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AShooterPlayerState Member List

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

__vftableField()UObjectBaseinline
AcceptJoinAlliance(unsigned int AllianceID, unsigned int NewMemberID, FString *NewMemberName)AShooterPlayerStateinline
ActorHasBegunPlay()AActorinline
ActorHasTag(FName Tag)AActorinline
ActorLineTraceSingle(FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)AActorinline
ActorPlaySound_Implementation(USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)AActorinline
ActorUsingQuickActionField()UPrimalActorinline
AddComponent(FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)AActorinline
AddComponentForReplication(UActorComponent *Component)AActorinline
AddControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
AddEngramBlueprintToPlayerInventory(UPrimalInventoryComponent *invComp, TSubclassOf< UPrimalItem > engramItemBlueprint)AShooterPlayerStateinline
AddInstanceComponent(UActorComponent *Component)AActorinline
AddOwnedComponent(UActorComponent *Component)AActorinline
AddTickPrerequisiteActor(AActor *PrerequisiteActor)AActorinline
AddTickPrerequisiteComponent(UActorComponent *PrerequisiteComponent)AActorinline
AddToCluster(UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)UObjectBaseUtilityinline
AddToTribe(const FTribeData *MyNewTribe, bool bMergeTribe, bool bForce, bool bIsFromInvite, APlayerController *InviterPC)AShooterPlayerStateinline
AllowActorComponentToReplicate(const UActorComponent *ComponentToReplicate)AActorinline
AllowDinoOrderByGroup(APrimalDinoCharacter *orderDino)AShooterPlayerStateinline
AllowedRespawnIntervalField()AShooterPlayerStateinline
AllowIgnoreCharacterEncroachment(UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)UPrimalActorinline
AllowManualMultiUseActivation(APlayerController *ForPC)UPrimalActorinline
AllowSaving()UPrimalActorinline
AllowSeamlessTravel()UPrimalActorinline
AllowTribeGroupPermission(ETribeGroupPermission::Type TribeGroupPermission, UObject *OnObject)AShooterPlayerStateinline
ApplyWorldOffset(const UE::Math::TVector< double > *InOffset, bool bWorldShift)AActorinline
AreAllOuterObjectsValid()UObjectinline
AssetVersePathTagName()UObjectinlinestatic
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
AutoReceiveInputField()AActorinline
bActorBeginningPlayFromLevelStreaming()AActorinline
bActorEnableCollision()AActorinline
bActorInitialized()AActorinline
bActorIsBeingConstructed()AActorinline
bActorIsBeingDestroyed()AActorinline
bActorPreventPhysicsSceneRegistration()AActorinline
bActorSeamlessTraveled()AActorinline
bActorWantsDestroyDuringBeginPlay()AActorinline
bAddedPerformanceThrottledTick()UPrimalActorinline
bAddedRealtimeThrottledTick()UPrimalActorinline
bAddedServerThrottledTick()UPrimalActorinline
bAddedTagsList()UPrimalActorinline
bAllowReceiveTickEventOnDedicatedServer()AActorinline
bAllowTickBeforeBeginPlay()AActorinline
bAlwaysCreatePhysicsState()UPrimalActorinline
bAlwaysRelevant()AActorinline
bAlwaysRelevantPrimalStructure()UPrimalActorinline
bAsyncPhysicsTickEnabled()AActorinline
bAttachmentReplicationUseNetworkParent()UPrimalActorinline
bAutoDestroyWhenFinished()AActorinline
bAutoStasis()UPrimalActorinline
bBlockInput()AActorinline
bBlueprintMultiUseEntries()UPrimalActorinline
bBPInventoryItemUsedHandlesDurability()UPrimalActorinline
bBPPostInitializeComponents()UPrimalActorinline
bBPPreInitializeComponents()UPrimalActorinline
bCallPreReplication()AActorinline
bCallPreReplicationForReplay()AActorinline
bCanBeDamaged()AActorinline
bCanBeInCluster()AActorinline
bClimbable()UPrimalActorinline
bCollideWhenPlacing()AActorinline
bDeferredBeginPlay()AActorinline
bDisableRigidBodyAnimNodes()AActorinline
bDormantNetMulticastForceFullReplication()UPrimalActorinline
BecomeViewTarget(APlayerController *PC)AActorinline
BeginDestroy()AActorinline
BeginPlay()AShooterPlayerStateinline
bEnableAutoLODGeneration()AActorinline
bEnableMultiUse()UPrimalActorinline
bExchangedRoles()AActorinline
bFindCameraComponentWhenViewTarget()AActorinline
bForceAllowNetMulticast()UPrimalActorinline
bForcedHudDrawingRequiresSameTeam()UPrimalActorinline
bForceHiddenReplication()UPrimalActorinline
bForceHighQualityViewerReplication()AActorinline
bForceIgnoreSpatialComponent()UPrimalActorinline
bForceInfiniteDrawDistance()UPrimalActorinline
bForceNetAddressable()AActorinline
bForceNetworkSpatialization()UPrimalActorinline
bForcePreventSeamlessTravel()UPrimalActorinline
bForceReplicateDormantChildrenWithoutSpatialRelevancy()UPrimalActorinline
bFromPreviousLevel()APlayerStateinline
bGenerateOverlapEventsDuringLevelStreaming()AActorinline
bHasBeenWelcomed()APlayerStateinline
bHasDeferredComponentRegistration()AActorinline
bHasFinishedSpawning()AActorinline
bHasHighVolumeRPCs()UPrimalActorinline
bHasRegisteredAllComponents()AActorinline
bHibernateChange()UPrimalActorinline
bHidden()AActorinline
bIgnoredByCharacterEncroachment()UPrimalActorinline
bIgnoreNetworkRangeScaling()UPrimalActorinline
bIgnoresOriginShifting()AActorinline
bIsABot()APlayerStateinline
