalStructureinline
bPreventRegularForceNetUpdate()UPrimalActorinline
bPreventSaving()UPrimalActorinline
bPreventStasis()APrimalStructureinline
bPreventZeroDamageInstigatorSelfDamage()APrimalTargetableActorinline
bPreviewApplyColorToChildComponents()APrimalStructureinline
bPrimalDeferredConstruction()AActorinline
BPUseCountStructureInRange()APrimalStructureinline
bRealtimeThrottledTickUseNativeTick()UPrimalActorinline
bRelevantForLevelBounds()AActorinline
bRelevantForNetworkReplays()AActorinline
bReplayRewindable()AActorinline
bReplicateHidden()UPrimalActorinline
bReplicateMovement()AActorinline
bReplicates()AActorinline
bReplicateUsingRegisteredSubObjectList()AActorinline
bRequireFreePrimarySnappedStructure()APrimalStructureinline
bRequiresGroundedPlacement()APrimalStructureinline
bRequiresPlacementOnStructureFloors()APrimalStructureinline
bRequiresPlacingOnWall()APrimalStructureinline
bRequiresSnapping()APrimalStructureinline
bRequiresToBeInsideZoneVolume()APrimalStructureinline
bReturnDamageOnHitFromPawn()APrimalStructureinline
bRootFoundationLimitBuildArea()APrimalStructureinline
bRunningUserConstructionScript()AActorinline
bSavedWhenStasised()UPrimalActorinline
bSeatedDisableCollisionCheck()APrimalStructureinline
bSetPrimitiveColor()APrimalStructureinline
bSetPrimitiveHealth()APrimalStructureinline
bSetStaticMobility()APrimalStructureinline
bSetWithinPreventionVolume()APrimalTargetableActorinline
bShowInPlaceableList()APrimalStructureinline
bSnappingRequiresNearbyFoundation()APrimalStructureinline
bSnapRequiresPlacementOnGround()APrimalStructureinline
bSnapToWaterSurface()APrimalStructureinline
bStasisComponentRadiusForceDistanceCheck()UPrimalActorinline
bStasised()UPrimalActorinline
bStationaryStructure()APrimalStructureinline
bStructureIgnoreDying()APrimalStructureinline
bStructuresInRangeTypeFlagUseAltCollisionChannel()APrimalStructureinline
bStructureUseAltCollisionChannel()APrimalStructureinline
bTakeAnythingAsGround()APrimalStructureinline
bTakeGroundNormal()APrimalStructureinline
bTakeGroundNormalDirectly()APrimalStructureinline
bTearOff()AActorinline
bTickFunctionsRegistered()AActorinline
bTraceCheckOnlyUseStructuresWithTypeFlagsField()APrimalStructureinline
bTraceThruEncroachmentPoints()APrimalStructureinline
bTriggerBPStasis()APrimalStructureinline
bTriggerBPUnstasis()APrimalStructureinline
BuildingIconField()APrimalStructureinline
BuildReplicatedComponentsInfo()AActorinline
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)UObjectinline
bUnstreamComponentsUseEndOverlap()UPrimalActorinline
bUseAdvancedRotationPlacement()APrimalStructureinline
bUseAttachmentReplication()UPrimalActorinline
bUseBlueprintAnimNotifyCustomEvent()APrimalStructureinline
bUseBPAdjustDamage()APrimalTargetableActorinline
bUseBPAllowActorSpawn()UPrimalActorinline
bUseBPAllowPickupGiveItem()APrimalStructureinline
bUseBPAllowSnapRotationForStructure()APrimalStructureinline
bUseBPChangedActorTeam()UPrimalActorinline
bUseBPCheckForErrors()UPrimalActorinline
bUseBPCustomIsRelevantForClient()UPrimalActorinline
bUseBPDied()APrimalTargetableActorinline
bUseBPDrawEntry()UPrimalActorinline
bUseBPFilterMultiUseEntries()UPrimalActorinline
bUseBPForceAllowsInventoryUse()UPrimalActorinline
bUseBPGetAggroDinoOnDamageSettings()APrimalStructureinline
bUseBPGetBonesToHideOnAllocation()UPrimalActorinline
bUseBPGetHUDDrawLocationOffset()UPrimalActorinline
bUseBPGetInfoFromConsumedItemForPlacedStructure()APrimalStructureinline
bUseBPGetMultiUseCenterText()UPrimalActorinline
bUseBPGetShowDebugAnimationComponents()UPrimalActorinline
bUseBPHandleStructureEnabled()APrimalStructureinline
bUseBPInventoryItemDropped()UPrimalActorinline
bUseBPInventoryItemUsed()UPrimalActorinline
bUseBPIsAllowedToBuildEx()APrimalStructureinline
bUseBPOnDemolish()APrimalStructureinline
bUseBPOnLinkedStructureDestroyed()APrimalStructureinline
bUseBPOnStructurePickup()APrimalStructureinline
bUseBPOnVariantSwitch()APrimalStructureinline
bUseBPOverrideDescriptiveName()APrimalStructureinline
bUseBPOverrideDescriptiveNameForPreview()APrimalStructureinline
bUseBPOverrideTargetingLocation()UPrimalActorinline
bUseBPOverrideUILocation()UPrimalActorinline
bUseBPPostLoadedFromSaveGame()APrimalStructureinline
bUseBPPreventAttachments()UPrimalActorinline
bUseBPPreventCharacterBasing()APrimalStructureinline
bUseBPPreventStasis()APrimalStructureinline
bUseBPRefreshedStructureColors()APrimalStructureinline
bUseBPTreatAsFoundationForSnappedStructure()APrimalStructureinline
bUseBPUpdatedHealth()APrimalStructureinline
bUseCanMoveThroughActor()UPrimalActorinline
bUseFadeInEffect()APrimalStructureinline
bUseFenceFoundation()APrimalStructureinline
bUseHarvestingComponent()APrimalTargetableActorinline
bUseInfiniteStaticMeshDrawDistance()APrimalStructureinline
bUseLenientWorldGeoObstructionCheck()APrimalStructureinline
bUseMeshOverlapInsteadOfEncroachmentPoints()APrimalStructureinline
bUseNetworkSpatialization()UPrimalActorinline
bUseOnlyBlockSelfTraceChannel()APrimalStructureinline
bUseOnlyPointForLevelBounds()UPrimalActorinline
bUsePlacementCollisionCheck()APrimalStructureinline
bUsesHealth()APrimalStructureinline
bUseSnapFromPlacementOverrideEvenWhenNotSnapped()APrimalStructureinline
bUsesPaintingComponent()APrimalStructureinline
bUseStasisGrid()UPrimalActorinline
bUsesWorldSpaceMaterial()APrimalStructureinline
bUseTribeGroupStructureRank()APrimalStructureinline
bUsingStructureColors()APrimalStructureinline
bWantsPerformanceThrottledTick()UPrimalActorinline
bWantsRealtimeThrottledTick()UPrimalActorinline
bWantsServerThrottledTick()UPrimalActorinline
bWasAttachedToPawn()APrimalStructureinline
bWasForceIgnoreSpatialComponent()UPrimalActorinline
bWasLowerLaddersRetracted()APrimalStructureLadderinline
bWasPickedUp()APrimalStructureinline
bWasPlacementSnapped()APrimalStructureinline
bWasRetracted()APrimalStructureLadderinline
bWillStasisAfterSpawn()UPrimalActorinline
bWithinPreventionVolume()APrimalTargetableActorinline
CachedStasisGridIndexField()AActorinline
CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)AActorinline
CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)UObjectinline
CallPreReplication(UNetDriver *NetDriver)AActorinline
CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)AActorinline
CanAttachToExosuit_Implementation(AShooterPlayerController *ForPC)APrimalStructureinline
CanAutoDemolish()APrimalStructureinline
CanBeBaseForCharacter(APawn *Pawn)APrimalStructureinline
CanBeDamaged()AActorinline
CanBeInCluster()AActorinline
CanBePainted()APrimalStructureinline
CanBeStoredByExosuit_Implementation(AShooterPlayerController *ForPC)APrimalStructureinline
CanPickupStructureFromRecentPlacement()APrimalStructureinline
CantRepairIconField()APrimalStructureinline
ChangeActorTeam(int NewTeam)APrimalStructureinline
CheckActorComponents()AActorinline
CheckBPAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)UPrimalActorinline
CheckComponentInstanceName(const FName InName)AActorinline
CheckDefaultSubobjects(bool bForceCheck)UObjectinline
CheckDefaultSubobjectsInternal()AActorinline
CheckForAnyGround(FHitResult *result, APlayerController *PC, UE::Math::TVector< double > *PlacementLoc, bool *OutHit, bool IgnoreDownTrace)APrimalStructureinline
CheckForEndClimbing(AShooterCharacter *theCharacter)APrimalStructureLadderinline
CheckForWallParent(APlayerController *PC, UE::Math::TVector< double > *PlacementLoc, UE::Math::TRotator< double > *PlacementRot, FHitResult *OutHit)APrimalStructureinline
