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APrimalStructureSign Struct Reference

#include <PrimalStructure.h>

+ Inheritance diagram for APrimalStructureSign:
+ Collaboration diagram for APrimalStructureSign:

Public Member Functions

FString & SignTextField ()
 
float & SignWidthField ()
 
int & MaxNumberofCharactersField ()
 
float & MinFontSizeField ()
 
float & DefaultScaleField ()
 
TObjectPtr< UTexture2D > & SetSignTextIconField ()
 
long double & LastSignNamingTimeField ()
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyIndex)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void BeginPlay ()
 
void OnBlockListUpdated (AShooterPlayerController *PC)
 
void ProcessEditText (AShooterPlayerController *ForPC, const FString *TextToUse, bool __formal)
 
void RefreshStructureColors (UMeshComponent *ForceRefreshComponent)
 
- Public Member Functions inherited from APrimalStructure
UE::Math::TVector2< double > & OverlayTooltipPaddingField ()
 
UE::Math::TVector2< double > & OverlayTooltipScaleField ()
 
float & MaxTooltipPawnSpeedField ()
 
UTexture2D *& BuildingIconField ()
 
FName & StructureTagField ()
 
TSubclassOf< UPrimalItem > & ConsumesPrimalItemField ()
 
float & ScaleFactorField ()
 
int & StructureSnapTypeFlagsField ()
 
UE::Math::TIntVector3< int > & ExtraStructureSnapTypeFlagsField ()
 
TArray< FStructureVariant, TSizedDefaultAllocator< 32 > > & VariantsField ()
 
FName & CurrentVariantTagField ()
 
float & PlacementOffsetForVerticalGroundField ()
 
float & PlacementInitialTracePointOffsetForVerticalGroundField ()
 
TArray< TSubclassOf< APrimalStructure >, TSizedDefaultAllocator< 32 > > & StructuresAllowedToBeVerticalGroundField ()
 
float & TraceDistanceFromActorToWallVerticalGroundField ()
 
UE::Math::TVector< double > & FlipByScaleDirectionField ()
 
UE::Math::TVector< double > & PlacementCollisionAdjustmentBufferField ()
 
float & PlacementYawOffsetField ()
 
float & PlacementYawOffsetIncrementField ()
 
UE::Math::TVector< double > & PlacementHitLocOffsetField ()
 
UE::Math::TVector< double > & PlacementEncroachmentCheckOffsetField ()
 
UE::Math::TVector< double > & PlacementEncroachmentBoxExtentField ()
 
UE::Math::TVector< double > & PlacementTraceScaleField ()
 
UE::Math::TVector< double > & SnapAlternatePlacementTraceScaleField ()
 
UE::Math::TVector< double > & WorldGeoCheckExtraBoxExtentField ()
 
UE::Math::TRotator< double > & PlacementRotOffsetField ()
 
UE::Math::TRotator< double > & PlacementTraceRotOffsetField ()
 
UE::Math::TRotator< double > & SnappingRotationOffsetField ()
 
float & RepairAmountRemainingField ()
 
float & RepairCheckIntervalField ()
 
float & PlacementFloorCheckZExtentUpField ()
 
float & RepairPercentPerIntervalField ()
 
float & DecayDestructionPeriodField ()
 
TArray< TSubclassOf< APrimalStructure >, TSizedDefaultAllocator< 32 > > & PreventPlacingOnFloorClassesField ()
 
TArray< TSubclassOf< APrimalStructure >, TSizedDefaultAllocator< 32 > > & AllowPlacingOnFloorClassesField ()
 
UStaticMeshComponent *& MyStaticMeshField ()
 
UStaticMeshComponent *& CosmeticVariantStaticMeshField ()
 
USceneComponent *& MyRootTransformField ()
 
int & TraceIgnoreStructuresWithTypeFlagsField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & EncroachmentCheckIgnoreStructureTypeTagsField ()
 
TArray< FPrimalStructureSnapPoint, TSizedDefaultAllocator< 32 > > & SnapPointsField ()
 
int & bTraceCheckOnlyUseStructuresWithTypeFlagsField ()
 
FieldArray< unsigned __int8, 6 > AllowStructureColorSetsField ()
 
UE::Math::TVector< double > & WaterVolumeCheckPointOffsetField ()
 
float & WaterPlacementMinimumWaterHeightField ()
 
float & PlacementMaxZDeltaField ()
 
float & PlacementChooseRotationMaxRangeOverrideField ()
 
float & PlacementAdjustHeightLimitUpField ()
 
float & PlacementAdjustHeightLimitDownField ()
 
float & PlacementMaxRangeField ()
 
float & MaxSnapLocRangeField ()
 
float & SnapOverlapCheckRadiusField ()
 
float & MaximumFoundationSupport2DBuildDistanceField ()
 
float & AdditionalFoundationSupportDistanceForLinkedStructuresField ()
 
float & PlacementFloorCheckZExtentField ()
 
float & LastHealthPercentageField ()
 
UE::Math::TRotator< double > & TakeGroundNormalRotationOffsetField ()
 
float & DemolishGiveItemCraftingResourcePercentageField ()
 
TSoftClassPtr< APrimalStructure > & AllowReplacementByStructureClassTypeField ()
 
TSoftClassPtr< APrimalStructure > & PreventReplacementOfStructureClassTypeField ()
 
TArray< TSoftClassPtr< APrimalStructure >, TSizedDefaultAllocator< 32 > > & PreventReplacementOfStructureClassTypesField ()
 
UE::Math::TVector< double > & ReplacementCheckOffsetField ()
 
float & MaximumHeightAboveWorldGroundField ()
 
float & MaximumHeightUnderWorldMaxKillZField ()
 
UE::Math::TRotator< double > & PreviewCameraRotationField ()
 
UE::Math::TVector< double > & PreviewCameraPivotOffsetField ()
 
float & PreviewCameraDistanceScaleFactorField ()
 
float & PreviewCameraDefaultZoomMultiplierField ()
 
float & PreviewCameraMaxZoomMultiplierField ()
 
float & ReturnDamageAmountField ()
 
int & StructureRangeTypeFlagField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & StructureRangeTagsField ()
 
int & LimitMaxStructuresInRangeTypeFlagField ()
 
float & ReturnDamageImpulseField ()
 
TSubclassOf< UDamageType > & ReturnDamageTypeField ()
 
TArray< TSubclassOf< UDamageType >, TSizedDefaultAllocator< 32 > > & ReturnDamageExcludeIncomingTypesField ()
 
TArray< TSubclassOf< UDamageType >, TSizedDefaultAllocator< 32 > > & ReturnDamageOnlyForIncomingTypesField ()
 
int & OwningPlayerIDField ()
 
FString & OwningPlayerNameField ()
 
long double & LastInAllyRangeTimeField ()
 
long double & PickupAllowedBeforeNetworkTimeField ()
 
float & DecayDestructionPeriodMultiplierField ()
 
FPrimalStructureSnapPointOverride & PreviewSnapOverrideField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & SaddleDinoField ()
 
TArray< APrimalDinoCharacter *, TSizedDefaultAllocator< 32 > > & LatchedDinosField ()
 
UMaterialInterface *& PreviewMaterialField ()
 
UMaterialInterface *& PreviewMaterialMaskedField ()
 
