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

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

__vftableField()UObjectBaseinline
AcknowledgedPawnField()APlayerControllerinline
AcknowledgePossession(APawn *P)AShooterPlayerControllerinline
ActivateMultiUseSelection(bool bIsFromUseRelease)AShooterPlayerControllerinline
ActiveForceFeedbackEffectsField()APlayerControllerinline
ActiveHapticEffect_GunField()APlayerControllerinline
ActiveHapticEffect_HMDField()APlayerControllerinline
ActiveHapticEffect_LeftField()APlayerControllerinline
ActiveHapticEffect_RightField()APlayerControllerinline
ActiveWaypoints_CreaturesField()AShooterPlayerControllerinline
ActiveWaypoints_PlayersField()AShooterPlayerControllerinline
ActorHasBegunPlay()AActorinline
ActorHasTag(FName Tag)AActorinline
ActorLineTraceSingle(FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)AActorinline
ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)AActorinline
ActorTrackingPOIAlphaOffScreenField()AShooterPlayerControllerinline
ActorTrackingPOIAlphaOnScreenField()AShooterPlayerControllerinline
ActorTrackingPOIDistanceToScreenCenterForTransparencyField()AShooterPlayerControllerinline
ActorTrackingPOIScaleOffScreenField()AShooterPlayerControllerinline
ActorTrackingPOIScaleOnScreenField()AShooterPlayerControllerinline
ActorUsingQuickActionField()UPrimalActorinline
AddCheats(bool bForce)AShooterPlayerControllerinline
AddComponent(FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)AActorinline
AddComponentForReplication(UActorComponent *Component)AActorinline
AddControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
AddCustomActorTrackList_Individual(const FTrackedActorPlusInfoStruct *InfoListEntry, ETrackedActorCategory::Type Category, bool ForcePOIVisible)AShooterPlayerControllerinline
AddCustomActorTrackListEntries_Combined(TArray< FCustomTrackedActorInfo, TSizedDefaultAllocator< 32 > > *result, const TArray< FTrackedActorPlusInfoStruct, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh, bool IsPlayer, bool ForcePOIVisible)AShooterPlayerControllerinline
AddExperience(float HowMuch, bool fromTribeShare, bool bPreventSharingWithTribe)AShooterPlayerControllerinline
AddFloatingDamageText_Implementation(const UE::Math::TVector< double > *atLocation, const float DamageAmount, AActor *damagedActor, AActor *damageCauser, AShooterPlayerController *EventInstigator)AShooterPlayerControllerinline
AddInstanceComponent(UActorComponent *Component)AActorinline
AddItemToAllClustersInventory(FString *UserId, int MasterIndexNum)AShooterPlayerControllerinline
AddOwnedComponent(UActorComponent *Component)AActorinline
AddPawnTickDependency(APawn *NewPawn)AControllerinline
AddPitchInput(float Val)APlayerControllerinline
AddPlayerToClientTrackedActorPointersIfApplicable(AShooterCharacter *PlayerToAdd)AShooterPlayerControllerinline
AddRollInput(float Val)APlayerControllerinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)UObjectBaseUtilityinline
AddYawInput(float Val)APlayerControllerinline
AdminCheat(const FString *Msg)AShooterPlayerControllerinline
AimMangetismClosestLocationField()AShooterPlayerControllerinline
AimMangetismCosestBoneField()AShooterPlayerControllerinline
AllCreaturesWhosInfoIsBeingSentToClientFromServerField()AShooterPlayerControllerinline
AllowActorComponentToReplicate(const UActorComponent *ComponentToReplicate)AActorinline
AllowConsoleUI()AShooterPlayerControllerinline
AllowedToSpectateAllTeams()AShooterPlayerControllerinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)UPrimalActorinline
AllowManualMultiUseActivation(APlayerController *ForPC)UPrimalActorinline
AllowPlayerToJoinNoCheck(const FString *PlayerId)AShooterPlayerControllerinline
AllowSaving()UPrimalActorinline
AllowSeamlessTravel()UPrimalActorinline
AllPlayersWhosInfoIsBeingSentToClientFromServer_NotTeammatesField()AShooterPlayerControllerinline
AllPlayersWhosInfoIsBeingSentToClientFromServer_TeammatesField()AShooterPlayerControllerinline
ApplicationEnteredForegroundDelegateHandleField()AShooterPlayerControllerinline
ApplicationReactivatedDelegateHandleField()AShooterPlayerControllerinline
ApplicationSystemBlockListChangedDelegateHandleField()AShooterPlayerControllerinline
ApplyWorldOffset(const UE::Math::TVector< double > *InOffset, bool bWorldShift)AActorinline
AreAllOuterObjectsValid()UObjectinline
ARKTributeItemNetInfoField()AShooterPlayerControllerinline
AssetVersePathTagName()UObjectinlinestatic
AsyncLoadInventory()AShooterPlayerControllerinline
AsyncPhysicsDataClassField()APlayerControllerinline
AsyncPhysicsDataComponentField()APlayerControllerinline
AsyncPhysicsTickActor(float DeltaTime, float SimTime)AActorinline
AttachmentReplicationField()AActorinline
AttachToActor(AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AttachToComponent(USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName)AActorinline
AttachToPawn(APawn *InPawn)AControllerinline
AttemptTransferRedownload()AShooterPlayerControllerinline
AudioListenerAttenuationComponentField()APlayerControllerinline
AudioListenerAttenuationOverrideField()APlayerControllerinline
AudioListenerComponentField()APlayerControllerinline
AudioListenerLocationOverrideField()APlayerControllerinline
AudioListenerRotationOverrideField()APlayerControllerinline
AutoManageActiveCameraTarget(AActor *SuggestedTarget)APlayerControllerinline
AutoReceiveInputField()AActorinline
AwaitingHUDClassField()AShooterPlayerControllerinline
bActorBeginningPlayFromLevelStreaming()AActorinline
bActorEnableCollision()AActorinline
bActorInitialized()AActorinline
bActorIsBeingConstructed()AActorinline
bActorIsBeingDestroyed()AActorinline
bActorPreventPhysicsSceneRegistration()AActorinline
bActorSeamlessTraveled()AActorinline
bActorWantsDestroyDuringBeginPlay()AActorinline
bAddedPerformanceThrottledTick()UPrimalActorinline
bAddedRealtimeThrottledTick()UPrimalActorinline
bAddedServerThrottledTick()UPrimalActorinline
bAddedTagsList()UPrimalActorinline
bAdminShowAllPlayers()AShooterPlayerControllerinline
bAllowGameActions()ABasePlayerControllerinline
bAllowReceiveTickEventOnDedicatedServer()AActorinline
bAllowTickBeforeBeginPlay()AActorinline
bAlwaysCreatePhysicsState()UPrimalActorinline
bAlwaysRelevant()AActorinline
bAlwaysRelevantPrimalStructure()UPrimalActorinline
BanPlayer(FString *PlayerSteamName)AShooterPlayerControllerinline
BaseGetPlayerCharacter()AShooterPlayerControllerinline
bAsyncPhysicsTickEnabled()AActorinline
bAttachmentReplicationUseNetworkParent()UPrimalActorinline
bAttachToPawn()AControllerinline
bAutoDestroyWhenFinished()AActorinline
bAutoPlayerField()AShooterPlayerControllerinline
bAutoStasis()UPrimalActorinline
bBattlEyePlayerHasGottenInGameFully()AShooterPlayerControllerinline
bBlockInput()AActorinline
bBlueprintMultiUseEntries()UPrimalActorinline
bBPInventoryItemUsedHandlesDurability()UPrimalActorinline
bBPPostInitializeComponents()UPrimalActorinline
bBPPreInitializeComponents()UPrimalActorinline
bCallPreReplication()AActorinline
bCallPreReplicationForReplay()AActorinline
bCanBeDamaged()AActorinline
bCanBeInCluster()AActorinline
bCanEnableCheats()AShooterPlayerControllerinline
bCanPossessWithoutAuthority()AControllerinline
bCheatEnabled()ABasePlayerControllerinline
bCheatPlayer()APrimalPlayerControllerinline
bCinemaDisableInputLook()APlayerControllerinline
bCinemaDisableInputMove()APlayerControllerinline
bCinematicMode()APlayerControllerinline
bClientReceivedTribeLogField()AShooterPlayerControllerinline
bClimbable()UPrimalActorinline
bCollideWhenPlacing()AActorinline
bDebugPathing()APrimalControllerinline
bDeferredBeginPlay()AActorinline
bDidAutoRunCheats()AShooterPlayerControllerinline
bDisableHaptics()APlayerControllerinline
bDisableRigidBodyAnimNodes()AActorinline
bDormantNetMulticastForceFullReplication()UPrimalActorinline
bDrawBlackBackgroundField()AShooterPlayerControllerinline
BecomeViewTarget(APlayerController *PC)AActorinline
BeforeSendHandleField()AShooterPlayerControllerinline
BeginDestroy()AActorinline
BeginInactiveState()AShooterPlayerControllerinline
BeginPlay()AShooterPlayerControllerinline
BeginSpectatingState()AShooterPlayerControllerinline
bEnableAltFireField()AShooterPlayerControllerinline
bEnableAutoLODGeneration()AActorinline
bEnableClickEvents()APlayerControllerinline
bEnableMotionControls()APlayerControllerinline
bEnableMouseOverEvents()APlayerControllerinline
bEnableMultiUse()UPrimalActorinline
bEnablePingSystem()AShooterPlayerControllerinline
bEnableSpectatorCyclingField()AShooterPlayerControllerinline
bEnableStreamingSource()APlayerControllerinline
bEnableTargetingInputField()AShooterPlayerControllerinline
bEnableTouchEvents()APlayerControllerinline
bEnableTouchOverEvents()APlayerControllerinline
bEnablingSpectator()AShooterPlayerControllerinline
bEnemyInvisible()AShooterPlayerControllerinline
bExchangedRoles()AActorinline
bExtendedInfoKeyHeldFromInputAction()AShooterPlayerControllerinline
bFindCameraComponentWhenViewTarget()AActorinline
bForceAdminMeshChecking()AShooterPlayerControllerinline
bForceAdminMeshCheckingOnShooterCharacters()AShooterPlayerControllerinline
bForceAllowNetMulticast()UPrimalActorinline
bForceCraftButtonHeld()AShooterPlayerControllerinline
bForcedHudDrawingRequiresSameTeam()UPrimalActorinline
bForceFeedbackEnabled()APlayerControllerinline
bForceHiddenReplication()UPrimalActorinline
bForceHideGameplayUIField()AShooterPlayerControllerinline
bForceHighQualityViewerReplication()AActorinline
bForceIgnoreSpatialComponent()UPrimalActorinline
bForceInfiniteDrawDistance()UPrimalActorinline
bForceNetAddressable()AActorinline
bForceNetworkSpatialization()UPrimalActorinline
bForcePreventSeamlessTravel()UPrimalActorinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()UPrimalActorinline
bForceShowMouseCursor()APrimalPlayerControllerinline
bForceSpawnedNotification()APrimalPlayerControllerinline
bGameEndedFrame()ABasePlayerControllerinline
bGamepadHotbarModifierPressed()AShooterPlayerControllerinline
bGenerateOverlapEventsDuringLevelStreaming()AActorinline
bGodMode()AShooterPlayerControllerinline
bHasDeferredComponentRegistration()AActorinline
bHasFinishedSpawning()AActorinline
bHasHighVolumeRPCs()UPrimalActorinline
bHasReachedLowestDepthField()AShooterPlayerControllerinline
bHasRegisteredAllComponents()AActorinline
bHasSurvivedOneDayField()AShooterPlayerControllerinline
bHibernateChange()UPrimalActorinline
bHidden()AActorinline
bHideGun()AShooterPlayerControllerinline
bHidePawnInCinematicMode()APlayerControllerinline
bIgnoredByCharacterEncroachment()UPrimalActorinline
bIgnoreNetworkRangeScaling()UPrimalActorinline
bIgnoreNextToggleInGameMenu()AShooterPlayerControllerinline
bIgnoresOriginShifting()AActorinline
bInfiniteAmmo()AShooterPlayerControllerinline
bInputEnabled()APlayerControllerinline
bInstantHarvest()AShooterPlayerControllerinline
bIsAdmin()APrimalPlayerControllerinline
bIsAdminPauseUIEnabled()AShooterPlayerControllerinline
bIsDelayedNetCleanupField()AShooterPlayerControllerinline
bIsDestroyedFromChildActorComponent()UPrimalActorinline
bIsEditorOnlyActor()AActorinline
bIsFastTravellingField()AShooterPlayerControllerinline
bIsFirstSpawn()AShooterPlayerControllerinline
bIsFromChildActorComponent()UPrimalActorinline
bIsInstancedFoliage()UPrimalActorinline
bIsMapActor()UPrimalActorinline
bIsOnlyViewingRemoteInventoryField()AShooterPlayerControllerinline
bIsPlayerController()AControllerinline
bIsPrimalCharacter()UPrimalActorinline
bIsPrimalDino()UPrimalActorinline
bIsPrimalStructure()UPrimalActorinline
bIsPrimalStructureExplosive()UPrimalActorinline
bIsRespawning()AShooterPlayerControllerinline
bIsShooterCharacter()UPrimalActorinline
bIsShooterPlayerController()UPrimalActorinline
bIsTransferringCharacterField()AShooterPlayerControllerinline
bIsUsingStreamingVolumes()APlayerControllerinline
bIsValidUnstasisCaster()UPrimalActorinline
bIsVRPlayer()AShooterPlayerControllerinline
BlendedTargetViewRotationField()APlayerControllerinline
bLoadedFromSaveGame()UPrimalActorinline
bLockedInputUI()APrimalPlayerControllerinline
BlockedTextUsersField()AShooterPlayerControllerinline
BlockedVoiceUsersField()AShooterPlayerControllerinline
BlueprintCreatedComponentsField()AActorinline
bMissionSortByDistanceField()AShooterPlayerControllerinline
bMultiUseCenterHUD()UPrimalActorinline
bNetCheckedInitialPhysicsState()AActorinline
bNetCritical()UPrimalActorinline
bNetLoadOnClient()AActorinline
bNetMulticasting()UPrimalActorinline
bNetStartup()AActorinline
bNetTemporary()AActorinline
bNetUseClientRelevancy()UPrimalActorinline
bNetUseOwnerRelevancy()AActorinline
bNetworkSpatializationForceRelevancyCheck()UPrimalActorinline
bNotifyPawnBuffsOfDamageEvents()AShooterPlayerControllerinline
bOnlyInitialReplication()UPrimalActorinline
bOnlyRelevantToOwner()AActorinline
bOnlyReplicateOnNetForcedUpdate()UPrimalActorinline
bOverrideAudioAttenuationListener()APlayerControllerinline
bOverrideAudioListener()APlayerControllerinline
BPAttachedRootComponent()UPrimalActorinline
BPClientHandleNetExecCommand(FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)AActorinline
bPendingUnstasis()UPrimalActorinline
BPGetExtraWaypointsSOTF(APlayerController *Controller, AShooterCharacter *PlayerPawn, const TArray< FPointOfInterestData_ForCompanion, TSizedDefaultAllocator< 32 > > *IndicatorsIn, TArray< FPointOfInterestData_ForCompanion, TSizedDefaultAllocator< 32 > > *IndicatorsOut)AShooterPlayerControllerinline
bPlayerIsWaiting()APlayerControllerinline
bPossessedAnyPawn()APrimalPlayerControllerinline
BPOverrideServerMultiUseAcceptRange_Implementation()UPrimalActorinline
BPPreventChangeCamera()AShooterPlayerControllerinline
BPPreventTurnInput(bool bIsSpectatorTurn)AShooterPlayerControllerinline
bPreventActorStasis()UPrimalActorinline
bPreventCanOpenMapField()AShooterPlayerControllerinline
bPreventCharacterBasing()UPrimalActorinline
bPreventCharacterBasingAllowSteppingUp()UPrimalActorinline
bPreventCliffPlatforms()UPrimalActorinline
bPreventControllerAutoUnfreeze()AShooterPlayerControllerinline
bPreventLevelBoundsRelevant()UPrimalActorinline
bPreventNPCSpawnFloor()UPrimalActorinline
bPreventOnDedicatedServer()UPrimalActorinline
bPreventPaintingStreamingField()AShooterPlayerControllerinline
bPreventRegularForceNetUpdate()UPrimalActorinline
bPreventSaving()UPrimalActorinline
bPrimalDeferredConstruction()AActorinline
BPSearchForPOIs_Implementation(__int16 a2)AShooterPlayerControllerinline
BPServerCycleSpectator(bool bNext)AShooterPlayerControllerinline
bRealtimeThrottledTickUseNativeTick()UPrimalActorinline
bRefreshedInvetoryForRemoveField()AShooterPlayerControllerinline
bRelevantForLevelBounds()AActorinline
bRelevantForNetworkReplays()AActorinline
bReplayRewindable()AActorinline
bReplicateHidden()UPrimalActorinline
bReplicateMovement()AActorinline
bReplicates()AActorinline
bReplicateUsingRegisteredSubObjectList()AActorinline
bRunningUserConstructionScript()AActorinline
bSavedWhenStasised()UPrimalActorinline
bServerAllowCommunicationField()AShooterPlayerControllerinline
bServerPaintingSuccessField()AShooterPlayerControllerinline
bServerRefreshStatusField()AShooterPlayerControllerinline
bShortConnectTimeOut()APlayerControllerinline
bShouldAutoUploadTribeFlag()AShooterPlayerControllerinline
bShouldFlushInputWhenViewportFocusChanges()APlayerControllerinline
bShouldPerformFullTickWhenPaused()APlayerControllerinline
bShowExtendedInfoKey()AShooterPlayerControllerinline
bShowGameModeHUDField()AShooterPlayerControllerinline
bShowMouseCursor()APlayerControllerinline
bSkipForcedUnpossess()AShooterPlayerControllerinline
bStasisComponentRadiusForceDistanceCheck()UPrimalActorinline
bStasised()UPrimalActorinline
bStreamingSourceShouldActivate()APlayerControllerinline
bStreamingSourceShouldBlockOnSlowStreaming()APlayerControllerinline
bTearOff()AActorinline
bTickFunctionsRegistered()AActorinline
BuildInputStack(TArray< UInputComponent *, TSizedDefaultAllocator< 32 > > *InputStack)APlayerControllerinline
BuildReplicatedComponentsInfo()AActorinline
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)UObjectinline
bUnstreamComponentsUseEndOverlap()UPrimalActorinline
bUpdatedAimMagnetismOffset()AShooterPlayerControllerinline
bUseAttachmentReplication()UPrimalActorinline
bUseBPAllowActorSpawn()UPrimalActorinline
bUseBPChangedActorTeam()UPrimalActorinline
bUseBPCheckForErrors()UPrimalActorinline
bUseBPCustomIsRelevantForClient()UPrimalActorinline
bUseBPDrawEntry()UPrimalActorinline
bUseBPFilterMultiUseEntries()UPrimalActorinline
bUseBPForceAllowsInventoryUse()UPrimalActorinline
bUseBPGetBonesToHideOnAllocation()UPrimalActorinline
bUseBPGetHUDDrawLocationOffset()UPrimalActorinline
bUseBPGetMultiUseCenterText()UPrimalActorinline
bUseBPGetShowDebugAnimationComponents()UPrimalActorinline
bUseBPInventoryItemDropped()UPrimalActorinline
bUseBPInventoryItemUsed()UPrimalActorinline
bUseBPOverrideTargetingLocation()UPrimalActorinline
bUseBPOverrideUILocation()UPrimalActorinline
bUseBPPreventAttachments()UPrimalActorinline
bUseBPServerCycleSpectator()AShooterPlayerControllerinline
bUseCanMoveThroughActor()UPrimalActorinline
bUseIntercepted()AShooterPlayerControllerinline
bUseNetworkSpatialization()UPrimalActorinline
bUseOnlyPointForLevelBounds()UPrimalActorinline
bUsePressed()AShooterPlayerControllerinline
bUseStasisGrid()UPrimalActorinline
bWaitingForServerMessageOfTheDayField()AShooterPlayerControllerinline
bWantsPerformanceThrottledTick()UPrimalActorinline
bWantsRealtimeThrottledTick()UPrimalActorinline
bWantsServerThrottledTick()UPrimalActorinline
bWantsToPing()AShooterPlayerControllerinline
bWasForceIgnoreSpatialComponent()UPrimalActorinline
bWasGamepadHotbarModifierPressed_RightShoulder()AShooterPlayerControllerinline
bWillStasisAfterSpawn()UPrimalActorinline
bZoomingInField()AShooterPlayerControllerinline
Cached_AimedSimplePrimitivesField()AShooterPlayerControllerinline
CachedAimedUseActorComponentField()AShooterPlayerControllerinline
CachedAimedUseActorField()AShooterPlayerControllerinline
CachedHitBodyIndexField()AShooterPlayerControllerinline
CachedStasisGridIndexField()AActorinline
CachedTeamTameListUpdateIntervalField()AShooterPlayerControllerinline
CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)APlayerControllerinline
CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)UObjectinline
CallPreReplication(UNetDriver *NetDriver)AActorinline
CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)AActorinline
Camera(FName NewMode)APlayerControllerinline
CanBeDamaged()AActorinline
CanBeInCluster()AActorinline
CancelMultiUseSelection()AShooterPlayerControllerinline
CanDismissPOI(FPointOfInterestData *DataPOI)AShooterPlayerControllerinline
CanDoPlayerCharacterInput(bool bIgnoreCurrentWeapon, bool bWeaponForcesMountedWeaponry)AShooterPlayerControllerinline
CanGather()AShooterPlayerControllerinline
CanPingRallyPoint()AShooterPlayerControllerinline
CanRestartPlayer()AShooterPlayerControllerinline
CanTeamPing()AShooterPlayerControllerinline
CanUseAimMagnetism()AShooterPlayerControllerinline
ChangeActorTeam(int NewTeam)UPrimalActorinline
ChangeState(FName NewState)AShooterPlayerControllerinline
CharacterField()AControllerinline
ChatPrivilegCSField()AShooterPlayerControllerinline
ChatSpamWeightField()AShooterPlayerControllerinline
CheatClassField()APlayerControllerinline
CheatManagerField()APlayerControllerinline
CheckActorComponents()AActorinline
CheckBPAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)UPrimalActorinline
CheckCanEnableCheats_Implementation()AShooterPlayerControllerinline
CheckCheatsPassword_Implementation(const FString *Pass)AShooterPlayerControllerinline
CheckComponentInstanceName(const FName InName)AActorinline
CheckDefaultSubobjects(bool bForceCheck)UObjectinline
CheckDefaultSubobjectsInternal()AActorinline
CheckforOrbiting()AShooterPlayerControllerinline
CheckForPlayerInventory()AShooterPlayerControllerinline
CheckIsOnTransferAllCooldown(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
CheckRequestSpectator_Implementation(const FString *InSpectatorPass)AShooterPlayerControllerinline
CheckStillInWorld()AActorinline
ChildrenField()AActorinline
ClassField()UObjectBaseinline
ClassPrivateField()UObjectBaseinline