bIsDestroyedFromChildActorComponent()UPrimalActorinline
bIsEditorOnlyActor()AActorinline
bIsFromChildActorComponent()UPrimalActorinline
bIsInactive()APlayerStateinline
bIsInstancedFoliage()UPrimalActorinline
bIsMapActor()UPrimalActorinline
bIsPrimalCharacter()UPrimalActorinline
bIsPrimalDino()UPrimalActorinline
bIsPrimalStructure()UPrimalActorinline
bIsPrimalStructureExplosive()UPrimalActorinline
bIsShooterCharacter()UPrimalActorinline
bIsShooterPlayerController()UPrimalActorinline
bIsSpectator()APlayerStateinline
bIsValidUnstasisCaster()UPrimalActorinline
bLoadedFromSaveGame()UPrimalActorinline
BlueprintCreatedComponentsField()AActorinline
bMultiUseCenterHUD()UPrimalActorinline
bNetCheckedInitialPhysicsState()AActorinline
bNetCritical()UPrimalActorinline
bNetLoadOnClient()AActorinline
bNetMulticasting()UPrimalActorinline
bNetStartup()AActorinline
bNetTemporary()AActorinline
bNetUseClientRelevancy()UPrimalActorinline
bNetUseOwnerRelevancy()AActorinline
bNetworkSpatializationForceRelevancyCheck()UPrimalActorinline
bOnlyInitialReplication()UPrimalActorinline
bOnlyRelevantToOwner()AActorinline
bOnlyReplicateOnNetForcedUpdate()UPrimalActorinline
bOnlySpectator()APlayerStateinline
BPAttachedRootComponent()UPrimalActorinline
BPClientHandleNetExecCommand(FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)AActorinline
bPendingUnstasis()UPrimalActorinline
BPOverrideServerMultiUseAcceptRange_Implementation()UPrimalActorinline
bPreventActorStasis()UPrimalActorinline
bPreventCharacterBasing()UPrimalActorinline
bPreventCharacterBasingAllowSteppingUp()UPrimalActorinline
bPreventCliffPlatforms()UPrimalActorinline
bPreventLevelBoundsRelevant()UPrimalActorinline
bPreventNPCSpawnFloor()UPrimalActorinline
bPreventOnDedicatedServer()UPrimalActorinline
bPreventRegularForceNetUpdate()UPrimalActorinline
bPreventSaving()UPrimalActorinline
bPrimalDeferredConstruction()AActorinline
bQuitter()AShooterPlayerStateinline
bRealtimeThrottledTickUseNativeTick()UPrimalActorinline
bRelevantForLevelBounds()AActorinline
bRelevantForNetworkReplays()AActorinline
bReplayRewindable()AActorinline
bReplicateHidden()UPrimalActorinline
bReplicateMovement()AActorinline
bReplicates()AActorinline
bReplicateUsingRegisteredSubObjectList()AActorinline
BroadcastDeath_Implementation(AShooterPlayerState *KillerPlayerState, const UDamageType *KillerDamageType, AShooterPlayerState *KilledPlayerState)AShooterPlayerStateinline
bRunningUserConstructionScript()AActorinline
bSavedWhenStasised()UPrimalActorinline
bShouldUpdateReplicatedPing()APlayerStateinline
bStasisComponentRadiusForceDistanceCheck()UPrimalActorinline
bStasised()UPrimalActorinline
bTearOff()AActorinline
bTickFunctionsRegistered()AActorinline
BuildReplicatedComponentsInfo()AActorinline
BuildSubobjectMapping(UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)UObjectinline
bUnstreamComponentsUseEndOverlap()UPrimalActorinline
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
bUseCanMoveThroughActor()UPrimalActorinline
bUseCustomPlayerNames()APlayerStateinline
bUseNetworkSpatialization()UPrimalActorinline
bUseOnlyPointForLevelBounds()UPrimalActorinline
bUseStasisGrid()UPrimalActorinline
bWantsPerformanceThrottledTick()UPrimalActorinline
bWantsRealtimeThrottledTick()UPrimalActorinline
bWantsServerThrottledTick()UPrimalActorinline
bWasForceIgnoreSpatialComponent()UPrimalActorinline
bWillStasisAfterSpawn()UPrimalActorinline
CachedSpawnPointInfosField()AShooterPlayerStateinline
CachedStasisGridIndexField()AActorinline
CalcCamera(float DeltaTime, FMinimalViewInfo *OutResult)AActorinline
CallFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
CallFunctionByNameWithArguments(const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)UObjectinline
CallPreReplication(UNetDriver *NetDriver)AActorinline
CallRemoteFunction(UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)AActorinline
CanBeDamaged()AActorinline
CanBeInCluster()AActorinline
ChangeActorTeam(int NewTeam)UPrimalActorinline
CheckActorComponents()AActorinline
CheckBPAllowActorSpawn(UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)UPrimalActorinline
CheckComponentInstanceName(const FName InName)AActorinline
CheckDefaultSubobjects(bool bForceCheck)UObjectinline
CheckDefaultSubobjectsInternal()AActorinline
CheckStillInWorld()AActorinline
ChildrenField()AActorinline
ClassField()UObjectBaseinline
ClassPrivateField()UObjectBaseinline
ClearComponentOverlaps()AActorinline
ClearCrossLevelReferences()AActorinline
ClearNetworkSpatializationParent()AActorinline
ClearTribe(bool bDontRemoveFromTribe, bool bForce, APlayerController *ForPC)AShooterPlayerStateinline
ClientInitialize(AController *InController)AShooterPlayerStateinline
ClientMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
ClientNotifyLevelUpAvailable_Implementation()AShooterPlayerStateinline
ClientReceiveSpawnPoints_Implementation(const TArray< FSpawnPointInfo, TSizedDefaultAllocator< 32 > > *SpawnPointsInfos)AShooterPlayerStateinline
ClientRefreshDinoOrderGroup(int groupIndex, FDinoOrderGroup *groupData, int UseCurrentlySelectedGroup)AShooterPlayerStateinline
