Ark Server API (ASA) - Wiki
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AShooterCharacter Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterCharacter:
+ Collaboration diagram for AShooterCharacter:

Public Member Functions

FTimerHandleOnReloadHandleField ()
 
UParticleSystemComponent *& ListenServerBoundsPSCField ()
 
FTimerHandleFinishSpawnIntroHandleField ()
 
UAnimMontage *& SpawnIntroAnim1PField ()
 
UAnimMontage *& RespawnIntroAnim1PField ()
 
UAnimMontage *& ProneInAnimField ()
 
UAnimMontage *& ProneOutAnimField ()
 
UAnimMontage *& StartRidingAnimField ()
 
UAnimMontage *& StopRidingAnimField ()
 
UAnimMontage *& TalkingAnimField ()
 
UAnimMontage *& VoiceTalkingAnimField ()
 
TArray< TSoftObjectPtr< UAnimMontage >, TSizedDefaultAllocator< 32 > > & EmoteAnimsField ()
 
UAnimMontage *& FireBallistaAnimationField ()
 
UAnimMontage *& ReloadBallistaAnimationField ()
 
UAnimMontage *& DraggingCharacterAnimField ()
 
TSoftClassPtr< APrimalBuff > & CheckCancelEmoteBuffClassField ()
 
intCurrentVoiceModeField ()
 
boolbIsPreviewCharacterField ()
 
long doubleDontTargetUntilTimeField ()
 
floatOriginalCollisionHeightField ()
 
floatWalkBobMagnitudeField ()
 
floatWalkBobInterpSpeedField ()
 
floatMinimumDistanceThresholdToCrouchField ()
 
floatMinimumDistanceThresholdToProneFromStandingField ()
 
floatMinimumDistanceThresholdToProneFromCrouchField ()
 
floatTargetingTimeField ()
 
floatBobMaxMovementSpeedField ()
 
floatWeaponBobMaxMovementSpeedField ()
 
floatMinRunSpeedThresholdField ()
 
long doubleLastCheckSevenField ()
 
long doubleLastCheckSevenHitField ()
 
long doubleLastCheckSevenTransmissionField ()
 
long doubleLastValidCheckSevenField ()
 
long doubleLastCheckSevenTeleportField ()
 
UE::Math::TVector< double > & LastCheckSevenLocationField ()
 
LocationQueuePreviousValidLocationsField ()
 
TSubclassOf< AShooterWeapon > & DefaultWeaponField ()
 
TSubclassOf< AShooterWeapon > & OverrideDefaultWeaponField ()
 
TSubclassOf< AShooterWeapon > & MapWeaponField ()
 
TSubclassOf< AShooterWeapon > & GPSWeaponField ()
 
TSubclassOf< AShooterWeapon > & CompassWeaponField ()
 
TWeakObjectPtr< APrimalStructureLadder > & ClimbingLadderField ()
 
FStringPlayerNameField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & RidingDinoField ()
 
USkeletalMeshComponent *& Mesh1PField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & LowerBodyPartRootBonesField ()
 
UAnimMontage *& DropItemAnimationField ()
 
UAnimMontage *& ThrowItemAnimationField ()
 
UAnimMontage *& PickupItemAnimationField ()
 
UAnimMontage *& ActivateInventoryAnimationField ()
 
USkeletalMeshComponent *& SurvivorProfilePreviewMeshField ()
 
UE::Math::TRotator< double > & LastDinoAimRotationOffsetField ()
 
UE::Math::TRotator< double > & LastAimRotOffsetField ()
 
APrimalProjectileBoomerang *& LastFiredBoomerangField ()
 
APrimalProjectileGrapplingHook *& LastFiredGrapHookField ()
 
UPrimalCableComponent *& GrapplingHookCableField ()
 
UAudioComponent *& LastGrapHookACField ()
 
int_GrapHookCableObjectCountField ()
 
UE::Math::TVector< double > & GrapHookDefaultOffsetField ()
 
floatGrapHookCableWidthField ()
 
UMaterialInterface *& GrapHookMaterialField ()
 
floatLadderJumpVelocityField ()
 
floatGrapHookPulledRopeDistanceField ()
 
floatGrapHookSyncTimeField ()
 
long doubleLastTimeDestroyedWeaponField ()
 
FNameSplitScreenCameraStyleOverrideField ()
 
FStringPlatformProfileNameField ()
 
FUniqueNetIdReplPlatformProfileIDField ()
 
UAudioComponent *& CharacterStatusStateSoundComponentField ()
 
long doubleLastUncrouchTimeField ()
 
long doubleLastUnproneTimeField ()
 
long doubleLastTimeStartedCrouchOrProneTransitionField ()
 
floatCurrentWeaponBobSpeedField ()
 
floatWalkBobOldSpeedField ()
 
floatAppliedBobField ()
 
floatBobTimeField ()
 
long doubleLastPressReloadTimeField ()
 
long doubleLastReleaseReloadTimeField ()
 
long doubleLastReloadToggledAccessoryTimeField ()
 
long doublelastSubmergedTimeField ()
 
FNameWeaponAttachPointField ()
 
floatTargetingSpeedModifierField ()
 
USoundBase *& LowHealthSoundField ()
 
USoundBase *& FastTravelSoundField ()
 
UAnimMontage *& CallFollowAnimField ()
 
UAnimMontage *& CallStayAnimField ()
 
UAnimMontage *& CallFollowAnimSingleField ()
 
UAnimMontage *& CallStayAnimSingleField ()
 
UAnimMontage *& CallMoveToAnimField ()
 
UAnimMontage *& CallAttackAnimField ()
 
UAudioComponent *& LowHealthWarningPlayerField ()
 
FItemNetIDNextWeaponItemIDField ()
 
floatWeaponBobTimeField ()
 
floatCurrentAimBlendingField ()
 
long doubleInterpLastCrouchProneStateChangeTimeField ()
 
floatCraftingMovementSpeedModifierField ()
 
UE::Math::TVector< double > & WeaponBobMagnitudesField ()
 
UE::Math::TVector< double > & WeaponBobPeriodsField ()
 
UE::Math::TVector< double > & WeaponBobOffsetsField ()
 
UE::Math::TVector< double > & WeaponBobMagnitudes_TargetingField ()
 
UE::Math::TVector< double > & WeaponBobPeriods_TargetingField ()
 
UE::Math::TVector< double > & WeaponBobOffsets_TargetingField ()
 
floatWeaponBobMinimumSpeedField ()
 
floatWeaponBobSpeedBaseField ()
 
floatWeaponBobSpeedBaseFallingField ()
 
floatWeaponBobTargetingBlendField ()
 
TArray< FItemAttachmentInfo, TSizedDefaultAllocator< 32 > > & DefaultAttachmentInfosField ()
 
USoundBase *& StartCrouchSoundField ()
 
USoundBase *& EndCrouchSoundField ()
 
USoundBase *& StartProneSoundField ()
 
USoundBase *& EndProneSoundField ()
 
TSubclassOf< AShooterWeapon > & NextInventoryWeaponField ()
 
FItemNetIDPreMapWeaponItemNetIDField ()
 
FItemNetIDCurrentWeaponItemIDField ()
 
floatServerSeatedViewRotationYawField ()
 
floatServerSeatedViewRotationPitchField ()
 
AShooterWeapon *& CurrentWeaponField ()
 
FTimerHandleGiveDefaultWeaponTimerHandleField ()
 
floatHealthBarOffsetYField ()
 
unsigned __int64LinkedPlayerDataIDField ()
 
FTimerHandleFinishWeaponSwitchHandleField ()
 
long doubleLastTimeInFallingField ()
 
long doubleStartedRidingTimeField ()
 
long doubleTimeSinceLastControllerField ()
 
TWeakObjectPtr< AController > & LastControllerField ()
 
TWeakObjectPtr< AShooterPlayerController > & LastValidPlayerControllerField ()
 
UAnimMontage *& DrinkingAnimationField ()
 
long doubleLastRequestedTribeTimeField ()
 
intLastRequestedTribeIDField ()
 
FStringLastRequestedTribeNameField ()
 
TWeakObjectPtr< AShooterCharacter > & LastRequestedTribePlayerCharacterField ()
 
floatIndoorsHyperthermiaInsulationField ()
 
floatIndoorsHypothermiaInsulationField ()
 
floatIndoorCheckIntervalField ()
 
long doubleLastIndoorCheckTimeField ()
 
FItemNetIDPreRidingWeaponItemNetIDField ()
 
FItemNetIDPreInventoryWeaponItemNetIDField ()
 
TArray< FOverrideAnimBlueprintEntry, TSizedDefaultAllocator< 32 > > & OverrideAnimBlueprintsField ()
 
UAnimSequence *& ViewingInventoryAnimationField ()
 
UAnimSequence *& DefaultDinoRidingAnimationField ()
 
UAnimSequence *& DefaultDinoRidingMoveAnimationField ()
 
UAnimSequence *& DefaultSeatingAnimationField ()
 
UAnimSequence *& DefaultShieldAnimationField ()
 
UAnimMontage *& ShieldCoverAnimationField ()
 
UAnimMontage *& ShieldCoverAnimationForCrouchField ()
 
floatEnemyPlayerMaxCursorHUDDistanceProneField ()
 
floatEnemyPlayerMaxCursorHUDDistanceCrouchedField ()
 
floatEnemyPlayerMaxCursorHUDDistanceStandingField ()
 
long doubleForceSleepRagdollUntilTimeField ()
 
FSaddlePassengerSeatDefinitionCurrentPassengerSeatDefinitionField ()
 
TArray< TSoftObjectPtr< UAnimMontage >, TSizedDefaultAllocator< 32 > > & AnimsOverrideFromField ()
 
TArray< TSoftObjectPtr< UAnimMontage >, TSizedDefaultAllocator< 32 > > & AnimOverrideToField ()
 
TArray< TSoftObjectPtr< UAnimSequence >, TSizedDefaultAllocator< 32 > > & AnimSequencesOverrideFromField ()
 
TArray< TSoftObjectPtr< UAnimSequence >, TSizedDefaultAllocator< 32 > > & AnimSequenceOverrideToField ()
 
floatPreviousRootYawSpeedField ()
 
FieldArray< FLinearColor, 4 > BodyColorsField ()
 
unsigned __int8HeadHairIndexField ()
 
FieldArray< float, 26 > RawBoneModifiersField ()
 
TArray< FBoneModifier, TSizedDefaultAllocator< 32 > > & BoneModifiersField ()
 
TArray< FBoneModifier, TSizedDefaultAllocator< 32 > > & BoneModifiers_FemaleField ()
 
FieldArray< unsigned __int8, 50 > DynamicMaterialBytesField ()
 
FieldArray< unsigned __int8, 4 > DynamicOverrideHairDyeBytesField ()
 
UPrimaryDataAsset *& Player_Voice_CollectionField ()
 
floatLoggedOutTargetingDesirabilityField ()
 
long doubleLastAttackTimeField ()
 
boolbWasLocallyControlledField ()
 
boolbWasLocalPossessedByControlledField ()
 
unsigned intUniqueNetIdTypeHashField ()
 
unsigned intSplitscreenMainPlayerUniqueNetIdTypeHashField ()
 
long doubleLastUseHarvestTimeField ()
 
long doubleStopRidingTimeField ()
 
UAnimMontage *& SpawnAnimField ()
 
UAnimMontage *& FirstSpawnAnimField ()
 
UAnimMontage *& SleepOutAnimField ()
 
long doubleLocalLastViewingInventoryTimeField ()
 
UE::Math::TVector< double > & LastStasisCastPositionField ()
 
TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > & OldItemSlotsField ()
 
FTimerHandleRequestFastInventoryHandleField ()
 
intFastInventoryLastIndexField ()
 
intFastInventoryLastMaxRowField ()
 
intFastInventoryQuantitySlotsField ()
 
FStringCustomFolderFastInventoryField ()
 
long doubleSavedLastTimeHadControllerField ()
 
long doubleLastTimeHadControllerField ()
 
floatLastTaggedTimeField ()
 
floatLastTaggedTimeExtraField ()
 
floatLastTaggedTimeThirdField ()
 
floatExtraFloatVarField ()
 
UE::Math::TVector< double > & ExtraVectorVarField ()
 
UE::Math::TVector< double > & ExtraExtraVectorVarField ()
 
FNameExtraNameVarField ()
 
boolbIsControllingBallistaField ()
 
floatCurrentControlledBallistaYawField ()
 
TWeakObjectPtr< APrimalStructureSeating > & SeatingStructureField ()
 
intSeatingStructureSeatNumberField ()
 
long doubleNextPlayerUndergroundCheckField ()
 
intPlayerNumUnderGroundFailField ()
 
floatLastSweepCapsuleHeightField ()
 
floatLastSweepCapsuleRadiusField ()
 
USoundBase *& ThrowCharacterSoundField ()
 
floatClientSeatedViewRotationPitchField ()
 
floatClientSeatedViewRotationYawField ()
 
long doubleLastReleaseSeatingStructureTimeField ()
 
boolbShouldInvertTurnInputField ()
 
TWeakObjectPtr< APrimalCharacter > & LastGrappledToCharacterField ()
 
TWeakObjectPtr< APrimalCharacter > & CurrentGrappledToCharacterField ()
 
intAllianceInviteRequestingTeamField ()
 
unsigned intAllianceInviteIDField ()
 
FStringAllianceInviteNameField ()
 
long doubleAllianceInviteTimeField ()
 
floatInventoryDragWeightScaleField ()
 
UAnimMontage *& MountedCarryingDinoAnimationField ()
 
UAnimMontage *& CuddleAnimationField ()
 
long doubleLastUpdatedAimActorsTimeField ()
 
UE::Math::TVector< double > & UpdateHyperThermalInsulationPositionField ()
 
UE::Math::TVector< double > & UpdateHypoThermalInsulationPositionField ()
 
long doubleNextUpdateHyperThermalInsulationTimeField ()
 
long doubleNextUpdateHypoThermalInsulationTimeField ()
 
floatLastAdditionalHypoThermalInsulationField ()
 
floatLastAdditionalHyperThermalInsulationField ()
 
floatWaterLossRateMultiplierField ()
 
UAnimSequence *& CharacterAdditiveStandingAnimField ()
 
long doubleLastTryAccessInventoryFailTimeField ()
 
long doubleLastEmotePlayTimeField ()
 
USkeletalMeshComponent *& HeadHairComponentField ()
 
USkeletalMeshComponent *& FacialHairComponentField ()
 
USkeletalMeshComponent *& EyebrowsComponentField ()
 
USkeletalMeshComponent *& EyelashesComponentField ()
 
floatIntervalForFullHeadHairGrowthField ()
 
floatIntervalForFullFacialHairGrowthField ()
 
floatPercentOfFullFacialHairGrowthField ()
 
floatPercentOfFullHeadHairGrowthField ()
 
FLinearColorOriginalHairColorField ()
 
long doubleLastEmoteTryPlayTimeField ()
 
intIgnoreCollisionSweepUntilFrameNumberField ()
 
floatReplicatedWeightField ()
 
long doubleLastPoopTimeField ()
 
UParticleSystemComponent *& LocalCorpseEmitterField ()
 
long doubleLocalDiedAtTimeField ()
 
long doubleLastNotStuckTimeField ()
 
USoundBase *& ProneMoveSoundField ()
 
long doubleUploadEarliestValidTimeField ()
 
long doubleLastCollisionStuckTimeField ()
 
intSimulatedLastFrameProcessedForceUpdateAimedActorsField ()
 
TWeakObjectPtr< AController > & SpawnedForControllerField ()
 
UParticleSystemComponent *& JunctionLinkCableParticleField ()
 
UE::Math::TVector< double > & OriginalLastHitWallSweepCheckLocationField ()
 
intLastCapsuleAttachmentChangedIncrementField ()
 
intLastMeshAttachmentChangedIncrementField ()
 
intLastCameraAttachmentChangedIncrementField ()
 
TEnumAsByte< enum EPrimalStatsValueTypes::Type > & BestInstantShotResultField ()
 
TWeakObjectPtr< APrimalStructure > & CurrentItemBalloonField ()
 
FWeaponEventNotifyWeaponUnequippedField ()
 
FWeaponEventNotifyWeaponEquippedField ()
 
FWeaponEventNotifyWeaponFiredField ()
 
FWeaponEventNotifyOnWeaponEquipField ()
 
intPlayerHexagonCountField ()
 
intDefaultHexagonAmountEarnedOnMissionCompletionField ()
 
floatfAutoMoveField ()
 
floatfAutoStrafeField ()
 
floatfAutoTurnField ()
 
boolbAutoFireField ()
 
boolbAutoProneField ()
 
FTimerHandleAutoPlayerHandleField ()
 
FTimerHandleAutoMoveHandleField ()
 
FTimerHandleAutoTurnHandleField ()
 
FTimerHandleAutoJumpHandleField ()
 
FTimerHandleAutoFireHandleField ()
 
floatMeshHeightAdjustmentField ()
 
floatBuffExtraDamageMultiplierField ()
 
FTimerHandleUnlockHeadPositionHandleField ()
 
FTimerHandleForceStreamComponentsHandleField ()
 
unsigned intExpectedBaseIDField ()
 
long doubleLastExpectedBaseTimeField ()
 
boolbBlockSpawnIntroField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & SavedRidingDinoField ()
 
UAudioComponent *& DialogueSoundComponentField ()
 
TArray< UMaterialInterface *, TSizedDefaultAllocator< 32 > > & CachedPlayerMaterialsField ()
 
TArray< UMaterialInterface *, TSizedDefaultAllocator< 32 > > & CachedAttachmentMaterialsField ()
 
long doubleCurrentShadowOpactiyField ()
 
long doubleFPVShadowThresholdField ()
 
long doubleFPVShadowFadeField ()
 
UAnimationAsset *& ReplicatedSleepAnimField ()
 
TSoftObjectPtr< UAnimationAsset > & SavedSleepAnimField ()
 
floatAimMagnetismStrengthField ()
 
floatAimMagnetismOffsetDecaySpeedField ()
 
floatAimMagnetismOffsetMultiplierField ()
 
TMap< int, AShooterProjectile *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< int, AShooterProjectile *, 0 > > & FiredProjectilesCacheField ()
 
long doubleLastUpdatedLocallyInterpolatedViewLocationXField ()
 
long doubleLocallyInterpolatedViewLocationXField ()
 
long doubleLastUpdatedLocallyInterpolatedViewLocationYField ()
 
long doubleLocallyInterpolatedViewLocationYField ()
 
long doubleLastUpdatedLocallyInterpolatedViewLocationZField ()
 
long doubleLocallyInterpolatedViewLocationZField ()
 
floatLocallyInterpolatedViewLocationZSpeedField ()
 
long doubleLastTimeInThirdPersonField ()
 
floatDefaultPercentOfFullHeadHairGrowthField ()
 
intDefaultHeadHairIndexField ()
 
floatDefaultPercentOfFullFacialHairGrowthField ()
 
intDefaultFacialHairIndexField ()
 
unsigned __int8bIsPlayingSleepAnimField ()
 
long doubleLastTimeDetectedSleepingAnimWhileAwakeField ()
 
floatClearRiderCameraTransitionInterpSpeedField ()
 
floatClearRiderCameraTransitionInterpTimeField ()
 
floatTPVCameraExtraCollisionZOffsetField ()
 
TObjectPtr< UTexture2D > & TribeManagementOptionsIconField ()
 
TObjectPtr< UTexture2D > & RecruitToTribeIconField ()
 
TObjectPtr< UTexture2D > & BanishFromTribeIconField ()
 
TObjectPtr< UTexture2D > & PromoteToAdminIconField ()
 
TObjectPtr< UTexture2D > & AcceptTribeInvitationIconField ()
 
TObjectPtr< UTexture2D > & MergeTribeAcceptInvitationIconField ()
 
TObjectPtr< UTexture2D > & ViewTribeInfoIconField ()
 
TObjectPtr< UTexture2D > & TribeInvitationOptionsIconField ()
 
TObjectPtr< UTexture2D > & InviteToAllianceIconField ()
 
TObjectPtr< UTexture2D > & CantInviteToAllianceIconField ()
 
TObjectPtr< UTexture2D > & AcceptInviteToAllianceIconField ()
 
TObjectPtr< UTexture2D > & CantAcceptInviteToAllianceIconField ()
 
TObjectPtr< UTexture2D > & DeclareTribeWarIconField ()
 
TObjectPtr< UTexture2D > & AcceptTribeWarIconField ()
 
TObjectPtr< UTexture2D > & ShowUserPageIconField ()
 
floatEquippedArmorDurabilityPercent3Field ()
 
floatEquippedArmorDurabilityPercent4Field ()
 
floatEquippedArmorDurabilityPercent5Field ()
 
floatEquippedArmorDurabilityPercent6Field ()
 
unsigned intbSetInitialControlPitchField ()
 
long doubleLastTimePushedField ()
 
long doubleLastTimeHadPreviousInterpolatedRootLocField ()
 
UE::Math::TVector< double > & PreviousInterpolatedRootLocField ()
 
intLastPushedDirectionField ()
 
floatVisualVelocitySizeWhenPushedField ()
 
long doubleLastPushedTimeField ()
 
long doubleLastTimeMulticastedAttachmentReplicationField ()
 
BitFieldValue< bool, unsigned __int32bIsTargeting ()
 
BitFieldValue< bool, unsigned __int32bIsCrafting ()
 
BitFieldValue< bool, unsigned __int32bIsRiding ()
 
BitFieldValue< bool, unsigned __int32bIsIndoors ()
 
BitFieldValue< bool, unsigned __int32bIsClimbing ()
 
BitFieldValue< bool, unsigned __int32bIsViewingInventory ()
 
BitFieldValue< bool, unsigned __int32bUseAlternateFallBlendspace ()
 
BitFieldValue< bool, unsigned __int32bIsFemale ()
 
BitFieldValue< bool, unsigned __int32bPlaySpawnAnim ()
 
BitFieldValue< bool, unsigned __int32bPlayFirstSpawnAnim ()
 
BitFieldValue< bool, unsigned __int32bNoPhysics ()
 
BitFieldValue< bool, unsigned __int32bPossessionDontUnsleep ()
 
BitFieldValue< bool, unsigned __int32bLastViewingInventory ()
 
BitFieldValue< bool, unsigned __int32bPlayedSpawnIntro ()
 
BitFieldValue< bool, unsigned __int32bWasSubmerged ()
 
BitFieldValue< bool, unsigned __int32bCheckPushedThroughWallsWasSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32bGaveInitialItems ()
 
BitFieldValue< bool, unsigned __int32bReceivedGenesisSeasonPassItems ()
 
BitFieldValue< bool, unsigned __int32bHadGrapHookAttachActor ()
 
BitFieldValue< bool, unsigned __int32bAddedToActivePlayerList ()
 
BitFieldValue< bool, unsigned __int32bDrawHealthBar ()
 
BitFieldValue< bool, unsigned __int32bBPOverrideHealthBarOffset ()
 
BitFieldValue< bool, unsigned __int32bUseCustomHealthBarColor ()
 
BitFieldValue< bool, unsigned __int32bDisableLookYaw ()
 
BitFieldValue< bool, unsigned __int32bPlayingShieldCoverAnimation ()
 
BitFieldValue< bool, unsigned __int32bPlayingShieldCoverAnimationForCrouch ()
 
BitFieldValue< bool, unsigned __int32bTriggerBPUnstasis ()
 
BitFieldValue< bool, unsigned __int32bWasFirstPerson ()
 
BitFieldValue< bool, unsigned __int32bLastLocInterpProne ()
 
BitFieldValue< bool, unsigned __int32bLastLocInterpCrouched ()
 
BitFieldValue< bool, unsigned __int32bHatHidden ()
 
BitFieldValue< bool, unsigned __int32bBeganPlay ()
 
BitFieldValue< bool, unsigned __int32bAllowDPC ()
 
BitFieldValue< bool, unsigned __int32bHadWeaponWhenStartedClimbingLadder ()
 
BitFieldValue< bool, unsigned __int32bIsConnected ()
 
BitFieldValue< bool, unsigned __int32bRefreshDefaultAttachmentsHadEquippedItems ()
 
BitFieldValue< bool, unsigned __int32bHasShooterCharacterTicked ()
 
BitFieldValue< bool, unsigned __int32bLockedToSeatingStructure ()
 
BitFieldValue< bool, unsigned __int32bPreventAllWeapons ()
 
BitFieldValue< bool, unsigned __int32bForceBuffAimOverride ()
 
BitFieldValue< bool, unsigned __int32bIsHidingFPVMesh ()
 
BitFieldValue< bool, unsigned __int32bHideFloatingHUD ()
 
BitFieldValue< bool, unsigned __int32bForceDrawHUD ()
 
BitFieldValue< bool, unsigned __int32bForceSeatingAnim ()
 
BitFieldValue< bool, unsigned __int32bIsPressingRunning ()
 
BitFieldValue< bool, unsigned __int32bAutoDestroyPlayerWeapons ()
 
BitFieldValue< bool, unsigned __int32bDebugCheckDinoPawnsOctree ()
 
BitFieldValue< bool, unsigned __int32bUseDefaultWeaponWhenOpeningInventory ()
 
BitFieldValue< bool, unsigned __int32bNeedsHairOrBodyUpdate ()
 
BitFieldValue< bool, unsigned __int32bSKDynamicMatsHaveBeenRecentlyChangedAndNeedUpdatingOnTheAnimbp ()
 
void ClientNetEndClimbingLadder ()
 
void DetachFromLadder ()
 
void DetachGrapHookCable ()
 
void GameStateHandleEvent (FName NameParam, UE::Math::TVector< double > *VecParam)
 
bool IsPlayingUpperBodyCallAnimation ()
 
void NetSetFacialHairPercent (float thePercent, int newFacialHairIndex)
 
void NetSetHeadHairPercent (float thePercent, int newHeadHairIndex)
 
void RenamePlayer (const FString *NewName)
 
void ServerDetachGrapHookCable (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
void ServerPlayFireBallistaAnimation ()
 
void ServerSeatingStructureAction (unsigned __int8 ActionNumber)
 
void ServerSetBallistaNewRotation (float Pitch, float Yaw)
 
void ServerSetViewingInventory (bool bIsViewing, bool bMulticast)
 
void ServerStartSurfaceCameraForPassenger (float yaw, float pitch, float roll, bool bShouldInvertInput)
 
void ServerStopFireBallista ()
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void Serialize (FStructuredArchiveRecord Record)
 
unsigned int GetUniqueNetIdTypeHash ()
 
bool IsVoiceWhispering ()
 
bool IsVoiceYelling ()
 
bool IsVoiceSilent ()
 
bool IsRider ()
 
bool IsSitting (bool bIgnoreLockedToSeat)
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
void EmitPoop ()
 
unsigned __int64 GetLinkedPlayerDataID ()
 
bool IsVoiceTalking ()
 
bool BuffsPreventFirstPerson ()
 
void PostInitializeComponents ()
 
void AuthPostSpawnInit ()
 
void CheckFallFromLadder ()
 
void Destroyed ()
 
void OnRep_RawBoneModifiers ()
 
void BeginPlay ()
 
void DoSetActorLocation (const UE::Math::TVector< double > *NewLocation)
 
void PlaySpawnAnim ()
 
void ClearSpawnAnim ()
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void DedicatedServerBoneFixup ()
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
void ModifyFirstPersonCameraLocation (UE::Math::TVector< double > *Loc, float DeltaTime)
 
void PossessedBy (AController *InController)
 
void LocalPossessedBy (APlayerController *ByController)
 
void ForceStreamComponents ()
 
void DoForceStreamComponents (bool bFirstPerson, bool bForceMaxTexturesOnConsole)
 
void OnRep_PlayerState ()
 
void ServerDetachGrapHookCable_Implementation (bool bDoUpwardsJump, float UpwardsJumpYaw)
 
void ServerReleaseGrapHookCable_Implementation (bool bReleasing)
 
void DetachGrapHookCable_Implementation ()
 
void SyncGrapHookDistance_Implementation (float Distance)
 
void UpdateGrapHook (float DeltaSeconds)
 
void SetCarriedPitchYaw_Implementation (float NewCarriedPitch, float NewCarriedYaw)
 
void UpdatePawnMeshes (bool bForceThirdPerson, bool bForceFlush)
 
void OnCameraUpdate (const UE::Math::TVector< double > *CameraLocation, const UE::Math::TRotator< double > *CameraRotation)
 
void ToggleWeapon ()
 
void GiveDefaultWeapon (bool bForceGiveDefaultWeapon)
 
void GiveMapWeapon ()
 
void SwitchMap ()
 
bool PreventArmorSuitHUD ()
 
void DelayGiveDefaultWeapon (float DelayTime)
 
void ServerSwitchMap_Implementation ()
 
void ServerGiveDefaultWeapon_Implementation ()
 
void GivePrimalItemWeapon (UPrimalItem *aPrimalItem)
 
AShooterWeaponGivePrimalItemWeaponForMission (UPrimalItem *aPrimalItem, AMissionType *AssociatedMission)
 
bool CanStartWeaponSwitch (UPrimalItem *aPrimalItem)
 
void StartWeaponSwitch (UPrimalItem *aPrimalItem, bool bDontClearLastWeapon)
 
void FinishWeaponSwitch ()
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
bool IsSplitPlayer (int *SSIndex)
 
void DrawFloatingHUD (AShooterHUD *HUD)
 
void SetCurrentWeapon (AShooterWeapon *NewWeapon, AShooterWeapon *LastWeapon)
 
void Serialize (FArchive *Ar)
 
void ForceSleep ()
 
bool CanFire ()
 
void SetTargeting (bool bNewTargeting)
 
void ServerSetTargeting_Implementation (bool bNewTargeting)
 
void ZoomIn ()
 
void ZoomOut ()
 
bool CanCrouch ()
 
bool ShouldBlockCrouch ()
 
bool CanProne ()
 
void SetupPlayerInputComponent (UInputComponent *WithInputComponent)
 
void OnPressCrouch ()
 
void Crouch (bool bClientSimulation)
 
void Prone (bool bClientSimulation)
 
void OnPressProne ()
 
void OnPressCrouchProneToggle ()
 
void OnReleaseCrouchProneToggle ()
 
void OnEndCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void OnStartCrouch (float HalfHeightAdjust, float ScaledHalfHeightAdjust)
 
void OnStartFire ()
 
void OnStopFire ()
 
void OnStartTargeting ()
 
void OnStopTargeting ()
 
void OnStartAltFire ()
 
void OnStopAltFire ()
 
void OnPressReload ()
 
void OnReleaseReload ()
 
void OnHoldingReload ()
 
void OnReload ()
 
void OnStartRunning ()
 
void OnStopRunning ()
 
bool IsTurningTooFastToRun (const UE::Math::TVector< double > *Velocity, const UE::Math::TRotator< double > *Rotation)
 
bool IsRunning ()
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset, bool bPreserveSavedAnim)
 
bool IsValidUnStasisCaster ()
 
void CheckAndHandleBasedPlayersBeingPushedThroughWalls ()
 
void Tick (float DeltaSeconds)
 
void CalculateTetheringForSplitScreen ()
 
void UpdateCarriedLocationAndRotation (float DeltaSeconds)
 
float GetCarryingSocketYaw (bool RefreshBones)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
bool IsTargeting ()
 
bool IsFirstPerson ()
 
bool IsFirstPersonCamera ()
 
void SetActorHiddenInGame (bool bNewHidden)
 
bool AllowFirstPerson ()
 
void SetCameraMode (bool bFirstperson, bool bIgnoreSettingFirstPersonRiding, bool bForce)
 
void PlaySpawnIntro ()
 
void FinishSpawnIntro ()
 
void AnimNotifyCustomEvent (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotify *AnimNotifyObject)
 
void AnimNotifyCustomState_Begin (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, float TotalDuration, const UAnimNotifyState *AnimNotifyObject)
 
void AnimNotifyCustomState_Tick (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, float FrameDeltaTime, const UAnimNotifyState *AnimNotifyObject)
 
void AnimNotifyCustomState_End (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotifyState *AnimNotifyObject)
 
bool ValidToRestoreForPC (AShooterPlayerController *aPC)
 
FStringGetDescriptiveName (FString *result)
 
FStringGetShortName (FString *result)
 
UPrimalPlayerDataGetPlayerData ()
 
void PlayDying (float KillingDamage, const FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
bool IsUsingShield ()
 
bool IsBlockingWithShield ()
 
void NetSimulatedForceUpdateAimedActors_Implementation (float OverrideMaxDistance)
 
void ServerForceUpdatedAimedActors (float OverrideMaxDistance, bool bReplicateToSimulatedClients)
 
void ServerSetBallistaNewRotation_Implementation (float Pitch, float Yaw)
 
void ServerNotifyBallistaShot_Implementation (FHitResult *Impact, FVector_NetQuantizeNormal *ShootDir)
 
float GetMaxSpeedModifier ()
 
USkeletalMeshComponentGetFirstPersonHandsMesh ()
 
AShooterWeaponGetCurrentWeapon ()
 
void SetRidingDino (APrimalDinoCharacter *aDino)
 
void ServerReceiveTribeInvite_Implementation (AShooterPlayerController *playerSendingInvite)
 
void ClearRidingDino (bool bFromDino, int OverrideUnboardDirection, bool bForceEvenIfBuffPreventsClear)
 
void SetCarryingDino (APrimalDinoCharacter *aDino)
 
void ClearCarryingDino (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void SetRidingDinoAsPassenger (APrimalDinoCharacter *aDino, const FSaddlePassengerSeatDefinition *SeatDefinition)
 
void ClearRidingDinoAsPassenger (bool bFromDino)
 
void ServerLaunchMountedDino_Implementation ()
 
void ServerPrepareMountedDinoForLaunch_Implementation (UE::Math::TVector< double > *viewLoc, UE::Math::TVector< double > *viewDir)
 
void ClientPlayHarvestAnim_Implementation ()
 
void LaunchMountedDino ()
 
void OnPrimalCharacterSleeped ()
 
bool Die (float KillingDamage, const FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void ApplyDamageMomentum (float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool CanJumpInternal_Implementation ()
 
bool CanProneInternal (__int16 a2)
 
bool IsCrafting ()
 
void RemoveAttachments (AActor *From, bool bIsSnapshot)
 
void NotifyEquippedItems ()
 
void NotifyUnequippedItems ()
 
void RefreshAttachmentsAndBody ()
 
void RefreshDefaultAttachments (AActor *UseOtherActor, bool bIsSnapshot)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyIndex)
 
void GetMultiUseEntriesFromBuffs (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
void RefreshTribeName ()
 
void ChangeActorTeam (int NewTeam)
 
void ClientClearTribeRequest_Implementation ()
 
void ClientNotifyTribeRequest_Implementation (const FString *RequestTribeName, AShooterCharacter *PlayerCharacter)
 
float GetCharacterAdditionalHypothermiaInsulationValue ()
 
bool CalcIsIndoors ()
 
float GetInsulationFromItem (const FHitResult *HitOut, EPrimalItemStat::Type TypeInsulation)
 
float GetCharacterAdditionalInsulationValueFromStructure (UWorld *theWorld, const UE::Math::TVector< double > *actorLoc, EPrimalItemStat::Type TypeInsulation)
 
float GetCharacterAdditionalHyperthermiaInsulationValue ()
 
void PreInitializeComponents ()
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, unsigned __int8 PreviousCustomMode)
 
void PreApplyAccumulatedForces (float DeltaSeconds, UE::Math::TVector< double > *PendingImpulseToApply, UE::Math::TVector< double > *PendingForceToApply)
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag_Implementation ()
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseHalfThreshold, bool bForceCheck, bool bFromVolumeChange)
 
void UpdateSwimmingState ()
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
void RefreshRiderSocket ()
 
float GetRidingDinoAnimSpeedRatio ()
 