CleanUpAudioComponents()APlayerControllerinline
CleanupGameViewport()APlayerControllerinline
CleanupPlayerState()APlayerControllerinline
ClearComponentOverlaps()AActorinline
ClearCrossLevelReferences()AActorinline
ClearNetworkSpatializationParent()AActorinline
ClearTutorials()AShooterPlayerControllerinline
ClickEventKeysField()APlayerControllerinline
Client_AddTeamPing(const FTeamPingData *WithPingData)AShooterPlayerControllerinline
Client_AddTeamPing_Implementation(const FTeamPingData *WithPingData)AShooterPlayerControllerinline
Client_GetPlatformNameFromId(unsigned int Id, const FString *PlatformName)AShooterPlayerControllerinline
Client_GetPlatformNameFromId_Implementation(unsigned int Id, const FString *PlatformName)AShooterPlayerControllerinline
Client_ReceiveBuffFromDayCycle_Implementation(TSubclassOf< APrimalBuff > GiveBuffClass, ADayCycleManager *FromDayCycle)AShooterPlayerControllerinline
Client_ReceiveLastDeathTrackingActorLoc_Implementation(int Index, UE::Math::TVector< double > *Loc)AShooterPlayerControllerinline
Client_ReceivePing_Implementation(const FReplicatePingData *ReceivedPingData)AShooterPlayerControllerinline
Client_ReceivePingResponse_Implementation(const FReplicatePingData *ResponseData, AShooterCharacter *RespondingPlayer)AShooterPlayerControllerinline
Client_RecieveBlockedUserIdsFromServer_Implementation(const TArray< unsigned int, TSizedDefaultAllocator< 32 > > *BlockedUserIds)AShooterPlayerControllerinline
Client_UpdateRallyPointData(bool DestroyRallyPoint, FTeamPingData *RallyPointData)AShooterPlayerControllerinline
Client_UpdateRallyPointData_Implementation(bool DestroyRallyPoint, FTeamPingData *RallyPointData)AShooterPlayerControllerinline
ClientAddActorItem(UPrimalInventoryComponent *forInventory, FItemNetInfo *itemInfo, bool bEquipItem, bool ShowHUDNotification)AShooterPlayerControllerinline
ClientAddActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo *itemInfo, bool bEquipItem, bool ShowHUDNotification)AShooterPlayerControllerinline
ClientAddActorItemToFolder_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo *itemInfo, bool bEquipItem, bool ShowHUDNotification, const FString *ToFolder)AShooterPlayerControllerinline
ClientAddFloatingDamageText_Implementation(FVector_NetQuantize *AtLocation, int DamageAmount, int FromTeamID)AShooterPlayerControllerinline
ClientAddFloatingText_Implementation(FVector_NetQuantize *AtLocation, const FString *FloatingTextString, FColor FloatingTextColor, float ScaleX, float ScaleY, float TextLifeSpan, UE::Math::TVector< double > *TextVelocity, float MinScale, float FadeInTime, float FadeOutTime)AShooterPlayerControllerinline
ClientAddFolderToInventoryComponent_Implementation(UPrimalInventoryComponent *forInventory, const FString *NewCustomFolderName, int InventoryCompType)AShooterPlayerControllerinline
ClientAddItemToArk_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo *itemInfo, bool bFromLoad)AShooterPlayerControllerinline
ClientCachedTribeOnlineListField()AShooterPlayerControllerinline
ClientCancelPendingMapChange_Implementation()APlayerControllerinline
ClientCapBandwidth_Implementation(int Cap)APlayerControllerinline
ClientCapField()APlayerControllerinline
ClientChatMessage(FPrimalChatMessage Chat)AShooterPlayerControllerinline
ClientChatMessage_Implementation(FPrimalChatMessage *Chat)AShooterPlayerControllerinline
ClientClearCameraLensEffects()APlayerControllerinline
ClientClearCameraLensEffects_Implementation()APlayerControllerinline
ClientCollectedAchievementItem(TSubclassOf< UPrimalItem > ItemClass)AShooterPlayerControllerinline
ClientCommitMapChange()APlayerControllerinline
ClientCommitMapChange_Implementation()APlayerControllerinline
ClientDataSetRPC_Implementation(const TArray< FDataSet, TSizedDefaultAllocator< 32 > > *dataSets)AShooterPlayerControllerinline
ClientDisplayNotificationDialog(const FString *Message, const FString *Title, bool bIsError, bool OnOkGoToMainMenu, bool bAutoClose, bool bCanBeTop, bool bHideXBoxFooter)AShooterPlayerControllerinline
ClientDisplayNotificationDialog_Implementation(const FString *Message, const FString *Title, bool bIsError, bool OnOkGoToMainMenu, bool bAutoClose, bool bCanBeTop, bool bHideXBoxFooter)AShooterPlayerControllerinline
ClientDoMultiUse(UObject *ForObject, int useIndex)AShooterPlayerControllerinline
ClientDoMultiUse_Implementation(UObject *ForObject, int useIndex)AShooterPlayerControllerinline
ClientDownloadDinoRequestFinished(bool Success)AShooterPlayerControllerinline
ClientDownloadDinoRequestFinished_Implementation(bool Success)AShooterPlayerControllerinline
ClientDownloadPlayerCharacterRequestFinished(bool Success)AShooterPlayerControllerinline
ClientDownloadPlayerCharacterRequestFinished_Implementation(bool Success)AShooterPlayerControllerinline
ClientDrawUndermeshSphere_Implementation(const int radius)AShooterPlayerControllerinline
ClientEnableNetworkVoice(bool bEnable)APlayerControllerinline
ClientEnableNetworkVoice_Implementation(bool bEnable)APlayerControllerinline
ClientEndOnlineGame_Implementation()ABasePlayerControllerinline
ClientEndOnlineSession_Implementation()APlayerControllerinline
ClientEndReceivingTribeLog_Implementation()AShooterPlayerControllerinline
ClientFailedRemoveSaddle()AShooterPlayerControllerinline
ClientFailedRemoveSaddle_Implementation()AShooterPlayerControllerinline
ClientFailedToAddItemFromArkInventory()AShooterPlayerControllerinline
ClientFailedToAddItemFromArkInventory_Implementation()AShooterPlayerControllerinline
ClientFinishedLoadArkItems_Implementation(UPrimalInventoryComponent *forInventory)AShooterPlayerControllerinline
ClientFinishedReceivingActorItems(UPrimalInventoryComponent *forInventory, bool bEquippedItems)AShooterPlayerControllerinline
ClientFinishedReceivingActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bEquippedItems)AShooterPlayerControllerinline
ClientForceGarbageCollection_Implementation()APlayerControllerinline
ClientGameEnded_Implementation(AActor *EndGameFocus, bool bIsWinner)ABasePlayerControllerinline
ClientGameStarted_Implementation()ABasePlayerControllerinline
ClientGetMessageOfTheDay_Implementation(const FString *Message)AShooterPlayerControllerinline
ClientGotoState(FName NewState)APlayerControllerinline
ClientHUDNotificationTypeParams(int MessageType, int MessageType1, int MessageParam2, UObject *ObjectParam1)AShooterPlayerControllerinline
ClientHUDNotificationTypeParams_Implementation(int MessageType, int MessageParam1, int MessageParam2, UObject *ObjectParam1)AShooterPlayerControllerinline
ClientIgnoreLookInput_Implementation(bool bIgnore)APlayerControllerinline
ClientIgnoreMoveInput_Implementation(bool bIgnore)APlayerControllerinline
ClientInsertActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetInfo *itemInfo, FItemNetID InsertAfterItemID)AShooterPlayerControllerinline
ClientLatestAsyncPhysicsStepSentField()APlayerControllerinline
ClientLatestCorrectedOffsetServerStepField()APlayerControllerinline
ClientLatestTimeDilationServerStepField()APlayerControllerinline
ClientLoadArkItems(UPrimalInventoryComponent *forInventory, const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *itemInfos, bool bClear, bool bFinalBatch)AShooterPlayerControllerinline
ClientLoadArkItems_Implementation(UPrimalInventoryComponent *forInventory, const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *itemInfos, bool bClear, bool bFinalBatch)AShooterPlayerControllerinline
ClientMessage(const FString *S, FName Type, float MsgLifeTime)APlayerControllerinline
ClientMessage_Implementation(const FString *S, FName Type, float MsgLifeTime)APlayerControllerinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
ClientMutePlayer(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ClientMutePlayer_Implementation(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ClientNotifyAdmin()AShooterPlayerControllerinline
ClientNotifyCantHarvest_Implementation()AShooterPlayerControllerinline
ClientNotifyCantHitHarvest_Implementation()AShooterPlayerControllerinline
ClientNotifyDefeatedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)AShooterPlayerControllerinline
ClientNotifyDinoDeath_Implementation(const FString *DinoName, const FString *AttackerName, bool bIsVehicle)AShooterPlayerControllerinline
ClientNotifyDinoKill(APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)AShooterPlayerControllerinline
ClientNotifyDinoKill_Implementation(APrimalDinoCharacter *InstigatingPawn, APawn *VictimPawn)AShooterPlayerControllerinline
ClientNotifyEditText(TSubclassOf< UObject > ForObjectClass, int ExtraID1, int ExtraID2, UObject *ForObject)AShooterPlayerControllerinline
ClientNotifyEditText_Implementation(TSubclassOf< UObject > ForObjectClass, int ExtraID1, int ExtraID2, UObject *ForObject)AShooterPlayerControllerinline
ClientNotifyHitHarvest_Implementation()AShooterPlayerControllerinline
ClientNotifyLevelUp_Implementation(APrimalCharacter *ForChar, int NewLevel)AShooterPlayerControllerinline
ClientNotifyListenServerOutOfRange_Implementation()AShooterPlayerControllerinline
ClientNotifyMessageOfTheDay_Implementation(const FString *Message, float TimeToDisplay)AShooterPlayerControllerinline
ClientNotifyPaintFinished(bool bSuccess)AShooterPlayerControllerinline
ClientNotifyPaintFinished_Implementation(bool bSuccess)AShooterPlayerControllerinline
ClientNotifyPlayerDeath_Implementation(APawn *InstigatingPawn)AShooterPlayerControllerinline
ClientNotifyPlayerDeathReason(const FString *ReasonString)AShooterPlayerControllerinline
ClientNotifyPlayerDeathReason_Implementation(const FString *ReasonString)AShooterPlayerControllerinline
ClientNotifyPlayerKill(AActor *PlayerPawn, APawn *VictimPawn)AShooterPlayerControllerinline
ClientNotifyPlayerKill_Implementation(AActor *PlayerPawn, APawn *VictimPawn)AShooterPlayerControllerinline
ClientNotifyReconnected_Implementation(APawn *NewPawn)AShooterPlayerControllerinline
ClientNotifyRemotePlayerDeath_Implementation(const FString *PlayerName, const FString *AttackerName)AShooterPlayerControllerinline
ClientNotifyRespawned_Implementation(APawn *NewPawn, bool IsFirstSpawn)AShooterPlayerControllerinline
ClientNotifyShowProfileRequest(FUniqueNetIdRepl *ProfileId)AShooterPlayerControllerinline
ClientNotifyShowProfileRequest_Implementation(FUniqueNetIdRepl *ProfileId)AShooterPlayerControllerinline
ClientNotifySummonedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)AShooterPlayerControllerinline
ClientNotifyTamedDino(TSubclassOf< APrimalDinoCharacter > DinoClass)AShooterPlayerControllerinline
ClientNotifyTamedDino_Implementation(TSubclassOf< APrimalDinoCharacter > DinoClass)AShooterPlayerControllerinline
ClientNotifyTorpidityIncrease_Implementation()AShooterPlayerControllerinline
ClientNotifyTribeXP_Implementation(float HowMuch)AShooterPlayerControllerinline
ClientNotifyUnlockedAllExplorerNotes_Implementation()AShooterPlayerControllerinline
ClientNotifyUnlockedEngram(TSubclassOf< UPrimalItem > ItemClass, bool bTekGram)AShooterPlayerControllerinline
ClientNotifyUnlockedEngram_Implementation(TSubclassOf< UPrimalItem > ItemClass, bool bTekGram)AShooterPlayerControllerinline
ClientNotifyUnlockHairStyleOrEmote_Implementation(FName HairstyleOrEmoteName)AShooterPlayerControllerinline
ClientOnAddedItemsToAllClustersInventory_Implementation(bool Success, const FString *UserId, const TArray< int, TSizedDefaultAllocator< 32 > > *MasterIndexNum)AShooterPlayerControllerinline
ClientOnCurrentCharacterAndItemsUploaded(unsigned __int64 TransferringPlayerDataId)AShooterPlayerControllerinline
ClientOnCurrentCharacterAndItemsUploaded_Implementation(unsigned __int64 TransferringPlayerDataId)AShooterPlayerControllerinline
ClientOnDropAllNotReadyForUploadItemsFinished_Implementation()AShooterPlayerControllerinline
ClientOnEndDownloadTransferredPlayerCharacter(bool Success, int FailureResponseCode, const FString *FailureResponseMessage)AShooterPlayerControllerinline
ClientOnEndDownloadTransferredPlayerCharacter_Implementation(bool Success, int FailureResponseCode, const FString *FailureResponseMessage)AShooterPlayerControllerinline
ClientOnStartDownloadTransferredPlayerCharacter_Implementation()AShooterPlayerControllerinline
ClientPlayerIsValidToDownload(bool bIsValid, const FArkTributePlayerData *PlayerData)AShooterPlayerControllerinline
ClientPlayerIsValidToDownload_Implementation(bool bIsValid, const FArkTributePlayerData *PlayerData)AShooterPlayerControllerinline
ClientPlayLocalSound(USoundBase *aSound, bool bAttach)AShooterPlayerControllerinline
ClientPlayLocalSound_Implementation(USoundBase *aSound, bool bAttach)AShooterPlayerControllerinline
ClientPlaySound_Implementation(USoundBase *Sound, float VolumeMultiplier, float PitchMultiplier)APlayerControllerinline
ClientPrepareMapChange_Implementation(FName LevelName, bool bFirst, bool bLast)APlayerControllerinline
ClientPrestreamTextures_Implementation(AActor *ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups)APlayerControllerinline
ClientProcessItemNetExecCommandBP(UPrimalInventoryComponent *forInventory, FItemNetID ForItemID, bool bIsEquippedItem, FName CommandName, FBPNetExecParams *ExecParams)AShooterPlayerControllerinline
ClientProcessItemNetExecCommandBP_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID ForItemID, bool bIsEquippedItem, FName CommandName, FBPNetExecParams *ExecParams)AShooterPlayerControllerinline
ClientProcessItemNetExecCommandUnreliableBP(UPrimalInventoryComponent *forInventory, FItemNetID ForItemID, bool bIsEquippedItem, FName CommandName, FBPNetExecParams *ExecParams)AShooterPlayerControllerinline
ClientProcessNetExecCommand_Implementation(AActor *ForActor, FName CommandName, FNetExecParams *ExecParams)APrimalPlayerControllerinline
ClientProcessNetExecCommandBP(AActor *ForActor, FName CommandName, FBPNetExecParams *ExecParams)APrimalPlayerControllerinline
ClientProcessNetExecCommandBP_Implementation(AActor *ForActor, FName CommandName, FBPNetExecParams *ExecParams)APrimalPlayerControllerinline
ClientProcessNetExecCommandUnreliableBP(AActor *ForActor, FName CommandName, FBPNetExecParams *ExecParams)APrimalPlayerControllerinline
ClientProcessSimpleNetExecCommandBP_Implementation(AActor *ForActor, FName CommandName)APrimalPlayerControllerinline
ClientProcessSimpleNetExecCommandUnreliableBP_Implementation(AActor *ForActor, FName CommandName)APrimalPlayerControllerinline
ClientProgressAchievement(const FString *AchievementID, float Progress, bool savePlayerData)AShooterPlayerControllerinline
ClientProgressAchievement_Implementation(const FString *AchievementID, float Progress, bool savePlayerData)AShooterPlayerControllerinline
ClientProgressAchievementInteger_Implementation(const FString *AchievementID, int ProgressInteger, bool savePlayerData)AShooterPlayerControllerinline
ClientReceiveActiveMissionTags_Implementation(const TArray< FName, TSizedDefaultAllocator< 32 > > *MissionTags)AShooterPlayerControllerinline
ClientReceiveDinoAncestors_Implementation(APrimalDinoCharacter *ForDino, const TArray< FDinoAncestorsEntry, TSizedDefaultAllocator< 32 > > *DinoAncestors, const TArray< FDinoAncestorsEntry, TSizedDefaultAllocator< 32 > > *DinoAncestorsMale, int RandomMutationsFemale, int RandomMutationsMale)AShooterPlayerControllerinline
ClientReceiveDinoCharStats_Implementation(APrimalDinoCharacter *theDinoChar, const TArray< float, TSizedDefaultAllocator< 32 > > *CurValues, const TArray< float, TSizedDefaultAllocator< 32 > > *MaxValues)AShooterPlayerControllerinline
ClientReceiveLocalizedMessage_Implementation(TSubclassOf< ULocalMessage > Message, int Switch, APlayerState *RelatedPlayerState_1, APlayerState *RelatedPlayerState_2, UObject *OptionalObject)APlayerControllerinline
ClientReceiveMyTribeOnlineList_Implementation(const TArray< unsigned int, TSizedDefaultAllocator< 32 > > *OnlinePlayerIDs)AShooterPlayerControllerinline
ClientReceiveOriginalHairColor_Implementation(FLinearColor *HairColor)AShooterPlayerControllerinline
ClientReceiveTribeLog_Implementation(const FString *LogString)AShooterPlayerControllerinline
ClientRecvServerAckFrame_Implementation(int LastProcessedInputFrame, int RecvServerFrameNumber, char TimeDilation)APlayerControllerinline
ClientRecvServerAckFrameDebug_Implementation(unsigned __int8 NumBuffered, float TargetNumBufferedCmds)APlayerControllerinline
ClientRemoveActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, bool showHUDMessage)AShooterPlayerControllerinline
ClientRemoveCustomActorTrackListEntries_FromTotalList_Creatures_Implementation()AShooterPlayerControllerinline
ClientRemoveItemFromArk_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID RemovedItemID)AShooterPlayerControllerinline
ClientReplicationSendNowThresholdField()UPrimalActorinline
ClientRepObjRef(UObject *Object)APlayerControllerinline
ClientRequestNewTrackInfoFromServer(bool FromUI, int CustomTameSelectionType, int DinoGroup, const FString *CustomTameSearchText, int NewScrollbarIndex)AShooterPlayerControllerinline
ClientRequestNewTrackInfoFromServer_TimerRestriction(int CustomTameSelectionType, int DinoGroup, const FString *CustomTameSearchText, int NewScrollbarIndex)AShooterPlayerControllerinline
ClientReset_Implementation()AShooterPlayerControllerinline
ClientResetRespawningFlag_Implementation()AShooterPlayerControllerinline
ClientRestart_Implementation(APawn *NewPawn)APlayerControllerinline
ClientRetryClientRestart(APawn *NewPawn)APlayerControllerinline
ClientRetryClientRestart_Implementation(APawn *NewPawn)APlayerControllerinline
ClientReturnToMainMenu(const FString *ReturnReason)APlayerControllerinline
ClientReturnToMainMenu_Implementation(const FString *ReturnReason)ABasePlayerControllerinline
ClientReturnToMainMenuWithTextReason(const FText *ReturnReason)APlayerControllerinline
ClientReturnToMainMenuWithTextReason_Implementation(const FText *ReturnReason)APlayerControllerinline
ClientRunLocalConsoleCommand_Implementation(const FString *Command, bool bWriteToLog)AShooterPlayerControllerinline
ClientSendArkDataPayloadBegin(FGuid *ID, EPrimalARKTributeDataType::Type ArkDataType, const FString *DataClass, const FString *TagName, const FString *Name, const TArray< FString, TSizedDefaultAllocator< 32 > > *DataStats, unsigned int ID1, unsigned int ID2)AShooterPlayerControllerinline
ClientSendArkDataPayloadBegin_Implementation(FGuid *ID, EPrimalARKTributeDataType::Type ArkDataType, const FString *DataClass, const FString *TagName, const FString *Name, const TArray< FString, TSizedDefaultAllocator< 32 > > *DataStats, unsigned int ID1, unsigned int ID2)AShooterPlayerControllerinline
ClientSendArkDataPayloadEnd_Implementation(FGuid *ID, EPrimalARKTributeDataType::Type ArkDataType, unsigned __int64 PlayerDataID)AShooterPlayerControllerinline
ClientSendFolderData_Implementation(UPrimalInventoryComponent *forInventory, const TArray< FServerCustomFolder, TSizedDefaultAllocator< 32 > > *ServerCustomFolder)AShooterPlayerControllerinline
ClientSendRoundEndEvent_Implementation(bool bIsWinner, int ExpendedTimeInSeconds)ABasePlayerControllerinline
ClientSendVersion_Implementation(const FString *Version)AShooterPlayerControllerinline
ClientServerChatDirectMessage(const FString *MessageText, FLinearColor MessageColor, bool bIsBold, const FString *SenderId)AShooterPlayerControllerinline
ClientServerChatDirectMessage_Implementation(const FString *MessageText, FLinearColor *MessageColor, bool bIsBold, const FString *SenderId)AShooterPlayerControllerinline
ClientServerChatMessage_Implementation(const FString *MessageText, FLinearColor *MessageColor, bool bIsBold)AShooterPlayerControllerinline
ClientServerNotification(const FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int Priority)AShooterPlayerControllerinline
ClientServerNotification_Implementation(const FString *MessageText, FLinearColor *MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int Priority)AShooterPlayerControllerinline
ClientServerNotificationSingle(const FString *MessageText, FLinearColor MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID)AShooterPlayerControllerinline