ClientRefreshDinoOrderGroup_Implementation(int groupIndex, FDinoOrderGroup *groupData, int UseCurrentlySelectedGroup)AShooterPlayerStateinline
ClientReplicationSendNowThresholdField()UPrimalActorinline
ClientUpdateNewRallyPoint_Implementation(bool DestroyRallyPoint, FTeamPingData *RallyPointData)AShooterPlayerStateinline
CollectDefaultSubobjects(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)UObjectinline
ConditionalBeginDestroy()UObjectinline
ConditionalFinishDestroy()UObjectinline
ConditionalPostLoad()UObjectinline
ConditionalPostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)UObjectinline
ControllingMatineeActorsField()UPrimalActorinline
ControlRigNotify(FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)UPrimalActorinline
CopyProperties(APlayerState *PlayerState)AShooterPlayerStateinline
CopyRemoteRoleFrom(const AActor *CopyFromActor)AActorinline
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
CreationTimeField()AActorinline
CurPingBucketField()APlayerStateinline
CurPingBucketTimestampField()APlayerStateinline
CurrentlySelectedDinoOrderGroupField()AShooterPlayerStateinline
CustomActorFlagsField()UPrimalActorinline
CustomDataField()UPrimalActorinline
CustomTagField()UPrimalActorinline
CustomTimeDilationField()AActorinline
DefaultItemSlotClassesField()AShooterPlayerStateinline
DefaultItemSlotEngramsField()AShooterPlayerStateinline
DefaultStasisComponentOctreeFlagsField()UPrimalActorinline
DefaultStasisedOctreeFlagsField()UPrimalActorinline
DefaultUnstasisedOctreeFlagsField()UPrimalActorinline
DeferredMovementComponentField()UPrimalActorinline
DeferredRegister(UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)UObjectBaseinline
DesiredRepGraphBehaviorField()UPrimalActorinline
Destroy(bool bNetForce, bool bShouldModifyLevel)AActorinline
DestroyConstructedComponents()AActorinline
Destroyed()AShooterPlayerStateinline
DetachFenceField()AActorinline
DetachRootComponentFromParent(bool bMaintainWorldPosition)AActorinline
DinoOrderGroupsField()AShooterPlayerStateinline
DisableComponentsSimulatePhysics()AActorinline
DisableInput(APlayerController *PlayerController)AActorinline
DispatchBeginPlay(bool bFromLevelStreaming)AActorinline
DispatchBlockingHit(UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)AActorinline
DispatchPhysicsCollisionHit(const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)AActorinline
DisplayDebug(UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)AActorinline
DoRespec(UPrimalPlayerData *ForPlayerData, AShooterCharacter *ForCharacter, bool bSetRespecedAtCharacterLevel)AShooterPlayerStateinline
DrawBasicFloatingHUD(AHUD *ForHUD)UPrimalActorinline
Duplicate()APlayerStateinline
EnableInput(APlayerController *PlayerController)AActorinline
EndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
EndViewTarget(APlayerController *PC)AActorinline
EngineMessageClassField()APlayerStateinline
EngramItemBlueprintsField()AShooterPlayerStateinline
ExactPingField()APlayerStateinline
ExactPingV2Field()APlayerStateinline
ExecuteConstruction(const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
FellOutOfWorld(const UDamageType *dmgType)AActorinline
FilterMultiUseEntries(APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)UPrimalActorinline
FindComponentByClass(const TSubclassOf< UActorComponent > ComponentClass)AActorinline
FindComponentByInterface(const TSubclassOf< UInterface > Interface)AActorinline
FindFunctionChecked(FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)UObjectinline
FindProperty(FName name)UObject
FinishAddComponent(UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)AActorinline
FinishDestroy()UObjectinline
FinishSpawning(const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)AActorinline
FlushNetDormancy()AActorinline
ForceAllowsInventoryUse(const UObject *InventoryItemObject)UPrimalActorinline
ForceDestroy()AActorinline
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
ForEachAttachedActors(TFunctionRef< bool __cdecl(AActor *)> *Functor)AActorinline
FreeEngramPointsField()AShooterPlayerStateinline
GatherCurrentMovement()AActorinline
GenesisAbilityErrorLastTimeField()AShooterPlayerStateinline
GetActorBounds(bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)AActorinline
GetActorForwardVector()ActorExtensions
GetActorNameOrLabel(FString *result)AActorinline
GetActorTimeDilation()AActorinline
GetAllChildActors(TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)AActorinline
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
GetCharacterLevel()AShooterPlayerStateinline
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
GetDataListEntries(TArray< IDataListEntryInterface *, TSizedDefaultAllocator< 32 > > *OutDataListEntries, int DataListType, bool bCreateFolders, char FolderLevel, TArray< FString, TSizedDefaultAllocator< 32 > > *FoldersFound, UObject *ForObject, const wchar_t *CustomFolderFilter, char SortType, const wchar_t *NameFilter)AShooterPlayerStateinline
GetDefaultAttachComponent()AActorinline
GetDefaultConfigFilename(FString *result)UObjectinline
GetDefaultSubobjectByName(FName ToFind)UObjectinline