UAnimSequenceGetDinoRidingAnimation ()
 
UAnimSequenceGetDinoRidingMoveAnimation ()
 
UAnimSequenceGetSeatingAnimation ()
 
float GetBaseTargetingDesire (const ITargetableInterface *Attacker)
 
void ApplyBodyColors ()
 
void ApplyBodyColors (USkeletalMeshComponent *toMesh)
 
void ApplyBoneModifiers (int a2)
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, UE::Math::TVector< double > *Offset, float MaxExtent, int Pose, bool bCollisionOn)
 
void RemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
float GetTargetingDesirability (const ITargetableInterface *Attacker)
 
UAnimMontageGetOverridenMontage (UAnimMontage *AnimMontage)
 
UAnimSequenceGetOverridenAnimSequence (UAnimSequence *AnimSeq)
 
bool IsWatered ()
 
void AdjustDamage (float *Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool IsBlockedByShield (const FHitResult *HitInfo, const UE::Math::TVector< double > *ShotDirection, bool bBlockAllPointDamage)
 
void ClientNotifyLevelUp_Implementation ()
 
void StartedFiringWeapon (bool bPrimaryFire)
 
void FiredWeapon ()
 
void OrbitCamOn ()
 
void OrbitCamToggle ()
 
void SetRagdollPhysics (bool bUseRagdollLocationOffset, bool bForceRecreateBones, bool bForLoading)
 
bool IsPlayingUpperBodyCallAnimation_Implementation ()
 
void ServerCallFollow_Implementation ()
 
void ServerCallFollowOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallStay_Implementation ()
 
void ServerCallStayOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallFollowDistanceCycleOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
void ServerCallAggressive_Implementation ()
 
void ServerCallAttackTargetNew_Implementation ()
 
void ServerCallNeutral_Implementation ()
 
void ServerCallPassive_Implementation ()
 
void ServerCallPassiveFlee_Implementation ()
 
void ServerCallSetAggressive_Implementation ()
 
void ServerCallAttackTarget_Implementation (AActor *TheTarget)
 
void ServerCallMoveTo_Implementation (UE::Math::TVector< double > *MoveToLoc)
 
void ServerCallLandFlyerOne_Implementation (APrimalDinoCharacter *ForDinoChar)
 
bool TryAccessInventory ()
 
void TryLaunchMountedDino ()
 
bool TemplateAllowActorSpawn (UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, const FActorSpawnParameters *SpawnParameters)
 
bool WillPlayEmote (unsigned __int8 EmoteIndex)
 
void PlayEmoteAnimation_Implementation (unsigned __int8 EmoteIndex)
 
void OnVoiceTalkingStateChanged (bool talking, bool InbIsMuted)
 
void OnPlayerTalkingStateChanged (TSharedRef< FUniqueNetId const > *TalkingPlayerId, bool bIsTalking)
 
APrimalCharacterGetTalkerCharacter ()
 
void OnFailedJumped ()
 
float GetRecoilMultiplier ()
 
void StasisingCharacter ()
 
bool UseAdditiveStandingAnim ()
 
UAnimSequenceGetAdditiveStandingAnim (float *OutBlendInTime, float *OutBlendOutTime)
 
void ServerSetViewingInventory_Implementation (bool bIsViewing, bool bMulticast)
 
void ServerCheckDrinkingWater_Implementation ()
 
void SetFastInventoryMode (bool Activate)
 
void CycleFastInventory (bool bRefresh, bool bNext)
 
void ClientUpdatedInventory_Implementation ()
 
void RequestFastInventory ()
 
TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * GetWeaponAmmoWheelEntries (TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *result)
 
void TrySwitchFastInventory ()
 
void GameStateHandleEvent_Implementation (FName NameParam, UE::Math::TVector< double > *VecParam)
 
APrimalDinoCharacterGetRidingDino ()
 
void AttachToLadder_Implementation (USceneComponent *Parent)
 
void DetachFromLadder_Implementation ()
 
bool IsValidForStatusRecovery ()
 
bool IsOnSeatingStructure ()
 
bool IsControllingBallistaTurret ()
 
APrimalStructureTurretBallistaGetControlledTurretBallista ()
 
AMissionTypeGetActiveMission ()
 
bool IsInMission ()
 
bool IsInSingletonMission ()
 
void OnDetachedFromSeatingStructure (APrimalStructureSeating *InSeatingStructure)
 
void TakeSeatingStructure (APrimalStructureSeating *InSeatingStructure, int SeatNumber, bool bLockedToSeat)
 
void ReleaseSeatingStructure (APrimalStructureSeating *InSeatingStructure, UE::Math::TVector< double > *PrevRelativeLocation)
 
bool IsUsingClimbingPick ()
 
void ServerSetBallistaTargeting_Implementation (bool StartTargeting)
 
void ServerPlayFireBallistaAnimation_Implementation ()
 
void ServerStopFireBallista_Implementation ()
 
void ServerSwitchBallistaAmmo_Implementation ()
 
void ServerToClientsPlayFireBallistaAnimation_Implementation ()
 
void ServerFireBallistaProjectile_Implementation (UE::Math::TVector< double > *Origin, FVector_NetQuantizeNormal *ShootDir)
 
void ServerSeatingStructureAction_Implementation (unsigned __int8 ActionNumber)
 
void WasPushed (ACharacter *ByOtherCharacter, UE::Math::TVector< double > *PushDirection)
 
void ClientWasPushed_Implementation ()
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
void ClientNetEndClimbingLadder_Implementation ()
 
void ServerNetEndClimbingLadder_Implementation (bool bIsClimbOver, UE::Math::TVector< double > *ClimbOverLoc, UE::Math::TVector< double > *JumpDir)
 
void RenamePlayer_Implementation (const FString *NewName)
 
bool AllowDinoTargetingRange (const UE::Math::TVector< double > *AtLoc, float TargetingRange)
 
bool IsCarriedAsPassenger ()
 
void ClientInviteToAlliance_Implementation (int RequestingTeam, unsigned int AllianceID, const FString *AllianceName, const FString *InviteeName)
 
void InviteToAlliance (int RequestingTeam, unsigned int AllianceID, FString *AllianceName, FString *InviterName)
 
bool CanDragCharacter (APrimalCharacter *Character, bool bIgnoreWeight)
 
bool HasEnoughWeightToDragCharacter (APrimalCharacter *Character)
 
void GiveDefaultWeaponTimer ()
 
bool IsCarryingSomething (bool bNotForRunning)
 
void ForceGiveDefaultWeapon ()
 
APrimalDinoCharacterGetBasedOnDino (bool bUseReplicatedData, bool bOnlyConsciousDino)
 
bool AllowParallelAnimations (USkeletalMeshComponent *forComp)
 
void ServerStartSurfaceCameraForPassenger_Implementation (float yaw, float roll, float pitch, bool bShouldInvertInput)
 
float ModifyAirControl (float AirControlIn)
 
float GetPercentageOfHeadHairGrowth ()
 
float GetPercentageOfFacialHairGrowth ()
 
void NetSetHeadHairPercent_Implementation (float thePercent, int newHeadHairIndex)
 
void NetSetFacialHairPercent_Implementation (float thePercent, int newFacialHairIndex)
 
void NetSetEyebrowStyle_Implementation (int newEyebrowIndex)
 
void UpdateHair ()
 
void NetSetOverrideHeadHairColor_Implementation (unsigned __int8 HairColor, int ToIndex)
 
void NetSetOverrideFacialHairColor_Implementation (unsigned __int8 HairColor, int ToIndex)
 
void Unstasis ()
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void OnRep_HatHidden ()
 
void TempDampenInputAcceleration ()
 
bool Poop (bool bForcePoop)
 
AActorStructurePlacementUseAlternateOriginActor ()
 
USceneComponentGetActorSoundAttachmentComponentOverride (USceneComponent *ForComponent)
 
bool AllowGrappling_Implementation ()
 
void TryCutEnemyGrapplingCable ()
 
void FinalLoadedFromSaveGame ()
 
AActorGetSecondaryMountedActor ()
 
void FaceRotation (UE::Math::TRotator< double > *NewControlRotation, float DeltaTime)
 
bool IsGameInputAllowed ()
 
bool IsReadyToUpload (UWorld *theWorld)
 
void ServerClearSwitchingWeapon_Implementation (bool bOnlyIfDefaultWeapon, bool bClientRequestNextWeaponID)
 
void ClientReceiveNextWeaponID_Implementation (FItemNetID theItemID)
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
bool IsGrapplingAttachedToMe ()
 
bool IsGrapplingHardAttached ()
 
bool TeleportTo (const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)
 
FStringGetDebugInfoString (FString *result)
 
bool ForceCrosshair ()
 
AActorGetUnstasisViewerSiblingActor ()
 
void UpdateAutoPlayer ()
 
void UpdateAutoMove ()
 
void UpdateAutoTurn ()
 
void UpdateAutoJump ()
 
void UpdateAutoFire ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
bool GetAllAttachedCharsInternal (TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, const APrimalCharacter *OriginalChar, bool *bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
__int64 GiveHexagons (int NumHexagons, int TriggerIndex, float OverrideHexGainFalloffRate, int OverrideHexGainFalloffMin, float OverrideCollectSFXVolume, UE::Math::TVector< double > *OverrideVfxSpawnLoc, int OverrideHexagonVFXActorCount, bool VFXImmediatelyAttracts)
 
bool SetPlayerHexagonCount (int NewHexagonCount)
 
int GetPlayerHexagonCount ()
 
void ServerRequestHexagonTrade_Implementation (int RequestedTradableItemIndex, int Quantity)
 
void PlayHatHiddenAnim ()
 
void UnlockHeadPosition ()
 
void ClientSetExpectedBase_Implementation (unsigned int BaseID)
 
void NotifyItemQuantityUpdated (UPrimalItem *anItem, int amount)
 
void NotifyItemAdded (UPrimalItem *anItem, bool bEquipItem)
 
void NotifyItemRemoved (UPrimalItem *anItem)
 
UAudioComponentPlayFootstep ()
 
void DoInitialMeshingCheck ()
 
void RemoveProjectileFromCache (int ProjectileID)
 
bool IsProjectileInCache (int ProjectileID)
 
void ServerNotifyProjectileImpact_Implementation (const FHitResult *HitResult, bool bFromReplication, int FromProjectileID)
 
void UpdateProjectileCache ()
 
float GetRiddenStasisRangeMultiplier ()
 
FStringGetUniqueNetIdAsString (FString *result)
 
bool BPCanImplantSuicide ()
 
void SetImplantSuicideCooldownStartTime (long double StartTime)
 
bool ShouldASACameraSwitchToOld (bool bDontCheckForTargeting)
 
bool ShouldUseSlowInterpToOldCamera ()
 
UAnimationAssetGetDeathAnim_Implementation (float KillingDamage, const UE::Math::TVector< double > *ImpactVelocity, APawn *InstigatingPawn, AActor *DamageCauser)
 
void OnDraggingStarted ()
 
TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * GetShoulderDinoWheelEntries (TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *result)
 
bool ShouldHideNonWeaponHUD ()
 
void UpdateLocallyInterpolatedViewLocationX ()
 
void UpdateLocallyInterpolatedViewLocationY ()
 
void UpdateLocallyInterpolatedViewLocationZ ()
 
void GetActorEyesViewPoint (UE::Math::TVector< double > *Location, UE::Math::TRotator< double > *Rotation)
 
bool ShouldSkipPhysicsUpdateOnAttachmentReplication ()
 
FNameGetAttackerDamageImpactFXAttachSocket (FName *result, UE::Math::TVector< double > *HitLoc)
 
int GetCurrentCameraModeIndex ()
 
UTexture2DGetPlatformIcon ()
 
float GetEquippedItemDurabilityPercent (FItemNetID itemID)
 
void SetEquippedItemDurabilityPercent (FItemNetID itemID, float ItemDurabilityPercentage)
 
void ReplicateDurabilityForEquippedItem (FItemNetID itemID)
 
bool ShouldUseDurabilityVar (int VarIndex)
 
bool ShouldUseDurabilityVarForItemType (TEnumAsByte< EPrimalEquipmentType::Type > TheItemType)
 
void TickBeingDragged (float DeltaSeconds)
 
void OnEndDragged (APrimalCharacter *Dragger)
 
void UnCrouch (bool bClientSimulation)
 
void UnProne (bool bClientSimulation)
 
UPrimalItemGetShieldItem ()
 
- Public Member Functions inherited from APrimalCharacter
long doubleLastMeshGameplayRelevantTimeField ()
 
floatProneEyeHeightField ()
 
floatExtraMaxAccelerationModifierField ()
 
floatExtraFrictionModifierField ()
 
long doubleLastTimePlayAnimationEndedField ()
 
long doubleLastTimeForceTickPoseOnServerPlayAnimationEndedField ()
 
UE::Math::TVector< double > & OldLocationField ()
 
UE::Math::TRotator< double > & OldRotationField ()
 
floatEffectorInterpSpeedField ()
 
floatHalfLegLengthField ()
 
floatTwoLeggedVirtualPointDistFactorField ()
 
floatFullIKDistanceField ()
 
floatIKAfterFallingTimeField ()
 
floatSimpleIkRateField ()
 
UE::Math::TVector< double > & GroundCheckExtentField ()
 
long doubleLastForceAimedCharactersTimeField ()
 
floatFluidInteractionScalarField ()
 
UAnimMontage *& JumpAnimField ()
 
UAnimMontage *& LandedAnimField ()
 
UAnimMontage *& HurtAnimField ()
 
UAnimMontage *& HurtAnim_FlyingField ()
 
UAnimMontage *& HurtAnim_SleepingField ()
 
UAnimMontage *& PinnedAnimField ()
 
UParticleSystem *& HurtFXField ()
 
USoundBase *& HurtSoundField ()
 
FNameRootBodyBoneNameField ()
 
FDecalDataHurtDecalDataField ()
 
UE::Math::TVector< double > & SavedBaseWorldLocationField ()
 
TArray< APrimalBuff *, TSizedDefaultAllocator< 32 > > & BuffsField ()
 
long doubleLastStartedTalkingTimeField ()
 
boolbIsMutedField ()
 
FStringTribeNameField ()
 
floatWaterSubmergedDepthThresholdField ()
 
floatProneWaterSubmergedDepthThresholdField ()
 
TEnumAsByte< enum EMovementMode > & UnSubmergedWaterMovementModeField ()
 
UToolTipWidget *& CustomTooltipWidgetField ()
 
TArray< FDamageTypeAdjuster, TSizedDefaultAllocator< 32 > > & DamageTypeAdjustersField ()
 
floatSnapshotScaleField ()
 
TArray< FPrimalSnapshotPose, TSizedDefaultAllocator< 32 > > & SnapshotPosesField ()
 
TSubclassOf< UPrimalItem > & PoopItemClassField ()
 
TSubclassOf< UPrimalItem > & TaxidermySkinClassField ()
 
FNameDragBoneNameField ()
 
FNameDragSocketNameField ()
 
floatMaxDragDistanceField ()
 
floatMaxDragDistanceTimeoutField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & BonesToIngoreWhileDraggedField ()
 
floatDefaultTPVZoomField ()
 
floatMaxTPVZoomField ()
 
floatMinTPVZoomField ()
 
floatPreviewCameraMaxZoomMultiplierField ()
 
floatPreviewCameraDefaultZoomMultiplierField ()
 
floatPreviewCameraDistanceScaleFactorField ()
 
USoundBase *& StartDraggedSoundField ()
 
USoundBase *& EndDraggedSoundField ()
 
APrimalCharacter *& DraggedCharacterField ()
 
APrimalCharacter *& DraggingCharacterField ()
 
UE::Math::TTransform< double > & LocalDraggedCharacterTransformField ()
 
long doubleStartDraggingTimeField ()
 
long doubleLastDragUpdateTimeField ()
 
long doubleForceUnfreezeSkeletalDynamicsUntilTimeField ()
 
floatStasisConsumerRangeMultiplierField ()
 
AActor *& ImmobilizationActorField ()
 
intCurrentFrameAnimPreventInputField ()
 
floatBPTimerServerMinField ()
 
floatBPTimerServerMaxField ()
 
floatBPTimerNonDedicatedMinField ()
 
floatBPTimerNonDedicatedMaxField ()
 
long doubleNextBPTimerServerField ()
 
long doubleNextBPTimerNonDedicatedField ()
 
long doubleLastCausedDamageTimeField ()
 
AActor *& LastDamageCauserField ()
 
TArray< TSubclassOf< APrimalStructure >, TSizedDefaultAllocator< 32 > > & ImmobilizationTrapsToIgnoreField ()
 
TWeakObjectPtr< APrimalStructureElevatorPlatform > & BasedElevatorField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & CarryingDinoField ()
 
FNameDediOverrideCapsuleCollisionProfileNameField ()
 
FNameDediOverrideMeshCollisionProfileNameField ()
 
FNameSnaredFromSocketField ()
 
TSubclassOf< APrimalStructureItemContainer > & DeathDestructionDepositInventoryClassField ()
 
floatDamageNotifyTeamAggroMultiplierField ()
 
floatDamageNotifyTeamAggroRangeField ()
 
floatDamageNotifyTeamAggroRangeFalloffField ()
 
floatReplicatedCurrentHealthField ()
 
floatReplicatedMaxHealthField ()
 
floatReplicatedCurrentTorporField ()
 
floatReplicatedMaxTorporField ()
 
APrimalProjectileGrapplingHook *& LastGrapHookPullingMeField ()
 
AShooterCharacter *& LastGrapHookPullingOwnerField ()
 
UE::Math::TVector< double > & DragOffsetField ()
 
TArray< USoundBase *, TSizedDefaultAllocator< 32 > > & CharacterOverrideSoundFromField ()
 
TArray< USoundBase *, TSizedDefaultAllocator< 32 > > & CharacterOverrideSoundToField ()
 
TArray< UParticleSystem *, TSizedDefaultAllocator< 32 > > & CharacterOverrideParticleFromField ()
 
TArray< UParticleSystem *, TSizedDefaultAllocator< 32 > > & CharacterOverrideParticleToField ()
 
TWeakObjectPtr< AStaticMeshActor > & KinematicActorField ()
 
long doubleLastUpdatedAimOffsetsTimeField ()
 
UE::Math::TVector< double > & MeshPreRagdollRelativeLocationField ()
 
UE::Math::TRotator< double > & MeshPreRagdollRelativeRotationField ()
 
intDraggingBodyIndexField ()
 
intDraggedBoneIndexField ()
 
intcustomBitFlagsField ()
 
floatRunningSpeedModifierField ()
 
floatLowHealthPercentageField ()
 
floatBaseTurnRateField ()
 
floatBaseLookUpRateField ()
 
UAnimMontage *& DeathAnimField ()
 
UAnimationAsset *& ReplicatedDeathAnimField ()
 
TSoftObjectPtr< UAnimationAsset > & SavedDeathAnimField ()
 
USoundBase *& DeathSoundField ()
 
USoundBase *& RunLoopSoundField ()
 
USoundBase *& RunStopSoundField ()
 
TArray< USoundBase *, TSizedDefaultAllocator< 32 > > & FootStepSoundsPhysMatField ()
 
TArray< USoundBase *, TSizedDefaultAllocator< 32 > > & LandedSoundsPhysMatField ()
 
floatLastSimulatedFallingVelocityZField ()
 
FNameMeshRootSocketNameField ()
 
TWeakObjectPtr< UAudioComponent > & LastVoiceAudioComponentField ()
 
floatMaxFallSpeedField ()
 
floatFallDamageMultiplierField ()
 
UAudioComponent *& RunLoopACField ()
 
floatCurrentCarriedYawField ()
 
floatTargetCarriedYawField ()
 
floatServerTargetCarriedYawField ()
 
USoundBase *& NetDynamicMusicSoundField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & MountedDinoField ()
 
long doubleMountedDinoTimeField ()
 
TWeakObjectPtr< APrimalDinoCharacter > & PreviousMountedDinoField ()
 
UE::Math::TVector< double > & LastForceFallCheckBaseLocationField ()
 
UE::Math::TVector< double > & LastHitWallSweepCheckLocationField ()
 
long doubleLastTimeBasedMovementHadCurrentActorField ()
 
TWeakObjectPtr< AActor > & LastBasedMovementActorRefField ()
 
floatGrabWeightThresholdField ()
 
floatDragWeightField ()
 
FTimerHandleUpdateDraggingHandleField ()
 
FStringDescriptiveNameField ()
 
UE::Math::TRotator< double > & ReplicatedRootRotationField ()
 
TArray< int, TSizedDefaultAllocator< 32 > > & ReplicatedBonesIndiciesField ()
 
FTimerHandleUpdateRagdollReplicationOnClientHandleField ()
 
floatWalkRunTransitionCooldownField ()
 
floatKillXPBaseField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & ReplicatedBonesField ()
 
floatRagdollReplicationIntervalField ()
 
FTimerHandleReplicateRagdollHandleField ()
 
TArray< FBoneDamageAdjuster, TSizedDefaultAllocator< 32 > > & BoneDamageAdjustersField ()
 
floatClientRotationInterpSpeedField ()
 
floatClientLocationInterpSpeedField ()
 
floatMaxDragMovementSpeedField ()
 
UE::Math::TRotator< double > & CurrentAimRotField ()
 
UE::Math::TVector< double > & CurrentRootLocField ()
 
intLastYawSpeedWorldFrameCounterField ()
 
FNameMeshPreRagdollCollisionProfileNameField ()
 
FNameCapsulePreRagdollCollisionProfileNameField ()
 
UPrimalCharacterStatusComponent *& MyCharacterStatusComponentField ()
 
floatLastTickStaminaValueField ()
 
UPrimalInventoryComponent *& MyInventoryComponentField ()
 
UAnimMontage *& SyncedMontageField ()
 
long doubleLastMontageSyncTimeField ()
 
floatSyncedMontageDurationField ()
 
floatMontageSyncIntervalField ()
 
long doubleLastRunningTimeField ()
 
UE::Math::TVector< double > & TPVCameraOffsetField ()
 
UE::Math::TVector< double > & TPVCameraOffsetMultiplierField ()
 
floatTPVCameraHorizontalOffsetFactorMaxField ()
 
floatTPVCameraHorizontalOffsetFactorMaxClampField ()
 
UE::Math::TVector< double > & TPVCameraOrgOffsetField ()
 
floatLandedSoundMaxRangeField ()
 
floatFallingDamageHealthScaleBaseField ()
 
floatFootstepsMaxRangeField ()
 
floatMinTimeBetweenFootstepsField ()
 
long doubleLastPlayedFootstepTimeField ()
 
floatMinTimeBetweenFootstepsRunningField ()
 
TArray< TSoftObjectPtr< UAnimMontage >, TSizedDefaultAllocator< 32 > > & AnimationsPreventInputField ()
 
TSubclassOf< UPrimalHarvestingComponent > & DeathHarvestingComponentField ()
 
UPrimalHarvestingComponent *& MyDeathHarvestingComponentField ()
 
TSharedPtr< FAttachedInstancedHarvestingElement > & MyDeathHarvestingElementField ()
 
long doubleLastNetDidLandField ()
 
FTimerHandleForceSleepRagdollHandleField ()
 
FTimerHandleForceSleepRagdollExHandleField ()
 
FTimerHandleLifespanExpiredHandleField ()
 
TWeakObjectPtr< AController > & LastDamageEventInstigatorField ()
 
intCachedNumberOfClientRagdollCorrectionAttemptsField ()
 
intNumberOfClientRagdollCorrectionAttemptsField ()
 
floatServerForceSleepRagdollIntervalField ()
 
floatClientForceSleepRagdollIntervalField ()
 
floatNonRelevantServerForceSleepRagdollIntervalField ()
 
ABiomeZoneVolume *& MyBiomeZoneVolumeField ()
 
TEnumAsByte< enum EShooterPhysMaterialType::Type > & TargetableDamageFXDefaultPhysMaterialField ()
 
UAnimMontage *& PoopAnimationField ()
 
boolAccessSpawn2PressedField ()
 
FieldArray< bool, 2 > ToggleCameraProbeModeChordField ()
 
long doubleCorpseDestructionTimeField ()
 
floatCorpseLifespanField ()
 
floatTPVStructurePlacingHeightMultiplierField ()
 
floatCorpseFadeAwayTimeField ()
 
floatRagdollDeathImpulseScalerField ()
 
USoundBase *& PoopSoundField ()
 
floatBaseTargetingDesirabilityField ()
 
floatDeadBaseTargetingDesirabilityField ()
 
UE::Math::TRotator< double > & OrbitCamRotField ()
 
floatOrbitCamZoomField ()
 
floatOrbitCamZoomStepSizeField ()
 
floatOrbitCamMinZoomLevelField ()
 
floatOrbitCamMaxZoomLevelField ()
 
TArray< ABiomeZoneVolume *, TSizedDefaultAllocator< 32 > > & BiomeZoneVolumesField ()
 
UE::Math::TVector< double > & LastSubmergedCheckLocField ()
 
long doubleLastTimeNotInFallingField ()
 
floatMaxCursorHUDDistanceField ()
 
floatAddForwardVelocityOnJumpField ()
 
UE::Math::TVector< double > & DeathActorTargetingOffsetField ()
 
FNameSocketOverrideTargetingLocationField ()
 
FDamageEvent *& CurrentDamageEventField ()
 
TWeakObjectPtr< APhysicsVolume > & LastApproximatePhysicsVolumeField ()
 
UE::Math::TVector< double > & LastApproximatePhysVolumeLocationField ()
 
FTimerHandleUseFastInventoryHandleField ()
 
long doubleLastTimeSubmergedField ()
 
EPhysicalSurfaceLastFootPhysicalSurfaceTypeField ()
 
long doubleLastFootPhysicalSurfaceCheckTimeField ()
 
floatFootPhysicalSurfaceCheckIntervalField ()
 
TWeakObjectPtr< APrimalCharacter > & LastHurtByNearbyPlayerField ()
 
long doubleLastHurtByNearbyPlayerTimeField ()
 
TWeakObjectPtr< APrimalCharacter > & LastAttackedNearbyPlayerField ()
 
long doubleLastAttackedNearbyPlayerTimeField ()
 
long doubleLastStartFallingRagdollTimeField ()
 
UE::Math::TVector< double > & RagdollLastFrameLinearVelocityField ()
 
floatRagdollImpactDamageVelocityScaleField ()
 
floatRagdollImpactDamageMinDecelerationSpeedField ()
 
floatStartFallingImpactRagdollTimeIntervalField ()
 
long doubleLastUnstasisTimeField ()
 
UE::Math::TVector< double > & PreviousRagdollLocationField ()
 
intRagdollPenetrationFailuresField ()
 
long doubleLastTimeUpdatedCharacterStatusComponentField ()
 
long doubleLastTimeUpdatedCorpseDestructionTimeField ()
 
long doubleNextBlinkTimeField ()
 
long doubleBlinkTimerField ()
 
long doubleLastInSwimmingSoundTimeField ()
 
USoundBase *& EnteredSwimmingSoundField ()
 
USoundBase *& EnteredSleepingSoundField ()
 
USoundBase *& LeftSleepingSoundField ()
 
long doubleLastRelevantToPlayerTimeField ()
 
long doubleMeshStopForceUpdatingAtTimeField ()
 
long doubleLastWalkingTimeField ()
 
UE::Math::TVector< double > & LastWalkingLocField ()
 
long doubleLastSpecialDamageTimeField ()
 
floatCorpseDraggedDecayRateField ()
 
floatPoopAltItemChanceField ()
 
TSubclassOf< UPrimalItem > & PoopAltItemClassField ()
 
TArray< TSoftClassPtr< APrimalBuff >, TSizedDefaultAllocator< 32 > > & DefaultBuffsField ()
 
UTexture2D *& PoopIconField ()
 
floatRunningMaxDesiredRotDeltaField ()
 
floatCorpseDestructionTimerField ()
 
long doubleLastSkinnedTimeField ()
 
floatOriginalCorpseLifespanField ()
 
floatCorpseHarvestFadeTimeField ()
 
UE::Math::TVector< double > & CurrentLocalRootLocField ()
 
floatRootYawField ()
 
long doubleLastTimeInSwimmingField ()
 
long doubleLastListenRangePushTimeField ()
 
floatLastDamageAmountMaterialValueField ()
 
long doubleLastDamageAmountChangeField ()
 
floatBuffedDamageMultField ()
 
floatBuffedResistanceMultField ()
 
UStructurePaintingComponent *& PaintingComponentField ()
 
floatExtraMaxSpeedModifierField ()
 
floatExtraRotationRateModifierField ()
 
floatTamedDinoCallOutRangeField ()
 
long doubleLastBumpedDamageTimeField ()
 
UE::Math::TVector< double > & TargetPathfindingLocationOffsetField ()
 
long doubleLastTookDamageTimeField ()
 
floatExtraReceiveDamageMultiplierField ()
 
floatExtraMeleeDamageMultiplierField ()
 
floatLastFallingZField ()
 
intNumFallZFailsField ()
 
TArray< TWeakObjectPtr< APrimalCharacter >, TSizedDefaultAllocator< 32 > > & CharactersGrappledToMeField ()
 
floatDamageTheMeleeDamageCauserPercentField ()
 
floatDurabilityDegrateTheMeleeDamageCauserPercentField ()
 
TSubclassOf< UDamageType > & DamageTheMeleeDamageCauserDamageTypeField ()
 
floatCharacterDamageImpulseMultiplierField ()
 
long doubleForceCheckPushThroughWallsTimeField ()
 
long doubleLastStoppedEatAnimationTimeField ()
 
long doubleLastTimeFailedToDrawHUDField ()
 
long doubleNextTimeFlushFloorField ()
 
floatMaxRagdollDeathVelocityImpulseField ()
 
floatClientRotationInterpSpeedMultiplierGroundField ()
 
long doubleLastIkUpdateTimeField ()
 
floatGlideGravityScaleMultiplierField ()
 
floatGlideMaxCarriedWeightField ()
 
UAnimMontage *& lastPlayedMountAnimField ()
 
FNameDefaultCameraStyleField ()
 
floatScaleDeathHarvestHealthyByMaxHealthBaseField ()
 
long doubleLastForceMeshRefreshBonesTimeField ()
 
long doubleLastStartedBeingCarriedTimeField ()
 
floatRunMinVelocityRotDotField ()
 
long doubleLastHitDamageTimeField ()
 
intMeshedCounterField ()
 
TArray< TWeakObjectPtr< APrimalCharacter >, TSizedDefaultAllocator< 32 > > & SavedBasedCharactersField ()
 
TSet< TWeakObjectPtr< APrimalCharacter >, DefaultKeyFuncs< TWeakObjectPtr< APrimalCharacter >, 0 >, FDefaultSetAllocator > & BasedCharacterSetField ()
 
intMeshingTickCounterMultiplierField ()
 
TArray< TSoftClassPtr< APrimalBuff >, TSizedDefaultAllocator< 32 > > & PreventBuffClassesField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & PreventBuffClassesWithTagField ()
 
UE::Math::TVector< double > & AutonomousCorrectionOffsetField ()
 
floatControlledInventoryAccessDistanceOffsetField ()
 
floatAdditionalMaxUseDistanceField ()
 
TWeakObjectPtr< AActor > & TetherActorField ()
 
floatTetherRadiusField ()
 
floatTetherHeightField ()
 
long doublelastStartRunningTimeField ()
 
long doublePressCrouchProneToggleTimeField ()
 
long doublelastGatherHapticsTimeField ()
 
UE::Math::TVector< double > & LastTrueGetAimOffsetsLocationCSField ()
 
UE::Math::TRotator< double > & LastTrueGetAimOffsetsRotationCSField ()
 
FNameCameraProfileIdOverrideField ()
 
long doubleLastStartedSleepingTimeField ()
 
long doubleForcePreventCharZInterpUntilTimeField ()
 
TMap< FName, UAnimationAsset *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< FName, UAnimationAsset *, 0 > > & DeathAnimationsField ()
 
TSet< UParticleSystemComponent *, DefaultKeyFuncs< UParticleSystemComponent *, 0 >, FDefaultSetAllocator > & ParticleSystemsToActivateAfterDraggedField ()
 
TSet< UNiagaraComponent *, DefaultKeyFuncs< UNiagaraComponent *, 0 >, FDefaultSetAllocator > & NiagaraSystemsToActivateAfterDraggedField ()
 
floatDraggingInterpSpeedField ()
 
floatDraggingInterpDurationField ()
 
AActor *& CharacterSavedDynamicBaseField ()
 
FNameCharacterSavedDynamicBaseBoneNameField ()
 
UE::Math::TVector< double > & CharacterSavedDynamicBaseRelativeLocationField ()
 
UE::Math::TQuat< double > & CharacterSavedDynamicBaseRelativeRotationField ()
 
UE::Math::TRotator< double > & LastCachedPlayerControlRotationField ()
 
floatDragSocketVerticalOffsetAsCapsulePercentField ()
 
TEnumAsByte< enum ETickingGroup > & DraggingMovementComponentTickGroupField ()
 
FCollisionResponseSetPreDragCollisionSetField ()
 
TEnumAsByte< enum ETickingGroup > & PreDraggingMovementTickGroupField ()
 
floatCharacterLocalControlZInterpSpeedField ()
 
floatDeathCapsuleRadiusMultiplierField ()
 
floatDeathCapsuleHalfHeightMultiplierField ()
 
floatDeathMeshRelativeZOffsetAsCapsulePercentField ()
 
floatEnvironmentInteractionPlasticityMultField ()
 
floatEnvironmentInteractionPlasticityExponentField ()
 
long doubleLastSpawnedAttackerDamageImpactFXTimeField ()
 
UNiagaraSystem *& DamageImpactFXForAttackerField ()
 
floatDamageImpactFXSizeOverrideField ()
 
FNameNonLocationalDamageHurtFXSocketField ()
 
UE::Math::TVector< double > & NonLocationalDamageHurtFXScaleOverrideField ()
 
long doublePossessedAtTimeField ()
 
TObjectPtr< UTexture2D > & DragBodyIconField ()
 
TObjectPtr< UTexture2D > & ReleaseBodyIconField ()
 
TObjectPtr< UTexture2D > & MoveCloserIconField ()
 
TObjectPtr< UTexture2D > & ColorizeIconField ()
 
TObjectPtr< UTexture2D > & TrackingInfoIconField ()
 
TObjectPtr< UTexture2D > & ToggleTrackingIconField ()
 
TObjectPtr< UTexture2D > & TogglePOIIconField ()
 
floatEquippedArmorDurabilityPercent1Field ()
 
floatEquippedArmorDurabilityPercent2Field ()
 
floatArmorDurabilityPercentUpdateIntervalField ()
 
BitFieldValue< bool, unsigned __int32bIsProne ()
 
BitFieldValue< bool, unsigned __int32bCanEverProne ()
 
BitFieldValue< bool, unsigned __int32bUseBlueprintJumpInputEvents ()
 
BitFieldValue< bool, unsigned __int32bUseDeferredMovement ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideAccessInventoryInput ()
 
BitFieldValue< bool, unsigned __int32bDisableCameraShakeOnNotifyHit ()
 
BitFieldValue< bool, unsigned __int32bHasBuffPreSerializeForInstigator ()
 
BitFieldValue< bool, unsigned __int32bIsSleeping ()
 
BitFieldValue< bool, unsigned __int32bWantsToRun ()
 
BitFieldValue< bool, unsigned __int32bActiveRunToggle ()
 
BitFieldValue< bool, unsigned __int32bLocalIsDragging ()
 
BitFieldValue< bool, unsigned __int32bIsBeingDragged ()
 
