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AShooterProjectile Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterProjectile:
+ Collaboration diagram for AShooterProjectile:

Public Member Functions

floatFragmentOriginOffsetField ()
 
floatFragmentConeHalfAngleField ()
 
intNumberOfFragmentProjectilesField ()
 
TSubclassOf< AShooterProjectile > & FragmentProjectileTemplateField ()
 
USphereComponent *& CollisionCompField ()
 
UParticleSystemComponent *& ParticleCompField ()
 
UStaticMeshComponent *& StaticMeshCompField ()
 
TSubclassOf< AActor > & ExplosionEmitterField ()
 
TSubclassOf< APrimalEmitterSpawnable > & ImpactEmitterField ()
 
TWeakObjectPtr< AController > & MyControllerField ()
 
floatClientSideCollisionRadiusField ()
 
floatTraceForBlockingRadiusField ()
 
floatCustomColorDesaturationField ()
 
TArray< TWeakObjectPtr< UPrimitiveComponent >, TSizedDefaultAllocator< 32 > > & PreviousNonBlockingHitComponentsField ()
 
UE::Math::TRotator< double > & RotateMeshFactorField ()
 
floatTornOffLifeSpanField ()
 
floatPostExplosionKeepAliveLifeSpanField ()
 
long doubleExplosionNetworkTimeField ()
 
floatNudgedImpactDistanceField ()
 
boolbForceNetUpdateField ()
 
floatForceNetUpdateTimeIntervalField ()
 
TWeakObjectPtr< AShooterWeapon_Projectile > & WeaponField ()
 
floatParticleColorIntensityField ()
 
floatClientFailsafeLifespanField ()
 
FProjectileWeaponDataWeaponConfigField ()
 
FLinearColorCustomColorField ()
 
TWeakObjectPtr< AActor > & DamageCauserField ()
 
FHitResultReplicatedHitInfoField ()
 
USoundCue *& ProjectileBounceSoundField ()
 
boolReceivedDestoryFromServerField ()
 
long doubleLastProjectileBounceSoundField ()
 
UE::Math::TVector< double > & PreviousLocationField ()
 
intRandIntSeedField ()
 
FieldArray< bool, 6 > bColorizeRegionsField ()
 
__int16CustomColorIDField ()
 
TArray< AActor *, TSizedDefaultAllocator< 32 > > & ImpactedActorsField ()
 
UE::Math::TVector< double > & LastVelocityField ()
 
TArray< TSubclassOf< UObject >, TSizedDefaultAllocator< 32 > > & IgnoreNonBlockingHitClassesField ()
 
intProjectileIDField ()
 
floatFluidSimSplashStrengthField ()
 
UNiagaraSystem *& FluidSimSplashTemplateOverrideField ()
 
UE::Math::TVector< double > & LastFoliageTraceCheckLocationField ()
 
long doubleLastFoliageTraceCheckTimeField ()
 
floatDistanceCutoffForMidairProjectileFoliageTracingField ()
 
floatTimeBetweenMidairProjectileFoliageTracesField ()
 
BitFieldValue< bool, unsigned __int32bExploded ()
 
BitFieldValue< bool, unsigned __int32bSpawnExplosionTemplateOnClient ()
 
BitFieldValue< bool, unsigned __int32bExplodeOnClient ()
 
BitFieldValue< bool, unsigned __int32bExplodeOnImpact ()
 
BitFieldValue< bool, unsigned __int32bExplodeOnLifeTimeEnd ()
 
BitFieldValue< bool, unsigned __int32bDestroyOnExplode ()
 
BitFieldValue< bool, unsigned __int32bForceUseTickFunction ()
 
BitFieldValue< bool, unsigned __int32bForceIgnoreFriendlyFire ()
 
BitFieldValue< bool, unsigned __int32bAttachOnImpact ()
 
BitFieldValue< bool, unsigned __int32bSpawnImpactEffectOnHit ()
 
BitFieldValue< bool, unsigned __int32bReplicateImpact ()
 
BitFieldValue< bool, unsigned __int32bImpactSetRotationToNormal ()
 
BitFieldValue< bool, unsigned __int32bNoImpactEmitterOnCharacterHit ()
 
BitFieldValue< bool, unsigned __int32bRotateMeshWhileMoving ()
 
BitFieldValue< bool, unsigned __int32bCheckForNonBlockingHitImpactFX ()
 
BitFieldValue< bool, unsigned __int32bClientTickWhenInAirAndCheckForNonBlockingHitImpactFX ()
 
BitFieldValue< bool, unsigned __int32bTickedNonBlockingHitImpactFX ()
 
BitFieldValue< bool, unsigned __int32bUseTraceForBlocking ()
 
BitFieldValue< bool, unsigned __int32bHadAttachParent ()
 
BitFieldValue< bool, unsigned __int32bTraceImpacted ()
 
BitFieldValue< bool, unsigned __int32bStopOnExplode ()
 
BitFieldValue< bool, unsigned __int32bUseTraceForBlockingStopOnExplode ()
 
BitFieldValue< bool, unsigned __int32bUseMultiTraceForBlocking ()
 
BitFieldValue< bool, unsigned __int32bProjectileEffectsDeactivated ()
 
BitFieldValue< bool, unsigned __int32bExplodeEffectOnDestroy ()
 
BitFieldValue< bool, unsigned __int32bImpactRequiresDinoLineOfSight ()
 
BitFieldValue< bool, unsigned __int32bImpactPvEOnlyAlly ()
 
BitFieldValue< bool, unsigned __int32bUseBPProjectileBounced ()
 
BitFieldValue< bool, unsigned __int32bAttachOnProjectileBounced ()
 
BitFieldValue< bool, unsigned __int32bUseBPIgnoreProjectileImpact ()
 
BitFieldValue< bool, unsigned __int32bIgnoredByTurrets ()
 
BitFieldValue< bool, unsigned __int32bResetHasImpactedOnMultiTraceForBlocking ()
 
BitFieldValue< bool, unsigned __int32bNonBlockingVolumeMustBeWater ()
 
BitFieldValue< bool, unsigned __int32bUseWeaponColorization ()
 
BitFieldValue< bool, unsigned __int32bUseCustomColor ()
 
BitFieldValue< bool, unsigned __int32bDoFullRadialDamage ()
 
BitFieldValue< bool, unsigned __int32bExplodeOnNonBlockingImpact ()
 
BitFieldValue< bool, unsigned __int32bRadialDamageIgnoreDamageCauser ()
 
BitFieldValue< bool, unsigned __int32bMultiTraceCollideAgainstPawns ()
 
BitFieldValue< bool, unsigned __int32bTraceForBlockingDoImpactBackTrace ()
 
BitFieldValue< bool, unsigned __int32bExplosionOrientUpwards ()
 
BitFieldValue< bool, unsigned __int32bColorizeStructureOnImpact ()
 
BitFieldValue< bool, unsigned __int32bClearStructureColorsOnImpact ()
 
BitFieldValue< bool, unsigned __int32bNonBlockingImpactNoExplosionEmitter ()
 
BitFieldValue< bool, unsigned __int32bDestroyOnExplodeNonBlockingImpact ()
 
BitFieldValue< bool, unsigned __int32bDontFragmentOnDamage ()
 
BitFieldValue< bool, unsigned __int32bPreventReflecting ()
 
BitFieldValue< bool, unsigned __int32bUseBPIgnoreRadialDamageVictim ()
 
BitFieldValue< bool, unsigned __int32bDoFinalTraceCheckToDirectDamageVictim ()
 
BitFieldValue< bool, unsigned __int32bDoFinalTraceCheckFromInstigatorToDirectDamageVictim ()
 
BitFieldValue< bool, unsigned __int32bUseProjectileTraceChannel ()
 
BitFieldValue< bool, unsigned __int32bIsGlowStick ()
 
BitFieldValue< bool, unsigned __int32bIsGlowStickSelf ()
 
BitFieldValue< bool, unsigned __int32bUseClientHitDetermination ()
 
BitFieldValue< bool, unsigned __int32HasPerformedAnEnvirnonmentalImpact ()
 
bool BPIgnoreRadialDamageVictim (AActor *Victim)
 
void ClientNetExplode (FHitResult *HitResult)
 
void Explode (const FHitResult *Impact)
 
void OnImpact (const FHitResult *HitResult, bool bFromReplication)
 
bool PreventExplosionEmitter (const FHitResult *Impact)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void BeginPlay ()
 
void InitVelocity (UE::Math::TVector< double > *ShootDirection)
 
void InitVelocity (UE::Math::TVector< double > *ShootDirection, float CustomSpeed)
 
void Tick (float DeltaSeconds)
 
void OnTouch (AActor *OverlappedActor, AActor *Actor)
 
void DeleteNearbyGlowSticks ()
 
void NetResetTransformAndVelocity_Implementation (UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, UE::Math::TVector< double > *NewVelocity, const TArray< AActor *, TSizedDefaultAllocator< 32 > > *NewMoveIgnoreActors)
 
void OnImpact_Implementation (const FHitResult *HitResult, bool bFromReplication)
 
void ClientNetImpactFX_Implementation (FHitResult *HitResult)
 
void ClientOnImpact_Implementation (UE::Math::TVector< double > *ProjectileLocation, UE::Math::TRotator< double > *ProjectileRotation, FHitResult *HitResult)
 
void ClientNetExplode_Implementation (FHitResult *HitResult)
 
void LifeSpanExpired ()
 
void ClientNetDestroy_Implementation ()
 
void DeactivateProjectileEffects ()
 
void ApplyExplosionDamageAndVFX (const FHitResult *Impact, bool bForceSpawnExplosionEmitter)
 
void Explode_Implementation (const FHitResult *Impact)
 
void SpawnImpactEffect (const FHitResult *Impact)
 
void StopProjectileMovement ()
 
void RestartProjectileMovement ()
 
void DisableAndDestroy (bool forceOnClient)
 
void PostNetReceiveVelocity (const UE::Math::TVector< double > *NewVelocity)
 
void ProjectileBounced (const FHitResult *ImpactResult, const UE::Math::TVector< double > *ImpactVelocity)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
void Destroyed ()
 
void PlayDestructionEffect (bool bOverrideHit, const FHitResult *HitResult)
 
float TakeDamage (float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *WithDamageCauser)
 
void OnRep_AttachmentReplication ()
 
void SpawnProjectile (UE::Math::TVector< double > *SpawnPos, FVector_NetQuantizeNormal *SpawnDir, TArray< AShooterProjectile *, TSizedDefaultAllocator< 32 > > *FragmentsSpawnedArray)
 
void NetUpdateTimer ()
 
void Colorize ()
 
void UpdateTargetPhysics ()
 
void AddMoveIgnoreActor (AActor *ignoreActor)
 
bool IgnoreRadialDamageToActor (AActor *Victim)
 
void ApplyDamageScalar (float Scalar)
 
void ExplodeAtLocation (UE::Math::TVector< double > *AtLocation, UE::Math::TVector< double > *AtNormal)
 
void Reset ()
 
void NetAttachRootComponentTo_Implementation (USceneComponent *InParent, FName InSocketName, UE::Math::TVector< double > *RelativeLocation, UE::Math::TRotator< double > *RelativeRotation)
 
bool ShouldNotifyServerOfClientImpact (AActor *ImpactedActor)
 