TArray< UMaterialInstanceDynamic *, TSizedDefaultAllocator< 32 > > & PreviewMaterialInstancesField ()
 
FName & PreviewMaterialColorParamNameField ()
 
TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > & LinkedStructuresField ()
 
TArray< unsigned int, TSizedDefaultAllocator< 32 > > & LinkedStructuresIDField ()
 
TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > & StructuresPlacedOnFloorField ()
 
TArray< TSoftClassPtr< APrimalStructure >, TSizedDefaultAllocator< 32 > > & SnapToStructureTypesToExcludeField ()
 
TArray< TSoftClassPtr< APrimalStructure >, TSizedDefaultAllocator< 32 > > & SnapFromStructureTypesToExcludeField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & SnapToStructureTagsToExcludeField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & SnapFromStructureTagsToExcludeField ()
 
APrimalStructure *& PlacedOnFloorStructureField ()
 
APrimalStructure *& PrimarySnappedStructureChildField ()
 
APrimalStructure *& PrimarySnappedStructureParentField ()
 
FString & OwnerNameField ()
 
FieldArray< __int16, 6 > StructureColorsField ()
 
APawn *& AttachedToField ()
 
unsigned int & StructureIDField ()
 
unsigned int & AttachedToDinoID1Field ()
 
TArray< TSoftClassPtr< APrimalStructure >, TSizedDefaultAllocator< 32 > > & OnlyAllowStructureClassesToAttachField ()
 
TArray< TSoftClassPtr< APrimalStructure >, TSizedDefaultAllocator< 32 > > & OnlyAllowStructureClassesFromAttachField ()
 
unsigned int & TaggedIndexField ()
 
unsigned int & TaggedIndexTwoField ()
 
unsigned int & ProcessTreeTagField ()
 
ABiomeZoneVolume *& MyBiomeZoneVolumeField ()
 
FTimerHandle & RepairCheckTimerHandleField ()
 
long double & LastStructureStasisTimeField ()
 
long double & LastColorizationTimeField ()
 
UMaterialInterface *& StructureIconMaterialField ()
 
UE::Math::TVector< double > & AdvancedRotationPlacementOffsetField ()
 
TSubclassOf< APrimalEmitterSpawnable > & SpawnEmitterField ()
 
TSubclassOf< APrimalEmitterSpawnable > & DestructionEmitterField ()
 
UE::Math::TVector< double > & SpawnEmitterLocationOffsetField ()
 
UE::Math::TRotator< double > & SpawnEmitterRotationOffsetField ()
 
TSubclassOf< UPrimalItem > & PickupGivesItemField ()
 
float & ExcludeInStructuresRadiusField ()
 
TArray< TSubclassOf< APrimalStructure >, TSizedDefaultAllocator< 32 > > & ExcludeInStructuresRadiusClassesField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & ExcludeInStructuresRadiusTagsField ()
 
float & LastFadeOpacityField ()
 
long double & LastFailedPinTimeField ()
 
TWeakObjectPtr< UMeshComponent > & PrimaryMeshComponentField ()
 
UStructurePaintingComponent *& PaintingComponentField ()
 
TArray< FString, TSizedDefaultAllocator< 32 > > & PreventBuildStructureReasonStringOverridesField ()
 
UE::Math::TVector< double > & FloatingHudLocTextOffsetField ()
 
float & UsablePriorityField ()
 
long double & LastBumpedDamageTimeField ()
 
int & ForceLimitStructuresInRangeField ()
 
int & PlacementMaterialForwardDirIndexField ()
 
float & ForcePreventPlacingInOfflineRaidStructuresRadiusField ()
 
FName & AttachToStaticMeshSocketNameBaseField ()
 
UE::Math::TVector< double > & AttachToStaticMeshSocketMinScaleDefaultField ()
 
TMap< FName, UE::Math::TVector< double >, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< FName, UE::Math::TVector< double >, 0 > > & AttachToStaticMeshSocketMinScaleOverridesField ()
 
TSubclassOf< UPrimalHarvestingComponent > & StructureHarvestingComponentField ()
 
UPrimalHarvestingComponent *& MyStructureHarvestingComponentField ()
 
TSharedPtr< FAttachedInstancedHarvestingElement > & MyStructureHarvestingElementField ()
 
TSubclassOf< AActor > & ItemsUseAlternateActorClassAttachmentField ()
 
float & UnstasisAutoDestroyAfterTimeField ()
 
unsigned __int8 & TribeRankHUDYOffsetField ()
 
TArray< TSubclassOf< APrimalDinoCharacter >, TSizedDefaultAllocator< 32 > > & PreventSaddleDinoClassesField ()
 
TArray< TSubclassOf< APrimalDinoCharacter >, TSizedDefaultAllocator< 32 > > & AllowSaddleDinoClassesField ()
 
FName & PlaceOnWallUseStaticMeshTagField ()
 
TSoftClassPtr< APrimalStructure > & SnapStructureClassField ()
 
float & DemolishActivationTimeField ()
 
UE::Math::TVector< double > & GroundEncroachmentCheckLocationOffsetField ()
 
int & StructureMinAllowedVersionField ()
 
int & SavedStructureMinAllowedVersionField ()
 
float & OverrideEnemyFoundationPreventionRadiusField ()
 
float & OverridePVPEnemyFoundationPreventionRadiusField ()
 
float & ExpandEnemyFoundationPreventionRadiusField ()
 
int & BedIDField ()
 
TArray< TSubclassOf< APrimalStructure >, TSizedDefaultAllocator< 32 > > & ForceAllowWallAttachmentClassesField ()
 
float & LimitMaxStructuresInRangeRadiusField ()
 
TArray< TSubclassOf< APrimalStructure >, TSizedDefaultAllocator< 32 > > & FastDecayLinkedStructureClassesField ()
 
float & PlacementMaxZAbovePlayerHeightField ()
 
USkeletalMeshComponent *& MySKCompField ()
 
TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > & OverrideTargetComponentsField ()
 
float & OverrideApproachRadiusField ()
 
AMissionType *& OwnerMissionField ()
 
FItemNetID & PlaceUsingItemIDField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & CustomDataModifiedOnStructurePickupField ()
 
float & FloorHideGrassTraceToGroundDistanceNonFoundationField ()
 
FDelegateHandle & OnClientBlockedUserIdsRecievedDelegateHandleField ()
 
TObjectPtr< UTexture2D > & RenameIconField ()
 
TObjectPtr< UTexture2D > & PickupIconField ()
 
TObjectPtr< UTexture2D > & DemolishIconField ()
 
TObjectPtr< UTexture2D > & RepairIconField ()
 
TObjectPtr< UTexture2D > & CantRepairIconField ()
 
TObjectPtr< UTexture2D > & ColorizeIconField ()
 
TObjectPtr< UTexture2D > & OpenContainerIconField ()
 
TObjectPtr< UTexture2D > & ClaimIconField ()
 
TObjectPtr< UTexture2D > & UseSoapIconField ()
 
TObjectPtr< UTexture2D > & ShowRangeIconField ()
 
TObjectPtr< UTexture2D > & HideRangeIconField ()
 
TObjectPtr< UTexture2D > & LockIconField ()
 
TObjectPtr< UTexture2D > & UnlockIconField ()
 
TObjectPtr< UTexture2D > & SetPinCodeIconField ()
 