GetDetailedInfo(FString *result)UObjectinline
GetDetailedInfoInternal(FString *result)UObjectinline
GetDinoOrderGroupName(FString *result, int groupIndex)AShooterPlayerStateinline
GetDistanceTo(const AActor *OtherActor)AActorinline
GetEngramEntryCostTextOverride(FString *result, IDataListEntryInterface *entryInterface)AShooterPlayerStateinline
GetEntryCustomColor(IDataListEntryInterface *entryInterface, FLinearColor *CustomColor, FLinearColor *TextColorOverride)AShooterPlayerStateinline
GetEntryDefaultEnabled(IDataListEntryInterface *entryInterface)AShooterPlayerStateinline
GetEntryDefaultTextOverride(FString *result, IDataListEntryInterface *entryInterface)AShooterPlayerStateinline
GetExternalPackageInternal()UObjectBaseinline
GetFullGroupName(FString *result, bool bStartWithOuter)UObjectBaseUtilityinline
GetFunctionCallspace(UFunction *Function, FFrame *Stack)AActorinline
GetGameInstance()AActorinline
GetHexCostToPurchaseNextEngramPoint()AShooterPlayerStateinline
GetHumanReadableName(FString *result)APlayerStateinline
GetInputAxisValue(const FName InputAxisName)AActorinline
GetInterfaceAddress(UClass *InterfaceClass)UObjectBaseUtilityinline
GetIsMapActor()UPrimalActorinline
GetLastGameplayRelevantTime()AActorinline
GetLastRenderTime(bool IgnoreShadow)AActorinline
GetLifeSpan()AActorinline
GetLifetimeReplicatedProps(TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)AShooterPlayerStateinline
GetLinker()UObjectBaseUtilityinline
GetLinkerCustomVersion()UObjectBaseUtilityinlinestatic
GetLinkerIndex()UObjectBaseUtilityinline
GetLinkerUEVersion(FPackageFileVersion *result)UObjectBaseUtilityinline
GetLocation()ActorExtensions
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
GetNetConnection()AActorinline
GetNetDriver()AActorinline
GetNetOwningPlayer()AActorinline
GetNetPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)AActorinline
GetNetStasisAndRangeMultiplier(bool bIsForNetworking)UPrimalActorinline
GetNetworkRangeMultiplier()UPrimalActorinline
GetObject()AShooterPlayerStateinline
GetOldPlayerName(FString *result)APlayerStateinline
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
GetPathName(FString *result, const UObject *StopOuter)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, FString *ResultString)UObjectBaseUtilityinline
GetPathName(const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)UObjectBaseUtilityinline
GetPhysicsVolume()AActorinline
GetPlayerName(FString *result)AShooterPlayerStateinline
GetPlayerNameCustom(FString *result)APlayerStateinline
GetPlayerOrTribeName(FString *result)AShooterPlayerStateinline
GetPreloadDependencies(TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)UObjectinline
GetPrimaryAssetId(FPrimaryAssetId *result)UObjectinline
GetPrivateStaticClass()AShooterPlayerStateinlinestatic
GetRayTracingGroupId()AActorinline
GetRepGraphRelevantDistanceSq()AActorinline
GetReplayPriority(const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)AActorinline
GetReplicatedCustomConditionState(FCustomPropertyConditionState *OutActiveState)AActorinline
GetResourceSizeEx(FResourceSizeEx *CumulativeResourceSize)UObjectinline
GetRootSelectionParent()AActorinline
GetSelectionParent()AActorinline
GetShooterController()AShooterPlayerStateinline
GetSimpleCollisionCylinder(float *CollisionRadius, float *CollisionHalfHeight)AActorinline
GetSubobjectsWithStableNamesForNetworking(TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)AActorinline
GetTribeId()AShooterPlayerStateinline
GetTribeWar(FTribeWar *result, int EnemyTeam)AShooterPlayerStateinline
GetTypedOuter(UClass *Target)UObjectBaseUtilityinline
GetUniqueNetIdAsString(FString *result)AShooterPlayerStateinline
GetUsablePriority()UPrimalActorinline
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
HandleWelcomeMessage()APlayerStateinline
HasActiveCameraComponent()AActorinline
HasActivePawnControlCameraComponent()AActorinline
HasEngram(TSubclassOf< UPrimalItem > ItemClass)AShooterPlayerStateinline
HasLocalNetOwner()AActorinline
HasNetOwner()AActorinline
IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext *Context)AActorinline
IncrementalUnregisterComponents()AActorinline
InitializeComponents()AActorinline
InitializeDefaults()AActorinline
InitialLifeSpanField()AActorinline
InputComponentField()AActorinline
InputDismissPOI(APlayerController *ForPC, int Index)UPrimalActorinline
InputPriorityField()AActorinline
InstanceComponentsField()AActorinline
InstigatorField()AActorinline
InternalGetNetMode()AActorinline
InternalIndexField()UObjectBaseinline
InternalTakeRadialDamage(float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
InventoryItemDropped(UObject *InventoryItemObject)UPrimalActorinline
InventoryItemUsed(UObject *InventoryItemObject)UPrimalActorinline
InvitedRankGroupPlayerIntoTribe(AShooterPlayerState *OtherPlayer)AShooterPlayerStateinline
IsA(UClass *SomeBase)ActorExtensions
IsActorOrSelectionParentSelected()AActorinline
IsAsset()AActorinline
IsAttachedTo(const AActor *Other)AActorinline
IsBasedOnActor(const AActor *Other)AActorinline
IsBasedOnArchetype(const UObject *const SomeObject)UObjectinline