- Public Member Functions inherited from AActor
FActorTickFunctionPrimaryActorTickField ()
 
EActorUpdateOverlapsMethodUpdateOverlapsMethodDuringLevelStreamingField ()
 
intLastForceNetUpdateFrameField ()
 
floatInitialLifeSpanField ()
 
floatCustomTimeDilationField ()
 
intRayTracingGroupIdField ()
 
FRepAttachmentAttachmentReplicationField ()
 
FRepMovementReplicatedMovementField ()
 
TObjectPtr< AActor > & OwnerField ()
 
FNameNetDriverNameField ()
 
TEnumAsByte< enum ENetDormancy > & NetDormancyField ()
 
TEnumAsByte< enum EAutoReceiveInput::Type > & AutoReceiveInputField ()
 
intInputPriorityField ()
 
long doubleCreationTimeField ()
 
TObjectPtr< UInputComponent > & InputComponentField ()
 
floatNetCullDistanceSquaredField ()
 
intNetTagField ()
 
floatNetUpdateFrequencyField ()
 
floatMinNetUpdateFrequencyField ()
 
floatNetPriorityField ()
 
long doubleLastRenderTimeField ()
 
long doubleLastRenderTimeOnScreenField ()
 
long doubleLastRenderTimeIgnoreShadowField ()
 
TObjectPtr< APawn > & InstigatorField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & ChildrenField ()
 
TObjectPtr< USceneComponent > & RootComponentField ()
 
FTimerHandleTimerHandle_LifeSpanExpiredField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & LayersField ()
 
TWeakObjectPtr< UChildActorComponent > & ParentComponentField ()
 
TArray< FName, TSizedDefaultAllocator< 32 > > & TagsField ()
 
intCachedStasisGridIndexField ()
 
FTakePointDamageSignatureOnTakePointDamageField ()
 
FActorBeginOverlapSignatureOnActorBeginOverlapField ()
 
FActorBeginCursorOverSignatureOnBeginCursorOverField ()
 
FActorOnClickedSignatureOnClickedField ()
 
FActorOnInputTouchBeginSignatureOnInputTouchBeginField ()
 
FActorBeginTouchOverSignatureOnInputTouchEnterField ()
 
FActorHitSignatureOnActorHitField ()
 
FActorEndPlaySignatureOnEndPlayField ()
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > & ReplicatedComponentsField ()
 
TSet< UActorComponent *, DefaultKeyFuncs< UActorComponent *, 0 >, FDefaultSetAllocator > & OwnedComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & InstanceComponentsField ()
 
TArray< TObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & BlueprintCreatedComponentsField ()
 
FRenderCommandFenceDetachFenceField ()
 
BitFieldValue< bool, unsigned __int32bNetTemporary ()
 
BitFieldValue< bool, unsigned __int32bNetStartup ()
 
BitFieldValue< bool, unsigned __int32bOnlyRelevantToOwner ()
 
BitFieldValue< bool, unsigned __int32bAlwaysRelevant ()
 
BitFieldValue< bool, unsigned __int32bReplicateMovement ()
 
BitFieldValue< bool, unsigned __int32bCallPreReplication ()
 
BitFieldValue< bool, unsigned __int32bCallPreReplicationForReplay ()
 
BitFieldValue< bool, unsigned __int32bHidden ()
 
BitFieldValue< bool, unsigned __int32bTearOff ()
 
BitFieldValue< bool, unsigned __int32bForceNetAddressable ()
 
BitFieldValue< bool, unsigned __int32bExchangedRoles ()
 
BitFieldValue< bool, unsigned __int32bNetLoadOnClient ()
 
BitFieldValue< bool, unsigned __int32bNetUseOwnerRelevancy ()
 
BitFieldValue< bool, unsigned __int32bRelevantForNetworkReplays ()
 
BitFieldValue< bool, unsigned __int32bRelevantForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32bReplayRewindable ()
 
BitFieldValue< bool, unsigned __int32bAllowTickBeforeBeginPlay ()
 
BitFieldValue< bool, unsigned __int32bForceHighQualityViewerReplication ()
 
BitFieldValue< bool, unsigned __int32bActorPreventPhysicsSceneRegistration ()
 
BitFieldValue< bool, unsigned __int32bAutoDestroyWhenFinished ()
 
BitFieldValue< bool, unsigned __int32bCanBeDamaged ()
 
BitFieldValue< bool, unsigned __int32bBlockInput ()
 
BitFieldValue< bool, unsigned __int32bCollideWhenPlacing ()
 
BitFieldValue< bool, unsigned __int32bFindCameraComponentWhenViewTarget ()
 
BitFieldValue< bool, unsigned __int32bGenerateOverlapEventsDuringLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32bIgnoresOriginShifting ()
 
BitFieldValue< bool, unsigned __int32bEnableAutoLODGeneration ()
 
BitFieldValue< bool, unsigned __int32bIsEditorOnlyActor ()
 
BitFieldValue< bool, unsigned __int32bActorSeamlessTraveled ()
 
BitFieldValue< bool, unsigned __int32bDisableRigidBodyAnimNodes ()
 
BitFieldValue< bool, unsigned __int32bReplicates ()
 
BitFieldValue< bool, unsigned __int32bCanBeInCluster ()
 
BitFieldValue< bool, unsigned __int32bAllowReceiveTickEventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bNetCheckedInitialPhysicsState ()
 
BitFieldValue< bool, unsigned __int32bReplicateUsingRegisteredSubObjectList ()
 
BitFieldValue< bool, unsigned __int32bHasFinishedSpawning ()
 
BitFieldValue< bool, unsigned __int32bActorInitialized ()
 
BitFieldValue< bool, unsigned __int32bActorBeginningPlayFromLevelStreaming ()
 
BitFieldValue< bool, unsigned __int32bTickFunctionsRegistered ()
 
BitFieldValue< bool, unsigned __int32bHasDeferredComponentRegistration ()
 
BitFieldValue< bool, unsigned __int32bRunningUserConstructionScript ()
 
BitFieldValue< bool, unsigned __int32bHasRegisteredAllComponents ()
 
BitFieldValue< bool, unsigned __int32bDeferredBeginPlay ()
 
BitFieldValue< bool, unsigned __int32bPrimalDeferredConstruction ()
 
BitFieldValue< bool, unsigned __int32bActorEnableCollision ()
 
BitFieldValue< bool, unsigned __int32bActorIsBeingDestroyed ()
 
BitFieldValue< bool, unsigned __int32bActorWantsDestroyDuringBeginPlay ()
 
BitFieldValue< bool, unsigned __int32ActorHasBegunPlay ()
 
BitFieldValue< bool, unsigned __int32bActorIsBeingConstructed ()
 
BitFieldValue< bool, unsigned __int32bAsyncPhysicsTickEnabled ()
 
FStringGetActorNameOrLabel (FString *result)
 
bool ServerHandleNetExecCommand (APlayerController *FromPC, FName CommandName, const FBPNetExecParams *ExecParams)
 
float GetRepGraphRelevantDistanceSq ()
 
long double GetLastGameplayRelevantTime ()
 
bool IncrementalUnregisterComponents ()
 
void AsyncPhysicsTickActor (float DeltaTime, float SimTime)
 
bool IsLevelBoundsRelevant ()
 
__int64 GetDefaultAttachComponent ()
 
bool IsHidden ()
 
void PostRegisterAllComponents ()
 
void OutsideWorldBounds ()
 
bool CanBeDamaged ()
 
void ForceDestroy ()
 
void InitializeDefaults ()
 
bool CheckDefaultSubobjectsInternal ()
 
bool CheckActorComponents ()
 
void ResetOwnedComponents ()
 
void PostInitProperties ()
 
bool CanBeInCluster ()
 
bool IsEditorOnly ()
 
bool IsAsset ()
 
UWorldGetWorld ()
 
FTimerManagerGetWorldTimerManager ()
 
UGameInstanceGetGameInstance ()
 
bool IsNetStartupActor ()
 
void ClearCrossLevelReferences ()
 
bool TeleportTo (const UE::Math::TVector< double > *DestLocation, const UE::Math::TRotator< double > *DestRotation, bool bIsATest, bool bNoCheck)
 
bool K2_TeleportTo (UE::Math::TVector< double > *DestLocation, UE::Math::TRotator< double > *DestRotation, bool bSimpleTeleport)
 
void AddTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void AddTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void RemoveTickPrerequisiteActor (AActor *PrerequisiteActor)
 
void RemoveTickPrerequisiteComponent (UActorComponent *PrerequisiteComponent)
 
void BeginDestroy ()
 
void Serialize (FArchive *Ar)
 
void PostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ProcessEvent (UFunction *Function, void *Parameters)
 
void ApplyWorldOffset (const UE::Math::TVector< double > *InOffset, bool bWorldShift)
 
void RegisterActorTickFunctions (bool bRegister, bool bSaveAndRestoreTickState)
 
void RegisterAllActorTickFunctions (bool bRegister, bool bDoComponents, bool bSaveAndRestoreTickState)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
UNetConnectionGetNetConnection ()
 