ClientServerNotificationSingle_Implementation(const FString *MessageText, FLinearColor *MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, int MessageTypeID, int Priority)AShooterPlayerControllerinline
ClientServerSOTFNotification_Implementation(ESTOFNotificationType::Type NotificationType, const FString *MessageText, FLinearColor *MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay, bool bLastPlayer, const FString *TribeName, const TArray< FString, TSizedDefaultAllocator< 32 > > *PlayerNames, const FString *DeathReason, const TArray< FPrimalPlayerCharacterConfigStructReplicated, TSizedDefaultAllocator< 32 > > *DeadPlayersData)AShooterPlayerControllerinline
ClientServerSOTFNotificationCustom_Implementation(const FString *MessageText, FLinearColor *MessageColor, float DisplayScale, float DisplayTime, UTexture2D *MessageIcon, USoundBase *SoundToPlay)AShooterPlayerControllerinline
ClientSetArkTributeLimits(bool LimitItems, bool LimitDinos, bool LimitCharacters, int MaxItems, int MaxDinos, int MaxCharacters)AShooterPlayerControllerinline
ClientSetArkTributeLimits_Implementation(bool LimitItems, bool LimitDinos, bool LimitCharacters, int MaxItems, int MaxDinos, int MaxCharacters)AShooterPlayerControllerinline
ClientSetBlockOnAsyncLoading_Implementation()APlayerControllerinline
ClientSetCameraMode_Implementation(FName NewCamMode)APlayerControllerinline
ClientSetCanEnableCheats_Implementation(bool bIsPossible)AShooterPlayerControllerinline
ClientSetCinematicMode_Implementation(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD)APlayerControllerinline
ClientSetContainerFuel_Implementation(APrimalStructureItemContainer *Container, float FuelQuantity)AShooterPlayerControllerinline
ClientSetControlRotation_Implementation(UE::Math::TRotator< double > *NewRotation)AShooterPlayerControllerinline
ClientSetForceMipLevelsToBeResident_Implementation(UMaterialInterface *Material, float ForceDuration, int CinematicTextureGroups)APlayerControllerinline
ClientSetHUD_Implementation(TSubclassOf< AHUD > NewHUDClass)APrimalPlayerControllerinline
ClientSetHUDAndInitUIScenes(TSubclassOf< AHUD > NewHUDClass)AShooterPlayerControllerinline
ClientSetHUDAndInitUIScenes_Implementation(TSubclassOf< AHUD > NewHUDClass)AShooterPlayerControllerinline
ClientSetLocation_Implementation(UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation)AControllerinline
ClientSetPersonalDinoTameCount_Implementation(int NewPersonalDinoTameCount)AShooterPlayerControllerinline
ClientSetRotation(UE::Math::TRotator< double > *NewRotation, bool bResetCamera)AControllerinline
ClientSetRotation_Implementation(UE::Math::TRotator< double > *NewRotation, __int64 bResetCamera)AControllerinline
ClientSetSpectatorCamera_Implementation(UE::Math::TVector< double > *CameraLocation, UE::Math::TRotator< double > *CameraRotation)ABasePlayerControllerinline
ClientSetSpectatorLocation_Implementation(UE::Math::TVector< double > *NewLocation)AShooterPlayerControllerinline
ClientSetSpectatorWaiting_Implementation(bool bWaiting)APlayerControllerinline
ClientShooterWasKicked_Implementation(const FText *KickReason)AShooterPlayerControllerinline
ClientShowCharacterCreationUI(bool bShowDownloadCharacter)AShooterPlayerControllerinline
ClientShowCharacterCreationUI_Implementation(bool bShowDownloadCharacter)AShooterPlayerControllerinline
ClientShowLeaderboard(TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag, const TArray< FLeaderboardRow, TSizedDefaultAllocator< 32 > > *LeaderboardRows, bool bPlayerHasValidLatestScore, FLeaderboardRow *LatestPlayerScore)AShooterPlayerControllerinline
ClientShowLeaderboard_Implementation(TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag, const TArray< FLeaderboardRow, TSizedDefaultAllocator< 32 > > *LeaderboardRows, bool bPlayerHasValidLatestScore, FLeaderboardRow *LatestPlayerScore)AShooterPlayerControllerinline
ClientShowPaintingUI(UObject *ObjectToPaint)AShooterPlayerControllerinline
ClientShowPaintingUI_Implementation(UObject *ObjectToPaint)AShooterPlayerControllerinline
ClientShowSpawnUI_Implementation(float Delay)AShooterPlayerControllerinline
ClientShowSpawnUIForTransferringPlayer_Implementation(TSubclassOf< AHUD > NewHUDClass, unsigned __int64 TransferingPlayerID, bool bUseTimer)AShooterPlayerControllerinline
ClientShowTransferredPlayerConfirmationDialog_Implementation()AShooterPlayerControllerinline
ClientSimpleMarkTrackedActorInfoUpdated_Implementation()AShooterPlayerControllerinline
ClientSpawnGenericCameraLensEffect_Implementation(TSubclassOf< AActor > LensEffectEmitterClass)APlayerControllerinline
ClientStartActivity_Implementation(const FString *ActivityName)AShooterPlayerControllerinline
ClientStartOnlineGame_Implementation()ABasePlayerControllerinline
ClientStartOnlineSession_Implementation()APlayerControllerinline
ClientStartReceivingActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bEquippedItems)AShooterPlayerControllerinline
ClientStartReceivingTribeLog_Implementation()AShooterPlayerControllerinline
ClientStartSurfaceCameraForPassenger_Implementation(float yaw, float pitch, float roll, bool bInvertTurnInput)AShooterPlayerControllerinline
ClientStopLocalSound_Implementation(USoundBase *aSound)AShooterPlayerControllerinline
ClientSwapActorItems_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID1, FItemNetID itemID2)AShooterPlayerControllerinline
ClientTeamMessage(APlayerState *SenderPlayerState, const FString *S, FName Type, float MsgLifeTime)APlayerControllerinline
ClientTeamMessage_Implementation(APlayerState *SenderPlayerState, const FString *S, FName Type, float MsgLifeTime)AShooterPlayerControllerinline
ClientTeleportSpectator_Implementation(UE::Math::TVector< double > *Location, unsigned __int64 PlayerID)AShooterPlayerControllerinline
ClientTeleportSucceeded_Implementation(UE::Math::TVector< double > *TeleportLoc, UE::Math::TRotator< double > *TeleportRot, bool bSimpleTeleport)AShooterPlayerControllerinline
ClientTimerCachedCustomTameSearchTextField()AShooterPlayerControllerinline
ClientTimerCachedDinoGroupField()AShooterPlayerControllerinline
ClientTimerCachedNewScrollbarIndexField()AShooterPlayerControllerinline
ClientTimerCachedTameSelectionTypeField()AShooterPlayerControllerinline
ClientUnlockAchievement(const FString *AchievementID, bool savePlayerData)AShooterPlayerControllerinline
ClientUnlockAchievement_Implementation(const FString *AchievementID, bool savePlayerData)AShooterPlayerControllerinline
ClientUnlockExplorerNote(int ExplorerNoteIndex, const bool forceShowExplorerNoteUI, bool savePlayerData)AShooterPlayerControllerinline
ClientUnlockExplorerNote_Implementation(int ExplorerNoteIndex, bool forceShowExplorerNoteUI, bool savePlayerData)AShooterPlayerControllerinline
ClientUnmutePlayer(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ClientUnmutePlayer_Implementation(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ClientUnmutePlayers(const TArray< FUniqueNetIdRepl, TSizedDefaultAllocator< 32 > > *PlayerIds)APlayerControllerinline
ClientUnmutePlayers_Implementation(const TArray< FUniqueNetIdRepl, TSizedDefaultAllocator< 32 > > *PlayerIds)APlayerControllerinline
ClientUpdateCustomActorTrackListEntries_Creatures_Implementation(const TArray< FCustomTrackedActorInfo, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ClientUpdateCustomActorTrackListEntries_Players_Implementation(const TArray< FCustomTrackedActorInfo, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ClientUpdateInventoryCraftQueue(UPrimalInventoryComponent *forInventory, const TArray< FItemCraftQueueEntry, TSizedDefaultAllocator< 32 > > *CraftQueueEntries)AShooterPlayerControllerinline
ClientUpdateInventoryCraftQueue_Implementation(UPrimalInventoryComponent *forInventory, const TArray< FItemCraftQueueEntry, TSizedDefaultAllocator< 32 > > *CraftQueueEntries)AShooterPlayerControllerinline
ClientUpdateItemCustomData_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, FCustomItemData *InData)AShooterPlayerControllerinline
ClientUpdateItemDurability_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, float ItemDurability)AShooterPlayerControllerinline
ClientUpdateItemQuantity_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int ItemQuantity)AShooterPlayerControllerinline
ClientUpdateItemWeaponClipAmmo_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID, int Ammo)AShooterPlayerControllerinline
ClientUpdateMyPlayerDataStruct_Implementation(FPrimalPlayerDataStruct *NetMyPlayerDataStruct)AShooterPlayerControllerinline
ClientUsedActorItem_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID itemID)AShooterPlayerControllerinline
ClientVoiceHandshakeComplete()APlayerControllerinline
ClientWasKicked(const FText *KickReason)APlayerControllerinline
CloseSteamStatusScene()AShooterPlayerControllerinline
CloseSteamStatusSceneHandleField()AShooterPlayerControllerinline
CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
ConditionalSaveProfile()AShooterPlayerControllerinline
ConditonalEndGamepadModiferState()AShooterPlayerControllerinline
ConsoleCommand(FString *result, const FString *Command, bool bWriteToLog)AShooterPlayerControllerinline
ConsoleKey(FKey *Key)APlayerControllerinline
consoleMouseCursorField()ABasePlayerControllerinline
ControllerLightColorNowField()AShooterPlayerControllerinline
ControllingDirTrackInstField()APlayerControllerinline
ControllingMatineeActorsField()UPrimalActorinline
ControlRigNotify(FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)UPrimalActorinline
ControlRotationField()AControllerinline
ControlsEndInventory()AShooterPlayerControllerinline
ControlsEndJump()AShooterPlayerControllerinline
ControlsEndReload()AShooterPlayerControllerinline
ControlsEndUse()AShooterPlayerControllerinline
ControlsStartInventory()AShooterPlayerControllerinline
ControlsStartJump()AShooterPlayerControllerinline
ControlsStartMap()AShooterPlayerControllerinline
ControlsStartReload()AShooterPlayerControllerinline
ControlsStartUse()AShooterPlayerControllerinline
ControlsStopMap()AShooterPlayerControllerinline
CopyCoordsToClipboard()AShooterPlayerControllerinline
CopyRemoteRoleFrom(const AActor *CopyFromActor)AActorinline
CopyStringToClipboard(const FString *S)APlayerControllerinline
CopyStringToClipboard_Implementation(const FString *S)APlayerControllerinline
CopyWorldBuffStatus()AShooterPlayerControllerinline
CreateCluster()UObjectBaseUtilityinline
CreateComponentFromTemplate(UActorComponent *Template, const FName InName)AActorinline
CreateComponentFromTemplateData(const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)AActorinline
CreateDefaultSubobject(FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)UObjectinline
CreateInputComponent(TSubclassOf< UInputComponent > InputComponentToCreate)AActorinline
CreateTouchInterface()APlayerControllerinline
CreationTimeField()AActorinline
CreativeModeBuffField()AShooterPlayerControllerinline
CreaturesAlreadyHandledByTamingAutoAddField()AShooterPlayerControllerinline
CurrentClickablePrimitiveField()APlayerControllerinline
CurrentClickTraceChannelField()APlayerControllerinline
CurrentGameModeMaxNumOfRespawnsField()AShooterPlayerControllerinline
CurrentInputStackField()APlayerControllerinline
CurrentPingsField()AShooterPlayerControllerinline
CurrentPlayerCharacterLocationField()AShooterPlayerControllerinline
CurrentRadialDirection1Field()AShooterPlayerControllerinline
CurrentRadialDirection2Field()AShooterPlayerControllerinline
CurrentTouchablePrimitivesField()APlayerControllerinline
CurrentTribeLogField()AShooterPlayerControllerinline
CustomActorFlagsField()UPrimalActorinline
CustomActorTracking_DisplayedResultsCountField()AShooterPlayerControllerinline
CustomActorTracking_HasJustChangedDinoGroupField()AShooterPlayerControllerinline
CustomActorTracking_LastSavedCustomTameSearchTextField()AShooterPlayerControllerinline
CustomActorTracking_LastSavedCustomTameSelectionTypeField()AShooterPlayerControllerinline
CustomActorTracking_LastSavedDinoGroupField()AShooterPlayerControllerinline
CustomActorTracking_LastSavedScrollbarIndexField()AShooterPlayerControllerinline
CustomActorTracking_MaxAllowedFavoritedActorsField()AShooterPlayerControllerinline
CustomActorTracking_MaxAllowedWaypointTrackedActorsField()AShooterPlayerControllerinline
CustomDataField()UPrimalActorinline
CustomTagField()UPrimalActorinline
CustomTimeDilationField()AActorinline
DebugCheckSeven(bool bEnable)AShooterPlayerControllerinline
DebugPingLifetime()AShooterPlayerControllerinline
DefaultCanUnpause()APlayerControllerinline
DefaultStasisComponentOctreeFlagsField()UPrimalActorinline
DefaultStasisedOctreeFlagsField()UPrimalActorinline
DefaultUnstasisedOctreeFlagsField()UPrimalActorinline
DeferredMovementComponentField()UPrimalActorinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DelayedNetCleanup()AShooterPlayerControllerinline
DelayedNetCleanupHandleField()AShooterPlayerControllerinline
DelayedPrepareMapChange()APlayerControllerinline
DelayedTeamSpectatorSetup()AShooterPlayerControllerinline
DesiredDistanceForActorTrackingPOILoweredTransparencyField()AShooterPlayerControllerinline
DesiredRepGraphBehaviorField()UPrimalActorinline
Destroy(bool bNetForce, bool bShouldModifyLevel)AActorinline
DestroyConstructedComponents()AActorinline
Destroyed()AShooterPlayerControllerinline
DestroyNetworkActorHandled()APlayerControllerinline
DestroySpectatorPawn()APlayerControllerinline
DetachFenceField()AActorinline
DetachFromPawn()AControllerinline
DetachRootComponentFromParent(bool bMaintainWorldPosition)AActorinline
DisableComponentsSimulatePhysics()AActorinline
DisableEnemyInvisible()AShooterPlayerControllerinline
DisableInput(APlayerController *PlayerController)APlayerControllerinline
DisableSpectator()AShooterPlayerControllerinline
DisableStreamingSource()AShooterPlayerControllerinline
DisableStreamingSourceHandleField()AShooterPlayerControllerinline
disableWalkFromRadialWheelField()AShooterPlayerControllerinline
DisallowPlayerToJoinNoCheck(const FString *PlayerId)AShooterPlayerControllerinline
DisconnectVoiceUser(bool bRelease)AShooterPlayerControllerinline
DismissCenterScreenPOIField()AShooterPlayerControllerinline
DismissPOITimerField()AShooterPlayerControllerinline
DispatchBeginPlay(bool bFromLevelStreaming)AActorinline
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)AActorinline
DispatchPhysicsCollisionHit(const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)AActorinline
DisplayDebug(UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)APlayerControllerinline
DistanceNearDeathWaypointToClearPOIField()AShooterPlayerControllerinline
DoCrash()AShooterPlayerControllerinline
DoDestroyTribeIdStructures()AShooterPlayerControllerinline
DoFlushLevelStreaming()AShooterPlayerControllerinline
DoFSettingCurrentTimerField()AShooterPlayerControllerinline
DoFSettingTargetTimerField()AShooterPlayerControllerinline
DoPingTrace(FReplicatePingData *NewPing, bool *bIsResponding)AShooterPlayerControllerinline
DoServerCheckUnfreeze_Implementation()AShooterPlayerControllerinline
DownloadTransferredPlayerCharacter()AShooterPlayerControllerinline
DrawBasicFloatingHUD(AHUD *ForHUD)UPrimalActorinline
DrawHUD(AShooterHUD *HUD)AShooterPlayerControllerinline
DrawMultiUsePingEntry(const int index, const FName text, UCanvas *Canvas, const UE::Math::TVector2< double > *canvasPosition)AShooterPlayerControllerinline
EnableCheats(const FString *Pass)AShooterPlayerControllerinline
EnableInput(APlayerController *PlayerController)APlayerControllerinline
EnableSpectator(const bool destroyPlayerCharacter)AShooterPlayerControllerinline
EnableStreamingSource()AShooterPlayerControllerinline
EndAArkGamepadDpadUp()AShooterPlayerControllerinline
EndArkGamepadBackButton()AShooterPlayerControllerinline
EndArkGamepadDpadDown()AShooterPlayerControllerinline
EndArkGamepadDpadLeft()AShooterPlayerControllerinline
EndArkGamepadDpadRight()AShooterPlayerControllerinline
EndArkGamepadFaceButtonBottom()AShooterPlayerControllerinline
EndArkGamepadFaceButtonLeft()AShooterPlayerControllerinline
EndArkGamepadFaceButtonRight()AShooterPlayerControllerinline
EndArkGamepadFaceButtonTop()AShooterPlayerControllerinline
EndArkGamepadLeftShoulder()AShooterPlayerControllerinline
EndArkGamepadRightShoulder()AShooterPlayerControllerinline
EndEmoteSelection(bool bFromRelease)AShooterPlayerControllerinline
EndInventoryRadialSelector(bool bForceClose)AShooterPlayerControllerinline
EndPlay(const EEndPlayReason::Type EndPlayReason)AShooterPlayerControllerinline
EndPlayerActionRadialSelector()AShooterPlayerControllerinline
EndPlayingState()APlayerControllerinline
EndSpectatingState()APlayerControllerinline
EndViewTarget(APlayerController *PC)AActorinline
EndWhistleSelection(bool a2)AShooterPlayerControllerinline
EndWhistleSelectionInput(bool bFromRelease)AShooterPlayerControllerinline
EnemyInVisible(bool Invisible)AShooterPlayerControllerinline
EnforcementColorsField()AShooterPlayerControllerinline
EnforcementRelevantStructuresField()AShooterPlayerControllerinline
EnteredSpectatingStateTimeField()AShooterPlayerControllerinline
EnvQA()AShooterPlayerControllerinline
ExecuteConstruction(const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
ExportDinoData(APrimalDinoCharacter *DinoToExport)AShooterPlayerControllerinline
FadeOutLoadingMusic()AShooterPlayerControllerinline
FailedToSpawnPawn()AShooterPlayerControllerinline
FastTravelDroppedInventoryField()AShooterPlayerControllerinline
FellOutOfWorld(const UDamageType *dmgType)AActorinline
FilterMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)UPrimalActorinline
FinalFlushLevelStreaming()AShooterPlayerControllerinline
FindComponentByClass(const TSubclassOf< UActorComponent > ComponentClass)AActorinline
FindComponentByInterface(const TSubclassOf< UInterface > Interface)AActorinline
FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)UObjectinline
FindGetTrackedActorFavoritedIndex(int PlayerID, TEnumAsByte< ETrackedActorCategory::Type > PlayerCategory)AShooterPlayerControllerinline
FindGetTrackedActorWaypointIndex(int PlayerID, TEnumAsByte< ETrackedActorCategory::Type > PlayerCategory)AShooterPlayerControllerinline
FindProperty(FName name)UObject
FinishAddComponent(UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)AActorinline
FinishDestroy()UObjectinline
FinishInputBlockingTimeout()AShooterPlayerControllerinline
FinishSpawning(const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
FlushLevelStreaming()AShooterPlayerControllerinline
FlushNetDormancy()AActorinline
FlushPressedKeys()APlayerControllerinline
FlushPrimalStats()AShooterPlayerControllerinline
ForceAllowsInventoryUse(const UObject *InventoryItemObject)UPrimalActorinline
ForceColorOverlayColorField()AShooterPlayerControllerinline
ForceColorOverlayFadeOutTimeField()AShooterPlayerControllerinline
ForceColorOverlayUntilTimeField()AShooterPlayerControllerinline
ForceCraftPressed()AShooterPlayerControllerinline
ForceCraftReleased()AShooterPlayerControllerinline
ForceDestroy()AActorinline
ForceDrawCurrentGroupsUntilTimeField()AShooterPlayerControllerinline
ForceEndInventoryRadialSelector(bool a2)AShooterPlayerControllerinline
ForceFeedbackScaleField()APlayerControllerinline
ForceFeedbackValuesField()APlayerControllerinline
ForceImmediateReplicationFrameField()UPrimalActorinline
ForceInfiniteDrawDistanceOnComponent(const UPrimitiveComponent *OnComponent)UPrimalActorinline
ForceMaximumReplicationRateUntilTimeField()UPrimalActorinline
ForceNetRelevant()AActorinline
ForceNetUpdate(bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)AActorinline
ForcePropertyCompare()AActorinline
ForceReplicateNow(bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)UPrimalActorinline
ForceSingleNetUpdateFor(AActor *Target)APlayerControllerinline
ForceTame(bool bCheatTame, APrimalDinoCharacter *Dino)AShooterPlayerControllerinline
ForceTribes(const FString *PlayerName1, const FString *PlayerName2, const FString *NewTribeName)AShooterPlayerControllerinline
ForceUnstasisAtLocation(UE::Math::TVector< double > *AtLocation)AShooterPlayerControllerinline
ForEachAttachedActors(TFunctionRef< bool __cdecl(AActor *)> *Functor)AActorinline
FormatTextWithKeyBindings(FString *result, FString *InText, bool bIgnoreMarkup, int iconOffset)AShooterPlayerControllerinline