IsChildActor()AActorinline
IsDefaultSubobject()UObjectBaseUtilityinline
IsDinoClassInOrderGroup(int groupIndex, TSubclassOf< APrimalDinoCharacter > dinoClass)AShooterPlayerStateinline
IsDinoInOrderGroup(int groupIndex, APrimalDinoCharacter *dinoChar)AShooterPlayerStateinline
IsEditorOnly()AActorinline
IsExclusivelyTribeAdmin(unsigned int CheckPlayerDataID)AShooterPlayerStateinline
IsExclusivelyTribeOwner(unsigned int CheckPlayerDataID)AShooterPlayerStateinline
IsFullNameStableForNetworking()UObjectinline
IsHidden()AActorinline
IsHLODRelevant()AActorinline
IsIn(const UObject *SomeOuter)UObjectBaseUtilityinline
IsInBlueprint()UObjectinline
IsInOrOwnedBy(const UObject *SomeOuter)AActorinline
IsInPackage(const UPackage *SomePackage)UObjectBaseUtilityinline
IsInstancedFoliage()UPrimalActorinline
IsInTribe()AShooterPlayerStateinline
IsInTribeWar(int EnemyTeam)AShooterPlayerStateinline
IsLevelBoundsRelevant()AActorinline
IsLocalizedResource()UObjectinline
IsMatineeControlled()UPrimalActorinline
IsNameStableForNetworking()AActorinline
IsNetRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)AActorinline
IsNetStartupActor()AActorinline
IsOverlappingActor(const AActor *Other)AActorinline
IsOwnedOrControlledBy(const AActor *TestOwner)AActorinline
IsPrimalCharacter()UPrimalActorinline
IsPrimalCharacterOrStructure()UPrimalActorinline
IsPrimalDino()UPrimalActorinline
IsPrimalStructure()UPrimalActorinline
IsRelevancyOwnerFor(const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)AActorinline
IsReplayRelevantFor(const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)AActorinline
IsRootComponentCollisionRegistered()AActorinline
IsSafeForRootSet()UObjectinline
IsSelectionChild()AActorinline
IsShooterCharacter()UPrimalActorinline
IsSpectator()APlayerStateinline
IsSupportedForNetworking()UObjectinline
IsTribeAdmin()AShooterPlayerStateinline
IsTribeOwner(unsigned int CheckPlayerDataID)AShooterPlayerStateinline
IsValidLowLevel()UObjectBaseinline
IsValidLowLevelFast(bool bRecursive)UObjectBaseinline
IsValidUnStasisCaster()UPrimalActorinline
IsWithinNetRelevancyDistance(const UE::Math::TVector< double > *SrcLocation)AActorinline
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
LastActorForceReplicationFrameField()UPrimalActorinline
LastActorForceReplicationTimeField()UPrimalActorinline
LastActorUnstasisedCycleField()UPrimalActorinline
LastEnterStasisTimeField()UPrimalActorinline
LastExitStasisTimeField()UPrimalActorinline
LastForceNetUpdateFrameField()AActorinline
LastFrameCalculatedNetworkRangeMultiplierField()UPrimalActorinline
LastFrameUnStasisField()UPrimalActorinline
LastOnlyInitialReplicationPreReplicationFrameField()UPrimalActorinline
LastPostProcessVolumeSoundField()UPrimalActorinline
LastPreReplicationTimeField()UPrimalActorinline
LastRenderTimeField()AActorinline
LastRenderTimeIgnoreShadowField()AActorinline
LastRenderTimeOnScreenField()AActorinline
LastSelectedWindSourceComponentNameField()UPrimalActorinline
LastThrottledTickTimeField()UPrimalActorinline
LastTimeDiedToEnemyTeamField()AShooterPlayerStateinline
LastTribeInviteDataField()AShooterPlayerStateinline
LastTribeRequestTimeField()AShooterPlayerStateinline
LastUnstasisFrameCounterField()UPrimalActorinline
LayersField()AActorinline
LoadConfig(UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)UObjectinline
LocalizeProperty(UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)UObjectinline
MakeNoise(float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinline
MakeNoiseImpl(AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)AActorinlinestatic
MarkComponentsAsPendingKill(__int64 a2)AActorinline
MarkComponentsRenderStateDirty()AActorinline
MarkPackageDirty()UObjectBaseUtilityinline
MatineeUpdated()UPrimalActorinline
MinNetUpdateFrequencyField()AActorinline
ModifyHudMultiUseLoc(UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)UPrimalActorinline
MulticastDrawDebugLine(const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)AActorinline
MulticastDrawDebugLine_Implementation(const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)AActorinline
MulticastDrawDebugLineTraceHitResult_Implementation(const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)AActorinline
MulticastDrawDebugPoint(const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)AActorinline
MulticastDrawDebugSphere(const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)AActorinline
MulticastProperty(FName PropertyName, bool bUnreliable)UPrimalActorinline
MyPlayerDataField()AShooterPlayerStateinline
MyPlayerDataStructField()AShooterPlayerStateinline
MyTribeDataField()AShooterPlayerStateinline
NameField()UObjectBaseinline
NamePrivateField()UObjectBaseinline
NeedsLoadForClient()UObjectinline
NeedsLoadForServer()UObjectinline
NetActorSpawnActor_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetActorSpawnActorUnreliable_Implementation(TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)AActorinline
NetCriticalPriorityAdjustmentField()UPrimalActorinline
NetCullDistanceSquaredDormantField()UPrimalActorinline
NetCullDistanceSquaredField()AActorinline