UPlayerGetNetOwningPlayer ()
 
void TickActor (float DeltaSeconds, ELevelTick TickType, FActorTickFunction *ThisTickFunction)
 
void Tick (float DeltaSeconds)
 
void PreReplication (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void CallPreReplication (UNetDriver *NetDriver)
 
void PreReplicationForReplay (IRepChangedPropertyTracker *ChangedPropertyTracker)
 
void GetComponentsBoundingCylinder (float *OutCollisionRadius, float *OutCollisionHalfHeight, bool bNonColliding, bool bIncludeFromChildActors)
 
void GetSimpleCollisionCylinder (float *CollisionRadius, float *CollisionHalfHeight)
 
bool IsRootComponentCollisionRegistered ()
 
bool IsAttachedTo (const AActor *Other)
 
bool IsBasedOnActor (const AActor *Other)
 
bool CheckStillInWorld ()
 
void ClearComponentOverlaps ()
 
void UpdateOverlaps (bool bDoNotifies)
 
bool IsOverlappingActor (const AActor *Other)
 
void GetOverlappingActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)
 
void GetOverlappingActors (TSet< AActor *, DefaultKeyFuncs< AActor *, 0 >, FDefaultSetAllocator > *OutOverlappingActors, TSubclassOf< AActor > ClassFilter)
 
void GetOverlappingComponents (TArray< UPrimitiveComponent *, TSizedDefaultAllocator< 32 > > *OutOverlappingComponents)
 
void GetOverlappingComponents (TSet< UPrimitiveComponent *, DefaultKeyFuncs< UPrimitiveComponent *, 0 >, FDefaultSetAllocator > *OutOverlappingComponents)
 
void NotifyActorBeginOverlap (AActor *OtherActor)
 
void NotifyActorEndOverlap (AActor *OtherActor)
 
void NotifyActorBeginCursorOver ()
 
void NotifyActorEndCursorOver ()
 
void NotifyActorOnClicked (FKey *ButtonPressed)
 
void NotifyActorOnReleased (FKey *ButtonReleased)
 
void NotifyActorOnInputTouchBegin (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchEnd (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchEnter (const ETouchIndex::Type FingerIndex)
 
void NotifyActorOnInputTouchLeave (const ETouchIndex::Type FingerIndex)
 
void NotifyHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)
 
bool WasRecentlyRendered (float Tolerance)
 
long double GetLastRenderTime (bool IgnoreShadow)
 
void SetOwner (AActor *NewOwner)
 
bool HasLocalNetOwner ()
 
bool HasNetOwner ()
 
void SetAutoDestroyWhenFinished (bool bVal)
 
bool AttachToComponent (USceneComponent *Parent, const FAttachmentTransformRules *AttachmentRules, FName SocketName)
 
void OnRep_AttachmentReplication ()
 
bool AttachToActor (AActor *ParentActor, const FAttachmentTransformRules *AttachmentRules, FName SocketName)
 
void DetachRootComponentFromParent (bool bMaintainWorldPosition)
 
AActorGetAttachParentActor ()
 
void ForEachAttachedActors (TFunctionRef< bool __cdecl(AActor *)> *Functor)
 
void GetAttachedActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *OutActors, bool bResetArray, bool bRecursivelyIncludeAttachedActors)
 
bool ActorHasTag (FName Tag)
 
APhysicsVolumeGetPhysicsVolume ()
 
bool IsRelevancyOwnerFor (const AActor *ReplicatedActor, const AActor *ActorOwner, const AActor *ConnectionActor)
 
void ForceNetUpdate (bool bDormantDontReplicateProperties, bool bAbsoluteForceNetUpdate, bool bDontUpdateChannel)
 
void SetNetDormancy (ENetDormancy NewDormancy)
 
void FlushNetDormancy ()
 
void ForcePropertyCompare ()
 
void PrestreamTextures (float Seconds, bool bEnableStreaming, int CinematicTextureGroups)
 
void RouteEndPlay (const EEndPlayReason::Type EndPlayReason)
 
void EndPlay (const EEndPlayReason::Type EndPlayReason)
 
void Destroyed ()
 
void TearOff ()
 
void Reset ()
 
void FellOutOfWorld (const UDamageType *dmgType)
 
void MakeNoise (float Loudness, APawn *NoiseInstigator, UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)
 
float TakeDamage (float DamageAmount, const FDamageEvent *DamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
float InternalTakeRadialDamage (float Damage, const FRadialDamageEvent *RadialDamageEvent, AController *EventInstigator, AActor *DamageCauser)
 
void DispatchBlockingHit (UPrimitiveComponent *MyComp, UPrimitiveComponent *OtherComp, bool bSelfMoved, const FHitResult *Hit)
 
void DisplayDebug (UCanvas *Canvas, const FDebugDisplayInfo *DebugDisplay, float *YL, float *YPos)
 
void BecomeViewTarget (APlayerController *PC)
 
void EndViewTarget (APlayerController *PC)
 
void CalcCamera (float DeltaTime, FMinimalViewInfo *OutResult)
 
bool HasActiveCameraComponent ()
 
bool HasActivePawnControlCameraComponent ()
 
void ForceNetRelevant ()
 
ECollisionResponse GetComponentsCollisionResponseToChannel (ECollisionChannel Channel)
 
void AddOwnedComponent (UActorComponent *Component)
 
void RemoveOwnedComponent (UActorComponent *Component)
 
void UpdateReplicatedComponent (UActorComponent *Component)
 
void UpdateAllReplicatedComponents ()
 
void AddInstanceComponent (UActorComponent *Component)
 
UActorComponentFindComponentByClass (const TSubclassOf< UActorComponent > ComponentClass)
 
UActorComponentGetComponentByClass (TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * K2_GetComponentsByClass (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByTag (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UActorComponent > ComponentClass, FName Tag)
 
UActorComponentFindComponentByInterface (const TSubclassOf< UInterface > Interface)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByInterface (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, TSubclassOf< UInterface > Interface)
 
void DisableComponentsSimulatePhysics ()
 
void PostSpawnInitialize (const UE::Math::TTransform< double > *UserSpawnTransform, AActor *InOwner, APawn *InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction, bool bDeferBeginPlay, bool bPrimalDeferConstruction, ESpawnActorScaleMethod TransformScaleMethod)
 
bool BPClientHandleNetExecCommand (FName CommandName, const FBPNetExecParams *ExecParams, APlayerController *ForPC)
 
void MulticastDrawDebugLine (const UE::Math::TVector< double > *LineStart, const UE::Math::TVector< double > *LineEnd, FLinearColor *LineColor, float Duration, float Thickness, bool enableInShipping)
 
void MulticastDrawDebugPoint (const UE::Math::TVector< double > *Position, float Size, FLinearColor *PointColor, float Duration, bool enableInShipping)
 
void MulticastDrawDebugSphere (const UE::Math::TVector< double > *Center, float Radius, int Segments, FLinearColor *LineColor, float Duration, bool enableInShipping)
 
void ReceiveHit (UPrimitiveComponent *MyComp, AActor *Other, UPrimitiveComponent *OtherComp, bool bSelfMoved, UE::Math::TVector< double > *HitLocation, UE::Math::TVector< double > *HitNormal, UE::Math::TVector< double > *NormalImpulse, const FHitResult *Hit)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void FinishSpawning (const UE::Math::TTransform< double > *UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache *InstanceDataCache, ESpawnActorScaleMethod TransformScaleMethod)
 
void PostActorConstruction ()
 
void SetReplicates (bool bInReplicates)
 
void SetReplicateMovement (bool bInReplicateMovement)
 
void CopyRemoteRoleFrom (const AActor *CopyFromActor)
 
void PostNetInit ()
 
void SwapRoles ()
 
void DispatchBeginPlay (bool bFromLevelStreaming)
 
void BeginPlay ()
 
void EnableInput (APlayerController *PlayerController)
 
void CreateInputComponent (TSubclassOf< UInputComponent > InputComponentToCreate)
 
void DisableInput (APlayerController *PlayerController)
 
float GetInputAxisValue (const FName InputAxisName)
 
bool SetActorLocation (const UE::Math::TVector< double > *NewLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
bool SetActorRotation (UE::Math::TRotator< double > *NewRotation, ETeleportType Teleport)
 
bool SetActorLocationAndRotation (UE::Math::TVector< double > *NewLocation, UE::Math::TRotator< double > *NewRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
bool SetActorLocationAndRotation (UE::Math::TVector< double > *NewLocation, const UE::Math::TQuat< double > *NewRotation, __int64 bSweep)
 
bool SetActorTransform (const UE::Math::TTransform< double > *NewTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeLocation (UE::Math::TVector< double > *NewRelativeLocation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeRotation (UE::Math::TRotator< double > *NewRelativeRotation, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeTransform (const UE::Math::TTransform< double > *NewRelativeTransform, bool bSweep, FHitResult *OutSweepHitResult, ETeleportType Teleport)
 
void SetActorRelativeScale3D (UE::Math::TVector< double > *NewRelativeScale)
 
void SetActorHiddenInGame (bool bNewHidden)
 
void SetActorEnableCollision (bool bNewActorEnableCollision)
 
bool Destroy (bool bNetForce, bool bShouldModifyLevel)
 
bool SetRootComponent (USceneComponent *NewRootComponent)
 
void GetActorBounds (bool bOnlyCollidingComponents, UE::Math::TVector< double > *Origin, UE::Math::TVector< double > *BoxExtent, bool bIncludeFromChildActors)
 
AWorldSettingsGetWorldSettings ()
 
ENetMode InternalGetNetMode ()
 
UNetDriverGetNetDriver ()
 
void SetNetDriverName (FName NewNetDriverName)
 
int GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
bool CallRemoteFunction (UFunction *Function, void *Parameters, FOutParmRec *OutParms, FFrame *Stack)
 
void DispatchPhysicsCollisionHit (const FRigidBodyCollisionInfo *MyInfo, const FRigidBodyCollisionInfo *OtherInfo, const FCollisionImpactData *RigidCollisionData)
 
bool IsSelectionChild ()
 
AActorGetSelectionParent ()
 
AActorGetRootSelectionParent ()
 
bool IsActorOrSelectionParentSelected ()
 
void PushSelectionToProxies ()
 
bool IsChildActor ()
 