TObjectPtr< UTexture2D > & ClearPinCodeIconField ()
 
TObjectPtr< UTexture2D > & EnterPinCodeIconField ()
 
TObjectPtr< UTexture2D > & SetPinCodeInRangeIconField ()
 
TObjectPtr< UTexture2D > & EnableAdminOnlyAccessField ()
 
TObjectPtr< UTexture2D > & DisableAdminOnlyAccessField ()
 
TObjectPtr< UTexture2D > & TribeRankSettingsIconField ()
 
TArray< TObjectPtr< UTexture2D >, TSizedDefaultAllocator< 32 > > & TribeActivationRankSelectionIconsField ()
 
TObjectPtr< UTexture2D > & VariantsFolderIconField ()
 
TObjectPtr< UTexture2D > & DefaultVariantIconField ()
 
bool & bHasBeenAttachedToDinoField ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlippable ()
 
BitFieldValue< bool, unsigned __int32 > bFlipByScale ()
 
BitFieldValue< bool, unsigned __int32 > bFlipInvertLocOffset ()
 
BitFieldValue< bool, unsigned __int32 > bIsFlipped ()
 
BitFieldValue< bool, unsigned __int32 > bShowInPlaceableList ()
 
BitFieldValue< bool, unsigned __int32 > bIsRepairing ()
 
BitFieldValue< bool, unsigned __int32 > bInitializedMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowWallAttachments ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPRefreshedStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bIsBed ()
 
BitFieldValue< bool, unsigned __int32 > bIsTeleporter ()
 
BitFieldValue< bool, unsigned __int32 > bIsDoorframe ()
 
BitFieldValue< bool, unsigned __int32 > bClientAddPlacedOnFloorStructures ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasis ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPStasis ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPostLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementUsesWeaponClipAmmo ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDyingWhenDemolished ()
 
BitFieldValue< bool, unsigned __int32 > bAbsoluteTakeAnythingAsGround ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnDynamicsFoliageAndDoors ()
 
BitFieldValue< bool, unsigned __int32 > bSeatedDisableCollisionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPIsAllowedToBuildEx ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPHandleStructureEnabled ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnVerticalGround ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementShouldNotBeHorizontal ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresGroundedPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructuresPvPOnly ()
 
BitFieldValue< bool, unsigned __int32 > bForceUseSkeletalMeshComponent ()
 
BitFieldValue< bool, unsigned __int32 > UseBPOverrideTargetLocation ()
 
BitFieldValue< bool, unsigned __int32 > bOverrideFoundationSupportDistance ()
 
BitFieldValue< bool, unsigned __int32 > bForceDisableFootSound ()
 
BitFieldValue< bool, unsigned __int32 > bTraceThruEncroachmentPoints ()
 
BitFieldValue< bool, unsigned __int32 > bUseMeshOverlapInsteadOfEncroachmentPoints ()
 
BitFieldValue< bool, unsigned __int32 > bDidSpawnEffects ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDinoPlacementDistanceIncrease ()
 
BitFieldValue< bool, unsigned __int32 > bPendingRemoval ()
 
BitFieldValue< bool, unsigned __int32 > bWasAttachedToPawn ()
 
BitFieldValue< bool, unsigned __int32 > bDontOverrideCollisionProfile ()
 
BitFieldValue< bool, unsigned __int32 > bUseAdvancedRotationPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bIsBeingReplaced ()
 
BitFieldValue< bool, unsigned __int32 > bSetPrimitiveColor ()
 
BitFieldValue< bool, unsigned __int32 > bSetPrimitiveHealth ()
 
BitFieldValue< bool, unsigned __int32 > bIsPlacingPlayerStructure ()
 
BitFieldValue< bool, unsigned __int32 > bRootFoundationLimitBuildArea ()
 
BitFieldValue< bool, unsigned __int32 > bCenterOffscreenFloatingHUDWidgets ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAttachToPawn ()
 
BitFieldValue< bool, unsigned __int32 > bAllowAttachToSaddle ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementTraceIgnorePawns ()
 
BitFieldValue< bool, unsigned __int32 > bRequireFreePrimarySnappedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bAllowMultiplePrimarySnappedStructures ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyAllowPlacementInWater ()
 
BitFieldValue< bool, unsigned __int32 > bForcePlacingOnGround ()
 
BitFieldValue< bool, unsigned __int32 > bTakeAnythingAsGround ()
 
BitFieldValue< bool, unsigned __int32 > bIsFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bForceCheckNearbyEnemyFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bIsFloor ()
 
BitFieldValue< bool, unsigned __int32 > bForceFloorCollisionGroup ()
 
BitFieldValue< bool, unsigned __int32 > bIsWall ()
 
BitFieldValue< bool, unsigned __int32 > bDisallowPreventCropsBiomes ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeRepaired ()
 
BitFieldValue< bool, unsigned __int32 > bReturnDamageOnHitFromPawn ()
 
BitFieldValue< bool, unsigned __int32 > bPreventStasis ()
 
BitFieldValue< bool, unsigned __int32 > bAllowUseFromRidingDino ()
 
BitFieldValue< bool, unsigned __int32 > bIsFenceFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bUseFenceFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bUseOnlyBlockSelfTraceChannel ()
 
BitFieldValue< bool, unsigned __int32 > bWasPlacementSnapped ()
 
BitFieldValue< bool, unsigned __int32 > bIsCoreStructure ()
 
BitFieldValue< bool, unsigned __int32 > bDeprecateStructure ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresToBeInsideZoneVolume ()
 
BitFieldValue< bool, unsigned __int32 > bAllowLoadBearing ()
 
BitFieldValue< bool, unsigned __int32 > bIsEnvironmentStructure ()
 
BitFieldValue< bool, unsigned __int32 > bDemolished ()
 
BitFieldValue< bool, unsigned __int32 > bSetStaticMobility ()
 
BitFieldValue< bool, unsigned __int32 > bIsPvE ()
 
BitFieldValue< bool, unsigned __int32 > bBeginPlayIgnoreApplyScale ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnVariantSwitch ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresPlacementOnStructureFloors ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePlacementOnStructureFloors ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyStructureIfFloorDestroyed ()
 
BitFieldValue< bool, unsigned __int32 > bUsePlacementCollisionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bUseLenientWorldGeoObstructionCheck ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresSnapping ()
 
BitFieldValue< bool, unsigned __int32 > bSnappingRequiresNearbyFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSnapRotation ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowSnapRotationForStructure ()
 
BitFieldValue< bool, unsigned __int32 > bForceHideObstructedSnaps ()
 
BitFieldValue< bool, unsigned __int32 > bDontCheckSnapsForObstruction ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementChooseRotation ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementIgnoreChooseRotation ()
 
BitFieldValue< bool, unsigned __int32 > bPlacementAdjustHeight ()
 
BitFieldValue< bool, unsigned __int32 > bUseSnapFromPlacementOverrideEvenWhenNotSnapped ()
 
BitFieldValue< bool, unsigned __int32 > bRequiresPlacingOnWall ()
 
BitFieldValue< bool, unsigned __int32 > bSnapRequiresPlacementOnGround ()
 
BitFieldValue< bool, unsigned __int32 > bAllowSnapOntoSameLocation ()
 
BitFieldValue< bool, unsigned __int32 > bOnlyFoundationIfSnappedToFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bFoundationRequiresGroundTrace ()
 