CheckNotEncroaching(UE::Math::TVector< double > *PlacementLocation, UE::Math::TRotator< double > *PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale, bool bFirstOnly)APrimalStructureinline
CheckStillInWorld()AActorinline
ChildrenField()AActorinline
ClaimIconField()APrimalStructureinline
ClampBuildLocation(UE::Math::TVector< double > *FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC, bool bFinalPlacement)APrimalStructureinline
ClassField()UObjectBaseinline
ClassPrivateField()UObjectBaseinline
CleanUpTree(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, AController *InstigatorController, AActor *DamageCauser, bool bPickup, bool bDemo)APrimalStructureinlinestatic
ClearBiomeZoneVolume(ABiomeZoneVolume *theVolume)APrimalStructureinline
ClearComponentOverlaps()AActorinline
ClearCrossLevelReferences()AActorinline
ClearCustomColors()APrimalStructureinline
ClearCustomColors_Implementation()APrimalStructureinline
ClearNetworkSpatializationParent()AActorinline
ClearPinCodeIconField()APrimalStructureinline
ClearStructureLinks(APlayerController *ForPC)APrimalStructureinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)APrimalStructureLadderinline
ClientReplicationSendNowThresholdField()UPrimalActorinline
ClientUpdateLinkedStructures(const TArray< unsigned int, TSizedDefaultAllocator< 32 > > *NewLinkedStructures)APrimalStructureinline
ClientUpdateLinkedStructures_Implementation(const TArray< unsigned int, TSizedDefaultAllocator< 32 > > *NewLinkedStructures)APrimalStructureinline
ClimbDownIconField()APrimalStructureLadderinline
ClimbUpIconField()APrimalStructureLadderinline
CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ColorizeIconField()APrimalStructureinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
ConsumesPrimalItemField()APrimalStructureinline
ControllingMatineeActorsField()UPrimalActorinline
ControlRigNotify(FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)UPrimalActorinline
CopyRemoteRoleFrom(const AActor *CopyFromActor)AActorinline
CosmeticVariantStaticMeshField()APrimalStructureinline
CreateCluster()UObjectBaseUtilityinline
CreateComponentFromTemplate(UActorComponent *Template, const FName InName)AActorinline
CreateComponentFromTemplateData(const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)AActorinline
CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)UObjectinline
CreateDynamicMaterials(UMeshComponent *ForceCreateForComponent)APrimalStructureinline
CreateInputComponent(TSubclassOf< UInputComponent > InputComponentToCreate)AActorinline
CreationTimeField()AActorinline
CullAgainstFoundations(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)APrimalStructureinlinestatic
CullAgainstFoundations(APrimalStructure **StartingStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)APrimalStructureinlinestatic
CurrentVariantTagField()APrimalStructureinline
CustomActorFlagsField()UPrimalActorinline
CustomDataField()UPrimalActorinline
CustomDataModifiedOnStructurePickupField()APrimalStructureinline
CustomTagField()UPrimalActorinline
CustomTimeDilationField()AActorinline
DamageNotifyTeamAggroMultiplierField()APrimalTargetableActorinline
DamageNotifyTeamAggroRangeFalloffField()APrimalTargetableActorinline
DamageNotifyTeamAggroRangeField()APrimalTargetableActorinline
DamageTypeAdjustersField()APrimalTargetableActorinline
DeathSoundField()APrimalTargetableActorinline
DecayDestructionPeriodField()APrimalStructureinline
DecayDestructionPeriodMultiplierField()APrimalStructureinline
DefaultStasisComponentOctreeFlagsField()UPrimalActorinline
DefaultStasisedOctreeFlagsField()UPrimalActorinline
DefaultUnstasisedOctreeFlagsField()UPrimalActorinline
DefaultVariantIconField()APrimalStructureinline
DeferredMovementComponentField()UPrimalActorinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DelayedCleanUpTree()APrimalStructureinline
DelayedDisableSnapParent()APrimalStructureinline
Demolish(APlayerController *ForPC, AActor *DamageCauser)APrimalStructureinline
DemolishActivationTimeField()APrimalStructureinline
DemolishGiveItemCraftingResourcePercentageField()APrimalStructureinline
DemolishIconField()APrimalStructureinline
DescriptiveNameField()APrimalTargetableActorinline
DesiredRepGraphBehaviorField()UPrimalActorinline
Destroy(bool bNetForce, bool bShouldModifyLevel)AActorinline
DestroyByMeshing()APrimalStructureinline
DestroyConstructedComponents()AActorinline
Destroyed()APrimalStructureLadderinline
DestroyStructuresPlacedOnFloor()APrimalStructureinline
DestructibleMeshDeathImpulseScaleField()APrimalTargetableActorinline
DestructibleMeshLocationOffsetField()APrimalTargetableActorinline
DestructibleMeshRotationOffsetField()APrimalTargetableActorinline
DestructibleMeshScaleOverrideField()APrimalTargetableActorinline
DestructionActorTemplateField()APrimalTargetableActorinline
DestructionEmitterField()APrimalStructureinline
DetachFenceField()AActorinline
DetachRootComponentFromParent(bool bMaintainWorldPosition)AActorinline
Die(float KillingDamage, const FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)APrimalStructureinline
DisableAdminOnlyAccessField()APrimalStructureinline
DisableComponentsSimulatePhysics()AActorinline
DisableInput(APlayerController *PlayerController)AActorinline
DisablePublicRetractionIconField()APrimalStructureLadderinline
DisableStructurePickup()APrimalStructureinline
DispatchBeginPlay(bool bFromLevelStreaming)AActorinline
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)AActorinline
DispatchPhysicsCollisionHit(const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)AActorinline
DisplayDebug(UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)AActorinline
DoAnyTribePermissionsRestrict(AShooterPlayerController *ForPC)APrimalStructureinline
DoDie(UPrimalHarvestingComponent *fromComponent)APrimalStructureinline
DoesGameModeShowDemolishTimer()APrimalStructureinline
DrawBasicFloatingHUD(AHUD *ForHUD)UPrimalActorinline
DrawHUD(AShooterHUD *HUD)APrimalStructureinline
DrawStructureTooltip(AShooterHUD *HUD, bool bForMultiUseSelector)APrimalStructureinline
DrawStructureTooltipAction(AShooterHUD *HUD, bool bForMultiUseSelector)APrimalStructureinline
EnableAdminOnlyAccessField()APrimalStructureinline
EnableInput(APlayerController *PlayerController)AActorinline
EnablePublicRetractionIconField()APrimalStructureLadderinline
EncroachmentCheckIgnoreStructureTypeTagsField()APrimalStructureinline
EndClimbingLadder(AShooterCharacter *theCharacter, bool bServerClimbOver, const UE::Math::TVector< double > *ServerClimbOverLoc, bool bIsFromJump)APrimalStructureLadderinlinestatic
EndPlay(const EEndPlayReason::Type EndPlayReason)APrimalStructureinline
EndViewTarget(APlayerController *PC)AActorinline
EnterPinCodeIconField()APrimalStructureinline
ExcludeInStructuresRadiusClassesField()APrimalStructureinline
ExcludeInStructuresRadiusField()APrimalStructureinline
ExcludeInStructuresRadiusTagsField()APrimalStructureinline
ExecuteConstruction(const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
ExpandEnemyFoundationPreventionRadiusField()APrimalStructureinline
ExtendLadderIconField()APrimalStructureLadderinline
ExtraStructureSnapTypeFlagsField()APrimalStructureinline
FadeInEffectTick()APrimalStructureinline
FastDecayLinkedStructureClassesField()APrimalStructureinline
FellOutOfWorld(const UDamageType *dmgType)APrimalTargetableActorinline
FillVolumetricDispatchesForFluidInteraction(bool bDebugb, bool bTriggerEvents, UActorComponent *interactionComponent, AActor *dispatcher)APrimalStructureinline
FillVolumetricDispatchesForFoliageInteraction(bool bDebugb, UActorComponent *interactionComponent)APrimalStructureinline
FilterMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)UPrimalActorinline