UChildActorComponentGetParentComponent ()
 
void GetAllChildActors (TArray< AActor *, TSizedDefaultAllocator< 32 > > *ChildActors, bool bIncludeDescendants)
 
void UnregisterAllComponents (bool bForReregister)
 
void RegisterAllComponents ()
 
bool IncrementalRegisterComponents (int NumComponentsToRegister, FRegisterComponentContext *Context)
 
void MarkComponentsAsPendingKill (__int64 a2)
 
void ReregisterAllComponents (bool a2)
 
void UpdateComponentTransforms ()
 
void MarkComponentsRenderStateDirty ()
 
void InitializeComponents ()
 
void UninitializeComponents (const EEndPlayReason::Type *EndPlayReason)
 
bool ActorLineTraceSingle (FHitResult *OutHit, const UE::Math::TVector< double > *Start, const UE::Math::TVector< double > *End, ECollisionChannel TraceChannel, const FCollisionQueryParams *Params)
 
void SetLifeSpan (float InLifespan)
 
float GetLifeSpan ()
 
void PreInitializeComponents ()
 
float GetActorTimeDilation ()
 
float GetDistanceTo (const AActor *OtherActor)
 
bool IsHLODRelevant ()
 
void SetLODParent (UPrimitiveComponent *InLODParent, float InParentDrawDistance)
 
int GetRayTracingGroupId ()
 
void SetCanBeDamaged (bool bInCanBeDamaged)
 
void RealtimeThrottledTick_Implementation (long double DeltaTime)
 
void DestroyConstructedComponents ()
 
bool ExecuteConstruction (const UE::Math::TTransform< double > *Transform, const FRotationConversionCache *TransformRotationCache, const FComponentInstanceDataCache *InstanceDataCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod)
 
void ProcessUserConstructionScript ()
 
UActorComponentCreateComponentFromTemplate (UActorComponent *Template, const FName InName)
 
UActorComponentCreateComponentFromTemplateData (const FBlueprintCookedComponentInstancingData *TemplateData, const FName InName)
 
UActorComponentAddComponent (FName TemplateName, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform, const UObject *ComponentTemplateContext, bool bDeferredFinish)
 
void FinishAddComponent (UActorComponent *NewActorComp, bool bManualAttachment, const UE::Math::TTransform< double > *RelativeTransform)
 
void CheckComponentInstanceName (const FName InName)
 
void PostCreateBlueprintComponent (UActorComponent *NewActorComp)
 
float GetNetPriority (const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *InChannel, float Time, bool bLowBandwidth)
 
float GetReplayPriority (const UE::Math::TVector< double > *ViewPos, const UE::Math::TVector< double > *ViewDir, AActor *Viewer, AActor *ViewTarget, UActorChannel *const InChannel, float Time)
 
void PreNetReceive ()
 
void PostNetReceive ()
 
void OnRep_ReplicatedMovement ()
 
void PostNetReceiveLocationAndRotation ()
 
void PostNetReceivePhysicState ()
 
void SyncReplicatedPhysicsSimulation ()
 
bool IsWithinNetRelevancyDistance (const UE::Math::TVector< double > *SrcLocation)
 
bool IsNetRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation)
 
bool IsReplayRelevantFor (const AActor *RealViewer, const AActor *ViewTarget, const UE::Math::TVector< double > *SrcLocation, const float CullDistanceOverrideSq)
 
void GatherCurrentMovement ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
void GetReplicatedCustomConditionState (FCustomPropertyConditionState *OutActiveState)
 
bool ReplicateSubobjects (UActorChannel *Channel, FOutBunch *Bunch, FReplicationFlags *RepFlags)
 
ELifetimeCondition AllowActorComponentToReplicate (const UActorComponent *ComponentToReplicate)
 
void AddComponentForReplication (UActorComponent *Component)
 
void BuildReplicatedComponentsInfo ()
 
void GetSubobjectsWithStableNamesForNetworking (TArray< UObject *, TSizedDefaultAllocator< 32 > > *ObjList)
 
void OnSubobjectCreatedFromReplication (UObject *NewSubobject)
 
void OnSubobjectDestroyFromReplication (UObject *Subobject)
 
bool IsNameStableForNetworking ()
 
void Stasis ()
 
void ResetSpatialComponent ()
 
void Unstasis ()
 
void ClearNetworkSpatializationParent ()
 
void SetNetworkSpatializationParent (AActor *NewParent)
 
void PostInitializeComponents ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
UActorComponentGetComponentByCustomTag (FName TheTag)
 
UPrimitiveComponentGetVisibleComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
UPrimitiveComponentGetVisibleUnhiddenComponentByClass (TSubclassOf< UPrimitiveComponent > ComponentClass)
 
TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > * GetComponentsByCustomTag (TArray< UActorComponent *, TSizedDefaultAllocator< 32 > > *result, FName TheTag)
 
void SendExecCommand (FName CommandName, const FNetExecParams *ExecParams, bool bIsReliable)
 
void ServerSendExecCommandToEveryone (FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void ServerSendSimpleExecCommandToEveryone (FName CommandName, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void ServerSendExecCommandToPlayer (APrimalPlayerController *aPC, FName CommandName, const FBPNetExecParams *ExecParams, bool bIsReliable, bool bForceSendToLocalPlayer, bool bIgnoreRelevancy)
 
void NetActorSpawnActor_Implementation (TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void NetActorSpawnActorUnreliable_Implementation (TSubclassOf< AActor > ActorClass, UE::Math::TVector< double > *AtLoc, UE::Math::TRotator< double > *AtRot, bool bIgnoreOnDedicatedServer, USceneComponent *AttachToComponent, FName BoneName, AActor *SpawnOwner)
 
void ActorPlaySound_Implementation (USoundBase *SoundAsset, bool bAttach, FName BoneName, UE::Math::TVector< double > *LocOffset)
 
void StopActorSound (USoundBase *SoundAsset, float FadeOutTime)
 
APlayerControllerGetOwnerController ()
 
bool IsOwnedOrControlledBy (const AActor *TestOwner)
 
void MulticastDrawDebugLine_Implementation (const UE::Math::TVector< double > *TextLocation, const FString *Text, AActor *TestBaseActor)
 
void MulticastDrawDebugLineTraceHitResult_Implementation (const FHitResult *Hit, UE::Math::TVector< double > *TraceStart, UE::Math::TVector< double > *TraceEnd)
 
- Public Member Functions inherited from UPrimalActor
FTargetingTeamChangedOnTargetingTeamChangedField ()
 
intTargetingTeamField ()
 
intCustomActorFlagsField ()
 
TObjectPtr< AActor > & ActorUsingQuickActionField ()
 
FNameCustomTagField ()
 
intCustomDataField ()
 
FActorCustomEventSignatureOnActorCustomEventField ()
 
long doubleLastThrottledTickTimeField ()
 
FActorMatineeUpdatedOnMatineeUpdatedField ()
 
TMulticastDelegate< void __cdecl(void), FDefaultDelegateUserPolicy > & OnMatineeUpdatedRawField ()
 
TEnumAsByte< enum EReplicationGraphBehavior > & DesiredRepGraphBehaviorField ()
 
long doubleForceMaximumReplicationRateUntilTimeField ()
 
long doubleLastActorForceReplicationTimeField ()
 
intLastActorForceReplicationFrameField ()
 
floatNetworkAndStasisRangeMultiplierField ()
 
floatNetworkRangeMultiplierField ()
 
floatNetCullDistanceSquaredDormantField ()
 
intNetworkDormantChildrenOpIdxField ()
 
intLastFrameCalculatedNetworkRangeMultiplierField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenField ()
 
TArray< TObjectPtr< AActor >, TSizedDefaultAllocator< 32 > > & NetworkSpatializationChildrenDormantField ()
 
TObjectPtr< AActor > & NetworkSpatializationParentField ()
 
intDefaultStasisComponentOctreeFlagsField ()
 
intDefaultStasisedOctreeFlagsField ()
 
intDefaultUnstasisedOctreeFlagsField ()
 
floatOverrideStasisComponentRadiusField ()
 
TObjectPtr< UPrimitiveComponent > & StasisCheckComponentField ()
 
long doubleUnstasisLastInRangeTimeField ()
 
long doubleLastPreReplicationTimeField ()
 
long doubleLastEnterStasisTimeField ()
 
long doubleLastExitStasisTimeField ()
 
FStringLastSelectedWindSourceComponentNameField ()
 
unsigned __int8RandomStartByteField ()
 
unsigned __int64LastFrameUnStasisField ()
 
volatile intLastUnstasisFrameCounterField ()
 
TArray< TWeakObjectPtr< UActorComponent >, TSizedDefaultAllocator< 32 > > & StasisUnRegisteredComponentsField ()
 
floatReplicationIntervalMultiplierField ()
 
floatClientReplicationSendNowThresholdField ()
 
intForceImmediateReplicationFrameField ()
 
TWeakObjectPtr< USoundBase > & LastPostProcessVolumeSoundField ()
 
FActorSemaphoreTakenOnSemaphoreTakenField ()
 
long doubleOriginalCreationTimeField ()
 
__int64LastActorUnstasisedCycleField ()
 
unsigned intLastOnlyInitialReplicationPreReplicationFrameField ()
 
TArray< FTimerHandle, TSizedDefaultAllocator< 32 > > & TimerStasisStoreField ()
 
TArray< TObjectPtr< AMatineeActor >, TSizedDefaultAllocator< 32 > > & ControllingMatineeActorsField ()
 
intNetCriticalPriorityAdjustmentField ()
 
UMovementComponent *& DeferredMovementComponentField ()
 
BitFieldValue< bool, unsigned __int32bIsShooterPlayerController ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalDino ()
 
BitFieldValue< bool, unsigned __int32bIsShooterCharacter ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalCharacter ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32bIsPrimalStructureExplosive ()
 
BitFieldValue< bool, unsigned __int32bIsInstancedFoliage ()
 
BitFieldValue< bool, unsigned __int32bPreventSaving ()
 
BitFieldValue< bool, unsigned __int32bEnableMultiUse ()
 
BitFieldValue< bool, unsigned __int32bBlueprintMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32bUseCanMoveThroughActor ()
 
BitFieldValue< bool, unsigned __int32bUseBPFilterMultiUseEntries ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetMultiUseCenterText ()
 
BitFieldValue< bool, unsigned __int32bMultiUseCenterHUD ()
 
BitFieldValue< bool, unsigned __int32bUseNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32bNetworkSpatializationForceRelevancyCheck ()
 
BitFieldValue< bool, unsigned __int32bNetUseClientRelevancy ()
 
BitFieldValue< bool, unsigned __int32bAttachmentReplicationUseNetworkParent ()
 