BitFieldValue< bool, unsigned __int32 > bPlacingOnGroundRequiresNoStructure ()
 
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormal ()
 
BitFieldValue< bool, unsigned __int32 > bTakeGroundNormalDirectly ()
 
BitFieldValue< bool, unsigned __int32 > bFinalPlacementDontAdjustForMaxRange ()
 
BitFieldValue< bool, unsigned __int32 > bAllowStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bDebug ()
 
BitFieldValue< bool, unsigned __int32 > bUseFadeInEffect ()
 
BitFieldValue< bool, unsigned __int32 > bUsingStructureColors ()
 
BitFieldValue< bool, unsigned __int32 > bPreventDefaultVariant ()
 
BitFieldValue< bool, unsigned __int32 > bCarriedByDino ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPickingUpStructureAfterPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bDisablePickingUpStructureAfterPlacementOnTryMultiUse ()
 
BitFieldValue< bool, unsigned __int32 > bUseBlueprintAnimNotifyCustomEvent ()
 
BitFieldValue< bool, unsigned __int32 > bUsesHealth ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreSnappedToOtherFloorStructures ()
 
BitFieldValue< bool, unsigned __int32 > bEnforceStructureLinkExactRotation ()
 
BitFieldValue< bool, unsigned __int32 > bForceSnappedStructureToGround ()
 
BitFieldValue< bool, unsigned __int32 > bForceBlockIK ()
 
BitFieldValue< bool, unsigned __int32 > bStationaryStructure ()
 
BitFieldValue< bool, unsigned __int32 > bIgnorePawns ()
 
BitFieldValue< bool, unsigned __int32 > bForcePushTroughWallCheck ()
 
BitFieldValue< bool, unsigned __int32 > bCanDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bAllowPlacingOnOtherTeamStructures ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPlacementInWater ()
 
BitFieldValue< bool, unsigned __int32 > bAllowInRegularStructurePreventionZones ()
 
BitFieldValue< bool, unsigned __int32 > bDontSetStructureCollisionChannels ()
 
BitFieldValue< bool, unsigned __int32 > bForcePreventEnemyStructuresNearby ()
 
BitFieldValue< bool, unsigned __int32 > bAllowEnemyDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bDontActuallySnapJustPlacement ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInRange ()
 
BitFieldValue< bool, unsigned __int32 > bPaintingUseSkeletalMesh ()
 
BitFieldValue< bool, unsigned __int32 > bUsesPaintingComponent ()
 
BitFieldValue< bool, unsigned __int32 > bCanBuildUpon ()
 
BitFieldValue< bool, unsigned __int32 > bHasResetDecayTime ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowInPreventionVolumes ()
 
BitFieldValue< bool, unsigned __int32 > bDoForceCreateDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetInfoFromConsumedItemForPlacedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bImmuneToAutoDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreMaxStructuresInSmallRadius ()
 
BitFieldValue< bool, unsigned __int32 > bAdjustPlacementIfCollide ()
 
BitFieldValue< bool, unsigned __int32 > bAlignToSaddleWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32 > bAllowTargetingByCorruptDinos ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPTreatAsFoundationForSnappedStructure ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnStructurePickup ()
 
BitFieldValue< bool, unsigned __int32 > bPerInstanceSnapPoints ()
 
BitFieldValue< bool, unsigned __int32 > bSnapToWaterSurface ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPUpdatedHealth ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideDescriptiveName ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOverrideDescriptiveNameForPreview ()
 
BitFieldValue< bool, unsigned __int32 > bPreventCreationOfDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyOnStasisUnlessPrevented ()
 
BitFieldValue< bool, unsigned __int32 > bPreviewApplyColorToChildComponents ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAttachToSaddle ()
 
BitFieldValue< bool, unsigned __int32 > bForcePersonalStructureOwnership ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowStructureAccess ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverideDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowSnappingWith ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideAllowSnappingWithButAlsoCallSuper ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPOnLinkedStructureDestroyed ()
 
BitFieldValue< bool, unsigned __int32 > bUseTribeGroupStructureRank ()
 
BitFieldValue< bool, unsigned __int32 > bForceBlockStationaryTraces ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocket ()
 
BitFieldValue< bool, unsigned __int32 > bAttachToStaticMeshSocketRotation ()
 
BitFieldValue< bool, unsigned __int32 > bForceGroundForFoundation ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedToTransform ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverrideSnappedFromTransform ()
 
BitFieldValue< bool, unsigned __int32 > bBPOverridePlacementRotation ()
 
BitFieldValue< bool, unsigned __int32 > bDisableStructureOnElectricStorm ()
 
BitFieldValue< bool, unsigned __int32 > bNoCollision ()
 
BitFieldValue< bool, unsigned __int32 > bCreatedDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32 > bIsPreviewStructure ()
 
BitFieldValue< bool, unsigned __int32 > bStructureUseAltCollisionChannel ()
 
BitFieldValue< bool, unsigned __int32 > bDemolishJustDestroy ()
 
BitFieldValue< bool, unsigned __int32 > bHighPriorityDemolish ()
 
BitFieldValue< bool, unsigned __int32 > bDisableSnapStructure ()
 
BitFieldValue< bool, unsigned __int32 > bTriggerBPUnstasis ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawHUD ()
 
BitFieldValue< bool, unsigned __int32 > bBlueprintDrawPreviewHUD ()
 
BitFieldValue< bool, unsigned __int32 > bUsesWorldSpaceMaterial ()
 
BitFieldValue< bool, unsigned __int32 > bForceIgnoreStationaryObjectTrace ()
 
BitFieldValue< bool, unsigned __int32 > bForceAllowNearSupplyCrateSpawns ()
 
BitFieldValue< bool, unsigned __int32 > bBPPostSetStructureCollisionChannels ()
 
BitFieldValue< bool, unsigned __int32 > bPickupGiveItemRequiresAccess ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAllowPickupGiveItem ()
 
BitFieldValue< bool, unsigned __int32 > bPreventAttachedChildStructures ()
 
BitFieldValue< bool, unsigned __int32 > bPreventPreviewIfWeaponPlaced ()
 
BitFieldValue< bool, unsigned __int32 > bStructuresInRangeTypeFlagUseAltCollisionChannel ()
 
BitFieldValue< bool, unsigned __int32 > bIsDrawingHUDPickupTimer ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoredByTargeting ()
 
BitFieldValue< bool, unsigned __int32 > bBPCheckItemRequiementsToBuild ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPGetAggroDinoOnDamageSettings ()
 
BitFieldValue< bool, unsigned __int32 > bWasPickedUp ()
 
BitFieldValue< bool, unsigned __int32 > bCanAttachToExosuit ()
 
BitFieldValue< bool, unsigned __int32 > bCanBeStoredByExosuit ()
 
BitFieldValue< bool, unsigned __int32 > bStructureIgnoreDying ()
 
BitFieldValue< bool, unsigned __int32 > bClientReceivedStructuresPlacedOnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bHasAnyStructuresPlacedOnFloor ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32 > bDontSetDynamicObstacle ()
 
BitFieldValue< bool, unsigned __int32 > bDontSetDamageParameters ()
 
BitFieldValue< bool, unsigned __int32 > bBedUsesDefaultDestination ()
 