FinalLoadedFromSaveGame()APrimalStructureinline
FinalStructurePlacement(APlayerController *PC, UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation, UE::Math::TRotator< double > *PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped, FPlacementData *PlacementData)APrimalStructureinline
FindComponentByClass(const TSubclassOf< UActorComponent > ComponentClass)AActorinline
FindComponentByInterface(const TSubclassOf< UInterface > Interface)AActorinline
FindFoundations(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)APrimalStructureinlinestatic
FindFoundations(APrimalStructure *StartingStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)APrimalStructureinlinestatic
FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)UObjectinline
FindProperty(FName name)UObject
FinishAddComponent(UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)AActorinline
FinishDestroy()UObjectinline
FinishSpawning(const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
FlagConnectionsLessThan(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Structures, int Connections, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StructuresToDestroy)APrimalStructureinlinestatic
FlagReachable(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)APrimalStructureinlinestatic
FlagReachable(APrimalStructure *StartingStructure)APrimalStructureinlinestatic
FlipByScaleDirectionField()APrimalStructureinline
FloatingHudLocTextOffsetField()APrimalStructureinline
FloorHideGrassTraceToGroundDistanceNonFoundationField()APrimalStructureinline
FlushNetDormancy()AActorinline
ForceAllowsInventoryUse(const UObject *InventoryItemObject)UPrimalActorinline
ForceAllowWallAttachmentClassesField()APrimalStructureinline
ForceDestroy()AActorinline
ForceImmediateReplicationFrameField()UPrimalActorinline
ForceInfiniteDrawDistanceOnComponent(const UPrimitiveComponent *OnComponent)APrimalStructureinline
ForceLimitStructuresInRangeField()APrimalStructureinline
ForceMaximumReplicationRateUntilTimeField()UPrimalActorinline
ForceNetRelevant()AActorinline
ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)AActorinline
ForcePreventPlacingInOfflineRaidStructuresRadiusField()APrimalStructureinline
ForcePropertyCompare()AActorinline
ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)UPrimalActorinline
ForEachAttachedActors(TFunctionRef< bool __cdecl(AActor *)> *Functor)AActorinline
GatherCurrentMovement()AActorinline
GatherStructuresPlacedOnFloor(APrimalStructure *ForStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StructuresOnFloors)APrimalStructureinline
GetActorBounds(bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)AActorinline
GetActorForwardVector()ActorExtensions
GetActorNameOrLabel(FString *result)AActorinline
GetActorTimeDilation()AActorinline
GetAllChildActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)AActorinline
GetAllLinkedStructures(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *OutLinkedStructures, TSubclassOf< APrimalStructure > ChildOfClass)APrimalStructureinline
GetAllSceneComponents(TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)UPrimalActorinline
GetApproachRadius()UPrimalActorinline
GetArchetype()UObjectinline
GetAssetRegistryTags(FAssetData *Out)UObjectinline
GetAttachedActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)AActorinline
GetAttachedToStaticMeshTransform(APlayerController *PC, UStaticMeshComponent *onComponent, UE::Math::TVector< double > *AtLocation, UE::Math::TVector< double > *OutLocation, UE::Math::TRotator< double > *OutRotation, FHitResult *HitResult, APrimalStructure **OutReplaceStructure)APrimalStructureinline
GetAttachParentActor()AActorinline
GetBasedOnDinoAsActor(bool bUseReplicatedData, bool bOnlyConsciousDino)APrimalStructureinline
GetBedFilterClass_Implementation(TSubclassOf< APrimalStructure > *result)APrimalStructureinline
GetBottomLadder()APrimalStructureLadderinline
GetCantBuildReasonString(int ReasonVal, FString *reasonString)APrimalStructureinline
GetClosestStructureToPoint(UWorld *ForWorld, UE::Math::TVector< double > *AtPoint, float OverlapRadius)APrimalStructureinlinestatic
GetClosestTargetOverride(const UE::Math::TVector< double > *attackPos, UE::Math::TVector< double > *targetPos)APrimalStructureinline
GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentByCustomTag(FName TheTag)AActorinline
GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors)AActorinline
GetComponentsByCustomTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag)AActorinline
GetComponentsByInterface(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface)AActorinline
GetComponentsByTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag)AActorinline
GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)AActorinline
GetDebugInfoString(FString *result)APrimalStructureinline
GetDefaultAttachComponent()AActorinline
GetDefaultConfigFilename(FString *result)UObjectinline
GetDefaultDestinationID()APrimalStructureinline
GetDefaultSubobjectByName(FName ToFind)UObjectinline
GetDefaultVariant(FStructureVariant *result)APrimalStructureinline
GetDescriptiveName(FString *result)APrimalStructureinline
GetDestructionEffectTransform(UE::Math::TVector< double > *OutLocation, UE::Math::TRotator< double > *OutRotation)APrimalTargetableActorinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetDistanceTo(const AActor *OtherActor)AActorinline
GetEntryDescription(FString *result)APrimalStructureinline
GetEntryIcon(UObject *AssociatedDataObject, bool bIsEnabled)APrimalStructureinline
GetEntryIconMaterial(UObject *AssociatedDataObject, bool bIsEnabled)APrimalStructureinline
GetEntryString(FString *result)APrimalStructureinline
GetExternalPackageInternal()UObjectBaseinline
GetForceDemolishTime()APrimalStructureinline
GetFromID(UWorld *World, unsigned int TheStructureID)APrimalStructureinlinestatic
GetFullGroupName(FString *result, bool bStartWithOuter)UObjectBaseUtilityinline
GetFunctionCallspace(UFunction *Function, FFrame *Stack)AActorinline
GetGameInstance()AActorinline
GetHealth()APrimalTargetableActorinline
GetHealthPercentage()APrimalTargetableActorinline
GetHitPawnCollisionGroup()APrimalStructureinline
GetInputAxisValue(const FName InputAxisName)AActorinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetIsMapActor()UPrimalActorinline
GetLastGameplayRelevantTime()AActorinline
GetLastRenderTime(bool IgnoreShadow)AActorinline
GetLifeSpan()AActorinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)APrimalStructureLadderinline
GetLinkedDoor()APrimalStructureinline
GetLinker()UObjectBaseUtilityinline
GetLinkerCustomVersion()UObjectBaseUtilityinlinestatic
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerUEVersion(FPackageFileVersion *result)UObjectBaseUtilityinline
GetLocation()ActorExtensions
GetMaxHealth()APrimalTargetableActorinline
GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)UPrimalActorinline
GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyIndex)APrimalStructureLadderinline
GetMultiUseIcon(APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)UPrimalActorinline
GetNearbyFoundation(FPlacementData *PlacementData, APlayerController *ForPC)APrimalStructureinline
GetNearbyStructuresOfClass(UWorld *World, TSubclassOf< APrimalStructure > StructureClass, const UE::Math::TVector< double > *Location, float Range, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Structures)APrimalStructureinlinestatic
GetNetConnection()AActorinline
GetNetDriver()AActorinline
GetNetOwningPlayer()AActorinline
GetNetPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)AActorinline
GetNetStasisAndRangeMultiplier(bool bIsForNetworking)UPrimalActorinline
GetNetworkRangeMultiplier()UPrimalActorinline
GetNextLadder(bool Up)APrimalStructureLadderinline
GetNumStructuresInRange(UE::Math::TVector< double > *AtLocation, float WithinRange)APrimalStructureinline
GetNumStructuresInRangeStructureTypeFlag(UWorld *theWorld, UE::Math::TVector< double > *AtLocation, int TypeFlag, TArray< FName, TSizedDefaultAllocator< 32 > > *StructureTags, float WithinRange, bool bCheckBPCountStructureInRange, bool bUseInternalOctree, APrimalStructure *IgnoreStructure, bool bCheckWithAltCollisionChannel, APrimalDinoCharacter *OnSaddleDino, int ForTeam)APrimalStructureinlinestatic
GetOutermostObject()UObjectBaseUtilityinline
GetOverlappingActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingActors(TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingComponents(TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents)AActorinline
GetOverlappingComponents(TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents)AActorinline
GetOverlayTooltipTemplate(TSubclassOf< UToolTipWidget > *result)APrimalTargetableActorinline
GetOwnerController()AActorinline
GetPackage()UObjectBaseUtilityinline
GetPaintingStaticMesh()APrimalStructureinline
GetPaintingStaticMesh_Implementation()APrimalStructureinline
GetPaintingTexture()APrimalStructureinline
GetParentComponent()AActorinline
GetPathName(FString *result, const UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)UObjectBaseUtilityinline
GetPhysicsVolume()AActorinline
GetPlacingGroundLocation(AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, UPrimitiveComponent **OutComponent, bool bUseOriginalOutPlacementData)APrimalStructureinline
GetPreloadDependencies(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)UObjectinline
GetPrimaryAssetId(FPrimaryAssetId *result)UObjectinline
GetPrimaryHitComponent()APrimalStructureinline
GetPrivateStaticClass()APrimalStructureLadderinlinestatic
GetRayTracingGroupId()AActorinline
GetRepGraphRelevantDistanceSq()AActorinline
GetReplayPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)AActorinline
GetReplicatedCustomConditionState(FCustomPropertyConditionState *OutActiveState)AActorinline
GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize)UObjectinline
GetRootSelectionParent()AActorinline
GetSelectionParent()AActorinline
GetShortName(FString *result)APrimalTargetableActorinline
GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)AActorinline
GetSkeletalMeshComponent()APrimalStructureinline
GetSnappedLocAndRot(int MySnapIndex, APrimalStructure *OtherStructure, int OtherSnapIndex, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, UE::Math::TTransform< double > *OutTransform)APrimalStructureinline
GetSnapPlacementMeshOverride(const FPlacementData *PlacementData, UStaticMesh **OutStaticMesh, UClass **OutReplacementClass, UE::Math::TVector< double > *PreviewLocOffset, UE::Math::TRotator< double > *PreviewRotOffset, UE::Math::TVector< double > *PreviewScaleOffset)APrimalStructureinline
GetSnapToLocation(UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle)APrimalStructureinline
GetSnapToParentStructures(UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *SnapToParentStructures, APlayerController *PC)APrimalStructureinline
GetSpawnPointInfo(FSpawnPointInfo *result)APrimalStructureinline
GetStructureColor(FLinearColor *result, int ColorRegionIndex)APrimalStructureinline
GetStructureColorForID(FLinearColor *result, int SetNum, int ID)APrimalStructureinline
GetStructureDemolishTime()APrimalStructureinline
GetStructureMeshAndTransform(FName VariantTag, UE::Math::TTransform< double > *MeshTransform)APrimalStructureinline
GetStructuresInRange(UWorld *theWorld, UE::Math::TVector< double > *AtLocation, float WithinRange, TSubclassOf< APrimalStructure > StructureClass, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StructuresOut, bool bUseInternalOctree, APrimalStructure *IgnoreStructure)APrimalStructureinlinestatic
GetSubobjectsWithStableNamesForNetworking(TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)AActorinline
GetTopLadder()APrimalStructureLadderinline
GetTypedOuter(UClass *Target)UObjectBaseUtilityinline
GetUsablePriority()UPrimalActorinline
GetUsablePriority_Implementation()APrimalStructureinline
GetVariantByTag(FName VariantTag)APrimalStructureinline
GetVariantNum()APrimalStructureinline
GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetWheelOptionByUseIndex(FMultiUseWheelOption *result, APlayerController *ForPC, int Index)UPrimalActorinline
GetWheelOptionInfo(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWheelOptionInfoBP(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWindSourceComponents(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *Components, int includePriorityGreaterThan, bool bIsFirstPerson)APrimalStructureinline
GetWorld()AActorinline
GetWorldSettings()AActorinline
GetWorldTimerManager()AActorinline
GroundEncroachmentCheckLocationOffsetField()APrimalStructureinline
HarvestingDepleted(UPrimalHarvestingComponent *fromComponent)APrimalTargetableActorinline
HasActiveCameraComponent()AActorinline
HasActivePawnControlCameraComponent()AActorinline
HasLocalNetOwner()AActorinline
HasNetOwner()AActorinline
HealthField()APrimalTargetableActorinline
HideGrass()APrimalStructureinline
HideRangeIconField()APrimalStructureinline
HurtFXField()APrimalTargetableActorinline
IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext *Context)AActorinline
IncrementalUnregisterComponents()AActorinline
InitializeComponents()AActorinline
InitializeDefaults()AActorinline
InitialLifeSpanField()AActorinline
InputComponentField()AActorinline
InputDismissPOI(APlayerController *ForPC, int Index)UPrimalActorinline
InputPriorityField()AActorinline
InstanceComponentsField()AActorinline
InstigatorField()AActorinline
Internal_IsInSnapChain(APrimalStructure *theStructure)APrimalStructureinline
InternalGetNetMode()AActorinline
InternalIndexField()UObjectBaseinline
InternalTakeRadialDamage(float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
InventoryItemDropped(UObject *InventoryItemObject)UPrimalActorinline
InventoryItemUsed(UObject *InventoryItemObject)UPrimalActorinline
IsA(UClass *SomeBase)ActorExtensions
IsActorOrSelectionParentSelected()AActorinline
IsAlive()APrimalTargetableActorinline
IsAllowedToBuild(APlayerController *PC, UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, UE::Math::TRotator< double > *PlayerViewRotation, bool bFinalPlacement, bool bUseOriginalOutPlacementData)APrimalStructureinline
IsAsset()AActorinline
IsAttachedTo(const AActor *Other)AActorinline
IsBasedOnActor(const AActor *Other)AActorinline
IsBasedOnArchetype(const UObject *const SomeObject)UObjectinline
IsChildActor()AActorinline
IsComponentRelevantForNavigation(UActorComponent *Component)APrimalStructureinline
IsDead()APrimalTargetableActorinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsEditorOnly()AActorinline
IsFullNameStableForNetworking()UObjectinline
IsHidden()AActorinline
IsHLODRelevant()AActorinline
IsIn(const UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInOrOwnedBy(const UObject *SomeOuter)AActorinline
IsInPackage(const UPackage *SomePackage)UObjectBaseUtilityinline
IsInstancedFoliage()UPrimalActorinline
IsInvincible()APrimalTargetableActorinline
IsLevelBoundsRelevant()AActorinline
IsLocalizedResource()UObjectinline
IsLocationClearForCharacter(AShooterCharacter *ForCharacter, const UE::Math::TVector< double > *MountLoc)APrimalStructureLadderinline