BitFieldValue< bool, unsigned __int32bUseBPChangedActorTeam ()
 
BitFieldValue< bool, unsigned __int32bForceNetworkSpatialization ()
 
BitFieldValue< bool, unsigned __int32bForcedHudDrawingRequiresSameTeam ()
 
BitFieldValue< bool, unsigned __int32bIsMapActor ()
 
BitFieldValue< bool, unsigned __int32bUseOnlyPointForLevelBounds ()
 
BitFieldValue< bool, unsigned __int32bUseBPCheckForErrors ()
 
BitFieldValue< bool, unsigned __int32bHasHighVolumeRPCs ()
 
BitFieldValue< bool, unsigned __int32bAutoStasis ()
 
BitFieldValue< bool, unsigned __int32bClimbable ()
 
BitFieldValue< bool, unsigned __int32bUseBPDrawEntry ()
 
BitFieldValue< bool, unsigned __int32bPreventCliffPlatforms ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideUILocation ()
 
BitFieldValue< bool, unsigned __int32bStasised ()
 
BitFieldValue< bool, unsigned __int32bPreventActorStasis ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetBonesToHideOnAllocation ()
 
BitFieldValue< bool, unsigned __int32bReplicateHidden ()
 
BitFieldValue< bool, unsigned __int32bPendingUnstasis ()
 
BitFieldValue< bool, unsigned __int32bHibernateChange ()
 
BitFieldValue< bool, unsigned __int32bSavedWhenStasised ()
 
BitFieldValue< bool, unsigned __int32bLoadedFromSaveGame ()
 
BitFieldValue< bool, unsigned __int32bPreventCharacterBasing ()
 
BitFieldValue< bool, unsigned __int32bPreventCharacterBasingAllowSteppingUp ()
 
BitFieldValue< bool, unsigned __int32bIgnoreNetworkRangeScaling ()
 
BitFieldValue< bool, unsigned __int32bForceReplicateDormantChildrenWithoutSpatialRelevancy ()
 
BitFieldValue< bool, unsigned __int32bForcePreventSeamlessTravel ()
 
BitFieldValue< bool, unsigned __int32bPreventLevelBoundsRelevant ()
 
BitFieldValue< bool, unsigned __int32bUseBPInventoryItemUsed ()
 
BitFieldValue< bool, unsigned __int32bUseBPInventoryItemDropped ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideTargetingLocation ()
 
BitFieldValue< bool, unsigned __int32bForceAllowNetMulticast ()
 
BitFieldValue< bool, unsigned __int32bBPInventoryItemUsedHandlesDurability ()
 
BitFieldValue< bool, unsigned __int32bUseBPForceAllowsInventoryUse ()
 
BitFieldValue< bool, unsigned __int32bAlwaysRelevantPrimalStructure ()
 
BitFieldValue< bool, unsigned __int32bPreventNPCSpawnFloor ()
 
BitFieldValue< bool, unsigned __int32bForceHiddenReplication ()
 
BitFieldValue< bool, unsigned __int32bNetCritical ()
 
BitFieldValue< bool, unsigned __int32bOnlyReplicateOnNetForcedUpdate ()
 
BitFieldValue< bool, unsigned __int32bPreventRegularForceNetUpdate ()
 
BitFieldValue< bool, unsigned __int32bOnlyInitialReplication ()
 
BitFieldValue< bool, unsigned __int32bPreventOnDedicatedServer ()
 
BitFieldValue< bool, unsigned __int32bUseAttachmentReplication ()
 
BitFieldValue< bool, unsigned __int32bStasisComponentRadiusForceDistanceCheck ()
 
BitFieldValue< bool, unsigned __int32bIgnoredByCharacterEncroachment ()
 
BitFieldValue< bool, unsigned __int32bNetMulticasting ()
 
BitFieldValue< bool, unsigned __int32bDormantNetMulticastForceFullReplication ()
 
BitFieldValue< bool, unsigned __int32bForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32bWasForceIgnoreSpatialComponent ()
 
BitFieldValue< bool, unsigned __int32bWillStasisAfterSpawn ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetHUDDrawLocationOffset ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventAttachments ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetShowDebugAnimationComponents ()
 
BitFieldValue< bool, unsigned __int32bUnstreamComponentsUseEndOverlap ()
 
BitFieldValue< bool, unsigned __int32bWantsPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedPerformanceThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedTagsList ()
 
BitFieldValue< bool, unsigned __int32bWantsServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedServerThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bBPPreInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32bBPPostInitializeComponents ()
 
BitFieldValue< bool, unsigned __int32bUseBPCustomIsRelevantForClient ()
 
BitFieldValue< bool, unsigned __int32bUseStasisGrid ()
 
BitFieldValue< bool, unsigned __int32bAlwaysCreatePhysicsState ()
 
BitFieldValue< bool, unsigned __int32bForceInfiniteDrawDistance ()
 
BitFieldValue< bool, unsigned __int32bIsFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32bIsDestroyedFromChildActorComponent ()
 
BitFieldValue< bool, unsigned __int32bIsValidUnstasisCaster ()
 
BitFieldValue< bool, unsigned __int32bUseBPAllowActorSpawn ()
 
BitFieldValue< bool, unsigned __int32bWantsRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bAddedRealtimeThrottledTick ()
 
BitFieldValue< bool, unsigned __int32bRealtimeThrottledTickUseNativeTick ()
 
bool IsValidUnStasisCaster ()
 
bool AllowSeamlessTravel ()
 
float GetNetworkRangeMultiplier ()
 
bool GetIsMapActor ()
 
bool AllowSaving ()
 
void ControlRigNotify (FName NotifyName, FName NotifyCustomTag, const FHitResult *WorldSpaceHitResult, const UE::Math::TVector< double > *Velocity)
 
void ChangeActorTeam (int NewTeam)
 
bool ForceInfiniteDrawDistanceOnComponent (const UPrimitiveComponent *OnComponent)
 
void TargetingTeamChanged ()
 
float OffsetHUDFromCenterScreenY_Implementation ()
 
bool IsShooterCharacter ()
 
bool IsPrimalDino ()
 
bool IsPrimalCharacter ()
 
bool IsPrimalStructure ()
 
bool IsPrimalCharacterOrStructure ()
 
bool IsInstancedFoliage ()
 
bool AllowIgnoreCharacterEncroachment (UPrimitiveComponent *HitComponent, AActor *EncroachingCharacter)
 
bool AllowManualMultiUseActivation (APlayerController *ForPC)
 
void BPAttachedRootComponent ()
 
void DrawBasicFloatingHUD (AHUD *ForHUD)
 
float GetUsablePriority ()
 
FMultiUseWheelOptionGetWheelOptionInfoBP (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
void ModifyHudMultiUseLoc (UE::Math::TVector2< double > *theVec, APlayerController *PC, int index)
 
void ValidateGeneratedRepEnums (const TArray< FRepRecord, TSizedDefaultAllocator< 32 > > *ClassReps)
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty, TSizedDefaultAllocator< 32 > > *OutLifetimeProps)
 
bool CheckBPAllowActorSpawn (UWorld *World, const UE::Math::TVector< double > *AtLocation, const UE::Math::TRotator< double > *AtRotation, AActor *ForOwner, APawn *ForInstigator)
 
void MatineeUpdated ()
 
bool PreventCharacterBasing (AActor *OtherActor, UPrimitiveComponent *BasedOnComponent)
 
float GetApproachRadius ()
 
bool UseNetworkRangeScaling ()
 
float GetNetStasisAndRangeMultiplier (bool bIsForNetworking)
 
void InventoryItemUsed (UObject *InventoryItemObject)
 
void InventoryItemDropped (UObject *InventoryItemObject)
 
bool ForceAllowsInventoryUse (const UObject *InventoryItemObject)
 
void PlaySoundOnActor (USoundCue *InSoundCue, float VolumeMultiplier, float PitchMultiplier)
 
void ClientMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyInstance)
 
bool TryMultiUse (APlayerController *ForPC, int UseIndex, int hitBodyInstance)
 
void InputDismissPOI (APlayerController *ForPC, int Index)
 
void GetMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries, int hitBodyInstance)
 
UTexture2DGetMultiUseIcon (APlayerController *ForPC, FMultiUseEntry *MultiUseEntry)
 
void SetDesiredRepGraphBehavior (EReplicationGraphBehavior NewBehavior)
 
void FilterMultiUseEntries (APlayerController *ForPC, TArray< FMultiUseEntry, TSizedDefaultAllocator< 32 > > *MultiUseEntries)
 
bool GetMultiUseCenterText (APlayerController *ForPC, int UseIndex, FString *OutCenterText, FLinearColor *OutCenterTextColor)
 
FMultiUseWheelOptionGetWheelOptionInfo (FMultiUseWheelOption *result, APlayerController *ForPC, int WheelCategory)
 
FMultiUseWheelOptionGetWheelOptionByUseIndex (FMultiUseWheelOption *result, APlayerController *ForPC, int Index)
 
float BPOverrideServerMultiUseAcceptRange_Implementation ()
 
void GetAllSceneComponents (TArray< USceneComponent *, TSizedDefaultAllocator< 32 > > *OutComponents)
 
void AddControllingMatineeActor (AMatineeActor *InMatineeActor)
 
void RemoveControllingMatineeActor (AMatineeActor *InMatineeActor)
 
bool IsMatineeControlled ()
 
void OnUROPostInterpolation_AnyThread (float Delta, USkeletalMeshComponent *Mesh, FAnimationEvaluationContext *InOutContext)
 
void MulticastProperty (FName PropertyName, bool bUnreliable)
 
void ForceReplicateNow (bool bForceCreateChannel, bool bForceCreateChannelIfRelevant, bool bOnlyIfNoChannel)
 
- Public Member Functions inherited from UObject
bool ProcessConsoleExec (const wchar_t *Cmd, FOutputDevice *Ar, UObject *Executor)
 
FStringGetDetailedInfoInternal (FString *result)
 
bool AreAllOuterObjectsValid ()
 
bool IsInBlueprint ()
 
bool IsBasedOnArchetype (const UObject *const SomeObject)
 
UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
UObjectGetDefaultSubobjectByName (FName ToFind)
 
bool Rename (const wchar_t *InName, UObject *NewOuter, unsigned int Flags)
 
void PostLoad ()
 
bool NeedsLoadForServer ()
 
bool NeedsLoadForClient ()
 
void BeginDestroy ()
 
void FinishDestroy ()
 