BitFieldValue< bool, unsigned __int32bDisableSpawnDefaultController ()
 
BitFieldValue< bool, unsigned __int32bIsDragging ()
 
BitFieldValue< bool, unsigned __int32bIsDraggingWithGrapHook ()
 
BitFieldValue< bool, unsigned __int32bAllowCapsuleDamageAfterDeath ()
 
BitFieldValue< bool, unsigned __int32bRemoteRunning ()
 
BitFieldValue< bool, unsigned __int32bCanRun ()
 
BitFieldValue< bool, unsigned __int32bUseHealthDamageMaterialOverlay ()
 
BitFieldValue< bool, unsigned __int32bIsBlinking ()
 
BitFieldValue< bool, unsigned __int32bSleepedWaterRagdoll ()
 
BitFieldValue< bool, unsigned __int32bCanBeTorpid ()
 
BitFieldValue< bool, unsigned __int32bDebugIK ()
 
BitFieldValue< bool, unsigned __int32bDebugIK_ShowTraceNames ()
 
BitFieldValue< bool, unsigned __int32bForceAlwaysUpdateMesh ()
 
BitFieldValue< bool, unsigned __int32bRagdollIgnoresPawnCapsules ()
 
BitFieldValue< bool, unsigned __int32bUsePoopAnimationNotify ()
 
BitFieldValue< bool, unsigned __int32bIsBigDino ()
 
BitFieldValue< bool, unsigned __int32bDeathUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32bCanBeCarried ()
 
BitFieldValue< bool, unsigned __int32bUseBPCanNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32bDamageNotifyTeamAggroAI ()
 
BitFieldValue< bool, unsigned __int32bUseBP_OverrideCameraTargetOriginLocation ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetOverrideCameraInterpSpeed ()
 
BitFieldValue< bool, unsigned __int32bRecentlyUpdateIk ()
 
BitFieldValue< bool, unsigned __int32bIKEnabled ()
 
BitFieldValue< bool, unsigned __int32bIsCarried ()
 
BitFieldValue< bool, unsigned __int32bIsCarriedAsPassenger ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventFallDamage ()
 
BitFieldValue< bool, unsigned __int32bUseBPNotifyIsDamageCauserOfAddedBuff ()
 
BitFieldValue< bool, unsigned __int32bPreventProjectileAttachment ()
 
BitFieldValue< bool, unsigned __int32bForceIKOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bIgnoreAllImmobilizationTraps ()
 
BitFieldValue< bool, unsigned __int32bForceTriggerIgnoredTraps ()
 
BitFieldValue< bool, unsigned __int32bIsImmobilized ()
 
BitFieldValue< bool, unsigned __int32bCanIgnoreWater ()
 
BitFieldValue< bool, unsigned __int32bIsDead ()
 
BitFieldValue< bool, unsigned __int32ReplicateAllBones ()
 
BitFieldValue< bool, unsigned __int32AutoStopReplicationWhenSleeping ()
 
BitFieldValue< bool, unsigned __int32bCanDrag ()
 
BitFieldValue< bool, unsigned __int32bCanBeDragged ()
 
BitFieldValue< bool, unsigned __int32bUsesRunningAnimation ()
 
BitFieldValue< bool, unsigned __int32bForceNetDidLand ()
 
BitFieldValue< bool, unsigned __int32bPreventSimpleIK ()
 
BitFieldValue< bool, unsigned __int32bOnlyAllowRunningWhileFlying ()
 
BitFieldValue< bool, unsigned __int32bOrbitCamera ()
 
BitFieldValue< bool, unsigned __int32bClientSetCurrentAimRot ()
 
BitFieldValue< bool, unsigned __int32bDisablePawnTick ()
 
BitFieldValue< bool, unsigned __int32bSetDeath ()
 
BitFieldValue< bool, unsigned __int32bTicksOnClient ()
 
BitFieldValue< bool, unsigned __int32bPlayingRunSound ()
 
BitFieldValue< bool, unsigned __int32bIsRespawn ()
 
BitFieldValue< bool, unsigned __int32bCreatedDynamicMaterials ()
 
BitFieldValue< bool, unsigned __int32bCurrentFrameAnimPreventInput ()
 
BitFieldValue< bool, unsigned __int32bDraggedFromExtremitiesOnly ()
 
BitFieldValue< bool, unsigned __int32bEnableIK ()
 
BitFieldValue< bool, unsigned __int32bOnlyPlayPoopAnimWhileWalking ()
 
BitFieldValue< bool, unsigned __int32bUseBlueprintAnimNotifyCustomEvent ()
 
BitFieldValue< bool, unsigned __int32bNoDamageImpulse ()
 
BitFieldValue< bool, unsigned __int32bPreventImmobilization ()
 
BitFieldValue< bool, unsigned __int32bAllowAirJump ()
 
BitFieldValue< bool, unsigned __int32bSleepingUseRagdoll ()
 
BitFieldValue< bool, unsigned __int32bDediForceUnregisterSKMesh ()
 
BitFieldValue< bool, unsigned __int32bReadyToPoop ()
 
BitFieldValue< bool, unsigned __int32bHasDynamicBase ()
 
BitFieldValue< bool, unsigned __int32bIsBeingDraggedByDino ()
 
BitFieldValue< bool, unsigned __int32bIsDraggingDinoStopped ()
 
BitFieldValue< bool, unsigned __int32bMissingDynamicBase ()
 
BitFieldValue< bool, unsigned __int32bClientRagdollUpdateTimerEnabled ()
 
BitFieldValue< bool, unsigned __int32bDieIfLeftWater ()
 
BitFieldValue< bool, unsigned __int32bIsAmphibious ()
 
BitFieldValue< bool, unsigned __int32bUseAmphibiousTargeting ()
 
BitFieldValue< bool, unsigned __int32bIsWaterDino ()
 
BitFieldValue< bool, unsigned __int32bIsFlyerDino ()
 
BitFieldValue< bool, unsigned __int32bIgnoreTargetingCarnivores ()
 
BitFieldValue< bool, unsigned __int32bAimGettingCharacterMeshRotation ()
 
BitFieldValue< bool, unsigned __int32bIsRunningCheckIgnoreVelocity ()
 
BitFieldValue< bool, unsigned __int32bIsPlayingLowHealthAnim ()
 
BitFieldValue< bool, unsigned __int32bAllowCharacterPainting ()
 
BitFieldValue< bool, unsigned __int32bTickStatusComponent ()
 
BitFieldValue< bool, unsigned __int32bReplicateDamageMomentum ()
 
BitFieldValue< bool, unsigned __int32bDontActuallyEmitPoop ()
 
BitFieldValue< bool, unsigned __int32bBPHUDOverideBuffProgressBar ()
 
BitFieldValue< bool, unsigned __int32bAllowRunningWhileSwimming ()
 
BitFieldValue< bool, unsigned __int32bUseBPNotifyBumpedByPawn ()
 
BitFieldValue< bool, unsigned __int32bUseBPNotifyBumpedPawn ()
 
BitFieldValue< bool, unsigned __int32bUseBPAdjustDamage ()
 
BitFieldValue< bool, unsigned __int32bUseBPTimerServer ()
 
BitFieldValue< bool, unsigned __int32bUseBPTimerNonDedicated ()
 
BitFieldValue< bool, unsigned __int32bTriggerBPStasis ()
 
BitFieldValue< bool, unsigned __int32bUseBPSetCharacterMeshseMaterialScalarParamValue ()
 
BitFieldValue< bool, unsigned __int32bIsMounted ()
 
BitFieldValue< bool, unsigned __int32bPreventTargetingByTurrets ()
 
BitFieldValue< bool, unsigned __int32bDelayFootstepsUnderMinInterval ()
 
BitFieldValue< bool, unsigned __int32bSleepingDisableIK ()
 
BitFieldValue< bool, unsigned __int32bRagdollRetainAnimations ()
 
BitFieldValue< bool, unsigned __int32bUseBPAddedAttachments ()
 
BitFieldValue< bool, unsigned __int32bCanPlayLandingAnim ()
 
BitFieldValue< bool, unsigned __int32bOnlyHasRunningAnimationWhenWalking ()
 
BitFieldValue< bool, unsigned __int32bIsReflectingDamage ()
 
BitFieldValue< bool, unsigned __int32bPreventTargetingAndMovement ()
 
BitFieldValue< bool, unsigned __int32bPreventMovement ()
 
BitFieldValue< bool, unsigned __int32bPreventWaterHopCorrectionVelChange ()
 
BitFieldValue< bool, unsigned __int32bIsWhistleTargetingDown ()
 
BitFieldValue< bool, unsigned __int32bBPPreventInputType ()
 
BitFieldValue< bool, unsigned __int32bForcePreventAllInput ()
 
BitFieldValue< bool, unsigned __int32bPreventAllBuffs ()
 
BitFieldValue< bool, unsigned __int32LastIsInsideVaccumSealedCube ()
 
BitFieldValue< bool, unsigned __int32bPreventJump ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventStasis ()
 
BitFieldValue< bool, unsigned __int32bDestroyOnStasis ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreSerializeSaveGame ()
 
BitFieldValue< bool, unsigned __int32bUseBPPostLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32bUseHeavyCombatMusic ()
 
BitFieldValue< bool, unsigned __int32bMarkForDestruction ()
 
BitFieldValue< bool, unsigned __int32bBPModifyAllowedViewHitDir ()
 
BitFieldValue< bool, unsigned __int32bBPLimitPlayerRotation ()
 
BitFieldValue< bool, unsigned __int32bBPManagedFPVViewLocation ()
 
BitFieldValue< bool, unsigned __int32bBPCameraRotationFinal ()
 
BitFieldValue< bool, unsigned __int32bServerBPNotifyInventoryItemChangesUseQuantity ()
 
BitFieldValue< bool, unsigned __int32bServerBPNotifyInventoryItemChanges ()
 
BitFieldValue< bool, unsigned __int32bAllowRun ()
 
BitFieldValue< bool, unsigned __int32bIsAtMaxInventoryItems ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnStaminaDrained ()
 
BitFieldValue< bool, unsigned __int32bStaminaIsGreaterThanZero ()
 
BitFieldValue< bool, unsigned __int32bUseBPGrabDebugSnapshot ()
 
BitFieldValue< bool, unsigned __int32bIsAttachedOtherCharacter ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnLethalDamage ()
 
BitFieldValue< bool, unsigned __int32bUseBPAdjustTorpidityDamage ()
 
BitFieldValue< bool, unsigned __int32bUseBPForceCameraStyle ()
 
BitFieldValue< bool, unsigned __int32bUseBPRemovedAsPassenger ()
 
BitFieldValue< bool, unsigned __int32bDisableFPV ()
 
BitFieldValue< bool, unsigned __int32bConsumeZoomInput ()
 
BitFieldValue< bool, unsigned __int32bDisableIkOnDeath ()
 
BitFieldValue< bool, unsigned __int32bDisabledIKFromDeath ()
 
BitFieldValue< bool, unsigned __int32bIsReplicatedRagdoll ()
 
BitFieldValue< bool, unsigned __int32bWasAllBodiesSleeping ()
 
BitFieldValue< bool, unsigned __int32bInRagdoll ()
 
BitFieldValue< bool, unsigned __int32bIsNPC ()
 
BitFieldValue< bool, unsigned __int32LastCheckedSubmergedFull ()
 
BitFieldValue< bool, unsigned __int32bAllowFullSubmergedCheck ()
 
BitFieldValue< bool, unsigned __int32bRagdollWasInWaterVolume ()
 
BitFieldValue< bool, unsigned __int32bIsBuffed ()
 
BitFieldValue< bool, unsigned __int32bIsDraggingWithOffset ()
 
BitFieldValue< bool, unsigned __int32bIsDraggedWithOffset ()
 
BitFieldValue< bool, unsigned __int32bPreventRunningWhileWalking ()
 
BitFieldValue< bool, unsigned __int32bCanLandOnWater ()
 
BitFieldValue< bool, unsigned __int32bUseBPAdjustMoveForward ()
 
BitFieldValue< bool, unsigned __int32bUseBPAdjustMoveRight ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetGravity ()
 
BitFieldValue< bool, unsigned __int32bAllowDamageWhenMounted ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnMovementModeChangedNotify ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideCharacterNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideCharacterSound ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideCharacterParticle ()
 
BitFieldValue< bool, unsigned __int32bUseBP_OnSetRunningEvent ()
 
BitFieldValue< bool, unsigned __int32bForceTurretFastTargeting ()
 
BitFieldValue< bool, unsigned __int32bFlyingOrWaterDinoPreventBackwardsRun ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideFlyingVelocity ()
 
BitFieldValue< bool, unsigned __int32bSleepingDisableRagdoll ()
 
BitFieldValue< bool, unsigned __int32bDestroyOnStasisWhenDead ()
 
BitFieldValue< bool, unsigned __int32bPreventLiveBlinking ()
 
BitFieldValue< bool, unsigned __int32bIgnoreSeatingDetachment ()
 
BitFieldValue< bool, unsigned __int32bForceAlwaysUpdateMeshAndCollision ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetHUDElements ()
 
BitFieldValue< bool, unsigned __int32bPreventHurtAnim ()
 
BitFieldValue< bool, unsigned __int32bUseBPCanBeBaseForCharacter ()
 
BitFieldValue< bool, unsigned __int32bUseBPCanBaseOnCharacter ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnLanded ()
 
BitFieldValue< bool, unsigned __int32bEnableMoveCollapsing ()
 
BitFieldValue< bool, unsigned __int32bUseBP_ForceAllowBuffClasses ()
 
BitFieldValue< bool, unsigned __int32bUseBPCheckJumpInput ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideHurtAnim ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideDamageCauserHitMarker ()
 
BitFieldValue< bool, unsigned __int32bIsSkinned ()
 
BitFieldValue< bool, unsigned __int32bUseBPAdjustImpulseFromDamage ()
 
BitFieldValue< bool, unsigned __int32bUseBPAdjustCharacterMovementImpulse ()
 
BitFieldValue< bool, unsigned __int32bUseBPModifyFOVInterpSpeed ()
 
BitFieldValue< bool, unsigned __int32bVerifyBasingForSaddleStructures ()
 
BitFieldValue< bool, unsigned __int32bUseBP_OverrideTerminalVelocity ()
 
BitFieldValue< bool, unsigned __int32bUseBP_ShouldForceDisableTPVCameraInterpolation ()
 
BitFieldValue< bool, unsigned __int32bUseBPAllowPlayMontage ()
 
BitFieldValue< bool, unsigned __int32bPreventPerPixelPainting ()
 
BitFieldValue< bool, unsigned __int32bUseBPItemSlotOverrides ()
 
BitFieldValue< bool, unsigned __int32bPreventMoveUp ()
 
BitFieldValue< bool, unsigned __int32bForceAllowDediServerGroundConformInterpolate ()
 
BitFieldValue< bool, unsigned __int32bCanBePushed ()
 
BitFieldValue< bool, unsigned __int32bCanPushOthers ()
 
BitFieldValue< bool, unsigned __int32bIsBigPusher ()
 
BitFieldValue< bool, unsigned __int32bCanEverCrouch ()
 
BitFieldValue< bool, unsigned __int32bUseOptimizedPhysWalkingChecks ()
 
BitFieldValue< bool, unsigned __int32bIgnoreLowGravityDisorientation ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnMassTeleportEvent ()
 
BitFieldValue< bool, unsigned __int32bUseBlueprintAnimNotifyCustomState ()
 
BitFieldValue< bool, unsigned __int32bPreventIKWhenNotWalking ()
 
BitFieldValue< bool, unsigned __int32bIgnoreCorpseDecompositionMultipliers ()
 
BitFieldValue< bool, unsigned __int32bInterpHealthDamageMaterialOverlayAlpha ()
 
BitFieldValue< bool, unsigned __int32bSuppressPlayerKillNotification ()
 
BitFieldValue< bool, unsigned __int32bAllowCorpseDestructionWithPreventSaving ()
 
BitFieldValue< bool, unsigned __int32bPreventInventoryAccess ()
 
BitFieldValue< bool, unsigned __int32bUseGetOverrideSocket ()
 
BitFieldValue< bool, unsigned __int32bAllowBPNewDoorInteractionDrawHUD ()
 
BitFieldValue< bool, unsigned __int32bJumpOnRelease ()
 
BitFieldValue< bool, unsigned __int32bAllowMultiUseByRemoteDino ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideJumpZModifier ()
 
BitFieldValue< bool, unsigned __int32bUseZeroGravityWander ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventNotifySound ()
 
BitFieldValue< bool, unsigned __int32bUseBP_ModifyInputAcceleration ()
 
BitFieldValue< bool, unsigned __int32bUseBP_ModifySavedMoveAcceleration_PreRep ()
 
BitFieldValue< bool, unsigned __int32bUseBP_ModifySavedMoveAcceleration_PostRep ()
 
BitFieldValue< bool, unsigned __int32bForceSimpleTeleportFade ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetArmorDurabilityDecreaseMultiplier ()
 
BitFieldValue< bool, unsigned __int32bUseBPShieldBlock ()
 
BitFieldValue< bool, unsigned __int32bHideFromScans ()
 
BitFieldValue< bool, unsigned __int32bOverrideWalkingVelocity ()
 
BitFieldValue< bool, unsigned __int32bOverrideSwimmingVelocity ()
 
BitFieldValue< bool, unsigned __int32bOverrideSwimmingAcceleration ()
 
BitFieldValue< bool, unsigned __int32bOverrideNewFallVelocity ()
 
BitFieldValue< bool, unsigned __int32bOverrideFlyingVelocity ()
 
BitFieldValue< bool, unsigned __int32bUsesRootMotion ()
 
BitFieldValue< bool, unsigned __int32bEnableAnimationGroundConforming ()
 
BitFieldValue< bool, unsigned __int32bWasBeingDragged ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverridePhysicsImpulses ()
 
BitFieldValue< bool, unsigned __int32bAllowASACamera ()
 
BitFieldValue< bool, unsigned __int32bWasUsingOldCameraOnDinoBase ()
 
BitFieldValue< bool, unsigned __int32bDediServerAutoUnregisterSkeletalMeshWhenNotRelevant ()
 
BitFieldValue< bool, unsigned __int32bPreventUnconsciousMeshBasing ()
 
BitFieldValue< bool, unsigned __int32bUseOnCharacterSteppedNotify ()
 
BitFieldValue< bool, unsigned __int32bHasAppliedDraggedSettings ()
 
BitFieldValue< bool, unsigned __int32bWantsToRestoreSavedBase ()
 
BitFieldValue< bool, unsigned __int32bUnregisteredMeshDueToVisibilityTickOption ()
 
BitFieldValue< bool, unsigned __int32bHasAutoUnregisteredExtraSkeletalComponents ()
 
BitFieldValue< bool, unsigned __int32bDraggedFlip180 ()
 
BitFieldValue< bool, unsigned __int32bIsDoingDraggedInterp ()
 
BitFieldValue< bool, unsigned __int32bCorrectMeshRelativeZOffsetWhileDragged ()
 
BitFieldValue< bool, unsigned __int32bReturnToCapsuleCenterWhenDroppedInWater ()
 
BitFieldValue< bool, unsigned __int32bOverrideBlendSpaceSmoothType ()
 
BitFieldValue< bool, unsigned __int32bSetAnimationTickPrerequisite ()
 
BitFieldValue< bool, unsigned __int32bNetworkClientsUpdateBasedMovementOnTick ()
 
BitFieldValue< bool, unsigned __int32bUseArmorDurabilityVFX ()
 
BitFieldValue< bool, unsigned __int32bPreventStaggeredMovement ()
 
BitFieldValue< bool, unsigned __int32bBPForceUseOldASECamera ()
 
BitFieldValue< bool, unsigned __int32bUsesWaterFinLocking ()
 
bool IsBeingDestroyed ()
 
UMeshComponentGetSkeletalMeshComponent ()
 
ENetRole GetRole ()
 
bool IsReadyForDynamicBasing ()
 
bool AllowOverrideSwimmingAcceleration ()
 
bool IsInMission ()
 
bool IsGamePlayRelevant ()
 
long double GetLastGameplayRelevantTime ()
 
float GetStasisConsumerRangeMultiplier ()
 
void BP_OnZoomIn ()
 
float BPAdjustDamage (float IncomingDamage, FDamageEvent *TheDamageEvent, AController *EventInstigator, AActor *DamageCauser, bool bIsPointDamage, FHitResult *PointHitInfo)
 
float BPModifyViewHitDir (APrimalCharacter *viewingCharacter, float InViewHitDir)
 
void BPOnStaminaDrained ()
 
bool BPOverrideCameraArmLengthInterpParams (const FPrimalCameraParams *CameraParams, FPrimalCameraInterpParams *OutInterpParams)
 
void BPOverrideReleaseItemSlot (int ItemSlot)
 
void BPOverrideUseItemSlot (int ItemSlot)
 
void ClientOrderedAttackTarget (AActor *attackTarget)
 
void ClientSyncAnimation (UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
 
TSubclassOf< UToolTipWidget > * GetCustomTooltip (TSubclassOf< UToolTipWidget > *result, UE::Math::TVector2< double > *tooltipPadding, UE::Math::TVector2< double > *tooltipScale, UE::Math::TVector< double > *tooltipLocationOffset)
 
FNameGetOverrideSocket (FName *result, FName from)
 
UMeshComponentGetPaintingMesh ()
 
void LocalUnpossessed ()
 
void NetPlaySoundOnCharacter (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
void OnBeginDrag (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag ()
 
void PlayHitEffectGeneric (float DamageTaken, FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectPoint (float DamageTaken, FPointDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial (float DamageTaken, FRadialDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool PreventsTargeting (AActor *ByActor)
 
void ServerCallAggressive ()
 
void ServerCallAttackTarget (AActor *TheTarget)
 
void ServerCallFollow ()
 
void ServerCallMoveTo (UE::Math::TVector< double > *MoveToLoc)
 
void ServerCallNeutral ()
 
void ServerCallPassive ()
 
void ServerCallSetAggressive ()
 
void ServerCallStay ()
 
void ServerCaptureDermis (APrimalCharacter *Target)
 
void ServerDinoOrder (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *target)
 
void ToggleWeapon ()
 
void ServerRequestDrag ()
 
void ServerTryPoop ()
 
void SetCameraProfile (FName NewProfileId)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void Serialize (FStructuredArchiveRecord Record)
 
UAnimMontageGetPoopAnimation (bool bForcePoop)
 
long double GetLastStartedTalkingTime ()
 
bool IsVoiceTalking ()
 
bool CanJumpInternal_Implementation ()
 
void RegisterAllComponents ()
 
void PreInitializeComponents ()
 
void ValidatePaintingComponentOctree ()
 
void PostInitializeComponents ()
 
void Destroyed ()
 
void BeginPlay ()
 
void FellOutOfWorld (const UDamageType *dmgType)
 
void Suicide ()
 
bool IsDead ()
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void AdjustDamage (float *Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
bool CanBeTargetedBy (const ITargetableInterface *Attacker)
 
bool IsValidForCombatMusic ()
 
float TakeDamage (float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void HurtMe (int HowMuch)
 
bool CanDie (float KillingDamage, const FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
bool CanMoveThroughActor_Implementation (AActor *actor)
 
bool Die (float KillingDamage, const FDamageEvent *DamageEvent, AController *Killer, AActor *DamageCauser)
 
void DeathHarvestingDepleted ()
 
void PlayDyingPoint_Implementation (float KillingDamage, FPointDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayDyingRadial_Implementation (float KillingDamage, FRadialDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void SetDeath (bool bJoinInProgress, bool AllowMovementModeChange)
 
bool CanIgnoreImmobilizationTrap (TSubclassOf< APrimalStructure > TrapClass, bool *bForceTrigger)
 
void Immobilize (bool bImmobilize, AActor *UsingActor, bool bImmobilizeFalling, bool bPreventDismount)
 
float GetCorpseLifespan ()
 
void PlayDying (float KillingDamage, const FDamageEvent *DamageEvent, APawn *InstigatingPawn, AActor *DamageCauser)
 
void PlayHitEffectGeneric_Implementation (float DamageTaken, FPointDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void PlayHitEffectRadial_Implementation (float DamageTaken, FRadialDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
bool AllowHurtAnimation ()
 
UPrimitiveComponentGetPrimaryHitComponent ()
 
void PlayHitEffect (float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath, bool bSuppressImpactSound)
 
void PlayHurtAnim (float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser, bool bIsLocalPath)
 
void DoSetRagdollPhysics ()
 
void SetRagdollPhysics (bool bUseRagdollLocationOffset, bool bForceRecreateBones, bool bForLoading)
 
void CheckOnDinoPlatformSaddle ()
 
void ForceSleepRagdollEx ()
 
void ForceSleepRagdoll ()
 
void RemoveBasedPawns (USceneComponent *BasedOnComponent)
 
void ClearRagdollPhysics ()
 
void DoFindGoodSpot (UE::Math::TVector< double > *RagdollLoc, bool bClearCollisionSweep)
 
void SetSleeping (bool bSleeping, bool bUseRagdollLocationOffset, bool bPreserveSavedAnim)
 
void NetPlayDeathAnimIfNeeded_Implementation (bool bOnlyPlayOnClient)
 
void PlayDeathAnimIfNeeded (bool bWasPlayingDeathAnim)
 
void TryPlaySleepingAnim (bool bWasPlayingDeathAnim)
 
void TryPlayDeathAnim ()
 
void ExecSetSleeping (bool bEnable)
 
void ChangeActorTeam (int NewTeam)
 
void UpdateTribeName (FString *NewTribeName)
 
void NetUpdateTribeName_Implementation (const FString *NewTribeName)
 
float GetMaxCursorHUDDistance (AShooterPlayerController *PC)
 
bool IsSubmerged (bool bDontCheckSwimming, bool bUseFullThreshold, bool bForceCheck, bool bFromVolumeChange)
 
float GetWaterSubmergedDepthThreshold ()
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
bool IsMontagePlaying (UAnimMontage *AnimMontage, float TimeFromEndToConsiderFinished)
 
void SetupPlayerInputComponent (UInputComponent *WithInputComponent)
 
void TryGiveDefaultWeapon ()
 
void TryGiveDefaultWeaponReleased ()
 
void TryPoop ()
 
void OrbitCamToggle ()
 
void OrbitCamOn ()
 
void OrbitCamOff ()
 
void ServerRequestDrag_Implementation ()
 
void ServerDinoOrder_Implementation (APrimalDinoCharacter *aDino, EDinoTamedOrder::Type OrderType, AActor *enemyTarget)
 
void GetInputSpeedModifier (float *Val)
 
void MoveForward (float Val)
 
void MoveRight (float Val)
 
void MoveUp (float Val)
 
void TurnInput (float Val)
 
void LookInput (float Val)
 
void TurnAtRate (float Val)
 
void LookUpAtRate (float Val)
 
bool IsGamepadActive ()
 
bool IsInputAllowed ()
 
void OnStartFire ()
 
void OnStopFire ()
 
void OnStartTargeting ()
 
void OnStopTargeting ()
 
void OnAltFirePressed ()
 
void OnAltFireReleased ()
 
void OnStartAltFire ()
 
void OnStopAltFire ()
 
void OnStartRunning ()
 
void OnStopRunning ()
 
void OnRunTogglePressed ()
 
void OnRunToggleReleased ()
 
bool IsTurningTooFastToRun (const UE::Math::TVector< double > *Velocity, const UE::Math::TRotator< double > *Rotation)
 
bool IsRunning ()
 
bool IsMoving ()
 
void UpdateStatusComponent (float DeltaSeconds)
 
void ServerCaptureDermis_Implementation (APrimalCharacter *Target)
 
void CaptureCharacterSnapshot (UPrimalItem *Item)
 
void ApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, UE::Math::TVector< double > *Offset, float MaxExtent, int Pose, bool bCollisionOn)
 
void RemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
void UpdateStencilValues ()
 
void CheckRegisterCharacterMesh ()
 
void Tick (float DeltaSeconds)
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
void SetCharacterMeshesMaterialScalarParamValue (FName ParamName, float Value)
 
APhysicsVolumeGetApproximateLocationPhysicsVolume (bool bForceUpdate, const UE::Math::TVector< double > *LocOffset, bool bFavorWaterVolume)
 
void UpdateSwimmingState ()
 
bool IsOwningClient ()
 
void GetCharacterViewLocationAndDirection (UE::Math::TVector< double > *OutViewLocation, UE::Math::TVector< double > *OutViewDirection, bool *OutFromCrosshairOrCamera, float FallbackAngleOffsetDegrees)
 
void ZoomIn ()
 
void ZoomOut ()
 
void OnStartJump ()
 
void PlayJumpAnim ()
 
void PlayLandedAnim ()
 
void OnJumped_Implementation ()
 
void NetOnJumped_Implementation ()
 
void OnStopJump ()
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
float GetRunningSpeedModifier (bool bIsForDefaultSpeed)
 
float GetMaxHealth ()
 
bool AllowFirstPerson ()
 
AActorGetAimedActor (ECollisionChannel CollisionChannel, UActorComponent **HitComponent, float MaxDistanceOverride, float CheckRadius, int *hitBodyIndex, FHitResult *outHitResult, bool bForceUseCameraLocation, bool bForceUpdateAimedActors, bool bForceUseActorLocation, bool *bIsDirectHit)
 
void OnPrimalCharacterSleeped ()
 
TSubclassOf< UToolTipWidget > * GetCustomTooltip_Implementation (TSubclassOf< UToolTipWidget > *result, UE::Math::TVector2< double > *tooltipPadding, UE::Math::TVector2< double > *tooltipScale, UE::Math::TVector< double > *tooltipLocationOffset)
 
void OnPrimalCharacterUnsleeped ()
 
void ControlRigNotify (FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)
 
float PlayAnimEx (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bReplicate, bool bReplicateToOwner, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, bool bForceKeepSynced, float BlendInTime, float BlendOutTime)
 
void StopAnimEx (UAnimMontage *AnimMontage, bool bReplicate, bool bReplicateToOwner, float BlendOutTime)
 
void ClientPlayAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, FName StartSectionName, bool bPlayOnOwner, bool bForceTickPoseAndServerUpdateMesh)
 
void ClientSyncAnimation_Implementation (UAnimMontage *AnimMontage, float PlayRate, float ServerCurrentMontageTime, bool bForceTickPoseAndServerUpdateMesh, float BlendInTime, float BlendOutTime)
 
void ClientStopAnimation_Implementation (UAnimMontage *AnimMontage, bool bStopOnOwner, float BlendOutTime)
 
void SetRunning (bool bNewRunning)
 
void ServerSetRunning_Implementation (bool bNewRunning)
 
void ControllerLeavingGame (AShooterPlayerController *theController)
 
float GetLowHealthPercentage ()
 
bool IsAlive ()
 
FStringGetDescriptiveName (FString *result)
 
void PrepareForSaving ()
 
void CacheDynamicBaseValues ()
 
FStringGetShortName (FString *result)
 
TArray< FString, TSizedDefaultAllocator< 32 > > * GetDetailedDescription (TArray< FString, TSizedDefaultAllocator< 32 > > *result, const FString *IndentPrefix)
 
float GetHealthPercentage ()
 
float GetHealth ()
 
void AnimNotifyCustomEvent (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotify *AnimNotifyObject)
 
void AnimNotifyCustomState_Begin (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, float TotalDuration, const UAnimNotifyState *AnimNotifyObject)
 
void AnimNotifyCustomState_End (FName CustomEventName, USkeletalMeshComponent *MeshComp, UAnimSequenceBase *Animation, const UAnimNotifyState *AnimNotifyObject)
 
void DrawFloatingChatMessage (AShooterHUD *HUD, FString *Message, long double receivedChatTime)
 
float GetClientRotationInterpSpeed (const UE::Math::TVector< double > *RootLoc)
 
void ForceRefreshBones (UObject *a2)
 
void StartForceSkelUpdate (float ForTime, bool bForceUpdateMesh, bool bServerOnly)
 
void EndForceSkelUpdate ()
 
void ForceMeshRelevant (float Duration)
 
bool IsConscious ()
 
bool IsEncumbered ()
 
void Stasis ()
 
void CheckBasedOnDino ()
 
void Unstasis ()
 
void OnVoiceTalkingStateChanged (bool isTalking, bool InbIsMuted)
 
bool AllowFallDamage (const FHitResult *HitResult, float FallDamageAmount, bool CustomFallDamage)
 
UPrimalCharacterStatusComponentGetCharacterStatusComponent ()
 
void DrawLocalPlayerHUD (AShooterHUD *HUD)
 
bool IsInStatusState (EPrimalCharacterStatusState::Type StatusStateType)
 
float GetMaxSpeedModifier ()
 
float GetRotationRateModifier ()
 
float GetJumpZModifier ()
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
float GetDefaultMovementSpeed ()
 
void TakeFallingDamage (const FHitResult *Hit)
 
void ApplyCustomFallDamage (const UE::Math::TVector< double > *Location, const UE::Math::TVector< double > *Velocity, float FallDamageThreshold)
 
void NativeOnLanded (const FHitResult *Hit)
 
void NetDidLand_Implementation ()
 
void DidLand ()
 
void FadeOutLoadingMusic ()
 
void LocalPossessedBy (APlayerController *ByController)
 
void LocalUnpossessed_Implementation ()
 
UAudioComponentPlayFootstep ()
 
EPhysicalSurface GetFootPhysicalSurfaceType (bool bForce, bool bIsForFootstepParticles)
 
EPhysicalSurface GetPhysMatTypeFromHits (const TArray< FHitResult, TSizedDefaultAllocator< 32 > > *FromHits)
 
bool ModifyInputAcceleration (UE::Math::TVector< double > *InputAcceleration)
 
bool AnimationPreventsInput ()
 
float SetHealth (float newHealth)
 
bool IsOfTribe (int ID)
 
void SetRagdollReplication (bool Enabled)
 
void Serialize (FArchive *Ar)
 
void ReplicateRagdoll ()
 
void InitRagdollRepConstraints ()
 
void TermRagdollRepConstraints ()
 
void SleepBodies ()
 
void UpdateRagdollReplicationOnClient ()
 
void ClientEndRagdollUpdate_Implementation (int a2)
 
void OnRep_RagdollPositions ()
 
void InitRagdollReplication (__int16 a2)
 
bool CanDragCharacter (APrimalCharacter *Character, bool bIgnoreWeight)
 
bool HasEnoughWeightToDragCharacter (APrimalCharacter *Character)
 
void NotifyEquippedItems ()
 
void NotifyUnequippedItems ()
 
bool CanBeDragged ()
 
bool IsInvincible ()
 