IsMatineeControlled()UPrimalActorinline
IsNameStableForNetworking()AActorinline
IsNearTopOfLadder(AShooterCharacter *theCharacter)APrimalStructureLadderinline
IsNetRelevantFor(const AActor *RealViewer, const AActor *Viewer, const UE::Math::TVector< double > *SrcLocation)APrimalStructureinline
IsNetStartupActor()AActorinline
IsObstructedByTerrainOrWorldGeo(APlayerController *PC, UE::Math::TVector< double > *PlacementLocation, UE::Math::TRotator< double > *PlacementRotation, bool bUseAlternatePlacementTraceScale)APrimalStructureinline
IsOfTribe(int ID)APrimalTargetableActorinline
IsOnlyLinkedToFastDecayStructures()APrimalStructureinline
IsOnlyLinkedToFastDecayStructuresInternal(TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)APrimalStructureinline
IsOverlappingActor(const AActor *Other)AActorinline
IsOwnedOrControlledBy(const AActor *TestOwner)AActorinline
IsPointNearSupplyCrateSpawn(UWorld *theWorld, UE::Math::TVector< double > *AtPoint)APrimalStructureinlinestatic
IsPointObstructedByWorldGeometry(UWorld *ForWorld, UE::Math::TVector< double > *ThePoint, bool bIgnoreTerrain, bool bOnlyCheckTerrain, bool bIgnoreFoliage, float OBSTRUCTION_CHECK_DIST)APrimalStructureinlinestatic
IsPrimalCharacter()UPrimalActorinline
IsPrimalCharacterOrStructure()UPrimalActorinline
IsPrimalDino()UPrimalActorinline
IsPrimalStructure()UPrimalActorinline
IsReadyForDynamicBasing()APrimalStructureinline
IsRelevancyOwnerFor(const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)AActorinline
IsReplayRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)AActorinline
IsRootComponentCollisionRegistered()AActorinline
IsSafeForRootSet()UObjectinline
IsSelectionChild()AActorinline
IsShooterCharacter()UPrimalActorinline
IsSupportedForNetworking()UObjectinline
IsTargetable()APrimalStructureinline
IsTargetableDead()APrimalTargetableActorinline
IsValidEncroachment(const TArray< FOverlapResult, TSizedDefaultAllocator< 32 > > *Overlaps, APrimalStructure *ReplacingStructure)APrimalStructureinline
IsValidEncroachment(AActor *OverlapActor, UPrimitiveComponent *OverlapComp, APrimalStructure *ReplacingStructure)APrimalStructureinline
IsValidForSnappingFrom(APrimalStructure *OtherStructure)APrimalStructureinline
IsValidForSnappingFrom_Implementation(APrimalStructure *OtherStructure)APrimalStructureLadderinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidSnapParent(APrimalStructure *OtherStructure, UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation)APrimalStructureinline
IsValidSnapPointFrom(APrimalStructure *ParentStructure, int MySnapPointFromIndex)APrimalStructureinline
IsValidSnapPointTo(APrimalStructure *ChildStructure, int MySnapPointToIndex)APrimalStructureinline
IsValidStructureReplacement(APrimalStructure *OtherStructure)APrimalStructureinline
IsValidUnStasisCaster()UPrimalActorinline
IsWithinNetRelevancyDistance(const UE::Math::TVector< double > *SrcLocation)AActorinline
ItemsUseAlternateActorClassAttachmentField()APrimalStructureinline
JumpIconField()APrimalStructureLadderinline
K2_GetComponentsByClass(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass)AActorinline
K2_TeleportTo(UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport)AActorinline
LadderBottomPointField()APrimalStructureLadderinline
LadderClimbRotationOffsetField()APrimalStructureLadderinline
LadderRetractionSoundField()APrimalStructureLadderinline
LadderTopPointField()APrimalStructureLadderinline
LadderUnretractionSoundField()APrimalStructureLadderinline
LastActorForceReplicationFrameField()UPrimalActorinline
LastActorForceReplicationTimeField()UPrimalActorinline
LastActorUnstasisedCycleField()UPrimalActorinline
LastBumpedDamageTimeField()APrimalStructureinline
LastColorizationTimeField()APrimalStructureinline
LastEnterStasisTimeField()UPrimalActorinline
LastExitStasisTimeField()UPrimalActorinline
LastFadeOpacityField()APrimalStructureinline
LastFailedPinTimeField()APrimalStructureinline
LastForceNetUpdateFrameField()AActorinline
LastFrameCalculatedNetworkRangeMultiplierField()UPrimalActorinline
LastFrameUnStasisField()UPrimalActorinline
LastHealthBeforeTakeDamageField()APrimalTargetableActorinline
LastHealthPercentageField()APrimalStructureinline
LastInAllyRangeTimeField()APrimalStructureinline
LastOnlyInitialReplicationPreReplicationFrameField()UPrimalActorinline
LastPostProcessVolumeSoundField()UPrimalActorinline
LastPreBlueprintAdjustmentActualDamageField()APrimalTargetableActorinline
LastPreReplicationTimeField()UPrimalActorinline
LastRenderTimeField()AActorinline
LastRenderTimeIgnoreShadowField()AActorinline
LastRenderTimeOnScreenField()AActorinline
LastReplicatedHealthField()APrimalTargetableActorinline
LastReplicatedHealthValueField()APrimalTargetableActorinline
LastSelectedWindSourceComponentNameField()UPrimalActorinline
LastStructureStasisTimeField()APrimalStructureinline
LastThrottledTickTimeField()UPrimalActorinline
LastUnstasisFrameCounterField()UPrimalActorinline
LatchedDinosField()APrimalStructureinline
LayersField()AActorinline
LifeSpanAfterDeathField()APrimalTargetableActorinline
LimitMaxStructuresInRangeRadiusField()APrimalStructureinline
LimitMaxStructuresInRangeTypeFlagField()APrimalStructureinline
LinkedStructuresField()APrimalStructureinline
LinkedStructuresIDField()APrimalStructureinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)UObjectinline
LocalizeProperty(UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)UObjectinline
LockIconField()APrimalStructureinline
LowHealthPercentageField()APrimalTargetableActorinline
MakeNoise(float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinline
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinlinestatic
MarkComponentsAsPendingKill(__int64 a2)AActorinline
MarkComponentsRenderStateDirty()AActorinline
MarkPackageDirty()UObjectBaseUtilityinline
MatineeUpdated()UPrimalActorinline
MaxHealthField()APrimalTargetableActorinline
MaximumFoundationSupport2DBuildDistanceField()APrimalStructureinline
MaximumHeightAboveWorldGroundField()APrimalStructureinline
MaximumHeightUnderWorldMaxKillZField()APrimalStructureinline
MaxSnapLocRangeField()APrimalStructureinline
MaxTooltipPawnSpeedField()APrimalStructureinline
MinNetUpdateFrequencyField()AActorinline
ModifyHudMultiUseLoc(UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)UPrimalActorinline
MulticastDrawDebugLine(const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)AActorinline
MulticastDrawDebugLine_Implementation(const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)AActorinline
MulticastDrawDebugLineTraceHitResult_Implementation(const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)AActorinline
MulticastDrawDebugPoint(const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugSphere(const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)AActorinline
MulticastProperty(FName PropertyName, bool bUnreliable)UPrimalActorinline
MultiSetPickupAllowedBeforeNetworkTime(long double NewTime)APrimalStructureinline
MultiSetPickupAllowedBeforeNetworkTime_Implementation(long double NewTime)APrimalStructureinline
MyBiomeZoneVolumeField()APrimalStructureinline
MyDestructionActorField()APrimalTargetableActorinline
MyHarvestingComponentField()APrimalTargetableActorinline
MyHarvestingElementField()APrimalTargetableActorinline
MyRootTransformField()APrimalStructureinline
MySKCompField()APrimalStructureinline
MyStaticMeshField()APrimalStructureinline
MyStructureHarvestingComponentField()APrimalStructureinline
MyStructureHarvestingElementField()APrimalStructureinline
MyStructureSettingsCDOField()APrimalTargetableActorinline