BitFieldValue< bool, unsigned __int32 > bAllowRegisterSkeletalMeshesOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32 > bUseInfiniteStaticMeshDrawDistance ()
 
BitFieldValue< bool, unsigned __int32 > bDidHideGrass ()
 
BitFieldValue< bool, unsigned __int32 > bHasWindSourceComponentsToInteractWithVolumetricDispatcher ()
 
bool BPAllowSnappingWith (APrimalStructure *OtherStructure, APlayerController *ForPC)
 
bool BPAllowSwitchToVariant (FName VariantTag)
 
void BPApplyCustomDurabilityOnPickup (UPrimalItem *pickedup)
 
void BPDefaultProcessEditText (AShooterPlayerController *ForPC, const FString *TextToUse, bool checkedBox)
 
int BPIsAllowedToBuild (const FPlacementData *OutPlacementData, int CurrentAllowedReason)
 
int BPIsAllowedToBuildEx (const FPlacementData *OutPlacementData, int CurrentAllowedReason, APlayerController *PC, bool bFinalPlacement, bool bChoosingRotation)
 
void BPNotifyAmmoBoxReloadedStructure (APrimalStructure *ReloadedStructure)
 
void BPOnStructurePickup (APlayerController *PlayerController, TSubclassOf< UPrimalItem > ItemType, UPrimalItem *NewlyPickedUpItem, bool bIsQuickPickup)
 
bool BPOverrideAllowStructureAccess (AShooterPlayerController *ForPC, bool bIsAccessAllowed, bool bForInventoryOnly)
 
bool BPOverrideDemolish (AShooterPlayerController *ForPC)
 
bool BPPreventPlacingStructureOntoMe (APlayerController *PC, APrimalStructure *ForNewStructure, const FHitResult *ForHitResult)
 
bool BPPreventSpawnForPlayer (AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
 
void BPRefreshedStructureColors ()
 
bool BPUseCountStructureInRange ()
 
void ClearCustomColors ()
 
void ClientUpdateLinkedStructures (const TArray< unsigned int, TSizedDefaultAllocator< 32 > > *NewLinkedStructures)
 
int GetDefaultDestinationID ()
 
UStaticMeshComponent * GetPaintingStaticMesh ()
 
bool IsValidForSnappingFrom (APrimalStructure *OtherStructure)
 
bool IsValidSnapPointFrom (APrimalStructure *ParentStructure, int MySnapPointFromIndex)
 
bool IsValidSnapPointTo (APrimalStructure *ChildStructure, int MySnapPointToIndex)
 
void MultiSetPickupAllowedBeforeNetworkTime (long double NewTime)
 
void NetUpdateTeamAndOwnerName (int NewTeam, const FString *NewOwnerName)
 
void SetDefaultDestinationStructure (APrimalStructure *DestinationStructure, AShooterPlayerController *ForPC)
 
void SetEnabledPrimarySnappedStructureParent (bool bEnabled)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
bool FillVolumetricDispatchesForFluidInteraction (bool bDebugb, bool bTriggerEvents, UActorComponent *interactionComponent, AActor *dispatcher)
 
bool FillVolumetricDispatchesForFoliageInteraction (bool bDebugb, UActorComponent *interactionComponent)
 
int GetHitPawnCollisionGroup ()
 
void PreInitializeComponents ()
 
void BeginPlay ()
 
void DestroyByMeshing ()
 
void SetLinkedIDs ()
 
void ApplyLinkedIDs (bool bRelinkParents)
 
bool IsReadyForDynamicBasing ()
 
void OnRep_AttachmentReplication ()
 
void SetDinoSaddleAttachment (APrimalDinoCharacter *myDino, FName BoneName, UE::Math::TVector< double > *RelLoc, UE::Math::TRotator< double > *RelRot, bool bMaintainWorldPosition)
 
void PostSpawnInitialize ()
 
void SetStructureCollisionChannels ()
 
void ApplyScale (bool bOnlyInitPhysics)
 
void PostSpawnInitialize (const UE::Math::TTransform< double > *SpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)
 
bool UseDynamicMobility ()
 
void SetStaticMobility ()
 
void SetDynamicMobility ()
 
void PrepareAsPlacementPreview ()
 
bool TickPlacingStructure (APrimalStructurePlacer *PlacerActor, float DeltaTime)
 
FString * GetDebugInfoString (FString *result)
 
int 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)
 
TSubclassOf< APrimalStructure > * GetBedFilterClass_Implementation (TSubclassOf< APrimalStructure > *result)
 
FSpawnPointInfo * GetSpawnPointInfo (FSpawnPointInfo *result)
 
void PostInitializeComponents ()
 
bool AllowSpawnForPlayer (AShooterPlayerController *PC, bool bCheckCooldownTime, APrimalStructure *FromStructure)
 
void NetUpdateOriginalOwnerNameAndID_Implementation (int NewOriginalOwnerID, const FString *NewOriginalOwnerName)
 
void NonPlayerFinalStructurePlacement (int PlacementTargetingTeam, int PlacementOwningPlayerID, const FString *PlacementOwningPlayerName, APrimalStructure *ForcePrimaryParent)
 
char 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)
 
bool GetSnapToLocation (UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRotation, FPlacementData *OutPlacementData, APrimalStructure **OutParentStructure, int *OutSnapToIndex, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle)
 
int IsValidStructureReplacement (APrimalStructure *OtherStructure)
 
void GetSnapToParentStructures (UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *SnapToParentStructures, APlayerController *PC)
 
char IsValidSnapParent (APrimalStructure *OtherStructure, UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation)
 
bool GetPlacingGroundLocation (AActor **OutHitActor, FPlacementData *OutPlacementData, APlayerController *PC, bool bFinalPlacement, int SnapPointCycle, UPrimitiveComponent **OutComponent, bool bUseOriginalOutPlacementData)
 
__int64 CheckForWallParent (APlayerController *PC, UE::Math::TVector< double > *PlacementLoc, UE::Math::TRotator< double > *PlacementRot, FHitResult *OutHit)
 
FHitResult * CheckForAnyGround (FHitResult *result, APlayerController *PC, UE::Math::TVector< double > *PlacementLoc, bool *OutHit, bool IgnoreDownTrace)
 
bool ClampBuildLocation (UE::Math::TVector< double > *FromLocation, AActor **OutHitActor, FPlacementData *OutPlacementData, bool bDontAdjustForMaxRange, APlayerController *PC, bool bFinalPlacement)
 
char CheckNotEncroaching (UE::Math::TVector< double > *PlacementLocation, UE::Math::TRotator< double > *PlacementRotation, AActor *DinoCharacter, APrimalStructure *SnappedToParentStructure, APrimalStructure *ReplacesStructure, bool bUseAlternatePlacementTraceScale, bool bFirstOnly)
 
bool IsValidEncroachment (const TArray< FOverlapResult, TSizedDefaultAllocator< 32 > > *Overlaps, APrimalStructure *ReplacingStructure)
 
bool IsValidEncroachment (AActor *OverlapActor, UPrimitiveComponent *OverlapComp, APrimalStructure *ReplacingStructure)
 
__int64 IsObstructedByTerrainOrWorldGeo (APlayerController *PC, UE::Math::TVector< double > *PlacementLocation, UE::Math::TRotator< double > *PlacementRotation, bool bUseAlternatePlacementTraceScale)
 