__int64 GetNearestBoneIndexForDrag (APrimalCharacter *Character, UE::Math::TVector< double > *HitLocation)
 
bool TryDragCharacterTarget (APrimalCharacter *Character)
 
void TryDragCharacter ()
 
void UpdateDragging ()
 
void OnBeginDrag_Implementation (APrimalCharacter *Dragged, int BoneIndex, bool bWithGrapHook)
 
void OnEndDrag_Implementation ()
 
void OnBeginDragged (APrimalCharacter *Dragger)
 
void OnDraggedStarted ()
 
void TickBeingDragged (float DeltaSeconds)
 
void OnDraggedInterpEnded ()
 
void OnEndDragged (APrimalCharacter *Dragger)
 
bool CanBeCarried (APrimalCharacter *ByCarrier)
 
float GetKillXP ()
 
void UpdateIK ()
 
void EnableIK (bool bEnable, bool bForceOnDedicated)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyIndex)
 
void FilterMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyIndex)
 
void GetHUDElements (APlayerController *ForPC, TArray< FHUDElement, TSizedDefaultAllocator< 32 > > *OutElements)
 
void SetBiomeZoneVolume (ABiomeZoneVolume *theVolume)
 
void ClearBiomeZoneVolume (ABiomeZoneVolume *theVolume)
 
void RefreshBiomeZoneVolumes ()
 
void ForceTickPoseDelta (UObject *a2)
 
bool CheckJumpOutOfWater ()
 
bool IsTargetableDead ()
 
void RequestPoop ()
 
bool Poop (bool bForcePoop)
 
void EmitPoop ()
 
bool IsValidForStatusRecovery ()
 
bool GetGroundLocation (UE::Math::TVector< double > *theGroundLoc, const UE::Math::TVector< double > *OffsetUp, const UE::Math::TVector< double > *OffsetDown)
 
void DeathHarvestingFadeOut_Implementation ()
 
void ServerUploadCharacter (AShooterPlayerController *UploadedBy)
 
void ApplyDamageMomentum (float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void NetAddCharacterMovementImpulse_Implementation (UE::Math::TVector< double > *Impulse, __int64 bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetSetCharacterMovementVelocity_Implementation (bool bSetNewVelocity, UE::Math::TVector< double > *NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
bool AllowSaving ()
 
bool IsWatered ()
 
void OnDeserializedByGame (EOnDeserializationType::Type DeserializationType)
 
int LevelUpPlayerAddedStat (TEnumAsByte< EPrimalCharacterStatusValue::Type > StatToLevel, int NumLevels, AShooterPlayerController *ForPlayer)
 
void CheckJumpInput (float DeltaTime)
 
void ServerTryPoop_Implementation ()
 
void ClientFailedPoop_Implementation ()
 
void ClientDidPoop_Implementation ()
 
void TryAccessInventoryWrapper ()
 
void TryAccessInventoryReleased ()
 
bool TryAccessInventory ()
 
void ToggleCameraProbeModePressed1 (FKey *Key)
 
void ToggleCameraProbeModePressed2 (FKey *Key)
 
void ToggleCameraProbeModeReleased1 (FKey *Key)
 
void ToggleCameraProbeModeReleased2 (FKey *Key)
 
void CameraProbeModeNext ()
 
void CameraProbeModePrevious ()
 
bool IsRagdolled ()
 
void NetForceUpdateAimedCharacters_Implementation (UE::Math::TVector< double > *StartLoc, UE::Math::TVector< double > *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius)
 
bool HasBuff (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
bool HasBuffWithCustomTag (FName buffCustomTag)
 
bool HasBuffWithCustomTags (TArray< FName, TSizedDefaultAllocator< 32 > > *customTags)
 
int GetBuffStackCount (TSubclassOf< APrimalBuff > BuffClass, bool useExactMatch)
 
APrimalBuffGetBuff (TSubclassOf< APrimalBuff > BuffClass)
 
void GetBuffs (TArray< APrimalBuff *, TSizedDefaultAllocator< 32 > > *TheBuffs)
 
APrimalBuffGetBuffForPostEffect (UMaterialInterface *anEffect)
 
void AddAdditionalDefaultBuffs (UWorld *world, TArray< TSoftClassPtr< APrimalBuff >, TSizedDefaultAllocator< 32 > > *ToBuffs)
 
void RemoveAllJumpDeactivatedBuffs (APrimalBuff *IgnoredBuff)
 
bool IsInSingletonMission ()
 
void UpdateNetDynamicMusic ()
 
void NetPlaySoundOnCharacter_Implementation (USoundBase *SoundToPlay, bool bPlayOnOwner)
 
bool IsMeshGameplayRelevant ()
 
float GetCorpseDecayRate ()
 
void TagFriendlyStructures ()
 
void DestroyByMeshing ()
 
void SetCarryingDino (APrimalDinoCharacter *aDino)
 
void ClearCarryingDino (bool bFromDino, bool bCancelAnyCarryBuffs)
 
void OnAttachedToCharacter ()
 
void OnDetachedFromCharacter (APrimalCharacter *aCharacter, int OverrideDirection)
 
void ClearMountedDino (bool fromMountedDino)
 
bool DinoMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
bool CanMountOnMe (APrimalDinoCharacter *dinoCharacter)
 
bool HasCryoSickness ()
 
float GetDragWeight (APrimalCharacter *ForDragger)
 
void SetBase (UPrimitiveComponent *NewBaseComponent, const FName BoneName, bool bNotifyPawn)
 
void UnPossessed ()
 
void TryCallAttackTarget ()
 
void TryCallMoveTo ()
 
void TryCallMoveToEx (bool bOnlyAttackTarget)
 
UTexture2DGetOverrideDefaultCharacterParamTexture (FName theParamName, UTexture2D *CurrentTexture)
 
bool CanBePainted ()
 
UPaintingTextureGetPaintingTexture ()
 
bool AllowColoringBy (APlayerController *ForPC, UObject *anItem)
 
void NetStopAllAnimMontage_Implementation ()
 
void DeactivateBuffs (TSubclassOf< APrimalBuff > ForBuffClass, UPrimalItem *ForInstigatorItem, bool perfectClassMatch)
 
bool ExcludePostProcessBlendableMaterial (const UMaterialInterface *BlendableMaterialInterface)
 
void PostProcessModifyBlendableMaterial (const UMaterialInterface *BlendableMaterialInterface, UMaterialInstanceDynamic *MID)
 
void TryCallStayOne ()
 
void TryCallFollowOne ()
 
void TryCallFollowDistanceCycleOne ()
 
void TryCallFlyerLandOne ()
 
void OnRep_AttachmentReplication ()
 
FStringGetDebugInfoString (FString *result)
 
bool AllowMovementMode (EMovementMode NewMovementMode, unsigned __int8 NewCustomMode)
 
APrimalDinoCharacterGetBasedOrSeatingOnDino (__int16 a2)
 
APrimalDinoCharacterGetBasedOnDino (bool bUseReplicatedData, bool bOnlyConsciousDino)
 
float GetBaseDragWeight ()
 
void ClientHandleNetDestroy ()
 
bool AllowParallelAnimations (USkeletalMeshComponent *forComp)
 
bool UseClearOnConsumeInput ()
 
float GetDamageTorpidityIncreaseMultiplierScale ()
 
float GetIndirectTorpidityIncreaseMultiplierScale ()
 
void NotifyBumpedByPawn (APrimalCharacter *ByPawn)
 
void NotifyBumpedPawn (APawn *BumpedPawn)
 
float GetTPVHorizontalCameraOffset ()
 
float GetTPVHorizontalCameraOffsetFromSlider ()
 
float GetTransitionToCameraStateInterpTime (TEnumAsByte< EPrimalCameraState > ToFinalCameraState)
 
float GetPrimalCameraDesiredArmLength (const FPrimalCameraParams *ForCameraParams, float CurrentCameraArmLength, float DefaultCameraArmLength)
 
float GetPrimalCameraDesiredArmLength (float CurrentCameraArmLength, float DefaultCameraArmLength)
 
bool UseCenteredTPVCamera ()
 
void PossessedBy (AController *NewController)
 
bool IsBlockedByShield (const FHitResult *HitInfo, const UE::Math::TVector< double > *ShotDirection, bool bBlockAllPointDamage)
 
void BPNetAddCharacterMovementImpulse (UE::Math::TVector< double > *Impulse, bool bVelChange, float ImpulseExponent, bool bSetNewMovementMode, EMovementMode NewMovementMode, bool bOverrideMaxImpulseZ, bool bApplyToBigPawns)
 
void BPNetSetCharacterMovementVelocity (bool bSetNewVelocity, UE::Math::TVector< double > *NewVelocity, bool bSetNewMovementMode, EMovementMode NewMovementMode)
 
void NetSetMovementModeSimulatedInternal_Implementation (EMovementMode NewMovementMode)
 
float GetGravityZScale ()
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, unsigned __int8 PreviousCustomMode)
 
void SetCharacterAndRagdollLocation (UE::Math::TVector< double > *NewLocation)
 
void CheckRagdollPenetration ()
 
APrimalStructureExplosiveGetAttachedExplosive ()
 
bool IsInVacuumSealedSpace ()
 
void ClientOrderedMoveTo_Implementation (UE::Math::TVector< double > *MoveToLoc)
 
void ClientOrderedAttackTarget_Implementation (AActor *attackTarget)
 
void DownCallOne ()
 
float BPModifyFOV_Implementation (float FOVIn)
 
bool AllowOverrideWalkingVelocity ()
 
bool AllowOverrideSwimmingVelocity ()
 
bool AllowOverrideNewFallVelocity ()
 
void OverrideWalkingVelocity (UE::Math::TVector< double > *InitialVelocity, const float *Friction, float DeltaTime)
 
void OverrideSwimmingVelocity (UE::Math::TVector< double > *InitialVelocity, const UE::Math::TVector< double > *Gravity, const float *FluidFriction, const float *NetBuoyancy, float DeltaTime)
 
void OverrideNewFallVelocity (UE::Math::TVector< double > *InitialVelocity, const UE::Math::TVector< double > *Gravity, float DeltaTime)
 
char PreventLanding (const UE::Math::TVector< double > *ImpactPoint, const UE::Math::TVector< double > *ImpactAccel, UE::Math::TVector< double > *Velocity)
 
bool AllowOverrideFlyingVelocity ()
 
void OverrideFlyingVelocity (UE::Math::TVector< double > *InitialVelocity, const UE::Math::TVector< double > *Gravity, float DeltaTime)
 
void SetDynamicMusic (USoundBase *newMusic)
 
bool PreventsTargeting_Implementation (AActor *ByActor)
 
bool PreventInputType (EPrimalCharacterInputType::Type inputType)
 
bool PreventInputDoesOffset ()
 
bool IsAlliedWithOtherTeam (int OtherTeamID)
 
void ResetCollisionSweepLocation (const UE::Math::TVector< double > *newLocation, bool bForceReset)
 
void DidTeleport_Implementation (UE::Math::TVector< double > *newLoc, UE::Math::TRotator< double > *newRot, bool bDoCameraFade, FLinearColor *CameraFadeColor)
 
void FinalLoadedFromSaveGame ()
 
void OnConstruction (const UE::Math::TTransform< double > *Transform)
 
void OnUpdateSimulatedPosition (const UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation)
 
void NotifyItemQuantityUpdated (UPrimalItem *anItem, int amount)
 
void PerBuffLambda (std::function< void __cdecl(APrimalBuff *)> *lambda)
 
void NotifyItemAdded (UPrimalItem *anItem, bool bEquipItem)
 
void NotifyItemRemoved (UPrimalItem *anItem)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
bool IsAttachedToSomething ()
 
void AttachToOtherCharacter (APrimalCharacter *characterToAttachTo, const FName InSocketName, const bool enableMovementAndCollision, EAttachLocation::Type AttachLocation)
 
void AttachedToOtherCharacterUpdateWorldLocation (const UE::Math::TVector< double > *worldLocation)
 
void DetachFromOtherCharacter (const bool enableMovementAndCollision)
 
bool ConsumeProjectileImpact (AShooterProjectile *theProjectile, const FHitResult *HitResult)
 
bool CanProne ()
 
void Prone (bool bClientSimulation)
 
void UnProne (bool bClientSimulation)
 
void OnRep_IsProne (__int64 a2)
 
void RecalculateBaseEyeHeight ()
 
void Crouch (bool bClientSimulation)
 
void Landed (const FHitResult *Hit)
 
bool IsProneOrSitting (bool bIgnoreLockedToSeat)
 
void DoCharacterDetachment (bool bIncludeRiding, bool bIncludeCarrying, APrimalBuff *BuffToIgnore)
 
bool IsCharacterHardAttached (bool bIgnoreRiding, bool bIgnoreCarried)
 
void InitializedAnimScriptInstance ()
 
bool ForceAddUnderwaterCharacterStatusValues ()
 
bool IsPrimalCharFriendly (APrimalCharacter *primalChar)
 
bool TeleportTo (const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)
 
void OnMassTeleportEvent (const EMassTeleportState::Type EventState, const APrimalCharacter *TeleportInitiatedByChar)
 
bool GetAllAttachedChars (TArray< APrimalCharacter *, TSizedDefaultAllocator< 32 > > *AttachedCharsArray, const bool bIncludeSelf, const bool bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
bool GetAllAttachedCharsInternal (TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > *AttachedChars, const APrimalCharacter *OriginalChar, bool *bIncludeBased, const bool bIncludePassengers, const bool bIncludeCarried)
 
void ClearCachedIkTraceResults ()
 
float OverrideTerminalVelocity ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatWalk_Implementation ()
 
bool UseOverrideWaterJumpVelocity ()
 
float GetOverrideWaterJumpVelocity (float OutOfWaterZ)
 
void OverrideCameraTargetOriginLocation (UE::Math::TVector< double > *OutOverrideOrigin, const FName WithCameraStyle)
 
void OverrideCameraInterpSpeed (const float DefaultTPVCameraSpeedInterpMultiplier, const float DefaultTPVOffsetInterpSpeed, float *TPVCameraSpeedInterpMultiplier, float *TPVOffsetInterpSpeed)
 
void NativeSimulateHair (TArray< UE::Math::TVector< double >, TSizedDefaultAllocator< 32 > > *CurrentPos, TArray< UE::Math::TVector< double >, TSizedDefaultAllocator< 32 > > *LastPos, TArray< UE::Math::TVector< double >, TSizedDefaultAllocator< 32 > > *RestPos, TArray< UE::Math::TVector< double >, TSizedDefaultAllocator< 32 > > *PivotPos, TArray< float, TSizedDefaultAllocator< 32 > > *RestDistance, UE::Math::TVector< double > *HairSocketLoc, UE::Math::TRotator< double > *HairSocketRot, UE::Math::TVector< double > *ChestSocketLoc, UE::Math::TRotator< double > *ChestSocketRot, float DeltaTime, float Damping, float DampingFrontModifier, float DampingBack, float InWater, float HairWetness, float DragForce, float HairScale, float SpringForce, float SpringForceFrontModifier, float SpringForceBack, float GravityForce, UE::Math::TVector< double > *ShoulderLCollisionOffset, float ShoulderLCollisionRadius, UE::Math::TVector< double > *ShoulderRCollisionOffset, float ShoulderRCollisionRadius, UE::Math::TVector< double > *HeadHairCollisionOffset, float HeadHairCollisionRadius, UE::Math::TVector< double > *NeckHairCollisionOffset, float NeckHairCollisionRadius, float MaxDistanceToRestPos, UE::Math::TTransform< double > *LastHeadTransform, bool bPosAsPivot, bool bCollideMiddle, bool bCollideWithNeck)
 
bool ShouldDisableCameraInterpolation ()
 
EMovementMode GetPrimalCharMovementMode ()
 
bool BuffsPreventInventoryAccess ()
 
bool PreventNotifySound (USoundBase *SoundIn)
 
void OnCameraStyleChangedNotify (const FName *NewCameraStyle, const FName *OldCameraStyle)
 
void OnPaintingComponentInitialized (const UStructurePaintingComponent *PaintingComp)
 
void ClearMovementTether ()
 
bool IsMovementTethered ()
 
bool IsWithinTether ()
 
bool IsTargetWithinTether (const UE::Math::TVector< double > *Destination, float AdditionalRadius)
 
TArray< APawn *, TSizedDefaultAllocator< 32 > > * GetTrueBasedPawns (TArray< APawn *, TSizedDefaultAllocator< 32 > > *result)
 
USoundBaseOverrideCharacterSound (USoundBase *SoundIn)
 
USoundBaseBPOverrideCharacterSound_Implementation (USoundBase *SoundIn)
 
UParticleSystemBPOverrideCharacterParticle_Implementation (UParticleSystem *ParticleIn)
 
void LaunchCharacter (UE::Math::TVector< double > *LaunchVelocity, bool bXYOverride, bool bZOverride)
 
bool IsDeadOrDying ()
 
void BPSuicide_Implementation ()
 
void OnUROPostInterpolation (float Delta, USkeletalMeshComponent *InMesh, TArray< UE::Math::TTransform< double >, TSizedDefaultAllocator< 32 > > *InterpTransforms)
 
void GetPrimalCameraParams (FPrimalCameraParams *OutCameraParams, const APrimalCharacter *CharForConditionChecks, bool bIncludeWeaponOverride, FName ForProfileId)
 
void FindAndApplyWeaponCameraParamsOverride (FPrimalCameraParams *OutCameraParams, const APrimalCharacter *CharForConditionChecks, FName ForProfileId)
 
FNameGetCurrentCameraProfileId (FName *result)
 
void SetCameraProfile_Implementation (FName NewProfileId)
 
bool ShouldUseASACamera (bool bCheckShouldSwitchToOld)
 
bool ShouldASACameraSwitchToOld (bool bDontCheckForTargeting)
 
bool IsASACameraEnabled ()
 
bool HasValidASACameraConfig ()
 
bool ShouldUseLongFallCameraPivotZValues ()
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)
 
bool WantsToUseRagdollForSleeping ()
 
bool WantsToUseRagdollForDeath ()
 
UAnimationAssetGetDeathAnim_Implementation (float KillingDamage, const UE::Math::TVector< double > *ImpactVelocity, APawn *InstigatingPawn, AActor *DamageCauser)
 
void GenerateDeathAnim (float KillingDamage, const UE::Math::TVector< double > *ImpactVelocity, APawn *InstigatingPawn, AActor *DamageCauser)
 
bool IsFollowingFinalPathSegment ()
 
void GetWindSourceComponents (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *Components, int includePriorityGreaterThan, bool bIsFirstPerson)
 
void OnCharacterStepped_Implementation (UE::Math::TVector< double > *PrevLocation, UE::Math::TVector< double > *NewLocation)
 
void NetSetReplicatedDeathAnim_Implementation (UAnimationAsset *Anim)
 
FLinearColorGetFXBloodColor_Implementation (FLinearColor *result)
 
void OnRep_ReplicatedBasedMovement ()
 
void UpdateReplicatedBasedMovement ()
 
AActorGetBasedOnDinoAsActor (bool bUseReplicatedData, bool bOnlyConsciousDino)
 
void SetReplicateMovement (bool bInReplicateMovement)
 
void UpdateEquippedItemDurabilityVariable (FItemNetID itemID, float ItemDurabilityPercentage)
 
void UpdateEquippedItemDurabilityMaterials (FItemNetID itemID, float ItemDurabilityPercentage)
 
void UpdateAllEquippedItemsDurabilityMaterials ()
 
void UpdateAllEquippedItemsDurabilityVariables ()
 
void OnRep_ReplicateMovement ()
 
bool ShouldUseArmorDurabilityVFX ()
 
- Public Member Functions inherited from ACharacter
TObjectPtr< USkeletalMeshComponent > & MeshField ()
 
TObjectPtr< UCharacterMovementComponent > & CharacterMovementField ()
 
TObjectPtr< UCapsuleComponent > & CapsuleComponentField ()
 
FBasedMovementInfoBasedMovementField ()
 
FReplicatedBasedMovementInfoReplicatedBasedMovementField ()
 
floatAnimRootMotionTranslationScaleField ()
 
UE::Math::TVector< double > & BaseTranslationOffsetField ()
 
UE::Math::TQuat< double > & BaseRotationOffsetField ()
 
long doubleReplicatedServerLastTransformUpdateTimeStampField ()
 
floatReplayLastTransformUpdateTimeStampField ()
 
boolbInBaseReplicationField ()
 
floatCrouchedEyeHeightField ()
 
floatJumpKeyHoldTimeField ()
 
floatJumpOfWaterKeyHoldTimeField ()
 
floatJumpForceTimeRemainingField ()
 
floatProxyJumpForceStartedTimeField ()
 
floatJumpMaxHoldTimeField ()
 
intJumpMaxCountField ()
 
intJumpCurrentCountField ()
 
intJumpCurrentCountPreJumpField ()
 
unsigned intNumActorOverlapEventsCounterField ()
 
FCharacterReachedApexSignatureOnReachedJumpApexField ()
 
FLandedSignatureLandedDelegateField ()
 
FMovementModeChangedSignatureMovementModeChangedDelegateField ()
 
FCharacterMovementUpdatedSignatureOnCharacterMovementUpdatedField ()
 
FRootMotionSourceGroupSavedRootMotionField ()
 
FRootMotionMovementParamsClientRootMotionParamsField ()
 
TArray< FSimulatedRootMotionReplicatedMove, TSizedDefaultAllocator< 32 > > & RootMotionRepMovesField ()
 
FRepRootMotionMontageRepRootMotionField ()
 
long doubleLeftDynamicActorBaseTimeField ()
 
long doubleLastClientForceUpdateMovementTimeField ()
 
BitFieldValue< bool, unsigned __int32bIsCrouched ()
 
BitFieldValue< bool, unsigned __int32bProxyIsJumpForceApplied ()
 
BitFieldValue< bool, unsigned __int32bCurrentlyUpdatingRootMotion ()
 
BitFieldValue< bool, unsigned __int32bPressedJump ()
 
BitFieldValue< bool, unsigned __int32bClientUpdating ()
 
BitFieldValue< bool, unsigned __int32bClientWasFalling ()
 
BitFieldValue< bool, unsigned __int32bClientResimulateRootMotion ()
 
BitFieldValue< bool, unsigned __int32bClientResimulateRootMotionSources ()
 
BitFieldValue< bool, unsigned __int32bSimGravityDisabled ()
 
BitFieldValue< bool, unsigned __int32bClientCheckEncroachmentOnNetUpdate ()
 
BitFieldValue< bool, unsigned __int32bServerMoveIgnoreRootMotion ()
 
BitFieldValue< bool, unsigned __int32bWasJumping ()
 
UPrimitiveComponentGetMovementBase ()
 
UPawnMovementComponentGetMovementComponent ()
 
void ClientAdjustRootMotionSourcePosition (float TimeStamp, FRootMotionSourceGroup *ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, UE::Math::TVector< double > *ServerLoc, FVector_NetQuantizeNormal *ServerRotation, float ServerVelZ, UPrimitiveComponent *ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, unsigned __int8 ServerMovementMode)
 
void OnJumped ()
 
void OnLanded (const FHitResult *Hit)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void PostInitializeComponents ()
 
void CacheInitialMeshOffset (UE::Math::TVector< double > *MeshRelativeLocation, UE::Math::TRotator< double > *MeshRelativeRotation, __int64 a4)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
float GetDefaultHalfHeight ()
 
UActorComponentFindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass)
 
void NotifyJumpApex ()
 
void Landed (const FHitResult *Hit)
 
bool CanJump ()
 
bool CanJumpInternal_Implementation ()
 
void ResetJumpState ()
 
bool IsJumpProvidingForce ()
 
void RecalculateBaseEyeHeight ()
 
void OnRep_IsCrouched (__int64 a2)
 
void SetReplicateMovement (bool bInReplicateMovement)
 
bool CanCrouch ()
 
void Crouch (bool bClientSimulation)
 
void UnCrouch (bool bClientSimulation)
 
void OnEndCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void OnStartCrouch (float HeightAdjust, float ScaledHeightAdjust)
 
void ApplyDamageMomentum (float DamageTaken, const FDamageEvent *DamageEvent, APawn *PawnInstigator, AActor *DamageCauser)
 
void ClearCrossLevelReferences (__int64 a2, __int64 a3, __int64 a4)
 
void SetBase (UPrimitiveComponent *NewBaseComponent, const FName InBoneName, bool bNotifyPawn)
 
void TurnOff ()
 
void Restart ()
 
void PawnClientRestart ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
void TornOff ()
 
void NotifyActorBeginOverlap (AActor *OtherActor)
 
void NotifyActorEndOverlap (AActor *OtherActor)
 
void BaseChange ()
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void LaunchCharacter (UE::Math::TVector< double > *LaunchVelocity, bool bXYOverride, bool bZOverride)
 
void OnMovementModeChanged (EMovementMode PrevMovementMode, unsigned __int8 PrevCustomMode)
 
bool ShouldNotifyLanded (const FHitResult *Hit)
 
void Jump ()
 
void StopJumping ()
 
void CheckJumpInput (float DeltaTime)
 
void ClearJumpInput (float DeltaTime)
 
float GetJumpMaxHoldTime ()
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedBasedMovement ()
 
void OnRep_ReplicatedMovement ()
 
void SimulatedRootMotionPositionFixup (float DeltaSeconds)
 
bool RestoreReplicatedMove (const FSimulatedRootMotionReplicatedMove *RootMotionRepMove)
 
void OnUpdateSimulatedPosition (const UE::Math::TVector< double > *OldLocation, const UE::Math::TQuat< double > *OldRotation)
 
void PostNetReceiveLocationAndRotation ()
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetReplicatedCustomConditionState (FCustomPropertyConditionState *OutActiveState)
 
void PreReplicationForReplay (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
float PlayAnimMontage (UAnimMontage *AnimMontage, float InPlayRate, FName StartSectionName, bool bForceTickPoseAndServerUpdateMesh, bool bForceTickPoseOnServer, float BlendInTime, float BlendOutTime)
 
void StopAnimMontage (UAnimMontage *AnimMontage)
 
UAnimMontageGetCurrentMontage ()
 
void ClientCheatWalk_Implementation ()
 
void ClientCheatFly_Implementation ()
 
void ClientCheatGhost_Implementation ()
 
bool IsBasedOnDynamicActor ()
 
void ClientForceUpdateMovement_Implementation (UE::Math::TVector< double > *NewLocation, UE::Math::TVector< double > *NewVelocity)
 
- Public Member Functions inherited from APrimalPawn
FRotator_NetQuantizeSmartPitchLastMovementDesiredRotationField ()
 
floatHarvestingDestructionMeshRangeMultiplerField ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventMovementMode ()
 
BitFieldValue< bool, unsigned __int32bReplicateDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32bIsPlayingTurningAnim ()
 
BitFieldValue< bool, unsigned __int32bClearOnConsume ()
 
BitFieldValue< bool, unsigned __int32bUse_ModifySavedMoveAcceleration_PreRep ()
 
BitFieldValue< bool, unsigned __int32bUse_ModifySavedMoveAcceleration_PostRep ()
 
BitFieldValue< bool, unsigned __int32bSetDefaultMovementMode ()
 
AControllerGetCharacterController ()
 
void SetLastMovementDesiredRotation (const UE::Math::TRotator< double > *InRotation)
 
void InterceptInputEvent (const FString *InputName)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
bool AllowMovementMode (EMovementMode NewMovementMode, unsigned __int8 NewCustomMode)
 
bool PreventMovementMode (EMovementMode NewMovementMode, unsigned __int8 NewCustomMode)
 
APlayerControllerGetOwnerController ()
 
bool IsLocallyControlledByPlayer ()
 
void InitInputComponent ()
 
- Public Member Functions inherited from APawn
floatBaseEyeHeightField ()
 
FieldArray< char, 1 > AutoPossessAIField ()
 
TSubclassOf< AController > & AIControllerClassField ()
 
TObjectPtr< APlayerState > & PlayerStateField ()
 
floatBlendedReplayViewPitchField ()
 
TObjectPtr< AController > & LastHitByField ()
 
TObjectPtr< AController > & ControllerField ()
 
TObjectPtr< AController > & PreviousControllerField ()
 
floatAllowedYawErrorField ()
 
UE::Math::TVector< double > & ControlInputVectorField ()
 
UE::Math::TVector< double > & LastControlInputVectorField ()
 
TSubclassOf< UInputComponent > & OverrideInputComponentClassField ()
 
BitFieldValue< bool, unsigned __int32bUseControllerRotationPitch ()
 
BitFieldValue< bool, unsigned __int32bUseControllerRotationYaw ()
 
BitFieldValue< bool, unsigned __int32bUseControllerRotationRoll ()
 
BitFieldValue< bool, unsigned __int32bCanAffectNavigationGeneration ()
 
BitFieldValue< bool, unsigned __int32bForceUseCustomCameraComponent ()
 
BitFieldValue< bool, unsigned __int32bDisableControllerDesiredRotation ()
 
BitFieldValue< bool, unsigned __int32bInputEnabled ()
 
BitFieldValue< bool, unsigned __int32bProcessingOutsideWorldBounds ()
 
BitFieldValue< bool, unsigned __int32bIsLocalViewTarget ()
 
bool IsPawnControlled ()
 
AShooterPlayerStateGetPlayerState ()
 
void PostLoad ()
 
void BeginPlay ()
 
void GetMoveGoalReachTest (const AActor *MovingActor, const UE::Math::TVector< double > *MoveOffset, UE::Math::TVector< double > *GoalOffset, float *GoalRadius, float *GoalHalfHeight)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void PreInitializeComponents ()
 
void PostInitializeComponents ()
 
void PostRegisterAllComponents ()
 
UPawnMovementComponentGetMovementComponent ()
 
void UpdateNavAgent ()
 
void SetCanAffectNavigationGeneration (bool bNewValue, bool bForceUpdate)
 
bool CanBeBaseForCharacter (APawn *Pawn)
 
bool IsLocallyControlled ()
 
bool IsPlayerControlled ()
 
bool IsBotControlled ()
 
bool ReachedDesiredRotation ()
 
float GetDefaultHalfHeight ()
 
bool ShouldTickIfViewportsOnly ()
 
void SpawnDefaultController ()
 
void TurnOff ()
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
APlayerControllerGetLocalViewingPlayerController ()
 
void PawnClientRestart ()
 
void NotifyRestarted ()
 
void Destroyed ()
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
bool ShouldTakeDamage (float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float TakeDamage (float Damage, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void OnRep_Controller ()
 
void PossessedBy (AController *NewController)
 
void UnPossessed ()
 
void NotifyControllerChanged ()
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
UInputComponentCreatePlayerInputComponent ()
 
void DestroyPlayerInputComponent ()
 
bool IsMoveInputIgnored ()
 
void AddMovementInput (UE::Math::TVector< double > *WorldDirection, float ScaleValue, bool bForce)
 
void AddControllerPitchInput (float Val)
 
void AddControllerYawInput (float Val)
 
void AddControllerRollInput (float Val)
 
void Restart ()
 
APhysicsVolumeGetPawnPhysicsVolume ()
 
APhysicsVolumeGetPhysicsVolume ()
 
void RecalculateBaseEyeHeight ()
 
void Reset ()
 
FStringGetHumanReadableName (FString *result)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void GetActorEyesViewPoint (UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)
 
bool InFreeCam ()
 
void OutsideWorldBounds ()
 
void FaceRotation (UE::Math::TRotator< double > *NewControlRotation, float DeltaTime)
 
void DetachFromControllerPendingDestroy ()
 
AControllerGetDamageInstigator (AController *InstigatedBy, const UDamageType *DamageType)
 
void EnableInput (APlayerController *PlayerController)
 
void DisableInput (APlayerController *PlayerController)
 
void TeleportSucceeded (bool bIsATest, bool bSimpleTeleport)
 
void PostNetReceiveVelocity (const UE::Math::TVector< double > *NewVelocity)
 
void PostNetReceiveLocationAndRotation ()
 
bool IsBasedOnActor (const AActor *Other)
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
const FNavAgentPropertiesGetNavAgentPropertiesRef ()
 
FVectorGetPawnViewLocation (FVector *result)
 
- Public Member Functions inherited from AActor
FActorTickFunctionPrimaryActorTickField ()
 
EActorUpdateOverlapsMethodUpdateOverlapsMethodDuringLevelStreamingField ()
 
intLastForceNetUpdateFrameField ()
 
floatInitialLifeSpanField ()
 
floatCustomTimeDilationField ()
 
intRayTracingGroupIdField ()
 
FRepAttachmentAttachmentReplicationField ()
 
FRepMovementReplicatedMovementField ()
 
TObjectPtr< AActor > & OwnerField ()
 
FNameNetDriverNameField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TEnumAsByte< enum EAutoReceiveInput::Type > & AutoReceiveInputField ()
 
intInputPriorityField ()
 
long doubleCreationTimeField ()
 
TObjectPtr< UInputComponent > & InputComponentField ()
 
floatNetCullDistanceSquaredField ()
 
intNetTagField ()
 
floatNetUpdateFrequencyField ()
 
floatMinNetUpdateFrequencyField ()
 
floatNetPriorityField ()
 
long doubleLastRenderTimeField ()
 
long doubleLastRenderTimeOnScreenField ()
 
long doubleLastRenderTimeIgnoreShadowField ()
 
TObjectPtr< APawn > & InstigatorField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & ChildrenField ()
 
TObjectPtr< USceneComponent > & RootComponentField ()
 
FTimerHandleTimerHandle_LifeSpanExpiredField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & LayersField ()
 
TWeakObjectPtr< UChildActorComponent > & ParentComponentField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & TagsField ()
 
intCachedStasisGridIndexField ()
 
FTakePointDamageSignatureOnTakePointDamageField ()
 
FActorBeginOverlapSignatureOnActorBeginOverlapField ()
 
FActorBeginCursorOverSignatureOnBeginCursorOverField ()
 
FActorOnClickedSignatureOnClickedField ()
 
FActorOnInputTouchBeginSignatureOnInputTouchBeginField ()
 
FActorBeginTouchOverSignatureOnInputTouchEnterField ()
 
FActorHitSignatureOnActorHitField ()
 
FActorEndPlaySignatureOnEndPlayField ()
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > & ReplicatedComponentsField ()
 
TSet< UActorComponent *, DefaultKeyFuncs< UActorComponent *, 0 >, FDefaultSetAllocator > & OwnedComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & InstanceComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & BlueprintCreatedComponentsField ()
 
FRenderCommandFenceDetachFenceField ()
 
BitFieldValue< bool, unsigned __int32bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32bNetStartup ()
 
BitFieldValue< bool, unsigned __int32bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32bCallPreReplication ()
 
BitFieldValue< bool, unsigned __int32bCallPreReplicationForReplay ()
 
BitFieldValue< bool, unsigned __int32bHidden ()
 
BitFieldValue< bool, unsigned __int32bTearOff ()
 
BitFieldValue< bool, unsigned __int32bForceNetAddressable ()
 
BitFieldValue< bool, unsigned __int32bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32bRelevantForNetworkReplays ()
 
BitFieldValue< bool, unsigned __int32bRelevantForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32bReplayRewindable ()
 
BitFieldValue< bool, unsigned __int32bAllowTickBeforeBeginPlay ()
 
BitFieldValue< bool, unsigned __int32bForceHighQualityViewerReplication ()
 
BitFieldValue< bool, unsigned __int32bActorPreventPhysicsSceneRegistration ()
 
BitFieldValue< bool, unsigned __int32bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32bBlockInput ()
 
BitFieldValue< bool, unsigned __int32bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32bGenerateOverlapEventsDuringLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32bEnableAutoLODGeneration ()
 
BitFieldValue< bool, unsigned __int32bIsEditorOnlyActor ()
 
BitFieldValue< bool, unsigned __int32bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32bDisableRigidBodyAnimNodes ()
 
BitFieldValue< bool, unsigned __int32bReplicates ()
 
BitFieldValue< bool, unsigned __int32bCanBeInCluster ()
 
BitFieldValue< bool, unsigned __int32bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bNetCheckedInitialPhysicsState ()
 
BitFieldValue< bool, unsigned __int32bReplicateUsingRegisteredSubObjectList ()
 
BitFieldValue< bool, unsigned __int32bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32bActorBeginningPlayFromLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32bTickFunctionsRegistered ()
 
BitFieldValue< bool, unsigned __int32bHasDeferredComponentRegistration ()
 
BitFieldValue< bool, unsigned __int32bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32bHasRegisteredAllComponents ()
 
BitFieldValue< bool, unsigned __int32bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32bPrimalDeferredConstruction ()
 
BitFieldValue< bool, unsigned __int32bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32bActorIsBeingDestroyed ()
 