NameField()UObjectBaseinline
NamePrivateField()UObjectBaseinline
NeedsLoadForClient()UObjectinline
NeedsLoadForServer()UObjectinline
NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetCriticalPriorityAdjustmentField()UPrimalActorinline
NetCullDistanceSquaredDormantField()UPrimalActorinline
NetCullDistanceSquaredField()AActorinline
NetDormancyField()AActorinline
NetDoSpawnEffects_Implementation()APrimalStructureinline
NetDriverNameField()AActorinline
NetExecCommand(FName CommandName, const FNetExecParams *ExecParams)APrimalTargetableActorinline
NetPriorityField()AActorinline
NetResetClientReceivedStructuersPlacedOnFloors_Implementation()APrimalStructureinline
NetSetIgnoreDestructionEffects_Implementation(bool bNewIgnoreDestructionEffects)APrimalStructureinline
NetSpawnCoreStructureDeathActor_Implementation()APrimalStructureinline
NetTagField()AActorinline
NetUpdatedHealth_Implementation(int NewHealth)APrimalTargetableActorinline
NetUpdateFrequencyField()AActorinline
NetUpdateOriginalOwnerNameAndID_Implementation(int NewOriginalOwnerID, const FString *NewOriginalOwnerName)APrimalStructureinline
NetUpdateTeamAndOwnerName(int NewTeam, const FString *NewOwnerName)APrimalStructureinline
NetUpdateTeamAndOwnerName_Implementation(int NewTeam, const FString *NewOwnerName)APrimalStructureinline
NetworkAndStasisRangeMultiplierField()UPrimalActorinline
NetworkDormantChildrenOpIdxField()UPrimalActorinline
NetworkRangeMultiplierField()UPrimalActorinline
NetworkSpatializationChildrenDormantField()UPrimalActorinline
NetworkSpatializationChildrenField()UPrimalActorinline
NetworkSpatializationParentField()UPrimalActorinline
NextAllowRepairTimeField()APrimalTargetableActorinline
NonPlayerFinalStructurePlacement(int PlacementTargetingTeam, int PlacementOwningPlayerID, const FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent)APrimalStructureinline
NotifyActorBeginCursorOver()AActorinline
NotifyActorBeginOverlap(AActor *OtherActor)AActorinline
NotifyActorEndCursorOver()AActorinline
NotifyActorEndOverlap(AActor *OtherActor)AActorinline
NotifyActorOnClicked(FKey *ButtonPressed)AActorinline
NotifyActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnReleased(FKey *ButtonReleased)AActorinline
NotifyHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)AActorinline
ObjectFlagsField()UObjectBaseinline
OffsetHUDFromCenterScreenY_Implementation()UPrimalActorinline
OnActorBeginOverlapField()AActorinline
OnActorCustomEventField()UPrimalActorinline
OnActorHitField()AActorinline
OnBeginCursorOverField()AActorinline
OnClickedField()AActorinline
OnClientBlockedUserIdsRecievedDelegateHandleField()APrimalStructureinline
OnEndPlayField()AActorinline
OnInputTouchBeginField()AActorinline
OnInputTouchEnterField()AActorinline
OnlyAllowStructureClassesFromAttachField()APrimalStructureinline
OnlyAllowStructureClassesToAttachField()APrimalStructureinline
OnMatineeUpdatedField()UPrimalActorinline
OnMatineeUpdatedRawField()UPrimalActorinline
OnPaintingComponentInitialized(const UStructurePaintingComponent *PaintingComp)APrimalStructureinline
OnRep_AttachmentReplication()APrimalStructureinline
OnRep_ReplicatedMovement()AActorinline
OnSemaphoreTakenField()UPrimalActorinline
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectDestroyFromReplication(UObject *Subobject)AActorinline
OnTakePointDamageField()AActorinline
OnTargetingTeamChangedField()UPrimalActorinline
OnTeamChangedForActorFieldUPrimalActorinline
OnUROPostInterpolation_AnyThread(float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)UPrimalActorinline
OpenContainerIconField()APrimalStructureinline
OriginalCreationTimeField()UPrimalActorinline
OuterPrivateField()UObjectBaseinline
OutsideWorldBounds()AActorinline
OverlayMultiUseTooltipPaddingField()APrimalTargetableActorinline
OverlayMultiUseTooltipScaleField()APrimalTargetableActorinline
OverlayTooltipPaddingField()APrimalStructureinline
OverlayTooltipScaleField()APrimalStructureinline
OverlayToolTipWidgetField()APrimalTargetableActorinline
OverrideApproachRadiusField()APrimalStructureinline
OverrideEnemyFoundationPreventionRadiusField()APrimalStructureinline
OverridePVPEnemyFoundationPreventionRadiusField()APrimalStructureinline
OverrideStasisComponentRadiusField()UPrimalActorinline
OverrideTargetComponentsField()APrimalStructureinline
OwnedComponentsField()AActorinline
OwnerField()AActorinline
OwnerMissionField()APrimalStructureinline
OwnerNameField()APrimalStructureinline
OwningPlayerIDField()APrimalStructureinline
OwningPlayerNameField()APrimalStructureinline
PaintingComponentField()APrimalStructureinline
ParentComponentField()AActorinline
PassiveDamageHealthReplicationPercentIntervalField()APrimalTargetableActorinline
PickupAllowedBeforeNetworkTimeField()APrimalStructureinline
PickupGivesItemField()APrimalStructureinline
PickupIconField()APrimalStructureinline
PickupStructure(bool bIsQuickPickup, AShooterPlayerController *pc)APrimalStructureinline
PickupStructureAndDependingLinkedStructures(APlayerController *ForPC, bool IsFirstPickup)APrimalStructureinline
PlacedOnFloorStructureField()APrimalStructureinline
PlacedStructure(AShooterPlayerController *PC)APrimalStructureinline
PlacementAdjustHeightLimitDownField()APrimalStructureinline
PlacementAdjustHeightLimitUpField()APrimalStructureinline
PlacementChooseRotationMaxRangeOverrideField()APrimalStructureinline
PlacementCollisionAdjustmentBufferField()APrimalStructureinline
PlacementEncroachmentBoxExtentField()APrimalStructureinline
PlacementEncroachmentCheckOffsetField()APrimalStructureinline
PlacementFloorCheckZExtentField()APrimalStructureinline
PlacementFloorCheckZExtentUpField()APrimalStructureinline
PlacementHitLocOffsetField()APrimalStructureinline
PlacementInitialTracePointOffsetForVerticalGroundField()APrimalStructureinline
PlacementMaterialForwardDirIndexField()APrimalStructureinline
PlacementMaxRangeField()APrimalStructureinline
PlacementMaxZAbovePlayerHeightField()APrimalStructureinline
PlacementMaxZDeltaField()APrimalStructureinline
PlacementOffsetForVerticalGroundField()APrimalStructureinline
PlacementRotOffsetField()APrimalStructureinline
PlacementTraceRotOffsetField()APrimalStructureinline
PlacementTraceScaleField()APrimalStructureinline
PlacementYawOffsetField()APrimalStructureinline
PlacementYawOffsetIncrementField()APrimalStructureinline
PlaceOnWallUseStaticMeshTagField()APrimalStructureinline
PlaceUsingItemIDField()APrimalStructureinline
PlayDying(float KillingDamage, const FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalStructureinline
PlayDyingGeneric_Implementation(float KillingDamage, FPointDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
PlayDyingRadial_Implementation(float KillingDamage, FRadialDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffect(float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, bool bSuppressImpactSound)APrimalTargetableActorinline
PlayHitEffectPoint_Implementation(float DamageTaken, FPointDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlayHitEffectRadial_Implementation(float DamageTaken, FRadialDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)APrimalTargetableActorinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)UPrimalActorinline
PostActorConstruction()AActorinline
PostCreateBlueprintComponent(UActorComponent *NewActorComp)AActorinline
PostInitializeComponents()APrimalStructureinline
PostInitProperties()APrimalStructureinline
PostLoad()AActorinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)AActorinline
PostNetInit()AActorinline
PostNetReceive()AActorinline