FOV(float F)APlayerControllerinline
GameHasEnded(AActor *EndGameFocus, bool bIsWinner)APlayerControllerinline
GamepadAimMagnetismOffsetField()AShooterPlayerControllerinline
GamepadBackHandleField()AShooterPlayerControllerinline
GatherCurrentMovement()AActorinline
Gen1ENFixDesyncValueField()AShooterPlayerControllerinline
Gen1FixENCountField()AShooterPlayerControllerinline
Gen1FixENCountRecord()AShooterPlayerControllerinline
Gen1FixENCountThresholdField()AShooterPlayerControllerinline
Gen1FixENTimeThresholdField()AShooterPlayerControllerinline
GetActiveMission()AShooterPlayerControllerinline
GetActorBounds(bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)AActorinline
GetActorEyesViewPoint(UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)AShooterPlayerControllerinline
GetActorForwardVector()ActorExtensions
GetActorNameOrLabel(FString *result)AActorinline
GetActorTimeDilation()AActorinline
GetAimedUseActor(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation, bool bForceUpdateAimedActors)AShooterPlayerControllerinline
GetAimedUseActor_Internal(UActorComponent **UseComponent, int *hitBodyIndex, bool bForceUseActorLocation, bool bForceUpdateAimedActors)AShooterPlayerControllerinline
GetAllAimedHarvestActors(float MaxDistance, TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutHarvestActors, TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *OutHarvestComponents, TArray< int, TSizedDefaultAllocator< 32 > > *OutHitBodyIndices)AShooterPlayerControllerinline
GetAllChildActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)AActorinline
GetAllMatinees()AShooterPlayerControllerinline
GetAllSceneComponents(TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)UPrimalActorinline
GetApproachRadius()UPrimalActorinline
GetArchetype()UObjectinline
GetAssetRegistryTags(FAssetData *Out)UObjectinline
GetAttachedActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)AActorinline
GetAttachParentActor()AActorinline
GetAudioListenerAttenuationOverridePosition(UE::Math::TVector< double > *OutLocation)APlayerControllerinline
GetAudioListenerPosition(UE::Math::TVector< double > *OutLocation, UE::Math::TVector< double > *OutFrontDir, UE::Math::TVector< double > *OutRightDir)AShooterPlayerControllerinline
GetCheatsCommands(TArray< FString, TSizedDefaultAllocator< 32 > > *result)AShooterPlayerControllerinline
GetComponentByClass(TSubclassOf< UActorComponent > ComponentClass)AActorinline
GetComponentByCustomTag(FName TheTag)AActorinline
GetComponentsBoundingCylinder(float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors)AActorinline
GetComponentsByCustomTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag)AActorinline
GetComponentsByInterface(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface)AActorinline
GetComponentsByTag(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag)AActorinline
GetComponentsCollisionResponseToChannel(ECollisionChannel Channel)AActorinline
GetControllerPlayer(__int16 a2)AShooterPlayerControllerinline
GetCurrentMultiUseWheelCategory()AShooterPlayerControllerinline
GetDefaultAttachComponent()AActorinline
GetDefaultConfigFilename(FString *result)UObjectinline
GetDefaultSubobjectByName(FName ToFind)UObjectinline
GetDeprecatedInputPitchScale()APlayerControllerinline
GetDeprecatedInputYawScale()APlayerControllerinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetDisplayedNameForPlayer(FString *result, unsigned int playerID, FString *playerName, bool *blocked)AShooterPlayerControllerinline
GetDistanceTo(const AActor *OtherActor)AActorinline
GetEOSId()PlayerControllerExtensions
GetExternalPackageInternal()UObjectBaseinline
GetFullGroupName(FString *result, bool bStartWithOuter)UObjectBaseUtilityinline
GetFunctionCallspace(UFunction *Function, FFrame *Stack)AActorinline
GetGameInstance()AActorinline
GetHitResultAtScreenPosition(const UE::Math::TVector2< double > *ScreenPosition, const ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)APlayerControllerinline
GetHitResultAtScreenPosition(const UE::Math::TVector2< double > *ScreenPosition, const TArray< TEnumAsByte< EObjectTypeQuery >, TSizedDefaultAllocator< 32 > > *ObjectTypes, bool bTraceComplex, FHitResult *HitResult)APlayerControllerinline
GetHitResultUnderFinger(ETouchIndex::Type FingerIndex, ECollisionChannel TraceChannel, bool bTraceComplex, FHitResult *HitResult)APlayerControllerinline
GetHumanReadableName(FString *result)AControllerinline
GetInputAxisValue(const FName InputAxisName)AActorinline
GetInputIndex()APlayerControllerinline
GetInputKeyTimeDown(FKey *Key)APlayerControllerinline
GetInputMotionState(UE::Math::TVector< double > *Tilt, UE::Math::TVector< double > *RotationRate, UE::Math::TVector< double > *Gravity, UE::Math::TVector< double > *Acceleration)APlayerControllerinline
GetInputMouseDelta(float *DeltaX, float *DeltaY)APlayerControllerinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetInventoryUISelectedItemRemote()AShooterPlayerControllerinline
GetInventoryUISelectedSkinLocal()AShooterPlayerControllerinline
GetInventoryUISelectedSkinRemote()AShooterPlayerControllerinline
GetIsMapActor()UPrimalActorinline
GetLastGameplayRelevantTime()AActorinline
GetLastRenderTime(bool IgnoreShadow)AActorinline
GetLatestScoreForMission(TKeyValuePair< bool, FLeaderboardRow > *result, FName MissionTag)AShooterPlayerControllerinline
GetLifeSpan()AActorinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)AShooterPlayerControllerinline
GetLinkedPlayerID()AShooterPlayerControllerinline
GetLinker()UObjectBaseUtilityinline
GetLinkerCustomVersion()UObjectBaseUtilityinlinestatic
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerUEVersion(FPackageFileVersion *result)UObjectBaseUtilityinline
GetLocalPlayer()APlayerControllerinline
GetLocation()ActorExtensions
GetMapMarkerPOIs(__int64 a2)AShooterPlayerControllerinline
GetMinRespawnDelay()APlayerControllerinline
GetMousePosition(float *LocationX, float *LocationY, bool bEvenWhenMouseNotAttached)APlayerControllerinline
GetMoveGoalReachTest(const AActor *MovingActor, const UE::Math::TVector< double > *MoveOffset, UE::Math::TVector< double > *GoalOffset, float *GoalRadius, float *GoalHalfHeight)AControllerinline
GetMultiUseCenterText(APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)UPrimalActorinline
GetMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance)UPrimalActorinline
GetMultiUseIcon(APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)UPrimalActorinline
GetNavAgentPropertiesRef()AControllerinline
GetNearbyPOIs(TArray< FPointOfInterestData_ForCompanion, TSizedDefaultAllocator< 32 > > *result)AShooterPlayerControllerinline
GetNetConnection()APlayerControllerinline
GetNetDriver()AActorinline
GetNetOwningPlayer()APlayerControllerinline
GetNetPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)APlayerControllerinline
GetNetStasisAndRangeMultiplier(bool bIsForNetworking)UPrimalActorinline
GetNetworkRangeMultiplier()UPrimalActorinline
GetNextViewablePlayer(int dir)APlayerControllerinline
GetOutermostObject()UObjectBaseUtilityinline
GetOverlappingActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingActors(TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)AActorinline
GetOverlappingComponents(TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents)AActorinline
GetOverlappingComponents(TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents)AActorinline
GetOwnerController()AActorinline
GetPackage()UObjectBaseUtilityinline
GetParentComponent()AActorinline
GetPathFollowingAgent()AControllerinline
GetPathName(FString *result, const UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)UObjectBaseUtilityinline
GetPawnInventoryComponent()AShooterPlayerControllerinline
GetPawnOrSpectator()APlayerControllerinline
GetPersistentUser()AShooterPlayerControllerinline
GetPersonalTameLimitString(FString *result)AShooterPlayerControllerinline
GetPhysicsVolume()AActorinline
GetPlatformNameFromId(FString *result, unsigned int Id)AShooterPlayerControllerinline
GetPlayerCharacter()AShooterPlayerControllerinline
GetPlayerCharacterName(FString *result)AShooterPlayerControllerinline
GetPlayerControllerForMuting(const FUniqueNetIdRepl *PlayerNetId)APlayerControllerinline
GetPlayerControllerViewerOverride()AShooterPlayerControllerinline
GetPlayerInventory()AShooterPlayerControllerinline
GetPlayerInventoryComponent()AShooterPlayerControllerinline
GetPlayerNetworkAddress(FString *result)APlayerControllerinline
GetPlayerViewPoint(UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation)AShooterPlayerControllerinline
GetPlayerViewPoint(UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation, bool ForAiming)AShooterPlayerControllerinline
GetPlayerViewPointNoModifiers(UE::Math::TVector< double > *out_Location, UE::Math::TRotator< double > *out_Rotation, bool ForAiming, bool bNoTPVAim)AShooterPlayerControllerinline
GetPreloadDependencies(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)UObjectinline
GetPrimaryAssetId(FPrimaryAssetId *result)UObjectinline
GetPrivateStaticClass()AShooterPlayerControllerinlinestatic
GetRadioFrequencies(TArray< unsigned int, TSizedDefaultAllocator< 32 > > *result)AShooterPlayerControllerinline
GetRayTracingGroupId()AActorinline
GetRepGraphRelevantDistanceSq()AActorinline
GetReplayPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)AActorinline
GetReplicatedCustomConditionState(FCustomPropertyConditionState *OutActiveState)AActorinline
GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize)UObjectinline
GetResponsibleDamager(AActor *DamageCauser)AShooterPlayerControllerinline
GetRootSelectionParent()AActorinline
GetSeamlessTravelActorList(bool bToEntry, TArray< AActor *, TSizedDefaultAllocator< 32 > > *ActorList)APlayerControllerinline
GetSelectionParent()AActorinline
GetShooterHUD()AShooterPlayerControllerinline
GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)AActorinline
GetSpectatorPawn()APlayerControllerinline
GetSplitscreenPlayerCount()APlayerControllerinline
GetStreamingSourceLocationAndRotation(UE::Math::TVector< double > *OutLocation, UE::Math::TRotator< double > *OutRotation)APlayerControllerinline
GetStreamingSourceOwner()APlayerControllerinline
GetStreamingSourcePriority()APlayerControllerinline
GetSubobjectsWithStableNamesForNetworking(TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)AActorinline
GetSubscribedAppIds()AShooterPlayerControllerinline
GetTamedDinosNearBy(TArray< TWeakObjectPtr< APrimalDinoCharacter >, TSizedDefaultAllocator< 32 > > *Dinos, float a3)AShooterPlayerControllerinline
GetTamedDinosNearBy(TArray< APrimalDinoCharacter *, TSizedDefaultAllocator< 32 > > *Dinos, float RangeRadius, UE::Math::TVector< double > *NearLocation)AShooterPlayerControllerinline
GetTypedOuter(UClass *Target)UObjectBaseUtilityinline
GetUniqueNetIdAsString(FString *result)AShooterPlayerControllerinline
GetUniqueNetIdAsUINT64()AShooterPlayerControllerinline
GetUsablePriority()UPrimalActorinline
GetUserCommunicationPrivilegeWithTargetUserCompleteDelegateFieldAShooterPlayerControllerinline
GetViewLocation(FVector *result)AShooterPlayerControllerinline
GetViewportSize(int *SizeX, int *SizeY)APlayerControllerinline
GetViewTarget()AShooterPlayerControllerinline
GetVisibleComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetVisibleUnhiddenComponentByClass(TSubclassOf< UPrimitiveComponent > ComponentClass)AActorinline
GetWheelOptionByUseIndex(FMultiUseWheelOption *result, APlayerController *ForPC, int Index)UPrimalActorinline
GetWheelOptionInfo(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWheelOptionInfoBP(FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)UPrimalActorinline
GetWorld()AActorinline
GetWorldSettings()AActorinline
GetWorldTimerManager()AActorinline
GiveActorToMe(AActor *anAct, bool bNotifyNetwork)AShooterPlayerControllerinline
GiveCryoItemAndCaptureDino(APrimalDinoCharacter *targetDino)AShooterPlayerControllerinline
GiveEngrams(bool bForceAllEngrams, bool bTekEngramsOnly)AShooterPlayerControllerinline
GiveFast(const FName *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint, float MinRandomQuality)AShooterPlayerControllerinline
GiveItem(TArray< UPrimalItem *, TSizedDefaultAllocator< 32 > > *outItems, const FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint, bool bAutoEquip, float MinRandomQuality)AShooterPlayerControllerinline
GiveItem(const FString *blueprintPath, int quantityOverride, float qualityOverride, bool bForceBlueprint, bool bAutoEquip, float MinRandomQuality)AShooterPlayerControllerinline
GiveItemNum(int masterIndexNum, int quantityOverride, float qualityOverride, bool bForceBlueprint)AShooterPlayerControllerinline
GiveResources()AShooterPlayerControllerinline
GiveSlotItem(const FString *blueprintPath, int slotNum, int quantityOverride)AShooterPlayerControllerinline
GiveToMe()AShooterPlayerControllerinline
HandleRespawned_Implementation(APawn *NewPawn, bool IsFirstSpawn)AShooterPlayerControllerinline
HandleReturnToMainMenu()ABasePlayerControllerinline
HarvestedElement(FAttachedInstancedHarvestingElement *Element, bool bGaveResources, bool bDamagedInstigator)AShooterPlayerControllerinline
HasActiveCameraComponent()AActorinline
HasActivePawnControlCameraComponent()AActorinline
HasClientLoadedCurrentWorld()APlayerControllerinline
HasInstantHarvest()AShooterPlayerControllerinline
HasLocalNetOwner()AActorinline
HasNetOwner()AActorinline
HasRadio(bool allowVoice)AShooterPlayerControllerinline
HasSameRadioFrequency(AShooterPlayerController *OtherPC, unsigned int *SharedFrequency)AShooterPlayerControllerinline
HasValidAdminIP()ABasePlayerControllerinline
HeldItemSlotField()AShooterPlayerControllerinline
HeldItemSlotTimeField()AShooterPlayerControllerinline
HibernationReport(const FString *ClassName)AShooterPlayerControllerinline
HiddenActorsField()APlayerControllerinline
HiddenPrimitiveComponentsField()APlayerControllerinline
HideChat()AShooterPlayerControllerinline
HideFPVMesh()AShooterPlayerControllerinline
HideRiders(bool bDoHide)AShooterPlayerControllerinline
HideTutorial(int TutorialIndex)AShooterPlayerControllerinline
HitResultTraceDistanceField()APlayerControllerinline
HiWarp(const FString *ClassName, int Index)AShooterPlayerControllerinline
IgnoreMoveInputField()AControllerinline
InactiveStateInputComponentField()APlayerControllerinline
IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext *Context)AActorinline
IncrementalUnregisterComponents()AActorinline
IncrementPrimalStats(EPrimalStatsValueTypes::Type statsValueType)AShooterPlayerControllerinline
IncrementStat(EPrimalGDKStat::Type StatToIncrement)AShooterPlayerControllerinline
InfiniteStats()AShooterPlayerControllerinline
InitCharacterPainting_Implementation(APrimalCharacter *Char)AShooterPlayerControllerinline
InitHUD(bool bForceReinitUI)AShooterPlayerControllerinline
InitializeComponents()AActorinline
InitializeDefaults()AActorinline
InitialLifeSpanField()AActorinline
InitInputSystem()AShooterPlayerControllerinline
InitPing(FPingData *ForPingData, const FReplicatePingData *InitFromData)AShooterPlayerControllerinline
InitPlayerState()AControllerinline
InputAxis(FKey *Key, float Delta, float DeltaTime, int NumSamples, bool bGamepad)APlayerControllerinline
InputComponentField()AActorinline
InputDismissPOI(APlayerController *ForPC, int Index)AShooterPlayerControllerinline
InputKey(FKey *Key, EInputEvent EventType, float AmountDepressed, bool bGamepad)APlayerControllerinline
InputMotion(const UE::Math::TVector< double > *Tilt, const UE::Math::TVector< double > *RotationRate, const UE::Math::TVector< double > *Gravity, const UE::Math::TVector< double > *Acceleration)APlayerControllerinline
InputPitchScale_DEPRECATEDField()APlayerControllerinline
InputPriorityField()AActorinline
InputRollScale_DEPRECATEDField()APlayerControllerinline
InputYawScale_DEPRECATEDField()APlayerControllerinline
InstanceComponentsField()AActorinline
InstigatedAnyDamage(float Damage, const UDamageType *DamageType, AActor *DamagedActor, AActor *DamageCauser)AControllerinline
InstigatorField()AActorinline
InternalGetNetMode()AActorinline
InternalIndexField()UObjectBaseinline
InternalTakeRadialDamage(float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
InventoryItemDropped(UObject *InventoryItemObject)UPrimalActorinline
InventoryItemUsed(UObject *InventoryItemObject)UPrimalActorinline
IsA(UClass *SomeBase)ActorExtensions
IsActorOrSelectionParentSelected()AActorinline
IsAnyGampadFaceButtonPressed()AShooterPlayerControllerinline
IsAsset()AActorinline
IsAtPersonalTameLimit(bool bIsForStructure)AShooterPlayerControllerinline
IsAttachedTo(const AActor *Other)AActorinline
IsBasedOnActor(const AActor *Other)AActorinline
IsBasedOnArchetype(const UObject *const SomeObject)UObjectinline
IsChildActor()AActorinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsEditorOnly()AActorinline
IsEmoteUnlocked(FName EmoteName)AShooterPlayerControllerinline
IsFirstLocalPlayer()AShooterPlayerControllerinline
IsFirstLocalPlayerOrLivingLocalPlayer()AShooterPlayerControllerinline
IsFollowingAPath()AControllerinline
IsFrozen()APlayerControllerinline
IsFullNameStableForNetworking()UObjectinline
IsGameInputAllowed()ABasePlayerControllerinline
IsHidden()AActorinline
IsHLODRelevant()AActorinline
IsHudVisible()AShooterPlayerControllerinline
IsIn(const UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInOrOwnedBy(const UObject *SomeOuter)AActorinline
IsInPackage(const UPackage *SomePackage)UObjectBaseUtilityinline
IsInputComponentInStack(const UInputComponent *InInputComponent)APlayerControllerinline
IsInputKeyDown(FKey *Key)APlayerControllerinline
IsInputPressed(const FName InputName, const FName GamepadInputName)AShooterPlayerControllerinline
IsInstancedFoliage()UPrimalActorinline
IsInState(FName InStateName)AControllerinline
IsInTribe()AShooterPlayerControllerinline
IsLevelBoundsRelevant()AActorinline
IsLocalController()AControllerinline
IsLocalizedResource()UObjectinline
IsLookInputIgnored()ABasePlayerControllerinline
IsMatineeControlled()UPrimalActorinline
IsMoveInputIgnored()ABasePlayerControllerinline
IsNameStableForNetworking()AActorinline
IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)APlayerControllerinline
IsNetStartupActor()AActorinline
IsOnSeatingStructure()AShooterPlayerControllerinline
IsOverlappingActor(const AActor *Other)AActorinline
IsOwnedOrControlledBy(const AActor *TestOwner)AActorinline
IsPaused()APlayerControllerinline
IsPingedItem(const UPrimitiveComponent *PingComponent)AShooterPlayerControllerinlinestatic
IsPlayerMuted(const FUniqueNetId *PlayerId)APlayerControllerinline
IsPlayerViewingPing(const AShooterPlayerController *ForPC, const FPingData *CheckPingData)AShooterPlayerControllerinlinestatic
IsPOINearCenterOfScreen(UE::Math::TVector2< double > *POIPosition, UE::Math::TVector2< double > *DeadZone)AShooterPlayerControllerinline
IsPrimalCharacter()UPrimalActorinline
IsPrimalCharacterOrStructure()UPrimalActorinline
IsPrimalDino()UPrimalActorinline
IsPrimalStructure()UPrimalActorinline
IsRelevancyOwnerFor(const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)AActorinline
IsRemoteControlling()AShooterPlayerControllerinline
IsReplayRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)AActorinline
IsRidingDino()AShooterPlayerControllerinline
IsRootComponentCollisionRegistered()AActorinline
IsSafeForRootSet()UObjectinline
IsSavingData()AShooterPlayerControllerinline
IsSelectionChild()AActorinline
IsShooterCharacter()UPrimalActorinline
IsSpectator(const bool bIncludeSOTFIntro)AShooterPlayerControllerinline
IsSplitscreenPlayer(int *OutSplitscreenPlayerIndex)APlayerControllerinline
IsStreamingSourceEnabled()APlayerControllerinline
IsSupportedForNetworking()UObjectinline
IsTamedDinoNearBy(APrimalDinoCharacter *Dino, float RangeRadius)AShooterPlayerControllerinline
IsTargetSleeping()AShooterPlayerControllerinline
IsTribeAdmin()AShooterPlayerControllerinline
IsValidArkTributePlayerDownloadForThisServer(const FArkTributePlayerData *PlayerData)AShooterPlayerControllerinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidUnStasisCaster()AShooterPlayerControllerinline