BitFieldValue< bool, unsigned __int32bActorWantsDestroyDuringBeginPlay ()
 
BitFieldValue< bool, unsigned __int32ActorHasBegunPlay ()
 
BitFieldValue< bool, unsigned __int32bActorIsBeingConstructed ()
 
BitFieldValue< bool, unsigned __int32bAsyncPhysicsTickEnabled ()
 
FStringGetActorNameOrLabel (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 ()
 
UWorldGetWorld ()
 
FTimerManagerGetWorldTimerManager ()
 
UGameInstanceGetGameInstance ()
 
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)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
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)
 
AActorGetAttachParentActor ()
 
void ForEachAttachedActors (TFunctionRef< bool __cdecl(AActor *)> *Functor)
 
void GetAttachedActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)
 
bool ActorHasTag (FName Tag)
 
APhysicsVolumeGetPhysicsVolume ()
 
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)
 
UActorComponentFindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByClass (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)
 
UActorComponentFindComponentByInterface (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)
 
AWorldSettingsGetWorldSettings ()
 
ENetMode InternalGetNetMode ()
 
UNetDriverGetNetDriver ()
 
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 ()
 
AActorGetSelectionParent ()
 
AActorGetRootSelectionParent ()
 
bool IsActorOrSelectionParentSelected ()
 
void PushSelectionToProxies ()
 
bool IsChildActor ()
 
UChildActorComponentGetParentComponent ()
 
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 ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, const FName InName)
 
UActorComponentCreateComponentFromTemplateData (const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)
 
UActorComponentAddComponent (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)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (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)
 
APlayerControllerGetOwnerController ()
 
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
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
intTargetingTeamField ()
 
intCustomActorFlagsField ()
 
TObjectPtr< AActor > & ActorUsingQuickActionField ()
 
FNameCustomTagField ()
 
intCustomDataField ()
 
FActorCustomEventSignatureOnActorCustomEventField ()
 
long doubleLastThrottledTickTimeField ()
 
FActorMatineeUpdatedOnMatineeUpdatedField ()
 
TMulticastDelegate< void __cdecl(void), FDefaultDelegateUserPolicy > & OnMatineeUpdatedRawField ()
 
TEnumAsByte< enum EReplicationGraphBehavior > & DesiredRepGraphBehaviorField ()
 
long doubleForceMaximumReplicationRateUntilTimeField ()
 
long doubleLastActorForceReplicationTimeField ()
 
intLastActorForceReplicationFrameField ()
 
floatNetworkAndStasisRangeMultiplierField ()
 
floatNetworkRangeMultiplierField ()
 
floatNetCullDistanceSquaredDormantField ()
 
intNetworkDormantChildrenOpIdxField ()
 
intLastFrameCalculatedNetworkRangeMultiplierField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenDormantField ()
 
TObjectPtr< AActor > & NetworkSpatializationParentField ()
 
intDefaultStasisComponentOctreeFlagsField ()
 
intDefaultStasisedOctreeFlagsField ()
 
intDefaultUnstasisedOctreeFlagsField ()
 
floatOverrideStasisComponentRadiusField ()
 
TObjectPtr< UPrimitiveComponent > & StasisCheckComponentField ()
 
long doubleUnstasisLastInRangeTimeField ()
 
long doubleLastPreReplicationTimeField ()
 
long doubleLastEnterStasisTimeField ()
 
long doubleLastExitStasisTimeField ()
 
FStringLastSelectedWindSourceComponentNameField ()
 
unsigned __int8RandomStartByteField ()
 
unsigned __int64LastFrameUnStasisField ()
 
volatile intLastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & StasisUnRegisteredComponentsField ()
 
floatReplicationIntervalMultiplierField ()
 
floatClientReplicationSendNowThresholdField ()
 
intForceImmediateReplicationFrameField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
FActorSemaphoreTakenOnSemaphoreTakenField ()
 
long doubleOriginalCreationTimeField ()
 
__int64LastActorUnstasisedCycleField ()
 
unsigned intLastOnlyInitialReplicationPreReplicationFrameField ()
 
TArray< FTimerHandle, TSizedDefaultAllocator< 32 > > & TimerStasisStoreField ()
 
TArray< TObjectPtr< AMatineeActor >, TSizedDefaultAllocator< 32 > > & ControllingMatineeActorsField ()
 
intNetCriticalPriorityAdjustmentField ()
 
UMovementComponent *& DeferredMovementComponentField ()
 
BitFieldValue< bool, unsigned __int32bIsShooterPlayerController ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalDino ()
 
BitFieldValue< bool, unsigned __int32bIsShooterCharacter ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalCharacter ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalStructureExplosive ()
 
BitFieldValue< bool, unsigned __int32bIsInstancedFoliage ()
 
BitFieldValue< bool, unsigned __int32bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32bUseCanMoveThroughActor ()
 
BitFieldValue< bool, unsigned __int32bUseBPFilterMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32bClimbable ()
 
BitFieldValue< bool, unsigned __int32bUseBPDrawEntry ()
 
BitFieldValue< bool, unsigned __int32bPreventCliffPlatforms ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32bStasised ()
 
BitFieldValue< bool, unsigned __int32bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetBonesToHideOnAllocation ()
 
BitFieldValue< bool, unsigned __int32bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32bForceAllowNetMulticast ()
 
BitFieldValue< bool, unsigned __int32bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32bNetCritical ()
 
BitFieldValue< bool, unsigned __int32bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32bWillStasisAfterSpawn ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventAttachments ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedTagsList ()
 
BitFieldValue< bool, unsigned __int32bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32bUseStasisGrid ()
 
BitFieldValue< bool, unsigned __int32bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32bIsFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32bIsDestroyedFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32bIsValidUnstasisCaster ()
 
BitFieldValue< bool, unsigned __int32bUseBPAllowActorSpawn ()
 
BitFieldValue< bool, unsigned __int32bWantsRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bRealtimeThrottledTickUseNativeTick ()
 
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 ()
 
FMultiUseWheelOptionGetWheelOptionInfoBP (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)
 
UTexture2DGetMultiUseIcon (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)
 
FMultiUseWheelOptionGetWheelOptionInfo (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
FMultiUseWheelOptionGetWheelOptionByUseIndex (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)
 
FStringGetDetailedInfoInternal (FString *result)
 
bool AreAllOuterObjectsValid ()
 
bool IsInBlueprint ()
 
bool IsBasedOnArchetype (const UObject *const SomeObject)
 
UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
UObjectGetDefaultSubobjectByName (FName ToFind)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void PostLoad ()
 
bool NeedsLoadForServer ()
 
bool NeedsLoadForClient ()
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (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 ()
 
FPrimaryAssetIdGetPrimaryAssetId (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)
 
FStringGetDefaultConfigFilename (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)
 
UFunctionFindFunctionChecked (FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
void ProcessContextOpcode (FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)
 
UObjectGetArchetype ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
void SetLinker (FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
 
ARK_API FPropertyFindProperty (FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
FPackageFileVersionGetLinkerUEVersion (FPackageFileVersion *result)
 
FStringGetPathName (FString *result, const UObject *StopOuter)
 
void GetPathName (const UObject *StopOuter, FString *ResultString)
 
void GetPathName (const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)
 
FStringGetFullGroupName (FString *result, bool bStartWithOuter)
 
UObjectGetOutermostObject ()
 
UPackageGetPackage ()
 
bool MarkPackageDirty ()
 
UObjectGetTypedOuter (UClass *Target)
 
bool IsIn (const UObject *SomeOuter)
 
bool IsInPackage (const UPackage *SomePackage)
 
voidGetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)
 
bool CanBeInCluster ()
 
void CreateCluster ()
 
FLinkerLoadGetLinker ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
UObjectBase_vtbl *& __vftableField ()
 
EObjectFlagsObjectFlagsField ()
 
intInternalIndexField ()
 
UClass *& ClassPrivateField ()
 
UClass *& ClassField ()
 
FNameNamePrivateField ()
 
FNameNameField ()
 
UObject *& OuterPrivateField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
UPackageGetExternalPackageInternal ()
 
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 void StaticRegisterNativesAShooterCharacter ()
 
static UClassStaticClass ()
 
static AShooterCharacterFindForPlayerController (AShooterPlayerController *aPC)
 
static bool IsIndoorsAtLoc (UWorld *theWorld, const UE::Math::TVector< double > *actorLoc)
 
static float ComputeHeadHairMorphTargetValue (bool bFemale, unsigned __int8 HairIndex, float PercentOfGrowth)
 
static float ComputeFacialHairMorphTargetValue (bool bFemale, unsigned __int8 HairIndex, float PercentOfGrowth)
 
- Static Public Member Functions inherited from APrimalCharacter
static void StaticRegisterNativesAPrimalCharacter ()
 
static UClassStaticClass ()
 
static void StaticApplyCharacterSnapshot (UPrimalItem *Item, AActor *To, UE::Math::TVector< double > *Offset, float MaxExtent, int Pose, bool bCollisionOn)
 
static void StaticApplyCharacterSnapshotEquipment (UPrimalInventoryComponent *Inventory, AActor *To)
 
static void StaticRemoveCharacterSnapshot (UPrimalItem *Item, AActor *From)
 
static int StaticGetSnapshotPoseCount (UPrimalItem *Item)
 
static FPrimalSnapshotPoseStaticGetSnapshotPose (FPrimalSnapshotPose *result, UPrimalItem *Item, int PoseIndex)
 
static UActorComponentGetSnapshotComponent (AActor *From, FName Tag)
 
static UActorComponentCreateSnapshotComponent (AActor *For, UObject *Template, FName Tag, FName Name)
 
static void ForceUpdateAimedCharacters (UWorld *World, const UE::Math::TVector< double > *StartLoc, const UE::Math::TVector< double > *EndLoc, AActor *IgnoreActor, bool bForceUpdateIgnoreActor, float TraceRadius, bool bOnlyRefreshRelevancyValues)
 
- Static Public Member Functions inherited from ACharacter
static UClassStaticClass ()
 
static void StaticRegisterNativesACharacter ()
 
- Static Public Member Functions inherited from APrimalPawn
static UClassStaticClass ()
 
static void StaticRegisterNativesAPrimalPawn ()
 
- Static Public Member Functions inherited from APawn
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesAPawn ()
 
- Static Public Member Functions inherited from AActor
static UClassStaticClass ()
 
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 UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesUPrimalActor ()
 
- Static Public Member Functions inherited from UObject
static UClassStaticClass ()
 
static const FNameAssetVersePathTagName ()
 
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), FDefaultDelegateUserPolicyOnTeamChangedForActorField )()
 

Detailed Description

Definition at line 5448 of file Actor.h.

Member Function Documentation

◆ _GrapHookCableObjectCountField()

int & AShooterCharacter::_GrapHookCableObjectCountField ( )
inline

Definition at line 5511 of file Actor.h.

◆ AcceptInviteToAllianceIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::AcceptInviteToAllianceIconField ( )
inline

Definition at line 5772 of file Actor.h.

◆ AcceptTribeInvitationIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::AcceptTribeInvitationIconField ( )
inline

Definition at line 5766 of file Actor.h.

◆ AcceptTribeWarIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::AcceptTribeWarIconField ( )
inline

Definition at line 5775 of file Actor.h.

◆ ActivateInventoryAnimationField()

UAnimMontage *& AShooterCharacter::ActivateInventoryAnimationField ( )
inline

Definition at line 5503 of file Actor.h.

◆ AdjustDamage()

void AShooterCharacter::AdjustDamage ( float * Damage,
const FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * DamageCauser )
inline

Definition at line 6050 of file Actor.h.

◆ AimMagnetismOffsetDecaySpeedField()

float & AShooterCharacter::AimMagnetismOffsetDecaySpeedField ( )
inline

Definition at line 5742 of file Actor.h.

◆ AimMagnetismOffsetMultiplierField()

float & AShooterCharacter::AimMagnetismOffsetMultiplierField ( )
inline

Definition at line 5743 of file Actor.h.

◆ AimMagnetismStrengthField()

float & AShooterCharacter::AimMagnetismStrengthField ( )
inline

Definition at line 5741 of file Actor.h.

◆ AllianceInviteIDField()

unsigned int & AShooterCharacter::AllianceInviteIDField ( )
inline

Definition at line 5663 of file Actor.h.

◆ AllianceInviteNameField()

FString & AShooterCharacter::AllianceInviteNameField ( )
inline

Definition at line 5664 of file Actor.h.

◆ AllianceInviteRequestingTeamField()

int & AShooterCharacter::AllianceInviteRequestingTeamField ( )
inline

Definition at line 5662 of file Actor.h.

◆ AllianceInviteTimeField()

long double & AShooterCharacter::AllianceInviteTimeField ( )
inline

Definition at line 5665 of file Actor.h.

◆ AllowDinoTargetingRange()

bool AShooterCharacter::AllowDinoTargetingRange ( const UE::Math::TVector< double > * AtLoc,
float TargetingRange )
inline

Definition at line 6122 of file Actor.h.

◆ AllowFirstPerson()

bool AShooterCharacter::AllowFirstPerson ( )
inline

Definition at line 5966 of file Actor.h.

◆ AllowGrappling_Implementation()

bool AShooterCharacter::AllowGrappling_Implementation ( )
inline

Definition at line 6153 of file Actor.h.

◆ AllowParallelAnimations()

bool AShooterCharacter::AllowParallelAnimations ( USkeletalMeshComponent * forComp)
inline

Definition at line 6132 of file Actor.h.

◆ AnimNotifyCustomEvent()

void AShooterCharacter::AnimNotifyCustomEvent ( FName CustomEventName,
USkeletalMeshComponent * MeshComp,
UAnimSequenceBase * Animation,
const UAnimNotify * AnimNotifyObject )
inline

Definition at line 5970 of file Actor.h.

◆ AnimNotifyCustomState_Begin()

void AShooterCharacter::AnimNotifyCustomState_Begin ( FName CustomEventName,
USkeletalMeshComponent * MeshComp,
UAnimSequenceBase * Animation,
float TotalDuration,
const UAnimNotifyState * AnimNotifyObject )
inline

Definition at line 5971 of file Actor.h.

◆ AnimNotifyCustomState_End()

void AShooterCharacter::AnimNotifyCustomState_End ( FName CustomEventName,
USkeletalMeshComponent * MeshComp,
UAnimSequenceBase * Animation,
const UAnimNotifyState * AnimNotifyObject )
inline

Definition at line 5973 of file Actor.h.

◆ AnimNotifyCustomState_Tick()

void AShooterCharacter::AnimNotifyCustomState_Tick ( FName CustomEventName,
USkeletalMeshComponent * MeshComp,
UAnimSequenceBase * Animation,
float FrameDeltaTime,
const UAnimNotifyState * AnimNotifyObject )
inline

Definition at line 5972 of file Actor.h.

◆ AnimOverrideToField()

TArray< TSoftObjectPtr< UAnimMontage >, TSizedDefaultAllocator< 32 > > & AShooterCharacter::AnimOverrideToField ( )
inline

Definition at line 5607 of file Actor.h.

◆ AnimSequenceOverrideToField()

TArray< TSoftObjectPtr< UAnimSequence >, TSizedDefaultAllocator< 32 > > & AShooterCharacter::AnimSequenceOverrideToField ( )
inline

Definition at line 5609 of file Actor.h.

◆ AnimSequencesOverrideFromField()

TArray< TSoftObjectPtr< UAnimSequence >, TSizedDefaultAllocator< 32 > > & AShooterCharacter::AnimSequencesOverrideFromField ( )
inline

Definition at line 5608 of file Actor.h.

◆ AnimsOverrideFromField()

TArray< TSoftObjectPtr< UAnimMontage >, TSizedDefaultAllocator< 32 > > & AShooterCharacter::AnimsOverrideFromField ( )
inline

Definition at line 5606 of file Actor.h.

◆ AppliedBobField()

float & AShooterCharacter::AppliedBobField ( )
inline

Definition at line 5529 of file Actor.h.

◆ ApplyBodyColors() [1/2]

void AShooterCharacter::ApplyBodyColors ( )
inline

Definition at line 6040 of file Actor.h.

◆ ApplyBodyColors() [2/2]

void AShooterCharacter::ApplyBodyColors ( USkeletalMeshComponent * toMesh)
inline

Definition at line 6041 of file Actor.h.

◆ ApplyBoneModifiers()

void AShooterCharacter::ApplyBoneModifiers ( int a2)
inline

Definition at line 6042 of file Actor.h.

◆ ApplyCharacterSnapshot()

void AShooterCharacter::ApplyCharacterSnapshot ( UPrimalItem * Item,
AActor * To,
UE::Math::TVector< double > * Offset,
float MaxExtent,
int Pose,
bool bCollisionOn )
inline

Definition at line 6044 of file Actor.h.

◆ ApplyDamageMomentum()

void AShooterCharacter::ApplyDamageMomentum ( float DamageTaken,
const FDamageEvent * DamageEvent,
APawn * PawnInstigator,
AActor * DamageCauser )
inline

Definition at line 6002 of file Actor.h.

◆ AttachToLadder_Implementation()

void AShooterCharacter::AttachToLadder_Implementation ( USceneComponent * Parent)
inline

Definition at line 6096 of file Actor.h.

◆ AuthPostSpawnInit()

void AShooterCharacter::AuthPostSpawnInit ( )
inline

Definition at line 5876 of file Actor.h.

◆ AutoFireHandleField()

FTimerHandle & AShooterCharacter::AutoFireHandleField ( )
inline

Definition at line 5724 of file Actor.h.

◆ AutoJumpHandleField()

FTimerHandle & AShooterCharacter::AutoJumpHandleField ( )
inline

Definition at line 5723 of file Actor.h.

◆ AutoMoveHandleField()

FTimerHandle & AShooterCharacter::AutoMoveHandleField ( )
inline

Definition at line 5721 of file Actor.h.

◆ AutoPlayerHandleField()

FTimerHandle & AShooterCharacter::AutoPlayerHandleField ( )
inline

Definition at line 5720 of file Actor.h.

◆ AutoTurnHandleField()

FTimerHandle & AShooterCharacter::AutoTurnHandleField ( )
inline

Definition at line 5722 of file Actor.h.

◆ bAddedToActivePlayerList()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAddedToActivePlayerList ( )
inline

Definition at line 5811 of file Actor.h.

◆ bAllowDPC()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAllowDPC ( )
inline

Definition at line 5824 of file Actor.h.

◆ BanishFromTribeIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::BanishFromTribeIconField ( )
inline

Definition at line 5764 of file Actor.h.

◆ bAutoDestroyPlayerWeapons()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bAutoDestroyPlayerWeapons ( )
inline

Definition at line 5837 of file Actor.h.

◆ bAutoFireField()

bool & AShooterCharacter::bAutoFireField ( )
inline

Definition at line 5718 of file Actor.h.

◆ bAutoProneField()

bool & AShooterCharacter::bAutoProneField ( )
inline

Definition at line 5719 of file Actor.h.

◆ bBeganPlay()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bBeganPlay ( )
inline

Definition at line 5823 of file Actor.h.

◆ bBlockSpawnIntroField()

bool & AShooterCharacter::bBlockSpawnIntroField ( )
inline

Definition at line 5731 of file Actor.h.

◆ bBPOverrideHealthBarOffset()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bBPOverrideHealthBarOffset ( )
inline

Definition at line 5813 of file Actor.h.

◆ bCheckPushedThroughWallsWasSeatingStructure()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bCheckPushedThroughWallsWasSeatingStructure ( )
inline

Definition at line 5807 of file Actor.h.

◆ bDebugCheckDinoPawnsOctree()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bDebugCheckDinoPawnsOctree ( )
inline

Definition at line 5838 of file Actor.h.

◆ bDisableLookYaw()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bDisableLookYaw ( )
inline

Definition at line 5815 of file Actor.h.

◆ bDrawHealthBar()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bDrawHealthBar ( )
inline

Definition at line 5812 of file Actor.h.

◆ BeginPlay()

void AShooterCharacter::BeginPlay ( )
inline

Definition at line 5880 of file Actor.h.

◆ BestInstantShotResultField()

TEnumAsByte< enum EPrimalStatsValueTypes::Type > & AShooterCharacter::BestInstantShotResultField ( )
inline

Definition at line 5707 of file Actor.h.

◆ bForceBuffAimOverride()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bForceBuffAimOverride ( )
inline

Definition at line 5831 of file Actor.h.

◆ bForceDrawHUD()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bForceDrawHUD ( )
inline

Definition at line 5834 of file Actor.h.

◆ bForceSeatingAnim()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bForceSeatingAnim ( )
inline

Definition at line 5835 of file Actor.h.

◆ bGaveInitialItems()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bGaveInitialItems ( )
inline

Definition at line 5808 of file Actor.h.

◆ bHadGrapHookAttachActor()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHadGrapHookAttachActor ( )
inline

Definition at line 5810 of file Actor.h.

◆ bHadWeaponWhenStartedClimbingLadder()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHadWeaponWhenStartedClimbingLadder ( )
inline

Definition at line 5825 of file Actor.h.

◆ bHasShooterCharacterTicked()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHasShooterCharacterTicked ( )
inline

Definition at line 5828 of file Actor.h.

◆ bHatHidden()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHatHidden ( )
inline

Definition at line 5822 of file Actor.h.

◆ bHideFloatingHUD()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bHideFloatingHUD ( )
inline

Definition at line 5833 of file Actor.h.

◆ bIsClimbing()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsClimbing ( )
inline

Definition at line 5796 of file Actor.h.

◆ bIsConnected()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsConnected ( )
inline

Definition at line 5826 of file Actor.h.

◆ bIsControllingBallistaField()

bool & AShooterCharacter::bIsControllingBallistaField ( )
inline

Definition at line 5647 of file Actor.h.

◆ bIsCrafting()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsCrafting ( )
inline

Definition at line 5793 of file Actor.h.

◆ bIsFemale()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsFemale ( )
inline

Definition at line 5799 of file Actor.h.

◆ bIsHidingFPVMesh()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsHidingFPVMesh ( )
inline

Definition at line 5832 of file Actor.h.

◆ bIsIndoors()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsIndoors ( )
inline

Definition at line 5795 of file Actor.h.

◆ bIsPlayingSleepAnimField()

unsigned __int8 & AShooterCharacter::bIsPlayingSleepAnimField ( )
inline

Definition at line 5757 of file Actor.h.

◆ bIsPressingRunning()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsPressingRunning ( )
inline

Definition at line 5836 of file Actor.h.

◆ bIsPreviewCharacterField()

bool & AShooterCharacter::bIsPreviewCharacterField ( )
inline

Definition at line 5470 of file Actor.h.

◆ bIsRiding()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsRiding ( )
inline

Definition at line 5794 of file Actor.h.

◆ bIsTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsTargeting ( )
inline

Definition at line 5792 of file Actor.h.

◆ bIsViewingInventory()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bIsViewingInventory ( )
inline

Definition at line 5797 of file Actor.h.

◆ bLastLocInterpCrouched()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastLocInterpCrouched ( )
inline

Definition at line 5821 of file Actor.h.

◆ bLastLocInterpProne()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastLocInterpProne ( )
inline

Definition at line 5820 of file Actor.h.

◆ bLastViewingInventory()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLastViewingInventory ( )
inline

Definition at line 5804 of file Actor.h.

◆ bLockedToSeatingStructure()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bLockedToSeatingStructure ( )
inline

Definition at line 5829 of file Actor.h.

◆ bNeedsHairOrBodyUpdate()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bNeedsHairOrBodyUpdate ( )
inline

Definition at line 5840 of file Actor.h.

◆ bNoPhysics()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bNoPhysics ( )
inline

Definition at line 5802 of file Actor.h.

◆ BobMaxMovementSpeedField()

float & AShooterCharacter::BobMaxMovementSpeedField ( )
inline

Definition at line 5479 of file Actor.h.

◆ BobTimeField()

float & AShooterCharacter::BobTimeField ( )
inline

Definition at line 5530 of file Actor.h.

◆ BodyColorsField()

FieldArray< FLinearColor, 4 > AShooterCharacter::BodyColorsField ( )
inline

Definition at line 5611 of file Actor.h.

◆ BoneModifiers_FemaleField()

TArray< FBoneModifier, TSizedDefaultAllocator< 32 > > & AShooterCharacter::BoneModifiers_FemaleField ( )
inline

Definition at line 5615 of file Actor.h.

◆ BoneModifiersField()

TArray< FBoneModifier, TSizedDefaultAllocator< 32 > > & AShooterCharacter::BoneModifiersField ( )
inline

Definition at line 5614 of file Actor.h.

◆ BPCanImplantSuicide()

bool AShooterCharacter::BPCanImplantSuicide ( )
inline

Definition at line 6195 of file Actor.h.

◆ bPlayedSpawnIntro()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayedSpawnIntro ( )
inline

Definition at line 5805 of file Actor.h.

◆ bPlayFirstSpawnAnim()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayFirstSpawnAnim ( )
inline

Definition at line 5801 of file Actor.h.

◆ bPlayingShieldCoverAnimation()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayingShieldCoverAnimation ( )
inline

Definition at line 5816 of file Actor.h.

◆ bPlayingShieldCoverAnimationForCrouch()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlayingShieldCoverAnimationForCrouch ( )
inline

Definition at line 5817 of file Actor.h.

◆ bPlaySpawnAnim()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPlaySpawnAnim ( )
inline

Definition at line 5800 of file Actor.h.

◆ bPossessionDontUnsleep()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPossessionDontUnsleep ( )
inline

Definition at line 5803 of file Actor.h.

◆ bPreventAllWeapons()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bPreventAllWeapons ( )
inline

Definition at line 5830 of file Actor.h.

◆ bReceivedGenesisSeasonPassItems()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bReceivedGenesisSeasonPassItems ( )
inline

Definition at line 5809 of file Actor.h.

◆ bRefreshDefaultAttachmentsHadEquippedItems()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bRefreshDefaultAttachmentsHadEquippedItems ( )
inline

Definition at line 5827 of file Actor.h.

◆ bSetInitialControlPitchField()

unsigned int & AShooterCharacter::bSetInitialControlPitchField ( )
inline

Definition at line 5781 of file Actor.h.

◆ bShouldInvertTurnInputField()

bool & AShooterCharacter::bShouldInvertTurnInputField ( )
inline

Definition at line 5659 of file Actor.h.

◆ bSKDynamicMatsHaveBeenRecentlyChangedAndNeedUpdatingOnTheAnimbp()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bSKDynamicMatsHaveBeenRecentlyChangedAndNeedUpdatingOnTheAnimbp ( )
inline

Definition at line 5841 of file Actor.h.

◆ bTriggerBPUnstasis()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bTriggerBPUnstasis ( )
inline

Definition at line 5818 of file Actor.h.

◆ BuffExtraDamageMultiplierField()

float & AShooterCharacter::BuffExtraDamageMultiplierField ( )
inline

Definition at line 5726 of file Actor.h.

◆ BuffsPreventFirstPerson()

bool AShooterCharacter::BuffsPreventFirstPerson ( )
inline

Definition at line 5874 of file Actor.h.

◆ bUseAlternateFallBlendspace()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bUseAlternateFallBlendspace ( )
inline

Definition at line 5798 of file Actor.h.

◆ bUseCustomHealthBarColor()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bUseCustomHealthBarColor ( )
inline

Definition at line 5814 of file Actor.h.

◆ bUseDefaultWeaponWhenOpeningInventory()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bUseDefaultWeaponWhenOpeningInventory ( )
inline

Definition at line 5839 of file Actor.h.

◆ bWasFirstPerson()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasFirstPerson ( )
inline

Definition at line 5819 of file Actor.h.

◆ bWasLocallyControlledField()

bool & AShooterCharacter::bWasLocallyControlledField ( )
inline

Definition at line 5621 of file Actor.h.

◆ bWasLocalPossessedByControlledField()

bool & AShooterCharacter::bWasLocalPossessedByControlledField ( )
inline

Definition at line 5622 of file Actor.h.

◆ bWasSubmerged()

BitFieldValue< bool, unsigned __int32 > AShooterCharacter::bWasSubmerged ( )
inline

Definition at line 5806 of file Actor.h.

◆ CachedAttachmentMaterialsField()

TArray< UMaterialInterface *, TSizedDefaultAllocator< 32 > > & AShooterCharacter::CachedAttachmentMaterialsField ( )
inline

Definition at line 5735 of file Actor.h.

◆ CachedPlayerMaterialsField()

TArray< UMaterialInterface *, TSizedDefaultAllocator< 32 > > & AShooterCharacter::CachedPlayerMaterialsField ( )
inline

Definition at line 5734 of file Actor.h.

◆ CalcIsIndoors()

bool AShooterCharacter::CalcIsIndoors ( )
inline

Definition at line 6021 of file Actor.h.

◆ CalculateTetheringForSplitScreen()

void AShooterCharacter::CalculateTetheringForSplitScreen ( )
inline

Definition at line 5957 of file Actor.h.

◆ CallAttackAnimField()

UAnimMontage *& AShooterCharacter::CallAttackAnimField ( )
inline

Definition at line 5545 of file Actor.h.

◆ CallFollowAnimField()

UAnimMontage *& AShooterCharacter::CallFollowAnimField ( )
inline

Definition at line 5540 of file Actor.h.

◆ CallFollowAnimSingleField()

UAnimMontage *& AShooterCharacter::CallFollowAnimSingleField ( )
inline

Definition at line 5542 of file Actor.h.

◆ CallMoveToAnimField()

UAnimMontage *& AShooterCharacter::CallMoveToAnimField ( )
inline

Definition at line 5544 of file Actor.h.

◆ CallStayAnimField()

UAnimMontage *& AShooterCharacter::CallStayAnimField ( )
inline

Definition at line 5541 of file Actor.h.

◆ CallStayAnimSingleField()

UAnimMontage *& AShooterCharacter::CallStayAnimSingleField ( )
inline

Definition at line 5543 of file Actor.h.

◆ CanBeCarried()

bool AShooterCharacter::CanBeCarried ( APrimalCharacter * ByCarrier)
inline

Definition at line 5960 of file Actor.h.

◆ CanCrouch()

bool AShooterCharacter::CanCrouch ( )
inline

Definition at line 5927 of file Actor.h.

◆ CanDragCharacter()

bool AShooterCharacter::CanDragCharacter ( APrimalCharacter * Character,
bool bIgnoreWeight )
inline

Definition at line 6126 of file Actor.h.

◆ CanFire()

bool AShooterCharacter::CanFire ( )
inline

Definition at line 5922 of file Actor.h.

◆ CanJumpInternal_Implementation()

bool AShooterCharacter::CanJumpInternal_Implementation ( )
inline

Definition at line 6003 of file Actor.h.

◆ CanProne()

bool AShooterCharacter::CanProne ( )
inline

Definition at line 5929 of file Actor.h.

◆ CanProneInternal()

bool AShooterCharacter::CanProneInternal ( __int16 a2)
inline

Definition at line 6004 of file Actor.h.

◆ CanStartWeaponSwitch()

bool AShooterCharacter::CanStartWeaponSwitch ( UPrimalItem * aPrimalItem)
inline

Definition at line 5912 of file Actor.h.

◆ CantAcceptInviteToAllianceIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::CantAcceptInviteToAllianceIconField ( )
inline

Definition at line 5773 of file Actor.h.

◆ CantInviteToAllianceIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::CantInviteToAllianceIconField ( )
inline

Definition at line 5771 of file Actor.h.

◆ CaptureCharacterSnapshot()

void AShooterCharacter::CaptureCharacterSnapshot ( UPrimalItem * Item)
inline

Definition at line 6043 of file Actor.h.

◆ ChangeActorTeam()

void AShooterCharacter::ChangeActorTeam ( int NewTeam)
inline

Definition at line 6016 of file Actor.h.

◆ CharacterAdditiveStandingAnimField()

UAnimSequence *& AShooterCharacter::CharacterAdditiveStandingAnimField ( )
inline

Definition at line 5677 of file Actor.h.

◆ CharacterStatusStateSoundComponentField()

UAudioComponent *& AShooterCharacter::CharacterStatusStateSoundComponentField ( )
inline

Definition at line 5523 of file Actor.h.

◆ CheckAndHandleBasedPlayersBeingPushedThroughWalls()

void AShooterCharacter::CheckAndHandleBasedPlayersBeingPushedThroughWalls ( )
inline

Definition at line 5955 of file Actor.h.

◆ CheckCancelEmoteBuffClassField()

TSoftClassPtr< APrimalBuff > & AShooterCharacter::CheckCancelEmoteBuffClassField ( )
inline

Definition at line 5467 of file Actor.h.

◆ CheckFallFromLadder()

void AShooterCharacter::CheckFallFromLadder ( )
inline

Definition at line 5877 of file Actor.h.

◆ ClearCarryingDino()

void AShooterCharacter::ClearCarryingDino ( bool bFromDino,
bool bCancelAnyCarryBuffs )
inline

Definition at line 5993 of file Actor.h.

◆ ClearRiderCameraTransitionInterpSpeedField()

float & AShooterCharacter::ClearRiderCameraTransitionInterpSpeedField ( )
inline

Definition at line 5759 of file Actor.h.

◆ ClearRiderCameraTransitionInterpTimeField()

float & AShooterCharacter::ClearRiderCameraTransitionInterpTimeField ( )
inline

Definition at line 5760 of file Actor.h.

◆ ClearRidingDino()

void AShooterCharacter::ClearRidingDino ( bool bFromDino,
int OverrideUnboardDirection,
bool bForceEvenIfBuffPreventsClear )
inline

Definition at line 5991 of file Actor.h.

◆ ClearRidingDinoAsPassenger()

void AShooterCharacter::ClearRidingDinoAsPassenger ( bool bFromDino)
inline

Definition at line 5995 of file Actor.h.

◆ ClearSpawnAnim()

void AShooterCharacter::ClearSpawnAnim ( )
inline

Definition at line 5883 of file Actor.h.

◆ ClientClearTribeRequest_Implementation()

void AShooterCharacter::ClientClearTribeRequest_Implementation ( )
inline

Definition at line 6017 of file Actor.h.

◆ ClientInviteToAlliance_Implementation()

void AShooterCharacter::ClientInviteToAlliance_Implementation ( int RequestingTeam,
unsigned int AllianceID,
const FString * AllianceName,
const FString * InviteeName )
inline

Definition at line 6124 of file Actor.h.

◆ ClientMultiUse()

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

Definition at line 6013 of file Actor.h.

◆ ClientNetEndClimbingLadder()

void AShooterCharacter::ClientNetEndClimbingLadder ( )
inline

Definition at line 5845 of file Actor.h.

◆ ClientNetEndClimbingLadder_Implementation()

void AShooterCharacter::ClientNetEndClimbingLadder_Implementation ( )
inline

Definition at line 6119 of file Actor.h.

◆ ClientNotifyLevelUp_Implementation()

void AShooterCharacter::ClientNotifyLevelUp_Implementation ( )
inline

Definition at line 6052 of file Actor.h.

◆ ClientNotifyTribeRequest_Implementation()

void AShooterCharacter::ClientNotifyTribeRequest_Implementation ( const FString * RequestTribeName,
AShooterCharacter * PlayerCharacter )
inline

Definition at line 6018 of file Actor.h.

◆ ClientPlayHarvestAnim_Implementation()

void AShooterCharacter::ClientPlayHarvestAnim_Implementation ( )
inline

Definition at line 5998 of file Actor.h.

◆ ClientReceiveNextWeaponID_Implementation()

void AShooterCharacter::ClientReceiveNextWeaponID_Implementation ( FItemNetID theItemID)
inline

Definition at line 6161 of file Actor.h.

◆ ClientSeatedViewRotationPitchField()

float & AShooterCharacter::ClientSeatedViewRotationPitchField ( )
inline

Definition at line 5656 of file Actor.h.

