Ark Server API (ASA) - Wiki
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AShooterWeapon Struct Reference

#include <Actor.h>

+ Inheritance diagram for AShooterWeapon:
+ Collaboration diagram for AShooterWeapon:

Public Member Functions

floatEquipTimeField ()
 
UAnimMontageOverrideProneInAnimField ()
 
UAnimMontageOverrideProneOutAnimField ()
 
UAnimMontageOverrideJumpAnimField ()
 
UAnimMontageOverrideLandedAnimField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceFromField ()
 
TArray< UAnimSequence * > OverrideRiderAnimSequenceToField ()
 
floatItemDurabilityToConsumePerMeleeHitField ()
 
floatAmmoIconsCountField ()
 
floatTargetingTooltipCheckRangeField ()
 
intPrimaryClipIconOffsetField ()
 
intSecondaryClipIconOffsetField ()
 
FVector2DTargetingInfoTooltipPaddingField ()
 
FVector2DTargetingInfoTooltipScaleField ()
 
boolbOnlyPassiveDurabilityWhenAccessoryActiveField ()
 
boolbDisableShooterOnElectricStormField ()
 
FNameOverrideAttachPointField ()
 
FVectorFPVRelativeLocationField ()
 
FRotatorFPVRelativeRotationField ()
 
FVectorFPVRelativeLocation_TargetingField ()
 
FRotatorFPVRelativeRotation_TargetingField ()
 
floatFPVEnterTargetingInterpSpeedField ()
 
floatFPVExitTargetingInterpSpeedField ()
 
floatEndDoMeleeSwingTimeField ()
 
FRotatorFPVLookAtMaximumOffsetField ()
 
FRotatorFPVLookAtSpeedBaseField ()
 
FRotatorFPVLookAtInterpSpeedField ()
 
FRotatorFPVLookAtMaximumOffset_TargetingField ()
 
FRotatorFPVLookAtSpeedBase_TargetingField ()
 
FRotatorFPVLookAtInterpSpeed_TargetingField ()
 
FVectorFPVImmobilizedLocationOffsetField ()
 
FRotatorFPVImmobilizedRotationOffsetField ()
 
floatFPVImmobilizedInterpSpeedField ()
 
boolbUseBlueprintAnimNotificationsField ()
 
TArray< FName > & MeleeSwingSocketsField ()
 
floatAllowMeleeTimeBeforeAnimationEndField ()
 
UPrimalItemAssociatedPrimalItemField ()
 
AMissionTypeAssociatedMissionField ()
 
boolbCanBeUsedAsEquipmentField ()
 
FItemNetInfoAssociatedItemNetInfoField ()
 
FWeaponDataWeaponConfigField ()
 
TSubclassOf< UPrimalItem > & WeaponAmmoItemTemplateField ()
 
long doubleNextAllowedMeleeTimeField ()
 
TArray< FVector > & LastSocketPositionsField ()
 
TArray< AActor * > MeleeSwingHurtListField ()
 
long doubleLastFPVRenderTimeField ()
 
FRotatorLastCameraRotationField ()
 
FRotatorFPVAdditionalLookRotOffsetField ()
 
FVectorFPVLastLocOffsetField ()
 
FVectorFPVLastVROffsetField ()
 
FVectorFPVRelativeLocationOffscreenOffsetField ()
 
FRotatorFPVLastRotOffsetField ()
 
AShooterCharacterMyPawnField ()
 
UAudioComponentFireACField ()
 
FNameMuzzleAttachPointField ()
 
USoundCueFireSoundField ()
 
USoundCueAltFireSoundField ()
 
USoundCueFireFinishSoundField ()
 
USoundCueOutOfAmmoSoundField ()
 
intMeleeDamageAmountField ()
 
floatTheMeleeSwingRadiusField ()
 
floatMeleeDamageImpulseField ()
 
UAnimMontageWeaponMesh3PReloadAnimField ()
 
USoundCueEquipSoundField ()
 
UAnimMontageWeaponMesh3PFireAnimField ()
 
floatFPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField ()
 
floatFPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField ()
 
floatFPVMoveOffscreenWhenTurningMinViewRotSpeedField ()
 
floatFPVMoveOffscreenWhenTurningMaxViewRotSpeedField ()
 
floatFPVMoveOffscreenIdleRestoreIntervalField ()
 
floatFPVMoveOffscreenIdleRestoreSpeedField ()
 
floatFPVMoveOffscreenWhenTurningMaxOffsetField ()
 
long doubleFPVStoppedTurningTimeField ()
 
floatItemDestructionUnequipWeaponDelayField ()
 
floatWeaponUnequipDelayField ()
 
EWeaponState::TypeCurrentStateField ()
 
long doubleLastFireTimeField ()
 
intCurrentAmmoField ()
 
intCurrentAmmoInClipField ()
 
boolbReplicateCurrentAmmoInClipToNonOwnersField ()
 
boolbUseBPAdjustAmmoPerShotField ()
 
FNameFPVAccessoryToggleComponentField ()
 
FNameTPVAccessoryToggleComponentField ()
 
floatTimeToAutoReloadField ()
 
USoundBaseToggleAccessorySoundField ()
 
intFiredLastNoAmmoShotField ()
 
long doubleLastNotifyShotTimeField ()
 
TSubclassOf< UDamageType > & MeleeDamageTypeField ()
 
FVectorVRTargetingModelOffsetField ()
 
FVectorVRTargetingAimOriginOffsetField ()
 
UMaterialInterfaceScopeOverlayMIField ()
 
UMaterialInterfaceScopeCrosshairMIField ()
 
floatScopeCrosshairSizeField ()
 
FNameScopeCrosshairColorParameterField ()
 
floatMinItemDurabilityPercentageForShotField ()
 
floatOverrideTargetingFOVField ()
 
floatTargetingDelayTimeField ()
 
floatTargetingFOVInterpSpeedField ()
 
floatAimDriftYawAngleField ()
 
floatAimDriftPitchAngleField ()
 
floatAimDriftYawFrequencyField ()
 
floatAimDriftPitchFrequencyField ()
 
UAnimMontageAlternateInventoryEquipAnimField ()
 
floatMeleeHitRandomChanceToDestroyItemField ()
 
floatGlobalFireCameraShakeScaleField ()
 
floatDurabilityCostToEquipField ()
 
floatPassiveDurabilityCostPerIntervalField ()
 
floatPassiveDurabilityCostIntervalField ()
 
floatGlobalFireCameraShakeScaleTargetingField ()
 
floatMeleeCameraShakeSpeedScaleField ()
 
floatReloadCameraShakeSpeedScaleField ()
 
floatMeleeConsumesStaminaField ()
 
floatHypoThermiaInsulationField ()
 
floatHyperThermiaInsulationField ()
 
floatInsulationRangeField ()
 
long doubleLastDurabilityConsumptionTimeField ()
 
boolbLastMeleeHitField ()
 
boolbLastMeleeHitStationaryField ()
 
boolbClientAlreadyReloadedField ()
 
floatAutoReloadTimerField ()
 
boolbConsumedDurabilityForThisMeleeHitField ()
 
USoundCueTargetingSoundField ()
 
USoundCueUntargetingSoundField ()
 
floatFPVMeleeTraceFXRangeField ()
 
TSubclassOf< UShooterDamageType > & MeleeAttackUsableHarvestDamageTypeField ()
 
floatMeleeAttackHarvetUsableComponentsRadiusField ()
 
floatMeleeAttackUsableHarvestDamageMultiplierField ()
 
FieldArray< bool, 6 > bColorizeRegionsField ()
 
UAnimMontageTPVForcePlayAnimField ()
 
boolbPreventOpeningInventoryField ()
 
boolbAllowUseOnSeatingStructureField ()
 
boolbOnlyUseOnSeatingStructureField ()
 
boolbBPDoClientCheckCanFireField ()
 
boolbRestrictTPVCameraYawField ()
 
floatTPVCameraYawRangeField ()
 
boolbFoceSimulatedTickField ()
 
boolbWasLastFireFromGamePadField ()
 
boolbDisableWeaponCrosshairField ()
 
UStaticMeshDyePreviewMeshOverrideSMField ()
 
boolbBPOverrideAspectRatioField ()
 
boolbBPOverrideFPVMasterPoseComponentField ()
 
boolbForceAllowMountedWeaponryField ()
 
floatFireCameraShakeSpreadScaleExponentField ()
 
floatFireCameraShakeSpreadScaleExponentLessThanField ()
 
floatFireCameraShakeSpreadScaleMultiplierLessThanField ()
 
floatFireCameraShakeSpreadScaleMultiplierField ()
 
boolbUseFireCameraShakeScaleField ()
 
boolbForceTickWithNoControllerField ()
 
FInstantWeaponDataInstantConfigField ()
 
floatCurrentFiringSpreadField ()
 
TSubclassOf< APrimalBuff > & ScopedBuffField ()
 
TWeakObjectPtr< APrimalBuff > & MyScopedBuffField ()
 
UAnimSequenceOverrideTPVShieldAnimationField ()
 
boolbAllowTargetingDuringMeleeSwingField ()
 
FVectorFPVMuzzleLocationOffsetField ()
 
FVectorTPVMuzzleLocationOffsetField ()
 
boolbForceTPV_EquippedWhileRidingField ()
 
boolbCutsEnemyGrapplingCableField ()
 
FVectorFPVInventoryReequipOffsetField ()
 
long doubleLocalInventoryViewingSkippedEquipAnimTimeField ()
 
floatDraggingOffsetInterpField ()
 
boolbForceTPVCameraOffsetField ()
 
boolbUseBPSpawnMeleeEffectsField ()
 
BitFieldValue< bool, unsigned __int32bUseDinoRangeForTooltip ()
 
BitFieldValue< bool, unsigned __int32bFPVUsingImmobilizedTransform ()
 
BitFieldValue< bool, unsigned __int32bOnlyUseFirstMeleeAnimWithShield ()
 
BitFieldValue< bool, unsigned __int32bForceShowCrosshairWhileFiring ()
 
BitFieldValue< bool, unsigned __int32bIsFireActivelyHeld ()
 
BitFieldValue< bool, unsigned __int32bAllowSubmergedFiring ()
 
BitFieldValue< bool, unsigned __int32bIsInMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32bDoMeleeSwing ()
 
BitFieldValue< bool, unsigned __int32bPlayingCameraAnimFPV ()
 
BitFieldValue< bool, unsigned __int32bIsWeaponBreaking ()
 
BitFieldValue< bool, unsigned __int32bHideFPVMesh ()
 
BitFieldValue< bool, unsigned __int32bForceTargeting ()
 
BitFieldValue< bool, unsigned __int32bCanAltFire ()
 
BitFieldValue< bool, unsigned __int32bAltFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32bAltFireDoesNotStopFire ()
 
BitFieldValue< bool, unsigned __int32bHideDamageSourceFromLogs ()
 
BitFieldValue< bool, unsigned __int32bUseTargetingFireAnim ()
 
BitFieldValue< bool, unsigned __int32bUseTargetingReloadAnim ()
 
BitFieldValue< bool, unsigned __int32bUsePartialReloadAnim ()
 
BitFieldValue< bool, unsigned __int32bUseEquipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32bUseUnequipNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32bUseMeleeNoAmmoClipAnim ()
 
BitFieldValue< bool, unsigned __int32bHideLeftArmFPV ()
 
BitFieldValue< bool, unsigned __int32bLoopedMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32bMeleeHitUseMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32bUsePostUpdateTickForFPVParticles ()
 
BitFieldValue< bool, unsigned __int32bFPVMoveOffscreenWhenTurning ()
 
BitFieldValue< bool, unsigned __int32bReloadAnimForceTickPoseOnServer ()
 
BitFieldValue< bool, unsigned __int32bLoopedFireSound ()
 
BitFieldValue< bool, unsigned __int32bAllowTargetingWhileReloading ()
 
BitFieldValue< bool, unsigned __int32bMeleeHitColorizesStructures ()
 
BitFieldValue< bool, unsigned __int32bLoopedFireAnim ()
 
BitFieldValue< bool, unsigned __int32bPlayingFireAnim ()
 
BitFieldValue< bool, unsigned __int32bFPVWasTurning ()
 
BitFieldValue< bool, unsigned __int32bAutoRefire ()
 
BitFieldValue< bool, unsigned __int32bConsumeAmmoOnUseAmmo ()
 
BitFieldValue< bool, unsigned __int32bTargetUnTargetWithClick ()
 
BitFieldValue< bool, unsigned __int32bDontActuallyConsumeItemAmmo ()
 
BitFieldValue< bool, unsigned __int32bBPUseWeaponCanFire ()
 
BitFieldValue< bool, unsigned __int32bBPUseTargetingEvents ()
 
BitFieldValue< bool, unsigned __int32bIsEquipped ()
 
BitFieldValue< bool, unsigned __int32bWantsToFire ()
 
BitFieldValue< bool, unsigned __int32bWantsToAltFire ()
 
BitFieldValue< bool, unsigned __int32bPendingReload ()
 
BitFieldValue< bool, unsigned __int32bPendingEquip ()
 
BitFieldValue< bool, unsigned __int32bUnequipping ()
 
BitFieldValue< bool, unsigned __int32bNotifiedOutOfAmmo ()
 
BitFieldValue< bool, unsigned __int32bPlayedTargetingSound ()
 
BitFieldValue< bool, unsigned __int32bUseAmmoOnFiring ()
 
BitFieldValue< bool, unsigned __int32bUseAmmoServerOnly ()
 
BitFieldValue< bool, unsigned __int32bListenToAppliedForeces ()
 
BitFieldValue< bool, unsigned __int32bOverrideAimOffsets ()
 
BitFieldValue< bool, unsigned __int32bHasToggleableAccessory ()
 