PostNetReceiveLocationAndRotation()AActorinline
PostNetReceivePhysicState()AActorinline
PostRegisterAllComponents()AActorinline
PostSpawnInitialize()APrimalStructureLadderinline
APrimalStructure::PostSpawnInitialize(const UE::Math::TTransform< double > *SpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)APrimalStructureinline
PreInitializeComponents()APrimalStructureinline
PreNetReceive()AActorinline
PrepareAsPlacementPreview()APrimalStructureinline
PreReplication(IRepChangedPropertyTracker *ChangedPropertyTracker)APrimalTargetableActorinline
PreReplicationForReplay(IRepChangedPropertyTracker *ChangedPropertyTracker)AActorinline
PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)AActorinline
PreventBuildStructureReasonStringOverridesField()APrimalStructureinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)APrimalStructureinline
PreventPlacingOnFloorClass(TSubclassOf< APrimalStructure > FloorClass)APrimalStructureinline
PreventPlacingOnFloorClassesField()APrimalStructureinline
PreventReplacementOfStructureClassTypeField()APrimalStructureinline
PreventReplacementOfStructureClassTypesField()APrimalStructureinline
PreventSaddleDinoClassesField()APrimalStructureinline
PreviewCameraDefaultZoomMultiplierField()APrimalStructureinline
PreviewCameraDistanceScaleFactorField()APrimalStructureinline
PreviewCameraMaxZoomMultiplierField()APrimalStructureinline
PreviewCameraPivotOffsetField()APrimalStructureinline
PreviewCameraRotationField()APrimalStructureinline
PreviewCleanUpTree(APrimalStructure *StartingStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *OutRemovedStructures)APrimalStructureinline
PreviewCulledStructures(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *result, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *InOutStructuresOnFloors)APrimalStructureinline
PreviewMaterialColorParamNameField()APrimalStructureinline
PreviewMaterialField()APrimalStructureinline
PreviewMaterialInstancesField()APrimalStructureinline
PreviewMaterialMaskedField()APrimalStructureinline
PreviewSnapOverrideField()APrimalStructureinline
PrimaryActorTickField()AActorinline
PrimaryMeshComponentField()APrimalStructureinline
PrimarySnappedStructureChildField()APrimalStructureinline
PrimarySnappedStructureParentField()APrimalStructureinline
ProcessBulkCleanUpTreeKills()APrimalStructureinlinestatic
ProcessConsoleExec(const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)UObjectinline
ProcessContextOpcode(FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)UObjectinline
ProcessEditText(AShooterPlayerController *ForPC, const FString *TextToUse, bool bCheckedBox)APrimalStructureinline
ProcessEvent(UFunction *Function, void *Parameters)AActorinline
ProcessInternal(UObject *Context, FFrame *Stack, void *const Z_Param__Result)UObjectinlinestatic
ProcessTreeTagField()APrimalStructureinline
ProcessUserConstructionScript()AActorinline
PushSelectionToProxies()AActorinline
RandomStartByteField()UPrimalActorinline
RayTracingGroupIdField()AActorinline
RealtimeThrottledTick_Implementation(long double DeltaTime)AActorinline
ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)AActorinline
RefreshStructureColors(UMeshComponent *ForceRefreshComponent)APrimalStructureinline
RefreshStructurePlacement(APlayerController *PC, UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation, UE::Math::TRotator< double > *PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)APrimalStructureinline
RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)AActorinline
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)AActorinline
RegisterAllComponents()AActorinline
RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
RemoveLinkedStructure(APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)APrimalStructureinline
RemoveOwnedComponent(UActorComponent *Component)AActorinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)AActorinline
RenameIconField()APrimalStructureinline
RepairAmountRemainingField()APrimalStructureinline
RepairCheckIntervalField()APrimalStructureinline
RepairCheckTimer()APrimalStructureinline
RepairCheckTimerHandleField()APrimalStructureinline
RepairIconField()APrimalStructureinline
RepairPercentPerIntervalField()APrimalStructureinline
ReplacementCheckOffsetField()APrimalStructureinline
ReplicatedComponentsField()AActorinline
ReplicatedHealthField()APrimalTargetableActorinline
ReplicatedMovementField()AActorinline
ReplicateSubobjects(UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)AActorinline
ReplicationIntervalMultiplierField()UPrimalActorinline
ReprocessTree(TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, AController *InstigatorController, AActor *DamageCauser, bool bPickup, bool bDemo)APrimalStructureinlinestatic
ReregisterAllComponents(bool a2)AActorinline
Reset()AActorinline
ResetOwnedComponents()AActorinline
ResetSpatialComponent()AActorinline
RetractLadderIconField()APrimalStructureLadderinline
ReturnDamageAmountField()APrimalStructureinline
ReturnDamageExcludeIncomingTypesField()APrimalStructureinline
ReturnDamageImpulseField()APrimalStructureinline
ReturnDamageOnlyForIncomingTypesField()APrimalStructureinline
ReturnDamageTypeField()APrimalStructureinline
RootComponentField()AActorinline
RouteEndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
SaddleDinoField()APrimalStructureinline
SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)UObjectinline
SavedStructureMinAllowedVersionField()APrimalStructureinline
ScaleFactorField()APrimalStructureinline
ScreenDoorFadeAway(const FDamageEvent *DamageEvent, APawn *InstigatingPawn)APrimalStructureinline
SendExecCommand(FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)AActorinline
Serialize(FArchive *Ar)AActorinline
UPrimalActor::Serialize(FStructuredArchiveRecord Record)UObjectinline
SerializeScriptProperties(FArchive *Ar)UObjectinline
SerializeScriptProperties(FStructuredArchiveSlot Slot)UObjectinline
ServerEndClimbing(AShooterCharacter *theCharacter, bool bIsClimbOver, UE::Math::TVector< double > *ClimbOverLoc, UE::Math::TVector< double > *JumpDir)APrimalStructureLadderinlinestatic
ServerHandleNetExecCommand(APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)AActorinline
ServerRequestUseItemWithActor(APlayerController *ForPC, UObject *anItem, int AdditionalData)APrimalStructureinline
ServerSendExecCommandToEveryone(FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendExecCommandToPlayer(APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
SetActorEnableCollision(bool bNewActorEnableCollision)AActorinline
SetActorHiddenInGame(bool bNewHidden)AActorinline
SetActorLocation(const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep)AActorinline
SetActorRelativeLocation(UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeRotation(UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeScale3D(UE::Math::TVector< double > *NewRelativeScale)AActorinline
SetActorRelativeTransform(const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRotation(UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport)AActorinline
SetActorTransform(const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetAutoDestroyWhenFinished(bool bVal)AActorinline
SetBiomeZoneVolume(ABiomeZoneVolume *theVolume)APrimalStructureinline
SetCanBeDamaged(bool bInCanBeDamaged)AActorinline
SetDefaultDestinationStructure(APrimalStructure *DestinationStructure, AShooterPlayerController *ForPC)APrimalStructureinline
SetDesiredRepGraphBehavior(EReplicationGraphBehavior NewBehavior)UPrimalActorinline