◆ ClientSeatedViewRotationYawField()

float & AShooterCharacter::ClientSeatedViewRotationYawField ( )
inline

Definition at line 5657 of file Actor.h.

◆ ClientSetExpectedBase_Implementation()

void AShooterCharacter::ClientSetExpectedBase_Implementation ( unsigned int BaseID)
inline

Definition at line 6183 of file Actor.h.

◆ ClientUpdatedInventory_Implementation()

void AShooterCharacter::ClientUpdatedInventory_Implementation ( )
inline

Definition at line 6090 of file Actor.h.

◆ ClientWasPushed_Implementation()

void AShooterCharacter::ClientWasPushed_Implementation ( )
inline

Definition at line 6117 of file Actor.h.

◆ ClimbingLadderField()

TWeakObjectPtr< APrimalStructureLadder > & AShooterCharacter::ClimbingLadderField ( )
inline

Definition at line 5494 of file Actor.h.

◆ CompassWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::CompassWeaponField ( )
inline

Definition at line 5493 of file Actor.h.

◆ ComputeFacialHairMorphTargetValue()

static float AShooterCharacter::ComputeFacialHairMorphTargetValue ( bool bFemale,
unsigned __int8 HairIndex,
float PercentOfGrowth )
inlinestatic

Definition at line 6148 of file Actor.h.

◆ ComputeHeadHairMorphTargetValue()

static float AShooterCharacter::ComputeHeadHairMorphTargetValue ( bool bFemale,
unsigned __int8 HairIndex,
float PercentOfGrowth )
inlinestatic

Definition at line 6147 of file Actor.h.

◆ ControllerLeavingGame()

void AShooterCharacter::ControllerLeavingGame ( AShooterPlayerController * theController)
inline

Definition at line 5887 of file Actor.h.

◆ CraftingMovementSpeedModifierField()

float & AShooterCharacter::CraftingMovementSpeedModifierField ( )
inline

Definition at line 5551 of file Actor.h.

◆ Crouch()

void AShooterCharacter::Crouch ( bool bClientSimulation)
inline

Definition at line 5932 of file Actor.h.

◆ CuddleAnimationField()

UAnimMontage *& AShooterCharacter::CuddleAnimationField ( )
inline

Definition at line 5668 of file Actor.h.

◆ CurrentAimBlendingField()

float & AShooterCharacter::CurrentAimBlendingField ( )
inline

Definition at line 5549 of file Actor.h.

◆ CurrentControlledBallistaYawField()

float & AShooterCharacter::CurrentControlledBallistaYawField ( )
inline

Definition at line 5648 of file Actor.h.

◆ CurrentGrappledToCharacterField()

TWeakObjectPtr< APrimalCharacter > & AShooterCharacter::CurrentGrappledToCharacterField ( )
inline

Definition at line 5661 of file Actor.h.

◆ CurrentItemBalloonField()

TWeakObjectPtr< APrimalStructure > & AShooterCharacter::CurrentItemBalloonField ( )
inline

Definition at line 5708 of file Actor.h.

◆ CurrentPassengerSeatDefinitionField()

FSaddlePassengerSeatDefinition & AShooterCharacter::CurrentPassengerSeatDefinitionField ( )
inline

Definition at line 5605 of file Actor.h.

◆ CurrentShadowOpactiyField()

long double & AShooterCharacter::CurrentShadowOpactiyField ( )
inline

Definition at line 5736 of file Actor.h.

◆ CurrentVoiceModeField()

int & AShooterCharacter::CurrentVoiceModeField ( )
inline

Definition at line 5468 of file Actor.h.

◆ CurrentWeaponBobSpeedField()

float & AShooterCharacter::CurrentWeaponBobSpeedField ( )
inline

Definition at line 5527 of file Actor.h.

◆ CurrentWeaponField()

AShooterWeapon *& AShooterCharacter::CurrentWeaponField ( )
inline

Definition at line 5572 of file Actor.h.

◆ CurrentWeaponItemIDField()

FItemNetID & AShooterCharacter::CurrentWeaponItemIDField ( )
inline

Definition at line 5569 of file Actor.h.

◆ CustomFolderFastInventoryField()

FString & AShooterCharacter::CustomFolderFastInventoryField ( )
inline

Definition at line 5637 of file Actor.h.

◆ CycleFastInventory()

void AShooterCharacter::CycleFastInventory ( bool bRefresh,
bool bNext )
inline

Definition at line 6089 of file Actor.h.

◆ DeclareTribeWarIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::DeclareTribeWarIconField ( )
inline

Definition at line 5774 of file Actor.h.

◆ DedicatedServerBoneFixup()

void AShooterCharacter::DedicatedServerBoneFixup ( )
inline

Definition at line 5886 of file Actor.h.

◆ DefaultAttachmentInfosField()

TArray< FItemAttachmentInfo, TSizedDefaultAllocator< 32 > > & AShooterCharacter::DefaultAttachmentInfosField ( )
inline

Definition at line 5562 of file Actor.h.

◆ DefaultDinoRidingAnimationField()

UAnimSequence *& AShooterCharacter::DefaultDinoRidingAnimationField ( )
inline

Definition at line 5595 of file Actor.h.

◆ DefaultDinoRidingMoveAnimationField()

UAnimSequence *& AShooterCharacter::DefaultDinoRidingMoveAnimationField ( )
inline

Definition at line 5596 of file Actor.h.

◆ DefaultFacialHairIndexField()

int & AShooterCharacter::DefaultFacialHairIndexField ( )
inline

Definition at line 5756 of file Actor.h.

◆ DefaultHeadHairIndexField()

int & AShooterCharacter::DefaultHeadHairIndexField ( )
inline

Definition at line 5754 of file Actor.h.

◆ DefaultHexagonAmountEarnedOnMissionCompletionField()

int & AShooterCharacter::DefaultHexagonAmountEarnedOnMissionCompletionField ( )
inline

Definition at line 5714 of file Actor.h.

◆ DefaultPercentOfFullFacialHairGrowthField()

float & AShooterCharacter::DefaultPercentOfFullFacialHairGrowthField ( )
inline

Definition at line 5755 of file Actor.h.

◆ DefaultPercentOfFullHeadHairGrowthField()

float & AShooterCharacter::DefaultPercentOfFullHeadHairGrowthField ( )
inline

Definition at line 5753 of file Actor.h.

◆ DefaultSeatingAnimationField()

UAnimSequence *& AShooterCharacter::DefaultSeatingAnimationField ( )
inline

Definition at line 5597 of file Actor.h.

◆ DefaultShieldAnimationField()

UAnimSequence *& AShooterCharacter::DefaultShieldAnimationField ( )
inline

Definition at line 5598 of file Actor.h.

◆ DefaultWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::DefaultWeaponField ( )
inline

Definition at line 5489 of file Actor.h.

◆ DelayGiveDefaultWeapon()

void AShooterCharacter::DelayGiveDefaultWeapon ( float DelayTime)
inline

Definition at line 5907 of file Actor.h.

◆ Destroyed()

void AShooterCharacter::Destroyed ( )
inline

Definition at line 5878 of file Actor.h.

◆ DetachFromLadder()

void AShooterCharacter::DetachFromLadder ( )
inline

Definition at line 5846 of file Actor.h.

◆ DetachFromLadder_Implementation()

void AShooterCharacter::DetachFromLadder_Implementation ( )
inline

Definition at line 6097 of file Actor.h.

◆ DetachGrapHookCable()

void AShooterCharacter::DetachGrapHookCable ( )
inline

Definition at line 5847 of file Actor.h.

◆ DetachGrapHookCable_Implementation()

void AShooterCharacter::DetachGrapHookCable_Implementation ( )
inline

Definition at line 5896 of file Actor.h.

◆ DialogueSoundComponentField()

UAudioComponent *& AShooterCharacter::DialogueSoundComponentField ( )
inline

Definition at line 5733 of file Actor.h.

◆ Die()

bool AShooterCharacter::Die ( float KillingDamage,
const FDamageEvent * DamageEvent,
AController * Killer,
AActor * DamageCauser )
inline

Definition at line 6001 of file Actor.h.

◆ DoCharacterDetachment()

void AShooterCharacter::DoCharacterDetachment ( bool bIncludeRiding,
bool bIncludeCarrying,
APrimalBuff * BuffToIgnore )
inline

Definition at line 6162 of file Actor.h.

◆ DoForceStreamComponents()

void AShooterCharacter::DoForceStreamComponents ( bool bFirstPerson,
bool bForceMaxTexturesOnConsole )
inline

Definition at line 5892 of file Actor.h.

◆ DoInitialMeshingCheck()

void AShooterCharacter::DoInitialMeshingCheck ( )
inline

Definition at line 6188 of file Actor.h.

◆ DontTargetUntilTimeField()

long double & AShooterCharacter::DontTargetUntilTimeField ( )
inline

Definition at line 5471 of file Actor.h.

◆ DoSetActorLocation()

void AShooterCharacter::DoSetActorLocation ( const UE::Math::TVector< double > * NewLocation)
inline

Definition at line 5881 of file Actor.h.

◆ DraggingCharacterAnimField()

UAnimMontage *& AShooterCharacter::DraggingCharacterAnimField ( )
inline

Definition at line 5466 of file Actor.h.

◆ DrawFloatingHUD()

void AShooterCharacter::DrawFloatingHUD ( AShooterHUD * HUD)
inline

Definition at line 5917 of file Actor.h.

◆ DrinkingAnimationField()

UAnimMontage *& AShooterCharacter::DrinkingAnimationField ( )
inline

Definition at line 5582 of file Actor.h.

◆ DropItemAnimationField()

UAnimMontage *& AShooterCharacter::DropItemAnimationField ( )
inline

Definition at line 5500 of file Actor.h.

◆ DynamicMaterialBytesField()

FieldArray< unsigned __int8, 50 > AShooterCharacter::DynamicMaterialBytesField ( )
inline

Definition at line 5616 of file Actor.h.

◆ DynamicOverrideHairDyeBytesField()

FieldArray< unsigned __int8, 4 > AShooterCharacter::DynamicOverrideHairDyeBytesField ( )
inline

Definition at line 5617 of file Actor.h.

◆ EmitPoop()

void AShooterCharacter::EmitPoop ( )
inline

Definition at line 5871 of file Actor.h.

◆ EmoteAnimsField()

TArray< TSoftObjectPtr< UAnimMontage >, TSizedDefaultAllocator< 32 > > & AShooterCharacter::EmoteAnimsField ( )
inline

Definition at line 5463 of file Actor.h.

◆ EndCrouchSoundField()

USoundBase *& AShooterCharacter::EndCrouchSoundField ( )
inline

Definition at line 5564 of file Actor.h.

◆ EndProneSoundField()

USoundBase *& AShooterCharacter::EndProneSoundField ( )
inline

Definition at line 5566 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceCrouchedField()

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceCrouchedField ( )
inline

Definition at line 5602 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceProneField()

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceProneField ( )
inline

Definition at line 5601 of file Actor.h.

◆ EnemyPlayerMaxCursorHUDDistanceStandingField()

float & AShooterCharacter::EnemyPlayerMaxCursorHUDDistanceStandingField ( )
inline

Definition at line 5603 of file Actor.h.

◆ EquippedArmorDurabilityPercent3Field()

float & AShooterCharacter::EquippedArmorDurabilityPercent3Field ( )
inline

Definition at line 5777 of file Actor.h.

◆ EquippedArmorDurabilityPercent4Field()

float & AShooterCharacter::EquippedArmorDurabilityPercent4Field ( )
inline

Definition at line 5778 of file Actor.h.

◆ EquippedArmorDurabilityPercent5Field()

float & AShooterCharacter::EquippedArmorDurabilityPercent5Field ( )
inline

Definition at line 5779 of file Actor.h.

◆ EquippedArmorDurabilityPercent6Field()

float & AShooterCharacter::EquippedArmorDurabilityPercent6Field ( )
inline

Definition at line 5780 of file Actor.h.

◆ ExpectedBaseIDField()

unsigned int & AShooterCharacter::ExpectedBaseIDField ( )
inline

Definition at line 5729 of file Actor.h.

◆ ExtraExtraVectorVarField()

UE::Math::TVector< double > & AShooterCharacter::ExtraExtraVectorVarField ( )
inline

Definition at line 5645 of file Actor.h.

◆ ExtraFloatVarField()

float & AShooterCharacter::ExtraFloatVarField ( )
inline

Definition at line 5643 of file Actor.h.

◆ ExtraNameVarField()

FName & AShooterCharacter::ExtraNameVarField ( )
inline

Definition at line 5646 of file Actor.h.

◆ ExtraVectorVarField()

UE::Math::TVector< double > & AShooterCharacter::ExtraVectorVarField ( )
inline

Definition at line 5644 of file Actor.h.

◆ EyebrowsComponentField()

USkeletalMeshComponent *& AShooterCharacter::EyebrowsComponentField ( )
inline

Definition at line 5682 of file Actor.h.

◆ EyelashesComponentField()

USkeletalMeshComponent *& AShooterCharacter::EyelashesComponentField ( )
inline

Definition at line 5683 of file Actor.h.

◆ FaceRotation()

void AShooterCharacter::FaceRotation ( UE::Math::TRotator< double > * NewControlRotation,
float DeltaTime )
inline

Definition at line 6157 of file Actor.h.

◆ FacialHairComponentField()

USkeletalMeshComponent *& AShooterCharacter::FacialHairComponentField ( )
inline

Definition at line 5681 of file Actor.h.

◆ FastInventoryLastIndexField()

int & AShooterCharacter::FastInventoryLastIndexField ( )
inline

Definition at line 5634 of file Actor.h.

◆ FastInventoryLastMaxRowField()

int & AShooterCharacter::FastInventoryLastMaxRowField ( )
inline

Definition at line 5635 of file Actor.h.

◆ FastInventoryQuantitySlotsField()

int & AShooterCharacter::FastInventoryQuantitySlotsField ( )
inline

Definition at line 5636 of file Actor.h.

◆ FastTravelSoundField()

USoundBase *& AShooterCharacter::FastTravelSoundField ( )
inline

Definition at line 5539 of file Actor.h.

◆ fAutoMoveField()

float & AShooterCharacter::fAutoMoveField ( )
inline

Definition at line 5715 of file Actor.h.

◆ fAutoStrafeField()

float & AShooterCharacter::fAutoStrafeField ( )
inline

Definition at line 5716 of file Actor.h.

◆ fAutoTurnField()

float & AShooterCharacter::fAutoTurnField ( )
inline

Definition at line 5717 of file Actor.h.

◆ FinalLoadedFromSaveGame()

void AShooterCharacter::FinalLoadedFromSaveGame ( )
inline

Definition at line 6155 of file Actor.h.

◆ FindForPlayerController()

static AShooterCharacter * AShooterCharacter::FindForPlayerController ( AShooterPlayerController * aPC)
inlinestatic

Definition at line 5975 of file Actor.h.

◆ FinishSpawnIntro()

void AShooterCharacter::FinishSpawnIntro ( )
inline

Definition at line 5969 of file Actor.h.

◆ FinishSpawnIntroHandleField()

FTimerHandle & AShooterCharacter::FinishSpawnIntroHandleField ( )
inline

Definition at line 5454 of file Actor.h.

◆ FinishWeaponSwitch()

void AShooterCharacter::FinishWeaponSwitch ( )
inline

Definition at line 5914 of file Actor.h.

◆ FinishWeaponSwitchHandleField()

FTimerHandle & AShooterCharacter::FinishWeaponSwitchHandleField ( )
inline

Definition at line 5576 of file Actor.h.

◆ FireBallistaAnimationField()

UAnimMontage *& AShooterCharacter::FireBallistaAnimationField ( )
inline

Definition at line 5464 of file Actor.h.

◆ FiredProjectilesCacheField()

TMap< int, AShooterProjectile *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< int, AShooterProjectile *, 0 > > & AShooterCharacter::FiredProjectilesCacheField ( )
inline

Definition at line 5744 of file Actor.h.

◆ FiredWeapon()

void AShooterCharacter::FiredWeapon ( )
inline

Definition at line 6054 of file Actor.h.

◆ FirstSpawnAnimField()

UAnimMontage *& AShooterCharacter::FirstSpawnAnimField ( )
inline

Definition at line 5628 of file Actor.h.

◆ ForceCrosshair()

bool AShooterCharacter::ForceCrosshair ( )
inline

Definition at line 6168 of file Actor.h.

◆ ForceGiveDefaultWeapon()

void AShooterCharacter::ForceGiveDefaultWeapon ( )
inline

Definition at line 6130 of file Actor.h.

◆ ForceSleep()

void AShooterCharacter::ForceSleep ( )
inline

Definition at line 5921 of file Actor.h.

◆ ForceSleepRagdollUntilTimeField()

long double & AShooterCharacter::ForceSleepRagdollUntilTimeField ( )
inline

Definition at line 5604 of file Actor.h.

◆ ForceStreamComponents()

void AShooterCharacter::ForceStreamComponents ( )
inline

Definition at line 5891 of file Actor.h.

◆ ForceStreamComponentsHandleField()

FTimerHandle & AShooterCharacter::ForceStreamComponentsHandleField ( )
inline

Definition at line 5728 of file Actor.h.

◆ FPVShadowFadeField()

long double & AShooterCharacter::FPVShadowFadeField ( )
inline

Definition at line 5738 of file Actor.h.

◆ FPVShadowThresholdField()

long double & AShooterCharacter::FPVShadowThresholdField ( )
inline

Definition at line 5737 of file Actor.h.

◆ GameStateHandleEvent()

void AShooterCharacter::GameStateHandleEvent ( FName NameParam,
UE::Math::TVector< double > * VecParam )
inline

Definition at line 5848 of file Actor.h.

◆ GameStateHandleEvent_Implementation()

void AShooterCharacter::GameStateHandleEvent_Implementation ( FName NameParam,
UE::Math::TVector< double > * VecParam )
inline

Definition at line 6094 of file Actor.h.

◆ GetActiveMission()

AMissionType * AShooterCharacter::GetActiveMission ( )
inline

Definition at line 6102 of file Actor.h.

◆ GetActorEyesViewPoint()

void AShooterCharacter::GetActorEyesViewPoint ( UE::Math::TVector< double > * Location,
UE::Math::TRotator< double > * Rotation )
inline

Definition at line 6207 of file Actor.h.

◆ GetActorSoundAttachmentComponentOverride()

USceneComponent * AShooterCharacter::GetActorSoundAttachmentComponentOverride ( USceneComponent * ForComponent)
inline

Definition at line 6152 of file Actor.h.

◆ GetAdditiveStandingAnim()

UAnimSequence * AShooterCharacter::GetAdditiveStandingAnim ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 6085 of file Actor.h.

◆ GetAllAttachedCharsInternal()

bool AShooterCharacter::GetAllAttachedCharsInternal ( TSet< APrimalCharacter *, DefaultKeyFuncs< APrimalCharacter *, 0 >, FDefaultSetAllocator > * AttachedChars,
const APrimalCharacter * OriginalChar,
bool * bIncludeBased,
const bool bIncludePassengers,
const bool bIncludeCarried )
inline

Definition at line 6176 of file Actor.h.

◆ GetAttackerDamageImpactFXAttachSocket()

FName * AShooterCharacter::GetAttackerDamageImpactFXAttachSocket ( FName * result,
UE::Math::TVector< double > * HitLoc )
inline

Definition at line 6209 of file Actor.h.

◆ GetBasedOnDino()

APrimalDinoCharacter * AShooterCharacter::GetBasedOnDino ( bool bUseReplicatedData,
bool bOnlyConsciousDino )
inline

Definition at line 6131 of file Actor.h.

◆ GetBaseTargetingDesire()

float AShooterCharacter::GetBaseTargetingDesire ( const ITargetableInterface * Attacker)
inline

Definition at line 6039 of file Actor.h.

◆ GetCarryingSocketYaw()

float AShooterCharacter::GetCarryingSocketYaw ( bool RefreshBones)
inline

Definition at line 5959 of file Actor.h.

◆ GetCharacterAdditionalHyperthermiaInsulationValue()

float AShooterCharacter::GetCharacterAdditionalHyperthermiaInsulationValue ( )
inline

Definition at line 6025 of file Actor.h.

◆ GetCharacterAdditionalHypothermiaInsulationValue()

float AShooterCharacter::GetCharacterAdditionalHypothermiaInsulationValue ( )
inline

Definition at line 6020 of file Actor.h.

◆ GetCharacterAdditionalInsulationValueFromStructure()

float AShooterCharacter::GetCharacterAdditionalInsulationValueFromStructure ( UWorld * theWorld,
const UE::Math::TVector< double > * actorLoc,
EPrimalItemStat::Type TypeInsulation )
inline

Definition at line 6024 of file Actor.h.

◆ GetControlledTurretBallista()

APrimalStructureTurretBallista * AShooterCharacter::GetControlledTurretBallista ( )
inline

Definition at line 6101 of file Actor.h.

◆ GetCurrentCameraModeIndex()

int AShooterCharacter::GetCurrentCameraModeIndex ( )
inline

Definition at line 6210 of file Actor.h.

◆ GetCurrentWeapon()

AShooterWeapon * AShooterCharacter::GetCurrentWeapon ( )
inline

Definition at line 5988 of file Actor.h.

◆ GetDeathAnim_Implementation()

UAnimationAsset * AShooterCharacter::GetDeathAnim_Implementation ( float KillingDamage,
const UE::Math::TVector< double > * ImpactVelocity,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 6200 of file Actor.h.

◆ GetDebugInfoString()

FString * AShooterCharacter::GetDebugInfoString ( FString * result)
inline

Definition at line 6167 of file Actor.h.

◆ GetDescriptiveName()

FString * AShooterCharacter::GetDescriptiveName ( FString * result)
inline

Definition at line 5976 of file Actor.h.

◆ GetDinoRidingAnimation()

UAnimSequence * AShooterCharacter::GetDinoRidingAnimation ( )
inline

Definition at line 6036 of file Actor.h.

◆ GetDinoRidingMoveAnimation()

UAnimSequence * AShooterCharacter::GetDinoRidingMoveAnimation ( )
inline

Definition at line 6037 of file Actor.h.

◆ GetEquippedItemDurabilityPercent()

float AShooterCharacter::GetEquippedItemDurabilityPercent ( FItemNetID itemID)
inline

Definition at line 6212 of file Actor.h.

◆ GetFirstPersonHandsMesh()

USkeletalMeshComponent * AShooterCharacter::GetFirstPersonHandsMesh ( )
inline

Definition at line 5987 of file Actor.h.

◆ GetInsulationFromItem()

float AShooterCharacter::GetInsulationFromItem ( const FHitResult * HitOut,
EPrimalItemStat::Type TypeInsulation )
inline

Definition at line 6023 of file Actor.h.

◆ GetLifetimeReplicatedProps()

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

Definition at line 5961 of file Actor.h.

◆ GetLinkedPlayerDataID()

unsigned __int64 AShooterCharacter::GetLinkedPlayerDataID ( )
inline

Definition at line 5872 of file Actor.h.

◆ GetMaxCursorHUDDistance()

float AShooterCharacter::GetMaxCursorHUDDistance ( AShooterPlayerController * PC)
inline

Definition at line 5915 of file Actor.h.

◆ GetMaxSpeedModifier()

float AShooterCharacter::GetMaxSpeedModifier ( )
inline

Definition at line 5986 of file Actor.h.

◆ GetMultiUseEntries()

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

Definition at line 6011 of file Actor.h.

◆ GetMultiUseEntriesFromBuffs()

void AShooterCharacter::GetMultiUseEntriesFromBuffs ( APlayerController * ForPC,
TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * MultiUseEntries )
inline

Definition at line 6012 of file Actor.h.

◆ GetOverridenAnimSequence()

UAnimSequence * AShooterCharacter::GetOverridenAnimSequence ( UAnimSequence * AnimSeq)
inline

Definition at line 6048 of file Actor.h.

◆ GetOverridenMontage()

UAnimMontage * AShooterCharacter::GetOverridenMontage ( UAnimMontage * AnimMontage)
inline

Definition at line 6047 of file Actor.h.

◆ GetPercentageOfFacialHairGrowth()

float AShooterCharacter::GetPercentageOfFacialHairGrowth ( )
inline

Definition at line 6136 of file Actor.h.

◆ GetPercentageOfHeadHairGrowth()

float AShooterCharacter::GetPercentageOfHeadHairGrowth ( )
inline

Definition at line 6135 of file Actor.h.

◆ GetPlatformIcon()

UTexture2D * AShooterCharacter::GetPlatformIcon ( )
inline

Definition at line 6211 of file Actor.h.

◆ GetPlayerData()

UPrimalPlayerData * AShooterCharacter::GetPlayerData ( )
inline

Definition at line 5978 of file Actor.h.

+ Here is the caller graph for this function:

◆ GetPlayerHexagonCount()

int AShooterCharacter::GetPlayerHexagonCount ( )
inline

Definition at line 6179 of file Actor.h.

◆ GetRecoilMultiplier()

float AShooterCharacter::GetRecoilMultiplier ( )
inline

Definition at line 6082 of file Actor.h.

◆ GetRiddenStasisRangeMultiplier()

float AShooterCharacter::GetRiddenStasisRangeMultiplier ( )
inline

Definition at line 6193 of file Actor.h.

◆ GetRidingDino()

APrimalDinoCharacter * AShooterCharacter::GetRidingDino ( )
inline

Definition at line 6095 of file Actor.h.

◆ GetRidingDinoAnimSpeedRatio()

float AShooterCharacter::GetRidingDinoAnimSpeedRatio ( )
inline

Definition at line 6035 of file Actor.h.

◆ GetSeatingAnimation()

UAnimSequence * AShooterCharacter::GetSeatingAnimation ( )
inline

Definition at line 6038 of file Actor.h.

◆ GetSecondaryMountedActor()

AActor * AShooterCharacter::GetSecondaryMountedActor ( )
inline

Definition at line 6156 of file Actor.h.

◆ GetShieldItem()

UPrimalItem * AShooterCharacter::GetShieldItem ( )
inline

Definition at line 6221 of file Actor.h.

◆ GetShortName()

FString * AShooterCharacter::GetShortName ( FString * result)
inline

Definition at line 5977 of file Actor.h.

◆ GetShoulderDinoWheelEntries()

TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * AShooterCharacter::GetShoulderDinoWheelEntries ( TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * result)
inline

Definition at line 6202 of file Actor.h.

◆ GetTalkerCharacter()

APrimalCharacter * AShooterCharacter::GetTalkerCharacter ( )
inline

Definition at line 6080 of file Actor.h.

◆ GetTargetingDesirability()

float AShooterCharacter::GetTargetingDesirability ( const ITargetableInterface * Attacker)
inline

Definition at line 6046 of file Actor.h.

◆ GetUniqueNetIdAsString()

FString * AShooterCharacter::GetUniqueNetIdAsString ( FString * result)
inline

Definition at line 6194 of file Actor.h.

◆ GetUniqueNetIdTypeHash()

unsigned int AShooterCharacter::GetUniqueNetIdTypeHash ( )
inline

Definition at line 5864 of file Actor.h.

◆ GetUnstasisViewerSiblingActor()

AActor * AShooterCharacter::GetUnstasisViewerSiblingActor ( )
inline

Definition at line 6169 of file Actor.h.

◆ GetWeaponAmmoWheelEntries()

TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * AShooterCharacter::GetWeaponAmmoWheelEntries ( TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > * result)
inline

Definition at line 6092 of file Actor.h.

◆ GiveDefaultWeapon()

void AShooterCharacter::GiveDefaultWeapon ( bool bForceGiveDefaultWeapon)
inline

Definition at line 5903 of file Actor.h.

◆ GiveDefaultWeaponTimer()

void AShooterCharacter::GiveDefaultWeaponTimer ( )
inline

Definition at line 6128 of file Actor.h.

◆ GiveDefaultWeaponTimerHandleField()

FTimerHandle & AShooterCharacter::GiveDefaultWeaponTimerHandleField ( )
inline

Definition at line 5573 of file Actor.h.

◆ GiveHexagons()

__int64 AShooterCharacter::GiveHexagons ( int NumHexagons,
int TriggerIndex,
float OverrideHexGainFalloffRate,
int OverrideHexGainFalloffMin,
float OverrideCollectSFXVolume,
UE::Math::TVector< double > * OverrideVfxSpawnLoc,
int OverrideHexagonVFXActorCount,
bool VFXImmediatelyAttracts )
inline

Definition at line 6177 of file Actor.h.

◆ GiveMapWeapon()

void AShooterCharacter::GiveMapWeapon ( )
inline

Definition at line 5904 of file Actor.h.

◆ GivePrimalItemWeapon()

void AShooterCharacter::GivePrimalItemWeapon ( UPrimalItem * aPrimalItem)
inline

Definition at line 5910 of file Actor.h.

◆ GivePrimalItemWeaponForMission()

AShooterWeapon * AShooterCharacter::GivePrimalItemWeaponForMission ( UPrimalItem * aPrimalItem,
AMissionType * AssociatedMission )
inline

Definition at line 5911 of file Actor.h.

◆ GPSWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::GPSWeaponField ( )
inline

Definition at line 5492 of file Actor.h.

◆ GrapHookCableWidthField()

float & AShooterCharacter::GrapHookCableWidthField ( )
inline

Definition at line 5513 of file Actor.h.

◆ GrapHookDefaultOffsetField()

UE::Math::TVector< double > & AShooterCharacter::GrapHookDefaultOffsetField ( )
inline

Definition at line 5512 of file Actor.h.

◆ GrapHookMaterialField()

UMaterialInterface *& AShooterCharacter::GrapHookMaterialField ( )
inline

Definition at line 5514 of file Actor.h.

◆ GrapHookPulledRopeDistanceField()

float & AShooterCharacter::GrapHookPulledRopeDistanceField ( )
inline

Definition at line 5516 of file Actor.h.

◆ GrapHookSyncTimeField()

float & AShooterCharacter::GrapHookSyncTimeField ( )
inline

Definition at line 5517 of file Actor.h.

◆ GrapplingHookCableField()

UPrimalCableComponent *& AShooterCharacter::GrapplingHookCableField ( )
inline

Definition at line 5509 of file Actor.h.

◆ HasEnoughWeightToDragCharacter()

bool AShooterCharacter::HasEnoughWeightToDragCharacter ( APrimalCharacter * Character)
inline

Definition at line 6127 of file Actor.h.

◆ HeadHairComponentField()

USkeletalMeshComponent *& AShooterCharacter::HeadHairComponentField ( )
inline

Definition at line 5680 of file Actor.h.

◆ HeadHairIndexField()

unsigned __int8 & AShooterCharacter::HeadHairIndexField ( )
inline

Definition at line 5612 of file Actor.h.

◆ HealthBarOffsetYField()

float & AShooterCharacter::HealthBarOffsetYField ( )
inline

Definition at line 5574 of file Actor.h.

◆ IgnoreCollisionSweepUntilFrameNumberField()

int & AShooterCharacter::IgnoreCollisionSweepUntilFrameNumberField ( )
inline

Definition at line 5691 of file Actor.h.

◆ IndoorCheckIntervalField()

float & AShooterCharacter::IndoorCheckIntervalField ( )
inline

Definition at line 5589 of file Actor.h.

◆ IndoorsHyperthermiaInsulationField()

float & AShooterCharacter::IndoorsHyperthermiaInsulationField ( )
inline

Definition at line 5587 of file Actor.h.

◆ IndoorsHypothermiaInsulationField()

float & AShooterCharacter::IndoorsHypothermiaInsulationField ( )
inline

Definition at line 5588 of file Actor.h.

◆ InterpLastCrouchProneStateChangeTimeField()

long double & AShooterCharacter::InterpLastCrouchProneStateChangeTimeField ( )
inline

Definition at line 5550 of file Actor.h.

◆ IntervalForFullFacialHairGrowthField()

float & AShooterCharacter::IntervalForFullFacialHairGrowthField ( )
inline

Definition at line 5685 of file Actor.h.

◆ IntervalForFullHeadHairGrowthField()

float & AShooterCharacter::IntervalForFullHeadHairGrowthField ( )
inline

Definition at line 5684 of file Actor.h.

◆ InventoryDragWeightScaleField()

float & AShooterCharacter::InventoryDragWeightScaleField ( )
inline

Definition at line 5666 of file Actor.h.

◆ InviteToAlliance()

void AShooterCharacter::InviteToAlliance ( int RequestingTeam,
unsigned int AllianceID,
FString * AllianceName,
FString * InviterName )
inline

Definition at line 6125 of file Actor.h.

◆ InviteToAllianceIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::InviteToAllianceIconField ( )
inline

Definition at line 5770 of file Actor.h.

◆ IsBlockedByShield()

bool AShooterCharacter::IsBlockedByShield ( const FHitResult * HitInfo,
const UE::Math::TVector< double > * ShotDirection,
bool bBlockAllPointDamage )
inline

Definition at line 6051 of file Actor.h.

◆ IsBlockingWithShield()

bool AShooterCharacter::IsBlockingWithShield ( )
inline

Definition at line 5981 of file Actor.h.

◆ IsCarriedAsPassenger()

bool AShooterCharacter::IsCarriedAsPassenger ( )
inline

Definition at line 6123 of file Actor.h.

◆ IsCarryingSomething()

bool AShooterCharacter::IsCarryingSomething ( bool bNotForRunning)
inline

Definition at line 6129 of file Actor.h.

◆ IsCharacterHardAttached()

bool AShooterCharacter::IsCharacterHardAttached ( bool bIgnoreRiding,
bool bIgnoreCarried )
inline

Definition at line 6163 of file Actor.h.

◆ IsControllingBallistaTurret()

bool AShooterCharacter::IsControllingBallistaTurret ( )
inline

Definition at line 6100 of file Actor.h.

◆ IsCrafting()

bool AShooterCharacter::IsCrafting ( )
inline

Definition at line 6005 of file Actor.h.

◆ IsFirstPerson()

bool AShooterCharacter::IsFirstPerson ( )
inline

Definition at line 5963 of file Actor.h.

◆ IsFirstPersonCamera()

bool AShooterCharacter::IsFirstPersonCamera ( )
inline

Definition at line 5964 of file Actor.h.

◆ IsGameInputAllowed()

bool AShooterCharacter::IsGameInputAllowed ( )
inline

Definition at line 6158 of file Actor.h.

◆ IsGrapplingAttachedToMe()

bool AShooterCharacter::IsGrapplingAttachedToMe ( )
inline

Definition at line 6164 of file Actor.h.

◆ IsGrapplingHardAttached()

bool AShooterCharacter::IsGrapplingHardAttached ( )
inline

Definition at line 6165 of file Actor.h.

◆ IsIndoorsAtLoc()

static bool AShooterCharacter::IsIndoorsAtLoc ( UWorld * theWorld,
const UE::Math::TVector< double > * actorLoc )
inlinestatic

Definition at line 6022 of file Actor.h.

◆ IsInMission()

bool AShooterCharacter::IsInMission ( )
inline

Definition at line 6103 of file Actor.h.

◆ IsInSingletonMission()

bool AShooterCharacter::IsInSingletonMission ( )
inline

Definition at line 6104 of file Actor.h.

◆ IsOnSeatingStructure()

bool AShooterCharacter::IsOnSeatingStructure ( )
inline

Definition at line 6099 of file Actor.h.

◆ IsPlayingUpperBodyCallAnimation()

bool AShooterCharacter::IsPlayingUpperBodyCallAnimation ( )
inline

Definition at line 5849 of file Actor.h.

◆ IsPlayingUpperBodyCallAnimation_Implementation()

bool AShooterCharacter::IsPlayingUpperBodyCallAnimation_Implementation ( )
inline

Definition at line 6058 of file Actor.h.