BitFieldValue< bool, unsigned __int32bToggleAccessoryUseAltMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32bToggleAccessoryUseAltFireSound ()
 
BitFieldValue< bool, unsigned __int32bUseBPCanToggleAccessory ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnScoped ()
 
BitFieldValue< bool, unsigned __int32bIsDefaultWeapon ()
 
BitFieldValue< bool, unsigned __int32bForceKeepEquippedWhileInInventory ()
 
BitFieldValue< bool, unsigned __int32bOnlyAllowUseWhenRidingDino ()
 
BitFieldValue< bool, unsigned __int32bPrimaryFireDoesMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32bMeleeHitCaptureDermis ()
 
BitFieldValue< bool, unsigned __int32bIsAccessoryActive ()
 
BitFieldValue< bool, unsigned __int32bCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32bConsumeAmmoItemOnReload ()
 
BitFieldValue< bool, unsigned __int32bUseAutoReload ()
 
BitFieldValue< bool, unsigned __int32bWantsToAutoReload ()
 
BitFieldValue< bool, unsigned __int32bHasPlayedReload ()
 
BitFieldValue< bool, unsigned __int32bNetLoopedSimulatingWeaponFire ()
 
BitFieldValue< bool, unsigned __int32bClientLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32bBPHandleMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32bUseBPShouldDealDamage ()
 
BitFieldValue< bool, unsigned __int32bDoesntUsePrimalItem ()
 
BitFieldValue< bool, unsigned __int32bUseCanAccessoryBeSetOn ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetActorForTargetingTooltip ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideAimDirection ()
 
BitFieldValue< bool, unsigned __int32bUseBPIsValidUnstasisActor ()
 
BitFieldValue< bool, unsigned __int32bLoopingSimulateWeaponFire ()
 
BitFieldValue< bool, unsigned __int32bFiredFirstBurstShot ()
 
BitFieldValue< bool, unsigned __int32bClientTriggersHandleFiring ()
 
BitFieldValue< bool, unsigned __int32bAllowUseHarvesting ()
 
BitFieldValue< bool, unsigned __int32bPreventItemColors ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetSelectedMeleeAttackAnim ()
 
BitFieldValue< bool, unsigned __int32bUseBPWeaponDealDamage ()
 
BitFieldValue< bool, unsigned __int32bUseBPOnWeaponAnimPlayedNotify ()
 
BitFieldValue< bool, unsigned __int32bColorCrosshairBasedOnTarget ()
 
BitFieldValue< bool, unsigned __int32bAllowTargeting ()
 
BitFieldValue< bool, unsigned __int32bAllowDropAndPickup ()
 
BitFieldValue< bool, unsigned __int32bApplyAimDriftWhenTargeting ()
 
BitFieldValue< bool, unsigned __int32bUseScopeOverlay ()
 
BitFieldValue< bool, unsigned __int32bHideFPVMeshWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32bGamepadRightIsSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32bGamepadLeftIsPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32bDirectPrimaryFireToAltFire ()
 
BitFieldValue< bool, unsigned __int32bCanFire ()
 
BitFieldValue< bool, unsigned __int32bForceTargetingOnDino ()
 
BitFieldValue< bool, unsigned __int32bDirectTargetingToPrimaryFire ()
 
BitFieldValue< bool, unsigned __int32bDirectTargetingToAltFire ()
 
BitFieldValue< bool, unsigned __int32bDirectTargetingToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32bPreventEquippingUnderwater ()
 
BitFieldValue< bool, unsigned __int32bUseTPVWeaponMeshMeleeSockets ()
 
BitFieldValue< bool, unsigned __int32bTargetingForceTraceFloatingHUD ()
 
BitFieldValue< bool, unsigned __int32bAllowRunning ()
 
BitFieldValue< bool, unsigned __int32bAllowUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32bSupportsOffhandShield ()
 
BitFieldValue< bool, unsigned __int32bMeleeAttackHarvetUsableComponents ()
 
BitFieldValue< bool, unsigned __int32bAllowSettingColorizeRegions ()
 
BitFieldValue< bool, unsigned __int32bAttemptToDyeWithMeleeAttack ()
 
BitFieldValue< bool, unsigned __int32bOnlyDamagePawns ()
 
BitFieldValue< bool, unsigned __int32bUseCharacterMeleeDamageModifier ()
 
BitFieldValue< bool, unsigned __int32bConsumeZoomInOut ()
 
BitFieldValue< bool, unsigned __int32bClipScopeInY ()
 
BitFieldValue< bool, unsigned __int32bScopeFullscreen ()
 
BitFieldValue< bool, unsigned __int32bAllowRunningWhileFiring ()
 
BitFieldValue< bool, unsigned __int32bAllowRunningWhileReloading ()
 
BitFieldValue< bool, unsigned __int32bAllowRunningWhileMeleeAttacking ()
 
BitFieldValue< bool, unsigned __int32bColorizeMuzzleFX ()
 
BitFieldValue< bool, unsigned __int32bForceFirstPersonWhileTargeting ()
 
BitFieldValue< bool, unsigned __int32bUseBPStartEquippedNotify ()
 
BitFieldValue< bool, unsigned __int32bDirectPrimaryFireToSecondaryAction ()
 
BitFieldValue< bool, unsigned __int32bUseAlternateAimOffset ()
 
BitFieldValue< bool, unsigned __int32bOverrideStandingAnim ()
 
BitFieldValue< bool, unsigned __int32bUseCustomSeatedAnim ()
 
BitFieldValue< bool, unsigned __int32bUseBPForceTPVTargetingAnimation ()
 
BitFieldValue< bool, unsigned __int32bForcePreventUseWhileRidingDino ()
 
BitFieldValue< bool, unsigned __int32bUseBPPreventSwitchingWeapon ()
 
BitFieldValue< bool, unsigned __int32bUseBPCanEquip ()
 
BitFieldValue< bool, unsigned __int32bUseBPRemainEquipped ()
 
BitFieldValue< bool, unsigned __int32bIsInDestruction ()
 
BitFieldValue< bool, unsigned __int32bForceReloadOnDestruction ()
 
BitFieldValue< bool, unsigned __int32bUseBPModifyFOV ()
 
BitFieldValue< bool, unsigned __int32bServerIgnoreCheckCanFire ()
 
BitFieldValue< bool, unsigned __int32bUseBPGetTPVCameraOffset ()
 
BitFieldValue< bool, unsigned __int32bUseBPOverrideRootRotationOffset ()
 
BitFieldValue< bool, unsigned __int32bSpawnedByMission ()
 
BitFieldValue< bool, unsigned __int32bForceAlwaysPlayEquipAnim ()
 
BitFieldValue< bool, unsigned __int32bLastMeleeAttacked ()
 
BitFieldValue< bool, unsigned __int32bIgnoreReloadState ()
 
bool IsPlayingCameraAnimFPV ()
 
USceneComponentFindComponentByName (FName ComponentName)
 
void ZoomOut ()
 
void ZoomIn ()
 
bool UseAlternateAimOffsetAnim ()
 
void PostInitializeComponents ()
 
void DrawHUD (AShooterHUD *HUD)
 
void UpdateFirstPersonMeshes (bool bIsFirstPerson)
 
void Destroyed ()
 
bool IsValidUnStasisCaster ()
 
void OnEquip ()
 
void OnEquipFinished ()
 
void StartUnequip_Implementation ()
 
void PlayUnequipAnimation ()
 
void AttachMeshToPawn ()
 
void ApplyPrimalItemSettingsToWeapon (bool bShallowUpdate)
 
void DetachMeshFromPawn ()
 
void ApplyCharacterSnapshot (UPrimalItem *SnapshotItem, AActor *To)
 
bool AllowedToFire (bool bForceAllowSubmergedFiring)
 
void StartFire (bool bFromGamepad)
 
void StopFire ()
 
void StartAltFire ()
 
void StartSecondaryAction ()
 
void StopSecondaryAction ()
 
void OnStartTargeting (bool bFromGamepadLeft)
 
void OnStopTargeting (bool bFromGamepadLeft)
 
bool CanToggleAccessory ()
 
void SetAccessoryEnabled (bool bEnabled)
 
void ToggleAccessory ()
 
void RefreshToggleAccessory ()
 
bool CanMeleeAttack ()
 
void DoMeleeAttack ()
 
void StopAltFire ()
 
void CheckForMeleeAttack ()
 
void StopCheckForMeleeAttack ()
 
bool CanRun ()
 
void StartReload (bool bFromReplication)
 
void ClearClientReload ()
 
float PlayReloadAnimation ()
 
void StopReloadAnimation ()
 
void ServerStartFire_Implementation ()
 
void ServerStopFire_Implementation ()
 
void ServerStartAltFire_Implementation ()
 
void ServerStopAltFire_Implementation ()
 
void ServerStartSecondaryAction_Implementation ()
 
void ServerStopSecondaryAction_Implementation ()
 
void ServerToggleAccessory_Implementation ()
 
void ServerStartReload_Implementation ()
 
void ClientStartReload_Implementation ()
 
bool CanFire (bool bForceAllowSubmergedFiring)
 
bool AllowFiring ()
 
bool CanReload ()
 
void UseAmmo (int UseAmmoAmountOverride)
 
float GetFireCameraShakeScale ()
 
void HandleFiring (bool bSentFromClient)
 
bool CanTarget ()
 
float GetConsumeDurabilityPerShot ()
 
void ReloadWeapon ()
 
void RefreshAmmoItemQuantity ()
 
void ConsumeAmmoItem (int Quantity)
 
void SetWeaponState (EWeaponState::Type NewState)
 
void DetermineWeaponState ()
 
void SetAutoReload ()
 
void OnBurstStarted ()
 
void OnBurstFinished ()
 
bool IsSimulated ()
 
void ClientStopSimulatingWeaponFire_Implementation ()
 
void ClientSimulateWeaponFire_Implementation ()
 
UAudioComponentPlayWeaponSound (USoundCue *Sound)
 
float PlayCameraAnimationFPV (UAnimMontage *Animation1P)
 
void StopCameraAnimationFPV ()
 
void ClientPlayShieldHitAnim_Implementation ()
 
FVectorGetAdjustedAim (FVector *result)
 
FVectorGetCameraDamageStartLocation (FVector *result, FVector *AimDir)
 
FVectorGetShootingCameraLocation (FVector *result)
 
FVectorGetMuzzleLocation (FVector *result)
 
FVectorGetMuzzleDirection (FVector *result)
 
FHitResultWeaponTrace (FHitResult *result, FVector *StartTrace, FVector *EndTrace)
 
void WeaponTraceHits (TArray< FHitResult > *HitResults, FVector *StartTrace, FVector *EndTrace)
 
void SetOwningPawn (AShooterCharacter *NewOwner)
 
void OnCameraUpdate (FVector *CameraLocation, FRotator *CameraRotation, FVector *WeaponBob)
 
void OnRep_MyPawn ()
 
void OnRep_AccessoryToggle ()
 
void SimulateWeaponFire ()
 
void StartMuzzleFX ()
 
void StopMuzzleFX ()
 
void PlayFireAnimation ()
 
void StopSimulatingWeaponFire ()
 
void GetLifetimeReplicatedProps (TArray< FLifetimeProperty > *OutLifetimeProps)
 
AShooterCharacterGetPawnOwner ()
 
EWeaponState::Type GetCurrentState ()
 
int GetCurrentAmmo ()
 
int GetCurrentAmmoInClip ()
 
bool UsesAmmo ()
 
bool HasInfiniteAmmo ()
 
void StartMeleeSwing ()
 
void EndMeleeSwing ()
 
void EndDoMeleeSwing ()
 
bool AddToMeleeSwingHurtList (AActor *AnActor)
 
bool ShouldDealDamage (AActor *TestActor)
 
void DealDamage (FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
float GetWeaponDamageMultiplier ()
 
void TickMeleeSwing (float DeltaTime)
 
void ClientStartMuzzleFX_Implementation ()
 
void CosumeMeleeHitDurability (float DurabilityConsumptionMultiplier)
 
void PlayWeaponBreakAnimation_Implementation ()
 
void Tick (float DeltaSeconds)
 
bool IsFiring ()
 
void BeginPlay ()
 
void LocalPossessed ()
 
bool IsLocallyOwned ()
 
void CheckItemAssocation ()
 
bool IsOwningClient ()
 
void OnRep_CurrentAmmoInClip ()
 
void LoadedFromSaveGame ()
 
void PlayUseHarvestAnimation_Implementation ()
 
void OwnerDied ()
 
void OnRep_NetLoopedWeaponFire ()
 
void ClientSetClipAmmo_Implementation (int newClipAmmo, bool bOnlyUpdateItem)
 
void DoHandleFiring ()
 
bool IsFirstPersonMeshVisible ()
 
void ServerSetColorizeRegion_Implementation (int theRegion, bool bValToUse)
 
void DoReregisterAllComponents ()
 
bool ForceTPVTargetingAnimation ()
 
void FireWeapon ()
 
bool PreventSwitchingWeapon ()
 
bool ForceFirstPerson ()
 
bool TryFireWeapon ()
 
bool ForcesTPVCameraOffset_Implementation ()
 
void SetAmmoInClip (int newAmmo)
 
FStringGetDebugInfoString (FString *result)
 
bool IsInMeleeAttack ()
 
void ClientSpawnMeleeEffects_Implementation (FVector Impact, FVector ShootDir)
 
FStringBPGetDebugInfoString (FString *result)
 
float BPModifyFOV (float inFOV)
 
bool AllowTargeting ()
 
bool AllowUnequip ()
 
void BP_OnReloadNotify ()
 
int BPAdjustAmmoPerShot ()
 
bool BPAllowNativeFireWeapon ()
 
void BPAppliedPrimalItemToWeapon ()
 
bool BPCanEquip (AShooterCharacter *ByCharacter)
 
bool BPCanToggleAccessory ()
 
bool BPConstrainAspectRatio (float *OutAspectRatio)
 
void BPDrawHud (AShooterHUD *HUD)
 
void BPFiredWeapon ()
 
void BPFireWeapon ()
 
bool BPForceTPVTargetingAnimation ()
 