IsViewingInventoryUI()AShooterPlayerControllerinline
IsWithinNetRelevancyDistance(const UE::Math::TVector< double > *SrcLocation)AActorinline
JoinVoiceChannel_Implementation(const FString *InChannelName, const FString *InChannelCredentials)AShooterPlayerControllerinline
K2_GetComponentsByClass(TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass)AActorinline
K2_TeleportTo(UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport)AActorinline
KickPlayer(FString *PlayerSteamName)AShooterPlayerControllerinline
LastActorForceReplicationFrameField()UPrimalActorinline
LastActorForceReplicationTimeField()UPrimalActorinline
LastActorUnstasisedCycleField()UPrimalActorinline
LastBlockedVoiceQueryTimeField()AShooterPlayerControllerinline
LastCachedPlayerControlRotationField()AShooterPlayerControllerinline
LastCharacterMovementTeleportUnstasisLocationField()APrimalPlayerControllerinline
LastChatMessageTimeField()AShooterPlayerControllerinline
LastClientModifiedARKInventoryTimeField()AShooterPlayerControllerinline
LastClientRequestTribeOnlineListTimeField()AShooterPlayerControllerinline
LastCompletedSeamlessTravelCountField()APlayerControllerinline
LastControlledPlayerCharacterField()AShooterPlayerControllerinline
LastConvertedPlayerIDField()AShooterPlayerControllerinline
LastConvertedPlayerIDStringField()AShooterPlayerControllerinline
LastDeadCharacterDestructionTimeField()AShooterPlayerControllerinline
LastDeathLocationField()AShooterPlayerControllerinline
LastDeathMarkField()AShooterPlayerControllerinline
LastDeathPrimalCharacterField()AShooterPlayerControllerinline
LastDeathTimeField()AShooterPlayerControllerinline
LastDeathTrackingActorsField()AShooterPlayerControllerinline
LastDiedListenServerHostField()AShooterPlayerControllerinline
LastDiedMessageTimeField()AShooterPlayerControllerinline
LastDismissedPOIField()AShooterPlayerControllerinline
LastDownloadCachedTribeIDField()AShooterPlayerControllerinline
LastDownloadPlayerDataBytesField()AShooterPlayerControllerinline
LastEnterStasisTimeField()UPrimalActorinline
LastEquipedItemNetIDField()AShooterPlayerControllerinline
LastExitStasisTimeField()UPrimalActorinline
LastForceNetUpdateFrameField()AActorinline
LastFrameAimedUseActorCachedField()AShooterPlayerControllerinline
LastFrameCalculatedNetworkRangeMultiplierField()UPrimalActorinline
LastFrameScrollDownField()AShooterPlayerControllerinline
LastFrameScrollUpField()AShooterPlayerControllerinline
LastFrameUnStasisField()UPrimalActorinline
LastGamepadOpenRemoteInventoryTimeField()AShooterPlayerControllerinline
LastGen1FixENTimeField()AShooterPlayerControllerinline
LastHadPawnTimeField()AShooterPlayerControllerinline
LastHarvestedElementIndexField()AShooterPlayerControllerinline
LastHeldUseActorField()AShooterPlayerControllerinline
LastHeldUseHitBodyIndexField()AShooterPlayerControllerinline
LastHeldUseHitComponentField()AShooterPlayerControllerinline
LastHighestPriorityPostProcessVolumeField()AShooterPlayerControllerinline
LastHitMarkerCharacterTimeField()AShooterPlayerControllerinline
LastHitMarkerStructureTimeField()AShooterPlayerControllerinline
LastInvDropRequestTimeField()AShooterPlayerControllerinline
LastLargeMoveLocationField()AShooterPlayerControllerinline
LastLargeMoveTimeField()AShooterPlayerControllerinline
LastLargeQuantityTranserAllTimeField()AShooterPlayerControllerinline
LastListenServerNotifyOutOfRangeTimeField()AShooterPlayerControllerinline
LastMessageOfTheDayStringField()AShooterPlayerControllerinline
LastMovementHitchField()APlayerControllerinline
LastMovementUpdateTimeField()APlayerControllerinline
LastMultiUseInteractionTimeField()AShooterPlayerControllerinline
LastMultiUseTraceTimeField()AShooterPlayerControllerinline
LastNetworkTimeRequestedFilterCachedTeamTameListField()AShooterPlayerControllerinline
LastNotifiedTorpidityIncreaseTimeField()AShooterPlayerControllerinline
LastNotOnUnriddenDinoTimeField()AShooterPlayerControllerinline
LastOnlyInitialReplicationPreReplicationFrameField()UPrimalActorinline
LastPingTimeField()AShooterPlayerControllerinline
LastPostProcessVolumeSoundField()UPrimalActorinline
LastPreReplicationTimeField()UPrimalActorinline
LastRawInputDirField()AShooterPlayerControllerinline
LastRenderTimeField()AActorinline
LastRenderTimeIgnoreShadowField()AActorinline
LastRenderTimeOnScreenField()AActorinline
LastRepeatUseConsumableTimeField()AShooterPlayerControllerinline
LastRequestDeathTrackingActorTimeField()AShooterPlayerControllerinline
LastRequesteDinoAncestorsTimeField()AShooterPlayerControllerinline
LastRequestedPlaceStructureTimeField()AShooterPlayerControllerinline
LastRespawnTimeField()AShooterPlayerControllerinline
LastRetryPlayerTimeField()APlayerControllerinline
LastRPCStayAliveTimeField()AShooterPlayerControllerinline
LastSelectedWindSourceComponentNameField()UPrimalActorinline
LastServerRemovePawnItemTimeField()AShooterPlayerControllerinline
LastServerRequestFuelQuantityField()AShooterPlayerControllerinline
LastShowExtendedInfoTimeField()AShooterPlayerControllerinline
LastSnapPointCyclePositionField()AShooterPlayerControllerinline
LastSpawnPointIDField()AShooterPlayerControllerinline
LastSpawnRegionIndexField()AShooterPlayerControllerinline
LastSpectatorStateSynchTimeField()APlayerControllerinline
LastSpectatorSyncLocationField()APlayerControllerinline
LastSpectatorSyncRotationField()APlayerControllerinline
LastSteamInventoryRefreshTimeField()AShooterPlayerControllerinline
LastSteamItemIDToAddField()AShooterPlayerControllerinline
LastSteamItemIDToRemoveField()AShooterPlayerControllerinline
LastTeleportDistanceField()APrimalPlayerControllerinline
LastTeleportedTimeField()AShooterPlayerControllerinline
LastThrottledTickTimeField()UPrimalActorinline
LastTimeFoundBetterClosestLocationField()AShooterPlayerControllerinline
LastTimeSentCarriedRotationField()AShooterPlayerControllerinline
LastTransferredPlayerIDField()AShooterPlayerControllerinline
LastTransferredToRemoteInventoryItemField()AShooterPlayerControllerinline
LastTribeLogRequestTimeField()AShooterPlayerControllerinline
LastTurnSpeedField()AShooterPlayerControllerinline
LastUnequippedItemNetIDField()AShooterPlayerControllerinline
LastUnstasisFrameCounterField()UPrimalActorinline
LastUsedItemSlotTimesField()AShooterPlayerControllerinline
LastUsePressTimeField()AShooterPlayerControllerinline
LastValidUnstasisCasterFrameField()APrimalControllerinline
LastVerifyStructureItemTimeField()AShooterPlayerControllerinline
LastViewLocationField()AShooterPlayerControllerinline
LastVoiceOutTimeField()AShooterPlayerControllerinline
LastWheelCategoriesField()AShooterPlayerControllerinline
LastWheelIconsField()AShooterPlayerControllerinline
LastWheelStringsField()AShooterPlayerControllerinline
LatentDynamicForceFeedbacksField()APlayerControllerinline
LayersField()AActorinline
LeaveMeAlone()AShooterPlayerControllerinline
LevelView()AShooterPlayerControllerinline
LineOfSightTo(const AActor *Other, UE::Math::TVector< double > *ViewPoint, __int64 bAlternateChecks)AControllerinline
LinkedPlayerIDField()AShooterPlayerControllerinline
LinkedPlayerIDString(FString *result)AShooterPlayerControllerinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)UObjectinline
LoadingFramesField()AShooterPlayerControllerinline
LoadLocalPlayerArkData()AShooterPlayerControllerinline
LoadSpectatorPos(int Index)AShooterPlayerControllerinline
LocalizeProperty(UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)UObjectinline
LocalPlayerCachedLODDistanceFactorField()APlayerControllerinline
LocalToServerAsyncPhysicsTickOffsetField()APlayerControllerinline
LocalTravel(const FString *FURL)APlayerControllerinline
LockEmote(FName EmoteName)AShooterPlayerControllerinline
LogChatMessage(const FPrimalChatMessage *Msg)AShooterPlayerControllerinline
LookInput(float Val)AShooterPlayerControllerinline
LookUpAtRate(float Val)AShooterPlayerControllerinline
MakeNoise(float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinline
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinlinestatic
ManageVirtualCursor()ABasePlayerControllerinline
MapDinosField()AShooterPlayerControllerinline
MarkComponentsAsPendingKill(__int64 a2)AActorinline
MarkComponentsRenderStateDirty()AActorinline
MarkDinoListEntryWidgetFavoriteCombined(int ID, bool IsPlayer)AShooterPlayerControllerinline
MarkDinoListEntryWidgetFavoriteCreature_Implementation(int ID)AShooterPlayerControllerinline
MarkDinoListEntryWidgetFavoritePlayer(int ID)AShooterPlayerControllerinline
MarkDinoListEntryWidgetFavoritePlayer_Implementation(int ID)AShooterPlayerControllerinline
MarkPackageDirty()UObjectBaseUtilityinline
MatineeUpdated()UPrimalActorinline
MaxDragWeightToAimBoneField()AShooterPlayerControllerinline
MaxTeamPingDataOnClientField()AShooterPlayerControllerinline
MaxUseCheckRadiusField()AShooterPlayerControllerinline
MaxUseDistanceField()AShooterPlayerControllerinline
MeleeAimAssistTimerField()AShooterPlayerControllerinline
meleeAttackOrGatheringIsGatheringField()AShooterPlayerControllerinline
meleeAttackOrGatheringTimerField()AShooterPlayerControllerinline
MessageQueueField()AShooterPlayerControllerinline
MessageQueueTasksCounterField()AShooterPlayerControllerinline
MinNetUpdateFrequencyField()AActorinline
MissionWaypointField()AShooterPlayerControllerinline
ModifedButtonCountField()AShooterPlayerControllerinline
ModifyHudMultiUseLoc(UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)UPrimalActorinline
MoveForward(float Val)AShooterPlayerControllerinline
MoveRight(float Val)AShooterPlayerControllerinline
MulticastDrawDebugLine(const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)AActorinline
MulticastDrawDebugLine_Implementation(const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)AActorinline
MulticastDrawDebugLineTraceHitResult_Implementation(const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)AActorinline
MulticastDrawDebugPoint(const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugSphere(const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)AActorinline
MulticastProperty(FName PropertyName, bool bUnreliable)UPrimalActorinline
MuteListField()APlayerControllerinline
MyHUDField()APlayerControllerinline
MyPlayerDataStructField()AShooterPlayerControllerinline
NameField()UObjectBaseinline
NamePrivateField()UObjectBaseinline
nArkTributeLoadIndexField()AShooterPlayerControllerinline
NearbyPointsOfInterestField()AShooterPlayerControllerinline
NeedsLoadForClient()UObjectinline
NeedsLoadForServer()UObjectinline
NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetConditionGroupsField()APlayerControllerinline
NetConnectionField()APlayerControllerinline
NetCriticalPriorityAdjustmentField()UPrimalActorinline
NetCullDistanceSquaredDormantField()UPrimalActorinline
NetCullDistanceSquaredField()AActorinline
NetDormancyField()AActorinline
NetDriverNameField()AActorinline
NetPriorityField()AActorinline
NetSpawnActorAtLocation_Implementation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize *AtLocation, FRotator_NetQuantize *AtRotation, USceneComponent *attachToComponent, int dataIndex, FName attachSocketName)AShooterPlayerControllerinline
NetSpawnFoliageVFXActorAtLocationAndDoFoliageInteraction_Implementation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize *AtLocation, FRotator_NetQuantize *AtRotation, int dataIndex, FVector_NetQuantize *FoliageOrigin_ImpactPoint, FVector_NetQuantize *TraceEndpoint, USceneComponent *attachToComponent)AShooterPlayerControllerinline
NetSpawnFoliageVFXActorAtLocationAndDoFoliageInteraction_Simple_Implementation(TSubclassOf< AActor > AnActorClass, FVector_NetQuantize *AtLocation, FRotator_NetQuantize *AtRotation, int dataIndex, FVector_NetQuantize *FoliageOrigin_ImpactPoint, float TraceEndpointZ, USceneComponent *attachToComponent)AShooterPlayerControllerinline
NetTagField()AActorinline
NetUpdateFrequencyField()AActorinline
NetworkAndStasisRangeMultiplierField()UPrimalActorinline
NetworkDormantChildrenOpIdxField()UPrimalActorinline
NetworkRangeMultiplierField()UPrimalActorinline
NetworkRemapPath(FName *result, FName InPackageName, bool bReading)APlayerControllerinline
NetworkSpatializationChildrenDormantField()UPrimalActorinline
NetworkSpatializationChildrenField()UPrimalActorinline
NetworkSpatializationParentField()UPrimalActorinline
NotifiedTribeWarIDsField()AShooterPlayerControllerinline
NotifiedTribeWarNamesField()AShooterPlayerControllerinline
NotifyActorBeginCursorOver()AActorinline
NotifyActorBeginOverlap(AActor *OtherActor)AActorinline
NotifyActorEndCursorOver()AActorinline
NotifyActorEndOverlap(AActor *OtherActor)AActorinline
NotifyActorOnClicked(FKey *ButtonPressed)AActorinline
NotifyActorOnInputTouchBegin(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnd(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchEnter(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnInputTouchLeave(const ETouchIndex::Type FingerIndex)AActorinline
NotifyActorOnReleased(FKey *ButtonReleased)AActorinline
NotifyDealDamageSuccess(APrimalCharacter *HitCharacter, bool bHitFriendlyTarget, float PreDamageHealth, float DamageAmount, const FDamageEvent *DamageEvent)AShooterPlayerControllerinline
NotifyHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)AActorinline
NotifyLoadedWorld(FName WorldPackageName, bool bFinalDest)APlayerControllerinline
NotifyPawnBuffsOfDamageEvent(AActor *DamagedActor, float DamageAmount, const FDamageEvent *DamageEvent)AShooterPlayerControllerinline
NotifyServerReceivedClientData(APawn *InPawn, float TimeStamp)APlayerControllerinline
NotifyTribeWarStatus(const FString *EnemyTribeString, int StatusType)AShooterPlayerControllerinline
NotifyTribeWarStatus_Implementation(const FString *EnemyTribeString, int StatusType)AShooterPlayerControllerinline
ObjectFlagsField()UObjectBaseinline
OffsetHUDFromCenterScreenY_Implementation()UPrimalActorinline
OldPawnField()AControllerinline
OnActorBeginOverlapField()AActorinline
OnActorCustomEventField()UPrimalActorinline
OnActorHitField()AActorinline
OnAddedItemsToAllClustersInventory(bool Success, const FString *UserId, const TArray< int, TSizedDefaultAllocator< 32 > > *MasterIndexNum)AShooterPlayerControllerinline
OnArkTributeAllClustersInventoryItemsLoaded(const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *Items, bool bAllowForcedItemDownload)AShooterPlayerControllerinline
OnArkTributeSaved(bool Success)AShooterPlayerControllerinline
OnBeginCursorOverField()AActorinline
OnClickedField()AActorinline
OnClientMessageOfTheDayRecivedField()AShooterPlayerControllerinline
OnCurrentCharacterAndItemsUploaded(bool Success)AShooterPlayerControllerinline
OnDisableSpectator_Implementation()AShooterPlayerControllerinline
OnEmoteKey1Release()AShooterPlayerControllerinline
OnEmoteKey2Press()AShooterPlayerControllerinline
OnEmoteKey2Release()AShooterPlayerControllerinline
OnEndPlayField()AActorinline
OnExtendedInfoPress()AShooterPlayerControllerinline
OnExtendedInfoRelease()AShooterPlayerControllerinline
OnFirstSaveAfterCharacterDownloadFinished(bool Success)AShooterPlayerControllerinline
OnGamepadUsePress()AShooterPlayerControllerinline
OnGamepadUseRelease()AShooterPlayerControllerinline
OnInputTouchBeginField()AActorinline
OnInputTouchEnterField()AActorinline
OnInstigatedAnyDamageField()AControllerinline
OnKeyboardUsePress()AShooterPlayerControllerinline
OnKeyboardUseRelease()AShooterPlayerControllerinline
OnlineSubField()AShooterPlayerControllerinline
OnLoadArkTributePlayersDataFinished(bool Success, const TArray< FArkTributePlayerData, TSizedDefaultAllocator< 32 > > *ArkUploadedCharsData, int FailureResponseCode)AShooterPlayerControllerinline
OnMatineeUpdatedField()UPrimalActorinline
OnMatineeUpdatedRawField()UPrimalActorinline
OnNetCleanup(UNetConnection *Connection)AShooterPlayerControllerinline
OnNewPawnFieldAControllerinline
OnPingDown()AShooterPlayerControllerinline
OnPingUp()AShooterPlayerControllerinline
OnPossess(APawn *inPawn)AShooterPlayerControllerinline
OnPossessedPawnChangedField()AControllerinline
OnPressGroupAddOrRemoveTame()AShooterPlayerControllerinline
OnRecievedUpdatedCachedTeamTameList(bool IsInfoFresh, int DesiredIndexOfWidgetThatShouldHaveItsCreatureReturned)AShooterPlayerControllerinline
OnRep_AttachmentReplication()AActorinline
OnRep_Pawn(__int16 a2)AShooterPlayerControllerinline
ABasePlayerController::OnRep_Pawn()AControllerinline
OnRep_PlayerState()AControllerinline
OnRep_ReplicatedMovement()AActorinline
OnRepeatUseHeldTimer()AShooterPlayerControllerinline
OnRepeatUseHeldTimerHandlerField()AShooterPlayerControllerinline
OnSemaphoreTakenField()UPrimalActorinline
OnSerializeNewActor(FOutBunch *OutBunch)APlayerControllerinline
OnStartFire()AShooterPlayerControllerinline
OnStartInGameMenu()AShooterPlayerControllerinline
OnStartTargeting()AShooterPlayerControllerinline
OnStopFire()AShooterPlayerControllerinline
OnStopTargeting()AShooterPlayerControllerinline
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectDestroyFromReplication(UObject *Subobject)AShooterPlayerControllerinline
OnSystemUIOverlayStateChangedDelegateHandleField()AShooterPlayerControllerinline
OnTakePointDamageField()AActorinline
OnTargetingTeamChangedField()UPrimalActorinline
OnTeamChangedForActorFieldUPrimalActorinline
OnToggleInGameMenu()AShooterPlayerControllerinline
OnTransferCharacterConfirmationDialogClosed(bool bAccept)AShooterPlayerControllerinline
OnUnPossess()AShooterPlayerControllerinline
OnUROPostInterpolation_AnyThread(float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)UPrimalActorinline
OnUseHeldTimer()AShooterPlayerControllerinline
OnUseHeldTimerHandleField()AShooterPlayerControllerinline
OnUseItemSlotForStructure(int ItemSlotNumber)AShooterPlayerControllerinline
OnUsePress(bool bFromGamepad)AShooterPlayerControllerinline
OnUseRelease(bool bFromGamepad)AShooterPlayerControllerinline
OnWhistlePress()AShooterPlayerControllerinline
OpenMapMarkers()AShooterPlayerControllerinline
OrganizeSOTFQueue(TEnumAsByte< ESTOFNotificationType::Type > NotificationType, TArray< FString, TSizedDefaultAllocator< 32 > > *PlayerNames, FString *DeathReason, FString *TribeName, TArray< FPrimalPlayerCharacterConfigStructReplicated, TSizedDefaultAllocator< 32 > > *DeadPlayersData, bool bLastPlayer, bool bForcePlay, float DisplayInterval, FString *CustomString)AShooterPlayerControllerinline
OriginalCreationTimeField()UPrimalActorinline
OuterPrivateField()UObjectBaseinline
OutsideWorldBounds()AActorinline
OverridePlayerInputClassField()APlayerControllerinline
OverrideStasisComponentRadiusField()UPrimalActorinline
OwnedComponentsField()AActorinline
OwnerField()AActorinline
PaintingStreamingComponentField()AShooterPlayerControllerinline
ParentComponentField()AActorinline
Pause()APlayerControllerinline
PawnField()AControllerinline
PawnLeavingGame()AShooterPlayerControllerinline
PawnPendingDestroy(APawn *inPawn)AShooterPlayerControllerinline
PendingMapChangeLevelNamesField()APlayerControllerinline
PendingRequestEquippedItemsQueueField()AShooterPlayerControllerinline
PendingResponseEquippedItemsQueueField()AShooterPlayerControllerinline
PendingSwapConnectionField()APlayerControllerinline
PersonalDinoTameCountField()AShooterPlayerControllerinline
PhotoModeMarkerActorField()AShooterPlayerControllerinline
PingCoolDownTimeField()AShooterPlayerControllerinline
PingIcon_DefaultField()AShooterPlayerControllerinline
PingIcon_DinosField()AShooterPlayerControllerinline
PingIcon_PlayersField()AShooterPlayerControllerinline
PingIcon_StructuresField()AShooterPlayerControllerinline
PingLifetime_DyingField()AShooterPlayerControllerinline
PingLifetimeField()AShooterPlayerControllerinline
PingNearbyPlayers(const FReplicatePingData *WithPingData)AShooterPlayerControllerinline
PingNotifyRadiusField()AShooterPlayerControllerinline
PingTraceDistanceField()AShooterPlayerControllerinline
PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, TEnumAsByte< EDynamicForceFeedbackAction::Type > Action, FLatentActionInfo *LatentInfo)APlayerControllerinline
PlayerBadgeGroupField()AShooterPlayerControllerinline
PlayerCameraManagerClassField()APlayerControllerinline
PlayerCameraManagerField()APlayerControllerinline