◆ IsProjectileInCache()

bool AShooterCharacter::IsProjectileInCache ( int ProjectileID)
inline

Definition at line 6190 of file Actor.h.

◆ IsProneOrSitting()

bool AShooterCharacter::IsProneOrSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 5870 of file Actor.h.

◆ IsReadyToUpload()

bool AShooterCharacter::IsReadyToUpload ( UWorld * theWorld)
inline

Definition at line 6159 of file Actor.h.

◆ IsRider()

bool AShooterCharacter::IsRider ( )
inline

Definition at line 5868 of file Actor.h.

◆ IsRunning()

bool AShooterCharacter::IsRunning ( )
inline

Definition at line 5952 of file Actor.h.

◆ IsSitting()

bool AShooterCharacter::IsSitting ( bool bIgnoreLockedToSeat)
inline

Definition at line 5869 of file Actor.h.

◆ IsSplitPlayer()

bool AShooterCharacter::IsSplitPlayer ( int * SSIndex)
inline

Definition at line 5916 of file Actor.h.

◆ IsSubmerged()

bool AShooterCharacter::IsSubmerged ( bool bDontCheckSwimming,
bool bUseHalfThreshold,
bool bForceCheck,
bool bFromVolumeChange )
inline

Definition at line 6031 of file Actor.h.

◆ IsTargeting()

bool AShooterCharacter::IsTargeting ( )
inline

Definition at line 5962 of file Actor.h.

◆ IsTurningTooFastToRun()

bool AShooterCharacter::IsTurningTooFastToRun ( const UE::Math::TVector< double > * Velocity,
const UE::Math::TRotator< double > * Rotation )
inline

Definition at line 5951 of file Actor.h.

◆ IsUsingClimbingPick()

bool AShooterCharacter::IsUsingClimbingPick ( )
inline

Definition at line 6108 of file Actor.h.

◆ IsUsingShield()

bool AShooterCharacter::IsUsingShield ( )
inline

Definition at line 5980 of file Actor.h.

◆ IsValidForStatusRecovery()

bool AShooterCharacter::IsValidForStatusRecovery ( )
inline

Definition at line 6098 of file Actor.h.

◆ IsValidUnStasisCaster()

bool AShooterCharacter::IsValidUnStasisCaster ( )
inline

Definition at line 5954 of file Actor.h.

◆ IsVoiceSilent()

bool AShooterCharacter::IsVoiceSilent ( )
inline

Definition at line 5867 of file Actor.h.

◆ IsVoiceTalking()

bool AShooterCharacter::IsVoiceTalking ( )
inline

Definition at line 5873 of file Actor.h.

◆ IsVoiceWhispering()

bool AShooterCharacter::IsVoiceWhispering ( )
inline

Definition at line 5865 of file Actor.h.

◆ IsVoiceYelling()

bool AShooterCharacter::IsVoiceYelling ( )
inline

Definition at line 5866 of file Actor.h.

◆ IsWatered()

bool AShooterCharacter::IsWatered ( )
inline

Definition at line 6049 of file Actor.h.

◆ JunctionLinkCableParticleField()

UParticleSystemComponent *& AShooterCharacter::JunctionLinkCableParticleField ( )
inline

Definition at line 5702 of file Actor.h.

◆ LadderJumpVelocityField()

float & AShooterCharacter::LadderJumpVelocityField ( )
inline

Definition at line 5515 of file Actor.h.

◆ LastAdditionalHyperThermalInsulationField()

float & AShooterCharacter::LastAdditionalHyperThermalInsulationField ( )
inline

Definition at line 5675 of file Actor.h.

◆ LastAdditionalHypoThermalInsulationField()

float & AShooterCharacter::LastAdditionalHypoThermalInsulationField ( )
inline

Definition at line 5674 of file Actor.h.

◆ LastAimRotOffsetField()

UE::Math::TRotator< double > & AShooterCharacter::LastAimRotOffsetField ( )
inline

Definition at line 5506 of file Actor.h.

◆ LastAttackTimeField()

long double & AShooterCharacter::LastAttackTimeField ( )
inline

Definition at line 5620 of file Actor.h.

◆ LastCameraAttachmentChangedIncrementField()

int & AShooterCharacter::LastCameraAttachmentChangedIncrementField ( )
inline

Definition at line 5706 of file Actor.h.

◆ LastCapsuleAttachmentChangedIncrementField()

int & AShooterCharacter::LastCapsuleAttachmentChangedIncrementField ( )
inline

Definition at line 5704 of file Actor.h.

◆ LastCheckSevenField()

long double & AShooterCharacter::LastCheckSevenField ( )
inline

Definition at line 5482 of file Actor.h.

◆ LastCheckSevenHitField()

long double & AShooterCharacter::LastCheckSevenHitField ( )
inline

Definition at line 5483 of file Actor.h.

◆ LastCheckSevenLocationField()

UE::Math::TVector< double > & AShooterCharacter::LastCheckSevenLocationField ( )
inline

Definition at line 5487 of file Actor.h.

◆ LastCheckSevenTeleportField()

long double & AShooterCharacter::LastCheckSevenTeleportField ( )
inline

Definition at line 5486 of file Actor.h.

◆ LastCheckSevenTransmissionField()

long double & AShooterCharacter::LastCheckSevenTransmissionField ( )
inline

Definition at line 5484 of file Actor.h.

◆ LastCollisionStuckTimeField()

long double & AShooterCharacter::LastCollisionStuckTimeField ( )
inline

Definition at line 5699 of file Actor.h.

◆ LastControllerField()

TWeakObjectPtr< AController > & AShooterCharacter::LastControllerField ( )
inline

Definition at line 5580 of file Actor.h.

◆ LastDinoAimRotationOffsetField()

UE::Math::TRotator< double > & AShooterCharacter::LastDinoAimRotationOffsetField ( )
inline

Definition at line 5505 of file Actor.h.

◆ LastEmotePlayTimeField()

long double & AShooterCharacter::LastEmotePlayTimeField ( )
inline

Definition at line 5679 of file Actor.h.

◆ LastEmoteTryPlayTimeField()

long double & AShooterCharacter::LastEmoteTryPlayTimeField ( )
inline

Definition at line 5690 of file Actor.h.

◆ LastExpectedBaseTimeField()

long double & AShooterCharacter::LastExpectedBaseTimeField ( )
inline

Definition at line 5730 of file Actor.h.

◆ LastFiredBoomerangField()

APrimalProjectileBoomerang *& AShooterCharacter::LastFiredBoomerangField ( )
inline

Definition at line 5507 of file Actor.h.

◆ LastFiredGrapHookField()

APrimalProjectileGrapplingHook *& AShooterCharacter::LastFiredGrapHookField ( )
inline

Definition at line 5508 of file Actor.h.

◆ LastGrapHookACField()

UAudioComponent *& AShooterCharacter::LastGrapHookACField ( )
inline

Definition at line 5510 of file Actor.h.

◆ LastGrappledToCharacterField()

TWeakObjectPtr< APrimalCharacter > & AShooterCharacter::LastGrappledToCharacterField ( )
inline

Definition at line 5660 of file Actor.h.

◆ LastIndoorCheckTimeField()

long double & AShooterCharacter::LastIndoorCheckTimeField ( )
inline

Definition at line 5590 of file Actor.h.

◆ LastMeshAttachmentChangedIncrementField()

int & AShooterCharacter::LastMeshAttachmentChangedIncrementField ( )
inline

Definition at line 5705 of file Actor.h.

◆ LastNotStuckTimeField()

long double & AShooterCharacter::LastNotStuckTimeField ( )
inline

Definition at line 5696 of file Actor.h.

◆ LastPoopTimeField()

long double & AShooterCharacter::LastPoopTimeField ( )
inline

Definition at line 5693 of file Actor.h.

◆ LastPressReloadTimeField()

long double & AShooterCharacter::LastPressReloadTimeField ( )
inline

Definition at line 5531 of file Actor.h.

◆ LastPushedDirectionField()

int & AShooterCharacter::LastPushedDirectionField ( )
inline

Definition at line 5785 of file Actor.h.

◆ LastPushedTimeField()

long double & AShooterCharacter::LastPushedTimeField ( )
inline

Definition at line 5787 of file Actor.h.

◆ LastReleaseReloadTimeField()

long double & AShooterCharacter::LastReleaseReloadTimeField ( )
inline

Definition at line 5532 of file Actor.h.

◆ LastReleaseSeatingStructureTimeField()

long double & AShooterCharacter::LastReleaseSeatingStructureTimeField ( )
inline

Definition at line 5658 of file Actor.h.

◆ LastReloadToggledAccessoryTimeField()

long double & AShooterCharacter::LastReloadToggledAccessoryTimeField ( )
inline

Definition at line 5533 of file Actor.h.

◆ LastRequestedTribeIDField()

int & AShooterCharacter::LastRequestedTribeIDField ( )
inline

Definition at line 5584 of file Actor.h.

◆ LastRequestedTribeNameField()

FString & AShooterCharacter::LastRequestedTribeNameField ( )
inline

Definition at line 5585 of file Actor.h.

◆ LastRequestedTribePlayerCharacterField()

TWeakObjectPtr< AShooterCharacter > & AShooterCharacter::LastRequestedTribePlayerCharacterField ( )
inline

Definition at line 5586 of file Actor.h.

◆ LastRequestedTribeTimeField()

long double & AShooterCharacter::LastRequestedTribeTimeField ( )
inline

Definition at line 5583 of file Actor.h.

◆ LastStasisCastPositionField()

UE::Math::TVector< double > & AShooterCharacter::LastStasisCastPositionField ( )
inline

Definition at line 5631 of file Actor.h.

◆ lastSubmergedTimeField()

long double & AShooterCharacter::lastSubmergedTimeField ( )
inline

Definition at line 5534 of file Actor.h.

◆ LastSweepCapsuleHeightField()

float & AShooterCharacter::LastSweepCapsuleHeightField ( )
inline

Definition at line 5653 of file Actor.h.

◆ LastSweepCapsuleRadiusField()

float & AShooterCharacter::LastSweepCapsuleRadiusField ( )
inline

Definition at line 5654 of file Actor.h.

◆ LastTaggedTimeExtraField()

float & AShooterCharacter::LastTaggedTimeExtraField ( )
inline

Definition at line 5641 of file Actor.h.

◆ LastTaggedTimeField()

float & AShooterCharacter::LastTaggedTimeField ( )
inline

Definition at line 5640 of file Actor.h.

◆ LastTaggedTimeThirdField()

float & AShooterCharacter::LastTaggedTimeThirdField ( )
inline

Definition at line 5642 of file Actor.h.

◆ LastTimeDestroyedWeaponField()

long double & AShooterCharacter::LastTimeDestroyedWeaponField ( )
inline

Definition at line 5518 of file Actor.h.

◆ LastTimeDetectedSleepingAnimWhileAwakeField()

long double & AShooterCharacter::LastTimeDetectedSleepingAnimWhileAwakeField ( )
inline

Definition at line 5758 of file Actor.h.

◆ LastTimeHadControllerField()

long double & AShooterCharacter::LastTimeHadControllerField ( )
inline

Definition at line 5639 of file Actor.h.

◆ LastTimeHadPreviousInterpolatedRootLocField()

long double & AShooterCharacter::LastTimeHadPreviousInterpolatedRootLocField ( )
inline

Definition at line 5783 of file Actor.h.

◆ LastTimeInFallingField()

long double & AShooterCharacter::LastTimeInFallingField ( )
inline

Definition at line 5577 of file Actor.h.

◆ LastTimeInThirdPersonField()

long double & AShooterCharacter::LastTimeInThirdPersonField ( )
inline

Definition at line 5752 of file Actor.h.

◆ LastTimeMulticastedAttachmentReplicationField()

long double & AShooterCharacter::LastTimeMulticastedAttachmentReplicationField ( )
inline

Definition at line 5788 of file Actor.h.

◆ LastTimePushedField()

long double & AShooterCharacter::LastTimePushedField ( )
inline

Definition at line 5782 of file Actor.h.

◆ LastTimeStartedCrouchOrProneTransitionField()

long double & AShooterCharacter::LastTimeStartedCrouchOrProneTransitionField ( )
inline

Definition at line 5526 of file Actor.h.

◆ LastTryAccessInventoryFailTimeField()

long double & AShooterCharacter::LastTryAccessInventoryFailTimeField ( )
inline

Definition at line 5678 of file Actor.h.

◆ LastUncrouchTimeField()

long double & AShooterCharacter::LastUncrouchTimeField ( )
inline

Definition at line 5524 of file Actor.h.

◆ LastUnproneTimeField()

long double & AShooterCharacter::LastUnproneTimeField ( )
inline

Definition at line 5525 of file Actor.h.

◆ LastUpdatedAimActorsTimeField()

long double & AShooterCharacter::LastUpdatedAimActorsTimeField ( )
inline

Definition at line 5669 of file Actor.h.

◆ LastUpdatedLocallyInterpolatedViewLocationXField()

long double & AShooterCharacter::LastUpdatedLocallyInterpolatedViewLocationXField ( )
inline

Definition at line 5745 of file Actor.h.

◆ LastUpdatedLocallyInterpolatedViewLocationYField()

long double & AShooterCharacter::LastUpdatedLocallyInterpolatedViewLocationYField ( )
inline

Definition at line 5747 of file Actor.h.

◆ LastUpdatedLocallyInterpolatedViewLocationZField()

long double & AShooterCharacter::LastUpdatedLocallyInterpolatedViewLocationZField ( )
inline

Definition at line 5749 of file Actor.h.

◆ LastUseHarvestTimeField()

long double & AShooterCharacter::LastUseHarvestTimeField ( )
inline

Definition at line 5625 of file Actor.h.

◆ LastValidCheckSevenField()

long double & AShooterCharacter::LastValidCheckSevenField ( )
inline

Definition at line 5485 of file Actor.h.

◆ LastValidPlayerControllerField()

TWeakObjectPtr< AShooterPlayerController > & AShooterCharacter::LastValidPlayerControllerField ( )
inline

Definition at line 5581 of file Actor.h.

◆ LaunchMountedDino()

void AShooterCharacter::LaunchMountedDino ( )
inline

Definition at line 5999 of file Actor.h.

◆ LinkedPlayerDataIDField()

unsigned __int64 & AShooterCharacter::LinkedPlayerDataIDField ( )
inline

Definition at line 5575 of file Actor.h.

◆ ListenServerBoundsPSCField()

UParticleSystemComponent *& AShooterCharacter::ListenServerBoundsPSCField ( )
inline

Definition at line 5453 of file Actor.h.

◆ LocalCorpseEmitterField()

UParticleSystemComponent *& AShooterCharacter::LocalCorpseEmitterField ( )
inline

Definition at line 5694 of file Actor.h.

◆ LocalDiedAtTimeField()

long double & AShooterCharacter::LocalDiedAtTimeField ( )
inline

Definition at line 5695 of file Actor.h.

◆ LocalLastViewingInventoryTimeField()

long double & AShooterCharacter::LocalLastViewingInventoryTimeField ( )
inline

Definition at line 5630 of file Actor.h.

◆ LocallyInterpolatedViewLocationXField()

long double & AShooterCharacter::LocallyInterpolatedViewLocationXField ( )
inline

Definition at line 5746 of file Actor.h.

◆ LocallyInterpolatedViewLocationYField()

long double & AShooterCharacter::LocallyInterpolatedViewLocationYField ( )
inline

Definition at line 5748 of file Actor.h.

◆ LocallyInterpolatedViewLocationZField()

long double & AShooterCharacter::LocallyInterpolatedViewLocationZField ( )
inline

Definition at line 5750 of file Actor.h.

◆ LocallyInterpolatedViewLocationZSpeedField()

float & AShooterCharacter::LocallyInterpolatedViewLocationZSpeedField ( )
inline

Definition at line 5751 of file Actor.h.

◆ LocalPossessedBy()

void AShooterCharacter::LocalPossessedBy ( APlayerController * ByController)
inline

Definition at line 5890 of file Actor.h.

◆ LoggedOutTargetingDesirabilityField()

float & AShooterCharacter::LoggedOutTargetingDesirabilityField ( )
inline

Definition at line 5619 of file Actor.h.

◆ LowerBodyPartRootBonesField()

TArray< FName, TSizedDefaultAllocator< 32 > > & AShooterCharacter::LowerBodyPartRootBonesField ( )
inline

Definition at line 5498 of file Actor.h.

◆ LowHealthSoundField()

USoundBase *& AShooterCharacter::LowHealthSoundField ( )
inline

Definition at line 5538 of file Actor.h.

◆ LowHealthWarningPlayerField()

UAudioComponent *& AShooterCharacter::LowHealthWarningPlayerField ( )
inline

Definition at line 5546 of file Actor.h.

◆ MapWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::MapWeaponField ( )
inline

Definition at line 5491 of file Actor.h.

◆ MergeTribeAcceptInvitationIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::MergeTribeAcceptInvitationIconField ( )
inline

Definition at line 5767 of file Actor.h.

◆ Mesh1PField()

USkeletalMeshComponent *& AShooterCharacter::Mesh1PField ( )
inline

Definition at line 5497 of file Actor.h.

◆ MeshHeightAdjustmentField()

float & AShooterCharacter::MeshHeightAdjustmentField ( )
inline

Definition at line 5725 of file Actor.h.

◆ MinimumDistanceThresholdToCrouchField()

float & AShooterCharacter::MinimumDistanceThresholdToCrouchField ( )
inline

Definition at line 5475 of file Actor.h.

◆ MinimumDistanceThresholdToProneFromCrouchField()

float & AShooterCharacter::MinimumDistanceThresholdToProneFromCrouchField ( )
inline

Definition at line 5477 of file Actor.h.

◆ MinimumDistanceThresholdToProneFromStandingField()

float & AShooterCharacter::MinimumDistanceThresholdToProneFromStandingField ( )
inline

Definition at line 5476 of file Actor.h.

◆ MinRunSpeedThresholdField()

float & AShooterCharacter::MinRunSpeedThresholdField ( )
inline

Definition at line 5481 of file Actor.h.

◆ ModifyAirControl()

float AShooterCharacter::ModifyAirControl ( float AirControlIn)
inline

Definition at line 6134 of file Actor.h.

◆ ModifyFirstPersonCameraLocation()

void AShooterCharacter::ModifyFirstPersonCameraLocation ( UE::Math::TVector< double > * Loc,
float DeltaTime )
inline

Definition at line 5888 of file Actor.h.

◆ MountedCarryingDinoAnimationField()

UAnimMontage *& AShooterCharacter::MountedCarryingDinoAnimationField ( )
inline

Definition at line 5667 of file Actor.h.

◆ NetSetEyebrowStyle_Implementation()

void AShooterCharacter::NetSetEyebrowStyle_Implementation ( int newEyebrowIndex)
inline

Definition at line 6139 of file Actor.h.

◆ NetSetFacialHairPercent()

void AShooterCharacter::NetSetFacialHairPercent ( float thePercent,
int newFacialHairIndex )
inline

Definition at line 5850 of file Actor.h.

◆ NetSetFacialHairPercent_Implementation()

void AShooterCharacter::NetSetFacialHairPercent_Implementation ( float thePercent,
int newFacialHairIndex )
inline

Definition at line 6138 of file Actor.h.

◆ NetSetHeadHairPercent()

void AShooterCharacter::NetSetHeadHairPercent ( float thePercent,
int newHeadHairIndex )
inline

Definition at line 5851 of file Actor.h.

◆ NetSetHeadHairPercent_Implementation()

void AShooterCharacter::NetSetHeadHairPercent_Implementation ( float thePercent,
int newHeadHairIndex )
inline

Definition at line 6137 of file Actor.h.

◆ NetSetOverrideFacialHairColor_Implementation()

void AShooterCharacter::NetSetOverrideFacialHairColor_Implementation ( unsigned __int8 HairColor,
int ToIndex )
inline

Definition at line 6143 of file Actor.h.

◆ NetSetOverrideHeadHairColor_Implementation()

void AShooterCharacter::NetSetOverrideHeadHairColor_Implementation ( unsigned __int8 HairColor,
int ToIndex )
inline

Definition at line 6142 of file Actor.h.

◆ NetSimulatedForceUpdateAimedActors_Implementation()

void AShooterCharacter::NetSimulatedForceUpdateAimedActors_Implementation ( float OverrideMaxDistance)
inline

Definition at line 5982 of file Actor.h.

◆ NextInventoryWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::NextInventoryWeaponField ( )
inline

Definition at line 5567 of file Actor.h.

◆ NextPlayerUndergroundCheckField()

long double & AShooterCharacter::NextPlayerUndergroundCheckField ( )
inline

Definition at line 5651 of file Actor.h.

◆ NextUpdateHyperThermalInsulationTimeField()

long double & AShooterCharacter::NextUpdateHyperThermalInsulationTimeField ( )
inline

Definition at line 5672 of file Actor.h.

◆ NextUpdateHypoThermalInsulationTimeField()

long double & AShooterCharacter::NextUpdateHypoThermalInsulationTimeField ( )
inline

Definition at line 5673 of file Actor.h.

◆ NextWeaponItemIDField()

FItemNetID & AShooterCharacter::NextWeaponItemIDField ( )
inline

Definition at line 5547 of file Actor.h.

◆ NotifyBumpedPawn()

void AShooterCharacter::NotifyBumpedPawn ( APawn * BumpedPawn)
inline

Definition at line 6118 of file Actor.h.

◆ NotifyEquippedItems()

void AShooterCharacter::NotifyEquippedItems ( )
inline

Definition at line 6007 of file Actor.h.

◆ NotifyItemAdded()

void AShooterCharacter::NotifyItemAdded ( UPrimalItem * anItem,
bool bEquipItem )
inline

Definition at line 6185 of file Actor.h.

◆ NotifyItemQuantityUpdated()

void AShooterCharacter::NotifyItemQuantityUpdated ( UPrimalItem * anItem,
int amount )
inline

Definition at line 6184 of file Actor.h.

◆ NotifyItemRemoved()

void AShooterCharacter::NotifyItemRemoved ( UPrimalItem * anItem)
inline

Definition at line 6186 of file Actor.h.

◆ NotifyOnWeaponEquipField()

FWeaponEvent & AShooterCharacter::NotifyOnWeaponEquipField ( )
inline

Definition at line 5712 of file Actor.h.

◆ NotifyUnequippedItems()

void AShooterCharacter::NotifyUnequippedItems ( )
inline

Definition at line 6008 of file Actor.h.

◆ NotifyWeaponEquippedField()

FWeaponEvent & AShooterCharacter::NotifyWeaponEquippedField ( )
inline

Definition at line 5710 of file Actor.h.

◆ NotifyWeaponFiredField()

FWeaponEvent & AShooterCharacter::NotifyWeaponFiredField ( )
inline

Definition at line 5711 of file Actor.h.

◆ NotifyWeaponUnequippedField()

FWeaponEvent & AShooterCharacter::NotifyWeaponUnequippedField ( )
inline

Definition at line 5709 of file Actor.h.

◆ OldItemSlotsField()

TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > & AShooterCharacter::OldItemSlotsField ( )
inline

Definition at line 5632 of file Actor.h.

◆ OnBeginDrag_Implementation()

void AShooterCharacter::OnBeginDrag_Implementation ( APrimalCharacter * Dragged,
int BoneIndex,
bool bWithGrapHook )
inline

Definition at line 6029 of file Actor.h.

◆ OnCameraUpdate()

void AShooterCharacter::OnCameraUpdate ( const UE::Math::TVector< double > * CameraLocation,
const UE::Math::TRotator< double > * CameraRotation )
inline

Definition at line 5901 of file Actor.h.

◆ OnDetachedFromSeatingStructure()

void AShooterCharacter::OnDetachedFromSeatingStructure ( APrimalStructureSeating * InSeatingStructure)
inline

Definition at line 6105 of file Actor.h.

◆ OnDraggingStarted()

void AShooterCharacter::OnDraggingStarted ( )
inline

Definition at line 6201 of file Actor.h.

◆ OnEndCrouch()

void AShooterCharacter::OnEndCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 5937 of file Actor.h.

◆ OnEndDrag_Implementation()

void AShooterCharacter::OnEndDrag_Implementation ( )
inline

Definition at line 6030 of file Actor.h.

◆ OnEndDragged()

void AShooterCharacter::OnEndDragged ( APrimalCharacter * Dragger)
inline

Definition at line 6218 of file Actor.h.

◆ OnFailedJumped()

void AShooterCharacter::OnFailedJumped ( )
inline

Definition at line 6081 of file Actor.h.

◆ OnHoldingReload()

void AShooterCharacter::OnHoldingReload ( )
inline

Definition at line 5947 of file Actor.h.

◆ OnMovementModeChanged()

void AShooterCharacter::OnMovementModeChanged ( EMovementMode PrevMovementMode,
unsigned __int8 PreviousCustomMode )
inline

Definition at line 6027 of file Actor.h.

◆ OnPlayerTalkingStateChanged()

void AShooterCharacter::OnPlayerTalkingStateChanged ( TSharedRef< FUniqueNetId const > * TalkingPlayerId,
bool bIsTalking )
inline

Definition at line 6079 of file Actor.h.

◆ OnPressCrouch()

void AShooterCharacter::OnPressCrouch ( )
inline

Definition at line 5931 of file Actor.h.

◆ OnPressCrouchProneToggle()

void AShooterCharacter::OnPressCrouchProneToggle ( )
inline

Definition at line 5935 of file Actor.h.

◆ OnPressProne()

void AShooterCharacter::OnPressProne ( )
inline

Definition at line 5934 of file Actor.h.

◆ OnPressReload()

void AShooterCharacter::OnPressReload ( )
inline

Definition at line 5945 of file Actor.h.

◆ OnPrimalCharacterSleeped()

void AShooterCharacter::OnPrimalCharacterSleeped ( )
inline

Definition at line 6000 of file Actor.h.

◆ OnReleaseCrouchProneToggle()

void AShooterCharacter::OnReleaseCrouchProneToggle ( )
inline

Definition at line 5936 of file Actor.h.

◆ OnReleaseReload()

void AShooterCharacter::OnReleaseReload ( )
inline

Definition at line 5946 of file Actor.h.

◆ OnReload()

void AShooterCharacter::OnReload ( )
inline

Definition at line 5948 of file Actor.h.

◆ OnReloadHandleField()

FTimerHandle & AShooterCharacter::OnReloadHandleField ( )
inline

Definition at line 5452 of file Actor.h.

◆ OnRep_HatHidden()

void AShooterCharacter::OnRep_HatHidden ( )
inline

Definition at line 6146 of file Actor.h.

◆ OnRep_PlayerState()

void AShooterCharacter::OnRep_PlayerState ( )
inline

Definition at line 5893 of file Actor.h.

◆ OnRep_RawBoneModifiers()

void AShooterCharacter::OnRep_RawBoneModifiers ( )
inline

Definition at line 5879 of file Actor.h.

◆ OnStartAltFire()

void AShooterCharacter::OnStartAltFire ( )
inline

Definition at line 5943 of file Actor.h.

◆ OnStartCrouch()

void AShooterCharacter::OnStartCrouch ( float HalfHeightAdjust,
float ScaledHalfHeightAdjust )
inline

Definition at line 5938 of file Actor.h.

◆ OnStartFire()

void AShooterCharacter::OnStartFire ( )
inline

Definition at line 5939 of file Actor.h.

◆ OnStartRunning()

void AShooterCharacter::OnStartRunning ( )
inline

Definition at line 5949 of file Actor.h.

◆ OnStartTargeting()

void AShooterCharacter::OnStartTargeting ( )
inline

Definition at line 5941 of file Actor.h.

◆ OnStopAltFire()

void AShooterCharacter::OnStopAltFire ( )
inline

Definition at line 5944 of file Actor.h.

◆ OnStopFire()

void AShooterCharacter::OnStopFire ( )
inline

Definition at line 5940 of file Actor.h.

◆ OnStopRunning()

void AShooterCharacter::OnStopRunning ( )
inline

Definition at line 5950 of file Actor.h.

◆ OnStopTargeting()

void AShooterCharacter::OnStopTargeting ( )
inline

Definition at line 5942 of file Actor.h.

◆ OnVoiceTalkingStateChanged()

void AShooterCharacter::OnVoiceTalkingStateChanged ( bool talking,
bool InbIsMuted )
inline

Definition at line 6078 of file Actor.h.

◆ OrbitCamOn()

void AShooterCharacter::OrbitCamOn ( )
inline

Definition at line 6055 of file Actor.h.

◆ OrbitCamToggle()

void AShooterCharacter::OrbitCamToggle ( )
inline

Definition at line 6056 of file Actor.h.

◆ OriginalCollisionHeightField()

float & AShooterCharacter::OriginalCollisionHeightField ( )
inline

Definition at line 5472 of file Actor.h.

◆ OriginalHairColorField()

FLinearColor & AShooterCharacter::OriginalHairColorField ( )
inline

Definition at line 5688 of file Actor.h.

◆ OriginalLastHitWallSweepCheckLocationField()

UE::Math::TVector< double > & AShooterCharacter::OriginalLastHitWallSweepCheckLocationField ( )
inline

Definition at line 5703 of file Actor.h.

◆ OverrideAnimBlueprintsField()

TArray< FOverrideAnimBlueprintEntry, TSizedDefaultAllocator< 32 > > & AShooterCharacter::OverrideAnimBlueprintsField ( )
inline

Definition at line 5593 of file Actor.h.

◆ OverrideDefaultWeaponField()

TSubclassOf< AShooterWeapon > & AShooterCharacter::OverrideDefaultWeaponField ( )
inline

Definition at line 5490 of file Actor.h.

◆ PercentOfFullFacialHairGrowthField()

float & AShooterCharacter::PercentOfFullFacialHairGrowthField ( )
inline

Definition at line 5686 of file Actor.h.

◆ PercentOfFullHeadHairGrowthField()

float & AShooterCharacter::PercentOfFullHeadHairGrowthField ( )
inline

Definition at line 5687 of file Actor.h.

◆ PickupItemAnimationField()

UAnimMontage *& AShooterCharacter::PickupItemAnimationField ( )
inline

Definition at line 5502 of file Actor.h.

◆ PlatformProfileIDField()

FUniqueNetIdRepl & AShooterCharacter::PlatformProfileIDField ( )
inline

Definition at line 5521 of file Actor.h.

◆ PlatformProfileNameField()

FString & AShooterCharacter::PlatformProfileNameField ( )
inline

Definition at line 5520 of file Actor.h.

◆ PlayAnimMontage()

float AShooterCharacter::PlayAnimMontage ( UAnimMontage * AnimMontage,
float InPlayRate,
FName StartSectionName,
bool bForceTickPoseAndServerUpdateMesh,
bool bForceTickPoseOnServer,
float BlendInTime,
float BlendOutTime )
inline

Definition at line 6175 of file Actor.h.

◆ PlayDying()

void AShooterCharacter::PlayDying ( float KillingDamage,
const FDamageEvent * DamageEvent,
APawn * InstigatingPawn,
AActor * DamageCauser )
inline

Definition at line 5979 of file Actor.h.

◆ PlayEmoteAnimation_Implementation()

void AShooterCharacter::PlayEmoteAnimation_Implementation ( unsigned __int8 EmoteIndex)
inline

Definition at line 6077 of file Actor.h.

◆ Player_Voice_CollectionField()

UPrimaryDataAsset *& AShooterCharacter::Player_Voice_CollectionField ( )
inline

Definition at line 5618 of file Actor.h.

◆ PlayerHexagonCountField()

int & AShooterCharacter::PlayerHexagonCountField ( )
inline

Definition at line 5713 of file Actor.h.

◆ PlayerNameField()

FString & AShooterCharacter::PlayerNameField ( )
inline

Definition at line 5495 of file Actor.h.

◆ PlayerNumUnderGroundFailField()

int & AShooterCharacter::PlayerNumUnderGroundFailField ( )
inline

Definition at line 5652 of file Actor.h.

◆ PlayFootstep()

UAudioComponent * AShooterCharacter::PlayFootstep ( )
inline

Definition at line 6187 of file Actor.h.

◆ PlayHatHiddenAnim()

void AShooterCharacter::PlayHatHiddenAnim ( )
inline

Definition at line 6181 of file Actor.h.

◆ PlayJumpAnim()

void AShooterCharacter::PlayJumpAnim ( )
inline

Definition at line 5884 of file Actor.h.

◆ PlayLandedAnim()

void AShooterCharacter::PlayLandedAnim ( )
inline

Definition at line 5885 of file Actor.h.

◆ PlaySpawnAnim()

void AShooterCharacter::PlaySpawnAnim ( )
inline

Definition at line 5882 of file Actor.h.

◆ PlaySpawnIntro()

void AShooterCharacter::PlaySpawnIntro ( )
inline

Definition at line 5968 of file Actor.h.

◆ Poop()

bool AShooterCharacter::Poop ( bool bForcePoop)
inline

Definition at line 6150 of file Actor.h.

◆ PossessedBy()

void AShooterCharacter::PossessedBy ( AController * InController)
inline

Definition at line 5889 of file Actor.h.

◆ PostInitializeComponents()

void AShooterCharacter::PostInitializeComponents ( )
inline

Definition at line 5875 of file Actor.h.

◆ PreApplyAccumulatedForces()

void AShooterCharacter::PreApplyAccumulatedForces ( float DeltaSeconds,
UE::Math::TVector< double > * PendingImpulseToApply,
UE::Math::TVector< double > * PendingForceToApply )
inline

Definition at line 6028 of file Actor.h.

◆ PreInitializeComponents()

void AShooterCharacter::PreInitializeComponents ( )
inline

Definition at line 6026 of file Actor.h.

◆ PreInventoryWeaponItemNetIDField()

FItemNetID & AShooterCharacter::PreInventoryWeaponItemNetIDField ( )
inline

Definition at line 5592 of file Actor.h.

◆ PreMapWeaponItemNetIDField()

FItemNetID & AShooterCharacter::PreMapWeaponItemNetIDField ( )
inline

Definition at line 5568 of file Actor.h.

◆ PreRidingWeaponItemNetIDField()

FItemNetID & AShooterCharacter::PreRidingWeaponItemNetIDField ( )
inline

Definition at line 5591 of file Actor.h.

◆ PreventArmorSuitHUD()

bool AShooterCharacter::PreventArmorSuitHUD ( )
inline

Definition at line 5906 of file Actor.h.

◆ PreviousInterpolatedRootLocField()

UE::Math::TVector< double > & AShooterCharacter::PreviousInterpolatedRootLocField ( )
inline

Definition at line 5784 of file Actor.h.

◆ PreviousRootYawSpeedField()

float & AShooterCharacter::PreviousRootYawSpeedField ( )
inline

Definition at line 5610 of file Actor.h.

◆ PreviousValidLocationsField()

LocationQueue & AShooterCharacter::PreviousValidLocationsField ( )
inline

Definition at line 5488 of file Actor.h.

◆ PromoteToAdminIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::PromoteToAdminIconField ( )
inline

Definition at line 5765 of file Actor.h.

◆ Prone()

void AShooterCharacter::Prone ( bool bClientSimulation)
inline

Definition at line 5933 of file Actor.h.

◆ ProneInAnimField()

UAnimMontage *& AShooterCharacter::ProneInAnimField ( )
inline

Definition at line 5457 of file Actor.h.

◆ ProneMoveSoundField()

USoundBase *& AShooterCharacter::ProneMoveSoundField ( )
inline

Definition at line 5697 of file Actor.h.

◆ ProneOutAnimField()

UAnimMontage *& AShooterCharacter::ProneOutAnimField ( )
inline

Definition at line 5458 of file Actor.h.