APrimalStructure * GetNearbyFoundation (FPlacementData *PlacementData, APlayerController *ForPC)
 
void NetSpawnCoreStructureDeathActor_Implementation ()
 
float TakeDamage (float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool Die (float KillingDamage, const FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void PlayDying (float KillingDamage, const FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void DestroyStructuresPlacedOnFloor ()
 
void DelayedCleanUpTree ()
 
void RemoveLinkedStructure (APrimalStructure *Structure, AController *InstigatorController, AActor *DamageCauser)
 
void ScreenDoorFadeAway (const FDamageEvent *DamageEvent, APawn *InstigatingPawn)
 
void DoDie (UPrimalHarvestingComponent *fromComponent)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void RefreshStructureColors (UMeshComponent *ForceRefreshComponent)
 
FLinearColor * GetStructureColorForID (FLinearColor *result, int SetNum, int ID)
 
void BPNetRefreshStructureColors_Implementation (bool bUseColors)
 
bool Internal_IsInSnapChain (APrimalStructure *theStructure)
 
void GetAllLinkedStructures (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *OutLinkedStructures, TSubclassOf< APrimalStructure > ChildOfClass)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyIndex)
 
long double GetForceDemolishTime ()
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
UPrimalItem * PickupStructure (bool bIsQuickPickup, AShooterPlayerController *pc)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
void Demolish (APlayerController *ForPC, AActor *DamageCauser)
 
void DrawHUD (AShooterHUD *HUD)
 
bool DoAnyTribePermissionsRestrict (AShooterPlayerController *ForPC)
 
void DrawStructureTooltip (AShooterHUD *HUD, bool bForMultiUseSelector)
 
void DrawStructureTooltipAction (AShooterHUD *HUD, bool bForMultiUseSelector)
 
void ChangeActorTeam (int NewTeam)
 
void NetUpdateTeamAndOwnerName_Implementation (int NewTeam, const FString *NewOwnerName)
 
void SetBiomeZoneVolume (ABiomeZoneVolume *theVolume)
 
void ClearBiomeZoneVolume (ABiomeZoneVolume *theVolume)
 
FString * GetDescriptiveName (FString *result)
 
bool AllowSnapRotationForStructure (int ThisSnapPointIndex, APrimalStructure *OtherStructure, int OtherStructureSnapPointIndex)
 
void PlacedStructure (AShooterPlayerController *PC)
 
void UpdatedHealth (bool bDoReplication)
 
void SetupDynamicMeshMaterials (UMeshComponent *meshComp)
 
void StartRepair ()
 
void RepairCheckTimer ()
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
void Stasis ()
 
void Destroyed ()
 
void Unstasis ()
 
UPrimitiveComponent * GetPrimaryHitComponent ()
 
void ClientUpdateLinkedStructures_Implementation (const TArray< unsigned int, TSizedDefaultAllocator< 32 > > *NewLinkedStructures)
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
void ServerRequestUseItemWithActor (APlayerController *ForPC, UObject *anItem, int AdditionalData)
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *Viewer, const UE::Math::TVector< double > *SrcLocation)
 
void NetDoSpawnEffects_Implementation ()
 
void FadeInEffectTick ()
 
void ProcessEditText (AShooterPlayerController *ForPC, const FString *TextToUse, bool bCheckedBox)
 
__int64 GetNumStructuresInRange (UE::Math::TVector< double > *AtLocation, float WithinRange)
 
bool AllowPickupForItem (AShooterPlayerController *ForPC)
 
bool CanPickupStructureFromRecentPlacement ()
 
void DisableStructurePickup ()
 
void MultiSetPickupAllowedBeforeNetworkTime_Implementation (long double NewTime)
 
bool AllowSnappingWith (APrimalStructure *OtherStructure, APlayerController *ForPC)
 
bool AllowSnappingWithClass (APrimalStructure *OtherStructure)
 
bool AllowSnapByTypeFlags (const FPrimalStructureSnapPoint *MySnapPoint, APrimalStructure *OtherStructure, int OtherSnapIndex)
 
bool AllowSnapByClassAndTags (const FPrimalStructureSnapPoint *MySnapPoint, APrimalStructure *OtherStructure, const FPrimalStructureSnapPoint *OtherSnapPoint)
 
int GetVariantNum ()
 
const FStructureVariant * GetVariantByTag (FName VariantTag)
 
bool SetVariant (FName VariantTag, bool bForceSet)
 
void UpdateCosmeticMeshComp (UE::Math::TTransform< double > *CosmeticMeshTransform, UStaticMesh *CosmeticMesh)
 
void ToggleCosmeticMeshComp (UE::Math::TTransform< double > *CosmeticMeshTransform, UStaticMeshComponent **CosmeticMeshComp, UStaticMesh *CosmeticMesh, UStaticMeshComponent *MyMeshComp)
 
FStructureVariant * GetDefaultVariant (FStructureVariant *result)
 
bool AllowStructureAccess (APlayerController *ForPC)
 
bool CanBePainted ()
 
UPaintingTexture * GetPaintingTexture ()
 
APrimalStructureDoor * GetLinkedDoor ()
 
FString * GetEntryString (FString *result)
 
UTexture2D * GetEntryIcon (UObject *AssociatedDataObject, bool bIsEnabled)
 
UMaterialInterface * GetEntryIconMaterial (UObject *AssociatedDataObject, bool bIsEnabled)
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
FString * GetEntryDescription (FString *result)
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
void ClearCustomColors_Implementation ()
 
bool PreventPlacingOnFloorClass (TSubclassOf< APrimalStructure > FloorClass)
 
void UpdateTribeGroupStructureRank_Implementation (unsigned __int8 NewRank)
 
bool AllowPlacingOnSaddleParentClass (APrimalDinoCharacter *theDino, bool bForcePrevent, int *overrideReturnCode, AShooterPlayerController *PC)
 
char GetAttachedToStaticMeshTransform (APlayerController *PC, UStaticMeshComponent *onComponent, UE::Math::TVector< double > *AtLocation, UE::Math::TVector< double > *OutLocation, UE::Math::TRotator< double > *OutRotation, FHitResult *HitResult, APrimalStructure **OutReplaceStructure)
 
float GetStructureDemolishTime ()
 
bool IsOnlyLinkedToFastDecayStructures ()
 
bool IsOnlyLinkedToFastDecayStructuresInternal (TSet< APrimalStructure *, DefaultKeyFuncs< APrimalStructure *, 0 >, FDefaultSetAllocator > *TestedStructures)
 
USkeletalMeshComponent * GetSkeletalMeshComponent ()
 
bool CanAutoDemolish ()
 
void DelayedDisableSnapParent ()
 
void SetEnabledPrimarySnappedStructureParent_Implementation (bool bEnabled)
 
void SetEnabled (bool bEnabled)
 
void CreateDynamicMaterials (UMeshComponent *ForceCreateForComponent)
 