FStringGetDetailedInfo (FString *result)
 
bool ConditionalBeginDestroy ()
 
bool ConditionalFinishDestroy ()
 
void ConditionalPostLoad ()
 
void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void ConditionalPostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
void GetPreloadDependencies (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutDeps)
 
void Serialize (FStructuredArchiveRecord Record)
 
void SerializeScriptProperties (FArchive *Ar)
 
void SerializeScriptProperties (FStructuredArchiveSlot Slot)
 
void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject *, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs< UObject *, UObject *, 0 > > *ObjectMapping)
 
void CollectDefaultSubobjects (TArray< UObject *, TSizedDefaultAllocator< 32 > > *OutSubobjectArray, bool bIncludeNestedSubobjects)
 
bool CheckDefaultSubobjects (bool bForceCheck)
 
bool CheckDefaultSubobjectsInternal ()
 
void GetAssetRegistryTags (FAssetData *Out)
 
void GetResourceSizeEx (FResourceSizeEx *CumulativeResourceSize)
 
bool IsAsset ()
 
FPrimaryAssetIdGetPrimaryAssetId (FPrimaryAssetId *result)
 
bool IsLocalizedResource ()
 
bool IsSafeForRootSet ()
 
void LoadConfig (UClass *ConfigClass, const wchar_t *InFilename, unsigned int PropagationFlags, FProperty *PropertyToLoad)
 
void SaveConfig (unsigned __int64 Flags, const wchar_t *InFilename, FConfigCacheIni *Config, bool bAllowCopyToDefaultObject)
 
FStringGetDefaultConfigFilename (FString *result)
 
bool IsNameStableForNetworking ()
 
bool IsFullNameStableForNetworking ()
 
bool IsSupportedForNetworking ()
 
void LocalizeProperty (UObject *LocBase, TArray< FString, TSizedDefaultAllocator< 32 > > *PropertyTagChain, FProperty *const BaseProperty, FProperty *const Property, void *const ValueAddress)
 
void SkipFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
void CallFunction (FFrame *Stack, void *const Z_Param__Result, UFunction *Function)
 
bool CallFunctionByNameWithArguments (const wchar_t *Str, FOutputDevice *Ar, UObject *Executor, bool bForceCallWithNonExec)
 
UFunctionFindFunctionChecked (FName InName, EIncludeSuperFlag::Type a3=EIncludeSuperFlag::IncludeSuper)
 
void ProcessEvent (UFunction *Function, void *Parms)
 
void ProcessContextOpcode (FFrame *Stack, void *const Z_Param__Result, bool bCanFailSilently)
 
UObjectGetArchetype ()
 
bool IsInOrOwnedBy (const UObject *SomeOuter)
 
void SetLinker (FLinkerLoad *LinkerLoad, int LinkerIndex, bool bShouldDetachExisting)
 
ARK_API FPropertyFindProperty (FName name)
 
- Public Member Functions inherited from UObjectBaseUtility
FPackageFileVersionGetLinkerUEVersion (FPackageFileVersion *result)
 
FStringGetPathName (FString *result, const UObject *StopOuter)
 
void GetPathName (const UObject *StopOuter, FString *ResultString)
 
void GetPathName (const UObject *StopOuter, TStringBuilderBase< wchar_t > *ResultString)
 
FStringGetFullGroupName (FString *result, bool bStartWithOuter)
 
UObjectGetOutermostObject ()
 
UPackageGetPackage ()
 
bool MarkPackageDirty ()
 
UObjectGetTypedOuter (UClass *Target)
 
bool IsIn (const UObject *SomeOuter)
 
bool IsInPackage (const UPackage *SomePackage)
 
voidGetInterfaceAddress (UClass *InterfaceClass)
 
bool IsDefaultSubobject ()
 
void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject)
 
bool CanBeInCluster ()
 
void CreateCluster ()
 
FLinkerLoadGetLinker ()
 
int GetLinkerIndex ()
 
- Public Member Functions inherited from UObjectBase
UObjectBase_vtbl *& __vftableField ()
 
EObjectFlagsObjectFlagsField ()
 
intInternalIndexField ()
 
UClass *& ClassPrivateField ()
 
UClass *& ClassField ()
 
FNameNamePrivateField ()
 
FNameNameField ()
 
UObject *& OuterPrivateField ()
 
void DeferredRegister (UClass *UClassStaticClass, const wchar_t *PackageName, const wchar_t *InName)
 
UPackageGetExternalPackageInternal ()
 
void SetExternalPackage (UPackage *InPackage)
 
bool IsValidLowLevel ()
 
bool IsValidLowLevelFast (bool bRecursive)
 
- Public Member Functions inherited from ActorExtensions
FVector GetActorForwardVector ()
 Returns the forward direction vector (length 1.0) from the actor's point of view.
 
bool IsA (UClass *SomeBase)
 Returns if the actor is from SomeBase or a subclass of SomeBase.
 
FVector GetLocation ()
 Returns the actor's location in world space.
 

Static Public Member Functions

static UClassStaticClass ()
 
static void StaticRegisterNativesAShooterProjectile ()
 
- Static Public Member Functions inherited from AActor
static UClassStaticClass ()
 
static void MakeNoiseImpl (AActor *NoiseMaker, float Loudness, APawn *NoiseInstigator, const UE::Math::TVector< double > *NoiseLocation, float MaxRange, FName Tag)
 
static void StaticRegisterNativesAActor ()
 
- Static Public Member Functions inherited from UPrimalActor
static UClassGetPrivateStaticClass ()
 
static void StaticRegisterNativesUPrimalActor ()
 
- Static Public Member Functions inherited from UObject
static UClassStaticClass ()
 
static const FNameAssetVersePathTagName ()
 
static void ProcessInternal (UObject *Context, FFrame *Stack, void *const Z_Param__Result)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static __int64 GetLinkerCustomVersion ()
 

Additional Inherited Members

- Public Attributes inherited from UPrimalActor
TMulticastDelegate< void __cdecl(UPrimalActor *, int, int), FDefaultDelegateUserPolicyOnTeamChangedForActorField )()
 

Detailed Description

Definition at line 9981 of file Actor.h.

Member Function Documentation

◆ AddMoveIgnoreActor()

void AShooterProjectile::AddMoveIgnoreActor ( AActor * ignoreActor)
inline

Definition at line 10133 of file Actor.h.

◆ ApplyDamageScalar()

void AShooterProjectile::ApplyDamageScalar ( float Scalar)
inline

Definition at line 10135 of file Actor.h.

◆ ApplyExplosionDamageAndVFX()

void AShooterProjectile::ApplyExplosionDamageAndVFX ( const FHitResult * Impact,
bool bForceSpawnExplosionEmitter )
inline

Definition at line 10116 of file Actor.h.

◆ bAttachOnImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bAttachOnImpact ( )
inline

Definition at line 10043 of file Actor.h.

◆ bAttachOnProjectileBounced()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bAttachOnProjectileBounced ( )
inline

Definition at line 10063 of file Actor.h.

◆ bCheckForNonBlockingHitImpactFX()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bCheckForNonBlockingHitImpactFX ( )
inline

Definition at line 10049 of file Actor.h.

◆ bClearStructureColorsOnImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bClearStructureColorsOnImpact ( )
inline

Definition at line 10077 of file Actor.h.

◆ bClientTickWhenInAirAndCheckForNonBlockingHitImpactFX()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bClientTickWhenInAirAndCheckForNonBlockingHitImpactFX ( )
inline

Definition at line 10050 of file Actor.h.

◆ bColorizeRegionsField()

FieldArray< bool, 6 > AShooterProjectile::bColorizeRegionsField ( )
inline

Definition at line 10020 of file Actor.h.

◆ bColorizeStructureOnImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bColorizeStructureOnImpact ( )
inline

Definition at line 10076 of file Actor.h.

◆ bDestroyOnExplode()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bDestroyOnExplode ( )
inline

Definition at line 10040 of file Actor.h.

◆ bDestroyOnExplodeNonBlockingImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bDestroyOnExplodeNonBlockingImpact ( )
inline

Definition at line 10079 of file Actor.h.

◆ bDoFinalTraceCheckFromInstigatorToDirectDamageVictim()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bDoFinalTraceCheckFromInstigatorToDirectDamageVictim ( )
inline

Definition at line 10084 of file Actor.h.

◆ bDoFinalTraceCheckToDirectDamageVictim()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bDoFinalTraceCheckToDirectDamageVictim ( )
inline

Definition at line 10083 of file Actor.h.

◆ bDoFullRadialDamage()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bDoFullRadialDamage ( )
inline

Definition at line 10070 of file Actor.h.

◆ bDontFragmentOnDamage()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bDontFragmentOnDamage ( )
inline

Definition at line 10080 of file Actor.h.

◆ BeginPlay()

void AShooterProjectile::BeginPlay ( )
inline

Definition at line 10102 of file Actor.h.

◆ bExploded()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bExploded ( )
inline

Definition at line 10035 of file Actor.h.

◆ bExplodeEffectOnDestroy()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bExplodeEffectOnDestroy ( )
inline

Definition at line 10059 of file Actor.h.

◆ bExplodeOnClient()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bExplodeOnClient ( )
inline

Definition at line 10037 of file Actor.h.

◆ bExplodeOnImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bExplodeOnImpact ( )
inline

Definition at line 10038 of file Actor.h.

◆ bExplodeOnLifeTimeEnd()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bExplodeOnLifeTimeEnd ( )
inline

Definition at line 10039 of file Actor.h.

◆ bExplodeOnNonBlockingImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bExplodeOnNonBlockingImpact ( )
inline

Definition at line 10071 of file Actor.h.

◆ bExplosionOrientUpwards()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bExplosionOrientUpwards ( )
inline

Definition at line 10075 of file Actor.h.

◆ bForceIgnoreFriendlyFire()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bForceIgnoreFriendlyFire ( )
inline

Definition at line 10042 of file Actor.h.

◆ bForceNetUpdateField()

bool & AShooterProjectile::bForceNetUpdateField ( )
inline

Definition at line 10006 of file Actor.h.

◆ bForceUseTickFunction()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bForceUseTickFunction ( )
inline

Definition at line 10041 of file Actor.h.