AActorBPGetActorForTargetingTooltip ()
 
UAnimSequenceBPGetSeatingAnimation ()
 
FTextBPGetTargetingTooltipInfoLabel (FText *result)
 
FVectorBPGetTPVCameraOffset (FVector *result)
 
void BPGlobalFireWeapon ()
 
void BPHandleMeleeAttack ()
 
void BPLostController ()
 
void BPMeleeAttackStarted ()
 
void BPOnScoped ()
 
void BPOnStartTargeting (bool bFromGamepadLeft)
 
void BPOnStopTargeting (bool bFromGamepadLeft)
 
FVectorBPOverrideAimDirection (FVector *result, FVector *DesiredAimDirection)
 
FRotatorBPOverrideRootRotationOffset (FRotator *result, FRotator InRootRotation)
 
bool BPPreventSwitchingWeapon ()
 
bool BPRemainEquipped ()
 
bool BPShouldDealDamage (AActor *TestActor)
 
void BPSpawnMeleeEffects (FVector Impact, FVector ShootDir)
 
void BPStartEquippedNotify ()
 
void BPStopMeleeAttack ()
 
void BPToggleAccessory ()
 
void BPToggleAccessoryFailed ()
 
bool BPTryFireWeapon ()
 
bool BPWeaponCanFire ()
 
int BPWeaponDealDamage (FHitResult *Impact, FVector *ShootDir, int DamageAmount, TSubclassOf< UDamageType > DamageType, float Impulse)
 
void BPWeaponZoom (bool bZoomingIn)
 
void ClientPlayShieldHitAnim ()
 
void ClientSetClipAmmo (int newClipAmmo, bool bOnlyUpdateItem)
 
void ClientSimulateWeaponFire ()
 
void ClientSpawnMeleeEffects (FVector Impact, FVector ShootDir)
 
void ClientStartMuzzleFX ()
 
void ClientStartReload ()
 
void ClientStopSimulatingWeaponFire ()
 
bool ForcesTPVCameraOffset ()
 
UAnimSequenceGetStandingAnimation (float *OutBlendInTime, float *OutBlendOutTime)
 
void OnInstigatorPlayDyingEvent ()
 
void PlayUseHarvestAnimation ()
 
void PlayWeaponBreakAnimation ()
 
void ServerSetColorizeRegion (int theRegion, bool bValToUse)
 
void ServerStartAltFire ()
 
void ServerStartFire ()
 
void ServerStartReload ()
 
void ServerStartSecondaryAction ()
 
void ServerStopAltFire ()
 
void ServerStopFire ()
 
void ServerToggleAccessory ()
 
void StartSecondaryActionEvent ()
 
void StartUnequip ()
 
void StartUnequipEvent ()
 
void StopSecondaryActionEvent ()
 
- 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 ABrushGetStandingAnimation_Implementation (TSubclassOf< ABrush > BrushType, FTransform *BrushTransform, FVector BoxExtent)
 
static void StaticRegisterNativesAShooterWeapon ()
 
static UClassGetPrivateStaticClass (const wchar_t *Package)
 
- 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 7933 of file Actor.h.

Member Function Documentation

◆ AddToMeleeSwingHurtList()

bool AShooterWeapon::AddToMeleeSwingHurtList ( AActor * AnActor)
inline

Definition at line 8342 of file Actor.h.

◆ AimDriftPitchAngleField()

float & AShooterWeapon::AimDriftPitchAngleField ( )
inline

Definition at line 8034 of file Actor.h.

◆ AimDriftPitchFrequencyField()

float & AShooterWeapon::AimDriftPitchFrequencyField ( )
inline

Definition at line 8036 of file Actor.h.

◆ AimDriftYawAngleField()

float & AShooterWeapon::AimDriftYawAngleField ( )
inline

Definition at line 8033 of file Actor.h.

◆ AimDriftYawFrequencyField()

float & AShooterWeapon::AimDriftYawFrequencyField ( )
inline

Definition at line 8035 of file Actor.h.

◆ AllowedToFire()

bool AShooterWeapon::AllowedToFire ( bool bForceAllowSubmergedFiring)
inline

Definition at line 8262 of file Actor.h.

◆ AllowFiring()

bool AShooterWeapon::AllowFiring ( )
inline

Definition at line 8294 of file Actor.h.

◆ AllowMeleeTimeBeforeAnimationEndField()

float & AShooterWeapon::AllowMeleeTimeBeforeAnimationEndField ( )
inline

Definition at line 7970 of file Actor.h.

◆ AllowTargeting()

bool AShooterWeapon::AllowTargeting ( )
inline

Definition at line 8381 of file Actor.h.

◆ AllowUnequip()

bool AShooterWeapon::AllowUnequip ( )
inline

Definition at line 8382 of file Actor.h.

◆ AlternateInventoryEquipAnimField()

UAnimMontage * AShooterWeapon::AlternateInventoryEquipAnimField ( )
inline

Definition at line 8037 of file Actor.h.

◆ AltFireSoundField()

USoundCue * AShooterWeapon::AltFireSoundField ( )
inline

Definition at line 7991 of file Actor.h.

◆ AmmoIconsCountField()

float & AShooterWeapon::AmmoIconsCountField ( )
inline

Definition at line 7943 of file Actor.h.

◆ ApplyCharacterSnapshot()

void AShooterWeapon::ApplyCharacterSnapshot ( UPrimalItem * SnapshotItem,
AActor * To )
inline

Definition at line 8261 of file Actor.h.

◆ ApplyPrimalItemSettingsToWeapon()

void AShooterWeapon::ApplyPrimalItemSettingsToWeapon ( bool bShallowUpdate)
inline

Definition at line 8259 of file Actor.h.

◆ AssociatedItemNetInfoField()

FItemNetInfo & AShooterWeapon::AssociatedItemNetInfoField ( )
inline

Definition at line 7974 of file Actor.h.

◆ AssociatedMissionField()

AMissionType * AShooterWeapon::AssociatedMissionField ( )
inline

Definition at line 7972 of file Actor.h.

◆ AssociatedPrimalItemField()

UPrimalItem * AShooterWeapon::AssociatedPrimalItemField ( )
inline

Definition at line 7971 of file Actor.h.

◆ AttachMeshToPawn()

void AShooterWeapon::AttachMeshToPawn ( )
inline

Definition at line 8258 of file Actor.h.

◆ AutoReloadTimerField()

float & AShooterWeapon::AutoReloadTimerField ( )
inline

Definition at line 8054 of file Actor.h.

◆ bAllowDropAndPickup()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowDropAndPickup ( )
inline

Definition at line 8188 of file Actor.h.

◆ bAllowRunning()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunning ( )
inline

Definition at line 8203 of file Actor.h.

◆ bAllowRunningWhileFiring()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileFiring ( )
inline

Definition at line 8214 of file Actor.h.

◆ bAllowRunningWhileMeleeAttacking()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileMeleeAttacking ( )
inline

Definition at line 8216 of file Actor.h.

◆ bAllowRunningWhileReloading()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowRunningWhileReloading ( )
inline

Definition at line 8215 of file Actor.h.

◆ bAllowSettingColorizeRegions()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowSettingColorizeRegions ( )
inline

Definition at line 8207 of file Actor.h.

◆ bAllowSubmergedFiring()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowSubmergedFiring ( )
inline

Definition at line 8106 of file Actor.h.

◆ bAllowTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowTargeting ( )
inline

Definition at line 8187 of file Actor.h.

◆ bAllowTargetingDuringMeleeSwingField()

bool & AShooterWeapon::bAllowTargetingDuringMeleeSwingField ( )
inline

Definition at line 8088 of file Actor.h.

◆ bAllowTargetingWhileReloading()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowTargetingWhileReloading ( )
inline

Definition at line 8130 of file Actor.h.

◆ bAllowUseHarvesting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowUseHarvesting ( )
inline

Definition at line 8181 of file Actor.h.

◆ bAllowUseOnSeatingStructureField()

bool & AShooterWeapon::bAllowUseOnSeatingStructureField ( )
inline

Definition at line 8065 of file Actor.h.

◆ bAllowUseWhileRidingDino()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAllowUseWhileRidingDino ( )
inline

Definition at line 8204 of file Actor.h.

◆ bAltFireDoesMeleeAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAltFireDoesMeleeAttack ( )
inline

Definition at line 8114 of file Actor.h.

◆ bAltFireDoesNotStopFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAltFireDoesNotStopFire ( )
inline

Definition at line 8115 of file Actor.h.

◆ bApplyAimDriftWhenTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bApplyAimDriftWhenTargeting ( )
inline

Definition at line 8189 of file Actor.h.

◆ bAttemptToDyeWithMeleeAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAttemptToDyeWithMeleeAttack ( )
inline

Definition at line 8208 of file Actor.h.

◆ bAutoRefire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bAutoRefire ( )
inline

Definition at line 8135 of file Actor.h.

◆ bBPDoClientCheckCanFireField()

bool & AShooterWeapon::bBPDoClientCheckCanFireField ( )
inline

Definition at line 8067 of file Actor.h.

◆ bBPHandleMeleeAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPHandleMeleeAttack ( )
inline

Definition at line 8171 of file Actor.h.

◆ bBPOverrideAspectRatioField()

bool & AShooterWeapon::bBPOverrideAspectRatioField ( )
inline

Definition at line 8074 of file Actor.h.

◆ bBPOverrideFPVMasterPoseComponentField()

bool & AShooterWeapon::bBPOverrideFPVMasterPoseComponentField ( )
inline

Definition at line 8075 of file Actor.h.

◆ bBPUseTargetingEvents()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPUseTargetingEvents ( )
inline

Definition at line 8140 of file Actor.h.

◆ bBPUseWeaponCanFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bBPUseWeaponCanFire ( )
inline

Definition at line 8139 of file Actor.h.

◆ bCanAccessoryBeSetOn()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanAccessoryBeSetOn ( )
inline

Definition at line 8164 of file Actor.h.

◆ bCanAltFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanAltFire ( )
inline

Definition at line 8113 of file Actor.h.

◆ bCanBeUsedAsEquipmentField()

bool & AShooterWeapon::bCanBeUsedAsEquipmentField ( )
inline

Definition at line 7973 of file Actor.h.

◆ bCanFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bCanFire ( )
inline

Definition at line 8195 of file Actor.h.

◆ bClientAlreadyReloadedField()

bool & AShooterWeapon::bClientAlreadyReloadedField ( )
inline

Definition at line 8053 of file Actor.h.

◆ bClientLoopingSimulateWeaponFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClientLoopingSimulateWeaponFire ( )
inline

Definition at line 8170 of file Actor.h.

◆ bClientTriggersHandleFiring()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClientTriggersHandleFiring ( )
inline

Definition at line 8180 of file Actor.h.

◆ bClipScopeInY()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bClipScopeInY ( )
inline

Definition at line 8212 of file Actor.h.

◆ bColorCrosshairBasedOnTarget()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bColorCrosshairBasedOnTarget ( )
inline

Definition at line 8186 of file Actor.h.

◆ bColorizeMuzzleFX()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bColorizeMuzzleFX ( )
inline

Definition at line 8217 of file Actor.h.

◆ bColorizeRegionsField()

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

Definition at line 8062 of file Actor.h.

◆ bConsumeAmmoItemOnReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeAmmoItemOnReload ( )
inline

Definition at line 8165 of file Actor.h.

◆ bConsumeAmmoOnUseAmmo()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeAmmoOnUseAmmo ( )
inline

Definition at line 8136 of file Actor.h.

◆ bConsumedDurabilityForThisMeleeHitField()

bool & AShooterWeapon::bConsumedDurabilityForThisMeleeHitField ( )
inline

Definition at line 8055 of file Actor.h.

◆ bConsumeZoomInOut()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bConsumeZoomInOut ( )
inline

Definition at line 8211 of file Actor.h.

◆ bCutsEnemyGrapplingCableField()

bool & AShooterWeapon::bCutsEnemyGrapplingCableField ( )
inline

Definition at line 8092 of file Actor.h.

◆ bDirectPrimaryFireToAltFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectPrimaryFireToAltFire ( )
inline

Definition at line 8194 of file Actor.h.

◆ bDirectPrimaryFireToSecondaryAction()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectPrimaryFireToSecondaryAction ( )
inline

Definition at line 8220 of file Actor.h.

◆ bDirectTargetingToAltFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToAltFire ( )
inline

Definition at line 8198 of file Actor.h.

◆ bDirectTargetingToPrimaryFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToPrimaryFire ( )
inline

Definition at line 8197 of file Actor.h.

◆ bDirectTargetingToSecondaryAction()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDirectTargetingToSecondaryAction ( )
inline

Definition at line 8199 of file Actor.h.

◆ bDisableShooterOnElectricStormField()

bool & AShooterWeapon::bDisableShooterOnElectricStormField ( )
inline

Definition at line 7950 of file Actor.h.

◆ bDisableWeaponCrosshairField()

bool & AShooterWeapon::bDisableWeaponCrosshairField ( )
inline

Definition at line 8072 of file Actor.h.

◆ bDoesntUsePrimalItem()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDoesntUsePrimalItem ( )
inline

Definition at line 8173 of file Actor.h.

◆ bDoMeleeSwing()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDoMeleeSwing ( )
inline

Definition at line 8108 of file Actor.h.

◆ bDontActuallyConsumeItemAmmo()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bDontActuallyConsumeItemAmmo ( )
inline

Definition at line 8138 of file Actor.h.