SetDinoSaddleAttachment(APrimalDinoCharacter *myDino, FName BoneName, UE::Math::TVector< double > *RelLoc, UE::Math::TRotator< double > *RelRot, bool bMaintainWorldPosition)APrimalStructureinline
SetDynamicMobility()APrimalStructureinline
SetEnabled(bool bEnabled)APrimalStructureinline
SetEnabledPrimarySnappedStructureParent(bool bEnabled)APrimalStructureinline
SetEnabledPrimarySnappedStructureParent_Implementation(bool bEnabled)APrimalStructureinline
SetExternalPackage(UPackage *InPackage)UObjectBaseinline
SetHarvestingActive(bool bActive, bool bOverrideBaseHealth, float BaseHarvestHealthMult, bool bAssignToTribe, int AssignedToTribeID)APrimalStructureinline
SetHealth(float newHealth)APrimalTargetableActorinline
SetLaddersRetracted(bool bRetract, TArray< APrimalStructureLadder *, TSizedDefaultAllocator< 32 > > *TestedLadders)APrimalStructureLadderinline
SetLifeSpan(float InLifespan)AActorinline
SetLinkedIDs()APrimalStructureinline
SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)UObjectinline
SetLODParent(UPrimitiveComponent *InLODParent, float InParentDrawDistance)AActorinline
SetMaxHealth(float newMaxHealth)APrimalTargetableActorinline
SetNetDormancy(ENetDormancy NewDormancy)AActorinline
SetNetDriverName(FName NewNetDriverName)AActorinline
SetNetworkSpatializationParent(AActor *NewParent)AActorinline
SetOwner(AActor *NewOwner)AActorinline
SetPinCodeIconField()APrimalStructureinline
SetPinCodeInRangeIconField()APrimalStructureinline
SetReplicateMovement(bool bInReplicateMovement)AActorinline
SetReplicates(bool bInReplicates)AActorinline
SetRootComponent(USceneComponent *NewRootComponent)AActorinline
SetSnapPreviewOverride(const FPlacementData *PlacementData)APrimalStructureinline
SetStaticMobility()APrimalStructureinline
SetStructureCollisionChannels()APrimalStructureinline
SetupDynamicMeshMaterials(UMeshComponent *meshComp)APrimalStructureinline
SetVariant(FName VariantTag, bool bForceSet)APrimalStructureinline
ShouldPerformMeshingCheck(bool bIsFinalPlacement)APrimalStructureinline
ShowRangeIconField()APrimalStructureinline
SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
SnapAlternatePlacementTraceScaleField()APrimalStructureinline
SnapFromStructureTagsToExcludeField()APrimalStructureinline
SnapFromStructureTypesToExcludeField()APrimalStructureinline
SnapOverlapCheckRadiusField()APrimalStructureinline
SnappingRotationOffsetField()APrimalStructureinline
SnapPointsField()APrimalStructureinline
SnapsAreOptional()APrimalStructureinline
SnapStructureClassField()APrimalStructureinline
SnapToStructureTagsToExcludeField()APrimalStructureinline
SnapToStructureTypesToExcludeField()APrimalStructureinline
SpawnDestroyedMesh(float KillingDamage, const FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)APrimalTargetableActorinline
SpawnEmitterField()APrimalStructureinline
SpawnEmitterLocationOffsetField()APrimalStructureinline
SpawnEmitterRotationOffsetField()APrimalStructureinline
SpawnZiplineActors(APrimalStructure *ziplineAnchor0, APrimalStructure *ziplineAnchor1)APrimalStructureinlinestatic
StartClimbingLadder(AShooterCharacter *theCharacter)APrimalStructureLadderinline
StartRepair()APrimalStructureinline
Stasis()APrimalStructureinline
StasisCheckComponentField()UPrimalActorinline
StasisUnRegisteredComponentsField()UPrimalActorinline
StaticClass()AActorinlinestatic
StaticRegisterNativesAActor()AActorinlinestatic
StaticRegisterNativesAPrimalStructure()APrimalStructureinlinestatic
StaticRegisterNativesAPrimalStructureLadder()APrimalStructureLadderinlinestatic
StaticRegisterNativesAPrimalTargetableActor()APrimalTargetableActorinlinestatic
StaticRegisterNativesUPrimalActor()UPrimalActorinlinestatic
StopActorSound(USoundBase *SoundAsset, float FadeOutTime)AActorinline
StructureColorsField()APrimalStructureinline
StructureHarvestingComponentField()APrimalStructureinline
StructureIconMaterialField()APrimalStructureinline
StructureIDField()APrimalStructureinline
StructureMinAllowedVersionField()APrimalStructureinline
StructureRangeTagsField()APrimalStructureinline
StructureRangeTypeFlagField()APrimalStructureinline
StructuresAllowedToBeVerticalGroundField()APrimalStructureinline
StructureSettingsClassField()APrimalTargetableActorinline
StructureSnapTypeFlagsField()APrimalStructureinline
StructuresPlacedOnFloorField()APrimalStructureinline
StructureTagField()APrimalStructureinline
Suicide()APrimalTargetableActorinline
SwapRoles()AActorinline
SyncReplicatedPhysicsSimulation()AActorinline
TaggedIndexField()APrimalStructureinline
TaggedIndexTwoField()APrimalStructureinline
TagsField()AActorinline
TakeDamage(float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)APrimalStructureinline
TakeGroundNormalRotationOffsetField()APrimalStructureinline
TargetingTeamChanged()UPrimalActorinline
TargetingTeamField()UPrimalActorinline
TearOff()AActorinline
TeleportTo(const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)AActorinline
TestAdjustDamage(float *Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)APrimalTargetableActorinline
Tick(float DeltaSeconds)AActorinline
TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)AActorinline
TickPlacingStructure(APrimalStructurePlacer *PlacerActor, float DeltaTime)APrimalStructureinline
TimerHandle_LifeSpanExpiredField()AActorinline
TimerStasisStoreField()UPrimalActorinline
ToggleCosmeticMeshComp(UE::Math::TTransform< double > *CosmeticMeshTransform, UStaticMeshComponent **CosmeticMeshComp, UStaticMesh *CosmeticMesh, UStaticMeshComponent *MyMeshComp)APrimalStructureinline
TraceDistanceFromActorToWallVerticalGroundField()APrimalStructureinline
TraceIgnoreStructuresWithTypeFlagsField()APrimalStructureinline
TribeActivationRankSelectionIconsField()APrimalStructureinline
TribeRankHUDYOffsetField()APrimalStructureinline
TribeRankSettingsIconField()APrimalStructureinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyIndex)APrimalStructureLadderinline
UnhideGrass()APrimalStructureinline
UninitializeComponents(const EEndPlayReason::Type *EndPlayReason)AActorinline
UnlockIconField()APrimalStructureinline
UnregisterAllComponents(bool bForReregister)AActorinline
Unstasis()APrimalStructureinline
UnstasisAutoDestroyAfterTimeField()APrimalStructureinline
UnstasisLastInRangeTimeField()UPrimalActorinline
UpdateAllReplicatedComponents()AActorinline
UpdateComponentTransforms()AActorinline
UpdateCosmeticMeshComp(UE::Math::TTransform< double > *CosmeticMeshTransform, UStaticMesh *CosmeticMesh)APrimalStructureinline
UpdatedHealth(bool bDoReplication)APrimalStructureinline
UpdateOverlaps(bool bDoNotifies)AActorinline
UpdateOverlapsMethodDuringLevelStreamingField()AActorinline
UpdateReplicatedComponent(UActorComponent *Component)AActorinline
UpdateRetraction()APrimalStructureLadderinline
UpdateStencilValues()APrimalStructureinline
UpdateStencilValuesWithStenilDepth(EStencilAlliance::Type InAlliance)APrimalStructureinline
UpdateStructureMesh()APrimalStructureinline
UpdateTribeGroupStructureRank_Implementation(unsigned __int8 NewRank)APrimalStructureinline
UsablePriorityField()APrimalStructureinline
UseBPOverrideTargetLocation()APrimalStructureinline
UseDynamicMobility()APrimalStructureinline
UseNetworkRangeScaling()UPrimalActorinline
UseSoapIconField()APrimalStructureinline
ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)APrimalStructureLadderinline
VariantsField()APrimalStructureinline
VariantsFolderIconField()APrimalStructureinline
WasRecentlyRendered(float Tolerance)AActorinline
WaterPlacementMinimumWaterHeightField()APrimalStructureinline
WaterVolumeCheckPointOffsetField()APrimalStructureinline
WorldGeoCheckExtraBoxExtentField()APrimalStructureinline