PlayerCommand(FString *result, const FString *TheCommand)AShooterPlayerControllerinline
PlayerCommand_Implementation(FString *result, const FString *TheCommand)AShooterPlayerControllerinline
PlayerControllerNumField()AShooterPlayerControllerinline
PlayerDataForVoiceCSField()AShooterPlayerControllerinline
PlayerField()APlayerControllerinline
playerIDToPlatformNameMapField()AShooterPlayerControllerinline
PlayerInputField()APlayerControllerinline
PlayerInventoryItemsField()AShooterPlayerControllerinline
PlayerStateField()AControllerinline
PlayerTick(float DeltaTime)APlayerControllerinline
PlayHitMarkerStructure_Implementation()AShooterPlayerControllerinline
PlayHitMarkerStructureAlly_Implementation()AShooterPlayerControllerinline
PlayReconnectSound()AShooterPlayerControllerinline
PlayRespawnSound()AShooterPlayerControllerinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)UPrimalActorinline
PlayWheelClickSound()AShooterPlayerControllerinline
PlayWheelProgressCompleteSound()AShooterPlayerControllerinline
PlayWheelProgressSound()AShooterPlayerControllerinline
POI_LastSearchTickTimeField()AShooterPlayerControllerinline
POI_SearchRadiusField()AShooterPlayerControllerinline
POI_SearchTickInterval_CurrentField()AShooterPlayerControllerinline
POI_SearchTickInterval_RandRangesField()AShooterPlayerControllerinline
POIDistanceToScreenCenterDismissField()AShooterPlayerControllerinline
PopInputComponent(UInputComponent *InInputComponent)APlayerControllerinline
Possess(APawn *InPawn)AControllerinline
PossessedFirstPawnTimeField()AShooterPlayerControllerinline
PostActorConstruction()AActorinline
PostCreateBlueprintComponent(UActorComponent *NewActorComp)AActorinline
PostInitializeComponents()AShooterPlayerControllerinline
PostInitProperties()AActorinline
PostLoad()APlayerControllerinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)AActorinline
PostNetInit()AActorinline
PostNetReceive()AActorinline
PostNetReceiveLocationAndRotation()AActorinline
PostNetReceivePhysicState()AActorinline
PostProcessInput(const float DeltaTime, const bool bGamePaused)APlayerControllerinline
PostRegisterAllComponents()AActorinline
PostSeamlessTravel()APlayerControllerinline
PostSpawnInitialize(const UE::Math::TTransform< double > *UserSpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
PreInitializeComponents()AActorinline
PreNetReceive()AActorinline
PreReplication(IRepChangedPropertyTracker *ChangedPropertyTracker)AActorinline
PreReplicationForReplay(IRepChangedPropertyTracker *ChangedPropertyTracker)AActorinline
PressedChangeCameraMode()AShooterPlayerControllerinline
PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)AActorinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)UPrimalActorinline
PreviousRotationInputField()APrimalPlayerControllerinline
PrimalLocalProfileField()AShooterPlayerControllerinline
PrimalStatsCacheFlushIntervalField()AShooterPlayerControllerinline
PrimaryActorTickField()AActorinline
PrintColors()AShooterPlayerControllerinline
ProcessConsoleExec(const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)UObjectinline
ProcessContextOpcode(FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)UObjectinline
ProcessedSyncTrackedActorWaypoints()AShooterPlayerControllerinline
ProcessEvent(UFunction *Function, void *Parameters)AActorinline
ProcessForceFeedbackAndHaptics(const float DeltaTime, const bool bGamePaused)APlayerControllerinline
ProcessInternal(UObject *Context, FFrame *Stack, void *const Z_Param__Result)UObjectinlinestatic
ProcessPlayerInput(const float DeltaTime, const bool bGamePaused)APlayerControllerinline
ProcessServerMessages()AShooterPlayerControllerinline
ProcessUserConstructionScript()AActorinline
ProjectWorldLocationToScreenWithDistance(UE::Math::TVector< double > *WorldLocation, UE::Math::TVector< double > *ScreenLocation, bool bPlayerViewportRelative)APlayerControllerinline
PropertyServerToClients(AActor *ActorToRep, const FName PropertyName, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *ReplicationData)APrimalPlayerControllerinline
PropertyServerToClients_Implementation(AActor *ActorToRep, const FName PropertyName, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *ReplicationData)APrimalPlayerControllerinline
PropertyServerToClientsUnreliable(AActor *ActorToRep, const FName PropertyName, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *ReplicationData)APrimalPlayerControllerinline
PropertyServerToClientsUnreliable_Implementation(AActor *ActorToRep, const FName PropertyName, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *ReplicationData)APrimalPlayerControllerinline
PurchaseEngramPoint(int NumPointsToPurchase)AShooterPlayerControllerinline
PushInputComponent(UInputComponent *InInputComponent)APlayerControllerinline
PushSelectionToProxies()AActorinline
QueryAchievements()ABasePlayerControllerinline
QueuedBlockedVoiceChatUsersToProcessAfterLoggingInField()AShooterPlayerControllerinline
QueuedVoiceChannelsToJoinField()AShooterPlayerControllerinline
QuitToMainMenu()AShooterPlayerControllerinline
RandomStartByteField()UPrimalActorinline
RayTracingGroupIdField()AActorinline
RealtimeThrottledTick_Implementation(long double DeltaTime)AActorinline
ReceiveCustomActorTrackList_Combined(TArray< FCustomTrackedActorInfo, TSizedDefaultAllocator< 32 > > *result, const TArray< FTrackedActorPlusInfoStruct, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh, bool IsPlayer)AShooterPlayerControllerinline
ReceivedPlayer(TSubclassOf< ASpectatorPawn > SpectatorClass)APlayerControllerinline
ReceiveHit(UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)AActorinline
RecvHandleField()AShooterPlayerControllerinline
RefreshDinoTrackInfo()AShooterPlayerControllerinline
RefreshLastWheelCategories(bool bClearLastWheels)AShooterPlayerControllerinline
RefreshLocalTrackedActors(bool IsInfoFresh)AShooterPlayerControllerinline
RefreshSteamInventory()AShooterPlayerControllerinline
RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)AActorinline
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)AActorinline
RegisterAllComponents()AActorinline
ReleasedChangeCameraMode()AShooterPlayerControllerinline
RemoteServerCheat_Implementation(const FString *Msg)AShooterPlayerControllerinline
RemoteViewingInventoriesField()AShooterPlayerControllerinline
RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
RemoveCustomActorTrackList_Individual(int InfoListIndex, ETrackedActorCategory::Type Category)AShooterPlayerControllerinline
RemoveCustomActorTrackListEntries_FromTotalList_Combined(const TArray< int, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh, bool IsPlayer, bool teammateplayers)AShooterPlayerControllerinline
RemoveItemSucceeded()AShooterPlayerControllerinline
RemoveMinimapMark(FName WithCustomTag, FName OnMap)AShooterPlayerControllerinline
RemoveOwnedComponent(UActorComponent *Component)AActorinline
RemovePawnTickDependency(APawn *InOldPawn)AControllerinline
RemovePlayerFromClientTrackedActorPointers(AShooterCharacter *PlayerToRemove)AShooterPlayerControllerinline
RemoveTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
RemoveTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
Rename(const wchar_t *InName, UObject *NewOuter, unsigned int Flags)AActorinline
ReplicatedComponentsField()AActorinline
ReplicatedMovementField()AActorinline
ReplicateSubobjects(UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)AActorinline
ReplicationIntervalMultiplierField()UPrimalActorinline
ReportLeastSpawnManagers()AShooterPlayerControllerinline
ReportSpawnManagers()AShooterPlayerControllerinline
RequestCreateNewPlayerWithArkData(TArray< unsigned char, TSizedDefaultAllocator< 32 > > *PlayerArkDataBytes, unsigned __int64 TribeID)AShooterPlayerControllerinline
RequestCreateNewPlayerWithArkDataPossibleItems(const FArkTributePlayerData *PlayerData, unsigned __int64 TribeID)AShooterPlayerControllerinline
ReregisterAllComponents(bool a2)AActorinline
Reset()AShooterPlayerControllerinline
ResetCameraMode()AShooterPlayerControllerinline
ResetIgnoreInputFlags()APlayerControllerinline
ResetIgnoreLookInput()AControllerinline
ResetIgnoreMoveInput()AControllerinline
ResetIntroCinematicsAndItems()ABasePlayerControllerinline
ResetOwnedComponents()AActorinline
ResetSpatialComponent()AActorinline
RespawnSoundDelayField()AShooterPlayerControllerinline
RespondToPing(const FReplicatePingData *RespondToPingData)AShooterPlayerControllerinline
RestartLevel()APlayerControllerinline
RestrictClientAutoMarkDeathWaypointAsReachedField()AShooterPlayerControllerinline
RootComponentField()AActorinline
RotationInputField()APlayerControllerinline
RouteEndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
RPCStayAlive_Implementation()AShooterPlayerControllerinline
SafeRetryClientRestart()APlayerControllerinline
SafeServerCheckClientPossession()APlayerControllerinline
SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)UObjectinline
SavedMissionBiomeFilterMaskField()AShooterPlayerControllerinline
SavedSurvivorProfileSettingsField()AShooterPlayerControllerinline
SaveProfileHandleField()AShooterPlayerControllerinline
SaveSpectatorPos(int Index)AShooterPlayerControllerinline
ScheduleTryLoadProfile()AShooterPlayerControllerinline
ScrollChatDown()AShooterPlayerControllerinline
ScrollChatUp()AShooterPlayerControllerinline
SeamlessTravelCountField()APlayerControllerinline
SeamlessTravelFrom(APlayerController *OldPC)APlayerControllerinline
SeamlessTravelTo(APlayerController *NewPC)APlayerControllerinline
SelectSlotSoundField()AShooterPlayerControllerinline
SendAlarmNotification(FString *SteamID, FString *Title, FString *Message)AShooterPlayerControllerinline
SendArKPayload(bool bClient, FARKTributeData *ArKDataPayload)AShooterPlayerControllerinline
SendClientAdjustment()APlayerControllerinline
SendDinoToServer(FARKTributeDino *DownloadedDino)AShooterPlayerControllerinline
SendExecCommand(FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)AActorinline
SendToConsole(const FString *Command)APlayerControllerinline
SendUseItemSlotToStructure()AShooterPlayerControllerinline
Serialize(FArchive *Ar)AActorinline
UPrimalActor::Serialize(FStructuredArchiveRecord Record)UObjectinline
SerializeScriptProperties(FArchive *Ar)UObjectinline
SerializeScriptProperties(FStructuredArchiveSlot Slot)UObjectinline
Server_BlockedUserIdsField()AShooterPlayerControllerinline
Server_DoTeamPing_Implementation(const FTeamPingData *WithPingData)AShooterPlayerControllerinline
Server_GetPlatformNameFromId_Implementation(unsigned int Id)AShooterPlayerControllerinline
Server_JoinTribeAndAllianceVoiceChannel()AShooterPlayerControllerinline
Server_JoinVoiceChannel_Internal(const FString *VoiceSessionName, const FString *ServerName)AShooterPlayerControllerinline
Server_Ping_Implementation(const FReplicatePingData *WithPingData)AShooterPlayerControllerinline
Server_RequestLastDeathTrackingActorLoc_Implementation()AShooterPlayerControllerinline
Server_RequestLastDeathTrackingActorLoc_LastRequestedTimeField()AShooterPlayerControllerinline
Server_RequestLastDeathTrackingActorLoc_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
Server_RequestLastDeathTrackingActorLoc_ServerLogic()AShooterPlayerControllerinline
Server_RespondToPing_Implementation(const FReplicatePingData *RespondToPingData)AShooterPlayerControllerinline
Server_SelectAndJoinVoiceChannel_Implementation(int VoiceFilterType)AShooterPlayerControllerinline
Server_SendBlockListFromClient(const TArray< FString, TSizedDefaultAllocator< 32 > > *BlockedEOSUserIds)AShooterPlayerControllerinline
Server_SendBlockListFromClient_Implementation(const TArray< FString, TSizedDefaultAllocator< 32 > > *BlockedEOSUserIds)AShooterPlayerControllerinline
Server_UpdateRallyPointData_Implementation()AShooterPlayerControllerinline
ServerAcknowledgePossession_Implementation(APawn *P)APlayerControllerinline
ServerAcknowledgePossession_Validate(APawn *P)APlayerControllerinline
ServerActorCloseRemoteInventory(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerActorCloseRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerActorViewRemoteInventory(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerActorViewRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerAddAchievementID(const FString *AchievementID, bool bIsOnSpawn)AShooterPlayerControllerinline
ServerAddAchievementID_Implementation(const FString *AchievementID, bool bIsOnSpawn)AShooterPlayerControllerinline
ServerAddAdminPlayer_Implementation(const FString *PlayerSteamName)AShooterPlayerControllerinline
ServerAddCustomActorTrackListEntries_Creatures(const TArray< FTrackedActorPlusInfoStruct, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ServerAddCustomActorTrackListEntries_Creatures_ForcePOIVisible(const TArray< FTrackedActorPlusInfoStruct, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ServerAddCustomActorTrackListEntries_Players(const TArray< FTrackedActorPlusInfoStruct, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ServerAddItemFromArkInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity)AShooterPlayerControllerinline
ServerAddItemToArkInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity)AShooterPlayerControllerinline
ServerAddItemToCustomFolder(UPrimalInventoryComponent *forInventory, const FString *CFolderName, int InventoryCompType, FItemNetID ItemId)AShooterPlayerControllerinline
ServerAddItemToCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, const FString *CFolderName, int InventoryCompType, FItemNetID ItemId)AShooterPlayerControllerinline
ServerAsyncLoadArkInventoryItems_Implementation(const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *ArkInventoryItemsInfo, bool bFinalBatch)AShooterPlayerControllerinline
ServerAsyncPhysicsTimeDilationToSendField()APlayerControllerinline
ServerAutoStackItemIDs_Implementation(UPrimalInventoryComponent *InventoryComp, const TArray< FItemNetID, TSizedDefaultAllocator< 32 > > *ItemIDs)AShooterPlayerControllerinline
ServerBanPlayer_Implementation(const FString *PlayerSteamName)AShooterPlayerControllerinline
ServerBlockPlayer(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerBlockPlayer_Implementation(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerCachedAchievementIDsField()AShooterPlayerControllerinline
ServerCamera_Implementation(FName NewMode)APlayerControllerinline
ServerCamera_Validate(FName NewMode)APlayerControllerinline
ServerChangeName_Implementation(const FString *S)APlayerControllerinline
ServerChangeName_Validate(const FString *S)APlayerControllerinline
ServerCharacterUploadWithItems_CharaterPayload_Implementation(unsigned __int64 PlayerDataId, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *PlayerDataChunk)AShooterPlayerControllerinline
ServerCharacterUploadWithItems_FinishAndCreateCharacter_Implementation(unsigned __int64 PlayerDataId)AShooterPlayerControllerinline
ServerCharacterUploadWithItems_Start_Implementation(unsigned __int64 PlayerDataId, FArkTributePlayerData *PlayerData)AShooterPlayerControllerinline
ServerCharacterUploadWithItems_UploadItem_Implementation(unsigned __int64 PlayerDataId, FItemNetInfo *InvItem)AShooterPlayerControllerinline
ServerCheat(const FString *Msg)ABasePlayerControllerinline
ServerCheat_Implementation(const FString *Msg)ABasePlayerControllerinline
ServerCheckClientPossession_Implementation()APlayerControllerinline
ServerCheckClientPossessionReliable_Implementation()APlayerControllerinline
ServerCheckIfWildDinoChildCanBeImprinted()AShooterPlayerControllerinline
ServerCheckIfWildDinoChildCanBeImprinted_Implementation()AShooterPlayerControllerinline
ServerCheckIfWildDinoChildCanBeImprinted_LastRequestedTimeField()AShooterPlayerControllerinline
ServerCheckIfWildDinoChildCanBeImprinted_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerCheckIfWildDinoChildCanBeImprinted_ServerLogic()AShooterPlayerControllerinline
ServerCheckIfWildDinoChildCanBeImprintedServersideHandleField()AShooterPlayerControllerinline
ServerCheckIsValidPlayerToDownload_Implementation(const FArkTributePlayerData *PlayerData)AShooterPlayerControllerinline
ServerCheckUnfreeze_Implementation()AShooterPlayerControllerinline
ServerClearDeathWaypoint_Implementation(int DeathLocationIndex)AShooterPlayerControllerinline
ServerClearDeathWaypoint_LastRequestedTimeField()AShooterPlayerControllerinline
ServerClearDeathWaypoint_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerClearDeathWaypoint_ServerLogic(int DeathLocationIndex)AShooterPlayerControllerinline
ServerClearPOIVisibilityForAllActors_Implementation()AShooterPlayerControllerinline
ServerClearPOIVisibilityForAllActors_LastRequestedTimeField()AShooterPlayerControllerinline
ServerClearPOIVisibilityForAllActors_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerClearPOIVisibilityForAllActors_ServerLogic()AShooterPlayerControllerinline
ServerCraftItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerCraftItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerCycleSpectator(bool bNext)AShooterPlayerControllerinline
ServerCycleSpectator_Implementation(bool bNext)AShooterPlayerControllerinline
ServerDataSetRPC_Implementation(const TArray< FDataSet, TSizedDefaultAllocator< 32 > > *dataSets)AShooterPlayerControllerinline
ServerDeleteCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, const FString *CFolderName, int InventoryCompType)AShooterPlayerControllerinline
ServerDeleteItemFromCustomFolder_Implementation(UPrimalInventoryComponent *forInventory, const FString *CFolderName, int InventoryCompType, FItemNetID ItemId)AShooterPlayerControllerinline
ServerDownloadDino(FARKTributeDino *DownloadedDino)AShooterPlayerControllerinline
ServerDownloadTransferredPlayer_Implementation(int spawnPointID, int spawnPointRegionIndex)AShooterPlayerControllerinline
ServerDPC()AShooterPlayerControllerinline
ServerDPC_Implementation()AShooterPlayerControllerinline
ServerDropAllNotReadyForUploadItems_Implementation()AShooterPlayerControllerinline
ServerDropFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerDropFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerEquipPawnItem(FItemNetID itemID)AShooterPlayerControllerinline
ServerEquipPawnItem_Implementation(FItemNetID itemID)AShooterPlayerControllerinline
ServerEquipToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerEquipToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerGetMessageOfTheDay_Implementation()AShooterPlayerControllerinline
ServerGetOriginalHairColor_Implementation()AShooterPlayerControllerinline
ServerGetVersion_Implementation()AShooterPlayerControllerinline
ServerGlobalCommand_Implementation(const FString *Msg)AShooterPlayerControllerinline
ServerGrindItemInRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool grindStack)AShooterPlayerControllerinline
ServerHandleNetExecCommand(APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)AActorinline
ServerInventoryClearCraftQueue_Implementation(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerKickPlayer_Implementation(const FString *PlayerSteamName)AShooterPlayerControllerinline
ServerLastReceivedSpectatorLocTimeField()APrimalControllerinline
ServerListPlayers_Implementation()AShooterPlayerControllerinline
ServerLoadArkInventoryItems_Implementation(const TArray< FItemNetInfo, TSizedDefaultAllocator< 32 > > *ArkInventoryItemsInfo, bool bFinalBatch)AShooterPlayerControllerinline
ServerLoadUploadedCharacters_Implementation()AShooterPlayerControllerinline
ServerLoadUploadedDinos_Implementation()AShooterPlayerControllerinline
ServerMessageQueueTasksCounterField()AShooterPlayerControllerinline
ServerMultiUse(UObject *ForObject, int useIndex)AShooterPlayerControllerinline
ServerMultiUse_Implementation(UObject *ForObject, int useIndex)AShooterPlayerControllerinline
ServerMutePlayer(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerMutePlayer_Implementation(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerNotifyEditText_Implementation(const FString *TextToUse, bool checkedBox, TSubclassOf< UObject > ForObjectClass, unsigned int ExtraID1, unsigned int ExtraID2, UObject *ForObject)AShooterPlayerControllerinline
ServerNotifyLoadedWorld_Implementation(FName WorldPackageName)APlayerControllerinline