FLinearColor * GetStructureColor (FLinearColor *result, int ColorRegionIndex)
 
void FinalLoadedFromSaveGame ()
 
void UpdateStencilValues ()
 
void UpdateStencilValuesWithStenilDepth (EStencilAlliance::Type InAlliance)
 
void SetHarvestingActive (bool bActive, bool bOverrideBaseHealth, float BaseHarvestHealthMult, bool bAssignToTribe, int AssignedToTribeID)
 
bool GetClosestTargetOverride (const UE::Math::TVector< double > *attackPos, UE::Math::TVector< double > *targetPos)
 
void AnimNotifyCustomEvent (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotify *AnimNotifyObject)
 
char RefreshStructurePlacement (APlayerController *PC, UE::Math::TVector< double > *AtLocation, UE::Math::TRotator< double > *AtRotation, UE::Math::TRotator< double > *PlayerViewRotation, APawn *AttachToPawn, FName BoneName, bool bFlipped)
 
void ClearStructureLinks (APlayerController *ForPC)
 
bool CanAttachToExosuit_Implementation (AShooterPlayerController *ForPC)
 
bool CanBeStoredByExosuit_Implementation (AShooterPlayerController *ForPC)
 
void PickupStructureAndDependingLinkedStructures (APlayerController *ForPC, bool IsFirstPickup)
 
TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > * PreviewCulledStructures (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *result, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *InOutStructuresOnFloors)
 
void GatherStructuresPlacedOnFloor (APrimalStructure *ForStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StructuresOnFloors)
 
void PreviewCleanUpTree (APrimalStructure *StartingStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *OutRemovedStructures)
 
void NetSetIgnoreDestructionEffects_Implementation (bool bNewIgnoreDestructionEffects)
 
void NetResetClientReceivedStructuersPlacedOnFloors_Implementation ()
 
bool IsTargetable ()
 
void GetCantBuildReasonString (int ReasonVal, FString *reasonString)
 
void OnPaintingComponentInitialized (const UStructurePaintingComponent *PaintingComp)
 
void PostInitProperties ()
 
bool DoesGameModeShowDemolishTimer ()
 
bool ForceInfiniteDrawDistanceOnComponent (const UPrimitiveComponent *OnComponent)
 
bool AdjustPlacementOnCollision (APlayerController *PC, UE::Math::TVector< double > *PlacementLocation, UE::Math::TRotator< double > *PlacementRotation, int AlignmentMode)
 
void SetSnapPreviewOverride (const FPlacementData *PlacementData)
 
bool GetSnapPlacementMeshOverride (const FPlacementData *PlacementData, UStaticMesh **OutStaticMesh, UClass **OutReplacementClass, UE::Math::TVector< double > *PreviewLocOffset, UE::Math::TRotator< double > *PreviewRotOffset, UE::Math::TVector< double > *PreviewScaleOffset)
 
void UpdateStructureMesh ()
 
UStaticMesh * GetStructureMeshAndTransform (FName VariantTag, UE::Math::TTransform< double > *MeshTransform)
 
__int64 GetSnappedLocAndRot (int MySnapIndex, APrimalStructure *OtherStructure, int OtherSnapIndex, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, UE::Math::TTransform< double > *OutTransform)
 
void HideGrass ()
 
void UnhideGrass ()
 
bool SnapsAreOptional ()
 
bool AllowRegisterComponentWithWorld (UActorComponent *MyComponent)
 
bool IsComponentRelevantForNavigation (UActorComponent *Component)
 
UStaticMeshComponent * GetPaintingStaticMesh_Implementation ()
 
float GetUsablePriority_Implementation ()
 
void GetWindSourceComponents (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *Components, int includePriorityGreaterThan, bool bIsFirstPerson)
 
bool ShouldPerformMeshingCheck (bool bIsFinalPlacement)
 
AActor * GetBasedOnDinoAsActor (bool bUseReplicatedData, bool bOnlyConsciousDino)
 
- Public Member Functions inherited from APrimalTargetableActor
UParticleSystem *& HurtFXField ()
 
TArray< FDamageTypeAdjuster, TSizedDefaultAllocator< 32 > > & DamageTypeAdjustersField ()
 
float & LowHealthPercentageField ()
 
TSoftClassPtr< AActor > & DestructionActorTemplateField ()
 
float & LifeSpanAfterDeathField ()
 
USoundCue *& DeathSoundField ()
 
float & PassiveDamageHealthReplicationPercentIntervalField ()
 
float & DamageNotifyTeamAggroMultiplierField ()
 
float & DamageNotifyTeamAggroRangeField ()
 
float & DamageNotifyTeamAggroRangeFalloffField ()
 
UE::Math::TVector< double > & DestructibleMeshLocationOffsetField ()
 
UE::Math::TVector< double > & DestructibleMeshScaleOverrideField ()
 
UE::Math::TRotator< double > & DestructibleMeshRotationOffsetField ()
 
FString & DescriptiveNameField ()
 
float & ReplicatedHealthField ()
 
float & HealthField ()
 
float & MaxHealthField ()
 
float & DestructibleMeshDeathImpulseScaleField ()
 
TArray< FBoneDamageAdjuster, TSizedDefaultAllocator< 32 > > & BoneDamageAdjustersField ()
 
float & LastReplicatedHealthValueField ()
 
TSubclassOf< UToolTipWidget > & OverlayToolTipWidgetField ()
 
UE::Math::TVector2< double > & OverlayMultiUseTooltipScaleField ()
 
UE::Math::TVector2< double > & OverlayMultiUseTooltipPaddingField ()
 
UPrimalHarvestingComponent *& MyHarvestingComponentField ()
 
TSharedPtr< FAttachedInstancedHarvestingElement > & MyHarvestingElementField ()
 
TSubclassOf< UPrimalStructureSettings > & StructureSettingsClassField ()
 
UPrimalStructureSettings *& MyStructureSettingsCDOField ()
 
float & LastHealthBeforeTakeDamageField ()
 
long double & NextAllowRepairTimeField ()
 
float & LastPreBlueprintAdjustmentActualDamageField ()
 
float & LastReplicatedHealthField ()
 
AActor *& MyDestructionActorField ()
 
BitFieldValue< bool, unsigned __int32 > bDestructionActorTemplateServerOnly ()
 
BitFieldValue< bool, unsigned __int32 > bDestroyedMeshUseSkeletalMeshComponent ()
 
BitFieldValue< bool, unsigned __int32 > bPreventZeroDamageInstigatorSelfDamage ()
 
BitFieldValue< bool, unsigned __int32 > bIsDead ()
 
BitFieldValue< bool, unsigned __int32 > bDamageNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32 > bSetWithinPreventionVolume ()
 
BitFieldValue< bool, unsigned __int32 > bWithinPreventionVolume ()
 
BitFieldValue< bool, unsigned __int32 > bAllowDamageByFriendlyDinos ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32 > bForceZeroDamageProcessing ()
 
BitFieldValue< bool, unsigned __int32 > bForceFloatingDamageNumbers ()
 
BitFieldValue< bool, unsigned __int32 > bDoAllowRadialDamageWithoutVisiblityTrace ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDestructionEffects ()
 
BitFieldValue< bool, unsigned __int32 > bIgnoreDamageRepairCooldown ()
 
BitFieldValue< bool, unsigned __int32 > bUseHarvestingComponent ()
 
BitFieldValue< bool, unsigned __int32 > bUseBPDied ()
 