◆ BeginPlay()

void AShooterWeapon::BeginPlay ( )
inline

Definition at line 8352 of file Actor.h.

◆ bFiredFirstBurstShot()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFiredFirstBurstShot ( )
inline

Definition at line 8179 of file Actor.h.

◆ bFoceSimulatedTickField()

bool & AShooterWeapon::bFoceSimulatedTickField ( )
inline

Definition at line 8070 of file Actor.h.

◆ bForceAllowMountedWeaponryField()

bool & AShooterWeapon::bForceAllowMountedWeaponryField ( )
inline

Definition at line 8076 of file Actor.h.

◆ bForceAlwaysPlayEquipAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceAlwaysPlayEquipAnim ( )
inline

Definition at line 8236 of file Actor.h.

◆ bForceFirstPersonWhileTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceFirstPersonWhileTargeting ( )
inline

Definition at line 8218 of file Actor.h.

◆ bForceKeepEquippedWhileInInventory()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceKeepEquippedWhileInInventory ( )
inline

Definition at line 8159 of file Actor.h.

◆ bForcePreventUseWhileRidingDino()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForcePreventUseWhileRidingDino ( )
inline

Definition at line 8225 of file Actor.h.

◆ bForceReloadOnDestruction()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceReloadOnDestruction ( )
inline

Definition at line 8230 of file Actor.h.

◆ bForceShowCrosshairWhileFiring()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceShowCrosshairWhileFiring ( )
inline

Definition at line 8104 of file Actor.h.

◆ bForceTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceTargeting ( )
inline

Definition at line 8112 of file Actor.h.

◆ bForceTargetingOnDino()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bForceTargetingOnDino ( )
inline

Definition at line 8196 of file Actor.h.

◆ bForceTickWithNoControllerField()

bool & AShooterWeapon::bForceTickWithNoControllerField ( )
inline

Definition at line 8082 of file Actor.h.

◆ bForceTPV_EquippedWhileRidingField()

bool & AShooterWeapon::bForceTPV_EquippedWhileRidingField ( )
inline

Definition at line 8091 of file Actor.h.

◆ bForceTPVCameraOffsetField()

bool & AShooterWeapon::bForceTPVCameraOffsetField ( )
inline

Definition at line 8096 of file Actor.h.

◆ bFPVMoveOffscreenWhenTurning()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVMoveOffscreenWhenTurning ( )
inline

Definition at line 8127 of file Actor.h.

◆ bFPVUsingImmobilizedTransform()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVUsingImmobilizedTransform ( )
inline

Definition at line 8102 of file Actor.h.

◆ bFPVWasTurning()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bFPVWasTurning ( )
inline

Definition at line 8134 of file Actor.h.

◆ bGamepadLeftIsPrimaryFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bGamepadLeftIsPrimaryFire ( )
inline

Definition at line 8193 of file Actor.h.

◆ bGamepadRightIsSecondaryAction()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bGamepadRightIsSecondaryAction ( )
inline

Definition at line 8192 of file Actor.h.

◆ bHasPlayedReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasPlayedReload ( )
inline

Definition at line 8168 of file Actor.h.

◆ bHasToggleableAccessory()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHasToggleableAccessory ( )
inline

Definition at line 8153 of file Actor.h.

◆ bHideDamageSourceFromLogs()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideDamageSourceFromLogs ( )
inline

Definition at line 8116 of file Actor.h.

◆ bHideFPVMesh()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideFPVMesh ( )
inline

Definition at line 8111 of file Actor.h.

◆ bHideFPVMeshWhileTargeting()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideFPVMeshWhileTargeting ( )
inline

Definition at line 8191 of file Actor.h.

◆ bHideLeftArmFPV()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bHideLeftArmFPV ( )
inline

Definition at line 8123 of file Actor.h.

◆ bIgnoreReloadState()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIgnoreReloadState ( )
inline

Definition at line 8238 of file Actor.h.

◆ bIsAccessoryActive()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsAccessoryActive ( )
inline

Definition at line 8163 of file Actor.h.

◆ bIsDefaultWeapon()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsDefaultWeapon ( )
inline

Definition at line 8158 of file Actor.h.

◆ bIsEquipped()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsEquipped ( )
inline

Definition at line 8141 of file Actor.h.

◆ bIsFireActivelyHeld()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsFireActivelyHeld ( )
inline

Definition at line 8105 of file Actor.h.

◆ bIsInDestruction()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsInDestruction ( )
inline

Definition at line 8229 of file Actor.h.

◆ bIsInMeleeSwing()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsInMeleeSwing ( )
inline

Definition at line 8107 of file Actor.h.

◆ bIsWeaponBreaking()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bIsWeaponBreaking ( )
inline

Definition at line 8110 of file Actor.h.

◆ bLastMeleeAttacked()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLastMeleeAttacked ( )
inline

Definition at line 8237 of file Actor.h.

◆ bLastMeleeHitField()

bool & AShooterWeapon::bLastMeleeHitField ( )
inline

Definition at line 8051 of file Actor.h.

◆ bLastMeleeHitStationaryField()

bool & AShooterWeapon::bLastMeleeHitStationaryField ( )
inline

Definition at line 8052 of file Actor.h.

◆ bListenToAppliedForeces()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bListenToAppliedForeces ( )
inline

Definition at line 8151 of file Actor.h.

◆ bLoopedFireAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedFireAnim ( )
inline

Definition at line 8132 of file Actor.h.

◆ bLoopedFireSound()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedFireSound ( )
inline

Definition at line 8129 of file Actor.h.

◆ bLoopedMuzzleFX()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopedMuzzleFX ( )
inline

Definition at line 8124 of file Actor.h.

◆ bLoopingSimulateWeaponFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bLoopingSimulateWeaponFire ( )
inline

Definition at line 8178 of file Actor.h.

◆ bMeleeAttackHarvetUsableComponents()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeAttackHarvetUsableComponents ( )
inline

Definition at line 8206 of file Actor.h.

◆ bMeleeHitCaptureDermis()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitCaptureDermis ( )
inline

Definition at line 8162 of file Actor.h.

◆ bMeleeHitColorizesStructures()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitColorizesStructures ( )
inline

Definition at line 8131 of file Actor.h.

◆ bMeleeHitUseMuzzleFX()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bMeleeHitUseMuzzleFX ( )
inline

Definition at line 8125 of file Actor.h.

◆ bNetLoopedSimulatingWeaponFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNetLoopedSimulatingWeaponFire ( )
inline

Definition at line 8169 of file Actor.h.

◆ bNotifiedOutOfAmmo()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bNotifiedOutOfAmmo ( )
inline

Definition at line 8147 of file Actor.h.

◆ bOnlyAllowUseWhenRidingDino()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyAllowUseWhenRidingDino ( )
inline

Definition at line 8160 of file Actor.h.

◆ bOnlyDamagePawns()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyDamagePawns ( )
inline

Definition at line 8209 of file Actor.h.

◆ bOnlyPassiveDurabilityWhenAccessoryActiveField()

bool & AShooterWeapon::bOnlyPassiveDurabilityWhenAccessoryActiveField ( )
inline

Definition at line 7949 of file Actor.h.

◆ bOnlyUseFirstMeleeAnimWithShield()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOnlyUseFirstMeleeAnimWithShield ( )
inline

Definition at line 8103 of file Actor.h.

◆ bOnlyUseOnSeatingStructureField()

bool & AShooterWeapon::bOnlyUseOnSeatingStructureField ( )
inline

Definition at line 8066 of file Actor.h.

◆ bOverrideAimOffsets()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOverrideAimOffsets ( )
inline

Definition at line 8152 of file Actor.h.

◆ bOverrideStandingAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bOverrideStandingAnim ( )
inline

Definition at line 8222 of file Actor.h.

◆ BP_OnReloadNotify()

void AShooterWeapon::BP_OnReloadNotify ( )
inline

Definition at line 8383 of file Actor.h.

◆ BPAdjustAmmoPerShot()

int AShooterWeapon::BPAdjustAmmoPerShot ( )
inline

Definition at line 8384 of file Actor.h.

◆ BPAllowNativeFireWeapon()

bool AShooterWeapon::BPAllowNativeFireWeapon ( )
inline

Definition at line 8385 of file Actor.h.

◆ BPAppliedPrimalItemToWeapon()

void AShooterWeapon::BPAppliedPrimalItemToWeapon ( )
inline

Definition at line 8386 of file Actor.h.

◆ BPCanEquip()

bool AShooterWeapon::BPCanEquip ( AShooterCharacter * ByCharacter)
inline

Definition at line 8387 of file Actor.h.

◆ BPCanToggleAccessory()

bool AShooterWeapon::BPCanToggleAccessory ( )
inline

Definition at line 8388 of file Actor.h.

◆ BPConstrainAspectRatio()

bool AShooterWeapon::BPConstrainAspectRatio ( float * OutAspectRatio)
inline

Definition at line 8389 of file Actor.h.

◆ BPDrawHud()

void AShooterWeapon::BPDrawHud ( AShooterHUD * HUD)
inline

Definition at line 8390 of file Actor.h.

◆ bPendingEquip()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingEquip ( )
inline

Definition at line 8145 of file Actor.h.

◆ bPendingReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPendingReload ( )
inline

Definition at line 8144 of file Actor.h.

◆ BPFiredWeapon()

void AShooterWeapon::BPFiredWeapon ( )
inline

Definition at line 8391 of file Actor.h.

◆ BPFireWeapon()

void AShooterWeapon::BPFireWeapon ( )
inline

Definition at line 8392 of file Actor.h.

◆ BPForceTPVTargetingAnimation()

bool AShooterWeapon::BPForceTPVTargetingAnimation ( )
inline

Definition at line 8393 of file Actor.h.

◆ BPGetActorForTargetingTooltip()

AActor * AShooterWeapon::BPGetActorForTargetingTooltip ( )
inline

Definition at line 8394 of file Actor.h.

◆ BPGetDebugInfoString()

FString * AShooterWeapon::BPGetDebugInfoString ( FString * result)
inline

Definition at line 8377 of file Actor.h.

◆ BPGetSeatingAnimation()

UAnimSequence * AShooterWeapon::BPGetSeatingAnimation ( )
inline

Definition at line 8395 of file Actor.h.

◆ BPGetTargetingTooltipInfoLabel()

FText * AShooterWeapon::BPGetTargetingTooltipInfoLabel ( FText * result)
inline

Definition at line 8396 of file Actor.h.

◆ BPGetTPVCameraOffset()

FVector * AShooterWeapon::BPGetTPVCameraOffset ( FVector * result)
inline

Definition at line 8397 of file Actor.h.

◆ BPGlobalFireWeapon()

void AShooterWeapon::BPGlobalFireWeapon ( )
inline

Definition at line 8398 of file Actor.h.

◆ BPHandleMeleeAttack()

void AShooterWeapon::BPHandleMeleeAttack ( )
inline

Definition at line 8399 of file Actor.h.

◆ bPlayedTargetingSound()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayedTargetingSound ( )
inline

Definition at line 8148 of file Actor.h.

◆ bPlayingCameraAnimFPV()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayingCameraAnimFPV ( )
inline

Definition at line 8109 of file Actor.h.

◆ bPlayingFireAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPlayingFireAnim ( )
inline

Definition at line 8133 of file Actor.h.

◆ BPLostController()

void AShooterWeapon::BPLostController ( )
inline

Definition at line 8400 of file Actor.h.

◆ BPMeleeAttackStarted()

void AShooterWeapon::BPMeleeAttackStarted ( )
inline

Definition at line 8401 of file Actor.h.

◆ BPModifyFOV()

float AShooterWeapon::BPModifyFOV ( float inFOV)
inline

Definition at line 8378 of file Actor.h.

◆ BPOnScoped()

void AShooterWeapon::BPOnScoped ( )
inline

Definition at line 8402 of file Actor.h.

◆ BPOnStartTargeting()

void AShooterWeapon::BPOnStartTargeting ( bool bFromGamepadLeft)
inline

Definition at line 8403 of file Actor.h.

◆ BPOnStopTargeting()

void AShooterWeapon::BPOnStopTargeting ( bool bFromGamepadLeft)
inline

Definition at line 8404 of file Actor.h.

◆ BPOverrideAimDirection()

FVector * AShooterWeapon::BPOverrideAimDirection ( FVector * result,
FVector * DesiredAimDirection )
inline

Definition at line 8405 of file Actor.h.

◆ BPOverrideRootRotationOffset()

FRotator * AShooterWeapon::BPOverrideRootRotationOffset ( FRotator * result,
FRotator InRootRotation )
inline

Definition at line 8406 of file Actor.h.

◆ BPPreventSwitchingWeapon()

bool AShooterWeapon::BPPreventSwitchingWeapon ( )
inline

Definition at line 8407 of file Actor.h.

◆ BPRemainEquipped()

bool AShooterWeapon::BPRemainEquipped ( )
inline

Definition at line 8408 of file Actor.h.

◆ bPreventEquippingUnderwater()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventEquippingUnderwater ( )
inline

Definition at line 8200 of file Actor.h.

◆ bPreventItemColors()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPreventItemColors ( )
inline

Definition at line 8182 of file Actor.h.

◆ bPreventOpeningInventoryField()

bool & AShooterWeapon::bPreventOpeningInventoryField ( )
inline

Definition at line 8064 of file Actor.h.

◆ bPrimaryFireDoesMeleeAttack()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bPrimaryFireDoesMeleeAttack ( )
inline

Definition at line 8161 of file Actor.h.

◆ BPShouldDealDamage()

bool AShooterWeapon::BPShouldDealDamage ( AActor * TestActor)
inline

Definition at line 8409 of file Actor.h.