NetDormancyField()AActorinline
NetDriverNameField()AActorinline
NetPriorityField()AActorinline
NetTagField()AActorinline
NetUpdateFrequencyField()AActorinline
NetworkAndStasisRangeMultiplierField()UPrimalActorinline
NetworkDormantChildrenOpIdxField()UPrimalActorinline
NetworkRangeMultiplierField()UPrimalActorinline
NetworkSpatializationChildrenDormantField()UPrimalActorinline
NetworkSpatializationChildrenField()UPrimalActorinline
NetworkSpatializationParentField()UPrimalActorinline
NextAllowedRespawnTimeField()AShooterPlayerStateinline
NextAllowTurretCopySettingsTimeField()AShooterPlayerStateinline
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
NotifyAllianceChanged_Implementation()AShooterPlayerStateinline
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
NotifyPlayerJoined_Implementation(const FString *ThePlayerName)AShooterPlayerStateinline
NotifyPlayerJoinedTribe_Implementation(const FString *ThePlayerName, const FString *TribeName, bool Joinee)AShooterPlayerStateinline
NotifyPlayerLeft_Implementation(const FString *ThePlayerName)AShooterPlayerStateinline
NotifyPlayerLeftTribe_Implementation(const FString *ThePlayerName, const FString *TribeName, bool Joinee)AShooterPlayerStateinline
NotifyTribememberJoined_Implementation(const FString *ThePlayerName)AShooterPlayerStateinline
NotifyTribememberLeft_Implementation(const FString *ThePlayerName)AShooterPlayerStateinline
NotifyUniqueDinoDownloadAllowed_Implementation(const FString *TheDinoName)AShooterPlayerStateinline
NotifyUniqueDinoDownloaded_Implementation(const FString *TheDinoName)AShooterPlayerStateinline
ObjectFlagsField()UObjectBaseinline
OffsetHUDFromCenterScreenY_Implementation()UPrimalActorinline
OldNamePrivateField()APlayerStateinline
OnActorBeginOverlapField()AActorinline
OnActorCustomEventField()UPrimalActorinline
OnActorHitField()AActorinline
OnBeginCursorOverField()AActorinline
OnClickedField()AActorinline
OnClientServerOptionsInfoRecivedField()AShooterPlayerStateinline
OnEndPlayField()AActorinline
OnInputTouchBeginField()AActorinline
OnInputTouchEnterField()AActorinline
OnMatineeUpdatedField()UPrimalActorinline
OnMatineeUpdatedRawField()UPrimalActorinline
OnPawnSetField()APlayerStateinline
OnRep_AttachmentReplication()AActorinline
OnRep_bIsInactive()APlayerStateinline
OnRep_PlayerName()APlayerStateinline
OnRep_ReplicatedMovement()AActorinline
OnRep_UniqueId()APlayerStateinline
OnSemaphoreTakenField()UPrimalActorinline
OnSubobjectCreatedFromReplication(UObject *NewSubobject)AActorinline
OnSubobjectDestroyFromReplication(UObject *Subobject)AActorinline
OnTakePointDamageField()AActorinline
OnTargetingTeamChangedField()UPrimalActorinline
OnTeamChangedForActorFieldUPrimalActorinline
OnUROPostInterpolation_AnyThread(float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)UPrimalActorinline
OriginalCreationTimeField()UPrimalActorinline
OuterPrivateField()UObjectBaseinline
OutsideWorldBounds()AActorinline
OverrideStasisComponentRadiusField()UPrimalActorinline
OverrideWith(APlayerState *PlayerState)AShooterPlayerStateinline
OwnedComponentsField()AActorinline
OwnerField()AActorinline
ParentComponentField()AActorinline
PawnPrivateField()APlayerStateinline
PingBucketField()APlayerStateinline
PlayerIdField()APlayerStateinline
PlayerNamePrivateField()APlayerStateinline
PlaySoundOnActor(USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)UPrimalActorinline
PostActorConstruction()AActorinline
PostCreateBlueprintComponent(UActorComponent *NewActorComp)AActorinline
PostInitializeComponents()APlayerStateinline
PostInitProperties()AActorinline
PostLoad()AActorinline
PostLoadSubobjects(FObjectInstancingGraph *OuterInstanceGraph)AActorinline
PostNetInit()AActorinline
PostNetReceive()AActorinline
PostNetReceiveLocationAndRotation()AActorinline
PostNetReceivePhysicState()AActorinline
PostRegisterAllComponents()AActorinline
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
PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups)AActorinline
PreventCharacterBasing(AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)UPrimalActorinline
PrimaryActorTickField()AActorinline
ProcessConsoleExec(const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)UObjectinline
ProcessContextOpcode(FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)UObjectinline
ProcessEvent(UFunction *Function, void *Parameters)AActorinline
ProcessInternal(UObject *Context, FFrame *Stack, void *const Z_Param__Result)UObjectinlinestatic
ProcessUserConstructionScript()AActorinline
PromoteToTribeAdmin(APlayerController *PromoterPC)AShooterPlayerStateinline
PushSelectionToProxies()AActorinline
RandomStartByteField()UPrimalActorinline
RayTracingGroupIdField()AActorinline
RealtimeThrottledTick_Implementation(long double DeltaTime)AActorinline
RecalculateAvgPing()APlayerStateinline
ReceivedPlayerCharacter(AShooterCharacter *NewPawn)AShooterPlayerStateinline
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
RegisterActorTickFunctions(bool bRegister, bool bSaveAndRestoreTickState)AActorinline
RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)AActorinline