◆ RawBoneModifiersField()

FieldArray< float, 26 > AShooterCharacter::RawBoneModifiersField ( )
inline

Definition at line 5613 of file Actor.h.

◆ RecruitToTribeIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::RecruitToTribeIconField ( )
inline

Definition at line 5763 of file Actor.h.

◆ RefreshAttachmentsAndBody()

void AShooterCharacter::RefreshAttachmentsAndBody ( )
inline

Definition at line 6009 of file Actor.h.

◆ RefreshDefaultAttachments()

void AShooterCharacter::RefreshDefaultAttachments ( AActor * UseOtherActor,
bool bIsSnapshot )
inline

Definition at line 6010 of file Actor.h.

◆ RefreshRiderSocket()

void AShooterCharacter::RefreshRiderSocket ( )
inline

Definition at line 6034 of file Actor.h.

◆ RefreshTribeName()

void AShooterCharacter::RefreshTribeName ( )
inline

Definition at line 6015 of file Actor.h.

◆ RegisterActorTickFunctions()

void AShooterCharacter::RegisterActorTickFunctions ( bool bRegister,
bool bSaveAndRestoreTickState )
inline

Definition at line 6145 of file Actor.h.

◆ ReleaseSeatingStructure()

void AShooterCharacter::ReleaseSeatingStructure ( APrimalStructureSeating * InSeatingStructure,
UE::Math::TVector< double > * PrevRelativeLocation )
inline

Definition at line 6107 of file Actor.h.

◆ ReloadBallistaAnimationField()

UAnimMontage *& AShooterCharacter::ReloadBallistaAnimationField ( )
inline

Definition at line 5465 of file Actor.h.

◆ RemoveAttachments()

void AShooterCharacter::RemoveAttachments ( AActor * From,
bool bIsSnapshot )
inline

Definition at line 6006 of file Actor.h.

◆ RemoveCharacterSnapshot()

void AShooterCharacter::RemoveCharacterSnapshot ( UPrimalItem * Item,
AActor * From )
inline

Definition at line 6045 of file Actor.h.

◆ RemoveProjectileFromCache()

void AShooterCharacter::RemoveProjectileFromCache ( int ProjectileID)
inline

Definition at line 6189 of file Actor.h.

◆ RenamePlayer()

void AShooterCharacter::RenamePlayer ( const FString * NewName)
inline

Definition at line 5852 of file Actor.h.

◆ RenamePlayer_Implementation()

void AShooterCharacter::RenamePlayer_Implementation ( const FString * NewName)
inline

Definition at line 6121 of file Actor.h.

◆ ReplicatedSleepAnimField()

UAnimationAsset *& AShooterCharacter::ReplicatedSleepAnimField ( )
inline

Definition at line 5739 of file Actor.h.

◆ ReplicateDurabilityForEquippedItem()

void AShooterCharacter::ReplicateDurabilityForEquippedItem ( FItemNetID itemID)
inline

Definition at line 6214 of file Actor.h.

◆ ReplicatedWeightField()

float & AShooterCharacter::ReplicatedWeightField ( )
inline

Definition at line 5692 of file Actor.h.

◆ RequestFastInventory()

void AShooterCharacter::RequestFastInventory ( )
inline

Definition at line 6091 of file Actor.h.

◆ RequestFastInventoryHandleField()

FTimerHandle & AShooterCharacter::RequestFastInventoryHandleField ( )
inline

Definition at line 5633 of file Actor.h.

◆ RespawnIntroAnim1PField()

UAnimMontage *& AShooterCharacter::RespawnIntroAnim1PField ( )
inline

Definition at line 5456 of file Actor.h.

◆ RidingDinoField()

TWeakObjectPtr< APrimalDinoCharacter > & AShooterCharacter::RidingDinoField ( )
inline

Definition at line 5496 of file Actor.h.

◆ SavedLastTimeHadControllerField()

long double & AShooterCharacter::SavedLastTimeHadControllerField ( )
inline

Definition at line 5638 of file Actor.h.

◆ SavedRidingDinoField()

TWeakObjectPtr< APrimalDinoCharacter > & AShooterCharacter::SavedRidingDinoField ( )
inline

Definition at line 5732 of file Actor.h.

◆ SavedSleepAnimField()

TSoftObjectPtr< UAnimationAsset > & AShooterCharacter::SavedSleepAnimField ( )
inline

Definition at line 5740 of file Actor.h.

◆ SeatingStructureField()

TWeakObjectPtr< APrimalStructureSeating > & AShooterCharacter::SeatingStructureField ( )
inline

Definition at line 5649 of file Actor.h.

◆ SeatingStructureSeatNumberField()

int & AShooterCharacter::SeatingStructureSeatNumberField ( )
inline

Definition at line 5650 of file Actor.h.

◆ Serialize() [1/2]

void AShooterCharacter::Serialize ( FArchive * Ar)
inline

Definition at line 5920 of file Actor.h.

◆ Serialize() [2/2]

void AShooterCharacter::Serialize ( FStructuredArchiveRecord Record)
inline

Definition at line 5863 of file Actor.h.

◆ ServerCallAggressive_Implementation()

void AShooterCharacter::ServerCallAggressive_Implementation ( )
inline

Definition at line 6064 of file Actor.h.

◆ ServerCallAttackTarget_Implementation()

void AShooterCharacter::ServerCallAttackTarget_Implementation ( AActor * TheTarget)
inline

Definition at line 6070 of file Actor.h.

◆ ServerCallAttackTargetNew_Implementation()

void AShooterCharacter::ServerCallAttackTargetNew_Implementation ( )
inline

Definition at line 6065 of file Actor.h.

◆ ServerCallFollow_Implementation()

void AShooterCharacter::ServerCallFollow_Implementation ( )
inline

Definition at line 6059 of file Actor.h.

◆ ServerCallFollowDistanceCycleOne_Implementation()

void AShooterCharacter::ServerCallFollowDistanceCycleOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 6063 of file Actor.h.

◆ ServerCallFollowOne_Implementation()

void AShooterCharacter::ServerCallFollowOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 6060 of file Actor.h.

◆ ServerCallLandFlyerOne_Implementation()

void AShooterCharacter::ServerCallLandFlyerOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 6072 of file Actor.h.

◆ ServerCallMoveTo_Implementation()

void AShooterCharacter::ServerCallMoveTo_Implementation ( UE::Math::TVector< double > * MoveToLoc)
inline

Definition at line 6071 of file Actor.h.

◆ ServerCallNeutral_Implementation()

void AShooterCharacter::ServerCallNeutral_Implementation ( )
inline

Definition at line 6066 of file Actor.h.

◆ ServerCallPassive_Implementation()

void AShooterCharacter::ServerCallPassive_Implementation ( )
inline

Definition at line 6067 of file Actor.h.

◆ ServerCallPassiveFlee_Implementation()

void AShooterCharacter::ServerCallPassiveFlee_Implementation ( )
inline

Definition at line 6068 of file Actor.h.

◆ ServerCallSetAggressive_Implementation()

void AShooterCharacter::ServerCallSetAggressive_Implementation ( )
inline

Definition at line 6069 of file Actor.h.

◆ ServerCallStay_Implementation()

void AShooterCharacter::ServerCallStay_Implementation ( )
inline

Definition at line 6061 of file Actor.h.

◆ ServerCallStayOne_Implementation()

void AShooterCharacter::ServerCallStayOne_Implementation ( APrimalDinoCharacter * ForDinoChar)
inline

Definition at line 6062 of file Actor.h.

◆ ServerCheckDrinkingWater_Implementation()

void AShooterCharacter::ServerCheckDrinkingWater_Implementation ( )
inline

Definition at line 6087 of file Actor.h.

◆ ServerClearSwitchingWeapon_Implementation()

void AShooterCharacter::ServerClearSwitchingWeapon_Implementation ( bool bOnlyIfDefaultWeapon,
bool bClientRequestNextWeaponID )
inline

Definition at line 6160 of file Actor.h.

◆ ServerDetachGrapHookCable()

void AShooterCharacter::ServerDetachGrapHookCable ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 5853 of file Actor.h.

◆ ServerDetachGrapHookCable_Implementation()

void AShooterCharacter::ServerDetachGrapHookCable_Implementation ( bool bDoUpwardsJump,
float UpwardsJumpYaw )
inline

Definition at line 5894 of file Actor.h.

◆ ServerFireBallistaProjectile_Implementation()

void AShooterCharacter::ServerFireBallistaProjectile_Implementation ( UE::Math::TVector< double > * Origin,
FVector_NetQuantizeNormal * ShootDir )
inline

Definition at line 6114 of file Actor.h.

◆ ServerForceUpdatedAimedActors()

void AShooterCharacter::ServerForceUpdatedAimedActors ( float OverrideMaxDistance,
bool bReplicateToSimulatedClients )
inline

Definition at line 5983 of file Actor.h.

◆ ServerGiveDefaultWeapon_Implementation()

void AShooterCharacter::ServerGiveDefaultWeapon_Implementation ( )
inline

Definition at line 5909 of file Actor.h.

◆ ServerLaunchMountedDino_Implementation()

void AShooterCharacter::ServerLaunchMountedDino_Implementation ( )
inline

Definition at line 5996 of file Actor.h.

◆ ServerNetEndClimbingLadder_Implementation()

void AShooterCharacter::ServerNetEndClimbingLadder_Implementation ( bool bIsClimbOver,
UE::Math::TVector< double > * ClimbOverLoc,
UE::Math::TVector< double > * JumpDir )
inline

Definition at line 6120 of file Actor.h.

◆ ServerNotifyBallistaShot_Implementation()

void AShooterCharacter::ServerNotifyBallistaShot_Implementation ( FHitResult * Impact,
FVector_NetQuantizeNormal * ShootDir )
inline

Definition at line 5985 of file Actor.h.

◆ ServerNotifyProjectileImpact_Implementation()

void AShooterCharacter::ServerNotifyProjectileImpact_Implementation ( const FHitResult * HitResult,
bool bFromReplication,
int FromProjectileID )
inline

Definition at line 6191 of file Actor.h.

◆ ServerPlayFireBallistaAnimation()

void AShooterCharacter::ServerPlayFireBallistaAnimation ( )
inline

Definition at line 5854 of file Actor.h.

◆ ServerPlayFireBallistaAnimation_Implementation()

void AShooterCharacter::ServerPlayFireBallistaAnimation_Implementation ( )
inline

Definition at line 6110 of file Actor.h.

◆ ServerPrepareMountedDinoForLaunch_Implementation()

void AShooterCharacter::ServerPrepareMountedDinoForLaunch_Implementation ( UE::Math::TVector< double > * viewLoc,
UE::Math::TVector< double > * viewDir )
inline

Definition at line 5997 of file Actor.h.

◆ ServerReceiveTribeInvite_Implementation()

void AShooterCharacter::ServerReceiveTribeInvite_Implementation ( AShooterPlayerController * playerSendingInvite)
inline

Definition at line 5990 of file Actor.h.

◆ ServerReleaseGrapHookCable_Implementation()

void AShooterCharacter::ServerReleaseGrapHookCable_Implementation ( bool bReleasing)
inline

Definition at line 5895 of file Actor.h.

◆ ServerRequestHexagonTrade_Implementation()

void AShooterCharacter::ServerRequestHexagonTrade_Implementation ( int RequestedTradableItemIndex,
int Quantity )
inline

Definition at line 6180 of file Actor.h.

◆ ServerSeatedViewRotationPitchField()

float & AShooterCharacter::ServerSeatedViewRotationPitchField ( )
inline

Definition at line 5571 of file Actor.h.

◆ ServerSeatedViewRotationYawField()

float & AShooterCharacter::ServerSeatedViewRotationYawField ( )
inline

Definition at line 5570 of file Actor.h.

◆ ServerSeatingStructureAction()

void AShooterCharacter::ServerSeatingStructureAction ( unsigned __int8 ActionNumber)
inline

Definition at line 5855 of file Actor.h.

◆ ServerSeatingStructureAction_Implementation()

void AShooterCharacter::ServerSeatingStructureAction_Implementation ( unsigned __int8 ActionNumber)
inline

Definition at line 6115 of file Actor.h.

◆ ServerSetBallistaNewRotation()

void AShooterCharacter::ServerSetBallistaNewRotation ( float Pitch,
float Yaw )
inline

Definition at line 5856 of file Actor.h.

◆ ServerSetBallistaNewRotation_Implementation()

void AShooterCharacter::ServerSetBallistaNewRotation_Implementation ( float Pitch,
float Yaw )
inline

Definition at line 5984 of file Actor.h.

◆ ServerSetBallistaTargeting_Implementation()

void AShooterCharacter::ServerSetBallistaTargeting_Implementation ( bool StartTargeting)
inline

Definition at line 6109 of file Actor.h.

◆ ServerSetTargeting_Implementation()

void AShooterCharacter::ServerSetTargeting_Implementation ( bool bNewTargeting)
inline

Definition at line 5924 of file Actor.h.

◆ ServerSetViewingInventory()

void AShooterCharacter::ServerSetViewingInventory ( bool bIsViewing,
bool bMulticast )
inline

Definition at line 5857 of file Actor.h.

◆ ServerSetViewingInventory_Implementation()

void AShooterCharacter::ServerSetViewingInventory_Implementation ( bool bIsViewing,
bool bMulticast )
inline

Definition at line 6086 of file Actor.h.

◆ ServerStartSurfaceCameraForPassenger()

void AShooterCharacter::ServerStartSurfaceCameraForPassenger ( float yaw,
float pitch,
float roll,
bool bShouldInvertInput )
inline

Definition at line 5858 of file Actor.h.

◆ ServerStartSurfaceCameraForPassenger_Implementation()

void AShooterCharacter::ServerStartSurfaceCameraForPassenger_Implementation ( float yaw,
float roll,
float pitch,
bool bShouldInvertInput )
inline

Definition at line 6133 of file Actor.h.

◆ ServerStopFireBallista()

void AShooterCharacter::ServerStopFireBallista ( )
inline

Definition at line 5859 of file Actor.h.

◆ ServerStopFireBallista_Implementation()

void AShooterCharacter::ServerStopFireBallista_Implementation ( )
inline

Definition at line 6111 of file Actor.h.

◆ ServerSwitchBallistaAmmo_Implementation()

void AShooterCharacter::ServerSwitchBallistaAmmo_Implementation ( )
inline

Definition at line 6112 of file Actor.h.

◆ ServerSwitchMap_Implementation()

void AShooterCharacter::ServerSwitchMap_Implementation ( )
inline

Definition at line 5908 of file Actor.h.

◆ ServerToClientsPlayFireBallistaAnimation_Implementation()

void AShooterCharacter::ServerToClientsPlayFireBallistaAnimation_Implementation ( )
inline

Definition at line 6113 of file Actor.h.

◆ SetActorHiddenInGame()

void AShooterCharacter::SetActorHiddenInGame ( bool bNewHidden)
inline

Definition at line 5965 of file Actor.h.

◆ SetCameraMode()

void AShooterCharacter::SetCameraMode ( bool bFirstperson,
bool bIgnoreSettingFirstPersonRiding,
bool bForce )
inline

Definition at line 5967 of file Actor.h.

◆ SetCarriedPitchYaw_Implementation()

void AShooterCharacter::SetCarriedPitchYaw_Implementation ( float NewCarriedPitch,
float NewCarriedYaw )
inline

Definition at line 5899 of file Actor.h.

◆ SetCarryingDino()

void AShooterCharacter::SetCarryingDino ( APrimalDinoCharacter * aDino)
inline

Definition at line 5992 of file Actor.h.

◆ SetCharacterMeshesMaterialScalarParamValue()

void AShooterCharacter::SetCharacterMeshesMaterialScalarParamValue ( FName ParamName,
float Value )
inline

Definition at line 6033 of file Actor.h.

◆ SetCurrentWeapon()

void AShooterCharacter::SetCurrentWeapon ( AShooterWeapon * NewWeapon,
AShooterWeapon * LastWeapon )
inline

Definition at line 5918 of file Actor.h.

◆ SetEquippedItemDurabilityPercent()

void AShooterCharacter::SetEquippedItemDurabilityPercent ( FItemNetID itemID,
float ItemDurabilityPercentage )
inline

Definition at line 6213 of file Actor.h.

◆ SetFastInventoryMode()

void AShooterCharacter::SetFastInventoryMode ( bool Activate)
inline

Definition at line 6088 of file Actor.h.

◆ SetImplantSuicideCooldownStartTime()

void AShooterCharacter::SetImplantSuicideCooldownStartTime ( long double StartTime)
inline

Definition at line 6196 of file Actor.h.

◆ SetPlayerHexagonCount()

bool AShooterCharacter::SetPlayerHexagonCount ( int NewHexagonCount)
inline

Definition at line 6178 of file Actor.h.

◆ SetRagdollPhysics()

void AShooterCharacter::SetRagdollPhysics ( bool bUseRagdollLocationOffset,
bool bForceRecreateBones,
bool bForLoading )
inline

Definition at line 6057 of file Actor.h.

◆ SetRidingDino()

void AShooterCharacter::SetRidingDino ( APrimalDinoCharacter * aDino)
inline

Definition at line 5989 of file Actor.h.

◆ SetRidingDinoAsPassenger()

void AShooterCharacter::SetRidingDinoAsPassenger ( APrimalDinoCharacter * aDino,
const FSaddlePassengerSeatDefinition * SeatDefinition )
inline

Definition at line 5994 of file Actor.h.

◆ SetSleeping()

void AShooterCharacter::SetSleeping ( bool bSleeping,
bool bUseRagdollLocationOffset,
bool bPreserveSavedAnim )
inline

Definition at line 5953 of file Actor.h.

◆ SetTargeting()

void AShooterCharacter::SetTargeting ( bool bNewTargeting)
inline

Definition at line 5923 of file Actor.h.

◆ SetupPlayerInputComponent()

void AShooterCharacter::SetupPlayerInputComponent ( UInputComponent * WithInputComponent)
inline

Definition at line 5930 of file Actor.h.

◆ ShieldCoverAnimationField()

UAnimMontage *& AShooterCharacter::ShieldCoverAnimationField ( )
inline

Definition at line 5599 of file Actor.h.

◆ ShieldCoverAnimationForCrouchField()

UAnimMontage *& AShooterCharacter::ShieldCoverAnimationForCrouchField ( )
inline

Definition at line 5600 of file Actor.h.

◆ ShouldASACameraSwitchToOld()

bool AShooterCharacter::ShouldASACameraSwitchToOld ( bool bDontCheckForTargeting)
inline

Definition at line 6198 of file Actor.h.

◆ ShouldBlockCrouch()

bool AShooterCharacter::ShouldBlockCrouch ( )
inline

Definition at line 5928 of file Actor.h.

◆ ShouldHideNonWeaponHUD()

bool AShooterCharacter::ShouldHideNonWeaponHUD ( )
inline

Definition at line 6203 of file Actor.h.

◆ ShouldSkipPhysicsUpdateOnAttachmentReplication()

bool AShooterCharacter::ShouldSkipPhysicsUpdateOnAttachmentReplication ( )
inline

Definition at line 6208 of file Actor.h.

◆ ShouldUseDurabilityVar()

bool AShooterCharacter::ShouldUseDurabilityVar ( int VarIndex)
inline

Definition at line 6215 of file Actor.h.

◆ ShouldUseDurabilityVarForItemType()

bool AShooterCharacter::ShouldUseDurabilityVarForItemType ( TEnumAsByte< EPrimalEquipmentType::Type > TheItemType)
inline

Definition at line 6216 of file Actor.h.

◆ ShouldUseSlowInterpToOldCamera()

bool AShooterCharacter::ShouldUseSlowInterpToOldCamera ( )
inline

Definition at line 6199 of file Actor.h.

◆ ShowUserPageIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::ShowUserPageIconField ( )
inline

Definition at line 5776 of file Actor.h.

◆ SimulatedLastFrameProcessedForceUpdateAimedActorsField()

int & AShooterCharacter::SimulatedLastFrameProcessedForceUpdateAimedActorsField ( )
inline

Definition at line 5700 of file Actor.h.

◆ SleepOutAnimField()

UAnimMontage *& AShooterCharacter::SleepOutAnimField ( )
inline

Definition at line 5629 of file Actor.h.

◆ SpawnAnimField()

UAnimMontage *& AShooterCharacter::SpawnAnimField ( )
inline

Definition at line 5627 of file Actor.h.

◆ SpawnedForControllerField()

TWeakObjectPtr< AController > & AShooterCharacter::SpawnedForControllerField ( )
inline

Definition at line 5701 of file Actor.h.

◆ SpawnIntroAnim1PField()

UAnimMontage *& AShooterCharacter::SpawnIntroAnim1PField ( )
inline

Definition at line 5455 of file Actor.h.

◆ SplitScreenCameraStyleOverrideField()

FName & AShooterCharacter::SplitScreenCameraStyleOverrideField ( )
inline

Definition at line 5519 of file Actor.h.

◆ SplitscreenMainPlayerUniqueNetIdTypeHashField()

unsigned int & AShooterCharacter::SplitscreenMainPlayerUniqueNetIdTypeHashField ( )
inline

Definition at line 5624 of file Actor.h.

◆ StartCrouchSoundField()

USoundBase *& AShooterCharacter::StartCrouchSoundField ( )
inline

Definition at line 5563 of file Actor.h.

◆ StartedFiringWeapon()

void AShooterCharacter::StartedFiringWeapon ( bool bPrimaryFire)
inline

Definition at line 6053 of file Actor.h.

◆ StartedRidingTimeField()

long double & AShooterCharacter::StartedRidingTimeField ( )
inline

Definition at line 5578 of file Actor.h.

◆ StartProneSoundField()

USoundBase *& AShooterCharacter::StartProneSoundField ( )
inline

Definition at line 5565 of file Actor.h.

◆ StartRidingAnimField()

UAnimMontage *& AShooterCharacter::StartRidingAnimField ( )
inline

Definition at line 5459 of file Actor.h.

◆ StartWeaponSwitch()

void AShooterCharacter::StartWeaponSwitch ( UPrimalItem * aPrimalItem,
bool bDontClearLastWeapon )
inline

Definition at line 5913 of file Actor.h.

◆ StasisingCharacter()

void AShooterCharacter::StasisingCharacter ( )
inline

Definition at line 6083 of file Actor.h.

◆ StaticClass()

static UClass * AShooterCharacter::StaticClass ( )
inlinestatic

Definition at line 5861 of file Actor.h.

◆ StaticRegisterNativesAShooterCharacter()

static void AShooterCharacter::StaticRegisterNativesAShooterCharacter ( )
inlinestatic

Definition at line 5860 of file Actor.h.

◆ StopRidingAnimField()

UAnimMontage *& AShooterCharacter::StopRidingAnimField ( )
inline

Definition at line 5460 of file Actor.h.

◆ StopRidingTimeField()

long double & AShooterCharacter::StopRidingTimeField ( )
inline

Definition at line 5626 of file Actor.h.

◆ StructurePlacementUseAlternateOriginActor()

AActor * AShooterCharacter::StructurePlacementUseAlternateOriginActor ( )
inline

Definition at line 6151 of file Actor.h.

◆ SurvivorProfilePreviewMeshField()

USkeletalMeshComponent *& AShooterCharacter::SurvivorProfilePreviewMeshField ( )
inline

Definition at line 5504 of file Actor.h.

◆ SwitchMap()

void AShooterCharacter::SwitchMap ( )
inline

Definition at line 5905 of file Actor.h.

◆ SyncGrapHookDistance_Implementation()

void AShooterCharacter::SyncGrapHookDistance_Implementation ( float Distance)
inline

Definition at line 5897 of file Actor.h.

◆ TakeSeatingStructure()

void AShooterCharacter::TakeSeatingStructure ( APrimalStructureSeating * InSeatingStructure,
int SeatNumber,
bool bLockedToSeat )
inline

Definition at line 6106 of file Actor.h.

◆ TalkingAnimField()

UAnimMontage *& AShooterCharacter::TalkingAnimField ( )
inline

Definition at line 5461 of file Actor.h.

◆ TargetingSpeedModifierField()

float & AShooterCharacter::TargetingSpeedModifierField ( )
inline

Definition at line 5537 of file Actor.h.

◆ TargetingTimeField()

float & AShooterCharacter::TargetingTimeField ( )
inline

Definition at line 5478 of file Actor.h.

◆ TeleportTo()

bool AShooterCharacter::TeleportTo ( const UE::Math::TVector< double > * DestLocation,
const UE::Math::TRotator< double > * DestRotation,
bool bIsATest,
bool bNoCheck )
inline

Definition at line 6166 of file Actor.h.

◆ TempDampenInputAcceleration()

void AShooterCharacter::TempDampenInputAcceleration ( )
inline

Definition at line 6149 of file Actor.h.

◆ TemplateAllowActorSpawn()

bool AShooterCharacter::TemplateAllowActorSpawn ( UWorld * World,
const UE::Math::TVector< double > * AtLocation,
const UE::Math::TRotator< double > * AtRotation,
const FActorSpawnParameters * SpawnParameters )
inline

Definition at line 6075 of file Actor.h.

◆ ThrowCharacterSoundField()

USoundBase *& AShooterCharacter::ThrowCharacterSoundField ( )
inline

Definition at line 5655 of file Actor.h.

◆ ThrowItemAnimationField()

UAnimMontage *& AShooterCharacter::ThrowItemAnimationField ( )
inline

Definition at line 5501 of file Actor.h.

◆ Tick()

void AShooterCharacter::Tick ( float DeltaSeconds)
inline

Definition at line 5956 of file Actor.h.

◆ TickBeingDragged()

void AShooterCharacter::TickBeingDragged ( float DeltaSeconds)
inline

Definition at line 6217 of file Actor.h.

◆ TimeSinceLastControllerField()

long double & AShooterCharacter::TimeSinceLastControllerField ( )
inline

Definition at line 5579 of file Actor.h.

◆ ToggleWeapon()

void AShooterCharacter::ToggleWeapon ( )
inline

Definition at line 5902 of file Actor.h.

◆ TPVCameraExtraCollisionZOffsetField()

float & AShooterCharacter::TPVCameraExtraCollisionZOffsetField ( )
inline

Definition at line 5761 of file Actor.h.

◆ TribeInvitationOptionsIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::TribeInvitationOptionsIconField ( )
inline

Definition at line 5769 of file Actor.h.

◆ TribeManagementOptionsIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::TribeManagementOptionsIconField ( )
inline

Definition at line 5762 of file Actor.h.

◆ TryAccessInventory()

bool AShooterCharacter::TryAccessInventory ( )
inline

Definition at line 6073 of file Actor.h.

◆ TryCutEnemyGrapplingCable()

void AShooterCharacter::TryCutEnemyGrapplingCable ( )
inline

Definition at line 6154 of file Actor.h.

◆ TryLaunchMountedDino()

void AShooterCharacter::TryLaunchMountedDino ( )
inline

Definition at line 6074 of file Actor.h.

◆ TryMultiUse()

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

Definition at line 6014 of file Actor.h.

◆ TrySwitchFastInventory()

void AShooterCharacter::TrySwitchFastInventory ( )
inline

Definition at line 6093 of file Actor.h.

◆ UnCrouch()

void AShooterCharacter::UnCrouch ( bool bClientSimulation)
inline

Definition at line 6219 of file Actor.h.

◆ UniqueNetIdTypeHashField()

unsigned int & AShooterCharacter::UniqueNetIdTypeHashField ( )
inline

Definition at line 5623 of file Actor.h.

◆ UnlockHeadPosition()

void AShooterCharacter::UnlockHeadPosition ( )
inline

Definition at line 6182 of file Actor.h.

◆ UnlockHeadPositionHandleField()

FTimerHandle & AShooterCharacter::UnlockHeadPositionHandleField ( )
inline

Definition at line 5727 of file Actor.h.

◆ UnProne()

void AShooterCharacter::UnProne ( bool bClientSimulation)
inline

Definition at line 6220 of file Actor.h.

◆ Unstasis()

void AShooterCharacter::Unstasis ( )
inline

Definition at line 6144 of file Actor.h.

◆ UpdateAutoFire()

void AShooterCharacter::UpdateAutoFire ( )
inline

Definition at line 6174 of file Actor.h.

◆ UpdateAutoJump()

void AShooterCharacter::UpdateAutoJump ( )
inline

Definition at line 6173 of file Actor.h.

◆ UpdateAutoMove()

void AShooterCharacter::UpdateAutoMove ( )
inline

Definition at line 6171 of file Actor.h.

◆ UpdateAutoPlayer()

void AShooterCharacter::UpdateAutoPlayer ( )
inline

Definition at line 6170 of file Actor.h.

◆ UpdateAutoTurn()

void AShooterCharacter::UpdateAutoTurn ( )
inline

Definition at line 6172 of file Actor.h.

◆ UpdateCarriedLocationAndRotation()

void AShooterCharacter::UpdateCarriedLocationAndRotation ( float DeltaSeconds)
inline

Definition at line 5958 of file Actor.h.

◆ UpdateGrapHook()

void AShooterCharacter::UpdateGrapHook ( float DeltaSeconds)
inline

Definition at line 5898 of file Actor.h.

◆ UpdateHair()

void AShooterCharacter::UpdateHair ( )
inline

Definition at line 6140 of file Actor.h.

◆ UpdateHyperThermalInsulationPositionField()

UE::Math::TVector< double > & AShooterCharacter::UpdateHyperThermalInsulationPositionField ( )
inline

Definition at line 5670 of file Actor.h.

◆ UpdateHypoThermalInsulationPositionField()

UE::Math::TVector< double > & AShooterCharacter::UpdateHypoThermalInsulationPositionField ( )
inline

Definition at line 5671 of file Actor.h.

◆ UpdateLocallyInterpolatedViewLocationX()

void AShooterCharacter::UpdateLocallyInterpolatedViewLocationX ( )
inline

Definition at line 6204 of file Actor.h.

◆ UpdateLocallyInterpolatedViewLocationY()

void AShooterCharacter::UpdateLocallyInterpolatedViewLocationY ( )
inline

Definition at line 6205 of file Actor.h.

◆ UpdateLocallyInterpolatedViewLocationZ()

void AShooterCharacter::UpdateLocallyInterpolatedViewLocationZ ( )
inline

Definition at line 6206 of file Actor.h.

◆ UpdatePawnMeshes()

void AShooterCharacter::UpdatePawnMeshes ( bool bForceThirdPerson,
bool bForceFlush )
inline

Definition at line 5900 of file Actor.h.

◆ UpdateProjectileCache()

void AShooterCharacter::UpdateProjectileCache ( )
inline

Definition at line 6192 of file Actor.h.

◆ UpdateSwimmingState()

void AShooterCharacter::UpdateSwimmingState ( )
inline

Definition at line 6032 of file Actor.h.

◆ UploadEarliestValidTimeField()

long double & AShooterCharacter::UploadEarliestValidTimeField ( )
inline

Definition at line 5698 of file Actor.h.

◆ UseAdditiveStandingAnim()

bool AShooterCharacter::UseAdditiveStandingAnim ( )
inline

Definition at line 6084 of file Actor.h.

◆ ValidateGeneratedRepEnums()

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

Definition at line 5862 of file Actor.h.

◆ ValidToRestoreForPC()

bool AShooterCharacter::ValidToRestoreForPC ( AShooterPlayerController * aPC)
inline

Definition at line 5974 of file Actor.h.

◆ ViewingInventoryAnimationField()

UAnimSequence *& AShooterCharacter::ViewingInventoryAnimationField ( )
inline

Definition at line 5594 of file Actor.h.

◆ ViewTribeInfoIconField()

TObjectPtr< UTexture2D > & AShooterCharacter::ViewTribeInfoIconField ( )
inline

Definition at line 5768 of file Actor.h.

◆ VisualVelocitySizeWhenPushedField()

float & AShooterCharacter::VisualVelocitySizeWhenPushedField ( )
inline

Definition at line 5786 of file Actor.h.

◆ VoiceTalkingAnimField()

UAnimMontage *& AShooterCharacter::VoiceTalkingAnimField ( )
inline

Definition at line 5462 of file Actor.h.

◆ WalkBobInterpSpeedField()

float & AShooterCharacter::WalkBobInterpSpeedField ( )
inline

Definition at line 5474 of file Actor.h.

◆ WalkBobMagnitudeField()

float & AShooterCharacter::WalkBobMagnitudeField ( )
inline

Definition at line 5473 of file Actor.h.

◆ WalkBobOldSpeedField()

float & AShooterCharacter::WalkBobOldSpeedField ( )
inline

Definition at line 5528 of file Actor.h.

◆ WasPushed()

void AShooterCharacter::WasPushed ( ACharacter * ByOtherCharacter,
UE::Math::TVector< double > * PushDirection )
inline

Definition at line 6116 of file Actor.h.

◆ WaterLossRateMultiplierField()

float & AShooterCharacter::WaterLossRateMultiplierField ( )
inline

Definition at line 5676 of file Actor.h.

◆ WeaponAttachPointField()

FName & AShooterCharacter::WeaponAttachPointField ( )
inline

Definition at line 5536 of file Actor.h.

◆ WeaponBobMagnitudes_TargetingField()

UE::Math::TVector< double > & AShooterCharacter::WeaponBobMagnitudes_TargetingField ( )
inline

Definition at line 5555 of file Actor.h.

◆ WeaponBobMagnitudesField()

UE::Math::TVector< double > & AShooterCharacter::WeaponBobMagnitudesField ( )
inline

Definition at line 5552 of file Actor.h.

◆ WeaponBobMaxMovementSpeedField()

float & AShooterCharacter::WeaponBobMaxMovementSpeedField ( )
inline

Definition at line 5480 of file Actor.h.

◆ WeaponBobMinimumSpeedField()

float & AShooterCharacter::WeaponBobMinimumSpeedField ( )
inline

Definition at line 5558 of file Actor.h.

◆ WeaponBobOffsets_TargetingField()

UE::Math::TVector< double > & AShooterCharacter::WeaponBobOffsets_TargetingField ( )
inline

Definition at line 5557 of file Actor.h.

◆ WeaponBobOffsetsField()

UE::Math::TVector< double > & AShooterCharacter::WeaponBobOffsetsField ( )
inline

Definition at line 5554 of file Actor.h.

◆ WeaponBobPeriods_TargetingField()

UE::Math::TVector< double > & AShooterCharacter::WeaponBobPeriods_TargetingField ( )
inline

Definition at line 5556 of file Actor.h.

◆ WeaponBobPeriodsField()

UE::Math::TVector< double > & AShooterCharacter::WeaponBobPeriodsField ( )
inline

Definition at line 5553 of file Actor.h.

◆ WeaponBobSpeedBaseFallingField()

float & AShooterCharacter::WeaponBobSpeedBaseFallingField ( )
inline

Definition at line 5560 of file Actor.h.

◆ WeaponBobSpeedBaseField()

float & AShooterCharacter::WeaponBobSpeedBaseField ( )
inline

Definition at line 5559 of file Actor.h.

◆ WeaponBobTargetingBlendField()

float & AShooterCharacter::WeaponBobTargetingBlendField ( )
inline

Definition at line 5561 of file Actor.h.

◆ WeaponBobTimeField()

float & AShooterCharacter::WeaponBobTimeField ( )
inline

Definition at line 5548 of file Actor.h.

◆ WillPlayEmote()

bool AShooterCharacter::WillPlayEmote ( unsigned __int8 EmoteIndex)
inline

Definition at line 6076 of file Actor.h.

◆ ZoomIn()

void AShooterCharacter::ZoomIn ( )
inline

Definition at line 5925 of file Actor.h.

◆ ZoomOut()

void AShooterCharacter::ZoomOut ( )
inline

Definition at line 5926 of file Actor.h.


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