◆ bHadAttachParent()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bHadAttachParent ( )
inline

Definition at line 10053 of file Actor.h.

◆ bIgnoredByTurrets()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bIgnoredByTurrets ( )
inline

Definition at line 10065 of file Actor.h.

◆ bImpactPvEOnlyAlly()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bImpactPvEOnlyAlly ( )
inline

Definition at line 10061 of file Actor.h.

◆ bImpactRequiresDinoLineOfSight()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bImpactRequiresDinoLineOfSight ( )
inline

Definition at line 10060 of file Actor.h.

◆ bImpactSetRotationToNormal()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bImpactSetRotationToNormal ( )
inline

Definition at line 10046 of file Actor.h.

◆ bIsGlowStick()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bIsGlowStick ( )
inline

Definition at line 10086 of file Actor.h.

◆ bIsGlowStickSelf()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bIsGlowStickSelf ( )
inline

Definition at line 10087 of file Actor.h.

◆ bMultiTraceCollideAgainstPawns()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bMultiTraceCollideAgainstPawns ( )
inline

Definition at line 10073 of file Actor.h.

◆ bNoImpactEmitterOnCharacterHit()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bNoImpactEmitterOnCharacterHit ( )
inline

Definition at line 10047 of file Actor.h.

◆ bNonBlockingImpactNoExplosionEmitter()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bNonBlockingImpactNoExplosionEmitter ( )
inline

Definition at line 10078 of file Actor.h.

◆ bNonBlockingVolumeMustBeWater()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bNonBlockingVolumeMustBeWater ( )
inline

Definition at line 10067 of file Actor.h.

◆ BPIgnoreRadialDamageVictim()

bool AShooterProjectile::BPIgnoreRadialDamageVictim ( AActor * Victim)
inline

Definition at line 10094 of file Actor.h.

◆ bPreventReflecting()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bPreventReflecting ( )
inline

Definition at line 10081 of file Actor.h.

◆ bProjectileEffectsDeactivated()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bProjectileEffectsDeactivated ( )
inline

Definition at line 10058 of file Actor.h.

◆ bRadialDamageIgnoreDamageCauser()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bRadialDamageIgnoreDamageCauser ( )
inline

Definition at line 10072 of file Actor.h.

◆ bReplicateImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bReplicateImpact ( )
inline

Definition at line 10045 of file Actor.h.

◆ bResetHasImpactedOnMultiTraceForBlocking()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bResetHasImpactedOnMultiTraceForBlocking ( )
inline

Definition at line 10066 of file Actor.h.

◆ bRotateMeshWhileMoving()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bRotateMeshWhileMoving ( )
inline

Definition at line 10048 of file Actor.h.

◆ bSpawnExplosionTemplateOnClient()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bSpawnExplosionTemplateOnClient ( )
inline

Definition at line 10036 of file Actor.h.

◆ bSpawnImpactEffectOnHit()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bSpawnImpactEffectOnHit ( )
inline

Definition at line 10044 of file Actor.h.

◆ bStopOnExplode()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bStopOnExplode ( )
inline

Definition at line 10055 of file Actor.h.

◆ bTickedNonBlockingHitImpactFX()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bTickedNonBlockingHitImpactFX ( )
inline

Definition at line 10051 of file Actor.h.

◆ bTraceForBlockingDoImpactBackTrace()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bTraceForBlockingDoImpactBackTrace ( )
inline

Definition at line 10074 of file Actor.h.

◆ bTraceImpacted()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bTraceImpacted ( )
inline

Definition at line 10054 of file Actor.h.

◆ bUseBPIgnoreProjectileImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseBPIgnoreProjectileImpact ( )
inline

Definition at line 10064 of file Actor.h.

◆ bUseBPIgnoreRadialDamageVictim()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseBPIgnoreRadialDamageVictim ( )
inline

Definition at line 10082 of file Actor.h.

◆ bUseBPProjectileBounced()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseBPProjectileBounced ( )
inline

Definition at line 10062 of file Actor.h.

◆ bUseClientHitDetermination()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseClientHitDetermination ( )
inline

Definition at line 10088 of file Actor.h.

◆ bUseCustomColor()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseCustomColor ( )
inline

Definition at line 10069 of file Actor.h.

◆ bUseMultiTraceForBlocking()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseMultiTraceForBlocking ( )
inline

Definition at line 10057 of file Actor.h.

◆ bUseProjectileTraceChannel()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseProjectileTraceChannel ( )
inline

Definition at line 10085 of file Actor.h.

◆ bUseTraceForBlocking()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseTraceForBlocking ( )
inline

Definition at line 10052 of file Actor.h.

◆ bUseTraceForBlockingStopOnExplode()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseTraceForBlockingStopOnExplode ( )
inline

Definition at line 10056 of file Actor.h.

◆ bUseWeaponColorization()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::bUseWeaponColorization ( )
inline

Definition at line 10068 of file Actor.h.

◆ ClientFailsafeLifespanField()

float & AShooterProjectile::ClientFailsafeLifespanField ( )
inline

Definition at line 10010 of file Actor.h.

◆ ClientNetDestroy_Implementation()

void AShooterProjectile::ClientNetDestroy_Implementation ( )
inline

Definition at line 10114 of file Actor.h.

◆ ClientNetExplode()

void AShooterProjectile::ClientNetExplode ( FHitResult * HitResult)
inline

Definition at line 10095 of file Actor.h.

◆ ClientNetExplode_Implementation()

void AShooterProjectile::ClientNetExplode_Implementation ( FHitResult * HitResult)
inline

Definition at line 10112 of file Actor.h.

◆ ClientNetImpactFX_Implementation()

void AShooterProjectile::ClientNetImpactFX_Implementation ( FHitResult * HitResult)
inline

Definition at line 10110 of file Actor.h.

◆ ClientOnImpact_Implementation()

void AShooterProjectile::ClientOnImpact_Implementation ( UE::Math::TVector< double > * ProjectileLocation,
UE::Math::TRotator< double > * ProjectileRotation,
FHitResult * HitResult )
inline

Definition at line 10111 of file Actor.h.

◆ ClientSideCollisionRadiusField()

float & AShooterProjectile::ClientSideCollisionRadiusField ( )
inline

Definition at line 9996 of file Actor.h.

◆ CollisionCompField()

USphereComponent *& AShooterProjectile::CollisionCompField ( )
inline

Definition at line 9990 of file Actor.h.

◆ Colorize()

void AShooterProjectile::Colorize ( )
inline

Definition at line 10131 of file Actor.h.

◆ CustomColorDesaturationField()

float & AShooterProjectile::CustomColorDesaturationField ( )
inline

Definition at line 9998 of file Actor.h.

◆ CustomColorField()

FLinearColor & AShooterProjectile::CustomColorField ( )
inline

Definition at line 10012 of file Actor.h.

◆ CustomColorIDField()

__int16 & AShooterProjectile::CustomColorIDField ( )
inline

Definition at line 10021 of file Actor.h.

◆ DamageCauserField()

TWeakObjectPtr< AActor > & AShooterProjectile::DamageCauserField ( )
inline

Definition at line 10013 of file Actor.h.

◆ DeactivateProjectileEffects()

void AShooterProjectile::DeactivateProjectileEffects ( )
inline

Definition at line 10115 of file Actor.h.

◆ DeleteNearbyGlowSticks()

void AShooterProjectile::DeleteNearbyGlowSticks ( )
inline

Definition at line 10107 of file Actor.h.

◆ Destroy()

bool AShooterProjectile::Destroy ( bool bNetForce,
bool bShouldModifyLevel )
inline

Definition at line 10124 of file Actor.h.

◆ Destroyed()

void AShooterProjectile::Destroyed ( )
inline

Definition at line 10125 of file Actor.h.

◆ DisableAndDestroy()

void AShooterProjectile::DisableAndDestroy ( bool forceOnClient)
inline

Definition at line 10121 of file Actor.h.

◆ DistanceCutoffForMidairProjectileFoliageTracingField()

float & AShooterProjectile::DistanceCutoffForMidairProjectileFoliageTracingField ( )
inline

Definition at line 10030 of file Actor.h.

◆ Explode()

void AShooterProjectile::Explode ( const FHitResult * Impact)
inline

Definition at line 10096 of file Actor.h.

◆ Explode_Implementation()

void AShooterProjectile::Explode_Implementation ( const FHitResult * Impact)
inline

Definition at line 10117 of file Actor.h.

◆ ExplodeAtLocation()

void AShooterProjectile::ExplodeAtLocation ( UE::Math::TVector< double > * AtLocation,
UE::Math::TVector< double > * AtNormal )
inline

Definition at line 10136 of file Actor.h.

◆ ExplosionEmitterField()

TSubclassOf< AActor > & AShooterProjectile::ExplosionEmitterField ( )
inline

Definition at line 9993 of file Actor.h.

◆ ExplosionNetworkTimeField()

long double & AShooterProjectile::ExplosionNetworkTimeField ( )
inline

Definition at line 10004 of file Actor.h.

◆ FluidSimSplashStrengthField()

float & AShooterProjectile::FluidSimSplashStrengthField ( )
inline

Definition at line 10026 of file Actor.h.

◆ FluidSimSplashTemplateOverrideField()

UNiagaraSystem *& AShooterProjectile::FluidSimSplashTemplateOverrideField ( )
inline

Definition at line 10027 of file Actor.h.

◆ ForceNetUpdateTimeIntervalField()

float & AShooterProjectile::ForceNetUpdateTimeIntervalField ( )
inline

Definition at line 10007 of file Actor.h.

◆ FragmentConeHalfAngleField()

float & AShooterProjectile::FragmentConeHalfAngleField ( )
inline

Definition at line 9987 of file Actor.h.

◆ FragmentOriginOffsetField()

float & AShooterProjectile::FragmentOriginOffsetField ( )
inline

Definition at line 9986 of file Actor.h.

◆ FragmentProjectileTemplateField()

TSubclassOf< AShooterProjectile > & AShooterProjectile::FragmentProjectileTemplateField ( )
inline

Definition at line 9989 of file Actor.h.

◆ GetLifetimeReplicatedProps()

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

Definition at line 10101 of file Actor.h.

◆ HasPerformedAnEnvirnonmentalImpact()

BitFieldValue< bool, unsigned __int32 > AShooterProjectile::HasPerformedAnEnvirnonmentalImpact ( )
inline

Definition at line 10089 of file Actor.h.