◆ BPSpawnMeleeEffects()

void AShooterWeapon::BPSpawnMeleeEffects ( FVector Impact,
FVector ShootDir )
inline

Definition at line 8410 of file Actor.h.

◆ BPStartEquippedNotify()

void AShooterWeapon::BPStartEquippedNotify ( )
inline

Definition at line 8411 of file Actor.h.

◆ BPStopMeleeAttack()

void AShooterWeapon::BPStopMeleeAttack ( )
inline

Definition at line 8412 of file Actor.h.

◆ BPToggleAccessory()

void AShooterWeapon::BPToggleAccessory ( )
inline

Definition at line 8413 of file Actor.h.

◆ BPToggleAccessoryFailed()

void AShooterWeapon::BPToggleAccessoryFailed ( )
inline

Definition at line 8414 of file Actor.h.

◆ BPTryFireWeapon()

bool AShooterWeapon::BPTryFireWeapon ( )
inline

Definition at line 8415 of file Actor.h.

◆ BPWeaponCanFire()

bool AShooterWeapon::BPWeaponCanFire ( )
inline

Definition at line 8416 of file Actor.h.

◆ BPWeaponDealDamage()

int AShooterWeapon::BPWeaponDealDamage ( FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 8417 of file Actor.h.

◆ BPWeaponZoom()

void AShooterWeapon::BPWeaponZoom ( bool bZoomingIn)
inline

Definition at line 8418 of file Actor.h.

◆ bReloadAnimForceTickPoseOnServer()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bReloadAnimForceTickPoseOnServer ( )
inline

Definition at line 8128 of file Actor.h.

◆ bReplicateCurrentAmmoInClipToNonOwnersField()

bool & AShooterWeapon::bReplicateCurrentAmmoInClipToNonOwnersField ( )
inline

Definition at line 8014 of file Actor.h.

◆ bRestrictTPVCameraYawField()

bool & AShooterWeapon::bRestrictTPVCameraYawField ( )
inline

Definition at line 8068 of file Actor.h.

◆ bScopeFullscreen()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bScopeFullscreen ( )
inline

Definition at line 8213 of file Actor.h.

◆ bServerIgnoreCheckCanFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bServerIgnoreCheckCanFire ( )
inline

Definition at line 8232 of file Actor.h.

◆ bSpawnedByMission()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bSpawnedByMission ( )
inline

Definition at line 8235 of file Actor.h.

◆ bSupportsOffhandShield()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bSupportsOffhandShield ( )
inline

Definition at line 8205 of file Actor.h.

◆ bTargetingForceTraceFloatingHUD()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bTargetingForceTraceFloatingHUD ( )
inline

Definition at line 8202 of file Actor.h.

◆ bTargetUnTargetWithClick()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bTargetUnTargetWithClick ( )
inline

Definition at line 8137 of file Actor.h.

◆ bToggleAccessoryUseAltFireSound()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bToggleAccessoryUseAltFireSound ( )
inline

Definition at line 8155 of file Actor.h.

◆ bToggleAccessoryUseAltMuzzleFX()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bToggleAccessoryUseAltMuzzleFX ( )
inline

Definition at line 8154 of file Actor.h.

◆ bUnequipping()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUnequipping ( )
inline

Definition at line 8146 of file Actor.h.

◆ bUseAlternateAimOffset()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAlternateAimOffset ( )
inline

Definition at line 8221 of file Actor.h.

◆ bUseAmmoOnFiring()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAmmoOnFiring ( )
inline

Definition at line 8149 of file Actor.h.

◆ bUseAmmoServerOnly()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAmmoServerOnly ( )
inline

Definition at line 8150 of file Actor.h.

◆ bUseAutoReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseAutoReload ( )
inline

Definition at line 8166 of file Actor.h.

◆ bUseBlueprintAnimNotificationsField()

bool & AShooterWeapon::bUseBlueprintAnimNotificationsField ( )
inline

Definition at line 7968 of file Actor.h.

◆ bUseBPAdjustAmmoPerShotField()

bool & AShooterWeapon::bUseBPAdjustAmmoPerShotField ( )
inline

Definition at line 8015 of file Actor.h.

◆ bUseBPCanEquip()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanEquip ( )
inline

Definition at line 8227 of file Actor.h.

◆ bUseBPCanToggleAccessory()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPCanToggleAccessory ( )
inline

Definition at line 8156 of file Actor.h.

◆ bUseBPForceTPVTargetingAnimation()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPForceTPVTargetingAnimation ( )
inline

Definition at line 8224 of file Actor.h.

◆ bUseBPGetActorForTargetingTooltip()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetActorForTargetingTooltip ( )
inline

Definition at line 8175 of file Actor.h.

◆ bUseBPGetSelectedMeleeAttackAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetSelectedMeleeAttackAnim ( )
inline

Definition at line 8183 of file Actor.h.

◆ bUseBPGetTPVCameraOffset()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPGetTPVCameraOffset ( )
inline

Definition at line 8233 of file Actor.h.

◆ bUseBPIsValidUnstasisActor()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPIsValidUnstasisActor ( )
inline

Definition at line 8177 of file Actor.h.

◆ bUseBPModifyFOV()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPModifyFOV ( )
inline

Definition at line 8231 of file Actor.h.

◆ bUseBPOnScoped()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnScoped ( )
inline

Definition at line 8157 of file Actor.h.

◆ bUseBPOnWeaponAnimPlayedNotify()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOnWeaponAnimPlayedNotify ( )
inline

Definition at line 8185 of file Actor.h.

◆ bUseBPOverrideAimDirection()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOverrideAimDirection ( )
inline

Definition at line 8176 of file Actor.h.

◆ bUseBPOverrideRootRotationOffset()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPOverrideRootRotationOffset ( )
inline

Definition at line 8234 of file Actor.h.

◆ bUseBPPreventSwitchingWeapon()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPPreventSwitchingWeapon ( )
inline

Definition at line 8226 of file Actor.h.

◆ bUseBPRemainEquipped()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPRemainEquipped ( )
inline

Definition at line 8228 of file Actor.h.

◆ bUseBPShouldDealDamage()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPShouldDealDamage ( )
inline

Definition at line 8172 of file Actor.h.

◆ bUseBPSpawnMeleeEffectsField()

bool & AShooterWeapon::bUseBPSpawnMeleeEffectsField ( )
inline

Definition at line 8097 of file Actor.h.

◆ bUseBPStartEquippedNotify()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPStartEquippedNotify ( )
inline

Definition at line 8219 of file Actor.h.

◆ bUseBPWeaponDealDamage()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseBPWeaponDealDamage ( )
inline

Definition at line 8184 of file Actor.h.

◆ bUseCanAccessoryBeSetOn()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCanAccessoryBeSetOn ( )
inline

Definition at line 8174 of file Actor.h.

◆ bUseCharacterMeleeDamageModifier()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCharacterMeleeDamageModifier ( )
inline

Definition at line 8210 of file Actor.h.

◆ bUseCustomSeatedAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseCustomSeatedAnim ( )
inline

Definition at line 8223 of file Actor.h.

◆ bUseDinoRangeForTooltip()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseDinoRangeForTooltip ( )
inline

Definition at line 8101 of file Actor.h.

◆ bUseEquipNoAmmoClipAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseEquipNoAmmoClipAnim ( )
inline

Definition at line 8120 of file Actor.h.

◆ bUseFireCameraShakeScaleField()

bool & AShooterWeapon::bUseFireCameraShakeScaleField ( )
inline

Definition at line 8081 of file Actor.h.

◆ bUseMeleeNoAmmoClipAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseMeleeNoAmmoClipAnim ( )
inline

Definition at line 8122 of file Actor.h.

◆ bUsePartialReloadAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUsePartialReloadAnim ( )
inline

Definition at line 8119 of file Actor.h.

◆ bUsePostUpdateTickForFPVParticles()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUsePostUpdateTickForFPVParticles ( )
inline

Definition at line 8126 of file Actor.h.

◆ bUseScopeOverlay()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseScopeOverlay ( )
inline

Definition at line 8190 of file Actor.h.

◆ bUseTargetingFireAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTargetingFireAnim ( )
inline

Definition at line 8117 of file Actor.h.

◆ bUseTargetingReloadAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTargetingReloadAnim ( )
inline

Definition at line 8118 of file Actor.h.

◆ bUseTPVWeaponMeshMeleeSockets()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseTPVWeaponMeshMeleeSockets ( )
inline

Definition at line 8201 of file Actor.h.

◆ bUseUnequipNoAmmoClipAnim()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bUseUnequipNoAmmoClipAnim ( )
inline

Definition at line 8121 of file Actor.h.

◆ bWantsToAltFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToAltFire ( )
inline

Definition at line 8143 of file Actor.h.

◆ bWantsToAutoReload()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToAutoReload ( )
inline

Definition at line 8167 of file Actor.h.

◆ bWantsToFire()

BitFieldValue< bool, unsigned __int32 > AShooterWeapon::bWantsToFire ( )
inline

Definition at line 8142 of file Actor.h.

◆ bWasLastFireFromGamePadField()

bool & AShooterWeapon::bWasLastFireFromGamePadField ( )
inline

Definition at line 8071 of file Actor.h.

◆ CanFire()

bool AShooterWeapon::CanFire ( bool bForceAllowSubmergedFiring)
inline

Definition at line 8293 of file Actor.h.

◆ CanMeleeAttack()

bool AShooterWeapon::CanMeleeAttack ( )
inline

Definition at line 8274 of file Actor.h.

◆ CanReload()

bool AShooterWeapon::CanReload ( )
inline

Definition at line 8295 of file Actor.h.

◆ CanRun()

bool AShooterWeapon::CanRun ( )
inline

Definition at line 8279 of file Actor.h.

◆ CanTarget()

bool AShooterWeapon::CanTarget ( )
inline

Definition at line 8299 of file Actor.h.

◆ CanToggleAccessory()

bool AShooterWeapon::CanToggleAccessory ( )
inline

Definition at line 8270 of file Actor.h.

◆ CheckForMeleeAttack()

void AShooterWeapon::CheckForMeleeAttack ( )
inline

Definition at line 8277 of file Actor.h.

◆ CheckItemAssocation()

void AShooterWeapon::CheckItemAssocation ( )
inline

Definition at line 8355 of file Actor.h.

◆ ClearClientReload()

void AShooterWeapon::ClearClientReload ( )
inline

Definition at line 8281 of file Actor.h.

◆ ClientPlayShieldHitAnim()

void AShooterWeapon::ClientPlayShieldHitAnim ( )
inline

Definition at line 8419 of file Actor.h.

◆ ClientPlayShieldHitAnim_Implementation()

void AShooterWeapon::ClientPlayShieldHitAnim_Implementation ( )
inline

Definition at line 8315 of file Actor.h.

◆ ClientSetClipAmmo()

void AShooterWeapon::ClientSetClipAmmo ( int newClipAmmo,
bool bOnlyUpdateItem )
inline

Definition at line 8420 of file Actor.h.

◆ ClientSetClipAmmo_Implementation()

void AShooterWeapon::ClientSetClipAmmo_Implementation ( int newClipAmmo,
bool bOnlyUpdateItem )
inline

Definition at line 8362 of file Actor.h.

◆ ClientSimulateWeaponFire()

void AShooterWeapon::ClientSimulateWeaponFire ( )
inline

Definition at line 8421 of file Actor.h.

◆ ClientSimulateWeaponFire_Implementation()

void AShooterWeapon::ClientSimulateWeaponFire_Implementation ( )
inline

Definition at line 8311 of file Actor.h.

◆ ClientSpawnMeleeEffects()

void AShooterWeapon::ClientSpawnMeleeEffects ( FVector Impact,
FVector ShootDir )
inline

Definition at line 8422 of file Actor.h.

◆ ClientSpawnMeleeEffects_Implementation()

void AShooterWeapon::ClientSpawnMeleeEffects_Implementation ( FVector Impact,
FVector ShootDir )
inline

Definition at line 8376 of file Actor.h.

◆ ClientStartMuzzleFX()

void AShooterWeapon::ClientStartMuzzleFX ( )
inline

Definition at line 8423 of file Actor.h.

◆ ClientStartMuzzleFX_Implementation()

void AShooterWeapon::ClientStartMuzzleFX_Implementation ( )
inline

Definition at line 8347 of file Actor.h.

◆ ClientStartReload()

void AShooterWeapon::ClientStartReload ( )
inline

Definition at line 8424 of file Actor.h.

◆ ClientStartReload_Implementation()

void AShooterWeapon::ClientStartReload_Implementation ( )
inline

Definition at line 8292 of file Actor.h.

◆ ClientStopSimulatingWeaponFire()

void AShooterWeapon::ClientStopSimulatingWeaponFire ( )
inline

Definition at line 8425 of file Actor.h.

◆ ClientStopSimulatingWeaponFire_Implementation()

void AShooterWeapon::ClientStopSimulatingWeaponFire_Implementation ( )
inline

Definition at line 8310 of file Actor.h.

◆ ConsumeAmmoItem()

void AShooterWeapon::ConsumeAmmoItem ( int Quantity)
inline

Definition at line 8303 of file Actor.h.

◆ CosumeMeleeHitDurability()

void AShooterWeapon::CosumeMeleeHitDurability ( float DurabilityConsumptionMultiplier)
inline

Definition at line 8348 of file Actor.h.

◆ CurrentAmmoField()

int & AShooterWeapon::CurrentAmmoField ( )
inline

Definition at line 8012 of file Actor.h.

◆ CurrentAmmoInClipField()

int & AShooterWeapon::CurrentAmmoInClipField ( )
inline

Definition at line 8013 of file Actor.h.

◆ CurrentFiringSpreadField()

float & AShooterWeapon::CurrentFiringSpreadField ( )
inline

Definition at line 8084 of file Actor.h.