ServerPaint(UStructurePaintingComponent *Structure, const TArray< FPaintItem, TSizedDefaultAllocator< 32 > > *Paints, bool bLastBatch, bool bFromLoadFile, bool ReplicateToClients)AShooterPlayerControllerinline
ServerPaint_Implementation(UStructurePaintingComponent *Structure, const TArray< FPaintItem, TSizedDefaultAllocator< 32 > > *Paints, bool bLastBatch, bool bFromLoadFile)AShooterPlayerControllerinline
ServerPause_Implementation()APlayerControllerinline
ServerPause_Validate()APlayerControllerinline
ServerProcessItemNetExecCommandBP_Implementation(UPrimalInventoryComponent *forInventory, FItemNetID ForItemID, bool bIsEquippedItem, FName CommandName, FBPNetExecParams *ExecParams)AShooterPlayerControllerinline
ServerProcessNetExecCommand_Implementation(AActor *ForActor, FName CommandName, FBPNetExecParams *ExecParams)APrimalPlayerControllerinline
ServerProcessNetExecCommandUnreliable_Implementation(AActor *ForActor, FName CommandName, FBPNetExecParams *ExecParams)APrimalPlayerControllerinline
ServerReadMessageOFTheDay_Implementation()AShooterPlayerControllerinline
ServerRecvClientInputFrame_Implementation(int InRecvClientInputFrame, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *Data)APlayerControllerinline
ServerReleaseSeatingStructure_Implementation()AShooterPlayerControllerinline
ServerRemoveAdminPlayer_Implementation(const FString *PlayerSteamName)AShooterPlayerControllerinline
ServerRemoveCustomActorTrackListEntries_FromTotalList_Creatures(const TArray< int, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ServerRemoveCustomActorTrackListEntries_FromTotalList_TeammatePlayers(const TArray< int, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ServerRemovePassenger()AShooterPlayerControllerinline
ServerRemovePassenger_Implementation()AShooterPlayerControllerinline
ServerRemovePawnItem(FItemNetID itemID, bool bSecondryAction)AShooterPlayerControllerinline
ServerRemovePawnItem_Implementation(FItemNetID itemID, bool bSecondryAction)AShooterPlayerControllerinline
ServerRemoveSteamItem_Implementation(unsigned int ItemdDefId)AShooterPlayerControllerinline
ServerRemoveSteamItemSucceeded_Implementation()AShooterPlayerControllerinline
ServerRepairItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRepairItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRepeatMultiUse_Implementation(UObject *ForObject, int useIndex)AShooterPlayerControllerinline
ServerRequestActorItems(UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bWithFirstSpawn)AShooterPlayerControllerinline
ServerRequestActorItems_Implementation(UPrimalInventoryComponent *forInventory, bool bInventoryItems, bool bWithFirstSpawn)AShooterPlayerControllerinline
ServerRequestContainerFuel(APrimalStructureItemContainer *Container)AShooterPlayerControllerinline
ServerRequestContainerFuel_Implementation(APrimalStructureItemContainer *Container)AShooterPlayerControllerinline
ServerRequestCreateMissionDataBuff_Implementation()AShooterPlayerControllerinline
ServerRequestCreateNewPlayerWithArkData(const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *PlayerArkDataBytes, unsigned __int64 TribeID)AShooterPlayerControllerinline
ServerRequestCustomTrackedActorList(int CustomTameSelectionType, int DinoGroup, const FString *CustomTameSearchText, int NewScrollbarIndex, bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRequestCustomTrackedActorList_Implementation(int CustomTameSelectionType, int DinoGroup, const FString *CustomTameSearchText, int NewScrollbarIndex, bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRequestCustomTrackedActorList_LastRequestedTimeField()AShooterPlayerControllerinline
ServerRequestCustomTrackedActorList_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerRequestCustomTrackedActorList_ServerLogic(int CustomTameSelectionType, int DinoGroup, const FString *CustomTameSearchText, int NewScrollbarIndex, bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRequestCustomTrackedActorListInterval_WithoutUIField()AShooterPlayerControllerinline
ServerRequestCustomTrackedActorListInterval_WithUIField()AShooterPlayerControllerinline
ServerRequestDinoAncestors_Implementation(APrimalDinoCharacter *ForDino)AShooterPlayerControllerinline
ServerRequestDinoCharStats_Implementation(APrimalDinoCharacter *theDinoChar)AShooterPlayerControllerinline
ServerRequestDownloadDino(FARKTributeDino *DownloadedDino)AShooterPlayerControllerinline
ServerRequestDownloadDino_Implementation(FARKTributeDino *DownloadedDino)AShooterPlayerControllerinline
ServerRequestDownloadPlayerCharacter_Implementation(FArkTributePlayerData *DownloadedCharacter, int spawnPointID, int spawnRegionIndex)AShooterPlayerControllerinline
ServerRequestDropAllItems(const FString *CurrentCustomFolderFilter, const FString *CurrentNameFilter, const bool OnlySkins, const bool AlsoSkins)AShooterPlayerControllerinline
ServerRequestDropAllItems_Implementation(const FString *CurrentCustomFolderFilter, const FString *CurrentNameFilter, bool OnlySkins, bool AlsoSkins)AShooterPlayerControllerinline
ServerRequestFastTravelToPoint_Implementation(int fromSpawnPointID, int spawnPointID)AShooterPlayerControllerinline
ServerRequestInventorySwapItems(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)AShooterPlayerControllerinline
ServerRequestInventorySwapItems_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2)AShooterPlayerControllerinline
ServerRequestInventoryUseItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestInventoryUseItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestInventoryUseItemRemoteWithItemLocal_Implementation(UPrimalInventoryComponent *localinv, UPrimalInventoryComponent *remoteinv, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)AShooterPlayerControllerinline
ServerRequestInventoryUseItemWithActor(AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)AShooterPlayerControllerinline
ServerRequestInventoryUseItemWithActor_Implementation(AActor *anActor, UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, int AdditionalData)AShooterPlayerControllerinline
ServerRequestInventoryUseItemWithItem(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)AShooterPlayerControllerinline
ServerRequestInventoryUseItemWithItem_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID1, FItemNetID itemID2, int AdditionalData)AShooterPlayerControllerinline
ServerRequestLevelUp_Implementation(UPrimalCharacterStatusComponent *forStatusComp, EPrimalCharacterStatusValue::Type ValueType)AShooterPlayerControllerinline
ServerRequestMyTribeOnlineList_Implementation()AShooterPlayerControllerinline
ServerRequestPlaceStructure_Implementation(int StructureIndex, UE::Math::TVector< double > *BuildLocation, UE::Math::TRotator< double > *BuildRotation, UE::Math::TRotator< double > *PlayerViewRotation, FItemNetID PlaceUsingItemID, FPlacementData *PlacementData, bool bIsCheat, bool bIsFlipped, int WithSnapPointCycle)AShooterPlayerControllerinline
ServerRequestRemoteDropAllItems_Implementation(UPrimalInventoryComponent *inventoryComp, const FString *CurrentCustomFolderFilter, const FString *CurrentNameFilter)AShooterPlayerControllerinline
ServerRequestRemoveDinoFromTamingListByID_Implementation(int InID1, int InID2)AShooterPlayerControllerinline
ServerRequestRemoveDinoFromTamingListByID_LastRequestedTimeField()AShooterPlayerControllerinline
ServerRequestRemoveDinoFromTamingListByID_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerRequestRemoveDinoFromTamingListByID_ServerLogic(int InID1, int InID2)AShooterPlayerControllerinline
ServerRequestRemoveItemSkin_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestRemoveItemSkinOnly_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestRemoveWeaponAccessoryOnly(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestRemoveWeaponAccessoryOnly_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestRemoveWeaponClipAmmo(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestRemoveWeaponClipAmmo_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID)AShooterPlayerControllerinline
ServerRequestRespawnAtPoint_Implementation(int spawnPointID, int spawnRegionIndex)AShooterPlayerControllerinline
ServerRequestSetDefaultDestination_Implementation(int forSpawnPointID, int spawnPointID)AShooterPlayerControllerinline
ServerRequestSetPin(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)AShooterPlayerControllerinline
ServerRequestSetPin_Implementation(UObject *forTarget, int PinValue, bool bIsSetting, int TheCustomIndex)AShooterPlayerControllerinline
ServerRequestShowLeaderboards(TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag)AShooterPlayerControllerinline
ServerRequestShowLeaderboards_Implementation(TSubclassOf< ULeaderboard > LeaderboardType, FName MissionTag)AShooterPlayerControllerinline
ServerRequestStructuresPlacedOnFloor_Implementation(const TArray< APrimalStructure *, TSizedDefaultAllocator< 32 > > *OnStructures)AShooterPlayerControllerinline
ServerRequestTamingInfoList()AShooterPlayerControllerinline
ServerRequestTamingInfoList_Implementation()AShooterPlayerControllerinline
ServerRequestTamingInfoList_LastRequestedTimeField()AShooterPlayerControllerinline
ServerRequestTamingInfoList_ServerLogic()AShooterPlayerControllerinline
ServerRequestTamingInfoList_ServerRequestTamingInfoListField()AShooterPlayerControllerinline
ServerRequestTamingInfoListHandleField()AShooterPlayerControllerinline
ServerRequestTrackedDinoInfoListHandle_WithoutUIField()AShooterPlayerControllerinline
ServerRequestTrackedDinoInfoListHandle_WithUIField()AShooterPlayerControllerinline
ServerRequestTribeLog_Implementation()AShooterPlayerControllerinline
ServerRequestUpdateActiveMissionTags()AShooterPlayerControllerinline
ServerRequestUpdateActiveMissionTags_Implementation()AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsAndMapPlayers(bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsAndMapPlayers_Implementation(bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsAndMapPlayers_LastRequestedTimeField()AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsAndMapPlayers_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsAndMapPlayers_ServerLogic(bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsOnly_Implementation(bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsOnly_LastRequestedTimeField()AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsOnly_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerRequestUpdateTrackedWaypointsOnly_ServerLogic(bool ClientAutoTrackTamesSetting)AShooterPlayerControllerinline
ServerRestartPlayer()APlayerControllerinline
ServerRestartPlayer_Implementation()APlayerControllerinline
ServerSayStringField()ABasePlayerControllerinline
ServerSelectedCustomItemAction_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, FName SelectedOption)AShooterPlayerControllerinline
ServerSendArkDataPayload_Implementation(FGuid *ID, EPrimalARKTributeDataType::Type ArkDataType, const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *DataBytes)AShooterPlayerControllerinline
ServerSendArkDataPayloadBegin(FGuid *ID, EPrimalARKTributeDataType::Type ArkDataType, const FString *DataClass, const FString *TagName, const FString *Name, const TArray< FString, TSizedDefaultAllocator< 32 > > *DataStats, unsigned int ID1, unsigned int ID2)AShooterPlayerControllerinline
ServerSendArkDataPayloadBegin_Implementation(FGuid *ID, EPrimalARKTributeDataType::Type ArkDataType, const FString *DataClass, const FString *TagName, const FString *Name, const TArray< FString, TSizedDefaultAllocator< 32 > > *DataStats, unsigned int ID1, unsigned int ID2)AShooterPlayerControllerinline
ServerSendArkDataPayloadEnd_Implementation(FGuid *ID, EPrimalARKTributeDataType::Type ArkDataType)AShooterPlayerControllerinline
ServerSendChatMessage_Implementation(const FString *ChatMessage, EChatSendMode::Type SendMode, int senderPlatform)AShooterPlayerControllerinline
ServerSendDirectMessage(const FString *PlayerSteamID, const FString *Message)AShooterPlayerControllerinline
ServerSendDirectMessage_Implementation(const FString *PlayerSteamID, const FString *MessageText)AShooterPlayerControllerinline
ServerSendExecCommandToEveryone(FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendExecCommandToPlayer(APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSendSimpleExecCommandToEveryone(FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)AActorinline
ServerSetActiveWaypointTrackedActorViaCharacterIndex_Combined(int Index, bool ShouldMarkActive, bool IsPlayer)AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedCreatureViaCharacterIndex(int TrackedCreatureIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedCreatureViaCharacterIndex_Implementation(int TrackedCreatureIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedCreatureViaCharacterIndex_LastRequestedTimeField()AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedCreatureViaCharacterIndex_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedPlayerViaCharacterIndex(int TrackedPlayerIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedPlayerViaCharacterIndex_Implementation(int TrackedPlayerIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedPlayerViaCharacterIndex_LastRequestedTimeField()AShooterPlayerControllerinline
ServerSetActiveWaypointTrackedPlayerViaCharacterIndex_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerSetDeathWaypointInvisible(int DeathLocationIndex)AShooterPlayerControllerinline
ServerSetDeathWaypointInvisible_Implementation(int DeathLocationIndex)AShooterPlayerControllerinline
ServerSetDeathWaypointInvisible_LastRequestedTimeField()AShooterPlayerControllerinline
ServerSetDeathWaypointInvisible_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerSetDeathWaypointInvisible_ServerLogic(int DeathLocationIndex)AShooterPlayerControllerinline
ServerSetDeathWaypointVisible_Implementation(int DeathLocationIndex)AShooterPlayerControllerinline
ServerSetDeathWaypointVisible_LastRequestedTimeField()AShooterPlayerControllerinline
ServerSetDeathWaypointVisible_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerSetDeathWaypointVisible_ServerLogic(int DeathLocationIndex)AShooterPlayerControllerinline
ServerSetFavoriteTrackedActorViaCharacterIndex_Combined(int Index, bool ShouldFavorite, bool IsPlayer)AShooterPlayerControllerinline
ServerSetFavoriteTrackedCreatureViaCharacterIndex(int TrackedPlayerIndex, bool ShouldFavorite)AShooterPlayerControllerinline
ServerSetFavoriteTrackedCreatureViaCharacterIndex_Implementation(int TrackedCreatureIsendex, bool ShouldFavorite)AShooterPlayerControllerinline
ServerSetFavoriteTrackedCreatureViaCharacterIndex_LastRequestedTimeField()AShooterPlayerControllerinline
ServerSetFavoriteTrackedCreatureViaCharacterIndex_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerSetFavoriteTrackedPlayerViaCharacterIndex(int TrackedPlayerIndex, bool ShouldFavorite)AShooterPlayerControllerinline
ServerSetFavoriteTrackedPlayerViaCharacterIndex_Implementation(int TrackedPlayerIndex, bool ShouldFavorite)AShooterPlayerControllerinline
ServerSetFavoriteTrackedPlayerViaCharacterIndex_LastRequestedTimeField()AShooterPlayerControllerinline
ServerSetFavoriteTrackedPlayerViaCharacterIndex_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerSetFreeCraftingQuantity_Implementation(UPrimalInventoryComponent *InventoryComp, const int Quantity)AShooterPlayerControllerinline
ServerSetItemBalloonLocation_Implementation(APrimalStructureMovingContainer *ItemBalloon, FPrimalMapMarkerEntryData *MapMarker)AShooterPlayerControllerinline
ServerSetMessageOfTheDay_Implementation(const FString *Message)AShooterPlayerControllerinline
ServerSetSlomoRateFromSpectator_Implementation(float Rate)AShooterPlayerControllerinline
ServerSetSpectatorLocation_Implementation(UE::Math::TVector< double > *NewLoc, UE::Math::TRotator< double > *NewRot)AShooterPlayerControllerinline
ServerSetSubscribedApp_Implementation(int AppID, bool bPreventDefaultItems)AShooterPlayerControllerinline
ServerSetSupressAdminIcon_Implementation(bool bSuppress)AShooterPlayerControllerinline
ServerSetVRPlayer_Implementation(bool bSetVRPlayer)AShooterPlayerControllerinline
ServerShortTimeout_Implementation()APlayerControllerinline
ServerShowMessageOfTheDay_Implementation()AShooterPlayerControllerinline
ServerSpectateToPlayerByID_Implementation(unsigned __int64 PlayerID)AShooterPlayerControllerinline
ServerStartWeaponAltFire_Implementation(AShooterWeapon *weapon)AShooterPlayerControllerinline
ServerStartWeaponFire_Implementation(AShooterWeapon *weapon)AShooterPlayerControllerinline
ServerStopSpectating_Implementation()AShooterPlayerControllerinline
ServerStopWeaponAltFire_Implementation(AShooterWeapon *weapon)AShooterPlayerControllerinline
ServerStopWeaponFire_Implementation(AShooterWeapon *weapon)AShooterPlayerControllerinline
ServerTakeItemFromArkInventoryAfterRefresh()AShooterPlayerControllerinline
ServerToggleAILogging_Implementation()APlayerControllerinline
ServerTogglePOIVisibilityForTrackedActorWaypoint_Combined(int Index, bool ShouldMarkActive, bool IsPlayer, bool bDoToggle)AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedCreatureWaypoint(int TrackedCreatureIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedCreatureWaypoint_Implementation(int TrackedCreatureIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedCreatureWaypoint_LastRequestedTimeField()AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedCreatureWaypoint_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedPlayerWaypoint(int TrackedPlayerIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedPlayerWaypoint_Implementation(int TrackedPlayerIndex, bool ShouldMarkActive)AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedPlayerWaypoint_LastRequestedTimeField()AShooterPlayerControllerinline
ServerTogglePOIVisibilityForTrackedPlayerWaypoint_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerTransferAllFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, const FString *CurrentCustomFolderFilter, const FString *CurrentNameFilter, const FString *CurrentDestinationFolder, bool bNoFolderView)AShooterPlayerControllerinline
ServerTransferAllFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, const FString *CurrentCustomFolderFilter, const FString *CurrentNameFilter, const FString *CurrentDestinationFolder, bool bNoFolderView)AShooterPlayerControllerinline
ServerTransferAllToRemoteInventory(UPrimalInventoryComponent *inventoryComp, const FString *CurrentCustomFolderFilter, const FString *CurrentNameFilter, const FString *CurrentDestinationFolder, bool bNoFolderView, bool OnlySkins, bool AlsoSkins)AShooterPlayerControllerinline
ServerTransferAllToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, const FString *CurrentCustomFolderFilter, const FString *CurrentNameFilter, const FString *CurrentDestinationFolder, bool bNoFolderView, bool OnlySkins, bool AlsoSkins)AShooterPlayerControllerinline
ServerTransferFromRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)AShooterPlayerControllerinline
ServerTransferFromRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, int requestedQuantity, int ToSlotIndex, bool bEquipItem)AShooterPlayerControllerinline
ServerTransferredPlayerConfirmationResult_Implementation(bool bAccpet)AShooterPlayerControllerinline
ServerTransferToRemoteInventory(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)AShooterPlayerControllerinline
ServerTransferToRemoteInventory_Implementation(UPrimalInventoryComponent *inventoryComp, FItemNetID itemID, bool bAlsoTryToEqup, int requestedQuantity)AShooterPlayerControllerinline
ServerTribeLogLastLogIndexField()AShooterPlayerControllerinline
ServerTribeLogLastTribeIDField()AShooterPlayerControllerinline
ServerUnbanPlayer_Implementation(const FString *PlayerSteamName)AShooterPlayerControllerinline
ServerUnblockPlayer(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerUnblockPlayer_Implementation(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerUnblockPlayer_Validate(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerUnlockPerMapExplorerNote(int ExplorerNoteIndex, bool bAvoidBuff, bool savePlayerData)AShooterPlayerControllerinline