RegisterAllComponents()AActorinline
RegisterPlayerWithSession(bool bWasFromInvite)AShooterPlayerStateinline
RemoveControllingMatineeActor(AMatineeActor *InMatineeActor)UPrimalActorinline
RemoveOwnedComponent(UActorComponent *Component)AActorinline
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
ReregisterAllComponents(bool a2)AActorinline
Reset()AShooterPlayerStateinline
ResetOwnedComponents()AActorinline
ResetSpatialComponent()AActorinline
RootComponentField()AActorinline
RouteEndPlay(const EEndPlayReason::Type EndPlayReason)AActorinline
SaveConfig(unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)UObjectinline
SavedNetworkAddressField()APlayerStateinline
ScoreField()APlayerStateinline
SeamlessTravelTo(APlayerState *NewPlayerState)APlayerStateinline
SendExecCommand(FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)AActorinline
SendTribeInviteData_Implementation(FTribeData *TribeInviteData)AShooterPlayerStateinline
Serialize(FArchive *Ar)AActorinline
UPrimalActor::Serialize(FStructuredArchiveRecord Record)UObjectinline
SerializeScriptProperties(FArchive *Ar)UObjectinline
SerializeScriptProperties(FStructuredArchiveSlot Slot)UObjectinline
ServerAcceptTribeWar(int EnemyTeamID)AShooterPlayerStateinline
ServerAcceptTribeWar_Implementation(int EnemyTeamID)AShooterPlayerStateinline
ServerDeclareTribeWar_Implementation(int EnemyTeamID, int StartDayNum, int EndDayNumber, float WarStartTime, float WarEndTime)AShooterPlayerStateinline
ServerDinoOrderGroup_AddOrRemoveDinoCharacter(int groupIndex, APrimalDinoCharacter *DinoCharacter, bool bAdd)AShooterPlayerStateinline
ServerDinoOrderGroup_AddOrRemoveDinoCharacter_Implementation(int groupIndex, APrimalDinoCharacter *DinoCharacter, bool bAdd)AShooterPlayerStateinline
ServerDinoOrderGroup_AddOrRemoveDinoClass_Implementation(int groupIndex, TSubclassOf< APrimalDinoCharacter > DinoClass, bool bAdd)AShooterPlayerStateinline
ServerDinoOrderGroup_Clear_Implementation(int groupIndex, bool bClearClasses, bool bClearChars)AShooterPlayerStateinline
ServerDinoOrderGroup_RemoveEntryByIndex_Implementation(int groupIndex, bool bIsClass, int entryIndex)AShooterPlayerStateinline
ServerEngramItemBlueprintsSetField()AShooterPlayerStateinline
ServerGetAlivePlayerConnectedData_Implementation()AShooterPlayerStateinline
ServerGetAllPlayerNamesAndLocations()AShooterPlayerStateinline
ServerGetAllPlayerNamesAndLocations_Implementation()AShooterPlayerStateinline
ServerGetPlayerAdministratorData_Implementation()AShooterPlayerStateinline
ServerGetPlayerBannedData_Implementation()AShooterPlayerStateinline
ServerGetPlayerConnectedData_Implementation()AShooterPlayerStateinline
ServerGetServerOptions_Implementation()AShooterPlayerStateinline
ServerHandleNetExecCommand(APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)AActorinline
ServerRejectTribeWar_Implementation(int EnemyTeamID)AShooterPlayerStateinline
ServerRequestApplyEngramPoints(TSubclassOf< UPrimalItem > forItemEntry)AShooterPlayerStateinline
ServerRequestApplyEngramPoints_Implementation(TSubclassOf< UPrimalItem > forItemEntry)AShooterPlayerStateinline
ServerRequestCreateNewPlayer_Implementation(FPrimalPlayerCharacterConfigStructReplicated *PlayerCharacterConfig)AShooterPlayerStateinline
ServerRequestCreateNewTribe(const FString *TribeName, FTribeGovernment *TribeGovernment)AShooterPlayerStateinline
ServerRequestCreateNewTribe_Implementation(const FString *TribeName, FTribeGovernment *TribeGovernment)AShooterPlayerStateinline
ServerRequestDemotePlayerInMyTribe_Implementation(int PlayerIndexInTribe)AShooterPlayerStateinline
ServerRequestDinoOrderGroups_Implementation()AShooterPlayerStateinline
ServerRequestLeaveAlliance_Implementation(unsigned int AllianceID)AShooterPlayerStateinline
ServerRequestLeaveTribe()AShooterPlayerStateinline
ServerRequestLeaveTribe_Implementation()AShooterPlayerStateinline
ServerRequestMySpawnPoints_Implementation(int IgnoreBedID, TSubclassOf< APrimalStructure > FilterClass)AShooterPlayerStateinline
ServerRequestPromoteAllianceMember_Implementation(unsigned int AllianceID, unsigned int MemberID)AShooterPlayerStateinline
ServerRequestPromotePlayerInMyTribe_Implementation(int PlayerIndexInTribe)AShooterPlayerStateinline
ServerRequestRemoveAllianceMember_Implementation(unsigned int AllianceID, unsigned int MemberID)AShooterPlayerStateinline
ServerRequestRemovePlayerIndexFromMyTribe_Implementation(int PlayerIndexInTribe)AShooterPlayerStateinline
ServerRequestRenameTribe(const FString *ServerRequestRenameTribe)AShooterPlayerStateinline
ServerRequestRenameTribe_Implementation(const FString *TribeName)AShooterPlayerStateinline
ServerRequestSetTribeGovernment_Implementation(FTribeGovernment *TribeGovernment)AShooterPlayerStateinline
ServerRequestSetTribeMemberGroupRank(int PlayerIndexInTribe, int RankGroupIndex)AShooterPlayerStateinline
ServerRequestSetTribeMemberGroupRank_Implementation(int PlayerIndexInTribe, int RankGroupIndex)AShooterPlayerStateinline
ServerRequestSpawnPointsForDownloadedCharacters(unsigned __int64 PlayerDataID, int IgnoreBedID)AShooterPlayerStateinline