BitFieldValue< bool, unsigned __int32 > BPOverrideDestroyedMeshTextures ()
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void PostInitializeComponents ()
 
void BeginPlay ()
 
void FellOutOfWorld (const UDamageType *dmgType)
 
bool IsDead ()
 
void AdjustDamage (float *Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void TestAdjustDamage (float *Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float TakeDamage (float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool Die (float KillingDamage, const FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void PlayDyingGeneric_Implementation (float KillingDamage, FPointDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void GetDestructionEffectTransform (UE::Math::TVector< double > *OutLocation, UE::Math::TRotator< double > *OutRotation)
 
void PlayDying (float KillingDamage, const FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void SpawnDestroyedMesh (float KillingDamage, const FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectPoint_Implementation (float DamageTaken, FPointDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffect (float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, bool bSuppressImpactSound)
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
float GetMaxHealth ()
 
bool IsAlive ()
 
FString * GetDescriptiveName (FString *result)
 
FString * GetShortName (FString *result)
 
float GetHealth ()
 
float GetHealthPercentage ()
 
float SetHealth (float newHealth)
 
void SetMaxHealth (float newMaxHealth)
 
TSubclassOf< UToolTipWidget > * GetOverlayTooltipTemplate (TSubclassOf< UToolTipWidget > *result)
 
bool IsOfTribe (int ID)
 
void NetUpdatedHealth_Implementation (int NewHealth)
 
bool IsTargetableDead ()
 
void Suicide ()
 
bool NetExecCommand (FName CommandName, const FNetExecParams *ExecParams)
 
void UpdatedHealth (bool bDoReplication)
 
bool AllowRadialDamageWithoutVisiblityTrace (const FHitResult *Hit)
 
bool IsInvincible ()
 
void HarvestingDepleted (UPrimalHarvestingComponent *fromComponent)
 
- 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 void StaticRegisterNativesAPrimalStructureSign ()
 
- Static Public Member Functions inherited from APrimalStructure
static void StaticRegisterNativesAPrimalStructure ()
 
static UClass * GetPrivateStaticClass ()
 
static APrimalStructure * GetFromID (UWorld *World, unsigned int TheStructureID)
 
static char IsPointNearSupplyCrateSpawn (UWorld *theWorld, UE::Math::TVector< double > *AtPoint)
 
static void ProcessBulkCleanUpTreeKills ()
 
static void ReprocessTree (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, AController *InstigatorController, AActor *DamageCauser, bool bPickup, bool bDemo)
 
static void FindFoundations (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)
 
static void FindFoundations (APrimalStructure *StartingStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)
 
static void CullAgainstFoundations (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)
 
static bool CullAgainstFoundations (APrimalStructure **StartingStructure, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)
 
static void FlagConnectionsLessThan (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Structures, int Connections, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StructuresToDestroy)
 
static void FlagReachable (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Foundations)
 
static void FlagReachable (APrimalStructure *StartingStructure)
 
static void CleanUpTree (TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StartingStructures, AController *InstigatorController, AActor *DamageCauser, bool bPickup, bool bDemo)
 
static void GetNearbyStructuresOfClass (UWorld *World, TSubclassOf< APrimalStructure > StructureClass, const UE::Math::TVector< double > *Location, float Range, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *Structures)
 
static void GetStructuresInRange (UWorld *theWorld, UE::Math::TVector< double > *AtLocation, float WithinRange, TSubclassOf< APrimalStructure > StructureClass, TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *StructuresOut, bool bUseInternalOctree, APrimalStructure *IgnoreStructure)
 
static __int64 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)
 
static char IsPointObstructedByWorldGeometry (UWorld *ForWorld, UE::Math::TVector< double > *ThePoint, bool bIgnoreTerrain, bool bOnlyCheckTerrain, bool bIgnoreFoliage, float OBSTRUCTION_CHECK_DIST)
 
static AActor * GetClosestStructureToPoint (UWorld *ForWorld, UE::Math::TVector< double > *AtPoint, float OverlapRadius)
 
static void SpawnZiplineActors (APrimalStructure *ziplineAnchor0, APrimalStructure *ziplineAnchor1)
 
- Static Public Member Functions inherited from APrimalTargetableActor
static UClass * GetPrivateStaticClass ()
 
static void StaticRegisterNativesAPrimalTargetableActor ()
 
- 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 1910 of file PrimalStructure.h.

Member Function Documentation

◆ BeginPlay()

void APrimalStructureSign::BeginPlay ( )
inline

Definition at line 1935 of file PrimalStructure.h.

◆ ClientMultiUse()

void APrimalStructureSign::ClientMultiUse ( APlayerController * ForPC,
int UseIndex,
int hitBodyIndex )
inline

Definition at line 1933 of file PrimalStructure.h.

◆ DefaultScaleField()

float & APrimalStructureSign::DefaultScaleField ( )
inline

Definition at line 1918 of file PrimalStructure.h.

◆ GetLifetimeReplicatedProps()

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

Definition at line 1934 of file PrimalStructure.h.

◆ GetMultiUseEntries()

void APrimalStructureSign::GetMultiUseEntries ( APlayerController * ForPC,
TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * MultiUseEntries,
int hitBodyIndex )
inline

Definition at line 1931 of file PrimalStructure.h.

◆ LastSignNamingTimeField()

long double & APrimalStructureSign::LastSignNamingTimeField ( )
inline

Definition at line 1921 of file PrimalStructure.h.

◆ MaxNumberofCharactersField()

int & APrimalStructureSign::MaxNumberofCharactersField ( )
inline

Definition at line 1916 of file PrimalStructure.h.

◆ MinFontSizeField()

float & APrimalStructureSign::MinFontSizeField ( )
inline

Definition at line 1917 of file PrimalStructure.h.

◆ OnBlockListUpdated()

void APrimalStructureSign::OnBlockListUpdated ( AShooterPlayerController * PC)
inline

Definition at line 1936 of file PrimalStructure.h.

◆ ProcessEditText()

void APrimalStructureSign::ProcessEditText ( AShooterPlayerController * ForPC,
const FString * TextToUse,
bool __formal )
inline

Definition at line 1937 of file PrimalStructure.h.

◆ RefreshStructureColors()

void APrimalStructureSign::RefreshStructureColors ( UMeshComponent * ForceRefreshComponent)
inline

Definition at line 1938 of file PrimalStructure.h.

◆ SetSignTextIconField()

TObjectPtr< UTexture2D > & APrimalStructureSign::SetSignTextIconField ( )
inline

Definition at line 1920 of file PrimalStructure.h.

◆ SignTextField()

FString & APrimalStructureSign::SignTextField ( )
inline

Definition at line 1914 of file PrimalStructure.h.

◆ SignWidthField()

float & APrimalStructureSign::SignWidthField ( )
inline

Definition at line 1915 of file PrimalStructure.h.

◆ StaticClass()

static UClass * APrimalStructureSign::StaticClass ( )
inlinestatic

Definition at line 1928 of file PrimalStructure.h.

◆ StaticRegisterNativesAPrimalStructureSign()

static void APrimalStructureSign::StaticRegisterNativesAPrimalStructureSign ( )
inlinestatic

Definition at line 1929 of file PrimalStructure.h.

◆ TryMultiUse()

bool APrimalStructureSign::TryMultiUse ( APlayerController * ForPC,
int UseIndex,
int hitBodyIndex )
inline

Definition at line 1932 of file PrimalStructure.h.

◆ ValidateGeneratedRepEnums()

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

Definition at line 1930 of file PrimalStructure.h.


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