◆ IgnoreNonBlockingHitClassesField()

TArray< TSubclassOf< UObject >, TSizedDefaultAllocator< 32 > > & AShooterProjectile::IgnoreNonBlockingHitClassesField ( )
inline

Definition at line 10024 of file Actor.h.

◆ IgnoreRadialDamageToActor()

bool AShooterProjectile::IgnoreRadialDamageToActor ( AActor * Victim)
inline

Definition at line 10134 of file Actor.h.

◆ ImpactedActorsField()

TArray< AActor *, TSizedDefaultAllocator< 32 > > & AShooterProjectile::ImpactedActorsField ( )
inline

Definition at line 10022 of file Actor.h.

◆ ImpactEmitterField()

TSubclassOf< APrimalEmitterSpawnable > & AShooterProjectile::ImpactEmitterField ( )
inline

Definition at line 9994 of file Actor.h.

◆ InitVelocity() [1/2]

void AShooterProjectile::InitVelocity ( UE::Math::TVector< double > * ShootDirection)
inline

Definition at line 10103 of file Actor.h.

◆ InitVelocity() [2/2]

void AShooterProjectile::InitVelocity ( UE::Math::TVector< double > * ShootDirection,
float CustomSpeed )
inline

Definition at line 10104 of file Actor.h.

◆ LastFoliageTraceCheckLocationField()

UE::Math::TVector< double > & AShooterProjectile::LastFoliageTraceCheckLocationField ( )
inline

Definition at line 10028 of file Actor.h.

◆ LastFoliageTraceCheckTimeField()

long double & AShooterProjectile::LastFoliageTraceCheckTimeField ( )
inline

Definition at line 10029 of file Actor.h.

◆ LastProjectileBounceSoundField()

long double & AShooterProjectile::LastProjectileBounceSoundField ( )
inline

Definition at line 10017 of file Actor.h.

◆ LastVelocityField()

UE::Math::TVector< double > & AShooterProjectile::LastVelocityField ( )
inline

Definition at line 10023 of file Actor.h.

◆ LifeSpanExpired()

void AShooterProjectile::LifeSpanExpired ( )
inline

Definition at line 10113 of file Actor.h.

◆ MyControllerField()

TWeakObjectPtr< AController > & AShooterProjectile::MyControllerField ( )
inline

Definition at line 9995 of file Actor.h.

◆ NetAttachRootComponentTo_Implementation()

void AShooterProjectile::NetAttachRootComponentTo_Implementation ( USceneComponent * InParent,
FName InSocketName,
UE::Math::TVector< double > * RelativeLocation,
UE::Math::TRotator< double > * RelativeRotation )
inline

Definition at line 10138 of file Actor.h.

◆ NetResetTransformAndVelocity_Implementation()

void AShooterProjectile::NetResetTransformAndVelocity_Implementation ( UE::Math::TVector< double > * NewLocation,
UE::Math::TRotator< double > * NewRotation,
UE::Math::TVector< double > * NewVelocity,
const TArray< AActor *, TSizedDefaultAllocator< 32 > > * NewMoveIgnoreActors )
inline

Definition at line 10108 of file Actor.h.

◆ NetUpdateTimer()

void AShooterProjectile::NetUpdateTimer ( )
inline

Definition at line 10130 of file Actor.h.

◆ NudgedImpactDistanceField()

float & AShooterProjectile::NudgedImpactDistanceField ( )
inline

Definition at line 10005 of file Actor.h.

◆ NumberOfFragmentProjectilesField()

int & AShooterProjectile::NumberOfFragmentProjectilesField ( )
inline

Definition at line 9988 of file Actor.h.

◆ OnImpact()

void AShooterProjectile::OnImpact ( const FHitResult * HitResult,
bool bFromReplication )
inline

Definition at line 10097 of file Actor.h.

◆ OnImpact_Implementation()

void AShooterProjectile::OnImpact_Implementation ( const FHitResult * HitResult,
bool bFromReplication )
inline

Definition at line 10109 of file Actor.h.

◆ OnRep_AttachmentReplication()

void AShooterProjectile::OnRep_AttachmentReplication ( )
inline

Definition at line 10128 of file Actor.h.

◆ OnTouch()

void AShooterProjectile::OnTouch ( AActor * OverlappedActor,
AActor * Actor )
inline

Definition at line 10106 of file Actor.h.

◆ ParticleColorIntensityField()

float & AShooterProjectile::ParticleColorIntensityField ( )
inline

Definition at line 10009 of file Actor.h.

◆ ParticleCompField()

UParticleSystemComponent *& AShooterProjectile::ParticleCompField ( )
inline

Definition at line 9991 of file Actor.h.

◆ PlayDestructionEffect()

void AShooterProjectile::PlayDestructionEffect ( bool bOverrideHit,
const FHitResult * HitResult )
inline

Definition at line 10126 of file Actor.h.

◆ PostExplosionKeepAliveLifeSpanField()

float & AShooterProjectile::PostExplosionKeepAliveLifeSpanField ( )
inline

Definition at line 10003 of file Actor.h.

◆ PostNetReceiveVelocity()

void AShooterProjectile::PostNetReceiveVelocity ( const UE::Math::TVector< double > * NewVelocity)
inline

Definition at line 10122 of file Actor.h.

◆ PreventExplosionEmitter()

bool AShooterProjectile::PreventExplosionEmitter ( const FHitResult * Impact)
inline

Definition at line 10098 of file Actor.h.

◆ PreviousLocationField()

UE::Math::TVector< double > & AShooterProjectile::PreviousLocationField ( )
inline

Definition at line 10018 of file Actor.h.

◆ PreviousNonBlockingHitComponentsField()

TArray< TWeakObjectPtr< UPrimitiveComponent >, TSizedDefaultAllocator< 32 > > & AShooterProjectile::PreviousNonBlockingHitComponentsField ( )
inline

Definition at line 9999 of file Actor.h.

◆ ProjectileBounced()

void AShooterProjectile::ProjectileBounced ( const FHitResult * ImpactResult,
const UE::Math::TVector< double > * ImpactVelocity )
inline

Definition at line 10123 of file Actor.h.

◆ ProjectileBounceSoundField()

USoundCue *& AShooterProjectile::ProjectileBounceSoundField ( )
inline

Definition at line 10015 of file Actor.h.

◆ ProjectileIDField()

int & AShooterProjectile::ProjectileIDField ( )
inline

Definition at line 10025 of file Actor.h.

◆ RandIntSeedField()

int & AShooterProjectile::RandIntSeedField ( )
inline

Definition at line 10019 of file Actor.h.

◆ ReceivedDestoryFromServerField()

bool & AShooterProjectile::ReceivedDestoryFromServerField ( )
inline

Definition at line 10016 of file Actor.h.

◆ ReplicatedHitInfoField()

FHitResult & AShooterProjectile::ReplicatedHitInfoField ( )
inline

Definition at line 10014 of file Actor.h.

◆ Reset()

void AShooterProjectile::Reset ( )
inline

Definition at line 10137 of file Actor.h.

◆ RestartProjectileMovement()

void AShooterProjectile::RestartProjectileMovement ( )
inline

Definition at line 10120 of file Actor.h.

◆ RotateMeshFactorField()

UE::Math::TRotator< double > & AShooterProjectile::RotateMeshFactorField ( )
inline

Definition at line 10000 of file Actor.h.

◆ ShouldNotifyServerOfClientImpact()

bool AShooterProjectile::ShouldNotifyServerOfClientImpact ( AActor * ImpactedActor)
inline

Definition at line 10139 of file Actor.h.

◆ SpawnImpactEffect()

void AShooterProjectile::SpawnImpactEffect ( const FHitResult * Impact)
inline

Definition at line 10118 of file Actor.h.

◆ SpawnProjectile()

void AShooterProjectile::SpawnProjectile ( UE::Math::TVector< double > * SpawnPos,
FVector_NetQuantizeNormal * SpawnDir,
TArray< AShooterProjectile *, TSizedDefaultAllocator< 32 > > * FragmentsSpawnedArray )
inline

Definition at line 10129 of file Actor.h.

◆ StaticClass()

static UClass * AShooterProjectile::StaticClass ( )
inlinestatic

Definition at line 10093 of file Actor.h.

◆ StaticMeshCompField()

UStaticMeshComponent *& AShooterProjectile::StaticMeshCompField ( )
inline

Definition at line 9992 of file Actor.h.

◆ StaticRegisterNativesAShooterProjectile()

static void AShooterProjectile::StaticRegisterNativesAShooterProjectile ( )
inlinestatic

Definition at line 10099 of file Actor.h.

◆ StopProjectileMovement()

void AShooterProjectile::StopProjectileMovement ( )
inline

Definition at line 10119 of file Actor.h.

◆ TakeDamage()

float AShooterProjectile::TakeDamage ( float DamageAmount,
const FDamageEvent * DamageEvent,
AController * EventInstigator,
AActor * WithDamageCauser )
inline

Definition at line 10127 of file Actor.h.

◆ Tick()

void AShooterProjectile::Tick ( float DeltaSeconds)
inline

Definition at line 10105 of file Actor.h.

◆ TimeBetweenMidairProjectileFoliageTracesField()

float & AShooterProjectile::TimeBetweenMidairProjectileFoliageTracesField ( )
inline

Definition at line 10031 of file Actor.h.

◆ TornOffLifeSpanField()

float & AShooterProjectile::TornOffLifeSpanField ( )
inline

Definition at line 10002 of file Actor.h.

◆ TraceForBlockingRadiusField()

float & AShooterProjectile::TraceForBlockingRadiusField ( )
inline

Definition at line 9997 of file Actor.h.

◆ UpdateTargetPhysics()

void AShooterProjectile::UpdateTargetPhysics ( )
inline

Definition at line 10132 of file Actor.h.

◆ ValidateGeneratedRepEnums()

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

Definition at line 10100 of file Actor.h.

◆ WeaponConfigField()

FProjectileWeaponData & AShooterProjectile::WeaponConfigField ( )
inline

Definition at line 10011 of file Actor.h.

◆ WeaponField()

TWeakObjectPtr< AShooterWeapon_Projectile > & AShooterProjectile::WeaponField ( )
inline

Definition at line 10008 of file Actor.h.


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