ServerUnlockPerMapExplorerNote_Implementation(int ExplorerNoteIndex, bool bAvoidBuff, bool savePlayerData)AShooterPlayerControllerinline
ServerUnmutePlayer(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerUnmutePlayer_Implementation(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerUnmutePlayer_Validate(FUniqueNetIdRepl *PlayerId)APlayerControllerinline
ServerUntrackAllActors_Implementation()AShooterPlayerControllerinline
ServerUntrackAllActors_LastRequestedTimeField()AShooterPlayerControllerinline
ServerUntrackAllActors_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
ServerUpdateCustomActorTrackListEntries_Creatures(const TArray< FTrackedActorPlusInfoStruct, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh)AShooterPlayerControllerinline
ServerUploadCharaterDataToArk_Implementation(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerUploadCurrentCharacterAndItems(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerUploadCurrentCharacterAndItems_Implementation(UPrimalInventoryComponent *inventoryComp)AShooterPlayerControllerinline
ServerUploadDino_Implementation(APrimalDinoCharacter *DownloadedDino)AShooterPlayerControllerinline
ServerVerifyStructurePlacementItemData_Implementation(FItemNetID PlaceUsingItemID)AShooterPlayerControllerinline
ServerVerifyViewTarget_Implementation()APlayerControllerinline
ServerVersionField()AShooterPlayerControllerinline
ServerViewNextPlayer_Implementation()APlayerControllerinline
ServerViewPrevPlayer_Implementation()APlayerControllerinline
SetActorEnableCollision(bool bNewActorEnableCollision)AActorinline
SetActorHiddenInGame(bool bNewHidden)AActorinline
SetActorLocation(const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorLocationAndRotation(UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep)AActorinline
SetActorRelativeLocation(UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeRotation(UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRelativeScale3D(UE::Math::TVector< double > *NewRelativeScale)AActorinline
SetActorRelativeTransform(const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetActorRotation(UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport)AActorinline
SetActorTransform(const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)AActorinline
SetAutoDestroyWhenFinished(bool bVal)AActorinline
SetCameraCut()AShooterPlayerControllerinline
SetCameraMode(FName NewCamMode)APlayerControllerinline
SetCanBeDamaged(bool bInCanBeDamaged)AActorinline
SetChangingCameraMode(bool bSet)AShooterPlayerControllerinline
SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)AShooterPlayerControllerinline
ABasePlayerController::SetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning)APlayerControllerinline
SetCinematicModeAdvanced(bool bInCinematicMode, bool bPreventCameraAnimFPV, bool bSetHUDHidden, bool bDisableKeymappings, const TArray< FName, TSizedDefaultAllocator< 32 > > *KeyActionNames, bool bDisableChat)AShooterPlayerControllerinline
SetControllerLightColor(FColor Color)APlayerControllerinline
SetControlRotation(const UE::Math::TRotator< double > *NewRotation)AShooterPlayerControllerinline
SetCurrentMultiUseWheelCategory(int Category)AShooterPlayerControllerinline
SetCustomActorTracking_LastSavedCustomTameSearchText(const FString *CustomTameSearchText)AShooterPlayerControllerinline
SetDesiredRepGraphBehavior(EReplicationGraphBehavior NewBehavior)UPrimalActorinline
SetDisableHaptics(bool bNewDisabled)APlayerControllerinline
SetDoingMeleeAimAssist()AShooterPlayerControllerinline
SetEmoteLastFilterName()AShooterPlayerControllerinline
SetExternalPackage(UPackage *InPackage)UObjectBaseinline
SetFCustomTrackedPlayerInfoMembersByPlayerRef(FCustomTrackedActorInfo *result, AShooterCharacter *HandledPlayer, bool IsFavorited, bool IsATeammateOnMap, bool bIsTrackedWaypoint, bool bIsValidForCurrentFilter)AShooterPlayerControllerinline
SetGodMode(bool bEnable)AShooterPlayerControllerinline
SetGraphicsQuality(int val)AShooterPlayerControllerinline
SetHapticsByValue(const float Frequency, const float Amplitude, EControllerHand Hand)APlayerControllerinline
SetIgnoreLookInput(bool bNewLookInput)AControllerinline
SetIgnoreMoveInput(bool bNewMoveInput)AControllerinline
SetImprintQuality(float ImprintingQuality)AShooterPlayerControllerinline
SetInfiniteStats(const bool bInfinite)AShooterPlayerControllerinline
SetInitialLocationAndRotation(const UE::Math::TVector< double > *NewLocation, const UE::Math::TRotator< double > *NewRotation)APlayerControllerinline
SetInstantHarvest(bool bEnable)AShooterPlayerControllerinline
SetKickedNotification(FString *KickReason)AShooterPlayerControllerinline
SetLifeSpan(float InLifespan)AActorinline
SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)UObjectinline
SetLODParent(UPrimitiveComponent *InLODParent, float InParentDrawDistance)AActorinline
SetMultiUseWheelCategory(int Category, APrimalBuff *OptionalBuff, AActor *OverrideTargetActor)AShooterPlayerControllerinline
SetName(const FString *S)APlayerControllerinline
SetNetDormancy(ENetDormancy NewDormancy)AActorinline
SetNetDriverName(FName NewNetDriverName)AActorinline
SetNetSpeed(int NewSpeed)APlayerControllerinline
SetNetworkSpatializationParent(AActor *NewParent)AActorinline
SetOwner(AActor *NewOwner)AActorinline
SetPause(bool bPause, TDelegate< bool __cdecl(void), FDefaultDelegateUserPolicy > *CanUnpauseDelegate)ABasePlayerControllerinline
SetPawn(APawn *InPawn)AShooterPlayerControllerinline
SetPlayer(UPlayer *InPlayer)AShooterPlayerControllerinline
SetPlayerPos(float X, float Y, float Z)AShooterPlayerControllerinline
SetReplicateMovement(bool bInReplicateMovement)AActorinline
SetReplicates(bool bInReplicates)AActorinline
SetRootComponent(USceneComponent *NewRootComponent)AActorinline
SetSpawnLocation(const UE::Math::TVector< double > *NewLocation)APlayerControllerinline
SetSpectatorPawn(ASpectatorPawn *NewSpectatorPawn)APlayerControllerinline
SetSyncTamingDinosWithoutUI(bool bShouldSync)AShooterPlayerControllerinline
SetSyncTrackedActorsWithoutUI(bool bShouldSync, int CustomTameSelectionType, int DinoGroup, const FString *CustomTameSearchText, int NewScrollbarIndex)AShooterPlayerControllerinline
SetTamingEffectivenessModifier(float TamingEffectiveness)AShooterPlayerControllerinline
SetTrackedActorWaypoints(TArray< FTrackedActorWaypointInfo, TSizedDefaultAllocator< 32 > > *InWaypoints)AShooterPlayerControllerinline
SetupAimMagnetism()AShooterPlayerControllerinline
SetupInactiveStateInputComponent(UInputComponent *InComponent)APlayerControllerinline
SetupInputComponent()AShooterPlayerControllerinline
SetupNewTrackBP()AShooterPlayerControllerinline
SetViewTargetWithBlend(AActor *NewViewTarget, float BlendTime, EViewTargetBlendFunction BlendFunc, float BlendExp, bool bLockOutgoing)APlayerControllerinline
SetVirtualCursorPosition(UE::Math::TVector2< double > *NewCursorPos)ABasePlayerControllerinline
SetVoiceChatFilterType(int filterType)AShooterPlayerControllerinline
SFXVolumeMultiplierField()AShooterPlayerControllerinline
ShouldBlockGameInputsForUI()AShooterPlayerControllerinline
ShouldFlushKeysWhenViewportFocusChanges()APlayerControllerinline
ShouldParticipateInSeamlessTravel()AControllerinline
ShouldPostponePathUpdates()AControllerinline
ShouldShowExtendedHUDInfo()AShooterPlayerControllerinline
ShouldShowMouseCursor()APlayerControllerinline
ShowAllianceChat()AShooterPlayerControllerinline
ShowAllPlayersListToFollow()AShooterPlayerControllerinline
ShowBattleGameModeHUD()AShooterPlayerControllerinline
ShowChat()AShooterPlayerControllerinline
ShowGlobalChat()AShooterPlayerControllerinline
ShowLocalChat()AShooterPlayerControllerinline
ShowMyCraftables()AShooterPlayerControllerinline
ShowMyInventory()AShooterPlayerControllerinline
ShowTransferCharacterConfirmationDialog()AShooterPlayerControllerinline
ShowTribeChat()AShooterPlayerControllerinline
ShowTribeManager()AShooterPlayerControllerinline
ShowTutorial(int TutorialIndex, bool bForceDisplay)AShooterPlayerControllerinline
SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
SlowMovementOff()AShooterPlayerControllerinline
SlowMovementOn()AShooterPlayerControllerinline
SmoothTargetViewRotation(APawn *TargetPawn, float DeltaSeconds)APlayerControllerinline
SmoothTargetViewRotationSpeedField()APlayerControllerinline
SnapPointCycleField()AShooterPlayerControllerinline
SpawnActor(const FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, bool bDoDeferBeginPlay)AShooterPlayerControllerinline
SpawnActorSpread(const FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)AShooterPlayerControllerinline
SpawnActorSpreadTamed(const FString *blueprintPath, float spawnDistance, float spawnYOffset, float ZOffset, int NumberActors, float SpreadAmount)AShooterPlayerControllerinline
SpawnAtBedField()AShooterPlayerControllerinline
SpawnDefaultHUD()APlayerControllerinline
SpawnedPointCosmeticActorsField()AShooterPlayerControllerinline
SpawnedPointWidgetsField()AShooterPlayerControllerinline
SpawnLocationField()APlayerControllerinline
SpawnPlayerCameraManager()AShooterPlayerControllerinline
SpawnSpectatorPawn()AShooterPlayerControllerinline
SpawnTestDinos(int NumDinos, float Spacing, int DinoArrayIndex, int NumDinoTypes)AShooterPlayerControllerinline
SpawnTestStructures(int NumStructures, float Spacing, int StructureArrayIndex, int NumStructureTypes)AShooterPlayerControllerinline
SpectatorCycleIndexField()AShooterPlayerControllerinline
SpectatorDetachOrbitCamera()AShooterPlayerControllerinline
SpectatorPawnField()APlayerControllerinline
SpectatorTurn(float Val)AShooterPlayerControllerinline
SpectatorUseItem(int Index)AShooterPlayerControllerinline
SPI(float X, float Y, float Z, float Yaw, float Pitch)AShooterPlayerControllerinline
StartArkGamepadBackButton()AShooterPlayerControllerinline
StartArkGamepadDpadDown()AShooterPlayerControllerinline
StartArkGamepadDpadLeft()AShooterPlayerControllerinline
StartArkGamepadDpadRight()AShooterPlayerControllerinline
StartArkGamepadDpadUp()AShooterPlayerControllerinline
StartArkGamepadFaceButtonBottom()AShooterPlayerControllerinline
StartArkGamepadFaceButtonLeft()AShooterPlayerControllerinline
StartArkGamepadFaceButtonRight()AShooterPlayerControllerinline
StartArkGamepadFaceButtonTop()AShooterPlayerControllerinline
StartArkGamepadLeftShoulder()AShooterPlayerControllerinline
StartArkGamepadRightShoulder()AShooterPlayerControllerinline
StartChatHandleField()AShooterPlayerControllerinline
StartEmoteSelection()AShooterPlayerControllerinline
StartEmoteSelectionHandleField()AShooterPlayerControllerinline
StartFire(unsigned __int8 FireModeNum)APlayerControllerinline
StartInventoryRadialSelector()AShooterPlayerControllerinline
StartInventoryRadialSelectorHandleField()AShooterPlayerControllerinline
StartPlayerActionRadialSelector()AShooterPlayerControllerinline
StartPlayerActionRadialSelectorHandleField()AShooterPlayerControllerinline
StartSpectatingOnly()APlayerControllerinline
StartSpotField()AControllerinline
StartTalkingWrapper(bool a2)AShooterPlayerControllerinline
StartTalkingWrapperKeybind()AShooterPlayerControllerinline
StartTeamPingWheel()AShooterPlayerControllerinline
StartTrackingItem(UPrimalItem *ItemReference)AShooterPlayerControllerinline
StartWhistleSelection()AShooterPlayerControllerinline
StartWhistleSelectionHandleField()AShooterPlayerControllerinline
Stasis()AActorinline
StasisCheckComponentField()UPrimalActorinline
StasisUnRegisteredComponentsField()UPrimalActorinline
StateNameField()AControllerinline
StaticClass()AShooterPlayerControllerinlinestatic
StaticRegisterNativesAActor()AActorinlinestatic
StaticRegisterNativesABasePlayerController()ABasePlayerControllerinlinestatic
StaticRegisterNativesAController()AControllerinlinestatic
StaticRegisterNativesAPlayerController()APlayerControllerinlinestatic
StaticRegisterNativesAPrimalPlayerController()APrimalPlayerControllerinlinestatic
StaticRegisterNativesAShooterPlayerController()AShooterPlayerControllerinlinestatic
StaticRegisterNativesUPrimalActor()UPrimalActorinlinestatic
StopActorSound(USoundBase *SoundAsset, float FadeOutTime)AActorinline
StopLoadingMusic()AShooterPlayerControllerinline
StopMovement()AControllerinline
StopTalkingWrapper()AShooterPlayerControllerinline
StopTalkingWrapperKeybind()AShooterPlayerControllerinline
StopWheelProgressSound()AShooterPlayerControllerinline
StreamingSourceDebugColorField()APlayerControllerinline
StreamingSourceShouldActivate()APlayerControllerinline
StreamingSourceShouldBlockOnSlowStreaming()APlayerControllerinline
StructurePlacerClassField()AShooterPlayerControllerinline
StructurePlacerField()AShooterPlayerControllerinline
SwapRoles()AActorinline
SwitchChangeCameraMode()AShooterPlayerControllerinline
SwitchFastInventory(bool bNext)AShooterPlayerControllerinline
SwitchLevel(const FString *FURL)APlayerControllerinline
SwitchMinimalTooltip()AShooterPlayerControllerinline
SyncReplicatedPhysicsSimulation()AActorinline
TagsField()AActorinline
TakeDamage(float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
TargetAimMagnetismField()AShooterPlayerControllerinline
TargetingTeamChanged()UPrimalActorinline
TargetingTeamField()UPrimalActorinline
TargetOrbitedPlayerIdField()AShooterPlayerControllerinline
TargetViewRotationField()APlayerControllerinline
TeamPingWheelHandleField()AShooterPlayerControllerinline
TearOff()AActorinline
TeleportTo(const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)AActorinline
TellServerAboutNewAutoTrackSetting_Implementation(bool SelectedAutotrack)AShooterPlayerControllerinline
TellServerAboutNewAutoTrackSetting_LastRequestedTimeField()AShooterPlayerControllerinline
TellServerAboutNewAutoTrackSetting_ServerCallRestrictionIntervalField()AShooterPlayerControllerinline
TellServerAboutNewAutoTrackSetting_ServerLogic(bool SelectedAutotrack)AShooterPlayerControllerinline
TempLastLostPawnField()AShooterPlayerControllerinline
TestAlarmNotification(FString *Title, FString *Message)AShooterPlayerControllerinline
TestNotification()AShooterPlayerControllerinline
TestSteamRefreshItems()AShooterPlayerControllerinline
Tick(float DeltaSeconds)AActorinline
Tick_SearchForPOIs(float DeltaTime)AShooterPlayerControllerinline
Tick_UpdatePings(const float DeltaTime)AShooterPlayerControllerinline
TickActor(float DeltaTime, ELevelTick TickType, FActorTickFunction *ThisTickFunction)AShooterPlayerControllerinline
TickPlayerInput(const float DeltaSeconds, const bool bGamePaused)APlayerControllerinline
TickStasisForCharacter(UWorld *theWorld, APrimalCharacter *ShooterCharacter, UE::Math::TVector< double > *ActorLocation)AShooterPlayerControllerinlinestatic
TickVoiceChatClientInfo()AShooterPlayerControllerinline
TimerHandle_ClientCommitMapChangeField()APlayerControllerinline
TimerHandle_DelayedPrepareMapChangeField()APlayerControllerinline
TimerHandle_LifeSpanExpiredField()AActorinline
TimerHandle_UnFreezeField()APlayerControllerinline
TimerStasisStoreField()UPrimalActorinline
TimerToggleChangeCameraModeField()AShooterPlayerControllerinline
ToggleAutoChat()AShooterPlayerControllerinline
ToggleCornerMap()AShooterPlayerControllerinline
ToggleDinoNameTags()AShooterPlayerControllerinline
ToggleDubleTapTimerMapField()AShooterPlayerControllerinline
ToggleGun()AShooterPlayerControllerinline
ToggleHud()AShooterPlayerControllerinline
ToggleHUDHidden()AShooterPlayerControllerinline
ToggleMap()AShooterPlayerControllerinline
ToggleShowAllPlayersWhenSpectating()AShooterPlayerControllerinline
ToggleShowAllPlayersWhenSpectatingLocal()AShooterPlayerControllerinline
ToggleSpeaking(bool bSpeaking)AShooterPlayerControllerinline
ToggleThirdPersonCamera()AShooterPlayerControllerinline
ToggleTrackingDinoOnMultiUse(APrimalDinoCharacter *Dino)AShooterPlayerControllerinline
ToggleTrackingPlayerOnMultiUse(AShooterCharacter *PlayerRef)AShooterPlayerControllerinline
ToggleWeaponAccessory()AShooterPlayerControllerinline
TotalNumSnapPointsField()AShooterPlayerControllerinline
TraceTeamPingType(TEnumAsByte< ETeamPingType::Type > PingType, FHitResult *Hit, TEnumAsByte< ETeamPingType::Type > *ReturnPingType)AShooterPlayerControllerinline
TrackActorPOILocationLerpRateWhenNotInClientRangeField()AShooterPlayerControllerinline
TrackedActorIDs_OrderMap_CreaturesField()AShooterPlayerControllerinline
TrackedActorIDs_OrderMap_PlayersField()AShooterPlayerControllerinline
TrackedActorIDs_TotalForFilter_OrderedField()AShooterPlayerControllerinline
TransformComponentField()AControllerinline
TribeCacheRallyPointDataField()AShooterPlayerControllerinline
TribeRallyPointUpdateHandleField()AShooterPlayerControllerinline
TriggerPlayerAction(int ActionIndex)AShooterPlayerControllerinline
TryBackWheelCategory()AShooterPlayerControllerinline
TryCreateTeamPingType(TEnumAsByte< ETeamPingType::Type > PingType)AShooterPlayerControllerinline
TryInputCurrentDismiss()AShooterPlayerControllerinline
TryLoadProfile()AShooterPlayerControllerinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
TryToForceUploadCharacter_Implementation()AShooterPlayerControllerinline
TurnAtRate(float Val)AShooterPlayerControllerinline
TurnInput(float Val)AShooterPlayerControllerinline
UICanDragDropCharacter(AActor *hitAct)AShooterPlayerControllerinline
UnbanPlayer(FString *PlayerSteamName)AShooterPlayerControllerinline
UnFreeze()AShooterPlayerControllerinline
UnFreezeHandleField()AShooterPlayerControllerinline
UninitializeComponents(const EEndPlayReason::Type *EndPlayReason)AActorinline
UnlockEmote(FName EmoteName)AShooterPlayerControllerinline
UnlockExplorerNote(int ExplorerNoteIndex, const bool forceShowExplorerNoteUI, bool savePlayerData)AShooterPlayerControllerinline
UnPossess()AControllerinline
UnregisterAllComponents(bool bForReregister)AActorinline
Unstasis()AActorinline
UnstasisLastInRangeTimeField()UPrimalActorinline
UpdateAllReplicatedComponents()AActorinline
UpdateComponentTransforms()AActorinline
UpdateCustomActorTrackList_Individual(const FTrackedActorPlusInfoStruct *InfoListEntry, ETrackedActorCategory::Type Category)AShooterPlayerControllerinline
UpdateCustomActorTrackListEntries_Combined(TArray< FCustomTrackedActorInfo, TSizedDefaultAllocator< 32 > > *result, const TArray< FTrackedActorPlusInfoStruct, TSizedDefaultAllocator< 32 > > *InfoList, bool IsInfoFresh, bool IsPlayer)AShooterPlayerControllerinline
UpdateOverlaps(bool bDoNotifies)AActorinline
UpdateOverlapsMethodDuringLevelStreamingField()AActorinline
UpdatePing(float InPing)APlayerControllerinline
UpdatePostProcessVolumes()AShooterPlayerControllerinline
UpdateReplicatedComponent(UActorComponent *Component)AActorinline
UpdateRequestEquippedItemsQueue()AShooterPlayerControllerinline
UpdateRotation(float DeltaTime)AShooterPlayerControllerinline
UpdateStateInputComponents()APlayerControllerinline
UpdateTrackingWaypointMark(FName WithCustomTag)AShooterPlayerControllerinline
UploadCharacterPlayerDataToArk(const TArray< unsigned char, TSizedDefaultAllocator< 32 > > *PlayerDataBytes, FString *PlayerName, TArray< FString, TSizedDefaultAllocator< 32 > > *PlayerStats, unsigned __int64 PlayerDataId, bool WithItems, unsigned int ItemCount)AShooterPlayerControllerinline
UploadCharaterDataToArk(UPrimalInventoryComponent *InvComp)AShooterPlayerControllerinline
UsedItemSlotField()AShooterPlayerControllerinline
UseFastInventory()AShooterPlayerControllerinline
UseNetworkRangeScaling()UPrimalActorinline
UseShortConnectTimeout()APlayerControllerinline
UseTribeGroupRanks()AShooterPlayerControllerinline
ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)AShooterPlayerControllerinline
VerifyNearbyPOIActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *foundActors)AShooterPlayerControllerinline
ViewAPlayer(int dir)APlayerControllerinline
ViewingAnUploadTerminal()AShooterPlayerControllerinline
ViewingWheelCategoryField()AShooterPlayerControllerinline
VoiceChatFilerTypeField()AShooterPlayerControllerinline
VoiceChatFilerTypeTSField()AShooterPlayerControllerinline
WaitingForSpawnUITimeField()AShooterPlayerControllerinline
WasRecentlyRendered(float Tolerance)AActorinline
WaypointsSOTFField()AShooterPlayerControllerinline
ZoneVolumeReport()AShooterPlayerControllerinline