ServerRequestSpawnPointsForDownloadedCharacters_Implementation(unsigned __int64 PlayerDataID, int IgnoreBedID)AShooterPlayerStateinline
ServerRequestTransferOwnershipInMyTribe_Implementation(int PlayerIndexInTribe)AShooterPlayerStateinline
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
ServerSetDefaultItemSlotClass(int slotNum, TSubclassOf< UPrimalItem > ItemClass, bool bIsEngram)AShooterPlayerStateinline
ServerSetDefaultItemSlotClass_Implementation(int slotNum, TSubclassOf< UPrimalItem > ItemClass, bool bIsEngram)AShooterPlayerStateinline
ServerSetDinoGroupName_Implementation(int groupIndex, const FString *GroupName)AShooterPlayerStateinline
ServerSetSelectedDinoOrderGroup_Implementation(int newGroup)AShooterPlayerStateinline
ServerTribeRequestAddRankGroup_Implementation(const FString *GroupName)AShooterPlayerStateinline
ServerTribeRequestApplyRankGroupSettings_Implementation(int RankGroupIndex, FTribeRankGroup *newGroupSettings)AShooterPlayerStateinline
ServerTribeRequestNewAlliance_Implementation(const FString *AllianceName)AShooterPlayerStateinline
ServerTribeRequestNewRallyPoint_Implementation(FTeamPingData *RallyPointData)AShooterPlayerStateinline
ServerTribeRequestRemoveRankGroup_Implementation(int RankGroupIndex)AShooterPlayerStateinline
ServerUnlockEngram(TSubclassOf< UPrimalItem > forItemEntry, bool bNotifyPlayerHUD, bool bForceUnlock)AShooterPlayerStateinline
SessionNameField()APlayerStateinline
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
SetCanBeDamaged(bool bInCanBeDamaged)AActorinline
SetDesiredRepGraphBehavior(EReplicationGraphBehavior NewBehavior)UPrimalActorinline
SetExternalPackage(UPackage *InPackage)UObjectBaseinline
SetLifeSpan(float InLifespan)AActorinline
SetLinker(FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)UObjectinline
SetLODParent(UPrimitiveComponent *InLODParent, float InParentDrawDistance)AActorinline
SetNetDormancy(ENetDormancy NewDormancy)AActorinline
SetNetDriverName(FName NewNetDriverName)AActorinline
SetNetworkSpatializationParent(AActor *NewParent)AActorinline
SetOldPlayerName(const FString *S)APlayerStateinline
SetOwner(AActor *NewOwner)AActorinline
SetPawnPrivate(APawn *InPawn)APlayerStateinline
SetPlayerName(const FString *S)APlayerStateinline
SetPlayerNameInternal(const FString *S)APlayerStateinline
SetReplicateMovement(bool bInReplicateMovement)AActorinline
SetReplicates(bool bInReplicates)AActorinline
SetRootComponent(USceneComponent *NewRootComponent)AActorinline
SetTribeTamingDinoSettings(APrimalDinoCharacter *aDinoChar)AShooterPlayerStateinline
SetUniqueId(const TSharedPtr< FUniqueNetId const > *InUniqueId)APlayerStateinline
SetUniqueId(FUniqueNetIdRepl *NewUniqueId)APlayerStateinline
ShouldBroadCastWelcomeMessage(bool bExiting)APlayerStateinline
SkipFunction(FFrame *Stack, void *const Z_Param__Result, UFunction *Function)UObjectinline
StartTimeField()APlayerStateinline
Stasis()AActorinline
StasisCheckComponentField()UPrimalActorinline
StasisUnRegisteredComponentsField()UPrimalActorinline
StaticClass()APlayerStateinlinestatic
StaticRegisterNativesAActor()AActorinlinestatic
StaticRegisterNativesAPlayerState()APlayerStateinlinestatic
StaticRegisterNativesAShooterPlayerState()AShooterPlayerStateinlinestatic
StaticRegisterNativesUPrimalActor()UPrimalActorinlinestatic
StopActorSound(USoundBase *SoundAsset, float FadeOutTime)AActorinline
SwapRoles()AActorinline
SyncReplicatedPhysicsSimulation()AActorinline
TagsField()AActorinline
TakeDamage(float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)AActorinline
TargetingTeamChanged()UPrimalActorinline
TargetingTeamField()UPrimalActorinline
TearOff()AActorinline
TeleportTo(const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)AActorinline
Tick(float DeltaSeconds)AActorinline
TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)AActorinline
TimerHandle_LifeSpanExpiredField()AActorinline
TimerStasisStoreField()UPrimalActorinline
TotalEngramPointsField()AShooterPlayerStateinline
TransferTribalObjects(const FTribeData *TribeData, bool bTransferToTribe, bool bDontIncludePlayers)AShooterPlayerStateinline
TryMultiUse(APlayerController *ForPC, int UseIndex, int hitBodyInstance)UPrimalActorinline
UninitializeComponents(const EEndPlayReason::Type *EndPlayReason)AActorinline
UniqueIdField()APlayerStateinline
UnregisterAllComponents(bool bForReregister)AActorinline
UnregisterPlayerWithSession()AShooterPlayerStateinline
Unstasis()AActorinline
UnstasisLastInRangeTimeField()UPrimalActorinline
UpdateAllReplicatedComponents()AActorinline
UpdateComponentTransforms()AActorinline
UpdatedPlayerData()AShooterPlayerStateinline
UpdateOverlaps(bool bDoNotifies)AActorinline
UpdateOverlapsMethodDuringLevelStreamingField()AActorinline
UpdatePing(float InPing)APlayerStateinline
UpdateReplicatedComponent(UActorComponent *Component)AActorinline
UpdateTribeData(const FTribeData *TribeData)AShooterPlayerStateinline
UseNetworkRangeScaling()UPrimalActorinline
ValidateGeneratedRepEnums(const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)AShooterPlayerStateinline
WasRecentlyRendered(float Tolerance)AActorinline