◆ CurrentStateField()

EWeaponState::Type & AShooterWeapon::CurrentStateField ( )
inline

Definition at line 8010 of file Actor.h.

◆ DealDamage()

void AShooterWeapon::DealDamage ( FHitResult * Impact,
FVector * ShootDir,
int DamageAmount,
TSubclassOf< UDamageType > DamageType,
float Impulse )
inline

Definition at line 8344 of file Actor.h.

◆ Destroyed()

void AShooterWeapon::Destroyed ( )
inline

Definition at line 8252 of file Actor.h.

◆ DetachMeshFromPawn()

void AShooterWeapon::DetachMeshFromPawn ( )
inline

Definition at line 8260 of file Actor.h.

◆ DetermineWeaponState()

void AShooterWeapon::DetermineWeaponState ( )
inline

Definition at line 8305 of file Actor.h.

◆ DoHandleFiring()

void AShooterWeapon::DoHandleFiring ( )
inline

Definition at line 8363 of file Actor.h.

◆ DoMeleeAttack()

void AShooterWeapon::DoMeleeAttack ( )
inline

Definition at line 8275 of file Actor.h.

◆ DoReregisterAllComponents()

void AShooterWeapon::DoReregisterAllComponents ( )
inline

Definition at line 8366 of file Actor.h.

◆ DraggingOffsetInterpField()

float & AShooterWeapon::DraggingOffsetInterpField ( )
inline

Definition at line 8095 of file Actor.h.

◆ DrawHUD()

void AShooterWeapon::DrawHUD ( AShooterHUD * HUD)
inline

Definition at line 8250 of file Actor.h.

◆ DurabilityCostToEquipField()

float & AShooterWeapon::DurabilityCostToEquipField ( )
inline

Definition at line 8040 of file Actor.h.

◆ DyePreviewMeshOverrideSMField()

UStaticMesh * AShooterWeapon::DyePreviewMeshOverrideSMField ( )
inline

Definition at line 8073 of file Actor.h.

◆ EndDoMeleeSwing()

void AShooterWeapon::EndDoMeleeSwing ( )
inline

Definition at line 8341 of file Actor.h.

◆ EndDoMeleeSwingTimeField()

float & AShooterWeapon::EndDoMeleeSwingTimeField ( )
inline

Definition at line 7958 of file Actor.h.

◆ EndMeleeSwing()

void AShooterWeapon::EndMeleeSwing ( )
inline

Definition at line 8340 of file Actor.h.

◆ EquipSoundField()

USoundCue * AShooterWeapon::EquipSoundField ( )
inline

Definition at line 7998 of file Actor.h.

◆ EquipTimeField()

float & AShooterWeapon::EquipTimeField ( )
inline

Definition at line 7935 of file Actor.h.

◆ FindComponentByName()

USceneComponent * AShooterWeapon::FindComponentByName ( FName ComponentName)
inline

Definition at line 8245 of file Actor.h.

◆ FireACField()

UAudioComponent * AShooterWeapon::FireACField ( )
inline

Definition at line 7988 of file Actor.h.

◆ FireCameraShakeSpreadScaleExponentField()

float & AShooterWeapon::FireCameraShakeSpreadScaleExponentField ( )
inline

Definition at line 8077 of file Actor.h.

◆ FireCameraShakeSpreadScaleExponentLessThanField()

float & AShooterWeapon::FireCameraShakeSpreadScaleExponentLessThanField ( )
inline

Definition at line 8078 of file Actor.h.

◆ FireCameraShakeSpreadScaleMultiplierField()

float & AShooterWeapon::FireCameraShakeSpreadScaleMultiplierField ( )
inline

Definition at line 8080 of file Actor.h.

◆ FireCameraShakeSpreadScaleMultiplierLessThanField()

float & AShooterWeapon::FireCameraShakeSpreadScaleMultiplierLessThanField ( )
inline

Definition at line 8079 of file Actor.h.

◆ FiredLastNoAmmoShotField()

int & AShooterWeapon::FiredLastNoAmmoShotField ( )
inline

Definition at line 8020 of file Actor.h.

◆ FireFinishSoundField()

USoundCue * AShooterWeapon::FireFinishSoundField ( )
inline

Definition at line 7992 of file Actor.h.

◆ FireSoundField()

USoundCue * AShooterWeapon::FireSoundField ( )
inline

Definition at line 7990 of file Actor.h.

◆ FireWeapon()

void AShooterWeapon::FireWeapon ( )
inline

Definition at line 8368 of file Actor.h.

◆ ForceFirstPerson()

bool AShooterWeapon::ForceFirstPerson ( )
inline

Definition at line 8370 of file Actor.h.

◆ ForcesTPVCameraOffset()

bool AShooterWeapon::ForcesTPVCameraOffset ( )
inline

Definition at line 8426 of file Actor.h.

◆ ForcesTPVCameraOffset_Implementation()

bool AShooterWeapon::ForcesTPVCameraOffset_Implementation ( )
inline

Definition at line 8372 of file Actor.h.

◆ ForceTPVTargetingAnimation()

bool AShooterWeapon::ForceTPVTargetingAnimation ( )
inline

Definition at line 8367 of file Actor.h.

◆ FPVAccessoryToggleComponentField()

FName & AShooterWeapon::FPVAccessoryToggleComponentField ( )
inline

Definition at line 8016 of file Actor.h.

◆ FPVAdditionalLookRotOffsetField()

FRotator & AShooterWeapon::FPVAdditionalLookRotOffsetField ( )
inline

Definition at line 7982 of file Actor.h.

◆ FPVEnterTargetingInterpSpeedField()

float & AShooterWeapon::FPVEnterTargetingInterpSpeedField ( )
inline

Definition at line 7956 of file Actor.h.

◆ FPVExitTargetingInterpSpeedField()

float & AShooterWeapon::FPVExitTargetingInterpSpeedField ( )
inline

Definition at line 7957 of file Actor.h.

◆ FPVImmobilizedInterpSpeedField()

float & AShooterWeapon::FPVImmobilizedInterpSpeedField ( )
inline

Definition at line 7967 of file Actor.h.

◆ FPVImmobilizedLocationOffsetField()

FVector & AShooterWeapon::FPVImmobilizedLocationOffsetField ( )
inline

Definition at line 7965 of file Actor.h.

◆ FPVImmobilizedRotationOffsetField()

FRotator & AShooterWeapon::FPVImmobilizedRotationOffsetField ( )
inline

Definition at line 7966 of file Actor.h.

◆ FPVInventoryReequipOffsetField()

FVector & AShooterWeapon::FPVInventoryReequipOffsetField ( )
inline

Definition at line 8093 of file Actor.h.

◆ FPVLastLocOffsetField()

FVector & AShooterWeapon::FPVLastLocOffsetField ( )
inline

Definition at line 7983 of file Actor.h.

◆ FPVLastRotOffsetField()

FRotator & AShooterWeapon::FPVLastRotOffsetField ( )
inline

Definition at line 7986 of file Actor.h.

◆ FPVLastVROffsetField()

FVector & AShooterWeapon::FPVLastVROffsetField ( )
inline

Definition at line 7984 of file Actor.h.

◆ FPVLookAtInterpSpeed_TargetingField()

FRotator & AShooterWeapon::FPVLookAtInterpSpeed_TargetingField ( )
inline

Definition at line 7964 of file Actor.h.

◆ FPVLookAtInterpSpeedField()

FRotator & AShooterWeapon::FPVLookAtInterpSpeedField ( )
inline

Definition at line 7961 of file Actor.h.

◆ FPVLookAtMaximumOffset_TargetingField()

FRotator & AShooterWeapon::FPVLookAtMaximumOffset_TargetingField ( )
inline

Definition at line 7962 of file Actor.h.

◆ FPVLookAtMaximumOffsetField()

FRotator & AShooterWeapon::FPVLookAtMaximumOffsetField ( )
inline

Definition at line 7959 of file Actor.h.

◆ FPVLookAtSpeedBase_TargetingField()

FRotator & AShooterWeapon::FPVLookAtSpeedBase_TargetingField ( )
inline

Definition at line 7963 of file Actor.h.

◆ FPVLookAtSpeedBaseField()

FRotator & AShooterWeapon::FPVLookAtSpeedBaseField ( )
inline

Definition at line 7960 of file Actor.h.

◆ FPVMeleeTraceFXRangeField()

float & AShooterWeapon::FPVMeleeTraceFXRangeField ( )
inline

Definition at line 8058 of file Actor.h.

◆ FPVMoveOffscreenIdleRestoreIntervalField()

float & AShooterWeapon::FPVMoveOffscreenIdleRestoreIntervalField ( )
inline

Definition at line 8004 of file Actor.h.

◆ FPVMoveOffscreenIdleRestoreSpeedField()

float & AShooterWeapon::FPVMoveOffscreenIdleRestoreSpeedField ( )
inline

Definition at line 8005 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField()

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxMoveWeaponSpeedField ( )
inline

Definition at line 8000 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxOffsetField()

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxOffsetField ( )
inline

Definition at line 8006 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMaxViewRotSpeedField()

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMaxViewRotSpeedField ( )
inline

Definition at line 8003 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField()

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMinMoveWeaponSpeedField ( )
inline

Definition at line 8001 of file Actor.h.

◆ FPVMoveOffscreenWhenTurningMinViewRotSpeedField()

float & AShooterWeapon::FPVMoveOffscreenWhenTurningMinViewRotSpeedField ( )
inline

Definition at line 8002 of file Actor.h.

◆ FPVMuzzleLocationOffsetField()

FVector & AShooterWeapon::FPVMuzzleLocationOffsetField ( )
inline

Definition at line 8089 of file Actor.h.

◆ FPVRelativeLocation_TargetingField()

FVector & AShooterWeapon::FPVRelativeLocation_TargetingField ( )
inline

Definition at line 7954 of file Actor.h.

◆ FPVRelativeLocationField()

FVector & AShooterWeapon::FPVRelativeLocationField ( )
inline

Definition at line 7952 of file Actor.h.

◆ FPVRelativeLocationOffscreenOffsetField()

FVector & AShooterWeapon::FPVRelativeLocationOffscreenOffsetField ( )
inline

Definition at line 7985 of file Actor.h.

◆ FPVRelativeRotation_TargetingField()

FRotator & AShooterWeapon::FPVRelativeRotation_TargetingField ( )
inline

Definition at line 7955 of file Actor.h.

◆ FPVRelativeRotationField()

FRotator & AShooterWeapon::FPVRelativeRotationField ( )
inline

Definition at line 7953 of file Actor.h.

◆ FPVStoppedTurningTimeField()

long double & AShooterWeapon::FPVStoppedTurningTimeField ( )
inline

Definition at line 8007 of file Actor.h.

◆ GetAdjustedAim()

FVector * AShooterWeapon::GetAdjustedAim ( FVector * result)
inline

Definition at line 8316 of file Actor.h.

◆ GetCameraDamageStartLocation()

FVector * AShooterWeapon::GetCameraDamageStartLocation ( FVector * result,
FVector * AimDir )
inline

Definition at line 8317 of file Actor.h.

◆ GetConsumeDurabilityPerShot()

float AShooterWeapon::GetConsumeDurabilityPerShot ( )
inline

Definition at line 8300 of file Actor.h.

◆ GetCurrentAmmo()

int AShooterWeapon::GetCurrentAmmo ( )
inline

Definition at line 8335 of file Actor.h.

◆ GetCurrentAmmoInClip()

int AShooterWeapon::GetCurrentAmmoInClip ( )
inline

Definition at line 8336 of file Actor.h.

◆ GetCurrentState()

EWeaponState::Type AShooterWeapon::GetCurrentState ( )
inline

Definition at line 8334 of file Actor.h.

◆ GetDebugInfoString()

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

Definition at line 8374 of file Actor.h.

◆ GetFireCameraShakeScale()

float AShooterWeapon::GetFireCameraShakeScale ( )
inline

Definition at line 8297 of file Actor.h.

◆ GetLifetimeReplicatedProps()

void AShooterWeapon::GetLifetimeReplicatedProps ( TArray< FLifetimeProperty > * OutLifetimeProps)
inline

Definition at line 8332 of file Actor.h.

◆ GetMuzzleDirection()

FVector * AShooterWeapon::GetMuzzleDirection ( FVector * result)
inline

Definition at line 8320 of file Actor.h.

◆ GetMuzzleLocation()

FVector * AShooterWeapon::GetMuzzleLocation ( FVector * result)
inline

Definition at line 8319 of file Actor.h.

◆ GetPawnOwner()

AShooterCharacter * AShooterWeapon::GetPawnOwner ( )
inline

Definition at line 8333 of file Actor.h.

◆ GetPrivateStaticClass()

static UClass * AShooterWeapon::GetPrivateStaticClass ( const wchar_t * Package)
inlinestatic

Definition at line 8380 of file Actor.h.

◆ GetShootingCameraLocation()

FVector * AShooterWeapon::GetShootingCameraLocation ( FVector * result)
inline

Definition at line 8318 of file Actor.h.

◆ GetStandingAnimation()

UAnimSequence * AShooterWeapon::GetStandingAnimation ( float * OutBlendInTime,
float * OutBlendOutTime )
inline

Definition at line 8427 of file Actor.h.

◆ GetStandingAnimation_Implementation()

static ABrush * AShooterWeapon::GetStandingAnimation_Implementation ( TSubclassOf< ABrush > BrushType,
FTransform * BrushTransform,
FVector BoxExtent )
inlinestatic

Definition at line 8243 of file Actor.h.

◆ GetWeaponDamageMultiplier()

float AShooterWeapon::GetWeaponDamageMultiplier ( )
inline

Definition at line 8345 of file Actor.h.

◆ GlobalFireCameraShakeScaleField()

float & AShooterWeapon::GlobalFireCameraShakeScaleField ( )
inline

Definition at line 8039 of file Actor.h.

◆ GlobalFireCameraShakeScaleTargetingField()

float & AShooterWeapon::GlobalFireCameraShakeScaleTargetingField ( )
inline

Definition at line 8043 of file Actor.h.

◆ HandleFiring()

void AShooterWeapon::HandleFiring ( bool bSentFromClient)
inline

Definition at line 8298 of file Actor.h.

◆ HasInfiniteAmmo()

bool AShooterWeapon::HasInfiniteAmmo ( )
inline

Definition at line 8338 of file Actor.h.

◆ HyperThermiaInsulationField()

float & AShooterWeapon::HyperThermiaInsulationField ( )
inline

Definition at line 8048 of file Actor.h.

◆ HypoThermiaInsulationField()

float & AShooterWeapon::HypoThermiaInsulationField ( )
inline

Definition at line 8047 of file Actor.h.

◆ InstantConfigField()

FInstantWeaponData & AShooterWeapon::InstantConfigField ( )
inline

Definition at line 8083 of file Actor.h.

◆ InsulationRangeField()

float & AShooterWeapon::InsulationRangeField ( )
inline

Definition at line 8049 of file Actor.h.

◆ IsFiring()

bool AShooterWeapon::IsFiring ( )
inline

Definition at line 8351 of file Actor.h.

◆ IsFirstPersonMeshVisible()

bool AShooterWeapon::IsFirstPersonMeshVisible ( )
inline

Definition at line 8364 of file Actor.h.

◆ IsInMeleeAttack()

bool AShooterWeapon::IsInMeleeAttack ( )
inline

Definition at line 8375 of file Actor.h.

◆ IsLocallyOwned()

bool AShooterWeapon::IsLocallyOwned ( )
inline

Definition at line 8354 of file Actor.h.

◆ IsOwningClient()

bool AShooterWeapon::IsOwningClient ( )
inline

Definition at line 8356 of file Actor.h.

◆ IsPlayingCameraAnimFPV()

bool AShooterWeapon::IsPlayingCameraAnimFPV ( )
inline

Definition at line 8244 of file Actor.h.

◆ IsSimulated()

bool AShooterWeapon::IsSimulated ( )
inline

Definition at line 8309 of file Actor.h.

◆ IsValidUnStasisCaster()

bool AShooterWeapon::IsValidUnStasisCaster ( )
inline

Definition at line 8253 of file Actor.h.

◆ ItemDestructionUnequipWeaponDelayField()

float & AShooterWeapon::ItemDestructionUnequipWeaponDelayField ( )
inline

Definition at line 8008 of file Actor.h.

◆ ItemDurabilityToConsumePerMeleeHitField()

float & AShooterWeapon::ItemDurabilityToConsumePerMeleeHitField ( )
inline

Definition at line 7942 of file Actor.h.

◆ LastCameraRotationField()

FRotator & AShooterWeapon::LastCameraRotationField ( )
inline

Definition at line 7981 of file Actor.h.

◆ LastDurabilityConsumptionTimeField()

long double & AShooterWeapon::LastDurabilityConsumptionTimeField ( )
inline

Definition at line 8050 of file Actor.h.

◆ LastFireTimeField()

long double & AShooterWeapon::LastFireTimeField ( )
inline

Definition at line 8011 of file Actor.h.

◆ LastFPVRenderTimeField()

long double & AShooterWeapon::LastFPVRenderTimeField ( )
inline

Definition at line 7980 of file Actor.h.

◆ LastNotifyShotTimeField()

long double & AShooterWeapon::LastNotifyShotTimeField ( )
inline

Definition at line 8021 of file Actor.h.

◆ LastSocketPositionsField()

TArray< FVector > & AShooterWeapon::LastSocketPositionsField ( )
inline

Definition at line 7978 of file Actor.h.

◆ LoadedFromSaveGame()

void AShooterWeapon::LoadedFromSaveGame ( )
inline

Definition at line 8358 of file Actor.h.

◆ LocalInventoryViewingSkippedEquipAnimTimeField()

long double & AShooterWeapon::LocalInventoryViewingSkippedEquipAnimTimeField ( )
inline

Definition at line 8094 of file Actor.h.

◆ LocalPossessed()

void AShooterWeapon::LocalPossessed ( )
inline

Definition at line 8353 of file Actor.h.

◆ MeleeAttackHarvetUsableComponentsRadiusField()

float & AShooterWeapon::MeleeAttackHarvetUsableComponentsRadiusField ( )
inline

Definition at line 8060 of file Actor.h.

◆ MeleeAttackUsableHarvestDamageMultiplierField()

float & AShooterWeapon::MeleeAttackUsableHarvestDamageMultiplierField ( )
inline

Definition at line 8061 of file Actor.h.

◆ MeleeAttackUsableHarvestDamageTypeField()

TSubclassOf< UShooterDamageType > & AShooterWeapon::MeleeAttackUsableHarvestDamageTypeField ( )
inline

Definition at line 8059 of file Actor.h.

◆ MeleeCameraShakeSpeedScaleField()

float & AShooterWeapon::MeleeCameraShakeSpeedScaleField ( )
inline

Definition at line 8044 of file Actor.h.

◆ MeleeConsumesStaminaField()

float & AShooterWeapon::MeleeConsumesStaminaField ( )
inline

Definition at line 8046 of file Actor.h.

◆ MeleeDamageAmountField()

int & AShooterWeapon::MeleeDamageAmountField ( )
inline

Definition at line 7994 of file Actor.h.

◆ MeleeDamageImpulseField()

float & AShooterWeapon::MeleeDamageImpulseField ( )
inline

Definition at line 7996 of file Actor.h.

◆ MeleeDamageTypeField()

TSubclassOf< UDamageType > & AShooterWeapon::MeleeDamageTypeField ( )
inline

Definition at line 8022 of file Actor.h.

◆ MeleeHitRandomChanceToDestroyItemField()

float & AShooterWeapon::MeleeHitRandomChanceToDestroyItemField ( )
inline

Definition at line 8038 of file Actor.h.

◆ MeleeSwingHurtListField()

TArray< AActor * > AShooterWeapon::MeleeSwingHurtListField ( )
inline

Definition at line 7979 of file Actor.h.

◆ MeleeSwingSocketsField()

TArray< FName > & AShooterWeapon::MeleeSwingSocketsField ( )
inline

Definition at line 7969 of file Actor.h.

◆ MinItemDurabilityPercentageForShotField()

float & AShooterWeapon::MinItemDurabilityPercentageForShotField ( )
inline

Definition at line 8029 of file Actor.h.

◆ MuzzleAttachPointField()

FName & AShooterWeapon::MuzzleAttachPointField ( )
inline

Definition at line 7989 of file Actor.h.

◆ MyPawnField()

AShooterCharacter * AShooterWeapon::MyPawnField ( )
inline

Definition at line 7987 of file Actor.h.

◆ MyScopedBuffField()

TWeakObjectPtr< APrimalBuff > & AShooterWeapon::MyScopedBuffField ( )
inline

Definition at line 8086 of file Actor.h.

◆ NextAllowedMeleeTimeField()

long double & AShooterWeapon::NextAllowedMeleeTimeField ( )
inline

Definition at line 7977 of file Actor.h.

◆ OnBurstFinished()

void AShooterWeapon::OnBurstFinished ( )
inline

Definition at line 8308 of file Actor.h.

◆ OnBurstStarted()

void AShooterWeapon::OnBurstStarted ( )
inline

Definition at line 8307 of file Actor.h.

◆ OnCameraUpdate()

void AShooterWeapon::OnCameraUpdate ( FVector * CameraLocation,
FRotator * CameraRotation,
FVector * WeaponBob )
inline

Definition at line 8324 of file Actor.h.

◆ OnEquip()

void AShooterWeapon::OnEquip ( )
inline

Definition at line 8254 of file Actor.h.

◆ OnEquipFinished()

void AShooterWeapon::OnEquipFinished ( )
inline

Definition at line 8255 of file Actor.h.

◆ OnInstigatorPlayDyingEvent()

void AShooterWeapon::OnInstigatorPlayDyingEvent ( )
inline

Definition at line 8428 of file Actor.h.

◆ OnRep_AccessoryToggle()

void AShooterWeapon::OnRep_AccessoryToggle ( )
inline

Definition at line 8326 of file Actor.h.

◆ OnRep_CurrentAmmoInClip()

void AShooterWeapon::OnRep_CurrentAmmoInClip ( )
inline

Definition at line 8357 of file Actor.h.

◆ OnRep_MyPawn()

void AShooterWeapon::OnRep_MyPawn ( )
inline

Definition at line 8325 of file Actor.h.

◆ OnRep_NetLoopedWeaponFire()

void AShooterWeapon::OnRep_NetLoopedWeaponFire ( )
inline

Definition at line 8361 of file Actor.h.

◆ OnStartTargeting()

void AShooterWeapon::OnStartTargeting ( bool bFromGamepadLeft)
inline

Definition at line 8268 of file Actor.h.

◆ OnStopTargeting()

void AShooterWeapon::OnStopTargeting ( bool bFromGamepadLeft)
inline

Definition at line 8269 of file Actor.h.

◆ OutOfAmmoSoundField()

USoundCue * AShooterWeapon::OutOfAmmoSoundField ( )
inline

Definition at line 7993 of file Actor.h.

◆ OverrideAttachPointField()

FName & AShooterWeapon::OverrideAttachPointField ( )
inline

Definition at line 7951 of file Actor.h.

◆ OverrideJumpAnimField()

UAnimMontage * AShooterWeapon::OverrideJumpAnimField ( )
inline

Definition at line 7938 of file Actor.h.

◆ OverrideLandedAnimField()

UAnimMontage * AShooterWeapon::OverrideLandedAnimField ( )
inline

Definition at line 7939 of file Actor.h.

◆ OverrideProneInAnimField()

UAnimMontage * AShooterWeapon::OverrideProneInAnimField ( )
inline

Definition at line 7936 of file Actor.h.

◆ OverrideProneOutAnimField()

UAnimMontage * AShooterWeapon::OverrideProneOutAnimField ( )
inline

Definition at line 7937 of file Actor.h.

◆ OverrideRiderAnimSequenceFromField()

TArray< UAnimSequence * > AShooterWeapon::OverrideRiderAnimSequenceFromField ( )
inline

Definition at line 7940 of file Actor.h.

◆ OverrideRiderAnimSequenceToField()

TArray< UAnimSequence * > AShooterWeapon::OverrideRiderAnimSequenceToField ( )
inline

Definition at line 7941 of file Actor.h.

◆ OverrideTargetingFOVField()

float & AShooterWeapon::OverrideTargetingFOVField ( )
inline

Definition at line 8030 of file Actor.h.

◆ OverrideTPVShieldAnimationField()

UAnimSequence * AShooterWeapon::OverrideTPVShieldAnimationField ( )
inline

Definition at line 8087 of file Actor.h.

◆ OwnerDied()

void AShooterWeapon::OwnerDied ( )
inline

Definition at line 8360 of file Actor.h.

◆ PassiveDurabilityCostIntervalField()

float & AShooterWeapon::PassiveDurabilityCostIntervalField ( )
inline

Definition at line 8042 of file Actor.h.

◆ PassiveDurabilityCostPerIntervalField()

float & AShooterWeapon::PassiveDurabilityCostPerIntervalField ( )
inline

Definition at line 8041 of file Actor.h.

◆ PlayCameraAnimationFPV()

float AShooterWeapon::PlayCameraAnimationFPV ( UAnimMontage * Animation1P)
inline

Definition at line 8313 of file Actor.h.

◆ PlayFireAnimation()

void AShooterWeapon::PlayFireAnimation ( )
inline

Definition at line 8330 of file Actor.h.

◆ PlayReloadAnimation()

float AShooterWeapon::PlayReloadAnimation ( )
inline

Definition at line 8282 of file Actor.h.

◆ PlayUnequipAnimation()

void AShooterWeapon::PlayUnequipAnimation ( )
inline

Definition at line 8257 of file Actor.h.

◆ PlayUseHarvestAnimation()

void AShooterWeapon::PlayUseHarvestAnimation ( )
inline

Definition at line 8429 of file Actor.h.

◆ PlayUseHarvestAnimation_Implementation()

void AShooterWeapon::PlayUseHarvestAnimation_Implementation ( )
inline

Definition at line 8359 of file Actor.h.

◆ PlayWeaponBreakAnimation()

void AShooterWeapon::PlayWeaponBreakAnimation ( )
inline

Definition at line 8430 of file Actor.h.

◆ PlayWeaponBreakAnimation_Implementation()

void AShooterWeapon::PlayWeaponBreakAnimation_Implementation ( )
inline

Definition at line 8349 of file Actor.h.

◆ PlayWeaponSound()

UAudioComponent * AShooterWeapon::PlayWeaponSound ( USoundCue * Sound)
inline

Definition at line 8312 of file Actor.h.

◆ PostInitializeComponents()

void AShooterWeapon::PostInitializeComponents ( )
inline

Definition at line 8249 of file Actor.h.

◆ PreventSwitchingWeapon()

bool AShooterWeapon::PreventSwitchingWeapon ( )
inline

Definition at line 8369 of file Actor.h.

◆ PrimaryClipIconOffsetField()

int & AShooterWeapon::PrimaryClipIconOffsetField ( )
inline

Definition at line 7945 of file Actor.h.

◆ RefreshAmmoItemQuantity()

void AShooterWeapon::RefreshAmmoItemQuantity ( )
inline

Definition at line 8302 of file Actor.h.

◆ RefreshToggleAccessory()

void AShooterWeapon::RefreshToggleAccessory ( )
inline

Definition at line 8273 of file Actor.h.

◆ ReloadCameraShakeSpeedScaleField()

float & AShooterWeapon::ReloadCameraShakeSpeedScaleField ( )
inline

Definition at line 8045 of file Actor.h.

◆ ReloadWeapon()

void AShooterWeapon::ReloadWeapon ( )
inline

Definition at line 8301 of file Actor.h.

◆ ScopeCrosshairColorParameterField()

FName & AShooterWeapon::ScopeCrosshairColorParameterField ( )
inline

Definition at line 8028 of file Actor.h.

◆ ScopeCrosshairMIField()

UMaterialInterface * AShooterWeapon::ScopeCrosshairMIField ( )
inline

Definition at line 8026 of file Actor.h.

◆ ScopeCrosshairSizeField()

float & AShooterWeapon::ScopeCrosshairSizeField ( )
inline

Definition at line 8027 of file Actor.h.

◆ ScopedBuffField()

TSubclassOf< APrimalBuff > & AShooterWeapon::ScopedBuffField ( )
inline

Definition at line 8085 of file Actor.h.

◆ ScopeOverlayMIField()

UMaterialInterface * AShooterWeapon::ScopeOverlayMIField ( )
inline

Definition at line 8025 of file Actor.h.

◆ SecondaryClipIconOffsetField()

int & AShooterWeapon::SecondaryClipIconOffsetField ( )
inline

Definition at line 7946 of file Actor.h.

◆ ServerSetColorizeRegion()

void AShooterWeapon::ServerSetColorizeRegion ( int theRegion,
bool bValToUse )
inline

Definition at line 8431 of file Actor.h.

◆ ServerSetColorizeRegion_Implementation()

void AShooterWeapon::ServerSetColorizeRegion_Implementation ( int theRegion,
bool bValToUse )
inline

Definition at line 8365 of file Actor.h.

◆ ServerStartAltFire()

void AShooterWeapon::ServerStartAltFire ( )
inline

Definition at line 8432 of file Actor.h.

◆ ServerStartAltFire_Implementation()

void AShooterWeapon::ServerStartAltFire_Implementation ( )
inline

Definition at line 8286 of file Actor.h.

◆ ServerStartFire()

void AShooterWeapon::ServerStartFire ( )
inline

Definition at line 8433 of file Actor.h.

◆ ServerStartFire_Implementation()

void AShooterWeapon::ServerStartFire_Implementation ( )
inline

Definition at line 8284 of file Actor.h.

◆ ServerStartReload()

void AShooterWeapon::ServerStartReload ( )
inline

Definition at line 8434 of file Actor.h.

◆ ServerStartReload_Implementation()

void AShooterWeapon::ServerStartReload_Implementation ( )
inline

Definition at line 8291 of file Actor.h.

◆ ServerStartSecondaryAction()

void AShooterWeapon::ServerStartSecondaryAction ( )
inline

Definition at line 8435 of file Actor.h.

◆ ServerStartSecondaryAction_Implementation()

void AShooterWeapon::ServerStartSecondaryAction_Implementation ( )
inline

Definition at line 8288 of file Actor.h.

◆ ServerStopAltFire()

void AShooterWeapon::ServerStopAltFire ( )
inline

Definition at line 8436 of file Actor.h.

◆ ServerStopAltFire_Implementation()

void AShooterWeapon::ServerStopAltFire_Implementation ( )
inline

Definition at line 8287 of file Actor.h.

◆ ServerStopFire()

void AShooterWeapon::ServerStopFire ( )
inline

Definition at line 8437 of file Actor.h.

◆ ServerStopFire_Implementation()

void AShooterWeapon::ServerStopFire_Implementation ( )
inline

Definition at line 8285 of file Actor.h.

◆ ServerStopSecondaryAction_Implementation()

void AShooterWeapon::ServerStopSecondaryAction_Implementation ( )
inline

Definition at line 8289 of file Actor.h.

◆ ServerToggleAccessory()

void AShooterWeapon::ServerToggleAccessory ( )
inline

Definition at line 8438 of file Actor.h.

◆ ServerToggleAccessory_Implementation()

void AShooterWeapon::ServerToggleAccessory_Implementation ( )
inline

Definition at line 8290 of file Actor.h.

◆ SetAccessoryEnabled()

void AShooterWeapon::SetAccessoryEnabled ( bool bEnabled)
inline

Definition at line 8271 of file Actor.h.

◆ SetAmmoInClip()

void AShooterWeapon::SetAmmoInClip ( int newAmmo)
inline

Definition at line 8373 of file Actor.h.

◆ SetAutoReload()

void AShooterWeapon::SetAutoReload ( )
inline

Definition at line 8306 of file Actor.h.

◆ SetOwningPawn()

void AShooterWeapon::SetOwningPawn ( AShooterCharacter * NewOwner)
inline

Definition at line 8323 of file Actor.h.

◆ SetWeaponState()

void AShooterWeapon::SetWeaponState ( EWeaponState::Type NewState)
inline

Definition at line 8304 of file Actor.h.

◆ ShouldDealDamage()

bool AShooterWeapon::ShouldDealDamage ( AActor * TestActor)
inline

Definition at line 8343 of file Actor.h.

◆ SimulateWeaponFire()

void AShooterWeapon::SimulateWeaponFire ( )
inline

Definition at line 8327 of file Actor.h.

◆ StartAltFire()

void AShooterWeapon::StartAltFire ( )
inline

Definition at line 8265 of file Actor.h.

◆ StartFire()

void AShooterWeapon::StartFire ( bool bFromGamepad)
inline

Definition at line 8263 of file Actor.h.

◆ StartMeleeSwing()

void AShooterWeapon::StartMeleeSwing ( )
inline

Definition at line 8339 of file Actor.h.

◆ StartMuzzleFX()

void AShooterWeapon::StartMuzzleFX ( )
inline

Definition at line 8328 of file Actor.h.

◆ StartReload()

void AShooterWeapon::StartReload ( bool bFromReplication)
inline

Definition at line 8280 of file Actor.h.

◆ StartSecondaryAction()

void AShooterWeapon::StartSecondaryAction ( )
inline

Definition at line 8266 of file Actor.h.

◆ StartSecondaryActionEvent()

void AShooterWeapon::StartSecondaryActionEvent ( )
inline

Definition at line 8439 of file Actor.h.

◆ StartUnequip()

void AShooterWeapon::StartUnequip ( )
inline

Definition at line 8440 of file Actor.h.

◆ StartUnequip_Implementation()

void AShooterWeapon::StartUnequip_Implementation ( )
inline

Definition at line 8256 of file Actor.h.

◆ StartUnequipEvent()

void AShooterWeapon::StartUnequipEvent ( )
inline

Definition at line 8441 of file Actor.h.

◆ StaticClass()

static UClass * AShooterWeapon::StaticClass ( )
inlinestatic

Definition at line 8242 of file Actor.h.

◆ StaticRegisterNativesAShooterWeapon()

static void AShooterWeapon::StaticRegisterNativesAShooterWeapon ( )
inlinestatic

Definition at line 8379 of file Actor.h.

◆ StopAltFire()

void AShooterWeapon::StopAltFire ( )
inline

Definition at line 8276 of file Actor.h.

◆ StopCameraAnimationFPV()

void AShooterWeapon::StopCameraAnimationFPV ( )
inline

Definition at line 8314 of file Actor.h.

◆ StopCheckForMeleeAttack()

void AShooterWeapon::StopCheckForMeleeAttack ( )
inline

Definition at line 8278 of file Actor.h.

◆ StopFire()

void AShooterWeapon::StopFire ( )
inline

Definition at line 8264 of file Actor.h.

◆ StopMuzzleFX()

void AShooterWeapon::StopMuzzleFX ( )
inline

Definition at line 8329 of file Actor.h.

◆ StopReloadAnimation()

void AShooterWeapon::StopReloadAnimation ( )
inline

Definition at line 8283 of file Actor.h.

◆ StopSecondaryAction()

void AShooterWeapon::StopSecondaryAction ( )
inline

Definition at line 8267 of file Actor.h.

◆ StopSecondaryActionEvent()

void AShooterWeapon::StopSecondaryActionEvent ( )
inline

Definition at line 8442 of file Actor.h.

◆ StopSimulatingWeaponFire()

void AShooterWeapon::StopSimulatingWeaponFire ( )
inline

Definition at line 8331 of file Actor.h.

◆ TargetingDelayTimeField()

float & AShooterWeapon::TargetingDelayTimeField ( )
inline

Definition at line 8031 of file Actor.h.

◆ TargetingFOVInterpSpeedField()

float & AShooterWeapon::TargetingFOVInterpSpeedField ( )
inline

Definition at line 8032 of file Actor.h.

◆ TargetingInfoTooltipPaddingField()

FVector2D & AShooterWeapon::TargetingInfoTooltipPaddingField ( )
inline

Definition at line 7947 of file Actor.h.

◆ TargetingInfoTooltipScaleField()

FVector2D & AShooterWeapon::TargetingInfoTooltipScaleField ( )
inline

Definition at line 7948 of file Actor.h.

◆ TargetingSoundField()

USoundCue * AShooterWeapon::TargetingSoundField ( )
inline

Definition at line 8056 of file Actor.h.

◆ TargetingTooltipCheckRangeField()

float & AShooterWeapon::TargetingTooltipCheckRangeField ( )
inline

Definition at line 7944 of file Actor.h.

◆ TheMeleeSwingRadiusField()

float & AShooterWeapon::TheMeleeSwingRadiusField ( )
inline

Definition at line 7995 of file Actor.h.

◆ Tick()

void AShooterWeapon::Tick ( float DeltaSeconds)
inline

Definition at line 8350 of file Actor.h.

◆ TickMeleeSwing()

void AShooterWeapon::TickMeleeSwing ( float DeltaTime)
inline

Definition at line 8346 of file Actor.h.

◆ TimeToAutoReloadField()

float & AShooterWeapon::TimeToAutoReloadField ( )
inline

Definition at line 8018 of file Actor.h.

◆ ToggleAccessory()

void AShooterWeapon::ToggleAccessory ( )
inline

Definition at line 8272 of file Actor.h.

◆ ToggleAccessorySoundField()

USoundBase * AShooterWeapon::ToggleAccessorySoundField ( )
inline

Definition at line 8019 of file Actor.h.

◆ TPVAccessoryToggleComponentField()

FName & AShooterWeapon::TPVAccessoryToggleComponentField ( )
inline

Definition at line 8017 of file Actor.h.

◆ TPVCameraYawRangeField()

float & AShooterWeapon::TPVCameraYawRangeField ( )
inline

Definition at line 8069 of file Actor.h.

◆ TPVForcePlayAnimField()

UAnimMontage * AShooterWeapon::TPVForcePlayAnimField ( )
inline

Definition at line 8063 of file Actor.h.

◆ TPVMuzzleLocationOffsetField()

FVector & AShooterWeapon::TPVMuzzleLocationOffsetField ( )
inline

Definition at line 8090 of file Actor.h.

◆ TryFireWeapon()

bool AShooterWeapon::TryFireWeapon ( )
inline

Definition at line 8371 of file Actor.h.

◆ UntargetingSoundField()

USoundCue * AShooterWeapon::UntargetingSoundField ( )
inline

Definition at line 8057 of file Actor.h.

◆ UpdateFirstPersonMeshes()

void AShooterWeapon::UpdateFirstPersonMeshes ( bool bIsFirstPerson)
inline

Definition at line 8251 of file Actor.h.

◆ UseAlternateAimOffsetAnim()

bool AShooterWeapon::UseAlternateAimOffsetAnim ( )
inline

Definition at line 8248 of file Actor.h.

◆ UseAmmo()

void AShooterWeapon::UseAmmo ( int UseAmmoAmountOverride)
inline

Definition at line 8296 of file Actor.h.

◆ UsesAmmo()

bool AShooterWeapon::UsesAmmo ( )
inline

Definition at line 8337 of file Actor.h.

◆ VRTargetingAimOriginOffsetField()

FVector & AShooterWeapon::VRTargetingAimOriginOffsetField ( )
inline

Definition at line 8024 of file Actor.h.

◆ VRTargetingModelOffsetField()

FVector & AShooterWeapon::VRTargetingModelOffsetField ( )
inline

Definition at line 8023 of file Actor.h.

◆ WeaponAmmoItemTemplateField()

TSubclassOf< UPrimalItem > & AShooterWeapon::WeaponAmmoItemTemplateField ( )
inline

Definition at line 7976 of file Actor.h.

◆ WeaponConfigField()

FWeaponData & AShooterWeapon::WeaponConfigField ( )
inline

Definition at line 7975 of file Actor.h.

◆ WeaponMesh3PFireAnimField()

UAnimMontage * AShooterWeapon::WeaponMesh3PFireAnimField ( )
inline

Definition at line 7999 of file Actor.h.

◆ WeaponMesh3PReloadAnimField()

UAnimMontage * AShooterWeapon::WeaponMesh3PReloadAnimField ( )
inline

Definition at line 7997 of file Actor.h.

◆ WeaponTrace()

FHitResult * AShooterWeapon::WeaponTrace ( FHitResult * result,
FVector * StartTrace,
FVector * EndTrace )
inline

Definition at line 8321 of file Actor.h.

◆ WeaponTraceHits()

void AShooterWeapon::WeaponTraceHits ( TArray< FHitResult > * HitResults,
FVector * StartTrace,
FVector * EndTrace )
inline

Definition at line 8322 of file Actor.h.

◆ WeaponUnequipDelayField()

float & AShooterWeapon::WeaponUnequipDelayField ( )
inline

Definition at line 8009 of file Actor.h.

◆ ZoomIn()

void AShooterWeapon::ZoomIn ( )
inline

Definition at line 8247 of file Actor.h.

◆ ZoomOut()

void AShooterWeapon::ZoomOut ( )
inline

Definition at line 8246 of file Actor.h.


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